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Leafiara (prime)/Mechanical Musings/The Autumnwinds' Magical Monk Guide: Difference between revisions

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Last updated June 23, 2024.
Last updated June 23, 2024.


Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.
'''Please note: if you're reading this sentence, you've found this guide in its tenth draft form, not quite finished (which is why it's not linked from my main character page yet).'''

I know of a few things I still need to add and change, including a conclusion section and checking on the interaction between Kai's Strike and 1-4 ranks of Sanctify.

That said, feel free to send me feedback on anything you think is working, not working, clear, unclear, helpful, distracting, etc. within the guide.




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* If you want an exhaustive guide, read through it in order.
* If you want an exhaustive guide, read through it in order.
* If you want the opposite of an exhaustive guide, jump to the "Cookie Cutter" section at the end.
* If you want the opposite of an exhaustive guide, jump to the "tl;dr Recap: Cookie Cutter" section at the end.
* If you're not sure whether you want an exhaustive guide, read the "Why Play a Monk" section to see if monks sound cool, then jump to the "Cookie Cutter Monk" section at the end, then read the rest if you're intrigued afterward. The Cookie Cutter section provides an overview of ''what'' to do and gives a small window into what the rest of the guide covers, which is ''why'' to do it.
* If you're not sure whether you want an exhaustive guide, read the "Why Play a Monk" section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you're intrigued afterward. The Cookie Cutter section provides an overview of ''what'' to do and gives a small window into what the rest of the guide covers, which is ''why'' to do it.


I've made each section collapsible for easy navigation, but I do try to include nuggets of wisdom for all experience levels in each section!
I've made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!


Speaking of experience, what's mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I'm now working on my monk Sariara to fill in my knowledge gap before level 43; she reached level 30 early on June 17, 2024.
Speaking of experience, what's mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I'm now working on my monk Sariara to fill in my knowledge gap before level 43; she reached level 30 early on June 17, 2024.


And speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn't have had the passion or interest--at least on my own. When I say I've written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of this guide, I'll call it a job well done!
And speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn't have had the passion or interest--at least on my own. When I say I've written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I'll call it a job well done!


No further ado. Let's get on with it!
No further ado. Let's get on with it!
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# Improving your [[multiplier modifier]] primarily through things like forcing a creature's stance down or inflicting status conditions.
# Improving your [[multiplier modifier]] primarily through things like forcing a creature's stance down or inflicting status conditions.


Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC's equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) take a backseat to a third number, the [[multiplier modifier]] (MM).
Unlike the other physical systems based on [[attack strength]] (AS) and [[defensive strength]] (DS), UC's equivalents of [[unarmed attack factor]] (UAF) and [[unarmed defense factor]] (UDF) are joined by a third number, the [[multiplier modifier]] (MM). Another dissimilarity is that while increasing your AS or decreasing enemy DS by the same amount would have the same effect in combat, lowering enemy UDF is multiplicatively better than increasing your UDF. Meanwhile, increasing your MM is possibly even more paramount!


I'll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to run into situations where they have no chance of hitting their foe.
I'll elaborate further during the Unarmed Combat Primer section. For now, know that unarmed combat has a drastically higher floor, albeit also a lower ceiling, than other forms of combat. Monks are much less likely to one-shot anything than their melee counterparts, but monks are also much less likely to have no chance of hitting their foe.


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<font color="red">'''Bonus Tip!'''</font>
<font color="red">'''Bonus Tip!'''</font>


Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still ''miss'' via low endrolls, but if you've played other physical characters and can't stand it seeing a creature avoids an attack before it even gets to the roll, try a monk!
Another standout difference of unarmed combat is that creatures can never outright evade, block, or parry a UC attack. UC attacks can still ''miss'' via low endrolls, but if you've played other physical characters and can't stand seeing a creature avoid an attack before it even gets to the roll, try a monk!
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While GSIV is technically balanced around vanilla +20 gear, most people would agree there's a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. However, I'd put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!
While GSIV is technically balanced around vanilla +20 gear, most people would agree there's a difference between a viable way to play the game and an enjoyable way to play the game. Pure casters are commonly considered the best at remaining enjoyable even with little to nothing spent on good gear. However, I'd put monks right behind them--and easily ahead of [[warrior]]s, [[rogue]]s, [[paladin]]s, and [[ranger]]s!


Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you're unwable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)
Because of the unique qualities of unarmed combat, improvements like [[Enchant (925)|enchanting]], [[Ensorcell (735)|ensorcelling]], [[Sanctify (330)|sanctifying]], or [[weighting]] your offensive gear are much more luxury than necessity. If you're unable or unwilling to spend heavily on a new character, monks are an excellent low investment profession. (And smooth upgrade paths exist if you eventually want them, but more on that later in this guide!)


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<font color="green">'''Fun Sidebar!'''</font>
<font color="green">'''Fun Sidebar!'''</font>


Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game's most challenging area, on par with other professions even with a third of the experience points and a tenth of the gear caliber of those others. At this top end of difficult content, I'd say monks are ''the best'' at not depending on gear nor even exp!
Players have noticed that monks can hunt and succeed in the Hinterwilds, arguably the game's most challenging area, on par with other professions even with a third of the experience points and a tenth of the gear caliber of those others. At this top end of difficult content, I'd say monks are ''the best'' at not depending on gear nor even exp! More on that in the Ascension section.
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===Simplicity===
===Simplicity===


Monks have a very low learning curve, at least by GS standards. This is a game world with a lot of convoluted training plans, tradeoffs, options, breakpoints to shoot for, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it's difficult to get wrong. I'd go so far as ''extremely'' difficult to get wrong if you stick to unarmed combat.
Monks have a very low learning curve, at least by GS standards. This game world has a lot of convoluted training plans, tradeoffs, options, breakpoints, tight training point constraints, and too many desirable skills to train them all, but monks present you with a very straightforward, low pressure profession that it's difficult to get wrong. If you stick to unarmed combat, I'd go so far as ''extremely'' difficult to get wrong.


(If you want to do unusual things that don't involve UC, then read on in Odds and Ends!)
(If you want to do unusual things that don't involve UC, then read on in Odds and Ends!)
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Once monks hit their stride by level 40--maybe even level 30--they're great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!
Once monks hit their stride by level 40--maybe even level 30--they're great at screen scroll shenanigans. With the general speed of unarmed combat, its myriad status conditions, free bonus jabs in [[Verb:MSTRIKE|mstrikes]] or free knockdowns in [[Fury]], and plenty of messaging prompts about tiering up or when to [[Spin Kick]], combat can be an engaging and chaotic experience!


Even on the roleplaying side of things, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game's coolest tools. It allows you to customize your appearance for up to three saved illusionary projections of yourself and is as close as you can get to playing multiple characters in one!
Even from a roleplaying perspective, [[Shroud of Deception (1212)|Shroud of Deception]] is one of the game's coolest tools. It allows you to customize your appearance and save up to three illusionary projections, which is as close as you can get to playing multiple characters in one!




===Might and Magic===
===Might and Magic===


If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is such an integral part of the monk toolkit that the dev staff had to make provision so that even Kroderine Soul monks could still cast spells from level 30 on!
If you long for the raw power of a physical profession like a warrior, but still want the option to use magic in and out of combat even from early levels, monks are for you. The [[Minor Mental]] spell circle is so integral to the monk toolkit that dev had to make provision so even Kroderine Soul monks could still cast spells from level 30 on!




===Downsides or Lack Thereof===
===Downsides or Lack Thereof===


Some players feel that monks are pigeonholed into unarmed combat. I would have agreed a week ago, but while writing Odds and Ends, I did a deep dive into the math and now I believe a weapon build is absolutely on the table; if you really want to, monks can operate like warriors who have more DS but don't wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don't have guild skills, and a few other tradeoffs. If your character concept is a lightly armored swashbuckler type quick on their feet, there's a very real case that a monk can be a better choice than a warrior.
Some players feel that monks are pigeonholed into unarmed combat. I would have agreed a week ago, but while writing Odds and Ends, I did a deep dive into the math and now believe a weapon build is absolutely on the table; monks ''can'', if they want, operate like warriors who have more DS but don't wear heavy armor, are better at evading but worse at parrying, have a universal stat bonus from level 50 on but don't have guild skills, and a few other tradeoffs. If your character concept is a lightly armored Dread Pirate type quick on their feet, there's a very real case that a monk can be a better choice than a warrior.


[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo's Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments. TD certainly is a weakness, but not nearly as much of one now. Monks' offensive toolkit has grown, making keeping enemies under control and stopping them from casting at all easier than ever. Even when creatures do fire offs spell, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.
[[Target defense]] (TD) is widely regarded as a monk weakness and was a major discussion point in [[Flimbo's Monk Guide]], which was extensive in its time, but has become outdated after years of major game developments. TD certainly is a weakness, but not nearly as much of one now. Monks' offensive toolkit has grown, making it easier than ever to keep enemies under control and stop them from casting at all. Even when creatures do fire off spells, non-Kroderine Soul monks have a new warding defense booster called Dragonscale Skin while Kroderine Soul monks have magic redux and can absorb (negate) an offensive spell once every 30 seconds.


About the best I can muster for actual downsides to monks is that they can't obliterate an entire swarm of creatures in six seconds or less (that's the domain of post-cap bards and wizards) and that their profession service needs improvement (but improvement is already planned for the future).
The best I can muster for actual downsides to monks is that they can't obliterate an entire swarm of creatures in six seconds or less (that's the domain of post-cap bards and wizards) and their profession service needs improvement (but improvement is already planned for the future).
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<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-creation">


If making a monk sounds good, then let's get started!
If making a monk sounds intriguing, let's get started!




===Choosing a Race===
===Choosing a Race===


From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything monks do, it's more a question of which ones are slightly better at any given thing. I don't think you can go wrong, which isn't something I say about other professions, so my honest suggestion is to pick whatever sounds interesting.
From level 50 on, monks arguably have more leeway than any other [[profession]] to be any [[race]] with minimal drawbacks due to [[Perfect Self]] basically eliminating stat deficiencies. Instead of any race being bad at anything, it's more a question of which ones are slightly better at any given thing. I don't think you can go wrong, which I don't say about other professions, so my honest suggestion is to pick whatever sounds interesting.


If you're not sure what's interesting or are torn between options, then my ''next'' suggestion would be to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk ''appear'' like other races, they can't perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!
If you're not sure what's interesting or are torn between options, my ''next'' suggestion is to see if any [[race-specific verbs]] strike your fancy. Even though Shroud of Deception can make your monk ''appear'' like other races, they can't perform (for example) halfling-specific verbs without actually being a halfling. Get the verbs you like!


If verbs don't sound compelling either, then here's how I'd rank monk races mechanically if I really had to:
If verbs don't sound compelling either, then here's how I'd rank monk races mechanically if I really had to:


# '''[[Elf|Elves]]''': What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] ("Agidex"), which means faster mstrikes and [[Category:Weapon Techniques|assault techniques]]--key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they're slightly below average on encumbrance.
# '''[[Elf|Elves]]''': What I made my first monk, Tarine. Elves tie with burghal gnomes as the second best race for combined [[Agility]] and [[Dexterity]] ("Agidex"), which means faster mstrikes and [[Category:Weapon Techniques|assault techniques]]--key parts of the monk arsenal. Elves have no particular disadvantages like height or size, though they're slightly below average on encumbrance.
# '''[[Halfling]]s''': Halflings tied with burghal gnomes as the best race for combined Agidex, having the fastest mstrikes and assaults. They also have an enormous bonus to defend against elemental warding spells, which monks would normally be weak against. (However, enemy elemental warding spells ''are'' sort of rare.) They have a [[Logic]] bonus, so they gain exp slightly faster and [[Vertigo (1219)|Vertigo]] is slightly more reliable, though these are minor points. Their primary disadvantages are severe [[encumbrance]] issues and a height that requires keeping average-sized creatures knocked down or training niche combat maneuvers like [[Acrobat's Leap]] to target enemy heads as a finisher.
# '''[[Halfling]]s''': Halflings are the best race for combined Agidex, having the fastest mstrikes and assaults. They also have an enormous bonus to defend against elemental warding spells, which monks would normally be weak against. (Enemy elemental warding spells ''are'' sort of rare, though.) They have a [[Logic]] bonus, so they gain exp slightly faster and [[Vertigo (1219)|Vertigo]] is slightly more reliable, though these are minor points. Halflings' primary disadvantages are severe [[encumbrance]] issues and their height requires keeping most creatures knocked down or training niche combat maneuvers like [[Acrobat's Leap]] to target heads as a finisher.
# '''[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]''': All of these races tie for third place at Agidex. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves or halflings would. They have much more carrying capacity (less encumbrance) than halflings, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but if we compare to elves as a baseline...
# '''[[Aelotoi]], [[Dark Elf|Dark Elves]], [[Half-Elf|Half-Elves]], and [[Sylvankind|Sylvans]]''': All of these races tie for third place at Agidex. They can still get to minimum speed attacks, but need a little more [[experience]] or enhancive items than elves, halflings, or gnomes would. They have much more carrying capacity (less encumbrance) than halflings and gnomes, all but aelotoi have more carrying capacity than elves, and none have problems height-wise. Mechanical differences between the four are pretty minimal for monks, but compared to elves as a baseline...
#* Aelotoi have a Logic bonus, like halflings.
#* Aelotoi have a Logic bonus, like halflings, so more exp and better Vertigo.
#* Dark elves' [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.
#* Dark elves' [[Aura]] and [[Wisdom]] bonuses offer a small amount of defense against elemental and spiritual warding spells.
#* Half-elves have the best carrying capacity of my top six picks.
#* Half-elves have the best carrying capacity of my top six picks.
#* Sylvans' Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are really minimal in practice.
#* Sylvans' Aura bonus offers a small amount of defense against elemental warding spells. Dark elves are mechanically better at the same thing, but, again, the differences are very minimal in practice.
# '''[[Forest Gnome]]s and [[Burghal Gnome]]s''': These are in the top 3 and top 1 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings, which is why I have them down here. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are still minor enough that I don't think anyone should sweat it.
# '''[[Forest Gnome]]s and [[Burghal Gnome]]s''': These are in the top 3 and top 2 speed tiers, respectively. Forest gnomes handle encumbrance slightly better than halflings while burghal gnomes handle it even worse than halflings. I give halflings the advantage over gnomes mainly due to their huge elemental TD bonus, but the differences are still minor enough that I don't think anyone should sweat it.
# '''[[Dwarf|Dwarves]]''': Like halflings, dwarves have excellent defense against elemental TD (albeit +30 vs. +40), but instead of having major encumbrance issues, they can hold a surprising amount due to their [[Strength]] and [[Constitution]] bonuses. Dwarves do face the short race issue of not being able to target the heads of standing foes--and, unlike the other short races, dwarves rank second to last in Agidex instead of being among the fastest. Still, if you wanted the fastest attacks, I figure you would have picked one of the races above. So if you're okay with having slower attacks, then other factors come into play and elemental TD is a rare and valuable one. I rank dwarven monks the best of the slower races.
# '''[[Dwarf|Dwarves]]''': Like halflings, dwarves have excellent defense against elemental TD (albeit +30 vs. +40). Dwarves face the short race issue of not being able to target the heads of standing foes--and, unlike the swifter short races, dwarves rank second to last in Agidex. Still, if you wanted the fastest attacks, I figure you would have picked one of the races above. If you're okay with slower attacks, then other selling points come into play--elemental TD is a rare and valuable one. Unlike other short races that have major encumbrance issues, dwarves also hold a surprising amount due to their [[Strength]] and [[Constitution]] bonuses. I rank dwarven monks the best of the slower races.
# '''[[Half-krolvin]]''': The fourth best race for Agidex, though there's as much of a speed gap between third best and fourth best as between best and third best. Half-krolvin and dwarves have amazing verbs, but I don't see much purely mechanical reason to choose a half-krolvin over the previous nine races.
# '''[[Half-krolvin]]''': The fourth best race for Agidex, though there's as much of a speed gap between third best and fourth best as between best and third best. Half-krolvin and dwarves have amazing verbs, but I don't see much purely mechanical reason to choose a half-krolvin over the previous nine races.
# '''[[Giantmen]]''': Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques. However, encumbrance ''doesn't'' slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. Encumbrance-reducing items like silvery blue potions and especially [[Blue_feather-shaped_charm|blue feather-shaped charms]] are easier and cheaper to come by than Agidex-boosting enhancives, so it's not a trade I'd personally take--and, even when lower carrying capacity races get encumbered, ''most'' hunting grounds allow a quick return to town to [[locksmith pool|drop off boxes]] and silver, then a quick return to hunting, so lower carrying capacity races can do that as they become encumbered. (Halflings and gnomes probably also need charms or potions.) Still, there's a reason that some players choose giants near exclusively. If any of that upkeep or returning to town sounds too aggravating or if you want to maximize the amount of time you can spend maximizing loot (staying out hunting) instead of exp (ending the hunt as quickly as possible and returning to town), giants might still be for you.
# '''[[Giantmen]]''': Giants are the slowest race, but can carry near endless amounts of things without getting encumbered. Encumbrance reduces DS and slows down single-target UC attacks, assault techniques, and AoE techniques--but it ''doesn't'' slow down mstrikes nor Twin Hammerfists, which are key in the monk arsenal. Encumbrance-reducing items like silvery blue potions and especially [[Blue_feather-shaped_charm|blue feather-shaped charms]] are easier and cheaper to come by than Agidex-boosting enhancives, so I personally wouldn't take the trade. Even when lower carrying capacity races get encumbered, ''most'' hunting grounds allow a quick return to town to [[locksmith pool|drop off boxes]] and silver, then a quick return to hunting, so lower carrying capacity races can just do that as they become encumbered. (Halflings and gnomes probably also need charms or potions.) Still, there's a reason that some players choose giants near exclusively. If item upkeep or returning to town sounds aggravating or if you want to maximize the amount of time you can spend acquiring loot (staying out hunting) instead of exp (ending the hunt as quickly as possible), giants might be for you.
# '''[[Erithian]]s and [[Human]]s''': These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!
# '''[[Erithian]]s and [[Human]]s''': These are the third slowest races. Erithians and humans have no particular mechanical disadvantages that push them away from being monks, but also no particular advantages that push them toward being monks. Erithians do have excellent verbs that go well with monks roleplaying-wise!


Everything from dwarves up is close enough that I wouldn't quibble about any of them being seriously better than the others. I can understand people's case for giants too, even though they're not my style. With half-krolvin, erithians, and humans, though, I'm really dubious from a mechanical perspective. Perfect Self does bring up the low and you can't go wrong, exactly, but Perfect Self also makes the rich richer.
Everything from dwarves up is close enough that I wouldn't quibble about any of them being seriously better than the others. I understand people's case for giants too, even though they're not my style. With half-krolvin, erithians, and humans, though, I'm really dubious from a mechanical perspective. Perfect Self does bring up the low and you can't go wrong, exactly, but Perfect Self also makes the rich richer.




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* Set stats to max out at cap.
* Set stats to max out at cap.
* Max everything except Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, or Influence.
* Max everything except Intuition if possible. If not possible, then take a small number out of either Constitution, Discipline, or Influence.
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly. (As a real example, aelotoi monks have a spare point that can go into either Logic, Wisdom, or Influence for 4 mental TPs. I chose Influence.)
* If all stats have gotten as high as they can get by cap and there are spare points to allocate, then favor the configuration that gives the most mental TPs. If multiple configurations give the same mental TPs, then favor the one with stats that grow most slowly.


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<font color="magenta">'''Optional Deep Dive Sidebar #1!'''</font>
<font color="magenta">'''Deep Dive Stat Sidebar #1!'''</font>


While there's endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks will be good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don't require good Agidex like hard-hitting melee weapons.
While there's endless debate across all professions about whether to set stats for cap or early power, it applies less to monks than others. Perfect Self makes monks will be good across the board from level 50 on almost regardless of what they do. Single strikes in unarmed combat are also naturally quick and, even at low levels, don't require good Agidex like hard-hitting melee weapons.


Once mstrikes and weapon techniques are a regular part of your monk's arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She'll reach -3 RT by level 33, then -4 RT by level 50 thanks to Perfect Self. -5 RT is her peak without enhancives or [[Ascension]], which she'll reach at level 84. That huge RT reduction only matters for mstrikes and assault techniques, which, despite being very important, aren't the majority of battle commands. There's a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50).
Once mstrikes and weapon techniques are a regular part of your monk's arsenal by the early 30s--if not sooner--Agidex does become more important. However, fast races who set stats for cap will be perfectly fine on Agidex due to innate bonuses. For example, at level 30, my monk Sariara had 19 Dexterity bonus and 16 Agility bonus, which is the -2 RT tier. She reached -3 RT by level 33 and will reach -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]], which she'll reach at level 84. That huge RT reduction only matters for mstrikes and assault techniques, which, despite being very important, aren't the majority of battle commands. There's a pretty negligible difference between setting stats for cap (-4 RT by level 50) and setting stats for early power (-5 RT by level 50).
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<font color="magenta">'''Optional Deep Dive Sidebar #2!'''</font>
<font color="magenta">'''Deep Dive Stat Sidebar #2!'''</font>


There's also endless debate across most professions on whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree because Voln is the mechanically strongest society (a point that I ''do'' concur with the majority on) and Influence improves the success rate of Symbol of Sleep, arguably Voln's strongest ability, along with a couple other Voln abilities. (More on Voln in the next section!)
There's also endless debate across most professions on whether to tank Intuition or Influence. The majority usually say tank Influence, but I disagree. Voln is the mechanically strongest society (a point that I ''do'' concur with the majority on) and Influence improves the success rate of Symbol of Sleep, arguably Voln's strongest ability, along with a couple of its others. (More on Voln in the next section!)


So I'm on the side of tanking Intuition unless you're not in Voln or you play a [[sorcerer]] or [[wizard]] (whose profession services care about Intuition and will take as much of it as they can get). The argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers, which isn't compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high caps and cheap training costs for [[Physical Fitness]] and [[Dodging]].
So I'm on the side of tanking Intuition unless you're not in Voln or you play a [[sorcerer]] or [[wizard]] (whose profession services care about Intuition). If those aren't true, the argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers, which isn't compelling to monks, who already have extraordinary ability to dodge enemy maneuvers due to high rank caps and low training costs for [[Physical Fitness]] and [[Dodging]].


To put it into perspective, my capped monk Tarine, who tanked Intuition, has a -3% chance for a same-level maneuver hit to her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not impressed!
To put it into perspective, my capped monk Tarine, who tanked Intuition, has a -3% chance for a same-level maneuver hit to her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not impressed!


But you might think that a super-capped character is an unfair example, so how about Sariara at level 30? She also tanked Intuition, hasn't maxed her stats yet, doesn't have Perfect Self, is an aelotoi instead of an elf (so a bit worse at avoiding maneuvers), has a little over 1 million experience points instead of 39 million, hasn't sunk [[Ascension]] points into avoiding maneuvers, and only has 2x Physical Fitness, 2x Dodging, and 1x Perception instead of 3x, 3x, and 2x. Despite all of that, like-level maneuvers still only have a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn't appeal to me like improving the success of one of the game's strongest abilities, Symbol of Sleep.
But you might think that a super-capped character is an unfair example, so how about Sariara at level 30? She also tanked Intuition, hadn't maxed her stats yet, doesn't have Perfect Self, is an aelotoi instead of an elf (a bit worse at avoiding maneuvers), had a little over 1 million experience points instead of 39 million, hadn't sunk [[Ascension]] points into avoiding maneuvers, and only had 2x Physical Fitness, 2x Dodging, and 1x Perception instead of 3x, 3x, and 2x. For all that, like-level maneuvers still only had a 12% chance to hit her in offensive and a -2% chance in defensive. Improving those numbers doesn't appeal to me like improving the success of the absurdly powerful Symbol of Sleep.
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* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.
* [[Strength]]: Reduced encumbrance. +1 UAF for every 2 bonus.
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding for every 5 bonus against AS-based attacks only.
* [[Constitution]]: Slightly reduced encumbrance. Slightly more max health. +1 crit padding (AS-based attacks only) for every 5 bonus.
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased defense against maneuvers. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.
* [[Dexterity]]: Reduced [[Roundtime|roundtime]] (RT). Slightly increased maneuver defense. Improves tattooing ability. Adds crit weighting, but only if using melee weapons.
* [[Agility]]: Reduced RT. Twice as much defense against maneuvers as Dexterity. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you're in robes.
* [[Agility]]: Reduced RT. As much increased maneuver defense as Dexterity and Intuition combined. +1 UAF for every 2 bonus. +0.75 DS in offensive stance for every 1 bonus, assuming you're in robes.
* [[Discipline]]: +1 exp pool size per every 1 base stat (not bonus). Increased resistance to enemy warcries. Improves tattooing ability.
* [[Discipline]]: +1 exp pool size for every 1 base stat (not bonus). Increased resistance to enemy warcries. Improves tattooing ability.
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.
* [[Aura]]: +1 TD against elemental spells for every 1 bonus. +1 max [[spirit]] for every 10 base stat, rounded up.
* [[Logic]]: +1 exp absorbed per minute per 5 bonus (on a node, e.g a safe place) or per 7 bonus (off a note, e.g. while hunting). +1 exp pool size per every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[starting mana]] for every 4 bonus.
* [[Logic]]: +1 exp absorbed per minute per 5 bonus on a node (safe place) or per 7 bonus off a node (e.g. hunting). +1 exp pool size for every 1 base stat (not bonus). +1 CS for Minor Mental spells for every 1 bonus. Potentially +1 [[starting mana]] for every 4 bonus of initial stat placement only.
* [[Intuition]]: Slightly increased defense against enemy maneuvers. +0.1875 DS in offensive stance for every 1 bonus, assuming you're in robes.
* [[Intuition]]: Slightly increased maneuver defense. +0.1875 DS in offensive stance for every 1 bonus, assuming you're in robes.
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus.
* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.
* [[Influence]]: Increased success for [[Standard success resolution system|Standard Success Resolution]] (SSR) attacks. +1% silver from selling to NPC shops for every 12 bonus.


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===Selecting a Society===
===Selecting a Society===


Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and no incentive not to. This technically isn't part of character creation since you can't join a society until level 3, but I'm including it here because it can be part of ''character concept'' creation and, like I said in stats, Voln makes Influence very relevant. Still, is Voln right for your monk--and, if not, then which society is?
Almost all characters eventually join and master a [[society]] since there are numerous mechanical incentives to do so and none not to. This isn't part of character creation since you can't join a society until level 3, but it can be part of ''character concept'' creation and, like I said in stats, Voln makes Influence very relevant, so it's worth considering right away. Which society is right for your monk?




'''[[Council of Light]]''':
'''[[Council of Light]]''':


Mechanically, this society is very good at exactly three things:
Mechanically, this society excels at exactly three things:
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)
* Offering [[Sign of Wracking|way, way more mana]] than other societies (with the possible exception of [[empath]]s in Sunfist)
* Offering slightly more UAF and UDF than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)
* Offering slightly more UAF and DS than other societies, as it caps out at 35 instead of 30 (Sunfist) or 26 against the living (Voln, but Voln does get 39 UAF against the undead)
* Being the easiest and fastest to master
* Being the easiest and fastest to master


Neither mana, UAF, nor UDF matter to monks other than in the tiniest regard, so if you're interested in CoL, it's probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.
Neither mana, UAF, nor DS matter to monks other than in the tiniest regard, so if you're interested in CoL, it's probably either for reasons of ease or for roleplaying reasons like the other two options being a no-go based on their lore.




'''[[Guardians of Sunfist]]''':
'''[[Guardians of Sunfist]]''':


This society has a bit more mechanical appeal for monks.
This society has a bit more mechanical appeal. Sunfist is a somewhat tricky society to work with for warriors and rogues because its abilities consume small amounts of [[mana]] and [[stamina]]; the former isn't an issue, but they need the latter in droves and diverting some toward Sunfist sigils is a tough sell, especially at lower levels.


Monks also make heavy use of stamina, but they can reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! In other words, monks have more freedom to use Sunfist's powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.
Sunfist's sigils (abilities) consume small amounts of [[mana]] and [[stamina]], which makes it a tricky society to work with for warriors and rogues, who need the latter in droves. Monks, on the other hand, can reduce their stamina costs--including sigils--by 20-35% with their [[Mind Over Body (1213)|Mind Over Body]] spell! They have more freedom to use Sunfist's powerful short-term buffs like [[Sigil of Major Protection|heavy crit padding]] or [[Sigil of Major Bane|heavy crit weighting]] (against sworn enemies) that other professions might find themselves reserving for emergencies or skipping entirely.


Sunfist also offers the best [[target defense]] [[Sigil of Focus|(TD) bonus]] of the societies, which is a weak point for magical monks, and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for the purposes of things like casting spells and attacking.
Sunfist also features the best [[Sigil of Focus|(TD) bonus]] of the societies by a small margin and a surprisingly underrated ability to [[Sigil of Determination|ignore penalties from moderate wounds]] for combat purposes.


Lastly, Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It's more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which plays with the same general concept, but that requires millions of silver to buy in to. The riches in warcamps are definitely on the lower end, but warcamps remain an appealing aspect of Sunfist and can be especially helpful to help power through level ranges where you might find traditional hunting grounds unappealing.
Sunfist uniquely offers [[Sigil of Location|access]] to [[warcamp]]s, a type of hunting ground suitable for the level of the characters who enter. It's more or less a means to find private hunting grounds for you and/or your friends whenever you wish! Characters not in Sunfist can accomplish something similar via [[Open Sea Adventures]], which explores the same general concept, but that requires millions of silver to buy in to. Warcamp loot is rather poor, but warcamps remain an appealing aspect of Sunfist and can be a helpful alternative to power through level ranges where you might find traditional hunting grounds unappealing.




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This is widely regarded as the mechanical best society for most or possibly all professions.
This is widely regarded as the mechanical best society for most or possibly all professions.


Like all professions, monks get extreme utility out of Voln's [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], [[Symbol of Recall|restoring lost spells]] after being resurrected, [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected, and an [[Symbol of Transcendence|emergency button to go noncorporeal]]. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat.
Like all professions, monks get extreme utility out of Voln's [[Symbol of Seeking|teleportation to hunting grounds]] and [[Symbol of Return|back from them]], [[Symbol of Recall|restoring spells]] after being resurrected, and [[Symbol of Dreams|swifter recovery from stat loss]] after being resurrected. In battle, Voln offers a way to [[Symbol of Sleep|put foes to sleep]] and a way to [[Symbol of Submission|force undead foes into an offensive stance]], both of which are even better for unarmed combat than other forms of combat, along with an [[Symbol of Transcendence|emergency button to go noncorporeal]]


Voln also offers two UC-specific abilities in [[Kai's Strike]] and [[Kai's Smite]]. Kai's Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Needless to say, inflicting physical wounds on things that normally don't have bodies--and usually have light armor, if any!--is a major draw for brawling monks.
Voln also features two UC-specific abilities in [[Kai's Strike]] and [[Kai's Smite]]. Kai's Smite is its own UC attack that allows you to temporarily turn noncorporeal [[undead]] corporeal. Inflicting physical wounds on things that normally don't have bodies--and usually wear light armor, if any!--is a powerful draw for brawling monks.


Kai's Strike, on the other hand, can be a mixed bag. It treats your hands and feet as always blessed even when your UC gear isn't. Undead creatures have 25% resistance to physical attacks from unblessed gear, so the idea is to take away the pain point of blessings running out mid-hunt. However, the way it accomplishes that is to act like you're not wearing your unblessed UC gear at all. That means you ignore the undead damage resistance, but then also don't get any flares, scripts, weighting, or other properties that your gear would normally have. For beginners or anyone with fairly basic gear, the way Kai's Strike defaults to "blessed" bare hands and feet is probably helpful. Higher end gear, on the other hand, can be powerful enough that a player would prefer to keep their buffs and just live with the undead resistance.
Kai's Strike, on the other hand, can be a mixed bag. It treats your hands and feet as blessed even when your UC gear isn't. This used to be immensely valuable when undead creatures completely negated attacks from unblessed gear, making it arguably the top reason for a UC monk to join Voln. These days aren't those days, though. As of a few years ago, undead only have 25% resistance to physical attacks from unblessed gear.


The idea of Kai's Strike is removing the pain point of blessings running out mid-hunt. However, it accomplishes that by acting like you're not wearing your unblessed UC gear at all. That means you ignore undead damage resistance, but also don't benefit from your normal gear properties like flares, scripts, or weighting. That tradeoff is probably still a net win for anyone with basic gear, but I'd say it's a net loss for anyone with at least two flares.
The inability to turn off Kai's Strike after learning it has been an unfortunate side effect of blessing changes a couple years back as [[Sanctify (330)|Sanctify]] got released. (Kai's Strike was far more useful when undead had complete damage negation against unblessed gear.) Still, monks in Voln can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a "real" blessing. While the Kai's Strike issue can be tedious and is something to be aware of, it's not a dealbreaker.


The inability to turn off Kai's Strike after learning it has been an unfortunate side effect of the changes to blessings and undead a few years ago. Still, monks in Voln can work around it by filling in with their own [[Symbol of Blessing]] until they can track down a cleric for a "real" blessing. Alternatively, adding a single tier of [[Sanctify (330)|Sanctify]] to your gear overrides Kai's Strike, so you'd get 20% resistance while keeping your flares. While Kai's Strike is something to be aware of and can either be tedious (if you self-bless) or cost a little bit (getting one cast of Sanctify), it's not a dealbreaker.
Overall, Voln offers the greatest diversity of useful abilities for monks from a mechanical perspective.

Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.
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The use case for punches and kicks seems clear, but why jab when it's so weak and why grapple if punches are the same speed with more strength?
The use case for punches and kicks seems clear, but why jab when it's so weak and why grapple if punches are the same speed with more strength?


Here we get into the other major component of unarmed combat: '''positioning'''. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk's position, follow the combat prompts. Here's an example:
Because of the other major component of unarmed combat: '''positioning'''. There are three positions: Decent, Good, and Excellent. Going up the ladder drastically increases the power of all four attack types. To improve your monk's position, follow the combat prompts as they appear. Here's an example:


You attempt to jab a mezic!
You attempt to jab a mezic!
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Roundtime: 2 sec.
Roundtime: 2 sec.


This is my cue to grapple, so let's do that:
Let's take the cue to grapple:


You attempt to '''grapple''' a mezic!
You attempt to '''grapple''' a mezic!
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</blockquote>


So, in unarmed combat's most basic form (translation: at the lowest levels, before mstrikes and techniques throw generalizations out the window), the use cases for each attack type are:
So, in unarmed combat's most basic form at the lowest levels, before mstrikes and techniques throw generalizations out the window, the use cases for each attack type are:


* '''<font color="green">Jabs</font>''': Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.
* '''<font color="green">Jabs</font>''': Dig for tier up opportunities to get away from decent positioning or even good positioning as quickly as possible.
* '''<font color="blue">Punches</font>''': A half-and-half option during good positioning, in which they have some potential to kill but are also reasonably fast at digging for tier up opportunities toward excellent positioning.
* '''<font color="blue">Punches</font>''': A half-and-half option during good positioning, in which punches have minor potential to kill, but are also reasonably fast at digging for tier up opportunities toward excellent positioning.
* '''<font color="red">Grapples</font>''': Only when needed to tier up.
* '''<font color="red">Grapples</font>''': Only when needed to tier up.
* '''<font color="purple">Kicks</font>''': Deliver a finishing blow during excellent positioning.
* '''<font color="purple">Kicks</font>''': Deliver a finishing blow during excellent positioning.


Grapple does have its day--just wait until the Combat Maneuvers section. For now, let's keep exploring the basics.
Grapple will have its day in the Combat Maneuvers section. For now, let's keep exploring the basics.




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===UAF, UDF, and MM===
===UAF, UDF, and MM===


If you're used to GemStone's AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature that had higher UDF than her UAF:
If you're used to GemStone's AS-based attacks, you probably noticed how different the combat messaging looks for unarmed combat. You might also have noticed that my monk Sariara hit a creature with higher UDF than her UAF:


You attempt to grapple a mezic!
You attempt to grapple a mezic!
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The spectral shade shakes off a weak arm grab.
The spectral shade shakes off a weak arm grab.


This is why I say you have to ignore what you know about AS-based combat to understand unarmed combat.
This is why I say you have to ignore what you know about AS-based combat.


UAF isn't irrelevant, but the more important numbers are UDF and the '''multiplier modifier''' (MM). While melee weapons, ranged weapons, and bolts calculate outcomes by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.
UAF isn't irrelevant, but the more important numbers are UDF and the '''multiplier modifier''' (MM). While melee weapons, ranged weapons, and bolts calculate endrolls by subtraction and addition, unarmed combat calculates outcomes by division, multiplication, and addition.


What does that mean in practice? Higher lows and lower highs. It's rare that a monk outright ''couldn't possibly'' hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling) means much less than decreasing enemy UDF by the same amount.
In short, unarmed combat is primarily multiplicative instead of additive!

What does that mean in practice? Higher lows and lower highs. It's rare that a monk outright ''couldn't possibly'' hit an enemy creature. Even in my spectral shade example, improving my MM or getting a higher d100 roll could have easily turned that into a powerful hit. On the flip side, since your UAF gets divided by enemy UDF, increasing your UAF additively (e.g. training more ranks of Brawling and Combat Maneuvers) means much less than decreasing enemy UDF by the same amount.


The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes' stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.
The primary means to decrease enemy UDF and increase your MM are generally the same: reducing your foes' stances and decreasing their EBP ability by reducing stats or inflicting conditions like stunning, immobilizing, or blinding them.
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<font color="green">'''Fun Sidebar!'''</font>
<font color="green">'''Fun Sidebar!'''</font>


Monks and unarmed combat have been around for almost twelve years, but only a single hunting ground--the Atoll for capped characters--has dared to release ''enemy creatures'' capable of using UC attacks. Why? Probably because no attainable UDF number--not even 500 more than their UAF--can save you if those creatures get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!
Monks and unarmed combat have existed for almost twelve years, but only a single hunting ground--the Atoll, for capped characters--has dared to release ''enemy creatures'' who use UC attacks. Why? Probably because no attainable UDF number can save you if they get to a high MM against you. UC is a dangerous tool in the hands--and feet--of enemy creatures and players alike!
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Mstrikes with no target specified, AKA '''unfocused mstrikes''', can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA '''focused mstrikes''', can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.
Mstrikes with no target specified, AKA '''unfocused mstrikes''', can attack two opponents in one command at 5 Multi-Opponent combat ranks, then add more opponents at 15, 35, 60, 100, and 155 MOC ranks. Mstrikes with a target specified, AKA '''focused mstrikes''', can attack a single opponent twice in one command at 30 MOC ranks, then add more attacks at 55, 90, 135, and 190.


For unarmed combat only, mstrikes also throw a bonus jab at enemies when the monk is at decent positioning against them. Once you're into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will know and automatically switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds the tier up.
For unarmed combat only, mstrikes also throw a bonus jab at enemies when you're at decent positioning against them. Once you're into good positioning, mstrikes either use an attack type that you specify (e.g. MSTRIKE KICK) or, if you have an opportunity to tier up, your mstrike will switch to the appropriate type as needed. At decent positioning, mstrike will always jab (bonus or otherwise) until it finds a tier up.


Mstrikes ''sort of'' have a cooldown after use, which is 15-20 seconds (depending on training). When not on cooldown, mstrikes cost no stamina! When on "cooldown," you ''can'' still mstrike, but they'll consume a good chunk of stamina. (I can't give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) Focused and unfocused mstrikes share the same cooldown timer.
Mstrikes ''sort of'' have a cooldown after use, which is 15-20 seconds (depending on training). When on "cooldown," you ''can'' still mstrike, but they'll consume a good chunk of stamina. (I can't give an exact number because it depends on how many hits are in your mstrike and which attack types are used.) When not on cooldown, mstrikes cost no stamina! Focused and unfocused mstrikes share the same cooldown timer.


Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types are used, but it'll be more attacks than throwing single strikes in that same amount of time would have been. However, be aware that it can reach times of 8 seconds or more early in a monk's life, especially if you're a low Agidex race or have made a very early push for high MOC ranks to have more attacks! As an odd quirk, encumbrance doesn't increase mstrike RT.
Mstrike RT is frontloaded into a single burst and all attacks fire off at once. How much RT depends on the number of attacks and which attack types, but it'll be more attacks per RT than throwing single strikes would have been. However, be aware that it can reach times of 8 seconds or more early in a monk's life, especially if you're a low Agidex race or have made a hard push for high MOC ranks to have more attacks early! As an odd quirk, encumbrance doesn't increase mstrike RT.




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===Fury and Clash===
===Fury and Clash===


The unarmed combat assault technique is '''[[Fury]]''', which you learn with 25 ranks of Brawling. It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There's no bonus jab, however. Like with mstrikes, you can specify an attack type in your command (e.g. WEAPON FURY KICK) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it's not a major selling point.
The unarmed combat assault technique is '''[[Fury]]''', which you learn with 25 ranks of Brawling (level 12). It attacks a single foe twice at 10 ranks of MOC, then adds one more attack at 24, 50, 100, 150, and 200. There's no bonus jab, however. Like with mstrikes, you can specify an attack type (e.g. WEAPON FURY GRAPPLE) and, at good positioning or better, Fury will do what you said or switch as needed for a tier up. At decent positioning, Fury will only jab until it finds the tier up. Using Fury also grants the monk and their party members a +10 Constitution effect for two minutes after being used, though it's not a major selling point.


The AoE unarmed combat technique is '''[[Clash]]''', which you learn with 50 ranks of Brawling. It has the same thresholds as unfocused mstrikes, so it attacks two foes at 5 ranks, then more at 15, 35, 60, 100, and 155. Like Fury, Clash doesn't include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist ''before'' Clash was used. (Fury and mstrikes, on the other hand, can find tier ups and then seize the opportunity all within their own string of attacks.) At decent positioning, Clash can only throw jabs.
The AoE unarmed combat technique is '''[[Clash]]''', which you learn with 50 ranks of Brawling (level 24). It has the same thresholds as unfocused mstrikes, so it attacks two foes at 5 ranks, then more at 15, 35, 60, 100, and 155. Like Fury, Clash doesn't include a bonus jab. At good positioning or better, it uses your specified UC attack type or switches to the appropriate tier up type; however, since Clash only throws one attack per creature, a tier up opportunity would have needed to exist ''before'' Clash was used. (Fury and mstrikes, on the other hand, can find tier up opportunities ''and'' seize on them within their own self-contained string of attacks.) At decent positioning, Clash can only throw jabs.


Techniques always cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15 seconds. Unlike mstrikes, Fury and Clash can't be used while they're on cooldown. They do have separate cooldown timers, so you can alternate between them.
Techniques cost a small, flat amount of stamina (15 for Fury and 20 for Clash), then enter a cooldown period of 15 seconds. Unlike mstrikes, Fury and Clash can't be used while they're on cooldown. They do have separate cooldown timers, so you can alternate between them.


What you can't alternate, however, is mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. That's because former GM Naijin, the creator of techniques, didn't intend for players to insert mstrikes--with their zero stamina cost while off cooldown--into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I'm not one of these people, though, as I explain in the Training Plan section!)
What you can't alternate is mstrikes with Fury and Clash. Using an mstrike locks you out of Fury and Clash for 60 seconds. That's because former GM Naijin, the creator of techniques, didn't intend for players to insert mstrikes--with their zero stamina cost while off cooldown--into their rotation as a means to dodge around technique cooldowns. For this reason, many players pick whichever they prefer out of mstrikes or assault and AoE weapon techniques and ignore the other. (I use both, though, as I explain in the Training Plan section!)


RT-wise, like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered, which does affect techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if it has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it'll execute them as 2 RT, 2 RT, and 1 RT.
RT-wise, like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered, which does affect techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if it has 5 RT worth of attacks, enough MOC to strike three times, and a certain amount of Agidex (again, difficult to pin down an exact amount), it'll execute them as 2 RT, 2 RT, and 1 RT.


Fury's structure has upsides and downsides. If the early rounds kill the creature, you'll have less RT overall. If an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, target a different foe, etc. On the other hand, enemy creatures can ''also'' interrupt your Fury by leaving the room, stunning you mid-Fury, etc.
Fury's structure has upsides and downsides. You'll have less RT overall if the early rounds kill the creature and, if an emergency comes up mid-Fury, you can interrupt your own attack to leave the room, cast a spell, disable a different foe, etc. On the other hand, it's less likely that your target will be dead the moment your command gets sent to the server and enemy creatures can ''also'' interrupt your Fury by leaving the room, stunning you mid-Fury, etc.




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===Twin Hammerfists and Spin Kick===
===Twin Hammerfists and Spin Kick===


The other two UC techniques are '';[[Twin Hammerfists]]'' and '''[[Spin Kick]]''', respectively learned at 10 and 75 ranks of Brawling. Unlike Fury and Clash, using mstrikes won't lock you out of them.
The other two UC techniques are '';[[Twin Hammerfists]]'' and '''[[Spin Kick]]''', respectively learned at 10 and 75 ranks of Brawling (level 4 and 37). Unlike Fury and Clash, using mstrikes won't lock you out of them.


Twin Hammerfists is a [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! It's a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.
Twin Hammerfists is a [[Standard_maneuver_roll|Standard Maneuver Roll (SMR)]] style attack and an incredible setup that tries to knock down the foe, put it in RT, stun it, and add the [[Vulnerable]] status condition--all in one technique! It's a staple that can serve monks well from level 4 onward and potentially even for the rest of their lives.


Spin Kick is a reaction technique--a retaliation maneuver that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it's an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn't a setup, so it has real killing power if it rolls high. Spin Kick is at its best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users. Spin Kick is at its worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.
Spin Kick is a reaction technique--a retaliation maneuver--that can kick a foe after your monk evades an attack. It has 2 RT, costs no stamina, and can even be used while in RT, so it can save you in a tough situation. Like Twin Hammerfists, it's an SMR-based attack. Unlike Twin Hammerfists, Spin Kick isn't a setup; it has real killing power if it rolls high. Spin Kick performs best against enemies with poor maneuver defense, like lumbering tanky creatures or magic users, and performs worst against enemies with excellent maneuver defense, like speedy four-legged animals or creatures patterned after warriors.


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<font color="red">'''Bonus Tip!'''</font>
<font color="red">'''Bonus Tip!'''</font>


As a reminder, before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you'll have a lot of leeway to decide what to do with skills mentioned in the following sections.
Before level 20, you can flip your skills around any time and into any configuration. The game will adjust to your new training plan within a few minutes at most. I recommend taking advantage of this early period to experiment and find what you like! The above core skills cost little, so you'll have a lot of leeway to decide what to do with skills mentioned in the following sections.
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<font color="green">'''Skill Training Sidebar #1: Combat Maneuvers as Core Skills?'''</font>
<font color="green">'''Skill Training Sidebar #1: Combat Maneuvers as Core Skills?'''</font>


Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I'd say ''roughly'' 1x minimum is mandatory and you'll almost certainly want more than that early on. However, philosophically, I don't consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every single rank, but 2x Combat Maneuvers has more opportunity cost and its value comes at discrete breakpoints. That's why it's in the Breakpoint Skills section below!
Many players would probably consider Combat Maneuvers a core skill. I sort of agree in the sense that I'd say ''roughly'' 1x minimum is mandatory and you'll almost certainly want far more than that early on. However, philosophically, I don't consider CM in the same category as Brawling, Physical Fitness, Dodging, and Perception. All of those are inexpensive and offer noticeable incremental value with every rank, but 2x Combat Maneuvers has more opportunity cost and the skill provides value at discrete breakpoints. That's why it's in the Breakpoint Skills section below!
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* '''[[Two Weapon Combat]]''': One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.
* '''[[Two Weapon Combat]]''': One rank gives 5 extra DS to barehanded monks, so it can be worth picking up early. Getting additional DS via TWC is slow (+1 per 10 ranks, plus a +10 bump at 0.5x level) and not worth prioritizing until much later, after maxing Dodging.
* '''[[Combat Maneuvers]]''': Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr section!) The UAF bonus from CM ranks isn't that important on its own, so learning new maneuvers is the focus. You can push CM to 2x if you want, but it's also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you're going self-spelled. Up to you!
* '''[[Combat Maneuvers]]''': Train at least 1x--probably much more than that early on--but be intentional and reach benchmarks of Combat Maneuver Points to learn new maneuvers. (Which maneuvers? See the Combat Maneuvers section later or even jump to the tl;dr Recap section!) The UAF bonus from CM ranks isn't that important on its own, so learning new maneuvers is the focus. After getting your core maneuvers, you can push CM to 2x, but it's also reasonable to prioritize other things like getting more spells sooner or getting 3x Dodging sooner, especially if you're going self-spelled. Up to you!
* '''[[Multi-Opponent Combat]]''': Before cap, if you're mstriking, the good breakpoints are 5, 15, 30, 35, 55, 60, and ''possibly'' 90 or 100. If you're using techniques, the thresholds are 10, 24, 50, and ''possibly'' 100. If you're using mstrikes and techniques, then use both sets of thresholds. (See the sidebars at the end of this section!)
* '''[[Multi-Opponent Combat]]''': Before cap, the good mstriking breakpoints are 5, 15, 30, 35, 55, 60, and ''possibly'' 90 or 100 while the good technique breakpoints are 10, 24, 50, and ''possibly'' 100. If you're using mstrikes and techniques, then use both sets of breakpoints. (See the sidebars at the end of this section!)
* '''[[Harness Power]]''': Ten to twenty ranks early will be extremely helpful, giving +50 or +90 mana, but that should suffice for a while. Sink spare points in as needed afterward, but I like waiting until the midgame or late game to go past twenty.
* '''[[Harness Power]]''': Ten to twenty ranks early will be extremely helpful, giving +50 or +90 mana, but I like waiting until the midgame or late game to go past twenty.
* '''[[Minor Mental]] up to 13 or 16 ranks''': [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks are all major benchmarks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I'm not quite as high on it as many players since evasions come before parrying in the order of operations and monks are really good at evading. [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over stamina cost reduction from Mind Over Body. You can slack off with Minor Mental training for a while after the focus spells.
* '''[[Minor Mental]] up to 13 or 16 ranks''': [[Iron Skin (1202)|Iron Skin]] at 2 ranks, [[Foresight (1204)|Foresight]] at 4 ranks, [[Force Projection (1207)|Force Projection]], [[Mindward (1208)|Mindward]] at 8 ranks, [[Dragonclaw (1209)|Dragonclaw]] at 9 ranks, and the [[Mind Over Body (1213)|Mind Over Body]] focus spell at 13 ranks are all major benchmarks. Beyond that, [[Brace (1214)|Brace]] at 14 ranks is good, though I'm not quite as high on it as many players since evasions come before parrying in the order of operations. The [[Focus Barrier (1216)|Focus Barrier]] focus spell is also a good stopping point if you prefer more DS--or at least the option of it--over Mind Over Body's stamina cost reduction. You can ease up on Minor Mental training for a while after the focus spells.
* '''[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore''': To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill right up. You can also split differences and diversify! For more on lores, see the Secret Sauce of Lores section.
* '''[[Mental Lore, Telepathy|Telepathy]] or [[Mental Lore, Transformation|Transformation]] lore''': To prioritize more offense, pick up Telepathy lore at thresholds of 6, 15, and eventually (midgame or late game) 30 for extra stamina cost reduction in Mind Over Body. To prioritize more defense, pick up Transformation lore at thresholds of 5, 15, and eventually (midgame or late game) 30 for improved resilience in Iron Skin. To prioritize giving others [[Mystic Tattoo]]s, the first 30 to 40 ranks of Telepathy can rocket your skill up. You can also diversify! For more on lores, see the Secret Sauce of Lores section.
* '''[[Climbing]] and [[Swimming]]''': 10 ranks of each suffice for most places before the mid levels, at which point you'll know when you need more. Specific areas can change priorities, like needing more Climbing earlier for the Icemule mountains or needing more Swimming for the Landing monastery. 60 ranks handles basically everything at cap, but eventually 101 can't hurt for the tougher capped areas when you need to leave encumbered.
* '''[[Climbing]] and [[Swimming]]''': 10 ranks of each suffice for most places before the mid levels. Specific areas can change priorities, like the Icemule mountains or the Landing monastery. You'll generally know if you need more Climbing or Swimming, though. At cap, 60 ranks handle basically everything, but eventually 101 helps when you need to leave encumbered.


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<font color="green">'''Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!'''</font>
<font color="green">'''Skill Training Sidebar #2: Mstrikes and Techniques are a Contextual Preference!'''</font>


Why anyone would train to account for the mstrike MOC thresholds ''and'' the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds. However, I find value in mstrikes and Fury depending on the situation.
Why anyone would train to account for the mstrike MOC thresholds ''and'' the technique MOC thresholds is a good question since mstrikes lock out Fury and Clash for 60 seconds, but I find value in mstrikes and Fury depending on the situation.


My monk, Sariara, prefers Fury in most hunts, which revolve heavily around one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don't get started until 30 MOC. It also has excellent synergy with Grapple Specialization, which I'll discuss in the Offensive Specialization section.
My monk, Sariara, prefers Fury in most hunts, which mostly feature one-on-one combat. Fury scales up more quickly than focused mstrikes in the early game, firing off two attacks by 10 MOC and three attacks by 24 MOC while focused mstrikes don't get started until 30 MOC. Fury also has excellent synergy with Grapple Specialization, which I'll discuss in the Offensive Specialization section.


However, Clash is a very weak technique compared to unfocused mstrikes, whose bonus jab allows double the number of attacks, which means more tier up opportunities, more flare opportunities, and so on. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they're slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling the hordes.
However, Clash is a very weak technique compared to unfocused mstrikes, whose bonus jab allows double the number of attacks, which means more tier up opportunities and more flare opportunities. During hunts that feature a lot of swarms, she can use focused mstrikes for single targets, even though they're slightly weaker than Fury because of her Grapple Specialization, while leaving the unfocused mstrike option open for battling the hordes.
Your MOC training plan doesn't need to assume that mstrikes or techniques are either/or!
Your MOC training plan doesn't need to assume that mstrikes or techniques are either/or!
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Niche isn't a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you're training with a plan and a purpose!
Niche isn't a bad thing and several of these skills can be prioritized over breakpoint skills. Just make sure you're training with a plan and a purpose!


* '''[[Spiritual Mana Control]] and [[Mental Mana Control]]''': Harness Power gives much better mana improvement in a vacuum, so leave these alone until mid-levels, if not later, ''unless'' you're surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC to those friends. (See the tip below!)
* '''[[Spiritual Mana Control]] and [[Mental Mana Control]]''': Harness Power gives much better mana improvement in a vacuum, so leave these alone until the late game ''unless'' you're surrounded by friends or alts who can send mana. In that case, tailor your SMC and MMC for sharing breakpoints. (See the tip below!)
* '''[[First Aid]]''': Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don't.
* '''[[First Aid]]''': Helps with skinning and [[Mystic Tattoos]], though only barely in the latter case. I recommend it during the first 19 levels, which you can read about in the Trade Secrets section. From level 20 on, train First Aid if you want skinning bounties and avoid it if you don't.
* '''[[Trading]]''': Monks get huge value out of at least the first 20 ranks. See the Trade Secrets section!
* '''[[Trading]]''': Monks get huge value out of at least the first 20 ranks. See the Trade Secrets section!
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<font color="red">'''Bonus Tip!'''</font>
<font color="red">'''Bonus Tip!'''</font>


Let's talk mana sharing!
Let's talk mana sharing breakpoints!


5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.
5 Spiritual Mana Control shares perfectly with capped [[cleric]]s who have maxed SMC.
7 SMC or Mental Mana Control shares perfectly with capped [[empath]]s and [[sorcerer]]s with the respective mana control or with capped clerics who only have 2x SMC.
7 SMC or Mental Mana Control shares perfectly with capped clerics who only have 2x SMC or capped [[empath]]s and [[sorcerer]]s who maxed the respective mana control.
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type.
10 SMC or MMC shares perfectly with capped [[bard]]s, [[paladin]]s, or [[ranger]]s with maxed mana control of that type or capped clerics, empaths, and sorcerers who only have 1x of that mana control.
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.
24 SMC or MMC shares perfectly with anybody else who has 24 or more mana control of that type.


Just remember: 5, 7, 10, 24!
Mana sharing breakpoints to remember!
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* '''[[Two Weapon Combat]] at half your level''': After you're finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you're still not feeling hardy enough.
* '''[[Two Weapon Combat]] at half your level''': After you're finished with 3x Dodging, getting 10 extra DS by bumping TWC from one rank to half your level is a reasonable idea if you're still not feeling hardy enough.
* '''[[Minor Spiritual]] up to 2, 3, or 7 ranks''': I'd ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It's very easy to get most Minor Spiritual buffs from others since so many professions learn it--at least up until [[Lesser Shroud (120)|Lesser Shroud]] all the way at 20 ranks, which is only self-cast. If you don't want to rely on others, I'd say get [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere near the midgame, then hold off until the late game.
* '''[[Minor Spiritual]] up to 2 or 7 ranks''': I'd ignore this for quite a long time, other than maybe picking up [[Spirit Barrier (102)|Spirit Barrier]] in the midgame. It's very easy to get most Minor Spiritual buffs from the [[Half-elven_invoker|invoker]] if you're a premium subscriber or from other players since so many professions learn it. ([[Lesser Shroud (120)|Lesser Shroud]] is a self-cast-only Minor Spiritual buff, but that's all the way at 20 ranks.) If you don't want to rely on the invoker or others, I'd say learn [[Spirit Warding II (107)|Spirit Warding II]] at 7 ranks somewhere in the midgame, then hold off until the late game.
* '''Minor Mental up to 20 or 25 ranks''': [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks.
* '''Minor Mental up to 20 or 25 ranks''': [[Premonition (1220)|Premonition]] gives extra DS at 20 ranks, but, training point-wise, fully maxing Dodging first is more efficient. Other compelling reasons to push Minor Mental are [[Vertigo (1219)|Vertigo]] and maybe [[Mindwipe (1225)|Mindwipe]] at 19 and 25 ranks, which are CS-based disablers that benefit from training more ranks. You need to find low TD targets, though.


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<font color="green">'''Skill Training Sidebar #4: The Spirit Barrier Irony!'''</font>
<font color="green">'''Skill Training Sidebar #4: The Spirit Barrier Irony!'''</font>


Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true. ''Lowering'' your UAF in exchange for increasing your DS via Spirit Barrier isn't nearly as damaging to unarmed combat as for melee weapons! Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren't like, say, (weapon-using) rangers who would find trading ''AS'' for DS untenable. This spell is worth a second look in some situations!
Like I keep saying, pushing your UAF higher is more luxury than necessity--but that means the opposite is also true! ''Lowering'' your UAF in exchange for increasing your DS via Spirit Barrier isn't nearly as damaging to unarmed combat as for melee weapons. Whether you want to trade UAF for DS depends on your playstyle, preferences, and hunting grounds, but monks aren't like (weapon-using) rangers who would find trading ''AS'' for DS completely untenable. This spell can be worth a second look!
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'''[[Edged Weapons]]''':
'''[[Edged Weapons]]''':


There's merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged to weapon-based combat in most situations, that's not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures with especially low DS--and even more so if they also can't be killed through crits. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].
There's merit to diversifying your offense eventually! Training edged weapons allows monks to use [[katar]]s, which are fast and powerful melee weapons. While unarmed combat can defeat basically everything and is usually fairly even with or advantaged over weapon-based combat in most situations, that's not universally true. AS-based attacks can blow UAF-based attacks out of the water in scenarios against creatures who can't be crit killed while also having any combination out of very low DS, very high health, and high level, which makes it harder to tier up. Edged Weapons training also opens up the possibility of using the very powerful [[Hamstring]].


'''[[Ranged Weapons]]''':
'''[[Ranged Weapons]]''':


Archery is another possibility for diversifying. Unlike with katars, AS-based ''ranged'' attacks don't necessarily add much when you already have UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren't exactly poor at crowd control--they do have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley into the mix can really up their game to excel at it.
Archery is another possibility for diversifying. Unlike with katars, AS-based ''ranged'' attacks don't necessarily add much when you already know how to use UC, but [[Volley]] is an exceptional crowd control tool that does AoE damage over time. Monks aren't exactly ''poor'' at crowd control--they have a high target limit, [[Bull Rush]], and potentially Vertigo against low TD targets--but adding Volley can really up their game to excel at it.


'''[[Magic Item Use]]''':
'''[[Magic Item Use]]''':


Supplementing DS with [[small statue]]s is eventually a good idea for every (non-Kroderine Soul) profession and MIU bolsters their duration. MIU is also among the most cost-efficient means to improve protection against [[spellburst]], behind only Harness Power and [[Arcane Symbols]], in areas like Old Ta'Faendryl, the Ruined Temple, or the Sanctum fo Scales. Harness Power is more generally useful and a higher priority than MIU for spellburst protection, but MIU in turn is more valuable than Arcane Symbols.
Supplementing DS with [[small statue]]s is eventually a good idea for every (non-Kroderine Soul) profession and MIU bolsters their duration. MIU is also among the most cost-efficient means to improve protection against [[spellburst]] in areas like Old Ta'Faendryl, the Ruined Temple, or the Sanctum of Scales. Harness Power is more efficient than MIU for spellburst protection and arguably more generally useful, so prioritize that first. [[Arcane Symbols]] is more of efficient, but much less generally useful, so favor MIU.


'''Minor Spiritual up to 20 or 40 ranks''':
'''Minor Spiritual up to 20 or 40 ranks''':


Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It'll become apparent enough when that's the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I'm fairly certain that my second monk Sariara will ignore them when the time comes. Voln already offers a fine substitute for fogging, Wall of Force isn't what it used to be when it had no cooldown, and having fewer spell ranks allows for extra redux.
Eventually the spiritual TD from Lesser Shroud will be important, likely closer to cap. It'll become apparent enough when that's the case! Going beyond 20 Minor Spiritual to potentially learn [[Spirit Guide (130)|Spirit Guide]] or [[Wall of Force (140)|Wall of Force]] at 30 or 40 ranks is an option for post-cap monks. My first monk Tarine did learn those two spells, but I'm fairly certain that my second monk Sariara will ignore them when the time comes. Voln already offers a fine substitute for fogging, Wall of Force isn't what it used to be when it had no cooldown, and having fewer spell ranks means more redux.


'''Minor Mental up to 48 or 50 ranks (or beyond)''':
'''Minor Mental up to 48 or 50 ranks (or beyond)''':


Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo, Mindwipe, or even [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they're more for hunting things like bandits and pirates than most "real" hunting grounds.
Working on Minor Mental is primarily for slightly improving DS, slightly improving mental TD, and improving mental CS if you cast Vertigo or even [[Mindwipe (1225)|Mindwipe]] and [[Thought Lash (1210)|Thought Lash]]. 48 Minor Mental ranks max out defensive benefits from Minor Mental spells. 50 ranks unlocks a few fancy Shroud of Deception options. Pushing beyond 50 would mainly be for the CS spells if you really like them, but they're more for hunting things like bandits and pirates or just messing around than for casting in "real" hunting grounds.


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Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.
Even if you do want 50 Minor Spiritual and 40 Minor Mental, you can still reach 25% redux--a great threshold--by training a second weapon type and maxing Physical Fitness and Dodging.
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For the extreme post-cap, namely training Ascension skills, see the Ascension section toward the end of this guide.




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'''<font color="green">Green</font>''' = The 30% and 35% marks are good stopping points for most monks!
'''<font color="green">Green</font>''': The 30% and 35% marks are good stopping points for most monks!


Aside from Mind Over Body, a couple of Telepathy's more minor claims to fame for monks include:
Aside from Mind Over Body, a couple of Telepathy's more minor claims to fame for monks include:
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<font color="blue">'''Blue'''</font> = You'll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore.
<font color="blue">'''Blue'''</font>: You'll need heavy help from enhancives and/or Ascension to reach 105 or more Transformation lore.


<font color="magenta">'''Pink'''</font> = My recommendations for which levels to meet which Iron Skin thresholds if you're undecided. You have more leeway at level 50 on to push lores higher, so I've highlighted two rows each for those, but I wouldn't suggest maxing or near-maxing lores before then due to training point opportunity cost.
<font color="magenta">'''Pink'''</font>: My recommendations for which levels to meet which Iron Skin thresholds if you're undecided. You have more leeway at level 50 on to push lores higher, so I've highlighted two rows each for those, but maxing or near-maxing lores before then has a very heavy training point opportunity cost.


Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell's effect has improved over the previous breakpoint.
Iron Skin aside, Transformation lore improves [[Dragonclaw (1209)|Dragonclaw]] and [[Brace (1214)|Brace]] as follows. After the first row, the cells are only filled in if the spell's effect has improved over the previous breakpoint.
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It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn't make a huge difference. Brace, on the other hand, can be impactful ''if'' you're getting hit by physical attacks. I wouldn't go out of my way to push Transformation for Brace alone, but if you're already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons that we'll look at in the Meditation Resistance section.
It does continue past there if you wish to use Ascension or enhancives. As ever, slightly increasing UAF doesn't make a huge difference. Brace, on the other hand, can be impactful ''if'' you're getting hit by physical attacks. I wouldn't go out of my way to push Transformation for Brace alone, but if you're already at 15 or 30 ranks for Iron Skin, pushing to 18 or 33 for Brace can be a nice bump for minimal training point costs. 36 is also a great stopping point on Transformation for reasons we'll look at in the Meditation Resistance section.




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Minor Mental.......................| 12
Minor Mental.......................| 12


Here's Saria fresh off her skill finalization as a level 20 monk. 24 MOC threshold because she uses Fury. 5 SMC threshold so she can share mana perfectly with my cleric Leafiara. She very heavily pushed Trading and spells early on for reasons that I explain near the end of the guide in the Sneaky Monk Merchants section. 24 Combat Maneuvers ranks were enough for three ranks of Grapple Specialization and two ranks of Evade Specialization.
Here's Saria fresh off her skill finalization as a level 20 monk. 24 MOC threshold because she uses Fury. 5 SMC threshold so she can share mana perfectly with my cleric Leafiara. She very heavily pushed Trading and spells early on for reasons that I explain in the Sneaky Monk Merchants section. 24 Combat Maneuvers ranks were enough for three ranks of Grapple Specialization and two ranks of Evade Specialization.


'''What would I change in hindsight and/or what should you do differently?'''
'''What would I change in hindsight and/or what should you do differently?'''


Going to 25 CM for two ranks of Rolling Krynch instead of Evade Specialization would have been much, much, much better. (But, hey, I had to try it.) 40 Trading is a bit high for so early on and I should have stopped at 20 or 30 to max Krynch sooner into the early 20s. Otherwise, I'm content with this.
25 CM for two ranks of Rolling Krynch instead of Evade Specialization would have been much, much, much better. (But, hey, I had to try it.) 40 Trading is a bit high for so early on and I should have stopped at 20 or 30 to max Krynch sooner into the early 20s. Otherwise, I'm content with this.


Sariara (at level 30), your current skill bonuses and ranks (including all modifiers) are:
Sariara (at level 30), your current skill bonuses and ranks (including all modifiers) are:
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Minor Mental.......................| 13
Minor Mental.......................| 13


And here's Saria ten levels later. Her early Trading and spell push has frozen in time to focus elsewhere, pushing MOC to the 35 breakpoint for mstrikes. Telepathy lore has joined the fray and I pushed it aggressively, partly for the stamina cost reduction on Mind Over Body and partly because I was curious how quickly I could have a monk capable of doing T2 tattoos with a 90% or higher success rate. (If I remember correctly, the answer was level 26.)
Here's Saria ten levels later. Her early pushes for Trading and spells have frozen in time to focus elsewhere. MOC reaches the 35 breakpoint for mstrikes. Telepathy lore joins the fray and I went hard, partly for the stamina cost reduction on Mind Over Body and partly because I was curious how quickly I could have a monk capable of doing T2 tattoos with a 90% or higher success rate. (If I remember correctly, the answer was level 26.)


By the mid-20s, you're well past the stage where creatures all have paper defenses and/or low enough amounts of health that they get killed via sheer damage, so tiering up becomes more important and Rolling Krynch Stance becomes a priority. Saria untrained Evade Specialization to pick it up, which I should have done in the first place since it's the best monk maneuver once you're past level 10 or so.
By the mid-20s, you're well past the stage where creatures all have paper defenses and/or low enough amounts of health that they get killed via sheer damage, so tiering up becomes more important and Rolling Krynch Stance becomes a priority. Saria untrained Evade Specialization to pick it up, which I should have done in the first place since it's the best monk maneuver once you're past level 10 or so.
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'''What would I change in hindsight and/or what should you do differently?'''
'''What would I change in hindsight and/or what should you do differently?'''


I can now say with certainty that stopping at 15 Telepathy for a long while (like I did on my first monk) is a much, much more sensible breakpoint than pushing to 30, especially ''by'' level 30. I had to try it, because I was building to allow for using mstrikes on cooldown every now and then super early in life. However, the difference between Mind Over Body reducing stamina costs by 35% (30 Telepathy) or 30% (15 Telepathy) doesn't come close to justifying all those training points that could have pushed Combat Maneuvers or Dodging higher.
I can now say with certainty that stopping at 15 Telepathy for a long while (like I did on my first monk) is a much, much more sensible breakpoint than pushing to 30, especially ''by'' level 30. I had to try it because I wanted to experiment with using mstrikes on cooldown every now and then super early on. However, the difference between Mind Over Body reducing stamina costs by 35% or 30% doesn't come close to justifying all those training points that could have pushed Combat Maneuvers or Dodging higher.


Thankfully, this will all work itself out by level 40 (probably even by level 34-35), but I'll update the guide with Saria's level 40 and 50 snapshots when she gets there.
Thankfully, this will all work itself out by level 40 (probably by level 34-35), but I'll update the guide with Saria's level 40 and 50 snapshots when she gets there.
</div></div>
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I've highlighted 15 and 36 Transformation because 20% and 26% (translation: "25% or more") are extremely notable benchmarks. I ''could'' fully elaborate, but the rows and charts I'd need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV's crit system, and how it relates to order of operations with redux and crit padding would probably bore people who aren't Whirlin and me to tears.
I've highlighted 15 and 36 Transformation because 20% and 26% (translation: "25% or more") are extremely notable benchmarks. I ''could'' fully elaborate, but people who aren't Whirlin and me would probably get bored to tears by the rows and charts I'd need to detail the math on the hidden Damage Severity Weighting mechanics, how they translate to GSIV's crit system, and how it relates to order of operations with redux and crit padding.


Suffice it to say this:
Suffice it to say this:


Because of rounding and the nature of GSIV crits, it wouldn't be merely ''underestimating'' 20% and 25% resistance to say that they're two times or two and a half times as effective as 10% resistance, but ''completely off base'' by orders of magnitude.
Because of rounding and the nature of GSIV crits, it wouldn't be merely ''underestimating'' 20% and 25% resistance to say that they're twice as effective or two and a half times as effective as 10% resistance, but ''completely off base'' by orders of magnitude. The upgrade is huge.


All that said, which damage type should you resist? You can change your chosen damage type any time, but here are some that jump out:
That said, which damage type should you resist? You can change your type any time, but these jump out:


* '''Cold''': Useful for Icemule-based hunting at various levels.
* '''Cold''': Useful for Icemule-based hunting at various levels.
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* '''Slash''': The last of the common physical damage types. Probably the least impressive in a vacuum, but it ''is'' very common.
* '''Slash''': The last of the common physical damage types. Probably the least impressive in a vacuum, but it ''is'' very common.


Of course, what you should use is contextual to the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!
Of course, what you should use depends on the hunting ground. If your monk is in a place where everything spews Acid or uses Disruption spells, then meditate to resist those!


The only damage types I'd generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn't stop a knockdown. Still, if you're in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything's worth considering in the right situation.
The only damage types I'd generally advocate against are Grapple and Unbalance, which are fairly unique. They cause minimal wounds compared to other damage types, but even weak hits frequently knock you down--and resistance doesn't stop that aspect. Still, if you're in a hunting ground replete with Grapple or Unbalance effects, resisting them might save you rounds of stun, so anything's worth considering in the right context.




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* If you love Fury or hate setups, this could be the specialization for you!
* If you love Fury or hate setups, this could be the specialization for you!
* In a vacuum, grapples aren't ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.
* In a vacuum, grapples aren't ideal when not using Fury nor mstrikes since they have the same speed as punches, but are less likely to have killing power at good positioning than punches or especially kicks.
* Grapple Specialization has little to offer if you exclusively use mstrikes. "Exclusively" is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization still pays off!
* Grapple Specialization has little to offer if you exclusively use mstrikes. "Exclusively" is the key word this time. If you use Fury sometimes and mstrikes other times, like me, then Grapple Specialization pays off!




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* Turns your [[Spin Kick]] into two Spin Kicks!
* Turns your [[Spin Kick]] into two Spin Kicks!
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It's great fun and can save you in situations where the other two specializations couldn't.
* Many a monk has happily shared tales of being stuck in 20 seconds of RT only for [[Combat Mobility]] to stand them up, then they go on to dodge everything and double Spin Kick a room of foes to death before even getting out of RT. It's great fun and can save you in situations where the other two specializations couldn't.
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. Higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case mstriking with kicks is flat out the best option.
* Kicks are the most powerful of the unarmed combat attacks, but the slowest. However, higher Agidex races can eventually get even MSTRIKE KICK to the same speed as its grapple and punch counterparts, in which case it's flat out the best mstrike option.
* Slower races might be better off with Grapple or Punch. Grapple or Punch also might be better at lower levels, especially pre-Perfect Self, when Spin Kick isn't an option (monks learn it at level 37) and mstrikes and Fury haven't become as fast as they'll eventually be.
* Slower races might be better off with Grapple or Punch Specialization. Those also might be better at lower levels, especially pre-Perfect Self, when mstrikes and Fury haven't become as fast as they'll eventually be and Spin Kick might not even be an option yet (pre-level 37).
* While Spin Kick performs exceptionally well against like-level foes, it's not nearly as good against overleveled ones for two reasons: it's less likely to succeed and you're much more incentivized to disable those foes immediately--and if they don't attack, you don't evade, so you don't Spin Kick.
* While Spin Kick performs exceptionally well against like-level foes, it's not nearly as good against overleveled ones for two reasons: it's less likely to succeed and you're much more incentivized to disable those foes immediately. If they don't attack, you don't evade, so you don't Spin Kick.
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.
* By its nature, Kick Specialization wants you to prioritize improving your UC shoes or footwraps, which is at odds with the fact that UC in general wants you to prioritize improving your UC gloves or handwraps since more of your attacks than not will be hand-based.


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* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.
* Punches as a base attack are faster than kicks and more powerful than grapples. Jabs remain the ideal for tiering up from decent positioning, but at good positioning, when UC attacks have a chance to kill, punches are arguably the best option.
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn't a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second spin kick to their respective techniques. The disparity is exacerbated by Clash being nowhere near as good as unfocused mstrikes.
* Maxed Punch Specialization has a 25% chance to add minor impact damage to each target hit by [[Clash]]. A 25% chance isn't a shining endorsement, though, since maxed Grapple Specialization and Kick Specialization have a 100% chance of adding heavy grapple damage or a second Spin Kick to their respective techniques. The disparity gets exacerbated by Clash being nowhere near as good as unfocused mstrikes.
* Despite the above, the buff to Clash being so minor is immaterial if the monk isn't using Clash anyway. Punch Specialization can shine for lower level characters or slower races who primarily prefer mstrikes over weapon techniques, but also can't bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.
* Despite the above, the buff to Clash being minor doesn't matter if the monk isn't using Clash anyway. Punch Specialization can shine for lower level characters or slower races if the player prefers mstrikes over weapon techniques, but can't bring MSTRIKE KICK down to the speed of MSTRIKE PUNCH.


<blockquote>
<blockquote>
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In case it isn't clear or in case going into math would be helpful...
In case it isn't clear or in case going into math would be helpful...
MSTRIKE KICK becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so huge that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just trained in Kick Specialization and have the best of every world!
'''Mstrike kick''' becomes the mechanical best option for high Agidex races at high levels regardless of which specialization you pick. Depending on how armored the foe, kicks are 140-150% as strong as punches and 160-200% as powerful as grapples. That power gap is so big that even if your punches or grapples have a higher MM because you picked Punch or Grapple Specialization, kicks are most likely stronger anyway. Of course, your fast race monk could just train in Kick Specialization for the best of every world!


MSTRIKE PUNCH can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they're slower because your Agidex isn't up to par, punches can still win overall.
'''Mstrike punch''' can be the best for lower Agidex races, lower levels, or both. Kicks are stronger hit for hit, but if they're slower because your Agidex isn't up to par, punches can still win overall.


MSTRIKE GRAPPLE is worse than MSTRIKE PUNCH in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, MSTRIKE PUNCH is probably better than MSTRIKE GRAPPLE even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%. MSTRIKE GRAPPLE can still win out if you trained its specialization, due to the MM bonus and higher tier up chance.
'''Mstrike grapple''' is worse than mstrike punch in a vacuum because the latter has the same speed while packing 110% to 141.67% as much power. Against foes in chain or plate armor, mstrike punch is probably better than grapple even if you trained Grapple Specialization. However, against foes in cloth, leather, or scale armor, the power gap is 110%-125%, so mstrike grapple backed by its specialization can still win out due to the MM bonus and higher tier up chance.


In short...
In short...


Use MSTRIKE KICK if you're a high Agidex race who's at or close to the peak of your Agidex growth.
Use mstrike kick if you're a high Agidex race who's at or close to the peak of your Agidex growth.


Use MSTRIKE GRAPPLE if all of the following apply: you're a moderate Agidex race or a high Agidex race not yet near your peak, you're against foes in armor lighter than chain, and you trained Grapple Specialization, but you're in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)
Use mstrike grapple if all of the following apply: you're a moderate Agidex race or a high Agidex race not yet near your peak, you're against foes in armor lighter than chain, and you trained Grapple Specialization, but you're in a situation where you want to mstrike instead of using Fury. (Like, say, unfocused mstrikes.)


Use MSTRIKE PUNCH if neither of the above applies.
Use mstrike punch if neither of the above applies.
</blockquote>
</blockquote>


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<font color="green">'''The Leafi verdict'''</font>:
<font color="green">'''The Leafi verdict'''</font>:


Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I've been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (as well as Saraphenia before her).
Kick Specialization is the flashiest and arguably the most fun specialization, and I stand behind MSTRIKE KICK being easily the best mstrike for fast races in a vacuum. However, the Fury technique backed by Grapple Specialization arguably has the highest ceiling. Its high knockdown potential works wonders against higher level creatures who make tiering up difficult. I've been very happy with these two specializations, using Kick for Tarine and Grapple for Sariara (and Grapple for Saraphenia before her).


As for Punch Specialization, I wouldn't honestly recommend it to anybody other than the slowest races. Naijin intentionally designed Grapple and Kick Specialization to have stronger effects than Punch Specialization because punches are the most broadly useful as a standalone attack and it definitely shows. GemStone, like many games, rewards being exceptional at something instead of pretty good at everything. "Pretty good" isn't much to aspire to, but that's punches for you.
As for Punch Specialization, I wouldn't honestly recommend it to anybody other than the slowest races. Former GM Naijin designed Grapple and Kick Specialization to have stronger technique-boosting effects than Punch Specialization because punches are the most broadly useful as a standalone attack and he wanted to balance the scales a bit. GemStone rewards being exceptional at something instead of pretty good at everything, but punches fall squarely into the latter category.

If you're training Grapple Specialization, make it your top priority after Rolling Krynch Stance (more on that in Martial Stances). Kick Specialization can potentially wait until later in life for Spin Kick at level 37, but training early isn't necessarily wrong either.




===Defensive Specialization===
===Defensive Specialization===


Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which each improve their respective defenses, but which is right for you? ...well, this one's a lot easier than the last!
Monks can only train one out of [[Block Specialization]], [[Evade Specialization]], and [[Parry Specialization]], which improve their respective defenses, but which is right for you? ...well, this one's a lot easier than the last!




<font color="purple">'''Block Specialization'''</font>:
<font color="purple">'''Block Specialization'''</font>:


At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they're expensive to train, monks can't learn shield skills, and shields significantly decrease MM.
At max, a +15% chance to block melee or ranged attacks with a shield. Shields are a bad idea for monks; they're expensive to train, monks can't learn shield skills, and shields significantly decrease their MM.




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<font color="red">'''Evade Specialization'''</font>:
<font color="red">'''Evade Specialization'''</font>:


At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasions are the triggers that allow [[Spin Kick]] followups 100% of the time.
At max, a +15% chance to evade melee, ranged, or magical bolt attacks. After evading, it gives a 25% of gaining the [[Evasiveness]] effect, which will automatically avoid the next attack (of any kind, including CS-based or maneuver-based) thrown your way with 100% success. Also, evasion triggers (not Evasiveness triggers) allow [[Spin Kick]] followups.




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===Martial Stances===
===Martial Stances===


Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Which one? Let's dig in.
Monks can technically learn as many martial stances as they have points for, but can only have one active at a time, so most only learn one. Let's review them.




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Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.
Gives you a chance to redirect enemy melee attacks that you evade, making enemies hit other enemies in the room.


This is a super cool and fun idea, but not nearly as practical as it might sound since there's a large number of hoops to jump through: you need to be fighting multiple creatures, they need to be attacking you with melee, you need to evade, Duck and Weave needs to trigger its redirection, and the attacker's AS has to be high enough compared to the defending creature's DS to do meaningful damage.
This is a super cool and fun idea, but not nearly as practical as it might sound since it has to jump through so many hoops: you need to be fighting multiple creatures, they need to be attacking with melee, you need to evade, Duck and Weave needs to trigger, and the redirected attacker's AS and weapon type have to be good enough compared to the defending creature's DS and armor type to do meaningful damage.


<font color="red">'''The Leafi verdict'''</font>: Delightful, but bad. Not recommended.
<font color="red">'''The Leafi verdict'''</font>: Delightful, but bad. Not recommended.
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Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.
Yo dawg, I heard you like jabs, so I put jabs in your jabs so you can jab while you jab.


When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren't good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having really high end gear), I wouldn't say it comes close to being worthwhile.
When you jab, Flurry of Blows can simultaneously jab other foes in the room. Jabs aren't good on their own, so bringing the best out of this martial stance requires heavy investment. Unless your attacks can potentially fire off at least five damaging flares (...and the current max for a monk is nine while grouped with a [[paladin]] or eight otherwise, but even getting to five requires grouping with a paladin or having high end gear), I wouldn't say it comes close to being worthwhile.


<font color="red">'''The Leafi verdict'''</font>: Again, another one that's great fun, but bad. Not recommended.
<font color="red">'''The Leafi verdict'''</font>: Again, another one that's great fun, but bad. Not recommended.
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The most wasted potential of martial stances.
The most wasted potential of martial stances.


At rank 1 and 2, it can passively shake off negative spell effects. Rank 3 is where it becomes more appealing since assuming the stance will remove the effect on demand with a 20 second cooldown. However, the effects you'd most want to remove are exactly the ones you can't because you can't use Inner Harmony while bound or RT-locked. [[Troubadour's Rally (1040)|Troubadour's Rally]] this definitely isn't!
At rank 1 and 2, it can passively shake off negative spell effects. At rank 3, assuming the stance also removes the effect on demand with a 20 second cooldown. However, the effects you'd most want to remove are exactly the ones you can't because you can't use Inner Harmony while bound or RT-locked. [[Troubadour's Rally (1040)|Troubadour's Rally]] this definitely isn't!


<font color="red">'''The Leafi verdict'''</font>: I appreciate the idea of this stance, but it doesn't have much appeal in practice.
<font color="red">'''The Leafi verdict'''</font>: I appreciate the idea behind this stance, but it has little to no appeal in practice.




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Almost surely the best martial stance for UC monks.
Almost surely the best martial stance for UC monks.


This stance gives you a chance of carrying over your excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won't kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least ''might'' kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even via a pretty light tap.
This stance gives you a chance of carrying over excellent positioning or good positioning from one foe to the next, which is a massive time savings and power increase. Decent position attacks won't kill unless you have extreme flaring gear or run through a large slew of hits. At good positioning, you at least ''might'' kill creatures via crits and can pretty easily kill them with several hits. At excellent positioning, you can kill creatures via crits even via a pretty light tap.


The less time you spend in decent positioning, the better off you are. That's exactly what Rolling Krynch offers.
Bottom line: the less time you spend in decent positioning, the better off you are, and that's what Rolling Krynch offers.


<font color="red">'''The Leafi verdict'''</font>: Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.
<font color="red">'''The Leafi verdict'''</font>: Rolling Krynch is everything a traditional UC monk wants. Make at least the first two ranks your first combat maneuver.
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The most defensive martial stance.
The most defensive martial stance.


When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you're in robes). If you do avoid it, Slippery Mind also has a 75% chance of redirecting the spell to either the caster or a different enemy target. Even if don't avoid the CS spell, you still also have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.
When maxed, this one gives you a 27% chance to avoid CS-based attack spells (assuming you're in robes). If you do avoid a spell, Slippery Mind also has a 75% chance of redirecting it to the caster or a different enemy target. Even if don't avoid the spell, you still have a 27% chance to buff your TD for 15 seconds and possibly save yourself from subsequent attacks.


<font color="red">'''The Leafi verdict'''</font>: This stance is simple, but really good, offering two lines of defense against a monk's biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I'd say it's the very best for a weapon-wielding monk in robes!
<font color="red">'''The Leafi verdict'''</font>: This stance is simple, but really good, offering two lines of defense against a monk's biggest weakness while also preserving--and arguably even improving upon--one of the most fun aspects of Duck and Weave. I prefer improving offense to defense, but this is still the second best stance for most monks. I'd say it's the very best for a weapon-wielding monk in robes!
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The most "almost got there" martial stance.
The most "almost got there" martial stance.


This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you're running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you're doing that, thank you for making it this far into the guide for reasons I don't remotely understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.
This martial stance lets you automatically retaliate after you parry. Even assuming the most wildly niche builds, like you're running a dual handaxe Kroderine Soul monk with Parry Specialization who wears metal breastplate (and if you're doing that, thank you for making it this far into the guide for reasons I don't understand!), this martial stance takes some agency away from the player by attacking and adding more RT into your combat--3 seconds in this example--when you might not have wanted it.


If you're a more typical unarmed combat monk, the good news is that Stance of the Mongoose will only add 1-2 seconds of RT through its retaliation attack--but the bad news is that that RT is so low because it's always going to jab (and therefore do very little damage) unless you currently have a tier up opportunity against that foe, in which case it'll pick the tier up type.
If you're a more typical unarmed combat monk, the good news is that Stance of the Mongoose's retaliation will only add 1-2 seconds of RT--but the bad news is that that RT is so low because it's always going to jab (and therefore do little damage) unless you currently have a tier up opportunity against that foe, in which case it'll pick the tier up type.


That last bit might sound good--and, truthfully, it ''is'' good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it's not on its 3 second cooldown. Still, you need to have been on the offensive to create the tier up opportunity, you need to not yet have manually tiered up, your offensive needs to not have disabled the foe so that it could attack you, it needed to attack you with something you could parry, and you needed to parry it.
That last bit might sound good--and, truthfully, it ''is'' good when it lines up, but how often does that happen? Unlike the perfect storm Duck and Weave needs, at least maxed Stance of the Mongoose triggers 100% of the time when it's not on its 3 second cooldown. Still, you need to have attacked created a tier up opportunity, you need to not yet have manually seized that opportunity, your attack that created the tier up needs to not have disabled the foe so that it could attack you, it needs to actually attack you and specifically with something you could parry, and you need to parry it.


<font color="red">'''The Leafi verdict'''</font>: Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That's not necessarily saying much, though, since I'd put it distantly behind Rolling Krynch Stance and Slippery Mind. If you're running a wacky build of a weapon-wielding monk in heavy armor, though, then go with this.
<font color="red">'''The Leafi verdict'''</font>: Despite its problems, I think this makes a serious case of being the third best martial stance a UC-oriented monk can learn. That's not necessarily saying much; I'd put it distantly behind Rolling Krynch Stance and Slippery Mind. If you're running a wacky build of a weapon-wielding monk (so no Krynch) in heavy armor (so no Slippery Mind), go with this.


<blockquote>
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I'm not knocking wildly niche monks. Many of my characters who ''aren't'' monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.
I'm not knocking wildly niche monks. Many of my characters who ''aren't'' monks are wildly niche builds like a dual wielding melee cleric in chain mail, a dual wielding paladin, a warrior in robes who casts [[Elemental Wave (410)|e-waves]] with no hindrance, and a maul wizard in leather breastplate. Do whatever you have fun with in this game.

That's one reason I'm writing a guide for one of the only professions I play conventionally: more people might actually find it useful!
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<font color="red">'''Bonus Tip!'''</font>
<font color="red">'''Bonus Tip!'''</font>


Most characters go on the attack dozens of times more often than enemies go on the attack against them. I lean heavily on this fact whenever I'm torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and ''can'' have immense defensive gain!)
Most characters attack dozens of times more often than enemies attack them. I lean heavily on this fact whenever I'm torn on a choice between offense or defense on any profession. The defensive one will have trouble winning out unless either the defensive gain is immense, the offensive opportunity cost is minimal, or both. (For example, in the right hunting ground, Spirit Barrier has low offensive opportunity cost and ''can'' have immense defensive gain!)


This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you're doing in combat against every creature you fight, often several times per creature. Mongoose and Slippery Mind apply to things that the ''creatures'' do--things that you're actively trying to prevent them from doing, by the way--and things that only ''some'' of them do, which they only do ''some'' of the time.
This is one reason I hold Rolling Krynch Stance in so much higher regard than Stance of the Mongoose or even Slippery Mind. Rolling Krynch powers up something that you're doing in combat against every creature you fight and usually several times per creature. Mongoose and Slippery Mind apply to things that the ''creatures'' do--things you're actively trying to prevent them from doing, no less!--and, for that matter, only ''some'' of them do it and only ''some'' of the time.
</blockquote>
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[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.
[[Verb:QSTRIKE|QSTRIKE]] is an ability available to all professions that lets you consume stamina to reduce the RT of your next attack. Striking Asp reduces that stamina cost for the first single-target qstrike used every minute.


Whoever else this stance might be good for--if anyone, because I'm not convinced it's worthwhile in any context other than PvP duels--it's not good for monks. Since Striking Asp only does anything once per minute, Rolling Krynch is better at Asp's own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs' worth of RT in an entire minute. It will almost always do that and more--and at a cost of no stamina instead of reduced stamina like Asp.
Whoever this stance might be good for--if anyone, because I'm not convinced it's worthwhile in any context other than PvP duels--it's not good for monks. Since Striking Asp only works once per minute, Rolling Krynch is better at Asp's own claim to fame. Even if you use Asp to reduce a 5-second focused mstrike to 1 second, Krynch only needs to save you two jabs' worth of RT per minute. It will almost always do that and more with zero stamina cost instead of Asp's reduced stamina cost.


<font color="red">'''The Leafi verdict'''</font>: No.
<font color="red">'''The Leafi verdict'''</font>: No.
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===Combat Maneuvers===
===Combat Maneuvers===


I won't go over every combat maneuver, but here are some quick takes on the more standout ones.
I won't go over every combat maneuver, but here are quick takes on the more standout ones.




'''[[Acrobat's Leap]]''':
'''[[Acrobat's Leap]]''':


Useful for short races to make up the height gap if you're willing and able to spare the points.
Useful for short races to make up the height gap.




'''[[Bearhug]]''':
'''[[Bearhug]]''':


Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among the creatures that ''are'' so good at turtling that even UC struggles to punch through, a large percentage of them are casters who easily get hit by combat maneuvers. Bearhug is a rare case of a maneuver with killing power in its own right. I don't necessarily recommend using learning it until you can train at least three ranks; its cooldown can feel quite long before then.
Shockingly good supplement to unarmed combat. UAF attacks can overcome most defenses, but among creatures that ''are'' so good at turtling that UC struggles to punch through, most are casters who easily get hit by combat maneuvers. Bearhug is also a rare case of a maneuver with killing power in its own right. I don't necessarily recommend using learning it until you can train at least three ranks since its damage really depends on the endroll.


Bearhug has great synergy with the [[Vulnerable]] status effect, which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable, so it's a nice one-two!
Bearhug has great synergy with the [[Vulnerable]] status effect, which speeds up its damage rounds (not its cooldown). Twin Hammerfists inflicts Vulnerable, so it's a nice one-two if you're already using it!




'''[[Bull Rush]]''':
'''[[Bull Rush]]''':


Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple combat maneuver for monks, filling a need of controlling the enemy hordes so you can systematically pick them off.
Bull Rush is another way to inflict Vulnerable and can knock down a whole room of creatures. It does pretty minimal damage, but is a staple monk combat maneuver, filling a need of controlling the enemy hordes so you can systematically pick them off.




'''[[Burst of Swiftness]]''':
'''[[Burst of Swiftness]]''':


You needed this in the days of old to learn Perfect Self, but no longer. If you hear about that, it's outdated information.
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it's outdated information.


If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don't recommend using it until you have at least 4 ranks, though, since the cooldown is very long before then.
If your monk is a slow race, you might consider learning Burst anyway to bring your MSTRIKE KICK up to speed--literally! I don't recommend using it until you have at least four ranks since the cooldown is very long before then.


If your monk is a fast race, there's still a use case for Burst, but mostly for obscure builds at the top end; my super-capped monk Tarine, who's an elf, has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar mstrikes don't get any faster than 5 seconds regardless of Agidex.)
If your monk is a fast race, there's still a use case for Burst, but mostly for obscure builds at the top end; my super-capped elf monk Tarine has Burst of Swiftness exclusively for [[Duskruin Arena]] because it can push her into the vaunted -8 RT tier of 113 or more Agidex bonus, which allows her to do absurd shenanigans with 14 attacks in 4 seconds with Fury and [[Flurry]] while wielding two katars. (Since these are assaults, the attacks are broken up into 1-second rounds of 4, 4, 2, and 2 attacks. By contrast, TWC katar ''mstrikes''' don't get faster than 5 seconds regardless of Agidex.)




'''[[Cheapshots]]''':
'''[[Cheapshots]]''':


I love this suite of disabling skills on rogues and bards, but I don't think unarmed combat-centric monks benefit all that much despite the wide variety of applications. UC can just power through most things and, for what it can't, Cheapshots won't either--but Bearhug would! Cheapshots can still be worth considering for weapon builds, though.
I love this suite of disabling skills on rogues and bards, but I don't think unarmed combat-centric monks benefit much despite the wide variety of applications. UC can just power through most things and, for what it can't, Cheapshots won't either since they're all setups--and ones not necessarily better than Twin Hammerfists, at that. Cheapshots can still be worth considering for weapon builds. For UC, I'd rather get Bearhug or Coup de Grace.




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'''[[Combat Mobility]]''':
'''[[Combat Mobility]]''':


Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Spin Kick and, frankly, even without. 10 Combat Maneuver Points are a lot, so I do recommend building up offense first during the early game and possibly even into the midgame when the enemies aren't all that threatening, but by the level 60s at latest, most monks will love this.
Easily one of the best and most universal monk maneuvers. Automatically standing up while prone is amazing with Kick Specialization-powered Spin Kick and, frankly, even without. 10 Combat Maneuver Points ''are'' a lot, so I recommend building up offense during the early game and possibly even into the midgame. By the level 60s at latest, though, when staying prone for any extended period of time gets real dangerous, most monks will love this.




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A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.
A finisher that can insta-kill incapacitated foes at 50% health or less (at max Coup ranks) and provides a 90-second buff to AS/UAF depending how hard you killed them.


The AS/UAF buff isn't the part that matters (at least not for solo UC-oriented monks; it's amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can't be crit killed, like various golems, noncorporeal undead, oozes, and so on are susceptible to Coup's insta-kill, so it's another helpful option in your toolbox.
The AS/UAF buff isn't what matters (at least for solo UC-oriented monks; it's amazing for weapon-using monks or group hunts). Unarmed combat is riddled with incapacitating effects tacked on to its normal attacks, offering frequent opportunities to deliver the Coup de Grace. Also, even foes that can't be crit killed, like various golems, noncorporeal undead, or oozes are susceptible to Coup's insta-kill, so it's another helpful option in your toolbox.




'''[[Feint]]''':
'''[[Feint]]''':


Even though UAF attacks ''can'' just power through turtled creatures, lowering their stance is a prime way to increase the multiplier modifier and help turn that "can" into "most likely will." Feint is the premier combat maneuver for that.
Even though UAF attacks ''can'' power through turtled creatures, lowering their stance is a prime way to decrease their UDF--often by triple digits even in the fairly early game--and increase the multiplier modifier, turning that "can" into "most likely will." Feint is the premier combat maneuver for that.




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'''[[Ki Focus]]''':
'''[[Ki Focus]]''':


Increases the odds of having a higher tier on your next UC attack. This maneuver's wiki page recommends it if you aren't using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is just another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against. That said, the stamina cost to use it too often ''is'' real, even with Mind Over Body, so you'll need heavy Physical Fitness training. It's more of a midgame or late game skill to me.
Increases the odds of higher tier positioning or a tier up opportunity on your next UC attack. This maneuver's wiki page recommends it if you aren't using Rolling Krynch Stance, but I recommend it even if you are. Ki Focus is another means to more consistently keep the train of good-or-excellent positioning rolling, especially against overleveled foes who would normally be difficult to tier up against.

That said, the stamina cost to use it too often ''is'' real, even with Mind Over Body, so you'll need heavy Physical Fitness training. It's more of a midgame or late game skill to me.


Finally, monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Since mstrikes don't cost stamina while they're off their cooldown period, there's more leeway to keep a high stamina maneuver in your rotation.
Monks who use only mstrikes might benefit from Ki Focus more than monks who use techniques. Mstrikes don't cost stamina outside their cooldown period, giving more leeway to keep a high stamina cost maneuver in your rotation.




'''[[Surge of Strength]]''':
'''[[Surge of Strength]]''':


You needed this in the days of old to learn Perfect Self, but no longer. If you hear about that, it's outdated information.
You needed this in the days of old to learn Perfect Self, but no longer. If you hear that, it's outdated information.


I'd consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge's cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you're willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!
I'd consider Surge for halflings and gnomes only. Between Perfect Self and a max rank Surge, they can carry things at least slightly more like an average-sized race. Still, Surge's cooldown is very long before at least rank 4. Even at rank 5, you can only have 75% uptime (a 90 second ability with a 120 second cooldown) unless you're willing to use it while in cooldown, which doubles its already high stamina cost from 30 to 60. Mind Over Body can only do so much to save you from that!
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Kroderine Soul is an opt-in feat that I won't cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.
Kroderine Soul is an opt-in feat that I won't cover in detail, but suffice it to say that you gain additional physical [[redux]] (resistance to physical attacks, which is increased by training physically-oriented skills), redux now applies to magical attacks, magical disablers have decreased duration against you, and you have access to the [[Absorb Magic]] and [[Dispel Magic]] abilities.


In exchange, before level 30, that you can't learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I'll explain in the level 30 feat section.
In exchange, before level 30, you can't learn spells, cast spells, or have spells cast on you other than a few exceptions like [[Floating Disk (511)|disks]], empath healing, and [[Raise Dead (318)|resurrection]]. From level 30 on is a different story, which I'll explain in the level 30 feat section.




'''Level 0 Monk Feat - [[Martial Mastery]]''':
'''Level 0 Monk Feat - [[Martial Mastery]]''':


After you've maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two ''additional'' weapon skills. However, the extra attack power is penalized by 5% for every spell you learn beyond five ranks--which means that Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I'll explain that too in the level 30 feat section.
After you've maxed one weapon skill (for your level), Martial Mastery grants +1 AS or UAF for every eight total ranks you train in up to two ''additional'' weapon skills. However, the AS/UAF boost is penalized by 5% for every spell you learn beyond five ranks--which means Martial Mastery no longer applies by the time you have 25 total spell ranks. Monks have a way to ignore the first 20 of those spell ranks, but I'll explain that too in the level 30 feat section.


While Martial Mastery is technically learned automatically from level 0, most monks won't make much use of it for a while. Some, like my monk Tarine, will never make use of it since they'll have too many spell ranks. I'll speak more about that in the Odds and Ends section discussing builds off the beaten path.
While Martial Mastery is technically learned automatically from level 0, most monks won't make much use of it for a while. Some, like my monk Tarine, will have too many spell ranks to ever make use of it. I'll speak more about that in the Odds and Ends section discussing builds off the beaten path.




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Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from ''[[Stock_tattoo|nearly 1000 different options]]'' from a stock tattoo list! These are called mundane tattoos.
Monks can tattoo themselves or other characters by using a needle and ink from the local [[alchemist]] shop. They can ink from ''[[Stock_tattoo|nearly 1000 different options]]'' from a stock tattoo list! These are called mundane tattoos.


From level 20 on, monks can upgrade characters' existing tattoos--including tattoos for which the monk wasn't the artist--by turning them into Mystic Tattoos, which gives the tattoo an enhancive quality of improving one [[statistic|stat]] of the patron's choice. This is the monk profession service!
From level 20 on, monks can upgrade a character's existing tattoo--including one for which the monk wasn't the artist--by turning it into a Mystic Tattoo, which makes it enhancive. This is the monk profession service!


For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each getting more difficult and each adding an enhancive bonus of +1 for a stat of the buyer's choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which are earned via absorbing via the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)
For full detail on Mystic Tattoos, see their wiki page. The simplified version is that Mystic Tattoos have five tiers, each requiring more training from the monk and each adding an enhancive of +1 bonus for a stat of the buyer's choice. To empower Mystic Tattoos, monks use 50000, 75000, 100000, 125000, and 150000 Motes of Tranquility (respective to each tier), which they earn via absorbing the equivalent amounts of experience points. Monks can earn up to 50,000 motes per week and save up to 200,000 total for later use. (You can see your totals with the RESOURCE command.)


As profession services go--so I'm comparing Mystic Tattoos to battle standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this ''can'' be a decently high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom, or anyone close to specific Agidex thresholds. However, it's definitely on the lower end of profession service value overall, so don't create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!)
As profession services go--so I'm comparing Mystic Tattoos to battle standards, enchanting, ensorcelling, [[Song of Luck (1006)|Lucky Items]], ranger [[Resist Nature (620)|resistance]], sanctifying, and warrior weighting--this ''can'' be a really high impact one for CS casters, who benefit heavily from boosting Aura or Wisdom. It can also be solid for any character close to specific Agidex thresholds, and some people like simply enhancing Logic to absorb more exp.


GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at some future point, but that it'll have to wait until empaths and rogues even have services at all.
However, Mystic Tattoos are definitely on the lower end of profession service value overall, so don't create a monk expecting to start rolling in silver. (...at least not via tattooing, but more on the silver-making secrets of monks later!) GM Estild, the head of dev, has acknowledged that Mystic Tattoos (and warrior weighting) need further improvement at a future point, but that it'll have to wait until empaths and rogues even have services at all.




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'''Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]'''
'''Level 30 Monk Feat - [[Dragonscale Skin]] or [[Mental Acuity]]'''


At level 30 (and any time a fixskill is used after that point), monks will have to decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.
At level 30 (and any time a fixskill is used after that point), monks can decide between these two feats by using FEAT LEARN DRAGONSCALESKIN or FEAT LEARN MENTALACUITY.


'''Dragonscale Skin''' is a straightforward buff that operates on monks' Iron Skin spell.
'''Dragonscale Skin''' is a straightforward buff that improves monks' Iron Skin spell.


Reviewing the basics of Iron Skin first, it improves a monk's robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells).
Reviewing the basics of Iron Skin first, it improves a monk's robes to have the defensive power of full leather at bare minimum (level 2) and can get all the way to the durability of half plate on a truly outlandish, mega-capped character with an incredible enhancive set. However, this boost to defensive power only counts for the purposes of taking physical damage. Enter Dragonscale Skin, which makes the armor-mimicking aspect of Iron Skin also reflect itself in CvA (defense against warding spells; basically the same as TD, except done as a number subtracted from the enemy attack instead of added to your defense).


Here's a revised version of the Iron Skin table from the Secret Sauce of Lores section again, now tailored to the context of the CvA boost. The listed benefits are comparing to the baseline of robe CvA ''without'' Dragonscale Skin.
For illustration's sake, my monk Sariara has leather breastplate caliber robes at level 30 (equivalent of +10 TD compared to robes), will reach cuirbouilli leather at level 33 (+11 TD), studded leather around level 43-45 (+12 TD), brigandine at 50 (+13 TD), chain mail likely around 60 (+21 TD), and double chain at 75 (+22 TD), where she'll pause for a long while. My super capped monk Tarine had a less Transformation-focused build and is still only at chain mail caliber now, but will push to chain hauberk (+24 TD) in the near future, then stop at metal breastplate (+33 TD) over the very long haul.

:{| {{prettytable}} align="center"
||'''Dragonscale Skin Breakpoints'''||'''Level 30'''||'''Level 50'''||'''Level 75 to 100'''
|-
||0 Transformation||Leather breastplate (10 benefit)||Cuirbouilli leather (11 benefit)||Studded leather (12 benefit)
|-
||5 Transformation||Cuirbouilli leather||Studded leather||Brigandine (13 benefit)
|-
||15 Transformation||Studded leather||Brigandine||Chain mail (21 benefit)
|-
||30 Transformation||Brigandine||Chain mail||Double chain (22 benefit)
|-
||50 Transformation||||Double chain||Augmented chain (23 benefit)
|-
||75 Transformation|||||||Chain hauberk (24 benefit)
|-
||105 Transformation|||||||Metal breastplate (33 benefit)
|-
||140 Transformation|||||||Augmented breastplate (34 benefit)
|-
||180 Transformation|||||||Half plate (35 benefit)
|}

For illustration's sake, my monk Sariara had leather breastplate caliber robes at level 30, will reach cuirbouilli leather at level 34 or 35, studded leather around level 43-45, brigandine at 50, chain mail likely around 60, and double chain at 75, where she'll pause for a long while. My monk Tarine had a less Transformation-focused build and is only at chain mail caliber even now, but will push to chain hauberk in the near future, then stop at metal breastplate over the very long haul.


To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.
To be clear, Dragonscale Skin reduces the odds of getting hit by spells at all and, if the monk does get hit, essentially reduces the endroll result. However, an identical endroll against real chain armor, plate armor, etc. would do significantly less damage than it does against robes.


'''Mental Acuity''' is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk's first 20 learned Minor Mental spells don't count. However, instead of a monk's first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won't necessarily be exactly twice.)
The alternative to Dragonscale Skin, '''Mental Acuity''', is a much more complex beast. It basically forces redux, Martial Mastery (the level 0 feat), and Kroderine Soul (the other level 0 feat) to act like a monk's first 20 learned Minor Mental spells don't count. However, instead of a monk's first 20 Minor Mental spells costing mana, they cost stamina at twice the mana cost. (Mind Over Body does bring that down, so it won't necessarily be exactly twice.)


The most striking of these exceptions is definitely Kroderine Soul because it creates the entirely unique path for monks of continuing to casting spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it's not a route I have any interest in.
The most striking of these exceptions is definitely Kroderine Soul because it creates the unique monk path of continuing to cast spells despite training a feat that prevents their warrior and rogue counterparts--and pre-level-30 monks--from using magic at all. I can see the appeal even though it's not a route I'm interested in.


In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There ''are'' still reasons to do it. Saving 20 spell ranks' worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks' worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.
In practice, the only monks I know who chose Mental Acuity instead of Dragonscale Skin were also using Kroderine Soul. Having spells cost stamina instead of mana is a hefty ask. That said, nothing stops a character from avoiding KS and using Mental Acuity anyway. There ''are'' still reasons to do it. Saving 20 spell ranks' worth of redux remains a Mental Acuity benefit even for the non-KS monk. Saving 20 spell ranks' worth of Martial Mastery penalty means that a monk trained in three weapon skills could still max out the AS/UAF bonus even while training, for example, 20 Minor Mental spells plus 3-5 ranks of Minor Spiritual.


Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the answer is no, but they're on the table for anyone who wants to take a walk on the wild side. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can't cast Iron Skin at all ''unless'' they have Mental Acuity.
Are these compelling enough reasons to take Mental Acuity over Dragonscale Skin on a non-KS monk? As far as I can tell, so far the community has said no, but I'll explore that later in Odds and Ends. As for KS monks, Mental Acuity is the only option; Dragonscale Skin does literally nothing for them because KS monks can't cast Iron Skin ''unless'' they have Mental Acuity.




'''Level 40 Monk Feat - [[Martial Arts Mastery]]'''
'''Level 40 Monk Feat - [[Martial Arts Mastery]]'''


Now we're talking! Not to be confused with the level 0 Martial Mastery feat, Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chances to your UC, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).
Now we're talking! Martial Arts Mastery uniformly adds +10 to the multiplier modifier of your UC attacks, adds a flat +10% tier up chance to your UC attacks, and adds a flat +10% evasion rate (which also helps fire off more Spin Kicks).


If you play an unarmed combat monk through low levels and ever find yourself wondering when it really gets good, level 40 is the latest possible answer (unless you heavily neglect Multi-Opponent Combat training to the point of not having at least 35). Before level 40, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance and with different training point costs for various skills.
If you play an unarmed combat monk through low levels and find yourself wondering when it really gets good, level 40 is the latest possible answer. Before then, something like a brawling warrior in robes might feel at least similar to a monk, albeit with no Rolling Krynch Stance (a huge difference maker, admittedly) and with different training point costs for various skills.


Level 40 draws a line in the sand, though, to establish that unarmed combat ''is'' the monk's wheelhouse because Martial Arts Mastery ''is'' the monk's premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession even has. And since you'll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery has ''double-maxed'' it.
Level 40 draws a line in the sand, though, to establish that unarmed combat ''is'' the monk's wheelhouse because Martial Arts Mastery ''is'' the monk's premier feat. To put it in perspective, Martial Arts Mastery is the equivalent of maxing Grapple Specialization, Kick Specialization, and Punch Specialization all at once, minus the Fury/Spin Kick/Clash perks but plus a new Jab Specialization that no other profession has. And since you'll already have trained one of Grapple/Kick/Punch Specialization the normal way, now Martial Arts Mastery is like ''double-maxing'' it.


Unleash the power and never look back.
Unleash the power and never look back.
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Perfect Self raises all your stats by +10 (or +5 bonus). That's it! Your monk hits level 50 and great power drops on their head.
Perfect Self raises all your stats by +10 (or +5 bonus). That's it! Your monk hits level 50 and great power drops on their head.


Like I've said, there's pretty much no such thing as a bad monk stat split from level 50 on because of this feat. It's also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you're using mstrikes and weapon techniques at all, you'll notice the improvement!
Like I've said, there's pretty much no bad monk stat split from level 50 on because of this feat. It's also the driving force behind why even moderately fast races (along the lines of half-elves and aelotoi), never mind the really fast races, have so much potential as monks. If you're using mstrikes and weapon techniques at all, you'll notice the improvement!




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* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you're a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.
* [[Animalistic Spirit Armor]]? Gives a few minutes of extra stamina regen per hunt and can flare to knock down creatures when you evade, but you're a monk. You already reduce your stamina costs by 35% and you already keep everything knocked down constantly.
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but more DS and a flare chance for crit padding isn't what a monk is screaming for.
* [[Ethereal armor]]? If you happen to have boatloads of ethereal scrip from frequent [[Settlement_of_Reim|Reim]] hunts, then sure, go for it, but a monk isn't screaming for more DS and a flare chance for crit padding.
* [[Forest Armor]]? Monks don't need a tiny boost to UAF and CS.
* [[Forest Armor]]? Monks don't need a tiny boost to UAF and CS.
* [[Ithzir Armor]]? Cool abilities, to be sure. 500k bloodscrip cool? Nah.
* [[Ithzir Armor]]? Cool abilities involving healing and emergency escape. 500k bloodscrip cool? Nah.
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not exactly what a monk's seeking.
* [[Mana-Infused Armor]]? Mana, damage padding, crit padding, UAF and CS, and an emergency button to drive creatures out of the room. Not what a monk's seeking.
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it's once every five minutes and costs 150k bloodscrip. Pass.
* [[Parasite Armor]]? It can give a 90 second buff to TD, but it's once every five minutes and costs 150k bloodscrip. Pass.
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!
* [[Sprite Armor]]? Extra DS, maneuver defense, and mana. Nope, not for a monk!
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.
* [[Valence Armor]]? Health, mana, and reactive flares. Skip.
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. There was a time when this was a reasonable value despite its high cost, despite the DS and crit padding not being too meaningful to a monk. However, that time was before Sanctify and Battle Standard existed. You can get the sheer fear protection for cheaper and you can emergency escape with a Battle Standard after death instead of before death. You'll have to die several thousand times before the cost of your deed and chrism outweigh the cost of your Voln armor.
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was a once reasonable value despite its high cost, despite the DS and crit padding not being too meaningful for a monk. That time has largely passed now that Sanctify and Battle Standard exist so you can get sheer fear protection for cheaper and emergency escape after death instead of before death. You'd have to die several thousand times before the cost of any extra deeds and chrisms outweigh the cost of fully unlocked Voln armor.


So my actual answer to the armor question is:
So my actual answer to the armor question is:


Go to playershops, spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance, get them upgraded by wizards, clerics, and sorcerers over time, and call it a day.
* Go to playershops and spend 1-5 million silver on robes with either +7 to +9 TD or some cool damage resistance of 20% or more, get them upgraded by wizards, clerics, and sorcerers over time.


Yes, this is what I actually do! 16% slash resistant robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters--two monks, a warrior, and a cleric--actually wear. If GMs ever release an armor script that I think is a must-have for monks, I'll come back and update the guide at that point!
Yes, this is what I actually do! +20% acid resistance robes, +8 TD robes, more +8 TD robes, and +7 TD robes are all things that some of my characters wear or have worn in the past. If GMs ever release an armor script that I think is a must-have for monks, I'll come back and update the guide at that point!




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===Gear Upgrades: Weapons===
===Gear Upgrades: Weapons===


I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on this topic]], but unarmed combat has more limited options than other weapon types, so I'll go over the few that I think are worth looking into depending on your budget.
I wrote a [[Leafiara_(prime)/Mechanical_Musings/Choosing_Your_Ideal_Weapon_Script|guide on the topic of scripts]], but unarmed combat has more limited options than other weapon types, so I'll go over the few that I think are worth looking into depending on your budget.




'''[[Animalistic Spirit Weapon|Animalistic Spirit]]''':
'''[[Animalistic Spirit Weapon|Animalistic Spirit]]''':


Incredible variety of flavor messaging makes this script fun and very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that fires off damaging flares as monks evade. On the other hand, the default grapple damage type isn't the best since grapple is mainly good for knockdowns and monks are very adept at that on their own. My monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning.
Incredible variety of flavor messaging makes this script very popular among all professions! For monks, specifically, Revenge Flares are a great unlockable feature that can fire off damaging flares when they evade. On the other hand, the default grapple damage type isn't the best since it's mainly good for knockdowns and monks are very adept at that on their own. My monk uses Animalistic Spirit gloves and boots with their damage type converted to lightning, but that's an extra expense.


The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. Overall, these are the top pick of monks for very good reason.
The entry point is only 10k bloodscrip per item and the a la carte unlocking paths make upgrading in the future easy if you really like your gloves and shoes. Overall, this script is monks' top pick for very good reason.




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For unarmed combat, Energy Weapons are only available in the form of ''held'' weapons like a [[cestus]], not handwear and footwear. That's immediately anathema to some people. I'd agree with them when talking about a -10 or -15 MM weapon, but I'm actually not down on the -5 MM held UC weapons like others.
For unarmed combat, Energy Weapons are only available in the form of ''held'' weapons like a [[cestus]], not handwear and footwear. That's immediately anathema to some people. I'd agree with them when talking about a -10 or -15 MM weapon, but I'm actually not down on the -5 MM held UC weapons like others.


Held UC weapons improve UAF depending on the enchant and improve damage factor at a flat rate depending on the weapon type. The flat rate aspect means the weaker the base attack, like a jab or a grapple against heavier armor, the more noticeable the improvement. On the other hand, held weapons decrease the multiplier modifier and you also lose the use of Brace parrying.
Held UC weapons slightly improve damage factor and UAF at the cost of taking hit to the multiplier modifier. You also lose the use of Brace parrying. That ''is'' an overall loss in a vacuum for most attack types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don't use it. Easy enough.

That ''is'' an overall loss in a vacuum for most attack types against most armor types, so the held weapon needs something else significant to compensate. Energy Weapons can do that with supercharged lightning flares, so I do have a cestus and even use it against foes where MM is so high that I can live with the drop. If the margins are close, I don't use it. Easy enough.


The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren't very useful to monks, so I called mine a one and done.
The entry point for an Energy Weapon is 10k bloodscrip. The higher unlock tiers aren't very useful to monks, so I called mine a one and done.
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When you're wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon's flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?
When you're wearing flaring gloves while also using a flaring held unarmed combat weapon, the flare rate of each item--gloves and weapon--is halved, ending up at the same overall flare rate. So how can I be talking about an Energy Weapon's flares as a perk that helps compensate for the MM drop in any way if that perk is counterbalanced by hurting the flare rate of your gloves?


Well, for example, let's say that my Animalistic Spirit gloves had default grapple flares, which I don't value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.
Well, let's say my Animalistic Spirit gloves had default grapple flares, which I don't value highly because unarmed combat keeps foes knocked down anyway. In that case, trading off half of a grapple flare rate to replace it with half of a lightning flare rate is a win.


This logic breaks down as gloves get more upgraded and you're either trading off worse things or spending currency on gloves ''and'' a cestus. Still, I stand behind it if your stopping point is just a flare and a script flare.
This logic breaks down as gloves get more upgraded, because then either your tradeoffs aren't as favorable or you're spending currency to upgrade gloves ''and'' a cestus. Still, I stand behind it as at least an ''option'' if your stopping point is a flare and a script flare.
</blockquote>
</blockquote>


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'''[[Greater elemental flare|Greater Elemental Flares]]''':
'''[[Greater elemental flare|Greater Elemental Flares]]''':


These are a gold standard of midrange weapon scripts, at least if you'd consider 40k bloodscrip per item "midrange." Offering triple lightning flares is a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.
These are a gold standard of midrange weapon scripts, at least if you'd consider 40k bloodscrip per item "midrange." Triple lightning flares are a pretty crazy thing! However, you do need to track down handwear and footwear that was already flaring or else the prices jump to 55k bloodscrip.


GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.
GEF flares are a solid and straightforward one-and-done option, but cheaper alternatives can be more efficient bang for your buck while more expensive alternatives can be more fun.
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'''[[Knockout_flare|Knockout Flares]]''':
'''[[Knockout_flare|Knockout Flares]]''':


Easily some of the best flare messaging in the game and they always hit heads, which can be very deadly. I've used knockout flaring UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the "You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!" messaging.
Easily some of the game's best flare messaging and they always hit heads, which can be very deadly, unless the head already has rank 3 wounds. I've used knockout flaring UC gear on non-monk characters and had a blast with them. One of my favorite moments was the happy accident of channeling Mario with the "You leap up, bringing your pure white sandals down across the head of the human mugger with a sickening thud!" messaging.


That said, the entry point--and only point--for knockout flares is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you ''are'' willing to spend to that degree, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and knockout for the other.
That said, knockout flares' entry point--and exit point since there are no tiers--is 100k bloodscrip per item, which is a very tall ask for most people. It used to be a lot cheaper in the days of Ebon Gate on Caligos Isle, albeit released in limited quantities via a jackpot system to compensate. If you ''are'' willing to spend to that degree or find somebody who has knockout flaring gear from older days and is willing to sell, then I say read the wiki page and see if you like the messaging more or less than Animalistic Spirit. Some people pick Animalistic Spirit for their handwear or footwear and knockout for the other.




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<font color="red">'''Battle Standards'''</font> (the [[Battle Standard (1620)|paladin service]])
<font color="red">'''Battle Standards'''</font> (the [[Battle Standard (1620)|paladin service]])


(Note: this service isn't yet released at the time of this writing, but it's on the test server, I've played with it for hours across several professions including monks, and its release to the live game is right around the corner.)
(Note: this service isn't released at the time of this writing, but it's on the test server, I've played with it for hours across several professions including monks, and its release to the live game is right around the corner.)


If there's only one service I'd recommend for a monk, it's Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)
If there's only one service I'd recommend for a monk, it's Battle Standards. From the third tier on, Battle Standards add offensive flares to your attacks. (The flare rate goes up at the fourth and fifth tiers.)
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Enchanting offensive gear improves UAF (or AS if you're using a weapon) while enchanting armor improves DS.
Enchanting offensive gear improves UAF (or AS if you're using a weapon) while enchanting armor improves DS.


UAF offers minimal help. DS is more compelling, especially once you're hunting areas with the [[spell sever]] mechanic. Monks have the game's cheapest training costs for Dodging, so their DS is very good throughout their lives, but not untouchable since they ''are'' regularly in offensive stance. I don't go hard on improving monk DS, but it can't hurt either.
UAF offers minimal help. DS is more compelling, especially once you're hunting areas with the [[spell sever]] mechanic. Monks have the game's cheapest training costs for Dodging, so they have very good DS throughout their lives, but not untouchable since they ''are'' regularly in offensive stance. I don't go hard on improving monk DS, but it can't hurt either.


<font color="green">'''The Leafi verdict'''</font>: Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but otherwise it doesn't matter much.
<font color="green">'''The Leafi verdict'''</font>: Bring your robes up to +30. It gets expensive afterward, but +35 is a fine long-term goal too when you have silver lying around! Poke away at improving your UC gear if you find a great deal, but otherwise it doesn't matter much.
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<font color="red">'''Ensorcelling'''</font> (the [[Ensorcell (735)|sorcerer service]])
<font color="red">'''Ensorcelling'''</font> (the [[Ensorcell (735)|sorcerer service]])


Ensorcelling armor improves CvA (basically the equivalent of TD). Enemy spells are a weak point, so I'd say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling first adds much more gear difficulty than sanctifying.
Ensorcelling armor improves CvA and enemy spells are a weak point, so I'd say your long term plan should include this. However, get most or all of your sanctification done first since ensorcelling first adds much more gear difficulty than sanctifying.

For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately.


Stamina recovery is strong for monks--but these flares grant UAF boosts instead of stamina most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.
For unarmed combat gear, ensorcelling adds a flare chance for either a UAF boost on the next attack, stamina recovery immediately, or health recovery immediately. Stamina is strong for monks, but the flares give UAF boosts most of the time, which is very weak for monks. Ensorcell evenly scales up its UAF bonus; a fifth tier (T5) Ensorcell increases UAF by 25 while a first tier (T1) increases UAF by 5. Stamina recovery, on the other hand, is frontloaded: the average stamina return at T1 is 9 while the average at T5 is 15.


I like the "get a T1 Ensorcell on your offensive gear and call it finished" philosophy. You already have 60% of T5's average stamina return, but only bought 10% as much of a sorcerer's resource points.
I like the "get a T1 Ensorcell on your offensive gear and call it finished" philosophy. You already have 60% of T5's average stamina return, but only bought 10% as much of a sorcerer's resource points.
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For most professions and builds, I'd argue that Lucky Items are mechanically the most powerful service.
For most professions and builds, I'd argue that Lucky Items are mechanically the most powerful service.


...but monks aren't most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a low opinion of all of those things for monks other than TD.
...but monks aren't most professions and builds. Yes, Lucky Items are like having extra UAF, DS, TD, weighting, and padding all at once, but I have a pretty low opinion of all of those things for monks other than TD.


Lucky Items are sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC excels at, Lucky Items favor high-impact attacks so every instance of luck triggering is proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a bit of a waste and you're probably firing off a lot of those.
Lucky Items are sort of opposite to Battle Standards; instead of favoring the low-impact attacks that UC excels at, Lucky Items favor high-impact attacks so every luck trigger is proportionally more powerful. Lucky Item triggering on a jab or a decent positioning attack is a waste and you're probably firing off a lot of those.


Like Battle Standards, Lucky Items use a charging system. In this case, we ''do'' know that charges have a chance to drain each time your item triggers, which isn't so good for monks and their high volume of attacks. Lucky Items also trigger in an even wider variety of situations than Battle Standards, the most notable being whenever an enemy attacks you. (Standards' defensive flares need the enemy to actually connect.)
Like Battle Standards, Lucky Items use a charging system. In this case, we ''do'' know that charges have a chance to drain each time your item triggers, which isn't so good for monks' high volume of attacks. Lucky Items also trigger in an even wider variety of situations than Battle Standards, the most notable being whenever an enemy attacks you. (Standards' defensive flares need the enemy to actually connect.)


Despite all this, Lucky Item charges will last you a while (but not as long as Standards) unless you're a hardcore power hunter, but it's sort of a straw breaking the camel's back that pushes them down the priority pole.
Despite all this, Lucky Item charges will still last you a while (but not as long as Standards) unless you're a hardcore power hunter, but it's sort of a straw breaking the camel's back that pushes them down the priority pole.


<font color="green">'''The Leafi verdict'''</font>: If this were any other profession, I'd be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they're tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor. If you're a weapon-wielding monk, definitely buy in. For typical UC monks, I'd recommend your silvers go elsewhere first. I say "first" because luck is so powerful that you should definitely get it eventually, just not as a top priority.
<font color="green">'''The Leafi verdict'''</font>: If this were any other profession, I'd be singing the praises of Lucky Items and breaking down the math. Honestly, I might have to write a mini-guide on Lucky Items because they're tragically underrated. They offer amazing power to every form of combat other than the exact one that monks favor. If you're a weapon-wielding monk, definitely buy in. For typical UC monks, I'd recommend your silvers go elsewhere first. I say "first" because luck is so powerful that you should get it eventually, just not as a high priority.




<font color="red">'''Mystic Tattoos'''</font> (the monk service)
<font color="red">'''Mystic Tattoos'''</font> (the monk service)


Despite Mystic Tattoos being a monk's own ability, it's not that helpful when used on yourself. The best benefits would be either decreasing encumbrance (Strength), hitting an Agidex threshold (Agility preferred for a monk because it gives more maneuver defense and offers UAF), increasing exp gain (Logic), or slightly improving defense against spiritual magic (Wisdom), but it's pretty marginal.
Despite Mystic Tattooing being a monk's own ability, it's not that helpful when used on yourself. The best benefits would be either decreasing encumbrance (Strength), hitting an Agidex threshold (Agility preferred for a monk because it gives UAF and more maneuver defense), increasing exp gain (Logic), or slightly improving defense against spiritual magic (Wisdom), but it's pretty marginal.


I look forward to seeing how GMs improve Mystic Tattoos in the future since most profession services created from 2020 on have included some kind of extra perk for the profession providing the service itself.
I look forward to seeing how GMs improve Mystic Tattoos in the future since most profession services created from 2020 on have included some kind of extra perk for the profession providing the service itself.


<font color="green">'''The Leafi verdict'''</font>: I'd only tattoo yourself in your spare time when you can't find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use that silver to pay for paladins' Battle Standards.
<font color="green">'''The Leafi verdict'''</font>: I'd only tattoo yourself in your spare time when you can't find others willing to pay for your tattoos who would probably get more mechanical use out of them than you do. More Wisdom or Aura can be a gamechanger for CS-based casters, so sell them your tattooing services and use the silver to pay for paladins' Battle Standards.




<font color="red">'''Resist Nature'''</font> (the [[Resist Nature (620)|ranger service]])
<font color="red">'''Resist Nature'''</font> (the [[Resist Nature (620)|ranger service]])


Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning. For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types.
Rangers can build a bracelet, anklet, or amulet that grants up to 25% resistance against up to five damage types: cold, heat, nature, steam, and lightning.


Before cap or in other hunting grounds, usually only one damage type is the scourge of the area. When you only need one resistance, monks can get that from their own meditate ability instead of needing a ranger trinket. Even pre-cap, there's still ''some'' merit to a ranger trinket pre-cap since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you'd have to know that you'll be running into that damage type consistently for a while.
For post-cap hunters going into Ascension areas and the Scatter, this is really good since most of those areas use at least four of those damage types. Before cap or in other hunting grounds, usually only one damage type is the scourge of the area. When you only need one resistance, monks can get that from meditating instead of needing a ranger trinket. Even pre-cap, there's ''some'' merit to a ranger trinket pre-cap since you can meditate for a general purpose physical resistance like crush and use your trinket for an elemental resistance like fire or lightning, but you'd have to know you'll be running into that damage type consistently for a while.


As an obscure sidenote, nature resistance is unique to ranger trinkets. Monks can't meditate against it and even the Ascension system can't train to defend against it. However, an extremely small number of creatures use nature damage.
On an obscure note, nature resistance is unique to ranger trinkets. Monks can't meditate against it and even the Ascension system can't train to defend against it. However, an extremely small number of creatures use nature damage.


<font color="green">'''The Leafi verdict'''</font>: I'd look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.
<font color="green">'''The Leafi verdict'''</font>: I'd look into ranger resistance for post-cap purposes, especially if you intend to hunt Ascension hunting grounds (which monks perform well in at lower exp amounts than any other profession). Before cap, make do with your own meditation ability.
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Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.
Sanctifying unarmed combat gear adds UAF against undead for the first five tiers and negates 5% of their damage resistance per tier if your gear is sanctified (but not blessed). The sixth tier adds a holy fire flare against undead that deals 50-100 health damage and a fire crit.


The first five tiers of Sanctify have dubious value for UC gear. The sixth tier, on the other hand, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you're willing to pay for the first five tiers' minimal value just to get to holy fire.
The first five tiers of Sanctify have dubious value for UC gear (unless you're buying the first tier specifically because of the Kai's Strike situation). The sixth tier of Sanctify, however, is amazing if your monk frequently hunts undead. Holy fire flares are extremely powerful for anyone, but only get better for a spammy combat type like UC. The question is whether you're willing to pay for the first five tiers' minimal value just to get to holy fire.


Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it'll only trigger for certain combat maneuvers or when the undead hit you.
Sanctifying armor is a much more clear value proposition for monks. The first five tiers improve DS, TD, and, most importantly, [[sheer fear]] protection so you can hunt higher level undead without constantly getting locked in RT. The sixth tier again provides holy fire, but since the flare is armor-based, it'll only trigger for certain combat maneuvers or when the undead hit you.
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<font color="red">'''Weighting and Padding'''</font> (the [[Weighting,_Padding,_Sighting|warrior service]])
<font color="red">'''Weighting and Padding'''</font> (the [[Weighting,_Padding,_Sighting|warrior service]])


Weighting has limited value to an unarmed combat monk because UC itself increases or decreases the potential of attacks based on positioning. It could still make sense on a weapon-wielding monk. Padding is more useful, but not useful enough to justify paying warriors unless they're charging less than the automated WPS smithy that comes around every couple of months. (They probably aren't!)
Weighting has limited value to an unarmed combat monk because UC itself uses positioning to increase or decrease attack power in ways that can cap the effect of padding. Weighting could still make sense on a weapon-wielding monk. Padding is more useful, but not useful enough to justify paying warriors unless they're charging less than the automated WPS smithy that comes around every couple of months. (They probably aren't!)


Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn't terribly desirable for most players, monks or otherwise.
Like with Mystic Tattoos, the head of dev, Estild, has acknowledged that the warrior service needs improvement at a future date. Maybe hope is on the horizon, but right now this service isn't terribly desirable for most players, monks or otherwise.
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I'll wrap this guide up with miscellaneous topics like off-the-beaten-path things monks can do or advantages they have that you might not have thought about.
I'll wrap this guide up with miscellaneous topics like off-the-beaten-path things monks can do or advantages they have that you might not have thought about.





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...wait, I can't write about that on the wiki! Moving on.
...wait, I can't write about that on the wiki! Moving on.





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My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.
My monk Tarine was the key to my figuring this out. Noticing that Glamour no longer made a difference post-cap with max Trading led me down the rabbit trail of investigating why! I found the Trading and Influence hard cap, then the total hard cap counting race bonus, then isolated that they were separate things.
</blockquote>
</blockquote>





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Likewise, unarmed combat footwear isn't limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!
Likewise, unarmed combat footwear isn't limited to boots or footwraps. Have a merchant make you shoes, sandals, slippers, flats, moccasins, or anything else you like and wear them into battle!
</blockquote>
</blockquote>





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<font color="magenta">'''The Doubly Perfect Self'''</font>:
<font color="magenta">'''Doubly Perfect Self'''</font>:


As great as Perfect Self is for unarmed combat, it's arguably even better for a melee monk. For UC purposes, it's mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you're getting AS--more useful than UAF--and RT reduction for ''two'' types of assault techniques: Brawling's Fury and Edged Weapons' Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don't sweat it as much due to Mind Over Body.
As great as Perfect Self is for unarmed combat, it's arguably even better for a melee monk. For UC purposes, it's mainly RT reduction for your mstrikes or your singular assault technique, Fury. For a katar monk, on the other hand, you're getting AS--more useful than UAF--and RT reduction for ''two'' types of assault techniques: Brawling's Fury and Edged Weapons' Flurry. Rotating weapon techniques to work around cooldowns is a very powerful thing available for hybrid weapons like katars! This can eat a lot of stamina on a warrior or rogue, but monks don't sweat it as much due to Mind Over Body.



<font color="magenta">'''Specializations and Katars'''</font>:

The Grapple, Kick, and Punch Specialization bonuses for their respective techniques ''do'' still apply even if you're using a brawling weapon instead of unarmed combat!

Grapple Specialization-powered Fury knocking foes down and dealing grapple damage is probably still the most powerful of these effects, letting you skip knockdown setups for your staple assault technique. Kick Specialization-powered Spin Kick is probably still the most fun of these effects, letting you fire off powerful maneuvers every so often or occasionally rip through rooms while RT locked.

Ironically, if there's anywhere that I even sort of like Punch Specialization-powered Clash, it's on a weapon-wielding monk. For unarmed combat, Clash is noticeably weaker than unfocused mstrikes. For weapon combat, however, Clash without Punch Specialization has the same power as an unfocused mstrike and Clash ''with'' Punch Specialization has a 25% chance of minor impact damage against each target. That said, the Grapple and Kick benefits for Fury and Spin Kick are 100% instead of 25%, so I still think they win out. Punch at least becomes a more serious contender, though, especially if you're regularly hunting things like bandits, pirates, warcamps, or areas that swarm.

Before I close out this section, katars are the only particularly great brawling weapon and are a hybrid weapon that requires Edged Weapons ranks. Monks do train both skills cheaply, but maxing both does have an opportunity cost, especially early on. If you can only train one weapon type, I'd make it Edged Weapons instead of Brawling. The Edged assault technique, [[Flurry]], gives you a [[Slashing Strikes]] buff that adds slash flares to your edged weapon attacks for the next two minutes. It's also much easier to find great edged weapons for sale from other players--and often even pay event shops--than great brawling weapons.

If you're really set on a brawling-only weapon at first, then the ones I think are at least reasonable relative to their minimum RT are cestuses (good against cloth, leather, and scale), tiger-claws (good against cloth, leather, and scale), yierka-spurs (good against cloth and chain and at least dagger-powered against plate for the same RT), and fist-scythes (good against cloth, scale, and chain, and at least short sword-powered against plate for the same RT).

<blockquote>
<font color="red">'''Bonus Tip!'''</font>

If or when you train for katars, take full advantage of them being hybrid weapons. Flurry and Fury have separate cooldowns. [[Whirling Blade]] (the Edged AoE technique) and Clash have separate cooldowns. Since at least one of these four techniques will be off cooldown much more often than not, you can go into a wild frenzy with a monk's stamina cost reduction from Mind Over Body.
</blockquote>




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Instead, after considering all the math and angles I did while writing this, it's made such a strong case for a bizarrely appealing build that I've talked myself into trying it with Sariara much later in her life. My mind's swirling and it seems clear that the melee monk is a very, very real idea that's gone unexplored because it's not an intuitive or obvious idea from a glance over the monk skillset.
Instead, after considering all the math and angles I did while writing this, it's made such a strong case for a bizarrely appealing build that I've talked myself into trying it with Sariara much later in her life. My mind's swirling and it seems clear that the melee monk is a very, very real idea that's gone unexplored because it's not an intuitive or obvious idea from a glance over the monk skillset.



===Ascending Even Further Beyond===

Since it's not relevant to the large majority of players, I've only vaguely implied monks' advance with post-cap experience until now.

Most professions need 30 million to 40 million exp, if not more, before they're "done enough" with normal skills that devoting all experience points toward [[Ascension]] becomes the most efficient path to continued growth. Monks, however, can get there at more like 15 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.

I did say this guide was for magical monks from 0 to 39,000,000 experience, so what should you do with Ascension Training Points (ATPs)? Here are the options I like:

* '''Agility''': Increased maneuver defense every two ranks, increased evade chance, +1 UAF per four ranks, and +0.75 DS per two ranks. If you go the weapon route or play a slow race, it also reduces RT.
* '''Aura''': +1 TD against CS-based elemental spells per two ranks. I like the first ten ranks decently enough.
* '''Brawling''': +2 UAF per rank. I'm not going to knock UAF this time because, once we're talking Ascension, we're talking marginal gains almost no matter what you do. Get it if you like numbers going up!
* '''Combat Maneuvers''': +1 UAF per two ranks and increased maneuver defense every rank (but half as much increase as Agility, so basically the same rate per two ranks).
* '''Dexterity''': Increased maneuver defense every two ranks, but half as much increase as Agility. If you go the weapon route or play a slow race, it also reduces RT. For the weapon route, specifically, Dexterity also adds crit weighting.
* '''Dodging''': Increased maneuver defense, increased evade chance, and +0.75 DS per rank.
* '''Logic''': +1 TD against CS-based mental spells per two ranks. Because Logic breakpoints increase exp gain at 5 bonus on a node or 7 bonus off a node, reaching 35 Logic bonus is an especially attractive target. Neutral Logic races can reach it with 15 ATPs into Logic because Perfect Self will already have pushed them to 30 Logic bonus.
* '''Porter''' (requires training Strength and/or Physical Fitness first): Encumbrance reduction. ''Now'' I'll knock UAF again! If we're already in the realm of diminishing returns from exp, then there's a serious argument that the best path is staying out hunting longer for loot and turning the proceeds into profession services or pay event items (via event boxes and trading silver for pay event currencies on the secondary market). Enter Porter, the Ascension skill for reducing your encumbrance by 2 pounds per rank to extend your loot hunts.
* '''Resistances''': Like I said in the Meditation Resistance section, 20% and 25% are great benchmarks. If multiple damage types that ranger trinkets can't resist are ending you frequently and you can only meditate one away, look into Ascension resistances. (If ranger trinkets ''can'' resist whatever's killing you, get those!) However, 20% and 25% resistances do respectively cost 50 and 75 ATPs (2.5 million and 3.75 million) exp.
* '''Stamina Regeneration''': If you're firing off mstrikes on cooldown, rotating techniques with katars or Volley, using Surge of Strength on your small race, using Burst of Swiftness on your slow race, or otherwise guzzling stamina, there can come a point where Mind Over Body is no longer enough. If that's you, you'll know when to train this--or just buy stamina regen enhancives.
* '''Strength''': Reduced encumbrance, +1 UAF per four ranks, and the first ten ranks combined of this or Physical Fitness are a prerequisite for Porter. If you go the weapon route, it's also +1 AS per two ranks.
* '''Wisdom''': +1 TD against CS-based spiritual spells per two ranks.

<blockquote>
<font color="green">'''Fun Sidebar!'''</font>

Just for the sake illustration...

A weapon-wielding build could spend 730 ATPs (36.5 million exp) to max out a weapon, Combat Maneuvers, and Strength for +95 AS. An unarmed combat build could spend 910 ATPs (45.5 million exp) to max out Brawling, Combat Maneuvers, Strength, ''and'' Agility for +145 UAF.

But which of them got more per ATP spent is a matter of perspective and part of what makes analyzing Ascension improvement difficult. From practical impact, +95 AS is probably better than +145 UAF and was only ~80.2% as much exp. By the numbers, +145 UAF is ~152.6% more "feel good" of a number going up while only costing ~124.7% as much exp. In either case, looking at it that way is only what happens with crazy mega-capped characters. What if you only have a million exp worth of ATPs? Who gets more bang for their buck then--or at any other point along the curve?

I could get lost in the weeds forever, but suffice it to say I think there's a case to be made that monks not only get away with needing fewer old-school TPs for normal skills than all other professions, but arguably also have more leeway to spend ATPs in whichever way they want than other professions. It's not necessarily easy to quantify and explain, so I'll just say the simple fact is that my monk Tarine has at least 100 fewer ATPss than my cleric, paladin, empath, or wizard--and 95 fewer than my bard, for that matter--and yet feels far more drawn far more quickly toward training offbeat Ascension skills like Porter, resistances, and Logic than the others. They're all busy pumping up AS and CS combat numbers in perpetuity while Tarine doesn't care because there are no Ascension skills to reduce enemy UDF or increase her MM, the numbers that matter in ''her'' combat.
</blockquote>




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==TL;DR: Making Cookie Cutter Monks==
==The TL;DR Recap: Making Cookie Cutter Monks==


<div class="mw-customtoggle-cookiecutter" style="overflow:auto;color:#0000FF">Low on time or thought processing power and just want a cookie cutter build you don't need to put much thought into? Click here!</div>
<div class="mw-customtoggle-cookiecutter" style="overflow:auto;color:#0000FF">Low on time or thought processing power and just want a cookie cutter build you don't need to put much thought into? Click here!</div>
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<font color="blue">'''Other upgrades when ready''':</font>
<font color="blue">'''Other upgrades when ready''':</font>


Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. If you can't afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk.
Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. Get it to the fifth tier eventually to max its flare rate, but the sixth tier is a more optional emergency ability. If you can't afford a Battle Standard, get silver for it over time via Glamour, Shroud of Deception, and selling your Mystic Tattoo service to others instead of tattooing your own monk.





Revision as of 16:21, 24 June 2024

By Leafiara Autumnwind, in loving memory of Saraphenia Autumnwind.

Last updated June 23, 2024.

Feel free to message me on Discord, send a thought, send player mail, or otherwise get feedback to me.


Introduction: How to Use This Guide

This guide is for all magical monks from 0 exp to 39,000,000! (What do I mean by a magical monk? One not using Kroderine Soul. Somebody else will have to write that guide!) I'll go over monks' strengths, weaknesses, other unique qualities, things to consider, others' perspectives that I hear about, training plans, and so on.

This guide is exhaustive within its scope, or at least it can be.

  • If you want an exhaustive guide, read through it in order.
  • If you want the opposite of an exhaustive guide, jump to the "tl;dr Recap: Cookie Cutter" section at the end.
  • If you're not sure whether you want an exhaustive guide, read the "Why Play a Monk" section to see if monks sound cool, then jump to the Cookie Cutter section at the end, then read the rest if you're intrigued afterward. The Cookie Cutter section provides an overview of what to do and gives a small window into what the rest of the guide covers, which is why to do it.

I've made each section collapsible for easy navigation, but I try to scatter nuggets of wisdom for all experience levels all throughout!

Speaking of experience, what's mine? I capped my monk Tarine before the combat modernizations of 2020 and 2021, helped Saraphenia with her training (both on paper and as a hunting duo) from level 43 to about 9 million exp between 2022 and April 2024, and I'm now working on my monk Sariara to fill in my knowledge gap before level 43; she reached level 30 early on June 17, 2024.

And speaking of Saraphenia, who created many monks and enjoyed them more than any other profession, I think of this guide like our joint project. She would have had the passion and interest to create it, but not the knowledge and time. I have the knowledge and time, but wouldn't have had the passion or interest--at least on my own. When I say I've written this guide in loving memory, I truly mean it. If even a few more players find monks even half as exciting as Phenia did because of what they read here, I'll call it a job well done!

No further ado. Let's get on with it!


(Want to read the entire guide? Click here to uncollapse all sections at once!)


Why Play a Monk or Why Not Play a Monk?

Pondering the appeal of why to play a monk at all? Click here!


Character Creation

Need to walk through the creation of your monk? Click here!


Unarmed Combat Primer

Still figuring out how unarmed combat works? Click here!


Training Plan: Skills

Wondering how to train your monk's skills? Click here!


Training Plan: Exclusive Choices

Looking for information about combat maneuver decisions and their opportunity costs, plus meditation resistance? Click here!


Further Character Progression

Curious about feats, meditating, or upgrading your monk's gear later? Click here!


Odds and Ends

Can I interest you in the weirdest inner workings of my mind re: monks, plus other miscellaneous topics not yet covered? If so, click here!


The TL;DR Recap: Making Cookie Cutter Monks

Low on time or thought processing power and just want a cookie cutter build you don't need to put much thought into? Click here!