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

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By '''[[Leafiara (prime)|Leafiara]]''' Autumnwind, in loving memory of '''[[Saraphenia (prime)|Saraphenia]]''' Autumnwind.
By '''[[Leafiara (prime)|Leafiara]]''' Autumnwind, in loving memory of '''[[Saraphenia (prime)|Saraphenia]]''' Autumnwind.


Last updated June 23, 2024.
Last updated June 24, 2024.


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





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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!
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!





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





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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.
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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* [[Wisdom]]: +1 TD against spiritual spells for every 1 bonus. Potentially +1 starting mana for every 4 bonus of initial stat placement only.
* [[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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Let's go over the unarmed combat system in more detail! If you're familiar with more conventional melee combat, put that knowledge aside--a great deal of it won't apply and might even interfere with understanding!
Let's go over the unarmed combat system in more detail! If you're familiar with more conventional melee combat, put that knowledge aside--a great deal of it won't apply and might even interfere with understanding!





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===Macros or Aliases===
===Macros and Aliases===


If you're playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:
If you're playing even somewhat manually, I recommend creating [[Lich:Script_Alias|aliases]] (if using [[Lich:Software|Lich]]) or [[Macro|macros]] (if not) for the various unarmed combat attacks. Most specifically:
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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!
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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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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What ''isn't'' a double-edged sword is that the skinning ''bounty point'' payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.
What ''isn't'' a double-edged sword is that the skinning ''bounty point'' payout only depends on the quality and value of the skins sold to the furrier, regardless of what they asked for. The bounty point part of your reward can still be top notch if you sell magnificent skins.
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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!
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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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.
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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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.
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.





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Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say "Brawling" because I'm not even limiting this to unarmed combat. Even if you're using brawling ''weapons'' like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)
Even without Kick Specialization, Evade Specialization is the only one that adds offensive power via a defensive specialization. I universally recommend it to all Brawling-oriented monks without exception. (I say "Brawling" because I'm not even limiting this to unarmed combat. Even if you're using brawling ''weapons'' like fist-scythes or katars, you can Spin Kick, so Evade Specialization still wins.)





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





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<font color="green">'''Fun Sidebar!'''</font>
<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.
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?
However, 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.
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.

Revision as of 16:24, 24 June 2024

By Leafiara Autumnwind, in loving memory of Saraphenia Autumnwind.

Last updated June 24, 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!