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#* 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.
#* 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 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.
# '''[[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). 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.
# '''[[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--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.
# '''[[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, with giants being the worst at mstrikes. Agidex-boosting enhancives to fix that get more expensive than encumbrance-reducing items like silvery blue potions and especially [[Blue_feather-shaped_charm|blue feather-shaped charms]], 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 they 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 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.
Races from dwarves up are 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. (I'm okay with returning to town every four boxes or so!) I find half-krolvin, erithians, and humans really dubious from a mechanical perspective, though. 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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Before level 20, you can change your stats up to five times by checking in at your local inn. Power through the early levels by setting Strength, Dexterity, and Agility high so you're at your best in combat and setting Logic high so you level faster.
Before level 20, you can change your stats up to five times by checking in at your local inn. Power through the early levels by setting Strength, Dexterity, and Agility high so you're at your best in combat and setting Logic high so you level faster.


Since you finalize stats (and skills) at level 20, the game will stop your exp growth around 90% of the way through level 19 and force you to confirm that your character is configured the way you want. That's your cue to check in and decide your "real" stat placement!
Since you finalize stats (and skills) at level 20, the game stops your exp growth around 95% of the way through level 19 and forces you to confirm that your character is configured the way you want. That's your cue to check in and decide your "real" stat placement!


Here are my recommendations for each race. Since [[Flimbo%27s_Monk_Guide|Flimbo's guide]] included tables, I'll follow suit! The major difference is that he was on the side of tanking Influence while I'm on the side of tanking Intuition, which I'll explain shortly.
Here are my recommendations for each race. Since Flimbo's guide included tables, I'll follow suit! The major difference is that he was on the side of tanking Influence while I'm on the side of tanking Intuition, which I'll explain.


:{| {{prettytable}} align="center"
:{| {{prettytable}} align="center"
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<font color="magenta">'''Deep Dive Stat 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 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 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).
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. Reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren't the majority of battle commands.

Overall, in my example, 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); she only really feels the difference from level 19 to 32. On the flip side, her TD was good from the start (for a monk) since setting stats for cap means that slow-growing stats like Aura and Wisdom start off high.
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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!)
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). 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]].
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 you ''are'' in Voln, the only argument for maxing Intuition is that it ekes out a tiny extra chance to dodge enemy maneuvers. That can make sense for pures, but it's much less 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 to hit her in offensive stance and a -18% chance in defensive stance. If she maxed Intuition, those numbers would jump to... -4% and -19%. Not very impressive!


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.
But you might think that a super-capped character is an unfair example, so how about Sariara at level 30? She tanked Intuition, obviously hadn't maxed her stats yet, didn'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, 1.1x Combat Maneuvers, and 1x Perception instead of 3x, 3x, 2x, 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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This society has a bit more mechanical appeal for monks.
This society has a bit more mechanical appeal for monks.


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's sigils (abilities) consume small amounts of [[mana]] and [[stamina]]. Warriors and rogues need their stamina in droves, so they might find Sunfist tricky to work with or build stamina regeneration enhancives because of it. Monks, on the other hand, can already 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 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.
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.
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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 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 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.
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, Voln monks 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. Sanctify takes off 5% resistance per tier, so you'd get 20% resistance while keeping your flares between blesses. While Kai's Strike is something to be aware of and can 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 mechanically useful abilities for monks.
Overall, Voln offers the greatest diversity of mechanically useful abilities for monks.
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Now, if you'll excuse me, I can play for about six and a half hours today and Saria only has 28,775 exp until level 34... I think she might make it tonight! Still 44 mind clearers to go!
Now, if you'll excuse me, I can play for about six and a half hours today and Saria only has 28,775 exp until level 34... I think she might make it tonight! Still 44 mind clearers to go!


Farewell, have fun, and stay safe!
Farewell, have fun, and be good to one another!
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[[Category:Guides]]
[[Category:Monk]]
[[Category:Professional Guides]]

Revision as of 22:33, 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!


Denouement: An Unexpected Journey

First, thank you for reading The Autumnwinds' Magical Monk Guide.

Whether you read only the parts of it you were interested in, read every single word, or anything in between, I'm thankful for every reader.

Sometimes I write a "guide" partially or even almost entirely for myself. For example, with Ascension Considerations, I was going to do the math on efficient progression anyway, so I figured I'd take the extra time to turn what could have been private spreadsheets into wiki tables. Pre-Ascension Stopping Points (which I just noticed is really outdated) originally was a private document, but I turned it into a wiki page because sometimes people ask me if they can see my characters' skills when they want a template of where to take their post-cap training.

This one was for you guys, though. I hope it's been helpful, I hope it's gotten you thinking, and, maybe most of all, I hope you find monks more exciting or intriguing than you used to.

That said, if you were here only for mechanical informational purposes, I'm pretty much done with those. There's one more at the very end for people with multiple character slots (not multiple accounts, but character slots), but otherwise, you can head out! I wish you a good day or good night and hopefully I'll see you around the lands.

Thank you again.


Curious on the backstory of why this guide exists and why now? Click here and we'll close out.