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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.)
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 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.
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.


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.
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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<font color="green">'''The Leafi verdict'''</font>: Get a Battle Standard and love it. Even in the worst case, if you ended up not loving it, you could sell it to someone else since it unattunes from you 30 days after your first use.
<font color="green">'''The Leafi verdict'''</font>: Get a Battle Standard and love it. Even in the worst case, if you ended up not loving it, you could sell it to someone else since it unattunes from you 30 days after your first use.



<font color="red">'''Covert Arts'''</font> (the rogue service)

(Note: this service isn't released at the time of this writing, but it's on the test server. I haven't played with it as much as Battle Standards, but it's mostly pure numbers for easy theorycrafting anyway.)

Covert Arts are the most jack of all trades service, being sort of split into five mini-services each with five tiers of their own.

Sidestep helps defend against AoE maneuvers, increases evasion, and helps defend against maneuvers regardless of being AoE or single target. Keen Eye finds children for bounties, helps defend against maneuvers even more, and helps defend against ambushes. Escape Artist helps avoid bandit traps, reduces Force on Force pushdown, and reduces the duration of [[Rooted]] status. Swift Recovery decreases the RT of searches (e.g. for heirlooms or pulling bandits out of hiding), increases health regeneration, and reduces the duration of Stagger.

Poisoncraft allows applying various poisons to your gear. Poison on armor can inflict various status effects as a reactive flare. Poison on offensive gear can flare to either deal extra health damage, apply [[Wounded]], or apply [[Major Poison]]. (At the time of this writing, UC gear doesn't work for this, but I'm assuming that's a bug and will be fixed during its test server run.)

But how good is any of this for monks? Most Covert Arts perks would only make monks marginally better at things they're already amazing at. (Things like FOF defense and the myriad bonuses to maneuver defense would be excellent for casters, by contrast.) Escape Artist does seem reasonable to me since bandit traps and Rooted can really mess with monks.

Poisoncraft uses flares, which would have the potential for similar benefits to Battle Standards (assuming it's even ''supposed'' to work for UC) and would do a lot more to justify the recharging cost of Covert Arts. However, during early testing, flare rates for all three offensive poison types seem significantly lower than normal flares.

<font color="green">'''The Leafi verdict'''</font>: I'm giving this one a solid "wait and see." If Poisoncraft flare rates change, then there might be something here, but if not, I'd skip. I will say that you're much more likely to be able to ''eventually'' find Covert Arts on the cheap than most other services because their unusual difficulty structure allows pretty low level rogues to get in on the action.





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<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="green">'''The Leafi verdict'''</font>: T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul.
<font color="green">'''The Leafi verdict'''</font>: T1 Ensorcell for your handwear and footwear whenever you get a chance. T5 Ensorcell for your robes over the long haul.





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<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 and do it quickly. For typical UC monks, I'd recommend your silvers go elsewhere first--but only "first." Luck is powerful and you should get it eventually, just not as a high 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 and do it quickly. For typical UC monks, I'd recommend your silvers go elsewhere first--but only "first." Luck is powerful and you should get it eventually, just not as a high priority.





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<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="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.





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<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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<font color="green">'''The Leafi verdict'''</font>: Get the first five tiers on your robes unless you're absolutely certain you'll never have interest in hunting high-level undead. Holy fire isn't a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don't bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC.
<font color="green">'''The Leafi verdict'''</font>: Get the first five tiers on your robes unless you're absolutely certain you'll never have interest in hunting high-level undead. Holy fire isn't a high priority on armor, but does go well with Bearhug and Bull Rush if you want it one day. Unarmed combat gear is the opposite; either commit to seeing through the entire expensive holy fire path or don't bother sanctifying at all. Since UAF matters little, ordinary cleric blessings offer basically the same value as the first five Sanctify tiers for UC.





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<font color="green">'''The Leafi verdict'''</font>: An easy skip unless a friend is providing it for free or something.
<font color="green">'''The Leafi verdict'''</font>: An easy skip unless a friend is providing it for free or something.






Revision as of 15:28, 30 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.