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{{player-guide
{{player-guide
|title = The Autumnwings' Magical Monk Guide
|title = The Autumnwinds' Magical Monk Guide
|topic = Combat, Monks, Training
|topic = Combat, Monks, Training
|author = Leafiara
|author = Leafiara
|author-displayed = Leafiara
|author-displayed = Leafiara
|date = 2024-06-19
|date = 2024-06-19
|updated = 2024-11-19
|updated = 2025-03-02
}}
}}


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


Last updated November 19, 2024.
Last updated March 2, 2025.


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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==Introduction: How to Use This Guide==
==Introduction: How to Use This Guide==


This guide is for all magical monks from 0 exp to 44,000,000! (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 for all magical monks from 0 exp to 46,000,000! (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.
'''This guide is exhaustive within its scope''', or at least it can be.
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'''The Level 20 Stat Placement Table!'''
'''The Level 20 Stat Placement Table!'''

'''<font color="red">Please note: If you're adjusting stats at the inn, set Strength and Agility to 10 lower than the numbers shown here.</font>''' The game automatically adds +10 more to prime stats, which for monks are Strength and Agility. (The website is different. If you're someone who only wants to set stats once at level 0 and be done with it, the numbers below are exactly what you'd enter during character creation.)


:{| {{prettytable}} align="center"
:{| {{prettytable}} align="center"
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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.
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. Reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren't the majority of battle commands.
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, then -4 RT by level 50 thanks to stat growth and Perfect Self. -5 RT is her peak without enhancives or [[Ascension]] and she reached that at level 84. However, reaching -5 RT only matters for mstrikes and assault techniques, which, despite being very important, aren't the majority of commands in combat.


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.
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 felt 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 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]].
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]] (and low training costs for [[Perception]], for that matter).


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!
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!
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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.
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.

Sunfist is certainly not the most common societal choice for monks and arguably not the strongest, but it does open unique options and playstyles well worth considering.




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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 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]]. While Voln's attack boooster, [[Symbolf of Courage]], gives slightly less sheer UAF than the other societies, it gives three levels' worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.
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's attack boooster, [[Symbol of Courage]], gives slightly less sheer UAF than the other societies; however, it gives three levels' worth of protection against the undead [[sheer fear]] mechanic, which helps when hunting in areas where you might encounter undead more than ten levels higher.


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.
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.
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The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing:
The higher the decimal numbers, the stronger the attack, but the lower the RT numbers, the faster the attack. Summarizing these tables:


* '''<font color="green">Jabs</font>''': Weak, but fast.
* '''<font color="green">Jabs</font>''': Weak, but fast.
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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?


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:
One answer that applies to both jabs and grapples is the defining 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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</blockquote>
</blockquote>


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:
So, in unarmed combat's '''most basic form''' at the lowest levels, 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.
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* '''<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 will have its day in the Combat Maneuvers section. If you ''really'' want to dig deep into mechanics, it's also generally better at inflicting RT on foes than punches, which can be helpful sometimes. For now, let's keep exploring the basics.
In later levels, things like mstrikes, techniques, and flares will throw generalizations out the window and create far stronger cases for jabs and grapples, which we'll get into later, but let's keep exploring the basics to lay the foundation.




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Mstrikes ''sort of'' have a cooldown after use, which is 15-20 seconds or so (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.
Mstrikes ''sort of'' have a cooldown after use, which is 15-20 seconds or so (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, 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.
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. With high enough Agidex, you can eventually get even the top end of mstrikes down to 5 RT.




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RT-wise, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury 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, much like mstrikes, Fury and Clash are difficult to nail down exact numbers on. However, they both seem to have lower max RT (unless encumbered; encumbrance affects techniques) and Fury definitely has lower minimum RT. Fury divides its RT over individual strikes instead of all at once. For example, if Fury 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. You'll have less RT overall if the early rounds kill the creature. 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, enemy creatures can ''also'' interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It's also less likely that your target will be dead the moment your command gets sent to the server since attacks don't happen all at once.
Compared to focused mstrikes, Fury's structure has upsides and downsides. One upside is that you'll have less RT overall if the early rounds kill the creature. Another is that 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, enemy creatures can ''also'' interrupt your Fury by leaving the room, stunning you mid-Fury, etc. It's also less likely that your target will be dead as soon your command gets sent to the server since attacks don't happen all at once.




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The other two UC techniques are '''[[Twin Hammerfists]]''' and '''[[Spin Kick]]''', respectively learned at 10 and 75 ranks of Brawling (level 3 and 36 (or level 35 if you use your first Ascension Milestone point on 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 3 and 36 (or level 35 if you use your first Ascension Milestone point on Brawling)). Unlike Fury and Clash, using mstrikes won't lock you out of them.


Twin Hammerfists is an [[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 an [[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! At only 2 RT and 7 stamina, 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; 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.
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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If highlighting tier up opportunities goes well for you, then <font color="blue">You could use this opportunity to Spin Kick!</font> is another message to consider highlighting from level 35-36 on!
If highlighting tier up opportunities goes well for you, then <font color="blue">You could use this opportunity to Spin Kick!</font> is another message to consider highlighting from level 35-36 on!
</blockquote>
</blockquote>


===Beyond Basics: Synchronizing Everything===

So far, I've written this unarmed combat primer as if players have no gear and hunting is universally optimized by killing creatures as quickly as possible. In these contexts, obviously punches and kicks seem great, jabs and grapples might seem like something we do only out of necessity for tiering up, and Twin Hammerfists and Spin Kick might seem like more style than substance.

However, players do have gear and sometimes going on the all-out offensive is more likely to get players killed than their enemies, so let's put everything together into a cohesive whole.

Flaring gear gets better the faster the attack--and there are a wide variety of flares available these days! Most people will never reach a double digit number of possible flares per attack (though it is possible), but two to six possible flares per attack are shockingly easy to get hold of these days via the traditional ability slot ("flare slot"), script slot, and some help from clerics, paladins, rogues, or sorcerers in giving holy water/fire, Battle Standards, Poisoncraft, or Ensorcell respectively.

Here's an example of a Twin Hammerfists firing off three flares:

Sariara raises her hands high, laces them together and brings them crashing down towards the crimson angargeist
[SMR result: 316 (Open d100: 89, Bonus: 107)]
Perfectly executed strike to the crimson angargeist's back! It staggers!
The attack exposes a vulnerability in a roiling crimson angargeist's defenses!
** Sariara's owl-painted handwraps emit a searing bolt of lightning! **
... 20 points of damage!
Hard shot to the crimson angargeist's back sends it drifting forward!
** Sariara's owl-painted handwraps spray forth a shower of pure water! **
... 60 points of damage!
Incredible strike to the crimson angargeist's back smashes through the chest!
Too bad it melts back together.
Riotous ivory-haloed scarlet energy races along the surface of the handwraps, slender tendrils rising up to coalesce into the ethereal form of a keen-eyed owl.
** Talons extended and wings flared, a keen-eyed ethereal owl dives down with an ear-piercing hoot as a flock of wispy ivory-haloed scarlet owls roil forth in an angry torrent! **
... 30 points of damage!
Strong strike splits the belly open, revealing ghostly organs.
Haggis anyone?

The odds of all three flares coming together is only 0.8%, so this is an outlier that I might only see every one or two hunts, but it's a great illustration because of the particulars. First of all, this is a level 110 creature, so I did mean it when I said Twin Hammerfists can be good through a monk's entire life. That's the least interesting thing to say here, though.

The flares did 110 damage and would have done 160-210 if I were finished upgrading to holy fire instead of holy water. Angargeists are non-corporeal undead. Normally Kai's Smite would be extremely helpful since the holy water flare here was strong enough to kill corporeal undead, but with this specific creature, even turning it corporeal doesn't allow for one-shotting it; you have to take out its entire health pool.

2 RT attacks like jabs, Twin Hammerfists, and Spin Kick shine when a high number of possible flares makes both your average attacks and outlier attacks significantly stronger. That much is true whether the creature you're fighting can be crit killed or not. However, since the natural strength of UC is crit killing, the extra damage from flares becomes even more important against those uncrittable creatures.

Speaking of uncrittable creatures or creatures you're otherwise unlikely to get through in just a few commands, another thing not yet covered is that grapples [[Grapple_critical_table_(UCS)|are significantly better at inflicting RT or Slowed status effects]] on foes than punches. This can be really helpful as a means to buy time while tiering up to excellent positioning, sacrificing minor amounts of health damage (compared to punches) in exchange for delaying creature actions.

Here's a more nuanced look at the unarmed combat core attack types than before:

'''<font color="green">Jabs</font>''':
* The fastest repeatable means of firing off flares with single strikes. (Twin Hammerfists is just as fast, but can't hit a foe who's already downed, so it's not repeatable.)
* The fastest means of tiering up with single strikes.
* Poor at excellent positioning since they have no killing power unless you have a high number of flares to fish for.
* Poor as the specified command of a Fury or mstrike since they has little or no speed advantage over the other commands in that case.

'''<font color="blue">Punches</font>''':
* A mix of killing power and speed that makes for the best general purpose good positioning single strike in a vacuum. A high number of flares can bring jabs above them, however.
* The best aimed attack at excellent positioning. I'm not particularly a fan of aimed UC attacks for reasons we'll delve into later, but it is there.
* Poor against uncrittable creatures, where specializing in either speed, power, or disabling is better than being a generalist.
* Poor as the specified command of an unfocused mstrike or Clash since it's unlikely to kill, is much less likely to slow foes down than grapples, and has little to no speed advantage over kicks in that case.

'''<font color="red">Grapples</font>''':
* A mix of disabling power and speed that makes for the best means of stalling out hordes or individual uncrittable creatures that need to be whittled down while still allowing for tier up opportunities. (Twin Hammerfists and some combat maneuvers are more reliable at disabling, but don't involve themselves with tier ups.)
* Good against individual threatening creatures that need to be slowed down.
* Poor at excellent positioning, where disabling has less merit and killing power is more easily achieved with more strength.
* Poor at good positioning against unthreatening creatures since disabling has no merit in that case.

'''<font color="purple">Kicks</font>''':
* The best finishing blow at excellent positioning per hit.
* The highest damage output per hit.
* Poor as a means of firing off flares with single strikes. (Used during a Fury or mstrike, however, it can be either almost as fast or literally as fast as the other commands.)
* Poor at tiering up with single strikes. (Same as above.)

In short, pick the right tool for the right job. They can all be the right tool at times!




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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! Consider this: if an ability normally costs 20 stamina, then another 5% reduction only saves 1 stamina.


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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Let's break this down!
Let's break down some of the more unusual things you might notice!


Early on, Saria heavily pushed Trading and got to 12 Minor Mental ASAP for reasons that I explain in the Sneaky Monk Merchants section, but then almost completely let up on the gas for the next 30 levels. First Aid event went ''backwards'' at points--but still within range to be eligible for skinning bounties--once the available skinnable creatures where she was hunting became less lucrative. Dropping a Trading rank between level 30 and 40 is no accident either; Influence stat growth compensated for it.


Max Brawling, of course; I stuck one Ascension Training point into it at level 25 to have Spin Kick one level in advance. I could probably have untrained it later, but it wasn't hurting much to have it there instead of in Stamina Regeneration either. Further Ascension points moved into various spots as she got more of them, hitting Logic thresholds and then untraining Logic to go into Brawling as her stats grew to reach those exp gain thresholds naturally. (Stamina Regeneration is still a great pick for any physical build's Ascension points while leveling, but since I chose the max Physical Fitness route fairly early, she never really felt at a loss for stamina.) Her Multi-Opponent Combat thresholds allow flexibility between Fury or mstrikes, depending on what the hunting grounds call for.


I could have done the one rank of Two Weapon Combat much sooner, but didn't particularly feel the need for the quick DS.
Harness Power, Spiritual Mana Control, and Telepathy all hit thresholds that served my ends, then stagnated for a while so I could commence the hyper push of 3x Dodging for more DS, then 3x Physical Fitness for more stamina and redux. These things are more important than they used to be since spell sever comes into play by the mid-50s! She was actually hunting them from 45 on, which is why her spells also noticeably picked up by the time she reached level 60--and, of course, more mana went right along with that.


Combat Maneuvers are definitely where I diverge from most players, as you can tell how little I think of any perceived need for 2xing it. Only 1.2x at level 20 was enough for 3 Rolling Krynch Stance and 2 Grapple Specialization, which can power through the simplest early creatures. After that, more of a push began, leading to 1.6x CM at level 30 for the versatility of 3 Krynch, 3 Grapple Spec, 3 Bearhug, and 2 Feint. (More on Combat Maneuver choices coming up in its own section!)
Combat Maneuvers are definitely where I diverge from most players and you can tell how little I think of any perceived need for maxing them. Like I said, I aimed for specific thresholds. 3 Rolling Krynch Stance and 2 Grapple Specialization at level 20 sufficed to power through the simplest early creatures. Adding 3 Bearhug, 2 Feint, and another rank of Grapple Spec by level 30, then one rank each of Grapple Spec, Bearhug, Feint, and Evade Specialization by level 40, provided new options in the toolkit. Creatures with particularly good UDF made for good Bearhug fodder as an alternate attack method or Feint fodder to drop that UDF if it primarily came from stance instead of spells.


By level 50, Saria started catching up on Combat Maneuvers since she had finished Physical Fitness and Dodging by then, so she finished Bearhug and picked up Combat Mobility. However, by level 60, she'd maxed Evade Specialization and then largely coasted with an average of only 0.75 more Combat Maneuvers ranks per level until cap, picking up 4 Coup de Grace and finishing Grapple Spec. (Not shown in this table--maybe one day!--is that finishing CM ''is'' her second post-cap goal, finally; it's currently at 190 as she approaches 8.6m experience.)
Level 40 reached 1.85x CM and could go in a variety of directions, but I chose 3 Krynch, 4 Grapple Spec, 4 Bearhug, 3 Feint, and 1 Evade Specialization. By that point, the alternative attack option of Bearhug becomes progressively more valuable against enemies with particularly good UDF, as does Feint to drop that UDF.


Max Brawling, obviously; I stuck one Ascension Training Point into it at level 25 to have Spin Kick one level in advance.
At level 50, she made more of a push in Combat Maneuvers. Her priority was maxing Physical Fitness and Dodging, so only after those finished was I content to train CM even without reaching specific CM point thresholds. She had six points spare after learning 5 Bearhug, 1 Combat Mobility, 1 Evade Spec, 3 Feint, 4 Grapple Spec, and 3 Krynch. However, ten levels later, Sariara at 60 had only maxed Evade Specialization and then put Combat Maneuvers back on hold to focus on magic.


Physical Fitness and Dodging are more important than they used to be since spell sever areas are around even by the mid-50s, so I pushed to have them relatively early compared to some monks' training plans. (I actually turned up bounty difficulty and had Saria hunting spell sever by level 45!) The extra stamina and redux didn't hurt either.
By level 70, she picked up another 20 CM for four ranks of Coup de Grace, but you'll notice she has boatloads of spare TPs lying around by then. Rather than maxing CM, I worked out that I wanted her to know--and she ''could'' know--Lesser Shroud by level 76, when she'd start getting Illoke elder bounties and might occasionally have Illoke jarls casting at her. However, there's little value in pushing Minor Spiritual past 3 ranks before then; the only thing of note between 3 and 20 (the Lesser Shroud threshold) is Spirit Defense II. If I were playing solo, I would have learned it, but since I'm not, no reason to cut into her redux until ready to jump to the Lesser Shroud mark all at once.

I took a little bit of early Harness Power, then slacked off for a while, then finally only began pushng it in the late game as an efficient way to wear more spells in ''spellburst'' hunting grounds, which she started on by level 85 (hence the huge jump from level 80 to 90).

I started First Aid relatively high, then it went backwards--but still high enough to get skinning bounties--as she grew out of level ranges with lucrative skins. 42 became the stopping point because it was the final 0.5x mark before level 85, when she moved to a hunting ground that had no skins. She'll pick it back up in time, though, to 50 if nothing else.

Saria heavily pushed Trading early on for reasons that I explain in the Sneaky Monk Merchants section, but then let it slow down to more like a 1x pace until cap, when it became her first post-cap goal to finish. (The level where it goes backward a rank is because natural Influence growth had compensated.) Similar story for Minor Mental, which came out of the gate fast, then inched to 20 at level 60 and stayed there.

Level 30 and 100 spare TPs are there because I was hoarding for the next MOC thresholds while level 70 spare TPs are there because I was hoarding for the 20 Minor Spiritual threshold after noticing I could have it at level 76. I ultimately jumped from 3 ranks straight to 20 because I didn't care about any of the in-between spells, so might as well preserve higher redux until then.
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'''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 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.
'''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. Grapples also slow down foes, making them preferable attacks for a balance of offensive and defensive benefits.


In short...
In short...
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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 either A) you intend to slow down foes to keep your combat relatively safer or B) 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.
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* [[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. 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.
* [[Voln armor]]? Extra DS, sheer fear protection, crit padding, and an emergency escape button. This was once a reasonable value even despite its high cost and the DS and crit padding not being too meaningful for a monk. However, 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:
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===Gear Upgrades: Weapons===
===Gear Upgrades: Weapons===


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.
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--plus flourishes and flares!




'''No script or flourish, just basic elemental flares (especially lightning)''':
'''[[Animalistic Spirit Weapon|Animalistic Spirit]]''':

This is where I think you should begin if you're uncertain or just dipping your toe in the water.

You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even at free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares ''on top'' of it, but that means even heavier investment.

Nothing wrong with starting small while you're getting your bearings and saving bigger decisions for later!


'''Dispel flares''':

Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.

You might hear dispel flares commonly cited as better than lightning flares in a weapon's ability slot and the best in class (unless you're using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it's even more true that dispel is great for UC than for other weapon types due to three factors:

# High volume of attacks
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature

There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don't affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.

All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren't starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit or Knockout. (GEF can't use dispel flares.)


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


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.
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.
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'''[[Energy_Weapon/saved_posts|Energy Weapon]]''':
'''[[Energy_Weapon/saved_posts|Energy Weapon]] script''':


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


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.
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.
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'''[[Knockout_flare|Knockout Flares]]''':
'''[[Knockout_flare|Knockout Flares]] script''':


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.
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 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, 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.
That said, Knockout's 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 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.




'''[[Skullcrusher Flares]] flourish''':
'''No script, just basic elemental flares (especially lightning)''':


See everything I just said about Knockout, because these are mechanically identical and cost the same, but go into the flourish slot instead of the script slot. That means you can have the benefits of Knockout (in the form of Skullcrusher) ''and'' Animalistic Spirit if you were willing to pay for it!
This is where I think you should begin if you're uncertain or just dipping your toe in the water.


You can find flaring UC handwear and footwear for under a million silver each at a fair number of events--sometimes even free events. Basic lightning flaring gear matches the power of off-the-shelf pay event gear. Pay event gear does pull ahead when you double down and stack lightning flares ''on top'' of it, but that means even heavier investment.


'''[[Lore Flares]] flourish, specifically Telepathy or Transformation''':
Start small while you're getting your bearings and save the bigger decisions for later!


At a whopping 400k bloodscrip, this is the top end of pricing for UC-oriented monks, but also the top end of power. While normal flares have a 20% rate, these start at 25%, reach 33% with 36 ranks of the applicable lore, reach 50% with 105 ranks, and reach an absurd and glorious 100% rate with 171 ranks. (171 ranks of a lore for a monk requires both heavy Ascension training ''and'' great enhancives, but hey, I did say this guide was for 0 exp to 46,000,000!) Telepathy Lore Flares deal puncture damage and then damage over time (DoT) afterward that's mostly sheer health damage, but only work against living foes. Transformation Lore Flares have no DoT and randomly deal either slash, crush, or puncture, but their initial hit is weighted to be one crit rank higher.


You probably aren't even reading this guide if you can actually reach 171 ranks of a lore, but for the sake of being informative, Transformation is the clear winner if you get there. Multiple DoTs can't stack on a single creature, so it's more valuable to have a stronger initial hit since you'd be firing off tons of those in a single mstrike or weapon technique. If 105 ranks are more your limit, that's a tougher call. Since your mstrikes include a free jab for the first time you attack a creature, your first unfocused mstrike in a swarmy room with Telepathy Lore Flares would have a 75% chance on each creature of getting a DoT rolling. However, ''focused'' mstrikes still favor Transformation due to DoTs not stacking.


'''Dispel flares''':


Dispel flares trigger before a UC attack lands, either dispelling 1-5 randomly chosen buff spells (if the creature has any) or dealing SMR-based disruption damage. If they dispel two spells from different spheres of magic (spiritual, elemental, or mental), they can also deal flux damage.

You might hear dispel flares commonly cited as better than lightning flares in a weapon's ability slot and the best in class (unless you're using Flare Affinity for 400k bloodscrip, in which case lightning flares come roaring back). I generally agree with this and would say it's even more true that dispel is great for UC than for other weapon types due to three factors:

# High volume of attacks
# Dispelling a buff to decrease enemy UDF is better than decreasing enemy DS by the same amount
# Against creatures without buffs, the disruption flare can increase MM by injuring and/or stunning a creature

There is a bit of luck to dispelling since many, if not most, creatures with spell buffs have some that don't affect UDF. You can improve your odds by making it 2-dispel or 3-dispel flares, which also greatly increases the odds of flux damage so you can get increased MM even while stunning. Overall, dispel flares with at least two dispel chances are very strong.

All that said, the first three dispels cost 30k bloodscrip each while a fourth and fifth cost 50k each if you want to max them out. These aren't starter gear, but for committed and reasonably wealthy monks, and should only go onto UC gear that started with a script like Animalistic Spirit or Knockout. (GEF can't use dispel flares.)


<blockquote>
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<font color="green">'''Order of Operations Sidebar!'''</font>
<font color="green">'''Order of Operations Sidebar!'''</font>


If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 240k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later. Adding knockout flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf.
If you eventually want it all, you can get it, but there can be a correct order. Buying Animalistic Spirit gear and adding lightning or dispel to it later costs 40k bloodscrip less than buying lightning or dispel flaring gear and adding Animalistic Spirit to it later, for example. Adding Knockout Flares costs the same 100k bloodscrip regardless of order, but does have a 90k more expensive starting point than Animalistic off the shelf. Adding Skullcrusher Flares or Lore Flares costs the same 100k or 400k bloodscrip regardless of order.


All of this is only talking price without even considering what adding scripts and flares does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares add 150. Animalistic Spirit adds 200.
All of this is only talking price without even considering what adding scripts, flares, or flourishes does to gear difficulty. Lightning flares add 100 gear difficulty, but that can be negated with [[Enchant_(925)#Pre-enchanting_Potions|pre-enchanting potions]] (yes, these also work with ensorcelling and sanctifying). Dispel flares add 100 for the first dispel and 50 more for each thereafter. Knockout flares or Skullcrusher Flares add 150. Animalistic Spirit adds 200.


(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that's another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you'll need to improve them and the more you'll be paying for their services.)
(What does any of that mean? Well, [[Leafiara_(prime)/Mechanical_Musings/Order_of_Operations:_Servicing_Gear|but that's another guide entirely]], but suffice it to say that the higher the numbers get, the higher caliber of clerics, sorcerers, and wizards you'll need to improve them and the more you'll be paying for their services.)
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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.)


As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds.
As a general rule, offensive flares are better the more attacks per minute you use on average. This pairs extremely well with unarmed combat (especially mstriking due to bonus jabs, but even Fury) because its myriad low RT abilities churn out attacks more quickly than anything other than high level wizards, high level bards, and high level Two Weapon Combat builds. Even while you're only throwing jabs and fishing for tier up opportunities, a Battle Standard flare can sneak in and potentially kill a creature. Usually it won't, but even a lighter hit might stun a creature--and stunning increases UC's most important offense-boosting number, MM, making every following attack better. Additionally, you can select from a wide variety of [[Holy_critical|choices for flare type]] based on which Arkati or spirit the Battle Standard is aligned with, which you can set at [[Holy_places|any shrine]] for the Arkati or spirit you want.

Even while you're only throwing jabs and fishing for tier up opportunities, a battle standard flare can sneak in and potentially kill a creature. Usually not, but even a lighter hit might stun a creature--and stunning increases UC's most important offense-boosting number, MM, making every following attack better.


Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is ''guaranteed'' to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that's even moderately swarmy! There's a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.
Fourth tier and up Battle Standards also offer a short-term buff where every attack you do for 30 seconds is ''guaranteed'' to flare. This is a burst of fun, chaotic, powerful mayhem, especially in any area that's even moderately swarmy! There's a 30-minute cooldown at the fourth tier and a 15-minute cooldown at the fifth tier, so you can use it once every two hunts or once every hunt, respectively.
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But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they're already amazing at. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat.
But how good is any of this for monks? Most Covert Arts perks only make monks marginally better at things they're already amazing at. (By contrast, casters see excellent benefit from things like FOF defense and the myriad bonuses to maneuver defense.) Escape Artist does seem reasonable to me for monks who frequently hunt bandits, since traps and Rooted can really mess with unarmed combat.


Poisoncraft provides flares, which might seem great if you just read about Battle Standards, but a lot of that logic doesn't apply here. Battle Standards reward a high volume of attacks per minute, but Poisoncraft flares need to be purchased and applied to weapons with a number of charges from 50 to 150 (depending on poison type), so a high volume of attacks per minute requires more item management and silver spent. Furthermore, monks have handwear and footwear, so you'd either need to apply poisons to both or have one of them miss out on flares. Putting all of that aside, since Poisoncraft is, well, poisonous, it doesn't affect the undead.
Poisoncraft, on the other hand, provides flares, which should seem great if you just read about Battle Standards! However, some caveats do bear mentioning. Unlike with Battle Standards, jabs don't flare with Poisoncraft. Poisons don't affect the undead. Poisons offer a more narrow variety of damage types; they do offer a much wider variety of disabling effects, but monks aren't lacking for those in their base toolkit. Overall, Battle Standards are much better, but the fact remains that any kind of flare is still powerful with unarmed combat in a vacuum--even if jabs are disallowed. The question is whether you have the funds for both services.

All of that said, while these flares don't compare to Battle Standard flares for monks, any kind of flare is still powerful with unarmed combat in a vacuum. The question is whether you have the funds for both and the tolerance for item management on Poisoncraft.


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


A low priority for monks, but worth eventually learning at least Poisoncraft if you don't mind juggling poisons. Even though the other Covert Arts do that much for monks, recharging Poisoncraft isn't likely to be much cheaper than learning more Arts, which ''also'' recharges, so once you're in for Poisoncraft, you might as well slowly pick up the others over time.
It's worth learning at least Poisoncraft even though the other Covert Arts don't do much for monks. Recharging Poisoncraft isn't much cheaper--if any cheaper--than learning more Arts, which ''also'' recharges, so once you're in for Poisoncraft, you might as well slowly pick up the others over time as recharging needs come up.




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* Either Sanctify UC gear all the way to S6 or don't do it at all
* Either Sanctify UC gear all the way to S6 or don't do it at all
* Sanctify armor unless very rarely hunting undead
* Sanctify armor unless very rarely hunting undead
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above
* Lucky Items when you can spare funds and still handle all of the above
* Lucky Items when you can spare funds and still handle all of the above
* Slowly enchant UC gear over time
* Slowly enchant UC gear over time
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* Slowly Ensorcell armor over time
* Slowly Ensorcell armor over time
* Weighting to 5 CER over time (via WPS wagons, not warriors)
* Weighting to 5 CER over time (via WPS wagons, not warriors)
* Covert Arts Poisoncraft when you can spare funds and still handle all of the above
* Resist Nature once hunting post-cap
* Resist Nature once hunting post-cap
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge
* Slowly add non-Poisoncraft Covert Arts whenever you need a recharge
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Monks, however, can get there at more like 10 to 25 million because their physical skill costs are on par with other squares, but their magical skills are much less expensive.
Monks, however, can get there at more like 10 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 44,000,000 experience, so what should you do with Ascension Training Points (ATPs)?
I did say this guide was for magical monks from 0 to 46,000,000 experience, so what should you do with Ascension Training Points (ATPs)?


The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I'll explain shortly, but it's only for players putting in serious hours; even unlocking the ability to learn it requires that you've spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.
The big long-term goal is the Elite Ascension skill [[Transcend Destiny]], which I'll explain shortly, but it's only for players putting in serious hours; even unlocking the ability to learn it requires that you've spent 150 ATPs on Ascension skills in the Common tier first and then Transcend Destiny ranks themselves cost 10, 20, 30, 40, and up to six more ranks of 50 ATPs each.
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<font color="blue">'''Transcend Destiny is Monks' Everything'''</font>:
<font color="blue">'''Transcend Destiny is Monks' Everything'''</font>:


There's a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I've highlighted ones relevant to (magical) monks in green:
There's a serious argument that monks are the biggest winners from the release of Transcend Destiny. Each rank acts as though your character is a level higher for the following purposes, where I've highlighted the ones potentially relevant to (magical) monks in green:


* Ambush Damage - Offense and Defense - Up to 5 Ranks
* <font color="green">Ambush Damage</font> - Offense and <font color="green">Defense - Up to 5 Ranks</font>
* Automatic Success of Certain Spells
* <font color="green">Automatic Success of Certain Spells</font>
* Casting Strength
* <font color="green">Casting Strength</font>
* Evade, Block, and Parry - Offense and Defense
* <font color="green">Evade, Block, and Parry - Offense and Defense</font>
* Force on Force
* <font color="green">Force on Force</font>
* Hiding - Rogues Only
* Hiding - Rogues Only
* Sheer Fear Resistance
* <font color="green">Sheer Fear Resistance</font>
* SMR - Offense and Defense
* <font color="green">SMR - Offense and Defense</font>
* SSR - Offense and Defense
* <font color="green">SSR - Offense and Defense</font>
* Target Defense
* <font color="green">Target Defense</font>
* Two-Weapon Combat
* <font color="green">Two-Weapon Combat</font>
* UCS - Tier Up Probability
* <font color="green">UC - Tier Up Probability</font>


First, I'll note that with the exception of ambushing offense (but not defense) and rogue-only stealth benefits, everything on this list is potentially applicable to monks. Not only that, but I'd argue that usually it's at or near the top end of value ''in'' that application:
As you can see, almost everything on this list is potentially applicable to monks. Not only that, but I'd argue that usually it's at or near the top end of value ''in'' that application:


* Improving UC tier ups is, naturally, at its best for the profession most built around UC.
* Improving UC tier ups is, naturally, at its best for the profession most built around UC.
Line 2,218: Line 2,305:
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.
* Spending heavily (~80k pay event currency): Buy basic lightning flaring handwear and footwear. Add Greater Elemental Flares at Duskruin.
* Spending a ton (~150k pay event currency): Buy Animalistic Spirit handwear from Duskruin. Add a slew of Animalistic Spirit upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Animalistic Spirit upgrades and unlocks.
* Spending a ton (~150k pay event currency): Buy Animalistic Spirit handwear from Duskruin. Add a slew of Animalistic Spirit upgrades and unlocks at Duskruin. Add lightning flares at Rumor Woods or Ebon Gate. For footwear, same steps except skip the Animalistic Spirit upgrades and unlocks.
* Spending a super ton (~265k pay event currency): Same as spending a ton, except ''don't'' skip the Animalistic Spirit upgrades and unlocks for your footwear.
* Spending a super ton (~265k pay event currency): Same as spending a ton, except either A) also add Skullcrusher Flares to your handwear, B) also add Skullcrusher Flares to your footwear (Kick Specialization monks), or C) get the Animalistic Spirit upgrades and unlocks for your footwear.
* Spending an ultra ton (~365k pay event currency): Same as spending a super ton, except do two of A, B, and C.
* Spending a megaton (~465k pay event currency): Same as spending an ultra ton, except do all of A, B, and C.


And if you're the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you're probably not reading this guide. ''But just in case'', for fun, and to entertain the other 99.5%...
And if you're the top 0.5% ready to drop almost $7000 worth of pay event currency, then--well, realistically, you're probably not reading this guide. ''But just in case'', for fun, and to entertain the other 99.5%...
Line 2,229: Line 2,318:
<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. 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.
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. Get at least the Poisoncraft part of Covert Arts eventually.





Latest revision as of 17:59, 2 March 2025

This is a guide, tutorial, or gameplay strategy written by one or more players to better assist others with their gameplay enjoyment. The information presented here may be subject to the personal opinion of the contributor(s), and may additionally require periodic updates to keep current as the game environment changes.

Title: The Autumnwinds' Magical Monk Guide

Author: Leafiara

Date Published: 2024-06-19

Updated: 2025-03-02


By Leafiara Autumnwind, in loving memory of Saraphenia Autumnwind.

Last updated March 2, 2025.

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 46,000,000! (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, who filled in my knowledge gap before level 43 in the modern world.

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!


Super Post-Cap Advancement

Far post-cap and still looking for suggestions? 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!


Infrequently Asked (or Imagined) Questions

Wondering about some weird corner case I somehow never touched on? Ask me on Discord or in the game. To see what weird corner cases other people have asked about, 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.