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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 = 2024-12-20
|updated = 2025-04-13
}}
}}


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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 December 20, 2024.
Last updated April 13, 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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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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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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|}


'''<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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* [[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>
<blockquote>
<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 don't do 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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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:
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:


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


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:
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:
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===Gemstones: Diamonds in the Rough===
===Gemstones: Diamonds in the Rough===


[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. They're not released in the live game at the time of this writing, but they've been on the test server for months and I have a good feel for them.
[[Gemstones]], powerful artifacts that might take a while to find, are another key component to post-cap progression. Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the [[Gemstone Property List]] on the wiki. If you don't like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:

Gemstones generate with randomly selected properties, most of which have tiered upgrades. You can find the list on their wiki page. If you don't like the properties on your Gemstone, you can also reroll it to get new properties within the same category of rarity. Upgrading or rerolling Gemstones has costs in silver and dust, so there are likely to be:


* Gemstones you'll wish to keep and upgrade just the way you found them
* Gemstones you'll wish to keep and upgrade just the way you found them
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* Gemstones you'll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours
* Gemstones you'll wish to sell to or trade with other players willing to pay big for properties that are good for their characters and not so good for yours


I don't want to make predictions about the Gemstone secondary market until the system goes live, so for now I'll simply mention Gemstone properties I think you should consider using for your own monk:




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'''Force of Will''' - You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).
'''Force of Will''' - You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).


This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! I expect that solo hunters of every profession other than bards (who can already get rid of almost all of these conditions with their own [[Troubadour's Rally (1040)|Troubadour's Rally]]) and maybe clerics (who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die) will like this one for general purposes, if nothing else.
This can save you from almost any situation once per hour when fully upgraded. If you really hate dying, this is the property for you! Solo hunters of every profession other than bards (who can already get rid of almost all of these conditions with their own [[Troubadour's Rally (1040)|Troubadour's Rally]]) and maybe clerics (who can just [[Miracle (350)|Miracle]] resurrect themselves one to three times per day if they die) like this one for general purposes, if nothing else.




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'''Metamorphic Shield''' - When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.
'''Mephitic Brume''' - When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.


Quite useful for buying time with crowd control. There's not much else to say, but it's a good property for survival! Be sure it fits with your RP, though, since it's sort of gross.
Assuming this stacks with Iron Skin the way I hope it does, it can get high Transformation lore monks all the way up to (effectively) full plate sometimes. Even then, I wouldn't prioritize getting hold of one of these since it's only a 15% chance. If you happen to find one, it seems like a fair property to use temporarily while hunting for better ones.




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'''Storm of Rage''' - You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.
'''Storm of Rage''' - You gain 1/2/3/4/5% damage factor for each kill. Stacks up to 3 times. This effect falls off after 30 seconds without making a kill. This applies to all DFs, including bolts.


If you'll battle just about any creature in your preferred hunting ground and it's a fairly swarmy place, this is an excellent property since you'll have the boost going constantly. Weapon wielders like Storm of Rage more than UC builds due to the latter's positioning-based crit caps, but it's still strong regardless. If you're pickier about which creatures you battle or if you hunt a slower area, this is a solid placeholder property while looking for more consistently active ones.
If you'll battle just about any creature in your preferred hunting ground and it's a fairly swarmy place, this is an excellent property since you'll have the boost going constantly. Weapon wielders like Storm of Rage more than UC builds due to the latter's positioning-based crit caps, but it's still strong regardless. If you're pickier about which creatures you battle or if you hunt a slower area, then perhaps just sell a Gemstone that only has this property to others. It's a top tier common property for weapon wielders, so they're likely to pay very well for it!


'''Tactical Canny''' - When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute. This effect cannot occur more often than every 5 minutes.

This one's at the weaker end of placeholder properties--and I only give it even that much credit because it doesn't require any upgrades. Even if you're a Kick Specialization monk with great footwear for your Spin Kicks, 10% higher evade rate isn't a significant boost when it's only active 20% of the time at most. It is ''a'' boost, though, and better than nothing. Fine temporary filler.




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'''Anointed Defender''' - You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.
'''Anointed Defender''' - You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.


Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too.
Helps shore up a primary monk weakness of TD and the extra DS is reasonably helpful too. Not necessarily worth using one of your rare slots on over the long haul, but it depends on your tolerance for death.


'''Blood Boil''' - [Currently pending updates in development, so the wording won't be exactly as follows.] Your attacks have a standard flare chance to make an enemy creature's blood boil, dealing damage equal to 20% of the creature's remaining health every 2 seconds for the next 10 seconds. It also has an activated ability to guarantee that it flares on your next successful attack. Targets that have been boiled once are immune to being boiled again. Cooldown: 1 minute.

A high quality Gemstone property for every monk since flares are always great for UC due to the high volume of attacks. That said, Blood Boil flares are a bit quirky. They can't outright kill things like normal flares, nor can you land several of them on the same creature. Still, the sheer health damage done will frequently exceed more conventional flares unless the creature is already very weakened.




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'''Greater Arcane Intensity''' - You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.
'''Greater Arcane Intensity''' - You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.


Like its common counterpart, except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you're one of the rare monks who uses CS spells in combat.
Like its common counterpart except twice as good, this is a strong boost to make Thought Lash, Vertigo, and Mindwipe if you're one of the rare monks who uses CS spells in combat.




'''Infusion of [Damage Type]''' - You gain a standard chance to flare with [damage type] after attacking an enemy.
'''Infusion of [Damage Type]''' - You gain a standard chance to flare with [damage type] after attacking an enemy.


Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have five Infusion properties active, then that's exactly what I'd recommend, but they're mutually exclusive.)
Top notch rare Gemstone property that every monk should want. As always, the higher volume of attacks per second, the better flares get! Simple, clean power. (Before you get any ideas, if we could have three Infusion properties active, then that's exactly what I'd recommend, but they're mutually exclusive.)




'''Master Tactician''' - You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.
'''Master Tactician''' - You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.


Journeyman Tactician, but twice as good. Like its common counterpart, if you make heavy use of SMR attacks, I think it can be a strong long-term property for you. If not, I'd reroll until you get a better rare property.
Journeyman Tactician, but twice as good. Like its common counterpart, if you make heavy use of SMR attacks, I think it can be a strong long-term property for you. If not, I'd either sell it to someone willing to pay top silvers or reroll until you get a better rare property.




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It's definitely not flashy, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS.
It's definitely not flashy, but monks are more heavily punished by encumbrance than most professions due to its effect on their primary source of DS, Evade DS.


'''Tethered Strike''' - Your offensive spells and weapon attacks no longer trigger creatures' innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.

From reading the description of what it does, you already know based on what you hunt whether this is a slam dunk to use or a slam dunk to sell!




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<font color="blue">'''Good Legendary Gemstone Properties for Monks'''</font>
<font color="blue">'''Good Legendary Gemstone Properties for Monks'''</font>

'''Mirror Image''' - When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack. When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.

Pretty easily the most powerful legendary property for monks of just about any kind, albeit not as flashy and over-the-top as others. It's actually difficult to even sell you on this because it's so straightforward that I shouldn't have to. It's a 10% double attack chance on every attack!

If you're playing the long game, I say get this one at all costs. However, if you happen to find a different legendary that's also solid for monks and don't want to let perfect be the enemy of good, below are some other reasonable options...



'''Mystic Impulse''' - After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.
'''Mystic Impulse''' - After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.
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If you're running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you ''aren't'' running the Serendipitous Hex build, then I'd honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.
If you're running the Serendipitous Hex build, run this too and your spells will be insane. If you find this legendary property and you ''aren't'' running the Serendipitous Hex build, then I'd honestly consider changing your mind and trying to get both of those to line up. The strength of your spells skyrockets when they can be up to three spells in one.

Also, with Serendipitous Hex, I gave the caveat that exceptional handwear could still make Twin Hammerfists beat out spells like Force Projection or Web as an opener. With Stolen Power, Twin Hammerfists would still be more reliable and better for one-on-one combat, but the sheer strength of Stolen Power's effect and the ability to use it from guarded stance creates a versatile, powerful use case when fighting two or more creatures at once. (And that's with Stolen Power alone! Again, someone who manages to get it and Serendipitous Hex onto the same build is really going hard.)




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Extraordinary general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!
Extraordinary general purpose power for any solo hunter (of any profession, not just monks). Basically randomly kills things for you just by standing in the same general vicinity when they attack you!


'''Witchhunter's Ascendancy''' - You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.

The AS/UAF boost is, as always, borderline immaterial unless you're a weapon-wielding monk. 30 seconds of dispel flares on every attack, however, is a rush of power and joy!




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By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it's fun to dream, so here's my ideal layout for a traditional unarmed combat monk in descending order of priority.
By design, getting the exact perfect setup is mathematically almost impossible since Gemstones are meant to keep people going for years to come. Still, it's fun to dream, so here's my ideal layout for a traditional unarmed combat monk in descending order of priority.


Note that you can have at most one legendary property and five rare properties. Common properties are a bit different; you can have up to ten, but each common beyond five would be competing with a rare instead and going up to ten common properties would exclude you from having a legendary.
Note that you can have at most one legendary property and three rare properties. Common properties are a bit different; you can technically have up to ten, but each common beyond three would be competing with a rare instead and going up to ten common properties would also exclude you from having a legendary.


# Mirror Image (legendary 1)
# Infusion of Lightning (or other damage type; rare 1)
# Infusion of Lightning (or other damage type; rare 1)
# Stamina Prism (common 1)
# Stamina Prism (common 1)
# Bold Brawler (common 2)
# Thorns of Lightning (or other damage type; legendary 1)
# Flare Resonance (common 2)
# Flare Resonance (common 3)
# Bold Brawler (common 3)
# Blood Boil (rare 2)
# Tethered Strike (rare 3, but other options are similarly powerful)
# Storm of Rage (common 4)
# Taste of Brutality common 5)
# Taste of Brutality (common 4)
# Defensive Duelist (rare 2)
# Storm of Rage (common 5)
# Anointed Defender (rare 3)
# Journeyman Defender (common 6)
# Master Tactician (rare 4)
# Ephemera's Extension or Journeyman Tactician (common 7)
# Force of Will (common 6; I consider it better than what could have been rare 5, Strong Back)




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# Flare Resonance (common 2)
# Flare Resonance (common 2)
# Bold Brawler (common 3)
# Bold Brawler (common 3)
# Storm of Rage (common 4)
# Taste of Brutality (common 4)
# Arcane Intensity (common 5)
# Storm of Rage (common 5)
# Defensive Duelist (rare 4)
# Arcane Intensity (common 6)
# Anointed Defender (rare 5)
# Journeyman Defender (common 7)
</div></div>
</div></div>


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* 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%...
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<font color="blue">'''Other upgrades when ready''':</font>
<font color="blue">'''Other upgrades when ready''':</font>


Buy a Battle Standard of third tier or higher to capitalize on flares going great with UC. 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 18:19, 13 April 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: 2025-04-13


By Leafiara Autumnwind, in loving memory of Saraphenia Autumnwind.

Last updated April 13, 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.