-{ The Monk Guild }- The monk guild focuses on a harmony of the mind and the body. Achieving balance is the key to becoming a well-trained monk. You must maintain a neutral alignment, a monk does not choose sides in the pointless wars between Sikkar and the Nameless One. Inner harmony and peace is his joy. >-{ Combat Styles }-< Monks begin with two primary styles of combat, the hard and soft styles. You may choose a style of combat using the 'marts-form' command (help marts-form). Each combat skill that you train fits into one of these styles. -< The Basics -- Skills >- There are some skills, which are not dependent on the martial arts form you are currently using. Many of these are skills which are 'auto checked', meaning you never have to invoke them. Skills that are not 'auto checked' have a * by them instead of a ~. This will apply for the rest of this help file's skills and spells. For any style you choose, weapon class is reflected by how well you have trained your skills and spells. For more in depth information on this, check 'help martial arts'. Levels 1-15: ----------- ~ martial arts: the most basic of all forms, you must learn this * word of unbinding: this is the skill which allows you to gain guild dues, and is therefore a very important skill ~ diagnostics: allows to see the condition of your opponent using the scan command * meditation: allows you to trade eps for sps ~ ambidexterity: allows an attack with the left hand ~ tumbling attack: allows extra attacks in combat Levels 16-20: ------------ ~ weapon parry: a defensive style, see help defense ~ acrobatics: a skill which, when combined with dodge, adds an attack ~ enhance criticals: adds the ability to strike with critical aim ~ riposte: a skill which combined with parry, may allow an extra attack ~ instant stand: helps you avoid being knocked down in dodge and maneuver defensive styles ~ stunned maneuvers: allows you to break out of stuns ~ catching: allows you to catch ranged combat projectiles, but is not able to work with shield parry defenses ~ perfect timing: allows you to see how many rounds until a skill is to work with shield parry defenses ~ perfect timing: allows you to see how many rounds until a skill is performed -< Soft Style >- Levels 1-15: ----------- * shove: the shove skill works very well if you are larger than your opponent. A well-placed shove against smaller opponents allows for stuns * kiai: combat starter, is not usable in melee * incapacitate: slows down your opponent Levels 16-20: ------------ * immobilize: allows you to stun/paralyze a humanoid for a few rounds ~ pressure points: allows you to strike at a humanoid opponent and stun them more -< Hard Style >- Levels 1-15: ----------- * sweep kick: melee combat skill that sends your opponents crashing to the floor and has a chance to stun them, however it does not work on a flying opponent * stun palm: extra damage skill, base move for the auto checked skills 'fists of fury' and 'touch of death' * flying kick: kick your opponent in the head * circle kick: an 'area' combat skill ~ fists of fury: allows for a reverse uppercut after a stun palm is successfully executed * throat kick: has a chance for silencing the opponent Levels 16-20: ------------ ~ touch of death: executes after a successful 'fists of fury' ~ body mastery: adds a bonus to tumbling attacks * dim mak: combat starter which could result in stunning a humanoid opponent -< Spells >- Levels 1-20: ----------- * light/darkness: affect light levels around you * detect alignment: allows you to sense the alignment of your target * featherwalk: allows you to walk on water * lesser chi heal: healing spell, heals up to 180 hps * chi blast: area psionic damage spell * resist cold: provides resistance to cold * resist heat: provides resistance to heat * zanshin circle: see invisible and infravision * chi healing: healing spell, heals up to 495 hps * displace image: mirror images * summon inner strength: ac protection * greater chi heal: healing spell, heals up to 715 hps * spirit link: after your death, your spirit will continue to protect the target of this spell. The success shows you as casting it at yourself, but it will protect the target you chose * mind strength: iron will abjuration * moxibustion: poison removal/resistance * refresh: restore eps using sps Levels 16-20: ----------- * speed: adds extra attacks per round * spirit strength: an unpain like minor phlegm, it gives 400 extra hps maximum * body hardening: 25% resist physical like minor physical resistance -< General Principles >- Many spells are not usable if you are not neutrally aligned. Hence, you should use detect alignment on potential kills in order that you can maintain your alignment. The challenge of this guild lies in protecting your balance (alignment). -< Newbie Life >- You can summon a newbie guide from level 15 and below. Ask your guide about 'newbie area' and he'll take you to an area where you can kill in when you are level 15 and lower. You should maintain your alignment and build up cash and experience. You should have most of your skills and spells at 60, the often used ones at 80 or higher before you advance beyond newbiedom. Also, you should probably have a good store of cash in the bank for training. Ask a higher level monk or any higher level player what amount is decent for training past newbiedom, as cash flows and costs seem to fluctuate over time. Remember that your weapon class depends on how high you train your skills in a martial arts form (help martial arts)! -< Life as a non-Newbie >- The sky is the limit. You are only limited by what you allow yourself to be boundaries. The monk guild has a plethora of guild choices for post guild level 20. Use 'choices monk' to see all your choices. Some guilds allow for extra attacks, others allow you to use weaponry, others still add fire damage or other damage types to your bare-handed attacks. Choose your guilds well, and follow the theme you have set up for your character. Beyond that, just have lots of fun! |