INTRODUCTION
These words will attempt to explain the core beliefs of the Monks Guild, and how they relate to the Monk way of life. It is understood by the scribe that each Monk has his own personal beliefs, and his own interpretation of the Guild's beliefs. The scribe asks only that the reader consider the words here, and act upon the ideas and opinions formed in the reader's own mind.
The main source of this text comes from the sacred scrolls found in the secret Guild library, an informal survey of willing Monks, and the scribe's own twenty-four years as a follower of the Way. Where possible, other areas of study will be suggested in the form of reading recommendations.
[ Occasionally, the scribe will insert Out Of Character (OOC) or other smart-alecky comments in the text between these brackets. Sometimes, this text may even offer an explanation of the scribe's reasoning, though that may be asking a bit much! ]
[ The topic of "proper" Monk roleplay was brought up in the Guild message folder. The scribe, me, read everything available on the Monks Guild in an effort to find a clear statement of the Guild's purpose. Though there are many texts written by the Guild's members that offer suggestions on training, armour, and tactics, there exists no document that clearly defines the parameters for roleplay within the Guild. That is the OOC purpose of this document. ]
THE MONK CLASS
The journey begins with the Monk class. This class has been described as a combination of the best aspects from the Fighter, Thief, and Wizard classes. Those starting their journey in the Monk class will possess basic skills in stealth, spiritual karma, and the Martial Arts form of fighting, but will not be able to realize the fullest potential of these skills until joining a suitable Guild.
Recommended Reading:
HELP MONK
THE MONKS GUILD
The Monks Guild is a peaceful place of worship located in the northeast section of Devardec. Members of the Guild are excellent hand to hand combatants, and well versed in using the gifts of nature to their advantage. Though the road is long, those that follow the disciplines of the Monks Guild have the potential to be the strongest and most well-rounded citizens of Terris.
Recommended Reading:
HELP MONKS GUILD
HELP MONK DIRECTION
Monks Guild descriptions. Look at everything!
Monks Guild Charter - available from the Guild
Officers
Monks Guild Structure - available from the
Guild Officers
THE MONK PHILOSOPHY
The philosophy of the Guild is commonly referred to as the Way. There are many aspects of the Way, and there are as many interpretations as there are Monks. Many of the core beliefs stem from the teachings of the legendary masters Tenshin and Anlin. It was Tenshin that coined the phrase "The Way."
THE WAY OF MARTIAL ARTS
This is the introduction to the Way for most Monks. Here begins the study of balance, both physical and mental. Students are taught techniques to hone their bodies and minds to perfection. The art is combined with spiritual awareness, as many of the forms are shared between combat and meditation. Young Monks begin their training with the traditional ivory-hilted katana. Eventually, the students are taught to fight without weapons, using only their wits and the gifts of Nature to survive.
Recommended Reading:
HELP MARTIAL ARTS
HELP FIGHTING
HELP COMBAT
THE WAY OF NATURE
Like their Druid cousins, Monks are interested in the study and balance of Nature, and their place in Nature. However, where Druids do not ever kill, a Monk may do so in order to preserve the greater good (or greater balance). Monks can become particularly adept in the art of Herbalism, the use of Nature's resources to heal and assist. Younger Monks normally rely upon the Guild's herbal gardens and potion laboratory until they advance to a spiritual level that allows them to spellcast on their own.
[ This seems to be the forgotten aspect of the Guild, though evidence suggests that it is supposed to be an integral part of Monk life. Even Deori mentioned the Monks skill with herbs. ]
Recommended Reading:
HELP HERBS
HELP HERBALISIM [Yes, it's misspelled in the
game.]
HELP HERBLORE
HELP EXAMPLE HERBLORE
THE WAY OF SPELLCASTING
Through meditation and focusing, Monks are able to channel their spiritual energy and attune themselves with the forces of Nature. It is the Monks harmony with their surroundings that present them with the ability to spellcast.
The primary school of spellcasting for Monks is Naturalism, a collection of mantras that draw their energy from Nature itself. Like the Monk philosophy, Naturalism centers on the well being of the spirit and the body. Healing and defensive spells are the majority, and those that master Naturalism are even able to return life to the dead!
[ Though many Naturalism spells are found in the Temple, it is a bit odd that no further levels of Naturalism Spell Use can be learned there. ]
The secondary school of spellcasting for many elder Monks is that of Magic. Mind over matter is the rule in Magic, as many of these spells center on using the power of the mind to overcome physical obstacles, induce visions of far away locations, or communicate directly with another mind. Magic Spell Use is available in the Guild to those ranked Monk of Inner Light or higher.
[ There is only one Magic spell taught in the Guild (telepathy), but Magic Spell Use can be learned many times in the War Room! Strange that we my master our secondary school of spellcasting and not our primary. ]
There is a third class of spellcasting in the land known as Sorcery. These are incredible spells that destroy the mind and body of an opponent. On the surface, this seems to contradict the teachings of the Guild, as a Monk uses their power mainly for knowledge and defense. Though the use of Sorcery may be justifiable under certain circumstances, two Sorcery scrolls are available in the Guild, Sorcery casting Monks are rare.
Recommended Reading:
HELP MAGIC
HELP NATURALIST SPELL USE
HELP NATURALIST SPELLS
HELP MAGIC SPELL USE
HELP MAGIC SPELLS
HELP SORCERY SPELL USE
HELP SORCERY SPELLS
HELP CABALISTIC ABILITY
THE WAY OF SPIRITUALITY & ENLIGHTENMENT
Monks are a highly spiritual lot, and much of their strength stems from this spirituality. When not adventuring, their time is dedicated to spiritual awareness, as this pursuit only stands to increase their strength. The ultimate goal is that of total spiritual enlightenment: to know themselves, to know Nature, and to know Deori the Creator. This path to total enlightenment is exemplified in the rank structure of the Guild, beginning with Follower of the Paths and culminating with Follower of Deori.
Anlin, perhaps the greatest of all Monks, followed the path to Godhood and became the Immortal of Lore.
The influence of Immortals in Guild life is strong. As Anlin became the Immortal of Lore, so too does Lore play a role in the life of many Monks. It is Anlin's teachings, along with those of another great named Tenshin, that form the basis of the Guild's modern philosophy.
Alvogyl, the Immortal of Light and Strength, carries perhaps the most influence as the Guild's patron. The forms of Light are many, from the sun's rays that illumintate the sky, to the light of discovery in the eyes of a young student. It is safe to conclude that enlightentment, be it physical, mental or spiritual, falls under Alvogyl's rule.
Recommended Reading:
GUILDTITLE
HELP GUILDRANK
HELP ANLIN
HELP ALVOGYL
THE CUMULATIVE WAY
The Way is a path that each Monk follows on the journey to self-discovery. By combining the discipline of Martial Arts with the study of Nature and the power of spiritual balance, Monks are able to reach a state of awareness that few outside the Guild ever will. Despite the abilities at their disposal, Monks are most humble. It is their study and understanding of their surroundings that gives them a great respect for all things.
Missionary MadBaron
It is assumed that all newcomers who wish to become part of the guild family will begin at Novice level. There is no restriction on how long a member remains at this level of their studies however it is recommended that all Novices undertake the lessons within the First Path. This not only lays the foundations of life within the Monk's Guild but also illustrates a desire to further abilities and knowledge.
*All Novices will have a green title with "Novice" as standard. Any variation on this is at the Guild Master's discretion.
First Path
The life of a Novice is not an easy one as they are expected to adopt the
philosophies of the Guild and adapt them to match their personality and
ambitions. As most Novices are young, fresh members, the most important
lesson to learn is that of patience. It is not uncommon to feel frustration
at the beginning of such a promising future within the guild, however it
is important to remember that the vast majority of your colleagues have
undergone and experienced the same frustrations. Seek advice from others
whenever you require a second viewpoint or a helping hand.
The First Path is the start of the journey or Way that all Monks walk. When the Novice's sensei is satisfied that their student has taken these first steps confidently and in the right direction they are put forward for testing. This testing is performed by the Master or Mistress of Paths (hereafter referred to as MoP).
When the MoP believes the Novice has the skills, knowledge and ability to progress within the guild, they are instructed to seek a "Finding the Way" discussion with an appointed Elder or Guild Officer.
Finding the Way
This is an informal interview where a Novice's understanding of the Guild
and its philosophies is assessed. The Elder or Officer hosting this discussion
will ask questions designed to illustrate the Novice's interpretation of
these concepts and, on the strength of this, will decide whether sufficient
progress has been made to allow promotion to the next level within the guild.
It is not uncommon for a Novice to be told to look deeper into their lessons
and find out other opinions before retaking this interview. There is no
failure at not progressing first time but rather an opportunity to learn
more.
The Guild Structure - Brothers and Sisters
On successful completion of the "Finding the Way" discussion, the Novice will become a dedicated member of the Guild and thus a Brother or Sister. With this comes additional, heightened responsibilities especially towards others in the Guild. They are expected to be good examples to newer members, share their opinions and give advice and aid where appropriate.
* All new Brothers and Sisters are awarded a Unicorn Charm and bear the title "Brother" or "Sister" in cyan. Variations of this are at the Guild Master's discretion.
The Second Path
All new Brothers and Sisters are invited to begin the Second Path, which
they can choose to do at any time. The education available in this path
is as unstructured as the First Path was setout and consists of building
experience, sharing wisdom and discussions both in the guild and on the
Guild Message Boards (hereafter The Boards). All Monks are encouraged to
find out, as much about subjects that interest them as possible, however
it is imperative in the Second Path that they share that knowledge with
their colleagues. A Monk's abilities and knowledge are constantly monitored
and effort and activity are rewarded where appropriate (see Milestones below).
This activity is particularly well illustrated in one of the three branches of the Second Path:
The Pack
The Sensei Program
The Dojo
…And therefore involvement in each is highly recommended.
A Brother or Sister who has actively and consistently contributed to the above branches, as well as proving an asset to the guild in their actions and words, is in the best position to be considered for promotion to Elder status.
Milestones
As an indication of progression though the Second Path, a series of achievements
or "Milestones" are gained by award from the Leadership of the
Guild. This progression is illustrated as follows:
Newcomer to the Second Path - Cyan
title
1st Milestone achieved - Violet title
2nd Milestone achieved - Orange title
3rd Milestone achieved - White title
Once the 3rd Milestone is achieved it is assumed that the Brother or Sister has been adequately prepared for Elderhood.
The Guild Structure - Elders
When a Monk is deemed ready to progress to the status of Elder they are invited by the Guild Officers to take part in the Testing. The Elder Testing is divided into three parts:
- A discussion initiated and maintained on the Boards.
- A guild or land-wide event hosted and maintained with appropriate reports on the Boards.
- An individual quest, task or adventure undertaken and reported on the Boards.
Each section is administered by one of the guild officers who will judge when their task is completed satisfactorily. A final overview discussion with the Guild Master is the last step before becoming an Elder of the Guild.
* All new Elders receive the Teku Ankh and bear the title "Elder". It is common, however, for an Elder to choose their own title and this is usually granted at the Guild Master's discretion
Elder
Elders are respected, long-term members of the guild and have the right
to choose where their Way takes them. Each Elder is encouraged to take part
in the administration of the other ranks and their testing as well as specializing
in a specific subject or subjects that would benefit the guild. An "expert"
will be rewarded by the guild according to the range and depth of their
knowledge.
A Legend Monk Training guide
First of all I would like to congratulate you on reaching legend monk status. You also probably know a lot about what skills you should be learning and the ones which are perhaps less useful. This is only a guide based on what I have learned and discovered from being a legend monk. I will firstly take you through which skills are most useful and then on to a good selection of spells you can begin learning if you have not already.
Skills
Becoming a legend as you very well know allows you access to the Halls of Legend as long as you have the required city level as well. Here there are a larger a range of spells and a certain range of skills which can be learned up to superhuman level.
Spiritual Karma and Physical Training:- If not already both these skills should have been learned as high as possible, and if you have the chance to take either one higher please make it a high priority. I made the mistake of not learning physical training and paid the price in my final hp's total. Also you will now start using sp's more than you perhaps used to and therefore a high spiritual karma level would help those sp's.
Dodging, Toughness and Resilience:- These to me are the best 3 defensive skills and should all be looked upon as some of the most useful skills to have in higher level fighting. Being a higher level you will begin to fight harder monsters who will hit a lot harder. These 3 skills are your ticket to lasting longer against these monsters. Remember if you can last longer then it gives you more of a chance to heal yourself. You are probably thinking "I don't notice a difference with learning dodging," but trust me it is a vital skill to have to survive, especially if you can get the skill to a very high level. Toughness will make those big hits less devastating and resilience is a must when you start taking on swarms with stunners and holders.
Assassination:- This skill should now be available to you to learn. I would have to say this is your ticket to getting somewhere. It may take you a long time to be able to use this skill to it's full potential but the benefits are priceless. It is said that this skill increases your hitting power. If that isn't good enough then having the ability to kill a monster in one hit no matter how many hp's it has is extremely useful. It also allows you to get more exp out of particular monsters. This skill is linked to other skills and spells which all add to the effect of assassin. To be able to assass a monster requires you to be hidden before you attack. You can either hide beforehand in a room with no creatures or you can cast a lurk/invis spell to hide yourself. To improve your hiding you must learn stealth. Some people say that stealth is half of the assassin skill while others don't learn the skill and concentrate on lurk instead. I however have mixed feelings about this but I did choose to learn stealth to max. Whether this has improved my assassination I couldn't say for sure but I don't regret learning the skill. Even if you do learn stealth you will still have to learn the lurk spell as this allows you to hide yourself while being in the same room as the monster you are attending to kill.
Stunning Blow:- Adding this skill to your offensive is vital and a life saver. When reaching a high level in this skill you really do reek the benefits. I couldn't survive without and I stress that. Being able to stun a monster for 30 plus seconds is truly great. A level 9 stun/hold can at best only get you 15 seconds on a larger monster so having this skill improves your chances on taking on large swarms. YOU MUST LEARN THIS SKILL
Multiple Attack:- This skill is not as vital as stunning blow but it will help you take out a monster quicker. It also helps improve your chances of stunning a monster or assassinating it as if you fail to do it the first time the second strike might.
Awareness:- Now here is a skill that you might least likely think about learning. Apart from helping you search it has other advantages. It is said that if you learn this skill to max it will increase your martial arts hitting power greatly. It could also increase your accuracy but I can't be sure. However I do know there is more to this skill than you think.
Pick locking:- This might at first not be first choice, but you will need to be able to open doors and having this skill is better than having the spell unlock because you do not have to cast it. This skill, however does take roughly the same amount of time to use as the unlock spell.
Natural spell use and Magic spell use skills:- To start learning spells, both these skills have to be learned. I would always say it is better to learn these skills first to a high level so you don't have to learn spells as high. Also if you don't learn the skill above apprentice then it doesn't matter how much you learn a spell it won't get faster until the spell skill has been improved.
Spells
Body Restore:- This spell is the last stage of the healing spells and by far the best with it being able to replace all lost hp's in one go. It may take a fair few bp's to get this but I can't survive without it so to me it is well worth it. Requires NSU.
Lurk:- Vital for using the assass skill so make sure you have this to a good level. Requires MSU.
Eagle/Tiger/Magic Eye:- Learning this spell to me is better and more useful than strength spells. It improves hitting power, accuracy and chance of a successful assass.
Light/Demon/Dragon shards:- This and magic eye are great together. Having this spell to a good level help's improve your dodging and other defensive skills. Requires NSU.
Resurrection:- I chose to take the long path to acquire this spell. Since you don't get exp from soul summoning and rezzing it may not seem as attractive as it used too but I rank it as one of my favourite spells and it is always great to be able to help friends and others in need. You must have soul summon to go with this spell to make life easier. This spell has to be learned to at least outstanding level so you won't cause exp lose to others. Requires NSU.
Guild recall:- Useful spell to have although not essential. Guild rings don't cost a lot but this is a good spell to have if you are lazy and don't like having to buy rings over and over again.
Haste:- A total must And by far one of the most useful spells. It speeds up every other spells and skill. Where can you get it though? It is not in the guild or in the halls of legends so if you find it well done. One way to get this spell is to have rings enchanted with it.
Should you learn offensive spells?
Well I did think about this. These spells are a lot of bp's for us and I'm not sure if it is worth learning any. I suppose it would allow you to room swarms but I would say if you were going to learn any leave it to the very last choice. Keep in mind that because of your naturally low mysticism, offensive spells, no matter how high you learn them, will not be capable of dealing significant damage.
Caneno Dean of Scholars
Anlin was the first monkin the land to become a hero. At
the time he had
slain even the mighty Dragon head using only his bare hands. So great was
the combat ability of Anlin that NO monster stood up to him. Indeed he
proved beyond any doubt that a well trained monk is the equal to any class
in the land.
Anlins info
-----------
This is a small guide designed to give monk characters a
little extra
information which may help you in your travels. I would recommend that you
read the fighter.txt document before consulting this one. This guide builds
on the fighter document with some information that is specific to monks.
This guide is designed for the first time player choosing
to create a monk
character, however existing monks should have a read through. You may find
some information that is useful.
* So first download the fighter.txt and READ it *
Starting out
--------------
When you arrive in the land you start with 20 build points an 500 gold your
first aim is to join the adventurers guild. You should head north north and
type SHOW QUESTS to see how to accomplish this. In joining you will gain
200 gold and 3 new skills Lore, Swimming and Resilience the latter
being most important at present.
At this point you may go north then east and type SHOW SKILLS
here is a list
of skills available for you to learn. Below is an outline of the skills which
you may learn. As has been done in the fighter.text I will divided them into
OFFENCE DEFENCE and MISCALANIOUSE.
defence
----------
As a Monk your major strength is defence and as a new Monk this is the first
thing you should work on. I recommend the first skill you learn is DODGING.
DODGING is one of the most important starting defensive skills.
After all if
a monster can't hit you he cant kill you. As the chances are you will not
posses any skill in dodging it will be expensive in build points the first
time you learn it.
Secondly TOUGHNESS
TOUGHNESS comes into its own when your dodging just isn't
quite good enough
to avoid every blow a monster aims at you. Your toughness is a measure of
your hardiness the tougher you are the less damage you will take form a hit.
As with dodging it will be expensive the first time you learn it.
Lastly for now RESILIENCE
RESILIENCE well as the resilience help file says "The
resilience skill
increases your character's resistance to all forms of physical attack
(poisons, cold, heat, etc.) The higher this skill, the less damage you will
take from elemental type damage." Resilience will be cheaper to learn
as you
will
already posses a small understanding of the skill.
You should always aim to keep this three skills at an equal
level and fairly
high on your learning list priority. By now you will have run out of build
points so you will need to explore the adventurers guild in search of
experience.
Offence
---------
When you have worked on your defence and gained some levels you will want
to
work on your offence. As a monk you have to decide early on the path you will
take, you have the choice of following the path of martial arts or
conventional weapons. If you take the path of conventional weapons your early
progress will be somewhat faster. If on the other hand you chose the path
of
martial arts initially you may feel at a disadvantage the benefits in your
later career will be enormous.
As conventional weapons are covered in the fighter.txt I
will concentrate on
the path of martial arts. The use of this skill is a little more complex
than the one or two-handed weapons skill.
MARTIAL ARTS and SPIRITUAL KARMA skills are related skills
for the monk. You
will soon find the availability of powerful magical weapons is limited to
one or two handed weapons. Although there are some magical martial arts
weapons the power of them is limited. A master of martial arts,
however, fights best bare handed for the most part. This is where the
spiritual karma skill comes in, this skill allows you to hit bare handed as
if your hands were magical weapons. The higher the skill the higher the
equivalent level of magical weapon.
STUNNING BLOW is an awesomely good skill for monks especially
when combined
with the stealth skill. Here is what the help file has to say about stunning
blow. "This skill represents your training in striking creatures in such
a
way as to cause them to be stunned or incapacitated. Whenever you strike
a creature, your stunning blow chance is compared with the skill of the
creature. If you succeed, the creature will be stunned or incapacitated for
a while (length of time depending on your skill and that of the creature).
"
Other offensive skills that are useful for monks in order
of importance(in
my view that is) MULTIPLE ATTACK, CALLED SHOT and WARCRAFT. You should
consult the fighter.txt for more information on these skills.
Miscellaneous
-----------------
I will only cover what I believe are the two initial skills you should be
concentrating on in this group. Both could have been included to some extent
in the offence or defence sections but they do have a more general use.
STEALTH is a skill unique to Monk and Thief types, the other
classes don't
know what they are missing. Stealth combined with a high stunning blow skill
can make a real difference in combat. If you enter a monsters location hidden
and attack (no need to advance first) you stand a higher chance of hitting
than normal. If you stun with that first attack you stand a very good chance
of killing the monster.
AWARENESS has a limited effect on your defence but is indispensable
when it
comes to exploring the land. If you don't have awareness you aren't going
to
find much in the way of hidden and secret exits and locations.
A final word
---------------
That's about it for this potted guide to becoming a monk. The basic points
are build yourself a good defence before you worry about offence. Choose
early which offence you will work with conventional or martial arts (I know
which I recommend).
Please remember there are many other skills you will need
to progress to high
status within the game but this guide combined with the fighter.text will
give you a good start.
Good luck and happy Monking<g>
Dr A.
(1st Ed. Spring '97, updated Summer '99)
By Baron Mitchellx
Hello! Welcome to the Guild! As a young monk, it may be difficult to understand the unique nature of the skills we possess. Aye, grasshopper, it is not an easy road to follow. In the long run, however, be assured that these skills make monks among the most respected fighters in the land. To help you get off on the right foot, I have compiled the following list of training suggestions. It is not exhaustive, but it is more than enough for a young monk intent on becoming an old monk to get started.
Getting Started
If you did not learn PHYSICAL TRAINING prior to joining the Guild, I recommend that you do so as early as possible. This skill can be learned to a minimal level at the shop n;;n;;e of Devardec Central Plaza (a.k.a. Dev Recall). In fact, I strongly recommend that you learn it as high as possible whenever your advancement in levels allows you to train in new rooms with the PT skill. I emphasize this skill because it is essential that a monk be able to take as many hits as possible. With the PT skill, you will gain more hit points every time you advance in levels, and you'll regain hps at a faster rate when resting. I can't even count the number of times that my early training in this skill saved my life.
Choosing an Emphasis
Early in life, it is necessary to choose the path you will take. Some monks choose to focus on fighting skills. Others prefer to be healers. This is not intended to mean that fighters should completely ignore healing skills or that healers should completely neglect fighting skills. Choosing a path will help you determine which skills to develop first and how much to focus on developing those skills. Later in life, you can branch out into other areas in order to fully develop your potential. For now, however, focusing on one area will allow you to grow sufficiently to survive and advance.
Offense
The MARTIAL ARTS skill is the cornerstone of a monk's fighting ability. This skill allows you to use Martial Arts Weapons (which are distinct from one-handed and other types of weapons...you need not train in those) and fight with your bare hands. As your skill advances, you will be able to hit more often, and you will be unbalanced much less while fighting. As with any combat skill, however, it must be learned in conjunction with other skills to maximize its benefits. Thus, one should avoid the temptation to focus solely on Martial Arts and instead should see it as part of a larger training regiment.
SPIRITUAL KARMA is extremely important for monks. Although the magical weapons available to a monk are limited, training in this skill allows your bare hands to hit as if they were magical weapons. This is extremely important if you happen to be attacked by a creature that is immune to normal weapons. Learning this skill early in life is also useful since it helps you gain more spell points each time you gain a level and helps you regain spell points faster. In short, learning Spiritual Karma early will ensure your bare hand attacks develop at a faster pace and will serve to help you build the spell points you will need later in life when spells become essential for survival.
When you train in CALLED SHOT, you will be able to AIM at a foe instead of just attacking. Aiming allows one to land a more effective blow than the attack command. This skill, combined with the previously mentioned skills and WARCRAFT (which can be learned at the entrance to the Knight's Guild and behind some portals in the guild), which finds the weaknesses in your opponent's armor and results in the armor absorbing less of the damage, will make a noticeable difference in the effectiveness of your attacks. Without Called Shot and Warcraft, your Martial Arts will be only minimally effective.
As the creatures in the land become more and more resistant to enchants, the STUNNING BLOW skill has become essential. Depending on your level of training, Stunning Blow will incapacitate an opponent for a period of time, allowing you to avoid being hit by their spells and sometimes ferocious blows. Note that this skill is random. Also know that it may not provide much protection until learned to a reasonably high level, and it will not stun a creature that is already stunned (by a prior hit or through the use of a stun enchant). Still, even at lower levels it may mean the difference between life and death.
The MULTIPLE ATTACKS skill is often overlooked by young monks, and yet it may be one of the better skills at lower levels. As a young monk, you will be required to defeat creatures just as a barbarian or knight through the use of straightforward, toe-to-toe combat. Since monks generally do not inflict as much damage as other fighters, we need every opportunity we can get to enhance the damage we do unleash on our opponents. This skill serves this role by allowing those adept in its ways to often strike twice per attack or aim. Later in life, when assassination becomes part of your arsenal, it will provide you a second chance to assassinate when striking from a hidden position.
The RIDING skill was left out of prior versions of this manual, largely because I did not really appreciate its benefits until I was much older. Riding allows you to advance and attack in one move. Thus, it can be useful for those hoping to land the first attack or just finish off a creature that keeps retreating. It also allows you to MOUNT creatures with modifiers which may help you offense and/or defense. As a young monk, it may be best to simply develop this skill to a sufficient level to allow you to mount something small (such as the mounts available at the stables SW of Devardec Central Plaza).
Defense
Since we may never be as large as some of our counterparts, I've found that DODGING is a very useful skill for a monk. As the name suggests, this skill makes it harder for a foe to hit you in a fight. At the highest levels, you may find that many creatures cannot touch you at all. Since enchants are now much weaker than they once were, it is essential to develop this skill as best you can to avoid hits until you find an enchant that takes effect or until you are able to stun your opponent. Note that this skill is essentially worthless while fighting in Berserk mode, but it may be useful if you begin combat in Normal mode and then switch back and forth.
TOUGHNESS is also extremely important because, well, sometimes you will get hit. As your toughness skill is improved, you may notice that the damage you take when hit isn't as bad as it once was. Though monks were once very limited in their training in this skill, it has been increased behind some of the portals to a level that should afford significant protection, especially later in life.
RESILIENCE allows you to take less damage from poison, cold, heat, etc. Do not underestimate the importance of this skill as it may save your life. I noticed a significant drop in this kind of damage when fighting certain creatures after building up this skill. When combined with items which protect against the elements, this skill may ultimately leave you virtually unaffected by such attacks.
Like to be stunned? Who does! Thankfully, SPELL RESISTANCE provides some protection against magical attacks (like mindmaze, brainbleed, etc.). Before level 6 this skill should not be at the top of the priority list (since you can always recall even if stunned and other skills need to be developed first), but it should not be overlooked after you've started building those skills. Since many more creatures are appearing with the ability to stun, I recommend including this to your training program before level 10 and building it as you are able.
Other Skills
AWARENESS is an exceptional skill for any adventurer in the land. This skill improves your chances of finding something when you search, and it also allows one to see certain hidden items/quests. There are also rumored to be several additional benefits to this skill, though I will leave it up to you to determine whether these rumors are true or not.
Some of the most powerful and respected monks in the land are very high on the STEALTH skill. This is the skill that allows one to hide and attack from the shadows. When one attacks while hidden, they need not advance on a creature first. At later levels, this skill will be a necessary addition for those seeking to learn assassination. Even at lower levels, however, it may provide just the edge you need to avoid being attacked or to incapacitate a foe before they can strike.
Spells
Most monks learn some spells whether they focus on healing or not. After all, one of the advantages of being a monk is the ability to learn naturalism spells.
The NATURALISM skill, while entirely useless alone, will ultimately be one of your favorite skills once you start pursuing naturalism spells. The skill will reduce the amount of time it takes to cast naturalism spells and provide a noticeable increase in the effectiveness of some spells (esp. EYE, SHARDS, and STRENGTH). If you're hoping to decrease the delay time of a spell, I recommend building the spell to novice or adequate and then build Naturalism to a higher level.
HEAL is the most basic healing spell. While this spell alone may prove useful at lower levels, it generally isn't enough at higher levels. If you wish to train more in healing spells, it is best to only train in this spell to a level sufficient to learn a more powerful spell.
In order to scribe REGENERATE, you must have the HEAL spell at novice or above. This spell is much stronger than HEAL, and it does a pretty good job of restoring hit points. Nonetheless, most only learn this spell to novice and then train in the next spell...
In order to learn the BODY RESTORE spell, the REGENERATE spell must be at novice or higher. Even after learning it one time, this spell will restore all lost hit points! Of course, the benefit of learning this spell to a higher level is that it will be much less likely to fizzle...
The SHARD spells (Light, Dragon, and Demon) allow the caster to place a hovering shield before themselves or another person. Not only are these very good defensive spells, they are prerequisites for some very useful spells (including resurrection!). They are most effective, however, only after you have developed your other defensive skills. Given the broad range of skills monks must learn to maximize their potential, I strongly advise against learning Shards and Resurrection until those skills are developed.
STRENGTH and EYE spells are also quite useful, but they are not especially effective until AFTER you have learned the necessary offensive skills. Again, I strongly advise members to develop the fighting skills before training in the spells designed to enhance them.
Skills to Avoid
We have access to many skills which, frankly, do not do much other than rob unwary monks of valuable build points. Though monks are supposedly adept at herbalism, we do not have access to most of the necessary herbs for us to truly benefit from this skill. Although swimming might sound nice (and relatively inexpensive at only 2 bps), it too is essentially wasted as other means of traveling across water are much more effective (for example, flying over water by using femfendar, a mount with the fly spell, etc.). The forging skills are also not particularly useful as forgers are easy to come by and the tools needed to forge the nicest weapons and armour are not available to monks. Jeweler is also a tremendous waste.
I'm sure I'm leaving some out, but these are clearly skills one should avoid when left to make a choice. In fact, even if you've learned all you can of all of the other skills in this manual, I strongly recommend saving your bps until you are able to enter new shops which provide worthwhile skills to a higher level.
New Training Rooms
From time to time you will discover that your new level allows you to train in another room in the guild. Some rooms may contain spells or skills that were previously unavailable to you, and I highly recommend that you use the HELP command to find out what the new skill actually does.
If you're still unsure after that, it's best to ask around to see whether the skill is worth training in.
Some Notes on Training and This Guide
First, I highly recommend downloading the Monk's Guide prepared by Dr. Anlin from the help files section. Although I tend to focus more on offensive skills than Dr. Anlin, I fully appreciate and agree with his approach for less offensively-minded monks. Either approach works, and neither offense nor defense should be learned to the exclusion of the other. In any case, no young monk should overlook the wealth of information contained in Anlin's guide.
Second, I feel it is necessary to state that learning skills from others should be avoided at all costs. I NEVER learned a skill from another adventurer, and it did not hinder my advancement at all. Learning skills from others costs additional build points, and build points are extremely difficult to come by, especially later in life. Instead of giving into the temptation to just focus on one skill, it is best to use remaining build points to study other skills and balance your training until new portals open for you.
Although it may seem odd for your fellow monks to refuse to train you, they are really trying to help you make the most of the build points you have. The guild elders do not prohibit training others to the best of my knowledge, but those who refuse to train (such as myself) are doing so for your own good. : )
Third, although many have found this guide useful, it should not undermine your own efforts to understand the intricacies of the skills and tactics you will develop as a monk. Were I to write a comprehensive guide of what I've learned about the skills we use, it would likely fill a book, and I'm still learning more about our abilities as time goes on. Instead, it should be a foundation upon which you build your own knowledge and understanding of being a monk. If you approach it as such, I'm sure at some point (if you haven't already) you will realize just how basic all of this really is.
Fourth, it's a good idea to plot out what you want to train in over the next few levels. This will make it much less likely that you will spend bps on something you might regret later.
Finally, a word on this guild and being a monk...Monks have always been a very difficult class to build and grow into. It does not get any easier, but it does get to be much more enjoyable. Even at the highest levels, monks are constantly broadening their horizons and abilities. I have found that a high level monk usually has more options in combat that most other classes, a fact which makes combat more interesting. If you stick with it and develop a strong understanding of tactics along the way, it will be extremely rewarding.
Well, that should be more than enough to help you get started with your training. As always, feel free to contact your guild elders if you have any questions. Good luck!
Mitch
Charter of
the Monks Guild
This charter contains general guidelines for members of the Monk's Guild.
It is not intended to be all-inclusive. All monks are expected to follow
these guidelines and the policies established from time to time by the Guild.
1. All members of the Monk’s Guild are equal in standing and have as much right to be there as any other. Respect for your fellow Monk is the most important common bond and ultimately helps us all have as much fun as possible.
2. Monks are expected to be considerate of all Terrisians and seek, where possible, to avoid escalating conflicts that may arise with other citizens of the land. A monk must consider not only the effect their actions may have on others but also the effect those actions may have on the guild.
3. A monk should always respect the right of others to lead the lives they have chosen especially that of fellow Monks. You should not judge people by their race, faith or background and must remain tolerant of those who are different.
4. Our patron and guild heroes are to be greeted when they enter the lands and ALL Divine figures should be treated with respect at all times regardless of their beliefs.
5. Monks should seek to help others whenever possible. Providing assistance does not mean leading others to quests or teaching skills. Instead, assistance should focus on helping others develop the ability to explore, quest, and grow.
6. It is recommended that no Monk learn skills from or teach a colleague where further training is available elsewhere in the guild. The penalties for doing so far outweigh their benefit in the long term.
7. Although monks may become among the most powerful fighters in Terris, a monk's life should not be focused on mere attainment of material wealth and power. We all choose to pursue such things at times, but a monk is more than a fighter.
8. All monks who are able should seek to help new monks adjust to life in the guild. This includes offering a faint spiritual light and long flowing robes to those guild members who need them and explaining the importance of the First Path and Sensei program.
9. There is no set limit on guildtithing, but the guild asks that all who are able tithe at least ten percent of their earned experience to the guild. When participating in official guild hunts, however, guildtithe must be set at 75%.
10. Out of respect for our fellow monks and our patron, monks are prohibited from attacking monks, golems, scribes, elders, or any other innocents within the guild.
11. In the event the guild is attacked, it is imperative that all monks return and defend the guild immediately. Otherwise, all members should dismount and disarm when in the guild as a sign of respect to your fellow monk.
12. The traditions of the Guild are
essential to our identity. Our elders and sensei teach and uphold our traditions,
many of which may not be contained within the charter or a specific policy.
To this end, requests and opinions by elders and sensei should be highly
regarded and given the appropriate consideration.
Written by Guildmaster Liepo,
based on the guidelines composed by Guildmaster Keraptis 5/98
Latest revision – 1/03
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