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From the Peikloz Collection: Monk-eying Around


Lunicant

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Peikloz ESSAY about MONKS A guide to cursing shamans and running fighters.

 

INTRODUCTION:

 

First, I shall say that monks is NOT a beginner class. It demands to be very patient with all preperations. You need to train A LOT and to become sucessful you must know each stance, skill and also every other class. It demands well-thought plans and strategies before an enemy even comes close. Therefore, I only suggest this class for any avarage-skilled player. Monks is probably the class which is strongest against each and every class, but it comes with the cost of being able to fight only one type of a class during the same time. There are exceptions at times however. Therefore, a monk can also be very weak against every class if the preperations have been done WRONG or not at all.

 

 

CREATION:

 

The available races for becoming a monk is very few, only half-elves and humans. If you choose to be good you can be of both races, but only human if you wish to be evil. There is no options inbetween. The race I prefer is half-elves as they have more dexterity and learns their skills quickly. Make sure to get a good roll. WIS, INT, CON should be maxed after creation. After, focus on DEX then on STR.

 

 

EQUIPEMENT:

 

Many monks have made the misstake to focus most of the equipement slots for saves. Doing so is only for the lazy. If you play it right, you won't need those saves. Instead, focus most of it at +hit and rest of it at -afflictive saves. There are some items that raise the skill for monks, I suggest to try to find them. More -ac doesn't hurt either.

 

 

SKILLS:

 

*Scrolls/Staves: Make sure to find the useful tools for your survival.

 

*Beads: Never fight without holding created beads. Max mana is 500.

 

*Anatomy: As monks need to study each race to be strong, they will know their anatomies and use it against them. =Master=

 

*Hand to Hand: The most useful skill as a monk. =Master= *First parry: Defensive skill used both in offensive and defensive stance. =Master=

 

*Dodge: The first defensive skill. Very useful. =Master= *Blind Fighting: As many will blind you at several ways, you'll thank god for this skill. =Master=

 

*Sneak: After the recent changes, it has become very useful. Use it to get the advantage. =Master=

 

*Sense Motion: Always have this up and keep your eyes open. Especially useful against sneaking races/classes. Allows you to sense those who are hidden as well.

 

*Fast healing: Allows you to heal quickly. Goes up with time. =Master=

 

*Meditation: Allow you to regain mana. Unlike others, monks must 'meditate' instead of getting it automatically. =Master=

 

*Healing: Useful to remove maledictive spells such as plague, poison et.c. and regain a little hp.

 

*Kick: Allows you one kick. Useful at many occations. =Master=

 

*Double kick: When you kick, you have chance to make a secondary kick. =Master=

 

*Disarm: Use it to get the advantage, unless they have a cursed weapon. =Master=

 

*Shield Disarm: Same as above. =Master=

 

 

-Defensive Skills:

 

*Aura: Gives you more -ac. Useful most of the times. I would not suggest using it when fighting a thief/ninja as it shows that you're fully prepared.

 

*Chii: Gives you more -ac. Use it at all times. When needed, 'store' it as a chii bolt.

 

*Second parry: Defensive skill used only in defensive stance. =Master=

 

*Balance: Very useful since it makes it difficult to lag you.

 

*Preying Mantis: Will allow you to turn the first attack (Blackjack/Backstabs/Assassinate et.c)

 

*Catalepsy: Are you close to die, soon out of options? Run to another area which the opponent yet isn't within, and use the skill. Wait till he has run through then 'revive'. Very useful. -Offensive Skills:

 

*Trip: If they aren't flying, you can trip them to lag them. =Master=

 

*Air thrash: If flying, you want to use this to enable the trips. =Master=

 

*Chii bolt: Can be used to remove protective shields and lags your opponent for a brief moment. =Master=

 

 

STANCES:

 

-DEFENCIVE:

 

*Horse: Will allow you to reverse attacks. Makes you resistent to poison, plague. Useful against most (half)meele-classes. =Master=

 

*Drunken: Allows you to get a fourth defensive skill that actives very often. Also, the only defensive stance that allows you to "trip" the opponent. =Master=

 

*Buddha: Used correctly against mages/clerics they'll be more than frustrated. Very difficult to go through your saves, but don't be too confident. =Master=

 

 

-OFFENSIVE:

 

*Tiger: A highly offensive stance, most useful for ranking, but can be used against clerics/mages at times. However, I suggest not to try. =Master=

 

*Crane: A stance which can weaken and stun the opponent. Very useful against mages/clerics, but can also be used when extra accuracy is needed. =Master=

 

*Monkey: Weaker attacks, but your speed is superior than others. Useful against thieves/ninjas/warriors. =Master=

 

*Dragon: Makes you healthier. Known for its hidden strength. Useful against warriors. =Master=

 

 

BATTLE TACTICS:

 

As a monk you must always be prepared. Therefore, if you have no known enemy, be defensive.. If you walk through a city, make sure to have activated defensive, horse, chii, aura, preying mantis. If you want them to make a try at you, skip the aura.. If someone would try to blackjack you, chances are that they'll be dead (if without sanctuary) since you turn their attack against them. A kick should be all needed. Always try to disarm/shield disarm your opponent. You want to deal as much pain as possible. If you have an enemy that you're hunting, you should use the stance which suits you best, but offensive is usually the common choice. Make sure to have a stored chii bolt at level 2, which grants a magical enchantment upon the hands. If they're mages/clerics they will probably have 'Protective Shield' up, which prevent you from stunning them. In order to remove it, you must make a level 3 bolt and 'bolt ', but changing the bolt level will remove your magical hands. Therefore.. I would only do it once they are hurt. If the chii bolt is released, it will stun them a brief moment, so if they do not fly.. trip them. If they do fly, you should try to air thrash them to the ground. If they flee, chase quickly and try to finish them. If you fail, run.. and start over.

 

What to also keep in inventory: Three Sacks (One for pills, one for potions and one for scrolls/staves) 1 Recall potion 1 Teleport pill/potion 5 dark red/gyvel potions or more 1 vial of sanctuary 1 scroll of 1 Boat

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