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Monk

Author

Elaerina

Order of the Silver Fist/Order of the Azure Hydra
Joint Meeting 05/10/2025
8:00 pm, Daingneach Onoir Fortress Pub
Present: Simonn, Lehon, Goldstr, Denissa, Elamien, Elaerina
Elaerina presented the following:
“Good evenin' and welcome tae the second joint meet hosted by the Silver Fist
and the Azure Hydra. By popular demand, tonight's topic be monks...and how they
kin help a group in an invasion or a hunt.”
"The good news be that I've nae lost me weapon this week, so we dinna has tae go
find it after.”
"Agin, the reason we be doin' these sessions be tae make sure that, whether we
be in a hunt er an invasion, we understand the ways in which each profession kin
aid a group, and make the best use o' them accordin' tae that knowledge. So
please do add information throughout this talk, and ask questions fer
clarification.”
"Okee...so. Monks are squares. Purely physical fiters. Having said that,
Monks be the most magical o' the squares. While they do not technically have
their own spell list they generally do train in the Minor Mental spell circle,
which currently be only available tae Monks, so it really is good tae have one
along. This spell circle features a good mix o' attack, defensive and utility
spells, many o' which be quite handy fer a group.”
"Afore I talk aboot spells, I want tae mention other talents that make monks
truly unique and valuable in the square world.”
"The first be their unarmed fitin ability.”
"Those 'o ye who've hunted with me know that me unarmed combat be nae so bad fer
a bardess without nae access tae guild skills. I've striven tae honor m'Lord
Kai in that regard ever since he whooped me at his shrine during me walk along
Voln's path.”
"But monks...oh my. They take unarmed combat up tae a new level.”
"They be unarmed combat specialists from the git go and as such go inta combat
with neither armor nor shields, but rather with other formidable defensive
abilities.”
"Fer example, Monks who train in two weapon combat also kin parry with both
hands fer extra defensive bonuses. Monks also have the ability ta MEDITATE on a
specific damage type tae receive resistance ta that damage type fer the next 4
hours and 10 minutes, or until they meditate on a different damage type. Damage
types range from things like acid and cold tae grappling and disintegration.”
"They also has access tae well o'er 50 different combat maneuvers and some
pretty nifty feats. Prolly more'n any one person could ever master. Six o'
those maneuvers be unique tae monks. Since them maneuvers alone be more'n we
have time tae discuss tonight, we kin save them fer a topic all on their own
sometime if anyone wishes. As we move along I do invite folks tae discuss
combat maneuvers that be o' particularly high utility fer groups.”
"Any come tae mind at this point?”
Goldstr mentioned his shouts.
Simonn discussed his Flurry of Blows:

Simonn recited: "When under its effects, you automatically follow up on your jab
attacks with additional jabs against other foes in the same area. There is a
50% chance of making a second jab at rank 1, and a 75% chance at rank 2. At
rank 3, there is a 75% chance of making a second jab attack, and a 50% chance of
a third jab if the second is successful."
Simonn said, "It's good to begin with a jab, it helps with a more powerful
successive blow."
Simonn said, "Plus, it's the fastest, rt."
Simonn said, "When fighting things that poof fast, it can allow you to loot
quickly after a death blow."
Denissa softly said, "Sancting items also makes those undead poofers so slower."
Elaerina continued:
"A particularly interesting monk skill be their ability, once they reach at
least 20 trains, tae apply tattoos or mystic tattoos tae themselves or others.
Mystic tattoos add an enhansive statistic, fer example wisdom, tae an existing
stock tattoo."
"In order tae make a mystic tattoo a monk must have the required doses o' ink
and a needle and enough motes o' tranquility tae do the job."
"There be five different levels, or circles, o' mystic tattoos, each conferring
an additional bonus tae the chosen statistic, but also requiring more skill and
resources from the monk."
Simonn said, "The inks are expensive, 50k per vial, and it takes the number of
vial doses for the circle being attempted."
Denissa softly asked, "Can you suffuse motes to do higher tiers?"
Simonn said, "Yes, it increases your chances."
Simonn said, "It takes about 20 trains for each circle, so at 60 trains, a monk
has a fair chance at the third circle mystic tattoo."
Elaerina said, "Each mystic tattoo has charges, but these kin be refilled by a
monk. Lower level tattoos kin be upgraded by a monk as well."
Denissa softly said, "How do you check the charge of a tattoo."
Simonn said, "TATTOO INVENTORY."
Simonn said, "Recharging takes very little amount of motes, it's the upgrading
to a higher circle that is expensive."
Elaerina continued, "A character may only have one active mystic tattoo at any
one time and such bonuses must follow the rules fer enhansive bonuses not gained
through the ascension skill system."
"Any more questions or comments aboot tattoos?"
"Right then, as I said, despite being a square, monks generally make good use o'
magic spells that often aid in their physical attacks and defense. Howe'er,
many do aid their groups as well, and I shall focus on these."
"Foresight (1204) gives a generic DS bonus (+10) that kin be cast on the monk or
on others."
"Powersink (1203) Increases the time it takes fer a target tae prepare a spell.
As the monk becomes more advanced the number o' targets increases. This spell
can be used against other characters."
"Force Projection (1207) attempts tae knock down a single target and inflict
slow 'em down. It kin work agin' both earth-bound and flying creatures."
"Thought Lash (1210) be a warding attack with a high chance of knockdown. It
causes negative crit padding on the target fer 30 seconds."
"Confusion (1211) be a warding attack that gives a target a chance to not attack
or attack allies instead o' foes."
"Mental Dispel (1218) dispels a single spell from target, and if they are
casting it will also drain the mana needed fer that spell. This can be cast on
a character, a creature or an item."
"Vertigo (1219) The Vertigo spell allows the caster to attempt to put all non-
grouped creatures in the caster's room into vertigo. This can be used tae
target other characters,but willna do so unless the monk specifies a character
target. This will give the target up to 60 seconds of roundtime spread out over
a maximum of 150 seconds, with the possibility of two knockdowns."
"Monks kin also cast one o' two Group Focus Spells. Focus spells provide a
bonus with no set duration to the monk's group but each monk many only run one
focus spell at a time."
"The first, Mind Over Body (1213), Reduces stamina costs of abilities. The
reduced cost from this spell applies to anything involving stamina usage, such
as GoS sigils, combat maneuvers, warrior and rogue guild skills, etc."
"The second, Focus Barrier (1216), provides the caster and member's of his group
a +30 Defensive Strength (DS) bonus."
"Agin, a monk kin only have one o' these going at any one time, so allus bring
two monks!"
"Soothing Word (1201) kin be particularly useful when hunting the undead. It
immediately removes a detrimental emotional effect from the target (fear, rage,
etc.)."
"If the monk has 25 ranks of Mental Lore, Telepathy unlocks the the ability to
remove existing sheer fear from a target and to grant the target immunity from
sheer fear for 30 seconds. That training level also unlocks the ability to self-
cast. However, sheer fear cannot be removed via self-cast."
"And finally, me favorite."
"Fer those who be looking fer a truly good time, the monk kin cast Provoke
(1235). This pisses off the local creatures and makes it more likely that they
will come out tae attack ye."
"Any more questions or comments?"
Simonn said, "I have a few comments."
Simonn said, "Monks mental abilities allow them to do some unique things, making
them excellent influencers or spies."
Simonn said, "Glamour, (1205) makes the monk more appealing to people, which can
influence merchants selling/buying prices."
Simonn said, "Shroud of Deception (1212) allows the monk to change appearance,
including the iillusion of different garb, or even gender."

Simonn said, "And race."
Simonn said, "I rarely use it because my tattoos cannot be covered, so it is a
giveaway."
Simonn said, "Also Mental Dispel (1218) can make a foe lose a spell, cancel a
magical effect, or absorb all mana."
Simonn said, "It can also drain charges when cast on an item."
Simonn said, "Monks are similar to rogues, regarding hiding in shadows,
stalking, etc. naturally quiet due to no metal armor."
Simonn said, "I'm also working on two weapon combat, monks have some bonuses
with that technique."
Lehon said, "I guess fighting bare handed could be nasty if you get DisArmed."
And with a bunch of groans, that finished up the discourse on monks.
The next Fist Meet will be June 14, 8 pm elven, in our pub, and will be hosted
by Guardian Denissa. The topic will be empaths.

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