Ours is a Path
unique in both its opportunities and challenges. Part of that is due to
the very width of our Path, the number of options in training and
concentration available to us as members of the Monk's Guild.
This general
introduction and Guide in getting started is meant to mostly address
this unique aspect of starting on the Monk's Path, and is in no way
meant to replace more comprehensive guides. There are many approaches
to training and improving oneself, and this is merely one such
approach. It is highly recommended that you also look at Sensei
Revenant's excellent Getting
Started guide, and the Kwon scroll on Basic
Tactics, both of which expand on what is here presented.
First, it is
recommended that you attain an Ivory Carved Katana and one of our
various coloured robes as soon as you are able. Besides letting others
know in a readily visible way that you have been accepted as a Brother
or Sister, they will serve you well in your first steps exploring these
Lands... better than the robe and bluesteel katana you probably found
yourself with upon arriving in Moorgate. (You will also find you have
in your possession a "Faint Aura." For a word on this, please see the
Manifestations of Spirit scroll.)
One trains in
skills by contributing gold to the Guild and using up the lessons
available to you (spending Build Points.) As you advance and gain
access to restricted areas of the Guild, you will be able to meet new
Guild Tutors who will be able to train you further in these areas and
even offer new skills. For help understanding how one advances so, see
the "help guildtithe" scroll. It should also be mentioned that much of
this assumes that you are a Monk both by Guild and class. If you are
not of the Monk class, some of this will not fully apply, and you are
encouraged to seek advice from your Brothers and Sisters in what
training might be best suited for you.
It is usually
recommended that all young Guild Members learn as much from the Guild
Tutors as they can in the skills described below, before learning
others:
Martial
Arts: This skill governs how effective you are with both
Martial Arts weapons and in empty-hand attacks. There are weapons
designed specifically for martial arts practitioners, weapons that are
basically ineffective in any other hands, such as the various Katanas
and the Kusarifundo. You will gain access to some these weapons only
later, as you advance. Your chances of landing a strike successfully
and how much damage is done by that strike are both affected by your
prowess in Martial Arts. At the same time, a Monk's most devastating
attacks can be those made without any weapon other than one's own
body... once one is sufficiently trained in this skill. At high enough
levels of expertise in this skill, Monks become some of the most feared
and respected combatants in the Lands.
Physical
Training: Training in this ability governs both how
quickly you recover your life force, and how much life force (how many
hit points) you gain as you advance in stature (gain levels.) As such,
it can make a huge difference in your ability to survive confrontations
in these Lands as you advance.
Spiritual
Karma: Training in this ability provides benefits unique
to Monks because of the way it works in combination with our other
trained abilities. As it does for all who train in Spiritual Karma,
this ability affects your mana (spell points) much as Physical Training
affects your life force (hit points): the more adept you become, the
more quickly you will recover mana and the more mana you will gain each
time you advance in stature. It has an added benefit for Monks,
however. As you learn more Spiritual Karma, you will be able to face
opponents with empty hands that would normally require a blessed or
otherwise magically enhanced weapon. In short, your body itself becomes
a blessed weapon when needed, and blessed more intensely the more this
ability is trained in.
Riding:
Riding governs how well you are able to ride a mount. Being able to
ride a mount is an important skill. Even getting on some of the more
powerful mounts available to you will require much training in this
area, and many mounts will help absorb the force of your opponents
blows, or increase your chance of dodging the same. More importantly
for many though, being on a mount allows one to charge. This means that
instead of needing to advance an opponent before striking them, you can
advance and strike at the same time, by commanding your mount to
CHARGE. Those first, charging, attacks can do more damage than your
normal tacks, and that damage increases with advanced training in this
skill. *Note well though: it takes longer to recover your balance from
making such attacks, and increasing your Riding ability does not change
that. That unbalance time decreases instead with improvement in the
Martial Arts skill.*
Toughness:
Training in Toughness allows your body itself to absorb more damage
from an opponent's attacks. Once you have trained enough in this area,
it is much like wearing an additional layer of armor.
Dodging:
This skill allows you to better dodge an opponent's strikes. Until you
have become quite expert in this skill though, its benefits are reduced
to next to nothing any time you engage an opponent in your "berserk"
stance.
Resilience:
This skill helps you resist the affects of certain types of spells and
attacks. With enough training in this, you will find that the damage
you take from attacks such as fire and ice is reduced greatly, or
eliminated completely. In addition, it helps one resist being stunned
from physical blows or from various spells.
Spell
Resistance: Training in this helps one to resist the
effects of many spells, some of which resilience is unable to help in
resisting. However, this skill has very little, if any, effect at all
until you are able to train in it to a Very high degree of expertise.
Few recommend training in this at early or even intermediate stages on
your path.
Just as
training in Spiritual Karma provides benefits unique to Monks, other
skills as well work in combination more effectively for Monks than for
many others. Some of these skills will not be available much, or at
all, until you have advanced far in the Guild, and for good reason.
Before being entrusted with such truly lethal knowledge, you are
expected to demonstrate patience and wisdom.
Multiple
Attacks: For all, this ability governs how likely one is
to pull off more than a single strike at a given opportunity. For most,
this means they will be able to make an additional strike in the time
normally taken to pull off one, with more frequency. For those of the
Monk class, however, it also allows even more strikes to be made so.
Trained sufficiently in this skill and the skill of Martial Arts, you
will be able, as you advance, to strike three, four or even five times
in the time it takes others to strike once or twice at best.
Called
Shot: This skill allows your attacks to do significantly
more damage when they land successfully, and comes into play when you
"AIM" your attacks. It is the "Aimed" attacks of advanced Monks - the
combination of: spiritually blessed hands, lethal multiple attacks,
stunning blows, and brutally directed force that comes with expertise
in Martial Arts - that makes them so formidable when battle is required.
Warcraft:
This skill allows you to strike at weak points of your opponents armor
and/or body, so that less of the force of your strike is absorbed. It
is the experience of many Monks though that it does more, and allows
you to produce more force and therefore more damage initially. This
skill, in combination with Called Shot, can help to make your strikes
awesomely effective.
Stunning
Blow: One of the skills that Monks are renowned and
admired for honing is their ability to incapacitate opponents with
Stunning Blows. This skill allows you to stun your opponents,
effectively immobilizing them - even some of creatures that are immune
to magical attacks that stun. When stunned, your opponent is unable to
attack you, and is, obviously, less able to dodge your own strikes. As
you train more in this, the likelihood of your strikes stunning your
opponent, and the length of time that they remain stunned, increases.
Some day you may be able to stun your opponents for 30 seconds or more,
consistently. In combination with our multiple attack combinations -
thus increasing the chances of stunning - and the damage done when your
strikes land, this skill is one treasured by Monks.
Even with all
of this, as a Monk you are not limited to honing those skills
applicable to battle alone. You will also find available to you the
practice and refinement of gentler skills and arts, even at this early
stage. Among these is the ability to both cast various spells of
enhancement, healing and defense, and the treasured ability that allows
us to transform herbs into powerful pastes.
As you
progress, you may often be put in the position of deciding what to use
your available lessons in learning. In early stages, that may come down
to a choice of concentrating on learning how to work with herbs, or
concentrating on learning spells and casting them effectively. Rather
than advising one way or the other, it might be best to simply describe
what is available, and the training necessary to take advantage of that
availability.
First, Spells...
In the
Adventurer's Guild, there is a room that only Monks are allowed to
enter. In that room, you will be able to learn several spells, the most
basic (and helpful) of which are described here.
Heal:
Casting this spell allows you to restore your own life force or that of
a companion's after some injury has been taken.
Ogre
Strength: This spell temporarily increases one's
physical strength, and therefore the amount of damage that they do when
landing a successful strike. As with all these spells, you or a
companion can benefit from its affects.
Eagle
Eye: This spell temporarily increases ones accuracy, and
thereby the chance of any given strike landing successfully - without
simply missing or having your opponent dodge. Further, it is claimed by
some that strong enough castings of this spell also increase the chance
of landing a stunning blow, but that is difficult to confirm for
certain.
Light
Shards: This spell creates a lightly shimmering and
deflective shield, decreasing the chance of an opponent's blows landing
successfully. It is most effective when one is in their "normal"
stance, or when parrying. (For a word on stances in combat, see the
Basic Tactics scroll.)
Antidote:
This spell decreases or eliminates any poison in ones system. You will
find that various creatures in the Lands are able to poison you, either
through direct contact or through vicious spells.
To cast any of
these spells, think "Cast [spell name]." Once its power
is summoned, you then choose who you want to benefit from the spell by
targeting it. To target a spell, simply think "Target (adventurers
name)" if it is another, or just "Target" if it is you.
Naturalism
Spell Use: Both the power of your spells and how long it
takes to summon them is a combination of how much you have studied a
specific spell, and how much you have trained in the general skill of
Naturalism Spell Use. Training in this skill gives benefit to all
"Naturalistic" spells that you cast. All of the above spells, and the
others available specifically to Monks, are of this type. This is an
ability you will be able to train more in as you advance.
One of a
Monk's most prized and useful studies is our ability to transform herbs
and various ingredients into powerful and effective pastes. This is
done by gathering the needed constituents and MIXing them properly (See
Galthus' Guide on making Pastes) The herbs themselves and the
ingredients needed for such are found within the Guild itself, but only
after exploration and close inspection. It is recommended that as you
explore the Guild, you EXAMINE anything that you can think of... our
Guild will reveal many of its secrets that way, including where to
harvest various herbs.
Those pastes
themselves can produce affects like all of the spells above when eaten,
and more. We are able to make pastes that allow one to fly, to breathe
water, to hide in shadows, and even, for very skilled herbalists, to
immediately restore all of ones life force or mana.
Herbalism:
Making such pastes is a long study however, and is possible only with
sufficient training in the skill of Herbalism. This skill governs how
well you are able to mix the ingredients necessary to make a paste,
reducing your chance of accidentally destroying those ingredients. As
you advance in this skill, making pastes becomes easier. Indeed, our
most powerful pastes can't be made at all until one has trained in this
to a very high level of expertise.
Finally, even
with all of this, your choices in what major areas to train in are not
exhausted.
Cabalism:
Although it is not recommended that you train in this for quite some
time (until more essential abilities and skills are attained and
improved on greatly) you can also train in Cabalism. This skill allows
you, with the proper inks, quills and parchments, to create and read
scrolls that produce effects similar to those that Mages produce with
their spells (such as creating storms of ice or summoning balls of
fire.) Our scroll making is an art still in its earlier stages of
growth, and we suspect that as we study it further, we will be able to
create even more forms of magical scrolls.
Properly
mixing the inks for these scrolls requires that one be well versed in
the ways of Herbalism, as well. Cabalism and Herbalism, like so many of
the abilities and skills offered by our Tutors, are meant to work
together and compliment each other.
With this,
then, we welcome you again to our Guild, and hope this has all been of
some help. It can be bewildering at times, and ours is a Path that
requires patience which will be richly rewarded. Feel free to approach
any of us, and especially the Guild Officers, with questions, we are
here to help!
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