Whether you
choose to follow the Path of the Kwon, the Hakushi or the Daisho, you
may often find yourself fighting in these lands to protect your very
life or to protect the lives of others. This Tactics Guide is intended
for use as a starting point in developing strategies that will help you
survive such encounters.
Please note,
as you advance on your Path as a Monk - face new opponents, train in
new areas and further hone your skills - your tactics will change.
While I have tried to represent some of that here, these approaches
remain elementary, intended to be built on and adapted as needed.
In starting
off this Guide I can do no better than to direct you first to Sensei
Revenant’s revised Starting Guide. Revenant was Master of our
Guild when I first joined, and remains to many the prime model for what
it means to be a Monk.
When
confronting an opponent, there are three basic stances you can take:
Parry, Normal and Berserk.
Parry
is the most defensive stance, and doesn't allow you to attack
creatures, cast or target spells, or eat or drink anything - including
your pastes. It remains useful however in that your dodging ability is
allowed to come fully into play. Putting yourself into this stance will
likely become instinctual after you've found yourself stunned
more than once for any length of time. You can still use directional
retreating tactics and activate your Monks' Guild Ring while
in this stance, allowing you to get to a safe area as soon as you can.
Normal
is a cautious stance that allows you to attack while at the same time
using your dodging ability to evade your opponent's attacks.
You will find that you get hit less often in this stance than in
Berserk, and take less injury when you do. At the same time, however,
you will find that you yourself hit less often, and do a decreased
amount of damage in comparison with attacks made from the most
aggressive of your stances. This stance is most useful when facing a
new creature whose attack and dodging abilities you are unsure of, and
often when facing creatures who are just barely within your ability to
defeat.
Berserk
is the most aggressive of your stances. Until you have your dodging
ability trained to a very high level of skill, it doesn't
come into play in any significant way while you are in this stance -
meaning that you are more likely get hit often and hard. At the same
time however, you will notice that the force of your own attacks is
greatly increased, as is your chance of landing those attacks. Once you
have gotten some decent armor and have trained your attack skills to a
reasonable point, this will likely be your most common stance in battle.
To check the
relative strength of your defensive and offensive capabilities while in
these stances, use the "stats" command.
To maximize
your ability in dodging blows and your ability to take those that are
landed with minimal injury no matter what your stance, it is highly
recommended that you train thoroughly in Dodging, Toughness and
Resilience. Even though I may have been frustrated at first with these
skills, seeing little in the way of immediately tangible results, I am
quite happy with every moment of time and coin of gold I spent on them
now, as their effects have saved my life innumerable times. Once you
are trained sufficiently in the dodging skill, you will be pleasantly
surprised at how hard it is for your opponents to strike you in those
most dangerous moments when you are stunned and forced to parry their
blows, or when you are in a normal stance against a creature with less
than perfect accuracy but capable of dealing you serious harm. With a
enough training in Toughness, you will find that when the blows do
land, it is as if you are wearing an extra piece of protective armor,
with the damage reduced significantly. Finally, beyond the obvious
benefit of resisting attacks like blasts of cold and fire from various
Dragons, I am convinced that my training in Resilience combined with
that in Toughness reduces both my chance of being stunned by a blow,
and the length of that stun when I am. The net result of all three: I
find myself stunned less often than otherwise, and able to survive even
very long stuns while being attacked by ferocious enemies well.
As a Monk
well-schooled in Martial Arts, you will eventually find that your
empty-hand attacks are your most powerful and deadly. That does not
mean, however, that weapons ever become obsolete in a Monk's
arsenal, far from it.
Your first
option in weapons will be the bluesteel and ivory carved katanas.
Rather than replacing the former with the latter, I recommend keeping
both until you have proven yourself worthy of attaining your Soul
Katana. Having two weapons at your disposal in addition to your
empty-hand attacks is often helpful. Handheld weapons can be enchanted,
while your hands cannot, and having two weapons at the ready with
different enchantments on each can be used to a deadly effectiveness
which will be described shortly.
There are
three basic ways to attack an opponent with either a handheld weapon or
with an empty hand strike.
In the
training area of the Adventurer's Guild, you most likely
became familiar with the first: simple striking. You can strike an
opponent once it has advanced you, or you have advanced it. To advance
an opponent, use the "ad" command, and to strike, use the "a" command.
You may have found tough that letting the slow creatures in the
training area advance you, then striking and retreating was extremely
effective: it allowed you to defeat your opponents without ever being
touched by them. That is a lesson that will serve you well throughout
your advancement on your Path as a Monk.
The second
form of attack, the Charge, becomes available to you once you have
trained a bit in riding and attained a mount like a Stubborn Mule or,
eventually, a Spiritual Mist or some other mount offered by our fair
Guild. This is executed by using the "ch" command, and allows you to
advance and strike all in the same action. That is, of course, a huge
advantage. Such attacks also generally do more damage than normal
attacks, and that damage can be increased with a greater level of
training in the Riding skill. It can only be executed if you are not
yet engaged with an opponent yet, though. If you try to charge when you
are so engaged, a simple strike will be executed instead. The one
disadvantage to charging is that, until you have trained Martial Arts
to a very high level, it takes longer to recover from a charge than
from a normal attack, leaving you unbalanced and vulnerable to what
might be a fatal blow in return. If you are faced with a new creature
whose strength you are unsure of, charging may well be a deadly mistake.
Finally,
there are Aimed attacks. These are highly concentrated attacks that
bring many of your combat skills as a Monk into play. The effectiveness
of your Aimed attacks is determined by a combination of the level your
training has reached in both Martial Arts and Called Shot. Aimed
attacks can do a much greater amount of damage than normal strikes.
However, until your skill in Called Shot is reasonable and you are well
versed in our Arts, such blows have a decreased chance of landing, and
leave you unbalanced for a longer time. As such, I found this option
counterproductive until I was well trained in both relevant skills.
Once Monks do attain the necessary expertise in these skills though, it
is largely their Aimed attacks that make them some of the most fearsome
combatants in the lands. Don't be surprised that our Tutors
ask you to prove your worthiness extensively before trusting you with
such knowledge.
Once the
basics of stances and attacks are understood, they can be built upon
and advanced, making you increasingly difficult to defeat in battle.
This is the
tactic mentioned earlier, the one that is so effective in the training
area. You will find that different opponents in the Lands attack with
differing speeds. Some are very slow while some are blindingly fast.
Against the slower ones, this simple tactic can be used to deadly
effectiveness. You simply wait for your opponent to advance you, strike
them, and retreat. Applied correctly to the right enemy, you will find
yourself victorious without so much as a scratch from the battle.
One of the
most consistently useful fundamental tactics that forms the basis for
many others is the directional retreat. A directional retreat allows
you to retreat from the monster you are engaged with and move to a
different room in the same action. It is accomplished by simply adding
a direction onto the end of a "re" command (i.e. "Re e" or "re n",
etc.) or pressing "alt" while using your number pad for movement.
Once you are
comfortable with the simple hit and retreat tactic, it is good to
practice hitting and retreating into another room, as such will prove
useful in many situations as you explore Cosrin. This will force the
enemy to follow you (assuming your opponent isn't so badly
injured that it decides better of it and runs) and again advance you
before it can return the favor.
Another
variation of this is the charge, directional retreat tactic. With this
tactic you charge the opponent, and retreat into another area as soon
as you have gained your balance enough to do so. Once your opponent
follows, you charge again, and repeat. The effectiveness of this attack
pattern is that it allows you to cause maximum damage with your attacks
by using the force of the charges, while minimizing your chance of
being hit in return.
Caution needs
to be exercised in the use of such tactics, though. In some areas,
movement attracts a large number of enemies quickly, and retreating
back and forth between rooms in such an area is a good way to cause a
deadly swarm of foes. While you may be able to ring out in time if
there are too many, the poor adventurer who wanders in behind you might
not be so lucky.
In speaking of
charging, you till find that knowing your enemy will be to your
advantage, not least in deciding which to deal with first, which to
charge and which to wait for, and, yes, even at times which to leave
for another day.
The Imps in
the catacombs will likely be your first meeting with a certain class of
creature: those that can stun, web, hold, or ensnare you or in some
other way incapacitate you for a long time. Even the smallest and
weakest of these can prove to be the most deadly enemy in the lands
under the wrong conditions, so it is important to learn how to deal
with them early.
This is most
easily accomplished with a mental kata directed at keeping your focus
on stunners, hereafter called a "stunner macro."
A macro allows
you to execute a series of actions with a single command, in the case
of a stunner macro, you are using this ability charge one of any number
of stunners that happen to be present before anything else. To set such
a macro, you simple type (for example) "macro 7 ch stun jelly;;ch giant
spider;;ch mouther;;ch crocodile;;ch" Thereafter you need only use "7"
to execute that entire series, with the following effect: if a stun
jelly is in the room and you are not engaged, you will charge it first.
If no stun jelly is there but a Giant Spider is, you will charge the
spider, and so on through all of the listed creatures. If none listed
are present, the "ch" command at the end will have you charge whichever
creature would first be seen if you were to "look" at the room.
Deciding which
stunners to put in order in such a macro is of some importance. My
personal approach is using a combination of the speed of their attacks
with the chance of killing them in a single charge.
Once prepared,
such a mental kata can be used to help insure your safety in very
dangerous circumstances. As an example, say you are on your way to
speak with the Halflings in Cottley mound and you are attacked by an
Ogre, while in the midst of that battle, a stun jelly enters the area.
Instead of panicking and ringing out, or trying to kill the ogre first
knowing you will likely get stunned before you do, you think of
retreating. If you do a normal retreat, there is a good chance you will
be advanced on before having a chance to charge and take out the jelly
(who will probably stay far away from you) or, worse, you'll
be stunned in the midst of your retreat.
So instead you disengage from the Ogre and retreat
into another room in one motion, using the directional retreating
tactics you practiced. Now, both creatures have to follow you, giving
you the chance to kill the stun jelly as soon as it is foolish enough
to show itself.
One small
piece of advice here: if you can help it, don't retreat into
the room that the stunner just came from, as it might be spill over
from a swarm left by another adventurer.
Especially
against the Quest beasts (i.e. Ogre King, Cyclops, etc.) I find it very
helpful to have two enchants and to be able to switch quickly between
weapons. For now I'll use the Soul Katana and Ivory Katana as
examples. I often had a Hold enchant put on my Ivory Katana and poison
on my Soul Katana. This combination allowed me to solo the Ogre King
and his guards as soon as I had reached Guild-Level 14 and had a quick
enough attack time.
Using this
type of dual enchant effectively requires that you are able to switch
weapons quickly. A few simple macros will allow you to switch very
quickly between two weapons and empty hand attacks as the need arises.
For example, you have one macro of "pack right;;unpack ivory carved
katana" another of "pack right;;unpack soul katana" and a third that
says simply "pack right." This allows you to switch weapons back and
forth with just a couple button pushes. If you do it correctly, you
should be able to hold the beast, quickly switch weapons and get a few
hits in with the high-damage enchantment, retreat just before they are
released from the hold, and hit them with the hold enchantment again
when they advance, making you a very difficult opponent to down.
If you happen
to mistime your retreat and the creature comes out of the hold too
soon, there is a decent chance that the soul katana will hold them
while also doing damage with an enchantment or poison and give you at
least enough time to retreat and put a more deadly hold on them. These
same macros can be used to switch from using a weapon to attacking with
your stronger empty-hand attack, and back.
This is a great tactical advantage once you have a
soul katana. You can attack with it until it manages to hold your
opponent, then switch to empty hand for greater damage and then switch
again just before the hold wears off. I have seen many monks just use
"swap" to get this same effect, but truth be told I get nervous having
my shield in my right hand, I'm never sure it's
doing what it's meant to do: protect me.. and it complicates
things if I'm switching weapons as well.
Especially in
dealing with multiple opponents, knowing your enemy can be the
difference between life and death.
For example,
as you advance, you will often find yourself confronted with a large,
intimidating creature that is challenging when you are advanced on by a
smaller or less skilled opponent that is easier to kill. Beyond being a
nuisance, the smaller or less dangerous of such opponents can whittle
away precious life while you are dealing with the more challenging one,
so you want to take them out quickly... in the length of the battle,
that may mean the difference between having enough health to survive
the confrontation and dying.
To do this,
you use targeted attacks: "a 2" or "aim 2," for example, would have you
strike the second creature advanced upon you, "a 3" the third, etc. Or,
you can use the opponent's species to target your attack: "a
ogre" for example. In such a situation as that described above, having
a hold enchant can be especially effective. You want to take out the
smaller and/or less dangerous of your opponents, but know that it will
take a couple of strikes to do so. In the mean time, you know that a
couple of unanswered blows from the more fearsome opponent/s may well
endanger your life. So, you use a hold enchant to incapacitate the more
dangerous, pack it to do maximum damage by and empty hand attack, and
quickly kill those opponents you can before the hold wears off.
This same
approach is effective in dealing with multiple creatures that are each
dangerous in themselves. When I first started exploring the "Scrubs
Tower," I often found myself faced with two or three creatures (Beasts)
at once that took many many strikes to kill. Using a hold enchant and
keeping track of when they would be wearing off to be sure that never
more than one was able to attack me for very long allowed me to survive
what would have otherwise been an impossible situation.
Finally, some
common sense macros that I've found to be very useful:
The most
obvious is probably "Activate guildring." However, I also have
a ring of recall in my possession at all times in case I forget to buy
the guild ring or am with someone who has forgotten. So I have the
macro set as "activate monk's guild ring;;activate ring of
recall" No worries, you are unbalanced for a few seconds after using
the guild ring, and can't activate the other ring so you
won't end up using both rings at one shot and wasting
precious gold.
"Pack
right;;unpack paste of vitality;;eat paste" I have this right next to
my recall macro for the following reason: if I'm using either
one it's probably a bad situation and if I hit the wrong key
in a panic at least either one of those will likely help, instead of
doing something stupid like accidentally charging a Vale Dragon with my
"aim;;ch" macro when I have 10 hp's left
And of course
the stunner macro, which currently looks like this, since
I've been in the Troll Caves lately: "ch giant spider;;ch
troll shamaness;;aim;;ch"
I hope you
found this useful.
Kwon Bushi Kulthesu
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