Difference between revisions of "Monk(Fighter)"

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=Notes=
 
=Notes=
*Monks must have both hands empty to maximize their unarmed combat abilities (nothing HELD and nothing WEILD).
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*Monks must have both hands empty to maximize their unarmed combat abilities (nothing HELD and nothing WIELD).

Latest revision as of 12:16, 20 July 2024

CoffeeMUD
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=CoffeeMUD Player Information=
Basics Info     Commands     Socials     Combat     Groups Character Stats     Races     Classes     Abilities     Expertises     Achievements
World Deities     Areas     Property     Quests     Clans     Triumphs Items Items     Crafting     Ships
==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Fighter Classes===
Barbarian        Cavalier        Fighter        Monk        Paladin        Ranger       
===Monk===
Description: Monks are the agile and graceful masters of their own bodies. Combining quick reflexes with intense study of the martial arts makes them a powerful and intimidating opponent. Although Monks may use weapons, most of their power and unique ability comes when they are completely unarmed. And since they depend so heavily on their agility, they will find themselves wearing only light cloth armors.


How to play: Either alone or in groups, the Monk is a dizzying class to play. Capable of more pure attacks than any other class, and loaded down with dozens of Monk-specific physical feats makes the Monk almost mage-like in complexity. In fact, the player who loathes worrying about staying up-to-date on equipment, but who enjoys the pure fight may be especially attracted to Monk.


Like all fighters, the Monk will gain experience principally through the vanquishing of foes. Although the armor restriction can seem daunting, the Monks extra dexterity bonus to armor, and the wide variety of attacks and defences makes them every bit as powerful (if not much more) than the other fighter classes.

Primary Stat: Strength
Qualifications: Strength 9+, Dexterity 9+
Practices: 3 +[(Wisdom/6)-1 per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number.
Trains: 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level".
Hit Points: 20 +[(Con/3)+(2d7) /lvl].
Mana: 100 +[(Int/8)+(1d2)/lvl].
Movement: 100 +[5X(Str/18) /lvl].
Attack: +(Str/18)+1 per level.
Damage: +1 damage per 20 level(s).
Maximum Stat Values: Strength (22), Dexterity (22), Others (18)
Bonuses: Receives defensive bonus for high dexterity. Receives unarmed attack bonus. Receives bonus attack when unarmed. Has Slow Fall ability. Receives trap avoidance. Receives bonus conquest and duel experience.
Weapons: May use any weapons.
Armor: Must wear cloth, vegetation, or paper based armor.
Limitations:
Starting Equipment:
Races: Drow Elf Githyanki Goblin Half Elf Human Mindflayer Orc
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Edged Weapon Specialization    Hand to hand combat    Blunt Weapon Specialization    Write    Ranged Weapon Specialization    Armor Specialization    Axe Specialization    Kick    Recall    Hammer Specialization    Polearm Specialization    Flailing Weapon Specialization    Sword Specialization    Shield Specialization    (Monkey Punch)    (Play Instrument)    (Hide)    (Bandaging)    (Swim)    (Smoke Rings)    (Caravan Building)    (Foraging)    (Herbology)    (Floristry)    (Fishing)    (Gem Digging)    (Drilling)    (Hunting)    (Shearing)    
2 Forearm Block    (Climb)    (Cooking)    (Wood Chopping)    (Butchering)    (Lacquering)    (Dyeing)    (Embroidering)    (Engraving)    
3 Fire Building    Parry    (Two Weapon Fighting)    (Blacksmithing)    (Carpentry)    (Leather Working)    (Tailoring)    
4 (Stoicism)    (Dodge)    (Searching)    (Distilling)    (Mining)    (Sculpting)    (Pottery)    (Tanning)    (Costuming)    (Weaving)    
5 Rescue    (Headlock)    (Armor Tweaking)    (Glass Blowing)    (Scrimshawing)    (Armorsmithing)    (Weaponsmithing)    (Paper Making)    (Food Prep)    (Fletching)    (Cobbling)    (Baking)    (Painting)    
6 Knee    (Sneak)    (Disarm)    (Find Home)    (Shepherding)    
7 Deflect Projectile    (Knife Hand)    (Meat Curing)    
8 (Trip)    (Ax Kick)    (AutoSwim)    (AutoCrawl)    
9 Back Hand    (Body Toss)    (Arm Hold)    
10 (Body Flip)    (Smelting)    (Construction)    (Siegecrafting)    (Boatwrighting)    (Locksmithing)    (Speculating)    (Farming)    (Jewel Making)    (Wainwrighting)    (Masonry)    (Taxidermy)    (Shrooming)    
11 Blind Fighting    (Pressure Points)    
12 (Flying Kick)    (Catch Projectile)    (Find Ship)    (Gardening)    
13 Weapon Break    (Pin)    (Clinch Hold)    
14 (Detection)    (Dirt)    
15 Sweep    (Elbow Lock)    (Cartwheel)    (Composting)    (Irrigation)    (Landscaping)    (Excavation)    
16 (Elbow Jab)    (Side Kick)    (Body Shield)    
17 Circle Parry    (Wrist Lock)    (Ki Strike)    
18 (Half Attack)    (AutoClimb)    (Food Preserving)    
19 Tumble    
20 (Weapon Snatch)    (Branding)    
21 Endurance    (Gouge)    
22 (Sweeping Trip)    (Circle Trip)    
23 Listen    (Ankle Lock)    
24 (Lightning Strike)    
25 Return Projectile    (Finger Lock)    
26
27
28
29 (Master Floristry)    (Master Herbology)    (Master Mycology)    
30 Atemi Strike    
31
32
33
34
35

How to Play

Multi-Classing Options and Effectiveness

Notes

  • Monks must have both hands empty to maximize their unarmed combat abilities (nothing HELD and nothing WIELD).