<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://www.johnmarc.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zaffer</id>
	<title>AvatarWiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.johnmarc.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zaffer"/>
	<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php/Special:Contributions/Zaffer"/>
	<updated>2026-04-03T23:12:10Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.33.0</generator>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Tanking_In_Hit_Gear&amp;diff=46883</id>
		<title>Tanking In Hit Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Tanking_In_Hit_Gear&amp;diff=46883"/>
		<updated>2012-03-15T03:09:35Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: Undo revision 46869 by Zaffer (talk). Looks like even good contributions are appreciated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tanking in hit gear refers is the process of tanking in mixed hit/tank, or full hit gear. As such, armor optimization is required to fine-tune the DR/AC aspects of your set to suit your needs.&lt;br /&gt;
&lt;br /&gt;
Tanking in mixed gear is a preferable method for low-heroes and otherwise hp-challenged characters of certain classes such as [[:Category:Psionicists|Psionicists]] or rogue-related classes, as it allows them to deal damage while retaining high amount of AC and thus protection to last during the run. When tanking in such a fashion, a player relies on groupmates to cover his lack of damage, so he will likely start from an AC set, and then swap a few items to improve DR.&lt;br /&gt;
&lt;br /&gt;
When soloing, however, or preparing for tricky battles such as the [[:Category:Hero Quest|Ultimate Dragon]], it is not unusual for even fully-DR(/HR) oriented classes like [[:Category:Warriors|Warriors]] or archer-types to start with a set of hitgear, and then swap items in reverse - to gain a few hundred points of AC while retaining a relatively high DR (or HR for archers/fusiliers), which is required to defeat the enemy in question.&lt;br /&gt;
&lt;br /&gt;
Both these methods use the same pair of questions - How much AC can a piece of equipment bring per point of DR sacrificed, and how much DR can a piece bring per point of AC sacrificed?&lt;br /&gt;
&lt;br /&gt;
Also, for larger HP characters or those with enough fire power in their group to [[Tanking_Hero_Experience|one-round mobs]], it may be possible to tank in full hit gear without regard for AC. Or, at least without need of AC gear, just hit gear of the highest base and enchanted if possible (gear without a starting AC modifier is easier to enchant). For some classes, for example a soloing Psionicist, it's convenient to arrange things such that when your mana runs low and you need to regen at sanc your HP runs low at the same time.&lt;br /&gt;
&lt;br /&gt;
A few notes before the full-blown analysis:&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that certain locations have AC modifiers, such as ''body'' x3, ''shield'' x3 and ''about body'' x2. Whatever is the item equipped here, it should always have the maximum base - B12. The enchantment is not modified (you will not get 3x75AC by equipping a [[Carburized Steel Plate Armor|Carburized Plate]]!), so it is recommended to have all B12 items even if they are not enchanted - whether they are AC, HR or DR gear. See [[Armor Class]] page for detailed info.&lt;br /&gt;
* A standard hit set does not use a shield. A charged shield brings a solid boost to damage even to classes without [[Shield Block]] along with it's 86 AC, as long as the character has sufficient [[Intelligence]] and [[Dexterity]] to use it well.&lt;br /&gt;
&lt;br /&gt;
The following table assumes common DR and AC items and compares them. You can similarly perform your own HR analysis.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''Type'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''From'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''Stats'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''To'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''Stats'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''AC gain per 1 DR lost'''&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| [[Minor Eye Of Naambres'Shoo|Minor Eye]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Orb Of The Shogun]] &lt;br /&gt;
| 0DR:50AC&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| [[Minor Eye Of Naambres'Shoo|Minor Eye]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Mega's Spark In A Bottle]]&lt;br /&gt;
| 2DR:50AC&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| Finger&lt;br /&gt;
| [[Ice Ring]]&lt;br /&gt;
| 4DR:0AC&lt;br /&gt;
| [[Templar Ring]]&lt;br /&gt;
| 1DR:20AC&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Finger&lt;br /&gt;
| [[Ice Ring]]&lt;br /&gt;
| 4DR:0AC&lt;br /&gt;
| [[Orkenfyr Signet Ring]]&lt;br /&gt;
| 2DR:20AC&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Neck&lt;br /&gt;
| [[Necklace Of Teeth]]&lt;br /&gt;
| 3DR:5AC&lt;br /&gt;
| [[Carved Bone Necklace|Carved Neck]]/[[Turtle Shell Amulet|Turtle Amulet]]&lt;br /&gt;
| 0DR:25AC&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Neck&lt;br /&gt;
| [[Medallion Of Justice]]&lt;br /&gt;
| 3DR:0AC&lt;br /&gt;
| [[Carved Bone Necklace|Carved Neck]]/[[Turtle Shell Amulet|Turtle Amulet]]&lt;br /&gt;
| 0DR:25AC&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| [[Ultimoose Power]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Carburized Steel Plate Armor]]&lt;br /&gt;
| 0DR:75AC&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| [[Ultimoose Power]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Darklinscale Lamellar]]&lt;br /&gt;
| 3DR:50AC&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Head	&lt;br /&gt;
| [[Helm Of Cherubims]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Smoldering Crown Of Dying Fire|Smoldering Crown]]&lt;br /&gt;
| 2DR:50AC&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| [[Helm Of Cherubims]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Teardrop Helm]]&lt;br /&gt;
| 1DR:50AC&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Legs&lt;br /&gt;
| [[Flaming Pants]]&lt;br /&gt;
| 3DR:10AC&lt;br /&gt;
| [[Heroic Dragonscale Skirt]]&lt;br /&gt;
| 0DR:40AC&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Feet&lt;br /&gt;
| [[Fatewalkers]]/[[Mauve Mollusc Mukluks|Mukluks]]&lt;br /&gt;
| 4DR:20AC&lt;br /&gt;
| [[Fatewalkers]]/[[Mauve Mollusc Mukluks|Mukluks]]&lt;br /&gt;
| 4DR:20AC&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Hands&lt;br /&gt;
| [[Killing Gloves]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Single Silver Archer's Gauntlet]]&lt;br /&gt;
| 0DR:10AC&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Arms&lt;br /&gt;
| [[Spiked Sleeves]]&lt;br /&gt;
| 4DR:5AC&lt;br /&gt;
| [[Pair Of Steel Bracers]]&lt;br /&gt;
| 0DR:10AC&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Arms&lt;br /&gt;
| [[Spiked Sleeves]]&lt;br /&gt;
| 4DR:5AC&lt;br /&gt;
| [[Aura Of Elemental Strength]]&lt;br /&gt;
| 2DR:15AC&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Arms&lt;br /&gt;
| [[Dark Dwarven Brand]]&lt;br /&gt;
| 4DR:0AC&lt;br /&gt;
| [[Pair Of Steel Bracers]]&lt;br /&gt;
| 0DR:10AC&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Arms&lt;br /&gt;
| [[Dark Dwarven Brand]]&lt;br /&gt;
| 4DR:0AC&lt;br /&gt;
| [[Aura Of Elemental Strength]]&lt;br /&gt;
| 2DR:15AC&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| Offhand&lt;br /&gt;
| Any offhand wield&lt;br /&gt;
| 9-15DR:0AC&lt;br /&gt;
| [[Shield Of Heroes]] (*)&lt;br /&gt;
| 0DR:86AC&lt;br /&gt;
| 6-10&lt;br /&gt;
|-&lt;br /&gt;
| About Body&lt;br /&gt;
| [[Robe Of Greatness]]&lt;br /&gt;
| 3DR:0AC&lt;br /&gt;
| [[Unholy Robe]]&lt;br /&gt;
| 0DR:35AC&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| About Body&lt;br /&gt;
| [[Robe Of Greatness]]&lt;br /&gt;
| 3DR:0AC&lt;br /&gt;
| [[Lizardskin Jerkin]]&lt;br /&gt;
| 2DR:30AC&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Waist&lt;br /&gt;
| [[Chained Steel Collar]]&lt;br /&gt;
| 2DR:20AC&lt;br /&gt;
| [[Chained Steel Collar]]&lt;br /&gt;
| 2DR:20AC&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Wrist&lt;br /&gt;
| [[Symbol Of Darkness]]&lt;br /&gt;
| 3DR:0AC&lt;br /&gt;
| [[Orosca's Enchanted Wrist Guard|Orosca]] / [[Crystal Wristguard]]&lt;br /&gt;
| 0DR:15AC&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Held&lt;br /&gt;
| Various held items (**)&lt;br /&gt;
| 8DR:0AC - 12DR:15AC&lt;br /&gt;
| [[LeMans Family Seal]]&lt;br /&gt;
| 0DR:10AC&lt;br /&gt;
| 1 (runed [[Shard Of Black Doom Marble|Shard]]) - 3 ([[Banner Of The Lone Wolf|Banner]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) The 86 gain value comes from 3xB12 + 50 enchantment.&amp;lt;br&amp;gt;&lt;br /&gt;
(**) The most common held item is [[Shard Of Black Doom Marble]] which can be enchanted to 12/12 (10/10 is common) as well as [[Rune|runed]] for -15 AC. When runed it's comparable to an unenchanted LeMans Family Seal (B12+10=22AC).&lt;br /&gt;
&lt;br /&gt;
From the table it is easy to see which items should be swapped first - just sort the table by the last column. If you're adding AC to your DR set, start by the largest gain items, and if you're adding DR to your AC set, start at the bottom with the least loss items.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gameplay]]&lt;br /&gt;
[[Category: Rogues]]&lt;br /&gt;
[[Category: Warriors]]&lt;br /&gt;
[[Category: Psionicists]]&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Talk:Tanking_In_Hit_Gear&amp;diff=46882</id>
		<title>Talk:Tanking In Hit Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Talk:Tanking_In_Hit_Gear&amp;diff=46882"/>
		<updated>2012-03-15T03:08:20Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: Undo revision 46870 by Zaffer (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think your math is off on this part:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When runed it's virtually the same as a double-brilled LeMans Family Seal, making it an ideal replacement&amp;quot;&lt;br /&gt;
&lt;br /&gt;
base AC (12) + natural modifier (10) + dbrill (6) = 28&lt;br /&gt;
&lt;br /&gt;
2 AC runes = 15&lt;br /&gt;
&lt;br /&gt;
Trading 13 AC for 10 HR/DR is still a pretty good deal, but not quite as good as you make it out to be.  [[User:Waite|Waite]] 10:23, 9 March 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: Ack yes, you're right of course, too much distractions. Thanx for checking. --[[User:WinterRose|WinterRose]] 10:08, 9 March 2012 (CST)&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Talk:Tanking_In_Hit_Gear&amp;diff=46881</id>
		<title>Talk:Tanking In Hit Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Talk:Tanking_In_Hit_Gear&amp;diff=46881"/>
		<updated>2012-03-15T03:07:13Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: Undo revision 46871 by Zaffer (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think your math is off on this part:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When runed it's virtually the same as a double-brilled LeMans Family Seal, making it an ideal replacement&amp;quot;&lt;br /&gt;
&lt;br /&gt;
base AC (12) + natural modifier (10) + dbrill (6) = 28&lt;br /&gt;
&lt;br /&gt;
2 AC runes = 15&lt;br /&gt;
&lt;br /&gt;
Trading 13 AC for 10 HR/DR is still a pretty good deal, but not quite as good as you make it out to be.  [[User:Waite|Waite]] 10:23, 9 March 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: Ack yes, you're right of course, too much distractions. Thanx for checking. --[[User:WinterRose|WinterRose]] 10:08, 9 March 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Discussion of Edits ==&lt;br /&gt;
&lt;br /&gt;
A table is not much of a 'full-blown analysis.'&lt;br /&gt;
&lt;br /&gt;
Armor optimization is not required to 'fine-tune the DR/AC aspects'&lt;br /&gt;
&lt;br /&gt;
I don't see how tanking in mixed gear is the preferred way to roll as a lowhero lowhp caster.&lt;br /&gt;
&lt;br /&gt;
You do not typically gain a &amp;quot;few hundred&amp;quot; AC when switching to solo gear. &lt;br /&gt;
&lt;br /&gt;
Inclusion of information that can be obtained from another Wiki page makes for a tangled mess. Explanation of&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Talk:Tanking_In_Hit_Gear&amp;diff=46871</id>
		<title>Talk:Tanking In Hit Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Talk:Tanking_In_Hit_Gear&amp;diff=46871"/>
		<updated>2012-03-11T16:43:52Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think your math is off on this part:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When runed it's virtually the same as a double-brilled LeMans Family Seal, making it an ideal replacement&amp;quot;&lt;br /&gt;
&lt;br /&gt;
base AC (12) + natural modifier (10) + dbrill (6) = 28&lt;br /&gt;
&lt;br /&gt;
2 AC runes = 15&lt;br /&gt;
&lt;br /&gt;
Trading 13 AC for 10 HR/DR is still a pretty good deal, but not quite as good as you make it out to be.  [[User:Waite|Waite]] 10:23, 9 March 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: Ack yes, you're right of course, too much distractions. Thanx for checking. --[[User:WinterRose|WinterRose]] 10:08, 9 March 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Discussion of Edits ==&lt;br /&gt;
&lt;br /&gt;
A table is not much of a 'full-blown analysis.'&lt;br /&gt;
&lt;br /&gt;
Armor optimization is not required to 'fine-tune the DR/AC aspects'&lt;br /&gt;
&lt;br /&gt;
I don't see how tanking in mixed gear is the preferred way to roll as a lowhero lowhp caster.&lt;br /&gt;
&lt;br /&gt;
You do not typically gain a &amp;quot;few hundred&amp;quot; AC when switching to solo gear. &lt;br /&gt;
&lt;br /&gt;
Inclusion of information that can be obtained from another Wiki page makes for a tangled mess.&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Talk:Tanking_In_Hit_Gear&amp;diff=46870</id>
		<title>Talk:Tanking In Hit Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Talk:Tanking_In_Hit_Gear&amp;diff=46870"/>
		<updated>2012-03-11T08:55:34Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: /* Discussion of Edits */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think your math is off on this part:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When runed it's virtually the same as a double-brilled LeMans Family Seal, making it an ideal replacement&amp;quot;&lt;br /&gt;
&lt;br /&gt;
base AC (12) + natural modifier (10) + dbrill (6) = 28&lt;br /&gt;
&lt;br /&gt;
2 AC runes = 15&lt;br /&gt;
&lt;br /&gt;
Trading 13 AC for 10 HR/DR is still a pretty good deal, but not quite as good as you make it out to be.  [[User:Waite|Waite]] 10:23, 9 March 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
: Ack yes, you're right of course, too much distractions. Thanx for checking. --[[User:WinterRose|WinterRose]] 10:08, 9 March 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== Discussion of Edits ==&lt;br /&gt;
&lt;br /&gt;
A table is not much of a 'full-blown analysis.'&lt;br /&gt;
&lt;br /&gt;
Armor optimization is not required to 'fine-tune the DR/AC aspects'&lt;br /&gt;
&lt;br /&gt;
I don't see how tanking in mixed gear is the preferred way to roll as a lowhero lowhp caster.&lt;br /&gt;
&lt;br /&gt;
You do not typically gain a &amp;quot;few hundred&amp;quot; AC when switching to solo gear. &lt;br /&gt;
&lt;br /&gt;
Inclusion of information that can be obtained from another Wiki page makes for a tangled mess. Explanation of&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Tanking_In_Hit_Gear&amp;diff=46869</id>
		<title>Tanking In Hit Gear</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Tanking_In_Hit_Gear&amp;diff=46869"/>
		<updated>2012-03-11T08:47:50Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tanking in hit gear refers to tanking in mixed hit/tank, or full hit gear. This page primarily applies to the hero tier.&lt;br /&gt;
&lt;br /&gt;
Tanking in mixed gear can be a worthwhile strategy for medium sized melee characters. For example, a rogue at hero 101+ (but with a relatively small amount of hp) may choose to wear some AC gear in lieu of hit gear to reduce damage taken from mobs while still delivering a reasonable backstab.&lt;br /&gt;
&lt;br /&gt;
When soloing or preparing for battles such as the [[:Category:Hero Quest|Ultimate Dragon]], it is not unusual for DR (HR) oriented classes like [[:Category:Warriors|Warriors]] or archer-types to attempt to optimize damage dealt and damage taken.&lt;br /&gt;
&lt;br /&gt;
For larger HP characters and/or those with enough fire power in their group to [[Tanking_Hero_Experience|one-round mobs]], it may be desirable to lead/tank in full hit gear. For some situations, for example a soloing Psionicist, it may be convenient to plan the run such that HP regen is not likely to be required until mana runs low.&lt;br /&gt;
&lt;br /&gt;
A few notes to preface the table:&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that certain locations have AC modifiers. See [[Armor Class]] page for detailed info.&lt;br /&gt;
* A standard set of hit gear does not use a shield. A charged shield may be optimal depending on specific circumstances as it is only useful when being hit. However, the loss of the offhand damage roll and offhand damage (assuming the character has dual) will have to be considered.&lt;br /&gt;
&lt;br /&gt;
The following table compares common DR and AC items.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''Type'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''From'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''Stats'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''To'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''Stats'''&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot;| '''AC Improvement per DR lost'''&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| [[Minor Eye Of Naambres'Shoo|Minor Eye]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Orb Of The Shogun]] &lt;br /&gt;
| 0DR:50AC&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Light&lt;br /&gt;
| [[Minor Eye Of Naambres'Shoo|Minor Eye]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Mega's Spark In A Bottle]]&lt;br /&gt;
| 2DR:50AC&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| Finger&lt;br /&gt;
| [[Ice Ring]]&lt;br /&gt;
| 4DR:0AC&lt;br /&gt;
| [[Templar Ring]]&lt;br /&gt;
| 1DR:20AC&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Finger&lt;br /&gt;
| [[Ice Ring]]&lt;br /&gt;
| 4DR:0AC&lt;br /&gt;
| [[Orkenfyr Signet Ring]]&lt;br /&gt;
| 2DR:20AC&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Neck&lt;br /&gt;
| [[Necklace Of Teeth]]&lt;br /&gt;
| 3DR:5AC&lt;br /&gt;
| [[Carved Bone Necklace|Carved Neck]]/[[Turtle Shell Amulet|Turtle Amulet]]&lt;br /&gt;
| 0DR:25AC&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| Neck&lt;br /&gt;
| [[Medallion Of Justice]]&lt;br /&gt;
| 3DR:0AC&lt;br /&gt;
| [[Carved Bone Necklace|Carved Neck]]/[[Turtle Shell Amulet|Turtle Amulet]]&lt;br /&gt;
| 0DR:25AC&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| [[Ultimoose Power]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Carburized Steel Plate Armor]]&lt;br /&gt;
| 0DR:75AC&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Body&lt;br /&gt;
| [[Ultimoose Power]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Darklinscale Lamellar]]&lt;br /&gt;
| 3DR:50AC&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Head	&lt;br /&gt;
| [[Helm Of Cherubims]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Smoldering Crown Of Dying Fire|Smoldering Crown]]&lt;br /&gt;
| 2DR:50AC&lt;br /&gt;
| 17&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| [[Helm Of Cherubims]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Teardrop Helm]]&lt;br /&gt;
| 1DR:50AC&lt;br /&gt;
| 13&lt;br /&gt;
|-&lt;br /&gt;
| Legs&lt;br /&gt;
| [[Flaming Pants]]&lt;br /&gt;
| 3DR:10AC&lt;br /&gt;
| [[Heroic Dragonscale Skirt]]&lt;br /&gt;
| 0DR:40AC&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Feet&lt;br /&gt;
| [[Fatewalkers]]/[[Mauve Mollusc Mukluks|Mukluks]]&lt;br /&gt;
| 4DR:20AC&lt;br /&gt;
| [[Fatewalkers]]/[[Mauve Mollusc Mukluks|Mukluks]]&lt;br /&gt;
| 4DR:20AC&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Hands&lt;br /&gt;
| [[Killing Gloves]]&lt;br /&gt;
| 5DR:0AC&lt;br /&gt;
| [[Single Silver Archer's Gauntlet]]&lt;br /&gt;
| 0DR:10AC&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Arms&lt;br /&gt;
| [[Spiked Sleeves]]&lt;br /&gt;
| 4DR:5AC&lt;br /&gt;
| [[Pair Of Steel Bracers]]&lt;br /&gt;
| 0DR:10AC&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Arms&lt;br /&gt;
| [[Spiked Sleeves]]&lt;br /&gt;
| 4DR:5AC&lt;br /&gt;
| [[Aura Of Elemental Strength]]&lt;br /&gt;
| 2DR:15AC&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Arms&lt;br /&gt;
| [[Dark Dwarven Brand]]&lt;br /&gt;
| 4DR:0AC&lt;br /&gt;
| [[Pair Of Steel Bracers]]&lt;br /&gt;
| 0DR:10AC&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Arms&lt;br /&gt;
| [[Dark Dwarven Brand]]&lt;br /&gt;
| 4DR:0AC&lt;br /&gt;
| [[Aura Of Elemental Strength]]&lt;br /&gt;
| 2DR:15AC&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| Offhand&lt;br /&gt;
| Any offhand wield&lt;br /&gt;
| 9-15DR:0AC&lt;br /&gt;
| [[Shield Of Heroes]] (*)&lt;br /&gt;
| 0DR:86AC&lt;br /&gt;
| 6-10&lt;br /&gt;
|-&lt;br /&gt;
| About Body&lt;br /&gt;
| [[Robe Of Greatness]]&lt;br /&gt;
| 3DR:0AC&lt;br /&gt;
| [[Unholy Robe]]&lt;br /&gt;
| 0DR:35AC&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| About Body&lt;br /&gt;
| [[Robe Of Greatness]]&lt;br /&gt;
| 3DR:0AC&lt;br /&gt;
| [[Lizardskin Jerkin]]&lt;br /&gt;
| 2DR:30AC&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Waist&lt;br /&gt;
| [[Chained Steel Collar]]&lt;br /&gt;
| 2DR:20AC&lt;br /&gt;
| [[Chained Steel Collar]]&lt;br /&gt;
| 2DR:20AC&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Wrist&lt;br /&gt;
| [[Symbol Of Darkness]]&lt;br /&gt;
| 3DR:0AC&lt;br /&gt;
| [[Orosca's Enchanted Wrist Guard|Orosca]] / [[Crystal Wristguard]]&lt;br /&gt;
| 0DR:15AC&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Held&lt;br /&gt;
| Various held items (**)&lt;br /&gt;
| 8DR:0AC - 12DR:15AC&lt;br /&gt;
| [[LeMans Family Seal]]&lt;br /&gt;
| 0DR:10AC&lt;br /&gt;
| 1 (runed [[Shard Of Black Doom Marble|Shard]]) - 3 ([[Banner Of The Lone Wolf|Banner]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(*) The 86 gain value comes from 3x base 12 + -50 affect.&amp;lt;br&amp;gt;&lt;br /&gt;
(**) The most common held item is [[Shard Of Black Doom Marble]] which can be enchanted to 12/12 (10/10 is common) as well as [[Rune|runed]] for -15 AC. When runed, it's comparable to an unenchanted LeMans Family Seal (B12+10=22AC).&lt;br /&gt;
&lt;br /&gt;
The table can be useful as a starting point to decide which items provide the best balance between AC and DR. However, the final decision should take into account the enchantments placed on weapons and armor.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gameplay]]&lt;br /&gt;
[[Category: Rogues]]&lt;br /&gt;
[[Category: Warriors]]&lt;br /&gt;
[[Category: Psionicists]]&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Talk:Fandango&amp;diff=46744</id>
		<title>Talk:Fandango</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Talk:Fandango&amp;diff=46744"/>
		<updated>2012-02-20T07:41:50Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: Created page with &amp;quot;This is just a little bit of information for others... Send a note to zaffer with your e-mail address, and I will send you a file with all the psi triggers that I have. about 75 ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is just a little bit of information for others... Send a note to zaffer with your e-mail address, and I will send you a file with all the psi triggers that I have. about 75 different weapon sets. The format isn't made for zMUD, but it is easily decipherable! - Zaffer (02:39 Feb 20, 2012)&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Monks&amp;diff=46673</id>
		<title>Category:Monks</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Monks&amp;diff=46673"/>
		<updated>2012-02-13T00:11:38Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: Undo revision 46652 by Mekrith (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''There is a group of monks who originally worshipped the [[:Category: Gods And Goddesses |god]], [[Gorn |Gorn]].  [[Gorn |Gorn]]'s prescripts prohibited the drawing of blood of thy fellow creatures, it did not prohibit the use of body to bring people into the light which is the Almighty Blessed [[Gorn |Gorn]].  These monks developed a series of skills based upon a bare-handed fighting style.  Through speed and skill these fierce and faithful followers fight with purity of body and soul for the glory of [[Gorn |Gorn]].  Since that time, there have been factions which have split off and started worshipping their own [[:Category: Gods And Goddesses |gods]].  They have, however, maintained the practices that have existed for the past 2000 years.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Mon.&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Dexterity |Dexterity]].&lt;br /&gt;
&lt;br /&gt;
== Monks in General ==&lt;br /&gt;
&lt;br /&gt;
Monks are naturally suited to tank with high dexterity and many counterattack skills which increase their effectiveness as tanks. They also get a decent amount of mana which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
While monks (and shadowfists) are better tanks than hitters they can do hitting with the right gear, particularly with a gorn worship. Hit (hr) is more important than damage (dr) on gear since you want as many of the monks multiple open hand attacks to hit as possible. However, dr gear is also good and definitely helps, unlike archer for example where +dr is irrelevant. For hero gear I'd pick mostly from the hit gear list and favor items with +hr, perhaps comparing with an item for the same spot from the Archer gear list, although most archer list items don't have any +dr. The best items are those which have +hr, +dr, and armor (-ac). From my own experiments I got two more damage verbs in full hit over full tank, but I got hit so much more that it wasn't worth it at all when soloing.&lt;br /&gt;
&lt;br /&gt;
== Monk Creation ==&lt;br /&gt;
Good creatable races for monks are orc (good hp, dex), ogr (much better hp, lower dex), kzn (much better dex, lower hp), gar (armorstone, orc-ish hp, golem option). Good remort races are trl (revival makes trl monk a super tank), drg (if you can handle the tnl), grf, gol, min.   Despite the appearance of being a dex-based class, dex has little impact on a monk's ability to crane style and therefore counterattack, so for the time being, brute races are preferred, and delicately-built dex-heavy races are generally avoided.&lt;br /&gt;
&lt;br /&gt;
Imps are also a great choice for monk, but as usual they are terrible until later evolutions. Also, they cannot worship until lord, but this isn't a big deal for a monk anyway.&lt;br /&gt;
&lt;br /&gt;
== Monks at Lowmort Tier ==&lt;br /&gt;
Depending on race and the way you level your monk, it is easiest to use weapons instead of fighting open-handed. At level 10 you get [[Inner Balance|inner balance]] and at level 15 you get [[Scorpion Style|scorpion style]], either of which could be a turnpoint for your race. If it's not (you'll have to experiment and see), it's wise to wait until level 25 where you get your open hand [[Bear Technique|third attack]].&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Recommended stat training order is: wis, con, int, dex, str. You can reverse str and dex, or maybe mix em up a bit, it doesn't matter much. The first three are best trained in the mentioned order though.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
Since gorn gives such a nice practice cost decrease, I'd say wait until level 10 before you practice, or maybe practice dodge (and maybe fast healing). Unless you decide to open hand early on, then that is a must (but not recommended). It's best to practice open hand as soon as you stop using weapons.&lt;br /&gt;
&lt;br /&gt;
=== Worshipping ===&lt;br /&gt;
Monks &amp;quot;normally&amp;quot; worship Gorn for his bonus to open hand damage and other monk related activities. Werredan is also popular, for the hp bonus and the xp bonus. Your open hand dmg will be somewhat nerfed, you'll rarely counter, but damn, you get a big hp boost. Quixoltan gives good stats and also helps a bit with monk damage, but increases lag on skills and spells.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
== Monk Prestige Options ==&lt;br /&gt;
&lt;br /&gt;
Those Monks who have more sinister desires may opt to become [[:Category: Shadowfists|Shadowfists]] at any time from Mortal level 50 to Hero level 100.&lt;br /&gt;
&lt;br /&gt;
== Monks at Hero Tier ==&lt;br /&gt;
Monks usually serve as tanks at all tiers.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
Soloing is possible, especially with a gorn worship. When soloing spelled, go for as much AC gear as you need... that's general advice, but it is mostly dependent on how much hp you have. Unspelled soloing is a lot harder, but not impossible. You'll need a mix of ac and hit roll gear for that (without losing too much ac), and lots of patience.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
Monks are great tanks. Remember to keep your hands free (no shields, no swords) for using your monk abilities. Your ac is going to be less than you're use to, but you should be fine with around -650 (-1200 with spells). Monks are a versatile tank, they have good enough hp, plenty of mana, and inclass rescue and trip. Like always, try to trip if you are just fighting one mob so you don't get the rescue penalty to ac. If you don't have a basher in the group and you want to keep a mob in place, try [[Tiger Stance]]; it lands a hit after every toss or trip, so you'll always be the first person to hit the mob while on the ground, keeping your groupies safe.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
Right now, people are of the opinion that monks shouldn't be hitting. Their hitting depends on hit roll, and a decent monk can hit about as hard when he's hitting as when he's tanking. [[Emu Stance]] will probably be a monk's best friend while hitting, as it raises maximum kick damage by about one damage verb, however it doesn't increase minimum damage so you will still occasionally miss or hit poorly.&lt;br /&gt;
&lt;br /&gt;
== Monks at Lord Tier ==&lt;br /&gt;
 &lt;br /&gt;
Monks are very useful at lord. Their counterpush skill is very useful since lord fights are much longer than hero and a bashed mob gets hit significantly more. They also do an appreciable amount of damage (nothing close to a caster though) with counterkick and emu stance. Also, with good tank gear, monks rarely get hit by normal lord mobs.&lt;br /&gt;
&lt;br /&gt;
== Monk Remort Options ==&lt;br /&gt;
Monks can remort to paladin at lord 100 (200 to keep race) and priest at lord 150 (300 to keep race).&lt;br /&gt;
&lt;br /&gt;
[[Category: Core Classes]]&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Monks&amp;diff=46672</id>
		<title>Category:Monks</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Monks&amp;diff=46672"/>
		<updated>2012-02-13T00:11:25Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: Undo revision 46653 by Mekrith (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''There is a group of monks who originally worshipped the [[:Category: Gods And Goddesses |god]], [[Gorn |Gorn]].  [[Gorn |Gorn]]'s prescripts prohibited the drawing of blood of thy fellow creatures, it did not prohibit the use of body to bring people into the light which is the Almighty Blessed [[Gorn |Gorn]].  These monks developed a series of skills based upon a bare-handed fighting style.  Through speed and skill these fierce and faithful followers fight with purity of body and soul for the glory of [[Gorn |Gorn]].  Since that time, there have been factions which have split off and started worshipping their own [[:Category: Gods And Goddesses |gods]].  They have, however, maintained the practices that have existed for the past 2000 years.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Mon.&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Dexterity |Dexterity]].&lt;br /&gt;
&lt;br /&gt;
== Monks in General ==&lt;br /&gt;
&lt;br /&gt;
Monks are naturally suited to tank with high dexterity and many counterattack skills which increase their effectiveness as tanks. They also get a decent amount of mana which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
Monks are generally inferior hitters, as their open hand attacks recieve very little benefit from hr/dr gear.   While they can do not insignificant damage while soloing (especially with counterkick/emu stance) and gain a further damage boost at lord thanks to consummation, they will never do enough damage to be desirable as a hitter.&lt;br /&gt;
&lt;br /&gt;
== Monk Creation ==&lt;br /&gt;
Good creatable races for monks are orc (good hp, dex), ogr (much better hp, lower dex), kzn (much better dex, lower hp), gar (armorstone, orc-ish hp, golem option). Good remort races are trl (revival makes trl monk a super tank), drg (if you can handle the tnl), grf, gol, min.   Despite the appearance of being a dex-based class, dex has little impact on a monk's ability to crane style and therefore counterattack, so for the time being, brute races are preferred, and delicately-built dex-heavy races are generally avoided.&lt;br /&gt;
&lt;br /&gt;
Imps are also a great choice for monk, but as usual they are terrible until later evolutions. Also, they cannot worship until lord, but this isn't a big deal for a monk anyway.&lt;br /&gt;
&lt;br /&gt;
== Monks at Lowmort Tier ==&lt;br /&gt;
Depending on race and the way you level your monk, it is easiest to use weapons instead of fighting open-handed. At level 10 you get [[Inner Balance|inner balance]] and at level 15 you get [[Scorpion Style|scorpion style]], either of which could be a turnpoint for your race. If it's not (you'll have to experiment and see), it's wise to wait until level 25 where you get your open hand [[Bear Technique|third attack]].&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Recommended stat training order is: wis, con, int, dex, str. You can reverse str and dex, or maybe mix em up a bit, it doesn't matter much. The first three are best trained in the mentioned order though.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
Since gorn gives such a nice practice cost decrease, I'd say wait until level 10 before you practice, or maybe practice dodge (and maybe fast healing). Unless you decide to open hand early on, then that is a must (but not recommended). It's best to practice open hand as soon as you stop using weapons.&lt;br /&gt;
&lt;br /&gt;
=== Worshipping ===&lt;br /&gt;
Monks &amp;quot;normally&amp;quot; worship Gorn for his bonus to open hand damage and other monk related activities. Werredan is also popular, for the hp bonus and the xp bonus. Your open hand dmg will be somewhat nerfed, you'll rarely counter, but damn, you get a big hp boost. Quixoltan gives good stats and also helps a bit with monk damage, but increases lag on skills and spells.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
== Monk Prestige Options ==&lt;br /&gt;
&lt;br /&gt;
Those Monks who have more sinister desires may opt to become [[:Category: Shadowfists|Shadowfists]] at any time from Mortal level 50 to Hero level 100.&lt;br /&gt;
&lt;br /&gt;
== Monks at Hero Tier ==&lt;br /&gt;
Monks usually serve as tanks at all tiers.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
Soloing is possible, especially with a gorn worship. When soloing spelled, go for as much AC gear as you need... that's general advice, but it is mostly dependent on how much hp you have. Unspelled soloing is a lot harder, but not impossible. You'll need a mix of ac and hit roll gear for that (without losing too much ac), and lots of patience.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
Monks are great tanks. Remember to keep your hands free (no shields, no swords) for using your monk abilities. Your ac is going to be less than you're use to, but you should be fine with around -650 (-1200 with spells). Monks are a versatile tank, they have good enough hp, plenty of mana, and inclass rescue and trip. Like always, try to trip if you are just fighting one mob so you don't get the rescue penalty to ac. If you don't have a basher in the group and you want to keep a mob in place, try [[Tiger Stance]]; it lands a hit after every toss or trip, so you'll always be the first person to hit the mob while on the ground, keeping your groupies safe.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
Right now, people are of the opinion that monks shouldn't be hitting. Their hitting depends on hit roll, and a decent monk can hit about as hard when he's hitting as when he's tanking. [[Emu Stance]] will probably be a monk's best friend while hitting, as it raises maximum kick damage by about one damage verb, however it doesn't increase minimum damage so you will still occasionally miss or hit poorly.&lt;br /&gt;
&lt;br /&gt;
== Monks at Lord Tier ==&lt;br /&gt;
 &lt;br /&gt;
Monks are very useful at lord. Their counterpush skill is very useful since lord fights are much longer than hero and a bashed mob gets hit significantly more. They also do an appreciable amount of damage (nothing close to a caster though) with counterkick and emu stance. Also, with good tank gear, monks rarely get hit by normal lord mobs.&lt;br /&gt;
&lt;br /&gt;
== Monk Remort Options ==&lt;br /&gt;
Monks can remort to paladin at lord 100 (200 to keep race) and priest at lord 150 (300 to keep race).&lt;br /&gt;
&lt;br /&gt;
[[Category: Core Classes]]&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category:Monks&amp;diff=46671</id>
		<title>Category:Monks</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category:Monks&amp;diff=46671"/>
		<updated>2012-02-13T00:10:32Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: Undo revision 46654 by Mekrith (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''There is a group of monks who originally worshipped the [[:Category: Gods And Goddesses |god]], [[Gorn |Gorn]].  [[Gorn |Gorn]]'s prescripts prohibited the drawing of blood of thy fellow creatures, it did not prohibit the use of body to bring people into the light which is the Almighty Blessed [[Gorn |Gorn]].  These monks developed a series of skills based upon a bare-handed fighting style.  Through speed and skill these fierce and faithful followers fight with purity of body and soul for the glory of [[Gorn |Gorn]].  Since that time, there have been factions which have split off and started worshipping their own [[:Category: Gods And Goddesses |gods]].  They have, however, maintained the practices that have existed for the past 2000 years.''&lt;br /&gt;
&lt;br /&gt;
'''Abbreviation:''' Mon.&lt;br /&gt;
&lt;br /&gt;
'''[[Prime Requisite |Prime Requisite]]:''' [[Dexterity |Dexterity]].&lt;br /&gt;
&lt;br /&gt;
== Monks in General ==&lt;br /&gt;
&lt;br /&gt;
Monks are naturally suited to tank with high dexterity and many counterattack skills which increase their effectiveness as tanks. They also get a decent amount of mana which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
Monks are generally inferior hitters, as their open hand attacks recieve very little benefit from hr/dr gear.   While they can do not-insignificant damage while soloing (especially with counterpush/counterkick &amp;amp; emu stance) and gain a further damage boost at lord thanks to consummation, they will never do enough damage to be desirable as a hitter.&lt;br /&gt;
&lt;br /&gt;
== Monk Creation ==&lt;br /&gt;
Good creatable races for monks are orc (good hp, dex), ogr (much better hp, lower dex), kzn (much better dex, lower hp), gar (armorstone, orc-ish hp, golem option). Good remort races are trl (revival makes trl monk a super tank), drg (if you can handle the tnl), grf, gol, min.   Despite the appearance of being a dex-based class, dex has little impact on a monk's ability to crane style and therefore counterattack, so for the time being, brute races are preferred, and delicately-built dex-heavy races are generally avoided.&lt;br /&gt;
&lt;br /&gt;
Imps are also a great choice for monk, but as usual they are terrible until later evolutions. Also, they cannot worship until lord, but this isn't a big deal for a monk anyway.&lt;br /&gt;
&lt;br /&gt;
== Monks at Lowmort Tier ==&lt;br /&gt;
Depending on race and the way you level your monk, it is easiest to use weapons instead of fighting open-handed. At level 10 you get [[Inner Balance|inner balance]] and at level 15 you get [[Scorpion Style|scorpion style]], either of which could be a turnpoint for your race. If it's not (you'll have to experiment and see), it's wise to wait until level 25 where you get your open hand [[Bear Technique|third attack]].&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Recommended stat training order is: wis, con, int, dex, str. You can reverse str and dex, or maybe mix em up a bit, it doesn't matter much. The first three are best trained in the mentioned order though.&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
Since gorn gives such a nice practice cost decrease, I'd say wait until level 10 before you practice, or maybe practice dodge (and maybe fast healing). Unless you decide to open hand early on, then that is a must (but not recommended). It's best to practice open hand as soon as you stop using weapons.&lt;br /&gt;
&lt;br /&gt;
=== Worshipping ===&lt;br /&gt;
Monks &amp;quot;normally&amp;quot; worship Gorn for his bonus to open hand damage and other monk related activities. Werredan is also popular, for the hp bonus and the xp bonus. Your open hand dmg will be somewhat nerfed, you'll rarely counter, but damn, you get a big hp boost. Quixoltan gives good stats and also helps a bit with monk damage, but increases lag on skills and spells.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
&lt;br /&gt;
== Monk Prestige Options ==&lt;br /&gt;
&lt;br /&gt;
Those Monks who have more sinister desires may opt to become [[:Category: Shadowfists|Shadowfists]] at any time from Mortal level 50 to Hero level 100.&lt;br /&gt;
&lt;br /&gt;
== Monks at Hero Tier ==&lt;br /&gt;
Monks usually serve as tanks at all tiers.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
&lt;br /&gt;
=== Practicing ===&lt;br /&gt;
&lt;br /&gt;
=== Devoting ===&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
&lt;br /&gt;
'''Soloing:'''&lt;br /&gt;
Soloing is possible, especially with a gorn worship. When soloing spelled, go for as much AC gear as you need... that's general advice, but it is mostly dependent on how much hp you have. Unspelled soloing is a lot harder, but not impossible. You'll need a mix of ac and hit roll gear for that (without losing too much ac), and lots of patience.&lt;br /&gt;
&lt;br /&gt;
'''Tanking:'''&lt;br /&gt;
Monks are great tanks. Remember to keep your hands free (no shields, no swords) for using your monk abilities. Your ac is going to be less than you're use to, but you should be fine with around -650 (-1200 with spells). Monks are a versatile tank, they have good enough hp, plenty of mana, and inclass rescue and trip. Like always, try to trip if you are just fighting one mob so you don't get the rescue penalty to ac. If you don't have a basher in the group and you want to keep a mob in place, try [[Tiger Stance]]; it lands a hit after every toss or trip, so you'll always be the first person to hit the mob while on the ground, keeping your groupies safe.&lt;br /&gt;
&lt;br /&gt;
'''Hitting:'''&lt;br /&gt;
Right now, people are of the opinion that monks shouldn't be hitting. Their hitting depends on hit roll, and a decent monk can hit about as hard when he's hitting as when he's tanking. [[Emu Stance]] will probably be a monk's best friend while hitting, as it raises maximum kick damage by about one damage verb, however it doesn't increase minimum damage so you will still occasionally miss or hit poorly.&lt;br /&gt;
&lt;br /&gt;
== Monks at Lord Tier ==&lt;br /&gt;
 &lt;br /&gt;
Monks are very useful at lord. Their counterpush skill is very useful since lord fights are much longer than hero and a bashed mob gets hit significantly more. They also do an appreciable amount of damage (nothing close to a caster though) with counterkick and emu stance. Also, with good tank gear, monks rarely get hit by normal lord mobs.&lt;br /&gt;
&lt;br /&gt;
== Monk Remort Options ==&lt;br /&gt;
Monks can remort to paladin at lord 100 (200 to keep race) and priest at lord 150 (300 to keep race).&lt;br /&gt;
&lt;br /&gt;
[[Category: Core Classes]]&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category_talk:Monks&amp;diff=46670</id>
		<title>Category talk:Monks</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category_talk:Monks&amp;diff=46670"/>
		<updated>2012-02-12T23:59:37Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please make sure you have a nice discussion prior to changing someone's edit. - Zaf&lt;br /&gt;
&lt;br /&gt;
Monks will gain some from wearing some hr/dr gear (while sacrificing small amounts of AC). This can amount to about an entire damage verb (e.g., ***MUTILATING*** to ***DISEMBOWELING***). While it doesn't make them a hitter, there is a measurable difference. - Zaf. 2012-02-12 18:58 EST.&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
	<entry>
		<id>http://www.johnmarc.org/index.php?title=Category_talk:Monks&amp;diff=46669</id>
		<title>Category talk:Monks</title>
		<link rel="alternate" type="text/html" href="http://www.johnmarc.org/index.php?title=Category_talk:Monks&amp;diff=46669"/>
		<updated>2012-02-12T23:56:39Z</updated>

		<summary type="html">&lt;p&gt;Zaffer: New talk page. People need to talk before changing things!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please make sure you have a nice discussion prior to changing someone's edit. - Zaf&lt;/div&gt;</summary>
		<author><name>Zaffer</name></author>
		
	</entry>
</feed>