White Monk - A Warrior Subclass
Moderator: Moderator
Re: White Monk v 1.7.2
v1.7.2
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Updated for new removeEffects handling.
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Updated for new removeEffects handling.
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: White Monk v 1.7.2
On my Skeleton, I don't seem to be getting Guided Hand's stated bonus of half Strength to Dex and Willpower. As you'll see here, I've got a hefty bonus to Strength because Skeleton, but only +3 to Will, and that's from my boots.
Re: White Monk v 1.7.2
I was afraid that wasn't worded very well
That replacement only refers to damage modifiers on gloves and gaunlets. It means that the base Cunning damage modifier (40%) is switched to Willpower, and that the base Strength modifier (40%) is removed and split between Willpower and Dexterity (also base 40%), resulting in 60% Dex and 60% Wil damage modifiers.
Guided Hand does not affect your own stats in any way. I'll try to work out an explanation that is more clear. In all cases, aside from Harkor Zun's gauntlets, you'll have 60/60 Dex/Wil dam mods. Harkor's has different base modifiers, so the it ends up slightly different, but undergoes the same method of substitution.
Sorry for any confusion.

That replacement only refers to damage modifiers on gloves and gaunlets. It means that the base Cunning damage modifier (40%) is switched to Willpower, and that the base Strength modifier (40%) is removed and split between Willpower and Dexterity (also base 40%), resulting in 60% Dex and 60% Wil damage modifiers.
Guided Hand does not affect your own stats in any way. I'll try to work out an explanation that is more clear. In all cases, aside from Harkor Zun's gauntlets, you'll have 60/60 Dex/Wil dam mods. Harkor's has different base modifiers, so the it ends up slightly different, but undergoes the same method of substitution.
Sorry for any confusion.
Re: White Monk - A Warrior Subclass
v1.7.3
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[Holy Sign]
Now compatible with the new dispel mechanic.
[Guided Fist]
Clarified description of hand gear dam mod substitution mechanic (hopefully).
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[Holy Sign]
Now compatible with the new dispel mechanic.
[Guided Fist]
Clarified description of hand gear dam mod substitution mechanic (hopefully).
Re: White Monk - A Warrior Subclass
Hello once more, I just realized I was the first to comment when you released the class. And here we are several years later. You may be done tweaking this but just in case you are not just giving more feedback.
Somehow I had a very similar even to when I first commented like 7 years(!) ago. Playing on insane but I do not think it makes much of a difference. Revive has triggered once or twice during my play through.
Sadly I am not certain about the previous times that it triggered, but this last time I died and it triggered blood of life. This was a scenario where I moved while at full health and then was attacked and before
I was able to move or attack or take any other actions blood of life came up asking if I wanted to come back to life. Looking at the logs I can clearly see that Revive partially worked, it blocked all damage for... a time?
And then perhaps a turn ticked over and then it stopped blocking damage, I do not believe I was slowed (definitely sped up movement speed given that is base white monk).
So I feel that it still somehow is not blocking all damage until the player is able to act. That is actually not the main issue though. I scoured the log, which I can post if you would like it, but there were no chakra heals whatsoever.
Should have had 2 at my current level which would have easily healed the extra damage that I took (that I still should not have taken based on how I believe it is supposed to work).
EDIT: Looking at the logs once more I realized I was slowed by a large amount (writhing hairs talent which slows and increases damage taken dramatically).
So it now very much looks like it took me basically 2 "turns" to move and so revive ended before I was able to respond.
Which seems like it should protect you until you are able to act, but that is of course just my opinion, not sure what your intention was/is. That still would not explain the lack of chakras.
Somehow I had a very similar even to when I first commented like 7 years(!) ago. Playing on insane but I do not think it makes much of a difference. Revive has triggered once or twice during my play through.
Sadly I am not certain about the previous times that it triggered, but this last time I died and it triggered blood of life. This was a scenario where I moved while at full health and then was attacked and before
I was able to move or attack or take any other actions blood of life came up asking if I wanted to come back to life. Looking at the logs I can clearly see that Revive partially worked, it blocked all damage for... a time?
And then perhaps a turn ticked over and then it stopped blocking damage, I do not believe I was slowed (definitely sped up movement speed given that is base white monk).
So I feel that it still somehow is not blocking all damage until the player is able to act. That is actually not the main issue though. I scoured the log, which I can post if you would like it, but there were no chakra heals whatsoever.
Should have had 2 at my current level which would have easily healed the extra damage that I took (that I still should not have taken based on how I believe it is supposed to work).
EDIT: Looking at the logs once more I realized I was slowed by a large amount (writhing hairs talent which slows and increases damage taken dramatically).
So it now very much looks like it took me basically 2 "turns" to move and so revive ended before I was able to respond.
Which seems like it should protect you until you are able to act, but that is of course just my opinion, not sure what your intention was/is. That still would not explain the lack of chakras.
Re: White Monk - A Warrior Subclass
It's hard to believe it's been 7 years since this was released!scul wrote: ↑Tue Aug 22, 2023 8:17 pm Hello once more, I just realized I was the first to comment when you released the class. And here we are several years later. You may be done tweaking this but just in case you are not just giving more feedback.
Somehow I had a very similar even to when I first commented like 7 years(!) ago. Playing on insane but I do not think it makes much of a difference. Revive has triggered once or twice during my play through.
Sadly I am not certain about the previous times that it triggered, but this last time I died and it triggered blood of life. This was a scenario where I moved while at full health and then was attacked and before
I was able to move or attack or take any other actions blood of life came up asking if I wanted to come back to life. Looking at the logs I can clearly see that Revive partially worked, it blocked all damage for... a time?
And then perhaps a turn ticked over and then it stopped blocking damage, I do not believe I was slowed (definitely sped up movement speed given that is base white monk).
So I feel that it still somehow is not blocking all damage until the player is able to act. That is actually not the main issue though. I scoured the log, which I can post if you would like it, but there were no chakra heals whatsoever.
Should have had 2 at my current level which would have easily healed the extra damage that I took (that I still should not have taken based on how I believe it is supposed to work).
EDIT: Looking at the logs once more I realized I was slowed by a large amount (writhing hairs talent which slows and increases damage taken dramatically).
So it now very much looks like it took me basically 2 "turns" to move and so revive ended before I was able to respond.
Which seems like it should protect you until you are able to act, but that is of course just my opinion, not sure what your intention was/is. That still would not explain the lack of chakras.
I'm glad you have enjoyed the class enough to keep on playing over all this time, and I really appreciate your continued feedback

It has been quite a while since I have worked on this at all and I've just taken a quick look at a few things and... well, I'm not really thrilled by what I am seeing. Just a peak at Revive and I can see there is a hard break point at raw talent level three to trigger Chakra healing at all, and there is no mention of it in the description! What were you doing, past me??
So, that may part of the answer right there, if Revive was only level 1 or 2, Chakra would not have triggered at all (sorry

As far as making the effect last until the next time you actually get a chance to act, that seems pretty reasonable.
I think I have sufficient motivation to return to work on this, but I will need to take some time to re-read all of the feedback I have gotten and re-asses the current state of the class. My intention is to just shore up any sloppy work (looking at you, Revive) and maybe, possibly tweak one or two things. I have some other ideas in mind as well, but I think at this point I would like to leave the class more or less in the state it is... but hey, what's this shiny "new" evolution mechanic, hmmm

Thanks once again, and please accept my apologies once again for something failing to function as advertised. A fix is on the way, though it may take a little time, so stay tuned...
Re: White Monk - A Warrior Subclass
Well, if you are inspired to work on it, I would never stand in the way of that. To be honest I had no expectation for you to fix anything after all this time and perhaps to not even read this. But I am glad you did.
Revive had only 1 point in it though I do (still alive so far! blood of life) have Adept so I am not sure how that affects the calculation. In any case I look forward to testing/playing any new version you have.
I always have that addon active even if I am not playing a white monk. I think it should be part of the base game, or something very similar.
Revive had only 1 point in it though I do (still alive so far! blood of life) have Adept so I am not sure how that affects the calculation. In any case I look forward to testing/playing any new version you have.
I always have that addon active even if I am not playing a white monk. I think it should be part of the base game, or something very similar.
Re: White Monk - A Warrior Subclass
It was using raw talent level to check for the chakra activation, so Adept would not have made a difference.
I say it was using raw level, because it is not any more. I have just finished up the (first) update, and that break point has been removed, along with a few other changes.
Revive will now protect you until the next time you are able to act, Chakra will always trigger, and now it casts Holy Sign on yourself, too! I tested this many, many times with various levels of slows applied to the test character and facing any number of enemies and made sure it worked as intended under all such circumstances. I know I have said this before, but I swear, it is really, truly, fixed.
That being said, this is an incredibly strong talent, perhaps even stronger than Cauterize, so I decided that it should have drawback as well. But not too much of a drawback, because we still want people to have fun

While I was working on these changes, I also cleaned up some of the code and shifted the talent investment bonuses to a diminishing curve, instead of linear bonuses.
Which brings me to...
v1.8.0
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[General]
All talent investment bonuses (i.e. move speed from Agile Combatant, damage reduction from Martial Arts, etc.) now scale with diminishing returns using the combatTalentScale formula and hard coded limits have been removed.
[Mending]
Chakra, Holy Sign and Revive now use Standard speed instead of Weapon speed.
Revive and Holy Sign have swapped positions (again).
[Revive]
Removed break points that were not listed in the description. In effect, Revive will now trigger Chakra (a scaling number of times) at any level, instead of only at raw level 3+.
Revive will now cast Holy Sign (once) on yourself when it is triggered.
The invulnerability will now last until the next time the player is able to act, providing the intended protection even under the effect of extreme slows.
Sustaining Revive now reduces your critical power by a value that scales down with character level, eventually being negated.
[Rending]
Investment bonus changed from physical damage on-hit to armor penetration rating.
[Air Render]
The duration of the pin applied when hitting a target afflicted with 3+ stacks of Enervate is now fixed at 1 turn (no longer scales up).
[Measured Blows]
Armor penetration rating bonus removed.
... And I said first update, because I do have some more plans for the class now. At the moment they are just ideas and I'm not sure when the next update might come and if I will attempt to include them all at once or if I may do a few at a time. Here's a little preview, in any case:
All ideas subject to change (or complete abandonmentEvolution Ideas:
Way of the Twighlight Hand - Phys reduction also applies to Light/Dark resists. Gain a Twighlight Hand psuedo-weapon which scales on Cun and deals Light/Dark damage with chance to blind/confuse. Strikes for 100% damage when you hit with an unarmed attack, once per target per turn.
Way of the Transcendant Mind - buff trancend (scale attacks on global/attack speed ,neg eff immune, increased dam resist), remove cooldown, disable other active talents
Way of the Hidden Viper - Learn Poison and Stealth at 1.3 mastery and gain 1 point in each Poison talent. When you kill or land a critical strike against a poisoned enemy you will activate Stealth. Learning Venomous Strike will also teach you Viper Strike, a ranged, unarmed version of the same attack (sharing cooldown).
Way of the Roaring Dragon - buff breath procs (change str scaling to dex, add wil scaling), when you proc a breath restore stamina, breath can proc one other random breath, extra mental crit chance, base chance to proc a random breath with any unarmed hit
Way of the Iron Fist - while wearing guantlets: you gain 30% str dam mod your Earth Render applies two enervate stacks and deals increased damage and will mark an enemy if you target their tile. While Earth Render is on cooldown your flat damage reduction and negative effect duration reduction are improved. Unarmed attacks against the marked target will not strike them; instead, the damage multiplier will be stored and when the effect ends the target will take a single hit using the cumulative multiplier
Way of the Rushing Bull - 50% chance on crit to use Swift Strike at level 5 if the target is not adjacent or Spin Fist if the target is adjacent. Your Spin Fist now knocks targets back up to 6 tiles.
Way of the Arcane Flow - Your Rending attacks and Swift Strike are now Spells and deal Arance damage, phys res pen applies to arcane as well, swift strike becomes a teleport if you target an enemy, chance on hit to cast manathrust
Way of the Flying Arrow - You can use unarmed attacks while wielding a bow. When you strike an enemy with a melee attack at range you have a 50% chance to also fire an arrow which will travel instantly to the target. Guided Hand weapon mastery and dam mod conversion apply to bows/arrows
Way of the Open Palm - While Revive is active you cannot drop below 1 life. If you manually deactivate Revive you will trigger the lifefont and chakra effects. While in combat Revive will drain 25 stamina per turn and deactivate if you run out. Your unarmed attacks will leech stamina at a rate of 2.5% of damage dealt

Re: White Monk - A Warrior Subclass
I like both the meta-idea (different schools/paths) and the individual concepts. You'll want to do a text pass though, you consistently spelled Twilight wrong. Sorry, English student and aspiring editor. To that end, if you like I'd be happy to give any of your mods a once-over for proofreading and flow; I like to help and it's good practice.
That said, I feel like a lot of these would benefit from added categories, like Hidden Viper has. Arcane Flow in particular seems like it would benefit from Spell / Arcane.
That said, I feel like a lot of these would benefit from added categories, like Hidden Viper has. Arcane Flow in particular seems like it would benefit from Spell / Arcane.
Re: White Monk - A Warrior Subclass
For a moment I thought you were adding 9 new class trees and I said to myself "are they adding 30 class points to the addon as well?! Where am I going to find the class points to get all of these? A level 100 Cornac?!"
Then I realized they are evolutions and that is a much better idea and seems really cool. It would allow you to perhaps spec into an area that you are weak in or just give you a bit more flexibility with your build depending on the items you have found.
Ie, I am playing insane and have almost 20k gold just from item drops and yet have not seen the AM gloves......
I look forward to seeing some of these implemented so I can bre.. I mean test them out
A quick note, not sure if this is just because I am using my current run, but secret fist does not appear to work at all, each time I try to use it it lua errors.

https://imgur.com/a/xQrlUaU
I noticed when I moved secret fist to a different hotkey slot it would lua error as if it was the first time. It seems to normal bump attack in place of casting secret fist.
Everything else seems to be great, have not come close enough to dying yet to test out revive, but I will let you know. I like the APR
Edit: It seems to be doing the correct amount of damage for secret fist but it is not applying the effect, just the lua error. Also when an opponent was evading and it cause me to miss them with secret fist it went on cool down and missed.
Other times it has done damage but has not gone on cooldown and not applied the effect.
Edit2: My global speed is now permanently 466%... As much as I think that is cool, I do not think that is intended. It happened after I put a point into the transcending line.
I noticed it after I put my second point into the line (one point in exhaust and one point in Energy osmosis). After taking all points out my speed actually went up.....
Edit3:
Now I am become speed,
Destroyer of continents...
My character is now so fast that if I hold down the rest key it might take them a minute or two to even reach me. All things to me are now as if I am riding a beam of hardened light and everyone else is trying to figure out how to stand up and put one foot in front of them
(or similar appendage, I am no podist) and begin to walk. For me I now wait a relative eternity for my enemies to even move much less know where I am and where to direct their attacks....
I just cleared a whole level in 3 turns.... I am literally waiting at the exit for longer than it took me to clear the level (insane you cannot leave for 6 or 7 turns after combat)... my rated global speed is now...6059.9%. Every time I take a point out or put one in to the transcending line my speed goes up.
Then I realized they are evolutions and that is a much better idea and seems really cool. It would allow you to perhaps spec into an area that you are weak in or just give you a bit more flexibility with your build depending on the items you have found.
Ie, I am playing insane and have almost 20k gold just from item drops and yet have not seen the AM gloves......
I look forward to seeing some of these implemented so I can bre.. I mean test them out

A quick note, not sure if this is just because I am using my current run, but secret fist does not appear to work at all, each time I try to use it it lua errors.
https://imgur.com/a/xQrlUaU
I noticed when I moved secret fist to a different hotkey slot it would lua error as if it was the first time. It seems to normal bump attack in place of casting secret fist.
Everything else seems to be great, have not come close enough to dying yet to test out revive, but I will let you know. I like the APR
Edit: It seems to be doing the correct amount of damage for secret fist but it is not applying the effect, just the lua error. Also when an opponent was evading and it cause me to miss them with secret fist it went on cool down and missed.
Other times it has done damage but has not gone on cooldown and not applied the effect.
Edit2: My global speed is now permanently 466%... As much as I think that is cool, I do not think that is intended. It happened after I put a point into the transcending line.
I noticed it after I put my second point into the line (one point in exhaust and one point in Energy osmosis). After taking all points out my speed actually went up.....
Edit3:
Now I am become speed,
Destroyer of continents...
My character is now so fast that if I hold down the rest key it might take them a minute or two to even reach me. All things to me are now as if I am riding a beam of hardened light and everyone else is trying to figure out how to stand up and put one foot in front of them
(or similar appendage, I am no podist) and begin to walk. For me I now wait a relative eternity for my enemies to even move much less know where I am and where to direct their attacks....
I just cleared a whole level in 3 turns.... I am literally waiting at the exit for longer than it took me to clear the level (insane you cannot leave for 6 or 7 turns after combat)... my rated global speed is now...6059.9%. Every time I take a point out or put one in to the transcending line my speed goes up.
Re: White Monk - A Warrior Subclass
Thanks for the offer, I appreciate it. I will give all of these better descriptions and a proper proof read when they are implemented, these were just some quick notes I had jotted down and not bothered to spellcheckSyovere wrote: ↑Fri Sep 01, 2023 10:28 pm I like both the meta-idea (different schools/paths) and the individual concepts. You'll want to do a text pass though, you consistently spelled Twilight wrong. Sorry, English student and aspiring editor. To that end, if you like I'd be happy to give any of your mods a once-over for proofreading and flow; I like to help and it's good practice.
That said, I feel like a lot of these would benefit from added categories, like Hidden Viper has. Arcane Flow in particular seems like it would benefit from Spell / Arcane.

As for added categories, it is something I will keep in mind, but I'll probably decide on a case by case basis.
Aaah!scul wrote: ↑Sat Sep 02, 2023 4:10 pm
A quick note, not sure if this is just because I am using my current run, but secret fist does not appear to work at all, each time I try to use it it lua errors.
...
My global speed is now permanently 466%... As much as I think that is cool, I do not think that is intended. It happened after I put a point into the transcending line.
I noticed it after I put my second point into the line (one point in exhaust and one point in Energy osmosis). After taking all points out my speed actually went up.....
...
Now I am become speed,
Destroyer of continents...

Ok, you managed to catch three bugs. I changed a function name in Secret Fist and completely forgot to update calls to the function...

The global speed problem was a two-part bug: first, I misplaced a decimal, so to speak, so the value was 100 times larger than intended... and I flubbed a copy/paste so the value was not being removed when you unlearn a Transcending talent.
These issues have now been fixed, along with a bug I had apparently introduced in Nimble Defender.
As something of an apology, I have also included one Evolution: the Way of the Rushing Bull. This also includes a bit of a tweak to Swift Strike.
Also, I forgot to say thanks to the folks on Discord who offered out some ideas for Evolutions, some of which I have adapted into the ideas I presented before. So, thanks!

v1.8.1
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[Secret Fist / Nimble Defender / Transcending]
Bug fixes
[Swift Strike]
In addition to the ability to target an empty tile and dash past / strike enemies along the path, you can instead target a foe directly if you have a clear path to them and you will charge up to them and strike for increased damage.
[Way of the Rushing Bull]
Evolution. Requires 25 Strength, Spin Fist and Swift Strike known (as well as level 25 / no other evolution, as usual).
When you land an unarmed critical hit at range you will have a 25% chance to unleash a Swift Strike on the target, ignoring and negating cooldown (target must in range of Swift Strike).
When you land an unarmed critical hit on an adjacent foe you will have a 25% chance to unleash Spin Fist, ignoring and negating cooldown.
Your Spin Fist now knocks enemies back up to 4 tiles. Enemies who are knocked back at least 1 tile by Spin Fist will have the Mark of the Bull placed on them for 2 turns.
Swift Strike's increased damage against a direct target is improved from 35% to 100% against targets under the Mark of the Bull.
Thanks again for the feedback, apologies once again for the bugs, and enjoy!
Re: White Monk - A Warrior Subclass
I started tinkering with a few more evolutions and realized I had left in some experimental code from when I was working the 1.8.0 update... so I decided to finish up one of the easier to implement evolutions and push out another update 
v1.8.2
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[Way of the Flying Arrow]
Evolution. Requires 50 Dexterity / talents Guided Hand and Shoot known (pick up Shoot from weapon shops in Last Hope / Kruk pride -- requires the usual level 25 / no other evo)
You may use unarmed attacks while wielding a bow and Guided Hand mastery and damage modifier substitution will apply to bows and arrows.
When you land an unarmed hit on a non-adjacent target you have a 50% chance to loose an arrow dealing 100% damage which will travel instantly. Target must be in bow range and you must have at least one shot in your quiver.
The code remnant, for anyone who is curious, was a partial implementation of a Willpower for Strength substitution in the Physical Power calculation. As it was, it was applying to unarmed attacks but not other physical power calls, and was not displayed on the character sheet. While I decided not to finish the proper implementation as a base trait for White Monks, it may return as part of an evolution... some day

v1.8.2
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[Way of the Flying Arrow]
Evolution. Requires 50 Dexterity / talents Guided Hand and Shoot known (pick up Shoot from weapon shops in Last Hope / Kruk pride -- requires the usual level 25 / no other evo)
You may use unarmed attacks while wielding a bow and Guided Hand mastery and damage modifier substitution will apply to bows and arrows.
When you land an unarmed hit on a non-adjacent target you have a 50% chance to loose an arrow dealing 100% damage which will travel instantly. Target must be in bow range and you must have at least one shot in your quiver.
The code remnant, for anyone who is curious, was a partial implementation of a Willpower for Strength substitution in the Physical Power calculation. As it was, it was applying to unarmed attacks but not other physical power calls, and was not displayed on the character sheet. While I decided not to finish the proper implementation as a base trait for White Monks, it may return as part of an evolution... some day

Re: White Monk - A Warrior Subclass
Have I mentioned that I like evolutions? It's a relatively small amount of work for a satisfying pay out so it tickles my coding itch without blowing up into a large amount of "work".
Speaking of work, it's been real slow for me this week... how slow? Slow enough to code up two evolutions, that's how slow
(also a slight tweak to Way of the Rushing Bull that I had intended to implement in the first place)
v1.8.3
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[Way of the Rushing Bull]
Now requires 50 Strength instead of 25 (this was the original intention but I kept forgetting to update the number
)
[Way of the Hidden Viper]
Evolution. Requires 50 Cunning.
Learn Poisons, Stealth and Scoundrel unlocked at 1.3 mastery.
When you learn Venomous Strike you will also learn Viper Strike, an unarmed version of the same attack with range equal to your Air Render (shares cool down with Venomous Strike...
And I realized just now that I made Viper Strike put Venomous Strike on cool down, but forgot to implement the reverse... BRB!
(Five minutes later...)
v1.8.4
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[Way of the Hidden Viper]
Evolution. Requires 50 Cunning.
Learn Poisons, Stealth and Scoundrel unlocked at 1.3 mastery.
When you learn Venomous Strike you will also learn Viper Strike, an unarmed version of the same attack with range equal to your Air Render (shares cool down with Venomous Strike)
Your Enervate effect will reduce poison immunity by half (non-stacking)
When you kill a poisoned enemy you will activate Shadow Dance, ignoring cooldown but requiring and consuming stamina as usual.
[Transcend]
Now also attacks on the same turn the talent is activated.
[Way of the Transcendent Spirit]
Evolution. Requires 50 Willpower and Transcend known.
The global speed bonus from investment in Transcending talents is quadrupled.
The cooldown of Transcend is reduced to 0.
You gain the following bonuses to your Transcend effect:
- The number of attacks per target per turn will equal twice the number of attacks naturally allowed by your attack speed and global speed (rounded down)
- The damage of the attacks will increase based on your Willpower
- The damage resistance provided will increase based on your Willpower
- The negative effect duration reduction will be replaced with total negative effect immunity
You will no longer be able to use any activated talent aside from Transcend!
I've also spent a bit more time contemplating evolutions and have decided that I will just shoot for one for each primary stat. If you're keeping track, that means two more. Strength, Dex, Cunning and Will are complete. I have one all planned out for Magic, but it's a bit more involved (it's the Way of the Arcane Flow I mentioned before but the idea is more fine tuned and aims to alter the characer build much more than the other evos) and I only have a vague notion for Constitution (something primarily defensive, since most of these have been primarily offensive, maybe along the lines of the Way of the Open Palm idea, but I really haven't settled on anything).
I'm open to ideas if anyone has suggestions for a Constitution based evolution
And since I have the idea all typed up already, here's a preview of the Magic evolution:
Speaking of work, it's been real slow for me this week... how slow? Slow enough to code up two evolutions, that's how slow

v1.8.3
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[Way of the Rushing Bull]
Now requires 50 Strength instead of 25 (this was the original intention but I kept forgetting to update the number

[Way of the Hidden Viper]
Evolution. Requires 50 Cunning.
Learn Poisons, Stealth and Scoundrel unlocked at 1.3 mastery.
When you learn Venomous Strike you will also learn Viper Strike, an unarmed version of the same attack with range equal to your Air Render (shares cool down with Venomous Strike...

(Five minutes later...)
v1.8.4
---
[Way of the Hidden Viper]
Evolution. Requires 50 Cunning.
Learn Poisons, Stealth and Scoundrel unlocked at 1.3 mastery.
When you learn Venomous Strike you will also learn Viper Strike, an unarmed version of the same attack with range equal to your Air Render (shares cool down with Venomous Strike)
Your Enervate effect will reduce poison immunity by half (non-stacking)
When you kill a poisoned enemy you will activate Shadow Dance, ignoring cooldown but requiring and consuming stamina as usual.
[Transcend]
Now also attacks on the same turn the talent is activated.
[Way of the Transcendent Spirit]
Evolution. Requires 50 Willpower and Transcend known.
The global speed bonus from investment in Transcending talents is quadrupled.
The cooldown of Transcend is reduced to 0.
You gain the following bonuses to your Transcend effect:
- The number of attacks per target per turn will equal twice the number of attacks naturally allowed by your attack speed and global speed (rounded down)
- The damage of the attacks will increase based on your Willpower
- The damage resistance provided will increase based on your Willpower
- The negative effect duration reduction will be replaced with total negative effect immunity
You will no longer be able to use any activated talent aside from Transcend!
I've also spent a bit more time contemplating evolutions and have decided that I will just shoot for one for each primary stat. If you're keeping track, that means two more. Strength, Dex, Cunning and Will are complete. I have one all planned out for Magic, but it's a bit more involved (it's the Way of the Arcane Flow I mentioned before but the idea is more fine tuned and aims to alter the characer build much more than the other evos) and I only have a vague notion for Constitution (something primarily defensive, since most of these have been primarily offensive, maybe along the lines of the Way of the Open Palm idea, but I really haven't settled on anything).
I'm open to ideas if anyone has suggestions for a Constitution based evolution

And since I have the idea all typed up already, here's a preview of the Magic evolution:
[Way of the Arcane Flow]
Swift Strike gains a mana cost and becomes a teleport and a spell and converts all damage to Arcane during the attack and must directly target an enemy.
When you cast Swift Strike you will instantly cast it again if you have enough stamina and mana and there is another target in range. Targets can only be struck once per turn.
When you strike a target other than the initial target, you increase your level of Manathrust by 2 and gain Spellpower equal to your 50% of your Magic for the rest of the turn and cast Manathrust targeting the initial target.
Your Rending talents become spells and gain mana costs. Unarmed strikes made during your Rending attacks will have a 35% chance to create a Mana Crystal on an empty tile within range 4 of the target that has at least one other free tile adjacent to it.
Mana Crystals are neutral to all, last up to 6 turns, have 100% arcane resistance, and have X max life.
Max life improves with your Magic and can be a spell critical. If you kill a mana crystal you will gain mana equal to its max life.
Re: White Monk - A Warrior Subclass
Ugh... Erenion found a bug with Nimble Defender that nukes your Armor and has been around for the last few versions at least...it has been fixed. Please accept the two evolutions added today as an apology 
v1.8.5
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[Nimble Defender]
Actually fixed the bugs this time.

v1.8.5
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[Nimble Defender]
Actually fixed the bugs this time.
Re: White Monk - A Warrior Subclass
Well, one of the first folks to try out the Way of the Transcendent Spirit uncovered an oversight and also managed to encounter a highly unlikely softlock situation due to not being able to use Dig.
Made a couple of quick adjustments and pushed out an update. Also, I had not yet uploaded the last few versions to Steam. The workshop version is now up do date.
v1.8.6
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[Transcend]
only usable while unarmed.
[Way of the Transcendent Spirit]
Transcend digs out walls adjacent to you when activated.
Made a couple of quick adjustments and pushed out an update. Also, I had not yet uploaded the last few versions to Steam. The workshop version is now up do date.
v1.8.6
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[Transcend]
only usable while unarmed.
[Way of the Transcendent Spirit]
Transcend digs out walls adjacent to you when activated.