The Monk is dedicated to honing her body into a pure weapon, shunning most weapons and forms of armor.
She's very religious as well, and the gods are known to bless Monks by magically enhancing their attacks. - EverQuest manual
Monks devote their energies to the pursuit of physical perfection, shaping their very bodies into deadly machines. Monks are a melee class with the ability to wear leather armor, wield blunt weapons, and use unarmed combat styles.
Monks forego heavy armor and almost all weapons in order to hone themselves into masters of combat, using their fists and a stout staff to make their mark upon Norrath. Monks learn many special attacks to enhance their damage dealing abilities, including the dragon punch and the legendary flying kick.
In their martial studies monks also learn other useful skills, including the ability to move silently and fall safely from great heights. Experienced monks also learn to feign death, slowing their body's functions enough to fool most observers into believing them dead - this trick often allows the monk to escape dangerous situations as monsters wander off, thinking the monk defeated.
Monks are a specialist class, focusing on physical combat to the exclusion of all else. Monks provide a powerful ally in a group, though it's not unusual to see a monk adventuring alone. The monk is a good choice for players who enjoy a strong offensive role in combat and leading groups in their dungeon adventures.
|Level 1-50||Level 51-54||Level 55-59||Level 60||Level 65|
Picking a Race
The first thing you have to pick then is your race. Which race you pick will determine the foundation of your character for the rest of your life in Norrath so it is kind of important you pick one you like.
Humans level-up 20% faster than Iksar Monks, and have slightly more base hitpoints. They can enter all good cities in Norrath, but they have no night vision and lower dexterity and agility than the Iksar. Humans can do slightly more damage than Iksars at their full power, though this is only true when using Hand to Hand (without Celestial Fists).
Iksars have an innate boost to their armor class (AC) which stacks with the natural Monk AC boost. They also have faster health regeneration, infravision, and the ability to forage (although this ability is capped). They also start with 100 skill in swimming. Because of all these bonus abilities, they do slightly less damage than Humans at their full power, though this is only true when using Hand to Hand (without Celestial Fists). They are generally killed on sight in all cities but Cabilis, and level 20% slower than Humans. If you're min-maxing, Iksar is the clear choice, as regeneration is very important for soloing, pulling and living with FD up.
Spending Your Bonus Points
The normal allocation is +20 Stamina. Stamina keeps you alive while pulling, which is a monk's primary role, and with good gear it's relatively easy to cap Strength, Dexterity, and Agility even without much gear. A shaman can stack Maniacal Strength and Focus of Spirit for about +120 STR/DEX and Avatar is +100 STR/DEX/AGI if you neckbeard hard enough to get a Sleeper's Tomb key. In contrast, Shamans can only raise Stamina by 50.
The pure leveling choice is +20 Strength, which is probably good for about +4% damage while leveling up and very marginally better than stamina. But Project 1999 Blue is so mudflated at this point that everyone levels pretty easily regardless. 20 STR really only makes sense for human monks on a fresh server where gear is rare, leveling is hard, and Kunark/Velious gear is far on the horizon.
The super end game choice is +20 charisma to help with Divine Intervention as with enough BIS gear you'll cap everything without any starting points. In general, end game Velious gear makes stat allocation pretty irrelevant for all classes. The only important thing is rolling Iksar. - No one is ever going to cast DI on a monk, just put your starting points into stamina
|Skill Name||Level Obtained||Max until 50||Max after 50|
|Hand to Hand||1||225||252|
|Dragon Punch / Tail Rake||25||200||225|
- Note: For double attack, checks apply to off-hand attacks at 150 skill.
- Note: Dual Wield skill level maximum is equal to (Level+1)*7. Dual Wield maxes out at level 37.
- Note: At level 60, Monks get an innate chance to do a Triple Attack, on a successful Double Attack. It's an automatically added chance. *Further notes needed as to actual % chance*
|Skill Name||Level Obtained||Trained||Max|
|Forage (Iksar Only)||1||N||50|
- Bind Wound caps at 200 until level 51. Once you gain 201 skill at level 51, you can Bind Wound up to 70%.
- Forage caps at 50. Human Monks do not get this skill.
See also: Disciplines
- Disciplines all run off the same timer currently. They were not changed to separate timers until many expansions later on live. What this means is if you use Stonestance Discipline (4 min timer), all Disciplines will be unavailable until that 4 minutes are up.
|Discipline Name||Level Obtained||Description||Duration||Reuse Time|
|Resistant Discipline||30||Grants +3 to all Resistances increasing to +10 at 50th level||1 Min||60 Min|
|Fearless Discipline||40||Immunity to "Fear" and all spells that cause "fear"||11 Sec||60 Min|
|Stonestance Discipline||51||Joins your body with the strength of the earth, causing you to take greatly decreased melee damage. [60% reduction] Use this skill routinely while tanking or pulling.||12 Sec||4 Min|
|Thunderkick Discipline||52||Focuses energy into your feet, allowing you to perform an especially powerful Flying Kick.||Next Flying Kick||4 Min|
|Whirlwind Discipline||53||Heightens your combat instincts, allowing you to Riposte every attack made on you from the front. Use this skill in dire situations while tanking.||9 Sec||60 Min|
|Voiddance Discipline||54||Focuses your combat reflexes, allowing you to avoid all melee attacks made on you from any angle. Use this skill in dire situations while pulling or escaping.||8 Sec||55 Min|
|Inner Flame Discipline||56||Fills your body with energy, causing your attacks to do greatly improved damage. [100% increase] Use this skill in dire situations while DPSing.||12 Sec||26 Min|
|Hundred Fists Discipline||57||Increases your hands speed, allowing you an increased attack rate and damage. Never use this skill, use the superior Inner Flame instead.||15 Sec||30 Min|
|Silentfist Discipline||59||Focuses your rage into your hands, allowing you to perform an especially powerful Dragon Punch.||Next Dragon Punch||9 Min|
|Ashenhand Discipline||60||Focuses energy into your hands, allowing you to perform an especially powerful Eagle Strike.||Next Eagle Strike||72 Min|
Your monk will gain the following amount of HP every 6 seconds at various levels depending on whether you are sitting, feigning death, or standing.
|Level Range||Human Regen||Iksar Regen|
|Level 1-19||2 sitting, 1 FD, 1 standing||4 sitting, 2 FD, 2 standing|
|Level 20-49||3 sitting, 1 FD, 1 standing||6 sitting, 2 FD, 2 standing|
|Level 50||4 sitting, 1 FD, 1 standing||8 sitting, 2 FD, 2 standing|
|Level 51-55||5 sitting, 3 FD, 2 standing||12 sitting, 8 FD, 6 standing|
|Level 56-59||6 sitting, 4 FD, 3 standing||16 sitting, 12 FD, 10 standing|
|Level 60||7 sitting, 5 FD, 4 standing||18 sitting, 14 FD, 12 standing|
Hand to Hand Damage/Delay
Your fists progress with level as weapons with increasingly better damage/delay ratios.
|Level Range||Human Ratio||Iksar Ratio|
Note: Fists become magical at level 30.
Primary Hand Damage Bonuses
This is the same for all melee classes, but listed here for reference.
- Level 28: 1
- Level 31: 2
- Level 34: 3
- Level 37: 4
- Level 40: 5
- Level 43: 6
- Level 46: 7
- Level 49: 8
- Level 52: 9
- Level 55: 10
- Level 58: 11
- Level 61: 12
- Level 64: 13
Weight Penalty Guide
|Level Range||Weight Limit|
Q: My Feign Death isn't giving me an error message (Soandso has fallen to the ground), but the agro isn't dropping.
A: You need to make sure you stop auto attacking before using FD. A macro with "/attack off" in the first line and your Feign Death with "/doability #" in the second line will do this for you!