EverQuest Wiki
Register
Advertisement

The monk is a melee fighter who uses martial arts techniques to perform devastating attacks and influence the biological processes of his or her own body. Monks are widely known and respected for their ability to feign death, which, coupled with their other abilities of stealth and misdirection, make them excellent pullers and survivors. In a pinch, all monks can mend their wounds to stay in the fight longer or give themselves a chance to escape.

Overview[]

A newly created monk begins the game as a simplistic, mostly autoattack-dependent class, with few reliable options for affecting the flow of battle. This changes significantly as the monk rises in level and more combat-manipulating tools become available.

Once a monk's mend skill proficiency has risen to the point that it no longer fails, and once the proficiency of feign death is high enough to make it reasonably dependable as a disengagement tool, the monk evolves into a class that strongly favors experimental gameplay, daring to throw itself into difficult situations with the secure knowledge that it will either find some way to endure long enough to win, or at worst figure out some way to play dead and then escape. A monk at this point and beyond who wants to fight just one particular enemy in a crowd can usually find a way to isolate that target before attacking, further adding to the class's secure killing power.

Middle- and high-level monks are an unusual mix of powerful offense, respectable defense, pulling ability, and situational disciplines that allow them to react appropriately to all sorts of unexpected trouble. With no glaring weaknesses in any aspect of melee combat, they can increase to the killing speed of a group while requiring only minimal babysitting from the tanks and healers. When a situation looks grim, monks can step up with powerful defense-enhancing or damage-enhancing disciplines to help turn the tide.

When dealing with content that is slightly below one's own level, monks are among the easiest of the fighter classes to equip sturdily enough to tank an area, while their high damage potential makes it relatively easy for them to hold aggro when it is desirable for them do so. Of the pure melee classes, monks usually have the easiest time soloing.

Besides those already stated, monks gain a few other utility skills in the form of combat abilities and AAs. Among other things, these include abilities to snare and pacify mobs, and to create an Eye of Zomm for scouting.

Monks' defenses tend to favor avoidance more than mitigation, which can make them prone to receiving spiky damage from a set of swings.

Combat Skills[]

LEVEL TRAINED SKILL PRE-50 CAP POST-50 CAP
1 No 1 Hand Blunt 240 275
1 No 2 Hand Blunt 240 275
1 No Bind Wound 200 210
1 No Defense 230 270
1 No Dodge 200 240
1 No Dual Wield 252 265
1 No Hand to Hand 225 275
1 No Kick 200 265
1 No Mend 200 200
1 No Offense 230 270
1 No Throwing 113 215
5 Yes Round Kick 200 240
10 Yes Tiger Claw 200 240
12 Yes Block 200 235
15 Yes Double Attack 210 250
17 Yes Feign Death 200 200
18 Yes Intimidation 200 200
20 Yes Eagle Strike 200 240
25 Yes Dragon Punch *Human & Drakkin Only* 200 240
25 Yes Tail Rake *Iksar Only* 200 240
27 Yes Disarm 200 200
30 Yes Flying Kick 200 240
35 Yes Riposte 200 235

Tradeskills[]

LEVEL TRAINED SKILL PRE-50 CAP POST-50 CAP
1 No Baking 250 300
1 No Brewing 250 300
1 Yes Fletching 250 300
1 No Jewel Crafting 250 300
1 No Pottery 250 300
1 No Smithing 250 300
1 No Tailoring 250 300

Language Skills[]

LEVEL TRAINED SKILL PRE-50 CAP POST-50 CAP
1 Yes Barbarian 100 100
1 Yes Combine 100 100
1 No Common Tongue 100 100
1 Yes Dark Speech 100 100
1 Yes Dark Tongue 100 100
1 Yes Dwarven 100 100
1 Yes Elder Dragon 100 100
1 Yes Elder Erudian 100 100
1 Yes Elder Tier'Dal 100 100
1 Yes Elven 100 100
1 Yes Erudian 100 100
1 Yes Faerie 100 100
1 Yes Froglok 100 100
1 Yes Giant 100 100
1 Yes Gnoll 100 100
1 Yes Gnomish 100 100
1 Yes Goblin 100 100
1 Yes Halfling 100 100
1 Yes High Elf 100 100
1 Yes Kobold 100 100
1 Yes Lizardman 100 100
1 Yes Ogre 100 100
1 Yes Orcish 100 100
1 Yes Thieves Cant 100 100
1 Yes Tier'Dal 100 100
1 Yes Troll 100 100

Other Skills[]

LEVEL TRAINED SKILL PRE-50 CAP POST-50 CAP
1 No Alcohol Tolerance 200 200
1 No Beg 200 200
1 No Fishing 200 200
1 No Forage *Iksar* 50 50
1 No Sense Heading 200 200
1 No Swimming 200 200
3 Yes Safe Fall 200 200
8 Yes Sneak 113 113

See Also[]

Monk Spells, Disciplines, and Abilities List

Classes
Bard  ·  Beastlord  ·  Beserker  ·  Cleric  ·  Druid  ·  Enchanter  ·  Magician  ·  Monk  ·  Necromancer  ·  Paladin  ·  Ranger  ·  Rogue  ·  Shadowknight  ·  Shaman  ·  Warrior  ·  Wizard
Advertisement