Monk

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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.[1]

Monks forego heavy armor and most 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.[1]

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.[1]

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.[1]

Monks are excellent at "pulling", getting a single mob from a group of several.

Monk disciplines


Monk activated abilities and disciplines - A list of some monk non-passive alternate abilities and disciplines organized by purpose

Items[edit | edit source]

Removes mob buffs[edit | edit source]

Epics[edit | edit source]

Abilities[edit | edit source]

Level Abilities Gained
1
  • Skills: 1H Blunt, 2H Blunt, Hand-to-hand, Bind Wounds, Dodge, Dual Wield, Kick, Mend, Throwing, Sense Heading, Defense, Offense, Swimming, Fishing, Beg, Alchohol Tolerance
  • Skills (Iksar): Forage (capped at 50), Swimming (100)
  • Regen Rate (Human): 2 points every 6 seconds if sitting, 1 if feigning death, 1 if standing
  • Regen Rate (Iksar): 4 sitting, 2 FD, 2 standing
  • Fists Damage/Delay: 4/36
  • Weight Limit: 14 stones*
    * The term "stones" is used generically for role play and need not have any relationship to the real world term in which 1 stone = 14 lbs.
3
  • Skill: Safe Fall
5
  • Skill: Round Kick
  • Fists Damage/Delay: 5/36
8
  • Skill: Sneak
10
  • Skill: Disarm
  • Skill: Tiger Claw
  • Fists Damage/Delay: 6/36
  • First damage cap removed (~20pt cap)
12
  • Skill: Block
15
  • Skill: Double Attack
  • Skill: Offense - increases by 10 points instead of usual 5
  • Fists Damage/Delay: 7/36
  • Weight Limit: 15 stones
17
  • Skill: Feign Death
18
  • Skill: Instill Doubt
20
  • Skill: Eagle Strike
  • Regen Rate (Human): 3 sitting, 1 FD, 1 standing
  • Regen Rate (Iksar): 6 sitting, 2 FD, 2 standing
  • Fists Damage/Delay: 8/36
  • Second damage cap removed (~30pt cap)
25
  • Skill: (Human): Dragon Punch
  • Skill: (Iksar): Tail Rake
  • Fists Damage/Delay (Human): 9/35
  • Fists Damage/Delay (Iksar): 9/36
28
  • Primary Hand Damage Bonus: 1
29
  • Skill: Double Attack - checks apply to off-hand attacks at 150 DA skill.
30
  • Skill: Flying Kick
  • Skill: Offense - increases by 10 points instead of usual 5
  • Fists Damage/Delay (Human): 10/34
  • Fists Damage/Delay (Iksar): 10/35
  • Fists become magical weapons (No longer mattes as the Game Update Notes: April 20, 2022 mention - Removed the need for and distinction between magical and non-magical weapons).
  • Weight Limit: 16 stones
31
  • Damage Bonus: 2
34
  • Damage Bonus: 3
35
  • Skill: Riposte
  • Fists Damage/Delay (Human): 11/33
  • Fists Damage/Delay (Iksar): 11/34
37
  • Damage Bonus: 4
40
  • Fists Damage/Delay (Human): 12/32
  • Fists Damage/Delay (Iksar): 12/33
  • Damage Bonus: 5
43
  • Damage Bonus: 6
45
  • Fists Damage/Delay (Human): 13/31
  • Fists Damage/Delay (Iksar): 13/32
  • Weight Limit: 17 stones
46
  • Damage Bonus: 7
49
  • Damage Bonus: 8
50
  • Skill: Phantom Wind
  • Regen Rate (Human): 4 sitting, 1 FD, 1 standing
  • Regen Rate (Iksar): 8 sitting, 2 FD, 2 standing
  • Fists Damage/Delay (Human): 14/30
  • Fists Damage/Delay (Iksar): 14/31
51
  • Skill: Bind Wounds cap raised to 210 and can bind wounds up to 70% at 80hp per bandage with 201+ skill.
  • Skill: Flying Kick minimum damage raised to 40.
  • Regen Rate (Human): 5 sitting, 3 FD, 2 standing
  • Regen Rate (Iksar): 12 sitting, 8 FD, 6 standing
  • Ability to divert experience into the Alternate Advancement Experience Pooll
  • Ability to train General Alternate Advancement Skills
  • Weight Limit: 18 stones
  • Improved Damage Table
52
  • Damage Bonus: 9
53
  • Skill: Flying Kick minimum damage raised to 42.
  • Fists Damage/Delay (Human): 14/29
  • Fists Damage/Delay (Iksar): 14/30
54
  • Skill: Flying Kick minimum damage raised to 43.
55
  • Skill: Flying Kick minimum damage raised to 44.
  • Ability to train Archtype AA Skills
  • Weight Limit: 20 stones
  • Damage Bonus: 10
  • Improved Damage Table
56
  • Regen Rate (Human): 6 sitting, 4 FD, 3 standing
  • Regen Rate (Iksar): 16 sitting, 12 FD, 10 standing
  • Fists Damage/Delay (Human): 14/28
  • Fists Damage/Delay (Iksar): 14/29
57
  • Skill: Flying Kick minimum damage raised to 45.
58
  • Skill: Flying Kick minimum damage raised to 46.
  • Damage Bonus: 11
59
  • Skill: Flying Kick minimum damage raised to 47.
  • Fists Damage/Delay (Human): 14/27
  • Fists Damage/Delay (Iksar): 14/28
  • Ability to train Class-specific AA Skills
60
  • Skill: Triple Attack
  • Skill: Flying Kick minimum damage raised to 48.
  • Regen Rate (Human): 7 sitting, 5 FD, 4 standing
  • Regen Rate (Iksar): 18 sitting, 14 FD, 12 standing
  • Fists Damage/Delay (Human): 14/26
  • Fists Damage/Delay (Iksar): 14/27
  • Weight Limit: 24 stones
  • Improved Damage Table
61
  • Damage Bonus: 12
  • Regen Rate (Human): 8 sitting, 6 FD, 5 standing
  • Regen Rate (Iksar): 20 sitting, 16 FD, 14 standing
  • Ability to train Planar AA Skills
  • Ability caps raised to 260
62
  • Ability caps: 265
63
  • Regen Rate (Human): 9 sitting, 7 FD, 6 standing
  • Regen Rate (Iksar): 22 sitting, 18 FD, 16 standing
  • Improved Damage Table
  • Ability caps: 270
64
  • Damage Bonus: 13
  • Ability caps: 275
65
  • Regen Rate (Human): 10 sitting, 8 FD, 7 standing
  • Regen Rate (Iksar): 24 sitting, 20 FD, 18 standing
  • Fists Damage/Delay (Human & Iksar): 15/20
  • Improved Damage Table
  • Ability caps: 280

Weight limits[edit | edit source]

Main article: Armor Class

The following is from a post by Dzarn, EQ Developer. It supersedes any weight information in the chart above.

Based on your level you have a hard cap on the amount of weight you can carry and you have a soft cap on the weight you can carry.

Level 1: HardCap 30: Softcap 14

Level 15: HardCap 32: SoftCap 15

Level 30: HardCap 34: SoftCap 16

Level 45: HardCap 36: SoftCap 17

Level 51: HardCap 38: SoftCap 18

Level 55: HardCap 40: SoftCap 20

Level 60: HardCap 45: SoftCap 24

Level 62: HardCap 47: SoftCap 24

Level 64: HardCap 50: SoftCap 24

Level 65: HardCap 53: SoftCap 26

Level 70: HardCap 53: SoftCap 28

Level 75: HardCap 53: SoftCap 30

Level 80: HardCap 54: SoftCap 31

Level 85: HardCap 55: SoftCap 32

Level 90: HardCap 56: SoftCap 33

Level 95: HardCap 57: SoftCap 34

Level 100: HardCap 58: SoftCap 35


Staying under the hard cap allows you to receive an AC bonus that gets increasingly worse if you are over your soft cap. Going over your hard cap will cause you to incur an AC penalty however. The way this is calculated is as follows:


If your total weight is less than your (Hard Cap - 1) then your bonus starts out as (your level + 5). If your total weight is greater than your soft cap, then a 'Reduction' is applied, this reduction is a float so decimals will come into play. Your reduction is equal to your current weight minus your soft cap multiplied by 6.66667, this reduction is capped at 100.0 then your reduction is set equal to 100 minus reduction divided by 100. Your bonus is then multiplied by this reduction value and if it is less than 0 it is set equal to 0. As an equation:

ACBonus = PlayerLevel + 5

If Weight > SoftCap:

Reduction = (Weight - SoftCap) * 6.66667

If Reduction > 100.0: = 100.0

Reduction = (100 - Reduction) / 100

ACBonus = ACBonus*Reduction

If ACBonus < 0: = 0


After that occurs the AC bonus is multiplied by 4 and divided by 3, because 'EQ Math'. As an equation:

ACBonus = (4 * ACBonus) / 3


Now if the previous case was not true and it turns out that your total weight is greater than your (Hard Cap +1) then you will incur an AC penalty that can be as bad as (your level + 5). The 'Penalty Multiplier' is equal to your total weight minus 10 less than your hard cap then divided by 100.0, if this 'Penalty Multiplier' is greater than 1.00 then it is set to 1.00. Your penalty is multiplied by 4 then divided by 3 then multiplied by this 'Penalty Multiplier'. In equation form:

Penalty = PlayerLevel +5

Multiplier = (Weight - (HardCap-10.0))/100.0

If Multiplier > 1.0: = 1.0

Penalty = (4 * Penalty) / 3

Penalty = Multiplier * Penalty


At the end of all of that, either your penalty or your bonus is added to your 'Class AC Bonus' for monks.

Activated combat skills[edit | edit source]

For other skills, see: Skills
Skill Shares timer with Gained at level Human / Iksar Bonus
Disarm 27 Both
Dragon Punch Eagle Strike, Tiger Claw 25 Human
Eagle Strike Dragon Punch, Tail Rake, Tiger Claw 20 Both AA "Divine Surge of Battle" grants chance to return endurance
Flying Kick Kick, Round Kick 30 Both
Intimidation 18 Both AA "Intimidation" grants a chance to increase the damage the target takes from you and may stun them for 10 seconds
Kick Flying Kick, Round Kick 1 Both AA "Sweeping Kick" grants a chance to reduce target's movement rate
Round Kick Flying Kick, Kick 5 Both AA "Stunning Round Kick" grants a chance to proc Stunning Kick
Tail Rake Eagle Strike, Tiger Claw 25 Iksar
Throwing 1 Both
Tiger Claw Dragon Punch, Eagle Strike, Tail Rake 10 Both AA "Gouging Claws of the Jade Tiger" grants chance to proc Eye Gouge

Kicking

It is recommended that monks use Kick until reaching level 5, when Round Kick becomes available. At level 30, monks should then use Flying Kick instead of Round Kick. The later skills should do more damage. However, AAs may provide bonuses depending on which kick you use, so you may wish to use different kicks depending upon the situation.

Autoskill

Typing /autoskill into your chat window allows you to toggle combat skills to automatically activate while attacking. Usage: /autoskill name -- Usable skill names: Dragon Punch (Human only), Tail Rake (Iksar only), Eagle Strike, Flying Kick, Kick, Round Kick, or Tiger Claw.


Monks may use two autoskill choices at the same time, one from each of the following options:

  • Strike special (pink above): Dragon Punch, Eagle Strike, Tail Rake, or Tiger Claw
  • Kick special (blue above): Kick, Round Kick, or Flying Kick

Lower Aggro button[edit | edit source]

Here is a suggested button that monks can make to lower their aggro during a fight. This button will, when pressed: Feign Death, Stand up, turn on attack. This usually (but not always) lowers your aggro.

The /doability 4 means to do whatever action is fourth in the Actions window. You can use whatever number your Feign Death is in.

/attack on is listed twice just to make sure attack is turned on, even if lagging.
Example Actions window with Feign Death in the fourth slot.

It is recommended that you pay attention to your aggro number in the Aggro Meter and use this button whenever it gets high (over 60%).

References[edit | edit source]

  1. ^ a b c d EverQuest game file "dbstr_us.txt"