Monk

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 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.

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.

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

Items

 * Earthen Fist - Procs swarm pet
 * Fabled Earthen Fist - Procs swarm pet. Only drops during anniversary.

Removes mob buffs

 * Mist-Blessed Leather Tunic - Effect: Abolishing Mist (Any Slot/Can Equip, Casting Time: 1.0).  Abolishing Mist removes beneficial magical effects (buffs) from your target.
 * Obtained through this quest: Tenish's Leather Armor (Part 2). The quest Tenish's Leather Armor (Part 1) is needed to obtain the Blessed Leather Tunic needed to do Part 2.
 * It also can be purchased for 180 Marks of Valor from Merchant Chebel (Group Merchant level 75) in Ethernere Tainted West Karana.
 * Fiercehand Shroud of the Focused - Effect: Silent Disturbance (Any Slot/Can Equip, Casting Time: 0.8). Silent Disturbance removes beneficial magical effects (buffs) from your target.
 * Obtained through this quest: Lenarsk's Leather Armor (Tier 2).
 * Osh`vir`s Whisperwind Tunic - Effect: Whispering Wind (Any Slot/Can Equip, Casting Time: 0.7). Whispering Wind removes beneficial magical effects (buffs) from your target.
 * Obtained through this quest: Terraxs's Leather Armor (Part 2). The quest Terraxs's Leather Armor (Part 1) is needed to obtain the Whisperwind Tunic needed to do Part 2.
 * Hardened Energeiac Leather Tunic - Effect: Whispering Wind (Any Slot/Can Equip, Casting Time: 0.7). Whispering Wind removes beneficial magical effects (buffs) from your target.
 * Obtained through unlocking the item with the Raid Expedition: Solteris, the Throne of Ro and then purchasing it with 700 Phosphene.

Epics

 * Monk Epic 1.0: Celestial Fists
 * Monk Epic 1.5 Pre-Quest - Needed to obtain the Epic 1.5 if you do not have or wish to obtain the Epic 1.0.
 * Monk Epic 1.5: Fistwraps of Celestial Discipline
 * Note: Quigli might not respond properly to your hail.  If you are at the right point of the quest, you can just say, "I will Defeat your Crew", and he will attack and you can loot the item off his body.
 * Monk Epic 2.0: Transcended Fistwraps of Immortality

Abilities
{|

Weight limits

 * 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

 * For other skills, see: Skills

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.