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Monk

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The Monk is dedicated to honing his 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

Description

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File:C Monk.gif

Monks devote their energies to the pursuit of physical perfection, shaping their very bodies into deadly machines and building strength with pure will. They are renowned fighters with bodies of steel, frightening even the strongest of opponents. 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.

Class Titles

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Level 1-50 Level 51-54 Level 55-59 Level 60
Monk Disciple Master Grandmaster

Creation Guide

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Picking a Race

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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.

Starting Statistics

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Race Str Sta Agi Dex Wis Int Cha Bonus Phys Total
Human 80 80 85 85 75 75 75 20 330
Iksar 75 75 100 95 80 75 55 20 345

Spending Your Bonus Points

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Monks have a number of stats that they benefit from. Strength would be the main focus for DPS and Stamina for pulling or raid min/maxing. End game buffs from Shaman allow a Monk to receive roughly +120 STR/DEX without Avatar (+100 STR/DEX/AGI) and +50 STA if you want to plan your starting stats based on this.

  • Strength - Affects maximum and average melee damage, both from auto attacks and from special attacks like flying kick. In short, higher strength is more damage from your monk over time.
  • Stamina - Affects your maximum Hit Points. This stat has a small impact on HP totals, but some like as much as possible.
  • Agility - Affects how often you are struck by enemies, and lowers the average damage you take from enemy hits. The impact is generally agreed to be small.
  • Dexterity - Effects the speed at which you learn weapon skills and the rate at which your magic weapon effects go off a little.
  • Wisdom - Affects how quickly you raise general and craft skills if higher than Intelligence.
  • Intelligence - Affects how quickly you raise general and craft skills if higher than Wisdom.
  • Charisma - Affects the prices you pay for vendor goods, and the prices they pay for your goods, a little. Your reputation with a particular vendor factors into this somewhat and there is a cap.
Allocation Recommendations
DPS: 20 points into STR
Pulling or Raid Min/Max: 20 point into STA

Experience Statistics

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NOTE: Class experience penalties were removed in January 2001 in the original timeline. They are no longer in effect on Green (9/6/2021) and on Blue/Red in the early Velious Era.

Vanilla/Kunark

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  • Human Monk: -20%
  • Iksar Monk: -44%

Velious (after Jan.'01 patch)

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  • Human Monk: No modifier
  • Iksar Monk: -20%

What does it mean?

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Certain races and classes require differing amounts of experience points to attain the same level. Before the class penalty removal patch an Iksar Monk needed 144% (120% * 120%) of the experience that a race/class without penalties (eg. a Human Cleric) would need to be the same level, while a Human would only need 120% more. After, an Iksar Monk would only require 120% of the experience that either a Human Monk or a Human Cleric would require.

Religion

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Monks get little choice of religion. Iksars must choose Cazic-Thule. Humans have the ability to be agnostic or to follow Quellious. This choice will have only a slight impact on your faction: in general agnostics will be slightly better received in most places, but Quellious followers will better received by the (few) other Quellious worshippers, but both will be welcome in all good cities and killed on sight in evil ones.

Your choice of religion will determine your starting city: agnostic Monks begin in Qeynos, while Monks who follow Quellious will start in Freeport. Also Quellious worshippers can use a (very limited) extra set of equipment that agnostics can't: |+}}+Equipment&wpInCategory2={{#replace:Quellious| |+}}_Worshiper_Equipment Quellious-only Monk Gear. The two best such items are

Idol of Quellious
Idol of Quellious

MAGIC ITEM
Slot: RANGE PRIMARY SECONDARY
WIS: +3 INT: +2
WT: 0.1 Size: TINY
Class: CLR PAL MNK BRD WIZ MAG ENC
Race: HUM ERU ELF HIE HEF
Deity: Quellious

and

Imbued Platinum Topaz Necklace
Imbued Platinum Topaz Necklace

Slot: NECK
AC: 5
CHA: +5
SV DISEASE: +8
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
Deity: Quellious

, and neither is very good for Monks, so this gear is largely meaningless.

Skills

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Combat Skills

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Skill Name Level Obtained Trained Max until 50 Max after 50
1H Blunt 1 N 240 252
2H Blunt 1 N 240 252
Defense 1 N 230 252
Hand to Hand 1 N 225 252
Offense 1 N 230 252
Dodge 1 Y 200 230
Dual Wield 1 Y 252 252
Kick 1 N 200 250
Mend 1 Y 200 200
Throwing 1 N 113 200
Round Kick 5 Y 200 225
Tiger Claw 10 Y 200 225
Block 12 Y 200 225
Double Attack 15 Y 210 250
Feign Death 17 Y 200 200
Intimidation 18 Y 200 200
Eagle Strike 20 Y 200 225
Dragon Punch / Tail Rake 25 Y 200 225
Disarm 27 Y 200 200
Flying Kick 30 Y 200 225
Riposte 35 Y 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 35.
  • 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*

Miscellaneous Skills

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Skill Name Level Obtained Trained Max
Alcohol Tolerance 1 N 252
Begging 1 N 200
Bind Wound 1 N 210
Fishing 1 N 200
Forage (Iksar Only) 1 N 50
Sense Heading 1 Y 200
Swimming 1 N 200
Safe Fall 3 Y 200
Sneak 8 Y 113
  • 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.
  • Various Tradeskills

Disciplines

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See also: Disciplines

  • Disciplines all run off the same cooldown 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 at lvl 60), all Disciplines will be unavailable until that 4 minutes are up.
  • The Reuse timers in the "Ability" window for disciplines show the reuse time at the level at which you obtain that discipline. These reuse timers will decrease as you gain levels. See table below.
  • Reuse timers for disciplines changes as you gain levels. For example, Voiddance refreshes at 60 minutes at lvl 54, but it decreases to 54 minutes at lvl 60.
  • The Duration times in the "Ability" window for disciplines are not all correct. See table below for accurate times.
  • (Alt-C to access)
Discipline Name Level Obtained Description Duration Reuse Time
(starting)
Reuse Time
(at 60)
Jan 09, 2001
Resistant Discipline 30 Grants +3 to all Resistances increasing to +10 at 50th level 1 Min 60 Min 30 Min Duration increased to 5 minutes.
Fearless Discipline 40 Immunity to "Fear" and all spells that cause "fear" 11 Sec 60 Min 40 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 12 Min 4 Min
Thunderkick Discipline 52 Focuses energy into your feet, allowing you to perform an especially powerful Flying Kick. Next Flying Kick or 3 min 9 Min 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 53 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 60 Min 54 Min
Innerflame 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 30 Min 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 ?? Min
Silentfist Discipline 59 Focuses your rage into your hands, allowing you to perform an especially powerful Dragon Punch. Next Dragon Punch or 3 min 9 Min 8 Min
Ashenhand Discipline 60 Focuses energy into your hands, allowing you to perform an especially powerful Eagle Strike. Next Eagle Strike or 3 min 72 Min 72 Min

Regeneration Rates

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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

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Your fists progress with level as weapons with increasingly better damage/delay ratios.

Level Range Human Ratio Iksar Ratio
Level 1-4 4/36 4/36
Level 5-9 5/36 5/36
Level 10-14 6/36 6/36
Level 15-19 7/36 7/36
Level 20-24 8/36 8/36
Level 25-29 9/35 9/36
Level 30-34 10/34 10/35
Level 35-39 11/33 11/34
Level 40-44 12/32 12/33
Level 45-49 13/31 13/32
Level 50-52 14/30 14/31
Level 53-55 14/29 14/30
Level 56-58 14/28 14/29
Level 59 14/27 14/28
Level 60 14/26 14/27

Note: Fists become magical at level 30.

Primary Hand Damage Bonuses

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This is the same for all melee classes, but listed here for reference. See the Combat section of Game Mechanics for more information.

  • 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

Weight Penalty Guide

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Monk weight increased April 17, 2001, 1 month into Warrens Era.

  • Monk weight allowance has been increased. Every 15 levels monks will get an extra 1 stone weight allowance. The post 50 weight allowance has also been increased by 2 stone. Level 15, Limit 15 Level 30, Limit 16 Level 45, Limit 17 Level 51, Limit 18 Level 55, Limit 20 Level 60, Limit 24

As of the January 31, 2016 patch (blue) [1], the weight limits are the same as on live. Before this patch, the client was inaccurate. Now, the AC shown by the client is misleading due to mitigation and avoidance being conflated into one number, but it should be accurate for determining the limits. They are now as follows:

Level Range Weight Limit
Level 1–14 14.9
Level 15–29 15.9
Level 30–44 16.9
Level 45–50 17.9
Level 51–54 18.9
Level 55–59 20.9
Level 60 24.9

Monk-Specific Quests

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{{#lsth:Class Race Quest List|Monk}}

Gearing

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Class specific gear suggestions are cross listed on the Gear Reference page.

Check Monk Equipment for the full list of gear usable by monks.

Pre-Planar

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{{#lsth:Players:Pre Planar Gear|Monk}}

Planar

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{{#lsth:Players:Planar Gear|Monk}}

Kunark

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{{#lsth:Players:Kunark Gear|Monk}}

Velious Pre-Raid/Group

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{{#lsth:Players:Velious Pre-Raid Gear|Monk}}

Velious Raiding

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{{#lsth:Players:Velious Raiding Gear|Monk}}

FAQ

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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! If something begins casting on you before you flop, it will continue to cast, and when it lands it and everything else will begin attacking you again.