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 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.
In EverQuest Legends every character combines three classes — Monk can be your primary (locked at level 11) or one of two swappable companion classes.
Skills by level (from the game client)
| Level | Skill | Cap |
|---|---|---|
| 1 | 1H Blunt | 270 |
| 1 | 2H Blunt | 270 |
| 1 | Athletics | 250 |
| 1 | Defense | 225 |
| 1 | Dodge | 250 |
| 1 | Dual Wield | 252 |
| 1 | Hand to Hand | 270 |
| 1 | Kick | 255 |
| 1 | Mend | 200 |
| 1 | Offense | 230 |
| 1 | Safe Fall | 255 |
| 1 | Strategy | 250 |
| 1 | Throwing | 250 |
| 5 | Round Kick | 255 |
| 6 | Intimidation | 225 |
| 8 | Sneak | 113 |
| 10 | Block | 205 |
| 10 | Disarm | 255 |
| 10 | Tiger Claw | 255 |
| 15 | Double Attack | 240 |
| 17 | Feign Death | 200 |
| 20 | Eagle Strike | 255 |
| 20 | Riposte | 155 |
| 25 | Dragon Punch | 255 |
| 30 | Flying Kick | 255 |
| 46 | Triple Attack | 100 |
General & tradeskills (15)
| 1 | Alcohol Tolerance | 275 |
| 1 | Begging | 250 |
| 1 | Bind Wound | 275 |
| 1 | Fishing | 200 |
| 1 | Sense Heading | 200 |
| 1 | Swimming | 250 |
| 1 | Alchemy | 300 |
| 1 | Baking | 300 |
| 1 | Blacksmithing | 300 |
| 1 | Brewing | 300 |
| 1 | Fletching | 300 |
| 1 | Jewelry Making | 300 |
| 1 | Pottery | 300 |
| 1 | Tailoring | 300 |
| 16 | Tinkering | 300 |
Alternate Advancement (browse all)
Monk-specific
- Ambidexterity (1)
- Improved Mend (6)
- Purify Body (1)
- Rapid Feign (3)
- Battlefield Vengeance (3)
- Dragon Force (1)
- Physical Enhancement (1)
- Acrobatics (3)
- Hastened Purification of the Body (3)
- Technique of Master Wu (5)
Archetype
- Natural Healing (3)
- Combat Fury (6)
- Fear Resistance (3)
- Finishing Blow (6)
- Double Riposte (6)
- Ferocity (3)
- Punishing Blade (3)
- Ingenuity (3)
Stances
- Balanced stance
All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.
💬 You probably won't use this until you get a weapon with high base damage and then you'll see the offense and striking stances drain stamina fast. This is a good stance to sit in when you need to regain stamina during a long fight.
- Offensive stance
Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
Bonus damage from critical hits and similar effects do not cost endurance.💬 The best stance for most cases when you're in melee. The 25% bonus to hit really helps you fight higher level mobs and double damage keeps you moving through all levels.
- Striker stance
Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance.💬 This may grant more dps if you have several combat abilities in play, but offensive stance (or berserker stance) is probably better in most cases.
- Evasive stance
You have a 95% chance to evade all incoming attacks. Every point of damage evaded consumes 2 endurance, with a reduction based on your Strategy skill. Evasion will fail if you have insufficient endurance, or while playing dead.
💬 This is your 'oh shit!' button when fights get too heavy for offensive stance. Just watch that stamina though. Once it runs out, so does your fun.
- Ranged stance
Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your Strategy skill.
💬 This can be really fun when you have a good ranged weapon. You can facetank things while still hitting with that big ranged damage with potential double and triple attacks. It's good at a distance too, I guess...
Combat abilities & disciplines (3)
Endurance-based abilities — not spells. Costs shown in endurance.
Level 10
- Focused Will Discipline 1 end
Level 30
- Resistant Discipline 3 end
Level 40
- Fearless Discipline 6 end