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Monk Creation

Creation | Skills | AA's | Disc | Epic 1.0 | Epic 1.5 | Epic 2.0


The Monk class is one with both great strengths and weaknesses. A specialist form of melee, the Monk focuses completely on its offensive abilities, primarily using only ones hands and feet to wound the enemy. Monks can dish out more direct melee damage than any other class - period.

Monks begin their life already knowing dual wield. This means they get a lot more attacks in lower levels which helps for fast experience gains. Most other melee classes do not receive this ability until after Level 13. Monks also get double attack, block, dodge, disarm and riposte. On top of this they have a number of special kicks, and punches. Iksar Monks can also use their tail as a weapon.

Monks also get instill doubt which allows them to fear a mob, as well as safe fall and sneak. Perhaps the Monks greatest ability however lies in their ability to Feign Death. This not only allows them a lot of safety in fighting, since they can avoid death in most situations by using the skill, but they can also be excellent pullers and decoys.

Monks have an advantage over other pure melee classes in that they have the mend skill. This allows them to heal themselves significantly faster, which also reduces their downtime. They are also one of the few classes which can learn to bandage up to 75% of ones health.

The biggest downside to Monks is that they must watch their weight very carefully. If a Monk exceeds 14 pounds in carrying capacity they lose significant amounts of armor class. Even with weight reducing bags at later levels Monks can carry almost no supplies with them and must be extremely careful in their selection of equipment as a poor choice can greatly reduce their fighting capabilities.

Whilst being restricted to leather-type armors, Monks get a natural AC boost to compensate for it. They also get an internal haste boost which increases with their levels. This allows them to achieve faster attack rates than any other character type.

After level 50, Monks also get a series of powerful disciplines, one of which allows them to kill some mobs in a single blow.

The Monk class is not very difficult, rather it is incredibly fun. Flying Kicks, Dragon Punches and the all round carnage which lies in the wake of a fully equipped and trained Monk leaves a rush of adrenaline like no other. If you want a recreational character that can run off minimal gear and can achieve fast leveling even with casual game play, then this is one worthy of consideration.


Strength: Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. For Monks carrying capacity is meaningless, btu that is not why this is perhaps the most important stat for them. Since a Monk is constantly delivering damage, even a small increase per blow has huge impacts over the course of a fight. Because of this a Monk will always want to achieve the highest strength possible. We recommend putting all your bonus points into this statistic.

Stamina: Stamina affects how many hit points you have, and how long you can hold your breath. Unfortunately, the amount of extra hitpoints received by increasing this stat is minimal, and generally it isn't worth putting your bonus points into it at creation.

Agility: Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. One of the three key factors for Monks is their AC and many Monks max this stat out in the hope of helping obtain a higher one at later levels. The amount gained is very minimal however and we recommend increasing your damage output over a minor armor class increase.

Dexterity: Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special. Whilst this statistic is relevant to Monks, it is nowhere near as important as Strength or Agility, and there are many lightweight items in the game to improve it if you wish to at a later point. You should not put points into this skill at creation.

Wisdom: Wisdom affects the amount of mana the priest classes have, also rangers and paladins. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. This skill has absolutely no relevance to Monk except for learning trade and weapon skills. You should not increase it at creation. 

Intelligence: Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for bards and all pure casters, as well as shadow knights. This statistic is only useful if it is higher than wisdom, at which point it helps for raising trade and weapon skills. Do not worry about intelligence when making your character.

Charisma: This affects amount you will be paid for goods by NPC merchants, and how much they will pay you. It is not a statistic to put bonus points into at creation.

Choosing A Race

The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like.

Humans level significantly 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.

Iksars get an in-built AC boost which stacks with the natural Monk AC boost. They also get 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. They are generally killed on sight though in all cities but Cabilis, and level significantly slower than Humans.

Base Statistics

Human 80 80 85 85 75 75 75 20
Iksar 75 75 100 95 80 75 55 20


Spending Your Bonus Points

In today’s EverQuest starting stats are not as crucial as they were in the beginning. We suggest maxing out your stamina stats first, and training the rest of your starting points in strength.


Monks get little choice religion wise. Iksars must choose Cazic-Thule.  Humans have the ability to be Agnostic or to follow Quellious.  There are not many good cities which would ever kill them for following this religion, and they will always be killed on sight in the evil ones.  For this reason we recommend following the religion rather than being agnostic since a quest or item may one day emerge which is limited to the followers of this faith.

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