MnM Classes
Monk icon

MonkMelee DPS

Leather ArmorFistsStavesSolo: Moderate2 Races15 Skills
Disciplined martial artists who forge their bodies into deadly weapons. Monks strike with blinding speed, weave through attacks with practiced evasion, and can feign death to escape dire situations. Eschewing heavy armor for agility, they rely on rapid combinations of kicks and punches to overwhelm opponents through sheer offensive tempo.
Attributes
1Primary stat2Secondary stat3Tertiary stat|Solid bar = base   Faded bar = max
STR
17 / 251

Allows you to carry more, increases melee weapon damage and shield block amounts

STA
17 / 25

Increases health and reduces the chance to be dazed in combat

DEX
19 / 273

Increases hit rate and on-hit weapon effect frequency

AGI
20 / 272

Provides damage mitigation

INT
16 / 25

Increases mana pool size (if higher than WIS) and damage from offensive damage spells

WIS
16 / 25

Increases mana pool size (if higher than INT) and healing from healing spells

CHA
17 / 25

Reduces purchase price and increases sale price, helps commerce skills, and reduces charm break rate

Recommended Builds

Iron Fist

The Iron Fist is a storm of flying fists and spinning kicks. Maximum Strength powers devastating hand-to-hand strikes, while Ambidextrous training accelerates dual-wield mastery for relentless attack chains. Brawn amplifies every blow. This Monk hits like a freight train and doesn't stop swinging until something drops.
Stat Allocation (10 pts)
STR +5DEX +3AGI +2
Major Combat Trait
BrawnPassive: Strength increased by 5% | Active: Increase Strength by 50% for 15 seconds
Minor Combat Trait
AmbidextrousYour Dual Wield skill starts at 20. Your Dual Wield skill increases 25% faster.
Major Noncombat Trait
Fast MetabolismEndurance increased by 25%, but food is consumed 25% faster
Minor Noncombat Trait
MedicineBind Wound starts at 25, Survival starts at 5, Bind Wound increases 25% faster, and you start with a Trainee’s Survival Kit and 20 Trainee’s Cloth Bandages

Wind Walker

Light on their feet and impossible to pin down, the Wind Walker combines Agility-based avoidance with Warrior offensive training. This Monk dances between attacks, landing precision strikes while dodging return blows. Balanced stats mean no glaring weakness. The enemy can't hit what they can't catch.
Stat Allocation (10 pts)
STR +4AGI +3DEX +3
Major Combat Trait
AgilePassive: Agility increased by 5% | Active: Increase Agility by 50% for 15 seconds
Minor Combat Trait
WarriorYour Offense skill starts at 5. Your Offense skill increases 25% faster.
Major Noncombat Trait
Fast MetabolismEndurance increased by 25%, but food is consumed 25% faster
Minor Noncombat Trait
MedicineBind Wound starts at 25, Survival starts at 5, Bind Wound increases 25% faster, and you start with a Trainee’s Survival Kit and 20 Trainee’s Cloth Bandages

Zen Master

The Zen Master turns the Monk's natural evasion into a tanking philosophy. Maximum Agility and Dexterity create an untouchable wall, while Defense training patches the rare hit that gets through. Survival skills keep this Monk self-sufficient on long dungeon crawls. An unconventional tank that avoids damage entirely instead of absorbing it.
Stat Allocation (10 pts)
AGI +4DEX +3STR +3
Major Combat Trait
DexterousPassive: Dexterity increased by 5% | Active: Increase Dexterity by 50% for 15 seconds
Minor Combat Trait
DefenderYour Defense skill starts at 5. Your Defense skill increases 25% faster.
Major Noncombat Trait
Fast MetabolismEndurance increased by 25%, but food is consumed 25% faster
Minor Noncombat Trait
SurvivalistSurvival starts at 25, increases 5% faster, and you start with a Trainee’s Survival Satchel
Top Community Builds
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Skill List
Filters

Multi-select per dropdown; Any skips that filter. Grouped by learned level.

Skill class
Category
Level
Level 1
Mend
Level 1
ValorHeal
Mana:

Mend your wounds, healing yourself for 40% of your Max Hitpoints.

Round Kick
Level 1
MightDamage
Mana: Innate

Round Kicks your target for 2 (L1) to 80 (L60) Melee Damage, with 150% (L1) to 350% (L60) Damage Variance. Triggers cooldown of Might abilities.

Taunt
Level 1
MartialUtility
Mana:

Taunt your target, drawing their attention to you.

Throw
Level 1
MartialDamage
Mana: 0

Throw a throwing weapon at your target. Requires throwing weapon.

Way of the Earth
Level 1
MightBuff
Mana: Innate

Enter the Way of the Earth, increasing your Armor Class by 15%. While Way of the Earth is active, Celestial Fury is empowered to also increase your Physical Damage Reduction by 10%.

Level 2
Celestial Strike
Level 2
MightDamage
Mana: Innate

Squarely strike your target, dealing 125% Weapon Damage plus 1(L1) to 25(L60) Physical Damage, granting Celestial Fury, and granting you a chance to activate Celestial Vitality.

Level 3
Jab
Level 3
MightUtility
Mana: Innate

Jab your target, interrupting your enemy's casting, and locking them out of that school of magic for 4 seconds.

Level 4
Feign Death
Level 4
AcrobaticsUtility
Mana: Innate

Play dead, tricking mobs into losing all Aggro against you.

Way of the Flame
Level 4
MightDamage
Mana: Innate

Enter the Way of the Flame, increasing your Fire Resistance by 15% and reducing Lava Damage and other Fire based Environmental Damage by 50%. While Way of the Flame is active, your Celestial Strike ability is empowered by Flame, causing it to apply Fists of Flame to your target, dealing 1 (L4) to 16 (L60) Fire Damage every 6 seconds for 30 seconds.

Level 5
Sweeping Kick
Level 5
MartialCrowd Control
Mana: Innate

Unleashes a sweeping kick which stuns 10 nearby enemies within 10 meters for 3 seconds.

Level 6
Sneak
Level 6
SubterfugeUtility
Mana: Innate

Walk silently, rendering you undetectable to targets while behind them.

Level 8
Way of the Water
Level 8
MightBuff
Mana: Innate

Enter the Way of the Water, increasing your Cold Resistance by 15% and Underwater Breathing by 50%. While Way of the Water is active, your Celestial Strike ability is empowered by Water, giving it a 15% chance of procing an additional Celestial Vitality cast, which also hits group members within 20 meters.

Level 9
Stone Stance
Level 9
MartialBuff
Mana: Innate

Channel your life force into your body causing you to become as durable as stone, reducing all melee damage dealt to you by 60% and making you immune to stuns for 10 seconds.

Level 12
Way of the Wind
Level 12
MightBuff
Mana: Innate

Enter the Way of the Wind increasing Movement Speed by 10%. While Way of the Wind is active, Celestial Fury is empowered to also give you a chance to proc an additional primary hand melee swing or ranged attack.

Unlisted level
Fists of Flame
Level —
UnknownDebuff
Mana:

Deals 1 (L4) to 16 (L60) Fire Damage every 6 seconds for 30 seconds.

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