MnM Classes

Human Monk

DPSMelee DPS

Human Monks channel their natural adaptability into the demanding discipline of martial combat, approaching the monastic path with a determination that compensates for any lack of physical specialization. Their balanced stat spread provides a solid foundation for the Monk's diverse requirements -- Strength for strikes, Stamina for survival, Dexterity for attack speed, and Agility for the defensive feats that keep an unarmored fighter alive. This well-rounded base means fewer weaknesses to exploit and a smoother leveling curve than more extreme stat distributions. Humans also bring a mental resilience to the monastic grind of self-improvement that keeps them progressing when other races might grow frustrated. In groups, the Human Monk is a reliable melee DPS who can adapt their fighting style to whatever the encounter demands.

Human Monk
Human

Versatile and ambitious, Humans are the most adaptable race in Eth-ur. They lack the specialized strengths of other races but compensate with a well-rounded stat distribution and access to nearly every class. Their determination and adaptability make them suited for any path they choose.

Monk

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.

Armor
Leather
Weapons
Fists, Staves
Solo Viability
Moderate
Total Skills
15
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

Skill Statistics

By Classification

Damage
4 (26.7%)
Utility
4 (26.7%)
Buff
4 (26.7%)
Heal
1 (6.7%)
Crowd Control
1 (6.7%)
Debuff
1 (6.7%)

By School

Might
7 (46.7%)
Martial
4 (26.7%)
Valor
1 (6.7%)
Acrobatics
1 (6.7%)
Subterfuge
1 (6.7%)
Unknown
1 (6.7%)
Available Traits

Major Combat15

Agile
Agility increased by 5% | Increase Agility by 50% for 15 seconds
Brawn
Strength increased by 5% | Increase Strength by 50% for 15 seconds
Charismatic
Charisma increased by 5% | Increase Charisma by 50% for 15 seconds
Cold Resistant
Base Cold Resistance +10; total Cold Resistance +15% | Removes all harmful Cold effects and greatly increases resistance to them for 15 seconds
Corruption Resistant
Base Corruption Resistance +10; total Corruption Resistance +15% | Removes all harmful Corruption effects and greatly increases resistance to them for 15 seconds
Dexterous
Dexterity increased by 5% | Increase Dexterity by 50% for 15 seconds
Disease Resistant
Base Disease Resistance +10; total Disease Resistance +15% | Removes all harmful Disease effects and greatly increases resistance to them for 15 seconds
Electricity Resistant
Base Electricity Resistance +10; total Electricity Resistance +15% | Removes all harmful Electricity effects and greatly increases resistance to them for 15 seconds
Fire Resistant
Base Fire Resistance +10; total Fire Resistance +15% | Removes all harmful Fire effects and greatly increases resistance to them for 15 seconds
Fortitude
Stamina increased by 5% | Become resilient, increasing Stamina by 50% for 15 seconds
Holy Resistant
Base Holy Resistance +10; total Holy Resistance +15% | Removes all harmful Holy effects and greatly increases resistance to them for 15 seconds
Intelligent
Intelligence increased by 5% | Increase Intelligence by 50% for 15 seconds
Magic Resistant
Base Magic Resistance +10; total Magic Resistance +15% | Removes all harmful Magic effects and greatly increases resistance to them for 15 seconds
Poison Resistant
Base Poison Resistance +10; total Poison Resistance +15% | Removes all harmful Poison effects and greatly increases resistance to them for 15 seconds
Wise
Wisdom increased by 5% | Increase Wisdom by 50% for 15 seconds

Minor Combat5

Ambidextrous
Your Dual Wield skill starts at 20. Your Dual Wield skill increases 25% faster.
Bludgeoner
Your Bludgeoning skill starts at 5. Your Bludgeoning skill increases 25% faster. You start with a Trainee's Staff instead of your default starter weapon.
Defender
Your Defense skill starts at 5. Your Defense skill increases 25% faster.
Knife Thrower
Your Throwing skill starts at 5. Your Throwing skill increases 25% faster. You start with 1000 Trainee's Throwing Daggers.
Warrior
Your Offense skill starts at 5. Your Offense skill increases 25% faster.

Major Non-Combat4

Fast Metabolism
Endurance increased by 25%, but food is consumed 25% faster
Iron Lungs
Underwater air capacity increased by 200%, but Endurance decreased by 25%
Master Artisan
Carpentry, Blacksmithing, Jewelcrafting, Leatherworking, Pottery, and Tailoring skills increase 5% faster
Slow Metabolism
Food is consumed 25% slower, but Endurance decreased by 25%

Minor Non-Combat25

Alchemist
Alchemy starts at 25, increases 5% faster, and you start with a Trainee’s Mortar and Pestle
Blacksmith
Blacksmithing starts at 25, increases 5% faster, and you start with a Trainee’s Smithing Hammer
Brewmaster
Brewing starts at 25 and increases 5% faster
Carpenter
Carpentry starts at 25, increases 5% faster, and you start with a Trainee’s Construction Hammer
Chef
Cooking starts at 25, increases 5% faster, and you start with a Trainee’s Cleaver
Disenchanter
Disenchanting starts at 25, increases 5% faster, and you start with a Trainee’s Disenchanting Cube
Enchanter
Enchanting starts at 25, increases 5% faster, and you start with a Trainee’s Tome of Enchantment
Fisherman
Fishing starts at 25, increases 25% faster, and you start with a Trainee’s Fishing Pole and 20 Trainee’s Grubs
Fletcher
Fletching starts at 25, increases 5% faster, and you start with a Trainee’s Fletching Kit
Herbalist
Herbalism starts at 25, increases 5% faster, and you start with a Trainee’s Sickle and Trainee’s Herb Pouch
Jewelcrafter
Jewelcrafting starts at 25, increases 5% faster, and you start with a Trainee’s Jewelcrafting Kit
Leatherworker
Leatherworking starts at 25, increases 5% faster, and you start with a Trainee’s Leatherworking Kit
Lumberjack
Lumberjacking starts at 25, increases 5% faster, and you start with a Trainee’s Lumberjack Axe and Trainee’s Lumberjack Pouch
Medicine
Bind 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
Merchant
Commerce starts at 25 and increases 25% faster
Miner
Mining starts at 25, increases 5% faster, and you start with a Trainee’s Mining Pick and Trainee’s Mining Pouch
Smelter
Smelting starts at 25 and increases 5% faster
Stonecutter
Stonecutting starts at 25, increases 5% faster, and you start with a Trainee’s Hammer and Chisel
Stonemason
Masonry starts at 25, increases 5% faster, and you start with a Trainee’s Hammer and Chisel
Survivalist
Survival starts at 25, increases 5% faster, and you start with a Trainee’s Survival Satchel
Swimmer
Swimming starts at 25 and increases 25% faster
Tailor
Tailoring starts at 25, increases 5% faster, and you start with a Trainee’s Tailoring Kit
Tavern Regular
Alcohol Tolerance starts at 25 and increases 25% faster
Tinkerer
Tinkering starts at 25, increases 5% faster, and you start with a Trainee’s Tinkering Toolkit
Woodworker
Woodworking starts at 25 and increases 5% faster
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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