Human Monk
DPS — Melee DPSHuman 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.
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.
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.
Allows you to carry more, increases melee weapon damage and shield block amounts
Increases health and reduces the chance to be dazed in combat
Increases hit rate and on-hit weapon effect frequency
Provides damage mitigation
Increases mana pool size (if higher than WIS) and damage from offensive damage spells
Increases mana pool size (if higher than INT) and healing from healing spells
Reduces purchase price and increases sale price, helps commerce skills, and reduces charm break rate
By Classification
By School
Major Combat15
Minor Combat5
Major Non-Combat4
Minor Non-Combat25
Multi-select per dropdown; Any skips that filter. Grouped by learned level.
Mend your wounds, healing yourself for 40% of your Max Hitpoints.
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 your target, drawing their attention to you.
Throw a throwing weapon at your target. Requires throwing weapon.
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%.
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.
Jab your target, interrupting your enemy's casting, and locking them out of that school of magic for 4 seconds.
Play dead, tricking mobs into losing all Aggro against you.
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.
Unleashes a sweeping kick which stuns 10 nearby enemies within 10 meters for 3 seconds.
Walk silently, rendering you undetectable to targets while behind them.
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.
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.
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.
Deals 1 (L4) to 16 (L60) Fire Damage every 6 seconds for 30 seconds.
| Level | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| Lv 1 | Mend | Valor | Heal | — | Mend your wounds, healing yourself for 40% of your Max Hitpoints. |
| Lv 1 | Round Kick | Might | Damage | 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. |
| Lv 1 | Taunt | Martial | Utility | — | Taunt your target, drawing their attention to you. |
| Lv 1 | Throw | Martial | Damage | 0 | Throw a throwing weapon at your target. Requires throwing weapon. |
| Lv 1 | Way of the Earth | Might | Buff | 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 | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| Lv 2 | Celestial Strike | Might | Damage | 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 | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| Lv 3 | Jab | Might | Utility | Innate | Jab your target, interrupting your enemy's casting, and locking them out of that school of magic for 4 seconds. |
| Level | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| Lv 4 | Feign Death | Acrobatics | Utility | Innate | Play dead, tricking mobs into losing all Aggro against you. |
| Lv 4 | Way of the Flame | Might | Damage | 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 | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| Lv 5 | Sweeping Kick | Martial | Crowd Control | Innate | Unleashes a sweeping kick which stuns 10 nearby enemies within 10 meters for 3 seconds. |
| Level | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| Lv 6 | Sneak | Subterfuge | Utility | Innate | Walk silently, rendering you undetectable to targets while behind them. |
| Level | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| Lv 8 | Way of the Water | Might | Buff | 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 | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| Lv 9 | Stone Stance | Martial | Buff | 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 | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| Lv 12 | Way of the Wind | Might | Buff | 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. |
| Level | Name | Skill class | Category | Mana | Description |
|---|---|---|---|---|---|
| — | Fists of Flame | Unknown | Debuff | — | Deals 1 (L4) to 16 (L60) Fire Damage every 6 seconds for 30 seconds. |
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