Starting a Monk

While it is not impossible to build an effective 28 point monk build as long as you know what stats affect your play, in general is is not advised to create a monk without having access to 32 point builds first. A monk's STR, DEX, CON and WIS determine their ultimate effectiveness.

STR: This stat affects your +damage and +hit chance if you do not take Weapon Finesse. It also is required to take the regularly used feat Power Attack (requires 13 base Strength). Strength is also very useful to staff based monks as Weapon Finesse does not affect staffs. Typically if a monk specializes in staffs they pick up the Two-Handed Fighting feat line.

Strength also governs the skills Jump and Swim. Jump is usually more highly prized than Swim.

DEX: This stat affects your armor bonus from dexterity (known as DEX bonus), governs Reflex saves and is the key stat that's a prerequisite for a few common monk feats including: Two-weapon fighting, Weapon Finesse(if their dexterity is higher than their strength), Dodge, and some of the lesser used but still useful feats such as Mobility and Spring Attack

Dexterity also governs the skills Balance, Tumble, Hide, and Move Silently in order of importance. Monks have some of the best saves in the game, provided their DEX is kept reasonably high.

CON: This stat affects your overall health in addition to Fortitude saves. It also is your primary stat for maintaining your lifeblood for fighting, your Ki through the skill Concentration. A monk without a decent constitution score and decent Concentration will find it difficult to fight effectively and use monk abilities.

As a melee character is is inadvisable to start with lower than 14 Con (which is still only 1 build point even with the elven races). Even if you think/sure you wont get hit, any slight cleave style effect from a boss creature will most likely be deadly (especially at high levels/difficulty) Also, while monks do have Evasion everyone eventually rolls a 1 sometime. It is HIGHLY RECOMMENDED to pick up the Toughness Feat at least once on a monk.

WIS: Wisdom governs a couple of secondary things for monks. It provides a bonus to armor (WIS bonus) when the monk is not higher than light encumbrance, wearing only a robe/outfit or docent and wielding only Monk weapons (discussed later). Wisdom also is used in calculating how much health is recovered per tick of Wholeness of Body, how high the various DC's are for a few monk moves and finishers and a monk's max Ki.

Wisdom also governs Will Saves and the skills Heal, Spot and Listen. These skills are quasi-useful.

INT: Intelligence is generally a lower priority stat for monks as it only provides: more skill points per level-up, grants access to the feat Combat Expertise which unless the monk is built to tank, it is pointless to have.

Intelligence also governs Repair and Search for monks. These skills are not particularly useful to most monks (especially when Detect Secret Doors items are available at very low levels and True Seeing is available later on.)

CHA: Charisma is another a low priority stat for monks. Only one move in a monks entire arsenal uses CHA in the slightest and that is only at level 20.

Charisma governs Intimidate, Bluff, Haggle, Diplomacy, and Use Magic Device. Of these, generally only Haggle and Use Magic Device are useful to a monk, as they are to most classes.

How to build a Monk
Monks are one of a handful of classes where multiclassing is a bad idea. Monks gain many more feats than other classes that help them survive. Bored players might create characters with a "splash" of two monk levels for some unarmed fighting, but they may miss out on the Evasion and saves from later levels. Further, multiclassing with monk levels often "gimp" the abilities of the second class, rendering the fusion as an ultimately unplayable character.

For instance, say you take two monk levels, then try to continue as a wizard. A monk's offensive and defensive skills come primarily from STR, DEX and WIS--stats that a wizard rarely needs. Adding the necessary INT points for spellcasting means that any unarmed fighting will be very dangerous.

If you would really want to multiclass, consider other divine-based classes, such as Clerics or Rangers. But, even then, the overall strength of your character may be diminished. The monk is the ONLY class in DDO that, if built and used properly, can literally fight without any items on, whatsoever--and do so longer than other classes.

Monks rely on three types of simple or special weaponry.
 * Handwraps (unarmed fighting)
 * Kama (small bladed weapons)
 * Quarterstaff

Players with handwraps and kamas generally use DEX as their primary attack stat and grab Weapon Finesse and the Two-Weapon Fighting chain. They are typically found in an Air stance, attacking at the speed of light with that stance's augmentations to attack speed.

Staff users generally use STR as their primary attack stat and grab the Two-Handed Fighting line of feats. They are typically found in a Fire stance, building and using ki like there is no tomorrow.

Most monks only focus on one or the other for primary attack stat. While it is possible to build a monk that focuses on both, something else will suffer dearly (health or ability to land special moves/finishers)

Next, bump CON up to a minimum of 14. While it is possible to go with 12,it is ill-advised to drop any lower than that. Monks are on the front lines and do not receive as many baseline hitpoints on level-up as Fighters, Paladins and Barbarians do, making them a touch more "squishy".

INT is based purely on the build. Tanks will want to find a way to reach 13 INT to pick up Combat Expertise (Tomes count toward this number). For most other builds, 10 Intelligence is sufficient.

Wisdom, as stated before, governs a variety of things for a monk. It is never wise to neglect WIS on a monk but there is no universal standard for what is appropriate or required to function properly other than the wisdom modifier must be positive.

Charisma is purely based on the build of monk desired and specific choice of skills to be used with it. (such as a UMD based monk). In general, don't add any points to CHA until needed near level 20.

Common Feats
The first feats in each category are recommended to take so that a monk can improve their chances to damage more effectively and survive longer, especially while they are at lower levels.

''WARNING: Due to a problem, Deflect Arrows does not work correctly in DDO. It is advised to not take this feat until it is fixed.''


 * Toughness
 * Power attack (requires 13 Strength)
 * Improved Critical
 * Stunning Fist (can only be taken with Monk Bonus Feat slots)

For DEX users

 * Weapon Finesse
 * Two-Weapon Fighting
 * Improved Two Weapon Fighting
 * Greater Two Weapon Fighting

For STR users

 * Two-Handed Fighting
 * Improved Two-Handed Fighting
 * Greater Two Handed Fighting

Stances and You: Common knowledge
Monks are a support based class who are only able to support their allies when able to be in the fray and build ki (pronounced "kee"). In most circumstances, a monk should be in the stance in which they have the highest stat modifier (generally Air for DEX and Fire for STR) and attacking. A review on the basic functions of the stances can be found on the Monk Enhancements page.

Paths
Monks can choose one of two paths: the Path of Harmonious Balance or the Path of Inevitable Dominion.

Most players simply refer to each as a "light monk" or a "dark monk."

The Path of Harmonious Balance: the Light Monk
A light monk has many characteristics of a Cleric. As they level they will have access to enhancements that emulate spells. Light monks, by level 6 and 9 can use their Ki to remove curses, provide lesser restorations, perform mass healing, remove blindness and even raise the dead.

Unlike a Cleric, however, the light monk is a far more durable, faster and far more dangerous fighter than a cleric to the point where, with proper game play, a light monk can recharge their ki indefinitely and keep themselves healed and healthy, standing quietly in a rest shrine while clerics have to recharge their spell points. It is not impossible at all for a light monk to behave as the healer for a party, provided that all others play their roles and are suitably equipped and knowledgeable. A light monk is why multiclassing with a cleric for supposedly more durable clerics is rather silly.

A light monk's buffs do not last nearly as long as a healer's buffs will. The Healing Ki, a mass heal, isn't as potent as a cleric's spell. Further. unlike spell points, ki drains from monks, limiting the time to use ki ability to help a party. Therefore, a light monk is an opportunist. A coordinated player fights, hitting enemies to charge his ki while setting up mass heals through his Healing Ki strikes. Not only does this create a Healing Curse that allows allies to receive a few HPs back as they strike that enemy, but the monk can soon release the Healing Ki...and repeat the process for as long as there are enemies to strike and ki to generate.

Light monks generally create slightly less damage than their counterpart, the dark monk.

Your allies greatly benefit from your buffs. '''Your buffs also cannot be dispelled by a beholders antimagic aura. '''

Always be sure to use the finisher Aligning the Heavens when it is buff time to minimize healer and caster SP usage by 25% for 1 minute.

While your Dance of Clouds can be overwritten by Blur and Displacement, it has the distinct advantage of being able to affect friendly but un-targetable combat capable NPCs ("The Captives" and "Waterworks" quests have rescues that benefit from this, for instance). However, most of your buffs last only for one minute, so don't dawdle.

Walk of the Sun is useful overall as it helps with skills (finding and disabling traps, UMD), saves (useful against hostile casters and traps) and to-hit chances. Walk of the Sun stacks with all other bonuses since it is an untyped ability.

Grasp of the Earth Dragon is useful in a select few cases where enemy NPCs have access to spells/effects that would allow you to be instantly critically hit each time you were struck.

Your Healing Ki finisher is also quite useful as it can save the healer some SP to go further on in the mission and it can revive a player who is incapacitated but not yet dead. It functions as a level one spell and as such is affected by any effects on equipment you would expect--EXCEPT feats.

You can fight and heal others and yourself by chaining Fist of Light attacks at an enemy. This has a double-benefit: Hits with Fists of Light might create the Healing Curse on a foe on a successful hit: your allies heal themselves a little as they strike the affected enemy. Release your Healing Ki after the third strike, and repeat until all foes are dead and/or all members nearby are healed.

While a light monk's attacks, such as Fists of Light, are strong against undead, the light monk's Healing Ki finishers do not affect the undead as a cleric's heals do.

When not wearing items to aid your STR, DEX, CON or WIS, you should wear items with Improved/Superior/Greater Devotion and/or Potency/Ardor to maximize your overall Healing Ki mass heal numbers (the "Devoted Set" items Devoted Necklace and Devoted Goggles from the early Korthos starter quests give you this early on). Consider the use of human and Monk Improved Recovery enhancements to stack your own improved healing spell numbers. Use this to your advantage and you may not require a healer for certain quests (provided everyone is self sufficient and knows what they are doing).

The Path of Inevitable Dominion: the Dark Monk
A dark monk is one of DDO's best DPS engine of destruction. They aren't buffing a party; their ki is geared towards debuffing the enemy, spewing curses that inhibit healing or attacks, or even attacks that paralyze the enemy.

While they are dependent on having a healer nearby to keep their hit points from dropping, a dark monk's speed of destruction (especially while in Air stance) allow them to be "first strike" combatants, often able to critically hit, paralyze or even kill some enemies with a single blow.

Dark monks should aid your fellow caster party members by using the debuffing attacks you have to whatever elemental type they primarily use. While it may not raise your damage much, it raises the party's damage and you can accomplish a quest that much quicker and efficiently.

While a dark monk can be a suitable tank on many quests, it's better for the dark monk to be the master of annihilating the "trash mobs" or minions of a red-named boss that stymie the attacks of others.

Dark monks must pay specific attention to their targets. Dark monks are generally more damage oriented than their light counterpart. Don't waste ki on certain damaging moves unnecessarily when you know another is about to finish a monster off. Better to have a store of ki on the side for when you need it than to play "who can race to kill mob X first."

Don't neglect basic moves like triple elemental strikes (i.e. earth-earth-earth-finisher against casters that inhibit enemy spells.) You have a plethora of different moves, the catch is to learn when each is appropriate.

Train your enhancements so that you receive what many players consider the trademark attack of the dark monk, the Touch of Death--a single 500-point death-blow that could spell the difference between victory or death.

Equipment
Monks are different than other classes in that they aren't quite as dependent on equipment as others. In fact, attempting to use any armor other than clothing or any weapons other than kamas or quarterstaffs will uncenter your character, effectively stripping them of their monk abilities.

Light monks should get any items that help their Healing Ki. Dark monks should look for weapons and handwraps that increase their punch power. Both types need support that aid in their saves, concentration, resists, and armor class.

Outfits are the monk garments. There aren't many specialty or unique outfits in the game. You may find yourself switching between robes and outfits depending on the quest. For instance, you may enter a quest that have beholders. It's time to wear that deathblock outfit. Going against a bunch of ogres? Try on that Light, Moderate or Heavy Fortification outfit. Fiery dungeon? Go for the Robe of Winter.

You may find that robes are a better fit for your gameplay. There are many unique versions of these that offer abilities not found on some outfits--and the artwork of these robes really bring out the "kung-fu" nature of the monk, such as the Robe of Duality.

Sadly, there is no "monk vendor" in the game. You may find that the Auction House is your friend as many players drop the otherwise worthless handwraps and kamas there--sometimes one man's trash is another man's treasure. Luckily, you'll also be amassing lots of armor and weapons that are worthless to you, which you can auction off to offset the costs of what little you require. The Auction House often has great handwraps with impressive combinations of Pure Good, Metalline, Weakening, Crippling, Paralyzing, Bleeding, Seeker or Stunning.

As with other classes, get Proof of Poison, Disease Immunity, Feather Falling, Detect Secret Doors and Water Breathing/Underwater Action items to help in quests early on. By the time you hit Level 12, you can take off many of these, except for perhaps Feather Fall, Detect Secret Doors and Water Breathing, as you will gain immunity to poisons and disease.

Here is an incomplete but healthy starter list of worthy items for a monk to get to aid them on their way to Level 10.


 * Devoted Necklace and Devoted Goggles that form the Devoted Set (Korthos quests): Add to saves, WIS and Healing Ki.
 * Soren's Handwraps and Min's Handwraps (Korthos quests): Starter fire and acid handwraps that get you going nicely.
 * Straw Hat (end reward from the Stopping the Sahuagin quest in Korthos): +3 to Concentration, not to mention that much-needed "Raiden from Mortal Kombat/Big Trouble in Little China" kung-fu look for the aspiring martial artist. (If it looks too much like a lampshade, that's what "/showhelmet off" is for.)
 * Ring of Feathers (The Seal of Shan-To-Kor quest): Continuous feather falling. Combined with Slow Fall, monks look coolest when falling than any other.
 * Black Widow Bracers (Waterworks): +4 to your Armor.
 * Robe of Duality (The Catacombs): Lesser False Life and some of the coolest art found on any robe. A dark monk's trademark.
 * Eternal Rest handwraps (The Catacombs): These Ghost Touch, silver-laced handwraps make defeating undead, vampires and ghosts more manageable. Highly recommended.
 * Mask of the Asylum (The Catacombs): +5 to your concentration, boosting your ki.
 * Pillar of Light (The Catacombs): Nothing says pwnage more than a +1 quarterstaff of Pure Good against Ghostly Skeletons in the hands of a monk in The Mystery of Delera's Tomb story arc.
 * Visor of the Flesh Render Guards (Assault on Splinterskull story arc in Tangleroot Gorge): One item that gives you a 7-minute Death Ward spell. You need both Deathblock items and Death Ward if confronting beholders. One is nice, but re-run Splinterskull to get additional ones.
 * Devotion (Delara's Tomb story arc): This end-quest reward are a light monk's dream handwraps. Not only are they Holy to fight undead and Flametouched Iron help against some outsiders, but you get Improved Devotion I to aid your Healing Ki mass heal effectiveness.
 * Devout Handwraps: Available only in the end-quest of the Necropolis Part 2 story arc, The Shadow Crypt. These are the only named handwraps in the game with Metalline and Pure Good attributes together--essential for some Golems or very powerful demons to bypass their damage reduction. (Randomly created Metalline of Pure Good handwraps do drop, however, those found in the Auction House tend to be extremely expensive.} The handwraps are Bound to Account, so trading is impossible.
 * Torn Chitin Bracers (Sentinels of Stormreach story arc from House Deneith): +5 to Armor, +1 to Will Save. Use Visbane's Folly and the collected Sigils of the Goat, Lion and Dragon from that quest to form the monk's best mid-level friend, the Jidz-Tet'ka bracers that heavily augment all of your stances (as well as +5 to Armor, +2 to Will saves) -- and can be upgraded later to Epic versions as you approach level 20. You only get one opportunity to get the Torn Chitins from end chest or one-time reward after The Tide Turns. Fortunately they are Bound to Account at the start, so you can have other characters you own run the quest to trade them (and sigils) to your monk. The Jidz-Tet'ka bracers will be Bound to Account once created.
 * Wraps of Endless Light: These handwraps are available during the Mabar Endless Night Festival. These incredible wraps are designed to destroy undead, especially as they are successfully upgraded with the festival's collectibles to add Undead Bane and Disruption abilities, up to Epic versions as well. Sadly, these wraps are Bound to Account and cannot be traded.