The Monk is the martial artist and master puller of Monsters and Memories — a leather-clad fighter who turns fists, feet and staves into weapons and decides what the group fights and when. The rework moved the class toward a traditional spiritual theme: three Styles (Sun, Moon and Wind) replace the old elemental stances, and new tools arrived for pulling, mobility and defense. Pull one mob out of a camp, feign death to shake the rest, and heal yourself when it gets rough.
Updated for Early Access · September 2026
- The best puller in the game — Feign Death lets you split camps and drop bad fights
- Strong hand-to-hand and kick damage with long-cooldown burst
- Dodges and parries make you a capable off-tank
- A big self-heal and a melee damage reduction cooldown
- Sneak, Flying Kick and Fleet of Foot for mobility
- Only three races
- Light armor, so a bad streak of hits is punishing
- Limited group aggro tools compared with real tanks
- No buffs for other players
- Feign Death can fail, and a mob you’ve hurt may still remember you
Monk gameplay splits between fighting and pulling. In combat, choose a Style — Sun, Moon or Wind — and mix kicks, strikes and burst cooldowns. As the puller, you scout the camp, bring back one mob with Pinning Throw or Double-Handed Strike, and use Feign Death to shake the rest. Feign Death re-aggro is now possible, though heavily reduced, so pull with care. Perfect Focus, Iron Fists and Ethereal Body keep you alive when you off-tank.
For players who want to control the pace of the group. If you like fast melee, scouting ahead and saving a wipe by feigning and dragging mobs away, the Monk is a satisfying and self-reliant class. The early kit is small; the real skill is pulling.
Deep Elf, Human, Ogre
Races playable at Early Access. See the class guide for starting stats and our picks.
H2H Ratio
Community-researched Hand-to-Hand combat ratios, credited to Ghastlee’s testing. Levels marked with an asterisk (*) reflect older, unconfirmed data as of June 2026. Note: the Early Access rework retuned hand-to-hand damage, so these figures may no longer be exact.
| Level | Damage | Delay | Ratio | Max Hit | Ratio w/ 2/3 Weapon |
Ratio w/ 3/4 Weapon |
Ratio w/ 3/3 Weapon |
|---|---|---|---|---|---|---|---|
| 1 | 5 | 30 | 0.166 | 12 | 0.212 | 0.235 | 0.242 |
| 7 | 6 | 30 | 0.200 | 14 | 0.242 | 0.265 | 0.273 |
| 14 | 7 | 30 | 0.233 | 16 | 0.273 | 0.294 | 0.303 |
| 21 | 8 | 30 | 0.266 | 20 | 0.303 | 0.324 | 0.333 |
| 28* | 9 | 30 | 0.300 | ? | 0.333 | 0.353 | 0.364 |
| 35* | 10 | 30 | 0.333 | ? | 0.364 | 0.382 | 0.394 |
| 42* | 11 | 30 | 0.366 | ? | 0.394 | 0.412 | 0.424 |
| 49* | 12 | 30 | 0.400 | ? | 0.424 | 0.441 | 0.455 |
| 56* | 13 | 30 | 0.433 | ? | 0.455 | 0.471 | 0.485 |
| 60* | 14 | 30 | 0.466 | ? | 0.485 | 0.500 | 0.515 |
H2H weapons add their own damage and delay to your base ratio — for example, Bonebreakers turn a level 1 Monk’s attack into 7/33 instead of 5/30.