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Overview | Suggested Statistics | Training Information | Level Information

Monk Overview

By Tycoon

Although monks are no longer as powerful as they were in previous versions of Mordor, they are still a good well-rounded class. Newbies really ought to leave monks for experienced players, as they are difficult to level until they reach level 14+.  A level one monk will hit about 1-3.

Monks wear no armor.  Their ac goes down as they level and they also require dex now, too. This is the formula for a monk's AC: 10-0.6*level-0.7*dex bonus.  Likewise they wield no weapons (except for the rare ones like mithril jo sticks which you can find on the weapons page) and the power of their attacks increase by +1 when they level. Strength also has a small effect on monks, but not as much as before in previous versions.  It can be difficult up to level 10 as you still don't hit for more than 12 and you can't touch until 10. I tend to fight more than other monks, but it's just mainly the way you like to play.  I have decent constitution which aids me in using the touch of death, not to mention the extra hps I gain while ticking.  Constitution also has another benefit.  You can receive an hp bonus when you level with high constitution, thus if you use low constitution you will be penalized and gain less hps as you level.  If your planning on being a caster just remember monks have a 5 second casting rate.  That means your stuns are going to have to be powerful.

Touch of death is very similar to the cleric/paladin skill, turn. It works only on non-undead creatures (turn works only on the undead) and takes either half or all of the monsters hps. Yet on perms you will either fail or just take half.  The chance of success or failure depends on your level and the targets level and your constitution bonus.  It can be used from level 10 and above and takes 10 minutes in between attempts.

The monks most useful skill is meditate, which regenerates hps. It works for 4-15 hps, plus an extra point per level. Meditate can be used every 2 minutes and like a bard's song, is useful when you are casting and don't want to take a few seconds of battle to vigor yourself.  You can also do this while hidden.  Also you can meditate and log off without having to wait, unlike vigging.

Monks can also sneak and cast vigor on others well, which makes them very good additions to any party.  Monks CAN'T pick locks anymore.

Suggested Statistics

str: 7 dex: 16 con: 17 int: 3 pie: 11   Race: Human   (Tycoon)
Pros:
Starting with 16 dex allows you to have a little lower AC from the beginning.  By choosing human you receive you receive 18 con right from the start which will allow you to receive +7 hps every level and you will also tick for more hps.  Eventually the 26-30 levels are going to be in, at means at level 26 you will get a +4 bonus in con.
Cons:
Low strength means you won't be able to carry much.  With this low of int you won't be able to cast.  You can finally cast iceblade at level 19.  Also with this low pty you will tick like a slug (40ish seconds per tick).  Which hurts considering you only tick 2/4 mps.  You will cast vigor somewhere around 10-15 eventually. That's low compared to a monk with more pty.
str: 6 dex: 17 con: 9 int: 6 pie: 16   Race: Human    (Stile)
Pros:
These are for well...  As Stile puts it "a good caster, middle of the road monk." These stats will give you a good AC.  You will be able to cast decent and tick fast.
Cons:
Low strength means yet again you won't be able to carry much.  Low con means you won't probably be able to touch creatures higher or at your same level.  Still low int if you want a stunning monk, might want 18 or higher for a good stunner.

Training Information

Training to levels 2 through 5 is done in the Main St. facility in Celduin. It is marked as "O" on the map of Celduin in the map section. There are no items or keys required.

Training for levels 6-8 is done in the facility just outside Finwe's east gate. Train in dojo, again there are no items or keys required.

Training for levels 9-12 is done in Parth along the shore of Lake Parth.  You must go to the monastery, which you will find northeast, west from shore. You must do battle with several different training perms. You also cannot take in any items with you. The best way to kill the monsters is to group with another monk your same level, because some of the rooms allow 2 players to enter.  That way you spread out the hits and do more damage each round.  Remember to flee!  Some of the perms can blind and are aggressive, so just take that into consideration when you go in.

Training for levels 13+ is done in Parth in the library's Golden Door. It is marked as "4" on the map of Parth in the maps section. There are no items or keys required.

Level Information

I just thought it might be interesting for people to find out what each specific class hps/mps are at each level. (Note: The hps can change depending on your constitution.)

Use the Isengard Stat Engine to create your character!

Level 1 2 3 4 5 6 7 8 9 10 11 12
HP 17 22 29 35 41 47 53 59 65 71 77 83
MP 3 5 7 9 11 13 15 17 19 21 23 25
Level
13 14 15 16 17 18 19 20 21 22 23 24
HP 89 95 101 107 113 119 125 131 137 143 149 155
MP 27 29 31 33 35 37 39 41 43 45 47 49

For those of you who want to know what statistic will go up at your next level, here is a table showing which stat raises at a given level.  You can also call this up while on Isengard, by using help <class> (i.e. help monk).

Level 2 3 4 5 6 7 8 9 10 11 12 13
Stat dex pty int str con dex con pty int con dex pty
Level
14 15 16 17 18 19 20 21 22 23 24 25
Stat int str con dex con pty int con dex pty int str


© K. Welch