Monk
The Monk (Premium) is Lourdin RPG's unarmed martial artist with the highest movement speed in the game. Starting with 8 HP and Unarmored Defense (AC = 10 + DEX + WIS), Monks use Ki Points to fuel Flurry of Blows and Stunning Strike — which skips an enemy's entire next turn. Fist damage scales from 1d6 to 2d6+ as you level up, and at level 5 the basic Attack passively swings twice. Martial Arts Strike adds a free bonus-action follow-up jab.
Overview
The Monk is a disciplined martial artist who channels inner power through lightning-fast unarmed strikes. Unlike other classes that depend on weapons, Monks' fists scale with level, eventually dealing more damage than most weapons. Their supernatural mobility and Ki powers make them deadly combatants who strike before enemies can react.
This Premium class is perfect for players who want high mobility melee combat with a unique progression system. Monks require skill and positioning awareness but reward mastery with devastating damage and unmatched battlefield control.
| Base HP | 8 |
|---|---|
| Starting Mana | None |
| Primary Stats | Dexterity, Wisdom |
| Armor Type | Unarmored Defense (Light allowed) |
| Starting AC | 10 + DEX + WIS |
| Resource System | Ki Points + Cooldowns |
| Availability | Premium |
Core Strengths
Starting Equipment
Note: Monks primarily fight unarmed. Your fists are your best weapons!
Unarmored Defense
AC = 10 + DEX Modifier + WIS Modifier + Level / 4Special AC Calculation: Monks add both DEX and WIS modifiers to AC, plus 1 for every 4 levels. This is a floor, not a mode — you always get the better of it and your chest armor, so equipping a weak chest piece can never cost you AC. It usually beats light armor outright!
Example: DEX 16 (+3) + WIS 14 (+2) = 15 AC (10 + 3 + 2)
Choice: Wear light armor for +1-3 AC (loses WIS bonus), or go unarmored and add both DEX + WIS. Calculate which is better for your build!
Martial Arts Progression
Your unarmed strike damage scales automatically with level:
At level 17+, your unarmed strikes deal more damage than most weapons in the game!
Key Abilities
Martial Arts Strike
Extra Attack (Passive)
Level 5+Flurry of Blows
Stunning Strike
Step of the Wind
Patient Defense
Swift Step
Level 4+Diamond Soul
Level 14+How Should You Play the Monk in Combat?
Speed is Your Weapon
Monks excel at striking first and repositioning constantly. Use your high Dexterity for superior initiative, open with Flurry of Blows to deal massive damage, then use Step of the Wind to escape retaliation. Your mobility makes you nearly impossible to pin down.
Ki Point Management
- Flurry of Blows: Use liberally on dangerous enemies or bosses
- Patient Defense: Use when anticipating a heavy incoming hit — +4 AC can mean the difference
- Stunning Strike: Save for crucial moments or boss fights (Level 5+)
- Step of the Wind: Use when outnumbered or need to escape
- Swift Step: Spend 2 ki to cross two zones instantly (Level 4+, 3-turn cooldown)
- Short Rest: Ki points recharge on short rests - don't hoard them
Stat Priority
Character Progression
Level Milestones
- Level 1-4: Learn Ki management and positioning. 1d6 unarmed damage is modest but functional. Martial Arts Strike provides a free bonus-action jab on every Attack turn. All basic ki powers available at level 2.
- Level 4: Swift Step unlocks — cross 2 zones per bonus action for unmatched battlefield mobility.
- Level 5-10: 1d8 damage, passive Extra Attack (basic Attack swings twice), Stunning Strike unlocked. The 5-strike turn (2 main + 1 bonus + 2 Flurry) becomes possible.
- Level 11-16: 1d10 damage rivals most weapons. Multiple attacks per turn demolish enemies.
- Level 17-20: 2d6 damage + Diamond Soul makes you an unstoppable martial arts master.
Playstyle Tips
- Unarmored Defense: 10 + DEX + WIS + level/4 is a floor you keep no matter what you equip - chest armor only helps when it beats it
- Initiative Advantage: High DEX means you usually strike first - capitalize on it
- Hit and Run: Strike with Flurry of Blows, then disengage with Step of the Wind or leap two zones with Swift Step
- Stun Priority Targets: Use Stunning Strike on spellcasters or dangerous enemies
- Positioning: Always maintain escape routes and favorable terrain
- Ki Management: Don't hoard Ki points - they recharge frequently
- Stat Balance: Both DEX and WIS improve your AC - don't neglect either!
Strengths & Weaknesses
Strengths
- Highest mobility in the game
- Unique scaling system that grows stronger at higher levels
- Multiple attacks per turn with Flurry of Blows
- Passive Extra Attack at level 5 swings basic Attack twice with zero input
- Martial Arts Strike adds a free bonus-action jab on every Attack turn
- Stunning Strike provides excellent crowd control
- Never disarmed - always combat-ready
- Diamond Soul makes you nearly immune to magic at high levels
Weaknesses
- Fragile early game - low HP and AC
- Dependent on two stats (DEX and WIS)
- Ki point management adds complexity
- Premium class - requires subscription
- Weak at low levels - power curve favors late game
- No ranged options or AoE damage
Related Classes
If you enjoy the Monk playstyle, you might also like:
Ready to Master Martial Arts?
The Monk is a Premium class. See everything Premium unlocks — and how Alpha testers get it free.

