The monk is one of the player roles in NetHack. The monk is always human, and can be lawful, neutral or chaotic. He or she is a martial-artist conforming to the "Shaolin Monk" stereotype. From the guidebook:
Monks are ascetics, who by rigorous practice of physical and mental disciplines have become capable of fighting as effectively without weapons as with. They wear no armor but make up for it with increased mobility.
The Monk is a good choice for a player who wants to practice both magic and hand-to-hand combat, but isn't interested in using weapons. It is a good class with which to achieve conducts.
- 1 Starting equipment
- 2 Intrinsics
- 3 Skills
- 4 Special Rules
- 5 Strategy
- 6 Rank titles
- 7 Quest
- 8 Variants
- 9 Encyclopedia entry
- 10 References
- +2 leather gloves
- +1 robe
- a blessed spellbook (equal chance of healing, protection or sleep)
- a random scroll (not enchant weapon)
- 3 potions of healing (possibly blessed)
- 3 to 6 uncursed food rations
- 5 to 10 apples
- 5 to 10 oranges
- 3 to 6 fortune cookies
- 20% chance of an uncursed magic marker
- XL 1 : see invisible, sleep resistance and speed
- XL 3 : Poison resistance
- XL 5 : Stealth
- XL 7 : Warning
- XL 9 : Searching
- XL 11: Fire resistance
- XL 13: Cold resistance
- XL 15: Shock resistance
- XL17: Teleport control
In essence, Monks automatically acquire all of the intrinsics granted by crowning (and then some) by the time they reach Level 17. That and their nearly worthless crowning gift of a spellbook of restore ability suggests that a Monk should probably avoid being crowned so as to preserve a shorter prayer timeout.
Monks start with Basic skill in Martial arts and Healing spells. The initial spellcasting skills are hardcoded in the function skill_init in WEAPON.C, so even Monks starting with other spellbooks than healing start unskilled in Clerical or Enchantment , but still basic skilled in Healing.
The things that make a monk unique are the penalties imposed for non-Monkish behavior:
Monks feel guilty about eating non-vegetarian food, and suffer a small alignment penalty (-1 alignment) for doing so. As compensation for this, they gain intrinsics rapidly as they level up. The penalty can be considered a fair price for getting otherwise tricky to find intrinsics, such as telepathy or disintegration resistance. Because of these intrisics, many players who want to play a vegetarian, vegan, or foodless character choose monk. However, in general monks should not feel required to maintain the vegetarian conduct. Unless they eat enough meat to make their alignment negative they shouldn't have any problems.
No body armor, no shield
Monks are penalized for wearing body armor (all armors and mails; this doesn't include robes, cloaks and shirts) with a -20 to-hit penalty. Other types of armor (boots, gloves, and helms) carry no penalty. For a low-level Monk it is virtually impossible to hit while wearing body armor. However, some players start using body armor once they have reached a high experience level with enough dexterity, strength and luck to overcome the to-hit penalty. The armor penalty doesn't apply if you are polymorphed, so a monk that gets his hands on a ring of polymorph control can turn into, say, a vampire lord and have no problem hitting while wearing armor.
Wearing a shield or body armor makes a Monk incapable of dealing a "staggering blow", reducing his or her effectiveness in martial arts.
Monks are pretty capable fighters in the early game. Martial arts do good enough damage, and the Monk's starting inventory is just fine. Many of the weapons and armor lying around in the early game are of little use. It is probably best to focus on learning spells and gaining protection.
It is very likely that an amulet of reflection will be your source of reflection for the entire game, so heading to Sokoban early is a good idea.
Monks can often get through the early game (or the entire game) with no weapons at all. If you really feel you need a ranged weapon, crossbows are plentiful in the Mines. Shuriken are good if you can find some, as well.
A Monk is probably the best role for attempting a weaponless conduct, since they can train up to Grand Master in martial arts. Indeed, at early stages of the games, hands are the best "weapon" for a Monk. There is no actual penalty for using weapons, but Monks can attain proficiency in very few weapon skills.
The 20 points to-hit penalty for wearing body armor is huge. This makes body armor entirely infeasible, except for pacifists. You should find a good helm and shoes, even if they are metallic. Keep your robe safe: it massively boosts your spellcasting and will be hard to replace early on.
At the early stages of the game, it is not recommended to use a shield, as you lose your hit bonus for not wearing a shield or weapon, and it will additionally harm your spellcasting.
All of the three possible starting spells are useful if used in conjuction with martial arts. Healing lets you fight longer, sleep prevents your enemies from fighting back, and protection can make up for armor deficiencies (if you cast it before going into your fights).
Monk is the only role other than Wizard that can achieve at least a Basic proficiency in every magical school. This broad array of possible spells is useful for any Monk, but especially for one attempting a weaponless conduct.
The starting robe gives Monks a massive bonus to spellcasting as well, twice what any other role gets from wearing one. Even taking into account base spellcasting penalties, a Monk with a robe will still enjoy a better total bonus than even a Wizard.
Monks do not have the hungerless spellcasting available to Wizards, so wearing a ring of slow digestion is especially useful.
Maximize your Luck as soon as possible once you get a luckstone. Once you have maximized your luck and have a good experience level, start trying on body armor to see if you can hit consistently. If you can, a lot of the problems surrounding armor will be resolved.
Monks have one of the toughest quests in NetHack. Master Kaen is legendarily difficult, and because he is a spellcaster you will want magic resistance before you meet him. Be sure to read up on his weaknesses. The phasing monsters on the Quest can swarm around you no matter where you hide. Combining all that with your difficult armor choices makes it likely that you will need to wait until after completing the Castle to embark on the Quest. (In 3.6.0, Kaen is vulnerable to the effects of a scroll of scare monster, making the fight with him much easier, so finishing the Castle shouldn't be necessary.)
Assembling an ascension kit can be a bit of a puzzle, seeing as you will likely avoid body armor and shields. Your alignment becomes very important once you start wishing for artifacts.
If you decide to wish for artifacts, try to obtain magic resistance first (slotless if possible), and then half damage if you can get some. There are no lawful half physical damage artifacts, an important consideration given a monk's AC challenges. Neutrals can get the weighty Orb of Fate for this, but for a spellcaster, the energy regeneration and branchporting of the Eye of the Aethiopica might be better. Neutrals can also sacrifice for Magicbane to get magic resistance and unrestrict dagger skill as a bonus. Chaotic monks can get half physical damage via the Master Key of Thievery.
Typically, the other weapon worth using is a good, well enchanted artifact weapon. Otherwise, bare handed attacks will be more effective due to being restricted in almost every weapon skill. To unlock a skill, you need to obtain a weapon of the same skill by sacrificing or by crowning.
You should always wear a shield if you are wielding a weapon, as there is no additional penalty for using both a weapon and a shield. Since shields harm spellcasting, wear either a small shield, which is not that bad, or a shield of reflection, whose benefit of reflection is worth the spellcasting penalty.
As for body armor, some players do not wear body armor at all. Most players do wear body armor during the middle or late game, as it solves a lot of problems.
Avoiding Body Armor
It is very important to lower your AC by all means. Another problem is obtaining magic resistance and magic cancellation. If you cannot hit anything while wearing body armor, and cannot get an artifact offering magic resistance, you might need to forego your robe in favor of a cloak of magic resistance.
If you have no magic resistance, polymorph traps will be a serious problem, as stepping on one can break your cloak. Wear a ring of polymorph control or amulet of unchanging (unless you have a better amulet) stop yourself from polymorphing and breaking your armor. If you have neither, wear disposable junk armor below level 9. Automatic searching can also help you find and avoid polymorph traps, especially if you also have high luck.
Wearing Body Armor
As a rule of thumb, start thinking about wearing body armor when you have a luckstone, increased your luck to maximum, strength of at least 17, and the sum of your dexterity, experience level, and artifact weapon enchantment is at least 35-40. If you are weaponless, and achieved the grand master level, take 4 for weapon enchantment. Add 1 to the sum if your strength is 18/50 to 18/99, and 2 if it is 18/** or better.
If wearing body armor, before the most demanding tasks, like killing Master Kaen, it is a good idea to get rid of the penalty by self-polymorphing. See good choices for self polymorph for creatures who can wear all armor. Alternatively, you may remove your body armor before killing Master Kaen, providing your AC without it is good enough.
Maxing out your healing and clerical spellcasting skills is probably not worth it if you can keep wearing your robe. Neutral monks who cast lots of spells will likely want to wish for The Eye of the Aethiopica for energy regeneration.
In addition to rounding out your ascension kit, you might also want a silver object for fighting undead and demons in Gehennom. Weaponless monks can remove their gloves and wear a silver ring for attacking shades, or wield a silver non-weapon such as the Bell of Opening.
A highly-enchanted double-damage weapon like one of the Brands, even at Unskilled, will do significantly more damage than martial arts at Grand Master level. See The Monk FAQ for an in-depth comparison of average damage. Monks not attempting the weaponless conduct may want to switch to using an artifact weapon once they get something powerful enough (and once they are high enough level to hit monsters even with the Unskilled to-hit penalty). Alternatively, using their existing weapon skills, a fully enchanted silver spear wielded with gauntlets of power can also be effective, especially in Gehennom against the numerous silver-haters.
Obtaining weapons through sacrifice will unrestrict the relevant skills, which is especially important for Monks.
Shuriken are a good ranged option for late game Monks. If you want a large number of them, you will probably have to polypile for them. In 3.6.0, Monks have a +1 multishot bonus for throwing shuriken.
At this point you should be able to overcome the body armor penalty entirely with high stats and luck, or possibly through self-polymorph. You should be wearing body armor unless you have some good reason not to or are roleplaying.
Once you start wearing body armor, you should also get a shield, which doesn't have any further adverse effects on melee combat if you already have body armor, and doesn't affect your martial arts. However, note that shields can impede spellcasting. A shield of reflection in particular can free up your amulet slot for something more useful.
It is likely that extremely high level spells like finger of death will remain out of your reach, but don't underestimate the power of the middling spells. Magic missile in particular is probably your most powerful ranged attack.
- XL 1-2: Candidate
- XL 3-5: Novice
- XL 6-9: Initiate
- XL 10-13: Student of Stones
- XL 14-17: Student of Waters
- XL 18-21: Student of Metals
- XL 22-25: Student of Winds
- XL 26-29: Student of Fire
- XL 30: Master
They don't suffer to-hit penalty for wearing body armor (unless fighting bare-handed).
In dNethack, monks continue to gain intrinsics after level 17:
- Level 19 : Acid resistance
- Level 21 : Water walking
- Level 23 : Sickness resistance
- Level 25 : Disintegration resistance
- Level 27: Stoning resistance
- Level 29: Magic resistance
- Level 30: Drain resistance
Their crowning gift is the Grandmaster's Robe, which improves their unarmed attacks while worn.
One day, an army general invited the Buddhist monk I-Hsiu
(literally, "One Rest") to his military head office for a
dinner. I-Hsiu was not accustomed to wearing luxurious
clothings and so he just put on an old ordinary casual
robe to go to the military base. To him, "form is void".
As he approached the base, two soldiers appeared before him
and shouted, "Where does this beggar came from? Identify
yourself! You do not have permission to be around here!"
"My name is I-Hsiu Dharma Master. I am invited by your
general for a supper."
The two soldiers examined the monk closely and said, "You
liar. How come my general invites such a shabby monk to
dinner? He invites the very solemn venerable I-Hsiu to our
base for a great ceremony today, not you. Now, get out!"
I-Hsiu was unable to convince the soldiers that he was
indeed the invited guest, so he returned to the temple
and changed to a very formal solemn ceremonial robe for
the dinner. And as he returned to the military base, the
soldiers observed that he was such a great Buddhist monk,
let him in with honour.
At the dinner, I-Hsiu sat in front of the table full of
food but, instead of putting the food into his mouth, he
picked up the food with his chopsticks and put it into
his sleeves. The general was curious, and whispered to
him, "This is very embarrassing. Do you want to take
some food back to the temple? I will order the cook to
prepare some take out orders for you." "No" replied the
monk. "When I came here, I was not allowed into the
base by your soldiers until I wear this ceremonial robe.
You do not invite me for a dinner. You invite my robe.
Therefore, my robe is eating the food, not me."