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Monk Male Monk Female
Classes: Barbarian •  Crusader •  Demon Hunter •  Monk •  Necromancer •  Witch Doctor •  Wizard

"I had heard countless fantastic stories about the monks, tales that were surely the beneficiary of significant embellishment. The monks’ skin, the accounts said, was as hard as iron, impenetrable by the blade of any sword or by the point of any arrow, and their fists could break stone as easily as you or I would snap a twig. " - Abd al-Hazir

The Monk is a Holy warrior sent out from his Monastery to vanquish these demons. With the guidance from his 1,001 Gods, the Monk unleashes a barrage of Holy attacks upon the denizens of the Burning Hells. Along with this, the Monk also uses Runic magic to create Auras to both aid and defend not only himself but any ally fighting along with him. His training in the Monastery has also equipped the Monk with his most valuable weapons, his fists. Unleashing a barrage of combo attacks, the Monk releases his fury blow after blow erupting in a final blast.

Equipment[]

  • One and two-handed Axes/Swords/Maces
  • Daggers
  • Shields
  • Staves
  • Spears
  • Polearms

Class-specific:

Active Skills[]

Active Skills
Fists of Thunder Fists of Thunder Requires Level 1 Generates 6   Cooldown: 0 seconds
Unleash a series of extremely fast punches that deal 110% weapon damage as Lightning. Every third hit deals damage to all enemies in front of you and knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due to the high attack speed.
Lashing Tail Kick Lashing Tail Kick Requires Level 2 Costs 30   Cooldown: 0 seconds
Unleash a deadly roundhouse kick that knocks enemies back and deals 200% weapon damage.
Deadly Reach Deadly Reach Requires Level 3 Generates 6   Cooldown: 0 seconds
Project lines of pure force over a short distance for 110% weapon damage. Every third hit extends 25 yards.
Blinding Flash Blinding Flash Requires Level 4 Costs 10   Cooldown: 15 seconds
Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.
Tempest Rush Tempest Rush Requires Level 5 Costs 15   Cooldown: 0 seconds
Charge directly through your enemies, knocking them back and hobbling them, slowing their movement by 60% for 2 seconds. Also deals 50% weapon damage while running.
Breath of Heaven Breath of Heaven Requires Level 8 Costs 25   Cooldown: 15 seconds
A blast of divine energy heals you and all allies within 12 yards for 6202 - 7442 Life.
Dashing Strike Dashing Strike Requires Level 9 Costs 25   Cooldown: 0 seconds
Quickly dash at the targeted enemy or location, striking for 100% weapon damage and rooting the target for 1 second.
Crippling Wave Crippling Wave Requires Level 11 Generates 6   Cooldown: 0 seconds
Unleash a series of large sweeping attacks that cause 110% weapon damage to all enemies in front of you. Every third hit damages all enemies around you and dazes them, slowing their movement speed by 30% and attack speed by 20% for 3 seconds.
Wave of Light Wave of Light Requires Level 12 Costs 75   Cooldown: 0 seconds
Focuses a wave of light that crushes enemies for 215% weapon damage as Holy, followed by an additional 45% weapon damage as Holy to all enemies in a line.
Exploding Palm Exploding Palm Requires Level 13 Costs 40   Cooldown: 0 seconds
Cause a target to Bleed for 220% weapon damage as Physical over 3 seconds. If the target dies while bleeding, it explodes and deals 30% of the target's maximum Life as Physical damage to all nearby enemies.
Cyclone Strike Cyclone Strike Requires Level 14 Costs 50   Cooldown: 0 seconds
Pull all enemies within 24 yards towards you, followed by a furious blast of energy that deals 100% weapon damage as Holy.
Way of the Hundred Fists Way of the Hundred Fists Requires Level 15 Generates 6   Cooldown: 0 seconds
Unleash a rapid series of punches that strikes enemies for 140% weapon damage.
Serenity Serenity Requires Level 16 Costs 10   Cooldown: 20 seconds
You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.
Seven-Sided Strike Seven-Sided Strike Requires Level 17 Costs 50   Cooldown: 30 seconds
Dash rapidly between nearby enemies, dealing 777% weapon damage over 7 hits.
Mantra of Evasion Mantra of Evasion Requires Level 19 Costs 50   Cooldown: 0 seconds
Recite a Mantra that grants you and your allies within 40 yards a 15% chance to dodge attacks for 3 minutes.

For 3 seconds after activation, a second effect grants an additional 15% chance to dodge attacks.

This is a Mantra. You can only have one Mantra active at a time.
Mantra of Retribution Mantra of Retribution Requires Level 21 Costs 50   Cooldown: 0 seconds
Recite a Mantra that causes you and your allies within 40 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage sustained. The effect lasts for 3 minutes.

For 3 seconds after activation, the effect on you increases to 80% of the damage sustained.

This is a Mantra. You can only have one Mantra active at a time.
Sweeping Wind Sweeping Wind Requires Level 21 Costs 75   Cooldown: 0 seconds
Surround yourself in a vortex that continuously deals 15% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to 2 times for a total of 45% weapon damage to nearby enemies.
Inner Sanctuary Inner Sanctuary Requires Level 22 Costs 30   Cooldown: 20 seconds seconds
Create a runic circle of protection on the ground for 5 seconds that cannot be passed by enemies.
Mystic Ally Mystic Ally Requires Level 22 Costs 25   Cooldown: 0 seconds
Summon a mystic ally to fight alongside you until it is destroyed. The ally deals 40% of your weapon damage as Physical per swing.
Mantra of Healing Mantra of Healing Requires Level 26 Costs 50   Cooldown: 0 seconds
Recite a Mantra that causes you and your allies within 40 yards to gain increased Life regeneration by 310 Life per second. The Mantra lasts 3 minutes.

For 3 seconds after activation, Mantra of Healing shrouds you and your allies with a mystical shield that absorbs up to 930 damage.

This is a Mantra. You can only have one Mantra active at a time.
Mantra of Conviction Mantra of Conviction Requires Level 30 Costs 50   Cooldown: 0 seconds
Recite a Mantra that causes all enemies within 20 yards of you to take 12% additional damage. The Mantra lasts 3 minutes.

For 3 seconds after activation, the effect is increased to 24% additional damage.

This is a Mantra. You can only have one Mantra active at a time.


Passive Skills[]

Passive Skills
Fleet Footed Fleet Footed Requires Level 10   Increases movement speed by 10%.
Increases movement speed by 10%.
Resolve Resolve Requires Level 10   Damage you deal reduces enemy damage by 25% for 2.5 seconds.
Damage you deal reduces enemy damage by 25% for 2.5 seconds.
Exalted Soul Exalted Soul Requires Level 13   Increases maximum Spirit by 100.

Spirit fuels your defensive and offensive abilities.
Increases maximum Spirit by 100.

Spirit fuels your defensive and offensive abilities.
Transcendence Transcendence Requires Level 16   Every point of Spirit spent heals you for 62 Life.
Every point of Spirit spent heals you for 62 Life.
Chant of Resonance Chant of Resonance Requires Level 20   Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.
Duration of all Mantras increased by 7 minutes. While one of your Mantras is active you gain 2 Spirit every second.
Seize the Initiative Seize the Initiative Requires Level 20   Your Armor is increased by 100% of your Dexterity.
Your Armor is increased by 100% of your Dexterity.
The Guardian's Path The Guardian's Path Requires Level 24   While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 25%.
While dual-wielding, you gain a 15% chance to dodge incoming attacks. While using a two-handed weapon, all Spirit generation is increased by 25%.
Sixth Sense Sixth Sense Requires Level 27   Your dodge chance is increased by an amount equal to 30% of your Critical Hit Chance.
Your dodge chance is increased by an amount equal to 30% of your Critical Hit Chance.
Pacifism Pacifism Requires Level 30   While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.
While you are under a Stun, Fear or Charm effect, all damage taken is reduced by 75%.
Beacon of Ytar Beacon of Ytar Requires Level 35   Reduces all cooldowns by 15%.
Reduces all cooldowns by 15%.
Guiding Light Guiding Light Requires Level 40   Whenever you use a direct heal skill on another player you and the other player deal 16% more damage for 15 seconds.
Whenever you use a direct heal skill on another player you and the other player deal 16% more damage for 15 seconds.
One With Everything One With Everything Requires Level 45   Your resistance to all elements is equal to your highest elemental resistance.
Your resistance to all elements is equal to your highest elemental resistance.
Combination Strike Combination Strike Requires Level 50   Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.
Each different Spirit Generator ability you use increases your damage by 8% for 3 seconds.
Near Death Experience Near Death Experience Requires Level 58   When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit.

This effect cannot occur more than once every 90 seconds.
When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit.

This effect cannot occur more than once every 90 seconds.


Resource System[]

Spirit orb in the Monk UI

Spirit: The Monk can use normal attacks or combo skills to build spirit, which can then be spent for other Monk skills.[1] Spirit is static - it does not regenerate or degenerate on its own.[2]

Lore[]

Hailing form the hidden Monastery of 1,001 Gods in Ivgorod, the Monk spends every minute of his life training and preparing his entire body as a weapon of Holy source. His body, mind, and spirit are all a part of what makes the Monk a monk. Said to have skin as tough as iron and fists that could snap a person in two, the Monk equally trains his spirit calling upon his Gods to aid him in his battle against Evil. While remaining mostly elusive to Sanctuary, this Monk has left the safety of his home to help the other Heroes combat the forces that are invaded Sanctuary.

"The last weeks of autumn had settled upon Ivgorod, and the first breath of winter had crept into the air. As night fell and the sun dipped below the horizon, I was all too grateful to take refuge in a tavern. As I entered, I noted a certain tension in the room. Despite the hour, it was not busy, with only scattered, small groups huddled at the tables around the edges of the room. The benches at the center of the room were empty except for one man.



The man seemed ignorant of the cold. He was dressed like a beggar, wearing little more than an orange sheet wound around his body, leaving half of his chest exposed. A garland of large wooden beads hung around his thick neck. His head was completely shaved, with the exception of a wild bushy beard. Then, recognition struck me: upon his forehead he had a tattoo of two red dots, one larger than the other. As any informed student of the peoples and cultures of this world must also realize, this man was one of the monks of Ivgorod, the secretive and reclusive holy warriors of the country.



I had heard countless fantastic stories about the monks, tales that were surely the beneficiary of significant embellishment. The monks’ skin, the accounts said, was as hard as iron, impenetrable by the blade of any sword or by the point of any arrow, and their fists could break stone as easily as you or I would snap a twig. Though the unassuming man before me seemed miles away from what I had heard and read of the monks, I approached cautiously, sliding down onto the bench across from him, eager to take his measure. He beckoned me forward with a small wave of his hand.



"Ah, a soul brave enough to sit with me. Come, friend."



Food was placed before me, but I had little hunger for it, focusing instead on recording the details of the monk's life. He told me of his belief in the existence of a thousand and one gods, gods he believed could be found in all things: the fire in the hearth, the water in the river and the air that we breathed. Pretty enough for a story, perhaps. But any reasoned individual must surely, as I did, scoff at such a view of the world as little more than superstition. He went on to describe his intense mental and physical training, his unending quest to hone his mind and body into an instrument of divine justice. Though I do wonder for what need his thousand gods would require a mortal man to implement their will. When I asked him why he did not carry a sword or, indeed, any weapon at all, he simply replied, "My body is my weapon." Then raising his hand and tapping his forehead, he added, "As is my mind."



Most unexpectedly, I would be treated to a display of this mastery.



A group of men approached our table, knocking my book to the floor and shoving me out of the way, producing knives and other weapons as they advanced. They were focused only on the solitary figure of the monk seated across from me. I scrabbled beneath the table, having an inkling of what was to come. I watched as at some unseen signal, they attacked.



Without rising from his seat, the monk met the first man's lunging slash, grabbing his wrist and tossing him carelessly over his shoulder, throwing him into a table with a loud crash. The suddenness of the monk's attack momentarily stunned the men, and as they stood there, he rose.



That was when chaos broke out.



The monk was a fluid mass of restrained energy, meeting every attack with hardly a moment's distress. He fought with hands and feet in a way I had never seen before. In my days, I have witnessed my share of drunken bar brawls, but this was something else altogether. The sound of bones crunching with each of his strikes mixed with something I could not quite believe: the monk was laughing as he fought. One by one, he dispatched his foes until only one remained.



That one picked up a chair and hurled it toward the monk. The monk swung his arm forward and struck the incoming projectile, meeting the solid oak of the chair with his closed fist. The wood broke apart, splinters filling the air as the shattered pieces of the stool fell harmlessly to the ground around him.



"You don't fool me, demon," the monk spat. He pulled his arms back to his sides, then extended his hands before him and began to chant. A nimbus of white light appeared around his head, growing larger and more intense until it completely encompassed the monk’s body. He roared, and the light blew outward. As it washed over the other man, his skin peeled away, revealing a red-skinned demon beneath and threw the creature through the front doors of the tavern.



The monk hurtled forward, but his individual movements were too fast for my eyes to track. It seemed as though there were seven of him raining blows upon the demon from every side. Staggered, the demon stumbled. The monk grabbed the demon by the neck, grinning as he pulled his free arm back, crackling energy glowing on his open hand. He shoved his palm forward, and when it struck the demon, its body exploded: muscle, skin and bones tore apart, and the smell of burning flesh filled the air.



I would not have believed it if I had not seen it with my own two eyes. It seems the stories of these peerless warriors might not have been as exaggerated as I first thought." - Abd al-Hazir

Development[]

The Monk was the fourth class to be included in Diablo III and was revealed in the opening ceremonies of Blizzcon 2009. Although being announced before the Demon Hunter, the Monk was actaully the last class to be conceptualized and worked on. While the other four classes were being worked on years before, the Monk was relatively new. Because of this and the last minute decision to announce him at the 2009 Blizzcon, very few skills were shown from the Monk's arsenal. Combo moves were the highlight of this character. Drawing upon inspiration from old arcade fighting games, the development team wanted a character that truly felt like a fighting class. Taking cues from the Assassin of Diablo II, the Monk would have certain moves that would build combos. However, at this time, it was unsure of how the Monk's resource would work and if there would be any finishing moves. Later, the Monk's resource was revealed as "Spirit" and combo moves would generate resource that would be used by other skills. Another uncertainty at the time was the addition of Auras to the Monk's design. Being a mixture of the Assassin and the Holy aspect of the Paladin, it seemed like a reasonable assumption. At the 2010 Blizzcon, it was officially added that the Monk did indeed have Auras to use as active skills.

Media[]

Class Trailer[]

Concept Art[]

Screenshots[]

Act 1 Exterior

Act 1 Interior

Act 2 Exterior

Act 2 Interior

Links[]

References[]


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