The Monk FAQ: How to Play Them, What to Wish For, What to Eat, and Other
Considerations
By Kate Nepveu, knepveu@steelypips.org
Version 1.2;
last change *** (updated for 3.4.1).
One common question on rec.games.roguelike.nethack is "I'm playing a Monk,
what do I wish for?" Other Monk questions, such as "How do I get Monks to
survive?" and "What can I eat?" are also asked fairly often.
This document is an attempt at answering these questions. By its nature, it
therefore includes SPOILERS (though mostly in the last two
sections). It is also quite long. Read at your own risk.
Please note that this spoiler only covers vanilla NetHack 3.3.1, 3.4.0, and
3.4.1; monks are apparently quite different in SLASH'EM.
Corrections, clarifications, and comments are always welcome.
Contents:
When it comes to playing Monks, there are some optional restrictions, for
varying degrees of "optional."
The least-optional restriction is quite simple: a monk wearing body armor receives a -20 penalty to the chance to
hit in direct combat ("Your armor is rather cumbersome..."). It's possible to
wear body armor, particularly at high experience levels, and still hit things
[1]; see the weapons spoiler
for information. It is not recommended for low-level characters.
For purposes of this FAQ, it will be assumed that the character does not wear
body armor (because if you're far enough in the game that it's possible for
you to wear it, you probably don't need this FAQ).
Body armor is, well, stuff you wear on your body, but does not include
T-shirts, Hawaiian shirts, or any kind of cloak or robe. Anything under "suits"
or "dragon suits" in the armor spoiler is body
armor.
[1] In fact, someone on rec.games.roguelike.nethack
ascended a Monk wearing body armor; see Seth
Scott's ascension post for more details.
Note that there are two other ways that armor affects Monks' combat.
- Weaponless
Monks without body armor (or a shield, in 3.4.1) receive a to-hit bonus:
2 + (experience level / 3).
- Monks have a chance of dealing their opponent a staggering blow
("The [monster] staggers from your powerful strike!"), in which the monster is
stunned for a turn and also staggers back one space, if it can. The following
conditions must be met: Monks must not be wearing body armor or shields; they
must directly attacking in melee combat; they must not be wielding a weapon;
the hit must be doing more than 1 HP of damage; and the character must be in
natural (non-polymorphed) form. The chance is 1% for each level of skill
beyond unskilled. (This ability is not unique to Monks, as it applies any
character with Basic skill in unarmed combat; Monks are simply in the best
position to make use of it.)
Big monsters (LARGE, HUGE, or GIGANTIC) and thick-skinned monsters are
immune to staggering blows. Consult the Monster Manual
to see what size an individual monster is; I am unaware of a spoiler that
lists monsters by size. According to the weapons spoiler,
"Thick- skinned creatures include: gargoyle, winged gargoyle, all mimics,
mumak, titanothere, baluchitherium, mastodon, all baby and adult dragons (D),
earth elemental, all baby and adult nagas (N), xorn, skeleton, gold golem,
wood golem, clay golem, stone golem, glass golem, iron golem, horned devil,
barbed devil, crocodile, salamander, Chromatic Dragon, and Ixoth."
Optional restrictions are largely a matter of roleplaying. On one end of the
spectrum are players who never break weaponless and vegan #conducts; on the
other are players who wield whatever weapons come their way and eat corpses
whenever they choose. Where you fall on this spectrum is a matter of personal
preference. (Some players even choose to fast. This challenge is beyond the
author's present knowledge. Note that in 3.4.1, Monks exercise wisdom by
fasting.)
However, do note that eating non-vegetarian food gives
a penalty of -1 to alignment. Early characters in particular should be
wary of harming their alignment too greatly, as it may affect their ability
to pray to get out of tight spots. To make mostly-vegetarian conduct easier,
Monks start out with a lot of food and gain intrinsics like clockwork as they
gain levels; see Playing Tips.
Monks also start out restricted in all wielded weapons but quarterstaff (they
are also unrestricted in spear, javelin, crossbow, and shuriken).
If you choose to adhere to weaponless ("You never hit with a wielded
weapon"), vegan, or vegetarian conduct, here's what's required.
Weaponless conduct
- Never wield and hit with any of the following: 1) anything in the
"weapons" category in your inventory; 2) a pickaxe; 3) a unicorn horn; 4) a
grappling hook (applying it is okay).
- In 3.4.0 or later, do not apply polearms or lances.
- Hitting with anything else (a lamp you just #rubbed and forgot to unwield,
for instance, or a cockatrice corpse) does not break
weaponless conduct.
Vegetarian and vegan conduct
Being a vegetarian or a vegan is theoretically simple: Don't eat anything
that's not vegetarian or vegan. However, the devil is in the
details . . .
To maintain conduct, you must eat both the proper monsters and the proper
items. Monsters are treated first.
Monsters
- Vegans may
eat ONLY the following monsters:
- all b; all j; all F; and
- all v, all y, all E except stalkers, all ' except flesh golems and
leather golems, and all ghosts including shades (via digest attack; see
below).
- Vegetarians may
eat any vegan monster, and may also eat all P except black puddings.
- Eating any other kind of monster breaks conduct.
- The following counts as "eating" a monster:
- Eating its corpse or its tinned corpse.
- Digesting it when polymorphed into a monster with a digest attack
(lurker above, trapper, purple worm).
- Eating its brains when polymorphed into a mind flayer or master mind
flayer. If you want to keep vegetarian/vegan conduct and you accidentally
polymorph into a (master) mind flayer, the safest thing to do is not attack
anything directly, as you automatically will try to suck out the monster's
brains in direct combat (unless you happen to kill it with the first blow).
For the sake of completeness, it is safe—even for vegans—to attack any
vegetarian monster or any headless monster as a (master) mind
flayer; headless monsters are Juiblex, air/earth/fire/water elementals, and
all b, e, j, m, t, v, y, F, and P. (Yes, the categories overlap. Precision
counts.)
Items
- Vegetarians may
NOT eat:
- Tripe, meatballs, meat sticks, meat rings, and huge chunks of meat
(except for tripe, these only occur if you cast stone-to-flesh).
- Anything made of leather, bone, or dragon hide (scales or scale mail).
Gelatinous cubes eat leather; at present, nothing in the game eats bone or
dragon hide.
- Vegans may
NOT eat the following, in addition to the prior list:
- Candles when polymorphed into a gelatinous cube (yes, there are tallow
candles in the game, which aren't vegetarian let alone vegan, but the code
currently assumes all candles are wax for conduct purposes).
- Eggs, pancakes, fortune cookies, candy bars or royal jelly.
- Items other than those listed (metal items eaten while polymorphed into a
metallivore, for instance) do not break conduct.
Food Items Safe for Vegans
- Food rations, lembas wafers, C-rations, K-rations, cram rations.
- Fruits and vegetables: kelp fronds, eucalyptus leaves, cloves of garlic,
sprigs of wolfsbane, apples, carrots, pears, bananas, oranges, melons, slime
molds [or whatever the user calls this fruit, even "meat"], tin of spinach.
There was a bug in 3.3.1 that did not update your conduct when you ate
non-food objects or rotten food; however, this was fixed in 3.4.0.
Many players' usual first wish is dragon scale mail or an artifact weapon.
Body armor is not an option for monks, and many players chose not to wish for an
artifact weapon (either to preserve weaponless conduct or because they do not
like wishing for artifacts). Thus, "What should my Monk wish for?" is an
oft-heard question.
Many of the traditional recommendations for wishes apply, and their particular
advantages and disadvantages for Monks are discussed below. In addition, items
particularly useful to Monks are mentioned. This is not meant to be a comprehensive
wishing spoiler, because one
already exists. In particular, if you're wondering what quantity or enchantment
to wish for, consult this file.
Some players chose not to wish for artifacts or to polymorph piles of objects
("polypiling"). Read the following advice with the implicit disclaimer of "If
you are not opposed to..."
Finally, there may be some overlap between this section and "Playing Tips."
The author has simply exercised her best judgment; organizational suggestions
are always welcome.
General Comments
- First and foremost, if your wish is from a wand, and you have not
identified a charging scroll, wish for 2 (or 3) blessed charging
scrolls. If you have identified the scroll but don't have one at present,
wish for a magic
marker instead.
- Speaking of magic markers, these are popular wishes, though you should
consider what useful scrolls you have identified (if it is early in the game,
you may not have identified many) and whether other items would more directly
contribute to your survival at that point in the game.
- If you have not yet done Sokoban, you may
want to defer wishing for reflection or a bag of holding. Note that an amulet
of reflection is the best way for a Monk to gain reflection, as a shield of
reflection greatly inhibits spellcasting and silver dragon scale mail is not
an option.
Armor
- Blessed
fireproof +2 (or +3) speed boots are particularly useful for Monks, since
they tend to have poorer AC and fewer hitpoints than many other fighter
classes. The ability to run away is always a good idea and
make this, in my opinion, an excellent early wish.
- Blessed
rustproof +2 gauntlets of power -or- dexterity: Gauntlets of power give
combat bonuses but interfere with spellcasting; gauntlets of dexterity enhance
spellcasting. Personally, I prefer gauntlets of power, as in my experience the
spellcasting interference is not significant; vegetarian monks also have a
difficult time gaining strength.
- Blessed greased
rustproof +2 helm of brilliance. Improves spellcasting. I usually don't
bother with this, preferring to go for the greater AC of an elven leather
helm, but you might consider it if you have higher-level spells you need to
cast reliably.
- Blessed greased
fireproof +2 cloak of magic resistance. While the Monk Quest Artifact,
the Eyes of the Overworld, provides magic resistance when carried, some people
recommend a cloak of magic resistance for two reasons. First, the Quest
Nemesis, Master Kaen, can cast clerical spells (he can confuse you, blind you,
etc.), which a cloak of magic resistance will protect against. Second, the
Wizard of Yendor will try to steal your Quest Artifact; without a backup
source of magic resistance, you will be vulnerable to touch of death and other
such magical effects. This decision depends largely on your tolerance for
risks, together with the fact that removing your robe will decrease your
spellcasting ability. (Note: in versions prior to 3.3.1, Master Kaen could use
touch of death, making this a much easier question.)
All the armor above can be also obtained via polypiling; note that your
chances of getting magical armor from polypiling non-magical armor is extremely
small (0.6%, to be specific). There is a magical items
spoiler that may help you polypile. Of course, if you really need a specific
item, or you haven't collected enough polypile fodder, just wish for the item
itself.
Artifacts, Spells, Miscellaneous
- People often recommend that a player wish for [insert popular spellbook of
your choice]. This is not necessarily a bad idea, but note two things: First,
spellbooks can be gained by prayer (preferably at an altar), and second, spare
spellbooks can also be polypiled (be sure only to polypile spellbooks you
won't need to re-read). Thus, consider praying and/or wishing for a blessed
wand of polymorph before wishing for a spellbook.
In particular, a spellbook of magic mapping is
commonly recommended for mapping Gehennom; however, the Eyes of the
Overworld provide "astral vision," which is effectively X-ray vision for a
range of spaces around you. The effect is of a lamp and clairvoyance put
together (you can also see objects and monsters through walls); this, in my
experience, reduces the need for magic mapping considerably, making it a
low-priority wish at most.
Note that in 3.4.0 or later, Monks will receive a spellbook
of restore ability upon crowning, as long as they are neither wielding an
artifact nor already carrying a spellbook of restore ability.
- Half-damage
artifacts. Because Monks cannot wear body armor, they tend to have a
poorer AC than other classes; thus, an artifact that provides half physical
damage is a good idea. Neutral Monks should wish for the blessed Orb of
Fate; chaotic monks should wish for the blessed Master Key of
Thievery. (Lawful monks are out of luck on this count.)
NOTE: Your chance of receiving a wished-for artifact depends on the number
of artifacts already existing in the game. (The invocation artifacts do not
count for this purpose.) Take this into consideration before attempting to
wish for an artifact.
ARTIFACTS 0 1 2 3 4 5 6 n
CHANCE 100% 100% 2/3 2/4 2/5 2/6 2/7 2/n+1
- The blessed fireproof +2 Staff of
Aesculapius. Neutral Monks who are not adhering to weaponless conduct
might consider this artifact weapon. Monks can reach Basic skill in staff
without divine intervention. When wielded, it provides double damage and
drains levels from monsters; it also conveys hungerless regeneration. Invoked,
it heals half of your hitpoint loss, cures sickness, unblinds and unslimes.
- The blessed Eye of the
Aethiopica. The Eye confers magic resistance and is a handy escape
mechanism, but is particularly useful for spellcasters because it confers
faster energy regeneration.
- Monks who are adhering to vegetarian/vegan conduct will likely find a ring of slow
digestion useful—particularly if they are also spellcasting frequently.
Again, this can be obtained by polypiling.
- If you really have wishes to burn, are keeping vegetarian
conduct, and don't have any pets that eat corpses, a tinning
kit is useful for getting rid of trolls. It's also handy for getting rid
of cockatrice corpses that you don't plan to use and don't want to pick up
yourself, since some monsters will pick them up and wield them against you (an
increased problem from 3.4.0 on). (You might also tin some j, F, or P in hopes
of regaining intrinsics that gremlins might steal.)
- Miscellaneous
equipment. See the wishing
spoiler for more ideas suited to all character classes. Scrolls of
genocide, amulets of life
saving, and wands of
death are always popular. See "Playing Tips" for monsters that Monks in
particular might want to genocide.
— Now with an extended section on The Quest and Master Kaen! —
- Please see the Absolute
Beginner's Guide to Nethack for general tips on surviving early in the
game. The Guide is also posted regularly to rec.games.roguelike.nethack.
- Work with your strengths. Monks start out with
the following intrinsics: speed, sleep resistance, and see invisible. They
also have equal probabilities of starting with spellbooks of sleep, healing, or
protection.
Thus, because they are likely to be faster than most early monsters, they can
run away and heal themselves or temporarily lower their AC, and they can zap
sleep spells with abandon and not worry about putting themselves to sleep.
(Sleep is extremely useful. Consider it an offensive spell and use it
accordingly.)
- Monks also gain one intrinsic per each
odd level, up to level 17. Take these into consideration in your playing
style.
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
XL 17: Teleport control
The only significant resistance Monks do not automatically receive is
disintegration resistance. Vegetarians can counter disintegration blasts with
reflection. Alternatively, genocide black dragons.
[Note: reflection does not protect against wide-angle disintegration beams,
which a god will throw when really, really angry. Only disintegration
resistance protects against these; the solution for vegetarians is not to
annoy the gods that badly!]
- If you chose to wield a weapon, Basic skill is perfectly adequate for the
better artifact weapons, particularly if you have high luck. See the Addendum on Artifact Weapons for more information, rather
technical, on choosing between artifacts and martial arts based on damage.
- Donate to lower
your AC: give all the money you can find to a priest (in chunks of 400 *
your experience level). Be sure to see if the portal to Fort Ludios exists in
your game. You may also receive protection from your god from praying; this is
useful since you'll probably be praying for spellbooks too.
- If you're willing to give up the staggering blows, a small shield is a
good way to decrease your AC without seriously interfering with your
spellcasting.
-
The Quest and Master Kaen
- Master Kaen, the Monk Quest Nemesis, has a well-deserved reputation for
being very tough. Here's the basic information on
him: his status line from mon1-341.html:
SPECIES LEV SPD AC MR RESISTS ATTACKS
~~~~~~~~~~~~~~~~~~~~~~ ~~~ ~~~ ~~ ~~ ~~~~~~~~ ~~~~~~~
@ Master Kaen 25 12 -10 10 P* 16d2 16d2 M0d0+ 1d4-
The M indicates that he is a spellcaster. Master Kaen casts the clerical
spells: open wounds (his most frequent spell); cure self; confusion;
paralyze; blind; create insects/sticks to snakes; curse items; lightning;
fire pillar; and geyser. Only create insects and cure self will be cast from
a distance. As the rest shows, he just plain hits hard. He also has the
lowest natural AC in the game (tied with disenchanters). His only resistance
is poison, however, so sleep and other ranged attacks are often used against
him. (Note that in 3.4.1, all Quest Nemeses are stoning-resistant (the
*).)
- When you enter Master Kaen's level, he will be meditating and asleep, the Eyes at his feet; the
meditation will wear off as soon as he gets a turn and you're in his
line-of-sight. Note that since he's not wearing the Eyes, he's not
necessarily magic-protected when you enter the level. In 3.3.1,
he's definitely not; in 3.4.0 or later, there's a 1/11 chance he's generated
wearing a cloak of magic resistance (the other 10/11 of the time, he will
have a robe). You may want to take advantage of this for a couple of
reasons: first, wands of death/finger of death will only work if he's not
magic-protected; second, making sure he's still meditating will give you an
opportunity to zap him with a sleep spell, or to engrave Elbereth against
the X's and E's, or whatever your preferred strategy is.
To take advantage of Master Kaen's meditation, you should be very fast
and understand how the speed system works. A quick
summary for people familiar with the system already: When you are very fast,
you get what are effectively free moves, where monsters cannot act. If you
time it properly, you can use your free move to zap Master Kaen immediately
after coming down the stairs, when he's still meditating and helpless.
A more exhaustive explanation: A turn is a tick of the time counter
("T:number" on the status line), and a move is the ability to do
something—search once, for instance. When you are very fast, you will often
be able to move twice in one turn. There isn't a set pattern for when you
get free moves, but a free move will occur after two turns in which you only
got one move. Try it in wizard mode: wish for speed boots, put them on, and
type "s" slowly enough that you can see the time counter move. If you hit
"s" twice and increment the time counter each time, the next time you will
be able to hit "s" twice and only increment the counter once: you have a
free move. Moreover, monsters cannot act during that free move; they have to
wait until the next turn.
Accordingly, when you are standing on the stairs down to (what might be)
Master Kaen's level, watch the time counter as you press "s". When the time
counter has moved two times for two keypresses, go down on your next move:
you should have one more free move in that turn, in which Master Kaen is
still meditating and helpless, and you can do as you like.
- If you are planning to zap Master Kaen, a spell
is more likely to hit than a wand, if you are at Basic or higher in the
skill and your dexterity is better than 14. In addition, if your experience
level is greater than 14 (which it should be, before you go on the Monk
Quest), Master Kaen is less likely to resist the effects of a spell than a
wand.
- Note also that it is very easy to get surrounded on the
Quest, both because of the phasing ability of Earth Elementals and
Xorns (your Quest monsters), and particularly because the last level is
a large open room. Don't forget that you can teleport things out of your
way on any level; you can also teleport yourself on all of the Quest levels
but the first. Better yet, engrave Elbereth (see the Elbereth FAQ); Master Kaen doesn't respect it,
but the Xorns & Earth Elementals will, giving you a break from other
things while you deal with Master Kaen. Some people will stand on the
up stairs and teleport things out of the way until Master Kaen wakes up,
and then go upstairs with him following, so that they can polish him off
uninterrupted; however, since Master Kaen really does hit hard,
caution is advised.
- A neat way to avoid getting surrounded is to use the
lava on Master Kaen's level. If you can levitate over the lava (or if
you are fire resistant and have fireproof water walking boots), go over the
lava until you are surrounded by it on all sides. The Earth Elementals and
Xorns will leave you alone, and Master Kaen won't be able to hit you or cast
damaging spells, since he only casts cure self and create insect at a
distance. You can then employ your choice of ranged attack (such as a sleep
spell).
(If you're planning to use a ring of levitation, be aware that Master
Kaen can cast lightning spells, and thus you run the risk of having your
ring exploded.)
- As a general matter, because the Quest is so tough, Monks should usually
do the Castle, fill out their ascension kit, and use whatever mean they
allow themselves to increase their hit points and spell points, all before attempting the Quest.
- In 3.3.1, the staircases on the Quest locate
level could have been generated in two small, inaccessible rooms; this
was fixed in 3.4.0. (For maps of the Quest levels, see Dylan O'Donnell's Gazetteer.)
- Players wielding weapons often chose a silver weapon for Gehennom, because
of the silver damage to demons, vampires, and were-creatures. Weaponless Monks
can achieve the same effect by wearing a silver ring and no
gloves, if they are lucky enough to have silver rings be something useful
in that game. (Note that two rings do not increase the silver bonus. Also, you
must wear the ring, not wield it.) If you are going
weaponless but are not willing to sacrifice gloves, wear blessed gloves: they
provide a smaller damage bonus against undead or demons.
N.B.: If you chose to play barehanded for silver damage, watch out for
chickatrices and cockatrices!
- If you need to use a blindfold to avoid a gaze attack, go ahead; the Eyes
still provide magic resistance when carried. (The
author forgot this once, and went into fits trying to deal with an Archon in
3.3.1; the Eyes prevent the stunning attack of Archons' radiant gaze in 3.4.0
and subsequent versions.)
- When you attack a monster with martial arts, you receive certain bonuses
to your chance to hit the monster and the damage you do to the monster. These
bonuses also apply to kicking a monster;
thus, if you are playing barehanded and are wearing footwear, you could kick
the cockatrice to death, if necessary. Kicking also exercises your skill in
martial arts.
- Weaponless Monks might also consider looking for rings of increase
damage, since martial arts does less damage than the better artifact
weapons. If of the proper material, rings of increase damage may also be
eaten; see the ring
spoiler for more information.
- Monks can become Expert in healing spells, Skilled in clerical spells, and
Basic in every other category. Do not neglect your
spellcasting: even lower-level spells can be very useful. For instance, a
Monk can use magic missile to quite good effect, and charm/confuse monster are
excellent first defenses if you find yourself surrounded. Monks can also cast
higher-level spells with low failure rates, with sufficiently high experience
levels and spell-friendly armor (robe, helm of brilliance, no metal armor).
- As a corollary, spellcasting Monks should note that charging
scrolls can be used on themselves as well as on items. This can be
particularly handy if you are saving those potions of
gain energy to create full healing potions via alchemy
(which I also recommend).
Good luck and have fun!
CREDITS:
I plundered liberally from the following:
- Dion Nicolaas's voluntary challenges FAQ;
- Jason Short's work on vegetarian/vegan challenges;
- nyra's explanation of the speed system;
- Roar Lauritzsen's experiments with lava;
- Dylan O'Donnell's answers to many questions and his spoiler page; and
- The comments of the good denizens of rec.games.roguelike.nethack, in
particular Brent Ross, Darshan Shaligram, Seth Scott, Shaman, and Matthew K.
Lahut.
Addendum on Artifact Weapons
The following section is quoted from a post to rec.games.roguelike.nethack by
Jason Short, <jshort@devon.dhs.org>, discussing the
question of which artifact weapons are "good enough" that a Monk with Basic
skill would prefer them over martial arts (if not trying to keep weaponless
conduct).
Additions and corrections were made by nyra <nyra@gmx.net>.
An interesting question. The following is intended to apply only to monks. I
can make no assurances of it's correctness.
Martial arts base damage: 2.5
bonus for "Grand Master": +9
------------------------------
average damage : 11.5 (excluding strength bonus or increase
damage)
nyra corrects:
. . . characters who reach Grand Master skill in martial arts (granting a
+9 damage bonus) will on roughly every fourth hit only do one hitpoint damage
plus any applicable strength or ring bonus.
. . . The base damage roll for martial arts is 1d4, and the +9 damage bonus
is only applied when the base roll is higher than one. . . . The result is
that Martial Arts at Grand Master skill doesn't do 1d4+9 hitpoints damage [1]
(averaging at 11.5) but rather 1;11;12;13 with equal probabilities, averaging
9.25 hitpoints of damage.
[1] before taking damage boni from strength or rings [or blessed gloves
against undead, or silver rings against silver-hating creatures] into
account
average damage with selected artifacts at "basic skill":
(again exluding
strength bonus or increase damage)
(average damage to small/large monsters)
+7 Grayswandir: 23/23 (plus 10.5 of silver damage)
+7 * Brand: 23/27 (less against * resistant monsters)
+7 Staff of Aes.: 21/21 (PLUS level drain)
+7 Mjollnir: 23/22 (much less against shock-resistant monsters)
+7 Excalibur: 17/19
+7 Snickersnee: 17/18
+7 Stormbringer: 13.5/13 (PLUS level drain)
+7 Vorpal Blade: 12.5/14.5 (plus beheading chance)
+7 Magicbane: 13.4/12.9 (less against MR monsters)
+2 Magicbane: ~9.5 (less against MR monsters)
+0 Magicbane: ~7.8 (less against MR monsters)
+0 Mjollnir: 16/15 (MUCH less against shock-resistant monster)
+0 Grayswandir: 9/9 (plus silver damage)
+0 * Brand: 9/13 (less against * resistant monsters)
+0 Cleaver: 10.5/12
+0 Stormbringer: 6.5/6 (plus level drain)
+0 Vorpal blade: 5.5/7.5 (plus beheading chance)
Conclusion: at +7, even Stormbringer is significantly better than martial
arts. At +0, though, the only worthwhile weapon is Mjollnir. Note that many of
these weapons will give you intrinsics or other bonuses in addition to what is
listed above.
nyra adds:
[Based on the correct calcuation of Grand Master damage,] Monks going
weaponless afflict less damage than they'd do wielding a +5 long sword or the
+0 Excalibur at basic skill.
[Note that Excalibur can be obtained fairly easily by lawful monks.]
Two-weaponing a +7 silver saber with the one-handed artifact of your choice
above will give you an extra 11.5 points of damage from the weapon, but will
cost you 6 points of damage since you get a -3 with each weapon (monks are
restricted in two-weapon). Thus, you'll do an extra 5.5 points of damage per
attack - plus silver damage. (Example: two-weaponing grayswandir and a silver
saber you'll do an average of 28.5 damage, plus 21 points of extra silver
damage.) A long sword, katana, or crysknife will do minimally more damage but
without the silver bonus. IIRC, the effects of any rings of increase damage are
applied to both weapons, but your strength bonus only applies to the first
weapon.
[Editor's note: from 3.4.0 on, Monks (like other classes restricted in
#twoweapon) are unable to two-weapon at all.]
Note that I have ignored the strength bonus to damage. This can be as much as
+6 (strength 18/** or above), but I believe it is applied equally in all
situations. It should therefore not be a factor in choosing a weapon. Also note
that I have ignored the chance to hit; this will be a problem at low levels for
+0 weapons, whereas a martial arts grand master gets a large bonus.
Information above taken from Dylan O'Donnell's artifact and weapons spoilers,
and from the source.
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