Monks strike fast and hard for decent enough damage, but their power lies in the sheer amount of hand-to-hand strikes that they get... with the good chance to either knock an enemy unconscious, or kill them outright, with every blow.
Monks receive a bonus to Martial Arts, making weaponless fighting their forte. They also don't receive a great choice of armor to wear, limited to the few cloth, suede and robe-like armors you find along the way. You don't outfit them much, but that's ok... I'll get to why in a bit.
When a character fights barehanded, they have a chance to knock the enemy out with every hit. Plus, Martial Arts is a weapon skill that basically treats your fists as a Level 1 - Level 100 weapon, with every point placed or earned in that skill giving it a "level," and helping the overall chance to hit, penetrate, knock out, strike fast and outright get more damage, of your weaponless character.
Since the Monk gets a bonus to this skill, this allows the Monk and only the Monk to "reach level 125" in Martial Arts, and they enjoy all the aforementioned benefits to a greater degree than other classes.
Monks can also fight at almost 100% effectiveness while blind, hardly ever missing the target even when they cannot see. This has saved my party during fights with Caustic Vines and Black Slimes on numerous occassions.
Training their spirits and bodies on the inside as well as the outside, Monks can also cast the debilitating spells of the Psionic spellbook, ensuring that those monsters which aren't quickly subdued by their Martial Arts attacks, criticals and knockouts will be rendered Insane by their spell ability, instead.
When using Martial Arts, Monks hit for an amazing Initiative bonus to their Hands & Feet (thanks to the bonus to Initiative Martial Arts comes with, and the Monk bonus to Martial Arts as a whole), which helps them hit before most enemies even get a shot off.
Also, their Stealth skill and innate damage resistance easily allow them to hold their own on the front lines, taking less damage, or no damage at all, while others are sometimes hard pressed to hold their own.
Monks strike fast, often and true. Their spells injure as well as heal. They tank as well as they support. And they are one of two classes able to use my favorite weapon in the entire game, the Zatoichi Bo, named for the blind Samurai/Monk of Japanese movie infamy.
Plus, you can't go wrong making them cute little Faeries.
Monk sub-classes
- Astra
3 points into Intelligence every level will help their spell skills improve drastically when the time comes for them to start learning Psionic spells, and 3 points into Strength every level increases their chance to hit, overall damage and barehanded combat effectiveness. Follow this up with Dexterity and Speed for lots more attacks.
Just be careful that you add points into Martial Arts every level with an Astra Monk, because while they will be doing more damage, Martial Arts will not increase as much on its own, due to its dependence on high Speed and Dexterity to rise high by itself.
- Chakra
Put 3 points into Strength and Speed every round. Martial Arts will rise very, very high, and you will strike hard and very often. Follow this up with Dexterity and Senses to further develop your warrior side, or Dexterity and Intelligence to bring out the mystical side. A Chakra Monk will have the quickest gain to physical power, and peak with them gaining (and possibly leading) in kills by stopping the enemy, one by one.
Both Astra and Chakra Monks can utilize the Zatoichi Bo to its peak power, so it would be good to find it in Rapax Castle and use it when you can.
- Atma
Start with 3 points into Intelligence and Speed every level, then continue with Strength and Dexterity. The Atma Monk won't damage well, physically, for a long time. However, in place of that, they can cast Psionic spells really well, and gain many points in Martial Arts through practice and levelling, making this build an excellent statustician. They cast Insanity and Pandemonium to leave the enemy helpless, and follow up with numerous Martial Arts skills to leave the enemy unconscious (or critically injured by Kirijutsu), opening them up to double damage from your Monk, or other party members.
This is an excellent support class for much of the game, and comes into its own near the end, dealing damage as well as status effects.
- Merkaba
Put 2 points into Strength, Intelligence and Speed a level, then follow up with Dexterity and Senses (for Initiative, chance to hit and better Psionic ability over time).
It will take to about level 13~18 (depending on your race) to have your first three stats hit 100, but by then, the Merkaba Monk will be pummeling hard, fast and often, knocking the enemy out, casting spells, kicking butt and taking names.
The Expert Skills that come from the 100s in those stats are just icing on the cake to the Merkaba Monk. Fists, spells, the Zatoichi Bo, you name it. This Monk can use it all.