View Full Version : A question about monks


TrueBlueAussie
Wed, 7th Nov '07, 4:00am
This has probably been asked before but Im not really in the mood to look through threads for an answer.

I have never really had a proper go with a monk before but I have heard they can be absolute powerhouses.

My question to you guys is: Are monks better arm or unarmed?

As a side note, I will be playing a monk through BG1 and BG2.

Cheers.

Yulaw9460
Wed, 7th Nov '07, 7:15am
Considering that they can only use thief non-twohanded weapons, IŽd say unarmed. As far as I remember, the extra 1/2 attack they gain every third level only applies to unarmed attacks. IŽd still put some points in a weapon, like a sword, so you can use a magic weapon, if youŽre fighting creatures immune to the enchantment of your hand to hand attacks. A monks unarmed base damage gets pretty high compared to most weapons in the game. Stunning Blow and Quivering Palm can be, if applied at the right time be a death sentence for many a foe.
And yes, they gain some other good skills. Magic resistance later on in the development of the monk can be mentioned. Immunity to normal weapons, although of minimal use in the late stages of the game, and so on.

Killjoy
Wed, 7th Nov '07, 8:25am
Go unarmed.

LATE GAME SPOILER BELOW









You will probably want to side with the Sahuagin King.

T2Bruno
Wed, 7th Nov '07, 5:59pm
It depends on what you are fighting against and what equipment you have.

In BG1, you will probably want to use weapons to start with. You get better 'to hit' from the magic weapons you find, damage is equivalent -- your fists do 1d6 to start, 1d8 at third level, and 1d10 at sixth level. You don't get very many proficiencies (2 to start and one every 4 levels, IIRC). Choosing slings (missile weapons are very powerful in BG1) and a bladed weapon is probably your best bet (your fists are blunt). Single weapon style is a good choice at some point because it helps your armor class when you wield a weapon.

You start SoA doing 1d10 damage -- great, but you can't hit enemies that require magic weapons to hit until level 9. Use weapons as a backup to your fists and keep those which give good abilities (such as a flaming sword for trolls, etc.). Proficiency in scimitars and single weapon style will help (the Scarlett Ninja-To is an excellent weapon for a monk, as is Belm -- both give an extra attack).

Yes, leave Spellhold by boat and side with the king -- this is THE quest for monks.

Stu
Thu, 8th Nov '07, 1:59pm
It's been a while, but I think I tended to go fists most of the time (for the special attack), but often had a weapon in the quickslot for the abilities (ie Ilbretha for the mirror image). Slings tended to be useful, usually (because of the increased movement rate) my monk would see the enemies 1st and it is usually better to spray the enemy with bullets from a distance whilst your party catches up than run into the battle unsupported and get mobbed.
Also monks can use wands...for some reason, a bit cheesy but its nice to have an extra spell caster to dish out fireballs in between attacks.

Decados
Mon, 12th Nov '07, 11:42pm
I second the suggestion to go unarmed as much as possible through BGII. Keep a magical weapon for opponents that your fists cannot harm and take a sling for some extra damage. You may also wish to consider a proficiency point in Daggers in order to use magical throwing daggers.

Iku-Turso
Tue, 13th Nov '07, 10:25am
In ToB? GWW will allow the monk to use weapons well enough. But how many unarmed attacks a monk with improved haste would do? More than 10? Or wait, can you even haste a monk? I haven't played a monk for ages...

Stu
Tue, 13th Nov '07, 11:25am
Nah haste is out - Monks become immune to disease, slow and (improved) haste at level 5 - I guess they already have increased movement rate and attack fairly frequently.

Decados
Tue, 13th Nov '07, 12:41pm
I do wonder why you would want to use GWW and a weapon against most enemies. By the time you are getting HLA's, you fists already count as magical and do d20 damage. There aren't all that many times that you really need to pull out a weapon with greater enchantment on it in ToB.

Barmy Army
Tue, 13th Nov '07, 5:17pm
Yes, leave Spellhold by boat and side with the king -- this is THE quest for monks.

Or, do what I did. Side with the prince, then when the king is dead and prince turns up, wipe everyone and everything out in the city. You still get what you want, and get extra XP. I don't see a problem from an RP perspective, either ;).

T2Bruno
Tue, 13th Nov '07, 5:34pm
Barmy -- did you play a monk? Only the King awards a monk-specific item (it is not there if you kill him -- please let us know if there is a mod that overcomes this). Siding with the prince would be akin to a paladin leaving Firkraag alone. By all means, wipe out the king and his lackies afterward for additional experience, but side with the king initially and kill the prince first if you're a monk.

Spoiler (http://www.gamebanshee.com/showshot.php?/baldursgateii/equipment/images/gauntletsofcrushing.jpg)

At 18th level a monk makes 4 attacks per round (1d20 per attack). Neither haste nor improved haste have any affect on the monks attack -- WW and GWW will improve the attacks to 10 per round. The same 18th level fighter will have 4 attacks per round with a specialized weapon (+1 if dual wielding, another if using Belm or other such weapon), and either +1 attack per round from haste (or boots of speed) or double the attacks per round if improved hasted (max of 10 attacks per round). So:

Valygar (with same XP) using Celestial Fury and Belm, wearing boots of speed will have 7 attacks per round for max 88 damage, plus 7X str bonus, plus lightning -- this is increased to 124 damage, plus 10 times str bonus plus lightning for imp haste, WW, and GWW.

Keldorn wielding Carsomyr and wearing boots of speed will have 5 attacks per round (max 90 damage, plus 25 for CE, plus 5X str bonus) -- max 144 damage, plus 40 for CE, plus 8X str bonus for imp haste; max 180 damage, plus 50 for CE, plus 10X str bonus with WW and GWW. I love paladins....;)

While your monk will only have 4 attacks per round (max 96 damage, plus 4X str bonus) -- with no advantage for imp haste, but increasing to 240 max damage plus 10X str bonus for WW and GWW. :eek: