Monk

Overview
Monks are great support mages, coming preloaded with the Heal spell and Bless, as well a stable 2HP and 1 defense they can survive a stray arrow. Costly at 600 gold, these bad good boys are placed at equivalent value by the devs to Blademasters and Rangers. And they are available at the very start of the Human Kingdom's progression.

Game Description
Monks lead the many faiths throughout the disparate lands of the Kingdom. They are well respected by their followers. Regardless of their faith, all holy men share in the ability to channel divine energy at will.

Starting Abilities
Heal

Bless

Upgrades

 * Evolve, High Priest, 300exp
 * Evolve, Inquisitor, 200exp
 * Regular, 200exp
 * Veteran, 300exp
 * Elite, 500exp
 * Poison Immunity, Regular and 100exp
 * Improved Heal, Regular and 250exp
 * Prayer Spell, Regular and 200exp
 * Meditate, Veteran and 200exp
 * Mass Bless, Elite and 250exp


 * Merchant, Hero and 200exp
 * Tutor, Hero and 250exp
 * Bribe, Hero and 100exp
 * Charisma, Hero and Regular and 200exp
 * Collector, Hero and Regular and 200exp
 * Call Reinforcements, Hero and Veteran and 350exp
 * Leadership, Hero and Elite and 300exp

Opinions and Thoughts
If you don't have one of these units in a Human warband, you are going to have a much higher attrition rate. Don't get me wrong, with the low hp frontline of the Humans, there is going to be a lot of full to none HP bars happening over an enemy turn. But sometimes you get lucky and one of the injured units survive the turn, wherein you can plop a heal on them and they can be used again without stress. But Heal comes with a turn of cooldown, so while healing as much as you can is useful, you may want to sometimes save it to heal a more important unit.

Bless is a situational spell at base, but can be used on an injured unit or a weak unit to make them survive or kill things, respectively. When you get Mass Bless the turn of MP regen that you lose by blessing becomes much less debilitating, as your entire frontline will now usually dodge 10% more hits and land 10% more to. Across a frontline that is extremely valuable.

Notably, Improved Heal costs 250exp and does almost nothing for a pure Human warband, as the pathetic amount of HP you have is almost always healed by just the regular heal spell. If you start mixing in Dwarfs or Ents and other bulky HP sacs, then the Improved Heal becomes a priority Upgrade target.