Monk
Wyrdwood keeps the Monk's stock chassis — unarmored AC, flurry, evasion, the ki strike progression — and extends it in five places: a stronger and longer-lasting Wholeness of Body, a new passive Iron Fist proc on unarmed hits, Ki Strike VI–X past the base game's five tiers, Fracture Point to give your fists the critical range a weapon gets from Keen, and Quivering Palm that both scales in uses per day and stops being wasted on anything immune to death magic.
All of the unarmed bonuses below require empty hands — no weapon in either hand. Gloves and bracers are fine; they're the whole point.
Wholeness of Body
| Monk level | Effect |
|---|---|
| 7–19 | Heals 5 × your monk level hit points |
| 20–29 | Heals you to full |
| 30+ | Heals you to full and restores you (ability damage, fear, paralysis, and similar) |
Every use also leaves behind ki regeneration: 1 + 1 per five monk levels hit points per round, for 3 turns plus 1 per ten monk levels (so at least three minutes, six at monk 30). It refreshes rather than stacks — using Wholeness again resets the timer instead of doubling the tick.
Wearing the full Iron Lotus set makes Wholeness restore you at any level, not just from 30.
Uses per day
| Monk level | Uses/day |
|---|---|
| 7 | 1 |
| 14 | 2 |
| 21 | 3 |
| 28 | 4 |
| 35 | 5 |
| 42 | 6 |
| 49 | 7 |
| 56 | 8 |
Iron Fist
From monk level 6, every unarmed blow you land can erupt with ki.
- Chance: 5% + 1% per two monk levels, capped at 35%.
- Damage: 1d6 magical per five monk levels, on top of the hit.
- From monk 20: a triggered strike also forces a Fortitude save (DC 10 + half your monk level + your Wisdom modifier) or the target is stunned for one round.
One stun per target per 12 seconds
The stun has a per-target cooldown, so a flurrying monk can't chain-lock a single enemy. The bonus damage has no cooldown.
Ki Strike VI–X
The base game's ki strike progression stops at Improved Ki Strike 5. Wyrdwood continues it as automatic monk feats. Each tier replaces the one below it rather than stacking.
| Feat | Monk level | While unarmed |
|---|---|---|
| Ki Strike VI | 22 | +1 attack, +1 magical damage |
| Ki Strike VII | 27 | +2 attack, +2 magical damage |
| Ki Strike VIII | 32 | +3 attack, +3 magical damage |
| Ki Strike IX | 38 | +4 attack, +4 magical damage |
| Ki Strike X | 44 | +5 attack, +5 magical damage |
The damage from these tiers ignores damage reduction, resistance and immunity — the point of ki strike is that your fists get through anything.
Fracture Point
Keen is a weapon enchantment — gloves and bare hands can't carry it, which is the main reason a monk was mechanically better off swinging a keen kama or quarterstaff than using their own fists. Fracture Point closes that gap and then goes past it.
| Feat | Monk level | While unarmed |
|---|---|---|
| Fracture Point | 10 | Critical threat range widened by 1 (a bare 20 becomes 19–20) — exactly what Keen would give a weapon |
| Greater Fracture Point | 24 | Critical threat range widened by 2 |
| Perfect Fracture Point | 38 | Critical threat range widened by 2, and your critical multiplier increases by one step (×2 becomes ×3) |
Each tier replaces the one below it. The threat-range widening applies on top of Improved Critical (Unarmed) if you've taken it, and the multiplier step at the top tier is something no weapon enchantment can grant at all — past level 38 your fists are strictly the better option.
Unarmed only
Fracture Point is tied to unarmed attacks specifically. Draw a kama and it does nothing — which is the point.
Quivering Palm
Quivering Palm still works as it always did: a Fortitude save or die. What's changed is that it is no longer a wasted use when the target shrugs it off.
If the target survives — because it saved, or because it's immune to death magic, which is every boss — you follow through on the struck vital point:
- 1d6 per monk level magical damage on a failed Fortitude save (DC 10 + half your monk level + your Wisdom modifier), half on a success.
- On a failed save, the target is also stunned for 2 rounds (unless stun-immune).
- Either way, the target suffers palsy for 5 rounds: −4 AC, −4 attack, and half movement speed.
Uses per day
| Monk level | Uses/day |
|---|---|
| 15 | 1 |
| 20 | 2 |
| 26 | 3 |
| 32 | 4 |
| 38 | 5 |
| 44 | 6 |
| 50 | 7 |
| 56 | 8 |
Stunning Fist
Stunning Fist itself is unchanged. When a stun lands, though, the blow now also deals 1d6 magical damage per two monk levels.
Empty Body
Concealment scales with your Concentration skill (20% base, +1% per rank over 20), capped at 40% below monk 15, 50% at 15–19, and 60% from monk 20. From monk 20 you also absorb 1 spell level per 5 monk levels above 20, and gain damage reduction that scales with monk level and collapses after 5 × your Lore skill in absorbed melee damage.
Gear
The Monk's class set is Iron Lotus. It is the only six-piece set that leaves the gloves/bracers slot free — a monk's gloves are their weapon, so the sixth piece is an amulet instead. Its chest piece is a robe, so it never suppresses your unarmored AC, fast movement or flurry.
That free slot is also where a spirit glove goes. Spirit gear grows by what you kill with it, and the glove is the unarmed version of it: same rank curve, same elements, same awakened strike as a spirit sword, with the enhancement bonus paid out as attack and bludgeoning damage instead. It has no keen edge, but Fracture Point already gives you a better one.