Monk¶
"Your weapons are your weakness. Mine are not."
Role: Unarmed combat specialist. Channels inner discipline through fists, feet, and focus. No armor, no swords - just speed, stance, and willpower.
At a glance¶
| Stat bonuses | Agility +3, Willpower +3, Strength +2 |
| Allowed weapons | Staff, Dagger (rarely used) |
| Starting skills | Unarmed Combat (6), Strike (5), Kick (4), Block (4), Meditation (3), Dodge (4) |
| Starting kit | Wooden Staff (backup), Linen Robes, 2× Health Potion, Prayer Beads, Bandages |
| Best faction | Temple of the Dawn - your discipline aligns naturally |
| Best merc team | Shield & Sparks - the paladin's faith complements your discipline |
First 30 minutes¶
You start poor and unarmored. Your hands are the gear.
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Train at the dojo. Ghelmyon has a small monastery wing near the Temple of the Dawn.
walk to temple walk to dojo sparSparring at the dojo is free SP for Unarmed + Block + Dodge - and you can't get killed there.
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Meditate every dawn. Restores stamina + buffs Willpower for the day.
meditate -
Don't buy weapons. Spend your starter coin on food, water, bandages. Your hands are free; your body isn't.
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Skip combat with armored enemies until rank 3 Unarmed. Leather + bronze hands work on bandits + rats; not on plated knights.
Skills to focus first¶
- Strike (5 → 7) - your bread-and-butter. Punches scale with Strength + Agility.
- Block (4 → 6) - parry/redirect. Saves you from one-shots.
- Meditation (3 → 5) - stamina regen + Willpower SP. The Monk's "mana" is stamina; this is your potion.
After Unarmed rank 5, branch into Open Palm (block/control, defensive) or Closed Fist (burst, crit, intimidation).
Suggested merc team¶
Shield & Sparks - the paladin's holy buffs stack with your discipline; the tinkerer's traps cover your flanks. Monks dive in; your team needs to keep the enemies focused on you, not flanking past.
Quest or grind?¶
Grind dojo + meditate through Day 3. The dojo's progression chain trains Unarmed past rank 5 faster than any field fight.
Quest-wise: the Vigil (a Temple-adjacent monastic order) has a parallel questline that's a perfect Monk fit. You'll find it once you reach Temple neutral rep.
Mid-game arc¶
- Hit Unarmed rank 5. Path unlock + access to monastery gear (focus beads, sash, wraps that buff strike damage without counting as "armor").
- Reach Temple of the Dawn friendly rep. Monastery training hall + Vigil contact.
- Pick Open Palm or Closed Fist. Both viable; very different combat flow.
Training & Practice¶
Where the work happens between adventures.
Head to the Temple of the Dawn - Dojo Wing (temple_dojo, off the
temple's east colonnade). Talk to Master Eolen Thrace - he runs
the floor, watches you spar, and decides which form you're ready to
drill next.
How it works:
/shift startat the dojo to take a 4-hour training shift. Eolen sets the day's program scaled to your rank - pad-work, partner drills, the silent hour on the cushion.- Resolve tasks with the dojo's verbs:
practice <form>for active drilling (credits Unarmed Combat),meditateto seat the work and clear the mind (Meditation),drill <partner>for paired reps that test Discipline under pressure. Each resolution credits SP plus a small stipend the temple keeps on hand for senior students. /shift endto close early (or let the timer expire).
Tier ladder (Eolen decides which you're ready for based on rank): easy → standard → challenging → esoteric. Higher tiers pay more and open harder forms; new students start with the basic stance work and earn the closed-room kata-drills by sweating through the easy ones clean.
Why bother:
- Steady SP without the broken-bone risk of street fights.
- Small stipend per resolved task (the temple's purse, not adventure pay).
- Twenty clean shifts typically earn a referral letter the other monasteries honor - opens doors at sibling dojos in other cities.
- Eolen teaches up to rank 70 in Unarmed Combat, Discipline, and Meditation.
Capstone - Inner Stillness¶
Unlocked at rank 30 in unarmed combat. Skip your next turn. Your following 3 attacks all auto-hit, auto-crit, and ignore range and cover.
You center. The world slows. When you move again, you move three times.
Once per day. The setup cost (skip a turn) is real, but the payoff is three guaranteed crits with full positional bypass. Use it on a boss with high defense.
See also¶
- Survival essentials
- Recommended kits by class
- Temple of the Dawn faction
- Grigg's three teams
- Rare and unique items - faction-locked focuses lose their effect if you lose Temple standing; the object stays in your inventory but goes quiet