Handwrap

Handwraps enhance a Monks' unarmed attacks.

Advantages
Experienced Monk players know of several reasons why unarmed attacks, as a character levels, are superior than centering ki weapons such as kamas.


 * Unarmed combat is about 8% faster than using weapons 1.
 * Monks add their full strength bonus to attacks with both hands.
 * The Two Weapon Fighting line of feats allow Monks to increase the number of off-hand procs per attack, making them one of the most prolific DPS classes in the game
 * Handwraps are generally worthless to other classes, making them readily available in weapon and pawn shops and the Auction House--especially important since there are no "monk vendors" in the game.
 * Handwraps suffer no damage per round to rusting or acid, making the class a perfect fighter of oozes (which will not split apart from a Monk's bludgeoning attacks) and rust monsters, to name a few.
 * As a Monk levels, their handwraps begin to bypass Magic, Lawful, and Adamantine damage reductions (DR). As a Shintao Monk's unarmed attacks begin to bypass additional DRs, handwraps with both a prefix and a suffix allow these Monks to add additional damage.

Disadvantages
The limitations of handwraps are few, though significant to some.


 * Handwraps are bludgeoning weapons only, making attacks on enemies such as zombies a bit tougher.
 * You can wear only one type at a time; you can't have one type of handwrap on one hand and a second kind on another.
 * Handwraps that bypass advanced DR, such as Silver, are rare. Grinding for metalline handwraps is grueling; finding metalline of Pure Good handwraps ("Harry Beaters") is exasperating. However, owners of the Necropolis part 2 might find getting boss beaters somewhat easier, as the Shadow Crypt drops Devout Handwraps (+2 Metalline of Pure Good). The Alchemical Handwraps do allow a metal-typed crafting option for high-level Monks.
 * Green Steel handwraps do not exist. (See "Properties", below.)
 * Since base damage of monks' unarmed attacks vary with their class level, handwraps are not programmed like other weapons are. This has caused handwraps to suffer from some, particularly in unique items and during crafting.

Properties
Handwraps gain many unique abilities from other weapons, but also are limited in their upgrading due to their design or game design.

Properties Unique to Handwraps
You can find these special properties or handwraps or add the property using the Stone of Change.


 * Force prefix (Found or crafted)
 * Force Burst prefix (Crafted)
 * Bleeding suffix (Found)
 * Metalline (Found)
 * Stunning (Found--this property is shared with other non-ki bludgeoning weapons)

Metalline handwraps have a base price modifier of 5, instead of the typical 3, reflecting their rarity or value.

Missing properties
Handwraps with these following properties currently don't exist in the game.
 * Greater Parrying suffix (The lesser "Parrying" suffix is present on same handwraps)
 * Impact prefix
 * Righteousness suffix

As handwraps are considered bludgeoning weapons, properties such as Vorpal, Wounding and Puncturing cannot be found on handwraps. This is not a bug. However, the natural 20 rolls that would confirm Vorpal hits often activate many special Monk attacks by way of feats, enhancements or items.

properties
Handwraps have a few broken aspects.
 * Axiomatic and Anarchic handwraps: These add alignment damage properly, but Monks (who are always Lawful) don't receive a negative level penalty as they should when using handwraps with opposite alignment. Using other chaotically-aligned weapons, such as an anarchic quarterstaff, will properly give a negative level penalty. This bug has been fixed on Crafted handwraps.
 * Pure Good - UMD 20 is not required for Neutral characters

Non-weapon based enhancements

 * Destruction enhancements from Breastplate of Destruction and Dragonrouched Robes don't apply on handwraps, but developer Eladrin stated that it is intentional.
 * Special armors have appeared that add damage augmentation, such as the Garments of Equilibrium.
 * Using the Stone of Change, the Force Damage Ritual and Force Critical Ritual didn't take effect on handwraps automatically once applied, but a work around was implemented by running the affected handwraps through the Stone of Change by themselves (known issue). This workaround is no longer needed. Force Damage and Force Critical rituals now work on randomly-generated, alchemical, and named hand wraps. Not sure about Cannith Crafted handwraps.
 * The Ravager Set bonus damage does not work with handwraps. This is Working As Intended

Studded Handwraps
Handwraps with rare materials are included in regular loot tables as of Update 14. Quests such as Devil Assault were first reported to drop "studded" handwraps that can possibly bypass DR of various monsters on all difficulties since summer 2011, with much better drop rate on Epic.

A supreme advantage to the existence of such studded handwraps is, unlike the prized metalline Devout Handwraps, these do not bind to character or account and seem to be considered a tradeable, randomly-generated item.

As of Update 14, studded handwraps of all metal types appear with much greater frequency throughout the game (particularly in higher levels), retain their metal quality when crafted, and are tradeable.

Studded handwraps may be more appealing to Path of Inevitable Dominion Monks with Ninja Spy enhancements, as they do not get the ascending DR bypassing of Byeshk, Cold Iron and Silver to unarmed attacks available to Path of Harmonious Balance Monks with Shintao Monk enhancements.

Two unique metal-laced handwraps do exist in game: Devotion handwraps, which are Flametouched Iron threaded (adding the Good quality, if they weren't already Holy), and Eternal Rest handwraps, which are silver threaded.

Green Steel-weave Handwraps
Game developers note that there will NOT be Green Steel handwraps implemented, at least in the near future. Speculation for the decision involves bugs that could develop from these type of handwraps, or that the developers believe monks with Green Steel wraps will be over-powered and break game balance.

Tips for Using Handwraps
Since handwraps are very lightweight (in comparison to other weapons), Monks learn to carry a handwrap for just about every occasion. This is a great advantage since it allows Monks to tailor themselves for maximum damage and/or defense.

Many properties on handwraps will easily offset their limitation as bludgeoning weapons, such as elemental damage, bane damage, and crowd-control abilities, such as paralyzing. Take advantage of finishing moves, which add all manner of damage that can stack on handwraps.

A significant challenge for low-level Monks are Iron Golems. Built from adamantine, they have high DR/Adamantine, and are immune from most of extra damage effects. Until your character finds handwraps with Construct Bane or Smiting, on achieving level 16 or acquisition of metalline handwraps, you may need a quarterstaff or kamas with adamantine damage reduction to supplement your handwraps.

A tip vs. Golems: Against orange-named (and lower) Golems, try using Vertigo handwraps, Fire Stance (or other boosts to STR and tactics), and try and score a Trip attack. This is particularly handy vs Clay and Stone Golems. Metalline Handwraps of Vertigo can be a very versatile option for many immune-to-stun enemies in addition to Golems.

Anarchic Handwraps act differently from other Anarchic weapons on a Monk (thanks to the current glitch), and are perhaps the best weapon to use vs a Marut. Anarchic Handwraps of Greater Construct Bane/Smiting may be the ideal.