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Henshin Mystic enhancements

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Henshin Mystic enhancements[edit]

Henshin Mystic enhancements tree
Henshin Mystic enhancements tree

Core abilities[edit]

Riddle of Fire: While you are Centered, you can use your Wisdom modifier to hit.

Each Core Enhancement in the Henshin Mystic tree, including this one, grants you the following passive abilities:

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Monk Level 1
Ki Bolt: Ki Spell-Like Ability: You fire a ki blast that deals 1d6 fire and 1d4 force damage per Caster Level to an opponent. This damage scales with 300% Melee Power. The target also gains a stack of Weakened Will, Feeble Fortitude, and Reduced Reflexes. (-1 Saving Throws, 6 second duration. Can stack up to 5 times.) This ability has double normal spell range. (Ki Cost: 5, Cooldown: 3 seconds)
Passive: While you are Centered, you can use your Wisdom modifier to damage. You gain +2 Ki every melee attack, stacking with all other sources of Ki generation.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Monk Level 3, Riddle of Fire
Cauldron of Flame: Fire Ki Spell-Like Ability: You will flame into the world around you. Enemies around you take 1d2 fire damage per Monk level every 2 seconds, increasing by an additional 1d2 fire damage per Monk level every 2 seconds that you remain standing in the flames. This damage scales with 200% Melee Power. If you leave the area of the flames, this effect ends. A successful Reflex save (DC 10 + Monk Level + Wisdom Modifier + Stunning Bonuses) reduces damage by half. While you remain inside your Cauldron of Flames, you gain PRR and MRR equal to your Monk level, and uncapped Dodge equal to 5 + half your Monk level. (Ki Cost: 30, Cooldown: 60 seconds.)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Monk Level 6, Ki Bolt
Incinerating Wave: Fire Ki Spell-Like Ability: You produce a wall of ki flame that travels away from you, dealing 1d6+3 fire and force damage per caster level every 2 seconds to all opponents near it. This damage scales with 300% Melee Power. A successful Reflex save (DC 10 + Monk Level + Wisdom Modifier + Stunning Bonuses) reduces damage by half. (Ki Cost: 20, Cooldown: 9 seconds.)
minor bug: This spell does not have a save and is mistakenly labeled otherwise.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Monk Level 12, Cauldron of Flame
Improved Cauldron: The cooldown of your Cauldron of Flames is reduced by half. You may now move a small radius outside of your cauldron without ending it collapsing.

Notes: Reduces Cooldown of Cauldron of Flames from 60 seconds to 30 seconds.

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Monk Level 18, Incinerating Wave
Serenity: Your understanding of things has evolved to a level that defies description.
Passive:
  • +4 Wisdom
  • +10 Concentration
  • +1 Passive Ki Generation
  • +12 Melee Power (in addition to the +3 you get for each Core, for a total of +15)
  • While inside your Cauldron of Flame and Centered, +5 to Hit and Damage, +1 Critical Multiplier.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Monk Level 20, Improved Cauldron

Tier One[edit]

Requires Riddle of Fire, Monk Level 1

Elemental Words: Gain four attacks that increase elemental damage taken by your opponent and share a cooldown: Deal +10% Damage and deal an additional 1d6 damage of the matching element (plus 1 per Monk Level), as well as causing them to take 10% more damage from that element for 30 seconds. (Ki Cost: 10, Cooldown: 15 seconds.)
Grants all of the following:
  • All-Consuming Flame: Ki Melee Attack: You strike your opponent and speak the secret words that cause them to light up like tinder. On Hit: Target takes 10% more fire damage for 30 seconds.
  • Porous Soul: Ki Melee Attack: You strike your opponent and speak the secret words that cause them to draw acid in like a sponge. On Hit: Target takes 10% more acid damage for 30 seconds.
  • Static Charge: Ki Melee Attack: You strike your opponent and speak the secret words that cause them to feel the fury of the sky. On Hit: Target takes 10% more electrical and sonic damage for 30 seconds.
  • Winter's Touch: Ki Melee Attack: You strike your opponent and speak the secret words that cause them to feel the chill of death. On Hit: Target takes 10% more cold damage for 30 seconds.
AP Cost: 1 Ranks: 1 Progression: 1
Henshin Training: +1 to hit and damage while Centered. Antirequisites: Ninjutsu, Shintao Studies
AP Cost: 2 Ranks: 1 Progression: 1
Ki Shout: Ki Activate: Intimidates nearby enemies, encouraging them to attack you. This ability uses your Concentration skill, and shares a cooldown with the Intimidate skill. (Ki Cost: 5, Cooldown: 6 seconds)
AP Cost: 2 Ranks: 1 Progression: 1
Exemplar: +[1/2/3] Heal and Intimidate. +[5/10/15]% attack speed with Quarterstaves.
Antirequisite: Thief Acrobatics
AP Cost: 1 Ranks: 3 Progression: 1
Animal Forms: You emulate a creature of nature in your training.
  • Way of the Clever Monkey: Like a monkey, no trap in the world can catch you. You gain +1 to your haggle skill and all saves against traps, as well as energy resistance 2. At monk levels 3, 9, and 15, the skill and save bonuses increase by 1 and energy resistance increases by 2.
  • Way of the Elegant Crane: Like a crane, you strike with precision and elegance. You gain +1 to your Diplomacy skill, and generate 1 additional Ki on critical hits. Your training has left you more fragile than normal, however, and have a -1 penalty to Fortitude saves. At monk levels 3, 9, and 15, these bonuses and penalties increase by 1.
  • Way of the Faithful Hound: Like a hound, you are ever vigilant and at home amidst the pack. You gain +1 to your Listen skill and a +2 bonus to hit flanked opponents. At monk levels 3, 9, and 15, the bonuses increase by 1.
  • Way of the Patient Tortoise: Like a tortoise, you are calm at heart and worries wash over you. You gain +1 to your Concentration skill and 5 additional hit points. At monk levels 3, 9, and 15, the skill bonus increases by 1 and hit point bonus increases by 5.
  • Way of the Tenacious Badger: Like a badger, you are most dangerous when grievously injured. You gain +1 to your Intimidate skill, and whenever you are below 50% health, your passive Ki Regeneration is increased by 1 and you deal +0.25[W] additional damage. Your patience has suffered, however, and you generate Ki slower when meditating. At monk levels 3, 9, and 15, the skill bonus increases by 1 and the damage bonus increases by +0.25[W].

Notes: Only reduces the amount of Ki per tick generated while Meditating by one. This penalty is entirely irrelevant.

AP Cost: 2 Ranks: 1 Progression: 1

Tier Two[edit]

Requires Monk Level 2, 5 APs spent on tree

Elemental Soul: Taking this enhancement grants you four Imbue toggles, in Fire, Cold, Electric and Acid.
Grants all of the following:
  • Elemental Soul: Acid: Imbue toggle: You enhance your attacks with Ki, dealing 1d6 Acid damage on hit, and an additional 1d6 Force damage on crit. Your Ki spells also apply the Acid portion of this damage. This damage scales with 150% of the highest of Melee or Ranged Power.
  • Elemental Soul: Electricity: Imbue toggle: You enhance your attacks with Ki, dealing 1d6 Electric damage on hit, and an additional 1d6 Force damage on crit. Your Ki spells also apply the Electric portion of this damage. This damage scales with 150% of the highest of Melee or Ranged Power.
  • Elemental Soul: Fire: Imbue toggle: You enhance your attacks with Ki, dealing 1d6 Fire damage on hit, and an additional 1d6 Force damage on crit. Your Ki spells also apply the Fire portion of this damage. This damage scales with 150% of the highest of Melee or Ranged Power.
  • Elemental Soul: Ice: Imbue toggle: You enhance your attacks with Ki, dealing 1d6 Cold damage on hit, and an additional 1d6 Force damage on crit. Your Ki spells also apply the Cold portion of this damage. This damage scales with 150% of the highest of Melee or Ranged Power.

Notes: As a Spell Proc, Elemental Soul is affected by the matching Spell Critical chance and Spell Critical Damage when applied by a spell effect. It does not scale with Spell Power. It retains its scaling of 150% of the highest of your Melee or Ranged Power.

AP Cost: 2 Ranks: 1 Progression: 5
Henshin Training: +1 to hit and +2 to damage while Centered.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Henshin Training (Tier 1)
Elemental Ki Strikes: Select one of four attacks that have secondary aftereffects: (Ki Cost: 5, Cooldown: 3 seconds.)
  • Eagle Claw Attack: Ki Melee Attack: Deals +20% Damage. Your attacks can shatter objects. You strike at weak points in your opponent's armor or hide, applying four stacks of Armor Destruction. (Each stack reduces Armor Class by 1 and Fortification by 1% for 20 seconds. This effect can stack up to 15 times.)
  • Fists of Iron: Ki Melee Attack: Deals +30% Damage. You have imbued your attacks with extra force. 1 Critical Threat Range, +1 Critical Damage Multiplier.
  • Knock on the Sky: Ki Melee Attack: Deals +10% Damage. You strike your opponent, deflecting their momentum. Your enemy deals 4% less physical damage for 30 seconds. This effect can stack up to 5 times.
  • Unbalancing Strike: Ki Melee Attack: Deals +20% Damage. You have learned several joint strikes. You can attack these weak points of your opponent, throwing them off balance for a short period of time. This reduces their armor class by 2, applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. A successful Reflex save negates this effect (DC 10 + Half Monk Level + Wisdom modifier + Trip modifiers). The target receives periodic saves to attempt to break free of this effect.
AP Cost: 2 Ranks: 1 Progression: 5
Embrace the Void: Gain [1/2/3] Meditation use per rest, +[1/2/3] to Dodge Cap, and regenerate Ki faster while meditating. While you are meditating, you generate a protective shield which can absorb up to [25/50/100] damage, and is refreshed every 3 seconds.

Notes: Grants +1 Ki per tick while meditating per rank, up to +[8/9/10]

AP Cost: 1 Ranks: 3 Progression: 5
Contemplation: +[1/2/3] Concentration and Will Saves. Rank 3: Your passive Ki Regeneration is increased by 1.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Monk Level 3, 10 APs spent on tree

Mystic Kata: Choose an ability depending on your Light or Dark path:
  • Kata of Ice: Ki Melee Attack: Make a Melee attack that attempts to encase the target in ice on a failed Will save for 10 seconds. DC 10 + highest of Str/Dex/Wis Mod + Monk Level + Stunning Modifiers. (Ki Cost: 20, Cooldown: 12 seconds.)
Requires Path of Inevitable Dominion.

Notes: Behaves somewhat like a petrify or a stun, but it affects many more creature types, including skeletons and golems. It does not appear to affect reapers.

  • Kata of Wind: Activate to give yourself and nearby allies 20% Concealment for 60 seconds. (Ki Cost: 10, Cooldown: 9 seconds.)
Requires Path of Harmonious Balance
AP Cost: 2 Ranks: 1 Progression: 10
Henshin Training: +1 to hit and +2 damage while Centered.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Henshin Training (Tier 2)
Conditioning: +[1/2/3] Concentration and Fortitude Saves, +[5/10/15] HP.
AP Cost: 1 Ranks: 3 Progression: 10
Clear Your Mind: Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for [30/60/120] seconds. (Ki Cost: 35, Cooldown 20 seconds.) The effects of this Trance are dispelled if you are no longer Centered.
Antirequisite: This enhancement can not be trained if you have any other Trance ability.
AP Cost: 1 Ranks: 3 Progression: 10
Ability Score: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Constitution
  • +1 Intelligence
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Monk Level 4, 20 APs spent on tree

Mystic Kata: Upgrade your chosen ability:
  • Kata of Dark Stars: Upgrade your Kata of Ice: You use the power of the stars to set up harmonic vibrations within your enemy that force them to dance for 12 seconds. DC 10 + highest of Str/Dex/Wis Mod + Monk Level + Stunning Modifiers. Save type unknown, assumed Will. Requires Kata of Ice
  • Kata of Deep Magic: Upgrade your Kata of Wind: Kata of Wind now grants allies a 25% reduction to Spell Point costs for 60 seconds. Requires Kata of Wind
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Mystic Kata (Tier 3)
Henshin Training: +1 to hit and +2 to damage while Centered.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Henshin Training (Tier 3)
Mantra of Soul: +[5/10/20] MRR
AP Cost: 1 Ranks: 3 Progression: 20
Focus: While centered, you and nearby party members gain a +10 Exceptional bonus to Universal Spell Power, a +5 Exceptional bonus to hit, and a +5 Exceptional bonus to Melee and Range Power.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Embrace the Void
Ability Score: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Constitution
  • +1 Intelligence
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Ability Score (Tier 3)

Tier Five[edit]

Requires Monk Level 5, Character Level 12, 30 APs spent in tree

Void Strike: Ki Melee Attack: You have learned to make attacks backed by pure Ki energy. On Hit: +30% Damage, +1 to Critical Threat Range and Multiplier, and 10d6 Force damage that scales with Melee Power. On Vorpal: Your enemy is erased from existence. (Ki Cost: 10, Cooldown: 3 seconds.)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Elemental Words (Tier 4)
Henshin Training: +3 to hit and +3 damage.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Henshin Training (Tier 4)
Mystic Honing: You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range while Centered.
AP Cost: 1 Ranks: 1 Progression: 30
Self Defense: Grants +5 Magical Resistance Rating, MRR Cap and a +25% Competence bonus to Hit Points.
AP Cost: 1 Ranks: 1 Progression: 30
Balance in Dawn: Select a melee attack that opposes your philosophy:
  • Every Light Casts a Shadow: Ki Melee Attack: Deals +20% Damage. On Damage: Target suffers 1d4 Negative Levels. All nearby enemies suffer 1d2 Negative Levels. (Ki Cost: 15, Cooldown: 12 seconds.)
Requires Path of Harmonious Balance
  • Shadows Cannot Exist Without Light: Ki Melee Attack: Deals +20% Damage. On Damage: Target suffers 1d6 Light damage every 2 seconds for 10 seconds. This can stack up to 10 times. All allies around you receive 100 Positive Energy healing. (This healing effect is unaffected by Spell Power.) (Ki Cost: 15, Cooldown: 6 seconds.)
Requires Path of Inevitable Dominion
AP Cost: 1 Ranks: 1 Progression: 30