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Ninja Spy enhancements

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Ninja Spy enhancements[edit]

Ninja Spy enhancements tree
Ninja Spy enhancements tree

Core abilities[edit]

Basic Ninja Training: While you are centered, you can use your Dexterity modifier to hit. You are proficient with short swords and treat them as Ki weapons. If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also get the benefit of Ninja Training.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Monk Level 1
Advanced Ninja Training: While you are centered, you can use your Dexterity modifier for damage. You also gain Doubleshot equal to your Dexterity score while wielding a Shuriken. If another ability allows you to remain centered while wielding other types of melee weapon (including unarmed/handwraps), then those weapons will also get the benefit of Advanced Ninja Training.

Notes:

  • Shuriken doubleshot from Advanced Ninja Training and Shuriken Expertise do not directly add to Doubleshot amount. Instead, upon making an attack roll, Advanced Ninja Training/Shuriken Expertise each roll a 1d100, and if the number rolled is lower than your Dex, it treats your Doubleshot damage multiplier as one higher, calculated after regular Doubleshot. Both sources stack with one another, meaning that if you possess both, you roll twice. This makes Shuriken DPS a bit inconsistent at lower Dexterity scores. Dexterity scores above 100 do not provide additional effectiveness to this enhancement.
  • As of Update 78, this effect is displayed in the Character Sheet as providing +1 Doubleshot per Dexterity, up to a maximum of 100. This is a visual simplification only, and this enhancement still functions as before.

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Monk Level 3, Basic Ninja Training
Shadow Veil: Ki Activate: You focus your Ki and draw shadows around you. You become invisible and 25% incorporeal for one minute. Actions that break invisibility do not remove the incorporeality portion of this effect. (Ki Cost: 15, Cooldown: 6 seconds).

Notes: Becoming uncentered for any reason immediately removes both components of the buff.

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Monk Level 6, Advanced Ninja Training
Poisoned Darts: Ki Activate: You spit poisoned darts in a cone before you. Nearby enemies are affected by between 4 and 8 stacks of Ninja Poison. (Magical Poison: Target takes 1d4 points of Poison damage, which scales with the higher of Melee or Ranged power; every 3 seconds for 15 seconds. The Target's vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.) (Ki Cost: 15, Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Monk Level 12, Shadow Veil
Diversion: Ki Activate: You turn yourself invisible and create a dummy that attracts the attention of nearby enemies. For the next 20 seconds, gain +5 Sneak Attack Dice and +5 Assassinate DCs. (Ki Cost: 50, Cooldown: 180 seconds.)
Passive: +5 Melee and Ranged Power.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Monk Level 18, Poisoned Darts
Ninja Master: You gain +2 Dexterity and +2 Wisdom, +15 Melee and Ranged Power, +5 Sneak Attack Dice and 10% Fortification Bypass. Any weapon you wield while Centered gains the Vorpal effect. If you have Self Defense, +10 additional Melee Power.
If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also gain these effects.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Monk Level 20, Diversion

Tier One[edit]

Requires: Basic Ninja Training, Monk Level 1

Ninjutsu: Passive: +1 to Hit and Damage while Centered. Antirequisites: Shintao Studies, Henshin Training.
AP Cost: 2 Ranks: 1 Progression: 1
Stealthy: +[1/2/3] Hide and Move Silently. +[20/35/50]% movement speed while sneaking. Rank 3: While centered and Sneaking, your passive Ki Regeneration is increased by 1.
AP Cost: 1 Ranks: 3 Progression: 1
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 1
Subtlety: -[20/30/40]% threat generation with melee and ranged attacks.
AP Cost: 1 Ranks: 3 Progression: 5
Acrobatic: +[1/2/3] Balance, Jump, and Tumble. +[1/+2/3]% Dodge.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Monk Level 2, 5 APs spent on tree

Ninjutsu: Passive: +1 to Hit and +2 Damage while Centered.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Ninjutsu (Tier 1)
Agility: +[1/2/3] Concentration, Reflex Saves, and Maximum Dodge bonus.
AP Cost: 1 Ranks: 3 Progression: 5
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Sneak Attack Training (Tier 1)
Extra Action Boost: +[1/2/3] extra action boost.
AP Cost: 2 Ranks: 3 Progression: 5
Action Boost: Melee/Ranged Power: Multiselector:
  • Damage Boost: Activate to gain +[10/20/30] Action Boost bonus to Melee/Ranged Power for 20 seconds.
  • Haste Boost: Activate to gain +[10/20/30]% Action Boost bonus to attack speed for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Monk Level 3, 10 APs spent on tree

Ninjutsu: Passive: +1 to Hit and +2 to Damage while Centered
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Ninjutsu (Tier 2)
Shadow Arts: Multiselector:
  • Flash Bang: Ki Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic that explodes into light, blinding opponents for 6 seconds on a failed reflex save and momentarily dazing opponents on a failed fortitude save. Both saving throws have DC equal to (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs). (Ki Cost: 20, Cooldown: 9 seconds.)
Requires Path of Harmonious Balance.
  • Shadow Flurry: Ki Melee Attack: +20% damage, +2 Critical Multiplier. Target must make a fortitude saving throw equal to (18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs) or have some of the energy temporarily sealed, halving all positive energy healing, reducing its fortification by 25% and rendering it unable to cast spells. The enemy makes recurring Fortitude saves to shake the effect. (Ki Cost: 10, Cooldown: 9 seconds.)
Requires Path of Inevitable Dominion.
AP Cost: 2 Ranks: 1 Progression: 10
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Sneak Attack Training (Tier 2)
Sting of the Ninja: Imbue Toggle: You poison your weapon with a secret mixture. While you are centered, you deal an additional 1d6 Poison damage on hit scaling with 150% of the higher of Melee or Ranged Power, and any shortsword, kama, or shuriken you wield will inflict your foes with a stack of Ninja Poison on critical hits.

If another ability allows you to remain centered while wielding other types of melee weapon, then those weapons will also get the benefit of Sting of the Ninja if they are normally Piercing or Slashing weapons. (Cooldown: 3 seconds)

Ninja Poison: (Magical Poison: Target takes 1d4 points of Poison damage every 3 seconds for 15 seconds. The target’s vulnerability to poison is increased by 5%. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.)
AP Cost: 2 Ranks: 1 Progression: 10
Dexterity or Wisdom: Choose one:
  • +1 Dexterity
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Monk Level 4, 20 APs spent on tree

Ninjutsu: Passive: +1 to Hit and +2 Damage while Centered.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Ninjutsu (Tier 3)
Shadow Arts: Multiselector:
  • Cloak of Shadows: After using Flash Bang, you become invisible for 3 seconds, which is not broken by actions. Requires Flash Bang.
  • Poison Exploit: On a failed saving throw, your Shadow Flurry purges an enemy of Ninja Poison, dealing 1d20 + 20 Poison damage per stack of Ninja Poison removed. Scales with higher of Melee/Ranged Power. Requires Shadow Flurry.
Bug: Did not remove stack of Ninja Poison and did not deal Poison damage : tested June 3, 2025 by 78.246.0.124
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Shadow Arts (Tier 3)
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Sneak Attack Training (Tier 3)
No Mercy: You deal [10/20/30]% additional damage to helpless opponents.
AP Cost: 1 Ranks: 3 Progression: 20
Dexterity or Wisdom: Choose one:
  • +1 Dexterity
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Dexterity or Wisdom (Tier 3)

Tier Five[edit]

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

Touch of Death: Ki Melee Attack: You strike a living opponent down with twisted ki, dealing +30% damage and 500 additional Poison damage that scales with 200% Melee Power. Your opponent takes half damage on a successful Fortitude save (DC = 10 + Monk Level + Highest of Str/Dex/Wis Modifier + Assassinate DCs). (Ki Cost: 50, Cooldown: 15 seconds.)
Passive: +3 to Hit and Damage while Centered.
AP Cost: 1 Ranks: 1 Progression: 30
Deadly Striker: While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords and Shuriken gain an additional +1 Critical Threat Range.
AP Cost: 2 Ranks: 1 Progression: 30
Crippling Strike: You gain +3 Assassinate DCs and the Rogue ability Crippling Strike. (On Sneak Attack: 2 Strength damage.)
Antirequisite: You cannot take this enhancement if you already possess the Crippling Strike feat.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Sneak Attack Training (Tier 4)
Archer's Focus or Self Defense: Multiselector:
  • Self Defense: Grants +5 Magical Resistance Rating, MRR Cap and a +25% Competence bonus to Hit Points.

Notes: Has additional synergy with Core Abilities.

  • Improved Archer's Focus: (Requires Precise Shot) Your Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10 Ranged Power.
AP Cost: 2 Ranks: 1 Progression: 30
Shadow Double: Activate: You gain +50% Doublestrike, +50% Doubleshot, and +5 Assassinate DCs for 12 seconds. (Ki Cost: 30, Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30