Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!

Fists of Light/sandbox

From DDO wiki
Jump to: navigation, search
Icon Feat Path of Harmonious Balance- Fists of Light.png

Fists of Light

Ki Attack Feat

Prerequisite

Permanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.
:
Monk level 3, Path of Harmonious Balance

Prerequisite of

Another ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.
:

Trainable

A trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.
:

Repeatable

A repeatable feat is a trainable feat that can be taken more than once, possibly with conditions. For example, Toughness indicates Unlimited, stacking, while Spell Focus indicates Once for each school of magic.
:

Class Feat

A class feat is granted to all members of a class (who meet the prerequisites, if any) at a specified level. For example, Tower Shield Proficiency indicates Fighter 1, Uncanny Dodge indicates Barbarian 4 and Rogue 4, and Fists of Light indicates Monk 3 (Harmonious Path). A class feat may also be trainable to members of other classes, like Tower Shield Proficiency.
:
Monk 3

Bonus Feat

A bonus feat may optionally be taken using a class-specific bonus slot. For example, Spell Focus indicates Wizard, Deflect Arrows indicates Monk, and Improved Critical indicates Artificer, Fighter. Rogue optional abilities are considered a type of bonus feat.
:

Racial Feat

A racial feat is granted to all members of a race. For example, Shuriken Expertise indicates Drow, and Small Size Bonus indicates Gnome, Deep Gnome, Halfling.
:
Dragonmark:

Enhancement Tree

When the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.
:
Unknown enhancement tree

Epic Destiny

Unrecognized term: Epic Destiny
:
Unknown epic destiny tree

AP

The number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2.
/

Ranks

The number of ranks of an enhancement that can be acquired,
usually 1 to 3.
:
/

Spell Level

Spell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.
:

Granted By

Any secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.
:

Spell School

Every spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.
:

Usage

Every ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).
:

Conditions

Temporary conditions that must be met in order for the ability to function. For example, many monk abilities require the monk to be centered. Permanent requirements are listed under Prerequisites.
:
Centered

Charges

Unrecognized term: Charges
:

Recharge

Unrecognized term: Recharge
:

Components

Every spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates
{{V}}, {{S}}, and {{M}}, respectively.
:

Cost

The cost to invoke an active or toggled ability, such as 12 Spell Points, 10 Ki, or None. Not to be confused with the cost to acquire an ability in the first place, which might be measured in Action Points.
:
10 Ki

Metamagic

The effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example, {{Maximize}} and {{Heighten}}.
:

Target

Every ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.
:
Foe

Range

The distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.
/

Area

The coverage of a spell or effect, such as Single target, Standard AoE, or Conal AoE. Not to be confused with range. For example, both Finger of Death and Fireball have Standard range, but Finger of Death has a Single target area, while Fireball has a Large Spherical AOE. Note that, in contrast to PnP, DDO in-game descriptions often conflate range and area.
:
Melee / Single target

Saving Throw

The type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.
:
None

DC

The Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.
:

Spell Resistance

Whether spell resistance can avert the spell or SLA, Yes or No.
:

Duration

The length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.
:
~10 seconds

Cooldown

How long a character must wait between activations of an ability, typically measured in seconds.
:
3 seconds

Offense Buff

An effect that improves your offensive capabilities, such as a bonus to attack chance or damage.
:

Defense Buff

An effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.
:

Buff

A broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.
:

Restoration

All forms of resurrection and various lesser forms of restoration, such as removing ability damage and fatigue. Restoration of lost hit points is listed under Healing.
:

Healing

Any effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.
:

Instant Death

This produces an Instant death effect on at least some types of target. Red-named bosses are immune, as is anyone with deathblock.
:

Debuff

A harmful effect other than physical damage.
:
Healing shield: Melee hit on target heals attacker 1d2 HP

Damage

The amount and type of damage inflicted.
:
+0.5[W], +4d6 Light damage, +4d6 Positive damage against undead, +1d50 Positive damage on vorpal, all scale with Melee Power

Scaling

Unrecognized term: Scaling
:

Proficiency

Item(s) for which the ability imparts proficiency. For example, Master's Touch lists Simple or martial weapons, shields, tower shields.
:

Item

If the ability enhances the use of a class of items, other than providing proficiency, that is indicated here. For example, Shuriken Expertise lists Shuriken.
:

Grants

If the ability imparts some other ability (other than proficiency), that is indicated here. For example, the Barbarian's Die Hard enhancement provides the Diehard feat.
:

Description

On a successful melee hit, an enemy receives a healing shield for approximately 10 seconds. Any melee hit on the affected creature by you or your allies heals them with 1d2 HP per strike.

Strong enemies with immunity to curses will be immune to the healing shield.

The Fists of Light deals 4d6 additional positive damage on undead. A chance hit on an undead creature with the healing shield may deal an additional 1d50 positive damage on a vorpal strike (Natural 20 followed by critical confirmation) which scales with Melee Power.

Also deals 4d6 Light damage to all creatures on hit, which scales with Melee Power.

Since Update 33 additionally deals +0.5[w] damage.

Notes

The Fists of Light is the keystone strike of a Harmonious Balance monk. This feat is a finishing move that can be used with other elemental strikes. Fists of Light has a cooldown of 3 seconds.

See also

Healing Ki, Fists of Darkness\