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Kensei enhancements

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Kensei enhancements[edit]

Kensei enhancements tree
Kensei enhancements tree

Core abilities[edit]

Kensei Focus: Select a group of weapons as your Kensei focus. You gain +1 to hit with these weapons, and many Kensei abilities require that you use one of these weapons. (These are labeled as "Focus" abilities).

Choose one:

  • Kensei Focus: Archery: You focus your Kensei training in the use of bows. You gain +1 to hit with longbows and shortbows.
  • Kensei Focus: Axes: You focus your Kensei training in the use of axes. You gain +1 to hit with battleaxes, greataxes, handaxes, and throwing axes. Dwarves also receive this bonus with dwarven waraxes. (The Exotic Weapon Mastery enhancement will add dwarven waraxes to this list of weapons if you are not a dwarf.)
  • Kensei Focus: Crossbows: You focus your Kensei training in the use of crossbows. You gain +1 to hit with heavy crossbows, and light crossbows. (The Exotic Weapon Mastery enhancement will add great crossbows and repeating crossbows to this list of weapons.)
  • Kensei Focus: Druidic Weapons: You focus your Kensei training in the use of druidic weapons. You gain +1 to hit with clubs, daggers, darts, quarterstaves, scimitars, sickles, and when using unarmed combat.
  • Kensei Focus: Heavy Blades: You focus your Kensei training in the use of heavy blades. You gain +1 to hit with falchions, greatswords, longswords, and scimitars. (The Exotic Weapon Mastery enhancement will add bastard swords and khopeshes to this list of weapons.)
  • Kensei Focus: Light Blades: You focus your Kensei training in the use of light blades. You gain +1 to hit with daggers, kukri, rapiers, shortswords, and throwing daggers.
  • Kensei Focus: Maces and Clubs: You focus your Kensei training in the use of maces and clubs. You gain +1 to hit with clubs, light maces, heavy maces, greatclubs, morningstars, and quarterstaves.
  • Kensei Focus: Martial Arts: You focus your Kensei training in the use of monk weapons. You gain +1 to hit with handwraps, kama, quarterstaves, shuriken, and when using unarmed combat.
  • Kensei Focus: Picks and Hammers: You focus your Kensei training in the use of picks and hammers. You gain +1 to hit with light picks, heavy picks, light hammers, warhammers, mauls, and throwing hammers.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Fighter Level 1
Spiritual Bond: When you have a weapon equipped in your main hand that is part of your Focus, it gains On Vorpal: one stack of Battle Meditation: This weapon gains a +1 Insight bonus to Enhancement bonus for 20 seconds. This stacks up to the number of Kensei Core Abilities you possess (max 10). On timer expiration, 1 stack of Meditative Focus is removed at a time.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Fighter Level 3, Kensei Focus
Strike With No Thought: Passive: Your weapons (but not shields) gain +1 competence bonus to Critical Damage Multiplier. When you have a weapon equipped in your main hand that is part of your Focus, you gain 1% Doublestrike or 1% Doubleshot (depending on whether your Focus is melee or ranged). Each additional Core Ability you acquire from this tree increases this bonus by 1%.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Fighter Level 6, Spiritual Bond
Power Surge: Active: You gain +8 Psionic bonus to all attributes for 60 seconds. If you possess the ability to generate Ki, you gain On Hit: +2 Ki. You may use this 5 times per Rest.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Fighter Level 12, Strike With No Thought
One Cut: Activate: Your currently equipped primary weapon gains +1 Critical Damage Multiplier for 15 secs.(Cooldown: 1 minute) Passive: +20 Melee Power and Ranged Power. +1 use of Power Surge per Rest.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Fighter Level 18, Power Surge
Alacrity:
  • +2 to all ability scores
  • +15% Doublestrike
  • +15% Doubleshot
  • +4 Action Boost uses
  • +2 to the DCs of all Tactical Feats
  • +2 uses of Power Surge per Rest.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Fighter Level 20, One Cut

Tier One[edit]

Requires Kensei Focus, Fighter level 1

Extra Action Boost: +1/+2/+3 extra action boost.
AP Cost: 2 Ranks: 3 Progression: 1
Weapon Group Specialization: You gain +1 to hit and damage with your Focus group. This bonus does not apply to exotic weapons unless you also take Exotic Weapon Mastery. (Dwarves do not need to take Exotic Weapon Mastery to apply this bonus to Dwarven Axes.) Repeating crossbows only gain +1 to hit, not damage.
AP Cost: 1 Ranks: 1 Progression: 1 Requires: equivalent Kensei Focus
Exotic Weapon Mastery: Adds exotic weapons to your Kensei Focus.
  • Axes: Adds dwarven axe if you are not a dwarf. (This is not necessary if you are a dwarf.)
  • Crossbows: Adds great crossbows, heavy repeating crossbows, and light repeating crossbows.
  • Heavy Blades: Adds bastard swords and khopesh.
Note: This enhancement does not grant Proficiency.
AP Cost: 1 Ranks: 1 Progression: 1 Requires: Weapon Group Specialization, Kensei Focus: Crossbows, Axes, or Heavy Blades
Action Boost: Choose One: (Cooldown: 30 seconds.)
  • Attack Boost: Activate to gain +4/+6/+8 Action Boost bonus to hit and damage 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: 1
Reed In The Wind: Focus Melee Attack: Deals +10%/+20%/+30% Damage. If you successfully damage your target you gain a +3%/6%/9% Insight bonus to Dodge for 6 seconds. (Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 3 Progression: 1 Requires: Dodge

Tier Two[edit]

Requires Fighter Level 2, 5 APs spent in tree

Tactics: +1/2/3 to the DC's of your Tactical abilities.
AP Cost: 1 Ranks: 3 Progression: 5
Weapon Group Specialization: You gain +1 to hit and +2 damage with one handed weapons, bows and repeating crossbows. You gain +1 to hit and +3 damage with two handed weapons and non-repeating crossbows. These bonuses only apply to weapons in your focus group.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Weapon Group Specialization (Tier 1), Weapon Focus with at least one weapon type of your Focus group.
Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Dodge
Ascetic Training: Your rigorous training gives you various benefits.

Choose one:

  • Agility: +1/+2/+3 Concentration, Reflex Saves, and Dodge cap (in light or no armor).
Note: Stacks with Ninja Spy: Agility.
  • Conditioning: +1/+2/+3 Fortitude Saves, +5/+10/+15 HP and Fortification.
  • 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 Fighter Level 3 (4 for Weapon Group Specialization), 10 APs spent in tree

Critical Mastery: +1/+2/+3 to confirm critical hits and critical hit damage (before weapon multipliers)
AP Cost: 1 Ranks: 3 Progression: 10
Weapon Group Specialization: Gain +1 to hit and +2 damage with weapons in your Focus group.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Weapon Group Specialization (Tier 2) , Weapon Specialization with at least one weapon type of your Focus group.
Athletic Mastery: +1/+2/+3 Maximum Dexterity bonus and Dodge cap. -1/-2/-3 Armor Check Penalty. (works with all armor types)
Note: Does not stack with Tempest: Improved Mobility.
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Mobility, Improved Dodge
Shattering Strike: Select a melee or ranged special attack that IF it hits deals extra damage and reduces an opponent's fortification.

Choose one: (Cooldown: 10 seconds.)

  • Shattering Shot: Focus Ranged Attack: Deals +10%/+20%/+30% Damage. On Damage: Target loses 15% fortification for 10 seconds. (no save)
  • Shattering Strike: Focus Melee Attack: Deals +10%/+20%/+30% Damage. On Damage: Target loses 15% fortification for 10 seconds. (no save)
AP Cost: 1 Ranks: 3 Progression: 10
Strength, Dexterity, or Wisdom: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Fighter Level 4 (8 for Weapon Group Specialization), 20 APs spent in tree

Opportunity Attack: 2 Charges. Melee Attack: Deals +30% Damage. Consumes 1 charge. On Damage: You gain 20 Melee Power for 6 seconds. There is a 10% chance to regain an expended charge of this enhancement anytime you hit an enemy.
AP Cost: 2 Ranks: 1 Progression: 20
Weapon Group Specialization: You gain +1 to hit and +2 damage with one handed weapons, bows and repeating crossbows. You gain +1 to hit and +4 damage with two handed weapons and non-repeating crossbows. These bonuses only apply to weapons in your focus group.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Weapon Group Specialization (Tier 3), Greater Weapon Focus with at least one weapon type of your Focus group. *Note Greater Weapon Focus Requires 8 Levels of Fighter*
Liquid Courage: After drinking a potion, you receive +50 Healing and Repair Amplification for 30 seconds.
AP Cost: 1 Ranks: 1 Progression: 20
Strike at the Heart: Your weapon attacks have the Improved Destruction effect.
AP Cost: 2 Ranks: 1 Progression: 20
Strength, Dexterity, or Wisdom: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength, Dexterity, or Wisdom (Tier 3).

Tier Five[edit]

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

A Good Death: Select a melee or ranged special attack that deals extra damage to targets at low health. (Cooldown: 15 seconds)

Choose one:

  • A Good Death (Melee): Focus Melee Attack: Perform a melee attack with +1 Critical Damage Multiplier. On Damage: If the target is below 30% health, deal 500 damage that scales with 400% Melee Power.
  • A Good Death (Ranged): Focus Ranged Attack: Perform a ranged attack with +1 Critical Damage Multiplier. On Damage: If the target is below 30% health, deal 500 damage that scales with 400% Ranged Power.
Shares a cooldown with Execute and Merciful Strike (melee and ranged versions).
AP Cost: 1 Ranks: 1 Progression: 30
Weapon Master: +3 to hit and damage with all weapons. +25% Competence bonus to maximum hit points if you selected a melee weapon in the first core.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Fighter level 5, Greater Weapon Focus, Weapon Group Specialization (Tier 4)
One With The Blade: Passive: +20 Melee and Ranged Power. Your melee Focus weapons are considered Centering. While Centered, you may gain various benefits from levels in Monk or as a Grandmaster of Flowers.
AP Cost: 1 Ranks: 1 Progression: 30
Deadly Strike: Select a melee or ranged special attack that is automatically considered a critical threat if it hits. (Cooldown: 20 seconds)

Choose one:

  • Deadly Shot: Focus Ranged Attack: Attack to perform a ranged attack that is automatically considered a critical threat. On Vorpal: 500 damage which scales with Ranged Power.
BUG: only does 500 damage on a Vorpal roll, does not scale with Ranged Power.
  • Deadly Strike: Focus Melee Attack: Attack to perform a melee attack that is automatically considered a critical threat. On Vorpal: 500 damage which scales with Melee Power.
AP Cost: 1 Ranks: 1 Progression: 30
Keen Edge: You gain a +1 Competence bonus to Critical Threat Range with your Focus weapons.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Improved Critical