DDO Server Transfers 2025
New 64-bit servers will go live on July 9th and you will have until August 31st to transfer characters off the 32-bit servers before they are closed.
At a later date TBD, SSG will reopen the 32-bit game worlds only for players to prepare their characters for transfer with no questing or other gameplay available for two years. edit

Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


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

Ninja Spy enhancements

From DDO wiki
Jump to navigation Jump to search
Alchemist ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SB2SSSt1WC DA1DDRS2War
DruidWolf Fighter Favored Soul Monk Paladin
BC1NWNP2SH Dra1Ken2Rav1StDVan2 AoVBoHWar DD1HeM2NiSShi

KotC2RS1SaDSF1Van2

Ranger Rogue Sorcerer Wizard Warlock
AA2DH1DWSTem AssMecTA ASESFSWSEK2WM1 AMEKPM AotS1ES2SETS

Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dhampir Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

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 Cooldown: N/A 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.

Note: Shuriken doubleshot from Advanced Ninja Training and Shuriken Expertise do not add to Doubleshot amount. Instead, upon making an attack roll, Advanced Ninja Mastery/Shuriken Expertise 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 less consistent below high amounts of Dexterity than you'd expect.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A 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. (Activation Cost: 15 Ki. Cooldown: 6 seconds).
Note: Becoming uncentered for any reason immediately removes both components of the buff.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A 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.) (Activation Cost: 15 Ki. Cooldown: 15 seconds)
AP Cost: 1 Ranks: 1 Progression: 20 Cooldown: N/A 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. (Activation Cost: 50 Ki. Cooldown: 3 minutes) Passive: +5 Melee and Ranged Power.
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A 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 Cooldown: N/A 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 Cooldown: N/A No requirements
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 Cooldown: N/A No requirements
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Subtlety: -20%/-30%/-40% threat generation with melee and ranged attacks.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Acrobatic: +1/+2/+3 Balance, Jump, and Tumble. +1%/+2%/+3% Dodge.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements

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 Cooldown: N/A Requires: Ninjutsu (Tier 1)
Agility: +1/+2/+3 Concentration, Reflex Saves, and Maximum Dodge bonus.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Sneak Attack Training (Tier 1)
Extra Action Boost: +1/+2/+3 extra action boost.
AP Cost: 2 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
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 Cooldown: N/A No requirements

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 Cooldown: N/A 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). (Activation Cost: 20 Ki. 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. Cost: 10 Ki. Cooldown: 9 seconds. Requires Path of Inevitable Dominion.
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A 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. (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.) 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)
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Dexterity or Wisdom: Choose one:
  • +1 Dexterity
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements

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 Cooldown: N/A 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 Cooldown: N/A 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 Cooldown: N/A Requires: Sneak Attack Training (Tier 3)
No Mercy: You deal 10%/20%/30% additional damage to helpless opponents.
AP Cost: 2 Ranks: 3 Progression: 20 Cooldown: N/A No requirements
Dexterity or Wisdom: Choose one:
  • +1 Dexterity
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A 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). Activation Cost: 50 Ki. Cooldown: 15 seconds)
Passive: +3 to Hit and Damage while Centered.
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A No requirements
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 Cooldown: N/A No requirements
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 Cooldown: N/A 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.
  • 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 Cooldown: N/A No requirements
Shadow Double: Activate: You gain +50% Doublestrike, +50% Doubleshot, and +5 Assassinate DCs for 12 seconds. (Activation Cost: 30 Ki. Cooldown: 20 seconds)
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A No requirements