Someone figured out how to see the Monk enhancements a couple weeks early...
Quote:Monk enhancements:
Note again that my toon that can see these enhancements only has 2 monk levels, so cannot comment on how the later abilities scale.
Henshin Mystic:
Core:
Riddle of Fire:
+1 Fire and Force Spellpower for every AP spent. +2 Fire resistance, and -2 enemy fire resistance vs. your ability per core ability.
Ki Bolt:
5 Ki, 3 Sec CD.
1d6 fire and 1d4 force damage per 2 monk levels to an opponent. Double spell range.
Sounding Staff:
While centered, any staff you wield is treated like an implement, granting +3 spellpower per point of enhancement bonus.
Incinerating Wave:
20 Ki, 12 sec CD.
You produce a wall of ki flame that travels away from you, dealing 1d6 fire and force damage plus 1 fire and force per 2 monk levels every 2 seconds to all opponents near it.
Cauldron of Flame:
30 Ki, doesn't say what the CD is.
Also costs a meditation use.
Enemies around you take 4d10 fire damage every 2 seconds, increasing by 2d10 fire damage every 2 seconds you stand in the very center of the flames. If you leave the very center of the flames, the effect ends.
Serenity:
+2 Wis, +10 Concentration, +1 passive ki gen
Tier 1:
Elemental Words (2 AP)(1 Per tier in the tree except tier 5, where you select a new one each time, will not be writing it down multiple times): Melee attack, 10 ki, 15 sec CD. On hit, target takes 10% more fire/cold/acid/electrical and sonic damage for 30 seconds.
Staff Training (1 per tier in the tree except tier 5): First and 3rd one: +1 to-hit and damage with quarterstaffs, 2nd and 4th one: +1 to-hit and +2 damage with quarterstaffs
Mystical Training (3 ranks)(2 AP): +1/2/3 DC to your monk finishing moves
Negotiator (3 ranks): +1/2/3 Bluff, Diplomacy and Haggle and 0/0/-10% Bluff/Diplo/Intim CD
Animal Forms (2 AP)(Automatically improve at level 3, 9 and 15): All are as on live, except badger: +1 Intim, when below 50% hp you gain +1 passive ki gen and +4% damage, slower ki when meditating. At 3/9/15, skill bonuses increase by 1 and damage by 2%.
Tier 2:
Quick Strike (3 ranks)(2 AP): Quarterstaff attack. 20 seconds CD. +1/2/3 W, and gain +5/15/25% morale bonus to doublestrike for 10 seconds.
Elemental Ki strikes (all monk trees have this in tier 2)(2 AP): All cost 5 Ki and have 3 seconds CD.
Fire: +2W and 2 improved destruction stacks
Earth: +3W, +1 crit range and multiplier
Air: +1W, target gets -2% physical damage for 30 seconds, stacks up to 5 times.
Water: Target gets -2 AC, -10 balance, vulnerable to SA. Ref save (DC 10+1/2 monk level+wis mod+trip mod negates). Periodic saves to break free.
Contemplation (3 ranks): +1/2/3 concentration and will saves, and +0/0/1 passive ki regen
Tier 3:
Lighting the Candle (3 ranks)(2 AP): Weapon Stance: 2H weapons gain on hit +1d4/?/? fire damage and on crit 1d10/?/? force damage. 1H+HW gain on hit 1d2/?/? fire damage and on crit 1d6/?/? force damage. Ki gen on hit is reduced by 1 while in this stance.
Embrace the Void (3 ranks): +1/?/? meditation per rest. While meditating gain a protective shield blocking 25/?/? damage and is refreshed every 3 seconds.
Ability Score (2 AP): +1 to any ability score
Tier 4:
Focus (requires Embrace the Void)(2 AP): While you are meditating, you bring the world around you into focus. The field of focus lasts 30 seconds from the start of your meditation, and gains power for every 3 seconds of your meditation. Each tier provides +3 Insight bonus to universal spell power, +1% insight bonus to hit and +2% insight bonus to weapon damage to all allies within it.
Ability Score (Requires ability score rank 1)(2 AP): +1 To any ability score
Tier 5:
Void Strike (Requires the elemental words line)(2 AP): 15 Ki, 3 sec CD. On hit 10d6 force damage, and on vorpal target is erased from existance.
Staff Specialization (2 AP)(No requirements): +1 Competence bonus to crit range and multiplier with quarterstaves.
Balance in Dawn (2 AP): Choose 1:
- Every Light casts a Shadow (requires light monk): 15 Ki, 12 sec CD. +2W, on hit 1d4 neg levels. If target dies within 10 seconds, nearby enemies suffer 1d2 neg levels.
- Shadows cannot exist without Light: 15 Ki, 6 sec CD. +2W, on hit 1d6 light damage every 2 seconds for 10 seconds stacking up to 10 times. If target dies within 10 seconds, all allies around the target receive 100 positive energy healing (not affected by spellpower).
Ninja Spy:
Core:
Ninja Training:
Short Swords are ki weapons. Can use dex to hit with piercing and slashing weapons while centered.
Ninja Training:
Can use dex to damage with piercing and slashing weapons while centered. Also gain chance of extra shurikens based on dex.
Shadow Veil:
15 Ki, 6 sec CD.
Invisibility, and 25% incorporeability.
Poisoned Darts:
15 Ki, 15 sec CD.
Spit poisoned darts in a cone before you. Nearby enemies are affected by a stack of ninja poison.
Diversion:
50 Ki, 3 min CD.
Expend a use of meditation to turn invisible and leave a dummy behind that attracts the attention of nearby enemies.
Ninja Master:
+2 Dex, +1 competence bonus to threat range with shortswords and +2 comptence bonus to threat range with kamas and shurikens. Any piercing or slashing weapon you wield gain vorpal.
Tier 1:
Ninjutsu (select 1 of 4, the others come in tier 2-4)(2 AP)(Require dark monk feat or henshin light monk only tier 5 ability): All are touch of despair toggles (no clue what that is, maybe dark-dark-dark finisher?).
- Impending Doom: If the enemy affected by your touch of despair dies within 30 seconds, you gain 25 ki and 25 temp hp.
- Poison Exploit: Your touch of despair finisher purges an enemy of ninja poison, dealing 1d20 poison damage per stack removed.
- Poisoned Soul: Your touch of despair finisher causes your target to gain a stack of ninja poison every 6 seconds for 30 seconds.
- Wave of despair: Your touch of despair finisher causes all nearby enemies to suffer 1 neg level.
Stealthy (3 ranks): +1/2/3 Hide and MS and +0/0/1 passive ki gen while sneaking.
Sneak Attack Training (2 AP)(1 of these in the first 4 tiers of the tree, each requiring the one before): +1d6 SA and +1 to hit when performing sneak attacks.
Faster sneaking (3 ranks): +20/35/50% movement speed while sneaking
Acrobatic (3 ranks): +1/2/3 balance, jump, tumble and dodge.
Tier 2:
Subtlety: -20/30/40% threat gen with attacks.
Elemental Ki strikes: see henshin mystic
Agility (3 ranks): +1/2/3 Concentration, reflex save and dodge cap
Tier 3:
Flash Bang (3 ranks): 20 Ki, 30 sec CD.
Throws a fragile eggshell imbued with ninja magic that explodes into light, blinding opponents on a failed reflex save and momentarily dazing opponents on a failed fortitude save. Both saving throws have a DC of 10+monk level+wis mod.
Sting of the ninja: Weapon Stance: You poison your weapon with a secret mixture. While you are centered, your piercing and slashing attacks apply a stack of ninja poison on critical hits. Shuriken apply this on damage instead of on critical hits. Unarmed combat require handwraps as well as a way to do piercing or slashing damage for this to apply.
Dex or wis (2 AP): +1 Dex or Wis
Tier 4:
Deadly Exploits (requires the 4 elemental words)(3 ranks)(2 AP): Your Poison Exploit now deals 1d30 damage per stack of ninja poison removed. No clue what happens on tier 2 and 3, and if it is possible or not (given how you cannot take the tempest ability with 3 ranks in tier 5).
No mercy (3 ranks): +10/20/30% damage vs. helpless opponents.
Dex or wis (2 AP): +1 Dex or Wis
Tier 5:
Touch of death (requires the 4 elemental words)(2 AP): 50 Ki, 15 sec CD. 500 extra neg damage, half damage on Fort save (dc 10+monk level+wis mod).
Crippling Strike (requires the 4 sneak attack training)(2 AP): As rogue feat (2 str damage on SA)
Shadow Double (2 AP): 30 Ki, 30 sec CD. Weapon attack with +2W and grants +100% doublestrike for 6 seconds.
Shintao Monk:
Core:
Bastion of purity:
Each AP spent grants +1 Positive energy spellpower. Also 5% healing amp per core ability from tree.
Protection from Tainted Creatures:
+2 Deflection bonus to AC and +2 Resistance bonus to saves vs. tainted creatures. Unarmed bypasses Byeshk DR.
Iron Hand:
Unarmed bypasses Cold Iron DR.
Argent Fist:
Bonuses increase to +4. Unarmed bypasses Silver DR.
Touch of the Void Dragon:
Ki activate: Expend meditation to gain 1d4+1 Insight bonus to all ability scores for 1 minute (1 minute CD).
To Seek Perfection:
+2 Wis, bonuses increase to +6. You no longer suffer penalties from Meditation of War (tier 5 ability).
Tier 1:
Elemental Curatives (2 AP): Your healing ki finisher now also cures curses/blindness/disease/applies lesser resto effect, 4 of these, 1 in each tier. They are all toggles.
Defensive Strikes (3 ranks)(2 AP): Defensive Stance: +15/25/35 Insight bonus to PRR, 25/50/75% Insight bonus to threat gen and 1/3/5% bonus to dodge. Your chance to trigger offhand attacks is reduced by 40% on all tiers.
Reed in the Wind (requires Defensive Strikes)(3 ranks): As the kensei enhancement.
Ki Shout (requires Defensive Strikes)(2 AP): 15 Ki, 15 sec CD. Intim based on concentration skill and sharing CD with concentration skill.
Exemplar (3 ranks): +1/2/3 Heal and Intimidate and +0/0/10% threat gen.
Tier 2:
Smite Tainted Creature - Jade Strike (tier 3) - Tomb of Jade (tier 4) - Kukan-do (tier 5): Each require 2 AP, and the previous one in the line. Looks as if they function as on live.
Iron Skin (requires Defensive Strikes)(3 ranks): +5/10/15 PRR while in stance.
Elemental Ki Strikes: See henshin mystic.
Conditioning (3 ranks): +1/2/3 Concentration and Fortitude saves, and +5/10/15 HP.
Tier 3:
Dismissing Strike (2 AP): As on live.
Con or Wis (2 AP): +1 Con/Wis
Tier 4:
Instinctive Defense (requires Iron Skin)(3 ranks): -5/?/?% less damage when struck while helpless.
Con or Wis (requires Con or Wis rank 1): +1 Con/Wis
Tier 5:
Rise of the Phoenix (Requires the 4 Elemental Curatives)(2 AP): While you are centered and have above 100 ki you cannot drop below -9 HP. If you drop to 0 or fewer HP you will rise after a few moments in a fiery explosion and are healed for 1000 hp. This ability deactivates until you rest.
Violence Begets Violence (requires Instinctive Defense)(2 AP): While Defensive Strikes is active, up to once per second when an opponent attacks you, you gain +1 crit threat range for 6 seconds, stacks up to 20 times, and removed if you crit.
Meditation of War (2 AP): Toggle, additional benefits in different stances (note that the penalties are removed if you posses the shintao capstone):
Fire: +2 Insight bonus to Damage and DCs on Stun, Sunder and Trip. -5 AC.
Water: +5 Insight bonus to max dodge bonus. -10% damage with attacks.
Earth: +10 Insight bonus to PRR and +3% insight bonus to max HP. -5% dodge cap.
Wind: +2 Insight bonus to hit, +5% insight bonus to offhand attack chance. You take 5% more physical and elemental damage.
Empty Hand Mastery (2 AP): Your unarmed weapon die size is increased from 1d6 to 1d8
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