This guide is no longer updated. A new guide will be coming soon.
UPDATES to this and related trees are incomplete for Update 33. This chapter has partial updates.
Before Update 19, the Ninja Spy prestige enhancements were useful, but had only two levels of training and were comparatively weaker to their Shintao Monk counterparts.
No longer. It's time to get your proper ninja on.
The role of a Ninja Spy involves successful infiltration in an adventure, quickly reaching an objective without detection. Ninja Spies share many characteristics with Rogue Assassins as they level.
Unlike Rogue Assassins, a Ninja Spy can often outgun what they cannot outrun if detected, can periodically heal themselves without potions or party healers (thanks to their Monk training in Wholeness of Body), and has innate abilities to make themselves invisible and partially incorporeal at will. Ninjas are also incredible escape artists from overwhelming mobs, and can now utilize a special poison to debilitate enemies.
If you are new to the Monk class, you should create a human Shintao Monk first as they are more hardy for the novice player than the Ninja Spy. There is no such thing as a "tanking" ninja. While versatile, the Ninja Spy lacks innate battle healing options, works better with stealth, and is more challenging to play than a Shintao Monk. That doesn't mean that a ninja can't survive on their own, but you'll surely need to know what resources you can use to survive, and that requires knowledge of the class and your race that could benefit.
Update 33 made tweaks that made a great tree significantly improved.
As with most class trees, there are core enhancements at the bottom of the tree, which can be selected as you meet level and spent Action Point requirements. Also, many abilities require 2 AP to activate.
Some abilities have ranks where additional AP can be spent to improve that ability. Other abilities also have prerequisites that must be selected before you can choose a particular ability. Remember that a character can have only one Tier 5 class tree, so selecting any Tier 5 ability here will lock out the Shintao and Henshin Mystic Tier 5 trees.
Shadow Veil is a powerful fighting tactic you can use throughout your life.
Combined with Sneaking and good Hide/Move Silently skills, activating this ability can allow you to pass enemies with lesser risk of detection than other classes.
If you are detected and must fight, adding a Dusk Heart or similar Concealment item or effect to your 25% incorporeal effect from Shadow Fade means that you are like a ghost; harder to hit, buying you time while reducing damage. Concealment and Incorporeal effects work in tandem with Dodge bonuses to make you very hard to hit.
For more on using these miss-chance effects, visit this chapter.
It's a bit counter-intuitive for most players to use stealth throughout a quest, but this is something that a Ninja Spy does well. Remember that it takes time to slay mobs. If you can avoid them altogether, complete objectives and leave faster, you can repeat the quest again--which means you're generating more experience per time spent.
But some players get confused about how sneaking works, especially since Update 19. Chances are, many don't use it because their few attempts at stealth failed miserably.
The reason why these sneak attempts failed wasn't because stealth was useless but, as with other skills, you need strong numbers in specific skills as well as wearing the right gear. Invisibility only gets you halfway and isn't an ideal substitute for true stealth because while Invisibility reduces the enemy Spot bonus, unless you're in Sneak, your Move Silently score doesn't count. That means enemies will hear you and search you out, even if they can't see you.
For more on understanding and improving your stealth ability, see "The Power of Shadow."
Players familiar to the Ninja Spy before Update 19 might notice that something is missing from the class tree.
Gone is "Dance of the Water Strider," an ability that allowed you to run across water and other liquids at certain locations in the game.
This was actually a useful tactic in the "Accursed Ascension" quest, where a room filled with deadly-to-touch water was not so deadly for a Ninja that could run over it.
Given the other improvements to the Ninja Spy, one could say that the loss of the Water Strider is a gain to others. Still, it would be nice to see that ability appear again, someday.
Every Monk class enhancement tree offers you the option to add one of four ki attacks with secondary effects. Each attack uses 5 ki and take 3 seconds to cooldown (same as Form-based ki strikes).
Replacing the old elemental vulnerability debuffing abilities from the old Ninja Spy tree moved to the Henshin Mystic class tree (now called Elemental Words, such as Static Charge and Porous Soul) are remarkably potent spell-like abilities that are activated along with any Touch of Despair finisher.
Once you select any one of the abilities in your tree, place its icon on your toolbar from your character sheet's Enhancements tab. To use the ability, click on it to toggle it off or on. Only one Ninjutsu ability may be active at a time.
All but one Ninjutsu attack affects a single target.
Impending Doom: If the enemy affected by your Touch of Despair dies within the next 30 seconds, you gain 25 Ki and 25 temporary hit points.
This ability adds some help in keeping yourself fortified while fighting kobolds or other lesser mobs. You might spend more ki and HP in setting up this finisher than what you receive, however.
Poison Exploit: Your Touch of Despair finisher purges an enemy of Ninja Poison, dealing 1d20 poison damage per stack of Ninja Poison removed.
Ninja Poison is so nasty that it causes damage coming out as well as going in. The Deadly Exploits ability (Tier 4) greatly magnifies this effect.
Poisoned Soul: Your Touch of Despair finisher causes your opponent to gain a stack of Ninja Poison every 6 seconds for 30 seconds.
More on Ninja Poison and its application in the next section, this chapter.
Wave of Despair: Your Touch of Despair finisher causes all nearby enemies to suffer one negative level.
This is a terribly powerful attack that's bound to be the new hallmark for Dark Monks everywhere. Negative levels decrease all saving throws, hit points and other resistances in enemies, making it far easier for your party (or you, going solo) to put them out of your misery. Great to use when you have enemies resistant or immune from negative energy or poison.
The Wave of Despair effect was terribly bugged of Update 19.0, but Update 19.3 resolved a bug where negative levels hit your allies as well as enemies.
In related effects, the Henshin Mystic's dark strike, "Every Light Casts a Shadow," does a similar thing but has the same "bug" but worse--it will add neg-levels to you as well. This may be working-as-intended. Have Death Ward handy.
New to Ninja Spy attacks is Ninja Poison, a magical poison that gives very nasty damage over time. Using your abilities, you can add stacking Ninja Poison damage that damages on injection, and use abilities to violently withdraw Ninja Poison for additional damage.
There's a catch in what attacks work to inject Ninja Poison (aside from the Poisoned Darts ability):
You must use shortswords, shuriken or kamas or other weapons that keep you centered to deliver piercing or slashing damage.
It's important to read the fine print on Ninja Poison, specifically from the "Sting of the Ninja" and "Ninja Master" abilities.
Only weapons you wield that have piercing or slashing damage will qualify to inject Ninja Poison.
Tests show that other gear you may wear that delivers indirect piercing damage, such as the Brawling Gloves from the Treasure of Crystal Cove event, do NOT give the piercing effect needed for Ninja Poison. Nor do handwraps with the Spiked property (as of Update 19.3) or the epic feat, Vorpal Strikes.
There's more to this poisonous game.
The Sting of the Ninja ability is a weapon stance that appears on weapons you wield you have the stance toggled on. This delivers Ninja Poison stacks on critical hits.
In case the poison isn't working at higher levels, take heart. Ninja Master, the last core enhancement, gives you Vorpal ability on any wielded weapon that qualifies for Ninja Poison. This effect also appears next to Sting of the Ninja (if activated) on the weapon description.
So you can perform a vorpal and poison attack with any shortswords, shuriken or kamas by level 20.
Ninja Poison's damage-over-time effect is extremely powerful. Even named enemies are not necessarily immune. For more information, see this post (with video) on its use on The Order of Syncletica, the guide's companion blog.
Teacher "Firewall" demonstrated a new training style that utilizes the underappreciated throwing star, or shuriken, as the ninja's primary weapon. He calls his build "The Shiradi Shuricannon."
This character is a pure Ninja Spy that sacrifices STR and maximizes DEX and WIS, taking full advantage of the Advanced Ninja Training that uses the Dexterity modifier not only for rolling damage but also as a percentage of a chance to throw an extra shuriken per attack. WIS also aids the Ten Thousand Stars many-shot feat, increasing the odds of multiple stars thrown.
The Shuriken Master is a Drow, who gains the Shuriken Expertise feat free at level 1 as a racial bonus as well as shortsword and shuriken proficiency out of the gate. Drow racial enhancements can also add competency bonuses to damage.
From there, the character trains in many of the ranged attack feats, such as Quickdraw, Point Blank Shot, Rapid Shot, Precise Shot, and Improved Precise Shot. Ten Thousand Stars is also added for a burst of more stars per attack.
By level 20, a Shuriken Master is vorpalling and poisoning foes with impressive damage that only an Arcane Archer might beat in a ranged fight.
Training in Shiradi Champion gains very important speed and damage advantages as the character goes Epic. This does require training most abilities in Legendary Dreadnought, a destiny that's mostly unusable to this Monk, to unlock the Primal Destiny tree and the Shiradi training. Else, one could buy a Key of Destiny from the DDO Store.
A Shuriken Master has some early challenges to meet.
The first problem: ki. You don't generate ki from ranged attacks, so abilities such as Ten Thousand Stars can't work (or will only work once) with less than 20 ki in your stable pool. Training in passive ki regeneration skills is a must. All passive ki abilities stack. Don't confuse passive ki regeneration with "Enhanced Ki," an effect on some items that only generates more ki in melee, not while idle.
Another problem is healing. You're a Dark Monk, so your only periodic innate option is Wholeness of Body. You can apply some AP to the Shintao Monk class core abilities for a bit more healing amplification, however, you're missing a stronger battle healing option such as scrolls or wands. The Shuriken Master is a better scout than infiltrator, since they will initially have problems with mobs until you gain Improved Precise Shot. You could attempt to train Use Magic Device for wand/scroll use, but this may cause other skills to greatly suffer.
A third challenge is the low STR. While you can still fight unarmed, your low STR means that you'll like generate no damage (and therefore, no ki) in some fighting. You can boost your STR with items, but you'd be better off using kamas or your shortswords to generate ki or polish off enemies that are more resistant to your throwing. Low STR also means that breaking down some doors or pulling levers may also be a problem. Try using Fire Stance and have an STR potion, item or spell handy.
One final challenge is the dearth of named shuriken in the game and the damage they can create. There are only three:
You'll need to find returning shurikens, gain House Deneith favor for DR-bypassing versions, craft specialty stars, or work with a variation of all of these.
The popular semi-randomly generated shuriken you should look to getting by level 16 are the Spelltouched Shuriken. Created from ingredients awarded from the Eveningstar Challenges, these stars come in level 16, 20 and 24 types, have multiple and powerful enchantments, may have DR bypassing properties and, as a bonus, have a hidden "spellplague" side effect, such as paralyzing.
Ranged attacks cannot use any of the ki melee attacks such as those from the elemental stances, making the need to build or find suitable stars for the job (with appropriate elemental and/or damage reduction bypassing) a serious priority as you level.
A Shuriken Master might be mobbed easily early on in their life until they gain better Precise Shot and Improved Precise Shot feats. Use stealth skills to regenerate ki as well as avoiding fights until you can pick them off from long range and with impunity.
By level 20 and beyond, additional training in Primal Avatar for Rejuvenation Cocoon should make this build more self-sufficient.
Update 21 created an unfortunate bug.
Ninja Poison can be injected by shurikens. However, the Sting of the Ninja ability has stopped adding Ninja Poison to all but Cannith-crafted throwing stars. This is not working as intended, and bug reports have been sent to the developers. Update 22 (released in June 2014) might have fixed this bug; we await any reports.