DisclaimerEverything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
Changes to this tree are in this bright sunny yellow!
Here are the other things that have been adjusted or fixed:
- As we have added additional +3 Melee and Ranged Power to every Epic level you have, the amount of Melee and Ranged power each Core gives in Destinies has been reduced; Shadowdancer now gives +5 Melee Power and +4 Ranged Power per Core. (See the main threads for this preview for details)
- Shadow Strike's debuff reliably works on a natural 20
- This tree no longer erroneously generates Arcane Tokens sometimes
Core 1 (level 20): Shadow Training: You gain the Trapfinding feat if you didn't have it already. Each core ability including this one grants +10 Melee Power and +8 Ranged Power, +1 Sneak Attack Dice, as well as 5 Force Spellpower and 5 Universal Spellpower. Each core also grants a +1 Epic bonus to all Spell DCs.
Core 3 (level 23): Step Through Shadow: Dimension Door clickie. 2m cooldown.
Core 6 (level 26): The Darkest Luck: You have Evasion, normal Evasion rules apply. If you have Evasion already, you gain Improved Evasion. If you have Improved Evasion already, you no longer fail Reflex Saves automatically by rolling a 1.
Tier 1 (req level 20):
- Stealthy: +1/2/3 Reflex Saves, +2/4/6 hide and move silently. Rank 3: Hide in Plane Sight feat.
- Cover of Darkness: +10/20/30% less threat from all sources. Rank 3: Nightshield permanently
- Well of Darkness: +30/60/100 Spellpoints, Rank 3: +10% Force Absorption
- Assassinate: +2/4/6 Assassinate DCs.
- Technician: +2/4/6 to Search, Spot, Disable Device, Open Lock. Rank 3: If you have the Nimble Fingers feat, +1 sneak attack dice.
Tier 2 (req level 20):
- Shadow Weaponry: +5/10/15% Strikethrough, +3/6/10% Offhand Strike Chance, +1/2/3% Doublestrike and Doubleshot
- Sleight of Hand: +2/4/6 UMD. +25/50/75% damage and healing of your wands, scrolls and other items that cast spells. Adds +1/2/3 to the save DC's of your offensive wands. (yes, this is wand and scroll mastery)
- Shadowform: Shadowdancer Destiny Mantle. +25% sneak speed, +30% enhancement bonus to movement speed. Also grants ghost touch on all attacks. You are also less affected by caster movement penalties (if you have this + mobile spellcasting, this will drop the penalty to roughly 0, letting you cast without any movement disruption)
- Epic Strike: Multiselector:
- Meld into Darkness: Active: Gain 10% uncapped dodge 6/8/10s, cooldown 15 seconds.
- Dark Imbuement: Active: Imbues your weapons and spellcasts with Evil energies for 6/8/10s, cooldown 15 seconds.
- Melee/Ranged: You deal 1d2/4/6 per Sneak Attack Dice in Untyped damage on hit (scaling with Melee or Ranged Power, or Force spellpower if its higher), and on a vorpal strike, your attacks blind enemies with no save. This blind lasts 5 seconds and can only apply to each monster once per 60 seconds.
- Spellcasting: Your Sneak Attack dice are now applied to your harmful spellcasts. Your spells deal 1d2/4/6 Untyped damage per Sneak Attack Dice you have (scaling with Force/Untyped spellpower). This may only trigger once per spellcast per monster, so multi-hit spells will only have one additional damage value.
- Lithe: Passive Bonus: +2/4/6 reflex saves, AC and light armor Max Dex Bonus, Rank 3: +5 Force/Universal Spellpower.
Tier 3 (req level 23):
- Depths of Darkness: Your Shadowdancer destiny mantle grants +1/2/3 sneak attack dice and +1/2/3 Spell Penetration.
- Quick Strike: Multiselector:
- Your Quicken metamagic costs 1/2/3 SP less
- +2/4/6% Doublestrike and Doubleshot
- Grim Precision: Bypass 5/10/15% enemy fortification and 1/2/3% enemy dodge.
- Shadowdancer Spell Focus: +1/2/3 Illusion, Necromancy, Enchantment or Abjuration DCs
- Shadowcaster: -10% Spell Cooldowns. +5 Force/Universal Spellpower
Tier 4 (req level 26):
- Pierce the Gloom: +1/2/3 Accuracy, to-hit with Sneak attacks, to-hit while flanking. Rank 3: You gain immunity to Silence, Quell, and Blindness.
- Dark Armor: +2/4/6 PRR and MRR, +3/6/10 Force/Universal Spellpower. Rank 3: Immunity to Energy Drain.
- Dark Mercy: Your shadowdancer mantle now grants +5/10/15% helplessness damage.
- The Drop: When you roll a natural 20 on a melee or ranged attack, you envelop the target in shadow, removing its immunity to Sneak Attack for a short duration, if applicable. If you have the feat First Blood, both this effect and the trigger of First Blood now also applies a Shadow Strike debuff, and First Blood now triggers on Harmful Spellcasts.
- Shadow Strike debuff: -3 Spell Resistance, -3 PRR and -3 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks.
- Multiselector:
- Meld now grants 15% uncapped dodge. When enemies miss you in combat while Meld is active, they are blinded by shadows with no save. This blind lasts 5 seconds and can only apply to each monster once per 60 seconds.
- Dark Imbuement now increases your melee range and reduces the cost of all of your metamagics by 1 each.
Tier 5 (req level 30):
- Improved Shadowform: Adds to your Destiny Mantle: You gain +25% incorp, float as if you had feather fall, +20 hide and move silently, and no longer trigger pressure plate or bear traps. You also are not automatically detected by monsters with Tremor Sense (aka All-Hearing - this is for Spiders and Ooze), but remain detectable by All-Seeing monsters (like Dragons or Reapers).
- Just a Taste: +1 mult on 19-20 with bows, thrown, crossbows, and finessable melee weapons
- Multiselector:
- Weird: You gain the Weird spell - AoE Phantasmal Killer, scales off Illusion DC. You must be able to cast level 9 spells. Cooldown 60s, SP cost 50 (matches implosion). DC 20 + highest of int/wis/cha + illusion bonuses
- Consume Shadow: From-Sneak Active attack. Enemy must make a will save vs 20 + highest ability score + assassinate or be permanently cursed with Shadow Loss.
- Shadow Loss. You no longer cast a shadow. (literally. we literally turn their shadow visuals off). In addition, you have -20 PRR, MRR, and Spell Resistance.
- Enhanced Shadowdancer Spell Focus: +1/2/3 Spell DCs
- Shadow Mastery: Epic Moment: Dissolve into a whorl of shadow, leaving your corporeal form behind. While in this form, you are considered Sneaking and Invisible regardless of what you do. You also gain 3d6 Sneak Attack Dice, 50% Incorporeality, as well as the effects of Dark Imbuement and Meld into Darkness as if they had been fully trained and upgraded. When non-boss enemies miss you in this state, they are slain by their fear, automatically taking a Phantasmal Killer effect with no save. Duration: 30 seconds. Cooldown: 5 minutes.
Known Issues:
- Consume Shadow is not yet implemented
- The All-Hearing portion of Improved Shadowform is not yet implemented