Tuesday, November 13, 2007

SK SoF AAs

from evilgamers.net


General' extended lines
Combat Agility
Combat Stability
General Sturdiness ( moved from war only to everyone )
Battle Ready
Delay Death
Energiac Attunement
Mystical Attunement
Quick Draw
Hastened Origin
Innate Regen
Packrat
Mastery of the Past
Enhanced Aggression
Expansive Mind
Finishing Blow
Mental Clarity
Veteran's Wrath
Mnemonic Retention ( yes, 10 spell slots )
Immobilizing Bash
Shield Block ( a lot of classes now get this, but tanks should still be ahead )
Burst of Power ( added triple attacks skill...yes, we now have a triple attack skill )

All pet classes ( that means us too )
Companion's Blessing - pet heal over time
Fortify Companion - offhand ds avoidance and spell / melee mitigation
Companion's Durability - up to 5% increase in pet hp
Companion's Relocation - push pet
Companion's Agility - up to 5% avoidance for pet
Quickened Suspend Minion - up to 50% cast time reduction
( pet still vaporizes if hit by melee, pretty much )

SK archtype / class AAs
Soul Abrasion, 3 ranks
Chattering Bones - sk swarm pet, 10 min reuse, 52 sec duration, ~12k damage
Consumption of the Soul, 3 ranks
TotW, 1 more rank, 12 minutes...for now ( 24 min reuse on HT and LT )
Intense Hatred 5 ranks
Speed of the Knight, 3 ranks
Theft of Life, 3 ranks ( ~1% per rank, ~22% chance total )
Fury of Magic, 3 ranks ( ~1% per rank, ~32% chance total )( ~53% for ex heal or crit post all AAs )
TotC, 6 ranks ( 1376 per proc )
Death Peace, 1 rank
Destructive Cascade, 3 ranks ( veteran's wrath for DoTs )
Knight's Return Strike, 3 ranks - riposte a bash ( is not adding avoidance last I checked )
Mortal Coil, 3 ranks ( 90 sec duration @ max )

Harm Touch is completely reworked. For now, at level 80, its just over 21k, non-focusable, non-crittable. Some time post launch, devs are suppose to revisit HT with us.

Unholy Aura, again, post lauch, may be changed to a 'burn' DPS disc. Maddoc is looking into it.

Other discs:
Last Breath upgrade
Rigor Mortis - FD with chance to memwipe

Spells
Pretty much what you see on Lucy's is what you get... Assidious Impurity did have its non-bane damage bumped to ~271? iirc, and while there were changes that made some spells even worse, most of those were withdrawn.

Pet
Our new pet has ~10k hp, should have a 'cloak' on them with some basic mod2's ( though will never, ever tank ), does ~90 DPS unhasted from the front, ~110 DPS unhasted fromt he back, and with our new pet haste, does ~200 DPS from the back. Its still a warrior, but should no longer shield us.



Here is a break down of the new HT AA:

In non-marketspeak, this means HT will go away as an innate skill, and be reinvented as a AA received automatically. Ranks 1 - 10 are free, granted as you level up. More ranks are available at various levels. These AA are NOT focused by unholy aura disc, and do NOT come back on death above rank 11 (This is under discussion however). They also do NOT crit OR focus, instead they are as large as the crit would have been.

Monday, November 12, 2007

Tuesday, November 6, 2007

Google has crawled!

Finally, Google has crawled ...

Monday, November 5, 2007

Shadow Knight AA Recommendation from SK.org

[Tradeskill] Mastery
rank: n/a
cost: 3, 6, 9

  • This ability reduces the chance of failing [Tradeskill] combinations by 10, 25, and 50 percent.
  • Useless if you're at a skill that gives you 95% success rate on whatever combine.

Bandage Wounds
rank: D-
cost: 3, 3, 3, 3, 3

  • Each rank in this ability increases the amount of healing provided by a single bandage.
  • See "First Aid."

Battle Ready
rank: D
cost: 5

  • Battle Ready expands the bandolier by one additional save slot.
  • Usefulness depends on how many weapon setups you regularly use. Four is probably enough for most players.

Combat Agility
rank: A, A-, A, B-, B-, B-, B-, B-, C, C, C, C, C, C-, C-, C-, C-, C-
cost: 2, 4 , 6, 3 , 3 , 3 , 3 , 3 , 5, 5, 5, 5, 5, 5 , 5 , 5 , 5 , 5

  • The first three ranks of this ability increase your melee damage avoidance by 2, 5 and 10 percent. Additional ranks further increase this effect.
  • Combat agility has the bonus of slightly reducing interrupts while decreasing damage intake.
  • Ranks 4-8 are 1% per, 9-18 are presumably less.

Combat Medic
rank: D-
cost: 3, 3, 3, 3, 3

  • Increases the amount of healing provided by a single bandage.
  • See "First Aid."

Combat Stability
rank: A, A-, A, B-, B-, B-, B-, B-, C, C, C, C, C, C-, C-, C-, C-, C-
cost: 2, 4 , 6, 3 , 3 , 3 , 3 , 3 , 5, 5, 5, 5, 5, 5 , 5 , 5 , 5 , 5

  • The first three ranks of this ability increase melee damage mitigation by 2, 5, and 10 percent. Additional ranks further increase this effect.
  • Combat stability makes your damage intake less spikey and more consistent.

Delay Death
rank: C-, C-, C-, C-, C-, D, D, D, D, D, D, D, D, D, D
cost: 3 , 3 , 3 , 3 , 3 , 5, 5, 5, 5, 5, 5, 5, 5, 5, 5

  • This ability increases how far below zero your hit points can fall before you die by 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
  • Like a 50hp safety net, usefulness depends on how often you end up below -9 hp when a heal is incoming.

Discordant Defiance
rank: D+
cost: 5, 5, 5, 5, 5

  • This ability raises the maximum that your resistances can be increased to with items and spells by 5 points per rank.
  • Minor increase in resists, beneficial but not necessary. Value might increase in certain raiding situations. Time would be better spent completing MPG group trials than grinding these.

Energetic Attunement
rank: D-
cost: 5, 5, 5, 5, 5

  • Energetic Attunement enhances your receptivity to the potential healing power of your magical gear. Each rank of this ability increases the maximum by which your hit point regeneration can be raised with items by 1 point.
  • See "Innate regen" and "Enhanced Aggression."

First Aid
rank: D-
cost: 1, 1, 1

  • This ability increases the maximum that you can bind wound by 10 percent for each ability level.
  • Allows you to bind wound up to 80%, 90% and 100% of full hitpoints.
  • With out of combat regen, this ability is next to useless.

Innate Agility, Dexterity, Intelligence, Stamina, Strength
rank: D-
cost: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1

  • This ability raises your base [Stat] by 2 points for each ability level.
  • All these will generally end up capped by gear. Even if they aren't currently capped for you, you can still gain more permanent power spending AAs elsewhere.

Innate Charisma
rank: D
cost: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1

  • This ability raises your base Charisma by 2 points for each ability level.
  • Charisma can help if you tank with divine intervention, and lessen the cost of buying stuff while naked.

Innate Lung Capacity
rank: D
cost: 1, 1, 1, 2, 3, 5

  • This ability increases the amount of air you can hold in your lungs 10, 25, 50, 75, and 100% percent. Rank 6 grants you the permanent ability to breathe underwater and in airless environements.
  • Rarely useful.

Innate Metabolism
rank: B
cost: 1, 1, 1

  • This ability decreases your food consumption by 10, 25 and 50 percent.
  • This is convenient, it frees up inventory space and significantly lessens the hassle of using stat food, which you should use if you do not.

Innate Regeneration
rank: B, B, B, C, C, C, C, C, C, C, C, C, C, C, C
cost: 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3

  • This ability raises your regeneration ability by 1 point per ability level.
  • Regen will hardly have a noticable affect on your ability to tank. Each level is equivalent to healing 1/6th a DPS when tanking. It will decrease the time you have to wait if FDed in a sticky situation with low health. Has no impact on out of combat regen.

Innate [Resist] Protection
rank: D+
cost: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1

  • This ability raises your base Save Vs [Resist] by 2 points for each ability level.
  • Resists are almost the only stat you won't easily max with gear, making them viable to spend AAs on.

Innate Run Speed
rank: A, A, A, B-, B-
cost: 1, 1, 1, 5 , 5

  • This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
  • Increases run speed by 10% of base per level.
  • The first three levels are cheap and increase general game convenience. Final two levels are high cost, but still useful. Value depends on how often you pull, especially indoors. Unholy Steed works for long outside journeys, and SoW is generally obtainable for other outside hunting.

Innate See Invis
rank: D+
cost: 9

  • This ability permanently enhances your vision allowing you to see the invisible.
  • Minorly useful but not a power increaser. Can use a buff/tribute/worn see invis to same effect.

Innate Wisdom
rank: F
cost: 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1

  • This ability raises your base Wisdom by 2 points for each ability level.
  • One of the two alternate advancement abilities with absolutely no benefit for shadow knights.

Mystical Attuning
rank: B-, B-, C+, C+, C
cost: 5 , 5 , 5 , 5 , 5

  • This ability increases the number of mystical effects that can affect you at once by 1 per rank.
  • To give perspective, consider it spending 5 AA for +50 stamina cap increaser buff for example (~175hp), or another buff you'd otherwise click off. The more buff slots you have, the less often you'll get use out of the extras, so decreasing value for each rank.

Natural Durability
rank: A-, B+, A-
cost: 2 , 4 , 6

  • This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
  • When tanking meleeing mobs, natural durability is not as beneficial as combat stability and agility because the 10 percent improvement is only on your base hitpoints, and does not include buffs, so in a situation where you're taking a lot of damage quickly, CS or CA has a better chance of keeping you alive than ND. However, it also helps with spell damage while CS and CA do not.

New Tanaan Crafting Mastery
rank: n/a
cost: 3, 3, 3, 3, 3, 3

  • Training with the sages and merchants of New Tanaan gives adventurers the chance to hone their crafting skills. For each rank of this ability that you purchase, you are able to raise an additional trade skill past its Specialization level (200). (This ability applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, and Tailoring.)

Origin
rank: C-
cost: 7

  • Upon using this ability, you will be transported back to your starting city.
  • 15 second cast time, 72 minute reuse time.
  • Useful but doesn't increase your real power.

Packrat
rank: D-
cost: 3, 3, 3, 3, 3

  • Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.
  • Reduces your total weight by 3% of base per rank.
  • Weight reduction bags cost less than AAs do.

Planar Power
rank: C, C, C, C, C, D, D, D, D, D, D, D, D, D, D
cost: 2, 2, 2, 2, 2, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5

  • This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank.
  • Minor increase in stats, beneficial but not necessary.

Quick Draw
rank: D
cost: 5

  • Quick Draw expands the potion belt by one additional available item slot.
  • This abilities usefulness is dependant upon how many potions you need readily available. Two is probably enough for most players.

Salvage
rank: n/a
cost: 5, 5, 5

  • This ability gives you the chance to automatically recover an item that would otherwise be lost on a failed tradeskill combine.
  • Each rank provides an approximately 8% chance of recovery for each component on a tradeskill failure.


Archetype


Combat Fury
rank: B, C, C-, D+, D+, D+
cost: 2, 4, 6 , 3 , 3 , 3

  • This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes.
  • Critical melee does 70% more base damage than noncrit (excluding db). Gives approximately 1.3% crits per rank.
  • This is only a ~one percent increase in melee DPS for the first three ranks, and has scaling cost without scaling improvement. Third rank should be followed immediately by the rest and Veteran's Wrath 2.

Critical Affliction
rank: B-, C-, C-, B-, C-, C-
cost: 3 , 6 , 9 , 3 , 6 , 9

  • This ability grants damage-over-time spells the chance to have a critical effect each tick they are active. Additional ranks improve this chance.
  • Adds 3% criticals per rank.
  • Value depends on how often you use DoTs. If you're doing 300 damage per tick in DoTs, this equals 1.5 DPS. If you do rank 3, should follow immediately with rank 4-5.

Double Riposte
rank: C, D+, D, D, D, D
cost: 3, 6 , 9, 3, 3, 3

  • The first three ranks of this ability will give you an increased chance to execute a double riposte 15, 35, and 50 percent of the time. Additional ranks further increase this effect.
  • Scaling cost without scaling improvement. With how often you actually riposte an incoming hit, this is only a minor increase in DPS, and only works while tanking. After the first rank of Double Riposte, Intense Hatred is better investment.
  • This possibly increases your double riposte rate by more than listed, or KA/KE work on ripostes in combination with this. When complete you will double riposte 100% of the time.

Enhanced Aggression
rank: D-, D-, D-, D-, D-, D-, D-, D-, D-, D-
cost: 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5

  • Each rank of this ability increases the maximum amount of attack you can gain from items.
  • +10 attack cap increase per rank.
  • As primarily a tank, gear choices shouldn't be influenced by +Attack, so even if your present gear puts you above 250 its not certain to always be that way. Even when you do get full benefit, its still a minimal DPS increase.

Expansive Mind
rank: C-, C-, C-, C-, C-, D+, D+, D+, D+, D+
cost: 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5

  • This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank.
  • Only useful if your gear has above +15 mana regen.

Fear Resistance
rank: D+, D+, D+
cost: 2 , 4 , 6

  • This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier.
  • Is a prerequisite for complete Fearless.

Finishing Blow
rank: D
cost: 2, 4, 6, 2, 2, 2, 3, 3, 3, 3, 3, 3

  • This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. Additional ranks increase the maximum level of affected NPC. Rank 1: level 50, Rank 2: level 52, Rank 3: level 54, Rank 4: level 56, Rank 5: level 58, Rank 6: level 60, Rank 7: level 61, Rank 8: level 63, Rank 9: Level 65, Rank 10: level 66, Rank 11: level 68, Rank 12: level 70. (Non-Warriors must first train one level of Combat Fury to use this ability.)
  • It converts a melee crit on a fleeing mob of low level into 32k damage.
  • Minorly speeds up killing light blue and lower mobs, but since they're already running they're no longer a threat regardless. Since it's based on crits, it doesn't fire as often for us as dual wield classes. Can be minorly helpful combined with any of our various lifetap from weapon damage abilities.

Fury of Magic
rank: B+, C+, C-, C+, C+, C+
cost: 3 , 6 , 9 , 6 , 6 , 6

  • Each rank in this ability increases your chance to score a critical hit with your direct damage spells.
  • Raises critical blast rate from 7% by 2% per rank.
  • First rank is a greater gain/AA than SCF2/3, other ranks are scaling cost without linear improvement. Should follow third rank 4-7.

Mastery of the Past
rank: D
cost: 3, 3, 3, 5, 5, 5, 7, 7, 7

  • This ability makes it impossible for you to fizzle spells below a certain level. Rank 1 - level 54. Rank 2 - level 56. Rank 3 - level 58. Rank 4 - level 62. Rank 5 - level 64. Rank 6 - level 66. Rank 7 - level 67. Rank 8 - level 69. Rank 9 - level 71.
  • See "Spell Casting Expertise."

Mental Clarity
rank: B+, C+, C-, C, C, C, C, C
cost: 2 , 4 , 6 , 5, 5, 5, 5, 5

  • This ability increases your natural mana regeneration by 1 point per ability level.
  • Should do ranks 4-8 immediately after rank three. If you're using your extra mana for damage, the most you should expect is about 1 dps per point of mana regen. Has no impact on out of combat regen.

Mnemonic Retention
rank: A+
cost: 3

  • This ability gives you an additional spell slot so you can memorize an additional spell.
  • There are lots of useful spells to have available.

Natural Healing
rank: C, D, D-
cost: 2, 4, 6

  • This ability raises your natural regeneration by one point per ability level.
  • Scaling cost without scaling improvement. Rank 1 better than Innate Regeneration 4+, rank 2 worse. See "Innate Regeneration."

Persistent Casting
rank: D+, D, D-
cost: 3 , 6, 9

  • Your highly developed concentration creates the possibility of continuing to cast spells while stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns.
  • Rarely helps channeling spells. Worthwhile if a main puller for raids, otherwise the gain is not much. You're better off spending AA on steadfast will, which decreases this AAs usefulness.

Persistent Minion
rank: B-
cost: 7

  • This ability upgrades your Suspended Minion ability to allow pets to remain suspended across zone lines. Also, if you camp with a suspended pet and have this ability, the pet will be available to you when you return.
  • Steep prerequisite cost. Eliminates need to resummon pet when you log, or allows you to have a back up pet ready at all times. Suspended pets don't persist through dying, but you can suspend a pet before getting rezzed and have it remain. Usefulness depends on how often you use your pet.

Pet Affinity
rank: C
cost: 12

  • This ability makes your summoned pets a valid target for beneficial group spells.
  • Useful to have after you have pet hold. Increases DPS and survivability of your pet.

Spell Casting Deftness
rank: C, C, C-
cost: 2, 4, 6

  • This ability reduces the casting time of beneficial spells that have a duration longer than instant and a cast time greater than three seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
  • At the final level, this cuts the casting time on Decrepit Skin by 0.75 seconds.

Spell Casting Expertise
rank: D, D, D
cost: 2, 4, 6

  • This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
  • Expensive for no fizzling on a small subset of used spells.

Spell Casting Fury
rank: A-, B, B
cost: 2 , 4, 6

  • The first three ranks of this ability give you a 2, 4, and 7 percent chance to land critical hits with your direct damage spells. Additional ranks further increase that chance.
  • Critical blasts add an extra base damage to the final damage of a spell (focii do not stack).
  • This increases DD spell and proc DPS, and stacks with Theft of Life. The first level causes IHT to always crit. Rank 2 should be followed immediately by rank 3 and Fury of Magic 1.

Suspended Minion
rank: C-, C-
cost: 5 , 3

  • This ability grants the summoner the ability to suspend and recall their existing pet at will, provided they remain in their current zone. The first rank suspends the pet at its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor. You may cast a second pet while your first pet is Suspended. You may train the first rank upon reaching level 62 and the second rank upon reaching level 64.
  • Allows you to have a backup pet. You should definitely buy Pet Affinity before second level.

Veteran's Wrath
rank: B+, C, C-, C-, C-, C-
cost: 3 , 6, 9 , 6 , 6 , 6

  • Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
  • Changes the critical hit added damage from 70% to 95%, 120%, 145%, 160%, 175% and 190%.
  • Prerequisite cost's are steep, fun eye candy, slightly helps self healing with leech effects. Combat Fury, Fury of the Ages, and Veterans Wrath 3 with a cleave 3 item give around an 8% of base weapon dps increase for 39AA.

Weapon Affinity
rank: C+
cost: 5, 5, 5, 5, 5

  • Through years of practice, you develop a close bond with your weapons. This affinity enhances the performance of your weapons by increasing the rate that they trigger effects.
  • Increases weapon proc rates by 10% of base per rank. Expect at most 0.2 more per minute.
  • Value depends on weapon proc(s). Generally should be useful for passive agro generation and DPS. For DPS added, if you have a 150 damage primary proc and a 150 damage augment proc, this would add about 1 DPS per rank.


Class


2 Hand Bash
rank: B or C
cost: 6

  • This ability will allow you to use your Bash skill while wielding any 2-handed weapon.
  • Bash slightly increases damage output, minorly decreases damage intake if you stun the mob, and helps interrupt casters. C for trolls and ogres because slam is viable when not illusioned.

Abyssal steed
rank: D-
cost: 7

  • This ability provides you with the power to call a savage nightmare to your side.
  • No actual benefit.

Advanced Pet Discipline
rank: D-, F
cost: 5 , 3

  • The first rank of this ability allows you to give your pet a "focus" command. While focused, your pet will ignore all other opponents until its current opponent is defeated. The second rank allows you to tell your pet to not cast any spells. Usage: /pet focus, /pet no cast.
  • Next to useless, second rank is completely useless.

Body and Mind Rejuvenation
rank: C+
cost: 5

  • This ability will give you one additional point of mana and hit point regeneration.
  • Decent cost for the gain, better than Mental Clarity 3 / Mental Serenity.

Cloak of Shadows
rank: B (or D+ if you have a CoS)
cost: 12

  • This ability allows you to become invisible nearly at will, without the need to memorize a spell.
  • An extremely useful ability, but not really a power gain. Nearly the same effect can be achieved with cloudy potions/circlet of shadow.

Consumption of the Soul
rank: B, B, B, C+, C+, C, C, C
cost: 3, 3, 3, 5 , 5 , 7, 7, 7

  • The most advanced Shadow Knights can further enhance their Leech Touch ability. Each rank of this ability increases the damage and healing done by Leech Touch.
  • Raises Leech touch from 900 damage by 500 each level.
  • The first few levels are enough to make Leech Touch big enough to be useful as a life saver.

Death Peace
rank: B+
cost: 5

  • This ability moves the spell Death Peace to a hotkey freeing a spell slot.
  • Always useable 1 second cast time 6 second refresh 1 mana cost hotkeyed feign death.
  • Last breath makes this less useful, but with the long reuse of last breath this is an excellent backup.

Death's Fury
rank: D-
cost: 3, 3, 3, 3, 3

  • This ability imbues your pet with the ability to land critical hits.
  • Adds about 0.66% to your pets DPS per rank, for a total of about 1.5 DPS for 15 AA.

Fearless
rank: C-
cost: 6

  • This ability will make you permanently immune to fear spells.
  • It's a useful ability when raiding fear casting mobs, but the prerequisite cost is very steep, and fear isn't all that common.

Immobilizing Bash
rank: D+
cost: 5, 5, 5

  • This ability increases the chance that your bashes will stun the enemy.
  • Not extremely useful. Bash is never a reliable way to stun an enemy.

Improved Harm Touch
rank: C
cost: 6

  • This ability gives you a low-resist Harm Touch. Using this ability also uses your existing Harm Touch timer.
  • Not in itself very powerful, but it is a prerequisite for Unholy Touch.

Intense Hatred
rank: C-
cost: 5, 5, 5, 5, 5

  • This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness of this ability.
  • Adds +3 damage shield per rank.
  • Value depends on content you're facing, and how often you're tanking. If mobs hit you once per second, adds 3 dps per rank.

Knight's Advantage
rank: B, B-, B-
cost: 2, 4 , 6

  • This ability grants you an increased chance of performing a double attack in any given combat round. You gain the ability to train an additional rank at levels 61, 63, and 65.
  • Increases double attack rate by 2.5%, 5% and 10.5% of base. Stacks additively with worn ferocity and double attacking increasing buffs.
  • About 3.75 percent improvement in melee DPS at the third rank, stacks multiplicatively with Speed of the Knight to add about 7.5% DPS together. Cost scaling is greater than bonus scaling.

Knight's Expertise
rank: C
cost: 7, 7, 7

  • Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.
  • Increases double attack rate from 10.5% of base to 15.5%, 20.5% and 25.5% of base. Stacks additively with worn ferocity and double attacking increasing buffs.
  • A significant boost in double attacks, only slightly worse gain/AA than Knight's Advantage.

Leech Touch
rank: B
cost: 6

  • This ability gives you a life tap harm touch. Using this ability also uses your existing Harm Touch timer.
  • This is an instant cast 900 point life tap that can be upgraded by further AA.
  • In itself not very powerful, but with the various upgrade AA it becomes a life saving tool. Should be immediately followed by Consumption of the Soul 3.

Mortal Coil
rank: D+, C, B
cost: 3 , 6, 9

  • When the shadow knight gets credit for a successful kill, Mortal Coil grants him a 10% chance per rank to harvest the energy of his victim's departing essence. This energy improves the shadow knight's AC and grants him the ability to draw hit points from his enemies as he attacks them. Each rank in this ability prolongs the duration of the energy.
  • The buff is 60 ac / 50% leech and lasts 4, 7 and 10 ticks.
  • Second rank is >3x better than first, third rank >2x better than second, so get all in a row. Value is highly dependant on playstyle, eg if you solo/duo its awesome, in full groups its not as useful.

Pet Discipline
rank: A
cost: 6

  • This ability will allow you to give your pet a 'hold' command until explicitly told to attack. Usage: /pet hold.
  • This keeps little Goner alive and well. If you consider this AA as letting your pet stay alive for most situations, it's by far the most DPS you can situationally gain using 6 AA.

Physical Enhancement
rank: A+
cost: 5

  • This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
  • Adds 2% to avoidance, mitigation, and base hp.
  • This is the best defensive improvement per AA point available.

Planar Durability
rank: B-
cost: 3 , 3, 3

  • The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1.5% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
  • This actually only adds 1.25% to your unbuffed hit points. Warriors get the full 1.5%.
  • This is half as much HP per AA point as natural durability.

Shield Block
rank: B, C+, C
cost: 3, 6 , 9

  • This ability grants you the chance to fully block an attack when using a shield. Increased ranks improve the chance to block attacks.
  • If you use shield whenever tanking difficult content, you should get all 3 ranks before CA9/CS9.

Soul Abrasion
rank: A+, A, A, C, C, C
cost: 3 , 6, 9, 5, 5, 5

  • Each rank in this ability gives you increased damage off of the lifetap procs that result from your self buffs.
  • Increases the damage from any buff procs and the Touch of the Cursed AA line by 50%, 100%, 200%, 217%, 234% and 251%.
  • This provides a significant damage and self healing boost.

Speed of the Knight
rank: C, C, C+, C-, D+, C-, A, D, D
cost: 3, 3, 3 , 3 , 6 , 9 , 6, 6, 6

  • Each rank in this ability increases the chance of scoring an extra hit with all two-handed weapons that you wield.
  • Converts 2.5%, 5%, 8%, 10%, 12%, 16%, 26%, 27% and 28% of double attacks into triple attacks.
  • Knight's Advantage, worn ferocity and double attack increasing buffs increase the value of this. More swings slightly increases your melee produced agro. Rank 1-3 should be done in a group, and 4-7 should be done in a group.

Steadfast Will
rank: B-, C, C-
cost: 3 , 6, 9

  • This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
  • 15% chance to avoid melee stuns per rank.
  • Resisting stuns increases DPS and ability to cast/channel spells, and helps with pulling. Should follow rank 3 with Unflinching will 1-3.

Theft of Life
rank: B, C+, C+, C-, C-, C-, C-, C-, C-, C-, C-
cost: 1, 2 , 3 , 5 , 5 , 5 , 5 , 5 , 5 , 5 , 5

  • This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing. Additional ranks further increase this effect.
  • Gives you a 3%, 6%, 9%, 11%, 13%, 15%, 17%, 19%, 21%, 23% and 25% chance to get exceptional heals (final healing amount doubled).
  • Critical lifetaps can't be relied upon, but can be very nice when they do happen. The value of these goes up as you lifetap for more (via Soul Abrasion/Touch of the Cursed, or just casting).

Touch of the Cursed
rank: A, B, C+, B, B, B
cost: 3, 6, 9 , 6, 6, 6

  • This ability grants the shadowknight a chance to drain the life of his opponent any time he makes a melee attack.
  • Adds an innate lifetap proc that does 50, 75, 100, 125, 150 and 175 base damage, which Soul Abrasion affects, making it 614 max noncrit.
  • Combined with Soul Abrasion, this is a significant boost in DPS and self healing. Should follow third rank with ranks 4-6.

Touch of the Wicked
rank: C+, C+, C+
cost: 2 , 4 , 6

  • This ability decreases the amount of time required between uses of Harm Touch and its upgrades by twelve minutes per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
  • Basically useless on its own, but increases the availability of Leech Touch / Improved Harm Touch.

Unflinching Will
rank: C, C+, C+
cost: 6, 6 , 6

  • This ability increases your ability to withstand a stunning blow from any angle.
  • Increases melee stun avoidance rate from 45% by about 12% per rank.
  • With this maxxed, about 80% of stuns are avoided. Increases DPS and ability to cast/channel spells, and helps with pulling.

Unholy Steed
rank: A-
cost: 5

  • This ability provides you with the power to call the ultimate unholy steed to your side. Rank 2 provides your steed with armored barding.
  • It's a very useful tool but doesn't really increase your power much. It helps you get places faster, and allows you to med while casting buffs and such in outdoor zones.

Unholy Touch
rank: B, B-, C+, B-, B-, B-
cost: 2, 4 , 6 , 5 , 5 , 5

  • Each rank of this ability grants a considerable bonus to the amount of damage done by your Improved Harm Touch ability.
  • This adds 450 base damage to Improved Harm Touch per rank, and causes a guaranteed critical blast with SCF1. Total damage for a critical is (1050 + 450 * rank) * 1.5 if using unholy aura * ( 2 + random( .01, focus percent ( + .50 if unholy ) ) ).
  • Critical Damage with no focus, without/with Unholy Aura: 3000 / 4522 - 5625, 3900 / 5879 - 7312, 4800 / 7236 - 9000, 5700 / 8592 - 10687, 6600 / 9949 - 12375, 7500 / 11306 - 14062
  • For general day to day fighting this isn't necessary, it provides a significant DPS boost for a short duration fight. Should follow rank 3 with ranks 4-6.

Vicious Smash
rank: D-
cost: 5, 5, 5, 5, 5

  • This ability increases the damage you do with your bashes.
  • Adds 5 damage to a successful bash per rank.
  • Adds at most 0.5 DPS per rank, if you hit bash whenever its available.

Willful Death
rank: C-, C-, C, C, C, D, D, D, D, D
cost: 5 , 5 , 5, 5, 5, 5, 5, 5, 5, 5

  • Each rank in this ability gives you an increasing chance for your feigned deaths to not be revealed by spells cast upon you. At the highest rank, you become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully lands upon you.
  • It provides a chance to stay feigned of 10% on land/20% on resist per rank for the first 5 ranks, then 6.66% through a landed spell per rank for 6-10.
  • Usefulness depends on how often you'd actually be FDing through spells, and if you have higher resists the ability is more useful. Final five ranks only help on spells you don't resist, e.g. the rare Last Breath nuke.


Special


Affliction of Blood

  • The curse within your blood grows stronger. A sense of foreboding plays at the back of your mind.
  • Two DoDH progression raids complete.

Armor of Experience

  • This Ability grants you several layers of protection from harm. As you take damage each layer will absorb ten strikes before failing. As your armor fails you will take more and more damage.
  • Ninth year veteran reward.
  • Reduces the damage of the next 10 melee hits by 100%, then 10 by 75%, then 10 by 50%, then 10 by 25%. There is a 1.5 minute period in which to take each of the 10 hits.

Chaotic Jester

  • This ability summons forth a jester from Bristlebane's court. The jester sticks around for 15 minutes or until you zone.
  • Third year veteran reward.
  • Randomly tells bad jokes, or casts on a player in the vicinity: summon bread (+10 hp/tick or -5/tick), wine (+3 mana & end/tick or -3 mana & end/tick), full heal, full mana/end, shrink, grow, illusion random zone mob.

Curse of Blood

  • A strange power courses through your blood. You sense a purpose, a desire, a secret waiting to be told.
  • One DoDH progression raid complete.

Embrace of the Dark Reign

  • Your devotion to Dark Reign increases the number of mystical effects that can affect you at once.
  • Third DoN progression reward - evil side.
  • +1 buff slot.

Embrace of the Keepers

  • Your devotion to Norrath's Keepers increases the number of mystical effects that can affect you at once.
  • Third DoN progression reward - good side.
  • +1 buff slot.

Expedient Recovery

  • This ability summons every corpse you have to you and returns the experience you lost for that death if the corpse is still able to be resurrected.
  • Fourth year veteran reward.

Fervor of the Dark Reign

  • Your devotion to Dark Reign provides you with an innate chance to completely resist the effects of most detrimental spells.
  • Fifth DoN progression reward - evil side.

Gift of the Dark Reign

  • Your devotion to Dark Reign grants you increased statistics.
  • First DoN progression reward - evil side.
  • +10 stats/stat caps.

Gift of the Keepers

  • Your devotion to Norrath's Keepers grants you increased statistics.
  • First DoN progression reward - good side.
  • +10 stats/stat caps.

Glyph of Angry Thoughts
rank: D-
cost: 4

  • This ability increases the hate you generate by 30%.
  • Random 1-30% focus, with 10 minute duration.
  • About any lifetime ability is going to provide more benefit.

Glyph of Arcane Secrets
rank: D-
cost: 3

  • Once activated, Glyph of Arcane Secrets decreases the mana usage of your spells up to level 75 for 15 minutes. Glyph of Arcane Secrets has no effect on complete healing or percentage-based healing spells.
  • 20% spell cost reduction (random 1-20% that stacks additively with worn focus).
  • About any lifetime ability is going to provide more benefit.

Glyph of Courage
rank: D-
cost: 4

  • This ability increases many forms of damage.
  • Baby version of Intensity of the Resolute. Gain 10% damage modifier, 10% critical dot, 10% critical heal, 10% critical HoT, 10% critical DD.
  • About any lifetime ability is going to provide more benefit.

Glyph of Destruction
rank: D-
cost: 3

  • Once activated, Glyph of Destruction increases the damage done by your critical melee hits and damage spells by 50% of the base damage for 2 minutes. This ability does not impact melee special attacks.
  • About any lifetime ability is going to provide more benefit.

Glyph of Draconic Potential
rank: D-
cost: 3

  • Once activated, Glyph of Draconic Potential increases your maximum hit points and mana by between 900 and 1050 for 30 minutes. This glyph does not increase your current hit points or mana.
  • About any lifetime ability is going to provide more benefit.

Glyph of Dragon Scales
rank: D-
cost: 3

  • Once activated, Glyph of Dragon Scales will absorb a large percentage of incoming damage from spells and melee attacks. It will last for 3 minutes or until it has absorbed a total of 10,000 damage.
  • Absorbs 50% damage. Doesn't stack with Soul Carapace / Vie.
  • About any lifetime ability is going to provide more benefit.

Glyph of Stored Life
rank: D-
cost: 4

  • Stores some health and vitality in a protective shield around yourself. Some of your wounds will be healed when your protection fades or is lost.
  • Absorbs 40% damage up to 8000, then heals you for 3000. Doesn't stack with Soul Carapace / Vie.
  • About any lifetime ability is going to provide more benefit.

Harmonic Dissonance

  • Your knowledge of the innate frequency of the Theater of Blood allows you to transport yourself directly to that altered plane.
  • Gate to Theater of Blood, 15 minute refresh.

Infusion of the Faithful

  • This ability infuses you with raw power, greatly increasing all of your statistics, resists vs. fire, cold, poison, disease, and magic, and increasing your run speed.
  • Second year veteran reward.
  • +1000 stats/resists, 65% run speed.

Intensity of the Resolute

  • This ability greatly increases the power of your melee and ranged attacks, your chance to perform critical hits on direct damage and damage-over-time spells, and your chance to perform exceptional heals on both direct healing and heal-over-time spells.
  • Seventh year veteran reward.
  • +50% crit rates, 55% damage modifier, 1 minute duration.

Invitation of Blood

  • You are now one with the curse. It calls to you, offering you limitless power in exchange for obedience.
  • Demiplane of Blood flag complete.

Lesson of the Devoted

  • This ability doubles the amount of experience you gain when killing NPCs for the next half an hour.
  • First year veteran reward.

Power of the Dark Reign

  • Your devotion to Dark Reign increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have a critical effect.
  • Fourth DoN progression reward - evil side.
  • +1% crit rates.

Power of the Keepers

  • Your devotion to Norrath's Keepers increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have a critical effect.
  • Fourth DoN progression reward - good side.
  • +1% crit rates.

Sanctity of the Keepers

  • Your devotion to Norrath's Keepers provides you with an innate chance to completely resist the effects of most detrimental spells.
  • Fifth DoN progression reward - good side.

Staunch Recovery

  • When used, this ability restores you to full health, mana, and endurance.
  • Sixth year veteran reward.

Steadfast Servant

  • This ability summons forth a faithful servant that will follow you around and cast healing and beneficial buffs on you and other players near you. The servant lasts for 30 minutes or until you zone.
  • Fifth year veteran reward.
  • Casts swift like the wind if you don't have 60%+ haste, casts 30 minute kei if you don't have better, casts supernal elixir.

Tenacity of the Dark Reign

  • Your devotion to Dark Reign grants you increased hit points, mana, and endurance.
  • Second DoN progression reward - evil side.
  • +3% hp/mana/endurance.

Throne of Heroes

  • This ability enables you to teleport to the Throne of Heroes in the Guild Lobby.
  • Eighth year veteran reward.

Temptation of Blood

  • The curse permeates your being but gone is the fear and foreboding, replaced by a craving and longing to bask in the darkness that surrounds you.
  • Four DoDH progression raids complete.

Torment of Blood

  • The curse spreads further, seeping into your thoughts and plaguing your dreams. Shadows lurk on the edge of vision, haunting your steps.
  • Three DoDH progression raids complete.

Trials of Mata Muram

  • You have been strengthened by your ordeals during the Trials of Mata Muram, increasing your maximum resistance levels.
  • Provides 8.33 to each resist cap per rank.

Valor of the Keepers

  • Your devotion to Norrath's Keepers grants you increased hit points, mana, and endurance.
  • Second DoN progression reward - good side.
  • +3% hp/mana/endurance.
--------------------------------------------

Recommended tanking AAs ordering: (shield block included assuming you're using shield whenever tanking difficult content)
PE, CA1, CS1, ND1, CA2,3, CS2,3, ND2,3, ShB1, PlaDur/CS4-8/CA4-8, ShB2,3, CA9-13/CS9-13, CS14-18/CA14-18.

Recommended lifetap focusing AA ordering:
SA1, ToTC1, SCF1, SA2,3, ToTC2, ToL1, SCF2-4, ToTC3-6, SA4-6, ToL2, SCF5, ToL3, SCF6-9, ToL4-11

Possible general SK overall path: (remove SoTK lines if you don't use 2her, remove SB if you don't use shield, move up/back tanking AAs as necessary, move Swift Journey dependant on how often you pull, add Mystical Attuning as necessary, Discordant Defiance/Willful Death lines depending on your playstyle)
PhyEnh, ComAgi1, ComSta1, NatDur1, ComAgi2,3, ComSta2,3, Run1-3, Pet Hold, DeaPea, UnhSte, MneRet, NatDur2,3, ShiBlo1, SouAbr1, ToTC1, SpeCF1, SouAbr2,3, ToTC2, KniAdv1, ComFur1, ToL1, MenCla1, SCF2-4, ComSta4-8, ComAgi4-8, PlaDur1-3, TotC3-6, SA4-6, LeeTou, CotS1-3, TotW1, IHT, UnhTou1, TotW2,3, ShiBlo2, KniAdv2,3, ToL2, CoS, ToL3, SteWil1, ShiBlo3, Run4,5, MenCla2, BaMR, ComAgi9-13, ComSta9-13, CoTS4,5, UnhTou2-6, InnMet1-3, Reg1-3, SCE1-3, KniExp1-3, PlaPow1-5, PetAff, WeaAff1-5, ComFur2-6, VetWra1,2, SCF5, SotK1-3, SteWil2, ComAgi14-18, ComSta14-18, SotK4-7, SCF6-9, MorCoi1-3, MenCla3-8, ExpMin1-X, DouRip1, IntHat1-5, ToL4-11, CotS6-8, SteWil3, UnfWil1-3, DelDea1-5, SusMin1,2, PerMin, DouRip2, PlaPow6-15, resists, DelDea6-15

Epic 1.5 - reposting from other sites

ShadowKnight Epic 1.5-

If you do NOT have epic 1.0 Inny's Curse, then you will need to do the following Pre-Epic section.
(If you do have epic 1, then you can skip to Beginning. It HAS to be in your inv or wielding upon hailing.)

------------
Pre - Epic Steps (non epic1 people)
It begins with Ritald in Dulak's Harbor.
You say, 'Hail Ritald'. (***See Map***)
Ritald says 'Greetings, dark one. Do you feel it? I am sure you do. Innoruuk's voice is so distant now. His voice is merely a whisper. This disturbs me greatly. How will the evil ones do their master's bidding without his dark guidance? I fear the end is almost near for true champions of darkness such as yourself. We cannot let that happen! I believe I know of a way to slow down the diminishing of our master's voice. There is a sword of great evil. It is however not of this world. I believe I can summon it to this plane of existence, but I will need several items first. Will you [take on this task]? Your future and the future of all our dark brethren depends on obtaining this sword!'
Say, 'i will take on this task'
Ritald says 'Excellent. There is no time to waste. The first item I need is an ancient flamberge of hatred. I believe a trollish pirate named, Captain Varns, here in Dulak's Harbor is in possession of one. Destroy him and return this item to me. The second item is an essence of hate. You should be able to find such an essence in the Plane of Hate. The last item I need is a stormborn phylactery. You should be able to find one in the Plane of Storms. When you have all these items, hand them to me so that I may begin the summoning of the sword.'
The items he seeks are:
Ancient Flamberge of Hate - From Captain Varns in Dulak's Harbor (AOE slow, slow casting, 500DD ****Update!!! Patch made this guy TOUGH hits for 1900's reported, combined with is AOE hes nasty!****)((***See Map***))
Essence of Hate - Overlord R' Gahbsa in the Plane of Hate or Mistress of Malevolience (***See Map***)
Stormborn Phylatercy - Olidan in the Plane of Storms (1600 hitting Ocean giant, rampages but slowable.)((***See Map***))
Return these 3 items to Ritald and receive :Innoruuk's Voice
Ritald says 'You have done well. The flamberge you have brought to me will act as a vessel for the summoning of the sword. The essence of hate will help generate hatred needed to fuel the summoning, and the phylactery should hopefully help contain that hate to be used in the summoning.' Ritald holds the flamberge above his head with both hands and begins to chant. Dark storm clouds gather overhead as a flash of lightning momentarily blinds you. When you regain your sight, Ritald holds the summoned sword of Innoruuk's Voice. 'I [have done it]!''
Say, 'have done it'
Ritald says 'This sword known as Innoruuk's Voice emanates great evil. It should help to generate enough evil to sustain the mysterious powers that make one a shadowknight. It is not at full power yet however. I am now trusting you to take this sword and help to recover its full power. You will be its new champion. Take it to Sieen Kastane in the Plane of Knowledge. I believe she should be able to help you with returning the sword to its full power.'
...On to Beginning...

Sienn Kastane may be found inside a building in the Plane of Knowledge on the evil side at -885, +230.

You say, 'Hail, Sienn Kastane'

Sienn Kastane says 'You. You are the one I have seen in my visions.' Sienn removes a dark blade from a scabbard. I have just obtained this sword from one of my apprentices. This blade may be the key to the very existence of the shadowknight. Are you familiar with what has [been transpiring]?'

You say, 'What has been transpiring?'

Sienn Kastane places her hands upon your forehead. A gravelly voice that is clearly not Sienn's fills your mind. 'Do you feel it? I am sure you do. Innoruuk's voice is so distant now. His voice is merely a whisper. This disturbs me greatly. How will the evil ones do their master's bidding without his dark guidance? I fear the end is almost near for true champions of darkness such as yourself. We cannot let that happen! I believe I know of a way to slow down the diminishing of our master's voice. There is a sword of great evil. It is however not of this world. I believe I can summon it to this plane of existence, but I will need several [items] first. . .' The voice ends. 'That was the voice of Ritald, a luggald in the service of the dark lord, Innoruuk.'

You say, 'What items?'

Sienn Kastane says 'Your first task is to find me a tome. The sword has told me of a tome that details its history. I do not know where this tome might be, but I suggest you talk to Grand Librarian Maelin here in the Plane of Knowledge. He may have more information of this tome. When you find it, return it to me.'

The Bet

Grand Librarian Maelin may be found at the top of the tower in the Library of Knowledge.

You say, 'What tome?'

Grand Librarian Maelin says 'Yes, I seem to recall having such a tome. But evil it is. I don't hand out such dangerous knowledge to just anyone. However. . . I am curious about something and perhaps you can help me. A prominent professor of biology and I have a bet as to how a certain creature from the Realm of Discord, known as a murkglider breeds. He believes they give live birth, and I believe they are egg layers. Unfortunately, I have been so busy here, that I have not been able to make arrangements to travel there and observe the creatures more. If you could travel to the Realm of Discord and [find an egg] for me, I will give you the book you seek.'

You say, 'Find an egg?'

Grand Librarian Maelin says 'I appreciate your help with this! The creature I was supposed to study are most commonly known as murkgliders. The easiest way to describe them is that they look like large, floating octopuses. See if you can hunt down any breeding murkgliders and return an egg to me that I can study. You might want to bring some companions along, as this might be a dangerous task.'

Head to the Ruined City of Dranik and bring a raid. In the southwest corner of the zone there is a tunnel system, including two rooms full of murkgliders. In the northernmost room, find "a murkglider creeper" or "a murkglider swarmer." If you are lucky, you may be find a Murkglider Breeder at -770, +890, which hits for 900, procs Tentacle Snap, and spawns 6 x level 66 Murkglider Spawn (need exact name) during the fight. The spawn are magic resistant but easily mezzable, and the breeder is possibly one-groupable (need confirmation). Loot A Gelatinous Murkglider Egg (can a chest spawn?). Bring this back to Maelin.

Grand Librarian Maelin says 'I knew they were egg-layers! Ha, this is one gnome who hates losing a bet and thanks to you I wont! This is the tome you seek. Please bring it back to me when you are done.'

You receive a book called The Silent Gods (no text).

The Sheath

Bring the book to Sienn.

Sienn Kastane says 'You have done well in acquiring this tome.' Sienn opens the tome and begins to read. 'It says that a sheath must be created to protect the sword. Unfortunately the instructions for making this sheath are a bit unclear. The only clues given to the items needed are, to gather a dark hide of a creature unmatched in its bleakness, a holy lock of hair from a fair creature unmatched in happiness, and a gem possessing the very essence of fear itself, held by a creature more fearsome. If you find these three items, combine them in a sewing kit and then hand the sheath to me. I await your return.'

The first item is a Gloom Nightmare Hide, from "a gloom nightmare" in the Plane of Nightmare. Easily single-groupable.

The second item is a Lock of Blessed Unicorn Hair, from "a rolling plains steed" in the Plane of Growth. Highly magic-resistant, but also single-groupable.

The third item is an Eye of the Dark God, from Amygdalan knights and warriors in the Plane of Fear. Single-groupable, although you may need a raid to break into the plane itself.

Combine the three items in a sewing kit or loom to craft a Sheath of Darktidings (minimum skill required 100, need trivial).


No More Frogs, a.k.a. Trolls' Revenge

Give the sheath to Sienn.

Sienn Kastane says 'I admit that I did not think you could accomplish this task. Perhaps you really are meant to be the sword's champion. Our work here is not done however. There are those that wish the sword to be destroyed. One of these beings is a froglok paladin named Fraga. He was last seen in the Plane of Valor. Kill him and bring me any clues as to what his plans may be.'

Fraga may be found at the camp of tents near the graveyard in the Plane of Valor. He is slowable, is immune to changes in runspeed, rampages, quads for 2.8k, i.e., bring some friends. Once he's dead, loot Fraga's Parchment.

Blood and Rune

Give the parchment to Sienn.

Sienn Kastane begins to read the parchment. A worried look plays across her face. 'The weapon is not safe. The forces of good strongly wish to have it destroyed. To make matters worse, the sword is emanating hate that can be felt by powerful beings, both good and evil, across all planes of existence. As it stands right now, I wouldn't be surprised if the forces of good are converging to have the sword destroyed and the forces of evil are conniving to take the sword for themselves. It is only a matter of time before they locate the sword and come for it themselves. I have been studying the tome while you were gone. The tome describes a way to [mask the sword's presence].'

You say, 'Mask the sword's presence?'

Sienn Kastane says 'In the Plane of Nightmare, there dwells a banshee known as the Wailing Sister. In her possession is a rune of great power. The sword's hatred has awoken from a deep slumber. The rune however is only part of what will be needed to help mask the sword's hatred. The rune is inactive until combined with the Wailing Sister's blood. Recover the rune and a sample of her blood and return them to me.'

Locate The Wailing Sister in the Plane of Nightmare. She paths near the Hobgoblin camp (/loc needed).

You say, 'Hail, The Wailing Sister'

The Wailing Sister wails loudly in agony!

She attacks. She hits for 900 and procs Cloud of Fear. Single-groupable. Once she's dead, loot a Wailing Rune and Wailing Sister Blood. Bring these back to Sienn:

Sienn Kastane pours the blood on the rune. The rune begins to glow a bright red color and a horrifying wail fills your ears. 'The rune has been activated.' Sienn holds the rune against the sheath you created earlier. The rune instantaneously melts into the sheath. 'The sword is safe for now, but I think it should be moved just in case. Do not lose the sheathed sword. If you do lose it somehow, come back to me and tell me you lost it and I will attempt to make you another one. I only have enough left of the items you brought me to make you one more though. Now, take the sword to a servant of mine, named Gilina Yilzior, here in the Plane of Knowledge. She is very knowledgeable and should be able to help you further.'

You receive (the first version of) Sheathed Innoruuk's Voice.

Hunt the Shadowknights

Locate Gilina Yilzior at -665, +1025 in the Plane of Knowledge and give her the Sheathed Innoruuk's Voice.

Gilina Yilzior looks at you with a cold stare. 'The time has come. I have heard the dark blade's whispers. It wants to find a master, but before that can become a reality, a test must be passed. There are four other shadowknights who wish to become the sword's wielder. If you are up for the challenge, then seek out Silithis Sisnta in the Timorous Deep, Gubblegrot Smashfist in the Ocean of Tears, Skurza Slicekutt in the Swamp of No Hope, and Giligatabbus Igglebix in Iceclad Ocean. Return their heads to me and we shall see if the sword is satisfied with your progress.'

To "activate" each shadowknight, simply hail them.

Silithis Sisnta is an iksar in the Timorous Deep who wanders near +4865, -1620, +10. She quads for 1170, is unsnareable, summons, and procs Blood Cloud. Loot Silithis's Head.

Gubblegrot Smashfist is an ogre at -3505, -1220 in the Ocean of Tears (confirmation of /loc needed). He quads for 1170, is unsnareable, and procs Shadow Breath. Loot Gubblegrot's Head.

Skurza Slicekutt is a troll in the Swamp of No Hope, who paths near +290, -570. He quads for 1170, is unsnareable, summons, is slowable, and procs Deadly Lifetap. Loot Skurza's Head.

Giligatabbus Igglebix is a gnome at 1100, -2700 in the Iceclad Ocean. This is on the 8th iceberg in the line that stretches away to the south and east of the docks. He quads for 1170, is snareable, can be feared, and does not summon. Loot Giligatabbus's Head.


Paladin Blood

Bring all four heads back to Gilina.

Gilina Yilzior says 'I can sense that the sword is pleased with your progress. However there is another task it wishes you to perform. I have learned through a contact of mine, that there is to be a ceremony in Kithicor Woods. Several paladins will be converging there to try to cleanse the undead from the forest, once and for all. The blade thirsts for the blood of these paladins. Before the blade will allow you to become its champion, you must kill as many of these paladins as you can, and bring me three samples of their blood. Take the Sheathed Innoruuk's Voice back and when you have three samples of paladin's blood, hand them to me along with the Sheathed Innoruuk's Voice so that I may perform the ceremony to sate the blade's thirst. Go now and find my contact in Kithicor. His name is Tarnamil. Take the sword back for safe keeping.'

You receive (a different version of) Sheathed Innoruuk's Voice.

Tarnamil is a green /con skeleton in Kithicor Forest at +575, +1665 (only at night?).


You say, 'Hail, Tarnamil'

Tarnamil says 'The paladins are coming from the west, my lord. The come to destroy the dead that walk at night. Already, the undead generals plot their demise, but they are powerful. They approach soon. I am getting out of here.'

At this point, six paladins spawn to the west of you: Uglib Gaibido (froglok), Xotmidd Ferlop (froglok), Jarnig Kilanid (human), Valinda Erginton (human), Tilminos Farondi (erudite), Shressa Farondi (erudite). Buff up and walk toward Tarnamil's spawn point, then sit down in a ring. You can pet pull three. Max hit is around 800. Loot 3 x Paladin Blood Sample.

Templar Fight

Head back to the Plane of Knowledge and give all three Paladin Blood Samples and the Sheathed Innoruuk's Voice to Gilina.

Gilina Yilzior says 'Well done.' Gilina takes the blood samples starts to pour them onto the blade of Innoruuk's Voice. The blade appears to become super-heated as the blood drops trickle down its surface. A thick black smoke begins to waft from the blade. 'The blade is now complete. Before I give the blade to you there is something else you must do. A mighty templar named Sir Elmonious Falmont has heard of your crimes against the paladins and seeks revenge. It is important that we let none get in the way of our goals. As we speak, he is making his way from the Western Wastes in the continent of Velious to kill us. Destroy him and return his holy symbol to me.'

Bring a raid to the Western Wastes. Sir Elmonious Falmont may be found northwest of the zone-at -3200, -2300.

You say, 'Hail, Sir Elmonious Falmont'

Sir Elmonious Falmont says 'I knew you would come. You will soon learn that evil does not pay!'

He attacks. He is a paladin, quads for 3500, procs Aura of Falmont once a minute and also procs Supernal Retribution. Loot Sir Elmonious's Holy Symbol. A chest (called what?) can spawn with additional gear after you loot the symbol. Bring the symbol back to Gilina.

Gilina Yilzior says 'You have performed well. The blade is yours to wield now, champion. You may be on your way, or stay to hear about a [vision] I recently had.'

You receive Innoruuk's Voice (the real weapon this time), a.k.a. shadowknight epic 1.5. You also receive 5 AAs and access to your new epic 1.5 title, Archfiend.

Epic 1.5
MAGIC ITEM LORE ITEM NO TRADE
Lore Group: Epic Weapons
Slot: PRIMARY
Charges: Unlimited
Skill: 2H Slashing Atk Delay: 35
DMG: 61 Dmg Bonus: 52 AC: 55
STR: +20 DEX: +20 STA: +30 INT: +20 AGI: +20 HP: +260 MANA: +240
SV FIRE: +20 SV DISEASE: +30 SV MAGIC: +20 SV POISON: +20
Shielding: +2%

Armor - Human Cultural Armor (DoN)


You start in East Freeport, with Artisan Vivian Selgan at -1012, -865 in the bard guild (Theater of the Tranquil near the North Ro zone). Once again, the books do not need to be acquired in any particular order, as Vivian will give you all of them at once if you ask.

Ancestral Book Quest:

You say, 'Hail, Vivian Selgan'

Vivian Selgan says 'Hello Rwauld. What brings you back 'ere? Wanted to be round yer own [kind] again?'

You say, 'what kind'

Vivian Selgan says 'Aye. A lot of us have returned home these past few months. Seems distrust is brewing among them other races. Now, I don't want to be accused of bigotry, some of those other races are okay--dwarves and elves are pretty reliable in a fight--but the rest: you can't trust 'em. Like them blasted dark elves: always plotting something. And those lizard things. . . don't even get me started with those. Folks don't feel safe out there anymore so they come back here for protection. Why do you think I came back to the city! To be 'round more humans, folks I can [trust]!'

You say, 'hard to know who to trust anymore'

Vivian Selgan says 'Aye, you know what I mean. We need to stick together, form a unified front and let our enemies know we mean business. In fact, right now I'm making armor for the city militia. Hmm, you look like you'd be good in a fight. Perhaps you'd be [interested] in these armor designs. Or maybe you want to know more about the military and scholarly [symbols] we humans have used over the ages? I can share my patterns for either the symbols or the armor with you provided you don't go blabbing my trade secrets to no dark elves. Can't trust those kind!'

You say, 'I am interested'

Vivian Selgan says 'Excellent, I can make you a pattern book, but first I'm gonna need some materials. Bring me a raw-hide belt for the cover, a low quality cat pelt for the pages, a snake venom sac for the ink, and a cutthroat insignia ring for the binding. I have heard most of these items can be found in the Oasis of Marr, South Ro and the Commonlands. Bring them to me and the pattern book shall be yours.'

Quest Summary: Collect and hand in Raw-hide Belt, Cutthroat Insignia Ring, a Low Quality Cat Pelt, and A Snake Venom Sac.

Tips: Tips: Cutthroat insignia rings drop off of Dervish Cutthroats in West Commonlands, North and South Ro, and Oasis. Raw-hide belts drops off of various orcs in the same zones plus East Commonlands. Snake venom sacs are from cistern asps in North and South Ro and Oasis. Low quality cat pelt are from a variety of places, including plains cats and pumas in East and West Commonlands, North and South Ro, and Oasis. If you get a medium or high quality cat pelt first, it can be turned into a low quality pelt by combining with a skinning knife in a tailoring kit.

Vivian Selgan says 'Aye, well done, my friend! As promised, 'ere is the pattern book. It may take some practice to get a hang of those designs, but they should serve you well. Don't forget about us if a war breaks out. I want you up on those city walls with me, aye!'

Receive: Ancestral Human Armor

You say, 'what symbols?'

Vivian Selgan says 'Once ye've got yer armor, ye might want ta reinforce it with these symbols. Fetch me a few things so I can make the symbol patterns. There's reagents I need in [Befallen], [The Hole], [The Dragon Necropolis], and the [valley] beyond the Lavastorm Mountains.'

Journeyman's Book Task: Into Befallen

You say, 'what do you need from Befallen?'

You have been assigned the task 'Into Befallen'.

Vivian Selgan says 'Deep in Befallen lay Ice Boned Skeletons. Their crystallized marrow is what I need to inscribe this pattern. Hunt around down there for a bit and bring me four of them.'

Task Details
Befallen: Kill 20 icebone skeletons
Befallen: Loot 2 Crystallized Marrow
West Freeport: Deliver 2 Crystallized Marrow (unstacked) to Vivian Selgan
Befallen: Kill 10 will-o-wisps
Befallen: Loot 1 Burned Out Lightstone
West Freeport: Deliver 1 Burned Out Lightstone to Vivian Selgan

Upon handing in the burned out lightstone...

***need completion text***

Receive: Journeyman's Book of Human Culture

Expert's Book Task: Searching Old Paineel

You say, 'what do you need in The Hole?'

You have been assigned the task 'Searching Old Paineel'.

Vivian Selgan says 'You think you're ready for the hole do you? This place is ripe with magical energies. I need you to put some of the elemental warriors to rest and bring me twenty drops of mercury.'

(Note: the quest text is wrong; you only need to bring ten drops of mercury.)

Task Details
Ruins of Old Paineel: Kill 50 elemental warriors
Ruins of Old Paineel: Loot 10 Drop of Mercury
West Freeport: Deliver 10 Drop of Mercury (unstacked) to Vivian Selgan
Ruins of Old Paineel: Kill 5 elemental monstrosities
Ruins of Old Paineel: Loot 1 Drop of Mercury
West Freeport: Deliver 1 Drop of Mercury to Vivian Selgan

Upon handing in the drop of mercury...

***need completion text***

Receive: Expert's Book of Human Culture

Master's Book Task: Delve the Necropolis

You say, 'what do you need in the the Dragon Necropolis?'

You have been assigned the task 'Delve the Necropolis'.

Vivian Selgan says 'Within the tomb of the Dragon Necropolis you will find a race of rat creatures.. In order to create this symbol I need lots of their old dragon horns. Return to me when you have acquired these items.'

Task Details
Dragon Necropolis: Kill 80 chetaki or chelari
Dragon Necropolis: Loot 10 Old Dragon Horn
West Freeport: Deliver 10 Old Dragon Horn (unstacked) to Vivian Selgan
Dragon Necropolis: Kill 5 phase spiders
Dragon Necropolis: Loot 1 Phase Spider Silk
West Freeport: Deliver 1 Phase Spider Silk to Vivian Selgan

Upon handing in the phase spider silk...

***need completion text***

Receive: Master's Book of Human Culture

Grandmaster's Book Task: Ripples in Stillmoon

You say, 'valley?'

You have been assigned the task 'Ripples in Stillmoon'.

Vivian Selgan says 'Ready for something more challenging, eh? Very well. The goblins in stillmoon temple are known for their resilient skin. For this next pattern I need four of the thickest rough goblin skins you can find. Go collect a large quantity and bring me the finest of the haul. You may wish to seek out some operatives in Lavastorm to aid you in tracking down these rare items.'

You must be in a DoN mission to get the drops you need for this task.

Task Details
Stillmoon Temple: Kill 120 denizens of Stillmoon
Stillmoon Temple: Loot 80 Rough Patch of Goblin Skin
West Freeport: Deliver 4 Rough Patch of Goblin Skin (unstacked) to Vivian Selgan
Stillmoon Temple: Kill 10 denizens of Stillmoon
Stillmoon Temple: Loot 1 Stone Necklace
West Freeport: Deliver 1 Stone Necklace to Vivian Selgan

Upon handing in the stone necklace...

***need completion text***

Receive: Grandmaster's Book of Human Culture

----------

Find Vivian Selgan in East Freeport (location -1015, -865).

You say, 'Hail, Vivian Selgan'

Vivian Selgan says 'Hello ______. What brings you back 'ere? Wanted to be round yer own [kind] again?'

You say, 'Kind?'

Vivian Selgan says 'Aye. A lot of us have returned home these past few months. Seems distrust is brewing among them other races. Now, I don't want to be accused of bigotry, some of those other races are okay--dwarves and elves are pretty reliable in a fight--but the rest: you can't trust 'em. Like them blasted dark elves: always plotting something. And those lizard things. . . don't even get me started with those. Folks don't feel safe out there anymore so they come back here for protection. Why do you think I came back to the city! To be 'round more humans, folks I can [trust]!'

You say, 'Trust?'

Vivian Selgan says 'Aye, you know what I mean. We need to stick together, form a unified front and let our enemies know we mean business. In fact, right now I'm making armor for the city militia. Hmm, you look like you'd be good in a fight. Perhaps you'd be [interested] in these armor designs. Or maybe you want to know more about the military and scholarly [symbols] we humans have used over the ages? I can share my patterns for either the symbols or the armor with you provided you don't go blabbing my trade secrets to no dark elves. Can't trust those kind!'

You say, 'I am interested.'

Vivian Selgan says 'Excellent, I can make you a pattern book, but first I'm gonna need some materials. Bring me a raw-hide belt for the cover, a low quality cat pelt for the pages, a snake venom sac for the ink, and a cutthroat insignia ring for the binding. I have heard most of these items can be found in the Oasis of Marr, South Ro and the Commonlands. Bring them to me and the pattern book shall be yours.'

On handing in the items:

Dialogues needed.

You receive your book of Ancestral Human Armor.

You say, 'What symbols?'

Vivian Selgan says 'Once ye've got yer armor, ye might want ta reinforce it with these symbols. Fetch me a few things so I can make the symbol patterns. There's reagents I need in [Befallen], [The Hole], [The Dragon Necropolis], and the [valley] beyond the Lavastorm Mountains.'

Journeyman's Book of Human Culture

You say, 'Befallen.'

You have been assigned the task 'Into Befallen'.

Vivian Selgan says 'Deep in Befallen lay Ice Boned Skeletons. Their crystallized marrow is what I need to inscribe this pattern. Hunt around down there for a bit and bring me four of them.'

Task given to get your Journeyman's Book:
1) Kill 20 Ice boned skeletons in Befallen
2) Loot four Crystalized Marrow
3) Hand Vivian the marrow
4) Kill 10 willowisps
5) Loot one Burned Out Lightstone
6) Return Lightstone to Vivian
Receive Journeyman's Book.

Expert's Book of Human Culture

You say, 'The Hole.'

You have been assigned the task 'Searching Old Paineel'.

Vivian Selgan says 'You think you're ready for the hole do you? This place is ripe with magical energies. I need you to put some of the elemental warriors to rest and bring me twenty drops of mercury.'

Task given to get your Expert's Book:
1) Kill 50 elemental warriors in The Hole
2) Loot 10 Drops of Mercury
3) Return Mercury to Vivian
4) Kill 5 Elemental Monstrosities in The Hole
5) Loot 1 Drop of Mercury
6) Return Mercury to Vivian
Receive Expert's Book.

Master's Book of Human Culture

You say, 'The Dragon Necropolis.'

You have been assigned the task 'Delve the Necropolis'.

Vivian Selgan says 'Within the tomb of the Dragon Necropolis you will find a race of rat creatures.. In order to create this symbol I need lots of their old dragon horns. Return to me when you have acquired these items.'

Task given to get your Master's Book:
1) Kill 80 Chetari-aligned NPCs in Dragon Necropolis
2) Loot 2 Old Dragon Horns
3) Return Horns to Vivian
4) Kill 5 Phase Spiders
5) Loot 1 Phase Spider Silk
6) Return 1 Phase Spider Silk to Vivian
Receive Master's Book.

Grandmaster's Book of Human Culture

You say, 'What valley?'

You have been assigned the task 'Ripples in Stillmoon'.

Vivian Selgan says 'Ready for something more challenging, eh? Very well. The goblins in stillmoon temple are known for their resilient skin. For this next pattern I need four of the thickest rough goblin skins you can find. Go collect a large quantity and bring me the finest of the haul. You may wish to seek out some operatives in Lavastorm to aid you in tracking down these rare items.'

Task given to get your Grandmaster's Book:
1) Kill 120 Denizens of Stillmoon in Stillmoon Temple
2) Loot 80 Rough Patches of Goblin Skin
3) Return Skins to Vivian
4) Kill 10 Denizens of Stillmoon Temple
5) Loot 1 Stone Necklace
6) Return 1 Stone Necklace to Vivian
Receive Grandmaster's Book.