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Abilities and Tactics A place to discuss SK abilities such as Spells, AA\'s, and Melee as well as how to best use them.

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Old 12-12-2005, 01:14 PM   #1
Brael
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Default AA List and FAQ by Gash

Originally posted by Gash on 10-25-2002 All Shadow Knight alternate advancements are passive unless otherwise indicated (See Class AA's only). Pre-PoP Advancements General Abilities: All General advancements require level 51 First Aid: * This ability increases the maximum that you can bind wounds by 10 percent for each ability level (3 levels) * Cost: 1 Innate Strength, Stamina, Agility, Dexterity, Intelligence, Wisdom, Charisma, Fire Protection, Cold Protection, Magic Protection, Poison Protection, Disease Protection: * These abilities raise your base stat by 2 points for each ability level. * Can be trained up to 5 times * Cost: 1 Innate Lung Capacity: * This ability increases the amount of air you have by 10, 25, and 50 percent (3 levels) * Cost: 1 Innate Metabolism: * This ability decreases your food consumption by 10, 25, and 50 percent (3 levels). * Cost: 1 Innate Regeneration: * This ability raises your regeneration ability by 1 point per ability level (3 levels) * Cost: 1 Innate Run Speed: * This ability will increase your base run speed by 10, 20, and 30 percent (3 levels). * It does not stack with other movement rate effects. * Cost: 1 New Tanaan Crafting Mastery: * For each of 6 ranks you are able to raise an additional trade skill past its Specialization level (200). * Applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, and Tailoring * Cost: 3 per level Archetype Abilities: All Archetype advancements require spending 6 points in the General Abilities Channeling Focus: * Reduces the chance of your spell casts being interrupted by 5, 10, and 15 percent * Cost: 2, 4, 6 Combat Agility: * Increases melee damage avoidance by 2, 5, and 10 percent * Level 2 adds 3% gain, Level 3 adds 5% gain; this ability scales well * Cost: 2, 4, 6 Combat Fury: * Increases your chance to land a critical hit * Non-warriors will nearly match the original critical hit abilities of Warriors * At one time it was weaker; it is now working at about 1.5%, 3%, and 4.5% chance to crit * crit damage is an additional ~65% of base * Each level raises your melee DPS by approx. 1% * Cost:2, 4, 6 Combat Stability: * Increases melee damage mitigation by 2, 5, and 10 percent * Level 2 adds 3% gain, Level 3 adds 5% gain; this ability scales well * Cost: 2, 4, 6 Fear Resistance: * Grants you a resistance bonus to fear type spells of 5, 10, and 25 percent * Also increases the chance of breaking fear earlier * Cost: 2, 4, 6 Finishing Blow: * Requires at least one level of Combat Fury * Gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow * Works on NPC's below levels 50, 52, and 54 * Chance of a Finishing Blow is 1%, 2%, and 5% * Cost: 2, 4, 6 Mental Clarity: * Increases natural mana regeneration by 1 point per level * Cost: 2, 4, 6 Natural Durability: * Increases your maximum hitpoints by 2, 5, and 10 percent * Based off of your base hitpoints, which include stamina and stamina effects * Level 2 adds 3% gain, Level 3 adds 5% gain; this ability scales well * Cost: 2, 4, 6 Natural Healing: * Raises your natural regeneration by one point per ability level * Cost:2, 4, 6 Spell Casting Deftness: * Reduces the casting time of beneficial spells with a cast time greater than four seconds by 5, 15, and 25 percent * Cost: 2, 4, 6 Spell Casting Expertise: * Makes it impossible for you to fizzle a spell * Affects spells below levels 20, 35, and 52 * Cost: 2, 4, 6 Spell Casting Fury: * Gives you a chance to land critical hits with your direct damage spells (including lifetaps from the Shroud of Death line of lifetap procs, all weapon DD procs, and HarmTouch) * Stacks multiplicatively with Soul Abrasion: base-lifetap x SCF x SA * Level 1: 2% chance to crit for 33% more damage * Level 2: 4% chance to crit for 66% more damage * Level 3: 7% chance to crit for 100% more damage. * Cost: 2, 4, 6 Spell Casting Subtlety: * NPCs will notice your magical activities 5, 10, and 20 percent less * Cost: 2, 4, 6 Class Abilities: All Class advancements require spending 12 points in the Archetype Abilities 2 Hand Bash: * Allows you to use Bash while wielding any 2-handed weapon * Cost: 6 Body and Mind Rejuvenation: * Requires Natural Healing and Mental Clarity at level 3 * Gives you one additional point of mana and hit point regeneration * Cost: 5 Double Riposte: * Gives you an increased chance to execute a double riposte 15, 35, and 50 percent of the time * Level 2 is a 20% gain, Level 3 is a 15% gain (doesn't scale well) * Cost: 3, 6, 9 Fearless: * Requires Fear Resistance 3 * Makes you permanently immune to fear spells * Cost: 6 Improved Harm Touch: * Gives you a low-resist Harm Touch * Uses your existing Harm Touch timer * Cost: 6 Leech Touch: * Gives you a life tap Harm Touch * Uses your existing Harm Touch timer * Cost: 6 Pet Discipline: * Allows you to give your pet a 'hold' command until explicitly told to attack * Usage: /pet hold * Pet will ignore both you and itself being attacked (such as from an AE spell) * Cost: 6 Physical Enhancement: * Gives you 2%(?) additional improvements in Natural Durability, "Avoidance Boost" (Combat Agility), and "Mitigation Boost" (Combat Stability) * Bonus will only be applied to an ability if you have at least 1 point in it * Cost: 5 Soul Abrasion: * Increases damage from self buff procs (Vampiric Embrace, Scream of Death, Shroud of Death/Undeath, Shroud of Chaos, Mental Corruption... anything in your spellbook) * Multiplies proc base damage (and heals from proc taps) by 1.5, 2, and 3 * Does not affect amount of mana gained from Mental Corruption procs * Cost: 3, 6, 9 Unholy Steed: * Provides you with the power to call the ultimate unholy steed to your side * Movement rate is similar to most expensive store-bought horse * Insta-cast, outdoor only, takes a moment to accelerate to full speed * Cost: 5 PoP Alternate Advancements All Shadow Knight PoP advancements and abilities are passive. Note you do NOT need x number of pre-PoP AA's to start PoP AA's unless otherwise stated. IE: you don't need your class title first. PoP Advance: Advanced Innate Strength, Stamina, Agility, Dexterity, Intelligence, Wisdom, and Charisma. Warding of Solusek (Fire Resist), Blessing of E'ci (Cold Resist), Marr's Protection (Magic Resist), Shroud of The Faceless (Poison Resist), Bertoxxulous' Gift (Disease Resist): * Requirements: Level 61, Innate xxxxx at level 5 * These abilities raise the named stat by 2 points per rank. * Can be trained twice each level, beginning at level 61 * Cost: 1 per level Planar Durability: * Requirements: Level 61, No previous ability requirements * Each rank of this ability adds an additional 1.5% to your maximum hit points. (note this is currently only giving 1.25% to SK's despite the in-game description) * Can be trained once at 61, 63, and 65 * Cost: 3 per level Planar Power: * Requirements: Level 61, No previous ability requirements * Raises the maximum that your statistics can be raised to, with items or spells by 5 points per rank * Can be trained once each level, beginning at level 61 * Cost: 2 per level PoP Ability: Consumption of the Soul: * Requirements: Level 61, Leech Touch at Level 1 * Adds 200 additional damage and healing to Leach Touch (typo in-game says Leach Curse), per rank * Can be trained at 61, 63, and 65 * Cost: 3 per level Coup de Grace: * Requirements: Level 61, Finishing Blow at Level 3 * Gives you a chance to immediately slay an NPC that is below ten percent health and fleeing with a single, well placed strike * First level works on NPC's below level 55, the second below 57, and the third below 59. * Can train once each level, upon reaching levels 62, 63, and 64 * Cost: 2 per level Flash of Steel: * Requirements: Level 61, Double Riposte at Level 3 * Further increases your chance of doubly riposting your opponent each time you score a successful riposte by ten percent per rank * Can be trained once each level, upon reaching levels 62, 63, and 64 * Cost: 3 per level Fury of the Ages: * Requirements: Level 61, Combat Fury at Level 3 * Further increases your chance to score a critical blow against your opponent. * Can train once each level, upon reaching levels 62, 63, and 64 * Cost: 3 per level Innate Defense: * Requirements: Level 61, Combat Stability at Level 3 * Further increases your mitigation of incoming damage * Can be trained once each level after reaching level 61 * Cost: 3 per level Knight's Advantage: * Requirements: Level 61, No previous ability requirements * Further increases your chance of performing a double attack with two-handed weapons in any given combat round * Can be trained at 61, 63, and 65 * Cost: 2, 4, 6 Lightning Reflexes: * Requirements: Level 61, Combat Agility at Level 3 * Further increases your chance of completely avoiding incoming damage * Can be trainded once each level after reaching level 61 * Cost: 3 per level Mastery of the Past: * Requirements: Level 61, Spell Casting Expertise at Level 3 * Makes it impossible for you to fizzle a spell * First level affects all spells below level 54, the second below 56, the third below 58 * Can be trained once each level, upon reaching levels 62, 63, and 64 * Cost: 3 per level Speed of the Knight: * Requirements: Level 61, No previous ability requirements * Grants you the chance to score an additional attack with two-handed weapons * Also works with Bash * Can be trained at 61, 63, and 65 * Cost: 3 per level Theft of Life: * Requirements: Level 61, No previous ability requirements * Grants a chance that heals, usually from instant lifetaps (manually cast lifetaps, or procs from buffs or a weapon with an instant lifetap or heal proc) will provide an exceptional (double) amount of healing. Does NOT work with lifetap DOTs. * Can be trained at 61, 63, and 65 * Each rank improves chances to perform an exceptional heal: 3%, 6%, and 10% respectively * Exceptional heal is calculated on final lifetap amount after focus mods, Soul Abrasion, and Spell Casting Fury * Cost: 1, 2, and 3 respectively * This ability also works at level 60 (after first getting it at 61 and delevelling) Touch of the Wicked: * Requirements: Level 61, No previous ability requirements * Decreases the amount of time required between uses of Harm Touch and its upgrades by twelve minutes per rank * Can be trained at 61, 63, and 65 * Cost: 2, 4, 6 Unholy Touch: * Requirements: Level 61, Improved Harm Touch * Increases the amount of damage done by Harm Touch by 450 per skill level * Causes a guaranteed SCF crit (if you have SCF) * Stacks with the level 55 discipline Unholy Aura * Can be trained at 61, 63, and 65 * Cost: 2, 4, 6 Gates of Discord Advancements Swift Journey: * Requires Level 61, Innate Run Speed 3 * Increases your movement rate by an additional 10% per rank * Cost: 5, 10 Convalescence: * Requires Level 61, Innate Regeneration 3 * Raises your regeneration ability by 1 point per ability level * Cost: 3, 6 Lasting Breath: * Requires Level 61, Innate Lung Capacity 3 * Increases the amount of air you can hold in your lungs * Cost: 2, 4 Packrat: * Requires Level 61 * Improves the efficiency with which you store your gear, effectively reducing your overall weight * Cost: 3, 6, 9, 12, 15 Weapon Affinity: * Requires Level 55, 6 points in General Abilities * Enhances the performance of your weapons by increasing the rate that they trigger effects by an estimated 10% per rank * Does not increase buff procs * Cost: 2, 4, 6, 8, 10 Persistent Casting: * Requires Level 55, 6 points in General Abilities * Increases the chance that your spells will not be interrupted by stuns * Cost: 3, 6, 9 Pet Affinity: * Requires Level 65 * Makes your summoned pets a valid target for beneficial group spells * Cost: 20 Critical Affliction: * Requires Level 65 * Grants damage-over-time spells the chance to have a critical effect (double) each tick they are active * Level 3 estimated to give a 9-10% chance for crit - maybe 3% / 6% / 9% * Cost: 5, 10, 15 Death's Fury: * Requires Level 65 * Imbues your pet with the ability to land critical hits * Cost: 3, 3, 3, 3, 3 Immobilizing Bash: * Requires Level 65 * Increases the chance that your bashes (2h bash or shield) will stun the enemy * Cost: 3, 6, 9 Vicious Smash: * Requires Level 65 * Increases the damage you do with your bashes (2h bash or shield) by 5 per rank * Cost: 3, 6, 9, 12, 15 Improved Consumption of the Soul: * Requires Level 65, Consumption of the Soul 3 * Adds 200 additional damage and healing to Leech Curse, per rank * Cost: 6, 12 Intense Hatred: * Requires Level 65 * Intensifies the overall effect of damage shields by 3 per rank * Active only if you already have a damage shield * Cost: 3, 6, 9, 12, 15 Titles When you spend a certain amount of AA points you get the following titles: 6 General = Baron / Baroness 12 Archetype = Sir / Lady 24 Class = Duke / Duchess
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Old 12-27-2005, 10:56 AM   #2
Murgutk
I need to set a custom title
 
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Immobilizing Bash is now 5,5,5 as cost goes. I just purchased.
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Old 01-09-2006, 11:45 AM   #3
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Has there been a complete list compiled to include the Oow & DoD AAs costs advantages?
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Old 01-09-2006, 12:44 PM   #4
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Quote:
Originally Posted by Murgutk
Immobilizing Bash is now 5,5,5 as cost goes. I just purchased.
All the costs for GoD abilities given above are wrong, they are pre-reduction.
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