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Shadar-kai

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A lethal Rogue who has thrown off the Netherese yoke and draws on innate powers of the Shadowfell to hide and to kill.

Overview[edit]

  • Shadar-kai is available from the DDO Store for 1,295 DP, and was available in the Shadowfell Conspiracy Complete Pack (Collector's Edition).
  • As all Iconic Heroes, Shadar-kai start at level 15 (1,050,000XP).
  • Shadar-kai first level is Rogue. Then, they can either take a predefined path, or customize their rogue levels, or reject training and leave the Ball and Chain Garret with enough experience to train to level 15.

Racial Traits[edit]

  • +2 Dexterity
  • -2 Charisma
  • Shadar-Kai Chain whip, a quick triple AoE Cleave. Uses main hand stats and requires a light weapon. Further enhancements may modify this ability. Bug: This ability is considered a divine ability, so may not be used when quelled.

Iconic past life feats[edit]

  • Passive: +1% Dodge per time this feat has been acquired up to 3%.
  • Toggle: When you are below 50% hit points and get hit by an attack, you gain 25% incorporeality for 6/12/18 seconds. This can occur once every two minutes.

Deities[edit]

Further information: Deity feats

Feats[edit]

Racial feats[edit]

  • Shadar-kai Do Not receive a bonus feat at level 1 since they are Extraplanar, Outsiders from the Plane of Shadow.

Free Feat[edit]


Enhancements[edit]

Shadar-kai enhancements tree

Core abilities[edit]

Shadar-kai Grit: You gain +1 to your Fortitude saves. In addition, when you are unconscious and have stabilized, you get up ten seconds faster than normal.
AP Cost: 1 Ranks: 1 Progression: 0 Cooldown: N/A No requirements
Shadar-kai Dex/Int/Wis: Choose one:
  • +1 Dexterity
  • +1 Intelligence
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 1 Cooldown: N/A Requires: Shadar-kai Grit
Shadow Phase: You become invisible and are able to move through monsters as if you were ethereal for six seconds. (Cooldown: 1 minute)
AP Cost: 2 Ranks: 1 Progression: 3 Cooldown: 1 minute Requires: Shadar-kai Dex/Int/Wis
Shadow Jaunt: You become invisible and charge forward. During the jaunt, you are able to move through monsters as if you were ethereal. These effects last for six seconds. (Cooldown: 1 minute) This ability also places Dire Charge into the same 1 minute cooldown.
AP Cost: 2 Ranks: 1 Progression: 5 Cooldown: 1 minute Requires: Shadow Phase
Empowered Jaunt: The cooldown of your Shadow Jaunt and Shadow Phase abilities is reduced to 30 seconds. In addition, when you use either ability, nearby allies become partially incorporeal for six seconds.
AP Cost: 2 Ranks: 1 Progression: 7 Cooldown: N/A Requires: Shadow Jaunt

Tier One[edit]

Requires Shadar-kai Grit

Vicious Chain: Your Spiked Chain Attack* now has a 33% chance to cause enemies to bleed, taking 1d6 damage every 2 seconds for 15 seconds. Some enemies are immune to bleeding. Bleeding scales with 200% Melee Power.
* All Shadar-kai Spiked Chain Attacks require the character to be wielding a light Weapon in their main hand. This can include scimitars or any other weapon if they are currently considered a "light weapon" for that character.
AP Cost: 1 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Keen Senses: +1/+2/+3 Listen, Search, and Spot
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Bold: You overcome fear quickly - fear and shaken effects are removed from you after 12/6/3 seconds.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Student of Pain: When you take damage, you have a 5%/10%/15% chance to gain a +10 bonus to AC for 12 seconds.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Stealthy: +1/+2/+3 Hide and Move Silently. Tier 3: Thrown attacks you perform while sneaking deal +1[W] damage.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements

Tier Two[edit]

Requires 5 APs spent in tree

Forceful Chain: Your Spiked Chain Attack now has a 5% chance to knock non-boss enemies down with no save for 6 seconds. Every 2 seconds, they make a Balance save of (17 + DEX Mod + Trip DCs) to get up again.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A No requirements
Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A Requires: Dodge
Ghostly Essence: When you are below 50% hit points and get hit by an attack, you gain 25% incorporeality for 6/12/18 seconds. This can occur once every two minutes.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Guile: +1 Sneak Attack die.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A No requirements
Shadow Smoke: Use an Action Boost charge. All nearby allies gain +5/+10/+15 to Hide and Move Silently for twenty seconds. (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: 30 seconds Requires: Stealthy

Tier Three[edit]

Requires 10 APs spent in tree

Ghastly Chain: When you use your Spiked Chain Attack, you gain 5% dodge for 6 seconds. This ignores dodge cap.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Displacement: Spell Like Ability: Displacement (activation cost: 0 spell points, cooldown: 3 seconds)
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: 3 seconds No requirements
Improved Ghostly Essence: When your Ghostly Essence triggers, all nearby allies becomes partially incorporeal for 6/12/18 seconds.
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A Requires: Ghostly Essence
Guile: +1 Sneak Attack die.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Guile

Tier Four[edit]

Requires 15 APs spent in tree

Greater Spiked Chain Attack: Light Melee Weapon Attack: Deals +10% Damage. +2 Critical Multiplier. +2 Critical Threat Range. Using a Spiked Chain (but the stats from your main-hand weapon), perform 3 AOE melee attacks. All abilities that enhance Spiked Chain Attack also apply to this enhancement. In addition, when you vorpal with this attack, you knock non-boss enemies down with no save for 6 seconds. Every 2 seconds, they make a Balance save of (17 + Dexterity Modifier + Trip DCs) to get up again. (18 second cooldown)
AP Cost: 2 Ranks: 1 Progression: 15 Cooldown: 18 seconds No requirements
Assassin's Mark: Non-boss enemies caught in your Spiked Chain Attacks have a 33% chance to gain a stack of Dizzying Spiked Chain on each of the three hits (-10% Damage per stack, -5% Attack speed per stack, -2 Concentration per stack, stacks up to 8 times. 20 sec duration per stack).
AP Cost: 1 Ranks: 1 Progression: 15 Cooldown: N/A No requirements
Nothing is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty.
AP Cost: 1 Ranks: 3 Progression: 15 Cooldown: N/A No requirements
Winter Favored: Toggle: Your sneak attacks deal 1d12 extra Cold damage, and you gain 5 Cold resistance. Scales with Melee Power.
AP Cost: 2 Ranks: 1 Progression: 15 Cooldown: N/A No requirements
Gloom Stalker: While sneaking, your melee weapons gain the ability to envelop their targets in darkness, making them briefly vulnerable to sneak attacks. Your weapons also have a chance to blind their targets for a short time.
AP Cost: 2 Ranks: 1 Progression: 15 Cooldown: N/A No requirements


Starter equipment[edit]

Upon reaching level 15, you receive a container item called Shadar-Kai Equipment. Double click in your inventory to open it and receive the following Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire, minimum level 15, and Race Absolutely Required: Shadar-Kai items:

(Total Ability Modifiers = Str +4, Dex +6, Con +6)
Item Race Type Enhancements
Bolstered Bandolier
Shadar-kai Belt
Silent Steps
Shadar-kai Boots
Grim Greaves
Shadar-kai Bracers
Covert Cape
Shadar-kai Cloak
Reward
Shadar-kai Dagger
  • +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
  • Vampirism Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage.
    Note: provides 1d3 hp of healing per hit.
  • Bloodletter IIIBloodletter III: On Critical Hit: 7 to 42 Slashing damage from weapons with a x2 Critical Multiplier, 7 to 56 Slashing damage from weapons with a x3 Critical Multiplier, and 7 to 70 Slashing damage from weapons with a x4 or greater Critical Multiplier.
  • Risk and RewardRisk and Reward: While both items from this set are equipped, your melee attacks deal an additional +0.5[W] damage dice. Your attacks also gain a 5% Chance on Hit to Bluff your target for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.)
Risk
Shadar-kai Dagger
  • +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
  • ViciousVicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2 to 12 points of damage to the opponent and 1 to 3 points of damage to the wielder.
  • Heartseeker IIIHeartseeker III: On Critical Hit: 7 to 42 Piercing damage from weapons with a x2 Critical Multiplier, 7 to 56 Piercing damage from weapons with a x3 Critical Multiplier, and 7 to 70 Piercing damage from weapons with a x4 or greater Critical Multiplier.
  • Risk and RewardRisk and Reward: While both items from this set are equipped, your melee attacks deal an additional +0.5[W] damage dice. Your attacks also gain a 5% Chance on Hit to Bluff your target for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.)
Sly Gloves
Shadar-kai Gloves
Shadow Sight
Shadar-kai Goggles
Covert Cowl
Shadar-kai Helm
Shadar-kai Armor
Shadar-kai Leather
Subtle Amulet
Shadar-kai Necklace
Reinforced Ring
Shadar-kai Ring
Ring of the Runaway
Shadar-kai Ring
Shard of the Shadowfell
Shadar-kai Trinket
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