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Shadowdancer
Contents
Shadowdancer[edit]
Description[edit]
Shadowdancers have a mysterious connection to the Plane of Shadow, making them especially effective at avoiding notice, evading enemy attacks, and using dark forces to dispatch their foes.
This Martial Epic Destiny gains bonuses to sneak attack damage, dodging and evasion, stealth-related skills, and trap detection/disabling skills. They also have the ability to 'mark' targets before killing them. This in turn grants them the ability to gain control of enemies, take on a shadowy form, or even have a creature's own shadow consume them.
Requirements[edit]
At level 20, your Destiny may be to become a Shadowdancer if you have at least one of:
- No Active Epic Destiny and one of:
- Tier Three Grandmaster of Flowers
- Tier Three Legendary Dreadnought
- Tier Four Fatesinger
Innate abilities[edit]
- Granted automatically as you level up in the destiny.
- This Epic Destiny grants you +10 Melee Power and +6 Ranged Power per Innate ability. (Total: 60 MP, 36 RP)
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Shadow Training I: Passive Bonus: You gain +1 Sneak Attack die and +10 Melee Power and +6 Ranged Power for each level of Shadowdancer.
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EDP Cost: 0 | Ranks: Automatic | Progression: 0 | No requirements | |
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Shadow Training II: Activate: For 30 seconds, while sneaking you gain: Full movement speed, +5 Attack bonus to-hit with Sneak Attacks, +2 Sneak Attack dice, +3 Hide, +3 Move Silently.
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EDP Cost: 0 | Ranks: Automatic | Progression: 4 | No requirements | |
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Shadow Training III: Active Ability: (Cooldown: 2 seconds) Toggle to generate 20% less melee and ranged threat.
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EDP Cost: 0 | Ranks: Automatic | Progression: 8 | No requirements | |
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Shadow Training IV: Active Ability: (Cooldown: 45 seconds) activate this ability to use Shadow Walk up to 5 times per rest. Also, while using weapons that qualify for Weapon Finesse, you gain 3% profane bonus to your chance to doublestrike. This doublestrike bonus applies to attacks made by a dagger, handaxe, kama, kukri, light hammer, light mace, light pick, rapier, shortsword, sickle, when unarmed or in druid animal form.
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EDP Cost: 0 | Ranks: Automatic | Progression: 12 | No requirements | |
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Shadow Training V: Active Ability: (Cooldown: 1 minute, 5 seconds) activate this ability to use Dimension Door 5 times per rest. The cooldown for Shadow Training II ability is reduced to 3 minutes.
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EDP Cost: 0 | Ranks: Automatic | Progression: 16 | No requirements | |
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Shadow Mastery: Passive Bonus: You now have Evasion. In addition, when you roll a natural 20 on a melee or ranged attack, you envelop the target in shadow, granting it 5% vulnerability to physical damage and removing its immunity to sneak attack for a short duration, if applicable (debuff lasts 12 seconds DDO Forums). You gain +2 to your assassinate DC.
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EDP Cost: 0 | Ranks: Automatic | Progression: 20 | No requirements |
Tier One[edit]
- Abilities in this tier can be purchased after taking the Shadowdancer destiny. All abilities below have 1 rank unless otherwise listed.
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Stealthy: Passive Bonus: +[2/4/6] to Hide and Move Silently skills. +[2/4/6] to Assassinate DC (if you have Assassinate). Hide in Plain Sight at rank 3.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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Shadow Lance: Active Ability: (Cooldown: 30 seconds) Throws 3 spears, each dealing [4/6/8]d8 + [18/24/30] unholy damage and has a chance to blind target (Fort DC [14/16/18] + character level + higher of Dex or Int modifier + Assassination bonuses). This damage scales with 400% of the higher of your melee or ranged power.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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Acrobatic: Passive Bonus: +[2/4/6] to Balance, Jump and Tumble and a +[3/6/9] bonus to reflex while tumbling.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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Technician: Passive Bonus: +[2/4/6] to Search, Spot, Disable Device, Open Lock and flanking bonus to attack.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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Dexterity/Intelligence: Passive Bonus: +1 Dexterity/Intelligence.
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EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements |
Tier Two[edit]
- After 4 points are spent, abilities in this tier can be purchased.
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Escape Notice: Active Ability: (Cooldown: 1 minute) Triggers a Diplomacy effect that uses the Hide skill instead of the Diplomacy skill.
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EDP Cost: 2 | Ranks: 1 | Progression: 4 | No requirements | |
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Lithe: Passive Bonus: +[2/4/6] reflex saves, AC and light armor Max Dex Bonus.
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EDP Cost: 1 | Ranks: 3 | Progression: 4 | No requirements | |
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Skill Mastery: Passive Bonus: +1 stacking to all skills.
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EDP Cost: 1 | Ranks: 1 | Progression: 4 | Requires: Technician | |
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Dexterity/Intelligence: Passive Bonus: +1 Dexterity/Intelligence.
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EDP Cost: 2 | Ranks: 1 | Progression: 4 | No requirements |
Tier Three[edit]
- After 8 points are spent, abilities in this tier can be purchased.
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Cloak of Shadows: Active Ability: (Cooldown: 2 minutes) Activate to cloak in darkness, granting immunity to light and negative damage for 5 minutes, or until 120 damage have been absorbed.
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EDP Cost: 2 | Ranks: 1 | Progression: 8 | No requirements | |
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Shrouding Strike/Shot: Active Ability: (Cooldown: 6 seconds) Melee or Ranged Attack: Perform an attack with +[1/2/3][W] damage. On hit: Apply a stack of Improved Destruction.
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EDP Cost: 1 | Ranks: 3 | Progression: 8 | No requirements | |
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Meld Into Darkness: Active Ability: (Cooldown: 2 minutes) +100% Enhancement bonus to dodge for [9/12/15] seconds.
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EDP Cost: 1 | Ranks: 3 | Progression: 8 | No requirements | |
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Grim Precision: Passive Bonus: Bypass [5/10/15]% enemy fortification and [1/2/3]% enemy dodge.
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EDP Cost: 1 | Ranks: 3 | Progression: 8 | No requirements | |
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Dexterity/Intelligence: Passive Bonus: +1 Dexterity/Intelligence.
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EDP Cost: 2 | Ranks: 1 | Progression: 8 | No requirements |
Tier Four[edit]
- After 12 points are spent, abilities in this tier can be purchased.
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Improved Invisibility: Active Ability: (Cooldown: 4 minutes) Turn invisible for [10/20/30] seconds. Attacking does not break this effect. After it wears off, you retain partial concealment for a time (grants Displacement for [30/60/90] seconds).
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EDP Cost: 1 | Ranks: 3 | Progression: 12 | No requirements | |
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Pierce the Gloom: Active Ability: (Cooldown: 2 minutes) You are accustomed to seeing clearly even in the darkest conditions. Activate this ability to clear any Blindness effect on yourself. For 30 seconds afterwards you always hit except when you roll a 1 on your attack roll.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | Requires: Grim Precision | |
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Dexterity/Intelligence: Passive Bonus: +1 Dexterity/Intelligence.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements |
Tier Five[edit]
- After 16 points are spent, abilities in this tier can be purchased.
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Shadow Manipulation: Active Ability: (Cooldown: 2 minutes) Activate to dominate the target for 1 minute (Will DC 10 + character level + higher of Dex or Int modifier + Assassination bonuses), after which it is subject to instant death if it fails a fortitude save (DC 10 + character level + higher of Dex or Int modifier + Assassination bonuses). This effect appears to work only on humanoids, living constructs and some aberrations.
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EDP Cost: 2 | Ranks: 1 | Progression: 16 | No requirements | |
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Untouchable: Passive Bonus: Gain 3% dodge and +1 critical multiplier on rolls of 19-20.
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EDP Cost: 1 | Ranks: 1 | Progression: 16 | No requirements | |
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Executioner's Strike/Shot: Active Ability: (Cooldown: 12 seconds) Melee or ranged attack. Perform an attack with +[1/2/3][W] damage, +1 critical threat range and +1 critical damage multiplier. On hit: You have a 35% chance to kill a target instantly if the target fails a Fortitude save (DC 7 + character level + higher of Dex or Int modifier + Assassination bonuses). Even on successful save target takes an additional [50/75/100] damage from this attack.
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EDP Cost: 1 | Ranks: 3 | Progression: 16 | No requirements | |
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Sealed Soul: Passive Bonus: Grants you immunity to energy drain.
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EDP Cost: 2 | Ranks: 1 | Progression: 16 | No requirements | |
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Dexterity/Intelligence: Passive Bonus: +1 Dexterity/Intelligence.
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EDP Cost: 2 | Ranks: 1 | Progression: 16 | No requirements |
Tier Six[edit]
- After 20 points are spent, abilities in this tier can be purchased.
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Consume: Active Ability: (Cooldown: 2 minutes) Activate to create a field around you for 10 seconds. Every 2 seconds the aura causes one nearby corporeal enemy to be devoured by its own shadow and die (Fort DC 10 + character level + higher of Dex or Int modifier + Assassination bonuses), or take 80-120 damage. You are free to perform other actions while the aura is active.
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Shadow Form: Active Ability
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EDP Cost: 1 | Ranks: 1 | Progression: 20 | No requirements | |
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Dark Imbuement: Active Ability: (Cooldown: 2 minutes) For 30 seconds, you deal an extra 9d6 unholy damage with every strike (scales with 200% higher of melee or ranged power), +15 Melee and Ranged Power, +2 Sneak Attack dice, the effective range of your melee attacks increases dramatically, and your ranged attacks have a 30% chance to explode, dealing 18d6 unholy damage (scales with 200% ranged power) to all enemies in a large radius around your target.
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Dexterity/Intelligence: Passive Bonus: +1 Dexterity/Intelligence.
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements |