Everquest Shadowknight AA List
General
[Tradeskill] Mastery
Rank: n/a, n/a, 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-, D-, D-, D-, D-
Cost: 3, 3, 3, 3, 3
  • Increases the amount of healing provided by a single bandage.
  • See First Aid.
 
Battle Ready
Rank: D, D, D
Cost: 5, 5, 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, C, C, C, C, C, 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, 6, 7, 8, 9, 10, 6, 7, 8, 9, 10, 8, 9, 10, 11, 12
  • 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, 9-28 are presumably less.
  • Ranks 19-28 have an increased cost schema and therefore diminished value.
 
Combat Medic
Rank: D-, D-, D-, D-, 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, C, C, C, C, C, 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, 6, 7, 8, 9, 10, 6, 7, 8, 9, 10, 8, 9, 10, 11, 12
  • 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.
  • Ranks 19-28 have an increased cost schema and therefore diminished value.
 
Delay Death
Rank: D, D, D, D, D, D, D, D, D, D, D, D, D, D, D, 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, 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+, D+, D+, D+, D+, D+, D+, D+, D+, D+
Cost: 5, 5, 5, 5, 5, 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.
 
Earthen [Stat]
Rank: D-, D-, D-, D-, D-
Cost: 5, 5, 5, 5, 5
  • Raises the cap that each stat can be raised to with items & spells by 5 per rank.
  • See Innate [Stat].
 
Energetic Attunement
Rank: D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-
Cost: 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 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, D, 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.
 
Foraging
Rank: D-
Cost: 3
  • This ability raises your foraging cap by 50.
  • This give non-foraging classes a chance at completing some quests involving foraging on their own, but 50 is a low forage skill.
 
General Sturdiness
Rank: C-, C-, C-, C-, C-, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+
Cost: 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6
  • Increases your maximum hit points by 100.
  • Extra hit points are useful, but this ranks well under many other defensive options.
 
Hastened Origin
Rank: D-, D-, D-, D-, D-, D-
Cost: 3, 3, 3, 3, 3, 3
  • Decreases the reuse time of Origin by 6 minutes per rank.
  • Increases the usefulness of Origin, but there are a lot gate and teleport options in the game now.
 
Innate Agility, Dexterity, Intelligence, Stamina, Strength
Rank: D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, 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, D, D, D, D, D, D, D, D, D, D, D, D, D, 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.
 
Innate Lung Capacity
Rank: D, D, D, D, D, 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, B, 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: D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-
Cost: 1, 1, 1, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 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+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, 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 Runspeed
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, F, F, F, F, F, F, F, F, F, F, F, F, F, 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.
 
Mental Fortitude
Rank: D, D, D
Cost: 5, 5, 5
  • This ability raises your innate resistance to charm spells.
  • This is situationally useful for certain zones and raids.
 
Mystical Attuning
Rank: B-, B-, C+, C+, C, C-, C-, C-, C-, C-, C-, C-
Cost: 5, 5, 5, 5, 5, 5, 5, 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.
 
Mystical Shield
Rank: D
Cost: 9
  • This ability grants you 5% chance to resist any detrimental spell.
  • May not effect irresistable spells.
 
Natural Durability
Rank: A-, B+, A-, C, C, C
Cost: 2, 4, 6, 2, 4, 6
  • This ability increases your maximum hitpoints by 2, 5, 10, 11, 12, and 13 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, n/a, n/a, n/a, n/a, n/a
Cost: 3, 3, 3, 3, 3, 3
  • 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-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-
Cost: 3, 3, 3, 3, 3, 3, 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: D, D, D, D, D, D-, D-, D-, D-, D-, 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, 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, D
Cost: 5, 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, n/a, 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
Ageless Emnity
Rank: C-
Cost: 12
  • This ability focuses your hatred to a single enemy with unresistable effect
  • Good for snap aggro, but should be followed up by other aggro tools. The recast time of 8 minutes makes this an emergency tool only.
 
Armor of Wisdom
Rank: C, C, C, C, C
Cost: 6, 6, 6, 6, 6
  • Each rank provides an additional boost to your armor class.
  • Provides approximately a 10 AC boost per level after AC softcap is taken into account.
  • Get before CA 19+ and CS 19+ due to the lower cost of the AA.
 
Burst of Power
Rank: D, D, D, D, D
Cost: 8, 8, 8, 8, 8
  • Each rank will increase your max skill cap for triple attack by 5 points.
 
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.
 
Companion's Alacrity
Rank: D+, D-, D-
Cost: 7, 7, 7
  • This ability increases the chance that your companion will execute a flurry of attacks while in combat.
  • Increases DPS of your pet and Chattering Bones. Usefulness depends on playstyle.
  • Get after Pet Affinity if you use a pet or Chattering Bones if you use the swarms
 
Companion's Blessing
Rank: D-, D-, D-, D-, D-, D-, D-, D-, D-
Cost: 7, 8, 9, 7, 8, 9, 7, 8, 9
  • This ability blesses your companion with an enduring heal that will last for one minute. It also has a melee damage rune component.
  • Rank 1 heals 1200/tick, Rank 2 heals 1500/tick, Rank 3 heals 1800/tick, Rank 4 heals 2000/tick, Rank 5 heals 2200/tick, Rank 6 heals 2400/tick.
  • Rank 1 of the melee mitigation absorbs 10% up to 1000, rank 2 absorbs 15% up to 1500, remaining ranks absorb 20% up to 2000. The buff disappears after the pet takes 10,000 HP of damage.
  • Increases survivability of your pet. Usefulness depends on playstyle and if pet is taking non-melee damage.
  • Get after all other pet AAs. Pet survivability is nice, but DPS is better.
 
Companion's Durability
Rank: D, D, D, D, D, D, D, D, D
Cost: 3, 3, 3, 3, 3, 3, 3, 3, 3
  • Increases the hitpoint of your companion by 1, 3, 5, 7, 9, 11, ?, ?, ? percent.
  • Increases survivability of your pet. Usefulness depends on playstyle.
  • Get after all pet DPS Aas. Resummon the pet after purchasing. Things that increase pet's hit points only fire on summoning.
 
Companion's Fury
Rank: D-, D-, D-
Cost: 7, 7, 7
  • This ability increases the chance that your companion will score a critical melee hit.
  • Increases DPS of your pet and Chattering Bones. Usefulness depends on playstyle.
  • A lot of AA for a small percent chance increase.
 
Critical Affliction
Rank: B-, C-, C-, B-, C-, C-, D+, D+, D+
Cost: 3, 6, 9, 3, 6, 9, 9, 10, 12
  • 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.
 
Divine Companion Aura
Rank: D
Cost: 9
  • Renders your pet invulnerable for a short period of time.
 
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, 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-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-, D-
Cost: 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 7, 8, 9, 10, 12, 7, 8, 9, 10, 12, 9, 10, 11, 12, 12
  • 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+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+
Cost: 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 7, 8, 9, 10, 12, 7, 8, 9, 10, 12, 8, 9, 10, 11, 12
  • 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, D, D, D, D, D, D, D, D, D, D, D, D-, D-, D-, D-, D-, D-, D-, D-, D-
Cost: 2, 4, 6, 2, 2, 2, 3, 3, 3, 3, 3, 3, 7, 9, 12, 7, 9, 12, 12, 12, 12
  • 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, Rank 13: level 71, Rank 14: level 73, Rank 15: level 75, Rank 16: level 76, Rank 17: level 78, Rank 18: level 80. (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.
 
Forceful Rejuvenation
Rank: D
Cost: 7
  • Refreshes many of your spell casting timers usuable once every hour.
  • Does not effect disciplines or AAs.
  • Long recast time reduces the value.
 
Fortify Companion
Rank: D-, D-, D-, D-, D-, D-
Cost: 6, 6, 6, 6, 6, 6
  • Reduces the amount your pet takes from a damage shield when striking with the off hand, provides a small amount of evasion, and has a rune component that absorbs melee and DD damage up to 100,000. Lasts 3 to 10 minutes depending on rank. Rank 1 lasts 3 minutes. Rank 4-6 lasts 10 minutes.
  • Rank 1: Increase Chance to Avoid Melee by 20%, Mitigate Spell Damage by 10% for 100000 total, Mitigate Melee Damage by 10% for 100000 total, Rank 2: 30% chance, 10% mitigation, Rank 3: 40% chance, 10% mitigation, Rank 4: 42% chance, 11% mitigation, Rank 5: 44% chance, 12% mitigation, Rank 6: 46% change, 13% mitigation.
  • Increases pet survivabililty. Usefulness depends on playstyle.
  • Get after the pet DPS AAs.
 
Fury of Magic
Rank: B+, C+, C-, C, C, C, C, C, C, C, C, C
Cost: 3, 6, 9, 6, 6, 6, 7, 9, 12, 10, 11, 12
  • 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.
 
Gift of Amazing Exquisite Radiant Mana
Rank: D
Cost: 9
  • Whenever you cast a level 81 to 85 spell that heals or damagers someone, there is a chance that the next level 85 or less spell will only cost 1 mana.
  • Helpful when you have it, but takes 60 AA to get to this point.
  • Work on this line when mana is an issue and focusing on spell damage.
 
Gift of Exquisite Radiant Mana
Rank: D-
Cost: 9
  • Whenever you cast a level 76 to 80 spell that heals or damagers someone, there is a chance that the next level 80 or less spell will only cost 1 mana.
  • A precursor to Gift of Amazing Exquisite Radiant Mana.
  • Work on this line when mana is an issue and focusing on spell damage.
 
Gift of Mana
Rank: D-, D-, D-
Cost: 10, 11, 12
  • Whenever you cast a level 65 to 70 spell that heals or damagers someone, there is a chance that the next level 70 or less spell will only cost 1 mana.
  • A precursor to Gift of Radiant Mana.
  • Work on this line when mana is an issue and focusing on spell damage.
 
Gift of Radiant Mana
Rank: D-
Cost: 9
  • Whenever you cast a level 71 to 75 spell that heals or damagers someone, there is a chance that the next level 75 or less spell will only cost 1 mana.
  • A precursor to Gift of Exquisite Radiant Mana.
  • Work on this line when mana is an issue and focusing on spell damage.
 
Group Perfected Invisibility to Undead
Rank: D-
Cost: 7
  • Makes your group invisible to undead until you take offensive action or remove the buff
  • This has extremely limited use because areas with undead often have live wanderers.
 
Hastened Companion's Blessing
Rank: D-, D-, D-
Cost: 5, 7, 9
  • Decreases the re-use timer of Companion's Blessing by 60 seconds per rank.
 
Hastened Forceful Rejuvenation
Rank: D, D, D
Cost: 5, 7, 9
  • Decreases the re-use timer of Forceful Rejuvenation by 5% per rank.
 
Hastened Fortify Companion
Rank: D-, D-, D-
Cost: 4, 4, 4
  • Reduces the refresh time of Fortify Companion by 2 minutes per rank
  • Only valuable if you find yourself using fortify companion a lot.
 
Hybrid Research
Rank: n/a, n/a, n/a, n/a, n/a, n/a, n/a, n/a, n/a
Cost: 4, 4, 4, 4, 4, 4, 4, 4, 4
  • Raises research cap by 10 per rank
  • Most people will not use this. It is necessary for those who want to make higher level spells or tomes. Some of the trivials are over 400
 
Mastery of the Past
Rank: D, D, D, D, D, D, D, D, D, D, D, D, D, D, D
Cost: 3, 3, 3, 5, 5, 5, 7, 7, 7, 8, 8, 8, 8, 8, 8
  • 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 70. Rank 10 - level 71. Rank 11 - level 73. Rank 12 - level 77. Rank 13 - level 78. Rank 14 - level 79. Rank 15 - level 80.
  • See "Spell Casting Expertise."
 
Mental Clarity
Rank: B+, C+, C-, C, C, C, C, C, C, C, C, C, C, C, C, C, C, C, C-, C-, C-, C-, C-
Cost: 2, 4, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 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.
 
Mental Stamina
Rank: D-, D-, D-, D-, D-, D-, D-, D-, D-, D-
Cost: 5, 5, 5, 5, 5, 5, 5, 5, 5, 5
  • Each rank gives you an additional 50 mana
  • Get this when you are to the point where you have no idea what to get. There are at least a couple thousand AA that provide more value than this thinly veiled ePeen stat increaser.
 
Mnemonic Retention
Rank: A+, A, B, B
Cost: 3, 6, 6, 6
  • This ability gives you an additional spell slot per rank so you can memorize additional spells.
  • 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-, D-, D-, D-, D-, D-, D-
Cost: 3, 6, 9, 6, 6, 6, 7, 9, 12
  • 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: D
Cost: 7
  • This ability upgrades your Suspended Minion ability to allow pets to remain suspended across zone lines and while camping.
  • Relegated to situational usage now that all players can camp with unsuspended pets. It is useful for players with the banker and reagent anniversary AA and for players who like to keep a pet in the hole.
 
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.
 
Quickened Encroaching Darkness
Rank: D-, D-, D-
Cost: 7, 9, 12
  • Decreases the cast time of Encroaching Darkness by 10%, 25% and 50%.
  • Not essential to get right away since the cast time is already 1 second.
 
Shield Block
Rank: B, C+, C, C-, C-, C-, C-, C-, C-
Cost: 3, 6, 9, 8, 9, 10, 7, 9, 12
  • 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.
 
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.
 
Spell Casting Reinforcement
Rank: B+, B+, B+
Cost: 2, 4, 6
  • Increases the duration of beneficial spells you cast by 5, 10 and 30 percent
  • Get after you have your epic 2.0
 
Summon Companion
Rank: D-
Cost: 3
  • This AA summons your pet to you when activated
  • The spell isn't used as much with the changes in pet pathing. There are more useful abilities to get.
 
Suspended Minion
Rank: D, D
Cost: 5, 3
  • Grants the ability to suspend and recall an existing pet at will within a single zone. The first rank only suspends the pet. The second rank suspends the pet with all of its beneficial effects, weapons and armor. You may cast a second pet while your first pet is suspended.
  • Relegated to situational usage now that all players can camp with unsuspended pets. It is useful for players with the banker and reagent anniversary AA and for players who like to keep a pet in the hole.
 
Veteran's Wrath
Rank: B+, C, C-, C-, C-, C-, D+, D+, D+, D, D, D
Cost: 3, 6, 9, 6, 6, 6, 7, 9, 12, 7, 9, 12
  • 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%, 190%, ?, ?, ?, ?, ?, ?.
  • Prerequisite costs are steep, fun eye candy, slightly helps self healing with leech effects. Combat Fury 6, and Veterans Wrath 3 with a cleave 3 item give around an 8% of base weapon dps increase for 39AA.
 
Weapon Affinity
Rank: C+, C+, C+, C+, C+, C+, C+
Cost: 5, 5, 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
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.
 
Bobbing Corpse
Rank: D
Cost: 3
  • AA Version of the spell.
  • This eliminates the need to memorize Bobbing Corpse.
  • Get this AA sometime after the class defining AAs.
 
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.
 
Cascading Theft of Defense
Rank: C, C, C, C, C, C
Cost: 7, 8, 9, 9, 9, 9
  • 10% chance to proc a rune when you cast alevel 70+ terror. The rune amounts are 625, 750, 875, 1000, 1125, 1200.
  • Useful, but not as useful as SA and ToTC. Get after those.
 
Cascading Theft of Life
Rank: B, D-, D-
Cost: 9, 9, 9
  • Level 70 or greater life taps has roughly a 10% chance to share the heal with your entire group. Each additional rank is supposed to increase the amount of the heal.
  • Parsing does not support that additional ranks increase the heal.
 
Chattering Bones
Rank: B, C-, C-, C-, C-, D+, D+, D+, D+
Cost: 7, 7, 7, 7, 7, 7, 7, 7, 7
  • Summons three skeletons to fight beside the Shadow Knight for a short time. Additional ranks increase the time the skeletons remain.
  • Durations are 30, 40, 50, 55, 60, 65, ?, ?, ? seconds.
  • Useful for extra damage, especially in conjection with pet crit and flurry Aas
 
Cloak of Shadows
Rank: B
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. The grade changes to D+ if you have a pre-nerf Circlet of Shadow.
 
Companion's Agility
Rank: D+, D+, D
Cost: 3, 6, 9
  • This ability increases your companion's ability to avoid melee damage by 5, 7 and 10%.
  • Increases pet survivability.
 
Companion's Relocation
Rank: C-
Cost: 6
  • Moves your companion forward in the direction you are facing
  • Ranks after Pet Affinity for pet survivability
 
Consumption of the Soul
Rank: B, B, B, C+, C+, C, C, C, C, C-, C-, C, C, C, C-, C-, C-
Cost: 3, 3, 3, 5, 5, 7, 7, 7, 7, 9, 12, 7, 7, 7, 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+, B
Cost: 5, 6
  • 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 Effigy
Rank: B
Cost: 12
  • Adds a new FD that's instant-cast on a 2-minute reuse timer.
 
Death's Fury
Rank: D-, D-, D-, D-, 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.
 
Death's Revenge
Rank: D-, D-, D-, D-, D-, D-, D-, D-, D-, D-
Cost: 6, 6, 6, 6, 6, 6, 6, 6, 6, 6
  • Each rank increases the chance of your pets melee attacks to crit by 1%
  • Costly for what you get, just like its predecessor
 
Deathly Pact
Rank: D-
Cost: 5
  • Prevents consumption of components used to summon pets.
  • Handy, but hardly game changing
 
Destructive Cascade
Rank: B+, B, B-, C, C, C, C, C, C, C
Cost: 6, 6, 6, 6, 6, 6, 6, 6, 6, 6
  • Increases the power of any of your critical hits from DoT spells. Each rank adds to the power.
  • Value depends on how often you use DoTs.
 
Destructive Fury
Rank: C, C, C, C-, C-, C-
Cost: 3, 6, 9, 9, 10, 11
  • Increases the damage of critical hits from direct damage spells by 7%, 15%, 25%, 35%, 45%, and 55%
  • The value of this is dependent on playstyle, for soloers and tanks, a lot of other AA could rank higher.
 
Encroaching Darkness
Rank: B
Cost: 6
  • 65% snare that does not cause damage.
  • Useful addition to pulling and aggro toolbox, though always look at aggro as its secondary purpose
 
Explosion of Hatred
Rank: B-
Cost: 7
  • 2500 Targeted AE agro, 200 range
  • Another AoE tool, however this one can be used on mobs before they are in camp. Being a targeted AoE means it will only hit four mobs.
 
Extended Swarm
Rank: D-, D-, D-
Cost: 7, 7, 7
  • Extends the duration of our swarm pets by 1 second per rank.
  • Steep cost, 21 AA for 3 seconds
 
Fearless
Rank: D+
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.
 
Feigned Minion
Rank: D-, D-, D-
Cost: 6, 6, 6
  • Gives you the /pet feign command. Your pet has a percentage chance to feign death based on the rank purchased. Rank 1 - 25%, Rank 2 - 50%, Rank 3 - 100%.
  • Useful if you pet pull a lot, it increases the chances for Goner to survive. SKs pet pull less since the pull with a green pet trick was coded out.
  • Goner is pretty weak, so you would need pet strengthing AAs before this would be viable.
 
Flurry
Rank: C-
Cost: 7
  • Gives your primary hand a chance to perform two additional attacks
  • Low DPS increase.
 
Fundament of Power
Rank: D-, D-, D-, D-, D-, D-, D-, D-, D-
Cost: 1, 1, 1, 1, 1, 1, 1, 1, 1
  • Increase 10 HP and 1 Strength per rank
  • The only real value of this line is as a prerequisite to the spires
 
Fundament: First Spire of the Reavers
Rank: B-, B-, B-
Cost: 5, 5, 5
  • Provides additional chances to perform a critical strike with your spells. Also increases damage from critical strikes. Further ranks increase this effect
  • Provides a nice boost to spell damage every ten minutes.
 
Fundament: Second Spire of the Reavers
Rank: C-, C-, C-
Cost: 5, 5, 5
  • Grants additional damage to all of your attacks. Additional ranks increase this damage
  • This is not as good as the first spire
 
Fundament: Third Spire of the Reavers
Rank: D+, D+, D+
Cost: 5, 5, 5
  • Grants heightened defense.
  • Additional ranks increase the effect of this mitigation and avoidance
  • The usefulness of this one depends on your playstyle, especially how much you tank.
 
Harm Touch
Rank: A, A, A, A, A, A, A, A, A, A, C, C, C, C, C, C, C, C
Cost: 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 4, 5, 6, 7, 8, 8, 9
  • Damage per rank (Rank/Instant/Per Tick/Total): 11/7921/2783/27401, 12/8121/2853/28093, 13/11921/4188/41238, 14/14561/5116/50370, 15/17761/6240/61440, 16/21681/7617/75000
  • The first ten ranks are free on levels 1, 6, 11, 16, 21, 26, 31, 36, 41, and 46. You still have to train them.
  • Has a long recast time. The DoT portion does not stack. It causes huge aggro.
  • The numbers look sexy on their own but are only okay when content inflation, lack of stacking, and recast time are taken into effect.
 
Harmshield
Rank: D+
Cost: 7
  • Renders you invulnerable for 18 seconds.
  • This frees up a spell gem. It can be useful because it is hard to find room in spell bars for spells with long recast durations
 
Hastened Deflection Discipline
Rank: C-, C-, C-
Cost: 7, 7, 7
  • Reduces the reuse time of Deflection by two minutes per rank.
  • While useful, does not rank over the other defensive AAs. Get after CA/CS/SA/ToTC lines because those are available all of the time.
 
Hastened Hate Step
Rank: B+, B+, B+
Cost: 5, 7, 9
  • Reduces reuse time by 10 percent per tier.
 
Hastened Summon Remains
Rank: D+, D+, D+
Cost: 6, 6, 6
  • Reduces the reuse time of Summon Remains by one minute per rank.
  • If you might be summoning more than one character's corpses, get immediately after summon remains.
 
Hastened Visage of Death
Rank: C-, C-, C-
Cost: 5, 5, 5
  • Reduces the reuse time of Visage of Death by two minutes per rank.
 
Hate's Attraction
Rank: C, C, C
Cost: 9, 9, 9
  • Pulls your target to you and increases their hate for you. Additional ranks increase the amount of hate generated.
  • The pull component is currently bugged. For more information on the bug, read this thread.
 
Hate Step
Rank: A
Cost: 2
  • Relocates you 50 feet directly in front of you.
  • This is superior to shadow step because the direction is fixed.
  • The low AA cost makes it easy to get.
 
Immobilizing Bash
Rank: D+, D+, D+, D-, D-, D-, D-, D-, D-
Cost: 5, 5, 5, 9, 10, 12, 9, 10, 12
  • 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.
 
Intense Hatred
Rank: C-, C-, C-, C-, C-, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+, D+
Cost: 5, 5, 5, 5, 5, 7, 8, 9, 10, 12, 7, 8, 9, 10, 12, 12, 12, 12
  • 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-, C+, C+, C+
Cost: 2, 4, 6, 7, 7, 7
  • 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 Return Strike
Rank: A, C, C-
Cost: 6, 7, 10
  • Grants a chance to bash your opponent on successful riposte of a melee attack
  • The first rank effectively makes you immune to enrage, the same way the first rank of Warlord's Return Kick does
 
Leech Touch
Rank: B
Cost: 6
  • This ability gives you a life tap harm touch.
  • 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-, C-, C-, C-, C-, C-, C-, C-, C-, C-
Cost: 3, 6, 9, 6, 6, 6, 6, 6, 6, 6, 6, 6
  • 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. The soloing usefulness has been decreased by a 5% chance to proc Mortal Residue
 
Pet Discipline
Rank: A
Cost: 6
  • This ability will allow you to give your pet a 'ghold' command until explicitly told to attack. Usage: /pet ghold (only needs to be done immediately after summoning).
  • 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-, B-, 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.
 
Projection of Doom
Rank: C
Cost: 12
  • Summons a companion that generates intense hatred from it's target. When the companion fades, that hatred is transfered to you.
  • Good if you are a tanking Shadowknight, less valuable if you are not.
 
Quickened Suspend Minion
Rank: D-, D-, D-
Cost: 2, 2, 2
  • Reduces the cast time of Suspend Minion by 15%, 30%, and 50%.
  • This can be useful when you have to unsuspend a pet mid fight. Unsuspending a pet mid-fight is generally not a common occurance.
 
Scourge Skin
Rank: C+
Cost: 9
  • Adds a 450ds damage shield for 100hits or 60 seconds.
  • 15 minute reuse reduces value to help key burn situations.
 
Shield Specialist
Rank: C-, C-, C-, C-, C-
Cost: 5, 5, 5, 5, 5
  • Gives a damage bonus to your primary weapon as long as a shield is equipped.
  • Very useful if you spend a lot time with sword and board, should rank under the defensive AAs though. To quote BastardLunatic: "Dead tanks deal no damage."
 
Soul Abrasion
Rank: A+, A, A, C+, C+, C+, C+, C+, C+, C+, C+, C+
Cost: 3, 6, 9, 5, 5, 5, 8, 9, 10, 8, 9, 10
  • 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+, D+, C+, C-, D+, D+, D+, D+, D+, D+
Cost: 3, 3, 3, 3, 6, 9, 6, 6, 6, 7, 9, 12
  • 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.
 
Spell Casting Reinforcement Mastery
Rank: B+
Cost: 8
  • Increases the duration of beneficial spells you cast by 50 percent
  • Get after you have your epic 2.0
 
Steed of Souls
Rank: D-
Cost: 9
  • Provides a version of Unholy Steed that is levitated.
  • Saves one buff slot, otherwise exact same result achievable with Bobbing Corpse and existing Steed AAs.
 
Steadfast Will
Rank: B-, C, C-, C-, C-, C-, C-, B+
Cost: 3, 6, 9, 6, 6, 6, 6, 6
  • 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.
  • Rank 8 grants immunity to melee stuns.
 
Sturdy Companion
Rank: D+, D+, D+, D+, D+, D+
Cost: 7, 7, 7, 7, 7, 7
  • This AA adds a small amount of mitigation to your pet per rank
  • Increases the survivability of your pet. Desirability depends on playstyle.
 
Summon Remains
Rank: C+
Cost: 9
  • Allows you to summon your own or a group member's corpse every 10 minutes
  • Good for corpse retrievals when soloing. Eliminates the cost of soulstones.
 
Tactical Mastery
Rank: D, D, D
Cost: 5, 5, 5
  • Each ranks grants an increasing chance to bypass the opponents dodge, parry, block and riposte skills.
  • Get when working on melee damage after Speed of the Knight and Knight's Advantage.
 
Theft of Life
Rank: B, C+, C+, C-, C-, C-, C-, C-, C-, C-, C-, C-, C-, C-, C-, C-
Cost: 1, 2, 3, 5, 5, 5, 5, 5, 5, 5, 5, 7, 9, 12, 12, 12
  • 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, B, B, B, B, B, B, B, B, B, B, B, B, B, B, B
Cost: 3, 6, 9, 6, 6, 6, 7, 7, 8, 9, 10, 12, 7, 7, 8, 9, 10, 12, 12, 12, 12
  • 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+, C+
Cost: 2, 4, 6, 7
  • 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 / Harm Touch.
 
Twinproc
Rank: D, D, D
Cost: 7, 9, 12
  • Each rank gives a 3% chance to twinproc any weapon based proc.
  • Get when working on melee damage after Speed of the Knight and Knight's Advantage.
 
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.
 
Vicious Bite of Chaos
Rank: B
Cost: 6
  • Gives you another bite option
  • With the ancient bite, can have three when you need them now
 
Vicious Smash
Rank: D-, D-, D-, D-, 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.
 
Visage of Death
Rank: C, C, C
Cost: 5, 5, 5
  • Casts an undead illusion on you. Raises the max portion of your melee attacks. Renders you unable to cast spells.
  • Great for swarming, but can only cast once every half hour.
 
Voice of Thule
Rank: D
Cost: 7
  • Places an aggro multiplier on your target.
  • This is very situational. Classes that want aggro usually have ways to get it.
 
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.