Shadow Class Guide: Playing Death from the Dark in Wanderer's Tale

The Shadow is an assassin that hits from nowhere. It makes the enemy miss, marks it for death, and lands one enormous strike that no armor can stop. If you like setting up the perfect kill, this is your class.

The Shadow is one of three premium classes in Wanderer's Tale, a free browser text RPG. See "How to unlock it" below. The game itself, and the four free classes, cost nothing.

At a glance

How to unlock it

Shadow is a premium class. It is a one-time unlock on your account (listed at $4.99 in the Premium Shop), and once you own it, it is available for every character you create from then on. The Premium Shop needs a free account, so if you are playing as a guest, use Save progress first.

How the Shadow actually plays

The Shadow is a duelist built on Dexterity. Every ability scales off it, and you gain 4 Dexterity every level, more than any other class. Most fights begin with the enemy several squares away, typically somewhere around 4 to 8, and your Advance covers 3 plus half of your Dexterity above 8, rounded down, so you close the gap fast.

Two of your abilities, Shadow Strike and Hex Blade, need the enemy next to you. Everything else, including Vanish, Death Mark, Soul Rend, Phantom Step and Oblivion Strike, has no range limit, so you can set up a kill while the enemy is still walking toward you.

Shadow Energy builds as you attack

Like the Rogue, a Shadow gains 10 Shadow Energy for every plain Attack, until your pool is full. A Warrior builds Rage by taking damage, and a Mage's pool only ever goes down. Your plain Attack is free and refills you, so the Shadow's rhythm is to Attack to build, then spend on the abilities that matter. Starting pools are small, so save the big spells for the moments that decide the fight.

Energy also comes back in three other ways:

With a starting pool around 40, you can afford two abilities, and then two or three plain Attacks put you back in range of the next one. Carry vials for the big setups.

Dexterity is your damage

Your abilities scale off Dexterity, and all Rogue and Shadow gear carries a Dexterity bonus that counts. For example, with 20 Dexterity a Shadow Strike does your weapon roll plus 8, and an Oblivion Strike does 33 to 45 damage. Dexterity also raises the crit chance of your plain Attacks (5%, plus 1% for every point above 10, up to 35%).

Abilities

Every Shadow ability spends Shadow Energy. You unlock them as you level.

LevelAbilityEnergyWhat it does
1Shadow Strike18Weapon damage plus a Dexterity bonus, with a 35% chance to crit for double. Full enemy armor applies. Melee range only
3Vanish20The enemy misses its next 2 turns, and your next plain Attack is a guaranteed critical hit
6Hex Blade22Damage, and the enemy's armor drops by 5 for 2 rounds. Melee range only
10Death Mark35Your next 3 damaging attacks or abilities deal 50% more damage
20Soul Rend25Damage, and the next 3 hits that land on you do 15% less
35Phantom Step30The enemy's next attack misses entirely, and you counter for 24 to 42 damage
55Oblivion Strike6020 to 32 damage plus Dexterity, ignoring all armor. Doubled if Death Mark is active

Early game (levels 1 to 9). Plain Attacks are free and each gives back 10 Energy, so use them to chip away and fund your abilities, then spend it on Vanish. Vanish is the best ability you have early: the enemy loses its next two turns, and your next plain Attack is a guaranteed critical hit for double damage. Hex Blade at level 6 is for armored enemies, since lowering armor helps every hit after it.

Midgame. Death Mark at level 10 is the setup move. It makes your next three damaging hits stronger, so cast it and then spend those three hits on your best attacks. Soul Rend at level 20 is cheap protection that also deals damage.

Late game. Phantom Step is your emergency button: the enemy's attack finds nothing and you hit back for a guaranteed critical. Oblivion Strike at level 55 is the finisher. It ignores armor completely, and with Death Mark active it is doubled and then gets the mark's usual 50% on top, about three times the base damage.

The assassination combo

  1. When the enemy has closed in, cast Vanish. The enemy skips its next 2 turns: the one right after the cast and the one after that.
  2. Cast Death Mark on your next action, while the enemy is still skipping its turn.
  3. Now use your guaranteed critical plain Attack, and then fire Oblivion Strike while the mark is still up.

Remember that your plain Attack needs the enemy next to you. If you Vanish while it is still far away, Advance before you swing. The costs add up: Vanish 20, Death Mark 35 and Oblivion Strike 60 is 115 Shadow Energy. That is a late-game plan, and it needs a full pool, so drink a vial before a boss if you need one.

Daggers and leathers by level

Shadow shares its gear with the Rogue. Buy whatever gives the most Dexterity.

WeaponLevelDamageBonusPrice
Hunting Knife13 to 6+2 DexterityStarting weapon
Shadow Blade57 to 13+4 Dexterity, +2 Strength110 gold
Shadowsteel Dagger69 to 16+5 Dexterity, +2 StrengthNot sold in the store
ArmorLevelArmorBonusPrice
Rogue's Leathers15+2 Dexterity28 gold
Swift Boots31+4 Dexterity62 gold
Rogue Wraps31+4 Dexterity62 gold
Hood of Shadows42+2 Dexterity55 gold

Perks worth a look

If you use Customize at character creation instead of Quick Start, you get perk points to spend:

If you roll your own stats, put your best roll into Dexterity. Put the next best into Constitution for your starting health, since after creation your health grows by a fixed 10 every level. Intelligence sets your starting Shadow Energy pool, so it is the third stat to care about.

Common mistakes

Start playing

Wanderer's Tale is free, runs in your browser, and does not need a signup to start. The four free classes are Warrior, Mage, Rogue and Ranger, and the Shadow unlocks on any account.

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See also: Shadow in the Codex, Rogue class guide, Shadow Blade, Energy Vial