Shadow Master and Shadow Warrior Information that everyone should understand Lightning Trapper Guide By DaVinci Shadows: The sci-fi series LEXX, uses a greeting â€œI worship his shadowâ€ which is very indicative of the assassins ability to summon a shadow helper. There are 2 kinds of shadows, the â€œweakâ€ one named shadow warrior and the â€œstrongâ€ one named shadow master. While the master is the strongest, the warrior can be controlled much more. Iâ€™ll leave it up to you which to use, if any. WARNING: There is a maximum of 5 traps allowed on the ground at any given time, traps put there by a shadow does also count towards this. Skills and Synergies: The level of a shadows skills are based on this formula. (1/2 of your skill (round down)) + (1/3 of shadows level when summoned (round down)) remember to also count any +skill. 1 is the minimum value for these calculations. Example 1: You have skill level 28 Shadow Warrior when using switch claws with +3 shadow disciplines. You cast your warrior. Now you switch to your lightning sentry which is skill level 33. So your warrior will use a (28/2) + (33/3) = 14 + 10 = lightning Sentry skill of 24, which is not bad. If only she had the same synergies as you do. WHAT she does ? Something new is that your shadow will remember used skills and use them as a synergy later on. Example 2: You summon your shadow at skill level 35. and then watch her cast every lightning sentry synergy trap there is, at your skill level of 36. This will make her end up with a lightning sentry damage of 11 â€“ 6978, which is more that you will do. The reason for this, is that + skills count as synergies for the shadow while they do not for you. Example 3: You summon a skill level 20 shadow, and make her learn your skill level 20 Phoenix Strike and itâ€™s synergies which you have at skill level 1. When you do the calculations, you will find that you shadow now uses a skill level 16 Phoenix Strike, but with skill level 7 synergies, whereas you still only have skill level 1 synergies. When the shadow dies or you recast her, she needs to learn all synergies again. All in all, the selection of a shadow and how many points you want in her, has now become another matter indeed. General Shadow Information: The Master can still become the best shadow, but the warrior will be easier to teach synergies to. Which you prefer is up to you, but keeping her alive is now paramount. You should always summon your shadow and try to keep her alive, since this way she will do much more damage. Another thing you would want to do, is keep a high level armor around, and a diadem or corona with +3 shadow disciplines, and equip them when you summon your shadow. This will allow her the chance of much higher affixes and much better defense. When you walk instead of running, your shadow tends to do more ranged fighting, this is nice to know for a trapper. If you find a skills shrine, recast your shadow, and re teach her. Shadows have a base physical damaged reduced of 40%, having her cast a skill level 10 or better fade, get her to the 50% cap. (I donâ€™t know if the cap of 50% applies for shadows, perhaps then can get much higher? Shadow Resistances: Both the warrior and the mater gets a lot of resistance. They get their own level x 4, with a cap of 75 for the warrior and 85 for the master. This cap only applies to resistance gained from this formulae, so with a high level fade you could make a shadow immune to fire/cold/lightning and poison. The master uses diminishin returns on his resistance, while the warrior does not. This is offset by the bonuses he gets per level. Warrior: The warrior makes use of the skills, which you use at any given time. This means she will be a trapper if you are. It will look cool having 2 assassins, using the same spells however. The warriorsâ€™ equipment are always magical versions of yours, and does not change. Master: The master can use any skill that an assassin has available, and she does so using the same formula as the warrior. While the master is much better, in terms of life/defense and so on, and will survive much longer that a warrior, it will also often cast the cloak of shadows spell, which is hated by many party members. The equipment a master spawns with varies upon her spell level. So if you want to use her, make sure she is at least level 17. At level 1, Master spawns with superior suwayyah/war fist/scissors suwayyah on their right hand. Superior battle cestus/runic talon on their left hand. Superior version of your own armor's base item At level 5, Master spawns with superior bramble mitts/vambraces/orge gauntlets At level 6, Master spawns with magical version of your own armor's base type. Magical version of your own helm's base type. Magical bramble mitts/vambraces/orge gauntlets. Magical suwayyah/war fist/scissors suwayyah on their right hand. Magical battle cestus/runic talon on their left hand At level 9, Master spawns with magical right ring At level 11, Master spawns with rare version of your own armor's base type. Rare version of your own helm's base type. Rare right ring and a rare bramble mitt/vambraces/orge gauntlets. Rare suwayyah/war fist/scissors suwayyah on their right hand and finally a rare battle cestus/runic talon on their left hand At level 13, Master spawns with rare left ring At level 17, Master spawns with rare amulet END QUOTE With this you could cast a SW and max him, then force him to cast every trap with a synergy for FB. This should give her a ridiculous level of Fireblast unachievable by assassins. This way SW wouldn't be removing your LS's and could do some decent damage with its FB. Synopisis of the above. SW and SM start without any synergies. But once they've cast a spell they acquire it and then they will have it at the level they cast it at previously as a synergy. This tactic might be even more beneficial to PS's who can double their damage in this way. I"m not sure if its practical for TS/DTail builds. But even a DTalon build might be able to use this to force a SW to use Blades of Ice with its synergy in PS. That could be pretty darn useful. And not impossible since the SW should use your RButton for charge ups which could be BoI, which you would never use, and then you could use LButton DTalon for your DTalon crushing blow or OW or Elemental Damage, and the SW would use that as a release. Effectively it would give you a minion constantly casting FO on the screen which would be nice for the chill and could be decent damage as well if properly built.