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Shadows of Doubt

Shadows of Doubt

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Welcome to Shadows of Doubt, ColePowered Games' open-world, first-person RPG where you step into the shoes of a gritty detective in a procedurally generated city. You'll be navigating the dark underbelly, uncovering secrets, and dealing with both mundane and supernatural threats. It's a game for players who love deep immersion, meticulous investigation, and the thrill of piecing together a case in a world that feels alive and dangerous.

This guide is here to help you conquer every aspect of this challenging experience. We'll cover everything from finding all the hidden collectibles scattered throughout the city to mastering the combat and stealth mechanics needed to survive. Whether you're aiming for that elusive Gold Medal on every mission, including tough ones like 'An Ordinary Life' and 'Take Me To Hell,' or just trying to survive the supernatural horrors, we've got the tips and tricks you need to succeed.

Mechanics

Understand AD&D rules like Armor Class, THAC0, and Saving Throws in Shadows of Doubt. Learn about magic and weapon speed.

Walkthrough
  1. 1
    Understand Armor Class (AC): This measures how difficult you are to hit. AC starts at 10 and decreases, with more negative numbers being better. A bonus to AC lowers the number.
  2. 2
    Grasp THAC0 (to hit armor class 0): This is a measure of your probability to hit an opponent with a twenty-sided die (d20). For example, a ninth-level Fighter or thirteenth-level Cleric has a THAC0 of 12, meaning you hit on a roll of 12 or more before armor modifiers. An opponent with AC -2 requires a roll of 14 or greater (14 - 2 = 12), while an opponent with AC 1 requires a roll of 11 or greater (11 + 1 = 12).
  3. 3
    Learn Saving Throws: The same d20 roll used for attacks is used for saving throws against magic. To succeed, you must roll equal to or greater than your saving throw value. For instance, a saving throw of 16 vs. spells gives you a 1-in-4 chance to avoid or reduce magic effects. Saving throws decrease as you level up, with different values for different attack types.
  4. 4
    Understand Magic System: Magic uses a finite number of spells that are gone after casting until you rest. Mages can only cast spells they know and must acquire new spells by finding or buying scrolls to write into their spellbook.
  5. 5
    Consider Weapon Speed: Weapon speed is a number between 0 and 10, with lower being better, determining attack order. Magic casting time is equivalent to weapon speed. Casting spells with long casting times from a safe distance is advisable, as being hit can interrupt casting and waste the spell.
  6. 6
    Understand Attack Rate: Attack rate is based on Fighter level and weapon skill. You start with one attack per combat round. Reaching two weapon proficiency points or level 7 Fighter level grants an extra half attack per round. Two attacks per round require level 2 proficiency and level 7 Fighter levels. The maximum of three attacks per round requires level 5 weapon proficiency and level 13 Fighter levels. This applies to melee weapons; missile weapons have different base attack rates.
  7. 7
    Understand Levels: 'Level' can refer to a dungeon section, a character's power and spellcasting ability, or general power (e.g., 'high-level loot').
  8. 8
    Gaining Experience (XP): Characters gain levels by earning XP from defeating enemies and completing quests. XP required for levels rises exponentially. After certain levels (9 for warriors/divine spellcasters, 11 for Mages/Rogues), subsequent levels require a fixed XP amount, ranging from 220,000 (Thieves/Bards) to 375,000 (Mages/Sorcerers). XP is divided among party members.
  9. 9
    Understand Hit Points (HP): HP measures vigor for you and enemies. You see your HP, but enemy HP is indicated by status (Uninjured, Injured, Near Death). Reaching 0 HP means death, though resurrection is possible at temples or via spells. On Core Rules difficulty and higher, falling into deep negative HP results in permanent death. Story Mode prevents character death.
  10. 10
    Weapon Proficiency: To hit effectively, you need at least one proficiency point in a weapon. Using an unproficient weapon incurs a THAC0 penalty (2 for warriors, 5 for mages). Only single-classed Fighters can exceed proficiency level 2 in most weapons.
Tips
  • Lower AC is always better in combat.
  • THAC0 helps you calculate your chances of hitting an opponent.
  • Saving throws are crucial for resisting magical effects.
  • Manage your spells carefully, as they are finite and can be interrupted.
  • Prioritize weapon speed and attack rate for optimal combat performance.
  • Pay attention to your HP and that of your enemies.
  • Ensure you are proficient with the weapons you intend to use.

Guide and Walkthrough (PS4) by chris-williams

Navigate Shadows of Doubt with this comprehensive table of contents, covering all chapters, quests, and character types.

Walkthrough
  1. 1
    Introduction (Mechanics, Copyright and Acknowledgments)
  2. 2
    Character Creation (Attributes, Character Race)
  3. 3
    Warriors (Fighters, Barbarians, Rangers, Paladins)
  4. 4
    Arcane Spellcasters (Mages, Sorcerers, Mage Spells)
  5. 5
    Divine Spellcasters (Clerics, Druids, Monks, Shamans, Cleric Spells, Druid Spells)
  6. 6
    Rogues (Thieves, Bards)
  7. 7
    Strongholds
  8. 8
    Companions (Companion Listing)
  9. 9
    Chapter 1: Finding a Way Out (Irenicus' Dungeon, Waukeen's Promenade)
  10. 10
    Chapter 2: Exploring Athkatla (Slum District, Government District, Circus Tent, City Gates, Docks District, Temple District, Bridge District, Mae'Var's Guildhall, Graveyard District)
  11. 11
    Chapter 2: Beyond Athkatla (de'Arnise Hold, Trademeet, Umar Hills, Windspear Hills, Planar Prison, Planar Sphere)
  12. 12
    Chapter 2: Companion Quests (Anomen, Cernd, Edwin, Hexxat, Jaheira, Jan, Keldorn, Mazzy, Nalia, Neera, Rasaad)
  13. 13
    Chapter 3: Picking a Side (The Shadow Thieves, The Rival Guild, Athkatla: Loose Ends)
  14. 14
    Chapter 4: Effecting a Rescue (Brynnlaw, Spellhold, Spellhold Dungeon, Escape from Spellhold, The City-of-Caverns)
  15. 15
    Chapter 5: Finding Your Way Back (The Underdark, Ust Natha, The Eastern Tunnels, The Southern Tunnels, The Western Tunnels)
  16. 16
    Chapter 6: Staking a Claim (Return to Athkatla, Limited Wish Quest, Assault on Bodhi's Lair, Wilderness Areas)
  17. 17
    Chapter 7: Taking Back What's Yours (Suldanessellar, Hell)
  18. 18
    Chapter 8: Besieged (The Pocket Plane, Saradush, Saradush Prison / Saradush Palace, Lifting the Siege)
  19. 19
    Chapter 8: Companion Quests (Neera (ToB), Rasaad (ToB))
  20. 20
    Chapter 9: The Bhaalspawn (Amkethran, Abazigal's Lair, Sendai's Enclave, The Last of the Five)
  21. 21
    Watcher's Keep
  22. 22
    Finale: The Throne of Blood
  23. 23
    Appendix: True Lord of Murder
  24. 24
    Items (Mundane Items, Magic Weapons, Magic Armour, Equipment and Consumables, Crafting)
  25. 25
    Trophies

Warriors

Learn about Warriors in Shadows of Doubt, including weapon proficiencies, level progression, and powerful High Level Abilities like Power Attack and Smite.

Warrior characters start with four weapon proficiency points and may select an additional proficiency at level 3 and every three subsequent levels (6, 9, etc.) for a total of 19 proficiency points at level 39.

Fighters, Barbarians, Rangers and Paladins get an increase to their attack rate at levels 7 and 13.

Walkthrough
  1. 1
    At level 2, Fighters/Barbarians have 2000 experience and 19 THAC0, while Paladins/Rangers have 2250 experience and 19 THAC0. Both have 1 attack.
  2. 2
    At level 3, Fighters/Barbarians have 4000 experience and 18 THAC0, while Paladins/Rangers have 4500 experience and 18 THAC0. Both have 1 attack. You can select an additional proficiency point.
  3. 3
    At level 4, Fighters/Barbarians have 8000 experience and 17 THAC0, while Paladins/Rangers have 9000 experience and 17 THAC0. Both have 1 attack.
  4. 4
    At level 5, Fighters/Barbarians have 16000 experience and 16 THAC0, while Paladins/Rangers have 18000 experience and 16 THAC0. Both have 1 attack.
  5. 5
    At level 6, Fighters/Barbarians have 32000 experience and 15 THAC0, while Paladins/Rangers have 36000 experience and 15 THAC0. Both have 1 attack. .
  6. 6
    At level 7, Fighters/Barbarians have 64000 experience and 14 THAC0, while Paladins/Rangers have 72000 experience and 14 THAC0. Both gain an attack rate increase and have 3/2 attacks.
  7. 7
    At level 8, Fighters/Barbarians have 125000 experience and 13 THAC0, while Paladins/Rangers have 150000 experience and 13 THAC0. Both have 3/2 attacks.
  8. 8
    At level 9, Fighters/Barbarians have 250000 experience and 12 THAC0, while Paladins/Rangers have 300000 experience and 12 THAC0. Both have 3/2 attacks. .
  9. 9
    At level 10, Fighters/Barbarians have 500000 experience and 11 THAC0, while Paladins/Rangers have 600000 experience and 11 THAC0. Both have 3/2 attacks.
  10. 10
    At level 11, Fighters/Barbarians have 750000 experience and 10 THAC0, while Paladins/Rangers have 900000 experience and 10 THAC0. Both have 3/2 attacks.
  11. 11
    At level 12, Fighters/Barbarians have 1000000 experience and 9 THAC0, while Paladins/Rangers have 1200000 experience and 9 THAC0. Both have 3/2 attacks.
  12. 12
    At level 13, Fighters/Barbarians have 1250000 experience and 8 THAC0, while Paladins/Rangers have 1500000 experience and 8 THAC0. Both gain an attack rate increase and have 2 attacks.
  13. 13
    From level 13 onwards, Fighters/Barbarians gain +250000 experience per level and -1 THAC0 per level, while Paladins/Rangers gain +300000 experience per level and -1 THAC0 per level.
  14. 14
    At level 20, Fighters/Barbarians have 2750000 experience and 1 THAC0, while Paladins/Rangers have 3000000 experience and 1 THAC0. Both have 2 attacks.
  15. 15
    At level 30, Fighters/Barbarians have 5500000 experience and 0 THAC0, while Paladins/Rangers have 6000000 experience and 0 THAC0. Both have 2 attacks.
  16. 16
    At level 34, Fighters/Barbarians have 6500000 experience and 0 THAC0, while Paladins/Rangers have 7800000 experience and 0 THAC0. Both have 2 attacks.
  17. 17
    At level 40, Fighters/Barbarians have 8000000 experience and 0 THAC0, while Paladins/Rangers have N/A experience and 0 THAC0. Both have 2 attacks.

Saving Throws Progression:

  • At level 1: Poison 14, Wand 16, Paralysis 15, Breath 17, Spell 17.
  • At level 3: Poison 13, Wand 15, Paralysis 14, Breath 16, Spell 16.
  • At level 5: Poison 11, Wand 13, Paralysis 12, Breath 14, Spell 14.
  • At level 7: Poison 10, Wand 12, Paralysis 11, Breath 13, Spell 13.
  • At level 9: Poison 8, Wand 10, Paralysis 9, Breath 11, Spell 11.
  • At level 11: Poison 7, Wand 9, Paralysis 8, Breath 10, Spell 10.
  • At level 13: Poison 5, Wand 7, Paralysis 6, Breath 8, Spell 8.
  • At level 15: Poison 4, Wand 6, Paralysis 5, Breath 7, Spell 7.
  • At level 17: Poison 3, Wand 5, Paralysis 4, Breath 6, Spell 6.

High Level Abilities (HLAs):

  • Power Attack: For the next two rounds, all attacks stun the target for 4 rounds if it fails a saving throw vs. Death with a -4 penalty.
  • Critical Strike: All attacks made in the next round are critical hits. Even if the target is immune to critical hits, every attack connects at least. Requires Power Attack.
  • Smite: For the next two rounds, all attacks knock the target back and stun it for 1 round. In addition, all attacks made in the next round are critical hits. Very large creatures (such as Fire Giants) are immune to the knockback effect. Requires Critical Strike and may only be selected once.
  • Deathblow: For the next two rounds, all attacks made against creatures 10th level or lower are killing blows. On Legacy of Bhaal difficulty, all enemies are greater than 12th level, making this line useless.
  • Greater Deathblow: For the next two rounds, all attacks made against creatures 12th level or lower are killing blows. Requires Deathblow. On Legacy of Bhaal difficulty, all enemies are greater than 12th level, making this line useless.
  • Whirlwind Attack: Sets attacks per round (APR) to 10 for the next round only. All attacks are made with -4 THAC0 and damage penalties. If dual-wielding, two of the attacks are made with the offhand weapon. The effects of weapons which grant extra attacks, such as Belm, are ignored.
  • Greater Whirlwind Attack: Sets APR to 10 for the next round only. All attacks are made with no penalties. Otherwise, this is identical to Whirlwind Attack.
  • War Cry: Causes fear in all opponents within 30' who fail their save vs. Spell. This is the same as the 2nd-level Mage spell, Horror.
  • Hardiness: Gain 40% physical damage resistance for 1 round per 2 levels. If the character can cast Armor of Faith, the effects stack. However, it does not stack with the Dwarven Defender's Defensive Stance ability.
  • Resist Magic: Sets Magic Resistance to 50% for 4 rounds. Monks cannot select this as they gain Magic Resistance as a class ability.
  • Tracking (Ranger): Gives you a general idea of what creatures are in the area and in which direction. In Icewind Dale, this is a basic class ability. Otherwise, this is a waste of an HLA slot.
  • Summon Deva (Paladin) / Summon Fallen Deva (Blackguard): This is identical to the Cleric's Summon (Fallen) Deva spell but is cast as an ability. It may only be selected once.
Tips
  • You can select most abilities more than once.
  • You would only select Deathblow and Whirlwind Attack once since the abilities they unlock are improved versions of the precursor ability.
  • If you have a ranged attack with an area of effect (AoE) effect (for example, a Fighter / Druid's Fire Seeds), you can apply the effects of Smite or Deathblow to multiple opponents at once.

Fighters

Explore Fighter class variants in Shadows of Doubt: Fighter, Berserker, Wizard Slayer, Kensai, and Dwarven Defender. Learn their unique abilities and restrictions.

Fighter

The vanilla Fighter is a balanced choice with no special bonuses or crippling weaknesses. It excels due to Grand Mastery, offering an extra half attack and significant damage bonuses.

  • May wear helmets
  • May wear any armour and use any weapon
  • May achieve Grand Mastery (five slots) with any weapon class
  • May achieve Specialisation (two slots) in any fighting style and may place three slots in Two-Weapon Style
  • 10 HP per level for the first nine levels, 3 HP per level thereafter
  • Dual-class attributes: Strength

Berserker

The Berserker is a variation on the basic fighter, gaining the powerful Rage ability.

  • May use Rage once per day at level 1, gaining an additional use every four levels thereafter (e.g., 2 at level 5, 3 at level 9).
  • May only become proficient in missile weapons.

Rage provides temporary benefits for 1 turn: +2 THAC0 (to hit armor class 0), +2 damage, +2 to Armor Class, +15 HP (temporary), and immunity to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. Upon ending, Rage incurs penalties (-2 THAC0, damage, AC) and removes the temporary HP; if HP drops below 15, the Berserker may fall unconscious.

Wizard Slayer

The Wizard Slayer variant can inflict spell failure on targets but has significant restrictions.

  • Each hit inflicts a cumulative 25% chance of spell failure on the target.
  • 1% magic resistance per from levels 1-19, alternating +5% / +1% for each subsequent level (reaching 50% at level 30).
  • May not use magic items other than magic weapons, armour, helmets, and shields.
  • May not drink potions other than healing potions and antidotes.

Spell failure does not affect enemy Clerics and Druids. The inability to equip cloaks, gauntlets, rings, and belts, and to drink most potions, is a major drawback.

Kensai

The Kensai sacrifices armour for increased weapon damage and a potent ability called Kai.

  • +2 bonus to Armor Class.
  • +1 THAC0 and damage every three levels.
  • -1 weapon speed every four levels.
  • May use Kai once per day at level 1, gaining an additional use every four levels thereafter (e.g., 2 at level 5, 3 at level 9).
  • May not wear armour.
  • May not use ranged weapons.
  • May not wear gauntlets or bracers.

The Kai ability makes all attacks in the subsequent round deal maximum damage. The Kensai works well with a Druid multiclass due to Barkskin eventually compensating for the AC deficit.

Dwarven Defender

The Dwarven Defender is a specialized tank class with high damage resistance.

  • May use Defensive Stance once per day at level 1, gaining an additional use every four levels thereafter (e.g., 2 at level 5, 3 at level 9).
  • Gains 5% physical damage resistance at levels 5, 10, 15, and 20.
  • May attain High Mastery in axes and war hammers.
  • May only attain Specialization in other weapons.
  • 12 HP per level for the first nine levels, 3 HP per level thereafter.

Defensive Stance provides an additional 50% physical damage resistance and a +2 saving throw bonus for 1 turn, at the cost of a 50% movement rate reduction. High Mastery is less powerful than Grand Mastery. Damage resistance can reach 100%.

Tips
  • Grand Mastery with any weapon is a significant advantage for the base Fighter.
  • Berserker's Rage offers powerful temporary buffs but comes with a risky debuff afterward.
  • Wizard Slayer's restrictions severely limit item usage, potentially making them more vulnerable.
  • Kensai's lack of armour is a major drawback, but Kai can be devastating.
  • Dwarven Defender's high damage resistance is its main draw, though abilities like Stoneskin and Mirror Image offer similar protection.

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