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Undercon's Shadow Knight Guide

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Contents

Overview of the Class

Welcome to the Shadow Knight, a heavily armored, hated and penalized class. As one of three hybrids you will have to endure an experience penalty, that is, until the release of the Velious expansion. This penalty serves as a deterrent, as seen in the relatively low number of hybrids on the server, and it sometimes will also reduce your chances of getting groups, albeit rarely. The desirability of this particular class stems from a few cheap spells that practically guarantee the rest of your group will go untouched by mobs. What sets you apart from the others is your ability steal HP, AC, STR, and, most importantly, AGGRO. These are your strong suits and the reason you will be sought after for groups. However, no amount of twinking is going to turn you into the DPS machines that Monks and Rogues are. It's a sad reality but it's a reality nonetheless. Your job as a Shadow Knight is to take damage, not dish it out. One part Necromancer and three parts Warrior, the Shadow Knight is not a damage dealer but, over time and with a bit of finagling, it is a class that can solo decently. Early on in raid situations you will be asked to fear/snare when needed and let the Enchanter steal from your mana pool with Theft of Thought. Accept their duel and /wave goodbye to your mana. You may also be expected to tank/off-tank during raids, but generally speaking the Warrior will be doing the heavy lifting.

It might sound simple enough but hybrid tanking isn't all about hitting auto-attack and spamming the same spells over and over mindlessly. Positioning of the mob is just as important as taking into account how much push your group has. You want the other group members, especially the rogues, to have access to the backside of the mob until it's dead. And you're going to be backed into a corner if you aren't vigilant and in third person perspective.

When attacking caster mobs be ready to identify specific spells by their color/pattern and then bash interrupt them at the last second so the mob has even less time to recast. This is especially important with heal/gate spells because towards the end of a mob's life it will cast and recast those. If you can interrupt it even momentarily, one or two extra seconds can be enough for the DPS to finish the mob off.

All in all the Shadow Knight is a self-involved tank class that requires a moderate amount gearing and patience to level up. Enjoy dungeon-crawling, group tanking and pulling? Want to group but also have the ability to solo? Tired of being asked for buffs all the time? Try SK, the other white knight.

Note: Information was compiled from various forums and Allakhazam posts, as well as personal experiences. The bulk of this guide pertains to the PvE (Blue) Server, although a section for PvP (Red) might be included at some point. Edits are welcome, otherwise read on.

Strategies

Fear-Kiting

This is the most reliable means for gaining solo experience as a Shadow Knight and it's generally restricted to outdoor zones. Keep in mind that two-handed weapons are generally better suited for fear-kiting, given the fact that a feared mob can turn suddenly and move out of range thereby causing you to lose out on chances to swing at the mob -- the faster the weapon the more this is likely to occur. The tactic is straightforward. Cast snare and fear the mob, reapply both when necessary. Have a pet summoned and use various DoTs to speed up the process. Turn auto-attack on/off as you keep pace with the mob until you get a feel for it.

Decreasing Downtime

In many zones, even at high levels, there will be low level green con mobs in the vicinity. Open your spell book and load up Vampiric Embrace and your newest Lifetap. Also, if you have a weapon with the proc Soul Bond than wield it. Steal as much HP as needed from all those little empty calorie green cons. Once you're out of mana, sit and med up. Regaining mana will be much quicker than all that HP would have been. It's such an obvious option but many SKs, including ones without innate regen, do not take advantage of it.

Pulling

The simplest and earliest method of pulling requires you to make use of Numb the Dead, your first undead lull spell, beginning at level 15 which will allow you to minimize adds -- ideal for zones like Befallen and Unrest. Simply cast Numb the Dead on each potential add and then aggro the mob(s) you want. Pull to a safe distance and kill. Most every undead will not flee when they are low on health but remember that lull merely decreases the range of a mob's aggro, so keep your distance.

Once you reach level 30 you will receive Feign Death. This spell opens up a lot of possibilities, allowing you to avoid trains and dungeon crawl hassle-free. It also allows you to pull semi-effectively. Two-spawn locations like the West Commonland's Tollbooth and North Karana Guard Tower are great places to practice split pulling.

In full groups split pulling will often be left to other, more capable classes. With as many Monks and Bards as there are on this server, each group is bound to have at least one present and accounted for, both of which have better skills to get the job done and quicker. But if the Monk needs to go AFK or the Bard's fingers cramp up, that's when you step in. Zone knowledge is crucial. If you don't know the layout, speak up. Likely someone in group can indicate which mobs and where to pull from/what to avoid. Remember to use your
Circlet of Shadow
Circlet of Shadow
Item 523.png

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 5
MANA: +10
SV DISEASE: +10 SV POISON: +10
Effect: Gather Shadows (Any Slot/Can Equip, Casting Time: Instant) at Level 20
WT: 1.0 Size: SMALL
Class: SHD NEC
Race: ALL

and/or Invis vs. Undead with Undead Lull spells whenever necessary. These are the few advantages/safeguards you have when pulling, put them to use and die less often as a result.

The difficulty of pulling increases two-fold for each caster mob involved in the pull because of the delay involved with Shadow Knight's Feign Death. Trying to get a two-pull out of five clustered mobs is very doable if the mobs are all non-casters, but trying to split up multiple casters requires patience, making use of line of sight with high MR and good FD timing. With its 1.5 second cast time and 15 second recast, the window for FD success is very small. Thankfully, on the PVE (Blue) server, you can duck to interrupt your spells including Feign Death. Wait and then recast, watching for NPC cast animations/messages. Also, regardless of whether your FD is successful or not, if there are any pathing mobs involved you will most likely have to /q out (/quit) in order to lose that aggro, otherwise automatically assume that any nearby pathers will be part of the pull. Pathers take considerably longer to return to their spawn point or "reset". This is particularly true in outdoor zones. A pather can/will make a beeline for you from the other side of the zone (bringing friends along) even if you've been FD for 10-15 minutes. Never assume you've lost aggro. When in doubt, /q out.

When scouting out areas beforehand make use of all camera angles. This is extra helpful for pulling, when feign deathed, as the mobs are pathing back to their spawn location. Also, if the mobs are all pathing back at the same time, use your darkness and FD again. Once you have a few stragglers, wait until the other mobs have returned to their spawn point, then stand up and cast on one of the stragglers. Do a quick headcount and start strafing back to your group, if need be, to avoid being hit or stunned from behind. How many you can bring to group depends on the size and makeup of your group. With the average group generally two or three mobs per pull is ideal. Just have an incoming message hotkeyed so your group mates are prepared for what's on the way.

If you have a bad pull and FD fails, die far enough away from the rest of the group unless told otherwise. Training your group is a good way to end the xp session. When in doubt just die, consent the rogue and look for a res. You will know when Feign Death is unsuccessful when you read the message "You have fallen to the ground". This is the worst message to see and it will almost definitely mean that you're as good as dead because the recast timer on FD is 15 seconds, more than enough time for a train of mobs to kill you. Shadow Knights do get an upgrade to FD in the Velious expansion called Death Peace which decreases the recast time to only 4 seconds but it is a level 60 spell.

Harm Touch

With a 72 minute timer it's important to always keep Harm Touch on reserve. It's not as amazing as Paladin's Lay on Hands ability but it still has its uses. However, just like Lay on Hands, Harm Touch does have a range limit. Basically you need to be within arm's reach of the target in order to use it. Be creative with Harm Touch. If a dying group member has aggro that you can't steal back, use HT. Even if it gets resisted you should be able to get aggro, thus saving the group member. And while it isn't as visually pleasing as LoH, you'll still have the satisfaction knowing that you saved a party member. Unlike LoH, HT can be resisted completely or partially. Single digit Harm Touches have been known to happen.

Only in one instance is Harm Touch better than Lay on Hands and that is when camping a named mob for the simple reason that, if another player attempts to steal your camp, you have some burst damage available. All that's needed is to dish out more than 50% of the damage and the loot is yours. You are still vulnerable to kill steals but you stand a better chance than your extended family, the Warrior and the Necromancer.

Pets

The first thing you'll notice is your skeleton pet will be lacking in more places than one. This is painfully obvious from levels 35-48 but it does get better, eventually. Until eventually happens you will have to make do though, which isn't all that hard because the pet's weaknesses do have a silver-lining. For example, before engaging a Shadow Knight mob send your pet into battle so it takes the Harm Touch instead of you. By doing so all you lose are two bonechips and a flimsy but loyal companion. This tactic is useful against Lizard Crusaders when farming decayed armor for the Darkforge Quest. Even though NPC Harm Touch is significantly weaker than that of a player character it still takes its toll.

Other than that, think of your pet as an additional DoT, one that can at any time aggro other nearby mobs due to it being much lower in level than you. Early on buy/loot Rusty 2H Weapons and give them to your skeleton pet for added damage. After level 52, after you mem Malignant Dead, switch to the
Deadwood Stave
Deadwood Stave
Item 601.png

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 28
DMG: 8
Effect: Lifedraw (Combat, Casting Time: Instant) at Level 30
WT: 0.8 Size: MEDIUM
Class: WAR SHD
Race: ALL

x2 for the lifetap proc which hardly ever gets resisted. Give your Malignant Dead pet one death stick at first and see if it procs because sometimes the pet summons below level 30. As an added bonus death sticks weigh next to nothing so you can carry as many as you want, unlike those Rusty Halberds you lugged around before.

It should be mentioned that your level 39 pet, Animate Dead, is virtually useless. With a negligible increase in HP and Attack, it might not even be worth purchasing the spell at all. Summon him only for the occasional bash stun and very minimal damage output.

Class-defining Spells

Though Shadow Knights receive a variety of buffs, lifetaps and summoned pets, the spells mentioned below are ultimately what define the class.

Disease Cloud and Shadow Vortex: Holding Aggro

When grouping you will undoubtedly get more mileage out of these two spells than any of the others available to you. Disease Cloud is a staple of the class and a liability at the same time. Be ready to commit to whatever mob you cast DC on unless a group member roots it because the mob is now basically 100% mez-resistant, that is, every time the DoT ticks mez will break. And Disease Cloud lasts for a looong time. So have plat ready to help pay for the Enchanter's res and remember to blame lag, always blame lag spikes. The Enchanter will probably hate you because Paladins put out with heals and stuns, but hey, you're evil so it doesn't matter. The good news is we get a spell equal in power to Disease Cloud without all of the risk.

Shadow Vortex. While SV is a late addition to your spell book, you'll eventually find yourself using it in tandem with Disease Cloud so as to maintain aggro versus recast timers. The convenience of SV really should not be overlooked because while it may have a higher mana cost than DC it's actually the more superior spell, providing you will a fail-safe way to generate aggro (something DC cannot do because it is a DoT). Whether a mob is mezzed or bouncing between group mates, one cast of SV will likely put you at the top of the hate list. As a precaution, if the mob has been mezzed, it is best to cast SV first, taunt and then follow up with DC before attacking. And since SV does not break mez you may want to cycle through whatever mobs are mezzed in camp, after you've established aggro with the current target, and then proceed to SV the upcoming target. SV will make you slightly more synergistic with Enchanters, but still nowhere near as much as Pallies.

Do not neglect either of these spells. They the bread and butter of generating aggro and you will need to use both since they have a 6 second recast time, especially in full groups heavy on the DPS.

Darkness and Fear: Soloing Effectively

Any form of Darkness and Fear are a must for soloing. It is because of these two spells that you are able to solo better than Paladins and Rangers. It's very straightforward, though the tactic of fear-kiting itself will have you running around in sporadic circles like a headless cockatrice. Because of this fear-kiting is only recommended in outdoor zones where you have room to avoid other mobs. Lead off by casting snare, in this case we'll say Engulfing Darkness as it is around this spell level that fear-kiting comes into its own. Once the mob is snared back away and begin casting fear. After the mob is feared move into melee range and attack. To maximize damage output always have a pet summoned and cast whatever dots you have available. You will need to reapply fear and/or darkness, so make sure you manage your mana bar accordingly.

Your darkness spells are also useful in groups, needed not only to generate hate but also to prevent runners. To do so, once the mob is at or around half health, you'll want to cast darkness on it. This is especially true in dungeons when your lacking another snarer and keep getting resisted. It's important to note that your darkness line of spells does not stack with Druid/Ranger snare. If either of these classes offers to snare runners than let them but still keep some form of darkness slotted just in case. If you are on snaring duty than you'll want to give yourself enough time to recast darkness in case of resists, otherwise the mob will flee at full speed and you'll have adds and a less-than-amused Enchanter on your hands. Incoming passive aggressive comments in gsay. Don't mouthe off too much, unless you're fine with having Breeze instead of Clarity. Just remember, ensuring that your group doesn't wipe is worth more than the mana used up. So snare, snare, snare!

Feign Death: No Res Sickness

The spell's name says it all. Remember to turn auto-attack off before casting FD otherwise, even if it's successful, the surrounding mobs won't believe you're dead and will continue beating on you. Also, use duck to interrupt the cast if needed and be prepared for survivor's guilt. When used in tandem with your
Circlet of Shadow
Circlet of Shadow
Item 523.png

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 5
MANA: +10
SV DISEASE: +10 SV POISON: +10
Effect: Gather Shadows (Any Slot/Can Equip, Casting Time: Instant) at Level 20
WT: 1.0 Size: SMALL
Class: SHD NEC
Race: ALL

, Feign Death can be a game changer and allow you to have an easier time with pulling and tagging mobs off the Monk. Pulling a name/placeholder from one part of the zone to another, with a bunch of mobs in the way? Cast on named, invis up with CoS, run through the (non-undead) mobs and wait. When the train comes, fd and have someone else tag. There are a few other tricks you can do as well. In Velious we get the upgrade "Death Peace" which has a 1 second cast time and 4 second recast. This will mean less dying, yay! Add a pair of hip-hugging
Blood Ember Greaves
Blood Ember Greaves
Item 540.png

MAGIC ITEM LORE ITEM
Slot: LEGS
AC: 26
STR: +7 INT: +7 HP: +25
Effect: Feign Death (Must Equip, Casting Time: 3.0) at Level 45
WT: 7.5 Size: LARGE
Class: SHD
Race: HUM ERU DEF TRL OGR GNM

to your inventory and never die again, except when eating Death Touches...

Getting Geared

Armor

After reaching the soft cap Knights, both Holy and Unholy, can expect a 33% return from AC which is second only to Warriors' 45%. However, from parses and discussions, the consensus about AC on project1999 is that after the 800 threshold there will be very little return. That may be subject to change (for the better) in future patches, especially with Velious, but so far that remains to be seen.

Starting off you'll want to incorporate banded armor into your equipment slots. Check the area merchants, especially near forges, as lazy blacksmithers will often just sell multiples to the merchants while skilling up. If you're lucky you can get a full set of visible banded for a small sum of plat. Once you've gotten yourself armored up with a few levels under your
Banded Belt
Banded Belt
Item 562.png

Slot: WAIST
AC: 6
WT: 2.5 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL except DWF TRL OGR HFL GNM

, you'll want to start saving up for gear that adds HP without sacrificing AC.
Tattered Mantle
Tattered Mantle
Item 668.png

MAGIC ITEM LORE ITEM
Slot: SHOULDERS
AC: 12
HP: +20
SV DISEASE: +10
WT: 4.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

,
Glowing Bone Collar
Glowing Bone Collar
Item 501.png

MAGIC ITEM LORE ITEM
Slot: NECK
AC: 5
HP: +25 MANA: +25
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

,
Sludged Girdle
Sludged Girdle
Item 533.png

MAGIC ITEM LORE ITEM
Slot: WAIST
AC: 8
CHA: +5 INT: +5 HP: +20 MANA: +10
WT: 3.5 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL

,
Diamondine Earring
Diamondine Earring
Item 534.png

MAGIC ITEM
Slot: EAR
AC: 2
STR: +3 HP: +12
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

, and
Platinum Fire Wedding Ring
Platinum Fire Wedding Ring
Item 1060.png

Slot: FINGER
AC: 5
HP: +55
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

aren't too expensive and will increase your survivability, giving the healer more room for error.

Haste

Worn haste items, while undeniably helpful for SKs, aren't at all necessary especially if you plan on grouping most, if not all, of the time. If you have the plat to spare, investing in a
Flowing Black Silk Sash
Flowing Black Silk Sash
Item 938.png

MAGIC ITEM LORE ITEM
Slot: WAIST
Haste: +21%
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

is worth it imo, since you need all the increases to damage output you can get during those drawn out solo sessions. Some SKs say worn haste in general isn't worth the plat over other tank items and some say it is, just depends on how you plan to level with your character. Imo, worn haste is very much worth the cost on a SK that solos/duos on and off. Even if it's just a
Hangman's Noose
Hangman's Noose
Item 938.png

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD WAIST
AC: 5
Haste: +17%
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

, the damage adds up with your dots and pet. And you need every little bit that you can eke out.

Resists

Gear with added resists will take on a more important role as you level up, so start collecting resist pieces when you see them.
Runed Bone Fork
Runed Bone Fork
Item 742.png

LORE ITEM
Slot: RANGE PRIMARY SECONDARY
Skill: Piercing Atk Delay: 29
DMG: 5
SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
WT: 4.5 Range: 50 Size: MEDIUM
Class: WAR RNG SHD BRD ROG
Race: ALL

,
White Gold Necklace
White Gold Necklace
Item 752.png

MAGIC ITEM
Slot: NECK
CHA: +5
SV FIRE: +7 SV COLD: +7 SV MAGIC: +7
WT: 0.3 Size: SMALL
Class: ALL
Race: ALL

,
Sarnak Emblazened Tabard
Sarnak Emblazened Tabard
Item 621.png

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 14
HP: +10
SV MAGIC: +10
WT: 6.0 Size: MEDIUM
Class: ALL except DRU NEC WIZ MAG ENC
Race: ALL

are fairly cheap/easy to obtain examples. Save for specific raid targets, magic is by far the most important resist and you'll want to have yours at or around 150, unbuffed.

1H Blunt

Ebonwood Cudgel
Ebonwood Cudgel
Item 578.png

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 24
DMG: 8
STR: +5 DEX: +5
WT: 4.5 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

is a good early investment as it is a magic weapon which you'll need to farm willowisps for Greater Lightstones.
Mace of the Shadowed Soul
Mace of the Shadowed Soul
Item 578.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 29
DMG: 19
INT: +10
WT: 2.6 Size: MEDIUM
Class: SHD
Race: ALL

is one of the first weapons to save up for -- perfect for races lacking INT. It will likely be a long time before you can upgrade from the MoSS to the
Ebon Mace
Ebon Mace
Item 578.png

MAGIC ITEM
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 24
DMG: 19
WT: 2.6 Size: MEDIUM
Class: SHD
Race: ALL

which is the weapon min-maxers swear by, but it's much more expensive and only slightly superior to the Noct Blade. Keep in mind that the Velious expansion will have a number of very respectable 1HB weapons which should drive prices down on what Kunark has to offer. As for endgame sluggers, the
Black Rock Maul of Crushing
Black Rock Maul of Crushing
Item 581.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 23
DMG: 20 AC: 15
INT: +15 HP: +75 MANA: +75
WT: 5.0 Size: TINY
Class: SHD
Race: ALL

is one option to look forward too. If you care at all about looks you'll definitely want it over the other ToV drop. Also known as "the ice cream cone of doom", the
Eye of the Rigtorgn
Eye of the Rigtorgn
Item 507.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 25
STA: +10 HP: +100 MANA: +25
WT: 8.0 Size: TINY
Class: SHD
Race: ALL

doesn't look very intimidating but you might not care when you're doling out that much damage. Bad for role-playing, good for ass-kicking, probably unattainable by most, but reason enough not to neglect your 1HB skill.

1H Slashing

Sword of Skyfire
Sword of Skyfire
Item 1195.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 22
DMG: 10
CHA: +5 HP: +25
SV COLD: +15
Effect: Rain of Fire (Combat, Casting Time: Instant) at Level 45
WT: 2.5 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL

is cheap/ugly but useful until its AoE begins to proc. Whereas
Sarnak Skullsplitter
Sarnak Skullsplitter
Item 580.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 26
DMG: 12
SV DISEASE: +8 SV POISON: +8
WT: 4.5 Size: MEDIUM
Class: WAR RNG SHD BRD
Race: ALL

has a distinct look, being slower and more ideal for casting in between swings. The
Noctivagant Blade
Noctivagant Blade
Item 590.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 26
DMG: 18
DEX: +10 INT: +15
WT: 0.4 Size: MEDIUM
Class: SHD
Race: ALL

is the standard issue sword for SKs in Kunark -- looks cool and has stats to back it up. As for Velious, the
Sword of Pain
Sword of Pain
Item 1211.png

MAGIC ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 25
DMG: 19 AC: 10
MANA: +50
Effect: Grim Aura (Must Equip, Casting Time: Instant) at Level 10
WT: 5.0 Size: MEDIUM
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

,
Frostwrath
Frostwrath
Item 1173.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 22
DMG: 24 AC: 20
STR: +10 WIS: +5 INT: +5 MANA: +50
SV FIRE: +15
Effect: Frost Strike (Combat, Casting Time: Instant) at Level 50
WT: 4.0 Size: MEDIUM
Class: PAL SHD
Race: ALL except BAR ELF

,
Massive Dragonclaw Shard
Massive Dragonclaw Shard
Item 577.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 30
DMG: 28
WIS: +3 INT: +3
WT: 7.5 Size: LARGE
Class: PAL SHD
Race: ALL except ELF

, and the
Primal Velium Knight's Sword
Primal Velium Knight's Sword
Item 575.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 20
DMG: 20 AC: 10
STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +50 MANA: +50
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Avatar (Combat, Casting Time: Instant)
WT: 1.5 Size: MEDIUM
Class: PAL SHD
Race: ALL

should make the sword and board approach much more viable.

1H/2H Piercing

Given the limited number of piercers available to Shadow Knights in Kunark, it's easy to neglect this skill and focus on the heavy hitters. But if you're thinking for the long-term than seriously consider maxing out the skill, as a good many piercing weapons become available in Velious. For now, start off with a
Spine Piercer
Spine Piercer
Item 742.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: Piercing Atk Delay: 30
DMG: 10
INT: +2 HP: +10
WT: 1.9 Size: MEDIUM
Class: SHD
Race: ALL

and wield it while grouped. No one should complain about the lack of damage output, you're not DPS anyway. Later you'll want to pick up a
Blood Fork
Blood Fork
Item 742.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: Piercing Atk Delay: 28
DMG: 15
WT: 4.8 Size: MEDIUM
Class: SHD
Race: ALL

as it does decent enough damage while your earning those skill points. After Velious is released to the masses, Warriors will probably have first dibs on
Tantor's Tusk
Tantor's Tusk
Item 1219.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 60
DMG: 50
HP: +50
SV COLD: +10
WT: 9.8 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

but you can always dream. It looks like a bard instrument though. There will be other options as well with the
Lance of Thunder
Lance of Thunder
Item 1181.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 46
DMG: 52
WIS: +15 INT: +15 HP: +75
SV MAGIC: +15
WT: 15.0 Size: MEDIUM
Class: PAL SHD
Race: ALL

,
Narandi's Lance
Narandi's Lance
Item 742.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 45
DMG: 44 AC: 8
STR: +8 STA: +8 WIS: +8 INT: +8 HP: +30 MANA: +30
SV DISEASE: +10
Required level of 55.
Effect: Boiling Blood (Combat, Casting Time: Instant)
WT: 3.5 Size: LARGE
Class: WAR PAL SHD
Race: ALL

, and
Primal Velium War Lance
Primal Velium War Lance
Item 742.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: Piercing Atk Delay: 35
DMG: 33 AC: 10
STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 HP: +50 MANA: +50
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Avatar (Combat, Casting Time: Instant)
WT: 2.5 Size: LARGE
Class: WAR PAL SHD
Race: ALL

.

2H Blunt

The
Deathbringer's Rod
Deathbringer's Rod
Item 887.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 40
DMG: 30
WT: 7.8 Size: LARGE
Class: SHD
Race: ALL

is a standard go-to weapon for Shadow Knights on a budget. While the
Soul Binder
Soul Binder
Item 688.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 24
INT: +2 AGI: +2
Effect: Soul Bond (Combat, Casting Time: Instant) at Level 46
WT: 10.0 Size: LARGE
Class: SHD
Race: ALL

is one of the most stylish weapons in game, black with a crescent-shaped sickle on either end. Its Soul Bond proc steals approx 100 hit points over time. For max effectiveness, switch out to a heavy hitter after each proc. Once the duration ends, switch back. Used often by raid SKs trying to put out extra damage, the
Granite Face Grinder
Granite Face Grinder
Item 903.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 29
STR: +10 WIS: +10 INT: +10
WT: 12.0 Size: LARGE
Class: WAR PAL SHD SHM
Race: ALL

is your go-to weapon when someone else is Main Assist. And despite having negative stats, being large race only and no longer dropping, the
Brokenskull Club
Brokenskull Club
Item 738.png

MAGIC ITEM LORE ITEM
Slot: RANGE PRIMARY AMMO
Skill: 2H Blunt Atk Delay: 41
DMG: 33 AC: -15
DEX: -10 INT: -10 AGI: -15
SV DISEASE: -15 SV POISON: -15
WT: 15.0 Range: 50 Size: LARGE
Class: WAR SHD
Race: BAR TRL OGR

is also a fine weapon but you'll probably never see one for sale. The
Rod of Mourning
Rod of Mourning
Item 581.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 29
STR: +5 WIS: +5 INT: +5 AGI: -5 HP: +25 MANA: +25
Effect: Force (Combat, Casting Time: Instant) at Level 50
WT: 8.5 Size: LARGE
Class: WAR PAL RNG SHD MNK
Race: ALL

is another weapon that no longer drops. As the pre-nerf predecessor of
Rod of Lamentation
Rod of Lamentation
Item 581.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 25
STR: +5 DEX: -5 WIS: +5 INT: +5 AGI: -5 HP: +10 MANA: +10
Effect: Force (Combat, Casting Time: Instant) at Level 50
WT: 8.5 Size: LARGE
Class: WAR PAL RNG SHD MNK
Race: ALL

the RoM is easily one of the best Kunark weapons for Shadow Knights imo, for the DPS, the push, and particularly the stun proc which is great versus caster mobs. Is that show-off Paladin upstaging you in the aggro department again? Step 1: Equip RoM. Step 2: /Beg the Shaman in your group for a dex buff. Step 3: Start lighting mobs up with killer red sparkles, all mana-free. Step 4: Remember to /thank the Shaman for tolerating your hybrid xp penalty until Velious...when he won't even need your sorry ass.

2H Slashing

A Weighted Axe
A Weighted Axe
Item 1164.png

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 150
DMG: 45
WT: 9.4 Size: LARGE
Class: WAR SHD
Race: BAR TRL OGR

is a very cheap, large race only weapon. Used primarily in PvP jousting, though similar tactics can be applied to NPCs. For decent starter try the
Nathsar Greatsword
Nathsar Greatsword
Item 1171.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 30
DMG: 17
STR: +10
WT: 10.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

. One step up from that is the
Green Jade Halberd
Green Jade Halberd
Item 736.png

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 38
DMG: 28
STA: +5 CHA: +5 AGI: +7 HP: +50
SV DISEASE: +5 SV POISON: +5
WT: 10.0 Size: LARGE
Class: SHD
Race: ALL

which has great stats and, due to it being SK-only, the average asking price is relatively low. Underrated and somewhat underprice, the
Mithril Two-Handed Sword
Mithril Two-Handed Sword
Item 519.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 21
Haste: +31%
WT: 8.5 Size: LARGE
Class: WAR PAL SHD
Race: ALL

is great all-around if you can't afford a haste belt.
Axe of Lost Souls
Axe of Lost Souls
Item 1164.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 30 AC: -5
STR: +10 STA: +10 WIS: -5 INT: -5
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 12.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

is another very decent weapon with positive stats that outweigh the negatives, should able to afford one by the time you're level 40ish.
Zealot's Incarnadine Sword
Zealot's Incarnadine Sword
Item 519.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 35
DMG: 26
DEX: +5
Effect: Soul Bond (Combat, Casting Time: Instant) at Level 50
WT: 10.0 Size: LARGE
Class: WAR SHD
Race: ALL

is a follow-up to the Soul Binder with a later proc level. Soul Bond is useful for soloing or if you're lacking sufficient heals when duoing. However, the aggro generated from it is hardly noticeable and should not be relied on in place of actual spells.
Jade Inlaid Crescent Axe
Jade Inlaid Crescent Axe
Item 1166.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 32
STR: +6 DEX: +6 AGI: +6 HP: +25
WT: 10.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

is expensive but will have random passersby inspecting you. With stats tacked onto it, this is one of the better weapons from Kunark but not worth the price unless all other equipment slots are satisfactory for your level.
Khyldorn the Blood Drinker
Khyldorn the Blood Drinker
Item 847.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 43
DMG: 36
STR: +10 INT: +7
Effect: Siphon (Combat, Casting Time: Instant) at Level 50
WT: 8.0 Size: GIANT
Class: SHD
Race: ALL

makes a very decent alternative to the SK epic. However, obtaining an Efreeti War Axe to complete the quest is going to cost a lot. The Shadow Knight Epic,
Innoruuk's Curse
Innoruuk's Curse
Item 2873.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 45
DMG: 40
STR: +20 DEX: +15 INT: +15 HP: +60 MANA: +40
SV FIRE: +10 SV DISEASE: +5 SV COLD: +10 SV MAGIC: +15 SV POISON: +5
Effect: Soul Consumption (Combat, Casting Time: Instant) at Level 50
WT: 5.0 Size: SMALL
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

, looks like something straight out of Final Fantasy and, just like the Paladin Epic, allows characters the ability to bash while wielding. It's worth noting that the SK Epic Quest becomes significantly easier after Velious. And even though Inny's Curse won't be as "epic" by then, comparatively speaking, it will still be useful especially when breaking into the Velious content for upgrades.

Situational Weapons

Polished Obsidian Great Axe
Polished Obsidian Great Axe
Item 1166.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 48
DMG: 33
DEX: -10 AGI: -10 HP: +50
Effect: Invoke Fear (Combat, Casting Time: Instant) at Level 40
WT: 10.0 Size: LARGE
Class: WAR SHD
Race: ALL

works well for solo SKs wanting to conserve mana, use it in tandem with BE Gloves. The
Gravebinder
Gravebinder
Item 891.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 48
DMG: 31
STR: +7 STA: +8
Effect: Hungry Earth (Combat, Casting Time: Instant) at Level 30
WT: 0.9 Size: MEDIUM
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

is an overpriced toy to most, but does have its uses in dungeon zones like KC, LGuk and HS. It swings like a 2H slasher and it's damage/delay ratio isn't outstanding, however, having the ability to root undead helps to conserve mana by making use of proximity aggro, a tactic you will only have to resort to if you are lacking even the weakest form of mana regen. That said, unless you intend to grind XP in Lower Guk, HS and KC, save your platinum and wait until Velious to get yourself a
Herbalist's Spade
Herbalist's Spade
Item 891.png

MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 43
DMG: 39
Effect: Paralyzing Earth (Combat, Casting Time: Instant) at Level 49
WT: 3.0 Size: SMALL
Class: ALL
Race: ALL

which has a stronger root proc for all mobs, living and undead alike. Also consider getting a
Stave of Shielding
Stave of Shielding
Item 601.png

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 28
DMG: 17
Effect: Major Shielding (Combat, Casting Time: Instant) at Level 50
WT: 3.2 Size: MEDIUM
Class: PAL SHD MNK
Race: ALL

for extra Magic Resists, even though the HP does not add up as a heal per proc. Mainly a Monk offhand weapon, the SoS is still useful to SKs and more so than to Paladins as Major Shielding doesn't stack with Yaulp. The last situational weapon is the
Soul Defiler
Soul Defiler
Item 588.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 19
DMG: 21
STR: +8 HP: +75 MANA: +75
SV DISEASE: +20 SV POISON: +20
Effect: Call of Bones (Combat, Casting Time: Instant) at Level 50
WT: 2.0 Size: MEDIUM
Class: SHD
Race: ALL

, a Velious sword that procs a hp/mana conversion spell. When swapped out with Epic, Blood Drinker or Zealot's Inc Sword you can maintain HP and regain mana faster with the added bonus of skeleton illusion.

Shields

Cracked Darkwood Shield
Cracked Darkwood Shield
Item 805.png

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 12
STR: +9
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

is a good starter shield for weaker races, especially Dark Elves who need all the extra carrying capacity possible. The
Imbued Shield of Paineel
Imbued Shield of Paineel
Item 974.png

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 22
STR: +4
SV DISEASE: +4 SV COLD: +4
Effect: Enduring Breath (Worn, Casting Time: Instant)
WT: 6.5 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL

looks like a rib-cage when equipped and is cheaper alternative to most other Enduring Breath items. If you're into role-playing that's probably your best choice other than the
Crested Mistmoore Shield
Crested Mistmoore Shield
Item 976.png

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 10
DEX: +6
SV DISEASE: +10 SV MAGIC: +10 SV POISON: +10
WT: 6.5 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

which has excellent resists for how easy it is to obtain, but with AC that low you might as well wield a
Shield of Spectral Essence
Shield of Spectral Essence
Item 1136.png

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 10
DEX: +6 INT: +6
SV MAGIC: +10
WT: 0.0 Size: MEDIUM
Class: SHD NEC
Race: HUM ERU DEF TRL OGR GNM IKS

for the pale shimmering effect. If however you are more interested in stats than
Clay Guardian Shield
Clay Guardian Shield
Item 606.png

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 25
HP: +50
WT: 7.3 Size: MEDIUM
Class: WAR CLR PAL SHD SHM
Race: ALL

can best be seen as a middle-of-the-road board. That said, if you're patient, it is possible to obtain looting rights for a much better shield in Kithicor as General V`Ghera, who drops the
Ashenbone Shield
Ashenbone Shield
Item 974.png

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 25
STA: +5 HP: +100
WT: 5.0 Size: MEDIUM
Class: SHD
Race: HUM ERU DEF GNM IKS

, is killed somewhat regularly on this server. Ask whatever parties are involved and wait until daylight hours to loot, usually players will let you loot it for free and the General's corpse takes much longer to rot (30+ min) than the average NPC corpse. The next shield you will want is the
Atramentous Shield
Atramentous Shield
Item 676.png

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 28
STR: +5 STA: +5 INT: +5 HP: +50 MANA: +50
SV FIRE: +5 SV COLD: +5 SV MAGIC: +10
Effect: Deadeye (Worn)
WT: 3.0 Size: LARGE
Class: SHD
Race: ALL

which is the standard shield of most high level SKs and, until Velious, it is Best in Slot for the price, unless you have enough of a raid force to obtain one of the dragon shields. At some point we SKs won't all look like exact copies of each other, but there aren't a lot of us populating Norrath anyway. After Plane of Fear gets revamped the
Fearsome Shield
Fearsome Shield
Item 976.png

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 40
STR: +15 STA: +15
SV DISEASE: +15 SV POISON: +15
Effect: Aura of Battle (Must Equip, Casting Time: Instant)
WT: 0.1 Size: LARGE
Class: WAR CLR PAL SHD
Race: ALL

becomes available which basically has the same AC as Kunark Breastplates.

Clickies

As one the best items available to Shadow Knights the
Circlet of Shadow
Circlet of Shadow
Item 523.png

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 5
MANA: +10
SV DISEASE: +10 SV POISON: +10
Effect: Gather Shadows (Any Slot/Can Equip, Casting Time: Instant) at Level 20
WT: 1.0 Size: SMALL
Class: SHD NEC
Race: ALL

grants unlimited instant invisibility from your inventory. The value of this item far exceeds its cost so purchase one as soon as you're level 20 and never look back. If you don't mind trading a bag slot for added convenience, put your CoS in one of the 8 slots and make a hotkey for it. While not necessary,
Journeyman's Boots
Journeyman's Boots
Item 764.png

MAGIC ITEM NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

can save your life when out of mana and running for the zoneline -- strafing isn't always enough to get out of range of casters. Alternatively,
Wooly Spider Silk Net
Wooly Spider Silk Net
Item 782.png

MAGIC ITEM
Charges: 3
Effect: Ensnaring Roots (Any Slot, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

costs approx 20 plat each to recharge which is much better than spending 10x that for a res because feign death failed. Root the bastards and make for the zoneline with or without JBoots. Or if your HP and mana are too low than use your
Leatherfoot Raider Skullcap
Leatherfoot Raider Skullcap
Item 640.png

MAGIC ITEM LORE ITEM
Slot: HEAD
Charges: 1
AC: 7
STR: +5 CHA: +10 AGI: +5
SV MAGIC: +5
Effect: Ring of Commons (Any Slot, Casting Time: Instant)
WT: 0.5 Size: SMALL
Class: WAR CLR PAL RNG DRU ROG
Race: HFL

which is a good backup option, but cost approx 100 platinum each to recharge. As for class-specific Kunark armor SKs don't get the best clickable effects. Still, you can get use out of most of the armor pieces, even ones like
Blood Ember Boots
Blood Ember Boots
Item 524.png

MAGIC ITEM LORE ITEM
Slot: FEET
AC: 21
Effect: Fear (Must Equip, Casting Time: 7.0) at Level 45
WT: 6.5 Size: MEDIUM
Class: SHD
Race: HUM ERU DEF TRL OGR GNM

which have a painfully long cast time. To do so involves a bit of legwork but it's worth trying if you solo a lot. After snaring a mob, move to max casting range and right-click your boots ASAP otherwise you will be attacked and probably interrupted before casting completes. The boots work well enough with
Blood Ember Gauntlets
Blood Ember Gauntlets
Item 531.png

MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 16
Effect: Engulfing Darkness (Must Equip, Casting Time: 5.0) at Level 45
WT: 5.0 Size: SMALL
Class: SHD
Race: HUM ERU DEF TRL OGR GNM

, especially when duoing with a DPS class. It's a big mana saver if you can handle the extended cast times. For the price though,
Blood Ember Vambraces
Blood Ember Vambraces
Item 622.png

MAGIC ITEM LORE ITEM
Slot: ARMS
AC: 21
Effect: Vampiric Embrace (Must Equip, Casting Time: 6.0) at Level 45
WT: 6.5 Size: SMALL
Class: SHD
Race: HUM ERU DEF TRL OGR

are the most useful piece of the Kunark set. Lastly, consider getting a
Shrunken Goblin Skull Earring
Shrunken Goblin Skull Earring
Item 619.png

MAGIC ITEM
Slot: EAR
AC: 3
Effect: Grim Aura (Must Equip, Casting Time: Instant) at Level 15
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

and/or
Bracer of the Hidden
Bracer of the Hidden
Item 671.png

MAGIC ITEM LORE ITEM
Slot: WRIST
AC: 6
Effect: See Invisible (Must Equip, Casting Time: Instant) at Level 10
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL

if you plan to raid as they are standard junk buff items.