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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, reviled, and penalized class. As one of only four hybrid classes, Shadow Knights have to endure a hefty experience penalty until the release of the Scars of Velious expansion. This penalty was originally intended to serve as a way of balancing out different class-types, because it was believed by the developers that hybrids would be overpowered when in fact the opposite turned out to be more true in many aspects of gameplay. As was seen in the relatively low number of hybrids among the general population, the supposed pros of a multi-classed character did not necessarily outweigh the one painfully obvious con. It also didn't help that hybrids were not fully understood or appreciated by most players back then. And so the hybrid experience penalty acted as a deterrent, resulting in less demand for the classes in a group setting, the one area of the game where they excel.

Shadow Knight / Paladin / Ranger / Bard (40% Experience Penalty)

Note: Class experience penalties are no longer in effect on Project1999 (Blue and Red) Servers as of 9/21/15.

Now that the design of each class is better understood after all these years, groups are much more inclined to have a hybrid tanking than in the past. The desirability of this particular class stems from the low mana cost spells that practically guarantee the rest of your group will go untouched by mobs, allowing them to play their role to the fullest extent without hesitation. And while other tank classes can achieve a similar effect, what sets Shadow Knights apart is their ability steal HP, AC, ATK, STR, and, most importantly, AGGRO. This is their true underlying value and the main reason they are sought after for groups and even less demanding raids.

But for all of the stats that can be stolen from mobs and tacked onto your character, those numbers are not as essential for Shadow Knights as they are for other classes. You are a derivative of two other classes and what you get out of your skill set as well as your spell book will reflect that. Aside from maintaining a minimum of 75 agility, your stamina, intelligence, strength, and dexterity are the attributes worth focusing on, and in that order. That being said, there are plenty of stat-increasing items and buffs in Norrath that will eventually max out most, if not all, of your primary attributes. Below is a chart of each race as their starting stats relate to the class. It's important to note that while there are arguments to be made in favor of a different distribution of starting points, overall a well-rounded build is the way to go unless you have unlimited funds and friends in high places.


Race Str Sta Agi Dex Wis Int Cha Recommended
Dark Elf 70 70 90 75 83 109 65 +10 Strength +10 Stamina
Erudite 70 75 70 70 83 117 75 +10 Strength +5 Stamina +5 Agility
Human 85 80 75 75 75 85 80 +5 Strength +15 Stamina
Iksar 80 75 90 85 80 85 60 +5 Strength +15 Stamina
Ogre 140 127 70 70 67 70 42 +5 Agility +15 Intelligence
Troll 118 114 83 75 60 62 45 +20 Intelligence


Keep in mind that no amount of high-end items or buffs are going to transform you into the sustained DPS that every Rogue is the embodiment of; you have sub-par melee skills in conjunction with a small but effective amount of burst DPS with Harm Touch and, at higher levels, several different forms of incremental damage that will eventually bring down a target—that's it. Similarly, you will never stand shoulder to shoulder with a Warrior during raids, not when Defensive Discipline reduces physical damage taken by 30%. Rogues deal damage and Warriors take damage with as much ease as Hybrids attract damage; those are the most noticeable trade-offs.

Nevertheless, as a hybrid tank you will first want to focus on how much damage you can withstand before you start thinking about how much damage you can put out. One part Necromancer and three parts Warrior, the Shadow Knight does not have the lasting power of either class, but as these less pronounced features of melee and magic overlap more and more, they will slowly begin to complement each other, finally coming into their own from level 49 onward.

Around those higher levels, raid officers will expect you to snare and fear certain targets, although this tactic is generally restricted to the Plane of Fear and employed against glare lords, tentacle tormentors, phoboplasms, and turmoil toads. In the other planar zones, it's best to not even have Fear loaded as it shares the same icon with other Necromancy spells and that oversight could potentially cause a train. Instead, load another one of those precautionary lifetaps and offer your mana pool over to one of the recently deceased and rezzed Enchanters, so they can suckle off you with Theft of Thought. Duel them and /wave goodbye to your mana. You may also be expected to assist Monks with pulling, tagging singles out, and training away adds (what is commonly referred to as "goalying"). Your one other role during raids will be to off-tank trash and on rare occasion act as the main tank, but generally speaking the Warriors will be doing most of the heavy lifting.

It might sound simple enough but hybrid tanking isn't 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 Rogue players and pets, to have access to the back/side of the mob until it's dead. This has to do with the frontal cone of NPCs, wherein they can potentially parry, block, or riposte an attack, and where they are not vulnerable to backstabs. There are times when this tactic is not employed however, particularly in smaller groups that lack the more powerful control spells and the physical "push" to interrupt NPC casters. In such cases, players will need to push from the same side and the same angle before the target's health dips below 40%, and continue on through until 0%, stepping forward in increments while swinging their fastest weapons. But even in those smaller unconventional groups, make sure that the Rogue(s) can at least pivot around and work the angles to sneak in a backstab here and there. Also, when needing to push a mob that's casting Gate or Complete Heal, always push with the pets if there are any; pets are typically hasted and can easily counter-push several group members, keeping the target still and at its initial casting location, where it will be able to successfully channel its spell. Mobs that can will attempt to Gate at or below 20% health and attempt to heal at or below 40% health.

Snaring mobs that flee is also a must, especially since you have no innate way of substantially healing group members (Dark Empathy INC!) or crowd controlling adds. The majority NPCs will flee at low health, unless there are allied members of its race nearby. Undead NPCs typically don't flee but, as with anything else in Norrath, there are exceptions. Those exceptions aren't nearly as important to keep in mind as the one pertaining to NPC classtypes. When it comes to snare, only cast it on non-casters. This advice becomes more of a guideline higher in levels when targets start casting Gate and Complete Heal.

Mistakes come with the pixelated territory, but Shadow Knights often get to Feign Death and live with those mistakes, while other players suffer the consequences, attempting to Gate out or strafe away only to die one after the other, like motherless gnolls. While it is slightly exhillerating to witness the carnage of a massive train as it devours groups or entire raids, you have very little to offer towards the recovery which means you will be waiting a long time. Rather than lay there AFK or staring at the mobs in camp, do the one thing you can manage and ask for /consent from the dead. This will allow you to drag their corpses into a safe corner or over by the zoneline, wherever a Cleric, Paladin, or Necromancer can be found. Corpse dragging as a Shadow Knight is not so easily done in zones with NPCs that can see through Invisibility. Rogues and Monks have an easier time of it, but when using Feign Death in tandem with Invisibility (CoS) and Invisibility Versus Undead, Shadow Knights can manage just fine. And at higher levels there is the option to summon corpses, a spell that requires one
Jade Inlaid Coffin
Jade Inlaid Coffin
Item 1142.png

WT: 10.0 Weight Reduction: 0%
Capacity: 2 Size Capacity: TINY

per death as its reagent. Necromancers also receive this spell, along with a superior version that consumes tiny stackable coffins. If there is a Necromancer alive and accounted for, assist them as needed through tells, indicating when and where the pathing mobs are or if there is another train.

To minimize corpse drags and coffin purchases, do not snare mobs that cast (even if you think they're out of mana); it's a bad habit to develop and isn't worth the risk. Why? Because a snared caster behaves as though it is rooted, except without any proximity aggro. This means that, since the caster is still attempting to flee, its offensive spells aren't an option, only the beneficial/evasive spells are, provided it has the mana required to cast. Worse still, since the caster is snared it will be more difficult to push. If you absolutely need to stop a caster in its tracks, bash from behind, call out for stuns, or use Harm Touch. But don't snare! In terms of newb mistakes, it is the equivalent of casting Disease Cloud on a mezzed target or Darkness on a kited mob that summons; mobs that can will summon if they've received damage beyond a certain threshold and that threshold is 97%. The Protector of Sky and its triggering azarack are both perfect examples here. The special azarack is often kept mezzed until all other azaracks are dead and, if not, the Protector of Sky is kited around. Unless they are resisted by these targets, Disease Cloud and your Darkness line will work against your best intentions here, so it is best to not use them.

Overall the Shadow Knight class is a self-sustaining tank/puller that isn't as dependent on gear or groups as pure melees and isn't as susceptible to death as pure casters. If you enjoy dungeon crawling, group tanking, and pulling mobs into camp. If you want to reach camp without a Bard/Enchanter holding your hand or the group having to clear respawns from their location to the zoneline. If you also want the ability to solo outdoors when no groups are available. If you want to roleplay as a vampiric soldier or a chaotic-evil knight with sadomasochistic tendencies. Or if you simply want to avoid being asked for buffs, while still having the ability to cast spells. If any of the above fits in with your playstyle, than definitely give the Shadow Knight class a try.

Note: Information on this class was compiled from Project1999 forum posts, Allakhazam and Everlore pages, as well as personal experiences. The bulk of this guide pertains to the PvE (Blue) Server, however a section for PvP (Red) might be included at some point. Edits are welcome, otherwise read on.

Strategies & Skills

Fear-Kiting

This is the most reliable means for gaining solo experience as a Shadow Knight and it's typically restricted to outdoor zones, however there are a few exceptions such as in the Hole, particularly the area after the first ledge below the Observation Tower. 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. Strafing alongside the mob also helps with adjusting to any sudden changes in its movement while staying in melee range.

Decreasing Downtime: Lifetaps & Procs

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 many hitpoints 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.


Q: When my ShadowKnight casts Lifetap, it takes more mana then when my Necromancer casts it. Is this a bug?

A: This is not a bug. It does take more mana for your SK to cast a Lifetap spell then it would take a Necromancer of the same level. We did a lot of Internal and Test Server testing on this one, and set the mana cost to a level that we felt was appropriate to the level of power that we wanted to add to the SK. ShadowKnights gave up three fairly ineffective spells for three spells that will help to reduce their downtime. Until this point, the only healing that a ShadowKnight had access to was their 22nd level spell Vampiric Embrace. With the addition of the three Lifetap spells, the ShadowKnight now has access to limited healing abilities - they can siphon life from other creatures and add it to their own. These spells will not be mana efficient for dealing damage - SK DoT spells will be much more effective in that regard. These spells will, however, let the ShadowKnight reduce her downtime by siphoning life at the end of a fight or from a nearby light green.

The Arch-Mage, AKA Geoffrey Z., AKA GZ, is one of the Game Designers at Verant Interactive

Library - Archmage Answers from Geoffrey

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.

Unlike the Paladin line of lull spells, the effectiveness of undead lull is not contingent on a character's charisma stat. Critical resists will occur at the same rate whether your CHA is maxxed out or below zero.

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 Commonlands' Tollbooth and Northern Karana's 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 (and the same could be said for Rangers in outdoor zones). 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 significantly with each caster mob involved because of the delayed cast and recast time of 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. However, since "leashing" has been implemented on the server, there is a distance in which mobs will forget you to an extent. Be sure to check that no other mobs remember you and, when in doubt, /quit 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" snare 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. 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 cast time to 1 second and recast time to only 4 seconds, but it is a level 60 spell.

Bash/Slam

To avoid death and the long corpse recoveries that come with it, don't rely on Feign Death alone. Instead, make use of what few melee skills you have at your disposal. As far as skills go, Bash has to be the most defensive offense skill available to players, at times only doing damage in the single digits even at max level. That it does any damage at all is only important for the effect, interrupting a mob that is either casting a spell or running away. This ability, if timed right, can potentially turn a group fight and to a greater extent than any of the melee damage you do.

Consider that the effect of Bash passes through Rune spells, even though its damage obviously does not. Also consider that the more devastating NPC spells later in game take a long time to cast, about as long as the Bash cooldown. Also consider that Bash works as a Stun when applied to a target from behind. Think of it as a weak, close proximity, single target Stun that does physical rather than magical damage, the duration of which lasts for 2 seconds. This feature not only means you can interrupt casters but also delay their next round of attacks (by Bashing them while their back is exposed mid-cast). [1] [2]

In order to Bash you will need a shield in your offhand, unless of course you possess (or are possessed by) Innoruuk's Curse. A shield must be magical in order to Bash a magical creature, but the majority of shields fall into this category. Unlike weapons, there are no shields that proc, though you could presumably be able to proc Vampiric Embrace or Shroud of Death/Undeath with the ability as all three spells are connected to physical attacks, even Hand to Hand. Alternatively, if you are of a certain race, you can Slam instead, an ability that does not require the use of a shield but is on the same cooldown so those races cannot Bash and Slam as they please. For knights of the dark persuasion, only Ogres and Trolls can Slam. And considering how much meat they have on their bones (more cushion for the pushin'), both races could choose to forgo using a shield to Bash altogether as it skills up automatically with Slam. [3]

Whichever of the two you decide on, remember that shields aren't just improvised weapons or ornamental stat boosters; their AC extends beyond the hard cap, meaning what you see is what you get and often that amount will be noticed by those keeping you healed in battle. More armor on a tank means less demands on healer mana. Unless you are fear-kiting or you have a greater than greatsword, it's best to keep that expensive trashcan lid handy. [4] [5]

The act of Bashing may lack the visual impressiveness of a Flying Kick or the big numbers of a Double Backstab, but therein lies the tragic beauty of Hybrids as a whole. The impact of their spells cannot be measured with GamParse or EQPixie and the majority of their skills are not utilized, but instead kept as a plan B. They themselves serve as (temporary) fixes to a problem that arises all too often—not having a better suited class to fulfill the role. Knights are figuratively bashed or slammed in Norrath because of this, though not as harshly as Rangers. Take the hit to your ego and defy those low expectations.

As for your ability to Bash/Slam, when attacking a mob that casts, identify which spells are which by their specific color and pattern, then Bash interrupt at the last second so the mob has even less time to recast. Before long, you will intuitively know when to react and when to wait. A well-timed Bash can save your healer's mana since resist buffs aren't the most reliable against mobs within your group's level range. Bash is especially important against heal and gate spells because a casting mob will cast and recast one of the two spells when its hitpoints are low. If you can interrupt it even momentarily, one or two extra seconds can be enough for the DPS to finish the mob off. In instances where you will encounter more than a few casters, always opt for a one-handed weapon and shield instead of a two-handed weapon unless you can Slam or already have your epic, the only two-handed weapon that allows a Shadow Knight to Bash, presumably using the hilt or pommel.

It cannot be stressed enough just how valuable this ability is though, especially for Shadow Knights, who don't have access to the Stun spells or procs that Paladins do. There is nothing more demoralizing than to have a mob complete heal itself at low health or to have a mob gate back to its spawn point and bring adds along with with it for a second round. Bash sparingly throughout the start of fights versus casters and then not at all until it is absolutely necessary. The damage that bash contributes is too negligible to use constantly in fights except when attacking melee-only mobs, and even then it helps to be ready and bash right as the mob turns to flee, halting its movement for a second or two and allowing the DPS time to readjust. All too often bash goes ignored when it should be thought of as the cornerstone of Shadow Knights and Paladins alike, the skill itself being a good indicator of the design behind both classes—low damage dealing, highly armored, and all about the timing required in order to prevent potential incoming damage. Knights can train in the skill as early as level 6 and should expect to start encountering mobs that cast right around that level, and it only will increase in usefulness as the incoming spells become more detrimental. Preventing a double digit direct damage spell might not seem amazing, but it's good practice for later on when you will be able to instantly interrupt a 1,000 damage Ice Comet, especially when the healer is late casting those reassuring blue particles on you and your health bar is on the verge of going purple. Bash and quickly cast your fastest lifetap or Feign Death and let another class tank momentarily.

Taunt

Taunt what targets have be mesmerized, always before casting or attacking. Doing so will, potentially, place you at the top of the target's hate list by a single point. Some of the more intelligent NPCs will hate speech openly, threatening you by name when your taunts are successful. When this occurs, you can break mez immediately without having to worry about dumping spells into the target as it's chasing after the Enchanter, Bard, or Necromancer who played tricks on its mind. Taunt is also useful on those rare occasions when you lose aggro to an early slow or tash. If you aren't on pulling duty it can also be used as the incoming mob reaches camp, but before it gets a round off on the puller.

Capped out at 180 for Knights, Taunt should not be relied on for aggro as it can fail, having no effect at all, whereas spells cannot fail (when resisted, spells actually generate more aggro). However, it is no less a great addition to the class and should be hotkeyed at all times, even when you aren't the Main Assist. Hybrid aggro spells might be cheap and quick, but a successful Taunt costs zero mana and it is instantaneous; your only limitations with its use pertain to skill level and distance (you must be next to the target).

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. The distance is slightly farther that what is required to open a trade window or emote at a target. There are a few instances where using Harm Touch can save the day, often without others noticing. If, for instance, a mob is gating and the DPS classes aren't pushing from the same direction, Harm Touch should move the gating mob over enough to interrupt the cast, even if it gets resisted. If a dying group member has aggro, use Harm Touch on the mob that's attacking them. Again, even if it gets resisted you should be able to get aggro, thereby saving the group member. And while it isn't as visually pleasing as Lay on Hands, you'll still have the satisfaction knowing that you saved a party member. Unlike Lay on Hands, Harm Touch can be resisted completely or partially. Single digit Harm Touches have been known to happen. While it is by no means a reliable ability, at level 60 a Shadow Knight can Harm Touch for 1501 damage with the use of the Unholy Aura Discipline.

For all of its shortcomings, there is one instance where Harm Touch is superior to Lay on Hands and that is when camping a named mob. Why? For the simple reason that, if another player attempts to steal your camp, you have a form of 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 stealers but you stand a better chance than your extended family, the Warrior and Necromancer.

Skeleton 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. Early on buy/loot rusty two-handed weapons and give them to your skeleton pet for added damage. At 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. Your final pet is received at level 58 in the form of Cackling Bones. This pet actually does a noticeable amount damage and even has a small built-in lifetap proc. It's still a warrior class pet but, unlike the other versions, it can actually take a few hits without dying. Summon it when factioning, farming mats, standing afk in EC Tunnel, or needing to check if any nameds are up in a zone before clearing out the placeholders. To check if a named mob is up, enter the command "/pet attack" followed by the mob's name. If your pet reports back to you, the mob is up somewhere in the zone. If your pet does not report back, you either misspelled the mob's name or the mob is not currently up. [6]

Definitive 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 Disease Cloud on unless a group member roots it because the mob is now basically 100% mez-resistant, that is, every time the Damage Over Time 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 good news is that Shadow Knights get a spell equal in power to Disease Cloud without all of the risk.

Shadow Vortex. While Shadow Vortex 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 Shadow Vortex really should not be overlooked because while it may have a higher mana cost than Disease Cloud it's actually the more superior spell, providing you with a fail-safe way to generate aggro. Whether a mob is mezzed or bouncing between group mates, one cast of Shadow Vortex will likely put you at the top of the hate list. As a precaution, if the mob has been mezzed, it is best to taunt first, then cast Shadow Vortex, and then follow up with Disease Cloud before making an attack. And since Shadow Vortex does not break mez, you can cycle through whatever mobs are mezzed in camp after you've established aggro with the current target. Shadow Vortex will make you slightly more synergistic with Enchanters, but still nowhere near as much as Paladins.

Do not neglect either of these spells. They are the truest and most tried method of generating aggro and you will need to use both since they have a 6 second recast time, especially in full groups with lots of DPS.

Darkness and Fear: Soloing Effectively

Different combinations of the Darkness and Fear line of spells are a must for soloing as a Shadow Knight. It is because of these two spells that you are much more capable at soloing than Paladins. 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, and Engulfing Darkness decreases a mob's movement speed just enough to keep it relatively contained. Once the mob is snared, back away and begin casting the best version of fear that's in your spellbook. 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 group chat. 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 Rez Sickness

The spell's name says it all. Remember to turn auto-attack off before casting Feign Death 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 named/placeholder from one part of the zone to another, with a bunch of mobs in the way? Cast on the mob, invis up with Circlet of Shadow, run through the (non-undead) mobs and wait. When the train comes, Feign Death and have someone else tag. There are a few other tricks you can perform as well, which will become obvious to you while gaining and losing experience. 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. The greaves may have a long cast time but, with no recast time, they are the perfect alternative when low on mana and needing to drag multiple corpses through a dungeon with stairways, narrow corridors, and mobs pathing around at every turn.

It is worth noting that all spells cast by NPCs onto you will break Feign Death regardless of whether you resisted their damage/effect or not, with the one exception being dispels. This means that if you successfully Feign Death, but are impacted by a spell afterwards, whether directly or indirectly through an area effect, NPCs will see through your act of deception and attack. [7]


Q: How do the new Monk / Necromancer / ShadowKnight changes to Feign Death work?

A: Feign Death was recently changed by the Tuning Team to reflect evolving gameplay issues. Since two of the three classes that get Feign Death get it through spells, I thought this might be a good place to explain the changes. Previously, when you used Feign Death (and assuming you cast the spell successfully or, in the case of the Monk, made your skill roll) hostile monsters would decided that you were dead and wander off. When you later got up, they would still remember that they were angry with you. If you were within sight, they would immediately come after you. If not, they would come after you at some later point. This might happen within a few minutes, or could happen even a few hours later. The only way to be absolutely sure that a monster had forgotten about you was to zone. With our new changes, about a third of the time that you successfully Feign Death, the monster will immediately forget about you, similar to an Enchanter casting Memory Blur. If they do NOT forget about you, they will immediately come after you when you stand up. No more monsters coming back at irregular amounts of time - it should be immediate or not at all. This is a change - the old way, if you Feigned Death a single time, the monster would always remember you. This way, they remember you about two-thirds of the time. Using the old Feign Death, you could Feign Death multiple times to try to confuse the monster. After about seven or eight times doing this, most monsters would eventually forget they were mad at you. With the new Feign Death, if you Feign Death once the monster has about a 65 percent chance of remembering you. Twice and the monster has about a 50 percent chance of remembering you. Four times means about 20 percent, and six times means about 8 percent. This is very similar to the old Feign Death. Another addition to the new Feign Death involves a monster "going home." When you Feign Death, most monsters will return to where they were before the fight. If a monster returns to its initial location, it will immediately forget about you greater then 90 percent of the time. Therefore, if you Feign Death and stay down long enough for a monster to "go home," you should be safe when you stand up a majority of the time. If the monster is still mad at you, it will return immediately, rather then wandering back later at some irregular interval.

The Arch-Mage, AKA Geoffrey Z., AKA GZ, is one of the Game Designers at Verant Interactive

Library - Archmage Answers from Geoffrey

Getting Geared

This section will cover a wide range of SHD items, both functional and fashionable alike, that vary greatly in price and obtainability, in order to provide a catalog of class tools, toys, and endgame rewards.


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 a pair of
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

s aren't too expensive and will go a long way towards increasing your survivability, giving the healer more room for error.

Haste

Worn haste items, while undeniably helpful for Shadow Knights, aren't at all necessary if you plan on grouping most, if not all, of the time. If you have the platinum pieces 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

or
Silver Chitin Hand Wraps
Silver Chitin Hand Wraps
Item 517.png

MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 5
SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
Haste: +22%
WT: 1.0 Size: TINY
Class: ALL
Race: ALL

would be sufficient as both are well worth the cost. For Shadow Knights who intend to solo and duo a lot, haste is a worthy investment and should not be ignored. Once you are of level to raid in the Plane of Sky, snag a
Belt of Iniquity
Belt of Iniquity
Item 563.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 8
STR: +5 INT: +5
SV MAGIC: +5
Haste: +16%
WT: 0.1 Size: SMALL
Class: SHD
Race: ALL

and start collecting the needed drops for the
Pegasus-Hide Belt
Pegasus-Hide Belt
Item 560.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 8
STR: +6 INT: +6 AGI: +6
Haste: +41%
WT: 1.0 Size: SMALL
Class: SHD
Race: ALL

. One of the needed pieces, a
Diaphanous Globe
Diaphanous Globe
Item 947.png

LORE ITEM
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

, can occasionally be purchased in East Commonlands for 6,000 platinum on average. Auctions will save a lot of time as that particular globe is a rare drop on island three. The real bottleneck is two islands up from there however. The Spiroc Lord, who drops the needed
Finely Woven Cloth Belt
Finely Woven Cloth Belt
Item 1124.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 1
INT: +3 AGI: +3
WT: 0.1 Size: SMALL
Class: SHD
Race: ALL

, has an extra-large loot table, but guilds tend to farm him for this reason. The pure upgrade to this belt can be found in Temple of Veeshan and, while it is much heavier, the
Girdle of Dark Power
Girdle of Dark Power
Item 560.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 30
STR: +15 INT: +15 HP: +50 MANA: +50
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Haste: +41%
WT: 25.0 Size: TINY
Class: SHD BRD ROG
Race: ALL

also happens to be one of the best forms of haste a Shadow Knight can hope to obtain. All things considered,
Gauntlets of Dragon Slaying
Gauntlets of Dragon Slaying
Item 846.png

MAGIC ITEM LORE ITEM NO DROP
Slot: HANDS
AC: 30
STR: +9 WIS: +9 INT: +9 HP: +75 MANA: +75
SV FIRE: +9 SV DISEASE: +9 SV COLD: +9 SV MAGIC: +9 SV POISON: +9
Haste: +41%
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

are even better if you're able to then obtain a
Belt of Dwarf Slaying
Belt of Dwarf Slaying
Item 718.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 20
STR: +15 WIS: +15 INT: +15 HP: +100 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Aura of Battle (Worn)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

which has much-needed raw hitpoints, as well as a worn regen/atk effect.

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

, and the
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 and easy to obtain examples while in pick up groups. 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. At the higher end of resist gear that also doubles as everyday tank gear, the
Bracer of Benevolence
Bracer of Benevolence
Item 637.png

MAGIC ITEM NO DROP
Slot: WRIST
AC: 17
STR: +8 STA: +8 HP: +30
SV FIRE: +5 SV COLD: +12 SV MAGIC: +12
WT: 0.1 Size: SMALL
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL

will take a bit of luck to obtain since rights to the turn-in NPC are randomed on, but as part of a serverwide agreement, the force is always there to slay the necessary mob in order to complete the quest. Not winning the /random is to be expected, but stick around and help whoever won. Eventually the dice will roll favorably. In the meantime, keep a couple of
Velium Blue Diamond Bracelet
Velium Blue Diamond Bracelet
Item 513.png

Slot: WRIST
MANA: +30
SV FIRE: +9 SV DISEASE: +9 SV COLD: +11 SV MAGIC: +9 SV POISON: +9
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

s bagged for raid encounters.

1H Blunt

The
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 large 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 Kunark-era min-maxers swear by, but it is also much more expensive and only slightly superior to the Noctivagant Blade. The
Engraved Di'Zok Deathbringer
Engraved Di'Zok Deathbringer
Item 581.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 22
DMG: 16
WIS: +15 INT: +15
Effect: Expel Undead (Combat, Casting Time: Instant) at Level 50
WT: 5.0 Size: TINY
Class: CLR PAL SHD
Race: ALL

is a late addition to the classic timeline, but a great option for those who don't raid but still want to do Velious era damage per swing; get a full group and make your way down to the graveyards, but bring an Enchanter or two as the mobs down there cast Gate ad nauseam. As for other 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: 23 AC: 15
INT: +15 HP: +75 MANA: +75
WT: 5.0 Size: TINY
Class: SHD
Race: ALL

and
Sledge of Smashing
Sledge of Smashing
Item 581.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 27 AC: 25
WIS: +9 INT: +9
Effect: Wrath (Combat, Casting Time: Instant)
WT: 1.5 Size: TINY
Class: PAL SHD
Race: ALL

are both solid options to look forward to. If you care at all about looks you'll definitely want one of the two over the other Temple of Veeshan 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. Not great in terms of fashion, unless you're trying to pass yourself off as a purecaster with a
Guardian Robe
Guardian Robe
Item 838.png

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 12
STA: +5 INT: +8 MANA: +45
SV FIRE: +8 SV MAGIC: +8
WT: 0.0 Size: SMALL
Class: ALL
Race: ALL

and
Orb of the Infinite Void
Orb of the Infinite Void
Item 973.png

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 35
WIS: +5 INT: +5 HP: +75 MANA: +75
WT: 0.2 Size: TINY
Class: ALL
Race: ALL

.

1H Slashing

The
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 and ugly but useful before the first damage cap is lifted which is well before its AoE effect begins to proc. For those who are given to vanity, the
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 carved-from-bone look to it, being slower and arguably more ideal as it allows for more time to cast 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 sword for Shadow Knights in Kunark and it's hard to beat for the cost—looks sharp and has the stats to back it up. The revamped version of Plane of Hate offers a very respectable and stylish sword by the name of
Darkmetal Falchion
Darkmetal Falchion
Item 1178.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 29
DMG: 27
WIS: +7 INT: +7
WT: 7.9 Size: SMALL
Class: PAL SHD
Race: ALL except BAR ELF

which has a rare chance of dropping off second-floor knights. Be prepared for disappointment however, as the zone drops a plethora of other, less impressive Shadow Knight weapons,
Hate's Edge
Hate's Edge
Item 1178.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 21
DMG: 11
STR: +5 INT: +5 MANA: +30
WT: 4.0 Size: SMALL
Class: SHD
Race: ALL

being a cruel but aptly named example of that (for those wondering, it has the appearance of an ordinary broad sword). Looking towards Velious itself,
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

, and
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

also make the sword and board approach much more appealing, especially given that one-handed weapons are more effective against mobs with a high armor count, most of which can be found roaming across the icy continent.

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. Uncharacteristically and for no explainable reason, Shadow Knights have a lower piercing skill (210) than other melee classes, even lower than Paladins (225). However, if you're thinking about the long-term, with RNG and loot-table possibilities in mind, than seriously consider maxing out the skill. 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 a DPS class 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 earning you those skill points. With Velious comes 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

and
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

. Also, the revamped version of Chardok offers up the
Shard of Night
Shard of Night
Item 575.png

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: Piercing Atk Delay: 24
DMG: 21
STR: +5 INT: +5 MANA: +25
SV DISEASE: +5 SV POISON: +5
WT: 0.6 Size: MEDIUM
Class: SHD
Race: ALL

, a rare but not unobtainable raid-tier weapon. When equipped, the shard has the appearance of an ordinary *dagger but the damage it puts out will be extraordinary.

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 approximately 100 hit points over time. For maximum effectiveness, switch out to a heavy hitter after each proc then, once the duration ends, switch back. Used often by Shadow Knights 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 an affordable Kunark weapon to use when someone else is acting as the tank. 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 decent 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 version of the
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

, it is easily one of the best Kunark weapons for Shadow Knights, for the damage output, the push from its proc, along with the stun effect which is great versus caster mobs. The best in slot for this category comes out Temple of Veeshan in the form of 41% worn haste and equally impressive stats, freeing up another slot that would otherwise be used for haste. To give an idea of how good it is,
Rocksmasher
Rocksmasher
Item 581.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 41
DMG: 47 AC: 35
STA: +25 HP: +100
Haste: +41%
WT: 0.0 Size: TINY
Class: WAR PAL SHD
Race: ALL

has put Shadow Knights at or near the same amount of parsed damage as mid-50s raid monks.

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

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 its wielder the ability to bash. Though it is among the most difficult, the SK Epic Quest becomes significantly easier after Velious since the three golems in Plane of Fear all have a chance of dropping
Soul Leech, Dark Sword of Blood
Soul Leech, Dark Sword of Blood
Item 519.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 45
DMG: 30
Effect: Soul Leech (Combat, Casting Time: Instant) at Level 45
WT: 9.5 Size: LARGE
Class: WAR SHD
Race: ALL

. And even though Innoruuk's Curse isn't nearly as epic as the two-hand slashing weapons from Temple of Veeshan, comparatively speaking, it still retains its usefulness considering just how much HP is stolen per proc. In many ways it is still superior to weapons with better ratios because of this, as you will be able to farm continuously without using up mana to lifetap. The proc also lands regularly on most high-level raid targets which helps counter any AoE damage you'll be taking. But with all of those considerations set aside, there are much easier to obtain two-hand slashing weapons in Velious, with
Frostreaver
Frostreaver
Item 1166.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 43
DMG: 42
STR: +15 DEX: +10 STA: +5 HP: +50
SV FIRE: +8 SV DISEASE: +6 SV COLD: +7 SV MAGIC: +9 SV POISON: +5
Effect: Judgment of Ice (Combat, Casting Time: Instant) at Level 50
WT: 12.0 Size: LARGE
Class: WAR PAL SHD
Race: ALL except ERU ELF HIE DEF HEF

and
Rekeklo's War Sword
Rekeklo's War Sword
Item 519.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 46
DMG: 45 AC: 25
WIS: +25 INT: +25
WT: 0.0 Size: TINY
Class: WAR PAL SHD
Race: ALL

being within the grasp of smaller raid guilds.
Clawed Griffin Sword
Clawed Griffin Sword
Item 1211.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 37
DMG: 37
STR: +10 DEX: +15 HP: +70
SV COLD: +15 SV MAGIC: +15
Effect: Frost Strike (Combat, Casting Time: Instant) at Level 50
WT: 1.5 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL

would also be another option, except that the other rewards from the quest are much better for other classes who will most likely take priority over an off-tank. Triplets are within reach of the less dominant raid guilds and this means there's a relatively decent chance of wielding
Meljeldin, Bane of Giants
Meljeldin, Bane of Giants
Item 577.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 38
DMG: 45
STR: +10 STA: +10 AGI: +20
WT: 4.4 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL

some day. However, having best in slot in this category requires one or more slain Vulaks who may or may not drop
Palladius' Axe of Slaughter
Palladius' Axe of Slaughter
Item 1164.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 42
DMG: 51 AC: 80
STR: +25 DEX: +25 STA: +25 AGI: +25 HP: +100 MANA: +50
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Required level of 55.
Effect: Strike of the Chosen (Combat, Casting Time: Instant)
WT: 15.0 Size: LARGE
Class: WAR PAL SHD
Race: ALL

. Apparently, early on in Velious it was a very common drop on Project1999, but Vulak's loot table has since been fixed. The look is not as intimidating as the epic, but the proc still provides a decent amount of survivability with an 80 hitpoint direct lifetap that coincides with Boon of the Garou and Vampiric Embrace/Shroud of Death/Shroud of Undeath. The only other two-hand slashing SK weapon that's in the same league happens to drop off of Tunare herself, who currently only drops one item upon death. This is subject to change in the future, but getting one's hands on a
Petrified Heartwood Flamberge
Petrified Heartwood Flamberge
Item 1193.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 39
DMG: 50 AC: 40
STR: +25 STA: +25 WIS: +25 INT: +25 HP: +100 MANA: +100
SV FIRE: +15 SV COLD: +15 SV MAGIC: +15
Required level of 51.
Effect: Engulfing Roots (Combat, Casting Time: Instant)
WT: 10.0 Size: LARGE
Class: PAL SHD
Race: ALL

is not in the cards any time soon for most Shadow Knights.

Situational Weapons

The
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 for maximum effectiveness. 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 two-hand 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.
Essence Blade
Essence Blade
Item 575.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 24
DMG: 21
HP: +75 MANA: +75
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Essence Drain (Combat, Casting Time: Instant)
WT: 5.0 Size: MEDIUM
Class: PAL SHD
Race: ALL except BAR ELF

would be the ideal sword for Shadow Knights wanting to add one more attribute they can steal from opponents, that attribute being raw mana stolen through its proc, however it is highly unlikely more than a handful of players will ever wield one as it comes at the cost of a Sleeper's Tomb key. The last situational weapon worth mentioning 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 that is otherwise only available to Necromancers. When swapped out with your Epic, you can keep your HP up while regaining mana with the added bonus of skeleton illusion.

Shields

The
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 deathly white concentric shimmer it gives off. If however you are more interested in stats than the
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 perhaps wait until daylight hours to loot unless you are bound nearby. Normally 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 twinks / mid-high level Shadow Knights. Plane of Fear's revamp offers Shadow Knights a long overdue upgrade with 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

.
Shield of Fury
Shield of Fury
Item 976.png

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 40
STR: +10 INT: +15 HP: +75
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 1.0 Size: SMALL
Class: SHD
Race: ALL

and
Shield of Midnight
Shield of Midnight
Item 606.png

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 55
STR: +20 INT: +20 HP: +50
WT: 0.0 Size: TINY
Class: SHD
Race: ALL

are much harder to come by for casual raiders, but either one can be obtained for a low amount of DKP since there aren't a whole lot of raid-level hybrids on the server.

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 enjoy going unnoticed in most corners of Norrath. If you don't mind trading a bag slot for added convenience, put your CoS in one of the eight inventory slots and make a hotkey for it. Be sure not to confuse the insta-invis pre-nerf version with its lesser replacement, the
Circlet of Shadows
Circlet of Shadows
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: 5.0) at Level 20
WT: 1.0 Size: SMALL
Class: SHD NEC
Race: HUM ERU DEF TRL OGR GNM IKS

which is a decent alternative until you can afford the real thing. A nice trick that comes with having insta-invisibility is you can single pull mobs without having to feign death. To do this, be sure that all the mobs between the desired mob and the pull spot are green cons. Move to the mob with invis up, bash it from behind, and reinvis immediately. If bash hits, it will stun the mob for a second. That second allows you enough time to reinvis and put distance between you and the mob at which point you can run/strafe freely to the pull spot. If you time it right, you can even do this with other mobs in close proximity. A good zone to test this out is in Skyshrine, specifically between the fountain room and Wakening Lands zoneline, where there are three rooms occupied by a drake and a guardian. If you are level 60, all of the mobs in this area will be green cons and therefore will not social aggro while you invis pull. Just be sure not to sit down while waiting for the mob to reach you at the pull spot or pathing mobs will add.
Holgresh Elder Beads
Holgresh Elder Beads
Item 848.png

LORE ITEM
Slot: NECK
SV FIRE: +1 SV COLD: +1 SV MAGIC: +2
Effect: Eye of Zomm (Any Slot, Casting Time: 4.0)
WT: 0.2 Size: SMALL
Class: ALL
Race: ALL

are expensive, so expensive that they are more of a luxury item even for all of the utility they provide. Given the ease their clicky effect creates for those who like to pull, it isn't rare that a Shadow Knight will use them, remaining closer towards camp, saving themselves the hassle of taking spell damage while trying to split pull. The beads have an additional use of creating unlimited passive (Eye of Zomm) targets to use your
Worker Sledgemallet
Worker Sledgemallet
Item 567.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 50
DMG: 6
Effect: Overthere (Combat, Casting Time: Instant) at Level 50
WT: 3.2 Size: GIANT
Class: ALL
Race: ALL

on. Those same eyes can also be lifetapped and doing so will greatly reduce the downtime for Shadow Knights who solo. For those who don't have hundreds of thousands of platinum to spend, a
Stalking Probe
Stalking Probe
Item 1026.png

QUEST ITEM
Slot: PRIMARY
Charges: 5
Effect: Stalking Probe (Spell) (Any Slot, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

can offer nearly the same options but to a lesser extent, costing only 50 platinum in auction and approximately 15 platinum to recharge at a vendor. Siren's Grotto is one zone that both of these items work well in. If you need to get beyond the seahorses, move through the first room (invised) and turn left, going down the ledge along the water as far as possible, then click summon the Eye of Zomm and Feign Death. Move the Eye into the water and quickly towards the seaweed on the opposite side where two static swordfish spawn. Once by there, pivot in between and around the seaweed to avoid being attacked by the swordfish. This will also cause the seahorses to path the long way around each time. After a few seconds of that, your eye will likely be cornered and killed. Immediately stand up and jump in the water if the tunnel is clear. It may take multiple tries as the seahorses path back immediately. Also, know that there will be one seahorse towards the end of the tunnel, but that's it. Be sure to reinvis once you've made it up out of the tunnel and then swim onto the ice. Nothing between that point and the zoneline will see through invisibility. While not entirely 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

are a quality of life item that can save your life when you've run out of mana and need to run to the zoneline; strafing isn't always enough to get out of range of certain mobs and having the instant click effect can serve as a counter against casters that dispel. Players sell the MQ for the boots for approximately 6,000 platinum pieces and there are only two known zones in Norrath where the needed Ancient Cyclops can be found. If you want to avoid the long line in Ocean of Tears and the nighttime FTE (first to engage) nonsense in South Ro,
Traveler's Boots
Traveler's Boots
Item 764.png

MAGIC ITEM LORE ITEM NO DROP
Slot: FEET
AC: 1
Effect: TravelerBoots (Any Slot, Casting Time: 1.5)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

can be purchased directly from a merchant but come with a 1.5 second version of the click effect, making them significantly inferior. The only other viable alternatives for increased movement speed come from
10 Dose Blood of the Wolf
10 Dose Blood of the Wolf
Item 699.png

EXPENDABLE Charges: 10
Effect: Spirit of Wolf (Any Slot, Casting Time: 4.0)
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

and the
Blood Orchid Katana
Blood Orchid Katana
Item 890.png

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 23
DMG: 12
STR: +6 DEX: +6 STA: +6 AGI: +6
Effect: Spirit of Wolf (Must Equip, Casting Time: 8.0) at Level 50
WT: 2.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

for those who have a
Key of Veeshan
Key of Veeshan
Item 1081.png

NODROP
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

.
Pegasus Feather Cloak
Pegasus Feather Cloak
Item 659.png

MAGIC ITEM NO DROP
Slot: SHOULDERS
AC: 6
DEX: +7
Effect: Levitate (Any Slot, Casting Time: 6.0)
WT: 5.0 Size: MEDIUM
Class: ALL
Race: ALL

is another quality of life item that makes travel much easier.
Shai`din Revenant Bauble
Shai`din Revenant Bauble
Item 753.png

MAGIC ITEM LORE ITEM
Slot: EAR
AC: 2
HP: +35 MANA: +35
Effect: Bobbing Corpse (Must Equip, Casting Time: 1.5) at Level 49
WT: 3.0 Size: SMALL
Class: SHD NEC
Race: HUM ERU DEF TRL OGR GNM IKS

provides a better form of levitate, which Shadow Knights receive at level 55, but the clicky itself is level-restricted, only clickable at level 49+ and it drops deep within in the revamped version of Chardok. If you can't run or float away to safety, than you can simply stop whatever's chasing you in its tracks with charges of a
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

. These can be bought in auction for roughly 500 platinum each and they cost approximately 20 platinum to recharge. Having a
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

is another good backup option, but it costs about 100 platinum to recharge each time. For those with more coin to spend, an
Ivandyr's Hoop
Ivandyr's Hoop
Item 544.png

MAGIC ITEM LORE ITEM
Slot: EAR
Charges: 6
AC: 6
WIS: +6 INT: +6 HP: +6
Effect: Spirit Tap (Any Slot, Casting Time: Instant)
WT: 0.1 Size: TINY
Class: ALL except DRU MNK BRD
Race: ALL except BAR ELF HIE DWF HFL

can be spam-clicked for a total of 900 stolen hitpoints if the mob doesn't resist any of the 6 charges. With it you can heal yourself up within seconds and potentially finish the mob off at the same time. It's a very underrated item outside of raid situations, one that cannot be recharged and has been nerfed in a roundabout way due to guilds tapping raid targets down with each member spam-clicking their hoop. As for class-specific Kunark armor, Shadow Knights 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 and have mana issues. After snaring a mob, move to max casting range and right-click your boots ASAP otherwise you will be attacked and probably interrupted before the cast 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 arguably the most useful piece of the Kunark set.
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

offer a backup feign death in case the first one fails, however, they are expensive and, like the other pieces, must be equipped in order to click. Finally, 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 a
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 insta junk buff items that will occasionally prevent other, more important buffs from being dispelled. And if you plan on raiding extensively,
Blue Flower of Functionality
Blue Flower of Functionality
Item 721.png

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of Blue Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
Green Flower of Functionality
Green Flower of Functionality
Item 721.png

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of Green Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
Red Flower of Functionality
Red Flower of Functionality
Item 721.png

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of Red Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

,
White Flower of Functionality
White Flower of Functionality
Item 721.png

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
Effect: Aura of White Petals (Any Slot/Can Equip, Casting Time: 2.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

will go along way towards keeping you alive.

Religion & Roleplay

Bertoxxulous "The Plaguebringer"

Followers of Bertoxxulous believe the only truth on Norrath is that everything dies. They view the decay of flesh as a thing of ultimate beauty. The subtle purples of a fresh bruise, the almost iridescent yellow-green of an infected pustule, are but a few of the things that His followers relish. It is not surprising that many of His followers pursue the dark art of Necromancy, for to them nothing is more desirable than to be surrounded by beings who, even in unlife, continue to rot and decay. Do not take this to mean that His followers are suicidal or seek a quick death. To the contrary, they wish to live long, painful lives, spreading their dark, diseased stain all across Norrath.

Cazic Thule "The Faceless"

The God of Fear, Cazic Thule, wanders the northeastern area of the Plane of Fear around the ring of fire. He (unlike his denizens) regards Iksars as his allies.

Followers of Cazic-Thule fear their Lord and believe that only by causing terror in others will they be spared his vengeful wrath. They strive to beat down and suppress all hope. Fear rules their lives and through fear, they rule the lives of others. Pain, misery, violence, torture, living sacrifices - these are all tools of a Cazicite. Many Lizardman tribes are devout followers of Cazic-Thule, but his number of humanoid followers grows daily, a cold shadow slowly engulfing the bright spots of Norrath in a nightmare of horror and pain.

Dreadscale Breastplate
Dreadscale Breastplate
Item 538.png

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 18
STR: +2 STA: +10
SV MAGIC: +3
WT: 6.0 Size: MEDIUM
Class: SHD
Race: IKS

Greenmist Breastplate
Greenmist Breastplate
Item 538.png

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 30
STR: +15 STA: +10 INT: +10
SV MAGIC: +5
WT: 6.0 Size: MEDIUM
Class: SHD
Race: IKS

Crusader's Coffin
Crusader's Coffin
Item 1142.png

MAGIC ITEM LORE ITEM NODROP
EXPENDABLE Charges: 1
Effect: Summon Golin (Any Slot, Casting Time: Instant)
WT: 15.0 Size: GIANT
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

Cloak of Scales
Cloak of Scales
Item 657.png

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK
AC: 15
STR: +10 WIS: +10 INT: +10 HP: +50 MANA: +50
WT: 1.0 Size: SMALL
Class: WAR SHD SHM MNK NEC
Race: IKS

Greenmist
Greenmist
Item 890.png

MAGIC ITEM LORE ITEM NO TRADE
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 22
DMG: 18 AC: 5
Bane DMG: Shissar +6
Effect: Greenmist (Combat, Casting Time: Instant) at Level 45
STR: +5 DEX: +5 INT: +10
SV DISEASE: +10 SV MAGIC: +25 SV POISON: +5
WT: 4.0 Size: MEDIUM
Class: SHD
Race: IKS

Innoruuk "The Prince of Hate"

The Father of Vengeance, Innoruuk, Prince of Hate: He spreads loathing and scorn across all Norrath. From the black heart of the Plane of Hate, Innoruuk tirelessly channels his eternal rage into myriad schemes and plots, seeking to create fierce opposition wherever harmony and tranquility exist. Loathing replaces love, and fury overrides friendship as Innoruuk fosters betrayal, murder, and vengeance within vulnerable mortals — especially those who are already greedy for power, pinning for prestige, or hungry for wealth. Many times have the spies of Innoruuk subtly turned supposed allies to blood feuds and even open warfare.

Followers of Innoruuk include nearly the entire Dark Elven race who regard Him as their "Father." They believe that Hate is a creative force, or rather the creative force in the universe, a creativity born of destruction. Love and kindness are tools for those too ignorant to know what they want or too cowardly to do what is necessary to obtain it. It is only through the total disdain of your enemies that you can gain true power over them. Pity and mercy have no power when confronted with contempt and viciousness. It is the honest belief of the followers of Innoruuk that if they were to hate strong enough they could destroy all of Norrath.

Regardless of race, followers of Innoruuk believe that the stronger their hatred for an object or being, the sweeter their ultimate vengeance and glory will be. Apocryphal tales told by clerics of Innoruuk typically portray individuals suffering some terrible wrong by one of much greater power; the devout individual then channels his or her hatred into growing strong enough to exact a remarkable and dramatic revenge.

Innoruuk does occasionally walk the world of Norrath in mortal form, as he enjoys seeing first-hand the raw hatred between two opposing factions; he loves nothing more than starting arguments between friends, or wooing a woman only to treat her cruelly, bringing her to hate him with all her fury. Taking mortal form has resulted in many achievements for the Prince of Hate. However, no achievement has been as rewarding as his greatest victory, when, long ago during the Elder Age, Innoruuk lured the king and queen of Tunare's beloved elves to his home plane. Once there, Innoruuk transformed their rulers into the first Teir'Dal king and queen, souring their pure love for one another into a hatred so strong that Innoruuk was able to create his entire servitor race.

Teir`Dal Adamantite Breastplate (Imbued)
Teir`Dal Adamantite Breastplate
Item 624.png

Slot: CHEST
AC: 26
STR: +4 DEX: +10 WIS: +4 INT: +4
WT: 5.2 Size: LARGE
Class: WAR CLR SHD BRD
Race: DEF HEF
Deity: Innoruuk

Malevolence
Malevolence
Item 1182.png

MAGIC ITEM LORE ITEM ARTIFACT NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 29
DMG: 19
STR: +10 DEX: +10 WIS: +20 INT: +20 MANA: +80
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Malevolent Grasp (Combat, Casting Time: Instant)
WT: 0.1 Size: MEDIUM
Class: WAR CLR SHD SHM NEC WIZ MAG ENC
Race: HUM DEF HEF TRL GNM
Deity: Innoruuk

Rallos Zek "The Warlord"

The followers of Rallos Zek believe in survival of the strong and death to the weak. In the heat of battle is the only place where enlightenment can be gained. The universe was formed by conflict and in conflict it will end. The victors feasting upon the remains of their fallen enemy. No respect or regard is given to the dead, for if they were worthy their hearts would still pump blood through their veins and not upon the soil of Norrath. Followers of Zek are almost exclusively Warriors.