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== Overview of the Class == | == Overview of the Class == | ||
− | Welcome to the Shadow Knight | + | 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. |
− | + | <span class="classic-era">Shadow Knight / Paladin / Ranger / Bard (40% Experience Penalty)</span> | |
− | ''Note: Information was compiled from | + | ''Note: Class experience penalties are no longer in effect on BLUE and RED servers as of 9/21/15 and GREEN as of 8/10/21. |
+ | |||
+ | |||
+ | 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. | ||
+ | |||
+ | |||
+ | {| class="eoTable3 sortable" | ||
+ | |- | ||
+ | ! 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}} 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 == | == Strategies == | ||
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'''Fear-Kiting''' | '''Fear-Kiting''' | ||
− | This is the most reliable means | + | 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''' | + | '''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 | ||
+ | |||
+ | [https://web.archive.org/web/20010731194749/http://www.cheatsearch.com/eq/ Library - Archmage Answers from Geoffrey] | ||
− | |||
'''Pulling''' | '''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 | + | 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}} 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. | |
− | |||
− | + | == Class-defining Skills == | |
− | + | '''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). [https://www.project1999.com/forums/showthread.php?t=171789] [https://www.project1999.com/forums/showthread.php?t=179729] | |
− | + | 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. [https://www.project1999.com/forums/showthread.php?t=233604] | |
− | + | 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. [https://www.project1999.com/forums/showthread.php?t=48312] [https://www.project1999.com/forums/showthread.php?t=283237] | |
+ | |||
+ | 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. | ||
== Class-defining Spells == | == 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. | 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: | + | '''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 | + | 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. |
− | + | 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''' | '''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. | |
− | 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 | + | 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''' | + | '''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}}, 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}} 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. [https://wiki.project1999.com/Game_Mechanics] | ||
+ | |||
+ | |||
+ | 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 | ||
+ | |||
+ | [https://web.archive.org/web/20010731194749/http://www.cheatsearch.com/eq/ Library - Archmage Answers from Geoffrey] | ||
+ | |||
+ | '''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}} 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. [https://wiki.project1999.com/Pet_Guide#Shadow_Knight_Pets] | ||
+ | |||
+ | == Endgame Reality == | ||
− | |||
== Getting Geared == | == Getting Geared == | ||
− | '''Armor''' | + | 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. |
+ | |||
+ | |||
+ | <u>'''Armor Class: Chain & Plate Mail Enhancement'''</u> | ||
+ | |||
+ | After reaching the soft cap Paladins can expect a 33% return from AC which is a far cry from the robust 45% Warriors receive. However, from parses and discussions, the consensus about AC on Project1999 is that after the 800 threshold there will be very little return. This may be subject to change (for the better) in future patches, but so far that remains to be seen. Aim for 1100 AC by level 60. From level 1 onward focus on incorporating banded armor into your equipment slots; it's lighter in weight than bronze and has comparable AC. Check the area merchants, especially at shops with forges outside, as lazy player-character blacksmiths will often unload 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 platinum. Once you've gotten yourself armored up with a few levels under your {{:Banded Belt}}, you'll want to start auctioning for gear that adds HP without sacrificing AC. A pair of {{:Platinum Fire Wedding Ring}}s aren't too expensive and early on those raw hit points will go a long way towards increasing your survivability, giving the healer more time to cast and you greater odds of holding camp or making it to the zone-line should that healer die. | ||
+ | |||
+ | In group settings, be mindful to prioritize AC as it has been shown to be consistently effective against melee damage received from blue and lower cons, but negligible against targets much higher in level than the tank. For this reason, it's important to prioritize raw HP on raids, allowing Complete Heals to be maximized with more leeway; not having a defensive discipline makes this all the more necessary though the majority of high end raid gear includes equal amounts of HP and AC. | ||
+ | |||
+ | <u>'''Shields & Orbs'''</u> | ||
+ | |||
+ | Arguably the most important piece of equipment for a Shadow Knight, the AC received from shields is not subject to hard/soft caps, bestowing its bearer with all of the AC displayed rather than a lower calculated amount. Shields with resists are especially good for pulling in areas with a high number of casters, and even Monks will equip a {{:Shield of Rainbow Hues}} under such circumstances. That said, it's important not to overstate their worth. Classic trilogy shields are not everything they could have been and more. For instance, shields do not allow the bearer to block, charge into battle, or deflect projectiles. There are no Disciplines associated with shields. There isn't even a single shield in all of Norrath that has the ability to proc; a select few are imbued with worn or clickable effects, but that is the extent of their magic. Having a shield placed in your backslot offers no definitive benefit such as Rearward Stun Immunity. Despite all of these inadequacies, shields are still highly valued and often worth the WTS price in /auction. If expected to tank yellow and red cons, definitely equip a shield that has as much raw HP as possible. If attempting to train out and temporarily tank while others flee to the zone-line, it would be wise to equip a shield. If you are the designated ramp tank, a shield will help even out those damage spikes. It has been noted as well, and without refutation, that orbs are not technically in the same category as shields. Though certain orbs do have shield-like AC numbers, those numbers are not calculated in the same manner; this also holds true for weapons with AC. | ||
+ | |||
+ | {{:Orb of the Infinite Void}}, {{:Spinning Orb of Confusion}}, {{:Vyemm's Right Eye}}, {{:Vyemm's Left Eye}} | ||
+ | |||
+ | |||
+ | {{:Shield of Spectral Essence}}, {{:Crested Mistmoore Shield}}, {{:Chetari Bonecrafted Shield}}, {{:Imbued Shield of Paineel}}, {{:Ashenbone Shield}}, {{:Lodizal Shell Shield}}, {{:Shield of the Clawed Guardian}}, {{:Crystal Chitin Shield}}, {{:Imbued Shield of Paineel}}, {{:Clay Guardian Shield}}, {{:Shield of the Seneschal}}, {{:Sarnak Battle Shield}}, {{:Ashenbone Shield}}, {{:Shield of the Water Dragon}}, {{:Shield of Elders}}, {{:Shield of the Freezing Winds}}, {{:Silver Disk}}, {{:Aegis of Ice}}, {{:Whitestone Shield}} | ||
+ | {{:Ayill's Aged Stone Shield}}, {{:Fearsome Shield}}, {{:Shield of Fury}}, {{:Shield of Midnight}}, {{:Buckler of Insight}}, {{:Shield of Hatred}} | ||
+ | |||
+ | |||
+ | <u>'''Bows & Arrows'''</u> | ||
+ | |||
+ | Archery is capped at a skillfulness of 75 for Paladins, but hitting or missing a target is not important when on pull duty; the very attempt is enough, as releasing an arrow will alert the intended target of your presence and aggravate it. The most basic 9cp arrows can be purchased at certain vendors where occasionally even player-crafted arrows can be acquired, some costing a few extra sp each and others, such as silver-tipped, costing gp. But even an ordinary bow coupled with cheap arrows can accelerate pulls significantly and help towards preserving mana when Clarity is not available. Take after Rangers who, having less HP/AC than traditional knights, avoid taking unnecessary damage whenever possible, as opposed to body-pulling which will put you closer in melee range and more susceptible to being bash-stunned from behind. Save the healer's mana instead and swap out to a defensive ranged item between pulls if the red text numbers are too concerning. When out of ammo, simply ask the Magician in group to summon more. Magicians receive [[Summon Arrows]] at level 20 which summons a stack of arrows and [[Quiver of Marr]] at level 53 which summons a quiver with 3 stacks of arrows. Very few Magicians purchase the first spell, but most will have memorized the second, and it never hurts to ask while being physically assaulted body-pulling. Though these same casters are able to conjure a temporary {{:Summoned: Sword of Runes}} out of thin air, this ability does not extend to bows. For Paladins, the selection is fairly limited, and even the less impressive magical bows remain out of reach for the majority of players starting out, either due to their price and/or drop rate. | ||
+ | |||
+ | |||
+ | {{:Wrapped Velium Bow}}, {{:Runed Oak Bow}}, {{:Bow of the Underfoot}}, {{:Talisen, Bow of the Trailblazer}}, {{:Sarnak War Bow}}, {{:Exquisite Velium Reinforced Bow}} | ||
+ | |||
+ | However limited in performance for knights, archery does have its uses, particularly in overpopulated zones where competition is fierce and camps are not so clearly defined. Even a fraction of a second can mean the difference between the rare named incoming or going out towards that other group. This is why it's important to prioritize range with bow and arrow purchases, rather than damage. With enough range you can secure FTE before other players come within aggro radius; that is to say, you can be "first to engage" the target, claiming rights to its loot unless it kills you rather than you it. With a single arrow you can quickly lay claim to that named and, with the right bow/arrow combination, do so from distances greater than any one player's cast range. Arrows do have a projectile delay, however, unless the bow has an effect and that effect procs than the aggro is instantaneous. Do note that the hate caused by arrows is very minimal, meaning that most anyone can steal the mob you've aggroed and run it to their group. In such cases it helps to have a bow that incorporates one form of proc or another, as a resisted DD could potentially save you the hassle of having to stop and cast while trying to close the distance between you, the offending player, and the target. Unfortunately, the DD proc from [[Divine Might]] does not apply to ranged attacks, forcing you to look elsewhere, to more direct sources infused with spell effects. | ||
+ | |||
+ | However, {{:Skydarkener}} and {{:Primal Velium Reinforced Bow}} are the only procing bows available to Knights. | ||
+ | |||
+ | |||
+ | <u>'''Haste'''</u> | ||
+ | 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}} or {{:Silver Chitin Hand Wraps}} 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}} and start collecting the needed drops for the {{:Pegasus-Hide Belt}}. One of the needed pieces, a {{:Diaphanous Globe}}, 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}}, 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}} 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}} are even better if you're able to then obtain a {{:Belt of Dwarf Slaying}} which has much-needed raw hitpoints, as well as a worn regen/atk effect. | ||
+ | |||
+ | <u>'''Resists'''</u> | ||
+ | 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}}, {{:White Gold Necklace}}, and the {{:Sarnak Emblazened Tabard}} 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}} 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}}s bagged for raid encounters. | ||
+ | |||
+ | <u>'''Situational Weapons'''</u> | ||
+ | The {{:Polished Obsidian Great Axe}} works well for solo SKs wanting to conserve mana, use it in tandem with BE Gloves for maximum effectiveness. The {{:Gravebinder}} 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}} which has a stronger root proc for all mobs, living and undead alike. Also consider getting a {{:Stave of Shielding}} 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}} 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}}, 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. | ||
+ | |||
+ | <u>'''Clickies'''</u> | ||
+ | As one the best items available to Shadow Knights the {{:Circlet of Shadow}} 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}} 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}} 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}} 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}} 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}} 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}} 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}} and the {{:Blood Orchid Katana}} for those who have a {{:Key of Veeshan}}. {{:Pegasus Feather Cloak}} is another quality of life item that makes travel much easier. {{:Shai`din Revenant Bauble}} 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}}. These can be bought in auction for roughly 500 platinum each and they cost approximately 20 platinum to recharge. Having a {{:Leatherfoot Raider Skullcap}} 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}} 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}} 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}}, 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}} are arguably the most useful piece of the Kunark set. {{:Blood Ember Greaves}} 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}} and/or a {{:Bracer of the Hidden}} 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}}, {{:Green Flower of Functionality}}, {{:Red Flower of Functionality}}, {{:White Flower of Functionality}} will go along way towards keeping you alive. | ||
+ | |||
+ | == Religion & Roleplay == | ||
+ | |||
+ | Roleplaying, or some semblance of it, involves self-imposed restrictions that might seem illogical out of game, but make sense from the perspective of the race/class/gender of your character, along with their religious worldview. Though initially disadvantageous, this approach can provide unique challenges that guide your zone choices and color your interactions. Consider self-imposed restrictions not just in terms of gear, but faction, food/drink, nodrop quest items, and even bag space. | ||
+ | |||
+ | <u>'''Bertoxxulous: The Plaguebringer'''</u> | ||
+ | |||
+ | Faction: Bloodsabers, Kane Bayle | ||
+ | |||
+ | 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. | ||
+ | |||
+ | Those wanting to roleplay a lich or cult member ought to consider following the Plaguebringer, as the misshapen insect-like god is essentially the cross between Hexxus from Ferngully and the Crypt Keeper. {{:Turmoil Warts}} are collector's items, rarely harvested from the toads of the fear plane. Halloween GM Events are the only ones worth attending. Learn the layout of the Qeynos Aqueducts and get bound within, if for no other reason than for the atmosphere. You are the Mountain, post surgery. You are a corrupt guard in every sense of the word. Personal belongings should lower your Charisma score. You belong to the cult of [[Bloodsabers]] but forgo making use a secret handshake, recognizing members by the uncleanliness of their palms. Inscribe and cast [[Shroud of Undeath]] for its skeletal illusion. Lament about how Cazic Thule's eye cannot be worn as a ball-gag, nor his jarred brains as a helmet. Praise the zone-wide taunting of [[Oobnopterbevny Biddilets]]. Use only a {{:Shovel of Ponz}} to reclaim your skeletal minion, digging its second grave for emergency mana reserves. Carry around a {{:Cyclops skull}} in order to brew {{:Skull Ale}} on demand, and ponder why it has two eye sockets instead of one. Gain experience in Kurn's Tower, Unrest, Kaesora, Dragon Necropolis, and other corners of Norrath that are off-putting to most. | ||
+ | |||
+ | {{:Vile Substance}}, {{:Glob of Gooey Goo}}, {{:Death Scarab Gland}}, {{:Carrion Queen Liver}}, {{:A Scorpion Telson}} | ||
+ | |||
+ | {{:Edible Goo}}, {{:Beetle Bake}}, {{:Beetle Eye Pie}}, {{:Vein Worm}}, {{:Cursed Wafers}}, {{:Crunchy Crawlers}}, {{:Crunchy Coldain Head}}, {{:Frontier Stink Beetles}}, {{:Wooly Spider Crunchies}}, {{:Cursed Wafers}}, {{:Rotgrub Rye}}, {{:Bladder of Lizard Milk}}, {{:Earthworm Munch}}, {{:Chunk of Ogre Flesh}} | ||
+ | |||
+ | Notable NPCs include... | ||
+ | [[Lord Grimrot]], [[Lord Grimrot (undead)]], [[Zahal the Vile]], [[Varsoon the Undying]], [[Rahotep]], [[Sentry Alechin]], [[Drosco the Zombie]], [[Korvik the Cursed]], [[Shadowpincer]], [[Noxious spider]], [[Splintered Claw]], [[Beggar Wyllin]], [[The Swarm Mother]] and her swarmlings. | ||
+ | |||
+ | {{:Hollow Skull (Skull of the Tower Cook)}}, {{:Body Bag}}, {{:Pincer Satchel}}, {{:Autopsy Apron}}, {{:Belt of Flesh Hooks}}, {{:Carrion Beetle Leggings}}, {{:Black Chitin Leggings}}, {{:Chitin Shell Shield}}, {{:Grotesque Alloy Mask}}, {{:Mask of Malediction}}, {{:Rat Shaped Ring}}, {{:Stonemelder's Band}}, {{:Flayed Skin Tunic}}, {{:Flayed Skin Leggings}}, {{:Flayed Paebala Tunic}}, {{:Flayed Paebala Leggings}}, {{:Flayed Paebala Gloves}}, {{:Iksar Hide Cape}}, {{:Burynaibane Spider Fang}}, {{:Packmaster's Lash}}, {{:Scourgetail Whip}}, {{:Sarnak Flesh Harvester}}, {{:Hammer of Exoneration}}, {{:Crookstinger}}, {{:Woe}}, {{:Kicsh Der Pavz}}, {{:Embalmers Skinning Knife}}, {{:Rotwood Club}}, {{:Garou Bone Club}}, {{:Stalagterror Spine Spear}}, {{:Venomous Axe of the Velium Brood}}, {{:Crystalline Spider Fang}}, {{:Wrapped Entropy Serpent Spine}}, {{:Dark Spear of Venom}}, {{:Deathbringer's Rod}}, {{:Gravebinder}}, {{:Chetari Bonecrafted Shield}}, {{:Phase Spider Carapace}}, {{:Queen's Carapace}}, {{:Poisoned Mantle}}, {{:Poison Soaked Tunic}}, {{:Cloak of Venom}}, {{:Twisted Bone Earring}}, {{:Fingerbone Hoop}}, {{:Ashenbone Shield}}, {{:Preserved Chokidai Vocal Cords}}, {{:Eye of Narandi}}, {{:Hand of the Master}}, {{:Bile Etched Obsidian Choker}}, {{:Amulet of Necropotence}}, {{:Eye of Cazic Thule}}, {{:Brain of Cazic Thule}}, {{:Cowl of Mortality}}, {{:Gauntlets of Mortality}}, {{:Ebon Scythe}}, {{:Pestilence Scythe}}, {{:Chilled Scythe}}, {{:Beckon}}, {{:Polyphenomenal Axe}}, {{:Engraved Di`Zok Deathbringer}}, {{:Carved Dragonbone Spear}}, {{:Infestation}}, {{:Wrapped Entropy Serpent Spine}}, {{:Chelaki Tail}}, {{:Very Rusty Dagger}}, {{:Sword of the Shissar}}, {{:Feverblade - Bane of the Shissar}}, {{:Paebala Warbone}}, {{:Neb's Warbone}}, {{:Cracked Claw of Zlandicar}}, {{:Ikatiar's Stinger}}, {{:Soul Defiler}} | ||
+ | |||
+ | There are numerous examples of disease and pollution being depicted through a single-minded all-consuming threat elsewhere in other games. Below are examples from Magic: the Gathering... | ||
+ | |||
+ | [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430280 Phyrexian Plaguelord] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=25931 Exotic Disease] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15169 Disease Carriers] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24686 Noxious Field] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4456 Festering Evil] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3070 Diseased Vermin] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456844 Phyrexian Tower] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366354 Illness in the Ranks] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370714 Quag Sickness] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447237 Infectious Horror] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5553 Sicken] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397823 Spread the Sickness] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366231 Undercity Plague] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=218061 Caress of Phyrexia] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9691 Sick and Tired] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202534 Gate to Phyrexia] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456828 Phyrexian Altar] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48588 Betrayal of Flesh] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=466873 Unholy Indenture] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397412 Cursed Flesh] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397613 Crovax the Cursed] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=416892 Festergloom] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=466864 Noxious Grasp] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207891 Phyrexian Negator] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366379 Devour Flesh] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1732 Curse Artifact] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79089 Swallowing Plague] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227091 Curse of Bloodletting] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209116 Phyrexian Battleflies] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=265401 Drainpipe Vermin] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15184 Festering Wound] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=31808 Infected Vermin] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=8816 Parasitic Bond] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87966 Infectious Host] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456716 Unholy Hunger] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383045 Phyrexian Defiler] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447235 Graveyard Marshal] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46176 Echoing Decay] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26477 Phyrexian Scuta] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3092 Stench of Decay] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414408 Abolisher of Bloodlines] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=452811 Barrier of Bones] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=470655 Champion of Stray Souls] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270368 Dark Revenant] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456071 Lotleth Troll] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213724 Phyrexian Crusader] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=466960 Corpse Knight] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205423 Cadaverous Knight] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473170 Deathless Knight] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=442983 Josu Vess, Lich Knight] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473052 Foulmire Knight] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=470785 Dimir Aqueduct] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23057 Spreading Plague] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=24618 Coffin Puppets] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=174818 Lich's Mirror] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439726 Dusk Charger] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5696 Yawgmoth's Edict] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46134 Lich's Tomb] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184645 Knight of Stromgald] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=452829 Necrotic Wound] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=19113 Phyrexian Monitor] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=118898 Skulking Knight] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414324 It That Rides as One] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4467 Shadow Rider] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473038 Bake into a Pie] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159406 Plague of Vermin] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209124 Phyrexian Debaser] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221288 Graveyard Shovel] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473040 Belle of the Brawl] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473055 Locthwain Paladin] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=442089 Phyrexian Ghoul] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433040 Damnable Pact] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=398433 Demonic Pact] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=279611 Grave Exchange] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=460458 Plagued Rusalka] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97054 Sewers of Estark] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383340 Paragon of Open Graves] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=469875 Disentomb] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184564 Phyrexian Portal] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456690 Entomb] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15180 Plague Dogs] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29736 Famished Ghoul] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414409 Wailing Ghoul] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=276197 Polluted Dead] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394063 Unholy Strength] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405340 Phyrexian Reclamation] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446124 Quest for the Gravelord] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136283 No Rest for the Wicked] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=96855 Restless Bones] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473067&part=Curry+Favor Smitten Swordmaster] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23054 Yawgmoth's Agenda] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=207104 Necrotic Plague] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3320 Wall of Corpses] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473064&part=Harvest+Fear Reaper of Night] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=153317 Umbral Mantle] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=239970 Ghoulflesh] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=31853 Traveling Plague] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146766 Polluted Bonds] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1706 Unholy Citadel] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5200 Plaguebearer] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3871 Plague Rats] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=426806 Plague Belcher] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108910 Corpulent Corpse] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=442988 Phyrexian Scriptures] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=237362 Ghoulcaller's Bell] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473059 Murderous Rider] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394739 Virulent Plague] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=451070 Phyrexian Delver] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194216 Parasitic Implant] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=210134 Phyrexian Broodlings] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368506 Decompose] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=457144 Urborg, Tomb of Yawgmoth] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=409634 Ghoulraiser] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446120 Noxious Dragon] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159764 Khabal Ghoul] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193415 Skeletal Wurm] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=457226 Plague Wight] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=470564 K'rrik, Son of Yawgmoth] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23036 Phyrexian Reaper] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407593 Corpse Churn] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39612 Endemic Plague] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=443002 Yawgmoth's Vile Offering] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129678 Plague Beetle] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447250 Plague Mare] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221212 Unholy Fiend] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430484 Polluted Mire] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=457231 Thirsting Shade] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209128 Order of Yawgmoth] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=438668 Phyrexian Rager] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447228 Diregraf Ghoul] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=79862 General's Kabuto] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=461024 Liliana, Dreadhorde General] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=416891 Farbog Boneflinger] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414378 Cemetery Recruitment] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397508 Dauthi Warlord] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15184 Festering Wound] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74326 Necro-Impotence] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397595 Necrologia] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383323 Necromancer's Stockpile] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433049 Necromantic Selection] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205420 Noxious Ghoul] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=452811 Barrier of Bones] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=27245 Bone Harvest] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=209289 Nim Deathmantle] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401972 Oblivion Sower] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456710 Slum Reaper] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201125 Carrion Ants] | ||
+ | |||
+ | |||
+ | <u>'''Cazic Thule: The Faceless'''</u> | ||
+ | |||
+ | Faction: Crusaders Of Greenmist, Shadowknights of Night Keep, Green Blood Knights, Heretics | ||
+ | |||
+ | 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. | ||
+ | |||
+ | Notable NPCs include... | ||
+ | [[Cazic Thule]], [[Avatar of Fear]], [[Wraith of a Shissar]], [[Iksar Broodling]], [[A lesser nightmare]], [[A Nightmare]] | ||
+ | |||
+ | Place emphasis -CHA, incorporating more as players likely did back in classic, believing the persistent rumor that having the stat in the red lowered the resist rate of fear. Drink {{:Legion Lager}} or {{:Cabilis Pale Ale}}. Prepare for the coming invasion of Lesser Faydark. Debris is an architecture few have the capacity to appreciate the abstract beauty of all that returns to nothingness. | ||
+ | |||
+ | {{:Blighted Mare Hide Satchel}}, {{:Battle Worn Halberd}}, {{:Grotesque Alloy Mask}}, {{:Engraved Bone Pauldrons}}, {{:Shimmering Terror Hide Cloak}}, {{:Shimmering Terror Hide Boots}}, {{:Dreadscale Breastplate}}, {{:Ceremonial Iksar Chestplate}}, {{:Greenmist Breastplate}}, {{:Crusader's Coffin}}, {{:Cloak of Scales}}, {{:Stone of Morid}}, {{:Jagged Shard of Bone}}, {{:Polished Obsidian Great Axe}}, {{:Greenmist}} | ||
+ | |||
+ | Elsewhere in other games there are numerous examples of a fearful entity taking hold of the mind, with paranoia morphing into phobia and tragedy into trauma. Below are examples from Magic: the Gathering... | ||
+ | |||
+ | [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425887 Cower in Fear] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=185062 Demonic Dread] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=442075 Dirge of Dread] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4474 Wave of Terror] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407578 Dread Defiler] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=466850 Dread Presence] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=470566 Nightmare Unmaking] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=157414 Nightmare Incursion] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5590 Viashino Weaponsmith] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=228266 Dread Reaper] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446112 Fill with Fright] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425904 Night Terrors] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=202486 Terror] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175097 Viashino Skeleton] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447247 Nightmare's Thirst] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=429906 Nightmare] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397833 Dread Drone] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107322 Dread Slag] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=409872 Markov Dreadknight] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=244712 Chosen of Markov] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433277 Edgar Markov] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226754 Markov Patrician] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=461011 Davriel's Shadowfugue] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262668 Spiteful Shadows] | ||
+ | [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439323 Brisela, Voice of Nightmares] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=338410 Nightmare Void] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189646 Defiler of Souls] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=470676 Soul of Innistrad] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473165 Stormfist Crusader] | ||
+ | |||
+ | |||
+ | <u>'''Innoruuk: The Prince of Hate'''</u> | ||
+ | |||
+ | Faction: Dismal Rage, The Dead, Queen Cristanos Thex, Shadowknights of Night Keep, Inhabitants 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. | ||
+ | |||
+ | Innoruuk is a tall and twisted being who rules the Plane of Hate. There is no safety in his world, no open spaces, only dark alleys and dwellings inhabited by the nastiest of creatures, including powerful undead. Legend says Innoruuk is the father of the Dark Elves, even though he bears a greater resemblance to Trolls. With upturned nose and dangling, gnarled features, the god perfectly embodies the scheming wickedness of both Montgomery Burns and Green Goblin. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | In a decrepit tower overlooking the dark decaying alleys of the Plane over which he rules, Innoruuk waited, stoking the fire of his Hate until it was a raging inferno. He cursed his fellow gods for not including him in their pact and vowed to make them regret this disrespect. From the halls of the Elves’ fair city, Takish-Hiz, The Prince of Hate snatched away the Elven King and Queen. In his realm of pain and anger he slowly tore them apart, physically and mentally, over the course of three thousand years. He then gathered the quivering pieces of these beings of light and rebuilt them in his own dark sadistic image, a twisted mockery of Tunare’s noble children. In depositing The Teir’Dal, as Innoruuk’s Dark Elven creations would come to be called, back into the Underfoot of Norrath, the seeds for The Prince of Hate’s final revenge were sown. | ||
+ | |||
+ | Knights of Hate are Teir'Dal warriors or shadow knights who, like agents of Hate and sorcerers of Hate, have been lifted to semi-divine status. Adorned in wicked, dark plate armor, these unholy knights are feared and respected among the Teir'Dal as fanatic shock troops for the prince of hate. A knight of Hate typically favors the use of a greatsword and full plate armor etched with vile depictions of death; heavy armor and deadly skill, and in some cases dark spells, combine to bring great harm upon any foe the knight meets. The knight of Hate's most feared ability is its dreaded harm touch. | ||
+ | |||
+ | Knights of Hate are often found near the Prince of Hate's palace on the Plane of Hate, guarding against unwanted intruders. Knights who distinguish themselves in combat or on missions for the Dark Prince may advance to "Gravelord" status; the most powerful knight of the Order of Hate is known only as the Dread knight, the most feared of all of Innoruuk's once-mortal shadow knight servants. | ||
+ | |||
+ | Nearly all the knights of Hate are former Teir'Dal; however, a few are in fact Firstborn Teir'Dal. These rare knights were once high elf paladins who were part of a doomed invasion of the Plane of Hate ages ago. While these most powerful few knights of Hate are now in every respect Teird'Dal, they still wear their old regalia, in scorn of their former existence as feeble Koada'Dal. Their animosity and savagery is extreme in any fight, yet boundless should they encounter a high or wood elf; their hatred for the light elves is legendary, even among the Teir'Dal. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | Though unwelcome among the [[Inhabitants of Hate]], you should consider yourself one of [[Innoruuk's Chosen]]. Get bound in Neriak or the Teir`Dal outpost in the Overthere. Learn Dark Elvish and Dark Speech. {{:Flask of Bloodwater}} and {{:Neriak Nectar}} are the only suitable beverages to imbibe. Prioritize Intelligence and Charisma over Strength. Loot an {{:Essence of a Vampire}}, preferrably when no Enchanters are present or in need of it. Destroy each and every {{:Essence of Sunlight}} that you find in Norrath. Do not assist epic-seeking Rangers or Druids in slaying any Teir`Dal Reavers in the Eastern Planes of Karana. Make a hotkey to emote /bite other players and non-player characters. Use a {{:Jade Inlaid Coffin}} for storing {{:Bone Chips}} or specific edibles such as {{:High Elf Flesh}}, {{:HEHE Meat}}, {{:Smoked Wood Elf}}, and {{:Elven Veal}}. | ||
+ | |||
+ | Notable NPCs include... | ||
+ | [[Maestro of Rancor]] and [[Innoruuk]] | ||
+ | |||
+ | {{:Vial of Vampire Blood}}, {{:Teir`Dal Adamantite Breastplate (Imbued)}}, {{:Stiletto of the Bloodclaw}}, {{:Indigo Sabre of Innoruuk}}, {{:Blood Riven Axe}}, {{:Hate's Edge}}, {{:Bloodmoon}}, {{:Bloodstar Pendant}}, {{:Darkbrood Mask}}, {{:Crown of Hatred}}, {{:Blood Ember Vambraces}}, {{:Kelsiferous' Armband of Artistry}}, {{:Necklace of Nightstalking}}, {{:Shard of Night}}, {{:Darkmetal Falchion}}, {{:The Scimitar of Lifestealing}}, {{:Essence Blade}}, {{:Crested Mistmoore Shield}}, {{:Shield of Shadows}}, {{:Fearsome Shield}}, {{:Shield of Fury}}, {{:Shield of Hatred}}, {{:Noctivagant Blade}}, {{:Zealot's Incarnadine Sword}}, {{:Khyldorn the Blood Drinker}}, {{:Innoruuk's Curse}}, {{:Malevolence}} | ||
+ | |||
+ | There are numerous examples of vampires being depicted as hateful and charismatic knights elsewhere in other games. Below are examples from Magic: the Gathering... | ||
+ | |||
+ | [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=6104 Hatred] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=39644 Ebonblade Reaper] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193511 Arrogant Bloodlord] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=461027 Ob Nixilis, the Hate-Twisted] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=469878 Sorin's Thirst] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201205 Life Chisel] [https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=414390 Markov Crusader] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=469846 Thirsting Bloodlord] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=426798 Lay Bare the Heart] [https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=368543 Bloodrage Vampire] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4658 Dread of Night] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394585 Gravepurge] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382317 Necromantic Thirst] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439748 Voracious Vampire] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4244 Vampiric Touch] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=402088 Vampiric Rites] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456518 Vengeant Vampire] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=457234 Vindictive Vampire] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=122366 Vampiric Link] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=413654 Vampiric Tutor] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3630 Vampirism] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262691 Vengeful Vampire] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=276300 Essence Drain] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26618 Drain Life] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=247424 Vampiric Fury] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4243 Vampiric Feast] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=469843 Sorin, Vampire Lord] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=469878 Sorin's Thirst] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=234436 Sorin's Vengeance] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447222 Blood Divination] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430267 Barter in Blood] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89102 Blood Funnel] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201272 Blood Lust] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205054 Blood Tithe] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=438655 Eternal Thirst] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9684 Vampiric Embrace] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376267 Blood Rites] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=435247 Bloodcrazed Paladin] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=466844 Bloodsoaked Altar] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368472 Vampire's Bite] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=221215 Stalking Vampire] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456701 Mark of the Vampire] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447359 Regal Bloodlord] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=469846 Thirsting Bloodlord] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=262693 Markov Warlord] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=446118 Nirkana Revenant] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439746 Vampire Revenant] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129574 Knight of Dusk] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=265735 Knight of Infamy] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=442985 Knight of Malice] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=457209 Bloodmist Infiltrator] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=452835 Severed Strands] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417653 Essence Extraction] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=466859 Knight of the Ebon Legion] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414383 Dusk Feaster] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382378 Stronghold Discipline] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=227071 Curse of the Pierced Heart] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=470599 Bloodthirsty Blade] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=414509 Thirsting Axe] [https://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=271114 Essence Harvest] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=461027 Ob Nixilis, the Hate-Twisted] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380399 Dictate of Erebos] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382317 Necromantic Thirst] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48156 Altar of Shadows] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=442013 Lunarch Mantle] | ||
+ | |||
+ | '''Mayong Mistmoore, the First Vampire / the Eater of Souls''' | ||
+ | |||
+ | Faction:: Mayong Mistmoore, Agents of Mistmoore | ||
+ | |||
+ | Mayong Mistmoore was an ancient elf who, by some unknown means, was cursed to be the first vampire. Mayong is one of the two oldest non-wurm lifeforms - the other being the last Kedge, Phinigel Autropos. The vampire has grown a vast network of spies and agents throughout Norrath on almost every continent. His most largest enemies are the League of Antonican Bards, Venril Sathir, the Ring of Scale, and the Claws of Veeshan. | ||
+ | |||
+ | Follow in the footsteps of Necromancers and go on the [[6-Minute Bard Diet]]. Destroy any and all musical instruments found on corpses. Unfortunately, the [[Agents of Mistmoore]] faction cannot be increased during the classic timeline, only decreased, meaning those who wish to make MM castle their second home will have to do so at higher levels. Avoid killing drachids and denizens of the vampire ruler's castle if at all possible, as they give negative faction hits to both Mayong and his Agents. Instead, go to and earn experience within the Howling Stones, raising your [[Mayong Mistmoore (Faction)]]. | ||
+ | |||
+ | ‘He was ageless, a handsome portrait of grace and strength. I’d already given my heart when I saw the sinister beast beneath his flawless facade. My love for him twisted into a loathing that will live as long as I will… forever.’ –Tserrina Syl’Tor [https://loreofnorrath.wordpress.com/2011/11/18/mayong-mistmoore-2/] | ||
+ | |||
+ | "Mayong Mistmoore is his own race of vampire. He's older than any of the common player races. In fact, he's said to have seen the first of Veeshan's brood on Norrath. Perhaps something occured in those days that fueled his hatred of dragon kind..." –'''Vahlar-Dev, EQ Designer''' [https://forums.daybreakgames.com/eq2/index.php?threads/mayong-mistmoore-my-gathered-lore-tidbits.395688/page-3] | ||
+ | |||
+ | It is said that Mayong is well over 10,000 years old. | ||
+ | |||
+ | Mayong shouts, 'The trivial endeavors of the pantheon bored me, long before you ever existed.' | ||
+ | |||
+ | Mayong shouts, 'One of your lifetimes is but a fleeting moment compared to my endless existence.' | ||
+ | Mayong shouts, 'I have watched civilizations rise and fall, seen races born or destroyed, witnessed the gods meddling pointlessly with mankind.' | ||
+ | Mayong shouts, 'I was there when Rallos led his army into the Plane of Earth.' | ||
+ | Mayong shouts, 'I saw Takish`Hiz buried under a sea of burning sand.' | ||
+ | Mayong shouts, 'I grew jaded and tired of this world eons ago.' | ||
+ | |||
+ | "True immortality comes with a price... | ||
+ | You cannot possibly comprehend the burdens I bare. | ||
+ | There is an implied responsibility to watch over mankind. | ||
+ | To mold it, to push it in the right direction. | ||
+ | In addition to monitoring the progress of my minions across several continents. | ||
+ | In a way, I am envious of your simple lives." | ||
+ | |||
+ | Notable NPCs include... | ||
+ | [[Mayong Mistmoore]], [[Tserrina Syl'Tor (NPC)]], [[A cloaked dhampyre]], and [[A dread widow]] | ||
− | + | {{:Tentacle Whip}}, {{:Soulfiend Lance}}, {{:Gold Plated Koshigatana}}, {{:Crown of King Tranix}}, {{:Tserrina's Whip}}, {{:Eye of the Rigtorgn}}, {{:Willsapper}}, {{:Kelsiferous' Armband of Artistry}}, {{:Serrated Dragon Tooth}} | |
− | |||
− | ''' | + | <u>'''Rallos Zek: The Warlord'''</u> |
− | + | ||
− | + | Faction: Green Blood Knights | |
− | + | ||
− | + | 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. | |
− | + | ||
− | + | Prioritize Strength and Stamina above all other stats. Get bound in [[the Arena]], or any city arena that sees bloodshed. Host tournaments, such as Friday Night Fights. Challenge lower and higher level players to duels. Block entrances and exits with your voluptuous, bodacious form and make /rude gestures at those who might body-shame you, offering shrink potions. Consider turning in your {{:Tome of Order and Discord}} and experience Norrath in hardcore mode, with a red-colored name to match your armor. Convince the locals of Freeport to enter into its arena with you, luring them in with promises of coin should they defeat you. Also frequent Kael Drakkel's stadium building, watching the pullers die as you drink your INT into the red with {{:Ogre Swill}} and insult them in the only language that cannot be learned. Hail the Statue of Rallos Zek and Avatar of War as physical manifestations of the Warlord himself, with Pain and Suffering . Kill the ever-conflicted Lashun Novashine and only mourn the absence of turned-in gold pieces / bone chips on his corpse. | |
− | + | ||
− | + | Notable NPCs include... | |
− | + | [[Statue of Rallos Zek]], [[Avatar of War]], and [[Xenevorash]] | |
− | + | {{:Throwing Boulder}}, {{:Ogre Butcher Gloves}}, {{:Ivory Handled Falchion}}, {{:Ceremonial Giant War Sword}}, {{:Carnal Pauldrons}}, {{:Giant Scalemail Tunic}}, {{:Wurmslayer}}, {{:Bronze Statue of Bathezid}}, {{:Wenglawks Manly Purse}}, {{:Heavy Shadowknight Helm}}, {{:Collar of the Storm}}, {{:Gladiator's Chain Sleeves}}, {{:Gladiator's Chain Leggings}}, {{:Twisted Steel Gauntlets}}, {{:Pauldrons of Ferocity}}, {{:Belt of the Destroyer}}, {{:Silver Mask of the Slayer}}, {{:Akkirus` Mask of Warfare}}, {{:Hobart`s War Helmet}}, {{:Sarnak War Bow}}, {{:Sarnak Skullsplitter}}, {{:Fayguard Bladecatcher}}, {{:Fleshripper}}, {{:Sword of Pain}}, {{:A Dark Reaver}}, {{:Jade Inlaid Crescent Axe}}, {{:Thunder Runed Great Sword}}, {{:Vehement Sword of Reivaj}}, {{:Green Jade Halberd}}, {{:Executioner's Blade}}, {{:Ykeshan Broad Axe}}, {{:Doljonijiarnimorinar}}, {{:Reaver}}, {{:Rekeklo's War Sword}}, {{:Ethereal Bladed Naginata}}, {{:Lance of Thunder}}, {{:Sceptre of Destruction}}, {{:Primal Velium Knight's Sword}}, {{:Primal Velium Battle Axe}}, {{:Primal Velium Claidhmore}}, {{:Palladius` Axe of Slaughter}}, {{:Chestplate of Vindication}}, {{:Breastplate of Eradication}}, {{:Belt of Dwarf Slaying}}, {{:Ring of Destruction}}, {{:Crown of the Kromzek Kings}} | |
− | {{: | + | |
− | + | There are numerous examples of warlords being depicted as diabolic masterminds worthy of admiration elsewhere in other games. Below are examples from Magic: the Gathering... | |
− | + | ||
− | ' | + | [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=205057 Warlord's Axe] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=80520 Villainous Ogre] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259270 Fire-Field Ogre] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473094 Ogre Errant] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193517 Ogre's Cleaver] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4560 Sawtooth Ogre] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=213775 Contested War Zone] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179574 Singe-Mind Ogre] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382392 Uncontrollable Anger] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=473074 Barge In] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=175135 Violent Ultimatum] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=43625 Daru Warchief] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136215 Emblem of the Warmind] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146762 Wound Reflection] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=259680 Cathedral of War] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=97042 Arena] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382899 Crescendo of War] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=2611 Battle Frenzy] [https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=470601 Idol of Oblivion] |
− | + | ||
− | + | == Screenshot Gallery == | |
− | + | ||
− | + | <gallery mode="traditional"> | |
+ | Image:Shadowstep.jpg|Repeat casts of Shadow Step should allow you to bypass locked doors/gates. | ||
+ | Image:Skpetfarming.jpg|In addition to being a persistent DoT, the SHD pet can eat Harm Touches, Bash interrupt casters, and act as a walking mana reserve in case of emergencies (once you've obtained a Mage Focus Item to right-click Reclaim Energy). | ||
+ | Image:Convincingfds.jpg|Not as difficult a skill as corpse art, but Feign Death still allows for some creativity. Avoid pathing mobs while AFK and get a laugh from random passersby / those just logging in. | ||
+ | Image:Drakna.jpg|Drakna Sans'Merci | ||
+ | Image:Ranan.jpg|Ranan Nosebasher | ||
+ | Image:EQ017592.jpg|Nonflurry drakes in Temple of Veeshan being tanked by two SKs. Typically mob positioning for knights, against a wall to balance push with its back exposed for DPS. | ||
+ | </gallery> | ||
− | + | [[Category:Player Guides]] |
Latest revision as of 11:51, 13 November 2023
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 BLUE and RED servers as of 9/21/15 and GREEN as of 8/10/21.
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
WT: 10.0 Weight Reduction: 0%
Capacity: 2 Size Capacity: TINY
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
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
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
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.
Class-defining Skills
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.
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 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.
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
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

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
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. [6]
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
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
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
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. [7]
Endgame Reality
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 Class: Chain & Plate Mail Enhancement

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

Slot: FINGER
AC: 5
HP: +55
WT: 0.1 Size: TINY
Class: ALL
Race: ALL
In group settings, be mindful to prioritize AC as it has been shown to be consistently effective against melee damage received from blue and lower cons, but negligible against targets much higher in level than the tank. For this reason, it's important to prioritize raw HP on raids, allowing Complete Heals to be maximized with more leeway; not having a defensive discipline makes this all the more necessary though the majority of high end raid gear includes equal amounts of HP and AC.
Shields & Orbs
Arguably the most important piece of equipment for a Shadow Knight, the AC received from shields is not subject to hard/soft caps, bestowing its bearer with all of the AC displayed rather than a lower calculated amount. Shields with resists are especially good for pulling in areas with a high number of casters, and even Monks will equip a
MAGIC ITEM
Slot: SECONDARY
AC: 18
SV FIRE: +20 SV DISEASE: +20 SV COLD: +20 SV MAGIC: +20 SV POISON: +20
WT: 0.5 Size: MEDIUM
Class: WAR PAL RNG SHD MNK ROG
Race: ALL

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

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK RANGE PRIMARY SECONDARY
AC: 25
STA: +15 CHA: +15 AGI: +15 HP: +25 MANA: +25
Effect: Spin the Bottle
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE PRIMARY SECONDARY
AC: 20
WIS: +10 INT: +10 HP: +25 MANA: +75
SV DISEASE: +25 SV MAGIC: +10
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE PRIMARY SECONDARY
AC: 20
WIS: +10 INT: +10 HP: +75 MANA: +25
SV DISEASE: +10 SV MAGIC: +25
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

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

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

MAGIC ITEM LORE ITEM
Slot: BACK SECONDARY
AC: 19
SV FIRE: +10
WT: 6.5 Size: LARGE
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL except BAR TRL OGR

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

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

MAGIC ITEM LORE ITEM
Slot: BACK SECONDARY
AC: 23
STR: +10 CHA: +5 WIS: +10 AGI: -5
SV FIRE: +20 SV COLD: +20 SV MAGIC: +10
Effect: Enduring Breath (Worn)
WT: 5.0 Size: LARGE
Class: ALL except MNK NEC WIZ MAG ENC
Race: ALL

LORE ITEM
Slot: BACK SECONDARY
AC: 30
STR: +10 STA: +10 WIS: +5 INT: +5 HP: +25 MANA: +25
SV FIRE: +8 SV DISEASE: +4 SV COLD: +8 SV MAGIC: +12 SV POISON: +4
WT: 3.0 Size: MEDIUM
Class: PAL SHD
Race: ALL except BAR ELF

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 20
WIS: +9 MANA: +40
WT: 1.0 Size: TINY
Class: WAR CLR PAL RNG SHD DRU BRD SHM
Race: ALL

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

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

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 20
STR: +7 STA: +5 AGI: +5 HP: +20
SV FIRE: +3 SV DISEASE: +3 SV COLD: +3 SV MAGIC: +3 SV POISON: +3
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 25
STR: +5 STA: +5 HP: +40
SV FIRE: +10 SV COLD: +10 SV MAGIC: +10
WT: 3.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD SHM
Race: ALL

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

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 25
STR: +10 CHA: +10 AGI: -5
SV FIRE: +5 SV DISEASE: +5 SV COLD: +25 SV MAGIC: +25 SV POISON: +5
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 40
STR: +10 DEX: +8 STA: +15 CHA: +5 WIS: +15 INT: +10 AGI: +8
WT: 2.0 Size: MEDIUM
Class: WAR CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 28
STA: +5 HP: +60
WT: 10.0 Size: MEDIUM
Class: WAR CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK RANGE SECONDARY
AC: 20
DEX: +25 STA: +15 AGI: +10 HP: +50
SV MAGIC: +15
WT: 0.5 Size: TINY
Class: WAR CLR PAL RNG SHD DRU MNK BRD ROG SHM NEC WIZ
MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 25
STR: +5 WIS: +8 INT: +8
SV COLD: +50
WT: 5.0 Size: MEDIUM
Class: CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 39
AGI: +15 HP: +100
WT: 0.0 Size: TINY
Class: WAR CLR PAL RNG SHD DRU SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 32
STR: +5 DEX: -5 STA: +25 CHA: +10
SV FIRE: +15 SV COLD: +15 SV MAGIC: +15
Effect: See Invisible (Worn)
WT: 5.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

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

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

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

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
AC: 45
STR: +5 DEX: +5 STA: +5 CHA: +5 WIS: +12 INT: +12 AGI: +5 HP: +75 MANA: +75
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM NODROP
Slot: SECONDARY
AC: 25
STR: +7 CHA: -25 WIS: +5
SV FIRE: +15 SV DISEASE: -20 SV MAGIC: +15
Effect: Regeneration
WT: 8.0 Size: LARGE
Class: WAR CLR PAL SHD ROG SHM
Race: DEF TRL OGR
Bows & Arrows

MAGIC ITEM TEMPORARY
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 27
DMG: 7
Effect: Ward Summoned (Combat, Casting Time: Instant) at Level 20
WT: 6.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE
Skill: Archery Atk Delay: 38
DMG: 30
WT: 2.0 Range: 120 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL

MAGIC ITEM
Slot: RANGE
Skill: Archery Atk Delay: 43
DMG: 21
WT: 4.5 Range: 125 Size: LARGE
Class: WAR PAL RNG SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery Atk Delay: 60
DMG: 33
STR: +4 DEX: +4
SV COLD: +10
WT: 4.0 Range: 150 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE
Skill: Archery Atk Delay: 50
DMG: 25 AC: 3
STR: +3 DEX: +3 STA: +3 HP: +10
SV MAGIC: +3 SV POISON: +10
WT: 0.5 Range: 150 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery Atk Delay: 25
DMG: 12
STR: +10 STA: +5 HP: +25 MANA: +25
WT: 3.0 Range: 150 Size: SMALL
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE
Skill: Archery Atk Delay: 36
DMG: 32
WT: 2.0 Range: 190 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL
However limited in performance for knights, archery does have its uses, particularly in overpopulated zones where competition is fierce and camps are not so clearly defined. Even a fraction of a second can mean the difference between the rare named incoming or going out towards that other group. This is why it's important to prioritize range with bow and arrow purchases, rather than damage. With enough range you can secure FTE before other players come within aggro radius; that is to say, you can be "first to engage" the target, claiming rights to its loot unless it kills you rather than you it. With a single arrow you can quickly lay claim to that named and, with the right bow/arrow combination, do so from distances greater than any one player's cast range. Arrows do have a projectile delay, however, unless the bow has an effect and that effect procs than the aggro is instantaneous. Do note that the hate caused by arrows is very minimal, meaning that most anyone can steal the mob you've aggroed and run it to their group. In such cases it helps to have a bow that incorporates one form of proc or another, as a resisted DD could potentially save you the hassle of having to stop and cast while trying to close the distance between you, the offending player, and the target. Unfortunately, the DD proc from Divine Might does not apply to ranged attacks, forcing you to look elsewhere, to more direct sources infused with spell effects.
However,
MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery Atk Delay: 44
DMG: 28
DEX: +5 WIS: +5 MANA: +40
Effect: Lightning Strike (Combat, Casting Time: Instant) at Level 35
WT: 4.0 Range: 150 Size: MEDIUM
Class: PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery 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: 1.0 Range: 200 Size: MEDIUM
Class: WAR PAL RNG SHD ROG
Race: ALL
Haste

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

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

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

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

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

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

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

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

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
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.
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

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

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

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

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
Situational Weapons
The
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

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

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

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 24
DMG: 25
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

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
Clickies
As one the best items available to Shadow Knights the
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

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

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
Class: NEC WIZ MAG ENC

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

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

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

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

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

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

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

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

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

MAGIC ITEM
Charges: 3
Effect: Ensnaring Roots (Any Slot, Casting Time: 1.5 seconds)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

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

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

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

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

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

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

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

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

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

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

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

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
Religion & Roleplay
Roleplaying, or some semblance of it, involves self-imposed restrictions that might seem illogical out of game, but make sense from the perspective of the race/class/gender of your character, along with their religious worldview. Though initially disadvantageous, this approach can provide unique challenges that guide your zone choices and color your interactions. Consider self-imposed restrictions not just in terms of gear, but faction, food/drink, nodrop quest items, and even bag space.
Bertoxxulous: The Plaguebringer
Faction: Bloodsabers, Kane Bayle
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.
Those wanting to roleplay a lich or cult member ought to consider following the Plaguebringer, as the misshapen insect-like god is essentially the cross between Hexxus from Ferngully and the Crypt Keeper.
MAGIC ITEM
Slot: RANGE AMMO
Skill: Throwing Atk Delay: 24
DMG: 9
WT: 0.3 Range: 125 Size: SMALL
Class: ALL except CLR PAL DRU SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 6
STR: +3 INT: +2
Effect: Reclaim Energy (Any Slot, Casting Time: Instant) at Level 20
Focus Effect: Minion of Earth
WT: 3.5 Size: LARGE
Class: MAG
Race: HUM ERU HIE DEF GNM

WT: 10.0 Size: GIANT
Class: ALL
Race: ALL

WT: 1.2 Size: SMALL
Class: NONE
Race: NONE

Slot: RANGE
Skill: Throwingv1 Atk Delay: 25
DMG: 3
Effect: Disease (Combat, Casting Time: Instant) at Level 30
WT: 0.0 Range: 50 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Immobilize (Any Slot, Casting Time: 8.0)
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Charges: 1
Effect: Burrowing Scarab (Any Slot, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
EXPENDABLE Charges: 1
Effect: Healing (Any Slot, Casting Time: Instant)
WT: 0.8 Size: SMALL
Class: ALL
Race: ALL

LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
EXPENDABLE Charges: 1
Skill: Piercing Atk Delay: 24
DMG: 3
Effect: Poison Bolt (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL

This is a meal!
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

This is a meal.
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

This is a meal!
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

This is a meal.
WT: 0.3 Size: TINY
Class: ALL
Race: ALL

This is a meal!
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

This is a meal!
WT: 0.6 Size: SMALL
Class: ALL
Race: ALL

NO TRADE
This is a hearty meal.
WT: 0.6 Size: SMALL
Class: ALL
Race: ALL

This is a meal!
WT: 0.6 Size: SMALL
Class: ALL
Race: ALL

QUEST ITEM
SV FIRE: -1 SV COLD: +2
This is a meal!
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

This is a meal!
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

This is a snack.
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

This is a drink!
WT: 0.6 Size: SMALL
Class: ALL
Race: ALL

This is a meal.
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

This is a meal!
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL
Notable NPCs include... Lord Grimrot, Lord Grimrot (undead), Zahal the Vile, Varsoon the Undying, Rahotep, Sentry Alechin, Drosco the Zombie, Korvik the Cursed, Shadowpincer, Noxious spider, Splintered Claw, Beggar Wyllin, The Swarm Mother and her swarmlings.

LORE ITEM NO DROP
WT: 1.0 Weight Reduction: 0%
Capacity: 4 Size Capacity: MEDIUM

WT: 5.0 Weight Reduction: 0%
Capacity: 2 Size Capacity: LARGE

LORE ITEM NO DROP
WT: 1.0 Weight Reduction: 0%
Capacity: 2 Size Capacity: MEDIUM

LORE ITEM
Slot: WAIST
AC: 8
WT: 1.0 Size: SMALL
Class: ALL except NEC WIZ MAG ENC
Race: ALL

Slot: WAIST
AC: 5
CHA: -5
SV DISEASE: +5 SV POISON: +5
WT: 0.2 Size: SMALL
Class: SHD
Race: HUM DEF TRL OGR GNM IKS

MAGIC ITEM
Slot: LEGS
AC: 7
AGI: +5
SV DISEASE: +5 SV POISON: +5
WT: 3.0 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM
Slot: LEGS
AC: 7
HP: +10 MANA: +10
WT: 7.5 Size: LARGE
Class: ALL
Race: ALL except IKS

Slot: SECONDARY
AC: 15
SV POISON: +10
WT: 4.0 Size: SMALL
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL

MAGIC ITEM
Slot: FACE
AC: 6
DEX: +7 CHA: -15 AGI: +2
SV MAGIC: +5
WT: 1.0 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: FACE
WIS: -4 INT: +5 MANA: +10
SV FIRE: -5 SV COLD: -5
WT: 0.2 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: FINGER
SV DISEASE: +10 SV POISON: +10
WT: 0.1 Size: TINY
Class: WAR CLR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: EAR
AC: 18
DEX: -35 AGI: -35
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 16
CHA: -2 HP: +20
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 3.5 Size: MEDIUM
Class: SHD NEC
Race: HUM ERU

MAGIC ITEM LORE ITEM
Slot: LEGS
AC: 12
DEX: +5 HP: +15
WT: 3.5 Size: MEDIUM
Class: SHD NEC
Race: HUM ERU

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 28
STR: +10 INT: +5
SV POISON: +20
WT: 5.0 Size: TINY
Class: ALL except WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: LEGS
AC: 15
INT: +6 HP: +20 MANA: +20
SV DISEASE: +20
WT: 2.0 Size: TINY
Class: ALL except WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: HANDS
AC: 12
DEX: +15
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 1.0 Size: TINY
Class: ALL except WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: BACK
AC: 10
HP: +75 MANA: +75
SV DISEASE: +15 SV POISON: +15
WT: 3.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 29
DMG: 4
Effect: Sear (Combat, Casting Time: Instant)
WT: 2.0 Size: MEDIUM
Class: ALL except CLR DRU MNK SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 4 AC: 2
Effect: Choke (Combat, Casting Time: Instant) at Level 20
CHA: -4
SV DISEASE: -3
WT: 2.5 Size: SMALL
Class: WAR RNG SHD BRD ROG
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 30
DMG: 5
Effect: Weak Poison (Combat, Casting Time: Instant)
WT: 5.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 35
DMG: 6
Effect: Insidious Fever (Combat, Casting Time: Instant) at Level 20
WT: 5.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NODROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 60
DMG: 4
Effect: Bone Shatter (Combat, Casting Time: Instant)
WT: 25.0 Size: LARGE
Class: WAR SHD MNK SHM NEC
Race: ALL except HIE HEF DWF HFL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 21
DMG: 4
Effect: Weak Poison (Combat, Casting Time: Instant, procs at 4 and maybe lower)
WT: 5.0 Size: MEDIUM
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 29
DMG: 5
Effect: Affliction (Combat, Casting Time: Instant) at Level 20
WT: 4.3 Size: MEDIUM
Class: WAR SHD ROG NEC
Race: ALL except HIE

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 38
DMG: 10
DEX: +5
Effect: Strong Poison (Combat, Casting Time: Instant) at Level 20
WT: 8.0 Size: LARGE
Class: WAR SHD BRD ROG
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 25
DMG: 4
Effect: Summon Bandages (Combat, Casting Time: Instant) at Level 1
WT: 2.0 Size: SMALL
Class: ALL except CLR PAL DRU MNK SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 20
DMG: 4
Effect: Disease Cloud (Combat, Casting Time: Instant) at Level 18
WT: 3.0 Size: MEDIUM
Class: SHD
Race: ERU DEF TRL OGR GNM IKS

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 25
DMG: 5
WIS: +7 INT: +7
Effect: Curse of the Garou (Combat, Casting Time: Instant) at Level 32
WT: 4.0 Size: MEDIUM
Class: CLR SHD DRU SHM
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: Piercing Atk Delay: 34
DMG: 15
Effect: Disempower (Combat, Casting Time: Instant)
WT: 8.0 Size: LARGE
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 11 AC: 10
Effect: Poisonous Chill (Combat, Casting Time: Instant) at Level 1
WT: 4.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE PRIMARY SECONDARY
Skill: Piercing Atk Delay: 22
DMG: 10
STR: +3
SV POISON: +10
Effect: Velium Shards (Combat, Casting Time: Instant) at Level 1
WT: 5.0 Size: TINY
Class: WAR RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY WAIST
Skill: 1H Slashing Atk Delay: 23
DMG: 11 AC: 12
AGI: +5
SV MAGIC: +5 SV POISON: +5
Effect: Blinding Poison III (Combat, Casting Time: Instant) at Level 1
WT: 3.6 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM NO DROP
Slot: RANGE PRIMARY
Skill: Piercing Atk Delay: 27
DMG: 17
INT: +5 HP: +20
SV MAGIC: +5
Effect: Sicken (Combat, Casting Time: Instant) at Level 45
WT: 7.0 Size: MEDIUM
Class: SHD
Race: ALL

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

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

MAGIC ITEM LORE ITEM
Slot: BACK SECONDARY
AC: 19
SV FIRE: +10
WT: 6.5 Size: LARGE
Class: WAR CLR PAL RNG SHD DRU BRD ROG SHM
Race: ALL except BAR TRL OGR

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 28
STR: +6 DEX: +5 STA: +9 CHA: +6 WIS: +6 INT: +7 AGI: +8 HP: +25
SV FIRE: -3 SV DISEASE: -4 SV COLD: +5 SV MAGIC: +9 SV POISON: +8
WT: 5.0 Size: MEDIUM
Class: ALL except DRU NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 37
STR: +15 DEX: +5 STA: +15 WIS: +7 INT: +7 AGI: +5 HP: +75
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +25
WT: 2.5 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 15
STR: +7 DEX: +7 STA: +7 AGI: +7
SV POISON: -15
WT: 1.5 Size: SMALL
Class: ALL except DRU NEC WIZ MAG ENC
Race: HUM IKS

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 48
STR: +10
SV POISON: +25
WT: 8.0 Size: TINY
Class: SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: BACK
AC: 18
DEX: +9 INT: +9 HP: +100 MANA: +80
SV DISEASE: +7 SV POISON: +7
WT: 0.0 Size: TINY
Class: SHD NEC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: EAR
AC: 5
DEX: +5 INT: +6 HP: +20
WT: 0.2 Size: TINY
Class: ALL
Race: HUM BAR ERU ELF HIE DEF TRL OGR HFL IKS

MAGIC ITEM LORE ITEM
Slot: EAR
AC: 2
STR: +5 STA: +5 CHA: -10 INT: +5
SV FIRE: +5 SV DISEASE: -8 SV COLD: +5 SV MAGIC: +5 SV POISON: -8
Effect: See Invisible (Worn)
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

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

MAGIC ITEM LORE ITEM
Slot: SECONDARY
Effect: Voice Graft (Any Slot/Can Equip, Casting Time: 4.0) at Level 49
WT: 3.0 Size: SMALL
Class: SHD DRU BRD SHM NEC MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE
AC: 4
STR: +4 DEX: +4 STA: +4 AGI: +4 HP: +40 MANA: +40
Effect: Creeping Vision (Any Slot/Can Equip, Casting Time: 1.0)
WT: 2.0 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
AC: 25
DEX: +10 STA: +10 HP: +50 MANA: +20
SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
WT: 1.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK WAIST
AC: 10
STR: +10 DEX: +10 STA: +10 HP: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: See Invisible (Worn)
WT: 0.2 Size: SMALL
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL

MAGIC ITEM
Slot: NECK
INT: +13 HP: -100
SV MAGIC: +10
Effect: Illusion: Skeleton (Any Slot, Casting Time: Instant)
WT: 0.1 Size: SMALL
Class: ENC MAG NEC WIZ
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 15
STA: +5 CHA: -25 WIS: +5 INT: +5 HP: +50 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Flowing Thought I (Worn)
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
AC: 10
STR: +10 STA: +10 CHA: -25 WIS: +10 INT: +10 HP: +100 MANA: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Effect: Flowing Thought I (Worn)
WT: 10.0 Size: LARGE
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 16
STA: +9 AGI: +12 HP: +50
SV DISEASE: +15
Haste: +36%
WT: 0.1 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HANDS
AC: 14
STR: +15 DEX: +9 STA: -7 CHA: -4
SV FIRE: -5 SV DISEASE: -5 SV COLD: -5 SV MAGIC: -5 SV POISON: -5
WT: 0.3 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 45
DMG: 17
STR: +5 CHA: -10 INT: +2 MANA: +5
SV DISEASE: -5 SV POISON: -5
WT: 15.0 Size: LARGE
Class: WAR SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Charges: 1
Skill: 2H Slashing Atk Delay: 48
DMG: 16
SV DISEASE: +10 SV POISON: +10
Effect: Vampiric Curse (Any Slot, Casting Time: Instant)
WT: 12.0 Size: LARGE
Class: WAR SHD NEC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 48
DMG: 23
STR: +4 DEX: +4 HP: +15 MANA: +20
SV COLD: +20
Effect: Shock of Frost (Combat, Casting Time: Instant) at Level 33
WT: 1.0 Size: LARGE
Class: WAR SHD NEC
Race: ERU DEF TRL OGR GNM IKS

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 42
DMG: 30
INT: +10
WT: 9.5 Size: LARGE
Class: SHD
Race: TRL OGR

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 48
DMG: 37
SV FIRE: -10 SV DISEASE: -10 SV COLD: -10 SV MAGIC: -10 SV POISON: -10
WT: 10.0 Size: LARGE
Class: PAL SHD
Race: ALL

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

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 30
DMG: 25
STR: +8 WIS: +5
SV FIRE: +1 SV DISEASE: +1 SV COLD: +1 SV MAGIC: +1 SV POISON: +1
WT: 7.0 Size: LARGE
Class: WAR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 18
DMG: 9
DEX: +6
SV POISON: +20
Effect: Poison (Combat, Casting Time: Instant) at Level 1
WT: 3.0 Size: SMALL
Class: WAR RNG BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY WAIST
Skill: 1H Slashing Atk Delay: 23
DMG: 11 AC: 12
AGI: +5
SV MAGIC: +5 SV POISON: +5
Effect: Blinding Poison III (Combat, Casting Time: Instant) at Level 1
WT: 3.6 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 19
DMG: 9
Effect: Strong Disease (Combat, Casting Time: Instant) at Level 50
WT: 3.5 Size: SMALL
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE PRIMARY SECONDARY
Skill: Piercing Atk Delay: 23
DMG: 12
STR: +10
SV DISEASE: -10
Effect: Disease Cloud (Combat, Casting Time: Instant)
WT: 6.0 Size: SMALL
Class: SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 23
DMG: 14
STR: +5 DEX: +10 HP: +25
Effect: Envenomed Breath (Combat, Casting Time: Instant) at Level 50
WT: 0.5 Size: MEDIUM
Class: WAR SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 18
DMG: 11
Effect: Sebilite Pox (Combat, Casting Time: Instant) at Level 50
WT: 2.2 Size: MEDIUM
Class: WAR SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 27
DMG: 15
Effect: Bone Melt (Combat, Casting Time: Instant) at Level 50
WT: 5.0 Size: SMALL
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 23
DMG: 15
STR: +10
SV FIRE: +15
Effect: Bone Melt (Combat, Casting Time: Instant) at Level 50
WT: 7.0 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 25
DMG: 14
Effect: Incapacitate (Combat, Casting Time: Instant) at Level 50
WT: 1.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE PRIMARY SECONDARY
Skill: Piercing Atk Delay: 19
DMG: 12
STR: +10 STA: +10
SV POISON: +30
Effect: Ikatiar's Revenge (Combat, Casting Time: Instant) at Level 50
WT: 5.0 Size: TINY
Class: SHD ROG
Race: ALL

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
There are numerous examples of disease and pollution being depicted through a single-minded all-consuming threat elsewhere in other games. Below are examples from Magic: the Gathering...
Phyrexian Plaguelord Exotic Disease Disease Carriers Noxious Field Festering Evil Diseased Vermin Phyrexian Tower Illness in the Ranks Quag Sickness Infectious Horror Sicken Spread the Sickness Undercity Plague Caress of Phyrexia Sick and Tired Gate to Phyrexia Phyrexian Altar Betrayal of Flesh Unholy Indenture Cursed Flesh Crovax the Cursed Festergloom Noxious Grasp Phyrexian Negator Devour Flesh Curse Artifact Swallowing Plague Curse of Bloodletting Phyrexian Battleflies Drainpipe Vermin Festering Wound Infected Vermin Parasitic Bond Infectious Host Unholy Hunger Phyrexian Defiler Graveyard Marshal Echoing Decay Phyrexian Scuta Stench of Decay Abolisher of Bloodlines Barrier of Bones Champion of Stray Souls Dark Revenant Lotleth Troll Phyrexian Crusader Corpse Knight Cadaverous Knight Deathless Knight Josu Vess, Lich Knight Foulmire Knight Dimir Aqueduct Spreading Plague Coffin Puppets Lich's Mirror Dusk Charger Yawgmoth's Edict Lich's Tomb Knight of Stromgald Necrotic Wound Phyrexian Monitor Skulking Knight It That Rides as One Shadow Rider Bake into a Pie Plague of Vermin Phyrexian Debaser Graveyard Shovel Belle of the Brawl Locthwain Paladin Phyrexian Ghoul Damnable Pact Demonic Pact Grave Exchange Plagued Rusalka Sewers of Estark Paragon of Open Graves Disentomb Phyrexian Portal Entomb Plague Dogs Famished Ghoul Wailing Ghoul Polluted Dead Unholy Strength Phyrexian Reclamation Quest for the Gravelord No Rest for the Wicked Restless Bones Smitten Swordmaster Yawgmoth's Agenda Necrotic Plague Wall of Corpses Reaper of Night Umbral Mantle Ghoulflesh Traveling Plague Polluted Bonds Unholy Citadel Plaguebearer Plague Rats Plague Belcher Corpulent Corpse Phyrexian Scriptures Ghoulcaller's Bell Murderous Rider Virulent Plague Phyrexian Delver Parasitic Implant Phyrexian Broodlings Decompose Urborg, Tomb of Yawgmoth Ghoulraiser Noxious Dragon Khabal Ghoul Skeletal Wurm Plague Wight K'rrik, Son of Yawgmoth Phyrexian Reaper Corpse Churn Endemic Plague Yawgmoth's Vile Offering Plague Beetle Plague Mare Unholy Fiend Polluted Mire Thirsting Shade Order of Yawgmoth Phyrexian Rager Diregraf Ghoul General's Kabuto Liliana, Dreadhorde General Farbog Boneflinger Cemetery Recruitment Dauthi Warlord Festering Wound Necro-Impotence Necrologia Necromancer's Stockpile Necromantic Selection Noxious Ghoul Barrier of Bones Bone Harvest Nim Deathmantle Oblivion Sower Slum Reaper Carrion Ants
Cazic Thule: The Faceless
Faction: Crusaders Of Greenmist, Shadowknights of Night Keep, Green Blood Knights, Heretics
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.
Notable NPCs include... Cazic Thule, Avatar of Fear, Wraith of a Shissar, Iksar Broodling, A lesser nightmare, A Nightmare
Place emphasis -CHA, incorporating more as players likely did back in classic, believing the persistent rumor that having the stat in the red lowered the resist rate of fear. Drink
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

LORE ITEM NO DROP
WT: 1.0 Weight Reduction: 30%
Capacity: 6 Size Capacity: MEDIUM

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 41
DMG: 16
STA: +5 AGI: +5
SV DISEASE: +5
WT: 8.0 Size: GIANT
Class: SHD
Race: ERU

MAGIC ITEM
Slot: FACE
AC: 6
DEX: +7 CHA: -15 AGI: +2
SV MAGIC: +5
WT: 1.0 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM
Slot: SHOULDERS
AC: 12
DEX: +3 CHA: -20 AGI: +5
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALL

MAGIC ITEM
Slot: BACK
AC: 8
STR: +4 DEX: +4 HP: +50
WT: 0.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM
Slot: FEET
AC: 10
STR: +4 DEX: +4 AGI: +4
SV FIRE: +2 SV COLD: +2 SV MAGIC: +2
WT: 2.0 Size: SMALL
Class: WAR CLR PAL RNG SHD DRU MNK BRD ROG SHM
Race: ALL

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

MAGIC ITEM LORE ITEM
Slot: CHEST
AC: 19
Effect: Regeneration (Worn)
WT: 6.0 Size: LARGE
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

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

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

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

MAGIC ITEM LORE ITEM
Slot: RANGE
STA: -5
SV FIRE: +30 SV COLD: +30
WT: 7.0 Size: TINY
Class: WAR SHD MNK SHM NEC
Race: IKS

MAGIC ITEM LORE ITEM NO DROP
Slot: SECONDARY
Skill: Piercing Atk Delay: 32
DMG: 5
Effect: Fear (Combat, Casting Time: Instant) at Level 15
WT: 2.0 Size: SMALL
Class: WAR RNG MNK BRD ROG
Race: ALL except ERU HIE

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
Elsewhere in other games there are numerous examples of a fearful entity taking hold of the mind, with paranoia morphing into phobia and tragedy into trauma. Below are examples from Magic: the Gathering...
Cower in Fear Demonic Dread Dirge of Dread Wave of Terror Dread Defiler Dread Presence Nightmare Unmaking Nightmare Incursion Viashino Weaponsmith Dread Reaper Fill with Fright Night Terrors Terror Viashino Skeleton Nightmare's Thirst Nightmare Dread Drone Dread Slag Markov Dreadknight Chosen of Markov Edgar Markov Markov Patrician Davriel's Shadowfugue Spiteful Shadows Brisela, Voice of Nightmares Nightmare Void Defiler of Souls Soul of Innistrad Stormfist Crusader
Innoruuk: The Prince of Hate
Faction: Dismal Rage, The Dead, Queen Cristanos Thex, Shadowknights of Night Keep, Inhabitants 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.
Innoruuk is a tall and twisted being who rules the Plane of Hate. There is no safety in his world, no open spaces, only dark alleys and dwellings inhabited by the nastiest of creatures, including powerful undead. Legend says Innoruuk is the father of the Dark Elves, even though he bears a greater resemblance to Trolls. With upturned nose and dangling, gnarled features, the god perfectly embodies the scheming wickedness of both Montgomery Burns and Green Goblin.
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.
In a decrepit tower overlooking the dark decaying alleys of the Plane over which he rules, Innoruuk waited, stoking the fire of his Hate until it was a raging inferno. He cursed his fellow gods for not including him in their pact and vowed to make them regret this disrespect. From the halls of the Elves’ fair city, Takish-Hiz, The Prince of Hate snatched away the Elven King and Queen. In his realm of pain and anger he slowly tore them apart, physically and mentally, over the course of three thousand years. He then gathered the quivering pieces of these beings of light and rebuilt them in his own dark sadistic image, a twisted mockery of Tunare’s noble children. In depositing The Teir’Dal, as Innoruuk’s Dark Elven creations would come to be called, back into the Underfoot of Norrath, the seeds for The Prince of Hate’s final revenge were sown.
Knights of Hate are Teir'Dal warriors or shadow knights who, like agents of Hate and sorcerers of Hate, have been lifted to semi-divine status. Adorned in wicked, dark plate armor, these unholy knights are feared and respected among the Teir'Dal as fanatic shock troops for the prince of hate. A knight of Hate typically favors the use of a greatsword and full plate armor etched with vile depictions of death; heavy armor and deadly skill, and in some cases dark spells, combine to bring great harm upon any foe the knight meets. The knight of Hate's most feared ability is its dreaded harm touch.
Knights of Hate are often found near the Prince of Hate's palace on the Plane of Hate, guarding against unwanted intruders. Knights who distinguish themselves in combat or on missions for the Dark Prince may advance to "Gravelord" status; the most powerful knight of the Order of Hate is known only as the Dread knight, the most feared of all of Innoruuk's once-mortal shadow knight servants.
Nearly all the knights of Hate are former Teir'Dal; however, a few are in fact Firstborn Teir'Dal. These rare knights were once high elf paladins who were part of a doomed invasion of the Plane of Hate ages ago. While these most powerful few knights of Hate are now in every respect Teird'Dal, they still wear their old regalia, in scorn of their former existence as feeble Koada'Dal. Their animosity and savagery is extreme in any fight, yet boundless should they encounter a high or wood elf; their hatred for the light elves is legendary, even among the Teir'Dal.
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.
Though unwelcome among the Inhabitants of Hate, you should consider yourself one of Innoruuk's Chosen. Get bound in Neriak or the Teir`Dal outpost in the Overthere. Learn Dark Elvish and Dark Speech.
QUEST ITEM
This is a drink!
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

This is a drink!
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM QUEST ITEM
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

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

WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

This is a meal!
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

This is a meal!
WT: 0.5 Size: SMALL
Class: ALL
Race: ALL

WIS: +2 AGI: +2
This is a meal!
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL

DEX: +1 WIS: +1 INT: +1 AGI: +1
This is a meal!
WT: 0.1 Size: SMALL
Class: ALL
Race: ALL
Notable NPCs include... Maestro of Rancor and Innoruuk

MAGIC ITEM
EXPENDABLE Charges: 1
Effect: Resistance to Magic (Any Slot, Casting Time: Instant) as Level 50
WT: 0.4 Size: SMALL
Class: ALL
Race: ALL

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

MAGIC ITEM LORE ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 23
DMG: 6
Effect: Blood Claw (Combat, Casting Time: Instant) at Level 18
WT: 3.5 Size: MEDIUM
Class: SHD ROG NEC
Race: ALL

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 24
DMG: 7
STR: +3 INT: +3
WT: 5.0 Size: MEDIUM
Class: WAR SHD ROG
Race: HUM DEF HEF TRL GNM
Deity: Innoruuk

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 19
Effect: Engulfing Darkness (Combat, Casting Time: Instant) at Level 35
WT: 10.0 Size: LARGE
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 28
DMG: 18
STR: +10
WT: 3.0 Size: MEDIUM
Class: SHD
Race: HUM ERU DEF GNM

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 5
STR: +9 CHA: +9 WIS: +9 INT: +9
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL except SHM
Race: HUM

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 7
STR: +5 CHA: +5 WIS: +5 INT: +5 AGI: +5 MANA: +50
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV POISON: +5
WT: 1.0 Size: SMALL
Class: WAR CLR SHD ROG NEC WIZ MAG ENC
Race: DEF

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 10
STR: +6 WIS: +6 INT: +6 AGI: +6
Effect: Ultravision (Must Equip, Casting Time: Instant)
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

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

MAGIC ITEM LORE ITEM NO DROP
Slot: ARMS
AC: 45
STR: +10 DEX: +15 STA: +15 CHA: +15 INT: +15 MANA: +40
SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
WT: 0.0 Size: TINY
Class: SHD BRD NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 7
DEX: +7 AGI: +7 HP: +100
WT: 2.0 Size: TINY
Class: SHD MNK ROG
Race: ALL

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

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 18
DMG: 9
STR: +10 WIS: +8
Effect: Spirit Tap (Combat, Casting Time: Instant) at Level 50
WT: 2.0 Size: MEDIUM
Class: WAR SHD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 24
DMG: 25
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

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

MAGIC ITEM LORE ITEM
Slot: SECONDARY
AC: 15
INT: +6 MANA: +20
SV MAGIC: +12
WT: 6.0 Size: MEDIUM
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

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

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

MAGIC ITEM NODROP
Slot: SECONDARY
AC: 25
STR: +7 CHA: -25 WIS: +5
SV FIRE: +15 SV DISEASE: -20 SV MAGIC: +15
Effect: Regeneration
WT: 8.0 Size: LARGE
Class: WAR CLR PAL SHD ROG SHM
Race: DEF TRL OGR

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

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

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

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

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
There are numerous examples of vampires being depicted as hateful and charismatic knights elsewhere in other games. Below are examples from Magic: the Gathering...
Hatred Ebonblade Reaper Arrogant Bloodlord Ob Nixilis, the Hate-Twisted Sorin's Thirst Life Chisel Markov Crusader Thirsting Bloodlord Lay Bare the Heart Bloodrage Vampire Dread of Night Gravepurge Necromantic Thirst Voracious Vampire Vampiric Touch Vampiric Rites Vengeant Vampire Vindictive Vampire Vampiric Link Vampiric Tutor Vampirism Vengeful Vampire Essence Drain Drain Life Vampiric Fury Vampiric Feast Sorin, Vampire Lord Sorin's Thirst Sorin's Vengeance Blood Divination Barter in Blood Blood Funnel Blood Lust Blood Tithe Eternal Thirst Vampiric Embrace Blood Rites Bloodcrazed Paladin Bloodsoaked Altar Vampire's Bite Stalking Vampire Mark of the Vampire Regal Bloodlord Thirsting Bloodlord Markov Warlord Nirkana Revenant Vampire Revenant Knight of Dusk Knight of Infamy Knight of Malice Bloodmist Infiltrator Severed Strands Essence Extraction Knight of the Ebon Legion Dusk Feaster Stronghold Discipline Curse of the Pierced Heart Bloodthirsty Blade Thirsting Axe Essence Harvest Ob Nixilis, the Hate-Twisted Dictate of Erebos Necromantic Thirst Altar of Shadows Lunarch Mantle
Mayong Mistmoore, the First Vampire / the Eater of Souls
Faction:: Mayong Mistmoore, Agents of Mistmoore
Mayong Mistmoore was an ancient elf who, by some unknown means, was cursed to be the first vampire. Mayong is one of the two oldest non-wurm lifeforms - the other being the last Kedge, Phinigel Autropos. The vampire has grown a vast network of spies and agents throughout Norrath on almost every continent. His most largest enemies are the League of Antonican Bards, Venril Sathir, the Ring of Scale, and the Claws of Veeshan.
Follow in the footsteps of Necromancers and go on the 6-Minute Bard Diet. Destroy any and all musical instruments found on corpses. Unfortunately, the Agents of Mistmoore faction cannot be increased during the classic timeline, only decreased, meaning those who wish to make MM castle their second home will have to do so at higher levels. Avoid killing drachids and denizens of the vampire ruler's castle if at all possible, as they give negative faction hits to both Mayong and his Agents. Instead, go to and earn experience within the Howling Stones, raising your Mayong Mistmoore (Faction).
‘He was ageless, a handsome portrait of grace and strength. I’d already given my heart when I saw the sinister beast beneath his flawless facade. My love for him twisted into a loathing that will live as long as I will… forever.’ –Tserrina Syl’Tor [8]
"Mayong Mistmoore is his own race of vampire. He's older than any of the common player races. In fact, he's said to have seen the first of Veeshan's brood on Norrath. Perhaps something occured in those days that fueled his hatred of dragon kind..." –Vahlar-Dev, EQ Designer [9]
It is said that Mayong is well over 10,000 years old.
Mayong shouts, 'The trivial endeavors of the pantheon bored me, long before you ever existed.'
Mayong shouts, 'One of your lifetimes is but a fleeting moment compared to my endless existence.' Mayong shouts, 'I have watched civilizations rise and fall, seen races born or destroyed, witnessed the gods meddling pointlessly with mankind.' Mayong shouts, 'I was there when Rallos led his army into the Plane of Earth.' Mayong shouts, 'I saw Takish`Hiz buried under a sea of burning sand.' Mayong shouts, 'I grew jaded and tired of this world eons ago.'
"True immortality comes with a price... You cannot possibly comprehend the burdens I bare. There is an implied responsibility to watch over mankind. To mold it, to push it in the right direction. In addition to monitoring the progress of my minions across several continents. In a way, I am envious of your simple lives."
Notable NPCs include... Mayong Mistmoore, Tserrina Syl'Tor (NPC), A cloaked dhampyre, and A dread widow

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 25
DMG: 4
Effect: Lifetap (Combat, Casting Time: Instant) at Level 1
WT: 5.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Piercing Atk Delay: 41
DMG: 20 AC: 5
INT: +3
Effect: Leech (Combat, Casting Time: Instant) at Level 25
WT: 9.2 Size: LARGE
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: Piercing Atk Delay: 25
DMG: 9
Effect: Dismiss Summoned (Combat, Casting Time: Instant) at Level 30
WT: 2.5 Size: MEDIUM
Class: WAR RNG SHD BRD ROG NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM
Slot: HEAD
AC: 13
CHA: +15
SV MAGIC: +20
Effect: Serpent Sight (Worn)
WT: 1.0 Size: SMALL
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 22
DMG: 7
STR: +5 DEX: +8 AGI: +4
Effect: Muscle Lock I (Combat, Casting Time: Instant) at Level 35
WT: 3.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: Piercing Atk Delay: 20
DMG: 13 AC: 9
HP: +35
Effect: Energy Sap (Combat, Casting Time: Instant) at Level 50
WT: 1.9 Size: SMALL
Class: ALL except CLR DRU MNK
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: ARMS
AC: 45
STR: +10 DEX: +15 STA: +15 CHA: +15 INT: +15 MANA: +40
SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
WT: 0.0 Size: TINY
Class: SHD BRD NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE PRIMARY SECONDARY
Skill: Piercing Atk Delay: 18
DMG: 13 AC: 30
DEX: +10 STA: +10 AGI: +10
SV FIRE: +12 SV DISEASE: +12 SV COLD: +12 SV MAGIC: +12 SV POISON: +12
Haste: +41%
WT: 0.0 Size: TINY
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL
Rallos Zek: The Warlord
Faction: Green Blood Knights
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.
Prioritize Strength and Stamina above all other stats. Get bound in the Arena, or any city arena that sees bloodshed. Host tournaments, such as Friday Night Fights. Challenge lower and higher level players to duels. Block entrances and exits with your voluptuous, bodacious form and make /rude gestures at those who might body-shame you, offering shrink potions. Consider turning in your
The Book is closed.
LORE ITEM
WT: 0.0 Size: TINY

WT: 0.4 Size: SMALL
Class: ALL
Race: ALL
Notable NPCs include... Statue of Rallos Zek, Avatar of War, and Xenevorash

Slot: RANGE AMMO
Skill: Throwingv2 Atk Delay: 35
DMG: 36
WT: 25.5 Range: 200 Size: LARGE
Class: WAR SHD ROG
Race: BAR TRL OGR IKS

Slot: HANDS
AC: 1
SV DISEASE: +25 SV POISON: +25
WT: 1.9 Size: SMALL
Class: WAR SHD SHM
Race: TRL OGR

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 17
Effect: Heat Blood (Combat, Casting Time: Instant)
WT: 4.0 Size: MEDIUM
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 20
DMG: 4
Effect: Serpent Sight (Worn, Casting Time: Instant)
WT: 10.0 Size: MEDIUM
Class: WAR PAL RNG SHD DRU BRD ROG
Race: ALL

MAGIC ITEM NO DROP
Slot: SHOULDERS
AC: 9
DEX: +7 MANA: +15
WT: 4.5 Size: SMALL
Class: WAR CLR PAL SHD BRD
Race: ALL

MAGIC ITEM
Slot: CHEST
AC: 18
HP: +40
WT: 20.0 Size: MEDIUM
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL except DWF HFL GNM

MAGIC ITEM
Slot: PRIMARY
Skill: 1H Slashing Atk Delay: 40
DMG: 25 AC: 5
STR: +5
SV MAGIC: +5
WT: 15.0 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: RANGE
STA: +6 HP: +25 MANA: +25
SV DISEASE: +10
WT: 3.0 Size: SMALL
Class: ALL
Race: ALL

LORE ITEM NO DROP
WT: 0.1 Weight Reduction: 70%
Capacity: 8 Size Capacity: GIANT

NO DROP
Slot: HEAD
AC: 14
INT: +3
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 5.0 Size: SMALL
Class: SHD
Race: HUM ERU DEF TRL OGR GNM IKS

MAGIC ITEM LORE ITEM NO DROP
Slot: NECK
AC: 11
STR: +6 STA: +7 HP: +15
SV COLD: +13 SV MAGIC: +7
WT: 2.1 Size: SMALL
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: ARMS
AC: 16
STR: +9 DEX: +5 HP: +20
SV FIRE: +2 SV DISEASE: +2 SV COLD: +2 SV MAGIC: +3 SV POISON: +2
WT: 7.0 Size: MEDIUM
Class: ALL except MNK NEC WIZ MAG ENC
Race: ALL

LORE ITEM NO DROP
Slot: LEGS
AC: 17
STR: +2 CHA: +4 WIS: +6 HP: +20
SV MAGIC: +10
WT: 0.0 Size: TINY
Class: ALL except MNK NEC WIZ MAG ENC
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: Hands
AC: 32
STR: +20
WT: 3.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: SHOULDERS
AC: 20
STR: +10 STA: +10 HP: +20 MANA: +20
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
Effect: Aura of Battle (Must Equip, Casting Time: Instant)
WT: 4.0 Size: MEDIUM
Class: WAR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: WAIST
AC: 25
STR: +10 WIS: +15 INT: +15 HP: +75
SV FIRE: +15
Haste: +41%
WT: 0.5 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 25
STR: +12 DEX: +12 STA: +12 HP: +80
SV FIRE: +7 SV DISEASE: +7 SV COLD: +7 SV MAGIC: +7 SV POISON: +7
Effect: Aura of Battle (Worn)
WT: 0.0 Size: TINY
Class: WAR PAL RNG SHD MNK BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: FACE
AC: 30
STR: +10 DEX: +10 STA: +10 CHA: +10 WIS: +10 INT: +10 AGI: +10 HP: +100 MANA: +100
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 0.0 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 50
STR: +10 WIS: +10 INT: +10 HP: +70 MANA: +70
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 2.0 Size: SMALL
Class: WAR CLR PAL RNG SHD BRD ROG SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: RANGE
Skill: Archery Atk Delay: 25
DMG: 12
STR: +10 STA: +5 HP: +25 MANA: +25
WT: 3.0 Range: 150 Size: SMALL
Class: WAR PAL RNG SHD
Race: ALL

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 21
DMG: 10 AC: 10
Effect: Word of Pain (Combat, Casting Time: Instant) at Level 35
WT: 2.0 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 42
DMG: 20
Effect: Word of Shadow (Combat, Casting Time: Instant) at Level 35
WT: 11.0 Size: LARGE
Class: WAR SHD
Race: ALL

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

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 42
DMG: 20
Effect: Steal Strength (Combat, Casting Time: Instant) at Level 30
WT: 9.5 Size: LARGE
Class: SHD
Race: ALL

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 41
DMG: 29
SV MAGIC: +7
Effect: Strike of Thunder (Combat, Casting Time: Instant) at Level 45
WT: 0.0 Size: TINY
Class: WAR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 42
DMG: 27
STR: +6 INT: +6
Effect: Rampage (Combat, Casting Time: Instant) at Level 45
WT: 10.0 Size: LARGE
Class: WAR PAL SHD
Race: ALL

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 50
DMG: 42
STR: +5 CHA: -5
WT: 10.0 Size: LARGE
Class: WAR SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 34
STR: +3 WIS: +10 INT: +10
Effect: Ykesha (Combat, Casting Time: Instant) at Level 50
WT: 10.0 Size: LARGE
Class: WAR RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 44
DMG: 33
Effect: Doljon's Rage (Combat, Casting Time: Instant)
WT: 15.6 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

LORE ITEM
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 40
SV FIRE: +12 SV DISEASE: +12 SV COLD: +12 SV MAGIC: +12 SV POISON: +12
WT: 25.0 Size: MEDIUM
Class: WAR PAL SHD
Race: ALL

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 40
DMG: 37 AC: 15
STR: +5 DEX: +10 AGI: +15 HP: +50
SV FIRE: +11 SV COLD: +11 SV MAGIC: +11
Effect: Garzicor's Vengeance (Combat, Casting Time: Instant) at Level 50
WT: 10.3 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

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

MAGIC ITEM
Slot: PRIMARY SECONDARY
Skill: 1H Blunt Atk Delay: 18
DMG: 12
STR: +10 DEX: +10 STA: +10 HP: +50 MANA: +50
Effect: Anarchy (Combat, Casting Time: Instant) at Level 46
WT: 0.2 Size: SMALL
Class: WAR CLR PAL RNG SHD DRU MNK BRD ROG SHM
Race: ALL

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 44
DMG: 45 AC: 17
STR: +8 DEX: +8 STA: +8 CHA: +8 WIS: +8 INT: +8 AGI: +8 HP: +75 MANA: +75
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
Effect: Avatar (Combat, Casting Time: Instant)
WT: 2.5 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 44
DMG: 45 AC: 17
STR: +8 DEX: +8 STA: +8 CHA: +8 WIS: +8 INT: +8 AGI: +8 HP: +75 MANA: +75
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
Effect: Avatar (Combat, Casting Time: Instant)
WT: 2.5 Size: LARGE
Class: WAR PAL RNG SHD
Race: ALL

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
Effect: Strike of the Chosen (Combat, Casting Time: Instant)
WT: 15.0 Size: LARGE
Class: WAR PAL SHD
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 45
STA: +15 HP: +100
SV FIRE: +15 SV DISEASE: +15 SV COLD: +15 SV MAGIC: +15 SV POISON: +15
Effect: Aura of Battle (Worn)
WT: 25.0 Size: LARGE
Class: WAR CLR PAL SHD BRD SHM
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: CHEST
AC: 55
STR: +10 DEX: +15 STA: +20 CHA: +10 AGI: +15 HP: +100
SV FIRE: +8 SV DISEASE: +8 SV COLD: +8 SV MAGIC: +8 SV POISON: +8
WT: 19.4 Size: LARGE
Class: WAR PAL SHD BRD
Race: ALL

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

MAGIC ITEM LORE ITEM NO DROP
Slot: FINGER
AC: 30
STR: +7 WIS: +7 INT: +7 HP: +100 MANA: +100
SV FIRE: +5 SV DISEASE: +5 SV COLD: +5 SV MAGIC: +5 SV POISON: +5
WT: 0.1 Size: TINY
Class: ALL
Race: ALL

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 35
STR: +10 WIS: +10 INT: +10 HP: +100
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +25 SV POISON: +10
Effect: Truesight (Worn)
WT: 1.0 Size: TINY
Class: ALL
Race: ALL
There are numerous examples of warlords being depicted as diabolic masterminds worthy of admiration elsewhere in other games. Below are examples from Magic: the Gathering...
Warlord's Axe Villainous Ogre Fire-Field Ogre Ogre Errant Ogre's Cleaver Sawtooth Ogre Contested War Zone Singe-Mind Ogre Uncontrollable Anger Barge In Violent Ultimatum Daru Warchief Emblem of the Warmind Wound Reflection Cathedral of War Arena Crescendo of War Battle Frenzy Idol of Oblivion