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Difference between revisions of "Undercon's Shadow Knight Guide"
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After reaching the soft cap Knights, both Holy and Unholy, can expect a 33% return from AC which is second only to Warrior's 45%. However, from parses and discussions, the consensus about AC is that after the 800 threshold there will be very little return in damage mitigation. That may be subject to change (for the better) in future patches, allowing for a raw AC bonus from shields, but so far that remains to be seen. Best bet is to test AC gear out for yourself and see what works best for you. | After reaching the soft cap Knights, both Holy and Unholy, can expect a 33% return from AC which is second only to Warrior's 45%. However, from parses and discussions, the consensus about AC is that after the 800 threshold there will be very little return in damage mitigation. That may be subject to change (for the better) in future patches, allowing for a raw AC bonus from shields, but so far that remains to be seen. Best bet is to test AC gear out for yourself and see what works best for you. | ||
− | Starting off you'll want to incorporate banded armor into your | + | Starting off you'll want to incorporate banded armor into your equipment slots. Check the area merchants, especially near forges, as lazy blacksmithers will often just sell multiples to the merchants while skilling up. If you're lucky you can get a full set of visible banded for a small sum of plat. Once you've gotten yourself armored up with a few levels under your {{:Banded Belt}}, you'll want to start saving up for gear that adds HP without sacrificing AC. {{:Tattered Mantle}}, {{:Glowing Bone Collar}}, {{:Diamondine Earring}}, and {{:Platinum Fire Wedding Ring}} will increase your survivability and give your healer more room for error. |
'''Resists''' | '''Resists''' |
Revision as of 21:51, 24 September 2014
Contents |
Overview of the Class
Welcome to the Shadow Knight, a heavily armored, hated and penalized class. As one of three hybrids you will have to endure an experience penalty, that is, until the release of the Velious expansion. This penalty serves as a deterrent, as seen in the relatively low number of hybrids on the server, and it sometimes will also reduce your chances of getting groups, albeit rarely. The desirability of this particular class stems from a few cheap spells that practically guarantee the rest of your group will go untouched by mobs. What sets you apart from the others is your ability steal HP, AC, STR, and, most importantly, AGGRO. These are your strong suits and the reason you will be sought after for groups. However, no amount of twinking is going to turn you into the DPS machines that Monks and Rogues are. It's a sad reality but it's a reality nonetheless. Your job as a Shadow Knight is to take damage, not dish it out. One part Necromancer and three parts Warrior, the Shadow Knight is not a damage dealer but, over time and with a bit of finagling, it is a class that can solo decently. Early on in raid situations you will be asked to fear/snare when needed and let the Enchanter steal from your mana pool with Theft of Thought. Accept their duel and /wave goodbye to your mana. You may also be expected to tank/off-tank during raids, but generally speaking the Warrior will be doing the heavy lifting.
It might sound simple enough but hybrid tanking isn't all about hitting auto-attack and spamming the same spells over and over mindlessly. Positioning of the mob is just as important as taking into account how much push your group has. You want the other group members, especially the rogues, to have access to the backside of the mob until it's dead. And you're going to be backed into a corner if you aren't vigilant and in third person perspective. Be ready to identify specific spells by their color and then bash interrupt them at the last second so the mob has less time to recast. This is especially true with heal spells because towards the end of a mob's life it will cast and recast heals. If you can interrupt it even momentarily, one or two extra seconds can be enough for the DPS to finish the mob off. There are many other situational abilities of the class which will be discussed at length in future edits.
Note: Information was compiled from various forums and Allakhazam posts, as well as personal experiences. The bulk of this guide pertains to the PvE (Blue) Server, although a section for PvP (Red) might be included at some point. Edits are welcome, otherwise read on.
Strategies
Fear-Kiting
This is the most reliable means to gaining experience for Shadow Knights and is generally restricted to outdoor zones. 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 the hang of things.
Decreasing Downtime
In many zones, even at high levels, there will be low level green con mobs in the vicinity. Open your spell book and load up Vampiric Embrace and your newest Lifetap. Also, if you have a weapon with the proc Soul Bond than wield it. Steal as much HP as needed. Once you're out of mana, sit and med up. Regaining mana will be much quicker than all that HP would have been. It's such an obvious option but many SKs, including ones without innate regen, do not take advantage of it.
Pulling
The simplest and earliest method of pulling requires you to make use of Numb the Dead, your first undead lull spell, beginning at level 15 which will allow you to minimize adds -- ideal for zones like Befallen and Unrest. Simply cast Numb the Dead on each potential add and then aggro the mob(s) you want. Pull to a safe distance and kill. Most every undead will not flee when they are low on health but remember that lull merely decreases the range of a mob's aggro, so keep your distance.
Once you reach level 30 you will receive Feign Death. This spell opens up a lot of possibilities, allowing you to avoid trains and dungeon crawl hassle-free. It also allows you to pull semi-effectively. Two-spawn locations like the West Commonland's Tollbooth and North Karana Guard Tower are great places to practice split pulling.
In full groups split pulling will often be left to other, more capable classes. With as many Monks and Bards as there are on this server, each group is bound to have at least one present and accounted for, both of which have better skills to get the job done and quicker. But if the Monk needs to go AFK or the Bard's fingers cramp up, that's when you step in. Zone knowledge is crucial. If you don't know the layout, speak up. Likely someone in group can indicate which mobs and where to pull from/what to avoid. Remember to use your
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 two-fold for each caster mob involved in the pull because of the delay involved with Shadow Knight's Feign Death. Trying to get a two-pull out of five clustered mobs is very doable if the mobs are all non-casters, but trying to split up multiple casters requires patience, making use of line of sight with high MR and good FD timing. With its 1.5 second cast time and 15 second recast, the window for FD success is very small. Thankfully, on the PVE (Blue) server, you can duck to interrupt your spells including Feign Death. Wait and then recast, watching for NPC cast animations/messages. Also, regardless of whether your FD is successful or not, if there are any pathing mobs involved you will most likely have to /q out (/quit) in order to lose that aggro, otherwise automatically assume that any nearby pathers will be part of the pull. Pathers take considerably longer to return to their spawn point or "reset". This is particularly true in outdoor zones. A pather can/will make a beeline for you from the other side of the zone (bringing friends along) even if you've been FD for 10-15 minutes. Never assume you've lost aggro. When in doubt, /q out.
When scouting out areas beforehand make use of all camera angles. This is extra helpful for pulling, when feign deathed, as the mobs are pathing back to their spawn location. Also, if the mobs are all pathing back at the same time, use your darkness and FD again. Once you have a few stragglers, wait until the other mobs have returned to their spawn point, then stand up and cast on one of the stragglers. Do a quick headcount and start strafing back to your group, if need be, to avoid being hit or stunned from behind. How many you can bring to group depends on the size and makeup of your group. With the average group generally two or three mobs per pull is ideal. Just have an incoming message hotkeyed so your group mates are prepared for what's on the way.
If you have a bad pull and FD fails, die far enough away from the rest of the group unless told otherwise. Training your group is a good way to end the xp session. When in doubt just die, consent the rogue and look for a res. You will know when Feign Death is unsuccessful when you read the message "You have fallen to the ground". This is the worst message to see and it will almost definitely mean that you're as good as dead because the recast timer on FD is 15 seconds, more than enough time for a train of mobs to kill you. Shadow Knights do get an upgrade to FD in the Velious expansion called Death Peace which decreases the recast time to only 4 seconds but it is a level 60 spell.
Resist gear starts becoming important around mid-30s and is crucial at raid levels. Magic is the most important of all resists, but no resist is better than levels. If you don't have the levels for a zone or encounter than you are going to die horribly, regardless of your resists or armor count.
Harm Touch
With a 72 minute timer it's important to always keep Harm Touch on reserve. It's not as amazing as Paladin's Lay on Hands ability but it still has its uses. However, just like Lay on Hands, Harm Touch does have a range limit. Basically you need to be within arm's reach of the target in order to use it. Be creative with Harm Touch. If a dying group member has aggro that you can't steal back, use HT. Even if it gets resisted you should be able to get aggro, thus saving the group member. And while it isn't as visually pleasing as LoH, you'll still have the satisfaction knowing that you saved a party member. Unlike LoH, HT can be resisted completely or partially. Single digit Harm Touches have been known to happen.
Only in one instance is Harm Touch better than Lay on Hands and that is when camping a named mob for the simple reason that, if another player attempts to steal your camp, you have some burst damage available. All that's needed is to dish out more than 50% of the damage and the loot is yours. You are still vulnerable to kill steals but you stand a better chance than your extended family, the Warrior and the Necromancer.
Pets
The first thing you'll notice is your skeleton pet will be lacking in more places than one. This is painfully obvious from levels 35-48 but it does get better, eventually. Until eventually happens you will have to make do though, which isn't all that hard because the pet's weaknesses do have a silver-lining. For example, before engaging a Shadow Knight mob send your pet into battle so it takes the Harm Touch instead of you. By doing so all you lose are two bonechips and a flimsy but loyal companion. This tactic is useful against Lizard Crusaders when farming decayed armor for the Darkforge Quest. Even though NPC Harm Touch is significantly weaker than that of a player character it still takes its toll.
Other than that, think of your pet as an additional DoT, one that can at any time aggro other nearby mobs due to it being much lower in level than you. Early on buy/loot Rusty 2H Weapons and give them to your skeleton pet for added damage. After level 30 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.
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: Maintaining Aggro
When grouping you will undoubtedly get more mileage out of these two spells than any of the others available to you. Disease Cloud is a staple of the class and a liability at the same time. Be ready to commit to whatever mob you cast DC on unless a group member roots it because the mob is now basically 100% mez-resistant, that is, every time the DoT ticks mez will break. Have plat ready to help pay for the Enchanter's res. The good news is we get a spell equal in power to Disease Cloud without all of the risk risk.
Though 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 SV really should not be overlooked because while it may have a higher mana cost than DC it's actually the more superior spell, providing you will a fail-safe way to generate aggro (something DC cannot do because it is a DoT). Whether a mob is mezzed or bouncing between group mates, one cast of SV will likely put you at the top of the hate list. As a precaution, if the mob has been mezzed, it is best to cast SV first, taunt and then follow up with DC before attacking. And since SV does not break mez you may want to cycle through whatever mobs are mezzed in camp, after you've established aggro with the current target, and then proceed to SV the upcoming target. Do not neglect either of these spells, they the bread and butter of generating aggro.
Darkness and Fear: Soloing Effectively
Any form of Darkness and Fear are a must for soloing. It is because of these two spells that you are able to solo better than Paladins and Rangers. It's very straightforward, though the tactic of fear-kiting itself will have you running in sporadic circles. Because of this fear-kiting is only recommended in outdoor zones where you have room to avoid other mobs. Lead off by casting snare, in this case we'll say Engulfing Darkness as it is around this spell level that fear-kiting comes into its own. Once the mob is snared back away and begin casting fear. After the mob is feared move into melee range and attack. To maximize damage output always have a pet summoned and cast whatever dots you have available. You will need to reapply fear and/or darkness, so make sure you manage your mana bar accordingly.
Your darkness spells are also useful in groups, needed not only to generate hate but also to prevent runners. To do so, once the mob is at or around half health, you'll want to cast darkness on it. This is especially true in dungeons when your lacking another snarer and are 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 an angry enchanter. Ensuring that your group doesn't wipe is worth more than the mana used up.
Feign Death
The spell's name says it all. Remember to use duck to interrupt the cast if needed and be prepared for survivor's guilt.
Getting Geared
Armor
After reaching the soft cap Knights, both Holy and Unholy, can expect a 33% return from AC which is second only to Warrior's 45%. However, from parses and discussions, the consensus about AC is that after the 800 threshold there will be very little return in damage mitigation. That may be subject to change (for the better) in future patches, allowing for a raw AC bonus from shields, but so far that remains to be seen. Best bet is to test AC gear out for yourself and see what works best for you.
Starting off you'll want to incorporate banded armor into your equipment slots. Check the area merchants, especially near forges, as lazy blacksmithers will often just sell multiples to the merchants while skilling up. If you're lucky you can get a full set of visible banded for a small sum of plat. Once you've gotten yourself armored up with a few levels under your
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

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

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

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

Slot: FINGER
AC: 5
HP: +55
WT: 0.1 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
1H Blunt

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

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

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

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

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

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

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
Piercing
Given the limited number of piercers available to Shadow Knights in Kunark, it's easy to neglect this skill and focus on the heavy hitters. But if you're thinking for the long-term than seriously consider maxing out the skill, as a good many piercing weapons become available in Velious. For now, start off with a
MAGIC ITEM LORE ITEM
Slot: PRIMARY
Skill: Piercing Atk Delay: 30
DMG: 10
INT: +2 HP: +10
WT: 1.9 Size: MEDIUM
Class: SHD
Race: ALL

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

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

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

MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: Piercing 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 SHD
Race: ALL
2H Blunt
The
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 Blunt Atk Delay: 36
DMG: 24
INT: +2 AGI: +2
Effect: Soul Bond (Combat, Casting Time: Instant) at Level 46
WT: 10.0 Size: LARGE
Class: SHD
Race: ALL

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

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

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

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

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

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

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

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

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
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: 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
Situational Weapons

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: 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
Shields

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

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: 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: 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: 25
HP: +50
WT: 7.3 Size: MEDIUM
Class: WAR CLR PAL SHD 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: 28
STR: +5 STA: +5 INT: +5 HP: +50 MANA: +50
SV FIRE: +5 SV COLD: +5 SV MAGIC: +10
Effect: Deadeye (Worn)
WT: 3.0 Size: LARGE
Class: SHD
Race: ALL

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
Clickies
One of if not the best item 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 NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

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: 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
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