[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]
Difference between revisions of "Undercon's Shadow Knight Guide"
(→Overview of the Class) |
(→Overview of the Class) |
||
| Line 44: | Line 44: | ||
To avoid death and the long corpse recoveries that come with it, don't rely on Feign Death alone. Instead, make good use out of what few melee skills you have at your disposal. When attacking mobs that cast, make an effort to identify specific spells by their color/pattern and then bash interrupt at the last second so the mob has even less time to recast. 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 already have your epic, the sole two-handed weapon that allows its wielder to bash. It cannot be stressed enough just how valuable the ability is, especially for Shadow Knight who don't have access to the stun spells 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 that Complete Heal definitely isn't going to land in time. | To avoid death and the long corpse recoveries that come with it, don't rely on Feign Death alone. Instead, make good use out of what few melee skills you have at your disposal. When attacking mobs that cast, make an effort to identify specific spells by their color/pattern and then bash interrupt at the last second so the mob has even less time to recast. 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 already have your epic, the sole two-handed weapon that allows its wielder to bash. It cannot be stressed enough just how valuable the ability is, especially for Shadow Knight who don't have access to the stun spells 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 that Complete Heal definitely isn't going to land in time. | ||
| − | + | 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 thoroughly enjoy dungeon-crawling, group tanking, and pulling mobs into camp. If you want to group but also have the ability to solo outdoors. If you want to roleplay as a vampiric soldier or a chaotic-evil demon knight. 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 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.'' | ''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.'' | ||
Revision as of 15:57, 22 August 2019
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.
Shadow Knight / Paladin / Ranger / Bard (40% Experience Penalty)
Note: Class experience penalties are no longer in effect on Project1999 as of 9/21/15.
Now that the design of each class is better understood after all these years, groups are much more inclined to have a hybrid tanking than in the past. The desirability of this particular class stems from the low mana cost spells that practically guarantee the rest of your group will go untouched by mobs, allowing them to play their role to the fullest extent without hesitation. And while other tank classes can achieve a similar effect, what sets Shadow Knights apart is their ability steal HP, AC, ATK, STR, and, most importantly, AGGRO. This is their true underlying strength and the main reason they are sought after by groups.
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 spellbook 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 more ideal for those who don't know where they're going with the character.
| 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 turn you into the DPS machines that Rogues are; it's a sobering reality but it's reality nonetheless. As a hybrid tank you will want to first focus on how much damage you can take before you start thinking about how much damage you can put 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 assist Monks with pulling, tagging singles out, and training away adds or 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 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 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 utility spells and 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 easilt 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.
Snaring mobs that flee is also a must, especially since you have no innate way of healing group members 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 mobs that don't cast. This advice becomes more of a guideline higher in levels when targets start casting Ice Comet, Gate, and Complete Heal.
Mistakes are a given, but Shadow Knights often get to live with those mistakes thanks to Feign Death, while other players can only run in terror, Root and camp out, or attempt to Gate. More often than not, their efforts only delay the inevitable. 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 oneWT: 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 behaved as though it is rooted, except without proximity aggro. This means that, since the caster is still attempting to flee, its offensive spells aren't on the table, only the beneficial spells are, provided it has the mana. Worse still, since the caster is snared,zoneline 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.
To avoid death and the long corpse recoveries that come with it, don't rely on Feign Death alone. Instead, make good use out of what few melee skills you have at your disposal. When attacking mobs that cast, make an effort to identify specific spells by their color/pattern and then bash interrupt at the last second so the mob has even less time to recast. 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 already have your epic, the sole two-handed weapon that allows its wielder to bash. It cannot be stressed enough just how valuable the ability is, especially for Shadow Knight who don't have access to the stun spells 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 that Complete Heal definitely isn't going to land in time.
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 thoroughly enjoy dungeon-crawling, group tanking, and pulling mobs into camp. If you want to group but also have the ability to solo outdoors. If you want to roleplay as a vampiric soldier or a chaotic-evil demon knight. 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 was compiled from various forums and Allakhazam posts, as well as personal experiences. The bulk of this guide pertains to the PvE (Blue) Server, although a section for PvP (Red) might be included at some point. Edits are welcome, otherwise read on.
Strategies
Fear-Kiting
This is the most reliable means for gaining solo experience as a Shadow Knight and it's 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
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.
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 Commonland's Tollbooth and North 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 yourMAGIC 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.
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.
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. After level 52, after you mem Malignant Dead, switch to theMAGIC 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.
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.
Shadow Vortex. While Shadow Vortex is a late addition to your spell book, you'll eventually find yourself using it in tandem with Disease Cloud so as to maintain aggro versus recast timers. The convenience of Shadow Vortex really should not be overlooked because while it may have a higher mana cost than Disease Cloud it's actually the more superior spell, providing you with a fail-safe way to generate aggro. Whether a mob is mezzed or bouncing between group mates, one cast of Shadow Vortex will likely put you at the top of the hate list. As a precaution, if the mob has been mezzed, it is best to taunt first, then cast Shadow Vortex, and then follow up with Disease Cloud before making an attack. And since Shadow Vortex does not break mez, you can cycle through whatever mobs are mezzed in camp after you've established aggro with the current target. Shadow Vortex will make you slightly more synergistic with Enchanters, but still nowhere near as much as Paladins.
Do not neglect either of these spells. They are the truest and most tried method of generating aggro and you will need to use both since they have a 6 second recast time, especially in full groups with lots of DPS.
Darkness and Fear: Soloing Effectively
Different combinations of the Darkness and Fear line of spells are a must for soloing as a Shadow Knight. It is because of these two spells that you are much more capable at soloing than Paladins. It's very straightforward, though the tactic of fear-kiting itself will have you running around in sporadic circles like a headless cockatrice. Because of this fear-kiting is only recommended in outdoor zones where you have room to avoid other mobs. Lead off by casting snare, in this case we'll say Engulfing Darkness as it is around this spell level that fear-kiting comes into its own, and Engulfing Darkness decreases a mob's movement speed just enough to keep it relatively contained. Once the mob is snared, back away and begin casting the best version of fear that's in your spellbook. After the mob is feared move into melee range and attack. To maximize damage output always have a pet summoned and cast whatever dots you have available. You will need to reapply fear and/or darkness, so make sure you manage your mana bar accordingly.
Your darkness spells are also useful in groups, needed not only to generate hate but also to prevent runners. To do so, once the mob is at or around half health, you'll want to cast darkness on it. This is especially true in dungeons when your lacking another snarer and keep getting resisted. It's important to note that your darkness line of spells does not stack with Druid/Ranger snare. If either of these classes offers to snare runners than let them but still keep some form of darkness slotted just in case. If you are on snaring duty than you'll want to give yourself enough time to recast darkness in case of resists, otherwise the mob will flee at full speed and you'll have adds and a less-than-amused Enchanter on your hands. Incoming passive aggressive comments in group chat. Don't mouthe off too much, unless you're fine with having Breeze instead of Clarity. Just remember, ensuring that your group doesn't wipe is worth more than the mana used up. So snare, snare, snare!
Feign Death: No Res 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 yourMAGIC 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
Getting Geared
Armor
After reaching the soft cap Knights, both Holy and Unholy, can expect a 33% return from AC which is second only to Warriors' 45%. However, from parses and discussions, the consensus about AC on Project1999 is that after the 800 threshold there will be very little return. That may be subject to change (for the better) in future patches, especially with Velious, but so far that remains to be seen. Starting off you'll want to incorporate banded armor into your equipment slots. Check the area merchants, especially near forges, as lazy blacksmithers will often just sell multiples to the merchants while skilling up. If you're lucky you can get a full set of visible banded for a small sum of plat. Once you've gotten yourself armored up with a few levels under yourSlot: 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 LORE ITEM
Slot: WAIST
AC: 8
CHA: +5 INT: +5 HP: +20 MANA: +10
WT: 3.5 Size: MEDIUM
Class: WAR CLR PAL SHD BRD
Race: ALL
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
Haste
Worn haste items, while undeniably helpful for Shadow Knights, aren't at all necessary if you plan on grouping most, if not all, of the time. If you have the platinum pieces to spare, investing in aMAGIC 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
1H Blunt
TheMAGIC 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: 23
DMG: 23 AC: 15
INT: +15 HP: +75 MANA: +75
WT: 5.0 Size: TINY
Class: SHD
Race: ALL
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 1H Blunt Atk Delay: 25
DMG: 27 AC: 25
WIS: +9 INT: +9
Effect: Wrath (Combat, Casting Time: Instant)
WT: 1.5 Size: TINY
Class: PAL SHD
Race: ALL
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
TheMAGIC 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 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: 21
DMG: 11
STR: +5 INT: +5 MANA: +30
WT: 4.0 Size: SMALL
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
1H/2H Piercing
Given the limited number of piercers available to Shadow Knights in Kunark, it's easy to neglect this skill and focus on the heavy hitters. _____ capped _____ skill, _____; oddly enough, Paladins do not ___ the same penalty. However, if you're thinking about the long-term, with RNG and loot-table possibilities in mind, than seriously consider maxing out the skill. For now, start off with aMAGIC 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 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
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
Slot: SECONDARY
AC: 7
SV FIRE: +7 SV MAGIC: +3
WT: 6.5 Size: LARGE
Class: WAR SHD ROG NEC
Race: ALL except HIE
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
2H Blunt
TheMAGIC 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
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 41
DMG: 47 AC: 35
STA: +25 HP: +100
Haste: +41%
WT: 0.0 Size: TINY
Class: WAR PAL SHD
Race: ALL
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
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 45
DMG: 30
Effect: Soul Leech (Combat, Casting Time: Instant) at Level 45
WT: 9.5 Size: LARGE
Class: WAR SHD
Race: ALL
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 43
DMG: 42
STR: +15 DEX: +10 STA: +5 HP: +50
SV FIRE: +8 SV DISEASE: +6 SV COLD: +7 SV MAGIC: +9 SV POISON: +5
Effect: Judgment of Ice (Combat, Casting Time: Instant) at Level 50
WT: 12.0 Size: LARGE
Class: WAR PAL SHD
Race: ALL except ERU ELF HIE DEF HEF
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: 37
DMG: 37
STR: +10 DEX: +15 HP: +70
SV COLD: +15 SV MAGIC: +15
Effect: Frost Strike (Combat, Casting Time: Instant) at Level 50
WT: 1.5 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL
MAGIC ITEM LORE ITEM NO DROP
Slot: PRIMARY
Skill: 2H Slashing Atk Delay: 38
DMG: 45
STR: +10 STA: +10 AGI: +20
WT: 4.4 Size: MEDIUM
Class: WAR PAL RNG SHD
Race: ALL
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: PRIMARY
Skill: 2H Slashing Atk Delay: 39
DMG: 50 AC: 40
STR: +25 STA: +25 WIS: +25 INT: +25 HP: +100 MANA: +100
SV FIRE: +15 SV COLD: +15 SV MAGIC: +15
Required level of 51.
Effect: Engulfing Roots (Combat, Casting Time: Instant)
WT: 10.0 Size: LARGE
Class: PAL SHD
Race: ALL
Situational Weapons
TheMAGIC 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
Shields
TheMAGIC 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
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
Clickies
As one the best items available to Shadow Knights theMAGIC 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