Shadowknights
Class: Shadowknight
Arch-type: Tank
Abbreviation: SK
Specialty: The Undead Tank
Special Abilities: Ac Buff Taunt or Life Drain
Primary Stats: Strength & Stamina
Description: Shadowknights are the dark warriors of the shadow world.
They are fierce fighters that attack without mercy, feeding on the life forces of their enemies.
Strengths:
- Able to heal themselves by drawing from their enemies life
- Can be an effective offensive tank
- Capable of soloing at higher levels
- Invisibility at level 33
Weaknesses:
- Not as powerful as other tank classes til lvl 30+
- Hard to balance between offense/defense
- Lifetap line of spells based on Intelligence stat
Creation Tips: Shadowknights can be a very hard class to play.
You must configure your character properly or else it may affect your ability to get groups later on.
Do you make your character more offensive (which SKs can be) or go the more traditional way of tanking and
be defensive. The choice is up to you, of course, but isn't the end of the world either way.
Defensive is more traditional and is like playing any of the other tank classes. Offensive makes you more of a damage dealer
but increases your chance of dieing in certain group situations.
Shadowknights are very offensive fighters either way. With their Lifetap line of spells, they can heal themselves
while damaging their enemies making them capable of soloing. SK's also get Harm Touch (the opposite of a paladin's Lay Hands). This
inflicts a large amount of damage to an enemy but can only be used once an hour. SK's also get Damage over Time (DoT) spells and
several stat drains which harms your enemy while helping you.
Your primary stats are Strength and Stamina but you also want to pay attention to Agility and Dexterity too.
Strength is used for your melee damage, taunt, power, and as a modifier for several of your abilities. Stamina is
for your HP and Pow. Agility and Dexterity is for your defensive ability and ability to land blows successfully.
One other stat that you should be aware of is Intelligence. This affects your Lifetap line of spells.
The more intelligence you have, the more damage you do to the enemy and how much you heal yourself. I would put a
little into intelligence but how much depends on if you plan on soloing a lot (hence the offense/defense debate).
Intelligence serves no other purpose for you, though, so plan carefully. You need to decide, somewhat, by level 20
since one of your path choices is a life tap (the other the traditional tank AC buff/Taunt).
Starting Stats:
| |
STR |
STA |
AGI |
DEX |
WIS |
INT |
CHA |
STARTING CITY |
| Dark Elf |
70 |
80 |
60 |
70 |
55 |
70 |
50 |
Neriak |
| Erudite |
70 |
75 |
60 |
65 |
60 |
75 |
50 |
Highbourne |
| Human East |
75 |
80 |
65 |
65 |
55 |
60 |
55 |
Freeport |
| Ogre |
90 |
90 |
60 |
60 |
50 |
55 |
50 |
Oggok |
| Troll |
90 |
90 |
60 |
60 |
50 |
55 |
50 |
Grobb |
Suggested Starting Stats:
|
STR |
STA |
AGI |
DEX |
WIS |
INT |
CHA |
STATS CHANGED |
| Dark Elf |
85 |
85 |
60 |
70 |
55 |
70 |
50 |
+15 STR +5 STA |
| Erudite |
85 |
80 |
60 |
65 |
60 |
75 |
50 |
+15 STR +5 STA |
| Human East |
90 |
85 |
65 |
65 |
55 |
60 |
55 |
+15 STR +5 STA |
| Ogre |
97 |
97 |
60 |
66 |
50 |
55 |
50 |
+7 STR/STA +6 DEX |
| Troll |
97 |
97 |
60 |
66 |
50 |
55 |
50 |
+7 STR/STA +6 DEX |
SPELLS/ABILITIES
CLASS MASTERIES
QUESTS