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Shadow Knight

Shadowknights are unholy warriors who use fear, pain and disease to attack all that is good in the world. Shadowknights are primarily a melee class, able to wear plate armor and wield many kinds of weapons. Shadowknights are deadly opponents who use evil spells to slow and cripple their enemies. They steal the strength and life from their victims, using this stolen power to strengthen themselves and their allies. When needed, shadowknights use their powerful harm touch ability to greatly damage their opponents. Shadowknights can feign the appearance of death, fooling enemies into ignoring them. Combined with spells that degrade an enemy's ability to fight, a shadowknight becomes a fearsome foe. Shadowknights can use their dark powers to adventure solo for a time. The shadowknight's lethal abilities are best used, however, with the support of a larger group. Players who like offensive melee fights but want a variety of ways to inflict harm on their opponents will enjoy playing a shadowknight.

In EverQuest Legends every character combines three classes — Shadow Knight can be your primary (locked at level 11) or one of two swappable companion classes.

Skills by level (from the game client)

Level Skill Cap
1 1H Blunt 250
1 1H Piercing 250
1 1H Slashing 250
1 2H Blunt 250
1 2H Piercing 250
1 2H Slashing 250
1 Abjuration 250
1 Alteration 250
1 Archery 220
1 Athletics 250
1 Bash 225
1 Channeling 200
1 Conjuration 250
1 Defense 230
1 Divination 250
1 Evocation 250
1 Hand to Hand 195
1 Meditate 250
1 Offense 200
1 Strategy 250
1 Taunt 200
1 Throwing 250
9 Reave 210
10 Disarm 255
10 Dodge 205
15 Parry 180
20 Double Attack 225
20 Riposte 155
35 Hide 75
General & tradeskills (15)
1 Alcohol Tolerance 275
1 Begging 250
1 Bind Wound 275
1 Fishing 200
1 Sense Heading 200
1 Swimming 250
1 Alchemy 300
1 Baking 300
1 Blacksmithing 300
1 Brewing 300
1 Fletching 300
1 Jewelry Making 300
1 Pottery 300
1 Tailoring 300
16 Tinkering 300

Stances

  • Balanced stance

    All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.

    💬 You probably won't use this until you get a weapon with high base damage and then you'll see the offense and striking stances drain stamina fast. This is a good stance to sit in when you need to regain stamina during a long fight.

  • Offensive stance

    Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
    When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
    Bonus damage from critical hits and similar effects do not cost endurance.

    💬 The best stance for most cases when you're in melee. The 25% bonus to hit really helps you fight higher level mobs and double damage keeps you moving through all levels.

  • Defensive stance

    All incoming melee damage is reduced by 50% and incoming magical damage is reduced by 20%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your Strategy skill.

    💬 You'll possibly use this in raids if you're main tank, but if you MC a caster, channeler stance may be better. If you have Evasive stance from another class, that's probably better also.

  • Mage Hunter stance

    All incoming spell damage is reduced by 50% and incoming physical damage is reduced by 20%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your Strategy skill.

    💬 This stance sounds pretty good but you're often gonna take just as much damage from a casting mob's melee attacks, so evasive or channeler's stance is a net positive over this one in many cases.

  • Arcane Mastery invocation

    Spell cast and recovery times are reduced by 20% plus 10% per additional intelligence class. The mana cost of detrimental spells is reduced by 10% plus 5% per additional intelligence class.

    💬 Great if you're multi-classing with other int casters. Inversion is better otherwise, imo.

  • Recovery invocation

    You regenerate mana twice as fast and spells have a 5% reduced mana cost.
    Out of combat regen bonus is not affected.
    While out of combat, the regeneration modifier of this invocation is active even if this invocation is not.

    💬 You don't need to switch to this invocation to get the regen when you're not in combat! It's just free passive regen!

  • Inversion invocation

    Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost.

    💬 The go-to for spellblade setup. You'll have less downtime if you kill enemies faster and spend more time with out of combat regen, so chain nuke them with inversion on!

  • Overchannel invocation

    Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance.

    💬 Nice if you're hitting a wisp or a higher level mob that's resisting your nukes and dots.

  • Spellblade invocation

    Treats the first spell-gem slot as a proc that consumes both mana and endurance on activation.
    40% of the spell's mana cost is paid as mana and 20% as endurance.
    The spell must have a reuse time less than or equal to its cast time.

    💬 Put your best nuke into your first spell-gem slot. This is best when you're dual wielding with fast attack speed so you don't lose dps while casting spells. It's good to juggle this with Inversion invocation - when you've hit your procs and you know it'll be another minute before proc chance resets, or if you need to heal mid-fight, switch to inversion. This one's also good to throw on when you're in a long fight and you start running low on mana.

Spells by level (68) Search Shadow Knight spells →

Level 1

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Level 50