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 |
Alternate Advancement (browse all)
Shadow Knight-specific
- Fearless (1)
- Improved Bash (1)
- Unholy Steed (1)
- Leech Touch (1)
- Soul Abrasion (3)
- Body and Mind Rejuvenation (1)
- Physical Enhancement (1)
- Pet Discipline (1)
- Knight's Advantage (3)
- Consumption of the Soul (3)
- Touch of the Wicked (3)
- Speed of the Knight (3)
- Theft of Life (3)
- Planar Durability (3)
- Abyssal Steed (1)
- Harm Touch (18)
Archetype
- Spell Casting Reinforcement (4)
- Unbound Destruction (3)
- Mastery of the Past (3)
- Spell Casting Deftness (3)
- Natural Healing (3)
- Combat Fury (6)
- Fear Resistance (3)
- Finishing Blow (6)
- Double Riposte (6)
- Mastery of the Past (3)
- Companion's Suspension (2)
- Mental Clarity (3)
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
- Lifetap 8m · 1.5s
- Spike of Disease 9m · 0.5s
Level 2
- Sense the Dead 5m · 2s
Level 4
- Invisibility Versus Undead 40m · 4s
Level 5
- Disease Cloud 10m · 1.5s
Level 6
- Siphon Strength 5m · 1.5s
Level 7
- Leering Corpse 40m · 6s
Level 8
- Lifespike 13m · 1.5s
Level 9
- Despair 12m · 2s
- Numb the Dead 20m · 2s
Level 10
- Endure Cold 20m · 2.5s
Level 11
- Clinging Darkness 20m · 1.8s
Level 12
- Fear 40m · 3.5s
Level 13
- Shadow Step 10m · 1s
Level 14
- Bone Walk 80m · 7s
Level 15
- Lifedraw 86m · 2s
- Scream of Hate 85m · 1.5s
- Vampiric Embrace 30m · 3s
Level 16
- Grim Aura 25m · 3s
Level 17
- Deadeye 35m · 3s
Level 18
- Cancelling of Life 60m · 2s
- Ward Undead 5m · 1.5s
Level 19
- Cure Disease 20m · 2s
- Tiny Companion 50m · 4s
Level 20
- Engulfing Darkness 60m · 2s
- Spook the Dead 10m · 2s
Level 21
- Dark Empathy 20m · 4s
Level 22
- Convoke Shadow 120m · 8s
Level 23
- Scream of Pain 100m · 1.5s
Level 24
- Feign Death 60m · 1.5s
Level 26
- Endure Disease 20m · 2.5s
Level 27
- Wave of Enfeeblement 40m · 2.5s
Level 28
- Heat Blood 88m · 3s
Level 29
- Strengthen Death 50m · 6.5s
Level 30
- Gather Shadows 35m · 5s
- Restless Bones 160m · 9s
- Siphon Life 115m · 2.8s
Level 31
- Negation of Life 120m · 3s
- Shieldskin 41m · 3.5s
Level 32
- Dark Temptation 100m · 3s
Level 33
- Terror of Darkness 20m · Instant
Level 34
- Spear of Disease 118m · 0.5s
Level 35
- Resist Cold 50m · 4.5s
- Shroud of Hate 60m · 1.5s
Level 36
- Cancel Magic 30m · 3.5s
- Heart Flutter 41m · 3s
- Spirit Tap 152m · 3s
Level 37
- Scream of Death 50m · 3s
- Shadow Vortex 40m · 1.5s
Level 38
- Animate Dead 200m · 10s
Level 39
- Expulse Undead 36m · 2s
- Voice of Darkness 50m · 2s
Level 40
- Shadow Sight 50m · 3s
Level 41
- Blood of Pain 172m · 3s
Level 42
- Terror of Shadows 40m · Instant
Level 43
- Invoke Fear 100m · 2.5s
Level 44
- Dooming Darkness 120m · 3s
Level 45
- Breath of the Dead 45m · 2.5s
- Word of Spirit 133m · 3.5s
Level 46
- Summon Dead 290m · 12s
- Voice of Shadows 100m · 2s
Level 47
- Life Leech 181m · 0.5s
- Scythe of Darkness 112m · 0.5s
Level 48
- Spear of Pain 138m · 0.5s
Level 49
- Dismiss Undead 63m · 2.5s
- Drain Spirit 213m · 3.2s
Level 50
- Harmshield 85m · 1s
- Shroud of Pain 75m · 1.5s