Classes
Shadow Knight
Dark knight — DoT-tank with lifetap and fear. The tank of the evil side.
Shadow Knights are the dark mirror of the Paladin — plate-armored hybrids who cast necromancy, fear kite, lifetap for sustain, and tank with Harm Touch blasts. A Shadow Knight pulls with fear (the iconic SK pull), kites singles away from trains, and DoT-kills what catches up.
Role
The Shadow Knight is a DoT-tank and fear-puller. They tank slightly below the Paladin, heal by lifetap rather than true-heal, and pull mobs with fear in zones where mez pulls would aggro adds.
Key abilities
- Harm Touch — once per real-time rest, large single-target damage nuke. Opens pulls, closes boss fights.
- Fear line — Fear, Terror, Panic. Sends a mob running. The SK pull signature.
- Lifetap line — Drain Spirit, Drink of the Tormented, Voice of Hate. HP-restoring DoTs.
- Pet summon — Summoned Skeleton (later Zombie, Ghoul). Companion, not a Magician pet, but useful for tanking splits.
- Soulfire / Innoruuk's Gift — defensive cooldowns.
Primary weapon paths
Shadow Knights use 1h+shield or 2h — iconic 2h scythes, greatswords, and the Epic 1.0 reward the Innoruuk's Curse. The Lamentation of the Dispossessed and SoulFire are classic SK weapons.
Group fit
SK fits any group that needs a puller and a tank. They pull through walls with fear, tank named mobs at acceptable DPS, and contribute a ticking lifetap DoT that outlasts most melee DPS contributions. Groups in deep dungeons (KC, Seb) often prefer SK over Paladin because the fear pull handles adds Paladin stun does not.
Solo
Strong. SK solo via fear-kite (outdoors) or tap-DoT-tank (indoors). The SK's pet adds tanking rotations to indoor fights and the lifetap suite reverses any attrition. SKs solo the Overthere, Dreadlands, and much of Kunark's outdoor content efficiently.
Leveling path summary
- 1–15: Starting city, newbie yard.
- 15–30: Unrest, Befallen, Najena. SK fear-pull starts shining here.
- 30–45: Sol A/B, Mistmoore, Lower Guk.
- 45–60: Karnor's Castle, Chardok, Seb. The Seb fear-pull is an SK showcase.
- 60–65: PoP. Main or off-tank across progression. Fear-pull less useful in PoP (many immunities); Harm Touch remains great.
Play note
The Iksar Shadow Knight is the iconic evil-side SK (Necromancer-race shared). The Troll SK offers regen; the Dark Elf SK offers the tightest faction network. The Ogre SK is the beefiest option — frontal stun immunity matters for a tank.
Patron deity
- Innoruuk — primary; hate.
- Cazic-Thule — fear.
- Rallos Zek — some evil-warrior paths.
See Class-Deity Alignment Map.
Related
- Spell List — full canonical spell list through Planes of Power.
- Class-Deity Alignment Map
- Classes overview
- Crushbone Custom Rules
