|
|
| Line 112: |
Line 112: |
| = Core Strategy = | | = Core Strategy = |
|
| |
|
| Play this combination like a methodical ARPG bruiser-support shell. Your goal is not to prove that any one class can do everything; your goal is to exploit the way each class removes pressure from the others. [[Rogue]] should be spending attention on threat, positioning, stun timing, and “fight hygiene.” [[Shadow Knight]] should be deciding what actually matters to cast, because every slow, buff, debuff, and Cannibalize decision changes fight pace. [[Berserker]] should be turning movement, routing, spacing, and healing efficiency into tempo gains. | | Play this combination like a .... |
| | |
| A good default mindset is:
| |
| # Pull cleanly rather than greedily.
| |
| # Land mitigation before chasing damage.
| |
| # Convert stabilized fights into mana-positive or low-risk states.
| |
| # Let utility shorten downtime between fights.
| |
|
| |
|
| == Pulling == | | == Pulling == |
| | | More to come |
| For outdoor play, [[Berserker]] is the most comfortable scout/pull support because it combines [[Tracking]], movement speed, snares, roots, and the harmony-style outdoor pacification toolkit. The Berserker page and tracking page together make a strong case for using Berserker as the class that decides which fight you take next, especially in zones where named-hunting, pathing awareness, or open-space kiting matter.
| |
| | |
| For indoor play, [[Rogue]] becomes the cleaner scalar. The class explicitly values Charisma for the lull line, and Rogue gains both ''Lull'' and later ''Calm'' for lowering enemy aggressiveness. That means your safest indoor pulls often come from Rogue pacifying the room, then establishing immediate aggro with ''Flash of Light'' or a stun once the target is isolated.
| |
| | |
| The build’s “no enchanter” pulling rule is simple: if you cannot guarantee a clean split, do not pretend you can hard-control the failure afterward. Use body pulls, pacify, tracking, and terrain first; use roots, snares, and stuns only as the second line when the pull has already become messy.
| |
|
| |
|
| == Tanking == | | == Tanking == |
|
| |
|
| [[Rogue]] should be your default tank. The class page explicitly frames Rogue as a primarily defensive melee class and gives it the right defensive skill package: Defense, Dodge, Parry, Double Attack, and Riposte, plus plate armor and aggro tools. In this trio, [[Shadow Knight]] slow is the hidden multiplier on Rogue tanking. The Rogue’s raw mitigation matters, but the truly important step is cutting enemy attack output early enough that your healing demand becomes stable instead of reactive.
| | More to come |
| | |
| In stance terms, Rogue’s native stance package strongly suggests a mode-based approach:
| |
| * '''Balanced Stance''' as a safe default when the fight is under control
| |
| * '''Defensive Stance''' when you need to trade endurance for survival against heavy melee
| |
| * '''Mage Hunter Stance''' against meaningful incoming spell damage
| |
| | |
| That translates cleanly into multiclass play:
| |
| * If the mob is a melee stat-check, start defensive.
| |
| * If the mob is a caster or magic-heavy named, consider Mage Hunter.
| |
| * If the mob is already slow-locked and stable, Balanced is usually enough and lets you keep a healthier endurance budget.
| |
|
| |
|
| == Healing == | | == Healing == |
|
| |
|
| The most efficient healing split is usually '''Shadow Knight primary, Berserker supplemental, Rogue emergency'''. The Shadow Knight page repeatedly emphasizes healing, regeneration, buffs, and Cannibalize-driven sustain. That makes it the best class to own the steady-state healing role in long or repeated fights. [[Berserker]] then shines by smoothing damage with regeneration and picking up flexible spot-healing or travel/utility responsibilities between pulls. [[Rogue]] should not try to be the primary sustained healer unless circumstances force it; its real healing value is front-loaded emergency correction, Lay on Hands, and keeping the tank role secure while other healing catches up.
| | More to come |
| | |
| This build becomes much stronger when you stop interpreting healing as “who has the most heals” and start interpreting it as “who can heal while still doing their most important job.” That answer is usually:
| |
| * [[Shadow Knight]] can heal while also debuffing and sustaining mana through Cannibalize.
| |
| * [[Berserker]] can heal while also moving the party faster, managing routing, and contributing flexible damage.
| |
| * [[Rogue]] should heal at the moments where a tank-sized body and emergency timing solve the crisis better than raw efficiency.
| |
|
| |
|
| == Crowd Control == | | == Crowd Control == |
|
| |
|
| Do not oversell this trio’s CC. It has '''good control''' but not '''hard universal lockdown'''. Your real tools are:
| | More to come |
| * Rogue stuns and pacify line
| |
| * Berserker roots, snares, tracking, and outdoor harmony/pacify tools
| |
| * Shadow Knight slow, roots, resist debuffs, and occasionally pet/off-tank pressure
| |
| | |
| That means your CC philosophy should be:
| |
| * '''Prevent adds''' with routing and pacification.
| |
| * '''Stabilize adds''' with roots/snares/stuns if prevention fails.
| |
| * '''Kill priority targets''' rather than trying to juggle indefinitely.
| |
| | |
| The one big caveat is outdoor animal content. There, [[Berserker]]’s animal charm can create very strong temporary control and damage spikes, but it is situational, zone-dependent, and not a general replacement for mez. Use it where content gives you the right targets, not as the baseline identity of the build.
| |
|
| |
|
| == Damage == | | == Damage == |
|
| |
|
| This trio’s damage is best understood as '''stacked uptime''' rather than burst windows. [[Shadow Knight]] brings poison and disease DoTs, cold DDs, melee-relevant stat buffs, haste support, and a meaningful pet progression. [[Berserker]] brings fire/cold nukes, DoTs, swarms, roots/snare for kiting or root-rot, and situational charm. [[Rogue]] adds melee floor, proc value, undead-specific pressure, and acceptable sustained front-line damage while remaining on tank duty.
| | More to come |
| | |
| The ARPG-style rule for this build is:
| |
| * If the fight is unstable, spend damage budget on control and only the safest damage.
| |
| * If the fight is stable, convert spare time into DoTs, procs, pet uptime, and efficient nukes.
| |
| * If the content is undead, let [[Rogue]] become materially more relevant as a damage contributor than it appears on neutral targets.
| |
| | |
| For specialization logic:
| |
| * [[Berserker]]: Alteration = versatility and support; Conjuration = kiting/DoTs; Evocation = direct-damage focus.
| |
| * [[Shadow Knight]]: Alteration = default group choice; Conjuration = more solo/offensive play.
| |
|
| |
|
| == Buffs and Debuffs == | | == Buffs and Debuffs == |
|
| |
|
| This build has a very wide buff map, which is powerful but can become inefficient if you do not assign ownership.
| | More to come |
| | |
| As a rule of thumb:
| |
| * [[Shadow Knight]] owns the core stat battery, a large share of HP support, many resist packages, and any haste/debuff/slow work that meaningfully changes the fight. The Shadow Knight FAQ is particularly useful here because it explicitly prioritizes STR for melee, STA broadly, haste for tanks/melee if no enchanter is present, regen mainly for tanks/necros/Shadow Knight, HP for most non-pure-casters, and situational resists by encounter.
| |
| * [[Berserker]] owns movement, travel, tracking support, regeneration layering, and much of the outdoor tempo. The same Shadow Knight FAQ even says “make Berserkers do this with Pack Spirit” when discussing SoW and “make Berserkers do this with Regrowth of the Grove” in raid regen contexts.
| |
| * [[Rogue]] owns self-combat upkeep, emergency utility, and selective fight-specific buffs such as AC/HP support when that support matters and is not better covered elsewhere. The class page explicitly frames Rogue as increasing the health and armor of allies in addition to tanking and stunning.
| |
| | |
| In short: use [[Shadow Knight]] to '''raise the party floor''', [[Berserker]] to '''raise the party pace''', and [[Rogue]] to '''raise the safety margin of the current fight'''.
| |
|
| |
|
| == Emergency Tools == | | == Emergency Tools == |
|
| |
|
| This is one of the strongest sections of the build.
| | More to come |
| | |
| [[Rogue]] emergency package:
| |
| * Lay on Hands
| |
| * Stuns as pseudo-interrupt / pseudo-triage
| |
| * ''Flash of Light'' as a fast aggro correction tool
| |
| * Later ''Revive'' for post-death recovery
| |
| | |
| [[Shadow Knight]] emergency package:
| |
| * Slow as the single most important “fight now becomes survivable” cast in many melee encounters
| |
| * Direct heals and regeneration
| |
| * Buff/debuff pivots that lower incoming damage or raise survival
| |
| | |
| [[Berserker]] emergency package:
| |
| * Snare/root spacing tools
| |
| * Movement speed control
| |
| * Regeneration and flexible healing
| |
| * Travel / routing / repositioning value before and between disasters
| |
| | |
| If the pull is bad, do not try to out-DPS the mistake. Slow it, isolate it, stun what matters, and re-establish a single tank target. This trio is at its best when it refuses to panic.
| |
|
| |
|
| = Leveling Strategy = | | = Leveling Strategy = |
Berserker / Rogue / Shadow Knight Guide
This is under construction.
Overview
Berserker / Rogue / Shadow Knight is a high DPS build with decent sustain.
- Rogue = Sneak, Hide, Rogue Poisons, and Backstab are some of the key abilities.
- Shadow Knight = This class is going to add in some of the higher armor class soft caps, and hit points. They also have a spell based feign death ability that pairs well with the rogues ability to move around.
- Berserker = Berserkers bring lots of damage to the table.
Class Roles
| Class
|
Primary Role
|
Secondary Role
|
Notes
|
| Berserker
|
DPS
|
N/A
|
Not a complicated class. It has a handful of abilities to manage.
|
| Rogue
|
DPS / Poisons
|
Scout / Evasion
|
Not a complicated class. It has a handful of abilities to manage.
|
| Shadow Knight
|
Tank / Agro Control
|
Snare / Self Healing / Spells
|
A tanky class that has high HP sustain from their lifetaps and procs. Has a get out of jail free card from Feign Death.
|
Stats
The Statistics page explicitly warns that it requires cleanup and may contain incomplete or non-EQL information, so values that are not clearly stated for EQL are marked unspecified. The table below therefore separates what eqlwiki does say from what it does not say cleanly.
| Stat / Scaling
|
Value / Formula
|
Applies To
|
Notes
|
| Primary mana stat
|
Intelligence
|
Shadow Knight
|
Intelligence raises maximum mana for the pure casters, and Shadow Knights.
|
| HP per point of Stamina
|
unspecified
|
Berserker, Rogue, Shadow Knight
|
Statistics says HP from Stamina scales with level and says tanks benefit the most, but it does not provide a clean EQL-specific per-point formula for these three classes. Shadow Knight specifically values Stamina because HP can let them tank longer.
|
| Mana per point of Intelligence
|
Unknown
|
Shadow Knight
|
Use this only as a rough reference because the Statistics page warns it may be inaccurate for EQL.
|
| Endurance scaling
|
Affected by Strength and Stamina; numeric EQL formula unspecified
|
Rogue, Berserker, and Shadow Knight all benefit heavily from endurance scaling.
|
Statistics says Endurance is affected by Strength and Stamina and is used by disciplines.
|
| Armor Class per level
|
Legacy reference listed as raw/worn AC soft cap = Level × 6 + 25 for level 50 or below; EQL-specific value unspecified
|
Shadow Knight will give you the most AC by level
|
Statistics explicitly notes that AC caps are changed in EQL and “may be different,” so do not treat the legacy formula as authoritative for this server.
|
| Resist scaling
|
unspecified
|
All three
|
eqlwiki explains that resist chances depend on the relevant resist type, spell modifiers, buffs/debuffs, and especially level differences, but does not give a clean EQL formula.
|
| Intelligence soft / hard caps
|
Soft cap 200; hard cap 255
|
Shadow Knight
|
Useful for evaluating when raw mana gains begin to flatten in relative value versus HP/AC/resists/item effects.
|
| Recommended priority
|
Berserker: STR or DEX first; Rogue: STR or DEX first, Shadow Knight: AC if you want to be more tanky, STR or DEX if you want to keep building DPS.
|
Build-specific
|
These recommendations come directly from the class pages’ “Impact from stats” sections, then translated into multiclass priorities.
|
Passive Skills
| Passive Skill
|
What It Does
|
Stat Cap
|
Notes
|
Strengths
- High Survivability, (AC, HP, Evasion, Feign Death)
- High DPS (Double/Triple Attack, Backstab, Frenzy)
- Many stances to choose from
Weaknesses
- Lack of direct healing
- Small mana pool
Core Strategy
Play this combination like a ....
Pulling
More to come
Tanking
More to come
Healing
More to come
Crowd Control
More to come
Damage
More to come
Buffs and Debuffs
More to come
More to come
Leveling Strategy
The fundamental leveling pattern stays the same across the whole game: lean on Rogue for fight control, let Shadow Knight decide the value of the fight through slows/buffs/sustain, and let Berserker compress downtime with mobility and utility. What changes with level is how many of those levers you actually have online.
Early Levels
In the early game, play conservatively and respect the fact that your full engine is not online yet. Rogue gets its spellcasting later than priests and starts assembling the tank-control package through early aggro and utility spells. Berserker quickly brings movement and pull-quality improvements, and Shadow Knight already starts building the stat/debuff identity that will later define the whole trio.
Early priorities:
- Let Rogue establish itself as the default frontliner immediately.
- Use Berserker utility for safer travel and earlier pull quality.
- Use Shadow Knight buffs to make mediocre gear feel acceptable longer than it otherwise would.
Mid Levels
Mid levels are where the build stops feeling like “three decent classes together” and starts feeling like a coherent machine. Shadow Knight gets the iconic Cannibalize breakpoint at level 24 and later meaningful pet progression starting at level 34. Berserker gains teleports, better movement support, and better regeneration scaling. Rogue adds cleaner pacify, stronger stuns, better combat skills, and more defined fight-control identity.
This is the point where the recommended playstyle shifts from “play safe because you are weak” to “play methodically because methodical is actually stronger.”
High Levels
At higher levels, the combination fully embraces attrition dominance. Rogue picks up stronger control and support value like Revive, AC/HP support, better anti-undead tools, and better stance decisions. Shadow Knight becomes a real endgame sustain engine through better buffs, stronger pet scaling, advanced Cannibalize usage, and more encounter-specific resist logic. Berserker becomes more and more valuable for movement, regen, broad utility, and flexible damage routing rather than raw frontloaded throughput.
At this stage, the build’s ceiling is mostly about execution:
- clean pulls
- disciplined buff ownership
- correct stance and spell-school emphasis
- not wasting emergency tools on fights that were already solved
Suggested Zones and Camps
The exact zone/camp rows below are intentionally conservative. This research pass prioritized class, skill, statistics, and mechanics pages on eqlwiki.com over a page-by-page verification of specific leveling camps. Because of that, the “Zone” cells are left as verification placeholders rather than filled with uncited camp picks. Use the “Notes” column as the actual guidance for what this trio wants to fight well.
| Level Range
|
Zone
|
Camp / Target
|
Notes
|
| 1–12
|
Placeholder — verify on zone pages
|
Single-pull humanoids / animals
|
Favor easy singles and open terrain. The trio is already safe, but not yet fully online.
|
| 13–24
|
Placeholder — verify on zone pages
|
Outdoor camps / slowable melee packs
|
Berserker movement and pull support begin to matter much more. Use terrain and spacing, not brute force.
|
| 25–39
|
Placeholder — verify on zone pages
|
Stable dungeon camps with manageable add density
|
This is the first major “engine” tier because Shadow Knight has Cannibalize and the trio starts feeling mana-positive over long session play.
|
| 40–55
|
Placeholder — verify on zone pages
|
Undead, slowable named, or outdoor routing-heavy content
|
Rogue control and undead value improve, Shadow Knight pet scales, and Berserker brings mature travel/regen utility.
|
| 56+
|
Placeholder — verify on zone pages
|
Difficult named / resist-sensitive encounters
|
Choose camps where soft-control, resist prep, and disciplined pull quality matter more than pure burst.
|
Abilities
This section collects the relevant spell, song, and active-skill lists for this class combination.
| Berserker Spells or Songs
|
|
|
| Rogue Active Skills
|
| Level
|
Ability
|
Skill
|
Cooldown
|
Description
|
Notes
|
| 10
|
Backstab
|
Active combat
|
10 seconds
|
A rogue special attack that deals high burst damage with a piercing weapon. On EQLegends, Backstab can be used from the front, so rogues can “frontstab” without needing to stand behind the target.
|
Requires a piercing weapon. Shares cooldown behavior with other rogue combat actions where applicable.
|
| X
|
Disarm Trap
|
Utility
|
Skill timer
|
Allows a rogue to disarm dangerous traps on objects or in passages.
|
Rogue utility ability.
|
| X
|
Sense Traps
|
Utility
|
Skill timer
|
Allows detection of traps on objects or in passageways.
|
Also available to Bard.
|
| X
|
Sneak
|
Utility
|
Skill timer
|
Allows cautious movement that can help bypass enemies when successful.
|
Also available to Bard, Monk, Ranger, and selected races where available.
|
| X
|
Pick Lock
|
Utility
|
Skill timer
|
Allows locked doors or containers to be opened without the exact key.
|
Also available to Bard where applicable.
|
| X
|
Pick Pocket
|
Utility
|
Skill timer
|
Allows a rogue to attempt to steal coins or items from nearby targets.
|
Rogue utility ability.
|
|
| Shadow Knight Active Skills
|
| Level
|
Ability
|
Skill
|
Cooldown
|
Description
|
Notes
|
| X
|
Bash
|
Active combat
|
Shared combat timer
|
Shield bash that can damage and potentially stun an enemy, interrupting spell casting.
|
Also available to Paladin and Warrior. Shares cooldown behavior with Kick and Slam.
|
| X
|
Harm Touch
|
Active class ability
|
Long recast
|
A shadow knight ability that deals a large amount of damage to a single target with a long recast timer.
|
Shadow Knight class ability.
|
| X
|
Taunt
|
Active combat
|
Taunt timer
|
Attempts to make an enemy attack the taunting character instead of another target.
|
Also available to Warrior and Paladin.
|
| 9
|
Reave
|
Active combat
|
Combat timer
|
This Ability reaves your current target, dealing physical damage as well as converting 3% of your maximum hit points into amplified magical damage. Reave will also reduce the cooldown of Harm Touch by 60 seconds every time it lands.
|
Shadow Knight class ability.
|
|
| Shadow Knight Spells or Songs
|
Level 1
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
LifetapLifetap SHD(1) NEC(1) Mana: 9 Cast: 1.50 sec Duration: Instant Skill: Alteration Reuse: 1.5 sec Resist: Magic (-200) Type: Detrimental Target: Lifetap Range: 200 1. Decrease Hitpoints by 4 (L1) to 6 (L4) 2. Increase Hitpoints by 4 (L1) to 6 (L4) (Self) Drains your target of life energy, siphoning between 4 and 6 hit points. |
Lifetap |
Single |
8 |
5dmg & healing |
Instant |
Transfer life from target to caster (3.33 DPS) |
Alteration |
Vendor |
Cla |
| Spike of Disease |
Damage |
Single |
9 |
15dmg |
Instant |
Single Target Disease DD (max: 15) |
Conjuration |
Vendor |
Cla |
Level 2
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Sense the DeadSense the Dead CLR(9) PAL(4) SHD(2) NEC(1) Mana: 5 Cast: 2.00 sec Duration: Instant Skill: Divination Reuse: 1.5 sec Resist: Unresistable Type: Beneficial 1. Sense Undead Provides you with a mystical undead awareness, pointing you towards the nearest undead creature. |
Beneficial |
none |
5 |
|
Instant |
Locate Nearest Undead Creature |
Divination |
Vendor |
Cla |
Level 4
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Invisibility Versus UndeadInvisibility Versus Undead NEC(1) Shadowknight(4) CLR(11) ENC(14) PAL(17) Mana: 30 Cast: 5.00 sec Duration: 27 minutes Skill: Divination Reuse: 4.0 sec Resist: Unresistable Type: Beneficial 1. Invisibility(1) Cloaks your target in a light aura, rendering them invisible to most undead creatures for up to 27 min. * Must be grouped with your target. * All forms of invisibility are incompatible with pet ownership, summoned pets will be dismissed and charmed pets will break their charm spell. * Certain actions will immediately break invis, such as turning on auto-attack, casting a spell, using certain combat skills, being damaged by an attack or direct-damage spell, opening (but not receiving) a trade window, looting corpses or getting the invis buff dispelled. This list might not be exhaustive. * All un-improved invisibility spells can randomly break early, sometimes mere seconds after casting. As such, invisibility should be treated as a method for mitigating risk of aggro, not eliminating it completely. |
Buff |
Single |
40 |
|
27 Min |
Invisibility to the Undead |
Divination |
Vendor |
Cla |
Level 5
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Disease CloudDisease Cloud SHD(5) NEC(1) Mana: 10 Cast: 1.50 sec Duration: 6 minutes Skill: Conjuration Reuse: 6.00 sec Resist: Disease (0) Type: Detrimental 1. Increase Disease Counter by 1 2. Decrease HP when cast by 5 3. Decrease Hitpoints by 1 per tick Conjures a cloud of disease, causing 5 damage initially and 1 damage every 6 seconds for 6 min. |
DoT |
Single |
10 |
5 + 1/tick for 60 ticks; 6.4 DPM; 0.18 DPS |
6 Min |
Single Target Disease DoT (max: 64) |
Conjuration |
Vendor |
Cla |
Level 6
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Siphon StrengthSiphon Strength SHD(6) NEC(1) Mana: 5 Cast: 1.50 sec Duration: 6 minutes Skill: Alteration Reuse: 6.00 sec Resist: Magic (0) Type: Detrimental 3. Decrease STR by 5 (L1) to 10 (L10) Tears strength from your target and infuses your muscles for 6 min. |
Detrimental |
single |
5 |
10 Strength |
6 Min |
Transfer strength from target to caster |
Alteration |
Vendor |
Cla |
Level 7
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Leering CorpseLeering Corpse SHD(9) NEC(4) Mana: 40 Cast: 6.00 sec Duration: Instant Skill: Conjuration Reuse: 9.50 sec Resist: Unresistable Type: Beneficial 1. Summon Skeleton Pet: skel_pet_5_ Animates an undead servant from the remnants of the fallen. Consumes two bone chips when cast. The level 3 pet max-hits for 8, the level 4 pet max-hits for 10 and the level 5 pet max-hits for 12. |
Summon |
Self |
40 |
Pet lvl 3-5 |
Instant |
Summons a Skeleton Pet |
Conjuration |
Vendor |
Cla |
Level 8
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
LifespikeLifespike SHD(8) NEC(3) Mana: 18 Cast: 1.5 sec Duration: Instant Skill: Alteration Reuse: 1.5 sec Resist: Magic (-200) Type: Detrimental Target: Lifetap Range: 200 1. Decrease Hitpoints by 7 to 12 Drains your target of life energy, siphoning between 8 and 12 hit points. 0.6 health per 1 point of mana. |
Detrimental |
Single |
13 |
11 dmg & healing |
Instant |
Lifetap (6.3 DPS) |
Alteration |
Vendor |
Cla |
Level 9
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Despair |
Taps |
Single |
12 |
-5 ATK |
7 Min 30 Sec |
Steals hope from your target, decreasing their attack rating for 7 min 30s. |
Alteration |
|
Cla |
Numb the DeadNumb the Dead SHD(9) NEC(2) Mana: 20 Cast: 2.00 sec Duration: 2 minutes Skill: Abjuration Reuse: 3.00 sec Resist: Magic (0) Type: Beneficial 1. Frenzy Radius (15/30) 2. Reaction Radius (25/30) 3. Lull Numbs the awareness of the undead, making them less likely to attack. This spell works on creatures up to level 30. |
Detrimental |
Single |
20 |
Calm (max L30) |
2 Min |
Frenzy Range Reducer |
Abjuration |
Vendor |
Cla |
Level 10
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Endure ColdEndure Cold BST(3) CLR(13) DRU(9) NEC(3) RNG(18) SHD(10) SHM(1) Mana: 20 Cast: 2.50 sec Duration: 3 minutes @L1 to 27 minutes @L9 Skill: Abjuration Reuse: 1.5 sec Resist: Unresistable Type: Beneficial 1. Increase Cold Resist by 11 (L1) to 20 (L10) Surrounds your target with an aura of protection, warding away cold for 3.0 mins @L1 to 27.0 mins @L9. |
Buff |
Single |
20 |
20 CR |
27 Min |
Cold Resistance Buff |
Abjuration |
Vendor |
Cla |
Level 11
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Clinging DarknessClinging Darkness SHD(15) NEC(4) Mana: 20 Cast: 1.75 sec Duration: 2 ticks @L4 to 6 ticks @L12 Skill: Alteration Reuse: 4.00 sec Resist: Magic (0) Type: Detrimental 1. Decrease Hitpoints by 5 per tick 2. Decrease Movement Speed by 24% (L4) to 30% (L10) Summons a clinging darkness that binds your target's feet, decreasing their movement rate, and does 5 damage every 6 seconds for 12 secs (2 ticks @L4 to 8 ticks @L16). Though cheaper in mana, this spell should generally be replaced by the superior Engulfing Darkness. |
Detrimental |
Single |
20 |
30 dmg (1.5 DPM, 0.83 DPS) |
48 Sec |
Snare DoT |
Conjuration |
Vendor |
Cla |
Level 12
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
FearFear CLR(6) SHD(12) NEC(2) ENC(3) Mana: 40 Cast: 3.50 sec Duration: 18 seconds Skill: Alteration Reuse: 7.00 sec Resist: Magic (0) Type: Detrimental 1. Fear(1) A booming voice fills your target's ears, causing them to flee in terror. |
Fear |
Single |
40 |
18 Seconds |
18 Sec |
Fear Spell |
Alteration |
Vendor |
Cla |
Level 13
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Shadow StepShadow Step SHD(15) NEC(8) WIZ(8) Mana: 10 Cast: 1.00 sec Duration: Instant Skill: Alteration Reuse: 5.00 sec Resist: Unresistable Type: Beneficial 1. Shadowstep Causes you to momentarily step into the realm of shadow, reentering reality a short distance away. |
Teleport |
Self |
10 |
|
Instant |
Self Only Random Teleport |
Alteration |
Vendor |
Cla |
Level 14
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Bone WalkBone Walk SHD(15) NEC(8) Mana: 80 Cast: 7.00 sec Duration: Instant Skill: Conjuration Reuse: 9.50 sec Resist: Unresistable Type: Beneficial 1. Summon Skeleton Pet: skel_pet_9_ (Lvl 6-9) Animates an undead servant from the remnants of the fallen. Consumes two bone chips when cast. The level 6-7 pet max-hits for 10, the level 8 pet max-hits for 12 and the level 9 pet max-hits for 14. Attacks are non-magical. |
Summon |
none |
80 |
Pet level 6-7 |
Instant |
Summons a skeleton pet. |
Conjuration |
Vendor |
Cla |
Level 15
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
LifedrawLifedraw SHD(30) NEC(12) Mana: 63 Cast: 2.45 sec Duration: Instant Skill: Alteration Reuse: 2.25 sec Resist: Magic (-200) Type: Detrimental Target: Lifetap Range: 200 1. Decrease Hitpoints by 39 (L12) to 45 (L18) Drains your target of life energy, siphoning between 39 and 45 hit points. 0.71 damage per mana, 0.71 healing per mana. |
Detrimental |
Single |
86 |
45DD & Heal |
Instant |
Lifetap Spell (18.4 DPS) |
Alteration |
Vendor |
Cla |
| Scream of Hate |
Taps |
Single |
85 |
-8 ATK |
10 Min |
Consumes your target in a wave of hatred, lowering their attack rating and increasing yours. |
Alteration |
|
Cla |
Vampiric EmbraceVampiric Embrace SHD(22) NEC(8) Mana: 30 Cast: 3.00 sec Duration: 1.8 minutes @L8 to 7 minutes @L60 Skill: Alteration Reuse: 6.00 sec Resist: Unresistable Type: Beneficial 1. Add Proc: VampEmbraceNecro Self-enchantment that gives your attacks a chance to lifesteal (same proc rate as weapon effects; twice per minute with max dexterity). Necromancer lifesteal = Level + 12 (72 lifesteal at Level 60) / Shadowknight lifesteal = Level/2 + 1 (31 lifesteal at Level 60) |
Buff |
Self |
30 |
|
Instant |
Self Only Lifetap Proc |
Alteration |
Vendor |
Cla |
Level 16
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Grim AuraGrim Aura SHD(16) NEC(3) Mana: 25 Cast: 3.00 sec Duration: 12 minutes @L4 to 27 minutes @L9 Skill: Alteration Reuse: 1.5 sec Resist: Unresistable Type: Beneficial 1. Increase ATK by 5 to 10 (L10) Surrounds you in a dark aura, increasing your attack rating for 9.0 mins @L3 to 27.0 mins @L9. Doesn't stack with some other ATK buffs such as Firefist, Strength of Nature, and Celestial Tranquility. |
Buff |
Self |
25 |
10 ATK |
Instant |
Attack rating is increased |
Alteration |
Vendor |
Cla |
Level 17
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
DeadeyeDeadeye SHD(22) NEC(8) Mana: 35 Cast: 3.00 sec Duration: 24 minutes @L8 to 27 minutes @L9 Skill: Divination Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. See Invisible(1) 2. Infravision(1) Allows your eyes the vision of the dead, providing night vision and the ability to see invisible creatures for 15.0 mins @L5 to 27.0 mins @L9. This is similar to See Invisible and Serpent Sight except it is self-only. |
Buff |
Self |
35 |
|
Instant |
See Invisible, Infravision |
Divination |
Vendor |
Cla |
Level 18
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Cancelling of Life |
Damage Over Time |
Single |
60 |
11 Dmg |
1 Min |
Covers your target in a shroud of anti-life, decreasing their ability to be healed by 20%, and does 11 damage every 6 seconds for 1 min. |
Conjuration |
|
Cla |
Ward UndeadWard Undead CLR(5) PAL(15) SHD(22) NEC(8) Mana: 30 Cast: 2.10 sec Duration: Instant Skill: Evocation Reuse: 2.25 sec Resist: Magic (0) Type: Detrimental 1. Decrease Hitpoints by 35 (L5) to 41 (L11) A burst of holy power that inflicts between 35 and 41 damage to an undead target. 1.37 DPM |
Damage |
Single |
5 |
41dmg |
Instant |
Undead Only DD |
Evocation |
Vendor |
Cla |
Level 19
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Cure DiseaseCure Disease BST(4) CLR(5) DRU(5) PAL(15) NEC(16) SHM(1) Mana: 20 Cast: 2.00 sec Duration: Instant Skill: Alteration Reuse: 3.00 sec Resist: Unresistable Type: Beneficial 1. Decrease Disease Counter by 4 Cleanses your target's immune system, curing minor diseases. |
Cure |
Single Friendly (or Self) |
20 |
Cure 1 Disease |
Instant |
Cleanses your target's immune system, curing minor diseases. |
Alteration |
|
Cla |
Tiny CompanionTiny Companion SHM(16) Mana: 50 Cast: 4.00 sec Duration: Instant Skill: Alteration Reuse: 1.50 sec Type: Beneficial 1. Decrease Pet Size by 50% Shrinks your pet, allowing it better mobility in tight quarters. |
Pet |
Pet |
50 |
|
Instant |
Shrinks your pet, allowing it better mobility in tight quarters. |
Alteration |
|
Cla |
Level 20
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Engulfing DarknessEngulfing Darkness SHD(22) NEC(12) Mana: 60 Cast: 2.45 sec Duration: 11 ticks @L22 Skill: Conjuration Reuse: 4.00 sec Resist: Magic (0) Type: Detrimental 1. Decrease Hitpoints by 11 per tick 2. Decrease Movement Speed by 40% Summons an engulfing darkness that binds your target's feet decreasing their movement rate, and dealing 11 damage per tick for 11 ticks @L22 (1.83 DPS; 2.02 DPM). This is an excellent general purpose snare, with sufficient efficacy and duration for controlling runners in most contexts. Upgraded versions of this spell do more damage, but additional movement speed reduction is generally unnecessary. |
Detrimental |
Single |
60 |
110dmg |
1 Min |
Snare DoT (Max: 110dmg; 1.83 DPS; 2.02 DPM) |
Conjuration |
Vendor |
Cla |
Spook the DeadSpook the Dead CLR(1) PAL(9) SHD(22) NEC(12) Mana: 10 Cast: 2.00 sec Duration: 1 ticks @L1 to 3 ticks @L5 Skill: Alteration Reuse: 4.00 sec Resist: Magic (0) Type: Detrimental 1. Fear(1) Inspires fear in an undead opponent, causing them to flee. |
Fear |
Single |
10 |
18 Seconds |
18 Sec |
Undead only fear |
Alteration |
Vendor |
Cla |
Level 21
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Dark EmpathyDark Empathy SHD(22) NEC(8) Mana: 20 Cast: 4.00 sec Duration: Instant Skill: Alteration Reuse: 7.50 sec Resist: Unresistable Type: Beneficial 1. Increase Hitpoints by 30 Creates a dark pact that transfers 30 of your hit points to your target. |
Beneficial |
Single |
20 |
30 life |
Instant |
Transfer life from caster to target |
Alteration |
Vendor |
Cla |
Level 22
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Convoke ShadowConvoke Shadow SHD(22) NEC(12) Mana: 120 Cast: 8.00 sec Duration: Instant Skill: Conjuration Reuse: 11.00 sec Resist: Unresistable Type: Beneficial 1. Summon Skeleton Pet: skel_pet_11_ (Lvl 8-11) Animates an undead servant from the remnants of the fallen. Consumes two bone chips when cast. Level to Max Hit Chart * level 8 = 10 damage * level 9 = 12 Damage * level 10 = 14 Damage * level 11 = 16 Damage |
Summon |
Self |
120 |
Lvl 9-11 Pet |
Instant |
Summons a skeleton pet. |
Conjuration |
Vendor |
Cla |
Level 23
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Scream of Pain |
Taps |
Single |
100 |
-10 AC |
10 Min |
Covers your target in a mass of darkness that steals their armor class and gives it to you for 10 min. |
Alteration |
|
Cla |
Level 24
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Feign DeathFeign Death SHD(30) NEC(16) Mana: 60 Cast: 1.50 sec Duration: Instant Skill: Abjuration Reuse: 15.00 sec Resist: Unresistable Type: Beneficial 1. Feign Death Causes you to stop breathing and appear dead to most creatures. This is the spell used by necromancers and shadowknights. Monks have a similar combat ability with the same name. |
Beneficial |
Self |
60 |
+87 Invul |
Instant |
Fake Death |
Abjuration |
Vendor |
Cla |
Level 26
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Endure DiseaseEndure Disease CLR(14) PAL(39) SHD(30) DRU(19) SHM(9) NEC(12) Mana: 20 Cast: 2.50 sec Duration: 27 minutes Skill: Abjuration Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. Increase Disease Resist by 19 (L9) to 20 (L10) Surrounds your target with an aura of protection, warding away disease for 24.0 mins @L8 to 27.0 mins @L9. |
Buff |
Single |
20 |
20 DR |
27 Min |
Disease Resistance Buff |
Abjuration |
Vendor |
Cla |
Level 27
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Wave of EnfeeblementWave of Enfeeblement SHD(30) NEC(12) Mana: 40 Cast: 2.50 sec Duration: 2.2 minutes @L12 to 4 minutes @L30 Skill: Alteration Reuse: 5.50 sec Resist: Magic (0) Type: Detrimental 1. Decrease STR by 11 (L12) to 15 (L20) Creates an unholy aura that drains strength from those nearby. |
Debuff |
PBAoE |
40 |
15 Strength |
4 Min |
Point Blank AE Strength Debuff |
Alteration |
Vendor |
Cla |
Level 28
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Heat BloodHeat Blood SHD(30) NEC(12) Mana: 72 Cast: 2.45 sec Duration: 6 ticks @L12 to 1 minute @L20 Skill: Alteration Reuse: 4.00 sec Resist: Fire (-100) Type: Detrimental 1. Decrease Hitpoints by 17 per tick Heats the blood of your target, causing 17 damage every six seconds for 6 ticks at level 12 to 10 ticks at level 20. Thus at level 20 it can deal a total of 170 damage for an efficiency of 2.36 damage per mana. |
DoT |
Single |
88 |
170dmg, 2.83 DPS |
36 Sec |
Fire Based DoT (Max: 170; 2.36 DPM) |
Alteration |
Vendor |
Cla |
Level 29
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Strengthen DeathStrengthen Death SHD(29) Mana: 50 Cast: 6.00 sec Duration: 3.9 minutes @L29 to 7.0 minutes @L60 Skill: Alteration Reuse: 30.00 sec Resist: Unresistable Type: Beneficial 1. Increase Attack Speed by 20% 2. Increase STR by 5 3. Increase AC by 1 Fills your pet with rage, giving it increased attack speed, armor class, and strength for 3.9 to 7.0 minutes. |
Buff |
Pet |
50 |
+5 STR |
60 Min |
Pet Only Melee Buff |
Alteration |
E. Com. |
Cla |
Level 30
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Gather ShadowsGather Shadows SHD(30) NEC(8) Mana: 35 Cast: 5.00 sec Duration: 20 minutes Skill: Divination Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. Invisibility(1) Calls shadows to conceal your body, allowing you to move undetected by many creatures for up to 20.0 mins. |
Buff |
Self |
35 |
|
20 Min |
Self Only Invisibility |
Divination |
Vendor |
Cla |
Restless BonesRestless Bones SHD(30) NEC(16) Mana: 160 Cast: 9.00 sec Duration: Instant Skill: Conjuration Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. Summon Skeleton Pet: skel_pet_15_ Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast. Max hit range 13-20. |
Summon |
Self |
160 |
lvl 12-16 Pet |
Instant |
Summons a Skeleton Pet with innate magic attacks |
Conjuration |
Vendor |
Cla |
Siphon LifeSiphon Life SHD(51) NEC(20) Mana: 72 Cast: 3.10 sec Duration: Instant Skill: Alteration Reuse: 2.25 sec Resist: Magic (-200) Type: Detrimental Target: Lifetap Range: 200 1. Decrease Hitpoints by 65 (L20) to 75 (L25) Drains your target of life energy, siphoning between 65 and 75 hit points. 1.04 health per point of mana (at max effectiveness). |
Lifetap |
Single |
115 |
75dmg & healing |
Instant |
transfer life from target to caster |
Alteration |
Overthere |
Cla |
Level 31
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Negation of Life |
Damage Over Time |
Single |
120 |
20 Dmg |
1 Min 30 Sec |
Covers your target in a shroud of anti-life, decreasing their ability to be healed by 30%, and does 20 damage every 6 seconds for 1 min 30s. |
Conjuration |
|
Cla |
ShieldskinShieldskin SHD(34) NEC(16) WIZ(16) Mana: 41 Cast: 3.50 sec Duration: 36 minutes Skill: Abjuration Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. UNKNOWN CALC 111 base 27 max 55 attrib Absorb Damage Surrounds your skin in a protective aura that absorbs between 9 and 55 damage. Consumes a Cats Eye Agate when cast. ---- (February 21, 2001 3:00 am) Shadow Knight - "Moved Shieldskin to level 34 " (August 25, 2020) Shadow Knight - "Shieldskin is 39" |
Utility |
Self |
41 |
|
36 Min |
Surrounds your skin in a protective aura that absorbs between 27 and 55 damage. Consumes a cat's eye agate when cast. |
Abjuration |
|
Cla |
Level 32
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Dark Temptation |
Utility |
Self |
100 |
+25 ATK |
60 Min |
Grips your body in an unholy darkness, slowly draining your health while increasing your attack rating. |
Alteration |
|
Cla |
Level 33
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Terror of Darkness |
Detrimental |
Single |
20 |
|
Instant |
Fills your target's mind with dark terror, inciting hatred. |
Alteration |
|
Cla |
Level 34
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Spear of Disease |
Damage |
Single |
118 |
251 Dmg |
Instant |
Hurls a spear of disease at your target, doing 251 damage. |
Conjuration |
|
Cla |
Level 35
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Resist ColdResist Cold CLR(39) RNG(55) SHD(39) DRU(34) SHM(24) NEC(24) Mana: 50 Cast: 4.50 sec Duration: 36 minutes Skill: Abjuration Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. Increase Cold Resist by 39 (L24) to 40 (L25) Surrounds your target with an aura of protection, warding away cold for 36.0 mins. |
Buff |
Single |
50 |
40 CR |
36 Min |
Cold Resistance Buff |
Abjuration |
Vendor |
Cla |
Shroud of HateShroud of Hate SHD(39) Mana: 60 Cast: 1.50 sec Duration: 10 minutes Skill: Alteration Reuse: 6.00 sec Resist: Magic (0) Type: Detrimental 7. Decrease ATK by 20 Consumes your target in a wave of hatred, lowering their attack rating and increasing yours. |
Detrimental |
Single |
60 |
20 ATK |
10 Min |
Transfer ATK from target to caster |
Alteration |
Vendor |
Cla |
Level 36
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Cancel MagicCancel Magic CLR(14) PAL(39) RNG(30) SHD(39) DRU(19) SHM(19) NEC(16) WIZ(12) MAG(12) ENC(8) Mana: 30 Cast: 3.50 sec Duration: Instant Skill: Abjuration Reuse: 5.00 sec Resist: Unresistable Type: Beneficial 1. Cancel Magic(1) Cancels a magical enchantment affecting your target. |
Detrimental |
Single |
30 |
2 Effects |
Instant |
Removes magical effects |
Abjuration |
Vendor |
Cla |
Heart FlutterHeart Flutter SHD(39) NEC(16) Mana: 80 Cast: 2.75 sec Duration: 8 ticks @L16 to 1.2 minutes @L24 Skill: Alteration Reuse: 7.00 sec Resist: Disease (0) Type: Detrimental 2. Decrease STR by 15 (L16) to 20 (L26) 3. Decrease AC by 7 (L16) to 9 (L24) 4. Decrease Hitpoints by 12 per tick Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing 12 damage every 6 seconds for between 48 to 72 seconds (8-12 ticks, dependent on caster level). Necro: 96 total damage at 16 for 1.2 damage per mana, 144 total damage at 24 for 1.8 damage per mana. |
Debuff/DoT |
Single |
41 |
-7 AC / -20 STR / 144dmg (1.8 DPM, 2.0 DPS) |
36 Sec |
STR & AC Debuff and Disease DoT |
Alteration |
Vendor |
Cla |
Spirit TapSpirit Tap SHD(55) NEC(29) Mana: 144 Cast: 4.00 sec Duration: Instant Skill: Alteration Reuse: 2.25 sec Resist: Magic (-200) Type: Detrimental Target: Lifetap Range: 200 1. Decrease Hitpoints by 132 (L29) to 150 (L35) Drains your target of life energy, siphoning between 132 and 150 hit points. (February 21, 2001 3:00 am) Shadow Knight - "Moved Spirit Tap to level 55" |
Lifetap |
Single |
152 |
150dmg & Healing (1.0 DPM/HPM) |
Instant |
Transfer life from target to caster |
Alteration |
Vendor |
Cla |
Level 37
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Scream of Death |
Utility |
Self |
50 |
|
Instant |
Gives your attacks a vampiric property, allowing a chance to steal life from your target. |
Alteration |
|
Cla |
Shadow VortexShadow Vortex SHD(39) NEC(20) Mana: 40 Cast: 1.50 sec Duration: 3 minutes @L20 to 7.5 minutes @L65 Skill: Alteration Reuse: 6.00 sec Resist: Magic (0) Type: Detrimental 7. Decrease AC by 9 (L20) to 12 (L30) Covers your target in a mass of darkness that steals their armor class and gives it to you. This statistic draining spell generates excellent aggro, but eats a fair bit of mana. Use sparingly as needed while tanking. |
Detrimental |
Single |
40 |
12 AC |
7 Min 30 Sec |
Transfer AC from target to caster |
Alteration |
Vendor |
Cla |
Level 38
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Animate DeadAnimate Dead SHD(39) NEC(20) Mana: 200 Cast: 10.00 sec Duration: Instant Skill: Conjuration Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. Summon Skeleton Pet: skel_pet_19_ Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast. |
Summon |
Self |
200 |
Pet lvl 15-19 |
Instant |
Summons a Skeleton Pet. Lvl 19 pet can dual wield with weapons |
Conjuration |
Vendor |
Cla |
Level 39
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Expulse UndeadExpulse Undead CLR(14) PAL(30) SHD(39) NEC(20) Mana: 60 Cast: 2.75 sec Duration: Instant Skill: Evocation Reuse: 2.25 sec Resist: Magic (-50) Type: Detrimental 1. Decrease Hitpoints by 88 (L14) to 94 (L20) A burst of holy power that inflicts between 88 and 94 damage to an undead target. (1.56 DPM @ L20) |
DD |
Single |
36 |
94dmg (1.6 DPM) |
Instant |
Undead Only Direct Damage |
Evocation |
Vendor |
Cla |
| Voice of Darkness |
Utility |
Single Friendly (or Self) |
50 |
|
10 Min |
Imbues your target's voice with the power of darkness, causing creatures to take more notice of their attacks for 10 min. |
Conjuration |
|
Cla |
Level 40
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Shadow SightShadow Sight SHD(49) NEC(24) Mana: 50 Cast: 3.00 sec Duration: 27 minutes Skill: Divination Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. Ultravision(1) Allows your eyes the vision of shadows, providing night vision for 27.0 mins. |
Buff |
Self |
50 |
|
Instant |
Self Only Ultravision |
Divination |
Vendor |
Cla |
Level 41
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Blood of Pain |
Damage Over Time |
Single |
172 |
15-68 Dmg |
36 Sec |
Fills your target's veins with pain, causing 68 damage every 6 seconds for 36s. |
Alteration |
|
Cla |
Level 42
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Terror of Shadows |
Detrimental |
Single |
40 |
|
Instant |
Fills your target's mind with shadowed terror, inciting hatred. |
Alteration |
|
Cla |
Level 43
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Invoke FearInvoke Fear CLR(39) SHD(49) NEC(34) ENC(39) Mana: 100 Cast: 2.50 sec Duration: 42 seconds Skill: Alteration Reuse: 7.00 sec Resist: Magic (0) Type: Detrimental 1. Fear(1) A booming voice fills your target's ears, causing them to flee in terror. |
Fear |
Single |
100 |
42 Seconds |
42 Sec |
Causes target to flee |
Alteration |
Vendor |
Cla |
Level 44
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Dooming DarknessDooming Darkness SHD(49) NEC(29) Mana: 120 Cast: 4.00 sec Duration: 1.5 minutes @L29 to 1.6 minutes @L30 Skill: Conjuration Reuse: 2.25 sec Resist: Magic (0) Type: Detrimental 1. Decrease Hitpoints by 20 per tick 2. Decrease Movement Speed by 49% (L29) to 60% (L50) Summons a dooming darkness that binds your target's feet, decreasing their movement rate, and doing 20 damage every 6 seconds for 1.5 mins @L27 to 1.6 mins @L30 for a total of 320 damage. 2.66 DPM; 3.33 DPS. |
DoT/Snare |
Single |
120 |
300dmg (2.66 DPM, 3.33 DPS) / 60% Snare |
1 Min 30 Sec |
Slows target and deals damage |
Conjuration |
Vendor |
Cla |
Level 45
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Breath of the DeadBreath of the Dead SHD(49) NEC(24) Mana: 45 Cast: 2.50 sec Duration: 27 minutes Skill: Alteration Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. Water Breathing(1) Allows your metabolism to function without oxygen, allowing you to survive without air for 27.0 mins. Consumes a Fish Scales to cast. This spell is nearly identical to Enduring Breath but is self-only. |
Buff |
Self |
45 |
|
Instant |
Water Breathing |
Alteration |
Vendor |
Cla |
Word of SpiritWord of Spirit CLR(29) SHD(49) NEC(29) Mana: 133 Cast: 3.50 sec Duration: Instant Skill: Evocation Reuse: 9.00 sec Resist: Magic (0) Type: Detrimental 1. Decrease Hitpoints by 97 (L29) to 104 (L33) A forbidden word that causes between 91 and 103 damage to all nearby enemies. |
DD |
PBAoE |
133 |
104dmg/target |
Instant |
Point Blank Area Magical Direct Damage |
Evocation |
Vendor |
Cla |
Level 46
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Summon DeadSummon Dead SHD(49) NEC(29) Mana: 290 Cast: 12.00 sec Duration: Instant Skill: Conjuration Reuse: 2.25 sec Resist: Unresistable Type: Beneficial 1. Summon Skeleton Pet: skel_pet_25_ Animates an undead servant from the remnants of the fallen. Consumes 2x bone chips when cast. |
Summon |
Self |
290 |
Pet lvl 22-25 |
Instant |
Summons a Skeleton Pet |
Conjuration |
Vendor |
Cla |
| Voice of Shadows |
Utility |
Single Friendly (or Self) |
100 |
|
10 Min |
Imbues your target's voice with the power of shadows, causing creatures to take more notice of their attacks for 10 min. |
Conjuration |
|
Cla |
Level 47
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Life LeechLife Leech SHD(49) Mana: 181 Cast: 0.50 sec Duration: Instant Skill: Alteration Reuse: 10.00 sec Resist: Magic (-200) Type: Detrimental Target: Lifetap Range: 200 1. Decrease Hitpoints by 250 Drains your target of life energy, siphoning between 228 and @1 hit points. This lifetap is unusually fast to cast at 0.5 seconds, though it is far less mana efficient and has a 10 second cooldown. |
Lifetap |
Single |
181 |
280 dmg and healing (.89DPM/HPM) |
Instant |
Transfer life from target to caster |
Alteration |
Quest. |
Cla |
| Scythe of Darkness |
Damage |
Undead |
112 |
346 Dmg |
Instant |
Disrupts the dark energy of the undead, causing between 346 and 346 damage. |
Conjuration |
|
Cla |
Level 48
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
| Spear of Pain |
Damage |
Single |
138 |
325 Dmg |
Instant |
Hurls a spear of pain at your target, doing 325 damage. |
Conjuration |
|
Cla |
Level 49
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
Dismiss UndeadDismiss Undead CLR(24) PAL(49) SHD(49) NEC(29) Mana: 90 Cast: 3.30 sec Duration: Instant Skill: Evocation Reuse: 2.25 sec Resist: Magic (-50) Type: Detrimental 1. Decrease Hitpoints by 140 (L24) to 162 (L35) A burst of holy power that inflicts between 140 and 162 damage to an undead target. (1.8 DPM) |
DD |
Single |
63 |
162dmg (1.8 DPM) |
Instant |
Undead Only Direct Damage |
Evocation |
Vendor |
Cla |
Drain SpiritDrain Spirit SHD(57) NEC(39) Mana: 189 Cast: 5.30 sec Duration: Instant Skill: Alteration Reuse: 2.25 sec Resist: Magic (-200) Type: Detrimental Target: Lifetap Range: 200 1. Decrease Hitpoints by 207 (L39) to 226 (L44) Drains your target of life energy, siphoning between 207 and 226 hit points. (February 21, 2001 3:00 am) Shadow Knight - "Moved Drain Spirit to level 57" |
Lifetap |
Single |
213 |
226dmg & Healing (1.2 DPM/HPM) |
Instant |
Transfer life from target to caster |
Alteration |
Vendor |
Cla |
Level 50
| Name |
Type |
Target |
Mana |
Max Effect |
Duration |
Description |
School |
Location |
Era |
HarmshieldHarmshield NEC(20) Mana: 85 Cast: 1.00 sec Duration: 3 ticks Skill: Abjuration Reuse: 600.00 sec Resist: Unresistable Type: Beneficial 1. Decrease HP when cast by 20 2. Invulnerability Completely removes your reaction to pain for 18 secs (3 ticks), rendering you invulnerable to damage. However, while this effect is on, you cannot attack or cast. |
Utility |
Self |
85 |
+-20 HP |
18 Sec |
Completely removes your reaction to pain for 18s, rendering you invulnerable to damage. |
Abjuration |
|
Cla |
Shroud of PainShroud of Pain SHD(50) Mana: 75 Cast: 1.50 sec Duration: 10 minutes Skill: Alteration Reuse: 6.00 sec Resist: Magic (0) Type: Detrimental 7. Decrease AC by 15 (L50) to 18 (L59) Covers your target in a mass of darkness that steals their armor class and gives it to you. |
Detrimental |
Single |
75 |
18 AC |
10 Min |
Transfer AC from target to caster |
Alteration |
NPC Drop. |
Cla |
|
Disciplines/Stances
This combination has two different stance families in play:
- Rogue native stances come from the Rogue discipline/stance package.
- Invocation stances apply on the priest/caster side of the build. Per current instruction for this page: all casters and priests get Recovery, Empowering, Inversion, Spellblade, and Overchannel; only priests (including Berserker and Shadow Knight) get Divine; Inviolable is Wizard/Bard only and does not apply to this trio.
Practical recommendation:
- Use Recovery or Empowering when pacing or sustain matters.
- Use Overchannel only when the fight is already controlled and you want to shorten the kill.
- Use Divine on the priest half when your job is clearly support-first rather than damage-first.
- On Rogue, think in terms of Balanced vs Defensive vs Mage Hunter according to the incoming damage profile.
| Berserker
|
| Discipline Name
|
Level Obtained
|
Description
|
Duration
|
Reuse Time
|
| Balanced Stance
|
0
|
While this stance is active, 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.
|
Permanent
|
6 Sec
|
| Offensive Stance
|
0
|
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.
|
Permanent
|
6 Sec
|
| Striker Stance
|
0
|
Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of 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.
|
Permanent
|
6 Sec
|
| Mage Hunter Stance
|
0
|
While this stance is active, all incoming spell damage is reduced by 50%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your strategy skill.
|
Permanent
|
6 Sec
|
| Ranged Stance
|
0
|
Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your strategy skill.
|
Permanent
|
6 Sec
|
| Berserker Stance
|
0
|
While this stance is active, your attack speed is doubled. Every point of damage dealt consumes half the amount of endurance, with a reduction based on your strategy skill. You also take 15% of outgoing damage as damage to yourself. You also take 50% more damage from all sources while this stance is active.
|
Permanent
|
6 Sec
|
| Resistant Discipline
|
30
|
Grants +3 to all resistances increasing to +10 at 50th level
|
1 Min
|
60 Min
|
| Fearless Discipline
|
40
|
Immunity to "Fear" and all spells that cause "fear"
|
11 Sec
|
60 Min
|
|
| Rogue
|
| Discipline Name
|
Level Obtained
|
Description
|
Duration
|
Reuse Time
|
| Balanced Stance
|
0
|
While this stance is active, 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.
|
Permanent
|
6 Sec
|
| Offensive Stance
|
0
|
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.
|
Permanent
|
6 Sec
|
| Striker Stance
|
0
|
Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of 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.
|
Permanent
|
6 Sec
|
| Evasive Stance
|
0
|
You have a 95% chance to evade all incoming attacks. Every point of damage evaded consumes 2 endurance, with a reduction based on your strategy skill. Evasion will fail if you have insufficient endurance, or while playing dead.
|
Permanent
|
6 Sec
|
| Ranged Stance
|
0
|
Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your strategy skill.
|
Permanent
|
6 Sec
|
| Combat Blood Siphon Poison
|
1
|
Damage over time with a leech effect. Combat poisons can stack with other combat poisons.
|
Permanent
|
5 Sec
|
| Combat Asp Venom
|
2
|
Direct damage. Combat poisons can stack with other combat poisons.
|
Permanent
|
5 Sec
|
| Utility Weakening Poison
|
4
|
Melee slow. Only one utility poison can be active at a time.
|
Permanent
|
5 Sec
|
| Utility Hobbling Venom
|
5
|
Snare. Only one utility poison can be active at a time.
|
Permanent
|
5 Sec
|
| Utility Concussive Venom
|
7
|
Interrupt chance. Only one utility poison can be active at a time.
|
Permanent
|
5 Sec
|
| Utility Befuddling Poison
|
9
|
Mana drain. Only one utility poison can be active at a time.
|
Permanent
|
5 Sec
|
| Utility Grounding Poison
|
11
|
Root. Only one utility poison can be active at a time.
|
Permanent
|
5 Sec
|
| Combat Stunning Poison
|
15
|
Stun. Combat poisons can stack with other combat poisons.
|
Permanent
|
5 Sec
|
| Utility Banishing Poison
|
20
|
Dispel. Only one utility poison can be active at a time.
|
Permanent
|
5 Sec
|
| Resistant Discipline
|
30
|
Grants +3 to all resistances increasing to +10 at 50th level
|
1 Min
|
60 Min
|
| Fearless Discipline
|
40
|
Immunity to "Fear" and all spells that cause "fear"
|
11 Sec
|
60 Min
|
| Counterattack Discipline
|
53
|
Allows you to perfectly time your counter attacks, riposting every incoming blow.
|
9 Sec
|
60 Min
|
| Deadeye Discipline
|
54
|
Focuses your vision on you opponent, vastly increasing your hit rate.
|
18 Sec
|
30 Min
|
| Nimble Discipline
|
55
|
Increases your combat reflexes, allowing you to avoid most attacks.
|
12 Sec
|
30 Min
|
| Kinesthetics Discipline
|
57
|
Increases your combat sense, allowing you to dual wield and double attack every round.
|
18 Sec
|
30 Min
|
| Blinding Speed Discipline
|
58
|
Focuses energy into your arms, increasing your attack speed.
|
18 Sec
|
30 Min
|
| Duelist Discipline
|
59
|
Increase the damage done by all of your melee attacks. [100% increase]
|
12 Sec
|
30 Min
|
|
| Shadow Knight
|
| Discipline Name
|
Level Obtained
|
Description
|
Duration
|
Reuse Time
|
Jan 09, 2001
|
| Balanced Stance
|
0
|
While this stance is active, 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.
|
Permanent
|
6 Sec
|
|
| Offensive Stance
|
0
|
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.
|
Permanent
|
6 Sec
|
|
| Defensive Stance
|
0
|
While this stance is active, all incoming damage is reduced by 50%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your strategy skill.
|
Permanent
|
6 Sec
|
|
| Mage Hunter Stance
|
0
|
While this stance is active, all incoming spell damage is reduced by 50%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your strategy skill.
|
Permanent
|
6 Sec
|
|
| Recovery Invocation
|
0
|
You regenerate mana (excluding out of combat bonus) at twice the rate, and spells have a 5% reduced mana cost.
|
Permanent
|
6 Sec
|
|
| Inversion Invocation
|
0
|
Shifts two-thirds of spell cast time into the global recovery time at a cost of 10% more mana and endurance.
|
Permanent
|
6 Sec
|
|
| Overchannel Invocation
|
0
|
Cast spells have a -100 resist adjust plus another -15 for every non-hybrid caster class at a cost of 33% more mana and 10% of the total mana cost from endurance.
|
Permanent
|
6 Sec
|
|
| Spellblade Invocation
|
0
|
Treats the first spell gem slot as a proc that consumes both mana and endurance (33% of the normal spell mana cost). Must be a spell with a reuse time <= the cast time.
|
Permanent
|
6 Sec
|
|
| Resistant Discipline
|
51
|
+10 to all resistances. The reuse time for this discipline will decrease as you level.
|
1 Min
|
60 Min
|
Duration increased to 5 minutes.
|
| Fearless Discipline
|
54
|
Immunity to "Fear" and all spells that cause "fear". The reuse time for this discipline will decrease as you level.
|
11 Sec
|
60 Min
|
| Unholy Aura Discipline
|
55
|
25% increase to damage done by Harm Touch in addition to making it nearly un-resistable.
|
Next Harm Touch
|
72 Min
|
50% increase to damage done by Harm Touch, changes the affected Harm Touch to a disease save.
|
| Leechcurse Discipline
|
60
|
Heal self for every point of melee damage dealt while discipline is active.
|
15 Seconds
|
72 Min
|
Duration increased to 20 seconds.
|
|
Alternate Advancement
| General AAs
|
General AAs are available to all classes, regardless of level or selection. These offer passive bonuses to stats, resistances, crafting skills, and a few automatically granted abilities such as Origin and Gather Party. Some of these are brand new to EverQuest Legends, such as Quick Buff which applies all your beneficial spells to all party/raid members at once.
| General AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Adamant Will
|
4
|
2 / 4 / ? / ?
|
This passive ability grants you an additional 20/40/?/? % chance to resist charm, and 15/30/?/? % chance to resist mesmerization spells
|
| Alchemy Mastery
|
3
|
3
|
This passive ability reduces the chance of failing Alchemy recipes by 10/?/? %.
|
| Baking Mastery
|
3
|
2
|
This passive ability reduces the chance of failing Baking recipes by 10/?/? %.
|
| Blacksmithing Mastery
|
3
|
2
|
This passive ability reduces the chance of failing Blacksmithing recipes by 10/?/? %.
|
| Brewing Mastery
|
3
|
2
|
This passive ability reduces the chance of failing Brewing recipes by 10/?/? %.
|
| Circular Breathing
|
4
|
2 / 3 / 4 / 5
|
This passive ability increases your endurance regeneration by 1/2/3/4 point(s).
|
| Combat Agility
|
3
|
4
|
This passive ability increases your melee avoidance by 2/?/10%.
Melee avoidance is the component of armor class that allows you to avoid incoming attacks and is derived from agility, item avoidance, and your defense skill.
|
| Combat Fury
|
4
|
3 / ? / 4 / 6
|
This passive ability increases your chance of performing a critical melee hit with all skills by 1/?/5/10%
|
| Combat Stability
|
3
|
2
|
This passive ability increases the armor class soft cap of your class by 2/5/?%.
The armor class soft cap is the amount of armor class that functions at 100% effectiveness. Armor class gains in excess of this cap are reduced in effectiveness by a percentage based on your class and level.
|
| Crafting Mastery
|
6
|
3
|
Training with the sages and merchants of Norrath gives adventurers the chance to hone their crafting skills.
This passive ability allows you to raise 1/2/3/4/5/6 additional standard tradeskill (Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, or Tailoring) from its initial Specialization cap of 200 up to 300.
|
| Fear Resistance
|
4
|
2
|
This passive ability grants you an additional 25/50/75/100% chance to resist most fear spells and increases the chance of breaking fear earlier.
|
| First Aid
|
6
|
1
|
This passive ability increases the maximum health you can bind wound to 80/90/100/100/100/100% and increases the amount of healing provided by a single bandage by 0/0/0/10/25/50%
|
| Fletching Master
|
3
|
2
|
This passive ability reduces the chance of failing Fletching recipes by 10/?/? %.
|
| Foraging
|
1
|
3
|
This passive ability increases your Forage skill cap by 50 points.
|
| Gather Party
|
1
|
-
|
Auto granted ability.
Ability Activation ID: 5 - Refresh Time: 6:00:00 - Ability Timer(s): 99
This ability, when activated, will give everyone in your party the option of teleporting directly to your location.
|
| Innate Eminence
|
5
|
3
|
This passive ability increases your strength, stamina, agility, dexterity, wisdom, intelligence, and charisma by 2/?/? points.
|
| Innate Lung Capacity
|
3
|
1
|
This passive ability increases the amount of air you can hold in your lungs by 10/?/?%
|
| Innate Metablolism
|
3
|
1
|
This passive ability reduces your food and drink consumption by 110/125/? %.
|
| Innate Regeneration
|
7
|
1
|
This passive ability increases your health regeneration by 1/2/?/?/?/?/? point(s).
|
| Innate Spell Resistance
|
5
|
2
|
This passive ability increases your cold, disease, fire, magic, and poison resistances by 2/?/?/?/? points.
|
| Jewel Craft Mastery
|
3
|
2
|
This passive ability reduces the chance of failing Jewelcrafting recipes by 10/?/? %.
|
| Natural Durability
|
4
|
2
|
This passive ability increases your maximum base health (derived from your stamina) by 2/?/?/12 %.
|
| Origin
|
1
|
-
|
Auto granted ability.
Ability Activation ID: 331 - Refresh Time: 0:18:00 - Ability Timer(s): 20
This ability, when activated, transports you back to your starting city.
You can check your origin location using the command /charinfo.
|
| Packrat
|
10
|
1
|
This passive ability reduces the weight of all equipped and carried items by 5/?/?/?/?/?/?/?/?/? %.
|
| Permanent Illusion
|
1
|
5
|
This passive ability extends th duration of your beneficial illusion spells to 16.6 hours and allows them to persist when zoning.
|
| Pottery Mastery
|
3
|
2
|
This passive ability reduces the chance of failing Pottery recipes by 10/?/? %.
|
| Quick Buff
|
1
|
5
|
Ability Activation ID: 4 - Refresh Time: 0:10:00 - Ability Timer(s): 98
This ability, when activated, will cast all currently memorized beneficial spells on all valid group and raid targets in range, for full mana and reagent cost.
NOTE: This ability will continue casting spells even if you have no mana left.
|
| Steadfast Will
|
8
|
2 / 2 / 3
|
This passive ability grants you a 15/30/50/60/70/80/90/100 % chance to endure what would otherwise be a stunning melee attack, from any angle, without being stunned.
|
| Stoicism
|
5
|
2
|
This passive ability reduces how far incoming melee attacks push you backward by 10%.
|
| Tailoring Mastery
|
3
|
2
|
This passive ability reduces the chance of failing Tailoring recipes by 10/?/? %.
|
|
| Archetype AAs
|
Archetype AAs are broken down into multiple groups based on the classes you have active. Some classes fit multiple archetypes. While there is no official name for each of these in-game at the moment, this page is making an effort to provide a category breakdown and describe what classes apply to these. Hybrid classes will be a part of multiple archetypes. Some of these AA lists are large, while some are small and very specific to a few classes.
In EverQuest Legends, you may access an Archetype AA list if one of your selected classes has access to that list.
NOTE: This section is INCOMPLETE! Please help fill out any missing AAs and classes (of which there are many!)
Caster Archetype AAs
If the class can cast spells, then it gets Caster Archetype AAs. These are broken down into several categories based on which spells each class gets. For example, Paladin gets the base Caster Archetype AAs and Buff Caster AAs, but not Damage over Time or Pure caster AAs.
Base Caster AAs
These are given to every class that can cast spells.
Classes: Bard, Beastlord, Cleric, Druid, Enchanter, Magician, Necromancer, Paladin, Ranger, Shadow Knight, Shaman, Wizard
| Caster Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Destructive Fury
|
3
|
2 / 4 / 6
|
This passive ability increases the damage dealt by your critical direct damage spells by 30 / 60 / 100 %.
|
| Fury of Magic
|
4
|
1
|
This passive ability increases your chance to land a critical hit with your direct damage spells by 2%.
|
| Mastery of the Past
|
3
|
2
|
This passive ability makes it impossible for you to fizzle level 20 or lower spells.
|
| Mnemonic Retention
|
6
|
1 / 1 / 2 / 2 / 3 / 3
|
This passive ability increases the capacity of your spell casting window allowing you to memorize 1 / 2 / 3 / 4 / 5 / 6 additional spell.
|
| Mental Clarity
|
4
|
2 / 3 / 4 / 5
|
This passive ability increases your mana regeneration by 1 point.
|
| Persistent Casting
|
15
|
1
|
This passive ability grants you a 5% chance to regain your concentration and complete a spell cast when stunned.
|
| Quick Damage
|
3
|
3
|
This passive ability reduces the base cast time of direct damage spells that have an initial cast time of 3 seconds or more by 2%.
|
| Spell Casting Deftness
|
3
|
2
|
This passive ability reduces the cast time of beneficial spells that have a duration and an initial cast time of at least 3 seconds by 10%.
|
| Spell Casting Mastery
|
3
|
2 / 4 / 6
|
This passive ability reduces the mana cost of all spells by 2 / 5 / 10%.
|
| Spell Casting Reinforcement
|
4
|
2
|
This passive ability increases the duration of beneficial spells that you cast by 5%.
|
Buff Caster
Classes: Bard, Beastlord, Druid, Cleric, Enchanter, Magician, Necromancer, Paladin, Shaman
| Buff Caster Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Mass Group Buff
|
1
|
9
|
This ability, when activated, doubles the mana cost of your next spell or ability that can be affected by the Mass Group Buff and causes it to land on all allies within the spell's radius.
|
Damage over Time Caster
Classes: Bard, Beastlord, Druid, Cleric, Enchanter, Necromancer, Shadow Knight, Shaman
| Damage over Time Caster Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Critical Affliction
|
3
|
3 / 6 / ?
|
This passive ability increases the chance your damage-over-time spells will deal critical damage at each 6 second interval they are active by 3%.
|
| Destructive Cascade
|
3
|
2
|
This passive ability increases the damage dealt by your critical damage over time spells by 125%.
|
Pure Caster
Classes: Druid, Cleric, Enchanter, Magician, Necromancer, Shaman, Wizard
| Pure Caster Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Master of All
|
4
|
5
|
This passive ability allows you to you gain a second specialization.
Specialized schools of magic benefit from a from a reduction in mana cost and fizzle rate. After acquiring this ability, the next specialization to go over its current cap becomes your second specialization.
Requires level 20.
|
| Spell Casting Subtlety
|
3
|
2 / 4 / 6
|
This passive ability reduces the hate generated by your spells and spell attacks by 5 / 10/ 20%.
|
Fighter Archetype AAs
Classes: Berserker, Warrior
| Fighter Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Burst of Power
|
3
|
3
|
This passive ability increases your flurry chance (up to two extra attacks after a primary slot triple attack) by 7/?/? %.
|
| Rampage
|
1
|
5
|
This ability, when activated, performs a single primary slot combat round on all creatures within a 40 foot radius.
|
Healer Archetype AAs
Classes: Cleric, Druid, Paladin, Ranger, Shaman
| Priest Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Healing Adept
|
3
|
2
|
This passive ability increases the effectiveness of your instant-duration healing spells by 2%.
|
| Healing Boon
|
3
|
3 / 6 / 9
|
Increased chance to cast an Exceptional Heal tick on Heal over Time spells by 3 / 6 / 9%.
An exceptional heal does double healing.
|
| Healing Gift
|
3
|
2
|
This passive ability grants your instant-duration healing spells a 3% chance to score an exceptional heal.
An exceptional heal doubles the healing value of the spell.
|
Intimidation Archetype AAs
Classes: Bard, Berserker, Monk, Rogue
| Intimidation Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Intimidation
|
1
|
-
|
This passive ability causes successful uses of your intimidate skill to trigger Intimidation I which causes a level 70 or lower target to run away in fear for 0:00:18.
|
Melee Archetype AAs
Classes: Bard, Beastlord, Berserker, Monk, Paladin, Ranger, Rogue, Shadow Knight, Warrior
| Melee Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Double Riposte
|
3
|
3 / 6 / 9
|
This passive ability grants you a 5 / 10/ 15% chance to perform a double riposte.
|
| Finishing Blow
|
3
|
2 / 4 / 6
|
This passive ability grants your critical melee attacks a 100% chance to deal 100% damage to level 50 and lower NPC targets with 10% or less health.
|
| Physical Enhancement
|
1
|
3
|
This passive ability increases your melee avoidance by 2% and your armor class soft cap by 2%.
|
Nature Archetype AAs
Classes: Druid, Ranger
| Scout Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Innate Camouflage
|
1
|
5
|
This ability, when activated, grants you standard invisibility for up to 20 minutes.
|
Pet Archetype AAs
Can you get a pet, either via a summon or a charm/mezmerization spell? Then you should have access to these Archetype AAs.
Classes: Bard, Beastlord, Druid, Enchanter, Magician, Necromancer, Shadow Knight, Shaman, Wizard
| Pet Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Companion's Discipline
|
1
|
2
|
This passive ability allows you to give your pet advanced commands. Hotkeys for these commands can be created using the pet control window.
Hold and Greater Hold - /pet hold -or- /pet ghold
When your pet is in the hold state, your pet will only attack something when you tell it to, and your pet will continue to attack anything on its hate list after that point. Once the encounter is finished, your pet will automatically go back to a held state. If your pet is never told to exclusively attack anything, your pet will never attack anything, even if something is attacking it.
|
| Pet Affinity
|
1
|
-
|
Description: Allows your pet to benefit from group beneficial spells and songs.
|
Rogue Archetype AAs
Classes: Rogue, Bard
| Rogue Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Thief's Intuition
|
4
|
3
|
This passive ability reduces the reuse time of your Sense Traps and Disarm Traps skills by 1 second.
|
Scout Archetype AAs
Classes: Bard, Beastlord, Ranger, Rogue
| Scout Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Acrobatics
|
3
|
3 / 6 / 9
|
This passive ability reduces the damage that you take from falling by increasing the effectiveness of your safe fall skill by 10 / 20 / 30%.
|
| Ambidexterity
|
1
|
9
|
This passive ability increases your chance to successfully dual wield by 32%
|
Summoner Archetype AAs
Classes: Beastlord, Necromancer, Magician, Shaman
| Summoner Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Mend Companion
|
1
|
5
|
Mend Companion I, when activated, instantly heals your pet for 5000 health.
|
Tank Archetype AAs
Classes: Paladin, Shadow Knight, Warrior
| Tank Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Improved Bash
|
1
|
6
|
This passive ability allows you to use your bash skill while wielding a two-handed weapon.
|
Transportation Archetype AAs
Classes: Druid, Wizard
| Wizard Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Exodus
|
1
|
6
|
This ability, when activated, teleports all group members within a 100 foot radius to a relatively safe location in your current zone with a 0.1 second cast time.
|
Undead Archetype AAs
Classes: Cleric, Necromancer
| Undead Archetype AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Innate Invis to Undead
|
1
|
3
|
This ability, when activated, renders you invisible to most undead creatures for up to 27 minutes
|
|
| Berserker AAs
|
| Berserker Class AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Blood Rune
|
3
|
1 / 2 / ?
|
Melee and ability critical hits give you 5% of the damage done as an absorption shield, up to 5% of your max HP
|
| Tireless Spirit
|
1
|
3
|
This ability, when activated, increases your movement speed by 125% for 18 seconds.
|
| Unbound Fury
|
3
|
-
|
This passive ability increases your chance to land a critical hit with your melee attacks and abilites by 2%.
|
|
| Rogue AAs
|
| Rogue Class AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Chaotic Stab
|
1
|
-
|
This passive ability allows your backstab attacks to deal minimal backstab damage if you are not behind your target.
|
| Escape
|
1
|
-
|
This ability, when activated, allows you to escape combat from NPCs that are 5 or fewer levels higher than you, causes you to be the last possible target of rampage attacks from any current attacker, and triggers Evader's Invisibility which grants permanent invisibility.
This ability consumes 2% of your endurance to activate.
|
| Purge Poison
|
1
|
5
|
This ability, when activated, cures you of 1200 poison counters.
|
|
| Shadow Knight AAs
|
| Shadow Knight Class AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Abyssal Steed
|
1
|
9
|
This ability, when activated, summons the bridle of a very fast Abyssal Nightmare. Requires level 50.
|
| Harm Touch
|
12
|
-
|
Harm Touch II, when activated, grips a non-player target with agony, instantly dealing up to 751 damage based on your current level. (upgrades as you level up)
|
| Leech Touch
|
1
|
6
|
Leech Touch I, when activated, instantly drains 900 health from your target.
|
| Soul Abrasion
|
3
|
3
|
This passive ability increases the base damage of lifetaps triggered by Vampiric Embrace and Scream of Death by 50%.
|
| Unholy Steed
|
1
|
5
|
This ability, when activated, summons the bridle of a very fast Unholy Steed. Level 20.
|
|
| Special AAs
|
This is a fairly small class of AAs, requiring special achievements to unlock.
| Special AAs
|
| Name
|
Ranks
|
Cost
|
Description
|
| Banestrike
|
4
|
-
|
Improves the base damage of your melee attacks and the power of your damaging and healing abilities by 2 / 4 / ? / ?%.
Complete slayer achievements to progress this ability.
|
|
Important Synergies
The most important synergy in the entire build is Shadow Knight slow + Rogue tanking. Rogue is already the correct frontliner on class design alone, but slow changes the fight from “plate can survive this” to “healing can comfortably outpace this.”
- Cannibalize loves outside regen support. Shadow Knight explicitly values Stamina because HP eventually becomes mana, and Berserker regeneration makes that exchange friendlier over time.
- Berserker movement support solves mana problems indirectly. Faster travel, better routing, cleaner tracking, and fewer bad pulls mean fewer emergency casts and less wasted mana.
- Rogue pacify + Berserker tracking is a very strong named-hunting package. One class tells you what is there, the other makes it safer to isolate it.
- Shadow Knight stat buffs make Rogue’s melee floor respectable. DEX/proc relevance, STR support, haste, and HP support all make the frontliner more than just a damage sponge.
- Raid / group labor can be split cleanly. Shadow Knight buff advice on eqlwiki already pushes SoW and some regen expectations toward Berserkers, which matches the natural division of labor in this trio.
Gear Priorities
The highest-level rule is simple: gear this trio to make its role assignment easier, not to chase vanity stats. If a gear choice makes Rogue easier to keep alive, Shadow Knight easier to sustain, or Berserker more able to stay active without becoming fragile, it is probably a good choice. The class equipment category pages are very useful as slot-filtered references and should be treated as the authoritative browse hubs for eligible gear.
| Class
|
Priority
|
Notes
|
| Berserker
|
WIS / MANA, then survivability, then utility effects
|
Berserker explicitly values Wisdom most. Because this trio is not trying to make Berserker the frontline, you generally want mana depth, regen efficiency, and enough AC/HP to survive pressure without abandoning your utility role. Berserker gear categories include leather slots and the class’s usable weapon/held slots.
|
| Rogue
|
HP / AC first, then enough WIS, then DEX / CHA situationally
|
The Rogue page is very clear: high HP and AC are expected for the main role as tank, with enough mana for aggro spells. DEX helps proc rate, and CHA helps lull reliability.
|
| Shadow Knight
|
WIS and STA first, then MANA / HP, then convenience clickies / utility
|
The Shadow Knight page explicitly frames WIS and STA as the two most important stats. In practice, this means you itemize for both mana depth and HP economy, because HP is partially a mana resource once Cannibalize matters. The Shadow Knight FAQ also strongly rewards access to GCD-reset style utility for advanced Cannibalize play.
|
For class-specific gear references, see:
Useful Quests and Items
This section prioritizes items and quest lines that directly reinforce the multiclass game plan rather than just listing iconic class rewards. For this trio, that usually means anything that improves sustain, fight control, or buff efficiency.
Class-specific quest references:
Example Group Tactics
This section assumes you are playing the build as intended: Rogue owns the front, Shadow Knight owns the fight’s efficiency, and Berserker owns route quality and support flexibility.
Standard Fight
- Pre-buff in a disciplined order. Let Shadow Knight handle the core long-duration package, let Berserker handle movement / regen support, and let Rogue apply any self or encounter-specific prep.
- Pull for quality, not speed. Outdoors, prefer Berserker scouting/tracking support. Indoors, prefer Rogue lull/pacify.
- Let Rogue establish threat immediately with the aggro toolkit, then land Shadow Knight slow as soon as the pull is stable enough to do so safely.
- Once the fight is controlled, convert spare actions into efficient damage: Shadow Knight DoTs / pet pressure, Berserker efficient nukes or DoTs, Rogue steady melee and interrupts.
- End the fight with the next pull already in mind. This trio gains a lot by compressing downtime through travel and pre-planning.
Multiple Pulls
- First question: can one add be prevented from joining in the first place? Use pacify, pathing, and positioning before the pull ever resolves.
- If prevention failed, stabilize one target as the real kill target and soft-control the others with a mix of roots, snares, stuns, or off-angle kiting depending on terrain.
- Do not try to split healer attention evenly across chaos. Let Rogue own the dangerous target, let Shadow Knight reduce that danger with slow, and let Berserker create space rather than brute-healing every mistake.
Named / Difficult Mobs
- Decide the damage profile first. If it is melee-heavy, treat slow landing as the real opening objective. If it is spell-heavy, think harder about resist prep and Rogue stance choice.
- Use the correct buff owner. The Shadow Knight FAQ already points out that some buffs are encounter-specific and some are wasted outside their ideal targets. Follow that logic here.
- Save emergency tools until the fight actually asks for them. Fake emergencies are how stable groups lose real recovery buttons. Rogue should not spend its best safety tools to save sloppy early sequencing if the fight is still easily solvable.
- If the named is undead, expect Rogue to matter more than usual. If the named is routing-sensitive or outdoors, expect Berserker utility to matter more than usual. If the named is an endurance or mana test, expect Shadow Knight to be the class that determines the result.
See Also