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Shadow Knight Creation

Creation | Skills | AA's | Disc | Spells | Epic 1.0 | Epic 1.5 | Epic 2.0


Shadow Knights are a hybrid class tank; they take the shape of a cross between a Warrior and Necromancer, having the second highest tanking ability in game after warriors, and having some fairly useful spells to aid them in battle. The concept of the Shadow Knight is the dark warrior at the forefront of the battle fighting savagely and using well-placed spells to weaken the enemy and empower himself.

The start of a Shadow Knights life can be very difficult and many people give up rather than face the challenge, but rest assured that Shadow Knights evolve into a powerful class if you are willing to put the time in.

The difficulties to begin with come from the light arsenal of spells at A Shadow Knights command, coupled with the low damage output. This is due to the fact you cannot kick or dual wield, and have to wait till higher levels to receive skills and increased damage caps. Once these points are reached the going gets much easier, and towards the end the skills you miss out on will amount to little and the caps no longer affect you.

Even though Shadow Knights miss out on some combat skills, they still receive taunt, parry, dodge, riposte, disarm and double attack. Whilst they will not ever be as effective to them as they are to a warrior, they still make significant impact on their tanking ability. Because Shadow Knights are a hybrid class you will have to wait longer than to attain these skills than the pure melees, but don't give up, the wait is worth it. 

With the exception of Iksars, being able to wear plate armor helps immensely. It gives Shadow Knights higher AC armor than many other melee classes. Shadow Knights also have one of the highest defense caps in the game. In later levels Shadow Knights receive Feign Death. This is one of the best spells in the game, enabling you to fool mobs into thinking you're dead and leave you alone. This is not only used to save your life, but can also be used to do some amazing things in pulling groups of monsters once you become more adept at its use.

Although damage wise Shadow Knight spells are fairly weak, they receive some excellent utility spells. Shadow Knights are the only hybrid class which receives a pet. Although they may pale in comparison to Necromancer pets of similar level characters, their damage over the course of a battle can be the difference between life and death if soloing. They can also be a great distraction if you find yourself over powered and have to flee. Shadow Knights also receive the very useful darkness series of spells. This is a DOT which also has a snaring effect. Coupled with fear it becomes a lethal combination for soloing, enabling you to kill blue and above enemies taking only minimal damage. They also receive lifetaps which help their overall performance in battle and reduce downtime.

Shadow Knights are a diverse class great for groups and probably the only melee class that can solo experience-giving mobs after level 35 due to the darkness/fear combo. The Shadow Knights group role is as a tank and puller. As the group tank you will be absorbing damage from enemies, keeping mobs off group casters and giving out damage through melee and spells, whilst as a puller you can weaken incoming mobs with drain spells and use feign death on high risk pulls.

If you are someone into a big challenge but with high rewards then the Shadow Knight class is for you, once you reach level 30 you begin to receive very useful spells and there are few skills of importance which you will not have by then. That is when you will begin to receive the rewards of the class and you will not be disappointed.


Strength: Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. As a melee class, you really want to have a good amount of points in this stat, especially since you will be wearing heavy plate armors as your character increases in wealth and power. However, this statistic is very easy to raise in game through items and spells. Whilst innate strength is nice to have, more hit points might be more useful at the high end. Stamina is normally a better investment than Strength in the long term.

Stamina: Stamina affects how many hit points you have, and how long you can hold your breath. It is a very important statistic for Shadow Knights as they are often secondary tanks. Furthermore, it is the hardest statistic to raise through items. We would recommend putting a majority of your starting points into this.

Agility: Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. Since Shadow Knights do perform the role of a tank they can get hit a lot in combat. Because of this there is sound argument for putting points into this statistic. 

Dexterity: Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special. Since Shadow Knights get a number of weapons which proc, and some spells which do this also, there is a definite advantage to putting some points into this statistic. It will also help to increase their channeling skill so they are not interrupted as often when hit while casting.

Wisdom: Wisdom affects the amount of mana the priest classes have, also rangers and paladins. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. This skill has absolutely no relevance for the Shadow Knight class and bonus points should not be put into it.

Intelligence: Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for Bards and all pure casters, as well as Shadow Knights. A lot of Shadow Knight spells are mana intensive, and they use it up very quickly. Putting some points into this stat is certainly worthwhile for getting some extra spells off, but items which give large amounts of direct mana are more efficient at later levels.

Charisma: This affects amount you will be paid for goods by NPC merchants, and how much they will pay you. There is no need to put points into this statistic at creation.

Choosing A Race

The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like. There are a number of differences between Shadow Knight races which can influence your decision.

Firstly different Shadow Knight races level at different speeds. Gnomes level the fastest, followed by Dark Elves, Humans, and Erudites. Ogres level quite a bit slower than these races. Trolls and Iksar level even slower than Ogres. It will take an Iksar or Troll Shadow Knight more than twice the experience to reach Level 60 compared to a Halfling warrior. So be prepared for a long haul if you choose one of these Races.

Humans and Erudites also have no night vision, which could be a problem if you do not know you geography well. Erudites also have a naturally high magical resistance. Keep in mind also that you will not be able to make an Erudite Shadow Knight unless you have downloaded the optional patch to install the Paineel zone. This comes standard with Kunark installations. 

Iksars and Trolls do have one key advantage over the other classes. They both regenerate their health much faster. This is especially important when feigning death as it allows you to heal much faster whilst you are immobilized. Iksars also get a natural AC boost to make up for not wearing plate armor, but the true impact of this at high levels is still unknown.

Ogres have an advantage in that they cannot be stunned from melee attacks when hit from the front. This can be very helpful throughout your characters life. They also have the highest strength and the most hit points of any race choice.

Faction wise, most Shadow Knights are not liked very much. Iksars can only trade in Cabilis. Erudites and Humans have a little more choice, but religion can sometimes be problematic for them. Your choice will not matter too much here as you are fairly restricted no matter which race you pick.

Starting Statistics

Dark Elf 70 70 90 75 83 109 65 20
Erudite 70 75 70 70 83 117 75 20
Gnome 70 75 85 85 67 108 65 20
Human 85 80 75 75 75 85 80 20
Iksar 80 75 90 85 80 85 60 20
Ogre 140 127 70 70 67 70 42 20
Troll 118 115 83 75 60 62 45 20


Spending Your Bonus Points

In today’s EverQuest starting stats are not as crucial as they were in the beginning. We suggest maxing out your stamina stats first, and training the rest of your starting points in strength.


Religion is not of a huge concern to Shadow Knights as they are already hated. Most choose to worship Innoruuk the Prince of Hate, as it ties in well their role. The other choices are Bertoxxulous or Cazic-Thule. The Necromancer side of Shadow Knights does not allow them to be agnostic, as their dark powers are directly linked to their worship of the dead.

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