
¶ Shadow Knight — Class Overview

¶ Introduction
The Shadow Knight class on The Heroes' Journey (THJ) features several unique modifications compared to Live servers. With customized spells, expanded AAs, and powerful lifetap mechanics, Shadow Knights excel in tank and self-sustain roles. This guide covers key differences, auto-granted AAs, skill progression, and class disciplines.
¶ Key Differences from Live
- Modified Spells and Skills: Several abilities and mechanics have been customized for better balance.
- Expanded AAs: Many out-of-era AAs are available in every expansion but tuned for THJ.
- Level 1 Auto-Granted AAs — see table below.
- Custom Shadow Knight Epic 1.0 becomes available upon Kunark’s release.
¶ Shadow Knight Level 1 Auto-Granted AAs
AA | Cooldown / Cost | Description |
---|---|---|
Explosion of Spite | 60 s | AoE hate pulse that enrages nearby creatures. |
Mortal Coil | Passive | 25 % chance on kill to raise AC and grant lifetap on melee. |
Bazaar & Back Gate | 10 min | Teleports to Bazaar while out of combat. |
Eyes Wide Open VIII | Passive | Expands extended target window capacity. |
Mystical Attuning V | Passive | Raises simultaneous mystical-effect limit. |
Consume Item | Passive | Converts select items into mana or endurance. |
¶ Shadow Knight Skills
Shadow Knights receive all class skills automatically at level 1, increasing them through use. Some skills (e.g., Kick) may appear due to the server’s multiclassing system, but they cannot be used unless assigned at least one skill point.
¶ Combat-Specific
Skill | Level | Cap @ 60 |
---|---|---|
1H Blunt | 1 | 280 |
1H Piercing | 1 | 280 |
1H Slashing | 1 | 280 |
2H Blunt | 1 | 280 |
2H Slashing | 1 | 280 |
Bind Wound | 1 | 325 |
Defense | 1 | 270 |
Hand to Hand | 1 | 225 |
Offense | 1 | 225 |
Throwing | 1 | 280 |
Dodge | 10 | 255 |
Disarm | 10 | 305 |
Parry | 15 | 230 |
Riposte | 20 | 205 |
Double Attack | 20 | 240 |
Triple Attack | 56 | 50 |
¶ Ancillary
Skill | Level | Cap @ 60 |
---|---|---|
Alcohol Tolerance | 1 | 325 |
Begging | 1 | 300 |
Bind Wound | 1 | 325 |
Fishing | 1 | 200 |
Swimming | 1 | 300 |
Meditate | 1 | 300 |
Safe Fall | 20 | 270 |
Research | 25 | 200 |
Hide | 35 | 75 |
¶ Shadow Knight Disciplines
Disciplines are activated abilities that consume endurance instead of mana. They can be purchased via Tomes from class merchants in East Commonlands Tunnel and later in Plane of Knowledge.
¶ Discipline List
Discipline | Effect |
---|---|
Fear Immunity | Temporary immunity to fear effects. |
Dark Empowerment | Doubles lifetap spell damage. |
Shield Mastery | Enhances block chance with shields, reducing melee damage. |
Dark Rejuvenation | Boosts accuracy and grants 100 % lifetap on melee damage. |
¶ Conclusion
Shadow Knights on THJ benefit from enhanced tanking mechanics, powerful lifetap abilities, and expanded AAs. Mastering these features will allow players to optimize their self-sustain, threat generation, and tanking roles for maximum effectiveness.
