MnM Classes

Goblin Shadow Knight

TankTank

Goblin Shadow Knights embrace the darkness with calculating pragmatism, viewing necromantic power as simply another tool for survival in a world that has never been kind to their race. Their natural agility helps them position for lifetap strikes with surgical precision, darting in to drain life from enemies and retreating before retaliation can land. Those survival instincts amplify the class's self-sustain philosophy to its logical extreme -- a Goblin Shadow Knight is nearly impossible to put down permanently, healing themselves through aggression with an efficiency born of desperation. Their small frames belie the dark power coiled within, and enemies who underestimate them rarely make that mistake twice. In groups, the Goblin Shadow Knight is an agile dark tank whose exceptional self-healing and positioning skills reduce healer demands while maintaining solid threat generation through persistent lifetap aggression.

Goblin Shadow Knight
Goblin

Cunning and agile, Goblins rely on speed and wit to survive in a world of larger creatures. Their small frames make them difficult targets, and their natural Dexterity and Agility lend well to roles favoring precision and evasion. What they lack in raw power, they make up for in guile.

Shadow Knight

Dark knights who fuel their combat prowess with necromantic sorcery. Shadow Knights drain the life force of enemies to sustain themselves, weaken foes with corrupting spells, and shape shadows into defensive barriers. Plate armor combined with lifetap self-healing and feign death makes them the most self-sufficient tank class for solo content.

Armor
Plate
Weapons
Two-handed weapons preferred, All weapon types
Solo Viability
Strong
Total Spells
7
Attributes
1Primary stat2Secondary stat3Tertiary stat|Solid bar = base   Faded bar = max
STR
18 / 252

Allows you to carry more, increases melee weapon damage and shield block amounts

STA
17 / 271

Increases health and reduces the chance to be dazed in combat

DEX
19 / 26

Increases hit rate and on-hit weapon effect frequency

AGI
19 / 27

Provides damage mitigation

INT
20 / 273

Increases mana pool size (if higher than WIS) and damage from offensive damage spells

WIS
16 / 24

Increases mana pool size (if higher than INT) and healing from healing spells

CHA
13 / 23

Reduces purchase price and increases sale price, helps commerce skills, and reduces charm break rate

Spell Statistics

By Classification

Utility
6 (85.7%)
Pet
1 (14.3%)

By School

Conjuration
7 (100.0%)
Available Traits

Major Combat15

Agile
Agility increased by 5% | Increase Agility by 50% for 15 seconds
Brawn
Strength increased by 5% | Increase Strength by 50% for 15 seconds
Charismatic
Charisma increased by 5% | Increase Charisma by 50% for 15 seconds
Cold Resistant
Base Cold Resistance +10; total Cold Resistance +15% | Removes all harmful Cold effects and greatly increases resistance to them for 15 seconds
Corruption Resistant
Base Corruption Resistance +10; total Corruption Resistance +15% | Removes all harmful Corruption effects and greatly increases resistance to them for 15 seconds
Dexterous
Dexterity increased by 5% | Increase Dexterity by 50% for 15 seconds
Disease Resistant
Base Disease Resistance +10; total Disease Resistance +15% | Removes all harmful Disease effects and greatly increases resistance to them for 15 seconds
Electricity Resistant
Base Electricity Resistance +10; total Electricity Resistance +15% | Removes all harmful Electricity effects and greatly increases resistance to them for 15 seconds
Fire Resistant
Base Fire Resistance +10; total Fire Resistance +15% | Removes all harmful Fire effects and greatly increases resistance to them for 15 seconds
Fortitude
Stamina increased by 5% | Become resilient, increasing Stamina by 50% for 15 seconds
Holy Resistant
Base Holy Resistance +10; total Holy Resistance +15% | Removes all harmful Holy effects and greatly increases resistance to them for 15 seconds
Intelligent
Intelligence increased by 5% | Increase Intelligence by 50% for 15 seconds
Magic Resistant
Base Magic Resistance +10; total Magic Resistance +15% | Removes all harmful Magic effects and greatly increases resistance to them for 15 seconds
Poison Resistant
Base Poison Resistance +10; total Poison Resistance +15% | Removes all harmful Poison effects and greatly increases resistance to them for 15 seconds
Wise
Wisdom increased by 5% | Increase Wisdom by 50% for 15 seconds

Minor Combat13

Abjurer
Your Abjuration skill starts at 10. Your Abjuration skill increases 25% faster. Abjuration spells protect allies from physical and elemental damage.
Alterer
Your Alteration skill starts at 10. Your Alteration skill increases 25% faster. Alteration spells heal and enhance allies, and hinder enemies.
Bludgeoner
Your Bludgeoning skill starts at 5. Your Bludgeoning skill increases 25% faster. You start with a Trainee's Staff instead of your default starter weapon.
Channeler
Your Channeling skill starts at 10. Your Channeling skill increases 25% faster. Channeling allows you to continue casting spells through enemy attacks and other interruptions.
Conjurer
Your Conjuration skill starts at 10. Your Conjuration skill increases 25% faster. Conjuration spells summon creatures and objects, and deal damage over time to enemies.
Cutthroat
Your Piercing skill starts at 5. Your Piercing skill increases 25% faster. You start with a Trainee's Dirk instead of your default starter weapon.
Deadeye
Your Archery skill starts at 5. Your Archery skill increases 25% faster. You start with a Trainee's Longbow, a Trainee's Hip Quiver, and 1000 Trainee's Arrows.
Defender
Your Defense skill starts at 5. Your Defense skill increases 25% faster.
Diviner
Your Divination skill starts at 10. Your Divination skill increases 25% faster. Divination spells disguise and obscure allies, and enhance their vision.
Evoker
Your Evocation skill starts at 10. Your Evocation skill increases 25% faster. Evocation spells deal direct damage and apply stuns to enemies.
Shieldman
Your Block skill starts at 5. Your Block skill increases 25% faster. You start with a Trainee's Buckler.
Swordsman
Your Slashing skill starts at 5. Your Slashing skill increases 25% faster. You start with a Trainee's Scimitar instead of your default starter weapon.
Warrior
Your Offense skill starts at 5. Your Offense skill increases 25% faster.

Major Non-Combat5

Fast Metabolism
Endurance increased by 25%, but food is consumed 25% faster
Infravision
Vision in darkness is enhanced
Iron Lungs
Underwater air capacity increased by 200%, but Endurance decreased by 25%
Master Artisan
Carpentry, Blacksmithing, Jewelcrafting, Leatherworking, Pottery, and Tailoring skills increase 5% faster
Slow Metabolism
Food is consumed 25% slower, but Endurance decreased by 25%

Minor Non-Combat26

Alchemist
Alchemy starts at 25, increases 5% faster, and you start with a Trainee’s Mortar and Pestle
Blacksmith
Blacksmithing starts at 25, increases 5% faster, and you start with a Trainee’s Smithing Hammer
Bookworm
Start with an additional Trainee’s Spellbook
Brewmaster
Brewing starts at 25 and increases 5% faster
Carpenter
Carpentry starts at 25, increases 5% faster, and you start with a Trainee’s Construction Hammer
Chef
Cooking starts at 25, increases 5% faster, and you start with a Trainee’s Cleaver
Disenchanter
Disenchanting starts at 25, increases 5% faster, and you start with a Trainee’s Disenchanting Cube
Enchanter
Enchanting starts at 25, increases 5% faster, and you start with a Trainee’s Tome of Enchantment
Fisherman
Fishing starts at 25, increases 25% faster, and you start with a Trainee’s Fishing Pole and 20 Trainee’s Grubs
Fletcher
Fletching starts at 25, increases 5% faster, and you start with a Trainee’s Fletching Kit
Herbalist
Herbalism starts at 25, increases 5% faster, and you start with a Trainee’s Sickle and Trainee’s Herb Pouch
Jewelcrafter
Jewelcrafting starts at 25, increases 5% faster, and you start with a Trainee’s Jewelcrafting Kit
Leatherworker
Leatherworking starts at 25, increases 5% faster, and you start with a Trainee’s Leatherworking Kit
Lumberjack
Lumberjacking starts at 25, increases 5% faster, and you start with a Trainee’s Lumberjack Axe and Trainee’s Lumberjack Pouch
Medicine
Bind Wound starts at 25, Survival starts at 5, Bind Wound increases 25% faster, and you start with a Trainee’s Survival Kit and 20 Trainee’s Cloth Bandages
Merchant
Commerce starts at 25 and increases 25% faster
Miner
Mining starts at 25, increases 5% faster, and you start with a Trainee’s Mining Pick and Trainee’s Mining Pouch
Smelter
Smelting starts at 25 and increases 5% faster
Stonecutter
Stonecutting starts at 25, increases 5% faster, and you start with a Trainee’s Hammer and Chisel
Stonemason
Masonry starts at 25, increases 5% faster, and you start with a Trainee’s Hammer and Chisel
Survivalist
Survival starts at 25, increases 5% faster, and you start with a Trainee’s Survival Satchel
Swimmer
Swimming starts at 25 and increases 25% faster
Tailor
Tailoring starts at 25, increases 5% faster, and you start with a Trainee’s Tailoring Kit
Tavern Regular
Alcohol Tolerance starts at 25 and increases 25% faster
Tinkerer
Tinkering starts at 25, increases 5% faster, and you start with a Trainee’s Tinkering Toolkit
Woodworker
Woodworking starts at 25 and increases 5% faster
Spell list
Filters

Multi-select per dropdown; Any skips that filter. Grouped by learned level.

School
Category
Level
Level 8
Ghoul Pet Tier 1
Level 8
ConjurationPet
Mana: 10

Reanimates a corrupted being from the dead, creating a ghoul minion to serve you.

Spell cost:
Lift Bones
Level 8
ConjurationUtility
Mana: 10

Reanimates bones from the dead, creating a skeleton minion to serve you.

Spell cost:
Lift Bones
Level 8
ConjurationUtility
Mana: 10

Reanimates flesh from the dead, creating a zombie minion to serve you.

Spell cost:
Level 12
Reanimate Corpse
Level 12
ConjurationUtility
Mana: 30

Reanimates bones from the dead, creating a skeleton minion to serve you.

Spell cost:
Level 16
Upheave the Dead
Level 16
ConjurationUtility
Mana: 60

Reanimates bones from the dead, creating a skeleton minion to serve you.

Spell cost:
Level 20
Summon Aberration
Level 20
ConjurationUtility
Mana: 90

Reanimates bones from the dead, creating a skeleton minion to serve you.

Spell cost:
Level 24
Raise the Departed
Level 24
ConjurationUtility
Mana: 130

Reanimates bones from the dead, creating a skeleton minion to serve you.

Spell cost:

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