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Dark Elf Shadowknight Guide

by mbottiggi

PS2: Champions: Return to Arms
Dark Elf Shadowknight Guide

Intro:
I decided to write a FAQ for the Shadowknight because I have read 
through all of the character FAQs (For CofN also) and I haven�t 
found one to be very helpful.  I�ve played this game many times, 
beat it on Legendary, and I usually play the Shadow Knight 
because I think he is by far the coolest character in the game. I 
plan to share some strategies for using the Shadowknight as well 
as some general tips to help for any character you may choose to 
play with.  

Strengths: (some people just like to write in what the manual 
says for this part)

-A tank in the melee department, second to only the Berserker and 
Warrior.  He can use any weapon in the game making for a 
formidable melee character.  Can get Bind Wound very early in 
game.

-Has some incredibly useful spells/skills that if used wisely can 
really wreak some havoc.  Most of the useful spells come early in 
game.

-Can use any ranged weapon making him the best all around 
character.

-Can get some cool character only weapons and armor

-Just looks badassed

Weaknesses: (not too many)

-Does not have a critical hit spell, but if your playing solo 
just equip some whetstones on your weapons and if your playing 
multiplayer chances are someone will have it worked up so you can 
benefit from it.

-Magic costs a lot (but there are ways to work around this)

-Can�t think of any more

Where to Allocate Points:

Basically I like to have strength beefed up a lot so I can have a 
mean attack and be able to carry a decent amount of weight.  I 
also sink a ton in intelligence because it costs more to cast 
Shadowknight spells. You need a hefty sum of mana to make the 
spell casting really benefit.

Here is how I generally distribute at any given level up, but do 
what you like:

I usually do all out Strength for the first few levels, maybe up 
until level 12 or so, then I start doing 2 Strength 1 
Intelligence for a while, then when I find I�m using more 
demanding spells or more magic then I might sink all into to 
magic or 1 Strength to 2 Magic Points.

Sometimes I hit him up with some Dexterity for a more all around 
character, I love using the Ranger as well so I�m used to using 
arrows so I always have my Shadowknight equipped with a bow and 
arrow.  Sometimes my build goes 2 Strength points and 1 
Intelligence, then next time 2 Strength and 1 Dexterity or just 1 
of each depending on where my character is lacking.  

I never do stamina because I really don�t die too often, and once 
you get bind wound going it really doesn�t matter.  Plus stamina 
doesn�t benefit your attack so I usually stay away, I almost 
always sacrifice defense for better attack for a more powerful 
character.

Skill Tree:

(Here is where I have been very disappointed in the other Faqs. 
People either describe the skills as in the manual or say, oh 
this skill is good, and don�t describe it well, or the skill 
sucks and they say it rules)

First off I�ll describe the skills as I perceive them:

Blunt/Slashing Weapons:  I always go Slashing because there are 
way more Slashing weapons in the game, and more often then not 
they dish out the most damage (generally axes are the best).  But 
if you like Blunt weapons then go for it, but I would highly 
advise against putting points into both, unless you�ve already 
filled everything you want.  

Disease Bolt:  This spell rocks.  It doesn�t do much damage, but 
that�s not its purpose.  It�s purpose is to disease enemies, 
which can interrupt their movements.  When a character is 
diseased they may �twitch�, which leaves them vulnerable to 
attacks so you can get free hits.  It also gives them damage for 
the time they are diseased, it�s only a few damage points per 
second but every bit helps.  Fire this into a large group for 
effective use, for when one enemy is diseased they all succumb to 
it if they touch each other (even if dead).  Once this reaches 
higher levels the bolt does more damage, maxing out in the 200�s 
and it will begin to track enemies, so you don�t have to be quite 
as accurate when you fire.  More points means more mana though, 
so keep this low for a while until you build some intelligence.

Bind Wound:  Very crucial to your Shadowknight.  It allows him to 
regenerate much faster, starting out at 120% and ending on 310% 
(if i recall correctly).  This gives you insane regenerative 
powers and you consume WAY less potions once this is beefed up.  
Also, the Shadowknight is the only character to get it on the 2nd 
branch of the skill tree (I think?)so it enables you to be a 
better tank in melee early on.

Life Tap:  Very cool.  Not an amazing skill by any means but it 
definitely can help.  Basically when you kill an enemy you have a 
chance of getting some mana or health back from them.  All you 
have to do is hit block to suck in the energy when you see the 
red or blue fire leave their body.

Disease Trail:  Can be useful, but I don�t find myself running 
away very often.  I have used it on bosses like Rallok Zek, and 
the first time I beat the game I solely defeated Mithaniel Marr 
(and Shadow Step) with this skill lol!  (I dove into the last 
battle with 2 health potions but like 15 mana potions and never 
saved it before I fought him...opps)  I�d sink a point into it so 
you at least have it, and if you find yourself needing to run and 
want to get some damage with it, use it.  

Endurance:  Luckily, since your a Strength guy, you should have 
plenty of weight to carry, but if you find yourself having to 
gate to sell stuff rather quickly, a few points of endurance can 
be helpful.  I usually sink some points into this fairly early 
(Because I hate gate scrolling a lot), then top it off later when 
I have spare points, I usually leave it at about 12.

Engulfing Darkness:  By far the most useful Shadowknight spell.  
This sucker is your bread and butter.  Unlike most of the other 
confusion and stun spells that give you a % chance to work, this 
ball of black cloud sticks around, so as long as the enemy is on 
the cloud he will be confused eventually because it keeps working 
until the cloud is gone. This works better opposed to blinding 
light/unspoken word (cleric) that only works purely on chance.  
If that confuses you don�t worry about it, basically it 
stuns/confuses enemies for you for free hits and it can get you 
out of some tight situations. I always have this on my quick cast 
spell setting.  Best used on groups for if you stun all your 
enemies you can just go to town on them melee style for a few 
seconds.  It�s also useful for hitting mages and elemental 
archers to prevent resurrection spells or some mean elemental 
damage.  I only put 1 point into it for a while so I can cast it 
numerous times. When you work it up, it costs a lot more, but the 
cloud is bigger.  But it�s not even close to a good trade off for 
being able to cast it more times.  Doesn�t work on bosses though, 
but great on the Helldemon guys, Robots, and the Yeti/Snowbeasts 
and basically anyone else.

Disease Shield:  Not as great as everyone thinks it is.  It�s a 
cool concept, and if you don�t care much for defense you can work 
this up, use it, and start swinging.  I find it more of a bother, 
because when it�s worked up so high, you can�t even see what's 
going on.  Sure it hits each guy for 20-40 disease damage 
frequently, but I like to be able to block and see my characters 
movements.  It is useful though, if you want free hits while your 
blocking.  I�d stay away from it for a while, points are better 
off invested elsewhere early in the game.

Shadow Step:  A great spell! By far the best spell addition to 
any character from the last game.  People may think this spell is 
cool because it confuses, but the teleporting feature is so 
incredibly useful, especially in multiplayer.  You can actually 
move faster than any character with this spell.  Only put 1 point 
into this so you can use it over and over.  If a cool item drops 
and you want to beat someone too it, use this and you can warp to 
it in no time!  Also, if you enter a room and there is a mage, 
you can warp through the melee enemies, avoiding damage, right to 
the mage and kill him!  It works so well.  Then if you warp into 
a tight spot just simply warp again and you go back.  You can own 
the Depth Scurry with this spell too.  Just keep warping to the 
Shells and Air Bubbles to make it much faster.  I also warp 
through archer arrows and enemy spells all the time.  If an 
archer is shooting you from far away, wait until the arrow comes 
near you, warp, then you are that much closer to the archer and 
have completely dodged an arrow.  This skill takes a little 
practice but you can use your Shadowknight with style when you 
master it.  Not to mention the obvious perk of this spell, you 
can warp behind an enemy, while confusing him for a second and 
hit him from behind.  It works great on shield bearing enemies as 
well.  Just experiment with this skill for you will find it to be 
extremely useful.  Once you build it up you can leave some flames 
behind, but they are kind of annoying if you ask me.

Riposte:  I think this skill is sadly underrated.  You get damage 
on enemies for nothing.  Basically if an enemy strikes you with 
any melee or ranged attack (magic doesn't count), you have a 
chance for a counter hit.  Now here's the best perk, it works 
even if your blocking.  So if you work this up, you can add about 
100 damage to a counter hit.  I block so many attacks that this 
skill does more damage to guys then any of my other spells.  It�s 
especially rewarding when I notice an enemy getting killed off a 
counter hit.  So if you walk into a room with 5 or more archers, 
just blocking will do some good damage on them, for it works more 
frequently than you would think.  Put at least one point into it 
when it�s available so you can at least activate it. 

Summon Skeleton:  This is overrated.  Once you get better at the 
game you don�t need the skeleton, but for your first time through 
he can be helpful.  Basically he�s a great distraction for 
enemies, so if you encounter multiple baddies you can use the 
skeleton to attract half of them or so. Eventually he can get 
enchanted weapons almost all of the time, but I�d rather put my 
points elsewhere, I find this more entertaining than anything.  
On harder difficulties he is practically useless for he will die 
with 1 or 2 hits.  Use Raise Army for aid in battle.

Shield Bash:  I never use shields unless I challenge myself and 
use only 1 handed weapons.  Extremely useful when it�s built up 
for it stuns enemies for longer than any spell will, but leaves 
you open to attack and doesn�t always work.  I wish the shield 
bash animation was like that of the Horsemen�s shield bash, short 
and sweet.  Then it would be more effective because you wouldn�t 
be so open to attack.  You should form your own opinion on this 
one, I hardly ever use it.

Convert Undead:  This is basically useless.  It costs a decent 
amount of magic, and doesn�t work that often.  Stay away from it, 
it�s probably the worst skill, since it pales in comparison to 
Raise Dead.

Disease Blade:  This is ok, but still, I would only throw points 
into it if I was maxed out with everything I already want.  It 
adds disease damage to your weapon, and you teammates if they are 
close enough.  The only catch is that you need an open slot on 
your weapon for it to work.  If you (or teammate) have a weapon 
with an open slot, mainly if you want to save it for something 
such as attack speed or a critical hit, then I suggest you use 
Disease Blade to pass the time until you find one.  It�s like 
having a Mummy Tongue bonus on your weapon that you can remove. 

Harm Touch:  This spell is very deceptive.  It says massive 
damage, and that it would be if it was added to the attack of 
your weapon. Unfortunately it only deals 500+ damage, and by the 
time you get that you will be hitting almost as hard as that with 
your weapon.  Plus you can only use it once every four seconds or 
so.  It�s not worth it, even if built up it doesn�t seem to get 
as high as what you will be capable of hitting, especially if you 
have a whetstone on your weapon.  The only time I could really 
see this being worth it, was if you decided to go for a 
ranger/mage build, where you sunk your points into dexterity for 
bow attacks and intelligence for magic attacks.  Then when 
enemies got close to you, hit em with the harm touch to hopefully 
kill them, since you wouldn�t have much strength to hit big 
anyways.

Raise Army:  This spell is pretty cool.  Not amazing by any 
means.  It has more of an entertainment value, but does have it�s 
uses.  This is also way better to sink points into instead of a 
Skeleton or Converting Undead because it works on almost any 
fallen enemy. If you raise a guy with decent health and attack he 
can really help you out.  The cool thing is it always works, and 
has a pretty long duration (You cannot raise mini bosses).  If 
you work the ranks up a little you can have a whole legion 
fighting for you, although it can get a tad confusing, especially 
if they are all the same characters.  It consumes a decent amount 
of magic, but by that point you will have your intelligence built 
up enough to make it useful.

Which Skills to Invest In:

A common mistake, especially in new players is to sink points 
into a bunch of different stats.  This ends up giving you a lot 
of weak spells and a much less effective character.  Here is how 
I build up my Shadowknight:

First off, I always sink most of my early points into Sharp 
Weapons.  That is the first thing I max out.  Once you get to a 
certain point, you will not be able to put all your points into 
it because the level required is too high, so then you can build 
other skills slowly.  I throw in 1 point on Disease Bolt when it 
is available.  Disease bolt always diseases enemies (Except 
Undead), and the only real difference when you sink points into 
it, is that it hits for more damage, but takes more magic to 
cast.  Well since I don�t really case about the damage to begin 
with, I just keep it at 1 point for a while, so I can use it 
numerous times without costing too much mana.  Next, I get Bind 
Wound going a little.  Just sinking 1 point into Bind Wound gives 
you an extra 20% regeneration.  Every point after that gives 
another 5% so 1 point will do you for a little while.  Then I 
sink another point into Life Tap just to enable the ability.  

So basically I sink 1 point into Disease Bolt, Bind Wound, Life 
Tap, and then Engulfing Darkness while also increasing my Sharp 
Weapons (since you get 2 points @ earlier levels)  Once all of 
these are activated I put a point into Bind Wound and Slashing 
each level up.  Any spares picked up in Bonus Levels I usually 
put into Bind Wound if Slashing weapons cannot be done.  Then 
once I hit level 15 I toss one point into Riposte and Shadow 
Step, again to enable the abilities.  Some skills are much better 
off if you just put 1 point into them, and some are much better 
when you build them up.  After all this, I finish up Bind Wound 
and Slashing weapons so they are maxed out to 20.  Once these are 
maxed out I try to max out Riposte and toss the occasional point 
into my Disease Bolt and maybe some Endurance.  Once Riposte is 
maxed, then I try to max out Disease Bolt, for your Shadowknights 
magic can handle it.  I also hit up Engulfing Darkness 
occasionally so it reaches about 8.  I might throw one into 
Disease Trail just to enact it for some tougher boss battles.  
Then I like to max out Life Tap after all this.  The only real 
ability left that I like is Raise Army.  

So basically the bulk of your Shadowknight kicking ass will be 
Slashing/Disease Bolt/Bind Wound/Riposte and perhaps Life Tap all 
maxed out, and then 1 point into Shadow Step, 8 or so in 
Engulfing Darkness and 1 point into Disease Trail.  Once you 
Achieve this you can consider yourself beefed up.  Now this style 
of play means you need to be proficient in melee combat.  I will 
explain more on this later.  After this, it�s your choice, I like 
to max Raise Army, then just fill in the gaps.

Strategies to Attack With Shadowknight:

Basically, your a melee guy with some spells to weaken opponents.  
I usually fire a Disease Bolt into a few guys so they are 
diseased.  Fight a few of em, then once undiseased, fire another 
bolt.  You don�t need to constantly fire Disease Bolts, just hit 
em once, then when the effect wear off, hit em again.  You can 
also sit back and pummel them with some arrows while diseased.  
Use Engulfing Darkness on archers or elemental swordsmen and 
mages.  You can also use it on big groups to get free hits, but 
its kind of boring that way, its too easy.  Your going to want to 
use confusion on quicker enemies, such as Ghouls and larger 
enemies such as Yetis and Hell Demons, (I don�t know the 
�technical terms� for them but you�ll know who I mean)  basically 
any heavy hitters.  Shadow Step over any enemies to get to 
archers or mages if you can�t get a clear confusion shot.  Also 
use it on the double bladed shadow warriors that pop out of 
walls, it works great on them.  You can also use it to get out of 
tight situations.  That�s my basic strategy for the Shadowknight, 
used like this he will be a formidable character.  

Setting Up Your Spell Book:

Another key element to using the Shadowknight correctly is to 
place your spells in good locations on your spell book.  The 
quick casting ability added to the game (not available in last 
one) was the best possible addition to Return to Arms.  Now you 
can cast any spell on the fly by simply clicking it on the 
spellbook menu and hitting the square button!  What an ingenious 
idea, why they hell wasn�t it in the last game?!

Anyways, the 2 spells you always want equipped to your Circle and 
Triangle buttons are Disease Bolt and Engulfing Darkness.  These 
are the only spells you need to aim and to use multiple times in 
a row.  You could argue that Shadow Step could be part of this, 
but I use the quick cast for that because once you warp you have 
enough time to use your left and right thumb in sync.  Make sure 
these two spells are in a diagonal slot, say upper right and 
lower right.  This way you can reserve your up, down, left or 
right for a quicker cast.  It�s kind of hard to explain this but 
you should be able to get the idea.  Then I put Shadow Step to 
the right, Disease Trail to the bottom setting, Raise army on the 
upper setting, and Disease Shield/Blade on the left.  (once I get 
all of them of course).  This allows you to conveniently cast the 
spells by just holding one of the directional buttons and hitting 
square.  It takes some getting used to but once mastered your 
will be far more efficient in your spell casting.

Mastering Combat/Blocking:

To be a great Champions player, you must know how to stay alive.  
And staying alive involves knowing how to block.  It doesn�t 
matter how good you are at attacking or killing, you need to be 
great on defense.  Now, you can block almost any attack in the 
game, so when in doubt...block!  It can give you a breather in a 
tight situation, say being pummeled by a half dozen archers.  Now 
there are very subtle melee tricks that can make you a killing 
machine.  I hope to share some of these with you, and you will be 
able to make it through 30+ orcs without getting hit once.  

First off, you need to know that with the right timing, you can 
almost always get the first hit on an enemy approaching you.  
There are some exceptions, but fighting say, an orc for instance, 
you have the advantage.  So take a swing when the orc is a few 
feet away from you, then you can immediately block.  You don�t 
have to follow through with your swing either.  The good thing 
about the blocking system in Champions is that you can go to the 
block immediately after you hit the R1 button.  so you can get a 
half swing in to hit the enemy and then hit block. Now you are in 
a blocking position with no sweat.  This allows you to get a 
quick hit in, even when certain enemies are in a multiple attacks 
cycle.  

Now, this requires you to know your enemies attacks.  A good way 
to get to know your enemies attacks is to isolate them one on 
one, and just hold block.  Then you get to see your enemies 
various attacks and learn them fairly quickly.  So if you get an 
opportunity to get a quick swing in, and block immediately, you 
will kill a lot more efficiently.  Fight the Four Horsemen battle 
a couple times and practice this kind of stuff. 

Now, there is a way to hit an enemy, like one of the Horsemen, 
without them even hitting you, even if you are blocking.  It 
takes a little practice but here�s how it goes, if you master 
this you will be a powerhouse melee player in Champions.  Let the 
enemy approach you.  When he gets near range, take a swing, once 
you hit him immediately hold block and then press L1.  This will 
have your character take a step back.  If you time it right, the 
enemy will swing and not even hit you.  Then you repeat the 
process over and over.  Even if he does hit you, you�re blocking 
and will be protected.  Learn the enemies attacks and you will 
know when you can get 2 or more free hits in.  So basically it�s 
X, then hold R1 and tap L1, and repeat.

Knowing how many hits will kill an enemy is also important.  If 
you are attacking an enemy, then another one is slowing closing 
in behind him, you can kill your current enemy then get a free 
hit on the enclosing one.  If you know 1 more hit will kill your 
first enemy, hit him, then swing again, hit the 2nd enemy then 
block.  You can learn to do all kinds of things like this in 
melee for more efficient killing. If you are fighting a group of 
enemies, keep track of how many times you�ve hit certain ones.  
If you have beat up on one enemy enough in a group, but then he 
gets out of range for you to hit him safely, fire a Disease Bolt 
at him, and perhaps it will be just enough to kill him, plus all 
the other guys will be effected as well.

The key to doing all this is to be aware of it, and do not button 
mash.  The only time I ever button mash is to pick up items with 
square if a ton of stuff falls.  There are also cool tricks you 
can pull by swinging, stepping back, firing a ranged spell, then 
swinging again to maximize your attack.  So experiment with this 
through trial and error and practice on the Four Horsemen battle.

You will need to use the L1 Step Back move constantly in this 
game to position yourself.  It is extremely useful and can get 
you out of tight jams while consistently blocking.  You just need 
to practice facing the right way.

You must also be aware of archers.  Know where the arrows are 
coming, and time your blocks of the arrows along with the blocks 
of the melee attacks.  Hold block if your not sure.  Just keep 
calm and take it slowly until you fluidly become comfortable in 
the blocking attacking transition.  

What to Equip:

Basically for the Shadowknight your going to want to customize 
your armor/weapons in the following ways:

Any Rings/Earrings or Chokers you use should have Strength or 
Intelligence Bonus� on them.  Occasionally I throw on a Dexterity 
one if my attack and magic are already mean, and I want a little 
extra ranged damage.  All the other resistance's, regenerations 
etc. are basically crap.

On your weapons put Whetstones and Misty Globes on them.  I 
always end up using a 2 handed Axe or Sword, since they tend to 
hit the hardest.  If there's room, I toss on a Storm Shard or a 
Carapace for more armor.  Poison damage is ideal though for any 
additions, though harden to get.  Cold and Fire damage don�t 
really do it for me for they take up 2 slots.  

On Armor I tend to put anything I can get on them.  If I have a 
bunch of slots I toss on some resistances, but for the most part 
this is a chance to beef up any Stamina you may need, as 
Bloodstones are fairly common.  Bull Runes and Star Glyphs are 
great to enhance some of your Strength and Intelligence stats.  
Appartently though Health and Mana bonuses are no good for this 
is a glitch and they don�t seem to work. (thanks for the info 
from Joshua Bell for the bonuses glitch).  I assume though 
regeneration and rejuvenation bonuses work.  Hopefully more info 
on this later.

Dexterity is cool if you got room, though that�s another rare 
one.  I almost always choose stat enhancers over better armor, 
but there is a fine line between it, it�s all preference.  
Generally I�d take a helmet with 50 Strength but only 100 armor 
over a helmet with 200 Armor and a cold resistance for example, 
but that�s if you are good at keeping yourself alive.  

Closing Thoughts:

So that about does it for the Shadowknight Guide.  If you have 
any questions, or would like me to describe how I beat any bosses 
or situations with him feel free to email me @ 
[email protected].  If I get good feedback on this guide I can 
always write others if any one is interested.  I know the Cleric, 
Shaman, and Ranger quite well, I also know the Warrior/Beserker, 
though I never reached really high levels with them.  The Wizard 
I don�t like using.  Anyone interested in a Walkthrough or 
General Strategies let me know as well.  Thanks for reading.

Authorized Websites: Neoseeker/Gamefaq related sites, and if 
anyone else would like to use the FAQ, once again contact me @ 
[email protected]