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{{ood}}
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----
 
  +
{{Classnav}}
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Fixing addons after the removal of the magic global variables ''this'' and ''argX'' and replacing the removed ''{{api|getglobal}}'' function.
 
   
  +
Death Knight abilities use either runes (as part of the [[rune system]]) or [[runic power]] and are divided into the trees of Frost, Blood and Unholy.
−
==Details==
 
−
As you may know, these variables and function have been removed as of patch 4.0.1. Here are some details on how to fix your addon (or someone else's).
 
   
−
===Errors Messages===
+
==Trainable abilities==
  +
{| class="darktable zebra sortable"
−
1. There will be an error message to the effect of "Attempt to reference global variable "''this''" a nil value" or "Attempt to call global function "''getglobal''" a nil value." These errors will come with line numbers; as with the error, "[AddOn\Addon.lua:59] Attempt to call global function "''getglobal''" a nil value," which is directing you to line 59 of the file "AddOn\Addon.lua").<br />
 
  +
!width="34px" | Icon !! width="150px" | Ability !! width="50px" | Min Level !! width="50px" | Range !! width="60px"| Tree !! Description
−
2. If your addon doesn't throw errors, then you don't need this.<br />
 
−
3. Just because you get only one error, doesn't mean you only have one line to fix. Conversely, 900 errors doesn't necessarily mean there are 900 lines to fix.
 
   
  +
|- align="center"
−
===getglobal===
 
  +
! [[Image:Spell DeathKnight FrostPresence.png|32px]] !! [[Frost Presence]]
−
There are two ways to approach this fix:<br />
 
  +
| Starts with
−
1. Create a local function named ''getglobal'' and return the entry from the _G table.
 
  +
| Self only
−
<div style="margin-left: 25px;"><pre>local function getglobal(var)
 
  +
| Frost
−
return _G[var]
 
  +
| Strengthens you with the presence of Frost, increasing damage by 10% and increasing Runic Power generation by 10%. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
−
end</pre></div>
 
−
2. Replace all instances of ''getglobal("var name")'' with ''_G["var name"]''.
 
   
  +
|- align="center"
−
===this===
 
  +
! [[Image:INV Weapon Hand 09.png|32px]] !! [[Runic Focus ]] (Passive)
−
There are numerous renditions of this variable:<br />
 
  +
| Starts with
−
1. Look in any XML files for the <Scripts>...</Scripts> section (there may be many).<br />
 
  +
| Self only
−
1a. If the script in question looks like this ("'''Before'''"), alter it to look like it does in "'''After'''" and find the matching function header in the Lua file adding "''this''" as the first parameter.
 
  +
| Frost
−
<div style="margin-left: 25px;">
 
  +
| Unlike most casters, a Death Knight's spells cause double damage on critical hits and their chance to hit is increased by 9%. Spells are all Death Knight abilities that are not direct weapon strikes.
−
'''Before'''
 
−
<pre><Scripts>
 
−
<OnLoad>
 
−
FunctionName()
 
−
</OnLoad>
 
−
</Scripts></pre>
 
   
  +
|- align="center"
−
'''After'''
 
  +
! [[Image:Ability Parry.png|32px]] !! [[Forceful Deflection]] (Passive)
−
<pre><Scripts>
 
  +
| Starts with
−
<OnLoad>
 
  +
| Self only
−
FunctionName(self)
 
  +
| N/A
−
</OnLoad>
 
  +
| Increases your Parry Rating by 25% of your total Strength.
−
</Scripts></pre>
 
−
</div>
 
−
1b. If it looks like this, then you don't need to do anything in the XML file.
 
−
<div style="margin-left: 25px;">
 
−
<pre><Scripts>
 
−
<OnLoad function="FunctionName" />
 
−
</Scripts></pre>
 
−
</div>
 
−
2. Look in any Lua files for functions that use ''this'' in them and add it to the functions parameter list. There are various other ways to do it, but this is the simplest and easiest to explain.
 
−
<div style="margin-left: 25px;">
 
−
'''Before'''
 
−
<pre>function FunctionName()
 
−
this:MethodName()
 
−
this.MemberName = "stuff"
 
−
end</pre>
 
   
  +
|- align="center"
−
'''After'''
 
  +
! [[Image:Ability Parry.png|32px]] !! [[Parry]] (Passive)
−
<pre>function FunctionName(this)
 
  +
| Starts with
−
this:MethodName()
 
  +
| Self only
−
this.MemberName = "stuff"
 
  +
| Blood
−
end</pre></div>
 
  +
| Gives a chance to parry enemy melee attacks.
   
  +
|- align="center"
−
3. If the XML contains ''this'', change them to ''self''.
 
  +
! [[Image:Spell DeathKnight DeathStrike.png|32px]] !! [[Blood Strike]]
−
<div style="margin-left: 25px;">
 
  +
| Starts with
−
'''Before'''
 
  +
| Melee
−
<pre><Scripts>
 
  +
| Blood
−
<OnLoad>
 
  +
| Instantly strikes the enemy, causing 80% weapon damage plus X. Damage is increased by 12.5% for each of your diseases on the target.
−
this:FunctionName()
 
−
</OnLoad>
 
−
</Scripts></pre>
 
   
  +
|- align="center"
−
'''After'''
 
  +
! [[Image:Spell Shadow DeathCoil.png|32px]] !! [[Death Coil (death knight ability)]]
−
<pre><Scripts>
 
  +
| Starts with
−
<OnLoad>
 
  +
| Enemy: 30 yards
−
self:FunctionName()
 
  +
Friendly: 40 yards
−
</OnLoad>
 
  +
| Unholy
−
</Scripts></pre>
 
  +
| Fire a blast of unholy energy, causing X Shadow damage to an enemy target or healing Y damage on a friendly Undead target.
−
</div>
 
   
  +
|- align="center"
−
===argX===
 
  +
! [[Image:Spell DeathKnight Strangulate.png|32px]] !! [[Death Grip]]
−
This is a pain in the butt because not all argX variables were removed, just the global ones (nice, huh?).
 
  +
| Starts with
  +
| 30 yards
  +
| Unholy
  +
| Harness the unholy energy that surrounds and binds all matter, drawing the target toward the death knight and forcing the enemy to attack the death knight for 3 sec.
   
  +
|- align="center"
−
1. Look in any XML files for references to argX (arg1, arg2, etc.) and replace them all with the appropriate variable name. To find out what that variable name is, [[Widget handlers|this article]] lists many of them. For example, [[UIHANDLER OnClick|OnClick]] uses ''button'' and ''down'' (''arg1'' and ''arg2'' respectively).<br />
 
  +
! [[Image:Spell DeathKnight IceTouch.png|32px]] !! [[Icy Touch]]
−
2. [[UIHANDLER OnEvent|OnEvent]] now uses local ''argX'' variables as opposed to previously using the globals, so there's no need to change them other than following the steps below.<br />
 
  +
| Starts with
−
3. Follow the steps in the [[#this]] section to fix stray ''argX'' variables. These parameters must come after ''this'' or ''event'', if applicable, as in the following example.
 
  +
| 20 yards
−
<div style="margin-left: 25px;">
 
  +
| Frost
−
'''In the XML - Before'''
 
  +
| Chills the target for X Frost damage and infects them with Frost Fever, a disease that deals periodic damage and reduces melee and ranged attack speed by 20% for 21 sec.
−
<pre><Scripts>
 
−
<OnClick>
 
−
FunctionName(self, arg1, arg2)
 
−
</OnClick>
 
−
</Scripts></pre>
 
   
  +
|- align="center"
−
'''After'''
 
  +
! [[Image:Spell DeathKnight FrostFever.png|32px]] !! [[Frost Fever]] (Passive)
−
<pre><Scripts>
 
  +
| Starts with
−
<OnClick>
 
  +
| N/A
−
FunctionName(self, button, down)
 
  +
| Frost
−
</OnClick>
 
  +
| A disease dealing X Frost damage every 3 sec and reducing the target's melee and ranged attack speed by 20% for 21 sec. Caused by Icy Touch and other spells.
−
</Scripts></pre>
 
   
  +
|- align="center"
−
'''If not an OnEvent handler'''
 
  +
! [[Image:Spell DeathKnight EmpowerRuneBlade.png|32px]] !! [[Plague Strike]]
−
<pre>function FunctionName(this, arg1, arg2, arg3, arg4, _, arg6) -- one for every one needed in sequence including ''_'' for unused ones.
 
  +
| Starts with
−
this:MethodName(arg2, arg3, arg4, arg6)
 
  +
| Melee
−
this.MemberName = arg1
 
  +
| Unholy
−
end</pre>
 
  +
| A vicious strike that deals 100% weapon damage plus X and infects the target with Blood Plague, a disease dealing Shadow damage over time.
   
  +
|- align="center"
−
'''If an OnEvent handler'''
 
  +
! [[Image:Spell DeathKnight BloodPlague.png|32px]] !! [[Blood Plague]] (Passive)
−
<pre>function FunctionName(this, event, arg1, arg2, arg3, arg4, _, arg6) -- one for every one needed in sequence including ''_'' for unused ones.
 
  +
| Starts with
−
if event == "EVENT" then
 
  +
| N/A
−
this:MethodName(arg2, arg3, arg4, arg6)
 
  +
| Unholy
−
this.MemberName = arg1
 
  +
| A disease dealing X Shadow damage every 3 sec for 21 sec. Caused by Plague Strike and other abilities.
−
end
 
−
end</pre></div>
 
   
  +
|- align="center"
−
===Other things you can do===
 
  +
! [[Image:Spell DeathKnight SummonDeathCharger.png|32px]] !! [[Acherus Deathcharger (ability)]]
−
====varargs====
 
  +
| 55*
−
''varargs'' are a construct that makes a list of values in the order they were passed to a function. You can change every function header in your Lua files (or XML files if you declared functions in them) to use the ''vararg'' expression.
 
  +
| Self only
  +
| N/A
  +
| Summons and dismisses your rideable Acherus [[Deathcharger]]. This is a very fast mount.<br/> *Rewarded from {{questlong|neutral|55|Into the Realm of Shadows}}.
   
  +
|- align="center"
−
<div style="margin-left: 25px;">
 
  +
! [[Image:Spell Arcane TeleportUnderCity.png|32px]] !! [[Death Gate]]
−
'''If not an OnEvent handler'''
 
  +
| 55*
−
<pre>function FunctionName(...)
 
  +
| Self only
−
local this, arg1, arg2, arg3, arg4, _, arg6 = ...
 
  +
| Unholy
−
this:MethodName(arg2, arg3, arg4, arg6)
 
  +
| Opens a gate which the Death Knight can use to return to Ebon Hold.<br/> *Rewarded from {{questlong|neutral|55|The Light of Dawn}}.
−
this.MemberName = arg1
 
−
end</pre>
 
   
  +
|- align="center"
−
'''If an OnEvent handler'''
 
  +
! [[Image:Spell DeathKnight Butcher2.png|32px]] !! [[Death Strike]]
−
<pre>function FunctionName(...)
 
  +
| 56
−
local this, event, arg1, arg2, arg3, arg4, _, arg6 = ...
 
  +
| Melee
−
if event == "EVENT" then
 
  +
| Blood
−
this:MethodName(arg2, arg3, arg4, arg6)
 
  +
| A deadly attack that deals 150% weapon damage plus X, healing you for 20% of the damage you have sustained during the preceding 5 sec (minimum of at least 7% of your maximum health).
−
this.MemberName = arg1
 
−
end
 
−
end</pre></div>
 
   
  +
|- align="center"
−
However, it is common practice and good form to only use ''vararg'' for ''argX''. Like the following.
 
  +
! [[Image:Spell Shadow PlagueCloud.png|32px]] !! [[Pestilence]]
  +
| 56
  +
| Melee
  +
| Blood
  +
| Spreads existing Blood Plague and Frost Fever infections from your target to all other enemies within 10 yards. Diseases spread this way deal 50% of normal damage.
   
  +
|- align="center"
−
<div style="margin-left: 25px;">
 
  +
! [[Image:Spell Shadow AnimateDead.png|32px]] !! [[Raise Dead (death knight ability)]]
−
'''If not an OnEvent handler'''
 
  +
| 56
−
<pre>function FunctionName(this, ...)
 
  +
| Self only
−
local arg1, arg2, arg3, arg4, _, arg6 = ...
 
  +
| Unholy
−
this:MethodName(arg2, arg3, arg4, arg6)
 
  +
| Raises a [[Ghoul guardian|Ghoul]] to fight by your side. You can have a maximum of one Ghoul at a time. Lasts 1 min.
−
this.MemberName = arg1
 
−
end</pre>
 
   
  +
|- align="center"
−
'''If an OnEvent handler'''
 
  +
! [[Image:Spell DeathKnight BloodPresence.png|32px]] !! [[Blood Presence]]
−
<pre>function FunctionName(this, event, ...)
 
  +
| 57
−
local arg1, arg2, arg3, arg4, _, arg6 = ...
 
  +
| Self only
−
if event == "EVENT" then
 
  +
| Blood
−
this:MethodName(arg2, arg3, arg4, arg6)
 
  +
| You assume the presence of Blood, increasing Stamina by 8%, armor contribution from cloth, leather, mail and plate items by 30%, and reducing damage taken by 8%. Increases threat generated. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
−
this.MemberName = arg1
 
  +
−
end
 
  +
|- align="center"
−
end</pre></div>
 
  +
! [[Image:Spell DeathKnight MindFreeze.png|32px]] !! [[Mind Freeze]]
  +
| 57
  +
| Melee
  +
| Frost
  +
| Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight BloodBoil.png|32px]] !! [[Blood Boil]]
  +
| 58
  +
| 10 yards
  +
| Blood
  +
| Boils the blood of all enemies within 10 yards, dealing X Shadow damage. Deals additional damage to targets infected with Blood Plague or Frost Fever.
  +
  +
|- align="center"
  +
! [[Image:Spell Frost ChainsOfIce.png|32px]] !! [[Chains of Ice]]
  +
| 58
  +
| 20 yards
  +
| Frost
  +
| Shackles the target with frozen chains, reducing movement speed by 60% for 8 sec. Also infects the target with Frost Fever.
  +
  +
|- align="center"
  +
! [[Image:Spell Shadow SoulLeech 3.png|32px]] !! [[Strangulate]]
  +
| 59
  +
| 30 yards
  +
| Blood
  +
| Strangulates an enemy, silencing them for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.
  +
  +
|- align="center"
  +
! [[Image:Spell Shadow DeathAndDecay.png|32px]] !! [[Death and Decay (death knight ability)]]
  +
| 60
  +
| 30 yards
  +
| Unholy
  +
| Corrupts the ground targeted by the Death Knight, causing X Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight ClassIcon.png|32px]] !! [[Obliterate]]
  +
| 61
  +
| Melee
  +
| Frost
  +
| A brutal instant attack that deals 160% weapon damage plus X. Total damage is increased by 12.5% for each of your diseases on the target.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight PathOfFrost.png|32px]] !! [[Path of Frost]]
  +
| 61
  +
| 50 yards
  +
| Frost
  +
| Your freezing aura creates ice beneath your feet, allowing party or raid within 50 yards to walk on water for 10 min. Works while mounted, but being attacked or receiving damage will cancel the effect.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight IceBoundFortitude.png|32px]] !! [[Icebound Fortitude]]
  +
| 62
  +
| Self only
  +
| Frost
  +
| The Death Knight freezes his/her blood to become immune to Stun effects and reduce all damage taken by 20% for 12 sec.<br/> (Tooltip does not state but this is usable while stunned.)
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight BloodTap.png|32px]] !! [[Blood Tap]]
  +
| 64
  +
| Self only
  +
| Blood
  +
| Immediately activates a Blood Rune and converts it into a Death Rune for the next 20 sec. Death Runes count as a Blood, Frost or Unholy Rune.
  +
  +
|- align="center"
  +
! [[Image:inv sword 61.png|32px]] !! [[Festering Strike]]
  +
| 64
  +
| Melee
  +
| Frost
  +
| An instant attack that deals 150% weapon damage plus X and increases the duration of your Blood Plague, Frost Fever, and Chains of Ice effects on the target by up to 6 sec.
  +
  +
|- align="center"
  +
! [[Image:Spell Nature ShamanRage.png|32px]] !! [[Dark Command]]
  +
| 65
  +
| 30 yards
  +
| Blood
  +
| Commands the target to attack you, but has no effect if the target is already attacking you.
  +
  +
|- align="center"
  +
! [[Image:INV Misc Horn 02.png|32px]] !! [[Horn of Winter]]
  +
| 65
  +
| 45 yards
  +
| Frost
  +
| The Death Knight blows the Horn of Winter, which generates 10 runic power and increases total Strength and Agility of all party or raid members within 45 yards by X. Lasts 2 min.<br/> (This ability can still be used while under the effects of similar buffs to gain the runic power.)
  +
  +
|- align="center"
  +
! [[Image:Spell Shadow DeathPact.png|32px]] !! [[Death Pact]]
  +
| 66
  +
| Self only
  +
| Blood
  +
| Sacrifices an undead minion, healing the Death Knight for 25% of his/her maximum health. This heal cannot be a critical.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight DarkConviction.png|32px]] !! [[Rune Strike]]
  +
| 67
  +
| Melee
  +
| Frost
  +
| Strike the target for 180% weapon damage plus X. Only usable while in Blood Presence, or for 10 sec after the Death Knight dodges or parries. This attack can not be dodged, blocked, or parried and causes a high amount of threat.
  +
  +
|- align="center"
  +
! [[Image:Spell Shadow AntiMagicShell.png|32px]] !! [[Anti-Magic Shell]]
  +
| 68
  +
| Self only
  +
| Unholy
  +
| Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells (up to a maximum of 50% of the Death Knight's health) and preventing application of harmful magical effects. Lasts 5 sec.
  +
  +
|- align="center"
  +
! [[Image:inv misc rune 10.png|32px]] !! [[Runic Empowerment]] (Passive)
  +
| 68
  +
| Self only
  +
| Frost
  +
| When you successfully use Death Coil, Frost Strike, or Rune Strike ability, you have a 45% chance to activate a random fully depleted rune.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight UnholyPresence.png|32px]] !! [[Unholy Presence]]
  +
| 70
  +
| Self only
  +
| Unholy
  +
| You are infused with unholy fury, increasing attack speed and rune regeneration by 10%, and movement speed by 15%, and reducing the global cooldown on your abilities by 0.5 sec. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
  +
  +
|- align="center"
  +
! [[Image:spell shadow deadofnight.png|32px]] !! [[Raise Ally]]
  +
| 72
  +
| 30 yards
  +
| Unholy
  +
| Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 20% health and 20% mana.
  +
  +
|- align="center"
  +
! [[Image:INV Sword 62.png|32px]] !! [[Empower Rune Weapon]]
  +
| 75
  +
| Self only
  +
| Frost
  +
| Empower your rune weapon, immediately activating all your runes and generating 25 runic power.
  +
  +
|- align="center"
  +
! [[Image:Spell DeathKnight ArmyOfTheDead.png|32px]] !! [[Army of the Dead]]
  +
| 80
  +
| Self only
  +
| Unholy
  +
| Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channelling Army of the Dead, the Death Knight takes less damage equal to his/her Dodge plus Parry chance.
  +
  +
|- align="center"
  +
! [[Image:spell deathvortex.png|32px]] !! [[Outbreak]]
  +
| 81
  +
| 30 yards
  +
| Unholy
  +
| Instantly applies Blood Plague and Frost Fever to the target enemy.
  +
  +
|- align="center"
  +
! [[Image:inv axe 96.png|32px]] !! [[Necrotic Strike]]
  +
| 83
  +
| Melee
  +
| Unholy
  +
| A vicious strike that deals 100% weapon damage and absorbs the next X healing received by the target. For 10 sec, or until the full amount of healing is absorbed, the target's casting time is increased by 30%.
  +
  +
|- align="center"
  +
! [[Image:spell holy consumemagic.png|32px]] !! [[Dark Simulacrum]]
  +
| 85
  +
| 40 yards
  +
| Blood
  +
| Places a dark ward on an enemy that persists for 8 sec, triggering when the enemy next spends mana on a spell, and allowing the Death Knight to unleash an exact duplicate of that spell. Against nonplayers, only absorbs some harmful spells.
  +
|}
  +
  +
==Talent-granted abilities==
  +
  +
===Blood===
  +
  +
{| class="darktable zebra sortable"
  +
!width="34px" | Icon !! width="130px" | Ability !!width="50px" | Min Points !! Description
  +
|-
  +
! [[Image:inv weapon shortblade 40.png|32px]] !! [[Heart Strike]]
  +
|Align="Center"| Blood Primary || Instantly strike the target and up to two additional nearby enemies, causing 175% weapon damage plus 819 on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 15% for each of your diseases present.
  +
|-
  +
! [[Image:ability deathknight boneshield.png|32px]] !! [[Bone Shield]]
  +
|Align="Center"| Blood 10 || Surrounds you with a barrier of whirling bones. The shield begins with 4 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources and deal 2% more damage with all attacks, spells and abilities. Lasts 5 min.
  +
|-
  +
! [[Image:Spell DeathKnight RuneTap.png|32px]] !! [[Rune Tap]]
  +
|Align="Center"| Blood 20 || Converts 1 [[Blood Rune]] into 10% of your maximum health.
  +
|-
  +
! [[Image:Spell Shadow LifeDrain.png|32px]] !! [[Vampiric Blood]]
  +
|Align="Center"| Blood 20 || Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 25% for 10 sec. After the effect expires, the health is lost.
  +
|-
  +
! [[Image:INV Sword 07.png|32px]] !! [[Dancing Rune Weapon]]
  +
|Align="Center"| Blood 30 || Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.
  +
|}
  +
  +
===Frost===
  +
  +
{| class="darktable zebra sortable"
  +
!width="34px" | Icon !! width="100px" | Ability !!width="50px" | Min Points !! Description
  +
|-
  +
! [[Image:Spell DeathKnight EmpowerRuneBlade2.png|32px]] !! [[Frost Strike]]
  +
|Align="Center"| Frost Primary || Instantly strike the enemy, causing 130% weapon damage plus X as Frost damage.
  +
|-
  +
! [[Image:Spell Shadow RaiseDead.png|32px]] !! [[Lichborne]]
  +
|Align="Center"| Frost 5 || Draw upon unholy energy to become undead for 10 sec. While undead, you are immune to Charm, Fear and Sleep effects.
  +
|-
  +
! [[Image:ability deathknight pillaroffrost.png|32px]] !! [[Pillar of Frost]]
  +
|Align="Center"| Frost 15 || Calls upon the power of Frost to increase the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks. Lasts 20 sec.
  +
|-
  +
! [[Image:INV Staff 15.png|32px]] !! [[Hungering Cold]]
  +
|Align="Center"| Frost 20 || Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.
  +
|-
  +
! [[Image:Spell Frost ArcticWinds.png|32px]] !! [[Howling Blast]]
  +
|Align="Center"| Frost 30 || Blast the target with a frigid wind dealing X Frost damage to all enemies within 10 yards.
  +
|}
  +
  +
===Unholy===
  +
  +
{| class="darktable zebra sortable"
  +
!width="34px" | Icon !! width="130px" | Ability !! width="75px" | Min Points !! Description
  +
|-
  +
! [[Image:Spell DeathKnight ScourgeStrike.png|32px]] !! [[Scourge Strike]]
  +
|Align="Center"| Unholy Primary || An unholy strike that deals 100% of weapon damage as Physical damage plus X. In addition, for each of your diseases on your target, you deal an additional 12% of the Physical damage done as Shadow damage.
  +
|-
  +
! [[Image:spell shadow unholyfrenzy.png|32px]] !! [[Unholy Frenzy]]
  +
|Align="Center"| Unholy 10 || Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their melee and ranged haste by 20%, but causes them to lose health equal to 2% of their maximum health every 3 sec.
  +
|-
  +
! [[Image:Spell DeathKnight AntiMagicZone.png|32px]] !! [[Anti-Magic Zone]]
  +
|Align="Center"| Unholy 20 || Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs X spell damage.
  +
|-
  +
! [[Image:achievement boss festergutrotface.png|32px]] !! [[Dark Transformation]]
  +
|Align="Center"| Unholy 20 || Consume 5 charges of Shadow Infusion on your Ghoul to transform it into a powerful undead monstrosity for 30 sec. The Ghoul's abilities are empowered and take on new functions while the transformation is active.
  +
|-
  +
! [[Image:ability deathknight summongargoyle.png|32px]] !! [[Summon Gargoyle]]
  +
|Align="Center"| Unholy 30 || A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 30 sec.
  +
|-
  +
|}
  +
  +
==Abilities by cost==
  +
[[File:FavorOfAcherus.jpg|thumb|A death knight firing up some hefty spellwork.]]
  +
===Abilities without rune or runic power costs===
  +
{| class="darktable"
  +
! Untalented || Blood || Frost || Unholy
  +
|-
  +
|
  +
*[[Acherus Deathcharger (ability)]]
  +
*[[Blood Presence]]
  +
*[[Blood Tap]]
  +
*[[Dark Command]]
  +
*[[Death Grip]]
  +
*[[Empower Rune Weapon]]
  +
*[[Frost Presence]]
  +
*[[Horn of Winter]]
  +
*[[Raise Dead (death knight ability)]]
  +
*[[Outbreak]]
  +
*[[Unholy Presence]]
  +
|
  +
*[[Vampiric Blood]]
  +
|
  +
*[[Lichborne]]
  +
|
  +
*[[Unholy Frenzy]]
  +
  +
|}
  +
  +
===Single rune abilities===
  +
{| class="darktable"
  +
! Rune !! [[Image:Blood.png]] Blood || [[Image:Frost.png]] Frost || [[Image:Unholy.png]] Unholy
  +
|- valign="center"
  +
! Untalented
  +
|
  +
*[[Blood Boil]]
  +
*[[Blood Strike]]
  +
*[[Pestilence]]
  +
*[[Strangulate]]
  +
|
  +
*[[Chains of Ice]]
  +
*[[Icy Touch]]
  +
*[[Path of Frost]]
  +
|
  +
*[[Death Gate]]
  +
*[[Death and Decay (death knight ability)]]
  +
*[[Plague Strike]]
  +
*[[Necrotic Strike]]
  +
|- valign="center" class="alt"
  +
! Talented
  +
|
  +
*[[Heart Strike]]
  +
*[[Rune Tap]]
  +
|
  +
*[[Howling Blast]]
  +
*[[Pillar of Frost]]
  +
|
  +
*[[Anti-Magic Zone]]
  +
*[[Bone Shield]] (Blood)
  +
*[[Dark Transformation]]
  +
*[[Scourge Strike]]
  +
|}
  +
  +
===Multi-rune abilities===
  +
{| class="darktable"
  +
! Cost !! [[Image:Blood.png]][[Image:Frost.png]] Blood + Frost || [[Image:Frost.png]][[Image:Unholy.png]] Frost + Unholy || [[Image:Blood.png]][[Image:Frost.png]][[Image:Unholy.png]] Blood + Frost + Unholy
  +
  +
|-
  +
! Talented !! No !! No !! No
  +
|- valign="center"
  +
!Abilities
  +
|
  +
*[[Festering Strike]]
  +
|
  +
*[[Death Strike]]
  +
*[[Obliterate]]
  +
|
  +
*[[Army of the Dead]]
  +
|}
  +
  +
===Runic power abilities===
  +
{| class=darktable
  +
! Untalented || Blood || Frost || Unholy
  +
|-
  +
|
  +
*[[Death Coil (death knight ability)]]
  +
*[[Death Pact]]
  +
*[[Icebound Fortitude]]
  +
*[[Mind Freeze]]
  +
*[[Rune Strike]]
  +
*[[Raise Ally]]
  +
*[[Dark Simulacrum]]
  +
|
  +
*[[Dancing Rune Weapon]]
  +
|
  +
*[[Frost Strike]]
  +
*[[Hungering Cold]]
  +
|
  +
*[[Summon Gargoyle]]
  +
|}
  +
  +
==See also==
  +
*[[Runeforging]] - Allows the Death Knight to emblazon their weapon with runes.
  +
  +
==Abilities from Previous Games==
  +
These are death knight abilities seen in previous Warcraft games. Some may not have yet appeared on the hero class, and some may appear but with a new name or different effect.
  +
*'''Alabaster Skin''' (RPG) - the death knight’s skin hardens and grows pale, resembling marble or alabaster. (His hair also develops streaks of white, and some death knights’ hair goes completely white as they progress in power. The new skin is slightly tougher than previous flesh.
  +
*'''Contagion''' (RPG) - the death knight gains the ability to inflict disease upon a touched target. May have similar effect as Death and Decay but on a single target.
  +
*'''Dark Grace''' (RPG) - Death knight gets out of dangerious situations more often. Too vague, might be represented by more spesific abilities like [[Lichborne]], [[Icebound Fortitude]] and [[Unbreakable Armor]]
  +
*[[Death and Decay (death knight)]] (WC2, WC3, & Wrath) - deals area of effect damage and is channeled (WC2). Ability found on lich (WC3).
  +
*[[Death Coil (Death Knight)]] (WC2, WC3, RPG, & Wrath) - kills target unit, damages a neighboring unit and/or heals the caster (WC2). Damage an enemy non-undead unit, or heal a friendly undead unit (WC3 and Wrath). Does damage to living and heals undead (RPG).
  +
*[[Death Pact]] (WC3, RPG, & Wrath)- Kill a friendly undead unit to restore the Death Knight's health (WC3).
  +
*'''Unholy Armor''' (WC2) - lowers target unit's HP and grants it temporary invincibility. Similar to [[Hysteria]].
  +
*[[Raise Dead]] (WC2 & Wrath) - raises skeletons from corpses (WC2).
  +
*'''Haste''' (WC2) - temporarily increases movement speed of target
  +
*'''Whirlwind''' (WC2) -summons a whirlwind that moves around randomly to deal AoE damage
  +
*[[Unholy Aura]] (WC3 & RPG) - Increase the movement speed and health regeneration of nearby friendly units (passive).(WC3) a death knight may project an aura in a 10-foot radius that will heal damage to any undead controlled by the death knight and/or to those of evil alignment allied to the death knight, divided among those in the area of the aura’s effect as chosen by the death knight. The death knight can also heal himself. Those of good alignment take damage instead (RPG)... May be similar to Unholy Presence.
  +
*'''Animate Dead''' (WC3) - Raise up to six nearby dead units to fight for the Death Knight for forty seconds. Similar to [[Army of the Dead]].
  +
*'''True Evil''' (RPG) - Death knights are immune to attempts to alter their alignment magically. Holy weapons and spells that specifically target those of evil alignment (such as holy smite), however, do 1.5 times their normal damage to death knights.
  +
*'''Undead Minions''' (RPG) - the death knight may summon the dead to fight alongside him in combat. Similar to [[Raise Dead]] and [[Army of the Dead]], and the RPG's ''animate dead'' or ''create undead''. It allows the death knight to cast either animated undead or create undead.
  +
*'''Crumbling Vessel''' ([[Hysteria]]) (RPG) - As he continues to embrace the darkness, the life force of the death knight ebbs as it is focused into strengthening and maintaining his physical form. His Constitution modifier is now added as a profane bonus to his Armor Class.
  +
*'''Life Stealing''' ([[Vendetta]]/[[Butchery]]) (RPG) - a death knight discovers how to leech the life force of those he slays in combat. For each living creature he kills, the death knight recovers energy.
  +
*'''Greater Death Coil''' (RPG) - Greater Death Coil does more damage than regular Death Coil & heals undead for more health.
  +
*'''Undying''' (RPG) - the death knight becomes immune to all death spells and magical death effects. This immunity does not protect the death knight from other sorts of attacks such as hit point loss, poison, petrification or other effects even if they might be lethal.
  +
  +
  +
{{Classfooter|Death knight}}
  +
[[Category:Death knight abilities| ]]
  +
[[Category:Wrath of the Lich King]]

Revision as of 00:45, 22 May 2011


Classes Deathknight Demon hunter Druid Evoker Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
Class races DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Quests DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Abilities DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Trainers DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Armor sets DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Useful macros DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Class Halls DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr

Death Knight abilities use either runes (as part of the rune system) or runic power and are divided into the trees of Frost, Blood and Unholy.

Trainable abilities

Icon Ability Min Level Range Tree Description
Spell DeathKnight FrostPresence Spell deathknight frostpresence [Frost Presence] Starts with Self only Frost Strengthens you with the presence of Frost, increasing damage by 10% and increasing Runic Power generation by 10%. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
INV Weapon Hand 09 Inv weapon hand 09 [Runic Focus] (Passive) Starts with Self only Frost Unlike most casters, a Death Knight's spells cause double damage on critical hits and their chance to hit is increased by 9%. Spells are all Death Knight abilities that are not direct weapon strikes.
Ability Parry Ability parry [Forceful Deflection] (Passive) Starts with Self only N/A Increases your Parry Rating by 25% of your total Strength.
Ability Parry Parry (Passive) Starts with Self only Blood Gives a chance to parry enemy melee attacks.
Spell DeathKnight DeathStrike Spell deathknight deathstrike [Blood Strike] Starts with Melee Blood Instantly strikes the enemy, causing 80% weapon damage plus X. Damage is increased by 12.5% for each of your diseases on the target.
Spell Shadow DeathCoil Death Coil (death knight ability) Starts with Enemy: 30 yards

Friendly: 40 yards

Unholy Fire a blast of unholy energy, causing X Shadow damage to an enemy target or healing Y damage on a friendly Undead target.
Spell DeathKnight Strangulate Spell deathknight strangulate [Death Grip] Starts with 30 yards Unholy Harness the unholy energy that surrounds and binds all matter, drawing the target toward the death knight and forcing the enemy to attack the death knight for 3 sec.
Spell DeathKnight IceTouch Spell deathknight icetouch [Icy Touch] Starts with 20 yards Frost Chills the target for X Frost damage and infects them with Frost Fever, a disease that deals periodic damage and reduces melee and ranged attack speed by 20% for 21 sec.
Spell DeathKnight FrostFever Spell deathknight frostfever [Frost Fever] (Passive) Starts with N/A Frost A disease dealing X Frost damage every 3 sec and reducing the target's melee and ranged attack speed by 20% for 21 sec. Caused by Icy Touch and other spells.
Spell DeathKnight EmpowerRuneBlade Spell deathknight empowerruneblade [Plague Strike] Starts with Melee Unholy A vicious strike that deals 100% weapon damage plus X and infects the target with Blood Plague, a disease dealing Shadow damage over time.
Spell DeathKnight BloodPlague Spell deathknight bloodplague [Blood Plague] (Passive) Starts with N/A Unholy A disease dealing X Shadow damage every 3 sec for 21 sec. Caused by Plague Strike and other abilities.
Spell DeathKnight SummonDeathCharger Acherus Deathcharger (ability) 55* Self only N/A Summons and dismisses your rideable Acherus Deathcharger. This is a very fast mount.
*Rewarded from N [55] Into the Realm of Shadows.
Spell Arcane TeleportUnderCity Spell arcane teleportundercity [Death Gate] 55* Self only Unholy Opens a gate which the Death Knight can use to return to Ebon Hold.
*Rewarded from N [55] The Light of Dawn.
Spell DeathKnight Butcher2 Spell deathknight butcher2 [Death Strike] 56 Melee Blood A deadly attack that deals 150% weapon damage plus X, healing you for 20% of the damage you have sustained during the preceding 5 sec (minimum of at least 7% of your maximum health).
Spell Shadow PlagueCloud Spell deathknight necroticplague [Pestilence] 56 Melee Blood Spreads existing Blood Plague and Frost Fever infections from your target to all other enemies within 10 yards. Diseases spread this way deal 50% of normal damage.
File:Spell Shadow AnimateDead.png Inv pet ghoul [Raise Dead] 56 Self only Unholy Raises a Ghoul to fight by your side. You can have a maximum of one Ghoul at a time. Lasts 1 min.
Spell DeathKnight BloodPresence Spell deathknight bloodpresence [Blood Presence] 57 Self only Blood You assume the presence of Blood, increasing Stamina by 8%, armor contribution from cloth, leather, mail and plate items by 30%, and reducing damage taken by 8%. Increases threat generated. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
Spell DeathKnight MindFreeze Spell deathknight mindfreeze [Mind Freeze] 57 Melee Frost Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.
Spell DeathKnight BloodBoil Spell deathknight bloodboil [Blood Boil] 58 10 yards Blood Boils the blood of all enemies within 10 yards, dealing X Shadow damage. Deals additional damage to targets infected with Blood Plague or Frost Fever.
Spell Frost ChainsOfIce Spell frost chainsofice [Chains of Ice] 58 20 yards Frost Shackles the target with frozen chains, reducing movement speed by 60% for 8 sec. Also infects the target with Frost Fever.
Spell Shadow SoulLeech 3 Spell shadow soulleech 3 [Strangulate] 59 30 yards Blood Strangulates an enemy, silencing them for 5 sec. Non-player victim spellcasting is also interrupted for 3 sec.
Spell Shadow DeathAndDecay Spell shadow deathanddecay [Death and Decay] 60 30 yards Unholy Corrupts the ground targeted by the Death Knight, causing X Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat.
Spell DeathKnight ClassIcon Spell deathknight classicon [Obliterate] 61 Melee Frost A brutal instant attack that deals 160% weapon damage plus X. Total damage is increased by 12.5% for each of your diseases on the target.
Spell DeathKnight PathOfFrost Spell deathknight pathoffrost [Path of Frost] 61 50 yards Frost Your freezing aura creates ice beneath your feet, allowing party or raid within 50 yards to walk on water for 10 min. Works while mounted, but being attacked or receiving damage will cancel the effect.
Spell DeathKnight IceBoundFortitude Spell deathknight iceboundfortitude [Icebound Fortitude] 62 Self only Frost The Death Knight freezes his/her blood to become immune to Stun effects and reduce all damage taken by 20% for 12 sec.
(Tooltip does not state but this is usable while stunned.)
Spell DeathKnight BloodTap Spell deathknight bloodtap [Blood Tap] 64 Self only Blood Immediately activates a Blood Rune and converts it into a Death Rune for the next 20 sec. Death Runes count as a Blood, Frost or Unholy Rune.
Inv sword 61 Spell deathknight festering strike [Festering Strike] 64 Melee Frost An instant attack that deals 150% weapon damage plus X and increases the duration of your Blood Plague, Frost Fever, and Chains of Ice effects on the target by up to 6 sec.
Spell Nature ShamanRage Spell nature shamanrage [Dark Command] 65 30 yards Blood Commands the target to attack you, but has no effect if the target is already attacking you.
INV Misc Horn 02 Inv misc horn 02 [Horn of Winter] 65 45 yards Frost The Death Knight blows the Horn of Winter, which generates 10 runic power and increases total Strength and Agility of all party or raid members within 45 yards by X. Lasts 2 min.
(This ability can still be used while under the effects of similar buffs to gain the runic power.)
Spell Shadow DeathPact Spell shadow deathpact [Death Pact] 66 Self only Blood Sacrifices an undead minion, healing the Death Knight for 25% of his/her maximum health. This heal cannot be a critical.
Spell DeathKnight DarkConviction Spell deathknight darkconviction [Rune Strike] 67 Melee Frost Strike the target for 180% weapon damage plus X. Only usable while in Blood Presence, or for 10 sec after the Death Knight dodges or parries. This attack can not be dodged, blocked, or parried and causes a high amount of threat.
Spell Shadow AntiMagicShell Spell shadow antimagicshell [Anti-Magic Shell] 68 Self only Unholy Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells (up to a maximum of 50% of the Death Knight's health) and preventing application of harmful magical effects. Lasts 5 sec.
Inv misc rune 10 Inv misc rune 10 [Runic Empowerment] (Passive) 68 Self only Frost When you successfully use Death Coil, Frost Strike, or Rune Strike ability, you have a 45% chance to activate a random fully depleted rune.
Spell DeathKnight UnholyPresence Spell deathknight unholypresence [Unholy Presence] 70 Self only Unholy You are infused with unholy fury, increasing attack speed and rune regeneration by 10%, and movement speed by 15%, and reducing the global cooldown on your abilities by 0.5 sec. Only one Presence may be active at a time, and assuming a new Presence will consume any stored Runic Power.
Spell shadow deadofnight Spell shadow deadofnight [Raise Ally] 72 30 yards Unholy Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 20% health and 20% mana.
INV Sword 62 Inv sword 62 [Empower Rune Weapon] 75 Self only Frost Empower your rune weapon, immediately activating all your runes and generating 25 runic power.
Spell DeathKnight ArmyOfTheDead Spell deathknight armyofthedead [Army of the Dead] 80 Self only Unholy Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channelling Army of the Dead, the Death Knight takes less damage equal to his/her Dodge plus Parry chance.
Spell deathvortex Spell deathvortex [Outbreak] 81 30 yards Unholy Instantly applies Blood Plague and Frost Fever to the target enemy.
Inv axe 96 Inv axe 96 [Necrotic Strike] 83 Melee Unholy A vicious strike that deals 100% weapon damage and absorbs the next X healing received by the target. For 10 sec, or until the full amount of healing is absorbed, the target's casting time is increased by 30%.
Spell holy consumemagic Spell holy consumemagic [Dark Simulacrum] 85 40 yards Blood Places a dark ward on an enemy that persists for 8 sec, triggering when the enemy next spends mana on a spell, and allowing the Death Knight to unleash an exact duplicate of that spell. Against nonplayers, only absorbs some harmful spells.

Talent-granted abilities

Blood

Icon Ability Min Points Description
Inv weapon shortblade 40 Inv weapon shortblade 40 [Heart Strike] Blood Primary Instantly strike the target and up to two additional nearby enemies, causing 175% weapon damage plus 819 on the primary target, with each additional enemy struck taking 25% less damage than the previous target. Damage dealt to each target is increased by an additional 15% for each of your diseases present.
Ability deathknight boneshield Inv chest leather 13 [Bone Shield] Blood 10 Surrounds you with a barrier of whirling bones. The shield begins with 4 charges, and each damaging attack consumes a charge. While at least 1 charge remains, you take 20% less damage from all sources and deal 2% more damage with all attacks, spells and abilities. Lasts 5 min.
Spell DeathKnight RuneTap Spell deathknight runetap [Rune Tap] Blood 20 Converts 1 Blood Rune into 10% of your maximum health.
Spell Shadow LifeDrain Spell shadow lifedrain [Vampiric Blood] Blood 20 Temporarily grants the Death Knight 15% of maximum health and increases the amount of health generated through spells and effects by 25% for 10 sec. After the effect expires, the health is lost.
INV Sword 07 Inv sword 07 [Dancing Rune Weapon] Blood 30 Summons a second rune weapon that fights on its own for 12 sec, doing the same attacks as the Death Knight but for 50% reduced damage. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active.

Frost

Icon Ability Min Points Description
Spell DeathKnight EmpowerRuneBlade2 Spell deathknight empowerruneblade2 [Frost Strike] Frost Primary Instantly strike the enemy, causing 130% weapon damage plus X as Frost damage.
Spell Shadow RaiseDead Spell shadow raisedead [Lichborne] Frost 5 Draw upon unholy energy to become undead for 10 sec. While undead, you are immune to Charm, Fear and Sleep effects.
Ability deathknight pillaroffrost Ability deathknight pillaroffrost [Pillar of Frost] Frost 15 Calls upon the power of Frost to increase the Death Knight's Strength by 20%. Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks. Lasts 20 sec.
INV Staff 15 Inv staff 15 [Hungering Cold] Frost 20 Purges the earth around the Death Knight of all heat. Enemies within 10 yards are trapped in ice, preventing them from performing any action for 10 sec and infecting them with Frost Fever. Enemies are considered Frozen, but any damage other than diseases will break the ice.
Spell Frost ArcticWinds Spell frost arcticwinds [Howling Blast] Frost 30 Blast the target with a frigid wind dealing X Frost damage to all enemies within 10 yards.

Unholy

Icon Ability Min Points Description
Spell DeathKnight ScourgeStrike Spell deathknight scourgestrike [Scourge Strike] Unholy Primary An unholy strike that deals 100% of weapon damage as Physical damage plus X. In addition, for each of your diseases on your target, you deal an additional 12% of the Physical damage done as Shadow damage.
Spell shadow unholyfrenzy Spell shadow unholyfrenzy [Unholy Frenzy] Unholy 10 Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their melee and ranged haste by 20%, but causes them to lose health equal to 2% of their maximum health every 3 sec.
Spell DeathKnight AntiMagicZone Spell deathknight antimagiczone [Anti-Magic Zone] Unholy 20 Places a large, stationary Anti-Magic Zone that reduces spell damage done to party or raid members inside it by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs X spell damage.
Achievement boss festergutrotface Achievement boss festergutrotface [Dark Transformation] Unholy 20 Consume 5 charges of Shadow Infusion on your Ghoul to transform it into a powerful undead monstrosity for 30 sec. The Ghoul's abilities are empowered and take on new functions while the transformation is active.
Ability deathknight summongargoyle Ability deathknight summongargoyle [Summon Gargoyle] Unholy 30 A Gargoyle flies into the area and bombards the target with Nature damage modified by the Death Knight's attack power. Persists for 30 sec.

Abilities by cost

FavorOfAcherus

A death knight firing up some hefty spellwork.

Abilities without rune or runic power costs

Untalented Blood Frost Unholy

Single rune abilities

Rune Blood Blood Frost Frost Unholy Unholy
Untalented
Talented

Multi-rune abilities

Cost BloodFrost Blood + Frost FrostUnholy Frost + Unholy BloodFrostUnholy Blood + Frost + Unholy
Talented No No No
Abilities

Runic power abilities

Untalented Blood Frost Unholy

See also

  • Spell deathknight frozenruneweapon [Runeforging] - Allows the Death Knight to emblazon their weapon with runes.

Abilities from Previous Games

These are death knight abilities seen in previous Warcraft games. Some may not have yet appeared on the hero class, and some may appear but with a new name or different effect.

  • Alabaster Skin (RPG) - the death knight’s skin hardens and grows pale, resembling marble or alabaster. (His hair also develops streaks of white, and some death knights’ hair goes completely white as they progress in power. The new skin is slightly tougher than previous flesh.
  • Contagion (RPG) - the death knight gains the ability to inflict disease upon a touched target. May have similar effect as Death and Decay but on a single target.
  • Dark Grace (RPG) - Death knight gets out of dangerious situations more often. Too vague, might be represented by more spesific abilities like Spell shadow raisedead [Lichborne], Spell deathknight iceboundfortitude [Icebound Fortitude] and Inv armor helm plate naxxramas raidwarrior c 01 [Unbreakable Armor]
  • Death and Decay (death knight) (WC2, WC3, & Wrath) - deals area of effect damage and is channeled (WC2). Ability found on lich (WC3).
  • Death Coil (Death Knight) (WC2, WC3, RPG, & Wrath) - kills target unit, damages a neighboring unit and/or heals the caster (WC2). Damage an enemy non-undead unit, or heal a friendly undead unit (WC3 and Wrath). Does damage to living and heals undead (RPG).
  • Spell shadow deathpact [Death Pact] (WC3, RPG, & Wrath)- Kill a friendly undead unit to restore the Death Knight's health (WC3).
  • Unholy Armor (WC2) - lowers target unit's HP and grants it temporary invincibility. Similar to Hysteria.
  • Raise Dead (WC2 & Wrath) - raises skeletons from corpses (WC2).
  • Haste (WC2) - temporarily increases movement speed of target
  • Whirlwind (WC2) -summons a whirlwind that moves around randomly to deal AoE damage
  • Ability deathknight decomposingaura [Unholy Aura] (WC3 & RPG) - Increase the movement speed and health regeneration of nearby friendly units (passive).(WC3) a death knight may project an aura in a 10-foot radius that will heal damage to any undead controlled by the death knight and/or to those of evil alignment allied to the death knight, divided among those in the area of the aura’s effect as chosen by the death knight. The death knight can also heal himself. Those of good alignment take damage instead (RPG)... May be similar to Unholy Presence.
  • Animate Dead (WC3) - Raise up to six nearby dead units to fight for the Death Knight for forty seconds. Similar to Spell deathknight armyofthedead [Army of the Dead].
  • True Evil (RPG) - Death knights are immune to attempts to alter their alignment magically. Holy weapons and spells that specifically target those of evil alignment (such as holy smite), however, do 1.5 times their normal damage to death knights.
  • Undead Minions (RPG) - the death knight may summon the dead to fight alongside him in combat. Similar to Raise Dead and Spell deathknight armyofthedead [Army of the Dead], and the RPG's animate dead or create undead. It allows the death knight to cast either animated undead or create undead.
  • Crumbling Vessel (Hysteria) (RPG) - As he continues to embrace the darkness, the life force of the death knight ebbs as it is focused into strengthening and maintaining his physical form. His Constitution modifier is now added as a profane bonus to his Armor Class.
  • Life Stealing (Ability rogue deadliness [Vendetta]/Ability butcher cleave [Butchery]) (RPG) - a death knight discovers how to leech the life force of those he slays in combat. For each living creature he kills, the death knight recovers energy.
  • Greater Death Coil (RPG) - Greater Death Coil does more damage than regular Death Coil & heals undead for more health.
  • Undying (RPG) - the death knight becomes immune to all death spells and magical death effects. This immunity does not protect the death knight from other sorts of attacks such as hit point loss, poison, petrification or other effects even if they might be lethal.