Spells & Talents
Deathknight spells:
* Army of the Dead - Summons an entire legion of your best Ghouls to fight by your side.
* Death and Decay - ${$m1+$AP*0.039} shadow damage inflicted every $t1 sec to all targets in the effected area for $d. Has a chance to cause affected targets to cower in fear.
* Chromatic Rune Mastery - Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec.
* Degeneration (Rank 3, Level 76) - Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing ${$m2*7} over 15 sec. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect.
* Dancing Runeblade - Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do.
* Hungering Cold - A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing 10 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it.
* Unholy Blight - A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power.
* Corpse Explosion - "Target a corpse, causing it to explode for 12 damage per 10 Runic Power to all enemies within 10 yards."
* Mark of Blood (spell or talent?) - "Place a Mark of Blood on an enemy or ally. Whenever the marked target is healed, all party members receive a fraction of that healing. If a marked target that grants experience or honor is killed, all party members are healed for 10% of their total health. Each person can be healed for a maximum of 3000 per Mark."
Deathknight talents:
* Black Ice - Increases your Frost and Unholy spell damage by 1/2/3/4/5%.
* Dirge - Whenever you kill a diseased target that yields experience or honor you have a 1/2/3/4/5% chance of the corpse riding as a free Ghoul. You can have a maximum of 2 Ghouls at one time.
* Spell Deflection - Reduces all spell damage taken by 3/6/9/12/15% for 10 sec following a successful parry.
* Bladed Armor - You gain 4/8/12/16/20 attack power for every 1000 points of your armor value.
* Butcher - Whenever you kill an enemy that grants experience or honor, you generate Runic Power. In addition, Runic Power takes longer to decay outside of combat.
* Bone Armor (Rank 1) - "The caster is surrounded by 4 whirling bones. Each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min." [Power type: 5, power cost: 25, cooldown: 30 sec]
* Chromatic Rune Mastery - "Whenever a Blood, Frost or Unholy Rune activates, it has a 2/4/6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec."
* Rage of Rivendare - You do 2/4/6/8/10% additional weapon damage to diseased targets.
* Tundra Stalker - "You deal 2/4/6/8/10% more melee damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold."
* Deathchill (Rank 1, Level 56) - "Launches an Icy Touch at every enemy within 40 yards, dealing 4 damage per Runic Power to each target and causing a high amount of threat." [0 power cost, cooldown: 60 sec]
* Wandering Plague - "When the diseases you inflicted upon an enemy target cause damage, there is a 5/10/15% chance the disease will instead damage all enemies within 8 yards. This damage will not cancel spells normally cancelled when targets take damage."
* Improved Corpse Explosion - "While Corpse Explosion is active, corpses have a 10/15/20/25/30% chance to explode for increased damage."
* Crypt Fever - "Diseases caused by you or your Ghouls also reduce an enemy's attributes by 5/10/15% per disease."
* Ravenous Dead - "Increases the Strength of you and your ghouls by 1/2/3/4/5% and reduces the cooldown on Raise Dead by 30 sec."
* Pestilence - "When an enemy that grants experience or honor dies while suffering from one of your diseases, its corpse has a 10/20/30% chance of producing 1/1-3/3-5 Blood Worms. Blood Worms attack your enemies, healing you for the amount of damage they deal for 15 sec or until killed."
* Sudden Doom - "Your Blood Strikes have a 4/8/12/16/20% chance to make your next Death Coil consume no Runic Power if cast within 8 sec."
* Scent of Blood - "After being struck by a ranged or melee critical hit, you gain the Scent of Blood effect, causing your melee hits to steal life from the enemy for the next 6 sec."
Deathknight Spells
DK Frost:
Spell 49203, Hungering Cold (NYI), A wave of cold leeches all heat from the earth, freezing all enemies in the cone-shaped area, and causing $s2 damage per Runic Power. The frozen terrain persists for 1 sec per 10 Runic Power and will freeze enemies that attempt to cross it.
Spell 50130, Tundra Stalker, Your abilities deal 10% more damage to targets under the effects of Icy Touch, Chains of Ice, Howling Blast or Hungering Cold.
Spell 50193, Chill of the Grave, Increases the critical strike damage bonus of your Icy Touch, Mind Freeze, and Frost Strike abilities by $s1%, and increases the duration of your Icebound Fortitude by $/1000;s2 secs.
Spell 50152, Acclimation, When hit by a spell, you have a 15% chance to boost resistance to that type of magic for 15 sec. Stacks up to 3 times.
Spell 49143, Frost Strike, Your next attack causes weapon damage plus 75 and has a chance to freeze the target. Generates additional damage for the Frozen Runeblade effect.
Spell 49539, Merciless Combat, Your attacks ignore 18 armor per level when striking targets with less than 20% health.
Spell 49188, Frost Rune Mastery (NYI), When you freeze a target, there is chance that the time it takes for your Frost Runes to activate will be cut in half for the next 5 sec.
Spell 49660, Endless Winter, The slowing effect of your Icy Touch lasts an additional 5 sec and the freezing effect of your Chains of Ice lasts an additional 2.5 sec.
Spell 49795, Midnight Sun, Reduces damage taken from Frost and Shadow spells by $s1%.
Spell 49186, Frozen Dread Plate, If an enemy strikes you when you are in Frost Presence, there is a $50458h% chance that their movement will be slowed by 10% and the time between their attacks increased by 10% for 5 sec.
Spell 49184, Howling Blast, Blast the target with a frigid wind. The target is knocked back and has a chance of freezing in place for 3 sec.
Spell 50148, Runic Power Mastery, All of your Runic Power spells and abilities behave as if you had an additional $s1% of your current Runic Power.
Spell 50043, Permafrost, Adds a Chill effect to your Icy Touch and Mind Freeze, reducing movement speed by 30% for 6 sec.
Spell 49791, Glacier Rot, Diseased enemies take 15% more damage from your Icy Touch, Mind Freeze, Frost Strike and Hungering Cold spells.
Spell 49796, Deathchill, Launches an Icy Touch at every enemy within $a1 yards, dealing $s1 damage per Runic Power to each target and causing a high amount of threat.
Spell 50116, Chillbanes, Your Icy Touch, Chains of Ice and Mind Freeze generate 150% additional Runic Power.
Spell 50034, Chromatic Rune Mastery, Whenever a Blood, Frost or Unholy Rune activates, it has a 6% chance of converting into a Chromatic Rune. This Rune counts as a Blood, Frost or Unholy Rune. Lasts 10 sec.
Spell 50140, Nerves of Cold Steel, Increases your chance to hit with melee weapons by 5%.
Spell 49142, Frozen Runeblade, Imbue your Runeblade with frost. Each hit causes $/77;8026m1 to $/25;8026M1 additional frost damage, based on the speed of the weapon. Slower weapons cause more frost damage per swing. Lasts 10 minutes.
Spell 50126, Blood of Ice Water, Increases your chance to get a critical strike with spells by $s1%.
Spell 49664, Black Ice, Increases your Frost and Shadow spell damage by $s1%.
Spell 49789, Toughness, Increases your armor value from items by $s1%.
Spell 50114, Frostbite, Gives your Icy Touch and Mind Freeze spells a $s1% chance to freeze the target for $12494d.
DK (Blood):
Spell 49028, Dancing Runeblade, Summons a second Runeblade that fights on its own for 1 sec per 10 Runic Power, doing the same strikes that you do.
Spell 50111, Blood Gorged, When you are above 75% health, you do an additional $s1% damage with any melee weapon.
Spell 49020, Heart Strike, A brutal instant attack that deals weapon damage plus 300 and additional damage for each disease effect on the target, but consuming the diseases.
Spell 49536, Vicious Strikes, Increases the critical strike damage bonus of your Blood Strike, Heart Strike, and Plague Strike abilities by $s1%.
Spell 50150, Will of the Necropolis, When you have less than 35% health, your total armor increases by $s1%.
Spell 49019, Blood Rune Mastery (NYI), When you strike a diseased target, there is a chance that the time it takes for your Blood Runes to activate will be cut in half for the next 5 sec.
Spell 49532, Sudden Death, Your Blood Strikes have a $h% chance to make your next Death Coil consume no Runic Power if cast within $50466d.
Spell 49016, Hysteria, Induces a friendly unit into a killing frenzy for 30 sec, increasing their physical damage by 20%, but causing them to suffer damage equal to 1% of their total health every second.
Spell 49543, Pestilence, When an enemy that grants experience or honor dies while suffering from one of your diseases, its corpse has a 30% chance of producing 3-5 Blood Worms. Blood Worms attack your enemies, healing you for the amount of damage they deal for 15 sec or until killed.
Spell 49506, Bloody Vengeance, Gives you a $20050s1% bonus to Physical and Shadow damage you deal for $20050d after dealing a critical strike from a weapon swing, spell, or ability. This effect stacks up to $20050u times.
Shadow:
Spell 49194, Unholy Blight, A creeping swarm of unholy insects surrounds the caster for a 10 yard radius. All enemies caught in the swarm take 120 damage and are plagued with a disease that can stack up to 3 times. Lasts for 1 sec per 10 Runic Power.
Spell 50121, Rage of Rivendare, Your abilities deal 10% more damage to diseased targets.
Spell 49655, Wandering Plague, When the diseases you inflicted upon an enemy target cause damage, there is a 15% chance the disease will instead damage all enemies within 8 yards. This damage will not cancel spells normally cancelled when targets take damage.
Spell 49653, Dirge, Whenever you kill a diseased target that yields experience or honor you have a 5% chance of the corpse rising as a free Ghoul. You can have a maximum of 2 Ghouls at one time.
Spell 49206, Summon Gargoyle, A Gargoyle flies into the area and bombards the target with Shadow damage. The Gargoyle remains until the summoner runs out of Runic Power.
Spell 49208, Unholy Rune Mastery (NYI), When you cast Degeneration, Raise Dead or Summon Gargoyle, there is a chance that the time it takes for your Unholy Runes to activate will be cut in half for the next 5 sec.
Spell 49632, Crypt Fever, Diseases caused by you or your Ghouls also reduce an enemy's attributes by 6% per disease.
Spell 49638, Impurity, Your spell damage receives an additional 20% benefit from your attack power.
Spell 49222, Bone Armor, The caster is surrounded by 4 whirling bones. Each bone reduces the damage from the next spell or melee attack by 40% but is then consumed. Lasts 5 min.
Spell 49221, Improved Death Pact, Your Death Pact will sacrifice up to 3 minions at once, including Gargoyles or the Army of the Dead. Each minion sacrificed provides additional healing.
Spell 49158, Corpse Explosion, Target a corpse, causing it to explode for $s1 damage per 10 Runic Power to all enemies within $r1 yards.
Spell 49157, Shadow of Death, Whenever you die, you return to keep fighting as a Ghoul for 15 sec.
Spell 49039, Lichborne, Draw upon unholy energy to become undead for $d. While undead, you are immune to charm, fear and sleep effects, and your horrifying visage causes creatures to be at an additional 25% chance to miss you.