Krog the Deathfist, an orc death knight
|Favored by|| Blood elf|
|Role(s)||Tank, Melee DPS|
|Specializations||Blood, Frost, Unholy|
|Resource(s)||Runes, Runic Power|
|Weapon proficiency||Polearms, One-handed, Off-hand or Two-handed Sword, Axe and Mace|
|Armor proficiency||Cloth, Leather, Mail, Plate|
|Skill(s)||Can switch between Blood Presence, Frost Presence and Unholy Presence for different situations, Death Grip, Army of the Dead, Runeforging|
- This article is about the playable class in World of Warcraft. For other uses, see Death Knight (disambiguation).
Death knights are melee fighters that wield dark magic and runeforged weapons. The death knight is the first hero class of World of Warcraft, introduced in the Wrath of the Lich King expansion. Each death knight begins at level 55 in a phased, instanced area known as Plaguelands: The Scarlet Enclave. Only one death knight may be created per realm, and a player may not create a death knight without having at least one character at or above level 55.
Death knights utilize enchanted rune weapons that enhance their abilities and are powerful foes on the battlefield. Like warriors, they deal large amounts of physical damage and are capable of withstanding large amounts of damage to protect their allies. Death knights spread infections and diseases among their enemies, and use dark magics to heal themselves in battle. Born of the frozen north, death knights can command the frost in their veins to freeze the hearts and minds of their enemies, or even turn the very ground beneath their feet to ice. By their very nature, death knights are resistant to magic, and have a number of abilities for defending against its use.
Death knight abilities rely on a rune system of Blood, Frost, Unholy, and Death Runes that, when used to perform attacks, generate Runic Power as a resource for different attacks. Runic Power is capped at 100. Blood death knights have many abilities and talents that aid in generating runes. Frost death knights deal large amounts of damage through powerful strikes and use of runic power. Unholy death knights focus more on rune regeneration, fast-paced attacks, and the aid of an undead minion.
Death knights can assume and shift between any one of three Presences: Blood Presence, Frost Presence and Unholy Presence. Each provides its own benefits, and certain abilities, such as Rune Strike, change their effects based on Presence, but shifting between Presences will consume all Runic Power collected by the death knight. Death knights can wear any type of armor from the moment of creation and begin with a full set of Uncommon-quality plate armor. They can wield any type of sword, mace, axe, or polearm and can dual-wield one-handed swords, maces, or axes. Death knights have their own, unique, enchantments acquired by Runeforging, and also have two unique mounts, the Acherus Deathcharger (ability) and the purchasable Winged Steed of the Ebon Blade.
Primary death knight attributes are strength and stamina. Death knight tanks also seek to increase their dodge rating and parry rating. Death knight damage-dealers seek to increase their critical strike and haste ratings. Hit rating and expertise can be useful to death knights of any role. While levelling through content from The Burning Crusade, a death knight may also focus on Agility due to the lack of Strength-enhancing items.
- 1 Class overview
- 2 Background
- 3 Races
- 4 Notable death knights
- 5 Overview
- 6 Specializations
- 7 Talents
- 8 Runeforging
- 9 Images
- 10 Video
- 11 Patch changes
- 12 See also
- 13 References
- 14 External links
When the Lich King’s control of his death knights was broken, his former champions sought revenge for the horrors committed under his command. After their vengeance was won, the death knights found themselves without a cause and without a home. One by one they trickled into the land of the living in search of a new purpose. Frost sharpens their strikes; blood fortifies their bodies; and undeath allows them to erupt in unholy rage in the heat of battle. A thousand atrocities are etched in the eyes of every death knight, and foes who gaze into them too long will feel the warmth pulled from their bodies, replaced with cold steel.
Creations of the Shadow Council
- Main article: Death knight (Warcraft II)
The original death knights were created for Orgrim Doomhammer by Gul'dan as powerful soldiers of the Horde. These death knights were created by placing the souls of the slain warlocks of the Shadow Council into the corpses of fallen Stormwind knights, the first of whom was Teron Gorefiend. Unlike modern death knights of the Scourge, these ghoulish fiends were not battle hardened warriors; they were insidious necromancers who possessed superior intellect and tremendous magical power. They often favored the use of terror tactics and reanimated the corpses of enemy soldiers who fell in battle to serve them as mindless undead minions.
Fallen Knights of the Silver Hand
- Main article: Death knight (Warcraft III)
Death Knights were once virtuous defenders of Humanity. However, once the Paladin ranks were disbanded by the failing Alliance, many of these holy warriors traveled to the quarantined lands to ease the suffering of those left within the plague-ridden colonies. Though the Paladins were immune to disease of any kind, they were persecuted by the general populace who believed that they had been infected by the foul plague. A small band of Paladins, embittered by society's cruelty, traveled north to find the plague's source. These renegade Paladins succumbed to bitter hatred over the course of their grueling quest. When they finally reached Ner'zhul's icy fortress in Northrend they had become dark and brooding. The Lich King offered them untold power in exchange for their services and loyalty. The weary, vengeful warriors accepted his dark pact, and although they retained their humanity, their twisted souls were bound to his evil will for all time. Bestowed with black, vampiric Runeblades and shadowy steeds, Death Knights serve as the Scourge's mightiest generals.
Years after the destruction of Draenor, the immensely powerful Lich King created a new breed of death knights: malevolent, rune-wielding warriors of the Scourge. The first and greatest of these was the Lich King's chosen champion, Prince Arthas Menethil, once a mighty paladin of the Silver Hand, who sacrificed his soul to claim the runeblade Frostmourne in a desperate bid to save his people. The rest are primarily made up of other fallen warriors or paladins whose souls were twisted and bound to the will of the Frozen Throne.
Unlike Gul'dan's death knights, these dark champions possess unholy strength, however, they do not possess free will and their minds are inexorably entwined with and dominated by the Lich King's vast consciousness. Despite the heavy costs of free will, some powerful mortals are intrigued by the promise of immortality and pledge their souls freely into the Lich King's service to achieve it. (Baron Rivendare is an example of this).
There are examples of death knights created during the Third War who did not give themselves willingly. Falric and Marwyn were killed and raised as death knights against their will by Arthas. Thassarian was killed by Captain Falric shortly after this. As all three precede the destruction of Lordaeron, they would have been created before the aforementioned paladins. Koltira Deathweaver was also killed and raised by Thassarian in the midst of the destruction of Quel’Thalas during the Third War.
In the years since Arthas shattered the Frozen Throne and merged with the Lich King, the power and fury of the death knights has only grown. Now these unrelenting crusaders of the damned eagerly await the Lich King's command to unleash their fury on Azeroth once again. Unlike death knights of the Old Horde, the Scourge’s death knights are not limited to their use of ranged spell casting abilities. In addition, these tireless death knights are considerably stronger, faster and more agile than they were in life. However, both generations are equally destructive and terrifying to engage in the field of battle.
The Death Knights of Acherus
- Main article: Knights of the Ebon Blade
A hero... that's what you once were. You stood boldly against the Shadow and purchased another dawn for the world... with your life. But the evil you fought is not so easily banished; the victory you claimed, not so easily held. For now, the specter of death looms over the world yet again and it has found new champions to bring about its final reign. Knights of darkness, wielding runes of death and destruction, bound by the will of the Lich King. This is the hour of their ascension! This is the hour of your dark rebirth...
Death knights are the former champions of the Scourge. They fortify their bodies and drain life energy itself with the power of blood, sharpen their blades and strike powerfully with the power of frost, and raise the dead while striking with the unholy fervor granted by undeath. They are engines of destruction chosen by the Undead Scourge to serve the almighty will of the Lich King.
The playable death knights are the uniformly undead members of the Death Knights of Acherus, a regiment consisting of hundreds of death knights stationed at the necropolis Acherus: The Ebon Hold under the direct command of the Lich King and Highlord Darion Mograine. These death knights were set loose upon the Scarlet Enclave, culminating in the flight of the newly-formed Scarlet Onslaught to Northrend and the subsequent massacre known as the Scarlet Apocalypse, in which the death knights decimated Scarlet reinforcements. After this, the Death Knights of Acherus were sent to Light's Hope Chapel to destroy the Argent Dawn.
During the Battle for Light's Hope Chapel, the Lich King, in betrayal of his death knights, was willing to sacrifice them to kill Highlord Fordring. Darion threw the Ashbringer to Highlord Fordring, purifying it and, in a large burst of Light, freeing the death knights from the Lich King's grasp and forcing the Lich King to retreat.
The freed death knights took Acherus from the Scourge and formed the Knights of the Ebon Blade under the command of Highlord Mograine. The Ebon Blade sent many of its freed death knights to their respective factions – Alliance or Horde. The Knights of the Ebon Blade would later become a major factor in the death of the Lich King, joining the Argent Crusade to form the Ashen Verdict.
Knights of the Ebon Blade are conditioned with a need to cause pain; the need is so great that, if not sated, it can drive a death knight into a blood-seeking hysteria. It overrides magic dependency. Additionally, without the protection of the Lich King, shades from the Realm of Shadows constantly torment liberated death knights. Death knights afflicted by the worgen curse have their feral instincts shattered in favor of the Lich King's will. This holds true even after their freedom from the Lich King.
While in the Scourge, death knights are known to have eaten meals consisting primarily of humanoid meat, vermin, and insects. They are capable of sleeping though it is not necessary and was forbidden by the Scourge.
- Main article: Death knight races
All races released prior to World of Warcraft: Mists of Pandaria can be death knights, and start with the following attributes:
These are some of the racial traits relevant to death knights:
- Blood Elves — Have the racial ability Arcane Torrent. It provides a 2 second, area of effect silence as well as refilling 15 Runic Power.
- Draenei — Heroic Presence improves hit by 1% (~120 rating at level 85) for the Death Knight. Their Gift of the Naaru ability also grants them a heal over time.
- Dwarves — Stoneform Can be useful for tanking, as well as dispelling harmful debuffs in PvP.
- Gnomes — Shortblade Specialization improves a Death Knight's expertise with one handed swords.
- Goblins — Time is Money increases the Death Knight's attack speed. Rocket Barrage can be used to increase DPS once every two minutes. Rocket Jump can be a quick getaway in PvP or used to jump off a cliff, Death Grip an opponent to the death knight, then Rocket Jump back onto the cliff in PvP.
- Humans — Sword Specialization and Mace Specialization are both useful as Death Knights use both swords and maces. Every Man for Himself acts as an extra trinket, removing snare effects.
- Night Elves — Shadowmeld Provides the Death Knight with an aggro-dump. Also allows the Death Knight to enter a stealth state (which breaks on movement); Quickness can improve a tanking Death Knight's avoidance.
- Orcs — Blood Fury acts as an extra trinket (boosting your attack power). Death Knights use both Axes, making Axe Specialization useful (Increases Expertise).
- Trolls — Berserking acts as an extra trinket (boosting your attack speed). Beast Slaying provides increased damage against Beasts.
- Tauren — War Stomp causes a short area-of-effect stun around the Death Knight, useful for rough spots, as well as Endurance which can increase a Death Knight's health by a small amount.
- Undead — Touch of the Grave adds a small chance to self heal when causing damage. Shadow Resistance (racial) gives the Death Knight an extra resistance to Shadow damage. Will of the Forsaken acts as an extra trinket, removing charm, fear, and sleep effects. Cannibalize is a decent self heal over time in PvP that allows the Death Knight to restore health when a humanoid or undead corpse is nearby.
- Worgen — Darkflight acts as speed boost in PvP. Viciousness increases the Death Knight's critical strike chance. Aberration increases resistance to Shadow and Nature damage slightly.
Notable death knights
|This article or section needs to be cleaned up to a higher standard of quality.|
- See also: List of death knights
|Lord of the House of Barov. Former owner of Caer Darrow, Brill, Southshore, and Tarren Mill.||Undead||Scholomance||Formerly Undead Scourge and Cult of the Damned.|
|A leading member of the Death Knights of Acherus. Escaped during the Battle for Light's Hope Chapel and later went on to lead the Host of Suffering, the death knights assigned to the necropolis named Malykriss: The Vile Hold that was under construction in Icecrown. Slain by Darion Mograine and agents of the Knights of the Ebon Blade.||Deceased (lore); Undead, Killable (WoW)||Icecrown||Undead Scourge, Host of Suffering. Formerly Death Knights of Acherus.|
|Death knight of the Shadow Council. Attempted to enslave Nether drakes on Draenor. Slain by Jorad Mace.||Deceased||Unknown||Shadow Council, Horde of Draenor.|
|First Death Knight to re-join the Horde.||Undead||Unknown (lore); Orgrim's Hammer , Andorhal||Knights of the Ebon Blade, Undercity, Silvermoon City, Horde, formerly Undead Scourge|
|First death knight created by Gul’dan. Former warlock of the Shadow Council and leader of the Shadowmoon Clan.||Deceased (lore); Undead, Killable (WoW)||Black Temple||Illidan's Forces, formerly Shadowmoon Clan, Shadow Council, and Horde of Draenor.|
|Raised into undeath by the Orb of Ner'zhul. Allied with the Taunka.||Undead||Argent Tournament Grounds||The Icemist Tribe, formerly Undead Scourge.|
|Former Prince of Lordaeron, Knight of the Silver Hand, Death Knight of Ner’zhul, former Lich King. Slain by the forces of the Ashen Verdict.||Deceased (lore); Undead, Killable (WoW)||Icecrown Citadel||Undead Scourge, formerly the Kingdom of Lordaeron, Knights of the Silver Hand, and Alliance of Lordaeron.|
|Former Knight of the Silver Hand. Original wielder of the Ashbringer. Former leader of the Four Horsemen of Naxxramas. Slain and freed from undeath by his son.||Deceased||Naxxramas (original)||None. Undead Scourge in undeath. Knights of the Silver Hand and Alliance of Lordaeron before undeath.|
|Former Highlord of the Death Knights of Acherus. Wielder of the Corrupted Ashbringer. Highlord of the Knights of the Ebon Blade. Co-leader of the Ashen Verdict.||Undead||Acherus: The Ebon Hold, Light's Hammer||Knights of the Ebon Blade. Formerly Death Knights of Acherus and Undead Scourge.|
|Former Baron of the Stratholme Service Entrance. Leader of the Four Horsemen of Naxxramas.||Deceased (lore); Undead, Killable (WoW)||Stratholme (original), Naxxramas||Undead Scourge, Cult of the Damned.|
|Known as The Deathbringer, strongest of the Lich King’s death knights. Slain during the Battle of Angrathar the Wrathgate and raised into undeath. Slain once more by the forces of the Ashen Verdict.||Deceased (lore); Undead, Killable (WoW)||Icecrown Citadel||Undead Scourge, formerly the Horde.|
|Placed in charge of matters on the Azerothian side of the Dark Portal reconstruction during the invasion of Draenor. Slain by Turalyon.||Deceased||Unknown||Shadow Council, Horde of Draenor.|
|First Death Knight to re-join the Alliance.||Undead||The Skybreaker , Andorhal, Sethria's Roost||Knights of the Ebon Blade, Alliance, formerly Undead Scourge|
Death knights in World of Warcraft are a new class mirroring their previous incarnations. While boasting powerful melee abilities, as well as plate armor, these warriors supplement their strength with dark magic. Calling upon a rune system of magic, the death knight may summon unholy, blood, and frost spells. The criterion for creating a death knight is the existence of a level 55+ character on the player's account on any realm.
Unlocking your death knight
- Main article: Starting a death knight
The death knight is the first hero class in World of Warcraft. The death knight will start at level 55 in Acherus: The Ebon Hold over the Eastern Plaguelands, with multiple spells and abilities ready to use, and a set of uncommon gear. When you leave Ebon Hold, you will have a full set of rare gear ready for Outland. Through the death knight-specific quests in this necropolis and the surrounding areas, the character learns to master the power of the death knight and learns to use this new power for the will of the Lich King. Quests will take them outside the necropolis and into an area within the Scarlet Enclave.
Players can create one death knight per realm, so long as they have a level 55 character already (on at least one realm), and the Wrath of the Lich King on their account. Except for Pandaren (who did not appear in the Wrath of the Lich King expansion), there are no racial limitations for creating your death knight.
The rune system
The death knight uses a unique rune-based resource system to govern his/her spells and abilities. Three rune types exist: blood, frost, and unholy, each with an attached color and symbol. Using certain abilities exhausts one or more runes, starting a cooldown of 10 seconds. When both runes of a particular type are used, the second rune does not begin its cooldown until the first one finishes. The death knight can use spells to turn a rune into a Death Rune, which can be used as a blood, frost, or unholy rune. In addition, whenever the death knight uses a rune ability, it builds up a certain amount of Runic Power. This Runic Power is only used by a few abilities. All abilities that use Runic Power use a set amount, like Death Coil. Death knights cannot reallocate the number and type of runes - they are fixed to two runes of each type.
The original player frame for death knights shown at BlizzCon was changed as feedback showed it was not ideal for displaying rune power for players.
Runeforging is a profession available only to death knights, providing permanent weapon enchants. The enchants work just like the permanent weapon enchants provided by Enchanting, but are self-only and are designed specifically to benefit the death knight class. These are independent of the rune resource system.
In general, the death knight can be considered a hybrid melee class that combines damage dealing and tanking, somewhat akin to Warriors. They wear plate armor and are able to dual-wield or use two-handed weapons. Like druids, they tank without shields. Their tanking mechanics involve high armor and a high chance to dodge and parry a,d. Death knight tanks depend on a combination of high damage abilities, in addition to high threat abilities, such as Death and Decay and Rune Strike, to generate and hold aggro.
Blood is the death knight tanking tree, primarily amplifying the death knight's melee spells, weapons, and abilities. It enhances tanking abilities and provides new abilities to use, such as Bone Shield and Vampiric Blood. As the name suggests, the special abilities it grants through talents are based on the Blood Runes. Blood has a prominent health-regeneration theme, as well as providing healing utility to party and raids. It also has some very useful buffs and debuffs, such as Scarlet Fever.
|Veteran of the Third War||55|
|Scent of Blood||62|
|Improved Blood Presence||64|
|Will of the Necropolis||70|
|Dancing Rune Weapon||74|
|Mastery: Blood Shield||80|
Frost has many control elements, with a strong critical-strike/bonus-damage theme, and enhances the dual-weapon and two-weapon DPS abilities. It provides some very powerful direct damage abilities like Frost Strike and Howling Blast.
|Blood of the North||55|
|Improved Frost Presence||65|
|Pillar of Frost||68|
|Might of the Frozen Wastes||74|
|Threat of Thassarian||74|
|Mastery: Frozen Heart||80|
Unholy has a heavy focus on diseases and related abilities, with AoE, spell damage shielding, and mobility-improvement sub-themes. It enhances the death knight's diseases and damage over time spells, as well as improving summoned minions. It also provides the death knight with a ghoul who is a permanent pet, and a gargoyle guardian he or she can summon. Raid and party utility is granted by a 4% increased physical damage debuff, Ebon Plaguebringer.
|Master of Ghouls||55|
|Improved Unholy Presence||75|
Due to starting the game at level 55, death knights get their first three talent tiers at levels 56, 57 and 58, rather than being created with three unspent talents.
|56||Roiling Blood||Plague Leech||Unholy Blight|
|60||Death Pact||Death Siphon||Conversion|
|75||Blood Tap||Runic Empowerment||Runic Corruption|
|90||Gorefiend's Grasp||Remorseless Winter||Desecrated Ground|
- Main article: Runeforging
Runeforging allows the death knight to permanently enchant their weapon. These enchants act as a replacement for the stat enhancements provided by shields or ranged weapons, which death knights cannot wear.
A weapon can have an enchant from either runeforging or from Enchanting, but not both together (the runeforging enchants are usually considered better). A player will have to be near a Runeforge in order to forge a rune onto their weapon. Once a weapon has been engraved with a rune it is impossible for the rune to be removed, though it can be exchanged for a different rune. Like all weapons that have been modified, a runeforged weapon becomes soulbound to its death knight.
|Rune of Cinderglacier||55|
|Rune of Razorice||55|
|Rune of Spellbreaking||57|
|Rune of Spellshattering||57|
|Rune of Lichbane||60|
|Rune of Swordbreaking||63|
|Rune of Swordshattering||63|
|Rune of the Fallen Crusader||70|
|Rune of the Nerubian Carapace||72|
|Rune of the Stoneskin Gargoyle||72|
- Patch 5.0.4 (2012-08-28): Relics have been removed from the game.
- Patch 4.0.1 (2010-10-12):
- A dedicated tanking tree (Blood) has been implemented.
- The way in which runes recharge has changed. Rather than each rune type (Blood, Frost, Unholy) regenerating simultaneously, they now fill sequentially.
- Patch 3.0.8 (2009-01-20): All multi-rune abilities generate 15 runic power.
- Death Knight. Warcraft III. Retrieved on 2009-06-20.
- Death Knight Lore. Blizzard. Retrieved on 2009-06-20.
- The Death Knights of Acherus
- Quest:The Endless Hunger
- Quest:The Power to Destroy
- Corpulous' Mess Hall Rules
- Cody Bye 2008-05-09. World of Warcraft: An In-Depth Look at the death knight. Ten Ton Hammer.
- Gerald Villoria 2008-05-09. Enter the Death Knight. GameSpy. Retrieved on 2009-06-20.