Table of Contents

Death Knight

The Death Knight is a melee tank style vocation that uses Two-handed Weapons and is capable of taking tons of damage using his own body as a shield. Capable of pulling enemies closer, paralyzing them and turning their souls against them using his own health as resource for casting spells.

- Death Knights can use the following Enchantments: Enraging, Hemorage, Lifebloom, Lifeleech or Grasping.
- Death Knight's Attack Speed cap is 6.
- Death Knight's Base Weapon Damage is 26.
- Death Knight' Spells and Auto-Attacks scales with Strength.

Specializations

Specializations can be unlocked after obtaining the three Promotions and Awakening.

Blood Knight
Blood Knights are specialized in taking damage, the infamous “Meat Shield”.

Dark Knight
Dark Knights are specialized in weaken their enemies while dealing damage.

Soul Rune

Death Knight Soul Rune
Curses the ground in a 3×3 circle area, dealing damage and draining health from enemies inside the are every 2 seconds. Lasts for 6 seconds.

Forgotten Soul Rune

Guaranteed Effect Dark Age Trance Pact
Deals 280 base damage in a 5×5 square area. No longer becomes unable to move or attack. Investing points increases the healing. Enemies hit take 8% more damage for 5 seconds. Taunts enemies hit. Increases the duration by 2 seconds.

Soul Runes scales with Runemastery.

Spells

Attack Spells

Spell name Level Cooldown Base Damage Spell Description

Mortal Strike
8 2s/2s 74 Deals damage to the target that also scales by 0.33% of each Strenght point. Consumes 1% of your maximum health to cast.

Death Echo
80 6s/2s 125 Sends a Death Echo towards the target, bouncing to 2 other enemies. Deals damage and haunts enemies hit, paralyzing them for 20% for 2 seconds. Consumes 2% of your maximum health to cast.

Festering Wounds
250 8s/2s 325 Makes enemies within 5×5 diamond shape area bleed, paralyzing them by 40% for 5 seconds. Consumes 2% of your maximum health to cast.

Death Lasso
500 15s/2s 185 Pulls the target to the tile in front of the caster, dealing damage and applying taunt. Against players, the range is limited to 2. Doesn't work against bosses. The caster may not move while the targer is being pulled. Consumes 2% of your maximum health to cast.

Feasting Bats
750 18s/2s 155 Bats will hit enemies within a 5×5 diamond shape area around the caster for 3 seconds, making them bleed

Twisted Souls
1250 18s/2s 155 Deals damage every second for 3 seconds against enemies in a 3×3 circle area that follows the caster. Consumes 2% of your maximum health to cast.

Reap
1500 12s/2s 122 Reap the target's soul, paralyzing them for 75% and reducing their damage by 8%. Lasts for 2 seconds. Consumes 2% of your maximum health to cast.

Expose Nightmares
1500 18s/2s 110 Deals damage in a 5×5 square area around the caster, reducing the healing of enemies hit by 10% for 4 seconds. Consumes 2% of your maximum health to cast.

Death Veil
1500 90s/1.5s Turns a 3×3 circle area into a Death Veil. Inside the Death Veil, the Death Knight receives 3% resistance and heal +20%, while enemies are paralyzed for 50%. Creatures that leave the Death Veil are forcibly stunned for 3 seconds (1 second against players). Creatures that die inside the Death Veil are converted into healing souls, which heal the Death Knight by 10% of its maximum health. If a player dies inside the Death Veil, the Death Knight will heal 20% of the player's maximum health. The Death Veil lasts for 10 seconds and the ground will enter in cooldown upon it's removal for 30 seconds. Casters may share the ground for up to 3 Death Veils. Consumes 10% of your maximum health to cast. Obtainable from Cooking Up A Storm quest.

Healing Spells

Spell name Level Cooldown Base Healing Spell Description

Life Feast
8 1s/1s 43 Heals for a small amount of HP.

Bloody Feast
100 14s/1s 114 Heals for a large amount of HP.

Support Spells

Spell name Level Cooldown Base Damage Spell Description

Taunt
20 5s/2s Commands monsters to attack the caster.

Death Threat
100 10s/2s 155 Deals damage in a 2×2 circle area, taunting enemies hit. Lowers boss enrage by 10%. Consumes 1% of your maximum health to cast.

Shield of Darkness
1000 45s/0.1s Instantly consume 50% of your maximum health to create a shield for 200% of that amount. Lasts for 6 seconds.

Shadow State
1000 30s/0.1s Increases overall damage by 20% for 5 seconds. Consumes 8% of your maximum health to cast.

Blood Harvest
1000 18s/2s 65 Drains blood from enemies within a 5 tile range, up to 4 enemies, dealing damage and taunting them while healing the caster. Lasts for 2 seconds.

Reaper's Pact
1250 30s/0.1s Creates a shield that absorbs 50% of the damage received for 8 seconds. Damage received is then dealt to the Death Knight over 5 seconds as a DoT. Consumes 2% of your maximum health to cast.

Blood Banquet
1500 45s/0.1s Increases the Vitality stat of allies within 12 tiles away from the caster by 15 for 30 seconds. Consumes 5% of your maximum health to cast.

Blood Rush
1500 30s/2s Becomes unstoppable. Any source of healing will heal 25% more. 50% of every damage received (including self-inflicted) while in Blood Rush will be directly converted to healing over 5 seconds after the duration. Lasts for 5 seconds. Consumes 8% of your maximum health to cast.

Blood Worm
1500 35s/2s Consumes 10% of your maximum health to summon a Blood Worm. After 2 seconds, it explodes, healing you for 30% of your maximum health.

Living Nightmare
1500 30s/0.1s Increases your Strength by 20% for 15 seconds. Consumes 2% of your maximum health to cast.

Awakening Spells

After reaching awakening you will get Awakened Spell Points every 10 levels that you can spend on spells to increase their potency and give them special effects.
These spells will be marked with .

Spell name Guaranteed Effect Choose Between Description

Auto Attack
Has 20% chance to make your next spell have no Health Cost. Lasts for 10 seconds. Death Echo Your auto attacks has a 10% chance to cast Death Echo.
Jaded Taunt your target. Has a 2 seconds cooldown.
Blood Grasp Every third hit heals 2% of your maximum health.

Soul Rune
Area increased to a 5×5 diamond area. High Pressure Now hits every second instead of every 2 seconds.
Graveyard Temporarily resurrect a Skeleton every second, which charges towards a random enemy inside the effect area, dealing damage and then dropping down as bones. If the Skeleton charges overs 2 tiles, it will push the target 1 tile away.
Hell Rises The first impact creates a Skeleton behind each enemy hit, stunning them for 1 second, dealing damage. The Skeleton then disappears.

Blood Harvest
Increase the limit of enemies that may be hit to 8. Overheal After the spell is complete, all excess spell healing done while the spell was active will be converted into a shield that lasts for 4 seconds. Choosing this effect will remove the 5% maximum HP cost to cast.
Ghoul No longer heals the caster, instead, summons a Ghoul that receives as maximum health the amount of blood drained, that deals a small amount of damage. If the castes receives a lethal damage, the Ghoul will take the caster's place and the caster will be healed by the amount of current health the Ghoul has. The Ghoul will live for 6 seconds.
Dry Out After 2 seconds, cast Blood Harvest against different enemies.

Blood Rush
Self inflicted damage will count towards the healing overtime but will no longer deal damage while the spell is active. Infectious Blood Enemies will be infected upon hitting the caster, receiving 5% of the caster's maximum health as Bleed damage, as well being paralyzed by 50% for the duration. Lasts for 3 seconds.
Cold Blooded Receiving any crowd control during the effect will redirect it to the Death Knight's target.
Self Awareness Damage received counts twice towards the healing overtime.

Death Veil
The Death Veil may be casted a single extra time to be relocated to the player's position. Tricking The Reaper Inside the veil, no creature can die. Bosses are not affected by this effect.
Interdimensional Creatures from outside the veil may not hit creatures from inside the veil. Bosses are not affected by this effect.
Spirit Possession Enemies within the area of the Death Veil upon it being cast and enemies that enter the Death Veil will be disarmed and silenced for 3 seconds (1.5 seconds in PvP; diminishing crowd control effects will not count in reducing the 1.5 seconds).

Festering Wounds
Deals double damage if enemy is bleeding when casted. Impaired Immune System Enemies hit will have their healing reduced by 10% and their damage damage reduced by 5%.
Scourge After 2 seconds, those infected will infect enemies at melee range that haven't yet been infected. The same occurs for new infecteds.
Rotten Enemies hit rot the soil around them for 3 seconds, applying DoT and paralyze for those who stand on it for over a second. The DoT is 50% stronger than the original one and lasts for 5 seconds.

Death Threat
Area increased to a 3×3 circle. Has a 15% chance to dodge attacks from enemies hit for 2 seconds. Arousement After 1.5 second, casts Death Threat 5 times every 1.5 seconds. The additional casts will have it's Enrage meter reduction decreased from 10% to 3%.
Decay After 1.5 seconds, consecrates the ground of the area hit, taunting enemies hit every second. While standing on the consecrated ground, the Death Knight receives 5% of its maximum health as damage per second, but receives a +50% damage increase against enemies inside consecrated ground. Lasts for 4 seconds.
Rile Pull enemies hit towards the caster's direction.

Feasting Bats
Paralyze targets hit by 20% for 2 seconds. Concentration Instead of attacking every enemy within the area, 5 bats will direct the attack on the caster's target dealing a total of 10 hits.
Swarm Send a swarm of bats towards the target's position, which will spread upon hitting the target, dealing damage and stunning for 2 seconds every enemy on its path. If the swarm of bats can not reach the target for up to 10 tiles, they will spread around their current position.
Vector The spell will now cost 15% of your maximum health however it will spread a virus to enemies. If enemies infected die within 7 seconds of being contamined, they will come from the dead aiding the caster in combat, dealing damage and taunting enemies. 'If the enemy is a player, the summoned creature will be as strong as their summon however the undead will only last for 5 seconds.

Death Lasso
Increased range against monsters by 3 and against players by 1. Inertia All damage done to the target by the caster within 2 seconds of it being succesfully pulled will deal +30% damage.
Hogtie Stuns the target pulled for 2 seconds, stun is reduced by half in PvP.
Rope Trick Lasso your target doing damage and by spinning your lasso in a 3×3 circle area. If the target is a player direct all non-boss monsters to the target. If the target is a monster deals damage to all monsters in the 3×3 area instead. Choosing this effect will no longer pull your target.

Blood Worm
Before exploding, the Blood Worm spits infected blood towards the caster's target, applying bleed for 5% of the caster's maximum health that lasts for 3 seconds. Blood Bag Removes the Health Cost to cast the spell.
Contaminate The explosion contaminates enemies hit, dealing 10% of the caster's maximum health as damage. The damage scales according to the caster's strength.
Feed Up Corpses found within 10 tiles away from a Blood Worm when it explodes will increase by +2.5% the original healing.

Expose Nightmares
Area increased to 8×8 circle. Abomination Create an Abomination summon to aid the caster in combat. The Abomination will cast Death Threat twice, once when it spawns and 3 seconds after that. It will also cast Death Lasso once, 2 seconds after it spawns. Spells casted by the Abomination don't include Awakening Effects. Lasts for 6 seconds.
Sleep Paralysis Put enemies hit to sleep for 3 seconds. Enemies that were put to sleep by Sleep Paralysis will receive 20% more damage from the caster, as well as not being able to wake up upon being hit.
Worst Nightmare Enemies hit will be intimidated by the caster, walking 2 tiles away from them and having their target lost, if they were targetting the caster.

Reap
Increases the spell range to 3. Stuck in the Veil Creates an attackable creature's soul near it. Attacking a creature's soul make the creature receive 50% of the damage done to it. If the soul is killed before the duration is over, the soul's owner will be stunned for 2 seconds and receive 10% more damage in the next 5 seconds. The soul returns to its original holder after 4 seconds.
Soul's Energy Increases the caster overall damage by +15% for 6 seconds.
Tainted Soul The target's soul become the caster's summon for 4 seconds, dealing damage. If the enemy is a player, the summoned creature will be as strong as your target. After 4 seconds, the soul explodes in pure energy, dealing damage 50% stronger than the base spell and blinding enemies hit for 2 seconds in a 5×5 diamond area. The soul may not be attacked.

Basic Spells

Spell name Level Cooldown Spell Description

Conjure Food
8 2s/2s Creates a random piece of food.

Find “Name
8 2s/0.1s Searches for the target player.

Glow
8 2s/0.1s Emits a light source around the caster.

Jump “up/down
8 2s/0.1s Can levitate the caster up or down a ledge.

Magic Rope
8 2s/0.1s Ropes the caster up a rope spot.

Sprint
8 2s/0.1s Gives speed to the caster.

Cure Poison
10 6s/1s Cures the Poison effect.

Cure Burning
20 6s/1s Cures the Burning effect.

Cure Electrification
20 6s/1s Cures the Electrified effect.

Artifacts

The Heaven and Hell artifact are awarded after you finish the arena against either Heaven or Hell by talking to the Faith Servant at +2 Depot. This costs 100 AT and 5 million gold for each attempt. If you die, you fail and will have to attempt it again from the beginning. You can do the arena for both artifacts if you so wish. Each artifact has 3 tiers of effects that enhance certain skills, you can choose one effect for each tier. These effects cna be changed at any time inside of a protection zone.
1st tier: Received when the corresponding arena is finished.
2nd tier: 200 Wargate currency.
3rd tier: 5000 Archlight tokens and 200M Gold

Heaven Artifact


Warning
T2
Death Threat's cooldown decreased by 2 seconds.

Heart Beat
T2
Health Consumption to cast spells will reduce by 50%.

Plasma
T2
Maximum health increased by 10%

Blood Charge
T2
Blood Rush’s cooldown is affected by all sources of Cooldown Reduction.

Deprivation
T2
Increases Expose Nightmares' healing reduction from 10% to 15%.

Hell Artifact


Menace
T2
Death Threat boss threat reduction increased by 2%

Wicked
T2
Increases Twisted Souls damage by 50%.

Reverberation
T2
Death Echo bounces increased by 2.

Blood Flow
T3
Increases Blood Rush duration by 7 seconds.

Night Terror
T3
Increases Expose Nightmares duration and turns by 50%, rounded up..

Builds