You assume the presence of Blood, increasing Stamina by 8%, armor contribution from cloth, leather, mail and plate items by 60%, 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.
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. Instant cast. 30 yard range. 35 sec cooldown. Costs no power.
Chills the target for X Frost damage and infects them with Frost Fever, a disease that reduces melee and ranged attack speed by 14% and deals damage every 3 sec equal to 5.5% AP. The disease lasts 15 sec. Costs 1 Frost Rune.
A vicious strike that deals 50% weapon damage plus X and infects the target with Blood Plague, a disease dealing Shadow damage equal to 5.5% AP every 3 sec for 15 sec. Instant cast. Melee range. Costs 1 Unholy Rune.
A deadly attack that deals 150% weapon damage (up from 75%) plus 387 (up from 123), healing you for 30% of the damage you have sustained during the preceding 5 sec (minimum of at least 10% of your maximum health). 1 Unholy 1 Frost, 5 yd range, Instant.
Raises a Ghoul to fight by your side. If no humanoid corpse that yields experience or honor is available, you must supply Corpse Dust to complete the spell. You can have a maximum of one Ghoul at a time. Lasts 2 min. Instant cast. 30 yard range. 5 min cooldown. Costs no power.
The death knight takes on the presence of frost, increasing total stamina by 8%, armor contribution from items by 60%, and reducing damage taken by 8%. Increases threat generated. Only one Presence may be active at a time. Instant. Costs 1 Frost Rune.
Corrupts the ground targeted by the Death Knight, causing (X + 4.75% AP) Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat. Instant. 30 yard range. 30 sec cooldown. Costs 1 Blood rune, 1 Unholy rune and 1 Frost rune.
A brutal instant attack that deals 80% weapon damage plus 292, and an additional 12.5% bonus damage per disease, but consumes the diseases (Having 3 points in the Frost talent Annihilation gives you a 100% chance for the diseases to stay on your target). Instant. Melee range. Requires melee weapon. Costs 1 Unholy rune and 1 Frost rune.
The Death Knight's freezing aura creates ice beneath <his/her> feet, allowing <him/her> and <his/her> party or raid to walk on water for 10 min. Works while mounted. Any damage will cancel the effect. Costs 1 Frost rune.
The Death Knight freezes <his/her> blood to become immune to Stun effects and reduce all damage taken by 20% and an additional ammount based on defense for 12 sec. (Does not remove existing Stun effects) Instant. 2 min cooldown. Costs 20 Runic power.
Immediately activates a Blood Rune and temporarily converts it into a Death Rune. This rune counts as a Blood, Unholy, or Frost Rune. Lasts 20 sec. Costs 6% of the Death Knight's base health. 1 Min Cooldown.
Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells (up to 50% of the Deaht Knight's health) and preventing application of harmful magical effects. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional Runic Power. Lasts 5 sec. Costs 20 Runic power. 1 min cooldown.
Infuses the death knight with unholy fury, increasing attack speed by 15%, movement speed by 15% and reducing the global cooldown on all abilities by 0.5 sec. Only one Presence may be active at a time. Instant. Costs 1 Unholy rune.
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. 10 min cooldown. Channeled. Costs 1 Blood rune, 1 Unholy rune and 1 Frost rune.
Instantly strike the target and up to two additional nearby enemies, causing 175% weapon damage plus X 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. Costs 1 Blood Rune
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. 1 Minute Cooldown. Costs 1 Unholy Rune.
Temporarily grants the Death Knight 15% of maximum health and increases the amount of health received from healing spells and effects by 25% for 10 sec. After the effect expires, the health is lost. 1 Minute Cooldown.
Summons a second rune weapon that fights on its own for 12 sec, mirroring the Death Knight's attacks. The rune weapon also assists in defense of its master, granting an additional 20% parry chance while active. 30 yd range. 1.5 minutes cooldown. 60 Runic Power.
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. Costs 1 Frost Rune.
Purges the earth around the Death Knight of all heat. Enemies within 10 yards are afflicted with Frost Fever and trapped in ice, preventing them from performing any action for 10 sec. Enemies are considered Frozen, but any damage other than diseases will break the ice. 1 Minute Cooldown. Costs 40 Runic Power.
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 18% of the Physical damage done as Shadow damage. Costs 1 Unholy Rune.
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. 3 min cooldown.
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. 2 Minute Cooldown. Costs 1 Unholy Rune.
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. Costs 1 Unholy Rune. 100 yd range.
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. 3 Minutes cooldown. Costs 60 Runic Power. 30 yd range. 3 minute cooldown.