“ | My son, the day you were born, the very forests of Lordaeron whispered the name Arthas. My child, I watched with pride as you grew into a weapon of righteousness. Remember, our line has always ruled with wisdom and strength. And I know you will show restraint when exercising your great power. But the truest victory, my son, is stirring the hearts of your people. I tell you this, for when my days have come to an end, you shall be King. | „ |
~ King Terenas Menethil II |

Summary[]
Arthas Menethil, or the Lich King, is the fallen prince of Lordaeron and now Jailer of the Damned. Arthas, determined to stop the Plague of Undeath spreading throughout Lordaeron, would venture to Northrend to hunt down Mal'ganis after Arthas’ pivotal culling of Stratholme. There he took up the cursed mourneblade Frostmourne which consumed his soul which led to him becoming a Death Knight and serving the first Lich King, Ner'zhul. He would then return to Lordaeron and slay his father, eventually leading the Scourge in the destruction of Lordaeron, Quel'thalas and Dalaran after which he would make his way to the Frozen Throne in Northrend. There he would merge with Ner'zhul to become a godlike being and one of the most powerful entities Azeroth had ever known, the Lich King. After his ascension to becoming the Lich King he would go to war with Ner'zhul for control, this resulted in him overwhelming the orc's spirit and tearing apart the mind of Ner'zhul leaving Ner’zhul as nothing but a wail of sorrow in the back of the Lich King’s consciousness. Thus leading to him assuming complete control over his physical body and the Lich King's overwhelming might. He soon had his strategy in place. He knew it would not be enough to conquer the world through sheer force as many others had tried and failed. To control Azeroth he would enslave the strongest creatures within it, the great champions who had arisen within the Alliance and Horde. Once they were under his will, the rest of the world would fall in a war of attrition. After this he would have raised the greatest fighting force Azeroth had known into undeath resulting in him being able to fight any threat to Azeroth with notable examples being the demons of the Burning Legion or the powers of the Void. From then on he had unleashed his wrath upon the world culminating in the climactic final battle atop Icecrown Citadel. Despite everything going to plan and with him seemingly having won after slaughtering the champions and trapping Tirion in a block of ice, Tirion managed to break free of his icy prison with a blessing from the Light and destroy Frostmourne with the Ashbringer releasing all the souls trapped within in the mourneblade leaving the Lich King defenceless and fatally wounded. In his dying moments, Arthas felt the corruption of the Frozen Throne fading away from him and he was faced with the enormity of his crimes. He slipped into death, into a cold and unforgiving afterlife of darkness.
Powers and Stats[]
Tier: High 1-A
Name: Arthas Menethil, The Lich King, The Lord of the Scourge, The Dark Lord of the Dead, The Death God, The One True King, The Prince of Darkness, The Jailer of the Damned, Lord of Terror, The Dark One, He Who Walks in Shadow, The Lord of Icecrown, Lord of the Undead Scourge
Origin: Warcraft
Gender: Male
Age: 31
Classification: Lich King, Undead, Death Knight, Prince of Lordaeron (formerly), Human (formerly), Paladin (formerly)
Powers and Abilities:
Immortality (Types: 1, 2, 3, 6, 7 and 8; Arthas can promise other beings Type 1 immortality[1][2] so he should have it himself. After his fight with Illidan he realised he was still human and still had a heart, so he rid himself of it, casting it down a pit in Icecrown[3] which should grant Type 2. He should have Type 3 due to his regenerative capabilities. He can transfer his soul to another being due to the Helm of Domination[4] granting Type 6. He is also an undead granting him Type 7 and therefore should also have eternal life and be highly resilient bolstering Types 1 and 2. Lastly it is stated by Uther that the only way to kill him is to destroy him atop Icecrown Citadel at the Frozen Throne where he merged with Ner’zhul[5] which would grant Type 8), Regeneration (Likely Mid-High, Possibly Low-Godly; Dar’khan Drathir is able to regenerate his body and return in The Burning Crusade which was turned to ash by the power of the Sunwell in the Sunwell Trilogy[6]. Arthas is a far superior undead compared to the likes of Dar’khan and should have the ability to regenerate his own body from ash since he can bestow that ability upon Dar’khan. It is possible that Arthas' title of the Lich King isn’t just a title and is literal meaning he is in fact a lich, or at least lich-like in terms of regenerative capabilities and not so much appearance. This is because Frostmourne may serve as a phylactery for him due to it containing his soul. It is even stated by Uther that Arthas is able to see what the sword sees implying some sort of a link between them[5]. This idea would explain why he only ends up dying after Frostmourne is destroyed with destroying a phylactery being the prerequisite for destroying a lich. This would mean he has the ability to regenerate his physical body as long as Frostmourne (a.k.a. his phylactery) is still intact as this is a fundamental trait for liches and their phylacteries), Negation, Power Nullification, Resistance Negation, Law Manipulation, Reality Warping, Logic Manipulation, Morality Manipulation, Mind Manipulation, Mind Control, Fate Manipulation & possibly Conceptual Manipulation (Frostmourne is the finest mourneblade made by the Primus[7]. Mourneblades are Runeblades emblazoned with runes of Domination[8] which is a brand of powerful runic Death magic whose sole purpose is the utter suppression of another being[8]. This magic is so powerful that it interferes with a creature’s very understanding of itself and is almost impossible to resist[9]. Frostmourne in particular holds the power of the realm of the Maw itself with it further being stated by Jaina that Frostmourne’s type of magic, Domination, is woven into the very fabric of the Maw and Torghast[10]. It is further stated that the laws that bind the Shadowlands are meaningless within the Maw and that reality is ever changing within it[11] which should give Domination power over the laws of the Shadowlands and the ability to change reality as Domination is woven into the fabric of the realm. Furthermore, Torghast’s interior is stated to defy traditional logic[12] with Domination, as mentioned before, being woven into the very fabric of Torghast. This would entail Domination would as well defy traditional logic and can be used to create structures that defy logic. Anduin, when corrupted by the Domination used by the remnant of Arthas’ soul in Kingsmourne, was forced to do acts he would otherwise consider immoral, even making him feel like he actually enjoyed it[13]. His power and attunement to the light was also completely negated and nullified while under its affects making him unable to use his usual abilities with him struggling to call upon the light even several years after this event and being freed from the Domination that binded his soul. Domination runes have also been shown to be able to be used to manipulate fate and destiny. The Loom of Fates which is lined with Domination runes is used by Fatescribe Roh-Kalo to realign fate in his own favour, resulting in him being able to unceremoniously cause the deaths of his opponents. He can also use it to reduce damage taken by 99%. He can also twist fate itself into a weapon to exploit weaknesses and attack[14]. Arthas should have these abilities as he's shown to be able to use Domination to his own gain and has been shown to see visions of destiny showing he also has access to the fate manipulation part of Domination[4]. It is also possible that Domination is conceptual, the Maw is described as being the embodiment of misery[8]. with it also existing beyond the concepts of distance and time. As such, the Maw and by extension Domination may be conceptual in nature. Lastly, it is worth noting Domination was made by the Primus and is considered the most powerful runic language he had ever created. It was even used to bind the Jailer himself who was the strongest among the Eternal Ones. This means he is extremely adept at Domination and Frostmourne as well as the Helm of Domination were described by the Jailer to be the Primus’ grandest design[7], which should also include the Domination runes used against the Jailer himself, meaning it should be strong enough to even work on Pantheon level characters with the Jailer being stated to be the strongest member of the Pantheon of Death), Chaos Manipulation, Soul Manipulation, Existence Erasure, Astroremkinesis, Life Manipulation, Durability Negation & Resistance Negation (Frostmourne in Warcraft III deals Chaos damage. Chaos magic, which is more commonly known as Fel magic, is described as being a manifestation of Disorder which governs the cosmic systems of the physical universe[15]. When being infused with Fel magic, Sargeras’ very soul was seared[15] with him later using an apocalyptic Fel storm to consume the body and souls of the Titans[15]. Fel magic is fueled by drawing life from living beings. Chaos damage guarantees that damage done will not be mitigated by any armour, resistances or school-specific effects the target might possess though complete invulnerability can mitigate Chaos damage), Death Manipulation, Resistance Negation & One Hit Kill (Can extinguish someone’s life instantly with Wrath of the Lich King which can’t be dodged, blocked or parried, cannot miss, cannot be reflected and bypasses invulnerability/immunity, can instantly kill someone with Lich King’s Fury which also bypasses invulnerability/immunity, and instantly kills Sylvanas and turns her into a Banshee and kills the flowers around her from the after-effect of the attack), Soul Manipulation & Negation (It is stated that just as Frostmourne rends flesh so too does it rend the soul[16]. Arthas can also use Frostmourne to rip the souls out of people's bodies and make the soul fight his opponents. He can also harvest the souls of all nearby enemies with Harvest Souls and can bind souls to his will), BFR (Frostmourne holds the ability to shatter souls leaving part of it to continue its journey to the afterlives of the Shadowlands. Another half of it is then trapped within Frostmourne where it then ends up in the Maw and is frozen in time[13]. The Maw is described as the embodiment of misery, a bleak, painful eternity that awaits the wretched mortal souls sentenced to its inescapable embrace[8].. A soul is not complete until both these halves are reunited which cannot be done unless you can travel to and then escape the Maw. This was the case with Uther who needed the aid of the Maw Walker (one who is able to escape the Maw) to travel to Torghast to retrieve his soul[17]), Acausality (Type 5; Arthas exists as a godlike being relative to that of the Titans[18] who are transcendent beings that exist beyond the worlds in the Great Dark Beyond[19]. This would mean they transcend a place on Azeroth like the Timeless Isles with it being stated by Kairozdormu, a dragon from the Bronze Dragonflight who exists outside of time, that cause and effect is rendered all but meaningless on the Isle[20]. From this we can gather that Arthas is an existence on the level of the Titans and should exist beyond places that are beyond cause and effect granting him acausality of this type), Invulnerability (Nigh-Invulnerability; Saronite is nearly indestructible and incredibly resistant to many forms of magic. It has also shown the ability to regenerate from attacks that do manage to pierce it. Arthas is equipped with Saronite armour[4][21][22][23][24]), Indomitable Will, Willpower Manipulation & Body Puppetry (Is stated to have an iron will that he is able to make use of to bind others to his will and can have control over the body and will of others. He is also able to bind souls to his will for all time[25][26][1]), Aura, Absolute Zero & Disassembly (Death Knights have numerous auras such as Unholy Presence, Blood Presence, Frost Presence as well as talents like Necrotic Aura and Decomposing Aura the latter of which can make an enemy slowly decay. Along with these his presence alone creates a chill that goes beyond temperature[27]), Sealing (Type 3; Can seal souls inside Frostmourne[4]), Mind Manipulation & Mind Control (Ripped apart Ner'zhul's mind which killed Ner'zhul when he fought Ner'zhul's soul for control of his body[4]. Can also control the mind and body of people bypassing resistance to mind control[28][1] and can use Control Undead to dominate an undead forcing it to do his bidding), Power Mimicry (With Dark Simulacrum he can copy any ability used on him 12 seconds after he uses Dark Simulacrum), Energy Manipulation & Darkness Manipulation (Can crush the throat of a target using dark energy and stun the target while doing so. Can also utilise the energy that binds and surrounds all matter to draw an opponent to him and can do the same with Gorefriend’s Grasp but instead it pulls all enemies to him), Damage Boost (with passive abilities such as Improved Death Coil, Bursting Sores, Improved Festering Strike, Improved Frost Strike, Improved Obliterate and more), Empowerment (Humans have the racial ability of The Human Spirit which grants them more Versatility, Haste, Critical Strike and Mastery. Death Knights also have the ability to empower their weapons with runeforges and the ability Empower Rune Weapon), Damage Reduction (Undeads have the racial ability to reduce shadow damage taken. He can also reduce damage taken with Anti-Magic Zone, can reduce all damage taken by 30% with Icebound Fortitude and 15% with Unholy Endurance and can passively reduce magic damage by 10% with Null Magic with magic effects fading 35% in addition), Statistics Amplification (Can boost his strength with Pillar of Frost), Statistics Reduction (Can reduce healing his enemies receive with Festering Wound and can reduce opponent’s speed by 90% with Grip of the Dead), Attack Reflection (Arthas’ armour is made of Saronite which has shown the ability to passively reflect blunt attacks, nature attacks and holy attacks[4][21][22][23][24]), Life Manipulation, Absorption & Darkness Manipulation (Undeads have a racial ability to be able to drain the life of their targets which deals shadow damage), Healing (Can sacrifice undead to heal himself or heal through damaging enemies with abilities like Death Strike. The Undead racial abilities of Cannibalise and Touch of the Grave give Undeads the ability to have their damaging attacks to drain their opponents life and heal them in return and can regenerate health and mana by cannibalising humanoid or undead corpses), Resurrection Negation (Can negate his opponent’s ability to resurrect with Fury of Frostmourne), Psychokinesis (As the Lich King, Ner’zhul is stated to have nearly limitless psychic power[4][1]. As Arthas is also the Lich King and stronger than Ner’zhul was as the Lich King he likely has the same ability due to the statement implying this is a newly found ability as the Lich King), Precognition & Clairvoyance (Can see visions of destiny allowing him to plan for all possible outcomes[4]), Status Effect Inducement (With Outbreak causing Virulent Plague, Howling Blast causing Frost Fever, Death’s Caress causing Blood Plague and more), Homing Attack (Rune Strike as well as other abilities such as Wrath of the Lich King can’t be dodged, blocked or parried), Power Nullification & Absorption (Humans have the racial ability Will to Survive which grants them the ability to remove all stun effects from themselves. Undead also have the ability to remove all charm (such as Mind Control), fear (such as Fear and Psychic Scream) and sleep effects. He also has Anti-Magic Shell which he can use to can create a shield to absorb magical damage and prevent any harmful magic effects), Non-Physical Interaction (Should hold the same ability as most denizens of Azeroth to be able to fight and interact with intangible beings such as elementals, ghosts and even the Sha who are embodiments of negative emotions[29]. Not to mention the fact that Frostmourne directly attacks the soul and in the RPG has the ability of Ghost Touch which gives the weapon the ability to attack incorporeal entities[30]), Paralysis Inducement & Perception Manipulation (With Asphyxiate, Dead of Winter and can disorient enemies by blinding them with Blinding Sheet), Pocket Reality Manipulation (Frostmourne traps souls it steals in a spiritual pocket reality within the blade itself[4][31]), Teleportation, Portal Creation & Dimensional Travel (Can use Death Gate as a means of teleportation. For example he teleported during the Light's Hope Chapel campaign and to the Argent Tournament staging grounds. Death Knights are also shown to be able to use Death Gate to travel to and from their Order Hall of Acherus. It is functionally similar to a Mage’s Portal and Teleport spell. Most importantly, lesser Death Knight acolytes were capable of opening portals from Oribos in the Shadowlands to Azeroth in the Great Dark connecting two planes of existence. The fragments of Arthas' Helm of Domination are also able to create a tether to Azeroth from the Shadowlands[32]), Magic (As a Death Knight he uses multiple magic types such as blood magic, frost magic, unholy magic, shadow magic, death magic and runic magic), Ice Manipulation (Can freeze enemies, can slow enemies with Chains of Ice and Remorseless Winter and can deal frost damage with Breath of Sindragosa), Fire Manipulation (Can shoot fire from Frostmourne[24]), Bone Manipulation (Can surround himself in a Bone Shield increasing his durability and attack speed. Can use Bonestorm to heal himself), Blood Manipulation (With Blood Plague, Blood Boil, Blood Drinker and more), Unholy Manipulation (Has many unholy based abilities as an Unholy Death Knight such as Unholy Presence, Death Coil, Epidemic, Outbreak, Apocalypse, Festering Wounds and More), Magnetism Manipulation (Can draw enemies to him with Magnetic Pull), Weather Manipulation (Can produce a massive winter storm with Remorseless Winter), Disease Manipulation (Can control the plague with his will alone[1]), Dream Manipulation (Created creatures of pure nightmare and made them watch over the realm of the elements[33]), Emotional Manipulation (Can induce someone into a killing frenzy with Unholy Frenzy), Explosion Manipulation (Can explode fallen corpses including his undead minions with Corpse Explosion dealing shadow damage), Energy Projection (Can shoot energy out from Frostmourne[24]), Telepathy (He can talk to undead telepathically[34]), Astral Projection (Is able to project himself to different locations around Northrend even during a quest where the player travels to the spirit world/realm of the elements to relive an echo of Ymiron[33]. Also projected himself atop Naxxanar during the campaign in Borean Tundra[27]), Power Bestowal (Can bestow immortality and power such as the true power over the dead[1]), Weapon Creation (With Blood Death Knight’s Dancing Rune Weapon), Pain Suppression (Undeads naturally have a dulled sense of touch and can withstand their bodies being consumed in righteous fire when healed despite crippling pain[35][36][37]), Forcefield Creation (With Anti-Magic Zone, Anti-Magic Shell, Mastery: Blood Shield and Permafrost), Additional Limbs (With Abomination Limb he can sprout additional limbs to pull enemies towards him), Superhuman Physical Characteristics (Easily exceeds the requirements to be classified as a superhuman. Is described as being a godlike being[18]), Genius Intelligence (Arthas was one of the finest swordsmen in all of Lordaeron and was inducted into the Order of the Silver Hand at 19[1]. Due to his years of martial and paladin training he was able to have insight on the tactics that the Alliance used and was able to siege the kingdom of Lordaeron[4]. After this he laid siege to the kingdom of Quel'thalas and the mage city of Dalaran. For more information see the Intelligence section), Undead Physiology (He is an Undead), Self-Sustenance (Types 1, 2 and 3; As an Undead he is liberated from mortal inconveniences and has the ability to survive underwater without the need to breathe. It is also said Undead no longer need to eat, Undead also do not require sleep nor the need to shelter from the elements[35][36][37]), Underwater Breathing (Type 2; As mentioned before, Undead have the ability to survive underwater without the need to breathe[35][36][37]), Water Walking (With Path of Frost), Social Influencing (Humans have the racial ability Diplomacy which increases their reputation with factions around the world), Enhanced Senses (With the racial ability Perception) and Cursed (Wields the cursed blade Frostmourne[16].)
Summoning & Necromancy (Arthas and those the Lich King has given true power over the dead to[1] can summon both the undead and the ghosts that he's slain with the ghosts he summons maintaining their abilities they had during life. This can notably be seen in the Halls of Reflection dungeon where he summons Falric and Marwyn to fight the Champions on their quest through Icecrown Citadel. Falric and Marwyn then use the power granted to them by Arthas to raise the soldiers of Lordaeron[5] that Arthas killed and raised into undeath which still walk the grounds of Icecrown[38]. These soldiers fall under multiple different classes. Namely Priests, Mages, Paladins, Hunters, Rogues and Warriors[5]. He also killed notable characters such as Antonidas, one of the most adept Mages, Gavinrad, one of the first five Paladins, Anasterian Sunstrider the High King of Quel’thalas who was both a Mage and Warrior and more[17]. It is likely he can summon more than the listed classes and characters as he has been shown to also be able to summon Val’kyr from the Shadowlands as well as ones he created himself[4], he raised Sindragosa into undeath as well as Ner’zhul, during his time as the Lich King, raising ancient dragons from the dead[1] those of which Arthas would now have control over. He also likely has access to fallen adventurers that journeyed to Northrend and fell to the Scourge. Lastly, he has a range of Necromantic summons in the form of members of the Scourge which he can be seen raising during the Wrathgate. He even began to raise the Champions of Azeroth into undeath[4].)
This grants at least the following abilities to either both himself or just those he summons:
Mage: Statistics Reduction (Slow), Transmutation (Polymorph and Mass Polymorph), Ice Manipulation (Ice Wall, Frost Bolt), Fire Manipulation (Fireball, Meteor), Magic (Arcane Blast, Arcane Barrage), Time Manipulation & Spatial Manipulation (Temporal Beacon, Rewind Time, Alter Time), Invisibility (Invisibility, Mass Invisibility), Teleportation (Blink, Teleport and Portal), Statistics Amplification (Time Warp, Arcane Intellect), Invulnerability (Temporary Damage Negation; With Ice Block), Absorption (Mass Barrier, Ice Barrier, Blazing Barrier and Arcane Barrier) and Power Nullification (Counterspell)
Priest: Absorption & Forcefield Creation (Power World: Shield), Pain Manipulation, (Shadow Word: Pain), Pain Suppression (Pain Suppression), Mind Manipulation & Mind Control (Mind Blast and Mind Control), Holy Manipulation & Light Manipulation (Smite), Void Manipulation & Darkness Manipulation (Void Bolt, Void Blast, Shadow Word: Pain and Shadow Word: Death), Telekinesis (Levitate), Fear Manipulation (Psychic Scream), Power Nullification (Silence, Dispel and Mass Dispel), Healing (Vampiric Embrace, Heal, Flash Heal, Greater Heal and Lesser Heal), Statistics Amplification (Angelic Feather and Power Infusion), Perception Manipulation (Mindgames) and Resurrection (Resurrection and Mass Resurrection)
Paladin: Weapon Mastery, Invulnerability & Forcefield Creation (Temporary Damage Negation; With Divine Shield, Blessing of Protection and Blessing of Spellwarding), Holy Manipulation & Light Manipulation (Consecration, Judgement, Exorcism and Crusader Strike), Aura (Retribution Aura, Devotion Aura and Crusader Aura), Statistics Amplification (Avenging Wrath, Final Verdict, Blessing of Summer and Divine Steed), Damage Reduction (Guardian of Ancient Kings and Divine Protection), Power Nullification (Blessing of Sanctuary, Cleanse and Rebuke), Resurrection (Redemption and Intercession) and Healing (Word of Glory and Flash of Light)
Hunter: Weapon Mastery, Animal Manipulation (Call Pet, Beastial Wrath, A Murder of Crows, Call of the Wild and Dire Beast), Invulnerability (Temporary Damage Negation; With Aspect of the Turtle), Explosion Manipulation (Explosive Shot, Bursting Shot and Explosive Trap), Ice Manipulation (Freezing Trap), Power Nullification (Countershot and Chimaeral Sting), Statistics Amplification (Trueshot and Primal Rage) and Stealth Mastery (Camouflage)
Rogue: Weapon Mastery, Stealth Mastery (Stealth, Shroud of Concealment and Vanish), Statistics Amplification (Sprint, Slice and Dice and Cold Blood), Damage Reduction (Feint), Poison Manipulation and Blood Manipulation (Instant Poison, Crippling Poison, Poisoned Knife, Garrote, Sepsis, Rupture and Kingsbane), Healing (Soothing Darkness, Repucerator, Recuperate and Crimson Vial), Power Nullification (Kick) and Invulnerability (Temporary Selective Invulnerability; With Cloak of Shadows and Evasion)
Warrior: Weapon Mastery, Statistics Amplification (Avatar, Battle Shout, Rallying Cry and Recklessness), Power Nullification (Pummel), Attack Reflection (Spell Reflection), Invulnerability (Temporary Selective Invulnerability; With Die by the Sword) and Healing (Second Wind.)
Val’kyr: BFR & Dimensional Travel (Can summon Val'kyr that can freely travel to the Shadowlands and carry spirits to the Shadowlands)
Resistance to Negation, Power Nullification, Resistance Negation, Law Manipulation, Reality Warping Logic Manipulation, Morality Manipulation, Mind Manipulation, Mind Control, Fate Manipulation & possibly Conceptual Manipulation (The Jailer learned to harness the power that was meant to bind him and transcended the bounds of his prison, that being the Domination runes that were branded onto his body[8]. Despite how masterful the Jailer is in Domination magic, Arthas is stated to have been defiant of the Jailer and his Domination magic that was infused into Frostmourne and the Helm of Domination which are described as the vessels of Domination[39]. The Jailer actively tried to move Arthas in the direction of his plans by using the Dreadlords[13]. The Jailer himself also said he was defiant enough to not use the tools of Domination the way the Jailer intended and instead used them for his own selfish desires. It is further stated in an interview that whereas Anduin was corrupted by Domination and was suppressed to the Jailer’s will, that was however, not the case with Arthas as he made his own choices despite a dark power (Domination) calling to him. Due to his resistance to Domination he would therefore have resistance to abilities that are gained from Domination magic), Resistance to Chaos Manipulation, Soul Manipulation, Existence Erasure, Astroremkinesis, Life Manipulation, Durability Negation & Resistance Negation (With Acclimation he can boost his resistance to any magic type that hits him which would include Chaos magic with spells like Chaos Bolt, which sends a bolt of chaotic fire at the target, falling under this category. Chaos magic, which is more commonly known as Fel magic, is described as being a manifestation of Disorder which governs the cosmic systems of the physical universe[15]. When being infused with Fel magic, Sargeras’ very soul was seared[15] with him later using an apocalyptic Fel storm to consume the body and souls of the Titans[15]. Fel magic is fueled by drawing life from living beings. Chaos damage guarantees that damage done will not be mitigated by any armour, resistances or school-specific effects the target might possess though complete invulnerability can mitigate Chaos damage[15]), Resistance to Disease Manipulation, Biological Manipulation, Transmutation, Matter Manipulation & Disassembly (During the events of the Wrathgate Arthas, the Scourge and the forces of the Alliance and Horde were attacked with the Forsaken Blight with all members of the Alliance and Horde present succumbing to the Blight. Arthas on the other hand was barely affected by it. This Blight is strong enough to reduce those affected by it into green shapeless piles of goo Vrykul and Undead alike. It is also stated to vaporise those that tried to handle the shipment of it from New Agamand. While testing this Blight both a Human and Undead were subject to the Blight resulting in a quick death where blood began to stream from her mouth, nose, eyes and ears with the Undead spasming with his skin breaking open in spots and weeping black ichor until he died right after. Lastly it makes cells rapidly degrade which quickly reduces the subject to a shambling husk incapable of reason or thought[40][41][42][43][44]), Resistance to Transmutation, Fear Manipulation, Mind Manipulation, Mind Control, Telekinesis, Paralysis Inducement, Status Effect Inducement, Statistics Reduction, Curse Manipulation, Plant Manipulation, Explosion Manipulation & Ice Manipulation (As a boss character in the game he is naturally resistant to abilities such as Polymorph from Mages, Fear and Psychic Horror from Warlocks and Priests, Mind Control from Priests, Curses from Warlocks, Paralysis from Monks, Entangling Roots from Druids, Explosive Trap from Hunters, Freezing Trap from Hunters, Ice Nova from Mages and the slow from Cone of Cold, the slow from Tar Trap from Hunters and more), Resistance to Corruption, Madness Manipulation & Existence Erasure (Is unaffected by the corruption that Saronite causes when exposed to it as evidenced by him wearing armour made from Saronite. Saronite has the ability to induce insanity and corrupt those who are exposed to it. Saronite also has the power to destroy the body and souls of undead creatures, which Arthas falls under[4][21][22][23][24]), Resistance to Causality Manipulation (Due to being beyond cause and effect he would inherently have immunity to the manipulation of cause and effect as he exists outside the system thereof[20]), Resistance to Soul Manipulation (No longer has a soul while he’s the Lich King as it was the first soul taken by Frostmourne when he became its wielder[45]), Resistance to Mind Manipulation & Mind Control (Was able to stop Ner'zhul from assuming control of his mind and body by ripping apart Ner'zhul's mind instead[4]), Resistance to Curse Manipulation (Can shatter curses through sheer power[46]), Resistance to Social Influencing, Fear Manipulation & Sleep Manipulation (The Undead racial ability Will of the Forsaken grants Undeads the ability to resist charm, fear and sleep effects), Resistance to Pain Manipulation (Undeads naturally have a dulled sense of touch and can withstand their bodies being consumed in righteous fire when healed despite crippling pain[35]), Resistance to Magic, Life Manipulation, Soul Manipulation, Electricity Manipulation, Poison Manipulation, Acid Manipulation, Chi Manipulation, Corrosion Inducement, Vibration Manipulation, Weather Manipulation, Air Manipulation, Blood Manipulation, Disease Manipulation, Explosion Manipulation, Light Manipulation, Earth Manipulation, Energy Manipulation, Corruption, Radiation Manipulation, Water Manipulation, Fungus Manipulation, Gravity Manipulation, Magnetism Manipulation, Plant Manipulation, Plasma Manipulation, Sand Manipulation, Elemental Manipulation, Holy Manipulation, Fire Manipulation, Magma Manipulation, Heat Manipulation, Absolute Zero, Sound Manipulation, Age Manipulation, Black Hole Generation, Reality Warping, Curse Manipulation, Pain Manipulation, Void Manipulation, Astroremkinesis, Antimatter Manipulation, Chaos Manipulation, Spatial Manipulation, Time Manipulation, and more (Saronite is incredibly resistant to many forms of magic. It has been shown to resist and reflect Nature attacks from a Druid and Shaman as well as a Holy attack from a Paladin. Nature attacks can include and is not limited to abilities such as Soul Rot, Chain Lightning, Instant Poison, Acid Burst, Chi Blast, Corrosive Poison, Earth Shock, Hurricane, Fury of Air, Sepsis, Plague, Amber Explosion, Light of Rukhmar, Earthquake, Amber Blast, Corrupted Blood, Radiation Bomb, Life Bolt, Water Bolt, Crystal Barrage, Wild Mushroom, Gravity Well, Magnetic Eruption, Bursting Seed, Plasma Orb and Sand Bolt. He can further boost his resistance to any spell school he is hit by with Acclimation which includes spells such as Elemental Blast, Lava Burst, Fireball, Supernova, Absolute Zero, Sonic Boom, Age Spirits, Black Hole, Curse of Weakness, Curse of Tongues, Shadow Word: Pain, Void Blast, Void Bolt, Cosmic Ejection, Cosmic Ripple, Anti-Matter, Chaos Bolt, Chaos Brand, Chaos Strike, Dimensional Rift, Nether Link, Embrace of Nothingness, Time Bomb, Temporal Anomaly, Temporal Burst, Spatial Disruption, Spatial Compression and more.)
Attack Potency: High Outerverse Level (Just a flicker of a fragment[13] of the soul of Arthas, that was so insignificant that Sylvanas didn’t even consider it a soul, was still strong enough to power Kingsmourne[13]. Typically souls maintain the strength they had when they were alive (sometimes even surpassing it) as seen with characters like Uther, Mograine, Draka and others, with this clearly being a case of a soul being vastly weaker than their normal state. Arthas’ fragmented soul even manifests as a “Remnant of a Fallen King” and fights the Champions of Azeroth during their battle against Anduin furthering the fact that this fragment of Arthas scales to this Anduin. It is even stated that this remnant was the source behind the Domination magic that controlled Anduin's soul before and during the fight[47]. As mentioned before, this fragment is so weak compared to Arthas at full power (with the Helm of Domination and Frostmourne) that unlike all the other souls that exist in the Shadowlands, even the ones chained and broken within the Maw and Torghast, it dissipates nearly straight away when broken away from Kingsmourne. This is all important because Kingsmourne and by extent Arthas' soul was able to amp Anduin to the point where he could one-shot the Archon using the mourneblade. The Archon is a member of the Pantheon of Death also known as the Eternal Ones which is a group of transcendent beings embodying the cosmic force of Death. This Pantheon is stated to be as powerful as the other Pantheons which includes the Pantheon of Order also known as the Titans[19]. To further support his scaling to the Titans, the merging of Arthas and Ner'zhul into the Lich King is described as having formed a godlike being[18] with the Titans often being described as godlike beings[15]. Supporting this even more is the fact that it is stated that the Lich King is an all-powerful entity[30] with the Titans also being referred to as such by Xe'ra[48]. Lastly, it is also stated that once they merged he became one of the mightiest entities the world had ever known[4] with the world having knowledge of Sargeras, the Titans and the Old Gods prior to this. Also worth nothing is that he is also stated to have unparalleled power[49] despite the Champions having fought the Old God Yogg-Saron before fighting him. The Titans are so powerful that a being like Nozdormu is described as the equivalent of a slug crawling out of the mud[50] after feeling the power of Sargeras through the Well of Eternity. This is notable as Nozdormu scales to the Emerald Dream due to him assisting in the defeat of Deathwing who can make the entire realm tremble with his Cataclysm[51]. The Emerald Dream is a vast, ethereal, ever-changing spirit world and is described as a confluence of spirits and strange otherworldly beings[52]. No living creatures except the Titans can ever permanently change the Dream[53]. It is a realm that holds unknowable, transcendent power[51] and exists outside the boundaries of the physical world[52]. Time holds no dominion in the Dream[54] and is considered to be meaningless there[53] as it exists beyond the concept of time due to the fact that the Dream is a domain of Life whereas time is a construct of Order[55]. This can functionally be seen by the green dragonflight that tends to reside there, such as Ysera's consorts. These dragons are considered effectively immortal as they almost never emerge from the Dream, as such they will not age unless they exit the Dream to experience time in the physical world[53]. Furthermore, the permanent denizens of the Dream are therefore considered immortal due to never leaving the realm. It was stated in an interview with lead narrative designer Steve Danuser that without a connection to the mortal plane, time for the individual no longer has meaning which is due to the fact that time is a concept of Order and not of the other Forces such as Life and Death[55]. This explains why Druids that travel to the Dream through dreaming perceive some form of time as they are still tied to their physical bodies in the mortal plane[56], it is their physical body that is experiencing time in the mortal plane and it is not their spiritual dreamform that is within the Dream that perceives time, as the Dream itself is beyond the concept of time due to it not being a concept of Life but rather Order. Most importantly, it is said that this realm of intangibles exists beyond the sway of the concepts of distance and time[15]. Which both confirms that the Dream is beyond the concept of time but above all else, tells us the Dream is also beyond the concept of distance making it at least 1-A. It is also worth noting that the Emerald Dream is stated by Cenarius to have layers, which he described as levels upon levels[50]. These layers are also referred to as paths in the same quote. There are said to be an infinite amount of these paths or layers[52]. These older layers were flawed and unfinished models made by the Titans to perfect their design for Azeroth. As such these older layers are considered incomplete and limited in scope[50][53] as well as being viewed as invisible relative to the higher layers. From this we can gather that the Emerald Dream is a realm that is infinitely high into 1-A. To further support the gap between the Titans and those that scale to the Emerald Dream, Sargeras, a former member of the Pantheon of Order, is stated to be so much stronger than Archimonde and Mannoroth that they were as fleas in comparison to him[50]. Even the entire Burning Legion was described as a shadow compared to him[57]. The manifestation of the Void Lord Dimensius is also described as being a mere shadow relative to his full power[58] with the Void Lords likely being part of the Pantheon of Void. Arthas also scales above the Old Gods such as Yogg-Saron as mentioned before. The Old Gods are beings that are stated to be as much above Krasus as he is to a worm[50]. Krasus scales to 1-A due to his participation in the War of the Ancients which includes his victory over Hakkar the Houndmaster with aid from Malfurion[50]. Hakkar was one of the main leaders of the Legion's assault during the War of the Ancients alongside Archimonde and Mannoroth[50]. From this, we can determine that Arthas scales to characters that are repeatedly shown to dwarf 1-A characters to the same extent that they dwarf dimensioned things.)
Speed: Irrelevant (Arthas is able to fight characters that scale in speed to Deathwing who is able to have his Cataclysm attack travel from Azeroth all the way to the Emerald Dream making the Dream itself tremble[51]. The Dream as stated above is beyond the concepts of distance and time[15]. He also scales above Malfurion who can travel between the infinite layers of the Emerald Dream[50].)
Lifting Strength: Unknown, possibly Irrelevant
Striking Strength: High Outerverse Level
Durability: High Outerverse Level
Stamina: Inexhaustible (as an Undead he does not require rest[37].)
Range: possibly Irrelevant
Standard Equipment: Frostmourne (One of two vessels of Domination[7], Frostmourne is a fearsome, rune-inscribed two-handed longsword[59], it possessed the power to shatter[17] and imprison the souls of its victims[4] and could remake the living into mindless undead[60]. In the time wielded by Arthas, Frostmourne had in that time spilled the blood of kings, destroyed nations, and inflicted scars on the world that remain to this day. The name alone is enough to chill the hearts of the living. Few weapons have shaped as much of modern history as this one[60]. The blade was crafted by the Primus who was at the time imprisoned by Zovaal and known as the Runecarver. Frostmourne and the Helm of Domination were considered his grandest designs up to that point with Frostmourne in particular being the finest mourneblade made by the Primus[7]), Helm of Domination (The Helm of Domination was the other vessel of Domination crafted by the Primus[61][7]. The Helm of Domination was a magical, ornate[44] helm (or crown)[62] infused with the power of Domination[63] and worn by the Lich King to control the Undead Scourge. It was destroyed by Sylvanas Windrunner to open a rift into the Shadowlands. Despite being a fractured remnant of the Lich King's power, the shards of the Helm still retained the power of Domination and, therefore, incredible power over the souls of the dead[64][65][66]. The shards were used to enter the Shadowlands and pursue Sylvanas[67] and enslave souls for information on how to escape the Maw[64][65], before being placed on the Shadowlands Map in Oribos in order to establish a tether with Azeroth[68].) and Saronite Armour (It is said that the Lich King’s armour is composed of Saronite, a substance reputed to be the black blood of Old Gods. It is the same substance which the Lich King used in the construction of many Scourge structures, including Angrathar the Wrath Gate and the indomitable fortress of Icecrown[21]. Saronite has been shown to be able to resist and reflect magical attacks as well as regenerate from physical damage inflicted on it[4][21][22][23][24].)
Intelligence: Genius (Arthas was one of the finest swordsmen in all of Lordaeron and was inducted into the Order of the Silver Hand at 19[1]. Due to his years of martial and paladin training he was able to have insight on the tactics that the Alliance used and was able to siege the kingdom of Lordaeron[4]. After this he laid siege to the kingdom of Quel'thalas and the mage city of Dalaran resulting in the destruction of both and the killing of their leaders. Quel'thalas in particular stood for 7,000 years showing how much of a military feat it is for Arthas to destroy the kingdom and slaughter 90% of the population including its king, grand magister, military leader and the entire Convocation[69]. As a Death Knight, Arthas was able to defeat Illidan in one-on-one combat. This is notable as Illidan is a prodigious night elf who is over 15,000 years old and has had thousands of years of battle experience[1]. Night elves are wise spell casters training in the magical arts for thousands of years. Those with amber eyes like Illidan's signified great druidic potential. The night elf empire grew with their hastened learning of spell casting compared to other races on Kalimdor which resulted in them claiming further territory that was long ruled by the trolls[53]. Illidan is also capable of leading the Illidari Demon Hunters he trained on incursions to the Legion's occupations on other planets such as Mardum[70] as well as conquering the broken planet of Outland where he became the Lord of Outland though still lived in fear that Arthas may one day find him[71]. Despite all this great battle intelligence, Arthas was able to overcome Illidan and defeat him in battle, showing his great intelligence when it comes to combat. As the Lich King he fully ruled the army of the Scourge taking out many threats to their reign over Northrend further proving his military dominance. He was also able to see visions of destiny and plot all the possible outcomes of his plans during the events of the Wrath of the Lich King[4] showing how far his military intelligence grew as he was capable of plotting for any outcome of his war plans against the forces of the Alliance and Horde.)
Weaknesses: The destruction of Frostmourne will instantly result in the release of the souls trapped within the mourneblade. From there the spirits of the Lich King's victims will swarm their tormentor, repaying his cruelty with righteous vengeance. After this Arthas is left defenceless and fatally wounded. This feat was only accomplished by Tirion landing a desperate blow when Arthas was convinced he had won and had already begun to raise the Champions into undeath. As this occurred, Tirion was blessed by the Light, allowing him to break free from his icy prison and amping both him and the Ashbringer[4][72], both of which directly counter the undead. The Ashbringer in particular destroys the undead so thoroughly it leaves nothing but ash in its wake.[73][74].
Feats: Arthas most notably slaughtered the Champions of Azeroth[4] who were stated to be Azeroth’s greatest champions and the greatest fighting force Azeroth had ever known[72] up until that point. These same champions have previously defeated many notable threats such as: Yogg-Saron[75], C’thun[76], Kel’Thuzad[77], Illidan[78], Nefarian[79], Ragnaros[80], Archimonde[81], Kil’Jaeden[82] and more. Arthas also fought one of his toughest battles against Illidan before he became the Lich King[83]. It is worth noting that although he was weaker than he is as the Lich King by a large degree, Arthas at this point was being amped by the remaining powers of the Lich King at the time, Ner’zhul[4]. It is stated that it was the only time up to that point where he came close to dying[3]. Despite the adversity he sliced into Illidan’s flesh and nearly killed him, yet Arthas never delivered the final blow[4]. Although Illidan at this point was also far weaker than when we see him in Legion he was still immensely strong with Kil’jaeden even thinking Illidan was strong enough to defeat the Lich King, Ner'zhul[4]. Lastly, he is able to control the entire Scourge in which his ability to control them is proportional to his power[25]. As he weakens so too does his grip on the Scourge. This is notable as the Scourge is capable of causing unimaginable damage to Azeroth when not being controlled by a Lich King[4]. Arthas also views that his ideal Scourge, one that has the Champions of Azeroth raised amongst it, would be far more capable than the Alliance and Horde to defend the world against any potential threats, naming the Legion and Void specifically.[4] This is consistent with Mal’ganis viewing the Legion, Argus and the Scourge as equal pawns in the Jailer’s game that is beyond the grasp of himself and the other dreadlords[84].
Notable Attacks and Techniques[]
Domination: Domination is a brand of powerful runic Death magic whose sole purpose is the utter suppression of another being. This magic is so powerful that it interferes with a creature’s very understanding of itself and is almost impossible to resist.
Wrath of the Lich King: Extinguishes the life of one who has exercised poor judgment. Cannot be dodged, parried or blocked. Unaffected by invulnerability. Cannot be reflected. Cannot miss.
Grasp of the Lich King: Completely subdues the hapless object of the Lich King's ire. Unaffected by invulnerability. Cannot be reflected.
Lich King’s Fury: Instantly kills the target. Unaffected by invulnerability. Ignores Line of Sight.
Berserk: Increases the caster's attack speed by 150% and all damage it deals by 900% for 30 min.
Pillar of Frost: The power of frost increases your Strength by 30% for 12 sec.
Unbreakable Armor: Reinforces your armor with a thick coat of ice, increasing your armor by 25% and increasing your Strength by 20% for 20 sec.
Unholy Assault: Strike your target dealing 127% of Attack power as Shadow damage, infecting the target with 4 Festering Wounds and sending you into an Unholy Frenzy increasing all damage done by 20% for 20 sec.
Mastery: Frozen Heart: Increases the damage of your Frost abilities by 16.0%.
Mastery: Dreadblade: Increases the damage of your Minions and Shadow damage abilities by 14.0%.
Mastery: Blood Shield: Each time you heal yourself with Death Strike, you gain 16.0% of the amount healed as a Physical damage absorption shield. Also increases your attack power by 8.0%.
Fury of Frostmourne: Deals 1000000 Shadow damage to all enemies and rendering them unable to release spirit or resurrect.
Harvest Soul: Attempts to harvest the target's soul, dealing 20000 Shadow damage per second for 6 sec. If the target is still alive after the channel is completed, the target's soul will be transferred into Frostmourne to be devoured.
Dark Pact: Sacrifices all nearby undead to gain health.
Raging Spirit: Rips out a piece of the target's spirit, causing it to attack them.
Rune Strike: Strike the target for (60% of Attack power) Physical damage. This attack cannot be dodged, blocked, or parried.
Defile: Defiles the area under a random target. Any enemies got within this area will be dealt shadow damage and cause the area to grow. Lasts 30s.
Ice Lock: Encases the target in ice, rendering them unable to act and causing them to be immune.
Infest: Deals 17672 to 19828 Shadow damage to all enemy players within 50000 yards. In addition, the targets will take increasing Shadow damage per second. This effect is removed when the target has more than 90% health.
Necrotic Plague: Infests the target with a deadly plague, causing 150000 Shadow damage every 5 sec for 15 sec. If the target dies while afflicted or the effect ends, this effect will gain an additional stack and jump to a nearby unit. If this effect is dispeled, it will lose a stack and jump to a nearby unit. Whenever this effect jumps, The Lich King's power will increase.
Pain and Suffering: Deals 7540 to 8460 Shadow damage in a cone effect in front of the caster. In addition, the targets will take 1200 Shadow damage per second for 3 sec.
Quake: Sends out underground shockwaves, causing the edge of the platform to crumble.
Remorseless Winter: Creates a massive winter storm, dealing 14138 to 15862 Frost damage per second to all surrounding enemies within 45 yards.
Soul Reaper: Strikes the target for 50% weapon damage and afflicts the target with Soul Reaper. This effect deals 70000 Shadow damage after 5 sec and increases the caster's haste by 100% for 5 sec.
Summon Drudge Ghouls: Summons 3 Drudge Ghouls over 3 sec.
Summon Val’kyr: Summons a Val'kyr Shadowguard.
Vile Spirits: Creates 10 Vile Spirits which will attack enemies after 30 seconds.
Magnetic Pull: Draws the target to the caster.
Tendrils of Frost: Tendrils of frost-fire engulf the target, inflicting 2188 to 2812 Frost damage.
Desecration: Your Plague Strikes have a chance to cause the Grasp of the Dead effect for 7 yards around the target. Targets in the area are slowed by 50%.
Summons Shambling Horror: Summons a Shambling Horror.
Frost Presence: 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.
Unholy Presence: 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.
Raise Dead: Raises a ghoul to fight by your side.
Raise Abomination: Raises an Abomination for 25 sec which wanders and attacks enemies near where it was summoned, applying Festering Wound when it melees targets, and affecting all those nearby with Virulent Plague.
Army of the Dead: Summons a legion of ghouls who swarms your enemies, fighting anything they can for 30 sec.
Summon Gargoyle: Summon a Gargoyle into the area to bombard the target for 25 sec. The Gargoyle gains 1% increased damage for every 1 Runic Power you spend.
Control Undead: Dominates the target undead creature, forcing it to do your bidding for 5 min.
Frost Breath: Summons Sindragosa, who breathes frost on all enemies within 40 yd in front of you, dealing (420% of Attack power) Frost damage and slowing movement speed by 50% for 10 sec.
Breath of Sindragosa: Continuously deal Frost damage every 1 sec to enemies in a cone in front of you, until your Runic Power is exhausted. Deals reduced damage to secondary targets.
Dark Transformation: Your ghoul deals 44% of Attack power as Shadow damage to 5 nearby enemies and transforms into a powerful undead monstrosity for 15 sec. Granting them 100% energy and the ghoul's abilities are empowered and take on new functions while the transformation is active.
Festering Wound: Festering Strike applies a pustulent lesion that will burst on death or when damaged by Scourge Strike, dealing (23.845% of Attack power) Shadow damage and generating 3 Runic Power.
Anti-Magic Shell: 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.
Icebound Fortitude: The Death Knight freezes his blood to become immune to Stun effects and reduce all damage taken by 20% for 12 sec.
Rune Tap: Reduces all damage taken by 20% for 4 sec.
Lichborne: Draw upon unholy and frost energies to become Undead for 10 sec. While undead all damage is reduced by 30% and you are nearly unstoppable becoming immune to Stun, Snare, Fear and Root effects. However, during Lichborne you cannot move faster than 50% of normal speed.
Dark Simulacrum: 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.
Strangulate: Shadowy tendrils constrict an enemy's throat, silencing them for 4 sec.
Dark Pact: Sacrifices an undead minion, healing the Death Knight for 25% of his maximum health. This heal cannot be a critical.
Mark of Blood: Places a Mark of Blood on an enemy for 15 sec. The enemy's damaging auto attacks will also heal their victim for 3% of the victim's maximum health.
Vampiric Blood: Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.
Empower Rune Weapon: Empower your rune weapon, gaining 15% Haste and generating 1 Rune and 5 Runic Power instantly and every 5 sec for 20 sec.
Death Coil: Fires a blast of unholy energy at the target, causing (64.368% of Attack power) Shadow damage to an enemy or healing an Undead ally for (463.75% of Attack power) health.
Apocalypse: Bring doom upon the enemy, dealing 50% of Attack power as Shadow damage and bursting up to 4 Festering Wounds on the target. Summons 4 Army of the Dead ghouls for 20 sec.
Soul Reaper: Strike an enemy for (44.88% of Attack power) Shadowfrost damage and afflict the enemy with Soul Reaper. After 5 sec, if the target is below 35% health this effect will explode dealing an additional (205.92% of Attack power) Shadowfrost damage to the target. If the enemy that yields experience or honor dies while afflicted by Soul Reaper, gain Runic Corruption.
Consumption: Strikes all enemies in front of you with a hungering attack that deals 87% Physical damage and heals you for 100% of that damage.
Obliterate: A brutal instant attack that deals 150% weapon damage plus 546. Total damage is increased by 12.5% for each of your diseases on the target.
Festering Strike: Strikes for (139.2% of Attack power) Physical damage and infects the target with 2-3 Festering Wounds.
Necrotic Strike: A vicious strike that deals 100% weapon damage and absorbs the next (0.70 * Attack power) 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%.
Plague Strike: A vicious strike that deals 100% weapon damage plus 354 and infects the target with Blood Plague, a disease dealing Shadow damage over time.
Blood Strike: Instantly strike the enemy, causing 80% weapon damage plus 715. Damage is increased by 12.5% for each of your diseases on the target.
Death Strike: Focuses dark power into a strike that deals 55% of Attack power physical damage and heals you for 25.00% of all damage taken in the last 5 sec, minimum 7.0% of maximum health.
Heart Strike: Instantly strike the target and 1 other nearby enemy, causing 57% of Attack power as Physical damage, and reducing enemies' movement speed by 20% for 8 sec
Outbreak: Instantly applies Blood Plague and Frost Fever to the target enemy.
Icy Touch: Chills the target for 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.
Pestilence: 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.
Frost Fever: A disease that deals Frost damage every 3 sec and reduces the target's melee and ranged attack speed by 20% for 21 sec.
Blood Plague: A shadowy disease that drains 64 health from the target over 24 sec.
Epidemic: Causes each of your Virulent Plagues to flare up, dealing 23% of Attack power as Shadow damage to the infected enemy, and an additional 9% of Attack power as Shadow damage to all other enemies near them.
Horn of Winter: 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 549. Lasts 2 min.
Death and Decay: Corrupts the ground targeted by the Death Knight, causing Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat.
Blood Boil: Boils the blood of all enemies within 10 yards, dealing Shadow damage. Deals additional damage to targets infected with Blood Plague or Frost Fever.
Corpse Explosion: Cause a target corpse to explode in a shower of gore. Does not affect mechanical or elemental corpses.
Chains of Ice: Shackles the target with frozen chains, reducing movement speed by 70% for 8 sec.
Abomination Limb: Sprout an additional limb, dealing Shadow damage over 12 sec to all nearby enemies. Deals reduced damage beyond 5 targets. Every 1 sec, an enemy is pulled to your location if they are further than 8 yds from you. The same enemy can only be pulled once every 4 sec.
Death Grip: Harnesses the energy that surrounds and binds all matter, drawing the target toward you.
Death Gate: Opens a gate which you can use to return to Ebon Hold. Using a Death Gate while in Ebon Hold will return you back to near your departure point.
Wraith Walk: Embrace the power of the Shadowlands, removing all root effects and increasing your movement speed by 70% for 4 sec. Taking any action cancels the effect. While active, your movement speed cannot be reduced below 170%.
Death’s Advance: For 10 sec, your movement speed is increased by 35%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks.
Blood Tap: Consume the essence around you to generate 1 Rune. Recharge time reduced by 2 sec whenever a Bone Shield charge is consumed.
Raise Ally: Pours dark energy into a dead target, reuniting spirit and body to allow the target to reenter battle with 60% health and at least 20% mana.
- Reaper’s Mark: Viciously slice into the soul of your enemy, dealing 249% of Attack power as Shadowfrost damage and applying Reaper's Mark. Each time you deal Shadow or Frost damage, add a stack of Reaper's Mark. After 12 sec or reaching 40 stacks, the mark explodes, dealing 19% of Attack power as damage per stack. Reaper's Mark travels to an unmarked enemy nearby if the target dies, or explodes below 35% health when there are no enemies to travel to. This explosion cannot occur again on a target for 3 min.
- Wave of Souls: Reaper's Mark sends forth bursts of Shadowfrost energy and back, dealing 77 of Attack power as Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 5% increased Shadowfrost damage for 15 sec, stacking up to 2 times, and it is always a critical strike on its way back.
- Soul Rupture: When Reaper's Mark explodes, it deals 20% of the damage dealt to nearby enemies and causes them to deal 5% reduced Physical damage to you for 10 sec.
- Swift and Painful: If no enemies are struck by Soul Rupture, you gain 10% Strength for 8 sec. Wave of Souls is 100% more effective on the main target of your Reaper's Mark.
- Exterminate: After Reaper's Mark explodes, your next 2 Obliterate cost 1 Rune and summon 2 scythe to strike your enemies. The first scythe strikes your target for 335% of Attack power as Shadowfrost damage and has a 30% chance to apply Reaper's Mark, the second scythe strikes all enemies around your target for 114% of Attack power as Shadowfrost damage and applies Frost Fever. Deals reduced damage beyond 8 targets.
- Wither Away: Frost Fever and Blood Plague deals its damage 100% faster, and the second scythe of Exterminate applies Frost Fever and Blood Plague.
- Grim Reaper: Reaper's Mark initial strike grants Killing Machine. Reaper's Mark explosion deals up to 30% increased damage based on your target's missing health.
- Reaper of Souls: When you apply Reaper's Mark, the cooldown of Soul Reaper is reset, your next Soul Reaper costs no runes, and it explodes on the target regardless of their health. Soul Reaper damage is increased by 20%.
- Dark Talons: Marrowrend and Heart Strike or consuming Killing Machine or Rime has a 25% chance to grant 3 stacks of Icy Talons and increase its maximum stacks by the same amount for 6 sec. Runic Power spending abilities count as Shadowfrost while Icy Talons is active.
- Reaper’s Onslaught: Reduces the cooldown of Reaper's Mark by 15 sec, but the amount of Obliterates empowered by Exterminate is reduced by 1.
- Bind in Darkness: Blood Boil deals 10% increased damage, and is now Shadowfrost. Rime empowered Howling Blast deals 30% increased damage to its main target, and is now Shadowfrost. Shadowfrost damage applies 2 stacks to Reaper's Mark and 4 stacks when it is a critical strike.
- Pact of the Deathbringer: When you suffer a damaging effect equal to 25% of your maximum health, you instantly cast Death Pact at 50% effectiveness. May only occur every 2 min. When a Reaper's Mark explodes, the cooldowns of this effect and Death Pact are reduced by 5 sec.
- Rune Carved Plates: Each Rune spent reduces the magic damage you take by 1.5% and each Rune generated reduces the physical damage you take by 1.5% for 5 sec, up to 5 times.
- Death’s Messenger: Reduces the cooldowns of Lichborne and Raise Dead by 30 sec.
- Expelling Shield: When an enemy deals direct damage to your Anti-Magic Shell, their cast speed is reduced by 10% for 6 sec.
Rider of the Apocalypse: Riders of the Apocalypse call forth the power of the legendary Four Horsemen. They call upon the Horsemen for aid and tap into the powers of death, famine, and disease.
- Rider’s Champion: Spending Runes has a chance to call forth the aid of a Horsemen for 10 sec. Mograine: Casts Death and Decay at his location that follows his position. Whitemane: Casts Undeath on your target dealing 11% of Attack power as Shadowfrost damage per stack every 3 sec, for 24 sec. Each time Undeath deals damage it gains a stack. Cannot be Refreshed. Trollbane: Casts Chains of Ice on your target slowing their movement speed by 40% and increasing the damage they take from you by 5% for 8 sec. Nazgrim: While Nazgrim is active you gain Apocalyptic Conquest, increasing your Strength by 5%.
- On a Paler Horse: While outdoors you are able to mount your Acherus Deathcharger in combat.
- Death Charge: Call upon your Death Charger to break free of movement impairment effects. For 10 sec, while upon your Death Charger your movement speed is increased by 100%, you cannot be slowed below 100% of normal speed, and you are immune to forced movement effects and knockbacks.
- Whitemane’s Famine: When Scourge Strike or Obliterate damages an enemy affected by Undeath it gains 1 stack and infects another nearby enemy.
- Hungering Thirst: The damage of your diseases, Death Coil and Frost Strike are increased by 10%.
- Apocalypse Now: Army of the Dead and Frostwyrm's Fury call upon all 4 Horsemen to aid you for 20 sec.
- Mograine’s Might: Your damage is increased by 5% and you gain the benefits of your Death and Decay while inside Mograine's Death and Decay.
- Nazgrim’s Conquest: If an enemy dies while Nazgrim is active, the strength of Apocalyptic Conquest is increased by 3%. Additionally, each Rune you spend increase its value by 1%.
- A Feast of Souls: While you have 2 or more Horsemen aiding you, your Runic Power spending abilities deal 20% increased damage.
- Fury of the Horsemen: Every 50 Runic Power you spend extends the duration of the Horsemen's aid in combat by 1 sec, up to 5 sec.
- Pact of the Apocalypse: When you take damage, 5% of the damage is redirected to each active horsemen.
- Horseman’s Aid: While at your aid, the Horsemen will occasionally cast Anti-Magic Shell on you and themselves at 80% effectiveness. You may only benefit from this effect every 45 sec.
- Mawsworn Menace: Scourge Strike deals 15% increased damage, Obliterate deals 10% increased damage and the cooldown of your Death and Decay is reduced by 10 sec.
San’layn: San’layn excel at using blood and shadow magic to weaken their enemies and empower their own capabilities.
- Vampiric Strike: Your Death Coil, Epidemic and Death Strike have a 25% chance to make your next Scourge Strike or Heart Strike become Vampiric Strike. Vampiric Strike heals you for 2% of your maximum health and grants you Essence of the Blood Queen, increasing your Haste by 1.0%, up to 5.0% for 20 sec.
- Newly Turned: Raise Ally revives players at full health and grants you and your ally an absorb shield equal to 20% of your maximum health.
- Vampiric Speed: Death's Advance and Wraith Walk movement speed bonuses are increased by 10%. Activating Death's Advance or Wraith Walk increases 4 nearby allies movement speed by 20% for 5 sec.
- Infliction of Sorrow: When Vampiric Strike damages an enemy affected by your Virulent Plague or Blood Plague, it extends the duration of the disease by 3 sec, and deals 10% of the remaining damage to the enemy. After Gift of the San'layn ends, your next Scourge Strike or Heart Strike consumes the disease to deal 100% of their remaining damage to the target.
- Visceral Strength: When Crimson Scourge is consumed, you gain 12% Strength for 12 sec. When Sudden Doom is consumed, you gain 8% Strength for 5 sec.
- Gift of the San’layn: While Dark Transformation or Dancing Rune Weapon is active you gain Gift of the San'layn. Gift of the San'layn increases the effectiveness of your Essence of the Blood Queen by 100%, and Vampiric Strike replaces your Scourge Strike for the duration.
- Blood-Soaked Ground: While you are within your Death and Decay, your physical damage taken is reduced by 5% and your chance to gain Vampiric Strike is increased by 5%.
- Frenzied Bloodthirst: Essence of the Blood Queen stacks 2 additional times and increases the damage of your Death Coil and Death Strike by 5% per stack.
- Incite Terror: Vampiric Strike, Scourge Strike and Heart Strike cause your targets to take 1% increased Shadow damage, up to 5% for 15 sec. Vampiric Strike benefits from Incite Terror at 400% effectiveness.
- Vampiric Aura: Your Leech is increased by 2%. While Lichborne is active, the Leech bonus of this effect is increased by 100%, and it affects 4 allies within 12 yds.
- Bloody Fortitude: Icebound Fortitude reduces all damage you take by up to an additional 20% based on your missing health. Killing an enemy that yields experience or honor reduces the cooldown of Icebound Fortitude by 3 sec.
- The Blood is Life: Vampiric Strike has a chance to summon a Blood Beast to attack your enemy for 10 sec. Each time the Blood Beast attacks, it stores a portion of the damage dealt. When the Blood Beast dies, it explodes, dealing 50% of the damage accumulated to nearby enemies and healing the Death Knight for the same amount. Deals reduced damage beyond 8 targets.
- Pact of the San’layn: You store 50% of all Shadow damage dealt into your Blood Beast to explode for additional damage when it expires.
- Sanguine Scent: Your Death Coil, Epidemic and Death Strike have a 15% increased chance to trigger Vampiric Strike when damaging enemies below 35% health.
- Might of the Frozen Wastes: Wielding a two-handed weapon increases Obliterate damage by 30%, and your auto attack critical strikes always grant Killing Machine.
- Commander of the Dead: Dark Transformation also empowers your Army of the Dead for 30 sec, increasing their damage by 35%.
- Unholy Endurance: Increases Lichborne duration by 2 sec and while active damage taken is reduced by 15%.
- Frigid Executioner: Obliterate deals 15% increased damage and has a 15% chance to refund 2 runes.
- Rime: Obliterate has a 45% chance to cause your next Howling Blast to consume no runes and deal 225% additional damage.
- Improved Rime: Increases Howling Blast damage done by an additional 75%.
- Biting Cold: Remorseless Winter damage is increased by 35%. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime.
- Improved Frost Strike: Increases Frost Strike damage by 10%.
- Frostwhelp’s Aid: Pillar of Frost summons a Frostwhelp who breathes on all enemies within 40 yards in front of you for (42% of Attack power) Frost damage. Each unique enemy hit by Frostwhelp's Aid grants you 8% Mastery for 15 sec, up to 40%.
- Inexorable Assault: Obliterate and Frostscythe consume a stack to deal an additional 26% of Attack power as Frost damage.
- Shattering Blade: When Frost Strike damages an enemy with 5 stacks of Razorice it will consume them to deal an additional 115% damage.
- Avalanche: Casting Howling Blast with Rime active causes jagged icicles to fall on enemies nearby your target, applying Razorice and dealing 22% of Attack power as Frost damage.
- Icebreaker: When empowered by Rime, Howling Blast deals 30% increased damage to your primary target.
- Improved Festering Strike: Festering Strike and Festering Wound damage increased by 10%.
- Plaguebringer: Scourge Strike causes your disease damage to occur 100% more quickly for 10 sec.
- All Will Serve: Your Raise Dead spell summons an additional skeletal minion.
- Magus of the Dead: Apocalypse and Army of the Dead also summon a Magus of the Dead who hurls Frostbolts and Shadow Bolts at your foes.
- Improved Death Coil: Death Coil deals 15% additional damage and seeks out 1 additional nearby enemy.
- Sudden Doom: Your auto attacks have a 25% chance to make your next Death Coil or Epidemic cost 10 less Runic Power and critically strike. Additionally, your next Death Coil will burst 1 Festering Wound.
- Harbinger of Doom: Sudden Doom triggers 30% more often, can accumulate up to 2 charges, and increases the damage of your next Death Coil by 20% or Epidemic by 10%.
- Ghoulish Frenzy: Dark Transformation also increases the attack speed and damage of you and your Monstrosity by 5%.
- Unholy Blight: Dark Transformation surrounds your ghoul with a vile swarm of insects for 6 sec, stinging all nearby enemies and infecting them with Virulent Plague and an unholy disease that deals 27% of Attack power as damage over 14 sec, stacking up to 4 times.
- Morbidity: Diseased enemies take 1% increased damage from you per disease they are affected by.
- Rot and Wither: Your Death and Decay rots enemies each time it deals damage, absorbing healing equal to 100% of damage dealt.
- Bloodforged Armor: Death Strike reduces all Physical damage taken by 20% for 3 sec.
- Improved Heart Strike: Heart Strike damage increased by 15%
- Improved Vampiric Blood: Vampiric Blood's healing and absorb amount is increased by 5% and duration by 2 sec.
- Blood Feast: Anti-Magic Shell heals you for 100% of the damage it absorbs.
- Voracious: Death Strike's healing is increased by 15% and grants you 12% Leech for 8 sec.
- Heart Rend: Heart Strike has a chance to increase the damage of your next Death Strike by 20%.
- Necrotic Aura: All enemies within 8 yards take 4% increased magical damage.
- Decomposing Aura: All enemies within 8 yards slowly decay, losing up to 3% of their max health every 2 sec. Max 5 stacks. Lasts 6 sec.
- Bloody Vengeance: Gives you a 3% bonus to physical damage you deal for 30 sec after dealing a critical strike from a weapon swing, spell, or ability. This effect stacks up to 3 times.
- Abomination's Might: Increases the attack power by 10% of party and raid members within 100 yards. Also increases your total Strength by 2%.
- Bloodworms: Your auto attacks have a chance to summon a Bloodworm. Bloodworms deal minor damage to your target for 15 sec and then burst, healing you for 15% of your missing health. If you drop below 50% health, your Bloodworms will immediately burst and heal you.
- Will of the Necropolis: Damage taken below 30% Health is reduced by 20%.
- Might of Mograine: Increases the critical strike damage bonus of your Blood Boil, Blood Strike, Death Strike, and Heart Strike abilities by 15%.
- Blood Gorged: When you are above 75% health, you deal 10% more damage. In addition, your attacks ignore up to 10% of your opponent's armor at all times.
- Runic Focus: 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.
- Butchery: Whenever you kill an enemy that grants experience or honor, you generate up to 10 runic power. In addition, you generate 1 runic power per 5 sec while in combat.
- Subversion: Increases the critical strike chance of Blood Strike, Scourge Strike, Heart Strike and Obliterate by 3%, and reduces threat generated while in Blood or Unholy Presence by 8%.
- Blade Barrier: Whenever your Blood Runes are on cooldown, you gain the Blade Barrier effect, which decreases damage taken by 1% for the next 10 sec.
- Bladed Armor: Increases your attack power by 1 for every 180 armor value you have.
- Scent of Blood: You have a 15% chance after dodging, parrying or taking direct damage to gain the Scent of Blood effect, causing your next 3 melee hits to generate 10 runic power.
- Two-Handed Weapon Specialization: Increases the damage you deal with two-handed melee weapons by 2%.
- Spell Deflection: You have a chance equal to your Parry chance of taking 15% less damage from a direct damage spell.
- Vendetta: Heals you for up to 2% of your maximum health whenever you kill a target that yields experience or honor.
- Veteran of the Third War: Increases your total Strength by 6%, your Stamina by 3%, and your expertise by 6.
- Runic Power Mastery: Increases your maximum Runic Power by 15.
- Toughness: Increases your armor value from items by 2% and reduces the duration of all movement slowing effects by 6%.
- Icy Reach: Increases the range of your Icy Touch, Chains of Ice and Howling Blast by 5 yards.
- Black Ice: Increases your Frost and Shadow damage by 10%.
- Nerves of Cold Steel: Increases your chance to hit with one-handed melee weapons by 1% and increases the damage done by your off-hand weapon by 8%.
- Annihilation: Increases the critical strike chance of your melee special abilities by 3%. In addition, there is a 100% chance that your Obliterate will do its damage without consuming diseases.
- Chill of the Grave: Your Chains of Ice, Howling Blast, Icy Touch and Obliterate generate 2.5 additional runic power.
- Endless Winter: Your strength is increased by 4% and your Mind Freeze no longer costs runic power.
- Frigid Dreadplate: Reduces the chance melee attacks will hit you by 1%.
- Glacier Rot: Diseased enemies take 7% more damage from your Icy Touch, Howling Blast and Frost Strike.
- Deathchill: When activated, makes your next Icy Touch, Howling Blast, Frost Strike or Obliterate a critical hit if used within 30 sec.
- Merciless Combat: Your Icy Touch, Howling Blast, Obliterate and Frost Strike do an additional 6% damage when striking targets with less than 35% health.
- Chilblains: Victims of your Frost Fever disease are Chilled, reducing movement speed by 30% for 10 sec.
- Improved Frost Presence: While in Blood Presence or Unholy Presence, you retain 8% stamina from Frost Presence, and damage done to you is decreased by an additional 2% in Frost Presence.
- Threat of Thassarian: Requires One-Handed Melee Weapon. When dual-wielding, your Death Strikes, Obliterates, Plague Strikes, Rune Strikes, Blood Strikes and Frost Strikes have a 100% chance to also deal damage with your offhand weapon.
- Blood of the North:' Increases Blood Strike and Frost Strike damage by 10%. In addition, whenever you hit with Blood Strike or Pestilence there is a 100% chance that the Blood Rune will become a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune.
- Acclimation: When you are hit by a spell, you have a 30% chance to boost your resistance to that type of magic for 18 sec. Stacks up to 3 times.
- Guile of Gorefiend: Increases the critical strike damage bonus of your Blood Strike, Frost Strike, Howling Blast and Obliterate abilities by 15%, and increases the duration of your Icebound Fortitude by 2 secs.
- Tundra Stalker: Your spells and abilities deal 15% more damage to targets infected with Frost Fever. Also increases your expertise by 5.
- Virulence: Increases the damage done by your diseases by 10%.
- Ravenous Dead: Increases your total Strength by 1% and the contribution your Ghouls get from your Strength and Stamina by 20%.
- Unholy Command: Reduces the cooldown of your Death Grip ability by 10 sec.
- Necrosis: Dealing damage with Death Coil causes your next [Clawing Shadows / Scourge Strike] to deal 35% increased damage.
- On a Pale Horse: You become as hard to stop as death itself. The duration of all Stun and Fear effects used against you is reduced by 20%, and your mounted speed is increased by 20%. This does not stack with other movement speed increasing effects.
- Blood-Caked Blade: Your auto attacks have a 30% chance to cause a Blood-Caked Strike, which hits for 25% weapon damage plus 12.5% for each of your diseases on the target.
- Night of the Dead: Reduces the cooldown on Raise Dead by 90 sec and the cooldown on Army of the Dead by 4 min. Also reduces the damage your pet takes from creature area of effect attacks by 90%.
- Impurity: The attack power bonus of your spells is increased by 4%.
- Dirge: Your Death Strike, Plague Strike and Scourge Strike generate 5 additional runic power.
- Reaping: Whenever you hit with Blood Strike or Pestilence there is a 100% chance that the Blood Rune becomes a Death Rune when it activates. Death Runes count as a Blood, Frost or Unholy Rune.
- Desolation: Your Blood Strikes cause you to deal 1% additional damage with all attacks for the next 20 sec.
- Crypt Fever: Your diseases also cause Crypt Fever, which increases disease damage taken by the target by 30%.
- Ebon Plaguebringer: Your Crypt Fever morphs into Ebon Plague, which increases magic damage taken by 9% in addition to increasing disease damage taken. Improves your critical strike chance with weapons and spells by 2% at all times.
- Vicious Strikes: Increases the critical strike chance by 3% and critical strike damage bonus by 15% of your Plague Strike and Scourge Strike.
- Rage of Rivendare: Increases the damage of your Plague Strike, Scourge Strike, and Festering Strike abilities by 15%.
- Blood Fortification: Stamina increased by 30%.
- Runic Empowerment: Each Runic Power you spend has a 2.0% chance to instantly grant you a Rune.
- Frostreaper: Killing Machine also causes your next Obliterate to deal Frost damage.
- Runic Corruption: Each Runic Power you spend has a 1.6% chance to increase your Rune regeneration rate by 100% for 3 sec.
- Dark Succor: When you kill an enemy that yields experience or honor, your next Death Strike within 20 sec is free and heals for an additional 10% of maximum health.
- March of Darkness: Death's Advance grants an additional 25% movement speed over the first 3 sec.
- Blood Scent: Increases Leech by 3%.
- Suppression: Damage taken from area of effect attacks reduced by 3%. When suffering a loss of control effect, this bonus is increased by an additional 6% for 6 sec.
- Brittle: Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 sec.
- Clenching Grasp: Death Grip slows enemy movement speed by 50% for 6 sec.
- Proliferating Chill: Chains of Ice affects 1 additional nearby enemy.
- Gloom Ward: Absorbs are 15% more effective on you.
- Grip of the Dead: [Defile / Death and Decay] reduces the movement speed of enemies within its area by 90%, decaying by 10% every sec.
- Runic Attenuation: Auto attacks have a chance to generate 3 Runic Power.
- Insidious Chill: Your auto-attacks reduce the target's auto-attack speed by 5% for 30 sec, stacking up to 4 times.
- Blood Draw: When you fall below 30% health you drain (120% of Attack power) health from nearby enemies, the damage you take is reduced by 10% and your Death Strike cost is reduced by 10 for 8 sec.
- Death’s Echo: Death's Advance, Death and Decay, and Death Grip have 1 additional charge.
- Rune of the Fallen Crusader: Engrave your weapon with a rune that has a chance to heal you for 4% of your maximum health and increase total Strength by 15% for 15 sec.
- Rune of Razorice: Engrave your weapon with a rune that causes [max((0.01127 * Attack power), 1)]% extra weapon damage as Frost damage and increases enemies' vulnerability to your Frost attacks by 3%, stacking up to 5 times.
- Rune of Sanguination: Engrave your weapon with a rune that causes your Death Strike to deal increased damage based on the target's missing health. When you fall below 35% health, you heal for 48% of your maximum health over 8 sec.
- Rune of the Stoneskin Gargoyle: Engrave your weapon with a rune that increases Armor by 5% and all stats by 5%.
- Rune of Unending Thirst Engrave your weapon with a rune that increases your movement speed by 5%. Additionally, when you kill an enemy that yields experience or honor you heal for 5% of your maximum health and gain 10% Haste and movement speed.
- Rune of Apocalypse: Engrave your weapon with a rune that gives your ghoul's attacks a chance to apply one of the following debuffs to the target, Death: Healing Reduction, War: Increases damage taken from the Death Knight, Famine: Reduces damage dealt to the Death Knight, Pestilence: Slows the target and deals damage over time.
- Rune of Spellwarding: Engrave your weapon with a rune that deflects 3% of all spell damage and taking magic damage has a chance to create a shield that absorbs magic damage equal to 10% of your maximum health. When an enemy damages the shield, their cast speed is reduced by 10% for 6 sec.
- Rune of the Nerubian Carapace: Affixes your one-handed rune weapon with a rune that increases Armor by 2% and total Stamina by 1%.
- Rune of Spellbreaking: Affixes your one-handed rune weapon with a rune that deflects 2% of all spell damage and reduces the duration of Silence effects by 50% (not cumulative with additional Silence duration reduction).
- Rune of Cinderglacier: Affixes your rune weapon with a rune that has a chance to increase the damage by 20% for your next 2 attacks that deal Frost or Shadow damage.
- Rune of Lichbane: Affixes your rune weapon with a rune that adds 2% extra weapon damage as Fire damage or 4% versus Undead targets.
- Rune of Hysteria: Engrave your weapon with a rune that increases maximum Runic Power by 20 and your attacks have a chance to increase Runic Power generation by 20% for 8 sec.
- Glyph of Pillar of Frost: Empowers your Pillar of Frost, making you immune to all effects that cause loss of control of your character, but also freezing you in place while the ability is active.
- Glyph of Anti-Magic Shell: Increases the duration of your Anti-Magic Shell by 2 sec.
- Glyph of Blood Strike: Your Blood Strike causes an additional 20% damage to snared targets.
- Glyph of Bone Shield: Adds 1 additional charge to your Bone Shield.
- Glyph of Chains of Ice: Your Chains of Ice also causes 144 to 156 Frost damage, increased by your attack power.
- Glyph of Dancing Rune Weapon: Increases the duration of Dancing Rune Weapon by 5 sec.
- Glyph of Dark Command: Increases the chance for your Dark Command ability to work successfully by 8%.
- Glyph of Dark Death: Increases the damage or healing done by Death Coil by 15%.
- Glyph of Death and Decay: Damage of your Death and Decay spell increased by 20%.
- Glyph of Death Strike: Increases your Death Strike's damage by 1% for every 1 runic power you currently have (up to a maximum of 25%). The runic power is not consumed by this effect.
- Glyph of Disease: Your Pestilence ability now refreshes disease durations and secondary effects of diseases on your primary target back to their maximum duration.
- Glyph of Frost Strike: Reduces the cost of your Frost Strike by 8 Runic Power.
- Glyph of Heart Strike: Your Heart Strike also reduces the movement speed of your target by 50% for 10 sec.
- Glyph of Icebound Fortitude: Your Icebound Fortitude now always grants at least 40% damage reduction, regardless of your defense skill.
- Glyph of Icy Touch: Your Frost Fever disease deals 20% additional damage.
- Glyph of Obliterate: Increases the damage of your Obliterate ability by 25%.
- Glyph of Plague Strike: Your Plague Strike does 20% additional damage.
- Glyph of Rune Strike: Increases the critical strike chance of your Rune Strike by 10%.
- Glyph of Rune Tap: Your Rune Tap now heals you for an additional 1% of your maximum health, and also heals your party for 10% of their maximum health.
- Glyph of Scourge Strike: Your Scourge Strike increases the duration of your diseases on the target by 3 sec, up to a maximum of 9 additional seconds.
- Glyph of Strangulate: Reduces the cooldown of your Strangulate by 20 sec.
- Glyph of the Ghoul: Your Ghoul receives an additional 40% of your Strength and 40% of your Stamina.
- Glyph of Unbreakable Armor: Increases the total armor granted by Unbreakable Armor to 30%.
- Glyph of Unholy Blight: Increases the damage done by Unholy Blight by 40%.
- Glyph of Vampiric Blood: Increases the duration of your Vampiric Blood by 5 sec.
Human: The humans are the most populous and the youngest race in Azeroth. The humans have become the de facto leaders of the Alliance, with their youthful ambitions and resilience.
- Diplomacy: Reputation gains increased by 10%.
- Will to Survive: Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects.
- Perception: Dramatically increases stealth detection for 20 sec.
- The Human Spirit: You gain 2% more of all secondary stats (Haste, Critical Strike, Mastery, Versatility) from all sources.
- Mace Specialization: Expertise with Maces and Two-Handed Maces increased by 3.
- Sword Specialization: Expertise with Swords and Two-Handed Swords increased by 3.
Undead: When the undead scourge initially swept across Azeroth, they converted a number of members of the Alliance to the undead.
- Cannibalize: When activated, regenerates 7% of total health and mana every 2 sec for 10 sec. Only works on Humanoid or Undead corpses within 5 yds. Any movement, action, or damage taken while Cannibalizing will cancel the effect.
- Shadow Resistance: Increases your resistance to harmful Shadow effects.
- Touch of the Grave: Your attacks and damaging spells have a chance to drain the target, dealing Shadow damage and healing you for the same amount.
- Will of the Forsaken: Removes any Charm, Fear and Sleep effect. This effect shares a 30 sec cooldown with other similar effects. Additionally, you can breathe underwater indefinitely.
Gallery[]
The Rise and Fall of Arthas Menethil
The Evolution of Arthas
Gifs