Class, hero and spec talents for patch 12.1.0: 34 + 34 + 13 points at level 90.
Death Knight0/34
Blood0/34
Hero0/13
Level—
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Death Knight0/34
0/80/23
Your blood freezes, granting immunity to Stun effects and reducing all damage you take by 30% for 8 sec. Enter to learn.
Granted to every Blood Death Knight. Focuses dark power into a strike that deals (176.1% of Attack Power) Physical damage and heals you for 20.00% of all damage taken in the last 5 sec, minimum 7.0% of maximum health.
Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time. Lasts 1 min. Enter to learn.
Requires Icebound Fortitude. Auto attacks have a chance to generate 3 Runic Power.
Death Strike's cost is reduced by 5, and its healing is increased by 15%. Enter to learn.
Requires Raise Dead. Heart Strike hits up to 3 additional enemies while you remain in Death and Decay.
When leaving your Death and Decay you retain its bonus effects for 4 sec.
Requires Runic Attenuation. Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 5 sec.
Requires Runic Attenuation. Targets in a cone in front of you are blinded, causing them to wander disoriented for 5 sec. Damage may cancel the effect.
When Blinding Sleet ends, enemies are slowed by 50% for 6 sec.
Requires Runic Attenuation or Improved Death Strike. Absorbs are 15% more effective on you.
0/1Requires Improved Death Strike. Death's Advance grants an additional 25% movement speed over the first 3 sec.
Requires Improved Death Strike or Cleaving Strikes. Increases Haste by 2%.
Requires Cleaving Strikes. Dominates the target undead creature up to level 71, forcing it to do your bidding for 5 min.
Requires Cleaving Strikes. Your ghoul's attacks have a chance to apply Enfeeble, reducing the enemies movement speed by 30% and the damage they deal to you by 12% for 6 sec.
Requires Mind Freeze. Successfully interrupting an enemy with Mind Freeze grants 10 Runic Power and reduces its cooldown by 3 sec.
Requires Blinding Sleet, 2 points in Gloom Ward or Mind Freeze. Chains of Ice affects 1 additional nearby enemy.
Requires 2 points in Gloom Ward. Your auto attack damage grants you an absorb shield equal to 50% of the damage dealt.
Requires 2 points in Gloom Ward, 2 points in Unholy Momentum or March of Darkness / Wraith Walk. Stamina increased by 20%.
Requires 2 points in Unholy Momentum. Create a death pact that heals you for 50% of your maximum health, but absorbs incoming healing equal to 30% of your max health for 15 sec.
Requires Control Undead, 2 points in Unholy Momentum or Enfeeble. Your diseases have a chance to weaken your enemy causing your attacks against them to deal 6% increased damage for 5 sec.
Requires Enfeeble. While you are below 50% health, your Ghoul sacrifices 4% of its maximum health to heal you for 1% of your maximum health every sec.
Requires Permafrost, Coldthirst or Proliferating Chill. Spend 8 more Death Knight points to unlock this row. Your Runic Power spending abilities increase your melee attack speed by 6% for 10 sec, stacking up to 3 times.
Requires Permafrost. Spend 8 more Death Knight points to unlock this row. Raise Ally costs 30 less Runic Power.
Requires Permafrost, Veteran of the Third War or Death Pact. Spend 8 more Death Knight points to unlock this row. Places an Anti-Magic Zone for 6 sec, reducing the magic damage taken by party or raid members by 15%.
Requires Death Pact. Spend 8 more Death Knight points to unlock this row. The cooldown of Death Pact is reduced by 30 sec, and you receive 50% increased healing while its healing absorb is active.
Requires Blood Bond, Brittle or Death Pact. Spend 8 more Death Knight points to unlock this row. Increases the effectiveness of your Runeforge effects by 20%.
Requires Icy Talons. Spend 8 more Death Knight points to unlock this row. Chains of Ice now also roots enemies for 4 sec but its cooldown is increased to 12 sec.
0/1Requires Anti-Magic Zone, Icy Talons or Death Notes. Spend 8 more Death Knight points to unlock this row. Lifts the enemy target off the ground, crushing their throat with dark energy and stunning them for 5 sec.
Requires Anti-Magic Zone. Spend 8 more Death Knight points to unlock this row. The cooldown of Anti-Magic Zone is reduced by 60 sec and its duration is increased by 2 sec.
Requires Anti-Magic Zone, Unholy Bond or Death Defiance. Spend 8 more Death Knight points to unlock this row. Reduces the cooldown of Anti-Magic Shell by 20 sec and increases its duration and amount absorbed by 40%.
Requires Unholy Bond. Spend 8 more Death Knight points to unlock this row. Death and Decay reduces the movement speed of enemies within its area by 90%, decaying by 10% every sec.
Requires Asphyxiate / Death's Reach or Ice Prison. Spend 8 more Death Knight points to unlock this row. 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.
Requires Anti-Magic Barrier, Assimilation or Asphyxiate / Death's Reach. Spend 8 more Death Knight points to unlock this row. Increases Leech by 3%.
Requires Anti-Magic Barrier or Grip of the Dead. Spend 8 more Death Knight points to unlock this row. Increases Lichborne duration by 2 sec and reduces the cooldown by 30 sec.
Requires Suppression. Spend 23 more Death Knight points to unlock this row. Anti-Magic Shell increases healing received by 15%.
Requires Blood Scent or Suppression. Spend 23 more Death Knight points to unlock this row. Your auto-attacks reduce the target's auto-attack speed by 5% for 30 sec, stacking up to 4 times.
Requires Unholy Endurance or Blood Scent. Spend 23 more Death Knight points to unlock this row. Your chance to be critically struck is reduced by 3% and your Armor is increased by 6%.
Requires Unholy Endurance. Spend 23 more Death Knight points to unlock this row. 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.
Can only occur every 2 min.
Requires Insidious Chill or Osmosis. Spend 23 more Death Knight points to unlock this row. Consuming a Rune has a chance to increase your Strength by 3% for 8 sec.
Requires Insidious Chill or Runic Protection. Spend 23 more Death Knight points to unlock this row. When you would pull an enemy, the damage they deal to you is reduced by 6% for 6 sec.
Requires Runic Protection or Blood Draw. Spend 23 more Death Knight points to unlock this row. Damage taken below 30% Health is reduced by 20%.
Requires 2 points in Rune Mastery. Spend 23 more Death Knight points to unlock this row. Magic damage taken is reduced by 8% and the duration of harmful Magic effects against you are reduced by 35%.
Requires 2 points in Rune Mastery or Subduing Grasp. Spend 23 more Death Knight points to unlock this row. Anti-Magic Shell now removes all harmful magical effects when activated, but its cooldown is increased by 20 sec.
Requires 2 points in Will of the Necropolis or Subduing Grasp. Spend 23 more Death Knight points to unlock this row. Death's Advance, Death and Decay, and Death Grip have 1 additional charge.
Requires 2 points in Will of the Necropolis. Spend 23 more Death Knight points to unlock this row. Casting Anti-Magic Shell grants 2 nearby allies a Lesser Anti-Magic Shell that Absorbs up to (425% of Attack Power) magic damage and reduces the duration of harmful Magic effects against them by 50%.
Hero talents0/13
Learning it chooses Deathbringer. It costs no points. Viciously slice into the soul of your enemy, dealing (530.7% of Attack Power) 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 (54.4% of Attack Power) damage per stack.
Reaper's Mark travels to an unmarked enemy nearby if the target dies. Enter to choose Deathbringer.
Requires Reaper's Mark. Reaper's Mark sends forth bursts of Shadowfrost energy and back, dealing (254.3% of Attack Power) 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.
Requires Reaper's Mark. Blood Plague deals its damage 100% faster, and the second scythe of Exterminate applies Blood Plague.
Requires Reaper's Mark. Blood Boil deals 50% increased damage, and is now Shadowfrost.
Shadowfrost damage applies 2 stacks to Reaper's Mark and 4 stacks when it is a critical strike.
Requires Reaper's Mark. The effectiveness of Permafrost is increased by 100% and Exterminate grants Permafrost equal to 10% of the damage dealt.
Permafrost
Your auto attack damage grants you an absorb shield equal to 50% of the damage dealt.
Requires Wave of Souls. When Reaper's Mark explodes, it deals 10% of the damage dealt to nearby enemies.
Requires Wither Away. Reaper's Mark initial strike grants 3 charges of Bone Shield.
Reaper's Mark explosion deals up to 30% increased damage based on your target's missing health.
0/1Requires Bind in Darkness. 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.
Requires Frigid Resolve. Death Strike damage increased by 20%.
Requires Soul Rupture. If no enemies are struck by Soul Rupture, you gain 15% Strength for 8 sec.
Wave of Souls is 100% more effective on the main target of your Reaper's Mark.
0/1Requires Grim Reaper. Marrowrend and Heart Strike have 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.
0/1Requires Pact of the Deathbringer / Rune Carved Plates. Reduces the cooldowns of Lichborne and Raise Dead by 30 sec.
Requires Deathly Blows. Reaper's Mark deals 5% increased damage.
Casting Dancing Rune Weapon grants 1 stacks of Exterminate with 100% first scythe and 100% second scythe effectiveness.
Requires Swift and Painful, Death's Messenger / Expelling Shield, Dark Talons / Reaper's Onslaught or Echoing Fury. After Reaper's Mark explodes, your next 2 Marrowrends cost 1 Rune and summon 2 scythes to strike your enemies.
The first scythe strikes your target for (1,287.8% of Attack Power) Shadowfrost damage and the second scythe strikes all enemies around your target for (572.4% of Attack Power) Shadowfrost damage. Deals reduced damage beyond 8 targets.
Blood0/34
0/80/20
Instantly strike the target and 1 other nearby enemy, causing (196.7% of Attack Power) Physical damage, and reducing enemies' movement speed by 20% for 8 sec. Enter to learn.
Requires Heart Strike. Smash the target, dealing (220.7% of Attack Power) Physical damage and generating 3 charges of Bone Shield.
Bone Shield
Surrounds you with a barrier of whirling bones, increasing Armor by 110. Each melee attack against you consumes a charge. Lasts 30 sec or until all charges are consumed.
Requires Heart Strike. Deals (164% of Attack Power) Shadow damage and infects all enemies within 10 yds with Blood Plague.
Blood Plague
A shadowy disease that drains 93 health from the target over 24 sec.
Requires Marrowrend. Embrace your undeath, increasing your maximum health by 30% and increasing all healing and absorbs received by 30% for 10 sec.
Requires Blood Boil. When you would pull an enemy generate 1 charge of Bone Shield.
Bone Shield
Surrounds you with a barrier of whirling bones, increasing Armor by 110. Each melee attack against you consumes a charge. Lasts 30 sec or until all charges are consumed.
Requires Vampiric Blood. While you have at least 5 Bone Shield charges, the cost of Death Strike is reduced by 5 Runic Power.
Additionally, your maximum Runic Power is increased by 10.
Requires Vampiric Blood. Vampiric Blood's healing and absorb amount is increased by 5% and duration by 2 sec.
Requires Bone Collector. Heart Strike damage increased by 15%.
Requires Bone Collector. While Crimson Scourge is active, your next Death and Decay heals you for (37.5% of Attack Power) health per Bone Shield charge and you immediately gain 10 Runic Power.
Requires Ossuary. Spend 8 more Blood points to unlock this row. Heart Strike heals you for 0.25% health for each enemy hit while affected by Blood Plague.
Requires Ossuary. Spend 8 more Blood points to unlock this row. Your Heart Strike generates 2 additional Runic Power per target hit.
Requires 2 points in Improved Vampiric Blood or Ossuary. Spend 8 more Blood points to unlock this row. Each charge of Bone Shield increases your maximum health by 1%.
Requires 2 points in Improved Heart Strike or 2 points in Improved Vampiric Blood. Spend 8 more Blood points to unlock this row. Summons a rune weapon for 8 sec that mirrors your melee attacks and bolsters your defenses.
While active, you gain 30% parry chance.
Requires 2 points in Improved Heart Strike or Relish in Blood. Spend 8 more Blood points to unlock this row. Each enemy hit by Blood Boil increases the damage and healing done by your next Death Strike by 8%, stacking up to 5 times.
Requires Relish in Blood. Spend 8 more Blood points to unlock this row. When Crimson Scourge is consumed, damage taken is reduced by 4% for 10 sec.
Requires Relish in Blood. Spend 8 more Blood points to unlock this row. 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.
0/1Requires Heartbreaker, Leeching Strike or Foul Bulwark. Spend 8 more Blood points to unlock this row. Shadowy tendrils coil around all enemies within 15 yards of a hostile or friendly target, pulling them to the target's location and Silencing them for 3 sec.
Requires Dancing Rune Weapon or Foul Bulwark. Spend 8 more Blood points to unlock this row. Bone Shield increases your Haste by 10% and it can stack 2 additional times.
Requires Dancing Rune Weapon. Spend 8 more Blood points to unlock this row. Dancing Rune Weapon's cooldown is reduced by 30 sec and now generates 5 Bone Shield charges.
Requires Hemostasis or Dancing Rune Weapon. Spend 8 more Blood points to unlock this row. Death Strike hits an additional 2 enemies at 60% effectiveness.
Requires Perseverance of the Ebon Blade, Hemostasis or Bloodworms. Spend 8 more Blood points to unlock this row. Your Blood Plague and Death and Decay deal damage 15% more often.
Additionally, your Blood Plague leeches 85% more Health.
Requires Gorefiend's Grasp / Abomination Limb or Leeching Strike. Spend 8 more Blood points to unlock this row. Heart Strike has a chance to make your next Blood Boil empowered, dealing 50% increased damage and echoing after 3 sec.
Requires Gorefiend's Grasp / Abomination Limb, Insatiable Blade or Improved Bone Shield. Spend 8 more Blood points to unlock this row. Death Strike heals for an additional 20% of its healing over 5 sec.
Requires Insatiable Blade. Spend 8 more Blood points to unlock this row. Summons 1 additional copy of Dancing Rune Weapon and increases its duration by 4 sec.
Requires Insatiable Blade, Rapid Decomposition or Deadly Reach. Spend 8 more Blood points to unlock this row. Death Strike's healing is increased by 5% and grants you 15% Leech for 8 sec.
Requires Rapid Decomposition or Bloodworms. Spend 8 more Blood points to unlock this row. Anti-Magic Shell heals you for 100% of the damage it absorbs.
Requires Boiling Point or Lifeblood. Spend 20 more Blood points to unlock this row. Your Blood Plague critical hits have a chance to reduce the cooldown of your Blood Boil by 0.25 sec.
Requires Lifeblood. Spend 20 more Blood points to unlock this row. While Blood Shield is active, taking direct damage reflects (110% of Attack Power) Shadow damage back to the attacker. Blood Shield can now absorb up to 65% of your maximum health.
Requires Voracious, Everlasting Bond or Lifeblood. Spend 20 more Blood points to unlock this row. Blood Shield's duration is increased by 2 sec and it absorbs 20% more damage.
Requires Voracious. Spend 20 more Blood points to unlock this row. Parrying an attack grants you a charge of Bloodied Blade, increasing your Strength by 0.5%, up to 4.0% for 15 sec.
At 8 stacks, your next parry consumes all charges to unleash a Heart Strike at 300% effectiveness, and increases your Strength by 10% for 6 sec.
Requires Voracious or Blood Feast. Spend 20 more Blood points to unlock this row. Enemies affected by Blood Plague take 5% increased damage from you and Death Strike increases the damage of your Blood Plague by 10% for 15 sec, stacking up to 4 times.
Requires Plague Infusion. Spend 20 more Blood points to unlock this row. When you cast Dancing Rune Weapon, you become enveloped in a blood mist that surrounds you for 8 sec, increasing your Parry by 5%.
Deals (64% of Attack Power) Shadow damage every 1 sec to enemies within 10 yds. Every time it deals damage you gain 2 Runic Power, up to a maximum of 10 Runic Power. Deals reduced damage beyond 8 targets.
Requires Bloody Reflection or Iron Heart. Spend 20 more Blood points to unlock this row. You deal 6% more damage and receive 5% more healing while standing in your Death and Decay.
Requires Iron Heart. Spend 20 more Blood points to unlock this row. While Blood Shield is active, you deal 8% increased damage and damage taken is reduced by 4%.
Requires Iron Heart or Bloodied Blade. Spend 20 more Blood points to unlock this row. Empower the runes in your weapon, reducing the damage you take over the duration and unleashing a devastating attack that deals (625.1% of Attack Power) Shadow damage and consumes up to 75% of your Blood Plague instantly from enemies in front of you.
I: Consumes up to 25% of your Blood Plague. While empowering, your damage taken is reduced by 5% and an additional 8 sec after empowering.
II: Consumes up to 50% of your Blood Plague. While empowering, your damage taken is reduced by 10% and an additional 4 sec after empowering.
III: Consumes up to 75% of your Blood Plague. While empowering, your damage taken is reduced by 15% and an additional 2 sec after empowering.
Requires Coagulopathy. Spend 20 more Blood points to unlock this row. Reduces the cooldown on Vampiric Blood by 2.0 sec per 10 Runic Power spent.
Requires Blood Mist. Spend 20 more Blood points to unlock this row. When Blood Mist ends it deals (276% of Attack Power) Shadow damage to 8 nearby enemies, healing you for 18% of the damage dealt. The damage is increased by 2% for every 1 Runic Power spent while Blood Mist was active.
Requires Sanguine Ground. Spend 20 more Blood points to unlock this row. An unholy pact that prevents fatal damage, instead absorbing incoming healing equal to the damage prevented, lasting 3 sec.
If any healing absorption remains when this effect expires, you will die. This effect may only occur every 4 min.
Requires Consumption. Spend 20 more Blood points to unlock this row. Consumption now contributes to your Mastery: Blood Shield.
Each time an enemy strikes your Blood Shield, the cooldown of Consumption has chance to be reset.
Requires Red Thirst. Spend 20 more Blood points to unlock this row. After Vampiric Blood expires, you absorb damage equal to 6 times the damage your Blood Plague dealt during Vampiric Blood.
Spend 20 more Blood points to unlock this row. While Dancing Rune Weapon is active, Parrying an attack has a 100% chance to make your next Heart Strike cost no Runes and deal 150% increased damage.
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