Design Notes

May 30, 2012

DeathKnight Class Breakdown

(Pre-translated From Zombie For Your Convenience)
Death Is Upon You

Friday we are introducing the DeathKnight Class for Members only from the Doomwood Reputation Shops for Rank 10 or from Itzachi in Battleon for 2000 ACs.

DeathKnight Class Art, Work-In-Progress from Aranx



The origins of Deathknights are shrouded in mystery. Some say that these undead warriors were pulled from the cold earth by wicked necromancy to answer the threat of the paladins. Some say that a fallen paladin threw off the chill of the grave and pulled himself back to life to lead an eternal perversion of the noble Paladin Order.

Whatever their origins, they are walking death. Not allied to Darkness or even Evil like the DoomKnights... these creatures are simply walking death and opposed to all of the warmth and joy that Life provides.

This is a melee warrior type class so you will want Fighter Enhancements. Only the last skill is magical, so you MAY want to try Hybrid or a Luck build for PvP but mostly you just want strength. The class is built around a LOT of Damage Over Time (DoT) skills. Yorumi wrote an all new mana regen model just for this class which returns mana to you every time you hit an enemy AND every time a DoT ticks off damage on your foe. Some of the skills can be a little costly but if you keep the DoT damage flowing off your target than you will be able to handle it with ease.

It takes a little finesse to use the class to its maximum potential but we have a pretty high opinion of out Members so we're not worried.


2 second cooldown

A basic attack, taught to all adventurers.


5 mana, 5 second cooldown

The chill of death seeps into your foe. Death's Chill causes more damage over time for each stack of this skill. Stacks up to 5 times.

You will notice that this skill doesn't do any damage on it's own. It's not actually an attack, it just applies Death's Chill up to 5 times and each time you stack it, the DoT from the skill gets a little stronger. Considering that this skill affects every other usable skill, do not underestimate its importance. Plus, the DoT gives you Mana...


15 mana, 8 second cooldown

This moderate strike causes Frostbite, a damage over time effect that also slows your foe's attack speed. Enemy haste reduced more with more stacks of Death's Chill.

This skill IS an attack PLUS it has a DoT AND it slows your foe down. Your target's haste will get debuffed more with more stacks of Death's Chill but it will consume all the stacks of Death's Chill so you will want to reapply them quickly. Plus, the DoT gives you Mana...


25 mana, 18 second cooldown

A powerful strike that causes Deathgrip. Your foe feels the life slowly crushed out of them causing damage over time and reducing their damage. Enemy damage reduced more with more stacks of Death's Chill. Has a small chance to cause a 6 second stun.

This skill is also an attack, a strong one, PLUS it applies yet another DoT AND it applies a fairly strong damage debuff to your foe which gets stronger with more stacks of Death's Chill AND ALSO it has a small chance to stun your opponent for 6 seconds which is just the cherry on top of this skill. It's expensive and the cooldown is pretty long but it's worth it. Plus, the DoT gives you Mana...


Rank 4 passives

Increase STR STAT by 12%

Increase CRIT CHANCE by 12%

More damage and more chance to crit. Since it's a Member Class you get a full 12% of both.


30 mana, 20 second cooldown

You tap into the power of Death to pull your form back together. Causes you to heal over time, and significantly increases your damage resistance, but also slows your attack speed and reduces your damage output and crit chance while you are regenerating. Amount healed increases with stacks of Death's Chill.

Here is your "turtle heal". You cast a Heal Over Time (HoT) on yourself, and cut all damage you take by a very large amount, but everything has a price. You will also nerf your outgoing damage and lower your own crit % while the heal is in effect. Basiclly, you take yourself out of the fight for a few seconds to regenerate.

The heal also gets stronger with stacks of Death's Chill but like the other skills this one also eats the entire stack so you really have to decide where and when to use your stacks. The skill is very expensive and has a very slow cooldown but it's very useful. At level 45 with full level Fighter Enh I was healing for about 150 a tick, and with a full stack of Death's Chill I was seeing upwards of 400 a tick!


Rank 10 passive

Rarely, a frozen wave explodes out of you smiting your foe with all of the finality of death itself.

At rank 10, you suddenly gain a power that goes off randomly, costs no mana and does MASSIVE damage to a single target. You've seen this skill before but with a totally single target class like this it's really the best place for it.

And there it is... DeathKnight Class. Aranx said that after the armor he will probably have time for some matching set pieces (Helm, weapon and/or cape) which will also go into DoomWood Rep at Rank 10 and also be for you Members Only.

Don't Forget...

There's lots to remember this week

  • Zhimaira’s "Artix vs Sepulchure" / "Zombies!" Art Contest ends this Thursday, May 31st! Make sure to post your entries here.
  • The Zombie Caesar armor limited time shop leaves tonight!
  • ShadowScythe Mousepads go on same Friday on HeroMart.Com
  • Plenty of Artix & Sepulchure Toys left at HeroMart but we mail out more and more every day and sooner or later these real life limited quantity rares will be gone for good. 
  • Quibble gets an item buff this Friday with the Rare Zombie Quibble Bank Pet and more!

204 days until Just Another Day

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