***Joana's Death Knight Leveling Guide***

 

Introduction:
The Death knight is Blizzard's first hero class in World of Warcraft and all Horde Death Knights have their own starting zone called Ebon Hold, which is a small area east of Eastern Plaguelands, and the levels are from 55 - 58. In order to create a Death Knight, you must have at least a level 55 (of another type of class and faction) on the specific server you are playing on, this will unlock your ability to create a Death Knight on that server.  Death knights start at level 55 and you must have at least a level 55 on your account in order to even create a Death knight. Both the Alliance and Horde Death knights start in the same zone except they level independently from each other. In other words, the Alliance cannot see the Horde and Vice Versa (much like they are in their own Instance). Once Death knights get past the starting zone of Ebon Hold, you have the option of going straight to Outland or doing quests in the Plaguelands.  From my experience, it is much more efficient to do the quests in the Western Plaguelands before going into Outland, which is what my guide will cover.

Something you should know before we continue on, there will be a lot of optional cloth turn in quests you can do in all major cities, along with other "Turn In" quests, which can dramatically level your DK really quick, thus getting you to Northrend MUCH faster.  With your other characters on the server you are playing on, it would be best to your advantage to obtain the following items and then mail them to your Death Knight.  You can obtain them in the AH quickly.  Although if you did not pre farm them, and can't obtain them in the AH, you will then have to skip the cloth turn ins, and the other turn in quests as well.  Here is a list of items you can send to your Death Knight to powerlevel him:

300Runecloth
300Mageweave
300Silk
300Wool
6Blasted Boar Lung
6Scorpok Pincer
11Basilisk Brain
14Vulture Gizzard
5Snickerfang Jowl
1Imperfect Draenethyst Fragment
1Flawless Draenethyst Sphere
30Core of Elements
30Crypt Fiend Parts
30Bone fragments
30Savage Frond
30Dark Iron Scraps
2Thorium Bar
1Golden Rod
8Hi-Explosive Bombs
8Unstable Triggers
360Unidentified Plant Parts
6Bog Lord Tendrils
10Mature Spore Sac
10Glowcap Mushroom
6Fertile Spores
5Sanguine Hibiscus
30Arakkoa Feathers
3Ivory Tusks
10Mark of Kiljaeden
10Mark of Sargeras
1Fel Armament
10Firewing Signet
10Sunfury Signet
1Arcane Tome


Death knights generally start by creating their rune weapon (through a small series of quests), and then start questing in Ebon Hold. This starting zone helps you to get familiar with on how to play your Death knight. You will get your epic mount from a quest pretty soon as well.  The starting zone is relatively brief and you will be questing in Western Plaguelands, and then Outland in no time.  So lets begin..

 

 

 

 

 

Copyright 2008

 

LEGAL:  Do not distribute this product in any way shape or form.  Any theft or unauthorized reproduction of this Guide is prohibited. Violators will be prosecuted.  Special markers have been encrypted into this guide to identify the original buyer.  Be WARNED if you distribute this guide on the internet, I will know who it is.

PLEASE READ! (HOW TO USE THIS GUIDE):

 

08) "Quest Name"  (this quest has a yellow highlighted number)  Quests that have a yellow highlighted number simply means it is numbered on the map to the right.  This saves time because some quests are not numbered on the maps, so you know whether or not to look on the maps.

 

All quests and mobs through out my guide are linked to wowhead.  When following my guide, you can use these links for further information on the quests/mobs.

 

All video links are in RED.  You will need to download the Divx WebPlayer when prompted.  And you can double click on the videos when playing to make it full screen.

 

The checkboxes () next to each step are for your personal use only.  I have included them for each step incase you want to mark off which step in the guide you are at.  You do not have to use these if you don't want, I have included them since it was requested by a lot of people.

 

 

Guide Color Codes:
Accept a quest.
Go do a quest.
Turn in a quest.
General mob/item link.
Picture.
Video link.

 

Interactive MAP MOD (MetaMap) Coordinates.

Go here to learn how to get map coordinates and Interactive Map Coordinates, which are very important to have when using my guide.

 

Help me improve this guide!

If you feel that some quests should contain additional information that would be helpful, or if you have any additions or find any errors in this guide, PLEASE contact me here, make sure you leave "Deathknight Guide Improvements" in the subject line so it filters correctly into my inbox.  I appreciate any feedback to make this guide better!

 

If you have any general questions or comments on anything, you can contact me here:  joana@joanasworld.com  You can also visit my website:  WWW.JOANASWORLD.COM

 

 

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Death Knight

 

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Members Area Menu

01) Introduction

02) Here is the order where you will be leveling:

03) 70-72 Borean Tundra

           OR:

04) 70-72 Howling Fjord

05) 72-74 Dragonblight

06) 74-75 Grizzly Hills

07) 75-77 Zul'Drak

08) 77-78 Sholazar Basin

09) 78-79 Storm Peaks

10) 79-80 Icecrown

 

Other Guides:

11) PVP ZONE:  Wintergrasp

12) Joana's Death Knight Leveling & Strategy Guide

13) User Submitted Death Knight Guides

 

 

 

Main Members Area

 

Great WotLK Products:  WotLK Secrets Guide  -  70-80 Alliance Guide  -  Luke's Gold Guide

(Northrend Levels 70-80)

55-58 Ebon Hold

Acherus: The Ebon Hold

01) "In Service Of The Lich King" Accept this right in front of you, from the Lich King.

02) "In Service Of The Lich King" (Walk down the steps and turn it in) ... Accept "The Emblazoned Runeblade"

03) "The Emblazoned Runeblade" Simply go to the Runeforge and pickup the sword and then right-click it at the Runeforge there, See Video.  Once done, go back to turn it in ... Accept "Runeforging: Preparation For Battle"

04) "Runeforging: Preparation For Battle" (read quest description to see what you have to do, See Video).  Once done, turn it in ... Accept "The Endless Hunger"

05) "The Endless Hunger" This is done in the arena pit in the middle of the room, right-click on the skulls that is holding one of the Unworthy Initiate's chains, then kill him.  (See Video).  Once done, turn it in ... Accept "The Eye Of Acherus"

06) "The Eye Of Acherus" Turn this in back at the Lich King ... Accept "Death Comes From On High"

07) "Death Comes From On High" Simply control the Eye to visit the 4 locations in Ebon Hold then use the 'Siphon of Acherus' ability at each location.  TIP:  Look for the small red arrows that are at the 4 buildings you need to visit.  Also if you go on top of the roofs for these places you will avoid being hit by the mobs.  See Video.  Once done turn it in (at the Lich King) ... Accept "The Might Of The Scourge"

08) "The Might Of The Scourge" Use the glowing pink transporter behind the Lich King to reach Highlord Darion Mograine in the Hall of Command to turn this in. ... Accept "Report To Scourge Commander Thalanor"

09) From where you are at go south-east up the steps (past the pink portal) and turn in "Report To Scourge Commander Thalanor" at Scourge Commander Thalanor ... Accept "The Scarlet Harvest"

10) "The Scarlet Harvest" You need to fly down to Death's Breach using a Scourge Gryphon in front of you.
 


Death's Breach

01) Turn in "The Scarlet Harvest" at Death's Breach ... Accept "If Chaos Drives, Let Suffering Hold The Reins"

02) Also accept the following at Death's Breach: "Grand Theft Palomino" "Death's Challenge" and "Tonight We Dine In Havenshire"

03) "Death's Challenge" You need to duel 5 other death knights, either players or NPCs at Death's Breach.  Once it is done, turn it in.

04) "Grand Theft Palomino" You need to mount one of the horses at the Havenshire Stables (at 56.42), and use the "Deliver Stolen Horse" button at Salanar the Horseman back at Death's Breach.  Then Simply turn it in ... Accept "Into the Realm of Shadows"

05) "Into the Realm of Shadows" Kill a Dark Rider of Acherus (around 52.47) and take his Deathcharger (horse) back to Death's Breach (use the button on the action bar to return it).  Once done turn it in.

06) Please note: Turning in "Into the Realm of Shadows" enables you to summon a Deathcharger.  In order to do so, you have to access your "Pets" menu to use the icon/ability.

07) Go to the mailbox by the house at 55.46 and right-click the scroll on top of the mail box, accept/complete "Abandoned Mail".  Please note, this is the only mailbox in Ebon Hold, so if you want to transfer anything from another character to your Death knight, this is the only mailbox to do so for now.  There is another one you can use later at Light's Hope Chapel in Eastern Plaguelands.

08) "Tonight We Dine In Havenshire" along with "If Chaos Drives, Let Suffering Hold The Reins" These are both done around Havenshire (53.46).  Please note that the peasants count as Scarlet Crusader kills as well.  Once they are done, go back and turn them in ... Accept "Gothik the Harvester"

09) "Gothik the Harvester" Turn this in at Death's Breach ... Accept "The Gift That Keeps On Giving"

10) "The Gift That Keeps On Giving" (the entrance to the cave is at 58.31).  You need to get 5 ghouls up with the Gift of the Harvester quest item, and then return them back to Gothik the Harvester at Death's Breach, turn this quest in ... Accept "An Attack Of Opportunity"

11) "An Attack Of Opportunity" Turn in at Death's Breach ... Accept "Massacre At Light's Point"

12) "Massacre At Light's Point" You need to get into an Inconspicuous Mine Car (at 58.33) then fire the cannons to kill 100 Scarlet Defenders. TIP:  to aim the cannon around hold down the right mouse button.  Use the 'Skeletal Gryphon Escape' button on the Cannon to return back to Death's Breach.  Once done, turn it in ... Accept "Victory At Death's Breach!"

13) "Victory At Death's Breach!" Use the Scourge Gryphon at Death's Breach to fly up to The Ebon Hold, and turn this quest in ... Accept "The Will Of The Lich King"

14) While you are at Acherus: The Ebon Hold get new spells/abilities at the Death knight trainers.

15) Also Accept/Complete "The Power Of Blood, Frost And Unholy" at the 'Blood Trainer' Lord Thorval.

16) "The Will Of The Lich King" Go back to Death's Breach to turn this in ... Accept "The Crypt of Remembrance"

17) Go accept "The Plaguebringer's Request" (at 55.52)

18) Go to The Crypt of Remembrance (54.57) and turn in "The Crypt of Remembrance" ... Accept "Nowhere To Run And Nowhere To Hide"

19) Also accept "Lambs To The Slaughter"

New Avalon

01) "The Plaguebringer's Request" (Empty Cauldron=57.61 in the basement)  (Iron Chain=62.60) (Crusader Skull=Kill any New Avalon mob to get these)

02) "Nowhere To Run And Nowhere To Hide" (Done at 52.71, See Video)

03) "Lambs To The Slaughter"

04) Go to 55.52 and turn in "The Plaguebringer's Request" ... Accept "Noth's Special Brew"

05) "Noth's Special Brew" (simply right-click the cauldron in front of you).  Please note, you can keep turning in 20 Skulls for the Noth's Special Brew, which is a very nice potion!

06) Go to the Crypt (at 54.57) and turn in "Lambs To The Slaughter" and "Nowhere To Run And Nowhere To Hide" ... Accept "How To Win Friends And Influence Enemies"

07) "How To Win Friends And Influence Enemies" Right click the Ornately Jeweled Box and equip the two swords. Then go kill mobs in New Avalon (you need to attack fighters not citizens).  Please note this quest may take a while before one of the mobs gives up the information, so it may take awhile.  Once this is done, go back to the Crypt and turn it in ... Accept "Behind Scarlet Lines"

08) "Behind Scarlet Lines" Turn this in at 56.79 (upstairs in the house) ... Accept "The Path Of The Righteous Crusader" and "Brothers In Death" (right next to you)

09) "The Path Of The Righteous Crusader" The object you need to pick up is upstairs in the Scarlet Hold (at 61.68),  See Video.

10) "Brothers In Death" Koltira is in the basement at the Scarlet Hold (62.68).  Turn this in there ... Accept "Bloody Breakout"

11) "Bloody Breakout" Simply wait there under the shield (this is important as you will take a LOT less damage from the enemies) and kill the mobs that come to you, eventually the High Inquisitor will show up last, kill him, then loot his remains.  NOTE:  Anyone can loot the corpse of the Inquisitor, even people outside of your party.  This quest is not easy to solo, so be prepared to drink some health potions during this.

01) Once they are both done, go back to the Tavern (56.79) and turn them in ... Accept "A Cry For Vengeance!"

02) "A Cry For Vengeance!" Turn this in at 52.81 ... Accept "A Special Surprise"

03) "A Special Surprise" The prison house is right in front of you (at 54.83).  Simply walk up to Antoine Brack (he is a male undead), wait for the dialog to go by, then kill him to complete the quest.  Once done, turn it in ... Accept "A Sort Of Homecoming"

04) "A Sort Of Homecoming" Turn this in back at the Tavern (56.79) ... Accept "Ambush At The Overlook"

05) "Ambush At The Overlook" You need to use the Makeshift Cover quest item (at around 63.75) then kill the Scarlet Courier.

06) Once done go back to the Tavern (56.79) to turn in "Ambush At The Overlook" ... Accept "A Meeting With Fate"

07) "A Meeting With Fate" With your disguise on, you will not be attacked by the Scarlet mobs, go turn this quest in (at 65.83), See Video.  Then accept "The Scarlet Onslaught Emerges"

08) "The Scarlet Onslaught Emerges" Go back to the tavern to turn this in ... Accept "Scarlet Armies Approach..."

09) Go turn in the rest of your Crusader skulls for the quest "More Skulls For Brew" (at 56.52)

10) Go to Acherus: The Ebon Hold. (the north-west death knight base, use the Scourge Gyrphon at Death's Breach to get up there.)

11) Go turn in "Scarlet Armies Approach..." ... Accept "The Scarlet Apocalypse"

12) Go back down to Death's Breach and turn in "The Scarlet Apocalypse" (at the Lich King) ... Accept "An End To All Things..."

13) "An End To All Things..." Read quest description to see what you have to do, See Video.

14) Once done, fly back to the Lich king at Death's Breach (53.36) then use the 'Leave Vehicle' button to dismount, and turn in "An End To All Things..." ... Accept "The Lich King's Command"

15) "The Lich King's Command" Need to go to Light's Hope Chapel in Eastern Plaguelands, go through the cave at 49.28, then turn this in at 34.31 ... Accept "The Light of Dawn" (please note that if there is a battle going on the quest giver will not be there, so you may have to wait).

Becoming the Horde

01) "The Light of Dawn" This is relatively easy, it just takes awhile, a new battle for this quest begins every 15 minutes or so. So you may have to wait awhile until the next one starts for you to do it. This is the last quest for the Death Knight chain, and is a big part of the storyline.  You will not die during this quest, you actually don't even have to do anything, you can just wait until it is over and the quest will finally complete itself.  See Video during the combat part of this quest.

02) Once all the dialog is finished turn in "The Light of Dawn" ... Accept  "Taking Back Acherus"

03) "Taking Back Acherus" Use your new Death Gate spell to go back to The Ebon Hold.  Death Gate, which you just learned is an unholy spell in your spell book that allows you to go back to Ebon Hold from now on.

04) Turn in "Taking Back Acherus" in front of you ... Accept "The Battle For The Ebon Hold"

05) "The Battle For The Ebon Hold"  Go through the pink portal, then kill ten scourge and Patchwerk (the big abomination).  Just like the previous quest, you will not die and have super damage and health again.

06) Go back through the pink portal and turn in "The Battle For The Ebon Hold" ... Accept "Warchief's Blessing"

07) "Warchief's Blessing"  South-east (from where you are at), go through the portal to Orgrimmar.  Then run all the way to Thrall (31.37 in Orgrimmar) to turn this quest in.

08) You are now a member of the horde (and not the scourge any longer), how does it feel?

Cloth Turn In Quests

01) While you are in Orgrimmar you have the option to turn in any cloth you have for the cloth 'Turn In' quests here.  However if you do not have cloth to turn in, you can skip to STEP #5 below.  You can transfer the cloths from your other characters on the server you are in through the mail system. The following cloth turn-ins are done at (63.50 the Drag in Orgrimmar). You can turn in 60 Wool for "A Donation of Wool", 60 Silk for a "A Donation of Silk", 60 Mageweave for "A Donation of Mageweave", and 60 Runecloth for "A Donation of Runecloth"

02) Next go to the Valley of Spirits (at Vehena, 37.87) you have the option once again to turn in yet more cloth quests: 60 Wool for "A Donation of Wool", 60 Silk for a "A Donation of Silk", 60 Mageweave for "A Donation of Mageweave", and 60 Runecloth for "A Donation of Runecloth"

03) Now if you still have more cloth to turn in, then please do the following step: (However if you do not, you can skip to STEP #5 below)

04) Fly to Thunder Bluff, and go to (43.42, at Rumstag Proudstrider) and you can turn in 60 Wool for "A Donation of Wool", 60 Silk for a "A Donation of Silk", 60 Mageweave for "A Donation of Mageweave", and 60 Runecloth for "A Donation of Runecloth"

05) Death Gate back to Ebon Hold.

06) Get new spells/abilities while you are there.  Also make sure your new weapon you have has a Runeforge Enchant on it.

07) Go to the first floor of Ebon Hold base, and get the Flight Path (from Grimwing, he is on the south-east side of the base).

08) Now if you have even more cloth to turn in, then please go to the next step. (However if you do not, then fly to the Undercity and skip to STEP #12 below.)

09) Fly to Silvermoon City (The Blood Elf major city), which is in the north-east corner of the Eastern Kingdoms.

10) Go to Sorim Lightsong (at 56.52 in Silvermoon City) and you can turn in 60 Wool for "A Donation of Wool", 60 Silk for a "A Donation of Silk", 60 Mageweave for "A Donation of Mageweave", and 60 Runecloth for "A Donation of Runecloth"

11) Next go to the Undercity (by using the Orb teleporter at 49.14 in Silvermood City)

12) Once at the Undercity make it your new home to get your HearthStone (Inn Keeper is at 67.38).

13) Now if you have even more cloth to turn in, then please go to the next step. (However if you do not, you can skip to STEP #15 below)

14) Go to the Magic Quarter, and go to Ralston Farnsley (at 71.28), and you have the option once again to turn in the following cloth quests: "A Donation of Wool", 60 Silk for a "A Donation of Silk", 60 Mageweave for "A Donation of Mageweave", and 60 Runecloth for "A Donation of Runecloth"

15) While in the Undercity accept the quest "A Call to Arms: The Plaguelands!" (from Harbinger Balthazad).

 

58-59 Western Plaguelands

01) Go over to the the Bulwark... (which is a small village east of Tirisfal Glades that borders Western Plaguelands).

02) Turn in "A Call To Arms: The Plaguelands!" accept "Scarlet Diversions"  NOTE:  Make sure you get a Flame in a Bottle for this quest, it's in the box right next to the NPC where you accepted the quest.

03) Accept and complete "Argent Dawn Commission"  NOTE:  As far as speed leveling is concerned, it is NOT necessary to equip the given Argent Dawn Commission, just keep your current trinkets on.

04) Accept "The So-Called Mark of the Lightbringer" SKIP "A Plague Upon Thee"

05) Go into the Western Plaguelands (Felstone field at 37.56) and Accept "Better Late Than Never" (the lady in the house, at 38.54)

06) Then go to the barn next door, and...

07) Complete "Better Late Than Never" .. click on the chest again to accept "Better Late Than Never" again.

08) Go do "Scarlet Diversions" (burn the tent down, and plant the banner, 40.51)  (See Video)

09) Go back to the Bulwark..  (NOTE: Make sure you save any Bone Fragments you find, you will need 30 of them for a later quest)

10) Turn in "Scarlet Diversions" ... accept "All Along the Watchtowers" and "The Scourge Cauldrons"

11) Turn in "The Scourge Cauldrons" ... accept "Target: Felstone Field"

12) Go complete the whole Cauldron quest chain, you need to kill the Cauldron Lord at each targeted field (listed below), grab their key and use it at the big cauldron in the middle of the field.  (Just keep going back and forth from The Bulwark to the next field completing each one, turning them in and then accepting and doing the next one)...

13) "Target: Felstone Field" (37.56)

14) "Target: Dalson's Tears" (46.52).  NOTE:  While you are here, there is a small quest chain here that starts with a little Diary in the barn (47.50) called "Mrs. Dalson's Diary", just click that to complete the quest.  Now, after you did that, then you need to kill a Wandering Skeleton to get a key that opens the outhouse behind the barn.  After you get the key and open the outhouse, it will release a Farmer Dalson, a level 56 undead.  Kill him, grab that key, and then run in the house (that is right next to the barn) and go up the stairs, there you will find a cabinet, open the cabinet with that key (For the quest "Locked Away") and finally it's over.  Easy 10200 XP!  Or was it?

15) "Target: Writhing Haunt" (53.65)

16) "Target: Gahrron's Withering" (62.59)  Once you turn in the Key and accept "Return to the Bulwark" just go to the next step without going back to the Bulwark..

17) Go accept "Unfinished Business" part1 (at 51.28)

18) "Unfinished Business" part1:  (the mobs for this quest are at 50.42 and 53.44)

19) Turn in "Unfinished Business" part1 (back at 51.28) ... accept "Unfinished Business" part2

20) "Unfinished Business"  part2:  The 2 mobs for this quest are at (57.37 and 54.24).  While doing this quest make sure you also do "The So-Called Mark of the Lightbringer" along with it, it's up in the top of the tower at 54.24.

21) Turn in "Unfinished Business" part2 (back at 51.28) ... accept "Unfinished Business" part3

22) "Unfinished Business" part3:  Need to go up in the tower (at 45.19) in a certain spot, watch out for Elites.  (See Video)

23) Then turn in "Unfinished Business" part3 (back at 51.28)

24) Now Hearth to Undercity.

25) Turn in "Better Late Than Never" (in the Trade Quarter at 69.43) ... accept "The Jeremiah Blues"

26) Turn in "The Jeremiah Blues" (just right underneath the bank) ... accept "Good Luck Charm"

27) Go back to the Bulwark...

59-60 Western Plaguelands

01) Once at the Bulwark, turn in "Return to the Bulwark" and "The So-Called Mark of the Lightbringer"  ... Accept "Defiling Uther's Tomb"

02) Then go accept and complete "Mission Accomplished!" (right there at the Bulwark)

03) Go turn in "Good Luck Charm" ... accept "Two Halves Become One" (the lady in the house at 38.54)

04) Do "Two Halves Become One" (Jabbering ghouls out in Felstone Field drop the item you need, once you get the item right-click it in your inventory), then go back to the lady in the house to turn it in.

05) Go south into the Ruins of Andorhal, go up in the Inn (at 39.66) and accept "A Matter of Time" (from Chromie)

06) Then go do (while grinding away at mobs):

07) "All Along the Watchtowers"

08) "A Matter of Time" (done around 47.62)

09) Go turn in "A Matter of Time" up in the Inn (at 39.66) ... accept "Counting Out Time"

10) Go do "Counting Out Time" then turn it in. (it's repeatable but you only get XP once from it)

11) Stop at Uther's Tomb (51.82) and do "Defiling Uther's Tomb" (you need to equip the given quest item then use it at the tomb)

12) Then go back to the Bulwark..

13) Turn in "Defiling Uther's Tomb"

14) Turn in "All Along the Watchtowers" ... accept "Scholomance"

15) Turn in "Scholomance" at the undead guy right next to him ... SKIP "Skeletal Fragments"

16) At this point you should for sure be friendly with the Argent Dawn.

17) We are now done with questing in the PLs!

18) Death Gate to Ebon Hold.

19) Fly to Light’s Hope Chapel (in Eastern Plaguelands).  ALTHOUGH PLEASE NOTE:  If you do not have any of the following items (found in the next section), then skip the next section, and go to the 'Journey to Outland' section below!

Light's Hope Chapel (EPs)

01) Once at Light's Hope Chapel, go to the mailbox there and get the following items out of your mailbox (if you have them) for the following possible 'Turn In' quests:

02) 2 Thorium Bars, 1 Golden Rod, 8 Hi-Explosive Bombs and 8 Unstable Triggers to Smokey LaRue (the Dwarf at 74.52 in Eastern Plagueland) for "That's Asking A Lot". Skip the follow up quest.

03) 30 Savage Fronds to Rayne (standing just right outside of the Inn at 75.53) for the quest "Savage Flora"

04) The following 'Turn Ins' are done inside the Inn (at 75.52):

05) 30 Crypt Fiend Parts to Huntsman Leopold for "Cryptstalker Armor Doesn't Make Itself...."

06) 30 Core Of Elements to Archmage Angela Dosantos for "The Elemental Equation"

07) 30 Bone Fragments to Rohan the Assassin for "Bonescythe Digs"

08) 30 Dark Iron Scraps to Korfax to Champion of the Light for "Binding The Dreadnaught"

09) Skip all the other quests here.

Journey to Outland

01) Hearth to the Undercity.

02) Go just outside of the Undercity, and take the zeppelin to Grom'gol.

03) From Grom'gol, fly to Stonard (Swamp of Sorrows).

04) Now is the time to get the following items out of your mailbox at Stonard (if you have them): 

Imperfect Draenethyst Fragment and/or Flawless Draenethyst Sphere

Blasted Boar Lung (up to 6)

Scorpok Pincer (up to 6)

Basilisk Brain (up to 11)

Vulture Gizzard (up to 14)

Snickerfang Jowl (up to 5)

05) Then go south into the Blasted Lands.

06) At 50.14 (right when you enter the Blasted Lands) there is a small quest hub with 5 quests available, you can turn in all of those 'beast parts' for those quests there for a total of 6,750 XP (considering if you have ALL the parts listed above).

07) Now if you have either Imperfect Draenethyst Fragment or Flawless Draenethyst Sphere, you can turn them in at Kum’isha the Collector (51.35 in Blasted Lands) for "Everything Counts In Large Amounts" and "To Serve Kum'isha". Skip the follow-ups as you will not get any further XP from them.

Outland 60-68

01) There is a quest giver (Warlord Dar'toon) right before you enter the dark portal that gives "Through the Dark Portal"  ... accept it.

02) Then enter the Dark Portal.

03) First thing you'll notice in front of you is a bunch of HUGE demons killing a bunch of NPCs, no need to worry about it now.

04) Go down the steps and turn in "Through the Dark Portal" ... accept "Arrival in Outland"

05) Go turn in "Arrival in Outland" ... accept "Journey to Thrallmar"

06) Then Fly to Thrallmar...

07) Make Thrallmar your home.

08) Turn in "Journey to Thrallmar" ... accept "Report to Nazgrel"

09) Go turn in "Report to Nazgrel" ... accept "Eradicate the Burning Legion"

10) Next mount up and ride to Zangermarsh.

11) Go to the Cenarion Expedition in Zangermarsh and turn in any Unidentified Plant Parts for the quest "Plants of Zangarmarsh" and then "Identify Plant Parts" (at Lauranna Thar'well). The reason we are doing this in advance is the DeathKnight is reliant on attack power. You will be able to buy the head enchant from here to use until you can replace it in Northrend. You will hand in plant parts until Honored then you can head back to Thrallamar to start the Hellfire Quest lines. The reason we did this first thing is there are quests in Hellfire that give reputation towards Cenarion.  Since we have already done all the hand-ins to get to honored then every quest you do while progressing to 70 for them will put you closer and closer to Revered.  By just doing the quests for them in the various zones you will be revered and never have to do an instance.  Hence it helps your overall character and helps you level faster.

12) Now to continue on, you can use my current Outland Guide to level up through Outland all the way until 68, or level 70 if you wish.  If you enter Northrend at level 68, then you will most likely need to do both starting zones in Northrend (Borean Tundra and Howling Fjord).  I will list more possible quick 'Turn In' quests you can do in Outland to quickly get some free XP, here is the list:

 

LOCATION:  Sporegar  -  Zangarmarsh
Total Yields 75400     -    Requires 62
QTY:ITEM:Quest:
6 Bog Lord Tendrils"Natural Enemies"
10 Mature Spore Sac"The Sporelings' Plight"
10 Glowcap Mushroom"Glowcap Mushrooms"
6 Fertile Spores"Fertile Spores"
5 Sanguine Hibiscus"Bring Me A Shrubbery!"

 

LOCATION:  Lower City Rep
Shattrath Lower City
Total yields 15,000 -   Requires 62
QTY:ITEM:QUEST:
30 Arakkoa Feathers"The Outcast's Plight"

 

LOCATION: The Consortium Rep
Nagrand  -  Total yields 11,300
Requires 64
QTY:ITEM:QUEST:
3 Ivory Tusks"A Head Full of Ivory"

 

LOCATION: Shattrath   -   Aldor
QTY:ITEM:LEVEL REQUIREMENT:QUEST:
10 Mark of Kiljaeden62"Marks of Kil'jaeden"
10 Mark of Sargeras68"Marks of Sargeras"
1 Fel Armament64"A Cleansing Light"

 

LOCATION:  Shattrath   -   Scryer
QTY:ITEM:LEVEL REQUIREMENT:QUEST:
10 Firewing Signet62"Firewing Signets"
10 Sunfury Signet68"Sunfury Signets"
1 Arcane Tome64"Arcane Tomes"

 

 

To continue on with this guide, please go to my Outland Guide!

 

Joana's Death Knight Strategy Guide

Death Knight - Introduction

 

Death Knight's Rune System

The death knight uses a unique rune-based resource system to govern his spells and abilities. There are three rune types: blood, frost, and unholy, each with an attached color and symbol (listed directly under your character portrait). As you use these abilities, the runes will become exhausted. After a period of time (10 seconds) the runes will refresh. The Death Knight will be able to use spells to turn a rune into a Death Rune, which can be used as a Blood/Frost/Unholy rune. In addition, whenever the Death Knight uses a rune ability against a foe, it will build up a certain amount of Runic Power (the light-blue bar where mana or energy would be for other classes). This Runic Power is only used by few abilities. Certain abilities (such as Dancing Rune Blade) will completely drain all the Runic Power that has been accumulated. The more power stored, the more effective the ability. Most abilities that use Runic Power use a set amount, like Death Coil.

Death knights will not be able to reallocate the number and type of runes - they're fixed to 2 runes of each type. Runeforging will still be available, but it will only provide permanent weapon enchants. The enchants work just like the permanent weapon enchants provided by Enchanting, but are self-only and are supposed to be better for the death knight than the Enchanting ones.

Here are the possible Enchants you will have to work with:

 

SpellLevel Description
Rune of Cinderglacier55 Affixes your rune weapon with a rune that has a chance to increase your Frost and Shadow spell damage by 10% for 15 sec. Modifying your rune weapon requires a Rune Forge in Ebon Hold.
5 sec cast
Rune of Razorice55Affixes your rune weapon with a rune that causes 2% extra weapon damage as Frost damage and has a chance to increase Frost vulnerability.  Modifying your rune weapon requires a Rune Forge in Ebon Hold.
Rune of Spellbreaking57 Affixes your two-handed rune weapon with a rune that deflects 5% of all spell damage. Modifying your rune weapon requires a Rune Forge in Ebon Hold.
5 sec cast
Rune of Spellshattering57Affixes your two-handed rune weapon with a rune that deflects 4% of all spell damage and reduces the duration of Silence effects by 50%.  Modifying your rune weapon requires a Rune Forge in Ebon Hold.
Rune of Lichbane60 Affixes your rune weapon with a rune that has a chance to strike undead for extra Fire damage and stun them for 5 sec. Modifying your rune weapon requires a Rune Forge in Ebon Hold.
5 sec cast
Rune of Swordbreaking63 Affixes your two-handed rune weapon with a rune that increases Parry chance by 3%. Modifying your rune weapon requires a Rune Forge in Ebon Hold.
5 sec cast
Rune of Swordshattering 63Affixes your two-handed rune weapon with a rune that increases Parry chance by 4% and reduces the duration of Disarm effects by 50%.  Modifying your rune weapon requires a Rune Forge in Ebon Hold.
Rune of the Fallen Crusader65Affixes your rune weapon with a rune that has a chance to heal you for 3% and increase total Strength by 30% for 15 sec.  Modifying your rune weapon requires a Rune Forge in Ebon Hold.

 

Death Knight's Runeforging

Death Knights have a unique enchant-like system called Runeforging. Death Knights will learn Runeforging right from their first couple of quests in the starting area of Ebon Hold. Runeforging is just like enchanting (but only for Death Knights). When near a Runeforge you will be able to click a spell in your spell book, just like enchanting, and then choose an "enchant" to perform on the weapon. Runeforging will overwrites previous enchants.

Currently there are 8 different 'enchants' you can place on your weapon.

* 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 Razorice: Affixes your rune weapon with a rune that adds 2% extra weapon damage as Frost damage and has a chance to increase Frost vulnerability.

* Rune of Spellbreaking: Affixes your rune weapon with a rune that deflects 2% of all spell damage and reduces the duration of Silence effects by 50%.

* Rune of Spellshattering: Affixes your rune weapon with a rune that deflects 4% of all spell damage and reduces the duration of Silence effects by 50%.

* Rune of Swordbreaking: Affixes your rune weapon with a rune that increases Parry chance by 2% and reduces the duration of Disarm effects by 50%.

* Rune of Swordshattering: Affixes your rune weapon with a rune that increases Parry chance by 4% and reduces the duration of Disarm effects by 50%.

* Rune of the Fallen Crusader: Affixes your rune weapon with a rune that has a chance to heal you for 3% and increase total strength by 30% for 15 sec.

Death Knight's Presences

You will come across 3 types of presences that Death Knight's have, here is a quick rundown of each:

* Blood Presence increases damage output by a percentage and restores a percentage of damage dealt as health.

* Frost Presence increases threat and lowers damage taken by a percentage.

* Unholy Presence increases attack speed and reduces the global cooldown on death knight abilities.

 

Talents

Here is a quick rundown of the Death Knight's talents:

* Blood: Talents in this tree focus on weapons, armor, healing, and strikes.

* Frost: Talents in this tree focus on armor, control, counters, and combos.

* Unholy: Talents in this tree focus on spells, summons, diseases, and AOE.

Good Talent Specs

What is the fastest leveling spec you may ask? Well I have tried many combinations and done lots of research into this, and overall no matter which one you choose (either unholy spec, blood spec, or frost) you really can't go wrong as they can all be efficient when leveling fast.

Here are some very good specs for leveling fast:

This is a good Blood Talent Spec:

This is a good Frost Talent Spec:

And this is a good Unholy Talent Spec:

(Level 63):

(Level 80):

Blood spec allows for reduced downtime, more uptime, more killing = faster XP! (this follows as long as it isn't too gimp over the other specs, which it is not).  I also noticed soloing Elites was much easier going Blood Spec.

From my experience Unholy works the best for me overall when it comes to fast leveling, but it requires a little more attention on your part. In which you got to try and kill multiple mobs at once continuously (hence the AoE abilities of the Unholy talents and abilities).

However, Unholy spec (as noted above), can work better for AOE grinding (that is killing multiple mobs at once). Your XP per hour can be better if you manage to gather 2 mobs to kill at a time. However when questing, a lot of the time you are only facing one mob at a time, in which case a good Blood spec is your better option. Unholy is slower than Blood when facing one mob at a time.

End game PvP Build

For end game PVP, I have found this to be a very good build, it focuses primarily on Blood spec:

I have found Blood to work the best for PVP, you can outlast better and switch to pure DPS quickly.  Check out this video for some PvP in action:



Death Knight PvP.wmv

Here are other specs that can be used for a variety of purposes:

Death Knight Tanks

Death knights are a very unique class in which they can be used as very effective tanks as well!

Death Knight's tank by chaining cooldowns together, they don't have anywhere near the level of passive or rotational defense as the other tanks.

This causes them to have excellent defenses in PvP without the requirement of giving up offense. However, as they're more of an outlast class, as they're a pure (or, as pure as Priest, Warrior, etc) without any traditional PvP boons like Drains, Healing Debuffs or Crowd Control.

This is a very good Blood tank talent tree.

 

Gameplay Strategy

General Combat Sequence:

With your early starting DK's your usual combat sequence usually looks something like this:  Raise Dead (if you do not have a ghoul), Death Grip (if your target is further away), Icy Touch, Plague Strike, Blood Strike, Blood Strike, Pestilence, (Oblit / Heart Strike), Death Coil.

TIP:  You are better off spamming your abilities than not using abilities at all, as this continuously raises your runic power, which allows you to use abilities such as Death Coil.

For a Blood Death Knight, a rather effective combo for fighting and putting use to your Blood Strike is the current order of spells:

• Plague Strike
• Blood Strike
• Death Strike


When doing this order, give the Plague Strike's disease at least 10 seconds before you use a Death Strike. When you use Death Strike it will heal you for the damage the disease did.

Also, another useful thing about this combination is the Death Trance talent, allowing you to cast a free / guaranteed crit Death Coil.

Check out This Video for simple gameplay elements.

Dual Wield or Two-Handed weapons?

Dual Wield can't really compete competitively with 2h in tier 7, but it is possible it'll catch up in the future. It's impossible to say for sure, but dual wield white damage scales faster than 2h white damage, but you do lose damage on weapon based abilities, so it is possible it'll never even out. Even if it does, it'll be a very specialized build to make dual wield competitive, you won't have the versatility that 2h gets where every tree is viable to spec into.

DW seems to be more of an extra they gave us rather than something the class is designed around. There's even been blue posts suggesting that if DW is clearly better than 2h that it'll likely be changed in some way, although I'm guessing if they turn out about equal they'd be fine with it.

They have said that they test at a variety of gear ranges and not just what is going to be available right away, so I think it is likely DW will catch up to 2h for DPS, otherwise I don't see why they'd make it a class ability if it is always intended to be worse.

Some useful UI Mods for the Death Knight:

RuneWatch - RuneWatch is a RuneFrame Replacement Addon which has slowly evolved into a UnitFrame for DeathKnights. The Mod tracks your runes, thier cooldowns and also visually represents your Runic Power.

The aim of RuneWatch is to make your DeathKnight specific statistics more visually appealing and noticeable. In addition to this, RuneWatch is highly customizable and allows you to change a number of aspects of both it's Appearance and Behavior.
RuneMover - This mod allows you to move your run bar around and allows you to enlarge it.  so get this if you would rather have a better visual for your run bar.
DoT Timer - You can get this if you would like to have a nice visual on screen for when your cooldowns for your abilities are ready to use again.  Although I personally just like to use CoolDownCount.
AutoProfit - This mod allows you to sell all your gray items you have to a vender at once, this saves time, I definitely recommend getting it no matter what class you are!
More coming soon!

I have complied you a very good list of external links that can help you out a lot with the Death Knight!

In-Depth Death Knight Tanking Guide

List of Glyphs for the Death Knight

Official Death Knight discussion Forum from Blizzard

 

 

 

Starting Skill Strategy:

55:  When starting a Death Knight (at level 55) you have the following abilities to work with:

  • Death Grip - I like to think of this skill as the Mortal Kombat's "Get Over Here!" spell!  This is a taunt ability that grabs mobs from a distance and then forces that mob to attack you for 3 seconds.  It has a 35 second cooldown, so you can't use it too often.  There are some talents that can bring this cooldown further.
  • Icy Touch - This is an instant cast ice spell, Chills the target for 127 to 137 Frost damage and infects them with Frost Fever, a disease that reduces melee and ranged attack speed by 14% for 12 sec.  This is an instant cast ability that requires 1 frost rune.
  • Plague Strike - A vicious strike that deals 30% weapon damage plus 37.5 and infects the target with Blood Plague, a disease dealing Shadow damage over time. The strike removes one heal over time effect from the target.  This is an Instant cast and requires 1Unholy rune.  This is an important DK ability, since it puts up a disease for your Blood Strikes to do more damage.
  • Blood Strike - Instantly strike the enemy, causing 50% weapon damage plus 191, and an additional 95.5 bonus damage per disease.
  • Death Coil - Fire a blast of unholy energy, causing 167 Shadow damage to an enemy target or healing 250.5 damage from a friendly Undead target.  This is an instant cast spell that requires 40 runic power.  You can use this ability on your enemies to damage them, or use it on friendly undead units to heal them.  Remember you can use this ability to heal your ghouls, or other friendly Death Knights!
  • Blood Presence - This is the first presence you start off with, since this is the only one you start off with, you cannot switch over to other ones until you get the frost and unholy presence.  This presence strengthens the Death Knight with the presence of blood, increasing damage by 15% and healing the Death Knight by 2% of damage dealt. Only damage dealt to targets that grant experience or honor can trigger this heal. Only one Presence may be active at a time.

56:  Once you turn level 56, you can get the following new abilities:

  • Raise Dead - Raises a Ghoul to fight by your side. If no humanoid corpse that yields experience or honor is available, you must supply Corpse Dust to complete the spell. If the corpses of friendly players are raised, they will have control over the Ghoul. You can have a maximum of one Ghoul at a time. Lasts 2 min.  The ghoul acts like a normal pet and it has a decent duration (2 minutes) if not Unholy, and it lasts until it dies if you are Unholy. That said, it's really not that cumbersome to try to find a corpse. If all else fails, corpse dust is super cheap.
  • Death Strike - (Requires Melee Weapon)
    A deadly attack that deals 60% weapon damage plus 67.2 and heals the Death Knight for a percent of damage done for each of <his/her> diseases on the target.  This is one of the Death Knight's most famous abilities, I love it :)
  • Pestilence - Causes 27 to 33 Shadow damage to the target and all targets within 10 yards and spreads any diseases on the target to the additional targets.  TIP:  Using this spell along with the Blood Boil ability provides a great AoE tank synergy.

57:  Once you turn level 57, you can get the following new abilities:

  • Frost Presence - (one of the 3 presences) The death knight takes on the presence of frost, increasing total health by 10%, armor contribution from items by 60%, and reducing spell damage taken by 5%. Increases threat generated. Only one Presence may be active at a time.
  • Mind Freeze - Smash the target's mind with cold, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.  This is an instant cast that requires 10 runic power.  This ability works in much the same way as pummel and kick. The major difference however is that this is considered frost and therefore will ignore physical immunities such as Hand of Protection.

58:  Once you turn level 58, you can get the following new abilities:

  • Blood Boil - Causes any of the Death Knight's diseases on the target, and all enemies within 30 yards of the target, to painfully erupt, dealing 59 to 71 Shadow damage.  This spell is meant to be used in conjunction with the Pestilence ability.  What I do is I would mount up and run through 3 melee mobs, Icy Touch a further 4th melee mob, and then Death Grip a 5th mob to me. Once I've Death Grip'd the 5th mob I turn back to the 4th mob that already has Frost Fever on him and I Plague Strike him. Now he has 2 diseases and so I Pestilence to spread the diseases and drop Death and Decay. Now I decide whether heals are important (usually that aren't needed) and either Blood Boil immediately or wait until after I Death Strike. You can usually finish the rest off with auto attacks at that point or get another Death Strike or two in before the mobs are all gone so you can be close to full HP if not maxed and be ready to start the next pull.

    In instance AoE tanking, can rinse and repeat the Icy Touch=>Plague Strike=>Petilence=>Blood Boil as needed to help keep aggro off healers on the nonskull marked target.
  • Chains of Ice - Instant attack that requires 1 frost rune.  Shackles the target with frozen chains, reducing their movement to zero. The target regains 10% of their movement each second for 10 sec.  This is a great PvP spell.

59:  Once you turn level 59, you can get the following new ability:

  • Strangulate - Instant cast that requires one blood rune.  Strangulates an enemy, silencing them for 5 sec, and deals 80 Shadow damage at the end of the effect.  This is similar to Mind Freeze except this is a straight-up silence for 5 seconds, requires a Blood rune instead of Runic Power, and has a 30 yard range.  Mind Freeze uses Runic Power, is melee range only, and is an interrupt, not a 'silence', per say.  In PvP this is great for silencing healers from a distance.

60:  Once you turn level 60, you can get the following new ability:

  • Death and Decay - Instant cast that requires 1 blood rune, 1 unholy rune, and 1 frost rune.  Corrupts the ground targeted by the Death Knight, causing 26 Shadow damage every sec that targets remain in the area for 10 sec. This ability produces a high amount of threat.  I consider this ability more of an aggro spell than a damage doer.  You can combine this ability with the +40% threat from the Frost Presence and you have a very useful tool for AoE tanking as a Death Knight.

61:  Once you turn level 61, you can get the following new abilities:

  • Obliterate - Instant cast, requires 1 unholy and 1 frost rune.  A brutal instant attack that deals 100% weapon damage plus 124, and an additional 62 bonus damage per disease, but consumes the diseases.  NOTE:  Death Knight abilities that deal "x damage per disease" only take into account the diseases applied by the death knight using the ability. Diseases from other sources including mobs, consumables, priests and other death knights are NOT factored into the multiplier.  NOTE:  Death Knight abilities that deal "x damage per disease" only take into account the diseases applied by the death knight using the ability. Diseases from other sources including mobs, consumables, priests and other death knights are NOT factored into the multiplier.  At the time of this writing all DKs can apply two diseases (Frost Fever and Blood Plague). Deep Unholy DKs can apply a third disease in the form of Crypt Fever.
  • Path of Frost - Instant cast requires 1 frost rune.  The Death Knight's freezing aura creates ice beneath <his/her> feet, allowing <him/her> and <his/her> party or raid to walk on water for 10 min. Works while mounted. Any damage will cancel the effect.  This skill is both very fun and very useful. In Borean Tundra especially, there are Tuskaar and pirate quests that take place near and over water. You can traverse the water easily, and get there quicker than any other class by far.

62:  Once you turn level 62, you can get the following new ability:

  • Icebound Fortitude - Instant cast, 1 min. cooldown, requires 20 runic power.  The Death Knight freezes <his/her> blood to become immune to Stun effects and reduce all damage taken by 50% for 12 sec. Does not remove existing Stun effects.

64:  Once you turn level 64, you can get the following new ability:

  • Blood Tap - Instant cast, 1 min. cooldown, requires 6% of your base health.  Immediately activates a Blood Rune and temporarily converts it into a Death Rune. This rune counts as a Blood, Unholy, or Frost Rune. Lasts 20 sec.  Keep in mind it not only converts a blood rune into a death rune, but it also activates one.

65:  Once you turn level 65, you can get the following new ability:

  • Dark Command - 20 yd range, instant cast, 8 sec cooldown.  Commands the target to attack you, but has no effect if the target is already attacking you.

66:  Once you turn level 66, you can get the following new ability:

  • Death Pact - Instant cast, 2 min. cooldown, requires 40 runic power.  Sacrifices an undead minion, healing the Death Knight for 20% of <his/her> maximum health.  This is a useful ability, and note that it can work on Gargoyles too.

67:  Once you turn level 67, you can get the following new ability:

  • Rune Strike - Requires Melee Weapon and 20 runic power.  Strike the target for 200% weapon damage plus [200 * AP * 10 / 10000]. Only usable after an attack is dodged or parried. Can't be dodged, blocked, or parried.

68:  Once you turn level 68, you can get the following new ability:

  • Anti-Magic Shell - Instant cast, 1 min. cooldown, requires 20 runic power.  Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by harmful spells and preventing application of harmful magical effects. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional runic power. Lasts 5 sec.  Keep in mind this only blocks magic, it does not block curses, poisons and diseases.  And it doesn't remove current magical debuffs, it just prevents new ones from occurring for the duration of the shield.

69:  Once you turn level 69, you can get the following new ability:

  • Eye of Acherus - Instant cast, requires 1 frost rune, 10 second cooldown.  Summons the Eye of Acherus with 100 health 5 min that allows vision of nearby area and warns of enemies that attack it. Right-Click on buff to switch back and forth between Eye of Acherus and normal vision.  I've personally never been able to figure out how to get this ability, I'm not sure where you can learn this from, anyone know?

70:  Once you turn level 70, you can get the following new ability:

  • Unholy Presence - Instant cast, 1 second cooldown, requires 1 unholy rune.  Infuses the death knight with unholy fury, increasing attack speed by 15%, movement speed by 15% and reducing the global cooldown on all abilities by 0.5 sec. Only one Presence may be active at a time.  As a speed runner I am always for faster movement speed, so I was very happy to see this implemented for the DK.  This is also very useful for PvP, since you attack faster (more burst), less GCD (so you can use your abilities quickly) and some amount of run speed (so you don't get kited as much).

75:  Once you turn level 75, you can get the following new ability:

  • Empower Rune Weapon - Instant cast, 5 min. cooldown.  Empower your rune weapon, immediately activating all your runes and generating 25 runic power.  What this does is it totally replenishes all your runes back and gives you 25 runic power, but you can only use it every 5 minutes.  This is very useful, remember to use this once your runes have been nearly all exhausted to get them back!

80:  Once you turn level 80, you can get the following new ability:

  • Army of the Dead - Requires 1 blood, unholy, and frost rune.  This is a channeled ability that has a 20 minute cooldown.  Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channelling Army of the Dead, the Death Knight takes less damage equal to <his/her> Dodge plus Parry chance.  I haven't really found too many uses for this ability.  It doesn't work too good for PvP since it can be easily interrupted. Not that great for soloing mobs either.  The best use is really crowd control during dungeon fights with a group.

Other skills you can get:

 Here are the other skills you can obtain from either doing quest or from talents:

  • Corpse Explosion - Instant cast, Cause a corpse to explode for Shadow damage modified by attack power to all enemies within 10 yards. Will use a nearby corpse if none is targeted. Does not affect mechanical or elemental corpses.  This spell is just like the necromancer corpse explsion skill from Diablo2, it can be a very effecitve AoE ability.
  • On a Pale Horse - Instant cast, You become as hard to stop as death itself. The duration of all Stun and Fear effects used against you is reduced by 10%, and your mounted speed is increased by 10%. This does not stack with other movement speed increasing effects.  Can be a good to get for PvP.
  • Unholy Blight - Instant cast, A vile swarm of unholy insects surrounds the Death Knight for a 10 yard radius.  Enemies caught in the area take 21 Shadow damage per sec.  Lasts 20 sec.  When leveling, you don't use Unholy Blight that often, because you fight a lot of single targets, Unholy Blight still is very useful for AoE'ing though.
     
While playing a DK, you may come across someone using abbreviations for their abilities/spells.  Here is a list of those abbreviations so you know what they stand for.  You should memorize these as it might come in handy:

PS = Plauge Strike
SS = Scourge Strike
DnD = Death and Decay
BB = Blood Boil
DG = Death Grip
CE = Corpse Explosion
FF = Frost Fever
BP = Blood Plauge
DS = Death Strike
DC = Death Coil
BP = Blood Presence
IT = Icy Touch
OB = Obliterate
BT = Blood Tap
SG = Strangulate
DP = Death Pact
Pest = Pestilence
CoI = Chains of Ice
BS = Blood Strike
HS = Heart Strike
RS = Rune Strike
AMS = Anti-Magic Shell
UB = Unholy Blight
HoW =  Horn of Winter
HB = Howling Blast
AotD = Army of the Dead
AMZ = Anti Magic Zone

Useful Macros:  (After you play the Death Knight for awhile and get used to their spells/abilities, you can then refer to this advance macro section for using macros to make your life easier).

The following is a very useful macro for healing your ghoul, it quickly targets your ghoul, throws a death coil at him, then quickly switches back to your previous target. This is great for someone using an Unholy Spec.

If you do not have a pet, this will raise the dead.

If you are in melee range you will use Dark Command, however if you are not in range, you will cast Death Grip.

This macro will cast Hysteria on:
1. Yourself if you aren't in a group
2. Yourself if you are pressing alt
3. Your target's target if they are an enemy
4. Attempt to cast it normally

PVP Macro: This is a good PVP macro that when you see your ghoul take a lot of damage and he could die, quickly use this macro to cause your ghoul to explode with the Corpse Explosion ability to cause a quick "nuke". This can also be used in PVE.

More coming later!

 

You can check the bottom of my 1-60 guide for general tips/tricks on how to level faster, along with hunter specific tips/tricks.

COMING SOON:  Recorded 1-80 speed runs!

Want to leave testimonials about my guide?  You can do that on my MySpace Page through leaving a comment!

For screenshots and to get to know Joana/Mancow better you can visit this part of my site here!  And if you are interested in signing up for my newsletter, you can do so at this page here!

Help me improve this guide!

If you feel that some quests should contain additional information that would be helpful, or if you have any additions or find any errors in this guide, PLEASE contact me here, make sure you leave "Deathknight Guide Improvements" in the subject line so it filters correctly into my inbox.   I appreciate any feedback to make this guide better!

MORE GUIDES:  To check out more World of Warcraft guides that are decent buys, you can check out Ultimate World Of Warcraft Guide for WotLK PvP strategies and tips and they also offer lots of guides for free lifetime membership updates,  Luke's Gold Guide, which is great if you need a gold guide, and also the Penn's Profession's Guide for in-depth overview of WoW professions, this guide can give you some more pointers on the classes and such.  And for a complete list of WoW products you can purchase, please check out my Premium Guide List out.