Death Knight

*A fearsome incarnation of Death itself. Armed and cold blooded, the Death Knight destroys any foe with his relentless Death Coils. armies of the dead and Runic Power.*

The Death Knight evolves from the Necromancer. He is one of the final classes.

## Skills

 Death Coil

Base Cast:  3s  20s

Deal  4.000% Base Damage (+200%)

Gain 10 Rune Might

When Rune Might reaches max capacity (100), trigger Culling Strike which deals  15.000% Base Damage (+750%)

Level 5: If you or the enemy have less than  25% Health, Culling Strike has a  100% Chance to deal  4x of its damage

Level 10: Death Coil gains  +1 hit during its Cast Time

 Death Coil II

For each  hit of Death Coul, deal  +5% Damage for  10 seconds (+5%)

Level 5: For each stack of Plague on the enemy, Culling Strike has  33% to generate 1 Rune Might, up to a maximum of 50 Rune Might

Level 10: Every Spell you cast generates 5 Rune Might

 Way of the Death Knight

Generate 1 Rune Might every 5 seconds (+1 Rune Might)

Level 5: For each Rune Might you have, deal  +1% Damage

Casting Culling Strike conserves that bonus for  10 seconds

Level 10: Increase you maximum Rune Might capacity by +100

Culling Strike has a 100% Chance to gain  +1 hit

 Arcane Missiles IV

Every  hit of Arcane Explosion has a  10% Chance to generate 1 Rune Might (+10%)

Level 5: Base Cast time of Arcane Missiles is reduced by  1,5 seconds

Arcane Explosion gains  +30% Critical hit Chance

Arcane Missile gains  +30% Critical hit Chance

Level 10: For every 10 Rune Might you have, Arcane Missiles gains  +1 hit

 Water Elemental IV

For each Rune Might you have, Water Elemental deals  +0,2% Base Damage (+0,2%)

Level 5: Every second, every Water Elemental has a  5% Chance to  cast your Death Coil instead of Water Strike

Level 10: All Spells cast by Water Elemental have  Cast Time = 0

 Immolate IV

For every Rune Might gained, Immolate deals  +10% Base Damage for  10 seconds (+10%)

Level 5: Each  Critical Hit of Immolate has a  50% Chance to trigger Immolate

Level 10: Every tick of Burn consumes 7 Rune Might if possible and deals  Damage equal to Immolate

 Raise Skeletons III

Reduce the time between  Damage effects of each Skeleton by -0,05 seconds (-0,05s)

Level 5: Each hit of Culling Strike summons a Skeleton Mage

For each Skeleton Mage active, every Skeleton deals  +20% Damage

Level 10: When a Skeleton Mage dies, if there are more than 20 stacks of Plague on the enemy, consume them to gain 40 Rune Might

 Auto Hit III

Basic Attack gains  -0,1 seconds Base Cast Time (-0,1s)

Level 5: For each  hit of CS, Basic Attack deals  +100% Damage for  10 seconds

Level 10: While you have more than 70 Rune Might, Basic Attack has a  100% Chance to gain  +2 hits

While you have more than 70 Rune Might, each  hit of Basic Attack has a  100% Chance to generate 1 Rune Might

Version: 0.11

## Tooltips

 Rune Might (alternate cast bar)

Rune Might has a capacity of 100

When Rune Might reaches max capacity, trigger Culling Strike

NOTE: Rune Might does not count as a stackable buff, but instead works like a special cast bar, which can only advance by gaining Rune Might instead of spending cast time and eventually triggers Culling Strike

 Culling Strike (spell trigger)

Deal  15.000% Base Damage

Consume all Rune Might you have

 Icy North (player buff)

When you have 4 stacks of Icy North apply Frost Wyrm on your enemy

 Frost Wyrm (enemy debuff)

See rune description