Death Knights Complete list of Heroes and their Abilities. Created to be viewed in THW's classic theme. Rasmus Ashbringer Strength based, melee Death Knight. Cunning Hero, adept at dominating combat; bent on opening the Nether Portal. Ghost Walk Allows Rasmus to become invisible and move faster for a set amount of time. Level 1 - 13% move, 60 bonus damage, 20 seconds. Level 2 - 21% move, 120 bonus damage, 30 seconds. Level 3 - 35% move, 180 bonus damage, 40 seconds. Level 4 - 51% move, 240 bonus damage, 60 seconds. Spirit Plague The Death Knight unleashes terrifying illusions of spirits to frighten nearby enemy units, reducing their armor and depleting their mana. Lasts 15 seconds. Level 1 - 4 armor reduction, 100 mana depleted. Level 2 - 8 armor reduction, 150 mana depleted. Level 3 - 12 armor reduction, 200 mana depleted. Level 4 - 16 armor reduction, 250 mana depleted. Vampiric Strike Gives a 15% chance to deal the Hero's total Strength in extra damage on an attack and regain hit points by a factor of the extra damage. Level 1- 1/6 total damage regained. Level 2 - 1/5 total damage regained. Level 3 - 1/4 total damage regained. Level 4 - 1/3 total damage regained. Vampire Bat (Level 6 Ultimate) Summons a blood thirsty Vampire Bat to aid the Death Knight. This fiend has a hunger for blood and can sense your enemies positions with Echo-Location. Also has the Feast ability. Attacks land and air units. Nether Prison (Level 13 Ultimate) Send a target enemy Hero into an abysmal plane of the Twisting Nether. The Hero's spirit withers in a cell where it is paralyzed and hampered relentlessly with demonic magic and takes 150 damage per second. Lasts 6 seconds. Fenris Killgore Intelligence based, ranged Death Knight. Brutal hero that can wreak havoc with spell combinations and control vast areas of the map. Selectable Teleport Choose an area to lay a teleport pad that can later be used to teleport the Hero to. To place a telepad, cast this ability on a desired area within 850 range. To teleport, cast this ability within range of an already existing telepad that is greater than 850 distance away. The telepad has an indefinite life but is removed once it has been utilized. Level 1 - 1 telepad. 45 second cooldown Level 2 - 2 telepads. 40 second cooldown. Level 3 - 3 telepads. 35 second cooldown. Level 4 - 4 telepads. 30 second cooldown. Ancestral Call Summons a Tauren Ghost with no attack or hit points. If the Tauren Ghost survives for 5 seconds, it will obtain a powerful body and aid you in attacking your enemies. If it dies in Ghost form, it will detonate to dispel all magical buffs in an area, drain mana from nearby enemy units and damage summoned units. Level 1 - 1050 hit points, 29 base damage. Level 2 - 1500 hit points, 41 base damage. Level 3 - 2000 hit points, 58 base damage. Level 4 - 2400 hit points, 82 base damage. Aura of Pain Decreases the life regeneration rate of nearby enemy units and gives a chance to return 35% damage from an attack against Fenris to the attacker. Level 1 - Decreases the life regeneration rate of nearby enemy units by 1% and 10% chance to return 35% damage to an attacker. Level 2 - Decreases the life regeneration rate of nearby enemy units by 1.3% and 15% chance to return 35% damage to an attacker. Level 3 - Decreases the life regeneration rate of nearby enemy units by 1.6% and 20% chance to return 35% damage to an attacker. Level 4 - Decreases the life regeneration rate of nearby enemy units by 2% and 25% chance to return 35% damage to an attacker. Death's Touch (Level 6 Ultimate) Horribly damages the innards of an enemy unit, causing 250 initial damage and crippling the target. Then deals an additional 100 damage per second if the target is within 650 range. Lasts 5 seconds. Spirit Rift (Level 13 Ultimate) Creates a tear in the fabric of reality that allows trapped spirits to escape from the underworld. Enemy units in this rift have their movement and attack speed crippled by 85% and are damaged by Fenris' Intelligence once every second. Lasts 10 seconds.