Consumes your Blood Plague and Frost Fever on the target to activate up to two random fully-depleted runes as Death Runes.
An unholy pact that prevents death when you sustain fatal damage, instead absorbing incoming healing equal to the amount of damage prevented, lasting 3 sec.
If any healing absorption remains when this effect expires, you will die. This effect may only occur every 3 min.
30 sec cooldown
You passively move 10% faster, and movement-impairing effects may not reduce you below 70% of normal movement speed.
When activated, you gain 30% movement speed and may not be slowed below 100% of normal movement speed for 6 seconds.
Every 15 Runic Power you spend will generate a Blood Charge. Max 12 charges.
Blood Tap consumes 5 Blood Charges to activate a random fully-depleted rune as a Death Rune.
2 min cooldown
Heals the Death Knight for 50% of max health, and absorbs incoming healing equal to 25% of max health for 15 sec.
1 min cooldown
Surrounds the Death Knight with a swirling tempest of frigid air for 8 sec, chilling enemies within 8 yards every 1 sec. Each pulse reduces targets' movement speed by 15% for 3 sec, stacking up to 5 times. Upon receiving a fifth application, an enemy will be stunned for 6 sec.
Glyph of Outbreak
Your Outbreak spell no longer has a cooldown, but now costs 30 Runic Power.
Glyph of Vampiric Blood
Increases the bonus healing received while your Vampiric Blood is active by an additional 10%, but your Vampiric Blood no longer grants you health.
Glyph of Icebound Fortitude
Reduces the cooldown of your Icebound Fortitude by 50%, but also reduces its duration by 75%.
Glyph of Resilient Grip
When your Death Grip ability fails because its target is immune, its cooldown is reset.
Glyph of Corpse Explosion
Teaches you the ability Corpse Explosion.
Glyph of Path of Frost
Your Path of Frost ability allows you to fall from a greater distance without suffering damage.