Necrotic soldiers who wage war throughout the cosmos.
In the skull-and-bone laboratories of Maldraxxus, strength is rewarded, and weakness cast aside. Necromancers experiment on the souls of the ambitious and contentious, reforming only the greatest into undead soldiers who protect the Shadowlands. Those who are determined rise to positions of power. The less-promising become fuel for Maldraxxus’ malign weapons.
Maldraxxus’ brutal selection process has built a vast and capable militia… but its hierarchy is wobbling. The longtime leader of the realm has vanished. In his absence, five of the most eminent necrolords vie for the position, and the responsibility to advance the cause of death throughout the cosmos. Each bids on newly-arrived souls, filling their personal guard with capable soldiers and building armies larger than any yet known.
Each covenant has a ability for all classes and 1 for each class. Lets take a look.
10 yd range, Channeled (4 sec cast), 2 min cooldown
Form a shield of flesh and bone over 4 sec that absorbs damage equal to 20% of your maximum health for 2 min. Channeling near a corpse claims their essence to grow the shield, up to 50% of your maximum health. This is most effective against powerful enemies.
No cost, 20 yd range, Instant cast, 2 min cooldown
Sprout an additional limb for 12 sec. Every 1 sec, it deals (22.5% of Attack power) Shadow damage to all nearby enemies and pulls an enemy to your location if they are further than 8 yds from you.
Fodder to the Flame
Instant Cast, 2 min cooldown
Commission a duel to the death against a Condemned Demon from the Theater of Pain. Vanquishing your foe releases its demon soul and creates a pool of demon blood that lasts for 30 sec. Fighting within the pool increases your attack speed by 20% and reduces the damage that enemies deal to you by 10%. Fleshcraft treats the Condemned Demon as a powerful enemy.
5% of base mana, 40 yd range, Instant cast, 25 sec cooldown.
Command a swarm that heals (126% of Spell power) or deals (120% of Spell power) Shadow damage over 12 sec to a target, and increases the effectiveness of your periodic effects on them by 20%. Upon expiration, jumps to a target within 25 yards, alternating between friend and foe up to 3 times.
40 yd range, Instant cast, 45 sec cooldown.
Throw a deadly chakram at your current target that will rapidly deal (50% of Attack power) Shadow damage 7 times, bouncing to other targets if they are nearby. Each time the chakram deals damage, its damage is increased by 15% and you generate 3 Focus.
5% of base mana, 1.5 sec cast, 3 min cooldown.
Transform into a powerful skeletal mage for 20 sec. While in the form of a skeletal mage, your Frostbolt, Fireball, and Arcane Blast hit up to 2 enemies near your target and your spell damage is increased by 10%.
40 yd range. Instant. 1 min cooldown
Hurl a brew created from the bones of your enemies at the ground, coating all targets struck for 10 sec. Your abilities have a 35% chance to affect the target a second time at 35% effectiveness as Shadow damage or healing.
- Mistweaver: Gust of Mists heals targets with your Bonedust Brew active for an additional (42% of Attack power)
- Brewmaster: Tiger Palm and Keg Smash reduces the cooldown of your brews by an additional 1 sec when striking enemies with your Bonedust Brew active.
- Windwalker: Spinning Crane Kick refunds 1 Chi when striking enemies with your Bonedust Brew active
1 Holy Power, 30 yd range. Instant. 30 sec cooldown.
Throws a hammer at your target dealing (112% of Spell power) Shadow damage, and empowering your next —
- Retribution: Templar’s Verdict to automatically trigger Divine Storm.
- Holy: Word of Glory to automatically trigger Light of Dawn
- Protection: Word of Glory to automatically trigger Shield of the Righteous
0.5% of base mana. Instant. 1 min cooldown.
An explosion of dark energy infects enemies within 15 yds with Unholy Transfusion, and heals up to 6 allies for (119% of Spell power) and infects enemies with Unholy Transfusion. Unholy Transfusion deals (250% of Spell power) Shadow damage over 15 sec. Allies who damage this target are healed for (4% of Spell power).
Serrated Bone Spike
Requires Melee Weapon, 10 Energy, Instant, 30 yd range, 30 sec. recharge
Embed a bone spike in the target, dealing (60% of Attack power) Bleed damage every 3 sec until they die. Deals (60% of Attack power) damage and generates 1 Combo Point per active bone spike. Refunds 1 charge when target dies or is healed to full. Awards 1 combo point.
10% of base mana. 40 yd range. 1.5 sec cast. 45 sec recharge; 1 Charge.
Blast your target with a Primordial Wave, dealing (65% of Spell power + 65% of Attack power) Shadow damage and apply Flame Shock to an enemy, or
- Restoration: heal an ally for (65% of Spell power + 65% of Attack power) and apply Riptide to them
- Elemental , Enhancement: heal an ally for (65% of Spell power + 65% of Attack power)
- Elemental: Lava Burst
- Enhancement: Lightning Bolt
- Restoration: Healing Wave
will also hit all targets affected by your
- Elemental: Flame Shock
- Enhancement , Restoration : Riptide
4% of base mana. 40 yd range. 2.5 sec cast. 45 sec cooldown.
Hurl bolts of decimating magic at your target, dealing [4 * (50% of Spell power)] Shadow damage and increasing the damage of your next 3
Shadow Bolts by 200%.
Decimating Bolt’s damage, and the bonus to
Shadow Bolt both increase as your target’s health decreases.
Instant cast, 2 min cooldown.
Plant the Conqueror’s Banner in the ground, granting 20% maximum health and 10% critical strike chance to you and 2 allies within 15 yds of the banner for 20 sec. While active, spending [20 (Arms, Protection, Initital) or 30 (Fury)] Rage and killing enemies grants you Glory. Glory increases your critical strike damage by 1% per stack, up to 30%, for 30 sec.