Warcraft 2 Death Knight

Warcraft 2 Death Knight Rating: 5,0/5 2232 votes

The hooded figures are based on Guldans interpretation of Medivh when he contacted him and offered to construct a portal on Azeroths side. The first death knight wasn't even created until the second war (Warcraft 2) roughly 5 years after the portal was even open.

  1. Wow Death Knight Guide
Welcome back to another Warcraft LP!
For those of you uninitiated, Warcraft has quickly become the center of all things nerdy. However, it seems that while the name 'World of Warcraft' is amazingly well known, its predecessors are often mere footnotes that have been ignored by the general player-base. Warcraft II: Tides of Darkness is the sequel to Warcraft: Orcs & Humans, which I LP'd earlier.
What am I looking at here?

Wow Death Knight Guide

This is a screenshot LP, since Warcraft II was an earlier generation of RTS, the combat and management can be a tad slow at times. While the speed has been stepped up quite a bit from Warcraft: O&H's plodding pace, the game is still not anywhere near as fast as many games that we're used to today.
Also, as I tried to do with the previous game, we will be sticking as close to canon as possible. If we have a few mistakes here and there, we'll see if I can't patch those up right away.
Who are all these people? Why should I care?
Since the gameplay of your average RTS (pre-'DEEP STORYLINE' Blizzard) is a little dry, I have narrative help from characters that will hopefully enhance your viewing pleasure of the LP. These characters are well established in my previous LP, which I encourage you to read beforehand.
I heard that Warcraft has some seriously established lore..
I may have agreed with you before my Warcraft LP, but now it's more like wading through various retcons and Mary Sues (Med'aaaaaaaaaaan ). That said, I will keep up with a separate 'Lore' section that will be updated alongside the main LP.
Drawings? What is this craziness?
I also pepper in my updates with illustrations from time to time, to demonstrate action not taking place on screen. Hopefully, these won't be frighteningly awful, but I make no promises.
Hey, you promised us Human screentime!
Ask and ye shall receive. This LP is now fully Horde/Alliance compliant. I will be updating both campaigns with ongoing characters, stories, etc.
How often will we be seeing updates?
Alright, I don't want to put myself on a cross here, but I do put a lot of effort into these LPs, so I'm careful not to put an update out until I feel that it's finished. Much like the previous thread, I will try and update twice a week; once for a campaign update and another for the Lore update. However, I'm still tweaking this schedule, since I'd like to fit in both a human and orc update in one week. If things go according to plan, we may see three updates a week.
Saturdays: Main update
Wednesdays: Lore update
With all of that out of the way, let's get down to business.
Here's our opening video, with state of the art CGI: blip.tv, Viddler, or Youtube
And just like before, I have the map that we'll be looking at for the LP.
That quality could be better, so I'll work on getting a better image.
Also, Let's Draw!
>>>NEW READER GUIDE<<<
For those of you who haven't been here from the start (for shame!), here's the order in which the thread has been updated. This is to ensure maximum clarity when reading, both story-wise and lore-wise.
  • Orc Mission 1
  • Human Mission 1
  • Orc Mission 2
  • Human Mission 2
  • Orc Mission 3
  • Human Mission 3
  • Orc Mission 4
  • Human Mission 4
  • Human Mission 5
  • Orc Mission 5
  • Human Mission 6
  • Orc Mission 6
  • Orc Mission 7
  • Human Mission 7
  • Orc Mission 8
  • Human Mission 8
  • Orc Mission 9
  • Human Mission 9
  • Intermission 1
  • Intermission 2
  • Orc Mission 10
  • Orc Mission 11
  • Human Mission 10
  • Human Mission 11
  • Orc Mission 12
  • Human Mission 12
  • Orc Mission 13
  • Human Mission 13
  • A Brief Q&A
  • Orc Mission 14

Act 1
Mission 1: Square One in a Frozen Hell
Mission 2: Trolling Hillsbrad
Mission 3: Gulf Fishing
Mission 4: Gruntinator
Act 2
Mission 5: Tol Takers
Mission 6: Who has the Gall to Protect Cho?
Mission 7: One Eyed Deer
Act 3
Mission 8: How I Learned to Stop Worrying and Love the Juggernaut
Mission 9: Ogre-Bombing
Mission 10: Bloodgut and Mag'fon do Stratholme
Mission 11: Eh, Who Needs the Dead?
Act 4
Mission 12: Saying Goodbye to Old Enemies
Mission 13: Here There be Victory
Mission 14: Warcraft II: Retcon Harder
Act 1
Mission 1: Latrine Duty
Mission 2: Dwarven Know-How
Mission 3: Cannonballs
Mission 4: Vengeance on the High Seas
Act 2
Mission 5: How to Save a Base
Mission 6: Taking a Ballista up the Rear
Mission 7: By The Light That Took Forever
Act 3
Mission 8: Slaughtering Civilians.. In Self-Defense!
Mission 9: Bringing Out the Light
Mission 10: Stratholme's Illustrious Dental Plan
Mission 11: A Very Hostile Take Over
Act 4
Mission 12: Burning the Sea to the Ground
Mission 13: The Lion Falls
Warcraft 2 death knight transmogMission 14: Varin's Victory
In Six Years We.. Uh..
Trolls: A How-To
How the elves fucked up Azeroth
Who's winning this damn war?
Stroming Tol Barad
Two Headed Lore! Cho'Gall and Killrog!
Wednesday Night War Recap
The Light and How to Wing It by Blizzard Staff
Ogres: The Second Imported Cliche of Azeroth
Reading is Educational Canonical!
Our Upstanding Neighbors to the North
Can We Get Real About This Tomb Already?
The Little Green Men Versus the Dragonqueen
Extra updates
Intermission 1
Intermission 2
A Brief Q&A
BASIC UNITS
Peon: Basic builder and resource gatherer. Unlike it Warcraft: O&H, the peons can actually attack and have slightly better AI. Sill not that great for anything other than their intended use.
Grunt: Orc starter melee unit. Not many words to be spared here. They swing axes and look good with massive shoulder pads.
Troll Axethrower: The badass ranged trolls who will be providing ranged assistance for all forays into human territory. These guys will upgrade far beyond that of normal units and become absolutely amazing later on.
Troll Berserker: Upgraded badasses. Includes higher range, sight, and health regeneration. Also somehow grow tusks.
Ogre: The bulk of your damage dealing units, even before they get amazingly nifty powers. They hit hard, take some serious damage, and they move decently too. If you're going into battle without these guys, then you aren't going into battle.Warcraft 2 paladin
Ogre-Mage: The amazingly nifty powers! Er, power, really. Bloodlust!
Death Knight: Horrifying units that can utterly wreck entire armies if they have the magic available. If they don't.. well, uh.. Warning: Keep away from paladins.
Death Wagon: Ends the lives of those unwilling to call it a death wagon.
Goblin Sappers: Ever play Stratego? You send in your spy to take out the enemy general in one hit, and hope he doesn't get killed in turn? That's the sapper. Massive damage attached to a disposable, fragile unit.
NAVAL UNITS
Oil Tanker: They gather oil and have a skull on their prow. Pretty orc'in' up in here.
Troll Destroyer: Death boats.
Ogre Juggernaut: Pretty much the most powerful ground attacking unit in the game. High damage, high armor, high life, zero mobility.
Orc Transport: Lashed together bone and canvas can somehow float six fully armored men across dangerous territory and land safely on enemy land. Orcish magic!
AIR UNITS
Goblin Zeppelin: Your flying scout who is more than likely insane.
Dragon: Do I really have to say anything? Fire comes out of the mouth part and enemies get roasted.
HEROES
Zul'jin: The leader of the Amani Forest Troll Tribe, filled with an intense hatred of elves. His goal in the war is to destroy Quel'thalas and put an end to the elven race entirely.
Cho'Gall: Chieftain of the Twilight Hammer clan, who wishes to drive the world into apocalypse. A student of Gul'dan, Cho'Gall is an amazingly intelligent and competent mage.
BASIC UNITS
Peasant: Your resource gatherer and building.. builder. This time around, however, peasants can actually attack! ..for worthless damage.
Footman: Your basic cheap melee unit. Swings a sword, takes some hits, but generally not your most powerful unit.
Elven Archer: Much like the axethrowers, archers quickly become the powerhouses of the human army. There are some who argue that the archers are far superior to the trolls, but that comes down to upgrades later on. Also, elves!
Elven Ranger: Archers get totally upgraded into the damaging champions of Azeroth. They get a massive increase to damage, as well as range and sight.
Kinght: Not many words to spare on knights here as they are essentially the knights of Warcraft: O&H. They have amazing speed, high damage, and enough life to keep dishing it out. Later on however..
Paladin: Paladins just make life easy. With fast healing, you may never have to worry about losing forces again. Then again, that requires some extreme micro, but even without it, paladins keep the team alive. They also have some other spells. Whatever.
Mage: Mages are.. awesome? Tons of debuffing spells, plenty of decent AoE spells, and an instant kill spell. The drawback? Huge amounts of micro on a slow, low health, low armor unit.
Ballista: Amazingly high damage, huge burst. At what cost? Okay, these guys are slow-moving and have a habit of.. well killing everyone on both sides. Aim with caution!
Dwarven Demolition Squad: To further prove the insanity inherent in dwarfkind, the dwarven demolition squad runs around with powderkegs on their backs and waving torches around frantically. Simply put: the best unit.
NAVAL UNITS
Oil Tanker: These units are the peasants of the sea. Only that they can construct just one building. And only procure oil. But you need them!
Elven Destroyer: Swift, decent damage, but light on the life. These guys make up the bulk of your naval forces, mostly because they're cheap and build quickly.
Battleship: The tank of the seas, the battleship brings along the true might of the human Alliance. It will crush ships, ground forces, buildings, hopes, and dreams.
Transport: Steel-plated ships that take your units from one place to another. Of course for all their steel plating, it is imperative that you land them with caution! They're still.. squishy-ish.
Gnomish Submarine: The undersea 'stealth' unit of the Human side. With hitscan attacks on a naval unit, they have proven to be quite the agile, hard hitting boon that can deal some serious damage if used properly.
AIR UNITS
Gnomish Flying Machine: The best quotes in the game. Your scouting unit who makes whooshing noises as he flys around.
HEROES
Uther Lightbringer: Arguably one of the most amazing paladins ever.
Table of Contents
Medals of Knowledge and Distinction
Loremasters
Fienne - For their knowledge of the living races of Azeroth and beyond.
DragnMastyr - Not just a master of dragons, but of gods and goddesses.
zeal - Probably a real-life troll scholar.
GhostStalker - Elves and magic just go hand in hand. Like.. water and magic! and A Stromgarde Stromtrooper!
Ulvirich - For helping to bridge the knowledge gap between the Thandol Span and the Thandol Valley.
Medal of Thread Saving and Grunt Remembering
Ze Pollack - For providing the perfect words to remember dear Vilefeast. Also for saving the thread!
Medals of Correction and Duty
Five Fingers of Fury
Kijiro - Azzur is a silly goose! Trolls only have three fingers! ..mon.
Mathemagical Medal
yook - How many ogres does it take to get to the center of a knight squadron? Yook knows!
Medals of Contesting!
Most Badass
McTimmy - For his entry of Human Cutscene 2 Footman.
Most EvilDeath
Feinne - For his entry of Gul'dan.
Most Shouldn't Exist
Manic_Misanthrope - For his entry of World of Warcraft PCs.
Medal of True Grit and Perseverance
Pops - For showing us who the Most Important people in this war really are.
Chieftain Necksmasher's Spirit of the Season Medal(Contest Link)
  • Filthy Haiku - Showing Cho'Gall the true meaning of Winter Veil
  • tzirean - Making me cry about Arator
  • Taoto - He finally explained those sheep!

Medals of Artistry and Altruism
The Medal of Continued Model Mastery Mayhem
Screaming Idiot - Who else? He has brought my thread untold greatness with his modelviewer skills!
Warcraft Cameraman
Cythereal - For going into the trenches of the war(craft) and bringing back quality images!
Elysera Sunfury's HNN Broadcasts
  • The post that started it all.
  • Orc Structures
  • Human Structures
  • Blacksmiths Revisted
  • Dun Modr
  • First War Units
  • Juggernauts, Ogres, and Caer Darrow
  • Tol Barad and Cartography Madness!
  • Dragons, Gryphons, and Dalaran
  • The Capital City, Lordaeron

Medal of Happy Little Trees
Greggster - For adding a little prussian blue, pthalo green, and cadmium red to our cast of characters.
I Warned You About the Stairs Medal
Greggster - how HIGH do You even have to BE to do Something LIKE that....
Gif-errific Medal of Creation
Greggster - How many medals do I have to give this guy!?
Related Arts
Screaming Idiot
Greggster
Wallpaper!
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Peasant/Peon Footman/Grunt Archer/Axe Thrower Ballista/Catapult Demolition Squads/Goblin Sappers Knight/Ogre
Paladin Ogre Mage Mage Death Knight
Flying Machine/Goblin Zeppelin Gryphon/Dragon Oil Tanker Destroyer Transport Submarine Battleship/Juggernaught
Cost: 1200
Hit Points: 60
Damage: 5-9
Armor: 0
Sight: 9
Speed: 8
Range: 3
Magic: 255 max (85 starting)

Death Knight
These soldiers of darkness were created by Gul'dan to replace the slaughtered Warlock clans. Assembled from the corpses of the Knights of Azeroth slain in the last battles of the First War, these abominations were then instilled with the ethereal essence of the Shadow Council. Further empowered with magical energies culled from the slain Necrolytes, the Death Knights wield an arsenal of necromantic and elemental spells that mete out all but certain death to the enemies of the Horde.


Haste


Cost: 500
Mana: 50
Time to Upgrade: 100

By magically increasing the speed at which a body generates vital energy, the caster may bestow great speed to any being. All actions by one so enchanted are swifter than a common adversary - an advantage that is evident on the battlefield. The effects of Haste can persist for but a short time.

Haste has limited uses. Haste speeds up attacks on only Dragons and speeds up the walking speed of only some units. It speeds up casting of Death and Decay for Death Knights and makes them travel very fast. It also is good for speeding up Peons harvesting Lumber, repairing buildings, and mining Gold. The main uses for Haste are for casting it on Death Knights, Dragons and Peons.

Speed
Haste increases the speed of most units, however, there are some units that Haste does not affect.

Attacks
Haste does not noticeably increase attack speed or the number of attacks except in the case of Dragons. Haste makes it appear through the animation, that units are attacking faster but actually they are not.

Dragons & Gryphons are the only exception to this. Dragons do about double the attacks with Haste on them. Haste also speeds up Dragons even though they are speed 14 to 20+. Hasted Dragons attack faster and fly faster.

Middle earth shadow of mordor how to use rising storm. There are a few units which Haste has no effect on such as Ogres, Flying Machines, Oil Tankers, Transports, and Destroyers. It doesn't make them travel faster nor attack faster.

Speed of units when Haste is cast

Land
Peon/Peasant = 13 (Same as Ogre)
Grunt/Footman = 13 (Same as Ogre)
Axe thrower/Archer = 13 (Same as Ogre)
Ogres/Knights = no effect
Catapult/Ballista = 9 (Slower than a Grunt, Faster than a Mage/DK)
Sappers/Demos = Speed 17! (Same as Goblin Zeppelin)
Death Knights = Speed 17! (Same is Goblin Zeppelin)
Mage = Speed 13. So Hasted Death Knights are faster than Hasted Mages.

Air
Zeppelins/Flying Machines = no effect
Dragons/Gryphons = Faster than speed 17, about 21+ speed.

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Sea
Tankers = no effect
Transports = no effect
Destroyers = no effect
Juggernaughts/Battleships = Speed 10 (Same as Oil Tanker, Transport, Destroyers)
Subs = Speed 10 (Same as tanker, trans, destroyers)

Main Uses for Haste
Death Knights
When you cast Haste on Death Knights they move as fast as Goblin Zeppelins and they are able to cast Death and Decay VERY fast. One of the problems with Death and Decay is that often enemy units can simply walk out of the damage area of Death and Decay before they are hit with serious damage. When Hasted, Death Knights can quickly start Death and Decay bringing it to full damage before the enemy units can move out the way.

Dragons/Gryphons
Haste not only make Dragons travel unbelievably fast but also doubles their attacks. Bloodlust a Hasted Dragon to get even more damage. Hasted/Bloodlusted Dragons can destroy buildings and units very quickly but they can still die easily to Blizzards and Polymorph.

Peons/Peasants
They move as fast as an Ogre and are able to repair, chop, and mine much faster. They do not however build buildings any faster with Haste on them except when repair-building the buildings.

Mining Gold
Hasting Peons mining is pretty much useless. It only lasts about 2-3 trips.

Harvesting Lumber
It might be useful to cast Haste on peons chopping Lumber. A Hasted Peon can chop about 200 wood to every 100 that a un-Hasted Peon chops. So it's a 2:1 ratio. Cast it on 4 Peons and you get Lumber fast. Cast it on 8 and you get even more.

Repairing buildings
Haste allows Peasants repairing to greatly speed up the process of repair-building and normal repairs.


Death Coil


Cost: Free
Mana: 100

Death Coil is a particularly potent variation of Touch of Darkness. by channeling the necromantic powers of the underworld through his ghoulish form, the Death Knight creates a field of dark energy that drains the life-force from any who come in contact with it.

Death Coil is an area effect spell much like Death and Decay. When cast, you will lose mana even if no unit gets hit by the Death Coil. This explains why Death Coil misses. What happens is you cast it on an area, and the enemy runs out of the area before it is cast. If you want to test this, just cast a Death Coil in the middle of water or something. You will see you lose all the magic points but nothing happens. If there were some Gryphons over the water, you would have Death Coiled them. But since no organic enemy was in that area, the spell was cast, the mana lost and nothing happened. This is exactly how other area effect spells like Exorcism and Death and Decay work.

Death Coil does two things. It totally misses as in you cast it nothing happens but the mana is taken away and also appears to miss but really doesn't. Take a look at this picture. As you can see Death Coil appears to miss but it doesn't.

When multiple enemies are hit by Death Coil, the damage is distributed between them all. So the more enemies, the less damage it does.

You have no control over which unit is hit by Death Coil when cast on a group of enemies. Cast Death Coil on a block of 9 Peons. Then with your Death Knight, try to cast a Death coil on a specific Peon. Impossible. So when trying to attack specific enemy units try to get them separated from a group. Combine Death Coil and one or more Axe Throwers for destroying Dragons and Gryphons. The Death Coil takes most of the Dragons health and the Axe Thrower will finish the job.

Cast a Death coil on a Sheep, Pig, Seal or Boar to heal your Death Knight 5 hit points. A waste of mana but it is funny.


Whirlwind


Cost: 1500 Gold
Mana: 100
Time to Upgrade: 150

This focusing of the winds of the underworld cause any caught within to be cast about with great force and violence. Bones are easily shattered and mainsails are quickly snapped within the torrents of these fierce winds. The howl of these winds allow no commands to be issued to those trapped within the Whirlwind, rendering those unfortunates helpless until the magiks fade.

One of the main problems with Whirlwinds is that they are uncontrollable. Once cast there is often no telling where it will end up. Often you need fire then run out of the way to avoid damage from your own Whirlwinds. However one benefit of the Whirlwind is that it last a very long time. You can cast it on enemy Peasants mining Gold which will disrupt mining operations much longer than a Death and Decay would. If anything it's more of an annoyance and humorous spell.

Death and Decay is cheaper, more controllable, and causes more damage in most situations.

Whirlwinds can be casts on top of groups of ships to drive them away. While Death and Decay lasts only a short time, Whirlwinds can cause trouble for a long time.

The Whirlwind tip must be exactly on a building to do any damage.

[ Click to Enlarge - 62 KB ]
A Whirlwind prevents Peons from mining Gold.


Raise the Dead


Cost: 1500 Gold
Mana: 50
Time to Upgrade: 100

The dark magik is the final legacy of the Orc Necrolytes who were destroyed shortly after the First War. The Death Knight can animate corpses of the newly dead and command these monstrosities to attack their enemies.

Raise the Dead can allow you to get some Skeletons after a battle. Skeletons however are only slightly more powerful than Peons. Grunts can easily kill Skeletons. Knowing this, mana is best spent on Death and Decay rather on Raising the Dead. Death and Decay can cause much more damage than any Skeletons raised from battle. However when Farm space is limited or the map is out of resources you can use your remaining Death Knights to create an undead army out of left over Peons with no resources but mana spent.

Skeletons require no farms.

Sometimes when you cast Raise the Dead on a recently killed unit nothing happens. That is because before your Death Knight can raise a skeleton the dead unit must decay down to bones before it can be turned into a Skeleton. So If it doesn't work, wait a second, and try again.

Skeletons will only last a certain amount of time after which they explode on their own.

( Skeletons ) ( No Human Counterpart )

UNITArmorDamageRangeSightSpeedHit PointsCost
Skeleton
0
2-9
1
3
8
40
50 Mana/Skeleton.


Unholy Armor


Cost: 2500 Gold
Mana: 200
Time to Upgrade: 200

This ancient Necromantic spell transforms a portion of the recipient's life force into an unearthly, phantasmal suit of armor. This spectral armor then absorbs the damage from any attack directed at its wearer for a limited amount of time. As the magiks that link this armor to its host cease, so will the invulnerability that it grants.

Unholy Armor's main weakness in the short time that it lasts. Often what the enemy will do is see Unholy Armor, run until the spell wears off and you're left with a unit with 1/2 hit points.

Another major weakness with Unholy Armor is that units can still be Polymorphed. The main use of Unholy Armor is on Death Knight before you send him in to use Death and Decay.

You can also cast Unholy Armor on Demolition Squads and Goblin Sappers to blow them up.

Unholy Armor is good for killing enemy Flying Machines. Cast it on Flying Machines and Goblin Zeppelins and their hit points will be cut in half. when it wears off, the enemy units will be easier to kill.

Death and Decay


Cost: 2000 Gold
Mana: 25
Time to Upgrade: 200

The aphotic, swirling clouds conjured by the Death Knights can cause anything within their path to rot and decompose. The vapor created by Decay can consume anything - flesh, bone, wood or even the strongest metal. Heavily laden with base substances, these clouds descend and quickly diffuse, leaving only suffering in their wake.

Where is my external hard drive. For more information refer to Blizzard and Death & Decay.


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