
Death Knights (RPG Series)
☠️ Embrace darkness and become a Death Knight using Unholy, Blood and Frost magic.
About
☠️ Become a deathbringer using blood, unholy and frost magic.
<p align="center"> <a href="https://rpg.prominence.wiki/mod/death-knights"><img src="https://github.com/nvb-uy/cdn/blob/f5b3edcbaa3ae980381c10091d27e3798b7d943a/badges/readthewiki.png?raw=true" alt="" width="200" height="64" /></a> </p>✨ Discover more of the RPG Series
As of Beta 0.3.0, only Frost Death Knight abilities are included in the mod. Blood and Unholy will be coming out soon, as this mod follows the same update cycle as Prominence II RPG Hasturian Era!
📦 Installation
Required
Strongly recommended
- Better Combat for proper weapon mechanics
✨ Features
Getting Started

Create a Spell Binding Table to turn a book into one of the skill books. Add bookshelves around it similar to an enchanting table to bind skills to your skill books, unlocking abilities for your Death Knight specialization.
Runecarving

Each Death Knight has their own rune type, being Blood, Unholy or Frost. These runes can be carved inside weapons to transform them into Runic Weaponry. To do so, you can craft a Runecarved Stone, which allows you to fuse those runes into a weapon.
Death Knight Armors

Create the Death's Call armor set and upgrade it to one of the three variants: Plaguebringer for Unholy, Frozen Champion for Frost, or Crimson Guard for Blood.
🤝 Integrations
- ✅ Better Combat
- ✅ Jewelry - Death Knight Jewelry
- 🏗️ Simply Swords - Runic Weapon Compatibility
🏗️ Roadmap
- Blood Death Knight Abilities (v0.5.0)
📚 Credits
- Mim1q for making the textures & models of most items.
- Inkgum for making the models and textures of the spec-specific armor sets.
- Daedelus for providing the Blood Rune texture, and making Spell Engine & RPG Series, inspiring this mod.
- Blizzard for making the Warcraft series that created the Death Knights, which is what this mod is about.
- Roost_er for inspiring some of the skill casting style, from their mod Spellblades and Such.
Versions
# Death Knights v1.0.0 IMPORTANT FOR MOD AND MODPACK DEVELOPERS: THIS UPDATE REPLACES ALL DEATH KNIGHTS ATTRIBUTES WITH THEIR ETERNAL ATTRIBUTES EQUIVALENT E.G. death_knights:blood > eternal_attributes:blood If you are referencing death knight's SpellSchoolRegistry class, then the spell schools will be redirected to Eternal Attributes, but for datapacks, you'll need to change the attribute and school ids to eternal_attributes:{school}. This also allows seamless use of the Unholy and Blood powers without the need of depending on Death Knights, incase you're interested as a mod/datapack developer. ## Changes: - Now requires Eternal Attributes as dependency - Added Tier 3 Armor Sets: - Icebound Knight (Frost) - Crimson Knight (Blood) - Blightbringer (Unholy) - Death's Call armor set now gives +10% of all death knight elements instead of flat +1 - Blood Boil's "Blood Plague" no longer deals damage, and instead it makes the death knight heal every time they deal blood damage (such as from a blood ability). The % max health healing scales up with the amount of blood power the death knight has, and it's configurable. - Fixed Decaying enchantment not working
# 0.6.1 - Fixes - Fixed Crimson Guard armor's pivot points being wrong - Fixed Soulfrost not being able to be added into DK armor - Fixed spell enchants not usable in runeblades
- YOUR JEWLERY CONFIG WILL BE RESET! It's now named jewelry_v2.json - Added Great Runeaxes, meant for blood death knights. They're slow and have Death Strike as an integrated spell. - Added Blood Death Knight jewlery; necklace and rings. Found in treasure chests of Bastions. - Added new model and textures for the Crimson Guard armor set.




