You're joking, right? They are, literally, called
Death Knights.
again, with the dark magic... what kind of dark magic? is it fel, void or necromancy? dark is just a general term. just like arcane mages and balance druids deal arcane magic, but are different. frost mages, frost death knights, Shamans and Hunter traps deal frost damage, but they are different. fire mages, destruction warlocks, shamans and hunters deal fire damage, but they are different. Rogue's poisons, Hunter's venom, Druid's sun abilities and Shaman's earth/wind deal nature damage, but they are different. shadow priests, subtlety rogues, warlocks, demon hunters and death knights deal shadow damage, but they are different. shamans, druids and monks heal with nature magic, but they are different.
The
necromancer class was one of three front runners to becoming the first hero class released with Wrath of the Lich King, however, the ideas surrounding them were
incorporated into the death knight. (The two other front runners being runemasters and monks.)
Raise Dead, a necromancer ability from Warcraft 3, a Death Knight ability from Warcraft 2, and a Necrolyte ability from Warcraft 1, was given to the Death Knight:
Raise Dead
Level 55 Unholy death knight ability
30 yd range60 sec cooldown
Instant
Raises a ghoul to fight by your side. You can have a maximum of one ghoul at a time.
Unholy Frenzy, a warcraft 3 necromancer ability, was given to the Death Knight:
Unholy Frenzy
Level 58 Unholy death knight talent
Passive
When a Festering Wound bursts, you gain 100% increased attack speed for 2.5 sec.
In Warcraft 3, Death Knights use Death Coil:
"Death Coil is an iconic death knight ability that was first used by the Death Knight unit in Warcraft II, and was subsequently used by Death Knights in Warcraft III, and the tabletop RPG."
Warcraft 2:
"Death Coil is a particularly potent variation of the Touch of Darkness spell. 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. This life-force is then consumed - thereby replenishing the strength of one so enchanted, be he friend or foe. The icy embrace of
death can be beneficial...for those who know how to control it."
Warcraft 3:
"Death knights can call upon the forces of darkness at will, causing bolts of
death to issue from their hands. While doing considerable damage to the death knights’ enemies, the Death Coil also heals their undead brethren."
Death Pact:
"Through the sacrifice of his followers, a death knight can absorb their unholy energies and convert them into health for himself."
Animate
Dead:
Animate Dead (Ultimate)
Raises 6 dead units in an area to fight for the
Death Knight. Animated units are invulnerable.
Death and Decay was give to the Death Knight class:
Death and Decay is a signature spell of both the death knights of Warcraft II and the liches of Warcraft III. It is a
necromancy spell.
The baleful energies of the spell cause anything caught inside to
rot,
decompose, and
wither within seconds - even causing stone to blacken and crumble to dust.
"Death knights are the former champions of the Scourge. They fortify their bodies and drain life energy itself with the power of blood, sharpen their blades and strike powerfully with the power of frost, and
raise the dead while striking with the unholy fervor granted by
undeath."
They, literally, ride undead horses, gained through the shadowlands, in their starting area:
"In life, this
deathcharger was a horse owned by the Scarlet Crusade, and kept at the Havenshire Stables under the watch of Stable Master Kitrik. The horse was then stolen by an initiate Death knight of Acherus and returned to Salanar the Horseman, who then sent the animal to the Realm of Shadows, where one of his Dark Riders of Acherus awaited it.
The Dark Rider slew the horse and then
raised it as a
deathcharger. The death knight was then sent into the realm by Salanar to challenge the dark rider. If successful in killing the dark rider (most are not), the
deathcharger permits the death knight to ride it. Returned to the world of the living, Salanar presents the
deathcharger as the
death knight's new, personal mount."
Once again, you are showing that you know nothing about lore, and you are here to troll.
That is, somewhat, true.
Paladin could be seen as an upgraded version of the Knight unit:
Human Paladins are Knights trained in the ways of divinity ("At the end of the war, Archbishop Alonsus Faol and his apprentice Uther Lightbringer founded the Knights of the Silver Hand. This order trained clerics and knights in both the ways of war and divinity.")
The Blood Mage could be seen as an upgraded version of the Sorceress and Spellbreaker units:
While the Sorceress expresses the Arcane mastery of High elves/Blood elves ("Blood Elves present a significant force of Arcane mastery in the world of Azeroth. Even before their fall, the Elves were noted for their mastery over Arcane magic. Most, if not all Blood Elves have rudimentary knowledge in the Arcane arts and many choose the path of the mage."), the Blood mage expresses the Blood elf magic school preference ("While most high elves choose the frost school, blood elves prefer to practice fire magic.")
Mystical heroes, blood mages (a.k.a. bloodmages, sometimes blood magi or bloodmagi are blood elves adept at
controlling magic and ranged assault. The Blood mage has Drain Mana ability.
The Spellbreaker unit has
Control Magic ability. it, also, has Feedback ability - destroying mana.
Although, not really visible on his WC3 model, in Heroes of the Storm it is visible to see that Kael'thas wears plate armor. he is, also, said to be a melee combatant - using his sword, Felo'melorn, in battle.
Mountain King could be seen as an upgrade version of the Gryphon Rider unit:
They both use lightning-hammers. Gryphon Rider uses Storm Hammers ability and Mountain King uses Storm Bolt and Thunder Clap.
Far Seer could be seen as an upgraded version of the Shaman unit:
Under the leadership of Thrall, the Orcs have rediscovered their ancient Shamanistic traditions. Now, all Orc magic users practice Shaman magic which draws its power from the natural world and the elements. Powerful shamans can call lightning from the
sky and rouse the
earth itself to devour legions of their enemies.
Far Seers are ancient Orcs who represent the pinnacle of Shamanistic power. Far Seers are not only tied to the
elements of the earth and sky, but are also adept at foretelling the future.
Tauren Chieftain could be seen as an upgraded version of the Tauren Warrior and Spirit Walker units:
These elder
Tauren warriors lead their Tribes in daily life as well as in battle.
When roused by battle, the gigantic Chiefs employ enormous warblades which are capable of tearing through solid trees with one mighty swipe
When roused, tauren are fierce fighters and use their mighty totems to smash their enemies into the dust of the plains.
The reason i included the Spirit Walker is because Tauren Chieftains also possess the Shamanistic Reincarnation ability.
Shadow Hunter could be seen as an upgraded version of the Witch Doctor unit:
The Witch Doctor unit uses Sentry
Ward, Stasis Trap
Ward and Healing
Ward. the Shadow Hunter uses Serpent
Ward.
Crypt Lord could be seen as an upgraded version of the Crypt Fiend:
The cunning Crypt Fiends were once the lords of the ancient spider kingdom of Azjol-Nerub that spanned the entirety of Northrend in ancient times. However, the Crypt Fiends' power base was destroyed by the Lich King, Ner'zhul, when he and his undead Scourge took control of the frozen continent. Now the Crypt Fiends command their spider underlings in the name of their master, Ner'zhul. These aberrant creatures are capable of summoning swarms of vile insects [...].
These ancient, evil behemoths were once the mighty kings of the subterranean spider kingdom of Azjol-Nerub. Though the Nerubians fell before the wrath of the Lich King during the fabled War of the Spider, the insidious Crypt Lords were swayed over to the Lich King's ranks and granted considerable power and the immortality of undeath. Now the giant, thundering beasts serve as the Lich King's mightiest warriors and the guardians of the Scourge's holdings in Northrend. They can summon swarms of insects, as well, through the Locust Swarm ability.
Dreadlord could be seen as an upgraded version of the Gargoyle unit:
They are both vampiric. and, as we learn in Shadowlands, Dreadlords are, probably, former Revendreth denizens.
Dark Ranger could be seen as an upgrade version of the Banshee unit:
Pretty obvious, as Sylvanas was raised as a Banshee before she regained her physical body and became a Dark Ranger. The Bashee has a Possession ability, while the Dark Ranger has a Charm ability (both are to take control of the enemy).
Death Knight could be seen as an upgraded version of the Necromancer (or Lich, as Kel'thuzad was transformed from a Necromamcer unit into a Lich hero unit):
The Lich King offered them untold power in exchange for their services and loyalty. The weary, vengeful warriors accepted his
dark pact, and
although they retained their humanity, their twisted souls were bound to his evil will for all time. The Death Knight has Animate Dead ability - raising 6 dead units. Death Knights also have the Death Pact ability - kills a friendly target unit (in exchange for HP).
Though they retained their Humanity after making a
pact with death, Necromancers became the most terrifying agents of the Scourge.
Ner'zhul, the Lich King, granted these malevolent sorcerers true power over the dead in exchange for their loyalty and obedience. the Necromancer has Raise Dead ability - raises 2 skeletons. Necromancers also have Unholy Frenzy - Sacrifices a friendly undead unit (in exchange for Haste).
Now, Liches wield frost magic along with their own considerable necromantic spells. Liches possess the Dark Ritual ability - sacrifices a friendly target unit (in exchange for mana).
Keeper of the Grove could be seen as an upgraded version of the Dryad unit:
The enchanted Keepers are the favored sons of the demigod Cenarius. Like their lesser Dryad sisters, the Keepers appear to be half Night Elf, half stag. Though they typically remain within the sacred Moon Groves of Ashenvale forest, the Keepers always heed the call to arms when the greater
lands of Kalimdor are threatened.
The enchanted Dryads are the daughters of the Night Elf demigod, Cenarius. Though they abhor unnecessary violence, the Dryads will defend the
wildlands of Kalimdor with their lives if need be.
Priestess of the Moon could be seen as an upgraded version of the Archer and Huntress units:
The first rank of the
Sentinel army is comprised of Archers. They possess the Elune's Grace ability.
Huntresses are the elite cadre of the
Sentinel army. Drawing their strength from the
moon goddess, Elune, these warrior women ride the feral
Nightsabre panthers into battle. Huntresses are strong, swift, and merciless to those who would defile the sanctity of
Ashenvale Forest. They Possess the Sentinel ability - summons an owl.
The fearless leaders of the
Sentinel army, the Priestesses of the Moon epitomize the power and grace of their race's ancient
Moon Goddess, Elune. The Priestesses, equipped with silvery, glowing armor, ride the fearless
Frostsaber tigers of Winterspring into battle. Charged with the safekeeping of the
night elf lands and armed with magical energy bows - the Priestesses will stop at nothing to rid their ancient land of evil. They possess the Scout ability - summons an owl.
The Goblin Tinker could be seen as an upgraded version of the Goblin Sapper unit:
The Sapper posesses the Kaboom! ability - exploding the sapper.
Though his parts may sometimes fail and the occasional explosion does occur [...]. The Tinker possesses the Pocket Factory ability - summons a Clockwerk Goblin, which explodes. It, also, possesses the Cluster Rockets ability - bombards an area with rockets.
Naga Sea Witch could be seen as an upgraded version of the Naga Siren:
Their Parasite ability can corrupt enemies, turning them into a
watery minion, while their
Frost Shield protects friendly units from harm. The sirens can create
whirlpools while underwater, to entrap enemies, and when they returned to the surface [...].
Naga Sea Witch possesses the Frost Arrows and Tornado abilities.
I know. i just tried to clarify that the term is not always interchangeable. meaning, a Rogue can produce an Assassin, Pirate or Ninja but, an Assassin doesn't always produces a Rogue, Pirate or Ninja; a Pirate does not, necessarily, produces a Rogue, Assassin or Ninja; and a Ninja does not, always, mean you are a Rogue, Assassin or Pirate.
Did i just read it right? you're in favor of Dark Rangers? have the end times come?
P.S. - WoWpedia images do not work, for some reason. use images from google that do not use the Wiki link.