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Information is mostly up to date, some minor things are outdated. Hover for more details.Class Data last updated on: Patch:6.5#Hotfix 55.
Dark and Darker is currently on update: Patch:6.5#Hotfix 57.

Warlock.png
Warlock
'Master of the Dark Arts'
Strength
11
Vigor
14
Agility
14
Dexterity
15
Will
22
Knowledge
15
Resourcefulness
14

Health
112
Memory
9

Description

The Warlock is a brooding manipulator of dark magic. They sacrifice their life force to call upon unknown forces of pain and evil. A worthy adversary proficient in both magic and weapon mastery.

Class Info

The Warlock is a brooding manipulator of dark magic. They sacrifice their life force to call upon unknown forces of pain and evil. A worthy adversary proficient in both magic and weapon mastery.


Weapon of choice - Swords or Spellbook

  • Pros
    • Cast curses to debilitate targets.
    • Access to multiple physical weapons.
    • High melee burst damage. (Blow of Corruption skill)
    • Access to anti-healing.
    • Access to healing. (Vampirism perk)
    • Great at killing bosses.
  • Cons
    • Uses health when casting spells.
    • Consuming too much health causes death.
    • Highly susceptible to range.


You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.


Name Description Scaling
Perk Antimagic.png
Antimagic

Gain 25% Damage Reduction against all Magical Elements except Divine Divine, Curse Curse, and Neutral Neutral.

-
Perk Curse Mastery.png
Curse Mastery
Gain additional base duration towards all curses you cast.
Curse Mastery Details
Alters curses to use a new status effect which have extended duration:

Curse of Pain - 10.4s
Curse of Weakness - 13s
Power of Sacrifice - 15.6s

This allows two curses to be active at the same time. One with and one without the perk. (with the exception of Curse of Weakness)

Curse of Pain's total damage remains constant, lowering the damage per tick, but increasing the number of ticks. Power of Sacrifice's damage per tick, however, always remains the same, increasing the number of ticks and therefore total damage.

-
Perk Dark Enhancement.png
Dark Enhancement

Gain 10% Dark Dark Power Bonus towards dark magic spells.

-
Perk Dark Reflection.png
Dark Reflection

While active, reflect 10 Dark Dark Magical Base Damage to the melee attacker. Does not reflect while on cooldown.
15s Cooldown.

75% Scaling
Perk Demon Armor.png
Demon Armor

Gain the ability to equip plate armor. Suffer -10% Spell Casting Speed.

-
Perk Immortal Lament.png
Immortal Lament

Casting spells will no longer take you below 1 health.

-
Perk Infernal Pledge.png
Infernal Pledge

Gain 25% Undead Race Damage Reduction and 25% Demon Race Damage Reduction.

-
Perk Malice.png
Malice

Gain 10% Will Bonus.

-
Perk Shadow Touch.png
Shadow Touch

Dealing physical damage to an enemy with melee weapon deals 2 Dark Dark True Magical Base Damage and heals you for 2 Magical Base Healing.

-
Perk Soul Collector.png
Soul Collector

When you deal the final blow to an enemy, one darkness shard is collected. Gain 20% Dark Dark Power Bonus for each shard collected, up to maximum of 5 shards. When a dark magic spell is cast, consume all collected shards.

Soul Collector Details
Can be activated by perks, skills and spells.
Can't obtain Darkness Shards from targets that do not give experience.
-
Perk Torture Mastery.png
Torture Mastery

All curses inflicted upon enemies restores 2 Magical Base Healing to the caster with each instance of damage dealt. All spells cost 3x.

5% Scaling
Perk Vampirism.png
Vampirism

Gain 20% Outgoing Magical Healing Mod.

-


You can equip a total of 2 skills.


Name Description Scaling Cooldown
Skill Blood Pact.png
Blood Pact

Assimilates the contracted demon after casting for 0.3s, gaining an additional 50 Max Health Add, 30 Armor Rating, and 30 Magical Resistance. Your entire body is covered in Abyssal Flame, taking -1.5% Percent Max Health Healing damage per second and dealing 2 Fire Fire Magical Base Damage per second in 0.2s ticks to enemies within 0.5m. Duration ends when Blood Pact is re-casted.
Additionally, by consuming Darkness Shards, you gain 1 All Attributes effects for each Darkness Shard consumed.
When you become a demon your skills change to demon-only skills.

Blood Pact Details
Left-click: Use equipped item. If no item is equipped, then preforms bare-handed attack. Preform up to 4 combo attacks usng both hands. Right-click: Use equipped item. If no item is equipped, then fires a bolt of darkness.
AoE:
25% Scaling
0.2s
Skill Exploitation Strike.png
Exploitation Strike

When using Blood Pact, this skill replaces the other equipped skill. Cannot be used outside of Blood Pact. Deal an additional 4 Evil Evil Magical Base Damage over 4s to all enemies you hit with a physical attack within 4s and heals the caster by 5% of the target's maximum health, up to 20 per hit.

100% Scaling 28s
Skill Blow of Corruption.png
Blow of Corruption

Your next physical attack within 8s deals 10 Evil Evil Magical Base Damage to the target and causes them to suffer -80% Incoming Physical Healing Mod and -80% Incoming Magical Healing Mod for 12s.

75% Scaling 24s
Skill Dark Offering.png
Dark Offering

Channel your mind for up to 10s, sacrificing -10% Percent Max Health Healing per second to gain 5% Physical Power Bonus and 5% Magical Power Bonus per stack, up to 10 stacks. This bonus last for 15s. All stacks are refreshed upon gaining a new stack.

- 28s
Skill Phantomize.png
Phantomize

Phase through melee attacks and projectiles for 6s. While active, gain 10% Move Speed Bonus and suffer -50% Magical Damage Reduction. During this period you can only move and do not collide with other players or monsters, but are still vulnerable to AoE damage.

- 28s
Skill Spell Memory.png
Spell Memory

Gain the ability to memorize spells to use in the dungeon.

- -
Skill Spell Memory.png
Spell Memory II

Gain the ability to memorize additional spells to use in the dungeon.

- -


The order in which you select spells will determine their Spell Memory priority. You can right click spells to "forget" them, and you must drag and drop a spell to memorize it. Spell tiers determine their spell memory cost. Warlock spells cost health to cast.

Warlock spells have 7.5 meters range except for projectile spells (Hellfire)


Spell Types:

Dark Dark
Evil Evil
Fire Fire


Spells:

Name Tier Description Range Scaling Casting Time Cost
Spell Power of Sacrifice.png
Power of Sacrifice
1

Curses the target with sacrifice, causing them to suffer 3 Curse Curse Magical Base Damage but gaining 15 Strength and 15 Vigor for 12s. This counts as a Debuff, not a buff.

7.5m 0% Scaling 1s 2 Health Cost
Spell Curse of Weakness.png
Curse of Weakness
1

Weakens the target for 10s, causing them to suffer -25% All Attributes Bonus

7.5m N/A 1s 2 Health Cost
Spell Bolt of Darkness.png
Bolt of Darkness
1

Fires a projectile bolt that inflicts 20 Projectile Dark Dark Magical Base Damage to the target. The bolt can be shot down by other projectiles, detonating it early.
Projectile Speed: 16m/s.

Infinite 100% Scaling 1s 2 Health Cost or 2 Health Cost during Blood Pact
Spell Curse of Pain.png
Curse of Pain
2

Instantly deals 7 Evil Evil Magical Base Damage to the target and curses them with Agony.
Agony: Receive a total of 10 Evil/Curse Hybrid Magical Base Damage over 8s.

7.5m Initial Damage: 100% Scaling
DoT: 50% Scaling
1s 2 Health Cost
Spell Bloodstained Blade.png
Bloodstained Blade
2

Places the target in bloodlust for 20s, granting them 5 Physical Buff Weapon Damage, and each time they swing their weapon they receive 3 Evil Evil Magical Base Damage.

8.25m 0% Scaling 0.75s 2 Health Cost
Spell Spell Predation.png
Spell Predation
3

Consume all removable magical buffs from the target enemy, and gain 1 Darkness Shard for each one.

8m 1s 2 Health Cost
Spell Ray of Darkness.png
Ray of Darkness

Channel for up to 5s, projecting a dark beam dealing 12 Dark Dark Magical Base Damage per second (not as Damage over Time) to any target it touches, in .1s ticks. You can aim and move while channeling the beam.

7m 100% Scaling per 1s channeled 1s 3 Health Cost
Spell Life Drain.png
Life Drain
4

Channel for up to 6s, Concentrating your mind to deal 3 Evil Evil Magical Base Damage to the target per 1s and converts 100% of it into the caster's life force as Lifesteal.

7m 75% Scaling per 1s channeled 1.5s 3 Health Cost
Spell Hellfire.png
Hellfire
4

Summons eternal hellfire and blasts it towards the aiming point, traveling at 1.5m/s. The hellfire does not dissipate when it reaches the target, burning them for 60 Fire Fire Magical Base Damage per second (divided into 0.2ss ticks) with 12 Impact Power. This hellfire can travel through walls and destroy obstacles up to 50m. After creating a new hellfire, 2 seconds later all pre-existing hellfires will dissipate. Hellfire is considered AoE and not a projectile. There is currently a bug where Hellfire can change direction randomly after hitting an obstacle.

Hellfire initially travels at .01m/s and very quickly accelerates to maximum speed of 2m/s over 4 seconds.

50m 50% Scaling per second 2s 3 Health Cost
Spell Flame Walker.png
Flame Walker
5

For 6s, each step the Warlock takes leaves a Puddle of Hellfire that lasts for 4 seconds. Any target in direct contact with one or more puddles (max 2 stacks) will take 5 Fire Fire Magical Base Damage per second in 0.2ss ticks.

Puddles may overlap.

Icon Caution.pngNeeds further testing!
Seems to output considerably more than more than 5dps, but less than 25dps
Contribute by joining the Spells & Guns discord!
N/A 100% Scaling per second 1.25s 4 Health Cost
Spell Eldritch Shield.png
Eldritch Shield
5

Grants the target a 25 Magical Shield for 15s. When this shield absorbs all damage and is destroyed, the absorbed damage is converted to grant the target 20% Dark Dark Power Bonus to the next dark spell cast within 4s.

7m Shield: 0% Scaling 0.75s 4 Health Cost
Spell Summon Hydra.png
Summon Hydra
6

Summon a Hydra which inhabits a 0.75m area and stands still for up to 10 seconds; firing fireballs at hostile targets. The Hydra also detects hidden targets within ?meters. The Hydra has 150 health and its fireballs deal 10 Projectile Dark Dark Magical Base Damage with 4 Impact Power.

7.5m 100% Scaling 1s 8 Health Cost


Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

These Stats do not include starting armor.

Stat Name Base Stats
Strength 11
Vigor 14
Agility 14
Dexterity 15
Will 22
Knowledge 15
Resourcefulness 14
Health 112
Memory Capacity 9
Utility Effectiveness 0
Luck 0
Health Recovery Bonus -3%
Spell Recovery Bonus 65.5%
Move Speed 299 ( 99.67% )
Action Speed -0.25%
Manual Dexterity 0%
Spell Casting Speed 0%
Equip Speed 0%
Regular Interaction Speed -1.5%
Magical Interaction Speed 49%
Persuasiveness 14
Buff Duration 7%
Debuff Duration -6.5%
Armor Penetration 0%
Magic Penetration 0%
Headshot Reduction 0%
Projectile Damage Reduction 0%
Physical Damage Reduction -22%
        From Armor Rating 0 ( -22% )
        From Bonuses 0%
Magic Resistance 14%
        From Resist Rating 51 ( 14% )
        From Bonuses 0%
Physical Power Bonus -8%
        From Physical Power 11 ( -8% )
        From Bonuses 0%
Magic Power Bonus 17%
        From Magic Power 22 ( 17% )
        From Bonuses 0%
Primary Weapon 0
Secondary Weapon 0
Impact Power 0
        Primary Weapon Impact Power 0
        Secondary Weapon Impact Power 0


- Warlocks don't rely on spell counts and instead cast spells by paying a fixed amount of health depending on the spell. Health management will play a bigger role for this class than for others.

- Any health spent to cast spells will leave behind Recoverable Health, allowing for restoration via Resting, Bandages, or a friendly Bard.

- Torture Mastery will heal you when dealing damage with Curse of Pain and Power of Sacrifice, and will benefit from Magical Healing on your gear.

- Power of Sacrifice can be used as a party buff or as a damage-dealer. Be wary that granting enemies additional Strength will give them more max HP as well, mitigating some damage dealt.

- Blow of Corruption is very powerful in both PvP and PvE. In PvP, it can be used to prevent enemies from burst-healing.

- Phantomize will protect you from most sources of damage, however floor traps, AoE spells (Holy Strike, Fireball, Lightning Strike), Zombie poison clouds, and any linger DoTs will still hurt you.

- If Hellfire is cast again whilst the Warlock's first Hellfire effect is still active, the first Hellfire will be deleted after the second one has finished casting.

All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.