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| </noinclude><includeonly>{{#switch:{{lc:{{{1|}}}}} | | </noinclude> |
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| |antimagic= Gain {{Ability_Data|Antimagic|AntimagicDamageReduction}}. | | |antimagic= Gain {{Ability_Data|Antimagic|AntimagicDamageReduction}}. |
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| |vampirism=Gain {{Ability_Data|Vampirism|OutgoingMagicalHealMod}}. | | |vampirism=Gain {{Ability_Data|Vampirism|OutgoingMagicalHealMod}}. |
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| |bloodpact=Assimilates the contracted demon after casting for {{Ability_Data|BloodPact|CastingTime}}, gaining an additional {{Ability_Data|BloodPact|MaxHealthAdd}}, {{Ability_Data|BloodPact|ArmorRating}}, and {{Ability_Data|BloodPact|MagicalResistance}}. Your entire body is covered in Abyssal Flame, taking {{Ability_Data|BloodPact|PercentMaxHealthHealing}} damage per second and dealing {{Ability_Data|BloodPact|MagicalBaseDamage}} per second in {{Ability_Data|BloodPact|TickInterval}}s ticks to enemies within {{Ability_Data|BloodPact|AbyssalFlameRadiusConstant}}. Duration ends when Blood Pact is re-casted. <br> Additionally, by consuming Darkness Shards, you gain {{Ability_Data|BloodPact|AllAttributes}} effects for each Darkness Shard consumed. <br> When you become a demon your skills change to demon-only skills. | | |bloodpact=Assimilates the contracted demon after casting for {{Ability_Data|BloodPact|CastingTime}}, gaining an additional {{Ability_Data|BloodPact|MaxHealthAdd}}, {{Ability_Data|BloodPact|ArmorRating}}, and {{Ability_Data|BloodPact|MagicalResistance}}. Your entire body is covered in Abyssal Flame, taking {{Ability_Data|BloodPact|PercentMaxHealthHealing}} damage per second and dealing {{Ability_Data|BloodPact|MagicalBaseDamage}} per second in {{Ability_Data|BloodPact|TickInterval}} ticks to enemies within {{Ability_Data|BloodPact|AbyssalFlameRadiusConstant}}. Duration ends when Blood Pact is re-casted. <br> Additionally, by consuming Darkness Shards, you gain {{Ability_Data|BloodPact|AllAttributes}} effects for each Darkness Shard consumed. <br> When you become a demon your skills change to demon-only skills. |
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| |exploitationstrike=When using Blood Pact, this skill replaces the other equipped skill. Cannot be used outside of Blood Pact. For {{Ability_Data|ExploitationStrike|ActiveDuration}}, weapon hits apply a damage over time that causes the target to receive {{Ability_Data|ExploitationStrike|MagicalBaseDamage}} over {{Ability_Data|ExploitationStrike|ExploitDuration}} and [[Healing#Percent_Max_Health_Healing|heal]] you for {{Ability_Data|ExploitationStrike|HealPercentConstant}} of the target's max [[Health]] up to {{Ability_Data|ExploitationStrike|MaxHealConstant}} per hit | | |exploitationstrike=When using Blood Pact, this skill replaces the other equipped skill. Cannot be used outside of Blood Pact. Deal an additional {{Ability_Data|ExploitationStrike|MagicalBaseDamage}} over {{Ability_Data|ExploitationStrike|ExploitDuration}} to all enemies you hit with a physical attack within {{Ability_Data|ExploitationStrike|ActiveDuration}} and heals the caster by {{Ability_Data|ExploitationStrike|HealPercentConstant}} of the target's maximum health, up to {{Ability_Data|ExploitationStrike|MaxHealConstant}} per hit. |
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| |blowofcorruption=Your next physical attack within {{Ability_Data|BlowOfCorruption|ActiveDuration}} deals {{Ability_Data|BlowOfCorruption|MagicalBaseDamage}} to the target and causes them to suffer {{Ability_Data|BlowOfCorruption|IncomingPhysicalHealingMod}} and {{Ability_Data|BlowOfCorruption|IncomingMagicalHealingMod}} for {{Ability_Data|BlowOfCorruption|ReducedHealingDuration}}. | | |blowofcorruption=Your next physical attack within {{Ability_Data|BlowOfCorruption|ActiveDuration}} deals {{Ability_Data|BlowOfCorruption|MagicalBaseDamage}} to the target and causes them to suffer {{Ability_Data|BlowOfCorruption|IncomingPhysicalHealingMod}} and {{Ability_Data|BlowOfCorruption|IncomingMagicalHealingMod}} for {{Ability_Data|BlowOfCorruption|ReducedHealingDuration}}. |
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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.
Antimagic
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Gain 25% Damage Reduction against all Magical Elements except Divine, Curse, and Neutral.
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-
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Curse Mastery
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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.
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-
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Dark Enhancement
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Gain 10% Dark Power Bonus towards dark magic spells.
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-
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Dark Reflection
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While active, reflect 10 Dark Magical Base Damage to the melee attacker. Does not reflect while on cooldown. 15s.
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75% Scaling
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Demon Armor
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Gain the ability to equip plate armor. Suffer -10% Spell Casting Speed.
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-
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Immortal Lament
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Casting spells will no longer take you below 1 health.
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-
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Infernal Pledge
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Gain 25% Undead Race Damage Reduction and 25% Demon Race Damage Reduction.
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-
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Malice
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Gain 10% Will Bonus.
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-
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Shadow Touch
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Dealing physical damage to an enemy with melee weapon deals 2 Dark True Magical Base Damage and heals you for 2 Magical Base Healing.
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-
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Soul Collector
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When you deal the final blow to an enemy, one darkness shard is collected. Gain 20% 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.
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-
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Torture Mastery
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All curses inflicted upon enemies restores 2 Magical Base Healing to the caster with each instance of damage dealt. All spells cost 2x.
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15% Scaling
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Vampirism
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Gain 20% Outgoing Magical Healing Mod.
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-
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You can equip a total of 2 skills.
Blood Pact
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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 -2% Percent Max Health Healing damage per second and dealing 2 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.
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Right-click: Use equipped item. If no item is equipped, then fires a bolt of darkness.
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AoE: 25% Scaling
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0.2s
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Exploitation Strike
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When using Blood Pact, this skill replaces the other equipped skill. Cannot be used outside of Blood Pact. Deal an additional 4 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.
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100% Scaling
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28s
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Blow of Corruption
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Your next physical attack within 8s deals 12 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.
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75% Scaling
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24s
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Dark Offering
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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.
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-
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28s
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Phantomize
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Phase through melee attacks and projectiles for 6s. While active, gain 5% 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.
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-
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28s
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Spell Memory
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Gain the ability to memorize spells to use in the dungeon.
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-
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Spell Memory II
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Gain the ability to memorize additional spells to use in the dungeon.
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-
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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
Evil
Fire
Spells:
Power of Sacrifice |
1 |
Curses the target with sacrifice, causing them to suffer 3 Curse Magical Base Damage but gaining 15 Strength and 15 Vigor for 12s. This counts as a Debuff, not a buff.
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7.5m |
0% Scaling |
1s |
4 |
Curse of Weakness |
1 |
Weakens the target for 10s, causing them to suffer -25% All Attributes Bonus
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7.5m |
N/A |
1s |
4 |
Bolt of Darkness |
1 |
Fires a projectile bolt that inflicts 20 Dark Magical Base Damage to the target. The bolt can be shot down by other projectiles, detonating it early. Projectile Speed: 16m/s.
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Infinite meters |
100% Scaling |
1s |
4 or 4 during Blood Pact |
Curse of Pain |
2 |
Instantly deals 15 Evil Magical Base Damage to the target and curses them with Agony. Agony: Receive a total of 15 / Hybrid Magical Base Damage over 8s.
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7.5m |
Initial Damage: 75% Scaling DoT: 50% Scaling |
1s |
4 |
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 Magical Base Damage.
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7.5m |
0% Scaling |
0.75s |
4 |
Spell Predation |
3 |
Consume all removable magical buffs from the target enemy, and gain 1 Darkness Shard for each one.
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7.5m |
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1s |
4 |
Ray of Darkness |
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Channel for up to 5s, projecting a dark beam dealing 12 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.
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7.5m |
100% Scaling per 1s channeled |
1s |
5 |
Life Drain |
4 |
Channel for up to 7.5s, Concentrating your mind to deal 5 Evil Magical Base Damage to the target per 1s and converts 100% of it into the caster's life force as Lifesteal.
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7.5m |
25% Scaling per 1s channeled |
1.5s |
5 |
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 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 Infinite meters. 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.
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Infinite meters |
50% Scaling per second |
2s |
6 |
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 Magical Base Damage per second in 0.2ss ticks.
Puddles may overlap.
Needs further testing!
Seems to output considerably more than more than 5dps, but less than 25dps Contribute by joining the Spells & Guns discord!
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N/A |
100% Scaling per second |
1.25s |
6 |
Eldritch Shield |
5 |
Grants the target a No tag found for "MaxMagicalShield", please correct it for 15s. When this shield absorbs all damage and is destroyed, the absorbed damage is converted to grant the target 20% Dark Power Bonus to the next dark spell cast within 4s.
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7.5m |
Shield: 0% Scaling |
0.75s |
6 |
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 Dark Magical Base Damage with 4 Impact Power.
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7.5m |
100% Scaling |
1s |
12 |
Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
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Utility |
[[]] |
Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
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Utility |
[[]] |
Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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These Stats do not include starting armor.
- 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.