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| |rayofdarkness= [[Channel]] a dark beam for up to {{Ability_Data|RayOfDarkness|ChannelingDuration}}, dealing {{Ability_Data|RayOfDarkness|MagicalBaseDamage}} ({{Ability_Data|RayOfDarkness|Scaling}}) per second in .1s ticks to any target the beam touches. Moving and aiming are possible while channeling. <br> The beam stops upon hitting a target or object, and so will only hit one target at a time. | | |rayofdarkness= [[Channel]] a dark beam for up to {{Ability_Data|RayOfDarkness|ChannelingDuration}}, dealing {{Ability_Data|RayOfDarkness|MagicalBaseDamage}} ({{Ability_Data|RayOfDarkness|Scaling}}) per second in .1s ticks to any target the beam touches. Moving and aiming are possible while channeling. <br> The beam stops upon hitting a target or object, and so will only hit one target at a time. |
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| |lifedrain= [[Channel]] for up to {{Ability_Data|LifeDrain|ChannelingDuration}}, dealing {{Ability_Data|LifeDrain|MagicalBaseDamage}} ({{Ability_Data|LifeDrain|Scaling}}) to the target per {{Ability_Data|LifeDrain|ChannelingInterval}}. [[Healing#Life_Drain|Convert]] 100% of the damage dealt into health for the caster. | | |lifedrain= [[Channel]] for up to {{Ability_Data|LifeDrain|ChannelingDuration}}, dealing {{Ability_Data|LifeDrain|MagicalBaseDamage}} ({{Ability_Data|LifeDrain|Scaling}}) to the target per {{Ability_Data|LifeDrain|ChannelingInterval}}. [[Healing#Life_Drain|Convert]] 100% of the damage dealt into health for the caster. <br><br> If the channel would deal damage to a corpse, it will automatically cancel instead. |
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| |hellfire= Create eternal hellfire and blasts it towards the target. Deals {{Ability_Data|Hellfire|MagicalBaseDamage}} ({{Ability_Data|Hellfire|Scaling}}) per second in {{Ability_Data|Hellfire|TickInterval}} ticks with {{Ability_Data|Hellfire|ImpactPower}} to any target within the area of effect. The hellfire does not dissipate when it reaches a target and can travel through walls. | | |hellfire= Create eternal hellfire and blasts it towards the target. Deals {{Ability_Data|Hellfire|MagicalBaseDamage}} ({{Ability_Data|Hellfire|Scaling}}) per second in {{Ability_Data|Hellfire|TickInterval}} ticks with {{Ability_Data|Hellfire|ImpactPower}} to any target within the area of effect. The hellfire does not dissipate when it reaches a target and can travel through walls. |
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| |eldritchshield= Grants the target a {{Ability_Data|EldritchShield|MagicalBaseShield}} ({{Ability_Data|EldritchShield|Scaling}}) for {{Ability_Data|EldritchShield|HitDuration}}. When the shield absorbs its maximum damage, gain {{Ability_Data|EldritchShield|DarkPowerBonus}} towards the next dark spell cast within {{Ability_Data|EldritchShield|DarkDamageDuration}}. <br> This works with Spell Predation, however it also consumes Darkness Shards - even when the shield's [[Scaling]] is 0 and thus does not benefit from the power bonus - so the maximum number of Shards obtainable at any point by rotating this and Spell Predation is 1. | | |eldritchshield= Grants the target a {{Ability_Data|EldritchShield|MagicalBaseShield}} ({{Ability_Data|EldritchShield|Scaling}}) for {{Ability_Data|EldritchShield|HitDuration}}. When the shield absorbs its maximum damage, gain {{Ability_Data|EldritchShield|DarkPowerBonus}} towards the next dark spell cast within {{Ability_Data|EldritchShield|DarkDamageDuration}}. <br> This works with Spell Predation, however it also consumes Darkness Shards - even when the shield's [[Scaling]] is 0 and thus does not benefit from the power bonus - so the maximum number of Shards obtainable at any point by rotating this and Spell Predation is 1. |
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| |summonhydra= Summon a Hydra, which inhabits a {{Ability_Data|SummonHydra|AreaRadius}} area, that spits fireballs dealing {{Ability_Data|SummonHydra|MagicalBaseDamage}} ({{Ability_Data|SummonHydra|Scaling}}) with {{Ability_Data|SummonHydra|ImpactPower}} to enemy targets for 10 seconds. The Hydra can also detects hidden targets. <br><br> The Hydra has 150 health and can aggro [[Monsters]]. It cannot move from its summon location but can turn freely. Summoning a Hydra while another is still alive kills the old Hydra. Unlike most spells, attempting to cast this spell without a valid target does not incur the health cost. | | |summonhydra= Summon a Hydra, which inhabits a {{Ability_Data|SummonHydra|AreaRadius}} area, that spits fireballs dealing {{Ability_Data|SummonHydra|MagicalBaseDamage}} ({{Ability_Data|SummonHydra|Scaling}}) with {{Ability_Data|SummonHydra|ImpactPower}} to enemy targets for 10 seconds. The Hydra can also detects hidden targets. <br><br> The Hydra has 150 health and can aggro [[Monsters]]. It cannot move from its summon location but can turn freely. Summoning a Hydra while another is still alive kills the old Hydra. Unlike most spells, attempting to cast this spell without a valid target does not incur the health cost. The Hydra will spit fireballs at an upward or downward angle if necessary, though it seems to have trouble aiming at [[Skeleton]]s which are lying unassembled on the ground, waiting to be aggroed. |
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| |#default=<p style="color:#FF0000";>No <b>ability</b> found for "{{{1}}}", please <u>[[ClassAbilityDocs|correct it]]</u></p> | | |#default=<p style="color:#FF0000";>No <b>ability</b> found for "{{{1}}}", please <u>[[ClassAbilityDocs|correct it]]</u></p> |
| }} | | }} |
| </includeonly> | | </includeonly> |
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 self-healing. (Torture Mastery & 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.
Advanced 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 (75% Scaling) to the melee attacker. Does not reflect while on cooldown. This perk does consume Darkness Shards, but does not generate Darkness Shards with Soul Collector.
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15s
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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 (0% Scaling).
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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 a maximum of 5 shards. When a dark magic spell is cast, consume all collected shards. The spell that consumes the shards receives the bonus (and can generate one shard as normal if it kills the target).
Advanced 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 (15% Scaling) to the caster with each instance of damage dealt. All spells cost 2x
Does not heal you for cursing a corpse.
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-
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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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Assimilate the contracted demon after casting for 0.3s, and transform into a demon form (total transformation animation of about 3s). While in this form, gain an additional 50 Max Health Add (following the normal rules for temporary max health), 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 (25% Scaling) per second in 0.2s ticks to characters within 0.5m. You can move during the cast and transformation animations, but once started you can't use skills, spells, interact with objects, or cancel the transformation. Additionally, all Darkness Shards are consumed on cast completion, and you gain 1 All Attributes for each Darkness Shard consumed. When you become a demon, your skills change to demon-only skills: Unbind and Exploitation Strike. Your unarmed attacks also change (see Details below).
Blood Pact Details
Left-click: Same action as out of Blood Pact, except if the action would be an unarmed attack, instead performs up to 4 combo attacks using both hands.
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Right-click: Same action as out of Blood Pact, except if no items held in either hand, casts Bolt of Darkness.
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0.2s
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File:Skill Unbind.png Unbind
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Only available while Blood Pact is active, replacing the Blood Pact skill. Return to your true self, reverting the Pact's effects on you (aside from health lost to Abyssal Flame and Shadow Shards consumed) including the buff from Exploitation Strike (the max health loss follows the normal rules for temporary max health). Once started, you can move but the cast cannot be cancelled.
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-
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Exploitation Strike
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Only available while Blood Pact is active, replacing the non-Blood Pact skill. Deal an additional 4 Evil Magical Base Damage (100% Scaling) 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. Buff is immediately removed when Unbind cast finishes.
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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 (75% Scaling) to the target and causes them to suffer -80% Incoming Physical Healing Mod and -80% Incoming Magical Healing Mod for 12s. Hitting an obstacle or a shield with the blade (not the hilt) counts as the next attack and will waste the effect.
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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 1s to gain 5% Physical Power Bonus and 5% Magical Power Bonus per stack, up to 10 stacks. This bonus lasts for 15s. All stacks are refreshed upon gaining a new stack.
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28s
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Phantomize
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Phase through melee attacks and projectiles and become untargeteable 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.
While active, you will still take damage from active spike traps, but you will not trigger inactive ones. If Phantomize ends while standing on an inactive trap, you will continue to not activate it until you step off it or something else activates it.
Needs further testing!
Does the Spike Trap trick work on Hunting Traps? Contribute by joining the Spells & Guns discord!
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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.
All Warlock Spells have a cast range of 7.5m (meters).
Spell Types:
Dark
Evil
Fire
Power of Sacrifice
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Curse the target, dealing 3 Curse Magical Base Damage (0% Scaling) per second while granting them 15 Strength and 15 Vigor for 12s. Self cast if no target is found. This counts as a Debuff, not a Buff, and thus it is not affected by Spell Predation.
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1
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1s
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4
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Curse of Weakness
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Curse the target, causing them to suffer -25% All Attributes Bonus for 10s.
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1
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1s
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4
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Bolt of Darkness
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Fires a bolt that deals 20 Dark Magical Base Damage (100% Scaling) to the target. The bolt can be shot down by other projectiles, detonating it early. Projectile Speed: 16m/s
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1
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1s
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4
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Curse of Pain
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Curse the target, inflicting 15 / Hybrid Magical Base Damage(50% Scaling) over 8s. Additionally, if the target was not already cursed, they instantly receive 15 Evil Magical Base Damage (75% Scaling).
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2
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1s
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4
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Bloodstained Blade
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Target gains 5 Physical Buff Weapon Damage for 20s. When the target swings their weapon, they take 3 Evil Magical Base Damage (0% Scaling). Self cast if no target is found. This counts as a Debuff, not a Buff, and thus it is not affected by Spell Predation.
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2
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0.75s
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4
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Spell Predation
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Consume all removable magical Buffs on the enemy and gain 1 Darkness Shard per status.
Darkness Shards
Each Darkness Shard grants a 20% Dark Power Bonus and can store up to 5. This effect is consumed when casting a dark spell.
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3
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1s
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4
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Ray of Darkness
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Channel a dark beam for up to 5s, dealing 12 Dark Magical Base Damage (100% Scaling) per second in .1s ticks to any target the beam touches. Moving and aiming are possible while channeling. The beam stops upon hitting a target or object, and so will only hit one target at a time.
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4
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1s
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5
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Life Drain
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Channel for up to 7.5s, dealing 5 Evil Magical Base Damage (25% Scaling) to the target per 1s. Convert 100% of the damage dealt into health for the caster.
If the channel would deal damage to a corpse, it will automatically cancel instead.
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4
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1.5s
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5
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Hellfire
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Create eternal hellfire and blasts it towards the target. Deals 60 Fire Magical Base Damage (50% Scaling) per second in 0.2s ticks with 12 Impact Power to any target within the area of effect. The hellfire does not dissipate when it reaches a target and can travel through walls.
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4
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2s
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6
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Flame Walker
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While active, gain the ability to leave a trail of Hellfire for 6s. Each step leaves a trails that lasts 4 seconds. Targets that enter the flame area will burn, taking 5 Fire Magical Base Damage (100% Scaling) per 0.2s per stack. (max 2 stacks) The caster is not affected by the burn and can freely walk over the flame area without taking damage from it.
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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5
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1.25s
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6
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Eldritch Shield
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Grants the target a 25 Magical Base Shield (0% Scaling) for 15s. When the shield absorbs its maximum damage, gain 20% Dark Power Bonus towards the next dark spell cast within 4s. This works with Spell Predation, however it also consumes Darkness Shards - even when the shield's Scaling is 0 and thus does not benefit from the power bonus - so the maximum number of Shards obtainable at any point by rotating this and Spell Predation is 1.
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5
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0.75s
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6
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Summon Hydra
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Summon a Hydra, which inhabits a 0.75m area, that spits fireballs dealing 10 Dark Magical Base Damage (100% Scaling) with 4 Impact Power to enemy targets for 10 seconds. The Hydra can also detects hidden targets.
The Hydra has 150 health and can aggro Monsters. It cannot move from its summon location but can turn freely. Summoning a Hydra while another is still alive kills the old Hydra. Unlike most spells, attempting to cast this spell without a valid target does not incur the health cost. The Hydra will spit fireballs at an upward or downward angle if necessary, though it seems to have trouble aiming at Skeletons which are lying unassembled on the ground, waiting to be aggroed.
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6
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1s
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12
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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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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 active floor spikes, 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.