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m (warlock flavor description)
m (Update #55 Blood pact percent health cost reduced to 1.5% from 3%)
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<td style=" text-align:middle"> [[File:Skill Blood Pact.png|link=|x96px]] <br> Blood Pact </td>
<td style=" text-align:middle"> [[File:Skill Blood Pact.png|link=|x96px]] <br> Blood Pact </td>
<td> Assimilates the contracted demon after casting for 1s, gaining an additional 50 [[Healing#Temporary_Max_Health|Temporary Max]] [[Health#Max_Health|Health]], 30 [[Stats#Armor_Rating|Armor Rating]], and 30 [[Stats#Magic_Resistance|Magic Resistance]]. Your entire body is covered in Abyssal Flame, sacrificing 3[[Healing#Percent_Max_Health_Healing|% of Max]] [[Health#Max_Health|Health]] per second and dealing 2 Magical [[Damage_Calculation|Damage]] per second (25% scaling) to enemies within 0.5 meters. Duration ends when Blood Pact is re-casted. Additionally, by consuming Darkness Shards, you gain +1 All [[Stats#Attributes|Attributes]] effects for each Darkness Shard consumed.<br> When you become a demon your other skill is replaced with Exploitation Strike but you can still equip weapons. <br>If no weapon is equipped, use a handed attack that deals 5 physical damage x 200% Combo damage on every hit and slows the target by 20% for 1s. Slowed by 20% while attacking and up to 4 combo attacks using both hands. <br>Right-Click: Fire a bolt of darkness. (costs 3hp) </td>
<td> Assimilates the contracted demon after casting for 1s, gaining an additional 50 [[Healing#Temporary_Max_Health|Temporary Max]] [[Health#Max_Health|Health]], 30 [[Stats#Armor_Rating|Armor Rating]], and 30 [[Stats#Magic_Resistance|Magic Resistance]]. Your entire body is covered in Abyssal Flame, sacrificing 1.5[[Healing#Percent_Max_Health_Healing|% of Max]] [[Health#Max_Health|Health]] per second and dealing 2 Magical [[Damage_Calculation|Damage]] per second (25% scaling) to enemies within 0.5 meters. Duration ends when Blood Pact is re-casted. Additionally, by consuming Darkness Shards, you gain +1 All [[Stats#Attributes|Attributes]] effects for each Darkness Shard consumed.<br> When you become a demon your other skill is replaced with Exploitation Strike but you can still equip weapons. <br>If no weapon is equipped, use a handed attack that deals 5 physical damage x 200% Combo damage on every hit and slows the target by 20% for 1s. Slowed by 20% while attacking and up to 4 combo attacks using both hands. <br>Right-Click: Fire a bolt of darkness. (costs 3hp) </td>
         <td> 2s </td>
         <td> 2s </td>
</tr>
</tr>

Revision as of 13:41, 8 July 2024

Page is currently up to date for: Patch:6.8#Patch 8

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

Health
106.5
Memory
9

Description

Looking for a description to be written. Warlocks in Dark and Darker are...


Class Info


Weapon of choice: A mixture of magic weapons (orbs, books, etc...) and/or melee, depending on the build.

  • Pros
    • Spells cost health, not charges, allowing for nearly unlimited casts.
    • Has access to anti-healing
    • High melee burst damage, with a variety of strong melee options.
    • Extreme PvE capabilities, being able to heal off of NPCs or damage them through walls.
  • Cons
    • Spells are usually weaker than other classes' spells
    • Highly susceptible to rangers
    • Poor tools for dealing with fast, aggressive classes
    • In order to heal off PvE, you have to leave them alive, which can be dangerous if another party shows up
    • Melee weapon options are often slow

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
Perk Antimagic.png
Antimagic
Your Magic Damage Reduction is increased additively by 25% against damage that has one of the following elements: Fire, Ice, Lightning, Earth, Light, Dark, Evil, Air, or Spirit. Note that Damage Types not in this list include Divine, Curse, and Neutral Magic.
Perk Curse Mastery.png
Curse Mastery
Your curses (Curse of Pain, Curse of Weakness, and Power of Sacrifice) use a new status effect which are altered to have 30% longer base durations. 10.4s for Curse of Pain, 13s for Curse of Weakness, 15.6s for Power of Sacrifice. This allows a Curse without Curse Mastery to be active on a target at the same time as a Curse that uses Curse Mastery. 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 the total damage.
Perk Dark Enhancement.png
Dark Enhancement
Grants +10% Magic Power Bonus for Dark Magic.
Perk Dark Reflection.png
Dark Reflection
When you receive melee damage, reflect 10 Dark magic Damage to the attacker. 15 seconds cooldown in the form of a debuff.
75% scaling.
Perk Demon Armor.png
Demon Armor
Gain ability to wear plate armor at the cost of -10% Spell Casting Speed.
Perk Infernal Pledge.png
Infernal Pledge
25% Damage Reduction from Undead and Demons
Perk Immortal Lament.png
Immortal Lament
Casting spells will not take you below 1 health.
Perk Malice.png
Malice
Will is increased by 10%.
Perk Shadow Touch.png
Shadow Touch
2 true magic damage and 2 magical heal on melee hit. Affected by Vampirism.
0% Scaling
Perk Soul Collector.png
Soul Collector
When dealing the final blow to an enemy that is capable of dropping experience, one darkness shard is collected. Each collected shard increases Magic Power Bonus for Dark Magic by 20%, up to a maximum of 5 stacks, lasting until and including the next Dark Magic spell/perk is casted. When a spell/perk consumes the effect, the entire spell/perk's damage is affected by the bonus.
Perk Torture Mastery.png
Torture Mastery
When Curse of Pain or Power of Sacrifice are active on a target, any instance of Magical Damage Over Time from Curse of Pain or Power of Sacrifice dealt to the target will heal the Warlock for 2 Magical Healing. This healing is increased by the Magical Healing stat and the Warlock's Magic Power Bonus. This healing has 10% Attribute Bonus Ratio. Also triples the health cost of spells.
Perk Vampirism.png
Vampirism
Grants a 1.2x multiplier to all outgoing Magical Healing. This multiplier is separate from Magic Power Bonus. Although Life Drain heals only based off of damage dealt, Vampirism does affect it. Completely unaffected and independent to scaling.