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Information is up to date! Hover for more details.Class Data last updated on: Patch:6.6#Hotfix 69-2.
Dark and Darker is currently on update: Patch:6.6#Hotfix 71.

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

Health
96.5
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
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
Alter Curse of Pain, Curse of Weakness, and Power of Sacrifice to use a new status effect which have 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 (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.
Perk Dark Reflection.png
Dark Reflection
When you receive melee damage, reflect 10 Dark Dark Magical Base Damage back to the attacker. 15s 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
Gain 25% Undead Race Damage Reduction and 25% Demon Race Damage Reduction
Perk Immortal Lament.png
Immortal Lament
Casting spells will no longer be able to kill you; though can still damage you.
Perk Malice.png
Malice
Gain 10% Will Bonus.
Perk Shadow Touch.png
Shadow Touch
Melee hits deal 2 Dark Dark True Magical Base Damage and heal 2 Magical Base Healing.
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 grants 20% Dark Dark Power Bonus, 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 them that are dealt to the target will heal you for 2 Magical Base Healing (5% Scaling). Suffer 3x Health Cost of spells.
Perk Vampirism.png
Vampirism
Gain 20% Outgoing Magical Healing Mod.


You can equip a total of 2 skills.


Name Description Cooldown
Skill Blow of Corruption.png
Blow of Corruption
The next melee physical attack within 8s also deals 10 Evil Evil Magical Base Damage (75% Scaling) (also benefits from Hit Location Bonus) to the target and causes them to suffer -80% Incoming Physical Healing Mod and -80% Incoming Magical Healing Mod for 12s.

If an attack is blocked by a shield, it will consume the skill buff without dealing damage. If the weapon is blocked at the hilt, no damage will be dealt but the buff will not be consumed.
24s
Skill Dark Offering.png
Dark Offering
Channel for up to 10s seconds while remaining still. Every 1s spent channeling causes you to be dealt -10% Percent Max Health Healing and grants 1 stack of 5% Physical Power Bonus and 5% Magical Power Bonus for 15s after the channel ends or is stopped, up to 10 stacks. All stacks are refreshed on gaining a new stack. 28s
Skill Phantomize.png
Phantomize
For 6s gain 10% Move Speed Bonus and become untargetable, phasing through melee attacks, projectiles, and hitscan Magic (Zap, Lesser Heal, etc.). During this period you can only move and do not collide with other players or monsters, but are still vulnerable to AoE damage and suffer -50% Magical Damage Reduction. 28s
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, sacrificing -1.5% Percent Max Health Healing and dealing 2 Fire Fire Magical Base Damage (25% Scaling) per second in 0.2s ticks to enemies within 0.5m. Duration ends when Blood Pact is re-casted.

Additionally, upon transformation consume all Darkness Shards to gain 1 All Attributes for each one consumed.

When you become a demon your other skill is replaced with Exploitation Strike but you can still equip weapons.
If no weapon is equipped, use a one handed combo that deals 5 physical damage (100% Scaling, 4 Impact Power, 100% Impact Zone Multiplier) x 200% Combo damage on every hit and slows the target for -20% Move Speed Bonus for 1s. Move at 65% speed while attacking and up to 4 combo attacks using both hands.

Right-Click: Fire a bolt of darkness with 2 Health Cost
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. For 4s, weapon hits apply a damage over time that causes the target to receive 4 Evil Evil Magical Base Damage (100% Scaling) over 4s and heal you for 5% of the target's max Health up to 20 per hit 28s
Skill Spell Memory.png
Spell Memory
Allows you to memorize spells to use in the dungeon. /
Skill Spell Memory.png
Spell Memory 2
Allows you to memorize 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. 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 0.2s ticks) with 12 Impact Power. This hellfire can travel through walls and destroy obstacles up to 50m. After creating a new hellfire, roughly 1 second 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. 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 0.2s 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 96.5
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 12%
        From Resist Rating 58 ( 12% )
        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.