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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.
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. |
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. |
Dark Enhancement |
Grants +10% Magic Power Bonus for Dark Magic. |
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. |
Demon Armor |
Gain ability to wear plate armor at the cost of -10% Spell Casting Speed. |
Infernal Pledge |
25% Damage Reduction from Undead and Demons |
Immortal Lament |
Casting spells will not take you below 1 health. |
Malice |
Will is increased by 10%. |
Shadow Touch |
2 true magic damage and 2 magical heal on melee hit. Affected by Vampirism. 0% Scaling |
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. |
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. |
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. |
You can equip a total of 2 skills.
Blow of Corruption |
The next melee physical attack deals a separate instance of 10 Evil Magical Damage (75% scaling) to the target and reduces outgoing healing performed by them by 80% for 12 seconds. If no attack is successful, Blow of Corruption will only remain active for 8 seconds before deactivating and entering cooldown. (Damage scales with 100% of Magical Damage)
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 |
Dark Offering |
Channel for up to 10 seconds. Each 1/10th of the Channel duration (as the channel is affected by Casting Speed) spent channeling sacrifices 10% of Max Health and grants a stack of 5% Physical and Magic Power Bonus that will last 15 seconds after the channel ends or is stopped. |
28s |
Phantomize |
For 6 seconds become untargetable, phasing through melee attacks, projectiles, and hitcan 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. During this state, Move Speed Bonus increases by 10%, and Magic Damage Reduction is reduced by a flat -50%. |
28s |
Blood Pact |
Assimilates the contracted demon after casting for 1s, gaining an additional 50 Temporary Max Health, 30 Armor Rating, and 30 Magic Resistance. Your entire body is covered in Abyssal Flame, sacrificing 3% of Max Health per second and dealing 2 Magical 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 Attributes effects for each Darkness Shard 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 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. Right-Click: Fire a bolt of darkness. (costs 3hp) |
2s |
Exploitation Strike |
When using Blood Pact, this skill replaces the other equipped skill. Cannot be used outside of Blood Pact. Hits apply a damage over time that causes the target to receive 4 Evil Magical Damage (100% scaling DOT)to all enemies hit with a physical attack over 4 seconds and heal the caster by 5% (max of 30) of the target's Max Health |
28s |
Spell Memory |
Allows you to memorize spells to use in the dungeon. |
/ |
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:
Spells:
Power of Sacrifice |
1 |
Curses the target with sacrifice, taking 3 Magical Curse (but not Evil) Damage per second but increasing Strength and Vigor by +15 over 12 seconds. This counts as a debuff, and so is affected by the target's Debuff Duration. |
7.5 meters |
0% |
1s |
2 hp |
Curse of Weakness |
1 |
Weakens the target for 10 seconds. Weaken: Reduces all attribute stats by 25%. |
7.5 meters |
N/A |
1s |
2 hp |
Bolt of Darkness |
1 |
Fires a projectile bolt that inflicts 20 Dark Magical Damage to the target. The bolt can be shot down by other projectiles, popping it early, including: crossbow Bolts, |
Infinite |
100% |
1s |
2 hp |
Curse of Pain |
2 |
Instantly deals 10 Magical Curse/Evil (see Damage_Types page for info on having two types at once) Damage to the target and curses them with Agony. Agony: Receive a total of 10 Magical Damage as Damage over Time over 8 seconds. |
7 meters |
Initial Damage: 100% DoT: 50% |
1s |
2 hp |
Bloodstained Blade |
2 |
Places the target in bloodlust for 20 seconds. The target's base "Buff" Weapon Damage increases by 5, and each time they swing their weapon, the target takes 3 Magical Damage. |
8.25 meters |
0% |
0.75s |
2 hp |
Spell Predation |
3 |
Consume up to all removable magical buffs from the target enemy, and gain 1 Darkness Shard for each one. |
8 meters |
|
1s |
2 hp |
Evil Eye |
3 |
Channel, Summons a pilotable "Evil Eye" that the player controls. While controlling the Evil Eye, the caster is left standing still and vulnerable. Effectively acts as a remote flying camera. Can be cancelled at any time. The Evil Eye has 150 HP and can be killed. Channel time: 10s. |
N/A |
0% |
1s |
2 hp |
Ray of Darkness |
4 |
Channel for up to 5 seconds, projecting a dark beam dealing 12 Magical Dark 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. |
7 meters |
100% |
1s |
3 hp |
Life Drain |
4 |
Channel for up to 6 seconds, Concentrating your mind to deal 3 Magical Evil Damage to the target per second for 6 seconds and converts 100% of it into the caster's life force. Cancelled if the Warlock moves. The healing is determined by the damage dealt, and is not affected by +Magical Healing, but is affected by Vampirism. |
7 meters |
75% |
1.5s |
3 hp |
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 Magical Fire Damage per second (divided into 0.2s ticks). This hellfire can travel through walls and destroy obstacles up to 50 meters. After creating a new hellfire, roughly 1 second later all pre-existing hellfires will dissipate. Hellfire is AoE and not a projectile. There is currently a bug where Hellfire can change direction randomly after hitting an obstacle. |
50 meters |
50% per second |
2s |
3 hp |
Flame Walker |
5 |
For 6 seconds, each step the Warlock takes leaves a trail of Hellfire that lasts for 4 seconds. Any target touched by this flame will take 25 Magical Fire Damage per second, divided by 0.2s ticks. |
N/A |
100% per second |
1.25s |
3 hp |
Eldritch Shield |
5 |
Grants the target a shield that protects against 25 Magical Damage for 15 seconds. When this shield absorbs all damage and is destroyed, the absorbed damage is converted to increase the Magic Power Bonus of the next dark spell cast within 4 seconds by 20%. |
7 meters |
0% (Shield) |
0.75s |
4 hp |
Summon Hydra |
6 |
Summon a Hydra that fires fireballs at hostile targets. The Hydra also detects hidden targets. The Hydra has 150 HP and its fireballs deal 10 Magical Fire Damage. The Hydra will leave after 10 seconds. |
7.5 meters |
100% |
1s |
8 hp |
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 slots 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.
gooble
Is there any headshot damage multiplier for Ray of Darkness?
On shadow touch tooltip it says 0% scaling on the healing but not on the damage. Does that mean zou cna boost its outgoing damage with perks and items ?
how does true magic dmg affect ray of darkness is it per tick or does it add to the overall dmg
Can sorcerers enjoy the bonus of Shadow Touch after transforming into demons
I noticed that in the tips section it stated that phantomize prevents most form of damage except for aoe spells(and magical effects) and ACTIVE floor spikes. If you activate floor spikes with phantomize active don’t you take damage from them anyway?
I feel like shadow touch is a must run on warlock unless you're going only spell. If you haven't tried out the Kris dagger with shadow touch and bloodstained it's a great combo. It's only 1hp a swing if you're hitting your blows, and the additional 7 magic damage you get on the kris dagger makes a lot bigger difference due to attack speed. Something I'm very curious about and would like to test though (since it could further heighten this combo) is if another warlock hits you with blow of corruption while in demon form. Since the demon form tick damage is defined as negative percent max health healing, and blow of corruption's 80% reduction does effect max health healing in some capacity, would it reduce the drain?
I could see a Warlock duo going no spell, full plate, blow of corruption and demon form. If you hit in hand with blow of corruption, it should only do about ~10-12 damage with plate armor (maybe even less if you use a really bad dagger on super high armor rating), and if the 80% reduction does take effect, it would be (150 average max hp -> 1.75 hp a second over 12 seconds is about 21 damage) but with reduction would only amount to about 4 damage over 12 seconds. To top this all off, if one of the warlocks forego blow of corruption to go lifesteal spell, I think you could easily out-tank a barbarian because life-steal wouldn't be affected by blow of corruptions 80%. I wouldn't necessarily know the stats, but with demon form does warlock have the highest potential armor rating? Finding a way to minimize the health cost could be very strong.
What percentage of your damage do you heal with life drain? Also how does it scale with true damage, additional, etc.
Fighter, Barbarian, Rogue, Archer, Wizard,Cleric,Bard,Warlock, Druid and When Necromancer release date?😢 My favorite Necromancer!!!😭
Firewalker claims 5 DPS divided into .2s ticks I believe it should be 25 DPS divided
Says it does 12 damage per sec but only does 10 .example if I should be doing 19 DPS on paper I'll really be doing 10
I understand this skill, but it requires a lot of sacrifice. I think this skill needs a different duration because you lose all your life for just 15 seconds. If you don't have a buff duration set, it's impossible to rebuff. I think it's a very bad design.
诡异盾吸收的魔法伤害量能不能吃到魔法伤害加成而增多?还有持续时间能不能收到能力点影响而延长
Can someone make a list of all “Removeable Magic Buffs,” I want to see all the spells I can remove with this to see where it would fit in.
How does True mag dmg work with ray of darkness and flame walker?
I assume the true mag dmg doesnt happen every tick so does it add to the total and then start ticking?
Is curse of weakness works for mobs or bosses?
Do Curse of Pain stack?
If it doesn't stack with magic healing, does it stack with Magic Power Bonus (f.e. MPB affect cleric healing and torture mastery)
Does armor rating from my human form (including buffs to various stats) transfer to my demon form? i.e. Demon form takes more damage without my human form's tunic
Does Shadow Touch work work for Demon form?
Do perks that effect only dark magic damage buff dark reflection as well, even tho ingame description says its only ,,magical damage" ?
Is blood packed +1 all Atrabuties a passive that applies to human form or does it apply only to demon form?
does "vampirism" affect "Torture Mastery" and "Blood Pact"
Will casting spell predation remove the the effect from health potions or any other potions?
I used Dark Ray with the casting time increased by about 40%. By default, Dark Ray deals 12 damage per second, so in theory it should kill the Goblin Archer with at least two uses. However, when I used Dark Ray in this state, it took 4.5 uses to kill the Goblin Archer. What is the relationship between Dark Ray, casting time, and damage ratio? It seems strange that increasing the casting time weakens it.
Is there a level requirement or quest completion necessary to get the longsword from the squire on warlock? Right now I have to rely on finding one in the dungeon and then end up dying in PVP because I don't have enough opportunities to practice longsword.
Exactly which stuff are consider "Magical Buffs"?
Thank you in advance!
Does flame walker and hellfire are affected by fire mastery from wizard now that multiclass is here ?
Is the Abyssal Flame and Exploitation Strike affected by Magic power?
Does anyone know how to calculate how much you heal per tick with magic healing gear with curse of pain and power of sacrifice? For example if you have 4 magic healing do you heal for 5 a tick (1+4 additional magic healing)
Does the magical damage scale ?
Does anyone know the Scaling on Blood Pacts Immolation?
Does blow of corruption do bonus damage to headshot?
Is Exploitation Strike affected by Vampirism?
What is the attribute scaling for Shadow Touch? I.e.: if I have +2 magical healing, do I now heal 5 HP on every hit?
都
last time i tried it did not summon or work, but still took the hp as if it were doing something?
Is using the crystal sword with the warlock worth it? Or is it better to use a crystal ball and a single-handed weapon? Or try another combo?
Does the warlock still get trapped during phantomize with a ranger trap?
Does True Damage Apply to any spell including Perks like Dark Reflection?
Does anyone know the formula for calculating the damage of the Ray of darkness ?
On the description of Dark Reflection it says that it does "Magical Damage". Doesn't imply is Dark Magic Damage. Also when combing it with Soul Collector what I notice, (not sure if is a glitch), the souls are not consumed when taking damage.
does ray of darkness does more dmg wen head shot???
Why does this exist in a state like this, it can't attack and has 0 synergy with any other warlock spell skill or perk? Anyone know if it atleast reveals invisible enemies?.. could be such a cool spell, right
Does Dark Enhancement make spells do more damage?
Can I heal myself or at least break even when using Power of Sacrifice on myself with Torture Mastery? Or do I only heal from it when used on targets other than myself?
If im reading this right you can get 40% bonus damage through perks for bolt of darkness. If it scales 100% and you get 24% by default then you can open with 164% bonus on your first BoD after collecting 6 souls. And if i have 20 bonus magic damage the. Im hitting for 57. Is this right? Is this good?
Does Dark Reflection benefit from Soul Collector ? From the description of Soul Collector i would say no because it say ,,lasting until the next Dark Magic spell is casted" and I doubt that procing Dark Reflection counts as a ,, casting ".
Does anyone know how +additional/true/bonus magical damage scales with dark magic damage?
Does buff from Dark Enhancement work on Dark Reflection ? It should, right ? Another question, does Dark Reflection scale with any other bonus damage sources like will ?
I noticed in that Dark Reflection does not consume any charges on soul collector when hit (Tested on mobs, not players). Does it still benefit from the buff or do they not synergize?
Just bought the game, trying Warlock as my first class. Help me with some clarification on some perks/spells.
Does BoC synergize with Soul Collector? (I think the answer is no)
Dark Reflection immediately goes on cooldown for 15 seconds when you are hit?
Does Vampirism increase Torture Mastery healing?
Is Power of Sacrifice suppose to be used on yourself ?
is it a flat 15% or +15% of what you have?
Troll's aoe slam into ground deals magic damage aoe, so it kills you in Phantomize
Does the damage buff also scale or does only the self damage scale?
Is phantomize duration affected by buff duration stat?
Do you do agro in phantomize ? Can you use it to agro mobs to enemy player like with hide ?
Do Blow of Corruption and/or Dark Reflection scale with magic power? Do they benefit from + Magic damage?
it says here that Power of Sacrifice deals 3 magic damage per second, does this mean that Power of Sacrifice it scales from additional magic damage and from the magic power bonus?
Is it possible to cast Curse of Pain on someone multiple times and have the Agony stack? It would be sweet to be able to get massive amounts of healing from Torture Mastery.
Blow of Destruction is super good. A little magic damage and a falchion can go a long way with it. Phatomize is great for mob management/gathering if you get overwhelmed. I would think in the end Falchion/Orb with spells would be better but its been fun so far.