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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
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 |
Gain 25% Damage Reduction against all Magical Elements except Divine, Curse, Neutral. |
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. |
Dark Enhancement |
Gain 10% Dark Power Bonus. |
Dark Reflection |
When you receive melee damage, reflect 10 Dark Magical Base Damage back to the attacker. 15s 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 |
Gain 25% Undead Damage Reduction and 25% Demon Damage Reduction |
Immortal Lament |
Casting spells will no longer be able to kill you; though can still damage you. |
Malice |
Gain 10% Will Bonus. |
Shadow Touch |
Melee hits deal 2 Dark True Magical Base Damage and heal 2 Magical Base Healing. |
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 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. |
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 (10% Scaling). Suffer 3x Health Cost of spells. |
Vampirism |
Gain 20% Outgoing Magical Healing Mod. |
You can equip a total of 2 skills.
Blow of Corruption |
The next melee physical attack within 8s also deals 10 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 |
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 |
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 |
Blood Pact |
Assimilates the contracted demon after casting for 0.3s, gaining an additional 50 Temporary Max Health, 30 Armor Rating, and 30 Magic Resistance. Your entire body is covered in Abyssal Flame, sacrificing -1.5% Percent Max Health Healing per second and dealing 2 Fire Magical Base Damage per second 25% Scaling 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 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. (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 |
?s |
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, 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.. |
7.5m |
0% Scaling |
1s |
2 Health Cost |
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 |
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. Although it is a projectile that benefits from Hit Location Bonus, it is not considered Projectile damage. |
Infinite |
100% Scaling |
1s |
2 Health Cost |
Curse of Pain |
2 |
Instantly deals 10 Evil Magical Base Damage to the target and curses them with Agony. Agony: Receive a total of 10 / Hybrid Magical Base Damage over 8s. |
7.5m |
Initial Damage: 100% Scaling DoT: 50% Scaling |
1s |
2 Health Cost |
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. |
8.25m |
0% Scaling |
0.75s |
2 Health Cost |
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 |
Ray of Darkness |
|
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. |
7m |
100% Scaling per 1s channeled |
1s |
3 Health Cost |
Life Drain |
4 |
Channel for up to 6s, Concentrating your mind to deal 3 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 |
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 0.2s 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 |
Flame Walker |
5 |
For 6s, each step the Warlock takes leaves a trail of Hellfire that lasts for 4 seconds. Any target touched by this flame will take 5 Fire Magical Base Damage per second, divided by 0.2s ticks. |
N/A |
100% Scaling per second |
1.25s |
4 Health Cost |
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 Power Bonus to the next dark spell cast within 4s. |
7m |
Shield: 0% Scaling |
0.75s |
4 Health Cost |
Summon Hydra |
6 |
Summon a Hydra inhabits a 0.75m 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 HP and its fireballs deal 10 Dark Magical Base Damage. |
7.5m |
100% Scaling |
1s |
8 Health Cost |
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.