Warlock

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Warlocks use scythes in combination with dark magic to bring suffering and death to their enemies.
[CLASS GEAR] - Scythes (Hoes)
[CLASS ROLES] - AoE Status Effects and Burst Damage
Warlock is only available upon completing the Quest Sons of the Forest.

Abilities

Culling

  • Passive: Killing an enemy while holding a scythe grants 10% Resistance for 6 seconds.

Amplifying Hex SkillAmplifying Hex.png

  • Level 1: Left-click while sneaking with a scythe to fire a magic cone up to 8 blocks in front of you, dealing 2 + (0.5 * number of Skill Points, capped at the maximum available Skill Points for each Region) magic damage to each enemy per debuff (potion effects like Weakness or Wither, as well as Fire and custom effects like Bleed) they have, and an extra +1 damage per extra level of debuff, capped at 2 extra levels. 10% Slowness, Weaken, etc. count as one level. Cooldown: 10s.
  • Level 2: The range is increased to 10 blocks, extra damage increased to +2 per extra level, and the extra level cap is increased to 3 extra levels.
  • Enhance: For every 1% health you have above 80% of your max health, Amplifying Hex will deal 1.25% more damage to enemies and deal 1% max health damage to yourself.
  • Tips: Best casted at the end of a spell cycle

Phlegmatic Resolve

  • Level 1: For each ability on cooldown, gain +3% Resistance and +1 Knockback Resistance, capped at 3 abilities.
  • Level 2: Increase to +5% Resistance per ability on cooldown, and players within 7 blocks are given 33% of your bonuses. (Does not stack with multiple Warlocks.)
  • Enhance: All non-ailment damage taken is isntead converted into a short Damage-over-Time effect. A third of the damage stored is dealt every second for 3s. Each time this stored damage is dealt, deal 5% of the initial damage to all mobs in a 3 block radius.

Cursed Wound

  • Level 1: Attacking an enemy with a critical scythe attack passively afflicts it and all enemies in a 3 block radius around it with 1 damage every second for 6s. Your melee attacks passively deal 5% more damage per ability on cooldown, capped at 3 abilites.
  • Level 2: Your melee attacks passively deal 10% more damage per ability on cooldown instead.
  • Enhance: When you kill a mob with a melee scythe attack, all debuffs on the mob get stored in your scythe. Then, on your next melee scythe attack, all mobs within 3 blocks of the target are inflicted with the effects stored in your scythe, as well as 3% of your melee attack's damage as magic damage per effect.

Grasping Claws SkillGrasping Claws.png

  • Level 1: Pressing the drop key while sneaking and holding a scythe or projectile weapon fires a projectile that pulls nearby enemies towards it once it makes contact with a mob or block. Mobs caught in the projectile's 8 block radius are given 20% Slowness for 8 seconds and take 3 magic damage. Cooldown: 16s.
  • Level 2: Slowness is increased to 30%. After the projectile lands, your next melee scythe attack within 4 seconds will deal 4 + 10% of the attack’s damage as magic damage to all mobs in a 3 block radius.
  • Enhance: At the location that the arrow lands, summon an impenetrable cage. Non-boss mobs within a 6 block radius of the location cannot enter or exit the cage, and players within the cage are granted 5% max health healing every second. The cage disappears after 6 seconds. Mobs that are immune to crowd control cannot be trapped.

Soul Rend SkillSoul Rend.png

  • Level 1: Attacking an enemy with a critical scythe attack heals you for 5 health. Cooldown: 8s.
  • Level 2: The attacked enemy is marked for 8 seconds, allowing your next 2 critical scythe attacks against them to heal you for 10% of the damage dealt, capped at 2.5 health per hit. Killing the enemy heals you for 1.5 health for each remaining mark on the mob. Healing from this ability now applies to all players within 7 blocks of you.
  • Enhance: Healing above max health, as well as any healing from this skill that remains negated by Dark Pact, is converted into Absorption, up to 4 absorption health, for 2.5s.
  • Tips: It's recommended to use this skill later on in a fight, after you (or allies) have lost health, as overflow healing will be wasted (if not using ennhancement)

Sanguine Harvest SkillSanguine Harvest.png

  • Level 1: Enemies you damage with an ability are afflicted with Bleed II for 10 seconds. Bleed gives mobs 10% Slowness and 10% Weaken per level if the mob is below 50% Max Health. Additionally, right click while holding a scythe and not sneaking to fire a burst of darkness. This projectile travels up to 8 blocks and upon contact with a block or enemy or reaching max range, it explodes, knocking back all mobs within 4 blocks and applying a blood mark to them for 20s. Any player that kills a marked mob is healed for 5% of max health. Cooldown: 20s.
  • Level 2: Increase the mark's healing to 10% of max health. Melee attacks against marked mobs heal the player for 10% of their max health, deal 10% more damage, and consume the mark.
  • Enhance: Sanguine now seeps into the ground where it lands, causing blocks in the cone to become Blighted. Mobs standing on these Blighted blocks take 3% extra damage per debuff. The Blight disappears after 6s and is not counted as a debuff.

Choleric Flames SkillCholeric Flames.png

  • Level 1: Sneaking and right-clicking while not looking down while holding a scythe knocks back and ignites mobs within 9 blocks of you for 7s, additionally dealing 3 magic damage. Cooldown: 10s.
  • Level 2: The damage is increased to 5, and also afflict mobs with -100% Healing for 7s. (Counts as a level 1 debuff.)
  • Enhance: Mobs ignited by this ability are inflicted with an additional level of Inferno for every two debuffs they have (rounded down) prior to this ability, up to 2. Additionally, when these mobs die, they explode, applying all Inferno they have at the time of death to all mobs within a 3.0 block radius for 5s.

Melancholic Lament SkillMelancholic Lament.png

  • Level 1: Press the swap key while sneaking and holding a scythe to recite a haunting song, causing all mobs within 8 blocks to target the user and afflicting them with 20% Weaken for 8 seconds. Cooldown: 16s.
  • Level 2: Increase the Weaken to 30% and decrease the duration of all negative potion effects on players in the radius by 10s. Your next melee scythe attack within the next 4 seconds will silence all mobs in a 3 block radius for 3s.
  • Enhance: For 8s after casting this ability, you and your allies in a 16 block radius gain +2.5% melee damage for each mob in that same radius targeting you (capped at 6 mobs).
  • Tips: The large damage boost and weaken from the enhancement makes this skill a solid choice for Reaper in R3; Having an aggro skill in your spell cycle can be risky - make sure Soul Rend is off cooldown

Reaper

Reapers use scythes in combination with dark magic to bring death to their enemies. They specialize in melee combat.
[CLASS GEAR] - Scythes (Hoes)
[CLASS ROLES] - AoE Status Effects and Burst Damage
Choosing this specialization requires completion of Life is of the Essence.

Voodoo Bonds File:SkillVoodoo Bonds.png

  • Level 1: Left click while sprinting and holding a scythe to slash in a small arc and fire a pin that travels for 10 blocks. Mobs hit take 3 melee damage and are cursed for 8s. When a cursed mob takes melee, projectile, or magic damage (except from this ability), all other cursed mobs within 4 blocks take 15% of the suffered damage. Critical melee hits against cursed mobs will spread it to 1 other un-cursed mob within 10 blocks. Players hit are bonded to you instead; the next hit they take within the next 8s will be redirected to you based on the percentage of health that player would have lost, but cannot reduce your health below 1. Charges: 2. Charge Cooldown: 10s.
  • Level 2: The curse now deals 20% of taken damage, and it spreads to 2 other mobs on critical strikes. The slash and pin deal 9 additional damage to already-cursed mobs. Take 25% less damage when redirecting damage from other players.

Judgement Chain File:SkillJudgement Chain.png

  • Level 1: Swap hands while looking at an unchained mob within 20 blocks to teleport them in front of you and chain them to you for 8s, taunting them and afflicting them with 40% Slowness and 40% Weakness for 3s. You deal 10% more damage to chained mobs. Bosses and crowd control/knockback immune mobs cannot be teleported, but will be chained and debuffed. Charges: 2. Charge Cooldown: 12s.
  • Level 2: Judgement Chain now additionally teleports and chains the 2 closest mobs within 3 blocks of the targeted mob, and you deal 20% more damage to chained mobs.

Dark Pact SkillDark Pact.png

  • Level 1: Pressing the drop key while not sneaking and holding a scythe causes a dark aura to form around you. For the next 7 seconds, your scythe attacks deal +35% melee damage. Each kill during this time increases the duration of your aura by 1 second and gives 1 absorption health (capped at 6) for the duration of the aura. However, the player cannot heal for 7 seconds, and reduced healing by -66.67% until the aura ends. Cooldown: 14s.
  • Level 2: Attacks with a scythe deal +55% melee damage, and Soul Rend bypasses the healing prevention, healing the player by +2/+4 HP, depending on the level of Soul Rend. Nearby players are still healed as normal.

Tenebrist

Tenebrists use scythes in combination with dark magic to bring suffering to their enemies. They specialize in curses and status effects.
[CLASS GEAR] - Scythes (Hoes)
[CLASS ROLES] - AoE Status Effects and Burst Damage
Choosing this specialization requires completion of Lost in the Dark.

Restless Souls File:SkillRestless Souls.png

  • Level 1: Whenever an enemy dies within 8 blocks of you, a glowing invisible invulnerable vex spawns. The vex targets your enemies and possesses them, dealing 10 damage and silences all mobs within 0.25 blocks for 2 seconds. Vex count is capped at 3 and each lasts for 15 seconds. Each vex can only possess 1 enemy. Enemies killed by the vex will not spawn additional vexes.
  • Level 2: Damage is increased to 15 and silence duration increased to 3 seconds. Maximum vex count increased to 5. Additionally, the possessed mob is inflicted with a level 1 debuff of the corresponding active skill that is on cooldown for 4 seconds.
    • Grasping Claws > 10% Slowness.
    • Level 1 Choleric Flames > Set mobs on Fire. Level 2 Choleric Flames > -100% Healing.
    • Melancholic Lament > 10% Weaken.
    • Withering Gaze > Wither.
    • Haunting Shades > 10% Vulnerability.

Withering Gaze SkillWithering Gaze.png

  • Level 1: Pressing the drop key while not sneaking and holding a scythe unleashes a 9 block long cone in the direction the player is facing. Enemies in its path are stunned for 3 seconds (elites and bosses are given 100% Slowness instead) and dealt 1 damage every half second for 6 seconds. Cooldown: 30s.
  • Level 2: Your damage over time lasts for 8 seconds. Cooldown: 20s.

Haunting Shades SkillHaunting Shades.png

  • Level 1: Press the swap key while not sneaking with a scythe to conjure a Shade at the target block or mob location. Mobs within 6 blocks of a Shade are afflicted with 10% Vulnerability. A Shade fades back into darkness after 7 seconds. Cooldown: 10s.
  • Level 2: Players within 6 blocks of the shade are given 10% damage dealt and gain a custom healing effect that regenerates 2.5% of max health every second for 1 second. Effects do not stack with other Tenebrists.