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Melee · Dark Knight

Dread Knight

A knight who walked into the dark and came back wearing it. Your blade remembers the grave.

Dread Knight in-game sprite, male and female
  • Vanguard
  • d10 hit die
  • STR
  • Dread
  • Prestige

PRESTIGE — unlock Pyre IV or higher, or reach depth 25 of the Endless Descent. Wear the dark like armour.

Overview

Role
Melee · Dark Knight
Archetype
Vanguard (melee basic attack)
Hit die
d10
Hit points
30 at level 1, +18 per level (+3 per CON modifier point, every level)
Primary ability
Strength
Armour
Light, Medium, Heavy + shields
Weapons
Swords, Greatswords, Axes, Greataxes, Maces, Warhammers, Daggers, Spears
Resource
Dread: 90 + 4 per level, refills 10/s; every basic attack that hits restores 2
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Bloodreaver or Doomlord
Starting kit
Longsword, Hide Armor
Suggested scores
STR 15 · DEX 12 · CON 14 · INT 8 · WIS 12 · CHA 10

Class features

  1. Lv 1
    Knight of the Grave The dark holds no more fear for you.
    • +20% Necrotic Resistance
  2. Lv 1
    Unquiet Rest You don't sleep. Your Dread never runs dry.
    • +10% Resource Regen
  3. Lv 2
    Gravebound Blade Your weapon remembers every death.
    • +2% Damage per Hit
  4. Lv 5
    Terrifying Visage What you are shows through the helm.
    • +3% Dodge
  5. Lv 5
    Deathbound You strike twice when the blade sings.
  6. Lv 6
    Dread Reinforcements Dead things answer your arrival.
    • +5% Cooldown Reduction
  7. Lv 9
    Soul Armour Wounds close around necrotic will.
    • +5% Damage Reduction
  8. Lv 10
    Culling Edge Your strikes take a toll in blood.
    • +3 Life on Hit
  9. Lv 11
    Relentless Knight Nothing stays you — not walls, not wounds.
    • +2% Dodge
  10. Lv 15
    Ward of the Fallen The dead stand in front of you.
    • +4% Damage Reduction
  11. Lv 20
    Unmaking You cheat death once each floor — it answers to you now.

Level 1–20 progression

Everything a Dread Knight gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Dread Knight level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement
5+3
6+3
  • Dread Reinforcements
7+3
8+3
  • Ability Score Improvement
9+4
10+4
  • Culling Edge
11+4
12+4
  • Ability Score Improvement
13+5
14+5
  • Stronger dice and mastery cap
15+5
16+5
  • Ability Score Improvement
17+6
18+6
  • Slaughter Lord Bloodreaver
  • The Sentence Doomlord
19+6
20+6
  • Unmaking

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + STR modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Dread Knight skills

Dread Cleave

Lv 1 Melee strike necrotic

A sweeping cut laced with grave-chill that opens the ranks in front of you.

What it does for a new Dread Knight at level 1; in game the numbers follow your hero

  • Strikes every foe in a 100° arc in front of you (1.7 tiles reach) for 5–19 necrotic damage.
  • Rolls to hit against armor (+5 to hit).
  • Leaves the foe Doomed (your payoff consumes it).
Type
Melee strike
Cost
10
Cooldown
4s
Damage
1d8 + weapon hit necrotic
Hit
Attack roll vs AC
Reach
1.3 tiles
Arc
100°

Damage dice by level Lv 1 1d8Lv 5 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Dread Cleave mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1104s—Learned
2Lv 1104s+3%Arc and reach +15% · radius 1.5 · arc 115°
3Lv 2103.9s+16%Damage +10%
4Lv 4103.9s+19%
5Lv 5103.4s+22%Cooldown −10%
6Lv 6103.4s+25%Cuts chill (Chilled 25%) · Chilled 25% · 3s
7Lv 893.4s+38%Damage +10%
8Lv 1093.3s+41%
9Lv 1273.3s+44%Cost −20%
10Lv 1453.2s+72%Mastered (+15% damage, −25% cost, plus its signature bonus) · Chilled 45% · 3s

Rank 4: pick one

  • Wide Reaper Arc and reach +35%, damage −10%.
  • Grave Stroke Damage +25%, cooldown +10%.

Rank 8: pick one

  • Killing Rhythm Cooldown −20%, cost +15%.
  • Sepulchral Edge Chill chance +40%; chills last 50% longer.

Rank 10, Mastered: Reaper's Arc: damage +10% and Chill chance +20%.

Soulrend

Lv 2 Melee strike necrotic

A thrust that punches through flesh and shreds the soul behind it — survivors flee screaming.

What it does for a new Dread Knight at level 2; in game the numbers follow your hero

  • Strikes every foe in a 55° arc in front of you (2 tiles reach) for 7–23 necrotic damage.
  • Rolls to hit against armor (+5 to hit).
  • 33% chance per hit to leave a foe Feared for 1.9 s (flees from the nearest enemy, ignoring commands).
  • Leaves the foe Doomed (your payoff consumes it).
Type
Melee strike
Cost
14
Cooldown
7s
Damage
1d10 + weapon hit necrotic
Hit
Attack roll vs AC
Reach
1.6 tiles
Arc
55°
Applies
Feared 30% · 1.8s

Damage dice by level Lv 2 1d10Lv 7 2d10Lv 13 3d10Lv 19 4d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Soulrend mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1147s—Learned
2Lv 1146.9s+3%Fear chance +10% · Feared 40% · 1.8s
3Lv 2146.9s+6% +1d+1 damage die
4Lv 4146.8s+9% +1d
5Lv 5136s+12% +1dCooldown −10%
6Lv 6136s+15% +1dFear lasts 30% longer · Feared 40% · 2.3s
7Lv 8135.9s+18% +1dReach and arc +20% · radius 1.9 · arc 66°
8Lv 10135.8s+21% +1d
9Lv 12135.7s+24% +1dFear chance +15% · Feared 55% · 2.3s
10Lv 1495.7s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · Feared 80% · 2.3s

Rank 4: pick one

  • Gorethrust Damage +25%, fear chance −15%.
  • Dread Thrust Fear chance +35%; fears last 50% longer.

Rank 8: pick one

  • Scythe Rend Arc +60%: the rend catches everyone in reach.
  • Sundered Spirit Damage +20%, cooldown −10%.

Rank 10, Mastered: Soul-Stealer: fear chance +25% and damage +10%.

Dread Presence

Lv 5 Buff

For a while your footsteps sound like funeral drums. Enemies near you fear you.

What it does for a new Dread Knight at level 5; in game the numbers follow your hero

  • For 10 s, you and every ally within 4.5 tiles gain +4% dodge.
  • Foes within 4.5 tiles of you: 60% chance to be Feared for 3 s (flees from the nearest enemy, ignoring commands).
Type
Buff
Cost
24
Cooldown
22s
Scales with
Strength
Duration
10s
Allies within
4.5 tiles
Applies
Feared 55% · 3s
Grants you
+4% Dodge
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Dread Presence mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12422s—Learned
2Lv 12421.8s+3%Radius +10% · radius 5
3Lv 22421.6s+6%Fear chance +10% · Feared 65% · 3s
4Lv 42321.3s+9%
5Lv 52321.1s+12%Duration +20% · 12s
6Lv 62320.9s+15%Dodge bonus +30% · +5.2% Dodge
7Lv 82320.7s+18%Fear chance +10% · Feared 75% · 3s
8Lv 102220.5s+21%
9Lv 122218s+24%Cooldown −10%
10Lv 141617.8s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 5.9 · Feared 90% · 3s

Rank 4: pick one

  • Reign of Terror Radius +40%.
  • Grave Stalker Dodge bonus +80%; duration +30%.

Rank 8: pick one

  • Unquiet Court Duration +50%.
  • Oppressor's Mask Fear chance +30%, fears last 50% longer.

Rank 10, Mastered: Pallbearer: radius +20% and fear chance +15%.

Grave Charge

Lv 7 Dash necrotic

You move like a landslide — through a foe and out the other side, leaving terror in the wake.

What it does for a new Dread Knight at level 7; in game the numbers follow your hero

  • Dashes 5 tiles, hitting every foe you pass through for 5–15 necrotic damage.
  • Rolls to hit against armor (+6 to hit).
  • 38% chance per hit to leave a foe Feared for 1.6 s (flees from the nearest enemy, ignoring commands).
  • You can't be hit while dashing, and it breaks roots.
  • Leaves the foe Doomed (your payoff consumes it).
Type
Dash
Cost
18
Cooldown
9s
Damage
2d6 + STR mod necrotic
Hit
Attack roll vs AC
Scales with
Strength
Distance
5 tiles
Applies
Feared 35% · 1.5s

Damage dice by level Lv 7 2d6Lv 11 3d6Lv 15 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Grave Charge mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1189s—Learned
2Lv 1188.9s+3%Distance +15% · range 5.8
3Lv 2188.8s+21%Damage +15%
4Lv 4178.7s+24%
5Lv 5177.7s+27%Cooldown −10%
6Lv 6177.7s+30%Fear chance +15% · Feared 50% · 1.5s
7Lv 8177.6s+33%Distance +15% · range 6.5
8Lv 10177.5s+36%
9Lv 12137.4s+39%Cost −20%
10Lv 1487.3s+67%Mastered (+15% damage, −25% cost, plus its signature bonus) · range 7.5

Rank 4: pick one

  • Relentless Pursuit Distance +40%.
  • Headstone Impact Damage +30%, distance −20%.

Rank 8: pick one

  • Momentum Cooldown −20%.
  • Dread Wake Fear chance +40%; fears last 50% longer.

Rank 10, Mastered: Cavalier of the Crypt: distance +20% and damage +10%.

Mark of Doom

Lv 9 Area necrotic

A brand of black light sears an area — what lives inside it is already marked for the grave.

What it does for a new Dread Knight at level 9; in game the numbers follow your hero

  • Hits every foe in a 2.3-tile radius up to 7 tiles away for 5–19 necrotic damage.
  • Foes roll a Constitution save against your DC 15: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 98% chance per hit to leave a foe Marked for 5.3 s (singled out: takes 15% more damage from the party).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Doomed (your payoff consumes it).
Type
Area
Cost
26
Cooldown
15s
Damage
2d8 + STR mod necrotic
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Strength
Radius
2.3 tiles
Range
7 tiles
Applies
Marked 90% · 5s

Damage dice by level Lv 9 2d8Lv 13 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Mark of Doom mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12615s—Learned
2Lv 12614.9s+3%Radius +10% · radius 2.5
3Lv 22514.7s+6%Marks last 25% longer · Marked 90% · 6.3s
4Lv 42514.6s+9%
5Lv 52514.4s+12% +1d+1 damage die
6Lv 62514.3s+15% +1dRadius +10% · radius 2.8
7Lv 82412.6s+18% +1dCooldown −10%
8Lv 102412.5s+21% +1d
9Lv 122412.3s+34% +1dDamage +10%
10Lv 141712.2s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.1 · Marked 90% · 7.8s

Rank 4: pick one

  • Doombringer Radius +45%, damage −10%.
  • Execution Mark Damage +30%; marks last 30% longer.

Rank 8: pick one

  • Gallows Brand Brands hit +25% harder and linger +30% longer.
  • Sign It in Blood Cooldown −20%, cost +15%.

Rank 10, Mastered: Doomsayer: radius +15% and marks last 30% longer.

Raise Retinue

Lv 13 Summon slashing

The sworn dead fall in beside you — blades, greataxe reavers or a tower-shield bulwark. Choose the form in Hearthold; a knight is never alone at court.

What it does for a new Dread Knight at level 13; in game the numbers follow your hero

  • Calls 2 Bone Soldiers for 45 s.
  • Each has 182 HP and hits for 3–26 slashing damage every 0.9 s.
  • Choose its form in Hearthold (Hero → Skills).
  • Casting it again while they're out replaces the oldest.
Type
Summon
Cost
45
Cooldown
38s
Damage
1d8 per summon hit slashing
Summons
2
Lasts
45s

Forms: choose one any time (Hero → Skills — town or mid-dungeon; the next cast calls it). Compare every caster's forms

Bone Reavers

Bone Reavers

Damage

Greataxe-swinging dead knights: slow, wide cleaves that bite into everything beside their target.

Bodies
1 per cast at rank 1
HP each
1.2× a plain summon
Damage per hit
3.9× a plain summon
Attacks
every 1.6s
Moves
4.2 tiles/s
Reach
1.4 tiles (melee)
Splash
50% to foes within 1.3 tiles
Applies
Bleeding 20% · 3s
Damage type
slashing
Master passive
Reaver's Due: +2% Lifesteal, +6% Damage while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Sworn Blades

Sworn Blades

Steady Default

Two sworn blades of bone at your side: quick, steady cuts.

Bodies
2 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Sworn Oath: +3% Lifesteal, +4% Attack Speed while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first
Grave Bulwark

Grave Bulwark

Tank

A greathelmed dead knight behind a tower shield who calls every foe nearby to break on it.

Bodies
1 per cast at rank 1
HP each
5× a plain summon
Damage per hit
1.2× a plain summon
Attacks
every 1.5s
Moves
3.4 tiles/s
Reach
1.3 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
bludgeoning
Master passive
Bulwark Oath: +2% Lifesteal, +5% Damage Reduction while one stands
Arrival
Clawing grave: it claws its way up out of the ground, bony hands first

Numbers per body at mastery rank 1, against a plain summon body (HP 56% of your max HP; damage = the skill's dice × your power). A summon also inherits your gear: weapon power and Damage % on its hits (flat damage and elemental affixes don't carry), ~85% of your AC and to-hit, half your attack speed and crit chance, a quarter of your move speed. Mastery ranks and perks multiply every form the same way. While one body of a form stands you get its master passive (one per form; half strength in the PvP arena).

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Raise Retinue mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14538s—Learned
2Lv 14537.6s+3%Retinue +20% HP · summon HP +20%
3Lv 24437.2s+6%Retinue damage +10%
4Lv 44436.9s+9%
5Lv 54336.5s+12%Duration +25% · 56.3s
6Lv 64336.1s+15%+1 sworn · 3 summons
7Lv 84235.7s+18%Retinue +20% HP · summon HP +40%
8Lv 104235.3s+21%
9Lv 123235s+24%Cost −20%
10Lv 142134.6s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 4 summons

Rank 4: pick one

  • The Honour Guard Retinue +50% HP.
  • Blades of the Vanquished Retinue +30% damage.

Rank 8: pick one

  • Champions Sworn +1 sworn; retinue −15% HP.
  • Oathbound Dead Duration +50%.

Rank 10, Mastered: Court of the Fallen: +1 sworn; retinue +15% damage.

Avatar of Ruin

Lv 17 Buff

For fifteen seconds you are what they fear: faster, harder, hungrier.

What it does for a new Dread Knight at level 17; in game the numbers follow your hero

  • For 15 s, you gain +20% damage, +10% damage reduction and +4 life on every hit.
  • You are Hasted for 15 s: +40% attack speed and move speed.
Type
Buff
Cost
42
Cooldown
36s
Scales with
Strength
Duration
15s
Applies
Hasted · 15s
Grants you
+20% Damage, +10% Damage Reduction, +4 Life on Hit
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Avatar of Ruin mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14236s—Learned
2Lv 14235.6s+3%Duration +15% · 17.3s
3Lv 24135.3s+6%Power +15% · +23% Damage, +11.5% Damage Reduction, +4.6 Life on Hit
4Lv 44134.9s+9%
5Lv 54031s+12%Cooldown −10%
6Lv 64030.6s+15%Duration +15% · 19.5s
7Lv 83930.2s+18%Power +15% · +26% Damage, +13% Damage Reduction, +5.2 Life on Hit
8Lv 103929.9s+21%
9Lv 123029.5s+24%Cost −20%
10Lv 141929.2s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · 22.5s · +30% Damage, +15% Damage Reduction, +6 Life on Hit

Rank 4: pick one

  • Relentless Duration +50%.
  • Ravenous Power +40%, duration −25%.

Rank 8: pick one

  • Ruinous Rapture Cooldown −20%.
  • Ruin Ascendant Power +25%, cost +25%.

Rank 10, Mastered: The Last Knight: power +20% and duration +20%.

Bloodreaver skills

Hemorrhage

Lv 3 Melee strike necrotic Bloodreaver

A diagonal rip that opens every vessel it touches.

What it does for a new Dread Knight at level 3; in game the numbers follow your hero

  • Strikes every foe in a 90° arc in front of you (1.8 tiles reach) for 7–25 necrotic damage.
  • Rolls to hit against armor (+5 to hit).
  • 76% chance per hit to leave a foe Bleeding for 4.2 s (physical damage over time; stacks up to 3. Bleeds twice as fast while moving).
  • Leaves the foe Doomed (your payoff consumes it).
Type
Melee strike
Cost
16
Cooldown
8s
Damage
1d12 + weapon hit necrotic
Hit
Attack roll vs AC
Reach
1.4 tiles
Arc
90°
Applies
Bleeding 70% · 4s

Damage dice by level Lv 3 1d12Lv 7 2d12Lv 13 3d12Lv 19 4d12

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Hemorrhage mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1168s—Learned
2Lv 1167.9s+3%Bleed chance +15% · Bleeding 85% · 4s
3Lv 2167.8s+6% +1d+1 damage die
4Lv 4167.8s+9% +1d
5Lv 5157.7s+12% +1dBleeds last 40% longer · Bleeding 85% · 5.6s
6Lv 6156.8s+15% +1dCooldown −10%
7Lv 8156.7s+18% +1dArc and reach +20% · radius 1.7 · arc 108°
8Lv 10156.6s+21% +1d
9Lv 12156.6s+24% +1dBleed chance +15% · Bleeding · 5.6s
10Lv 14116.5s+52% +1dMastered (+15% damage, −25% cost, plus its signature bonus)

Rank 4: pick one

  • Wide Hemorrhage Arc +50%, damage −10%.
  • Deep Cut Bleeds last 80% longer.

Rank 8: pick one

  • Butcher's Rhythm Cooldown −20%, cost +15%.
  • Savage Rip Damage +30%; bleed chance −20%.

Rank 10, Mastered: Bloodletter: bleed chance +25% and damage +10%.

Doomlord skills

Doom Brand

Lv 3 Projectile necrotic Doomlord

A thrown sigil of black fire brands the target — the mark is a promise.

What it does for a new Dread Knight at level 3; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 5–15 necrotic damage.
  • Foes roll a Constitution save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • Always leaves foes Marked for 6.4 s (singled out: takes 15% more damage from the party).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Doomed (your payoff consumes it).
Type
Projectile
Cost
14
Cooldown
8s
Damage
2d6 + STR mod necrotic
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Strength
Projectiles
1
Range
9 tiles
Applies
Marked · 6s

Damage dice by level Lv 3 2d6Lv 7 3d6Lv 13 4d6

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Doom Brand mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1148s—Learned
2Lv 1147.9s+13%Damage +10%
3Lv 2147.8s+16%Mark lasts 25% longer · Marked · 7.5s
4Lv 4147.8s+19%
5Lv 5137.7s+22%+1 brand (spread 18°) · 2 projectiles
6Lv 6137.6s+35%Damage +10%
7Lv 8136.7s+38%Cooldown −10%
8Lv 10136.6s+41%
9Lv 12106.6s+44%Cost −20%
10Lv 1466.5s+72%Mastered (+15% damage, −25% cost, plus its signature bonus) · Marked · 9.3s

Rank 4: pick one

  • Triple Sentence +1 brand; brands −20% damage.
  • Searing Brand Damage +30%; marks last 40% longer.

Rank 8: pick one

  • Piercing Judgement Brands pass through their targets.
  • Sentencing Speed Cooldown −20%.

Rank 10, Mastered: Seal of Doom: damage +10% and marks last 30% longer.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Bloodreaver

A butcher-knight: the dread is the weapon, not the armour.

Skills

Features

  1. Lv 3
    First Cut The deepest wounds go first.
    • +3% Crit Chance
  2. Lv 7
    Red Harvest Bleeding victims give up a little life.
    • +2 Life on Hit
  3. Lv 11
    Carver Your blade finds the soft places.
    • +20% Crit Damage
  4. Lv 15
    Flaying Edge Every cut goes wider.
    • +10% Area Damage
  5. Lv 18
    Slaughter Lord Blood work becomes rhythm.
    • +8% Damage
    • +3% Crit Chance

Doomlord

A courtier of the grave — your presence is a sentence, and your blade is the appeal denied.

Skills

Features

  1. Lv 3
    Court of the Dead The marked stand less chance.
    • +1 to Hit
  2. Lv 7
    Sovereign Dread Your mere shadow unsettles foes.
    • +4% Dodge
  3. Lv 11
    Edict of Ruin Judgements strike harder.
    • +8% Skill Damage
  4. Lv 15
    Pall of Doom Death refuses the marked company.
    • +6% Damage Reduction
  5. Lv 18
    The Sentence Every working reaches deeper.
    • +8% Cooldown Reduction
    • +15 Max Resource

Talents & roles

Dread Knights lean tank and damage. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Dread Knight talents Party roles

Spellbook & mechanic

Souls

Wear the dead like armour, then spend them.

Kills and elite hits give Souls that orbit you as wisps and turn a share of the damage you take. Reapings spend them, and read the corpses on the floor.

Talent: Reaping Tide · Chase legendary: The Thirteenth Toll

Dread Knights choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Dread Knight pages and variants How the Spellbook works

Dread Knight unique weapons

The Mourning Bell Starter

Flail · Weapon · drops from level 5

  • +8–24% Damage
  • +2–6 Strength
  • +12–36 Necrotic Damage
  • +1 random affix

Frozen in Dread. Foes you Frighten don't run — they freeze in terror: Stunned and Vulnerable instead.

“It tolls once for every soul it takes. It has never once been quiet.”

Gravesworn

Executioner's Blade · Weapon · drops from level 13

  • +8–24% Damage
  • +2–6 Strength
  • +2–10 Life on Hit
  • +3 random affixes

Oathbound Dead. Kills have a 55–65% chance to raise the fallen as a skeleton soldier (up to 8) for 60s.

Shield of the Sworn. 50% of the damage you take is split among your summons instead.

“Every soldier it cut down swore an oath on its edge. Most of them kept it.”

Crown-Cleaver

Greataxe · Weapon · drops from level 16

  • +8–24% Damage
  • +2–6 Strength
  • +15–40% Crit Damage ⌃
  • +3 random affixes

Not Yet. Lethal damage can't kill you: for 6s you can't drop below 1 health and you heal 65–75% of damage dealt. Once every 60s.

Ruin Rises. Dropping below 70% health casts a free Avatar of Ruin, even if you haven't learned it. Once every 15s.

“Forged to end a dynasty. It ended three, and is still hungry.”

Breachmaw, the Open Gate ◈ DEEP

Executioner's Blade · Weapon · drops from level 20

  • +10–28% Damage
  • +3–8 Strength
  • +3–12 Fire Damage
  • +3 random affixes

Fault Line. Every 12th basic hit tears a fissure 8 tiles ahead: 520–600% weapon damage to every foe on it, and they burn for 4s.

Stoke the Gate. Each kill stokes the gate: +3% attack speed and +3% damage for 6s (up to +24% and +24%).

The Gate Answers. When an elite or boss dies, a meteor answers on the nearest foe: 600–700% weapon damage within 3 tiles, burning them for 4s. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“Pulled out of a Breach still burning. The hole it left has never closed.”

Dread Knights are Vanguards: they can also wear the 8 Vanguard unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.