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Ranged · Pact Caster

Warlock

Power bought from something that lives beyond the stars. The price comes due later. The eldritch blast comes now.

Warlock in-game sprite, male and female
  • Arcanist
  • d8 hit die
  • CHA
  • Pact Magic

Put Morvaine to rest (clear Act II). Something that served her offers you a pact.

Overview

Role
Ranged · Pact Caster
Archetype
Arcanist (ranged basic attack)
Hit die
d8
Hit points
24 at level 1, +15 per level (+3 per CON modifier point, every level)
Primary ability
Charisma
Armour
Light
Weapons
Staves, Wands (a staff or wand is a spell focus: the basic attack is a ranged force bolt on Charisma)
Resource
Pact Magic: 50 + 2 per level, refills 12/s; every basic attack that hits restores 1.5
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: The Fiend or The Hollow Star
Starting kit
Wand, Leather Armor
Suggested scores
STR 8 · DEX 13 · CON 14 · INT 10 · WIS 12 · CHA 15

Class features

  1. Lv 1
    Otherworldly Patron Your patron's shadow falls over you.
    • +10% Necrotic Resistance
  2. Lv 1
    Pact Magic A small well of power that refills in moments.
    • +10% Resource Regen
  3. Lv 2
    Pact Curse Basic attacks against a Marked (cursed) target deal +1d6 damage.
  4. Lv 5
    Pact Boon Your patron grants a token of favour.
    • +20% Resource Regen
  5. Lv 6
    Devil's Sight You see perfectly in magical darkness.
    • +3% Dodge
    • +1 to Hit
  6. Lv 9
    Agonizing Blast Your eldritch power hits harder.
    • +8% Skill Damage
  7. Lv 10
    Lifedrinker Your strikes drink a little life.
    • +2 Life on Hit
  8. Lv 11
    Mystic Arcanum A single secret of the patron is yours.
    • +5% Cooldown Reduction
  9. Lv 13
    Mystic Arcanum (7th) Another secret, darker than the last.
    • +15% Crit Damage
  10. Lv 14
    Eldritch Sight You see the seams of the world.
    • +3% Crit Chance
  11. Lv 17
    Mystic Arcanum (9th) The deepest secret of your pact.
    • +1 Spell Save DC
  12. Lv 20
    Eldritch Master Your pact magic regenerates 50% faster.

Level 1–20 progression

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

Warlock level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement
5+3
6+3
  • Devil's Sight
7+3
  • Armor of Shadows
  • Dark One's Own Luck The Fiend
  • Whispers of the Void The Hollow Star
8+3
  • Ability Score Improvement
9+4
10+4
  • Lifedrinker
11+4
12+4
  • Ability Score Improvement
13+5
14+5
15+5
16+5
  • Ability Score Improvement
17+6
18+6
  • Infernal Mantle The Fiend
  • Collapse The Hollow Star
19+6
  • Ability Score Improvement
20+6
  • Eldritch Master

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 + CHA modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Warlock skills

Eldritch Blast

Lv 1 Projectile force

A crackling beam of eldritch force. You fire an extra beam at levels 5, 11 and 17, and each beam rolls its own hit.

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

  • Fires a beam (9 tiles range) dealing 4–13 force damage.
  • Rolls to hit against armor (+5 to hit).
Type
Projectile
Cost
Free
Cooldown
1s
Damage
1d10 per beam + CHA mod shared by the beams force
Hit
Attack roll vs AC
Scales with
Charisma
Beams
1 at Lv 1, 2 at Lv 5, 3 at Lv 11, 4 at Lv 17
Range
9 tiles
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.

Eldritch Blast mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 101s—Learned
2Lv 101s+3%Range +15%
3Lv 200.9s+6%Cooldown −8%
4Lv 400.9s+9%
5Lv 500.9s+12%Beams Mark foes (15%) · Marked 15% · 3s
6Lv 600.9s+25%Damage +10%
7Lv 800.9s+28%Range +15%
8Lv 1000.9s+31%
9Lv 1200.8s+34%Mark chance +15% · Marked 30% · 3s
10Lv 1400.8s+62%Mastered (+15% damage, −25% cost, plus its signature bonus)

Rank 4: pick one

  • Eldritch Spear +1 beam, beams −10% damage.
  • Agonizing Blast Damage +20%, cooldown +10%.

Rank 8: pick one

  • Eldritch Lance Beams pierce every foe in the line; damage −10%.
  • Grasping Void Foes are Chilled (slowed) instead of Marked; chance +10%.

Rank 10, Mastered: Eldritch Master's Blast: damage +10% and range +20%.

Malediction

Lv 2 Projectile necrotic

Curse a foe: it takes more damage from everyone, and your basic attacks against it bite deeper.

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

  • Fires a projectile (9 tiles range) dealing 4–9 necrotic damage.
  • Never grazes (no attack roll, so it always lands in full and can't crit).
  • Always leaves foes Marked for 15.9 s (singled out: takes 15% more damage from the party).
  • Leaves the foe Bound (your payoff consumes it).
  • On a Forfeit foe it collects instead: 50% harder on a Bound foe, consuming it.
Type
Projectile
Cost
10
Cooldown
5s
Damage
1d6 + CHA mod necrotic
Hit
Always hits
Scales with
Charisma
Projectiles
1
Range
9 tiles
Applies
Marked · 15s

Damage dice by level Lv 2 1d6Lv 9 2d6Lv 15 3d6

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.

Malediction mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1105s—Learned
2Lv 1105s+3%Curse lasts 20% longer · Marked · 18s
3Lv 2104.9s+16%Damage +10%
4Lv 4104.9s+19%
5Lv 584.8s+22%Cost −20%
6Lv 684.8s+25%Range +20%
7Lv 874.2s+28%Cooldown −10%
8Lv 1074.1s+31%
9Lv 1274.1s+34%Curse lasts 20% longer · Marked · 21s
10Lv 1434.1s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · Marked · 25.5s

Rank 4: pick one

  • Spreading Curse +1 curse (seeks a second foe), curses −35% damage.
  • Withering Curse Damage +25%, cost +30%.

Rank 8: pick one

  • Lingering Curse Curse lasts 60% longer.
  • Quick Malediction Cooldown −15%.

Rank 10, Mastered: Doom: curse lasts 30% longer and cost −20%.

Pact Familiar

Lv 5 Summon fire

Summon a familiar bound by your pact: the Pact Imp that harries foes with tiny fireballs, a fire-breathing Hellhound, or a chained Fiendish Guardian. Choose the form in Hearthold; mastery binds more of them.

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

  • Calls 1 Pact Imp for 16 s.
  • It has 64 HP and hits for 2–18 fire 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
25
Cooldown
25s
Damage
1d8 per summon hit fire
Summons
1
Lasts
16s

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

Hellhound

Hellhound

Damage

A flame-maned hound of the pit that breathes a gout of fire over its prey and everything beside it.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
1.8× a plain summon
Attacks
every 1.5s
Moves
5.4 tiles/s
Reach
1.4 tiles (melee)
Splash
50% to foes within 1.3 tiles
Applies
Burning 25% · 3s
Damage type
fire
Master passive
Hellfire Pact: +4% Crit Chance, +10% Crit Damage while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil
Pact Imp

Pact Imp

Steady Default

The familiar: a quick little fiend that harries your foes with tiny fireballs.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Familiar's Eye: +5% Crit Chance while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil
Fiendish Guardian

Fiendish Guardian

Tank

A chained, iron-hided fiend that bellows to pull foes onto itself and soaks what they deal.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.5× a plain summon
Attacks
every 1.4s
Moves
3.4 tiles/s
Reach
1.4 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
fire
Master passive
Infernal Aegis: +3% Crit Chance, +2 Armor Class while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil

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.

Pact Familiar mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12525s—Learned
2Lv 12524.8s+3%Familiar HP +20% · summon HP +20%
3Lv 22524.5s+6%+1 familiar (the contract thins: familiars −10% damage) · 2 summons
4Lv 42424.3s+9%
5Lv 51924s+12%Cost −20%
6Lv 61923.8s+15%Familiar HP +25% · summon HP +45%
7Lv 81923.5s+18%+1 familiar (familiars −10% damage) · 3 summons
8Lv 101823.3s+21%
9Lv 121823s+24%Familiar damage +10%
10Lv 141222.8s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · summon HP +70%

Rank 4: pick one

  • Brood +1 familiar; familiars −30% HP and −10% damage.
  • Hellhide Familiars +60% HP.

Rank 8: pick one

  • Fiery Familiar Familiars +20% damage, −25% HP.
  • Snap Summons Cooldown −25%.

Rank 10, Mastered: Infernal Menagerie: familiars +25% HP and +10% damage.

Armor of Shadows

Lv 7 Buff

Wrap yourself in living darkness that turns blades and bites back at attackers.

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

  • For 12 s, you gain +2 Armor Class, +3% damage reduction and +10% thorns (attackers take that much of their hit back).
Type
Buff
Cost
20
Cooldown
24s
Scales with
Charisma
Duration
12s
Grants you
+2 Armor Class, +3% Damage Reduction, +10% Thorns
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.

Armor of Shadows mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12024s—Learned
2Lv 12023.8s+3%Duration +15% · 13.8s
3Lv 22023.5s+6%Armor strength +15% · +2.3 Armor Class, +3.5% Damage Reduction, +11.5% Thorns
4Lv 41923.3s+9%
5Lv 51920.6s+12%Cooldown −10%
6Lv 61520.4s+15%Cost −20%
7Lv 81520.2s+18%Duration +10% · 15s
8Lv 101519.9s+21%
9Lv 121419.7s+24%Armor strength +10% · +2.5 Armor Class, +3.8% Damage Reduction, +12.5% Thorns
10Lv 14919.4s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +2.8 Armor Class, +4.2% Damage Reduction, +14% Thorns

Rank 4: pick one

  • Frozen Spite Armor strength +30%, duration −20%.
  • Endless Night Duration +30%.

Rank 8: pick one

  • Shadow Weave Cooldown −15%.
  • Dread Mantle Armor strength +20%, cost +30%.

Rank 10, Mastered: Mantle of the Void: armor strength +15%.

Dark Pact

Lv 9 Area necrotic

Tear the life from everything around you (Weakening it), and drink deep from every blow that follows.

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

  • Hits every foe within 3 tiles of you for 6–29 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.
  • 44% chance per hit to leave a foe Weakened for 4.2 s (deals 25% less damage (bosses: half as much)).
  • Its effect only lands on foes that fail the save.
  • Then for 6 s you gain +8% of damage dealt back as life.
  • On a Bound foe it strikes 50% harder and consumes it, and the cast gives 10% of your Pact Magic back.
Type
Area (around you)
Cost
25
Cooldown
12s
Damage
3d8 + CHA mod necrotic
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
3 tiles
Applies
Weakened 40% · 4s
Grants you
+8% Lifesteal

Damage dice by level Lv 9 3d8Lv 13 4d8Lv 17 5d8

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.

Dark Pact mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12512s—Learned
2Lv 12511.9s+3%Radius +10% · radius 3.3
3Lv 22511.8s+6% +1d+1 damage die
4Lv 42411.6s+9% +1d
5Lv 52410.6s+12% +1dCooldown −8%
6Lv 62410.4s+15% +1dLifesteal +30% · +10.4% Lifesteal
7Lv 82410.3s+18% +1dRadius +10% · radius 3.6
8Lv 102310.2s+21% +1d
9Lv 121910.1s+24% +1dCost −15%
10Lv 141310s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.1 · +13.6% Lifesteal

Rank 4: pick one

  • Widening Hunger Radius +35%, damage −10%.
  • Devour Damage +20%, cost +25%.

Rank 8: pick one

  • Insatiable Cooldown −15%.
  • Eternal Thirst Lifesteal +60%.

Rank 10, Mastered: Soul Harvest: lifesteal +40% and radius +15%.

Hunger of the Void

Lv 13 Area cold

Open a sphere of starless void: freezing cold, and things in the dark that feed.

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

  • Fills an area for 6 s: every foe in a 3-tile radius up to 7 tiles away takes 4–14 cold damage every second.
  • Foes roll a Dexterity save against your DC 16: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 76% chance per hit to leave a foe Chilled for 2.1 s (slowed 40% (+7% per extra stack; bosses half). At 5 stacks the target freezes solid).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Bound (your payoff consumes it).
  • On a Forfeit foe it collects instead: 50% harder on a Bound foe, consuming it.
Type
Area
Cost
30
Cooldown
16s
Damage
3d6 + CHA mod cold
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
3 tiles
Range
7 tiles
Lasts
6s
Applies
Chilled 70% · 2s

Damage dice by level Lv 13 3d6Lv 17 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.

Hunger of the Void mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13016s—Learned
2Lv 13015.8s+3%Radius +10% · radius 3.3
3Lv 22915.7s+16%Damage +10%
4Lv 42915.5s+19%
5Lv 52915.4s+22%Void lasts 15% longer · 6.9s
6Lv 62913.9s+25%Cooldown −8%
7Lv 82813.8s+28%Radius +10% · radius 3.6
8Lv 102813.6s+31%
9Lv 122313.4s+34%Cost −15%
10Lv 141513.3s+52%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.2 · Chilled 85% · 2s

Rank 4: pick one

  • Vast Dark Radius +35%, damage −10%.
  • Ravenous Void Damage +20%, radius −20%.

Rank 8: pick one

  • Endless Hunger Void lasts 25% longer.
  • Whispering Void Foes are Frightened instead of Chilled (−20% chance).

Rank 10, Mastered: The Hungry Stars: radius +20% and status chance +15%.

Call Greater Fiend

Lv 17 Summon fire

Call in the patron's debt: a greater fiend steps out of a burning rift to fight for you — the winged Bound Fiend, a greataxe Pit Ravager, or a Hellforged Sentinel behind its tower shield. Choose the form in Hearthold.

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

  • Calls 1 Bound Fiend for 30 s.
  • It has 206 HP and hits for 8–75 fire 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
40
Cooldown
40s
Damage
2d10 per summon hit fire
Summons
1
Lasts
30s

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

Pit Ravager

Pit Ravager

Damage

A horned brute with a burning greataxe: every slow swing explodes in hellfire across its target's friends.

Bodies
1 per cast at rank 1
HP each
0.6× a plain summon
Damage per hit
2× a plain summon
Attacks
every 1.6s
Moves
4.2 tiles/s
Reach
1.5 tiles (melee)
Splash
50% to foes within 1.5 tiles
Applies
Burning 25% · 3s
Damage type
fire
Master passive
Ravager's Pact: +4% Crit Chance, +15% Crit Damage while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil
Bound Fiend

Bound Fiend

Steady Default

The patron's debt collector: a winged greater fiend that pounds your foes with steady blows.

Bodies
1 per cast at rank 1
Numbers
The skill's own minion, unchanged
Master passive
Debt Collector: +6% Crit Chance while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil
Hellforged Sentinel

Hellforged Sentinel

Tank

An iron-plated fiend with a tower shield and a mace that roars to make every foe nearby its problem.

Bodies
1 per cast at rank 1
HP each
2.5× a plain summon
Damage per hit
0.6× a plain summon
Attacks
every 1.5s
Moves
3.4 tiles/s
Reach
1.4 tiles (melee)
Taunt
foes within 3.5 tiles every 4s for 3s; its hits 2s
Damage type
fire
Master passive
Hellforged Aegis: +3% Crit Chance, +2 Armor Class while one stands
Arrival
Rift sigil: it steps out of a burning rift torn through a pact sigil

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.

Call Greater Fiend mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14040s—Learned
2Lv 14039.6s+3%Fiend HP +20% · summon HP +20%
3Lv 23939.2s+6%Duration +15% · 34.5s
4Lv 43938.8s+9%
5Lv 53838.4s+12%Fiend damage +10%
6Lv 63838s+15%Fiend HP +20% · summon HP +40%
7Lv 83037.6s+18%Cost −20%
8Lv 102937.2s+21%
9Lv 122936.8s+24%+1 fiend (the debt is split: fiends −15% damage) · 2 summons
10Lv 141836.4s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · summon HP +65%

Rank 4: pick one

  • Infernal Legion +1 fiend; fiends −25% HP and −15% damage.
  • Pit-Born Fiends +50% HP and +10% damage.

Rank 8: pick one

  • Binding Chains Duration +30%.
  • Open Gate Cooldown −15%.

Rank 10, Mastered: Pit Lord: fiends +25% HP and +10% damage.

The Fiend skills

Infernal Rebuke

Lv 3 Area fire The Fiend

Wreathe yourself in hellfire for an instant, scorching everything close enough to hurt you.

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

  • Hits every foe within 2.4 tiles of you for 5–23 fire damage.
  • Foes roll a Dexterity save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Burning for 3.2 s (takes fire damage every half second. New burns add time (up to 8s)).
  • Its effect only lands on foes that fail the save.
Type
Area (around you)
Cost
15
Cooldown
10s
Damage
2d10 + CHA mod fire
Hit
DEX save vs your spell DC (half damage on a save)
Scales with
Charisma
Radius
2.4 tiles
Applies
Burning 40% · 3s

Damage dice by level Lv 3 2d10Lv 9 3d10Lv 14 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.

Infernal Rebuke mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 11510s—Learned
2Lv 1159.9s+3%Radius +10% · radius 2.6
3Lv 2159.8s+6% +1d+1 damage die
4Lv 4159.7s+9% +1d
5Lv 5148.8s+12% +1dCooldown −8%
6Lv 6148.7s+15% +1dBurning chance +15% · Burning 55% · 3s
7Lv 8148.6s+18% +1dRadius +10% · radius 2.9
8Lv 10148.5s+21% +1d
9Lv 12128.4s+24% +1dCost −15%
10Lv 1488.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.4 · Burning 75% · 3s

Rank 4: pick one

  • Pit's Mouth Radius +35%, damage −10%.
  • Brimstone Damage +20%, cost +25%.

Rank 8: pick one

  • Short Temper Cooldown −15%.
  • Infernal Terror Foes are Frightened instead of Burning.

Rank 10, Mastered: Nine Circles: radius +20% and status chance +20%.

The Hollow Star skills

Starless Gaze

Lv 3 Projectile psychic The Hollow Star

Let your patron look through your eyes: a lance of void pierces the line and shatters minds.

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

  • Fires a projectile (9 tiles range) dealing 6–21 psychic damage, piercing through every foe in its path.
  • Foes roll a Wisdom save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 38% chance per hit to leave a foe Feared for 2.1 s (flees from the nearest enemy, ignoring commands).
  • Its effect only lands on foes that fail the save.
  • Leaves the foe Bound (your payoff consumes it).
  • On a Forfeit foe it collects instead: 50% harder on a Bound foe, consuming it.
Type
Projectile
Cost
15
Cooldown
7s
Damage
3d6 + CHA mod psychic
Hit
WIS save vs your spell DC (half damage on a save)
Scales with
Charisma
Projectiles
1
Range
9 tiles
Pierces
Yes
Applies
Feared 35% · 2s

Damage dice by level Lv 3 3d6Lv 9 4d6Lv 14 5d6

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.

Starless Gaze mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1157s—Learned
2Lv 1156.9s+3%Range +15%
3Lv 2156.9s+16%Damage +10%
4Lv 4156.8s+19%
5Lv 5146.2s+22%Cooldown −8%
6Lv 6146.1s+25%Frighten chance +15% · Feared 50% · 2s
7Lv 8146s+28%Fear lasts 30% longer · Feared 50% · 2.6s
8Lv 10146s+31%
9Lv 12125.9s+34%Cost −15%
10Lv 1485.8s+62%Mastered (+15% damage, −25% cost, plus its signature bonus) · Feared 65% · 2.6s

Rank 4: pick one

  • Twin Stars +1 gaze, gazes −35% damage.
  • Void Lance Damage +20%, cooldown +10%.

Rank 8: pick one

  • Blink Cooldown −15%.
  • Star-Madness The gaze Stuns for 1s instead of frightening.

Rank 10, Mastered: Event Horizon: damage +10% and status chance +15%.

Subclasses

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

The Fiend

A pact with a lord of the lower planes, paid in souls and returned in fire.

Skills

Features

  1. Lv 3
    Dark One's Blessing Each life you take restores a little of yours.
    • +2 Life on Hit
  2. Lv 7
    Dark One's Own Luck The patron tips fate your way.
    • +3% Crit Chance
    • +3% Dodge
  3. Lv 11
    Fiendish Resilience Your patron hardens you against harm.
    • +8% All Resistances
  4. Lv 15
    Hurl Through Hell The mightiest foes get a glimpse of the pit.
    • +12% Damage vs Elites
  5. Lv 18
    Infernal Mantle Hellfire clings to your every spell.
    • +4 Fire Damage
    • +25% Fire Resistance

The Hollow Star

A pact with a dead star that still whispers. Its gifts are cold, patient, and very bad for the mind.

Skills

Features

  1. Lv 3
    Cold Light The dead star's light chills your foes and shields your mind.
    • +25% Psychic Resistance
    • +15% Cold Resistance
    • +2 Cold Damage
  2. Lv 7
    Whispers of the Void You hear where the blow will land.
    • +5% Dodge
  3. Lv 11
    Entropic Ward The void swallows part of every hit.
    • +6% Damage Reduction
  4. Lv 15
    Starless Mind Your spells slip past every defense.
    • +1 Spell Save DC
    • +6% Skill Damage
  5. Lv 18
    Collapse Your patron's gravity bends the fight around you.
    • +8% Damage
    • +10% Area Damage

Talents & roles

Warlocks lean damage. The class tree and one tree for each subclass hold 55 talents; you earn a point every level and one for each act boss.

All Warlock talents Party roles

Spellbook & mechanic

The Ledger

Every bargain has small print.

Curses lay clauses on a foe, and three clauses call Forfeit. When Pact Magic runs short you cast on credit and run up Debt.

Keystone: Open Account · Chase legendary: The Unpaid Ledger

Warlocks choose 9 pages from level 4, picking at levels 4, 9, 14 and 18:

All Warlock pages and variants How the Spellbook works

Warlock unique weapons

Hexbinder's Rod Starter

Wand · Weapon · drops from level 5

  • +8–24% Skill Damage
  • +2–6 Charisma
  • +2–10 Necrotic Damage
  • +1 random affix

Forked Pact. Eldritch Blast leaps on to 1 more foe.

“Signed in ink, sealed in blood, and very much still binding.”

The Patron's Tongue

Wand · Weapon · drops from level 12

  • +8–24% Skill Damage
  • +2–6 Charisma
  • +1–4 Life on Hit
  • +1 random affix

Imp Tithe. Kills have a 11–14% chance to call an imp (up to 4) that fights for 15s.

Brief Lives. Your summons explode when they die for 65–85% weapon damage within 2 tiles.

“A knife-thin wand that speaks for your patron. It never says please.”

Voidglass Staff

Quarterstaff · Weapon · drops from level 16

  • +6–20% Skill Damage
  • +2–6 Charisma
  • +2–10 Cold Damage
  • +1 random affix

Event Horizon. Hunger of the Void moves with you and drags foes toward its heart.

Void Debt. Short on Pact Magic? Skills take the rest from your health: 0.8–1.2% of max health a point. With a Ledger you owe more Debt instead.

“Look into the glass and something on the other side looks back, hungrily.”

The Deepest Chart ◈ DEEP

War Staff · Weapon · drops from level 20

  • +10–28% Skill Damage
  • +3–8 Intelligence
  • +8–30 Max Resource
  • +3 random affixes

Uncharted Stars. Each cast sets a void star circling you (+2% skill damage each). At 7 they fall on foes for 175–210% weapon damage each.

Margin Notes. Kills refund 30–40% of your last skill's cost.

Here Be Monsters. Every 24 foes your skills strike, 3 void rings burst out of you: 280–320% weapon damage each, flinging foes back. 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

“A chart of a floor no one has reached, rolled tight around a staff. It unrolls when you aren't looking.”

Warlocks are Arcanists: they can also wear the 9 Arcanist unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.