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Dread Knight Spellbook

Souls: Wear the dead like armour, then spend them.

Souls

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

The mechanic arrives with your first Spellbook page, at level 4; before that a Dread Knight plays as it always did. See the Dread Knight class guide for the core skills and subclasses.

Dread Knight pages

7 pages. A page is a skill you choose on top of the seven core ones; each has 2 or 3 variants that unlock at mastery ranks 2, 5 and 8.

Harvest Stroke

Page pick at level 4 · Melee strike · 10 Dread · 1.5s cooldown

Reaping: spends all your Souls (you need at least 1). A full turn of the scythe cuts everything around you, wider and 70% harder for every Soul spent. Ordinary foes it leaves under 15% health die outright (20% at six Souls), and a Soul comes back from an execution or from a corpse lying in reach. At six Souls the stroke comes round again, wider.

Builds: The Reaper · Bloodreaver's Feast

Variants (one active at a time)

  • Crescent of Night mastery 2 The scythe becomes a reaping cut that reaches far ahead (5 strides) in a wide crescent (140 degrees) instead of a full turn, 20% lighter, with no second ring.
  • Death Blow mastery 5 One chop on your target, 2.2 times as hard for every Soul spent: the boss form. No sweep, no second ring.
  • Reaper's Due mastery 8 The execution line rises to 30% health, but no Soul comes back. Foes it cuts are left Vulnerable, and you drink 8% of the damage.

Gallows Hook

Page pick at level 4 · Area · 10 Dread · 4s cooldown

Hurl a hooked chain down a seven-stride line: it bites the first four foes on it, Taunts them for 3 seconds and drags them to your feet. A boss is too heavy to drag: the chain pulls you to it instead.

Builds: The Reaper · The Deferred Grave

Variants (one active at a time)

  • Mass Gallows mastery 2 A cone of chains (60 degrees) that takes up to six foes, at 55% damage and with no Taunt.
  • Hanged Man mastery 5 Hooked foes are Marked for 6 seconds, so their deaths give a Soul more.
  • Reel mastery 8 The chain pulls you instead: you ride it six strides, striking everything on the way, 50% harder.

Bloodwring

Page pick at level 4 · Area · 20 Dread · 8s cooldown

Wring the blood from every foe around you: they start Bleeding, you drink a tenth of the damage, and a foe it kills counts as Marked (a Soul more).

Builds: Bloodreaver's Feast

Variants (one active at a time)

  • Spray mastery 2 A wider tithe (4.2 strides) that opens veins across the pack (80% Bleeding).
  • Lingering mastery 5 The red mist hangs for 3 seconds and wrings again each second.
  • Feast mastery 8 You drink a quarter of the damage and gain a barrier of 8% of your max HP.

Unhallowed Ward

Page pick at level 9 · Buff · 15 Dread · 8s cooldown

Reaping: spends all your Souls. The wisps wrap you in bone and dark: a barrier of 8% of your max health, and 6% more for every Soul spent, for 6 seconds. When the ward ends it bursts for half of what it soaked.

Builds: The Deferred Grave

Variants (one active at a time)

  • Bone Plate mastery 2 No burst: the ward lasts 12 seconds, grows 4% a Soul, and holds firm against stuns, roots and slows.
  • Thorned Pall mastery 5 The ward bristles: blows against you bite back (9 thorns), and foes within four strides are Taunted.
  • Martyr's Pall mastery 8 The ward spreads to every ally within five strides. The cooldown is 12 seconds.

Tolling Bell

Page pick at level 9 · Area · 20 Dread · 16s cooldown

Plant a grave-bell that tolls every second for 10 seconds: foes near it take necrotic damage and are left Vulnerable. Any death in its ring is a Soul for you, even an ally's kill.

Builds: Lord of the Pale Court · The Reaper

Variants (one active at a time)

  • Funeral Toll mastery 2 Each toll may Frighten the foes in range for 1.5 seconds.
  • War-Bell mastery 5 The tolling steels you: 15% more damage while the bell stands.
  • Death Knell mastery 8 A deeper bell: 1.8 times the damage within three strides, and its ring shrinks to match.

Ride Down

Page pick at level 14 · Dash · 25 Dread · 11s cooldown

A pale charger rises under you: ride eight strides through the pack, trampling everything on the way, and gallop on 30% faster for 4 seconds. Every Soul you hold lends the charge 8% more weight, and what the hooves kill feeds your Souls.

Builds: The Reaper · Lord of the Pale Court

Variants (one active at a time)

  • Lance of the Grave mastery 2 A longer ride (eleven strides), 30% harder, that spends all your Souls: 30% more for every Soul spent. The cooldown is 14 seconds.
  • Night-Mare mastery 5 The charger runs on: 50% faster for 7 seconds after the ride.
  • Rearing Charger mastery 8 The charger rears where you mount: a burst of 2.6 strides around the start, 40% harder, not a trample line.

Grave Verdict

Page pick at level 18 · Area · 45 Dread · 22s cooldown

Reaping: spends all your Souls (you need at least 1). Pass sentence on the thickest knot of foes within six strides: pale hands tear up from the ground, strike 45% harder for every Soul spent, and leave them Frightened.

Builds: The Deferred Grave · The Reaper · Lord of the Pale Court

Variants (one active at a time)

  • Hands of the Dead mastery 2 The hands hold on for 3 seconds, striking again each second and Rooting foes.
  • Black Sentence mastery 5 One foe takes the whole verdict, 2.6 times as hard, and is Stunned.
  • Wide Verdict mastery 8 A wide sentence (4.6 strides) at 15% less damage that Frightens nearly all it reaches.

How you get them

  • Page picks. A Dread Knight gets page picks at levels 4, 9, 14 and 18: one page from up to 3 offered.
  • The mentor. Pages you passed over can be bought from the class mentor for 30 gold × your level squared.
  • Variants. Every page has variants that change how it plays. Choose the active one on the hero sheet's Spellbook tab.

How the Spellbook works