Corrupt an enemy with your Essence, causing their blood to boil and burst dealing minor Fire damage every 3 sec for up to 24 sec.
Boil Blood generates increased Threat with each tick.
Tank Technique
Puts your target in the [Exposed] state for 30 seconds. (Duration impacted by diminishing returns.)
The [Exposed] state can be manipulated by other techniques to cause additional effects.
DireLord Technique
Deals 50% weapon damage to target. Generates bonus threat.
Damage Modifiers: STR, INT
Afflict an enemy’s mind with relentless apparitions.
Whenever you use certain abilities on the afflicted target, Provoking Phantoms will gain 1 stack up to a maximum of 20. Each stack will increase the amount of Threat you generate on the target with subsequent actions.
You can only use Provoking Phantoms on 1 enemy at a time - using this ability on a new target will immediately remove the effect from the original target.
DireLord Technique
Deals damage to target and increases Parry chance by 5% for 40 seconds.
Damage Modifiers: STR, INT
DireLord Technique
Deals minor damage and generates 200 Essence.
Damage Modifiers: STR, INT
DireLord Technique
Strike the magical essence of your target, stealing by 4% of all of the target’s [Resistances] for 30 seconds. Deals additional threat. Stacks up to 5 times.
Damage Modifiers: STR, INT
Convert your Essence into a shield, absorbing damage taken for up to 15% of your maximum Health for 10 sec.
Corrupt the target’s blood and draw it out, dealing between 21 and 23 Curse damage and restoring your Health by 75% of the damage dealt.
Consume an enemy’s Dexterity, decreasing it by 6 and empowering yourself with the absorbed amount for up to 5 min.
Dexterity consumed increases with Intellect. Increases threat.
Chance to be resisted decreases with Enervation skill.
Cloak yourself in malefic power, absorbing the next source of spell damage and converting the damage that would have been dealt to you into Essence.
Your bond with the Dire grows stronger, increasing your innate Magic Resistance by 5.
This is an Innate Passive ability and is always active without needing to be memorized.
Consume an enemy’s Constitution, decreasing it by 6 and empowering yourself with the absorbed amount for up to 5 min.
Constitution consumed increases with Intellect. Increases threat.
Chance to be resisted decreases with Enervation skill.
Corrupt an enemy’s blood, reducing incoming healing by 25%.
Imbue your weapon with malefic power for 30 sec, causing Physical damage you deal to heal you for 100% of damage dealt, and restoring Essence with each strike.
Healing effects doubled against Bleeding targets.
Manifest a nightmarish visage, causing 10% of all damage you deal to be applied as bonus Threat.
Innate Passive.
Armor Class increased by 10
Empower your blood flow, increasing your Constitution by 2 and the amount of Essence you generate by 20%.