Dire Lord Abilities
Level 1
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.
Dire Lord 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.
Dire Lord Technique
Deals damage to target and increases Parry chance by 5% for 40 seconds.
Damage Modifiers: STR, INT
Level 2
Dire Lord 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.
Level 4
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.
Level 5
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.
Level 6
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.
Level 7
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.
Level 8
Interrupt an enemy’s spell casting and silence them for 3 sec.
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.
Level 9
Corrupt an enemy’s blood, reducing incoming healing by 25%.
Level 10
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.
Dire Lord Technique
Deals minor damage and generates 200 Essence.
Damage Modifiers: STR, INT
Innate Passive.
Armor Class increased by 10
Level 11
Empower your blood flow, increasing your Constitution by 2 and the amount of Essence you generate by 20%.
Level 12
Corrupt the blood of an enemy, slowing their Movement Speed over 5 sec until they are rooted to the ground. The target will remained rooted for 3 sec.
Chance to be resisted decreases with Corruption skill.
Spreads a random Poison or Disease effect on the target up to 4 additional targets within 10m.