Dire Lord

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Dire Lord
Dire lord.png
Role: Tank, Utility
Armor Cloth
Weapons One-Handed Edged
Two-Handed Edged
Available Races
Dark myr race icon.png Dark Myr
Human race icon.png Human
Ogre race icon.png Ogre
Skar race icon.png Skar

Dire Lords are a class available to players in Pantheon: Rise of the Fallen. They function primarily as a Tank, directing aggro and damage away from their allies. Dire Lords specialize in dealing with magic-wielding foes, and are capable of making many AoE attacks.

Lore[edit | edit source]


Description[edit | edit source]

An Ogre Dire Lord

The Dire Lord is considered a myth by most. In the oral tradition of Terminus’ history, there are legends that speak of Dire Lords capable of mastering the crippling power of fear, with some able to manipulate the very essence of their enemies.

The Dire Lord is a proficient combatant that is known for their swift and brutal melee attacks and their relentless self-healing. But while battling their enemy in a corporeal sense, Dire Lords are also waging war in the imagination of their foe. By infiltrating the essence of a being, the Dire Lord can ravage their enemy with horrifying phantoms, alter the properties of their essence and even steal their essence completely. By mastering Essence-manipulation, the Dire Lord is able to wield their own blood in battle, using it to replenish themselves or to assail their enemies from the inside out.

Group Role[edit | edit source]

Bullet.png Tank. The role of the tank is to grab and maintain the attention (aka aggro) of hostile creatures (aka mobs), directing damage away from their allies. To be able to properly tank, it is important to understand the Hate mechanic. Mobs have a hidden "Hate list" which contains every PC and pet that is in active combat with it ("on aggro"). Whoever is at the top of the list is the target the Mob will attack. Nearly every action a PC takes while on aggro generates hate, though the primary sources are: Dealing Damage, Healing and using specific abilities designed to generate Hate (referred to as Taunts). The tank's job is to use their Taunt abilities to top the Hate List, keeping damage focused on themselves so that healers have as few targets to heal as possible.

While all of the Tank classes are capable of performing their role in all variety of adventuring situations, each has their own specialties that help them excel in specific areas. The Dire Lord's specialty is against magic-wielding (25px Sanguine Cloak) or magically enhanced foes (DL Edge of Midnight icon.png Edge of Midnight). Unlike the other tanks, Dire Lords cannot equip full platemail (the highest tier of armor). They are far from vulnerable, however, with many of their attacks causing high damage (DL Thresh icon.png Thresh) and healing the Dire Lord (DL Abyssal Strike icon.png Abyssal Strike).

If a party has more than one tank, it is useful to designate a Main Tank (MT) and an Off Tank (OT).

Bullet.png Utility. Utility is a broad category. It can perhaps best be thought of as a sum of all abilities that do not fall under the other categories (Tanking, Healing, Damage Dealing, Crowd Controlling, Supporting)
   For the Dire Lord, their Utility is perhaps best expressed through spells such as 25px Canopy of Blood, which consumes 25% of the Dire Lord's health in order to render all allies nearby immune to magical effects for a time, or DL Splatter icon.png Splatter, which is a direct damage ability that can cause debuffs on the initial target to spread to up to 3 nearby enemies.

Combat Resource[edit | edit source]

Essence In combat, Dire Lords will constantly generate Essence as a percentage of the damage they deal. They will also gain Essence based on the damage they take. As Essence is accumulated, it is represented by an Essence Vial integrated into the character portrait.

In addition, certain abilities will increase a Dire Lord’s Essence by a certain amount when used. Other abilities will have an Essence cost in order to be performed.

Race[edit | edit source]

The race you choose will provide different racial innate abilities that can and will be handy while adventuring. There will be times when the race you choose is to your, and your party’s, advantage; at other times neutral, and other times to your disadvantage. They will all be useful in any serious dungeon or other adventure area but one may be more advantageous in certain scenarios and situations.

Icon Name 20 Strength Stamina 20Agility Dexterity 20 Constitution Wisdom Intelligence Charisma
Dark myr race icon.png Dark Myr ??? ??? ??? ??? ??? ??? ??? ???
Human race icon.png Human ??? ??? ??? ??? ??? ??? ??? ???
Ogre race icon.png Ogre ??? ??? ??? ??? ??? ??? ??? ???
Skar race icon.png Skar ??? ??? ??? ??? ??? ??? ??? ???
Attributes with this 20 icon before them are important for the class.

Featured Abilities[edit | edit source]

Relentless Vitality
Passive Ability. The lower your health, the stronger your natural health regeneration becomes.
Sanguine Cloak
Passive Ability. Your mastery of essence has made you more resistant to magical effects.

Dark Revenge
Passive Ability. After being critically hit, your next attack will restore your health by X% of the damage you deal.

Passive Ability. The duration of Fear effects on you is cut in half.

Bring your blood to the surface of your skin and infuse it with caustic properties. Any physical damage dealt to you within a 6m radius will cause blood to splash on the attacking enemy, dealing damage.

Provoking Phantoms
Cost: 20 Essence

Cast: Instant; 6s cooldown

Range: 12m

The longer you stay focused on the same enemy in combat, the more terrifying you will become to them, deepening their fear and hatred of you exponentially over time.

Dire Mark
You mark a member of your group. Whenever that group member takes damage, X% of that damage will be redirected to you.

Essence Thief

Cost: none

Cast: Instant; 20s cooldown

Range: 15m

You shadowstep to an enemy's location up to 15 meters away, draining that enemy's Mana by 5% and instantly restoring your Essence to full.

[reveal page description: Exchange your depleted essence for the fresh essence of an enemy within X meters, filling your Essence Vial to maximum and switching physical locations with them. The shock of this exchange of essence will affect your enemy in different ways based on their Entity Type (Humanoid, Animal, Insect, Incorporeal, etc.)]

Baleful Severing
You sever your enemy's will and command them to be still. In this helpless state, the next attack against them will not miss and cannot be dodged, parried, blocked, riposted or resisted. When the attack lands, fills your Essence Vial to full.

Grip of Torment
Infiltrate your enemy's essence and turn it against them, obstructing any healing from benefiting that enemy for the duration of the effect. (Uses Essence)

If you are afflicted with a poison or disease, this ability will afflict the same poison or disease onto your enemy. (Uses Essence)

Leaden Blood
You cause your enemy's essence to grow thick and heavy, weighing them to the ground and preventing movement. (Uses Essence)

Canopy of Blood
You release nearly all of the blood in your veins, sacrificing 25% of your health to create a covering that renders all within X meters of you immune to magical effects for a short time. (Uses Essence)

Sanguine Shield
You draw out your blood and form it into a solid shield in front of you, dampening the damage of magical attacks against you for 2 seconds. There is a chance the damage will be nullified completely and this chance will increase based on your Constitution. (Uses Essence)

Deafening Whisper
You bombard your opponents imagination with frightening possibilities, silencing them for a short time. (Uses Essence)

Blood States
You change the property of your blood to suit your needs:
Nightmare Blood
The damage you deal afflicts your enemy with palpable horror, converting X% of your damage into bonus Hate.

Torrential Veins
You cause your blood to flow faster, increasing your health regeneration rate and causing your Essence Vial to fill X% faster.
Essence Leech
Your blood swells with the essence of your enemies, increasing your critical strike chance. Your critical hits draw out the essence of your enemy, healing you for X% of the damage dealt.

Dampen Harm[edit | edit source]

Cost: 50 Essence

Cast: Instant; 120s cooldown

Reduces all damage you take by 30% to 50% for 10 seconds, with larger attacks being reduced by more.

Melee Abilities[edit | edit source]


Cost: none

Cast: Instant; 8s cooldown

Range: 3m

A ruthless attack that carves your enemy open to expose their essence, causing your enemy to bleed and healing you for X% of your Max health over 4 seconds. (Generates 5 Essence)
Sanguine Blade

Cost: 25 Essence

Cast: Instant; 20s cooldown

Range: 3m

A blood-laced attack that lowers your enemy's Magic Resistance and drains X% of their Max Mana. (Generates Essence)

Edge of Midnight

Cost: 40 mana (essence?)

Cast: Instant; 20s cooldown

Range: 3m

A strike that absorbs a magical effect from your enemy and grants it to you. This attack deals more damage based on your enemy's Max Mana. (Uses Essence)

Abyssal Strike

Cost: 40 Essence

Cast: Instant; 15s cooldown

Range: 3m

A vicious attack that ignores all enemy armor, healing you for 25% of your Max Health.


Cost: 20 Essence

Cast: Instant; 15s cooldown

Range: 3m

A violent attack that splatters your enemy’s essence in a 6m radius. Up to 3 enemies within that radius have a chance to be afflicted with the same detrimental effects as your target. (Uses Essence)

Weapons[edit | edit source]

One-Handed Edged Two-Handed Edged

Dire Lords receive a bonus to critical strike chance when wielding one-handed edged weapons and a bonus to critical strike damage when wielding two-handed edged weapons

Skills/Abilities[edit | edit source]

Main article: Dire_Lord/Abilities

References[edit | edit source]