Drain Soul
Spell- Skill Type
- Single-target damage
- Effect
- 20 × skill lvl magic dmg, 77% + 3% × skill lvl magic weapon dmg, channeled over 3 pulses, 60% lifetap
Skill level 1. Base values before equipment and attribute bonuses.
Lvl 1
65 mana 8 yd range
3s cast 8s cooldown
Drains the target's soul while channeling, dealing 16 magic damage and healing you for 60% of the damage dealt.
- Skill Points Spent
- 20
- Prerequisite
- Raise Skeleton Lvl 1
- Mana Cost
- 45 + 20 × skill lvl
- Cast Time
- 3s
- Cooldown
- 8s
- Range
- 8 yd
- Damage
- 20 × skill lvl
- Damage %
- 77% + 3% × skill lvl
- Damage Type
- Magic
- Lifetap
- 60%
| Skill Level | Damage | Damage % | Mana Cost |
|---|---|---|---|
| 1 | 20 | 80% | 65 |
| 2 | 40 | 83% | 85 |
| 3 | 60 | 86% | 105 |
| 4 | 80 | 89% | 125 |
| 5 | 100 | 92% | 145 |
| 6 | 120 | 95% | 165 |
| 7 | 140 | 98% | 185 |
| 8 | 160 | 101% | 205 |
Channel: 3 Pulses
T = max(0.05s, cast time × (1 − spell haste))
Pulse k occurs at T × (k + 1) / 3, k = 0…2.
Pulse damage = floor(F / 3) + 1 for the first F mod 3 pulses, otherwise floor(F / 3).
F is the full pre-mitigation skill damage, recomputed for each pulse. The final pulse occurs at the end. None occurs at the start. Mana and energy are paid at the start and are not refunded on interruption.
Moving more than 0.01 units from your starting position, losing the target, range or sight, stun or fear cancels the channel. Cancellation starts the full cooldown immediately, including when a pulse kills the target.
Using another skill cancels the channel, starts its full cooldown immediately and starts the new skill. You must be free of stun and fear. The new skill must be active, meet its casting requirements and have a valid target within range and sight when required.
Damage Formula
- Pre-Mitigation
- Skill Damage + Magic Damage
- Magic Damage
- (round(INT × 1.5) + casting weapon magic damage + other equipment magic damage) × (1 + passive damage bonus + buff damage bonus)
Multiply the damage before reductions by 77% + 3% × skill lvl.
How Damage Is Calculated
- Variance: ×0.9–1.1
- Backstab: +10% damage when attacking from behind (Rogues with Improved Backstab: +25% instead)
- Level difference: ±2% per level (max ±20%)
- Slayer reduction (boss or elite attacking a player or pet): −Slayer level × 10%
- Enrage: non-spell attacks by monsters below 10% health deal 50–75% more damage.
- Damage reduction: −ceil(damage × clamp(target's Magic Resist × 0.0005, 0, 0.9))
- Critical hit: ×1.5
- Radiant Aether (15% on a critical hit, consumes one item): ×2 again, for ×3 total
Every 100 points of the matching Resist reduce the damage you take from a hit by 5%, up to a 90% reduction before rounding.
Resist Chance
clamp(
target's Magic Resist
× 0.0005
+ (target level −
attacker level) × 0.005
−
attacker's Accuracy
, 0, 0.9)
Every 100 points of the matching Resist add 5 percentage points to resist chance before Accuracy and level difference.
- Moving target:
- resist chance −25 percentage points, damage +10%
- Backstab:
- resist chance × 0.8
Cast time = max(0.05s, cast time × (1 − spell haste))
Lifetap
Healing = floor(lifetap percentage × damage × (1 + summed Lifetap Healing bonuses)). The bonuses come from the attacker's unexpired or permanent buffs. Damage is measured after reductions, critical hits, wards and Mana Shield, without capping it to the target's remaining health. These bonuses increase healing. Damage is unchanged.