Search the compendium
Search items, monsters, NPCs, zones, rules, and lists

Drain Soul

Spell
Tier 2 Max Level 8
Appearance
Drain Soul icon
Description
Skill Type
Single-target damage
Effect
20 × skill lvl magic dmg, 77% + 3% × skill lvl magic weapon dmg, channeled over 3 pulses, 60% lifetap
Requirements
Skill Points Spent
20
Prerequisite
Raise Skeleton Lvl 1
Cost & Timing
Mana Cost
45 + 20 × skill lvl
Cast Time
3s
Cooldown
8s
Range
8 yd
Damage
Damage
20 × skill lvl
Damage %
77% + 3% × skill lvl
Damage Type
Magic
Lifetap
60%
Level Scaling
Skill LevelDamageDamage %Mana Cost
12080%65
24083%85
36086%105
48089%125
510092%145
612095%165
714098%185
8160101%205
Mechanics

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

  1. Variance: ×0.9–1.1
  2. Backstab: +10% damage when attacking from behind (Rogues with Improved Backstab: +25% instead)
  3. Level difference: ±2% per level (max ±20%)
  4. Slayer reduction (boss or elite attacking a player or pet): −Slayer level × 10%
  5. Enrage: non-spell attacks by monsters below 10% health deal 50–75% more damage.
  6. Damage reduction: −ceil(damage × clamp(target's Magic Resist × 0.0005, 0, 0.9))
  7. Critical hit: ×1.5
  8. 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.

Learned by Classes