PlanetDiablo | Diablo III | Characters | Witch Doctor

The Witch Doctor

Witch DoctorThe Witch Doctor is a completely new character class in Diablo III, never before seen in the first two games and new in the game's lore as well. Oriented far more toward ranged attacks and the use of summonable creatures, this class originates from tribes hidden in the marshlands south of Kurast. S/he comes with spells in the form of Voodoo, Spirit, and Zombie Spells.

Especially through the Witch Doctor's weaker stance in melee combat and some specific skills, this new class bears a few similarities to the Necromancer from Diablo II. Confuse is now Mass Confusion, Bone Wall is now a less permanent Wall of Zombies, and Terror is now Horrify. Summonable creatures supplement these curses, such as the Zombie Dog, a four-legged creature that can be equated to a couple summoned skeletons. New spells like Locust Swarm deal disease damage, calling back to poison-based skills.

Though s/he shares similarities with the Necromancer class from the previous game especially, and to a lesser extent the Druid and Sorceress, the Witch Doctor has some distinctive characteristics as well. Some spells are cast from the current position of the Witch Doctor, offering a faster casting option than right-clicking on a visible area while also potentially landing the character in proximity to danger. Summoned pets like the Zombie Dog can be exploded to deal additional damage to nearby enemies, while also eliminating the pet itself.



Lore

Though new to the series, the Witch Doctor hails from secretive tribes located in the marshlands on the southwestern region of Sanctuary's eastern continent.


From the writings of Abd Al-Hazir

Most believe the fearsome witch doctor of the umbaru race a legend, but I have seen one in battle with my own eyes. And it was difficult to believe, even then. He dispatched his opponent with terrifying precision, assaulting his victim's mind and body with elixirs and powders that evoked fires, explosions, and poisonous spirits. As if these assaults were not enough, the witch doctor also had at his command the ability to summon undead creatures from the netherworld to rend the flesh from his enemy's body.

I came upon this rare display as I ventured deep into the interior of the dense Torajan jungles that cover the southern tip of the great eastern continent, in the vast area known as the Teganze, with the goal of seeking out the tribes that reside there. This area is extremely secluded, and heretofore unseen by foreign eyes. I was fortunate to befriend the witch doctor I saw in battle, and, through him, his tribe: the Tribe of the Five Hills.

The culture of the umbaru of the lower Teganze is fascinating and perplexing to those hailing from more civilized walks of life. For instance, the Tribe of the Five Hills frequently engages in tribal warfare with both the Clan of the Seven Stones and the Tribe of the Clouded Valley, but these are matters of ritual and not of conquest. I had heard tales that these wars are waged in order that the victors may replenish their supply of raw materials for the human sacrifices that their civilization revolves around, and when I timidly asked my hosts more about this topic, I must admit their laughter made me fear for my safety. However, through stumbled attempts at communication of such complex topics as what constitutes heroism and honor in their society, I gathered that only those taken in battle are considered worthy of the ritual sacrifice, much to my relief.

Upon further discussions with my hosts, I discovered that these tribes define themselves by their belief in the Mbwiru Eikura, which roughly translates to "The Unformed Land" (this is an imprecise translation, as this concept is completely foreign to our culture and language). This belief holds that the true, sacred reality is veiled behind the physical one we normally experience. Their vitally important public ceremonies are centered upon sacrifices to the life force that flows from their gods, who inhabit the Unformed Land, into this lesser physical realm.

The witch doctors are finely attuned to this Unformed Land and are able to train their minds to perceive this reality through a combination of rituals and the use of selected roots and herbs found in the jungles. They call the state in which they interact with this other world the Ghost Trance.

Alongside the primacy of the belief in the life force and the Unformed Land, the second most sacred belief of the tribes is their philosophy of self-sacrifice and non-individuality, of suppressing one's self-interest for the good of the tribe. This idea, so foreign to our culture, struck me as something I wished to delve into much more deeply.

Unfortunately, there was intense social upheaval among the tribes due to an incident involving their most current war (inasmuch as I could discern in the ensuing bedlam), and the charged atmosphere warranted my quick departure before I could ask anything further of my hosts.

ABOUT THE AUTHOR
Abd al-Hazir is a renowned gentleman, historian, and scholar. He has recently taken up the unprecedented task of investigating, researching, and compiling information about the unique locales and denizens of our world.


Skills

The special abilities granted to the Witch Doctor come in three varieties.

  • Voodoo Spells
  • Spirit Spells
  • Zombie Spells

Voodoo Spells


Firebomb

Lob a skull filled with fire dealing 6 - 9 fire damage to all enemies caught in the explosion.

Critical hits from fire damage cause targets to burn for an additional 25% over 4 seconds.

Rank: 2/5
Deals 6 - 9 fire damage.
Mana Cost: 7

Rank: 3/5
Increases damage to 8 - 13.
Mana Cost: 9

Required Level: 0

Somewhat similar to the Sorceress' Firebolt and Fireball.



Jungle Fortitude (Passive)  

Your vitality is increased by 5% of your Strength, 5% of your Dexterity and 5% of your Willpower.

Rank: 1/5
Vitality increased by 5% of Strength, Dexterity, and Willpower
Mana Cost: 0 (Passive)

Required Level: 0



Corpse Spiders  

This spell comes with a rather interesting animation: A zombie bursts out of the earth and vomits out the spiders.

Rank: 2/5
Summon 4 spiders to attack nearby enemies for 9 - 14 poison damage per hit.

Mana Cost: 16

Rank 3/5
Summon 5 spiders that deal 10 - 16 poison damage.

Required Level: 5



Hex  

Summon a Fetish Caster to cast hexes on enemies for 6 seconds.

Rank: 1/5
Duration: 6 seconds
Mana Cost: 12

Required Level: 10



Locust Swarm

Assault nearby foes with a plague of locusts that deal 4.0 damage per second over 2.0 seconds. The locusts will jump to additional nearby targets.

Rank: 1/5
Deals 4.0 disease damage per second over 2.0 seconds.
Mana Cost: 15

Required Level: 10



Plague of Toads  

Release a handful of toads that deal 6 - 9 poison damage to anybody who steps on them.

Critical hits from poison damage prevent regeneration and reduce healing effects by 50% for 8 seconds.

Rank: 1/5
Deals 6 - 9 damage.
Mana Cost: 9


Required Level: 10



Pit of Fire  

Call up to 4 fetishes to bathe a region in fire. Each fetish deals 4 fire damage per second to enemies in front of them.

Rank: 1/5
Each Fetish deals 4 fire damage per second
Summon up to 4 Fetish
Mana Cost: 12

Required Level: 15
Requires 15 points in skills.



Firebats  

A swarm of fiery bats burn enemies in front of you for 10 fire damage per second.

Rank: 1/5
Deals 10 damage per second
Mana Cost: 120 per second

Required Level: 15
Requires 15 points in skills.



Acid Cloud  

Detonate an acidic bottle in the air. Deals an initial 1 - 5 poison damage followed by 5 - 10 poison damage per second to enemies who remain in the area.

Rank: 1/5
Deals 1 - 5 damage
Deals 5 - 10 additional damage per second
Mana Cost: 12

Required Level: 20
Requires 20 points in skills.



Blood Rites (Passive)  

Picking up health globes increases your spell damage by 5% for 12 seconds.

Rank: 1/5
5% Increased spell damage
Duration: 12 seconds
Mana Cost: 0 (Passive)

Required Level: 20
Requires 20 points in skills.



Fetish Army  

Summon an army of level 15 fetishes to fight by your side.

Rank: 1/5
Summons level 15 Fetish Army
Mana Cost: 12

Required Level: 25
Requires 25 points in skills.



Spirit Spells


Haunt  

A spirit invades the bodies of your enemies dealing 1.0 damage per second. The spirit lasts up to 6 seconds. The spirit lasts longer while inhabiting a host than when roaming free.

Rank: 1/5
Deals 1.0 damage per second
Duration: 6 seconds
Mana Cost: 12

Required Level: 0



Spirit Vessel (Passive)  

Gain 20 mana whenever you pick up a health globe.

Rank: 2/5
Gain 20 mana whenever you pick up a health globe.
Mana Cost: 0 (Passive)

Rank: 3/5
Gain 30 mana whenever you pick up a health globe.
Mana Cost: 0 (Passive)

Required Level: 0



Soul Harvest

The Witch Doctor draws out the life force of nearby enemies causing 1 - 2 black magic damage and restoring 3 mana per enemy drained.

Rank: 1/5
Deals 1 - 2 black magic damage per enemy
Restores 3 mana per enemy

Required Level: 5



Rituals (Passive)  

Increases your spell power by 10% of your Vitality.

Rank: 1/5
Increases your spell power by 10% of your Vitality.
Mana Cost: 0 (Passive)

Rank: 2/5

Increases your spell power by 20% of your Vitality.
Mana Cost: 0 (Passive)

Required Level: 5



Spirit Sense (Passive)  

Increases damage against targets with less than 25% health by 10%.

Rank: 1/5
10% Increased damage
Mana Cost: 0 (Passive)

Required Level: 10



Horrify

Don a spectral mask for 5 seconds that horrifies all enemies in proximity, causing them to run in fear for 1 - 2 seconds.

Rank: 1/5
Duration: 5 seconds
Fear Duration: 1 - 2 seconds
Mana Cost: 20

Rank: 2/5
Increases the duration of the mask to 6 seconds.
Fear Duration: 1 - 2 seconds
Mana Cost: 20

Required Level: 10



Spirit Barrage  

A multitude of spirit bolts bombard enemies in the targeted area. Each bolt deals 4 - 7 arcane damage.

Rank: 1/5
Deals 4 - 7 arcane damage
Mana Cost: 12

Required Level: 15
Requires 15 points in skills.



Ritual of Blood  

While active, 4% of all mana costs are paid for with health.

Rank: 1/5
4% Mana cost paid with Health

Required Level: 15
Requires 15 points in skills.



Spirit Walk  

Enter the spirit realm, allowing unhindered movement for 3 seconds.

Rank: 1/5
Duration: 3 seconds
Mana Cost: 12

Required Level: 20
Requires 20 points in skills.



Meditation (Passive)  

Your spirit spells return 5% of their mana cost over 10 seconds.

Rank: 1/5
5% Mana cost returned over 10 seconds
Mana Cost: 0 (Passive)

Required Level: 20
Requires 20 points in skills.



Death Pact (Passive)  

Whenever you are reduced to 10% of your maximum health you become immune to all damage for 5 seconds. This effect cannot occur more than once every 60 seconds.

Rank: 1/5
Duration: 5 seconds
Cooldown: 60 seconds
Mana Cost: 0 (Passive)

Required Level: 25
Requires 25 points in skills.



Mass Confusion

Incite paranoia in enemies, causing some to fight for the Witch Doctor for 6 seconds.

Rank: 1/5
Duration: 6 seconds
Mana Cost: 12

Required Level: 25
Requires 25 points in skills



Zombie Spells


Summon Zombie Dog

The witchdoctor summons a level 12 zombie dog to aid him. Can have up to 2 zombie dogs out at a time.

Rank: 2/5
Summon up to 2 zombie dogs
Summons a level 12 zombie dog
Health Cost: 10

Rank: 3/5
Increases the number of zombie dogs that can be controlled to 3.

Required Level: 0

Formerly one was able to cast spells like Locust Swarm on these creatures to enhance their attack with additional disease damage.



Mind and Body (Passive)  

Regenerates health and mana passively.

Rank: 1/5
Regenerate 0.5 health and 0.5 mana per second.

Rank: 2/5
Regenerate 1.0 health and 1.0 mana per second.

Required Level: 0



Zombie Charger  

Summon a reckless, suicidal zombie from the ground to assault your enemies.

Rank: 1/5
Mana Cost: 12

Required Level: 5



Sacrifice

A nearby zombie dog explodes, dealing 20% of the zombie dog's health to enemies nearby.

Rank: 1/5
Deals 20% zombie dog's health in damage
Mana Cost: 5

Required Level: 5



Grasp of the Dead

Hands reach out from the ground rooting all enemies within 8 yards of the targeted location.

Rank: 1/5
Range: 8 yards
Mana Cost: 12

Required Level: 10



Unrelenting Assault (Passive)

Whenever one of your Zombie Dogs dies there is a 15% chance it automatically resurrects at full health.

Rank: 1/5
15% Chance to resurrect
Mana Cost: 0 (Passive)

Required Level: 10



Gargantuan

Summon a large zombie follower to fight for you.

Rank: 1/5
Mana Cost: 12

Required Level: 15
Requires 15 points in skills.



Leader of the Pack (Passive)

Increases spell damage by 1% for every Zombie Dog under your control.

Rank: 1/5
1% Increased spell damage per zombie dog
Mana Cost: 0 (Passive)

Required Level: 15
Requires 15 points in skills.



Parasite

Launch a parasite at an enemy dealing 2 damage per second. If a target dies while under the effects of Parasite a Zombie Dog emerges from the slain body.

Rank: 1/5
Deals 2 damage per second

Required Level: 20
Requires 20 points in skills.



Wall of Zombies
Zombies erupt from the earth and attack neraby enemies for 7 damage per second.

Rank: 1/1
Deals 7 damage per second
Mana Cost: 12

Required Level: 20
Requires 20 points in skills.


Ferocity (Passive)

Increases the health and damage of your Zombie Dogs and Gargantuan by 8%.

Rank: 1/5
8% Increased health and damage

Required Level: 25
Requires 25 points in skills.





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