Warlock

"Collect skulls, command demons and unleash chaos upon your enemies!"

—Specialized Adventuring! Description

Warlock is a class. It is only available during games in which the amount of money donated collectively by the players in the game at the time Round 1 begins is at least €20 or during Party Time.

Skull Collector

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! Tooltip
 * You love skulls! Whenever you kill someone or die yourself, you gain a Skull. You can hold 3 Skulls at the same time.
 * You love skulls! Whenever you kill someone or die yourself, you gain a Skull. You can hold 3 Skulls at the same time.

Category: Buff
 * }

Effect

 * When you kill another player or die, you gain a random Skull which you don't already have (if possible).

Standard Use

 * The user can either "receive a minor debuff" or choose a Skull to consume. Afterwards, they are shown 4 random Demons; they can pick 1 to summon. (Only the use which actually summons incurs a cooldown.)
 * The "minor debuff" will be randomly selected from the following pool:
 * Curse Of Relativity
 * Curse Of Resurrection
 * Curse Of Riches
 * Fire for 1 turn
 * Chlamydia for 3 turns (non-cubus/5 turns (-cubus)
 * Syphilis for 3 turns (non-cubus/5 turns (-cubus)
 * Herpes for 4 turns (non-cubus/7 turns (-cubus)
 * Gonorrhea for 4 turns (non-cubus/7 turns (-cubus)
 * Slow for 2 turns
 * Slowing Poison with -2 Speed for 2 turns.
 * Move 10 spaces back.

Event Use

 * None

Standard Use

 * If not on cooldown: Choose an item in your inventory out of any Skull, any Magic Crystal, any Magic Scroll, or a charged Wand, Orb, Staff, Pixie, Tome Of Magic, Bone Of Ullr, Book Of Thoth, or Claíomh Solais to siphon; this skill transforms into Chaos Infusion. A siphoned Skull, Magic Crystal, or Magic Scroll is consumed. Other siphoned items are affected as though they were used normally (without the Spell effect or casting related effects.)
 * If on cooldown: Siphon an item just as with the above use to lower this skill's cooldown by 6.

Event Use

 * None

Chaos Infusion

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! Chaotic Magic Tooltip
 * You have been infused with Chaotic Magic. The next targeted Dark Spell you cast will ignore all defenses against Spells and will incapacitate the target or set them on Fire for 1 turn.
 * You have been infused with Chaotic Magic. The next targeted Dark Spell you cast will ignore all defenses against Spells and will incapacitate the target or set them on Fire for 1 turn.

Category: Buff, Magic
 * }
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! Chaotic Power Tooltip
 * You are infused with Chaotic Power. In your next Effects Phase, you will die.
 * You are infused with Chaotic Power. In your next Effects Phase, you will die.

This effect cannot be removed.

Category: Debuff, Magic
 * }

Standard Use

 * Choose one option, then afterwards you can do the following depending on the chosen option:
 * Chaotic Energy: Choose an item or skill which is currently on cooldown to lower the cooldown by 6.
 * Chaotic Magic: You gain Chaotic Magic. (This effect cannot stack.)
 * Chaotic Magic: The next targeted harmful Dark Spell you cast will not activate any spell protection, also the target will either become Incapacitated or gain 1 stack of Fire. (This is a 50/50 chance unless the target is Dead, in which case the target always gains Fire.) Also, you lose this effect. The following Spells meet the criteria:
 * Blind, Burden, Curse Of Relativity, Curse Of Resurrection, Curse Of Riches, Cursed Wounds, Death, Deny, Disarm, Doom, Evil Barrier, Inverted Dice, Life Link, Liquidize, Mark For Death, Polymorph, Scare, Slow, Spellsteal, and Steal Item.
 * Chaotic Power: You gain Living Bomb and Chaotic Power.
 * Chaotic Power: During your next Effects Phase, you die and lose this effect. This effect cannot be otherwise removed without Noodles Of Cleansing in the FSM Afterlife. This effect cannot stack.
 * Chaotic Fire: Target any player.
 * If the target is on Fire: The target loses all stacks of Fire, also you gain Volatile Oil.
 * If the target is not on Fire: Nothing occurs besides the standard result of using a Chaos Infusion effect.


 * After using a Chaos Infusion effect, the skill transforms into Harvest Power on cooldown.

Event Use

 * None

Standard Use

 * You can simply [Unleash the fire!] or choose a Skull to consume. If you do the former, all players within an 8-space radius gain 1 stack of Fire. If you do the latter, all other players within a 12-space radius gain 1 stack of Fire.

Event Use

 * None

Strengths

 * Powerful user of Dark Magic, with an ability that can bypass defenses.
 * Death empowers you, as long as you're involved in the killing. Even being killed yourself isn't all bad, since you come back stronger than before.
 * Warlock is able to greatly reduce/remove cooldowns, even on items.

Weaknesses

 * Until death starts happening, Warlock can't use Harvest Power.
 * Calling demons relies a fair bit on randomness.

Strategies

 * Warlock can start amassing a collection of demons immediately, though at the cost of some minor debuffs. These demons can then be used later in the game.
 * Obtain a staff and charge it with a spell (Death works perfectly for this purpose). Then after you've cast its spell use Harvest Power to reduce its cooldown by 7, effectively making a repeatable spell that can be cast every 2 turns for as long as you can sacrifice skulls, crystals, or magic power out of other items.
 * Ring of Fire is a relatively weak skill on its own, with somewhat limited range and effect. You could use it early game when everybody's rushing out of the starting gate to burn some items obtained early, whether through Reinforcements or otherwise, but this will likely hurt you as well.  It's probably best saved for when you need to set yourself on fire to hatch a Dragon Egg.

Dual-Class Synergies
Paladin: Call Demon has a chance of giving you curses and STDs. Both can be removed with Divine Blessing, giving you a guaranteed Roll Streak in the process.

Edited out the priest part since I seem to recall that priest autores just prevents warlock from dying altogether, meaning no living bomb kill and no skull which can often be counter productive