Warlock

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

— Former 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

 * {| class="wikitable" style="text-align: left;

! 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.

If the Class Talent is active: You can now hold up to 6 Skulls.

Category: Buff
 * }

Effect

 * When you kill another player or die, you gain a random Skull (from 1 to 3) which you don't already have (if possible).
 * If the Class Talent is active: When you kill another player or die, instead of gaining a random Skull (from 1 to 3) due to the basic Skull Collector effect, you gain ANY random Skull which you don't already have (if possible).

Standard Use

 * You can either choose [Set yourself on Fire.] to gain 1 turn of Fire, [Give yourself a random Lesser Curse.] to gain a Curse from the generic Lesser Curse-givers pool, or choose a Skull you have to consume it. Then, you are shown 3 random Lesser Demons if you chose 1 of the 2 former options or 5 random Lesser Demons if you consumed a Skull; you choose 1 of the Demons to summon it into your inventory, then this skill's Standard Use is reset.
 * If the Class Talent is active: When you would be shown random Lesser Demons, there is a 25% chance that 1 of the Demons you would be shown will instead be a random Greater Demon. Like with the Lesser Demons, you can choose it to summon it into your inventory, then this skill's Standard Use is reset.

Standard Use

 * If not on cooldown: Choose an item/skill in your inventory out of any Skull, any Magic Crystal, or a Spell category item/skill to siphon it; this skill then transforms into Chaos Infusion.
 * If on cooldown: Siphon an item just as with the above use to lower this skill's cooldown by 6.
 * If the Class Talent is active: You summon a random Lesser Demon when this skill transforms into Chaos Infusion.

Standard Use

 * Choose one option. Then, afterwards you can do the following depending on the chosen option:
 * Chaotic Energy: Choose an item or skill you have which is currently on cooldown to lower the cooldown by 5.
 * Chaotic Magic: You gain Chaotic Magic.
 * Chaotic Magic: The next targeting Spell you cast will not trigger any spell protection, also the target will become Incapacitated, and you lose this effect. This effect cannot stack.
 * Chaotic Power: You gain Chaotic Power.
 * Chaotic Power: When you initially gain this effect, you gain 1 stack of Empowered Dice. Passively grants 3 Speed and Knockback Immunity. During your next Effects Phase, you die and lose this effect. This effect cannot stack.
 * Chaotic Fire: Target any player.
 * If the target has Fire: The target loses Fire, also you gain Volatile Oil.
 * If the target does not have Fire: Nothing occurs besides the below standard result of using a Chaos Infusion effect.


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

Inherent Effect Tooltips

 * {| class="wikitable" style="text-align: left;

! Chaotic Magic Tooltip
 * You have been infused with Chaotic Magic. The next targeted Spell you cast will ignore all defenses against Spells and will incapacitate the target.
 * You have been infused with Chaotic Magic. The next targeted Spell you cast will ignore all defenses against Spells and will incapacitate the target.

Category: Buff, Magic
 * }
 * {| class="wikitable" style="text-align: left;

! Chaotic Power Tooltip
 * You are infused with Chaotic Power, granting you +3 Speed and Knockback Immunity! In your next Effects Phase, you will die.
 * You are infused with Chaotic Power, granting you +3 Speed and Knockback Immunity! In your next Effects Phase, you will die.

Category: Buff, Magic
 * }

Standard Use

 * Choose one option:
 * [Unleash the fire!]: All players within a 6-space radius of you (including yourself) gain 1 turn of Fire.
 * Choose a Skull you have to consume it. All players within a 10-space radius of you (including yourself) gain 1 turn of Fire, then you move 14 spaces forward.


 * If the Class Talent is active: If no other players are within range of Ring Of Fire upon the use of this skill, you receive a random Fireproof item out of a pool including all Magic Rings, all Legendary Rings, and Ordinary Ring (and Wedding Rings during Valentine's Week.)

Strengths

 * Skull Collector gives a significant reward for your deaths and kills.
 * Call Demon allows you to stockpile Demons for the endgame.
 * Harvest Power's ability to lower its own cooldown allows for many actions in a short time.
 * Chaotic Energy has incredible synergy with many Artifacts, some other classes's skills, charged Staffs, and various other items. It can grant you a wealth of options with the right inventory.
 * Chaotic Magic bypasses all spell protection and applies an infinite range Incapacitation.
 * Chaotic Power alongside Hellrusher and Power Imp can grant you enormous space gain with Speed enhancers such as Cocaine.
 * Chaotic Fire can prevent loss of items (esp. ones made Highly Flammable by Saboteur) and simultaneously give you Volatile Oil, an item that can only be reliably generated by 2 classes.
 * Ring Of Fire's 14 space boost with a Skull is significant in an endgame swoop.
 * Call Demon's Fire penalty. Ring Of Fire, and Fire Foliot have strong synergy with Scarf Of The Serpent, Deluminator, and Unstable Warp Plasm.
 * The Ring Of Fire Talent has strong synergy with Jewel Juicer.
 * Chaotic Power's Knockback Immunity and Demon Fairy can prevent losing spaces with the Time Bomb, with The United Nations, with The Bear!, with Saruman, with a bad guy or with the Indian chief in The Wild West, or if you are being shot at by a player with Hypno Glasses (at the cost of dying.) It can be especially useful if you've crossed the finish line. (Be judicious with this use though; ensure the death from Chaotic Power isn't a big issue.)
 * The Archaeology Dig's Big Golem is typically difficult to beat, but Darkcaller can beat it. The Speed increase from Chaotic Power and/or Hellrusher can also be helpful.
 * The Archaeology Dig's Bearded Phantom is typically difficult to beat. Chaotic Power can grant you 2 Magic Buffs at once that can be removed to beat it.
 * The Archaeology Dig's Dark Passage can be beaten by setting yourself on Fire with Call Demon/Ring Of Fire or by combining a Hammer and Chaotic Fire's Volatile Oil into a Torch.

Weaknesses

 * No skills for disposing of junk items like Jinxed Jewel Of Encumberment.
 * In games where players only have the opportunity to gain 1 class, Warlock is significantly weaker than otherwise.
 * Call Demon relies somewhat on randomness, both in the harshness of its penalty and for its summoning options.
 * Giving yourself Chaotic Magic preemptively can backfire if you want to cast a Light Spell on yourself before a solid target for a harmful spell reveals itself. If you don't give it to yourself preemptively, it can take too long to apply Incapacitation for its maximum usefulness.
 * Though it's uncommon, Dark Spell Immunity can counter Chaotic Magic.
 * Non-Warlocks can gain Lilith's Staff, giving them access to one of Warlock's "more exclusive" strengths.
 * Using Chaotic Power kills you, which can be a real pain if you have no death blocker or revive on hand.
 * When used without a Skull, Ring Of Fire is a relatively weak skill on its own, and its Fire often harms yourself whether you use a Skull or not.
 * Necromancer's Skeleton Knight, Time Twister's Steady Progression and Lock Time, and Sorcerer's Frostbolt can ruin your space-gain from Empowered Dice. Similarly, Necromancer's Zombie Infection and another Warlock's Frostclaw can diminish your space-gain.
 * The Inverted Dice and Slow spells as well as the Polymorph spell and Crabs from Flava O' Da Jungle can ruin/partially ruin your space-gain from Empowered Dice (though Chaotic Power's Knockback Immunity at least prevents going backward for the Inverted Dice spell.)
 * Priest's Dispel Magic and another Warlock's Spellbreaker can remove Chaotic Magic, Chaotic Power, and Empowered Dice from you (though they may get unlucky and remove the wrong 1.)
 * Access to charging items in The Magic Shop is frequently denied by Saboteur's Hinder and Lawyer's Objection!, and this can be done at any range. Another Warlock's Chaotic Magic can be used similarly, though this is a less frequently seen threat. Disarm, Polymorph, and Death spells from The Magic Shop itself can also deny access.
 * Lawyer's Sue can make killing another player painful. If you are not careful with counterplay, Lawyer's Confiscate Evidence can be used to steal an item you are charging or have just charged at The Magic Shop.
 * Saboteurs can Freeze your Wands or burn/Freeze your Orb or Staff. (Volatile Oil from Chaotic Fire can be used as a counter to the Freezing. Chaotic Fire and Aquatic Imp can be used as a counter to the Fire, but this requires you to be able to act.)
 * Quantum Physicists can Global Flux your Wands/Orb/Staff.
 * Arcane Vision can counter Darkcaller's Blind.
 * Frost Immunity can prevent your Demon Fairy and Frostclaw from working.
 * Magical Mind can counter Libido Fiend's Silence.
 * Goldfiend diminishes in usefulness in games with Wealth spam.
 * Defensive Barrier can prevent you from removing a specific Magic Buff with Spellbreaker.

Strategies

 * Start amassing a collection of demons immediately for use in the endgame or for when a prime opportunity arises.
 * Use Darkcaller to prevent a player from acting in time sensitive events like the Time Bomb, trivia, and Archaeology Dig's Dark Passage. Alternatively use it to cause a player shooting at you in the Run, PlayerName! Run! event to miss with you moving back only a few spaces.
 * Use Demon Fairy and a Gun together to ensure a kill and gain a Skull.
 * Use Goldfiend to deny Rupees to poor players with classes such as Necromancer that center around items they usually buy.
 * Save Hornbeast for The Bear!, a swoop, or for when you need to move in a pinch.
 * Use Libido Fiend on a player that is about to swoop or that needs to cast a time sensitive spell.
 * Spellbreaker is particularly useful for removing Chaotic Power from yourself after your Empowered Dice is used up, right before you die (assuming you want to avoid death.) It's also solid for removing Overlord, Cards Of Fate, Life Shield, Star Power, Blessing Of Vengeance, or Empowered Dice from another player. And though you can pierce Spell Shield and Reflect, even removing those can allow another non-Warlock player to stop an enemy.
 * Obtain a Staff and charge it with a spell. (Death works well for this purpose with Skull Collector synergy, though Cards Of Fate and Energize are generally seen as the meta choices in FFAs.) After you've cast its spell, use Chaotic Energy to reduce its cooldown by 5.
 * You could use Ring Of Fire early game when everybody's rushing out of the starting gate to burn some items obtained early, whether through Reinforcements or otherwise, but this could hurt you more than others.
 * If the Adventure Time reference event is chosen, you can get an Orb for use with Harvest Power and for easier access to Cards Of Fate. Also, the Enchiridion provides all 5 Magic Crystals, which can be used as Harvest Power fodder. Demon Sword can kill for Skulls and protect your items from Call Demon/Ring Of Fire. Black Dragonling can provide Magic Crystals for Harvest Power fodder.
 * If the Dr. Who reference event is chosen, you have easier access to the Church for removal of Curses from Call Demon. Mystic Shop being available through the Arcane Portal as well as the reward for completing Dr. Who's quest can grant access to Ethereal Gloves for use with your Hellpriests. Shady Dealer being available through the Arcane Portal can grant access to Cocaine for strong synergy with Chaotic Power. Chaotic Energy can be used on the Screwdriver.
 * If the Board Game Of Thrones reference event is chosen, you can become a Lannister for Rupees (particularly needed if you've gotten Curse Of Riches from Call Demon) and for a periodic chance to gain Cocaine from The Brothel. You can become a Stark to periodically lose a Curse or gain Speed Boost from the Godswood. If you become a Targaryen, you can periodically get a chance to obtain a Magic Crystal from The Dragon, and if you somehow gain an Orb, it can be charged with Ancient Dragon Claw, providing fodder for Harvest Power. Getting a Dragon Egg (esp. a Red one) can allow use of Call Demon and Ring Of Fire without penalty, Blue Dragonling can remove your vulnerability to Frostbolt, and an enemy's Ring Of Spell Deflecting can be bypassed by Chaotic Magic. There's also an ever so slight chance to steal a Black Dragon Egg which will grant Magic Crystals once hatched. However, if you don't get a Blue Dragonling yourself, another player that gets one can use it to greatly diminish your space-gain with Empowered Dice.
 * If the Interdimensional Portal Gun reference event is chosen, Chaotic Power's Knockback Immunity or Demon Fairy can prevent losing spaces while getting the max reward from Fantasy World, Cronenberg streets can give you extra Skulls, and Candy World's Diabetes is not much of an issue if you have a Filthsucker or you already planned to use Chaotic Power and die soon. Chaotic Energy can be used on the Portal Gun.

-cubus

 * Call Demon summons Living items that can be sacrificed for Sexual Ritual. Libido Fiend in particular can be sacrificed to gain a bonus Flask Of Mojo for use in a Sex Bomb.
 * Call Demon can produce Hellpriests that you can use to revive yourself (esp. after death to Chaotic Power) alongside Ethereal Gloves or simply Ethereal Gems.
 * The Brothel can have Cocaine for synergy with Chaotic Power.

Assassin

 * Sprint, Killer Instincts and Skull Collector can each give a reward for your kills. Chaotic Magic and Assassinate synergize well for killing.
 * Sprint, Chaotic Power, Hellrusher, Power Imp, and Killer Instincts Speed Boost synergize well for sprinting.

Druid

 * If you begin with Druid and Class Talents are queued before choosing your 2nd class, you can choose to activate Druid's Fairy Form to have Warlock become a potential Druid partner. Call Demon can create Living items to be put on cooldown by Fairy Form: Extract Essence. The extracted Crystals can be consumed with Harvest Power.

Enchanter

 * Enchant can be used to make key items (such as Cocaine, Light Scrolls, Orb, Staff, Wizard Robes, and Wizard Hat) Soulbound, Fireproof, and Frostproof. Fireproof synergizes well with Call Demon's Fire and Ring Of Fire particularly.
 * Enchant can make items such as Hellpriest Ethereal so that you have a revive (esp. for after death to Chaotic Power.)
 * Condense Magic can create Magic Crystals that, among other uses, can be used to create Light Scroll: Cards Of Fate, Light Scroll: Energize, Light Scroll: Spell Shield, Light Scroll: Revive, and Light Scroll: Life Shield. These can trigger Magic Affinity for a Speed Boost that synergizes well with Chaotic Power. Light Scroll: Cards Of Fate in particular grants access to Shady Dealer and The Wizard Shop, among other strong options. Access to The Abandoned Mine can be extremely useful in long games.
 * Condense Magic can dispose of junk items like Jinxed Jewel Of Encumberment, covering one of Warlock's weaknesses.
 * This class combo is especially strong for Wild Mode: The Hungrier Games.

Merchant

 * Trade Routes can be used to access The Magic Shop for use with Harvest Power and for easier access to Cards Of Fate, Energize, Life Shield, Revive, Speed Boost, Spell Shield, Spell Reflect, and Wealth. Chaotic Energy can be used to reset Trade Routes' cooldown, allowing for constant revisits and a sizable amount of space-gain over time. Cards Of Fate in particular grants access to Shady Dealer, The Wizard Shop, and Mystic Shop, among other strong options. Access to The Abandoned Mine and Ganesha, The Enlightened Elephant for Class Talents can be extremely useful in long games.
 * Trade Routes grants easier access to the Church and The Magic Shop for removal of Call Demon's Curses.
 * With Banking and Trade Routes, ACME Magnet, ACME Rocket, Explosive Sheep, Hand Grenade, Spider Mine, and ACME TNT are items which you can more easily access for Skulls.
 * Access to Life Insurance works well with Skull Collector and Chaotic Power.

Necromancer

 * For your own deaths and kills, Skull Collector and Drain Soul can each give a reward. You can Drain yourself when you die to Chaotic Power. Demon Fairy alongside a Gun can be used for kills.
 * Spectral Cleric can remove your Curses from Call Demon.
 * Call Demon can produce Hellpriests that you can use to revive yourself alongside Ethereal Gloves or simply Ethereal Gems.

Paladin

 * Call Demon's Curses can be removed with Divine Blessing for Empowered Dice. 3 can be removed for 3 stacks of Empowered Dice at once if you have the Divine Blessing Talent (though other Paladins may ruin the build-up.)
 * Because they both produce Empowered Dice, both classes will benefit from heavily prioritizing seeking out Speed increases, incl. from Hellrusher.

Priest

 * Skull Collector and Faith allow you to die while getting a bonus and potentially not suffering much consequence.
 * Resurrect and Hellpriest can both be used to revive a teammate or revive an enemy player so that you can kill them to gain a Skull.
 * Resurrect can be used to prevent death to Chaotic Power in a pinch. (Be careful to use Chaotic Power BEFORE Resurrect and not after, though!)
 * Dispel Magic can remove Curses from Call Demon or remove certain death blockers so that you can kill and gain a Skull.
 * Radiance can be used as fodder for Harvest Power or randomly have a useful Spell.
 * Libido Fiend will be useful for denying Revive spells in Team Games.

Quantum Physicist

 * Schrodinger's Box can be used to prevent death to Chaotic Power.
 * Dying to Schrodinger's Box gives you a Skull.
 * Multiversal Flux used on an Improbability Device can produce 4 outcomes, all of which synergize well with Warlock.
 * Quantum Quality's Temporary Fire Immunity, Star Power, and Cards Of Fate are particularly useful for Warlock.
 * Skulls acquired through Skull Collector can be Fluxed. This is best to do when you think you are about to gain too many Skulls and Harvest Power is about to come off cooldown anyway or you already have Chaos Infusion.

Ranger

 * Beast Mastery synergizes well with Call Demon, esp. because it allows for reviving yourself with Hellpriest.
 * Tracking's Crossroads grants more opportunities for charging at The Magic Shop for Harvest Power, for removing Call Demon's Curses at the Church, and for buying a Gun from The Wild West for killing with Demon Fairy.
 * Tracking's Crossroads grants more opportunities for attempting The Pyramid, with Hellpriest being used to revive you if you die (unless you've used up your Hellpriest(s) and can't summon another one from Call Demon, at which point you can Feign Death.)
 * Feign Death can be used right before death to Chaotic Power followed by revival in your Effects Phase.
 * Beast Mastery Talent activates for each Demon use.
 * Tracking Talent allows kills for Skulls.
 * Pack Leader Talent can transform Demons you don't want.
 * Feign Death Talent and Skull Collector both reward killing (though Warlock Ranger may have trouble killing while Dead outside of using a Hornbeast while Tracking a player 9 spaces behind you with the Tracking Talent.)
 * For beating Crossroad's Archaeology Dig, Chaotic Power can beat the Bearded Phantom and/or help with beating the Big Golem, Darkcaller can beat the Big Golem, and Call Demon/Ring Of Fire's Fire or a Hammer combined with Chaotic Fire's Oil into a Torch can beat the Dark Passage.

Saboteur

 * Tinker (esp. with Sabotage) can be used to create Mechanical items such as Lightsabers which can be used to kill and gain Skulls. Hinder can be used to assist in this endeavor. Sabotage can prevent Shields (and spell protection if you don't want to use Chaotic Magic) from preventing kills as well.
 * Tinker can dispose of junk items like Jinxed Jewel Of Encumberment, covering a weakness of Warlock.
 * Chaotic Energy can be used to reset cooldowns of strong Mechanical items.
 * Ring Of Fire can be used to burn an item made Highly Flammable by Sabotage while Hinder's Fire is still recharging or if Hinder's Fire somehow failed the first go-round.
 * With luck, Tinker can create Go-Kart, with Turbo Boosters having strong synergy with Chaotic Power.
 * For decently long games, Scarf Of The Serpent has strong synergy with this class combo; Chaotic Fire can create Volatile Oil, Tinker can commonly create Liquid Nitrogen, and the Ring Of Fire Talent can create Ordinary Ring; these can combine for use in making Arctic Aegis and Frostfire Figurine. With luck, Tinker can create Jewel Juicer for synergy with the Ring Of Fire Talent (ideally for use with an Energize Staff every turn.) Tinker can also create Jewelizer for both synergy with Jewel Juicer and creation of Ordinary Ring/Azure Bracelet for use in making Arctic Aegis.