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

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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.

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

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! 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
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! 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 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 and Ring Of Fire have strong synergy with Scarf Of The Serpent, Deluminator, and Unstable Warp Plasm.
 * The Ring Of Fire Talent has strong synergy with Jewel Juicer.

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 can ruin/partially ruin your space-gain from Empowered Dice (though Chaotic Power's Knockback Immunity at least prevents going backward for the former 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.
 * 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.

Strategies
* Ring Of Fire is a relatively weak skill on its own, with somewhat limited range and effect, and it even harms yourself. 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 could hurt you more than others.
 * Warlock can start amassing a collection of demons immediately, though at the cost of some 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.
 * 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. 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.
 * 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.

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

Necromancer: Casting a Chaotic Power on with Soul Drain active is a good way to gain both SP and a skull within a single turn, added bonus is using a Specter's Ethereal Gem on a summoned Hellpriest allowing you to be able to get back into the action immediately.

Quantum Physicist: While using Chaotic Power you can climb into your Schrödinger's Box prevents your death and allows you to keep Living Bomb should you perish exiting the box.