Warlock

Overview
Collect skulls, command demons and unleash chaos upon your enemies! With Warlock, your dark powers cannot be stopped.

Skull Collector
Passive: Whenever you kill another player or die yourself, you gain 1 Skull. You cannot hold more than 3 Skulls.

Call_Demon.png Call Demon
Receive a minor debuff to get a choice from 4 Demons to summon. You can use a Skull to receive no debuff. Cooldown: 3 turns.

Debuffs include curses, STDs, 2-turn slow, or 1-turn fire. You will choose between random demons not already in your possession.

There is a limit to this -- attempting to use this skill when you already have five or more demons in your inventory will result in failure (skill goes on cooldown, but you won't lose the skull/gain a debuff).

Harvest_Power.png Harvest Power
Siphon the power from a Skull, Magic Crystal or an item containing a Spell to turn this skill into Chaos Infusion.

You can siphon the power from an item while this skill is on cooldown to reduce its cooldown by 6 turns. Cooldown: 7 turns.

Chaos_Infusion.png Chaos Infusion
Unleash one of four powerful effects, listed below. The skill turns back into Harvest Power and goes on cooldown.


 * Chaotic Energy: Reduce the cooldown on a skill or item by 7 turns.
 * Chaotic Magic: Your next Dark spell ignores all magical defenses, and in addition will either incapacitate the target or set them on fire (50/50 chance).
 * Chaotic Power: You gain the Empowered Dice and Living Bomb effects.  In your next Effects Phase, you die.
 * Chaotic Fire: Remove fire from a target player, turning it into Volatile Oil.

Ring_Of_Fire.png Ring Of Fire
Unleash a blazing ring of fire, setting yourself and players in an 8 space radius around you on Fire for 1 turn. You can use a Skull to increase the radius to 12 spaces and you won't set yourself on Fire. Cooldown: 7 turns.

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 exploding altogether, which is counter productive