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 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.

Chaos Infusion

 * {| 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. 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.

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: When no other players are within range of Ring Of Fire upon the use of this skill, you receive a random Fireproof Ring.

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

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.