User:Eyekwah/Warlock

Description
Warlock is often a misunderstood and feared profession. Lacking the thorough teachings of an elementalist but not the talent, Warlocks grow up as rogue magic users and have a bad reputation for being ill-tempered. For some, this temper grants strength in magic and is used as an advantage in battle. Others hunger for power at the expense of their own well-being and trek for the neverending hunt for tombs and crypts for ancient texts to uncover forbidden demonic rituals.

Color
Black

Weapon
Bo Staff 12-25 blunt damage Attack once every 1.33 seconds 10% chance to inflict Dazed for 3 seconds upon critical

Energy Regeneration
+3

Bane
A Bane can be thought of as a touch hex spell, except rather than touching your target, you hit your target with an attack. Bane spells are often temporary but stack with other bane spells inflicted from multiple attacks to greatly weaken and disable your opponent.

Properties from Bane skills include: Interruptable Considered both an attack skill AND a spell  'Bane' hex is a type of hex, so it can be removed like any normal hex. Banes tend to work well stacked on a player, sharing synergy. Most banes can be found in the Rage Harness attribute, but can also be found in Focus and Demonology.

Energy sacrifice
Some skills can be activated by sacrificing percentages of energy rather than paying a fixed cost. This works similarly to life sacrifice by necromancer except for energy. The advantage is that they can be used with little to no energy consumption when player has little energy available, though inversely, the cost is high to be used with more energy. Some skills can use both fixed energy cost and energy sacrifice.

Skills related to energy sacrifice can be found in Demonology attribute.

Charm spells
Charm spells are a type of enchantment, and as such, they can be affected by normal enchantment removal. Where Charm spells are different from enchantments are that the first time a charm spell is cast, you gain it like an enchantment. Thereafter, charm spells enchance the one already in place rather than adding another. This has its advantages and disadvantages. The advantage being that when charms are applied when they are already on a player, they do not get pushed to the front, which would make them vulnerable to enchantment removal. The disadvantage is that by removing the charm enchantment, all enchancements accumulated by the charm go with it.

Furthermore, charm spells are not directly casted, but rather indirectly added through usage of spells which have charm side effects. An example would be to use an attack skill and receive a charm enchancement as a side effect.

Properties from Charm spells include: The length of time in which a charm stays active is the cumulation of all charm durations. For example, I have a charm active on me that will last another 5 seconds. If a charm with a duration of 5 seconds is activated on me, the newly active charm will have the characteristics of both charms with a duration of 10 seconds.

Reusing a charm that has already been activated on you will not stack benefits, but rather only add time to the duration.

Most often, charms with longer durations will have longer recharge times.

Attributes
Focus (primary) - For each point in Focus attribute, Bane spells you use cost 4% less energy and have a 4% chance to evade an interrupt while casting. Skills under this attribute will become more powerful with increasing points in Focus. Demonology - Skills under this attribute will become more powerful with increasing points in Demonology. Rage Harness - Skills under this attribute will become more powerful with increasing points in Rage Harness. Bo Staff Mastery - Skills under this attribute will become more powerful with increasing points in Bo Staff Mastery.

Focus
Mantis Stance (5 energy, 1/4 cast, 30 sec recharge) - Elite stance. For 2..20 seconds, you cannot attack, but you block all attacks. When foe attempts to hit you, you attempt a counterattack for +15 damage. If that counterattack hits, you gain 4 energy.

Demonology
Soul Branding (30% energy, 2 cast, 20 recharge) - Spell. For every Bane on target foe that you've cast, gain 3..7 energy. Charm effect: for 5 seconds, conditions expire on you 10% faster for each Bane on target foe (maximum 50%).

Rage Harness
Feign Hit (5 energy, 1/4 cast, 10 recharge) - Stance. For 4 seconds, you block the next attack made against you. If you successfully block in this way, you gain +5..10 energy.

Aggressive Stance (5 energy, 1/4 cast, 10 recharge) - Stance. For 4 seconds, you block the next attack made against you. If you successfully block in this way, your next attack skill recharges 33% faster.

Rage Stance (5 energy, 1/4 cast, 10 recharge) - Elite stance. For 4 seconds, you block the next attack made against you. If you successfully block in this way, all nearby foes are knocked down.

Power Stance (5 energy, 1/4 cast, 20 recharge) - Stance. For 4 seconds, your next attack is unblockable and deals an additional +10..22 damage. That attack recharges 100%..30% slower.

Channeling Stance (5 energy, 1/4 cast, 10 recharge) - Elite stance. For 4 seconds, the next spell cast on you fails and target foe is knocked down.

Bo Staff Mastery
Cruel Swipe (10 energy, 1/4 cast, 10 recharge) - Bow Staff Attack. Deal an additional +2..10 damage (maximum 30) for each Bane on target foe if it hits. Charm effect: for 5 seconds, you have a +5% chance of inflicting deep wound for 10 seconds upon successful hit.

Ancient's Strike (5 energy, 1/4 cast, 15 recharge) - Elite Bow Staff Attack. If you hit target foe, deal an additional +5..20 damage and 20%..60% of damage taken by target foe is taken by all nearby foes as well. Charm effect: for 7 seconds, for each foe in which you inflict damage, you gain 10 life.

Magnetic Swipe (5 energy, 1/4 cast, 15 recharge) - Bow Staff Attack. Deal an additional +2..10 damage (maximum 30) for each enchantment on target foe if it hits. If target foe has more than three enchantments, this attack is unblockable. Charm effect: for 5 seconds, if target foe has more than five enchantments, your attacks are unblockable.

Envenomed Bane (5 energy, 3/4 cast, 10 recharge) - Bane. If attack hits foe, for 10 seconds target foe gains -1 health degeneration. If Envenomed Swipe ends prematurely, target foe and all nearby foes of target foe with condition gain Poison for 10 seconds. Charm effect: for 5 seconds, you gain immunity to poison.

Malignant Bane (5 energy, 3/4 cast, 10 recharge) - Bane. If attack hits foe, for 10 seconds, target foe gains -3 health degeneration if under the effects of Bleeding or Poison. Charm effect: for 5 seconds, you gain +3 regeneration under the effects of Bleeding or Poison.

Cursed Bane (5 energy, 3/4 cast, 10 recharge) - Bane. If attack hits foe, deal an additional +10..22 damage. For 10 seconds, if under the effects of a weapon spell, damage inflicted on foe have 20% armor penetration. Charm effect: for 5 seconds, weapon spells cast on you last 20% longer.

Mind Leech Bane (5 energy, 3/4 cast, 15 recharge) - Bane. If attack hits foe, for 10 seconds, target foe gains -1 energy degeneration and you gain +3 energy regeneration. Charm effect: for 5 seconds, you gain +1 energy regeneration.

Rodgort Bane (5 energy, 3/4 cast, 15 recharge) - Elite Bane. If attack hits foe, deal +10..22 fire damage. For 10 seconds, everytime target foe takes fire damage they receive +5..11 more fire damage and you gain 2 energy. Charm effect: for 7 seconds, on strike and for each Bane on target foe, you have a 10% chance to inflict burning condition for 3 seconds.