Post by Spookypatrol [Delia] on Apr 26, 2015 16:32:48 GMT -5
![](http://zeldawiki.org/images/thumb/8/8b/Vaati.png/420px-Vaati.png)
Welcome, warlocks! Please view our selection of skills below. If you'd like to train in one of these skills, post below in order to pay their rupee cost.
Only skills between levels 1-19 are available here. Starting at level 20, you must choose a Warlock Subclass.
Starting Spell; Ranged:
Shadow Bolt: A warlock strikes an enemy with a bolt of pure darkness, dealing modifiable damage as shadow damage. This skill ignores any defensive buffs on the target, including bonus evasion and block.
Special Grid Rules:
This spell is 1 tile wide and has a maximum range of 10 tiles, and ignores collision.
Tier 1: Levels 1-4
Spell; Buff:
Dark Shroud: A Warlock cloaks him/herself in darkness, granting 20% evasiveness, but at 10% accuracy reduction. This skill may be toggled on and off, but a warlock must wait 2 rounds between toggles.
Rupee Cost: 100
Spell; Ranged:
Bolt of Pestilence: The Warlock fires a disease-ridden magic bolt. If it hits a target, they take standard damage as disease damage, plus 50% of their Competency stat as disease damage over 5 turns. If this spell lands critically, the target is additionally Sickened for 2 rounds. 4 round cooldown.
Rupee Cost: 100
Special Grid Rules:
This spell is 1 tile wide and has a maximum range of 10 tiles, and can be obstructed by tall barriers.
Tier 1.5: Levels 5-9
Spell; Ranged:
Pestilent Grasp: A Warlock fires a black hand of pure rot at an enemy. If it hits, it deals no damage, but Roots an enemy in place for 2 rounds. Over the duration of the Root, all poison, disease, and shadow damage inflicted are boosted by 30%. 6 round cooldown.
Rupee Cost: 150
Special Grid Rules:
This spell is 1 tile wide and has a maximum range of 8 tiles, but ignores collision.
Spell; Buff; Debuff:
Unholy Field: The Warlock creates a field of chaotic force around themselves. For 3 rounds, any enemy that makes physical contact with the Warlock takes 60% of the Warlock's modified Competency as Disease damage over 5 turns. If the Warlock is hit critically while the field is up, the damage returned is equal to 120% of the Warlock's modified Competency, and the attacker becomes automatically Sickened. 6 round cooldown after the field expires.
This skill follows the "Reflect Rule", and has a differing effect on a miss:
If an enemy rolls between a 1-30, the enemy takes full damage from this spell. If the enemy rolls between a 31-60, the enemy takes half damage from this spell. If the enemy rolls between a 61-99, the enemy takes no damage from this spell. A 100 is always a critical fail. If the warlock is hit, regardless of what range was rolled within, the enemy still takes full damage from this spell.
Rupee Cost: 150
Tier 2: Levels 10-14
Spell; Ranged:
Nightmare: A Warlock causes a terrifying visage in the target's mind, Fearing them. After the Fear expires, the target is crippled by unholy energy, taking 50% of the Warlock's modified damage as shadow damage. After the damage occurs, the Nighmare has a 30% chance of jumping to another random enemy target, Fearing them and causing the damaging effect once more. This jump keeps occurring until it fails, or until there are no unique enemy targets left. This attack may not jump to the same target more than once.
This skill must pass an accuracy check. This skill only has a 50% chance to fear a Boss or Miniboss, but will still deal damage instantly if the Fear fails. 6 round cooldown.
Special Grid Rules:
The target must be within line-of-sight.
Rupee Cost: 200
Spell; Summon:
Unholy Thrall: A Warlock conjures a weak thrall to fight alongside him/her. This thrall has 20% of the Warlock's hp, as well as 35% of the Warlock's Attack and Defense, +15% acc, counts as undead, and must pass its own accuracy checks. It can be killed by an enemy, but it otherwise lasts until it dies or combat ends. The Thrall attacks automatically on the Warlock's turn. The Warlock may dispel the Thrall early, but if the Thrall is killed or dispelled, the Warlock must wait 6 rounds before summoning it again.
Upon death - whether by being killed by an enemy or by being dispelled by the Warlock - the thrall explodes, dealing 50% of the Warlock's unmodified Competency stat to up to 5 random enemy targets as disease damage. For the purposes of the explosion, the Thrall inherits the Warlock's critical chance. If the explosion lands critically, the target struck is Sickened for 2 rounds, and take 100% of the Warlock's unmodified Competency stat in damage instead. Each target must pass its own accuracy check, but the accuracy is based on the Warlock's accuracy chance, not the Thrall's. Dispelling the Thrall manually does not take up a full action, and the Warlock may dismiss the thrall and perform an action on the same round.
The Thrall has 2 available points to spend in Familiar Customization, and benefits from familiar boosting Feats.
Special Grid Rules:
The Thrall has 4 movement speed and attacks at melee unless otherwise customized.
Rupee Cost: 200
Tier 2.5: Levels 15-19
Spell; Ranged:
Dark Blast: A Warlock blasts a target with a powerful burst of engulfing shadows, dealing 1.4x shadow damage and Blinding the target for 1 round. 5 round cooldown.
Special Grid Rules:
This spell is 1 tile wide and has a maximum range of 10 tiles, and can be obstructed by tall barriers.
Rupee Cost: 250
Spell; Ranged:
Abyssal Anathema: The Warlock places a wicked spell on a target, Cursing them for 2 Rounds and dealing 100% of the Warlock's modifiable damage to the target over 5 turns. If this attack strikes critically, the target is Hexed instead. 5 round cooldown.
Special Grid Rules:
This spell requires line-of-sight.
Rupee Cost: 250