The Warlock

HP 44 STR 11 DEF 5 SPD 6 ENERGY 13 — EVERY FIGHT STARTS FULL

A blood-and-brimstone caster: Warlocks cast with STR, not a wizard's INT. What they lack in raw spellpower they take back in blood — heals, bleeds and curses that grind an enemy down long after the blow lands.

Energy (pool 13) runs +2 after every action and starts full every encounter — nothing carries between fights.

FREE: Staff Strike — a quick rap with the staff, 4 damage (STR 11 × 0.4). A weapon poke, not a spell: no passives trigger on it.

Core ability

AbilityCostBase dmgEffect
Soul Siphon4 Energy12 (1.1×)Tear life from your foe — heals 60% of the damage dealt.

Blood

"Sanguimancer — wounds are a resource."

Passive
Life LeechHeal 25% of ALL damage you deal — including Strikes and Soul Siphon. This is the spec's entire healing: stay hitting, stay alive.
AbilityCostBase dmgEffect
Hemorrhage5 Energy19 (1.8×) + bleedOpen every vein at once — Bleeding 3/turn for 2 turns (+6 total). The wound keeps bleeding after the blow.
Crimson Feast7 Energy26 (2.4×)A gluttonous surge of stolen vitality — a huge lump of harm for the same Energy as two smaller spells.

Hex

"Words of ruin whispered from the pit."

Hex hits are deliberately small — the curse is the main damage.

Passive
Dread AuraEnemies strike with −15% ATK (always at least −1) for the whole battle, from the very first moment. Grows stronger against great foes.
AbilityCostBase dmgEffect
Hex of Ruin4 Energy5 (0.5×) + curseCurse their armor to crumble — foe DEF −3 for 3 turns — and Curse 4/turn for 3 turns (+12 total) while the open armor lets your hits through.
Vile Whispers6 Energy3 (0.3×) + curseDoubt seeps into the wound and never stops whispering — Curse 7/turn for 3 turns (+21 total). The sustained-damage pick.