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1: Cursed Grenade: 2 AP, 2 turn CD: Lobbed similar to a grenade and curses the target area/enemies.
2: Fire Wreath: 4 AP, 5 turn CD: Target unit (friend or foe) Deals med-low fire damage in an aura to all enemies for the next 3 turns.
3: Damned Soul: 2 AP, 2 turn CD: Calls forth a skeletal minion for 2 turns. This minion only has a basic attack but, upon death, explodes to spread necrofire.
4: Mire: 3 AP, 6 turn CD: Calls forth cursed oil rain.
5: Befouled water: 3 AP, 6 turn CD: Calls forth cursed water rain.
6: Hellmire: 3 AP, 6 turn CD: Calls forth cursed blood rain.
7: Foul Grasp: 3 AP, 3 turn CD: Drags target towards the warlock leaving a trail of fire in their wake; low fire damage.
8: Hells gate: 2 AP, 1 Source, 7 turn CD: Spawns an indestructable 'Gate' for 4 turns which, every turn, will both draw all nearby enemies towards it and curse in a close range nearby.
9: Hellwarp: 2 AP, 6 turn CD: Swap places with target leaving behind flaming surfaces at each location.
10: Ease flame: 2 AP, 3 turn CD: Extinguishes Fire and Necrofire in small area.
11: Fel Weapon: 3 AP, 5 turn CD: Enchant target units weapons to deal small amounts of necrofire damage for 3 turns.
12: Fel dragon: 6 AP, 3 Source, 10 turn CD: Summon up an undead dragon for 4 turns.
The idea here is that skills like WoE can be delayed till RC or NE while something like Mire can come in and take its place. With the different surfaces and curse grenade a warlock no longer has to be mono-elemental in their focus and can be more flexible. Foul grasp, hells gate, and hellwarp let them keep opponents in the fire as opposed to being really 'damaging' in of themselves and keep some control over their movement. Ease flame gives them some recourse for when they accidentally set teammates on fire. Fel Weapon gives them a team buff. Fel Dragon is their true 'ultimate' skill now but also not avalible till much later on (NE or Arax) so they get a bit more of a chance to diversify.