************************************************************
        ****   *                                            *   ****
        **  * *          WARLOCK GUIDE Version 2.4           * *  **
        *    *                    By Lsnake                   *    *
        **  * *                                              * *  **
        ****   *                                            *   ****
        ************************************************************


Version History:

2.4 (03/08/07): Added a helpful contribution from B. Hankins about obtaining
                the Voidwalker for humans/gnomes.

2.4 (25/06/07): Updated with Blood Elf Racial information and the Oblivion set,
                corrected a big bad bug in the Sacrifice section.

2.3 (11/01/07): Updated to the 2.0.3 Patch, added spell listings for The 
                Burning Crusade and corrected several errors.

2.2 (18/12/06): Corrected Blood Fury, Death Coil and Detect Invisibility and 
                Various talent errors.

2.1 (08/12/06): Corrected some errors.

2.0 (06/12/06): Many big changes, talents, Felguard, skill ratings and more to
                update the guide to the current 2.0 Patch.
                The guide is now likely to contain alot of errors and things 
                that have to be updated as it's hard to go through it all in
                one go, these will be fixed as soon as possible and with the
                help of your feedback.

1.3 (04/12/06): Added www.neoseeker.com to authorized hosts.

1.2 (30/11/06): Corrected Shadow Word Data Error.

1.1 (22/11/06): Corrected some errors, thanks to Sonelias for correcting me.

1.0 (21/11/06): First released version.

This guide is only to be hosted by the websites mentioned in the "Credits,
Copyrights and Last Words" section at the bottom of this guide.

*******************************************************************************
*** Table of Contents                                                       ***
*******************************************************************************
Hint: Use the code in the brackets to quickly navigate in this guide. Copy the
four letter word, hit CTRL+F and CTRL+V and then press Search. You should then
be taken to the part of the guide you wanted.

01: Introduction..........................[INT1]
02: Races.................................[RAC1]
03: Spells................................[SPE1]
   03.1: Direct Damage....................[DAM1]
   03.2: Damage over Time.................[DOT1]
   03.3: Curses...........................[CUR1]
   03.4: Area of Effect...................[AOE1]
   03.5: Support..........................[SUP1]
04: Talents...............................[TAL1]
   04.1: Affliction.......................[AFF1]
   04.2: Demonology.......................[DEM1]
   04.3: Destruction......................[DES1]
   04.4: Popular Builds...................[BUI1]
05: Pets..................................[PET1]
   05.1: Imp..............................[IMP1]
     05.1.1: Imp Spells...................[IMP2]
     05.1.2: Obtaining Imp................[IMP3]
   05.2: Voidwalker.......................[VOI1]
     05.2.1: Voidwalker Spells............[VOI2]
     05.2.2: Obtaining Voidwalker.........[VOI3]
   05.3: Succubus.........................[SUC1]
     05.3.1: Succubus Spells..............[SUC2]
     05.3.2: Obtaining Succubus...........[SUC3]
   05.4: Felhunter........................[FEL1]
     05.4.1: Felhunter Spells.............[FEL2]
     05.4.2: Obtaining Felhunter..........[FEL3]
   05.5: Infernal.........................[INF1]
     05.5.1: Obtaining Infernal...........[INF2]
   05.6: Doomguard........................[DOO1]
     05.6.1: Obtaining Doomguard..........[DOM2]
   06.6: Felguard.........................[FEG1] 
     06.6.1: Felguard Spells..............[FEG2] 
07: Professions...........................[PRO1]
08: Tactics and Gameplay..................[GAM1]
09: Equipment.............................[EQU1]
   09.1: Armor Sets.......................[ARM1]
10: Mounts................................[MOU1]
   10.1: Felsteed.........................[FEL1]
   10.2: Dreadsteed.......................[DRE1]
11: Credits, Copyrights and Last Words....[CRE1]


*******************************************************************************
*** 01: Introduction [INT1]                                                 ***
*******************************************************************************

The Warlock is one of the most varied classes in World of Warcraft. It has
slowly evolved from a weak and difficult class to a very powerful and popular
one, albeit also a misunderstood and often neglected one. 

I have played a Warlock since November 2005, and I still do. My character is
called Pusen, I'm on the Doomhammer EU server and I can be reached there for
questions and feedback on this guide. Criticism is also welcome, but keep it
constructive. Remember, your help makes this guide better.

This guide is private and un-official work, and does in no represent Blizzard,
neither do I have any connection with them. It is still a work in progress and
it is open for revisions and updates as I see fit. More will come, but you just
have to start somewhere and get the feedback coming ;)

*******************************************************************************
*** 02: Races [RAC1]                                                        ***
*******************************************************************************

Due to the demonic nature and obsession of the Warlock, only a few races dabble
with such magic. Each race has their strenghts, although some races are more
useful as others.

About the Base Attributes, these are only the starting attributes and does not
really mean much at the end of the game since the difference is gone. But it 
does help showing what the strength of each race is.


**********
* Humans *
**********

+----------------+
|Base Attributes |
+----------+-----+
| Stamina  | 21  |
| Strength | 20  |
| Agility  | 20  |
| Intellect| 22  |
| Spirit   | 24  |
+----------+-----+

Human Warlocks start with more Spirit than any other Base Ability, which is 
sort of strange because the ability is often neglected and not very useful for
them. Otherwise, humans are generally very universal with no weak points. They
make excellent priests, but mages and warlocks aren't bad either.

+---------------+
| Racial Traits |
+---------------+
Perception   
Activate to increase Stealth detection radius. Lasts 20 seconds,
3 minute cooldown.

The Human Spirit
Increase Spirit by 5%

Diplomacy
10% Bonus to faction point gain.

Sword and Mace Specialization
Increase Sword and Mace skill by 5.

+---------+
| Summary |
+---------+
Generally, Humans makes decent Warlocks, but apart from Perception, none of 
their racial traits serves the Warlock in any special way. The Human Spirit 
only gives a marginally increase to spirit, which is ignored anyway. Diplomacy
is very handy for increasing reputation with other factions and does save you
alot of time and money if you're trying to get exalted with various factions.
Sword and Mace Specialization is also pretty useless, although the Warlock can
equip swords they won't fight with them as their strength lies completely as
a spell caster.

If there's one thing that Warlocks have going for them, it's that they tend to
look great in Warlock armor, especially Human females. This is because most
Warlock armor consists of robes. They also fit the Dreadsteed perfectly.

The human race seems to have a bit of a thorn in the side to Warlocks, as they
accept them, but most doesn't respect them or like them. Much of this can be
blamed on the dubious history of Warlocks, and that they dabble with the very
things that humans have been fighting against. Nevertheless, a Warlock in full
control of himself and his demons are seen as extremely powerful.


**********
* Gnomes *
**********

+-----------------+
| Base Attributes |
+-----------+-----+
| Stamina   | 21  |
| Strength  | 18  |
| Agility   | 23  |
| Intellect | 24  |
| Spirit    | 20  |
+-----------+-----+

Gnomes have the potential to become good Destruction locks with a nice high
Intellect, followed by Stamina. They make excellent spell casters, but can also
make good Rogues based on their high Agility.  


+---------------+
| Racial Traits |
+---------------+
Escape Artist  
Escape the effects of any immobilization or movement speed reduction effect. 
0.5s cast, 1 minute cooldown.

Expansive Mind
Increase Intellect by 5%.

Arcane Resistance
Increase Arcane Resistance by 10.

Engineering Specialist
15 point skill bonus to Engineering.


+---------+
| Summary |
+---------+
Trait wise, Gnomes have two great abilities which helps out quite abit as a
Warlock. Both Escape Artist and Expansive Mind directly improves them, the 
first one makes them alot better off in PvP, and the second one gives them a 
natural boost to Intellect which is always useful. Arcane Resistance isn't the
most useful resistance, especially in PvE, but it's far better than no 
resistance. Engineering Specialist can help the Warlock to build better stuff
earlier which helps them, but it's not a direct Warlock buff.

Gnomes are popular and common Warlocks. Their height(or rather, lack of it) 
makes them entertaining to look at, as they are smaller than their pets, and
they look funny when riding the Dreadsteed.

Gnomes are also more accepted as Warlocks than Humans, but they are still not
as popular as the other classes. The Warlocks in Ironforge tend to stay for 
themselves, never bothering others, away from the other Gnomes in Ironforge.


********
* Orcs *
********

+-----------------+
| Base Attributes |
+-----------------+
| Stamina   | 24  |
| Strength  | 26  |
| Agility   | 17  |
| Intellect | 17  |
| Spirit    | 23  |
+-----------+-----+

Excellent melee class, but they're not the best spell casters if you are to 
judge them from their base attributes. They do have high stamina which suits
them well as Warlocks, but their Spirit and Intellect contradict eachother when
considering the strengths of a Warlocks. Fantastic tanks and warriors though as
one should expect of them.


+---------------+
| Racial Traits |
+---------------+
Blood Fury  
Activate to increase base melee attack power and Spell Damage/Healing by an
amount based on level/class, and decreases healing done to the user.
The cooldown is 2 minutes. 

Hardiness
Increases resistance to stun effects by 25%

Command
Pet Melee damage increased by 5%

Axe Specialization
Increase Axe skill by 5.


+---------+
| Summary |
+---------+
Axe Specialization is useless for a Warlock, no exception. However, the rest
gives the Orc's probably the best racials of any race for a Warlock. 

Blood Fury is a temporary buff that increases damage done by spells for 15
seconds, and it scales with your level. This actually increases damage greatly
and it's arguably one of the best racials of any class now for a Warlock. 
 
Hardiness is a great trait that allows the Warlock to easier resist
stun effects, and Warlocks do not have any other ways to do so, making Orc's 
great locks with an edge in PvP. Some good usage in PvE too. Command is where 
they really shine though, as an additional 5% damage increase is nothing to 
laugh about. Add it on top of everything else with talents and equipment and
the Orc Pets become very nasty. Imp the Tommy gun in particular...

Orcs have a bad history with Warlocks which is too much and far from the point
of this guide to cover, but suffice to say that it is not the most respected
class you can be as a Warlock. Their history though has given them the power
and experience to command the Warlock pets better, and there's little doubt 
that they make for great locks.


************
* Forsaken *
************

+-----------------+
| Base Attributes |
+-----------------+
| Stamina   | 23  |
| Strength  | 22  |
| Agility   | 18  |
| Intellect | 18  |
| Spirit    | 25  |
+-----------+-----+

Statistic wise, they look pretty similar to the Orcs. Nice and high Stamina but
low Intellect, but with a high spirit. While Warlocks usually have nice and
high Stamina, they do also need plenty of Intellect to avoid Lifetapping early.
Since these traits will even themselves soon enough.


+---------------+
| Racial Traits |
+---------------+
Will of the Forsaken  
Activate to become immune to fear, sleep and charm effects. Lasts 5 seconds.
2 minute cooldown.

Cannibalize
When activated, regenerates 7% of total health every 2 seconds for 10 seconds.
Only works on Humanoid or Undead corpses within 5 yards. Any movement, action
or damage taken while Cannibalizing will cancel the effect.

Underwater Breathing
Underwater breath increased by 300%

Shadow Resistance
Increase Shadow Resistance by 10.


+---------+
| Summary |
+---------+
Few races look so good as the Forsaken being a Warlock. The general theme of
death, decay, demons and just darkness and evil goes hand in hand with the 
Forsaken. Just as the stout Human Paladins, Forsaken Warlocks are pretty much
an icon of how to portrait a perfect looking Warlock.

They are no slouch when it comes to racial traits either, as three of the four
traits they have are very useful. Will of the Forsaken is the infamous, PvP 
ability which makes a Forsaken even more dangerous in PvP than other races. It
doesn't stop Horror effects like Death Coil, but it does make the forsaken 
almost immune to other Warlock's tools. Not for long, but it can make the 
difference between life and death.

Cannibalize is a very handy skill for quickly and cheaply getting your health
back up instead of eating, which is always nice. Underwater Breathing is near
useless for a Warlock, since we already got a skill that allows us to breathe
under water for 10 minutes. Shadow Resistance is very, very nice though, and 
yet another tool that makes Forsaken Warlocks a great nemesis against other
Warlocks.

Oh did I mention they look wicked cool?


*************
* Blood Elf *
*************

+-----------------+
| Base Attributes |
+-----------------+
| Stamina   | 19  |
| Strength  | 17  |
| Agility   | 22  |
| Intellect | 26  |
| Spirit    | 21  |
+-----------+-----+

They start off pretty okay, although the base stamina is low. They have very
high Intellect which is helpful, but on the low levels this will just help you
marginally. 

+---------------+
| Racial Traits |
+---------------+
Mana Tap 
Reduces the Target's mana by 50 + Level, and charges you up with arcane energy.
This buff lasts for 10 minutes, and stacks up to 3 times.

Arcane Torrent
Silences all enemies within 8 yards for 2 seconds, and gives you 10 Energy or
5 + Level mana for each charge of Mana Tap you have.

Arcane Affinity
10 point skill bonus to Enchanting

Magic Resistance
Increases all resistances by 5.


+---------+
| Summary |
+---------+
Easily one of the most visually pleasing horde races in the game, they have a 
habit of looking really neat in robes. Blood Elf Warlocks generally look very 
good.

Mana Tap and Arcane Torrent are great racials. Used correctly, Arcane Torrent
can really give the Warlock an extra advantage. While the mana regain isn't 
all that much, it's still a nice buff that stacks up with all the other ways
a Warlock can get mana. Mana Tap also works as an instant pull, as it has a 
30 yard range, and it does very little threat.

Arcane Affinity is okay, but it is highly situational and only benefits you if
you're planning to become an enchanter.

The Magic Resistance is good, and gives them a nice starting buff to resists
from the beginning of. 


*******************************************************************************
*** 03: Spells [SPE1]                                                       ***
*******************************************************************************

Below follows a complete overview of all the Warlock spells, with some details
about how to use, what they do, how they work and so on.

***************************************************************
*** 03.1: Direct Damage Spells [DAM1]                       ***
***************************************************************

+=============+
| Shadow Bolt |
+=============+

A high Direct Damage spell with cast time that does 100% Shadow Damage. Almost
no matter what your build is, it will become one of the most used and important
sources for DPS. Further improved by talents: Improved Shadow Bolt, Bane, Ruin,
Devastation, Destructive Reach, Shadow Mastery, Intensity, Backlash, Soul
Leech and Shadow and Flame. All of these talents are fantastic in combination
with Shadow Bolt.

One problem with Shadow Bolt is that it can be hard to cast it if you're under
attack, especially by fast hitting enemies. This is finally fixed as the talent
Intensity in Destruction gives you 70% chance to not be interrupted when 
casting or channeling Destruction spells. However, if you don't have it, then
there's almost no way to avoid interrupts on the cast like most other classes
have. You will be far better off using a fear or deathcoil to give yourself
some distance from the target and then continue with Shadow Bolt.

If no Fear or Death Coil is available, then using more instant spells or faster
ones is often a better solution.

Shadow Bolt gains 85% of +damage.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana | 
+===============================+======+
|  1   |   1   |  12-16  | 1.7  |  25  |
+------+-------+---------+------+------+
|  2   |   6   |  23-29  | 2.2  |  40  |
+------+-------+---------+------+------+
|  3   |  12   |  48-56  | 2.8  |  70  |
+------+-------+---------+------+------+
|  4   |  20   |  86-98  | 3.0  | 110  |
+------+-------+---------+------+------+
|  5   |  28   | 142-162 | 3.0  | 158  |
+------+-------+---------+------+------+
|  6   |  36   | 204-230 | 3.0  | 208  |
+------+-------+---------+------+------+
|  7   |  44   | 281-315 | 3.0  | 262  |
+------+-------+---------+------+------+
|  8   |  52   | 360-402 | 3.0  | 312  |
+------+-------+---------+------+------+
|  9   |  60   | 455-507 | 3.0  | 366  |
+------+-------+---------+------+------+
|  10  | 60/62 | 482-538 | 3.0  | 380  |
+------+-------+---------+------+------+
|  11  |  69   | 541-603 | 3.0  | 420  |
+------+-------+---------+------+------+



+==============+
| Searing Pain |
+==============+
                
A quick cast Fire spell with very, very high threat level. Can actually do
quite abit of damage if upgraded with all the talents that affects it, it's
easy to cast it even if under attack, costs little mana and is generally nice
to have.

Talents that affects it or improves it greatly, is Aftermath, Devasation,
Destructive Reach, Improved Searing Pain, Ruin and Emberstorm. If you're
destruction specced, chances are that you already have alot of these talents.
Without them, Searing Pain doesnt really seem that good, but once it reaches
its potential it is a spell you'll be glad to have.

Searing Pain gains 43% of +damage.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   18  |  34-42  | 1.5  |  45  |
+------+-------+---------+------+------+
|  2   |   26  |  59-71  | 1.5  |  68  |
+------+-------+---------+------+------+
|  3   |   34  |  86-104 | 1.5  |  91  |
+------+-------+---------+------+------+
|  4   |   42  | 122-146 | 1.5  | 118  |
+------+-------+---------+------+------+
|  5   |   50  | 158-188 | 1.5  | 141  |
+------+-------+---------+------+------+
|  6   |   58  | 204-240 | 1.5  | 168  |
+------+-------+---------+------+------+
|  7   |   65  | 243-287 | 1.5  | 191  |
+------+-------+---------+------+------+
|  8   |   70  | 270-320 | 1.5  | 205  |
+------+-------+---------+------+------+


+===========+
| Soul Fire |
+===========+

A heavy Fire Damage spell with a very long cast time. Highly mana efficient,
but it uses a Soul Shard, so it's uses are limited unless you're fully stocked
up and have easy access to new shards. For soloing, grinding and such, it is a
very nice opener(Since you can cast it fully uninterupted). It does have a one
minute cooldown, making it even more suitable for an opener.

Once again, like Searing Pain, Soul Fire can be greatly improved by Talents,
especially Bane, Devastation, Destructive Reach, Intensity, Pyroclasm, Ruin,
Emberstorm and Soul Leech.

Soul Fire gains 100% of +damage.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   48  | 623-783 |  6   |  170 |
+------+-------+---------+------+------+
|  2   |   56  | 703-881 |  6   |  185 |
+------+-------+---------+------+------+
|  3   |   64  | 839-1051|  6   |  215 |
+------+-------+---------+------+------+
|  4   |   70  |1003-1257|  6   |  250 |
+------+-------+---------+------+------+



+============+
| Death Coil |
+============+

The most infamous of all Warlock spells, always the target of countless debates
if it's unbalanced or not. Whatever the case is, Death Coil is a very, very
useful tool for any Warlock. 

Death Coil is a instant health drain, with a three second Horror effect that
forces the affected target to run away from the Warlock. The effect is short
but effective, as it makes the target uncontrollable for that time. It is not
affected by usual Fear Resist/Break equipment, making it even more powerful.

It is on a 2 minute cooldown to prevent it from being overused.

Death Coil gains 23% of +damage.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   42  |   244   |  0   |  365 |
+------+-------+---------+------+------+
|  2   |   50  |   319   |  0   |  420 |
+------+-------+---------+------+------+
|  3   |   58  |   400   |  0   |  480 |
+------+-------+---------+------+------+
|  4   |   68  |   519   |  0   |  600 |
+------+-------+---------+------+------+



+============+
| Shadowburn |
+============+

Shadowburn is a instant, high damage spell that costs a soulshard, but also 
awards you with a soul shard if the target dies within five seconds. It is a 
great finishing spell and can really add up some damage if you get the timing
right.

Shadowburn is only available as a Talent, after putting in 10 points in
Destruction. 

Shadowburn gains 43% of +damage.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   20  |  87-99  |  0   |  105 |
+------+-------+---------+------+------+
|  2   |   24  | 115-131 |  0   |  129 |
+------+-------+---------+------+------+
|  3   |   32  | 186-210 |  0   |  188 |
+------+-------+---------+------+------+
|  4   |   40  | 261-293 |  0   |  243 |
+------+-------+---------+------+------+
|  5   |   48  | 350-392 |  0   |  302 |
+------+-------+---------+------+------+
|  6   |   56  | 450-502 |  0   |  361 |
+------+-------+---------+------+------+
|  7   |   63  | 518-578 |  0   |  435 |
+------+-------+---------+------+------+
|  8   |   70  | 597-665 |  0   |  515 |
+------+-------+---------+------+------+




+=============+
| Conflagrate |
+=============+

Conflagrate is the 31 point talent in the Destruction Tree. It works directly
in relation with Immolate, as it is only available to use when Immolate is 
already on a target. It will then remove the immolate dot effect and replace it
with the instant direct damage effect. If you can keep this up, it will do a
great deal of damage, but it is very mana expensive, thus mostly suited to
Destruction specced Warlocks who have plenty of Intellect.

Conflagrate gains 40% of +damage.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   40  | 240-306 |  0   |  165 |
+------+-------+---------+------+------+
|  2   |   48  | 316-396 |  0   |  200 |
+------+-------+---------+------+------+
|  3   |   54  | 383-479 |  0   |  230 |
+------+-------+---------+------+------+
|  4   |   60  | 447-557 |  0   |  255 |
+------+-------+---------+------+------+
|  5   |   65  | 512-638 |  0   |  280 |
+------+-------+---------+------+------+
|  6   |   70  | 579-721 |  0   |  305 |
+------+-------+---------+------+------+



+============+
| Incinerate |
+============+

Available at level 64, Incinerate is for fully Destruction Specced Warlocks
just as good, if not even better than Shadow Bolt. With all the buffs to Fire
Spells from the Destruction Tree, this has the potential of doing a ton of
damage. Effective alone, but devastating if the target is affected by 
Immolation. The low mana cost and cast time makes this spell even better. 

+------+-------+-----------------------+------+------+
| Rank | Level | Damage                | Cast | Mana |
+=============================================+======+
|  1   |   64  | 403-467 + 100.8-116.8 |  2.5 |  325 |
+------+-------+-----------------------+------+------+
|  2   |   70  | 444-514 + 111-128.5   |  2.5 |  355 |
+------+-------+-----------------------+------+------+




***************************************************************
*** 03.2: Damage over Time [DOT1]                           ***
***************************************************************

+==========+
| Immolate |
+==========+

Immolate is a combined quick cast Direct Damage spell with a DoT afterwards. 
Think of it as the Mage's Fireball, only the other way around(Low direct damage
with high dot). It is very effective though, especially for a non-affliction
Warlock, as it will deal damage quicker than Corruption, although not as much.
It becomes even better for a full Destruction Lock since much of the last 
talents of the Destruction tree is based around fire and Immolate.

There is some debate on just how much Immolate gains from +Damage, and the same
goes for the Dot that is applied afterwards. 

+------+-------+---------------+------+------+
| Rank | Level |   Damage      | Cast | Mana |
+==============================+======+======+
|  1   |   1   | 8-9 (20/15s)  |  2   |  25  |
+------+-------+---------------+------+------+
|  2   |   10  | 19 (40/15s)   |  2   |  45  |
+------+-------+---------------+------+------+
|  3   |   20  | 45 (90/15s)   |  2   |  90  |
+------+-------+---------------+------+------+
|  4   |   30  | 90 (165/15)   |  2   |  153 |
+------+-------+---------------+------+------+
|  5   |   40  | 134 (255/15s) |  2   |  218 |
+------+-------+---------------+------+------+
|  6   |   50  | 192 (365/15s) |  2   |  292 |
+------+-------+---------------+------+------+
|  7   |   60  | 258 (485/15s) |  2   |  366 |
+------+-------+---------------+------+------+
|  8   |   60  | 279 (510/15s) |  2   |  380 |
+------+-------+---------------+------+------+
|  9   |   69  | 327 (615/15s) |  2   |  445 |
+------+-------+---------------+------+------+



+============+
| Corruption |
+============+

If properly specced, Corruption is a very high damage dot. It gains all the 
+damage that you have spread over the duration of the DOt, and if Affliction
specced, it can be instant cast making it one of the best damaging spells the 
Warlock have. It does not break fear as easily as a Shadow Bolt would, so it's
ideal to use for fear-kiting mobs.

Corruption is not without its flaws however, if you're not specced Affliction
then it will usually deal less damage than spamming Shadowbolts straight away,
especially if you're Destruction Specced with Improved Shadow Bolt and Bane.
One of the reasons for this is that without Improved Corruption it has a two
second cast time. By the time the first tick have gone off, you could almost
already have gotten a Shadow Bolt of. 

An earlier problem with Corruption was that it would often be pushed out of the
debuffslots, but with the new 40 debuffslots, this is hardly a problem anymore
and Corruption is even better than before. 

Corruption is also now greatly boosted by talents, Improved Corruption, 
Empowered Corruption, Shadow Embrace and Contagion boosts it heavily.

Corruption gains 100% of +damage.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   4   |  40/12s |  2   |  35  |
+------+-------+---------+------+------+
|  2   |   14  |  90/15s |  2   |  55  |
+------+-------+---------+------+------+
|  3   |   24  |  222/18s|  2   |  100 |
+------+-------+---------+------+------+
|  4   |   34  |  324/18s|  2   |  160 |
+------+-------+---------+------+------+
|  5   |   44  |  486/18s|  2   |  225 |
+------+-------+---------+------+------+
|  6   |   54  |  666/18s|  2   |  290 |
+------+-------+---------+------+------+
|  7   |   60  |  822/18s|  2   |  340 |
+------+-------+---------+------+------+
|  8   |   65  |  900/18s|  2   |  370 |
+------+-------+---------+------+------+




+================+
| Curse of Agony |
+================+
(I've placed it under Dots as it only works as a dot)

Curse of Agony is a good Curse/Dot for soloing, as it can do a good deal of 
damage if stacked with both Corruption and Immolate. It's normal to start the
fight with Curse of Agony as it lasts the longest, and it starts off with 
little damage which increases over time and ticks. This prevents a high threat
generation right away, which again makes it easier for the Voidwalker to main-
tain aggro.

Generally, if fighting an equal level monster, Curse of Agony, Corruption and
Immolate is usually enough to kill the monster. You might have to assist with
a Soul or Life Drain, or perhaps a few wandshots, but it will usually bring a
monster down so much that it makes quick work of anything non-elite.

Dotting with Curse of Agony is considered mana effective(Dotting solo generally
too), as it allows for more mana regeneration during the fight. As with 
corruption, Curse of Agony is less useful in bigger raids as it will usually
be pushed out of the debuff slots often before it has run its course.

Curse of Agony has recently been boosted, and Improved Curse of Agony is a 
better talent choice than before. Contagion also helps increasing the damage 
further.

Curse of Agony gains 100% of +damage

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   8   |  84/24s |  0   |  25  |
+------+-------+---------+------+------+
|  2   |   18  | 180/24s |  0   |  50  |
+------+-------+---------+------+------+
|  3   |   28  | 324/24s |  0   |  90  |
+------+-------+---------+------+------+
|  4   |   38  | 504/24s |  0   |  130 |
+------+-------+---------+------+------+
|  5   |   48  | 780/24s |  0   |  170 |
+------+-------+---------+------+------+
|  6   |   58  |1044/24s |  0   |  215 |
+------+-------+---------+------+------+
|  7   |   67  |1356/24s |  0   |  265 |
+------+-------+---------+------+------+


+=====================+
| Unstable Affliction |
+=====================+
Unstable Affliction is the 41 point talent in Affliction. A solid DoT by itself
that can be placed on a target already afflicted by Corruption and Curse of 
Agony. The brilliance of Unstable Affliction in PvP, is that it's very nasty
to dispell, because it will backfire and instantly damage the dispeller for
a set amount of damage.

To further top it off, it will also silence the dispeller for a whole 5
seconds. A Warlock with the Felhunter up and Unstable Affliction is a winning
combination, as not only can you use the Felhunter to Spell lock any caster,
but if they attempt to dispell UA, they'll be silenced and heavily damaged.

+------+-------+--------------------------------------+------+------+
| Rank | Level | Damage                               | Cast | Mana |
+=====================================================+======+======+
|  1   |   50  | 660/18s and 990 Damage to Dispeller  |  1.5 | 270  |
+------+-------+--------------------------------------+------+------+
|  2   |   60  | 840/18s and 1260 Damage to Dispeller |  1.5 | 330  |
+------+-------+--------------------------------------+------+------+
|  3   |   70  | 1050/18s and 1575 Damage to Dispeller|  1.5 | 400  |
+------+-------+--------------------------------------+------+------+


+============+
| Drain Soul |
+============+

Drain Soul is the primary means for a Warlock to get Soul Shards. It is
channeled, and only grants a Soul Shard if the target dies while being 
channeled. It can easily be interrupted, and there's a slight bug if it's used
too close to the target's death(where it seems like you just drain for ages
but nothing happens), but you have to use it to get shards.

Drain Soul can be upgraded by placing two talent points in Improved Drain Soul.
Previously, this was seen as a pointless talent, but with the 2.0 patch it is
a great talent for grinding, as it will now give you back 15% of your maximum
mana if the enemy dies while you are draining it's soul. In addition, it also
reduces threat generated by affliction spells with 10%, so the new talent
is a winner. 

Drain Soul gains 100% of +damage

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   10  |  55/15s |  15  |   55 |
+------+-------+---------+------+------+
|  2   |   24  | 155/15s |  15  |  125 |
+------+-------+---------+------+------+
|  3   |   38  | 295/15s |  15  |  210 |
+------+-------+---------+------+------+
|  4   |   52  | 455/15s |  15  |  290 |
+------+-------+---------+------+------+
|  5   |   67  | 620/15s |  15  |  360 |
+------+-------+---------+------+------+



+============+
| Drain Life |
+============+

A solid spell that is improved greatly with Soul Siphon, Shadow Mastery
and Fel Concentration. Just like Drain Soul, Drain Life is a channeled spell, 
but this just drains life from the target. It both damages the target and heals
the Warlock for the same amount. It is one of the essential skills of a full 
Affliction build, with all the talents invested it does a great deal of damage
and heals you nicely, and is alot harder to interrupt. 

Drain Life gains 50% of +damage

+------+-------+---------+------+------+
| Rank | Level | Drain   | Cast | Mana |
+===============================+======+
|  1   |   14  |  10*5   |  5   |  55  |
+------+-------+---------+------+------+
|  2   |   22  |  17*5   |  5   |  85  |
+------+-------+---------+------+------+
|  3   |   30  |  29*5   |  5   |  135 |
+------+-------+---------+------+------+
|  4   |   38  |  41*5   |  5   |  185 |
+------+-------+---------+------+------+
|  5   |   46  |  55*5   |  5   |  240 |
+------+-------+---------+------+------+
|  6   |   54  |  71*5   |  5   |  300 |
+------+-------+---------+------+------+
|  7   |   62  |  87*5   |  5   |  355 |
+------+-------+---------+------+------+
|  8   |   69  | 108*5   |  5   |  425 |
+------+-------+---------+------+------+



+============+
| Drain Mana |
+============+

A very useful spell that can help alot in instances against bosses who uses 
Mana to either attack or heal. Not all bosses needs Mana to perform these 
things, but for those who do, this is one of the best ways to contribute to the
raid. Very often the Warlocks will along with Hunters and Priests be ordered to
drain the mana of a boss. 

One thing to think about, is that the mana cost is actually quite high, so you
need to at least drain for 3 seconds in order to gain mana. Very often though,
Drain Mana is used more to empty the target's Mana instead of filling your own.

Drain Mana does not gain % of +damage.

+------+-------+---------+------+------+
| Rank | Level |  Drain  | Cast | Mana |
+===============================+======+
|  1   |   24  |   42*5  |  5   |  95  |
+------+-------+---------+------+------+
|  2   |   34  |   68*5  |  5   |  155 |
+------+-------+---------+------+------+
|  3   |   44  |   99*5  |  5   |  225 |
+------+-------+---------+------+------+
|  4   |   54  |  136*5  |  5   |  310 |
+------+-------+---------+------+------+
|  5   |   63  |  169*5  |  5   |  385 |
+------+-------+---------+------+------+
|  6   |   70  |  200*5  |  5   |  455 |
+------+-------+---------+------+------+



+=============+
| Siphon Life |
+=============+

Siphon Life is the 21 point talent in Affliction. It works like a Curse, it is
instant cast and heals you for a set amount of health every 3rd second for 30
seconds. The amount it heals doesn't look very impressive, but you can put it
up on several targets at once, and you can in addition use Drain Life, which
will give you a huge life regeneration.

Siphon Life gains 50% of +damage.


+------+-------+------------+------+------+
| Rank | Level |  Drain     | Cast | Mana |
+==================================+======+
|  1   |   30  | 15*(30/3s) |  0   |  140 |
+------+-------+------------+------+------+
|  2   |   38  | 22*(30/3s) |  0   |  190 |
+------+-------+------------+------+------+
|  3   |   48  | 33*(30/3s) |  0   |  250 |
+------+-------+------------+------+------+
|  4   |   58  | 45*(30/3s) |  0   |  310 |
+------+-------+------------+------+------+
|  5   |   63  | 52*(30/3s) |  0   |  350 |
+------+-------+------------+------+------+
|  6   |   70  | 63*(30/3s) |  0   |  410 |
+------+-------+------------+------+------+



***************************************************************
*** 03.3: Curses [CUR1]                                     ***
***************************************************************

Curses work a little different than other spells. They are instant debuffs on
the target that will give different effects. Thus the form had to be changed a
little bit to better describe their stats.

+===============+
| Curse of Doom |
+===============+

Curse of Doom is a underused, misunderstood and often neglected Warlock Spell
that has great potential and is often a source of soloing very hard Elite mobs.
Especially on Elementals and Demons where you can use Banish, Curse of Doom can
let you kill almost any normal mob almost unharmed. 

Curse of Doom is like a bomb. After putting it on the target, it will explode
after 60 seconds, dealing 3200 Shadow Damage. This damage increases greatly
with +damage. While Curse of Doom is up on a target, it will not break any form
of Crowd Control until it explodes. Once it explodes and if the target dies 
from the explosion, there's a small chance that a Doomguard will spawn.

With the help of the two ranks of Banish(20 and 30 second each), you can keep
the target disabled until there's only a few seconds left. Curse of Doom goes 
off, recast it and rebanish. If you get the timings right, you have no trouble
handling even the strongest demons and elementals. (as long as they are 
banishable that is) Humanoids can also be defeated this way, but they require
either room for Fearing, or seducing with the Succubus.

Curse of Doom gains 100% of +damage.

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |  60   | Causes 3200 Shadow Damage after 60 sec | 300  |
+------+-------+----------------------------------------+------+
|  2   |  70   | Causes 4200 Shadow Damage after 60 sec | 380  |
+------+-------+----------------------------------------+------+



+===================+
| Curse of Weakness |
+===================+

Curse of Weakness is a rather weak curse that seldom has a use. It reduces the
Attack Power by the target by a small amount. This is now both even less useful
and sometimes more useful than the old version, perhaps most useful against 
Warriors who use alot of attacks who is based around Attack Power. It will 
help against monsters and bosses who uses such attacks as well, so it is 
slightly more useful than before. With Improved Curse of Weakness and 
Amplify curse it can actually make a change, but I would not recommend speccing
the Improved version as it's still incredibly situational and only useful in 
a few situations. Better than before though.

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |   4   | Reduces Target's Attack Power by 21    |  20  |
+------+-------+----------------------------------------+------+
|  2   |   12  | Reduces Target's Attack Power by 41    |  35  |
+------+-------+----------------------------------------+------+
|  3   |   22  | Reduces Target's Attack Power by 64    |  70  |
+------+-------+----------------------------------------+------+
|  4   |   32  | Reduces Target's Attack Power by 82    |  95  |
+------+-------+----------------------------------------+------+
|  5   |   42  | Reduces Target's Attack Power by 132   | 130  |
+------+-------+----------------------------------------+------+
|  6   |   52  | Reduces Target's Attack Power by 175   | 175  |
+------+-------+----------------------------------------+------+
|  7   |   61  | Reduces Target's Attack Power by 257   | 215  |
+------+-------+----------------------------------------+------+
|  8   |   69  | Reduces Target's Attack Power by 350   | 365  |
+------+-------+----------------------------------------+------+



+=======================+
| Curse of Recklessness |
+=======================+

Slightly useful for preventing enemies from fleeing or being feared, and it can
increase melee damage with a bit. If there are several Warlocks in the raid and
both Curse of Elements and Curse of Shadows has been placed, then Curse of 
Recklessness can actually be quite useful to speed up damage. Be careful about
what bosses to put this on, as it does increase the attack power of the 
affected target. If the boss has abilities that is based on attack power, then
it might be safer to not use this curse.

It does shine on trash mobs though as it allows them to be killed faster and
prevents them from running into other groups.

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |   14  | Increases Attack Power by 20           |  40  |  
|      |       | Reduces Armor by 140                   |      |
+------+-------+----------------------------------------+------+
|  2   |   28  | Increases Attack Power by 45           |  70  |
|      |       | Reduces Armor by 290                   |      |
+------+-------+----------------------------------------+------+
|  3   |   42  | Increases Attack Power by 65           | 100  |
|      |       | Reduces Armor by 465                   |      |
+------+-------+----------------------------------------+------+
|  4   |   56  | Increases Attack Power by 90           | 130  |
|      |       | Reduces Armor by 640                   |      |
+------+-------+----------------------------------------+------+
|  5   |   69  | Increases Attack Power by 135          | 160  |
|      |       | Reduces Armor by 800                   |      |
+------+-------+----------------------------------------+------+



+=================+
| Curse of Shadow |
+=================+

A Very useful Curse that helps both Shadow Priests, Warlocks and Mages. This
curse can increase the damage done by your Dots and Shadowbolts with quite abit
and is even handy alone. It makes Banishing and Enslave alot easier to land too
so it has several uses. Just as with Curse of Elements, this should always be
up at any raid with several Warlocks.

In the 2.0 Patch, Curse of Shadows can be boosted with the talent Malediction,
which increases the damage effect with up to 3%.

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |   44  | Shadow & Arcane Resist reduced by 60   | 150  | 
|      |       | Shadow & Arcane damage taken by +6%    |      |
+------+-------+----------------------------------------+------+
|  2   |   56  | Shadow & Arcane Resist reduced by 75   | 200  |
|      |       | Shadow & Arcane damage taken by +10%   |      |
+------+-------+----------------------------------------+------+
|  3   |   67  | Shadow & Arcane Resist reduced by 88   | 260  |
|      |       | Shadow & Arcane damage taken by +10%   |      |
+------+-------+----------------------------------------+------+



+===================+
| Curse of Elements |
+===================+

A really helpful curse which reduces Fire and Frost Resistance and increases
damage done by Fire and Frost on the target. Alone in PvE, it's not the most 
useful spell unless you are heavy firespecced, but for raids this is a must-use
Curse. It will greatly help Mages by increasing their Fire and Frost damage. It
helps the imp too, but the primary usage is to boost Direct Damage done by Fire
and Frost.

In the 2.0 Patch, Curse of Elements can be boosted with the talent Malediction,
which increases the damage effect with up to 3%.

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |   26  | Fire & Frost Resist reduced by 45      | 100  | 
|      |       | Fire & Frost damage taken by +6%       |      |
+------+-------+----------------------------------------+------+
|  2   |   46  | Fire & Frost Resist reduced by 60      | 150  |
|      |       | Fire & Frost damage taken by +8%       |      |
+------+-------+----------------------------------------+------+
|  3   |   60  | Fire & Frost Resist reduced by 75      | 200  |
|      |       | Fire & Frost damage taken by +10%      |      |
+------+-------+----------------------------------------+------+
|  4   |   69  | Fire & Frost Resist reduced by 88      | 260  |
|      |       | Fire & Frost damage taken by +10%      |      |
+------+-------+----------------------------------------+------+



+==================+
| Curse of Tongues |
+==================+

A very, very helpful and grossly underestimated Curse. Rank 2 will increase the
casting time of the target with 60%. A 2.5-3s Nuke will suddenly take alot
longer to cast. This in terms, reduces damage greatly, gives you more time to
interrupt the target if it's trying to heal(both bosses and PvP) or do other
spells.

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |   26  | Increases Cast Time on Target by 50%   | 100  |
+------+-------+----------------------------------------+------+
|  2   |   46  | Increases Cast Time on Target by 60%   | 150  |
+------+-------+----------------------------------------+------+


***************************************************************
*** 03.4: Area of Effect [AOE1]                             ***
***************************************************************
 

+==============+
| Rain of Fire |
+==============+

Rain of Fire is a Area of Effect spell, which affects all targets within the 
area around the cursor. When you activate it, you can point on a place on the
ground, click again and you'll start channeling the spell. Channeling is a sort
of cast time during the spell effect. You have to stand still for 8 seconds to
get the whole duration, and any attacks will reduce the remains of the duration
of the channeling. This can be improved by Intensity which reduces the chance
you'll be interrupted.

Rain of Fire gains 35% of +damage.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   20  |  168/8s |  8   |  295 |
+------+-------+---------+------+------+
|  2   |   34  |  384/8s |  8   |  599 |
+------+-------+---------+------+------+
|  3   |   46  |  620/8s |  8   |  876 |
+------+-------+---------+------+------+
|  4   |   58  |  904/8s |  8   | 1173 |
+------+-------+---------+------+------+
|  5   |   69  | 1212/8s |  8   | 1480 |
+------+-------+---------+------+------+



+==========+
| Hellfire |
+==========+

Hellfire is an potentially very powerful AoE spell, but it comes at a price. 
While channeling, you'll loose the same amount of life as the damage you do. 
Considering that rank 3 of Hellfire does over 3000 points of damage to you over
the course of the duration, it should be clear that Hellfire should be used 
with caution. If you are shielded with Power Word, or the Voidwalker's 
Sacrifice skill, then you'll absorb much of the damage which helps alot. A 
common tactic is to start hellfire, and once the enemies are attacking you, 
sacrifice the walker. With an Improved Voidwalker, you'll gain a 2500 Absorb-
Shield which will help you get the most out of it.

3000 damage to all enemies over 15 seconds is incredibly powerful. The uses are
countless, examples range from the Acolytes in the Stratholme Ziggurats, Bat
waves during the Batboss in Zul'Gurub, Core Hound Packs in Molten Core and so
on. 

Hellfire gains 30% of +damage, but the effect is not big as it would seem.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   30  |  83*15s |  15  |  639 |
+------+-------+---------+------+------+
|  2   |   42  | 129*15s |  15  |  965 |
+------+-------+---------+------+------+
|  3   |   54  | 208*15s |  15  | 1287 |
+------+-------+---------+------+------+
|  4   |   68  | 306*15s |  15  | 1665 |
+------+-------+---------+------+------+


+============+
| Shadowfury |
+============+

Only available as the 41 Point talent in the Destruction tree, this Area of
Effect attack is quite different than Rain of Fire and Hellfire. Instead of
being channeled, Shadowfury has a 0.5 second cast time before it unleashes 
a massive amount of Shadow Damage to all enemies within 8 yards. It will also
stun them, making it a good way to break a bad situation.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   50  | 343-407 |  0.5 |  440 |
+------+-------+---------+------+------+
|  2   |   60  | 459-547 |  0.5 |  545 |
+------+-------+---------+------+------+
|  3   |   70  | 612-728 |  0.5 |  710 |
+------+-------+---------+------+------+



***************************************************************
*** 03.5: SUPPORT [SUP1]                                    ***
***************************************************************

+==========+
| Life Tap |
+==========+

An incredibly important spell, and the key to lasting a long time during 
battle unless you got Dark Pact. Life Tap converts a portion of your health 
into mana instantly, but you still have to live with the GCD after each tap,
which doesn't make it as effective during fighting as you'd think. Still, 
it can be a very good way to refill your mana if you can keep your self 
alive with either Demonic Sacrifice, Bandages or potions.

+------+-------+---------------------------------+------+------+
| Rank | Level | Effect                          | Cast | Mana |
+================================================+======+======+
|  1   |   6   | Converts 20 Health to 20 Mana   |   0  |   0  |
+------+-------+---------------------------------+------+------+
|  2   |  16   | Converts 65 Health to 65 Mana   |   0  |   0  |
+------+-------+---------------------------------+------+------+
|  3   |  26   | Converts 130 Health to 130 Mana |   0  |   0  |
+------+-------+---------------------------------+------+------+
|  4   |  36   | Converts 210 Health to 210 Mana |   0  |   0  |
+------+-------+---------------------------------+------+------+
|  5   |  46   | Converts 300 Health to 300 Mana |   0  |   0  |
+------+-------+---------------------------------+------+------+
|  6   |  56   | Converts 420 Health to 420 Mana |   0  |   0  |
+------+-------+---------------------------------+------+------+
|  7   |  68   | Converts 580 Health to 580 Mana |   0  |   0  |
+------+-------+---------------------------------+------+------+




+===============+
| Health Funnel |
+===============+

Health Funnel is a channeled spell that heals your pet. It can be upgraded by
the talent in Demonology, but most people tend to skip it because it doesn't
directly affect the lock, and time spent healing the pet is often better spent
killing the mob. When that is said, the spell is good for keeping your pet
alive during raids, and is a necessity for a Soul Link Warlock who relies on 
his Pets to protect him. You can also wear thin most mobs by going slow on the
dps while the walker tanks the mob, and when the walker nears his death, CC the
mob and heal the Walker.

Health Funnel do work on enslaved demons, and you might want to have the spell
ready if you're keeping a demon under control and using him to fight others.

Health Funnel do not gain % of +damage.

+------+-------+---------+------+------+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   12  |  12*10s |  10  |   0  |
+------+-------+---------+------+------+
|  2   |   20  |  24*10s |  10  |   0  |
+------+-------+---------+------+------+
|  3   |   28  |  43*10s |  10  |   0  |
+------+-------+---------+------+------+
|  4   |   36  |  64*10s |  10  |   0  |
+------+-------+---------+------+------+
|  5   |   44  |  89*10s |  10  |   0  |
+------+-------+---------+------+------+
|  6   |   52  | 119*10s |  10  |   0  |
+------+-------+---------+------+------+
|  7   |   60  | 153*10s |  10  |   0  |
+------+-------+---------+------+------+
|  8   |   67  | 188*10s |  10  |   0  |
+------+-------+---------+------+------+




+============+
| Demon Skin |
+============+

Demon skin is the low level version of Demon Armor. Yet, the armor it gives on
those levels are actually quite nice.

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |    1  | Increases Armor by 40 and gives 3hp/5s |  50  |
+------+-------+----------------------------------------+------+
|  2   |   10  | Increases Armor by 120 and gives 5hp/5s| 120  |
+------+-------+----------------------------------------+------+



+=============+
| Demon Armor |
+=============+

Demon Armor replaces Demon Skin at level 20, and starts to increase Shadow
Resistance in addition to Armor and Health Regeneration. This is an essential
buff that should always be on. 

Demon Armor can now be improved by the help of the Demonic Aegis, which now
increases the effect of Demon Armor with 30%. (Arguably a minor buff, the 
biggest point of taking Demonic Aegis is for the Fel Armor)

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |   20  | Increases Armor by 210, gives 7hp/5s   |  110 |
|      |       | and increases Shadow Resistance by 3   |      |
+------+-------+----------------------------------------+------+
|  2   |   30  | Increases Armor by 300, gives 9hp/5s   |  208 |
|      |       | and increases Shadow Resistance by 6   |      |
+------+-------+----------------------------------------+------+
|  3   |   40  | Increases Armor by 390, gives 11hp/5s  |  320 |
|      |       | and increases Shadow Resistance by 9   |      |
+------+-------+----------------------------------------+------+
|  4   |   50  | Increases Armor by 480, gives 13hp/5s  |  460 |
|      |       | and increases Shadow Resistance by 12  |      |
+------+-------+----------------------------------------+------+
|  5   |   60  | Increases Armor by 570, gives 15hp/5s  |  632 |
|      |       | and increases Shadow Resistance by 15  |      |
+------+-------+----------------------------------------+------+
|  6   |   70  | Increases Armor by 660, gives 18hp/5s  |  820 |
|      |       | and increases Shadow Resistance by 18  |      |
+------+-------+----------------------------------------+------+



+====================+
| Seed of Corruption |
+====================+

A potentially very nasty DoT with some really effective results. Cast it on the
target, and it will slowly tick away for 18 seconds. When the target takes 1044
total damage or dies, the dot will explode and inflict 1110-1290 Shadow Damage
to all other enemies within 15 yards of the target. With a few Warlocks who
puts this up on any target, the situation becomes incredibly nasty, as it can
set off a chain explosion of dots and instant aoe damage.

Warlock A puts up a Seed of corruption on target A. Warlock B puts up a Seed
of Corruption on target B. Once target A takes 1044 damage, the Seed will go
off, doing enough damage to automatically trigger another explosion on Target
B which once again deals yet another AoE explosion.

The potential is deliciously evil.

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |   70  | Deals 1044 Shadow Damage over 18 secs, |  882 |
|      |       | once the target takes a total of 1044  |      |
|      |       | damage or dies during the DoT, it will |      |
|      |       | explode and deal 1110-1290 Shadow      |      |
|      |       | Damage to allenemies within 15 yards   |      |
+------+-------+----------------------------------------+------+




+===========+
| Fel Armor |
+===========+

Available at level 62, the Fel Armor is arguably alot better to use in raids
and instances when you're not often affected by direct damage, but often more
by spell damage, aoe and other effects. 

It increases healing done to you by 20%, which is quite alot, and makes the
healers job alot easier(Not to mention, further helps out to heal you up after
life tap). It also increases your spell damage by up to 50/100, which is a 
significant amount. Definitely worth it in groups and raids. Improved with the
Demonic Aegis Talent, it becomes even better(and it benefits more from it than
Demon Armor in terms of effect worth)

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |   62  | Increases healing done to you by 20%   |  637 |
|      |       | and increases spell damage by up to 50 |      |
+------+-------+----------------------------------------+------+
|  2   |   69  | Increases healing done to you by 20%   |  725 |
|      |       | and increases spell damage by up to 100|      |
+------+-------+----------------------------------------+------+



+======+
| Fear |
+======+

Fears the target, causing it to run uncontrollably in fear for a while. One of
the biggest weapons in the Warlock's arsenal, many seemingly impossible fights
are won with fear. Mobs that normally would have killed a Warlock straight on
can be defeated like they were critters. 

So what's the catch? Unreliability. When a target is feared, it will run around
in an unpredictable direction, and if it happens to encounter a similar mob, it
will most likely draw the attention and pull it. One bad fear can turn a sure
victory into a bitter death. 

Undeads and bosses can usually not be feared, but ghosts seems to be fearable
most of the time. (Usually humanoids in ghostform)

Fear do not have diminishing results in PvE, and can be used over and over on
the same mob. It is usually easy to land but can be made eaiser by putting 
Curse of Shadows on the target. Fear will often break if you cast Direct Damage
Spells like Shadow Bolt on it, but will last longer if it is only affected by
Dots.

+------+-------+----------------------------------+------+------+
| Rank | Level | Effect                           | Cast | Mana |
+=================================================+======+======+
|  1   |   8   | Target is feared up to 10 secs   |  1.5 |  15% |
+------+-------+----------------------------------+------+------+
|  2   |  32   | Target is feared up to 15 secs   |  1.5 |  15% |
+------+-------+----------------------------------+------+------+
|  3   |  56   | Target is feared up to 20 secs   |  1.5 |  15% |
+------+-------+----------------------------------+------+------+



+====================+
| Create Healthstone |
+====================+

The Healthstone is a popular Warlock spell and item, which costs a Soulshard to
make. It can be transfered to another player, and if used, will instantly heal
the amount of health according to the stone. Healthstones are set on a 2 minute
cooldown to prevent someone from simply consuming them like candy. They are in
addition unique, which prevents someone from having more than one of the same
type at the same time. However, one can have two different healthstones at the
same time, for example one that gives 800 and that gives 1200 health.

Healthstones can be improved further by the Improved Healthstone talent, which
increases the effect with 30%. If one Warlock has one point in the talent and
another has two or three, then both can make the same healthstone which gives
different bonus depending on the talent and have both in the inventory.

+------+-------+-----------------------------------------------+------+
| Rank | Level | Effect                                        | Mana |
+==============================================================+======+
|  1   |   10  | Makes a Healthstone that restores  100 health |  120 |
+------+-------+-----------------------------------------------+------+
|  2   |   22  | Makes a Healthstone that restores  250 health |  240 |
+------+-------+-----------------------------------------------+------+
|  3   |   34  | Makes a Healthstone that restores  500 health |  475 |
+------+-------+-----------------------------------------------+------+
|  4   |   46  | Makes a Healthstone that restores  800 health |  750 |
+------+-------+-----------------------------------------------+------+
|  5   |   58  | Makes a Healthstone that restores 1200 health | 1120 |
+------+-------+-----------------------------------------------+------+
|  6   |   68  | Makes a Healthstone that restores 2080 health | 1390 |
+------+-------+-----------------------------------------------+------+



+==================+
| Create Soulstone |
+==================+

Soulstones are one of the essential raid and group spells/skills in the game.
It is a 30 minute buff that the Warlock can cast on anyone(including himself).
If the affected target dies when having the Soulstone on him, he can resurrect
at the spot. Usually, the Target is a Resser who can then resurrect others and
get the raid back on their feet after a wipe. Paladins are a popular choice 
because of how sturdy they are and that it usually takes alot to kill them, so
the risk of their Soulstone going to waste is less. Sometimes soulstones are 
used on Main Tanks or important healers if there are more than one Warlock with
Soulstone available, this is to even the odds during a boss encounter when a 
Battle resurrection might not have been available.

Unlike normal Resurrections, Soulstones also grants the ressed target plenty of
Health and Mana straight away.

The warlock can only put up one Soulstone each 30th minute.

+------+-------+------------------------------------------------+------+
| Rank | Level | Effect                                         | Mana |
+===============================================================+======+
|  1   |   18  | Makes a Soulstone with 400 Health & 700 Mana   |  68% |
+------+-------+------------------------------------------------+------+
|  2   |   30  | Makes a Soulstone with 750 Health & 1200 Mana  |  68% |
+------+-------+------------------------------------------------+------+
|  3   |   40  | Makes a Soulstone with 1100 Health & 1700 Mana |  68% |
+------+-------+------------------------------------------------+------+
|  4   |   50  | Makes a Soulstone with 1600 Health & 2200 Mana |  68% |
+------+-------+------------------------------------------------+------+
|  5   |   60  | Makes a Soulstone with 2200 Health & 2800 Mana |  68% |
+------+-------+------------------------------------------------+------+
|  6   |   70  | Makes a Soulstone with 2900 Health & 3300 Mana |  68% |
+------+-------+------------------------------------------------+------+



+=================+
| Ritual of Souls |
+=================+

A Much needed spell that relieves the Warlocks greatly during raids. Just like
the Priest's Lightwell, this spell creates a temporary item that party members
can click on to create a Health Stone. It is created the same way as summons,
it requires two party members to click the portal and not move during the 
process. The Soulwell costs 1 Soulshard to create, a small cost compared to
making the Healthstones manually. It lasts up to either 3 minutes, or 10 
Healthstones.

+------+-------+---------------------------+------+
| Rank | Level | Effect                    | Mana |
+==========================================+======+
|  1   |   68  | Summons a Soulwell        |  80% |
+------+-------+---------------------------+------+



+=================+
| Unending Breath |
+=================+

This one is simple. It's a buff that you cast on yourself, which allows you to
breathe underwater for ten minutes. Although these scenarios are somewhat rare,
when they do occur this is a blessing.

+------+-------+----------------------------------------+------+
| Rank | Level | Effect                                 | Mana |
+=======================================================+======+
|  1   |   16  | Gives the Target Underwater Breath     |  50  |
+------+-------+----------------------------------------+------+



+=====================+
| Ritual of Summoning |
+=====================+

A very popular skill, at least for the ones who are summoned. The Warlocks tend 
to think otherwise, as they are often bugged by tells from strangers anywhere
with requests for a summon. A Warlock has the right to deny or permit a summon
as he wish without question as it takes alot of work for the Warlock, but it is
considered good manner to help summon party members or raid members who ask for
it.

A Summon require two additional Party members at the Warlocks location, and a 
free Soul Shard. The Warlock then click the summon spell, which will start a 
channeling process. The two other Party members must then right click on the
portal with the cogwheel to assist the summoning. Nobody must move or attempt
do to anything else, or the summon will be broken, and the soulshard will in
most cases go to waste. 

Contrary to common beliefs among many players, one can be summoned from almost
anywhere. Someone flying on a griffon can be summoned. The only time you cannot
summon someone, is if you are inside an instance and they are not, or the 
opposite. If both the Warlock and the Target is in the same instance, he can be
summoned.

The player has a 2 minute limit to accept the summon.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   20  | Summons a Party Member.                |   X  |  300 |
+------+-------+----------------------------------------+------+------+



+================+
| Eye of Kilrogg |
+================+

A very fun and useful skill that is unfortunately not as good as it once was.
It's fast and small and can be used to scout ahead in both areas and instances
without the risk for your own life, although there have been reports of eyes
aggroing groups and pulling them back to the group or player. I have not yet
experienced this, as most enemies tend to just kill the eye once they see it.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   22  | Summons Eye of Kilrogg                 |   5  |  300 |
+------+-------+----------------------------------------+------+------+



+==============+
| Sense Demons |
+==============+

Allows the Warlock to sense Demons nearby, which will pop up on the minimap
just like Herbs, Mines and such. Very handy in the areas which is infested with
Demons, but that's about that. Can be useful in Zul'Gurub near the Edge of
Madness, as you can see when the Imp Patrol is coming.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   24  | Shows nearby Demons on Minimap.        |   0  |   0  |
+------+-------+----------------------------------------+------+------+



+=====================+
| Detect Invisibility |
+=====================+

Not as useful as it would sound, as it cannot detect stealth, thus making it
more or less useless for PvP and detecting Rogues & Druids. It can however 
detect enemies who's cloaked by invisibility, such as certain Demon monsters.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   38  | Detects invisibility                   |   0  | 10%  |
+------+-------+----------------------------------------+------+------+



+========+
| Banish |
+========+

Banish is a very handy Crowd Control spell that can be used to banish Demons
and Elementals. When the target is Banished, it will look faded and etheral,
and it will last up to 20/30 seconds, rank 1 and 2 respectively. Once a target
is banished, it cannot be hit or damaged in any way, although taunts seems to
work as a Voidwalker who's constantly hitting and taunting it will hold it alot
better than usual. This is very notable during the fight with Garr in Molten
Core, as the Elementals will hardly ever, if not never attack you once the 
Voidwalker has started attacking it(despite not doing damage at all).
The banish cannot be cancelled, it must run out the time but it can break by
itself earlier.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   28  | Banishes a target for 20 seconds       | 1.5  |  100 |
+------+-------+----------------------------------------+------+------+
|  2   |   48  | Banishes a target for 30 seconds       | 1.5  |  200 |
+------+-------+----------------------------------------+------+------+



+=============+
| Soulshatter |
+=============+

A great spell available at level 66, which allows the Warlock to really pick
up damage without worrying so much about threat. Since the spell affects about
every single enemy you'd normally be fighting both in solo and groups, it's
effective in all situations. Fantastic for letting the Voidwalker maintain
aggro while increasing your own damage, or for simply dealing out alot more
damage in raids during pressing situations without risking aggro.

Much needed spell.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   66  | Reduces threat by 50% for all enemies  |  0   |  0   |
+------+-------+----------------------------------------+------+------+



+==================+
| Create Firestone |
+==================+

Possibly one of the most useless spells in the Warlock's Arsenal. Despite their
toughness, Warlocks are not melee fighters, and any 1 hand swords or daggers
they may use is only for stats. Basicly, the firestone is an Wand item that
increases the chance that your melee attacks does additional damage, and also
increases damage done by fire spells. The Firestone costs alot of mana to make,
and also costs a Soul Shard. 

Firestone can be improved with the Demonology Talent Improved Firestone, but
generally, it's not worth it unless you want to try something completely 
different.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   28  | Chance to do 25-35 Fire damage on hit  |  3   |  500 |
|      |       | Increases Damage by Fire Spells by 10  |      |      |
+------+-------+----------------------------------------+------+------+
|  2   |   36  | Chance to do 40-60 Fire damage on hit  |  3   |  700 |
|      |       | Increases Damage by Fire Spells by 14  |      |      | 
+------+-------+----------------------------------------+------+------+
|  3   |   46  | Chance to do 60-90 Fire damage on hit  |  3   |  900 |
|      |       | Increases Damage by Fire Spells by 17  |      |      |
+------+-------+----------------------------------------+------+------+
|  4   |   56  | Chance to do 80-120 Fire Damage on hit |  3   | 1100 |
|      |       | Increases Damage by Fire Spells by 21  |      |      |   
+------+-------+----------------------------------------+------+------+
|  5   |   66  | Chance to do 116-174 Fire Damage on hit|  3   | 1330 |
|      |       | Increases Damage by Fire Spells by 30  |      |      |   
+------+-------+----------------------------------------+------+------+



+===============+
| Enslave Demon |
+===============+

Enslave Demon is a rarely used, but very helpful and effective tool and Crowd
Control spell. In Zul'Gurub, one single Warlock can make the 3-pack of Imps
easy and riskfree, as he can enslave one Demon, Banish another and then the 
raid attacks the third. Other uses for Enslave Demon includes soloing and 
grouping in Dire Maul East where there are plenty of demons around. Same tactic
applies, Enslave one, Banish another, kill the last with the Enslaved.

Curse of Shadows helps greatly to increase duration and reduce resist chance, 
as any demon who comes out of Enslave will be harder and harder to re-enslave.

Unimproved, Enslave Demon will reduce the Demon's attackspeed with 40% and
casting speed with 30%. This can be solved by putting in points in Improved
Enslave Demon, a Demonology Talent. The talent has been improved in the 2.0 
Patch, and it now only costs 2 points, making it a better deal. 

You will have to use Enslave Demon to control both the Doomguard and the 
Infernal, and the same rules apply as normal demons and enslaving.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   30  | Enslave Demon up to level 32 for 5 min |  3   |  300 |
+------+-------+----------------------------------------+------+------+
|  2   |   44  | Enslave Demon up to level 47 for 5 min |  3   |  500 |
+------+-------+----------------------------------------+------+------+
|  3   |   58  | Enslave Demon up to level 62 for 5 min |  3   |  700 |
+------+-------+----------------------------------------+------+------+



+=============+
| Shadow Ward |
+=============+

An incredibly helpful spell that absorbs a set amount of Shadow Damage. The 
final rank absorbs 920 Shadow Damage, which is enough to reduce several huge
boss attacks with a notable amount. A Warlock with Soul Link, Felhunter with
Master Demonologist(60 Resist) and Shadow Ward on top of normal Shadow 
Resistance can more or less shrug off almost any Shadow attack done. 

The only drawback is the 30 second duration, but considering just how good this
spell is, it has to be that way.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   32  | Absorb 290 Shadow Damage               |  0   |  135 |
+------+-------+----------------------------------------+------+------+
|  2   |   42  | Absorb 470 Shadow Damage               |  0   |  195 |
+------+-------+----------------------------------------+------+------+
|  3   |   52  | Absorb 675 Shadow Damage               |  0   |  255 |
+------+-------+----------------------------------------+------+------+
|  4   |   60  | Absorb 920 Shadow Damage               |  0   |  320 |
+------+-------+----------------------------------------+------+------+



+===================+
| Create Spellstone |
+===================+

Spellstone overwent some changes in the 2.0 Patch. First of all, it now goes
into the Wand slot. I'm not sure about if this is good or bad, but I guess it
can be okay for PvP(You really don't wand anyone to death in PvP). 

When equipped and used, the Spellstone removes all harmful effects from the 
Warlock. It's not consumed anymore so you don't have to make new Spellstones
everytime you use it. In addition, it improves your Spell Critical Rating with
a set amount of points based on the level of Spellstone.

The spellstone costs one Soul Shard to create, and will disappear if logged
out for more than 15 minutes. 

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|      |       | Removes all harmful effects from the   |      |      |
|  1   |   36  | Warlock and increase spell critical    |  5   |  500 |
|      |       | rating by 8.                           |      |      |
+------+-------+----------------------------------------+------+------+
|      |       | Removes all harmful effects from the   |      |      |
|  2   |   48  | Warlock and increase spell critical    |  5   |  750 |
|      |       | rating by 11.                          |      |      |
+------+-------+----------------------------------------+------+------+
|      |       | Removes all harmful effects from the   |      |      |
|  3   |   60  | Warlock and increase spell critical    |  5   | 1000 |
|      |       | rating by 14.                          |      |      |
+------+-------+----------------------------------------+------+------+
|      |       | Removes all harmful effects from the   |      |      |
|  4   |   66  | Warlock and increase spell critical    |  5   | 1500 |
|      |       | rating by 20.                          |      |      |
+------+-------+----------------------------------------+------+------+



+================+
| Howl of Terror |
+================+

Very effective AoE Fear which affects up to 5 enemies within 10 yards. Best
in a pinch, the result is very effective and works great as a smokebomb to get
away while the enemies are running around feared. However, use with extreme 
caution. Using this in the wrong place, or in instances when it's not called
for or with risk of adds is never popular. Raids have wiped because of it. Just
because you can get aggro does not mean you should use fear as a tool to escape
it, as it will most likely make everything alot, alot worse.

So while Howl of Terror is a great spell if used at the right time and the
right place, caution is advised.

It is now greatly improved with the talent Improved Howl of Terror, which 
reduces the cast time with 1.5 seconds. This makes it alot better to use even
under tight situations as the difference in the casting time is huge.

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   40  | Fear 5 Enemies within 10 yards for 10s |  1.5 |  150 |
+------+-------+----------------------------------------+------+------+
|  2   |   54  | Fear 5 enemies within 10 yards for 15s |  1.5 |  200 |
+------+-------+----------------------------------------+------+------+



+===========+
| Dark Pact |
+===========+

A very useful 31 point Talent in Affliction. It's very simple, it transfers
Mana from your Pet to you. The Imp is a great choice to use, as it has a big
Mana Regeneration, so you can literally keep going constantly without using 
Lifetap which is alot more risky and less effective(since it drains life from
you).

+------+-------+----------------------------------------+------+------+
| Rank | Level | Effect                                 | Cast | Mana |
+=======================================================+======+======+
|  1   |   40  | Drains 305 mana from your pet          |  0   |   0  |
+------+-------+----------------------------------------+------+------+
|  2   |   50  | Drains 440 mana from your pet          |  0   |   0  |
+------+-------+----------------------------------------+------+------+
|  3   |   60  | Drains 545 mana from your pet          |  0   |   0  |
+------+-------+----------------------------------------+------+------+
|  4   |   70  | Drains 700 mana from your pet          |  0   |   0  |
+------+-------+----------------------------------------+------+------+


*******************************************************************************
*** 04: Talents [TAL1]                                                      ***
*******************************************************************************

Warlock Talents like most other classes tend to specialize and change the 
gameplay and skills. Each of the three trees has their own good and bad points,
and there are some talents in each that should be avoided at all costs simply
because they are not worth the talents.

I will do my best to give my personal opinion on each talent to help you see
what talent is worth it and not.


***************************************************************
*** 04.1: Affliction [AFF1]                                 ***
***************************************************************

The Affliction tree is heavily based around the usage of Dots and curses. Most
of the talents improves several of them, even adds things that makes previously
weak spells much better and even integral to the ways of a Affliction Warlock.

One of the important changes to gameplay when speccing into Affliction, is the
heavy usage of Drains and Dots instead of Nukes. Depending on equipment and how
you put your points in Affliction, your Lifedrain can become extremely good at
keeping you alive, with a 70% non-interrupt chance, and with all the bonuses to
it through the talents. In addition, Siphon Life and Dark Pact provides yet
another tool to keep your health and mana refilled at all times. 


**********
* TIER 1 *
**********

===============================================================================
SUPPRESSION                                          Ranks: 5 Req: None
===============================================================================
Reduces the chance for enemies to resist your Affliction spells by 2/4/6/8/10%

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| A quite useful talent, which makes it easier land Affliction spells on   |
| targets, especially those that are higher level than you. This affects   |
| both DOTs, Drains, Fears and Curses. This talent will be very useful in  |
| Burning Crusade when both most monsters and instances will be slightly   |
| higher than the players. There are some discussions if the full five     |
| points are worth it, and many settles with 2-3 points because it usually |
| gives the best effect for the price.                                     |
+--------------------------------------------------------------------------+


===============================================================================
IMPROVED CORRUPTION                                  Ranks: 5 Req: None
===============================================================================
Reduces the casting time of your Corruption spell by 0.4/0.8/1.2/1.6/2.0 Secs.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| This is one of the most important talents in the Affliction Tree, as     |
| it greatly increases the usage and effect of Corruption in both PvE and  |
| PvP. It makes kiting alot easier since you now have two instant cast Dots|
| and it also allows you to have one instant dot and Curse of Exhaustion   |
| at the same time, a very nice combo for kiting.                          |
|                                                                          |
| Yet another good point is that instant spells cannot be interrupted,     |
| spell locked, or counterspelled. It does not force you to stand in one   |
| place, and the damage starts instantly, not after 2 seconds. Usually,    |
| anyone who chooses Affliction goes for a maxed out Improved Corruption.  |
+--------------------------------------------------------------------------+


**********
* TIER 2 *
**********

===============================================================================
IMPROVED CURSE OF WEAKNESS                           Ranks: 2 Req: 5 Affliction
===============================================================================
Increases the effect of your Curse of Weakness by 10/20%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| As nice as this talent sounds, do not bother with it. Curse of Weakness  |
| is already a very weak spell, and this talent only marginally upgrades   |
| it. Now and then you might find it useful if fighting a fast hitting     |
| target who hits for very little per hit, combined with Amplify Curse,    |
| but there are many other and better talents in Affliction.               |
+--------------------------------------------------------------------------+


===============================================================================
IMPROVED DRAIN SOUL                                  Ranks: 2 Req: 5 Affliction
===============================================================================
Returns 7/15% of your maximum mana if the target is killed by you while you
drain it's soul. In addition, your Affliction spells generate 5/10% less
threat.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| In the 2.0 patch, this talent was improved greatly, with both usages for |
| solo and team. First of all, now you'll instantly gain back up to 15% of |
| your maximum mana if the target dies while you're draining it's soul and |
| you get the killing blow. The Drain Soul no longer have to be the spell  |
| that kills the target, it can be your dots as well. This alone makes it  |
| so much more useful that I can recommend it for any Warlock who intend   |
| to grind alot. Secondly, it also reduces up to 10% threat generated by   |
| your affliction spells, making it useful for teams and raids as well.    |
+--------------------------------------------------------------------------+


===============================================================================
IMPROVED LIFE TAP                                    Ranks: 2 Req: 5 Affliction
===============================================================================
Increases the Mana awarded by your Life Tap spell by 10/20%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| A very, very useful talent, especially if you are not going to take Dark |
| Pact. This improves Life Tap's effeciency greatly, and rewards you with  |
| 20% more Mana for each Life Tap. This reduces the amount of times you    |
| have to Life Tap, and makes it a safer and more effective spell.         |
+--------------------------------------------------------------------------+


===============================================================================
SOUL SIPHON                                          Ranks: 2 Req: 5 Affliction
===============================================================================
Increases the amount drained by your Drain Life and Drain Mana spells by an
additional 2% for each Affliction effect on the target, up to a maximum of
24% additional effect.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| What this does, is that it increases your Drain Life and Drain Mana      |
| spells for each Affliction effect that is currently on the target. That  |
| means, if there's a Corruption up on the target, then your Drains are    |
| increased 2%. This stacks with other Warlock's affliction spells as well,|
| so that you can easily get the maximum effect in a raid as it doesn't    |
| take more than 12 Affliction effects to get you to 24%. It's also better |
| than the original Improved Drain Life as it now only costs 2 talents,    |
| and most of the time you'll be up to increased 6-8% solo.                |
+--------------------------------------------------------------------------+


**********
* TIER 3 *
**********

===============================================================================
IMPROVED CURSE OF AGONY                             Ranks: 2 Req: 10 Affliction
===============================================================================
Increases the damage done by your Curse of Agony by 5/10%

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| It's better now, the damage increase is higher and the talent cost is    |
| lower, and it is added after +spell damage, meaning that this talent     |
| increases your Curse of Agony damage after base and spell damage has been|
| calculated. Once again, a previously useless talent has now become a     |
| good one.                                                                |
+--------------------------------------------------------------------------+


===============================================================================
FEL CONCENTRATION                                   Ranks: 5 Req: 10 Affliction
===============================================================================
Gives you a 14/28/42/56/70% chance to avoid interruption caused by damage while
channeling the Drain Life, Drain Mana or Drain Soul Spell.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| While 70% won't give you complete immunity against normal interruptions, |
| it will make Drain Life alot better to use in normal fights, even under  |
| attack. 5 points is a steep cost though, but most Warlocks who specialize|
| in Affliction takes this talent no matter what, as it makes Drain Life   |
| alot better than what it normally is. It's also easier to get successful |
| Drain Soul which can be helpful, and it helps improve the mana efficiency|
| of Drain Mana, as early interruptions will make you loose mana without   |
| getting anything back.                                                   |
+--------------------------------------------------------------------------+


===============================================================================
AMPLIFY CURSE                                       Ranks: 1 Req: 10 Affliction
===============================================================================
Increases the effect of your next Curse of Weakness or Curse of Agony by 50% or
your next Curse of Exhaustion by 20%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| For one single point, this is a talent that most agrees is worth it. It  |
| can make any of the affected Curses alot more powerful, although Curse   |
| of Exhaustion is one of the best uses for it, especially combined with   |
| Improved Curse of Exhaustion. Still, it allows both Curse of Weakness and|
| Curse of Agony to increase greatly.                                      |
+--------------------------------------------------------------------------+


**********
* TIER 4 *
**********

===============================================================================
GRIM REACH                                          Ranks: 2 Req: 15 Affliction
===============================================================================
Increases the range of your Affliction spells by 10/20%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| There are some discussions about this, but most would say that longer    |
| range equals more safety for the Warlock and better control and duration |
| of Dots and curses. Fear is one of the spells which helped greatly by    |
| this talent, as it allows you to recast it at bigger range, minimizing   |
| the risk of being attacked or interrupted.                               |
+--------------------------------------------------------------------------+


===============================================================================
NIGHTFALL                                           Ranks: 2 Req: 15 Affliction
===============================================================================
Gives your Corruption and Drain Life spells a 2/4% chance to cause you to enter
a Shadow Trance state after damaging the opponent. The Shadow Trance state
reduces the casting time of your next Shadow Bolt spell by 100%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Nightfall is a passive buff that has a 2/4% chance to trigger every time |
| Corruption and Drain Life ticks. You can cast both on a target and the   |
| chance of Nightfall to trigger will increase. Once it does, you'll get a |
| buff that makes your next Shadow Bolt instant. It should be no surprise  |
| that this increases your damage quite abit, but the downside is that its |
| luck based.                                                              |
|                                                                          |
| Nightfall is considered one of the key talents in the whole Affliction   |
| Tree, and it further improves and suggests kiting methods with the help  |
| of instant casts. By gaining instant Shadow Bolts with the help of       |
| Corruption(which is usually made Instant too), a player can kite a mob   |
| around while corruption is ticking until Nightfall triggers, quickly stop|
| and instantly cast Shadow Bolt and continue run. While not the fastest   |
| way to kill something, it's one of the safest, even safer and more       |
| controllable than fearing.                                               |
+--------------------------------------------------------------------------+ 


===============================================================================
EMPOWERED CORRUPTION                                Ranks: 3 Req: 15 Affliction
===============================================================================
Your Corruption spell gains an additional 12/24/36% of your bonus spell damage
effects.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Take this. It increases the damage of corruption greatly, but it is      |
| dependent on having alot of +damage gear. It won't help out on lower     |
| levels when you don't have any +damage gear, but once you start to get a |
| few hundred points, then this becomes nasty.                             |
+--------------------------------------------------------------------------+


**********
* TIER 5 *
**********

===============================================================================
SHADOW EMBRACE                                      Ranks: 5 Req: 20 Affliction
===============================================================================
Your Corruption, Curse of Agony, Siphon Life and Seed of Corruption spells
also cause the Shadow Embrace effect, which reduces physical damage caused by
1/2/3/4/5%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Essentially, 5 talent points for 5% Physical damage reduction. Is it     |
| worth it? I'd say no. Too high price for too little effect. 3 for 6 maybe|
| or even 2 for 4, but 5 for 5 is bad.                                     |
+--------------------------------------------------------------------------+


===============================================================================
SIPHON LIFE                                         Ranks: 1 Req: 20 Affliction
===============================================================================
Transfers 15 health from the target to the caster every 3 sec. Lasts 30 sec.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Siphon Life is a sort of instant cast DoT which both damages the target  |
| and heals you at the same time. The amount of damage and heal isn't all  |
| that much though, but it can be put up on several targets, so if you are |
| good at juggling mobs with fear, it can provide you with a massive health|
| regeneration. It works well with a full Affliction lock who knows that   |
| patience is the key to victory, and for battlegrounds where you can pick |
| alot of targets and put Siphon Life on them. They will hardly notice it, |
| while you'll high on healing.                                            |
+--------------------------------------------------------------------------+


===============================================================================
CURSE OF EXHAUSTION                                 Ranks: 1 Req: 20 Affliction
===============================================================================
Reduces the target's speed by 30% for 12 secs. Only one curse per Warlock can
be active on any target. 

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Fantastic talent, previously you had to use 5 points to obtain this      |
| effect, now it's available with only 1. Exemplary curse and talent that  |
| has become even better now with all the buffs to Corruption and Unstable |
| Affliction, so that you got more dots ticking without Curse of Agony.    |
+--------------------------------------------------------------------------+



**********
* TIER 6 *
**********

===============================================================================
SHADOW MASTERY                                      Ranks: 5 Req: 25 Affliction
===============================================================================
Increases the damage dealt or life drained by your Shadow Spells by 2/4/6/8/10%

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| This is a very important and solid talent that is usually a part of any  |
| serious Affliction lock's build. It affects both all your Shadow Damage  |
| and the healing you gain from Drain Life and Siphon Life. Unlike Master  |
| Demonologist and Demonic Sacrifice, this is permanent and you will always|
| have a 10% increase in damage and healing. Must have, and most affliction|
| builds at 60 includes this. The famous SM/Ruin build is based on this.   |
+--------------------------------------------------------------------------+


**********
* TIER 7 *
**********

===============================================================================
CONTAGION                                           Ranks: 5 Req: 30 Affliction
===============================================================================
Increases the damage of Curse of Agony, Corruption and Seed of Corruption by
1/2/3/4/5% and reduces the chance your Affliction spells will be dispelled by
an additional 6/12/18/24/30%. 

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Yet another damage boost, since it affects three different dots it is    |
| quite nice despite the steep cost for the only 5% increase. The reduced  |
| chance for your Affliction spells to be dispelled helps out greatly in   |
| PvP, as it means less recasting of your Dots. 
+--------------------------------------------------------------------------+


===============================================================================
DARK PACT                                           Ranks: 1 Req: 30 Affliction
===============================================================================
Drains 305 of your pet's Mana and gives it to you.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Say goodbye to empty mana pool. Say goodbye to risky dealings with Life  |
| Tap. It's very simple really, all it does is to transfer mana from your  |
| pet to you. You can do it as much and often as you want, and a pet like  |
| the Imp will usually regenerate enough mana quickly enough to provide you|
| with a never ending stream of mana. Both for grinding and instances this |
| talent works great, it reduces downtime alot and keeps you going and     |
| going, just like the Duracell Bunny.                                     |
+--------------------------------------------------------------------------+


**********
* TIER 8 *
**********

===============================================================================
IMPROVED HOWL OF TERROR                             Ranks: 2 Req: 35 Affliction
===============================================================================
Reduces the casting time of your Howl of Terror spell by 0.8/1.5 sec.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Easily worth it. 2 points to make Howl of Terror entirely instant? This  |
| completely removes any risk of being interrupted or counterspelled, and  |
| it becomes a fantastic PvP tool which is useful in all situations. Even  |
| if you're hammered by fast hitting mobs or players, you can pop this     |
| like the Priest's Psychic Scream and instantly give yourself a breather. |
| (Thanks to Marcin for reminding me that it's now instant)                |
+--------------------------------------------------------------------------+


===============================================================================
MALEDICTION                                         Ranks: 3 Req: 35 Affliction
===============================================================================
Increases the damage bonus effect of your Curse of Shadows and Curse of the
Elements spells by an additional 1/2/3%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| If you plan to solo and grind alot, then I'm not sure this is the best   |
| place to put your points. However, if you intend to raid, then this is a |
| winner. It essentially increases the damage output of Shadow Priests,    |
| Warlocks and Mages with 3%. Since both curses should be up(One Warlock   |
| uses CoS, another CoE) at all times during raids, this is more or less a |
| permanent 3% damage increase.                                            |
|                                                                          |
| For soloing and grinding as an Affliction lock, you'll probably use      |
| another curse instead, either Curse of Agony or Curse of Exhaustion.     |
+--------------------------------------------------------------------------+


**********
* TIER 9 *
**********

===============================================================================
UNSTABLE AFFFLICTION                                Ranks: 1 Req: 40 Affliction
===============================================================================
Shadow Energy slowly destroys the target, causing 660 damage over 18 sec. In
addition, if the unstable Affliction is dispelled it will cause 99 damage to
the dispeller and silence them for 5 sec.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Very nasty in PvP, less so in PvE. The description is self explanatory,  |
| if anyone attempts to dispell the DoT, it will instantly damage them for |
| a large amount of damage. This can cause many dispellers to let it be    |
| running, but they'll loose health in either way. In PvE, this will rarely|
| happen, so you'll often just get the DoT. Still, it adds yet another     |
| damage source and it increases the damage you do even more, so it's still|
| pretty good.                                                             |
+--------------------------------------------------------------------------+


***************************************************************
*** 04.2: Demonology [DEM1]                                 ***
***************************************************************

The Demonology build is based heavily around the usage of pets, either dead or
alive. In either way, they help you alot and provides buffs and skills that can
assist you greatly. Most Demonology Warlocks tend to have high Stamina and 
+damage, high defense and is hard to kill. They tend to have steady but not
massive damage, and they adapt well to most situations. 


**********
* TIER 1 *
**********

===============================================================================
IMPROVED HEALTHSTONE                                Ranks: 2 Req: None
===============================================================================
Increases the amount of health restored by your Healthstone by 10/20%

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| For solo play, it's not the most useful talent and healthstones usually  |
| aren't used so much that they become a necessity for each fight. But for |
| Raids, this talent really helps out, as it makes a different quality of  |
| healthstones which can rest in the inventory along with the normal ones. |
| So, instead of the tank only getting a 1200 Healthstone, he can also get |
| a 1320 and a 1440 one.                                                   |
+--------------------------------------------------------------------------+


===============================================================================
IMPROVED IMP                                        Ranks: 3 Req: None
===============================================================================
Increases the effect of your Imp's Firebolt, Fire Shield and Blood Pact Spells
by 10/20/30%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| A useful and good talent for all seasons. The Imp can be turned into a   |
| Machine gun with this, Improved Firebolt and the Black Book. At that     |
| point, the Imp becomes a big and surprising source of damage which people|
| generally don't expect. The fact that he is so small and can be hard to  |
| see means he can really turn some heads in PvP if fully boosted.         |
|                                                                          |
| Blood Pact is also another welcome skill, and the effect of this talent  |
| will increase it from 42 to 54 Stamina. Every single bit of Stamina helps|
| Tanks and teams to survive.                                              |
+--------------------------------------------------------------------------+


===============================================================================
DEMONIC EMBRACE                                      Ranks: 5 Req: None
===============================================================================
Increases your total Stamina by 3/6/9/12/15% but reduces your total Spirit by
1/2/3/4/5%

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Even if it reduced Spirit with the same amount as it increases Stamina,  |
| this talent would still be awesome. Not only does it increase your base  |
| Stamina, but also all additional Stamina gained from items. Considering  |
| that Warlock equipment is usually very heavy Stamina based, it's not     |
| unusal to see Warlocks with more HP than most other classes, even tanks. |
| Easily one of the best Warlock talents out there, as it greatly increases|
| the survivability all around.                                            |
+--------------------------------------------------------------------------+


**********
* TIER 2 *
**********


===============================================================================
IMPROVED HEALTH FUNNEL                               Ranks: 2 Req: 5 Demonology
===============================================================================
Increases the amount of Health transfered by your Health Funnel spell by 10/20%
and reduces the health cost by 10/20%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Many Warlocks say this is a pretty useless talent, but with Soul Link and|
| heavy pet usage, it's very helpful. If you plan to stay alive with Soul  |
| Link, you also need your pet to stay alive. In the 2.0 patch, this has   |
| been nicely upgraded to reduce the health you loose by up to 20%, which  |
| is quite notable when keeping your pets alive. Personally, I have always |
| used it because I am a big fan of using pets, and it can help to reduce  |
| the downtime while healing pets in situations where only the pet takes   |
| damage and not you, and it helps yet another step to prevent your pet    |
| from dying so easily. Not for everyone, but 20% more health to the       |
| tanking Voidwalker if you can keep threat on him and can keep him alive  |
| for quite abit is good. Combined with Demonic Resilience, it goes along  |
| way to ensure the survival of your pets...and you.                       |
|                                                                          |
| In this case, I will not recommend or detest the talent, but leave it up |
| to you, and your opinion wether or not it's useful. Certainly are better |
| talents, but it is not useless.                                          |
+--------------------------------------------------------------------------+


===============================================================================
IMPROVED VOIDWALKER                                  Ranks: 3 Req: 5 Demonology
===============================================================================
Increases the effect of your Voidwalker's Torment, Consume Shadows, Sacrifice
and Suffering Spells by 10/20/30%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| If you plan on using the Walker alot, then this talent is Alpha & Omega. |
| It greatly increases the effect of all the Walkers abilities, makes him  |
| a better tank, gives him better healing and increases the absorb shield. |
| He will still loose aggro though if you're not careful, but give him some|
| time(Just like all other tanks!), and he'll prove to be very useful. If  |
| the Felguard in Burning Crusade stays the way he is now though, both the |
| Walker and this talent will most likely reduce alot of usefulness. But   |
| until then, this is a good talent for anyone who likes to use the Walker.|
+--------------------------------------------------------------------------+


===============================================================================
FEL INTELLECT                                        Ranks: 3 Req: 5 Demonology
===============================================================================
Increases the Intellect of your Imp, Voidwalker, Succubus, Felhunter and 
Felguard by 5/10/15% and increases your maximum mana by 1/2/3%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Greatly improved from the previous version, for only 3 points you get a  |
| 15% Intellect increase of your pets and 3% maximum mana for you. That    |
| alone helps out, but this is one of the key talents for utilizing the    |
| Demonic Knowledge talent, which gives you spell damage based on the      |
| Intellect of your active pet. So, take it if you plan to go that far.    |
+--------------------------------------------------------------------------+


**********
* TIER 3 *
**********

===============================================================================
IMPROVED SUCCUBUS                                   Ranks: 3 Req: 10 Demonology
===============================================================================
Increases the effect of your Succubus's Lash of Pain and Soothing Kiss spells
by 10/20/30%, and increases the duration of your Succubus's Seduction and 
Lesser Invisibility spells by 10/20/30%

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Tends to be skipped by most Demonology locks, as the improvements aren't |
| the most useful. Extra duration on Lesser Invisibility won't make a      |
| difference at all. Extra duration on Seduction is one of the best parts  |
| of this talent, as it increases the time the target will stay seduced,   |
| giving you more time to play with it. Soothing kiss is generally not that|
| useful as she'll loose aggro so quickly anyway, and Lash of Pain doesn't |
| do that much damage to begin with. The general Succubus damage can be    |
| increased quite abit though, as there are several talents that helps her |
| out, but they rely on each other, so it costs quite abit to make turn her|
| into a good DPS source.                                                  |
+--------------------------------------------------------------------------+


===============================================================================
FEL DOMINATION                                      Ranks: 1 Req: 10 Demonology
===============================================================================
Your next Imp, Voidwalker, Succubs, or Felhunter summon spell has its casting
time reduced by 5.5 seconds and its Mana cost reduced by 50&%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Very good talent that shouldn't be missed by any serious Demonologist.   |
| Populary used in nasty situations where the the pet has just died or is  |
| on the way to die and you need a new one back up as soon as possible.    |
| Combined with Master Summoner this can result in an instant resummon     |
| which can more often than not be a saving grace. A dying Voidwalker makes|
| for a good absorbshield, and you can then quickly recast a new walker    |
| while being protected from the shield. It's also very useful for reducing|
| the mana cost on your summon, which means that you don't have to worry   |
| about wasting all that mana on a new pet.                                |
+--------------------------------------------------------------------------+


===============================================================================
FEL STAMINA                                         Ranks: 3 Req: 10 Demonology
===============================================================================
Increases the Stamina of your Imp, Voidwalker, Succubus, Felhunter and Felguard
by 15% and increases your Maximum health by 3%. 

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Besides being a keytalent to utilize Demonic Knowledge, Fel Stamina is   |
| also very important for keeping your pets alive. Even better is that in  |
| the 2.0 patch, it has been reduced to 3 points and it even increases your|
| health with 3%. This is a great talent that is worth the points, and it  |
| helps out especially the Voidwalker, Succubus, Felhunter and Felguard.   |
|                                                                          |
| Not as useful for the Imp as he will usually not attract much aggro or   |
| come near the mobs anyway though, but It helps all five pets, but only   |
| the Walker and the Felhunter takes good advantage out of it.             |
+--------------------------------------------------------------------------+


===============================================================================
DEMONIC AEGIS                                       Ranks: 3 Req: 10 Demonology
===============================================================================
Increases the effectiveness of your Demon Armor and Fel Armor spells by 10/20/
30%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| A Brand new talent which is good for boosting both the current Demon     |
| Armor and especially the Fel Armor. Alot better for Fel Armor to be      |
| honest, but it makes the already solid Demon Armor even better.          |
+--------------------------------------------------------------------------+


**********
* TIER 4 *
**********

===============================================================================
MASTER SUMMONER                                     Ranks: 2 Req: 15 Demonology
===============================================================================
Reduces the casting time of your Imp, Voidwalker, Succubus and Felhunter 
summoning spells by 2/4 sec and the mana cost by 20/40%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Yet another awesome summoning talent which really makes juggling pets    |
| alot easier. The passive reduction to the summoning speed and the mana   |
| cost ensures that you can get back up in combat quicker after a death,   |
| and it also becomes better to recast pets in combat. Some consider this a|
| better talent than Fel Domination as it always reduces both cost and the |
| cast time, but since you shouldn't normally need to recast$your pet that |
| often it's all a matter of taste. However, it's when these two talents   |
| are combined that the beauty of it comes, thus allowing for a constant   |
| reduction to mana and cast time and near instant and almost mana free    |
| summon every 15th minute.                                                |
+--------------------------------------------------------------------------+


===============================================================================
UNHOLY POWER                                        Ranks: 5 Req: 15 Demonology
===============================================================================
Increases the damage done by your Voidwalker, Succubus, Felhunter and Felguard
melee attacks by 4/8/12/16/20%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Hardly notable if you're only using the Walker, useless if you're using  |
| the Imp, but both the Felhunter, Succubus and Felguard enjoys a flat 20% |
| damage increase from this talent. Once you get this, Especially the      |
| Succubus and Felguard becomes nice sources for damage. Combined with the |
| Demonic Tactics Talent, the Black Book Trinket and the 3 set of the AQ   |
| Armor, and your pets can do insane damage.                               |
+--------------------------------------------------------------------------+


**********
* TIER 5 *
**********

===============================================================================
IMPROVED ENSLAVE DEMON                              Ranks: 2 Req: 20 Demonology
===============================================================================
Reduces the attack speed and casting speed penalty of your Enslave Demon spell
by 5/10% and reduces the resist chance by 5/10%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| This talent has gone from horrible to decent, and with the possibilities |
| of many demons in Outland, this might also be quite useful. 2 points to  |
| gain 10% less resist chance makes it quite alot easier to enslave and    |
| demons and re-enslave them. The attack and casting speed penalty is still|
| too big to make enslaved demons useful to grind and kill with for the    |
| most of the time, but reducing the cost to 2 points has gone along way   |
| to make the talent worth the cost.                                       |
+--------------------------------------------------------------------------+


===============================================================================
DEMONIC SACRIFICE                                   Ranks: 1 Req: 20 Demonology
===============================================================================
When activated, sacrifices your summoned Demon to grant you an effect that 
lasts 30 minutes. The effect is cancelled if any Demon is summoned.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| One of the most versatile talents in the game, as it completely changes  |
| the strength of the warlock depending on the usage of it. When activated,|
| the current summoned demon will sacrifice itself and give you powers     |
| related to it. Completely depending on the demon you sacrifice and the   |
| situation, you have to be careful with what you do, as the right one will|
| help you alot while a wrong one will be useless in the situation.        |
|                                                                          |
| The Imp: Increases your Fire Damage by 15%. This can be very handy if you|
| are a dedicated AoE'er in a raid or group, or specced into Destruction   |
| and uses Fire spells most of the time. You'll notice good damage increase|
| but you'll also have to be aware that there are a few places where Fire  |
| is not the optimal spell to use, such as Molten Core.                    |
|                                                                          |
| The Voidwalker: Restores 2% of total health every 4 seconds. Very, very  |
| useful for grinding and generally everywhere. This will keep you healed  |
| constantly, and can reduce downtime to almost nothing since you can keep |
| lifetapping during combat and don't worry too much about getting your    |
| health back up. In instances this can be wonderful for not relying on    |
| healers to keep you up while you lifetap, although some might say that   |
| the Felhunter offers a better effect in those cases.                     |
|                                                                          |
| The Succubus: Increases your Shadow Damage by 15%. Not as useful as the  |
| others, since chances are you'll only gain a marginally damage increase  |
| if you're further specced into this tree. However, the SM/DS build makes |
| this a fantastic DPS source (25% Shadow Damage increase). Go further down|
| to Master Demonologist and the effect of sacrificing the Succubus only   |
| grants 5% more damage. Go further to Soul Link and the effect is reduced |
| with to 2% more damage. By then, you'll be better off having her for the |
| 30% reduced damage taken.                                                |
|                                                                          |
| The Felhunter: Restores 2% of total Mana every 4 sec. If you don't have  |
| to worry about healing, then this can be a safer and better alternative  |
| to the Voidwalker one. While the effect you gain from this is lower than |
| the Voidwalker's, you don't have to lifetap that often to regain mana,   |
| which in terms increases your damage. For grinding low level instances,  |
| this might also be a better option than Voidwalker as you don't have to  |
| worry about health, but you'll consuming alot of mana, thus the effect   |
| of having constant mana regeneration will help you out better than having|
| to stop up and life tap all the time to kill even low level mobs.        |
|                                                                          | 
| The Felguard: Increases your Shadow Damage by 10% and restores 2% of     |
| total mana every 4 sec. Slightly weaker than both the Succubus and the   |
| Felhunter, but it combines both to make this a very solid raid buff if   |
| you shouldn't use your pet. Would have been great if it could restore    |
| health instead of mana, but it's still pretty good.                      |
|                                                                          |
| All these things for one single talent point? Needless to say, this is a |
| fantastic talent, and about the only negative point with it is that it   |
| makes the other Pet talents useless while the demon is sacrificed. But   |
| that can only be considered nitpicking, as this doesn't hinder the usage |
| of them as long as the pet is up, and it offers you buffs even when you  |
| can't use the pets.                                                      |
+--------------------------------------------------------------------------+


===============================================================================
IMPROVED FIRESTONE                                  Ranks: 2 Req: 20 Demonology
===============================================================================
Increases the bonus Fire damage from Firestone and the Firestone effect by
15/30% and increases the spell critical strike rating bonus of your Spellstone
by 15%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Blizzard, merging two almost completely useless talents into one won't   |
| turn them into one good. I won't go much into detail, but unless you're  |
| absolutely intent on going 1 hand and equipping the Firestone or the     |
| Spellstone, stay away from this talent. With all the other great talents |
| in the Demonology tree, you shouldn't touch this one.                    |
+--------------------------------------------------------------------------+


**********
* TIER 6 *
**********

===============================================================================
MANA FEED                                          Ranks: 3 Req: 25 Demonology
===============================================================================
When you gain mana from Drain Mana or Life Tap spells, your pet gains 
33/66/100% of the mana you gain.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Actually a very useful talent, but the problem is that it's placed along |
| so many other great talents that there's often no room to put points in  |
| it if you're looking at optimal builds. It's placed on the same tier as  |
| Master Demonologist which costs 5 points, and ALL the talents from Tier  |
| 7 and further are better. However, rather having the difficulties of     |
| choosing between good talents, than having crappy ones you avoid.        |
+--------------------------------------------------------------------------+


===============================================================================
MASTER DEMONOLOGIST                                 Ranks: 5 Req: 25 Demonology
===============================================================================
Grants both the Warlock and the Summoned Demon an effect as long as that Demon
is active.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Ah, a fantastic talent that is worth every single point. Much like the   |
| Demonic Sacrifice talent, this is based on which pet you have, but this  |
| only works while the pet is alive. This effect also affects the pet.     |
|                                                                          |
| The Imp: Reduces threat caused by 4/8/12/16/20%. Not only is the Imp very|
| handy to use in raids because of his Bloodpact, but using him also gives |
| you so far the only threat reduction a Warlock has. 20% Threat Reduction |
| is very important as it allows you to push the DPS harder without getting|
| aggro off the tanks. It's useless solo, but once you get into a team it  |
| helps alot.                                                              |
|                                                                          |
| The Voidwalker: Reduces Physical Damage taken by 2/4/6/8/10%. Overlooked |
| and very handy, every single point of damage reduction equals better     |
| survival. In this case, it's a 10% physical damage reduction, helping out|
| when standing face to face with a weapon wielding manic. Combined with   |
| Soul Link you're gaining about 40% physical damage reduction.            |
|                                                                          |
| The Succubus: Increases all damage by 2/4/6/8/10%. More damage is always |
| useful, and this can be compared to the Shadow Mastery talent.           |
|                                                                          |
| The Felhunter: Increases all resistances by 0.2/0.4/0.6/0.8/1.0 per level|
| Incredibly helpful in both instances and in PvP, as it will give you 60  |
| to all resistances at level 60, which stacks with everything else. Makes |
| the Felhunter even more hated by mages. Good boy.                        |
|                                                                          |
| The Felguard: Increases all damage caused by 1/2/3/4/5% and all          |
| resistances by 0.1/0.2/0.3/0.4/0.5 per level. Once again, the Felguard   |
| is more universal than the other pets, and offers a nice bonus to any    |
| raiders by offering a decent resistance buff along with a nice damage    |
| buff.                                                                    |
+--------------------------------------------------------------------------+


**********
* TIER 7 *
**********

===============================================================================
DEMONIC RESILIENCE                                  Ranks: 3 Req: 30 Demonology
===============================================================================
Reduces the chance you'll be critically hit by melee and spells by 1/2/3% and
reduces all damage your summoned demon takes by 5/10/15%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Permanently reduces all damage your pets takes by 15%? Where do I sign   |
| up? Honestly, this talent rocks just for that. Combine this talent with  |
| the Master Demonologist, and your Voidwalker takes 25% less physical     |
| damage. Not just the walker, but this goes a long way to make both the   |
| Succubus, Felhunter and Felguard much more durable. To be honest, it     |
| doesn't do all that much good in PvP as most players will either CC your |
| pet or ignore it, but for teams and solo this shines. Imagine taking down|
| a boss in an instance and having the Voidwalker as tank, then imagine him|
| taking 15% less damage. It's notable and it's excellent.                 |
+--------------------------------------------------------------------------+


===============================================================================
SOUL LINK                                           Ranks: 1 Req: 30 Demonology
===============================================================================
When active, 20% of all damage taken by the caster is taken by your Demon
instead. In addition, both the Demon and the master will inflict 5% more 
damage. Lasts as long as the Demon is active.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| One of the most infamous, if not THE most infamous Warlock spells ever.  |
| It does exactly what it says by making the pet a form of a human shield. |
| Once you're attacked, the pet will take 20% of the damage for you, which |
| will radically increase your survivability. The difference it does on    |
| even normal even leveled mobs are huge, especially combined with either a|
| fully Master Demonologist Voidwalker for another 10% or Felhunter for 60 |
| Resist. Some swear by it, some swear at it, but the truth is that it does|
| offer the 31 point Warlock heavy defense, at the cost of the efficiency  |
| of an Affliction lock or the heavy DPS of a Destruction lock. Going face |
| to face with an elite mob doesn't seem so scary anymore while having Soul|
| Link on you. Locks have tanked many endgame bosses thanks to this spell. |
+--------------------------------------------------------------------------+


===============================================================================
DEMONIC KNOWLEDGE                                   Ranks: 3 Req: 30 Demonology
===============================================================================
Increases your spell damage by an amount equal to 5/10/15% of the total of your
active demon's Stamina plus Intellect.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| With this talent maxed, you'll get +15% spell damage of your demon's     |
| Stamina and Intellect. This talent is why you want Fel Intellect and Fel |
| Stamina further up in the tree. Simply, the more Stamina and Intellect   |
| your pet gains, the more +spell damage you get. Even temporary buffs     |
| on the pet increases this amount, so make sure you get Mage and Priest   |
| buffs on your pet. Having two Warlocks in one part where one can use     |
| Bloodpact will push this even more.                                      |
|                                                                          |
| The damage increase is unbelivable. If you spec this far, there's no     |
| question if to spec this or not, it's what other talents you can live    |
| without. IMO, it's far better to max this one out and skip a few points  |
| in Demonic Tactics(or Resilience if you don't intend to solo) as the     |
| effect is just higher. Having all three is the ideal though, but then    |
| you cannot spec X/41/X, often missing out on other good talents. Anyway, |
| no question, no doubt, Demonic Knowledge is the talent you want.         |
+--------------------------------------------------------------------------+


**********
* TIER 8 *
**********

===============================================================================
DEMONIC TACTICS                                     Ranks: 5 Req: 35 Demonology
===============================================================================
Increases the damage caused by you and your summoned demon by 1/2/3/4/5%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Even more damage for the Demonologist, this handy talent boosts both you |
| and your pets damage by up to 5%. If you intend to raid or team alot,    |
| then this might be a better talent than Resilience(where lock pets are   |
| often on passive or used for Blood Pact, Seduce and so on), but the 5    |
| points needed is still a steep price. If you can afford the points, then |
| it will help you, but there's still the question wether it's woth all the|
| points, further fueled by your playstyle.                                |
+--------------------------------------------------------------------------+


**********
* TIER 9 *
**********

===============================================================================
SUMMON FELGUARD                                     Ranks: 1 Req: 40 Demonology
===============================================================================
Summons a Felguard under the command of the Warlock.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| The Felguard is a great pet that feels like a combination between the    |
| Succubus and the Voidwalker. It deals less damage than the Succubus, but |
| has alot more HP and Armor, but it is notably weaker than the Voidwalker |
| but hits harder and has better combat abilities.                         |
|                                                                          |
| In other words, it's a perfect grind pet. Not only does it do good damage|
| but it also has taunting abilities that match the Voidwalker's(and seem  |
| to surpass it), but it has an excellent cleave and intercept ability. It |
| also has 50% chance of avoiding AoE attacks, making it a great PvP pet.  |
+--------------------------------------------------------------------------+


***************************************************************
*** 04.3: Destruction [DES1]                                ***
***************************************************************

Destruction is the tree that most closely resembles a Mage tree, as it focuses
primary on improving Direct Damage, nukes, AoE and so on. It offers little 
defense and support abilities, but it increases damage quite abit.


**********
* TIER 1 *
**********

===============================================================================
IMPROVED SHADOW BOLT                                Ranks: 5 Req: None
===============================================================================
Your Shadow Bolt critical strikes increase the next 4 sources of Shadow damage
dealt to the target by 4/8/12/16/20%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Very reliant on crits, but if you plan to spec further down this tree and|
| or you are well equipped with +crit equipment, this is one of the best   |
| damage increasing talents for any Shadow Bolt Lock. It's hard to go back |
| after using this as it makes every crit so much better. Getting one more |
| crit after this procs makes the crit damage even higher, and with Ruin.. |
|                                                                          |
| Needless to say, this is easily the best Tier 1 talent in Destruction.   |
+--------------------------------------------------------------------------+


===============================================================================
CATACLYSM                                            Ranks: 5 Req: None
===============================================================================
Reduces the Mana cost of your Destruction spells by 1/2/3/4/5%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Too many points for too little effect, this is not recommended unless you|
| plan to absolutely max out Destruction and focus solely on spamming DD   |
| spells. Still, 5 points are alot, and 5% cost reduction is very little,  |
| so I'd strongly recommend not to take this.                              |
+--------------------------------------------------------------------------+


**********
* TIER 2 *
**********


===============================================================================
BANE                                                Ranks: 5 Req: 5 Destruction
===============================================================================
Reduces the casting time of your Shadow Bolt and Immolate spells by 0.1/0.2/
0.3/0.4/0.5 seconds and your Soul Fire spell by 0.4/0.8/1.2/1.6/2.0 seconds.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| One of the best and most important talents for any Destruction lock, and |
| it also helps alot for any specced Warlock who uses the spells regulary. |
| Over time, it offers an approx 20% DPS increase if you're using Shadow   |
| Bolt as your primary damage spell. It helps to make Immolate a better    |
| spell even if unimproved, as the cast time is reduced with enough to make|
| a difference. Soul Fire is also improved, but the usage of that spell is |
| rare enough so that it's normally not mentioned alot when discussing this|
| talent.                                                                  |
+--------------------------------------------------------------------------+


===============================================================================
AFTERMATH                                           Ranks: 5 Req: 5 Destruction
===============================================================================
Gives your Destruction spells a 2/4/6/8/10% chance to daze the target for 5
seconds.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Normally ignored, as people tend to put only 5 points in this tier, but  |
| it does offer the full destruction lock some advantage. 10% is a decent  |
| chance for it to proc, but unlike the Mage's Impact, this only snares the|
| mob instead of completely stunning and stopping them. Most Warlocks tend |
| to skip it though.                                                       |
+--------------------------------------------------------------------------+


**********
* TIER 3 *
**********


===============================================================================
IMPROVED FIREBOLT                                  Ranks: 2 Req: 10 Destruction
===============================================================================
Reduces the casting time of your Imp's Firebolt spell by 0.5/1 Seconds.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Along with the Improved Imp talent, this goes along way to turn your fast|
| talking, smooth walking Imp into a mobile machine gun. Previously only   |
| the first talent point did actually affect the casting time, but now it  |
| has been fixed and both points reduces the casting time, making this a   |
| solid choice for those who likes to have the Imp out for free.           |
+--------------------------------------------------------------------------+


===============================================================================
IMPROVED LASH OF PAIN                              Ranks: 2 Req: 10 Destruction
===============================================================================
Reduces the cooldown of your Succubus's Lash of Pain spell by 3/6 seconds.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Meh. If you're always using the Succubus, especially for grinding, this  |
| isn't such a bad choice, and by all means there aren't anything wrong    |
| with it either, but it's just that there are so many better talents to   |
| take instead. The Succubus doesn't have unlimited mana, and what little  |
| she has is better saved up for seduction. Still, if you want to boost her|
| damage as much as possible, then it's not a directly bad choice.         |
+--------------------------------------------------------------------------+


===============================================================================
DEVASTATION                                        Ranks: 5 Req: 10 Destruction
===============================================================================
Increases the critical strike chance of your Destruction spells by 1/2/3/4/5%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Considered to be one of the staples of any Destruction Lock build. It    |
| increases the chance of getting a Critical Strike, which works great with|
| both Improved Shadow Bolt and Ruin, both skills which rely directly on   |
| having the highest amount of critical chance as possible. There's not    |
| much else to say than take this.                                         |
+--------------------------------------------------------------------------+


===============================================================================
SHADOWBURN                                         Ranks: 5 Req: 10 Destruction
===============================================================================
Instantly Blasts the target for shadow damage depending on rank. If the target
dies from Shadowburn, and yields experience or honor, the honor caster gains a
Soul Shard.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| A fantastic spell that deals alot of damage instantly and costs a Soul   |
| Shard, but will also reward a Soul Shard if the target dies within five  |
| seconds after the spell is cast.                                         |
|                                                                          |
| If you are well stocked on Soul Shards then this is a good spell to use  |
| regulary. Because it's instant, it's very easy to use it on targets very |
| near death, instead of trying to get off another Shadow Bolt. It can crit|
| and that happens pretty often too, usually causing it to do around 1K    |
| damage instantly. This can come as a shock to the target, especially in  |
| PvP as there's no indication of the spell, no way to interrupt or        |
| counterspell it. Worth the talent point.                                 |
+--------------------------------------------------------------------------+


**********
* TIER 4 *
**********


===============================================================================
INTENSITY                                          Ranks: 2 Req: 15 Destruction
===============================================================================
Gives you a 35/70% chance to resist interruption caused by damage while 
casting or channeling any Destruction spell.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Finally. From a situational talent, to a staple talent, Intensity is now |
| extremely important for a Destruction Warlock and should/will be included|
| in every serious Destruction build.                                      |
|                                                                          |
| Now you got 70% chance to resist interruption when casting or channeling |
| any destruction spell. Not only is this great in solo PvE, but it's      |
| incredibly valuable in PvP where you're much more often affected by      |
| interrupts.                                                              |
|                                                                          |
| If you also intend to make some good use of your AoE spells, this is a   |
| talent you must have. For only two points you get 70% chance to resist   |
| interrupts on both your AoE spells and Soul Fire. Although the chances   |
| are that you won't be using Soul Fire much during combat, you'll very    |
| often be told to use Hellfire or Rain of Fire to help in AoE fights.     |
| Hellfire is also an incredibly powerful AoE that does a huge deal of     |
| damage, and it helps alot if the Locks have Intensity while trying to get|
| down several mobs at once. You won't be stopped, but at least your mana  |
| efficiency will go up because you don't have to recast it so often.      |
+--------------------------------------------------------------------------+


===============================================================================
DESTRUCTIVE REACH                                  Ranks: 2 Req: 15 Destruction
===============================================================================
Increases the range of your Destruction spells by 10/20% and reduces the threat
caused by Destruction spells by 5/10%. 

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| For any serious Destruction lock who considers nuking to be their major  |
| source for damage, this is a must have talent. It is usually included in |
| most Destruction Builds, not only for the extra range it offers, but also|
| because that means a little more time before the target can catch up to  |
| the lock, and greater distance for nuking while keeping a target feared. |
|                                                                          |
| It also reduces the threat you generate with your Destruction spells by  |
| 10%, while not much, helps to reduce the risk of drawing aggro when you  |
| nuke.                                                                    |
+--------------------------------------------------------------------------+


===============================================================================
IMPROVED SEARING PAIN                              Ranks: 3 Req: 15 Destruction
===============================================================================
Increases the critical strike chance of your Searing Pain spell by 4/7/10%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| If you are using Searing Pain alot, then this is a no brainer. Combined  |
| with Devastation you get 15% extra critical strike chance alone from     |
| talents. Some Warlocks tend to not use this spell at all, and others do  |
| use it alot as it's fast and with such high crit chance it has a good    |
| damage to mana ratio. While it doesn't really shine that much in PvE, and|
| should be avoid at all costs in raids since the spell causes 100% extra  |
| threat, in PvP this spell suits the fast and furious fighting which gives|
| the Warlock little time to stand still. With such high critrate and no   |
| threat concerns, it makes for a good PvP talent.                         |
+--------------------------------------------------------------------------+


**********
* TIER 5 *
**********


===============================================================================
PYROCLASM                                          Ranks: 2 Req: 20 Destruction
===============================================================================
Gives your Soul Fire, Rain of Fire and Hellfire spells a 13/26% chance to stun
the target for 3 seconds.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Along with Intensity, this can help out a bit to ensure longer effect on |
| the AoE spells, but there's some discussions wether this is worth it or  |
| not, as it generally seems to have a very low chance of proccing and that|
| it will usually not do much when there are several mobs already attacking|
| you. Up to you really, although people tend to stay away from it and just|
| focus on the road to Conflagrate if going further down, or stop at Ruin. |
+--------------------------------------------------------------------------+


===============================================================================
IMPROVED IMMOLATE                                  Ranks: 5 Req: 20 Destruction
===============================================================================
Increases the initial damage of your Immolate spell by 5/10/15/20/25%. 

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Steep cost, and it pretty much require you to go all the way into the    |
| Destruction Tree to put it to good use. The effect sounds alot better    |
| than it really is, as it gives about 80 points damage increase to the    |
| initial strike. Too bad it's a requirement to get Conflagrate.           |
+--------------------------------------------------------------------------+


===============================================================================
RUIN                                               Ranks: 1 Req: 20 Destruction
===============================================================================
Increases the critical strike damage bonus of your Destruction spells by 100%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Now we're talking. One of the best talents Warlocks have, the effect it  |
| does compared to the cost is stunning. Once you are loaded up with +crit |
| and +damage gear, your Shadow Bolt and Soul Fire crits will begin to do  |
| massive amounts of damage, to the point where many choose not to take it |
| if they are planning to raid alot, as it generates even more threat than |
| before.                                                                  |
|                                                                          |
| However, for soloing and smaller parties, this is a godsend. First time  |
| you saw your crits do 1K was probably special, but when your crits start |
| to sneak up on 2.0-2.5K+ on normal mobs, it gets scary. Ruin won't do    |
| that alone, and it requires heavy +damage equipment, but it's essential  |
| to get there.                                                            |
+--------------------------------------------------------------------------+


**********
* TIER 6 *
**********

===============================================================================
NETHER PROTECTION                                  Ranks: 5 Req: 25 Destruction
===============================================================================
After being hit with a Shadow or Fire spell, you have a 10/20/30% chance to 
become immune to Shadow and Fire spells for 4 sec.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| This is a very, very handy talent that can greatly help in both PvP and  |
| PvE. At rank 3, it gives you a 30% chance to become immune to Shadow and |
| Fire spells for 4 seconds. 30% is alot, and it has significant effect.   |
|                                                                          |
| Especially useful against Mages and other Warlocks, this can turn the    |
| tide in a hard battle. Worth every single point.                         |
+--------------------------------------------------------------------------+

===============================================================================
EMBERSTORM                                         Ranks: 5 Req: 25 Destruction
===============================================================================
Increases the damage done by your Fire spells by 2/4/6/8/10%.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| If you are taking this, chances are you've set your eyes on Conflagrate, |
| and then Fire starts to become deadly. 10% more here, combined with 100% |
| Crit Bonus from Ruin, 25% initial fire damage from Immolate and of course|
| Curse of Elements. Soul Fire becomes especially nasty, and I'll leave    |
| you to discover the potential. Pretty needless to say, if you plan on    |
| using Fire, then this is a must have talent.                             |
+--------------------------------------------------------------------------+


**********
* TIER 7 *
**********

===============================================================================
BACKLASH                                           Ranks: 3 Req: 30 Destruction
===============================================================================
Increases your critical strike chance with spells by an additional 1/2/3% and
gives you a 8/16/25% when hit by a physical attack to reduce the cast time of
your next Shadow Bolt or Incinerate spell by 100%. This effect lasts 8 sec and
will not occur more than once every 8 seconds.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| A fantastic talent that makes the life of a Destructionist that much     |
| easier and further boosts Destruction damage. 25% chance to instantly    |
| cast a Shadow Bolt or Incinerate is very notable, as it will averagely   |
| go off every 4th time you're hit, depending on the attack speed of your  |
| enemy of course. This is absolutely amazing and combined with Intensity  |
| it completely changes close combat fighting as a Destruction Lock.       |
+--------------------------------------------------------------------------+


===============================================================================
CONFLAGRATE                                        Ranks: 1 Req: 30 Destruction
===============================================================================
Ignites a target that is already afflicted by Immolate, dealing Fire damage 
based on the rank of Conflagrate and consuming the Immolate spell.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| Only available when Immolate is running on the the target, what this does|
| is that it replaces the dot with an instant high damage based on the rank|
| of Conflagrate. Fully buffed up with all Destruction talents that affect |
| Conflagrate, this is a great DPS source, but unlike Demonology and       |
| Affliction builds, this requires alot more Intellect to support. Since   |
| Destruction offers little to no defense and focuses only on pure offense |
| and dps, it's important to ensure that you have enough Intellect to cast |
| keep the Immolate -> Conflagrate -> Immolate -> Conflagrate circle going.|
| If you can do that though, you're looking at wicked dps....as long as you|
| aren't fighting Fire Resistant mobs.                                     |
+--------------------------------------------------------------------------+


===============================================================================
SOUL LEECH                                         Ranks: 3 Req: 30 Destruction
===============================================================================
Gives your Shadow Bolt, Shadowburn, Soul Fire, Incinerate, Searing Pain and
Conflagrate spells a 10/20/30% chance to return health equal to 20% of the 
damage caused.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| This procs very often, and combined with the high crits it can heal you  |
| for a significant amount. Whenever you cast one of the spells mentioned  |
| in the description, you'll have up to 30% of being healed for 20% of the |
| damage you do. So if you hit a target for 1000, you'll get healed for    |
| 200 back. Doesn't sound extreme, but once you see the effect it's        |
| surprisingly effective, and it helps in both PvP and PvE. It can keep you|
| slightly healed while spamming Shadow Bolts in raids and help when you   |
| use Life Tap to keep yourself going, and it can reduce downtime and the  |
| need to drink potions, use first aid and other things.                   |
+--------------------------------------------------------------------------+


**********
* TIER 8 *
**********

===============================================================================
SHADOW AND FLAME                                   Ranks: 5 Req: 35 Destruction
===============================================================================
Your Shadow Bolt and Incinerate spells gain an additional 4/8/12/16/20% of your
bonus spell damage effects.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| More damage is the name of the game here. This talent affects two great  |
| damage sources, Shadow Bolt and Incinerate, but by the time you have     |
| reached Shadow And Flame, chances are you'll be using Incinerate most of |
| the time, as Fire just gains so much from the last part of the tree.     |
+--------------------------------------------------------------------------+


**********
* TIER 9 *
**********

===============================================================================
SHADOWFURY                                         Ranks: 1 Req: 40 Destruction
===============================================================================
Shadowfury is unleashed, causing 343 to 407 Shadow Damage and stunning all
enemies within 8 yds for 2 sec.

+-< COMMENT >--------------------------------------------------------------+
|                                                                          |
| As it is now, Shadowfury is a nice Area of Effect spell, finally one that|
| isn't channeled. The only negative thing about this spell, is that it has|
| a 0.5 cast time which forces you to stand still. However, the fact that  |
| it offers you a more direct damage AoE based on Shadow damage, which you |
| cannot get in any other way, is nice enough. The stunning is excellent   |
| as well, as it gives you more time to cast Howl of Terror if needed, or  |
| to switch over to another AoE.                                           |
+--------------------------------------------------------------------------+



***************************************************************
*** 04.4: Popular Builds[BUI1]                              ***
***************************************************************

Below I have included some more popular builds. Note that the road to the 
result can vary from person to person, but there tend to be talents that are
staples for each build. 

As of the 2.0 Patch, the usual builds are still around, slightly changed, 
but there are some new builds that are drawing alot of attention. Since all 
the new talents are available, but you still only have 51 Talent points 
available, I will still not cover the 61 point builds as this guide is still
directed at everybody until the release of the expansion.

+-------------------+
| SM/RUIN (30/0/21) |
+-------------------+------------------------------------------------------+
|                                                                          |
| This build focuses on the strengths of Affliction and Destruction by     |
| using both Shadow Mastery and Ruin to achieve great damage potential.    |
| There's little in the ways of defense here, as Demonology isn't even     |
| touched, but it makes for a powerful offensive build that works well for |
| most normal situations.                                                  |
|                                                                          |
| Affliction Talents:                                                      |
| Improved Corruption 5/5                                                  |
| Suppression 3/5                                                          |
| Improved Life Tap 2/5                                                    |
| Fel Concentration 5/5                                                    |
| Amplify Curse 1/1                                                        |
| Nightfall 2/2                                                            |
| Grim Reach 2/2                                                           |
| Empowered Corruption 3/3                                                 |
| Curse of Exhaustion 1/1                                                  |
| Siphon Life 1/1                                                          |
| Shadow Mastery 5/5                                                       |
|                                                                          |
| Destruction Talents:                                                     |
| Improved Shadow Bolt 5/5                                                 |
| Bane 5/5                                                                 |
| Devastation 5/5                                                          |
| Shadowburn 1/1                                                           |
| Destructive Reach 2/2                                                    |
| Intensity 2/2                                                            |
| Ruin 1/1                                                                 |
+--------------------------------------------------------------------------+


+-------------------+
| SM/DS (30/21/0)   |
+-------------------+------------------------------------------------------+
|                                                                          |
| This build focuses on the strengths of Affliction and Demonology by      |
| utilizing the overall strength and versatility of the two trees. Shadow  |
| Mastery allows for a solid permanent Shadow Damage increase, and it can  |
| be further increased by sacrificing the Succubus for 15% more. Yet, one  |
| can also sacrifice the Walker to gain a great deal of Health regen which |
| stacks with the normal Health Drains. Generally a very good grinding     |
| build, but tend to do worse in PvP.                                      |
|                                                                          |
| Affliction Talents:                                                      |
| Improved Corruption 5/5                                                  |
| Suppression 3/5                                                          |
| Improved Life Tap 2/5                                                    |
| Fel Concentration 5/5                                                    |
| Amplify Curse 1/1                                                        |
| Nightfall 2/2                                                            |
| Grim Reach 2/2                                                           |
| Empowered Corruption 3/3                                                 |
| Curse of Exhaustion 1/1                                                  |
| Siphon Life 1/1                                                          |
| Shadow Mastery 5/5                                                       |
|                                                                          |
| Demonology Talents:                                                      |
| Improved Healthstone 2/2                                                 |
| Improved Imp 3/3                                                         |
| Demonic Embrace 5/5                                                      |
| Fel Intellect 3/3                                                        |
| Fel Domination 1/1                                                       |
| Fel Stamina 3/3                                                          |
| Demonic Aegis 3/3                                                        |
| Master Summoner 2/2                                                      |
| Demonic Sacrifice 1/1                                                    |
+--------------------------------------------------------------------------+


+-------------------+
| NF/SL (20/31/0)   |
+-------------------+------------------------------------------------------+
|                                                                          |
| This build focuses on the strengths of Affliction and Demonology. By     |
| allowing the Warlock to use Soul Link, the defense and survival is       |
| greatly increased, and with Instant corruption, Fel Concentration,       |
| Amplify curse and Nightfall you gain several of the key affliction       |
| abilities, while keeping all the advantages of Demonology.               |
|                                                                          |
| Affliction Talents:                                                      |
| Improved Corruption 5/5                                                  |
| Suppression 3/5                                                          |
| Improved Life Tap 2/5                                                    |
| Fel Concentration 5/5                                                    |
| Amplify Curse 1/1                                                        |
| Nightfall 2/2                                                            |
| Grim Reach 2/2                                                           |
|                                                                          |
| Demonology Talents:                                                      |
| Improved Healthstone 2/2                                                 |
| Improved Imp 3/3                                                         |
| Demonic Embrace 5/5                                                      |
| Fel Domination 1/1                                                       |
| Fel Stamina 3/3                                                          |
| Demonic Aegis 3/3                                                        |
| Master Summoner 2/2                                                      |
| Unholy Power 5/5                                                         |
| Demonic Sacrifice 1/1                                                    |
| Master Demonologist 5/5                                                  |
| Soul Link 1/1                                                            |
+--------------------------------------------------------------------------+


+-------------------+
| MD/Ruin (0/20/31) |
+-------------------+------------------------------------------------------+
|                                                                          |
| A highly versatile build that allows for good adaption to various        |
| situations, ranging from PvP to PvE and Raiding. It allows for Threat    |
| Reduction via MD, high crits via Ruin and good usage of Shadow Bolts. The|
| only lack in this build is the low focus on DoTs, but that's only a minor|
| weak point.                                                              |
|                                                                          |
| Demonology Talents:                                                      |
| Improved Healthstone 2/2                                                 |
| Improved Imp 3/3                                                         |
| Demonic Embrace 5/5                                                      |
| Fel Domination 1/1                                                       |
| Fel Stamina 3/3                                                          |
| Demonic Aegis 3/3                                                        |
| Master Summoner 2/2                                                      |
| Unholy Power 5/5                                                         |
| Demonic Sacrifice 1/1                                                    |
| Master Demonologist 5/5                                                  |
|                                                                          |
| Destruction Talents:                                                     |
| Improved Shadow Bolt 5/5                                                 |
| Bane 5/5                                                                 |
| Devastation 5/5                                                          |
| Shadowburn 1/1                                                           |
| Destructive Reach 2/2                                                    |
| Intensity 2/2                                                            |
| Ruin 1/1                                                                 |
+--------------------------------------------------------------------------+


+------------------------+
| Destruction (X/X/31+)  |
+------------------------+-------------------------------------------------+
|                                                                          |
| Heavy Destruction builds almost always goes all the way down to and      |
| including Conflagrate. This is because once you go past Ruin, the last   |
| talents in Destruction is pretty reliant of each other to work well. The |
| good side is of course that you'll do huge amounts of damage as long as  |
| you can keep up the mana. Heavy Destruction builds are not as common as  |
| the other ones because of it's limited usage(not really that good in     |
| raids because you have to watch your damage, and that's the only thing   |
| you got in Destruction). However, you can back up with some talents from |
| either Affliction or Demonology, or both.                                |
| Keep in mind that if you plan to go to Conflagrate in Destruction, you   |
| cannot get any of the 21 point talents in Affliction or Demonology, which|
| does make this build less attractive than all the others as it will still|
| only offer good offense and less versatility compared to other builds.   |
|                                                                          |
| Due to the nature of the Destruction Tree and the changes done in the    |
| 2.0 patch, it's harder to list up any good builds. My suggestion for a   |
| Destructionist would be to get all the key talents in the tree and not   |
| skipping out the 30 points because they are so amazing.                  |
|                                                                          |
| Usual Destruction Talents:                                               |
| Improved Shadow Bolt 5/5                                                 |
| Bane 5/5                                                                 |
| Devastation 5/5                                                          |
| Shadowburn 1/1                                                           |
| Destructive Reach 2/2                                                    |
| Intensity 2/2                                                            |
| Ruin 1/1                                                                 |
| Improved Immolate 5/5                                                    |
| Emberstorm 5/5                                                           |
| Conflagrate 1/1                                                          |
| Soul Leech 3/3                                                           |
| Backlash 3/3                                                             |
|                                                                          |
| Demonology Talents:                                                      |
| Demonic Embrace 5/5                                                      |
|                                                                          |
| Affliction Talents:                                                      |
| Improved Corruption 5/5                                                  |
| Improved Lifetap 2/2                                                     |
| (Possibly) Improved Drain Soul 2/2                                       |
+--------------------------------------------------------------------------+


*******************************************************************************
*** 05: Pets [PET1]                                                         ***
*******************************************************************************

The Warlock pets are very important, just as the Hunter Pets. Just as Hunters,
Warlocks have their own talent tree which improves the survival, damage and 
relation between the Warlock and the Pet. Some calls them for Minions instead
of pets, and it might be more correct, but I refer them as Pets to make it 
simple and clear that we're talking about the same thing.

All pets except the Imp, Infernal and Doomguard requires a Soul Shard to summon
them, and the Infernal and Doomguard has their own summoning procedures and
rules.

The five primary pets level with you, and you can train their skills by 
purchasing Grimoires from the Demon Trainers usually located near the Warlock
Trainers.

The Warlock has five primary pets:

-Imp
-Voidwalker
-Succubus
-Felhunter
-Felguard(41 Point Demonology Talent)

And two optional, less used pets:

-Infernal
-Doomguard


***************************************************************
*** 05.1: Imp [IMP1]                                        ***
***************************************************************

The Imp is the first pet a Warlock gets, available from a Warlock Quest in the
starting areas. 

The Imp is powerful offensive, but has very little health and defense and do
not survive long if under attack. The Imp does have the advantage of having
range attacks, but it's dependent on mana, and if it runs out of Mana then it
will not be able to attack.

There are several good reasons for using the Imp, and it's the most popular
and effective pet in most cases in instances with a raid/party, as not only 
does it buff the entire party with Blood Pact(which gives everyone in the 
party stamina), but if specced Master Demonologist, it offers the Warlock a 
20% Threat Reduction buff. Another excellent way to use the Imp is to drain it
with Dark Pact, as it's high mana regeneration will be sufficient to keep you
refilled most of the time.

The Imp has the advantage of being the only pet which do not require a Soul
Shard, making it even better for raids where constant resummons are often 
required.

***************************************************************
*** 05.1.1: Imp Spells [IMP2]                               ***
***************************************************************

+==========+
| Firebolt |
+==========+

This is the Imp's attack. This will drain the Imp's mana rather quickly and
he'll stop casting and attacking if he runs out until he regenerates more. The
Imp's Firebolt can be greatly improved with the Improved Firebolt, which 
reduces the cast time with 1 second.

+======+=======+=========+======+======+
| Rank | Level | Damage  | Cast | Mana |
+===============================+======+
|  1   |   1   |   6-8   |  2   |  10  |
+------+-------+---------+------+------+
|  2   |   8   |  12-14  |  2   |  20  |
+------+-------+---------+------+------+
|  3   |   18  |  22-26  |  2   |  35  |
+------+-------+---------+------+------+
|  4   |   28  |  33-37  |  2   |  50  |
+------+-------+---------+------+------+
|  5   |   38  |  48-54  |  2   |  70  |
+------+-------+---------+------+------+
|  6   |   48  |  67-75  |  2   |  95  |
+------+-------+---------+------+------+
|  7   |   58  |  83-93  |  2   |  115 |
+------+-------+---------+------+------+


+============+
| Blood Pact |
+============+

This is a very popular buff that the Imp casts on the entire party. The Imp's
AI is actually pretty good, as it will constantly rebuff the party with it if
someone is lacking it, or has returned from outside the range, or has been 
resurrected. It doesn't cost Mana and it lasts until the Imp and/or Warlock 
dies. This can be improved by the Improved Imp Talent.

The actual Stamina Gain is increased by your level, so the 38 Stamina gained
from Rank 5 is actually 42 at level 60.

+======+=======+=================================+======+======+
| Rank | Level | Effect                          | Cast | Mana |
+================================================+======+======+
|  1   |   4   |  Increases Stamina by 2         |  2   |  10  |
+------+-------+---------------------------------+------+------+
|  2   |   8   |  Increases Stamina by 7         |  2   |  20  |
+------+-------+---------------------------------+------+------+
|  3   |   18  |  Increases Stamina by 16        |  2   |  35  |
+------+-------+---------------------------------+------+------+
|  4   |   28  |  Increases Stamina by 27        |  2   |  50  |
+------+-------+---------------------------------+------+------+
|  5   |   38  |  Increases Stamina by 38        |  2   |  70  |
+------+-------+---------------------------------+------+------+


+=============+
| Phase Shift |
+=============+

A very useful spell that makes the Imp pretty much Invulnerable to all attacks,
but allows it to still be healed and buffed. The Imp will automatically leave
Phase Shift when it's ordered to attack.

+======+=======+=================================+======+======+
| Rank | Level | Effect                          | Cast | Mana |
+================================================+======+======+
|  1   |   12  |  Makes the Imp invulnerable     |  0   |  0   |
+------+-------+---------------------------------+------+------+


+=============+
| Fire Shield |
+=============+

The Imp places a damage shield on the Warlock and Party members nearby that
does fire damage to anyone who attacks them. 

+======+=======+=================================+======+======+
| Rank | Level | Effect                          | Cast | Mana |
+================================================+======+======+
|  1   |   14  |  Fire damage shield of 5        |  2   |  60  |
+------+-------+---------------------------------+------+------+
|  2   |   24  |  Fire damage shield of 7        |  2   |  90  |
+------+-------+---------------------------------+------+------+
|  3   |   34  |  Fire damage shield of 9        |  2   | 115  |
+------+-------+---------------------------------+------+------+
|  4   |   44  |  Fire damage shield of 11       |  2   | 140  |
+------+-------+---------------------------------+------+------+
|  5   |   54  |  Fire damage shield of 13       |  2   | 165  |
+------+-------+---------------------------------+------+------+


***************************************************************
*** 05.1.2: Obtaining Imp [IMP3]                            ***
***************************************************************

This is the quest to obtain the Imp. As it's the first pet the Warlock gets,
it's also a very easy quest. The quest can be obtained at level 1, but for some
races, this quest might require a few levels under the belt before you can do
it alone.

*********
* HUMAN *
*********
========+=======================================+==============================
Lvl: 1  | Quest: The Stolen Tome                | NPC: Drusilla La Salle
========+=======================================+==============================
Goal: Obtain the Stolen Tome from the Tent by the Vineyard.

+---< Solution >--------------------------------------------------------+
| This quest is very simple, yet it can be quite hard if you attempt it |
| at level 1. Level 3-4 is recommended if you are alone. All you have   |
| to do, is to locate a tent near the vineyard on the other side of the |
| river. The book is by the side of the tent, rather well hidden, and   |
| it is guarded by 3 Humanoids. There are a few ways to do this, but    |
| you can stand on maximum distance and get at least one of them down   |
| before he gets too close. After that, it's up to you if you want to   |
| flee and wait for them to reset and take the two others, or just try  |
| to fight them right away. They might even be dead already from other  |
| players. Just grab the book and head back to the NPC.                 |
+-----------------------------------------------------------------------+


*********
* GNOME *
*********
========+=======================================+==============================
Lvl: 1  | Quest: Beginnings                     | NPC: Alamar Grimm
========+=======================================+==============================
Goal: Bring 3 Feather Charms to Alamar Grimm in Anvilmar

+---< Solution >--------------------------------------------------------+
| There is a cave in the southwest of Anvilmar, filled with Blue Trolls.|
| In that cave there should also be some mobs called Frostmane Novice,  |
| which are your target. The Droprate is fairly good, so you should be  |
| able to get them rather quickly. You might have to kill them a few    |
| times but they respawn fast so that shouldn't pose any problem. After |
| you have gotten the feathers, you can head to Anvilmar, which is      |
| located south of Ironforge and about in the middle of Dun Morogh.     |
+-----------------------------------------------------------------------+


************
* FORSAKEN *
************
========+=======================================+==============================
Lvl: 1  | Quest: Piercing the veil              | NPC: Venya Marthand
========+=======================================+==============================
Goal: Bring 3 Rattlecage Skulls to Venya Marthand.

+---< Solution >--------------------------------------------------------+
| A very easy quest, you'll find these mobs around the abandoned houses |
| filled with Zombies and Skeletons. Just kill Rattlecage Skeletons     |
| until you have three rattlecage skulls, and return to Venya Marthand. |
+-----------------------------------------------------------------------+


*******
* ORC *
*******
========+=======================================+==============================
Lvl: 1  | Quest: Vile Familiars                 | NPC: Ruzan
========+=======================================+==============================
Goal: Bring 6 Vile Familiar Heads to Ruzan.

+---< Solution >--------------------------------------------------------+
| There is one cave in Valley of Trials, up north east. Around and in   |
| the cave there are some blue Imps, these are easy to kill and got     |
| decent droprate so this should be quick.                              |
+-----------------------------------------------------------------------+



***************************************************************
*** 05.2: Voidwalker [VOI1]                                 ***
***************************************************************

The Voidwalker is the second Pet the Warlock obtains. Known populary as Blue
Berry or Big Blue or other joking names, it's actually a pretty good pet which
serves well as a tank pet, capable of holding the aggro of several mobs and
surviving for a long time due to it's massive health. 

The Voidwalker is not so often used in instances, except for in five man groups
when there's a lack of a tank. In those cases, the Walker if improved, can 
actually become a quite good substitute for a normal tank. As long as everyone
are aware that he needs time to build up threat, and that high damage can pull
aggro away from him, he can easily handle most mobs and even some bosses. If 
further improved by the Felheart set he becomes even more solid. 

For soloplay, the walker is a good friend in need. As long as you don't start
off the fight with a Shadowbolt, he'll be able to get aggro straight away and
he'll hold it, as long as you keep your damage steady. Aggressive spamming with
Shadow Bolts will steal aggro no matter how long he has hold the mob, so some
caution is advised, and DoT's are a much better and safer option. Of course, 
Shadow Bolt spamming are also another way to use him, by sending him in to draw
aggro, dot up the mob and spam Shadow bolts. By the time he looses aggro on a 
non-elite mob, the mob will be close to dead. He's the only Pet where you can
hope to accomplish putting all dots on and use Shadow Bolt and still not draw
aggro off him.

***************************************************************
*** 05.2.1: Voidwalker Spells [VOI2]                        ***
***************************************************************

+=========+
| Torment |
+=========+

This is one of the primary spells of the Voidwalker, he'll use this every five
seconds to taunt the target if set to Auto-Cast. Let the Walker get some time
to build up aggro by allowing him to use this a few times on harder mobs. You
can see when he does it, as he uses a special animation where it looks like he
almost pushes/forces the target. Even if you draw the aggro from him, he can 
still actually regain it if you stand still and don't attack the mob while he
attacks and taunts the mob. He'll eventually get it back.

Pay also attention to if it's resisted. You'd do well to pay attention.


+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   10  | Generates Threat from the targeted mob |  0   |  20  |
+------+-------+----------------------------------------+------+------+
|  2   |   20  | Generates Threat from the targeted mob |  0   |  40  |
+------+-------+----------------------------------------+------+------+
|  3   |   30  | Generates Threat from the targeted mob |  0   |  65  |
+------+-------+----------------------------------------+------+------+
|  4   |   40  | Generates Threat from the targeted mob |  0   |  90  |
+------+-------+----------------------------------------+------+------+
|  5   |   50  | Generates Threat from the targeted mob |  0   | 115  |
+------+-------+----------------------------------------+------+------+
|  6   |   60  | Generates Threat from the targeted mob |  0   | 145  |
+------+-------+----------------------------------------+------+------+


+===========+
| Sacrifice |
+===========+

Sacrifice can be greatly improved by the talent Improved Voidwalker, as it
increases the damage it absorbs with 30%. At the highest rank with maxed 
Improved Voidwalker, the absorbshield reaches around 2500 damage.

Sacrifice has some good uses, and it works especially great for a Soul Link
Warlock, since you can with good timing have both the Voidwalker, Soul Link,
The Master Demonologist Buff and the Sacrifice Buff up at the same time if 
done correctly. For a short time, you can survive pretty much anything except
a full, head on 10k blast, and there's very little who can do such a thing.

For Non Demonology Locks, ignore the following part as it won't apply.

1: Make sure you have Fel Domination and Master Summoner, and that Fel is
ready.
2: When you're ready, use the Voidwalker's Sacrifice skill to give yourself
the absorbshield. 
3: Activate Fel Domination and recast Voidwalker, and you'll gain Master
Demonologist.
4: Cast Soul Link.
5: Once your shield wears off by damage or time, sacrifice the Voidwalker again
for yet another shield.

The effect if done correctly and quickly enough, is that you have 40% physical
damage reduction, 30% spell damage reduction and a 2-2.5K absorb shield. Once
that shield goes out, another sacrifice will put it back up. With up to about
30 seconds duration on the shield, you're pretty much ready for any attacks 
from any boss, except a few end bosses.

This can be repeated as many times as possible, but the instant resummon of
the Walker can only be done per 15th minute, making it more limited. Still for
the time you can have all those effects, you'll feel more like Superman in a
Tank than a Clothie.


+======+=======+===========================================+======+======+
| Rank | Level | Effect                                    | Cast | Mana |
+==========================================================+======+======+
|  1   |   16  | Sacrifice Voidwalker for a 305 point      |  0   |   0  |
|      |       | Absorb Shield.                            |      |      |
+------+-------+-------------------------------------------+------+------+
|  2   |   24  | Sacrifice Voidwalker for a 510 point      |  0   |   0  |
|      |       | Absorb Shield.                            |      |      |
+------+-------+-------------------------------------------+------+------+
|  3   |   32  | Sacrifice Voidwalker for a 770 point      |  0   |   0  |
|      |       | Absorb Shield.                            |      |      |
+------+-------+-------------------------------------------+------+------+
|  4   |   40  | Sacrifice Voidwalker for a 1095 point     |  0   |   0  |
|      |       | Absorb Shield.                            |      |      |
+------+-------+-------------------------------------------+------+------+
|  5   |   48  | Sacrifice Voidwalker for a 1470 point     |  0   |   0  |
|      |       | Absorb Shield.                            |      |      |
+------+-------+-------------------------------------------+------+------+
|  6   |   56  | Sacrifice Voidwalker for a 1905 point     |  0   |   0  |
|      |       | Absorb Shield.                            |      |      |
+------+-------+-------------------------------------------+------+------+



+=================+
| Consume Shadows |
+=================+

A nice and quick self heal for the Voidwalker that reduces downtime and the 
need for using Health Funnel. The only real disadvantage is that the mana cost
is so high and that he'll rarely have enough mana after the fights to cast it
at least more than once. Unfortunately, and naturally, it can't be used in
combat.

+======+=======+==============================================+======+======+
| Rank | Level | Effect                                       | Cast | Mana |
+=============================================================+======+======+
|  1   |   18  | Heals the Voidwalker for 310 over 10 seconds |  0   |  85  |
+------+-------+----------------------------------------------+------+------+
|  2   |   26  | Heals the Voidwalker for 555 over 10 seconds |  0   | 150  |
+------+-------+----------------------------------------------+------+------+
|  3   |   34  | Heals the Voidwalker for 815 over 10 seconds |  0   | 215  |
+------+-------+----------------------------------------------+------+------+
|  4   |   42  | Heals the Voidwalker for 1100 over 10 seconds|  0   | 285  |
+------+-------+----------------------------------------------+------+------+
|  5   |   50  | Heals the Voidwalker for 1495 over 10 seconds|  0   | 380  |
+------+-------+----------------------------------------------+------+------+
|  6   |   58  | Heals the Voidwalker for 1930 over 10 seconds|  0   | 480  |
+------+-------+----------------------------------------------+------+------+



+===========+
| Suffering |
+===========+

Suffering is an AoE Taunt that will attract all mobs to attack the Voidwalker
instead of the Warlock. This can be extremely useful, not only for AoE, but 
also if the situation is getting hairy and you need an escape route. Let the
Walker AoE taunt them, and run. Of course, depending on what you are fighting
he will not survive forever and once he dies the mobs will be coming for you,
so it's imperative to leg it quickly. However, the distance can be quite a
lifesaving at times.

Beware that this is on a 2 minute cooldown, preventing the Voidwalker from 
overusing it. Another thing is that it uses alot of mana, so you might 
suddenly find out that the walker doesn't have enough mana when you need it 
the most. 

And one last thing, you'd better pay attention when he's doing this, as if it
is resisted and you fire off that AoE straight away, things are gonna look bad.

+======+=======+=========================================+======+======+
| Rank | Level | Effect                                  | Cast | Mana |
+========================================================+======+======+
|  1   |   24  | Generates threat from all enemies       |  0   |  150 |
|      |       | within 5 yards.                         |      |      |
+------+-------+-----------------------------------------+------+------+
|  2   |   36  | Generates threat from all enemies       |  0   |  300 |
|      |       | within 5 yards.                         |      |      |
+------+-------+-----------------------------------------+------+------+
|  3   |   48  | Generates threat from all enemies       |  0   |  480 |
|      |       | within 5 yards.                         |      |      |
+------+-------+-----------------------------------------+------+------+
|  4   |   60  | Generates threat from all enemies       |  0   |  600 |
|      |       | within 5 yards.                         |      |      |
+------+-------+-----------------------------------------+------+------+



***************************************************************
*** 05.2.2: Obtaining Voidwalker [VOI3]                     ***
***************************************************************

This is the quest to obtain the Voidwalker, It's harder and longer than the
Imp, in fact some of the races might have trouble doing their at level 10, 
at least alone.

*********
* HUMAN *
*********
========+=======================================+==============================
Lvl: 10 | Quest: Gakin's Summons                | NPC: Remen Marcot
========+=======================================+==============================
Goal: Report to Gakin the Darkbinder in the Mage Quarter of Stormwind.

+---< Solution >--------------------------------------------------------+
| You start by talking to Remen Marcot in Goldshire, who will send you  |
| to talk to Gakin the Darkbinder in Stormwind. He can be found in the  |
| Mage Quarter, inside the Pub "The Slaughtered Lamb". Once you have    |
| located him, he'll lead you to the second part of the quest.          |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 10 | Quest: Surena Caledon                 | NPC: Gakin the Darkbinder
========+=======================================+==============================
Goal: Retrieve Surena's Choker for Gakin the Darkbinder in Stormwind.
  
+---< Solution >--------------------------------------------------------+
| You'll have to go to the Brackwell Pumpkin Patch in Elwynn Forest,    |
| the eastmost farm. She's in the small house. She can actually be quite|
| hard to kill alone because she's not alone. Suicide nuking her or     |
| bringing a friend to help is a good way to go. Once you kill her, you |
| can head back to Gakin in Stormwind.                                  |
|                                                                       |
| *** B. Hankins have contributed the following helpful information *** |
| This can be done at level 10 by yourself, but you will want a         |
| healthstone and a healing potion or two with you. First, clear out    |
| the pumpkin patch of any hostile (attack when you’re too close)       |
| enemies, for running room. Once the field is clear, get in position   |
| so Surena Caledon is in your line of sight, and cast all of your DoTs |
| on her, then, command your imp to attack her. The other two people    |
| should be running for you now. Start running around the field, with   |
| the other two people chasing you, and wait for your imp/DoTs to       |
| finish off Surena. It shouldn’t take long. Heal yourself with the     |
| healthstone / potions if needed, they’re on separate cooldowns. Then, |
| loot her corpse, get the necklace, then run before the other two kill |
| you, if you haven’t used your healing items yet.                      |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 10 | Quest: The Binding                    | NPC: Gakin the Darkbinder
========+=======================================+==============================
Goal: Use the Bloodstone Choker to summon and subdue the Voidwalker and return
to Gakin the Darkbinder with the Choker.
  
+---< Solution >--------------------------------------------------------+
| It sounds pretty tough, but it's piece of cake. You have to go further|
| into the building to find the summoning circle(it's a small labyrinth)|
| and use the Bloodstone Choker to summon a Voidwalker. You'll fight it |
| and once you've defeated it, you'll go back up and talk to Gakin.     |
+-----------------------------------------------------------------------+


*********
* GNOME *
********* 
========+=======================================+==============================
Lvl: 10 | Quest: The Slaughtered Lamb           | NPC: Lago Blackwrench
========+=======================================+==============================
Goal: Report to Gakin the Darkbinder in the Mage Quarter of Stormwind.

+---< Solution >--------------------------------------------------------+
| This quest leads to the same one as Humans do, you are just ordered   |
| to travel to Stormwind and talk to Gakin, who's in The Slaughtered    |
| Lamb Pub in the Mage Quarter. See above for the Human quest.          |
+-----------------------------------------------------------------------+


************
* FORSAKEN *
************
========+=======================================+==============================
Lvl: 10 | Quest: Halgar's Summons               | NPC: Ageron Kargal
========+=======================================+==============================
Goal: Speak with Carendin Halgar in the Undercity.

+---< Solution >--------------------------------------------------------+
| You'll get this quest once you speak with Ageron Kargal in Brill. All |
| you need to do, is travel to The Undercity and find Carendin Halgar,  |
| who should be located inside the Temple of the Damned in the Mage     |
| Quarter.                                                              | 
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 10 | Quest: Creature of the Void           | NPC: Carendin Halgar
========+=======================================+==============================
Goal: Recover Egalin's Grimoire and bring it to Carendin Halgar in the Temple
of the Damned.

+---< Solution >--------------------------------------------------------+
| Simply follow the sewer out from the Undercity, as it will lead you   |
| to a Tower, which is the one Carendin spoke of. Kill Perrine and the  |
| Zealot, and pick up the Grimoire from the Chest. Take it back to      |
| Carendin in the Undercity.                                            |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 10 | Quest: The Binding                    | NPC: Carendin Halgar
========+=======================================+==============================
Goal: Use the Runes of Summoning to summon and subdue the Voidwalker and
return to Carendin Halgar with the Runes of Summoning.

+---< Solution >--------------------------------------------------------+
| Very simple, locate the Circle of Summoning which can be found down   |
| the stairs past Carendin. Use the Runes of Summoning and defeat the   |
| Voidwalker, and return to Carendin.                                   |
+-----------------------------------------------------------------------+


*******
* ORC *
*******           
========+=======================================+==============================
Lvl: 10 | Quest: Gan'rul's Summons              | NPC: Ophek
========+=======================================+==============================
Goal: Speak with Gan'rul Bloodeye in Orgrimmar.

+---< Solution >--------------------------------------------------------+
| Once you speak with Ophek, you'll get this quest to find Gan'rul in   |
| Orgrimmar. So head there and locate him in the Cleft of Shadow. (About|
| in the middle of Orgrimmar's map.)                                    |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 11 | Quest: Creature of the Void           | NPC: Gan'rul Bloodeye
========+=======================================+==============================
Goal: Retrieve the Tablet of Verga for Gan'rul Bloodeye in Orgrimmar.

+---< Solution >--------------------------------------------------------+
| You'll find the Tablet of Verga in a cave in Skull Rock. This can be  |
| quite hard though, as it's often guarded by higher level mobs which   |
| can make this a frustrating quest to do alone. Once you finally get   |
| the Tablet of Verga, return it to Gan'rul.                            |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 11 | Quest: The Binding                    | NPC: Carendin Halgar
========+=======================================+==============================
Goal: Use the Glyphs of Summoning, Summon and subdue the Voidwalker and then 
return to Gan'rul with the Glyphs of Summoning.

+---< Solution >--------------------------------------------------------+
| There's a Summoning Circle nearby which you can use, so just use the  |
| Glyphs of Summoning to summon the Voidwalker. Defeat it and return to |
| Gan'rul with the Glyphs of Summoning.                                 |
+-----------------------------------------------------------------------+


***************************************************************
*** 05.3: Succubus [SUC1]                                   ***
***************************************************************
Beauty is only skin deep, so don't let your eyes deceive you. The Succubus is
one of the coolest looking pets the Warlock have, a deadly vixen complete with
hooves, horns, tails and devil wings. She's also a very good pet to use when
grinding, as her low threat with high damage keeps her mostly out of harm, 
while allowing you to seduce any humanoid add you may get. 

The Succubus is also very commonly used in PvP, to many players disgust, as she
can be used to almost completely control the opponent by Seducing the target,
then casting a Shadow Bolt on it and reseducing it. If the Warlock is skilled
enough, this can often lead to a battle where the target is helpless as he is
reseduced between the shadowbolts before he can do anything. Most people do 
think this is a cheap tactic, and while it's handy for PvE, I will admit I'm
not too keen on overusing it in PvP either. 

She is useful for boosting the Warlock's damage, as she both does high damage,
her Master Demonologist buff gives both the Warlock and Succubus 10% damage
increase, and Soul Link another 3%. A Demonic Sacrificed Succubus grants the
Warlock a flat 15% Shadow Damage increase, which can be very useful if pets are
of little use in an instance and you need pure damage. She's often used with
the SM/DS Talent build, as it gives the Warlock a 25% Shadow damage increase
which is an exceptional amount of extra damage.

The Succubus is very weak though, and she does not take damage well. She can
take a little more than the Imp, and fully boosted by talents she'll have up
to/close to 2K health. Very low armor makes her vulnerable, and she's always 
best to use as a low threat dps source that attacks with you, not for you like
the Walker does.  

***************************************************************
*** 05.3.1: Succubus Spells [SUC2]                          ***
***************************************************************

+==============+
| Lash of Pain |
+==============+

This is a special attack that the Succubus does for extra damage. Unimproved it
doesn't really do much damage, but once you reduce the cooldown to six seconds
and improve it with 30%, it starts to help. Add The Black Book and she gets
deadly.

+======+=======+=========================+======+======+
| Rank | Level | Damage                  | Cast | Mana |
+========================================+======+======+
|  1   |   20  | 33 Shadow Damage.       |  0   |  65  |
+------+-------+-------------------------+------+------+
|  2   |   28  | 44 Shadow Damage.       |  0   |  80  |
+------+-------+-------------------------+------+------+
|  3   |   36  | 60 Shadow Damage.       |  0   | 105  |
+------+-------+-------------------------+------+------+
|  4   |   44  | 73 Shadow Damage.       |  0   | 125  |
+------+-------+-------------------------+------+------+
|  5   |   52  | 87 Shadow Damage.       |  0   | 145  |
+------+-------+-------------------------+------+------+
|  6   |   60  | 99 Shadow Damage.       |  0   | 160  |
+------+-------+-------------------------+------+------+


+===============+
| Soothing Kiss |
+===============+

A rarely used Succubus skill that looses more and more of its usefulness as you
get stronger and do more DPS. At low level, it does have it's uses as it will
reduce the Succubus's threat level on the target, and when she might do quite
abit of damage compared to you(that is, on low levels you're probably not using
+damage items at all as they help less than pure stats). What it does, is that
it reduces the threat the Succubus has built up, in an attempt to not be the 
highest threat level target of the mob. If she is in trouble, this can be help
because it will cause the mob to attack you, or someone else instead. 

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   22  | Reduces Succubus's Threat on Target    |  0   |  30  |
+------+-------+----------------------------------------+------+------+
|  2   |   34  | Reduces Succubus's Threat on Target    |  0   |  50  |
+------+-------+----------------------------------------+------+------+
|  3   |   46  | Reduces Succubus's Threat on Target    |  0   |  75  |
+------+-------+----------------------------------------+------+------+
|  4   |   58  | Reduces Succubus's Threat on Target    |  0   | 100  |
+------+-------+----------------------------------------+------+------+


+===========+
| Seduction |
+===========+
An excellent form of Crowd Control that makes the Humanoid completely unable
to do anything, except if it's attacked or damaged in any way, or in case if it
is another player, has a tool to break it. Target the humanoid and click on
Seduce, which will make the Succubus channel her seductive powers. Some hearts
will appear above the head of the target, an indication that the seduction is
successful. This will not last for long though, only 15 seconds unimproved. 

Seduction is incredibly helpful in both PvE and PvP. For example, if you plan
to grind humanoids, Seduction will always give you time to position yourself,
move further away, cast Soul Fire uninterrupted or similar things. Just let
the Succubus seduce an out of combat target, and you can take your time. Even
during attack, you can seduce the humanoid attacking you. This has a limited
usage for Warlocks who dot though, as any damage will break it. But if you 
spam Shadowbolts, you can keep many humanoids from even touching a hair on your
head by Seducing -> Shadowbolt -> Seducing -> Shadowbolt and so on. This do
require some micomanaging with your Succubus, but the results are quite good. 

Unlike Sheep, a Seduced target will not regenerate health. 

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   26  | Seduces the Humanoid Target for 15 sec | 1.5  |  24% |
+------+-------+----------------------------------------+------+------+


+=====================+
| Lesser Invisibility |
+=====================+

Not as useful as the Imp's Phase Shift, but still nice in PvP when it might be
hard to notice the Succubus at times. (I've had people asking me why I didn't
have my pet up when the Succubus was in fact Invisible) Despite what it might
sound like, She's not really invisible, more see-thru. 

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   32  | Succubus gains Lesser Invisibility     |  0   | 100  |
+------+-------+----------------------------------------+------+------+



***************************************************************
*** 05.3.2: Obtaining Succubus [SUC3]                       ***
***************************************************************
This is the quest to obtain the Succubus. Now the game is starting to become
more epic, and it will take you on a bigger and harder journey than before.

*********
* HUMAN *
*********
========+=======================================+==============================
Lvl: 20 | Quest: Devourer of Souls              | NPC: Gakin the Darkbinder
========+=======================================+==============================

Goal: Speak with Takar the Seer in the Barrens.

+---< Solution >--------------------------------------------------------+
| Start by going to Gakin the Darkbinder in Stormwind.                  |
| When you get this quest, this is no small feat. If you are on a PvP   |
| server, you can pretty much expect anything. If you are on a PvE      |
| server, then this is just a long journey. Takar the Seer is located   |
| in a small camp slightly northeast of Camp Taurajo, directly east of  |
| the entrance to Mulgore. The easiest(but probably longest) way to get |
| there, is to take the boat from Menethil Harbor in Wetlands to        |
| Darkshore. Then run down to Ashenvale, and follow the main road until |
| it forks south to the Barrens. Follow the road south all the time but |
| watch out for Crossroads, as you don't want to get to close to the    |
| guards. After that, just follow the road south until you reach the    |
| road that forks off to Mulgore. There's an encampment nearby where    |
| Takar is located.                                                     |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: Heartswood                     | NPC: Takar the Seer
========+=======================================+==============================

Goal: Retrieve the Heartswood from Ashenvale and bring it to Gakin the 
Darkbinder in the Mage Quarter of Stormwind.
  
+---< Solution >--------------------------------------------------------+
| Lousy Takar...all this running. Anyway. Heartswood is located in the  |
| Northwestern part of Ashenvale, northeast of Maestra's Post. Follow   |
| the road north from Atranaar, past Maestra's Post, and you'll see     |
| some ruins to the east, inhabited by some nasty Warlocks. At level 20 |
| those warlocks are nothing to joke about as they can make quick work  |
| of many players. Search around the area and you'll find the Tree you  |
| you need. Once you have located it, head back to Gakin in Stormwind.  |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: The Binding                    | NPC: Gakin the Darkbinder
========+=======================================+==============================

Goal: Use the Heartswood Core to summon and subdue a Succubus, then return
the Heartswood Core to Gakin the Darkbinder.
  
+---< Solution >--------------------------------------------------------+
| Same procedure as with the Voidwalker, just locate the summoning      |
| circle in the basement, use the Heartswood Core to summon the Succubus|
| and defeat her. Use your Voidwalker to tank her as it makes it easier.|
| Once you have done that, return to Gakin with the Heartswood Core.    |
+-----------------------------------------------------------------------+


*********
* GNOME *
*********
========+=======================================+==============================
Lvl: 20 | Quest: Gakin's Summons                | NPC: Lago Blackwrench
========+=======================================+==============================

Goal: Report to Gakin the Darkbinder in the Mage Quarter of Stormwind.

+---< Solution >--------------------------------------------------------+
| This quest leads you to Gakin once again in Stormwind, and from there |
| it's the same quest as the Humans have, Devourer of Souls.            |
+-----------------------------------------------------------------------+


************
* FORSAKEN *
************
========+=======================================+==============================
Lvl: 20 | Quest: Devourer of Souls              | NPC: Carendin Halgar
========+=======================================+==============================

Goal: Speak with Godrick Farsan in the Temple of Damned.

+---< Solution >--------------------------------------------------------+
| Easy, just head to the Temple of the Damned in Undercity and speak to |
| Godrick Farsan, who'll lead you to the next quest.                    |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: Hearts of the Pure             | NPC: Godrick Farsan
========+=======================================+==============================

Goal: Bring the hearts of Dalin Forgewright and Comar Villard to Carendin
Halgar in the Temple of the Damned.

+---< Solution >--------------------------------------------------------+
| Not really that hard, but it's a bit of a distance to run. Dalin is   |
| located at the south end of Silverpine Forest, near the Greymane Wall.|
| Comar is located south of Thandol Span, all the way north in Wetlands.|
| To get there, you will have to run through Hillsbrad to Arathi, and   |
| then south to Wetlands. Once you have killed them and found their     |
| hearts, head back to Carendin in Undercity.                           |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: The Binding                    | NPC: Carendin Halgar
========+=======================================+==============================

Goal: Use the Pure Hearts to summon and subdue a Succubus, then return the 
Pure Hearts to Carendin Halg.

+---< Solution >--------------------------------------------------------+
| You should know what to do by now, just use the Pure Hearts in the    |
| Summoning Circle to summon the Succubus and defeat her, and return to |
| Carendin with the Pure Hearts. Using the voidwalker to taunt her is a |
| good idea.                                                            |
+-----------------------------------------------------------------------+


*******
* ORC *
*******
========+=======================================+==============================
Lvl: 20 | Quest: Devourer of Souls              | NPC: Gan'rul Bloodeye
========+=======================================+==============================

Goal: Speak with Cazul in the Cleft of Shadow.

+---< Solution >--------------------------------------------------------+
| Easy, just find Cazul in the Cleft of Shadow, who will lead you to the|
| next part of the quest.                                               |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: Blind Cazul                    | NPC: Cazul
========+=======================================+==============================

Goal: Speak with Zankaja in Orgrimmar.

+---< Solution >--------------------------------------------------------+
| Can be quite hard to find, but she's located just left/west of the    |
| Windrider Tower. If you stand on the western part of the Wind Rider   |
| bridge, you should be able to see her to the North-west. Go talk to   |
| her.                                                                  |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: News of Dogran                 | NPC: Zankaja
========+=======================================+==============================

Goal: Speak with Gazrog at the Crossorads.

+---< Solution >--------------------------------------------------------+
| Easy enough, just head to the Crossroads in The Barrens. Locate Gazrog|
| and talk to him to continue to the next part of the quest.            |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: News of Dogran                 | NPC: Gazrog
========+=======================================+==============================

Goal: Speak with Ken'zigla at the Malaka'jin.

+---< Solution >--------------------------------------------------------+
| More running. You have to head into the Stonetalon Mountains and      |
| find Ken'zigla. Luckily, Ken'zigla is located all the way at the start|
| of Stonetalon, by the encampment to the left of the road.             |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: Ken'zigla's Draught            | NPC: Ken'zigla
========+=======================================+==============================

Goal: Bring Ken'zigla's Draught to Grunt Logmar at Camp Taurajo.

+---< Solution >--------------------------------------------------------+
| Simple enough, head back to Camp Taurajo with the item you got, and   |
| speak to Grunt Logmar.                                                |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: Dogran's Captivity             | NPC: Grunt Logmar
========+=======================================+==============================

Goal: Bring Ken'zigla's Draught to Dogran in the Barrens.

+---< Solution >--------------------------------------------------------+
| He is located north of the Camp Taurajo, just follow the mountains    |
| until you reach the location. On the map, you'll see some thorns-like |
| symbols. There are some huts nearby, just search around them until you|
| see his yellow icon on the minimap. Run in and talk to him.           |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: Love's Gift                    | NPC: Grunt Dogran
========+=======================================+==============================

Goal: Bring the Dirt-caked Pendant to Gan'rul Bloodeye in Orgrimmar.

+---< Solution >--------------------------------------------------------+
| Head all the way back to Gan'rul Bloodeye in Orgrimmar with the Dirt- |
| caked Pendant you got from Dogran.                                    |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 20 | Quest: The Binding                    | NPC: Gan'rul Bloodeye
========+=======================================+==============================

Goal: Use Dogran's Pendant to summon and subdue a Succubus, then return to 
Dogran's Pendant to Gan'rul Bloodeye in Orgrimmar. 

+---< Solution >--------------------------------------------------------+
| Same procedure as last time, summon and defeat the Succubs and return |
| to Gan'rul with Dogran's Pendant. Phew.                               |
+-----------------------------------------------------------------------+


***************************************************************
*** 05.4: Felhunter [FEL1]                                  ***
***************************************************************
The Felhunter, aka the Mage killer, is an wicked looking and yet adorable pet
who looks like a combination between a Doggy and a..well. It looks great. 

The Felhunter is obtained at earliest level 30 through a series of quests, and
just like the Voidwalker, it has more specific usage. This one handles casters
well, as it has a 6 to 8 seconds Spell Lock it can use every 30th second. 
Spell Lock, as every single caster should know and hate, if used during a spell
cast, will stop you from being able to cast that nature of spell. Lets say you
are casting a Shadowbolt, and something spell locks you. You will not be able
to cast any shadow spells before the duration of the Spell Lock has run out. 
You can of course cast spells of other types(like Fire spells), but the great
thing about the Felhunter's Spell Lock is that it adds a 3 second silence in
addition, making it alot more lethal.

Combined with Master Demonologist and Soul Link, The Felhunter is very handy,
both in PvE versus spellcasters, and of course PvP where most mages have learnt
to respect and fear a Soul Link Warlock with a fully buffed Felhunter. At that
point, the Warlock can destroy much of a Mage's arsenal easily, by using the
Felhunter to spell lock the Mage as he's casting, followed up by a Curse of
Tongues to reduce cast time, and placing dots on the Mage. With the 60 extra
Resists from Master Demonologist, and the 30% damage reduction from Soul Link, 
it becomes clear that Mages do not find SL Locks fun. 

Felhunters do have an additional advantage. They have Paranoia, a stealth 
detection spell that allows you to easier see Rogues and Druids in stealth. 
Other than that, Devour Magic can keep the Felhunter happy and healed because
it removes either a magic buff from a foe or a magic debuff from a friend and
heals the Felhunter at the same time. 

Pretty much the only useless(but probably intended useful) spell is the Tainted
Blood, which reduces the Attack Power of the enemies that attack the Felhunter.

***************************************************************
*** 05.4.1: Felhunter Spells [FEL2]                         ***
***************************************************************

+==============+
| Devour Magic |
+==============+

Removes 1 harmful Magic effect from the Warlock or one of his/her party
members or removes 1 beneficial Magic effect from an enemy. If Devour Magic
successfully removes a Magic effect, it will heal the Felhunter for a set 
amount depending on the rank.

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   30  | Removes 1 buff from enemy or 1 debuff  |  0   | 100  |
|      |       | from ally, Heals for 234 if successful |      |      |
+------+-------+----------------------------------------+------+------+
|  2   |   38  | Removes 1 buff from enemy or 1 debuff  |  0   | 130  |
|      |       | from ally, Heals for 234 if successful |      |      |
+------+-------+----------------------------------------+------+------+
|  3   |   46  | Removes 1 buff from enemy or 1 debuff  |  0   | 170  |
|      |       | from ally, Heals for 234 if successful |      |      |
+------+-------+----------------------------------------+------+------+
|  4   |   54  | Removes 1 buff from enemy or 1 debuff  |  0   | 215  |
|      |       | from ally, Heals for 234 if successful |      |      |
+------+-------+----------------------------------------+------+------+


+===============+
| Tainted Blood |
+===============+

A pretty much useless spell, this will reduce the attack power of any enemy
that attacks the Felhunter. The damage reduction is minimal at best at higher
levels, so you will hardly notice if this is on or not. One might say that -200
Attack Power on a target is better than normal attack power, but you could
just as well save your gold, at least until you have more to spend.

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   32  | Reduces enemies attack power by 17x5   |  0   |  75  |
+------+-------+----------------------------------------+------+------+
|  2   |   40  | Reduces enemies attack power by 23*5   |  0   | 105  |
+------+-------+----------------------------------------+------+------+
|  3   |   48  | Reduces enemies attack power by 32*5   |  0   | 135  |
+------+-------+----------------------------------------+------+------+
|  4   |   56  | Reduces enemies attack power by 40*5   |  0   | 170  |
+------+-------+----------------------------------------+------+------+


+============+
| Spell Lock |
+============+

The most useful ability the Felhunter has. When activated, this will cancel the
Enemy Caster's spell, silence them for 3 seconds and prevent them from casting
any spells from that school(Fire, Frost, Nature, Shadow, Arcane, Holy) for up
to 8 seconds if ranked 2. This is incredibly useful against anything that cast
spells, wether it is healers or nukers. Some classes suffer alot more than 
others from this, i.e a Paladin will be rendered useless as all his spells and 
seals and everything is Holy, whereas a diverce class like Mages can still use
a good deal of their arsenal(by switching from Fire to Ice for example)

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   36  | Spell locks targets for 6 seconds      |  0   | 120  |
+------+-------+----------------------------------------+------+------+
|  2   |   52  | Spell locks targets for 8 seconds      |  0   | 200  |
+------+-------+----------------------------------------+------+------+


+==========+
| Paranoia |
+==========+

Increases Stealth Detection for the Warlock and the Party members. This is 
useful for detecting Rogues and Druids who are stealthed, although it only 
offers a minor upgrade since it doesn't warn you if something is behind you.

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   42  | Increases Stealth Detection            |  0   |  0   |
+------+-------+----------------------------------------+------+------+


***************************************************************
*** 05.4.1: Obtaining Felhunter [FEL3]                      ***
***************************************************************
This is the quest to obtain the Felhunter, and by now things are getting 
harder. It's still doable solo mind you, but you might find a few friends 
helpful now. 


*********
* HUMAN *
*********
========+=======================================+==============================
Lvl: 30 | Quest: Seeking Strahad                | NPC: Gakin the Darkbinder
========+=======================================+==============================
Goal: Speak with Strahad Farsan in the Barrens.

+---< Solution >--------------------------------------------------------+
| Now that you have gotten 10 comfortable levels of resting, it's time  |
| for yet another journey. start off by talking to Gakin the Darkbinder |
| in Stormwind, who will send you to talk to Strahad in Ratchet. At your|
| levels, the fastest will now be to run/fly to Booty Bay and then take |
| the boat to Ratchet.                                                  |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 30 | Quest: Tome of the Cabal              | NPC: Strahad Farsan
========+=======================================+==============================
Goal: Speak with Krom Stoutarm in Ironforge.

+---< Solution >--------------------------------------------------------+
| Back again to Azeroth, and head up to Ironforge to speak with Krom    |
| Stoutarm. He's located in the Library, Hall of Explorers.             |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 30 | Quest: Tome of the Cabal              | NPC: Krom Stoutarm
========+=======================================+==============================

Goal: Retrieve the Moldy Tome and Tattered Manuscript for Krom Stoutarm in
Ironforge.

+---< Solution >--------------------------------------------------------+
| This is where things get harder.                                      |
|                                                                       |
| The Tattered Manuscript is found in Thousand Needles, the zone south  |
| of The Barrens. So head back to The Barrens in any way you want, and  |
| head all the way south until you see two lifts, guarded by Horde      |
| NPC's. You have two choices, jump down and die(and resurrect at the   |
| bottom), or run for the lift while it's up, sacrifice the voidwalker  |
| on the way and hope you'll make it. If you are on a PvP server, this  |
| place is risky in all ways. On a PvE server, you will still be        |
| attacked by the guards, but as long as you don't attack them back you |
| will not be flagged. Now, once you make it down to the bottom, you can|
| follow the wall on your left side that leads to the east, until you   |
| reach an encampment. There's a cave there, so head into that and      |
| search around until you find a "Damaged Chest", which contains the    |
| Tattered Manuscript.                                                  |
|                                                                       |
| The Moldy Tome is faster for the Alliance, but can be harder. It is   |
| located in a *shrug* Murloc camp on the western coast of Southshore.  |
| Mapwise, it's pretty much directly south of Azurelode Mine, slightly  |
| to the east. This place is a nightmare if you're alone, as you'll have|
| to fight your way through all the Murlocs nearby to loot the book.    |
| There are some people who have luck using the Voidwalker to distract  |
| the Murlocs while looting the book, but all it takes is a failed      |
| Suffering to mess things up. Bringing a friend is recommended if you  |
| are 30, although it is doable with some tactic and planning. It can   |
| be incredibly easy if you're lucky, and very hard if you're not.      |
|                                                                       |
| Once you have both items, leg it back to Krom in Ironforge.           |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 30 | Quest: Tome of the Cabal              | NPC: Krom Stoutarm
========+=======================================+==============================
Goal: Bring the Reconstructed Tome and 3 Rods of Channeling to Strahad Farsan
in Ratchet.

+---< Solution >--------------------------------------------------------+
| This one is pretty easy and fast. You already have the Tome, so all   |
| you need to find is the Rod of Channeling. They can be found on the   |
| Spellcaster Orcs in Wetlands, either the Dragonmaw Bonewarder or      |
| Shadowarder. They are located in the mountains to the east of the     |
| Whelgar's Excavation Site, just follow the main road and you'll see   |
| the Orc banners and some orcs around the mountain area. Kill enough   |
| until you get 3 Rods of Channeling, and then finally head to Strahad  |
| Farsan in Ratchet.                                                    |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 30 | Quest: The Binding                    | NPC: Strahad Farsan
========+=======================================+==============================
Goal: Use the Tome of the Cabal, summon and subdue the Felhunter, then return
the Tome of the Cabal to Strahad Farsan in Ratchet.

+---< Solution >--------------------------------------------------------+
| You know the drill now, summon the Felhunter, defeat it and return to |
| Strahad Farsan.                                                       |
+-----------------------------------------------------------------------+


*********
* GNOME *
*********
========+=======================================+==============================
Lvl: 30 | Quest: Seeking Strahad                | NPC: Gakin the Darkbinder
========+=======================================+==============================
Goal: Speak with Strahad Farsan in the Barrens.

+---< Solution >--------------------------------------------------------+
| Gnomes follow the exact same questline as humans do, so start off by  |
| visiting your old friends Gakin the Darkbinder in Stormwind, who will |
| tell you to visit Strahad Farsan in Ratchet. Look at the Human part   |
| for the whole part.                                                   |
+-----------------------------------------------------------------------+


************
* FORSAKEN *
************
========+=======================================+==============================
Lvl: 30 | Quest: Seeking Strahad                | NPC: Carendir Halgar
========+=======================================+==============================
Goal: Speak with Strahad Farsan in the Barrens.

+---< Solution >--------------------------------------------------------+
| Now that you have gotten 10 comfortable levels of resting, it's time  |
| for yet another journey. Start off by talking to Carendir Halgar in   |
| The Undercity, who will send you to talk to Strahad Farsan who is in  |
| Ratchet, in the Barrens.                                              |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 30 | Quest: Tome of the Cabal              | NPC: Strahad Farsan
========+=======================================+==============================
Goal: Speak with Jorah Annison in the Undercity.

+---< Solution >--------------------------------------------------------+
| Back again to Azeroth, and head up to Undercity to speak with Jorah   |
| Annison. He can be found in the Mage Quarter.                         |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 30 | Quest: Tome of the Cabal              | NPC: Jorah Annison
========+=======================================+==============================

Goal: Retrieve the Moldy Tome and Tattered Manuscript for Jorah Annison in
Undercity.

+---< Solution >--------------------------------------------------------+
| This is where things get harder.                                      |
|                                                                       |
| The Tattered Manuscript is found in Thousand Needles, the zone south  |
| of The Barrens. So head back to The Barrens in any way you want, and  |
| head all the way south until you see two lifts, guarded by Horde      |
| NPC's. Take the lift down to the bottom. Once you make it down to the |
| bottom, you can follow the wall on your left side that leads to the   |
| east, until you reach an encampment. There's a cave there, so head    |
| into that and search around until you find a "Damaged Chest", which   |
| contains the Tattered Manuscript.                                     |
|                                                                       |
| The Moldy Tome is faster, but often harder. It is located in a *shrug*|
| Murloc camp on the western coast of Hillsbrad. Mapwise, it's pretty   |
| much directly south of Azurelode Mine, slightly to the east. This     |
| place is a nightmare if you're alone, as you'll have to fight your way|
| through all the Murlocs nearby to loot the book. There are some people|
| who have luck using the Voidwalker to distract the Murlocs while      |
| looting the book, but all it takes is a failed Suffering to mess      |
| things up. Bringing a friend is recommended if you are 30, although it|
| is doable with some tactic and planning. It can be incredibly easy if |
| you're lucky, and very hard if you're not.                            |
|                                                                       |
| Once you have both items, leg it back to Jorah Annison in Undercity.  |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 30 | Quest: Tome of the Cabal              | NPC: Jorah Annison
========+=======================================+==============================
Goal: Bring the Reconstructed Tome and 3 Rods of Channeling to Strahad Farsan
in Ratchet.

+---< Solution >--------------------------------------------------------+
| This one is pretty easy and fast. You already have the Tome, so all   |
| you need to find is the Rod of Channeling. They can be found on the   |
| Spellcaster Orcs in Wetlands, either the Dragonmaw Bonewarder or      |
| Shadowarder. They are located in the mountains to the east of the     |
| Whelgar's Excavation Site, just follow the main road and you'll see   |
| the Orc banners and some orcs around the mountain area. Kill enough   |
| until you get 3 Rods of Channeling, and then finally head to Strahad  |
| Farsan in Ratchet.                                                    |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 30 | Quest: The Binding                    | NPC: Strahad Farsan
========+=======================================+==============================
Goal: Use the Tome of the Cabal, summon and subdue the Felhunter, then return
the Tome of the Cabal to Strahad Farsan in Ratchet.

+---< Solution >--------------------------------------------------------+
| You know the drill now, summon the Felhunter, defeat it and return to |
| Strahad Farsan.                                                       |
+-----------------------------------------------------------------------+


*******
* ORC *
*******
========+=======================================+==============================
Lvl: 30 | Quest: Seeking Strahad                | NPC: Gan'rul Bloodeye
========+=======================================+==============================
Goal: Speak with Strahad Farsan in the Barrens.

+---< Solution >--------------------------------------------------------+
| Orcs follow the exact same questline as the Forsaken do, so start off |
| by talking to Gan'rul Bloodeye in Orgrimmar who will send you to talk |
| to Strahad Farsan in Ratchet in Barrens. Follow the Forsaken quests   |
| for the rest.                                                         |
+-----------------------------------------------------------------------+



***************************************************************
*** 05.5: Infernal [INF1]                                   ***
***************************************************************
The most impressive looking Pet, incredibly powerful and dangerous. Too bad it
cannot last forever though..

The Infernal was seen first in the Warcraft 3 Introduction, where it descended
in a nether meteor rain and quickly slayed a Human and an Orc. You'll be glad 
to know that it can do the exact same thing here. When you summon it, a meteor
will fall down from the sky, and the mighty Infernal will rise up. It is 
enslaved automatically for 5 minutes, but it then needs to be re-enslaved after
that. Just like any other demon, it will be gradually harder to enslave after
each time, until it becomes impossible. Curse of Shadows will make it easier to
land enslaved. In addition, you need an Infernal Stone to summon it which costs
50 Silver each. You can also only summon an Infernal once per hour. 

When you do have summoned the Infernal and he is under your control, you'll
quickly learn to love it. Look at the way it completely smashes mobs. It's 
a sight to see.


***************************************************************
*** 05.5.1: Obtaining Infernal [INF2]                       ***
***************************************************************
There are two ways to obtain the Infernal. You can either quest for it, or you
can run the Lower Blackrock Spire instance and hope for it to drop. The item
you are looking is Grimoire of Inferno. Seen it drop once during my entire time
since I've started playing, so don't rely on it too much, although I've heard
others get it alot quicker. It's all about luck.

The other way is to take a quest for it, and both factions do the same quest.

========+=======================================+==============================
Lvl: 50 | Quewt> What Niby Commands             | NPC: Niby the Almighty
========+=======================================+==============================
Goal: Speak with Impsy in Felwood.

+---< Solution >--------------------------------------------------------+
| There's an Imp neavby who you talk to to receive the next part of the |
| quest.                                                                |
+-----------------------------------------------------------------------+
                               $   |
                                   V
========+=======================================+==============================
Lvl: 50 | Quest: Flawless Fel Essence           | NPC: Impsy
========+=======================================+==============================
Goal:$Bring Impsy in Felwood three Flawless Fel Essences, from Felwood, 
Azshara and Blasted Lands.

+---< Solution >--------------------------------------------------------+
| At level 50, this is a very hard quest. You need to kill some mobs in |
| various high level zones.                                             |
|                                                                       |
| In Azshara: Legashi Satyr, Hellcaller or Rogue. These are usually     |
| located in the northern part of Azshara, North east of Ruins of       |
| Eldarath.                                                             |
|                                                                       |
| In Felwood: Jaedenar Legionnaire. They can be located in Shadow Hold, |
| in the Midwestern part of Felwood.                                    |
|                                                                       |
| In Blasted Lands: Felguard Sentry. They can be located near the Dark  |
| Portal.                                                               |
|                                                                       |
| while it might be possible to do all three solo at those levels, I    |
| would rather recommend bringing a friend. That's what friends are for |
| right? The droprate is quite nice so it won't take too long. Once you |
| find all three Essences, leg back to Impsy in Felwood.                |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 50 | Quest: Kroshius Infernal Core(Elite)  | NPC: Impsy
========+=======================================+==============================
Goal: Search Shatter Scar Vale in Felwood for the remains of Kroshius. Use the
Fel Fire to awake him. Defeat him and return the Kroshius Infernal Core.

+---< Solution >--------------------------------------------------------+
| Either wait a few levels, or bring a group. This is no child's play.  |
| He can be feared around, so if you're feeling confident in your skills|
| then he's actually not that bad. Cast a Fear on him, DOT him up and   |
| either use the time to regenerate and heal up while he's on the run   |
| and gradually taking damage. Repeat process until he's dead. If he    |
| gets too close and things get hairy, use a Death Coil followed by a   |
| Fear, as this will give you enough time to get back on your feet. Be  |
| Generous with potions, healthstones and bandage. Whatever your tools  |
| are, make sure you use them, and he can be done without too much      |
| trouble, at least once you hit 52-53. At 50 he'll probably be too hard|
| to do solo because of the resists, but people never cease to amaze.   |
+-----------------------------------------------------------------------+


***************************************************************
*** 05.6: Doomguard [DOO1]                                  ***
***************************************************************
The Doomguard is another impressive pet, but which suffers from even worse
conditions than the Infernal. There are two ways of getting it. There's a 
random chance everytime your Target dies from the Curse of Doom damage that it
will spawn, or you can engage in a 5 man party and summon him by using a 
Demonic Figure, which costs 1G, and the Ritual of Doom spell. To make matters
worse, is that the process always kills a random party member, which can even
be the Warlock, and that it's not enslaved automatically like the Infernal.

Despite being very powerful once you first have summoned him, most people tend 
to just do it once for the experience and usually never again. So much trouble
for very little gain and even more trouble afterwards. 

***************************************************************
*** 05.6.1: Obtaining Doomguard [DOM2]                      ***
***************************************************************
There are two ways to obtain the Doomguard. You can either quest for it, or you
can grind Dreadlords near the Dark Portal in the Blasted Lands and hope for the
Grimoire of Doom to drop. Low droprate and nasty mobs. 

You can also do a quest for it, which is the same for all factions.

========+=======================================+==============================
Lvl: 60 | Quest: The Prison's Bindings          | NPC: Daio the Decrepit
========+=======================================+==============================
Goal: Travel to Dire Maul in Feralas and recover 15 Satyr Blood from the 
Wildspawn Satyr that inhabit the Warpwood Quarter. 

+---< Solution >--------------------------------------------------------+
| You will find this NPC in the Tainted Scar in Blasted Lands, a nasty  |
| place. As you enter the Tainted Scar, just stick to the mountain on   |
| your right, aka the northern mountains of the Scar. It can be really  |
| painful getting to him, especially without Epic Mount. Soulstone is   |
| extremely handy here, so are the Eye of Kilrogg for scouting. When you|
| find him, he'll give you two quests. This one require you to recover  |
| 15 Satyr Blood from the Demons in Dire Maul East. Good droprate, and  |
| can drop from any of the Wildspawn demons. Enter DM through the hidden|
| entrance with the help of the Crescent Key, and you can solo the      |
| 3 packs of Demons around the place. Banish one, enslave another and   |
| kill the third with the enslaved, then the banished, and then kill of |
| the last alone(who should now be so damaged that you just have to     |
| finish him). Repeat until you get the Blood, and reset the Instance   |
| if needed. Return to Daio.                                            |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 60 | Quest: The Prison's Casing (Elite)    | NPC: Daio the Decrepit
========+=======================================+==============================
Goal: Travel to Darkwhisper Gorge in Winterspring and recover 5 Tears of the
Hederine from the Hedrine demons in the Gorge. Return to Daio with the Tears.

+---< Solution >--------------------------------------------------------+
| Harder mobs than the demons in Dire Maul, but can be done solo by     |
| either chain fearing the demon while keeping it dotted, or by using   |
| Curse of Doom combined with Banish 1 & 2. If you start of by casting  |
| Curse of Doom on it, then quickly put up Banish 1 which lasts 20 secs |
| then Banish 2 which lasts 30 seconds, the mob will come out of banish |
| with a few seconds left until Curse of Doom goes off. Repeat, and     |
| return to Daio with the Tears.                                        |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 60 | Quest: Suppression (Elite)            | NPC: Daio the Decrepit
========+=======================================+==============================
Goal: Use the Glowing Crystal Prison on a Doomguard Commander and return it to
Daio.

+---< Solution >--------------------------------------------------------+
| One of the easiest ways to do this, is to head further into the Scar, |
| locate a Doomguard Commander and put up your Voidwalker. Send the     |
| Voidwalker to attack him, and start channeling. Sacrifice the Walker  |
| and pray that you can complete the channeling before the Doomguard    |
| can kill you. Might take a try or two, but it's not that hard once you|
| do it yourself.                                                       |
+-----------------------------------------------------------------------+


***************************************************************
*** 06.6: Felguard [FEG1]                                   ***
***************************************************************
The Felguard is obtained from the 41 point talent in Demonology, thus it
is only available to those Warlocks. 

The Felguard can best be described as a warrior in leather. It has quite
alot of handy spells, charging and cleaving among them, but it takes a
surprisingly big amount of damage so it's not as durable as the Voidwalker.
For grinding it completely obliterates the Voidwalker in usefulness as it
does alot better damage and has almost equal taunting abilities.

Another huge advantage of the Felguard, is that with Master Demonologist, he
gives both you and him 5% damage and 30 Resistance to all at 60(35 at 70), and
he has a fantastic demonic sacrifice, which increases your shadow damage by 10%
and restores 2% of total mana every 4th second. Slightly weaker than both the
Succubus and the Felhunter's Demonic Sacrifice by themselves, but stronger 
since it's combined. 


***************************************************************
*** 06.6.1: Felguard Spells [FEG2]                          ***
***************************************************************

+================+
| Demonic Frenzy |
+================+
The Felguard's damaging melee attacks cause a demonic frenzy, increasing 
attack power by 5% for 10 sec. This effect can stack up to 10 times.

This is a passive skill that the Felguard triggers automatically during combat,
and it increases his attackpower for up to 50% if he hits every single hit. 
This increases his damage slightly, and considering that it doesn't cost mana
or take any time to do it, it's a nice addition to the Felguard's spells.

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   56  | Damaging melee attacks increases the   |  0   |  0   |
|      |       | Felguard's Attack power.               |      |      |
+------+-------+----------------------------------------+------+------+


+============+
| Avoidance  |
+============+
Increases your chance to avoid area of effect attacks by an additional 50%.

Very, very handy. Makes it alot better in PvP than normally, as it's not as 
often affected by the constant AoE everywhere. Also has good usage in PvE too,
as it can often keep him untouched against enemies who use highly damaging AoE
attacks. This again makes up for his rather mediocre armor and health, so it's
a great passive skill.

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   60  | Increases the Felguard's chance to     |  0   |  0   |
|      |       | avoid AoE attacks with 50%.            |      |      |
+------+-------+----------------------------------------+------+------+


+=========+
| Anguish |
+=========+
Taunts the creature, increasing the chance that it will attack the Felguard.

A normal but effective single-target taunt. Leave it on auto and the Felguard
will use it as often as he can. It's surprisingly effective.

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   50  | Taunts the target                      |  0   |  90  |
+------+-------+----------------------------------------+------+------+


+========+
| Cleave |
+========+
A sweeping attack that does the Felguards weapon damage plus 32 to the target 
and his nearest ally.

Same as the Warrior attack, this great attack does the normal weapon damage
and adds up to 70 damage, to two targets. With the lack of AoE taunting, this
skill does help, and it's also effective for taking down more than one target
at the same time. 

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   50  | Deals weapon damage +32 to two targets |  0   |  10% |
+------+-------+----------------------------------------+------+------+
|  2   |   60  | Deals weapon damage +50 to two targets |  0   |  10% |
+------+-------+----------------------------------------+------+------+
|  3   |   68  | Deals weapon damage +78 to two targets |  0   |  10% |
+------+-------+----------------------------------------+------+------+


+===========+
| Intercept |
+===========+
Charge an enemy, causing 65 damage and stunning it for 3 sec.

Very useful in all situations. The Felguard will run up to the target and stun
it for 3 seconds, giving you air to breathe and cast the spells of your choice.
This is the same effect as the Warrior's charge, and if you leave it on auto-
cast, the Felguard will do it automatically if he's within 8-25 yards range.

+======+=======+========================================+======+======+
| Rank | Level | Effect                                 | Cast | Mana |
+==============================================================+======+
|  1   |   52  | Charges an enemy, causes 65 damage and |  0   |  145 |
|      |       | stuns it for 3 seconds.                |      |      |
+------+-------+----------------------------------------+------+------+
|  1   |   61  | Charges an enemy, causes 85 damage and |  0   |  160 |
|      |       | stuns it for 3 seconds.                |      |      |
+------+-------+----------------------------------------+------+------+
|  1   |   69  | Charges an enemy, causes 105 damage and|  0   |  195 |
|      |       | stuns it for 3 seconds.                |      |      |
+------+-------+----------------------------------------+------+------+



*******************************************************************************
*** 07: Professions [PRO1]                                                  ***
*******************************************************************************
Due to the Warlock being a Cloth Wearer, there are only so many Professions 
which directly helps. Tailoring and Alchemy are two good choices, although both
Engineering and Enchanting is good as well. 

+-----------+
| Tailoring |
+-----------+
Very useful, as there are some good cloth armors to be made, and one of the 
highest DPS robes in the game, the Robe of the Void. Some take tailoring all 
the way to 300 just for it and drop Tailoring afterwards. Still, apart from 
that there's plenty of good stuff in Tailoring but it often requires a 
certain reputation with various factions(Zandalar Tribe, Cenarion Circle i.e).

+---------+
| Alchemy |
+---------+
Always useful for every class, the ability to make your own potions is helpful.
If nothing else tempts you, then Alchemy is a very solid, if slightly boring
profession that can both supply you with gold and nice pots. There are some
excellent Spell Damage pots to be made, and several others with various effects
can greatly assist the Warlock, such things as the Flasks, Elixir of the Sages,
Stat potions, Health and Mana Potions, Various resists, Swiftness Potions and
others.

Herbalism is strongly recommended if you intend to do Alchemy.

+-------------+
| Engineering |
+-------------+
Engineering has alot of useful tools and trinkets, some love it, some doesn't
see what all the fuss is about. For a long, long time Engineering could be used
to take advantage of the game mechanics by allowing you to use Jumper Cables
on sacrificed pets. Back then, if you Sacrificed and resurrected the pet, you
could gain both the Demonic Sacrifice buff and the Master Demonologist buff,
along with Soul Link. Not gonna say more about that since you should already
realize what potential it had, and that its not possible anymore. But that was
one of the best reasons for taking Engineering, as it allowed you to resurrect
your pets. Now the corpse of the pet disappears and cannot be resurrected. Thus
Engineering lost a bit of the punch it once had, although it's still pretty 
useful both in PvE and PVP. 

(And if you ask: No, PW:S does not prevent it from dying anymore)

Mining is strongly recommended if you intend to do Engineering.

+------------+
| Enchanting |
+------------+
Expensive, but fun and helpful profession. One of the most expensive to level
up, as it starts to require alot of disenchanted materials which you have to
buy, or get by disenchanting green or better items. Not cheap, but it's always
popular and in demands. Even the best weapon in the game need an enchant!

Tailoring is good if you intend to level up Enchanting, as you can make green
items from Tailoring by cheap components, and disenchant them.

+---------------+
| Blacksmithing |
+---------------+
You *could* do this, but then it would be mostly for selling the rarest and
most expensive Epic weapons you could make. Doesn't help you in any way, and 
to be honest, look elsewhere.

Mining is good if you intend to do Blacksmithing.

+----------------+
| Leatherworking |
+----------------+
More useful than Blacksmithing since you can make capes, but that's about the
only thing that a Warlock can use from a Leatherworker.

One word: Skinning. 
 

*******************************************************************************
*** 08: Tactics and Gameplay [GAM1]                                         ***
*******************************************************************************
Note: This part is under construction still, and will have to be revised as
both the game progresses, and from feedback from readers. It is also important
to note that this part is based up around personal experience and knowledge
about playing a Warlock, and that this is no definite way to play this class,
merely some hints, advices and shared information from a fellow Warlock.


The Warlock is a versatile class which is very strong in both solo and teams.
An old saying goes, if it can be feared, it can be soloed. This is more or
less true, as a Warlock who can keep a target feared for the entire fight will
in most cases come out alive. However, Fear is not our only tool, and correct
usage of the skills and spells we got is the key to victory. But solo isn't
our only strength, and there are several encounters, bosses, instances and 
times when Warlocks can be the lifesaver. 

A typical Warlock fight is completely dependent on the situation, and the 
talent spec. An Affliction Warlock will fight in a different way than a 
Destruction Warlock will, and while this isn't as notable in raids, the
differences shine when playing solo.

+--------------+
| Good against |
+--------------+
Humanoids: These can be feared and seduced, they can be prevented from running
by using Curse of Recklessness and are generally easy to handle. Healing can
be countered by using Curse of Tongue and Fear/Death Coil to prevent them.

Beasts: Can almost always be feared, and usually even safer than Humanoids to
keep feared. Easy to dot, less chance of healing, a good choice.

Demons: These can be feared, enslaved and banished, making one single Warlock
able to control a group with 3 Elite Demons like they were toys. Possibly the
Warlock's best and easiest enemy.

Elementals: Can be feared and banished, making them easy to handle. 

Dragons: Can usually be feared, except for big ones. They are nastier than many
other enemies, so caution is advised even for Warlocks.

Giants: These are surprisingly easy because they are usually fearable. They are
also slow, making them less able to interrupt your spells, and they can be 
kited easily with Curse of Exhaustion.

+--------------+
| Weak against |
+--------------+
Undead: These are immune to all the Warlock's tools, making them hard to deal
with. They can not be feared, enslaved, banished or seduced. They tend to have
silence spells and nasty diseases/poisons/curses, making them generally a pain
to solo. 

Mechanical: Immune to Fearing, Seducing, Banish and Enslave. Same pain as 
Undead, although they tend to be more straight forward and not rely so much
on debuffs and various spells. Luckily, there's very few of these around.

+------+
| Fear |
+------+
Fear is one of the most important and handy tools the Warlocks have. It allows
you to control almost any enemy to a certain degree of predictability, but it
is also quite risky as it can easily pull aggro from enemies. A situation under
control can quickly turn into a trip to the graveyard if you're not careful, or
if you're unlucky. So in one way, fearing is like a double edged blade. You
might be able to defeat mighty foes which can be impossible for other classes,
but you also might die alot if you rely on it too much and if you're not 
careful. 

A Few things to think about with fearing.

1: Fearing in instances is extremely risky. A feared enemy will almost always 
draw aggro from any other enemy in that instance, no matter what type of 
enemy it is. In a raid or group, don't just fear to save your own skin. Many
groups and raids have wiped because of people not knowing or caring about the
consequences of fearing. This is not popular, so unless you're instructed to
fear something, you should be very careful.

2: Outdoor fearing is usually alot safer than in instances. Fearing beasts is
considered the safest thing, as most beast of different races(for example, 
bears and spiders) won't trigger aggro of eachother when feared. They will do
that if they see the same race being feared, but it's generally more rare that
this will happen because beasts are more spread out.

3: Fears have a much bigger chance of breaking on nukes and direct damage than
on DoTs, so in order to make best use of fears, go slow on direct damage. There
are times when breaking fears early can be handy though, if you see that the
feared enemy is on the way to other enemies, it might be a good idea to try
to break the fear as soon as possible to avoid adds.

4: Sometimes a feared enemy can run so far away that it actually disappears 
and resets. This is very rare, but it can happen. Amusing at first, but quite
annoying after a bit, especially if it's a rare or hard enemy. 

+--------+
| Banish |
+--------+
Banish is a very handy skill that is used to temporarily disable Demons and
Elementals. It is a very handy and even important skill, and while it's not the
most commonly used spell, it becomes *the* crowd control spell in Dire Maul, 
and it's also extremely useful when fighting Garr in Molten Core as it makes
the fight ten times as easy as it would be otherwise. Banish can be used to 
almost completely control a Demon or Elemental and to kill it with almost no
risk at all. There are two ranks of Banish, the first lasts 20 seconds and the
second lasts 30 seconds. By putting up a Curse of Doom on the target, followed
by the two banishes, Curse of Doom will go boom after the second banish has
run out. Repeat process, and you can continue to do this until the mob is dead.

This is a very safe, although boring way to kill Demons and Elementals.


===============================================================================
 Affliction Combat 
===============================================================================
For Warlocks who specialize in Affliction, DoTs and Drains are gonna be the 
major source of spells and damage you'll be using. Affliction fighting takes
more time than Destruction, but it's generally safer, better for grinding, 
less downtime, easier to handle bosses and hard hitting mobs by kiting them,
more or less unlimited mana and so on. Affliction Warlocks do have good damage,
but they rely more on damage over time than nuking. This causes their damage to
be more even, and it builds threat slower than other builds because there's no
instant jump in DPS(A Destruction Warlock might start off with a Shadowbolt 
Crit for 1500, instantly building up alot of threat, whereas Affliction has a
steady but good damage, as long as the DoT's stay in place on the debuff-slots.

A typical fight will often consist of sending in the Voidwalker, to avoid 
getting aggro. Affliction locks almost never gets aggro as long as they send 
in the Walker first, as they rely on slow but steady dps which allows the 
Voidwalker to build threat and hold it during the fight. 

Many Warlocks use the Imp instead for Dark Pact, but since the Imp cannot hold
the aggro, neither survive it, the enemies will always go directly for the
Warlock. Affliction isn't so bad even under direct attack, as Fel Concentration
will help prevent interruption when channeling Drain Life, and Nightfall makes
Shadow Bolt instant.

Once/if the Voidwalker has secured the aggro, then it's time to dot up the
target. An Affliction lock will usually go for either Curse of Agony or Curse
of Shadows, then Corruption and Immolation and Siphon Life. With all those 
ticking on the target, Drain Life is a popular skill to use. By the time the
Warlock has started using Drain Life, the target will already be greatly 
damaged, and it's quick and easy to finish it off. Some prefer to even wand the
target if it's low on health as it saves even more mana for the next fight.

If done correctly, the Warlock should be at full or close to full health. 
If the imp is up, then a few Dark Pact should put the Warlock ready for the 
next mob, and this can go on and on without rest. It's a great grinding tactic
as it reduces downtime and saves food/drink costs.

Another strong point to an Affliction Warlock, is their ability to deal with
many mobs at once, much safer and effective than both Demonologist and 
Destructionist Warlocks. With the help of Improved Corruption and Siphon Life,
the amount of instant DoT's go from 1 to 3, making kiting and handling several
targets at once alot easier. They can then be feared around the area while the
dots slowly tick away, and Siphon Life keeps you healed. With Siphon Life on
tree targets at the same time, you'll be healed alot, and with Dark Pact you
can keep your mana up constantly for new fears and dots. 

curse of Exhaustion is also a great tool for any Warlock who specializes in
Affliction. It's not that useful for normal mobs as they will die too soon
anyway, but for bosses, it can be very helpful. Bosses tend to be immune to 
fear, but not to curses. This makes it very easy to kite bosses with an 
improved Curse of Exhaustion, meaning the boss has 30% lower runspeed than you.
Put it up on a boss, then quickly Corruption and Siphon Life, and just kite the
boss around while recasting constantly. With the help of Dark Pact, you won't
run dry of mana and the odds of the boss to hit you is slim at best...as long 
as it doesn't use ranged attack. However, bosses have ranged limits as well, 
and if you get outside the limit they will start running after you.

A popular build, SM/DS is exceptionally useful as it allows for all the 
strengths of the Affliction tree except for Dark Pact, while obtaining one of
the best spells in the Demonology Tree, Demonic Sacrifice. It is at the moment
the only way to receive a flat 25% Shadow Damage increase, but it can also
greatly increase your Health Regeneration. 

Siphon Life, Drain Life and a Demonic Sacrificed Voidwalker. It is a sight to
see and to experience. It can keep you going and going in all situations, from
normal grinding to bosses. 

===============================================================================
 Demonology Combat 
===============================================================================
Warlocks who specialize in Demonology, tend to mix both types of spells, using
both DoT's and Direct Damage, usually one more than another depending on if
they are specced Demonology/Affliction or Demonology/Destruction. I.E, a 
Demonology/Destruction Warlock will often aim for improved Shadow Bolt, Bane
and Devastation. Depending if the Warlock goes for Soul Link, Ruin may or may
not be available. A Demonology Warlock is very versatile and able to adapt to
many situations, is strong solo, and can offer just as much damage as an
Affliction Warlock, but is usually not as good for grinding. Mind you, it's 
still miles better than Destruction as Demonic Sacrifice allows for constant
regeneration of either Health or Mana, but it's still behind Affliction.
Their steady and good DPS with threat reduction is popular in raids.

Demonology Warlocks are usually not as effective with dots and drains as 
Affliction Warlocks, thus it's more likely to combine the various spells to 
match the situation. Shadowbolt is a good and reliable source for damage, as
long as they have placed points in Improved Shadow Bolt and Bane, both which
makes the Demonology Warlock a defensive powerhouse which uses burst damage to
take down the enemy.

A Demonology Warlock has a few tricks up their sleeves, one of the greatest
includes sacrificing the Voidwalker to obtain a big absorbshield. If improved,
the Voidwalker's Sacrifice skill will shield you from up to around 2500 damage.
With the combination of Fel Domination, Master Summoner and Soul Link, this
means that the Warlock can obtain a level of survivability(while keeping all
his tools and spells available) unmatched by most. In a very short time, the
Warlock is able to absorb 5000 damage. This is done by first sacrificing your
Voidwalker, which will give shield you from about 2500 points of damage. While
the shield holds, you quickly activate Fel Domination and resummon the 
Voidwalker and put up Soul Link. Now you'll have approximately 25-30 seconds of
2500 Absorbshield and 40% physical damage reduction(Master Demonologist + Soul
Link). Once your shield is gone, you can sacrifice your Voidwalker again for
another shield. Note, this is not the same sacrifice as you gain from the 
talent "Demonic Sacrifice". 

More than any other build, Demonology offers the greatest variety of ways to
play, and it offers the best adaptions to various situations and battles. This
is the strength of the tree. There are three key talents in this tree that 
stands out, and I'll cover them to explain some usage and advantages of them.

+---------------------+
| Master Demonologist |
+---------------------+
This is an automatic buff that both you and your Pet gains when both are alive.
This will disappear if you don't have a pet up. What it does, is giving you a
passive buff that is actually quite good, in some cases exceptional.

The Imp gives you 20% Threat Reduction which currently the only way for a 
Warlock to reduce threat. Threat as you probably know, sort of works like the
enemy's hate toward you. Almost everything you do in battle with an enemy, 
builds up threat on that enemy. If you ever exceed having more threat than the
tank in a group, the enemy will attack you instead of the tank. Thus, managing
threat is extremely important. What this buff does, is to reduce the amount of
threat you make with everything you do. A normal Shadowbolt will only make 80%
threat instead of 100%. This is extremely handy in raids, and stacking with 
the Paladin's Blessing of Salvation it reduces threat you generate with 50%.
In short, this allows you to push damage more without drawing aggro.

The Succubus gives you a 10% All Damage increase. This means that both your
Fire and Shadow Spells gain 10% increased damage. This is very useful for both
normal instances and raids when you don't have to worry about aggro or threat,
or if you need to push the damage during certain fights. Examples would be 
during boss fights when the boss enrages at 20-30% and it has to be killed as
fast as possible. At that point in the fight, threat is usually not an issue 
anymore and it allows people to go for full damage. Having an extra 10% damage
can help out alot, but it might be better to sacrifice the Succubus instead for
the 15% Shadow damage instead. This depends on the situation though.

The Voidwalker gives you a 10% physical damage reduction. This applies to 
damage done by normal weapons, for example swords, axes, maces and so on. This
doesn't sound very impressive for a Cloth wearer, but combined with Soul Link
this reduces physical damage done to you with 40%. This is useful for grinding
but can also help quite abit when soloing elitemobs, as it reduces their high
damage more notably than normal mobs. It's rarely useful in groups and raids
as you normally shouldn't be hit that much, but if it occurs this buff will
further help increase your chance of survival.

The Felhunter gives you one of the best and most impressive buffs in the game.
It increases resistance to all spells with 60, which is a considerable amount.
60 Additional Fire Resist for Ragnaros is nothing to laugh at, it also means
that you don't have to sacrifice that much normal gear to obtain the required
amount of resistance. Since it adds to all resistances, it's useful all around
for all instances. If you're gonna deal with caster mobs, might as well use
the Felhunter instead of any of the other Pets. Spell Lock helps too.

+-------------------+
| Demonic Sacrifice |
+-------------------+
Demonic Sacrifice is an often discussed talent, as it makes alot of the 
previous talents leading up to it useless while it lasts, but for all it's 
worth, it's actually one of the best talents in the entire tree. Very useful
for cheap grinding, as it's the closest thing a Demonology Warlock gets to 
constantly refills of either mana or health without eating/drinking.

Sacrificing the Imp gives you +15% Fire Damage. This is very, very useful for
times when you have to push AoE, examples would include the Imps and Core Hound
Packs in Molten Core, or when several mobs have to die in a short time. Since 
the Imp doesn't cost any shards to resummon, this is a very nice sacrifice that
ultimately serves the raid better in those situations than Blood Pact.

Sacrificing the Succubus gives you +15% Shadow Damage. This is only 2% better
than having the Succubus alive and using Soul Link, so for normal grinding and
teaming, having her up is actually far more beneficial. However, if you have
not specced Soul Link, but rather the famous SM/DS build, this is used to get
a 25% Shadow Damage increase which is the biggest possible amount of Shadow
damage increase for a Warlock.

Sacrificing the Voidwalker is a very popular version. It more or less removes
any downtime for normal grinding, as you can just keep going and going. It 
regenerates 3% of your total health every 4th second. Considering that most
Warlocks tend to have lots of Stamina, this is actually a considerable amount.
It's also a better choice than sacrificing the Felhunter, since it regenerates
health which you can turn into mana with Life Tap. With the help of a bandage
which you can usually get by grinding humanoids, you can keep yourself going
non-stop. It's also incredibly useful for fear/kiting tactics as you'll always
regenerate health on the run.

Sacrificing the Felhunter is less used, as it regenerates mana, 2% of your 
total mana every 4th seconds. Considering that many Warlocks have less mana 
than health, and that this is 1% lower than the Voidwalker's Regeneration, it's
hardly used. There's usually not much reason to use it.

+-----------+
| Soul Link |
+-----------+
Taking on the mob with and without Soul Link is a difference it's hard to 
ignore. The instant you activate Soul Link, you've reduced all damage you take
with 20%. 20% less damage from everything is pretty good, both for Soloing and
teaming, but definitely more useful either for taking out harder mobs alone,
or bosses in instances. Elite enemies aren't so scary anymore when protected
by Soul Link, and even bosses tend to lose some of their punch. 

Many consider Soul Link to be the Easy Mode, and in one way it's true. It costs
1 single talent point, and it arguably gives you back the highest amount of 
permanent damage migration in the game for a talent. However, most people seem
to forget that Warlocks who spec this far down into Demonology, pay much of 
their high defense. Most of the talents that lead to it is not all that good
with the exception of a few key talents. Destruction for example, has good 
talents all the way, same with Affliction. Demonology has alot of lacklustre
talents that serves as fillers down to Soul Link. So yeah, it's a wicked talent
that makes life a whole lot easier for the Warlock, but there's a high price to
pay for it.

===============================================================================
 Destruction Combat 
===============================================================================
Warlocks who specialize in Destruction opt for a slightly different playstyle
than both Affliction and Demonology. It's definitely the worst grinding build,
as it relies on pure burst damage to take down the target, while offering very
little back in defense. It is alot rarer to see someone using a full 
Destruction build than the other trees, but very common to see people use 20
or 21 points from it. Arguably, once you hit Ruin in Destruction, there's not
much left for a Shadow Bolt caster, and if you intend to continue then you
pretty much have to go all the way down to Conflagrate, but by then you have
spent alot of talents on Fire instead of Shadow. 

There are a few key talents in Destruction that really affects your damage 
output. Improved Shadowbolt, Bane, Devastation, Shadowburn and Ruin. All these
talents can be gotten for 21 points in Destruction, thus it makes builds like
SM/RUIN a possibility, and offers a big damage increase. That also makes good
use of the strengths of Affliction, only leaving out Dark Pact, so many 
consider the SM/Ruin build to be a great DPS build that takes the best of both
worlds.

It is more likely for a Destructionist to use blunt force to take down the 
enemy than drawing out the fight and conserving mana and health. If the Warlock
is able and allowed to unleash his power with the talents in Destruction, he 
can do exceptional damage. This does take it's toll on Mana though, as offense
is the only defense the Destructionist have. However, normal Elite mobs tend to
die quickly once they get a few 2k+ criticals, which is no sweat for a Ruin
specced Warlock.

Improved Shadowbolts greatly increases damage done with Shadowbolt, but does 
require you to have a good deal of extra spell crit to utilize well. Spell Crit
is not easy to find at lower levels, but there are plenty of high level gear
that adds to it. Where Improved Shadowbolt really shine, is together with 
Ruin. Crit once to activate Improved Shadowbolt effect on the target, then 
crit again while the effect is up. The damage is huge and the effect will 
refresh itself. 

Bane is a must-have for any serious Destructionist. It decreases the casttime
of Shadow Bolt, which is great in many ways. First, it increases your damage
over time with about 20% if you use Shadow Bolt. It doesn't affect the damage
per hit, but it does allow you to cast more Shadow Bolts over time than you
could have done without it. So in this way, it's a Damage per minute increase.

Depending on if you spec Affliction/Destruction or Demonology/Destruction, the
way to fight can change. Affliction specced can use both their DoT's and their
Shadow Bolt to do good damage, whereas Demonology specced are only really
efficient with Shadow Bolts. However, if Demonologist sacrifices Ruin, they can
get both Soul Link, and 20 points in Destruction which allows them to become
strong both offensive and defensive, able to deal good damage while having the
highest amount of survivability of all specs. No matter the spec though, 
Shadow Bolt becomes one of the primary sources for high burst damage. '

A Few hints about Destruction combat. 

1: Max Range if possible. Open up the fight with either Soul Fire or Shadow
Bolt(Soul Fire might be better if you're properly fire specced, otherwise then
Shadow Bolt can be better to hope for Improved Shadow Bolt effect). If you're
stocked up on Soul Shards, it might be good to use Shadowburn right away after
the opener as it has a good potential of doing high instant Shadow Damage.

2: Depending on if you're fully Destruction Specced or not, you'll want to use
either Curse of Shadows or Curse of Elements. If you're built around Shadow
Bolt Spamming, then Curse of Shadows is a must. However, if you've gone all
the way down to Conflagrate, then you have done that for a reason, and that's
to use Fire. Curse of Elements is the key here. So pop up that Curse on the 
now incoming enemy.

3: Once again, depending on spec, you'll want to either spam Shadow Bolts until
the Enemy is dead, which won't take long for a Destructionist, or use the 
combination of Immolate and Conflagrate. If you're fighting a fast hitting
melee class, then Immolate+Conflagrate or Searing Pain might be better to use
instead of Shadow Bolt, because of their shorter cast time, which makes it 
easier to get the spells off. The longer the cast time, the longer and harder
it will be to cast the spells during attack, and you'll end up doing less 
damage over time if you're struggling to fire the spells.

4: Fear can be a lifesaver, same with Death Coil. Use them wisely and to give
yourself some room to breathe. Watch for adds though, fearing should be used 
wisely.

5: Finish the fight with Shadowburn. A normal non-elite enemy will often die
or get very, very close to death if you have a decent amount of Shadowburn and
use it when it's around 15-18% health. If things are looking grim, it's better
to bet on Shadowburn and use it a little early, it might crit. Even if it fails
to kill the enemy, chances are that it will have 2-4% health left, easily fixed
by a fast Searing Pain.


*******************************************************************************
*** 09: Equipment [EQU1]                                                    ***
*******************************************************************************
World of Warcraft offers a massive amount of sets and different armors, some
good for some classes and bad for others based on the stat. Just because it's
cloth doesn't necessarily make it good, as there are some stats a Warlock tend
to stay away from because it won't help them much.

The most important stats for a Warlock, is arguably in order:
-Spell Damage
-Stamina
-Crit Rating / Intellect

More than anything, a Warlock wants more damage. More damage affects everything
from Shadow Bolt to Drain Life and makes the Warlock kill faster for less mana.

After that, Stamina is an extremely popular stat, and while the old Warlock 
armor never focused on it, all new Warlock armor will usually have a great deal
of Stamina. Stamina is the bread and butter for a Warlock, as it means more
health, and more Lifetaps without reaching critical health levels. 

If you are Affliction, then Intellect will appeal to you more than +% Crit, as
you won't be using that much nukes compared to what a Demonologist or
Destruction Lock will, but you're rather focused on having plenty of mana to
prevent you from running out. One of the strengths of an Affliction lock is
the uptime, by playing smart and conserving mana and keeping your health on 
top all the time.

For a Destruction or Demonologist Lock, then Crit might be more appealing, as
they rather tend to focus on high damage and taking down mobs quickly. 
Destruction builds are only really superior once they reach a very high amount
of crit, as that means Ruin and Improved Shadow Bolt will be put to good use, 
both which rely solely on Crit. When both are activated, I.E a target is 
affected by Improved Shadow Bolt and you crit on it when having Ruin, the 
damage will be massive. Those bursts are what % Crit is for. Crits have less
usage for a pure Affliction build since they'll be using Damage over Time and
not rely on their crits to do the damage.

Compare the oldest Warlock set in the game, the Dreadmist to a newer one, like
Deathmist, and you'll notice that where Spirit is a major component of the 
Dreadmist, it's completely absent from Deathmist, but Stamina and Intellect has
been increased. Newer sets almost never include Spirit. 


***************************************************************
*** 09.1: Armor Sets [ARM1]                                 ***
***************************************************************

Due to the excessive amount of space it would take, I choose not to list up
the stats of every single piece of the sets. They can be found on countless
Item database sites like http://www.thottbot.com/ or http://wow.allakhazam.com/

Instead, I'll write a little about each set, where the pieces can be found,
the total stats and the set bonus.

===============================================================================
 Dreadmist Raiment (Tier 0 / Dungeon Set 1)
===============================================================================
This set is the first full set for Warlocks. It can be used by anybody, but it
is designed with the Warlocks in mind. The set looks great, arguably one of the
best looking Tier 0 sets in the game. 

Nowadays, it is very easy to get hold of it, but the bad thing is that you
have to wade through Scholomance and Stratholme several times. Pray that Lady
Mercy is with you, because after 60 Baron runs things kinda stop being fun.

The set pieces doesn't have any other stats than base abilities, but they do 
have a decent amount of them, so it's a good upgrade to green items and some
lower blues.

+======================+======================================================+
| Dreadmist Belt       | Drops from Random mobs in Scholomance and Stratholme.|
|                      | Bind on Equip so it can be bought from other players.|
+======================+======================================================+
| Dreadmist Sandals    | Drops from Baroness Anastari in Stratholme.          |
+======================+======================================================+
| Dreadmist Robe       | Drops from General Drakkisath in UBRS.               |
+======================+======================================================+
| Dreadmist Bracers    | Drops from random mobs in Scholomance and Stratholme.|
|                      | Bind on Equip so it can be bought from other players.|
+======================+======================================================+
| Dreadmist Wraps      | Drops from random mobs in Scholomance and Stratholme.|
|                      | Bind on Equip so it can be bought from other players.|
+======================+======================================================+
| Dreadmist Leggings   | Drops from Baron Rivendare in Stratholme.            |
+======================+======================================================+
| Dreadmist Mantle     | Drops from Jandice Barov in Scholomance.             |
+======================+======================================================+
| Dreadmist Mask       | Drops from Darkmaster Gandling in Scholomance.       |
+======================+======================================================+

+-------------+
| Total Stats |
+-------------+
Armor: 491
Stamina: 114
Intellect: 118
Spirit: 95

+-----------+
| Set Bonus |
+-----------+
2: +200 Armor. 
4: Increases damage and healing done by magicial spells and effects by up
to 23. 
6: When struck in combat has a chance of causing the attacker to flee in
terror for 2 seconds. 
8: +8 All Resistances.



===============================================================================
 Deathmist Raiment (Tier 0.5 / Dungeon Set 2)
===============================================================================
This set is made by upgrading the Dreadmist Raiment. It's a costly, long and
hard questline, but for all it's worth, it does turn the old set into a much
better new one.

+======================+======================================================+
| Deathmist Belt       | Upgraded from Dreadmist Best.                        |
+======================+======================================================+
| Deathmist Sandals    | Upgraded from Dreadmist Sandals.                     |
+======================+======================================================+
| Deathmist Robe       | Upgraded from Dreadmist Robe.                        |
+======================+======================================================+
| Deathmist Bracers    | Upgraded from Dreadmist Bracers.                     |
+======================+======================================================+
| Deathmist Wraps      | Upgraded from Dreadmist Wraps.                       |
+======================+======================================================+
| Deathmist Leggings   | Upgraded from Dreadmist Leggings.                    |
+======================+======================================================+
| Deathmist Mantle     | Upgraded from Dreadmist Mantle.                      |
+======================+======================================================+
| Deathmist Mask       | Upgraded from Dreadmist Mask.                        |
+======================+======================================================+

+-------------+
| Total Stats |
+-------------+
Armor: 528
Stamina: 156
Intellect: 115
Spirit: 138

Spell Damage: +124
Spell Crit Rating: +14
Spell Hit Rating: +16

+-----------+
| Set Bonus |
+-----------+
2: +8 All Resistances. 
4: When struck in combat has a chance of causing the attacker to flee in
terror for 2 seconds. 
6: Increases damage and healing done by magical spells and effects up to 23. 
8: +200 Armor 



===============================================================================
 Felheart Raiment (Tier 1)
===============================================================================
This is the first all epic set, and all the pieces drops in Molten Core, one
of the first full raid instances you probably will visit. This set might not 
have an enormous amount of +spell damage, but it's the first set that mixes
decent damage, stamina, int and even adds important Resist. The eight set bonus
is fantastic for any Warlock though, combined with the 3 set bonus it makes
Felheart possibly the best grind set of them all. 

+========================+====================================================+
| Felheart Belt          | Drops from Random Trash mobs, Bind on Equip means  |
|                        | that it can be bought from other players.          |
+========================+====================================================+
| Felheart Slippers      | Drops from Shazzrah.                               |
+========================+====================================================+
| Felheart Robe          | Drops from Golemagg the Incinerator.               |
+========================+====================================================+
| Felheart Bracers       | Drops from Random Trash mobs, Bind on Equip means  |
|                        | that it can be bought from other players.          |
+========================+====================================================+
| Felheart Gloves        | Drops from Lucifron.                               |
+========================+====================================================+
| Felheart Pants         | Drops from Magmadar.                               |
+========================+====================================================+
| Felheart Shoulder Pads | Drops from Baron Geddon.                           |
+========================+====================================================+
| Felheart Horns         | Drops from Garr.                                   |
+========================+====================================================+

+-------------+
| Total Stats |
+-------------+
Armor: 584
Stamina: 180
Intellect: 128
Spirit: 51

Shadow Resistance: 24
Fire Resistance: 34

Spell Damage: +132 
Spell Crit Rating: +14
Spell Hit Rating: +8

+-----------+
| Set Bonus |
+-----------+
3: Health or Mana gained from Drain Life and Drain Mana increased by 15%. 
5: Your pet gains 15 stamina and 100 spell resistance against all schools
of magic. 
8: Mana cost of Shadow spells reduced by 15%.



===============================================================================
 Nemesis Raiment (Tier 2)
===============================================================================
A much better set statwise than Felheart, despite slightly lower Stamina and
Intellect it offers alot more Spell Damage, Spell Crit and Resistance. It also
offers the always handy Health per 5 sec effect, which is the same effect as 
the Demon Armor offers, it regenerates health constantly.

However, this is also alot harder to obtain. If you have set your sights on
this set, then both the Leggings and Skullcap should be a piece of cake since
they drop from Ragnaros and Onyxia. The challenge comes with the other parts as
they only drop in Blackwing Lair.

+========================+====================================================+
| Nemesis Belt           | Drops from Vaelastrasz in Blackwing Lair.          |
+========================+====================================================+
| Nemesis Boots          | Drops from Broodlord in Blackwing Lair.            |
+========================+====================================================+
| Nemesis Robe           | Drops from Nefarian in Blackwing Lair.             |
+========================+====================================================+
| Nemesis Bracers        | Drops from Razorgore in Blackwing Lair.            |
+========================+====================================================+
| Nemesis Gloves         | Drops from Firemaw, Ebonroc and Flamegor in        |
|                        | Blackwing Lair.                                    |
+========================+====================================================+
| Nemesis Leggings       | Drops from Ragnaros in Molten Core.                |
+========================+====================================================+
| Nemesis Spaulders      | Drops from Chromaggus in Blackwing Lair.           |
+========================+====================================================+
| Nemesis Skullcap       | Drops from Onyxia.                                 |
+========================+====================================================+

+-------------+
| Total Stats |
+-------------+
Armor: 666
Stamina: 171
Intellect: 112
Spirit: 42

Shadow Resistance: 30
Fire Resistance: 40
Frost Resistance: 10
Nature Resistance: 10
Arcane Resistance: 10

Spell Damage: +204 
Spell Crit Rating: +42
Restores 12 Health per 5 sec.

+-----------+
| Set Bonus |
+-----------+
3: Increases damage and healing done by magical spells and effects by up to 23.
5: Your pet gains 20 stamina and 130 spell resistance against all schools of
magic. 
8: Reduces the threat generated by your Destruction spells by 20%.



===============================================================================
 Plagueheart Raiment (Tier 3)
===============================================================================
Statwise, this set is fantastic as it offers tons of +% Crit and +% Hit bonuses
and a heavy amount of +damage. The stamina and Intellect bonus is top notch. 
The drawback is that it does not offer no resistances, but that can be defended
by adding that most tend to swap pieces for special boss fights that require
alot of resistance anyway. 

This is currently the hardest set to obtain in the game, as it solely drops 
from Naxxramas bosses, the Robe dropping from The Four Horsemen and the Ring
from Kel'Thuzad.

+========================+====================================================+
| Plagueheart Belt       | Drops from Gluth, Heigan the Unclean and Noth      |
|                        | the Plaguebringer in Naxxramas.                    |
+========================+====================================================+
| Plagueheart Sandals    | Drops from Gluth, Gothik the Harvester and         |
|                        | Instructor Razuvious in Naxxramas.                 |
+========================+====================================================+
| Plagueheart Robe       | Drops from The Four Horsemen in Naxxramas.         |
+========================+====================================================+
| Plagueheart Bindings   | Drops from Gluth, Anub'Rekhan and Grand Widow      |
|                        | Faerlina in Naxxramas.                             |
+========================+====================================================+
| Plagueheart Gloves     | Drops from Maexxna in Naxxramas.                   |
+========================+====================================================+
| Plagueheart Leggings   | Drops from Loatheb in Naxxramas.                   |
+========================+====================================================+
| Plagueheart Shoulders  | Drops from Gluth, Grobbulus and Patchwerk in       |
|                        | Naxxramas.                                         |
+========================+====================================================+
| Plagueheart Circlet    | Drops from Thaddius in Naxxramas.                  |
+========================+====================================================+
| Plagueheart Ring       | Drops from Kel'Thuzad in Naxxramas.                |
+========================+====================================================+

+-------------+
| Total Stats |
+-------------+
Armor: 764
Stamina: 227
Intellect: 155

Spell Damage: +301 
Spell Crit Rating: +98
Spell Hit Rating: +24
Spell Penetration: +10

+-----------+
| Set Bonus |
+-----------+
2: Vampirism: Your Shadow Bolts now have a chance to heal you for 270-330.
4: Increase damage caused by your Corruption by 12%. 
6: Your spell critical hits generate 25% less threat. In addition, Corruption,
Immolate, Curse of Agony, and Siphon Life generate 25% less threat. 
8: Reduces health cost by life tap by 12%.



===============================================================================
 Oblivion Raiment (Dungeon Set 3)
===============================================================================
A great looking set that is pretty easy to obtain as well, this set however
suffers from a very situational set bonus, and the lack of +spell crit makes 
this set pretty bad for any Destruction Lock. Great, great set for any Warlock
who decides to spec Affliction as it got a nice +spell damage and some +spell
hit.

+========================+====================================================+
| Gloves of Oblivion     | Drops from Kargath Bladefirst in Shattered Halls   |
+========================+====================================================+
| Hood of Oblivion       | Drops from Harbinger Skyriss in Arcatraz           |
+========================+====================================================+
| Robe of Oblivion       | Drops from Murmur in Shadow Labyrinth              |
+========================+====================================================+
| Spaulders of Oblivion  | Drops from Murmur in Shadow Labyrinth              |
+========================+====================================================+
| Trousers of Oblivion   | Drops from Talon King Ikiss in Sethekk Halls       |
+========================+====================================================+


+-------------+
| Total Stats |
+-------------+
Armor: 633
Stamina: 157
Intellect: 123

Spell Damage: +174 
Spell Hit Rating: +32

Sockets: 3 Blue, 1 Red, 2 Yellow, 1 Meta. 
Socket Bonus: 5 Spell Damage, 6 Stamina, 3 Spell Hit

+-----------+
| Set Bonus |
+-----------+
2: Grants your pet 45 mana per 5 sec.
4: Your Seed of Corruption deals 180 additional damage when it detonates.


===============================================================================
 Doomcaller's Attire (Brood of Nozdormu faction)
===============================================================================
A Hard to get and rarely seen Warlock set that can only obtained by raiding 
Temple of Ahn'Qiraj. The bosses in there can drop an epic quest item that you
need to hand in to the Bronze Dragonflight in Tanaris, along with several
other items and the required reputation.

This set is mostly for Destruction Warlocks, as it offers low Stamina and
Intellect, but the always handy negative target resistance, and the increased
damage on Immolate combined with reduced cost on Shadow Bolt helps primarily
Destruction Warlocks.

+========================+====================================================+
| Doomcaller's Circlet   | Requires: Vek'nilash's Circlet which drops from    |
|      (Friendly)        | Emperor Vek'nilash, 2 Idol of Death, 5 Bone Scarab |
|                        | and 5 Silver Scarab                                |
+========================+====================================================+
| Doomcaller's Footwraps | Requires: Qiraj Bindings of Dominance which drops  |
|      (Neutral)         | from Princess Huhuran and Viscidus, 2 Idol of Night|
|                        | 5 Clay Scarab and 5 Ivory Scarab.                  |
+========================+====================================================+
| Doomcaller's Mantle    | Requires: Qiraj Bindings of Dominance which drops  |
|      (Neutral)         | from Princess Huhuran and Viscidus, 2 Idol of the  |
|                        | Sage, 5 Bone Scarab and 5 Bronze Scarab.           |
+========================+====================================================+
| Doomcaller's Robes     | Requires: Husk of the Old God which drops from     |
|      (Honored)         | C'Thun, 2 Idol of Night, 5 Crystal Scarab and 5    |
|                        | Stone Scarab.                                      |
+========================+====================================================+
| Doomcaller's Trousers  | Requires: Qiraj Bindings of Dominance which drops  |
|      (Friendly)        | from Princess Huhuran and Viscidus, 2 Idol of      |
|                        | Rebirth, 5 Clay Scarab and 5 Gold Scarab.          |
+========================+====================================================+


+-------------+
| Total Stats |
+-------------+
Armor: 511
Stamina: 118
Intellect: 92
Spirit: 29

Spell Damage: +164 
Spell Crit Rating: +42
Spell Hit Rating: +16
Reduces Target's Resistances by -40.

+-----------+
| Set Bonus |
+-----------+
3: 5% increased damage on your Immolate spell. 
5: Reduces the mana cost of Shadow Bolt by 15%.



===============================================================================
 Implements of Unspoken Names (Cenarion Circle Faction)
===============================================================================
Not as much armor as much as it's support items which are normally not included
in the standard sets. This makes it alot better though, since it then can be 
combined with the normal 8 piece set and both will give full set bonus. I.E, 
you can have a full Felheart set and a full Implements of Unspoken Names set.

The Qiraji items you need drop from the bosses in Ruins of Ahn'Qiraj.

+=========================+===================================================+
| Ring of Unspoken Names  | Requires: Qiraji Ceremonial Ring, 2 Jasper Idols, |
|      (Honored)          | 5 Stone Scarabs and 5 Crystal Scarabs.            |
+=========================+===================================================+
| Shroud of Unspoken Names| Requires: Qiraji Regal Drape, 2 Amber Idols,      |
|      (Revered)          | 5 Bronze Scarabs and 5 Ivory Scarabs              |
+=========================+===================================================+
| Kris of Unspoken Names  | Requires: Qiraji Ornate Hilt, 2 Onyx Idol, 5 Gold |
|      (Exalted)          | Scarabs and 5 Clay Scarabs.                       |
+=========================+===================================================+

+-------------+
| Total Stats |
+-------------+
Armor: 52
Stamina: 37
Intellect: 16
Spirit: 51

Spell Damage: +91
Spell Crit Rating: +14
Spell Hit Rating: +8

+-----------+
| Set Bonus |
+-----------+
3: 5% increased damage from your summoned pets' melee attacks and damage spells



===============================================================================
 Demoniac's Threads (Zandalar Faction)
===============================================================================
An excellent startup set that is becoming very easy to obtain. All you need is
a certain boss item that can drop from almost any of the Zul'Gurub bosses, and
the right reputation. Not the most impressive set, but the stats aren't too
shabby.

+============================+================================================+
| Kezan's Unstoppable Taint  | You'll receive an Item called "Kezan's Taint   |
|      (Exalted)             | at Friendly which can be upgraded at each new  |
|                            | faction level. At Exalted, you'll get this.    |
+============================+================================================+
| Hazzar'rah's Charm of      | You need to get Gri'lek's Blood, Renataki's    |
| Destruction                | Tooth, Wushoolay's Mane, Hazza'rah's Dream     |
|       (Any)                | Thread and a Punctured Voodoo Doll for Warlock |
+============================+================================================+
| Zandalar Demoniac's Wraps  | Requires: Primal Hakkari Stanchion. This can   |
|      (Friendly)            | drop from all bosses in Zul'Gurub except the   |
|                            | Edge of Madness ones.                          |
+============================+================================================+
| Zandalar Demoniac's Mantle | Requires: Primal Hakkari Sash. This can drop   |
|      (Friendly)            | from all bosses in Zul'Gurub except the Edge   |
|                            | of Madness ones.                               |
+============================+================================================+
| Zandalar Demoniac's Robe   | Requires: Primal Hakkari Kossack. This can drop|
|      (Revered)             | from all bosses in Zul'Gurub except the Edge   |
|                            | of Madness ones. Has a very low droprate, but  |
|                            | The Bloodlord and Hexxer seems to have the best|
|                            | chance of dropping it.                         |
+============================+================================================+

+-------------+
| Total Stats |
+-------------+
Armor: 214
Stamina: 86
Intellect: 35

Spell Damage: +69
Spell Hit rating: +8

+-----------+
| Set Bonus |
+-----------+
2: Increases damage and healing done by magical spells and effects by up to 12.
3: Increases the damage of Corruption by 2%. 
5: Decreases the cooldown of Death Coil by 15%


*******************************************************************************
*** 10: Mounts [MOU1]                                                       ***
*******************************************************************************
Warlocks gets both their mounts through questing, and while the Felsteed is
easy and fast to obtain, the Dreadsteed is alot harder, and costs alot of gold.
However, compared to buying a normal mount, it's very cheap and easily worth
the time and effort spent. It's still a quite rare mount, despite being quite
easy to obtain now. 

***************************************************************
*** 10.1: Felsteed [Fel1]                                   ***
***************************************************************
The quest to obtain the Felsteed is very easy, and is obtained at level 40 by
speaking to one of your primary Warlock Trainers. All races get the exact
same quest.

Alliance can speak to Briarthorn in Ironforge, while Horde can speak to 
Kaal Soulreaper in Undercity or Zevrost in Orgrimmar.

========+=======================================+==============================
Lvl: 40 | Quest: Summon Felsteed                | NPC: Class Trainer.
========+=======================================+==============================
Goal: Speak to Strahad Farsan in the Barrens.

+---< Solution >--------------------------------------------------------+
| Very easy. Travel to Ratchet in the Barrens, and locate Strahad Farsan|
| who's in the north-western part of it, on top of a hill by a hut. He  |
| can be a bit tough to find, but try this. Come into the town from the |
| docks. As soon as you hit land, turn right and follow it north until  |
| you reach a hill. Climb up that and you'll be at a hut. He's there.   |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 40 | Quest: Summon Felsteed                | NPC: Strahad Farsan
========+=======================================+==============================
Goal: Speak to Strahad Farsan in Ratchet to learn the ability to summon a
Felsteed.

+---< Solution >--------------------------------------------------------+
| That's it, just speak to him again and you'll automatically get the   |
| Felsteed.                                                             |
+-----------------------------------------------------------------------+


***************************************************************
*** 10.2: Dreadsteed [DRE1]                                 ***
***************************************************************
This is where things get nasty, but also extremely fun. This whole quest line
is very fun and varied, and ends with a awesome final event. 

This quest is obtained at level 60, and can be started either by talking to 
either Jubahl Corpseseeker in Ironforge or Kurgul in Orgrimmar. 

**********
* PART 1 *
**********

========+=======================================+==============================
Lvl: 60 | Quest: Mor'zul Bloodbringer           | NPC: Class Trainers.
========+=======================================+==============================
Goal: Speak with Mor'zul Bloodbringer in the Burning Steppes. 

+---< Solution >--------------------------------------------------------+
| Easy start, to warm you up. Head to Burning Steppes. You'll find the  |
| NPC located in the far north-western part, by the Altar of Storms. It |
| is further north-west of Blackrock Mountain.                          |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 60 | Quest: Rage of Blood                  | NPC: Mor'zul Bloodbringer
========+=======================================+==============================
Goal: Bring 30 bottles of Raging Beast's Blood to Mor'zul Bloodbringer in the
Burning Steppes.

+---< Solution >--------------------------------------------------------+
| This is quite easy, but it can take a little time. These Owlbeasts is |
| located around in Winterspring, with two major camps being north-east |
| of Everlook, and south of Everlook, further south past the Dragons.   |
| The Droprate is so-so, but it's easy. Once you find 30 Bottles, head  |
| back to Mor'zul Bloodbringer in Burning Steppes.                      | 
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 60 | Quest: Wildeyes                       | NPC: Mor'zul Bloodbringer
========+=======================================+==============================
Goal: Bring the Case of Blood to Gorzeeki Wildeyes in the Burning Steppes.

+---< Solution >--------------------------------------------------------+
| Isn't it nice to not run around the world for once? Just talk to      |
| Gorzeeki Wildeyes standing beside Mor'zul.                            |
+-----------------------------------------------------------------------+

********************************
* PART 2 - GATHERING MATERIALS *
********************************

Now, once you complete this, Wildeyes will give you 4 quests.  These can be
completed in any order, but we'll start of with gathering the materials first.
These three gathering quests doesn't have to be done in order.

========+=======================================+==============================
Lvl: 60 | Quest: Bell of Dethmoora              | NPC: Wildeyes
========+=======================================+==============================
Goal: Bring 10 Elixirs of Shadow Power to Gorzeeki Wildeyes in the Burning
Steppes

+---< Solution >--------------------------------------------------------+
| If you're stocked up on gold, or you're an Alchemist, then this is    |
| easy. The fastest is to just hit the local Auction House and buy them,|
| or request them made from any Alchemist. Once you get them, either go |
| on to the next quest or head back to Wildeyes to deliver it.          |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 60 | Quest: Wheel of the Black March       | NPC: Wildeyes
========+=======================================+==============================
Goal: Bring 6 Large Brilliant Shards and 25 Dark Iron Ore to Gorzeeki in the
Burning Steppes.

+---< Solution >--------------------------------------------------------+
| Once again, money solves everything. Either buy all the stuff from    |
| the local Auction House, or make it/get it yourself. Either way, you  |
| can then continue to the next part or return it to Wildeyes.          |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 60 | Quest: Doomsday Candle                | NPC: Wildeyes
========+=======================================+==============================
Goal: Bring 35 Black Dragonscales to Gorzeeki Wildeyes in the Burning Steppes.

+---< Solution >--------------------------------------------------------+
| Once again, money solves everything. Either buy all the stuff from    |
| the local Auction House, or get it yourself. Either way, you can now  |
| return to Wildeyes.                                                   |
+-----------------------------------------------------------------------+

Once these three quests have been completed, then you get a new quest.

========+=======================================+==============================
Lvl: 60 | Quest: Arcanite                       | NPC: Wildeyes
========+=======================================+==============================
Goal: Bring 3 Arcanite Bars to Gorzeeki in the Burning Steppes.

+---< Solution >--------------------------------------------------------+
| Piece of cake. Buy or get hold of 3 Arcanite Bars. Quite expensive,   |
| but there's nothing you can do about that. Cheaper to get a guild to  |
| mine for Arcane Crystals and Transmute them into Bars. In any way,    |
| return them to Wildeyes.                                              |
+-----------------------------------------------------------------------+

You are now done with Part 2, the easy one. Now you'll have to obtain the 
Xorothian Stardust, which is another quest chain you get after giving Wildeyes
the Case of Blood which you got from the Owls.

*******************************
* PART 3 - Xorothian Stardust *
*******************************
A much more action-filled quest chain, and now things pick up. Start of by 
accepting the quest called Lord Banehollow from Wildeyes. 

WARNING! Before continuing, make sure you got at least 157 gold available. You
will need 6 gold for the Shadowy Potions, and 150 gold to buy the Stardust,
and probably a few silver for the travel. 

========+=======================================+==============================
Lvl: 60 | Quest: Lord Banehollow                | NPC: Wildeyes
========+=======================================+==============================
Goal: Purchase Shadowy Potions from Gorzeeki in the Burning Steppes.

Use the potions to travel through Jaedenar, and speak with Lord Banehollow.

+---< Solution >--------------------------------------------------------+
| First of all. Buy 3 Shadowy Potions from Wildeyes. BRING 150 GOLD and |
| travel to Felwood. Head to Jaedenar(Midwestern part of Felwood).      |
| Drink one of the potions, which will make you friendly with the NPC's |
| in Jaedenar. You will still be attacked by the ooze but that should   |
| not be a problem. Follow the path all the way to bottom where you'll  |
| find Lord Banehollow. Speak to him to get the next quest.             |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 60 | Quest: Ulathek the Traitor            | NPC: Lord Banehollow
========+=======================================+==============================
Goal: Confront Ulathek, then bring The Traitor's Heart to Lord Banehollow in 
Jaedenar.

+---< Solution >--------------------------------------------------------+
| You'll have to find and kill Ulathek. He's located in a sideroom you  |
| passed on the way to Lord Banehollow. Once you speak to him, he'll    |
| attack you. The best way to do this, is to have the Voidwalker up.    |
| Let him use Suffering to AoE taunt everyone, and then nuke Ulathek    |
| as fast as possible. What matters is that you grab his heart. Doesn't |
| matter if you die, you can just run back to Lord Banehollow with the  |
| heart anyway.                                                         |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 60 | Quest: Xorothian Stardust             | NPC: Lord Banehollow
========+=======================================+==============================
Goal: Purchase Xorothian Stardust from Ur'dan. Bring it to Gorzeeki Wildeyes
in the Burning Steppes.

+---< Solution >--------------------------------------------------------+
| I sure hope you brought that 150 gold I told you to. Buy the Xorothian|
| Stardust from Ur'dan, then head back to Wildeyes in Burning Steppes.  |
+-----------------------------------------------------------------------+
                                   |
                                   V
========+=======================================+==============================
Lvl: 60 | Quest: Imp Delivery                   | NPC: Wildeyes
========+=======================================+==============================
Goal: Bring the Imp in a Jar to the alchemy lab in the Scholomance. After the
parchment is created, return the jar to Gorzeeki Wildeyes.

+---< Solution >--------------------------------------------------------+
| This should be easy by now. You'll get an item called "Imp in a Jar"  |
| which you'll have to bring into Scholomance. The Alchemy lab is found |
| in Ras Frostwhisper's room(The Lich with the Frost attack, near the   |
| room with all those neutral students you shouldn't talk to). Clear the|
| enemies around the lab, and kill Lich if you want(can't see a reason  |
| not too). Once that is done, use the Imp in a Jar by the Lab, and you |
| will meet your new friend J'eevee, a friendly, fast talking imp who   |
| will prepare the final materials for you. This all happens by itself  |
| once you release him, so don't worry about doing anything wrong. Once |
| you get the message that Parchment Created: 1/1 the quest is completed|
| and you can head back to Wildeyes. You don't get anything new and you |
| cannot accidently miss anything. The Imp handles everything.          |
+-----------------------------------------------------------------------+

You are now done with all the preparations, one last thing to do. It's the 
longest and hardest part, but it's also extremely fun. 

*********************************
* PART 4 - DREADSTEED OF XOROTH *
*********************************
This is it. This is the final step, ending with you fighting and obtaining the
awesome Dreadsteed. 

Before we continue, there is something you should know. You can save 250 Gold
here. You don't have to buy the materials as long as another Warlock has them
and is on the same run. To be frank, the only thing you need to do, is to 
speak with the spirit of the Dreadsteed. So, if you're interested in saving
alot of gold, ask around for another Warlock to help you who already have done
it and has the summoning materials. 

========+=======================================+==============================
Lvl: 60 | Quest: Dreadsteed of Xoroth  (Dungeon)| NPC: Mor'zul Bloodbringer
========+=======================================+==============================
Goal: Read Mor'zul's Instructions. Summon a Xorothian Dreadsteed, defeat it,
then bind its spirit to you.

+---< Solution >--------------------------------------------------------+
| If you don't have anyone else with the materials, now's the time to   |
| fork out 250 gold. You need to buy J'eeve's Jar, Black Lodestone and  |
| Xorothian Glyphs. If another Warlock has these materials, you don't   |
| need to buy them, but then this quest changes completely, as you don't|
| do anything except tagging along and speaking to the Dreadsteed.      |
|                                                                       |
| Now, let's pretend you do buy the mats, and I would recommend it as   |
| you never, ever know when Blizzard might do something evil and require|
| them for something else in the future. Besides, this is a fight you   |
| won't forget.                                                         |
|                                                                       |
| 1: Gather a solid group, consisting of a tank, healer, preferably two |
| Warlocks(you and another) and a free choice for the last one, DPS is  |
| good, but almost anything works.                                      |
|                                                                       |
| 2: Travel to Dire Maul West in Feralas. One of the members need the   |
| Crescent Key to enter.                                                |
|                                                                       |
| 3: Your first goal is to deactivate 5 Glowing Pylons around DM West.  |
| The first Pylon is right infront of you in the big room with all the  |
| trees patrolling around it, and a group of elementals guarding it.    |
| Take out all the patrolling trees(do it or you'll regret it), then    |
| take out the elementals guarding the pylon. Once the elementals are   |
| dead, the Pylon will die out(it will stop glowing and die in a flash) |
|                                                                       |
| While you're here, kill the huge Treeboss now that the patrols are    |
| gone. You're gonna need to enter the door behind him afterwards. Once |
| he is dead, head back up the stairs, and take the northern opening    |
| that overlooks the area where the Treeboss were. (Easy to understand  |
| once you're there) You'll see some groups of undeads. These are very  |
| nasty, so take them down asap. You can now sneak around the right wall|
| until you reach the stairs to avoid the other ghosts. Head up the     |
| stairs. Turn 180 degrees and either jump on the staircase or fight    |
| your way to the second pylon. Deactivate it, fight your way past the  |
| groups of skeletons(It's possible to bypass them by jumping on the    |
| small pots in the corner and down to the path below) and head to the  |
| path with a quest NPC on. Grab her quest if you don't have it, then   |
| kill the next group of skeletons and deactivate the next Pylon. Jump  |
| down to the place where you fought the Treeboss, and head into the    |
| door behind him.                                                      |
|                                                                       |
| 4: Fight your way through this corridor, ghosts will spawn so thread  |
| carefully. Once you're through, you'll come to a huge room. There are |
| two Pylons here, the last two. One is to your left and one is to your |
| right as you come out of the tunnel. (They are south and north in the |
| room) Deactivate both Pylons, and the whirlwind guarding Immol'thar   |
| will disappear. You asked for it..                                    |
|                                                                       |
| 5: Fight Immol'thar. He's surprisingly easy though. Make sure your    |
| main tank grabs him, and that he's healed at all times. Everyone else |
| should first and foremost focus on killing small green balls that     |
| spawn during the fight(They look like the Eye of Kilrogg). If you can |
| kill these quickly enough, the fight is very easy.                    |
|                                                                       |
| 6: Now the fun begins. Once Immol'thar is out of the way, his body is |
| removed from the circular area and everyone is ready, you can let     |
| Jeeve out of his Jar. This will start the ritual. He will place three |
| items around you, the Bell, The Wheel and the Candle. During the      |
| ritual, you'll hear a descending sound that indicates that one of the |
| items is sinking into the ground. That means you have to right click  |
| on them to get them back up. This is a 3 second channeling and will   |
| be interrupted by any attacks. It also costs one Soul Shard to repair |
| it, and can only be done by those who have the Black Lodestone.       |
|                                                                       |
| 7: When all three items are placed, Imps will start to spawn. These   |
| die easily as long as all three items are working, but they come in   |
| big numbers, and if they are allowed to attack you while you attempt  |
| to repair one of the sunken items, you will probably not be able to   |
| do so. If all items remain unrepaired too long it will fail. Once all |
| three items fails, the ritual ends and you have to restart. So don't  |
| let that happen. Everyone else have to focus on where you are, and    |
| keep the imps off you so that you can repair the items.               |
|                                                                       |
| 8: After a bit, Dreadguards will appear. Things get alot more hectic  |
| by then, as each Warlock should enslave one Dreadguard, and either use|
| them to kill imps or other Dreadguards. They can be banished as well. |
|                                                                       |
| 9: This will last until 9 pink symbols fill the circle around you.    |
| Once that happens, any demons will disappear and you can rest.        |
|                                                                       |
| 10: When the party is ready, use the Xorothian Glyphs. A huge angry   |
| Dreadsteed will appear and you'll fight it. At a random percentage    |
| during the fight, it's master will appear. Last time I did it it came |
| at 80% making things a little more hectic than we expected. What you  |
| have to do now, is to focus on the Dreadsteed at all cost. Push DPS   |
| and take down the horse, then quickly talk to the spirit. Make sure   |
| you receive the spell and help the rest of the team to kill the       |
| Master.                                                               |
|                                                                       |
| 11: That's it, you're done. Enjoy your Dreadsteed, a great looking    |
| horse, possibly the best looking of them all. You'll keep all the     |
| items used for the summoning, so you can help a friend or someone else|
| later on. That's how one saves 250 gold, by someone else having the   |
| materials required for the ritual itself.                             |
+-----------------------------------------------------------------------+


*******************************************************************************
*** 11: Credits, Copyrights and Last Words [CRE1]                           ***
*******************************************************************************

I Wish to thank the following:

-Blizzard for making this fantastic MMOG. I knew I could count on you guys to
bring back the magic once more.

-My guild, the Praetorian Guards on Doomhammer. Best bunch of WoW friends I've
ever had and ever will have. 

-Gamefaqs, no further explanation should be necessary.

--------------------------------------
Copyright Information
--------------------------------------

Copyright Protected 2006.
No part of the content in this guide is allowed to be changed and/or published
without the permission of the original writer. The Original writer of this
guide is me, Odd Magne Granli aka Lsnake.

You are only allowed to use this guide for personal usage. Commercial usage
is not allowed unless you have the permission of the original writer.

This guide CAN be placed on a Non-Commercial, Free Webpage, as long as it is 
unchanged and in its original shape, and as long as my Name and Nick Name
is listed as the original Author, and after receiving my permission. It can
not be put on a commercial Webpage, and can also not be distributed on 
Gaming Web Sites, Magazines, Books, and all other forms and types of Media
without having my written permission, and with my name as the original author.

Feel free to save this document on your own personal computer for personal
usage, and you are also allowed to print it out as long as it is used for
personal usage only.

Copyright 2006, Odd Magne Granli aka Lsnake

All trademarks and copyrights in this document are owned by their respective
trademark and copyright holders.

Only The Following Web Sites are allowed to post this document:
http://www.gamefaqs.com
http://www.neoseeker.com
http://www.supercheats.com
http://www.gamerstemple.com
http://www.1up.com/
http://www.mycheats.com

If you see this FAQ on any other site, please contact me on any of my emails:
lsnake@gmail.com or oddsnake@hotmail.com.