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Warlocks — Arena of the Void
Warlocks · 2026-06-01 · via Show HN

How to Move

Left-click anywhere on the platform to move there. Your wizard runs toward the click.

Hover the cursor, click a spot, and your wizard runs to it.

The Void

Step off the platform and you’re in the voidavoid it at all costs. It drains your health, and the longer you linger, the faster it kills. You move slower out there, so getting back is brutal.

Knocked off the edge — sprinting back, but the void wins.

Skills

Skills are the spells you cast in battle. Each match gives you eight spell slots () — one equipped spell per slot. You start with a small loadout. Between rounds you visit the shop and spend four separate budgets: skill points lock in spells and upgrades, passive points buy stat upgrades on each spell's tree, synergy points unlock cross-spell synergies, and gold buys passive items.

Every round you earn +1 skill point and +1 passive point. Every fourth round (4, 8, 12…) also grants a synergy point. You won't max every tree in one match — pick a focus and plan ahead.

Casting: press a slot key to fire that spell toward your cursor. Your wizard faces its movement direction, not the mouse — use movement to orient yourself, and aim with the cursor. You can customize your keybinds however you like — .

Hover the cursor, click skill hotkey, spell is cast on cursor

Move into position, aim at a target, cast — reposition and repeat with your other spells

Knockback is the core mechanic. Spells deal damage, and damage drives knockback — harder hits launch rivals farther. Lower HP means more knockback, so wounded wizards fly further. Upgrade a spell to raise its damage and launch power.

Buying a spell into a slot commits it — the other options in that column disappear and you can only upgrade your choice. Passive items stack in a separate row and modify stats like mass, regen, or cooldowns.

Passives & Synergies

After you lock a spell, its passive tree opens in the shop. Spend passive points on stat upgrades — extra damage, shorter cooldowns, wider zones, and more. Each spell has its own tree of stat nodes.

Synergies cost a synergy point each. They combine two spells you have purchased at least once this match (they can live in different slots). Synergy nodes change how a spell works instead of just boosting numbers.

Same spell slot — the Hell Rip synergy replaces the void tear with a burning pentagram.

Browse every spell's upgrades and synergies in the spellbook before you queue — hover a spell for a combat preview.