Health Shaper - Depravity
Fenmore uses Health to cast his abilities. Fenmore gains 0.2 + (0.064 / level) Power for every 1% Health missing.
Fenmore rends target enemy's soul, instantly dealing 65 / 115 / 165 / 215 / 265 (+0.65) magical damage. Soul Rend creates a soul fragment at the target's location. If Fenmore collects it, he gains a shield that absorbs 50 / 80 / 110 / 140 / 170 (+0.8) damage and lasts 3 seconds.
Fenmore allows his hunger to consume him, instantly cleansing all Slows and Roots while gaining 15 / 20 / 25 / 30 / 35% increased Movement Speed and 10 / 20 / 30 / 40 / 50 increased Power for 4 seconds.
Fenmore releases a spectral wolf that charges forward, dealing 40 / 70 / 100 / 130 / 160 (+0.5) magical damage to each enemy it passes through before turning around and striking enemies again. If Fenmore catches the wolf, he is instantly healed for 50% of the damage it dealt to enemy shapers and 10% of the damage it dealt to other enemies.
Fenmore summons a pack of spectral wolves. Each second for 5 seconds, the wolves lunge out at each of up to 5 nearby enemies dealing 45 / 75 / 105 (+0.6) magical damage (maximum 225 / 375 / 525 (+3.0) total damage per target.)
Your Grace, Her Wisdom the Queen requested I educate you. Study this carefully. I am pressed by affairs and have no time for more. The goal of war is to enforce your will upon those who disagree with you. If you can look good while winning, so much the better, but everything beyond victory is ostentation. There is no such thing as "civilized war." War is a mutually agreed-upon contract for barbarism. "Civilized" conflict merely lessens the discomfort of the warriors. The peasants they march to and fro on the backs of are still brutalized. War should be concluded as swiftly and efficiently as practicable. The longer fighting drags on, the more chaos and disarray is generated. Peace and order yield prosperity. The most expeditious way to defeat a man is to take away his comfort. Convince your foe that you intend to do him grievous personal injury and he is less likely to fight. Therefore, it is more useful to cultivate a reputation as fearful and grim than as honorable and eloquent. The weak are first to perish. Identify and cull the weak among your own forces before the onset of war. You may then dispatch the weak among the enemy's forces at leisure. Never allow an enemy to depart the field in possession of arms, or you will need to defeat them again later. A warrior must be able to carry his own arms and armor. Commanders are not excluded from this requirement. If you cannot carry your own weight, you cannot carry the weight of a realm. Most combat is decided in the first few seconds. It is better to strike without hesitation and make reparations as necessary. Those who wait to be attacked first seldom get the chance to attack second. Yours, -Fenmore