This will probably not happen, but I got mostly bored and was staring at a hole in the class list. Basically what I'm looking at is a gap in the Transcended warriors. There's three transcended warriors, and four trancended spellcasters. So I decided a good idea would be a warrior entirely around using magic as a weapon and becoming superlative magical warriors. A lot of messing with spellgems, and a foot in crafting/support that inches into Advocate/Conduit territory. There's probably some really controversial/silly stuff, but I wanted to emphasise magical combat, with spells and well, enchanted stuff. I'm just dropping summaries not unlike the class pages in the wiki.
This is just a quick slap-together. Any thoughts?
Class
Warlock -- T3 Myrmidon|
While most Transcended warriors either seek balance, greater martial prowess, or even otherwordly power, some Myrmidons have looked upon the feats their sorcerous brethren have performed and theorized that magic itself could be a weapon and skill to be mastered in combat. Certainly, Nexus Champions draw from the power of the Nexus itself through their tattoos, but those who choose to become Warlocks choose to embrace magic as a tool of combat and warfare. Not only do they develop a strong grasp of magic, but develop multiple techniques to employ magic to lay waste to their foes and protect their allies. From simply throwing spellgems to using them as grenades or elemental shields, crafting impressive magical weapons, or construct weapons and armor of pure magic, from spellwands to stealing the powers of Elysium and Stygia, or even just simply punching their foes in the face with a spellgem in a fancy gauntlet, the Warlocks study countless ways to turn magic into a martial art of it's own. Unlike their more scholarly brethren the Wizards, the Warlocks see magic in a practical fashion, as a means to an end. And in the Nexus, this is usually somebody else's end.
Arcane Warrior -- Free
Passive. Allows player to cast spells from memory. Gains +25% Chance to hit using ranged spell attacks, for a total of 50%
-Embody Spell -- 60 CP
Triggered. The character may consume a spellgem with a Buffing spell to permanently cast that spell upon themselves for (15-Spellgem Charges)x of the MP Cost. The buff lasts until the character dies or casts the spell normally.
-Fortify Spell -- 60 CP
Single-target spells and spellgems deal +2 damage.
-War Mage -- 60 CP
Passive. Gains 15% to hit using ranged spell attacks. Can alter the natures of memorized spells, as if the character possesses Deep Spellcraft.
--Spellgem Mastery -- 90 CP
Attacks made with spellgems deal +2 damage, and spellgems may be charged for 2 MP less (to a minimum of 1 MP). If the character consumes a spellgem, treat the spellgem as if it had two charges more than it had.
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--Spell Mastery -- 90 CP
Passive. Can alter the natures of memorized spells, as if the character possessed Sanctify Spell or Taint Spell. Morality dependent: Take damage if Neutral, Cannot use if opposing morality.
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Pattern Crafter -- 30 CP
Triggered. Writes a new spell into a spellgem. Furthermore, the character can create spellgems of spells that they have memorized for 10 AP and and (5* Base MP Cost) MP. These spellgems are created with five charges.
-Spellgem Tricks -- 60 CP
Triggered. Character can consume spellgems to restore (Charges * base MP cost)/4 HP and (Charges * base MP Cost)/2 MP. This can bring the character over their maximum MP. The character can also throw spellgems with buffing or aura spells at a target, expending a charge of the spellgem. The target becomes the recipient of that buffing or aura spell. This "attack" always hits if the target is a factionmate.
--Pattern Mastery -- 90 CP
Character has a chance to not consume a spellgem consumed equal to (10 * charges)%, instead draining two charges from the spellgem. If this would drain the charges of the spellgem to below zero, the spellgem is consumed as normal. The character may charge spellgems to 10 charges.
-Gem Grenade -- 60 CP
Triggered. Character can consume spellgems to create area of effect attacks or effects. Dependent on charges in spellgem.
-Spellshield -- 60 CP
Triggered. Character can consume offensive spellgems to create protective shields. Dependent on charges in spellgem. Only one type of Spellshield may be on any character at any time: using Spellshield again overwrites the previous use. Spellshields block damage of the spell's element up to a total of ([Base damage + mastery bonus] * [charges + 1]) damage. Spellshields do not soak, so any attack blocked by a Spellshield inflicts full damage to the Spellshield. If a Spellshield is overwhelmed and broken, the overflow damage is dealt to the character, which is subject to soak. If a character becomes immune to the damage the Spellshield prevents, the Spellshield ends. If the character has Spellgem Tricks, Spellshield may be used on other characters. Spellshield CAN be used on demonic targets, providing the spellgem used is a Blood Spellgem. (This also lowers the caster's morality.)
--Spellarmor -- 90 CP
Spellshields are created as if the spellgem had three more charges than it had. This bonus stacks with the bonus provided by Spellgem Mastery. Soak applies to any Spellshield upon the character.
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Enchant Item -- 30 CP
Character gains ability to enchant items for 6 AP for varying amount of MP.
-Seal Magic -- 60 CP
Character's MP cost of creating and maintaining enchantments is significantly reduced. Enchantments no longer decay on death.
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Crafter's Eye -- 30 CP
Cost to craft or repair is reduced by 2 AP.
-Manasmith -- 60 CP
Character can craft and repair powerful unenchantable equipment (up to normal quality) based on what spells and what crafting trees they may have. These equipments may be shared, but have considerably higher than normal decay rates when used by those without Manasmith.
--Master Manasmith -- 90 CP
The character can craft and repair Manasmith equipment up to pristine quality. Master Manasmith equipment has +1 damage, +5% accuracy, and bears the name of it's creator. Manasmith equipment used by the character does not degrade aside from death.
--Animate Weapon -- 90 CP
Character can use weapons created with Manasmith to summon an Animated Weapon pet that autonomously attack at the character's behest. If the Animated Weapon despawns due to HP, the weapon is destroyed. Otherwise it spawns a weapon with a condition relative to the pet's remaining HP. The character may have one Animated Weapon at any one time.
--Animate Armor -- 90 CP
Character can use armor created with Manasmith to summon a powerful Animated Armor pet that excels at defending its creator. If the Animated Armor despawns due to HP, the armor is destroyed. Otherwise it spawns an armor with a condition relative to the pet's remaining HP. The character can only have one Animated Armor at a time.
-Craftmaster Needs No Tools -- 60 CP
Character may craft and repair without the need for any crafting stations or tools. If the character has Enchant Item, the character does not need potions to enchant. This required materials for crafting remain the same.
Blood is Power -- 30 CP
Passive. Whenever the Warlock makes a *non-magical* and *non-charged* single target attack, the Warlock gains MP equal to 25% of the damage inflicted, rounded up. If the target of the attack is a factionmate, gain MP equal to 50% of the damage inflicted, rounded up, and this MP can go above the character's normal maximum. MP gain is capped at (Level/3) per attack.
-Power is Blood -- 60 CP
This is a charged attack. For 0 extra AP and MP, The Warlock may spend HP equal to the casting cost of a remembered spell (or a spellgem for 1 AP and MP) to add that spell's damage as supplemental damage to the attack.
Spell Combinations -- 30 CP
Passive. Doubles the effect of Myrmidon Combinations as long as different element spell attacks are used between attacks.
-Spell Tricks -- 60 CP
This is a charged attack. For +4 MP, a successful single target spell attack will be a Power spell, treated as if the combination level is at it's highest. Or, for +3 MP, a successful single target spell attack will a Chain spell, repeated on one random non-friendly entity, including combination level.
--Extend Chain -- 90 CP
Extends the spell chain of the Chain Spell charged attack by one step, potentially striking a third non-friendly target. The spell may chain to the caster. If it chains to the caster, the chain ends and the caster takes no damage and regains MP equal to the cast spell +2 (If hit by the first chain) or MP equal to the cast spell -1 (If hit by the second chain). If the second chain hits the original target of the spell, that target only takes 75% damage from the second chain.
--Wild Chain -- 90 CP
All single-target offensive spells cast from memory, charged or not, have a chance to chain. Chains increase the combination counter as if they had been cast normally.
Cosmic Affinity -- 30 CP
Passive. Character gains +15 Magic Points.
-Arcane Affinity -- 60 CP
MP cost for Spellcasting, Skill use and Gem charging is reduced by 25%.
Gem Gauntlet -- 30 CP
Character gains an innate Hand-to-Hand weapon "Gem Gauntlet", dealing 8 Impact damage (This damage is increased by +2 by the Boxing skill: +1 for Hand-to-Hand bonus and +1 Fist attack). Up to three spellgems may be loaded into the gauntlet to either provide special effects or deal supplemental damage. Each supplemental damage type drains 1 MP from the character, and if the character does not have enough MP for the attack, no supplemental damage is added. In either case every 15 uses of the Gem Gauntlet drains 1 charge from all spellgems in the gauntlet. Spellgems loaded are permanently destroyed if they run out of charges or are removed. Offensive spells provide 2/3/4/5/6 supplemental damage of the appropriate type depending on how many spellgems of that type are loaded, while buffing and other spells may have different effects on the gauntlet. If the character also has Blood is Power, the MP gained by uncharged Gem Gauntlet attacks is capped at 2*(Level/5) MP per attack.
-Armored Gauntlet -- 60 CP
Gem Gauntlet gains +1 damage and does not trigger auras. Furthermore, the gauntlet drains 1 charge every 25 uses.
-Sorcerer's Gauntlet -- 60 CP
Any spell in a spellgem loaded in the gauntlet is treated as known by the character. Casting any spell from a gem loaded in the Gem Gauntlet counts as one use of the gauntlet for draining loaded spellgems. If the gauntlet has five spellgems of the same damage type, mastery bonus applies to the relevant supplementary damage.
--Spellgem Array -- 90 CP
Gem Gauntlet can load two more spellgems. If the gauntlet is loaded with five offensive spellgems of the same damage type, then as long as those spellgems remain, the gauntlet gains +6 damage and becomes the damage type of those spells, and those gems no longer deal supplemental damage nor drain MP or spellgem charges.
Throw Gem -- 30 CP
Character can use Spellgems as throwing weapons, dealing that spell's damage (+3) and possibly draining the spellgem of a charge (As if decay occured). Uncharged spellgems and spellgems with buff or aura spells deal 3 damage depending on their color. Charged glyph spellgems deal Arcane damage and deal quadruple damage against wards, doors, and fortifications. Charged buff and aura spells have an different effect if the character has Spellgem Tricks.
-Dual-Handed Funk Slinging -- 60 CP
Character may throw two spellgems at once, at either the same or different targets. If the character has Spellgem Tricks, the character may throw two Buffing spellgems at a time. If the character has Gem Grenade, the character may use two Gem Grenades at a time. If the character has Weaponized Funk Slinging, the character may load a second spellgem into the Funk Sling to attempt two attacks at a target at a time. If two spellgems are thrown with the Funk Sling they can only be thrown at a single target at a time.
-Weaponized Funk Slinging -- 60 CP
Character gains an innate Throwing attack: Funk Sling. The Funk Sling may be loaded and unloaded with one spellgem at a time at no AP cost, and has a maximum clip size of one spellgem. Spellgems thrown with the Funk Sling have a +15% chance to hit and deal the spell's damage plus 5 supplementary damage depending on the spellgem's color.
-Restorative Funk Slinging -- 60 CP
Spellgems thrown at friendly targets always hit and can be soaked down to 0 points of damage regardless of damage floor. If the spellgem does 0 damage due to soak or immunity, the target is instead healed for the damage of the attack before soak is applied. Healing bonuses apply to this healing. If the character has Wand Tricks, this also applies to spells cast from the spellwand. This works particularly well with Spellshield. Demons may be healed in this fashion, but only with thrown Blood Spellgems and healing bonuses do not apply nor do they automatically hit. Spellgems thrown in this fashion cost 2 MP and is guaranteed to drain the spellgem of a charge.
Spellwand -- 30 CP
Character gains an innate weapon that is loaded with a spellgem.
-Wand Tricks -- 60 CP
Character gains a +10% bonus to spellwand attacks. If a charged attack with a spellwand kills a target, the charged attack is refunded. The character may "overload" the spellwand, depleting the spellwand of all charges (minimum 5) and dealing triple that spell's damage.
Mana Armor -- 30 CP
Character gains innate armor, strong against mundane damage types, average against aligned damage types, and weak against elemental damage types.
-Ensorcelled Armor -- 60 CP
Mana Armor gains a soak bonus equal to spell mastery. Mana Armor also gains +1 soak for every two effects (positive or negative) on the character (rounded down). Only effects with a duration apply to this soak bonus.
-Socketed Armor -- 60 CP
Up to 5 spellgems may be socketed into Mana Armor. Any spell in a spellgem socketed to the armor is treated as known by the character, and the socketed spellgem gives a further +1 soak depending on the spellgem's color. Spellgems removed from the armor are destroyed.
--Socket Mastery -- 90 CP
Three more spellgems may be socketed into Mana Armor. If Mana Armor is socketed with five offensive spellgems of the same damage type, Mana Armor confers immunity to that damage type. If the Gem Gauntlet skill is known, three more spellgems can be loaded into the Gem Gauntlet.
Thaumakinetic Levitation -- 30 CP
Passive. Character has permanent levitation effect. Triggered: For 5 MP, the character gains Flight (1/2 Movement cost).
-Thaumakinetic Disguise -- 60 CP
Passive. Character is immune to planar damage and effects as if they had Planar Protection. Minor independent pets are not immediately hostile.
-Thaumakinetic Displacement -- 60 CP
Passive. Character may pass through walls and indoor areas at a cost of 1 MP per move. The character may "fly" indoors.
-Thaumakinetic Restoration -- 60 CP
Passive. Character may pay MP instead of AP to respawn at a rate of 3 MP for each AP. The character must have the full amount of MP to respawn with MP: they may choose only respawning with AP or respawning with MP.
Class - Warlock (Transcended T3 Warrior / Myrmidon base)
Class - Warlock (Transcended T3 Warrior / Myrmidon base)
Last edited by Atrele on Thu Apr 24, 2025 8:16 pm, edited 78 times in total.
Re: Class - Warlock (Transcended T3 Warrior / Myrmidon base)
Wizard / Conduit / Petmaster / Myrmidon? 

Re: Class - Warlock (Transcended T3 Warrior / Myrmidon base)
I could probably pare it down like... a lot. I'm already thinking Enchant Item is unnecessary at this point.