Spoiler: Story
It's been centuries since D'Sparil was defeated. Mages have found ways of easily opening dimentional portals to other worlds, using the magic the Serpent Riders used to conquer their respective domains, and the people of Parthoris learned of the defeat of the other Serpent Riders. New threats came and went, but peace, generally, prevailed.
However, there are some that took advantage of this peace to increase their own power, and there were worlds under the heel of the Serpent Riders, conquered before Parthoris, that were not liberated so easily. An individual from one such world, later calling himself the LureMaster, one of D'Sparil's most promising diciples, culled knowledge, magic and treasure from many different worlds, and used it all to create his own personal playground: The Trials.
While never wanting to rule over any worlds, himself, the LureMaster craved combat. Not just pitting his magic against his own foes, but watching others battle to the death. He created The Trials to observe those epic struggles, and he even documents such battles in his own library. Many power or treasure seeking adventurers have come, but none have actually survived The Trials, and won the treasure.
And so the word of The Trials has spread, and many more continue to die, their own treasures adding to the LureMaster's horde, their souls serving in the LureMaster's personal army, and their stories documented in the LureMaster's library.
Spoiler: Screenshots
Spoiler: Monsters
(Most returning Heretic monsters now have Raise states. Monsters are organized by difficulty)
Gargoyle
Wraith
Fire Gargoyle
Lost Soul (Yes, the Doom Lost Soul)
Hades Sphere
Guardian Cube
Ettin
Centaur (Slaughtaur. Not the weaker version)
Flesh Golem (Remade Heretic Golem, to fit the other golems better)
Acolyte
Undead Knight (scaled down)
Ghost Knight (scaled down)
SabreClaw (Has leaping states, thanks to NeoWorm)
Fallen
Wicked
Death Incarnate (Has another attack, doesn't revive as often, and is easier to gib)
Ghoul
WereDragon (More health, does splash damage)
Stone Golem (Hexen 2 monster)
Iron Golem (Hexen 2 monster)
Shadow Wizard (Hexen 2 monster. Modified to revive monsters, as well)
Ophidian (More health)
Medusa (Hexen 2 monster. Modified to have more health)
Brass Golem (Hexen 2 monster)
Chaos Serpent (More health, uses attacks from both kinds of Chaos Serpent and has a flamethrower attack)
Demilich (revamped Iron Lich)
Crystal Golem (Hexen 2 monster)
Death Wyvern (Modified to not need path nodes)
Darkness Rift
Maulotaur
Avatar (Scaled down, slightly weaker and has a new set of attacks)
(Undead, constructs (golem) and very powerful monsters cannot be morphed or drained. Incorporeal monsters cannot be blasted with a Disc of Repulsion nor hit with certain weapons.)
Spoiler: Pickups
Crystal Vial (Immediately heals 10 health. Duh.)
Quartz Flask (Heals 25 health when used.)
Healing Scroll (Heals a random amount of health on you and nearby players)
Glyph of The Ancients (Throw it, and it detonates. Replaces Time Bomb of The Ancients)
Disc of Repulsion (Blasts nearby projectiles and corporeal monsters away. Yes, it's from Hexen)
Boots of Speed (Gives you a large speed bonus. Another Hexen powerup)
Dragonskin Bracers (Spends 100 rune (or sunrune) ammo to protect you from 75% of damage for 30 seconds)
Krater of Might (Regenerates all low/mid-level ammo. From Hexen)
Lich Skull (Takes 75 health, and doubles movement speed and attack damage)
Amulet of Protection (25 armor points to Ranger and Knight, 100 to Savant and Entropist)
Mithril Helmet (50 armor points)
Shield of Darkness (100 armor points to Ranger and Knight, 25 to Savant and Entropist)
Enchanted Armor (200 armor points)
(Armor pickups are cumulative, up to 200 points)
Spoiler: Classes/WeaponsProgress:
* = Unfinished
**** = AREYOUKIDDINGME!? Unfinished
==Ranger==
Description:
After Corvus' triumph against D'Sparil and Morcalavin, he resolved to help his people defend themselves, and thus, spent his life training an order of warriors talented in both physical combat and mystical abilities. Knows as rangers, in deference to Corvus' wanderings, these talented Sidhe have mastered magic as well as any, and sometimes roam worlds defending those who need it, and hunting evil where they find it. Many rangers, however, roam specifically for the adventure and the thrill of danger.
Ability: ?
1-Trident* (Melee weapon)
2-Elven Wand (Uses Wand Crystals)
3-Ethereal Crossbow (Uses Ethereal Arrows)
4-Serpent Staff (Haven't decided on ammo)
5-?
6-Phoenix Rod (Uses Fire Orbs)
7-Raven Staff* (Uses Runes)
==Knight==
Description:
The Order of the Sun was established centuries ago, to wipe out the remaining monsters and servants of the Serpent Riders. Several of its Knights have even challenged the Luremaster over the centuries, but none have yet succeeded. These Knights are hardier and more proficient with martial fighting than most, and some have magical talent gifted by their chosen diety.
Ability: More health
1-Vorpal Blade**** (Melee Weapon)
2-Ruby Wand* (Uses Ember Rubies)
3-Ice Mace**** (Uses Sapphire Orbs)
4-FireMace (Recoded. Uses Mace Spheres)
5-Divine Arbalest* (Uses Sunrunes)
6-Lightbringer* (Uses Sunrunes)
==Savant==
Description:
The Savants are an order of wizards tasked with gathering knowledge from the corners of the universe. Their stronghold is more a library than a fortress, and while suited more to their libraries, Savants are still powerful and skilled magic users. Sometimes, Savants are sent by the ruling council to gather information, specifically, and the Trials are as good a store as any.
Ability: Can perform rituals and solve puzzles (basically, open secrets other classes can't).
1-Staff (Melee weapon)
2-Sapphire Wand (Uses Sapphire Orbs)
3-Wand of Embers (Uses Ember Rubies)
4-Frost Fang (Uses Sapphire Orbs)
5-Hellstaff (Uses Runes)
6-Apotheosis* (Slightly recoded. Uses Amethyst Bolts)
7-Bloodscourge* (Recoded. Uses Fire Orbs)
==Entropist==
Description: Entropists are a special sect of necromancers that live by a single rule: Nothing lasts forever. They specifically seek to hunt and destroy undead and others who cheat death by attaining immortality by any means. While considered mostly harmless by ordinary folk, Entropists are often shunned for their practice of necromancy, despite their intent, though they are always welcome when a lich tries to raise an army. Through his mastery of immortality, the Luremaster has earned the wrath of the Entropists.
Ability: Can summon a spectral knight that lasts 30 seconds.
1-Sickle* (Melee Weapon)
2-Gargoyle Wand* (Uses Ember Rubies)
3-?
4-Scepter of Souls* (Uses Soul Sapphires)
5-Staff of Demons* (Uses Soul Sapphires)
6-Lich Staff* (Uses Sapphire Orbs)
7-Blood Scepter (Uses Runes)
Code: Select all
Map01: 10%
Monster list: 100%
DB Config: 100%
Classes/Weapons: 5%
Pickups: 100%
