Time for the final upgrade, isn't it? Well, well...

Where do I start from? Ah yes, the classes! Welcome to
'Chaos, Uprising' IV (AKA The Classy Upgrade)
As I promised a few weeks ago, I went back to what was the still-lacking part of the mod: the classes. Originally I had put them in as light variations on the main character, but as I gathered more time to work on it, I managed to re-implement them the proper way. Now you have the final product!

Let me briefly sum them up graphically (yes, these are the selection screens you find ingame, and the stats are in effect):
The Newcomer
The Mercenary
The Seer
The Warlock
As you can see, each one has peculiar traits and abilities, and exploits most of the weapons common to all classes in their own personal way. Let me explain:
The Newcomer is the default, best balanced class - the one that you managed to try out up to the latest release of the mod before this one. If you are unsure about who to pick up / are trying the mod for the first time, this remains the best choice. And as you know, his signature weapon is the Mav3rSickle.
The Mercenary is your typical tank-like, brawler-type character. Muscular and very resilient to most kinds of attacks, he is more effective with low tech or melee weapons, but not very good with magical ones. Sports the highest ordinary stamina pool, but also the lowest moving speed. Suffers very low recoil from most weapons.
Starting signature weapon: the Mace Of Rancor - a heavy iron mace you can smash enemies with. Every few hits, the mace supercharges (accumulates its own titular "rancor") and delivers a more devastating, ranged blow. With a tome of power, the weapon decides a different attack according to the distance between you and your foe: if near, the mace hits directly, otherwise it hurls an image of itself in explosive form.
Special ability: the alternate fire of most weapons is tied to a special move that you can perform with the mace - a very quick and quite effective smash that can be useful as the occasional finisher / ammo saver. Needless to say, even these side blows can exploit the Rancor Effect. A gauge in the top right corner of the screen hints at the current "rancor" level.
The Seer: a pagan priestess with a devotion to the cult of Mother Earth, she is quite frail in terms of stamina. To compensate for this, she is also blazing fast - both when moving, and when using any kind of weapon - and blessed to resist poisoning attacks better than any other. She isn't robust enough to deal with weapon recoil very well, though.
Starting signature weapon: Gaia's Perch might seem like an ordinary wooden staff at first, but in fact it's infused with the magical force of the great goddess. When the priestess holds it idle with both hands, she receives a costant life upgrade that can allow her to recover from wounds - for example, while running away or trying a "pacifist escape" through hordes of monsters. Oh, and don't underestimate the attack power of the staff - it requires a bit of practice to master its combos, though. If powered up, the healing ability of the staff increases - so does its attack power.
Special ability: the alternate fire of most weapons can be used to throw an "Ethereal Bond": a trail of stardust that lets you grip to any surface, pulling you in shortly after. Think the ultimate climbing harpoon - great to escape overcrowded places, or to reach ledges that are normally unaccessible...
The Warlock: a sinister magician, whose actual ties with the dark side remain unclear... As one could expect, he is superior to any other in exploiting the power of all things magical, but similarly, he isn't equally proficient with non-magical ones. Thanks to his arcane arts, he developed superior resistance to fire; yet he is the weakest against all other kinds of damage. And interestingly, he's got the strange ability of (gently) floating down from high places - a double-faced asset, this.
Starting signature weapon: he owns the MoochStone, mounted on her own, eerily-looking wand - a mysterious stone whose magical ranged attacks are not really threatening per se, but allow the wizard to spill extra mana from his victims for each connecting hit. The powered incarnation of the stone delivers more damaging, more accurately-seeking projectiles.
Special ability: the natural ability of a great magician can be none other than... Casting magic! And that's precisely the same here: alternate fire of most weapons allows this class to cast the spell that was last-selected on the spellcasting sphere (provided that the required amount of mana for it is available!). To verify which one is the sideloaded spell in every moment, look in the upper, rightmost corner of the screen...
As usual, this version comes with its own fair share of bugfixes (whose origin was mentioned in the preceding posts - thank you all for reporting). Look in the OP to find out, and to download this latest version!
I hope you can enjoy the newly-added characters, and please find the t/nc review
here. Don't forget to drop me a line in the
IDGames page - I can't believe it hasn't got any review yet!
