Hexen 3 Shadow riders
Plot: A new league of serpent riders are raising across 2 different worlds.
2 worlds linked by light and shadow fuel the creation of dark cults and at the center of these cults great dark lords are born.
One world is a dank medieval world filled of forests, caves, mazes, ice lands and towns and some magic.
The shadow world of dark stone and metal driven magic technology that connects to it is more barren filled with ruins fiery rock and cave areas and landscapes of large bone covered desert like regions.
Story: Depending on start character you have a different starting point and some different quests.
UPDATE setup weapon attacks were speed is reduced 40% and power by 60% when out of red/blue/green/yellow/orange/purple magic, you can hold down on the attack button and deal out the same damage as a normal magic fueled attack.
Blue lvl 1 magic
Green lvl 2 magic
Red lvl 3 magic
Yellow lvl 4 magic
Orange: Super magc lvl 1 defaults to red/yellow when you run out of orange.
Purple : Super lvl 2 defaults to blue/red when you run out of purple.
Black: Ultimate magic :Uses 2 of everything, even orange/purple.
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Basic game play brake down:
Take hexen 1-2 refine the exp system, refine the armor system, refine the mana system, refine the device/green potion that is used for offense
Weapons and sub weapons IE devices can be upgraded or changed for damage, knock back ,slow target on hit, heal self on ht, poison, damage target when attacked with a melee weapon, freeze target on hot, flame target on hit,stun target on hit, use less mana for full damage.
Mana: to streamline it will be a regen based system, there are still mana pickups but they merely 2-500X the regen rate for a second or 2.When you are out of mana damage and radius radius based stuff is halved.
Upgrades,weaopns can be unlocked by finding or buying items.
Level designs, focus on maze like layouts with hidden stuff and a map system
Characters/classes
Warrior: Hails from the northern lands of ice and snow brutal and physically tough they focus on melee combat and the radius around him, they have 1 or 2 range weapons out of 3-6 weapons total. They have 2 options for their device/sub weapon a sticky cluster grenade that blows up for full damage then the grenade spawns do half damage at whole radius or a typical grenade. These can be upgraded for damage, longer throw range, more spawned grenades from a sticky grenade longer or shorter fuses explode on contact with fuse or explode on contact only.
Weapons are mostly large and heavy mana flues their muscles to knock back most shots fired at them or pull off a move that dose great radial and knock back damage around where they blow lands. Their final weapon has some tribal magic in it and glows.
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Paladin: The Paladin hails from the lower lands where the base of human communities grow and are relatively peaceful .These great knights are much like the Crusader but they focus less on teaching the faith and more on organizing anything the church requires be it war or food and aid distribution.
They are holy warriors that use holy types of magic to fuel their fighting abilities, their weapons can cut and bend the air and purify sending out waves of short and midrange flying blades.
Their device/sub weapon is a holy hand grenade(magic grenade) and a magic cross that has hidden blade in it and acts like a boomerrange.
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Crusader : The Crusader hails the northern castle regions where the church needed strong defenders and preachers of the faith. They are mix of range, defense and strength. (Similar to hexen 2)
Their device/sub weapon is a ice grenade(damage + freeze) and wind grenade(damage +knockback)
Cleric: Like the Crusader but less adept at most forms of combat they make up for it with magic charged weapons. But focuses more on range weapons since he sucks as a close rage combatant.
Device/sub weapon is a sleep/stun/blind grenade which can be tweaked at a store.
Mage: Academic researcher turned adventure an aloof silly being who?s slightly befuddled from all the time spent on magic and drinking??potions??..
Device/sub weapon is a poison gas floating mine that slows targets down or a corrosive floating mine that eats away at a target defense. You can turn these into a grenade via tweaking options but your throw range will never go up.
Necromancer: A darker more self centered mage who gains power from death.
Device/sub weapon is minion skull that?s a floating mine that shoots energy bolts at things which can be upgraded cluster device that spawns 5 smaller skulls that shoot and explode. This can be tweaked to focus as being a heat seeking rocket or a orbital defense lazar thingy that turns itself into a rocket on death or when things get to close to the necromancer.
Assassin: Hails from anywhere there is a guild that dose deeds left unmentioned.
Device/sub weapon: Hidden proxy mine that can be attached to anything or trip mine that fires off a hidden line that focuses damage on the point where it was tripped.
Demon huntress: A creature of nature wishing to see an end to the cultist so her and her world can rest.
Device/sub weapon: bio hunt and seek crawling mine, bio flying poison dart/stinger support critter.