Classes + Weapons

**CLASSES**
Each class offers a unique experience, each with their own unique attributes and weapons. All have different payoffs in terms of speed, weapon loadouts, or simply pure staying power. While at any of the Hub locations of Sapwood Borough and Goldengoose Inn, the player will be able to swap characters freely. The possession control allows you to switch characters on the fly during dire situations and is represented by the gem indicator located on the left side of the HUD screen.

Once the gem has turned blue, the player will be able to change character mid-mission. The gem however, charges very slowly. Player may also use Astral projection, which becomes available when the possession bar reaches 50% charge and the gem turns orange. This allows the player to leave their body temporarily and roam the map, scouting the surrounding area ahead for a short time. Possession does not charge outside of combat areas.

Each class has access to 5 unique weapons. Each weapon slot has unique attributes tied to that weapon slot. All weapons use their own specific ammo type. When the player picks up ammo, it solely restores ammo for their currently equipped weapon.

* Slot 1 : Your basic melee and pistol type combo.
* Slot 2 : Your workhorse, close range weapon.
* Slot 3 : Your crowd control, high velocity weapon.
* Slot 4 : An explosive type, either in the form of regular weapon or throwable.
* Slot 5 : The tool for massive killing capacity. The one you think twice before using.

Class attributes differ widely, some offering a balanced or very specific play style and experience.

* Power  : Overall strength and damage output.
* Defense  : Resistance to damage, immunities and shield capacity.
* Health  : Class vitality and restoration.
* Movement : Speed, stamina, swimming and general mobility.
* Skill  : Overall capabilities and general usefulness.

 **WARRIORS SPIRIT**
Vordranners mightiest champion and the peoples saviour. Sent to take possession of Sapwoods last remaining warriors and fight back against the Cult.

**Statistics**

The starting class, a spirit capable of possessing Heroes and using them to fight. Can also be used for scouting ahead and surveying areas. However, the spirit is unable to interact with anything in the world.

* Immortal
* Invisible
* Intangible
* Weaponless
* Amphibious
* Float
* Astral Projection

 **CRUSADER**
A holy knight in service of the righteous path. Sent by his peers from the latest Crusade to verify the widespread news of demons in the region, he chose to postpone his return home until the wicked cult has been entirely eradicated.

**Statistics**

A powerhouse of a class, sporting the best and strongest weapons in the game. A choice for players wanting the easier experience.

**Class Ability**

For a limited time a flag is summoned that heals the player within a short radius.

* 100 Health. (Capacity)
* 100 Armour. (Capacity)
* +10% Natural defence.
* -20% Natural speed.
* -20% Jump boost.

  **CRUSADER WEAPONS**

**Weapon 1 : Errant's Insignia**
A sophisticated firearm and blade combo given to Crusaders on missions of importance. Whether shredding monsters with buckshot or slicing them apart, these sanctified arms will not fail those warriors whose faith is as great as their zeal.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Regular shotgun blast, minor splash damage is applied to bullet sparks.
* SECONDARY : Downward sword swing.
* SECONDARY HOLD : Will project a short-ranged wave of energy if there is ammo available.

**Weapon 2 : Discerperator**
A mainstay weapon of Orders' siege engineers and shock infantry sergeants. Channels the willpower of its user into the form of a spinning circular blade before casting it, be it either as a flying projectile or protruding from the ground.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Shoots a projectile that rips through enemies and bounces on surfaces up to 3 times. Take care not to chop your own head off.
* SECONDARY : Shoots a curved projectile that slides along the ground while ripping through enemies.

**Weapon 3 : Angelus Custos**
A pair of prototype crank guns modified for use in Crusades. Thanks to the efforts of the Orders' engineers, these instruments of divine justice can become a powerful automated turret when properly deployed by the Faith's warriors.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Rapid fire machine gun that shoots 2 bullets per click.
* SECONDARY : Nothing.
* UPGRADE PRIMARY : Rapid fire machine gun that shoots 2 bullets per shot.
* UPGRADE SECONDARY : Deploy weapon as an automated turret. Still consumes player ammo when firing.

**Weapon 4 : Divina Tormenta**
A devastating multi-cannon artefact created by the master craftsmen of the Holy Order. This powerful weapon, meant for taking on demonic behemoths, discharges explosive missiles, either in clumps of four smaller shots or in one densely-packed orb.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Shoots a large homing projectile that explodes on impact.
* SECONDARY : Shoots 4 mini projectiles that explodes on impact.

**Weapon 5 : Iram Angelorum**
The most powerful weapon of the Holy Order, this relic remembers the age when angels lived among men. A single shot from this artefact releases pure divine energy, searing all in its path. Can fire either a single blast or multiple piercing beams.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Shoots a large beam that explodes on impact.
* SECONDARY : Shoots a continuous stream of energy that burns and rips through enemies.

 **BEAST**
A human transformed by the Cult into a wretched abomination through experimentation with the eldritch and arcane. A chance encounter during a recent village attack made this previously loyal creature turn on its handlers.

**Statistics**

One of the fastest class in the game, focused entirely on mobility but suffers from a weaker arsenal from the roster.

**Class Ability**

Enhanced reflexes coupled with heavy mutation of muscle and bone tissue have given the Beast an ability to quickly dash. A perfect utility skill, though limited to only three slowly recharging uses.

* 150 Health. (Capacity)
* 0 Armour. (Capacity)
* +20% Natural defence.
* +20% Natural speed.
* +20% Jump boost.

  **BEAST WEAPONS**

**Weapon 1 : Claws**
A set of retractable claws affixed to the fingers through a mixture of surgery and alchemy. Sharper than obsidian and stronger than steel, they excel at tearing into weaker foes with a flurry of attacks. Keep away from chalkboards.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : A fast swipe dealing light amount of melee damage.
* SECONDARY : Nothing.

**Weapon 2 : Profane Arbalest**
Favourite weapon of the Cult warriors', this powerful and precise repeater arbalest is made with the bones of sacrificial beasts. The integrated magazine allows the user to lay down an impressive amount of bolts in a short amount of time.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Shoots a precise, long range, silent projectile.
* SECONDARY : Switch weapon mode to autobow.

**Weapon 3 : Ossuarizer**
A profane abomination of a weapon from foreign lands. Powered by an evil force, it fires ammunition made from bones of those slain by the Cult. Serves as proof of the organization's immense cruelty and resourcefulness.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Rapid fire machinegun.
* SECONDARY : A scattershot dealing massive damage up close.

**Weapon 4 : Spiteful Skulls**
The skulls of lesser demons summoned and then harvested for the Cult's unholy rituals, molded into a wicked form. The malevolent souls stuck within these bones yearn for revenge, exploding in flames after a short delay upon being thrown. Talk about a blaze of unholy glory.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Grenade throw, bounces up to 3 times.
* SECONDARY : Nothing.

**Weapon 5 : Brimstone Battery**
One of the most powerful instruments in the Cult's arsenal, the Brimstone Battery is capable of unleashing a massive barrage of fireballs in mere seconds. Woe be to those who find themselves on the wrong end of such a weapon.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Rapid-fire rocket launcher.
* SECONDARY : Shoot a wave of fire.

 **CULTIST**
A traitor to his old allies, this wielder of unnatural powers fled from the Dark Cathedral turning against his masters. Now, he fights against the pact, hoping to halt the approaching world calamity.

**Statistics**

A class offering an average challenge, The Cultist possesses a unique set of weapons, but pays for it by having some of the lowest base stats.

**Class Ability**

To remedy the fragility of his body, the Cultist has learned to erect a wall of ghostly skulls when needed, giving him cover against small arms fire and melee attacks. Great for hiding and blocking exits, terrible against explosions.

* 80 health. (Capacity)
* 25 Armour. (Capacity)
* Ammo Regeneration.
* -10% Natural defence.
* -10% Natural speed.
* -10% Jump boost.

 **CULTIST WEAPONS**

**Weapon 1 : Impstaff**
A black metal staff housing the crystallized heart of a lesser demon. Fires projectiles of eldritch energy that either bounce off solid surfaces or chase nearby targets. Common sight among practitioners of the dark arts and aspiring mages.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Fires a long range, bouncing projectile.
* SECONDARY : Rapid-fire homing projectiles.

**Weapon 2 : Virga Stabilimenta**
A favourite of anti-social and overly-social warlocks alike. This artefact casts large webs of dark energy over a short distance. Alternatively, it can use the same energy to leech the very life-force from your foes. Keep away from arachnophobias.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Casts a short range, expanding web that damages all targets caught within it.
* SECONDARY : A melee attack that steals life and heals the player.

**Weapon 3 : Finial Surger**
A product of the Cult's shocking ingenuity. This powerful rod, used by high-ranking cultists, gathers loose magical powers onto itself and releases them in the form of lightning or a short-lived, homing poltergeist. Amazing for dance parties.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Discharges electrical bursts in a short-ranged, wide cone.
* SECONDARY : Launches a homing projectile that electrocutes and stuns enemies, ripping through foes and bouncing off obstacles.

**Weapon 4 : Afareet Scepter**
A rare weapon drawing its power from the Infernal Realms. Channels cursed hellfires through its pyritized head of a once-living demon, into powerful blasts or a focused stream of chaos energy. Outlawed in most nations as a blasphemous fire hazard.

* SEMI-AMPHIBIOUS (Can be used underwater)
* PRIMARY : Explosive fireball projectile with area-of-effect damage on impact.
* SECONDARY : A short ranged flamethrower, flame projectiles also bounce off walls and obstacles.

**Weapon 5 : Tome of Chthonim**
A fine copy of a legendary spellbook written by the warlock Chthonim. While only an imitation created by enslaved wizards, this magical tome nevertheless offers a wide range of incredibly powerful, veilbending spells to draw from, offensive or otherwise.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY SHIELD : Generates a shield that increases players defence by 60%.
* PRIMARY SKULLS : Launches up to 4 weak homing missiles.
* PRIMARY SUMMON : Summons tentacles around the player. Tentacles act as stationary spawns, slamming down on all enemies within range.
* PRIMARY BLACKHOLE : Launches a devastating projectile that expands and pulls enemies on impact, dealing continuous damage for a few seconds.
* SECONDARY : Change spell type.

 **TRAVELLER**
The Traveller. Not a title nor a name, but rather, a catch-all term for those who go and seek out trouble in the world. This particular adventurer came to Sapwood Borough for just that, eager to test his mettle and guns against the Cult.

**Statistics**

A great class to use for newcomers to the game. Well balanced and versatile. Offers no unique quirks.

**Class Ability**

Always prepared, the Traveller carries many tools to prepare for his fights. A decoy to draw attention, an incendiary keg to block off areas and a controllable bomb cart. All meant to provide the edge against the infernal hordes.

* 100 Health. (Capacity)
* 50 Armour. (Capacity)

 **TRAVELLER WEAPONS**

**Weapon 1 : Whistle and Flange**
A sturdy breech-loaded pistol and a flanged mace, made and popularized by the foreign realms. Perfect for staving off brigands and simple beasts on arduous travels, but won't be of much use against bigger threats.

* NOT AMPHIBIOUS (Cannot be used in water)
* PRIMARY : A single pistol shot.
* SECONDARY : Mace swing.

**Weapon 2 : Twinshot**
The best friend of experienced Travellers, Demon Hunters, rampaging ex-cultists and cantankerous salesmen. Will blow chunks from two different enemies or decimate a single target with twin blasts, at close range.

* NOT AMPHIBIOUS (Cannot be used in water)
* PRIMARY : Single barrel fire.
* SECONDARY : Fire both barrels.

**Weapon 3 : Manivela gun**
An experimental lever action weapon from the foreign realms and the bane of massed infantry. Can be fired on the move by cranking the handle or placed down to increase fire rate and accuracy.

* NOT AMPHIBIOUS (Cannot be used in water)
* PRIMARY : Rapid fire machinegun.
* SECONDARY : Become a stationary manned turret with a higher rate of fire.

**Weapon 4 : Hand Culverin**
A hand-cannon repurposed for use by larger races or, in this case, a man of extraordinary strength. Can fire explosive cannonballs or long-range grapeshot. Guaranteed to destroy everything short of a behemoth with a single salvo. Be wary of shrapnel!

* NOT AMPHIBIOUS (Cannot be used in water)
* PRIMARY : Shoots a ultra fast explosive.
* SECONDARY : Shrapnel shot, a wide spread of mini explosive projectiles.

**Weapon 5 : Keg o' Fun**
A standard small oaken cask with a fuse filled to the brim with blackpowder. Can be placed down as a trap or lit on fire and rolled towards a crowd. Assures a once-in-a-lifetime experience for all caught in the explosion.

* NOT AMPHIBIOUS (Cannot be used in water)
* PRIMARY : Place an explosive keg as a trap. Can be detonated by firing.
* SECONDARY : Ignite and roll the keg forward. Explodes after 3 seconds.

 **VIQUEEN**
An accomplished shield maiden capable of channelling her Ancestor Gods' power in combat. Hearing rumors of necromantic rituals, she left the savage lands and came to stop the devilish Cult from corrupting the living and defiling the deceased.

**Statistics**

"Built like a shit brick house". The Viqueen is the most durable class, but also the slowest. Great for those seeking a character with more melee-focused combat.

* 200 Health. (Capacity)
* 0 Armour. (Capacity)
* 1 Ammo type.
* Health Regeneration.
* Ammo Regeneration.
* +40% Natural defence.
* -30% Natural speed.
* -20% Jump boost.

  **VIQUEEN WEAPONS**

**Weapon 1 : Hjorvard**
Forged in the savage North, both the sword and the shield make for exceedingly sturdy and powerful weapons. No matter if used for slicing bones or bashing skulls, they will inflict suffering and grievous injury on the target. The true sword and board combo.

* AMPHIBIOUS (Can be used underwater.)
* PRIMARY : Sword swing.
* SECONDARY : Shield bash, pushes enemies away, may stun weaker enemies.

**Weapon 2 : Levinmaker**
A northern axe most often found in the tombs of accomplished heroes and hands of divine messengers. Allows cleaving of numerous enemies in one swing or releasing waves of devastating energy after wind-up. The runes keep it forever sharp.

* AMPHIBIOUS (Can be used underwater.)
* PRIMARY : Axe swing, damages all enemies at a 140 degree angle.
* SECONDARY : Charge & Hold for a devastating short-ranged wave that rips through enemies.

**Weapon 3 : Sparkbringer**
An enchanted bow made from the wood of a crashed drakkar and berserker's sinews for bowstrings. Can fire either a continuous stream of magic arrows or be charged to release a powerful piercing shot. Stylish and perfect for those too lazy to go collecting arrows from their enemies' dead bodies.

* AMPHIBIOUS (Can be used underwater.)
* PRIMARY : A fast single shot arrow with no projectile drop.
* SECONDARY : Charge & Hold for a devastating short-ranged wave that rips through enemies.

**Weapon 4 : Jarl's Judgement**
Symbol of a northern kings' status. Infused with a lightning bolt during the forging process, each strike of this maul releases a circular wave of lightning. Alternatively, the weapon can be tossed towards a single foe and summoned back.

* AMPHIBIOUS (Can be used underwater.)
* PRIMARY : A heavy attack that deals splash damage upon hit.
* SECONDARY : Charge & Hold to throw the weapon. Impact causes explosive damage and knockback, pushing enemies away. (Can't use weapon when thrown.)

**Weapon 5 : Draugr's Wail**
The remains of a martyred northern hero fashioned into a weapon. A simple blow of this horn discharges an electrifying sonic projectile in a straight line, while a more powerful gust of wind summons a lightning storm which follows the user.

* AMPHIBIOUS (Can be used underwater.)
* PRIMARY : Shoots fast straight projectiles with explosive damage.
* SECONDARY : Summons a storm that follows the player, damaging everything within the area.

 **BRAWLER**
A wild spirit sent by her clan to assist in the fight. Her raw strength and skill makes her a formidable opponent, armed with sacred gauntlets that can project her Chi short distances.

**Statistics**

The Brawler is a close ranged fighter, capable of chaining together attacks and projecting her Chi long distances with special abilities. However she may be overwhelmed in areas of intense gunplay. She is also able to store abilities when successfully completing a combo.

* -Resummoned Edition-
* 125 Health. (Capacity)
* 50 Armour. (Capacity - Ability)
* 1 Ammo type.
* Meditation.
* Store Ability.
* Combos.
* +20% Speed Boost.
* +10% Jump Boost.
* +20% Defence Boost.

  **BRAWLER WEAPONS**

**Weapon 1 : Training gloves**
Provided to her by the clan during her initiation, the training gloves provide the user with basic protection and limited ability to project Chi.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Throw a flurry of punches, capable of chaining together combos.
* SECONDARY : Shoot a short ranged projectile. Or ground slam from mid-air.
* RELOAD : Gain 10% armour.

**Weapon 4 : Wicked hand guards**
Heavy, durable and completely unstable. These heavy duty gloves are worn by the masters of the clan during times of war. Capable of projecting powerful shockwaves, wiping out fields of battalions. These gloves are only granted to those with the skill and obedience to wield such devastating power.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Throw a flurry of punches, capable of chaining together combos.
* SECONDARY : Shoot a shockwave from fist. Or ground slam from mid-air.
* RELOAD : Gain 10% armour.

 **HALFBLOOD**
Ending here after a portal travelling mishap, Zan finds herself once again in a world threatened by an evil and unholy Cult. She doesn't know exactly where she is, or why she is here. All she knows is that she must kill.

**Statistics**

Zan the Bonebreaker from Hedon makes a guest appearance. Her good balance of strength, mobility and wit, make for balanced gameplay, featuring both melee and ranged combat, with a clear emphasis on short range combat.

* -Resummoned Edition-
* 150 Health. (Capacity)
* 25 Armour. (Capacity)
* Armour Regeneration.
* Extra Weapons
* +20% Natural defence.
* +10% Natural speed.

 **HALFBLOOD WEAPONS**

**Weapon 1 : Force Pike**
The Iron Division Orcs have a significant history with this weapon, as ornate spears would often be wielded by the elders and shamans of the nomad tribes, when leading their warriors into battle.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : A stabbing thrust that pierces through enemies.
* SECONDARY : Pulls targeted enemies towards Zan and stunning them. Ineffective against big heavy enemies.

**Weapon 1 : Spike Gun**
Spike Guns are the epitome of crystal-based weaponry. They are also referred to by their nickname, "Praak", inspired by the porcupine rat-like critters populating the underground world of Hedon.

* NOT AMPHIBIOUS (Cannot be used underwater)
* PRIMARY : Single shot.
* SECONDARY : Multi-shot.

**Weapon 2 : Fragfire**
The weapon is compact and handy, featuring a combustion chamber fed with canisters filled with a flammable fluid and fragmentation shards. The fire oil ignites during friction with air turning the weapon into a fiery nightmare for soft targets.

* NOT AMPHIBIOUS (Cannot be used underwater)
* PRIMARY : Shoots a wide spread of many fiery shard like projectiles.
* SECONDARY : Launches a stream of fire.

**Weapon 3 : Hellclaw**
Hellclaws are menacing, unholy weapons created by the Demons. They are composed of an enchanted membrane shaped as a glove and protected by obsidian scales held together by chains.

* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Shoots a hail of fiery projectiles that move relatively slow and spread significantly at range.
* SECONDARY PRESS : Lob a Hell grenade.
* SECONDARY HOLD : Lob a Proximity hell mine.
* RELOAD : Absorb ammo from demon enemies, or life from human enemies.

**Weapon 4 : Crushbow**
A massive crossbow widely used among the ranks of the Iron Division. Unlike regular crossbows, it is capable of using magazines for a much faster rate of fire and loading.

* AMPHIBIOUS (SECONDARY can be used underwater)
* PRIMARY : Shoot a highly explosive red-crystal tipped bolt that deals a large area-of-effect damage.
* SECONDARY : Shoot a much faster bolt with greater focused damage on impact.

**Weapon 5 : Great Battle Axe**
Only a capable few can wield this heavy weapon effectively. Traditionally a weapon of the Minotaur's, the Great battle Axe is usually awarded to the strongest of warriors of the Iron Division.

* PASSIVE : Grants %50 damage resistance and stun damage nearby enemies. But stops armour regeneration.
* AMPHIBIOUS (Can be used underwater)
* PRIMARY : Swing axe.
* SECONDARY : Charge forward and slam Axe for AOE damage.
* SECONDARY HOLD/RELEASE : Charge forward and swing Axe in a circular fashion.

**Weapon 5 : Paingun**
Unlike most other ranged weapons, Painguns do not use magazines, being able to fire for as long as there are fresh bullets to feed on.

* NOT AMPHIBIOUS (Cannot be used underwater)
* PRIMARY : Highrate Rapid fire, low accuracy.
* SECONDARY : Lowrate Rapid fire, accurate.