Serpent: Resurrection

A 21st century Hexen adventure that takes advantage of the latest GZDoom features. A scripted RPG system brings the characters to life and with many new weap...

Filenames
serpent.pk3
Size
21.84 MB
MD5
89868471a4751f23546ca8c568f4dc39
SHA-1
a030bc6dc2b6006cd3b8c716f507476bd8545d48
SHA-256
89b22a71e25544fe4b2fd7cfb901b54b5e582902fba23abd8aeeb3344c9c1e6a
WAD Type
PK3
IWAD
Hexen
Engines
Unknown
Lumps
6601

Read Me

======================================================================================
				Serpent: Resurrection - Hints & Tips
======================================================================================

If you're having trouble getting to grips with things, here's a brief guide:






































(this file contains spoilers, so scroll down)



















General Tips
------------
The maps are laid out in a non-linear fashion, you can go anywhere you want at any time
(keys permitting). Nothing is given to you on a plate like in most wads, you have to find
things yourself. Sometimes there are clues around (particularly on the message logs) that
point to where something is hidden, and other times it's just down to exploration.
Sometimes you might need a pair of jump boots to get somewhere (particularly if you have 
low dexterity) or a torch to see in dark areas etc. but these are always available at 
the shops if you don't have any to hand.

Managing your possessions is key. Over time you'll work out what your character needs 
the most and what his buying and selling habits are. Remember that all non-puzzle items
can be traded (except the golden potions) so when you find something you should be able
to work out whether to keep it or sell it. As you get better at this you'll eventually
be able to work out the point at which something like kraters of might or holy temples 
become more viable.

Normal skill is the standard skill setting (not Hard skill as in all other wads), this 
is better for introductory playthroughs as you have more ammo and take less damage
than Hard skill, meaning less reliance on careful play and managing your items.
If you choose Hard skill as your first playthrough, you do so at your own risk...this 
wad is somewhat different and you may regret it if you don't know the ropes.

Combat Tips
-----------
Each weapon will work better against certain mob types and worse against others...
in various ways. Some mobs are ghostly, these can't be hit by ordinary melee attacks
(except with a power spell) and some projectiles, others will be resistant or immune 
to fire/ice weapons (such mobs will be more vulnerable to the opposite). Many spells 
and items will be useful on groups, as with weapons you'll need to work out the best 
way to use them depending on your character.

Anvar (warrior) Tips
--------------------
Your main strategy will be hack & slash. Ranged combat is your weakness, but your 
high health and armour will compensate. Use your non-magical hand weapons whenever
you can (in order to save mana) and experiment a bit too, as each weapon has it's
good and bad times for usage. But naturally, the axe (when it costs mana) and the 
big weapons will be better than the rest.

Primary stats are strength followed by dexterity. Constitution is useful as you take
more damage than any other class. Sorcery must be maxed out at 5 for the protection
spell, and wisdom is the least useful but feel free to try out different setups.

Braxus (paladin) Tips
---------------------
Your main strategy is based around weapons. Work out which ones are better against
certain mobs and which ones don't. Manage your mana effectively and you'll be fine,
but you may need spells/items for extra firepower against groups...well, until
you assemble your big weapons later on.

Primary stats are up to you. A strength-based paladin will be reaching for the mace
a lot (due to higher damage than other weapons), while a wisdom-based paladin will 
have plenty of mana and a sorcery-based paladin will have 7 of the 10 spells to use.
It's a versatile class, and there are many different ways to play it.

Qinefer (assassin) Tips
-----------------------
Your main strategy concerns movement. You're faster than anything else, and can jump
fairly high too. You possess good ranged weapons together with some tactical ones, 
and your dagger can be pretty effective with poison and also with the power spell.
You do lack a bit of firepower against groups, although your big weapons will help.

Primary stats are dexterity, followed by wisdom. Strength can be useful, but is not 
essential. Sorcery will let you use up to half the spells in the game, but none of 
them can deal heavy damage to groups.

Sallazar (runemaster) Tips
--------------------------
Your main strategy is about ranged and magical combat. Because you're slow, squishy 
and armed only with a staff, you'll rely on tricks, spells and evasion to get started.
A summoned chaos serpent is very useful, it's also ghostly...therefore immune to melee 
attacks. The power/protection spells are also very cheap and effective throughout.
Once you have some weapons and some extra scrolls, you'll need to know when to fire
and when to cast...you can easily put out more damage than any other class, but you'll
need some tactical trickery to stay alive in order to do so.

Primary stats are wisdom and sorcery. A wisdom-based runemaster will have a big 
mana pool, while a sorcery-based runemaster will be able to cast spells like there's  
no tomorrow (as your magic points regenerate quickly at higher values). Strength is 
practically worthless. Dexterity and constitution can be useful, but you must find 
a balance between enhancing your strengths and negating your weaknesses.

Herian (heretic) Tips
---------------------
Your main strategy will be similar to that in Heretic, but not quite. You'll need to use
your spear quite a bit, as the single-target nature of the weapons (phoenix rod aside)
means that you'll run out of mana somewhat faster than expected. This does mean however
that the 2 big weapons are good for all situations (except bosses ofc like everyone else)
instead of just on groups, and you have many options to use in terms of spells/items.

Primary stats are neutral, as they all have a limit of 20. It will be hard to ignore the
chance to use all the spells in the game (albeit situationally, unlike Sallazar) but 
strength and wisdom are also nice to have, due to the mana problems mentioned above.

Kamada (physadept) Tips
-----------------------
Your main strategy is efficiency. You'll always fight with your fists but each different 
magic-infused technique is a weapon. Your mana capacity is low, but you have the means to 
compensate - each weapon delivers a free melee hit with every shot, uses up all remaining
mana before running out, and the power spell boosts every weapon at no extra mana cost.
You can't wear any armour, but your high constitution will make up for that.

Primary stats are constitution, strength and dexterity (ideally you'll want to balance 
all three). Wisdom and sorcery are low, but will need to be maxed out.

Darahu (shaman) Tips
--------------------
Your main strategy can be melee or ranged combat. The 4 main weapons are the totems - 
in addition to the weapon itself, you will also get a melee weapon imbue for that element
(use alt-fire to switch between them) and the power to summon an elemental spirit (this 
follows the same rules as the summoned chaos serpent but will only last for 2 minutes). The 
big weapons allow you to combine two totems for a big attack, but with no extra features.

Your speed is quite low, and you can't use spells at all - but you are heavily armoured, 
have more mana than anyone else, and can summon a friendly monster at will.
You're also a bit taller than average, so you may need to duck in some areas.

Primary stat is wisdom (he needs a lot of mana), constitution is useful with no protection 
spell, and strength has a bigger effect on your melee weapon due to the elemental imbues.
Sorcery is set to 0, you cannot put points into it.
Updated Sep 2017 with a few fixes for the official GZDoom 3.1 version.
=================================================================================================
			     Serpent: Resurrection - The Story so Far
=================================================================================================

Another time, another world.

After Banedon's defeat of the Shadowcaster five years ago, things in Durenor 
got relatively peaceful, until war broke out with the neighbouring Badlands
recently, which has put the King's armies under a lot of strain.
Banedon had put his adventuring exploits to one side, and helped set up three 
schools of excellence - one specialising in straightforward combat, one 
focusing on harnessing the powers of religion, and the other schooling in 
the magic arts.  These will soon produce three classes of adept soldiers 
known as warriors, paladins and runemasters.  All would serve King Rimoah 
and the land of Durenor when trouble arises, and will have the potential 
to become great heroes of Durenor, like Banedon.

But recently the King's mages have detected powerful surges in the magical 
spectrum, and these emanated from the island of Caldera in the neighbouring
kingdom of Hydratyr.  And when they discovered what was causing it, they 
immediately summoned a meeting with the King.  They told him of the legend 
of the Serpent Riders, a trio of powerful individuals who at one time caused 
carnage and chaos in distant lands. They were all defeated long ago, but it 
is believed that a resurrection was attempted some time ago by a rogue mage 
known as Praevus, who was defeated by unknown heroes. But, it is also believed 
that since then, someone else has somehow succeeded in freeing their souls and
the magical disturbance at Caldera was caused by their return to this world!

Because the schools of excellence had not yet produced their first class of 
fully-trained soldiers, Banedon himself went to the island a fortnight ago, but
nothing has been heard since. Fearing his capture or death, the King decided
to choose from the best students at each of the three schools of excellence - 
Anvar from the combat school, Braxus from the religious school and Sallazar 
from the magic school. He also asked the Assassin's Guild, whom he would not 
normally have any dealings with on moral grounds - and a young woman called 
Qinefer was chosen as their best student. Finally, he put out a call for brave
heroes, and three distant adventurers took it up - Herian, Kamada and Darahu.

They were summoned to the palace, and currently wait in an anteroom for their
audience with the King...

=================================================================================================
Title                   : Serpent: Resurrection

Filename                : SERPENT.WAD

Author                  : Stephen Clark  (The Ultimate DooMer)

Email Address           : [redacted]

Other WAD's by me       : Operation: Lightning (OP-LITE2.WAD) - 11 Doom 2 levels
			  
			  Fragport (FRAGPORT.WAD) - 32 innovative Doom 2 levels

			  Shadowcaster (SHADOW.WAD) - 9 Heretic levels

			  Quake 2 skys - (Q2SKYS-1/2.WAD) 8 360° skys converted from Quake 2
				                          and both mission packs.

			  Licence to Spell DooM (007LTSD.WAD) - 9 Ultimate ZDoom levels

			  Super Sonic DooM (SONIC.WAD) - 35 Sonic-themed ZDoom levels.

			  I have also contributed to the following community wads:

			  Community Chest - map 01, 20 & the titlepic/level name graphics.
			  Mock 2 - map 39, 40 & the 'you fail it' area in map 41.
			  Community Chest 2 - map 15.
			  ZDaemon CTF Map Pack - map 23 & 29, plus leading/releasing it.
			  ZDaemon CTF B-Sides - map 39.
			  ZDaemon 4-way CTF pack  - map 08, 15, 20 (v5) or
						    map 10 & 15 (v6) plus leading/releasing it.
			  Crazy CTF - map 05 (pack 2) or map 20 (pack 1/2 compilation version).
			  KDiZD - some work on E1M3/9 plus the early orange baron who's code
			          was eventually used for the beastiary's Heresy Lord.
			  ZDaemon 3-way CTF pack - map 17.
			  ZDaemon 3-way CTF Madness - map 18.
			  Heretic Treasure Chest - E2M5.

Completion Date         : 1st October 2010

Misc. Author Info       : A hardcore Doomer who loves all it's similar
			  games and some others but still thinks Doom is best. 
			  Has decided to make Hexen levels.

Description             : A 21st century Hexen adventure that takes advantage of the 
			  latest GZDoom features. A scripted RPG system brings the 
			  characters to life and with many new weapons, spells, 
			  artifacts and monsters means it will be much tougher than 
			  any other Hexen adventure!

Additional Credits To:    Randy Heit (for ZDoom).

			  Graf Zahl (for GZDoom and the additional coding which made 
				     things like new monsters and weapons possible).

			  Grubber (for creating the unofficial build that kept us all 
				   going with new features while Randy was reworking 
				   the main ZDoom code)
			  Enjay (the flashlight in BGPA led me to discover dynamic
				 lights, which proved revolutionary)
			  DRD Team (for the SVN repository and file hosting server)
			  The creators of all the editors I used to make this happen.
			  The creators of all the resources I used to make this happen.
			  (see serpentc.txt for a full list of resources & authors)

			  Ian Livingstone (for the gamebook "Legend of Zagor") 
			  Steve Jackson & Ian Livingstone (for "Warlock of Firetop Mountain",
			  without which the former book wouldn't have existed)
			  Joe Dever (for the "Lone Wolf" gamebooks)
			  James Barclay (for the "Chronicles of the Raven" books)
			  Mindscape (for the vintage RPG's "Legend" & "Worlds of Legend")
			  RambOrc, Firebrand and the rest of the Korax Heritage team 
			  (for the Korax Mod)
			  Blizzard (for a certain MMORPG)
			  Epic Megagames (for Unreal)
			  Raven Software (for Heretic & Hexen and their sequels)		  

			  And of course, id software for the greatest game on earth!

=================================================================================================
*Playing Instructions*

This zip should contain the following files:

  SERPENT.WAD  - The adventure. (maps)
  SERPENT.PK3  - The adventure. (resources)
  SERPMUS1.WAD - The 1st mod soundtrack.
  SERPMUS2.WAD - The 2nd mod soundtrack.
  SERPENT0.BAT  - Batch file for playing the adventure with no music.
  SERPENT1.BAT  - Batch file for playing the adventure with soundtrack 1.
  SERPENT2.BAT  - Batch file for playing the adventure with soundtrack 2.
  SERPENTC.TXT - The credits file.
  SERPENTH.TXT - The hints/tips file.
  SERPENT.TXT  - This file.

To play :  Click on the serpent.bat file. Once loaded for the first time you need to define keys
	   for weapons, role-playing functions and any item/mana/magic hotkeys you want. It's also 
	   recommended to set sound channels to 256 in options. (or snd_channels in zdoom.ini)

	   If you don't wish to define new keys for role-playing functions, an alternative way to
	   use the menu is to use the 'show scoreboard' key instead.

	   If you wish to compare the characters in terms of strengths and weaknesses (to help 
	   decide who to play), the "character info" menu option will give you an idea.

=================================================================================================
* Play Information *

Game Version Required  : Hexen (v1.1) running with GZDoom. The minimum version is 1.6.00, the 
			 recommended versions are 1.9.0 or 2.1.0 (offical builds).
			 These are all tried-and-tested with the mod, anything newer is probably  
			 fine but occasionally something might break.
			 (if it does, use one of the offical versions above as a fallback)

			 Both OpenGL rendering and dynamic lights must be enabled in order for 
			 everything to work, along with freelook, jumping and crouching.

Episode and Level #    : Map 01-25 (the maps are all in the same hub, meaning you can go anywhere
				    at any time. There are distinct groups of maps though)

Single Player          : Yes - Built for it.

Cooperative	       : No - scripting is too complex.

Deathmatch             : No - levels are too big and complex. (and they're for Hexen)

Difficulty Settings    : Yes - they will work differently though due to the RPG system. Instead
			       of the number of monsters changing between skill levels, the
			       following happens:

			      ---------------------------------------------------------------------
			      | Skill	| Monster    | Monster	  | Monster   | Ammo per | Damage |
			      | Setting	| Speed	     | Aggression | Attack    | Pickup   | Taken  |
			      |		| 	     |            | Distance  | (sm/lg)  |	  |
			      ---------------------------------------------------------------------
			      | Tourist | Slow	     | Low     	  |  1x       | 30/90    | 25%    |
			      | Easy	| Normal     | Low     	  |  2x       | 25/75    | 50%    |
			      | Normal 	| Normal     | Medium  	  |  8x       | 20/60    | 75%    |
			      | Hard	| Normal     | High    	  | 16x       | 15/45    | 100%   |
			      | Heroic	| Fast	     | High    	  | 16x       | 15/45    | 100%   |
			      ---------------------------------------------------------------------

				Monster speed covers movement and attack speed (ranged & melee)
				but not projectile speed. (those don't change)
				NOTE: The "fast monsters" setting is not used on Heroic (meaning no 
				constant projectile streams), and the speed changes are nowhere near
				as high as Doom's demons. It should turn out more balanced this way.

				Aggression covers missile attack chance. (roughly 30/40/50% but
				GZDoom's current implementation renders it very unpredictable)

			        Attack distance is the factor that a monster's perceived distance 
				from you when deciding whether or not to shoot is reduced by. The 
				closer it thinks it is to you, the more likely it'll attack (allegedly).

				Ammo per pickup is self-explanatory, sm/lg refers to mana crystals 
				and mana batteries respectively.

				Damage taken covers all damage from all sources, and is applied
				after any other damage taken modifiers.

				Finally, it will be more difficult to get the best ending when playing
				on Hard or Heroic skill setting. (you'll understand this once you've
				completed the mod for the first time)

New Sounds             : Yes - loads.

New Sprites	       : Yes - loads.

New Graphics           : Yes - loads.

New Monsters	       : Yes - loads. Sources include Heretic, Hexen 2, Blood, Might & Magic 
			       and the Beastiary, many of which also have altered behaviour.
			       Some of Hexen's monsters have been enhanced too.

New Weapons	       : Yes - 3 new weapons for each character, utilising 2 new mana types.
			       There is also one replacement for an existing weapon, and some
			       others have slightly different behaviour.

New Music              : Yes - 2 full mod soundtracks. (both are separate wadfiles)

Demos Replaced         : None

-------------------------------------------------------------------------------------------------
* Construction *

Base                   : My creative mind (And lots of inspiration from a wide variety of sources)

Editor(s) used         : WadAuthor, WinTex, DeHackEd, DeePsea, XWE, ZDBSP, MSPaint, 
			 Paint Shop Pro 5, GoldWave, Doom Builder, SLumpEd, SpriteMaker

Build Time	       : 5¾ years (on and off, with looooong periods of off) and various amounts
			 of time for the updates.

Known Bugs             : One sky glitch in map 18 when you climb to it's highest point
			 and turn round.

			 The class menu doesn't show properly, due to there being 7 classes now.
			 To see the portraits (which contain all the stats for each class now), 
			 go to the "character info" section of the menu.

			 Other bugs will be explained in-game via author's notes.

Will Not Run With      : Any source port other than GZDoom.

=================================================================================================
				Serpent: Resurrection - Special Features
=================================================================================================

This adventure is totally unique to any other Hexen adventure, in the fact that it has a full 
RPG-system like those seen in table-top or computer-based fantasy role-playing games.  
This, along with other features is explained below.

-------------------------------------------------------------------------------------------------
				Characters
-------------------------------------------------------------------------------------------------

The 3 vanilla characters are a lot more different here than they are in normal Hexen, thanks 
to the RPG system. There's also 4 other characters, all with different features and playstyles.
So choose carefully before you begin, a profile of each character is below:

Anvar - Trained in the fighting arts, you are immensly tough and strong. You can use any type
	of weapon without mana and wear any type of armour, and can push your body to great 
	speeds and heights. You know very little in the ways of magic though, and your weapons 
	will burn mana very quickly. But in truth you don't care about it - magic is the affair 
	of book-reading milksops! You prefer a good clean fight and fear nothing and no-one.

Braxus - Deeply religious, your training has developed a close alliance with your god and you are
	 able to harness that power to great ends. You can get special features out of weapons, 
	 as well as a reasonable ability to use magic. While not as fast or as strong as a 
	 trained warrior, you are still a match for many and can wear most types of armour.  
	 You're also perhaps the most versatile of any type of adventurer.

Qinefer - Skilled in the shadowy side of combat, you are not afraid to get dirty and do whatever
	  is required for the hit. Speed, stealth, poisons, all of these you can use to kill
	  without reply. Straight fighting is not your style, though your nimbleness can still be 
	  useful in such a scenario. Your knowledge of magic is limited, but you still use it as
	  part of your toolbox when required. You can't wear heavy armour, but you prefer to be 
	  fast and avoid hits instead. Either way, you're one tough gal that's hard to beat.
	 	 
Sallazar - No bard will ever sing epic tales of your prowess with weapons, but what does that 
	   matter? You are a master of magic - you can command spells to avoid, confuse, weaken 
	   or defeat enemies, and can use magical weapons like no warrior ever could. However, 
	   as your training comprised mostly of poring over dusty tomes and experimenting, you 
	   are physically weak, slow on your feet and can wear little armour due to your slender 
	   form. But you have many tricks up your sleeve to ensure you won't die easily.

Herian - You are a member of the Sidhe, a race of elvish mystics who once guarded items of power.
	 Displaced by the Serpent Riders and branded a heretic, you had to flee your homeland.
	 As a hardy adventurer, you are pretty much a jack-of-all-trades and can show some degree 
	 of proficiency at anything you try - except for magic, which you are naturally good at.
	 You've heard tales of Banedon the great adventurer and certainly aspire to his feats,
	 if not his mysterious disappearance.

Kamada - You are a physical adept from a distant land, who has spent years training in the art of 
	 unarmed combat. But you were also taught how to augment it with ancient magic, and as a 
	 result you are also effective at range. You recieved little training in arcane magic, 
	 however you were taught how to boost your techniques with it. Your training has given 
	 you an immense resilience to pain and damage, but you refuse to wear armour of any kind 
	 due to the effect it has on your techniques. A quick, tough and efficient killer.

Darahu - You are a mediator between the very elements themselves. Your spiritual attumenent allows 
	 you to call upon the four elements for any purpose - whether it be enhancing a weapon with 
	 elemental force, smiting enemies from afar with concentrated power or summoning spirits to 
	 aid you in combat. This attunement to natural forces means that you won't use magic from 
	 man-made sources. You're also not too fast or strong, but you can wear a lot of armour and 
	 are also more resistant than most. Elemental forces are powerful, and you wield them well.

-------------------------------------------------------------------------------------------------
				Attributes
-------------------------------------------------------------------------------------------------

When you start the game, you will be in an anteroom with a switch.  Press the switch to roll 
your attributes.  If you don't like them, you can re-roll by hitting the switch again.
The numbers are all tied together, so you won't be able to roll a superhero.

The attributes are:

Health -       This determines how much health you have.
Strength -     This determines the power of your melee weapon(s). It also affects the damage done
	       by projectiles with the power spell (except Kamada) and Darahu's weapon imbues.
Dexterity -    This determines how fast you can move, and how high you can jump.
Constitution - This determines your resilience to damage. Each point reduces the damage you take.
Wisdom -       This determines how much mana (of each type) you can carry.
Sorcery -      This determines how good you are at spellcasting. It's the number of magic points 
	       you can carry (which determines what spells you can cast), and if you are Sallazar
	       it also affects the rate at which your magic points regenerate over time.

These attributes will have an upper limit, which varies depending on character.

Attributes can be improved every time you gain a level (see below) except health, which 
improves automatically with level.

-------------------------------------------------------------------------------------------------
				The Attribute Menu
-------------------------------------------------------------------------------------------------

This is an interactive menu that displays your current level, EXP, the amount needed to gain 
another level and your attributes. You can access this at any time during the game, but it is 
recommended that you find a safe spot first (even though it won't impair vision too much).

To operate the menu, you will need to define 3-4 extra keys (go to the key config in options 
and the extra keys will be there). One is needed to toggle the menu on and off, one or two 
to move the cursor (only one is needed though) and one to increase each attribute when you 
gain a level. The weapon keys also need to be defined, along with any item/spell hotkeys you want.

If you don't wish to define new keys for the menu, an alternative way to activate it is to press
the show scoreboard key. This will allow you to operate the menu using forward/backward/fire keys 
instead of defining new ones, but will prevent all player actions while the menu is active.

Once you've gained a level, you will see a number of "skill points" at the bottom of the menu.  
These are what you use to increase your attributes. Move the cursor to the relevant attribute 
and press the raise key, and one of these points will be transferred. Be warned that this process 
can't be undone (except with a savegame), so make sure you have the cursor on the right attribute!

-------------------------------------------------------------------------------------------------
				Experience
-------------------------------------------------------------------------------------------------

Every time you kill a monster, you will gain experience points (EXP). When you reach a certain
amount of EXP, you will gain a level of skill/experience. This will enable you to increase your
attributes and do better things.

-------------------------------------------------------------------------------------------------
				The Monetary System
-------------------------------------------------------------------------------------------------

Money comes in the form of Gold Pieces. These can be found anywhere on the island, and can also 
be found on the bodies of slain enemies (depending on type). There are various types of shop on 
the island, each dealing in a different commodity: armour, artefacts and magic-related items.
Each can buy and sell various things, press the relevant switches to do so.

There are also Holy Temples, which can restore health and magic points through monetary donations.

-------------------------------------------------------------------------------------------------
				The Magic System
-------------------------------------------------------------------------------------------------

In addition to the new weapons and artefacts (see below), there are also a number of spells that 
can be used to aid your quest. These come in the form of scrolls, which allow the user to cast a 
given spell once. Each spell will use up a number of Magic points, and once it has been cast, 
the user won't be able to cast that spell again for a minute. Spells that have a duration will 
work across maps. Magic points can be restored by using Magic Rings or visiting a Holy Temple.
They also regenerate over time if you are Sallazar, the rate depends on your Sorcery attribute.

Note that most characters won't be able to cast every spell, due to upper limits on their 
Sorcery attributes. Sallazar knows the first 2 spells off by heart, therefore does not need 
a scroll to cast them. He can still pick up scrolls for those spells, but he can't use them.
If you are playing as Sallazar, the first 2 spells will appear in your inventory as the 
corresponding scroll with an infinity symbol on it. There's also no need to bind an
additional key to use it, the same key will work for both normal and infinite versions.

The spells (together with costs and scroll colours) are listed below:

Power		: This will improve the effect of your melee weapon(s) for 20 seconds.
(cost: 2)	  All of them will hit ghostly enemies and have a longer range, in addition:
(blue)	  	  Anvar's melee weapons will strike twice as fast. (without mana only)
		  Braxus' mace will fire 3 short-range spiked balls.
		  Qinefer's dagger will produce a cone of short-range magical slash attacks.
		  Sallazar's staff will fire a blue magical bolt.
		  Herian's spear will hit harder with an icy touch.
		  Kamada's fists will hit harder, and all of his ranged techniques will
		  be three times more effective. (so all of his weapons can use the spell)

Protection	: This will render you invincible for 20 seconds. 'Nuff said.
(cost: 5)
(tan)

Fear		: This will cause enemies to run away in fear for 20 seconds. They will still
(cost: 6)	  attack if possible, but are less likely to do so during this time.
(black)		  However, if you get too close to them they will become paralysed with fear and
		  will be unable to move or attack for 10 seconds, this can only affect them once
		  during the spell. Does not affect bosses.

Shrapnel	: This defensive spell will create a continuous ring of short-range crystalline
(cost: 8)	  shards around you for 20 seconds, guaranteed to inflict continuous pain as well
(dark red)	  as damage to any monsters that come close to you during this time.

Summon		: This will summon a ghostly chaos serpent in front of you, who will fight on your 
(cost: 10)	  side until it dies. Like other monsters, it's health increases as you level up
(grey)		  but it also gains new abilities. It's always stronger than normal serpents, and
		  it's ghostly nature also means it's immune to melee attacks and some projectiles.

		  NOTE: if you're facing too close to a wall or solid object when casting, the 
		  serpent will not appear at all. Plus there can only be one serpent active at 
		  any one time - if you try to cast another, the existing one will die first.
		  It will travel into other maps with you, providing it's close enough to the exit.

Inferno		: This offensive spell will send out a ring of short-range fireballs from your 
(cost: 12)	  location, incinerating anything in their path. Anything that lives through it 
(bright red)	  will be thrown backwards into the air too.

Penetrate	: This launches a magical ray twice per second for 20 seconds. They are quite 
(cost: 15)	  powerful and will rip through any number of monsters in their path.
(purple)	  

TimeStop	: This advanced spell will stop the flow of time, freezing everything but you  
(cost: 16)	  to the spot - including any shots fired during the spell. It lasts for 
(brown)		  20 seconds but a lot can be done in that time. Does not affect bosses.

Hellstorm	: This will call a storm of magical rain from above, showering a wide area
(cost: 18)	  continuously for 20 seconds. (regardless of any walls or objects in the way)
(yellow)

Annhilation	: This deadly spell will unleash a blast of energy powerful enough to light 
(cost: 20)	  up the sky and annhilate everything in sight. It does become ineffective
(green)		  at a certain range though.

If you are playing as Darahu, you can't use spells at all - instead, you get 4 elemental imbues 
for your melee weapon (use alt-fire to switch between them) and each of the 4 basic weapons has the 
power to summon an elemental spirit - this follows the same rules as the summoned chaos serpent, 
but only lasts for 1 min (press alt-fire to do this). Each pair of abilities (they correspond to  
one of the four elements) are obtained when you find the relevant basic weapon.

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				Artefacts
-------------------------------------------------------------------------------------------------

There are many artefacts, these are described below:

Health		: This comes in two forms, the Crystal Vial (10) and the Potion of Life (25),
		  the latter of which is a purple potion that can be carried until needed.

Armour		: There are eight types, some of which cannot be worn by certain classes.
		  Hexen's weird armour system has also been replaced with a more Doom-like one.
		  (but will have a traditional RPG-like display similar to Hexen)

Mana		: This comes in four colours and two sizes - mana crystals and mana batteries
		  (amount given depends on skill level), the latter of which is an ornate cube
		  that can be carried until needed.

Krater of Might	: This rare and powerful item restores all of your mana to maximum levels.

Magic Scrolls	: These will allow you to cast one spell, one time and will use up a number of 
		  Magic points. Comes in 10 different varieties, see the above section.

Magic Ring	: These will restore a Magic point. (two if you are Sallazar)

Potion of Water 
Breathing	: This is a blue potion will enable you to breathe underwater for 30 seconds.
		  Your unaided air supply of 15 seconds is restored when the potion runs out.

Potion of Fire 
Protection	: This is a red potion will enable you to walk through lava for 30 seconds.

Potion of 
Excellence	: This is a golden potion that will bestow you with excellence, granting you
		  a skill point. Naturally these are hard to come by, and can't be traded.

Speed Boots	: These will allow you to run at great speeds for 20 seconds.

Jump Boots	: These will allow you to jump to great heights for 20 seconds.

Torch		: This illuminates your immediate surroundings for 60 seconds.

Disc of
Repulsion	: This will reflect incoming projectiles if used at the right time, 
		  and can also be used to thrust nearby enemies away from you.

Poison Vial	: This version of the flechette is now available for all classes. Drop it and
		  it releases a nastier-than-before poison cloud for about 20 seconds.
		  Qinefer also uses these to poison her dagger, although they are used up very
		  slowly in this manner.

Timebomb of
the Ancients	: This old favourite returns, and is even more powerful. Drop it on the ground
		  and run away before it detonates.

Porkalator	: This fires 5 projectiles in a spread pattern, any monster hit will turn into
		  a pig for about 45 seconds. Does not work on bosses or crystal golems.

Force Stone	: This will create a solid pillar of force in front of you for 60 seconds. The 
		  force pillar will block all enemies and most attacks just like a real pillar.

Siren Orb	: This will emit a red light over a small area for 30 seconds. All enemies who
		  step in this light will be forced to attack the orb. Does not work on bosses.

There are also some artefacts that are not present in this adventure: they are the Icon of the 
Defender, Mystic Urn, Banishment Device, Chaos Device, Dragonskin Bracers and Dark Servant.
Combined mana no longer exists due to the addition of the new mana types, and neither do the 
other two versions of the flechette. Finally, all items with a duration will work across maps.

The player can only carry up to 5 of each item, with the exception of the the Magic Ring (15), 
Potion of Life (15) and the Disc of Repulsion (15).

All of the items have a fixed position in the inventory and will remain even if you have none of
that item (the exceptions to this are puzzle items and golden potions, plus scrolls for infinite
spells if you are Sallazar). This is to make keeping track of items a lot simpler.

Each character starts with some items too - Anvar starts with some armour, Braxus with some
health potions, Qinefer with some poison vials, Sallazar with some magic rings, Herian with some 
timebombs, Kamada with a power scroll and Darahu with a blue and green mana battery.
Everyone starts with some gold too, and more can be obtained in the starting city.

-------------------------------------------------------------------------------------------------
				New Weapons
-------------------------------------------------------------------------------------------------

There are 3 new weapons for each character, utilising 2 new mana types (red and yellow). 
The 5th weapon will use yellow mana, the 6th weapon will use red mana, and the 7th weapon uses 
both red and yellow mana. This last weapon is in 3 separate pieces, find all to use it.

There is also 1 replacement - the mage's sapphire wand has been replaced with a strong wooden 
staff. This is to bring him into line with the other characters by having a melee weapon, which 
the RPG system requires.

Finally there are 3 alterations - the fighter's fist will throw all 3 punches without connecting, 
the fighter's hammer always fires a shot (even when too close to something) and the cleric's
serpent staff no longer drains life in melee range. (for technical reasons as well as balance)

Some characters have special features with weapons, these will be explained in-game.

-------------------------------------------------------------------------------------------------
				New Enemies
-------------------------------------------------------------------------------------------------

There are a lot of new enemies in Serpent Resurrection, and with some new features - they have 
special abilities in certain maps, and their health now scales upwards with your level.
(ie. each monster will have more health if fought when you're level 15 than level 10 etc.)

The bosses are also different to normal, as many of them will change their behaviour throughout 
the fight to keep you on your toes and provide a more interesting and possibly epic encounter.
They also take reduced damage from projectiles fired by spells and big weapons, to prevent them 
from becoming trivial encounters.

-------------------------------------------------------------------------------------------------
				Barrels
-------------------------------------------------------------------------------------------------

These are now all pushable.  There are also three new types of barrel, one of which contains 
gunpowder - so think twice before smashing it!

-------------------------------------------------------------------------------------------------
				Message Logs
-------------------------------------------------------------------------------------------------

These come in the form of books on tables etc. and on noticeboards, walk up to them to view the 
message and move away again to cancel it. Many of these are for the storylines and immersion 
factor (like Unreal) but some of them contain useful information (like Hexen 2).

-------------------------------------------------------------------------------------------------
				Help Features
-------------------------------------------------------------------------------------------------

There are two features designed to help if you get stuck at any point. The first one will display
a hint or two for the map you're on, and the other will toggle automap markers for any unvisited 
important locations in the map. Type 'puke 806' in the console for the first one and 'puke 807' 
for the second one, but these are only recommended if you really get stuck - they're not intended
as a hand-holding measure!

-------------------------------------------------------------------------------------------------
				Other Important Notes
-------------------------------------------------------------------------------------------------

Some items/powerups are needed to solve puzzles or complete certain areas, so don't go using or 
destroying them unnecessarily! The required items will only be provided in the case of those
areas that you can't escape from without them. For others you will have to find them elsewhere
or buy them at the nearest shop. Exploration is key, as is preparation.

-------------------------------------------------------------------------------------------------

* Copyright / Permissions *
  
Authors may NOT use the maps as a base for modification or re-use. The only exception is for 
fixing any bugs that appear with newer GZDoom versions, in which case let me know and/or send
over any patches etc. so I can add them in.

Authors MAY use the resources (including the scripts) in your own wads as long as you give the 
relevant author(s) credit in your text file. (see serpentc.txt for a full list of who made what)

You may distribute the project as long as you include this text file and the other files intact.

-------------------------------------------------------------------------------------------------

* Where to get this WAD *

ftp://archives.gamers.org/pub/idgames/levels/hexen/s-u/ (and mirrors, better to use those)

My Doom 2 wads are at:  /pub/idgames/levels/doom2/m-o/op-lite2.zip
		  and:    "     "      "      "  /megawads/fragport.zip
My Heretic wad is at:     "     "      "   /heretic/s-u/shadow.zip
and Quake 2 skys at:      "     "   /graphics/q2skys-1.zip and q2skys-2.zip

Licence to Spell Doom is at: /pub/idgames/levels/doom/Ports/0-9/007ltsd.zip

Super Sonic Doom is at: /pub/idgames/levels/doom2/Ports/megawads/sonic.zip

The standalone Serpent RPG mod is at: /pub/idgames/levels/hexen/s-u/serp-rpg.zip

The standalone Serpent weapons mod is at: /pub/idgames/levels/hexen/s-u/serp-wpn.zip

GZDoom can be found at:

http://sourceforge.net/projects/zdoom/files/gzdoom/1.6.00/	(official 1.6.00)
https://forum.zdoom.org/viewtopic.php?f=1&t=56686		(official 3.1.0)
http://http://devbuilds.drdteam.org/gzdoom/			(latest builds)

(if you're reading this a long time into the future and these sites no longer exist,
just google for the wads and/or ZDoom/GZDoom downloads)

=================================================================================================
Remember, remember that Doom lives FOREVER!
=================================================================================================