What if the legendary heroes of all three worlds — Earth, Cronos, and Pathoris — rallied in the war against Hell?
Schism is a metal as fuck, high fantasy Doom, Hexen, and Heretic gameplay expansion.
Continuing the tradition of modernizing Doom, Schism brings its own unique and innovative twists. Through eight years of development, it has seen massive upgrades which have, in their own right, bolstered the game to totally new gameplay expirience of one of the most intense melee and magic combat and FPS genre.
New classes have been added, such as the Baratus the Paladin — bestowed with improved renditions of a few of Hexen's iconic relics, as well as other new and absolutely savage melee weapons — and Daedolon the Sorcerer — a master elementalist with an all-obliterating, wide array of magics that make the BFG9000 look utterly flaccid. There is also Corvus the Heretic, obscure aes sídhe using wide spectre of powerful magical artifacts and weapons being true scourge for demonic invasion. The classic UAC Marine recieved multiple new firearms designed to round out his arsenal. All classes can use firearms, though only the UAC Marine can use all of them. Despite these massively powerful additions, Schism is not a power fantasy. New, much more dangerous foes await the heroes, while the pre-existing roster was rebalanced.
"Mage - the guy that explodes all the shit." -Sergeant Mark IV
Remember those old Brutal Hexen Mage teasers? By Parias' bald chin, they gave me the bluest mana prisms after I learned his development had been halted indefinitely! If you're like me, then Schism's already put a sweet, sweet tap upon your deep mana pool. Otherwise, be prepared for a mage experience more fantastic than a Doom mod has any right to possess!
Deadolon draws from rapidly replenished pools of mana to cast elemental spells.
The left hand channels runes of power that steadily increase spell magnitude. Primary casts are maximized at four runes; other spells at five. However, with five runes, primary casts will unleash a specialized, extra powerful spell. The right hand performs a short-range Spray, and may also be permanently enchanted to cast a free basic spell of any element. Magic Walls provide a variety of killing power, hard and soft control, and spammable defense. Lastly, only the currently active mana pool refills.
BINDS
(With Sorcery equipped)
Cryomancy: Quick cycle to frost magic
Pyromancy: Quick cycle to fire magic
Stormcast: Quick cycle to storm magic
Fire: Primary elemental spell
+
->Secondary Fire: Secondary elemental spell
->Weapon Special: Tertiary elemental spell
->Magic Wall: Boosted elemental Wall
Secondary Fire: Elemental Spray
Magic Wall: Elemental Wall
Unload Gun: Quick Spell Enchantment
Quick Spell Cast: Cast Enchanted element
Short-lived elemental enchantments that encircle Daedolon.
Up to four Orbiters may exist at once. Fire provides excellent melee against non-demons, limited fire immunity, and light amplification. Ice provides the freeze effect, good damage against most monsters, and complete frost immunity. Storm provides the stun effect, excellent damage against demons, and limited lightning immunity.
(Note: Orbiters are a work in progress.)
BINDS
(With Sorcery equipped)
Fire+Mana Recharge: Craft Orbiter
Simple magics with great utility that let Daedolon frequently cheat death!
Telekinesis can open doors and toggle switches at any distance. Blink warps you across a moderate longitude. Astral Shift briefly phases you from harm (rockets can still hit), and a short distance in one of eight directions may be traveled. Levitation allows for modest flight, but momentum can be built through various sources and maintained for as long as mana lasts and space allows.
BINDS
Telekinesis: ...
Blink: ...
Run: Astral Shift
(Tip: use Toggle Run to sprint.)
(With Stormcast equipped)
Fire: Levitation (while airborn)
The bindings available through the Heptagram would tear a modern battleship asunder!
Runecraft boasts grand offensive spells such as the explosive Black Sun, the noxious Cloudkill, and the legendary Sphere of Annihilation! Summons such as the Maulotaur, Fire Wyrm, and Magic Scimitar loosely guard you and attack enemies with impunity. Finally, benefic spheres can be crafted for respite, aid in assaults, or to nullify danger.
(Note: A large portion of the bindings will not be available until future releases.)
Once a ritual is initiated, do not move away from the Heptgram unless you wish to dispell it. To start a binding, cast a Rune of Malefice on one of the lit points on the Heptagram. Choose another point to cast another Rune of Malefice; either an arm opposite from the first cast or to an arm two points clockwise or counter-clockwise. You will be guided through the rest of the ritual.
Runes of Malefice are obtained by making a killing blow against demons with the Sacrificial Kris. Stronger demons grant more runes. The runes, themselves, can be used like mines and are quite deadly. Detonation is only reliable while a rune is in-flight, but they will self-detonate on a surface if an enemy was in proximity. The Shield of Malefice reflects all projectiles and blocks pathing.
(Note: Due to Doom engine quirks, projectiles can bypass the shield. The only way to ensure no
projectiles pass through is to set two shields parallel or set one shield then channel the other.)
BINDS
(With Grimoire equipped)
Mana Recharge: Switch between Rune/Shield Mode
(Rune Mode)
Fire: Cast Rune of Malefice (costs 1 Rune of Malefice)
Secondary Fire: Detonate
(Shield Mode)
Fire: Draw Heptagram (costs 1 Rune of Malefice)
Secondary Fire: Channel Shield of Malefice
+
->Fire: Set Shield of Malefice (costs 1 Rune of Malefice)
Daedolon has little love for firearms.
Heavy and/or energy weapons cannot be equipped. However, any firearms possessed can be Imbued, upgrading ballistic hardware with an elemental effect. Ancient relics such as the Bloodscourge may also be obtained. The Sacrificial Kris can be used effectively in conjunction with Storm Orbiters, Quick Spell Enchantments, and the supplemental cantrips.
(Note: Hexen weaponry will be available in future releases.)
BINDS
Weapon Slot 1: Equip Sacrificial Kris
Weapon Slot 2: Equip Sorcery; SMG; Pistol
Weapon Slot 3: Equip Sorcery; Shotgun; SSG
Weapon Slot 4: Equip Sorcery; Chaingun; AR
Weapon Slot 5: Equip Grimoire
Weapon Slot 9: Equip Sniper Rifle
(Choose Quick Spell element first)
(With firearm equipped)
Dual Wield: Imbue weapon
Check out this week’s roundup of the mods and indies that were featured on the DBolical YouTube!
A Neural Upscale for Schism, optimized to run without major framedrops. Will update as the mod gets new sprites, and probably will add other graphics...
A "Marble" Based single or multiplayer map made for Schism (can run on other related mods too like Brutal Doom v21)
For Zandronum players - 3.1 is required. Multiplayer test version of Schism 097B. Use F1 help to get more info about gameplay. More info coming soon in...
Hello this IS a great mod but i want to report some Bugs:
1.In FREEDOM phase 1 in the map E1M8 When the barons of hell are beaten the wall dont open and is imposible to finish the level.
2.When i play the marine class and i use the dualwield option just one of the guns are fired.
Keep working because your mod IS very fun.
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Its pure chaos.
An amazing mod with a great effort inside, full of new features and things that Brutal Doom could not have years ago (since it was full of "recolors" to call it that) so it is a great mod And great brutal doom, it's worth trying.
Would you mind providing a guide on how to cast these spells? For some reason, the in game manual does just exits the menu. I'd really like to have a way to keep proper instructions for the grimoire and the other combosm, which I am having difficulty performing.
Mod itself as well as Manual is WIP, HOWEVER keep in mind that -
All sorcery works similar way - you hold primary attack button to charge spell (there are 5 levels of charge displayed by runes appearing around hand when you reach next level) - then you release attack button to cast regular spell, or click secondary attack button to cast powered spell for more mana. Secondary attack button itself is set for stream attack. Lightnings have opposite - secondary for charge, primary for powered cast or stream attack. Use aloso [Reload], [Weapon Special] and [Grenade toss] keys. Also you have key for blink teleportation and for quick spell. To choose which specific school of magic would be assigned as quick spell - select desired school of magic and press [Unload gun]. Then press [Quick spell] with any weapon and cast default spell of that school. Keep in mind you can combine two different schools of magic using that trick - try cryomancy and stormcasting by example. Default quick spell is fireball.
Also join our discord for more related chat, tips and stuff.
Cool mod. I liked playing for paladin and the new sprites and sounds of the rifle from Brutal Doom. And finally, at least somewhere normal Smg sprites appeared, otherwise it was scary to look at vanilla ones. I would also advise you to smooth out the berserk mode switching animation for the Marine class. by setting 3 instead of 7 in the Melee file in these lines:
Steady:
TNT1 A 1
Goto Ready
Reload:
TNT1 A 0 A_jumpifinventory("PowerStrength",1,"SelectFatalityModes")
PUNS BCD 1
PUNS E 7 A_PlaySound("Knuckled")
PUNS FGFE 3
PUNS DCB 1 A_TakeInventory("Reloading", 1)
Goto Ready3
SelectFatalityModes:
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("NoFatality", 1, "FatalityOn")
Goto FatalityOff
FatalityOn:
TNT1 A 0 A_Print("RIP AND TEAR! Mode Selected: Jabs performs fatalities.")
PUNS BCD 1
PUNS E 7 A_PlaySound("Knuckled")
PUNS FGFE 3 A_TakeInventory("Reloading", 1)
PUNS DCB 1 A_TakeInventory("NoFatality", 1)
Goto Ready3
FatalityOff:
TNT1 A 0 A_Print("SMASH Mode Selected: Jabs crushes enemies.")
PUNS BCD 1
PUNS E 7 A_PlaySound("Knuckled")
PUNS FGFE 3 A_TakeInventory("Reloading", 1)
PUNS DCB 1 A_GiveInventory("NoFatality", 1)
Goto Ready3
Thanks, we'll do that in upcoming update.