Heretic
GAME » on December 23, 1994
A high-fantasy first-person shooter built on the same game engine as id's breakthrough shooter Doom, with a lone elf wielding magical weapons and mystical artifacts against the undead forces of the evil D'Sparil.


Overview

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Heretic is a medieval-fantasy first-person shooter developed by Raven Software (Company) and published by id Software (Company) for DOS PCs on December 23, 1994.

Often described as a fantasy analogue to the publisher's earlier game Doom (Game), Heretic brings fast-paced first-person action to the world of sword and sorcery, with the player using a variety of magical weapons and mystical artifacts against the dark forces of the Abyss. It later received two separate sequels: Hexen (Game) and Heretic II (Game), and is the first game in the "Serpent Riders" trilogy.

The game's sets the story of the Serpent Riders, a demonic triumvirate who have used to their dark magic and influence to conquer the seven nations of the realm of Parthoris (Location). As the mystic Sidhe elves are immune, they are branded heretics and went into hiding, with the Elders using their power to wipe out the nations and unknowingly bringing forth the forces of the Abyss. As the Sidhe elf Corvus (Character), players set out through the City of the Damned to quell the undead invasion, eventually coming into conflict with the Serpent Rider D'Sparil and his mage followers (the Order of the Sign).

Heretic uses a modified version of the id Tech 1 (Concept) engine, and builds on the formula used in Doom (Game) with new technical features, such as inventory manipulation, the ability to look up and down, flight, pushable objects, translucency, ambient sounds, and particle effects. The game engine was later expanded on with Hexen (Game), and the source code was later released to the public (first on January 11, 1999 with a non-commercial restriction, then on September 4, 2008 under the GNU General Public License), with several Doom source ports adding game compatibility.

While the original game was a shareware mail-order release, a special edition of the game (known as Heretic: Shadow of the Serpent Riders) was later released in retail boxed format by GT Interactive on March 1996. Also released as a free upgrade for those who own the original game, Shadow of the Serpent Riders adds two new episodes (The Ossuary and The Stagnant Demesne). This version was later used for several compilations and digital re-releases, including the Steam release on August 3, 2007 and the enhanced 2025 compilation Heretic + Hexen (which features a brand-new episode, known as "Faith Renewed").


Gameplay

Similar to Doom (Game), Heretic has players progressing through each level, blasting away enemies while solving puzzles (involving activating magical switches and finding key slabs for locked doors), avoiding envrionmental hazards, and collecting weapons, ammo, and other items.

Unlike Doom, however, in Heretic, players have the ability to look up and down. As well as this, players have the ability to store items in their inventory; items include from simple health potions to power-ups to the "morph ovum" - an item that transforms enemies into chickens.

Like Doom before it, Heretic supports networked and dial-up multiplayer modes for up to four players, through both co-operative play and competitive deathmatch.


Episodes and Difficulties

The game's base campaign is split up into three episodes, each with eight standard levels and one secret level:

  • City of the Damned - The only episode playable in the shareware version, this first episode has Corvus scouring the city to quell the undead invasion.
  • Hell's Maw - After destroying the undead army and its iron lich leaders, Corvus enters the fiery portal of Hell's Maw into the abyssal forces' home dimension in an effort to seal it from the other side.
  • The Dome of D'Sparil - After destroying the Maulotaurs guarding the Portals of Chaos, Corvus infiltrates the crystal-domed fortress of the invasion's true mastermind: the Serpent Rider D'Sparil.

The Serpent of the Shadow Riders update adds two epilogue episodes:

  • The Ossuary - The death of D'Sparil causes Corvus to become banished into the shattered remnants of lands conquered by the Serpent Rider many centuries ago, and he must now find a way out.
  • The Stagnant Demesne - Eventually, Corvus makes his way to the stronghold that is D'Sparil's birthplace, where he must get past the Serpent Rider's personal bodyguards to find a portal home.

Each episode is self-contained, with players able to play each episode in any order they wish. At the beginning of the episode, as well as when the player retries a level from death, players start with full health, no armor or inventory items, the Staff, and the Elven Wand (with 50 charges). Prior to starting an episode, players choose between five difficulty levels (each with comical names parodying Early Modern English):

  • thou needeth a wet-nurse - Fewer enemies and more items/powerups. Additional ammo granted on pickups. Players take half damage and automatically use healing items in their inventory to prevent death.
  • yellowbellies-r-us - Fewer enemies and more items/powerups.
  • bringest them oneth - Standard difficulty.
  • thou art a smite-meister - Additional enemies and fewer items/powerups.
  • black plague possesses thee - Additional enemies and fewer items/powerups. Additional ammo granted on pickups. Enemies react and move faster, and enemy projectiles are harder to dodge. Cheats are disabled.

Weapons

Throughout the game, Corvus can build an arsenal of eight weapons. Each of them can be temporarily powered-up using the Tome of Power, granting additional damage and special attributes (sometimes changing the way the weapon handles entirely).


Staff

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Weapon slot key is "1", alternating with the Gauntlets of the Necromancer. Comparable to the "Fists" weapon in Doom.

The game's basic melee weapon and one that Corvus starts with, the Staff is a simple iron-tipped stick that is used for weak close-ranged strikes (about comparable in damage to a single Elven Wand shot). Due to its weak and risky damage output, it is generally only used as a last resort when the player has no ammo for their other weapons. It also cannot hit ghostly enemies.

When powered-up, the Staff pulsates with electrical energy and deals 4x damage on each strike. Hits with this version also knock enemies back further, sometimes preventing the player from being crowded by swarms of enemies.


Gauntlets of the Necromancer (Object)

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Weapon slot key is "1', alternating with the Staff. Comparable to the "Chainsaw" weapon in Doom.

Spiked gauntlets and the game's upgraded melee weapon, the Gauntlets of the Necromancer allows Corvus to emit a stream of green electrical energy for a continuous close-ranged attack. It is capable of "latching onto" enemies to keep the attack momentum up, although this can sometimes put them in dangerous situations. Like the Staff, the Gauntlets consume no ammunition and its risky damage output makes it generally only used as a last resort.

When powered-up, the Gauntlets emits red electric energy that drains the life of enemies to heal Corvus. This version also has a longer attack range.


Elven Wand (Object)

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Weapon slot key is "2". Comparable to the "Pistol" weapon in Doom.

Corvus's starting weapon, the Elven Wand is a crystal-tipped wand that emits small blasts at an instantaneous velocity ("hitscan"). While these blasts tend to be weak on their own, they are very accurate for longer ranges and have a decent rate-of-fire, making them optimal for fighting weaker targets at-range.

Charges are replenished by picking up additional "wand crystals" (10/15 charges per, with rarer "crystal geodes" supplying 50/75 charges), with Corvus able to hold up to 100 charges (200 after picking up a Bag of Holding). Wand crystals are sometimes dropped by Golems, although they provide less charges.

When powered-up, the Wand fires in a horizontal spread of five small blasts, accompanied with a pair of small fireball projectiles. While each blast and projectile are weaker on their own than the standard shot, the shot itself can be spread to target multiple enemies in a tight group and the damage itself is often more powerful (up to 4-5x a shot). This version also has a higher rate-of-fire.


Ethereal Crossbow (Object)

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Weapon slot key is "3". Comparable to the "Shotgun" weapon in Doom.

A crossbow that fires barrages of three ethereal arrow projectiles (although they resemble more like crossbow bolts) at a slower pace. While the two outer arrows are weaker (comparable to a Wand blast) and cannot strike ghostly enemies, the center arrow is much more powerful, dealing up to 7-8x damage. It is optimal for short and medium ranges, with powerful damage when all three arrows strike and the ability to spread its shot against multiple tightly-grouped enemies.

Ammo is replenished by picking up "ethereal arrows" (5/7 ammo per, with rarer "quiver of ethereal arrows" supplying 20/30 ammo), with Corvus able to hold up to 50 shots (100 after picking up a Bag of Holding). Ethereal arrows are sometimes dropped by Warriors and Weredragons, with the ones dropped by Weredragons supplying double the usual amount.

When powered-up, the Crossbow fires a wider spread of five arrows, the center three of which are more powerful than the outer two. This version also has a higher rate-of-fire.


Dragon Claw (Object)

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Weapon slot key is "4". Comparable to the "Chaingun" weapon in Doom.

A buckler adorned with the skin and claws of a dragon, the Dragon Claw fires larger energy blasts at an instantaneous velocity, similar to the Elven Wand. Compared to the Wand, it has a higher rate-of-fire, and its blasts are often more powerful (up to twice as damaging), making it a good choice for long-ranged damage.

Charges are replenished by picking up "claw orbs" (10/15 charges per, with rarer "energy orbs" supplying 25/37 charges), with Corvus able to hold up to 200 charges (400 after picking up a Bag of Holding). Claw orbs are sometimes dropped by Disciples or Iron Liches.

When powered-up, the Claw instead fires spiked ball projectiles that splits on-impact into eight smaller "Ripper" spiked balls that spread in all directions horizontally and over-penetrates enemies (able to deal continuous damage). This version, however, fires at a slower rate and consumes five charges per shot.


Hellstaff (Object)

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Weapon slot key is "5". Comparable to the "Plasma Gun" weapon in Doom. Unavailable in the Shareware episode.

A bone wand making up of a demonic skull and spine, the Hellstaff emits a continuous stream of red energy projectiles at a fast rate, making it an efficient fast-firing option in short and medium ranges.

Charges are replenished by picking up "lesser runes" (20/30 charges per, with rarer "greater runes" supplying 100/150 charges), with Corvus able to hold up to 200 charges (400 after picking up a Bag of Holding). Lesser runes are sometimes dropped by Sabreclaws.

When powered-up, the Hellstaff instead fires a powerful energy projectile that also unleashes a small "rainstorm" on impact, releasing damaging rain droplets for a short time. This version, however, fires at a slower rate and consumes five charges per shot.


Phoenix Rod (Object)

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Weapon slot key is "6". Comparable to the "Rocket Launcher" weapon in Doom. Unavailable in the Shareware episode.

A golden winged rod that emits powerful fireball projectiles, which explode on impact (dealing splash damage to everything nearby, including Corvus). Its devastation makes it useful against bosses and groups of enemies, and while the projectile can pass through ghostly enemies, they can still be harmed by its explosion.

Charges are replenished by picking up "flame orbs" (1 charge per, with rarer "inferno orbs" supplying 10/15 charges), with Corvus able to hold up to 20 charges (40 after picking up a Bag of Holding). Flame Orbs are sometimes dropped by Ophidians and Maulotaurs, both of which supply more shots (with the latter acting more like an inferno orb).

When powered-up, the Rod instead emits a powerful shorter-ranged stream of fire (similar to a flamethrower). This version can be continuously fired for up to 10 seconds a time to consume a single charge, although releasing the attack button can interrupt it (wasting the rest of the charge).


Firemace (Object)

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Weapon slot key is "7". Comparable to the "BFG9000" weapon in Doom. Unavailable in the Shareware episode.

A mace that, rather than being used as a melee weapon, instead uses its mechanical head to launch a continuous volley of explosive balls at a very high rate. These spheres are affected by gravity and bounce on surfaces (although they sink harmlessly in liquid), and the weapon sometimes fires larger-sized balls that deal additional damage (and split into smaller balls). Although this weapon is ineffective against ghostly enemies, its firing rate makes it very effective against tight-knit groups and tougher enemies in close and medium ranges.

Ammo is replenished by picking up "mace spheres" (20/30 shots per, with rarer "pile of mace spheres" supplying 100/200 shots), with Corvus able to hold up to 150 shots (300 shots picking up a Bag of Holding). It is the only weapon in the game that spawns in one of several spawn points in the level at random, sometimes not even appearing in the level at all.

When powered-up, the Firemace instead launches giant spheres at a slower rate (with 5 ammo per shot), which track enemies on bounce and deals higher damage (which instantly kills non-boss enemies and other players).


Items and Artifacts

The game includes several item pickups and power-ups to aid Corvus in his quest, many of which are facsimiles to those in Doom. However, several of these are stored in the player's inventory until they can use it manually.


Item Description

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Crystal Vial
||===Crystal Vial===

The most common item found in the game, restoring 10 HP when picked up.

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Bag of Holding
||===Bag of Holding===

Grants a small amount of ammunition for every weapon (except the Firemace) when picked up. Picking one of these up doubles the maximum amount of ammo Corvus can carry throughout the rest of the episode.

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Map Scroll
||===Map Scroll===

Reveals the entire map for the current level when picked up, allowing the player to easily find which secrets they've missed.

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Silver Shield
||===Silver Shield===

Sets the player's armor to 100 points when picked up, allowing it to absorb 50% of all damage received.

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Enchanted Shield
||===Enchanted Shield===

Sets the player's armor to 200 points when picked up, allowing it to absorb 75% of all damage received.

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Quartz Flask
||===Quartz Flask===

The most common inventory-based item in the game, restoring 25 HP when used.

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Torch
||===Torch===

Fully illuminates the game world for two minutes when used, allowing Corvus to easily see darkened areas.

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Shadowsphere
||===Shadowsphere===

Grants Corvus ghost-like invisibility for 60 seconds when used, making it more difficult for idle monsters to notice him, making it more difficult for active monsters to hit him, and giving him immunity to certain attacks.

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Mystic Urn
||===Mystic Urn===

Restores 100 HP when used. Can be dropped by the Maulotaur.

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Darchala's Chaos Device
||===Darchala's Chaos Device===

Teleports the player back to the start of the level when used.

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Torpol's Morph Ovum
||===Torpol's Morph Ovum===

Launches a horizontal spread of several egg-like projectiles when used, temporarily turning enemies into chickens on impact. While weak, they can still peck at the player for minor damage.

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Valador's Ring of Invincibility
||===Valador's Ring of Invincibility===

Grants temporary invincibility for 30 seconds when used.

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Delmintalintar's Timebomb of the Ancients
||===Delmintalintar's Timebomb of the Ancients===

Leaves a floating timed firebomb in the air when used, dealing explosive damage after about one second to nearby enemies (including the player).

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Tyketto's Tome of Power
||===Tyketto's Tome of Power===

Powers up all weapons for 40 seconds when used, with several weapons having drastically different firing mechanics.

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Inhilicon's Wings of Wrath
||===Inhilicon's Wings of Wrath===

Grants the player flight for 60 seconds when used. Is often used to find certain secrets in certain levels.


Enemies

Standard

Some enemies sometimes appear "ghostly", in which they are more translucent and harder to see, and are immune to non-magical attacks.

  • Gargoyles (40 HP / 80 HP) - The most common enemy found in the game, Gargoyles are small winged creatures that, while weak, can fly around the map at different heights. They normally attack at close range with their claws, diving towards the player to close the distance, although tougher Fire Gargoyles can also launch fireball projectiles at range. Known the game's code as "Imps".
  • Golems (80 HP / 100 HP) - Shambling humanoids that attack through close-range punches. A tougher variant, known as Nitrogolems, have a ranged attack where they charge up and launch a screaming, flaming skull projectile that homes onto the player. Both variants can be ghostly. Known in the game's code as "Mummies"..
  • Undead Warriors (200 HP) - Armored skeleton warriors that attack with their enchanted green axes, either through close-ranged slashes or by throwing them at a distance. They can occasionally throw more powerful red axes, which can deal up to 3-4x more damage. Can be ghostly, where they always throw red axes. Known in the game's code as "Knights".
  • Disciples of D'Sparil (180 HP) - Dark wizards who lost their humanity, attacking the player by launching barrages of three magic missiles. While they leave themselves stationary to charge up their attack, they blink in-and-out to dodge player projectiles. They can also fly around the map to put themselves in advantageous positions. Known in the game's code as "Wizards".
  • Weredragons (220 HP) - Tanky lumbering beasts who attack not only with their claws, but by spitting out fireballs. They do not appear in the shareware episode and are known in the game's code as "Beasts".
  • Sabreclaws (150 HP) - Metallic monsters who use their bladed appendages to attack at close range. Although they are not fast, they have a much less chance of getting stunned when they're hit. They do not appear in the shareware episode and are known in the game's code as "Clinks".
  • Ophidians (280 HP) - Armored half-serpent warriors who launches fireballs from their staves, first with a barrage of three weaker purple fireballs, then with a more powerful red fireball (which deals up to 3x more damage). They first appear in the third episode and are known in the game's code as "Snakes".

Bosses

  • Iron Liches (700 HP) - Giant helmeted skulls who cast three different elemental spells: a tall wall of fire that deal deadly damage, an ice ball that splits into eight shards on impact, and a small tornado that follows the player and disorients them. They are first encountered as the main bosses of the first episode, becoming mini-bosses throughout the rest of the game. Known in the game's code as "Heads".
  • Maulotaurs (3000 HP) - Similar to minotaurs, these beastly part-bull humanoids are incredibly durable and have several attacks, including a barrage of flaming pellets, a wave of fire along the ground, and a powerful shoulder charge. They are first encountered as the main bosses of the second episode, becoming rare mini-bosses throughout the rest of the game. Known in the game code as "Minotaurs".
  • D'Sparil (5500 HP) - The game's main antagonist and one of the series' Serpent Riders, D'Sparil is a powerful wizard who starts the fight by riding on a serpentine humanoid (who belches fireballs at the player and charges at them), later fighting on-foot with a variety of magical attacks (including firing bolts of electricity, summoning Disciples, and teleportation). He is the final boss of the third episode. Known in the game code as "Sorcerer".

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Game details
Name
Heretic
Release Date
December 23, 1994
Platform
PC (Platform)
Developer
Publisher
Genre
First-Person Shooter (Genre)
Theme
Fantasy (Theme)
Medieval (Theme)
Franchise
Heretic (Franchise)
Aliases
Heretic: Shadow of the Serpent Riders