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Along with Capstone's 1994 release, ''William Shatner's Tekwar'', it had the distinction of being one of the first games made on the Build Engine, debuting a full year before ''VideoGame/DukeNukem3D''. Although based on a first-person shooter engine, the gameplay had more in common with traditional first-person fantasy hack-and-slash [=RPGs=], with a heavy emphasis on close combat with melee weaponry (a bow and several magic spells for ranged attacks were also available, but each had limited uses). The player also gained experience points and increased his health and magic ability gradually as the game progressed.

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Along with Capstone's 1994 release, ''William Shatner's Tekwar'', VideoGame/{{Tekwar}}'', it had the distinction of being one of the first games made on the Build Engine, debuting a full year before ''VideoGame/DukeNukem3D''. Although based on a first-person shooter engine, the gameplay had more in common with traditional first-person fantasy hack-and-slash [=RPGs=], with a heavy emphasis on close combat with melee weaponry (a bow and several magic spells for ranged attacks were also available, but each had limited uses). The player also gained experience points and increased his health and magic ability gradually as the game progressed.
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An Axe To Grind is no longer a trope


* AnAxeToGrind: One of the available melee weapons. Minotaurs wield two-handed ones, while the Dark Knights sometimes combine a smaller axe with a shield.
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* FollowTheLeader: At the time, most reviewers criticized the game for being derivative of ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'' due to the similar dark fantasy setting. ''Witchaven'' was distinguishable due to its emphasis on melee combat as opposed to ranged spellcasting like in the ''Heretic''/''Hexen'' series.
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* InfinityMinusOneSword: The Halberd. Does almost as much damage as the Magical Sword, and can attack faster. The only drawback is that the weapon breaks easily.
* InfinityPlusOneSword: The Magical Sword. The weapon does a lot of damage per swing and is the final weapon to get in the game. The only drawback is how hard it is to find this sword.

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* GameplayAndStorySegregation: You can use the Nuke to "kill Illwhyrin" in other levels beside the final, but she will reappear in other levels.



* HpToOne: One of Illwhyrin's magic abilities.



* RecurringBoss: Illwhyrin actually appears several times throughout the game to fight you, but always teleports away after taking damage. Only in the final level do you actually kill her.

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* RecurringBoss: Despite being the main villain and FinalBoss, Illwhyrin actually appears several times throughout the game to fight you, but always teleports you. However, she will teleport away after taking enough damage. Only in the final level do you actually kill her.

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* ALoadOfBull: Ypu'll eventually face Minotaurs with large two-handed axes.


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* OurMinotaursAreDifferent: You'll eventually face Minotaurs with large two-handed axes.
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* Black Knight: These the late-game EliteMooks, taking multiple blows to down due to their armor and shields, yet dishing out sizeable damage with their swords or axes.

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* Black Knight: BlackKnight: These the late-game EliteMooks, taking multiple blows to down due to their armor and shields, yet dishing out sizeable damage with their swords or axes.

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Changed to the correct name


* Black Knight: These the late-game EliteMooks, taking multiple blows to down due to their armor and shields, yet dishing out sizeable damage with their swords or axes.
** The ending screen reveals that the player character, Grondoval, himself wears an identical suit of black armor.



* DarkKnight: These the late-game EliteMooks, taking multiple blows to down due to their armor and shields, yet dishing out sizeable damage with their swords or axes.
** The ending screen reveals that the player character, Grondoval, himself wears an identical suit of black armor.

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Expansion.


''Witchaven'' was a 1995 fantasy-themed FPS game with RPG elements, developed by Capstone Software and published by [=IntraCorp=].

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''Witchaven'' was a 1995 fantasy-themed FPS game with RPG elements, ActionRPG, developed by Capstone Software and published by [=IntraCorp=].



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* BreakableWeapons: One of the unique features of the game. Melee weapons had finite durability and would shatter after enough usage, requiring you to find another one.

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* AndTheAdventureContinues: The ending of the first game states that Grondoval continued to adventure and went on to found his own kingdom, "but that is another story".
* AnAxeToGrind: One of the available melee weapons. Minotaurs wield two-handed ones, while the Dark Knights sometimes combine a smaller axe with a shield.
* BadassCape: Dark Knights have black armour, but combine it with a long flowing cape that can be red, blue or even purple. Grondoval himself is drawn with a blue cape in the ending artwork.
* BlackoutBasement: Some secret areas are extremely dark, though you are able to cast a Night Vision spell.
* BreakableWeapons: One of the unique then-unique features of the game. Melee weapons had finite durability and would shatter after enough usage, requiring you to find another one.



* CaveBehindTheFalls: The very first level features a power-up hidden behind a waterfall.
* DarkKnight: These the late-game EliteMooks, taking multiple blows to down due to their armor and shields, yet dishing out sizeable damage with their swords or axes.
** The ending screen reveals that the player character, Grondoval, himself wears an identical suit of black armor.
* DemBones: Skeletons are a comparatively rare enemy here. They also lack any equipment and just try to punch the player.



* FollowTheLeader: At the time, most reviewers criticized the game for being derivative of ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'' due to the similar dark fantasy setting. ''Witchaven'' was distinguishable due to its emphasis on melee combat as opposed to ranged spellcasting like in the ''Heretic''/''Hexen'' series.

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* EpicFlail: A flail is one of your starting weapons.
* FollowTheLeader: At the time, most reviewers criticized the game for being derivative of ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'' due to the similar dark fantasy setting. ''Witchaven'' was distinguishable due to its emphasis on melee combat as opposed to ranged spellcasting like in the ''Heretic''/''Hexen'' series. series.
* GoodOldFisticuffs: Your only option if you happen to run out of melee weapons and[=/=] arrows & spells. Some enemies also only fight you bare-handed.
* TheGoomba: Both goblin varieties die in one hit from a sword or flail, even if it hit them in their arm.
* HealingPotion: Present, and notable for being blue-colored, rather than red like the vast majority of examples.
* HornyVikings: The Dark Knights in this game (which includes the protagonist) all have horned helmets.
* AnIcePerson: A Freeze spell is one of your starting magics.


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* ALoadOfBull: Ypu'll eventually face Minotaurs with large two-handed axes.
* MagicMissile: It's called Magic Arrow here, but the idea behind this magic spell is the same.
* OurGoblinsAreDifferent: The starting enemies are goblins with short swords and round shields. There were green and yellow varieties, which behave identically and have the same stats, but are also hostile to each other.
* PlayingWithFire: A fireball is another one of the available spells. The demonic enemies will toss them at you as well.
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[[quoteright:267:http://static.tvtropes.org/pmwiki/pub/images/witchaven_box_artjpeg.jpg]]
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* CaptainErsatz: In the first game, Grondoval bears more than a passing resemblance to FrankFrazetta's Death Dealer, especially on the box art.

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* CaptainErsatz: In the first game, Grondoval bears more than a passing resemblance to FrankFrazetta's Creator/FrankFrazetta's Death Dealer, especially on the box art.
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* JumpScare: For whatever reason, a ghostly horned skull with glowing eyes, pops up on screen at random points during gameplay, accompanied by a loud scare chord.

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* JumpScare: For whatever reason, a ghostly horned skull with glowing eyes, pops up on screen at random points during gameplay, accompanied by a loud scare chord.ScareChord.
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None


Along with Capstone's 1994 release, ''William Shatner's Tekwar'', it had the distinction of being one of the first games made on the Build Engine, debuting a full year before ''DukeNukem3D''. Although based on a first-person shooter engine, the gameplay had more in common with traditional first-person fantasy hack-and-slash [=RPGs=], with a heavy emphasis on close combat with melee weaponry (a bow and several magic spells for ranged attacks were also available, but each had limited uses). The player also gained experience points and increased his health and magic ability gradually as the game progressed.

to:

Along with Capstone's 1994 release, ''William Shatner's Tekwar'', it had the distinction of being one of the first games made on the Build Engine, debuting a full year before ''DukeNukem3D''.''VideoGame/DukeNukem3D''. Although based on a first-person shooter engine, the gameplay had more in common with traditional first-person fantasy hack-and-slash [=RPGs=], with a heavy emphasis on close combat with melee weaponry (a bow and several magic spells for ranged attacks were also available, but each had limited uses). The player also gained experience points and increased his health and magic ability gradually as the game progressed.
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wrong trope


The game follows the warrior Grondoval as he journeys to the forbidden land of Witchaven to defeat the WickedWitch Illwhyrin.

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The game follows the warrior Grondoval as he journeys to the forbidden land of Witchaven to defeat the WickedWitch evil witch Illwhyrin.
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A sequel, ''Witchaven II: Blood Vengeance'', was released in 1996, with featured new weapons and enemies - plus a significant SequelDifficultySpike. This was Capstone and [=IntraCorp's=] last game, before they both went bankrupt in the same year.

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A sequel, ''Witchaven II: Blood Vengeance'', was released in 1996, with which featured new weapons and enemies - plus a significant SequelDifficultySpike. This was Capstone and [=IntraCorp's=] last game, before they both went bankrupt in the same year.

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Those features were actually in the original game - also some additonal background info


''Witchaven'' was a 1995 fantasy-themed FPS game with RPG elements developed by Capstone Software. Along with ''William Shatner's Tekwar'', it had the distinction of being the first game made on the Build Engine, debuting a full year before ''DukeNukem3D''. Although based on a first-person shooter engine, the gameplay had more in common with traditional first-person fantasy hack-and-slash [=RPGs=], with a heavy emphasis on close combat with melee weaponry (several magic spells for ranged attacks were also available, but each had limited uses). The player also gained experience points and increased his health and magic ability gradually as the game progressed.

to:

''Witchaven'' was a 1995 fantasy-themed FPS game with RPG elements elements, developed by Capstone Software. Software and published by [=IntraCorp=].

Along with Capstone's 1994 release, ''William Shatner's Tekwar'', it had the distinction of being one of the first game games made on the Build Engine, debuting a full year before ''DukeNukem3D''. Although based on a first-person shooter engine, the gameplay had more in common with traditional first-person fantasy hack-and-slash [=RPGs=], with a heavy emphasis on close combat with melee weaponry (several (a bow and several magic spells for ranged attacks were also available, but each had limited uses). The player also gained experience points and increased his health and magic ability gradually as the game progressed.



A sequel, ''Witchaven II: Blood Vengeance'', was released in 1996, with some added gameplay features such as the ability to dual-wield weapons and use shields. It also features a significant SequelDifficultySpike.

to:

A sequel, ''Witchaven II: Blood Vengeance'', was released in 1996, with some added gameplay features such as the ability to dual-wield featured new weapons and use shields. It also features enemies - plus a significant SequelDifficultySpike.SequelDifficultySpike. This was Capstone and [=IntraCorp's=] last game, before they both went bankrupt in the same year.
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Added DiffLines:

* JumpScare: For whatever reason, a ghostly horned skull with glowing eyes, pops up on screen at random points during gameplay, accompanied by a loud scare chord.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CaptainErsatz: In the first game, Grondoval bears more than a passing resemblance to FrankFrazetta's Death Dealer, especially on the box art.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Witchaven'' was a 1995 fantasy-themed FPS game with RPG elements developed by Capstone Software. Along with ''William Shatner's Tekwar'', it had the distinction of being the first game made on the Build Engine, debuting a full year before ''DukeNukem3D''. Although based on a first-person shooter engine, the gameplay had more in common with traditional first-person fantasy hack-and-slash [=RPGs=], with a heavy emphasis on close combat with melee weaponry (several magic spells for ranged attacks were also available, but each had limited uses). The player also gained experience points and increased his health and magic ability gradually as the game progressed.

The game follows the warrior Grondoval as he journeys to the forbidden land of Witchaven to defeat the WickedWitch Illwhyrin.

A sequel, ''Witchaven II: Blood Vengeance'', was released in 1996, with some added gameplay features such as the ability to dual-wield weapons and use shields. It also features a significant SequelDifficultySpike.
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!!Tropes featured include:
* BreakableWeapons: One of the unique features of the game. Melee weapons had finite durability and would shatter after enough usage, requiring you to find another one.
* EnemyCivilWar[=/=]MeleeATrois: Enemies would occasionally fight each other as well as the player, for example green goblins and yellow goblins were hostile to each other, and groups of them would often be found battling it out.
* FollowTheLeader: At the time, most reviewers criticized the game for being derivative of ''VideoGame/{{Heretic}}'' and ''VideoGame/{{Hexen}}'' due to the similar dark fantasy setting. ''Witchaven'' was distinguishable due to its emphasis on melee combat as opposed to ranged spellcasting like in the ''Heretic''/''Hexen'' series.
* RecurringBoss: Illwhyrin actually appears several times throughout the game to fight you, but always teleports away after taking damage. Only in the final level do you actually kill her.
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