After much reconsidering, we've decided to change the name of the mod and several aspects.
Here's the general idea:
4 new classes:
All classes will utilize synergies between skills where either skills become more powerful as points are invested into other skills or skills trigger unique effects when combined with other skills.
Pharaoh utilizing Egyptian mythology
Focus on staves, wands, and gods.
Charge system: Maat
Still working on a suitable system to coincide with this concept. Expect some sort of 'balancing act' revolving around mana.
Myrmidon utilizing Greek mythology
Focus on offensive (1hand weapons), defensive (shields), and gods.
Charge system: Hubris
Whenever a God skill is used, hubris is generated. As hubris increases, your hero gains additional benefits offensively and defensively. If hubris reaches max, your character is penalized and weakened drastically for one minute. Hubris does not decay over time but there is an innate % chance on killing enemies to reduce your hubris.
Einherjar utilizing Norse mythology
Focus on 2 hand weapons, bows, and gods.
Charge System: Blood Frenzy
Whenever you take damage, blood frenzy builds. God skills cost blood frenzy to use instead of mana. As your blood frenzy bar increases, you receive offensive benefits but your defense is weakened.
Medeoulin utilizing Native American mythology.
Focus will be on dances/trances, nature, and gods (summons).
Charge system: Dream State
Whenever you use a non-god skill you generate dream state. Upon reaching max, you can use a God skill to summon an ally for a duration. God skills cannot be used without being in dream state. Multiple gods can be summoned at a time but only 1 skill can be used per dream state.
We do intend to integrate more mythology based classes from other cultures later
Other generic information
Massive amounts of new weapon/armor models.
New encounters (with new models).
3 new acts with a complete story line and "Open-world" concept. Our objective is not to push the player down a linear path, but instead open areas and story arcs that are optional towards the campaign.
New "skill" tree associated with the story arc. All characters will be given a new tree that will populate with skills as the player makes decisions throughout the new acts. Once you make one decision, it will lock you from other options that were available. There is a very specific theme we are working on here and will reveal more information later.
And a plethora of other stuff I'll reveal later.
Complete Synergies compatibility
I'll update this post as more information becomes available and we complete aspects of the mod.