Korax Mod II Official Manual

For any additional information and future updates, refer to http://www.korax-heritage.com/kmod2

 

Installation

Create a new directory somewhere on your hard drive. Unzip everything into it (watch out that all MD2 files and their skins have to be in the /md2 folder, if you use any halfway decent tool like WinZip it should happen automatically). Copy a version 1.1 hexen.wad into this dir. If your hexen.wad is version 1.0, see this page for the upgrade patch: http://www.ravengames.com/hexen/raven-downloads.html.

If you want to use Direct3D, start KMD3D.bat. For OpenGL, use KMOGL.bat.

In this version, we set the up/down looking angle to something similar in the original Hexen. If you want to change it, it can be done in the console, use the l_up and l_down variables (l_down needs a negative number to work).

 

Starting

After you choose class and skill level, you will have to generate your character. You can use the default values (tested to be playable at skill 3), or reroll as many times as you want. Before you try to roll a superhero, be warned that the 5 values are hard-wired together, the sum of all values is always the same number.

Once the game started, play it as always. All classes have a starting spell, located on the Q key (unless you reconfigure it). The Cleric's spell heals him (for 2 Faith points, you get 5+LVL health points, that means 6 health points at the beginning of the game). The Mage's start spell works exactly the same way as the Icon of the Defender. The Fighter's start spell is his only spell in the game and is called Berserker. When berserking, the Fighter's health, strength and speed is doubled and you see everything in a yellow haze. Once you snap out of it, your strength and speed returns to the original value and your health is halved. Note that going berserk will always use all your Battle Rage; the more Battle Rage used for berserking, the longer the effect lasts. Also, if your Battle Rage doesn't reach a certain limit, you can't enter the Berserker state.

For killing monsters (and for destroying trees, pots, corpses and the like) you get experience points. Once you reach a certain amount, you go up to the next level. You'll hear a certain sound and see a message when this happens. This will be the time to see the Stats Update Screen.

 

Using the Stats Update Screen

Press the U key to bring up the update screen (the game will be paused as long as you are there). At the top, you see your experience points and level, plus how much you still need for the next level. Below it, you see the 5 values. From the 5 values, Health and Magic/Faith/Battle Rage will go up somewhat every time you reach a new level. The other 3 are modifiable by you. Every time you reach a new level, you'll get a certain amount of distributable points (depends on skill level). Use the up/down keys to go to any of the values and use the left/right keys to change the value. Once you're finished, navigate with the up/down keys upon "ok" at the bottom of the screen, and press enter. If you're not sure you did it right, press U again to see whether changes have been applied.

 

More spells

Sometimes when getting to a new level, you gain the ability to cast a new spell. Look for the announcements on the screen.

As for what they do, Banishment will banish any common monster into the Beyond (does not work the way the Banishment device did. A banished monster disappears from the map forever and you'll get the experience points as if you'd have killed it). You can't banish Death Wyverns, the leaders of the Orders, Heresiarchs, and Korax. Wrath of the Gods inflicts terrible pain upon any living being. It kills everything less strong than a Death Wyvern with a mere touch. And for everything besides a Heresiarch or Korax itself, 2 touches are enough. (Keep in mind that both offensive clerical spells need to hit the enemy or they were just wasted Faith). Spirits Within raises the spirits out of dead bodies nearby, and these ghosts will attack any foe in sight (similar to the Wraithverge ghosts).

The mage's Repulsion and Speed Spells work like the artifacts Disc of Repulsion and Boots of Speed. The Mana Creation spell extracts 2 Magic points and for it adds 5+LVL mana of each color. If one color is full, it adds 10+LVL mana to the other color. The Summon Spell summons a random monster to your aid. The spell can sometimes backfire, in this case the summoned monster will attack you. The Possession Spell lets you possess most monsters and control them completely. Possessing a Slaughtaur in the middle of a bunch of Ettins might save your Mage a lot of work. Using a possessed Afrit, you can fly to many places you couldn't reach on foot. On the other hand, as long as you run around in the possessed monster, your mage's body stays at one place, undefended. The Horrible Pain Spell is similar to the Cleric's Wrath of the Gods, but its strength grows with the amount of Magic used.

For information on which key activates which spell, see the configuration menu where there's already a standard configuration (which you can remap at your leisure).

 

Restrictions:

 

Treasure and Shops

Some monsters might carry treasure with themselves. Once they die, they'll drop it. Some Ettins and many Centaurs carry Silver Bars. Some Slaughtaurs and Bishops carry Gold Bars which are worth 5 Silver Bars. Heresiarchs and the Leaders of the 3 Orders always carry gold around.

After exiting a hub, you enter the shop where you can buy certain artifacts for the looted treasure. As the game proceeds, the shops shelves are loaded up with wares. While after exiting the Seven Portals you can choose from 4 kind of goodies only, on each revisit it'll be more and more. The last time you will be able to get to the shop is just before you enter the Dark Crucible (Korax' Stronghold), so be sure to spend all your money on this 5th, final visit.

 

Got stuck?

Try with this Hexen walkthrough first: http://www.ravengames.com/hexen/walkthrough/teohwalk.html. If still no go, mail me. Oh yes, if you get stuck in the Gibbet in the room behind the Axe Door, Camper found out what the prob with that script was, and the solution is that after you slay the Centaurs and the Afrits and the Chaos Serpents appear, don't kill them before the Dark Bishops appear.

 

Some tips

 

Following list gives you the levels where you acquire the spells and the Faith/Magic/Battle Rage needed:

Mage:
Defensive Spell - Level 1 - 40 magic
Mana Creation - Level 3 - 2 magic
Repulsion - Level 5 - 5 magic
Speed spell - Level 7 - 25 magic
Summon spell - Level 8 - 25 magic
Possession - Level 9 - 70 magic
Horrible Pain - Level 10 - 50-unlimited magic (for every 50 magic used, the spell causes 10'000 health damage)

Cleric:
Healing spell - Level 1 - 2 faith
Spirits within - Level 5 - 5 initially, and 5 extra for each corpse (that
means minimum 10 to cast it)
Banishment - Level 7 - 30 faith
Wrath of the Gods - Level 9 - 50 faith

Fighter:
Berserker - Level 1 - 5 initially, and the rest used to extend duration
(that means minimum 6 to cast it)

 

A little insight concerning stats

Strength: influences the amount of damage your close-range weapons do (the Fighter's 1st, 2nd and 4th weapon, plus his 3rd weapon when used close up; the Cleric's 1st weapon). Value 10 is the same value you had in Hexen, so a value of 5 means your hits are half as damaging as they were in Hexen and a value of 30 means your hits are 3x more damaging than they were in Hexen (yes, you'll reach that easily with the Cleric and even more with the Fighter).

Efficiency: influences how much mana you use for your weapons. Value 10 is the same value you had in Hexen, so a value of 5 means you use double the amount of mana you used in Hexen; a value of 40 means you use a quarter of the mana you used in Hexen. If a weapon would use less than 1 mana, it doesn't use mana any more. To see what the sweet spots are for which character, see the mana usage of the different weapons at http://www.ravengames.com/hexen/hexen_heroes-01.html.

Speed: Value 10 is the speed you had in Hexen. Values under 10 makes your character walk/run slower than he did in Hexen, values over 10 makes him walk/run faster. Speed also influences the speed of melee weapons, i.e. a Fighter with a speed over 10 can deal out more blows in the same time frame than he could in Hexen.

 

For any questions / feedback, drop us a mail at korax@korax-heritage.com.

 

 

Korax Mod Credits

 

Project Lead

RambOrc

 

RPG concept

RambOrc

Camper

Tzar Sectus

Kendrome

 

Programming

Tzar Sectus

SkyJake

Camper

 

New 3D Models

Kendrome

 

New 2D Graphics

Ichor

 

Model Converting from Hexen II and Heretic II

Gumbo

Ichor

 

Beta Testing

Ichor

RambOrc

Camper

 

Manual

RambOrc

 

 

For any additional information and future updates, refer to http://www.korax-heritage.com/kmod2