This page contains the Korax Mod manual for version 2.8 (which is the latest stable version).
Korax Mod Installation
This is the procedure to install Korax Mod:
- 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 directory. If your hexen.wad is version 1.0, you can get the upgrade patch from here.
- If you want to play the Hexen Mission pack, Deathkings of the Dark Citadel as well, copy hexdd.wad into this same directory. There is also a patch available for Deathkings here (but you don't need this one for KMOD to work).
- To get rid of the hall of mirrors effect and similar visual bugs, you need to create GL-friendly nodes for your original map files of Hexen and Deathkings. To do this, just drag and drop your hexen.wad on glbsp.exe in the Windows file manager (if you have the Deathkings expansion pack, do the same with hexdd.wad too). Node-building takes some time, but needs to be done only once.
Korax Mod Startup procedure
- To play Hexen:
- If you want to use Direct3D, start KMD3D.bat.
- For OpenGL, use KMOGL.bat.
- To play the Hexen expansion pack, Deathkings of the Dark Citadel:
- If you want to use Direct3D, start KMD3D-DK.bat.
- For OpenGL, use KMOGL-DK.bat.
Since version 2.2, the Korax MOD distribution package includes the Doomsday Launcher. Special thanks to Waldo for the idea of using Dlaunch with Korax Mod.
In this version, we set the up/down looking angle to something similar to 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). To change it permanently, edit the same variables in the korax.cfg file.
Starting out Korax Mod
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 the game 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.
Korax Mod Features
Using the Stats Update Screen
Press the U key (by default) 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.
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 or undead 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, using their own weapons and abilities (like the impenetrable shields of the Centaurs or the wings of the Afrits). 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. It'll always use the highest available amount of Magic, so don't waste this spell on weaker foes unless you're relatively low on mana.
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).
- Cleric can't use mana before reaching level 3, fighter before reaching level 5.
- Cleric can't use some types of armor, Mage can't use most types.
- Only Cleric can use Banishment Device; for him, it works like his Banishment spell.
- Mage can't use Icon of the Defender artifact.
- Depending on your class, some skills can't be increased over a certain value.
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 shop's shelves are loaded up with wares. While after exiting the Seven Portals you can choose from only a very limited range 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 fifth, final visit.
If you play the Hexen mission pack, Deathkings of the Dark Citadel, you will have three occasions to visit the shop: between the 1st and 2nd hub, between the 2nd and 3rd hub, and just before you enter the Dark Citadel itself.
You can not only buy sorely needed gear in the shop, but also sell your excess artifacts that you don't need any more. To sell an item, walk up to the shopkeeper's table, select the item in your inventory you would want to sell and press the "use" key. The selected item will be sold. A message will be displayed indicating this.
Prices depend on stock. For artifacts the shop doesn't stock at the time, you'll get the same price you'd have to pay for it if you'd want to buy it later when the shop has it. For artifacts the shop stocks at the time, you get only half the price (rounded up to the next integer).
Example: you enter the shop before the Heresiarch's Seminary and want to sell a Porkalator. The shop doesn't stock it but would charge you 25 silvers for selling one if it'd be on stock. Thus, you can sell it for 25 silvers. A couple of hubs later, before entering the Dark Crucible you once again have a Porkalator you don't want to keep. As the shop stocks it in the meantime, you only get half the price (rounded up), which is 13 silvers.
Tips & Tricks
Try with this Hexen walkthrough first: http://www.ravengames.com/hexen/walkthrough/teohwalk.php. If still no go, contact us. 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 also appear (takes a couple of seconds). In KMOD 2.2 and higher, there is a bugfix included for this in the KMOD distribution so no need to worry at all.
- Don't be surprised if you find that some monsters got somewhat (or a lot) tougher than they were in the original game (just to give a hint, Korax has 40x the health he had in Hexen and this is no joke).
- Oh and in case you can't kill the Death Wyvern with the old tricks you used in Hexen (e.g. flying tail for him), be aware his movement patterns have been changed completely. He not only shoots more and faster, but also dodges most of your missile attacks. He also won't let you behind his back any more.
- Choose your class wisely.
- With the Mage, your 2nd weapon won't use any mana within a short time after beginning and depending on how much experience you get, your 3rd weapon will use very few or no mana at all towards the middle of the game. You'll rely on spells and tricks all the time - you will never survive any close combat, as you'll run around most of the time without armor and with so few health points that one direct hit from most monsters will kill you at the place.
- With the Fighter, you will mostly have to walk up directly to all enemies and hit them in the face. While your blows will cause great pain to common monsters and towards the end of the game you'll be able to kill lesser monsters with your bare hands, you'll have a hard go against the Big Five.
- With the Cleric, you'll get a mixture of both. Especially in the beginning you'll have to do a lot of close combat. Later on, at some point, your 2nd weapon won't use any mana any more but the other ones will still eat some. And if you build strength to a high level, you'll find yourself switching to your Mace often - not because it doesn't use mana (the Serpent Staff won't neither) but because you can deal out more damage than with any other weapons save the Wraithverge. Not to mention melee punches can't be deflected like the shots of ranged weapons.
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 than that 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.php.
- Speed influences movement and melee speed. Value 10 is the same value you had in Hexen. Values under 10 make 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.
-- FIXME --
The following list gives you the levels at which you acquire the spells and the Faith/Magic/Battle Rage needed:
|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)|
|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|
|Berserker||Level 1||5 initially, and the rest used to extend duration (that means minimum 6 to cast it)|
This is a list of all items you can buy in shops, along with their price in silver and the number of the shopping visit where they appear first (the 1st number is the shop in Hexen, the 2nd number the shop in Deathkings, i.e. 3/1 means you get the artifact on the 3rd shopping visit in Hexen, and the first time you see a shop in Deathkings).
- Quartz flask - 3 - 1/1
- Torch - 2 - 1/1
- Mystic urn - 20 - 3/2
- Flechette - 5 - 1/1
- Dragonskin bracers - 10 - 1/1
- Boots of speed - 15 - 2/1
- Disk of repulsion - 4 - 2/1
- Icon of the defender - 50 - 4/3
- Krater of might - 20 - 3/2
- Porkalator - 25 - 3/2
- Dark Servant - 30 - 4/2
- Chaos device - 20 - 2/1
- Banishment device - 40 - 2/1
- Mystic Ambit Incant (scroll) - 1 - 5/3
- Wings of Wrath - 35 - 1/1
If you've come this far, you've come too far. - Icarius
(quoted from the game Stonekeep by Interplay)