KRPG Manual

Basic RPG features

Levels and Experience

Killing monsters and finishing certain tasks rewards experience (EXP).

Whenever you gain enough experience, you level up and in addition to gaining more hit points and faith/magic/battle rage, you receive six attribute points you can put into any of the attributes (if you set update stats to automatic, the game will evenly distribute points upon leveling up).


Attribute system

The attribute system consists of six attributes straight out of the classic D&D system: strength, dexterity, constitution, intelligence, wisdom and charisma.

Strength (STR)

Increases the power of melee attacks.

Increases movement speed.

Dexterity (DEX)

Increases the power of ranged (physical) attacks.

Increases the speed of physical attacks (melee and ranged).

Constitution (CON)

Increases the hit point gain when leveling up. This is cumulative, so investing most of your points into CON in the early levels means your health will ramp up much faster.

Increases resistance to poisons and diseases.

Intelligence (INT)

Increases the power of offensive spells.

Increases the size of the magic/faith/rage pool.

Wisdom (WIS)

Increases the power of non-offensive spells.

Increases the regeneration rate of the magic/faith/rage pool.

Charisma (CHA)

Increases price at which shops buy items from the player and decreases the price they charge the player for items they sell.

Reduces the amount of mana or magic/faith/rage needed to cast a spell or fire a weapon.


Character Creation

The character creation consists of several steps.

The first step is to give your character a name, select his class and colors.

The second step lets you customize your character’s starting attributes. Once you reach this step, you will see a list of attributes for your character as well as the values the game randomly assigns to them. If you don’t like the current distribution, you can reroll your stats by selecting the ‘reroll’ option or choose the default build.

There are a couple more options when creating your character, the first one is the experience modifier, which can increase or decrease the amount of experience you get from enemies. The other is the autoupdate option, when this option is on the game will automatically assign the new stats for your character once you level up, if this option is off you can use the journal’s stats screen for updating your character’s attributes as you see fit.


Game difficulty and complexity settings

The game’s difficulty is set at start in a two-layer system where the player chooses game difficulty and RPG complexity independent of each other.


Game difficulty

  • easy
  • normal
  • hard

These values determine the number and type of monsters in any given dungeon map (just like in the original Hexen).


Advanced Roleplaying Elements (not implemented yet)

  • off
  • simple
  • complex


  • All these extras are switched off. When the player levels, attributes are automatically increased.


  • You need to increase your attributes manually after reaching a new level.
  • Armor deteriorates with time.
  • Some monsters have resistances to certain types of attacks (e.g. wendigos take less damage from frost shards).


  • You need to increase your attributes manually after reaching a new level.
  • Armor deteriorates with time.
  • Some monsters are immune to certain types of attacks (e.g. wendigos take no damage from frost shards).
  • Prices in shops change depending on your interactions: If you sell a lot of the same item, its price decreases. If you buy a lot of an item, its price increases.
  • While traveling the countryside (on the travel map), you may be attacked randomly by groups of roaming monsters. In such a case, you get thrown into a small outdoors map with a bunch of monsters heading straight for you. If you survive, you can continue on the travel map. If you don’t, savegame is your friend.


Traveling around the world

The player travels between distant locations using the Travel Map. While traveling, your progress from the last stop is depicted by a red line drawn on the map.


While standing still, your current location is displayed by a blue spot. You will also see up to four direction arrows that allow you to choose your further path. To do so, press the cursor key(s) corresponding to the direction you want to go; when the selected arrow starts to blink, press Enter or Space to start marching, or another cursor key to change direction. Alternatively, before selecting a direction, you can press Enter or Space to enter the location you are standing at.


When you travel along the road and arrive at your next destinaton, you will be asked if you wish to enter the location you’ve just reached. You may accept, or decline and continue traveling.


The Journal

The journal is a centralized menu where all the player’s stats and activities can be viewed. You can access it by binding a key to the ‘journal’ option in the controls2 menu screen (by default it’s bound to the ‘J’ key).


The journal has several sections:

  • Stats: This section shows the player’s stats, including his level, how many gold he has, and the attributes (STR, CON, etc.) along with their current value. This screen also works for updating stats when leveling up, so once you reach a new level you must enter the journal’s stats screen to update your character skills, unless you select the auto update option when creating your character.
  • Arsenal: This section gives you access to the arsenal screen where you can select your active and inactive weapons in each weapon slot.
  • Log: When implemented, this section will show you the descriptions of those important places you have visited, item descriptions of items you have picked up and used, weapons, spells, etc.
  • Map: When implemented, this will show the automap in dungeons and a hand-drawn map in towns.
  • Bestiary: When implemented, this will show descriptions of foes you have faced or learned about from books.


Weapons and spells


The player has ten slots available for weapons, each slot has a specific weapon type (for example the fighter’s second slot only contains axes of all types, the third slot only hammers, etc.). Each slot has two types of weapons: active weapons that are being used for attacking enemies and inactive or backpack weapons which are available to set as active weapons.

The weapons can be switched using the arsenal screen (at this point only the fighter’s arsenal screen is implemented). In the arsenal, the screen is divided into two sections: the top section (with the fighter’s belt) contains the active weapons for each slot and the lower version (the backpack) contains inactive weapons for each slot that can be set as active weapons by selecting them and pressing the enter key. You can navigate to slots by pressing the right and left arrow keys.


You can get ‘debugging’ weapons with the ‘gimme weapons’ cheat code.

This part of the game is in a higly unfinished state, for more information on what’s planned you can consult the KRPG concept.


Class Spells

The list of class spells can be navigated similar to the inventory in the original Hexen, by binding keys to the spell right and spell left options in the controls2 menu screen (by default Numpad 7 and Numpad 9), once you bind them you can navigate through the spells you have learned. You also need to bind a key to the use class spell option (by default Numpad /), once you bind a key you can use a spell. There are several types of class spells in the game: offensive, defensive and other.


You might notice that some spells are weaker versions from those in the original Korax Mod, this is because they now work depending on the caster’s level: as you level up, the spells get stronger.

You can test all spells already implemented with the ‘gimme spells’ cheat code (class restrictions still apply).



To navigate the inventory in two dimensions, you can use the Numpad cursor keys (8/2/4/6). To use the currently selected inventory item, press Numpad 5.



NPC Interaction

To interact with a friendly NPC, walk up to them and press the use key (Enter or Space).



Once you enter the conversation screen, you will notice that the screen consists of three areas:

  • the NPC’s name
  • what was said last in a conversation (either by you or the NPC)
  • dialogue options

To pick a dialogue option, highlight it using the up and down arrow keys and then press Enter.


You’ll know you are in a conversation relevant to the main storyline when the backdrop of the dialogue options changes to a custom portrait:



Buying items from vendors works similar to talking to people: you find a merchant and choose the conversation option that offers the wares you seek to purchase.




This is beta quality software and as such prone to crashes. There might also be places in some loactions you can’t get back from, so make sure to keep several savegames and rotate them. A recommended setup is to have one savegame whenever you are in a town, one whenever you enter a new dungeon, and a third one to save throughout the dungeon.

Bugs can be reported to our bug tracker (you need to register an account before you can submit bugs).

There are also a number of (different) known bugs involving both the OpenGL and the Direct3D renderers. Until they get fixed, just pick the renderer whose visual errors you can better live with.



Due to this mod having been in development for nearly two decades, it’s easily possible that some credits are incomplete. Let us know of any corrections or additions using either the bug tracker or through comments at

Concept/Gameplay Design/World Design



Crimson Wizard, Firebrand, Janis Legzdinsh

2D Art

RambOrc, Mago, Firebrand, Ichor, Sylon, Borsuk, Sahadia

3D Models

Firebrand, Janis Legzdinsh, SkyJake, Dani J666, Chilvence, David Osu, Cain, Jaquboss, J J, Midnightcoast, Yoalieh, Slyrr,  deus-ex, Kendrome


RambOrc, Crimson Wizard, Mago, Firebrand, Pablo Dictter, Chuck Grant, J Diamond, Yvon Lariviere, Kurt Rickerd, Marc R. Bublitz, Ruddy Palacios R., David Ottvall, Shane Paluski, Chris Villarreal, SailorScout, John H. French, Jim Ritchey, Seth Williams, Mark K. Gresbach Jr.


The 4th Class