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The KMOD3.0 Class Guide (Version 1.1; 27/12/2007)

Wed, 26 Dec 2007 20:02:10

Karnizero

Ok guys, since i could fix the error when finishing 1st HUB, i started the [color=white:3r5a7n2t][u:3r5a7n2t]ULTIMATE CLASS GUIDE FOR ADVENTURERS[/u:3r5a7n2t][/color:3r5a7n2t] for Korax Mod 3.0. (Not working on less than 3.0) WARNING: some points of this guide are product of my imagination. <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> I will explain what i have learned playing the different classes, and how to build an effective class, and how to create a "sub-class", making the game very different, depending of what class and sub-class we choose. It is suposed that this guide is usefull for the hardest game difficult (Titan, Pope or Archimage skills). Lower skills are for noob players. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Lets start. List of Changes: Version 1.0 to 1.1; 27/12/2007: Important changes!!! -> Berserker Warrior is changed: since maximun INT for a Warrior is 5 (or 6, i dont remember now), the stats needs to be changed, so we can make a equilibrated character. The most important factor for a Berserker Warrior is to make high amount of speed, in low time, before Berzerk goes out. We can construct a Berzerk Warrior using stats like this: at level 2, set INT at max. value (5 or 6). Then, each level, sire stats as 1STR+2AGI+1VIT, or, a slower version but harder hits: 2STR+1AGI+1VIT. Dont forget about VIT!!! 1.- History for Classes: [color=cyan:3r5a7n2t]-> The Warrior:[/color:3r5a7n2t] Playing as a warrior requires a hight game dexterity, map knowledge, and monsters attaking knowledge. A novice adventurer will get hard to use this class, cause nearly the whole game s/he will be using a "close combat" fighting. If you are new at this game, and KMOD3.0, you should choose another class, to get used to game, before choose a warrior. The warriors by itself, are brave, strong and agile, and the no fear enemies or environments. The fear has no chance at their hearts, and they are a real killing machine when they enter in Berzerk mode. No enemy will feel their death coming in their cold and deathfull steel. They believe in god Crom, guardian of Earth and keeper of the secret of steel, and he give the warriors their great vitality, strength and dexterity. [color=green:3r5a7n2t]-> The Cleric:[/color:3r5a7n2t] The most balanced class, but not necessarily the most powerfull. Depending the situation, the a cleric could be stronger, or maybe weak... If you want long ranged magic, same as hadn-to-hand, this is your class, but keep in mind, that initially you will be weak, cause your close combat attacking skill is also the weakest one, but when you reach a bit more levels, you will notice that game will be easyer for you. The clerics bound their life to Bal-Thadür and Spiritism, so their powers are given by their God and allows then also to manipulate the spirits traped at our reality. Bal-Thadür is the God of Life, Nature and Equilibrium. Their powers can become most powerfull that they can dream of. The unique rule they must follow is to "Respect Life and Death". A Cleric cant kill by pleasure, so no cutting or penetrating weapons are allowed or any bloodspiller spell, cause the blood is the life essence, and they must respect the life itself. Theyr powers are canalized from their deity to theyr bodies, so they cant use heavy armors, like "mesh armor", interupting this "energy" flux, same as any other magic-imbued armors, disturbing their contact with the deity (for example, Dragonskin Bracers) [color=red:3r5a7n2t]-> Magicians:[/color:3r5a7n2t] this is the long-ranged class. Weak at close combat, deadly from far distances. This will surely be a nice class for those beginners at KMOD3.0. Their spells are much harmfull, and killing in a longranged distance is much more secure for those who know nothing about the beasts populating the world. The Magicians control the nature forces and interaction with themselves, so they can modify some aspects of the world, or create some unnatural effects. They only believe in themselves. No god and no man can tame them. The only rule they follow is the nature equilibrium. They are not allowed to change the nature itself, or affect the natural process of the world or universe. It is told that magicians cant interact with superior forces because they worship no god. They are a kind of clerics who have forgot about gods, so a mundane magic only remain their bodyes. Ok, that was a short and imaginative description about each class. Not, i will explain what a sub-class is, and how to create a balanced and powerfull one. This is very important, because setting up a wrong sub-class, will weaken our hero, and we will get harder to advance in game. -> What a sub-class is? A sub-class is how we can call a class, but depending on what kind of stats we rise, and this will affect the game drastically. For example, a warrior can have much agility, much strength or much wisdom, or any other. That is a sub-class. -> Warrior Sub-classes: 1.- Strength Warrior: this is one of the basic warriors we can build. The main atribute we need to set is _Strength_, followed by _Constitution_. This build will grant us powerfull hits, letting us to kill most of enemies in a few hits. Constitution is a must-have. Without a medium or high constitution, we will die soon. We need that to keep alive while killing enemies. The worst part of STR-Warrior is slowness. A STR-Warrior is a slow attack character, so we will get hard to kill numerous enemies. Only high vitality can keep us alive. The stats build should be 2STR and 2CON each level (this is, 2 point for Strengh and 2 points for constitution). Not AGI, INT or WIS is needed. 2.- Berserk Warrior: The main use of this warrior is to set him so they can keep berserk the most the time. This not means keep the Warrior the whole game as berserk. This means that we can use berserk when we need, without having to wait until SP (Spell Points) recovers. This is very usefull if we fight against numerous enemies, or strong ones. For keeping a good amount of SP, we need to have an high INT, granting us to cast Berserk at least once, and we can "berserk" again when the last berserk is over. The build of this sub-class, could be something like: at level 2, set your INT at it's maximun value (5, i think). Next levels, rise stats as 2STR+1AGI+1VIT, or 1STR+2AGI+1VIT. With those stats, it is suposed that at level 6 you can berserk "when you want" with no waiting time to recover SP. 3.- Agility Warrior: Agiliti warriors are the faster warriors and faster attack than any other character. This is good for rushing, allowing us to kill multiple enemies with medium damage, but very fast attacks. But beware, because this sub-class is the weaker one (low HP, i mean), so keeping in the center of the combat much time, will end our life soon. A good build for this, would be: 1STR, 1CON, 2AGI (AGI until reach max points, then level up STR). This is the weaker one, but the funiest. -> Cleric Subclasses: 1.- God Powered: as you are surely keeping in mind, this is the basic cleric build. This is centered into cast (or use) their staves and spells, with the less mana consumption. At far distances, that is strong, but very weak at short range. Try not to keep in the center of the battle, or you will die before you can react. A nice build for this, is 1CON, 3WIS. At the initial levels, you will get very, very, very hard to advance, because of your slow and very light hand-to-hand attacks,and when find Serpent Staff, because of you high mana consumption, but having a bit more levels, the game will keep easily. Your first goal should be to reach level 6 before face hard places or monsters. You will also have some SP, usefull for Healing Spell, but forget to use Spirits Within or any other, because your SP will drain fast, and you will get out of Healing Spell for a time. 2.- Spellcaster: as its name tolds, this is a cleric who will have their main power in the use of spells (when we speak about spell, we refer to the power given by advancing levels). You must notice that cleric spells are really powerfull and hanly, for example Spirits Within, or Banishment. You will have enough mana to use to weaken enemies, but you really will be using your special spells many times. Setting up your stats like 1WIS, 3INT, will grant a great amount of SP, and some mana enhancement. That is a hard to use sub-class, so maybe you will get hard to get used to this. 3.- STR-Hybrid: a kind of mixt between a warrior and GodPowered Cleric. You will get a nice enhanced mana, same as a hard close-combat hits. Keep in mind that your mana is not infinite (like in the GodPowered class). Thatis for sure for high level weapons (Firestorm and Wraithverge). But in advance, you no need to use those weapons all the time. Stats for this sub-class are 2STR, 2WIS. Forget about casting high level spells, such as Spirits or Banishment. The most usefull spell for you is Healing Spell. 4.- Spellcaster Hybrid: mixing the GodPowered sub-class with the Spellcaster one, we can get a balanced hero, but lacking in some points (same as STR-Hybrid). Your high level weapons (Firestorm and Wraithverge) will drain some mana, but you will be able to cast high level spells with no much SP consumption. Setting up stats like 2INT, 2WIS, will be nice for this sub-class. -> Magicians Subclases: This class has not much chance. We will keep attacking from far distances, so no much sub-classes can be defined. 1.- Pure Wisdom: yes, a pure wisdom magician, allowing us to cast spells "for free". We will need some levels to reach this, but we will get a nice gift when we can forget about mana draining. Setting up this class is as easy as setting up 4WIS. No other stats are needed. But beware: low Health Points and Low SP. Some "innocent" hits, can finish your adventures forever. 2.- Pure Intelligence: settig up only Intelligence is not good. This sub-class is a king of hybrid one, allowing us to cast spells, and use our weapons. At this sub-class, we cannot forget about mana draining, same as SP, cause we will spend more mana than previous class, but we can cast our special spells, more that one time (I talk about high level spells). A 2INT, 2WIS, or maybe 1INT, 3WIS will be ok. -> Tips for low leveling advancement => General Tips: For any class, the best idea is to "level-up". Dont worry if you need much time to end Seven Portal or any other map. The first objective is to advance all levels you can at the first hub. This includes the secret level, letting you to gain nearly one whole level. The second best idea is to keep wealth. Wealth is Mana, SP, Silver bars and artifacts. Wasting any valuable is never a good idea. Keep items for really hard situations, or umprevisible ones. Trying to kill all enemies in all maps, is the best strategy. You have no reason for hurryes. The Flame Mask cant run!!! 1.- Cleric Tips: when you start, you will realize that your hand to hand combats are slow and boring. Dont worry, because when finding the Serpent Staff, the game will change. The use of Flechette is necessary, mainly when you found many enemies. Do not waste Flechettes trying to kill one or two enemies. Flechettes will make you to win fast experience if you use wisely. 2.- Warrior Tips: your wors enemies are the ranged ones. Use Timon'sAxe to smash them. Dont waste mana when killing close-combat enemies (Centaurs and Ettins). Your Flechettes can be handly when trying to kill hard monsters. If you get hard to kill long ranged enemies, dont forget about Berserk skill. If you are not a Berserker Warrior, you cant cast berserk more than once, so be fast and kill fast. No worry about silver or any other item. The first preference when in berserk, is to kill enemies. 3.- Magician Tips: you will get easy to defeat enemies, but sometimes, you can be rounded by enemies. In that case, you shouldn't use a Flechette, because you will die before any enemy. If you are rounded and you see no "exit", use a chaos device. That will be your only possibility. If you see that killing one or two monsters can make an "exit", then you better use Mystic Urn, or one or two Quarz Flasks, but no waste those if you are completely rounded. Also, a nice solution is to use "Protective Spell", but use this if you really see a near way to get out of there. ============= And that is all. Do you have any other sub-class in mind? Any other class strategy? What would be your prefered class and subclass? Any comment, doubt, suggestion or idea, just let me and other users to know. Cya.
Wed, 26 Dec 2007 21:36:06

TheCount

[quote="Karnizero":i5mbze2e]Any comment, doubt, suggestion or idea, just let me and other users to know. Very nice guide <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Looks definitely useful for newbies to Hexen.
Thu, 27 Dec 2007 05:11:42

Necromancer

Can we expect KMOD 3 as a belated Christmas present? <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Thu, 27 Dec 2007 10:07:47

RambOrc

Yeah, 2009ish.
Thu, 27 Dec 2007 14:40:24

Necromancer

<!-- s#-o --><img src="{SMILIES_PATH}/eusa_doh.gif" alt="#-o" title="d'oh!" /><!-- s#-o -->
Thu, 27 Dec 2007 15:34:34

Crimson Wizard

<!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> There 's a chance Scattered Evil (alpha or even beta) will come out earlier.
Thu, 27 Dec 2007 16:00:16

RambOrc

Yep, we have several projects going on parallelly, so it's not a "KMOD3 first then KA then Scattered Evil" thing.
Thu, 27 Dec 2007 16:51:09

Karnizero

New Guide Version: 1.1, dating 27/12/2007: 1.- List of Changes added 2.- Berserker Warrior changed, since i have remembered that max INT for Warriors is 5. [u:1rog4q64][color=black:1rog4q64]Click Here[/color:1rog4q64][/u:1rog4q64] for detail. [quote="RambOrc":1rog4q64]Yep, we have several projects going on parallelly, so it's not a "KMOD3 first then KA then Scattered Evil" thing. If the development process is parallel (instead of lineal), and we will get an Alpha or Beta soon, that means that all TCs will be released at same time, in a very near future. (1 or 2 months maybe?) <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> A "ending-xmas" present from Korax Mod Team should be very nice. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> (Appart of KMOD3 and KA)...
Thu, 27 Dec 2007 16:55:26

Crimson Wizard

[quote="Karnizero":4yj0ijf6][quote="RambOrc":4yj0ijf6]Yep, we have several projects going on parallelly, so it's not a "KMOD3 first then KA then Scattered Evil" thing. If the development process is parallel (instead of lineal), and we will get an Alpha or Beta soon, that means that all TCs will be released at same time, in a very near future. (1 or 2 months maybe?) <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> What?? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Feels like you know about our progress something that I do not.
Fri, 28 Dec 2007 00:08:03

Karnizero

[quote="Crimson Wizard":1hpt1s5d]What?? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Feels like you know about our progress something that I do not. I am God. The future has no secrets for me. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> But if i was not wrong, then i have just having a nice surprise hehe...

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