Table of Contents
- The story so far…
- Installation and startup
- Main Menu
- Start A New Game
- Player movement in the 3D world
- The Status Bar
- Negative Conditions
- Traveling around the world
- The Journal
- Weapons and spells
- Map Scrolls
- NPC Interaction
- The Mansion
- Mouselook stops working after Alt+Tabbing out of the game and back in
- OpenGL doesn’t work on my computer or it’s uselessly slow
- Error message “Game mode indeterminate” on startup
- Error message “ChangeResolution: failed to set default resolution” on startup
- Sound/music not playing any more
- The game seems to freeze on entering a new area
- Can’t pass NPCs on a busy street
- Can’t jump on slopes
- A text message on the screen disappeared too fast to read
- I am stuck in an NPC conversation loop
Korax’ Heritage: Scattered Evil, the first game built upon the Vavoom-based KoraxRPG (KRPG) engine, is a cross-breed between a first person shooter and a role playing game, set in the world of Hexen. In addition to the 3D movement, exploration and fighting of the original Hexen, you can travel around the world in different ways and talk to non player characters (NPCs) to learn new spells, acquire new weapons, buy useful items and more. In addition, you get experience for killing monsters and finishing quests. After earning sufficient experience, you level up, gaining more power. Your deeds as well as any useful information you come upon in your travels are automatically recorded in your journal.
The story so far…
It’s been three months since Korax’ defeat in the Dark Crucible. The sole survivor of the ordeals, the mage Daedalon, withdrew into an abandoned tower in the wilds of a faraway southern province called Charybdea.
Born and raised in Charybdea, which was mostly untouched by the evil hordes, you spent this last year completing your training with your order. Now that you have graduated, you are eager to strike out on a grand adventure of your own. You contemplate where to go, when a courier delivers a sealed letter to your cubicle, with an invitation from Daedalon.
You embark on the journey to his tower, but decide to take a shortcut through the Praevian Forest to save time. After a few hours, you realize you are lost and decide to take a short break in the clearing ahead.
As you step out from behind the last tree into the clearing, you realize you are not alone. An ettin is standing in the middle of the clearing – luckily for you, looking in the opposite direction, busy with a cauldron hung over a campfire.
Your first test awaits…
Installation and startup
After downloading the ZIP file, extract its contents into a folder of your choice while preserving the subfolder structure. Then copy a version 1.1 hexen.wad into the main game folder or use the included setup utility to specify the IWAD location.
The game folder contains a text-based setup utility that allows you to set a specific screen resolution before starting up the game, specifying a hexen.wad location outside of the Scattered Evil folder structure, as well as a few additional options depending on the operating system. To start this setup utility on Windows, double-click on the file “setup.bat” in the main game folder. To start this setup utility on GNU/Linux, change to the main game folder in a terminal window and type sh setup.sh
To start the game on Windows, double-click on the file “ScatteredEvil.bat” in the main game folder. To start the game on GNU/Linux, change to the main game folder in a terminal window and type sh ScatteredEvil.sh
If you have any issues with starting up or running the game, check the chapter “Troubleshooting” at the end of this manual for solutions.
You can invoke the main menu any time (except during conversations and while perusing the journal) by pressing the Esc key. You can navigate menu items with either the mouse cursor or using the arrow keys and select an item by either clicking on it or pressing Enter.
The main menu contains six items:
Includes options to start a new game, load a saved game, save a game in progress or end a game in progress.
Includes a number of submenus to reconfigure key bindings and tune some of the visual, audio, input or gameplay settings.
Displays a number of help screens. You can leaf through them by using the arrow keys.
Displays the credits screen.
Pulls down the console so you can type commands, the majority of which are identical to the Vavoom console commands.
Exits the game upon confirmation.
Start A New Game
To start a new game, invoke the main menu, select “single player”, then select “new game”. You will be led through a 7-step process to create your new character.
This is at the core of the unique KRPG experience: you can tailor the game’s behaviour to your playstyle. The higher the complexity setting, the more you need to explore, the more minute details of your character you need to manage, the more riddles you need to solve and the more you need to care about people’s feelings; the lower the setting, the more you can just concentrate on the business of killing monsters.
This defines your character’s attitude towards law and order (lawful, neutral, chaotic).
This defines your character’s view on good versus evil (good, neutral, evil). In combination with the previous alignment, it can have great influence on how the world’s denizens view your character.
Player Class Selection
Here you can pick one of the player classes. They are identical to the ones in Hexen and handle similarly, but with a much stronger emphasis on their core strengths and weaknesses: the fighter becomes extremely strong in melee, the cleric can heal lots of damage fast, and the mage has a vast number of spells at his disposal.
Here you can name your character and pick the color of his robes/tunic/loincloth.
Starting Ability Scores
This step allows you to define the starting score of your abilities and lets you reroll until you find a combination to your liking (or just take the default build).
- Strength: Increases the power of melee (physical) attacks. Increases movement speed.
- Dexterity: Increases the power of ranged (physical) attacks. Increases the speed of physical attacks (melee and ranged). Increases casting speed.
- Constitution: Increases hit point gains when leveling up. Increases the amount of damage absorbed by armor.
- Intelligence: Increases the power of spells.
- Wisdom: Reduces the amount of mana needed to cast a spell or fire a weapon.
- Charisma: Increases the size and the regeneration rate of the Battle Rage/Faith/Magic pool.
Of the five difficulty settings of the original Hexen, one has been removed (the second easiest) and one has been tweaked:
- easy (same as easiest in Hexen)
- medium (same as the original third difficulty)
- hard (corresponds to the original fourth difficulty level)
- nightmare (differs from the original highest difficulty level in two aspects: monsters do triple damage and cheats aren’t disabled)
Player movement in the 3D world
Player movement differs in three small ways from that of other DOOM source port games (even vanilla Vavoom).
You can crawl on all fours as usual by pressing and holding the crouch key (C or NumPad 1 by default), but there is also the option to fine-tune your character’s height at intermediate levels and move around in a slightly slouchy manner, without having to hold the crouch key. To achieve this, lightly tap the crouch key once or a few times, until you lock in the desired height (pressing the key too many times will make you squat, a stance from which you automatically stand up again when releasing the crouch key).
To climb a ladder, keep walking forward by holding down the assigned key (by default the up arrow key or W). If you release the movement key while climbing a ladder, you will let go of the ladder and drop down. There is no downward travel on ladders; if you want to get to the lower floor, just jump down.
To open a door, just push against it. This works no matter what direction you are facing, i.e. you can kick open a door behind you while backing away from and firing at a horde of monsters charging towards you.
The Status Bar
The status bar shows the most relevant character information at a glance.
From left to right:
- Current player level and the percentage of experience until the next level
- Amount of money
- Armor status indicator
- Amount of Blue Mana
- Amount of Green Mana
- Amount of Red Mana
- Currently active inventory item
- Player hit points (health)
- Carried weight indicator
- Hunger status indicator
- Fatigue status indicator
- Amount of Battle Rage/Faith/Magic
- Currently active class ability
In full screen mode, the status bar is replaced by a minimalistic HUD in the lower right corner of the screen.
In the leftmost column, there are two boxes:
- the upper box displays the currently active class ability and the current amount of Battle Rage/Faith/Magic
- the lower box displays the currently active inventory item and the number of such items in your possession
On the right side, from top to bottom:
- Player Hit Points (health)
- Amount of Blue Mana
- Amount of Green Mana
- Amount of Red Mana
In the middle column, to the left of the mana counters the mana color indicator lights up if your currently equipped weapon or spell is using that color of mana.
Armor comes in three major weight classes: light, medium and heavy. They differ by the percentage of incoming damage they absorb, their durability and their weight.
Each armor class is available in a plain version where it absorbs all incoming damage at the same rate, or with certain resistances embedded. Usually, armor has one or several of the following resistances: poison, frost, fire.
When an armor piece’s durability reaches zero, it becomes irretrievably damaged and can’t be repaired any more. Seek repair from a blacksmith before this happens. Alternatively, you can obtain an armorer’s hammer that you can carry around and attempt to repair your damaged armor yourself. The maximum percentage of durability that can be restored depends on the RPG complexity chosen.
Your Constitution score determines how much weight you can easily carry. Once the total weight of items you carry with you exceeds this threshold, you become Overburdened, signalized by a bright red exclamation mark on top of the carried weight indicator. While Overburdened, your movement speed is reduced and your hunger and fatigue increase faster than usual.
On Old School RPG complexity, there are two additional states: Extremely Overburdened and Lightfooted. Extremely Overburdened is signalized by three bright red exclamation marks on top of the carried weight indicator and further exacerbates the negative effects of Overburdened. In contrast, Lightfooted occurs when the weight carried is less than half the threshold determined by your Constitution score and is signalized by a bright green checkmark on top of the carried weight indicator. In this state, the player moves faster and takes longer got tire out or get hungry than usual.
This feature is inactive when RPG complexity is set to “Off”.
As time passes, your character’s belly starts to rumble. The hunger status indicator will slowly fill up and once it reaches 100%, a bright red exclamation mark appears to indicate that the character is in the hungry state.
While hungry, your character gains a reduced amount of experience (half the usual amount on Standard RPG complexity, a quarter of the usual amount on Old School RPG complexity). The fighter gets hungry the fastest, the mage the slowest. Hunger grows faster on Old School RPG complexity.
To completely still your character’s hunger, look for an establishment that serves food. Some merchants also sell food you can carry in your inventory, allowing you to eat while off in the wilds.
Note that traveling on foot (using the travel map) increases your hunger, while traveling on a boat or stagecoach driven by someone else decreases it.
This feature is inactive when RPG complexity is set to “Off”.
Strenuous physical exercise (jumping, climbing, swimming and the like) will cause your character to tire (on Old School complexity, using class abilities also increases fatigue). The fatigue status indicator will slowly fill up and once it reaches 100%, a bright red exclamation mark appears to indicate that the character is in the tired state.
While tired, your character moves, fights and casts slower (3/4 the normal speed on Standard RPG complexity, half the normal speed on Old School RPG complexity). Additionally, the fighter can’t use his martial skills. The mage tires the fastest, the fighter the slowest.
To completely regain your vigor, visit an inn and rent a room to get a good night’s sleep.
Note that traveling on foot (using the travel map) increases your fatigue, while traveling on a boat or stagecoach driven by someone else decreases it.
This feature is inactive when RPG complexity is set to “Off”.
Traveling around the world
Once you exit a location connected to the travel map (when starting a new game, it’s leaving the first town by walking down the road), the game displays the travel map interface, a hand-drawn depiction of the world. A red dot on the map shows your location in the world and the blue arrows show the direction(s) you can travel in. To pick a direction, press the corresponding arrow key and when the blue arrow starts blinking, press Enter.
As you start traveling, the red dot representing your location starts moving in the indicated direction, trailed by a red line showing your recent progress.
Once you 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.
Some locations offer faster travel methods than just hoofing it.
- Coastal towns offer a boat service to other coastal towns. Look for a sailor with a docked sailboat to arrange passage. Depending on the RPG complexity setting, you may need to visit places on foot first before they become available for boat travel.
- There is a coach service between many towns. Look for a Coach Station in any larger town and talk to a driver to arrange passage. Depending on the RPG complexity setting, you may need to visit places on foot first before they become available for stagecoach travel.
- Talk to a mage at a mage tower to attune to that place, then use an inventory item called Scroll of Recall any time to teleport back to that tower.
You can access the journal during play by pressing the J key and navigate its content the same way as the game menus.
The Journal consists of several sections:
This page allows you to increase your ability scores with the points you receive whenever you level up.
This section allows you to collect maps of different subregions and cities, purchased from vendors. On these subregion maps, the journal will automatically add annotations when you visit (or hear from) places and accept quests.
When you talk to an important NPC and accept his/her task, you may receive a trackable quest. To make sure you don’t miss having picked up a quest, a message pops up upon exiting the current conversation.
Upon opening the corresponding organization’s quest page, you will see the new active quest in a faded salmon color:
Once you feel you have fulfilled the quest requirements, return to the quest giver NPC and talk to him/her again. You will receive some kind of quest reward and the quest description in the journal will turn to a faded light brown color.
Quests you haven’t yet accepted are not displayed. Depending on the RPG complexity setting, there is a more or less detailed hint directing you towards the questgiver.
This section appears only if RPG Complexity is set to Old School. Here some additional mini-quests that grant experience or some other reward are listed in a short form, making it easier to track them.
This page keeps track of your valuables, including the coins you carry around, any real estate you might have bought, the average selling price of your more valuable items and the current balance of your bank account if you have one.
This section lists all weapons you have, along with a short description of them. Depending on the RPG complexity setting, there is a more or less detailed hint on where and how to obtain any weapons you don’t yet have.
This section lists all spells you know, along with a short description of them. Depending on the RPG complexity setting, there is a more or less detailed hint on where and how to obtain any spells you don’t yet know.
This section lists all class abilities you know, along with a short description of them. Depending on the RPG complexity setting, there is a more or less detailed hint on where and how to learn any abilities you don’t yet know.
Depending on the class, this section has a different name in the journal.
- Fighter: Martialis (a collection of martial skills)
- Cleric: Psalter (a collection of prayers)
- Mage: Grimoire (a collection of cantrips)
This section displays information and depictions of the monsters you will face on your journey. Collecting these information pages also increases the damage your weapons do to monsters.
This section contains information you collect from specialists around the world. Acquiring a codex page will also enhance your mind, allowing you to cast spells of greater power.
Whenever you obtain a new map, bestiary page or codex page, you will receive a notification on-screen, as depicted in the screenshot below:
Weapons and spells
Each class starts with the weapon in the first slot (which doesn’t use mana) and can obtain the weapon for the second slot (which uses blue mana) in the first few minutes of playtime in the vicinity of the first town after starting a new game. After that, the player needs to complete quests to obtain the remaining weapons.
- Slot 1: Spiked Gauntlets
- Slot 2: Timon’s Axe
- Slot 3: Axe of the Depths
- Slot 4: Hammer of Retribution
- Slot 5: Quietus
- Slot 6: Inferno Hammer
- Slot 1: Mace of Contrition
- Slot 2: Morning Star
- Slot 3: Serpent Staff
- Slot 4: Evening Star
- Slot 5: Wraithverge
- Slot 1: Thunderstaff
- Slot 2: Sapphire Wand
- Slot 3: Ruby Wand
- Slot 4: Bloodscourge
You need to complete quests to learn the spells available to your class.
- Slot 7: Chilling Touch
- Slot 8: Molten Metal
- Slot 9: Judgment
- Slot 6: Firestorm
- Slot 7: Poison Cloud
- Slot 8: Tornado
- Slot 9: Tears of the Gods
- Slot 5: Frost Shards
- Slot 6: Arc of Death
- Slot 7: Fireball
- Slot 8: Armageddon
- Slot 9: Wyvern’s Breath
Class specific abilities
Each class has a unique type of abilities: the mage sings cantrips, the cleric recites prayers and the fighter hones his martial skills.
To pick a class ability for the active slot, press one of the spellstrip navigator keys (by default [ for left and ] for right) and then move the selection bracket left or right until you highlight the ability you want to have active. You can invoke the ability any time by either clicking the right mouse button or pressing Numpad /.
Each class has a different number of abilities, using their class specific resource (battle rage/faith/magic). The first ability on the list for each class is automatically obtained at game start, the remaining ones are taught by a class trainer in the corresponding order base in Thystes.
Fighter Martial Skills
- Spirits Within
- Create Mana
- Arcane Shield
While the Atlas section of the Journal contains all maps you collect during your travels, you can quickly view the map of the current region (or city) you are currently in by pressing the M key. If there is no specific map in your possession for a given location, the province map is shown instead.
There are also a few switches available in the Gameplay Options menu to fine tune this interface.
The inventory is now two-dimensional. Use the Numpad arrow keys (8 for up, 2 for down, 4 for left and 6 for right) to navigate in all directions. To use the currently selected inventory item, click the middle mouse button or press Numpad 5.
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’ll see that it 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.
By default, the text color signifies who is currently talking: green for NPC lines and white for your lines. A setting in the gameplay options menu allows you to explicitly display the speaker’s name, like in the screenshot below. Another setting allows you to switch conversation sounds on or off.
Sometimes there is a narrator comment, this is signified by a faded salmon color.
You know you are talking to someone important when after initiating a conversation you see a custom portrait of the NPC:
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, provided you have enough money to complete the transaction. You can see the amount of crowns you possess in three locations: the first page of the journal, the moneybag icon in the status bar and by opening your inventory and looking for the stack of coins.
Prices may vary from region to region and merchant to merchant. Coastal warehouses often offer substantive discounts on bulk purchases.
Some merchants might be willing to buy certain items from your excess inventory. Look for a conversation option mentioning it.
If you are looking for a place to rest and unwind, you can buy a luxurious mansion in a prime urban location. Depending on the RPG complexity setting, it comes fully or partially furnished (in the latter case, you will need to scour the province for good deals on functional and decorative items alike).
Mouselook stops working after Alt+Tabbing out of the game and back in
Once the game window is in focus again, press the Alt key and mouselook should start working again.
OpenGL doesn’t work on my computer or it’s uselessly slow
The game defaults to the OpenGL renderer; if you’d like to try the deprecated Direct3D renderer, open ScatteredEvil.bat in a text editor and replace “-opengl” with “-d3d”.
Error message “Game mode indeterminate” on startup
If you get an error message on startup saying “Game mode indeterminate”, this means the game couldn’t find a valid Hexen.wad in the directory where Vavoom.exe resides. You can also use the included setup utility (setup.bat/setup.sh) to specify a location outside of the Scattered Evil installation directory.
Error message “ChangeResolution: failed to set default resolution” on startup
The game is set to run at 1920×1080 by default. To set it to a different resolution before starting up the game, use the included setup utility (setup.bat/setup.sh) or edit the file “config.cfg” in the game subfolder “koraxrpg” and modify the values for “screen_height” and “screen_width”.
Sound/music not playing any more
Ensure both music and sound volume are set to something else than zero, then exit and restart the game. If there is still no audio: quit the game again, start the registry editor (regedit.exe), navigate through to the path HKEY_CURRENT_USER\Software\Microsoft\Internet Explorer\LowRegistry\Audio\PolicyConfig\PropertyStore and click on each key until you find one that contains the name of the Scattered Evil game folder. Delete this key with all its values and start the game again.
The game seems to freeze on entering a new area
Depending on the size and complexity of the geometry and the number of light sources, some maps take up to several times longer to load than usual. Examples of this are the cities of Thystes and Ocadia, as well as the dungeons Donas Monument and Ruins of Nisisil.
Can’t pass NPCs on a busy street
There are a couple of tricks to deal with NPCs blocking your way, first and foremost jumping over them if there is enough vertical space. This can be somewhat tricky on slopes (see the next entry). You can also stand your ground, blocking the NPC from going in a certain direction. After a brief hesitation, they’ll turn around and walk away in a different direction.
Can’t jump on slopes
If you press the jump key while moving up- or downward on a slope, the game ignores your request to jump. What works however is stopping on the slope, then pressing the jump key and then the forward key.
A text message on the screen disappeared too fast to read
If you pull down the console (by pressing the ~ key or choosing the “console” option from the main menu), it’ll show the message(s) previously displayed in the center of the screen.
I am stuck in an NPC conversation loop
There is always a chance an inadequately tested conversation flow gets the player stuck in a loop. To exit such a conversation, pull down the console by pressing the ~ key, then press ~ again to return to the game. Note that this can break the NPC’s conversation (including quest status), so only use it if irretrievably stuck.
This game has many moving parts and isn’t guaranteed to be bug free. To avoid losing a significant amount of game progress, we recommend you keep several savegames and rotate them. A flexible setup is to use a slot for whenever you are in a town, one for when you enter a new dungeon, and a third one to save throughout the dungeon.
Any bugs you find, please report them to our Bug Tracker at www.koraxheritage.com/bug-tracker.
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 through comments at www.korax-heritage.com.
Concept, Gameplay Design, World Design
Janis Legzdinsh, Firebrand
Firebrand, Crimson Wizard, Janis Legzdinsh, RambOrc
RambOrc, Mago, Firebrand, Crimson Wizard, SallazarSpellcaster, Sylon, Neoworm, Rolls, Ichor, Borsuk, Sahadia, Humus
Firebrand, Janis Legzdinsh, RambOrc, Willem Sitters, Yughues, Elias Tsipras, Cain, Chilvence, Jaquboss, Slyrr, Yoalieh, Midnightcoast, J J, Deus-ex, SkyJake, Dani J666, David Osu, 3dregenerator, 3absiso, Xzay, Ricknabby, Vinrax, Exocet, Etwin, PBR Scans, PotatoOrgyLt, Kaidash, Julius, Medievalworlds, Emmanuel Puybaret, Galun, Trismigist, Banism24, Savino, Ktulhu, 3DRivers, Arturh
RambOrc, Crimson Wizard, Mago
The 4th Class, Jimmy, Alfonzo, TheRhalf
AderuMoro, Pyro13djt, JarAxe, Balloonhead, Tekgnosis, Theuncertainman, Alphahog, Shawshank73, EFlexTheSoundDesigner, TRXone, Intimidated, Scottemoil, Magic-Cap, Stewartcolbourn, Kennysvoice, Aarongbuk, Teqstudios, Artordie, Unfa, Nnus, Iceofdoom
Internal Beta Testers
Original Game Assets
Scattered Evil is based on Raven Software’s Hexen, using many of its original assets. It also uses a lot of 2D art, some 3D models and a few sounds from Heretic, Heretic II and Hexen II.
The 2D animations and sounds for some of the weapons and spells are based upon the artwork of Capstone’s Witchaven.
The generic peasant sprites were copied from Rogue Entertainment’s Strife.
The majority of noncommercial assets are released under a Creative Commons or a GNU license. See the attribution list for more details.