Table of Contents
Introduction
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 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.
Main Menu
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:
Game
Includes options to start a new game, load a saved game, save a game in progress or end a game in progress.
Options
Includes a number of submenus to reconfigure key bindings and tune some of the visual, audio, input or gameplay settings.
Help
Displays a number of help screens. You can flip through them by using the arrow keys and return to the main menu by pressing ESC.
Credits
Displays the credits screen.
Console
Pulls down the console so you can type commands, the majority of which are identical to the Vavoom console commands.
Quit
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.
Character Setup
In this first step, you can name your character and read up on the process before starting.
RPG Complexity
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.
Ethical Alignment
This defines your character’s attitude towards law and order (lawful, neutral, chaotic). If RPG Complexity is Off, this step is omitted and your character’s alignment is automatically set to neutral.
Moral Alignment
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. If RPG Complexity is Off, this step is omitted and your character’s alignment is automatically set to neutral.
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.
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). Not that if RPG Complexity is Off, this step is omitted and your character instead starts with 10 points in each ability.
- 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.
Difficulty Selection
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).
Crouching
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).
Climbing ladders
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.
Opening doors
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 HUD
The HUD shows the most relevant character information at a glance. You can toggle between different modes and configure many display aspects in the Options submenu “HUD Options”.
The default mode is “classic”, which shows a Hexen style status bar.

From left to right:
- Current player level and the percentage of experience until the next level
- Amount of money and treasure keys
- Armor Counter
- Amount of Blue Mana
- Amount of Green Mana
- Amount of Red Mana
- Currently active inventory item
- Health Counter
- Carried weight indicator
- Hunger status indicator
- Fatigue status indicator
- Amount of Battle Rage/Faith/Magic
- Class ability scroll
There is also a “compact” mode available.

From top to bottom:
- Ability scroll, with an overlay that shows the amount of Battle Rage/Faith/Magic
- Health counter
- Armor counter
- Amount of Blue Mana
- Amount of Green Mana
- Amount of Red Mana
- Currently active inventory item
The mana color indicator lights up if your currently equipped weapon or spell is using that color of mana.
Armor
Armor comes in three major weight classes: light (gambeson), medium (brigandine) and heavy (cuirass). 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.
Negative Conditions
Carried Weight
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”.
Hunger
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”.
Fatigue
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.
Fast Travel
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.

Character Update Screen
Press the ‘u’ key to access the Character Update Screen.

If you have available ability points, you can spend them to improve your ability scores. Use the up/down arrow keys to select an ability and the right/left arrow keys to increase or decrease the number of points spent on improving the chosen ability score. When you are happy with your decision, use the up/down arrow keys to highlight “Confirm Choices” and then hit the Enter key.
This feature is inactive when RPG complexity is set to “Off”.
The Journal
You can access the journal during play by pressing the ‘j’ key.
The Journal consists of two areas, separated by the optical cue of the book’s spine.
The Sleeve
This smaller area on the left lists some of the most salient information as long as the Journal is open:
- Character details: name, class and alignment
- Financial assets: cash, bank account balance and items you could sell to a merchant
- Armor: details about your armor including its type, resistances and remaining durability in both absolute and relative numbers
- Keyring: lists all named keys currently in your inventory
Main Page
This page provides a number of icons, one for each chapter. You can higlight an icon using the arrow keys and access the chapter by hitting Enter.

Note that some of the chapters are disabled when RPG Complexity is set to Off.

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.

In the Quests chapter of the Journal, you will see the new quest under the heading “active”. As you proceed through the quest, the information displayed will change to indicate your progress.

For quests you haven’t picked up yet, the available information is highly dependent on the RPG Complexity setting, ranging from clear directions on where to start on “Off” all the way to not even giving a hint whether and how many quests you haven’t picked up yet on “Old school”.


Atlas
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.

If you prefer, you can display the official place names instead of the hero’s notes.

Arsenal
This section lists all weapons, spells and class abilities you have acquired, 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.

Codex
This section contains information you collect from specialists around the world. Acquiring a codex page will reward you with increases to your ability scores, unless you are playing with RPG Complexity set to “Off”, in which case the Codex is auto-filled at the start of the game.

Crafting
Use this chapter to track crafting materials in your inventory and craft items for which you have all required ingredients.

This chapter is inactive when RPG complexity is set to “Off”.
Notes
A number of short hints appear here for non-quest tasks like getting your first mana-fueled weapon or collecting amenities for the mansion.

This chapter is inactive when RPG complexity is set to “Off”.
Weapons and spells
Weapons
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.
Fighter
- 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
Cleric
- Slot 1: Mace of Contrition
- Slot 2: Morning Star
- Slot 3: Serpent Staff
- Slot 4: Evening Star
- Slot 5: Wraithverge
Mage
- Slot 1: Thunderstaff
- Slot 2: Sapphire Wand
- Slot 3: Ruby Wand
- Slot 4: Bloodscourge
Spells
You need to complete quests to learn the spells available to your class.
Fighter
- Slot 7: Chilling Touch
- Slot 8: Molten Metal
- Slot 9: Judgment
Cleric
- Slot 6: Firestorm
- Slot 7: Poison Cloud
- Slot 8: Tornado
- Slot 9: Tears of the Gods
Mage
- 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. These abilities can be accessed by unrolling a scroll and choosing an ability.
To pick a class ability for the active slot, press one of the ability scroll navigator keys (by default Numpad 9 for up and Numpad 3 for down) 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 (or in the first town if RPG Complexity is set to Old school), the remaining ones are taught by a class trainer in the corresponding order base in Thystes.
Fighter Martial Skills
- Berserking
- Phalanx
Cleric Prayers
- Healing
- Banishment
- Spirits Within
- Levitator
Mage Cantrips
- Repulsion
- Create Mana
- Speed
- Shrink
- Summoning
- Arcane Shield
Map Scrolls
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.
Inventory
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.

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

Shopping
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.
The Mansion
If you are looking for a place to rest and unwind, you can purchase 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).

Troubleshooting
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.
Bugs
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.
Credits
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
RambOrc
Engine Programming
Janis Legzdinsh, Firebrand
Gameplay Programming
Firebrand, Crimson Wizard, Janis Legzdinsh, RambOrc
2D Art
RambOrc, Mago, Firebrand, Crimson Wizard, SallazarSpellcaster, Sylon, Melle, Grandgreed, Keith56, rubberduck, Humus, Sahadia, Neoworm, Rolls, Ichor, Borsuk
3D Models
Firebrand, Janis Legzdinsh, RambOrc, Willem Sitters, Yughues, giantformlabs, kritnivasabutra, JonLundy3D, hwoarangmy, 3DAssetForge, hanytolba, Elias Tsiantas, 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
Mapping
RambOrc, Crimson Wizard, Mago
Music
The 4th Class, Jimmy, Alfonzo, TheRhalf
Voice Acting
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
Col.J.P., Camper
Team Mascot
Sir Billiam
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.
Attributions
The majority of noncommercial assets are released under a Creative Commons or a GNU license. See the attribution list for more details.
Appendix A: Character Roll
When creating a new character, you can opt to reroll attributes as many times as you want before proceeding to the next step. For all rolls, four-sided dice (d4) are used.
Fighter
- Strength: 3x d4
- Dexterity: 3x d4
- Constitution: 3x d4
- Intelligence: 1x d4
- Wisdom: 1x d4
- Charisma: 1x d4
- Battle Rage: 2x d4
- Health: what remains after subtracting the the sum of the previous seven values from 120
Cleric
- Strength: 2x d4
- Dexterity: 2x d4
- Constitution: 2x d4
- Intelligence: 2x d4
- Wisdom: 2x d4
- Charisma: 2x d4
- Faith: 4x d4 + 20
- Health: what remains after subtracting the the sum of the previous seven values from 120
Mage
- Strength: 1x d4
- Dexterity: 1x d4
- Constitution: 1x d4
- Intelligence: 3x d4
- Wisdom: 3x d4
- Charisma: 3x d4
- Magic: 8x d4 + 40
- Health: what remains after subtracting the the sum of the previous seven values from 120
Possible Starting Values
The following table shows the possible range for starting values when rerolling.
Ability | Fighter | Cleric | Mage |
---|---|---|---|
Strength | 3 - 12 | 2 - 8 | 1 - 4 |
Dexterity | 3 - 12 | 2 - 8 | 1 - 4 |
Constitution | 3 - 12 | 2 - 8 | 1 - 4 |
Intelligence | 1 - 4 | 2 - 8 | 3 - 12 |
Wisdom | 1 - 4 | 2 - 8 | 3 - 12 |
Charisma | 1 - 4 | 2 - 8 | 3 - 12 |
Battle Rage/Faith/Magic | 2 - 8 | 24 - 36 | 48 - 72 |
Health | 64 - 106 | 36 - 84 | 1 - 60 |