Diabolic Mod for Hexen, by PouncingAnt

This wad comes with absolutely no warranty that it will not dissolve your computer. Any damage incurred on your computer is not the responsibility of the author. By using the file, you agree to that term.


Contents:
0)Introduction
1)Abilities
1.1)Using abilities
1.2)Fighter abilities
1.3)Cleric abilities
1.4)Mage abilities
2)Stats
2.1)Using Stats
2.2)Stat descriptions
3)Alchemy
4)Known Issues
5)Credits

0)Introduction

	Thank you for downloading the Diabolic Mod for Hexen! It is still a work in progress, but I hope you like it anyway. Feel free to contact me, PouncingAnt, at the Skulltag forums, or the ZDoom forums. I await your feedback! Indeed, I need feedback to help make this mod more fun and more satisfying!


1)Abilities

	The diabolic mod give you new abilities for each player, which you can increase in power as you progress through the game

1.1)Using abilities

	You will find all abilities currently available under your inventory menu. Scroll through the inventory to select an ability, and press the use button to activate it.

	Some abilities are passive, which means while you don't need to activate them, you will feel their effects.

	Non-passive abilities use up chakra (like mana, only it runs constantly through your body, an old Chinese concept). Chakra is slowly replenished over time

	Once you gain a level you can press the use button with an ability selected to increase it's power. The increase in power will be noted both as a brief on screen message, and by the number next to the ability in the inventory bar.

	Some abilities require you to have a certain level in other abilities before you can use them. Until you fulfil those requirements, you will not be able to see or use the ability.

	Press F1 to view the ability tree, which will show you which abilities are needed to access the more powerful abilities


1.2)Fighter abilities.

A)Critical Strike (passive)

	Note, this is a passive ability, and does not require activation. The ability gives you a chance of inflicting double damage with one of your hits in melee combat. The higher the ability level, the higher the chance of a critical strike per hit.

B)Mighty Blow

	Once activated, this ability inflicts a mighty punch upon the enemy. The higher the level of the ability, the stronger the punch. Strongest when fists are selected.

C)Stomp

	Once activated, you stop with supernatural force into the ground, showering debris into your enemies. The higher your ability, the further the debris flies. Activating in mid air helps boost the range and effectiveness.

D)Beserk

	Requires Mighty Blow and Stomp to level 5. Once activated, you enter a blind rage, doubling your strength. This rage comes at a cost of some health. You rage for 5 seconds per your rage level. Additionally, for each level of Stomp and Mighty Blow you have, you gain an extra 2 seconds to your rage time

E)Axe Mastery (Passive)

	The higher the level of this ability, the more damage the fighter does with the axe.

F)War Cry

	Once activated, nearby enemies become utterly demoralised, and run in fear, no longer willing to put up a fight. Higher levels increase the chance an enemy will flee. Only effective on ettins and centaurs, more powerful monsters are harder to scare.

G)Decoy

	Requires level 10 War Cry. Once activated, produces a decoy of yourself. This illusion may confuse your enemies. Mainly useful in Multiplayer, as monsters aren't easily fooled. Higher levels sustain the decoy for longer, additional time can be gained for higher levels of War cry.

H)Adrenaline

	Requires level 10 Critical Strike. On activation, the fighter is given a rush of adrenaline, enabling him to avoid attacks more easily, and take less damage. The spell effectively adds 4 to your armour. Higher levels reduce the chakra cost.

I)Hammer Mastery

	Requires Level 10 Axe Mastery. Each level in this ability lets you deal more damage per hit with melee hammer attacks. Additionally, higher levels allow you to deflect enemy attacks

J)Charge
	
	Requires you to be level 5. On activation you sprint forward, knocking enemies back as you go. This attack is especially effective if crushing an enemy against a wall. When used with fists, and charge is level 3 or more, the charge is accompanied by a mighty blow. If your stomp level is 6 or more, activating charge at the peak of your jump will make you fly through the air and perform a double-strength stomp upon landing. 


1.3)Cleric abilities

A)Blessing (passive)

	This ability heals the cleric over time. The higher the level of the ability, the quicker the cleric heals
B)Judgement

	Once activated, a curse is hurled at the enemy, causing the enemy to feel pain. The higher your Judgement ability, the longer the effect of the curse.

C)Holy Fire

	Once activated, a circular wall of fire is cast around you. It is quite lethal to most enemies, but drains your chakra over time. Be careful not to move too quickly when surround by this wall of flame, as the flames hurt you too. Higher levels decrease chakra usage over time

D)Divine Judgement

	Requires Judgement and Holy Fire to level 5. Once activated a curse is sent forth. This curse also makes the enemy stop in its track, like Judgement, but then explodes in a fireball. The damage of the fireball is dictated by the level of your Divine Judgement. The amount of time the curse stuns the enemy for is dictated by your Judgement level.

E)Summon Ancestors

	Once activated, summons a ghost to help fight enemies. Higher levels increase the speed of the ghosts and increase the number of ghosts

F)Sacrifice

	Once activated, the cleric foresakes his own lifeforce to bless his strength. The higher the level, the longer the effect lasts, and the less health required to perform the sacrifice.

G)Summon Legend

	Requires Blessing and Summon Ancestors to level 5. Once activated, a hero of holy legend is summoned beside you. He will fight your enemies for you, but eventually will disappear. Higher levels in this ability sustain the holy legend for longer periods of time. Additionally, the higher your Summon Ancestors and Blessing levels, the more time the legend is sustained for.

H)Divine Punishment

	Requires Divine Judgement to level 7. Once activated, you create a beacon that summons the wrath of the gods upon your enemies over a large area. Higher levels cause damage for longer, but requires more chakra to cast.

I)Summon Holy Martyr

	Requires Sacrifice to level 10, and Summon Legend to level 5. On activation, a martyr of ages past comes to your aid. He will fight your enemies until sustaining a certain amount of damage. Higher levels in this ability give the martyr more health and weaponry

J)Visions

	Requires level 10 Blessing and level 5 judgement. On activation you project a vision in front of you. Your victim is subjected to visions of heaven and hell. If successful, your victim becomes loyal to you, otherwise the victim is judged, and dies. Increasing your visions level increases the chance of successfully converting enemies to your cause.


1.4)Mage abilities

A)Telekinesis

	On activation, a telekinetic blast pushes projectiles and enemies away from you, dealing them damage too. The higher your telekinesis ability, the longer the effect lasts.

B)Fire Trap

	On activation, provided there is space infront of you, a mystic fire trap will be created. Once an enemy comes close the trap explodes, killing weaker opponents, like ettins. Higher levels in this ability decrease the chakra required. At first, this is a very innefficient spell

C)Mana Charge

	On activation, your chakra is drained to replenish your mana. You will continue to drain chakra until your mana is at maximum, or your chakra runs out. Higher levels recharge more mana per chakra used.

D)Deep Freeze

	Requires Telekinesis and ManaCharge to level 5. Once activated, a supercold missile is released that freezes anything near it. The higher your ability, the more damage it does, but the more chakra is required. Higher levels of telekinesis and ManaCharge also increase the damage done.

E)Imbue (passive)

	Imbues the mage's wand with his chakra, allowing it to do more damage. The higher the Imbue level, the more damage the wand does.

F)Spark

	On activation, an electrical field energy engulfs you, slowly dealing damage to nearby enemies. Closer enemies are affected the most, and you can activated the ability multiple times to increase the power of the electrical field. Increasing levels in this ability allows for electrical fields to be sustained for longer.

G)Polymorph

	Requires Imbue level 5 and Mana Charge level 10. Once activated fires orbs that turn enemies into pigs. The higher the level, the more orbs are fired, and the higher the mana cost.

H)Fireball

	Once activated summons a fireball that will bounce of most surfaces and do damage to enemies upon striking. Higher levels increase the damage done by a fireball.

I)Meteor

	Once activated, unleashes a meteor, causing huge damage on impact, and turns the target area into a maelstrom of fire. Requires Fireball and Fire Trap to level 7

J)Energy Absorb

	Requires level 5 imbue and level 10 Spark. On activation, you draw energy from the environment around you, this electrical energy boosts your lightning attack for a short period. The more chakra you use, the more powerful your lightning attack becomes

2)Stats

	Your character has many characteristics, referred to as "stats". This section shall reveal how they are used in the game.

2.1)Using Stats

	The first thing you will need to do is go into the configure keys menu and bind the keys used on the stat screen. The "show stats" button, when pressed in game shows a list of your stats. If you've recently leveled up, it will also show how many points you can spend on increasing your stats.
The "Stats menu up"/"Stats menu down" buttons will allow you to cycle through your stats to select one you'd like to improve, and pressing "Stats menu select" will assign points to your choson attribute.

2.2)Stat descriptions

A)Strength

	Most useful to the Fighter, it allows for more powerful melee attacks.

B)Agility

	Generally useful for all classes to a certain extent. Increases your speed and jump height.

C)Constitution

	Another ability that all classes will appreciate. Every time you level up, you're maximum health increases by the half the amount of your constitution at the time you leveled up.

D)Willpower

	This ability increases the rate at which you gain chakra. Highly useful for all classes, especially to the mage.

E)Wisdom

	This ability increases your maximum capacity for chakra, and effects the chance of successfully perfoming alchemy.

3)Alchemy

	As with stats, there are some keys you will have to bind.

	Once bound, you can use the mix button to initiate mixing of flasks in your inventory. In the top left, a flask icon will appear, select the first kind of flask you wish to mix, and then press the mix button again. Another flask icon will appear, this is the flask you will mix the first flask with. Pressing the mix button again will mix these flasks together. If successful, a new flask will be made in your inventory, otherwise the potion will explode.

	You may also find reagents lying around that you can add to flasks that you emptied while mixing.

	The nature of the different flasks, and the different recipes will not be discussed here. Rather, you will have to learn them for yourself.

4)Known Issues
-The hammer has been split into 2 weapons, the melee version and the ranged version. This was done for compatibility with critical strike and strength attributes
-Cheating has many strange consequences. Try especially to refrain from level switching and weapon cheats. If you need to cheat, type "give xp 10000" into the console
-Sometimes, in multiplayer games, your XP may be set to 0 until you enter another hub, afterwhich all your earned XP gets given to you in one go, allowing you to level-up again
-Fire Trap is useless in multiplayer :(
-Commiting suicide is likely to lose you all your abilities and levels!
-Teamplay in multiplayer is very buggy!

5)Credits

Wad Author
	PouncingAnt

Supporting Code
	TheShooter7
	Worst

Graphics
	TheShooter7
	Worst
	Realm667's Bestiary
	