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Lightning - Dodge around with a damaging zap.īlood - Vampires that steal the life of the living to add to their own.ĭeath - Necromancers who raise their fallen compatriots. Ice - Sheds sharp shards of ice when they take damage. Poison - Release clouds of poison gas when they attack. Stone - Lots of health, lots of resistance, and a much bigger punch. They have resistances and weaknesses based on their elemental type. The minibosses are elementally enchanted and have abilities that activate when they either take damage or cause damage. They also drop mana and health at random to help keep the player in good condition in order to rise to the new challenge. Monsters can randomly spawn as minibosses, brutes, and spectres. The mage begins with the lowest health and favors magic as their primary stat. Spells have 3 tiers, and are learned at random based on the mage's level. There are 9 total spells and the last is learned at level 40. Spells are learned at level 2, level 5, and every 5th level after. The mage can have one spell active at a time. Each weapon has a special ability based on which spell is active. The mage earns spells that act as alt-fires for his weapons. The cleric favors Armor as their primary stat and tries to balance their Strength and Magic. The default keys for cleric spells are on the keypad: kp insert, kp del, kp +, kp -, and kp *Ĭleric spells are learned in order, starting with holy smite. Heal and Divine intervention work as a cooldown while the others have a duration. The cleric can have 2 spells active at once. His first spell is learned at level 3 and adds a holy SMITE to mace attacks and increases the damage of all other weapons.Ĭlerics gain spells at level 3, 7, and every 5th level after, learning his final Divine Intervention spell at level 22. The cleric earns spells that focus on defense and healing. Strength is the fighter's favored stat, and this class starts with the most health. Fighter skills are passive and activate based on combat. The fighter earns one of 3 skills every 10th level. At certain level milestones each class gains spells or skills. When players gain a level, they restore their health and up to half their mana. Since it is attached to the player, new monsters in custom level packs can grant XP. The leveling system works as an inventory item that grants XP on a hit. Magic increases total Mana at start, how much is gained, and the effectiveness of some spells. It also increases the maximum health that can be regenerated.Įvery 10 armor permanently increases the player by 1 AC. Strength is added to melee damage increasing the deadliness of attacks. A higher magic score increases how much can be regenerated. The cleric and mage can slowly regain a small amount of their mana if they are dangerously low. Having high magic increases the potential mana gained. The maximum that can be gained each level is half of your magic score. Mana limits increase each level at random (minimum 5). Higher strength increases the maximum health that can be regained by regenerating. The higher the strength, the higher you could gain each level.Ī player who is badly hurt can restore some of their health. The maximum hitpoints gained each level is half of your strength score. Hitpoints increase each level at random (minimum 5). Stats increase at random, favoring their primary stat. Each stat has a direct effect on the character and can improve how they level.