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Old 02-20-2010, 01:08 AM   #1
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Default Hex




There are 3 Hex based abilities in DotA.

Rhasta - Voodoo
Lion - Voodoo
Guinsoo's Scythe of Vyse - Hex

Hex is a spell that turns the target unit into another creature that is set in the skill's properties. This unit determines following properties of the morphed unit:
  • Movement Speed (Unless the target has 0 base movement speed.)
  • Turn Rate
  • Unit Model ( Scaling Value and Selection Circle Properties )

Hex spells in DotA turns the target into critters and all of them have movement speed of 100. Which is the minimum movement speed in DotA. They have a Turn Rate value of 0.5.

When multiple Hexes are cast on same unit the the remaining duration is compared with the targeted spells duration, if last casted Hex has lower duration from the other one, current Hex continues. Otherwise it is replaced by the new one.


Properties of Hex
  • Changes unit model into a critter.
  • Sets base movement speed of the unit to that of the critter which is 100.[/SIZE]
  • All orders will be canceled, unless the target is already hex'd.
  • Hex'd units cannot attack, cast spells and use items.
  • Hex'd heroes can't gain experience. Experience is still distributed to them however.
  • Units' Armor Value, Armor Type, Hit Points, Mana, Collision Size, Vision, Icon, Portrait, Soundset, Tint are not effected.
  • Hex ignores the cast point of the casting unit.
  • Hex will freeze the duration of Chemical Rage and Metamorphosis based spells.
  • Dispels Sorceress' Invisibility. ( Doesn't dispel it if unit is not faded yet or already hex'd )
  • Hex'd units are normally affected by auras but cannot bestow them.
  • Instantly destroys illusions when casted upon them.
  • Cannot be casted on summoned units.
  • Illusion Interaction is explained at the bottom of the guide.
  • Hex can be blocked by Linken's Sphere and Roshan's Spell Block.
  • Hex is an Hardcoded magical effect thus it can be dispelled by, purge, dispel and cyclone and it's duration will be freezed when unit is paused.
  • Units with Ghost ability [Agho] are immune to Hex.


Abilities that Hex Disables

Attention! Do not skip this part as the general behaviour of abilities versus Hex are explained here.

Apart from that Hex prevents usage of all active skills and items, it also disables many passive abilities. Hex disables almost all Hero and Unit abilities but there several exceptions done by Blizzard and doesn't disable any Item abilities. But it isn't matter if the ability is acquired through an item or a skill, but what matters is the ability is really an item ability or not. Assume that you created an ability based on Hardened Skin of Mountain Giant, set it's Item Ability value to True, and put it on an Item. But as the ability is derived from a unit, it will still be disabled by Hex, as in the case of Vanguard's damage block. Even it seems a bit absurd it is obvious that Blizzard made it on purpose, when you think on it. As disabling Item Abilities like Health, Armor bonuses would be weird and even abusable.

To sum up, all Unit & Hero abilities are disabled like Permament Invisibility, Evasion or Auras regardless of how you acquire them, via Items or Skills. But Item abilities are not disabled. Usually recognized with their bonuses to various statistics like Armor, Damage, HP, Mana or Attributes. Again, they are not disabled regardless of how you acquire them.

Aura effects fade after 2-4 seconds, as Hex based abilties in DotA have relatively low duration, it won't be easily observed unless you chain multiple casts.


Exceptions & Special Situations

Unit and Hero Abilities which are specifically set to not be disabled
  • Reincarnation
  • Resistant Skin
  • Spiked Carapace
  • Magic Immunity
  • Invulnerablity
  • Ethereal
  • Engineering Upgrade


Abilities that are gained through level up but not disabled because they are based on Item abilities
  • Marksmanship
  • Attribute Bonus
  • Great Fortitude
  • Corrosive Skin
  • Spell Shield
  • Flesh Heap
  • Phantom Edge
  • Gravekeeper's Cloak


Special Situations

Some effects of abilities show different behaviours because of various reasons, here be some examples.
  • Dragon Blood - It's bonuses are granted by Upgrades, so it isn't disabled.
  • Feral Heart - It is an aura but it's effects are granted by a dummy unit, so Hexing Lycanthrope won't disable it.
  • Triggered Effects - Some abilities' effects are done by triggers. These effects triggered via events like "unit has learned the ability" or boolean checks like "unit has X ability, true", so abilities like Dispersion, Counter Helix, Bristleback are not disabled, they work properly.
  • Rot, Pulse Nova, Voodoo Restoration are disabled ( If you cast Hex while they are activated ) but they won't drain mana or health. Pulse Nova and Vodoo Restoration are also deactivated.


The unit abilities that are acquired through items in DotA, thus are disabled:
  • Hardened Skin aka Damage Block
  • Building Damage Aura
  • Evasion
  • True Sight
  • Auras


I have written some extra information here about abilities mentioned above.

Sorceress' Invisibility: Sandstorm, Invisibility Rune, Nature's Guise ( Not self )
Reincarnation: Skeleton King and Aegis.
Resistant Skin: This ability allows normal units to use Hero Duration of certain abilities and makes them immune to some spells, used by Infernal, Spirit Bear, HotD Dominated Creeps etc.
Ethereal: This ability is added to you when you use Ghost Scepter.
Engineering Upgrade: Witchcraft, Synergy, Aghanim's Scepter
Building Damage Aura: Radiance
Auras, not obvious ones: Yasha, SnY, Manta Style Speed bonuses.



Illusion Interactions

Assume that our Hex spell turns the target into unit X, when reading following explanation.

When an illusion created from an hex'd hero, it will be based on X, as if the Illusion is created directly from X. So it will have X' abilities, armor value, attack type etc. But it takes it's HP and Mana values from Original unit.

So if you cast hex on Mortred and cast Replicate afterwards, the critter illusion will move randomly around the place because critters have Wander ability, and it will have Normal armor type with 0 armor value. But it's HP and Mana will be same as Mortred's.

This interaction is not same on non-hero units, their illusions will be based on themselves even when they are hex'd.
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Last edited by Black Isle; 07-26-2012 at 08:15 PM.
Old 02-20-2010, 01:11 AM   #2
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Default Re: Hex

Log

2010

February 20
Sorry for wall of text.

February 21
Various grammar corrections.
Added Illusions part.

February 22
Some info added.
Improvements made.
Added a Changed the title with a Hex Icon.

February 23 to March 3
Various typos fixed.
Rephrased some sentences.
Added a property.

August 10
Removed some unnecessary information.


2012

Updated my journal.
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Last edited by Black Isle; 05-27-2013 at 08:44 PM.
Old 02-20-2010, 01:45 AM   #3
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Default Re: Hex

yay new guide froom phthalo!

maybe add some information about the interaction with hex and triggered passives like counter helix.
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Old 02-20-2010, 02:18 AM   #4
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Default Re: Hex

Quote:
Originally Posted by Phthalocyanine View Post
  • Triggered Effects - Some abilities' effects are done by triggeres. These affects goes into effect with events like "unit has learned the ability" or boolean checks like "unit has X ability, true", so abilities like Dispersion, Counter Helix, Bristleback are not disabled, they work properly.
Something like this?
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Old 02-21-2010, 05:18 AM   #5
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Default Re: Hex

ya, where is that in the guide?
I looks twice but find it noooone times.
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Old 02-21-2010, 05:33 AM   #6
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Default Re: Hex

Are you joking or is there a problem with the 1st post?
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Old 02-21-2010, 08:21 AM   #7
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Default Re: Hex

Voodoo ignores the cast point of the casting unit.

Immolation based abilities needs to be reactivated after that the unit has been affected by Voodoo.

Attached special effects will be removed when the target is hexed.
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Old 02-21-2010, 08:51 AM   #8
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Default Re: Hex

Quote:
Originally Posted by ACtn View Post
Voodoo ignores the cast point of the casting unit.
Adding.

Quote:
Originally Posted by ACtn View Post
Immolation based abilities needs to be reactivated after that the unit has been affected by Voodoo.
I wrote that but Rot doesn't show that behaviour.

Quote:
Originally Posted by ACtn View Post
Attached special effects will be removed when the target is hexed.
It's about model change. All buff effects will be removed and reapplied again as model changes, some of them cannot be applied because critters doesn't support all attachment points. Triggered attachments won't be reapplied, as they are not associated with buffs.

Thanks for feedback.
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Old 02-21-2010, 12:57 PM   #9
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Default Re: Hex

Lol when did you write this damn I was gathering info on this!
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Old 02-21-2010, 07:45 PM   #10
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Default Re: Hex

Dam phthalo it would appear that my skills at skim reading are now at an all time low...
Good guide btw.
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Old 02-22-2010, 04:29 AM   #11
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Default Re: Hex

Hey, don't skim read. This shit involves some serious knowledge. I learnt things which I didn't expected at all when testing.

V edit: Fixed, thanks.
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Last edited by Black Isle; 02-22-2010 at 04:47 AM.
Old 02-22-2010, 04:42 AM   #12
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Default Re: Hex

Gread Fortitude = Great Fortitude?
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Old 02-22-2010, 06:36 AM   #13
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Default Re: Hex

but skimming is so much mor fun and beside and I have other things to do than look at how smart you are

edit: I found it Phthalo I'm so happy now. I'm still gona skim read your guides though.
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Last edited by SNOW37; 02-22-2010 at 06:39 AM.
Old 02-22-2010, 08:49 AM   #14
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Default Re: Hex

Quote:
Abilities that are not disabled because they are based on Item abilities:
Quote:
The unit abilities that are acquired through items in DotA, thus are disabled:
I find these headlines to be very misleading, or at least they appear to not say anything. Just make it "Abilities which are disabled" and "Abilities which are not disabled", in case it matters if the ability is a unit, hero or item ability you could use some form of notes in parenthesizes to accomplish that.

It might also be good to mention that since the duration of the Voodoo's in DotA aren't particularly long you will ofttimes not notice that the auras stops being provided due to the fade time.

Oh, and invulnerability is not an ability (`-')
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Last edited by Robzor; 02-22-2010 at 08:53 AM.
Old 02-22-2010, 08:59 AM   #15
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Default Re: Hex

Good one, keep on going!
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Old 02-22-2010, 09:08 AM   #16
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Default Re: Hex

All units and hero abilities disabled anyway, including auras. I have made that list to show which abilties granted by items are actually unit abilities, and disabled. I don't know, should I change to template for the sake of consistency? Any suggestions are welcome. The guide will lead people wrong if they approach parts individually and just look at the lists instead of reading explanations, which holds the main importance. I'll try to make it more consistent.

Oops, I forgot the mention fade time, thanks.

I'm referring to Avul, which is an ability as ACtn is, in my opinion.
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Old 02-22-2010, 02:44 PM   #17
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Default Re: Hex

Quote:
Originally Posted by ACtn View Post
Oh, and invulnerability is not an ability (`-')
How is it not an ability o.O it's an ability in WE o.O
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Old 02-25-2010, 11:12 AM   #18
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Default Re: Hex

I read the whole guide from the beginning till end and I also support the opinion that it's necessary to read everything rather than skim over,otherwise one may get confused from certain statements.
Great job for the guide
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Old 02-28-2010, 07:41 AM   #19
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Default Re: Hex

This guide is awesome.

Reincarnation is not disabled when hex. Right?
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Old 02-28-2010, 07:52 AM   #20
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Default Re: Hex

It isn't, It's written. Thank both of ye for yer kind words.
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Old 02-28-2010, 09:42 AM   #21
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Default Re: Hex

Your Welcome.

Reading the wall of text worth it.
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Old 02-28-2010, 05:54 PM   #22
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Default Re: Hex

great work !!
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Old 03-01-2010, 09:10 PM   #23
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Default Re: Hex

does hex disable permenant invis?
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Old 03-02-2010, 03:02 PM   #24
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Default Re: Hex

Yes.
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Old 03-02-2010, 05:16 PM   #25
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Default Re: Hex

The minimum movespeed in DotA is 0 :/

And you should add a section about Linken's. If Linken's cooldown ends during a hex debuff, the cooldown will just restart. This makes me wonder about other rune based abilities.

Are rune effects removed when a unit is hexed? Can a hexed unit pick up a rune? Can a hexed unit use the rune it picks up? Can a hexed unit use a bottled rune if it happens automatically?

Also, what non-hero units can create illusions??


Also also, good article.
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Last edited by nix; 03-02-2010 at 05:25 PM.
Old 03-02-2010, 07:59 PM   #26
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Default Re: Hex

Quote:
Originally Posted by nix View Post
The minimum movespeed in DotA is 0 :/
Nope, it's 100.

Quote:
Originally Posted by nix View Post
And you should add a section about Linken's. If Linken's cooldown ends during a hex debuff, the cooldown will just restart. This makes me wonder about other rune based abilities.
I completely forgot about Linken's (: Will mention it soon, but I'm too busy these days so I can't add info at the moment. Thanks.

Quote:
Originally Posted by nix View Post
Are rune effects removed when a unit is hexed? Can a hexed unit pick up a rune? Can a hexed unit use the rune it picks up? Can a hexed unit use a bottled rune if it happens automatically?
Quote:
Originally Posted by Phthalocyanine View Post


Properties of Hex
  • Hex'd units cannot attack, cast spells and use, drop or pick up items.
They can't pick up or drop items, so they cannot pick up runes. They can't use runes, so if timer expires when unit is hex'd, rune should drop to the ground, just like Doomed units.

Quote:
Originally Posted by nix View Post
Also, what non-hero units can create illusions??
In DotA? Non-Flying Couriers and Spirit Bear should be able to create illusions. Flying Couriers can't, because they have Magic Immunity. ( Well, they can also create illusions via Manta Style ) Illusions created through Wand of Illusion spell with no level 6 requirement so Magic Immune units can't create illusions through illusion rune. However, as hex'd units can't use runes ( Or can't use Manta Style ), senario in the article won't be happening in DotA, but I have mentioned it nevertheless, for the sake of completeness.

Quote:
Originally Posted by nix View Post
Also also, good article.
Thanks.

Quote:
Originally Posted by ACtn View Post
PS. Flying couriers can produce illusions through the use of Manta Style.
Lol, I literally forgot about Manta Style.
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Last edited by Black Isle; 03-02-2010 at 08:20 PM.
Old 03-02-2010, 08:02 PM   #27
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Default Re: Hex

Quote:
Originally Posted by nix View Post
The minimum movespeed in DotA is 0 :/
Movement speed is only set to zero by certain debuffs which immobilizes the unit, read as Entangling Roots, Ensnare and the movement interruption on Purge. The actual minimum which can be reached through reducing the movement speed of a target through most other means is 100, which is defined by a gameplay constant.

You can obviously also reduce the effective movement speed of the target through other means, I find Battery Assault to be a prime example of this.

PS. Flying couriers can produce illusions through the use of Manta Style.
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Old 03-02-2010, 08:14 PM   #28
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Default Re: Hex

@ACtn : Lol... I've never dreamed of that.

@ Pth: So runes act the same way as dropped items... did not know they were so similar. I still think you should amend that part to say "cannot use, pick up or drop items or runes".
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Old 03-02-2010, 08:23 PM   #29
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Default Re: Hex

They are actually consumable Items with their "Use On Pick Up" ( or something like that ) value set to positive. Just like Tomes in Ladder.
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Old 03-02-2010, 08:37 PM   #30
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Default Re: Hex

Can a circle of power pick up a rune?
Er... could you answer in a PM?
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Old 03-03-2010, 11:18 AM   #31
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Default Re: Hex

Isn't Reincarnation based on Ark of reincarnation and hence not disabled?

Also you forgot Nature's Guise as a spell that uses Invisibility as a base.
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Old 03-03-2010, 11:35 AM   #32
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Default Re: Hex

So wut happens to a unit that goes invis and is hexed during the fade time?
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Old 03-03-2010, 11:49 AM   #33
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Default Re: Hex

@Clogon

It's impossible for me to know how the check is made or all abilities are listed or not unless Blizzard comes here and help me (: I crafted a theory regarding abilities' common properties, and made lists that conflicts with the theory. There even would be a check system. Spiked Carapace makes me think so, because its icon is faded out just like other abilities but is not disabled. Maybe because it's armor bonus resembles an item bonus, and applied permamently, like built into the unit. Or maybe Blizzard just forgot to set icon fade thing to false, when making Spiked Carapace an exception.

Reincarnation ability propably created before Ankh of Reincarnation, thus I thought it would be better to put it in 1st list. It doesn't really matter in my opinion. I'll add Aegis too.

Thanks.

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Quote:
Dispels Sorceress' Invisiblity. ( Doesn't dispel it if unit is not faded yet or already hex'd )
Read the damn thing will ya? (:
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Last edited by Black Isle; 03-03-2010 at 11:52 AM.
Old 03-03-2010, 04:21 PM   #34
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Default Re: Hex

I do read it, it just that I've gotten into the habit of staying up for 36 hours so sometimes my skills at remember and logic fail me.
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Old 03-03-2010, 04:46 PM   #35
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Default Re: Hex

Nvm Reincarnation is based on the Tauren Chieftain's Reincarnation.

You can check the base of the skill from the Data Dump.
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Old 03-03-2010, 06:00 PM   #36
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Default Re: Hex

...How 'bout adding Cyclone here sometime o.o
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Old 04-01-2010, 12:32 PM   #37
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Default Re: Hex

Quote:
Engineering Upgrade: Witchcraft, Synergy
Ehhh...and aghanims?
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Old 04-01-2010, 01:32 PM   #38
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Default Re: Hex

Yes.
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Old 04-04-2010, 04:17 PM   #39
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Default Re: Hex

Great Job! Get a lot from it
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Old 06-22-2010, 12:28 AM   #40
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Default Re: Hex

Awesome, I read through it. I'm kinda enlightened...a little.
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