Future vs. Fantasy Quake Documentation v. 2.1 Quake Conversion Future vs. Fantasy is copyrighted by Freeform Interactive. Freeform Interactive http://www.planetquake.com/freeform [5/22/97] Freeform Interactive -------------------- Creator/Programmer: Richard Cheung (Hap) hap@planetquake.com Graphic Designer: Kenneth Hwang (kenn) kenn@autobahn.org Skins Designer: Ecker Joerg (Fritz) fritz@activeminds.de Model Designer: Maurizio Majelli (MJM) majelli@inopera.it Web Designer: Mike Asfour (Jacko) to_jacko@hotmail.com User Relations: Raymond Cheung (Raison) raison@planetquake.com Propaganda: Michael Wagner (Darwin) msw@ix.netcom.com Docs Editor: Phillip Pittz (OSM1) osm1@marinet.or.jp Sub Editor: Jarret Johnston (DrJ) jjohnston@no1.com.au Level Design: Phil Daniels (Maverick) phildaniels@albatross.co.uk Clans: Adam Fournier (Dredfull) dredfull@deathsdoor.com Docs Written by: 666.Sun! (sun@imaginet.fr), kenn, Raison, Hap, DrJ, & OSM1 (additional credits from other authors at end of docs) Future vs. Fantasy is copyrighted by Freeform Interactive. --------------------------------------------------------------- --------------------------------------------------------------- [Main Documentation] --------------------------------------------------------------- --------------------------------------------------------------- DISCLAIMER: Future vs. Fantasy Quake (hereby referred to as "FvF" or "the software") is provided AS IS. Neither FreeForm Interactive (FI), Hap (hap@planetquake.com), kenn (kenn@autobahn.org), Raison (raison@planetquake.com), nor any individuals either associated or not associated with FI, including, but not limited to any individual mentioned by the above or this documentation file, is responsible for any damage, or financial, physical, emotional, spiritual, economic, temporal, or spatial loss that may result from running or even simply possessing the software. FreeForm Interactive also claims the right to modify this document without prior notification, but will most likely refrain from including clauses that bequeath unto FI any property or family members of individuals using the software and thus abiding by this disclaimer/ad hoc license agreement. ------------------------------------------------------------- ------------------------------------------------------------- Table of Contents I. INTRODUCTION A. What is Future vs. Fantasy (FvF) Quake? B. Major Features C. Requirements II. PLAYING THE GAME A. How Do I Run FvF in Single Player Mode? B. Changing Character Classes C. Other Special Keys D. Standard Rules E. Quest Mode Rules F. Quest Mode Tips G. Purge Mode Rules H. Purge Mode Tips III. WHAT ARE THE CLASSES? A. Quake Soldier B. Android C. Fighter D. Mage E. Sniper F. Cyborg Camper G. Cleric H. Ninja I. Wasteland Warrior J. Monk K. Deity L. Hidden Class IV. GRAPHICS AND SUCH A. Using Optional Skins B. Using Custom Models and Sounds V. LEGAL STUFF A. License Agreement B. Copyright Agreement ---------------------------------------------------------------- ---------------------------------------------------------------- I. INTRODUCTION A. What is Future vs. Fantasy (FvF) Quake? Future vs. Fantasy Quake, FvF for short, is an add-on to Quake, a highly customizable game created by id Software. FvF exists as a data file that does not modify Quake's original files so you don't have to worry about it corrupting any of your saved games or original data files. FvF works completely as both a single player or multi-player game (deathmatch and co-op). In FvF, you are allowed to select your character type, or class, from a cast of generic characters that range from magical fantasy: mages, fighters, etc. and sci-fi future: laser androids, cyborgs, etc. The original Quake character is a selectable class, left unaltered, and is classified as future. Each class has an entirely different set of weapons and abilities, thus FvF has 80 weapons overall. WOW! We at FreeForm Interactive had a goal in mind...to create a role-playing game (RPG) that would give everyone a chance to experience a style of character that best suited them. No two gamers are really alike and despite Quake's main character's arsenal and strengths, we felt that it just wasn't enough. FvF encourages players to find a niche in playing style and allows players maximum flexibility on their role in teamplay. FvF is superior to other patches because of its drastic differences in player classes. For example, the Ninja is quick, silent, and has several techniques for escaping including teleportation. Players can use him to assassinate particular key opponents or scouting and is well suited for the type of player who enjoys these kinds of activities. On the other hand, a Cyborg Camper is big and clunky but has powerful ranged weapons that are great for destroying larger groups of people (we know how they like to just stand there and twiddle their thumbs). We are confident that there is a character and set of weapons for just about every style of player. B. Major Features 80 Different Weapons 74 Original Models 15 Custom Skins with Head Gibs 13 Class-Specific Power-ups 13 New Sounds 12 Unique Character Classes No Impulses to Bind No Aliases to Learn Direct Support for Single-player Mode Remote Adminstation (100% Flexible) Customizable Toggle without QuakeC Programming Quest Mode: Cooperative/RPG Internet Game Purge Mode: Goal-Oriented, 2 Team Deathmatch C. Requirements Minimum Requirements: Pentium 60 16 Megs of RAM 10 Megs of Free Hard Disk Space Quake Registered --------------------------------------------------------------- --------------------------------------------------------------- II. PLAYING THE GAME A. How Do I Play FvF in Single Player Mode? 1. Download FvF (usually FVF(x).ZIP) into a temporary directory. 2. Decompress FvF into a SUBDIRECTORY inside your QUAKE folder. For example: If your Quake is stored in C:\QUAKE, then decompress FvF into C:\QUAKE\FVF. If Quake is in D:\GAMES\QUAKE, then decompress into D:\GAMES\QUAKE\FVF. 3. Run Quake with the command QUAKE.EXE -GAME FVF -WINLOCK 16. 4. Play Quake as you normally would, but enjoy the MANY changes. B. Changing Character Classes To change player classes, you hit* either '9' or '0' on your keyboard. This cycles the classes forward or backwards. FvF will automatically bind: '9' to IMPULSE 30 '0' to IMPULSE 31 For some players '9' and '0' do not work. Try dying once and FvF will attempt to auto-bind your keys again. If the keys continues to fail, you must bind IMPULSE 30 and IMPULSE 31 to alternate keys manually. * when we say "hit", we really mean "press"...we do not advocate nor condone violent action done to your innocent keyboard. C. Other Special Keys 1. Class Lock (Key Used: Backspace) Class Lock will lock your class. You will not accidentally change your class. Just tap Backspace. 2. Other Player's Info (Key Used: [ ) Point at player. Push "[" and the information for the player you are looking at is revealed. It is abbreviated and appears at the top of the screen. This is primarily used in Quest and Purge for Clerics. 3. All Player's Info (Key Used: ] ) Push "]" and all the information about every player is revealed. It is abbreviated and appears in the top of the screen. This is primarily used in to decide who is the Deity in Purge and which class is the most needed in a game of Quest. Abbreviations used in Info Functions: Red Armor = r Yellow Armor = y MooD Red Armor = mr MooD Armor = m Green Armor = g Shield (Quest free armor) = s Health = h Frags = f Experience Points (same as frags in Quest) = x Level (Quest status) = l For Example: Hap.fvf[MG] 2l 3x 100h 159r means: Hap is a Mage that is 2nd level, 3 experience points, 100 health, and 159 red armor. Hap.fvf[DM] -4f 62h 10d means: Hap is a DooM Marine with -5 frags, 62 health, and 10 DooM Armor. Remember DooM armor acts differently than normal armor. C. Standard Rules These rules are standard in FvF. Some of these rules can be toggled from the server. (see SERVER.TXT) 1. Users may not suicide after they have less than 0 frags. 2. Frags will not drop below -10. 3. Changing classes usually requires the player to have 50 health. 4. All weapons and items are lost when a class is changed. 5. User names: "", and "player" are automatically renamed. D. Quest Mode Rules This is where the fun begins. Quest is a hybrid coop/RPG game using the FvF characters. Quest adds a whole new dimension to Quake and is in our opinion, the ultimate teamwork experience. By allowing multiple players to completely work together, the game no longer is simply a kill or be killed game (although, that aspect still remains). The players must work in sync against the much stronger monsters and complete the level. Unlike traditional coop, Quest gets rid of some of the burdensome aspects of cooperative play. There isn't any need for keys, health or ammo respawns. The monsters are hopefully challenging enough so that players will find themselves coordinating their attacks to eliminate them. Players are awarded frags for eradicating the big, bad monsters. These frags are carried from one level to the next. When a player earns enough frags, they serve as experience points. As in any good RPG, when enough experience points are earned, the player will advance in levels. Quest mode is activated when "coop 0" and "deathmatch 3" is set by the server. 1. Rules in Quest mode: a. You cannot hurt other players. >WHEW< b. Initially most monsters have 2X life. Fiends and Hell Knights have 4X life. Shamblers and Vores have 8X life. c. Frags are considered experience points. The more experience points you get, the more levels you can gain. Players are normally awarded 1 frag per monster killed. Fiends and Hell Knights give 2 frags. Shamblers and Vores give 3 frags. Level as gained when frags reach the following: 4, 8, 16, 32, 64, 128, 256, 512, 999. d. Players lose 5% of frags from being killed by a monster. They can lose a maximum of 5 frags. They cannot drop below 0 frags and they cannot suicide. e. Experience frags will carry from one level map to the next. f. When a backpack is dropped, it contains all of the players weapons and ammo, not just the last one used. Only the backpack's owner can pick up his backpack. h. Players must kill 75% of all monsters to exit a level. They are informed when they have reached 75%. i. Keys are not necessary and all gates/doors are already open. j. Health and ammo take 3X as long to respawn. Health regenerates every 60 sec's. Ammo regenerates every 90 sec's. k. Armor and Power-ups do not respawn at all. You must rely on your team Cleric for those once they are depleted from the map, so make sure someone is a cleric! l. Some weapons are considered power-ups during game play and are needed for characters to gain certain abilities. Weapon availability and rules act exactly as "deathmatch 2". They do not disappear when picked up by a player. They are always available so that everyone can power up. m. Quest servers are typically limited to 4 players due to the fact there are only 4 coop spawn spots. E. Quest Mode Tips 1. There absolutely should be a Cleric (or Monk) on the team. And he must be guarded viciously. Without the Cleric, players will quickly run low on life, armor, and power-ups. Clerics can also turn undead and easily eliminate all zombies on the map. 2. There should be a Ninja on the team also. The Ninja can easily kill larger, slower, and more powerful foes with flamewalls or bombs. The Ninja can also Critical Hit/Lethal Poison Hit them. If a stronger class, eg. Fighter or Wasteland Warrior, is occupying the monster's attention, the Ninja will have plenty of time to score a Critical Hit or drop bombs (or teleport away if he is a coward). 3. A Mage or Android will help ease the burden of ammo boxes. Since they both can regenerate ammo, they do not have to pick up every ammo box they find. 4. Fighters will help ease the burden of health boxes. They can heal themselves and do not necessarily need to pick up all the health boxes. Fighters can also easily eliminate those bothersome, weaker monsters. 5. Communication is very important in Quest. For example, locating and describing the status of monsters makes it easy for well equipped players to weaken or kill rooms full of monsters with a BFG or Nuke. 6. Stronger monsters are easily dealt with by gang rushing them with several players, from different sides, at the same time. F. Purge Mode Rules This is where FvF really deviates from regular Quake or any other game. Purge is a variation of tag, King of the Mountain, and Capture the Flag. But it is not like any single one of them. In many ways Purge takes from paintball as much as CTF takes from paintball. Purge is usually called Defend the Fort or Alamo where there is only one flag and one team defends while the other is the attacker. Purge maybe thought of as a religious cleansing war. There are two religions, and as with most religions, each believes that they are the most holy under the eyes of their gods and no other religion should exist other than theirs. If they have to, they will use any and all means at their disposal to wipe out the other side. Of course, as in any religious sect, they hold certain items more holy than others. They can distinguish each other through color. There is the Devout Red Order of Siplak and the Blue Consciousness of Kalpis. They must try to establish a temple, a following, and appease their god before the other religion does. One religion is defending their god, while the other religion is trying to "purge" the heretics. It is a constant struggle that, like a pendulum, swings back and forth 1. The Altar. a. Only the Cleric, Monk, and Deity can stand on the Altar. While on the Altar, their regeneration rate increases to 1 per second. b. The Monk and Cleric can be telefragged while on the Altar but not the Deity. The Deity is merely pushed off. c. If any other character class attempts to use it, they will take damage from standing on the Altar. d. The Altar is always at the player's normal start position. e. The Artifact starts at the Altar. 2. Artifact of Divinity a. The Artifact of Divinity grants immortality. b. If it falls in lava, slime, or dropped where it cannot be reached, it will return to the Altar. c. If 60 seconds pass without it being touched, it will return to the Altar. 3. Monk and Cleric a. They can benefit from using the Altar. b. The items they make can only be picked up by members of their own team. 4. Deity a. A Deity is a poor fighter. Almost everything he does leaves him a little more vulnerable for a few seconds. b. Phoenix Attacks do 2.5 damage X life. A Deity can effectively kill one player. When making an attack, a Deity's life will drop to 60 but no lower. However, he is almost never successful in killing multiple players without assistance. c. A minimum of 60 damage in one frame is needed to kill the Deity. In other words, unless your attack does at least 60 points or more, the Deity will still live. In this way, The Deity is for all intents and purposes, immortal. In a way, he is like a Zombie and can just keep going. In fact, the Deity requires much more timing to kill because he can run up to you and use Phoenix Attack. A Mass Driver attack will not kill the Deity but Ninja Bombs will. NOTE: the Cleric normally cannot kill a Deity. That is by design. So don't expect to use the Guardian Spirit to kill the Deity unless you have Quad Damage. d. The Deity heals 1 hit point every 5 seconds unless standing on the Altar. e. The Deity can never be telefragged. G. Purge Mode Tips 1. Purge requires teamwork. No matter how good you are, you cannot carry the entire team. You cannot play the Deity and protect him without help from the others. 2. The Deity is a moving target that needs an entourage to protect him. If he does not have an entourage, he is easy bait. 3. In the ideal situation, there is a Cleric or Monk with the Deity because he can benefit from Mass Bless Clerics and the Altar. 4. If a team chooses not to hold the Altar, even if the Deity is not there, a Cleric or Monk can use the Altar to cast huge amounts of Divine Interventions and Armor to his teammate. The Altar and the Deity are about equally important to have in the game. --------------------------------------------------------------- --------------------------------------------------------------- III. WHAT ARE THE CLASSES There are currently 12 classes. Each class has a completely different weapon set. Additionally, each class encourages a different style of play. All classes are balanced against the original Quake Soldier as the base so playing him is NOT a disadvantage. There isn't really any need for you to master all the types. After trying the various classes, choose the one that best suits your style of gaming. Remember each class plays differently and serves a different purpose in teamplay. For example the Cleric can heal, grant armor and power-ups such as Quad-Damage. He is used to bless players on the same team. But don't ask him to run out there and take on a Fighter toe-to toe. It will be a slaughter. Rules of thumb in the FvF magic system: 1. Magic Spells have no recoil or muzzle flash. 2. Magic Spells do not have auto-aiming. NOTE: Power-ups are automatically applied when picked up. ----- A. Quake Soldier Class: Quake Soldier Classification: Future Strength: 10 (normal) Dexterity: 10 (normal) Intelligence: 10 (normal) Description: This is it. He's the original and he's here in all his blood 'n guts glory. There are many stories associated with this guy, many of them are even true. He once met this yellow haired freak who was chewing gum in an X-rated movie theatre, but what became of that badder-than-thou happy-go-lucky freak is much too gruesome to recount. The Quake Soldier has been left unaltered for you diehard conservatives. Tips: 1. You're probably used to his strengths and weaknesses and he's still a match for the new character classes. He is an excellent fallback character in case you find yourself getting whipped by a particular class. Many of the FI staff regularly play as the Quake guy and do very well. 2. The grenade launcher is a wonderfully understated weapon. Use it in small rooms and dark corners. -tip from KENN ----- B. Android Class: Laser Android Classification: Future Weapon Style: Lasers and Energy Weapons Strength: 10 Dexterity: 10 Intelligence: 15 (Robotic Technology [see below]) Special: Robotic Technology 1. Recharges 1-4 Cells/1 sec 2. Biosuit lasts 300% longer Description: The Laser Android, Model xLAX-I5, contracted to and built by LoTech Defense Systems, serves the purpose as an all-around sentry and frontline trooper for the South East Asian country of Shadloo. The latest in state of the art technology, the IM5 model incorporates such advancements as multi-barrelled x-axis synched laser rifles. The Android has a built in nuclear energy source that will produce energy for the next three centuries. It augments its recharging abilities by decomposing large quantities of various materials in a self-contained internal recycling chamber. Because it virtually never runs out of ammunition, the Android is considered by many to be the ultimate war machine. Ammo Types: 1. Recyclable Waste (Converts to Cells: 1/sec) 2. Toxic Waste (Converts to Cells: 1/sec) 3. Radioactive Waste (Converts to Cells: 1/sec) 4. Cells (Converts to...oh, yeah...) [Weapon 1]: Stun Gun The Stun Gun is a hand held device that sends 10,000 volts electricity to the target and is mostly good at getting an opponent's attention and popping corn. However, it is surprisingly useful when you have snagged the Quad damage. It's speed is it's biggest plus since you can zap an enemy up close very rapidly with no energy depletion. Weapon Type: Melee Damage: 5 Range: Extremely Short Attack Speed: 10 [Weapon 2]: Laser Rifle Standard issue xLAX-R100 Laser Rifle. "Field Tested and Mother Approved". Weapon Type: Laser Ammo: 1 Cell Number of Projectiles: 1 Damage per Projectile: 15 Projectile Speed: 600 Attack Speed: 8 [Weapon 3]: Spread Laser Rifle The xLAX-R400 fires 4 laser beams at the target effectively doing 4 times the damage. Excellent for targets that insist on coming at you. Weapon Type: Laser Ammo: 4 Cells Number of Projectiles: 4 Damage per Projectile: 15 Projectile Speed: 600 Attack Speed: 7 [Weapon 4]: Super Spread Laser Rifle This is the multi-barrelled x-axis sync xLAX-R800. These babies fire 8 laser beams at a time making most anything it hits turn red with envy. Weapon Type: Laser Ammo: 8 Cells Number of Projectiles: 8 Damage per Projectile: 15 Projectile Speed: 600 Attack Speed: 6 [Weapon 5]: Ion Beamer Firing intensified ion beams (hence the name), these are excellent at laying waste to small groups in enclosed areas. Because the firing rate is so fast, energy is depleted quickly. Keep an eye on the gauge. Weapon Type: Ion Ammo: 1 Cell Number of Projectiles: 1 Damage per Projectile: 25 Projectile Speed: 600 Attack Speed: 10 [Weapon 6]: Plasma Thrower The Plasma Thrower spews gaseous balls of energized plasma that are very effective at long range as a melee weapon. A high tech flame-thrower, if you will, the Plasma Thrower's main weakness is its tendency for the plasma to bounce wildly onto the operator if he or she gets too carried away. Be careful now, children...CHILDREN!!! Weapon Type: Plasma (Melee) Ammo: 1 Cell Damage: 60 Range: Extremely Long Attack Speed: 10 [Weapon 7]: Mass Driver Cannon The Mass Driver forms balls of anti-matter which it then expels using a gauss accelerator. The energy created is then converted into expanding plasma which, on contact with conventional matter, causes a breakdown at a molecular level, thus turning a plasma thrower into a projectile weapon. The theory of this was first brainstormed by nuclear physicists after eating several bowls of Morsmel Chili. Weapon Type: Mass Driver Ammo: 1 Cell Number of Projectiles: 1 Damage per Projectile: 30 Projectile Speed: 1000 Attack Speed: 10 [Weapon 8]: BFG 9000 The Big Fragging Gun 9000 (the Weapons Development Naming Team was in great form that day) is the top of the line when wanting to dish out the most amount of pain with the least amount of effort. This puppy has it all including stereo AM/FM Digital CD Player. Its one drawback is that is has a delayed firing like in DooM. Weapon Type: BFG Ammo: 40 Cells Direct hit Damage: 500 Number of Projectiles: 1 Damage per Projectile: N/A Projectile Speed: 1000 Attack Speed: 1 ----- C. Fighter/Knight Class: Fighter Classification: Fantasy Weapon Style: Magic Axe of the Warrior Strength: 20 (150 Max Health) Dexterity: 10 Intelligence: 5 (Can not use or even understand advanced missile weapons) Special: Paladin and Ranger Powers 1. Melee Attacks 2. Paladin Healing Use Cyan Chi to regain health at a variable rate 3. Ranger Soul Flare Description: The Fighter is a great warrior from the far land of Xanadu. He is an eclectic fighter and a master of many styles of the art of melee. He uses the healing powers of the Paladin, the brute force of the Warrior, the rage of the Berserker, the mysticism of the Ranger, and the inner strength of the Samurai. The Fighter excels in melee combat. He prefers to stay in small areas where he can greet his opponents with his magic axe/sword. He is the easiest of the classes to learn. Ammo Type: 1. Cyan Chi (all ammo becomes Cyan Chi) [Weapon 1]: Magic Axe Weapon Type: Melee Damage: 35* Range: Very Short* Attack Speed: 7 [Weapon 2]: Ranger Spirit Flare By expending a tiny bit of his soul, the Fighter can shed light into regions previously darkened by evil. It can be used to activate target switches and light rooms. Very effective for flushing out Ninja types. Only one Spirit Flare may be cast at a time. Since the flare is actually a part of the fighter, when it attaches to a wall, the Spirit Flare releases the soul and it begins to search for nearby enemies which are either flying or on a Hook. It then attacks them with a lightning bolt doing only 1 point of damage. However, the subesquent bolt will knock them out of the air and onto the ground where the warrior can pound on them to his heart's content. Weapon Type: Flare Ammo Type: Health (uses 1 health point) Number of Projectiles: 1 Damage per Projectile: 1 Projectile Speed: 300 Attack Speed: 1 [Weapon 3]: Double Paladin Healing: Healing rate * 2 [Weapon 4]: Berserker Range: Increase Range (cumulative) [Weapon 5]: Berserker Range: Increase Range (cumulative) [Weapon 6]: Warrior Damage: Increases Damage (cumulative) [Weapon 7]: Warrior Damage: Increases Damage (cumulative) [Weapon 8]: Health of the Samurai: Max Health is now 200 NOTE: Power-ups are automatically activated when picked up. KNIGHT power-up: A fully armed Fighter is extremely powerful. Also, his "skin" changes from a bare-skinned barbarian to a fully armored noble. The Fighter has two skins. A Warrior-skin for regular Fighters, and a Knight-skin for fully powered up Fighters. He has the following stats: Max Health: 200 (due to possession of Weapon 8) Healing Rate: about 1 Health/per second (due to possession of Weapon 3; Fighter heals on a curve) Axe Damage: 125 (due of possession of Weapon 6 & 7) Axe Range: Long (due to possession of Weapon 4 & 5) * Damage and Range changes depending on the Fighter's power-ups. ----- D. Mage Class: Mage Classification: Fantasy Weapon Style: Spells Strength: 10 Dexterity: 10 Intelligence: 15 (Enhanced Magic Use [see below]) Special: Enhanced Magic Use 1. Regenerate chi at 1/10 sec 2. All power-ups, except the Biosuit, lasts 20% longer Description: The Mage is a master of the arcane mysteries and has studied for perhaps many lifetimes. He knows mystic secrets that he does not share, such as gaining 20% more duration out of magic artefacts eg. Quad Damage. The Mage has a powerful variety of attack spells that encourages him to assault each opponent differently. He is most powerful when he learns to effectively use each of his magic spells. Ammo Types: 1. Cyan Chi 2. Magenta Chi 3. Yellow Chi 4. Black Chi NOTE: Since he uses magic, his attacks have no recoil or auto-aiming. [Weapon 1]: Dagger A Mage DOES train in one form of hand to hand combat and is surprisingly effective with it at close range. However, this is not their strength and should only be used if they run out of mana to cast spells and have no where to go. Weapon Type: Melee Damage: 10 Range: Very Short Attack Speed: 6 [Weapon 2]: Lightning Bolt The basics of all magic begin with electricity. From this humble beginning, mightier spells are built. One trick is that it does minor damage underwater to anyone within range. Weapon Type: Electricity Ammo: 1 Cyan Chi Damage: 30 Attack Speed: 4 [Weapon 3]: Darwin's Chain Lightning Like regular Lightning Bolt, Chain Lightning does minor damage underwater. Unlike regular lightning, this bolt will bounces off of walls! It makes for excellent trick shots like in billiards. Weapon Type: Electricity Ammo: 2 Cyan Chi Damage: 30 - 60 Attack Speed: 4 [Weapon 4]: Fritz's Cloud Kill Covers a wide area and will affect all within it. It will not hurt the mage himself, however. Interestingly enough, it can be used to set switches Weapon Type: Clouds Ammo: 1 Magenta Chi/projectile Number of Projectiles: 4 Damage per Projectile: 25 Projectile Speed: 800 Attack Speed: 5 [Weapon 5]: Hap's Lightning Column Sends a column of lightning from ceiling to floor and encompasses a very wide area and looks really cool. It will pursue an enemy, albeit slowly, doing vast amounts of damage. You really do not want to get caught in this maelstrom. Weapon Type: Lightning (Column) Ammo: 1 Magenta Chi Damage: 30 Attack Speed: 10 [Weapon 6]: Majelli's Delayed Fireball Very slow fireball and explodes on contact with anything. It can hurt the mage if he/she is standing too close to the target. The Fireball is accompanied by Delayed Acid Bolts. Weapon Type: Fireball Ammo: 1 Yellow Chi Number of Projectiles: 3 Damage of Fireball: 100-120 Damage of Acid Bolt: 25 Projectile Speed: 200 Attack Speed: 1 [Weapon 7]: Kenn's Instant Fireball Same as the Delayed Fireball except is MUCH faster. BE VERY CAREFUL WHEN DEPLOYING THIS...especially while Quad enhanced. Weapon Type: Fireball Ammo: 1 Yellow Chi Number of Projectiles: 1 Damage per Projectile: 100-120 Projectile Speed: Instant Attack Speed: 1 [Weapon 8]: Raison's Batch Spell - One of the best weapons. Casts 1 Chain Lighting, 1 Cloudkill 1 Delayed Fireball (including bonus acid bolts!) Mix well until gelatinous. Weapon Type: Batch Ammo: 1 - 3 Black Chi Number of Projectiles: 1 - 6 Damage per Projectile: N/A Projectile Speed: N/A Attack Speed: 1 ----- E. Sniper/Commando Class: Sniper Classification: Future Weapon Style: Sniper rifle Strength: 5 (Can only wear light armor) Dexterity: 15 (Sniper Powers [see below]) Intelligence: 10 Special: Sniper Limitations and Powers 1. Extra jumping height 2. Grappling Hook 3. Can only wear light armor 4. Original ammo limit is 20 5. Very slow firing rate 6. Has only one kind of weapon 7. Weapon normally has huge recoil Description: The Sniper was trained by the super-secret American Strategic Security and was taught to believe that wars can be won with just one bullet. This highly trained assassin is not too far from the truth. He carries a light load in ammo and armor. Instead of employing the standard "spray-and-pray" method of combat, the sniper relies on precision aim and extremely deadly bullets. His skills increase similarly to the Fighter's, has abilities similar to the Ninja, and fights in a style completely opposite to either. The Sniper prefers large, open areas to snipe from. The Sniper is very agile and can be used to assassinate key opponents. Ammo Type: 1. Sniper Bullets (all ammo becomes Sniper Bullets) [Weapon 1]: Hook The art of sniping lies in the correct position. Few high, dark corners will be beyond your reach now... Weapon Type: Hook Damage: 10 Projectile Speed: 1500 Attack Speed: 10 [Weapon 2]: Sniper Rifle He uses perhaps the most accurate rifle in the world, custom built just for him. In the hands of a true marksman, his rifle rarely deviates from its aim and it fires on the dot, all the time, every time. Weapon Type: Sniper Bullet Ammo: 1 Sniper Bullet Number of Projectiles: 1 Damage per Projectile: 75* Attack Speed: 1* Rifle Recoil: Extremely Heavy [Weapon 3]: Increased Ammo Limit + 20 (40 total) [Weapon 4]: Increased Fire Rate (cumulative) [Weapon 5]: Increased Fire Rate (cumulative) [Weapon 6]: Rifle Damage Increase damage (cumulative) [Weapon 7]: Rifle Damage Increase damage (cumulative...get the picture?) [Weapon 8]: Assassin's Rifle This little baby is silenced, recoilless, and has no muzzle flash. If you hit they die. If you miss, all they hear is the ricochet and not the actual shot. "Weapons Free, Fire at Will!" NOTE: It is EXTREMEMLY advisable to all players that when a Sniper is playing...LOOK UP! COMMANDO power-up: If the Sniper is able to get all of the weapons, he becomes a COMMANDO. A fully armed Sniper is extremely powerful and has the following stats: Weapon 1: Hook Ammo Limit: 40 (due to possession of Weapon 3) Rifle Damage: 125 (due to possession of Weapon 6 & 7) Rifle Speed: 3 (due to possession of Weapon 4 & 5) Rifle Type: Silenced, flash supressed, recoilless (due to possession of Weapon 8) NOTE: The Sniper has two skins. A Soldier-skin for regular Sniper, and a Commando-skin for fully powered up Sniper. * Damage and Speed changes depending on the Sniper's power-ups. ----- F. Cyborg Camper Class: Cyborg Camper Classification: Future Weapon Style: Explosives! (heheheheh) Strength: 10 Dexterity: 5 (Uses slightly inaccurate but wide area weapons) Intelligence: 10 Special: Extra Ammo Load 1. 150 max. mini-rockets 2. 150 max. rockets Extra Starting Ammo 1. 50 mini-rockets 2. 10 bullets 3. 5 rockets 4. 1 cell Description: Infantry collapse in an ocean of blood as they are mowed down by the Camper's weapons of mass destruction. The Camper is the ultimate advancement in cyborg technology, half-human and half-machine. They are relentless and were designed with the belief that "spray-and-pray" and staying in one place is superior to skill and aim. The Camper has robotics designed in Germany by Hasselhoff Cybernetics and weapons that are so powerful, he only needs to point the barrel in the general direction of his opponent, pull the trigger and watch the opponents scurry for cover. Like the Fighter, the Camper is also extremely easy to learn. If you are a fan of the Rocket Launcher, you will love this class. Ammo Type: 1. Mini-Rockets (150 Max) 2. Bullets 3. Rockets (150 Max) 4. Anime Rockets [Weapon 1]: Ceramic Sword Last resort (and I'm not talking Hilton) [Weapon 2]: Camper Cannon 1000 Basic RL type of weapon but with much less damage. Excellent for making those multiple kills by firing into groups who have already been hurting one another. Weapon Type: Mini-Rocket Ammo: 1 Mini-Rockets Number of Projectiles: 1 Damage per Projectile: 35-45 Projectile Speed: 800 Attack Speed: 3 [Weapon 3]: Camper Cannon 2000 Same as above but with twice the damage. Weapon Type: Mini-Rocket Ammo: 1 Mini-Rocket Number of Projectiles: 2 Damage per Projectile: 35-45 Projectile Speed: 800 Attack Speed: 1 [Weapon 4]: Assault Rifle Rapid fire, useful for killing at long range or short. The bullet spread from the Assault Rifle is a constant. Regardless of the opponent's distance, the area of the bullet spread stay the same; it never gets larger or smaller. Thus the Assault Rifle's spread actually aids in aiming. Weapon Type: Machine Gun Ammo: Bullets Number of Projectiles: 1 Damage per Projectile: 10 Spread Style: Vertical (Constant) Attack Speed: 10 [Weapon 5]: Spray and Pray Gun Wild spread, wild rate of fire, lots of noise and then everything stops moving. Ran out of bullets about the time I ran out of enemies. Described as the ultimate spray-and-pray weapon, it fires two bullets out of the same barrel. I find that it's really good for either panicking or making your opponents panic as well. The bullet spread is a constant. Regardless of the opponent's distance, the area of the bullet spread stay the same; it never gets larger or smaller. Thus the spread actually aids in spraying. Small problem with friendly fire deaths though...Ah well, the life of a camper I guess! Weapon Type: Machine Gun Ammo: Bullets Number of Projectiles: 2 Damage per Projectile: 10 Spread Style: Vertical and Horizontal (Constant) Attack Speed: 10 [Weapon 6]: Blowfish 2000 Yes, the name sounds silly and slightly Freudian, but none-the-less it launches spiked balls that bounce slightly and explode quickly. Weapon Type: Blowfish (Grenade) Ammo: 1 Rocket Number of Projectiles: 1 Damage per Projectile: 100-120 Explosion Delay: 1.5 sec. Attack Speed: 5 [Weapon 7]: Timed Bomb Launches a bomb which sticks to the wall & explodes after a short, random delay. If the Timed Bomb hits an opponent, it will explode and fall to the ground where it will arm itself for a second explosion! Weapon Type: Timed Bomb Ammo: 1 Rocket Number of Projectiles: 1 Damage per Projectile: 100-120 Projectile Speed: 1000 Explosion Delay: 1 - 10 sec's (random) Attack Speed: 4 [Weapon 8]: CMP 9000 One of the ultimate weapons as it launches multiple rockets at high rates (similar to the Delineator or Demolishizer or something from some other obscure game, but more effective in this author's humble opinion). If you're not behind this weapon and you hear its distinctive sound, MOVE FAST! Weapon Type: Explosive Ammo: 1 Anime Rocket Number of Projectiles: 1 Damage per Projectile: 35-45 Projectile Speed: 1000 Attack Speed: 10 Attack Area: Very Wide ----- G. Cleric Class: Cleric Classification: Fantasy Weapon Style: "Giving Stuff and Taking Names!" Strength: 10 Dexterity: 10 Intelligence: 20 (Cleric Abilities, Meditative Powers [see below]) Special: Cleric Abilities 1. Creates health 2. Creates armor 3. Create power-ups 4. Can turn undead 5. Can use the Altar 6. Can conjure a Guardian Spirit Meditative Powers 1. Regenerates 1 Chi/2 sec Description: A follower of the [choose your religion], the Cleric is a [choose your cleric's title]. His powers comes from many hours of prayer to [choose your deity]. The Cleric is comparatively poor in combat, although he can easily dispatch weaker, poorly equipped foes. Instead of fighting, the Cleric concentrates on blessing his teammates with health, armor, and Divine Intervention. The weaker undead, such as zombies, are no match for the Cleric's ability to destroy them. Ammo Types: 1. Cyan Chi 2. Magenta Chi 3. Yellow Chi 4. Black Chi NOTE: Cleric has the power to Turn Undead. He can kill zombies with just one attack of any kind. Also, the Cleric uses magic, thus his attacks have no recoil and no auto-aiming. [Weapon 1]: Drain Drains health from your target and gives it to you! Weapon Type: Melee Ammo: None Damage: 10 Healing: 10 Range: Extremely Long Attack Speed: 8 [Weapon 2]: Acid bolt Wide area acid that will corrode the target. Weapon Type: Acid Bolt Ammo: 1 Cyan Chi/projectile Number of Projectiles: 2 Damage per Projectile: 25 Projectile Speed: 800 Attack Speed: 7 [Weapon 3]: Guardian Spirit The Cleric summons a spirit who takes the form of fire. The Spirit is a real creature, having actual health (100). It attacks the nearest enemy with a lightning bolt. To maintain the spirit, the cleric will drain 1 Cyan Chi every .5 second as long as he or she holds the fire button. The Spirit can be thought of as a "guard tower" especially designed for Purge. It can completely stop camping in key areas. In Co-op or Quest it can be used to clear a dangerous room without risking the party. NOTE: Spirit Attacks creates one entity and only one entity can be created at a time. The Spirits will attack the closest living creature with a bolt of lightning. Spirits act on their own, and only require the player to place the Spirit near the opponent. The Cleric's and Fighter's Spirit Spells act completely differently. Spirits can only attack one player at a time. Weapon Type: Spirit Ammo: 1 Cyan Chi/0.5 second Number of Projectiles: 1 per second Damage per Projectile: 30 Projectile Speed: 800 Attack Speed: 7 [Weapon 4]: Create Armor Creates Green Armor. Cost: 15 Magenta Chi [Weapon 5]: Create Health Creates Health box (+15hp) Cost: 5 Magenta Chi [Weapon 6]: Create Megahealth Creates Megahealth box (+100hp) Cost: 30 Yellow Chi [Weapon 7]: Create Megaarmor Creates Red Armor Cost: 40 Yellow Chi [Weapon 8]: Divine Intervention This spell is the one I have the most fun with. It is effective for a cleric to hole up in a defensible area and create random objects for his/her teammates. Randomly creates either: 1) Pentagram of Protection, 2) Quad Damage, or 3) Ring of the Shadows Cost: 80 Black Chi ----- H. Ninja Class: Ninja Classification: Fantasy Weapon Style: Daggers & Bombs Strength: 5 (Can only wear light armor) Dexterity: 20 (Martial Art Agility, Thief Skills [see below]) Intelligence: 10 Special: Martial Art Agility 1. Extra jumping height 2. Takes no damage from falls Thief Skills 1. Can only wear light armor 2. Stealth: No jumping sounds 3. Stealth: No attacking sounds 4. Ring of Shadows lasts 300% longer 5. Critical Hit (kills ANYTHING instantly!) 6. Max black chi limit of 5 Extra Ammo Load 1. 150 max. daggers 2. 150 max. magic daggers Extra Starting Ammo 1. 50 daggers 2. 10 magenta chi 3. 5 magic daggers 4. 1 black chi Description: The Ninja is the stalker of shadows. He practices the secret art of Korokata, or The Way of the Kill. By summoning his inner force, his spirit, his chi, and embedding it into his dagger when he throws them, on occasion he causes humans, monsters, and even robots, to be instantly killed. Little is understood about this strange power, only that it's a highly guarded secret, and it takes a Ninja years of training to develop. Also his power is intensified by poison. The Ninja is extremely quiet, and quick. He relies on luck, skill, and silently sneaking up on his prey. He despises full frontal confrontation. He is also a master of escape and will use bombs and teleportation spells to evade his opponents if he is unable to kill them. Like the Sniper, he is an excellent assassin. However, unlike the Sniper, the Ninja prefers small areas, where his opponents can't dodge his limited number of daggers. Ammo Types: 1. Throwing Daggers 2. Magenta Chi 3. Magic Daggers 4. Black Chi NOTE: When the Ninja uses magical spells, his attacks have no recoil. [Weapon 1]: Grappling Hook Works the same as the Grappling Hook for the Sniper. The Ninja can hang from any spot and launch daggers with impunity. Weapon Type: Hook Damage: 1 Projectile Speed: 1500 Attack Speed: 10 [Weapon 2]: Throwing Dagger The Ninja's basic weapon and surprisingly effective due to it's speed. When the Ninja has the Quad power-up, even the toughest of monsters will fall with a simple toss of the dagger. Weapon Type: Dagger Ammo Type: 1 Throwing Dagger Number of Projectiles: 1 Damage per Projectile: 20 Projectile Speed: 900 Attack Speed: 8 Critical Hit Chance: 2% [Weapon 3]: Lethal Poison Dart Lethal is the key word here. Poison darts pierce and bypass all armor. Thus 20 damage is 20 damage even if opponents are wearing armor. Weapon Type: Dart Ammo Type: 1 Throwing Dagger Number of Projectiles: 1 Damage per Projectile: 20 Projectile Speed: 900 Attack Speed: 8 Poison Hit Chance: 2% [Weapon 4]: Bomb Spell Leaves a delayed bomb behind you! Use ONLY while running or moving at least! These do an immense amount of damage. Much fun can be had by going up to an opponent's face and giving him one of these as a present before running away. It is about as deadly as you can get in Quake. You may even drop a Shambler this way. Quad is totally unnecessary but the gibbing of Shamblers with a single bomb will make even the mightiest of warriors shudder with fear. Weapon Type: Bomb Ammo: 1 Magenta Chi/Projectile Number of Projectiles: 9 Damage per Projectile: 80 Explosion Delay: .5 sec Attack Speed: 6 [Weapon 5]: Flamebomb Spell Leaves a firewall behind you. This will harm anyone willing to move through it, including you. Use ONLY while running or moving at least...don't just stand there...MOVE! Same in-your-face delivery technique as the bombs works just as well. These have the potential to do even more damage!!! Weapon Type: Bomb (Flame) Ammo: 1 Magenta Chi/Projectile Number of Projectiles: 9 Damage per Projectile: 40 Explosion Delay: .5 Flame Duration: Approx. 2 sec's. Attack Speed: 6 [Weapon 6]: Dagger Array The Ninja can now grip multiple daggers in his hand and launch a volley of three daggers. NOTE: The center dagger has a 2% critical hit chance. The two side daggers each have a 1% percent chance each. 4% total if all daggers hit Weapon Type: Dagger Ammo Type (Center): 1 Throwing Dagger Ammo Type (Side): 1 Magic Dagger Number of Projectiles: 3 Damage per Projectile: 20 Projectile Speed (Center): 900 Projectile Speed (Side): 700 Attack Speed: 8 Critical Hit Chance: See note above [Weapon 7]: Lethal Dagger Dart Again, three darts are launched. The center dart has a 2% lethal poison hit. The two side daggers have a 1% lethal poison hit chance. Poison darts pierce and bypass all armor. (4% total if all daggers hit) Thus 20 damage is 20 damage even if opponents are wearing +200 armor. Weapon Type: Dart Ammo Type (Center): 1 Throwing Dagger Ammo Type (Side): 1 Magic Dagger Number of Projectiles: 3 Damage per Projectile: 20 Projectile Speed (Center): 900 Projectile Speed (Side): 700 Attack Speed: Fast Lethal Poison Hit Chance: see note above [Weapon 8]: Teleport Instantly teleports the character to a random DM respawn location (in single/coop, teleports to Player Start spot) Cost: 1 Black Chi ---- I. Wasteland Warrior Class: Wasteland Warrior Classification: Future Weapon Style: Hazardous Materials Strength: 15 (Can have up to 150 Health) Dexterity: 10 Intelligence: 10 Description: Wandering out from the vast, unknown expanses of the far off post-nuclear/post-WW III regions known as The Wastelands, this warrior has learned to use strong chemicals and biological warfare as his weapons. Ammo Types: 1. Chemicals 2. Radioactive Worms 3. Ammo of the Ancients 4. Radioactive Ore [Weapon 1]: Morning Star Spiky and pointy. A crude and barbaric weapon, scavaged from the wasteland. [Weapon 2]: Kemikal Thrower This weapon will actually spray a mist of deadly Chemicals. If these chemicals hit an opponent, they will not only do damage, but they will also spray off of walls and fall into a puddle by the opponent and continue to injure him. This weapon is totally different from a Flame Thrower. Weapon Type: Chemical (Semi-Melee) Ammo: 1 Chemical Damage: 30 Range: Extremely Long Attack Speed: 9 [Weapon 3]: Kemikal Sprayer Wider area effect than the Thrower and brings new meaning to the term "paint the town". Weapon Type: Clemical (Semi-Melee) Ammo: 2 Chemical Damage: 90 Range: Extremely Long Attack Speed: 7 [Weapon 4]: Radeoaktiv Wurm Gun These are squishy, squiggly worms that will move with the same physics as if you have thrown some worms in Real Life (tm). These worms are deadly, extremely damaging, and look really cool. One tip: These worms are REAL which means they actually can take damage! Weapon Type: Projectile Ammo: 2 Radioactive Worm Number of Projectiles: 2 Damage per Projectile: 30 Projectile Speed: 500-1000 Attack Speed: 8 [Weapon 5]: Souper Radeoaktiv Wurm Gun Same as above...only worse. This worm gun is MUCH faster. Weapon Type: Projectile Ammo: 1 Radioactive Worm Number of Projectiles: 1 Damage per Projectile: 30 Projectile Speed: 500-1000 Attack Speed: 10 [Weapon 6]: Souper Sawdoff Shotgun This is different from that of the Quake soldier. It is a little more powerful and because it is sawed-off, the blast radius is greater. Not very effective as a distance weapon, but up close, things tend to just explode. Weapon Type: Shotgun Ammo: 1 Ammo of the Ancients Spread: Very Wide Attack Speed: 1 [Weapon 7]: Kanserous Disc This shoots a bloody disk forward. It does damage on anything it hits and it bounces back at a high velocity. If this disc is fired into a corridor or small room, it bounces around the entire room damaging, if not killing, all your opponents. To be fair, the disc does less damage with each bounce. The disk cannot harm the owner. Weapon Type: Disc (Bouncing) Ammo: 1 Ammo of the Ancients Number of Projectiles: 1 Damage per Projectile: 10-50 Projectile Speed: 1000 Attack Speed: 3 [Weapon 8]: Nuk Perhaps the most powerful weapn any player has avaliable and so caution must be advised. If used correctly, this can destroy every living thing in a given area. When fired, it uses all of your cells and launches a Nuke which arms itself immediately. It parks and glows wildly for 4 seconds while your opponents try to make a desperate break for cover. All remaining victims (including yourself) will be subjected to "40 damage X ". In other words, if you have 100 cells, the Nuke will do 4000 points of explosive damage, not to mention if you are Quaded at the time as well. Highly recommended to leave the area when you do this. I mean it too! The radiation of the blast does not pass through barriers. ----- J. Monk Class: Monk Classification: Fantasy/Future/Religious Weapon Style: Psionics and Magic Special: Giving Stuff, Movement, Divine Intervention Strength: 10 Dexterity: 15 (Martial Art Agility [see below]) Intelligence: 15 (Cleric Abilities, Monk Chi Regeneration [see below]) Special: Cleric Abilities 1. Creates health 2. Creates armor 3. Create power-ups 4. Can turn undead 5. Can use the Altar Monk Chi Regeneration 1. Regenrates 1 Chi/2 sec Martial Art Agility 1. Extra jumping height 2. Takes no damage from falls Description: The Monk is a religious character whose faith manifests itself in an intense discipline of the mind. This, combined with a natural ability, leads to incredible psionic powers as well as spells similar to the Cleric which are divine gifts. As acolytes, Monks also receive martial arts training. Ammo Types: 1. Cyan Chi 2. Magenta Chi 3. Yellow Chi 4. Black Chi [Weapon 1]: Lunge Punch This reflects the early training of the Monk, to discipline the body before the discipline of the mind. The effectiveness for the empty hand can compare or exceed the edged weapons of the warriors and soldiers. The Monk needs to be firmly on the ground or flying in order to punch. The closer the Monk is, the more damage he does. Weapon Type: Melee (Charging) Damage: 20-80 Range: Extremely Short Attack Speed: 6 [Weapon 2]: Environment Resistant Fly At a cost of Cyan Chi, a Monk can ignore the world around him or her to the extent of ignoring heat, acid, air, and even gravity. [Weapon 3]: Psionic Boom With a rapid but focussed blast of psionic energy, the Monk batters the physical and mental substance of foes. The Psionic Boom doesn't do huge damage but has a very rapid rate of fire and uses up lots of Cyan Chi. If you are within range, The Monk can dish out double damage because the swing of the punch also does 20 damage. Weapon Type: Melee and Psionic Ammo: 2 Cyan Chi Number of Projectiles: 2 Damage per Projectile: 15 Damage for Melee Punch: 20 Melee Range: Extremely Short Projectile Speed: 800 Attack Speed: 8 [Weapon 4]: Create Armor Creates Green Armor. Cost: 15 Magenta Chi [Weapon 5]: Create Health Creates Health box (+15hp) Cost: 5 Magenta Chi [Weapon 6]: Megacrush By digging deeply into his or her psyche, the Monk can call forth immense forces in the physical world. This ability takes THREE Yellow Chi and a short delay but results in a formidable spray of explosive power. Weapon Type: Megacrush Ammo: 3 Yellow Chi Number of Projectiles: 3 Damage per Projectile: 90 Projectile Speed: Varies Attack Speed: 2 [Weapon 6]: Shadow Fireball With further training, the Monk can focus and project the forces involved in the Megacrush into a hugely powerful ball of flame which explodes on contact. This is an artillery sort of weapon. It is slow, and requires patience and timing, but tends to kill things well enough to make up for this. Weapon Type: Shadow Fireball Ammo: 3 Yellow Chi Number of Projectiles: 3 Damage per Projectile: 90 Projectile Speed: Varies Attack Speed: 2 [Weapon 8]: Divine Intervention Not unlike the Cleric, the Monk also has the power to call forth forces of nature to do his/her bidding. Randomly creates either: 1) Pentagram of Protection, 2) Quad Damage, or 3) Ring of the Shadows Cost: 80 Black Chi ----- K. Deity Class Class: Religious Figurehead Classification: Fantasy/Future (they'll have religion then too, I hope) Weapon Style: Unknown Strength: N/A Dexterity: N/A Intelligence: N/A Special: Divine Powers 1. Immortal: Opponents must do 60 damage in one frame to kill the Deity. 2. Cannot be telefragged 3. Can use the Altar 4. Heals 1 health/5 sec's unless on Altar 5. Cannot pick up or use normal items Description: Be he named Odin, Osiris or Zeus, throughout history we have had something or someone to follow. Who were these beings? Where did they come from and where did they go? What gave them the great strength that has become the stuff of myth and legend? The Deity is yet another manifestation of great power that somehow is able to use the focused energy of his/her/its followers to perform miracles. NOTE: Anyone can become the Deity by picking up the Artifact of Divinity. Ammo Types: 1. Health (The Deity uses his own health as ammo) [Weapon 1]: Environment Resistant Fly As with any good deity, gravity means nothing and he/she/it can easily overcome earthly boundaries. [Weapon 2]: Divine Fist The Deity will toss a powerful, slow ball of pure energy. Like the Monk, the Deity can score a double hit with his melee punch. Weapon Type: Melee and Divine Ball Ammo: 1 Life Number of Projectiles: 1 Damage per Projectile: 75 Damage for Melee Punch: 75 Melee Range: Extremely Short Projectile Speed: 400 Attack Speed: 2 [Weapon 3]: Phoenix Attack The Deity takes all the power of his own soul and translates it into a near-suicidal explosion. He is weakened to 60 hit point for 5 secs after the Phoenix Attack. Weapon Type: Phoenix Attack Ammo: All Life Damage: 2.5 * life Attack Speed: 1 [Weapon 4]: Mass Heal Mass Heal heals all the followers of your religion. Cost: 80 Life [Weapon 5]: Mass Protect Mass Protect give all your followers of your religion yellow armor. Cost: 90 Life [Weapon 6]: Mass Ammo Mass Ammo gives all your followers of your religion their maximum ammo load. Cost: 100 Life [Weapon 7]: Mass Weapons Mass Weapons gives all your followers of your religion all of the weapons. Cost: 100 Life [Weapon 8]: Mass Bless Cleric Mass Bless Cleric turns all the Clerics and Monks in your religion into High Clerics and Master Monks. They will have a 250 status in every category and every weapon. Cost: 100 Life ----- L. Hidden Class DESCRIPTION: No...no...I've already said too much. It's hidden and a secret and it will stay that way. --------------------------------------------------------------- --------------------------------------------------------------- IV. GRAPHICS AND SUCH A. Using Optional Skins Skins is the term given to the way a Quake character looks to other players when in a multi-player game. For example, a Quake soldier can be made to look like Superman if given a different graphic skin. FvF has skins available. However, skins are optional. YOU DO NOT NEED THEM and you can play FvF WITHOUT them and you may connect to any FvF server without the use of FvF skins. However, if you should choose to use them, they may be downloaded and used as a patch to distinguish the classes of other players and may give you an advantage in exploiting the weaknesses of your opponent's character class. To use optional skins: 1. Decompress and run FVF as noted in section II A. That's it! NOTE: You cannot use Multiskins or any other skin patch with FvF. If you use them, you will get funny looking characters which don't match their class. Also, if you play FvF in Quakeworld, the skins may not match up with their class. We are currently working to resolve this. NOTE: You are *NOT* allowed to modify or extract the skins included in Future vs. Fantasy without written permission. They are the sole property of Freeform Interactive. B. Using Custom Models and Sounds To use new models, before you start any Quake game: You must set "registered 2" in the console. This must occur before you start playing Quake or set up a Quake server. If you change it to "registered 2" after you have started a game, Quake will not be able to precache the new models, and it will crash. IMPORTANT: A server MUST run the Custom Models or "Custom FvF" for you to play multi-player with the Custom Models. --------------------------------------------------------------- --------------------------------------------------------------- V. LEGAL STUFF A. License Agreement You (the user) are entitled by this license agreement to run one (1) copy of the software on only one machine at any time. This license also entitles the user to have one (1) copy of the software present on the machine (in original, modified, or archived form) at any given time. Should you wish to run more than one (1) copy of the software on a given machine or transfer the software to another machine (making that two (2) or more (2+) copies of the software), you must reformat** (FORMAT C:\ ) your primary storage device and remove all traces of any previously existing copy of the software first. This will keep the number of the software active or present on the given machine at one (1), and thus keep you (user) within your agreed-to license agreement. By reading this line, you are agreeing to the aforementioned license agreement. If you do not wish to abide by the license agreement, you are then instantly granted to run as many (0, 1, 1+, x=x+1) copies of the software as you deem appropriate for your needs. If you do agree to the aforementioned license agreement stated before the revised secondary acceptance clause, you are thus also entitled to run as many (0, 1, 1+, x=x+1) copies of the software as you deem appropriate for your needs. If you find any part of this license agreement 1)unconstitutional 2)inconsistent 3)lame, you are still entitled to run as many (0, 1, 1+, x=x+1) copies of the software as you deem appropriate for your needs but also cede your exclusive civil right to contest FI or any individuals associated with FI, including, but not limited to, any individual mentioned by the above documentation file, should such individuals or FI conclude that you (user), are in fact the lame one and shouldn't go around presuming others are lame. Got all that? * BTW: Modifying FvF will earn you a special toasty spot in Hell, as an imp in E1M8, where your job is to stand between the spiderdemon and the space marine and endeavour to keep the human from harming your benevolent master. As you can imagine, you won't last long. ** Not really. Don't do this! B. Copyright Agreement Future vs. Fantasy quake (FvF) contains material that is copyrighted by id software, and is distributed with such knowledge. However, so does just about every other Quake C patch available, and we are fairly sure we can do so with the blessing of iD software, so long as we do not turn around and bite the hand that feeds us by making gobs of money without acknowledging or including id software in the proceeds. To avoid any legal entanglements, FvF is provided on a Freeware basis, and FvF cannot be charged for. FvF is also being provided without a license agreement (also for legal purposes), and any claims to a license agreement that must be abided to is hereby declared null and void. So if you read this, you probably read that license agreement above it, and thus wasted about 3 minutes from your life. I would mock you, but imagine how long it took to WRITE it. So unless 5 or more people read the license agreement, the laugh is on me. Please note that the DISCLAIMER is in full effect at ALL times and is neither nullified or voided under ANY circumstance. If you were charged money ($) for obtaining FvF, you're dealing with some REALLY, REALLY stupid con-men, as they didn't even have the brains to edit out this part of the documentation. If they did, they wouldn't be as stupid but I don't really have to acknowledge that cause you wouldn't be reading any of this right now. If you wish to included FvF in a small distribution scheme (sneaker-net, to friends, other personal means), you may do so as long as no money is charged for FvF. If FvF is to be included in a mass-distribution scheme, including but not limited to a CD-Compilation, you may do so as long as no money is charged for FvF and FreeForm Interactive is consulted and notified prior to inclusion of the software, AND that this document and all files originally included in the FvF20.zip file are included in an unmodified state. If you wish to include a modified version of FvF, I guess you could do so as long as you include the original unmodified version including the documentation as well, in an equally-accessible state (such as Montana but NOT Alaska since it's not so accessible). Freeform also reserves the... Why are you still reading this?!