New Player Guide {v1.81} Part 1

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New Player Guide {v1.81} Part 1

Post by BaronVonRotterdam » Sun Mar 04, 2007 6:49 pm

New Player Guide for Monster Madness RPG WoP Invasion Server.
Server IP=[url=ut2004://204.11.33.157:7777]204.11.33.157:7777[/url]

Version 1.0 written by Achærn. Version 1.81 written by Paintball.

Table of Contents:

Section One: Introduction
Section Two: Administration
Section Three: Basic Gameplay (For those unfamilar with UTRPG the Invasion Game Mode)
Section Four: Levelling and stat purchase. (The options you have for building your character)
Section Five: Magic Weapons (A quick guide to UTRPG weapons)
Section Six: Enhanced Weapons of Power (A guide to Wops and Power Ups)
Section Seven: Artifacts (What are they and what do they do)
Section Eight: Important Things to know (What is Globing/Stacking/Jugging/Tossing/Camping anyways?)
Section Nine: Monsters

Addendum: Paintball's asshat prevention guide.

=========================================Section One========================================

Introduction:

Hello and welcome to the forums and to the server. This guide will assist you in understanding certain basic and some advanced concepts of play on this server. It assumes a basic understanding of FPS shooters and Unreal Tournament specifically.

This guide is under the evolutionary process. Paintball will be maintaining it and updating it when the need arises.

If you want to learn more or think the guide is missing something, please PM me with suggestions or ask in another thread. I would like to see the evolution of it to be transparent to new players.

First off, you have made the correct choice in servers. This server is one of the best run, most balanced and fair servers out there. Before continuing with this guide please make sure to read our easy to follow and fair Server Rules

You should play here IF:
-You like a challenge
-You like a solid community
-You have a sense of humor
-You need somewhere online where you are always welcome
-You hate filthy Monsters

You should not play here IF:
-You want to become godly overnight
-You are an ass hat (or Assplant)
-You do not like learning new things and having new challenges
-You take joy in annoying others
-You are ignorant (Obviously this is a tricky one since the ignorant tend not to know they are ignorant.)

=========================================Section Two========================================

Administration:

Officially the Admins are:

Joeyz: The guy who created Enhanced Weapons of Power. What he says goes. Don't goad him.
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Paintball: A teamplayer, able to win maps with merely the power of his own "balls". Is a subtle and excellent admin.
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B3RT: A really nice guy and great admin. However don't piss him off or you will find your self "tea bagged"
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ZombieSlayer: A really nice guy and a great admin. Is good fun to play on the server with and easy to talk to.
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S.I.K.P.U.P.P.Y.: A really nice guy and great admin, he will help you if needed.
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Chuckles: Also a really nice guy, though seldomly seen he is a great admin.
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cJBlast: Hes a really nice guy and the senior admin. He also makes kick ass textures and loading screens.
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Maria What more can I say? Shes as lovely as lovely and fair an admin as she is herself.
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sparliff Hes a really nice guy and a great admin. If you ask nicely, he'll share a pint with ya.
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[iX]AnnaBeaver One of the most experienced admins we have. Respect him and if you earn it you will get the same respect back.
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{2Js}Jayseth The newest member to our outstanding admin team. If you see him in game, introduce yourself if you dont know him.
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{XXX}BIG One of the first admins on the server. Took a long break and has since returned. Good guy fun to game with.
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Mobster Many of you may know Mobster but for those of you who don't he has contriubed alot to the ideas for maps on the server and is a honorable admin and a great guy.
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Webadmin: The Admins monitor the chat and make sure people are playing fairly, WebAdmin allows them to do this remotely. When WebAdmin speaks, it could be any of the Admins at the keyboard. Pay attention to WebAdmin, if WebAdmin is telling you not to do something, best not do it. The rules on this server are fair and easy to follow.

Respect the admins. If you are an asshat to them you will find yourself facing the BSOB(Blue Screen of Banned) or the BSOK (Blue Screen of Kicked).

==========================================Section Three========================================

Basic Gameplay:

This server is based on the UTRPG mod written by Mysterial. You do not need to download it to play on the server, just if you want to host a game or change UTRPG specific keybinds. UTRPG is an extension of the normal UT but with experience, stats, leveling. All the things that can make any game more fun and rewarding. Keep in mind that when Mysterial wrote the mod, it was designed for PvP (Player versus player) OR PvE (Players versus Everything.) In Invasion Monsters swarm in during the course of 20 waves, and it is up to us to defend each other from their Evil Monsterness. As a team the players fight off monsters, set up defensive points, compete with each other for points and work towards the goal of winning the map.

While you do get points on the scoreboard for killing monsters, this is not how you gain experience(XP). We get XP from shooting monsters and doing damage. However, you get one (1) XP point for getting the kill on a monster. As long as you are doing damage: You are gaining experience. Many new players get frustrated because they see the high levels with insanely high scores and think that they will never be able to compete. Just remember that Damage = Experience while Kills = Points.

When and if the map is won and Evil Monsters have been vanquished back to whatever dark hell spawned them you will receive 1000 XP points. This is dependant on you being alive at some point in the final wave. For example, if during the course of the final wave someone joins the server but does not get to spawn, he/she will not receive any XP for the win. If they are revived (See revival further down) then they can receive the match-final XP. One way to tell if you will get the XP or not if you join on wave 16 is to check the score or your personal stats screen (F3). If your score is '-10' or you have a death on your stats screen, that means you successfully spawned during wave 20 then died. Perhaps even before you fully loaded the map. The models can load into the game world even before your client has fully synced itself with the server.

Typically the newer players do not score very much XP by themselves. They do the best that they can and rely on the match-final XP for early levelling. This server is difficult and can appear intimidating, but don't be discouraged, we all were there at some point.

Other servers reward players with vast amount of end game XP and huge amounts of stat points per level earned. This server has been balanced to avoid people becoming god and dominating the gameplay to the exclusion of the enjoyment of others. It's balanced for fairness, balanced for fun. Occasionally small tweaks take place to this effect.

Quick note on the Heads-Up-Display(HUD)

This UTRPG has a small XP bar and level status on the right hand side of the screen (This FAQ is written from a North American perspective, you Old-Worlders might take some getting used to having something be on the right) You will see how much XP you have earned so far towards your next level. For example at level one (1) You will see it be [0/15] since you only require 15 XP points to attain the next level. Once you have successfully obliterated enough filthy monsters to ascend nearer godhood, you will level up and the XP status bar will reflect how much XP you need for the next level.

==========================================Section Four========================================
Levelling and Stat purchase:

After you have gained a level you can, if you choose, spend your stat points towards building the character you always wished you could be in real life. On this server, since it is balanced, players receive 10 stat points per level. You will see some new players complain about this since they are used to getting upwards of 30 stat points per level on other servers. Once you play here awhile you will clearly see why 10 stat points is fair. It means once you attain level 201 you have 2000 stat points. Very few players make it to level 200. It is worth noting here that the statistics are stored server-side and not on your home computer. The name you join with is recorded along with your CD-key on the server and your character is your name. If you want a new character, you can just change your name and rejoin the server and you will be level 1 again. At any point you can change your name back and continue playing a character you have already started. Because it is based on your CD-key, you will not be able to login and play as your own character when using another computer that has UT2004 installed but uses a different CD-key.

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Quick note on statisics and skills: Since invasion is PvE (Player Versus Everything), some of the PvP (Player Versus Player) skills are less than useful. The model code for the players is different than the code for the monsters so skills that affect other players tend not affect monsters, or not affect them as much. An example would be Ultima, in PvP it's devasting to essentially nuke any player that just killed you, including surrounding victims. In PvE it tends to kill very little proportionally. Still useful, but less than ideal. Another example is Denial 1. When you die you drop your weapon, in PvP this means when someone kills you, they could grab your gun and use it. Denial 1 prevents you from dropping your weapon, but you do not get to keep it next wave as you would with Denial 2. Since new players tend to drop many weapons, allowing more powerful players to pick them up for a stack (See 'Stacking' later on), Denial 1 is actually a detriment to the UTRPG Invasion Team game.
---------------------------------------

Statistics(Stats):

The Keybind to access the Level Up/status screen is 'L'. If you have downloaded the UTRPG mod and installed it yourself, then you can change it.

Once pressed you will see what stat points you have spent on which stat. The levelling screen is divided into two sections. One for stats and one for skills. The skills have a small scroll bar that you can use to navigate the different skills. You will see a small 'Info' box that when clicked, will tell you about the skill that you have highlighted. If you click on the 'reset' button, you will lose all your levels and stats. It does not put your stat points back into your available points, they are gone. The 'See player Levels' box allows you to, well, see the levels of the other players. The stats selectable for upgrade are as follows (In brackets is the in game slang/short form we use for the stats):

Weapon Speed (WS): A percentage faster rate of fire. IF you like to spam the flak, this is your stat. Keep in mind faster fire means faster ammo expenditure. On this server the WS is limited to 200. That's 300% your default rate of fire.

Health Bonus (HB): For every stat point you point that you put into HB you will get 2 more HP when you spawn. A player with 1 stat point into HB will spawn with 102 Hit Points (HP) the next time they spawn. On this server the HP is limited to 500.

MaxAdrenaline (MA): By default you have 100 MA. Adrenaline is what players use to perform adrenaline combos in game or to power artifacts.

Damage Bonus (DB): This stat is hailed as the king stat. The reason being is simply because we XP based on damage, more damage = more/faster XP. Each stat point in DB give you 0.5% more damage per shot. This may not seem like lots but it adds up. As a thought, once you have 200DB it is effectively like having a Double Damage on all the time, no matter the weapon. Of course, this means any self damage is also increased proportionally. On this server the stat-cap for DB is limited to 500.

Damage Resistance (DR): Exactly the opposite as DB in that it reduces the damage that you take. For example, at 200 DR you have essentially 100% damage resistance so anything without DB cannot hurt you. [If you had 0 DB and 200DR, none of your own shots would hurt you]On this server the stat-cap for DR is 500.

Max Ammo Bonus (MAB): This effect the maximum carrying capacity of ammo types for weapons. For example by default the Rocket Launcher hold a maximum of 30 Rockets when full. With 50 MAB, it now can hold 45 Rockets. It also affects your ammo pick-ups proportionally. Instead of picking up a Rocket Pack from the ground for 10 more rockets, you would get 15.


It is up to you what you want to buy. Many players have very strong opinions about what stats are worth developing. Though it is good to receive input remember: The character you are building is ultimately YOURS. You are here for fun and an escape from the lameness of real life, don't bow to peer pressure just because you think the person offering the advice is an expert. That may be, but they cannot judge for you what YOU will enjoy. Some people confuse advice with dogma.

Skills:
We enjoy a large selection of skills that we can purchase to help us build our characters. Below the stats readout on the stats screen (Remember, press L) you will see a scrollable list of skills. Next to the list is a 'INFO' button. Highlight a skill then select 'Info' to see a readout of what the skill does and what it's prerequisites are. Many skills have a prerequisite, a certain level or certain stat that you require before you can purchase it. This is normal for many RPG type games. A level 2 player should not have the power of 'Ultima' as a gross example.

These skills are important and most players with experience tend to buy certain skills no matter what type of player-build they are working towards attaining. Examples of these are:

Denial 2: Allows you to keep the weapon that was in your hand when you died. Almost essential, this skill is purchased by over 90% of the players.

Vampirism: Cheap and allows you to heal yourself by doing damage, this includes shooting teammates for health. Since we do not use Friendly Fire, most people heal themselves with Vamp. In between waves you will see people shooting each other with weapons to heal themselves. Please do not use concussive weapons to vamp with. Use the the Assault Rifle or Minigun to vamp. All the other weapons will shift the player you are vamping around, annoying them intensely. The act of healing yourself by shooting something is called 'Vamping'

Resupply: An empty gun is a useless gun. Without resupply many characters become overly map dependant, being disqualified from doing well on maps that do not have many ammo pick-ups. This translates to a lot of: "OMFG This m4pz the Suxz0rz no ammo !!!111!."

Many players are highly successful without these skills, and really it is still up to the player, but the listed value is obvious and the choice is, of course, yours.

==========================================Section Five========================================
Magic Weapons:

Part of the UTRPG mod is the fact that there are many weapons that are magical. Instead of just picking up a flak cannon you might pick up a weapon with special attributes. The effects of the weapons will be applied before your statistics. You will encounter many weapon of various ability, often with a '+' (plus) or '-' (Negative) symbol next to it. The + or - is affecting the attribute listed and not the damage. For example. A 'Healing Flak Cannon +1' does the same damage to monsters as a normal 'Flak Cannon' but it has the healing attribute '+1', A 'Healing Flak Cannon +2' does the same damage as a normal 'Flak Cannon' but has the healing attribute +2.

You cannot toss out negative weapons. They are considered to be 'Cursed' weapons. Anyone who has played pen and paper RPGs knows this.

All the limits listed below are for Magical Weapons only, not weapons of power. For 'Weapons of Power' seeing the heading below.

Attributes found on Magical Weapons:

Healing: Each shot heals you or a teammate for 2 hp. A healing weapon +2 heals for 4 hp etc. The maximum you will see for this type of weapon is a +3

Poison: Poisons the monsters. The jury is out on how much damage this does exactly, but it's enough that if you tag enough monsters, you will XP from the damage. Some people think it has DB applied, others do not. I do not know. I cannot tell you how long the poison lasts. (If someone knows these things, PM me and I will fix this)

Protection: Each + on a protection (pro or prot) reduces the damage you take my 10%. This does not mean that it is like having 20 more DR. The code is applied before your stats.

Energy: Based on the code each + on an energy weapon will give you 2% of your damage back as Adrenaline. In reality it is easier to think of it in different terms: For example: A Warlord is worth 10 points, so shooting him with an Energy weapons +1 will yield 10 points of Energy while your shooting him, and 10 points for killing him. A Energy weapon +2 will yield you 20 Adrenaline while shooting him and 20 Adrenaline for the kill. It doesn't work exactly like this but the reality demonstrates that this formula is accurate enough for the instructional purposes. The maximum you will see is an Energy weapon +3. It's worth noting that You get Adrenaline for killing monsters anyways, so an Energy weapon +1 really only adds the benefit of leeching Adren while shooting. +2 and +3 are far far more useful.

Misfortune: You will only see -1 for misfortune. It does the same damage as a normal weapon but it destroys anything around you. Artifacts, Power ups, Weapon spawns. Needless to say, if you get one, don't use it.

Lucky: Spawns ammo, health, DD around you. Maximum of +3. The higher, the higher the spawn rate.

Force: Each + for force is 20% faster movement of the projectile. Maximum of +5. Useful for making sure you can hit monsters with slow moving weapons, like the rocket launcher or the link primary fire.

Penetrating: Penetrating allows you to through monster and player models. It can only be found on: Assault Rifle, Minigun, Shock Rifle, Sniper Rifle and Lightning Gun. Instead of just hitting the target in front of you, you will hit the targets behind it as well. It tends to have a secondary blowthrough effect.

Piercing: This allows players to shoot through the shield of enemy player. It does nothing to Monsters. The Reason is that the Model Code used for the Players and the monsters is different. Many new players still apply it, falling victim to the placebo effect. Just remember, it does nothing in a PvE games except allow you to shoot through your own shields, hurting yourself more from self-fire.

Sturdy: A sturdy weapon will prevent small monsters from being able to move you about and prevent you from moving yourself with fire. It will also prevent teammates from being able to move you with their weapons-fire.

Normal Weapon with a '+' or '-': Each + is 10% more damage. For example, a 'Flak Cannon +5' does 50% more damage per shot. Maximum of +5. A 'Flak Cannon -3' does 30% less damage.

Weapons of Infinity: All these weapons do is make your weapon have infinite ammo, basically like having 1 inf pu on a WoP.

All Negative weapons are reparable with Weapon Repair Kits or Weapon Upgrade Kits (For more information on Artifacts, see Section Seven)

=========================================Section Six========================================
Enhanced Weapons of Power:

This server is the home of the Enhanced Weapons of Power modification.

A Weapon of Power (WoP) is a normal weapon that does normal damage but has empty slots on it. You can fill the slots with Power Ups that drop from the monsters. What power ups drop are completely random, and so is their type. A razorfly could drop 2 infinite power ups and a Effigy could drop nothing.

A Weapon of Power with a '+' does not mean that it does additional damage. By default a Wop has 5 slots for Power Up (PU) placement. Each + on a wop means an additional space. So a Flak Cannon of Power +5 has 10 slots. The maximum that you can pick up naturally is a Wop +10.

You cannot toss out negative weapons. They are considered to be 'Cursed' weapons. Anyone who has played pen and paper RPGs knows this.

To pick up the Power Ups you need a Wop.

The Power ups essentially add the same effect as their counter part magical weapon, with the HUGE advantage of being able to make the weapons custom. You will understand more after reading about the different Power Ups.

By default you use the bracket keys '[' and ']' to select the power ups in your inventory, which is found on the left hand side of the screen above your health. Pressing 'U' will apply the Power Up to the Weapon of Power you have in your hands.

The Power Ups:

The power ups take up slots. Some Power Ups(PU) take up more space than others. The reason being that they may have more than one effect, or they are just that good. Also, there are limits to how many PU you can put on a Wop of a certain type. Because of the vast amount of modability with the weapons of power the limits provide adequate balance.

You can remove PU from a WoP effectively putting all the PU that you have applied to it back into your inventory. This is useful when you built a poor Wop and you encounter some more useful PU and you want to apply them. To unload the WoP you need to bind the command UnloadWeapon to a key. It only works when bound. For more information on Keybinds, see the Weapons of Power Keybind Article

ImageAward(Award):The Award powerup gives you random experience points for killing monsters

ImageAwareness(Awar): The same as the RPG awareness ability except this version has an additional level 3 during invasion. At level 3 an enhanced radar appears that will show monster size and health. The enhanced radar is always available in other game modes. This power-up will stack with RPG awareness."

ImageDamage(D): Limit of 5 per WoP. Each Damage Powerup takes up 1 slot. Each D you put on a wop makes it do 10% more damage per shot. The PU is red/purple in your wop and can be confused with the Awareness PU.

ImageDamage+5(D5): Limit of 1 per WoP. Each Damage+5 takes up 1 slot. Increases the damage dealt by a weapon by 50%.

ImageDisrupter(Dis):Randomly forces monster to fight themselves.

ImageEnergy(e): Limit of 5 per WoP. Each E takes up 1 slot. In theory each E PU you put on a Wop will give you 2% of your damage back as Adrenaline. In practise though it is simpler to think about it in other terms: For example: A Warlord is worth 10 points, so shooting him with 1 E applied will yield 10 points of Energy while your shooting him, and 10 points for killing him. With 2 applied you get 20 Adrenaline while shooting him and 20 Adrenaline for the kill. It doesn't work exactly like this but the reality demonstrates that this formula is accurate enough for the instructional purpose. The maximum is you will see is an Energy weapon +3. It's worth noting that You get Adrenaline for killing monsters anyways, so an Energy weapon +1 really only adds the benefit of leeching Adren while shooting. +2 and +3 are far far more useful. The PU is silver in your wop, and though very similar to the Resupply Power up, it is markedly brighter.

ImageEnergy+5(e5): Limit of 1 per WoP. Each Energy+5 takes up 1 slot. Same as the Energy powerup but gives 10% back as adrenaline.

ImageFly(Fly): Limit of 1 per WoP. Allows you to fly indefinately.

ImageForce(No Abbvreviation): Limit of 5 per WoP. Each PU takes 1 slot. The Force powerup increases how fast the projectile flys through the air by 20% per powerup.

ImageForce+5(No Abbreviation): Limit of 1 per WoP. Each PU takes 1 slot. The Force+5 powerup increases how fast the projectile flys through the air by 100%

ImageSuper Force(SF): Limit of 1 per WoP. Each PU Takes 1 slot. The same thing as Force+5 except it increases how fast the projectile flys through the air by 300%.

ImageFreeze(No Abbreviation): Limit of 4 per WoP. Each PU takes up 1 slot. 5% more Damage and Slows the target down. 3 Levels. Each levele slows the target down for an additional second. And yes, you can freeze yourself.

ImageHealing(h): Limit of 10 per wop. Each H takes 1 slot on a Wop. Allows you to heal yourself and teammates. The rate of healing is 5% of the damage per level. Each level after 5 allows you to heal an additional 10 HP. At level 10 you can health to a players max health and additionally give them up to 50 shield.

ImageHealth Regeneration(hr): Limit of 1 per WoP. Each PU takes up 1 slot. The Health Regeneration powerup gives you 2 health points when crouching per level applied.

ImageInfinity(inf): Limit of 2 per WoP. This PU makes your wop have limitless ammo. The use is obvious. It is rare though and many players tend to rely heavily on them for ammunition so it is the most begged for PU. When you apply a second inf it doubles the weapon speed. So a player with 100 WS stat who put a second inf on a Wop, will be able to fire that wop as if they had 200 WS. The PU is beige/brown in your WOP and can be confused with Retention.

ImageInstagib(IG): Limit of 2 per WoP. Instagib shield reduces monster's instagib weapon (SSR, Wand, LilLady, and Ak47) damages by 50% per level

ImageInvisible(invis): Limit of 1 per WoP. Makes you invisible.

ImageKnockback(kb): Limit of 3 per WoP. Each pu takes up 1 slot. Knocks the monster back. Each level gives 3% more damage. For each level added, the further back your opponent will be pushed, and the more often you can repeat the knockback.

ImageLucky(lck): Limit of 10 per WoP. Each Lucky takes up 1 slot. This power up can summon Ammo, Health, Adrenaline pills and DD. It has a very special ability, with 6 or more in a wop, to summon PU and Artifacts themselves. Many players enjoy making Lucky wops but they tend not to be terribly useful as it is typically late map (match/game) by the time the player has the ability to spawn PU. The PU spawn at random around you. If you want to ensure they spawn only into your inventory, you have to face a wall while spawning. Because of the obvious danger of a monster attack, be sure to watch your radar. The colour of the lucky PU is orange in your Wop.

ImageSuper Lucky(slck): Same as Lucky except the items spawn much faster.

ImageMagic(mgc): Magically spawns powerups near your location, randomly, each 60 seconds. Each level speeds up the rate of spawn.

ImageNull Entrophy(null): Limit of 4 per WoP. Each PU takes up 1 slot. Gives 5% more damage per level. Stops the target dead in it's tracks for a split second. Each level makes the rapidness at which you can repeat the Null Entropy quicker. You can Null Entropy yourself.

ImagePenetrating(pen): Limit of 1 per WoP, Each penetrating PU takes up three slots. This PU is magic. It allows you to shoot through monster and player models. It can only be applied to: Assault Rifle, Minigun, Shock Rifle, Sniper Rifle and Lightning Gun. Instead of just hitting the target in front of you, you will hit the targets behind it as well. It tends to have a secondary blowthrough effect. That is, it makes the wop it is on do more damage than without it. The evidence of this is easily reproducible, simply start to shoot at a player, vamping(See Vampirism)health then apply a Pen PU, you will see your Vamp rate increase dramatically. This is observable as well when shooting monsters by observing your XP bar (See HUD), once applied, your XP starts rolling in. If I have a minigun of Power with just a pen and an awareness, it's all I need.

ImagePiercing(No Abbreviation): Limit of 1 per WoP. Each Piercing takes three slots. This PU allows players to shoot through the shield of enemy player. It does nothing to Monsters. The Reason is that the Model Code used for the Players and the monsters is different. Many new players still apply it, falling victim to the placebo effect. Just remember, it does nothing in a PvE games except allow you to shoot through your own shields, hurting yourself more from self-fire. The colour of the Piercing PU is a light blue and can be confused with the Sturdy PU.

ImagePoison(poi): Limit of 5 per WoP. Each poi takes 1 slot in a Wop. Poisons an enemy when they are hit by a weapon with this power-up applied. Each level increases the duration of the poison and the damage dealt by it.

ImagePoisen+5(poi5): Same as the Poisen powerup but has 5x the effect.

ImagePropulsion(pro): This powerup when applied has a effect like knockback.

ImageProtection(Pro, prot): Limit of 5 per WoP. Each Pro takes up 1 slot. Each Pro you put on a Wop means you take 10% less damage. The PU is yellow in your wop.

ImageProtection+5(Pro5, prot5): Limit of 1 per WoP.Each Protection+5 takes up 1 slot. Same as the Protection powerup but has 5x the effect.

ImagePull Forward(pf): Pulls the monster towards you faster and more often with each level.

ImageRage(No Abbreviation): Limit of 4 per WoP. Each pu takes up 1 slot. The Rage powerup adds 10% damage per powerup applied. However if you shoot yourself(splash damage) your health will immediatly drop to 70 HP

ImageReflection Shield(rft):Reflection Shield: Reflects damage to you by monster energy weapons. Each level increases your chance of reflecting the damage.

ImageResupply(res): Limit of 5 per wop. Just like the resupply ability, each level causes the weapon to regenerate more of its ammo every three seconds.

ImageRetaliation(retal): Limit of 10 per WoP. Each retal takes 1 space. This is the same as the skill Retaliation. More useful for PvP than Invasion, it still has a place in invasion. When you are damaged you retaliate 5% of that damage back to the monster that hurt you. You do get XP for the damage and unlike players, retaliation can kill a monster if it does enough damage to itself. The PU is a darker red in your WOP and can be confused with force.

ImageRetaliation+5(retal5): Same as Retaliation but has 5x the effect.

ImageRetention(ret): Limit of 1 per WoP(cant apply to 2nd weapon inventory spot, in our case the MP5). Takea 1 space. This PU will keep the weapon it is on if you die. The powerup disappears from your WoP when you respawn though. Very useful for when you are building multiple wops for different purposes. The PU is Beige/Brown in your Wop and can be confused with the Inf PU.

ImageRock Shield(rksh):Limit of 2 per WoP. Shields against titan rocks by 50% per level.

ImageShield Regeneration(No Abbreviation): Limit of 1 per WoP. Each PU takes up 1 slot. The Shield Regeneration powerup gives you 2 shield points when crouching.

ImageSpeed(No Abbreviation): Limit of 1 per WoP. Each PU takes up 1 slot. The Speed powerup makes you run 10% faster per speed powerup applied to a WoP. The PU is a see through white/pink in your WoP.

ImageSpeed+5(s5): Limit of 1 per Wop. Each PU takes up 1 slot. Same thing as the Speed powerup but has 5x the effect.

ImageSuper Speed(SS): Limit of 1 per WoP. Each PU takes up 1 slot. The Super Speed powerup makes you run 300% faster than normal when applied to a WoP. The PU is a see through white/pink in your WoP.

ImageSuper Jump(SJ):Let's you jump 50x higher.

ImageStone(stn):Limit of 3 per WoP. Turns monsters into stone for a few moments. Each level increases how often they turn into stone.

ImageSturdy(st, stu): Limit of 3 per WoP. The first sturdy applied takes up 2 slots, each additional takes up 1. This PU prevents you from being jostled around. The first one applied will have the dual effect of stopping you from being able to move yourself with your own weapons fire and from being moved around by smaller monsters. The second sturdy will prevent anything from moving you. Even titan bounces will not move you. The third sturdy will apply the prevention that 2 sturdy gives, but across all your weapons, you will no longer need to have the wop with the sturdies in your hand to have the effect. This can be good and bad, good that you cannot be moved, bad that you cannot Shield gun Jump. There is a bug with having a weapon with three sturdy: If you jug (See Jugging)a wop with three sturdy, sometimes the effect of sturdy being enabled on all weapons can disappear. To fix it simply fire the wop that has the three sturdies before switching to another weapon. Sturdy is a light blue colour on the Wop and is easily confused with the Piercing PU.

ImageIron Sturdy(istu): Limit of 1 per WoP. Full Level 3 sturdy will stop anything from tossing you around even when applied to a gun you aren't using.

ImageVamparism(Vamp): Limit of 1 per WoP. Each PU takes up 1 slot. The Vamparism powerup allows you to get health from the enemies you shoot(just like the RPG Vamparism ability).

ImageVorpal(vorp): Limit of 4 per WoP. Each pu takes up 1 slot. A self defense weapon that randomly Insta-Kills a Monster but you only get 1 point.

ImageVortex Shiled(vtx):Limit of 2 per WoP. Protects player from monster vortex damage by 50% per level.

ImageWeapon Summon(summon): Limit of 3 per wop. Each PU takes 1 slot on the wop. The first will summon a random weapon. The second applied will allow the potential to summon a super weapon (Lil Lady, Magic Wand, Mini SSR,Redeemer...ect) Once applied summon takes 1 wave to work, at the beginning of the next wave you will summon the random weapon. Alternatively, once applied to a wop, if you die, it will spawn the random weapon next time you spawn. There are a few potential problems with the weapon summon. If you jug the wop that has the summon applied, there is a very large chance that after one wave the summon will disappear from the wop but you get nothing. You can fix this by firing the weapon after you jug it. Another problem is that often you will summon a normal, non-magic non-wop 'Avril', even if you already have a normal 'Avril', each with it's own ammo pool. This is a most queer thing to have happen but has happened to me on at least 10 occasions. Weapon Summon is a light blue on the Wop and can sometimes be confused with the Sturdy or Piercing PU.

----------Special WoP powerups that change the effect of your weapons projectiles, and need to use special keybinds to work. Before you can use them, you need to bind a key to NextPrimaryFireMode and NextAlternateFireMode. For more information on Keybinds, see the Weapons of Power Keybind Article

ImageBlast Cannon(Blast): Limit of 1 per WoP. Each PU takes 1 slot. Simply add this powerup to a Flak Cannon of Power. The resulting effect will be your Flak Cannon WoP shooting a deadly cluster of rockets for its alternate fire. Before you can use this powerup, you need to set a key to NextAlternateFireMode.

ImageDarmar(Dar): Limit of 1 per WoP. Each PU takes 1 slot. Adds a new projectile to the linkgun that does increased damage.

ImageFireball(FB): Limit of 1 per WoP. Each PU takes 1 slot. Turns Rockets into FireBalls which doubles the damage.

ImageFire Mines(No Abbreviation): Limit of 1 per WoP. Each PU takes 1 slot. Simply add this powerup to a MP5 of Power. The resulting effect will be your MP5 WoP shooting little mines that shoot out lasers for its alternate fire. When the laser is tripped it will unleash a line of fire between the monster and the mine. Before you can use this powerup, you need to bind a key to NextAlternateFireMode.

ImageFire Rocket(FR):Turns normal rocket projectiles into Fire Rockets.

ImageFlare(No Abbreviation): Limit of 1 per WoP. Each PU uses 1 slot. Simply apply this powerup to a Rocket Launcher of Power. The resulting effect will be your Rocket Launcher WoP shooting deadly blue 'flares' when using your primary fire. Before you can use this powerup, you need to bind a key to NextPrimaryFireMode.

ImageInferno Beam(Inferno): Limit of 1 per WoP. Each PU takes 1 slot. Simply add this powerup to a ShockRifle of Power. The resulting effect will be your ShockRifle WoP shooting a purple X inferno beam for its primary fire. Before you can use this powerup you need to set a key to NextPrimaryFireMode.

ImagePiercerator(pc): This powerup is applied to the bio rifle. It allows you to shoot a slow moving projectile that explodes into hundreds of tiny needles that hurt everything its radius.

ImagePlasma Ball: Makes your linkgun shoot more powerful plasma ball projectiles.

ImageProxyMine: Limit of 1 per WoP. Max level 1. Apply this powerup to your MP5 to shoot proxies from ChaosUT.

ImageRazor Bomb(Rzr): Limit of 1 per WoP. Each PU takes 1 slot. Simply apply this powerup to a Flak Cannon of Power. The resulting effect will be your Rocket Launcher WoP shooting deadly razor blades for its primary fire, and shooting deadly explosive bombs for its alternate fire. Before you can use this powerup, you need to bind a key to NextPrimaryFireMode and NextAlternateFireMode.

ImageRedeemer Shield(Rsh): redeemer shield: Protects player from redeemer damage.

ImageRocket Cluster(Cluster): Limit of 2 per WoP. Each PU takes uses 1 slot. Simply add this powerup to a Rocket Launcher of Power. The resulying effect will be your Rocket Launcher WoP shooting a blue 'cluster' of rockets when using your alternate fire. Before you can use this powerup, you need to bind a key to NextAlternateFireMode.

ImageRocket Seeker(skr):Adds the Rocket Launcher Seeker fire mode to the rocket launcher. Activate this mode using the 'NextPrimaryFireMode' keybind and then hold down the primary fire button to lock onto targets. Release to send homing rockets after the targets that will rarely miss.

ImageRocket Spread(No Abbreviation): Limit of 1 per WoP. Each PU uses 1 slot. Simply add this powerup to a Rocket Launcher of Power. The resulting effect will be your Rocket Launcher WoP shooting a spread of Rockets when using your alternate fire. Before you can use this powerup, you need to bind a key to NextAlternateFireMode.

ImageShielded Redeemer(No Abbreviation): Limited of 1 per WoP. Each PU takes up 1 slot. Simply add this powerup to a Redeemer WoP. The resulting effect will be your Redeemer's missle not being able to be shot down by enemy fire. It also increases warhead damage (100) and radius effect. You need 50 adren for it to work.

ImageShock Cannon(No Abbreviation): Limit of 1 per WoP. Each PU takes 1 slot. Simply add this powerup to a ShieldGun of Power. The resulting effect will be your ShieldGun shooting a Paladin shock ball for its primary fire. Before you can use this powerup you need to set a key to NextPrimaryFireMode.

ImageShock Spread(No abbreviation): Limit of 1 per WoP. Each PU takes 1 slot. Simply add this powerup to a ShockRifle of Power. The resulting effect will be your ShockRifle WoP shooting a 3 way spread of shock balls for its alternate fire. Before you can use this powerup you need to set a key to NextAlternateFireMode.

ImageSpread(No Abbreviation): Limit of 1 per WoP. Each PU takes up 1 slot. Simply add this powerup to a LinkGun WoP or a BioRifle WoP. The resulting effect will be your Link, or Bio WoP shooting a 5 way spread of its projectiles when using the primary fire. Before you can use this powerup, you need to set a key to NextPrimaryFireMode.

ImageSSR MiniGun(No Abbreviation): Limit of 1 per WoP. Each PU takes 1 slot. Simply add this powerup to a MiniGun of power. The resulting effect will be your MiniGun WoP shooting instagib beams for its primary fire. Before you can use this powerup, you need to bind a key to NextPrimaryFireMode.

ImageTurbo Laser(Turbo): Limit of 1 per WoP. Each PU takes 1 slot. Simply add this powerup to a ShockRifle of Power. The resulting effect will be your ShockRifle WoP shooting gold lasers for its primary fire, and a gold shock ball for its alternate fire. When doing a Shock Combo it will unleash a massive amount of damage to your oppent. Before you can use this powerup you need to bind a key to NextPrimaryFireMode and NextAlternateFireMode.

ImageWeb Fire(web): Web like weapon firemode from the onslaught scorpion vehicle. Apply to a LinkGun.

===============================Section Seven========================================
Artifacts:

In the game you will encounter may artifacts that drop from Monsters and other players when they die. Some get used up once you enable them, while others are used by draining your adrenaline supply. The commands to use them are the same as for applying PU to Wops. Anything bound to ActivateItem will activate them. This server has an Admin-set limit of 12 Artifacts. This means if you are holding onto 8 of them, you are withholding other players from collecting artifacts. This is called hoarding. Though not against the rules, it might get you classified as an asshat. The artifacts are as follows with their in game abbreviations listed in brackets:


ImageArtifacts Chest: A chest with all of the aritfacts (ie globe, rune, triple, etc etc). Needs a red key to open.

ImageRed Key: This key opens up the "Artifacts Chest"

ImagePowerups Chest: A chest with most but not all of the powerups inside. Needs the orange key to open.

ImageOrange Key: This key opens up the "Powerups Chest"

ImageSpecial Weapons Chest: A chest with some *not all* "summon" weapons inside. Needs a green key to open.

ImageGreen Key: This key opens up the "Special Weapons Chest"

ImageBlue Wrench(kit, wrk, blue): Limit of 3 in your inventory. This allows you 'fix' a negative weapon. Each kit will only change the negative by 1 number however. A 'Flak Cannon -3' with 1 kit applied to it will become a 'Flak Cannon -2'. However, when the weapon is only '-1' then it will become a '+1' weapon. It is still magical after all. It appears as a blue wrench in your inventory.

ImagePurple Wrench(Purple): When applied it will up the power of your weapon +1. For example if you have a 'Flak Cannon of Power +5' and you apply a purple kit to it, the end result will be your weapon turning into a 'Flak Cannon of Power+6'. This artifact is destroyed after use.

ImageGoldWrench(Gold, Gkits, gold kits): When applied it will turn any Weapon you apply it to(except a misfortune or a - weapon) into a Weapon of Power. For example if you have a 'Poisen Flak Cannon+3' and you apply a gold kit to it, it will become a 'Flak Cannon of Power+3'.

ImageGhost Artifact: Limit of 2 in your inventory. This Artifact replicates, one time only, the Ghost 2 skill. Essentially, when you die, you will ghost to another location. Sometimes you ghost across the map, sometimes you ghost so close to where you died that you just die again.

ImageGlobe of Invulnerability(Globe): Limit of 1 in your inventory. This Artifact uses adrenaline when activated. When you run out of adrenaline this artifact dissapears from your inventory. This artifact uses about 12 adrenaline per second. While it's activated the only thing that can kill you is falling or a telefrag (another player warping into you.) Typically the intention of the artifact is to allow you spend all your adrenaline to escape a bad situation. This artifact has an exploit associated with it called 'Globing,' the description of which can be found below. It appears as a small shiny golden globe in your inventory.

ImageLightning Rod(LR, or as I like to call it "Utter Garbage"): Limit of 1 in your inventory. This Artifact uses adrenaline when activated. While activated it shoots out Lightning Bolts to any and all enemies around you. You need a minimum Adrenaline level to activate it. About enough to hit all the enemies just once. If you only have enough to have it fire once, it tends to spam your chat with "YOU DO NOT HAVE ENOUGH ADRENALINE TO ACTIVATE THIS ARTIFACT," About 1 message per enemy it tried to hit. This artifact isn't terribly popular but it has it's uses. It has the tendency to really aggro the monsters. High level players often will use it to dive into a fray in which many low levels are dying, using the LR to attract the attention of the monsters. Since it's damage is affected by your Damage Bonus stat, it can really hurt monsters if you have an insane DB and they will turn their attention to you, allowing the low levels to escape to safety. It is also useful as a poor-mans Vampirism if you have a low Vampirism skill level. Someone with low health surrounded by enemies can leech much health from the monsters he/she is running away from. It appears as a golden Lightning bolt in your inventory.

ImageTeleporter: Limit of 1 in your inventory. This Artifact uses adrenaline when activated. For 25 Adrenaline you get to teleport to a random location. Sometimes you can 'guide' the direction of where you are going by already being moving in the direction. This artifact gets tossed out by many players though in order to encourage better artifacts to spawn.

ImageTriple Damage(TD): Limit of 1 in your inventory. This Artifact uses adrenaline when activated. When you run out of adrenaline this artifact dissapears from your inventory. When activated it triples your damage output. The value of one of these is obvious. Many of the fantastically high scoring players rely on these with an almost religious fervour. It appears as a purple Unreal symbol, the same as the Double Damage found in many of the maps.

ImageBoots of Flight (boots): The wearer of these will be able to fly as long as they have the adrenaline to sustain its use.

ImageRevive Artifact: Limit of 2 in your inventory. This artifact can revive a dead teammate. Once you use it, it will bring up an incredibly annoying display of the player model and the name of someone who is dead. I call it annoying because it hijacks all your other controls and can very often get you killed if you try and revive someone when you are not in a safe location. To navigate the dead players you would use the same keys that you would to navigate PU/artifacts. There is a bug that prevents many people from selecting the player that they wish to revive. It's caused by having your [ and ] keys bound to 'NextInventoryItem' and 'PrevInventoryItem'. Though that bind works fine for PU/artifact navigation, it will not work for the selection of a dead player. To fix it, you need to have the keys you use for selection bound to 'PrevItem' and 'NextItem'. If you change the binds while the UT engine is running, it will not take effects. You need to reload the engine (Read: Restart UT) so it can reload the .ini configuration files. Once done, you will be able to use the same keys to select PU/Artifacts and dead players.

==========================================Section Eight========================================

Important Thing to Know: <----- CLICK ME


=========================================Section Nine========================================
Monsters:


This game has many different monsters to shoot and kill. Some are more dangerous than others. This section will inform you of the important things to remember about the monsters.


-The monster use different model code than the players so they are affected differently than fighting against players. This is why piercing does nothing to them.

-The monsters are affect by RPG stats. They are always the level of the lowest level player alive. For example: If PlayerOne is level 125 and PlayerTwo is level 65, the monsters are level 65 as long as PlayerTwo is alive. If he dies then the monsters assume the level of PlayerOne, becoming level 125. If PlayerOne then revived PlayerTwo then the monsters would resume being level 65.

-Some monsters are shiny. This means they are metal and they can reflect most shot from beam or plasma weaponry, specifically the Shock Rifle and Link Gun. You can still hurt them with shock combos or the Link Gun alt-fire.

-You get one (1) point for killing a monster.

-If you shoot a Titan with the Sniper or LG you will stun them and they will be prevented from throwing a rock at you.

-Monsters tend to attack people who are doing lots of damage to them. If you are wondering why Warlords are always shooting at you, it's likely because they want you dead sooner than a player who isn't harming them.

-Piercing does not shoot through the shields of a queen.


New Player Guide {v1.81} Continuation HERE
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