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.


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[Main Documentation]
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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.


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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


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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
       

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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.


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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.


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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


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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 

        
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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.


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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 <the amount of cells you have>".
                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?!







