ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ B l o o d M a g e ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ 'A Total Conversion for Quake' Filename : BMfull.zip Version : 1.0 Webpage : HTTP://www.converted2.com/bloodmage/ Date : July 1st, 1999 ÉÍÍÍÍÍÍÍÍÍ» º Credits º ÈÍÍÍÍÍÍÍÍͼ ===== Major ===== Guy 'Phantasm' Opitz: Levels, Design, Sounds, Models, Skins, Artwork, Webpage, Readme Michael 'MaNiAc' Turitzin: Programming, Technical Design, Models, Sounds, Skins, Intro, Readme Donald 'Curse' Howey: Models, Graphics, Design, Sounds, Artwork, Levels ===== Minor ===== ReximFX: Music -=[AciD]=-: Textures Xxenn: Textures Demon Hunter: Maps [See credits.txt for additional credits] All the other TC's and Quake mods that inpired us and, especially, ID Software for making this all possible. ÉÍÍÍÍÍÍÍÍ» º E-Mail º ÈÍÍÍÍÍÍÍͼ We want feedback on BloodMage! Please e-mail us with any comments, questions, or problems you may have... MaNiAc = stevet@thevision.net [any program related bugs or comments] Phantasm = opitz@epix.net [any level problems or other comments] Curse = curse_69@hotmail.com ÉÍÍÍÍÍÍÍÍÍÍÍ» º Storyline º ÈÍÍÍÍÍÍÍÍÍÍͼ For centuries the BloodMages walked the land building great cathedrals on places of power and using their powers to hold back barbarian hordes and swarms of destructive humanoids such as the orcs and goblins. But, at the dawn of a new age, the chaotic legions of creatures pressing against their borders began to organize. The demigod leader of the BloodMages, Cain, paid little attention to reports of the gathering armies, and, due to this fatal mistake, the Dark Armies drove a wedge of destruction into the heart of the BloodMages' protected lands. The shining cathedrals in their path were obliterated -- twisted by unnatural magics and currupted beyond recognition. Gathering all his remaining strength, Cain shielded his remaining land against the Dark Army and held it long enough for the Crimson Warriors and Red Druids of the BloodMage army to regroup and fortify their positions. Now, in the bleak seventeenth year of the War, the BloodMages are outnumbered and outmatched. Cain's power dwindles and the countryside is a wasteland of plague and famine, littered with the corpses of those who fell in countless battles. Several of Cain's ninja spies have managed to discover the location of the enemy's capitol. At the cost of dozens of lives, the few that returned were able to give Cain the information he desperately needed. Who was the leader of the Dark Army? -- the Warlock Overlord Magigok. With this newfound knowledge in hand, Cain has sent much of his remaining army in a surgical strike against the enemy. He hopes to successfully cut off the head of the unstoppable beast that is the Dark Army by killing its leader, the Warlock. Without its leader, the Dark Army would be easily crushed in the confusion that would follow. You are one of the many who have been blessed by Cain and sent out to vanquish the Warlock. Will you be able to assassinate the Overlord and bring victory to your people? Will you wreak vengeance on the forces that have lain waste to your homeland? Enter the world of BloodMage and find out... ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Installation Instructions º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 1. Unzip the file, BMfull.zip, into your Quake directory (with "keep directory structure" enabled). This should create a directory called "BM". 2. Obtain either Quake 1.08, GLQuake 0.97, or WinQuake 1.09 and install the necessary files. 3. BloodMage requires at least 16 megabytes of memory. It may run with less pauses, however, if you edit the following lines to allow Quake to allocate more memory (remove the "-winmem 16" command if you are running completely in DOS mode). Use the following command lines to run BloodMage: Quake 1.08: "quake.exe -game BM -winmem 16" GLQuake 0.97: "glquake.exe -game BM -heapsize 16000" WinQuake 1.09: "winquake.exe -game BM -heapsize 16000" 4. You should be playing by now! Have fun! NOTE: If, for some reason, you notice lockups or other crashes on startup or during gameplay and are using Quake 1.08, try using WinQuake 1.09 or GLQuake 0.97(if possible) as these may run more smoothly in the Windows environment. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Gameplay Instructions º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ It is important that you, the new BloodMage, know some of the new aspects of the BloodMage world. First and foremost, BloodMages advance in skills and learn new spells by gaining experience. Experience can be attained through numerous methods including slaying attacking enemies and finding secret areas. When you hit certain marks, you will rise in level and gain new abilities. See the section entitled "Spellbook" for more information on this. As a mage, most of your resources (everything besides arrows) will regerate on their own as long as you are not attacking. You may find it necessary to take a break after intense battles to regain lost mana and health. Unlike Quake, you cannot operate buttons and doors simply by touching them. You must walk up to the device you wish to use and press the "use" key (the command for this is "use" and the default key is "u"). During your quest, you will encounter various FRIENDLY characters that are willing to sell you goods. Do not kill these characters! You will not gain any experience from doing so, anyway. To buy goods, walk up to one and press the number of the item you wish to purchase. If you have enough gold, the seller will throw out the item you requested. Some characters will only speak to you and not sell anything. To regain lost health, among a number of other different ways, you can "consume" corpses and water. Make sure you don't drunk lava or slime, however, because it will damage you! This feature uses the "consume" command which is normally bound to the "x" key. At any time, you can press "BACKSPACE" to view your list of statistics, including money and experience amounts. Good luck on your quest! ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Important Command List º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ [All commands can be found in commands.txt] NOTE: The following commands are all very important to BloodMage play. Their default keys are indicated in the "key" column, but you may change them if you wish. BloodMage comes with almost all of the original Quake controls intact. To change a command, open the console (press the ~ key), type "bind [key] [command]", and press ENTER. For example, if you wanted to bind the "use" command to SPACE, you would type "bind SPACE use". The uses of some of the more important commands are explained in the above section (Gameplay Instructions). If you ever want to reset all commands to their defaults, type "exec default.cfg" in the console. ============================================================================== Command Key Function ============================================================================== N/A 1-9 Change your weapon use u Use (doors and buttons) consume x Consume (meat or liquid!) spellback [ Cycle spell backwards spelluse ENTER Use currently selected spell spellforward ] Cycle spell forwards levelback ; Cycle spell level backwards levelforward ' Cycle spell level forwards statlist BACKSPACE List your statistics spelllist \ List currently active spells +hook e Throws grappling hook and then releases it when key is depressed +grow w Continuous extend grappling hook +shrink r Continuous retract grappling hook ccam z Turn chasecam ON/OFF +zoomout a Continuous zoom out +zoomin q Continuous zoom in weaponforward / Cycle your weapon forwards weaponback N/A Cycle your weapon backwards playerlist PGUP List all players and their level/ experience leaveteam PGDN Leave current team and return to waiting area (BM Soccer) ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Weapons and Items º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ ======= Weapons ======= As a BloodMage, you begine your quest with a Crimson Katana, a Staff of Regeneration, and a Triple Crossbow. You will find other, more powerful, weapons and offensive spells during your quest. ============================================================================== Weapon Resouce Needed ============================================================================== 1. Crimson Katana N/A 2. Staff of Regeneration N/A 3. Forcebolt Wand Magic Mana(2) 4a. Triple Crossbow Arrows(3) 4b. Poison Arrow Upgrade Arrows(3) 5. Ice Storm Spell Mystic Mana(1) 6. Flame Wave Spell Fire Mana(<1) 7. Fireball Spell Fire Mana(1) 8a. Vampyre Bolt Spell Mystic Mana(1) 8b. Lightning Sword Mystic Mana(1) 9. Railbolt Spell Railbolts(1) Spellbook Mystic Mana ============================================================================== 1. Crimson Katana ================= The mighty Crimson Katana found on the dead body of one of your fallen comrades. This is the main weapon of the Crimson Warriors, but BloodMages have begun to use it as well. You also carry a tough shield that will protect you if you are not attacking with the Katana. The Katana is imbued with the soul of a warrior, and, with a short time spent in concentration, you may channel these energies for a more potent attack which can smash even the unstoppable zombie into many pieces, leaving him unable to retaliate. 2. Staff of Regeneration ======================== Almost all mages keep a wand handy to aid in the collection of magical energies. When you carry this wand, your mana will regenerate more quickly. As an added bonus, this quickening of energies will also allow you to regain health and heal wounds that would normally take weeks to recover from. 3. Forcebolt Wand ================= Any staff with a gem at the end to focus magical power can serve as a Forcebolt Wand. The concentrated energy will fly out at high speed and rebound off surfaces several times if it doesn't hit a target. This wand feeds off of the basic mana you gather, just like all the spells you will add to your spellbook over time. 4. Triple Crossbow ================== A powerful crossbow that fires at a very rapid rate and can skewer your enemies with many arrows -- it is a favorite weapon of any BloodMage, and all carry one as basic field equipment. Bows are such popular weapons that arrows can be found all over the land. However, if you ever need extra arrows, it is easy to craft them from your own mana. 4a. Poison Arrow Upgrade ======================== Sometime during your journey, you may find an upgrade to your Triple Crossbow. This highly-coveted item will magically enhance your arrows and allow you to use Poison Arrows on your crossbow. The venom tipped arrowheads you can fire with this upgrade can almost instantly kill any creature, but, due to the instability of the substance used, they will only have a poisoning effect a fraction of the time. Press 4 a second time to select this weapon. 5. Ice Storm Spell ================== Many Icewizards have written spells in their blue tomes that allow for mastery of the bitter cold. A mere glimpse at this arcane knowledge by any skilled mage will allow him the controlled use of ice magic. With it, sharp shards of ice can be unleashed on your opponent. The ice can freeze enemies solid, but they must be finished off with the shattering effect of any other weapon. Ice magic requires a special kind of mana, mystic mana -- the mana of the air and water elements. It is used both to summon bolts of lightning from the skies and to generate ice from the vaporous water in the air. 6. Flame Wave Spell =================== In order to use this mystic art, you must first posess the arcane symbols written on flame scrolls. Using fire mana, you can summon flames that spew forth from your fingertips. These flames can incinerates enemies quickly and even leave them burning after you have stopped your attack. This technique requires that you draw mana from an elemental source -- the elements of earth and fire must be tapped to use this fire magic. 7. Fireball Spell ================= A spell so common and powerful that it can be found in many spellbooks, the fireball is such a concentrated and skillful weaving of elements that, when it is hurled upon the vastly inferior creatures you target, it can easily reduce them to charred pieces. Its range is limited, however, and, at certain distances, it will fall to the ground and explode. In many cases, the radius of the blast will be unable to destroy enemies and a direct hit is required. Creatures seem to be more susceptible to the expanding explosion than inanimate objects. 8a. Vampyre Bolt Spell ====================== This spell will fire an incredibly powerful beam of red lightning that can quickly drain an enemy of his lifeforce and draw the energy into you. The souldraining evils that are channeled can bolster your health until you attain the mark of the beast (health the energy are channeled from a Bloodstone Amulet, and, as you point at your target, the energy leaps from the necklace to strike your enemies). The mana of sky and water are the sources of this powerful magic. 8b. Lightning Sword =================== The amulet of vampyric lightning also imbues you with the talent of channeling electricity into other objects with magical properties, the Crimson Katana being a perfect example. Simply press 8 a second time and, instead of pointing with your hand, you point with the Katana, which sends a thicker beam of energy with far more explosive results... 9. Railbolt Spell ================= This spell is the ultimate weapon in a BloodMage's arsenal. However, it is usually very hard to find, and the mana it draws from, RailBolts, will not regenerate. Attacking with this spell will focus an enormous amount of energy into a huge bolt of power that will hit instantaneously and most likely leave your enemy reeling. You can even damage multiple enemies in one shot with this spell! Precision is the key... ===== Items ===== During your travels, you will come across various other items that may be of aid. Arrows ====== Unlike regular crossbows, the Triple Crossbow fires arrows, not bolts. These arrows can be found in large and small quantities almost everywhere in the realm. Potions ======= These elixers, when drunk, will heal some of your wounds. They come in three types: small, medium, and large. Large potions are unique in that they will give you extra health and allow your health to surpass it's natural limit of 100. Biohelm ======= When donned, this helm will protect you from damage from all liquids except lava. It will increase your air supply as well. Ring of Protection ================== When this ring is worn, it will render the owner impervious to all damage for a limited amount of time. Ring of Damage ============== This ring will provide a vast increase in the powers of the wearers normal attacks for a limited time. Ring of Invisibility ==================== When worn, this ring will distort the wearer's image and make her much less visible to enemies. It will wear away after a short time. Armor ===== Armor comes in a large number of varieties. You may find a plain suit of armor or various pieces that provide added protection. Merchants are occasionally available to sell you various types of this more exotic armor. Grappling Hook ============== A grappling hook will allow you to climb up or down surfaces that otherwise would have been unscalable. Once you have found one, you can throw it out, pull yourself up, and let yourself down. You cannot carry a grappling hook from one level to the next. Gold Coins ========== Many creatures of the realm carry spare coins with them; you may also find them in chests or simply lying on the ground. They are very useful for purchasing armor and other goods. Ale === The favorite refreshment of any BloodMage! Ale will provide health when drunk, but will also leave the user in a confused mental state for a short while. Drink safely! Artifacts ========= Various artifacts and items can be found throughout the BloodMage realm. These are very useful and can perform various functions from giving you more experience to triggering important events. Keys ==== You will encounter locked doors during your journey. These keys will allow you to open them and continue on your quest. ÉÍÍÍÍÍÍÍÍÍÍÍ» º SPELLBOOK º ÈÍÍÍÍÍÍÍÍÍÍͼ The spellbook is a very important complement to the weapons of a BloodMage. Although most areas can be traversed without the use of spells, you will find them very helpful in your quest. You start on level one, and, as you kill enemies and find secrets, your experience and levels will increased. With each new level, you gain four spells. There are ten spell levels total. Use the spells wisely and they will be a great asset on your journey. The section entitled "Important Command List" provides more information on using your spellbook in the game. [LEVEL ONE] Create Missiles =============== Creates up to 10 arrows for your crossbow(1 magic mana per arrow). Heal ==== A simple spell that heals the caster's wounds(+15 HP). Megajump ======== Your next jump will become one powerful leap. Make sure you land on a higher area or you will come down to earth painfully! Torch ===== Drops a magical light source which lasts a very short time. You will find this necessary to illuminate dark areas. [LEVEL TWO] Conversion ========== Converts shells to rockets or cells (2 for 1). Mystic forces will decide the outcome. Globe of Light ============== A much more powerful light spell that lasts longer and glows more brightly. Slay Undead =========== Creates an undead skull that propels the spirits of the living dead into the void and returns with their life energy. This is very useful in destroying zombies, mummies, skeletons and haunted treasure chests. Water Breathing =============== Allows the caster to survive under water much longer than humanly possible. [LEVEL THREE] Candle ====== Creates a magical lightsource more potent than the torch spell that will hang in the air in front of the caster. Decay ===== Releases a plague that can spread from creature to creature and even back to the caster if she is not careful. Lightning Protection ==================== Protects you from various forms of electric attack for a short while. Stealth ======= A gathering of energies that causes the caster's sounds to be almost muted. Avoiding the detection of enemies is much easier with this spell. [LEVEL FOUR] Acid Rain ========= A darker form of weather control magic, this spell brings down a rain that dissolves flesh. Clone ===== Creates an illusionary double of yourself to deter enemies. Create Armor ============ Magically form a suit of armor when normal armor is unavailable. Feather Fall ============ Affects gravity around the caster to negate the dangers of falling from great heights. [LEVEL FIVE] Flame Shield ============ Fire magic shields the caster from fire and sets any nearby enemies into a burst of flames. Repulsion ========= Creates a powerful blast of force that sends anything within range flying away from the caster. Rune of Fire ============ Creates a flaming rune that destroys enemies that approach. It will explode after a short time. Speed ===== Twists the fabric of reality and allows the caster to cover much more distance in the same amount of time. [LEVEL SIX] Barrier ======= Creates a magic wall which will shield against attacks and halt enemies in their tracks, thus preventing them from reaching the caster. Create Spiketrap ================ A dark and dangerous summoning of Daemon magic that will rise from the ground and eviscerate anything it touches. Immunity ======== A cure-all spell which halts decay, spores, or any other ailment. Levitate ======== Allows caster to "jump" in any direction she wishes, even when already in the air, for a short period of time. [LEVEL SEVEN] Detection Trap ============== Creates a magic eye that explodes with deadly force when it sees a target. Ethereal Locator ================ For a period of time, a beam of harmless electric light will point in the direction of the nearest enemy, blinking to show the caster's proximity. Gravity Dissipater ================== Creates a jagged mystical sphere that dissipates the forces of gravity for everything but the caster. Illusion ======== Camoflage magic makes the caster much less visible to enemies. [LEVEL EIGHT] Haste ===== Allows the caster to attack at a much faster rate. Mana Shield =========== Creates a shield that runs off the caster's spellbook power. It will protect the caster from injury as long as his magic mana lasts. Orb of Attraction ================= Creates the counterpart to the gravity dissipater -- this spell draws on the powers of nature's most powerful creation -- the black hole. It will explode with deadly force after a short while. Ultra-Damage =========== The caster's next attack will deal 10 times normal damage. [LEVEL NINE] Frenzy ====== A mind altering incantation that causes weak minded creatures to go berzerk and attack the nearest living thing. Player's may find it hard to stop attacking when under the influence of this spell... Lightning Storm =============== Summons bolts of lightning that zap the caster's enemies in a flash of destructive energy. Beware, it may strike you if there aren't others nearby. Mass Heal ========= The most powerful health restorative magic known to exist(+100 HP) Ring Enhance ============ Gives a 30 second boost to any one magic ring you may carry. [LEVEL TEN] Disorientation ============== Disruptive forces will cause the caster's enemies to temporarily lose control of their bodies and move around and fire randomly. Explosive Death =============== When the caster is killed, she gets instant revenge by exploding in a tremendous nuclear blast. This spell is only useful when used against other BloodMages. Mark/Recall =========== The arcane powers of teleportation that only the most experienced BloodMages can attain. A marker will be set on the first cast, and the caster will be teleported to it on the second. Summon Falcon ============= The ultimate magic -- the creation of life. This loyal retainer will protect the caster as best it can with the magic mana given to it when it is created. ÉÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Environment º ÈÍÍÍÍÍÍÍÍÍÍÍÍͼ On your quest, you will encounter various environmental features, some of which may help you and some of which may harm you. Rain and Snow ============= Weather conditions in some levels result in rain and snow falling from the sky. Dripping Liquids ================ These come in three forms: water, acid, and blood. Watch out for acid since it can burn you if you don't have a Biohelm! Lightning ========= This weather effect comes in two varieties. Lightning coming in at a very close proximity can strike you if you are not careful. Storms that a further away will only produce a quick flash and thunder. Temperature Extremes ==================== Some locations may be either hotter or colder than the temperature that the human body can normally stand. If so, you will suffer from these effects if you do not have a Biohelm. Ice === In cold areas, watch out for ice! You can easily slide on it, so extra movement precision is necessary. Liquids ======= These come in three varieties: water, slime, and lava. Slime and lava will both damage you while you stand in them. If you are not wearing a Biohelm or haven't casted Water Breathing, watch your oxygen supplies -- you can drown if you aren't careful! Air and Water Currents ====================== If you enter one of these, you will be pushed quickly towards either a goal or a trap. Lavabursts ========== Fountains of lava balls that spawn from pools of lava. Stand clear of these -- they can burn you and set you on fire. Spore Fountains =============== These carry the same effect as the spores from the Swamp Daemon. You DO NOT want to get hit by spores as they will slowly eat away at your health and will only go away if you cast Immunity or pick up the largest potion. Trees ===== These will mainly be obstacles in your quest, but you may be able to use them to your tactical advantage. You can stand behind them to avoid oncoming shots or run toward them and hold "jump" to climb them. They will shatter into a shower if splinters if damaged enough. Barrels ======= These can be used as barriers and can be pushed around and destroyed if you so wish. Ladders ======= Walk up to one of these and press and hold "jump" to climb. You can climb up faster by looking up and can climb down by looking down. Destroyable Objects =================== These come in all shapes and sizes. When in doubt, hit an object that you see or is blocking you! It may crumble and reveal a new pathway. Arrow Traps =========== These traps will fire arrows in one direction when you get near them. Proceed with caution. Teleporters =========== Walk into one of these to be instantly teleported to a new location. Almost every object in BloodMage can be transported through these teleporters as well, so they can be used strategically. Buttons and Doors ================= Buttons can be pushed to open doors and do other useful things and doors can be opened to enter new areas. Press the "use" key while pointing at a door or button to use it. Moving Platforms ================ Some platforms will move when you stand on them to allow you to reach previously inaccessable areas. Explosive Objects ================= These come in two varieties. Stand clear while in a battle as they can explode when damaged, causing lethal results. ÉÍÍÍÍÍÍÍÍÍ» º Enemies º ÈÍÍÍÍÍÍÍÍͼ ================== Friendly Creatures ================== Hooded Merchants ================ These cloaked figures will appear in several levels to sell you various pieces of armor. Select the piece you wish to purchase and push its corresponding number to buy. Civilians ========= At several places in BloodMage, you will meet weak, peaceful civilians. They may just have something to say but some will also want to sell you goods. Follow the same procedure as listed above for the Hooded Merchant for purchases. ====================== Wildlife of the Realms ====================== HellBats ======== Common bloodthirsty bats. They are small and annoying, but very weak. Snakes ====== Snakes are common but still dangerous when you meet the underwater variety. They will attack in groups most often and attempt to drown you if possible. BlinkHounds =========== Resembling large dogs, these creatures live both on our plane of existence and on the Ethereal Plane. They use this to their advantage by phasing out of existence partially in order to hide themselves from view. They can be seen if they haven't hidden themselves already or if they are attacking. While attacking, they are unable to maintain the concentration needed to remain phased out. When invisible, the BlinkHound is only noticeable by the red eyes that remain visible in both planes of existence. Wyverns ======= These flying dragon monsters are common to the realms, but only the Warlock has been able to take control of them and tame them for his army. These red-winged creatures attack with fireballs that do not do a great deal of damage but can set you on fire. They are not a terrible threat unless you outnumbered ================== The Warlock's Army ================== Assassins ========= Roughly half of the Warlock's army is comprised of these archers. They are unarmored, which makes them easy to kill, but they tend to hide and ambush you from a distance. Assassins can attack quickly and do enough damage to kill you before you realize they are even there in many cases. Knights ======= The better half of the Warlock's army contains all the warriors that are grouped into the Knight category. These fighters range from simple untrained and poorly armed peasants to incredibly skillful and magically enhanced Black Knights. DarkPriests =========== These chanting warlocks are the holders of Daemon power -- they are the ones who summoned the Daemon Lords from the pits of Hell. Most had once been great warriors and have retained much of their strength. They prefer to create blue energy spheres to obliterate their enemies, but, in melee combat, they can also throw magically enhanced punches that melt flesh. They often appear in groups, guarded by knights and other monsters. Mages ===== These highly-evolved, half-human creatures have a variety of attacks at their disposal. They can easily provide to be the trickiest of the Warlock's army. They will normally just fire highly-charged fireballs at you, but will try to teleport behind you if attacked. If you move too close to one, he will cast a Repulsion spell to try to push you away and into range of his other attacks. Mages have also learned the Heal spell and will try to use it if they ever have the chance after being damaged. These creatures must be dispatched as quickly as possible. =========== The Created =========== Steel Golems ============ The golems are mechanical minions built of strong steel and given life through dark incantations. They are rare nasty opponents that can cause massive damage to even the most heavily armored warrior. Rock Giants =========== These huge, rock-skinned, giants are stocky and cruel monsters. They are cave-dwellers by necessity (essential minerals for their survival are found only in the caves). One puch or headbutt from one of these creatures can leave you reeling. ======================= Humanoids of the Realms ======================= Orc Mages ========= The orcs recruited by the Warlock's army have been granted strong magics. Rumors of towns being raided and leveled by strong blasts of ice and fire emitted by these beasts are relatively common. These tough soldiers can drop a normal man in an instant -- unwary BloodMages may receive the same fate. Goblins ======= Another humanoid race, the goblins are smaller but definately not weaker than the orcs. They use swords and spears and attack with amazing speed and agility. Minotaurs ========= These creatures -- fierce giants with thick armor and massive halberds -- were the last things many of your bretheren saw before losing their heads. The most common minotaur wears light leather, but some higher ranking ones wear copper plate mail and even steel mythic armor, a very rare item in the realm. ========== The Undead ========== Skeletons ========= The reanimated bones of a dead human or orc -- they are created by DarkPriests in a sickening ritual comparable to a reversed funeral. They are armed with the stereotypical reaper weapon and sent in masses to kill the enemies of the Warlock. Zombies ======= Those that would not join the Warlock's cult were slain and reanimated in dark rituals to serve the DarkPriests. They are the most loyal of the Dark Army but lack intelligence enough to act on their own. They lust for the brains of humans, but BloodMages ESPECIALLY -- watch out! Haunted Treasure Chests ======================= The Warlock likes to use his servants' minds, bodies, AND souls. When mind and body fail to serve him, he makes use of the soul to guard the many caches of gold he keeps in his territories. These posessed treasure chests can leap at you and kill you if you are not careful. Mummies ======= A dark ritual has preserved the oldest DarkPriests. They rise at midnight to continue thier occult practices but return to their foul crypts when the sun rises. One blow from one of these creatures can start a process of decay that can spread from the host to other living matter. It will eventually die off, however, if not allowed to spread. ============= The Hellspawn ============= Magma Daemons ============= These daemons are incredibly strong, fast, and intelligent. They usually only appear near pools of lava where they can feed off the heat. In combat, they can inflict terrible wounds with their obsidian claws. Their vulnerability to ice-based attacks, laziness, and glowing magma skin that prevents them from hiding are their main weeknesses. Higher Deamons ============== These huge, evil creatures will mangle your body and torture your soul. They can summon beams of molten lava as well as any number of the other horrible spells that they possess (different Higher Daemon's possess different powers). They are extremely fast considering their enormous size. These beasts are not limited to spellcasting, however -- if you dare go near these behemoths, they will shatter your body with huge, crippling, clawed arms. If given half the chance, they will decapitate you and toss your lifeless head into the nearest lava pool, or, worse, add you to their skin collections. There's some food for thought! Types: a) Common Daemon - lava beams b) Pit Daemon - spike traps c) Butcher Daemon - expanding explosions d) Swamp Daemon - spore clouds e) Frost Daemon - ice storms ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Server Commands º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Should you decide to set up a BloodMage server, these parameters can be used: ============================================================================== Parameter Use ============================================================================== deathmatch Unlike Quake, this only has one setting. Set it to "1" to enable deathmatch mode. coop Set this to "1" to enable cooperative mode. teamplay Set to "1" to enable teamplay and set to "2" to enable teamplay with team damage. fraglimit Set to number of kills needed by top player for map to change (0 means no limit). timelimit Set to amount of time between level changes (0 means no limit). temp1 Use this in combination with the "deathmatch" variable to customize your server: weapons stay - 1 monsters spawn - 2 grappling hook on respawn - 4 full experience for all players - 8 Add any or all of these together for the "temp1" setting to enable these features. ============================================================================== ======== BMSoccer ======== In addition to this, we have also added a deathmatch mode called "BMSoccer"! To play, just load the map, "soccer.bsp". The "deathmatch" and "teamplay" flags will be set automatically if they are not already. When the game starts, players will spawn in the "waiting room". Here, they can watch the game in progress or walk into one of the color-coded teleporters to join the corresponding team. Once players have joined the game, the orb will be released. Players can pick up the orb by touching it and can "kick" it by pressing "fire" (they may not attack while the orb is in their control). When a team is scored upon(the orb is "kicked" into its goal), kills and experience will be taken from and given to the losing and winning teams, respectively. Players can type "leaveteam" at any time to return to the waiting room to choose a new team. Have fun! ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º Copyright and Distribution Permissions º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ Copyright and Distribution Permissions -------------------------------------- The modifications included in this archive are Copyright 1999, Michael Turitzin, Guy Opitz, and Donald Howey of BM Software Inc. The original QuakeC source is Copyright 1996, id software. You may distribute this Quake modification in any electronic format as long as all the files in this archive remain intact and unmodified and are distributed together. Disclaimer ---------- Software under this agreement is under no kind of warranty. Software under this agreement is provided as is, and isn't guaranteed in any way by the mod authors. Use this software at your own risk.