$Id: Playing,v 1.15 2000/03/05 02:10:12 roderick Exp $ This is the user documentation for Artifact-RJS Quake. You can learn more about Artifact-RJS at http://www.argon.org/artifact-rjs/. Finding Servers --------------- If you use Gamespy (http://www.gamespy.com) to find servers, you can use the tab I made to single out the Artifact-RJS games. It's in the distribution, and you can download it from http://www.argon.org/artifact-rjs/Artifact-RJS.qst Save it to your disk and run View/Custom Tab/Import from Gamespy. If you don't use Gamespy, you can find a list of the servers I know about on the Artifact-RJS web page (URL above). Observer Mode ------------- You start the game as an observer with the main menu up. The menu contains these commands: 1. View instructions This shows you an abbreviated version of the instructions. Alternately, this puts the menu up on your screen if you're observing or riding. 2. Join the game This is how you start playing the game. Because the game sends an "init" command to you when you connect, you can automatically join when you connect if you set alias init impulse 2 in your autoexec.cfg file. If the game is full when you press 2, you'll join the game queue but remain an observer. When one of the players leaves the game or becomes an observer, the person at the front of the game queue will automatically join the game, and everybody else in the queue will move forward in the line. You can press 2 once you're in the queue to see how close you are to the front of the line. 3. View credits This displays the Artifact-RJS credits. 4. Observe Since you're already an observer when you're looking at the menu, this really just turns the menu off. 5. Ride next player Rider mode is an observer mode similar to a chase cam, but it's more intimate. You'll see through the eyes of the person you're riding. It's a bit choppy, I hope to do something about that in a future release. If you press 5 while you're an observer you'll be made a rider and put into fast track mode. In this mode you'll always ride the person who has the highest weighted frag rate. (The rate is weighted to give more recent frags more oomph. The idea is for the game to put you on somebody who is probably interesting to watch.) If you press 5 a second time you'll enter high track mode. This causes you to ride the person who has the most frags. Pressing 5 a third time causes you to ride somebody else. You'll stay riding that person until you change by pressing 5 again (or 4 to stop riding and observe, or 2 to join the game). If you're a player you'll get a message when somebody starts riding you, plus the red key will light up in your status bar to let you know you have a rider. The show-riders command will list who is riding you, or who you're riding. 6. Admin menu This activates the admin menu (if you've already entered your admin passcode) or prompts you for the passcode (if you haven't). See the Configuring file for information about admin mode and the admin commands. 7. Weapon toggles If alternate weapons are enabled normally pressing a weapon selection command multiple times toggles between the regular and alternate weapons available from that key. Eg, if you press the 3 key repeatedly you'll switch from the super shotgun to the flamethrower and back again. This is useful for most people, but it interferes with some client-side weapon selection setups (quick-rocket keys and the like). If you run this menu item then the toggling behavior of the weapon selection impulses will be disabled. 8. Bind default keys This command binds the most useful commands to a set of pre-defined keys. The keys which are used are listed with the command descriptions below. You can use these commands any time when you're an observer or a rider, you don't have to have the menu up for them to work. Pressing 1 brings the menu up. If you press 4 while you're dead you'll become an observer again. Player Commands --------------- You'll need to bind at least two keys in order to use the runes effectively. It's useful to bind a few other keys as well, but you can get by with just two. On the main menu there's a command which will bind the most useful commands to standard keys. The keys which are used are listed along with the descriptions of the commands below. command rune-use, key X This command is needed to activate some of the runes, such as death spots and radiation. Most runes don't require activation. command rune-delete, key Q This command deletes your current rune. Since you can only have one rune at a time, you have to do this to get a different rune. command rune-tell, key C This command tells you what rune you currently have. If your rune description is already on your screen (either from using rune-tell or just from picking up a rune), this command removes it. Jumping and firing will also remove the description from your screen. command show-riders, key [ This will list the observers currently riding you. If you're a rider, it also lists who you're riding. If you have any riders the blue key will light up in your status bar. command fix-angles, key ] There's a bug which causes your view to be tilted to the side, I call it batman villain syndrome. You can fix it by teleporting, or by using this command. Also, sometimes you're left with a one of the weirdness affects inappropriately. The fix-angles command will take care of that, too. command show-players This command lists the players connected to the server, and whether each is playing, observing or riding. command show-settings This command shows how the mod is currently configured. The "Configuring" document explains what all the settings mean. command best-weapon This command will make current the best safe weapon for which you've got ammo. command rider-hide This toggles rider-hide mode. If you have this rider-hide mode enabled then your riders won't be able to see your armor, health, ammo or items. They'll still be able to see your current weapon, for aesthetic reasons. The idea behind this is not to make available to riders more info then they'd be able to glean from observer mode. This is necessary because some people have a better time ruining other people's games then having one of their own. This command is not available in the default server. The server admin has to enable this mode and recompile the sources if she wants the players to be able to use it. command hook-on command hook-off command hook-toggle command +hook There are five different ways to operate the grappling hook. These five commands are three of them. hook-on and hook-off do what you'd think. hook-toggle fires the hook if it isn't out, or drops it if it is. When bound directly to a key, +hook will fire the hook when you press the key and drop it when you release. The other two ways are by selecting the alternate axe (by pressing it twice or any of the other ways you can select a weapon alternate) and using the fire key, and by using rune-use if you've got the grappling hook as your main rune (which behaves just like hook-toggle). command remove-frags This drops your frags to zero, if they're greater than that. command weapon-mode, key 9 This is one of ways you can select alternate weapons. See the alternate weapon section for more info. command hud-toggle This enables or disables the HUD. The HUD isn't quite ready for prime time yet, so it isn't on by default. Eg, it's only properly placed if you're running in 320x200 mode. A future version will have ways to configure this. command quiet-toggle This toggles quiet mode. In quiet mode you don't get the centerprinted messages about runes being picked up or deleted. You might want to use this if you use the HUD. command team-change This changes the team you're on in enforced team mode. What teams you can join depend on the current teamplay settings. This command will cycle you through all the teams you're allowed to switch to. It's always safe to use this, if you aren't allowed to switch teams nothing bad will happen. command team-stats This shows how many frags each team has, and which team is winning. It's run automatically at the end of every level when the game is in team mode, but you can run it yourself any time you like (even if the game isn't in team mode). command weapon-toggles command weapon-toggles-toggle These toggle the state of weapon toggles. See the "weapon toggles" entry in the observer mode section for more information. command vote-exit If enough players vote to exit the level, the level will end. (This only works for players, riders and observers can't vote.) The number of people who need to vote in order to exit the level can be changed by the server operator, by default it's 50% (rounded up). If you give the vote-exit command after you've already voted, or if you do it while you're an observer or rider, the game will tell you how many more votes are needed to exit the level. The show-players list shows which players have voted. command vote-team This does a similar thing for team mode. When team mode isn't on using vote-team means you want to turn it on, otherwise it means you want to turn it off. Your team vote stays with you across levels, you don't have to vote again. Just like with vote-exit, using vote-team as an observer or after you've voted will tell you how many more votes are required to change modes, and the show-players command lists people who have voted to change the team mode. Alternate Weapons ----------------- The server supplies a number of new weapons (though they can be turned off by the server operator). There are several ways to access them. Most people will use the weapon toggles. Eg, the flame thrower is the alternate for the super shotgun. Pressing 3 while you're already wielding the super shotgun will switch to the flamethrower. Pressing it while you're wielding the flamethrower will switch back to the super shotgun. (If you don't care for this behavior you can turn it off via the observer menu or the weapon-toggles command.) The regular Quake weapon cycling commands (impulses 10 and 12) work with the alternate weapons. You reach the alternates by going up from the lightning gun or down from the axe. They cycle around in the usual manner. If you use the weapon-mode command you will change the default mode you use for the currently selected weapon. This only affects what happens when you use the regular weapon selection impulses (and the mode of the weapon you're wielding right now), you can still use the other methods of selecting the weapons. Eg, if you haven't used weapon-mode before and you press it while you've got the 3 gun selected, then later pressing the 3 button will cause you to select the flame thrower rather than the super shotgun. You can still toggle or use one of the other methods to get at the super shotgun. You can also bind keys to select the alternate weapons directly. Bind to the commands weapon9 (grappling hook) through weapon16 (BFG). This works for weapon1 through weapon8 as well. These don't toggle even when you haven't turned weapon toggles off. Finally, you can use switch firing to select them. See the section on switch firing for details. Here are the alternate weapons: grappling hook This can always be selected as an alternate weapon, but it isn't always available -- sometimes everybody gets it, sometimes it's a rune and sometimes it's a special item you can pick up. See the section on the grappling hook for details. flame thrower (alternate for super shotgun) This weapon throws flames that do a fair amount of damage but don't travel very far. They might set the target on fire. You can hurt yourself with the flames if you're too close to them. There are multiple levels of burning -- the more flames you get hit by the more damage the fire itself does to you. You can douse the flames by jumping in water (or slime) or by getting armor. Don't touch a burning player, or you might be set on fire yourself. lava gun (alternate for nail gun) This is another burning missile weapon, but the blobs of flame shoot in an arcing pattern (though they can go further) and do a bit less damage. It can still set people on fire. bomb (alternate for super nail gun) The bomb launches like a rocket, but it sticks to whatever it hits. It ticks for a few seconds then explodes. It does quite a bit of damage near to the explosion, and some damage a long way away for people in line of sight. It takes 10 rockets to fire one. The idea for this weapon came from DM Plus. flash grenades (alternate for grenade launcher) When flash grenades explode anybody looking in their direction will be blinded for a few seconds. They don't do any physical damage. It takes 3 rockets to launch one. mortar (alternate for rocket launcher) This is missile with a ballistic flight path. It does a bit less damage than a rocket (and over a smaller area), but it can be directed at places you couldn't hit with a rocket. The idea for this weapon comes from Expert Quake. BFG (alternate for lightning gun) This is like Quake 2's BFG rather than Doom's. When you fire it a lava ball appears in front of you. This is the shot you're going to fire, but it takes a couple of seconds to warm up. When it fires the lavaball flies off (at rather a slow pace). It zaps people that it flies near, then does a huge amount of damage when it impacts. It takes 30 cells to fire. Weapons Stay (aka. Deathmatch 3 Mode) ------------------------------------- In the version of deathmatch 3 mode the server implements, you can get ammo from a weapon even if you have it already, just like in normal deathmatch mode. So, the same amount of ammo is available, but you never have to wait around for a weapon. When a weapon is charged with ammo it is raised up a bit. If you see a weapon which is higher than normal it means that you can get ammo from it, even if you have that kind of weapon already. Team Mode --------- The server can be configured to use a team mode in which everybody is forced to be on one of the teams the server op has set up. When you join the game you'll automatically be assigned to the team with the fewest players. You can change teams, but only to a team which has fewer players than the one you are already on (this can happen as people leave the game). The game can also be set so that the winning player can change to any team. If you try to change teams by setting your color but you're not allowed to be on the team you choose, the game will kill you. To avoid that use the team-change command to try to change teams, it will do nothing if you aren't allowed. The team-stats command lists the current team frag counts. Spawn Protection ---------------- When you first spawn you'll be invulnerable (and surrounded by orbiting yellow dots) for a little while. This is to help cut down on spawn camping. The invulnerability will stop immediately if you pick something up or attack. Grappling Hook Modes -------------------- Normally the grappling hook is a rune like any other. The server can be configured to treat the hook specially, though. You can use the show-settings command to see which hook mode the server is using. In free hook mode everybody gets the hook. In Lithium hook mode vore balls (little spiky purple balls) appear on the level, picking one up gives you a hook. There's one of these for every three players (rounding up -- 7 players means 3 hooks). You don't drop the hook when you die, so you have to get lucky to find one. See the commands section for information on how to activate the hook. Switch Firing ------------- Unlike in normal Quake, impulses work even when you are attacking. For most people, the most important thing this will affect is that you can use your rune even while attacking. Eg, if you shoot a rocket and then activate the shield rune, the shield will come up immediately rather than waiting until the rocket animation finishes. Additionally, if you're using a complex binding scheme to do client side switch firing, it will generally work better because the only time an impulse command is lost is when two are sent in the same game tick. Use the "wait" command to make sure the impulses each arrive in a different tick. There's a server side switch firing system in place to allow easier and more robust quick-rocket and quick-grenade and the like bindings. Eg: bind s +sattack7 // quick rocket bind d +sattack6 // quick grenade You can use +sattack1 (axe) through +sattack8 (lightning gun) for the normal weapons, and +sttack9 (grappling hook) through sattack16 (BFG) for the alternate weapons. You can also bind to +sattack-best to have it choose your best safe close-combat weapon (as the best-weapon command would choose). The idea for server side switch firing came from Expert Quake. Part of what they were trying to solve is mostly fixed by my other impulse command change, but I implemented the switch firing anyway because dropped impulses are still a problem. The way I currently use this is my main attack binding uses +sattack-best, and I also use separate keys for firing rockets and grenades (and slightly harder to reach bindings for firing bombs, the BFG, flash grenades and mortars). Using +sattack-best rather than +attack means I'm never in danger of zapping myself under water. This isn't perfect, though, because there's no way to override the game's idea of what weapon is best (other than via the weapon-mode hints), so it's inconvenient to stop using the flaming guns while berserk, eg. I hope to make this more configurable in the future. Rune Descriptions ----------------- Rune of Good Health (1) Your maximum health value is 666, plus you get 100 health just for picking up the rune. Rune of Regeneration (2) Your health and armor both regenerate up to your normal limit. Rune of Resistance (3) You only take half damage from any attack. This applies both to your health and to your armor. Rune of Haste (4) Your attacks happen faster or go farther or the like. The axe, shotgun, super shotgun, grenade, and rocket fire twice as fast, nails fly twice as fast, and the lightning gun reaches twice as far. Rune of Environmental Protection (5) The most obvious effect of this rune is that water, slime and lava, which normally hurt you, heal you instead. It also protects you from many of the other runes, however, which can be at least as useful. You're impervious to death spots, ice traps, death orbs, weirdness, radiation, and other things. If you've got this rune then the rune-use button acts as a super jump if you're in a liquid. This can be used to get out of lava and slime that the level designers didn't expect you to survive. Point yourself up out of the liquid and hit the button a few times in quick succession. Rune of Flight (6) With this fine rune you can fly (hover, really). Stay away from the ceilings and walls as you dodge and you are very hard to hit. Berserker Rune (7) All of your attacks do 6x as much damage, but all damage you sustain hurts 3x as much as normal. Plus, you get to quiver and bleed in a disturbing manner. Rune of Recall (8) Activate rune-use and you'll set your recall location. Go elsewhere and press it again and you'll teleport to your location. You place your location somewhere else by pressing rune-use twice, this will forget your old location so you can set a new one. Electric Rune (9) You zap anybody who gets too close to you. Each zap uses up a cell, the rune comes with 10 of them, plus you generate 1 every 5 seconds. Rune of Cloaking (10) You never make any noise. Also, if you don't attack and aren't hurt for a few seconds, you become invisible (as with the ring of shadows). Rune of Divine Wind (11) You explode when killed, doing a fair amount of damage and so often taking some other players out with you. If you activate your rune via rune-use, you explode much more violently, gibbing anybody within line of sight. You don't lose a frag for activating the rune. Death Spots (12) When you activate this rune you place a multicolored death spot which will arm in a few seconds. The spot will kill anybody who touches it (including you, so be careful). Beware of somebody with vengeance hitting your death spot! Holorune (13) Activating this rune leaves a holographic image of yourself behind. The image stays in place but otherwise is animated just as you are. The image goes away after 30 seconds. You can have up to 5 holograms active at a time. Orb of Death (14) An orange orb replete with yellow spots orbits around you. It does a huge amount of damage to any of your foes that it contacts. Blink Rune (15) This is a semi-random teleport. It teleports you onto objects around the level. You can normally use it often, but if you keep using it to quickly it will require some time to recharge. This rune puts a bubble over your head. I'm not sure why. Rune of Camouflage (16) If you stand still, don't fire, and aren't being hurt, you are completely invisible, not even your eyes show. You can still look around without becoming visible. This rune is a camper's delight. Rune of Uncontrollable Jumping (17) Everybody is so happy to see you that they jump for joy, though there are red slippers overtones. Also known as the rune of dancing. "Now you will dance for me." Action Movie Arsenal (18) Just like Arnold in the latest big budget shoot-em-up, you have a virtually inexhaustible supply of ammunition. (All of your ammo is replenished at a steady rate.) In addition, when you become full of any particular type of ammo, you're given the guns which go along with it. It is a fine thing to pull out a lightning gun in one of the episode one levels. Vampiric Rune (19) When you damage other players, you get their health. (You don't get back the damage you do to their armor.) You can go above 100 health this way, but your health above 100 rots away very fast. Normal health boxes, which normally give you 15 or 25 points of health, only give you 5 points when you're a vampire. If you leech enough some health after you die (by hurting somebody with a grenade you fired before you died, for example) to bring your own health back above 0, you come back to life! This only works if you're still dead, of course, so don't respawn too quickly when you die while you have this rune. Rune of Shielding (20) When you press the button you're rendered invulnerable for 3 seconds. (Your opponents can tell this has happened both by the invulnerability fading sound and by the yellow dots which surround you.) The shield takes 4.5 seconds to recharge after use. If you press the button while the shield is recharging it will activate again as soon as it can. (If you press the button a second time before it activates, the pending activation is canceled.) Rune of Strength (21) All of your attacks do double damage. Rune of Radioactivity (22) When you press the button you drop a radiation point. After it arms in a few seconds, it does damage to any of your foes which it can see (save those with radiation runes or enviro suits). Additionally, if you are within its zone of influence and you haven't gotten rid of the radiation rune, it heals you. You can have three of these spots extant at a time. You can't drop them within sight of each other, but if you try you can set it up so that two or even three radiation points have overlapping fields in certain areas. This is very powerful. Switch Rune (23) Point at another creature and activate the button and you'll switch with them. You'll swap positions, health, armor, ammo, items and powerups, but not runes. Ice Traps (24) Pressing the button with this rune creates a freeze trap which will arm in a few seconds. Anybody who touches this trap (including you) is frozen in place for an excruciatingly long while. If nobody touches the trap for a couple of minutes it disappears. You can have 6 traps active at once. Gravity Rune (25) Pressing the button drops an orange globe which attracts everything but you and (if in team mode) your teammates. Pressing the button again recalls the gravity well. If you place it right the other players will be sucked into orbit around it. It's usually possible to escape the orbit, but it can be tricky. This rune can also be very useful for denying your opponents access to certain key items, such as the red armor in The Ogre Citadel. The Teleport Shuffle (26) Aim a little above the floor at some distant point and press the button and you'll (usually) be teleported there. (I'll be working on the code to make this easier to use.) Additionally, point it at a player and you have a chance of telefragging them. If the dice don't roll in your favor for the telefrag, you'll switch places with them. Impact Rune (27) Your attacks move people around much more than normal, your attacks do a little more damage than normal, and if you touch somebody you'll do a bunch of damage to them. You'll have a spike over your head so the other players can know to try to stay away from you. Rune of Vengeance (28) You get an enormous bleeding head. As if that weren't enough, any damage people do to you is visited right back upon them, and if that kills them, you get the frag. Shub Hat (29) You're surrounded by a holographic projection of Shub-Niggurath. After you get past the surprise factor, this is useful both because it can be deceptively hard to hit somebody wearing a shub hat, and because the other players won't see which way you're facing and when you're firing. Rune of Repulsion (30) Most things in the game, including players, projectiles and death spots, are repulsed away from you. It is a lot of fun to use the grenade launcher when you have this rune. Phasing Rune (31) You can walk through walls. You'll have to experiment a little to get the technique down, it requires a light touch. Beware of using this rune around lava. Shambler Helper (32) You'll get a pet shambler of your very own. He'll follow you around and attack anybody he sees (including your teammates right now, I'll be fixing that). If you press the button or if he absorbs too much damage he'll teleport to you. Rune of Dual Recall (33) This is another teleport rune, this one teleports you back to the last place at which you activated it. Telefragging is a popular attack with this rune, but it's also great for getting out of a fight to someplace where you can juice up, then teleporting back into the fight. This maneuver is called "the pause that refreshes." This rune puts an upward-pointing spike over your head so your opponents know not to let you get close. Rune of Weirdness (34) Little bubbles float off of you (or are pushed off, if you press the button) and wander randomly. If your enemy touches one he'll experience one of a variety of unpleasant effects for a while. When you die you give off a bunch of bubbles all at once. Phoenix Rune (35) When you are killed you respawn right where your body landed, with all your items and 15 seconds of quad damage. You can do this three times. When somebody dies with the phoenix rune they don't drop a backpack. Watch for that and don't run over their body (or gibbed head) lest you be fragged when they respawn. Rune of Floating Spiky Death Cloud (36) A large cloud floats above you, randomly giving off little spiky balls which bounce and cause a lot of damage if they hit an enemy. This rune is only present when the server has LAN mode enabled. Rune of Fire Walking (37) You leave spots of fire behind when you walk. The fire does a lot of damage to your foes. This rune is only present when the server has LAN mode enabled. Grappling Hook (38) This rune gives you a grappling hook. See the section on the grappling hook for details. Rune of Athletics (39) This allows you to swim further, and the button performs a really big jump. I'd like to have it let you run faster, but I don't think there's a safe way to do that in POQ. Lumberjack Rune (40) Being a hale and hearty sort accustomed to a fit life in the wilds of Canada, your maximum health is 250 rather than the paltry 100 allotted lesser men and women. Also, of course, you work with your axe much more effectively. It does a lot more damage, and you've got a longer reach with it. As a bit of a bonus, your attacks do a little more damage than normal, as with the impact rune. Houngan Rune (41) When you activate this rune you'll place a camping zombie slave. The zombie will stay right where you put him and attack anybody who comes near. He's more robust than the zombies found in the normal game, he can't be killed (even with rockets) and he gets up faster when you knock him down. He also reacts to enemies faster, fires more frequently, does more damage with each flesh whack, and is more accurate at targeting. You can have three zombie campers. If you try to place a fourth you'll really just move the one you'd placed least recently. A houngan is a Vodun (aka Voodoo) priest. Rune of Armor Piercing (42) Your attacks ignore your opponent's armor. This is nice both in that it lets you kill them more easily (most people die with just 1 rocket), and in that there's more armor left for you when they die. This is a powerful rune, but not so bad as you might at first think, mostly because when you damage yourself you pierce your own armor. Rune of Self Preservation (43) This rune is a rocket jumper's delight. When you've got it your own attacks don't hurt you. (This is nicer than the buggy teamplay 1 rules, not even your armor is affected.) This lets you be a real menace with the BFG and (on servers which haven't disabled it) underwater discharge. Zen Monk (44) You're mostly invulnerable if you stand still if you haven't attacked for a few seconds. You're still vulnerable to kamikaze, berserk, and BFG blast/hit attacks. Damage doesn't move you around. You're not affected by most kinds of splash damage. Plus, of course, you don't take damage from falling. Human Torch (45) Lava doesn't hurt you (though you can still drown in it if you stay submerged), but water does. Bumping into people can set them on fire (but it lasts longer than the fire caused by bumping into a non-torch burning person). Flaming weapons (alt 3 and 4) don't hurt you, and attacks you do with them do more damage. You can toss flaming traps which ignite people when they're triggered. Pack Rat (46) You can pick up extra runes and carry them around. (You don't actually use them, you just carry them.) This helps you in several ways: - If you pick up enough, you get bonus frags for every kill. By default you get 1 bonus frag for each 33% of the runes which you're holding, so with the default maximum of 16 runes you'll get 1 bonus frag per kill if you have 6 to 10 runes, 2 bonus frags for 11 to 15 runes, and 3 bonus frags for each kill if you've got all 16 runes. - The runes you hold are kept out of the game, so it gets harder for the other players to get runes. Of course, that will make you a juicy target for the runeless multitudes. - In team games, you can give the runes to your teammates. Use your rune-delete key to drop the runes you're carrying. (Use it a second time to actually delete the pack rat rune, in which case you can pick up one of the runes you were holding.) You can't pick up a rune if you killed the owner (that would make it too easy for good players). Rune of Good Armor (47) When you have this rune all the armor you get counts as red armor, plus you can hold a ton of the stuff. Quake won't display an armor value over 255, though. So, I've set it to use the armor color to give you an idea of how much armor you've got. If you have this rune then your status bar shows green armor for armor values from 0 through 255, yellow armor for 256 through 511, and red armor for 512 through 767. In other words, color on status bar actual amount of armor ------------------- --------------------------- green displayed value yellow displayed value + 256 red displayed value + 256 + 256 No matter what color is displayed, the armor you've got works at 80% absorption, just like red armor. Rune of Quad Damage (48) Activating this rune gives you quad damage for a few seconds. As with the shield rune, there's a delay while the rune recharges before you can activate it again. Jack of All Runes (49) You get the abilities of a number of other runes but in less potent form. It gives you some of the features of regen, good health, resistance, strength, haste, piercing, and action movie arsenal. Lithium Hook (50) This isn't a standard rune, it's the quasi-rune used to give you a grappling hook in Lithium hook mode. You can use impulse 146 to get a Lithium hook in rune cheating is turned on. Rune Models ----------- Unless the server operator has disabled this (you can tell with the show-settings command), a particular type of rune always uses a particular model. Here's how they match up: Earth magic: haste, recall, death spots, camouflage, shielding, ice traps, vengeance, shambler, floating cloud, lumberjack, monk, quad Black magic: good health, environmental protection, electricity, holograms, jumping, strength, gravity, Shub hat, dual recall, firewalking, houngan, torch, jack of all runes Hell magic: regeneration, flight, cloaking, orb of death, action movie arsenal, radiation, teleport shuffle, repulsion, weirdness, grappling hook, piercing, pack rat Elder magic: resistance, berserk, divine wind, blink, vampiric, switch, impact, phasing, phoenix, athlete, self preservation, good armor End --- That's it! Have fun playing the game, and please mail me if you find bugs or have suggestions. Roderick Schertler