KOTS2007

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Player Upgrades

Dexterity


Aliases: dex
Category: Offense
Per Level
  • +10% ammo pickup
  • Less chance to drop a weapon (before training any Dex players start off with a 50% chance to hold on to a weapon after a Strength Weapon Knock. Each Dex level raises your chances by 2%)
  • +2 cubes after each respawn
  • Decreases chance of being poisoned by 8%
Level 1
  • Fast weapon switching
Level 2
  • Stealth - You make no noise from walking/flying/jumping. Note: you can still hear your own item pickup sounds at half normal volume, but no one else can hear them.
Level 3
  • Grapple Hook - Costs 5 cubes to fire the grapple, which pulls you to anything it connects to. Base speed is 800.
    Commands are 'kots_hook' and 'kots_unhook'
    Or you can use the alias '+hook'
Level 4
  • 75% reduction in damage from falling, drowning, and being crushed
  • 25% reduction in damage from Rage Flail
Level 5
  • Quieter grappling hook
  • Increased hook speed to 1300.
  • Increase Weapon Knock recovery from 10/sec to 20/sec.
  • Increased player pack ammo pickup - Normally only 50% of the ammo from a dropped player pack can be picked up. With Dexerity 5, now 100% of the pack ammo can be picked up, up to a max of standard Quake 2 ammo maxes. Also, other players now get 1/2 the ammo pickup they otherwise would when grabbing your packs when you are fragged.
  • Ammo Steal - Every time a Dexterity 5 character does damage, ammo will be stolen and deposited directly into their inventory. The ammo type stolen is selected randomly. (If the victim has none of that randomly selected ammo type, none will be stolen.) The amount stolen is 12.5% of the modified damage dealt. Also, the amount stolen is increased proportional to the ammo type's capacity. (Ie, more bullets/cells will be stolen on average than rox/slugs.)

Also, note that players that are holding more ammo than their specified max will drop packets of ammo till they're below their max. (This could happen by stocking up, and then dropping a strength rune, or by Dex Ammo Steal.)

Level 6
  • 50% reduction in damage from Rage Flail
  • Cost to fire grapple reduced to 2 cubes
Level 7
  • Extra +10 cubes per respawn, for a total of +24 cubes per respawn
  • Quieter grappling hook
  • Faster grappling hook. Speed is now 1800.
  • Ability to attach hook to players dealing 20 damage per second. Hook will be detatched on teleport, flail, throw, or by getting out of the line of sight.
  • 2x ammo pickup
  • Improved ammo steal (25% baseline stolen, instead of 12.5%)
  • 25% reduction in damage from ExPacks
  • Mastered player pack ammo pickup - Normally only 50% of the ammo from a dropped player pack can be picked up. With Dexerity 7, now 200% of the pack ammo can be picked up, up to a max of standard Quake 2 ammo maxes. Also, other players now get 1/4 the ammo pickup they otherwise would when grabbing your packs when you are fragged.
  • Per level Str Knock resistance changed from 2% to 6%. That brings the total chance to hold on after a weap knock up to 92%
  • Haste - Use the kots_haste command to double your out of water movement speed. The cost of haste is 50 cubes for 15 seconds.
Level 10
  • Cost to fire Grapple reduced to 1 cube
  • Rise ammo pickup from 2x normal to 3x normal
  • Full immunity to weapon knock
  • 90% reduction in damage from Rage Flail
  • Ability to hook to the sky
Strength


Aliases: str
Category: Offense
Per Level
  • Armor knock resistance 5% per level
Level 1
  • 2x ammo and cube capacity
Level 2
  • Double jumping - this will let you double jump at any time by pressing jump twice fast to gain extra height or you can use the extra jump to jump at any point while you're in the air.
    kots_jump [on/off]
Level 3
  • 3x ammo/cubes capacity
  • 20% reduction in damage from Spirit Empathy Shield
Level 4
  • Grenade blast resist - Take 25% less damage from grenade blasts
Level 5
  • 4x ammo/cubes capacity
  • Weapon knock - Do enough damage to someone quickly enough and they might drop their current weapon onto the ground. If you drop a weapon because of weapon knock, it automatically pulls out the Sabre. Anyone can pick up the weapon that was dropped. Knock damage accumulates until it hits 280, at which point your victim's knock damage resets to 0, and they may drop their weapon. Every second that goes by, your victim's knock damage decreases, so you must do damage quickly to succeed in knocking their weapon. (The Sabre and Hand Grenade weapons cannot be knocked.) Also, note that a single hit only ever gets at most 1 chance to knock. Ie, if a Strength attacker has Quad RL and does 1200 damage, that results in just 1 chance to knock, and the victim's knock damage counter is back at 0 after the attack. Finally, at most, 1 knock attempt can happen every 2 seconds for a given victim.
Level 6
  • 40% reduction in damage from Spirit Empathy Shield
Level 7
  • 5x ammo/cubes capacity
  • Regen ammo every 3 secs. (For all weapons trained level 2 or above, recieve minipack of ammo. 5 cells/bullets. 2 shells/slugs. 1 rocket/grenade. If you use chaingun, for instance, and want to recieve 10 bullets every 3 seconds, then you should also upgrade your machinegun to level 2, just to get the extra ammo regen bonus.)
  • Half duration of effects from level 10 weapons
  • Improved weapon knock (160 damage instead of 280)
  • 60% reduction in damage from Spirit Empathy Shield
  • Increased per level armor knock resistance to 6%
Level 10
  • Immune to EMP Shockwave, Neural Disruptor, and Flashbombs
  • Increase ammo regeneration from once every 3 sec to once every 2 sec
  • 80% reduction in damage from Spirit Empathy Shield
Karma


Aliases: kar
Category: Defense
Per Level
  • +1 health pickups
  • 5% reduction in ammo stolen by Dexterity ammo steal
  • Up to Karma level cube pickup from backpacks. (When a player dies, they drop a backpack with credits and cubes. There are always the same number of credits and cubes in any particular backback. However, if you have no Karma, you cannot grab any of the cubes. Training Karma allows you to pick up some of these cubes.)
Level 1
  • Karma sight. (Looking towards someone displays their name and health, even while cloaked using Wisdom 5.)
Level 2
  • Pickup health above max at your pickup bonus
Level 3
  • Health Regen (2 per second)
Level 4
  • Create Megahealth (costs 25 cubes to create a megahealth item worth 50 health rather than the usual 100. However these megahealths do not cause your health to slowly rot away back down to your normal max.) 'kots_health'
Level 5
  • Double Health Regen (4 per second)
Level 6
  • Doubles normal health regen whenever the player has less than 50 health
  • Stims dropped from a fragged player can now cure poison
Level 7
  • Super Health Regen (9 per second)
  • All cubes can now be picked up from backpacks, not just Karma level worth of cubes.
  • +3 health pickups
  • No health rot
  • Reduce cost of creating megahealths from 25 cubes down to 20 cubes.
  • Create Fake Health, doing 200 damage, for 50 cubes. 'kots_fakemega' and 'kots_fakestim'. Max of 1 per second. Lasts 2 minutes before vanishing. Maximum of 5 out at a time.
  • Cloaked Wisdom masters no longer immune to Karma sight
  • Regenerate ABOVE your normal health max at a rate of 1/second
  • Doubles per-level Dexterity ammo steal reduction to 10% per level of karma, for total of 70% reduction.
Level 10
  • Massive Health Regen (12 per second)
  • +13 (total) to all health pickups
  • Regenerate ABOVE your normal health max at a rate of 2/second
Wisdom


Aliases: wis
Category: Defense
Per Level
  • +3% Damage Reduction (HEALTH loss reduced by this amount)
Level 1
  • Vampirism - Your health increased by 25% of inflicted HEALTH damage to your enemies. (Only health damage counts - damage done to enemies' armor cannot be vampired.)
Level 2
  • Rocket Blast Resist - Take 25% less damage from the radius damage from rocket attacks.
Level 3
  • Flying (costs 5 cubes/sec)
    Commands are 'kots_fly' and 'kots_land'
    Or you can use the alias '+fly'
Level 4
  • Extra Toughness: -2 all damage taken (before calculating wisdom health resistance)
    NOTE: This will not make you immune to any damage even if only 2 damage was done you will receive 1 damage still.
Level 5
  • Cloaking (costs 5 cubes/sec) 'kots_cloak'
Level 6
  • Nothing
Level 7
  • (Mastery) Damage Reduction*1.5 (take only 69% health damage)
  • Power Cube Regen (1 per 2 seconds)
  • Improved cloaking (invisible to lev 1 Karma sight)
Level 10
  • Take only 55% health damage
Technical


Aliases: tech, tec
Category: Defense
Per Level
  • +1 armor pickup
Level 1
  • Slime Immunity
Level 2
  • Lava Resist (25%)
Level 3
  • Armor resist (amount of armor lost due to damage is divided by 1.5)
Level 4
  • Lava Immunity
Level 5
  • Armor regen: create 2 armor per second up to (antiweapon*10 + 5*(char level) + 50)
  • Fake armor shard ('kots_fakeshard') - uses 50 armor to create a fake armor shard that cuts through an enemies armor dealing 100 damage directly to their armor ignoring armor resistance and the remaining damage goes to health. Maximum of 5 fake shards can be out at a time and only 1 can be dropped per second.
Level 6
  • Nothing
Level 7
  • Super armor resist (amount of armor lost due to damage is divided by 2.25)
  • Super armor regen (4 armor per second)
  • Extra +1 armor pickup, for a combined +8 armor pickup, totaling 10 armor per shard.
  • Lasersite: 'kots_laser' creates a long visible laser site shining out from your weapon. 'kots_laser' ball creates a point laser-reflection site off of walls/players.
  • Improved fake shard now does 200 damage
Level 10
  • Combined +11 armor pickup, for a total of 13 armor per shard.

Note: tech rune also boosts antiweapon by 3 points, increasing max regen value

Spirit


Aliases: spi
Category: Mixed
Per Level
  • +1 Cube on Cube pickups (up to your max)
Level 1
  • Flashlight, no cube cost. Creates a bright spot light. When shined directly on a cloaker, makes them partially visible. Also, when shined directly on someone that isn't cloaked, it prevents their cloak from activating. ('kots_flashlight')
Level 2
  • Super fast swimming in water and lava Super Swim can be disabled or toggled with these commands: kots_swim [on/off]
    Speed is 3x normal movement speed underwater and 2x at the top of the water. You can also swim to the surface to leap out and get extra momentum.
Level 3
  • Empathy Shield - returns 18% damage inflicted on you to the attacker. Costs 5 cubes to start, and then 5 cubes/sec.

    Empathy damage cannot cause Ammo Steal, Weapon Knock, Poisoning, Quad Rage, or Armor Knock to your opponent. Ie, if you have Strength 5, and turn your Empathy Shield on, and someone shoots you with a rocket launcher, they cannot get their Rocket Launcher knocked away by the Empathy damage.

    Also the damage from your Empathy Shield cannot be reflected back to you by your opponent's Empathy Shield. For a given attack, the damage done from Empathy Shield is not dependant upon how much health or armor you have. For instance if you are hit with a Quad Rail with only 1 health left and Spirit 3 Empathy Shield, you will do just as much Empathy Shield damage as you would if you had 1000 health / 1000 armor and were able to survive the attack.

    The damage dealt out from Empathy Shield is normal damage, no matter what the original attacker's damage type was. Also, the Wisdom damage reduction of your enemies is ignored when the Empathy damage is returned to them. Finally, while your Empathy Shield is up, the Wisdom Vampirism of your enemies is disabled. ('kots_empathy')
Level 4
  • Replenish armor - creates 50 armor over a 10 second period for 30 cubes. (kotsarmor) You may hit kotsarmor twice in a row, using 60 cubes, so that once your 50 armor is created, it will immediately begin attempting to create another 50.
Level 5
  • Power Cube convert - turns 50 cells into 15 cubes ('kots_pconvert'). You may also type the 'kots_power' on or off commands to toggle automatic conversion. While on, all cells you collect will be quickly converted into cubes.
  • Improved Empathy Shield (27%)
  • Improved flashlight. (Cloakers slightly more visible.)
Level 6
  • Cuts damage from Karma Fake Health in half
Level 7
  • Advanced Spirit Swim - allows players to swim quickly through even the stickiest slime and sludge
  • Rail Deflection - Every time you're hit by a rail, there's a 25% change the rail will deflect off you and bounce off in another direction. Only one deflection can take place every 3 seconds.
  • +2 Cube pickup
  • Improved flashlight. (Cloakers slightly more visible.) # Double respawn ammo
  • Packs from YOUR player kills are "auto-lifted" to you
  • Empathy Shield Mark III (40% damage returned)
Level 10
  • Lethal Empathy Shield (55% damage returned)
  • Advanced Rail Deflection - Rail deflection increased to 40%
Rage


Aliases: rag
Category: Offense
Per Level
  • Quad Rage +4% chance at getting 2 seconds of quad, for every 800 damage dealt. This is cumulative damage against all opponents, and can be racked up over the course of the map. Your damage counter is cut in half (up to 100) whenever you die. Quad Rage will not occur when a player already has more than 6 seconds of quad.
Level 1
  • Spite - typing spite cuts your health in half then removes an extra 10 health on top of that, but gives you 2 packets of ammo to fire your respawn weapon. Spiting gives you exactly the specified amount of ammo. Which means you may recieve less than 2 packets of ammo in order to bring your ammo level up to 2 packets. For example, if you already have 7 rockets, and execute spite, you you will recieve an additional 3 rockets, bringing you up to a total of 2 packets of rockets. Spite can only be used once every .5 seconds.
Level 2
  • Mine Creation - typing 'kots_mine' creates a land mine that looks like ammo and explodes on contact, or explodes after 30 seconds untouched - requires 10 rox and 10 grenades for creation - does 200 dmg - can only create one every 5 seconds.
  • Poison - every damage point dealt has a .05% chance of poisoning the victim, causing a loss of 10 health/second until the victim picks up any type of health (health box, stimpack, adrenaline, megahealth, etc). (The chance of poisoning is capped at 30% per attack.) Poison damage ignores Wisdom resistance and ignores armor.
Level 3
  • Conflagration - typing conflagration detonates all your rockets/grenades, probably killing you, but spewing grenades and rockets in every direction, each doing 120 direct damage and 120 splash damage. These damages are effected by munition and quad, but not weapon level. Your health is immediately cut by 1/3 and an extra 10 health on top and all your armor is taken. A combined total of 20 rockets and/or grenades is required. Rockets and grenades are fired at a rate of 50 per second. Grenades have a shorter fuse of just 1 second. Only 2 players can conflagrate at a time.
Level 4
  • Advanced Spite - gives you 3 packets of ammo to fire your respawn weapon
  • Flail - typing flail does 100 dmg to everyone standing right next to you, and knocks them backwards quite a bit. Costs 20 cubes. Can only be done once per second. If you Flail and hit nothing, you do 1/5th normal Flail damage to yourself. Flail will also break a grappling hook that is attached to you.
Level 5
  • Armor Knock - for every 200 damage done, there is a 25% chance to knock off a large armor shard. The shard contains 50 armor from the victim, and may be picked up by anyone. If the victim has less than 50 armor, all the victim's armor will be knocked. One large armor shard may be knocked from a victim at most once every 5 seconds.
  • Advanced Poison - every damage point dealt has a .1% chance of poisoning the victim
Level 6
  • Nothing
Level 7
  • Per level Quad Rage percentage raised to 6% for a total of 6%*7 = 42% chance for Quad Rage
  • Mastered Mine Creation - 50% more damage from mines
  • Mastered Spite - gives you 4 packets of ammo to fire your respawn weapon, and gives you the respawn weapon itself if you've lost it
  • Mastered Armor Knock - for every 200 dmg done, there is a 50% chance to knock off a large armor shard
Level 10
  • Lethal Armor Knock - 100% to knock a large shard for every 200 dmg done
  • Total Quad Rage up to 6%*10 = 60%
VitHealth


Aliases: vith
Category: Defense
No Training Limit
Per Level
  • +50 Max health
  • +50 Spawn health
VitArmor


Aliases: vita
Category: Defense
No Training Limit
Per Level
  • +75 Max armor
  • +10 Spawn armor
Munition


Aliases: mun
Category: Offense
No Training Limit
Per Level
  • 4.75% damage per level
    NOTE: This stacks with weapon levels above 6 so when using a level 10 weapon with 1 munition you would have a bonus of 14.75%. Damage from Bide, Empathy Shield, Rage Mines, Rage Poison, and Karma 7 Fake Health are not affected by Munition. Also, while blast damage from the various weapons is increased by Munition, the blast radii are not increased.
Damage Notes
 Special note on damage - Several abilities in KOTS2007 do things based on damage dealt. These include Ammo Steal, Weapon Knock, Poisoning, Quad Rage, Armor Knock and Empathy Shield.

All of these damage calculations are done AFTER

  • Player upgrade resistances (like Strength 4 and Wisdom 2)
  • Weapon resistances (the "resist" command)
  • Team mode (you cannot steal ammo from teammates in CTF/teamplay/spreewar)
  • Spiritual Rail Deflection (if a rail is deflected, then no ammo is stolen from the Spirit 7 player)

but BEFORE

  • Wisdom health damage reduction
  • Technical armor damage reduction
  • Loss of armor by the victim

Ie, if your player has done "resist grenade launcher" and has upgraded Strength 4, then together your player will take 43.75% less damage from a grenade blast. Similarly, any ammo stolen, for instance, would be 43.75% less than normal. However, for the other example, if your player has, for instance, Tech 5, then damage done to your armor would make it seem as though 55.6% less damage was being done. However, any ammo stolen would still be the full 100%.

Notes
  • BE CAREFUL WHEN USING THE MENU TO UPGRADE BECAUSE THERE IS LAG!
  • You receive 1 player point per character level gained.
  • You cannot train a player tree to level 10. Unless there is no training limit then you must hold a rune to reach level 10.
  • Training past level 5 in more than one tree requires extra points. The first two past level 5 only require one point, the third requires 2 points and each subsequent training requires an extra 2 points more (1, 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, etc.).
  • Categories don't really have any meaning there just there so some of the newer players can quickly look for something they want. Some defensive abilities have some offensive use to them and vice versa for offensive player upgrades.
  • Some things were highlighted to indicate that it has changed from KOTS2000 so veterans can easily identify differences.



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