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Dexterity |

Aliases: dex
Category: Offense |
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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%
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Level 1 |
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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.
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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'
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Level 4 |
- 75% reduction in damage from falling, drowning, and being crushed
- 25% reduction in damage from Rage Flail
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Level 5 |
- Quieter grappling hook
- Increased hook speed to 1300.
- Ability to hook to the sky
- 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.)
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Level 6 |
- 50% reduction in damage from Rage Flail
- Cost to fire grapple reduced to 2 cubes
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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.
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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
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Strength |

Aliases: str
Category: Offense |
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Per Level |
- Armor knock resistance 5% per level
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Level 1 |
- 2x ammo and cube capacity
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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]
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Level 3 |
- 3x ammo/cubes capacity
- 20% reduction in damage from Spirit Empathy Shield
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Level 4 |
- Grenade blast resist - Take 25% less damage from grenade blasts
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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.
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Level 6 |
- 40% reduction in damage from Spirit Empathy Shield
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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%
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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
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Karma |

Aliases: kar
Category: Defense |
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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.)
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Level 1 |
- Karma sight. (Looking towards someone displays their name and health, even while
cloaked using Wisdom 5.)
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Level 2 |
- Pickup health above max at your pickup bonus
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Level 3 |
- Health Regen (2 per second)
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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'
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Level 5 |
- Double Health Regen (4 per second)
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Level 6 |
- Doubles normal health regen whenever the player has less than 50 health
- Stims dropped from a fragged player can now cure poison
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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.
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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
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Wisdom |

Aliases: wis
Category: Defense |
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Per Level |
- +3% Damage Reduction (HEALTH loss reduced by this amount)
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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.)
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Level 2 |
- Rocket Blast Resist - Take 25% less damage from the radius damage from rocket attacks.
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Level 3 |
- Flying (costs 5 cubes/sec)
Commands are 'kots_fly' and 'kots_land'
Or you can use the alias '+fly'
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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.
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Level 5 |
- Cloaking (costs 5 cubes/sec) 'kots_cloak'
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Level 6 |
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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)
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Level 10 |
- Take only 55% health damage
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Technical |

Aliases: tech, tec
Category: Defense |
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Per Level |
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Level 1 |
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Level 2 |
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Level 3 |
- Armor resist (amount of armor lost due to damage is divided by 1.5)
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Level 4 |
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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.
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Level 6 |
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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
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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
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Spirit |

Aliases: spi
Category: Mixed |
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Per Level |
- +1 Cube on Cube pickups (up to your max)
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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')
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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.
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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')
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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.
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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.)
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Level 6 |
- Cuts damage from Karma Fake Health in half
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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)
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Level 10 |
- Lethal Empathy Shield (55% damage returned)
- Advanced Rail Deflection - Rail deflection increased to 40%
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Rage |

Aliases: rag
Category: Offense |
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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.
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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.
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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.
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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.
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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.
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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
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Level 6 |
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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
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Level 10 |
- Lethal Armor Knock - 100% to knock a large shard for every 200 dmg done
- Total Quad Rage up to 6%*10 = 60%
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VitHealth |

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

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

Aliases: mun
Category: Offense
No Training Limit |
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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.
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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%.
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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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