Ultimate Quake (Mod)

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Ultimate Quake is a modification for Quake made by Michael Gummelt on September 29, 1996. It took him around three weeks to design this modification and was the first project done by Gummelt for Quake. When Duke Nukem 3D came out, Gummelt enjoyed it, and he felt that Quake had a more disappointing release. Primarily, in his opinion, this was due to a general lack of details. The look and feel was right, but the game was sorely lacking in regards to interesting resources or the ability to duck. Ultimate Quake therefore is a large-scale attempt to fix these issues, plus include new Weapon modes for almost every Weapon, and a full-fledged magic system.

Gummelt started Ultimate Quake with the goal of making it a simple compilation modification. He soon discovered that many others were doing something similar, which in turn dissuaded him from doing such, especially as he felt most of these modifications didn't hold much in the way of practicality; they were more about the potential possibilities of what could be done with the code than about something worth playing. As Gummelt continued to learn, not being a programmer to begin with, he started reworking many of the modifications he included to the point they were unrecognizable from their original forms.

Weapon alternate modes used to be more complex, but were trimmed down in playtesting to the ones Gummelt used the most, finding that most were not that useful. All weapons have an alternate mode besides the Double-Barrelled Shotgun, which was considered balanced enough as it was.

Note that this modification can be unstable. All of Deathmatch Arena works. Episode 2: The Realm of Black Magic is the only Single Player Episode that fully works, there are couple levels that will entirely freeze upon loading, specifically E1M6: The Door to Chthon, E3M3: the Tomb of Terror, and E4M2: The Tower of Despair. Even within Episode 2, there is not enough experience provided to gain the Summon Shambler spell, which has a substantially higher cost than other spells. Note also that E2M6: the Dismal Oubliette can crash due to a lack of edicts. E1M7: The House of Chthon crashes as soon as Chthon starts throwing fireballs.

Also note that the modification can be unreliable in regards to health and stats when changing levels. For example, the default player will have a maximum of 65 health even though they obtain 130 upon starting the game.

Impulses

 * Impulse 20 - Throws a partial Backpack; a Backpack with half of the player's current Ammo. This can be useful in Cooperative to trade Ammo, plus can be a potential way to convince an enemy not to kill you in Deathmatch. Note that a feature mentioned in the documentation, that Ogres can pick up your Backpacks, is incorrect and never happens in-game.
 * Impulse 21 - Throws a full Backpack. Identical to a partial, except that it throws all of the Ammo and Weapons a player currently has. A glitch exists where attacking will result in the player getting back a Weapon with infinite Ammo until they get another Weapon. This means the Axe in whatever mode it was left to if thrown when on the Axe, the Shotgun in either mode if the player was on the Shotgun, and the Shotgun in Shotgun mode if the player was using any other Weapon.
 * Impulse 22 - Ducking. The player can now toggle between standing and crouching, the latter of which allows the player to hide behind objects better. Crouching players move slower and do not have audible footsteps.
 * Impulse 30 - Disable Doppleganger.
 * Impulse 31 - Toggles between normal vision and seeing through Camera Spell entity.
 * Impulse 32 - Detonates Doppleganger.
 * Impulse 33 - Toggles the Doppleganger to switch between normal mode and Feign Death.
 * Impulse 40 - Teleports to Tele-Eyes.
 * Impulse 50 - Previous spell.
 * Impulse 51 - Next spell.
 * Impulse 52 - Cast spell.
 * Impulse 53 - Current spell.
 * Impulse 60 - Homing Rockets.
 * Impulse 62 - Detonates PipeBomb / Homing Rockets.
 * Impulse 63 - Deactivates PipeBomb.
 * Impulse 70 - Previous spell level.
 * Impulse 71 - Next spell level.
 * Impulse 111 - Cycles through Race/Class.
 * Impulse 112 - Selects Race/Class/Skin.
 * Impulse 113 - View stats.
 * Impulse 114 - Resets stats, plus removes the Race/Class/Skin.
 * Impulse 120 - Kicking. Mostly similar to the original Kicking modification, but includes a unique sound. The double clicking bug was removed. There are also no messages displayed on the screen if the player successfully kicks something. Kicking also causes a slight amount of damage (around 10) to Monsters, doing less to charmed Monsters than normal ones. Heads can be freely kicked as desired without causing damage. For Races that use claws, using the kick impulse will instead cause them to attack with their claws.
 * Impulse 140 - Next skin.
 * Impulse 142 - Previous skin.
 * Impulse 150 - Feign Death. Almost identical to the original modification, though it does have a bug where it places two empty Backpacks on a location instead of one.
 * Impulses 170-179 - Jedi powers.

General Gameplay Changes

 * MultiSkin support. Note that Gibs are not supported. Note that the player only will get the different skins if they use the full release of Ultimate Quake instead of the minimal install. Due to size limitations, the author could only display the number of the skin the player had chosen. The player can use a Camera Spell to see themselves and thus determine what skin they want. The author intentionally chose skins he felt fit into the game, as opposed to stuff like Homer Simpson or textures that appeared to be drawn.
 * A large number of varied footstep sounds are included.
 * Players can now freely jump on top of anything. This means a player can continually jump on the head of a Monster, corpse, player, or head. If the player jumps on a head and moves, it will roll with them.
 * The player has a lower jump height than normal.
 * Falling damage is now more realistic. The falling player will increase in velocity until they reach a terminal level. The falling player will take damage based on said acceleration level, plus their mass, meaning a heavier player will be in more danger from falling damage. At the maximum height, however, any player is likely to be instantly Gibbed. Players can avoid taking the full damage by ducking just before they hit the ground, which is considered to be similar to rolling with a fall. Water can also prevent falling damage, though it must be deep enough for this to work.
 * Almost anything can now travel through a Teleporter or Wind Tunnel. Rocket Launcher projectiles have a chance of moving too fast to travel through said means.
 * Monsters, outside of their normal living state, can now be pushed around. Radioactive Containers and charmed Monsters are also able to be pushed around in a similar manner. Corpses and heads can stack on top of each other and are solid. When hacked apart, corpses will release a Gibbed head; these heads often are static if not slow moving, pushing them will just cause them to continually rotate in one spot. Heads will also decompose if left alone for about a minute. Corpses will automatically decompose, releasing the head after about a minute. Heads have a different gibbing sound from the normal body. Heads and bodies will float in Water, drifting in a relatively choppy animation on the surface of the Water. Heads can allegedly trigger buttons if kicked into them, but since they are kicked upwards they are never able to hit a Shootable Button unless it was directly above the player's head. Corpses can trigger Buttons if pushed onto them.
 * Doors now will open when anything of substance is nearby it, meaning projectiles can open Doors now.
 * Lavaballs now bounce before eventually exploding. They can also set a player on fire that gets hit by one.
 * Fire is now existent and will continuously cause damage to whatever entity is on fire. Fire can fizzle under the Water, immediately going out, and fire based injuries will not occur if the entity is in Water. The length of time before the fire depends on the entity, a player will take about 180 damage per fire attack, while a Monster will take around 50.
 * Any entity, outside of a player using Water based spells, under the Water will now continually generate bubbles behind them. Bubbles also are smart enough to not travel through solid entities.
 * Crucified Zombies can now be killed and shot at.
 * The player can now carry 200 Shells.
 * Axe makes a different sound when it hits opponents.
 * Shotguns and Double-Barrelled Shotguns now produce ejected shells as seen in Bort's QuakeC Mod.
 * Shotgun and Double-Barrelled Shotguns can now make sounds upon hitting a solid surface similar to those heard by a misfired Nail based Weapon.
 * Nail based projectiles now have projectiles that bounce off walls like CSPIKE10.
 * Splash Damage has a very narrow radius. If the player fires a Grenade Launcher at a cluster of Zombies, it is likely that only the Zombie the player aimed at would be Gibbed. At the same time, explosive Weapons now cause double the damage.
 * The Rocket Launcher also can knock back an opponent a decent distance. Note that this mechanic can be buggy with Movable Walls, which will appear to be abnormally knocked back before sliding normally. If something exists just behind a Movable Wall, the entity will be pushed and potentially killed, as the Movable Wall must finish its forward movement before it can slide open normally.
 * Firing the Thunderbolt into Water, when the player is not in the Water, will cause opponents to be damaged based on how close they are to the beam.
 * The Ring of Shadows now lasts 90 seconds instead of 30.
 * Picking up a Biosuit results in the player temporarily changing their skin to the Biosuit in the MultiSkin list.

Monster Changes

 * While there is an alleged feature in the documentation where Monsters will float to the surface of the Water, this feature does not appear to work in-game.
 * The player can now suffer from wounds if hit with a melee attack by most opponents. The Ogre's chainsaw, the swords of the Knight and Death Knight, the Fiend, the Shambler, or another player's Axe can cause wounds that cause the player to continually bleed; meaning they continue to take damage long after the combat ended. If not treated, the wounds will eventually kill a player. Each wound will cause 1 damage per millisecond and they can be stacked. The player can heal all wounds with either a healing based spell or a 15 Health, 25 Health, or 100 Health. Note that charmed monsters will turn on the player just before they die if bleeding to death, sort of like it is coming to its senses. The Shambler can cause melee wounds regardless of its attack, meaning it is very easy to get wounded just by being struck by the lightning attack of the Shambler.
 * Ogres, Grunts, and Enforcers now can hold a random amount of Ammo in their Backpack. Generally this is around 10-20, in the case of Enforcers it goes up to 30-40. Each attack that a Monster does will consume one unit of said Ammo, meaning it is ideal to kill them as fast as possible. It is possible to get empty Backpacks if the opponent consumes all available Ammo units. Note that these Backpacks can get past the normal Ammo values in the case of Rockets, allowing the player up to 200 at a time.
 * If a Grunt or Enforcer runs out of Ammo, it will continue firing as normal. In the case of the Ogre however, it will be forced to use its chainsaw until it finds more Ammo. Note that a Ogre will never get more Ammo, the mechanic to have it get more seems to not work properly.
 * A Fiend or Ogre can hack up a corpse if it gets in their way.
 * The Ogre is now far more accurate, being able to hit the player in most situations. It can adjust its height as needed, meaning it will fire a grenade much higher if the player is above them, while throw it in a relatively straight arc if the player is on-level or lower. For example, the Ogre at the start of E1M2: Castle of the Damned can now easily reach the player from their starting location, as opposed to vanilla where they would endlessly spam grenades that could never reach.

Weapon Modes

 * Shotgun - Sniper Mode. Behaving much like a sniper rifle, the player can hit an opponent with a lot of accuracy and cause 80 damage per shot. Costs 4 Shells per shot, there is also a noticeable delay before the player can attack again.
 * Nailgun - Just combined with the Super Nailgun under "impulse 5". Otherwise behaves like normal, each still being their own individual Weapons.
 * Grenade Launcher - Flamethrower mode, is treated as the Weapon under "impulse 4" even though it is another mode of the Grenade Launcher (to the point it uses the Grenade Launcher obituary). Costs 1 Shell per shot and will temporarily stick to any surface. The Flamethrower will directly shoot a bit of fire, having a max range that is relatively moderate, allowing for some far shots to set opponents on fire. The Flamethrower mode in turn has an alternate mode, the Fireballs mode. This fires a Lavaball at the opponents, sticking to them if it hits while also setting them on fire, otherwise behaving identical to a naturally occuring Lavaball. Lavaballs fired in this manner will also bleed when they hit a surface, regardless of what that surface is. This mode costs 2 Shells. A tertiary mode exists alongside the Grenade Launcher proper, "impulse 6", a PipeBomb mode. This behaves much like the Weapon found in Skarmod, but instead of bouncing off opponents it will stick to them, allowing the player the ability to directly fire at the thing they wish to kill. A tagged player will fly upwards, meaning even being spared will result in falling damage. Impulse 62 is used to detonate the PipeBomb, while Impulse 63 will deactivate the projectile, allowing the player to reclaim it by walking next to it. These Rockets are automatically reclaimed if tagged to an opponent, not requiring the player to get near their adversary. Note that detonation will explode all PipeBombs, but disabling will only disable the most recently fired, meaning multiple will have to be disabled if the player wishes to reclaim all of them and has fired multiple. Note also that PipeBombs can be detonated prematurely while in the air if the opponent successfully hits it.
 * Rocket Launcher - Rapid Fire Mode. Allows up to 10 Rockets to be fired rapidly at a speed similar to that of a Super Nailgun. These Rockets will have a random spread, meaning they can choose to fire in any direction, and will randomly decide to home onto opponents (meaning it will continually follow an opponent until it collides with it). Opponents are warned of a homing missile tracking them with a sound and message. These Rockets cause 40-60 damage, much weaker than a normal Rocket Launcher shot. A secondary Spread Fire mode is similar to the Rapid Fire Mode in the Rockets it shoots, except that it fires five at once. This costs 5 Rockets that lack the homing properties of Rapid Fire Mode. Homing Fire Mode, a tertiary mode, fires a single homing Rocket that is as powerful as a regular Rocket Launcher shot. The model is borrowed from the Stinger Launcher. This projectile is smart enough to change opponents if they are killed prior to being reached, plus will also stick to a wall if no targets are found. Once on a wall, the Rocket will wait for an opponent to appear, whereupon it will automatically remove itself from the wall and go after them. This means there isa almost no consequence once fired, plus it can be detonated from the wall by using "impulse 62", which will detonate all Homing rockets along with PipeBombs. It costs 10 Rockets per use however and a slightly longer delay than a normal Rocket Launcher.
 * Thunderbolt - Laser Rifle. Almost identical to the Weapon found in Skarmod, but with an added obituary and sounds.

Races

 * Human - Being the earliest to be part of the Quake world, the human race has the most experience. This is shown through a starting bonus of 100,000 experience points as well as a faster experience gain than other factions. They also can be any class.
 * TigerMan - Evolved from ferocious cats, the TigerMan is a race of vicious fighters. They can move extremely fast and jump high without taking fall damage. They have a lot of health and can endure a lot of damage. Much like a Fiend they can use their claws in combat (around 40 damage per hit), and can also automatically cause damage when leaping towards opponents. By clawing corpses they can eat heads and bodies, which in turn provide 1 and 5 health respectively, though this does not stop bleeding. As they always land on their feet, they never take falling damage. Due to not focusing much on scholarship however, they cannot use much magic. They also have a great weakness to fire due to being covered in fur, taking twice as much damage. They also are stated to hate Water and thus drown after six seconds in the documentation; this feature does not exist in-game.
 * Elf - While lacking the amount of health a Human would have, an Elf is faster and able to jump higher. They have perfect accuracy with Weapons. They are also great with magic, they naturally have higher reserves and recharge faster. They also start with Yellow Armor.
 * Dark Elf - The Dark Elves have even less health than an Elf, but hold even greater magic reserves with even greater rates of recharging. There is zero delay for spells for this class, as long as they have mana they can continously cast. They also are totally immune to transmutation spells; this means they cannot be affected by Flesh to Stone, Dog's Day, Fish Out of Water, or Suffocation.
 * Draconian - A lizard race known to live in extremely hot areas, they have a natural resistance to fire. They also have a lot of health. However, they move rather slow and have an extremely small jump ability.
 * Bossk - An amphibious race, they can stay underwater for up to 5 minutes (according to documentation) and do not cause bubbles to be visible. They are clumsy and slow on land, but move at a rediculously fast rate when under the Water. They also get healed by 1 unit for every second they are under the Water. They also are not killed by the Thunderbolt when in the Water unless they were hit directly or if they use the Weapon themselves. Note however that after 2 minutes they lose their ability to be underwater for long periods, drowning after 12 seconds, and produce bubbles.
 * Predator - An extremely resilient race, they have more health than any other race. They also have a decent jump ability and can move rather fast. They have a slow mana regeneration rate however and generally will not bother much with magic. Much like the TigerMan, they have claws, though they do not cause damage when leaping. Their Weapons are more lethal than other races, being able to Gib a Grunt with a Shotgun. They bleed green when hurt. If killed, they can take revenge with a large blast radius explosive that automatically activates when they die; the killer has ten seconds to get away. Upon spawning into the level they hold a cloaking shield, which behaves just like a Ring of Shadows, which deactivates after a few seconds. They can turn on/off their cloak by using a spell unique to their class known as "Activating Cloak". Note that their cloak may malfunction and turn off early if they get hit, go into Water, or attack something (it can be simply turned back on if desired, regardless of malfunction). The Predator also holds a unique Weapon that replaces the Homing Rockets, the Plasma Cannon. Unlike Homing Rockets, these simply explode when hitting walls, but are extremely fast projectiles that can lock onto opponents. Once locked on, it will remain like such for three seconds, whereby it will track the opponent targeted if fired. They hold this Weapon, but need to find 10 Rockets to fire it. The Assassin class has an additional benefit; OFTA (On Fly Target Aquisition), which means that they can fire without needing to lock onto something and trust it to find a target mid-flight, allowing for homing rockets that are rediculously fast and deadly.
 * T-800 - A powerful killing machine, the T-800 automatically starts with every Weapon outside of the Plasma Cannon. They hold 25 of every type of Ammo outside of Rockets, whereby they only hold 5. Note their biggest strength is their defensive capabilities; they start with more health and take half damage from most forms of damage including falling and enemy attacks. They naturally do not make sounds in most circumstances outside of picking things up and footsteps. The T-800 is also entirely immune to bleeding. Due to not being alive, however, the T-800 cannot cast any spells. They are also limited to the Warrior and Assassin classes. The T-800 is not extremely mobile, their jumps and speed are somewhat slower than that of other classes. Their biggest weakness however is Water, they take electrical damage every second they are in said fluid. Much like a small version of the Thunderbolt, this electrical damage can also cause damage to other opponents in Water within a decent proximity. While the documentation states they take double damage from lighting, this does not occur in-game.
 * Klingon - A fighting race by nature, they have a good amount of health while still offering the ability to do magic. Due to strong survival abilities, they are able to regenerate their health at 1 point per second. Due to a blood-lust induced rage, they randomly go berserk and gain an automatic Quad Damage for 10 seconds. Note that going berserk shall take 10 health from the player; for this reason berserk shall only occur when the player has a decent amount of health (around 120 or more).

Classes

 * Warrior - Non-magical attacks cause more damage; a Rocket Launcher can instantly destroy a Shambler for example. They can fire at a faster rate and have more health than other classes. Note however that their magic usage is more limited, meaning mana is slower to regenerate.
 * Warlock - The closest to the default Ranger, this provides a balance between magic and Weapons. Note that only humans can play this class. They have somewhat of a boost in both magical and physical attacks.
 * Mage - Strongest intelligence, their mana supply is very quick to rebuild. Since they focus so much on their studies, they are weaker than the average being, meaning they have less health. Non-magic Weapons are also weaker due to less proficiency. They have a slower fire rate.
 * Paladin - Another human-only class, the Paladin is very similar to the Warlock. A bit more defensive oriented, they can sometimes reflect magical attacks on their attacker. They also take less damage from normal attacks.
 * Assassin - A stealth based style, the assassin makes no noise as they walk around, jump, or pick up resources. They can move rather quickly, jump high, and fire at an extremely fast rate with perfect accuracy while causing a similar amount of damage to the Warrior. Their weakness however is that they are glass cannons, they have little in the way of defense.
 * Mutant - The mutant is a very unpredictable class in that they have randomized positives and negative traits. Their stats are entirely randomized, meaning it is a wildcard as to how much health and mobility the player will have. Picking this class provides two additional positive abilities and one negative ability in addition to whatever else the player already had. Note that this class is heavily unstable and the author warns against choosing it; stats and abilities end up reverting at the end of a level, meaning they are only good for a single level. See Mutant Abilities for a list of various traits the player might get.
 * Jedi - The Jedi utilizes the powers of the mystical "Force" to manipulate the world around them. They can jump rediculously high (and can jump in the air) and take no falling damage. They also can sense their opponents from time to time, meaning they will get messages about what Monsters are close to them. They cannot cast normal magical powers, instead they utilize unique force powers that are bound to impulses 170-179. With every 50,000 Experience points they unlock a new special power. These spells are identical to the spells found under spells, though there is no cost for mana and the Jedi can therefore use a Force power every few seconds. The spells the Jedi get in sequential order are Resist Fire, Dispel Magic (Target), Protection Against Explosions, Irresistible Attraction, Mind Shove, Impotence, Spell of Shadows, Reflective Shield (only lasts 7 seconds), Heal Grieveous Wounds, and Ambush.
 * Dark Jedi - Very similar to a Jedi. Instead of defensive or healing, their force powers tend to be more destructive. Every time they learn a new force power, they lose 5 health off their maximum health level. Their force powers in sequential order are Flesh to Stone (Monster), Quad Damage, Suffocation, Irresistible Attraction, Mind Shove, Meteor Storm, Invisible Death Barrier, Reflective Shield (only lasts 7 seconds), Lightning Summoning, and Power Word, Kill.

Positive

 * WaterBreather - Can supposedly breathe under the Water for a total of 5 minutes. This ability does not work right, meaning the player will still drown normally.
 * Fire Resistant - The player does not take damage from fire or Lava.
 * Slime Resistant - The player does not take damage from Slime.
 * Magic Resistant - Immune to spells 50% of the time, note that this ability is entirely useless in Single Player.
 * Claws - Much like the TigerMan or Predator, the player can claw opponents instead of kicking them.
 * FeatherFall - The player does not take falling damage. Note that the power also states the player won't accelerate when falling, but this is false.
 * Berzerker - Behaves just like the berserk ability that the Klingon naturally holds.
 * Energy Absorb - Any damage caused by laser attacks will instead provide that much health to the player. Note that the player can heal up to 2x their normal health in this fashion. While lightning is allegedly supported, the Shambler and Thunderbolt still causes normal damage.
 * Invisibility - The player can turn invisible whenever by using the Spell of Shadows spell, which can be cast at any time. Note the mana cost still exists, meaning the player can end up with a negative amount of mana from using this.

Negative

 * No Spells - Cannot cast any spells.
 * Slow - The player moves at a slower rate than normal.
 * Weak Heart - The player may randomly get a heart attack and die. Note that heart atacks are extremely rare and may not be functional.
 * Encumbered - In concept the player cannot carry as much Ammo as they normally could. This ability does not work properly however, meaning it is entirely harmless.
 * Fire Vulnerable - Takes twice the damage from fire and Lava that a normal individual would.

Magic System
One of the most notable and largest portions of the Ultimate Quake modification is the spell system. Spells are cast if the player has the correct amount of mana and experience. Based off of roleplaying games such as Dungeons and Dragons, there are ten levels of spells, of which there are five per each spell level. Note that spell level is inconsequential in Quake, the spells are generally ordered by cost with the exception of conjuration based spells, which are generally more expensive than those it is around. Most of the time, a spell will cost 4 more mana than the spell before it. Each spell will spend mana, which in turn will automatically regenerate at a rate of 1 mana per second.

Experience points define the maximum amount of mana that a player can have. A player starts the game with 0 mana. Experience points are in turn gained by killing Monsters; more powerful Monsters in turn give more experience. Note also that the player must kill the opponent directly, indirect means such as Infighting will not reward experience. The player is rewarded more experience for killing the opponent in less shots, an opponent that is Gibbed in a single shot will reward the highest amount of experience that can be given for said opponent. Note also that experience is based on the Difficulty level; Easy does not provide experience points, meaning in turn that Magic can only be used on Normal or higher Difficulty settings. As the player needs 24 mana to cast the weakest spell, this means they will need kill half of the opponents in E1M1: the Slipgate Complex on Nightmare (if every opponent is Gibbed) to start using magic. The player will also receive experience points with every Secret they find. Note that, like most other things that carry between levels, Mana and Experience resets upon completion of an Episode.

Players in Deathmatch start with 1000000 experience and the maximum amount of mana allowed, 1000, also known as "full mana". The player can get similar results with an "impulse 9" cheat in Single Player.

Impulses 50 and 51 toggle between the spells. Impulse 52 is used to cast the spell if the player meets the requirements, note that there is a brief waiting period after each spell that prevents the player from accidentally casting multiple at once. Impulse 53 can be used at any time to display the currently selected spell. Each spell will display the name of the spell, the amount of mana and experience needed, and the amount of mana and experience the player currently has.

Healing Spells
Spells that permanently heal the user a certain amount. Also remove wounds. Essentially, are 15 Health or 25 Health, except that they vary more in the exact amount they heal. Note that the documentation included with the modification is completely incorrect in regards to what each spell does.


 * Heal Light Wounds - 24 Mana - Heals around 20-30 points of health.
 * Heal Serious Wounds - 64 Mana - Heals around 40-60 points of health.
 * Heal Grieveous Wounds - 124 Mana - Heals 80-120 points of health. Name has a misspelling of the word Grievous, this word is spelled correctly in the documentation. Can heal up to 200 health, does not cause health rot.

Protection Spells
Spells that offer the user some level of protection from some or all opponents for a temporary amount of time.


 * Ironskin - 28 Mana - Provides the caster with 90 units of Armor. If the player does not have any Armor prior to casting the spell, this will behave with a similar absorption level to a Green Armor, otherwise it will supplement the armor that a player has. Provides a maximum of 200 Armor units.
 * Protection Against Explosions - 52 Mana - Makes the player totally immune to any explosive based attack, such as Grenade Launchers, Ogres, or Radioactive Containers. It is also one of the only ways to get past an Invisible Death Barrier. Will last a total of 1 minute and does not announce when it is no longer active.
 * Reflective Shield (Self) - 128 Mana - Provides a magical shield that will protect the player from most projectiles. Lasts 1 minute. Can reflect almost every form of player attack and similar projectiles; the only thing a Reflective Shield does not protect against is melee attacks such as the Axe in melee mode and any Splash Damage caused by a projectile near the entity that did not directly hit them. This also does not protect against fire and players can still have pipe bombs attached to them. Reflecting means that the projectile will hit the opponent that fired at the shield, on top of the aforementioned it can also reflect against Scrag and Death Knight projectiles. Almost any projectile that isn't reflected will be repelled, which means it will often be sent in any direction away from the entity with the shield. Repelled projectiles include Grenade Launchers, Ogre projectiles, Zombie projectiles, and Lavaballs. Most projectiles that are repelled/reflected will have a Teleporter effect to show that it is being sent away, this does not appear for hitscan projectiles such as the Shell based entities or the Thunderbolt.

Offensive Spells
Many of the most expensive Spells in the player's arsenal are Offensive Spells. These are spells that can cause severe levels of damage to an opponent or group of opponents whilst not expending any Ammo, making them extremely powerful.


 * Invisible Death Barrier - 152 Mana - The player casts this spell, then moves quickly away before it activates. The location the player was standing (and the area around it) will become extremely lethal, almost instantly killing a player that walks through it, and being powerful enough to wipe out any Monster. Note that it is entirely invisible, meaning it can be extremely lethal to the player who forgets where they place it. It is not recommended to use this in Single Player as a general rule, since the Invisible Death Barrier will stay up for 2 minutes, meaning a player that uses it to kill a Monster will often find themselves waiting for the wall to come down.
 * Wrath of the Archvile - 180 Mana - Named after the Arch-Vile in Doom II, this spell will set an opponent on fire. Said enemy will be pushed back a far distance, the force will be so powerful to knock them on their side. After burning for a bit, they shall explode and die. Note that this attack is powerful enough to kill a Shambler. The second most powerful spell in the player's arsenal, this can be used to kill anything the player desires.
 * Power Word, Kill - 188 Mana - Will utter a magical word that causes the destruction of everything that can see the player. The amount of Mana this costs is situational, the more opponents killed and the more types of Monster the player has to kill, the more likely the cost will be higher. One opponent will always cost 188 Mana. Also note that, regardless of cost, every enemy will be obliterated; the maximum it will drain the player to is a value lower than 188. The most powerful spell available to the player, it can wipe out an entire room of Shamblers; this also holds the same cost as a singular Shambler. This means it can be hard to determine how much Mana it will cost to use this spell, it is mostly an emergency button to kill everything.
 * Meteor Storm - 196 Mana - Fires five Lavaballs at an opponent. Note that the player has a Lavaball launcher. The biggest difference is that it is firing 5 projectiles at once that do not cost Ammo and will not bounce off surfaces, nor have an arc. The projectiles still cause about the same amount of damage, meaning one Meteor Storm is just enough to kill an Ogre.
 * Lightning Summoning - 200 Mana - The player will glow like they have a Quad Damage as long as the spell is active. Lightning Summoning will fire lightning upon opponents that the player can see (one opponent at a time), causing around the same damage as a Thunderbolt (and requiring a similar range) but less constant, meaning it has a lower DPS. It works as a companion to the player however, meaning they do not need to do anything for the Lightning Summoning to fire. Note also that while not as powerful as a Power Word, Kill in that it can one shot a Shambler, it lasts for 1 minute and thus can cause a sustainable amount of damage to whatever the player is facing. Note that this spell is treated like a target spell, it is advised to aim at the ground when firing this to shorten the time it takes for the projectile to travel, since the lightning only starts aiding the player upon the collision of the projectile. Note also that this spell can hurt the player like a normal Thunderbolt could if they are in Water.

Powerup Spells
Spells that behave like your normal Powerup. Note that the ending sound is not precached with these, meaning if the original Powerup does not exist in a level an error will instead appear.


 * Spell of Shadows - 84 Mana - Ring of Shadows.
 * Enchant Axe - 88 Mana - Allows the player to toggle to an altered version of the Throwing Axe for the rest of the level. This Axe has a large glow around it when fired, plus is on fire, meaning in turn that it can set opponents on fire while knocking them back a decent distance. The player only has one Axe, meaning throwing it results in being unable to use the regular Axe. This Axe behaves much like a boomerang, returning to the player after being thrown. This can happen after it hits a certain range, there is a maximum distance. In the event it cannot reach the player, it will fall to the ground like normal. It will also fail to return to the player if the Axe touches any fluid. The player can take another player's Axe in such a circumstance, resulting in said original player losing their Axe, while the player that took said Axe is rewarded with an additional Axe. If the player can see the the thrown Axe, it will briefly change light levels and display a message stating that "Mjolnir Beckons...". If the player cannot reach their Axe after 33 of these messages, it will magically return to the player with the message "Mjolnir has magically returned".
 * Quad Damage - 92 Mana - Quad Damage. Note that the starting sound is not used.

Environmental Spells
Spells designed to survive some Hazard or the general environment of the world. Note that the player will often not be warned when the spell ends, meaning the player is expected to be aware of the time the spell will end.


 * Resist Fire - 32 Mana - Makes the caster not take damage to fire and Lava. Note this is not just invulnerability, the player will not be dealt any damage at all in regards to such Hazards. Lasts 90 seconds.
 * Levitation - 68 Mana - Puts the player in fly mode for 30 seconds. Also makes it so the player does not get falling damage.
 * Amphibian - 104 Mana - Allows the player to breathe under the Water for 10 minutes. During this time the player will also not make bubbles.

Stone Spells
Spells that turn the opponent in question to stone. Stone opponents cannot move or attack, plus will immediately drop to ground level. They are also far more fragile than the normal opponent, usually requiring a couple weak Shotgun shots to Gib. Note that "ULTQMIN" only supports the Rottweiler turning to stone, all other opponents require the full version of Ultimate Quake, which was made separate due to the large number of PROGS files resulting in a much larger download size.

An opponent turned to stone will remain such for a limited amount of time, whereupon they will continue to breathe and be stuck in their idle animation. The exact amount of time varies per opponent type. A player turned to stone will be unable to swap or cast spells, attack, or do anything but look around. Note that an opponent will continue to look frozen in stone for as long as they are idle, even after they are no longer under the affects of the spell.

Note that an opponent that is killed while in stone will generate a head that does not have a proper texture made for it. In source ports like GLQuake, this will result in an untextured head.

Opponents can have a resistance to being turned to stone. Generally, the lower the amount of health the Monster has remaining, the more likely they can be frozen. This means a Shambler with full health is very unlikely to be turned to stone, a player must tear down most of its health before such a spell would work.

Note that there are three classes of Monster in Quake. Animals include the Rotfish, Rottweiler, Spawn, and Fiend. The Person class includes the player, the Grunt, the Enforcer, the Knight, and the Death Knight. The Monster class covers everything, including previous classes; this level is also needed to affect an Ogre, Scrag, Zombie, Vore, or Shambler.


 * Flesh to Stone (Animal) - 40 Mana - Turns any Animal class Monster to stone.
 * Flesh to Stone (Person) - 60 Mana - Turns any Person class Monster, or another player, to stone.
 * Flesh to Stone (Monster) - 140 Mana - Turns any Monster class Monster, or any previous class, to stone.
 * Medusa's Gaze - 168 Mana - Turns everything that can see the player to stone.

Telekinesis Spells
Spells that can move an entity around without needing to physically touch them.


 * Mind Shove - 96 Mana - Pushes an entity away. Useful for pushing players into Lava.
 * Irresistible Attraction - 100 Mana - Pulls an entity towards you. Useful for pulling players across a pit into Lava.
 * Ambush - Teleports the player beside the opponent. Does not work if the opponent is surrounded by a wall, is invisible, or is too far away. Note this spell is almost entirely useless, since the player needs to be beside an opponent for this to work in the first place.

Charm Spells
Uses the same class system for Monsters as seen under Stone Spells. Will turn a Monster to the player's will. Does not have any effect on players. Charmed creatures will follow the player around and attack any opponents that attacks the player, meaning they will not preemptively attack a Monster until such an attack is made. Charms are permanent until the Monster dies. The player will be alerted when a charmed Monster is killed. Note that charmed creatures will not provide any experience if killed by the player. Note that Death Knights that are charmed can easily be turned against the player, even changing right after they were successfully charmed with seemingly no reason to do such.


 * Charm Animal - 56 Mana - Charms an animal.
 * Charm Person - 116 Mana - Charms a person.
 * Charm Monster - 160 Mana - Charms a monster.
 * Path of the Archvile - 172 Mana - Named after the Arch-Vile in Doom II, this power allows the player to resurrect any fallen Monsters that are not Gibbed by simply walking nearby or on top of them. Any resurrected Monster is immediately charmed. This resurrection ability lasts for 30 seconds.
 * Mass Charm - 192 Mana - Will charm any monster that can see the player. This works off the same mechanics as Power Word, Kill, meaning a room of Shamblers can be cheaper than a room with a Scrag and two Ogres. Note that the documentation states that only 10 Monsters can be charmed per cast, this is incorrect and it appears that there is no limit to the number that can be charmed in a single cast.

Conjuration Spells
Spells that summon a particular Monster that behave similar to what they would under the charm spell. Note that these spells tend to be more expensive than spells around it. As the highest amount of Mana a normal spell costs is 200, this means that Conjuration Spells also make up the most costly at the higher end (and thus requiring the most Experience), going up to more than double what other spells cost. The player can summon up to 10 Monsters at any given time. Unlike charmed creatures, however, a conjured creature cannot be pushed around. These spells are also extremely useful in Deathmatch as the only way to get Monsters in said Game Mode. Note that conjured entities cannot spawn in too claustrophobic of a location, their bounding box must be able to fit for them to spawn.


 * Summon Scrag - 80 Mana - Summons a Scrag.
 * Summon Ogre - 200 Mana - Summons an Ogre.
 * Summon Fiend - 300 Mana - Summons a Fiend.
 * Summon Vore - 400 Mana - Summons a Vore.
 * Summon Shambler - 600 Mana - Summons a Shambler.

Support Spells
These Spells do nothing for the player themselves, they must use it on another entity to provide some benefit for said being. Note that it is intended for these spells to be used on either allied players or Monsters under the player's spell, though there is nothing preventing the player from using it to boost the health of an opponent. These spells often have (Target) at the end of their name to designate that they will affect another entity instead of the self.


 * Give Lifeforce (Target) - 76 Mana - Will heal any wounds of the targeted entity, as well as heal the being up to the level of health the caster had upon using the spell. Note that this means an entity with more health than the player will not be healed. The caster will lose 10 health if the spell heals another entity.
 * Reflective Shield (Target) - 80 Mana - Provides a Reflective Shield to the entity, similar to the spell for the Self found under Protection Spells.

Target Spells
Spells that affect other entities and are not Support Spells.


 * Loony Toons - 88 Mana - Takes the place of Enchant Axe after cast. Causes an Anvil to fall from the sky and land wherever the player designates. It makes a special collision sound if it hits an opponent in the head. Note that it is very easy for the Anvil to fail to spawn in a solid area. Causes around 30 damage.
 * Dog's Day (Target) - 112 Mana - Changes any entity into a Rottweiler. This is permanent for Monsters, but lasts 2 minutes for the player. Note that biting other players as a Rottweiler is highly unreliable, the only way a player can generally hit another as a Rottweiler is with their jumps. After 2 minutes, the player will receive a message that "You feel yourself reverting to humanness.", much like the Fiend's Pentagram that this is based on. Note that the Fiend's Pentagram was originally going to be included, but was taken out as the author felt it wasn't practical.
 * Increase Mass - 120 Mana - Will make Scrags unable to fly. In the case of a player, it will slow them down and also prevent them from jumping as high. They also will take a lot more damage when falling, this is the only effect that can be stacked with multiple casts of this spell.
 * Feeblemind - 156 Mana - Prohibits the opponent from casting magic. Also can stop Scrags and Death Knights from firing their projectiles. The effects are temporary, only lasting 1 minute.

Camera Spells
Spells that provide an entity to see through outside of the player's normal field of vision. These entities are non-solid and for the most part are harmless. The player can use Impulse 31 at any time with these spells to toggle between their own eyes and the eyes of the entity. These are primarily useful for Deathmatch, since the player tends not to retread the same ground in Single Player. Only one of these entities can be active at any time, meaning the same spell cannot be cast twice, nor can the player have multiple Camera Spells going at once. Note that it is not advisable to cast the same spell twice, since it will just cause the entity to be removed while expending Mana. It is much cheaper and more efficient to use the proper Impulse keys.


 * Doppleganger - 72 Mana - Creates a Doppleganger entity where you are standing. This entity appears identical to the player that cast it at the moment they cast it, meaning the player can change color and skin afterwards to appear different from their Doppleganger. The spells often refer to it as a Holograph, likely due to the modification being highly based on the HoloSelf QuakeC Mod. Like the original modification and unlike what is stated in the documentation, Monsters cannot see the Doppleganger nor will they be distracted by it. The player's Mana will not increase while the Doppleganger is active. The Doppleganger can explode at any time by using Impulse 32, as long as the player has 10 Mana, which will create a massive explosion covering the length of an average room. If the player dies, the Doppleganger will automatically detonate. The Doppleganger can also Feign Death, which can be toggled by using Impulse 33. If this spell is cast again, it will behave like Impulse 30, disabling the Doppleganger.
 * Tele-Eyes - 144 Mana - Creates a Tele-Eyes entity where you are standing, a pair of floating eyes. The player can use Impulse 40 at any time to immediately teleport to where the Tele-Eyes are located, doing such will expend the eyes. If this spell is cast again, it will also cause Impulse 40 to occur, while also expending Mana. Note that while most projectiles cannot harm the Tele-Eyes, explosives can destroy it in a single shot, which in turn will kill the player who cast the spell.

Multiplayer Spells
Spells that only work with other players involved, making them useless in a Single Player context.


 * Dispel Magic - 44 Mana - Removes spell effects from the player, cleansing them. Primarily is used to combat the Increase Mass, Fish Out of Water, and Suffocation spells. Note it does not revert Dog's Day.
 * Protection from Magic - 132 Mana - Protects the player from all spells targeted towards them for 1 minute. Note the player can still cast spells on themselves. Supposed to play Enfstop.wav upon collision, but fails to do such due to it not being properly precached.
 * Fish Out of Water - 136 Mana - Causes the target to only be able to breathe when under the Water, essentially inverting drowning. Unlike normal drowning, there is no grace period, meaning a player in the air will immediately start taking damage. The player can stop their suffocation for a few seconds if they heal in some fashion. Note that this spell only works on players, not Monsters. Players with this effect will not generate bubbles.
 * Suffocation - 176 Mana - Similar to Fish Out of Water, but the player can never breathe, meaning they are fated to die unless they cast Dispel Magic. Like the spell before it, it cannot affect Monsters.
 * Dispel Magic (Target) - 208 Mana (?) - Works just like the Dispel Magic spell, but affects other entities. Useful to remove spells like the Reflective Shield.
 * Impotence - 220 Mana (?) - Prevents the target from casting magic for 10 seconds.

Miscellaneous Spells
Spells that don't really share properties with other spells, having no real upgrade path or spells similar to it.


 * Illumination - 36 Mana - Fires a light source where the player is looking, somewhat like Quake Flares in regards to sound and dimming. Unlike the aforementioned mod, there is no visible projectile fired or sound upon colliding with a surface, it simply instantly hits a surface. Can be connected to a Monster or player, sticking to them and temporarily lighting them up. There is a brief particle effect that shows when on an opponent that is not seen when on a general surface.
 * Unlock Door - 204 Mana (?) - Will automatically unlock and open any Door that requires a Key. Note that the spell is designed to be a projectile, meaning the player must be facing the Door. The player must also not be standing so close to the Door that the message about requiring a Key appears; the projectile will not have time to appear in such a case and thus the spell will be wasted.

New Obituaries

 * "Player" was fragged by a Scrag - Scrag
 * "Player" was killed by a Spawn - Spawn
 * "Player" was obliterated by a Vore - Vore
 * "Player" was executed by a Shambler - Shambler
 * "Player" was destroyed by magic - Killed by a spell
 * "Player" was sniped by "Attacker"! - Sniper Mode.
 * "Player" got zapped by "Attacker" - Laser Rifle.
 * "Player" was jacked up by "Attacker"'s plasmabolt - Plasma Cannon.

Gallery
Screenshots=

1.03

 * No source code released for this version.
 * Added a Race and Class system, each having their own unique benefits. Upon starting a new game, a player cannot move until they choose their Race and Class. If there are multiple skins, they must choose their skin as well.
 * Added a tenth level of spells; this means there are now 50 spells in total.
 * Impulse 10 has been restored.
 * Added Impulse 60, allowing for a quick shortcut to Homing Rockets.
 * Added impulses 70 and 71 to change spell levels. While the player can change levels by simply using previous and next spell, this provides a quicker navigation system.
 * Added stats viewable under impulse 113.
 * Added heads for every player skin.
 * Added the bouncing Nail portion of CSPIKE10.
 * Due to the controversial nature of falling damage, Easy and Normal do not cause any damage when falling, which also allows for Deathmatch without falling damage. It was also made less severe in general.
 * Unlock Door is now a Level 10 spell, the new spell Enchant Axe takes its place. Previously the player could always use the Throwing Axe. Upon using Enchant Axe, the spell becomes Looney Tunes, whereby the player can drop an Anvil.
 * Wrath of the Archvile no longer Gibs opponents.
 * Player corpses have now been made solid and behave like all other corpses.
 * The Flamethrower and Fireballs now use custom models. The Grenade Launcher first person view also has a new texture based on the PipeBomb.
 * Homing Rockets now use the Stinger Launcher model.
 * New custom casting sounds.
 * New Shambler, Spawn, and Vore obituaries; added exclamation marks to the obituaries.
 * Impulses 140 and 142 now show the name of the skin.
 * Dead bodies now have the skins of their owners.
 * If the player is on fire and runs into an opponent, they will be set on fire.
 * The player can now hold 200 Shells.
 * Fixed a potential bug with Feign Death where the game would end prematurely if the opponent was one kill away from the frag limit and the player attempted to feign death. This was untested however.
 * Fixed a bug where bleeding could occur even if the player was invulnerable.
 * Fixed bug where ducking with the Biosuit would cause the player to move slower.
 * Fixed Homing Rockets being able to target Lavaballs.
 * Fixed Heal Light Wounds, previously it did not heal the player.
 * Fixed Invisible Death Barrier so that it gives frags to its owner.
 * Conjured Monsters no longer add to the count, there is also now a hard-limit of 10.
 * Summon Scrag now summons a single Scrag instead of a pair, also removing an exploit whereby the player could indefinitely summon one Scrag if they had between 80 and 160 mana.
 * Lightning Summoning now lasts only 1 minute instead of 3.
 * Fixed a bug where the message "Yo" would be displayed whenever the player took falling damage during Dog's Day.
 * Fixed the Quad Damage spell as it was missing the Quad Damage sound.
 * Homing Rockets no longer target things that are outside of its line of sight.
 * New bug introduced, using the Flamethrower will crash the server upon contact with an opponent.
 * Rapid-fire Rockets also are heavily unstable in this release, meaning it is not advisable to use them.
 * The level system does not appear to work without impulse 9, there is no clear way to unlock further levels meaning the player is normally stuck on level 1 spells without cheating outside of Deathmatch. Even with the maximum experience and mana, the magic system only goes up to level 8 as opposed to 10.
 * When a client joins a server that has already chosen the stats, the client now gains the stats from the server.
 * Size problems were fixed with ADVQCC compiler. Previously the Spawn, Rotfish, Chthon, and Shub-Niggurath had to be taken out. The code was also far less compressed.
 * Attempted to fix fullbrights on skins with QUAKE GRAFIXER, but it only broke the firing flash, so it was removed.

1.01

 * Source code was released, prior to this it was closed-source.
 * Fixed a crash that would occur when the player killed a Crucified Zombie.
 * Removed Impulse 10, the cycle Weapon command, as it would cause a crash when the player did not have a specific Weapon.
 * All Weapons now have messages when they are swapped to. Previously there was no message between the Thunderbolt and Laser Gun, nor the Nailgun and Super Nailgun.
 * Added a Flamethrower as the new primary Weapon mode of the fourth Weapon. Fireballs is now regulated to a secondary alternate mode.
 * Since the Rocket Launcher is so powerful, Fireballs is now an alternate mode for the Grenade Launcher.
 * Fireballs also now cost 2 Shells instead of 2 Cells.
 * Falling damage is less likely to occur at lower amounts, plus causes less damage in general.
 * Monsters can now be summoned in Deathmatch. Previously it would just state they had spawned without actually doing such.
 * Removed Level number and Spell number from each spell.
 * Fixed the Shotgun in Sniper mode from going through its fire frames when it could not fire.
 * Mana no longer has to build up in Deathmatch, the player automatically jumps to 900.
 * Throwing a Full Backpack now tosses all Ammo instead of half of what the player is currently holding. It also no longer allows the player to keep whatever Weapon they had if more powerful than a Shotgun.

1.00

 * Official release