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MINOR & MAJOR SKILLS

I. MINOR SKILLS

Minor skills are also called "free skills" because thier effectiveness does not depend on Intellgence. To be effective, they must used multiple times and thus use a large amount of Energy. Minor skills are shared by multiple classes. They activated by alternate-fire on weapon 1.

Disarm

Classes: Assassin, Commando, Fighter, and Cyborg
Energy Use: varies

Disarm can be used against Wards, Ion Barriers, Anti-Matter Nukes, and Angelfires. Wards and Ion Barriers cannot disarmed until they are deactived (where the shield is down), thus players need to risk stepping into a Barrier/Ward that may reactive on them (15 seconds). Ion Barriers & Wards require 66% of your Energy Bar to disarm and about 6.6 seconds. Nukes & Angelfires are harder to disarm. It takes 100% of your Energy Bar and about 10 seconds to disarm. The Nuke/Angelfire fuse is only 12.5 seconds. You only have a 2.5 second window to start disarming. Disarming can be a group task. Multiple players can work on disarming for faster disarms. More importantly, if a player lacks the Energy to complete a full disarm, another player can pick up the slack. Thus, it takes 2 players about 5 seconds to disarm a Nuke.


Flash

Classes: Android and Mage
Energy Use: 10%

A great teamwork skill, the Flash minor skill tosses a tiny orb -- a magical/high-tech flashbang grenade withh special properities. The orb sticks to most surfaces. If the orb is tossed into an enemy or if 2.5 seconds expire, the Orb explodes in a very bright flash of light for no damage. However, it blinds all opponents within 83.3 ft (25.4 m) for few seconds. Unlike a conventional flash grenade, you cannot blind your own teammates, although the orb will explode if toss it into them. You can, however, blind yourself. Additonally, this skill can be used on enemies protected behind barriers/wards.


Aura

Classes: Wastelander and Monk
Energy Use: varies

Aura emits a holy radial energy from the player for 83.3 feet (25.4 m) and through walls, repairing all constructions in range. It repairs on a curve. The closer a construction is to being fully healed, the less it repairs e.g. if the Portal has 1 HP, it takes far less time to repair to 5000 HP, than to repair a Portal with 5000 HP to 9999 HP. The number of constructions or obstructions in range does not change the effectiveness of Aura. Thus the Wastelander/Monk can easily hide near his base and repair constructions. Aura also inflicts minor damage to enemy players, but has no effect on enemy constructions.

II. MAJOR SKILLS

Major skills are specific to each class. The number of skills and how well they work are based on the Intelligence attribute. They are activated (by default) with the 'F', 'G', and 'H' key.

ANDROID SKILLS

Repair/Demolish

Class: Android
Requirements: Intelligence 1
100% Proficiency: Intelligence 10
250% Proficiency: Intelligence 25
Proficiency Affects: intensity
Energy Use: 33%

The Android can disperse a large cluster of microscopic nanomachines programmed to repair or demolish any construction. This technology affects everything equally within its large dispursion radius. When demolishing opposing constructions it does many times more damage than a typical explosive.


Ion Barrier

Class: Android
Requirements: Intelligence 11
100% Proficiency: Intelligence 20
250% Proficiency: Intelligence 35
Proficiency Affects: durability
Energy Use: 66%

This portable wall is erected to create dynamic choke-points and protect portals, constructions, and overall, the whole base. The Ion Barrier generates an energy shield that can withstand severe damage. An Ion Barrier blocks incoming fire, and will cause damage to anyone who is not implanted with the OrderID-chip - thus members of the Chosen will not be able to pass through unharmed. Members of the Order can stand inside the barrier and fire out. Enemies firing on the shield can eventually temporarily deactive it. An Ion Barrier can have between 450-1250 hit points, depending on the Android's skill level. The Ion Barrier cannot be perminantly destroyed except by the Mage's Mend/Break skill, the Monk's Angelfire, or the Fighter's and Assassin's Disarm minor skill. Characters in the Barrier can also be blinded by the Mage's Flash skill.


Nano Generator

Class: Android
Requirements: Intelligence 21
100% Proficiency: Intelligence 30
250% Proficiency: Intelligence 45
Proficiency Affects: intensity
Energy Use: 100%

This generator emits tiny nanites within a 250 feet (76.2 meter) area. These nanites reinforce the armor class on allied constructions, such as Ion Barriers. This generator also works for increasing the portal's AC (Armor Class). Depending on the Android's skill, the Generator can upgrade a construction's Armor Class so high that even an rocket cannot damage it. Primarily used in conjunction with Ion Barriers. Note: the Nano Generator's AC itself can never be upgraded.

CYBORG SKILLS

SureShot

Class: Cyborg
Requirements: Intelligence 1
100% Proficiency: Intelligence 10
250% Proficiency: Intelligence 25
Proficiency Affects: intensity
Energy Use: 33%

This cybernetic implant iwill increase the character's stability and aim, giving a +15 boost in Dexterity. This upgrade deteriorates over time - the amount of time it takes is equal to your skill level. The implants do not have much shielding and can be easily destroyed by the enemy, so placement is part of the creator's strategy. Up to 5 implants may be made available at a time. (A proficiency of 250% skill = 30 seconds. All effects are cumulative, up to 60 seconds. Characters with the Enhancer Armor Bless will always recieve 90 seconds of enhancement regardless of the creator's skill level.)


Razor Matrix

Class: Cyborg
Requirements: Intelligence 11
100% Proficiency: Intelligence 20
250% Proficiency: Intelligence 35
Proficiency Affects: durability
Energy Use: 66%

This construction gets its roots from ancient warfare, where traditional razor wire was used. You get caught up in it and it will slow you down, and it will cause damage.


Charge Station

Class: Cyborg
Requirements: Intelligence 21
100% Proficiency: Intelligence 30
250% Proficiency: Intelligence 45
Proficiency Affects: intensity
Energy Use: 100%

The Cyborg can not only can attack the enemy - he can also help out his allies greatly. Through the use of his Charge Station he can recharge all units within 166.6 feet (50.8 meters). When the allies are in range, it analyzes them every 15 seconds and it can heal and give ammo to soldiers while repairing base constructions. The higher the Cyborg's skill, the more effective the Charge Station. Note: the Charge Station can never repair itself or another Charge Station.

COMMANDO SKILLS

CriticalShot

Class: Commando
Requirements: Intelligence 1
100% Proficiency: Intelligence 10
250% Proficiency: Intelligence 25
Proficiency Affects: intensity
Energy Use: 33%

CriticalShot makes the recipient extremely good at finding any weak spots on his target. He will have superhuman perception and be able to easily target vital organs, major arteries and minute gaps in armor. He can target any part of the target's torso or abdomen - this shot will automatically be upgraded to a Critical Hit (headshot / double damage). This upgrade is extremely powerful, but it can be negated by a very high Tenacity. The implant will remain on the ground until someone collects it. The length of duration of the implant power depends on the skill level of the owner. This implant is also easily destroyed by enemy firepower, so you need to be careful where you place it. The Commando can create up to 5 CriticalShot at a time. (A proficiency of 250% skill = 30 seconds. All effects are cumulative, up to 60 seconds. Characters with the Enhancer Armor Bless will always recieve 90 seconds of enhancement regardless of the creator's skill level.)


UA-12 Tactical Drone

Class: Commando
Requirements: Intelligence 11
100% Proficiency: Intelligence 20
250% Proficiency: Intelligence 35
Proficiency Affects: duration
Energy Use: 66%

The UA-12 Tactical Drone has a sophisticated onboard AI, for tracking of non "Order" personnel. It has highly sophisticated weapon tracking.


Radar

Class: Commando
Requirements: Intelligence 21
100% Proficiency: Intelligence 30
250% Proficiency: Intelligence 45
Proficiency Affects: radius
Energy Use: 100%

Although the Radar is small, it is thousands of times more sensitive than stations 100 times its size in the 20th century. The Commando's Radar is so powerful it can detect any and all forms of stealth, including the Assassin's Invisibility skill, and report hostiles back instantly through walls. Thus, the Radar is very useful tactically. Opponents' names and locations will appear through walls in the same way as as players normally see their friends. The Radar has virtually unlimited detection range but, due to its small size, its ability to communicate with allies is limited. That range varies from 83.3 - 416.6 feet (25.4m - 127m) depending on the Commando's skill.

WASTELANDER SKILLS

Health Pack

Class: Wastelander
Requirements: Intelligence 1
100% Proficiency: Intelligence 10
250% Proficiency: Intelligence 25
Proficiency Affects: intensity
Energy Use: 33%

This health pack only works when it detects an OrderID chip - if it does not the nanites will not function - to prevent members of the Chosen, and all those who don't believe in the Orders way of life, from "stealing" their medical supplies. The health pack can be destroyed by enemy fire, though, and thus should be placed wisely. The amount healed per pack is dependent on the creator's skill level. The owner of the pack will recieve XP based on how much HP is healed (you do not recieve XP for healing yourself).

The Wastelander can create several of these at on the map at time. (Up to 10 Health and Ammo Packs -- mix and match.) The Wastelander can also use these himself.


Ammo Pack

Class: Wastelander
Requirements: Intelligence 11
100% Proficiency: Intelligence 20
250% Proficiency: Intelligence 35
Proficiency Affects: intensity
Energy Use: 66%

The ammo pack will resupply all non-magical ammo, and as such it cannot be used by the Chosen. However, it can be destroyed by them, and so must be placed wisely. The amount of ammo resupplied is based on the creator's skill level. The owner will recieve XP based on the amount of ammo resupplied (you do not recieve XP for resupplying yourself).

The Wastelander can create several of these at on the map at time. (Up to 10 Health and Ammo Packs -- mix and match.) The Wastelander can also use these himself.


Anti-Matter Nuke

Class: Wastelander
Requirements: Intelligence 21
100% Proficiency: Intelligence 30
250% Proficiency: Intelligence 45
Proficiency Affects: intensity
Energy Use: 100%

This is the ultimate weapon of the Order - A timed bomb with a huge blast radius and which can cause several thousand points of damage. This Nuke is specifically designed to work against the armor of the Chosen's "Super Portal" - though this doesn't mean it won't work against the Chosen themselves! However, it should be deployed with care, as it can harm the deploying Wastelander (as well as any friends if Friendly Fire is on). It can only be disarmed by the Mage's Mend/Break skill.


MAGE SKILLS

Mend/Break

Class: Mage
Requirements: Intelligence 1
100% Proficiency: Intelligence 10
250% Proficiency: Intelligence 25
Proficiency Affects: intensity
Energy Use: 33%

This dual-use spell allows the Mage to repair damaged base structures or to destroy opposing ones. When cast a translucent cloud of magic dispurses on impact, affecting anything within 41.66 feet (12.7 meters). Mend/Break does an enormous amount of damage to opposing structures.


Ward

Class: Mage
Requirements: Intelligence 11
100% Proficiency: Intelligence 20
250% Proficiency: Intelligence 35
Proficiency Affects: durability
Energy Use: 66%

A Ward is used by the Chosen - it is created and maintained by a mage, and yet benefits the whole team. The Ward will fatally harm anyone who enters. However, the Chosen, led by the teachings of Mabus, know how to harness the magical energy so that they may safely reside inside the ward. The Ward is useful for protecting portals, constructions and the rest of the base. It can be used to create choke points. Anyone who is not a follower of Mabus, and does not understand his teachings (such as the Order), will not be able to fire through the ward. However, the followers of Mabus (the Chosen) understand the complex nature of its magic, and can therefore fire through, and even from within, the Ward. A Ward can be temporarily deactivated by intense firepower, but can only be perminantly removed by the Android's Repair/Demolish Skill, the Wastelander's Anti-Matter Nuke, the Cyborg's and Commando's Disarm minor skill. Characters in the Ward can also be blinded by the Android's Flash skill.


Guardian Spirit

Class: Mage
Requirements: Intelligence 21
100% Proficiency: Intelligence 30
250% Proficiency: Intelligence 45
Proficiency Affects: intensity
Energy Use: 100%

The Mage, although well known for the Fireball, has other tricks up her sleeve. One of her defensive capabilities is that she can bring forth a Guardian Spirit. The Guardian faithfully guards all constructions in the area, 250 feet (76.2 meters), including the Portal, by raising their AC values. The better the Mage is at summoning the Guardian Spirit, the higher the AC adjustment will be. Depending on the Mage's skill, the Guardian Spirit can improve the Armor Class of all base structures to an extend that they are immune to even Minigun fire. Note: the Guardian Spirit's AC itself can never be upgraded.


FIGHTER SKILLS

Hyper

Class: Fighter
Requirements: Intelligence 1
100% Proficiency: Intelligence 10
250% Proficiency: Intelligence 25
Proficiency Affects: intensity
Energy Use: 33%

The Hyper Rune increases an ally's Agility by +15. The rune will remain on the ground until someone uses its magic, with the duration of the increase depending on the skill level of the creator. This magic is also easily destroyed by enemy firepower, so it needs to be placed carefully. The Fighter can make up to 5 Hyper Runes available at a time. (A proficiency of 250% skill = 30 seconds. All effects are cumulative, up to 60 seconds. Characters with the Enhancer Armor Bless will always recieve 90 seconds of enhancement regardless of the creator's skill level.)


Death Vortex

Class: Fighter
Requirements: Intelligence 11
100% Proficiency: Intelligence 20
250% Proficiency: Intelligence 35
Proficiency Affects: duration
Energy Use: 66%

The Death Vortex is summoned by the Fighter and is good for creating choke points and traps. This swirly hell cloud will slow down "non-believers" as they try to pass though it and will cause great damage.


Shrine

Class: Fighter
Requirements: Intelligence 21
100% Proficiency: Intelligence 30
250% Proficiency: Intelligence 45
Proficiency Affects: intensity
Energy Use: 100%

The most potent of the Fighter's skills which are beneficial to his allies is his ability to make a Shrine. The higher the skill is, the more powerful the Shrine. When an ally is within distance of the Shrine's power, 166.6 feet (50.8 meters), they are assisted every 15 seconds. Players will be healed and gain mana, and buildings will be repaired.


ASSASSIN SKILLS

Invisibility

Class: Assassin
Requirements: Intelligence 1
100% Proficiency: Intelligence 10
250% Proficiency: Intelligence 25
Proficiency Affects: intensity
Energy Use: 33%

The ultimate sneaker needs something more than just mere stealth. The Assassin can make himself almost fully invisible - he will be 90% transparent while staying still or croutch walking, 85% when walking, and 80% while running. This is very useful when hiding in the shadows. The rune will remain on the ground until someone uses its magic and how long it will last depends on the skill level of the creator. This magic is also easily destroyed by enemy firepower, so careful placement is important. The Assassin can make up to 5 Invisibility Runes available at a time. Invisible players can be revealed by the Commando's RADAR construction or characters with the Detect Evil Weapon Bless. (A proficiency of 250% skill = 30 seconds. All effects are cumulative, up to 60 seconds. Characters with the Enhancer Armor Bless will always recieve 90 seconds of enhancement regardless of the creator's skill level.)


Spirit Kami

Class: Assassin
Requirements: Intelligence 11
100% Proficiency: Intelligence 20
250% Proficiency: Intelligence 35
Proficiency Affects: duration
Energy Use: 66%

The Assassin channels the power of Mabus to invoke the Spirit Kami. The Spirit Kami being an entity of Mabus' creation, naturally despises the Order (non-believers). It will chase after them and unleash the fury of Mabus.


Oracle

Class: Assassin
Requirements: Intelligence 21
100% Proficiency: Intelligence 30
250% Proficiency: Intelligence 45
Proficiency Affects: radius
Energy Use: 100%

The Oracle is a very important construction for scouting and tactics, as it gives allies the ability to see opponents through walls. Opponents' names and locations will appear through walls as players normally see their allies. While the Oracle can see enemies accross the entire map's distance, the range over which it can assist allies depends on the Assassin's skill level. Its range varies from 83.3 - 416.6 feet (25.4m - 127m).

MONK SKILLS

Faith Healing

Class: Monk
Requirements: Intelligence 1
100% Proficiency: Intelligence 10
250% Proficiency: Intelligence 25
Proficiency Affects: intensity
Energy Use: 33%

This is a magical form of healing, and so will not heal non-believers (the Order). The true believers of Mabus (the Chosen) can heal themselves with this stone. However, it can be destroyed by enemy fire and so should be placed wisely. The Creator of the Faith Healing stone will recieve XP based on the HP healed (you do not recieve XP for healing yourself).

The Monk can make up to 10 of Faith Healing and Mana Stones combined available on the map at one time.


Mana Stone

Class: Monk
Requirements: Intelligence 11
100% Proficiency: Intelligence 20
250% Proficiency: Intelligence 35
Proficiency Affects: intensity
Energy Use: 66%

The Mana Stone uses its magical power to resupply any magical (Chosen) weapon - since it is magical it is useless to the Order. It can, however, be destroyed by enemy fire, so you should consider carefully where to place it. The amount of mana resupplied is based on the creator's skill level. The owner is given XP based on the amount of mana resupplied (you do not recieve XP for resupplying yourself).

The Monk can make up to 10 of Faith Healing and Mana Stones combined available on the map at one time.


Angelfire

Class: Monk
Requirements: Intelligence 21
100% Proficiency: Intelligence 30
250% Proficiency: Intelligence 45
Proficiency Affects: intensity
Energy Use: 100%

Angelfire is the Monk's answer to the Wastelander's Nuke. The powerful divine blast does massive damage and can totally destroy the Chosen's base. The Angelfire harnesses magical energy to create an extremely intense explosion. It is primarily deployed against an enemy "Super Portal", however it will also work on the enemy itself. This complex magical item is inpervious to enemy fire, but the Androids repair/demolish skill will work to disarm the Angelfire (without an explosion).

If a server has Friendly Fire on the Angelfire can also harm Chosen players and structures. It can always harm the Monk that created it.

 
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