openarena

There are many different items you can find around the arena, and you may find them very useful.

Some kinds of items are dropped when the caracter owning them dies. In base game you cannot drop any item you have, unless you die, but some mods may include additional commands to drop some kind of item.

Most items in OpenArena come from Quake III Arena, plus some which come from Team Arena and are not available in most old mods.

Tip: learning where the items and the weapons will spawn, and the right timings to grab them before your oppents do it, is an important technique (in this case, tactic) known as control (item control, resource control).

Note: if you are searching info about the weapons in the game, please read Manual/Weapons. For other things in the maps that you can interact with (flags, obelisks, bouncepads, doors, lava, etc.), please read Manual/Map elements.

Health bonuses

When your health reaches 0, your character will die. You will usually enter a match with a health value of 125, it it will slowly go down to 100. If you get bonuses and you health goes over 100 (which may be referred as overhealth), it will slowly go down to 100 again. If you set an handicap, your maximum health level will be lower. Some gametypes and special game options manage the health differently.
Health pickups respawn after 35 seconds, except Megahealth which respawns after 40; the mapper can change this.

Green health

Yellow health

Gold health

Megahealth

Armor bonuses

You will usually enter the game with no armor. If your armor gets over 100 (which may be referred as overarmor), it will slowly go down to 100. If you set an handicap, your maximum armor level will be lower. Some gametypes and special game options manage the armor differently.
Armor pickups respawn after 25 seconds; the mapper can change this.

If you have enough armor, it does absorb 66% of the damage you get, while the remaining 34% affects your health. When you run out of armor points, all the remaining damage directly affects your health. If your health reaches 0, not counting how much armor you still have, your character dies.

Armor shard

Greenshard Armor shard (green shard): gives you 5 armor points, even beyond the value of 100 (up to 200).

Combat armor

Yellowarmor Combat armor (yellow armor), also known simply as armor: gives you 50 armor points, up to 200.

Heavy armor

Redarmor Heavy armor (red armor), also known as body armor: gives you 100 armor points, up to 200.

Power-ups

These are items that are immediately effective when you grab them, and their effect is limited in time (a timer appear on the bottom right corner of the screen). These powerups usually last for 30 seconds (but the map creator can change their duration); if the player that holds the powerup becomes killed, it will be dropped and another player may take it and use it for its remaining time. It is possible to have more of them at the same time; if a player gets two of the same kind before the first one expired, the total duration of the second one will be added to the residual time of the first one.
Power-ups respawn after 2 minutes; the mapper can change this. After a gamestart power-ups appear sometime between 0:30 and 1:00 for the first time.

Battle suit

Flight

Speed

Invisibility

Quad damage

Regeneration

Holdable items

Also called "portable items", "carried items" or "useable items", you can hold only one of them at once. After you get one, you will activate it by pressing a specific key (usually, ENTER; custominzable from Setup -> Controls -> Misc menu).
Holdable items respawn after one minute; the mapper can change this.

Medkit

Personal teleporter

Kamikaze

Invulnerability

Runes

"Runes", also known as "Team Power-ups", "Permanent Power-ups", "Persistent Power-ups" or "Permanent runes", are special items that were first introduced in Quake III: Team Arena (thus, are not supported in most other old mods designed for Q3).

They are "permanent" because, after you get one, you will have it until you die. They are "team" because usually you can get only the ones dedicated to your team (usually, those you find in your own base), but this depends from the map creator (you can take a look here, here and here). A player can have only one of them at once, and to have more players with the same rune at the same time, there must be more spawn points for it.

In the "base" OpenArena, they are disabled by default, but you can enable them, if you wish, using the g_runes variable (0=disabled, 1=enabled). They are always used instead in The Mission Pack mod (at the time of this writing, the one you find bundled with OpenArena 0.8.8). G_runes variable has been added by OpenArena 0.8.5: up to OpenArena 0.8.1, runes were never shown in baseoa (the main game), but in Missionpack and Team Arena mods only (mods based upon OA 0.8.5 and later gamecode, instead, should follow your g_runes value). Runes do not spawn in Double Domination mode.

"Ammo regen" is thought for players defending the base, while "Scout" and "Guard" are for players attacking the enemy base and "Doubler" is good for both attack and defense. Anyway, you can use them the way you prefer.

Since the only way to release one of these permanent powerups is to die, one may have to ask a team-mate to commit suicide (using \kill command or in some other way), in order to let another player get that specific rune from its spawning point.

Before picking them up, they are easily identified due to appearing as floating alphabet letters. When a player holds one, a "text belt" turns around him (he's surrounded by the name of his rune): reading the text is not so easy during a gunfight, so it's advisable to learn each rune distinctive color, to quickly understand which one your opponent is wearing.

Your HUD shows the letter of the rune you are holding, if you have one. Team overlay feature also indicates runes your team-mates are equipped with.

Doubler

Ammo regen

Scout

Guard

Other items

There are some more items you can pick-up.

Notes

  1. Why a "quad" name with a "triple" damage, you ask? Well, you have to consider that "quad damage" was a distinctive powerup for the Quake game series (the symbol of the powerup, in those games, was a stylized "Q", derived from the symbol that identified the whole game); Quake 1 and Quake 2 were primary "campaign" single-player games againts quantities of monsters (where the firepower is never enough, and x4 damage was good); for Quake 3, being a deathmatch-based game, iD Software chose to balance things changing damage to x3, but keeping the distincitive name, even if a bit misleading. In OpenArena, its symbol is no more a "Q", but the name is still the same for compatibility reasons. G_quadfactor holds fractonary values (e.g. setting it to 1.5 will cause "quad damage" user to make only 1.5 times normal damage). G_quadfactor should be kept to "sane" values: excessive values (anything above 6, maybe?) may make the player really too powerful, while fractions below 1 (e.g. 0.5) would make the "quad damage" player cause less damage than standard players (and negative values would even cause weird knockback effects).
  2. If you are using handicap, the actual value will be lower.
  3. If the server has got /com_blood 0 (default value is 1), it is not possible to gib corpses, thus it is not possible to prevent the Kamikaze explosion. See also Manual/Graphic options#Blood and gibs.
  4. Even faster than Speed powerup. Having both "Speed" and "Scout" at the same time does not further accelerate your moving speed than the Scout speed.

See also

External links