DeathMatch

 

Rules

Generally there are few or no rules for DeathMatch (DM) play; it is a melee of all weapons where combatants move about a map collecting weapons, mana, and shrines to survive, and killing any and all opponents. However, most honorable players do play by some rules of thumb:

Repeatedly telefragging, or egging a player then ringing them to death is considered cheap and lame play.

Fragging a player who's facing a wall and typing is also considered cheap and lame. This is called a "type kill".

Repeatedly attacking a newly spawned player is also frowned upon (however in a crowded map, it's not always easy to tell who is newly spawned in, and who has used a teleporter). In this case most players adopt the "if it moves, kill it" policy.
 

 

Weapons

A DM map can contain some or all of the weapons offered by the game. Most maps try to balance them out to make play fair and enjoyable for all on the map, however some maps are more geared towards the experienced player. With some time -- and a lot deaths -- you'll be able to tell the difference quite rapidly.

The list of weapons available in a DM map are:
 

  Blade Staff

A truly deadly weapon in the right hands, slicing through armor and limbs. However to the inexperienced it's most likely to be instant death for the wielder.

Strengths: When used in conjunction with the Tome of Power (called "tomed") the blade staff can do massive amounts of damage, lopping off an opponents head for an instant kill. It also does not require any mana or ammo to use, and is always available to you. This is also the only weapon in the game that benefits from using the Tome more than once, going from blue (ice) blade to flame on the second use.

Weaknesses: The blade staff is not a projectile weapon and the wielder must be in extremely close range to inflict any damage with it.
 

  Fireball

A projectile weapon that does no damage to the user and uses minimal offensive (green) mana. When tomed it can be deadly if the opponent is already low on health, but generally is considered a weak weapon by most.

Strengths: It will fire over a long distance in a relatively small amount of time, and can never run out of mana.

Weaknesses: This weapon does not do much damage and requires many shots to get a kill if your opponent has a fair amount of health or armor. It can also be repelled easily with the Ring of Repulsion.
 

  Hellstaff

When untomed it shoots a rapid succession of projectiles at an opponent, which can be deadly if kept up. Tomed it shoots a beam of projectiles at an opponent (good with auto-aiming) and is quite lethal even in small doses.

Strengths: Fires rapidly and covers long distances nearly instantly when tomed, doing large amounts of damage.

Weaknesses: Still requires a good amount of aim and time to kill a well-prepared opponent, and some of the projectiles can be repelled with the Ring of Repulsion.
 

  Thunder Blast

Untomed it fires a spread of projectiles in front of the attacker doing a decent amount of damage. Tomed it becomes very deadly if you hit an opponent with it.

Strengths: Spreads out covering a larger area, and when tomed does a good amount of damage to an opponent. 

Weaknesses: When tomed it can be repelled with the Ring of Repulsion. Requires green offensive mana to use.
 

  Storm Bow

A projectile weapon firing an arrow which releases a storm cloud when it strikes something, doing damage to anyone accept the person who fired it. When tomed the cloud does larger amounts of damage.

Strengths: A good long-range weapon and great for covering your escape when being chased by an attacker. Also good for firing into small rooms to shower an opponent who is not in sight.

Weaknesses: When untomed the damage done is not very significant unless a direct hit is scored with the arrow, and the arrows can be repelled back at you with the Ring of Repulsion.
 

  Firewall

A spell which releases a wave of fire in front of the user. Used with the Tome of Power the wall becomes much hotter doing massive amounts of damage and burning an opponent even after it has gone by.

Strengths: A very powerful weapon covering a large area in front of the user. Tomed it burns hotter and longer and is great for blinding an opponent to your exact location.

Weaknesses: When untomed the Firewall is not very large and is easily avoided by jumping or ducking. It also has a limited range of effectiveness, burning itself out after a short distance. Requires green offensive mana to use.
 

  Phoenix Bow

An extremely powerful projectile weapon that fires a blazing arrow that explodes when it hits something. When tomed the damage is still large and spreads to a much larger area. (This is known as "splash damage".)

Strengths: This is often a one shot one kill weapon unless an opponent is heavily armored and at full health. When tomed one hit will easily annihilate an opponent with silver armor and full health. Also good for long ranges.

Weaknesses: This is the only weapon in the game which will do damage to the player who uses it. If fired too close to yourself, the splash damage will do large amounts of damage to the user. It is also repelled by the Ring of Repulsion.
 

  Sphere of Annihilation

A magic ball projected at an attacker. When it strikes something it expands in all directions (even thru walls) to deliver large amounts of damage to whomever it touches except the person who fired it. When tomed it fires long streams spreading out left and right and covering vast areas.

Strengths: A good long distance weapon, especially when tomed. Untomed it is good for hitting targets on the other side of walls, floors, and ceilings. Tomed it covers a huge area and can take out many opponents at once.

Weaknesses: Can be repelled when untomed with the Ring of Repulsion albeit only before it has struck something and has started expanding. Requires green offensive mana to use.
 

  Iron Doom

Untomed it fires an instant-hit projectile which expands in all directions when it strikes something. When tomed it launches huge mace balls which will instantly kill any player they come in contact with except the person who fired it.

Strengths: When fired at an attacker that is moving towards you it does huge amounts of damage when untomed. When tomed it's an instant kill weapon when it hits an opponent. The large mace balls bounce off of walls and floors and ceilings making it difficult to determine where it will end up.

Weaknesses: Untomed it is extremely difficult to aim effectively (auto-aim does not seem to work with this weapon). When it's tomed and the balls strike a player with the Teleport spell he will automatically teleport to safety (assuming he has enough mana to cast the spell). The tomed mace balls move relatively slow and are usually easily dodged unless it strikes something which bounces it in an unusual direction. Requires large amounts of green offensive mana to use.
 
 

Defensive Spells

There are several defensive spells which can also be available on a DM map. Most of these spells are used to protect a player from an attack, however a few can also kill or damage an opponent directly. All require blue defensive mana to use although the amount varies for each spell.

The defensive spells available are:
 

  Tome of Power

A defensive spell you always carry, the Tome is used to increase the power of whatever weapon you are currently using. This effect causes all weapons to deal more damage for as long as the spell lasts. See each individual weapon for details.

Strengths: Increased damage to all weapons. This can often mean the difference between killing your opponent with one hit or multiple times.

Weaknesses: Uses up large amounts of blue mana, a little over half a full supply.

 

  Teleport

When used this spell will teleport you to a random spawn point in the map.

Strengths: Great for escaping when you are near death or have newly spawned into a map and don't have a good weapon or armor. Offers automatic protection from the tomed Iron Doom by teleporting you to safety when struck (if you have enough mana to cast Teleport).

Weaknesses: If another player is killed, or uses the teleport right after you do, there is a good possibility he will teleport into the same spot as you are, instantly killing you. This is known as a telefrag.
 

  Tornado

This spell will leave a stationary whirlwind behind you that deflect away anyone who come into contact with it.

Strengths: This spell is excellent for deterring an attacker that is chasing you. It will hurl them back away from you if they run into it and also does damage to their armor and health. It is also good for dropping on weapon locations to keep opponents from grabbing powerful weapons.

Weaknesses: It does not stop an attacker from shooting at you and if there is enough space he can avoid the trap altogether.
 

  Lightning Shield

This spell creates a field of electricity around you which will strike out and damage anyone who comes in close by.

Strengths: Great for use against an attacker who's using a blade staff, or in narrow corridors when someone might try to go by you.

Weaknesses: Fairly short range and it will not stop a weapon from hitting you. If a player keeps a safe distance it will have no effect. It also makes you very easy to spot so you can forget about hiding or sneaking up on someone.
 

  Meteor Swarm

This spell conjures four (possibly less, depending on how much blue mana you have) meteors that circle you for the duration of the spell. These meteors will seek out nearby opponents and do damage to them, exploding on impact.

Strengths: They are self-guiding, so no aim is required. Better still they don't hinder your ability to see.

Weaknesses: If an attacker is nearly invisible (via the Ghost shrine) the meteors will not see them, even if they are standing right beside you. They only move in a straight line, so once launched the meteors will not strike their target if the attacker takes evasive action. As with the Lightning Shield you will find it difficult to hide from enemies when this spell is activated.
 

  Ring of Repulsion

The Ring sends out a circular wave for a short distance that will repel most projectile weapons and bounce them back away from you. It also will also repel another player who is too close to you and shove them back.

Strengths: Excellent for surviving encounters when you are under-armed or lack armor or health. Any projectile that is repelled in this way effectively becomes your weapon so that anyone killed by it gains you the frag. An excellent defense against someone whose attacking you with a blade by knocking them out of reach and perfect for deflecting nasty Phoenix arrows.

Weaknesses: Excellent timing is required to use this spell effectively against incoming projectiles. Not all projectiles are repelled. If a projectile is repelled into a nearby wall or floor or ceiling the resulting splash may sometimes damage you.
 

  Morph Ovum

Launches a magic egg in all directions which will turn an opponent into a chicken on a successful hit.

Strengths: Great for reducing a well-armored healthy opponent into a small chicken with 1 health point left.

Weaknesses: Can be repelled back at you with the Ring of Repulsion causing you to become a chicken instead. There is a small chance it will turn your supposed victim into a super chicken which is nearly indestructible and can kill with one peck of its beak!

 

 

Strategies

Know the map you are playing. Knowing the environment and item placement of a map is crucial to survival. Many players learn routes that will get them to their weapon of choice, defensive spells, armor and shrines in the shortest amount of time.

Always keep track of your resources. There is nothing worse than having someone fire a tomed Phoenix Bow at you and trying to use a defensive spell that you don't currently possess. DM is generally fast paced; forgetting which spells you have or how much mana, health, or armor you possess can be deadly in a match. 

Know your weapons and spells. Watch the good players and see what weapons and spells they use to stop you from killing them. Be ready with your spells and know what each of them is good for so that you can mount an adequate defense. Staying alive is half the battle!

Experiment with .cfg files. Many players have several configuration files for each type of game play, each is designed to allow them to do the most in the shortest amount of time. Having weapons, spells and special movements bound to quick access keys can mean the difference between getting a frag and being one. See Related Links at the bottom of the page for relevant sites of information.

Stay alert. By listening the sounds of the game or the visual effects of some spells and weapons, you can tell where opponents are or what spells or weapons you might need before encountering the opponent. Having that extra second or so to change weapons or choose your spells can make a big difference.

Never stand still. DM is a fast paced game. Standing still when attacking, defending or looking around a map can easily get you fragged. It's always best to keep moving so your attackers have a harder time aiming or hitting you with weapons or spells.
 
 

Tips and Tricks for Survival

The reflection shrine is commonly misconceived to be a shrine of invulnerability. The reflection shrine works much the same way as the Ring of Repulsion: some spells will be bounced or reflected and some won't. Reflection does render certain weapons useless during it's time of activity such as Fireballs, the Hellstaff, Thunder Blast, the Storm Bow (if directly hit; splash damage still does damage), Firewall, the Phoenix Bow (if directly hit; splash damage still does damage), the Sphere of Annihilation (untomed, if directly hit; splash damage still hurts you) and the tomed Iron Doom (untomed still does damage regardless of reflection).

The Ring of Reflection is excellent for stopping projectile attacks or knocking opponents off of ledges, into teleporters, or into the range of one of your weapons. It is not uncommon for an agile attacker to get close to you with a blade and cause you to fire a Phoenix arrow too close to yourself -- making it difficult to aim -- and using the Ring to push an attacker back is a great method for moving them into a better position to attack them. As stated above, the Ring requires excellent timing to use effectively because it extends only a short distance away from you. Lag (and packet loss) can have a very detrimental effect on using it, making it almost worthless.

Gold armor can act the same as reflection if hit directly, many weapons will bounce or disintegrate when they strike gold armor in the chest -- causing no damage -- or bouncing that weapon back at the person who fired it.

The untomed Iron Doom is an extremely deadly weapon when fired at someone who is moving towards you; the damage done is increased drastically! If you find yourself facing an attacker who's shooting at you with an untomed Doom there are a few tricks to help you survive. Move sideways or backwards from them -- minimizing the amount of damage that they can inflict on you -- run away as fast as you can, teleport out of the area or simply kill him before he kills you.