XPickups Gamer Manual
Medium Health Pack
Health Vials
Big Keg O' Health
Armor
Armor Rules Changes
Armor Pickups
Armored Vest
Thigh Pads
Armored Helmet
Shield Belt
UDamage / Damage Amplifier
Berserk
Invisibility
Redeemer
Ammo required Super Shock Rifle
Health
Maybe it is not really necessary to loose
big words about this but if you consider that Health pickups are the
basic items, I think it can not hurt. I’ll make that part short.
Medium Health cross, gives you 25 Health, |
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Small green-blue jumping vials, gives you 5 Health |
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The big barrel gives you as like always 100 Health (Super Healing). At the start it is not available. |
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The system of the armor rules is rather different than before, you can get now 33% more armor points then before. But not only that, some bullet points will explain in brief about the most important changes.
-> You can stuck up to max 200 Armor Points |
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50 points of armor, 75% absorption. |
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30 points of armor, 50% absorption. |
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20
points of armor, 50% absorption, but has the special ability to block a
single Head Shot even if there is only one point of armor left. However,
if you should get with the helm a Head Shot, the helmet will be
destroyed. |
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100 points of armor, 100% absorption. |
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Charge: 3 Jumps (as always)
Available at the start? Yes
Respawn Time: 27 seconds
Droppable Powerup? No
Although the Jump Boots got no change in their usage and effectivity, I want to use this chance to explain the features of the Powerup Chargers shortly.
Sometimes it can be useful for you to look after the side lamps and the fluid between it. In the last five seconds before its respawn you can note a glowing and darkening of both elements. So, if you should pass one of those chargers and you see this, make yourself a favor and try to wait those few seconds for its respawn. |
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Charge: 30 seconds
Available at the start? No
Respawn Time: 82 seconds
Droppable Powerup? Yes
Let’s switch to the Timed Powerups. Unlike the Jump Boots they are not available at the start of a match, you have to wait 82 seconds for the (first) respawn, which matches around a game time of 1 minute and 15 seconds. A new gameplay element at least for UT Classic is, that those Powerups will be dropped near your corpse if you should be fragged by an enemy. This means for you: Don’t give up, if an enemy player should grab in front of you a Powerup which you wanted to have. Frag him to steal the Powerup for your personal usage. Each Timed Powerup gives you a charge time of 30 seconds, visible on the HUD left below through a small icon (which can be configured in the menu under Mod > xpickups) and a counter. It is possible without any problem to have different Powerups at the same time. It is also possible to have multiply Powerups of the same type. Each UDamage for example stocks up your charge counter for 30 seconds, up to max 999 seconds. The dropping of the Powerup means for the next carrier that he can use the rest time of the Powerup.
It wouldn't be a Liandri Tournament without the famous Damage Amplifier, aslo known as UDamage. It's
safe to say that the UDamage is still the most popular and most used
Powerup in the arenas, so you will meet this thing mostly during your
fights. |
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The Berserk Powerup is for UT Classic a newcomer but as like the UDamage an offensive Powerup, so intended for direct attacking. It doubles the rate of fire of all your weapons, independet of their normal fire speed. |
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It might look as new Powerup, but like the UDamage it is one of the both Oldies regarding Powerups. This device makes you nearly completely invisible for a short time. Surprisingly it even works without any reported problem if the carrier should be in possession of a Shield Belt. |
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Charge: 30 seconds
Available at the start? No
Respawn Time: 136 seconds
Droppable Powerup? Yes
A much earlier developed prototype of the later "Invulnerability" by the Phayder Corporation. But it offers already in some aspects Invulnerability, for example against deadly fluids of all sorts, like lava or slime. Weapon damage which doesn't reach 40 will be fully absorbed by this device, otherwise the enemy's weapon damage will be halved. A rare used Powerup you will not encounter that often. | ![]() |
The Super Weapons
As like the Timed Powerups, it is not
available at the start. In this case and if it is picked up you can see
in the game if this weapon base let spawn a redeemer if you look for
yellow or orange particles, the colour says you which of both weapons
will spawn there.
Who does not know the big Rocket Launcher? |
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Even the Weaponlocker have made it into xpickups. As you might know, they hold several weapons. Just run through it get that stuff. How many ammo and what kind of weapons you can get, depends from the settings of each locker.
The light on top of the locker tells you if everybody can get the lockers weapons (yellow) or it is team based (red and blue) for Capture the flag for example.
It even works for Assault. After each round the team based locker colures will be simply switched. (More details about that in the second part of the manual) |
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