================================================================
Title                   : Ruins
Filename                : Ruins.zip
Version                 : 1.0
Date                    : 2/7/97
Author                  : William 'Rock' Leslie
Email Address		: waleslie@ix.netcom.com

Instructions		: Make a subdirectory called 'ruins' in the
			  Quake directory.  Place the pak0.pak file in
			  this directory.
			  Now, run Quake like so:
			  Quake -game ruins

Additional Credits to   : id - Quake rules!
			  Dave 'Zoid' Kirsch
			    some rune code from ThreeWave's CTF
			    (Check out CTF at http://quake.threewave.com)
			  Tom 'Bjorn' Klok 
			    original runes idea
			  Scot 'Reddog' Richardson
			  William 'Ripper' Miller
			  Louis 'Monkey Boy' DiStefano
			    beta testers

Editor(s) used          : QuakeME


Description
-----------
Ruins is a deathmatch patch for Quake.

Runes & ruins are spawned randomly, one of each with an unique power.
A player can only carry one rune or ruin at time and there are only
eight in the level at once. You can get a rune or ruin by finding it,
or by fragging the player who has it and picking it up after they drop
it. Each "powerup" rune has a corresponding evil ruin. Ruins are very
similar to the standard runes in appearance with some minor alteration
to set it apart.  Each ruin gives the carrier a different weakness.

	Earth Magic
	-----------
	The rune of Earth Magic grants the power of RESISTANCE to its
	holder. He becomes less susceptible from attacks. All damage
	he receives does half its power.

	The ruin of Dark Earth Magic gives its holder VULNERABILITY.
	He becomes more susceptible to attacks. All damage he
	receives does twice its normal power.

	You can identify someone with Earth Magic (or Dark Earth
	Magic) in that they will make the invincible sound (from the
	Pentagram of Protection) but do not have the "glow" that
	surrounds someone with the Pentagram.


	Black Magic
	-----------
	The rune of Black Magic grants the power of STRENGTH to its
	holder. His weapons and attacks do more damage. All damage he
	dishes out is doubled. If you have the rune of Black Magic and
	the Quad Damage, you do EIGHT times the damage.

	The ruin of Dark Black Magic gives the holder WEAKNESS. His
	weapons and attacks do less damage. All damage he hands out
	is halfed.

	You can identify someone with Black Magic (or Dark Black Magic)
	in that they will make the Quad sound when attacking, but will
	not have the "glow" that surrounds someone empowered with the
	Quad Damage. 


	Hell Magic
	----------
	The rune of Hell Magic grants the power of HASTE to its holder.
	The shotgun, super shotgun, grendade, and rocket launchers all
	fire at double the rate. The nail guns are unaffected.

	The ruin of Dark Hell Magic inflicts its carrier with a bad
	case of AMMO DEPLETION.  All weapons need five time the normal
	ammo.

	You can	identify someone with Hell Magic (or Dark Hell Magic)
	because you will hear a "roar" as the person fires.


	Elder Magic
	-----------
	The rune of Elder Magic grants the power of REGENERATION to
	its holder. The holder's health will regenerate and increase
	of the rate of four units per second. The holder may also pick
	up mega-health increasing packets (as known as the 100% health)
	and not have it drain. This allows the holder of the Elder
	Magic rune to have up to 250% health. 

	The ruin of Dark Elder Magic inflicts its carrier with
	DEGENERATION. The holder's health will degenerate and drain
	at the rate of one unit per second.

	You can identify someone with Elder Magic (or Dark Elder Magic)
	in that he will make the healing item sound (when you pick
	up the 15% health pack) when re- or degenerating.



Copyright and Distribution Permissions
--------------------------------------

You may freely distribute and/or modify this patch, as long as you
give credit to all those involved in the original.