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| |The Crate Spy utility (shows the content of each crate above it) is always in use. | | |The Crate Spy utility (shows the content of each crate above it) is always in use. |
| |3 | | |3 |
| + | |
| + | |- |
| + | |[[Image:X2 Clusters.gif]] |
| + | |Twice the clusters |
| + | |Doubles the amount of clusters released by cluster-based weapons (Cluster bomb, banana bomb, mortar). |
| + | |3 |
| + | |
| + | |- |
| + | |[[Image:Guess My Weapon.gif]] |
| + | |Guess my weapon |
| + | | |
| + | |None |
| |} | | |} |
Icon |
Name |
Description |
Reels
|
|
Points for weapons mode
|
Each team starts with the weapons they set on their team options for the Points for weapons mode.
|
1
|
|
All crates contain sheep
|
If you blow up a crate, a sheep will jump out of it and blow up.
|
All
|
|
Super sheep = aqua sheep
|
All the Super Sheep you start with are replaced with Aqua Sheep (can move underwater).
|
All
|
|
Enable blood effects
|
The worms bleed (it's not as nasty as you think).
|
All
|
|
God Mode
|
All worms have infinite health, so they can only be killed by drowning.
|
1
|
|
High damage unarmed combat
|
Doubles the damage of unarmed combat weapons (Fire punch, dragon ball, kamikaze, prod).
|
All
|
|
High damage firearms
|
Doubles the damage and explosion of firearms (Shotgun, uzi, hand gun, minigun), as well as upgrading the shotgun (4 shots/turn instead of 2) and longbow (50 damage instead of 15 damage).
|
All
|
|
High damage animals
|
Doubles the damage and explosion of animal weapons (All sheep weapons, skunk, mole bomb, mad cow, homing pigeon).
|
All
|
|
High damage clusters
|
Doubles the damage of cluster weapons (Air strike, weapons' clusters).
|
All
|
|
High damage engineers
|
Doubles the damage of engineering weapons (Blowtorch, pneumatic drill) and the time they last.
|
All
|
|
High damage flame weapons
|
Doubles the damage of fire weapons (Flamethrower, petrol bomb, napalm), the time they last and the size of the fire.
|
All
|
|
Super Rope mode
|
Doubles the size of the ninja rope, and allows shooting it at a lower angle.
|
All
|
|
High damage explosives
|
Doubles the damage and explosion of explosives (Dynamite, mine).
|
All
|
|
Specialist Worm mode
|
Each worm in a team can only use a certain group of weapons (worm 1 - F1/F2 weapons, worm 2 - F3/F4 weapons, worm 3 - F5/F6/F7/F8 weapons, worm 4 - F1/F2 weapons, etc.).
|
1
|
|
No retreat time
|
There's no retreat time after using a weapon and no Surrender "weapon".
|
All
|
|
Double strength health crates
|
Doubles the amount of health a health crate would give you (set on the game options).
|
All
|
|
Wind effects most weapons
|
Mortars and all the grenades are effected by the wind.
|
All
|
|
Energy or Enemy
|
All the worms in the game start sick, losing an increasing amount of health (1st turn - 2 , 2nd turn - 4, 3rd turn - 6, etc.).
|
1
|
|
Slippy mode
|
Decreases the terrain friction (terrain is more slippery).
|
2
|
|
Sticky mode
|
Increases the terrain friction (terrain is more sticky).
|
2
|
|
Stay away from the edge
|
An earthquake occurs before every turn.
|
All
|
|
Fort mode
|
Each team starts with the fort they selected in their team options. Only the first two teams' forts are used. Perfect for Fort games.
|
All
|
|
Falling really hurts, be careful out there
|
Heavily increases fall damage.
|
All
|
|
On the Moon mode
|
The Low Gravity utility (gravity is decreased) is always in use.
|
2
|
|
David and Goliath mode
|
The first worm of each team (aka captain of the team) removes 50 health from all the other team members and adds it to his health.
|
2
|
|
No weapons, crates only
|
You start only with infinite teleports. Crates keep falling to supply you with weapons until the crate limit is reached (5 crates).
|
1
|
|
One shot, one kill
|
All worms start with 1 health.
|
2
|
|
Double damage mode
|
The Double Damage utility (damage and explosion of all weapons is doubled) is always in use.
|
All
|
|
Crates, crates and even more crates
|
Crates keep falling until the crate limit is reached (5 crates). It's like the Crate Shower utility.
|
All
|
|
Using a weapon doesn't end your turn mode
|
Using a weapon doesn't end your turn. Turn time is 10 seconds.
|
1, 3
|
|
Extra powered unarmed combat
|
Doubles the power of unarmed combat weapons (Fire punch, dragon ball, kamikaze, prod).
|
All
|
|
Extra powered animals
|
Doubles the power of animal weapons (All sheep weapons, skunk, mole bomb, mad cow, homing pigeon).
|
All
|
|
Extra powered clusters
|
Doubles the power of cluster weapons (Air strike, weapons' clusters).
|
All
|
|
Extra powered fire weapons
|
Doubles the power of fire weapons (Flamethrower, petrol bomb, napalm).
|
All
|
|
Extra powered explosives
|
Doubles the power of explosives (Dynamite, mine).
|
All
|
|
Everything you wanted to know about the contents of that crate
|
The Crate Spy utility (shows the content of each crate above it) is always in use.
|
3
|
|
Twice the clusters
|
Doubles the amount of clusters released by cluster-based weapons (Cluster bomb, banana bomb, mortar).
|
3
|
|
Guess my weapon
|
|
None
|