The epitome in combat medical engineering, health packs give the player a 50 point health boost (up to a possible total of 100 health points). They are able to repair all known wounds, removing shrapnel, repairing tissue damage, reducing unsightly wrinkles and whitening teeth, to keep Kwari combatants in the best possible condition.
When collected the Overcharge subjects any firearms carried to an intense burst of neutron radiation, greatly improving all damage output. Any weapons carried retain irradiation for a limited number of rounds, each shot reducing the level of radiation. Overcharging leaves a tell-tale red glow around the weapon.
Contraindications: Excessive use of neutron radiation may cause loss of hair, loss of teeth, bleeding from gums, infertility, a third eye, dermal pigmentation, sloughing of the skin, irritable bowel syndrome, and/or super hero dementia. If symptoms occur discontinue use immediately and consult a medical practioner.
This active defense system employs three homing rockets that continually circle the contestant. The rockets will locate and launch against any enemies that stray too close, dealing moderate damage upon contact. Players with the Guardian Shield equipped can be identified by the purple shields that circle around them.
When international sporting regulations were dissolved, being the best "at any cost" became the norm. Performance-enhancing substances were cleared for commercial production and AUTech's Chemical Division led the way with "Rush". When taken Rush gives its user a limited 50% increase to both speed and jump height. While the effects are short-lived it became a natural addition to the Kwari arenas. Those under the influence leave a noticeable glowing trail in their wake.
The serious Kwari combatants give more than 100%, which is why AUTech decided to reverse-engineer the standard military Health Pack to create the Super Health. A cocktail of pain killers and performance enhancers, the Super Health boosts health by 50 points, up to a possible maximum of 150 points. Perfect for Pill runs.
Contained within a quick release casing, once acquired the Environment Suit wraps its owner within a resilient, "dynaplasti" shell. Designed specifically to protect the wearer against the Arena Traps, the Environment Suit allows combatants make full use of any area. However, this does not protect against weapons-grade ordinance. Those taking advantage of the Environment Suit glow a unique shade of blue.
After an extended firefight, most Kwari combatants make their way to a Health Pack, to recharge in preparation for the next onslaught. More fool them, those equipped with the Regeneration need not worry, and can continue fighting, safe in the knowledge that their health will be continually topped up until its reserve is depleted. The Regeneration pickup confers a dark red glow upon the user.
Winning every single engagement is unlikely, but armed with the Suicide Belt, you can at least have the last laugh. On death those equipped with the Belt detonate, damaging nearby opponents and earning the (now dead) Belt-owner some extra money. Those using the Belt can be identified by the skulls that circle them.
Located throughout the levels in Kwari are destructible Crates, which can contain anything from weapons to pickups... to the illustrious Jackpot Keys. Crates will also occasionally contain a shiny Coin. Once revealed make sure you grab the Coin quick, whichever player touches it first will get cash instantly added to their Game Balance. Be quick to grab this money as any other players will also be quick to increase their earnings.
One of the most important pickups in Kwari is the Jackpot Key, which is used to unlock Jackpots. Like the Coins these are hidden inside Crates, but are instead released into the Kwari arenas at exactly the same time. Once a Key has been collected it is removed from the other arenas. Multiple Keys are required to win a Jackpot.