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	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Radar_shooting</id>
		<title>Strategy:Radar shooting</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Radar_shooting"/>
				<updated>2013-03-23T12:36:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: changed some spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is radar shooting? ==&lt;br /&gt;
&lt;br /&gt;
Radar shooting refers to the act of firing one's weapon into the darkness to determine if there are enemies lurking there. If an enemy yowls in pain as a result, you know there is one there. You can generally determine the number of enemies that were hit by how loud/layered the resulting yelps are. Radar shooting is a common activity early in the game before traits somewhat mitigate the need for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What should I use to radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
While radar shooting can be performed with any ranged weapon, shotguns are superior for two reasons. First, shotguns have a nice spread. The spread differs a bit between the various types of shotguns, but generally the vanilla [[shotgun]] and the [[combat shotgun]] are the best for radar shooting. Second, shotguns don't miss. If an enemy is within the spread of buckshot, it will yelp without fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Do note, however, that shotguns have a shorter range than other weapons. Firing a [[pistol]] three or four times down a long hallway might be a better way to radar shoot than with a shotgun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What should I do if I tag an enemy? ==&lt;br /&gt;
&lt;br /&gt;
The answer varies. If you've tagged a former, you can usually shoot again in the same spot and kill it. If you've tagged multiple formers or something beefier, it's advised to find cover. When you tag an enemy, it will almost always run straight toward you. Use this knowledge to your advantage. As long as you back-peddle, you should be easily able to find cover before it catches up to you. Most enemies lose interest a while after being tagged. I'm not sure exactly how long it takes for them to lose interest, but experience suggests it's roughly 9 or 10 moves. If you want to drag an enemy somewhere farther away than that, you'll need to tag them again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How often should I radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
This is a good question. If you're new, the answer is almost assuredly &amp;quot;much more than you'd think.&amp;quot; If you're playing a standard game, [[shotgun shell]]s are plentiful. Don't let them go to waste! Radar shoot around every corner before exposing yourself. Radar shoot in the direction you're walking every few steps. It seems excessive, but you'll soon realize how great it is not to get shot at!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An advanced practice in radar shooting is to use your aural awareness to determine if there are any enemies nearby. When you are close to enemies, you can hear their specific cries. If all you're hearing is silence, this generally indicates that your immediate area is clear of hostiles. As you get closer and closer to an enemy, its cries will get louder and louder. You can use this information to determine whether to radar shoot and which general direction to do it in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This practice can be used for convenience, (so that it does not have to be done as often) ammo conservation, or to avoid unnecessarily blowing up barrels and perhaps items.&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 12:53, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Radar_shooting</id>
		<title>Strategy:Radar shooting</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Radar_shooting"/>
				<updated>2013-03-23T12:28:57Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* How often should I radar shoot? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is radar shooting? ==&lt;br /&gt;
&lt;br /&gt;
Radar shooting refers to the act of firing one's weapon into the darkness to determine if there are enemies lurking there. If an enemy yowls in pain as a result, you know there is one there. You can generally determine the number of enemies that were hit by how loud/layered the resulting yelps are. Radar shooting is a common activity early in the game before traits somewhat mitigate the need for it.&lt;br /&gt;
&lt;br /&gt;
== What should I use to radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
While radar shooting can be performed with any ranged weapon, shotguns are superior for two reasons. First, shotguns have a nice spread. The spread differs a bit between the various types of shotguns, but generally the vanilla [[shotgun]] and the [[combat shotgun]] are the best for radar shooting. Second, shotguns don't miss. If an enemy is within the spread of buckshot, it will yelp without fail.&lt;br /&gt;
&lt;br /&gt;
Do note, however, that shotguns have a shorter range than other weapons. Firing a [[pistol]] three or four times down a long hallway might be a better way to radar shoot than with a shotgun.&lt;br /&gt;
&lt;br /&gt;
== What should I do if I tag an enemy? ==&lt;br /&gt;
&lt;br /&gt;
The answer varies. If you've tagged a former, you can usually shoot again in the same spot and kill it. If you've tagged multiple formers or something beefier, it's advised to find cover. When you tag an enemy, it will almost always run straight toward you. Use this knowledge to your advantage. As long as you back-peddle, you should be easily able to find cover before it catches up to you. Most enemies lose interest a while after being tagged. I'm not sure exactly how long it takes for them to lose interest, but experience suggests it's roughly 9 or 10 moves. If you want to drag an enemy somewhere farther away than that, you'll need to tag them again.&lt;br /&gt;
&lt;br /&gt;
== How often should I radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
This is a good question. If you're new, the answer is almost assuredly &amp;quot;much more than you'd think.&amp;quot; If you're playing a standard game, [[shotgun shell]]s are plentiful. Don't let them go to waste! Radar shoot around every corner before exposing yourself. Radar shoot in the direction you're walking every few steps. It seems excessive, but you'll soon realize how great it is not to get shot at!&lt;br /&gt;
&lt;br /&gt;
An advanced practice in radar shooting is to use your aural awareness to determine if there are any enemies nearby. When you are close to enemies, you can hear their specific cries. If all you're hearing is silence, this generally indicates that your immediate area is clear of hostiles. As you get closer and closer to an enemy, its cries will get louder and louder. You can use this information to determine whether to radar shoot and which general direction to do it in.&lt;br /&gt;
&lt;br /&gt;
This practice can be used for convenience, (so that it does not have to be done as often) ammo conservation, or to avoid unnecessarily blowing up barrels and perhaps items.&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 12:53, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Radar_shooting</id>
		<title>Strategy:Radar shooting</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Radar_shooting"/>
				<updated>2013-03-23T12:23:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: added some links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is radar shooting? ==&lt;br /&gt;
&lt;br /&gt;
Radar shooting refers to the act of firing one's weapon into the darkness to determine if there are enemies lurking there. If an enemy yowls in pain as a result, you know there is one there. You can generally determine the number of enemies that were hit by how loud/layered the resulting yelps are. Radar shooting is a common activity early in the game before traits somewhat mitigate the need for it.&lt;br /&gt;
&lt;br /&gt;
== What should I use to radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
While radar shooting can be performed with any ranged weapon, shotguns are superior for two reasons. First, shotguns have a nice spread. The spread differs a bit between the various types of shotguns, but generally the vanilla [[shotgun]] and the [[combat shotgun]] are the best for radar shooting. Second, shotguns don't miss. If an enemy is within the spread of buckshot, it will yelp without fail.&lt;br /&gt;
&lt;br /&gt;
Do note, however, that shotguns have a shorter range than other weapons. Firing a [[pistol]] three or four times down a long hallway might be a better way to radar shoot than with a shotgun.&lt;br /&gt;
&lt;br /&gt;
== What should I do if I tag an enemy? ==&lt;br /&gt;
&lt;br /&gt;
The answer varies. If you've tagged a former, you can usually shoot again in the same spot and kill it. If you've tagged multiple formers or something beefier, it's advised to find cover. When you tag an enemy, it will almost always run straight toward you. Use this knowledge to your advantage. As long as you back-peddle, you should be easily able to find cover before it catches up to you. Most enemies lose interest a while after being tagged. I'm not sure exactly how long it takes for them to lose interest, but experience suggests it's roughly 9 or 10 moves. If you want to drag an enemy somewhere farther away than that, you'll need to tag them again.&lt;br /&gt;
&lt;br /&gt;
== How often should I radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
This is a good question. If you're new, the answer is almost assuredly &amp;quot;much more than you'd think.&amp;quot; If you're playing a standard game, [[shotgun shell]]s are plentiful. Don't let them go to waste! Radar shoot around every corner before exposing yourself. Radar shoot in the direction you're walking every few steps. It seems excessive, but you'll soon realize how great it is not to get shot at!&lt;br /&gt;
&lt;br /&gt;
An advanced practice in radar shooting is to use your aural awareness to determine if there are any enemies nearby. When you are close to enemies, you can hear their specific cries. If all you're hearing is silence, this generally indicates that your immediate area is clear of hostiles. As you get closer and closer to an enemy, its cries will get louder and louder. You can use this information to determine whether to radar shoot and which general direction to do it in.&lt;br /&gt;
&lt;br /&gt;
This practice can be used for convenience (so that it does not have to be done as often) or for ammo conservation.&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 12:53, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Radar_shooting</id>
		<title>Strategy:Radar shooting</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Radar_shooting"/>
				<updated>2013-03-23T12:16:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* What should I use to radar shoot? */  changed wording for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is radar shooting? ==&lt;br /&gt;
&lt;br /&gt;
Radar shooting refers to the act of firing one's weapon into the darkness to determine if there are enemies lurking there. If an enemy yowls in pain as a result, you know there is one there. You can generally determine the number of enemies that were hit by how loud/layered the resulting yelps are. Radar shooting is a common activity early in the game before traits somewhat mitigate the need for it.&lt;br /&gt;
&lt;br /&gt;
== What should I use to radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
While radar shooting can be performed with any ranged weapon, shotguns are superior for two reasons. First, shotguns have a nice spread. The spread differs a bit between the various types of shotguns, but generally the vanilla shotgun and the combat shotgun are the best for radar shooting. Second, shotguns don't miss. If an enemy is within the spread of buckshot, it will yelp without fail.&lt;br /&gt;
&lt;br /&gt;
Do note, however, that shotguns have a shorter range than other weapons. Firing a pistol three or four times down a long hallway might be a better way to radar shoot than with a shotgun.&lt;br /&gt;
&lt;br /&gt;
== What should I do if I tag an enemy? ==&lt;br /&gt;
&lt;br /&gt;
The answer varies. If you've tagged a former, you can usually shoot again in the same spot and kill it. If you've tagged multiple formers or something beefier, it's advised to find cover. When you tag an enemy, it will almost always run straight toward you. Use this knowledge to your advantage. As long as you back-peddle, you should be easily able to find cover before it catches up to you. Most enemies lose interest a while after being tagged. I'm not sure exactly how long it takes for them to lose interest, but experience suggests it's roughly 9 or 10 moves. If you want to drag an enemy somewhere farther away than that, you'll need to tag them again.&lt;br /&gt;
&lt;br /&gt;
== How often should I radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
This is a good question. If you're new, the answer is almost assuredly &amp;quot;much more than you'd think.&amp;quot; If you're playing a standard game, shotgun ammo is plentiful. Don't let it go to waste! Radar shoot around every corner before exposing yourself. Radar shoot in the direction you're walking every few steps. It seems excessive, but you'll soon realize how great it is not to get shot at!&lt;br /&gt;
&lt;br /&gt;
An advanced practice in radar shooting is to use your aural awareness to determine if there are any enemies near. As you get closer and closer to enemies, you can hear their specific cries. If all you're hearing is silence, this generally indicates that your immediate area is clear of hostiles. As you get closer and closer to an enemy, its cries will get louder and louder. You can use this information to determine whether to radar shoot and which general direction to do it in.&lt;br /&gt;
&lt;br /&gt;
This practice can be used for convenience (so that it does not have to be done as often) or for ammo conservation.&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 12:53, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Radar_shooting</id>
		<title>Strategy:Radar shooting</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Radar_shooting"/>
				<updated>2013-03-23T12:14:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* How often should I radar shoot? */  added some information about monster cries helpful to radar shooting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is radar shooting? ==&lt;br /&gt;
&lt;br /&gt;
Radar shooting refers to the act of firing one's weapon into the darkness to determine if there are enemies lurking there. If an enemy yowls in pain as a result, you know there is one there. You can generally determine the number of enemies that were hit by how loud/layered the resulting yelps are. Radar shooting is a common activity early in the game before traits somewhat mitigate the need for it.&lt;br /&gt;
&lt;br /&gt;
== What should I use to radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
While radar shooting can be performed with any ranged weapon, shotguns are superior for two reasons. First, shotguns have a nice spread. The spread differs a bit between the various types of shotguns, but generally the vanilla shotgun and the combat shotgun are the best for radar shooting. Second, shotguns don't miss. If an enemy is within the spread of buckshot, it will yelp. Period.&lt;br /&gt;
&lt;br /&gt;
Do note, however, that shotguns have a shorter range than other weapons. Firing a pistol three or four times down a long hallway might be a better way to radar shoot than with a shotgun.&lt;br /&gt;
&lt;br /&gt;
== What should I do if I tag an enemy? ==&lt;br /&gt;
&lt;br /&gt;
The answer varies. If you've tagged a former, you can usually shoot again in the same spot and kill it. If you've tagged multiple formers or something beefier, it's advised to find cover. When you tag an enemy, it will almost always run straight toward you. Use this knowledge to your advantage. As long as you back-peddle, you should be easily able to find cover before it catches up to you. Most enemies lose interest a while after being tagged. I'm not sure exactly how long it takes for them to lose interest, but experience suggests it's roughly 9 or 10 moves. If you want to drag an enemy somewhere farther away than that, you'll need to tag them again.&lt;br /&gt;
&lt;br /&gt;
== How often should I radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
This is a good question. If you're new, the answer is almost assuredly &amp;quot;much more than you'd think.&amp;quot; If you're playing a standard game, shotgun ammo is plentiful. Don't let it go to waste! Radar shoot around every corner before exposing yourself. Radar shoot in the direction you're walking every few steps. It seems excessive, but you'll soon realize how great it is not to get shot at!&lt;br /&gt;
&lt;br /&gt;
An advanced practice in radar shooting is to use your aural awareness to determine if there are any enemies near. As you get closer and closer to enemies, you can hear their specific cries. If all you're hearing is silence, this generally indicates that your immediate area is clear of hostiles. As you get closer and closer to an enemy, its cries will get louder and louder. You can use this information to determine whether to radar shoot and which general direction to do it in.&lt;br /&gt;
&lt;br /&gt;
This practice can be used for convenience (so that it does not have to be done as often) or for ammo conservation.&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 12:53, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/DRL_Wiki</id>
		<title>DRL Wiki</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/DRL_Wiki"/>
				<updated>2013-03-23T12:06:30Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: fixed some spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Welcome to the [[DoomRL]] Wiki, wherein detailed game information, strategy tips, and modding documentation are found. If you wish to make edits and generally contribute to increasing the sum of knowledge in the community, [[Special:UserLogin|you can log in]] with your [http://forum.chaosforge.org/ ChaosForge.org forum] login and password. (Note that you must have at least 20 forum posts, or be a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forum.chaosforge.org/index.php?action=treasury supporter]&amp;lt;/span&amp;gt;, in order to login.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Information ==&lt;br /&gt;
&lt;br /&gt;
This section is meant to be as objective as possible. DO NOT add your opinions in these pages regarding their subject matter. (Naturally, if there are definite errors on any pages in Game Information, you can edit for that purpose.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Character Development]]&lt;br /&gt;
* [[Weapons]] and [[Weapon_Families|Weapon Families]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Specials]]&lt;br /&gt;
* [[Assemblies]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Levels]]&lt;br /&gt;
* [[Game Settings]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[Documentation]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy Emporium ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stuff like strategy guides, tips and tricks, etc, goes here. To what extent the big guides go here is debatable, as this is meant to be talk-heavy as opposed to edit-heavy.&lt;br /&gt;
&lt;br /&gt;
* [[Strategy:Guidelines|Guidelines]]&lt;br /&gt;
* [[Strategy:Contest pages|Contest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Strategy-specific pages:&lt;br /&gt;
** [[Strategy:WeaponsST|Weapons]]&lt;br /&gt;
** [[Strategy:Enemies|Enemies]]&lt;br /&gt;
** [[Strategy:Traits|Traits]]&lt;br /&gt;
** [[Strategy:Giftdropping|Giftdropping]]&lt;br /&gt;
** [[Strategy:Radar shooting|Radar shooting]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding Community ==&lt;br /&gt;
* [[Modding:History|History]]&lt;br /&gt;
* [[Modding:Documentation|Documentation]]&lt;br /&gt;
* [[Modding:Tutorial|Tutorial Series]]&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Radar_shooting</id>
		<title>Strategy:Radar shooting</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Radar_shooting"/>
				<updated>2013-03-23T12:02:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* What should I use to radar shoot? */  added a case where using a non-shotgun might be advantageous&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is radar shooting? ==&lt;br /&gt;
&lt;br /&gt;
Radar shooting refers to the act of firing one's weapon into the darkness to determine if there are enemies lurking there. If an enemy yowls in pain as a result, you know there is one there. You can generally determine the number of enemies that were hit by how loud/layered the resulting yelps are. Radar shooting is a common activity early in the game before traits somewhat mitigate the need for it.&lt;br /&gt;
&lt;br /&gt;
== What should I use to radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
While radar shooting can be performed with any ranged weapon, shotguns are superior for two reasons. First, shotguns have a nice spread. The spread differs a bit between the various types of shotguns, but generally the vanilla shotgun and the combat shotgun are the best for radar shooting. Second, shotguns don't miss. If an enemy is within the spread of buckshot, it will yelp. Period.&lt;br /&gt;
&lt;br /&gt;
Do note, however, that shotguns have a shorter range than other weapons. Firing a pistol three or four times down a long hallway might be a better way to radar shoot than with a shotgun.&lt;br /&gt;
&lt;br /&gt;
== What should I do if I tag an enemy? ==&lt;br /&gt;
&lt;br /&gt;
The answer varies. If you've tagged a former, you can usually shoot again in the same spot and kill it. If you've tagged multiple formers or something beefier, it's advised to find cover. When you tag an enemy, it will almost always run straight toward you. Use this knowledge to your advantage. As long as you back-peddle, you should be easily able to find cover before it catches up to you. Most enemies lose interest a while after being tagged. I'm not sure exactly how long it takes for them to lose interest, but experience suggests it's roughly 9 or 10 moves. If you want to drag an enemy somewhere farther away than that, you'll need to tag them again.&lt;br /&gt;
&lt;br /&gt;
== How often should I radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
This is a good question. If you're new, the answer is almost assuredly &amp;quot;much more than you'd think.&amp;quot; If you're playing a standard game, shotgun ammo is plentiful. Don't let it go to waste! Radar shoot around every corner before exposing yourself. Radar shoot in the direction you're walking every few steps. It seems excessive, but you'll soon realize how great it is not to get shot at!&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 12:53, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/DRL_Wiki</id>
		<title>DRL Wiki</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/DRL_Wiki"/>
				<updated>2013-03-23T11:59:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* Strategy Emporium */  Added a link to the radar shooting page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Welcome to the [[DoomRL]] Wiki, wherein detailed game information, strategy tips, and modding documentation are found. If you wish to make edits and generally contribute to increasing the sum of knowledge in the community, [[Special:UserLogin|you can log in]] with your [http://forum.chaosforge.org/ ChaosForge.org forum] login and password. (Note that you must have at least 20 forum posts, or be a &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://forum.chaosforge.org/index.php?action=treasury supporter]&amp;lt;/span&amp;gt;, in order to login.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Information ==&lt;br /&gt;
&lt;br /&gt;
This section is meant to be as objective as possible. DO NOT add your opinions in these pages regarding their subject matter. (Naturally, if there are definite errors on any pages in Game Information, you can edit for that purpose.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Character Development]]&lt;br /&gt;
* [[Weapons]] and [[Weapon_Families|Weapon Families]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* [[Specials]]&lt;br /&gt;
* [[Assemblies]]&lt;br /&gt;
* [[Enemies]]&lt;br /&gt;
* [[Levels]]&lt;br /&gt;
* [[Game Settings]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[Documentation]]&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy Emporium ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stuff like strategy guides, tips and tricks, etc, goes here. To what extent the big guides go here is debatable, as this is meant to be talk-heavy as opposed to edit-heavy.&lt;br /&gt;
&lt;br /&gt;
* [[Strategy:Guidelines|Guidelines]]&lt;br /&gt;
* [[Strategy:Contest pages|Contest]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Strategy-specific pages:&lt;br /&gt;
** [[Strategy:WeaponsST|Weapons]]&lt;br /&gt;
** [[Strategy:Enemies|Enemies]]&lt;br /&gt;
** [[Strategy:Traits|Traits]]&lt;br /&gt;
** [[Strategy:Giftdropping|Giftdropping]]&lt;br /&gt;
** [[Strategy:Radar shooting|Radar shooting]]&lt;br /&gt;
&lt;br /&gt;
== Modding Community ==&lt;br /&gt;
* [[Modding:History|History]]&lt;br /&gt;
* [[Modding:Documentation|Documentation]]&lt;br /&gt;
* [[Modding:Tutorial|Tutorial Series]]&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Radar_shooting</id>
		<title>Radar shooting</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Radar_shooting"/>
				<updated>2013-03-23T11:57:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: moved Radar shooting to Strategy:Radar shooting: To follow a consistent format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Strategy:Radar shooting]]&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Radar_shooting</id>
		<title>Strategy:Radar shooting</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Radar_shooting"/>
				<updated>2013-03-23T11:57:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: moved Radar shooting to Strategy:Radar shooting: To follow a consistent format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is radar shooting? ==&lt;br /&gt;
&lt;br /&gt;
Radar shooting refers to the act of firing one's weapon into the darkness to determine if there are enemies lurking there. If an enemy yowls in pain as a result, you know there is one there. You can generally determine the number of enemies that were hit by how loud/layered the resulting yelps are. Radar shooting is a common activity early in the game before traits somewhat mitigate the need for it.&lt;br /&gt;
&lt;br /&gt;
== What should I use to radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
While radar shooting can be performed with any ranged weapon, shotguns are superior for two reasons. First, shotguns have a nice spread. The spread differs a bit between the various types of shotguns, but generally the vanilla shotgun and the combat shotgun are the best for radar shooting. Second, shotguns don't miss. If an enemy is within the spread of buckshot, it will yelp. Period.&lt;br /&gt;
&lt;br /&gt;
== What should I do if I tag an enemy? ==&lt;br /&gt;
&lt;br /&gt;
The answer varies. If you've tagged a former, you can usually shoot again in the same spot and kill it. If you've tagged multiple formers or something beefier, it's advised to find cover. When you tag an enemy, it will almost always run straight toward you. Use this knowledge to your advantage. As long as you back-peddle, you should be easily able to find cover before it catches up to you. Most enemies lose interest a while after being tagged. I'm not sure exactly how long it takes for them to lose interest, but experience suggests it's roughly 9 or 10 moves. If you want to drag an enemy somewhere farther away than that, you'll need to tag them again.&lt;br /&gt;
&lt;br /&gt;
== How often should I radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
This is a good question. If you're new, the answer is almost assuredly &amp;quot;much more than you'd think.&amp;quot; If you're playing a standard game, shotgun ammo is plentiful. Don't let it go to waste! Radar shoot around every corner before exposing yourself. Radar shoot in the direction you're walking every few steps. It seems excessive, but you'll soon realize how great it is not to get shot at!&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 12:53, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Radar_shooting</id>
		<title>Strategy:Radar shooting</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Radar_shooting"/>
				<updated>2013-03-23T11:53:30Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: added a page describing what radar shooting actually is. How did this page not exist yet??&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is radar shooting? ==&lt;br /&gt;
&lt;br /&gt;
Radar shooting refers to the act of firing one's weapon into the darkness to determine if there are enemies lurking there. If an enemy yowls in pain as a result, you know there is one there. You can generally determine the number of enemies that were hit by how loud/layered the resulting yelps are. Radar shooting is a common activity early in the game before traits somewhat mitigate the need for it.&lt;br /&gt;
&lt;br /&gt;
== What should I use to radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
While radar shooting can be performed with any ranged weapon, shotguns are superior for two reasons. First, shotguns have a nice spread. The spread differs a bit between the various types of shotguns, but generally the vanilla shotgun and the combat shotgun are the best for radar shooting. Second, shotguns don't miss. If an enemy is within the spread of buckshot, it will yelp. Period.&lt;br /&gt;
&lt;br /&gt;
== What should I do if I tag an enemy? ==&lt;br /&gt;
&lt;br /&gt;
The answer varies. If you've tagged a former, you can usually shoot again in the same spot and kill it. If you've tagged multiple formers or something beefier, it's advised to find cover. When you tag an enemy, it will almost always run straight toward you. Use this knowledge to your advantage. As long as you back-peddle, you should be easily able to find cover before it catches up to you. Most enemies lose interest a while after being tagged. I'm not sure exactly how long it takes for them to lose interest, but experience suggests it's roughly 9 or 10 moves. If you want to drag an enemy somewhere farther away than that, you'll need to tag them again.&lt;br /&gt;
&lt;br /&gt;
== How often should I radar shoot? ==&lt;br /&gt;
&lt;br /&gt;
This is a good question. If you're new, the answer is almost assuredly &amp;quot;much more than you'd think.&amp;quot; If you're playing a standard game, shotgun ammo is plentiful. Don't let it go to waste! Radar shoot around every corner before exposing yourself. Radar shoot in the direction you're walking every few steps. It seems excessive, but you'll soon realize how great it is not to get shot at!&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 12:53, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Former_captain</id>
		<title>Strategy:Former captain</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Former_captain"/>
				<updated>2013-03-23T11:24:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* Drops */  reworded for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
''(version 0.9.9.4)'' Former captains are physically identical to their pistol- and shotgun-toting brethren, so they will go down quite quickly to any reasonable offense.  However, they can do a fair bit of damage to you as well.  They gain a very strong benefit from the accuracy bonuses of higher difficulties and Max Carnage mode, so use caution.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with early captains is a close-range shotgun blast around a corner.  You can also use repeated blasts out of visual range. [[Strategy:Giftdropping | Gift-dropping]] armour or medpacks can lure them into a better position.  Note that they will not use the chaingun at melee range, but you are welcome to do so yourself.  [[User:Rchandra|Rchandra]] 22:57, 9 November 2011 (CET)&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
&lt;br /&gt;
Upon death, former captains drop 100 9mm ammo and their chaingun which can usually be unloaded for 40 additional ammo. These guys are welcome sights to behold in the depths of hell when you're on an AoMr run. [[User:Ashannar|Ashannar]] 12:22, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Former_captain</id>
		<title>Strategy:Former captain</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Former_captain"/>
				<updated>2013-03-23T11:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* Drops */ added timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
''(version 0.9.9.4)'' Former captains are physically identical to their pistol- and shotgun-toting brethren, so they will go down quite quickly to any reasonable offense.  However, they can do a fair bit of damage to you as well.  They gain a very strong benefit from the accuracy bonuses of higher difficulties and Max Carnage mode, so use caution.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with early captains is a close-range shotgun blast around a corner.  You can also use repeated blasts out of visual range. [[Strategy:Giftdropping | Gift-dropping]] armour or medpacks can lure them into a better position.  Note that they will not use the chaingun at melee range, but you are welcome to do so yourself.  [[User:Rchandra|Rchandra]] 22:57, 9 November 2011 (CET)&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
&lt;br /&gt;
Upon death, the former captain drops 100 9mm ammo and his chaingun which can usually be unloaded for 40 additional ammo. These guys are welcome sights to behold in the depths of hell when you're on an AoMr run. [[User:Ashannar|Ashannar]] 12:22, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Former_captain</id>
		<title>Strategy:Former captain</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Former_captain"/>
				<updated>2013-03-23T11:21:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: added some information about how much ammo they drop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
''(version 0.9.9.4)'' Former captains are physically identical to their pistol- and shotgun-toting brethren, so they will go down quite quickly to any reasonable offense.  However, they can do a fair bit of damage to you as well.  They gain a very strong benefit from the accuracy bonuses of higher difficulties and Max Carnage mode, so use caution.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with early captains is a close-range shotgun blast around a corner.  You can also use repeated blasts out of visual range. [[Strategy:Giftdropping | Gift-dropping]] armour or medpacks can lure them into a better position.  Note that they will not use the chaingun at melee range, but you are welcome to do so yourself.  [[User:Rchandra|Rchandra]] 22:57, 9 November 2011 (CET)&lt;br /&gt;
&lt;br /&gt;
==Drops==&lt;br /&gt;
&lt;br /&gt;
Upon death, the former captain drops 100 9mm ammo and his chaingun which can usually be unloaded for 40 additional ammo. These guys are welcome sights to behold in the depths of hell when you're on an AoMr run.&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Corpse</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Corpse"/>
				<updated>2013-03-23T10:50:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* Gibbing */  grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
Most enemies leave behind corpses when they die. The exceptions are [[lost soul]]s and [[pain elemental]]s. Additionally, [[arch-vile]]s and [[nightmare arch-vile]]s leave behind a generic &amp;quot;bloody corpse&amp;quot; tile that doesn't count as a corpse for the purposes of respawning or resurrection. (It does count for various [[blood skull|skulls]] though.)&lt;br /&gt;
&lt;br /&gt;
==Gibbing==&lt;br /&gt;
&lt;br /&gt;
Gibbing a monster prevents it from leaving a corpse and from dropping items. This can be useful if [[Arch-vile|arch-viles]] are present (or on Nightmare! difficulty).&lt;br /&gt;
&lt;br /&gt;
To gib a monster you must kill it by dealing a large amount of damage. The amount of damage depends on the maximum health of the monster and the [[Damage_type|damage type]] of your weapon. [[Damage type#Melee Damage|Melee]], [[Damage type#Bullet|bullet]], [[Damage type#Shrapnel Damage|shrapnel]], and [[Damage type#Piercing|piercing]] weapons must deal 400% of the [[Enemies|monster]]'s maximum health to cause a gib. [[Damage type#Plasma Damage|Plasma]] and [[Damage type#Acid Damage|acid]] weapons must deal 200% of maximum health to gib. [[Damage type#Fire Damage|Fire]] weapons are the best at gibbing; they only need to deal 150% of maximum health.&lt;br /&gt;
&lt;br /&gt;
It is also possible to gib corpses after the monster has already died. Corpses that are named after [[enemies]] (which excludes the [[Arch-vile|arch-vile's]] &amp;quot;bloody corpse&amp;quot;), have 1 HP, and as much armor as the corresponding enemy. Corpses don't block bullets, so you'll usually need explosives to destroy them, which includes your weapons, but also barrels or using [[Enemies|monster]]'s projectiles. (In practice, most non-BFG explosion will destroy all corpses in its radius.) plasma shotguns and [[Items#Consumables|skulls]] also work, but they are much rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few other ways to dispose of corpses:&lt;br /&gt;
&lt;br /&gt;
* An enemy killed on a square already containing a corpse will replace the previous corpse with its own. Particularly useful for open areas with no doors, like [[Hell's Arena]].&lt;br /&gt;
* An enemy killed on a door will be crushed, and won't leave a corpse.&lt;br /&gt;
* An enemy killed in a [[fluids|fluid]] will sink or dissolve.&lt;br /&gt;
* An enemy killed on stairs, or a teleporter, will have its body parts split apart as well.&lt;br /&gt;
&lt;br /&gt;
With the exception of monsters killed in acid or lava, these techniques don't technically &amp;quot;gib&amp;quot; the corpse, thus, they don't prevent it from dropping useful items or ammo.&lt;br /&gt;
&lt;br /&gt;
In a &amp;quot;normal&amp;quot; game, they will only be useful when fighting [[Arch-vile|arch-viles]], but when playing [[Nightmare]] / AoDk or any [[Game_Settings#Difficulty|challenge]] / level that includes respawning monsters, they will often be invaluable.&lt;br /&gt;
&lt;br /&gt;
==Respawning==&lt;br /&gt;
&lt;br /&gt;
On Nightmare! difficulty level, corpses sometimes respawn into new enemies. The newly created enemy is the same kind as the enemy that left the corpse. Respawning is prevented if the corpse is destroyed or if the player or another enemy is standing on the corpse.&lt;br /&gt;
&lt;br /&gt;
Every 10.0s on a level, there is a chance for corpses to respawn. There are two checks for a corpse to respawn: a global check that must be passed if any corpses are to respawn, and then another spawn for each corpse. For the global check, the chance of passing starts at 20% when entering the level and grows by 1% for each subsequent check. The chance of passing the per-corpse checks starts at 10% and increases by 1% for every 100.0s spent on the level.&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Corpse</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Corpse"/>
				<updated>2013-03-23T10:47:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* Gibbing */  fixing some grammar and spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
Most enemies leave behind corpses when they die. The exceptions are [[lost soul]]s and [[pain elemental]]s. Additionally, [[arch-vile]]s and [[nightmare arch-vile]]s leave behind a generic &amp;quot;bloody corpse&amp;quot; tile that doesn't count as a corpse for the purposes of respawning or resurrection. (It does count for various [[blood skull|skulls]] though.)&lt;br /&gt;
&lt;br /&gt;
==Gibbing==&lt;br /&gt;
&lt;br /&gt;
Gibbing a monster prevents it from leaving a corpse and from dropping items. This can be useful if [[Arch-vile|arch-viles]] are present (or on Nightmare! difficulty).&lt;br /&gt;
&lt;br /&gt;
To gib a monster you must kill it by dealing a large amount of damage. The amount of damage depends on the maximum health of the monster and the [[Damage_type|damage type]] of your weapon. [[Damage type#Melee Damage|Melee]], [[Damage type#Bullet|bullet]], [[Damage type#Shrapnel Damage|shrapnel]], and [[Damage type#Piercing|piercing]] weapons must deal 400% of the [[Enemies|monster]]'s maximum health to cause a gib. [[Damage type#Plasma Damage|Plasma]] and [[Damage type#Acid Damage|acid]] weapons must deal 200% of maximum health to gib. [[Damage type#Fire Damage|Fire]] weapons are the best at gibbing; they only need to deal 150% of maximum health.&lt;br /&gt;
&lt;br /&gt;
It is also possible to gib corpses after the monster has already died. Corpses that are named after [[enemies]] (which excludes the [[Arch-vile|arch-vile's]] &amp;quot;bloody corpse&amp;quot;), have 1 HP, and as much armor as the corresponding enemy. Corpses don't block bullets, so you'll usually need explosives to destroy them, which includes your weapons, but also barrels or using [[Enemies|monster]]'s projectiles. (In practice, most non-BFG explosion will destroy all corpses in its radius.) plasma shotguns and [[Items#Consumables|skulls]] also work, but they are much rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are a few other ways to dispose of corpses:&lt;br /&gt;
&lt;br /&gt;
* An enemy killed on a square already containing a corpse will replace the previous corpse with its own. Particularly useful for open areas with no doors, like [[Hell's Arena]]&lt;br /&gt;
* An enemy killed on a door will be crushed, and won't leave a corpse.&lt;br /&gt;
* An enemy killed in a [[fluids|fluid]] will sink or dissolve.&lt;br /&gt;
* An enemy killed on stairs, or a teleporter, will have its body parts split apart as well.&lt;br /&gt;
&lt;br /&gt;
With the exception of monsters killed in acid or lava, these techniques don't technically &amp;quot;gib&amp;quot; the corpse, thus, they don't prevent it from dropping useful items or ammo&lt;br /&gt;
&lt;br /&gt;
In a &amp;quot;normal&amp;quot; game, they will only be useful when fighting [[Arch-vile|arch-viles]], but when playing [[Nightmare]] / AoDk or any [[Game_Settings#Difficulty|challenge]] / level that includes respawning monsters, they will often be invaluable.&lt;br /&gt;
&lt;br /&gt;
==Respawning==&lt;br /&gt;
&lt;br /&gt;
On Nightmare! difficulty level, corpses sometimes respawn into new enemies. The newly created enemy is the same kind as the enemy that left the corpse. Respawning is prevented if the corpse is destroyed or if the player or another enemy is standing on the corpse.&lt;br /&gt;
&lt;br /&gt;
Every 10.0s on a level, there is a chance for corpses to respawn. There are two checks for a corpse to respawn: a global check that must be passed if any corpses are to respawn, and then another spawn for each corpse. For the global check, the chance of passing starts at 20% when entering the level and grows by 1% for each subsequent check. The chance of passing the per-corpse checks starts at 10% and increases by 1% for every 100.0s spent on the level.&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Cyberdemon</id>
		<title>Strategy:Cyberdemon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Cyberdemon"/>
				<updated>2013-03-23T10:43:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* Basic Strategy */  fixing grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Strategy==&lt;br /&gt;
&lt;br /&gt;
The Cyberdemon is a particularly bulky boss who will greet you at the end of Deimos (Deimos 8: The Tower of Babel) and occasionally in the final levels of Ao100. He packs a melee attack that does 1d3 + 15 damage and a ranged rocket attack that does 6d6 damage. He is unique from most other DoomRL enemies in two ways—first, he knows where you are and he will get into range and attack unwaveringly. Second, he has a longer sight range than you do (unless you have MCe). Indeed, his large sight range makes it difficult to outspeed him, even though he only has 110% speed.&lt;br /&gt;
&lt;br /&gt;
There are three basic strategies often employed to take down the Cyberdemon.&lt;br /&gt;
&lt;br /&gt;
*Gather a large amount of [[dodge]]. Two levels in Hellrunner and donning [[Tactical armor]] is an example of having high dodge. This will ensure that most of the Cyberdemon's attacks will miss if the player dodges correctly. An even more surefire way to handle him using this method is to take the Dodgemaster trait. This will guarantee that his rockets will never score a direct hit. Be careful, though; the level is a bit cramped, considering the pillars. It is easy to get hit by the splash from the explosion. Also note that he will slowly close to melee range over the course of his attacks. You may need to retreat if you're in danger of being melee'd. This method is advised for low-DPS builds that rely on speed (i.e., MSh).&lt;br /&gt;
&lt;br /&gt;
*Build a high-DPS character. Some characters do so much damage that they can kill the Cyberdemon before he is able to fire more than 4 or 5 rockets. Even if you get hit by 2 or 3 of them, that damage is easily mitigated by armor and medkits. An example of a typical high-DPS build might be a focus on rapid-fire, with traits such as SoB and TH. Dual pistols often fall into this category as well. Outside of weapon-restricted builds, rocket launchers and BFGs perform well against him. Remember to time your shots so that you can still get a dodge off before he fires! Fire speed helps a lot here.&lt;br /&gt;
&lt;br /&gt;
*Melee him. The Cyberdemon doesn't do as much damage in melee as getting hit directly by a rocket. Even a non-melee build is able to make good use of the guaranteed chainsaw (from [[The Chained Court]]) to attack him, provided an armor with high melee resistance and/or armor value has been found. A red armor is doable with a melee build; for a non-melee build, it is advised to have something a little beefier.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Use the pillars to buffer yourself when you first enter the level. You won't know exactly where the Cyberdemon is, so stay on the stairs-side of a pillar and wait for him to fire a rocket at you. The resulting chunk blown out of the pillar will allow you to pinpoint his location, so you can get into the fire-&amp;gt;dodge-&amp;gt;fire groove without giving him a free hit.&lt;br /&gt;
&lt;br /&gt;
*The Cyberdemon is immune to acid and lava pools, so don't bother using the Acid Spitter or Napalm Launcher against him.&lt;br /&gt;
&lt;br /&gt;
*Although the Cyberdemon is immune to knockback in The Tower of Babel, he can be knocked back in Ao100.&lt;br /&gt;
&lt;br /&gt;
*The Cyberdemon will fire a rocket and some [[time]] (1.0s?) will pass before he reloads his rocket launcher. A message will be displayed to let the player know when the Cyberdemon has reloaded. This marks roughly the halfway point to when he will fire again. Take it as your cue to dodge. Check your firing speed (with the @ key) to get a rough idea of how many times you can attack before you need to dodge.&lt;br /&gt;
&lt;br /&gt;
*When you reach Deimos 7, try to clear the level without using the powerups. If you're lucky, you will get an invincibility or berserk near the stairs, which will make the fight trivial. (You remembered to take the chainsaw with you, right?)&lt;br /&gt;
&lt;br /&gt;
*The Cyberdemon will fire at you as long as you're in what would be his sight range; even if you're behind a pillar. This means that a character with sufficiently high movement speed can fire off some shots, duck behind a pillar to block the attack, then pop back out and fire off some more shots. Don't count on the pillar to take more than 3 or 4 hits for you, though.&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 11:34, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Cyberdemon</id>
		<title>Strategy:Cyberdemon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Cyberdemon"/>
				<updated>2013-03-23T10:36:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: /* Basic Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Strategy==&lt;br /&gt;
&lt;br /&gt;
The Cyberdemon is a particularly bulky boss who will greet you at the end of Deimos (Deimos 8: The Tower of Babel) and occasionally in the final levels of Ao100. He packs a melee attack that does 1d3 + 15 damage and a ranged rocket attack that does 6d6 damage. He is unique from most other DoomRL enemies in two ways—first, he knows where you are and he will get into range and attack unwaveringly. Second, he has a longer sight range than you do (unless you have MCe). Indeed, his large sight range makes it difficult to outspeed him, even though he only has 110% speed.&lt;br /&gt;
&lt;br /&gt;
There are three basic strategies often employed to take down the Cyberdemon.&lt;br /&gt;
&lt;br /&gt;
*Gather a large amount of [[dodge]]. Two levels in Hellrunner and donning [[Tactical armor]] is an example of having high dodge. This will ensure that most of the Cyberdemon's attacks will miss if the player dodges correctly. An even more surefire way to handle him using this method is to take the Dodgemaster trait. This will guarantee that his rockets will never score a direct hit. Be careful, though; the level is a bit cramped, considering the pillars. It is easy to get hit by the splash from the explosion. Also note that he will slowly close to melee range over the course of his attacks. You may need to retreat if you're in danger of being melee'd. This method is advised for low-DPS builds that rely on speed (i.e., MSh).&lt;br /&gt;
&lt;br /&gt;
*Build a high-DPS character. Some characters do so much damage that they can kill the Cyberdemon before he is able to fire more than 4 or 5 rockets. Even if you get hit by 2 or 3 of them, that damage is easily mitigated by armor and medkits. An example of a typical high-DPS build might be a focus on rapid-fire, with traits such as SoB and TH. Dual pistols often fall into this category as well. Outside of weapon-restricted builds, rocket launchers and BFGs perform well against him. Remember to to time your shots so that you can still get a dodge off before he fires! Fire speed helps a lot here.&lt;br /&gt;
&lt;br /&gt;
*Melee him. The Cyberdemon doesn't do as much damage in melee as getting hit directly by a rocket. Even a non-melee build is able to make good use of the guaranteed chainsaw (from [[The Chained Court]]) to attack him, provided an armor with high melee resistance and/or armor value has been found. A red armor is doable with a melee build; for a non-melee build, it is advised to have something a little beefier.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Use the pillars to buffer yourself when you first enter the level. You won't know exactly where the Cyberdemon is, so stay on the stairs-side of a pillar and wait for him to fire a rocket at you. The resulting chunk blown out of the pillar will allow you to pinpoint his location, so you can get into the fire-&amp;gt;dodge-&amp;gt;fire groove without giving him a free hit.&lt;br /&gt;
&lt;br /&gt;
*The Cyberdemon is immune to acid and lava pools, so don't bother using the Acid Spitter or Napalm Launcher against him.&lt;br /&gt;
&lt;br /&gt;
*Although the Cyberdemon is immune to knockback in The Tower of Babel, he can be knocked back in Ao100.&lt;br /&gt;
&lt;br /&gt;
*The Cyberdemon will fire a rocket and some [[time]] (1.0s?) will pass before he reloads his rocket launcher. A message will be displayed to let the player know when the Cyberdemon has reloaded. This marks roughly the halfway point to when he will fire again. Take it as your cue to dodge. Check your firing speed (with the @ key) to get a rough idea of how many times you can attack before you need to dodge.&lt;br /&gt;
&lt;br /&gt;
*When you reach Deimos 7, try to clear the level without using the powerups. If you're lucky, you will get an invincibility or berserk near the stairs, which will make the fight trivial. (You remembered to take the chainsaw with you, right?)&lt;br /&gt;
&lt;br /&gt;
*The Cyberdemon will fire at you as long as you're in what would be his sight range; even if you're behind a pillar. This means that a character with sufficiently high movement speed can fire off some shots, duck behind a pillar to block the attack, then pop back out and fire off some more shots. Don't count on the pillar to take more than 3 or 4 hits for you, though.&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 11:34, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Cyberdemon</id>
		<title>Strategy:Cyberdemon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Cyberdemon"/>
				<updated>2013-03-23T10:34:48Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basic Strategy==&lt;br /&gt;
&lt;br /&gt;
The Cyberdemon is a particularly bulky boss who will greet you at the end of Deimos (Deimos 8: The Tower of Babel) and occasionally in the final levels of Ao100. He packs a melee attack that does 1d3 + 15 damage and a ranged rocket attack that does 6d6 damage. He is unique from most other DoomRL enemies in two ways—first, he knows where you are and he will get into range and attack unwaveringly. Second, he has a longer sight range than you do (unless you have MCe). Indeed, his large sight range makes it difficult to outspeed him, even though he only has 110% speed.&lt;br /&gt;
&lt;br /&gt;
There are three basic strategies often employed to take down the Cyberdemon.&lt;br /&gt;
&lt;br /&gt;
*Gather a large amount of [[dodge]]. Two levels in Hellrunner and [[Tactical armor]] is an example of having high dodge. This will ensure that most of the Cyberdemon's attacks will miss if the player dodges correctly. An even more surefire way to handle him using this method is to take the Dodgemaster trait. This will guarantee that his rockets will never score a direct hit. Be careful, though; the level is a bit cramped, considering the pillars. It is easy to get hit by the splash from the explosion. Also note that he will slowly close to melee range over the course of his attacks. You may need to retreat if you're in danger of being melee'd. This method is advised for low-DPS builds that rely on speed (i.e., MSh).&lt;br /&gt;
&lt;br /&gt;
*Build a high-DPS character. Some characters do so much damage that they can kill the Cyberdemon before he is able to fire more than 4 or 5 rockets. Even if you get hit by 2 or 3 of them, that damage is easily mitigated by armor and medkits. An example of a typical high-DPS build might be a focus on rapid-fire, with traits such as SoB and TH. Dual pistols often fall into this category as well. Outside of weapon-restricted builds, rocket launchers and BFGs perform well against him. Remember to to time your shots so that you can still get a dodge off before he fires! Fire speed helps a lot here.&lt;br /&gt;
&lt;br /&gt;
*Melee him. The Cyberdemon doesn't do as much damage in melee as getting hit directly by a rocket. Even a non-melee build is able to make good use of the guaranteed chainsaw (from [[The Chained Court]]) to attack him, provided an armor with high melee resistance and/or armor value has been found. A red armor is doable with a melee build; for a non-melee build, it is advised to have something a little beefier.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
*Use the pillars to buffer yourself when you first enter the level. You won't know exactly where the Cyberdemon is, so stay on the stairs-side of a pillar and wait for him to fire a rocket at you. The resulting chunk blown out of the pillar will allow you to pinpoint his location, so you can get into the fire-&amp;gt;dodge-&amp;gt;fire groove without giving him a free hit.&lt;br /&gt;
&lt;br /&gt;
*The Cyberdemon is immune to acid and lava pools, so don't bother using the Acid Spitter or Napalm Launcher against him.&lt;br /&gt;
&lt;br /&gt;
*Although the Cyberdemon is immune to knockback in The Tower of Babel, he can be knocked back in Ao100.&lt;br /&gt;
&lt;br /&gt;
*The Cyberdemon will fire a rocket and some [[time]] (1.0s?) will pass before he reloads his rocket launcher. A message will be displayed to let the player know when the Cyberdemon has reloaded. This marks roughly the halfway point to when he will fire again. Take it as your cue to dodge. Check your firing speed (with the @ key) to get a rough idea of how many times you can attack before you need to dodge.&lt;br /&gt;
&lt;br /&gt;
*When you reach Deimos 7, try to clear the level without using the powerups. If you're lucky, you will get an invincibility or berserk near the stairs, which will make the fight trivial. (You remembered to take the chainsaw with you, right?)&lt;br /&gt;
&lt;br /&gt;
*The Cyberdemon will fire at you as long as you're in what would be his sight range; even if you're behind a pillar. This means that a character with sufficiently high movement speed can fire off some shots, duck behind a pillar to block the attack, then pop back out and fire off some more shots. Don't count on the pillar to take more than 3 or 4 hits for you, though.&lt;br /&gt;
&lt;br /&gt;
[[User:Ashannar|Ashannar]] 11:34, 23 March 2013 (CET)&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Dodge</id>
		<title>Dodge</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Dodge"/>
				<updated>2013-03-23T10:29:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ashannar: Redirected page to Dodging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dodging]]&lt;/div&gt;</summary>
		<author><name>Ashannar</name></author>	</entry>

	</feed>