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	<entry>
		<id>https://drl.chaosforge.org/wiki/Level_type</id>
		<title>Level type</title>
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				<updated>2014-11-28T02:24:25Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: /* Room Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Technical}}&lt;br /&gt;
&lt;br /&gt;
For the standard, randomly-generated, level, there is a certain level type associated with it.&lt;br /&gt;
&lt;br /&gt;
For dlevel &amp;lt; 3, the level type is always normal.&lt;br /&gt;
&lt;br /&gt;
For dlevel &amp;lt; 6, the level type is 7/12 normal, 2/12 small rooms, 1/12 warehouse, 1/12 city, 1/12 caves.&lt;br /&gt;
&lt;br /&gt;
For higher dlevel, the level type is 2/11 normal, 2/11 small rooms, 2/11 warehouse, 2/11 city, 2/11 caves, 1/11 maze.&lt;br /&gt;
&lt;br /&gt;
Caves are replaced 1/4 of the time by arenas.&lt;br /&gt;
&lt;br /&gt;
There is another level type that is in the code but doesn't spawn in 0.9.9.3: For dlevel &amp;gt; 15, there is a 1/25 chance of any type being replaced by the mysterious and deadly single monster type level. This will probably be truly added in 0.9.9.4.&lt;br /&gt;
&lt;br /&gt;
==Arena==&lt;br /&gt;
The arena is a very basic map type. There are no walls, save those that create the map border, and you spawn right in the middle of a huge room with nowhere to hide. Enemies tend to specifically hunt you on these maps, and there are four sets of stairs  lodged in the very corners of the level.&lt;br /&gt;
&lt;br /&gt;
There are four possible configurations for the walls around the player depending on a roll of 1d25 + max(dlevel, 25).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: left&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Arena Layouts'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|'''Layout'''&lt;br /&gt;
|-&lt;br /&gt;
|1-24&lt;br /&gt;
|style=&amp;quot;font-size: 120%; padding-left: 1ex&amp;quot;|&lt;br /&gt;
 &amp;lt;span style=&amp;quot;font-size:larger;background-color:black&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;#&lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&lt;br /&gt;
 &amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;@&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&lt;br /&gt;
 #&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;#&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|25-34&lt;br /&gt;
|style=&amp;quot;font-size: 120%; padding-left: 1ex&amp;quot;|&lt;br /&gt;
 &amp;lt;span style=&amp;quot;font-size:larger;background-color:black&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;#&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;#&lt;br /&gt;
 &amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;@&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&lt;br /&gt;
 #&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;#&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|35-44&lt;br /&gt;
|style=&amp;quot;font-size: 120%; padding-left: 1ex&amp;quot;|&lt;br /&gt;
 &amp;lt;span style=&amp;quot;font-size:larger;background-color:black&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;#&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;#&lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&lt;br /&gt;
 &amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&lt;br /&gt;
 &amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;@&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&lt;br /&gt;
 &amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&lt;br /&gt;
 #&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&lt;br /&gt;
 #&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;#&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|45-50&lt;br /&gt;
|style=&amp;quot;font-size: 120%; padding-left: 1ex&amp;quot;|&lt;br /&gt;
 &amp;lt;span style=&amp;quot;font-size:larger;background-color:black&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;#&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;lt;/span&amp;gt;#&amp;amp;#183;&lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;##&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;##&lt;br /&gt;
 &amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&lt;br /&gt;
 &amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;@&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&lt;br /&gt;
 &amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&lt;br /&gt;
 ##&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;##&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;amp;#183;#&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;lt;/span&amp;gt;#&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Arena level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
The total danger rating is only 67% of the normal value to accommodate the increased difficulty. In addition, every monster has a 50% chance of being placed in hunting mode at the start of the level. Monsters in hunting mode will seek out the player even if they can't see him.&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Arena type levels always drop 10 items. &lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in arenas.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Arena levels never generate rivers.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation stage is repeated 3 times. As a result, much more fluid is generated, helping to make up for the lack of walls. &lt;br /&gt;
&lt;br /&gt;
==Cave==&lt;br /&gt;
Caves are much like arenas, although their wall composition is far more natural-seeming with plenty of spindly paths hidden in the edges. They are, bar none, the most infamous map type due to their very limited spawning pool of enemies, the later of which are very difficult to fight without cover (and cover in caves is sparse to say the least).&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Cave level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
The total danger rating is only 67% of the normal value to accommodate the increased difficulty.&lt;br /&gt;
&lt;br /&gt;
Cave type levels may include only a single monster type, or a mix. The monster type is determined by a roll of 1d5 + dlevel + 3 &amp;amp;times; (difficulty - 2) - 3. (Difficulty is 1 for itytd, 2 for hntr, etc.) Usually the monster type is as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|'''Monster'''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;6&lt;br /&gt;
|lost soul&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|demon&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|cacodemon&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;15&lt;br /&gt;
|arachnotron&lt;br /&gt;
|}&lt;br /&gt;
If the roll is at least 20 and the difficulty level is Ultra-Violence or Nightmare!, there is a 1/5 chance of a pain elemental cave instead of an arachnotron cave.&lt;br /&gt;
&lt;br /&gt;
For rolls of at least 50, the cave will instead feature a nightmare enemy: nightmare demons, nightmare arachnotrons, and nightmare cacodemons are equally likely.&lt;br /&gt;
&lt;br /&gt;
For rolls of at least 81 on Ultra-Violence and Nightmare!, there is a 1/5 chance of a lava elemental cave instead.&lt;br /&gt;
&lt;br /&gt;
The amount of monsters is as normal, except only the chosen monster type can be placed. Also, the total danger rating for the level is only 67% of the normal value.&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Cave type levels always drop 10 items. &lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in true caves.&lt;br /&gt;
However, as of 0.9.9.7, there is a new floor type that is a cave map with either a few rooms and a vault or just a few rooms.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Cave levels have a 1/3 chance of generating rivers. Horizontal rivers are chosen 1/3 of the time and vertical rivers are chosen 2/3 of the time. Cave levels can only have a single vertical river. To help ensure the river is connected to the rest of the level, the starting x coordinate has a reduced range of 1d16 + 33. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
For caves, the fluid generation is closely related with the level generation is a whole. In particular, a cave type level is almost guaranteed to have some fluid, and the fluid type respects the same ranges as above.&lt;br /&gt;
&lt;br /&gt;
==City==&lt;br /&gt;
A few, small rooms inside a huge &amp;quot;city&amp;quot;. Luckily you don't tend to get ambushed as much in cities, you just have a few roaming monsters and others staying put inside their little rooms.&lt;br /&gt;
&lt;br /&gt;
City type layouts are characterized by an empty map with scattered rooms. The rooms in a city level have x-dimension between 6 and 15 and y-dimension between 5 and 11 (including the walls). Each room has exactly one door. The door is equally likely to be on any wall tile (but never on a corner). Rooms always have a 1 tile buffer on all sides where no other rooms can be generated. There are always at least 2 tiles between the walls of a room and the outer walls of a level.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the City level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
There is no change in monster placement from the standard model (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Items in City type levels are based on the normal calculations (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
The expected number of rooms generated is hard to calculate exactly, so here are some (expected) room generation parameters that were collected on a sample of 10000 random city layouts:&lt;br /&gt;
{|&lt;br /&gt;
|'''Total Rooms'''&lt;br /&gt;
|6.8715&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Rooms'''&lt;br /&gt;
|0.3469&lt;br /&gt;
|-&lt;br /&gt;
|'''Teleporter Rooms'''&lt;br /&gt;
|0.3473&lt;br /&gt;
|-&lt;br /&gt;
|'''Lever Rooms'''&lt;br /&gt;
|0.7756&lt;br /&gt;
|-&lt;br /&gt;
|'''Warehouse Rooms'''&lt;br /&gt;
|0.6297&lt;br /&gt;
|-&lt;br /&gt;
|'''Vaults'''&lt;br /&gt;
|0.1638&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
City levels have a 1/3 chance of generating rivers, but cannot generate horizontal rivers. Rivers are generated before the layout is generated; as a result, the rooms will never overlap with the rivers, and levels with rivers will tend to have fewer rooms.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title).&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
Mazes are annoyingly hard to traverse. They have no doors and rarely open areas (which are usually caused by [[fluids]]). Because of the perpetual situation of being in close quarters, it is easy to hide from monsters around corners but also easy to be caught by surprise or trapped. Be aware when you hear monsters: they are probably tracking you and may emerge without warning around a corner.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Maze level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
Maze type levels have a 50% increased total danger rating. &lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Maze type levels always drop 1d8+10 items. &lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in mazes.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Maze levels have a 2/3 chance of generating rivers. Horizontal rivers are allowed. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title).&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
The classic map. The whole screen split in to rectangles divided by rooms. Early on they are very common (100% guaranteed for your second map, in fact) but tend to fade out in favor of other map types.&lt;br /&gt;
&lt;br /&gt;
Normal type layouts divide the map into rooms. At each step, a coordinate is picked, a door is placed in that position, and then a wall (either vertical or horizontal) is extended in both directions until reaching a wall. 10 walls are placed in total. Vertical walls always start from positions with even coordinates and horizontal walls always start from positions with odd coordinates. (The upper-left corner which is always a wall is (1, 1))&lt;br /&gt;
&lt;br /&gt;
The first two walls are always vertical. One starts at a (even) point in the range (4, 4) - (36, 18). The other is in the range (38, 4) - (70, 18). (ie one is on the left side and one is on the right side.)&lt;br /&gt;
&lt;br /&gt;
For the rest of the walls, vertical walls will start at even points in the range (4, 4) - (76, 14) and horizontal walls will start at odd points in the range (3, 3) - (75, 17).&lt;br /&gt;
&lt;br /&gt;
The next three walls are always horizontal. Each of the last five walls has a 1/3 chance to be horizontal and a 2/3 chance to be vertical.&lt;br /&gt;
&lt;br /&gt;
If the point chosen at any step is already a wall, then only the door will be placed. For this reason there are sometimes fewer than 11 rooms in the final map.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Normal level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
There is no change in monster placement from the standard model (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Items in Normal type levels are based on the normal calculations (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
The expected number of rooms generated is hard to calculate exactly, so here are some (expected) room generation parameters that were collected on a sample of 10000 random normal layouts:&lt;br /&gt;
{|&lt;br /&gt;
|'''Total Rooms'''&lt;br /&gt;
|10.2719&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Rooms'''&lt;br /&gt;
|0.3201&lt;br /&gt;
|-&lt;br /&gt;
|'''Teleporter Rooms'''&lt;br /&gt;
|0.3468&lt;br /&gt;
|-&lt;br /&gt;
|'''Lever Rooms'''&lt;br /&gt;
|0.6463&lt;br /&gt;
|-&lt;br /&gt;
|'''Warehouse Rooms'''&lt;br /&gt;
|1.2826&lt;br /&gt;
|-&lt;br /&gt;
|'''Vaults'''&lt;br /&gt;
|0.2277&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
On normal type levels, either rivers or normal fluids are allowed, but not both. There is a 50% chance of each. Horizontal rivers are allowed. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title) other than that, if a river is generated, then no other fluids are.&lt;br /&gt;
&lt;br /&gt;
==Small Rooms==&lt;br /&gt;
Also known as &amp;quot;archi&amp;quot;, a small rooms floor is a claustrophobic's nightmare. Lots of little areas connected by doors, and very easy to get caught if you're not careful. Whereas caves and arenas cause trouble because the enemies swarm effectively, small rooms make explosive and powerful enemies that much more dangerous, as there's no easy means of escape. Fortunately, due to the current movement of the AI, the enemies tend to stay in the center of the map, making the outer rooms fairly safe.&lt;br /&gt;
&lt;br /&gt;
The layout is generated by dividing the map into a 4 by 3 grid of equally sized sections. Each section is given one of the following 12 sublayouts uniformly at random (repeats are allowed):&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: left&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Small Room Sublayouts'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 120%&amp;quot;|&lt;br /&gt;
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 #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#########&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;#######&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;#######&amp;amp;#183;#&lt;br /&gt;
 #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;#&lt;br /&gt;
 #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#######&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;#&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;&lt;br /&gt;
 +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+ +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+ +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+ +&amp;lt;/span&amp;gt;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&lt;br /&gt;
 ####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;#### ####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;#### ####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;#### ####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These sublayouts are placed so that their walls overlap. Doors that would lead to the edge of the map are removed.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Small Rooms level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
There is no change in monster placement from the standard model (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Items in Small Rooms type levels are based on the normal calculations (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
Despite the name, levels of this type to not generate special room features.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Small room type levels have a 1/4 chance of generating rivers. Horizontal rivers are allowed. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title).&lt;br /&gt;
&lt;br /&gt;
==Warehouse==&lt;br /&gt;
The warehouse map is very plain but can be very tricky to handle. Three rooms containing &amp;quot;boxes&amp;quot; (although these are indestructible: compare to warehouse rooms) with slightly random spacing between them. These levels can be considered more &amp;quot;pillar&amp;quot; maps than anything.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Warehouse level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
There is no change in monster placement from the standard model (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Items in Warehouse levels are based on the normal calculations (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in warehouses.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Warehouse levels generate rivers 1/6 of the time, but never at the same time as normal fluids. Horizontal rivers are allowed. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title) other than that, if a river is generated, then no other fluids are.&lt;br /&gt;
&lt;br /&gt;
==Single Monster==&lt;br /&gt;
This level is similar to the Normal type map, except that all monsters are a single monster type.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Single Monster level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
Single monster type levels choose monster types based on a roll of 1d10 + min(dlevel + 3 &amp;amp;times; (difficulty - 2) - 4, 20). The amount of monsters is indicated as a fraction of the level's usual total danger rating (100% if not noted). The level feeling depends on the monster types.&lt;br /&gt;
{|&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|'''Monster Types'''&lt;br /&gt;
|'''Feeling'''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;17&lt;br /&gt;
|1/3 former humans, 1/3 former sergeants, 1/3 former captains, 1/3 former commandos&lt;br /&gt;
|''You hear many marching feet.''&lt;br /&gt;
|-&lt;br /&gt;
|17-18&lt;br /&gt;
|imps&lt;br /&gt;
|''The walls are scratched and flame-scorched!''&lt;br /&gt;
|-&lt;br /&gt;
|19-20&lt;br /&gt;
|1/2 hell knights, 1/2 barons of hell&lt;br /&gt;
|''A battle cry chants in the distance!''&lt;br /&gt;
|-&lt;br /&gt;
|21-23&lt;br /&gt;
|mancubi&lt;br /&gt;
|''You hear deep, guttural noises!''&lt;br /&gt;
|-&lt;br /&gt;
|24-25&lt;br /&gt;
|revenants&lt;br /&gt;
|''Bones clatter all around you!''&lt;br /&gt;
|-&lt;br /&gt;
|26-27 (2/3)&lt;br /&gt;
|arch-viles&lt;br /&gt;
|''You hear crackling flames!''&lt;br /&gt;
|-&lt;br /&gt;
|26-27 (1/3)&lt;br /&gt;
|1/2 arch-viles, 1/6 former humans, 1/6 former sergeants, 1/6 former captains&lt;br /&gt;
|''Hellish magic haunts air!''&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|special&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
For rolls of 26-27, there are two possible levels: pure arch-viles which happens 2/3 of the time and arch-viles mixed with formers with happens 1/3 of the time.&lt;br /&gt;
For rolls of 28-30, the result is usually the former human level (same as roll &amp;lt; 17), but if dlevel &amp;gt; 50 and the difficulty is Ultra-Violence or Nightmare!, then there is a chance of a harder monster type.&lt;br /&gt;
{|&lt;br /&gt;
|'''Probability'''&lt;br /&gt;
|'''Monster Types'''&lt;br /&gt;
|'''Feeling'''&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|bruiser brothers&lt;br /&gt;
|''You hear loud wails that cannot mean anything good!''&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|shamblers&lt;br /&gt;
|''The air is crackling with electricity!''&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|cyberdemons&lt;br /&gt;
|''Suddenly you have a great urge to turn back! You scream in TERROR!''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Single monster type levels generate 50% more items (rounded down).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in single monster levels (to our knowledge).&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
There are no rivers in single monster levels (to our knowledge).&lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title), to our knowledge.&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Military_Base</id>
		<title>Military Base</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Military_Base"/>
				<updated>2014-11-28T01:55:29Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Military Base|&lt;br /&gt;
level_dlvl=7|&lt;br /&gt;
level_intxt=''Seeing this place again takes you back!''|&lt;br /&gt;
level_loottxt=None|&lt;br /&gt;
level_outtxt=|&lt;br /&gt;
level_itytd=[[former human]] (x24), [[former sergeant]] (x17), [[former captain]] (x11), [[former commando]] (x2)|&lt;br /&gt;
level_hntr=[[former human]] (x24), [[former sergeant]] (x17), [[former captain]] (x6), [[elite former human]] (x5), [[elite former sergeant]] (x2)|&lt;br /&gt;
level_hmp=[[former human]] (x24), [[former sergeant]] (x12), [[former captain]] (x6), [[elite former human]] (x5), [[elite former sergeant]] (x5), [[elite former captain]] (x2)|&lt;br /&gt;
level_uv=[[former human]] (x17), [[former sergeant]] (x12), [[former captain]] (x6), [[elite former human]] (x7), [[elite former sergeant]] (x5), [[elite former captain]] (x5), [[elite former commando]] (x2)|&lt;br /&gt;
level_n=[[former human]] (x17), [[former sergeant]] (x12), [[former captain]] (x6), [[elite former human]] (x7), [[elite former sergeant]] (x5), [[elite former commando]] (x7)|&lt;br /&gt;
level_loot=[[envirosuit pack]], [[combat shotgun]], [[Large Health Globe]] (x3), [[Tracking Map]], standard [[mods]] (x2).&lt;br /&gt;
Ammo crates (x28), Armor crates (x28)&lt;br /&gt;
&lt;br /&gt;
The breakable crates may contain all sorts of cool stuff, up to and including [[blue armor]], [[ammochain]]s, [[shell box]]es and med-packs, both [[large med-pack|large]] and [[small med-pack|small]].|&lt;br /&gt;
level_other=The pink and yellow crates can be broken with any weapon, although a pistol may take a few shots.&lt;br /&gt;
Paired with [[Phobos Lab]].}}&lt;br /&gt;
&lt;br /&gt;
{{map&lt;br /&gt;
|map={{:Military Base/Map}}&lt;br /&gt;
|map_description=This map shows the Hey Not Too Rough monsters.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Military_Base/Map</id>
		<title>Military Base/Map</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Military_Base/Map"/>
				<updated>2014-11-28T01:54:08Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: Made map&lt;/p&gt;
&lt;hr /&gt;
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 #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;########&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;########&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;##&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;##&amp;amp;#183;&amp;amp;#183;##&amp;amp;#183;&amp;amp;#183;##&amp;amp;#183;&amp;amp;#183;h&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;##&amp;amp;#183;&amp;amp;#183;h##&amp;amp;#183;&amp;amp;#183;###&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;h&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;#&lt;br /&gt;
 ##&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;h&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;########&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:gray&amp;quot;&amp;gt;h&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;##@&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;##&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;##&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;##&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;###&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&lt;br /&gt;
 ####################################&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;##################################&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Military_Base</id>
		<title>Military Base</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Military_Base"/>
				<updated>2014-11-28T01:53:38Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: Added map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Military Base|&lt;br /&gt;
level_dlvl=7|&lt;br /&gt;
level_intxt=''Seeing this place again takes you back!''|&lt;br /&gt;
level_loottxt=None|&lt;br /&gt;
level_outtxt=|&lt;br /&gt;
level_itytd=[[former human]] (x24), [[former sergeant]] (x17), [[former captain]] (x11), [[former commando]] (x2)|&lt;br /&gt;
level_hntr=[[former human]] (x24), [[former sergeant]] (x17), [[former captain]] (x6), [[elite former human]] (x5), [[elite former sergeant]] (x2)|&lt;br /&gt;
level_hmp=[[former human]] (x24), [[former sergeant]] (x12), [[former captain]] (x6), [[elite former human]] (x5), [[elite former sergeant]] (x5), [[elite former captain]] (x2)|&lt;br /&gt;
level_uv=[[former human]] (x17), [[former sergeant]] (x12), [[former captain]] (x6), [[elite former human]] (x7), [[elite former sergeant]] (x5), [[elite former captain]] (x5), [[elite former commando]] (x2)|&lt;br /&gt;
level_n=[[former human]] (x17), [[former sergeant]] (x12), [[former captain]] (x6), [[elite former human]] (x7), [[elite former sergeant]] (x5), [[elite former commando]] (x7)|&lt;br /&gt;
level_loot=[[envirosuit pack]], [[combat shotgun]], [[Large Health Globe]] (x3), [[Tracking Map]], standard [[mods]] (x2).&lt;br /&gt;
Ammo crates (x28), Armor crates (x28)&lt;br /&gt;
&lt;br /&gt;
The breakable crates may contain all sorts of cool stuff, up to and including [[blue armor]], [[ammochain]]s, [[shell box]]es and med-packs, both [[large med-pack|large]] and [[small med-pack|small]].|&lt;br /&gt;
level_other=The pink and yellow crates can be broken with any weapon, although a pistol may take a few shots.&lt;br /&gt;
Paired with [[Phobos Lab]].}}&lt;br /&gt;
&lt;br /&gt;
{{map&lt;br /&gt;
|map={{:Military Base/Map}}&lt;br /&gt;
|map_description=This map shows the Ultra-Violence monsters.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, arch-viles are replaced by barons of hell.&lt;br /&gt;
&lt;br /&gt;
On Hey, Not Too Rough, the arch-viles are removed and the six right-most barons of hell are replaced by hell knights.&lt;br /&gt;
&lt;br /&gt;
On I'm Too Young To Die, the arch-viles are removed, and all the barons are replaced by hell knights.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Modding:History</id>
		<title>Modding:History</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Modding:History"/>
				<updated>2014-01-24T18:51:00Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: /* 0.9.9.8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
The earliest form of DoomRL modding available, the sandbox, first appeared in version 0.9.9.1 RC1.  It started out limited--there were no exotics or above, no math library, and only one level to work with.  Early modding was fraught with peril, and largely the domain of reversers and masochists.  But the introduction of user generated content has had a lasting impact on DoomRL and the direction DoomRL has since taken.&lt;br /&gt;
&lt;br /&gt;
====0.9.9.1====&lt;br /&gt;
The original sandbox was released to the beta testers on February 25, 2010 and to the public at large in March.  It came with a single example level, a slightly modified Hell's Arena, and no practical documentation.  Early levels tended to use Hell's Arena as a base while prospective modders felt their way around the API.  It soon became apparent that the currently exposed interface was inadequate; still, by the next release many limitations had been worked around and reasonably interesting mods were appearing.&lt;br /&gt;
&lt;br /&gt;
====0.9.9.2====&lt;br /&gt;
Version 0.9.9.1 remained the dominant version for almost a year, finally being replaced in February 2011.  During that time modders had made many requests/demands, and 0.9.9.2's sandbox mode satisfied many, at the expense of breaking almost every line of code written for 0.9.9.1.  One of the biggest additions involved the level generation code being moved from the pascal engine to the Lua scripts, introducing coordinate and area objects in the process.&lt;br /&gt;
&lt;br /&gt;
====0.9.9.3====&lt;br /&gt;
Version 0.9.9.3 was more modest in both its delay and the changes it included.  Released in May, it focused more on additions and expansions.  Customizable monster AI was first added in this version and level manipulation was again improved.  Most exotic and unique items were also re-enabled.  0.9.9.3 also marked the start of multi-level mods, although none were released publicly until much later.&lt;br /&gt;
&lt;br /&gt;
====0.9.9.4====&lt;br /&gt;
Version 0.9.9.4 continued the trend of unobtrusive changes.  Released in November, AI was expanded, level generation was reworked, and the sandbox itself was removed in favor of a module system.  By this point public content was still sparse, but all of the critical limitations were removed.&lt;br /&gt;
&lt;br /&gt;
====0.9.9.5====&lt;br /&gt;
DoomRL 0.9.9.5 was meant to be the release when full total conversion support was added, but this was not achieved.  Released in January 2012, most of the changes were related to design changes in DoomRL proper or to create a more consistent syntax.  AIs were expanded, the limit on status effects was increased, and function hooks became organized into a strict hierarchy, filling in many gaps in scope along the way.&lt;br /&gt;
&lt;br /&gt;
====0.9.9.6====&lt;br /&gt;
While DoomRL 0.9.9.6 was the first public release to support graphical tilesets, modders were unable to add tiles of their own.  Released in February 2012, most of the changes affecting modders were minor, although the shift from ascii to graphics did throw the user interface into disarray.  Mods also crashed on exit when run in console mode, a serious problem for the many non-graphical mods of the day.&lt;br /&gt;
&lt;br /&gt;
0.9.9.6 also saw the release of the first DoomRL megamod, Inferno.&lt;br /&gt;
&lt;br /&gt;
====0.9.9.7====&lt;br /&gt;
DoomRL 0.9.9.7, released in mid-March, continues the time honored tradition of being late and yanking the rug from underneath prospective modders and spitting on them while they are down.  Although most of the fundamental redesigns are in areas only TCers dare visit the sheer volume of changes make DoomRL modding a much more complete and thorough experience.  Only a few areas remained outside of modder control, though total conversions are still not supported.&lt;br /&gt;
&lt;br /&gt;
0.9.9.7 also saw the introduction of the mod portal, allowing users to download KK approved mods directly from within DoomRL.&lt;br /&gt;
&lt;br /&gt;
In addition, more megamods were made for this version than any other version to its date. The reason being because the syntax of the Lua was changed and given more access to DoomRL's core functions. A few to name are Classic Mode, Evolvostuff, Tourist Mode, Jailbreak, and Elevator of Dimensions.&lt;br /&gt;
&lt;br /&gt;
====0.9.9.8====&lt;br /&gt;
According to the rumor mill version 0.9.9.8 will be released in 2014 and will finally deliver TC support along with two mods--WolfensteinRL and HereticRL.  Can't wait?  Too bad.  We're too busy working on it to console you.&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User_talk:GinDiamond</id>
		<title>User talk:GinDiamond</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User_talk:GinDiamond"/>
				<updated>2013-10-16T13:31:34Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: /* Maps */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi mate!&lt;br /&gt;
&lt;br /&gt;
Glad to see someone starting off some of the strategy pages.&lt;br /&gt;
&lt;br /&gt;
Just wanted to throw in that where possible it'd be a great idea to sign your name where possible on some of the strategy pages. Putting 4 tildes (~) in a row will automatically throw in a link to your user page and the time/date of the edit. It's not in the manual, but it is general convention to do so for anything that you've &amp;quot;said&amp;quot; on the wiki (IE: It's not a fact and in the actual weapon pages).&lt;br /&gt;
&lt;br /&gt;
Hope to see you around! [[User:Aki|Aki]] ([[User talk:Aki|talk]]) 10:08, 14 October 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
Hi again!&lt;br /&gt;
&lt;br /&gt;
Feel free to respond on your own talk page. It's a lot less confusing that way for everyone as the chat logs pile up. Well, for me anyway. :p&lt;br /&gt;
&lt;br /&gt;
Maps for areas is something that I really look forward to - I bugged some of the people in IRC about it the other day actually. How are you planning on doing that? [[User:Aki|Aki]] ([[User talk:Aki|talk]]) 02:31, 16 October 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
Also if possible, could you send me a pm on the chaosforge forums? [[User:Aki|Aki]] ([[User talk:Aki|talk]]) 09:08, 16 October 2013 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
&lt;br /&gt;
I plan on trying to use the python script provided on the Wiki to build maps from a plain text file screenshot taken from the console mode.&lt;br /&gt;
&lt;br /&gt;
How well this method will work, I have no idea.&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Focused_double_shotgun</id>
		<title>Strategy:Focused double shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Focused_double_shotgun"/>
				<updated>2013-10-15T21:01:55Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: I created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Focused double shotgun==&lt;br /&gt;
&lt;br /&gt;
===0.9.9.6 and previous===&lt;br /&gt;
&lt;br /&gt;
A (9d4)x2 weapon. Crazy powerful, a real balance killer.&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
The '''focused double shotgun''' is a crazily powerful weapon. Imagine. A 8d4x2 shotgun, capable of 16 to 64 damage points per blast, amazing knockback distance, why isn't this weapon used more?&lt;br /&gt;
&lt;br /&gt;
Well, for starters, you have to lug around a [[double shotgun]] long enough to make this advanced [[assembly]]. You need to have the first level of [[Traits#Whizkid|Whizkid]] down, which may mean two investments in [[Traits#Finesse|Finesse]]. Interestingly, the master trait [[Traits#Army of the Dead|Army of the Dead]] blocks Finesse. Which means, you can't get a 64-damage dealing shotgun. Oh well.&lt;br /&gt;
You also need a power, agility, and technical mod pack on a double shotgun. Again, these mods could be put to more practical use for armor and such in the short run.&lt;br /&gt;
&lt;br /&gt;
For the actual strategy, there isn't much to say. The weapon deals a [[Shotguns#About Shotguns|normal shotgun blast]] in spite of its name. (Only the [[combat shotgun]] deals a true focused blast). The range of the focused double shotgun is immense. The knockback distance can be as much as 13 tiles (shot a [[hell knight]] from a distance of 3 tiles upward). One needs to be careful with this weapon, as its clip size of 2 shells and a double blast as a regular double shotgun can eat through the small stacks of shells like no tomorrow. A hefty base reload time of 2.0 seconds is somewhat formidable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bottom line? This weapon is a great add-on to a collection of practical shotguns in a shotgun-based run. While not extremely useful as a primary weapon, a few blasts from this sucker will easily get you out of sticky situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 23:01, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Tactical_shotgun</id>
		<title>Strategy:Tactical shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Tactical_shotgun"/>
				<updated>2013-10-15T20:46:51Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: I created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Tactical shotgun==&lt;br /&gt;
&lt;br /&gt;
===0.9.9.5 and previous===&lt;br /&gt;
&lt;br /&gt;
An 8d3 power weapon, with a clip of 6 shells. [[Traits#Shottyman|Shottyman]] allowed the full clip to be reloaded in 1.0s per move. Arguably &amp;quot;too good&amp;quot;, it was nerfed slightly in later versions.&lt;br /&gt;
&lt;br /&gt;
===0.9.9.6===&lt;br /&gt;
&lt;br /&gt;
Although the power stayed the same, the clip was reduced to 5 shells, the same as the base [[combat shotgun]]. [[Traits#Shottyman|Shottyman]] no longer reloads the full clip.&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
Same as 0.9.9.6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ''''Tactical shotgun''' is an amazingly good shotgun. It has the same basic narrow spread and range of a [[combat shotgun]], an 8d3 damage die, and a clip of 5 shells that doesn't need to be pumped after each shot. In fact, the weapon was nerfed in recent versions because its stats seriously did not work for a balanced game.&lt;br /&gt;
&lt;br /&gt;
The tactical shotgun is a basic [[assembly]], created by placing a power mod pack and a technical mod pack onto a [[combat shotgun]]. If the second level of [[Traits#Whizkid|Whizkid]] is completed prior to full assembly, one can add a further mod to this already amazing weapon. Ideas include:&lt;br /&gt;
* A nano-modded tactical shotty, a regenerating weapon!&lt;br /&gt;
* A power-modded gun, creating a (9d3) (5/5) weapon&lt;br /&gt;
* A tech-modded gun, with a base reload speed of 0.8s&lt;br /&gt;
&lt;br /&gt;
As for strategy when using this weapon, there are some pointers. The tactical shotgun is extremely useful for picking of enemies that are out of range or sight, or around corners. Because of the way the shotgun blast is calculated, damage is dealt in a symmetrical cone and actually drops off from point blank range:&lt;br /&gt;
&lt;br /&gt;
damage received = 1/distance * [randInt(1,seconddie)Xfirstdie]&lt;br /&gt;
&lt;br /&gt;
where the stuff in the [] is the damage calculated from the initial shot. Distance is measured in tiles, not metrically.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to remember to keep at least 2 shells in this weapon at all times. Another thing to remember is that you do not have to keep reloading after each shot. There have been many YASD's (Yet Another Stupid Death) attributed to reloading a weapon you don't actually have to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bottom line? This is a great weapon for any build. Really worth the investment, the tactical shotgun is a great backup to any primary weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:46, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Elephant_gun</id>
		<title>Strategy:Elephant gun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Elephant_gun"/>
				<updated>2013-10-15T20:29:27Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Elephant gun==&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
No significant changes to the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Elephant gun''' is a basic [[assembly]] from a [[shotgun]], and created by applying two [[power mod]] packs. The resultant weapon is a 12d3 shotgun with a full 2.5 second reload time.&lt;br /&gt;
&lt;br /&gt;
Clearly not designed for regular use, the elephant gun's strong point is its power. The idea with this weapon is to kill the monster before it kills you. If the enemy isn't dead after this gun pumps it full of 12d3 shot, you're either screwed because you a) don't have a backup weapon or b) you actually took the 2.5 seconds to reload the gun and then you got mobbed and slaughtered by lost souls.&lt;br /&gt;
&lt;br /&gt;
OR, you could load up in [[Strategy:Traits#Reloader|Reloader]] and [[Strategy:Traits#Shottyman|Shottyman]] and get the reload speed under control. An investment in [[Strategy:Traits#Juggler|Juggler]] is also a good idea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bottom line? A good weapon to have if you're doing a shotgun build, not a very economical use of power mod packs otherwise. Even when using with a shotgun build, this is not a weapon to be weilding all the time, as the reload speed can really get in the way. Try the [[tactical shotgun]] as your primary gun and this or a [[focused double shotgun]] or even the [[Jackhammer]] as a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:28, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Elephant_gun</id>
		<title>Strategy:Elephant gun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Elephant_gun"/>
				<updated>2013-10-15T20:28:28Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: I created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Elephant gun==&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
No significant changes to the weapon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Elephant gun''' is a basic [[assembly]] from a [[shotgun]], and created by applying two [[power mod]] packs. The resultant weapon is a 12d3 shotgun with a full 2.0 second reload time.&lt;br /&gt;
&lt;br /&gt;
Clearly not designed for regular use, the elephant gun's strong point is its power. The idea with this weapon is to kill the monster before it kills you. If the enemy isn't dead after this gun pumps it full of 12d3 shot, you're either screwed because you a) don't have a backup weapon or b) you actually took the 2.0 seconds to reload the gun and then you got mobbed and slaughtered by lost souls.&lt;br /&gt;
&lt;br /&gt;
OR, you could load up in [[Strategy:Traits#Reloader|Reloader]] and [[Strategy:Traits#Shottyman|Shottyman]] and get the reload speed under control. An investment in [[Strategy:Traits#Juggler|Juggler]] is also a good idea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bottom line? A good weapon to have if you're doing a shotgun build, not a very economical use of power mod packs otherwise. Even when using with a shotgun build, this is not a weapon to be weilding all the time, as the reload speed can really get in the way. Try the [[tactical shotgun]] as your primary gun and this or a [[focused double shotgun]] or even the [[Jackhammer]] as a secondary weapon.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:28, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Blaster</id>
		<title>Strategy:Blaster</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Blaster"/>
				<updated>2013-10-15T20:16:04Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Blaster==&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
No significant changes to the weapon itself&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blaster'''&lt;br /&gt;
&lt;br /&gt;
The Blaster is a situational weapon. With its 4d5x3 damage, weird aiming mechanics and spread, funky stuff happens.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most interesting factor of this exotic weapon is that as well as the initial projectile, there are two other projectiles fired at congruent angles to the sides of the path of projection (much like a [[Strategy:Enemies#Mancubus|mancubus]] attack).&lt;br /&gt;
&lt;br /&gt;
Although this is not certain, the angle of the two side projectiles are calculated by:&lt;br /&gt;
&lt;br /&gt;
tan-1(player:visionrange.y/blaster:firesight.x)&lt;br /&gt;
&lt;br /&gt;
Another interesting thing to note about the blaster is that the primary projectile will explode in a 1.5+ radius of [[Damage_Type#Plasma_Damage|plasma]] damage directly over the targeted tile, and the secondary projectiles will explode in a similar manner when their position forms a perfect arc with the around the center of the player (see [[vision]]).&lt;br /&gt;
&lt;br /&gt;
The blaster can be used in some situations, like clearing barrels, walls, or cleaning corpses. Sometimes it's been used to completely obliterate levels while under the influence of an invurnability globe. However, the fact that the projectiles spread, and explode on the target square, and the weapon uses hefty ammounts of plasma (this weapon shouldn't really be needed to fire more than 5 times a game), the assistance of more savory weapons should be found.&lt;br /&gt;
&lt;br /&gt;
Bottom line? An interesting find, and it's certainly a good idea to fool around with it a bit to see if its worth keeping around for a level or so. For the long term, this weapon is not the best idea for regular combat.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:14, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Blaster</id>
		<title>Strategy:Blaster</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Blaster"/>
				<updated>2013-10-15T20:14:47Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: I created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Blaster==&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
No significant changes to the weapon itself&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Blaster'''&lt;br /&gt;
&lt;br /&gt;
The Blaster is a situational weapon. With its 4d5x3 damage, weird aiming mechanics and spread, funky stuff happens.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most interesting factor of this exotic weapon is that as well as the initial projectile, there are two other projectiles fired at congruent angles to the sides of the path of projection (much like a [[Strategy:Enemies#Mancubus|mancubus]] attack).&lt;br /&gt;
&lt;br /&gt;
Although this is not certain, the angle of the two side projectiles are calculated by:&lt;br /&gt;
&lt;br /&gt;
tan-1(player:visionrange.y/blaster:firesight.x)&lt;br /&gt;
&lt;br /&gt;
Another interesting thing to note about the blaster is that the primary projectile will explode in a 1.5+ radius of [[plasma]] damage directly over the targeted tile, and the secondary projectiles will explode in a similar manner when their position forms a perfect arc with the around the center of the player (see [[vision]]).&lt;br /&gt;
&lt;br /&gt;
The blaster can be used in some situations, like clearing barrels, walls, or cleaning corpses. Sometimes it's been used to completely obliterate levels while under the influence of an invurnability globe. However, the fact that the projectiles spread, and explode on the target square, and the weapon uses hefty ammounts of plasma (this weapon shouldn't really be needed to fire more than 5 times a game), the assistance of more savory weapons should be found.&lt;br /&gt;
&lt;br /&gt;
Bottom line? An interesting find, and it's certainly a good idea to fool around with it a bit to see if its worth keeping around for a level or so. For the long term, this weapon is not the best idea for regular combat.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:14, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Infostrat_switch</id>
		<title>Template:Infostrat switch</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Infostrat_switch"/>
				<updated>2013-10-15T19:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;font-size: 90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{#if: {{#pos:{{PAGENAME}}|Strategy:}}|'''[[{{#sub:{{PAGENAME}}|9}}|Game Data]]'''|Game Data}}&lt;br /&gt;
| {{#if: {{#pos:{{PAGENAME}}|Strategy:}}|Strategy|'''[[Strategy:{{PAGENAME}}|Strategy]]'''}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Blaster</id>
		<title>Strategy:Blaster</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Blaster"/>
				<updated>2013-10-15T19:41:40Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Blaster</id>
		<title>Strategy:Blaster</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Blaster"/>
				<updated>2013-10-15T19:41:05Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: Created page with &amp;quot;{{infostrat swittch}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat swittch}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Chaingun</id>
		<title>Strategy:Chaingun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Chaingun"/>
				<updated>2013-10-15T17:12:56Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chaingun==&lt;br /&gt;
&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
No significant changes to the weapon itself. See [[Gatling gun]] and [[burst cannon]] for the heavily modified assemblies.&lt;br /&gt;
&lt;br /&gt;
The chaingun is a common rapid-fire weapon, the first one to be seen in any single run of a game. [[Former captain|Former captains]] drop a chaingun as well as 100 [[10mm ammo]] when killed.&lt;br /&gt;
&lt;br /&gt;
Weapon: (1d6)x4&lt;br /&gt;
&lt;br /&gt;
Accuracy: +2&lt;br /&gt;
&lt;br /&gt;
*Four bullets per volley, each individually dealing 1-6 damage points per hit.&lt;br /&gt;
*Benefits immensely from [[Strategy:Traits#Triggerhappy|Triggerhappy]] and [[Strategy:Traits#Son of a Bitch|Son of a Bitch]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A chaingun's +1 accuracy bonus won't get you anywhere in particular, especially in the late game when ammo counts and so does each hit (by then you should be using the [[plasma rifle]] anyway). [[Strategy:Traits#Eagle Eye|Eagle Eye]] helps greatly with the accuracy issue here, as so do [[agility mod]] packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
&lt;br /&gt;
The chaingun's strategy relies mostly on maneuvering into positions where enemies can be lured or simply picked off without great fear of retaliation. A chaingun's base fire speed of 1.2 seconds is a bit hefty, and should be taken into consideration when dealing with enemies such as [[Arachnotron|Arachnotrons]] which can do nearly three actions in that time. See the [[high power chaingun]] and [[Strategy:Traits#Son of a Bitch|Son of a Bitch]] to learn how to take down these foes in a single volley.&lt;br /&gt;
&lt;br /&gt;
The chaingun is not a fielder's weapon of choice. Out in the open, with no cover, a chaingun can provide only limited assistance as it has no spread. However, investment in [[Stragety:Traits#Finesse|Finesse]] can come in handy, and [[demon|demons]] and even [[hell knight|hell knights]] can be taken down in a single volley.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several assemblies for the chaingun include:&lt;br /&gt;
&lt;br /&gt;
'''Exclusive to Chaingun'''&lt;br /&gt;
*[[gatling gun]]&lt;br /&gt;
*[[assault rifle]]&lt;br /&gt;
*[[burst cannon]]&lt;br /&gt;
&lt;br /&gt;
'''General Rapid-Fire'''&lt;br /&gt;
*[[high power chaingun]]&lt;br /&gt;
*[[nanomach chaingun]]&lt;br /&gt;
*[[demolition chaingun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bottom line? A good weapon of choice for nearly any part of the game (preferably assembled or modded in mid to late game), and even better with rapid-fire traits. Builds confidence to the [[plasma rifle]].&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 19:12, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Infostrat_switch</id>
		<title>Template:Infostrat switch</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Infostrat_switch"/>
				<updated>2013-10-15T17:12:10Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;3&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;font-size: 90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{#if: {{#pos:{{PAGENAME}}|Strategy:}}|'''[[{{#sub:{{PAGENAME}}|9}}|Game Data]]'''|Game Data}}&lt;br /&gt;
| {{#if: {{#pos:{{PAGENAME}}|Strategy:}}|Strategy|'''[[Strategy:{{PAGENAME}}|Strategy]]'''}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Chaingun</id>
		<title>Strategy:Chaingun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Chaingun"/>
				<updated>2013-10-15T17:11:13Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chaingun==&lt;br /&gt;
&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
No significant changes to the weapon itself. See [[Gatling gun]] and [[burst cannon]] for the heavily modified assemblies.&lt;br /&gt;
&lt;br /&gt;
The chaingun is a common rapid-fire weapon, the first one to be seen in any single run of a game. [[Former captains]] drop a chaingun as well as 100 [[10mm ammo]] when killed.&lt;br /&gt;
&lt;br /&gt;
Weapon: (1d6)x4&lt;br /&gt;
Accuracy: +2&lt;br /&gt;
&lt;br /&gt;
*Four bullets per volley, each individually dealing 1-6 damage points per hit.&lt;br /&gt;
*Benefits immensely from [[Strategy:Traits#Triggerhappy|Triggerhappy]] and [[Strategy:Traits#Son of a Bitch|Son of a Bitch]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A chaingun's +1 accuracy bonus won't get you anywhere in particular, especially in the late game when ammo counts and so does each hit (by then you should be using the [[plasma rifle]] anyway). [[Strategy:Traits#Eagle Eye|Eagle Eye]] helps greatly with the accuracy issue here, as so do [[agility mod]] packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
&lt;br /&gt;
The chaingun's strategy relies mostly on maneuvering into positions where enemies can be lured or simply picked off without great fear of retaliation. A chaingun's base fire speed of 1.2 seconds is a bit hefty, and should be taken into consideration when dealing with enemies such as [[Arachnotron|Arachnotrons]] which can do nearly three actions in that time. See the [[high power chaingun]] and [[Strategy:Traits#Son of a Bitch|Son of a Bitch]] to learn how to take down these foes in a single volley.&lt;br /&gt;
&lt;br /&gt;
The chaingun is not a fielder's weapon of choice. Out in the open, with no cover, a chaingun can provide only limited assistance as it has no spread. However, investment in [[Stragety:Traits#Finesse|Finesse]] can come in handy, and [[demon|demons]] and even [[hell knight|hell knights]] can be taken down in a single volley.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several assemblies for the chaingun include:&lt;br /&gt;
&lt;br /&gt;
'''Exclusive to Chaingun'''&lt;br /&gt;
*[[gatling gun]]&lt;br /&gt;
*[[assault rifle]]&lt;br /&gt;
*[[burst cannon]]&lt;br /&gt;
&lt;br /&gt;
'''General Rapid-Fire'''&lt;br /&gt;
*[[high power chaingun]]&lt;br /&gt;
*[[nanomach chaingun]]&lt;br /&gt;
*[[demolition chaingun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bottom line? A good weapon of choice for nearly any part of the game (preferably assembled or modded in mid to late game), and even better with rapid-fire traits. Builds confidence to the [[plasma rifle]].&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 19:09, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Chaingun</id>
		<title>Chaingun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Chaingun"/>
				<updated>2013-10-15T17:10:58Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Chaingun - [[Rapid-fire_Types|Rapid-fire Family]]|&lt;br /&gt;
weapon_dmg=(1d6)x4/4-20|&lt;br /&gt;
weapon_avgdmg=3.5*4=14|&lt;br /&gt;
weapon_dmgtype=[[Damage type#bullet|Bullet]]|&lt;br /&gt;
weapon_accuracy=+2|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.5 seconds|&lt;br /&gt;
weapon_clip=40|&lt;br /&gt;
weapon_ammo=[[10mm ammo]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Chain fire|Chain fire]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (6+), dropped by [[Former captain|former captains]], and part of the rewards in [[Hell's Arena]].|&lt;br /&gt;
weapon_quote=''Phobos ReLEADed, oh yeah!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''Chaingun directs heavy firepower onto your opponent making him do the chaingun cha-cha.''|&lt;br /&gt;
weapon_other=N/A|&lt;br /&gt;
weapon_source=There are [http://en.wikipedia.org/wiki/Chain_gun chain guns] in real life. However, in the original Doom game, the chaingun looked more like a [http://en.wikipedia.org/wiki/Gatling_gun gatling gun] (of which this game [[gatling gun|also has]]).}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Chaingun</id>
		<title>Strategy:Chaingun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Chaingun"/>
				<updated>2013-10-15T17:09:39Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chaingun==&lt;br /&gt;
&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
No significant changes to the weapon itself. See [[Gatling gun]] and [[burst cannon]] for the heavily modified assemblies.&lt;br /&gt;
&lt;br /&gt;
The chaingun is a common rapid-fire weapon, the first one to be seen in any single run of a game. [[Former captains]] drop a chaingun as well as 100 [[10mm ammo]] when killed.&lt;br /&gt;
&lt;br /&gt;
Weapon: (1d6)x4&lt;br /&gt;
Accuracy: +1&lt;br /&gt;
&lt;br /&gt;
*Four bullets per volley, each individually dealing 1-6 damage points per hit.&lt;br /&gt;
*Benefits immensely from [[Strategy:Traits#Triggerhappy|Triggerhappy]] and [[Strategy:Traits#Son of a Bitch|Son of a Bitch]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A chaingun's +1 accuracy bonus won't get you anywhere in particular, especially in the late game when ammo counts and so does each hit (by then you should be using the [[plasma rifle]] anyway). [[Strategy:Traits#Eagle Eye|Eagle Eye]] helps greatly with the accuracy issue here, as so do [[agility mod]] packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
&lt;br /&gt;
The chaingun's strategy relies mostly on maneuvering into positions where enemies can be lured or simply picked off without great fear of retaliation. A chaingun's base fire speed of 1.2 seconds is a bit hefty, and should be taken into consideration when dealing with enemies such as [[Arachnotron|Arachnotrons]] which can do nearly three actions in that time. See the [[high power chaingun]] and [[Strategy:Traits#Son of a Bitch|Son of a Bitch]] to learn how to take down these foes in a single volley.&lt;br /&gt;
&lt;br /&gt;
The chaingun is not a fielder's weapon of choice. Out in the open, with no cover, a chaingun can provide only limited assistance as it has no spread. However, investment in [[Stragety:Traits#Finesse|Finesse]] can come in handy, and [[demon|demons]] and even [[hell knight|hell knights]] can be taken down in a single volley.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several assemblies for the chaingun include:&lt;br /&gt;
&lt;br /&gt;
'''Exclusive to Chaingun'''&lt;br /&gt;
*[[gatling gun]]&lt;br /&gt;
*[[assault rifle]]&lt;br /&gt;
*[[burst cannon]]&lt;br /&gt;
&lt;br /&gt;
'''General Rapid-Fire'''&lt;br /&gt;
*[[high power chaingun]]&lt;br /&gt;
*[[nanomach chaingun]]&lt;br /&gt;
*[[demolition chaingun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bottom line? A good weapon of choice for nearly any part of the game (preferably assembled or modded in mid to late game), and even better with rapid-fire traits. Builds confidence to the [[plasma rifle]].&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 19:09, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Chaingun</id>
		<title>Strategy:Chaingun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Chaingun"/>
				<updated>2013-10-15T17:08:30Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: I created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Chaingun==&lt;br /&gt;
&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
No significant changes to the weapon itself. See [[Gatling gun]] and [[burst cannon]] for the heavily modified assemblies.&lt;br /&gt;
&lt;br /&gt;
The chaingun is a common rapid-fire weapon, the first one to be seen in any single run of a game. [[Former captains]] drop a chaingun as well as 100 [[10mm ammo]] when killed.&lt;br /&gt;
&lt;br /&gt;
Weapon: (1d6)x4&lt;br /&gt;
Accuracy: +1&lt;br /&gt;
&lt;br /&gt;
*Four bullets per volley, each individually dealing 1-6 damage points per hit.&lt;br /&gt;
*Benefits immensely from [[Strategy:Traits#Triggerhappy|Triggerhappy]] and [[Strategy:Traits#Son of a Bitch|Son of a Bitch]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A chaingun's +1 accuracy bonus won't get you anywhere in particular, especially in the late game when ammo counts and so does each hit (by then you should be using the [[plasma rifle]] anyway). [[Strategy:Traits#Eagle Eye|Eagle Eye]] helps greatly with the accuracy issue here, as so do [[agility mod]] packs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strategy:&lt;br /&gt;
&lt;br /&gt;
The chaingun's strategy relies mostly on maneuvering into positions where enemies can be lured or simply picked off without great fear of retaliation. A chaingun's base fire speed of 1.2 seconds is a bit hefty, and should be taken into consideration when dealing with enemies such as [[Arachnotrons]] which can do nearly three actions in that time. See the [[high power chaingun]] and [[Strategy:Traits#Son of a Bitch|Son of a Bitch]] to learn how to take down these foes in a single volley.&lt;br /&gt;
&lt;br /&gt;
The chaingun is not a fielder's weapon of choice. Out in the open, with no cover, a chaingun can provide only limited assistance as it has no spread. However, investment in [[Stragety:Traits#Finesse|Finesse]] can come in handy, and [[demons]] and even [[hell knights]] can be taken down in a single volley.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several assemblies for the chaingun include:&lt;br /&gt;
&lt;br /&gt;
'''Exclusive to Chaingun'''&lt;br /&gt;
*[[gatling gun]]&lt;br /&gt;
*[[assault rifle]]&lt;br /&gt;
*[[burst cannon]]&lt;br /&gt;
&lt;br /&gt;
'''General Rapid-Fire'''&lt;br /&gt;
*[[high power chaingun]]&lt;br /&gt;
*[[nanomach chaingun]]&lt;br /&gt;
*[[demolition chaingun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bottom line? A good weapon of choice for nearly any part of the game (preferably assembled or modded in mid to late game), and even better with rapid-fire traits. Builds confidence to the [[plasma rifle]].&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 19:08, 15 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Large_Health_Globe</id>
		<title>Large Health Globe</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Large_Health_Globe"/>
				<updated>2013-10-14T23:50:33Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Large Health Globe|&lt;br /&gt;
item_get=Random (6+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;maroon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;^&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=Adds 10 HP, then sets your health to 100% if it's still below that. Restores [[tactics|fatigue]].|&lt;br /&gt;
item_description=N/A|&lt;br /&gt;
item_other=While playing [[Angel of Berserk]], Large Health Globes act as a minor [[Berserk Pack]]. Berserk state lasts for 5 full turns with a 1 turn dropoff.}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Mancubus</id>
		<title>Strategy:Mancubus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Mancubus"/>
				<updated>2013-10-14T23:47:48Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: small grammar changes and some info updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Danger=&lt;br /&gt;
The [[Mancubus|Mancubus]] is questionably the most dangerous enemy in game. If you die late in game, it is very likely because of a mancubus (or barrels, or very often, both).&lt;br /&gt;
&lt;br /&gt;
They can kill a full health marine in 0.1s&lt;br /&gt;
&lt;br /&gt;
They fire volley of 3 4d6 fireballs with a splash radius of 4 tiles. If it happens at close range, you can be damaged by splash of two or three, dealing 42 damage on average (84%), with a maximum easily above even marine's base 60hp.&lt;br /&gt;
&lt;br /&gt;
It is interesting to note that the [[tristar blaster]] has the same 3 projectile spread rule as the mancubus does. The closer you are to the mancubus as it attacks, the greater the angle of the two side projectile rockets. The further away you are from the attacking mancubus, the closer all three of the rockets are when they hit. I am not certain, but I do believe the angle is calculated to be:&lt;br /&gt;
&lt;br /&gt;
tan-1(mancubussightrange.y/(player.x-mancubus.x) -&amp;gt; degrees&lt;br /&gt;
&lt;br /&gt;
But that is not all.&lt;br /&gt;
&lt;br /&gt;
Blasts destroy walls around you, often exposing you to other enemies shot. Often they finish you off before you can react.&lt;br /&gt;
&lt;br /&gt;
Blast explode barrels around you, which damage you and often place you in puddle of lava.&lt;br /&gt;
&lt;br /&gt;
You are knocked back, which can be both good thing (if you end somewhere safer), or very bad (if you are hurled into lava)&lt;br /&gt;
&lt;br /&gt;
And after a moment - they fire a second volley after about a second at same direction, even if you are already out of his sight.&lt;br /&gt;
it's friends, exploding barrels around you and hurling you into lava.&lt;br /&gt;
&lt;br /&gt;
And all that can happen in a split second you open a door to mancubi-containing room.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
First and foremost, [[Resistance|FIRE RESISTANCE]]. Good fire resistant armor can block most of their direct damage and damage from exploding barrels. Fireproof red armor can be made very early. Fireshield and cerberus armor are good options later. Using onyx armor as a base for assembly, or onyx mod on completed assembly is recommended.&lt;br /&gt;
&lt;br /&gt;
If you don't have have fire resistance, each door you open to a room with unidentified enemy can be your last.&lt;br /&gt;
&lt;br /&gt;
But even if you can survive mancubi attack, ideally, Do NOT let mancubi fire at all. They are slow, so it is usually possible to take cover or get away out of fire range. Avoid fighting with them if you have not full health, or near something explosive. Certainly don't reload weapons with long reload time around them. If you are cornered by one, it is often better to hug it and let it attack you in melee (which is not weak either). If it starts firing, or you see you can't avoid it firing at you, SERIOUSLY consider IMMEDIATELY using phasing device, big medpack and/or strongest armor you have in inventory (if you don't wear it already).&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Mancubus</id>
		<title>Strategy:Mancubus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Mancubus"/>
				<updated>2013-10-14T22:55:36Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: small grammar changes and some info updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Danger=&lt;br /&gt;
The [[Mancubus|Mancubus]] is questionably the most dangerous enemy in game. If you die late in game, it is very likely because of a mancubus (or barrels, or very often, both).&lt;br /&gt;
&lt;br /&gt;
They can kill a full health marine in 0.1s&lt;br /&gt;
&lt;br /&gt;
They fire volley of 3 4d6 fireballs with a splash radius of 4 tiles. If it happens at close range, you can be damaged by splash of two or three, dealing 42 damage on average (84%), with a maximum easily above even marine's base 60hp.&lt;br /&gt;
&lt;br /&gt;
It is interesting to note that the [[tristar blaster]] has the same 3 projectile spread rule as the mancubus does. The closer you are to the mancubus as it attacks, the greater the angle of the two side projectile rockets. The further away you are from the attacking mancubus, the closer all three of the rockets are when they hit. I am not certain, but I do believe the angle is calculated to be:&lt;br /&gt;
&lt;br /&gt;
tan-1(mancubusrange.y/(player.x-mancubus.x) -&amp;gt; degrees&lt;br /&gt;
&lt;br /&gt;
But that is not all.&lt;br /&gt;
&lt;br /&gt;
Blasts destroy walls around you, often exposing you to other enemies shot. Often they finish you off before you can react.&lt;br /&gt;
&lt;br /&gt;
Blast explode barrels around you, which damage you and often place you in puddle of lava.&lt;br /&gt;
&lt;br /&gt;
You are knocked back, which can be both good thing (if you end somewhere safer), or very bad (if you are hurled into lava)&lt;br /&gt;
&lt;br /&gt;
And after a moment - they fire a second volley after about a second at same direction, even if you are already out of his sight.&lt;br /&gt;
it's friends, exploding barrels around you and hurling you into lava.&lt;br /&gt;
&lt;br /&gt;
And all that can happen in a split second you open a door to mancubi-containing room.&lt;br /&gt;
&lt;br /&gt;
=Strategy=&lt;br /&gt;
First and foremost, [[Resistance|FIRE RESISTANCE]]. Good fire resistant armor can block most of their direct damage and damage from exploding barrels. Fireproof red armor can be made very early. Fireshield and cerberus armor are good options later. Using onyx armor as a base for assembly, or onyx mod on completed assembly is recommended.&lt;br /&gt;
&lt;br /&gt;
If you don't have have fire resistance, each door you open to a room with unidentified enemy can be your last.&lt;br /&gt;
&lt;br /&gt;
But even if you can survive mancubi attack, ideally, Do NOT let mancubi fire at all. They are slow, so it is usually possible to take cover or get away out of fire range. Avoid fighting with them if you have not full health, or near something explosive. Certainly don't reload weapons with long reload time around them. If you are cornered by one, it is often better to hug it and let it attack you in melee (which is not weak either). If it starts firing, or you see you can't avoid it firing at you, SERIOUSLY consider IMMEDIATELY using phasing device, big medpack and/or strongest armor you have in inventory (if you don't wear it already).&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User_talk:Aki</id>
		<title>User talk:Aki</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User_talk:Aki"/>
				<updated>2013-10-14T22:02:07Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: Created page with &amp;quot;Howdy  I've noticed that the wiki lacks in many pages, so I'm using my 3 years of DoomRL experience to add and help out where I can.  I also aim to add maps to undocumented sp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Howdy&lt;br /&gt;
&lt;br /&gt;
I've noticed that the wiki lacks in many pages, so I'm using my 3 years of DoomRL experience to add and help out where I can.&lt;br /&gt;
&lt;br /&gt;
I also aim to add maps to undocumented special levels, like Limbo and the Containment Area.&lt;br /&gt;
&lt;br /&gt;
I'm taking your advice to add the four tildes to put a time/namestamp on the page.&lt;br /&gt;
&lt;br /&gt;
Glad to help out!&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Piercing_blade</id>
		<title>Strategy:Piercing blade</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Piercing_blade"/>
				<updated>2013-10-14T21:52:43Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: I created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Piercing Blade==&lt;br /&gt;
&lt;br /&gt;
===0.9.9.6 and previous===&lt;br /&gt;
&lt;br /&gt;
A curious bug was found and commonly exploited that involved the order of the mods placed for this assembly.&lt;br /&gt;
&lt;br /&gt;
If one added the power mod BEFORE the agility mod, one would come up with a piercing weapon with the original damage + 2 die instead of the usual +1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
This bug was noted and fixed. The piercing blade has +1 die of damage no matter what order of mods placed.&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Mt._Erebus</id>
		<title>Mt. Erebus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Mt._Erebus"/>
				<updated>2013-10-14T21:32:53Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Mt. Erebus|&lt;br /&gt;
level_dlvl=22|&lt;br /&gt;
level_intxt=You arrive at Mt. Erebus. You shiver before the mountain of eternal fire!|&lt;br /&gt;
level_loottxt=Tough son of a bitch... now to get that shiny object he left behind...|&lt;br /&gt;
level_outtxt=Lava elementals my ass. I don't care.|&lt;br /&gt;
level_itytd=[[lost soul]] (x17), [[former sergeant]] (x5), [[hell knight]] (x5), [[lava elemental]] (x1)|&lt;br /&gt;
level_hntr=|&lt;br /&gt;
level_hmp=|&lt;br /&gt;
level_uv=|&lt;br /&gt;
level_n=|&lt;br /&gt;
level_loot=[[power cell]] (20x4), [[shotgun shell]] (8x4), [[rocket]] (3x4), [[environment suit]] (x4), [[lava element]] (x1), random [[boots]] (x7-1), random/one exotic/unique [[armor]]/boots (x3+1)|&lt;br /&gt;
level_other=Pulling the levers will cause the center walls to go down, one by one. Regardless of the order the levers are pulled, the walls fall from outermost to innermost.}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Mt._Erebus</id>
		<title>Mt. Erebus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Mt._Erebus"/>
				<updated>2013-10-14T21:28:49Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Mt. Erebus|&lt;br /&gt;
level_dlvl=22|&lt;br /&gt;
level_intxt=You arrive at Mt. Erebus. You shiver before the mountain of eternal fire!|&lt;br /&gt;
level_loottxt=Tough son of a bitch... now to get that shiny object he left behind...|&lt;br /&gt;
level_outtxt=Lava elementals my ass. I don't care.|&lt;br /&gt;
level_itytd=[lost soul] (x17), [former sergeant] (x5), [hell knight] (x5), [lava elemental] (x1)|&lt;br /&gt;
level_hntr=|&lt;br /&gt;
level_hmp=|&lt;br /&gt;
level_uv=|&lt;br /&gt;
level_n=|&lt;br /&gt;
level_loot=|&lt;br /&gt;
level_other=Pulling the levers will cause the center walls to go down, one by one. Regardless of the order the levers are pulled, the walls fall from outermost to innermost.}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Mt._Erebus</id>
		<title>Mt. Erebus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Mt._Erebus"/>
				<updated>2013-10-14T21:26:11Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Mt. Erebus|&lt;br /&gt;
level_dlvl=22|&lt;br /&gt;
level_intxt=You arrive at Mt. Erebus. You shiver before the mountain of eternal fire!|&lt;br /&gt;
level_loottxt=Tough son of a bitch... now to get that shiny object he left behind...|&lt;br /&gt;
level_outtxt=Lava elementals my ass. I don't care.|&lt;br /&gt;
level_itytd=|&lt;br /&gt;
level_hntr=|&lt;br /&gt;
level_hmp=|&lt;br /&gt;
level_uv=|&lt;br /&gt;
level_n=|&lt;br /&gt;
level_loot=|&lt;br /&gt;
level_other=Pulling the levers will cause the center walls to go down, one by one. Regardless of the order the levers are pulled, the walls fall from outermost to innermost.}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Mt._Erebus</id>
		<title>Mt. Erebus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Mt._Erebus"/>
				<updated>2013-10-14T21:14:22Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Mt. Erebus|&lt;br /&gt;
level_dlvl=22|&lt;br /&gt;
level_intxt=You arrive at Mt. Erebus. You shiver before the mountain of eternal fire!|&lt;br /&gt;
level_loottxt=|&lt;br /&gt;
level_outtxt=|&lt;br /&gt;
level_itytd=|&lt;br /&gt;
level_hntr=|&lt;br /&gt;
level_hmp=|&lt;br /&gt;
level_uv=|&lt;br /&gt;
level_n=|&lt;br /&gt;
level_loot=|&lt;br /&gt;
level_other=Pulling the levers will cause the center walls to go down, one by one. Regardless of the order the levers are pulled, the walls fall from outermost to innermost.}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Mt._Erebus</id>
		<title>Mt. Erebus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Mt._Erebus"/>
				<updated>2013-10-14T21:13:48Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Mt. Erebus|&lt;br /&gt;
level_dlvl=22|&lt;br /&gt;
level_intxt= You arrive at Mt. Erebus. You shiver before the mountain of eternal fire!&lt;br /&gt;
level_loottxt=|&lt;br /&gt;
level_outtxt=|&lt;br /&gt;
level_itytd=|&lt;br /&gt;
level_hntr=|&lt;br /&gt;
level_hmp=|&lt;br /&gt;
level_uv=|&lt;br /&gt;
level_n=|&lt;br /&gt;
level_loot=|&lt;br /&gt;
level_other=Pulling the levers will cause the center walls to go down, one by one. Regardless of the order the levers are pulled, the walls fall from outermost to innermost.}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Mt._Erebus</id>
		<title>Mt. Erebus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Mt._Erebus"/>
				<updated>2013-10-14T21:13:14Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Mt. Erebus|&lt;br /&gt;
level_dlvl=22|&lt;br /&gt;
level_intxt=| You arrive at Mt. Erebus. You shiver before the mountain of eternal fire!&lt;br /&gt;
level_loottxt=|&lt;br /&gt;
level_outtxt=|&lt;br /&gt;
level_itytd=|&lt;br /&gt;
level_hntr=|&lt;br /&gt;
level_hmp=|&lt;br /&gt;
level_uv=|&lt;br /&gt;
level_n=|&lt;br /&gt;
level_loot=|&lt;br /&gt;
level_other=Pulling the levers will cause the center walls to go down, one by one. Regardless of the order the levers are pulled, the walls fall from outermost to innermost.}}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Levels</id>
		<title>Levels</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Levels"/>
				<updated>2013-10-14T21:10:38Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: /* Basic Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Levels are the heart of DoomRL, and without them there would be no game. It is where the player explores, where enemies roam, where special items lie in wait. They are filled with either fortune or your own personal doom.&lt;br /&gt;
&lt;br /&gt;
==Basic Objects==&lt;br /&gt;
All levels are made of basic objects like floors, walls, and doors.&lt;br /&gt;
*'''HP''': This is one of the parameters that governs how difficulty the object is to destroy. Whenever an object takes damage, it's HP is decreased. Once its HP falls to 0, it changes to a floor tile. Some objects cannot be destroyed; these are indicated as &amp;quot;none&amp;quot;. Also, some objects have two versions: one that can be destroyed and one that can't.&lt;br /&gt;
*'''Armor''': This also makes objects harder to destroy. Whenever an object takes damage, the object's armor is subtracted from the damage before the damage is subtracted from HP. Unlike the armor of the player and his enemies, objects' armor may reduce damage to 0.&lt;br /&gt;
*'''Fragile''': Objects can usually only be damaged by [[Damage type#plasma|plasma]], [[Damage type#fire|fire]], or [[Damage type#acid|acid]] damage. Fragile objects can be damaged by any damage type.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=11 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Basic Objects'''&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 0&amp;quot; width=100|'''Name'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Appearance'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''HP'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Armor'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Fragile'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 0 1px 1px&amp;quot;|'''Special'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|floor&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;'''&amp;amp;middot;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|blood&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;'''&amp;amp;middot;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|pool of blood&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;'''&amp;amp;bull;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|Phobos rock&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;'''.'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|wall, blooded wall&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:silver;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|bloodstone, blooded wall&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|green wall&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|crate, blooded crate&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:navy;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|ammo crate, armor crate, blooded crate&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:yellow;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:maroon;&amp;quot;&amp;gt;'''#'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|When destroyed, sometimes leaves behind ammo, armor, boots or medpacks depending on the crate type and seed. Note that walls have HP, a wall's hp can be downgraded to 1HP and still be standing.&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|closed door&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''+'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be opened.&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|locked door&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''+'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|open door&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''/'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|none&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be closed.&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|[[lever]]&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;'''&amp;amp;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|no&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|see link in name for details&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|barrel of fuel&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:olive;&amp;quot;&amp;gt;'''0'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 5d5 [[Damage type#fire|fire damage]].&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|barrel of acid&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;'''0'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 6d6 [[Damage type#acid|acid damage]], sometimes leaving behind acid tiles.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|barrel of napalm&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;'''0'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|yes&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0 0 1px&amp;quot;|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 7d7 [[Damage type#fire|fire damage]], sometimes (often) leaving behind lava tiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Random levels==&lt;br /&gt;
The archetypical level in DoomRL is a randomly-generated one. It is produced in such a way that no two games are particularly alike. There are many special considerations within the game engine, although many of these are technical and unimportant from a gameplay perspective.&lt;br /&gt;
&lt;br /&gt;
* [[Level type]]&lt;br /&gt;
* [[Level feeling]]&lt;br /&gt;
* [[Level event]]&lt;br /&gt;
* [[Monster Generation]]&lt;br /&gt;
* [[Item Generation]]&lt;br /&gt;
* [[Room Generation]]&lt;br /&gt;
* [[Fluids]]&lt;br /&gt;
&lt;br /&gt;
== Special levels ==&lt;br /&gt;
In stark contrast to random levels, special levels are constant and many of them appear every game. As you gain more experience playing DoomRL, these become stepping stones used as a grip against the turbulent flow of random levels.&lt;br /&gt;
&lt;br /&gt;
For obvious reasons, all of these pages are considered spoilers if you wish to learn how to beat them yourself. Some are particularly spoiler-heavy, though, and are indicated as such here.&lt;br /&gt;
&lt;br /&gt;
* [[Phobos Base Entry]]&lt;br /&gt;
* [[Hell's Arena]]&lt;br /&gt;
* [[The Chained Court]]&lt;br /&gt;
* [[Military Base]]&lt;br /&gt;
* [[Phobos Lab]]&lt;br /&gt;
* [[Phobos Anomaly]]&lt;br /&gt;
* [[Hell's Armory]]&lt;br /&gt;
* [[Deimos Lab]]&lt;br /&gt;
* [[The Wall]]&lt;br /&gt;
* [[Containment Area]]&lt;br /&gt;
* [[Abyssal Plains]]&lt;br /&gt;
* [[City of Skulls]]&lt;br /&gt;
* [[Halls of Carnage]]&lt;br /&gt;
* [[Spider's Lair]]&lt;br /&gt;
* [[Tower of Babel]]&lt;br /&gt;
* [[Unholy Cathedral]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(Spoilers!)&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[The Vaults]]&lt;br /&gt;
* [[The Mortuary]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(Spoilers!)&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[Limbo]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(Spoilers!)&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[The Lava Pits]]&lt;br /&gt;
* [[Mt. Erebus]]&lt;br /&gt;
* [[Dis]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(Spoilers!)&amp;lt;/font&amp;gt;&lt;br /&gt;
* [[Hell Fortress]] &amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;(MAJOR SPOILERS!)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special level placement===&lt;br /&gt;
Some levels don't spawn on I'm Too Young To Die: Hell's Armory and Deimos Lab, Unholy Cathedral, The Vaults, The Mortuary and Limbo.&lt;br /&gt;
&lt;br /&gt;
Special stairs are always placed on a random empty tile.&lt;br /&gt;
&lt;br /&gt;
Special level pairs are chosen randomly - exactly one from each pair appears per game.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Depth'''&lt;br /&gt;
|-&lt;br /&gt;
|Hell's Arena&lt;br /&gt;
|2 (Phobos 2)&lt;br /&gt;
|-&lt;br /&gt;
|The Chained Court&lt;br /&gt;
|5 (Phobos 5)&lt;br /&gt;
|-&lt;br /&gt;
|Phobos Lab/Military Base&lt;br /&gt;
|7 (Phobos 7)&lt;br /&gt;
|-&lt;br /&gt;
|Hell's Armory/Deimos Lab&lt;br /&gt;
|9 (Deimos 1)&lt;br /&gt;
|-&lt;br /&gt;
|The Wall/Containment Area&lt;br /&gt;
|11 (Deimos 3)&lt;br /&gt;
|-&lt;br /&gt;
|City of Skulls/Abyssal Plains&lt;br /&gt;
|12 (Deimos 4)&lt;br /&gt;
|-&lt;br /&gt;
|Spider's Lair/Halls of Carnage&lt;br /&gt;
|14 (Deimos 6)&lt;br /&gt;
|-&lt;br /&gt;
|Unholy Cathedral&lt;br /&gt;
|17 (Hell 1)&lt;br /&gt;
|-&lt;br /&gt;
|The Vaults&lt;br /&gt;
|19 (Hell 3)&lt;br /&gt;
|-&lt;br /&gt;
|The Mortuary/Limbo&lt;br /&gt;
|20 (Hell 4)&lt;br /&gt;
|-&lt;br /&gt;
|The Lava Pits/Mt. Erebus&lt;br /&gt;
|22 (Hell 6)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Triggerhappy</id>
		<title>Strategy:Triggerhappy</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Triggerhappy"/>
				<updated>2013-10-14T21:08:04Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
Triggerhappy&lt;br /&gt;
&lt;br /&gt;
This trait requires 2 levels of Son of a Bitch to be completed.&lt;br /&gt;
&lt;br /&gt;
Triggerhappy is one of those traits that looks good on paper, but in practice is situational. For each level of Triggerhappy one levels up in (a max of 2x), when firing a rapid-fire weapon, an additional bullet/cell is fired and dealt damage the same way as the rest of the weapon (note that Triggerhappy does not show up on a weapon's damage counter).&lt;br /&gt;
&lt;br /&gt;
An additional round does help in a rapid-fire build, as enemies such as demons, hell knights, barons, and the VMR enemies will be much more likely to be taken down in a single volley. Unfortunately, your ammo will be eaten up SO much faster with Triggerhappy.&lt;br /&gt;
&lt;br /&gt;
This trait is a requirement for a few rapid-fire master builds, such as Cateye or Ammochain.&lt;br /&gt;
&lt;br /&gt;
Ammochain's use of Triggerhappy basically nullifies many of Triggerhappy's drawbacks. Cateye uses Triggerhappy to your advantage by almost ensuring that every round will strike its mark.&lt;br /&gt;
&lt;br /&gt;
Bottom line? Triggerhappy is a trait to level up in if you're looking for a masterless rapid-fire build (make sure you have buttloads of ammo) or a Master rapid-fire build. Null on any other build.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 21:32, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Badass</id>
		<title>Strategy:Badass</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Badass"/>
				<updated>2013-10-14T21:07:29Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
===0.9.9.4===&lt;br /&gt;
&lt;br /&gt;
Badass was a 1 level trait. Leveling up in this trait stopped health degradation from happening if one's HP was above 100%. Also cut knockback by half.&lt;br /&gt;
&lt;br /&gt;
===0.9.9.5===&lt;br /&gt;
&lt;br /&gt;
Same as 0.9.9.4&lt;br /&gt;
&lt;br /&gt;
===0.9.9.6===&lt;br /&gt;
&lt;br /&gt;
See below&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
Badass&lt;br /&gt;
&lt;br /&gt;
Badass is a 2 level trait, the first level up cutting health degradation by half and cutting knockback by 1 tile. The second level up eliminates health degradation and furthers knockback reduction.&lt;br /&gt;
&lt;br /&gt;
Badass is a basic trait for Marines and an advanced trait for the Scout and Technician. Several melee master builds require at least one level in Badass to be completed.&lt;br /&gt;
&lt;br /&gt;
This trait is again, situational. While a complete elimination of health degradation and 2 tiles less of knockback may sound great, they may not be so. Health degradation should NOT affect one's playing too greatly. If it does, it is a definite sign to change your tactics as you are relying too heavily on healing globes and you probably have a &amp;quot;run and gun&amp;quot; style play. Knockback can actually be your friend. While it is annoying to be pushed back by shotgun blasts and such, one should use the extra space gained to his advantage. One can then move away further and duck behind some cover or blind and have some recovery time.&lt;br /&gt;
&lt;br /&gt;
Badass is a trait that was created in such a way that it would benefit the melee builds the most. Reduced knockback with a melee build will make it infinitely easier to approach sergeants and rocket-wielding enemies.&lt;br /&gt;
&lt;br /&gt;
Bottom line? Badass should be leveled up if one wants to, or if they are aiming for a melee build.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 21:51, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Whizkid</id>
		<title>Strategy:Whizkid</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Whizkid"/>
				<updated>2013-10-14T21:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Whizkid===&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Whizkid&lt;br /&gt;
&lt;br /&gt;
Whizkid is an advanced trait that helps in situational dilemmas.&lt;br /&gt;
This is a great trait to have, especially the two levels in it, if you can spare the two levels of Finesse required to get it.&lt;br /&gt;
&lt;br /&gt;
Whizkid allows one to build advanced and master assemblies out of weapons, armor, and boots. Furthermore, it allows one to just slap on mods to any old weapon/armor/boots just 'cuz it looks and performs cool. Even more, completing the 2 levels of Whizkid BEFORE any assembly is finished will allow one to put one additional mod onto the completed assembly, whether it be a basic, advanced or master assembly.&lt;br /&gt;
&lt;br /&gt;
Technicians can exploit the two levels of Whizkid to put on certain mods to certain weapons/armor/boots that normally would not accept any mods before. In addition, the Scavenger trait allows a Technician to &amp;quot;unload&amp;quot; an empty assembled/modded/exotic/unique non-melee weapon and produce a random mod pack, anything from the measly technical mod pack to the worshiped onyx and nano mod packs.&lt;br /&gt;
&lt;br /&gt;
Bottom line? Whizkid is a great &amp;quot;secondary&amp;quot; build to have. Invest in Whizkid whenever you can, and you won't be disappointed.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 21:22, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Intuition</id>
		<title>Strategy:Intuition</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Intuition"/>
				<updated>2013-10-14T21:06:33Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
== Main Guide (v0.9.9.4 ) ==&lt;br /&gt;
&lt;br /&gt;
=== Version Changes (v0.9.9.5) ===&lt;br /&gt;
&lt;br /&gt;
Nothing significant to the trait itself.&lt;br /&gt;
&lt;br /&gt;
=== General Tactics ===&lt;br /&gt;
&lt;br /&gt;
Base strategy was posted by [[User:theduck101|theduck101]] 8:41, November 15 2011 (GMT).&lt;br /&gt;
&lt;br /&gt;
__Forewarned is forearmed__&lt;br /&gt;
&lt;br /&gt;
The Intuition trait (also known by its abbreviation, Int) allows you to 'sense' information about the level you're on - Int1 reveals the location of powerups and Int2 reveals enemy positions as purple asterisks within an area with a radius 3 squares bigger than your vision area whether or not you have a clear line of sight. A further advantage is that levers are labeled - with Int1 levers effects are described as beneficial/dangerous and with Int2 lever effects are explicitly stated. The first level of Intuition is useful but not overly powerful - knowing where the powerups on a level are can be convenient especially in low-health situations. The real benefit of Intuition comes from Int2 when you become a skilled demon hunter. &lt;br /&gt;
*The first level in intuition is okay, but once chosen you might as well plan to take the second level.  Being able to see what powerups are on the level and where they are is certainly nice, letting you know how much healing you can expect, or if there is a tracking map that you can get early in the level, or maybe even if there's an invulnerability glove.  Knowing whether levers are beneficial or dangerous can also be useful, but be aware that exploding barrels is considered a neutral lever type despite the potential danger. [[User:Matt_S|Matt_S]] 5:22, November 10 2011 (GMT)&lt;br /&gt;
*In particular, the monster-sensing ability of Int2 reveals the position of enemies out of vision within a radius of your own sight +3. As there are only two enemies that have a vision advantage over you (excepting rare line-of-sight bugs), you can prepare yourself to be in the most favored situation. This means no more nasty surprises after opening doors or getting around a corner, finding cover and corner-shooting the enemy before it detects you, and generally shooting before your enemy does. [[User:AlterAsc|AlterAsc]] 16:31, November 15 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
==== Basics ====&lt;br /&gt;
&lt;br /&gt;
Intuition is a gamble on tactics. Instead of fire power, defense, or speed, Intuition offers the chance to ambush your enemies. To get the most out of Intuition you need to think like a sniper - running, hiding and distance are the key elements to a successful game.  It's useful to think of Intuition as a tactical booster: all the tricks you would use in a normal game become more powerful when you're informed of the enemies position. Intuition changes your game style rather than effecting any variable within the game. A Scout with Int2 and a starting Scout with Int1 do exactly the same amount of damage and have the same active and passive defensive resources. However, the Int2 Scout will have the ability to ambush the enemy, avoid dangerous situations and conserve more ammunition. &lt;br /&gt;
&lt;br /&gt;
Consider this setup:&lt;br /&gt;
&lt;br /&gt;
 ###@##########&lt;br /&gt;
 ............*.&lt;br /&gt;
 ############## &lt;br /&gt;
&lt;br /&gt;
This is a standard game scenario. The Intuition advantage is that we've set things up to be optimal: we've waited for our asterisk to move some distance from the door and we can now take several shots before the asterisk (whatever it is - if you listen carefully you can usually get a good idea of what you're up against) can gain ground on us. Most enemies won't survive the trip to visual range and you'll notch up an easy kill. This is especially important in harder difficulties where late game enemies show up before you have the traits/weapons to bring them down easily. &lt;br /&gt;
&lt;br /&gt;
Intuition also makes setting traps more effective - in this scenario we've waited for our asterisks to move too close to the barrel:&lt;br /&gt;
&lt;br /&gt;
 #........................#  &lt;br /&gt;
 #.................**.....#&lt;br /&gt;
 #@**X.............0.*..../&lt;br /&gt;
 #........................#&lt;br /&gt;
&lt;br /&gt;
==== Other Uses ====&lt;br /&gt;
&lt;br /&gt;
I find it's best to stick close to doors/cover when sniping a large number of enemies - you never know when something unpleasant is lurking among a horde of formers - being able to duck out of sight when a [[hell knight]] or [[baron]] shows up prevents unnecessary injuries, foul language and broken computer screens. Of course this is good advice in general - Int2 just helps with timing exactly *when* to duck. In fact being able to find advantageous positions is one of the strong points of Intuition - shoot through doors, blow up walls - do whatever you can to make sure you have a clear shot from a distance while the enemy does not. Maneuvering around to flank enemies is much easier when you know where they are. Since positional play is so important in DoomRL it's useful to explore the empty rooms of a new level first. A line of asterisks usually means there's a wall between you and the enemy - explore the surrounding rooms first to get a good idea of what is where on the level. If things go wrong running into an explored area rather than an unexplored one is generally preferable.&lt;br /&gt;
*There are also some less-considered possibilities involving Intuition:&lt;br /&gt;
*:Pillar Dance: Ring-a-ring-a-rosy, KABOOM, daemon fell down.You'll know if you're faster than your enemy and when to shoot. If you'reslower in a pillar or corner dance, hit run and see if you are faster then. Ifyou're already faster, abuse cover and leading monsters by the nose all youcan.&lt;br /&gt;
*:Diving: Screw the level, there's nothing on it and you needlife. Just avoid every enemy you can, find the stairs as fast as you can, andbug out to the next level. Really easy to do with the scout class. It mightseem wussy, it might destroy your 100% kill rating, but so does being dead on alevel that you only killed 2 enemies on. Run and dive is often the best option. [[User:Sambojin|Sambojin]] 0:33, November 16, 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
Playing Int2 gives you a chance to get a feel for the enemy AI. Do the Arena a few times to see the movement patterns of Lost Souls, Demons, Cacodemons, Hell Knights and Barons. The information will come in useful in future games even if you decide not to use Intuition regularly. And if you do decide to include it in your bag of tricks knowing AI patterns can help identify enemies. A doomguy with Int2 is a like an African tracker - he listens to the sounds around him and follows the signs of the bush. The DoomRL equivalent is hitting the wait button and watching the asterisks. Hyperactive asterisks, for example, tend to be Cacodemons or Archnotrons. It's not an exact science but can help prioritise targets. &lt;br /&gt;
*The amount of versatility in your attack and defense Int2 gives you is not to be underestimated. Often you can just check up on what enemies do when they're not hunting you. It gives you an idea for how they move in their idle states, as well as the various tendencies during combat (that may be missed when running away). How long does it take for a baron to ignore you after you've shot them? Int(2) will provide you this answer and many more. Intuition helps build the intuition you can use in any build, without having to gain the wisdom that you would otherwise require to play well. [[User:Sambojin|Sambojin]] 0:33, November 16, 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
Somewhat counter-intuitively you still want to use radar shooting even if you have Int2. Int2 increases your vision range by 3 (albeit hazily) but you can never have enough information about what you might be facing. Int2 makes radar shooting more effective because it can provide clues as to the best direction to shoot in.&lt;br /&gt;
*Yes, you have an actual radar. You already know when you'll hear a sound when you shoot, so get shooting. It's not quite perfect (there will sometimes be a wall between you and your enemy) and there is a 50% miss chance for every square you can't see that you shoot into (except with shotguns, which is 100% depending on the range). But every shot does a minimum of 1 damage in DoomRL. Fifty shells might seem excessive to knock down an enemy or two, but if it means fifty more shells, some life and two less enemies as the reward then it can be worth it. [[User:Sambojin|Sambojin]] 0:33, November 16, 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
On later levels Intuition can help reveal the whereabouts of Arch-viles - if you hear an Arch-vile on a level watch out for asterisks appearing in an area you cleared - the Arch-vile(s) will be in the vicinity. Time to ready the BFG/rocket launcher.&lt;br /&gt;
*In general, you can not only tell when you are approaching enemies, but also when there are enemies on the other side of a wall or door.  The only thing you can't tell is what type of enemy it is, but listening for monster sounds can let you know that. [[User:Matt_S|Matt_S]] 5:22, November 10 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
One of the most successful uses of Intuition on high-level play can be called zerk/invuln &amp;quot;bouncing&amp;quot;. This involves seeing if there are enough dark red and white power-ups that are close enough together at the start of the level to essentially run through the level with berserk/invulnerability mode going the entire time. Between berserk's resistance and speed boost, the unequivocal invulnerability by its respective globe, and constant health/run boosts, you can often run through a level or two where you'll never see anything but a red or white screen. There's also the reverse of this strategy, where you'll know that you have a couple of these powerups close by each other and choose to wait until the end of the level to use them. This is especially good for the Scout class, as youknow the location of the stairs from the beginning of the level as well. [[User:Sambojin|Sambojin]] 0:33, November 16, 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
In my experience the biggest problem with an Intuition build is overconfidence. Int2 is very powerful on early levels and I find it easy to lose concentration as I descend. A typical mistake I make (too often for comfort) is to move through an area devoid of asterisks only to walk straight into a difficult situation because I wasn't paying attention. Remember - it's not paranoia if they really _are_ out to get you! &lt;br /&gt;
&lt;br /&gt;
=== Trait Usage ===&lt;br /&gt;
Intuition is an advanced trait for Marines and Technicians and a Basic trait for Scouts. Therefore the simplest class for an Intuition game is the Scout. Take Int1 as your starting trait and then take Int2 the first time you level up. Because of the need for accuracy over a distance it's usually beneficial to take a level in Eagle Eye if you're playing as a Scout.&lt;br /&gt;
*Intuition as a Scout is even more significant when playing Angel of Max Carnage – your to-hit bonus is already huge so taking EE is a waste and it compensates for shooting in the dark. Marines don’t have many possibilities – only [[Survivalist]] doesn't block EE. Technicians require Int1 for [[Scavenger]] and, since [[Sharpshooter]] requires EE3, you can take it immediately after snagging the master trait. [[Entrenchment]] does not block it, either, so it's another possible choice. [[User:AlterAsc|AlterAsc]] 16:31, November 15 2011 (GMT)&lt;br /&gt;
*Scouts also have the master trait [[Cateye]] that requires the first level of intuition, and Cateye works well with the second level of intuition. [[User:Matt_S|Matt_S]] 5:22, November 10 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== Special Levels ===&lt;br /&gt;
If you're playing a Scout Intuition game then you should always do the Arena. By the time you get there you'll have Int2 and if you play carefully and have a bit of luck with enemy spawns you should have a much easier time than normal. In fact if you haven't managed a Hell Arena Key (finishing the Arena without taking any damage) an Int2 Scout playing Angel of Max Carnage practically guarantees one unless you're *really* unlucky with enemy spawns.&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Dodgemaster</id>
		<title>Strategy:Dodgemaster</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Dodgemaster"/>
				<updated>2013-10-14T21:06:02Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Dodgemaster==&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
No significant changes made.&lt;br /&gt;
&lt;br /&gt;
Dodgemaster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This trait is a great one to invest in, depending on several factors. For some builds, it may not be economical to take the two Hellrunner traits, or it may even block the master build you're aiming for. But if you can, consider leveling in Dodgemaster for several reasons.&lt;br /&gt;
&lt;br /&gt;
By the time you can choose Dodgemaster as an advanced trait, you're moving 15% faster than your base character did. In addition, you are able to dodge with nearly 40% more confidence than the base character. By choosing Dodgemaster, you have essentially become immune to the Cyberdemon and his formidable rockets. Any projectile you attempt to dodge will always miss you 100% of the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paired with a master build, Dodgemaster can greatly increase your chance of success. Dodgemaster + any pistol build will make the duel with the Cyberdemon and other big enemies infinitely easier.&lt;br /&gt;
&lt;br /&gt;
Bottom line? Dodgemaster is often overlooked as a useful advanced trait. Perfect for nearly any master build, and a must in every masterless build. Have fun!&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:53, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Berserker</id>
		<title>Strategy:Berserker</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Berserker"/>
				<updated>2013-10-14T21:03:51Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Berserker's second ability is probably the most underrated one. The 10 hp rule is in place for the sake of (Arch)Angel of Humanity - you won't notice this effect in regular games unless you have used the Trigun/Azrael's Scythe extensively.&lt;br /&gt;
&lt;br /&gt;
From the traits page, you can see that the effect gives you 20 turns of berserk when you're hit by a single source of damage that's equal to 1/3 or more of your max hp - sorry, no arachnotrons sending you berserk. However, there's a few mechanics that arn't specified there that really make this useful.&lt;br /&gt;
&lt;br /&gt;
First of all, it's 1/3 of your hpMAX floored - so if you're playing as a scout/technician, this means that you need to be hit for 16 or more damage. If you're playing as a marine, you need to be hit for 20 or more damage. If you're playing as a marine with Iro 3, you need to be hit by a whopping damage. Keep this in mind when selecting your traits/class - what this means is that essentially you could get a free berserk every time the [[Cyberdemon]] or [[Angel of Death]] melee you when playing as a scout/technician&lt;br /&gt;
&lt;br /&gt;
Secondly, the damage needed to send you berserk is rolled for before taking your protection and resistances into account - hence if you had no points in Iro but wore fireproof red armor, a [[Revenant]] rocket could send you berserk despite doing very little damage. This also means that a cyberdemon rocket could send you berserk despite having the Inquisitor's set equipped. &lt;br /&gt;
&lt;br /&gt;
Lastly, the berserk effect is activated before damage calculation. This means that you gain an additional 60% resistance to everything in addition to the effects of your equipped armor and traits - meaning the Revenant rocket in the previous example could berserk you with as little as 1 damage done to you.&lt;br /&gt;
&lt;br /&gt;
Might want to think twice about running away from that Cyberdemon now, right? [[User:Aki|Aki]] ([[User talk:Aki|talk]]) 03:51, 5 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Traits</id>
		<title>Strategy:Traits</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Traits"/>
				<updated>2013-10-14T21:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: /* Advanced Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant primarily as a listing for the specific strategy pages for each individual trait. However, it is also a place to discuss and explain trait-building in general. This should be categorized by trait type (basic, advanced, or master, or specifically a master type), or can be included in a unique section dedicated to the strategy of all traits in general.&lt;br /&gt;
&lt;br /&gt;
== Basic Traits ==&lt;br /&gt;
These are traits that one can level up in all the time. Some block certain [[Strategy:Traits#Master_Traits|Master builds]] and some Master builds block these.&lt;br /&gt;
&lt;br /&gt;
*[[Strategy:Ironman|Ironman]]&lt;br /&gt;
*[[Strategy:Finesse|Finesse]]&lt;br /&gt;
*[[Strategy:Hellrunner|Hellrunner]]&lt;br /&gt;
*[[Strategy:Tough as nails|Tough as nails]]&lt;br /&gt;
*[[Strategy:Son of a bitch|Son of a bitch]]&lt;br /&gt;
*[[Strategy:Son of a gun|Son of a gun]]&lt;br /&gt;
*[[Strategy:Reloader|Reloader]]&lt;br /&gt;
*[[Strategy:Eagle Eye|Eagle Eye]]&lt;br /&gt;
*[[Strategy:Brute|Brute]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Traits ==&lt;br /&gt;
These traits can be accessed by leveling up in certain [[Strategy:Traits#Basic_Traits|Basic traits]]. Each [[Classes|class]] has one Advanced Trait available to level in permanently. Some Advanced traits block certain [[Strategy:Traits#Master_Traits|Master builds]] and some Master builds block these.&lt;br /&gt;
&lt;br /&gt;
*[[Strategy:Juggler|Juggler]]&lt;br /&gt;
*[[Strategy:Berserker|Berserker]]&lt;br /&gt;
*[[Strategy:Dualgunner|Dualgunner]]&lt;br /&gt;
*[[Strategy:Dodgemaster|Dodgemaster]]&lt;br /&gt;
*[[Strategy:Intuition|Intuition]]&lt;br /&gt;
*[[Strategy:Whizkid|Whizkid]]&lt;br /&gt;
*[[Strategy:Badass|Badass]]&lt;br /&gt;
*[[Strategy:Shottyman|Shottyman]]&lt;br /&gt;
*[[Strategy:Triggerhappy|Triggerhappy]]&lt;br /&gt;
&lt;br /&gt;
== Master Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Melee Masters ===&lt;br /&gt;
*[[Strategy:Blademaster|Blademaster]]&lt;br /&gt;
*[[Strategy:Vampyre|Vampyre]]&lt;br /&gt;
*[[Strategy:Malicious Blades|Malicious Blades]]&lt;br /&gt;
&lt;br /&gt;
=== Pistol Masters ===&lt;br /&gt;
*[[Strategy:Bullet Dance|Bullet Dance]]&lt;br /&gt;
*[[Strategy:Gun Kata|Gun Kata]]&lt;br /&gt;
*[[Strategy:Sharpshooter|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
=== Shotgun Masters ===&lt;br /&gt;
*[[Strategy:Army of the Dead|Army of the Dead]]&lt;br /&gt;
*[[Strategy:Shottyhead|Shottyhead]]&lt;br /&gt;
*[[Strategy:Fireangel|Fireangel]]&lt;br /&gt;
&lt;br /&gt;
=== Burst Masters ===&lt;br /&gt;
*[[Strategy:Ammochain|Ammochain]]&lt;br /&gt;
*[[Strategy:Cateye|Cateye]]&lt;br /&gt;
*[[Strategy:Entrenchment|Entrenchment]]&lt;br /&gt;
&lt;br /&gt;
=== General Masters ===&lt;br /&gt;
*[[Strategy:Survivalist|Survivalist]]&lt;br /&gt;
*[[Strategy:Gunrunner|Gunrunner]]&lt;br /&gt;
*[[Strategy:Scavenger|Scavenger]]&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Traits</id>
		<title>Strategy:Traits</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Traits"/>
				<updated>2013-10-14T21:01:54Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: /* Advanced Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant primarily as a listing for the specific strategy pages for each individual trait. However, it is also a place to discuss and explain trait-building in general. This should be categorized by trait type (basic, advanced, or master, or specifically a master type), or can be included in a unique section dedicated to the strategy of all traits in general.&lt;br /&gt;
&lt;br /&gt;
== Basic Traits ==&lt;br /&gt;
These are traits that one can level up in all the time. Some block certain [[Strategy:Traits#Master_Traits|Master builds]] and some Master builds block these.&lt;br /&gt;
&lt;br /&gt;
*[[Strategy:Ironman|Ironman]]&lt;br /&gt;
*[[Strategy:Finesse|Finesse]]&lt;br /&gt;
*[[Strategy:Hellrunner|Hellrunner]]&lt;br /&gt;
*[[Strategy:Tough as nails|Tough as nails]]&lt;br /&gt;
*[[Strategy:Son of a bitch|Son of a bitch]]&lt;br /&gt;
*[[Strategy:Son of a gun|Son of a gun]]&lt;br /&gt;
*[[Strategy:Reloader|Reloader]]&lt;br /&gt;
*[[Strategy:Eagle Eye|Eagle Eye]]&lt;br /&gt;
*[[Strategy:Brute|Brute]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Traits ==&lt;br /&gt;
These traits can be accessed by leveling up in certain [[Strategy:Traits#Basic_Traits|Basic traits]]. Each [[Class|class]] has one Advanced Trait available to level in permanently. Some Advanced traits block certain [[Strategy:Traits#Master_Traits|Master builds]] and some Master builds block these.&lt;br /&gt;
&lt;br /&gt;
*[[Strategy:Juggler|Juggler]]&lt;br /&gt;
*[[Strategy:Berserker|Berserker]]&lt;br /&gt;
*[[Strategy:Dualgunner|Dualgunner]]&lt;br /&gt;
*[[Strategy:Dodgemaster|Dodgemaster]]&lt;br /&gt;
*[[Strategy:Intuition|Intuition]]&lt;br /&gt;
*[[Strategy:Whizkid|Whizkid]]&lt;br /&gt;
*[[Strategy:Badass|Badass]]&lt;br /&gt;
*[[Strategy:Shottyman|Shottyman]]&lt;br /&gt;
*[[Strategy:Triggerhappy|Triggerhappy]]&lt;br /&gt;
&lt;br /&gt;
== Master Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Melee Masters ===&lt;br /&gt;
*[[Strategy:Blademaster|Blademaster]]&lt;br /&gt;
*[[Strategy:Vampyre|Vampyre]]&lt;br /&gt;
*[[Strategy:Malicious Blades|Malicious Blades]]&lt;br /&gt;
&lt;br /&gt;
=== Pistol Masters ===&lt;br /&gt;
*[[Strategy:Bullet Dance|Bullet Dance]]&lt;br /&gt;
*[[Strategy:Gun Kata|Gun Kata]]&lt;br /&gt;
*[[Strategy:Sharpshooter|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
=== Shotgun Masters ===&lt;br /&gt;
*[[Strategy:Army of the Dead|Army of the Dead]]&lt;br /&gt;
*[[Strategy:Shottyhead|Shottyhead]]&lt;br /&gt;
*[[Strategy:Fireangel|Fireangel]]&lt;br /&gt;
&lt;br /&gt;
=== Burst Masters ===&lt;br /&gt;
*[[Strategy:Ammochain|Ammochain]]&lt;br /&gt;
*[[Strategy:Cateye|Cateye]]&lt;br /&gt;
*[[Strategy:Entrenchment|Entrenchment]]&lt;br /&gt;
&lt;br /&gt;
=== General Masters ===&lt;br /&gt;
*[[Strategy:Survivalist|Survivalist]]&lt;br /&gt;
*[[Strategy:Gunrunner|Gunrunner]]&lt;br /&gt;
*[[Strategy:Scavenger|Scavenger]]&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Traits</id>
		<title>Strategy:Traits</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Traits"/>
				<updated>2013-10-14T20:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: /* Basic Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant primarily as a listing for the specific strategy pages for each individual trait. However, it is also a place to discuss and explain trait-building in general. This should be categorized by trait type (basic, advanced, or master, or specifically a master type), or can be included in a unique section dedicated to the strategy of all traits in general.&lt;br /&gt;
&lt;br /&gt;
== Basic Traits ==&lt;br /&gt;
These are traits that one can level up in all the time. Some block certain [[Strategy:Traits#Master_Traits|Master builds]] and some Master builds block these.&lt;br /&gt;
&lt;br /&gt;
*[[Strategy:Ironman|Ironman]]&lt;br /&gt;
*[[Strategy:Finesse|Finesse]]&lt;br /&gt;
*[[Strategy:Hellrunner|Hellrunner]]&lt;br /&gt;
*[[Strategy:Tough as nails|Tough as nails]]&lt;br /&gt;
*[[Strategy:Son of a bitch|Son of a bitch]]&lt;br /&gt;
*[[Strategy:Son of a gun|Son of a gun]]&lt;br /&gt;
*[[Strategy:Reloader|Reloader]]&lt;br /&gt;
*[[Strategy:Eagle Eye|Eagle Eye]]&lt;br /&gt;
*[[Strategy:Brute|Brute]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Traits ==&lt;br /&gt;
*[[Strategy:Juggler|Juggler]]&lt;br /&gt;
*[[Strategy:Berserker|Berserker]]&lt;br /&gt;
*[[Strategy:Dualgunner|Dualgunner]]&lt;br /&gt;
*[[Strategy:Dodgemaster|Dodgemaster]]&lt;br /&gt;
*[[Strategy:Intuition|Intuition]]&lt;br /&gt;
*[[Strategy:Whizkid|Whizkid]]&lt;br /&gt;
*[[Strategy:Badass|Badass]]&lt;br /&gt;
*[[Strategy:Shottyman|Shottyman]]&lt;br /&gt;
*[[Strategy:Triggerhappy|Triggerhappy]]&lt;br /&gt;
&lt;br /&gt;
== Master Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Melee Masters ===&lt;br /&gt;
*[[Strategy:Blademaster|Blademaster]]&lt;br /&gt;
*[[Strategy:Vampyre|Vampyre]]&lt;br /&gt;
*[[Strategy:Malicious Blades|Malicious Blades]]&lt;br /&gt;
&lt;br /&gt;
=== Pistol Masters ===&lt;br /&gt;
*[[Strategy:Bullet Dance|Bullet Dance]]&lt;br /&gt;
*[[Strategy:Gun Kata|Gun Kata]]&lt;br /&gt;
*[[Strategy:Sharpshooter|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
=== Shotgun Masters ===&lt;br /&gt;
*[[Strategy:Army of the Dead|Army of the Dead]]&lt;br /&gt;
*[[Strategy:Shottyhead|Shottyhead]]&lt;br /&gt;
*[[Strategy:Fireangel|Fireangel]]&lt;br /&gt;
&lt;br /&gt;
=== Burst Masters ===&lt;br /&gt;
*[[Strategy:Ammochain|Ammochain]]&lt;br /&gt;
*[[Strategy:Cateye|Cateye]]&lt;br /&gt;
*[[Strategy:Entrenchment|Entrenchment]]&lt;br /&gt;
&lt;br /&gt;
=== General Masters ===&lt;br /&gt;
*[[Strategy:Survivalist|Survivalist]]&lt;br /&gt;
*[[Strategy:Gunrunner|Gunrunner]]&lt;br /&gt;
*[[Strategy:Scavenger|Scavenger]]&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Traits</id>
		<title>Strategy:Traits</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Traits"/>
				<updated>2013-10-14T20:58:31Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: /* Basic Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant primarily as a listing for the specific strategy pages for each individual trait. However, it is also a place to discuss and explain trait-building in general. This should be categorized by trait type (basic, advanced, or master, or specifically a master type), or can be included in a unique section dedicated to the strategy of all traits in general.&lt;br /&gt;
&lt;br /&gt;
== Basic Traits ==&lt;br /&gt;
These are traits that one can level up in all the time. Some block certain [[Strategy:Master Traits|Master builds]] and some Master builds block these.&lt;br /&gt;
&lt;br /&gt;
*[[Strategy:Ironman|Ironman]]&lt;br /&gt;
*[[Strategy:Finesse|Finesse]]&lt;br /&gt;
*[[Strategy:Hellrunner|Hellrunner]]&lt;br /&gt;
*[[Strategy:Tough as nails|Tough as nails]]&lt;br /&gt;
*[[Strategy:Son of a bitch|Son of a bitch]]&lt;br /&gt;
*[[Strategy:Son of a gun|Son of a gun]]&lt;br /&gt;
*[[Strategy:Reloader|Reloader]]&lt;br /&gt;
*[[Strategy:Eagle Eye|Eagle Eye]]&lt;br /&gt;
*[[Strategy:Brute|Brute]]&lt;br /&gt;
&lt;br /&gt;
== Advanced Traits ==&lt;br /&gt;
*[[Strategy:Juggler|Juggler]]&lt;br /&gt;
*[[Strategy:Berserker|Berserker]]&lt;br /&gt;
*[[Strategy:Dualgunner|Dualgunner]]&lt;br /&gt;
*[[Strategy:Dodgemaster|Dodgemaster]]&lt;br /&gt;
*[[Strategy:Intuition|Intuition]]&lt;br /&gt;
*[[Strategy:Whizkid|Whizkid]]&lt;br /&gt;
*[[Strategy:Badass|Badass]]&lt;br /&gt;
*[[Strategy:Shottyman|Shottyman]]&lt;br /&gt;
*[[Strategy:Triggerhappy|Triggerhappy]]&lt;br /&gt;
&lt;br /&gt;
== Master Traits ==&lt;br /&gt;
&lt;br /&gt;
=== Melee Masters ===&lt;br /&gt;
*[[Strategy:Blademaster|Blademaster]]&lt;br /&gt;
*[[Strategy:Vampyre|Vampyre]]&lt;br /&gt;
*[[Strategy:Malicious Blades|Malicious Blades]]&lt;br /&gt;
&lt;br /&gt;
=== Pistol Masters ===&lt;br /&gt;
*[[Strategy:Bullet Dance|Bullet Dance]]&lt;br /&gt;
*[[Strategy:Gun Kata|Gun Kata]]&lt;br /&gt;
*[[Strategy:Sharpshooter|Sharpshooter]]&lt;br /&gt;
&lt;br /&gt;
=== Shotgun Masters ===&lt;br /&gt;
*[[Strategy:Army of the Dead|Army of the Dead]]&lt;br /&gt;
*[[Strategy:Shottyhead|Shottyhead]]&lt;br /&gt;
*[[Strategy:Fireangel|Fireangel]]&lt;br /&gt;
&lt;br /&gt;
=== Burst Masters ===&lt;br /&gt;
*[[Strategy:Ammochain|Ammochain]]&lt;br /&gt;
*[[Strategy:Cateye|Cateye]]&lt;br /&gt;
*[[Strategy:Entrenchment|Entrenchment]]&lt;br /&gt;
&lt;br /&gt;
=== General Masters ===&lt;br /&gt;
*[[Strategy:Survivalist|Survivalist]]&lt;br /&gt;
*[[Strategy:Gunrunner|Gunrunner]]&lt;br /&gt;
*[[Strategy:Scavenger|Scavenger]]&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Dodgemaster</id>
		<title>Strategy:Dodgemaster</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Dodgemaster"/>
				<updated>2013-10-14T20:53:35Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: I created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dodgemaster==&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
No significant changes made.&lt;br /&gt;
&lt;br /&gt;
Dodgemaster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This trait is a great one to invest in, depending on several factors. For some builds, it may not be economical to take the two Hellrunner traits, or it may even block the master build you're aiming for. But if you can, consider leveling in Dodgemaster for several reasons.&lt;br /&gt;
&lt;br /&gt;
By the time you can choose Dodgemaster as an advanced trait, you're moving 15% faster than your base character did. In addition, you are able to dodge with nearly 40% more confidence than the base character. By choosing Dodgemaster, you have essentially become immune to the Cyberdemon and his formidable rockets. Any projectile you attempt to dodge will always miss you 100% of the time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paired with a master build, Dodgemaster can greatly increase your chance of success. Dodgemaster + any pistol build will make the duel with the Cyberdemon and other big enemies infinitely easier.&lt;br /&gt;
&lt;br /&gt;
Bottom line? Dodgemaster is often overlooked as a useful advanced trait. Perfect for nearly any master build, and a must in every masterless build. Have fun!&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:53, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Dualgunner</id>
		<title>Strategy:Dualgunner</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Dualgunner"/>
				<updated>2013-10-14T20:46:19Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: I created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Dualgunner==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
No significant changes to the trait&lt;br /&gt;
&lt;br /&gt;
Dualgunner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This trait is the pistol-maniac's dream: the ability to use two pistols at once! This advanced trait requires two levels of Son of a Gun to be completed. Your current pistol and prepared pistol will now both be fired simultaneously for a total fire time of 120% the average of the two. They can be alt-reloaded simultaneously for again 120% the average reloading time. You can also instantly swap your two pistols around for quick access.&lt;br /&gt;
&lt;br /&gt;
A must for Angel of Marksmanship (unless you're looking for a '''[[Sharpshooter]]''' build). Using two pistols at once greatly increases damage done to any enemy, and paired with Dodgemaster, you can become quite formidable.&lt;br /&gt;
&lt;br /&gt;
I find Dualgunner to be most effective when using two different pistols, a powerful weapon in my prepared slot and a weapon with a preferably larger clip size in my hands. The reason being is that my guns will not run out of ammo at the same time. The bigger clip in my hands just makes it easier to keep shooting even though my prepared, more powerful weapon may be empty. Once the threat has ended, I can then reload as necessary.&lt;br /&gt;
&lt;br /&gt;
Bottom line? Dualgunner is a GREAT trait to have when working with pistols. As much as 2x+ the damage you'd normally deal, and an instaswap thrown into the mix. Nearly nullifies Juggler on almost any pistol build. One downside is the slightly increased fire time and it eats through ammo MUCH faster.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:46, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:The_Wall</id>
		<title>Strategy:The Wall</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:The_Wall"/>
				<updated>2013-10-14T20:32:42Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
== Main Guide (v0.9.9.4) ==&lt;br /&gt;
&lt;br /&gt;
=== Version Changes (v0.9.9.5) ===&lt;br /&gt;
&lt;br /&gt;
Nothing significant to the level itself.&lt;br /&gt;
&lt;br /&gt;
=== Version Changes (v0.9.9.6) ===&lt;br /&gt;
&lt;br /&gt;
Monster AI is a bit different, making the level harder. Enemies can now fire/attack around corners and out of sight. Last strategy will need to be reworked.&lt;br /&gt;
&lt;br /&gt;
=== Version Changes (v0.9.9.7) ===&lt;br /&gt;
&lt;br /&gt;
Same as 0.9.9.6. Now comes with its level twin, the Containment Area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Wall is no longer generated as a set level right before the Anomaly, so there is no guaranteed missile launcher to help with the Barons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== General Tactics ===&lt;br /&gt;
Base strategy posted by [[User:GinDiamond|GinDiamond]] 15:00, June 19 2012 (EST).&lt;br /&gt;
&lt;br /&gt;
The Wall can be very challenging if one does not understand the basic mechanics of monster movement, and the fact that walls can be destroyed with fire or plasma damage.&lt;br /&gt;
&lt;br /&gt;
To start the Wall, situate yourself about 7 tiles away from either of the far left corners of the Wall:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
...########7.................&lt;br /&gt;
...########.65...............&lt;br /&gt;
...########...4..............&lt;br /&gt;
...########....3.............&lt;br /&gt;
...########.....2@...........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, you have to use your rockets to blow a hole in the Wall (aprx. 8 rockets). Try to keep the number of &amp;quot;pockets&amp;quot; low, so enemies can't hide out in them. Better yet, use the splash from rocket explosions to make yourself a little 2-tile nook to duck behind when things get rough. Try to make a 3-tile wide hole that is even with the nook on your side:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
...######@...................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From here, use a shotgun (combat, tactical, double) to blow an enemy back if it comes too close. Tactical and double shotguns are best for it, normal would work too, but is not very reliable without points in SoB, Finess or Rel. Combat is actually not good for corner shooting, because of the way the narrower spread is calculated.  When an enemy is about 3 tiles from you (use the wait key), shoot them with a shotgun (or a rapid-fire weapon if you have the right traits):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
......BXX....................&lt;br /&gt;
...######@...................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
NOTE: Double shotguns, used this way, will easily take down a hell knight in three bangs.&lt;br /&gt;
&lt;br /&gt;
This way, the enemy will be blown backward, and you'll hit any other close-by enemies. However, if the enemy is right up next to you like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
........B....................&lt;br /&gt;
...######@...................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
then you're screwed, because if you use a shotgun, it will blow them backward diagonally and then when they retaliate, the splash will destroy your nook. Use a rapid-fire weapon or a strong melee weapon to take him down.&lt;br /&gt;
&lt;br /&gt;
If using rapid-fire, try to wait for an enemy to get in this position (you'll have to creep up out of your nook:)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
.........@...................&lt;br /&gt;
..B######....................&lt;br /&gt;
B..########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That way, you can use your rapid-fire weapon to pick them off without fear of enemy fire.&lt;br /&gt;
When the enemy creeps up to your level, duck behind your nook, reload, and then corner-shoot like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#############################&lt;br /&gt;
.............................&lt;br /&gt;
.............................&lt;br /&gt;
...BXXXXX....................&lt;br /&gt;
..B######@...................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
...########..................&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On higher difficulty, there are arch-viles resurrecting enemies. If you see it happening (corpses disappearing can be noticed even in grayed-out area), fire at the top border with rocket launcher - it will gib corpses, while preserving the Wall.&lt;br /&gt;
&lt;br /&gt;
Once all of the enemies are dead (16, I think), you can reap the rewards on the far side behind the Wall.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:32, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Former_human</id>
		<title>Strategy:Former human</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Former_human"/>
				<updated>2013-10-14T20:26:25Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
*Note: the methods described here can be extended for use on any former enemy.&lt;br /&gt;
&lt;br /&gt;
Former humans are the lowliest enemies you can find throughout the entire game. With a basic 2d4 pistol, 30x total 10mm ammo, and no armor protecting the measly 10HP, these nuisances can be taken down quickly and effectively.&lt;br /&gt;
&lt;br /&gt;
*Method 1&lt;br /&gt;
Point and Shoot&lt;br /&gt;
&lt;br /&gt;
Former Humans have a 50% hit chance of either their pistol or melee attacks. This allows one to sit there and attack the former human with any weapon and not fear a harsh retaliation. The Point and Shoot method involves one simply gunning down a former enemy whenever they decide to show themselves.&lt;br /&gt;
&lt;br /&gt;
Effectiveness rating: 85%&lt;br /&gt;
**Enemies may be wearing armor or have medkits.&lt;br /&gt;
&lt;br /&gt;
*Method 2&lt;br /&gt;
Giftdropping&lt;br /&gt;
&lt;br /&gt;
See '''[[Gift Dropping]]'''&lt;br /&gt;
&lt;br /&gt;
Effectiveness rating: 80%&lt;br /&gt;
**Although one of the safer ways do deal with former enemies, this method may not always work, especially with the new AI. The enemy may lose interest in you, or may move out of sight with the giftdropped object and &amp;quot;decide&amp;quot; to not pursue.&lt;br /&gt;
&lt;br /&gt;
*Method 3&lt;br /&gt;
Tactical Offense&lt;br /&gt;
&lt;br /&gt;
Tactical offense simply means luring and coaxing an enemy into a location where you can take it down with relative ease. To work this method on a former enemy, the ideal location would be to lure the enemy to a doorway or corner like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.@.......&lt;br /&gt;
#\#######&lt;br /&gt;
#........&lt;br /&gt;
#......h.&lt;br /&gt;
#........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One would first pop into the doorway to catch the enemy's attention. Once that is completed, you would jump back upwards and diagonally to the right, like so:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
..@......&lt;br /&gt;
#\#######&lt;br /&gt;
#.....h..&lt;br /&gt;
#........&lt;br /&gt;
#........&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then all you need to do is wait (by pressing the &amp;quot;.&amp;quot; key). You can further insure that this method will be more successful by dropping armor or a medkit on your side of the doorway to lure the monster in lest they have any doubts.&lt;br /&gt;
&lt;br /&gt;
Effectiveness rating: 95%&lt;br /&gt;
**One of the surest ways to get a damageless kill. Enemy may not see you or take the bait. Or worse yet, they may take a &amp;quot;backdoor&amp;quot; entrance to sneak up on you from behind.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:22, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Former_human</id>
		<title>Strategy:Former human</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Former_human"/>
				<updated>2013-10-14T20:22:24Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: I created this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
*Note: the methods described here can be extended for use on any former enemy.&lt;br /&gt;
&lt;br /&gt;
Former humans are the lowliest enemies you can find throughout the entire game. With a basic 2d4 pistol, 30x total 10mm ammo, and no armor protecting the measly 10HP, these nuisances can be taken down quickly and effectively.&lt;br /&gt;
&lt;br /&gt;
*Method 1&lt;br /&gt;
Point and Shoot&lt;br /&gt;
&lt;br /&gt;
Former Humans have a 50% hit chance of either their pistol or melee attacks. This allows one to sit there and attack the former human with any weapon and not fear a harsh retaliation. The Point and Shoot method involves one simply gunning down a former enemy whenever they decide to show themselves.&lt;br /&gt;
&lt;br /&gt;
Effectiveness rating: 85%&lt;br /&gt;
**Enemies may be wearing armor or have medkits.&lt;br /&gt;
&lt;br /&gt;
*Method 2&lt;br /&gt;
Giftdropping&lt;br /&gt;
&lt;br /&gt;
See '''[[Gift Dropping]]'''&lt;br /&gt;
&lt;br /&gt;
Effectiveness rating: 80%&lt;br /&gt;
**Although one of the safer ways do deal with former enemies, this method may not always work, especially with the new AI. The enemy may lose interest in you, or may move out of sight with the giftdropped object and &amp;quot;decide&amp;quot; to not pursue.&lt;br /&gt;
&lt;br /&gt;
*Method 3&lt;br /&gt;
Tactical Offense&lt;br /&gt;
&lt;br /&gt;
Tactical offense simply means luring and coaxing an enemy into a location where you can take it down with relative ease. To work this method on a former enemy, the ideal location would be to lure the enemy to a doorway or corner like this:&lt;br /&gt;
&lt;br /&gt;
[code]&lt;br /&gt;
.@.......&lt;br /&gt;
#\#######&lt;br /&gt;
#........&lt;br /&gt;
#......h.&lt;br /&gt;
#........&lt;br /&gt;
[/code]&lt;br /&gt;
&lt;br /&gt;
One would first pop into the doorway to catch the enemy's attention. Once that is completed, you would jump back upwards and diagonally to the right, like so:&lt;br /&gt;
&lt;br /&gt;
[code]&lt;br /&gt;
..@......&lt;br /&gt;
#\#######&lt;br /&gt;
#.....h..&lt;br /&gt;
#........&lt;br /&gt;
#........&lt;br /&gt;
[/code]&lt;br /&gt;
&lt;br /&gt;
Then all you need to do is wait (by pressing the &amp;quot;.&amp;quot; key). You can further insure that this method will be more successful by dropping armor or a medkit on your side of the doorway to lure the monster in lest they have any doubts.&lt;br /&gt;
&lt;br /&gt;
Effectiveness rating: 95%&lt;br /&gt;
**One of the surest ways to get a damageless kill. Enemy may not see you or take the bait. Or worse yet, they may take a &amp;quot;backdoor&amp;quot; entrance to sneak up on you from behind.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:22, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Former_human</id>
		<title>Strategy:Former human</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Former_human"/>
				<updated>2013-10-14T20:07:45Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
Former humans are the lowliest enemies you can find throughout the entire game. With a basic 2d4 pistol, 30x total 10mm ammo, and no armor protecting the measly 10HP, these nuisances can be taken down quickly and effectively.&lt;br /&gt;
&lt;br /&gt;
*Method 1&lt;br /&gt;
Point and Shoot&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Enemies</id>
		<title>Strategy:Enemies</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Enemies"/>
				<updated>2013-10-14T20:07:17Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
This page is meant primarily as a listing of the specific strategy pages for each individual [[Enemies|enemy]]. However, it is also a place to discuss and explain basic combat strategies in general.&lt;br /&gt;
&lt;br /&gt;
This should be categorized by enemy type ([[Enemies#Basic_Enemies|basic]], [[Enemies#Nightmare_Enemies|nightmare]], or [[Enemies#Bosses|bosses]]), or by a unique section dedicated to the combat strategy in general (e.g. crowds, one on one, open space, close quarters).&lt;br /&gt;
&lt;br /&gt;
===0.9.9.7===&lt;br /&gt;
&lt;br /&gt;
As of 0.9.9.7, a new updated enemy AI has changed many factors of gameplay that many veterans are not used to. Range-based attacks by former humans, sergeants, imps, and so on can now &amp;quot;go around&amp;quot; corners. In effect, the ranged enemies can corner-shoot you to an extent. Although repeated trials have shown that an enemy will not always corner-shoot you, do take extreme care.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Enemies ==&lt;br /&gt;
*[[Strategy:Former_human|Former human]]&lt;br /&gt;
*[[Strategy:Imp|Imp]]&lt;br /&gt;
*[[Strategy:Former_sergeant|Former sergeant]]&lt;br /&gt;
*[[Strategy:Demon|Demon]]&lt;br /&gt;
*[[Strategy:Former_captain|Former captain]]&lt;br /&gt;
*[[Strategy:Lost_soul|Lost soul]]&lt;br /&gt;
*[[Strategy:Hell_knight|Hell knight]]&lt;br /&gt;
*[[Strategy:Cacodemon|Cacodemon]]&lt;br /&gt;
*[[Strategy:Former_commando|Former commando]]&lt;br /&gt;
*[[Strategy:Pain_elemental|Pain elemental]]&lt;br /&gt;
*[[Strategy:Baron_of_hell|Baron of hell]]&lt;br /&gt;
*[[Strategy:Arachnotron|Arachnotron]]&lt;br /&gt;
*[[Strategy:Revenant|Revenant]]&lt;br /&gt;
*[[Strategy:Mancubus|Mancubus]]&lt;br /&gt;
*[[Strategy:Arch-vile|Arch-vile]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nightmare Enemies ==&lt;br /&gt;
*[[Strategy:Nightmare_imp|Nightmare imp]]&lt;br /&gt;
*[[Strategy:Nightmare_demon|Nightmare demon]]&lt;br /&gt;
*[[Strategy:Nightmare_cacodemon|Nightmare cacodemon]]&lt;br /&gt;
*[[Strategy:Nightmare_arachnotron|Nightmare arachnotron]]&lt;br /&gt;
*[[Strategy:Nighmare_arch-vile|Nightmare arch-vile]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bosses ==&lt;br /&gt;
*[[Strategy:Shambler|Shambler]]&lt;br /&gt;
*[[Strategy:Bruiser_brother|Bruiser brother]]&lt;br /&gt;
*[[Strategy:Agony_elemental|Agony elmental]]&lt;br /&gt;
*[[Strategy:Lava_elemental|Lava elemental]]&lt;br /&gt;
*[[Strategy:Angel_of_Death|Angel of Death]]&lt;br /&gt;
*[[Strategy:Arena_Master|Arena Master]]&lt;br /&gt;
*[[Strategy:Cyberdemon|Cyberdemon]]&lt;br /&gt;
*[[Strategy:Spider_Mastermind|Spider Mastermind]]&lt;br /&gt;
*[[Strategy:John_Carmack|JC]]&amp;lt;font color=&amp;quot;#FFFF50&amp;quot;&amp;gt;  (MAJOR SPOILERS!!!)&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Enemy Strategies ==&lt;br /&gt;
*[[Strategy:Groups]]&lt;br /&gt;
*[[Strategy:1v1]]&lt;br /&gt;
*[[Strategy:Open_spaces]]&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Achievements</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Achievements"/>
				<updated>2013-10-14T20:04:05Z</updated>
		
		<summary type="html">&lt;p&gt;GinDiamond: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Achievements are the stepping stones on one's quest to become the greatest DoomRL player. At first it is quite possible to gain achievements without realizing it, but as time passes players will begin to seek out specific achievements they find either possible or desirable. They are split into three major categories:&lt;br /&gt;
&lt;br /&gt;
*'''[[Ranks]]''' are titles that reflect the player's experience and ability in DoomRL.&lt;br /&gt;
*'''[[Badges]]''' are trophies that begin by granting you access to the entire game, then improve your rank to glorious heights.&lt;br /&gt;
*'''[[Medals]]''' are the &amp;quot;extra&amp;quot; achievements that, while less important than badges, still require a significant amount of effort to acquire.&lt;br /&gt;
*'''[[Angel of Confidence]]''' and '''[[Angel of Overconfidence]]''' can be exploited as of 0.9.9.7 via Dual-Angel games to achieve badges and medals that reward wins on some Angel challenges.&lt;br /&gt;
&lt;br /&gt;
==Victories==&lt;br /&gt;
DoomRL consists of descending floors, one by one, preparing for the final confrontation with the [[Spider Mastermind]]. If you manage to make it all the way to the [[Dis]], there are actually a few options when it comes to winning the game. They are as follows:&lt;br /&gt;
&lt;br /&gt;
*A '''partial victory''' is gained by using a [[thermonuclear bomb]] (or equivalent nuclear device) to destroy the Spider Mastermind, and you along with it. In terms of score, this isn't a very successful victory, but it still gets you badges and medals all the same.&lt;br /&gt;
*A '''standard victory''' is gained by killing the Mastermind by conventional means. This gets you normal points for your score.&lt;br /&gt;
*A '''full victory''' requires you to nuke Dis and survive by means of [[effects#Invulnerable|invulnerability]]. Then, descend into the [[Hell Fortress]] and encounter the true evil there. As it stands, there are three technical ways to finish a game via while in the Hell Fortress:&lt;br /&gt;
** If you die to the true evil or its minions, you are granted a standard victory but gain no badges or medals that require you to complete the game. (example: UAC badge series, Sunrise Iron Fist)&lt;br /&gt;
** If you nuke the true evil and die along with it, you are granted a full victory instead, but still will not gain badges or medals that require you to complete the game.&lt;br /&gt;
** If you kill the true evil by conventional means, or by nuking and surviving the explosion, you are granted the full victory along with any badges and medals you would expect to get.&lt;br /&gt;
&lt;br /&gt;
Winning the [[Angel of 100]] challenge produces a special message, but always counts as a standard victory.&lt;br /&gt;
&lt;br /&gt;
[[User:GinDiamond|GinDiamond]] ([[User talk:GinDiamond|talk]]) 22:04, 14 October 2013 (CEST)&lt;/div&gt;</summary>
		<author><name>GinDiamond</name></author>	</entry>

	</feed>