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		<updated>2026-05-28T05:42:23Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://drl.chaosforge.org/wiki/Talk:Bruiser_brother</id>
		<title>Talk:Bruiser brother</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Talk:Bruiser_brother"/>
				<updated>2012-01-31T22:01:19Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Created page with &amp;quot;==health==  As far as I know, this page was never changed to reflect the enemy's health change since the three-episode restructure. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==health==&lt;br /&gt;
&lt;br /&gt;
As far as I know, this page was never changed to reflect the enemy's health change since the three-episode restructure. [[User:GrimmC|GrimmC]] 23:01, 31 January 2012 (CET)&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Hell%27s_Arena</id>
		<title>Hell's Arena</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Hell%27s_Arena"/>
				<updated>2012-01-18T19:20:32Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: wrong abbreviation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Hell's Arena|&lt;br /&gt;
level_dlvl=2-3, 100% chance to appear|&lt;br /&gt;
level_intxt=&amp;quot;Welcome to Hell's Arena mortal!&amp;quot; &amp;quot;You are either very foolish, or very brave.&amp;quot; &amp;quot;Either way I like it!&amp;quot; &amp;quot;And so do the crowds!&amp;quot; Suddenly you hear screams everywhere! &amp;quot;Blood! Blood! BLOOD! The voice booms again: &amp;quot;Kill all enemies and I shall reward thee!&amp;quot;|&lt;br /&gt;
level_loottxt='''After winning the first round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Not bad mortal! For the weakling that you are, you show some determination.&amp;quot; You hear screams everywhere! &amp;quot;More Blood! More BLOOD!&amp;quot; The voice continues: &amp;quot;I can now let you go free, or you may try to complete the challenge!&amp;quot; &amp;quot;Do you want to continue the fight?&amp;quot; [y/n]&lt;br /&gt;
&lt;br /&gt;
'''After choosing to fight the second round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;I like it! Let the show go on!&amp;quot; You hear screams everywhere! &amp;quot;More Blood! More BLOOD!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''After winning the second round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Impressive mortal! Your determination to survive makes me excited!&amp;quot; You hear screams everywhere! &amp;quot;More Blood! More BLOOD!&amp;quot; &amp;quot;I can let you go now, and give you a small reward, or you can choose to fight the final challenge!&amp;quot; &amp;quot;Do you want to continue the fight?&amp;quot; [y/n]&lt;br /&gt;
&lt;br /&gt;
'''After choosing to fight the final round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Excellent! May the fight begin!!!&amp;quot; You hear screams everywhere! &amp;quot;Kill, Kill, KILL!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''After defeating all enemies:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Congratulations mortal! A pity you came to destroy us, for you would make a formidable hell warrior!&amp;quot; &amp;quot;I grant you the title of Hell's Arena Champion!&amp;quot; &amp;quot;And a promise is a promise... search the arena again...&amp;quot;|&lt;br /&gt;
level_outtxt=The voice laughs : &amp;quot;Flee mortal, flee! There's no hiding in hell!&amp;quot;|&lt;br /&gt;
level_itytd=First round: [[lost soul]] (x2), [[demon]] (x3)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x1)&lt;br /&gt;
&lt;br /&gt;
Third round: [[cacodemon]] (x2)|&lt;br /&gt;
level_hntr=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x1)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x2)&lt;br /&gt;
&lt;br /&gt;
Third round: [[cacodemon]] (x3)|&lt;br /&gt;
level_hmp=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x2)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x3)&lt;br /&gt;
&lt;br /&gt;
Third round: [[hell knight]] (x2)|&lt;br /&gt;
level_uv=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x3)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x4)&lt;br /&gt;
&lt;br /&gt;
Third round: [[baron of hell]] (x2)|&lt;br /&gt;
level_n=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x4)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x5)&lt;br /&gt;
&lt;br /&gt;
Third round: [[baron of hell]] (x2)|&lt;br /&gt;
level_loot=Winning the first round, then choosing not to continue: None&lt;br /&gt;
&lt;br /&gt;
Winning the first round, then choosing to continue: [[chaingun]]&lt;br /&gt;
&lt;br /&gt;
Winning the second round, then choosing not to continue: [[shotgun shell]] (3x8), [[small med-pack]], [[large med-pack]]&lt;br /&gt;
&lt;br /&gt;
Winning the second round, then choosing to continue: [[shotgun shell]] (4x8), [[10mm ammo]] (4x24)&lt;br /&gt;
&lt;br /&gt;
Winning the second round, then choosing to continue, AoB: [[shotgun shell]] (4x8), [[10mm ammo]] (4x24), [[Large Health Globe]]&lt;br /&gt;
&lt;br /&gt;
Winning the final round, ITYTD or HNTR: [[10mm ammo chain]], [[shell box]], [[blue armor]], [[large med-pack]], [[Supercharge Globe]]&lt;br /&gt;
&lt;br /&gt;
Winning the final round: [[rocket launcher]], [[rocket]] (9x3), [[power cell]] (3x20), [[blue armor]], [[large med-pack]], [[Supercharge Globe]]&lt;br /&gt;
&lt;br /&gt;
AoB victory: [[large med-pack]] (x2), [[homing phase device]], [[blue armor]], [[Supercharge Globe]]&lt;br /&gt;
&lt;br /&gt;
AoMr victory: [[power mod pack]], [[blue armor]], [[Supercharge Globe]], [[10mm ammo chain]]&lt;br /&gt;
&lt;br /&gt;
AoSg victory: [[double shotgun]], [[blue armor]], [[Supercharge Globe]]&lt;br /&gt;
|&lt;br /&gt;
level_other=You spawn in the center of the map, stairs are to the very left. Enemies spawn in random positions each wave.}}&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Fireproof_armor</id>
		<title>Strategy:Fireproof armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Fireproof_armor"/>
				<updated>2012-01-09T23:12:39Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Created page with &amp;quot;This assembly always sets the knockback to -20%, so in a sense it is also like a &amp;quot;grappling armor&amp;quot; assembly. This is a great way to improve Phaseshift armor, as knockback imp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This assembly always sets the knockback to -20%, so in a sense it is also like a &amp;quot;grappling armor&amp;quot; assembly. This is a great way to improve [[Phaseshift armor]], as knockback improves from +50% to -20%. [[User:GrimmC|GrimmC]] 00:12, 10 January 2012 (CET)&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User:GrimmC</id>
		<title>User:GrimmC</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:GrimmC"/>
				<updated>2012-01-06T23:51:36Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;[&amp;lt;span style=&amp;quot;color:#CC9900&amp;quot;&amp;gt;23&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:lightgray&amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;11&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; - Mancubus Major &amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;(0.9.9.4)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A short guide to DoomRL==&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Combat, combat. What's to say that hasn't already been written? Shoot them before they shoot you. Even better, shoot them when they can't even shoot you back. You can wing it on HNTR, but only your best build will get through HMP without being careful. By the time you get to UV, tactical defense (corner shooting, radar shooting) is absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Of course, tactical defense is counter-intuitive to the way most people play games, and certainly different from the way Doom itself is played. But if you want to win, this is the way to do it. You can learn more at Thomas's excellent guide to DoomRL.&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
Primary: '''x4''' stacks &amp;lt;br /&amp;gt;&lt;br /&gt;
Rockets: '''x1''', at least&amp;lt;br /&amp;gt;&lt;br /&gt;
Secondary: '''x2-3''' (if needed)&lt;br /&gt;
&lt;br /&gt;
As Thomas quoted from someone else, you can get through a level without medpacks, but you sure as heck won't get through it without ammo. The exact amount depends on what type of build you're using, but the above can serve as a guide. Finding the right amount is a tough balance, because you're screwed if you run out, but you often end up carrying more than you need. &lt;br /&gt;
&lt;br /&gt;
One thing you can practice is situation ammo use. Keep an eye on any ammo you're walking past as you go through each level. If there's extra cells, whip out the BFG; extra shells, plink guys on the edge of your vision. It takes some presence of mind, but can work wonders.&lt;br /&gt;
&lt;br /&gt;
Ammo boxes are, naturally, a great addition. They always hold at least double the amount of a normal stack, freeing up at least one inventory space. They also make your reloads ultra-fast. This allows certain otherwise unwieldly weapons to be used even by characters that aren't built for them (rocket launcher, double shotgun, etc.) Once you obtain enough to keep your ammo stocked, you should start equipping them, as otherwise they simply go to waste.&lt;br /&gt;
&lt;br /&gt;
There are only two problems with ammo boxes. One is that they hit a point of diminishing returns. Since they can't be added to like regular stacks, eventually they hold less than a normal ammo stack. At this point, you can either use it up, or unload it into normal stacks. The other is that Shottyman does not load from shell boxes. This can be also be used to your advantage, however...&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Active min: '''x2'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Passive min: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Next to ammo, armor is the most important item in the game. Armor is essentially a secondary health meter you can swap out at will that takes damage for you. It even has its own health source. (Armor shards.) And if it runs out, you keep on playing. When you realize that each armor you have represents its own mini-health bar, why wouldn't you want to have as much as you can?&lt;br /&gt;
&lt;br /&gt;
Since active builds rely more on not getting hit in the first place, you can get away with less armor. But keep at least two extras at a minimum. On the other hand, passive builds are helpless without armor. Keep as many as seems reasonable.&lt;br /&gt;
&lt;br /&gt;
There are two major dangers to your armor supply: [[Baron of hell|barons]] and [[arch-vile|arch-viles]]. Barons deal [[damage type#acid|acid damage]], which deals double damage to your armor durability. Hell Knights can take off 20% [[blue armor]] per hit, Barons can do even more to your [[red armor]]. Archviles attack so quickly that your armor can be reduced shreds before you even realize it's happening. You should carefully manage your armor, taking off any specialty armor and replacing it with something low quality whenever you face these enemies.&lt;br /&gt;
&lt;br /&gt;
===Medpacks===&lt;br /&gt;
&lt;br /&gt;
Large/small medpacks: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Medpacks aren't really there to restore your health. Any healing you need can almost always be obtained from powerups on the level itself. If you get drained to the point where you need immediate healing, it's usually due to sloppy playing. Therefore, medpacks are really just there to give you a second chance when your health has been unexpectedly drained.&lt;br /&gt;
&lt;br /&gt;
[[Large med-pack|Large med-packs]] restore you to 100% health; [[small med-pack|Small medpacks]] restore only 25%. The small variety stop being useful past a certain point. Once enemies get too dangerous, they don't restore health fast enough to save you if you're a tight spot. However, they're still useful, since they can always be used to bring you out of tired condition. &lt;br /&gt;
&lt;br /&gt;
On lower difficulties, small med-packs stop being useful past the [[Phobos Hellgate|Hellgate]]. On UV or above, it happens around Level 5. I always keep them around anyway, just to fill out my reserved 4 slots. The exception is on ITYTD and N! There they restore 50%, which is significantly more useful.&lt;br /&gt;
&lt;br /&gt;
===Phase devices===&lt;br /&gt;
&lt;br /&gt;
Phase devices: '''x2'''&lt;br /&gt;
&lt;br /&gt;
[[phase device|Phase devices]] belong to the previously-mentioned category of second chances. However, they function in a different sort of way and thus deserve their own segment of your inventory. It may happen that you find yourself so thoroughly surrounded that enemies dish out damage as quick as you can heal. This is where having a phase device is the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
If you're used to playing on HMP or below, phase devices may still appear as novelties to you. UV vets will know exactly why they matter. UV has a tendency to start you in the middle of monster packs which can only be survived via phasing. Hold on to at least two, and you may even wish to swap out one or two medpacks for them, depending on how things are going.&lt;br /&gt;
&lt;br /&gt;
If you realize that you're stuck in a no-win situation, it's best to phase out sooner rather than later. If you wait until your health is low, you may end up being insta-killed anyway when you land. [[Homing phase device|Homing phase devices]] give you slightly better chances of survival, since if you end up in another tight spot you can take the stairs next turn. Of course, if you need to phase out and you're already near the stairs, it won't help much.&lt;br /&gt;
&lt;br /&gt;
Since homing phase devices always transport you to stairs, it's best to carry one of each device...or else if you get stuck in a fight near the stairs, the HPD might only get you killed and/or cost you your 100% kills victory.&lt;br /&gt;
&lt;br /&gt;
===Envirosuit packs and boots===&lt;br /&gt;
&lt;br /&gt;
[[envirosuit pack|Envirosuit packs]] serve a pretty limited function. Now that rivers are guaranteed to have bridges, they're not as critically necessary as they once were. Rocket launchers can also work wonders in helping you to avoid hazardous ooze. There are two situations where they are guaranteed to be useful however: grabbing the Supercharge in [[Hell's Armory]], and surviving [[the Lava Pits]]. I don't carry more than one, space permitting.&lt;br /&gt;
&lt;br /&gt;
On a related note, there's rarely any need to carry more than one pair of boots. You decide when they take damage, so you should be able to keep them in one piece. I generally upgrade as soon as I can, though I prefer to slap an agility mod on [[protective boots]] and a power mod on [[plasteel boots]]. [[Tactical boots]] used to be a clear winner, but now that they only provide a speed boost of one agility mod, and now that armor shards and bridges are more prevalent, that's not the case.&lt;br /&gt;
&lt;br /&gt;
===Mod packs===&lt;br /&gt;
&lt;br /&gt;
Yes, [[mod packs]], the monkey wrench in your careful inventory management. These can change the entire course of your game, so you'd be foolish to pass them up. Nonetheless, you can go crazy hoarding them. It's best to simply use them as soon as you can, but if you're saving up for a specific assembly, you'll just have to cut inventory from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Extra bulk packs can be slapped on [[BFG 9000|BFGs]] to store more ammo; agility can go on armor or boots. I'm sure you'll find your own ways to use any other spare mods.&lt;br /&gt;
&lt;br /&gt;
===Miscellany===&lt;br /&gt;
&lt;br /&gt;
I'm not really sure what place [[shockwave pack|shockwave packs]] and their ilk have; haven't used one yet in combat.&lt;br /&gt;
&lt;br /&gt;
The various skulls are very useful in the Mortuary, but are less reliable in normal levels. The only one I could really recommend is the [[hatred skull]] for some emergency berserk.&lt;br /&gt;
&lt;br /&gt;
[[Thermonuclear bomb|Thermonuclear bombs]] are strictly necessary only in one situation. Otherwise, often they just take up space. However, they do let you go for a partial win on the final boss...and occasionally (i.e., Unholy Cathedral) they let you take out a pesky level if there is a conviently placed Invul sphere. I usually end up lugging one around. Just remember: any nuclear-powered weapon is a bomb that shoots enemies too.&lt;br /&gt;
&lt;br /&gt;
I'm not sure how useful the [[Arena Master's Staff]] is. If you're not planning on cracking the vaults, it may not be worth lugging around. I just never remember to use it in battle and it simply ends up taking up space.&lt;br /&gt;
&lt;br /&gt;
===Exotics===&lt;br /&gt;
&lt;br /&gt;
There are few exotics that aren't useful in some way. Many of them can be modded to provide a serious advantage that you wouldn't gain otherwise. For example, properly modded (and traited), the [[Minigun]] can do an average 120 damage in a single hit. If you know what to do, most exotics are game changers if you find them, and you should alter your plans accordingly.&lt;br /&gt;
&lt;br /&gt;
On the other hand, uniques can only be modded by [[classes#Technician|technicians]], so they are not as flexible.&lt;br /&gt;
&lt;br /&gt;
==Other Writings==&lt;br /&gt;
&lt;br /&gt;
[[Strategy:Rocket_launcher|Rocket Launcher]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Strategy:Red_armor|Red Armor]]&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User:GrimmC</id>
		<title>User:GrimmC</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:GrimmC"/>
				<updated>2012-01-06T23:42:39Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[&amp;lt;span style=&amp;quot;color:#CC9900&amp;quot;&amp;gt;23&amp;lt;/span&amp;gt;|&amp;lt;span style=&amp;quot;color:lightgray&amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;|&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;11&amp;lt;/span&amp;gt;|&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;|&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;] - Mancubus Major (0.9.9.4)&lt;br /&gt;
&lt;br /&gt;
==A short guide to DoomRL==&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Combat, combat. What's to say that hasn't already been written? Shoot them before they shoot you. Even better, shoot them when they can't even shoot you back. You can wing it on HNTR, but only your best build will get through HMP without being careful. By the time you get to UV, tactical defense (corner shooting, radar shooting) is absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Of course, tactical defense is counter-intuitive to the way most people play games, and certainly different from the way Doom itself is played. But if you want to win, this is the way to do it. You can learn more at Thomas's excellent guide to DoomRL.&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
Primary: '''x4''' stacks &amp;lt;br /&amp;gt;&lt;br /&gt;
Rockets: '''x1''', at least&amp;lt;br /&amp;gt;&lt;br /&gt;
Secondary: '''x2-3''' (if needed)&lt;br /&gt;
&lt;br /&gt;
As Thomas quoted from someone else, you can get through a level without medpacks, but you sure as heck won't get through it without ammo. The exact amount depends on what type of build you're using, but the above can serve as a guide. Finding the right amount is a tough balance, because you're screwed if you run out, but you often end up carrying more than you need. &lt;br /&gt;
&lt;br /&gt;
One thing you can practice is situation ammo use. Keep an eye on any ammo you're walking past as you go through each level. If there's extra cells, whip out the BFG; extra shells, plink guys on the edge of your vision. It takes some presence of mind, but can work wonders.&lt;br /&gt;
&lt;br /&gt;
Ammo boxes are, naturally, a great addition. They always hold at least double the amount of a normal stack, freeing up at least one inventory space. They also make your reloads ultra-fast. This allows certain otherwise unwieldly weapons to be used even by characters that aren't built for them (rocket launcher, double shotgun, etc.) Once you obtain enough to keep your ammo stocked, you should start equipping them, as otherwise they simply go to waste.&lt;br /&gt;
&lt;br /&gt;
There are only two problems with ammo boxes. One is that they hit a point of diminishing returns. Since they can't be added to like regular stacks, eventually they hold less than a normal ammo stack. At this point, you can either use it up, or unload it into normal stacks. The other is that Shottyman does not load from shell boxes. This can be also be used to your advantage, however...&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Active min: '''x2'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Passive min: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Next to ammo, armor is the most important item in the game. Armor is essentially a secondary health meter you can swap out at will that takes damage for you. It even has its own health source. (Armor shards.) And if it runs out, you keep on playing. When you realize that each armor you have represents its own mini-health bar, why wouldn't you want to have as much as you can?&lt;br /&gt;
&lt;br /&gt;
Since active builds rely more on not getting hit in the first place, you can get away with less armor. But keep at least two extras at a minimum. On the other hand, passive builds are helpless without armor. Keep as many as seems reasonable.&lt;br /&gt;
&lt;br /&gt;
There are two major dangers to your armor supply: [[Baron of hell|barons]] and [[arch-vile|arch-viles]]. Barons deal [[damage type#acid|acid damage]], which deals double damage to your armor durability. Hell Knights can take off 20% [[blue armor]] per hit, Barons can do even more to your [[red armor]]. Archviles attack so quickly that your armor can be reduced shreds before you even realize it's happening. You should carefully manage your armor, taking off any specialty armor and replacing it with something low quality whenever you face these enemies.&lt;br /&gt;
&lt;br /&gt;
===Medpacks===&lt;br /&gt;
&lt;br /&gt;
Large/small medpacks: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Medpacks aren't really there to restore your health. Any healing you need can almost always be obtained from powerups on the level itself. If you get drained to the point where you need immediate healing, it's usually due to sloppy playing. Therefore, medpacks are really just there to give you a second chance when your health has been unexpectedly drained.&lt;br /&gt;
&lt;br /&gt;
[[Large med-pack|Large med-packs]] restore you to 100% health; [[small med-pack|Small medpacks]] restore only 25%. The small variety stop being useful past a certain point. Once enemies get too dangerous, they don't restore health fast enough to save you if you're a tight spot. However, they're still useful, since they can always be used to bring you out of tired condition. &lt;br /&gt;
&lt;br /&gt;
On lower difficulties, small med-packs stop being useful past the [[Phobos Hellgate|Hellgate]]. On UV or above, it happens around Level 5. I always keep them around anyway, just to fill out my reserved 4 slots. The exception is on ITYTD and N! There they restore 50%, which is significantly more useful.&lt;br /&gt;
&lt;br /&gt;
===Phase devices===&lt;br /&gt;
&lt;br /&gt;
Phase devices: '''x2'''&lt;br /&gt;
&lt;br /&gt;
[[phase device|Phase devices]] belong to the previously-mentioned category of second chances. However, they function in a different sort of way and thus deserve their own segment of your inventory. It may happen that you find yourself so thoroughly surrounded that enemies dish out damage as quick as you can heal. This is where having a phase device is the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
If you're used to playing on HMP or below, phase devices may still appear as novelties to you. UV vets will know exactly why they matter. UV has a tendency to start you in the middle of monster packs which can only be survived via phasing. Hold on to at least two, and you may even wish to swap out one or two medpacks for them, depending on how things are going.&lt;br /&gt;
&lt;br /&gt;
If you realize that you're stuck in a no-win situation, it's best to phase out sooner rather than later. If you wait until your health is low, you may end up being insta-killed anyway when you land. [[Homing phase device|Homing phase devices]] give you slightly better chances of survival, since if you end up in another tight spot you can take the stairs next turn. Of course, if you need to phase out and you're already near the stairs, it won't help much.&lt;br /&gt;
&lt;br /&gt;
Since homing phase devices always transport you to stairs, it's best to carry one of each device...or else if you get stuck in a fight near the stairs, the HPD might only get you killed and/or cost you your 100% kills victory.&lt;br /&gt;
&lt;br /&gt;
===Envirosuit packs and boots===&lt;br /&gt;
&lt;br /&gt;
[[envirosuit pack|Envirosuit packs]] serve a pretty limited function. Now that rivers are guaranteed to have bridges, they're not as critically necessary as they once were. Rocket launchers can also work wonders in helping you to avoid hazardous ooze. There are two situations where they are guaranteed to be useful however: grabbing the Supercharge in [[Hell's Armory]], and surviving [[the Lava Pits]]. I don't carry more than one, space permitting.&lt;br /&gt;
&lt;br /&gt;
On a related note, there's rarely any need to carry more than one pair of boots. You decide when they take damage, so you should be able to keep them in one piece. I generally upgrade as soon as I can, though I prefer to slap an agility mod on [[protective boots]] and a power mod on [[plasteel boots]]. [[Tactical boots]] used to be a clear winner, but now that they only provide a speed boost of one agility mod, and now that armor shards and bridges are more prevalent, that's not the case.&lt;br /&gt;
&lt;br /&gt;
===Mod packs===&lt;br /&gt;
&lt;br /&gt;
Yes, [[mod packs]], the monkey wrench in your careful inventory management. These can change the entire course of your game, so you'd be foolish to pass them up. Nonetheless, you can go crazy hoarding them. It's best to simply use them as soon as you can, but if you're saving up for a specific assembly, you'll just have to cut inventory from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Extra bulk packs can be slapped on [[BFG 9000|BFGs]] to store more ammo; agility can go on armor or boots. I'm sure you'll find your own ways to use any other spare mods.&lt;br /&gt;
&lt;br /&gt;
===Miscellany===&lt;br /&gt;
&lt;br /&gt;
I'm not really sure what place [[shockwave pack|shockwave packs]] and their ilk have; haven't used one yet in combat.&lt;br /&gt;
&lt;br /&gt;
The various skulls are very useful in the Mortuary, but are less reliable in normal levels. The only one I could really recommend is the [[hatred skull]] for some emergency berserk.&lt;br /&gt;
&lt;br /&gt;
[[Thermonuclear bomb|Thermonuclear bombs]] are strictly necessary only in one situation. Otherwise, often they just take up space. However, they do let you go for a partial win on the final boss...and occasionally (i.e., Unholy Cathedral) they let you take out a pesky level if there is a conviently placed Invul sphere. I usually end up lugging one around. Just remember: any nuclear-powered weapon is a bomb that shoots enemies too.&lt;br /&gt;
&lt;br /&gt;
I'm not sure how useful the [[Arena Master's Staff]] is. If you're not planning on cracking the vaults, it may not be worth lugging around. I just never remember to use it in battle and it simply ends up taking up space.&lt;br /&gt;
&lt;br /&gt;
===Exotics===&lt;br /&gt;
&lt;br /&gt;
There are few exotics that aren't useful in some way. Many of them can be modded to provide a serious advantage that you wouldn't gain otherwise. For example, properly modded (and traited), the [[Minigun]] can do an average 120 damage in a single hit. If you know what to do, most exotics are game changers if you find them, and you should alter your plans accordingly.&lt;br /&gt;
&lt;br /&gt;
On the other hand, uniques can only be modded by [[classes#Technician|technicians]], so they are not as flexible.&lt;br /&gt;
&lt;br /&gt;
==Other Writings==&lt;br /&gt;
&lt;br /&gt;
[[Strategy:Rocket_launcher|Rocket Launcher]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Strategy:Red_armor|Red Armor]]&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User:GrimmC</id>
		<title>User:GrimmC</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:GrimmC"/>
				<updated>2012-01-06T23:37:22Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[&amp;lt;span style=&amp;quot;color:#CC9900&amp;quot;&amp;gt;23&amp;lt;/span&amp;gt;|&amp;lt;span style=&amp;quot;color:lightgray&amp;quot;&amp;gt;16&amp;lt;/span&amp;gt;|&amp;lt;span style=&amp;quot;color:gold&amp;quot;&amp;gt;11&amp;lt;/span&amp;gt;|&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;1&amp;lt;/span&amp;gt;|&amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;] - Mancubus Major (0.9.9.4)&lt;br /&gt;
&lt;br /&gt;
==A short guide to DoomRL==&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Combat, combat. What's to say that hasn't already been written? Shoot them before they shoot you. Even better, shoot them when they can't even shoot you back. You can wing it on HNTR, but only your best build will get through HMP without being careful. By the time you get to UV, tactical defense (corner shooting, radar shooting) is absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Of course, tactical defense is counter-intuitive to the way most people play games, and certainly different from the way Doom itself is played. But if you want to win, this is the way to do it. You can learn more at Thomas's excellent guide to DoomRL.&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
Primary: '''x4''' stacks &amp;lt;br /&amp;gt;&lt;br /&gt;
Rockets: '''x1''', at least&amp;lt;br /&amp;gt;&lt;br /&gt;
Secondary: '''x2-3''' (if needed)&lt;br /&gt;
&lt;br /&gt;
As Thomas quoted from someone else, you can get through a level without medpacks, but you sure as heck won't get through it without ammo. The exact amount depends on what type of build you're using, but the above can serve as a guide. Finding the right amount is a tough balance, because you're screwed if you run out, but you often end up carrying more than you need. &lt;br /&gt;
&lt;br /&gt;
One thing you can practice is situation ammo use. Keep an eye on any ammo you're walking past as you go through each level. If there's extra cells, whip out the BFG; extra shells, plink guys on the edge of your vision. It takes some presence of mind, but can work wonders.&lt;br /&gt;
&lt;br /&gt;
Ammo boxes are, naturally, a great addition. They always hold at least double the amount of a normal stack, freeing up at least one inventory space. They also make your reloads ultra-fast. This allows certain otherwise unwieldly weapons to be used even by characters that aren't built for them (rocket launcher, double shotgun, etc.) Once you obtain enough to keep your ammo stocked, you should start equipping them, as otherwise they simply go to waste.&lt;br /&gt;
&lt;br /&gt;
There are only two problems with ammo boxes. One is that they hit a point of diminishing returns. Since they can't be added to like regular stacks, eventually they hold less than a normal ammo stack. At this point, you can either use it up, or unload it into normal stacks. The other is that Shottyman does not load from shell boxes. This can be also be used to your advantage, however...&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Active min: '''x2'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Passive min: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Next to ammo, armor is the most important item in the game. Armor is essentially a secondary health meter you can swap out at will that takes damage for you. It even has its own health source. (Armor shards.) And if it runs out, you keep on playing. When you realize that each armor you have represents its own mini-health bar, why wouldn't you want to have as much as you can?&lt;br /&gt;
&lt;br /&gt;
Since active builds rely more on not getting hit in the first place, you can get away with less armor. But keep at least two extras at a minimum. On the other hand, passive builds are helpless without armor. Keep as many as seems reasonable.&lt;br /&gt;
&lt;br /&gt;
There are two major dangers to your armor supply: [[Baron of hell|barons]] and [[arch-vile|arch-viles]]. Barons deal [[damage type#acid|acid damage]], which deals double damage to your armor durability. Hell Knights can take off 20% [[blue armor]] per hit, Barons can do even more to your [[red armor]]. Archviles attack so quickly that your armor can be reduced shreds before you even realize it's happening. You should carefully manage your armor, taking off any specialty armor and replacing it with something low quality whenever you face these enemies.&lt;br /&gt;
&lt;br /&gt;
===Medpacks===&lt;br /&gt;
&lt;br /&gt;
Large/small medpacks: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Medpacks aren't really there to restore your health. Any healing you need can almost always be obtained from powerups on the level itself. If you get drained to the point where you need immediate healing, it's usually due to sloppy playing. Therefore, medpacks are really just there to give you a second chance when your health has been unexpectedly drained.&lt;br /&gt;
&lt;br /&gt;
[[Large med-pack|Large med-packs]] restore you to 100% health; [[small med-pack|Small medpacks]] restore only 25%. The small variety stop being useful past a certain point. Once enemies get too dangerous, they don't restore health fast enough to save you if you're a tight spot. However, they're still useful, since they can always be used to bring you out of tired condition. &lt;br /&gt;
&lt;br /&gt;
On lower difficulties, small med-packs stop being useful past the [[Phobos Hellgate|Hellgate]]. On UV or above, it happens around Level 5. I always keep them around anyway, just to fill out my reserved 4 slots. The exception is on ITYTD and N! There they restore 50%, which is significantly more useful.&lt;br /&gt;
&lt;br /&gt;
===Phase devices===&lt;br /&gt;
&lt;br /&gt;
Phase devices: '''x2'''&lt;br /&gt;
&lt;br /&gt;
[[phase device|Phase devices]] belong to the previously-mentioned category of second chances. However, they function in a different sort of way and thus deserve their own segment of your inventory. It may happen that you find yourself so thoroughly surrounded that enemies dish out damage as quick as you can heal. This is where having a phase device is the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
If you're used to playing on HMP or below, phase devices may still appear as novelties to you. UV vets will know exactly why they matter. UV has a tendency to start you in the middle of monster packs which can only be survived via phasing. Hold on to at least two, and you may even wish to swap out one or two medpacks for them, depending on how things are going.&lt;br /&gt;
&lt;br /&gt;
If you realize that you're stuck in a no-win situation, it's best to phase out sooner rather than later. If you wait until your health is low, you may end up being insta-killed anyway when you land. [[Homing phase device|Homing phase devices]] give you slightly better chances of survival, since if you end up in another tight spot you can take the stairs next turn. Of course, if you need to phase out and you're already near the stairs, it won't help much. &lt;br /&gt;
&lt;br /&gt;
===Envirosuit packs and boots===&lt;br /&gt;
&lt;br /&gt;
[[envirosuit pack|Envirosuit packs]] serve a pretty limited function. Now that rivers are guaranteed to have bridges, they're not as critically necessary as they once were. Rocket launchers can also work wonders in helping you to avoid hazardous ooze. There are two situations where they are guaranteed to be useful however: grabbing the Supercharge in [[Hell's Armory]], and surviving [[the Lava Pits]]. I don't carry more than one, space permitting.&lt;br /&gt;
&lt;br /&gt;
On a related note, there's rarely any need to carry more than one pair of boots. You decide when they take damage, so you should be able to keep them in one piece. I generally upgrade as soon as I can, though I prefer to slap an agility mod on [[protective boots]] and a power mod on [[plasteel boots]]. [[Tactical boots]] used to be a clear winner, but now that they only provide a speed boost of one agility mod, and now that armor shards and bridges are more prevalent, that's not the case.&lt;br /&gt;
&lt;br /&gt;
===Mod packs===&lt;br /&gt;
&lt;br /&gt;
Yes, [[mod packs]], the monkey wrench in your careful inventory management. These can change the entire course of your game, so you'd be foolish to pass them up. Nonetheless, you can go crazy hoarding them. It's best to simply use them as soon as you can, but if you're saving up for a specific assembly, you'll just have to cut inventory from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Extra bulk packs can be slapped on [[BFG 9000|BFGs]] to store more ammo; agility can go on armor or boots. I'm sure you'll find your own ways to use any other spare mods.&lt;br /&gt;
&lt;br /&gt;
===Miscellany===&lt;br /&gt;
&lt;br /&gt;
I'm not really sure what place [[shockwave pack|shockwave packs]] and their ilk have; haven't used one yet in combat.&lt;br /&gt;
&lt;br /&gt;
The various skulls are very useful in the Mortuary, but are less reliable in normal levels. The only one I could really recommend is the [[hatred skull]] for some emergency berserk.&lt;br /&gt;
&lt;br /&gt;
[[Thermonuclear bomb|Thermonuclear bombs]] are strictly necessary only in one situation. Otherwise, often they just take up space. However, they do let you go for a partial win on the final boss...and occasionally (i.e., Unholy Cathedral) they let you take out a pesky level if there is a conviently placed Invul sphere. I usually end up lugging one around. Just remember: any nuclear-powered weapon is a bomb that shoots enemies too.&lt;br /&gt;
&lt;br /&gt;
I'm not sure how useful the [[Arena Master's Staff]] is. If you're not planning on cracking the vaults, it may not be worth lugging around. I just never remember to use it in battle and it simply ends up taking up space.&lt;br /&gt;
&lt;br /&gt;
===Exotics===&lt;br /&gt;
&lt;br /&gt;
There are few exotics that aren't useful in some way. Many of them can be modded to provide a serious advantage that you wouldn't gain otherwise. For example, properly modded (and traited), the [[Minigun]] can do an average 120 damage in a single hit. If you know what to do, most exotics are game changers if you find them, and you should alter your plans accordingly.&lt;br /&gt;
&lt;br /&gt;
On the other hand, uniques can only be modded by [[classes#Technician|technicians]], so they are not as flexible.&lt;br /&gt;
&lt;br /&gt;
==Other Writings==&lt;br /&gt;
&lt;br /&gt;
[[Strategy:Rocket_launcher|Rocket Launcher]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Strategy:Red_armor|Red Armor]]&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Red_armor</id>
		<title>Strategy:Red armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Red_armor"/>
				<updated>2012-01-06T23:26:07Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;*SPOILER ALERT* Various assemblies are named and linked to...if you don't want to ruin the challenge/surprise, just don't click on them!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Red [[Armor]] is probably the single most important item in the entire game. It's nearly impossible to get through the last third of the game without it. With Barons, [[Arachnotron|Arachnotrons]], Revenants, Mancubi, and Viles all stalking you in those last levels, the 4 damage (or 8% health, on average) it saves per hit is the difference between life and death. Moreover, the built-in [[Damage type|25% fire resistance]] (best to be capitalized on) takes the bite out of the worst three enemies. When you add in [[Mod packs|mods]], you have one of the most powerful and versatile items in the game.&lt;br /&gt;
&lt;br /&gt;
So what's the downside? -20% speed isn't fun. And the enemies you could use it against the most, [[Baron of hell|Barons]], wreck it the most as well. Ultimately, Red Armor is still only packing 4 protection; against Barons which can deal 20 in one hit--and because it's acid damage, armor damage is doubled--it's not pretty. Barons can reduce its durability by up to 32% in a single hit--more, if it's below 50%. The lesson: Always carry spare armor.&lt;br /&gt;
&lt;br /&gt;
Every mod goes well with this item. An agility mod brings it up to a cool -5% speed. Power mod brings it to 6 protection. Bulk gives an extra 100%--perfect against Barons--but you'll be moving slowww at -30% speed. Still, it may be your best option if you can't find any spare Reds. Technical mod is the only one that's average.&lt;br /&gt;
&lt;br /&gt;
But assemblies is where this armor really shines. Don't want to worry about carrying spares? [[Nanofiber armor|Nanofiber]] it. If you find a unique mod pack, even better--[[Plate armor|+8]], [[Power armor|nearly indestructible]] protection, anyone? Of course, the best assembly of all is one of the easiest--[[fireproof armor]]. This stacks onto the native 25% fire resistance to create a 4/4, 55% fire-resisting beast of a machine. Since the triple threat of Revenant, Mancubus, and Vile (not to mention the Cyberdemon) all use fire-based attacks, this is the best armor to have in the last third of the game. It's actually more effective than 6/6 armor! (i.e., regular power-modded red armor.) I've even heard rumors of a legendary &amp;quot;cerebus armor&amp;quot;, but I'm afraid I haven't found the schematics for that one yet...&lt;br /&gt;
&lt;br /&gt;
There's nothing better than red armor. Even exotics and uniques rarely beat its combination of high protection and fire resistance. It's flaws are easily negotiable as well. If speed is your issue, slap an agility mod on it. Against Barons, always carry a spare red. (Or two.) Even better, keep a dusty blue armor around for those fights...if it gets destroyed, who cares? With Red Armor, the Doomguy truly has a marine's best friend at his side. (Literally.) [[User:GrimmC|GrimmC]] 00:25, 7 January 2012 (CET)&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Red_armor</id>
		<title>Strategy:Red armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Red_armor"/>
				<updated>2012-01-06T23:25:11Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Created page with &amp;quot;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;*SPOILER ALERT* Various assemblies are named and linked to...if you don't want to ruin the challenge/surprise, just don't click on them!&amp;lt;/span&amp;gt;  Red [[Arm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;*SPOILER ALERT* Various assemblies are named and linked to...if you don't want to ruin the challenge/surprise, just don't click on them!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Red [[Armor]] is probably the single most important item in the entire game. It's nearly impossible to get through the last third of the game without it. With Barons, [[Arachnotron|Arachnotrons]], Revenants, Mancubi, and Viles all stalking you in those last levels, the 4 damage (or 8% health, on average) it saves per hit is the difference between life and death. Moreover, the built-in [[Damage type|25% fire resistance]] (best to be capitalized on) takes the bite out of the worst three enemies. When you add in [[Mod packs|mods]], you have one of the most powerful and versatile items in the game.&lt;br /&gt;
&lt;br /&gt;
So what's the downside? -20% speed isn't fun. And the enemies you could use it against the most, [[Baron of hell|Barons]], wreck it the most as well. Ultimately, Red Armor is still only packing 4 protection; against Barons which can deal 20 in one hit--and because it's acid damage, armor damage is doubled--it's not pretty. Barons can reduce its durability by up to 32% in a single hit--more, if it's below 50%. The lesson: Always carry spare armor.&lt;br /&gt;
&lt;br /&gt;
Every mod goes well with this item. An agility mod brings it up to a cool -5% speed. Power mod brings it to 6 protection. Bulk gives an extra 100%--perfect against Barons--but you'll be moving slowww at -30% speed. Still, it may be your best option if you can't find any spare Reds. Technical mod is the only one that's average.&lt;br /&gt;
&lt;br /&gt;
But assemblies is where this armor really shines. Don't want to worry about carrying spares? [[Nanofiber armor|Nanofiber]] it. If you find a unique mod pack, even better--[[Plate armor|+8]], [[Power armor|nearly indestructible]] protection, anyone? Of course, the best assembly of all is one of the easiest--[[fireproof armor]]. This stacks onto the native 25% fire resistance to create a 4/4, 55% fire-resisting beast of a machine. Since the triple threat of Revenant, Mancubus, and Vile (not to mention the Cyberdemon) all use fire-based attacks, this is the best armor to have in the last third of the game. It's actually more effective than 6/6 armor! (i.e., regular power-modded red armor.) I've even heard rumors of a legendary &amp;quot;cerebus armor&amp;quot;, but I'm afraid I haven't found the schematics for that one yet...&lt;br /&gt;
&lt;br /&gt;
There's nothing better than red armor. Even exotics and uniques rarely beat its combination of high protection and fire resistance. It's flaws are easily negotiable as well. If speed is your issue, slap an agility mod on it. Against Barons, always carry a spare red. (Or two.) Even better, keep a dusty blue armor around for those fights...if it gets destroyed, who cares? With Red Armor, the Doomguy truly has a marine's best friend at his side. (Literally.) [[User:GrimmC|GrimmC]] 00:25, 7 January 2012 (CET)&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Talk:Thermonuclear_bomb</id>
		<title>Talk:Thermonuclear bomb</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Talk:Thermonuclear_bomb"/>
				<updated>2012-01-06T20:32:32Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Created page with &amp;quot;Wanted to add the pickup quote, but the template won't let me...  item_quote='' 'Handle with care...' WTF?!''| ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wanted to add the pickup quote, but the template won't let me...&lt;br /&gt;
&lt;br /&gt;
item_quote='' 'Handle with care...' WTF?!''| [[User:GrimmC|GrimmC]] 21:32, 6 January 2012 (CET)&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Thermonuclear_bomb</id>
		<title>Thermonuclear bomb</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Thermonuclear_bomb"/>
				<updated>2012-01-06T20:28:34Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: changed to reflect new game structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Thermonuclear bomb|&lt;br /&gt;
item_get=Random (10+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;%&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=Drops an activated bomb to the floor with a timer of 10 seconds. When the timer expires, everything in the level is destroyed except for the stairs and unique items.|&lt;br /&gt;
item_description=''Cool firepower, but how will you save yourself?''|&lt;br /&gt;
item_other=If the player is invincible, he can survive the explosion. If the player leaves the level before the timer expires, then he will be safe, but he won't be awarded the kills from the bomb. If the player dies while the timer is still counting down, then the bomb will go off and the player will be awarded kills for the remaining monsters. Against the [[Spider Mastermind]], dying to/with an active thermonuclear bomb counts only as a partial win.}}&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User:GrimmC</id>
		<title>User:GrimmC</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:GrimmC"/>
				<updated>2012-01-06T18:54:03Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[23|16|11|1|0] - Mancubus Major (0.9.9.4)&lt;br /&gt;
&lt;br /&gt;
==A short guide to DoomRL==&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Combat, combat. What's to say that hasn't already been written? Shoot them before they shoot you. Even better, shoot them when they can't even shoot you back. You can wing it on HNTR, but only your best build will get through HMP without being careful. By the time you get to UV, tactical defense (corner shooting, radar shooting) is absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Of course, tactical defense is counter-intuitive to the way most people play games, and certainly different from the way Doom itself is played. But if you want to win, this is the way to do it. You can learn more at Thomas's excellent guide to DoomRL.&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
Primary: '''x4''' stacks &amp;lt;br /&amp;gt;&lt;br /&gt;
Rockets: '''x1''', at least&amp;lt;br /&amp;gt;&lt;br /&gt;
Secondary: '''x2-3''' (if needed)&lt;br /&gt;
&lt;br /&gt;
As Thomas quoted from someone else, you can get through a level without medpacks, but you sure as heck won't get through it without ammo. The exact amount depends on what type of build you're using, but the above can serve as a guide. Finding the right amount is a tough balance, because you're screwed if you run out, but you often end up carrying more than you need. &lt;br /&gt;
&lt;br /&gt;
One thing you can practice is situation ammo use. Keep an eye on any ammo you're walking past as you go through each level. If there's extra cells, whip out the BFG; extra shells, plink guys on the edge of your vision. It takes some presence of mind, but can work wonders.&lt;br /&gt;
&lt;br /&gt;
Ammo boxes are, naturally, a great addition. They always hold at least double the amount of a normal stack, freeing up at least one inventory space. They also make your reloads ultra-fast. This allows certain otherwise unwieldly weapons to be used even by characters that aren't built for them (rocket launcher, double shotgun, etc.) Once you obtain enough to keep your ammo stocked, you should start equipping them, as otherwise they simply go to waste.&lt;br /&gt;
&lt;br /&gt;
There are only two problems with ammo boxes. One is that they hit a point of diminishing returns. Since they can't be added to like regular stacks, eventually they hold less than a normal ammo stack. At this point, you can either use it up, or unload it into normal stacks. The other is that Shottyman does not load from shell boxes. This can be also be used to your advantage, however...&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Active min: '''x2'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Passive min: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Next to ammo, armor is the most important item in the game. Armor is essentially a secondary health meter you can swap out at will that takes damage for you. It even has its own health source. (Armor shards.) And if it runs out, you keep on playing. When you realize that each armor you have represents its own mini-health bar, why wouldn't you want to have as much as you can?&lt;br /&gt;
&lt;br /&gt;
Since active builds rely more on not getting hit in the first place, you can get away with less armor. But keep at least two extras at a minimum. On the other hand, passive builds are helpless without armor. Keep as many as seems reasonable.&lt;br /&gt;
&lt;br /&gt;
There are two major dangers to your armor supply: [[Baron of hell|barons]] and [[arch-vile|arch-viles]]. Barons deal [[damage type#acid|acid damage]], which deals double damage to your armor durability. Hell Knights can take off 20% [[blue armor]] per hit, Barons can do even more to your [[red armor]]. Archviles attack so quickly that your armor can be reduced shreds before you even realize it's happening. You should carefully manage your armor, taking off any specialty armor and replacing it with something low quality whenever you face these enemies.&lt;br /&gt;
&lt;br /&gt;
===Medpacks===&lt;br /&gt;
&lt;br /&gt;
Large/small medpacks: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Medpacks aren't really there to restore your health. Any healing you need can almost always be obtained from powerups on the level itself. If you get drained to the point where you need immediate healing, it's usually due to sloppy playing. Therefore, medpacks are really just there to give you a second chance when your health has been unexpectedly drained.&lt;br /&gt;
&lt;br /&gt;
[[Large med-pack|Large med-packs]] restore you to 100% health; [[small med-pack|Small medpacks]] restore only 25%. The small variety stop being useful past a certain point. Once enemies get too dangerous, they don't restore health fast enough to save you if you're a tight spot. However, they're still useful, since they can always be used to bring you out of tired condition. &lt;br /&gt;
&lt;br /&gt;
On lower difficulties, small med-packs stop being useful past the [[Phobos Hellgate|Hellgate]]. On UV or above, it happens around Level 5. I always keep them around anyway, just to fill out my reserved 4 slots. The exception is on ITYTD and N! There they restore 50%, which is significantly more useful.&lt;br /&gt;
&lt;br /&gt;
===Phase devices===&lt;br /&gt;
&lt;br /&gt;
Phase devices: '''x2'''&lt;br /&gt;
&lt;br /&gt;
[[phase device|Phase devices]] belong to the previously-mentioned category of second chances. However, they function in a different sort of way and thus deserve their own segment of your inventory. It may happen that you find yourself so thoroughly surrounded that enemies dish out damage as quick as you can heal. This is where having a phase device is the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
If you're used to playing on HMP or below, phase devices may still appear as novelties to you. UV vets will know exactly why they matter. UV has a tendency to start you in the middle of monster packs which can only be survived via phasing. Hold on to at least two, and you may even wish to swap out one or two medpacks for them, depending on how things are going.&lt;br /&gt;
&lt;br /&gt;
If you realize that you're stuck in a no-win situation, it's best to phase out sooner rather than later. If you wait until your health is low, you may end up being insta-killed anyway when you land. [[Homing phase device|Homing phase devices]] give you slightly better chances of survival, since if you end up in another tight spot you can take the stairs next turn. Of course, if you need to phase out and you're already near the stairs, it won't help much. &lt;br /&gt;
&lt;br /&gt;
===Envirosuit packs and boots===&lt;br /&gt;
&lt;br /&gt;
[[envirosuit pack|Envirosuit packs]] serve a pretty limited function. Now that rivers are guaranteed to have bridges, they're not as critically necessary as they once were. Rocket launchers can also work wonders in helping you to avoid hazardous ooze. There are two situations where they are guaranteed to be useful however: grabbing the Supercharge in [[Hell's Armory]], and surviving [[the Lava Pits]]. I don't carry more than one, space permitting.&lt;br /&gt;
&lt;br /&gt;
On a related note, there's rarely any need to carry more than one pair of boots. You decide when they take damage, so you should be able to keep them in one piece. I generally upgrade as soon as I can, though I prefer to slap an agility mod on [[protective boots]] and a power mod on [[plasteel boots]]. [[Tactical boots]] used to be a clear winner, but now that they only provide a speed boost of one agility mod, and now that armor shards and bridges are more prevalent, that's not the case.&lt;br /&gt;
&lt;br /&gt;
===Mod packs===&lt;br /&gt;
&lt;br /&gt;
Yes, [[mod packs]], the monkey wrench in your careful inventory management. These can change the entire course of your game, so you'd be foolish to pass them up. Nonetheless, you can go crazy hoarding them. It's best to simply use them as soon as you can, but if you're saving up for a specific assembly, you'll just have to cut inventory from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Extra bulk packs can be slapped on [[BFG 9000|BFGs]] to store more ammo; agility can go on armor or boots. I'm sure you'll find your own ways to use any other spare mods.&lt;br /&gt;
&lt;br /&gt;
===Miscellany===&lt;br /&gt;
&lt;br /&gt;
I'm not really sure what place [[shockwave pack|shockwave packs]] and their ilk have; haven't used one yet in combat.&lt;br /&gt;
&lt;br /&gt;
The various skulls are very useful in the Mortuary, but are less reliable in normal levels. The only one I could really recommend is the [[hatred skull]] for some emergency berserk.&lt;br /&gt;
&lt;br /&gt;
[[Thermonuclear bomb|Thermonuclear bombs]] are strictly necessary only in one situation. Otherwise, often they just take up space. However, they do let you go for a partial win on the final boss...and occasionally (i.e., Unholy Cathedral) they let you take out a pesky level if there is a conviently placed Invul sphere. I usually end up lugging one around. Just remember: any nuclear-powered weapon is a bomb that shoots enemies too.&lt;br /&gt;
&lt;br /&gt;
I'm not sure how useful the [[Arena Master's Staff]] is. If you're not planning on cracking the vaults, it may not be worth lugging around. I just never remember to use it in battle and it simply ends up taking up space.&lt;br /&gt;
&lt;br /&gt;
===Exotics===&lt;br /&gt;
&lt;br /&gt;
There are few exotics that aren't useful in some way. Many of them can be modded to provide a serious advantage that you wouldn't gain otherwise. For example, properly modded (and traited), the [[Minigun]] can do an average 120 damage in a single hit. If you know what to do, most exotics are game changers if you find them, and you should alter your plans accordingly.&lt;br /&gt;
&lt;br /&gt;
On the other hand, uniques can only be modded by [[classes#Technician|technicians]], so they are not as flexible.&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nuke</id>
		<title>Nuke</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nuke"/>
				<updated>2012-01-06T18:53:14Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Redirected page to Thermonuclear bomb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Thermonuclear bomb]]&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Shotguns</id>
		<title>Shotguns</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Shotguns"/>
				<updated>2011-12-30T02:40:34Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: 99% sure normal blasts only have 2 spread currently.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
The shotguns of DoomRL have an cone-shaped area of effect attack that makes them unique and powerful. Shotguns never miss any target in their affected area, and they always do at least one damage to each target. The size of the shotgun blast varies from weapon to weapon. It is governed by two parameters: range and spread. The range of a shotgun determines how far the blast extends from the attacker, and the spread determines the half-width of the blast when it reaches it's furthest point.&lt;br /&gt;
&lt;br /&gt;
Shotgun damage also diminishes over distance. Each shotgun has a reduction rating that determines what percentage of damage is taken off per tile of [[distance]]. This penalty is applied linearly, and it is applied even at point-blank range. Rounding is to the nearest integer (0.5 rounds to even).&lt;br /&gt;
&lt;br /&gt;
Doom RL uses four different shotgun types:&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;|'''Shotgun Types'''&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|'''Range'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Spread'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 0 1px 1px&amp;quot; width=50|'''Reduction'''&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;|normal&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|7%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|focused&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|5%&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;|wide&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|10%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|plasma&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0 0 1px&amp;quot;|5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Area of Effect Details ==&lt;br /&gt;
{{Technical}}&lt;br /&gt;
To calculate a shotgun's area of effect, first a target square is calculated by extrapolating from the vector pointing at the manually targeted square. The true target will be a tile that is at the shotgun's maximum range with an approximately parallel vector. Then, for each tile in a (2 &amp;amp;times; spread + 1) side-length square around the target, the game traces out the path of a missile until it hits a wall. (Shotgun blasts go through enemies.) The missile paths are truncated if the distance along one of the axes becomes greater than the shotgun's range. For each tile that was traced out in at least one of the missile paths, damage is applied.&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User:GrimmC</id>
		<title>User:GrimmC</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:GrimmC"/>
				<updated>2011-12-02T05:41:11Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[23|16|10|1|0] - Mancubus Major&lt;br /&gt;
&lt;br /&gt;
==A short guide to DoomRL==&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Combat, combat. What's to say that hasn't already been written? Shoot them before they shoot you. Even better, shoot them when they can't even shoot you back. You can wing it on HNTR, but only your best build will get through HMP without being careful. By the time you get to UV, tactical defense (corner shooting, radar shooting) is absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Of course, tactical defense is counter-intuitive to the way most people play games, and certainly different from the way Doom itself is played. But if you want to win, this is the way to do it. You can learn more at Thomas's excellent guide to DoomRL.&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
Primary: '''x4''' stacks &amp;lt;br /&amp;gt;&lt;br /&gt;
Rockets: '''x1''', at least&amp;lt;br /&amp;gt;&lt;br /&gt;
Secondary: '''x2-3'''&lt;br /&gt;
&lt;br /&gt;
As Thomas quoted from someone else, you can get through a level without medpacks, but you sure as heck won't get through it without ammo. The exact amount depends on what type of build you're using, but the above can serve as a guide. Finding the right amount is a tough balance, because you're screwed if you run out, but you often end up carrying more than you need. &lt;br /&gt;
&lt;br /&gt;
One thing you can practice is situation ammo use. Keep an eye on any ammo you're walking past as you go through each level. If there's extra cells, whip out the BFG; extra shells, plink guys on the edge of your vision. It takes some presence of mind, but can work wonders.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Active min: '''x2'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Passive min: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Next to ammo, armor is the most important item in the game. Armor is essentially a secondary health meter you can swap out at will that takes damage for you. It even has its own health source. (Armor shards.) And if it runs out, you keep on playing. When you realize that each armor you have represents its own mini-health bar, why wouldn't you want to have as much as you can?&lt;br /&gt;
&lt;br /&gt;
Since active builds rely more on not getting hit in the first place, you can get away with less armor. But keep at least two extras at a minimum. On the other hand, passive builds are helpless without armor. Keep as many as seems reasonable.&lt;br /&gt;
&lt;br /&gt;
There are two major dangers to your armor supply: [[Baron of hell|barons]] and [[arch-vile|arch-viles]]. Barons deal [[damage type#acid|acid damage]], which deals double damage to your armor durability. Hell Knights can take off 20% [[blue armor]] per hit, Barons can do even more to your [[red armor]]. Archviles attack so quickly that your armor can be reduced shreds before you even realize it's happening. You should carefully manage your armor, taking off any specialty armor and replacing it with something low quality whenever you face these enemies.&lt;br /&gt;
&lt;br /&gt;
===Medpacks===&lt;br /&gt;
&lt;br /&gt;
Large/small medpacks: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Medpacks aren't really there to restore your health. Any healing you need can almost always be obtained from powerups on the level itself. If you get drained to the point where you need immediate healing, it's usually due to sloppy playing. Therefore, medpacks are really just there to give you a second chance when your health has been unexpectedly drained.&lt;br /&gt;
&lt;br /&gt;
[[Large med-pack|Large med-packs]] restore you to 100% health; [[small med-pack|Small medpacks]] restore only 25%. The small variety stop being useful past a certain point. Once enemies get too dangerous, they don't restore health fast enough to save you if you're a tight spot. However, they're still useful, since they can always be used to bring you out of tired condition. &lt;br /&gt;
&lt;br /&gt;
On lower difficulties, small med-packs stop being useful past the [[Phobos Hellgate|Hellgate]]. On UV or above, it happens around Level 5. I always keep them around anyway, just to fill out my reserved 4 slots. The exception is on ITYTD and N! There they restore 50%, which is significantly more useful.&lt;br /&gt;
&lt;br /&gt;
===Phase devices===&lt;br /&gt;
&lt;br /&gt;
Phase devices: '''x2'''&lt;br /&gt;
&lt;br /&gt;
[[phase device|Phase devices]] belong to the previously-mentioned category of second chances. However, they function in a different sort of way and thus deserve their own segment of your inventory. It may happen that you find yourself so thoroughly surrounded that enemies dish out damage as quick as you can heal. This is where having a phase device is the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
If you're used to playing on HMP or below, phase devices may still appear as novelties to you. UV vets will know exactly why they matter. UV has a tendency to start you in the middle of monster packs which can only be survived via phasing. Hold on to at least two, and you may even wish to swap out one or two medpacks for them, depending on how things are going.&lt;br /&gt;
&lt;br /&gt;
If you realize that you're stuck in a no-win situation, it's best to phase out sooner rather than later. If you wait until your health is low, you may end up being insta-killed anyway when you land. [[Homing phase device|Homing phase devices]] give you slightly better chances of survival, since if you end up in another tight spot you can take the stairs next turn. Of course, if you need to phase out and you're already near the stairs, it won't help much. &lt;br /&gt;
&lt;br /&gt;
===Envirosuit packs and boots===&lt;br /&gt;
&lt;br /&gt;
[[envirosuit pack|Envirosuit packs]] serve a pretty limited function. Now that rivers are guaranteed to have bridges, they're not as critically necessary as they once were. Rocket launchers can also work wonders in helping you to avoid hazardous ooze. There are two situations where they are guaranteed to be useful however: grabbing the Supercharge in [[Hell's Armory]], and surviving [[the Lava Pits]]. I don't carry more than one, space permitting.&lt;br /&gt;
&lt;br /&gt;
On a related note, there's rarely any need to carry more than one pair of boots. You decide when they take damage, so you should be able to keep them in one piece. I generally upgrade as soon as I can, though I prefer to slap an agility mod on [[protective boots]] and a power mod on [[plasteel boots]]. [[Tactical boots]] used to be a clear winner, but now that they only provide a speed boost of one agility mod, and now that armor shards and bridges are more prevalent, that's not the case.&lt;br /&gt;
&lt;br /&gt;
===Mod packs===&lt;br /&gt;
&lt;br /&gt;
Yes, [[mod packs]], the monkey wrench in your careful inventory management. These can change the entire course of your game, so you'd be foolish to pass them up. Nonetheless, you can go crazy hoarding them. It's best to simply use them as soon as you can, but if you're saving up for a specific assembly, you'll just have to cut inventory from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Extra bulk packs can be slapped on [[BFG 9000|BFGs]] to store more ammo; agility can go on armor or boots. I'm sure you'll find your own ways to use any other spare mods.&lt;br /&gt;
&lt;br /&gt;
===Miscellany===&lt;br /&gt;
&lt;br /&gt;
I'm not really sure what place [[shockwave pack|shockwave packs]] and their ilk have; haven't used one yet in combat.&lt;br /&gt;
&lt;br /&gt;
The various skulls are very useful in the Mortuary, but are probably less reliable in normal levels. The only one I could really recommend is the [[hatred skull]] for some emergency berserk.&lt;br /&gt;
&lt;br /&gt;
I'm not sure how useful the [[Arena Master's Staff]] is. If you're not planning on cracking the vaults, it may not be worth lugging around. I just never remember to use it in battle and it simply ends up taking up space.&lt;br /&gt;
&lt;br /&gt;
===Exotics===&lt;br /&gt;
&lt;br /&gt;
There are few exotics that aren't useful in some way. Many of them can be modded to provide a serious advantage that you wouldn't gain otherwise. For example, properly modded (and traited), the [[Minigun]] can do an average 120 damage in a single hit. If you know what to do, most exotics are game changers if you find them, and you should alter your plans accordingly.&lt;br /&gt;
&lt;br /&gt;
On the other hand, uniques can only be modded by [[classes#Technician|technicians]], so they are not as flexible.&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User:GrimmC</id>
		<title>User:GrimmC</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:GrimmC"/>
				<updated>2011-11-28T03:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[23|15|8|1|0] - Mancubus Captain&lt;br /&gt;
&lt;br /&gt;
==A short guide to DoomRL==&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Combat, combat. What's to say that hasn't already been written? Shoot them before they shoot you. Even better, shoot them when they can't even shoot you back. You can wing it on HNTR, but only your best build will get through HMP without being careful. By the time you get to UV, tactical defense (corner shooting, radar shooting) is absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Of course, tactical defense is counter-intuitive to the way most people play games, and certainly different from the way Doom itself is played. But if you want to win, this is the way to do it. You can learn more at Thomas's excellent guide to DoomRL.&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
Primary: '''x4''' stacks &amp;lt;br /&amp;gt;&lt;br /&gt;
Rockets: '''x1''', at least&amp;lt;br /&amp;gt;&lt;br /&gt;
Secondary: '''x2-3'''&lt;br /&gt;
&lt;br /&gt;
As Thomas quoted from someone else, you can get through a level without medpacks, but you sure as heck won't get through it without ammo. The exact amount depends on what type of build you're using, but the above can serve as a guide. Finding the right amount is a tough balance, because you're screwed if you run out, but you often end up carrying more than you need. &lt;br /&gt;
&lt;br /&gt;
One thing you can practice is situation ammo use. Keep an eye on any ammo you're walking past as you go through each level. If there's extra cells, whip out the BFG; extra shells, plink guys on the edge of your vision. It takes some presence of mind, but can work wonders.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Active min: '''x2'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Passive min: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Next to ammo, armor is the most important item in the game. Armor is essentially a secondary health meter you can swap out at will that takes damage for you. It even has its own health source. (Armor shards.) And if it runs out, you keep on playing. When you realize that each armor you have represents its own mini-health bar, why wouldn't you want to have as much as you can?&lt;br /&gt;
&lt;br /&gt;
Since active builds rely more on not getting hit in the first place, you can get away with less armor. But keep at least two extras at a minimum. On the other hand, passive builds are helpless without armor. Keep as many as seems reasonable.&lt;br /&gt;
&lt;br /&gt;
There are two major dangers to your armor supply: [[Baron of hell|barons]] and [[arch-vile|arch-viles]]. Barons deal [[damage type#acid|acid damage]], which deals double damage to your armor durability. Hell Knights can take off 20% [[blue armor]] per hit, Barons can do even more to your [[red armor]]. Archviles attack so quickly that your armor can be reduced shreds before you even realize it's happening. You should carefully manage your armor, taking off any specialty armor and replacing it with something low quality whenever you face these enemies.&lt;br /&gt;
&lt;br /&gt;
===Medpacks===&lt;br /&gt;
&lt;br /&gt;
Large/small medpacks: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Medpacks aren't really there to restore your health. Any healing you need can almost always be obtained from powerups on the level itself. If you get drained to the point where you need immediate healing, it's usually due to sloppy playing. Therefore, medpacks are really just there to give you a second chance when your health has been unexpectedly drained.&lt;br /&gt;
&lt;br /&gt;
[[Large med-pack|Large med-packs]] restore you to 100% health; [[small med-pack|Small medpacks]] restore only 25%. The small variety stop being useful past a certain point. Once enemies get too dangerous, they don't restore health fast enough to save you if you're a tight spot. However, they're still useful, since they can always be used to bring you out of tired condition. &lt;br /&gt;
&lt;br /&gt;
On lower difficulties, small med-packs stop being useful past the [[Phobos Hellgate|Hellgate]]. On UV or above, it happens around Level 5. I always keep them around anyway, just to fill out my reserved 4 slots. The exception is on ITYTD and N! There they restore 50%, which is significantly more useful.&lt;br /&gt;
&lt;br /&gt;
===Phase devices===&lt;br /&gt;
&lt;br /&gt;
Phase devices: '''x2'''&lt;br /&gt;
&lt;br /&gt;
[[phase device|Phase devices]] belong to the previously-mentioned category of second chances. However, they function in a different sort of way and thus deserve their own segment of your inventory. It may happen that you find yourself so thoroughly surrounded that enemies dish out damage as quick as you can heal. This is where having a phase device is the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
If you're used to playing on HMP or below, phase devices may still appear as novelties to you. UV vets will know exactly why they matter. UV has a tendency to start you in the middle of monster packs which can only be survived via phasing. Hold on to at least two, and you may even wish to swap out one or two medpacks for them, depending on how things are going.&lt;br /&gt;
&lt;br /&gt;
If you realize that you're stuck in a no-win situation, it's best to phase out sooner rather than later. If you wait until your health is low, you may end up being insta-killed anyway when you land. [[Homing phase device|Homing phase devices]] give you slightly better chances of survival, since if you end up in another tight spot you can take the stairs next turn. Of course, if you need to phase out and you're already near the stairs, it won't help much. &lt;br /&gt;
&lt;br /&gt;
===Envirosuit packs and boots===&lt;br /&gt;
&lt;br /&gt;
[[envirosuit pack|Envirosuit packs]] serve a pretty limited function. Now that rivers are guaranteed to have bridges, they're not as critically necessary as they once were. Rocket launchers can also work wonders in helping you to avoid hazardous ooze. There are two situations where they are guaranteed to be useful however: grabbing the Supercharge in [[Hell's Armory]], and surviving [[the Lava Pits]]. I don't carry more than one, space permitting.&lt;br /&gt;
&lt;br /&gt;
On a related note, there's rarely any need to carry more than one pair of boots. You decide when they take damage, so you should be able to keep them in one piece. I generally upgrade as soon as I can, though I prefer to slap an agility mod on [[protective boots]] and a power mod on [[plasteel boots]]. [[Tactical boots]] used to be a clear winner, but now that they only provide a speed boost of one agility mod, and now that armor shards and bridges are more prevalent, that's not the case.&lt;br /&gt;
&lt;br /&gt;
===Mod packs===&lt;br /&gt;
&lt;br /&gt;
Yes, [[mod packs]], the monkey wrench in your careful inventory management. These can change the entire course of your game, so you'd be foolish to pass them up. Nonetheless, you can go crazy hoarding them. It's best to simply use them as soon as you can, but if you're saving up for a specific assembly, you'll just have to cut inventory from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Extra bulk packs can be slapped on [[BFG 9000|BFGs]] to store more ammo; agility can go on armor or boots. I'm sure you'll find your own ways to use any other spare mods.&lt;br /&gt;
&lt;br /&gt;
===Miscellany===&lt;br /&gt;
&lt;br /&gt;
I'm not really sure what place [[shockwave pack|shockwave packs]] and their ilk have; haven't used one yet in combat.&lt;br /&gt;
&lt;br /&gt;
The various skulls are very useful in the Mortuary, but are probably less reliable in normal levels. The only one I could really recommend is the [[hatred skull]] for some emergency berserk.&lt;br /&gt;
&lt;br /&gt;
I'm not sure how useful the [[Arena Master's Staff]] is. If you're not planning on cracking the vaults, it may not be worth lugging around. I just never remember to use it in battle and it simply ends up taking up space.&lt;br /&gt;
&lt;br /&gt;
===Exotics===&lt;br /&gt;
&lt;br /&gt;
There are few exotics that aren't useful in some way. Many of them can be modded to provide a serious advantage that you wouldn't gain otherwise. For example, properly modded (and traited), the [[Minigun]] can do an average 120 damage in a single hit. If you know what to do, most exotics are game changers if you find them, and you should alter your plans accordingly.&lt;br /&gt;
&lt;br /&gt;
On the other hand, uniques can only be modded by [[classes#Technician|technicians]], so they are not as flexible.&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/User:GrimmC</id>
		<title>User:GrimmC</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/User:GrimmC"/>
				<updated>2011-11-28T03:28:26Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Created page with &amp;quot;[23|15|8|1|0] - Mancubus Captain  ==A short guide to DoomRL==  ===Combat===  Combat, combat. What's to say that hasn't already been written? Shoot them before they shoot you. Eve...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[23|15|8|1|0] - Mancubus Captain&lt;br /&gt;
&lt;br /&gt;
==A short guide to DoomRL==&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Combat, combat. What's to say that hasn't already been written? Shoot them before they shoot you. Even better, shoot them when they can't even shoot you back. You can wing it on HNTR, but only your best build will get through HMP without being careful. By the time you get to UV, tactical defense (corner shooting, radar shooting) is absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
Of course, tactical defense is counter-intuitive to the way most people play games, and certainly different from the way Doom itself is played. But if you want to win, this is the way to do it. You can learn more at Thomas's excellent guide to DoomRL.&lt;br /&gt;
&lt;br /&gt;
===Ammo===&lt;br /&gt;
&lt;br /&gt;
Primary: '''x4''' stacks &amp;lt;br /&amp;gt;&lt;br /&gt;
Rockets: '''x1''', at least&amp;lt;br /&amp;gt;&lt;br /&gt;
Secondary: '''x2-3'''&lt;br /&gt;
&lt;br /&gt;
As Thomas quoted from someone else, you can get through a level without medpacks, but you sure as heck won't get through it without ammo. The exact amount depends on what type of build you're using, but the above can serve as a guide. Finding the right amount is a tough balance, because you're screwed if you run out, but you often end up carrying more than you need. &lt;br /&gt;
&lt;br /&gt;
One thing you can practice is situation ammo use. Keep an eye on any ammo you're walking past as you go through each level. If there's extra cells, whip out the BFG; extra shells, plink guys on the edge of your vision. It takes some presence of mind, but can work wonders.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
Active min: '''x2'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Passive min: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Next to ammo, armor is the most important item in the game. Armor is essentially a secondary health meter you can swap out at will that takes damage for you. It even has its own health source. (Armor shards.) And if it runs out, you keep on playing. When you realize that each armor you have represents its own mini-health bar, why wouldn't you want to have as much as you can?&lt;br /&gt;
&lt;br /&gt;
Since active builds rely more on not getting hit in the first place, you can get away with less armor. But keep at least two extras at a minimum. On the other hand, passive builds are helpless without armor. Keep as many as seems reasonable.&lt;br /&gt;
&lt;br /&gt;
There are two major dangers to your armor supply: [[Baron of hell|barons]] and [[arch-vile|arch-viles]]. Barons deal [[damage type#acid|acid damage]], which deals double damage to your armor durability. Hell Knights can take off 20% [[blue armor]] per hit, Barons can do even more to your [[red armor]]. Archviles attack so quickly that your armor can be reduced shreds before you even realize it's happening. You should carefully manage your armor, taking off any specialty armor and replacing it with something low quality whenever you face these enemies.&lt;br /&gt;
&lt;br /&gt;
===Medpacks===&lt;br /&gt;
&lt;br /&gt;
Large/small medpacks: '''x4'''&lt;br /&gt;
&lt;br /&gt;
Medpacks aren't really there to restore your health. Any healing you need can almost always be obtained from powerups on the level itself. If you get drained to the point where you need immediate healing, it's usually due to sloppy playing. Therefore, medpacks are really just there to give you a second chance when your health has been unexpectedly drained.&lt;br /&gt;
&lt;br /&gt;
[[Large med-pack|Large med-packs]] restore you to 100% health; [[small med-pack|Small medpacks]] restore only 25%. The small variety stop being useful past a certain point. Once enemies get too dangerous, they don't restore health fast enough to save you if you're a tight spot. However, they're still useful, since they can always be used to bring you out of tired condition. &lt;br /&gt;
&lt;br /&gt;
On lower difficulties, small med-packs stop being useful past the [[Phobos Hellgate|Hellgate]]. On UV or above, it happens around Level 5. I always keep them around anyway, just to fill out my reserved 4 slots. The exception is on ITYTD and N! There they restore 50%, which is significantly more useful.&lt;br /&gt;
&lt;br /&gt;
===Phase devices===&lt;br /&gt;
&lt;br /&gt;
Phase devices: '''x2'''&lt;br /&gt;
&lt;br /&gt;
[[phase device|Phase devices]] belong to the previously-mentioned category of second chances. However, they function in a different sort of way and thus deserve their own segment of your inventory. It may happen that you find yourself so thoroughly surrounded that enemies dish out damage as quick as you can heal. This is where having a phase device is the difference between winning and losing.&lt;br /&gt;
&lt;br /&gt;
If you're used to playing on HMP or below, phase devices may still appear as novelties to you. UV vets will know exactly why they matter. UV has a tendency to start you in the middle of monster packs which can only be survived via phasing. Hold on to at least two, and you may even wish to swap out one or two medpacks for them, depending on how things are going.&lt;br /&gt;
&lt;br /&gt;
If you realize that you're stuck in a no-win situation, it's best to phase out sooner rather than later. If you wait until your health is low, you may end up being insta-killed anyway when you land. [[Homing phase device|Homing phase devices]] give you slightly better chances of survival, since if you end up in another tight spot you can take the stairs next turn. Of course, if you need to phase out and you're already near the stairs, it won't help much. &lt;br /&gt;
&lt;br /&gt;
===Envirosuit packs and boots===&lt;br /&gt;
&lt;br /&gt;
[[envirosuit pack|Envirosuit packs]] serve a pretty limited function. Now that rivers are guaranteed to have bridges, they're not as critically necessary as they once were. Rocket launchers can also work wonders in helping you to avoid hazardous ooze. There are two situations where they are guaranteed to be useful however: grabbing the Supercharge in [[Hell's Armory]], and surviving [[the Lava Pits]]. I don't carry more than one, space permitting.&lt;br /&gt;
&lt;br /&gt;
On a related note, there's rarely any need to carry more than one pair of boots. You decide when they take damage, so you should be able to keep them in one piece. I generally upgrade as soon as I can, though I prefer to slap an agility mod on [[protective boots]] and a power mod on [[plasteel boots]]. [[Tactical boots]] used to be a clear winner, but now that they only provide a speed boost of one agility mod, and now that armor shards and bridges are more prevalent, that's not the case.&lt;br /&gt;
&lt;br /&gt;
===Mod packs===&lt;br /&gt;
&lt;br /&gt;
Yes, [[mod packs]], the monkey wrench in your careful inventory management. These can change the entire course of your game, so you'd be foolish to pass them up. Nonetheless, you can go crazy hoarding them. It's best to simply use them as soon as you can, but if you're saving up for a specific assembly, you'll just have to cut inventory from somewhere else.&lt;br /&gt;
&lt;br /&gt;
Extra bulk packs can be slapped on [[|BFG 9000|BFGs]] to store more ammo; agility can go on armor or boots. I'm sure you'll find your own ways to use any other spare mods.&lt;br /&gt;
&lt;br /&gt;
===Miscellany===&lt;br /&gt;
&lt;br /&gt;
I'm not really sure what place [[shockwave pack|shockwave packs]] and their ilk have; haven't used one yet in combat.&lt;br /&gt;
&lt;br /&gt;
The various skulls are very useful in the Mortuary, but are probably less reliable in normal levels. The only one I could really recommend is the [[hatred skull]] for some emergency berserk.&lt;br /&gt;
&lt;br /&gt;
===Exotics===&lt;br /&gt;
&lt;br /&gt;
There are few exotics that aren't useful in some way. Many of them can be modded to provide a serious advantage that you wouldn't gain otherwise. For example, properly modded (and traited), the [[Minigun]] can do an average 120 damage in a single hit. If you know what to do, most exotics are game changers if you find them, and you should alter your plans accordingly.&lt;br /&gt;
&lt;br /&gt;
On the other hand, uniques can only be modded by [[classes#Technician|technicians]], so they are not as flexible.&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Talk:Shotguns</id>
		<title>Talk:Shotguns</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Talk:Shotguns"/>
				<updated>2011-11-27T07:25:41Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Normal spread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Normal spread ==&lt;br /&gt;
&lt;br /&gt;
I don't believe that a normal shotgun's spread is 3 anymore. It certainly isn't the same as a wide shotgun, which is how it's currently listed. [[User:GrimmC|GrimmC]] 08:25, 27 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Elephant_gun</id>
		<title>Elephant gun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Elephant_gun"/>
				<updated>2011-11-18T18:41:53Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Elephant gun|&lt;br /&gt;
weapon_dmg=12d3/12-36, [[Shotguns|normal shotgun blast]]|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_avgdmg=24*0.93 = 22|&lt;br /&gt;
weapon_accuracy=+0|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.5 seconds|&lt;br /&gt;
weapon_clip=1|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: [[shotgun]] + PP|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_other=N/A|&lt;br /&gt;
weapon_source={{wiki|Elephant_gun|Real life}}}}&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Tactical_shotgun</id>
		<title>Tactical shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Tactical_shotgun"/>
				<updated>2011-11-18T18:39:39Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: corrected damage output&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Tactical shotgun|&lt;br /&gt;
weapon_dmg=8d3/8-24, [[Shotguns|focused shotgun blast]]|&lt;br /&gt;
weapon_avgdmg=16 &amp;amp;times; 0.95 = 15.0|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=+0|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=0.5 seconds|&lt;br /&gt;
weapon_clip=6|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=[[Alternate reload#Full reload|Full reload]]|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: [[combat shotgun]] + PT|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original) |&lt;br /&gt;
weapon_other=Unlike the combat shotgun, the tactical shotgun doesn't require pumping.|&lt;br /&gt;
weapon_source=[http://en.wikipedia.org/wiki/Combat_shotgun Real life]}}&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Hell%27s_Arena</id>
		<title>Hell's Arena</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Hell%27s_Arena"/>
				<updated>2011-11-13T19:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: changed rewards to reflect 0.9.9.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Hell's Arena|&lt;br /&gt;
level_dlvl=2-3, 100% chance to appear|&lt;br /&gt;
level_intxt=&amp;quot;Welcome to Hell's Arena mortal!&amp;quot; &amp;quot;You are either very foolish, or very brave.&amp;quot; &amp;quot;Either way I like it!&amp;quot; &amp;quot;And so do the crowds!&amp;quot; Suddenly you hear screams everywhere! &amp;quot;Blood! Blood! BLOOD! The voice booms again: &amp;quot;Kill all enemies and I shall reward thee!&amp;quot;|&lt;br /&gt;
level_loottxt='''After winning the first round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Not bad mortal! For the weakling that you are, you show some determination.&amp;quot; You hear screams everywhere! &amp;quot;More Blood! More BLOOD!&amp;quot; The voice continues: &amp;quot;I can now let you go free, or you may try to complete the challenge!&amp;quot; &amp;quot;Do you want to continue the fight?&amp;quot; [y/n]&lt;br /&gt;
&lt;br /&gt;
'''After choosing to fight the second round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;I like it! Let the show go on!&amp;quot; You hear screams everywhere! &amp;quot;More Blood! More BLOOD!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''After winning the second round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Impressive mortal! Your determination to survive makes me excited!&amp;quot; You hear screams everywhere! &amp;quot;More Blood! More BLOOD!&amp;quot; &amp;quot;I can let you go now, and give you a small reward, or you can choose to fight the final challenge!&amp;quot; &amp;quot;Do you want to continue the fight?&amp;quot; [y/n]&lt;br /&gt;
&lt;br /&gt;
'''After choosing to fight the final round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Excellent! May the fight begin!!!&amp;quot; You hear screams everywhere! &amp;quot;Kill, Kill, KILL!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''After defeating all enemies:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Congratulations mortal! A pity you came to destroy us, for you would make a formidable hell warrior!&amp;quot; &amp;quot;I grant you the title of Hell's Arena Champion!&amp;quot; &amp;quot;And a promise is a promise... search the arena again...&amp;quot;|&lt;br /&gt;
level_outtxt=The voice laughs : &amp;quot;Flee mortal, flee! There's no hiding in hell!&amp;quot;|&lt;br /&gt;
level_itytd=First round: [[lost soul]] (x2), [[demon]] (x3)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x1)&lt;br /&gt;
&lt;br /&gt;
Third round: [[cacodemon]] (x2)|&lt;br /&gt;
level_hntr=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x1)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x2)&lt;br /&gt;
&lt;br /&gt;
Third round: [[cacodemon]] (x3)|&lt;br /&gt;
level_hmp=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x2)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x3)&lt;br /&gt;
&lt;br /&gt;
Third round: [[hell knight]] (x2)|&lt;br /&gt;
level_uv=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x3)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x4)&lt;br /&gt;
&lt;br /&gt;
Third round: [[baron of hell]] (x2)|&lt;br /&gt;
level_n=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x4)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x5)&lt;br /&gt;
&lt;br /&gt;
Third round: [[baron of hell]] (x2)|&lt;br /&gt;
level_loot=Winning the first round, then choosing not to continue: None&lt;br /&gt;
&lt;br /&gt;
Winning the first round, then choosing to continue: [[chaingun]]&lt;br /&gt;
&lt;br /&gt;
Winning the second round, then choosing not to continue: [[shotgun shell]] (3x8), [[small med-pack]], [[large med-pack]]&lt;br /&gt;
&lt;br /&gt;
Winning the second round, then choosing to continue: [[shotgun shell]] (4x8), [[10mm ammo]] (4x24)&lt;br /&gt;
&lt;br /&gt;
Winning the final round, ITYTD or HNTR: [[10mm ammo chain]], [[shell box]], [[blue armor]], [[large med-pack]], [[Supercharge Globe]]&lt;br /&gt;
&lt;br /&gt;
Winning the final round: [[rocket launcher]], [[rocket]] (9x3), [[power cell]] (3x20), [[blue armor]], [[large med-pack]], [[Supercharge Globe]]&lt;br /&gt;
&lt;br /&gt;
AoB victory: [[large med-pack]] (x2), [[homing phase device]], [[blue armor]], [[Large Health Globe]], [[Supercharge Globe]]&lt;br /&gt;
&lt;br /&gt;
AoMa victory: [[power mod pack]], [[blue armor]], [[Supercharge Globe]], [[10mm ammo chain]]&lt;br /&gt;
&lt;br /&gt;
AoSg victory: [[double shotgun]], [[blue armor]], [[Supercharge Globe]]&lt;br /&gt;
|&lt;br /&gt;
level_other=You spawn in the center of the map, stairs are to the very left. Enemies spawn in random positions each wave.}}&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Hell%27s_Arena</id>
		<title>Hell's Arena</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Hell%27s_Arena"/>
				<updated>2011-11-13T07:25:56Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Hell's Arena|&lt;br /&gt;
level_dlvl=2-3, 100% chance to appear|&lt;br /&gt;
level_intxt=&amp;quot;Welcome to Hell's Arena mortal!&amp;quot; &amp;quot;You are either very foolish, or very brave.&amp;quot; &amp;quot;Either way I like it!&amp;quot; &amp;quot;And so do the crowds!&amp;quot; Suddenly you hear screams everywhere! &amp;quot;Blood! Blood! BLOOD! The voice booms again: &amp;quot;Kill all enemies and I shall reward thee!&amp;quot;|&lt;br /&gt;
level_loottxt='''After winning the first round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Not bad mortal! For the weakling that you are, you show some determination.&amp;quot; You hear screams everywhere! &amp;quot;More Blood! More BLOOD!&amp;quot; The voice continues: &amp;quot;I can now let you go free, or you may try to complete the challenge!&amp;quot; &amp;quot;Do you want to continue the fight?&amp;quot; [y/n]&lt;br /&gt;
&lt;br /&gt;
'''After choosing to fight the second round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;I like it! Let the show go on!&amp;quot; You hear screams everywhere! &amp;quot;More Blood! More BLOOD!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''After winning the second round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Impressive mortal! Your determination to survive makes me excited!&amp;quot; You hear screams everywhere! &amp;quot;More Blood! More BLOOD!&amp;quot; &amp;quot;I can let you go now, and give you a small reward, or you can choose to fight the final challenge!&amp;quot; &amp;quot;Do you want to continue the fight?&amp;quot; [y/n]&lt;br /&gt;
&lt;br /&gt;
'''After choosing to fight the final round:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Excellent! May the fight begin!!!&amp;quot; You hear screams everywhere! &amp;quot;Kill, Kill, KILL!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''After defeating all enemies:'''&lt;br /&gt;
&lt;br /&gt;
The voice booms: &amp;quot;Congratulations mortal! A pity you came to destroy us, for you would make a formidable hell warrior!&amp;quot; &amp;quot;I grant you the title of Hell's Arena Champion!&amp;quot; &amp;quot;And a promise is a promise... search the arena again...&amp;quot;|&lt;br /&gt;
level_outtxt=The voice laughs : &amp;quot;Flee mortal, flee! There's no hiding in hell!&amp;quot;|&lt;br /&gt;
level_itytd=First round: [[lost soul]] (x2), [[demon]] (x3)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x1)&lt;br /&gt;
&lt;br /&gt;
Third round: [[cacodemon]] (x2)|&lt;br /&gt;
level_hntr=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x1)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x2)&lt;br /&gt;
&lt;br /&gt;
Third round: [[cacodemon]] (x3)|&lt;br /&gt;
level_hmp=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x2)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x3)&lt;br /&gt;
&lt;br /&gt;
Third round: [[hell knight]] (x2)|&lt;br /&gt;
level_uv=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x3)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x4)&lt;br /&gt;
&lt;br /&gt;
Third round: [[baron of hell]] (x2)|&lt;br /&gt;
level_n=First round: [[lost soul]] (x2), [[demon]] (x3), [[cacodemon]] (x4)&lt;br /&gt;
&lt;br /&gt;
Second round: [[demon]] (x3), [[cacodemon]] (x5)&lt;br /&gt;
&lt;br /&gt;
Third round: [[baron of hell]] (x2)|&lt;br /&gt;
level_loot=Winning the first round, then choosing not to continue: None&lt;br /&gt;
&lt;br /&gt;
Winning the first round, then choosing to continue: [[chaingun]]&lt;br /&gt;
&lt;br /&gt;
Winning the second round, then choosing not to continue: [[shotgun shell]] (3x8), [[small med-pack]], [[large med-pack]]&lt;br /&gt;
&lt;br /&gt;
Winning the second round, then choosing to continue: [[shotgun shell]] (4x8), [[10mm ammo]] (4x24)&lt;br /&gt;
&lt;br /&gt;
Winning the final round: [[rocket launcher]], [[rocket]] (9x3), [[power cell]] (3x20), [[blue armor]], [[large med-pack]], [[Supercharge Globe]]&lt;br /&gt;
&lt;br /&gt;
AoB victory: [[large med-pack]] (x2), [[homing phase device]], [[blue armor]], [[Large Health Globe]], [[Supercharge Globe]]&lt;br /&gt;
&lt;br /&gt;
AoMa victory: [[power mod pack]], [[blue armor]], [[Supercharge Globe]], [[10mm ammo chain]]&lt;br /&gt;
&lt;br /&gt;
AoSg victory: [[double shotgun]], [[blue armor]], [[Supercharge Globe]]&lt;br /&gt;
|&lt;br /&gt;
level_other=You spawn in the center of the map, stairs are to the very left. Enemies spawn in random positions each wave.}}&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Laser_rifle</id>
		<title>Strategy:Laser rifle</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Laser_rifle"/>
				<updated>2011-10-18T01:29:31Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This weapon is moddable. (Tested with Agility mod, Marine, WK0)&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Laser_rifle</id>
		<title>Strategy:Laser rifle</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Laser_rifle"/>
				<updated>2011-10-18T01:21:23Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Created page with &amp;quot;It does not appear that this weapon can be modded. (Tested with Marine, 0 WK)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It does not appear that this weapon can be modded. (Tested with Marine, 0 WK)&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Necroarmor</id>
		<title>Strategy:Necroarmor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Necroarmor"/>
				<updated>2011-10-18T00:56:58Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Created page with &amp;quot;It does not appear that this item can be modded. (Tested with Marine class, 0 WK)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It does not appear that this item can be modded. (Tested with Marine class, 0 WK)&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Energy_shield</id>
		<title>Strategy:Energy shield</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Energy_shield"/>
				<updated>2011-09-13T22:31:41Z</updated>
		
		<summary type="html">&lt;p&gt;GrimmC: Created page with &amp;quot;The Megasphere will restore this armor to max durability.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Megasphere will restore this armor to max durability.&lt;/div&gt;</summary>
		<author><name>GrimmC</name></author>	</entry>

	</feed>