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		<updated>2026-04-08T04:56:24Z</updated>
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	<entry>
		<id>https://drl.chaosforge.org/wiki/Antigrav_boots</id>
		<title>Antigrav boots</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Antigrav_boots"/>
				<updated>2025-04-06T00:19:50Z</updated>
		
		<summary type="html">&lt;p&gt;Kantarza: Non-levitating comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Armor|&lt;br /&gt;
armor_name=Antigrav boots|&lt;br /&gt;
armor_prot=Original|&lt;br /&gt;
armor_resists=Original|&lt;br /&gt;
armor_health=Original|&lt;br /&gt;
armor_move=Original +50% (capped at +50%)|&lt;br /&gt;
armor_knockback=Original|&lt;br /&gt;
armor_get=[[Assemblies|Assembly]]: any [[Armor#Boots|boots]] + AAN|&lt;br /&gt;
armor_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;
armor_description=Assembly (same as original)|&lt;br /&gt;
armor_other=Regenerates 2% durability on each of the wearer's actions, starting after 5 actions without taking damage. Cannot be destroyed. Note that the resistances are inherited from the base boots and that they do not levitate you above environmental hazards.}}&lt;/div&gt;</summary>
		<author><name>Kantarza</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Gothic_armor</id>
		<title>Strategy:Gothic armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Gothic_armor"/>
				<updated>2025-03-31T11:45:28Z</updated>
		
		<summary type="html">&lt;p&gt;Kantarza: minor typo of my own&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
With 6 protection, the Gothic armor has the most protection of any [[exotic]] [[armor]] in the game, while also boasting a massive 50% [[resistance]] to [[bullet]]. [[shrapnel]], and [[melee]] damage. [[Former human]]s, [[Sergeant]]s, and [[Captain]]s will never deal more than 1 point of damage to you per hit, and you reduce nearly all melee damage down to 1 point, while even the strongest melee attacks in the game, those of the [[Cyberdemon]] and [[Angel of Death]], will be reduced to a pitiful 2-3 damage. Then on top of all that, this armor innately comes with 200% durability, which not only doubles how long the armor can last, but gives you triple the amount of effective durability to work with (as armor doesn't entered its damage state and thus lose protection until it hits 50% or less, so you get 150% durability instead of just 50% durability to work with before it enters this damaged state).&lt;br /&gt;
&lt;br /&gt;
However this armor does come with some huge downsides. First, this armor has no resistance at all against the energy trio of [[fire]], [[plasma]], and [[acid]] damage, and as any experienced DoomRL veteran can attest, resistances are far more valuable to damage reduction than sheer protection. For an example, an [[Arch-vile]]'s attack deals 20 damage with no armor at all, enough to three shot any class at base, but the Gothic armor reduces it to 14 damage, which works out to [[Scout]]s and [[Technician]]s... being able to take just one more hit before dying, while a [[Marine]] can barely survive an additional hit on top of that, so not much an improvement over having no armor at all. A vanilla [[Red armor]] on the other hand, with its innate 25% fire resistance, reduces the Arch-vile's attack down to 11 damage. So against the ever dangerous [[VMR]], Gothic armor is not protecting you any better than unmodded Red armor, and against sufficiently high damage like the aforementioned Arch-vile blast, it's outright worse! Then there's the fact that plasma damage ignores half of armor protection, meaning the Gothic armor effectively gives you only 3 protection against plasma, so you're not reducing all of an [[Arachnotron]]'s and especially not a [[Former commando]]'s blasts down to 1 damage, while this armor will see even less effective protection against plasma-dealing enemies with single strong hits like [[Cacodemon]]s and [[Hell knight]]s (to say nothing of how laughable this armor will be against nastier plasma enemies and bosses like certain nightmare enemies and the [[Shambler]]). The second, bigger problem with this armor however is how badly it cripples your movement, with an abominable -70% movement [[speed]] penalty and a -90% [[knockback]] penalty; with average movement speed, enemies will be getting triple to quintuple moves each time you try moving in it, and trying to [[rocket jump]] in it will send you nowhere. Putting the Gothic armor on in an open firefight against anything bigger than [[Demon]]s may as well be suicide, unless you got so much [[Strategy:Hellrunner|Hellrunner]] investment and something crazy like [[Antigrav boots]] or agility modded [[Phaseshift boots]] on to keep your movement speed still decent, in which case if you're that fast, you would be better off without the Gothic armor and just running away where the enemies have no hope to catch you.&lt;br /&gt;
&lt;br /&gt;
==How to effectively utilize the Gothic armor==&lt;br /&gt;
Despite those major drawbacks, the Gothic armor is still a very nice find that you will often be happy to see, and in some cases can even be the best thing. Just on its own, it is the best armor for melee combat aside from a [[Shielded Armor]] and a [[Ballistic shield]], both of which are even rarer to find, and the latter of which is a shield, which means its durability can't be restored without a [[Megasphere]]. So as long as you can get yourself in a comfy spot to lure enemies to without opening yourself up to fire, any build with melee investment can don this armor and melee them to death while taking very minimal damage. Additionally as mentioned before, it neuters the [[Angel of Death]], meaning a build with no melee investment that finds this armor will have a much easier time trying to beat the [[Unholy Cathedral]] for that sweet [[Conqueror Badge]], especially if they didn't get a [[Hatred skull]] earlier on from the [[Agony elemental]], which is covered in more detail on the Unholy Cathedral's [[Strategy:Unholy Cathedral#Exotic/Unique armors|strategy page]].&lt;br /&gt;
&lt;br /&gt;
The other thing about the Gothic armor is since it's an [[exotic]], you can still mod it. Basic modding doesn't do too much for this armor; an [[agility mod]] won't save its movement [[speed]] when it brings it up to a still abysmal -55%, and a [[power mod]] isn't doing all that much to make up for the complete lack of resistances against energy attacks.  Where the Gothic armor really shines is being a base for [[assemblies]], by which I mean for the [[Cerberus armor]]. The Gothic armor is unquestionably the best base armor in the game for Cerberus armor, where the Gothic armor and that assembly both address each others' weaknesses in a perfect marriage; the Gothic armor has amazing physical resistance but no energy resistances, and the Cerberus armor has amazing energy resistances but no physical resistances, inheriting its physical resistances from whatever armor is used to assemble it. Thus by using Gothic armor as a base for your Cerberus armor, you get an armor with the following resistances: 50% to [[bullet]], 50% to [[shrapnel]], 50% to [[melee]], 70% to [[fire]], 50% to [[plasma]], and 70% to [[acid]]. So even though Cerberus armor has no protection, Cerberus Gothic armor will reduce all damage in the game to half or even less. Additionally, Cerberus armor inherits it durability from the base armor, and thus your Cerberus Gothic armor will also inherent that maximum 200% durability, which is what makes it even better than using the [[Duelist armor]] or [[Ballistic vest]] as a base (which give 50% resistance to all physical damage as well but don't come with the extra durability). For one more perk of this assembly, the Cerberus armor has its own set -30% movement speed and knockback penalties regardless of what armor you use to make it, which is normally one downside of the assembly, but compared to what the Gothic armor has, that is much ''much'' more manageable, making the assembly about a complete upgrade (well with it losing that 6 protection, it's not near-invulnerable in melee anymore, but the far greater resistance against energy attacks is more than worth being just merely well-protected in melee).&lt;br /&gt;
&lt;br /&gt;
For assemblies besides the Cerberus armor, if you're lucky enough to be able to make a [[Nanofiber skin armor]] or [[Cybernano armor]], there are many other far better armors to use for them, even a [[Red armor]] would serve as a much more effective base if you can't find any of the better exotic armors. If you aren't investing in [[Strategy:Whizkid|Whizkid]] and thus can't make Cerberus armor, making it into a [[Nanofiber armor]] would be a joke and [[Ballistic armor]] is similarly jokeworthy; just applying a power mod to the Gothic armor will reduce melee damage from the Cyberdemon and Angel of Death down to 1, while turning it Ballistic will give it a ''-30%'' fire resistance, i.e. you may as well be covering yourself in gasoline when VMR are around. This leaves just [[Fireproof armor]] as the only one worth any consideration, which gives the armor +30% fire resistance in exchange for -30% melee resistance. 20% melee resistance with 6 protection is still plenty, for some numbers it'll reduce a [[Baron]]'s and [[Mancubus]]' melee damage down to 1-3, and the only things that hit harder in melee than them are the aforementioned two bosses and [[Nightmare demon]]s, so you're still extremely protected in melee against 95-99% of what you'll fight. Conversely, the aforementioned [[Arch-vile]]'s attack will get reduced down to 8 damage, nearly doubling the armor's effectiveness against them, while seeing even greater appreciation against weaker attacks. You still have the crippling movement problem however and Fireproof Gothic armor is completely worthless for [[rocket jump]]ing, so it would still be an inferior option to Fireproofing a Red armor, but it would make the armor a lot more viable as a backup for open firefights while still remaining very good in melee range, thus it would be a decent assembly to make if you got the inventory space, [[technical mod]], and [[bulk mod]] to spare.&lt;br /&gt;
&lt;br /&gt;
==Final note==&lt;br /&gt;
If you found the [[Gothic boots]] too, wearing them alongside the Gothic armor will give you the Gothic Arms set, which gives you +4 protection. Now 10 protection sounds nice, but also comes with the drawback of '''''making you unable to move at all no matter what your movement speed is'''''. Trying to utilize this with vanilla Gothic armor is obviously impractical, as per the explanation before on how sheer protection value isn't worth all that much on its own. But if you did make Cerberus Gothic armor, it'll still work for the Gothic Arms set, in which case the +4 protection on top of the Cerberus resistances will make you nearly invincible against most attacks; the Arch-vile's attack we have been using as a benchmark throughout this page? With 70% fire resistance and 4 protection, its damage gets reduced down to... 2 damage, and most other non-plasma attacks will be dealing only a single point of damage. Granted, it often would be better to keep the ability to move, but if you do find yourself in a situation where you absolutely can't run and need to out-DPS a bunch of baddies to survive, this could be your savior or at least save you a medkit or [[Phase device]]. This could similarly be applied with the Fireproof Gothic armor, though there you'll still be taking some damage from fire enemies and so it won't work as effectively (e.g. the Arch-vile's attack gets reduced to 4 damage, a huge reduction but you're not completely shrugging repeated blows off), especially when you won't have any acid and plasma resistance to stave off Barons and plasma enemies like the Cerberus Gothic armor can. The last scenario where the Gothic Arms set could be practical is if you're a non-melee build trying to beat the Unholy Cathedral, as it'll reduce the Angel of Death's attacks down to 1 damage without you having to expend a power mod on the Gothic armor.&lt;br /&gt;
&lt;br /&gt;
So overall, the Gothic armor is an unusual armor that is rather impractical for general usage, but it does have situations where it can shine, and it can end up being a run-changing armor if you're able to make it Cerberus. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 23:20, 1 July 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Kantarza</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Gothic_armor</id>
		<title>Strategy:Gothic armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Gothic_armor"/>
				<updated>2025-03-31T11:44:36Z</updated>
		
		<summary type="html">&lt;p&gt;Kantarza: minor typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
With 6 protection, the Gothic armor has the most protection of any [[exotic]] [[armor]] in the game, while also boasting a massive 50% [[resistance]] to [[bullet]]. [[shrapnel]], and [[melee]] damage. [[Former human]]s, [[Sergeant]]s, and [[Captain]]s will never deal more than 1 point of damage to you per hit, and you reduce nearly all melee damage down to 1 point, while even the strongest melee attacks in the game, those of the [[Cyberdemon]] and [[Angel of Death]], will be reduced to a pitiful 2-3 damage. Then on top of all that, this armor innately comes with 200% durability, which not only doubles how long the armor can last, but gives you triple the amount of effective durability to work with (as armor doesn't entered its damage state and thus lose protection until it hits 50% or less, so you get 150% durability instead of just 50% durability to work with before it enters this damaged state).&lt;br /&gt;
&lt;br /&gt;
However this armor does come with some huge downsides. First, this armor has no resistance at all against the energy trio of [[fire]], [[plasma]], and [[acid]] damage, and as any experienced DoomRL veteran can attest, resistances are far more valuable to damage reduction than sheer protection. For an example, an [[Arch-vile]]'s attack deals 20 damage with no armor at all, enough to three shot any class at base, but the Gothic armor reduces it to 14 damage, which works out to [[Scout]]s and [[Technician]]s... being able to take just one more hit before dying, while a [[Marine]] can barely survive an additional hit on top of that, so not much an improvement over having no armor at all. A vanilla [[Red armor]] on the other hand, with its innate 25% fire resistance, reduces the Arch-vile's attack down to 11 damage. So against the ever dangerous [[VMR]], Gothic armor is not protecting you any better than unmodded Red armor, and against sufficiently high damage like the aforementioned Arch-vile blast, it's outright worse! Then there's the fact that plasma damage ignores half of armor protection, meaning the Gothic armor effectively gives you only 3 protection against plasma, so you're not reducing all of an [[Arachnotron]]'s and especially not a [[Former commando]]'s blasts down to 1 damage, while this armor will see even less effective protection against plasma-dealing enemies with single strong hits like [[Cacodemon]]s and [[Hell knight]]s (to say nothing of how laughable this armor will be against nastier plasma enemies and bosses like certain nightmare enemies and the [[Shambler]]). The second, bigger problem with this armor however is how badly it cripples your movement, with an abominable -70% movement [[speed]] penalty and a -90% [[knockback]] penalty; with average movement speed, enemies will be getting triple to quintuple moves each time you try moving in it, and trying to [[rocket jump]] in it will send you nowhere. Putting the Gothic armor on in an open firefight against anything bigger than [[Demon]]s may as well be suicide, unless you got so much [[Strategy:Hellrunner|Hellrunner]] investment and something crazy like [[Antigrav boots]] or agility modded [[Phaseshift boots]] on to keep your movement speed still decent, in which case if you're that fast, you would be better off without the Gothic armor and just running away where the enemies have no hope to catch you.&lt;br /&gt;
&lt;br /&gt;
==How to effectively utilize the Gothic armor==&lt;br /&gt;
Despite those major drawbacks, the Gothic armor is still a very nice find that you will often be happy to see, and in some cases can even be the best thing. Just on its own, it is the best armor for melee combat aside from a [[Shielded Armor]] and a [[Ballistic shield]], both of which are even rarer to find, and the latter of which is a shield, which means its durability can't be restored without a [[Megasphere]]. So as long as you can get yourself in a comfy spot to lure enemies to without opening yourself up to fire, any build with melee investment can don this armor and melee them to death while taking very minimal damage. Additionally as mentioned before, it neuters the [[Angel of Death]], meaning a build with no melee investment that finds this armor will have a much easier time trying to beat the [[Unholy Cathedral]] for that sweet [[Conqueror Badge]], especially if they didn't get a [[Hatred skull]] earlier on from the [[Agony elemental]], which is covered in more detail on the Unholy Cathedral's [[Strategy:Unholy Cathedral#Exotic/Unique armors|strategy page]].&lt;br /&gt;
&lt;br /&gt;
The other thing about the Gothic armor is since it's an [[exotic]], you can still mod it. Basic modding doesn't do too much for this armor; an [[agility mod]] won't save its movement [[speed]] when it brings it up to a still abysmal -55%, and a [[power mod]] isn't doing all that much to make up for the complete lack of resistances against energy attacks.  Where the Gothic armor really shines is being a base for [[assemblies]], by which I mean for the [[Cerberus armor]]. The Gothic armor is unquestionably the best base armor in the game for Cerberus armor, where the Gothic armor and that assembly both address each others' weaknesses in a perfect marriage; the Gothic armor has amazing physical resistance but no energy resistances, and the Cerberus armor has amazing energy resistances but no physical resistances, inheriting its physical resistances from whatever armor is used to assemble it. Thus by using Gothic armor as a base for your Cerberus armor, you get an armor with the following resistances: 50% to [[bullet]], 50% to [[shrapnel]], 50% to [[melee]], 70% to [[fire]], 50% to [[plasma]], and 70% to [[acid]]. So even though Cerberus armor has no protection, Cerberus Gothic armor will reduce all damage in the game to half or even less. Additionally, Cerberus armor inherits it durability from the base armor, and thus your Cerberus Gothic armor will also inherent that maximum 200% durability, which is what makes it even better than using the [[Duelist armor]] or [[Ballistic vest]] as a base (which give 50% resistance to all physical damage as well but don't come with the extra durability). For one more perk of this assembly, the Cerberus armor has its own set -30% movement speed and knockback penalties regardless of what armor you use to make it, which is normally one downside of the assembly, but compared to what the Gothic armor has, that is much ''much'' more manageable, making the assembly about a complete upgrade (well with it losing that 6 protection, it's not near-invulnerable in melee anymore, but the far greater resistance against energy attacks is more than worth being just merely well-protected in melee).&lt;br /&gt;
&lt;br /&gt;
For assemblies besides the Cerberus armor, if you're lucky enough to be able to make a [[Nanofiber skin armor]] or [[Cybernano armor]], there are many other far better armors to use for them, even a [[Red armor]] would serve as a much more effective base if you can't find any of the better exotic armors. If you aren't investing in [[Strategy:Whizkid|Whizkid]] and thus can't make Cerberus armor, making it into a [[Nanofiber armor]] would be a joke and [[Ballistic armor]] is similarly jokeworthy; just applying a power mod to the Gothic armor will reduce melee damage from the Cyberdemon and Angel of Death down to 1, while turning it Ballistic will give it a ''-30%'' fire resistance, i.e. you may as well be covering yourself in gasoline when VMR are around. This leaves just [[Fireproof armor]] as the only one worth any consideration, which gives the armor +30% fire resistance in exchange for -30% melee resistance. 20% melee resistance with 6 protection is still plenty, for some numbers it'll reduce a [[Baron]]'s and [[Mancubus]]' melee damage down to 1-3, and the only things that hit harder in melee than them are the aforementioned two bosses and [[Nightmare demon]]s, so you're still extremely protected in melee against 95-99% of what you'll fight. Conversely, the aforementioned [[Arch-vile]]'s attack will get reduced down to 8 damage, nearly doubling the armor's effectiveness against them, while seeing even greater appreciation against weaker attacks. You still have the crippling movement problem however and Fireproof Gothic armor is completely worthless for [[rocket jump]]ing, so it would still be an inferior option to Fireproofing a Red armor, but it would make the armor a lot more viable as a backup for open firefights while still remaining very good in melee range, thus it would be a decent assembly to make if you got the inventory space, [[technical mod]], and [[bulk mod]] to spare.&lt;br /&gt;
&lt;br /&gt;
==Final note==&lt;br /&gt;
If you found the [[Gothic boots]] too, wearing them alongside the Gothic armor will give you the Gothic Arms set, which gives you +4 protection. Now 10 protection sounds nice, but also comes with the drawback of '''''making you unable to move at all no matter what your movement speed is'''''. Trying to utilize this with vanilla Gothic armor is obviously impractical, as per the explanation before on how sheer protection value isn't worth all that much on its own. But if you did make Cerberus Gothic armor, it'll still work for the Gothic Arms set, in which case the +4 protection on top of the Cerberus resistances will make you nearly invincible against most attacks; the Arch-vile's attack we have been using as a benchmark throughout this page? With 70% fire resistance and 4 protection, its damage gets reduced down to... 2 damage, and most other non-plasma attacks will be dealing only a single point of damage. Granted, it often would be better to keep the ability to move, but if you do find yourself in a situation where you absolutely can't run and need to out-DPS a bunch of baddies to survive, this could be your savour or at least save you a medkit or [[Phase device]]. This could similarly be applied with the Fireproof Gothic armor, though there you'll still be taking some damage from fire enemies and so it won't work as effectively (e.g. the Arch-vile's attack gets reduced to 4 damage, a huge reduction but you're not completely shrugging repeated blows off), especially when you won't have any acid and plasma resistance to stave off Barons and plasma enemies like the Cerberus Gothic armor can. The last scenario where the Gothic Arms set could be practical is if you're a non-melee build trying to beat the Unholy Cathedral, as it'll reduce the Angel of Death's attacks down to 1 damage without you having to expend a power mod on the Gothic armor.&lt;br /&gt;
&lt;br /&gt;
So overall, the Gothic armor is an unusual armor that is rather impractical for general usage, but it does have situations where it can shine, and it can end up being a run-changing armor if you're able to make it Cerberus. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 23:20, 1 July 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Kantarza</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Medals</id>
		<title>Medals</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Medals"/>
				<updated>2025-03-28T22:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;Kantarza: Gutts' Sorrow allows nuke death&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
Medals are extra trophies that players receive at the end of a game. Most require you to win, although some are granted for other special achievements. Gaining medals is necessary for the [[Badges|Heroic badge series]], though little else. However, some are extremely difficult and can be considered especially reputable all by themselves.&lt;br /&gt;
&lt;br /&gt;
There are two types of medals:&lt;br /&gt;
*'''Standard medals''' are displayed on the medals screen (albeit grayed out until you get one) so that you know what they are and how to get them.&lt;br /&gt;
*'''Secret medals''' are completely invisible until you actually gain them at some point. They are not necessarily harder than the other medals, but some of them are very, very hard to find.&lt;br /&gt;
&lt;br /&gt;
==Standard medals==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;       | Rank&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Prohibited Challenges&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Special notes&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Cyberdemon's Head&lt;br /&gt;
|Killing the Cyberdemon w/o taking damage&lt;br /&gt;
|N/A&lt;br /&gt;
|Health decay from being over 100% doesn't count as taking damage. Must specifically kill the Cyberdemon in [[Tower of Babel]] without getting damaged, killing one without getting damaged in [[Angel of 100]]/[[Archangel of 666]] will not count. Nuking the Cyberdemon with invulnerability will also disqualify you from earning this medal, but killing the Cyberdemon conventionally while invulnerable will still award this medal.&lt;br /&gt;
|-&lt;br /&gt;
|Mastermind's Brain&lt;br /&gt;
|Killing the Mastermind w/o taking damage&lt;br /&gt;
|N/A&lt;br /&gt;
|Health decay from being over 100% doesn't count as taking damage. Nuking the Mastermind, even if invulnerable and thus technically killing her without taking damage, will disqualify you from earning this medal. However, killing the Mastermind conventionally while invulnerable will still award this medal.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Medal of Prejudice&lt;br /&gt;
|Won with 100% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|Must win the game with a 100% kill rate to be awarded this medal, but any type of win will count. You can track your current kill rate during a run in the player info screen.&lt;br /&gt;
|-&lt;br /&gt;
|Medal of Pacifism&lt;br /&gt;
|Won with 10% or less kills&lt;br /&gt;
|Angel of Pacifism, Archangel of Pacifism&lt;br /&gt;
|Must win the game with a kill rate under 10% to be awarded this medal, but any type of win will count. You can track your current kill rate during a run in the player info screen.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|UAC Star (bronze cluster)&lt;br /&gt;
|25+ kills without taking damage&lt;br /&gt;
|N/A&lt;br /&gt;
|Consecutive kills without taking damage is tracked under your &amp;quot;killing spree&amp;quot; noted in the player info screen. You must get a max killing spree in a single run to 25-49 kills to be awarded this medal.&lt;br /&gt;
|-&lt;br /&gt;
|UAC Star (silver cluster)&lt;br /&gt;
|50+ kills without taking damage&lt;br /&gt;
|N/A&lt;br /&gt;
|Consecutive kills without taking damage is tracked under your &amp;quot;killing spree&amp;quot; noted in the player info screen. You must get a max killing spree in a single run to 50-99 kills to be awarded this medal. Earning this medal in a run will disqualify you from being awarded the bronze UAC Star.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|UAC Star (gold cluster)&lt;br /&gt;
|100+ kills without taking damage&lt;br /&gt;
|N/A&lt;br /&gt;
|Consecutive kills without taking damage is tracked under your &amp;quot;killing spree&amp;quot; noted in the player info screen. You must get a max killing spree in a single run to 100+ kills to be awarded this medal. Winning this medal in a run will disqualify you from being awarded the silver and bronze UAC Stars.&lt;br /&gt;
|-&lt;br /&gt;
|Minor Icarus Cross&lt;br /&gt;
|Won the game in less than 40,000 turns&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence&lt;br /&gt;
|A turn is every 0.1 second of ingame time. You can check the total amount of turns your run has gone through in the player info screen. Must win the game to be awarded this medal, but any type of win will count.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Major Icarus Cross&lt;br /&gt;
|Won the game in less than 20,000 turns&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence&lt;br /&gt;
|A turn is every 0.1 second of ingame time. You can check the total amount of turns your run has gone through in the player info screen. Must win the game to be awarded this medal, but any type of win will count.&lt;br /&gt;
|-&lt;br /&gt;
|Gambler's Shield&lt;br /&gt;
|Pulled at least 25 levers in one game&lt;br /&gt;
|Angel of 100, Archangel of 666&lt;br /&gt;
|A lever has to have its effect activated to count (so you cannot repeatedly pull a health lever at 100+% health for example). Levers that can be activated multiple times will have each activation count separately. Activating scripted levers in special levels will also count.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Aurora Medallion&lt;br /&gt;
|Found more than 3 uniques in one game&lt;br /&gt;
|Angel of 100, Archangel of 666&lt;br /&gt;
|[[Artifact]]s count as uniques. You must additionally pick up each unique to have it count.&lt;br /&gt;
|-&lt;br /&gt;
|Explorer Pin&lt;br /&gt;
|Visited all generated levels&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence, Angel of 100, Archangel of 666&lt;br /&gt;
|&amp;quot;Generated levels&amp;quot; are [[special level]]s, and you must simply enter and exit all of them alive. You can additionally still earn this medal on [[I'm Too Young to Die]] difficulty, despite several special levels not appearing on that difficulty.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Conqueror Pin&lt;br /&gt;
|Completed all generated levels&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence, Angel of 100, Archangel of 666&lt;br /&gt;
|&amp;quot;Generated levels&amp;quot; are special levels. For a special level to count as completed, you must trigger every scripted spawn within the level and kill every enemy. If an enemy revives after killing everything (from playing on [[Nightmare!]] difficulty or [[Angel of Darkness]]), you must rekill the enemy; exiting the level with any enemy alive will not count as completing the level, even if every enemy was killed once. Nuking a special level will still count as completing it, as long as all the level's scripts are activated and all their spawns are killed. You can additionally still earn this medal on I'm Too Young to Die difficulty, despite several special levels not appearing on that difficulty. Earning this medal in a run will disqualify you from earning the Explorer Pin.&lt;br /&gt;
|-&lt;br /&gt;
|Compet-n Silver Cross&lt;br /&gt;
|Won the game in under 30 minutes&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence&lt;br /&gt;
|Must win the game in under 30 minutes of real time to be awarded this medal, with the timer starting as soon as you first have control on the first floor. Any type of win will count.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Compet-n Gold Cross&lt;br /&gt;
|Won the game in under 20 minutes&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence&lt;br /&gt;
|Must win the game in under 20 minutes of real time to be awarded this medal, with the timer starting as soon as you first have control on the first floor. Any type of win will count.&lt;br /&gt;
|-&lt;br /&gt;
|Compet-n Platinum Cross&lt;br /&gt;
|Won the game in under 10 minutes&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence&lt;br /&gt;
|Must win the game in under 10 minutes of real time to be awarded this medal, with the timer starting as soon as you first have control on the first floor. Any type of win will count.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Untouchable Pin&lt;br /&gt;
|Won taking less than 500 damage&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence&lt;br /&gt;
|Must win the game to be awarded this medal, but any type of win will count. This medal counts the total damage you sustained throughout the entire run, which is tracked on the player info screen.&lt;br /&gt;
|-&lt;br /&gt;
|Experience Medal&lt;br /&gt;
|Reach experience level 20&lt;br /&gt;
|Angel of Pacifism, Archangel of Pacifism&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Experience Cross&lt;br /&gt;
|Reach experience level 25&lt;br /&gt;
|Angel of Pacifism, Archangel of Pacifism&lt;br /&gt;
|Earning this medal in a run will disqualify you from being awarded the Experience Medal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Secret medals==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;       | Rank&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Prohibited Challenges&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Special notes&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Grammaton Cleric Cross&lt;br /&gt;
|Mastermind killed with the Cleric Beretta&lt;br /&gt;
|N/A&lt;br /&gt;
|Must kill the Mastermind directly with the [[Grammaton Cleric Beretta]]. Having it equipped while nuking the Mastermind or killing it with another item will not count.&lt;br /&gt;
|-&lt;br /&gt;
|Shotgunnery Cross&lt;br /&gt;
|Won &amp;amp; killed only with shotguns/fists&lt;br /&gt;
|Angel of Berserk, Angel of Shotgunnery, Angel of Pacifism, Archangel of Pacifism&lt;br /&gt;
|Must win the game to be awarded this medal, but any type of win will count. Other weapons can be used to injure enemies, but no direct finishing blow can be done with any weapon but [[shotguns]] and [[fists]]. Enemies that are killed by indirect means (such as from items, infighting, or [[fluids]]) will not be counted against this medal, even if you have another weapon type equipped when they died. The amount of kills doesn't matter, in fact the player can kill nothing at all and still be awarded this medal, all as long as no kill is attributed to any other weapon type.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Marksmanship Cross&lt;br /&gt;
|Won &amp;amp; killed only with pistols/fists&lt;br /&gt;
|Angel of Berserk, Angel of Marksmanship, Angel of Pacifism, Archangel of Pacifism&lt;br /&gt;
|Must win the game to be awarded this medal, but any type of win will count. Other weapons can be used to injure enemies, but no direct finishing blow can be done with any weapon but [[pistols]] and fists. Enemies that are killed by indirect means (such as from items, infighting, or fluids) will not be counted against this medal, even if you have another weapon type equipped when they died. The amount of kills doesn't matter, in fact the player can kill nothing at all and still be awarded this medal, all as long as no kill is attributed to any other weapon type.&lt;br /&gt;
|-&lt;br /&gt;
|Malicious Knives Cross&lt;br /&gt;
|Won &amp;amp; killed only with knives/fists&lt;br /&gt;
|Angel of Pacifism, Archangel of Pacifism&lt;br /&gt;
|Must win the game to be awarded this medal, but any type of win will count. Other weapons can be used to injure enemies, but no direct finishing blow can be done with any weapon but knives and fists (&amp;quot;knives&amp;quot; include the [[Combat knife]] and any assembled variant of it, but does not include the [[Subtle Knife]]). Enemies that are killed by indirect means (such as from items, infighting, or fluids) will not be counted against this medal, even if you have another weapon type equipped when they died. The amount of kills doesn't matter, in fact the player can kill nothing at all and still be awarded this medal, all as long as no kill is attributed to any other weapon type.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Sunrise Iron Fist&lt;br /&gt;
|Won &amp;amp; killed only with only your bare hands&lt;br /&gt;
|Angel of Pacifism, Archangel of Pacifism&lt;br /&gt;
|Must win the game to be awarded this medal, but any type of win will count. Other weapons can be used to injure enemies, but no direct finishing blow can be done with any weapon but your fists. Enemies that are killed by indirect means (such as from items, infighting, or fluids) will not be counted against this medal, even if you have another weapon type equipped when they died. The amount of kills doesn't matter, in fact the player can kill nothing at all and still be awarded this medal, all as long as no kill is attributed to any other weapon type.&lt;br /&gt;
|-&lt;br /&gt;
|Zen Master's Cross&lt;br /&gt;
|Won &amp;amp; killed w/o using fists/weapons&lt;br /&gt;
|Angel of Pacifism, Archangel of Pacifism&lt;br /&gt;
|Must win the game to be awarded this medal, but any type of win will count. Weapons and your fists can be used to injure enemies, but you must not directly kill the enemy. Enemies that are killed by indirect means (such as from items, infighting, or fluids) will not be counted against this medal. The amount of kills doesn't matter, in fact the player can kill nothing at all and still be awarded this medal, all as long as you did not directly kill any enemy.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Fallout Gold Cross&lt;br /&gt;
|Nuked at least 3 levels in one game&lt;br /&gt;
|Angel of Red Alert, Archangel of Red Alert, Angel of 100, Archangel of 666&lt;br /&gt;
|Setting off a nuke and leaving the level before it goes off will still count as nuking the level, and setting off multiple nukes in the same level will also count separately.&lt;br /&gt;
|-&lt;br /&gt;
|Fallout Platinum Cross&lt;br /&gt;
|Nuked at least 6 levels in one game&lt;br /&gt;
|Angel of Red Alert, Archangel of Red Alert, Angel of 100, Archangel of 666&lt;br /&gt;
|Setting off a nuke and leaving the level before it goes off will still count as nuking the level, and setting off multiple nukes in the same level will also count separately. Earning this medal in a run will disqualify you from being awarded the Fallout Gold Cross.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Klear Cross&lt;br /&gt;
|Nuked at least 12 levels in one game&lt;br /&gt;
|Angel of Red Alert, Archangel of Red Alert, Angel of 100, Archangel of 666&lt;br /&gt;
|Setting off a nuke and leaving the level before it goes off will still count as nuking the level, and setting off multiple nukes in the same level will also count separately. Earning this medal in a run will disqualify you from being awarded the Fallout Gold and Platinum Crosses.&lt;br /&gt;
|-&lt;br /&gt;
|Iron Skull&lt;br /&gt;
|Take 5,000+ damage in one game&lt;br /&gt;
|Angel of 100, Archangel of 666&lt;br /&gt;
|This medal counts the total damage you sustained throughout the entire run, which is tracked on the player info screen. If you die after surpassing the 5000+ damage threshold, you will still be awarded this medal.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Untouchable Medal&lt;br /&gt;
|Won taking less than 200 damage&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence&lt;br /&gt;
|Must win the game to be awarded this medal, but any type of win will count. This medal counts the total damage you sustained throughout the entire run, which is tracked on the player info screen. Earning this medal in a run will disqualify you from being awarded the Untouchable Pin.&lt;br /&gt;
|-&lt;br /&gt;
|Untouchable Cross&lt;br /&gt;
|Won taking less than 50 damage&lt;br /&gt;
|Angel of Confidence, Angel of Overconfidence&lt;br /&gt;
|Must win the game to be awarded this medal, but any type of win will count. This medal counts the total damage you sustained throughout the entire run, which is tracked on the player info screen. Earning this medal in a run will disqualify you from being awarded the Untouchable Pin and Cross.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Purple Heart&lt;br /&gt;
|Reach experience level 20+ and die&lt;br /&gt;
|Angel of Pacifism, Archangel of Pacifism&lt;br /&gt;
|Dying by any means will award this medal, as long as your character level reached 20 before dying.&lt;br /&gt;
|-&lt;br /&gt;
|Grim Reaper's Pin&lt;br /&gt;
|Clear The Mortuary/Limbo&lt;br /&gt;
|N/A&lt;br /&gt;
|Must exit [[The Mortuary]] or [[Limbo]] with everything dead to be awarded this medal. Nuking The Mortuary or Limbo will still award this medal.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Angelic Pin&lt;br /&gt;
|Clear The Mortuary/Limbo w/o taking damage&lt;br /&gt;
|N/A&lt;br /&gt;
|Must exit The Mortuary or Limbo with everything dead and without sustaining a single point of damage on the level to be awarded this medal. Health decay from being over 100% doesn't count as taking damage. You can find the amount of damage you sustained on the current level tracked in the player info screen. Nuking The Mortuary or Limbo will disqualify you from earning this medal.&lt;br /&gt;
|-&lt;br /&gt;
|Hell Armorer Badge&lt;br /&gt;
|Clear Hell's Armory/Deimos Lab&lt;br /&gt;
|N/A&lt;br /&gt;
|Must release the [[Shambler]](s) in [[Hell's Armory]] or [[Deimos Lab]] and exit the level with everything dead to be awarded this medal. Nuking Hell's Armory or Deimos Lab will still award this medal.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Shambler's Head&lt;br /&gt;
|Clear Hell's Armory/Deimos Lab w/o damage&lt;br /&gt;
|N/A&lt;br /&gt;
|Must release the [[Shambler]](s) in Hell's Armory or Deimos Lab and exit the level with everything dead, while also never sustaining a single point of damage on the level, to be awarded this medal. Health decay from being over 100% doesn't count as taking damage. You can find the amount of damage you sustained on the current level tracked in the player info screen. Nuking Hell's Armory or Deimos Lab will still award this medal.&lt;br /&gt;
|-&lt;br /&gt;
|Every Soldier's Medal&lt;br /&gt;
|Clear The Wall/Containment Area on AoHu&lt;br /&gt;
|N/A&lt;br /&gt;
|Must exit [[The Wall]] or [[Containment Area]] with everything dead in [[Angel of Humanity]] or [[Archangel of Humanity]] to be awarded this medal. In Containment Area, you must also trigger the [[Backpack]] ambush and kill all the enemies it spawns for the level to be counted as completed. Nuking The Wall or Containment Area will still award this medal, but note that nuking Containment Area will not disable the Backpack ambush, which you'll still have to trigger and kill the spawned enemies to clear the level.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Gargulec Medal&lt;br /&gt;
|Complete AoB/100% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|Must win [[Angel of Berserk]] with a 100% kill rate to be awarded this medal, but any type of win will count. You can track your current kill rate during a run in the player info screen.&lt;br /&gt;
|-&lt;br /&gt;
|Gargulec Cross&lt;br /&gt;
|Win Angel of Berserk on UV/100% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|Must win [[Angel of Berserk]] on [[Ultra-violence]] with a 100% kill rate to be awarded this medal, but any type of win will count. You can track your current kill rate during a run in the player info screen.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Dervis' Medallion&lt;br /&gt;
|Win Angel of 100 on Nightmare!&lt;br /&gt;
|N/A&lt;br /&gt;
|Must win [[Angel of 100]] or [[Archangel of 666]] on [[Nightmare!]] to be awarded this medal, but any type of win will count.&lt;br /&gt;
|-&lt;br /&gt;
|Thomas's Medal&lt;br /&gt;
|Win AoHu as Conqueror&lt;br /&gt;
|N/A&lt;br /&gt;
|Must win [[Angel of Humanity]] or [[Archangel of Humanity]] while also earning the Conqueror Pin to be awarded this medal (which entails completing every level, see the Conqueror Pin's entry above for details), but any type of win will count.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Chessmaster's Token&lt;br /&gt;
|Complete Hell's Arena on AoMs/AoI on UV&lt;br /&gt;
|N/A&lt;br /&gt;
|Must clear [[Hell's Arena]] on Ultra-violence in either of the [[Angel of Masochism]], [[Angel of Impatience]], and [[Archangel of Masochism]] challenges to be awarded this medal. Clearing Hell's Arena entails triggering every wave and killing every enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Chessmaster's Cross&lt;br /&gt;
|Complete Hell's Arena on AoMs/AoI on N!&lt;br /&gt;
|N/A&lt;br /&gt;
|Must clear Hell's Arena on Nightmare in either of the [[Angel of Masochism]], [[Angel of Impatience]], and [[Archangel of Masochism]] challenges to be awarded this medal. Clearing Hell's Arena entails triggering every wave and killing every enemy (but being this is Nightmare, every enemy must be dead at once for the level to be counted as completed).&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Hell Champion Medal&lt;br /&gt;
|Clear Hell's Arena&lt;br /&gt;
|N/A&lt;br /&gt;
|Must clear Hell's Arena to be awarded this medal. Clearing Hell's Arena entails triggering every wave and killing every enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Hell Arena Key&lt;br /&gt;
|Clear Hell's Arena w/o damage&lt;br /&gt;
|N/A&lt;br /&gt;
|Must clear Hell's Arena without sustaining a single point of damage to be awarded this medal. Clearing Hell's Arena entails triggering every wave and killing every enemy. Health decay from being over 100% doesn't count as taking damage. You can find the amount of damage you sustained on the current level tracked in the player info screen.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Hell Arena Pwnage Medal&lt;br /&gt;
|Clear Hell's Arena w/o damage on N!&lt;br /&gt;
|N/A&lt;br /&gt;
|Must clear Hell's Arena on Nightmare without sustaining a single point of damage to be awarded this medal. Clearing Hell's Arena entails triggering every wave and killing every enemy (but being this is Nightmare, every enemy must be dead at once for the level to be counted as completed). Health decay from being over 100% doesn't count as taking damage.  You can find the amount of damage you sustained on the current level tracked in the player info screen.&lt;br /&gt;
|-&lt;br /&gt;
|Spider Killer's Cross&lt;br /&gt;
|Clear Spider's Lair on AoHu&lt;br /&gt;
|N/A&lt;br /&gt;
|Must exit [[Spider's Lair]] with everything dead in Angel of Humanity or Archangel of Humanity to be awarded this medal. Nuking Spider's Lair will still award this medal&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Gutts' Heart&lt;br /&gt;
|Awarded for winning with the Dragonslayer&lt;br /&gt;
|N/A&lt;br /&gt;
|Must kill the Mastermind directly with the [[Dragonslayer]] to be awarded this medal. Having it equipped while nuking the Mastermind or killing it with another item will not count.&lt;br /&gt;
|-&lt;br /&gt;
|Gutts' Sorrow&lt;br /&gt;
|Awarded for dying with the Dragonslayer&lt;br /&gt;
|N/A&lt;br /&gt;
|Must die while having the Dragonslayer equipped to be awarded this medal. Nuking the Mastermind without invulnerability for a partial win will still award this medal.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Apostle Insignia&lt;br /&gt;
|Awarded for killing the [[Apostle]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Killing the Apostle by any means will award this medal.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Kantarza</name></author>	</entry>

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