<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="https://drl.chaosforge.org/w/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://drl.chaosforge.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Omega+Tyrant</id>
		<title>DRL Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://drl.chaosforge.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Omega+Tyrant"/>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Special:Contributions/Omega_Tyrant"/>
		<updated>2026-07-17T21:48:39Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.21.1</generator>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Tristar_blaster</id>
		<title>Tristar blaster</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Tristar_blaster"/>
				<updated>2026-07-06T17:24:20Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Tristar blaster - [[Misc_Types|Miscellaneous Family]]|&lt;br /&gt;
weapon_dmg=(4d6)x3/12-72, [[explosions|radius]] 2|&lt;br /&gt;
weapon_avgdmg=14 per blast, 42 if all three shots connect on a single enemy|&lt;br /&gt;
weapon_dmgtype=[[Damage type#plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=+5|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.5 seconds|&lt;br /&gt;
weapon_clip=45 (consumes 5 per shot)|&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_get=Random (12+)|&lt;br /&gt;
weapon_quote=''Quite bulky!''|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;fuchsia&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''Now this is a weird weapon.''|&lt;br /&gt;
weapon_other=This weapon fires its three shots in a spread: one straight ahead and one to each side (like a [[Mancubus]]). Despite its sprite in Graphics Mode being a purple-outlined [[Double shotgun]], it is not a shotgun. It is possible to fire this weapon with only 5 cells in the magazine even though it will consume up to 15. Its explosions do harm the player, so take care to avoid blowing yourself up with it.&lt;br /&gt;
&lt;br /&gt;
It can be modded with a [[Firestorm weapon pack]], which increase the explosion radius of its shots by +2.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Elite_former_commando</id>
		<title>Elite former commando</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Elite_former_commando"/>
				<updated>2026-07-06T17:23:43Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Tristar Blaster's damage was buffed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Elite former commando|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;h&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=40|&lt;br /&gt;
monster_ac=2 (+2 from equipped [[blue armor]], total 4)|&lt;br /&gt;
monster_acc=+3 melee, +8 (tristar blaster) or +13 (missile launcher, napalm launcher) ranged|&lt;br /&gt;
monster_melee=3d3 = 3-9 = 6 avg|&lt;br /&gt;
monster_projectile=Attacks with an {{exotic link|missile launcher}}: 6d6 = 6-36 = 21 avg; [[damage type#fire|fire damage]], [[radius]] 3&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Attacks with a {{exotic link|napalm launcher}}: 7d7 = 7-49 = 28 avg; [[damage type#fire|fire damage]], [[radius]] 2&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
Attacks with a {{exotic link|tristar blaster}}: (4d6)x3 = 4-24 each = 14 avg each; [[damage type#plasma|plasma damage]], [[radius]] 2|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=80+|&lt;br /&gt;
monster_xp=608|&lt;br /&gt;
monster_inventory=Missile Launcher: [[rocket]] (x20), [[blue armor]] (equipped)&lt;br /&gt;
Napalm Launcher: [[rocket]] (x12), [[blue armor]] (equipped)&lt;br /&gt;
&lt;br /&gt;
Tristar Blaster: [[power cell]] (x60), [[blue armor]] (equipped)|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75|&lt;br /&gt;
monster_abilities=The weapon an Elite Former Commando has is chosen randomly when it is spawned. Takes no damage from [[fluids]]. It has 20% [[plasma]] [[resistance]] from the blue armor it spawns in.&lt;br /&gt;
Elite formers never drop their weapon, and they leave no [[corpse]] upon death, but as long as they're not [[gib]]bed they will still drop their spare ammo, their armor, and any other items they find.|&lt;br /&gt;
monster_description=''As expected, these ex-human soldiers are the best of the best! Armored, resilient and with superior firepower! Too bad their weapons are set to self-destruct on death.''|&lt;br /&gt;
monster_other=Will run through any fluids. Avoids player as much as possible, but will use its melee attack when in range.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Tristar_blaster</id>
		<title>Tristar blaster</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Tristar_blaster"/>
				<updated>2026-07-06T17:22:43Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Was recently buffed to deal a bit more damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Tristar blaster - [[Misc_Types|Miscellaneous Family]]|&lt;br /&gt;
weapon_dmg=(4d6)x3/12-60, [[explosions|radius]] 2|&lt;br /&gt;
weapon_avgdmg=14 per blast, 42 if all three shots connect on a single enemy|&lt;br /&gt;
weapon_dmgtype=[[Damage type#plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=+5|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.5 seconds|&lt;br /&gt;
weapon_clip=45 (consumes 5 per shot)|&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_get=Random (12+)|&lt;br /&gt;
weapon_quote=''Quite bulky!''|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;fuchsia&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''Now this is a weird weapon.''|&lt;br /&gt;
weapon_other=This weapon fires its three shots in a spread: one straight ahead and one to each side (like a [[Mancubus]]). Despite its sprite in Graphics Mode being a purple-outlined [[Double shotgun]], it is not a shotgun. It is possible to fire this weapon with only 5 cells in the magazine even though it will consume up to 15. Its explosions do harm the player, so take care to avoid blowing yourself up with it.&lt;br /&gt;
&lt;br /&gt;
It can be modded with a [[Firestorm weapon pack]], which increase the explosion radius of its shots by +2.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails</id>
		<title>Strategy:Tough as Nails</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails"/>
				<updated>2026-07-06T05:00:38Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: /* 0.10.0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Pre-0.10.0==&lt;br /&gt;
Tough as nails gives a character a flat +1 armor. Generally speaking, this tends to a weaker defensive trait than hellrunner, but choosing between the two involves a lot more consideration than just the general case.&lt;br /&gt;
&lt;br /&gt;
Situations in which a player could benefit from a little extra armor, but has the option of retreating to somewhere safer, are fairly common. In such circumstances hellrunner shines. A much less common situation is that which sees a player under fire, with nowhere to retreat to. Less common, though, doesn't necessarily mean less important to preclude. In fact, we're all *so* familiar with that unlucky caves level that we enter surrounded by arachnotrons, or the panic-inducing start in a room with a pod of mancubi, revenants, and archviles - all that's required is another pod on the other side of the nearest door, and the game could abruptly end! Sometimes our only recourse is just to kill the enemies as quickly as possible, and in those cases hellrunner will offer very little protection.&lt;br /&gt;
So, while hellrunner is usually better, since the former case is more common, surviving the UNusual situation is often more critical to our success.&lt;br /&gt;
&lt;br /&gt;
Another consideration is how tough as nails provides more benefit the more damage we're taking. While we always endeavour to take as little damage as possible, this can still be a factor in choosing defensive traits. For example, the technician, with an ability to use medikits almost instantly, will tend to carry a few more health packs and tank a little more damage (while a scout would be more likely to roll the dice of phase devices or rocket jumps). The very fact that we're playing a technician can encourage tough as nails per se.&lt;br /&gt;
&lt;br /&gt;
Most importantly, though, I feel it needs to be mentioned that tough as nails is working at its best when our received damage after other defense is low, but greater than 1. 3 is the magic number here, where TaN will reduce it to 1, effectively *trippling* our hitpoints against such attacks. While in practice it may be incredibly unlikely to get this 'sweet spot', there is a case where it's a lot more common than might be expected - cerberus armor. Cerberus armor offers little protection from bullet attacks, which are typically in the range of 2-8 dmg, but if the cerberus armor is power-modded, that (2-8) 5 average damage is going to be reduced by the power mod down to, you guessed it, 3! Cerberus armor similarly fails to defend well against shotguns, which are significantly more powerful, but since they are shotgun attacks our TaN defensive trait is doubled in effectiveness here! Then we have the energy attacks, which hit hard (anything from 12(caco) to 20(archvile), perhaps about 16 damage on average?); Cerberus armor's resistance% hugely reduces these down to about 5 damage, and then the p-mod takes it down to that familiar sweet spot, 3! &lt;br /&gt;
Put that all together, and it turns out that if we're wearing P-modded cerberus, that ideal three times as tough 'perfect scenario' actually occurs with surprising consistency! This is more than a little convenient, given that cerberus armor is pretty much the go-to late-game defensive goal if no fancy uniques are found!&lt;br /&gt;
&lt;br /&gt;
I suspect that by the time players are building cerberus armor regularly, they have already judged and excluded TaN from their list of go-to traits (that was certainly what happened with me, anyway!) but I feel that the two synergise well enough to ultimately put tough as nails amongst the very top of the defensive trait choices. [[User:Sylph|Sylph]] ([[User talk:Slyph|talk]]) 17:14, 12 December 2020‎ (UTC)&lt;br /&gt;
&lt;br /&gt;
Generally if you are not at the aforementioned range where your preexisting armor can already reduce most damage to below 5, and it's not a prerequisite for your desired master trait, then Tough as Nails should be a low priority investment. Sometimes damage is just unavoidable, especially so if you're a melee build, but often for TaN to have any effect at all is a result of bad play leading to you getting hit. Additionally, nothing reduces damage more than not getting hit in the first place, so investment in [[Strategy:Hellrunner|Hellrunner]] letting you outmaneuver enemies, better dodge enemy attacks , and allowing you to outrun faster enemies you couldn't otherwise, will often do more to limit damage than TaN will. You can also instead invest in DPS-boosting traits  like [[Strategy:Finesse|Finesse]] and the various damage-boosting traits, killing enemies before they get a chance to attack prevents you from getting hit entirely (i.e. the reason why [[Strategy:Angel of Max Carnage|Angel of Max Carnage]] is widely considered to be easier than the standard game despite enemies hitting way harder there). Or you invest in [[Strategy:Intuition|Intuition]] to know exactly where enemies outside your vision are and avoid fighting them in a bad position to begin with. Not to mention that getting faster movement speed and better DPS is harder to get through equipment than just getting better protecting armor for when you do get hit.&lt;br /&gt;
&lt;br /&gt;
Then there's the fact that TaN just doesn't provide much benefit once you start fighting enemies stronger than formers and [[Imp]]s if your armor doesn't have the [[resistance]]s to already drastically reduce damage. Once [[Hell knight]]s and [[Cacodemon]]s start showing up, their projectile does 7 damage on average ''and'' ignores half your armor's [[protection]] as a result of being [[plasma]] (or ignores it entirely if you have a single point of protection), so with two levels of TaN and no other armor, they're averaging 6 damage on you, meaning a Scout/Technician and Marine will survive just one more hit from them. You got [[Red armor]] on too? You'll reduce their average damage down to 4, which looks a lot better (Scouts/Technicians can now survive five more hits and Marines will survive six more hits), but high damage rolls will still deal significant damage (at max they deal 12 damage, so you'll be reducing their damage to 9, which is still a big chunk), and you're very unlikely to have Red armor before they start appearing on harder difficulties. It gets even worse once [[Baron]]s start showing up, whose projectile deals 12 damage on average, and up to a whopping 20 at max; with no armor, two levels of TaN will reduce their average damage to 10, not enough to even let Scouts/Technicians survive an additional hit. With [[Blue armor]], their average damage is reduced to 8, Scouts/Technicians now survive just two more hits and Marines survive three more hits. With Red armor instead, you reduce their average damage to 6, so Scouts/Technicians go from dying in five hits to nine hits and Marines in five hits to ten hits, a good improvement but not enough to make you comfortable taking repeated hits from them, while Barons can hit much harder than that (reducing a max damage roll from 20 to 14 hardly makes a significant difference, and we also haven't even consider the likelihood that the Red armor will get damaged and lose protection in those calculations). We haven't even gotten to the [[Former commando]]s, [[Arachnotron]]s, the [[VMR]], and the bosses, where I can go on all day about how TaN does shit to help you survive against them without being supported by very good armor, but I think you get the picture now.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, Tough as Nails will never be useless, but is usually not a trait you should prioritize investing in, while investing in traits that improve your movement speed, DPS, or give other utilities will often reduce damage more than TaN will, and so thus only be picked as a filler trait at the end of the game after you gotten everything else more valuable. You also likely won't be able to get a very good armor with high resistances to get serious mileage out of TaN, like the aforementioned [[Cerberus armor]], until it's already late into the game, so even in that case TaN will still not be a priority investment. It additionally should be noted that TaN seems tantalizing for melee builds, due to the unavoidable damage of melee combat, and how [[berserk]] gives +60% resistance to everything to get them into that sweet zone for TaN without needing very good armor, but [[Strategy:Blademaster|Blademaster]] blocks it and [[Strategy:Malicious Blades|Malicious Blades]] can't get [[Strategy:Berserker|Berserker]] to easily get berserked, so that rules out those two investing in TaN. This leaves [[Strategy:Vampyre|Vampyre]], but even a Vampyre, aside from the obvious [[Strategy:Brute|Brute]], will generally want to prioritize investing in Finesse and [[Strategy:Whizkid|Whizkid]] before investing in TaN (again better DPS can still let them kill enemies before they get hit, while faster attacks makes it quicker to activate Berserker, and they can't even get Cerberus armor without Whizkid, while Whizkid also can allow them to improve every other statistical aspect of their equipment).&lt;br /&gt;
&lt;br /&gt;
One final consideration is picking between Tough as Nails and [[Strategy:Ironman|Ironman]] for a strictly defensive-boosting trait, whether as an endgame filler trait or because you actually want to increase your hit-taking ability above all else. Generally Ironman fares slightly better with extending your survival against strong hits and doesn't have half its effect ignored by plasma enemies, in addition to boosting the effective HP you get from medkits and other percentage-based healing sources. However if you do got good enough armor to reduce most hits to around 5 or less damage, an extra point of protection will allow you to take more hits than 10 extra HP will, at which point TaN is the winner between the two (though if your armor is so good you're reducing most hits to 1 damage already, than TaN would be excessive). Additionally, if you're investing in Berserker, you should unquestionably invest in TaN first; aside from the massive +60% resistances of berserk letting you reduce most attacks to that =&amp;lt;5 damage threshold even without good armor, increasing your max HP with Iro greatly reduces or even completely eliminates the ability for Berserker to activate from taking hits that deal a third or more of your HP in damage (and considering Berserker activation here applies the resistances of berserk before the damage from those hits are calculated, investing in Iro in these scenarios actually makes you take a lot more damage than you would have without it). [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 10:27, 21 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
One more note about Tough as Nails, is that its effect during damage calculation gets applied ''after'' the armor you're wearing, not in conjunction with it. This has two important impacts:&lt;br /&gt;
&lt;br /&gt;
*One, while you're taking less damage, it's not making your armor take less damage. So say you got TaN 2 alongside Blue Armor and take an Imp fireball that deals 8 damage, your Blue Armor reduces it to 6 damage with its protection and takes that 6 damage to its durability in the process, while then your TaN gets applied and reduces it to 4 damage you actually take. Thus while TaN will extend your durability, it will not extend the durability of your armors.&lt;br /&gt;
&lt;br /&gt;
*Two, when taking plasma damage, your protection value of TaN and your armor will each get rounded down separately, then damage is calculated using each rounded down value separately. So if you got TaN 1 alongside [[Green armor]], rather than combining together for 2 protection and being able to reduce plasma damage by 1, they each get rounded down to 0 and you end up taking the full brunt of any plasma attacks. Ultimately, this means TaN 1 does nothing to reduce damage from plasma, and investing all the way to TaN 3 has farther limited utility as it doesn't give any additional reduction of plasma damage.&lt;br /&gt;
&lt;br /&gt;
Keep these points in mind when considering investing in Tough as Nails, as they farther reduce the usefulness of the trait. However, these points also apply to enemies with natural armor when they pick up armor, so for example a Hell Knight with Green Armor will still suffer the full damage of your [[Plasma rifle]]. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 03:12, 20 July 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
==0.10.0==&lt;br /&gt;
Tough as Nails has been buffed in version 0.10.0 to give +10% inherent [[resistance]]s to [[fire]], [[acid]], and [[plasma]] damage with each level. This is a significant buff that directly addresses its prior impotence with mitigating damage from stronger energy attacks. For example, previously against the plasma balls of Hell Knights and Cacodemons, TaN2 would reduce their average from 7 to 6, extending survival by only a single hit, while reducing a max damage roll from 12 to 11, practically doing nothing to help survival. Now with TaN2 giving you 20% plasma resistance, you're reducing the average hit from them to 5 damage, and any higher damage roll will save you 3 points of damage, letting you survive at least two more hits, if not more. Generally each TaN level will now be saving you 2 to 3 points of damage against Barons and the VMR, potentially even more against hits even more damaging than an Archvile zap, while TaN1 and 3 now actually do something to reduce plasma damage. Additionally, inherent resistances stack with armor resistances, making TaN even more effective. For example against the aforementioned Hell Knights and Cacodemons, if you're wearing Blue Armor in conjunction with having TaN 2, effectively having 40% plasma res and 4 armor, you'll be reducing their average damage down to ''2'', making a Scout/Technician go from dying in 8 hits to dying in '''''25 hits''''', while if they kept rolling max damage (or you're playing [[Angel of Max Carnage]]), their 12 damage would get reduced to 5 damage, going from dying in 5 hits to dying in 10 hits. You don't even need something crazy like Cerberus Armor anymore to get huge jumps in survivability from Tough as Nails. Since the resistances are stacking on each other in their part of the damage calculation equation, this also means TaN can now reduce the damage your armor takes and so extend armor durability (however the protection component of TaN still comes after your armor's protection, so what I stated before about how that interaction behaves in damage calculation still applies and your armor durability will still take more damage than you will).&lt;br /&gt;
&lt;br /&gt;
Tough as Nails is still purely a defensive trait and so what was said before about it often requiring the player to misplay to have any effect still applies, however with how much more effectively it reduces damage, having some TaN will give you a significantly larger margin of error, and it may even let you reach a point where you're tanking damage so well that you can just juggernaut through fights without any real strategy. If you're not playing a mastery that blocks it, you will now want to seriously consider actively picking it rather than only picking up as endgame filler. Early TaN also merits additional special consideration on Nightmare, since it'll let you comfortably eat more fire and plasma balls on corpses to destroy them at a point in the game where your corpse disposal means are limited. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 04:59, 6 July 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails</id>
		<title>Strategy:Tough as Nails</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Tough_as_Nails"/>
				<updated>2026-07-06T04:59:38Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==Pre-0.10.0==&lt;br /&gt;
Tough as nails gives a character a flat +1 armor. Generally speaking, this tends to a weaker defensive trait than hellrunner, but choosing between the two involves a lot more consideration than just the general case.&lt;br /&gt;
&lt;br /&gt;
Situations in which a player could benefit from a little extra armor, but has the option of retreating to somewhere safer, are fairly common. In such circumstances hellrunner shines. A much less common situation is that which sees a player under fire, with nowhere to retreat to. Less common, though, doesn't necessarily mean less important to preclude. In fact, we're all *so* familiar with that unlucky caves level that we enter surrounded by arachnotrons, or the panic-inducing start in a room with a pod of mancubi, revenants, and archviles - all that's required is another pod on the other side of the nearest door, and the game could abruptly end! Sometimes our only recourse is just to kill the enemies as quickly as possible, and in those cases hellrunner will offer very little protection.&lt;br /&gt;
So, while hellrunner is usually better, since the former case is more common, surviving the UNusual situation is often more critical to our success.&lt;br /&gt;
&lt;br /&gt;
Another consideration is how tough as nails provides more benefit the more damage we're taking. While we always endeavour to take as little damage as possible, this can still be a factor in choosing defensive traits. For example, the technician, with an ability to use medikits almost instantly, will tend to carry a few more health packs and tank a little more damage (while a scout would be more likely to roll the dice of phase devices or rocket jumps). The very fact that we're playing a technician can encourage tough as nails per se.&lt;br /&gt;
&lt;br /&gt;
Most importantly, though, I feel it needs to be mentioned that tough as nails is working at its best when our received damage after other defense is low, but greater than 1. 3 is the magic number here, where TaN will reduce it to 1, effectively *trippling* our hitpoints against such attacks. While in practice it may be incredibly unlikely to get this 'sweet spot', there is a case where it's a lot more common than might be expected - cerberus armor. Cerberus armor offers little protection from bullet attacks, which are typically in the range of 2-8 dmg, but if the cerberus armor is power-modded, that (2-8) 5 average damage is going to be reduced by the power mod down to, you guessed it, 3! Cerberus armor similarly fails to defend well against shotguns, which are significantly more powerful, but since they are shotgun attacks our TaN defensive trait is doubled in effectiveness here! Then we have the energy attacks, which hit hard (anything from 12(caco) to 20(archvile), perhaps about 16 damage on average?); Cerberus armor's resistance% hugely reduces these down to about 5 damage, and then the p-mod takes it down to that familiar sweet spot, 3! &lt;br /&gt;
Put that all together, and it turns out that if we're wearing P-modded cerberus, that ideal three times as tough 'perfect scenario' actually occurs with surprising consistency! This is more than a little convenient, given that cerberus armor is pretty much the go-to late-game defensive goal if no fancy uniques are found!&lt;br /&gt;
&lt;br /&gt;
I suspect that by the time players are building cerberus armor regularly, they have already judged and excluded TaN from their list of go-to traits (that was certainly what happened with me, anyway!) but I feel that the two synergise well enough to ultimately put tough as nails amongst the very top of the defensive trait choices. [[User:Sylph|Sylph]] ([[User talk:Slyph|talk]]) 17:14, 12 December 2020‎ (UTC)&lt;br /&gt;
&lt;br /&gt;
Generally if you are not at the aforementioned range where your preexisting armor can already reduce most damage to below 5, and it's not a prerequisite for your desired master trait, then Tough as Nails should be a low priority investment. Sometimes damage is just unavoidable, especially so if you're a melee build, but often for TaN to have any effect at all is a result of bad play leading to you getting hit. Additionally, nothing reduces damage more than not getting hit in the first place, so investment in [[Strategy:Hellrunner|Hellrunner]] letting you outmaneuver enemies, better dodge enemy attacks , and allowing you to outrun faster enemies you couldn't otherwise, will often do more to limit damage than TaN will. You can also instead invest in DPS-boosting traits  like [[Strategy:Finesse|Finesse]] and the various damage-boosting traits, killing enemies before they get a chance to attack prevents you from getting hit entirely (i.e. the reason why [[Strategy:Angel of Max Carnage|Angel of Max Carnage]] is widely considered to be easier than the standard game despite enemies hitting way harder there). Or you invest in [[Strategy:Intuition|Intuition]] to know exactly where enemies outside your vision are and avoid fighting them in a bad position to begin with. Not to mention that getting faster movement speed and better DPS is harder to get through equipment than just getting better protecting armor for when you do get hit.&lt;br /&gt;
&lt;br /&gt;
Then there's the fact that TaN just doesn't provide much benefit once you start fighting enemies stronger than formers and [[Imp]]s if your armor doesn't have the [[resistance]]s to already drastically reduce damage. Once [[Hell knight]]s and [[Cacodemon]]s start showing up, their projectile does 7 damage on average ''and'' ignores half your armor's [[protection]] as a result of being [[plasma]] (or ignores it entirely if you have a single point of protection), so with two levels of TaN and no other armor, they're averaging 6 damage on you, meaning a Scout/Technician and Marine will survive just one more hit from them. You got [[Red armor]] on too? You'll reduce their average damage down to 4, which looks a lot better (Scouts/Technicians can now survive five more hits and Marines will survive six more hits), but high damage rolls will still deal significant damage (at max they deal 12 damage, so you'll be reducing their damage to 9, which is still a big chunk), and you're very unlikely to have Red armor before they start appearing on harder difficulties. It gets even worse once [[Baron]]s start showing up, whose projectile deals 12 damage on average, and up to a whopping 20 at max; with no armor, two levels of TaN will reduce their average damage to 10, not enough to even let Scouts/Technicians survive an additional hit. With [[Blue armor]], their average damage is reduced to 8, Scouts/Technicians now survive just two more hits and Marines survive three more hits. With Red armor instead, you reduce their average damage to 6, so Scouts/Technicians go from dying in five hits to nine hits and Marines in five hits to ten hits, a good improvement but not enough to make you comfortable taking repeated hits from them, while Barons can hit much harder than that (reducing a max damage roll from 20 to 14 hardly makes a significant difference, and we also haven't even consider the likelihood that the Red armor will get damaged and lose protection in those calculations). We haven't even gotten to the [[Former commando]]s, [[Arachnotron]]s, the [[VMR]], and the bosses, where I can go on all day about how TaN does shit to help you survive against them without being supported by very good armor, but I think you get the picture now.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, Tough as Nails will never be useless, but is usually not a trait you should prioritize investing in, while investing in traits that improve your movement speed, DPS, or give other utilities will often reduce damage more than TaN will, and so thus only be picked as a filler trait at the end of the game after you gotten everything else more valuable. You also likely won't be able to get a very good armor with high resistances to get serious mileage out of TaN, like the aforementioned [[Cerberus armor]], until it's already late into the game, so even in that case TaN will still not be a priority investment. It additionally should be noted that TaN seems tantalizing for melee builds, due to the unavoidable damage of melee combat, and how [[berserk]] gives +60% resistance to everything to get them into that sweet zone for TaN without needing very good armor, but [[Strategy:Blademaster|Blademaster]] blocks it and [[Strategy:Malicious Blades|Malicious Blades]] can't get [[Strategy:Berserker|Berserker]] to easily get berserked, so that rules out those two investing in TaN. This leaves [[Strategy:Vampyre|Vampyre]], but even a Vampyre, aside from the obvious [[Strategy:Brute|Brute]], will generally want to prioritize investing in Finesse and [[Strategy:Whizkid|Whizkid]] before investing in TaN (again better DPS can still let them kill enemies before they get hit, while faster attacks makes it quicker to activate Berserker, and they can't even get Cerberus armor without Whizkid, while Whizkid also can allow them to improve every other statistical aspect of their equipment).&lt;br /&gt;
&lt;br /&gt;
One final consideration is picking between Tough as Nails and [[Strategy:Ironman|Ironman]] for a strictly defensive-boosting trait, whether as an endgame filler trait or because you actually want to increase your hit-taking ability above all else. Generally Ironman fares slightly better with extending your survival against strong hits and doesn't have half its effect ignored by plasma enemies, in addition to boosting the effective HP you get from medkits and other percentage-based healing sources. However if you do got good enough armor to reduce most hits to around 5 or less damage, an extra point of protection will allow you to take more hits than 10 extra HP will, at which point TaN is the winner between the two (though if your armor is so good you're reducing most hits to 1 damage already, than TaN would be excessive). Additionally, if you're investing in Berserker, you should unquestionably invest in TaN first; aside from the massive +60% resistances of berserk letting you reduce most attacks to that =&amp;lt;5 damage threshold even without good armor, increasing your max HP with Iro greatly reduces or even completely eliminates the ability for Berserker to activate from taking hits that deal a third or more of your HP in damage (and considering Berserker activation here applies the resistances of berserk before the damage from those hits are calculated, investing in Iro in these scenarios actually makes you take a lot more damage than you would have without it). [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 10:27, 21 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
One more note about Tough as Nails, is that its effect during damage calculation gets applied ''after'' the armor you're wearing, not in conjunction with it. This has two important impacts:&lt;br /&gt;
&lt;br /&gt;
*One, while you're taking less damage, it's not making your armor take less damage. So say you got TaN 2 alongside Blue Armor and take an Imp fireball that deals 8 damage, your Blue Armor reduces it to 6 damage with its protection and takes that 6 damage to its durability in the process, while then your TaN gets applied and reduces it to 4 damage you actually take. Thus while TaN will extend your durability, it will not extend the durability of your armors.&lt;br /&gt;
&lt;br /&gt;
*Two, when taking plasma damage, your protection value of TaN and your armor will each get rounded down separately, then damage is calculated using each rounded down value separately. So if you got TaN 1 alongside [[Green armor]], rather than combining together for 2 protection and being able to reduce plasma damage by 1, they each get rounded down to 0 and you end up taking the full brunt of any plasma attacks. Ultimately, this means TaN 1 does nothing to reduce damage from plasma, and investing all the way to TaN 3 has farther limited utility as it doesn't give any additional reduction of plasma damage.&lt;br /&gt;
&lt;br /&gt;
Keep these points in mind when considering investing in Tough as Nails, as they farther reduce the usefulness of the trait. However, these points also apply to enemies with natural armor when they pick up armor, so for example a Hell Knight with Green Armor will still suffer the full damage of your [[Plasma rifle]]. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 03:12, 20 July 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
==0.10.0==&lt;br /&gt;
Tough as Nails has been buffed in version 0.10.0 to give +10% inherent resistances to [[fire]], [[acid]], and [[plasma]] damage with each level. This is a significant buff that directly addresses its prior impotence with mitigating damage from stronger energy attacks. For example, previously against the plasma balls of Hell Knights and Cacodemons, TaN2 would reduce their average from 7 to 6, extending survival by only a single hit, while reducing a max damage roll from 12 to 11, practically doing nothing to help survival. Now with TaN2 giving you 20% plasma resistance, you're reducing the average hit from them to 5 damage, and any higher damage roll will save you 3 points of damage, letting you survive at least two more hits, if not more. Generally each TaN level will now be saving you 2 to 3 points of damage against Barons and the VMR, potentially even more against hits even more damaging than an Archvile zap, while TaN1 and 3 now actually do something to reduce plasma damage. Additionally, inherent resistances stack with armor resistances, making TaN even more effective. For example against the aforementioned Hell Knights and Cacodemons, if you're wearing Blue Armor in conjunction with having TaN 2, effectively having 40% plasma res and 4 armor, you'll be reducing their average damage down to ''2'', making a Scout/Technician go from dying in 8 hits to dying in '''''25 hits''''', while if they kept rolling max damage (or you're playing [[Angel of Max Carnage]]), their 12 damage would get reduced to 5 damage, going from dying in 5 hits to dying in 10 hits. You don't even need something crazy like Cerberus Armor anymore to get huge jumps in survivability from Tough as Nails. Since the resistances are stacking on each other in their part of the damage calculation equation, this also means TaN can now reduce the damage your armor takes and so extend armor durability (however the protection component of TaN still comes after your armor's protection, so what I stated before about how that interaction behaves in damage calculation still applies and your armor durability will still take more damage than you will).&lt;br /&gt;
&lt;br /&gt;
Tough as Nails is still purely a defensive trait and so what was said before about it often requiring the player to misplay to have any effect still applies, however with how much more effectively it reduces damage, having some TaN will give you a significantly larger margin of error, and it may even let you reach a point where you're tanking damage so well that you can just juggernaut through fights without any real strategy. If you're not playing a mastery that blocks it, you will now want to seriously consider actively picking it rather than only picking up as endgame filler. Early TaN also merits additional special consideration on Nightmare, since it'll let you comfortably eat more fire and plasma balls on corpses to destroy them at a point in the game where your corpse disposal means are limited. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 04:59, 6 July 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Monster_Generation"/>
				<updated>2026-06-16T07:10:13Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.&lt;br /&gt;
&lt;br /&gt;
The displayed minimum level is valid for ITYTD and HNTR, and it is lower at higher difficulties (-3 for HMP and -6 for UV/N!), which means that tougher monsters start appearing earlier in the game. Other values are unaffected by difficulty. Note that enemies can often appear earlier than their minimum depth and later than their maximum depth under certain conditions, such instances are noted by an asterisk and the conditions are explained when hovered over. [[Special level]]s can additionally contain enemies outside their standard depth range (for example, [[Hell's Arena]] is accessed from floor 2, yet contains [[Cacodemon]]s on all difficulties, [[Hell knight]]s on HMP, and [[Barons of Hell]] on UV+). &lt;br /&gt;
&lt;br /&gt;
For all enemies that can normally spawn, here are the values.&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=5 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Generation Parameters'''&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monster'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Danger'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former human]]&lt;br /&gt;
|0&lt;br /&gt;
|12{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former sergeant]]&lt;br /&gt;
|2&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former captain]]&lt;br /&gt;
|5&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Imp]]&lt;br /&gt;
|0&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Demon]]&lt;br /&gt;
|4&lt;br /&gt;
|20{{Rollover|*|Can continue to spawn up to floor 60 in caves.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lost soul]]&lt;br /&gt;
|6{{Rollover|*|Can spawn earlier than this below HMP in caves and vaults.|?}}&lt;br /&gt;
|16{{Rollover|*|Can continue to spawn indefinitely after this point in caves and from Pain Elementals.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Hell knight]]&lt;br /&gt;
|9&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cacodemon]]&lt;br /&gt;
|10{{Rollover|*|Can spawn in vaults as early as floor 1 on UV/N!, and can spawn on floor 3 in caves on N!.|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 100 in caves, and indefinitely after this point in vaults and monster groups.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Pain elemental]]&lt;br /&gt;
|10&lt;br /&gt;
|40{{Rollover|*|Can continue to spawn indefinitely after this point in caves and monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former commando]]&lt;br /&gt;
|12&lt;br /&gt;
|21{{Rollover|*|Can continue to spawn after this point in certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Baron of hell]]&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arachnotron]]&lt;br /&gt;
|13{{Rollover|*|Can spawn as soon as floor 6 in caves on N!|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 80 in caves, and indefinitely in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Revenant]]&lt;br /&gt;
|13&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Mancubus]]&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arch-vile]]&lt;br /&gt;
|16&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare imp]]&lt;br /&gt;
|30{{Rollover|*|Can spawn earlier than this in vaults on UV/N!.|?}}&lt;br /&gt;
|60{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and vaults.|?}}&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare soul]]&lt;br /&gt;
|30{{Rollover|*|Does not naturally spawn by itself, but will start spawning in monster groups at this depth.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former human]]&lt;br /&gt;
|40&lt;br /&gt;
|80{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare demon]]&lt;br /&gt;
|40{{Rollover|*|Can start spawning in monster groups at floor 35, and even earlier in caves and vaults on UV/N!.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Bruiser brother]]&lt;br /&gt;
|40{{Rollover|*|Can possibly spawn much earlier than this in the Hell Noble-only levels, even in standard game depths.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare knight]]&lt;br /&gt;
|41&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arachnotron]]&lt;br /&gt;
|50{{Rollover|*|Can start spawning as early as floor 40 in caves.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare cacodemon]]&lt;br /&gt;
|51{{Rollover|*|Can spawn earlier than this in caves and vaults, especially on harder difficulties.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former sergeant]]&lt;br /&gt;
|60&lt;br /&gt;
|90{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Shambler]]&lt;br /&gt;
|60{{Rollover|*|Can possibly spawn as early as floor 50 in rare Shambler-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare revenant]]&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former captain]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare elemental]]&lt;br /&gt;
|70{{Rollover|*|Can start spawning in monster groups at floor 60, and even earlier in caves at floor 50.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lava elemental]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|16&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cyberdemon]]&lt;br /&gt;
|70{{Rollover|*|Can possibly spawn as early as floor 50 in rare Cyberdemon-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare mancubus]]&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|15&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former commando]]&lt;br /&gt;
|80{{Rollover|*|Can start spawning in monster groups at floor 70.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Agony elemental]]&lt;br /&gt;
|80{{Rollover|*|Can possibly spawn in caves as early as floor 50 on HMP+ difficulty.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arch-vile]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former sergeant, 2-6 &amp;amp;times; former human&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|5-8 &amp;amp;times; imp&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; hell knight, 2-6 &amp;amp;times; imp&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; demon&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 4-9 &amp;amp;times; imp&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; pain elemental, 3-8 &amp;amp;times; lost soul&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former commando, 2-6 &amp;amp;times; former sergeant&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 2-4 &amp;amp;times; hell knight&lt;br /&gt;
|20&lt;br /&gt;
|60&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; arachnotron&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 4 &amp;amp;times; former captain, 4 &amp;amp;times; former sergeant, 3-6 &amp;amp;times; former human&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-3 &amp;amp;times; former captain, 2-3 &amp;amp;times; former sergeant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; mancubus&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; revenant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 3-9 &amp;amp;times; baron of hell&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-8 &amp;amp;times; former captain, 2-3 &amp;amp;times; mancubus&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following monster groups will only appear in deeper levels of [[Angel of 100]] and [[Archangel of 666]]:&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''A100-exclusive Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; nightmare soul&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-6 &amp;amp;times; nightmare imp&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; pain elemental, 2-5 &amp;amp;times; cacodemon&lt;br /&gt;
|30&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-5 &amp;amp;times; nightmare demon&lt;br /&gt;
|35&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-8 &amp;amp;times; nightmare demon&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 4-8 &amp;amp;times; nightmare imp&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare elemental, 4-6 &amp;amp;times; nightmare soul&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; elite former commando, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; nightmare arachnotron&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1-3 &amp;amp;times; lava elemental, 2-3 &amp;amp;times; shambler&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 4-8 &amp;amp;times; baron of hell&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; agony elemental, 3-8 &amp;amp;times; nightmare cacodemon&lt;br /&gt;
|85&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; nightmare arch-vile, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant, 3-6 &amp;amp;times; elite former human&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 3-6 &amp;amp;times; bruiser brother&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-4 &amp;amp;times; nightmare mancubus, 2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare revenant&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice that monster groups are the only way for some enemies to appear on very deep levels.&lt;br /&gt;
&lt;br /&gt;
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.&lt;br /&gt;
&lt;br /&gt;
The total danger level is calculated from dlevel as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Danger'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|6 + 2.2 &amp;amp;times; dlevel&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|0.6 &amp;amp;times; sqrt(500 &amp;amp;times; dlevel) = 13.4 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|20 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|32 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|40 &amp;amp;times; sqrt(devel)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to these monsters, certain level features (e.g. [[Generated Rooms#Vaults|vaults]]) may cause additional monsters to spawn on the level without counting against this limit.&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Biggest_fucking_gun</id>
		<title>Biggest fucking gun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Biggest_fucking_gun"/>
				<updated>2026-06-06T06:03:45Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Biggest fucking gun - [[Big_Gun_Types|Big Gun Family]]|&lt;br /&gt;
weapon_dmg=Original *2 dice, *2 sides per die, [[explosions|radius]] 16|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=Original*2.5(consumes 2.5 times original per shot)|&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=[[Alternate reload#Overcharge|Overcharge]]|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: any [[BFG 9000]] + BBFF|&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=The Biggest Fucking Gun's projectile will explode precisely on the tile you target, however any enemy or object blocking the trajectory it'll explode on instead. Additionally, you cannot target a tile that is outside your [[vision]]. Unlike other explosive weapons, the Biggest Fucking Gun's explosion doesn't harm the player, it has no damage falloff (so any enemy or object within the explosion radius will suffer the full damage of the blast), and needs to deal 16 damage to inflict [[knockback]] per tile.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/VBFG9000</id>
		<title>VBFG9000</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/VBFG9000"/>
				<updated>2026-06-06T06:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=VBFG9000 - [[Big_Gun_Types|Big Gun Family]]|&lt;br /&gt;
weapon_dmg=Original +2 sides per die, [[explosions|radius]] +2|&lt;br /&gt;
weapon_avgdmg=Varies|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_ftime=Original|&lt;br /&gt;
weapon_rtime=Original|&lt;br /&gt;
weapon_clip=Original*1.5 (consumes 1.5 times original per shot)|&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=[[Alternate reload#Overcharge|Overcharge]]|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: Any [[BFG 9000]] + PPP|&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=The VBFG's projectile will explode precisely on the tile you target, however any enemy or object blocking the trajectory it'll explode on instead. Additionally, you cannot target a tile that is outside your [[vision]]. Unlike other explosive weapons, the VBFG's explosion doesn't harm the player, it has no damage falloff (so any enemy or object within the explosion radius will suffer the full damage of the blast), and needs to deal 16 damage to inflict [[knockback]] per tile.|&lt;br /&gt;
weapon_source=Modelled on the good ol' BFG&amp;amp;nbsp;9000}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/BFG_10K</id>
		<title>BFG 10K</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/BFG_10K"/>
				<updated>2026-06-06T06:02:27Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=BFG 10K - [[Rapid-fire_Types|Rapid-fire Family]], [[Big_Gun_Types|Big Gun Family]]|&lt;br /&gt;
weapon_dmg=(6d4)x5/30-120, [[explosions|radius]] 2|&lt;br /&gt;
weapon_avgdmg=15*5 = 75|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=+3|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.0 seconds|&lt;br /&gt;
weapon_clip=50 (consumes 5 per shot, 25 per burst)|&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_afire=[[Alternate fire#Chain fire|Chain fire]]|&lt;br /&gt;
weapon_get=Random (20+)|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''The Ultimate Big Fucking Gun. Redefines the word &amp;quot;wallpaper&amp;quot;.''|&lt;br /&gt;
weapon_other=The BFG 10K's projectiles will explode precisely on the tile you target, however any enemy or object blocking their trajectory they'll explode on instead. Additionally, you cannot target a tile that is outside your [[vision]]. The projectiles scatter randomly and will harm the player if caught in their explosions. Unlike other explosive weapons, the BFG 10K's projectiles need to deal 16 damage to inflict [[knockback]] per tile.&lt;br /&gt;
&lt;br /&gt;
The BFG 10K can be [[Items#Modification Packs (Mods)|modded]] by [[Classes#Technician|Technicians]] with a single mod (and/or a basic assembly), regardless of any Whizkid ranks. &lt;br /&gt;
[[Traits#Scavenger - Technician Only|Scavenging]] the BFG 10K will always produce a {{exotic link|Nano Pack}}.|&lt;br /&gt;
weapon_source={{wiki|Quake_(series)|Quake series}} (computer game)}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nuclear_BFG_9000</id>
		<title>Nuclear BFG 9000</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nuclear_BFG_9000"/>
				<updated>2026-06-06T05:56:40Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Nuclear BFG 9000 - [[Big_Gun_Types|Big Gun Family]]|&lt;br /&gt;
weapon_dmg=8d6/8-48, [[explosions|radius]] 8|&lt;br /&gt;
weapon_avgdmg=28|&lt;br /&gt;
weapon_accuracy=+5|&lt;br /&gt;
weapon_dmgtype=[[Damage type#plasma|Plasma]]|&lt;br /&gt;
weapon_ftime=1.5 seconds|&lt;br /&gt;
weapon_rtime=N/A|&lt;br /&gt;
weapon_clip=40 (consumes 40 per shot)|&lt;br /&gt;
weapon_ammo=None|&lt;br /&gt;
weapon_areload=[[Alternate reload#nuke|Nuclear overcharge]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_get=Random (22+) or [[The Mortuary]]/[[Limbo]]|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;fuchsia&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''A self-charging BFG9000! How much more lucky can you get?''|&lt;br /&gt;
weapon_other=The Nuclear BFG's projectile will explode precisely on the tile you target, however any enemy or object blocking the trajectory it'll explode on instead. Additionally, you cannot target a tile that is outside your [[vision]]. Unlike other explosive weapons, the Nuclear BFG's explosion doesn't harm the player, it has no damage falloff (so any enemy or object within the explosion radius will suffer the full damage of the blast), and needs to deal 16 damage to inflict [[knockback]] per tile.&lt;br /&gt;
&lt;br /&gt;
The Nuclear BFG 9000 automatically recharges 1 ammo every 0.5 seconds, with no delay after being shot. It cannot be manually reloaded nor unloaded.|&lt;br /&gt;
weapon_source=The original BFG&amp;amp;nbsp;9000 is, of course, from D. The nuclear version appears to be unique to DRL. Imbalanced BFG Family is a significant part of the D/Quake universe, even in canon.|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/BFG_9000</id>
		<title>BFG 9000</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/BFG_9000"/>
				<updated>2026-06-06T05:46:32Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Important information about the BFG's mechanics was missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=BFG 9000 - [[Big_Gun_Types|Big Gun Family]]|&lt;br /&gt;
weapon_dmg=10d6/10-60, [[explosions|radius]] 8|&lt;br /&gt;
weapon_avgdmg=35|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=+5|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.0 seconds|&lt;br /&gt;
weapon_clip=100 (consumes 40 per shot)|&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=[[Alternate reload#Overcharge|Overcharge]]|&lt;br /&gt;
weapon_get=Random (20+), [[Halls of Carnage]], [[Spider's Lair]]|&lt;br /&gt;
weapon_quote=''HELL, NOW YOU'LL GET LOOSE!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''The Big Fucking Gun. Hell wouldn't be so fun without it.''|&lt;br /&gt;
weapon_other=The BFG 9000 is automatically equipped the first time it is picked up. The BFG's projectile will explode precisely on the tile you target, however any enemy or object blocking the trajectory it'll explode on instead. Additionally, you cannot target a tile that is outside your [[vision]]. Unlike other explosive weapons, the BFG's explosion doesn't harm the player, it has no damage falloff (so any enemy or object within the explosion radius will suffer the full damage of the blast), and needs to deal 16 damage to inflict [[knockback]] per tile.|&lt;br /&gt;
weapon_source=D}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Plasma_shotgun</id>
		<title>Plasma shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Plasma_shotgun"/>
				<updated>2026-06-06T05:39:07Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: According to the source code, the Plasma Shotgun got a different knockback threshold on it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Plasma shotgun|&lt;br /&gt;
weapon_dmg=7d3/7-21|&lt;br /&gt;
weapon_avgdmg=14 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.0 seconds|&lt;br /&gt;
weapon_clip=30 (consumes 3 per shot) |&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_get=Random (12+)|&lt;br /&gt;
weapon_quote=''Splash and they're dead!''|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''Plasma Shotgun, the best of both worlds!''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 3, and a falloff reduction rate of 5% per tile. It additionally needs to deal 12 damage to inflict [[knockback]] per tile, rather than the usual 8 damage knockback threshold that other shotguns have.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Combat shotgun]], the Plasma Shotgun doesn't require pumping inbetween shots, and it also reloads its entire clip at once when reloaded.&lt;br /&gt;
&lt;br /&gt;
The main special feature of this shotgun is it inflicting plasma type damage instead of shred type damage, which means unlike other shotguns that have their damage doubly reduced by enemy [[armor]], the Plasma Shotgun's damage will ignore half of an enemy's armor, leading to it inflicting substantially more damage than other similarly strength shotguns (aside when used against the rare enemy with significant plasma [[resistance]]). Its plasma damage also gives it the ability to destroy walls, though this is a double-edged sword as it means you can't [[corner shoot]] with the Plasma Shotgun without it destroying your cover, unless you're on a floor with a hard walls [[level event]] or in some other level with indestructible walls. For a final note, the Plasma Shotgun is unaffected by [[Army of the Dead]], because its original damage type is not Shrapnel.|&lt;br /&gt;
weapon_source=Possibly {{wiki|Ufo:_Aftermath|Ufo: Aftermath.}}}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Frag_Shotgun</id>
		<title>Frag Shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Frag_Shotgun"/>
				<updated>2026-06-06T05:26:09Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Frag Shotgun - [[Shotgun_Types|Shotgun Family]]|&lt;br /&gt;
weapon_dmg=6d3/6-18|&lt;br /&gt;
weapon_avgdmg=12 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=0.5 seconds|&lt;br /&gt;
weapon_rtime=2.5 seconds|&lt;br /&gt;
weapon_clip=16 (consumes 2 per shot)|&lt;br /&gt;
weapon_ammo=[[10mm ammo]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (10+)|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''Advanced pulverization technology converts bullets into shrapnel.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 2, and a falloff reduction rate of 5% per tile.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Combat shotgun]], the Frag Shotgun requires no pumping inbetween shots, and it also reloads its entire clip at once when reloaded.&lt;br /&gt;
&lt;br /&gt;
The Frag Shotgun can be [[Items#Modification Packs (Mods)|modded]] by [[Classes#Technician|Technicians]] with a single mod (and/or a basic assembly), regardless of any Whizkid ranks.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Frag_Shotgun</id>
		<title>Frag Shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Frag_Shotgun"/>
				<updated>2026-06-06T05:25:52Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Frag Shotgun - [[Shotgun_Types|Shotgun Family]]|&lt;br /&gt;
weapon_dmg=6d3/6-18, [[Shotguns|focused shotgun blast]]|&lt;br /&gt;
weapon_avgdmg=12 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=0.5 seconds|&lt;br /&gt;
weapon_rtime=2.5 seconds|&lt;br /&gt;
weapon_clip=16 (consumes 2 per shot)|&lt;br /&gt;
weapon_ammo=[[10mm ammo]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (10+)|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''Advanced pulverization technology converts bullets into shrapnel.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 2, and a falloff reduction rate of 5% per tile.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Combat shotgun]], the Frag Shotgun requires no pumping inbetween shots, and it also reloads its entire clip at once when reloaded.&lt;br /&gt;
&lt;br /&gt;
The Frag Shotgun can be [[Items#Modification Packs (Mods)|modded]] by [[Classes#Technician|Technicians]] with a single mod (and/or a basic assembly), regardless of any Whizkid ranks.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Frag_Shotgun</id>
		<title>Frag Shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Frag_Shotgun"/>
				<updated>2026-06-06T05:25:28Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Frag Shotgun - [[Shotgun_Types|Shotgun Family]]|&lt;br /&gt;
weapon_dmg=6d3/6-18, [[Shotguns|focused shotgun blast]]|&lt;br /&gt;
weapon_avgdmg=12 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Accuracy|&lt;br /&gt;
weapon_ftime=0.5 seconds|&lt;br /&gt;
weapon_rtime=2.5 seconds|&lt;br /&gt;
weapon_clip=16 (consumes 2 per shot)|&lt;br /&gt;
weapon_ammo=[[10mm ammo]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (10+)|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''Advanced pulverization technology converts bullets into shrapnel.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 2, and a falloff reduction rate of 5% per tile.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Combat shotgun]], the Frag Shotgun requires no pumping inbetween shots, and it also reloads its entire clip at once when reloaded.&lt;br /&gt;
&lt;br /&gt;
The Frag Shotgun can be [[Items#Modification Packs (Mods)|modded]] by [[Classes#Technician|Technicians]] with a single mod (and/or a basic assembly), regardless of any Whizkid ranks.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Jackhammer</id>
		<title>Jackhammer</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Jackhammer"/>
				<updated>2026-06-06T05:23:21Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Jackhammer|&lt;br /&gt;
weapon_dmg=(8d3)x3/24-72|&lt;br /&gt;
weapon_avgdmg=16 x 3 = 48 (at point blank)|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.5 seconds|&lt;br /&gt;
weapon_clip=10|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_areload=Fire mode|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_get=Random (12+)|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''The Pancor Corporation Jackhammer is a 12 gauge, gas-operated automatic weapon.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 2, and a falloff reduction rate of 5% per tile.&lt;br /&gt;
&lt;br /&gt;
When it's in rapid-shot mode, the Jackhammer's fire consists of three shots (or of how many shells are remaining if its clip has less than three). Note that the shots are sequential, so knockback from the preceding blast is applied before the second and third blast occurs, which will reduce the expected damage of the subsequent blast if the enemy is knockbacked by the preceding shot. When the Jackhammer is in its single-shot mode, it'll only shoot a single shot with no reduction in firing time. Unlike the [[Combat shotgun]], the Jackhammer requires no pumping inbetween shots, and it also reloads its entire clip at once when reloaded. The Jackhammer's alt-reload will switch between its rapid-shot and single-shot modes with no [[time]] loss.&lt;br /&gt;
&lt;br /&gt;
The rapid-fire mode works with [[Triggerhappy]] and so can shoot extra shots accordingly. The Jackhammer can additionally be [[Items#Modification Packs (Mods)|modded]] by [[Technician]]s with a single mod (and/or a basic [[assembly]]).|&lt;br /&gt;
weapon_source={{wiki|Pancor_Jackhammer|Real Life}}}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Jackhammer</id>
		<title>Jackhammer</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Jackhammer"/>
				<updated>2026-06-06T05:23:01Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Jackhammer|&lt;br /&gt;
weapon_dmg=(8d3)x3/24-72|&lt;br /&gt;
weapon_avgdmg=16 x 3 = 48 (at point blank)|&lt;br /&gt;
weapon_accuracy=+0|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.5 seconds|&lt;br /&gt;
weapon_clip=10|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_areload=Fire mode|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_get=Random (12+)|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''The Pancor Corporation Jackhammer is a 12 gauge, gas-operated automatic weapon.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 2, and a falloff reduction rate of 5% per tile.&lt;br /&gt;
&lt;br /&gt;
When it's in rapid-shot mode, the Jackhammer's fire consists of three shots (or of how many shells are remaining if its clip has less than three). Note that the shots are sequential, so knockback from the preceding blast is applied before the second and third blast occurs, which will reduce the expected damage of the subsequent blast if the enemy is knockbacked by the preceding shot. When the Jackhammer is in its single-shot mode, it'll only shoot a single shot with no reduction in firing time. Unlike the [[Combat shotgun]], the Jackhammer requires no pumping inbetween shots, and it also reloads its entire clip at once when reloaded. The Jackhammer's alt-reload will switch between its rapid-shot and single-shot modes with no [[time]] loss.&lt;br /&gt;
&lt;br /&gt;
The rapid-fire mode works with [[Triggerhappy]] and so can shoot extra shots accordingly. The Jackhammer can additionally be [[Items#Modification Packs (Mods)|modded]] by [[Technician]]s with a single mod (and/or a basic [[assembly]]).|&lt;br /&gt;
weapon_source={{wiki|Pancor_Jackhammer|Real Life}}}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Super_shotgun</id>
		<title>Super shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Super_shotgun"/>
				<updated>2026-06-06T05:15:01Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Super shotgun|&lt;br /&gt;
weapon_dmg=(8d4)x2/16-64|&lt;br /&gt;
weapon_avgdmg=20 x 2 = 40 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.5 seconds|&lt;br /&gt;
weapon_clip=2|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (10+)|&lt;br /&gt;
weapon_quote=''This little baby brings back memories!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''After the first hellish invasion, weapon engineers designed the super shotgun as the world's first firearm designed to kill demons. And boy does it.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 3, and a falloff reduction rate of 7% per tile.&lt;br /&gt;
&lt;br /&gt;
The Super Shotgun's fire consists of two shots. Note that the shots are sequential, so knockback from the first blast is applied before the second blast occurs, which will reduce the expected damage of the second blast if the enemy is knockbacked by the first shot.|&lt;br /&gt;
weapon_source=DII (whaddya expect, Mario?)}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Super_shotgun</id>
		<title>Super shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Super_shotgun"/>
				<updated>2026-06-06T05:13:03Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Super shotgun|&lt;br /&gt;
weapon_dmg=(8d4)x2/16-64|&lt;br /&gt;
weapon_avgdmg=20 x 2 = 40 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.5 seconds|&lt;br /&gt;
weapon_clip=2|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (10+)|&lt;br /&gt;
weapon_quote=''This little baby brings back memories!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''After the first hellish invasion, weapon engineers designed the super shotgun as the world's first firearm designed to kill demons. And boy does it.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 3, and a falloff reduction rate of 7% per tile.|&lt;br /&gt;
weapon_source=DII (whaddya expect, Mario?)}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Super_shotgun</id>
		<title>Super shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Super_shotgun"/>
				<updated>2026-06-06T05:12:32Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Super shotgun|&lt;br /&gt;
weapon_dmg=(8d4)x2/16-64, [[Shotguns|normal shotgun blast]]|&lt;br /&gt;
weapon_avgdmg=20 x 2 = 40 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.5 seconds|&lt;br /&gt;
weapon_clip=2|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (10+)|&lt;br /&gt;
weapon_quote=''This little baby brings back memories!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''After the first hellish invasion, weapon engineers designed the super shotgun as the world's first firearm designed to kill demons. And boy does it.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 3, and a falloff reduction rate of 7% per tile.|&lt;br /&gt;
weapon_source=DII (whaddya expect, Mario?)}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Plasma_shotgun</id>
		<title>Plasma shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Plasma_shotgun"/>
				<updated>2026-06-06T05:10:36Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Plasma shotgun|&lt;br /&gt;
weapon_dmg=7d3/7-21|&lt;br /&gt;
weapon_avgdmg=14 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#plasma|Plasma]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.0 seconds|&lt;br /&gt;
weapon_clip=30 (consumes 3 per shot) |&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_get=Random (12+)|&lt;br /&gt;
weapon_quote=''Splash and they're dead!''|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''Plasma Shotgun, the best of both worlds!''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 3, and a falloff reduction rate of 5% per tile.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Combat shotgun]], the Plasma Shotgun doesn't require pumping inbetween shots, and it also reloads its entire clip at once when reloaded.&lt;br /&gt;
&lt;br /&gt;
The main special feature of this shotgun is it inflicting plasma type damage instead of shred type damage, which means unlike other shotguns that have their damage doubly reduced by enemy [[armor]], the Plasma Shotgun's damage will ignore half of an enemy's armor, leading to it inflicting substantially more damage than other similarly strength shotguns (aside when used against the rare enemy with significant plasma [[resistance]]). Its plasma damage also gives it the ability to destroy walls, though this is a double-edged sword as it means you can't [[corner shoot]] with the Plasma Shotgun without it destroying your cover, unless you're on a floor with a hard walls [[level event]] or in some other level with indestructible walls. For a final note, the Plasma Shotgun is unaffected by [[Army of the Dead]], because its original damage type is not Shrapnel.|&lt;br /&gt;
weapon_source=Possibly {{wiki|Ufo:_Aftermath|Ufo: Aftermath.}}}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Focused_double_shotgun</id>
		<title>Focused double shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Focused_double_shotgun"/>
				<updated>2026-06-06T05:01:37Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Focused double shotgun|&lt;br /&gt;
weapon_dmg=(8d4)x2/16-64|&lt;br /&gt;
weapon_avgdmg=20 x 2 = 40 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.5 seconds|&lt;br /&gt;
weapon_clip=2|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Single shot|Single shot]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: [[double shotgun]] + PAT|&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_quote=N/A|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 12 tiles, a spread size of 3, and a falloff reduction rate of 9% per tile.&lt;br /&gt;
&lt;br /&gt;
The Focused Double Shotgun's normal fire consists of two shots. Note that the shots are sequential, so knockback from the first blast is applied before the second blast occurs, which will reduce the expected damage of the second blast if the enemy is knockbacked by the first shot. The alt fire shoots a single shot with no reduction in firing time. &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Assault_shotgun</id>
		<title>Assault shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Assault_shotgun"/>
				<updated>2026-06-06T05:01:00Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Assault shotgun|&lt;br /&gt;
weapon_dmg=7d3/7-21|&lt;br /&gt;
weapon_avgdmg=14 (at point blank) |&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.0 second|&lt;br /&gt;
weapon_clip=6|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_areload=[[Alternate reload#Full reload|Full reload]]|&lt;br /&gt;
weapon_afire=None|&lt;br /&gt;
weapon_get=Random (6+)|&lt;br /&gt;
weapon_quote=None|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''Big, bad and ugly.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 2, and a falloff reduction rate of 5% per tile.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Combat shotgun]], the Assault Shotgun doesn't require pumping between shots.|&lt;br /&gt;
weapon_source=Real life, basically a type of [http://en.wikipedia.org/wiki/Combat_shotgun combat shotgun].}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Double_shotgun</id>
		<title>Double shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Double_shotgun"/>
				<updated>2026-06-06T04:59:03Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Double shotgun|&lt;br /&gt;
weapon_dmg=(9d3)x2/18-54|&lt;br /&gt;
weapon_avgdmg=18 x 2 = 36 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.0 seconds|&lt;br /&gt;
weapon_clip=2|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Single shot|Single shot]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (4+), and as a reward for completing [[Hell's Arena]] on [[Game Settings#Challenges|Angel of Shotgunnery]].|&lt;br /&gt;
weapon_quote=''Now THIS is what I call a shotgun!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''Double barreled shotgun -- the perfect weapon for a desperado.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 8 tiles, a spread size of 3, and a falloff reduction rate of 12% per tile.&lt;br /&gt;
&lt;br /&gt;
The Double Shotgun's normal fire consists of two shots. Note that the shots are sequential, so knockback from the first blast is applied before the second blast occurs, which will reduce the expected damage of the second blast if the enemy is knockbacked by the first shot. The alt fire shoots a single shot with no reduction in firing time.|&lt;br /&gt;
weapon_source=[http://en.wikipedia.org/wiki/Double-barreled_shotgun Real life]}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Focused_double_shotgun</id>
		<title>Focused double shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Focused_double_shotgun"/>
				<updated>2026-06-06T04:58:24Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Focused double shotgun|&lt;br /&gt;
weapon_dmg=(8d4)x2/16-64|&lt;br /&gt;
weapon_avgdmg=20 x 2 = 40 (at point blank)|&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=1.5 seconds|&lt;br /&gt;
weapon_clip=2|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Single shot|Single shot]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: [[double shotgun]] + PAT|&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_quote=N/A|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 12 tiles, a spread size of 3, and a falloff reduction rate of 9% per tile.&lt;br /&gt;
&lt;br /&gt;
The Focused Double Shotgun's normal fire consists of two shots. Note that the shots are sequential, so knockback from the first blast is applied before the second blast occurs, which will reduce the expected damage of the second blast if the enemy is knockbacked by the first shot. The alt fire shoots a single shot with no reduction in firing time. &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</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>2026-06-06T04:54:42Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &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|&lt;br /&gt;
weapon_avgdmg=16 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.0 second|&lt;br /&gt;
weapon_clip=5|&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=This shotgun's blast has a max range of 15 tiles, a spread size of 2, and a falloff reduction rate of 7% per tile.&lt;br /&gt;
&lt;br /&gt;
Unlike the combat shotgun, the tactical shotgun doesn't require pumping inbetween shots.|&lt;br /&gt;
weapon_source=[http://en.wikipedia.org/wiki/Combat_shotgun Real life]}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</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>2026-06-06T04:53:12Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &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|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_avgdmg=24 (at point blank)|&lt;br /&gt;
weapon_accuracy=Irrelevant|&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=This shotgun's blast has a max range of 12 tiles, a spread size of 3, and a falloff reduction rate of 9% per tile.|&lt;br /&gt;
weapon_source={{wiki|Elephant_gun|Real life}}}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Double_shotgun</id>
		<title>Double shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Double_shotgun"/>
				<updated>2026-06-06T04:51:50Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Double shotgun|&lt;br /&gt;
weapon_dmg=(9d3)x2/18-54|&lt;br /&gt;
weapon_avgdmg=18 * 2 = 36 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.0 seconds|&lt;br /&gt;
weapon_clip=2|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Single shot|Single shot]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (4+), and as a reward for completing [[Hell's Arena]] on [[Game Settings#Challenges|Angel of Shotgunnery]].|&lt;br /&gt;
weapon_quote=''Now THIS is what I call a shotgun!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''Double barreled shotgun -- the perfect weapon for a desperado.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 8 tiles, a spread size of 3, and a falloff reduction rate of 12% per tile.&lt;br /&gt;
&lt;br /&gt;
The Double Shotgun's normal fire consists of two shots. Note that the shots are sequential, so knockback from the first blast is applied before the second blast occurs, which will reduce the expected damage of the second blast if the enemy is knockbacked by the first shot. The alt fire shoots a single shot with no reduction in firing time.|&lt;br /&gt;
weapon_source=[http://en.wikipedia.org/wiki/Double-barreled_shotgun Real life]}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Double_shotgun</id>
		<title>Double shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Double_shotgun"/>
				<updated>2026-06-06T04:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Double shotgun|&lt;br /&gt;
weapon_dmg=(9d3)x2/18-54|&lt;br /&gt;
weapon_avgdmg=18 &amp;amp;times 2 = 36 (at poinkt blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=2.0 seconds|&lt;br /&gt;
weapon_clip=2|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Single shot|Single shot]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_get=Random (4+), and as a reward for completing [[Hell's Arena]] on [[Game Settings#Challenges|Angel of Shotgunnery]].|&lt;br /&gt;
weapon_quote=''Now THIS is what I call a shotgun!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''Double barreled shotgun -- the perfect weapon for a desperado.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 8 tiles, a spread size of 3, and a falloff reduction rate of 12% per tile.&lt;br /&gt;
&lt;br /&gt;
The Double Shotgun's normal fire consists of two shots. Note that the shots are sequential, so knockback from the first blast is applied before the second blast occurs, which will reduce the expected damage of the second blast if the enemy is knockbacked by the first shot. The alt fire shoots a single shot with no reduction in firing time.|&lt;br /&gt;
weapon_source=[http://en.wikipedia.org/wiki/Double-barreled_shotgun Real life]}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Combat_shotgun</id>
		<title>Combat shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Combat_shotgun"/>
				<updated>2026-06-06T04:45:02Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Combat shotgun - [[Shotgun_Types|Shotgun Family]]|&lt;br /&gt;
weapon_dmg=7d3/7-21|&lt;br /&gt;
weapon_avgdmg=14 (at point blank)|&lt;br /&gt;
weapon_dmgtype=[[Damage type#shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=Reload - 1.0 second&lt;br /&gt;
Pump - 0.2 seconds|&lt;br /&gt;
weapon_clip=5|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=N/A|&lt;br /&gt;
weapon_areload=[[Alternate reload#full|Full reload]]|&lt;br /&gt;
weapon_get=Random (6+), [[Military Base]]/[[Phobos Lab]], and [[Halls of Carnage]].|&lt;br /&gt;
weapon_quote=''Pump'n'roll!''|&lt;br /&gt;
weapon_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;
weapon_description=''Nothing beats the sound of pumping a combat shotgun.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 2, and a falloff reduction rate of 7% per tile.&lt;br /&gt;
&lt;br /&gt;
The combat shotgun must be pumped after each shot in order to fire the next shell in its clip. You can pump the shotgun by moving or by reloading. When not pumping, reloading only reloads one shell at a time. The amount of time it takes to pump the combat shotgun isn't affected by reload time modifiers like [[Reloader]].|&lt;br /&gt;
weapon_source=[http://en.wikipedia.org/wiki/Combat_shotgun Real life]}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Combat_shotgun</id>
		<title>Combat shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Combat_shotgun"/>
				<updated>2026-06-06T04:43:46Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Combat shotgun - [[Shotgun_Types|Shotgun Family]]|&lt;br /&gt;
weapon_dmg=7d3/7-21|&lt;br /&gt;
weapon_avgdmg=14 (at point blank)|&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=Reload - 1.0 second&lt;br /&gt;
Pump - 0.2 seconds|&lt;br /&gt;
weapon_clip=5|&lt;br /&gt;
weapon_ammo=[[Shotgun shell]]|&lt;br /&gt;
weapon_afire=N/A|&lt;br /&gt;
weapon_areload=[[Alternate reload#full|Full reload]]|&lt;br /&gt;
weapon_get=Random (6+), [[Military Base]]/[[Phobos Lab]], and [[Halls of Carnage]].|&lt;br /&gt;
weapon_quote=''Pump'n'roll!''|&lt;br /&gt;
weapon_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;
weapon_description=''Nothing beats the sound of pumping a combat shotgun.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 15 tiles, a spread size of 2, and a falloff reduction rate of 7% per tile.&lt;br /&gt;
&lt;br /&gt;
The combat shotgun must be pumped after each shot in order to fire the next shell in its clip. You can pump the shotgun by moving or by reloading. When not pumping, reloading only reloads one shell at a time. The amount of time it takes to pump the combat shotgun isn't affected by reload time modifiers like [[Reloader]].|&lt;br /&gt;
weapon_source=[http://en.wikipedia.org/wiki/Combat_shotgun Real life]}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Shotgun</id>
		<title>Shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Shotgun"/>
				<updated>2026-06-06T04:37:50Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Shotgun - [[Shotgun_Types|Shotgun Family]]|&lt;br /&gt;
weapon_dmg=8d3/8-24|&lt;br /&gt;
weapon_dmgtype=[[Damage type#shrapnel|Shrapnel]]|&lt;br /&gt;
weapon_avgdmg=16 (at point blank)|&lt;br /&gt;
weapon_accuracy=Irrelevant|&lt;br /&gt;
weapon_ftime=1.0 second|&lt;br /&gt;
weapon_rtime=1.0 second|&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=Random (2+), dropped by [[former sergeant]]s.|&lt;br /&gt;
weapon_quote=''Just what I needed!''|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;gray&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=''A 12g shotgun -- you gotta love its spread.''|&lt;br /&gt;
weapon_other=This shotgun's blast has a max range of 12 tiles, a spread size of 3, and a falloff reduction rate of 9% per tile.|&lt;br /&gt;
weapon_source=[http://en.wikipedia.org/wiki/Shotgun Real life]}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Ranged_weapon</id>
		<title>Template:Ranged weapon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Ranged_weapon"/>
				<updated>2026-06-06T04:34:15Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Have to revert the addition of the new Shotgun parameters, even when they're not filled in they're showing up on the pages for non-Shotgun weapons, so either this template needs to be overhauled or a new template for Shotguns needs to be made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 {{Ranged weapon&lt;br /&gt;
  | weapon_name        =&lt;br /&gt;
  | weapon_dmg         =&lt;br /&gt;
  | weapon_avgdmg      =&lt;br /&gt;
  | weapon_dmgtype     =&lt;br /&gt;
  | weapon_accuracy    =&lt;br /&gt;
  | weapon_ftime       =&lt;br /&gt;
  | weapon_rtime       =&lt;br /&gt;
  | weapon_clip        =&lt;br /&gt;
  | weapon_ammo        =&lt;br /&gt;
  | weapon_afire       =&lt;br /&gt;
  | weapon_areload     =&lt;br /&gt;
  | weapon_get         =&lt;br /&gt;
  | weapon_quote       =&lt;br /&gt;
  | weapon_looks       =&lt;br /&gt;
  | weapon_description =&lt;br /&gt;
  | weapon_other       =&lt;br /&gt;
  | weapon_source      =&lt;br /&gt;
 }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Use this template on pages describing a ranged weapon. Pages with this template are automatically added to [[:Category:Ranged weapons]]. The parameters are as follows:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| weapon_name || Name of the weapon as it appears in the game. This parameter is required.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_dmg || The damage code of the weapon. It has the form XdY, or (XdY)xZ for rapid-fire weapons. Also write down the damage range. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_avgdmg || Average damage of the weapon. The average damage for one shot is calculated by &amp;lt;code&amp;gt;X*(1+Y)/2&amp;lt;/code&amp;gt;. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_dmgtype || Damage type: [[Physical Damage]], [[Shrapnel Damage]], [[Plasma Damage]], or [[Fire Damage]]. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_accuracy || Accuracy of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_ftime || Base fire time of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_rtime || Base reload time of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_clip || Weapon clip size. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_ammo || Ammunition type: [[10mm ammo]], [[Shotgun shells]], [[Rockets]], or [[Power cells]]. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_afire || Alternate fire, if any. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_areload || Alternate reload, if any. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_get || How to obtain the weapon. Default is &amp;quot;random drop&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_quote || Quote on pickup. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_looks || Appearance (ascii character) of the weapon. You can use &amp;lt;nowiki&amp;gt;&amp;lt;font color=&amp;quot;some_color&amp;quot;&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/nowiki&amp;gt; tags to obtain the correct colour. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_description || Description of the weapon as given in the game. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_other || Further comments or special remarks. Default is &amp;quot;none&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_source || Source of the weapon: some movie, video game, or even real life, etc. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 {{Ranged weapon&lt;br /&gt;
  | weapon_name        = ACME flame-thrower&lt;br /&gt;
  | weapon_dmg         = 9d12/9—108&lt;br /&gt;
  | weapon_avgdmg      = 58.5&lt;br /&gt;
  | weapon_dmgtype     = [[Fire Damage]]&lt;br /&gt;
  | weapon_accuracy    = +0&lt;br /&gt;
  | weapon_ftime       = 1.5 seconds&lt;br /&gt;
  | weapon_rtime       = 2.5 seconds&lt;br /&gt;
  | weapon_clip        = 10&lt;br /&gt;
  | weapon_ammo        = [[Rockets]]&lt;br /&gt;
  | weapon_afire       = [[BBQ]]&lt;br /&gt;
  | weapon_areload     = Reloads with marshmallows for sweet surprises&lt;br /&gt;
  | weapon_get         = Mail order from ACME&lt;br /&gt;
  | weapon_quote       = ''Need a light?''&lt;br /&gt;
  | weapon_looks       = &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&lt;br /&gt;
  | weapon_description = Fresh from ACME laboratories for your immolative needs.&lt;br /&gt;
  | weapon_source      = [http://en.wikipedia.org/wiki/Looney_Tunes Looney Tunes]&lt;br /&gt;
 }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The above example is, of course, totally fictitious.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Infobox templates|Ranged weapon]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; float: left; font-size: 90%; margin: 0.25em 0.5em; width: 70%&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''{{{weapon_name}}}'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Damage:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_dmg|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Average Damage:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_avgdmg|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Damage Type:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_dmgtype|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''[[Accuracy]]:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_accuracy|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Base Fire Time:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_ftime|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Base Reload Time:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_rtime|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Clip Size:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_clip|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Ammunition:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_ammo|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Alternate Fire:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_afire|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Alternate Reload:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_areload|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''How to get it:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_get|random drop}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Quote on pickup:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_quote|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Appearance:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_looks|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Ingame Description:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_description|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Comments/special:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_other|none}}}&lt;br /&gt;
|- {{#if:{{{weapon_source|}}}| style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
{{!}}style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;{{!}}'''Source:'''&lt;br /&gt;
{{!}}style=&amp;quot;padding-left: 1ex&amp;quot;{{!}}{{{weapon_source|unknown}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|}[[Category:Ranged weapons]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Ranged_weapon</id>
		<title>Template:Ranged weapon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Ranged_weapon"/>
				<updated>2026-06-06T04:29:38Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 {{Ranged weapon&lt;br /&gt;
  | weapon_name        =&lt;br /&gt;
  | weapon_dmg         =&lt;br /&gt;
  | weapon_avgdmg      =&lt;br /&gt;
  | weapon_dmgtype     =&lt;br /&gt;
  | weapon_accuracy    =&lt;br /&gt;
  | shotgun_range      =&lt;br /&gt;
  | shotgun_spread     =&lt;br /&gt;
  | shotgun_falloff    =&lt;br /&gt;
  | weapon_ftime       =&lt;br /&gt;
  | weapon_rtime       =&lt;br /&gt;
  | weapon_clip        =&lt;br /&gt;
  | weapon_ammo        =&lt;br /&gt;
  | weapon_afire       =&lt;br /&gt;
  | weapon_areload     =&lt;br /&gt;
  | weapon_get         =&lt;br /&gt;
  | weapon_quote       =&lt;br /&gt;
  | weapon_looks       =&lt;br /&gt;
  | weapon_description =&lt;br /&gt;
  | weapon_other       =&lt;br /&gt;
  | weapon_source      =&lt;br /&gt;
 }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Use this template on pages describing a ranged weapon. Pages with this template are automatically added to [[:Category:Ranged weapons]]. The parameters are as follows:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| weapon_name || Name of the weapon as it appears in the game. This parameter is required.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_dmg || The damage code of the weapon. It has the form XdY, or (XdY)xZ for rapid-fire weapons. Also write down the damage range. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_avgdmg || Average damage of the weapon. The average damage for one shot is calculated by &amp;lt;code&amp;gt;X*(1+Y)/2&amp;lt;/code&amp;gt;. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_dmgtype || Damage type: [[Physical Damage]], [[Shrapnel Damage]], [[Plasma Damage]], or [[Fire Damage]]. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_accuracy || Accuracy of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_ftime || Base fire time of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_rtime || Base reload time of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_clip || Weapon clip size. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_ammo || Ammunition type: [[10mm ammo]], [[Shotgun shells]], [[Rockets]], or [[Power cells]]. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_afire || Alternate fire, if any. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_areload || Alternate reload, if any. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_get || How to obtain the weapon. Default is &amp;quot;random drop&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_quote || Quote on pickup. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_looks || Appearance (ascii character) of the weapon. You can use &amp;lt;nowiki&amp;gt;&amp;lt;font color=&amp;quot;some_color&amp;quot;&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/nowiki&amp;gt; tags to obtain the correct colour. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_description || Description of the weapon as given in the game. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_other || Further comments or special remarks. Default is &amp;quot;none&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_source || Source of the weapon: some movie, video game, or even real life, etc. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 {{Ranged weapon&lt;br /&gt;
  | weapon_name        = ACME flame-thrower&lt;br /&gt;
  | weapon_dmg         = 9d12/9—108&lt;br /&gt;
  | weapon_avgdmg      = 58.5&lt;br /&gt;
  | weapon_dmgtype     = [[Fire Damage]]&lt;br /&gt;
  | weapon_accuracy    = +0&lt;br /&gt;
  | weapon_ftime       = 1.5 seconds&lt;br /&gt;
  | weapon_rtime       = 2.5 seconds&lt;br /&gt;
  | weapon_clip        = 10&lt;br /&gt;
  | weapon_ammo        = [[Rockets]]&lt;br /&gt;
  | weapon_afire       = [[BBQ]]&lt;br /&gt;
  | weapon_areload     = Reloads with marshmallows for sweet surprises&lt;br /&gt;
  | weapon_get         = Mail order from ACME&lt;br /&gt;
  | weapon_quote       = ''Need a light?''&lt;br /&gt;
  | weapon_looks       = &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&lt;br /&gt;
  | weapon_description = Fresh from ACME laboratories for your immolative needs.&lt;br /&gt;
  | weapon_source      = [http://en.wikipedia.org/wiki/Looney_Tunes Looney Tunes]&lt;br /&gt;
 }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The above example is, of course, totally fictitious.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Infobox templates|Ranged weapon]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; float: left; font-size: 90%; margin: 0.25em 0.5em; width: 70%&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''{{{weapon_name}}}'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Damage:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_dmg|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Average Damage:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_avgdmg|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Damage Type:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_dmgtype|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''[[Accuracy]]:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_accuracy}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Max range:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{shotgun_range|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Spread size:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{shotgun_spread|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Falloff rate:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{shotgun_falloff|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Base Fire Time:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_ftime|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Base Reload Time:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_rtime|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Clip Size:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_clip|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Ammunition:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_ammo|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Alternate Fire:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_afire|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Alternate Reload:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_areload|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''How to get it:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_get|random drop}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Quote on pickup:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_quote|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Appearance:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_looks|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Ingame Description:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_description|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Comments/special:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_other|none}}}&lt;br /&gt;
|- {{#if:{{{weapon_source|}}}| style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
{{!}}style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;{{!}}'''Source:'''&lt;br /&gt;
{{!}}style=&amp;quot;padding-left: 1ex&amp;quot;{{!}}{{{weapon_source|unknown}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|}[[Category:Ranged weapons]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Ranged_weapon</id>
		<title>Template:Ranged weapon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Ranged_weapon"/>
				<updated>2026-06-06T04:25:05Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 {{Ranged weapon&lt;br /&gt;
  | weapon_name        =&lt;br /&gt;
  | weapon_dmg         =&lt;br /&gt;
  | weapon_avgdmg      =&lt;br /&gt;
  | weapon_dmgtype     =&lt;br /&gt;
  | weapon_accuracy    =&lt;br /&gt;
  | shotgun_range      =&lt;br /&gt;
  | shotgun_spread     =&lt;br /&gt;
  | shotgun_falloff    =&lt;br /&gt;
  | weapon_ftime       =&lt;br /&gt;
  | weapon_rtime       =&lt;br /&gt;
  | weapon_clip        =&lt;br /&gt;
  | weapon_ammo        =&lt;br /&gt;
  | weapon_afire       =&lt;br /&gt;
  | weapon_areload     =&lt;br /&gt;
  | weapon_get         =&lt;br /&gt;
  | weapon_quote       =&lt;br /&gt;
  | weapon_looks       =&lt;br /&gt;
  | weapon_description =&lt;br /&gt;
  | weapon_other       =&lt;br /&gt;
  | weapon_source      =&lt;br /&gt;
 }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Use this template on pages describing a ranged weapon. Pages with this template are automatically added to [[:Category:Ranged weapons]]. The parameters are as follows:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| weapon_name || Name of the weapon as it appears in the game. This parameter is required.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_dmg || The damage code of the weapon. It has the form XdY, or (XdY)xZ for rapid-fire weapons. Also write down the damage range. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_avgdmg || Average damage of the weapon. The average damage for one shot is calculated by &amp;lt;code&amp;gt;X*(1+Y)/2&amp;lt;/code&amp;gt;. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_dmgtype || Damage type: [[Physical Damage]], [[Shrapnel Damage]], [[Plasma Damage]], or [[Fire Damage]]. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_accuracy || Accuracy of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_ftime || Base fire time of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_rtime || Base reload time of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_clip || Weapon clip size. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_ammo || Ammunition type: [[10mm ammo]], [[Shotgun shells]], [[Rockets]], or [[Power cells]]. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_afire || Alternate fire, if any. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_areload || Alternate reload, if any. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_get || How to obtain the weapon. Default is &amp;quot;random drop&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_quote || Quote on pickup. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_looks || Appearance (ascii character) of the weapon. You can use &amp;lt;nowiki&amp;gt;&amp;lt;font color=&amp;quot;some_color&amp;quot;&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/nowiki&amp;gt; tags to obtain the correct colour. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_description || Description of the weapon as given in the game. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_other || Further comments or special remarks. Default is &amp;quot;none&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_source || Source of the weapon: some movie, video game, or even real life, etc. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 {{Ranged weapon&lt;br /&gt;
  | weapon_name        = ACME flame-thrower&lt;br /&gt;
  | weapon_dmg         = 9d12/9—108&lt;br /&gt;
  | weapon_avgdmg      = 58.5&lt;br /&gt;
  | weapon_dmgtype     = [[Fire Damage]]&lt;br /&gt;
  | weapon_accuracy    = +0&lt;br /&gt;
  | weapon_ftime       = 1.5 seconds&lt;br /&gt;
  | weapon_rtime       = 2.5 seconds&lt;br /&gt;
  | weapon_clip        = 10&lt;br /&gt;
  | weapon_ammo        = [[Rockets]]&lt;br /&gt;
  | weapon_afire       = [[BBQ]]&lt;br /&gt;
  | weapon_areload     = Reloads with marshmallows for sweet surprises&lt;br /&gt;
  | weapon_get         = Mail order from ACME&lt;br /&gt;
  | weapon_quote       = ''Need a light?''&lt;br /&gt;
  | weapon_looks       = &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&lt;br /&gt;
  | weapon_description = Fresh from ACME laboratories for your immolative needs.&lt;br /&gt;
  | weapon_source      = [http://en.wikipedia.org/wiki/Looney_Tunes Looney Tunes]&lt;br /&gt;
 }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The above example is, of course, totally fictitious.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Infobox templates|Ranged weapon]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; float: left; font-size: 90%; margin: 0.25em 0.5em; width: 70%&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''{{{weapon_name}}}'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Damage:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_dmg|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Average Damage:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_avgdmg|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Damage Type:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_dmgtype|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''[[Accuracy]]:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_accuracy|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Max range:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{shotgun_range|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Spread size:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{shotgun_spread|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Falloff rate:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{shotgun_falloff|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Base Fire Time:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_ftime|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Base Reload Time:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_rtime|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Clip Size:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_clip|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Ammunition:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_ammo|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Alternate Fire:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_afire|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Alternate Reload:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_areload|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''How to get it:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_get|random drop}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Quote on pickup:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_quote|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Appearance:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_looks|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Ingame Description:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_description|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Comments/special:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_other|none}}}&lt;br /&gt;
|- {{#if:{{{weapon_source|}}}| style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
{{!}}style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;{{!}}'''Source:'''&lt;br /&gt;
{{!}}style=&amp;quot;padding-left: 1ex&amp;quot;{{!}}{{{weapon_source|unknown}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|}[[Category:Ranged weapons]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Template:Ranged_weapon</id>
		<title>Template:Ranged weapon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Ranged_weapon"/>
				<updated>2026-06-06T04:17:14Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 {{Ranged weapon&lt;br /&gt;
  | weapon_name        =&lt;br /&gt;
  | weapon_dmg         =&lt;br /&gt;
  | weapon_avgdmg      =&lt;br /&gt;
  | weapon_dmgtype     =&lt;br /&gt;
  | weapon_accuracy    =&lt;br /&gt;
  | shotgun_range      =&lt;br /&gt;
  | shotgun_spread     =&lt;br /&gt;
  | shotgun_falloff    =&lt;br /&gt;
  | weapon_ftime       =&lt;br /&gt;
  | weapon_rtime       =&lt;br /&gt;
  | weapon_clip        =&lt;br /&gt;
  | weapon_ammo        =&lt;br /&gt;
  | weapon_afire       =&lt;br /&gt;
  | weapon_areload     =&lt;br /&gt;
  | weapon_get         =&lt;br /&gt;
  | weapon_quote       =&lt;br /&gt;
  | weapon_looks       =&lt;br /&gt;
  | weapon_description =&lt;br /&gt;
  | weapon_other       =&lt;br /&gt;
  | weapon_source      =&lt;br /&gt;
 }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Use this template on pages describing a ranged weapon. Pages with this template are automatically added to [[:Category:Ranged weapons]]. The parameters are as follows:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| weapon_name || Name of the weapon as it appears in the game. This parameter is required.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_dmg || The damage code of the weapon. It has the form XdY, or (XdY)xZ for rapid-fire weapons. Also write down the damage range. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_avgdmg || Average damage of the weapon. The average damage for one shot is calculated by &amp;lt;code&amp;gt;X*(1+Y)/2&amp;lt;/code&amp;gt;. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_dmgtype || Damage type: [[Physical Damage]], [[Shrapnel Damage]], [[Plasma Damage]], or [[Fire Damage]]. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_accuracy || Accuracy of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_ftime || Base fire time of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_rtime || Base reload time of the weapon. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_clip || Weapon clip size. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_ammo || Ammunition type: [[10mm ammo]], [[Shotgun shells]], [[Rockets]], or [[Power cells]]. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_afire || Alternate fire, if any. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_areload || Alternate reload, if any. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_get || How to obtain the weapon. Default is &amp;quot;random drop&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_quote || Quote on pickup. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_looks || Appearance (ascii character) of the weapon. You can use &amp;lt;nowiki&amp;gt;&amp;lt;font color=&amp;quot;some_color&amp;quot;&amp;gt;&amp;lt;/font&amp;gt;&amp;lt;/nowiki&amp;gt; tags to obtain the correct colour. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_description || Description of the weapon as given in the game. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_other || Further comments or special remarks. Default is &amp;quot;none&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| weapon_source || Source of the weapon: some movie, video game, or even real life, etc. Default is &amp;quot;unknown&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 {{Ranged weapon&lt;br /&gt;
  | weapon_name        = ACME flame-thrower&lt;br /&gt;
  | weapon_dmg         = 9d12/9—108&lt;br /&gt;
  | weapon_avgdmg      = 58.5&lt;br /&gt;
  | weapon_dmgtype     = [[Fire Damage]]&lt;br /&gt;
  | weapon_accuracy    = +0&lt;br /&gt;
  | weapon_ftime       = 1.5 seconds&lt;br /&gt;
  | weapon_rtime       = 2.5 seconds&lt;br /&gt;
  | weapon_clip        = 10&lt;br /&gt;
  | weapon_ammo        = [[Rockets]]&lt;br /&gt;
  | weapon_afire       = [[BBQ]]&lt;br /&gt;
  | weapon_areload     = Reloads with marshmallows for sweet surprises&lt;br /&gt;
  | weapon_get         = Mail order from ACME&lt;br /&gt;
  | weapon_quote       = ''Need a light?''&lt;br /&gt;
  | weapon_looks       = &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&lt;br /&gt;
  | weapon_description = Fresh from ACME laboratories for your immolative needs.&lt;br /&gt;
  | weapon_source      = [http://en.wikipedia.org/wiki/Looney_Tunes Looney Tunes]&lt;br /&gt;
 }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The above example is, of course, totally fictitious.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Infobox templates|Ranged weapon]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{| style=&amp;quot;border: 2px solid darkred; border-spacing: 0; float: left; font-size: 90%; margin: 0.25em 0.5em; width: 70%&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''{{{weapon_name}}}'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Damage:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_dmg|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Average Damage:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_avgdmg|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Damage Type:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_dmgtype|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''[[Accuracy]]:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_accuracy|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Base Fire Time:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_ftime|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Base Reload Time:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_rtime|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Clip Size:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_clip|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Ammunition:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_ammo|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Alternate Fire:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_afire|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Alternate Reload:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_areload|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''How to get it:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_get|random drop}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Quote on pickup:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_quote|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Appearance:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_looks|unknown}}}&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Ingame Description:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_description|unknown}}}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;|'''Comments/special:'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|{{{weapon_other|none}}}&lt;br /&gt;
|- {{#if:{{{weapon_source|}}}| style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
{{!}}style=&amp;quot;text-align: right; width: 12em; vertical-align:top&amp;quot;{{!}}'''Source:'''&lt;br /&gt;
{{!}}style=&amp;quot;padding-left: 1ex&amp;quot;{{!}}{{{weapon_source|unknown}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|}[[Category:Ranged weapons]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Shotgun_Types</id>
		<title>Shotgun Types</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Shotgun_Types"/>
				<updated>2026-06-06T04:11:43Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: /* Overview and Strategy */ Shotguns now have their own range, spread, and falloff stats instead of it determined by &amp;quot;spread types&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
''The following is a list of [[weapons]] that are [[Weapon_Families|classified]] as the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://doom.chaosforge.org/wiki/Shotgun_Types shotgun type]&amp;lt;/span&amp;gt; for the purposes of [[Challenges]] and [[Traits]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Standard''' ===&lt;br /&gt;
*[[Shotgun]]&lt;br /&gt;
*[[Combat_shotgun|Combat shotgun]]&lt;br /&gt;
*[[Double_shotgun|Double shotgun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''[[Assemblies|Assembly]]''' ===&lt;br /&gt;
*{{assembly link|Elephant gun}}&lt;br /&gt;
*{{assembly link|Tactical shotgun}}&lt;br /&gt;
*{{assembly link|Focused double shotgun}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel combat shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel double shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel assault shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel plasma shotgun}}&lt;br /&gt;
*{{SpAssembly link|Plasmatic shrapnel super shotgun}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel combat shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel double shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel assault shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel plasma shotgun}}&lt;br /&gt;
*{{SpAssembly link|Nano-shrapnel super shotgun}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Special''' ===&lt;br /&gt;
* {{exotic link|Assault shotgun}}&lt;br /&gt;
* {{exotic link|Plasma shotgun}}&lt;br /&gt;
* {{exotic link|Super shotgun}}&lt;br /&gt;
* {{unique link|Jackhammer}}&lt;br /&gt;
* {{unique link|Frag Shotgun}}&lt;br /&gt;
&lt;br /&gt;
== '''About Shotguns''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Overview and Strategy''' ===&lt;br /&gt;
{{infostrat switch}}&lt;br /&gt;
The weapons from the shotgun family of DRL all 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 falloff reduction rating that determines what percentage of damage is taken off per tile of [[distance]]. This penalty is applied linearly, and it begins at 2 tiles of distance from the player's position, thus point blank shots will inflict the full damage (though DRL versions prior to 0.10.7 had falloff begin at point blank range). After the falloff penalty is applied, the shotgun's damage is rounded to the nearest integer (.5 rounds to nearest even integer).&lt;br /&gt;
&lt;br /&gt;
DRL shotguns have the following max range, spread size, and falloff data:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%;&amp;quot;&lt;br /&gt;
|colspan=11 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Shotgun Data'''&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|'''Falloff 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;|[[Shotgun]], [[Elephant gun]], [[Focused double shotgun]]&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|12&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;|9%&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;|[[Combat shotgun]], [[Tactical shotgun]]&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;
|- 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;|[[Double shotgun]]&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;|12%&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;|{{Exotic link|Super shotgun}}&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;|7%&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;|{{exotic link|Assault Shotgun}}, {{unique link|Jackhammer}}, {{unique link|Frag Shotgun}}&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;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|{{Exotic link|Plasma shotgun}}&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>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Monster_Generation"/>
				<updated>2026-05-23T03:32:15Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.&lt;br /&gt;
&lt;br /&gt;
The displayed minimum level is valid for ITYTD and HNTR, and it is lower at higher difficulties (-3 for HMP and -6 for UV/N!), which means that tougher monsters start appearing earlier in the game. Other values are unaffected by difficulty. Note that enemies can often appear earlier than their minimum depth and later than their maximum depth under certain conditions, such instances are noted by an asterisk and the conditions are explained when hovered over. [[Special level]]s can additionally contain enemies outside their standard depth range (for example, [[Hell's Arena]] is accessed from floor 2, yet contains [[Cacodemon]]s on all difficulties, [[Hell knight]]s on HMP, and [[Barons of Hell]] on UV+). &lt;br /&gt;
&lt;br /&gt;
For all enemies that can normally spawn, here are the values.&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=5 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Generation Parameters'''&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monster'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Danger'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former human]]&lt;br /&gt;
|0&lt;br /&gt;
|12{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former sergeant]]&lt;br /&gt;
|2&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former captain]]&lt;br /&gt;
|5&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Imp]]&lt;br /&gt;
|0&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Demon]]&lt;br /&gt;
|4&lt;br /&gt;
|20{{Rollover|*|Can continue to spawn up to floor 60 in caves.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lost soul]]&lt;br /&gt;
|6{{Rollover|*|Can spawn earlier than this below HMP in caves and vaults.|?}}&lt;br /&gt;
|16{{Rollover|*|Can continue to spawn indefinitely after this point in caves and from Pain Elementals.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Hell knight]]&lt;br /&gt;
|9&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cacodemon]]&lt;br /&gt;
|10{{Rollover|*|Can spawn in vaults as early as floor 1 on UV/N!, and can spawn on floor 3 in caves on N!.|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 100 in caves, and indefinitely after this point in vaults and monster groups.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Pain elemental]]&lt;br /&gt;
|10&lt;br /&gt;
|40{{Rollover|*|Can continue to spawn indefinitely after this point in caves and monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former commando]]&lt;br /&gt;
|12&lt;br /&gt;
|21{{Rollover|*|Can continue to spawn after this point in certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Baron of hell]]&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arachnotron]]&lt;br /&gt;
|13{{Rollover|*|Can spawn as soon as floor 6 in caves on N!|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 80 in caves, and indefinitely in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Revenant]]&lt;br /&gt;
|13&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Mancubus]]&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arch-vile]]&lt;br /&gt;
|16&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare imp]]&lt;br /&gt;
|30{{Rollover|*|Can spawn earlier than this in vaults on UV/N!.|?}}&lt;br /&gt;
|60{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and vaults.|?}}&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare soul]]&lt;br /&gt;
|30{{Rollover|*|Does not naturally spawn by itself, but will start spawning in monster groups at this depth.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former human]]&lt;br /&gt;
|40&lt;br /&gt;
|80{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare demon]]&lt;br /&gt;
|40{{Rollover|*|Can start spawning in monster groups at floor 35, and even earlier in caves and vaults on UV/N!.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Bruiser brother]]&lt;br /&gt;
|40{{Rollover|*|Can possibly spawn much earlier than this in the Hell Noble-only levels, even in standard game depths.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare knight]]&lt;br /&gt;
|41&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arachnotron]]&lt;br /&gt;
|50{{Rollover|*|Can start spawning as early as floor 40 in caves.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare cacodemon]]&lt;br /&gt;
|51{{Rollover|*|Can spawn earlier than this in caves and vaults, especially on harder difficulties.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former sergeant]]&lt;br /&gt;
|60&lt;br /&gt;
|90{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Shambler]]&lt;br /&gt;
|60{{Rollover|*|Can possibly spawn as early as floor 50 in rare Shambler-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare revenant]]&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former captain]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare elemental]]&lt;br /&gt;
|70{{Rollover|*|Can start spawning in monster groups at floor 60, and even earlier in caves at floor 50.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lava elemental]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|16&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cyberdemon]]&lt;br /&gt;
|70{{Rollover|*|Can possibly spawn as early as floor 50 in rare Cyberdemon-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare mancubus]]&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|15&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former commando]]&lt;br /&gt;
|80{{Rollover|*|Can start spawning in monster groups at floor 70.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Agony elemental]]&lt;br /&gt;
|80{{Rollover|*|Can possibly spawn in caves as early as floor 50 on HMP+ difficulty.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arch-vile]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former sergeant, 2-6 &amp;amp;times; former human&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|5-8 &amp;amp;times; imp&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; hell knight, 2-6 &amp;amp;times; imp&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; demon&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 4-9 &amp;amp;times; imp&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; pain elemental, 3-8 &amp;amp;times; lost soul&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former commando, 2-6 &amp;amp;times; former sergeant&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 2-4 &amp;amp;times; hell knight&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; arachnotron&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 4 &amp;amp;times; former captain, 4 &amp;amp;times; former sergeant, 3-6 &amp;amp;times; former human&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-3 &amp;amp;times; former captain, 2-3 &amp;amp;times; former sergeant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; mancubus&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; revenant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 3-9 &amp;amp;times; baron of hell&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-8 &amp;amp;times; former captain, 2-3 &amp;amp;times; mancubus&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following monster groups will only appear in deeper levels of [[Angel of 100]] and [[Archangel of 666]]:&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''A100-exclusive Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; nightmare soul&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-6 &amp;amp;times; nightmare imp&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; pain elemental, 2-5 &amp;amp;times; cacodemon&lt;br /&gt;
|30&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-5 &amp;amp;times; nightmare demon&lt;br /&gt;
|35&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-8 &amp;amp;times; nightmare demon&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 4-8 &amp;amp;times; nightmare imp&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare elemental, 4-6 &amp;amp;times; nightmare soul&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; elite former commando, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; nightmare arachnotron&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1-3 &amp;amp;times; lava elemental, 2-3 &amp;amp;times; shambler&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 4-8 &amp;amp;times; baron of hell&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; agony elemental, 3-8 &amp;amp;times; nightmare cacodemon&lt;br /&gt;
|85&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; nightmare arch-vile, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant, 3-6 &amp;amp;times; elite former human&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 3-6 &amp;amp;times; bruiser brother&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-4 &amp;amp;times; nightmare mancubus, 2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare revenant&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice that monster groups are the only way for some enemies to appear on very deep levels.&lt;br /&gt;
&lt;br /&gt;
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.&lt;br /&gt;
&lt;br /&gt;
The total danger level is calculated from dlevel as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Danger'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|6 + 2.2 &amp;amp;times; dlevel&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|0.6 &amp;amp;times; sqrt(500 &amp;amp;times; dlevel) = 13.4 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|20 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|32 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|40 &amp;amp;times; sqrt(devel)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to these monsters, certain level features (e.g. [[Generated Rooms#Vaults|vaults]]) may cause additional monsters to spawn on the level without counting against this limit.&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Monster_Generation"/>
				<updated>2026-05-23T03:16:04Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.&lt;br /&gt;
&lt;br /&gt;
The displayed minimum level is valid for ITYTD and HNTR, and it is lower at higher difficulties (-3 for HMP and -6 for UV/N!), which means that tougher monsters start appearing earlier in the game. Other values are unaffected by difficulty. Note that enemies can often appear earlier than their minimum depth and later than their maximum depth under certain conditions, such instances are noted by an asterisk and the conditions are explained when hovered over. [[Special level]]s can additionally contain enemies outside their standard depth range.&lt;br /&gt;
&lt;br /&gt;
For all enemies that can normally spawn, here are the values.&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=5 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Generation Parameters'''&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monster'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Danger'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former human]]&lt;br /&gt;
|0&lt;br /&gt;
|12{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former sergeant]]&lt;br /&gt;
|2&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former captain]]&lt;br /&gt;
|5&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Imp]]&lt;br /&gt;
|0&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Demon]]&lt;br /&gt;
|4&lt;br /&gt;
|20{{Rollover|*|Can continue to spawn up to floor 60 in caves.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lost soul]]&lt;br /&gt;
|6{{Rollover|*|Can spawn earlier than this below HMP in caves and vaults.|?}}&lt;br /&gt;
|16{{Rollover|*|Can continue to spawn indefinitely after this point in caves and from Pain Elementals.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Hell knight]]&lt;br /&gt;
|9&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cacodemon]]&lt;br /&gt;
|10{{Rollover|*|Can spawn in vaults as early as floor 1 on UV/N!, and can spawn on floor 3 in caves on N!.|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 100 in caves, and indefinitely after this point in vaults and monster groups.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Pain elemental]]&lt;br /&gt;
|10&lt;br /&gt;
|40{{Rollover|*|Can continue to spawn indefinitely after this point in caves and monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former commando]]&lt;br /&gt;
|12&lt;br /&gt;
|21{{Rollover|*|Can continue to spawn after this point in certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Baron of hell]]&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arachnotron]]&lt;br /&gt;
|13{{Rollover|*|Can spawn as soon as floor 6 in caves on N!|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 80 in caves, and indefinitely in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Revenant]]&lt;br /&gt;
|13&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Mancubus]]&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arch-vile]]&lt;br /&gt;
|16&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare imp]]&lt;br /&gt;
|30{{Rollover|*|Can spawn earlier than this in vaults on UV/N!.|?}}&lt;br /&gt;
|60{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and vaults.|?}}&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare soul]]&lt;br /&gt;
|30{{Rollover|*|Does not naturally spawn by itself, but will start spawning in monster groups at this depth.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former human]]&lt;br /&gt;
|40&lt;br /&gt;
|80{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare demon]]&lt;br /&gt;
|40{{Rollover|*|Can start spawning in monster groups at floor 35, and even earlier in caves and vaults on UV/N!.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Bruiser brother]]&lt;br /&gt;
|40{{Rollover|*|Can possibly spawn much earlier than this in the Hell Noble-only levels, even in standard game depths.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare knight]]&lt;br /&gt;
|41&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arachnotron]]&lt;br /&gt;
|50{{Rollover|*|Can start spawning as early as floor 40 in caves.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare cacodemon]]&lt;br /&gt;
|51{{Rollover|*|Can spawn earlier than this in caves and vaults, especially on harder difficulties.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former sergeant]]&lt;br /&gt;
|60&lt;br /&gt;
|90{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Shambler]]&lt;br /&gt;
|60{{Rollover|*|Can possibly spawn as early as floor 50 in rare Shambler-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare revenant]]&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former captain]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare elemental]]&lt;br /&gt;
|70{{Rollover|*|Can start spawning in monster groups at floor 60, and even earlier in caves at floor 50.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lava elemental]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|16&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cyberdemon]]&lt;br /&gt;
|70{{Rollover|*|Can possibly spawn as early as floor 50 in rare Cyberdemon-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare mancubus]]&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|15&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former commando]]&lt;br /&gt;
|80{{Rollover|*|Can start spawning in monster groups at floor 70.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Agony elemental]]&lt;br /&gt;
|80{{Rollover|*|Can possibly spawn in caves as early as floor 50 on HMP+ difficulty.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arch-vile]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former sergeant, 2-6 &amp;amp;times; former human&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|5-8 &amp;amp;times; imp&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; hell knight, 2-6 &amp;amp;times; imp&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; demon&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 4-9 &amp;amp;times; imp&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; pain elemental, 3-8 &amp;amp;times; lost soul&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former commando, 2-6 &amp;amp;times; former sergeant&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 2-4 &amp;amp;times; hell knight&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; arachnotron&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 4 &amp;amp;times; former captain, 4 &amp;amp;times; former sergeant, 3-6 &amp;amp;times; former human&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-3 &amp;amp;times; former captain, 2-3 &amp;amp;times; former sergeant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; mancubus&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; revenant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 3-9 &amp;amp;times; baron of hell&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-8 &amp;amp;times; former captain, 2-3 &amp;amp;times; mancubus&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following monster groups will only appear in deeper levels of [[Angel of 100]] and [[Archangel of 666]]:&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''A100-exclusive Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; nightmare soul&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-6 &amp;amp;times; nightmare imp&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; pain elemental, 2-5 &amp;amp;times; cacodemon&lt;br /&gt;
|30&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-5 &amp;amp;times; nightmare demon&lt;br /&gt;
|35&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-8 &amp;amp;times; nightmare demon&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 4-8 &amp;amp;times; nightmare imp&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare elemental, 4-6 &amp;amp;times; nightmare soul&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; elite former commando, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; nightmare arachnotron&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1-3 &amp;amp;times; lava elemental, 2-3 &amp;amp;times; shambler&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 4-8 &amp;amp;times; baron of hell&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; agony elemental, 3-8 &amp;amp;times; nightmare cacodemon&lt;br /&gt;
|85&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; nightmare arch-vile, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant, 3-6 &amp;amp;times; elite former human&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 3-6 &amp;amp;times; bruiser brother&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-4 &amp;amp;times; nightmare mancubus, 2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare revenant&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice that monster groups are the only way for some enemies to appear on very deep levels.&lt;br /&gt;
&lt;br /&gt;
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.&lt;br /&gt;
&lt;br /&gt;
The total danger level is calculated from dlevel as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Danger'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|6 + 2.2 &amp;amp;times; dlevel&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|0.6 &amp;amp;times; sqrt(500 &amp;amp;times; dlevel) = 13.4 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|20 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|32 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|40 &amp;amp;times; sqrt(devel)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to these monsters, certain level features (e.g. [[Generated Rooms#Vaults|vaults]]) may cause additional monsters to spawn on the level without counting against this limit.&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Monster_Generation"/>
				<updated>2026-05-23T03:14:02Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.&lt;br /&gt;
&lt;br /&gt;
The displayed minimum level is valid for ITYTD and HNTR, and it is lower at higher difficulties (-3 for HMP and -6 for UV/N!), which means that tougher monsters start appearing earlier in the game. Other values are unaffected by difficulty. Note that enemies can often appear earlier than their minimum depth and later than their maximum depth under certain conditions, such instances are noted by an asterisk and the conditions are explained when hovered over. [[Special level]]s can additionally contain enemies outside their standard depth range.&lt;br /&gt;
&lt;br /&gt;
For all enemies that can normally spawn, here are the values.&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=5 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Generation Parameters'''&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monster'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Danger'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former human]]&lt;br /&gt;
|0&lt;br /&gt;
|12{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former sergeant]]&lt;br /&gt;
|2&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former captain]]&lt;br /&gt;
|5&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Imp]]&lt;br /&gt;
|0&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Demon]]&lt;br /&gt;
|4&lt;br /&gt;
|20{{Rollover|*|Can continue to spawn up to floor 60 in caves.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lost soul]]&lt;br /&gt;
|6{{Rollover|*|Can spawn earlier than this below HMP in caves and vaults.|?}}&lt;br /&gt;
|16{{Rollover|*|Can continue to spawn indefinitely after this point in caves and from Pain Elementals.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Hell knight]]&lt;br /&gt;
|9&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cacodemon]]&lt;br /&gt;
|10{{Rollover|*|Can spawn in vaults as early as floor 1 on UV/N!, and can spawn on floor 3 in caves on N!.|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 100 in caves, and indefinitely after this point in vaults and monster groups.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Pain elemental]]&lt;br /&gt;
|10&lt;br /&gt;
|40{{Rollover|*|Can continue to spawn indefinitely after this point in caves and monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former commando]]&lt;br /&gt;
|12&lt;br /&gt;
|21{{Rollover|*|Can continue to spawn after this point in certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Baron of hell]]&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arachnotron]]&lt;br /&gt;
|13{{Rollover|*|Can spawn as soon as floor 6 in caves on N!|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 80 in caves, and indefinitely in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Revenant]]&lt;br /&gt;
|13&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Mancubus]]&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arch-vile]]&lt;br /&gt;
|16&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare imp]]&lt;br /&gt;
|30{{Rollover|*|Can spawn earlier than this in vaults on UV/N!.|?}}&lt;br /&gt;
|60{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare soul]]&lt;br /&gt;
|30{{Rollover|*|Does not naturally spawn by itself, but will start spawning in monster groups at this depth.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former human]]&lt;br /&gt;
|40&lt;br /&gt;
|80{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare demon]]&lt;br /&gt;
|40{{Rollover|*|Can start spawning in monster groups at floor 35, and even earlier in caves and vaults on UV/N!.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Bruiser brother]]&lt;br /&gt;
|40{{Rollover|*|Can possibly spawn much earlier than this in the Hell Noble-only levels, even in standard game depths.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare knight]]&lt;br /&gt;
|41&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arachnotron]]&lt;br /&gt;
|50{{Rollover|*|Can start spawning as early as floor 40 in caves.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare cacodemon]]&lt;br /&gt;
|51{{Rollover|*|Can spawn earlier than this in caves and vaults, especially on harder difficulties.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former sergeant]]&lt;br /&gt;
|60&lt;br /&gt;
|90{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Shambler]]&lt;br /&gt;
|60{{Rollover|*|Can possibly spawn as early as floor 50 in rare Shambler-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare revenant]]&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former captain]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare elemental]]&lt;br /&gt;
|70{{Rollover|*|Can start spawning in monster groups at floor 60, and even earlier in caves at floor 50.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lava elemental]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|16&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cyberdemon]]&lt;br /&gt;
|70{{Rollover|*|Can possibly spawn as early as floor 50 in rare Cyberdemon-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare mancubus]]&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|15&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former commando]]&lt;br /&gt;
|80{{Rollover|*|Can start spawning in monster groups at floor 70.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Agony elemental]]&lt;br /&gt;
|80{{Rollover|*|Can possibly spawn in caves as early as floor 50 on HMP+ difficulty.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arch-vile]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former sergeant, 2-6 &amp;amp;times; former human&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|5-8 &amp;amp;times; imp&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; hell knight, 2-6 &amp;amp;times; imp&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; demon&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 4-9 &amp;amp;times; imp&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; pain elemental, 3-8 &amp;amp;times; lost soul&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former commando, 2-6 &amp;amp;times; former sergeant&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 2-4 &amp;amp;times; hell knight&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; arachnotron&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 4 &amp;amp;times; former captain, 4 &amp;amp;times; former sergeant, 3-6 &amp;amp;times; former human&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-3 &amp;amp;times; former captain, 2-3 &amp;amp;times; former sergeant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; mancubus&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; revenant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 3-9 &amp;amp;times; baron of hell&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-8 &amp;amp;times; former captain, 2-3 &amp;amp;times; mancubus&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following monster groups will only appear in deeper levels of [[Angel of 100]] and [[Archangel of 666]]:&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''A100-exclusive Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; nightmare soul&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-6 &amp;amp;times; nightmare imp&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; pain elemental, 2-5 &amp;amp;times; cacodemon&lt;br /&gt;
|30&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-5 &amp;amp;times; nightmare demon&lt;br /&gt;
|35&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-8 &amp;amp;times; nightmare demon&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 4-8 &amp;amp;times; nightmare imp&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare elemental, 4-6 &amp;amp;times; nightmare soul&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; elite former commando, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; nightmare arachnotron&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1-3 &amp;amp;times; lava elemental, 2-3 &amp;amp;times; shambler&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 4-8 &amp;amp;times; baron of hell&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; agony elemental, 3-8 &amp;amp;times; nightmare cacodemon&lt;br /&gt;
|85&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; nightmare arch-vile, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant, 3-6 &amp;amp;times; elite former human&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 3-6 &amp;amp;times; bruiser brother&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-4 &amp;amp;times; nightmare mancubus, 2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare revenant&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice that monster groups are the only way for some enemies to appear on very deep levels.&lt;br /&gt;
&lt;br /&gt;
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.&lt;br /&gt;
&lt;br /&gt;
The total danger level is calculated from dlevel as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Danger'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|6 + 2.2 &amp;amp;times; dlevel&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|0.6 &amp;amp;times; sqrt(500 &amp;amp;times; dlevel) = 13.4 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|20 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|32 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|40 &amp;amp;times; sqrt(devel)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to these monsters, certain level features (e.g. [[Generated Rooms#Vaults|vaults]]) may cause additional monsters to spawn on the level without counting against this limit.&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Monster_Generation"/>
				<updated>2026-05-23T03:12:34Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.&lt;br /&gt;
&lt;br /&gt;
The displayed minimum level is valid for ITYTD and HNTR, and it is lower at higher difficulties (-3 for HMP and -6 for UV/N!), which means that tougher monsters start appearing earlier in the game. Other values are unaffected by difficulty. Note that enemies can often appear earlier than their minimum depth and later than their maximum depth under certain conditions, such instances are noted by an asterisk and the conditions are explained when hovered over.&lt;br /&gt;
&lt;br /&gt;
For all enemies that can normally spawn, here are the values.&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=5 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Generation Parameters'''&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monster'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Danger'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former human]]&lt;br /&gt;
|0&lt;br /&gt;
|12{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former sergeant]]&lt;br /&gt;
|2&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former captain]]&lt;br /&gt;
|5&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Imp]]&lt;br /&gt;
|0&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Demon]]&lt;br /&gt;
|4&lt;br /&gt;
|20{{Rollover|*|Can continue to spawn up to floor 60 in caves.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lost soul]]&lt;br /&gt;
|6{{Rollover|*|Can spawn earlier than this below HMP in caves and vaults.|?}}&lt;br /&gt;
|16{{Rollover|*|Can continue to spawn indefinitely after this point in caves and from Pain Elementals.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Hell knight]]&lt;br /&gt;
|9&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cacodemon]]&lt;br /&gt;
|10{{Rollover|*|Can spawn in vaults as early as floor 1 on UV/N!, and can spawn on floor 3 in caves on N!.|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 100 in caves, and indefinitely after this point in vaults and monster groups.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Pain elemental]]&lt;br /&gt;
|10&lt;br /&gt;
|40{{Rollover|*|Can continue to spawn indefinitely after this point in caves and monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former commando]]&lt;br /&gt;
|12&lt;br /&gt;
|21{{Rollover|*|Can continue to spawn after this point in certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Baron of hell]]&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arachnotron]]&lt;br /&gt;
|13{{Rollover|*|Can spawn as soon as floor 6 in caves on N!|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 80 in caves, and indefinitely in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Revenant]]&lt;br /&gt;
|13&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Mancubus]]&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arch-vile]]&lt;br /&gt;
|16&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare imp]]&lt;br /&gt;
|30{{Rollover|*|Can spawn earlier than this in vaults on UV/N!.|?}}&lt;br /&gt;
|60{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare soul]]&lt;br /&gt;
|30{{Rollover|*|Does not naturally spawn by itself, but will start spawning in monster groups at this depth.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former human]]&lt;br /&gt;
|40&lt;br /&gt;
|80{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare demon]]&lt;br /&gt;
|40{{Rollover|*|Can start spawning in monster groups at floor 35, and even earlier in caves and vaults on UV/N!.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Bruiser brother]]&lt;br /&gt;
|40{{Rollover|*|Can possibly spawn much earlier than this in the Hell Noble-only levels, even in standard game depths.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare knight]]&lt;br /&gt;
|41&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arachnotron]]&lt;br /&gt;
|50{{Rollover|*|Can start spawning as early as floor 40 in caves.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare cacodemon]]&lt;br /&gt;
|51{{Rollover|*|Can spawn earlier than this in caves and vaults, especially on harder difficulties.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former sergeant]]&lt;br /&gt;
|60&lt;br /&gt;
|90{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Shambler]]&lt;br /&gt;
|60{{Rollover|*|Can possibly spawn as early as floor 50 in rare Shambler-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare revenant]]&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former captain]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare elemental]]&lt;br /&gt;
|70{{Rollover|*|Can start spawning in monster groups at floor 60, and even earlier in caves at floor 50.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lava elemental]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|16&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cyberdemon]]&lt;br /&gt;
|70{{Rollover|*|Can possibly spawn as early as floor 50 in rare Cyberdemon-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare mancubus]]&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|15&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former commando]]&lt;br /&gt;
|80{{Rollover|*|Can start spawning in monster groups at floor 70.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Agony elemental]]&lt;br /&gt;
|80{{Rollover|*|Can possibly spawn in caves as early as floor 50 on HMP+ difficulty.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arch-vile]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former sergeant, 2-6 &amp;amp;times; former human&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|5-8 &amp;amp;times; imp&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; hell knight, 2-6 &amp;amp;times; imp&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; demon&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 4-9 &amp;amp;times; imp&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; pain elemental, 3-8 &amp;amp;times; lost soul&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former commando, 2-6 &amp;amp;times; former sergeant&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 2-4 &amp;amp;times; hell knight&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; arachnotron&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 4 &amp;amp;times; former captain, 4 &amp;amp;times; former sergeant, 3-6 &amp;amp;times; former human&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-3 &amp;amp;times; former captain, 2-3 &amp;amp;times; former sergeant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; mancubus&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; revenant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 3-9 &amp;amp;times; baron of hell&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-8 &amp;amp;times; former captain, 2-3 &amp;amp;times; mancubus&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following monster groups will only appear in deeper levels of [[Angel of 100]] and [[Archangel of 666]]:&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''A100-exclusive Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; nightmare soul&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-6 &amp;amp;times; nightmare imp&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; pain elemental, 2-5 &amp;amp;times; cacodemon&lt;br /&gt;
|30&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-5 &amp;amp;times; nightmare demon&lt;br /&gt;
|35&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-8 &amp;amp;times; nightmare demon&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 4-8 &amp;amp;times; nightmare imp&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare elemental, 4-6 &amp;amp;times; nightmare soul&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; elite former commando, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; nightmare arachnotron&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1-3 &amp;amp;times; lava elemental, 2-3 &amp;amp;times; shambler&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 4-8 &amp;amp;times; baron of hell&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; agony elemental, 3-8 &amp;amp;times; nightmare cacodemon&lt;br /&gt;
|85&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; nightmare arch-vile, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant, 3-6 &amp;amp;times; elite former human&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 3-6 &amp;amp;times; bruiser brother&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-4 &amp;amp;times; nightmare mancubus, 2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare revenant&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice that monster groups are the only way for some enemies to appear on very deep levels.&lt;br /&gt;
&lt;br /&gt;
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.&lt;br /&gt;
&lt;br /&gt;
The total danger level is calculated from dlevel as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Danger'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|6 + 2.2 &amp;amp;times; dlevel&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|0.6 &amp;amp;times; sqrt(500 &amp;amp;times; dlevel) = 13.4 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|20 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|32 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|40 &amp;amp;times; sqrt(devel)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to these monsters, certain level features (e.g. [[Generated Rooms#Vaults|vaults]]) may cause additional monsters to spawn on the level without counting against this limit.&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Monster_Generation"/>
				<updated>2026-05-23T03:12:09Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.&lt;br /&gt;
&lt;br /&gt;
The displayed minimum level is valid for ITYTD and HNTR, and it is lower at higher difficulties (-3 for HMP and -6 for UV/N!), which means that tougher monsters start appearing earlier in the game. Other values are unaffected by difficulty. Note that enemies can often appear earlier than their minimum depth and later than their maximum depth under conditions, such instances are noted by an asterisk and the conditions are explained when hovered over.&lt;br /&gt;
&lt;br /&gt;
For all enemies that can normally spawn, here are the values.&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=5 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Generation Parameters'''&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monster'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Danger'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former human]]&lt;br /&gt;
|0&lt;br /&gt;
|12{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former sergeant]]&lt;br /&gt;
|2&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former captain]]&lt;br /&gt;
|5&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Imp]]&lt;br /&gt;
|0&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Demon]]&lt;br /&gt;
|4&lt;br /&gt;
|20{{Rollover|*|Can continue to spawn up to floor 60 in caves.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lost soul]]&lt;br /&gt;
|6{{Rollover|*|Can spawn earlier than this below HMP in caves and vaults.|?}}&lt;br /&gt;
|16{{Rollover|*|Can continue to spawn indefinitely after this point in caves and from Pain Elementals.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Hell knight]]&lt;br /&gt;
|9&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cacodemon]]&lt;br /&gt;
|10{{Rollover|*|Can spawn in vaults as early as floor 1 on UV/N!, and can spawn on floor 3 in caves on N!.|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 100 in caves, and indefinitely after this point in vaults and monster groups.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Pain elemental]]&lt;br /&gt;
|10&lt;br /&gt;
|40{{Rollover|*|Can continue to spawn indefinitely after this point in caves and monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former commando]]&lt;br /&gt;
|12&lt;br /&gt;
|21{{Rollover|*|Can continue to spawn after this point in certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Baron of hell]]&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arachnotron]]&lt;br /&gt;
|13{{Rollover|*|Can spawn as soon as floor 6 in caves on N!|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 80 in caves, and indefinitely in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Revenant]]&lt;br /&gt;
|13&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Mancubus]]&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arch-vile]]&lt;br /&gt;
|16&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare imp]]&lt;br /&gt;
|30{{Rollover|*|Can spawn earlier than this in vaults on UV/N!.|?}}&lt;br /&gt;
|60{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare soul]]&lt;br /&gt;
|30{{Rollover|*|Does not naturally spawn by itself, but will start spawning in monster groups at this depth.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former human]]&lt;br /&gt;
|40&lt;br /&gt;
|80{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare demon]]&lt;br /&gt;
|40{{Rollover|*|Can start spawning in monster groups at floor 35, and even earlier in caves and vaults on UV/N!.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Bruiser brother]]&lt;br /&gt;
|40{{Rollover|*|Can possibly spawn much earlier than this in the Hell Noble-only levels, even in standard game depths.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare knight]]&lt;br /&gt;
|41&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arachnotron]]&lt;br /&gt;
|50{{Rollover|*|Can start spawning as early as floor 40 in caves.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare cacodemon]]&lt;br /&gt;
|51{{Rollover|*|Can spawn earlier than this in caves and vaults, especially on harder difficulties.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former sergeant]]&lt;br /&gt;
|60&lt;br /&gt;
|90{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Shambler]]&lt;br /&gt;
|60{{Rollover|*|Can possibly spawn as early as floor 50 in rare Shambler-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare revenant]]&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former captain]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare elemental]]&lt;br /&gt;
|70{{Rollover|*|Can start spawning in monster groups at floor 60, and even earlier in caves at floor 50.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lava elemental]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|16&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cyberdemon]]&lt;br /&gt;
|70{{Rollover|*|Can possibly spawn as early as floor 50 in rare Cyberdemon-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare mancubus]]&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|15&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former commando]]&lt;br /&gt;
|80{{Rollover|*|Can start spawning in monster groups at floor 70.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Agony elemental]]&lt;br /&gt;
|80{{Rollover|*|Can possibly spawn in caves as early as floor 50 on HMP+ difficulty.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arch-vile]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former sergeant, 2-6 &amp;amp;times; former human&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|5-8 &amp;amp;times; imp&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; hell knight, 2-6 &amp;amp;times; imp&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; demon&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 4-9 &amp;amp;times; imp&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; pain elemental, 3-8 &amp;amp;times; lost soul&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former commando, 2-6 &amp;amp;times; former sergeant&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 2-4 &amp;amp;times; hell knight&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; arachnotron&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 4 &amp;amp;times; former captain, 4 &amp;amp;times; former sergeant, 3-6 &amp;amp;times; former human&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-3 &amp;amp;times; former captain, 2-3 &amp;amp;times; former sergeant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; mancubus&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; revenant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 3-9 &amp;amp;times; baron of hell&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-8 &amp;amp;times; former captain, 2-3 &amp;amp;times; mancubus&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following monster groups will only appear in deeper levels of [[Angel of 100]] and [[Archangel of 666]]:&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''A100-exclusive Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; nightmare soul&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-6 &amp;amp;times; nightmare imp&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; pain elemental, 2-5 &amp;amp;times; cacodemon&lt;br /&gt;
|30&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-5 &amp;amp;times; nightmare demon&lt;br /&gt;
|35&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-8 &amp;amp;times; nightmare demon&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 4-8 &amp;amp;times; nightmare imp&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare elemental, 4-6 &amp;amp;times; nightmare soul&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; elite former commando, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; nightmare arachnotron&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1-3 &amp;amp;times; lava elemental, 2-3 &amp;amp;times; shambler&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 4-8 &amp;amp;times; baron of hell&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; agony elemental, 3-8 &amp;amp;times; nightmare cacodemon&lt;br /&gt;
|85&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; nightmare arch-vile, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant, 3-6 &amp;amp;times; elite former human&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 3-6 &amp;amp;times; bruiser brother&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-4 &amp;amp;times; nightmare mancubus, 2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare revenant&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice that monster groups are the only way for some enemies to appear on very deep levels.&lt;br /&gt;
&lt;br /&gt;
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.&lt;br /&gt;
&lt;br /&gt;
The total danger level is calculated from dlevel as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Danger'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|6 + 2.2 &amp;amp;times; dlevel&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|0.6 &amp;amp;times; sqrt(500 &amp;amp;times; dlevel) = 13.4 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|20 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|32 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|40 &amp;amp;times; sqrt(devel)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to these monsters, certain level features (e.g. [[Generated Rooms#Vaults|vaults]]) may cause additional monsters to spawn on the level without counting against this limit.&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Frag_Shotgun</id>
		<title>Strategy:Frag Shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Frag_Shotgun"/>
				<updated>2026-04-27T18:52:28Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==0.9.9.7==&lt;br /&gt;
Despite being one of only two Unique [[Shotgun Types|shotguns]] in the game, the  Frag Shotgun is astonishingly awful. It's a shotgun with a clip, so you can fire off multiple shots before reloading (up to four), and it has a focused spread, but that's about where the good parts of it end. [[Damage]]-wise it is lackluster, being only as strong as an unmodified [[Combat shotgun]] and [[Assault shotgun]], and its clip is smaller too (it can only fire 4 shots, while the Combat + [[Tactical shotgun]] have 5 and the Assault has 6, while they can also be expanded with bulk mods). Unlike those shotguns, the Frag Shotgun reloads its clip entirely rather than only one shell at a time, but the severe 2.5 second reload time will screw you over if you empty its clip in the middle of a fight without having [[Strategy:Shottyman|Shottyman]] or an equipped [[10mm ammo chain]]. Its crippling drawback though comes with its atrocious 1.5 firing [[speed]], making it a lot slower than the other clip shotguns at pumping out its load; even the Combat Shotgun with the pumps it has to do inbetween shots will fire its shells faster (1.2 seconds to shoot and pump compared to 1.5 seconds to fire of the Frag Shotgun). This will additionally make it a lot less effective at corner shooting, nevermind making it completely unviable in open combat when it'll leave you very vulnerable to getting attacked twice by enemies even with [[Strategy:Finesse|Finesse]] investment, the severity of which is compounded farther by its aforementioned abysmal 2.5 second reload, especially as it's too weak to reliably kill any enemy bigger than a [[Pinky]] with its 4 shot clip. It's completely inferior to Combat, Tactical, and Assault Shotguns, and since it's a Unique unlike those Shotguns, it can't even be modded.&lt;br /&gt;
&lt;br /&gt;
Outside of its pure statistical abilities, the Frag Shotgun's gimmick and supposed saving grace is that it uses 10mm ammo instead of shells. On the surface this would appear to give it the niche of giving Shotgun users another source of ammo they can utilise, when in Hell levels they may come across a drought of shells if the RNG isn't kind. Bullets are going to be the last kind of ammo Shotgunners will want to carry around though; [[Rocket Launcher]]s synergize well with Shotguns and thus they will want to carry rockets around, while they may also want to carry around plasma for the [[BFG 9000]] and/or a [[Plasma shotgun]] they found. [[Pistol]]s and [[Chaingun]]s are near-useless on a Shotgun build, so you would only be carrying around bullets for the Frag Shotgun, which itself is not a good weapon as established previously. You're much better off using the inventory space that would be taken up by the Frag Shotgun and its bullets by stockpiling other ammo, and if you are using a build that utilises both Shotguns and Pistols/Chainguns, you would be better off using those bullets on your Pistols/Chainguns than on this weapon, and carrying some shells for the actually usable Shotguns.&lt;br /&gt;
&lt;br /&gt;
If you're playing Angel of Shotgunnery, and thus can't use other weapons nor non-shell ammunition unless you're lucky enough to find a Plasma Shotgun, it might have a niche of lugging it around and a stack of bullets for an emergency, but proper stockpiling of shells should see you through any shell drought you might come across, and you can always farm [[Sergeant]]s near [[Archvile]]s for shells anyway if you find yourself running low.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, this is a terribly outclassed shotgun, whose lone potential niche of using bullets for shell preservation usually isn't worthwhile under normal conditions and with proper planning otherwise. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 08:25, 4 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==0.9.9.8==&lt;br /&gt;
The Frag Shotgun was buffed to consume only 2 bullets per shot, rather than the 4 bullets it consumed previously, doubling its ammo efficiency and effective clip size. Unfortunately, its atrocious stats were not buffed at all, particularly still retaining that unusably bad 1.5 second firing time, so everything said about its combat prowess and how grossly outclassed it is by other shotguns still applies, making the Frag Shotgun still worthless except for the very rare scenario where you're playing a Shotgun build that comes across a severe shell shortage and actually find this weapon (which, since it has a [[Item Generation|minimum spawning depth of floor 15 and spawning weight of 1]], you'll almost never find it anyway). Well, it did get one other buff by [[Technician]]s now being able to mod it with a single mod or basic [[assembly]] (which means it can be used for the [[Plasmatic shrapnel]] assembly), but again, when other moddable shotguns outclass the Frag Shotgun before they're even modded, and you're going to need more than a single [[Technical mod]] to get its fire speed just to the base 1 second, this hardly helps it. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 09:07, 13 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
==0.10.0==&lt;br /&gt;
The Frag Shotgun was buffed again, this time much more meaningfully; instead of that unusably bad 1.5 second firing time, it was completely reversed to 0.5 seconds, making it a very fast shooting shotgun that can fire faster than even a triple T-modded Assault or Plasma Shotgun, not only making a much more usable weapon but it also has a legitimate combat niche to it now over other shotguns rather than just being a means to utilize another ammo source. It can additionally spawn much sooner, having a minimum depth of 10 instead of 15, and was made less stupidly rare, with its spawning rate being bumped from 1 to 3. However, its damage was nerfed to 6d3 to compensate, and without many [[Strategy:Son of a Bitch|Son of a Bitch]] levels, it can struggle to inflict [[knockback]] at edge of vision, though with its firing speed, nothing should get through it when corner shooting regardless of traits unless an enemy can survive all 8 shots in your clip and you don't have any Reloader nor an Ammochain box equipped. I haven't actually gotten to try out the new Frag Shotgun yet, so I can't write any more comprehensive strategy for it at the moment, but I thought I should acknowledge here how different it now is compared to prior versions and so those old strategy posts I made about it won't apply if you're playing 0.10 or any newer version beyond it. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 20:20, 22 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Monster_Generation"/>
				<updated>2026-03-25T04:26:53Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Noted more of the many exceptions to monster spawning depth ranges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Technical}}&lt;br /&gt;
&lt;br /&gt;
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.&lt;br /&gt;
&lt;br /&gt;
The displayed minimum level is valid for ITYTD and HNTR, and it is lower at higher difficulties (-3 for HMP and -6 for UV/N!), which means that tougher monsters start appearing earlier in the game. Other values are unaffected by difficulty.&lt;br /&gt;
&lt;br /&gt;
For all enemies that can normally spawn, here are the values.&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=5 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Generation Parameters'''&lt;br /&gt;
|-  &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monster'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Danger'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former human]]&lt;br /&gt;
|0&lt;br /&gt;
|12{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former sergeant]]&lt;br /&gt;
|2&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former captain]]&lt;br /&gt;
|5&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Imp]]&lt;br /&gt;
|0&lt;br /&gt;
|17&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Demon]]&lt;br /&gt;
|4&lt;br /&gt;
|20{{Rollover|*|Can continue to spawn up to floor 60 in caves.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lost soul]]&lt;br /&gt;
|6{{Rollover|*|Can spawn earlier than this below HMP in caves.|?}}&lt;br /&gt;
|16{{Rollover|*|Can continue to spawn indefinitely after this point in caves and from Pain Elementals.|?}}&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Hell knight]]&lt;br /&gt;
|9&lt;br /&gt;
|15{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups and certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cacodemon]]&lt;br /&gt;
|10{{Rollover|*|Can spawn in vaults as early as floor 1 on UV/N!, and can spawn on floor 3 in caves on N!.|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 100 in caves, and indefinitely after this point in vaults and monster groups.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Pain elemental]]&lt;br /&gt;
|10&lt;br /&gt;
|40{{Rollover|*|Can continue to spawn indefinitely after this point in caves and monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Former commando]]&lt;br /&gt;
|12&lt;br /&gt;
|21{{Rollover|*|Can continue to spawn after this point in certain level types.|?}}&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Baron of hell]]&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arachnotron]]&lt;br /&gt;
|13{{Rollover|*|Can spawn as soon as floor 6 in caves on N!|?}}&lt;br /&gt;
|50{{Rollover|*|Can continue to spawn up to floor 80 in caves, and indefinitely in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|9&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Revenant]]&lt;br /&gt;
|13&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Mancubus]]&lt;br /&gt;
|15&lt;br /&gt;
|N/A&lt;br /&gt;
|7&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Arch-vile]]&lt;br /&gt;
|16&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare imp]]&lt;br /&gt;
|30{{Rollover|*|Can spawn earlier than this in vaults on UV/N!.|?}}&lt;br /&gt;
|60{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare soul]]&lt;br /&gt;
|30{{Rollover|*|Does not naturally spawn by itself, but will start spawning in monster groups at this depth.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former human]]&lt;br /&gt;
|40&lt;br /&gt;
|80{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare demon]]&lt;br /&gt;
|40{{Rollover|*|Can start spawning in monster groups at floor 35, and even earlier in caves and vaults on UV/N!.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Bruiser brother]]&lt;br /&gt;
|40{{Rollover|*|Can possibly spawn much earlier than this in the Hell Noble-only levels, even in standard game depths.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare knight]]&lt;br /&gt;
|41&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arachnotron]]&lt;br /&gt;
|50{{Rollover|*|Can start spawning as early as floor 40 in caves.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|12&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare cacodemon]]&lt;br /&gt;
|51{{Rollover|*|Can spawn earlier than this in caves and vaults, especially on harder difficulties.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former sergeant]]&lt;br /&gt;
|60&lt;br /&gt;
|90{{Rollover|*|Can continue to spawn indefinitely after this point in monster groups.|?}}&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Shambler]]&lt;br /&gt;
|60{{Rollover|*|Can possibly spawn as early as floor 50 in rare Shambler-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|14&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare revenant]]&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|6&lt;br /&gt;
|15&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former captain]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|10&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare elemental]]&lt;br /&gt;
|70{{Rollover|*|Can start spawning in monster groups at floor 60, and even earlier in caves at floor 50.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|16&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Lava elemental]]&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|16&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Cyberdemon]]&lt;br /&gt;
|70{{Rollover|*|Can possibly spawn as early as floor 50 in rare Cyberdemon-only levels on HMP+.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|30&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare mancubus]]&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|15&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Elite former commando]]&lt;br /&gt;
|80{{Rollover|*|Can start spawning in monster groups at floor 70.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Agony elemental]]&lt;br /&gt;
|80{{Rollover|*|Can possibly spawn in caves as early as floor 50 on HMP+ difficulty.|?}}&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|20&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|[[Nightmare arch-vile]]&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former sergeant, 2-6 &amp;amp;times; former human&lt;br /&gt;
|7&lt;br /&gt;
|16&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|5-8 &amp;amp;times; imp&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|10&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; hell knight, 2-6 &amp;amp;times; imp&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; demon&lt;br /&gt;
|10&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 4-9 &amp;amp;times; imp&lt;br /&gt;
|13&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; pain elemental, 3-8 &amp;amp;times; lost soul&lt;br /&gt;
|13&lt;br /&gt;
|25&lt;br /&gt;
|8&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; former commando, 2-6 &amp;amp;times; former sergeant&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; baron of hell, 2-4 &amp;amp;times; hell knight&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; arachnotron&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 4 &amp;amp;times; former captain, 4 &amp;amp;times; former sergeant, 3-6 &amp;amp;times; former human&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-3 &amp;amp;times; former captain, 2-3 &amp;amp;times; former sergeant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; mancubus&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-5 &amp;amp;times; revenant&lt;br /&gt;
|20&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 3-9 &amp;amp;times; baron of hell&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; arch-vile, 2-8 &amp;amp;times; former captain, 2-3 &amp;amp;times; mancubus&lt;br /&gt;
|25&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following monster groups will only appear in deeper levels of [[Angel of 100]] and [[Archangel of 666]]:&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: right&amp;quot;&lt;br /&gt;
|colspan=4 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''A100-exclusive Monster Groups'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|'''Monsters'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Minimum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Maximum'''&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-left: 1ex&amp;quot;|'''Weight'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-9 &amp;amp;times; nightmare soul&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; baron of hell, 2-6 &amp;amp;times; nightmare imp&lt;br /&gt;
|30&lt;br /&gt;
|59&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; pain elemental, 2-5 &amp;amp;times; cacodemon&lt;br /&gt;
|30&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-5 &amp;amp;times; nightmare demon&lt;br /&gt;
|35&lt;br /&gt;
|49&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|4-8 &amp;amp;times; nightmare demon&lt;br /&gt;
|50&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 4-8 &amp;amp;times; nightmare imp&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare elemental, 4-6 &amp;amp;times; nightmare soul&lt;br /&gt;
|60&lt;br /&gt;
|N/A&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare knight, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|3&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; elite former commando, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|3-6 &amp;amp;times; nightmare arachnotron&lt;br /&gt;
|70&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1-3 &amp;amp;times; lava elemental, 2-3 &amp;amp;times; shambler&lt;br /&gt;
|75&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 4-8 &amp;amp;times; baron of hell&lt;br /&gt;
|80&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; agony elemental, 3-8 &amp;amp;times; nightmare cacodemon&lt;br /&gt;
|85&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; nightmare arch-vile, 2-3 &amp;amp;times; elite former captain, 2-3 &amp;amp;times; elite former sergeant, 3-6 &amp;amp;times; elite former human&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|1 &amp;amp;times; cyberdemon, 3-6 &amp;amp;times; bruiser brother&lt;br /&gt;
|90&lt;br /&gt;
|N/A&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|95&lt;br /&gt;
|149&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-4 &amp;amp;times; nightmare mancubus, 2-4 &amp;amp;times; nightmare revenant&lt;br /&gt;
|100&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare mancubus&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left&amp;quot;|2 &amp;amp;times; nightmare arch-vile, 2-5 &amp;amp;times; nightmare revenant&lt;br /&gt;
|150&lt;br /&gt;
|N/A&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notice that monster groups are the only way for some enemies to appear on very deep levels.&lt;br /&gt;
&lt;br /&gt;
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.&lt;br /&gt;
&lt;br /&gt;
The total danger level is calculated from dlevel as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|'''Danger'''&lt;br /&gt;
|-&lt;br /&gt;
|I'm Too Young to Die&lt;br /&gt;
|6 + 2.2 &amp;amp;times; dlevel&lt;br /&gt;
|-&lt;br /&gt;
|Hey, Not Too Rough&lt;br /&gt;
|0.6 &amp;amp;times; sqrt(500 &amp;amp;times; dlevel) = 13.4 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Hurt Me Plenty&lt;br /&gt;
|20 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Ultra-Violence&lt;br /&gt;
|32 &amp;amp;times; sqrt(dlevel)&lt;br /&gt;
|-&lt;br /&gt;
|Nightmare!&lt;br /&gt;
|40 &amp;amp;times; sqrt(devel)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition to these monsters, certain level features (e.g. [[Generated Rooms#Vaults|vaults]]) may cause additional monsters to spawn on the level without counting against this limit.&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Hell_Fortress</id>
		<title>Hell Fortress</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Hell_Fortress"/>
				<updated>2026-03-22T21:00:07Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Hell Fortress|&lt;br /&gt;
level_dlvl=25|&lt;br /&gt;
level_intxt=N/A|&lt;br /&gt;
level_loottxt=N/A|&lt;br /&gt;
level_outtxt=N/A|&lt;br /&gt;
level_itytd=[[John Carmack]]|&lt;br /&gt;
level_hntr=Same as before.|&lt;br /&gt;
level_hmp=Yep still him...|&lt;br /&gt;
level_uv=...and he just summoned a few dozen Barons to keep you company...|&lt;br /&gt;
level_n=...so have fun.|&lt;br /&gt;
level_loot=None|&lt;br /&gt;
level_other=Winning the game here nets you a full victory.&lt;br /&gt;
&lt;br /&gt;
John Carmack periodically summons extra creatures to fight you, eight at a time.  Which ones he summons depends on how damaged he is. (None of them give you experience)&lt;br /&gt;
&lt;br /&gt;
If he's unhurt, almost unhurt, or scratched, [[Lost soul]]s.&lt;br /&gt;
&lt;br /&gt;
If he's lightly wounded or wounded, [[Cacodemon]]s.&lt;br /&gt;
&lt;br /&gt;
If he's heavily wounded, [[Hell knight]]s.&lt;br /&gt;
&lt;br /&gt;
If he's severely wounded, [[Barons of Hell]].&lt;br /&gt;
&lt;br /&gt;
If he's mortally wounded or almost dead, [[Revenant]]s.&lt;br /&gt;
&lt;br /&gt;
If you damage John Carmack before he sees you, he will summon extra Barons of Hell around you. (These ones *do* give you experience)&lt;br /&gt;
&lt;br /&gt;
For one final note, if you enter Hell Fortress with [&amp;lt;span style=&amp;quot;color:#242424&amp;quot;&amp;gt;the Dragonslayer and Berserker Armor equipped&amp;lt;/span&amp;gt;], John Carmack will be replaced by the [[Apostle]].}}&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:Hell Fortress/Map}}.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Frag_Shotgun</id>
		<title>Strategy:Frag Shotgun</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Frag_Shotgun"/>
				<updated>2026-03-22T20:20:19Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
==0.9.9.7==&lt;br /&gt;
Despite being one of only two Unique [[Shotgun Types|shotguns]] in the game, the  Frag Shotgun is astonishingly awful. It's a shotgun with a clip, so you can fire off multiple shots before reloading (up to four), and it has a focused spread, but that's about where the good parts of it end. [[Damage]]-wise it is lackluster, being only as strong as an unmodified [[Combat shotgun]] and [[Assault shotgun]], and its clip is smaller too (it can only fire 4 shots, while the Combat + [[Tactical shotgun]] have 5 and the Assault has 6, while they can also be expanded with bulk mods). Unlike those shotguns, the Frag Shotgun reloads its clip entirely rather than only shell at a time, but the severe 2.5 second reload time will screw you over if you empty its clip in the middle of a fight without having [[Strategy:Shottyman|Shottyman]] or an equipped [[10mm ammo chain]]. Its crippling drawback though comes with its atrocious 1.5 firing [[speed]], making it a lot slower than the other clip shotguns at pumping out its load; even the Combat Shotgun with the pumps it has to do inbetween shots will fire its shells faster (1.2 seconds to shoot and pump compared to 1.5 seconds to fire of the Frag Shotgun). This will additionally make it a lot less effective at corner shooting, nevermind making it completely unviable in open combat when it'll leave you very vulnerable to getting attacked twice by enemies even with [[Strategy:Finesse|Finesse]] investment, the severity of which is compounded farther by its aforementioned abysmal 2.5 second reload, especially as it's too weak to reliably kill any enemy bigger than a [[Pinky]] with its 4 shot clip. It's completely inferior to Combat, Tactical, and Assault Shotguns, and since it's a Unique unlike those Shotguns, it can't even be modded.&lt;br /&gt;
&lt;br /&gt;
Outside of its pure statistical abilities, the Frag Shotgun's gimmick and supposed saving grace is that it uses 10mm ammo instead of shells. On the surface this would appear to give it the niche of giving Shotgun users another source of ammo they can utilise, when in Hell levels they may come across a drought of shells if the RNG isn't kind. Bullets are going to be the last kind of ammo Shotgunners will want to carry around though; [[Rocket Launcher]]s synergize well with Shotguns and thus they will want to carry rockets around, while they may also want to carry around plasma for the [[BFG 9000]] and/or a [[Plasma shotgun]] they found. [[Pistol]]s and [[Chaingun]]s are near-useless on a Shotgun build, so you would only be carrying around bullets for the Frag Shotgun, which itself is not a good weapon as established previously. You're much better off using the inventory space that would be taken up by the Frag Shotgun and its bullets by stockpiling other ammo, and if you are using a build that utilises both Shotguns and Pistols/Chainguns, you would be better off using those bullets on your Pistols/Chainguns than on this weapon, and carrying some shells for the actually usable Shotguns.&lt;br /&gt;
&lt;br /&gt;
If you're playing Angel of Shotgunnery, and thus can't use other weapons nor non-shell ammunition unless you're lucky enough to find a Plasma Shotgun, it might have a niche of lugging it around and a stack of bullets for an emergency, but proper stockpiling of shells should see you through any shell drought you might come across, and you can always farm [[Sergeant]]s near [[Archvile]]s for shells anyway if you find yourself running low.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, this is a terribly outclassed shotgun, whose lone potential niche of using bullets for shell preservation usually isn't worthwhile under normal conditions and with proper planning otherwise. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 08:25, 4 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==0.9.9.8==&lt;br /&gt;
The Frag Shotgun was buffed to consume only 2 bullets per shot, rather than the 4 bullets it consumed previously, doubling its ammo efficiency and effective clip size. Unfortunately, its atrocious stats were not buffed at all, particularly still retaining that unusably bad 1.5 second firing time, so everything said about its combat prowess and how grossly outclassed it is by other shotguns still applies, making the Frag Shotgun still worthless except for the very rare scenario where you're playing a Shotgun build that comes across a severe shell shortage and actually find this weapon (which, since it has a [[Item Generation|minimum spawning depth of floor 15 and spawning weight of 1]], you'll almost never find it anyway). Well, it did get one other buff by [[Technician]]s now being able to mod it with a single mod or basic [[assembly]] (which means it can be used for the [[Plasmatic shrapnel]] assembly), but again, when other moddable shotguns outclass the Frag Shotgun before they're even modded, and you're going to need more than a single [[Technical mod]] to get its fire speed just to the base 1 second, this hardly helps it. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 09:07, 13 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
==0.10.0==&lt;br /&gt;
The Frag Shotgun was buffed again, this time much more meaningfully; instead of that unusably bad 1.5 second firing time, it was completely reversed to 0.5 seconds, making it a very fast shooting shotgun that can fire faster than even a triple T-modded Assault or Plasma Shotgun, not only making a much more usable weapon but it also has a legitimate combat niche to it now over other shotguns rather than just being a means to utilize another ammo source. It can additionally spawn much sooner, having a minimum depth of 10 instead of 15, and was made less stupidly rare, with its spawning rate being bumped from 1 to 3. However, its damage was nerfed to 6d3 to compensate, and without many [[Strategy:Son of a Bitch|Son of a Bitch]] levels, it can struggle to inflict [[knockback]] at edge of vision, though with its firing speed, nothing should get through it when corner shooting regardless of traits unless an enemy can survive all 8 shots in your clip and you don't have any Reloader nor an Ammochain box equipped. I haven't actually gotten to try out the new Frag Shotgun yet, so I can't write any more comprehensive strategy for it at the moment, but I thought I should acknowledge here how different it now is compared to prior versions and so those old strategy posts I made about it won't apply if you're playing 0.10 or any newer version beyond it. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 20:20, 22 March 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Combat_translocator</id>
		<title>Combat translocator</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Combat_translocator"/>
				<updated>2026-03-20T18:09:03Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Combat translocator - [[Misc_Types|Miscellaneous Family]]|&lt;br /&gt;
weapon_dmg=0d0 / 0|&lt;br /&gt;
weapon_avgdmg=0|&lt;br /&gt;
weapon_dmgtype=None|&lt;br /&gt;
weapon_accuracy=+4|&lt;br /&gt;
weapon_ftime=1 seconds|&lt;br /&gt;
weapon_rtime=2.0 seconds|&lt;br /&gt;
weapon_clip=60 (consumes 5 per shot)|&lt;br /&gt;
weapon_ammo=[[Power cell]]|&lt;br /&gt;
weapon_areload=None|&lt;br /&gt;
weapon_afire=Self-target|&lt;br /&gt;
weapon_get=Random (14+)|&lt;br /&gt;
weapon_quote=''Well this is a weird device!''|&lt;br /&gt;
weapon_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;magenta&amp;quot;&amp;gt;}&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
weapon_description=''Now this is a weird piece of technology, wonder how it works?''|&lt;br /&gt;
weapon_other=Any enemy that gets hit is randomly teleported, as though it used a [[Phase device]]. The self-target alt-fire essentially acts as you using a Phase Device, though note self-targeting consumes 30 cells instead of 5, and you will suffer an additional half second delay in addition to the firing time. Despite being an exotic weapon, it cannot be modded.|&lt;br /&gt;
weapon_source=Could be inspired by the Unreal Tournament series.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Traits</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Traits"/>
				<updated>2026-03-17T19:34:26Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: /* Berserker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
This is a technical list of all the traits and what they do, just in case the trait selection screen isn't good enough for you.&lt;br /&gt;
&lt;br /&gt;
All effects stack additively (so that three ranks in Ironman will give 30 additional HP), unless said otherwise.  Multiple percentage modifiers (for example, Finesse and Son of a Gun) are added if from the same source, and the resulting speeds are multiplied together afterwards.&lt;br /&gt;
&lt;br /&gt;
As of 0.9.9.3, the maximum level of basic traits has been increased (called &amp;quot;extended max&amp;quot; on this page). Upon reaching level 12, all traits that have a standard max of 3 can be increased to a max of 5, and all traits that have a standard max of 2 can be increased to a max of 3.&lt;br /&gt;
&lt;br /&gt;
== Basic Traits ==&lt;br /&gt;
&lt;br /&gt;
All basic traits can be picked from the start, IE they don't require anything.&lt;br /&gt;
&lt;br /&gt;
===Ironman===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand&lt;br /&gt;
| '''Iro'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || None&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || Max health and current health are increased by 10 per rank. With no points in Iroman, a player begins with 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Each level of Iroman gives +10% inherent [[resistance]]s to [[bullet]], [[shrapnel]], and [[melee]] damage, which will stack on resistances from [[armor]] and other sources like [[berserk]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Finesse===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Fin'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Juggler (1 rank), Whizkid (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Attack time is decreased by 10% per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hellrunner===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''HR'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Dodgemaster (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || Movement time is reduced by 15% per rank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || [[Dodging]] chance is increased by 10% per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tough as Nails===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''TaN'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Badass (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || The player's inherent [[protection]] is increased by one per rank (applies after protection from armor in damage calculation).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Each level of TaN gives +10% inherent [[resistance]]s to [[fire]], [[acid]], and [[plasma]] damage, which will stack on resistances from [[armor]] and other sources like [[berserk]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Son of a Bitch===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''SoB'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Triggerhappy (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || One extra damage is dealt per attack per rank. For weapons that fire multiple shots, the effect is applied to each shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Son of a Gun===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''SoG'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Dualgunner (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || [[Pistol]]s (or pistol-type weapons) fire 10% faster and deal three more damage per shot, per rank. (Note that the minimum time weapon firing time is 0.1s, regardless of bonuses.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reloader===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Rel'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Shottyman (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Reload time of all weapons is reduced by 30% per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Eagle Eye===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''EE'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Intuition (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Your [[accuracy]] is increased by two points per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Brute===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Bru'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Berserker (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Melee attacks (either with [[fists]] or a melee weapon) deal three more damage and melee [[accuracy]] is increased by two points, per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced Traits ==&lt;br /&gt;
&lt;br /&gt;
===Juggler===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Jug'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Finesse (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Swapping weapons takes no time, working with any sort of weapon swapping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Ber'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Brute (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1       || Each successful melee hit adds to a berserk &amp;quot;counter&amp;quot;. When the counter reaches four (or less, if there are other monsters within your vision) then you will gain 10 seconds worth of the [[Effects#berserk|berserk]] effect. The amount of berserk you can build up this way caps at 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2       || Whenever you are harmed by a single source of damage equal to at least 10 HP and one-third of your nominal maximum health, you will gain 10 seconds worth of the berserk effect. Berserk gained from this trigger will not stack onto your current berserk duration, instead refreshing it to 10 seconds if your current berserk duration is under 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dualgunner===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''DG'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Son of a Gun (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || If you have a [[pistol]] in both the weapon and prepared slots, you will fire both at the same time.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2     || Allows the reloading of pistols in both hands at once using the alternate reload key.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3     || If your equipped and prepared weapons are both pistols, then swapping them takes zero time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dodgemaster===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''DM'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Hellrunner (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || The first [[dodge]] between each of the player's moves will automatically succeed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Int'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Eagle Eye (2 ranks), or Scout class&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || Lever descriptions are added. The first rank gives a general description, and the second rank exactly tells you what it does.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Certain objects on every floor are visible. The first rank reveals powerups, and the second rank reveals the position of enemies out of [[Vision]] within [[Distance|radius]] of sight +2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Whizkid===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''WK'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3 (Technicians only)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Finesse (2 ranks), or Technician class&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Increases the number of available mod slots for ranged weapons by 2 per rank, while increasing the available mod slots of melee weapons, armors, and [[boots]] by 1 per rank. This also allows advanced [[assemblies]] with the first rank and master assemblies with the second. The second rank of Whizkid additionally allows any assemblies to be modded once, while the third rank will allow a second mod to be added to any assembly (except for those created with a [[unique]] that have a one mod limit).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badass===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Bad'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Tough as Nails (2 rank), or Marine class&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || The first rank allows the player to retain boosted health up to 150% before health decay kicks in, and the second rank allows the player to retain boosted health up to 200% without any health decay.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Any [[knockback]] the player sustains is reduced by one tile, per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shottyman===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''SM'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Reloader (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Shotgun-type and explosive-type weapons in the weapon slot can be reloaded by moving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Triggerhappy===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''TH'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Son of a Bitch (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Gives an extra shot per rank for all weapons that fire 3 or more shots per action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Master Traits ==&lt;br /&gt;
Master traits have rather constraining requirements: in addition to needing a partcular set of basic and/or advanced traits, you also cannot have any of the &amp;quot;blocked&amp;quot; traits (listed before the prerequisites). Blocked traits cannot be chosen after choosing the master trait, nor can you choose any other master traits (even if they are technically inclusive of each other).&lt;br /&gt;
&lt;br /&gt;
All master traits have one rank.&lt;br /&gt;
&lt;br /&gt;
===Melee Masters===&lt;br /&gt;
&lt;br /&gt;
====Vampyre - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MVm'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Berserker (1 rank), Badass (1 rank), Level 6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Ironman, Hellrunner, Tough as Nails&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Killing an enemy with a melee attack restores the player's health, giving health equivalent to 10% of the slain enemy's max HP. This method of healing caps at the usual 100% maximum HP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Blademaster - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MBm'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Hellrunner (2 ranks), Brute (3 ranks), Berserker(1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Gun, Son of a Bitch&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Whenever you kill an enemy with a melee attack, the finishing blow will register as an instant action. (Technical point: the effect sets your [[Time#Fractional Time|energy]] to 5001.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Malicious Blades - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MMB'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Finesse (1 rank), Dodgemaster (1 ranks), Brute (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Eagle Eye, Berserker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || When carrying a blade-like weapon (such as a [[combat knife]]) in the prepared slot, the player gains +50% resistances to bullet, shrapnel, and fire damage, and +75% resistance to melee damage (stacks with all other sources of resistance).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || When carrying a blade-like weapon in both the equipped and prepared slots, you attack with both weapons, each at half the attack time.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3      || Blade-like weapons will deal doubled damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Masters===&lt;br /&gt;
&lt;br /&gt;
====Bullet Dance - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MBD'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Dualgunner (1 rank), Triggerhappy (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Hellrunner, Brute, Intuition&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || For each rank of Triggerhappy invested, pistol-type weapons fire one extra bullet per pistol, at the cost of +50% the fire time per pistol. (Aimed shot is unaffected.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gun Kata - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MGK'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Dualgunner (1 rank), Dodgemaster (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Bitch, Brute&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || After each successful dodge, your pistols fire 90% faster.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || After a normal move, your pistols fire 50% faster.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3      || When you kill an enemy at which you were specifically aiming, your pistols instantly reload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sharpshooter - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MSs'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Son of a Gun (3 ranks), Eagle Eye (3 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Bitch, Dualgunner&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Pistol-type weapons always deal their maximum damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotgun Masters===&lt;br /&gt;
&lt;br /&gt;
====Army of the Dead - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MAD'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Badass (1 rank), Shottyman (1 rank), Level 6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Son of a Bitch, Son of a Gun, Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Any weapon with the shrapnel damage type instead deals piercing damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shottyhead - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MSh'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Hellrunner (1 rank), Juggler (1 rank), Shottyman (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Bitch, Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Shotgun-type weapons fire at 1/3 of their normal firing time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fireangel - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MFa'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Dodgemaster (1 rank), Shottyman (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Son of a Bitch, Son of a Gun, Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || You become immune to damage from [[explosions]]. Knockback from explosions will still apply.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Every projectile you fire (that isn't already explosive) explodes in a 1-tile radius. The original damage type of the missile is retained.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3      || Projectiles that already explode have their radius size increase by +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Burst Masters===&lt;br /&gt;
&lt;br /&gt;
====Ammochain - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MAc'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Reloader (2 ranks), Triggerhappy (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Ironman, Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Any weapons with [[chain fire]] ([[chaingun]], [[plasma rifle]], etc) consume only one ammo per volley.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cateye - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MCe'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Intuition (1 rank), Triggerhappy (1 rank), Level 6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Reloader, Brute&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || The player's [[vision]] is increased by two.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Entrenchment - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MEn'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Badass (1 rank), Triggerhappy (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Finesse, Son of a Gun, Reloader&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || While chain firing, the player gains +50% resistances to all damage types (stacks with all other sources of resistance).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || While chain firing, every volley after the first only uses up 1 ammo.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Masters===&lt;br /&gt;
&lt;br /&gt;
====Survivalist - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MSv'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Tough as Nails (2 ranks), Level 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Son of a Bitch, Berserker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || If the player's protection + resistances reduce any attack's damage below 1 in damage calculation, there's a 50% chance it will result in the player taking no damage (the player's [[armor]] will still receive 1 point of damage however).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Med-packs no longer cap their healing at 100%. ([[Large med-pack]]s only heal up to 50% more, adjusted by difficulty, if it passes 100%).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3      || [[Small medkit]]s and Health Globes have double the effectiveness (with [[Large Health Globe]]s, they give 20 HP or heal up to 100%, whichever gives more health).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunrunner - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MGr'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Hellrunner (2 ranks), Level 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Bitch, Brute&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || [[Running]] lasts 50% longer (45 actions).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      ||  '''While running''', if you have a loaded, non-rapid-fire weapon equipped, you will fire at the closest enemy you can see each time you move, without any extra time cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Scavenger - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MSc'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Whizkid (2 ranks), Level 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Berserker, Triggerhappy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || You can unload any equipment that is modified, assembled, or special, and destroy it to receive a random [[mod]].&lt;br /&gt;
For &amp;lt;span style=&amp;quot;color: lime&amp;quot;&amp;gt;unique&amp;lt;/span&amp;gt; equipment: 1/6 chance of [[Nano Pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Nano&amp;lt;/span&amp;gt;]], 1/6 [[Onyx Armor Pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Onyx&amp;lt;/span&amp;gt;]], 1/3 [[sniper weapon pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Sniper&amp;lt;/span&amp;gt;]], 1/3 [[firestorm weapon pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Firestorm&amp;lt;/span&amp;gt;]].&lt;br /&gt;
 &lt;br /&gt;
For &amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;exotic&amp;lt;/span&amp;gt; equipmnent: 1/6 [[sniper weapon pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Sniper&amp;lt;/span&amp;gt;]], 1/6 [[firestorm weapon pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Firestorm&amp;lt;/span&amp;gt;]], 1/6 [[agility mod pack|Agility]], 1/6 [[bulk mod pack|Bulk]], 1/6 [[power mod pack|Power]], 1/6 [[technical mod pack|Tech]]. &lt;br /&gt;
&lt;br /&gt;
For &amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;assemblies&amp;lt;/span&amp;gt;: 1/4 [[agility mod pack|Agility]], 1/4 [[bulk mod pack|Bulk]], 1/4 [[power mod pack|Power]], 1/4 [[technical mod pack|Tech]]. &lt;br /&gt;
&lt;br /&gt;
For modified equipment: One of the mods on the equipment at random, unless it's an exotic or unique, in which case it'll ignore whatever mods you placed on it and give a mod randomly in accordance to their respective drop tables.&lt;br /&gt;
&lt;br /&gt;
Certain uniques are guaranteed to drop a specific mod, which include the {{unique link|Anti-Freak Jackal}}, {{unique link|BFG 10K}}, {{unique link|Lava Armor}}, {{unique link|Malek's Armor}}, {{unique link|Mjollnir}}, {{unique link|Railgun}}, {{unique link|Revenant's Launcher}}, {{unique link|Shielded Armor}}, and {{unique link|Trigun}}; check each unique's page for details.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Traits</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Traits"/>
				<updated>2026-03-17T19:32:02Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
This is a technical list of all the traits and what they do, just in case the trait selection screen isn't good enough for you.&lt;br /&gt;
&lt;br /&gt;
All effects stack additively (so that three ranks in Ironman will give 30 additional HP), unless said otherwise.  Multiple percentage modifiers (for example, Finesse and Son of a Gun) are added if from the same source, and the resulting speeds are multiplied together afterwards.&lt;br /&gt;
&lt;br /&gt;
As of 0.9.9.3, the maximum level of basic traits has been increased (called &amp;quot;extended max&amp;quot; on this page). Upon reaching level 12, all traits that have a standard max of 3 can be increased to a max of 5, and all traits that have a standard max of 2 can be increased to a max of 3.&lt;br /&gt;
&lt;br /&gt;
== Basic Traits ==&lt;br /&gt;
&lt;br /&gt;
All basic traits can be picked from the start, IE they don't require anything.&lt;br /&gt;
&lt;br /&gt;
===Ironman===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand&lt;br /&gt;
| '''Iro'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || None&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || Max health and current health are increased by 10 per rank. With no points in Iroman, a player begins with 50 HP.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Each level of Iroman gives +10% inherent [[resistance]]s to [[bullet]], [[shrapnel]], and [[melee]] damage, which will stack on resistances from [[armor]] and other sources like [[berserk]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Finesse===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Fin'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Juggler (1 rank), Whizkid (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Attack time is decreased by 10% per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hellrunner===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''HR'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Dodgemaster (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || Movement time is reduced by 15% per rank.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || [[Dodging]] chance is increased by 10% per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tough as Nails===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''TaN'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Badass (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || The player's inherent [[protection]] is increased by one per rank (applies after protection from armor in damage calculation).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Each level of TaN gives +10% inherent [[resistance]]s to [[fire]], [[acid]], and [[plasma]] damage, which will stack on resistances from [[armor]] and other sources like [[berserk]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Son of a Bitch===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''SoB'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Triggerhappy (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || One extra damage is dealt per attack per rank. For weapons that fire multiple shots, the effect is applied to each shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Son of a Gun===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''SoG'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Dualgunner (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || [[Pistol]]s (or pistol-type weapons) fire 10% faster and deal three more damage per shot, per rank. (Note that the minimum time weapon firing time is 0.1s, regardless of bonuses.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reloader===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Rel'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Shottyman (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Reload time of all weapons is reduced by 30% per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Eagle Eye===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''EE'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Intuition (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Your [[accuracy]] is increased by two points per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Brute===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Bru'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 3&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Unlocks       || Berserker (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Melee attacks (either with [[fists]] or a melee weapon) deal three more damage and melee [[accuracy]] is increased by two points, per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced Traits ==&lt;br /&gt;
&lt;br /&gt;
===Juggler===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Jug'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Finesse (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Swapping weapons takes no time, working with any sort of weapon swapping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Berserker===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Ber'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Brute (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1       || Each successful melee hit adds to a berserk &amp;quot;counter&amp;quot;. When the counter reaches four (or less, if there are other monsters within your vision) then you will gain 10 seconds worth of the [[Effects#berserk|berserk]] effect. The amount of berserk you can build up this way caps at 30 seconds.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2       || Whenever you are harmed by a single source of damage equal to at least 10 HP and one-third of your nominal maximum health, you will gain 10 seconds worth of the berserk effect. Berserk gain from this trigger will not stack onto your current berserk duration, instead refreshing it to 10 seconds if your current berserk duration is under 10 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dualgunner===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''DG'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Son of a Gun (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || If you have a [[pistol]] in both the weapon and prepared slots, you will fire both at the same time.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2     || Allows the reloading of pistols in both hands at once using the alternate reload key.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3     || If your equipped and prepared weapons are both pistols, then swapping them takes zero time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dodgemaster===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''DM'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Hellrunner (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || The first [[dodge]] between each of the player's moves will automatically succeed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Int'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Eagle Eye (2 ranks), or Scout class&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || Lever descriptions are added. The first rank gives a general description, and the second rank exactly tells you what it does.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Certain objects on every floor are visible. The first rank reveals powerups, and the second rank reveals the position of enemies out of [[Vision]] within [[Distance|radius]] of sight +2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Whizkid===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''WK'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Extended Max. || 3 (Technicians only)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Finesse (2 ranks), or Technician class&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Increases the number of available mod slots for ranged weapons by 2 per rank, while increasing the available mod slots of melee weapons, armors, and [[boots]] by 1 per rank. This also allows advanced [[assemblies]] with the first rank and master assemblies with the second. The second rank of Whizkid additionally allows any assemblies to be modded once, while the third rank will allow a second mod to be added to any assembly (except for those created with a [[unique]] that have a one mod limit).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Badass===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''Bad'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Tough as Nails (2 rank), or Marine class&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || The first rank allows the player to retain boosted health up to 150% before health decay kicks in, and the second rank allows the player to retain boosted health up to 200% without any health decay.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Any [[knockback]] the player sustains is reduced by one tile, per rank.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shottyman===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''SM'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 1&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Reloader (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Shotgun-type and explosive-type weapons in the weapon slot can be reloaded by moving.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Triggerhappy===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''TH'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Max. Rank:    || 2&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Son of a Bitch (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Gives an extra shot per rank for all weapons that fire 3 or more shots per action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Master Traits ==&lt;br /&gt;
Master traits have rather constraining requirements: in addition to needing a partcular set of basic and/or advanced traits, you also cannot have any of the &amp;quot;blocked&amp;quot; traits (listed before the prerequisites). Blocked traits cannot be chosen after choosing the master trait, nor can you choose any other master traits (even if they are technically inclusive of each other).&lt;br /&gt;
&lt;br /&gt;
All master traits have one rank.&lt;br /&gt;
&lt;br /&gt;
===Melee Masters===&lt;br /&gt;
&lt;br /&gt;
====Vampyre - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MVm'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Berserker (1 rank), Badass (1 rank), Level 6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Ironman, Hellrunner, Tough as Nails&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Killing an enemy with a melee attack restores the player's health, giving health equivalent to 10% of the slain enemy's max HP. This method of healing caps at the usual 100% maximum HP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Blademaster - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MBm'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Hellrunner (2 ranks), Brute (3 ranks), Berserker(1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Gun, Son of a Bitch&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Whenever you kill an enemy with a melee attack, the finishing blow will register as an instant action. (Technical point: the effect sets your [[Time#Fractional Time|energy]] to 5001.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Malicious Blades - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MMB'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Finesse (1 rank), Dodgemaster (1 ranks), Brute (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Eagle Eye, Berserker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || When carrying a blade-like weapon (such as a [[combat knife]]) in the prepared slot, the player gains +50% resistances to bullet, shrapnel, and fire damage, and +75% resistance to melee damage (stacks with all other sources of resistance).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || When carrying a blade-like weapon in both the equipped and prepared slots, you attack with both weapons, each at half the attack time.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3      || Blade-like weapons will deal doubled damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pistol Masters===&lt;br /&gt;
&lt;br /&gt;
====Bullet Dance - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MBD'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Dualgunner (1 rank), Triggerhappy (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Hellrunner, Brute, Intuition&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || For each rank of Triggerhappy invested, pistol-type weapons fire one extra bullet per pistol, at the cost of +50% the fire time per pistol. (Aimed shot is unaffected.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gun Kata - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MGK'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Dualgunner (1 rank), Dodgemaster (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Bitch, Brute&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || After each successful dodge, your pistols fire 90% faster.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || After a normal move, your pistols fire 50% faster.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3      || When you kill an enemy at which you were specifically aiming, your pistols instantly reload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sharpshooter - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MSs'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Son of a Gun (3 ranks), Eagle Eye (3 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Bitch, Dualgunner&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Pistol-type weapons always deal their maximum damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotgun Masters===&lt;br /&gt;
&lt;br /&gt;
====Army of the Dead - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MAD'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Badass (1 rank), Shottyman (1 rank), Level 6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Son of a Bitch, Son of a Gun, Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Any weapon with the shrapnel damage type instead deals piercing damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shottyhead - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MSh'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Hellrunner (1 rank), Juggler (1 rank), Shottyman (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Bitch, Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Shotgun-type weapons fire at 1/3 of their normal firing time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fireangel - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MFa'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Dodgemaster (1 rank), Shottyman (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Son of a Bitch, Son of a Gun, Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || You become immune to damage from [[explosions]]. Knockback from explosions will still apply.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Every projectile you fire (that isn't already explosive) explodes in a 1-tile radius. The original damage type of the missile is retained.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3      || Projectiles that already explode have their radius size increase by +1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Burst Masters===&lt;br /&gt;
&lt;br /&gt;
====Ammochain - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MAc'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Reloader (2 ranks), Triggerhappy (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Ironman, Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Any weapons with [[chain fire]] ([[chaingun]], [[plasma rifle]], etc) consume only one ammo per volley.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cateye - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MCe'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Intuition (1 rank), Triggerhappy (1 rank), Level 6&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Reloader, Brute&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || The player's [[vision]] is increased by two.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Entrenchment - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MEn'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Badass (1 rank), Triggerhappy (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Finesse, Son of a Gun, Reloader&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || While chain firing, the player gains +50% resistances to all damage types (stacks with all other sources of resistance).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || While chain firing, every volley after the first only uses up 1 ammo.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Masters===&lt;br /&gt;
&lt;br /&gt;
====Survivalist - [[Classes#Marine|Marine Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MSv'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Tough as Nails (2 ranks), Level 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Son of a Bitch, Berserker&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || If the player's protection + resistances reduce any attack's damage below 1 in damage calculation, there's a 50% chance it will result in the player taking no damage (the player's [[armor]] will still receive 1 point of damage however).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || Med-packs no longer cap their healing at 100%. ([[Large med-pack]]s only heal up to 50% more, adjusted by difficulty, if it passes 100%).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 3      || [[Small medkit]]s and Health Globes have double the effectiveness (with [[Large Health Globe]]s, they give 20 HP or heal up to 100%, whichever gives more health).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunrunner - [[Classes#Scout|Scout Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MGr'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Hellrunner (2 ranks), Level 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Tough as Nails, Son of a Bitch, Brute&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 1      || [[Running]] lasts 50% longer (45 actions).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      ||  '''While running''', if you have a loaded, non-rapid-fire weapon equipped, you will fire at the closest enemy you can see each time you move, without any extra time cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Scavenger - [[Classes#Technician|Technician Only]]====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Shorthand     || '''MSc'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Whizkid (2 ranks), Level 5&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Berserker, Triggerhappy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || You can unload any equipment that is modified, assembled, or special, and destroy it to receive a random [[mod]].&lt;br /&gt;
For &amp;lt;span style=&amp;quot;color: lime&amp;quot;&amp;gt;unique&amp;lt;/span&amp;gt; equipment: 1/6 chance of [[Nano Pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Nano&amp;lt;/span&amp;gt;]], 1/6 [[Onyx Armor Pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Onyx&amp;lt;/span&amp;gt;]], 1/3 [[sniper weapon pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Sniper&amp;lt;/span&amp;gt;]], 1/3 [[firestorm weapon pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Firestorm&amp;lt;/span&amp;gt;]].&lt;br /&gt;
 &lt;br /&gt;
For &amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;exotic&amp;lt;/span&amp;gt; equipmnent: 1/6 [[sniper weapon pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Sniper&amp;lt;/span&amp;gt;]], 1/6 [[firestorm weapon pack|&amp;lt;span style=&amp;quot;color: magenta&amp;quot;&amp;gt;Firestorm&amp;lt;/span&amp;gt;]], 1/6 [[agility mod pack|Agility]], 1/6 [[bulk mod pack|Bulk]], 1/6 [[power mod pack|Power]], 1/6 [[technical mod pack|Tech]]. &lt;br /&gt;
&lt;br /&gt;
For &amp;lt;span style=&amp;quot;color: cyan&amp;quot;&amp;gt;assemblies&amp;lt;/span&amp;gt;: 1/4 [[agility mod pack|Agility]], 1/4 [[bulk mod pack|Bulk]], 1/4 [[power mod pack|Power]], 1/4 [[technical mod pack|Tech]]. &lt;br /&gt;
&lt;br /&gt;
For modified equipment: One of the mods on the equipment at random, unless it's an exotic or unique, in which case it'll ignore whatever mods you placed on it and give a mod randomly in accordance to their respective drop tables.&lt;br /&gt;
&lt;br /&gt;
Certain uniques are guaranteed to drop a specific mod, which include the {{unique link|Anti-Freak Jackal}}, {{unique link|BFG 10K}}, {{unique link|Lava Armor}}, {{unique link|Malek's Armor}}, {{unique link|Mjollnir}}, {{unique link|Railgun}}, {{unique link|Revenant's Launcher}}, {{unique link|Shielded Armor}}, and {{unique link|Trigun}}; check each unique's page for details.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:The_Mortuary</id>
		<title>Strategy:The Mortuary</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:The_Mortuary"/>
				<updated>2026-02-28T06:10:22Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Removing someone else's strategy post is bad form, but that prior post didn't say a lot and had outright bad info at some parts, while diluting from the much more important strategy point I wrote up. How you open Mortuary seriously determines 90+% of it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
The most important part of handling Mortuary is your opening; a proper Mortuary opening will be the difference between fighting a few dozenish enemies, or having to fight hundreds of them. You cannot lollygag around, as Archviles activate very quickly due to their 160% [[speed]] and will start resurrecting enemies even quicker. Your immediate priority upon entering Mortuary shouldn't be trying to kill all the Archviles before they resurrect enemies (which isn't feasible unless you get very lucky with them all spawning right near you at the start), but rather trying to mass destroy as many corpses as you can before the Archviles get a chance to revive them. There are these particular items you want to bring to The Mortuary with you to do this:&lt;br /&gt;
&lt;br /&gt;
*[[Skull]]s, of which you are guaranteed at least three if you kill the [[Agony elemental]] prior in [[City of Skulls]] or [[Abyssal Plains]], but you can find them as random item spawns throughout the game with some luck.&lt;br /&gt;
&lt;br /&gt;
*A [[BFG 9000]], of which you can find guaranteed prior in [[Halls of Carnage]] or [[Spider's Lair]], but can also find it as a random spawn if you're very lucky.&lt;br /&gt;
&lt;br /&gt;
*A [[Power battery]], of which you can find one guaranteed in Spider's Lair and [[House of Pain]], but can also find them randomly throughout the game with a bit of luck.&lt;br /&gt;
&lt;br /&gt;
*A [[Rocket launcher]], preferably a [[Tactical rocket launcher]], but the vanilla Rocket Launcher or even a [[Micro launcher]] can do. This is mainly for rocket jumping, so this does not include any other sort of rocket launcher ''that cannot rocket jump'', such as the [[Missile launcher]]. &lt;br /&gt;
&lt;br /&gt;
Skulls are [[Exotic]] items that destroy all corpses in a 8-tile radius around you while granting an additional effect. Of these Skulls, [[Hatred skull]]s are by far the most useful, as each corpse it [[gib]]s will give you 5 additional actions of [[berserk]], resulting in you getting a huge amount of berserk to work with, which will speed you up significantly to destroy more corpses before the Archviles can revive them, as well as give you a big defensive buff so you don't need to worry about the damage you take from Archviles and other enemies as you focus on destroying the corpses, and doubled melee damage is obviously helpful for quickly whacking Archviles in the way if you invested at all into melee. If the Agony Elemental didn't drop any Hatred Skulls and you found none randomly, the next best Skull to bring in is the [[Fire skull]], which will generate a 3-tile [[radius]] 7d7 explosion on each corpse in an 8-tile radius around you, while said explosions do not harm you. Due to the explosions, it can gib extra corpses a few tiles outside its gibbing radius, while dealing severe damage to any Archviles caught in the explosions, possibly even instantly killing them if you're lucky. The least useful Skull is a [[Blood skull]], which in addition to gibbing every corpse in the same 8 tile radius, will heal you for 5 HP per gibbed corpse, up to a maximum of 200% health. Since there are two Supercharges immediately adjacent to you as you enter the level, you don't need the health recovery and would much rather have the berserk from a Hatred Skull or get the extra corpse and possible Archvile destruction with a Fire Skull, but if you were unlucky enough for the Agony Elemental to drop only Blood Skulls, it is still much better than nothing. For the amount of Skulls to bring with you, a good opening only requires one, especially if it's a Hatred Skull, but if you want the extra assurance and don't mind sacrificing the inventory space carrying it for a while, you can bring a second or even a third with you, particularly if you were lucky enough to get more than one Hatred Skull, or if you're playing [[Nightmare!]] or [[Angel of Darkness]], where you'll need all the corpse disposal you can manage with the perpetually reviving enemies.&lt;br /&gt;
&lt;br /&gt;
As for the BFG, the 8-radius explosions it unleashes will destroy all corpses caught within its radius, allowing you to destroy much more corpses in a timely manner than you would be able to manage with any other weapon, while preparing a Power Battery before you enter Mortuary will allow you to quickly reload three more shots with it. And finally, being able to rocket jump is super important, as it's by far the fastest way to move around, while also having the big benefit of effectively extending the duration of any berserk or invulnerability you have, as it lets you move many tiles at once in one action, when moving normally would waste many actions of these powerups otherwise.&lt;br /&gt;
&lt;br /&gt;
With that all explained, here is how my usual Mortuary opening goes.&lt;br /&gt;
&lt;br /&gt;
*Immediately upon entering, I'll pop the Skull I brought with me. If it's a Fire Skull and I want the Supercharge or Red Armors, I may try to quickly pick them up before using it, as the Fire Skull's explosions '''''will destroy all items caught within'''''. If I want them but I'm not using a Fire Skull, I'll grab them after using the Skull.&lt;br /&gt;
&lt;br /&gt;
*After popping the Skull, I'll rocket jump to around the middle of the eastern area (if you don't want to destroy the Supercharges, you'll have to move a bit out of the central building before rocket jumping, though this does cost precious time). Then I equip the BFG 9000 and shoot two blasts to the upper right and lower right, aiming to try covering as much corpses as possible (while avoiding to shoot too far into the upper or bottom right, so as to not destroy all the good items in the corners, especially the [[Nuclear BFG 9000]]). Note the BFG's projectile explodes exactly on the targeted tile (unless an enemy or other obstacle is in the way), and as of 0.9.9.8, you cannot target a tile outside your vision with it, so keep that in mind when deciding how far to rocket jump in and when selecting which tile you're firing at with the BFG.&lt;br /&gt;
&lt;br /&gt;
*Get whatever rocket launcher I have back out and now quickly rocket jump to around the middle of the western area, ignoring any Archviles and enemies in the way (though there may be some you need to move around). With the Power Battery equipped, you can quickly reload your BFG for another two shots, and then repeat the step before of shooting two BFG blasts to the upper and bottom left, aiming for spots that maximize the amount of corpses destroyed while avoiding destroying the items in the corners.&lt;br /&gt;
&lt;br /&gt;
With this simple opening, the majority of corpses will be gone before the Archviles can even get a chance to revive them, significantly limiting the amount of possible enemies you'll have to fight. For what to do from this point, I like to rocket jump back to the eastern area and secure the Nuclear BFG, as it's prone to getting destroyed and is just very handy to have otherwise (be especially careful to not let any [[Baron]]s or [[Mancubi]] fire towards the upper right, as they'll almost assuredly destroy it if one of their projectiles explodes in that area), while killing any Archviles along the way. Alternatively, after step 2, you may want to go and grab the Nuclear BFG before going to the western area, to secure it sooner and limit the chances of it getting destroyed, though this will cost a good chunk of time that could result in the Archviles resurrecting many of the western corpses before you get to them. One more alteration to this strategy is to fire three BFG shots towards each side instead if you have the cells to spare for it (or were lucky enough to find a second random BFG in addition to the guaranteed one), which if you do, you'll ideally want to rocket jump deeper into each side after the initial two shots in the middle, so you can aim for a nice pile of corpses in the middle of the far sides (while again trying to avoid blowing up the items in the corners).&lt;br /&gt;
&lt;br /&gt;
If you're playing any of the weapon-locked challenges; [[Strategy:Angel of Berserk|Angel of Berserk]], [[Strategy:Angel of Marksmanship|Angel of Marksmanship]], or [[Strategy:Angel of Shotgunnery|Angel of Shotgunnery]]; and thus are unable to use the BFG nor a rocket launcher to rocket jump around, this strategy will be significantly limited but it remains important. In these challenges, you'll want to bring a second or even a third Skull with you if you plan on doing Mortuary/[[Limbo]], and while your initial first action will be the same of immediately popping a Skull (still preferably the Hatred Skull), the strategy will deviate by you instead making a mad dash towards one of the sides, and then trying to pop a second Skull in the middle of a big visible corpse pile. You won't really have time to run all the way to the other side to gib the corpses there with a third Skull (unless no Archviles spawned on that side, in which case there is no real point to going over there to gib corpses anyway), and so should just immediately proceed to fighting from that point (while securing the Nuclear BFG ASAP if you care about getting a full win and don't already have a [[Thermonuclear bomb]]). Alternatively after popping the first Skull, if you have any [[Phase device]]s, you could try gambling with them to immediately drop you into a nice corpse pile to use additional Skulls on before Archviles can get to them, especially if you're a [[Technician]] (whose near-instant item use could allow them to phase around and get multiple Skulls off before any of the Archviles even wake up). However, you may just want to settle with popping only the first Skull before proceeding to try going after the Archviles, especially if you're not playing a build with especially fast movement speed and so can't even get to the middle of either side before the Archviles revive too many enemies to be worth it.&lt;br /&gt;
&lt;br /&gt;
For one more alternative opener that can work in any challenge, if you have [[Azrael's Scythe]], you can use its alt-fire, Whisper Of Death, to quickly kill all the Archviles. As long as you brought at least one medkit with you, upon entering Mortuary, you can immediately use Whisper Of Death four times to kill all the Archviles within a few seconds of the level starting, using the two Supercharges you spawn near and a medkit to restore your tactics inbetween usages. This is the strongest possible opener, and doing it will leave you with only a scant handful of weakened enemies to trivially mop up after, but using Whisper Of Death four times comes with the hefty cost of permanently reducing your max HP by 20 for the remainder of your run, so this is a strategy you'll only want to resort to if you think your build and/or equipment isn't good enough to handle Mortuary conventionally. It is also much less effective on Nightmare and Angel Of Darkness, as the corpses will still be resurrecting themselves even after killing all the Archviles. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 10:27, 7 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:High_power_weapon</id>
		<title>Strategy:High power weapon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:High_power_weapon"/>
				<updated>2026-02-13T05:37:37Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
Perhaps the most basic assembly in the game, for PB mods on a non-shotgun ranged weapon with a clip that holds more than 5 ammo, it'll increase the higher of the weapon's [[damage]] dice or sides by 2 (and if tied, it'll increase sides), but in exchange for decreasing its clip capacity to 65% of its original capacity (rounded to the nearest integer). It effectively converts the requisite [[Bulk mod]] to a second [[Power mod]]... which could be useful as Power mods are typically much more in demand than Bulk mods, but this assembly just makes your weapon worse in the long run. Aside from the permanent nerf to your weapon's clip size, you could achieve the same effect of this assembly by just adding two Power mods to the weapon but without the loss in clip size, and you'll still have up to three mod slots left after, whereas you would be limited to only one more mod if you turned it into a High Power Weapon (or if you get Whizkid 3, you'll have five mod slots left without this assembly vs. two with). The only caveat is that you do need [[Strategy:Whizkid|Whizkid]] in order to add more than one Power Mod to a weapon, so this assembly does let you bypass needing Whizkid to get the effect of two Power Mods, but since you should nearly always be getting Whizkid anyway, this assembly is only a consideration for the occasional challenge where you won't be getting Whizkid, or if you're playing a Pistol build and won't be getting Whizkid for a very long time while desperately needing a stronger Pistol than a single Power mod would give.&lt;br /&gt;
&lt;br /&gt;
The only other niche of this assembly is for [[Technician]]s with moddable [[Unique]]s that have a one mod/basic assembly limit, as since you're limited to one mod anyway, this assembly lets you jack up their power and you'll still be able to apply one more mod after, which could let you effectively get the effect of three Power mods on your Unique. This most notably applies to the {{unique link|Trigun}} and {{unique link|Anti-Freak Jackal}}; by turning them High Power and adding one more Power mod after, the former gets you a 3d9 pistol that far outstrips the power of the triple P-modded {{exotic link|Combat Pistol}} that normally reigns supreme at 3d6 power, and the latter gets you a 8d3 explosive pistol that is essentially a mini {{exotic link|Missile Launcher}} that benefits from Pistol traits. Having their already small clips reduced to 4 bullets sucks, but they become so obscenely powerful that it can be worth the tradeoff (you'll just want to be sure to pair them with a [[10mm ammo chain]] or a couple levels in [[Strategy:Reloader|Reloader]] to mitigate the small clip issue). The {{unique link|Railgun}} can similarly make decent use of this assembly, getting you a massively powerful 8d10 weapon and that can be P-modded once more for incredible 8d11 power, though you may prefer a [[Technical mod]] instead to mitigate that severe 1.5 second firing speed. The {{unique link|BFG 10K}} is one last Unique this assembly can be used on, but considering this assembly will make you only able to fire one shot before needing to reload, and how making the BFG 10K stronger makes it even easier to instagib yourself with it without having [[Strategy:Fireangel|Fireangel]], you probably won't want to use this assembly on the BFG 10K rather than just settling for the one mod.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, this assembly isn't ''completely'' worthless, but very rarely will you find this assembly to be worthwhile. [[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 04:07, 11 December 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible Assemblies ==&lt;br /&gt;
* High power [[Pistol]] - Results in 2d6 with a clip of 4&lt;br /&gt;
* High power {{exotic link|Combat pistol}} - Results in 3d5 with a clip of 10&lt;br /&gt;
* High power {{exotic link|Blaster}} - Results in 2d6 with a clip of 7&lt;br /&gt;
* High power {{unique link|Anti-Freak Jackal}} - Results in 7d3 with a clip of 4&lt;br /&gt;
* High power {{unique link|Trigun}} - Results in 3d8 with a clip of 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* High power [[Chaingun]] - Results in 1d8 with a clip of 26&lt;br /&gt;
* High power {{exotic link|Minigun}} - Results in 1d8 with a clip of 130&lt;br /&gt;
* High power [[Plasma rifle]] - Results in 1d9 with a clip of 26&lt;br /&gt;
* High power {{exotic link|Laser rifle}} - Results in 1d9 with a clip of 26&lt;br /&gt;
* High power {{exotic link|Nuclear plasma rifle}} - Results in 1d9 with a clip of 16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* High power {{exotic link|BFG 9000}} - Results in 12d6 with a clip of 65&lt;br /&gt;
* High power {{exotic link|Nuclear BFG 9000}} - Results in 10d6 with a clip of 26 ('''WARNING!''': As you need 40 cells to fire, '''''this makes the weapon unfireable''''', unless you're playing a Technician with Whizkid 3 and apply two Bulk mods after to increase the clip size back to 40)&lt;br /&gt;
* High power {{unique link|BFG 10K}} - Results in 8d4 with a clip of 33&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* High power {{exotic link|Tristar blaster}} - Results in 4d7 with a clip of 29&lt;br /&gt;
* High power {{unique link|Railgun}} - Results in 8d10 with a clip of 26&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	</feed>