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		<id>https://drl.chaosforge.org/wiki/Monster_Generation</id>
		<title>Monster Generation</title>
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				<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>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Blue_armor</id>
		<title>Strategy:Blue armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Blue_armor"/>
				<updated>2026-02-09T17:41:09Z</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;
The second of the three standard [[armor]]s, which you'll often first obtain as a reward from [[Hell's Arena]] or shortly after if you did not clear Hell's Arena, or you can even sometimes find it earlier if you get lucky with a vault spawning. Despite it slowing you down farther with its -10% movement [[speed]], it's an all-around upgrade to the [[Green armor]] with its 2 [[protection]], and even with its lack of [[bullet]] and [[shrapnel]] [[resistance]]s, its extra point of protection is enough to largely protect you as well against Formers as the Green Armor did, with the exception of reducing damage even farther against their low damage rolls (bullets that deal exactly 3 damage and shotgun blasts that deal less than 10 damage will have Blue Armor save you an extra point of damage over Green Armor), and being slightly worse against very high damage shotgun blasts (shotgun blasts that deal more than 16 damage will have Green Armor save you an extra point of damage, but such damage is rare when you have to get hit by a high damage roll from a [[Former sergeant]] at close range, or get hit by a [[Super shotgun]] from an [[Elite former sergeant]], and saving one point when you're taking such severe damage is making little difference any way). Yet while it's protecting as well against Formers, that extra point of protection makes a more substantial difference against [[Imp]]s and melee attacks. More importantly, unlike Green Armor, the Blue Armor actually protects against [[plasma]] attacks (with it still having protection after plasma cuts it in half), especially so with its decent 20% plasma resistance on top of that (which unlike protection, resistances aren't reduced by plasma damage). For some damage calculations on the impact that wearing unmodified Blue Armor provides:&lt;br /&gt;
&lt;br /&gt;
*Imps' fireballs and [[Lost soul]]s deal 6 damage on average, killing a [[Scout]]/[[Technician]] without any armor in 9 hits. With Blue Armor to reduce it to 4 damage, it's now taking 13 hits to kill you.&lt;br /&gt;
*Imps' melee attacks deal 4 damage on average, killing in 13 hits. Blue Armor reduces to 2 damage, now taking a whopping 25 hits to kill you.&lt;br /&gt;
*[[Demon]] bites deal 8 damage on average, killing in 7 hits. Blue Armor reduces it to 6 damage, letting you take two extra hits.&lt;br /&gt;
*The plasma balls of [[Cacodemon]]s and [[Hell knight]]s deal 7 damage on average, killing in 8 hits. Blue Armor reduces it to 5 damage, again letting you take two extra hits. Then any plasma ball of theirs that deals more than 7 damage will have Blue Armor reduce it by three points, so even with bad luck, Blue Armor will always let you take at least one more hit. Also even with their melee attacks that deal 8 damage on average, killing you in 7 hits, Blue Armor reducing it to 6 damage will extend survival by another two hits.&lt;br /&gt;
*Each 1d5 plasma bolt from an [[Arachnotron]] deals 3 damage on average, 15 total in their full five shot burst, killing in just 4 bursts if every hit connects. Blue Armor reduces their damage rolls to 1/1/1/2/3 respectively, working out to each bolt dealing about 1.6 damage on average and each burst dealing about 8 damage total, effectively doubling the amount of bursts you can take from them. Then an Arachnotron's melee attack is just as weak as an Imp's, so no need to calculate it here.&lt;br /&gt;
*[[Former commando]]s are even nastier, as their [[Plasma rifle]]s shoot six 1d7 plasma bolts, with each bolt dealing 4 damage on average and 24 damage total if every bolt connects, killing you in just three bursts, or even two with the slightest bad luck. Blue armor reduces their damage rolls to 1/1/1/2/3/4/5 respectively, working out to each bolt dealing about 2.4 damage on average, and a full burst averages to 14-15 damage, so you only get to survive one more burst on average, but since it's now taking 21 plasma bolts total from them to kill you rather than 13, you have substantially more margin of error with misses to in practice survive multiple more bursts, or at least you won't have to worry about over half your health suddenly melting away from stepping into a Commando's [[vision]].&lt;br /&gt;
&lt;br /&gt;
As these calculations demonstrate, by the time you start encountering Cacodemons and Hell Knights regularly, you'll want to have some Blue Armor around instead of being stuck with Green Armor or nothing, and you especially don't want to be fighting Arachnotrons and Former Commandos in Green Armor. When you're fighting [[Baron]]s and the [[VMR]] however, Blue Armor starts being inadequate. Barons hurl 4d5 acid balls that deal 12 damage on average and up to 20 maximum, if you're lucky with lower damage rolls Blue Armor will let you take one more hit, but on average it's not making a difference for Scouts/Technicians (reducing 12 damage to 10 still kills you in five hits). Then the VMR deal even greater damage than that, Blue Armor could give you slightly more margin of error against them but you are going to be evaporated quickly if you take more than a couple hits from them in Blue Armor.&lt;br /&gt;
&lt;br /&gt;
Once you procure [[Red armor]], Blue Armor is mostly obsolete, as Red Armor has double the protection and a very valuable 25% fire resistance to better stand against Barons and especially the VMR. At this point, Blue Armor will be relegated to backup armor until you have enough Reds or better armors to get rid of your Blue Armor stash entirely. It should be noted that Blue Armor still has a niche in that it's actually more effective than Red Armor against plasma hits that deal more than 7 damage thanks to its plasma resistance, but this is largely only relevant when fighting the [[Shambler]]s in [[Hell's Armory]] and [[Deimos Lab]] (mainly as you'll very likely lack anything better), as otherwise saving an extra point of damage from high damage rolls of Cacodemons and Hell Knights is too marginal to worry about keeping Blue Armor around once you got enough Red Armors to replace them all, and in possible situations where you'll fight enemies with even stronger plasma attacks, you're going to need better plasma-resistant armor to survive. The only other reason to keep a Blue Armor around is for situations where the -20% movement speed on Red Armor is too much of a hindrance and you found no faster armor, such as for when trying to clear [[Halls of Carnage]], or if you come across a timed nuke [[event]]&lt;br /&gt;
&lt;br /&gt;
==Modding and assemblies==&lt;br /&gt;
Generally it'll serve you better to save any mods for Red Armor or better exotic armors rather than spending them on Blue Armor. But if you come across a surplus of mods early, your lone Red Armor from [[Phobos Anomaly]] got damaged or destroyed and you've been unable to find another, or are playing [[Angel of 100]] and the RNG has been unkind with denying you any armor better than Blue armor, modding Blue Armor isn't a bad idea if it'll help you survive.&lt;br /&gt;
&lt;br /&gt;
With basic modding, any of the four standard mods can work well. Beefing its protection with a [[Power mod]] or resistances with a [[Technical mod]] have obvious benefits, with a Power mod being preferred but a Technical mod will likely be more expendable, and the +15% movement speed from an [[Agility mod]] will result in having +5% movement speed, actually making you faster wearing the armor than wearing nothing. Fully modded, a PAT Blue Armor with +5% movement speed, 4 protection, 30% plasma resistance, 20% physical resistances, and 10% acid/fire resistance is a pretty solid armor if you got nothing better to use all those mods on. A [[Bulk mod]] could also be used in place of one of those mods, which adds another 100% to the armor's durability. This comes at the cost of a very undesirable -10% movement speed, but considering armor gets damaged and has its protection + resistances halved when its durability falls under 50%, a bulk mod triples the effective durability you get before the armor enter its damaged state, so it can be valuable if you're taking a lot of hits and need the armor to last. If you still got Blue Armors in reserve purely as backup, a Bulk mod could especially work well, as it'll let your backup Blue Armor last while you prioritize [[Armor shard]]s for your primary armors and Bulk mods are generally in less demand than the other mods. When it comes to an [[Onyx mod]] and [[Nano mod]] however, using them on a Blue Armor would be an absolute waste, Red Armor and certain exotic armors make a far better recipient of an Onyx mod, as well as for a Nano mod if you really want to use it on armor rather than on your weapons or for [[Antigrav boots]].&lt;br /&gt;
&lt;br /&gt;
When it comes to assemblies, Blue Armor can be used for the following:&lt;br /&gt;
&lt;br /&gt;
*[[Fireproof armor]] (BT) - This assembly adds +30% fire resistance, in exchange for -30% melee resistance. Generally Red Armor is the far more ideal base for this assembly, as it results in an armor that can actually tank the VMR while still providing solid all-around armor against everything but melee, but if you lost your Red Armor from Phobos Anomaly and haven't found another, are playing A100 and still have no Red Armor when VMR are regularly showing up, or otherwise need a backup fire-resistant armor to your Fireproof Red Armor and don't have another Red Armor to use, fireproofing Blue Armor can be decent in a pinch. 30% fire resistance with 2 protection isn't great, you'll still die swiftly if you try tanking a swarm of VMR in it, but it'll make eating a [[Revenant]] missile or getting caught in an [[Archvile]] zap hurt a lot less, and you won't have to worry about having most of your health blasted away by a Mancubus (for the numbers, that 30% fire resistance results in you taking around 3 to 8 less damage per hit from Revenants and Mancubi, and always 6 damage less from Archviles). Fireproof Blue Armor will also keep its 20% plasma resistance, so it is still protecting you decently against plasma enemies, which means you'll have at least average protection against most enemies... except for Barons that will still be pushing your shit in, and will wreck this armor's durability fast if you wear it around them. Also with -30% melee resistance and only 2 protection, the majority of melee attacks will be hitting you as hard as if you were naked, or in the case of melee attacks that deal more than 8 damage, they'll actually be hitting you harder than you would be wearing nothing. So in conclusion, if you make Fireproof Blue Armor, stay away from melee, and absolutely try to avoid wearing it around Barons if you can help it.&lt;br /&gt;
&lt;br /&gt;
*[[Ballistic armor]] (AT) - This assembly adds +40% resistances to bullet, shrapnel, and melee damage, while subtracting -20% fire resistance. The only scenario to consider using this assembly on Blue Armor is if you're playing a melee-restricted challenge and desperately need armor that can better protect you in melee, or are really scared of the [[Nightmare demon]]s in [[Phobos Lab]] and have the mods to spare, while in both cases also having nothing better to use for this assembly, as negative fire resistance is just so detrimental. This assembly reduces typical melee hits by 2 to 4 damage, and even more with the aforementioned Nightmare demons and certain bosses, which can have a serious niche, but again Red Armor is far better for this, as its extra 2 points of protection will let it combine with that melee resistance much more effectively and its fire resistance won't go negative, so making it Ballistic won't make the player get exploded if they get surprised by the VMR in it. Also this assembly will remove the Blue Armor's plasma resistance, so that's another significant drawback you'll have to consider using Blue Armor for this assembly.&lt;br /&gt;
&lt;br /&gt;
*[[Nanofiber armor]] (PB) - This assembly gives infinite durability to any armor it's applied to, in exchange for cutting its protection and all its resistances by half. Simply never use this assembly on Blue Armor, an armor with only 1 point of protection and 10% plasma resistance that still slows your movement by -10% is near worthless, it's now barely helping against plasma enemies (only reducing damage rolls greater than 4 by 1 point) and is no better than Green Armor against everything else. Once again, Red Armor is a much better base for this assembly, and this is a niche assembly only useful for extreme tanking builds like [[Strategy:Vampyre|Vampyre]] as is, while if you're in a desperate situation where you would actually consider using this assembly on Blue Armor after Bulk modding the armor wasn't enough to make it last, you should be seriously reevaluating your tactics or consider just letting yourself die, as you are absolutely not going to last taking all those hits in armor as weak as Nanofiber Blue Armor.&lt;br /&gt;
&lt;br /&gt;
*[[Power armor]] (PN) - An assembly that can only be used on standard armors, which makes Blue Armor eligible. This assembly adds a point of protection, adds +20% movement speed, adds +25 melee resistances, ''triples'' plasma resistance, and bolsters the regenerating durability added by the Nano mod (with it restoring 5% durability per action instead of the standard 2% from the Nano mod alone). The resulting Powered Blue Armor has 3 protection, +10% movement speed, 25% melee resistances, a great 60% plasma resistance, on top of regenerating durability. This is a pretty damn good armor, and in particular it has higher plasma resistance than any other armor that isn't a shield or the [[Energy-shielded vest]] in the [[Nanofiber skin armor]] assembly, but it rarely would be worth it. First of all, using a Nano mod on this assembly is a huge opportunity cost, when the mod could be put to much better use getting infinite ammo on one of your weapons or making Antigrav boots. Secondly, if you're in a situation where you would want to use a Nano mod on armor over those other uses and would consider this assembly, Red Armor is yet again almost certainly a better choice. Rather than tripled plasma resistance, this assembly doubles Red Armor's fire resistance instead, which as made clear before, is very valuable with how dangerous the VMR are, and 3 protection with no fire resistance is doing little against them, while Powered Red Armor would still be adequate against the plasma enemies you're largely fighting. The main situations to consider this assembly over Powered Red Armor would be if you're playing [[Strategy:Malicious Blades|Malicious Blades]] and so already got the VMR covered with its inherent 50% fire resistance but really need something better than Powered Red Armor for plasma enemies that give the build such grief, or are playing A100/666 and came across multiple Nano mods to spare, as some of the biggest threats to lategame A100/666 players are [[Nightmare Cacodemon]] and [[Nightmare Arachnotron]] [[cave]]s, as well as the rare yet very dangerous Shambler-only levels, so having a regenerating speedy armor on hand with better plasma resistance than [[Cerberus armor]] could be a lategame life saver.&lt;br /&gt;
&lt;br /&gt;
*[[Nanofiber skin armor]] (PPN) and [[Cybernano armor]] (PPNO) - Lumping these assemblies together as they're similar with both making the armor cursed (so you can never remove it), indestructible, and significantly buffing the armor, except the former gives regenerating durability and boosts all resistances by +25%, while the latter gives infinite durability and +4 protection. Absolutely never use Blue Armor for these assemblies; aside from the huge opportunity cost, the resulting Nanofiber skin/Cybernano Blue Armor is not remotely good enough armor to commit being stuck with for the rest of your run. The aforementioned Power Armor assembly would actually be better, as at least the armor makes you faster and gives a niche of unmatched plasma resistance, while you still will be able to remove it for other armors better for the situation at hand. If you absolutely want to commit to one super buffed armor for your entire run and haven't found one of the few exotic armors that are worthwhile in this assembly, at least use Red Armor, though the Power Armor assembly would still be better for it too.&lt;br /&gt;
&lt;br /&gt;
*[[Cerberus armor]] (PPTA) - Finally there's Cerberus Armor, an assembly that results in an armor with 0 protection but massive 70% resistances to fire and acid, and a great 50% plasma resistance. Cerberus Armor inherits its physical resistances and durability from the armor used to assemble it, which with Blue Armor... results in no physical resistances and normal durability, making Blue Armor not ideal at all for this assembly. Baseline Cerberus Armor is still good, so if you couldn't find one of the exotic armors that are much better bases for this assembly, you can just use a Blue if you really have to, but in that case even a Green Armor would be a better base, as at least it would give Cerberus Armor some sort of resistance to Formers instead of leaving you essentially naked against them.&lt;br /&gt;
&lt;br /&gt;
[[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:24, 22 July 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Blue_armor</id>
		<title>Strategy:Blue armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Blue_armor"/>
				<updated>2026-02-09T17:39:42Z</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;
The second of the three standard [[armor]]s, which you'll often first obtain as a reward from [[Hell's Arena]] or shortly after if you did not clear Hell's Arena, or you can even sometimes find it earlier if you get lucky with a vault spawning. Despite it slowing you down farther with its -10% movement [[speed]], it's an all-around upgrade to the [[Green armor]] with its 2 [[protection]], and even with its lack of [[bullet]] and [[shrapnel]] [[resistance]]s, its extra point of protection is enough to largely protect you as well against Formers as the Green Armor did, with the exception of reducing damage even farther against their low damage rolls (bullets that deal exactly 3 damage and shotgun blasts that deal less than 10 damage will have Blue Armor save you an extra point of damage over Green Armor), and being slightly worse against very high damage shotgun blasts (shotgun blasts that deal more than 16 damage will have Green Armor save you an extra point of damage, but such damage is rare when you have to get hit by a high damage roll from a [[Former sergeant]] at close range, or get hit by a [[Super shotgun]] from an [[Elite former sergeant]], and saving one point when you're taking such severe damage is making little difference any way). Yet while it's protecting as well against Formers, that extra point of protection makes a more substantial difference against [[Imp]]s and melee attacks. More importantly, unlike Green Armor, the Blue Armor actually protects against [[plasma]] attacks (with it still having protection after plasma cuts it in half), especially so with its decent 20% plasma resistance on top of that (which unlike protection, resistances aren't reduced by plasma damage). For some damage calculations on the impact that wearing unmodified Blue Armor provides:&lt;br /&gt;
&lt;br /&gt;
*Imps' fireballs and [[Lost soul]]s deal 6 damage on average, killing a [[Scout]]/[[Technician]] without any armor in 9 hits. With Blue Armor to reduce it to 4 damage, it's now taking 13 hits to kill you.&lt;br /&gt;
*Imps' melee attacks deal 4 damage on average, killing in 13 hits. Blue Armor reduces to 2 damage, now taking a whopping 25 hits to kill you.&lt;br /&gt;
*[[Demon]] bites deal 8 damage on average, killing in 7 hits. Blue Armor reduces it to 6 damage, letting you take two extra hits.&lt;br /&gt;
*The plasma balls of [[Cacodemon]]s and [[Hell knight]]s deal 7 damage on average, killing in 8 hits. Blue Armor reduces it to 5 damage, again letting you take two extra hits. Then any plasma ball of theirs that deals more than 7 damage will have Blue Armor reduce it by three points, so even with bad luck, Blue Armor will always let you take at least one more hit. Also even with their melee attacks that deal 8 damage on average, killing you in 7 hits, Blue Armor reducing it to 6 damage will extend survival by another two hits.&lt;br /&gt;
*Each 1d5 plasma bolt from an [[Arachnotron]] deals 3 damage on average, 15 total in their full five shot burst, killing in just 4 bursts if every hit connects. Blue Armor reduces their damage rolls to 1/1/1/2/3 respectively, working out to each bolt dealing about 1.6 damage on average and each burst dealing about 8 damage total, effectively doubling the amount of bursts you can take from them. Then an Arachnotron's melee attack is just as weak as an Imp's, so no need to calculate it here.&lt;br /&gt;
*[[Former commando]]s are even nastier, as their [[Plasma rifle]]s shoot six 1d7 plasma bolts, with each bolt dealing 4 damage on average and 24 damage total if every bolt connects, killing you in just three bursts, or even two with the slightest bad luck. Blue armor reduces their damage rolls to 1/1/1/2/3/4/5 respectively, working out to each bolt dealing about 2.4 damage on average, and a full burst averages to 14-15 damage, so you only get to survive one more burst on average, but since it's now taking 21 plasma bolts total from them to kill you rather than 13, you have substantially more margin of error with misses to in practice survive multiple more bursts, or at least you won't have to worry about over half your health suddenly melting away from stepping into a Commando's [[vision]].&lt;br /&gt;
&lt;br /&gt;
As these calculations demonstrate, by the time you start encountering Cacodemons and Hell Knights regularly, you'll want to have some Blue Armor around instead of being stuck with Green Armor or nothing, and you especially don't want to be fighting Arachnotrons and Former Commandos in Green Armor. When you're fighting [[Baron]]s and the [[VMR]] however, Blue Armor starts being inadequate. Barons hurl 4d5 acid balls that deal 12 damage on average and up to 20 maximum, if you're lucky with lower damage rolls Blue Armor will let you take one more hit, but on average it's not making a difference for Scouts/Technicians (reducing 12 damage to 10 still kills you in five hits). Then the VMR deal even greater damage than that, Blue Armor could give you slightly more margin of error against them but you are going to be evaporated quickly if you take more than a couple hits from them in Blue Armor.&lt;br /&gt;
&lt;br /&gt;
Once you procure [[Red armor]], Blue Armor is mostly obsolete, as Red Armor has double the protection and a very valuable 25% fire resistance to better stand against Barons and especially the VMR. At this point, Blue Armor will be relegated to backup armor until you have enough Reds or better armors to get rid of your Blue Armor stash entirely. It should be noted that Blue Armor still has a niche in that it's actually more effective than Red Armor against plasma hits that deal more than 7 damage thanks to its plasma resistance, but this is largely only relevant when fighting the [[Shambler]]s in [[Hell's Armory]] and [[Deimos Lab]] (mainly as you'll very likely lack anything better), as otherwise saving an extra point of damage from high damage rolls of Cacodemons and Hell Knights is too marginal to worry about keeping Blue Armor around once you got enough Red Armors to replace them all, and in possible situations where you'll fight enemies with even stronger plasma attacks, you're going to need better plasma-resistant armor to survive. The only other reason to keep a Blue Armor around is for situations where the -20% movement speed on Red Armor is too much of a hindrance and you found no faster armor, such as for when trying to clear [[Halls of Carnage]], or if you come across a timed nuke [[event]]&lt;br /&gt;
&lt;br /&gt;
==Modding and assemblies==&lt;br /&gt;
Generally it'll serve you better to save any mods for Red Armor or better exotic armors rather than spending them on Blue Armor. But if you come across a surplus of mods early, your lone Red Armor from [[Phobos Anomaly]] got damaged or destroyed and you've been unable to find another, or are playing [[Angel of 100]] and the RNG has been unkind with denying you any armor better than Blue armor, modding Blue Armor isn't a bad idea if it'll help you survive.&lt;br /&gt;
&lt;br /&gt;
With basic modding, any of the four standard mods can work well. Beefing its protection with a [[Power mod]] or resistances with a [[Technical mod]] have obvious benefits, with a Power mod being preferred but a Technical mod will likely be more expendable, and the +15% movement speed from an [[Agility mod]] will result in having +5% movement speed, actually making you faster wearing the armor than wearing nothing. Fully modded, a PAT Blue Armor with +5% movement speed, 4 protection, 30% plasma resistance, 20% physical resistances, and 10% acid/fire resistance is a pretty solid armor if you got nothing better to use all those mods on. A [[Bulk mod]] could also be used in place of one of those mods, which adds another 100% to the armor's durability. This comes at the cost of a very undesirable -10% movement speed, but considering armor gets damaged and has its protection + resistances halved when its durability falls under 50%, a bulk mod triples the effective durability you get before the armor enter its damaged state, so it can be valuable if you're taking a lot of hits and need the armor to last. If you still got Blue Armors in reserve purely as backup, a Bulk mod could especially work well, as it'll let your backup Blue Armor last while you prioritize [[Armor shard]]s for your primary armors and Bulk mods are generally in less demand than the other mods. When it comes to an [[Onyx mod]] and [[Nano mod]] however, using them on a Blue Armor would be an absolute waste, Red Armor and certain exotic armors make a far better recipient of an Onyx mod, as well as for a Nano mod if you really want to use it on armor rather than on your weapons or for [[Antigrav boots]].&lt;br /&gt;
&lt;br /&gt;
When it comes to assemblies, Blue Armor can be used for the following:&lt;br /&gt;
&lt;br /&gt;
*[[Fireproof armor]] (BT) - This assembly adds +30% fire resistance, in exchange for -30% melee resistance. Generally Red Armor is the far more ideal base for this assembly, as it results in an armor that can actually tank the VMR while still providing solid all-around armor against everything but melee, but if you lost your Red Armor from Phobos Anomaly and haven't found another, are playing A100 and still have no Red Armor when VMR are regularly showing up, or otherwise need a backup fire-resistant armor to your Fireproof Red Armor and don't have another Red Armor to use, fireproofing Blue Armor can be decent in a pinch. 30% fire resistance with 2 protection isn't great, you'll still die swiftly if you try tanking a swarm of VMR in it, but it'll make eating a [[Revenant]] missile or getting caught in an [[Archvile]] zap hurt a lot less, and you won't have to worry about having most of your health blasted away by a Mancubus (for the numbers, that 30% fire resistance results in you taking around 3 to 8 less damage per hit from Revenants and Mancubi, and always 6 damage less from Archviles). Fireproof Blue Armor will also keep its 20% plasma resistance, so it is still protecting you decently against plasma enemies, which means you'll have at least average protection against most enemies... except for Barons that will still be pushing your shit in, and will wreck this armor's durability fast if you wear it around them. Also with -30% melee resistance and only 2 protection, the majority of melee attacks will be hitting you as hard as if you were naked, or in the case of melee attacks that deal more than 8 damage, as possessed by Barons and Mancubi, they'll actually be hitting you harder than you would be wearing nothing. So in conclusion, if you make Fireproof Blue Armor, stay away from melee, and absolutely try to avoid wearing it around Barons if you can help it.&lt;br /&gt;
&lt;br /&gt;
*[[Ballistic armor]] (AT) - This assembly adds +40% resistances to bullet, shrapnel, and melee damage, while subtracting -20% fire resistance. The only scenario to consider using this assembly on Blue Armor is if you're playing a melee-restricted challenge and desperately need armor that can better protect you in melee, or are really scared of the [[Nightmare demon]]s in [[Phobos Lab]] and have the mods to spare, while in both cases also having nothing better to use for this assembly, as negative fire resistance is just so detrimental. This assembly reduces typical melee hits by 2 to 4 damage, and even more with the aforementioned Nightmare demons and certain bosses, which can have a serious niche, but again Red Armor is far better for this, as its extra 2 points of protection will let it combine with that melee resistance much more effectively and its fire resistance won't go negative, so making it Ballistic won't make the player get exploded if they get surprised by the VMR in it. Also this assembly will remove the Blue Armor's plasma resistance, so that's another significant drawback you'll have to consider using Blue Armor for this assembly.&lt;br /&gt;
&lt;br /&gt;
*[[Nanofiber armor]] (PB) - This assembly gives infinite durability to any armor it's applied to, in exchange for cutting its protection and all its resistances by half. Simply never use this assembly on Blue Armor, an armor with only 1 point of protection and 10% plasma resistance that still slows your movement by -10% is near worthless, it's now barely helping against plasma enemies (only reducing damage rolls greater than 4 by 1 point) and is no better than Green Armor against everything else. Once again, Red Armor is a much better base for this assembly, and this is a niche assembly only useful for extreme tanking builds like [[Strategy:Vampyre|Vampyre]] as is, while if you're in a desperate situation where you would actually consider using this assembly on Blue Armor after Bulk modding the armor wasn't enough to make it last, you should be seriously reevaluating your tactics or consider just letting yourself die, as you are absolutely not going to last taking all those hits in armor as weak as Nanofiber Blue Armor.&lt;br /&gt;
&lt;br /&gt;
*[[Power armor]] (PN) - An assembly that can only be used on standard armors, which makes Blue Armor eligible. This assembly adds a point of protection, adds +20% movement speed, adds +25 melee resistances, ''triples'' plasma resistance, and bolsters the regenerating durability added by the Nano mod (with it restoring 5% durability per action instead of the standard 2% from the Nano mod alone). The resulting Powered Blue Armor has 3 protection, +10% movement speed, 25% melee resistances, a great 60% plasma resistance, on top of regenerating durability. This is a pretty damn good armor, and in particular it has higher plasma resistance than any other armor that isn't a shield or the [[Energy-shielded vest]] in the [[Nanofiber skin armor]] assembly, but it rarely would be worth it. First of all, using a Nano mod on this assembly is a huge opportunity cost, when the mod could be put to much better use getting infinite ammo on one of your weapons or making Antigrav boots. Secondly, if you're in a situation where you would want to use a Nano mod on armor over those other uses and would consider this assembly, Red Armor is yet again almost certainly a better choice. Rather than tripled plasma resistance, this assembly doubles Red Armor's fire resistance instead, which as made clear before, is very valuable with how dangerous the VMR are, and 3 protection with no fire resistance is doing little against them, while Powered Red Armor would still be adequate against the plasma enemies you're largely fighting. The main situations to consider this assembly over Powered Red Armor would be if you're playing [[Strategy:Malicious Blades|Malicious Blades]] and so already got the VMR covered with its inherent 50% fire resistance but really need something better than Powered Red Armor for plasma enemies that give the build such grief, or are playing A100/666 and came across multiple Nano mods to spare, as some of the biggest threats to lategame A100/666 players are [[Nightmare Cacodemon]] and [[Nightmare Arachnotron]] [[cave]]s, as well as the rare yet very dangerous Shambler-only levels, so having a regenerating speedy armor on hand with better plasma resistance than [[Cerberus armor]] could be a lategame life saver.&lt;br /&gt;
&lt;br /&gt;
*[[Nanofiber skin armor]] (PPN) and [[Cybernano armor]] (PPNO) - Lumping these assemblies together as they're similar with both making the armor cursed (so you can never remove it), indestructible, and significantly buffing the armor, except the former gives regenerating durability and boosts all resistances by +25%, while the latter gives infinite durability and +4 protection. Absolutely never use Blue Armor for these assemblies; aside from the huge opportunity cost, the resulting Nanofiber skin/Cybernano Blue Armor is not remotely good enough armor to commit being stuck with for the rest of your run. The aforementioned Power Armor assembly would actually be better, as at least the armor makes you faster and gives a niche of unmatched plasma resistance, while you still will be able to remove it for other armors better for the situation at hand. If you absolutely want to commit to one super buffed armor for your entire run and haven't found one of the few exotic armors that are worthwhile in this assembly, at least use Red Armor, though the Power Armor assembly would still be better for it too.&lt;br /&gt;
&lt;br /&gt;
*[[Cerberus armor]] (PPTA) - Finally there's Cerberus Armor, an assembly that results in an armor with 0 protection but massive 70% resistances to fire and acid, and a great 50% plasma resistance. Cerberus Armor inherits its physical resistances and durability from the armor used to assemble it, which with Blue Armor... results in no physical resistances and normal durability, making Blue Armor not ideal at all for this assembly. Baseline Cerberus Armor is still good, so if you couldn't find one of the exotic armors that are much better bases for this assembly, you can just use a Blue if you really have to, but in that case even a Green Armor would be a better base, as at least it would give Cerberus Armor some sort of resistance to Formers instead of leaving you essentially naked against them.&lt;br /&gt;
&lt;br /&gt;
[[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:24, 22 July 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Blue_armor</id>
		<title>Strategy:Blue armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Blue_armor"/>
				<updated>2026-02-09T17:30:54Z</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;
The second of the three standard [[armor]]s, which you'll often first obtain as a reward from [[Hell's Arena]] or shortly after if you did not clear Hell's Arena, or you can even sometimes find it earlier if you get lucky with a vault spawning. Despite it slowing you down farther with its -10% movement [[speed]], it's an all-around upgrade to the [[Green armor]] with its 2 [[protection]], and even with its lack of [[bullet]] and [[shrapnel]] [[resistance]]s, its extra point of protection is enough to largely protect you as well against Formers as the Green Armor did, with the exception of reducing damage even farther against their low damage rolls (bullets that deal exactly 3 damage and shotgun blasts that deal less than 10 damage will have Blue Armor save you an extra point of damage over Green Armor), and being slightly worse against very high damage shotgun blasts (shotgun blasts that deal more than 16 damage will have Green Armor save you an extra point of damage, but such damage is rare when you have to get hit by a high damage roll from a [[Former sergeant]] at close range, or get hit by a [[Super shotgun]] from an [[Elite former sergeant]], and saving one point when you're taking such severe damage is making little difference any way). Yet while it's protecting as well against Formers, that extra point of protection makes a more substantial difference against [[Imp]]s and melee attacks. More importantly, unlike Green Armor, the Blue Armor actually protects against [[plasma]] attacks (with it still having protection after plasma cuts it in half), especially so with its decent 20% plasma resistance on top of that (which unlike protection, resistances aren't reduced by plasma damage). For some damage calculations on the impact that wearing unmodified Blue Armor provides:&lt;br /&gt;
&lt;br /&gt;
*Imps' fireballs and [[Lost soul]]s deal 6 damage on average, killing a [[Scout]]/[[Technician]] without any armor in 9 hits. With Blue Armor to reduce it to 4 damage, it's now taking 13 hits to kill you.&lt;br /&gt;
*Imps' melee attacks deal 4 damage on average, killing in 13 hits. Blue Armor reduces to 2 damage, now taking a whopping 25 hits to kill you.&lt;br /&gt;
*[[Demon]] bites deal 8 damage on average, killing in 7 hits. Blue Armor reduces it to 6 damage, letting you take two extra hits.&lt;br /&gt;
*The plasma balls of [[Cacodemon]]s and [[Hell knight]]s deal 7 damage on average, killing in 8 hits. Blue Armor reduces it to 5 damage, again letting you take two extra hits. Then any plasma ball of theirs that deals more than 7 damage will have Blue Armor reduce it by three points, so even with bad luck, Blue Armor will always let you take at least one more hit. Also even with their melee attacks that deal 8 damage on average, killing you in 7 hits, Blue Armor reducing it to 6 damage will extend survival by another two hits.&lt;br /&gt;
*Each 1d5 plasma bolt from an [[Arachnotron]] deals 3 damage on average, 15 total in their full five shot burst, killing in just 4 bursts if every hit connects. Blue Armor reduces their damage rolls to 1/1/1/2/3 respectively, working out to each bolt dealing about 1.6 damage on average and each burst dealing about 8 damage total, effectively doubling the amount of bursts you can take from them. Then an Arachnotron's melee attack is just as weak as an Imp's, so no need to calculate it here.&lt;br /&gt;
*[[Former commando]]s are even nastier, as their [[Plasma rifle]]s shoot six 1d7 plasma bolts, with each bolt dealing 4 damage on average and 24 damage total if every bolt connects, killing you in just three bursts, or even two with the slightest bad luck. Blue armor reduces their damage rolls to 1/1/1/2/3/4/5 respectively, working out to each bolt dealing about 2.4 damage on average, and a full burst averages to 14-15 damage, so you only get to survive one more burst on average, but since it's now taking 21 plasma bolts total from them to kill you rather than 13, you have substantially more margin of error with misses to in practice survive multiple more bursts, or at least you won't have to worry about over half your health suddenly melting away from stepping into a Commando's [[vision]].&lt;br /&gt;
&lt;br /&gt;
As these calculations demonstrate, by the time you start encountering Cacodemons and Hell Knights regularly, you'll want to have some Blue Armor around instead of being stuck with Green Armor or nothing, and you especially don't want to be fighting Arachnotrons and Former Commandos in Green Armor. When you're fighting [[Baron]]s and the [[VMR]] however, Blue Armor starts being inadequate. Barons hurl 4d5 acid balls that deal 12 damage on average and up to 20 maximum, if you're lucky with lower damage rolls Blue Armor will let you take one more hit, but on average it's not making a difference for Scouts/Technicians (reducing 12 damage to 10 still kills you in five hits). Then the VMR deal even greater damage than that, Blue Armor could give you slightly more margin of error against them but you are going to be evaporated quickly if you take more than a couple hits from them in Blue Armor.&lt;br /&gt;
&lt;br /&gt;
Once you procure [[Red armor]], Blue Armor is mostly obsolete, as Red Armor has double the protection and a very valuable 25% fire resistance to better stand against Barons and especially the VMR. At this point, Blue Armor will be relegated to backup armor until you have enough Reds or better armors to get rid of your Blue Armor stash entirely. It should be noted that Blue Armor still has a niche in that it's actually more effective than Red Armor against plasma hits that deal more than 7 damage thanks to its plasma resistance, but this is largely only relevant when fighting the [[Shambler]]s in [[Hell's Armory]] and [[Deimos Lab]] (mainly as you'll very likely lack anything better), as otherwise saving an extra point of damage from high damage rolls of Cacodemons and Hell Knights is too marginal to worry about keeping Blue Armor around once you got enough Red Armors to replace them all, and in possible situations where you'll fight enemies with even stronger plasma attacks, you're going to need better plasma-resistant armor to survive. The only other reason to keep a Blue Armor around is for situations where the -20% movement speed on Red Armor is too much of a hindrance and you found no faster armor, such as for when trying to clear [[Halls of Carnage]], or if you come across a timed nuke [[event]]&lt;br /&gt;
&lt;br /&gt;
==Modding and assemblies==&lt;br /&gt;
Generally it'll serve you better to save any mods for Red Armor or better exotic armors rather than spending them on Blue Armor. But if you come across a surplus of mods early, your lone Red Armor from [[Phobos Anomaly]] got damaged or destroyed and you've been unable to find another, or are playing [[Angel of 100]] and the RNG has been unkind with denying you any armor better than Blue armor, modding Blue Armor isn't a bad idea if it'll help you survive.&lt;br /&gt;
&lt;br /&gt;
With basic modding, any of the four standard mods can work well. Beefing its protection with a [[Power mod]] or resistances with a [[Technical mod]] have obvious benefits, with a Power mod being preferred but a Technical mod will likely be more expendable, and the +15% movement speed from an [[Agility mod]] will result in having +5% movement speed, actually making you faster wearing the armor than wearing nothing. Fully modded, a PAT Blue Armor with +5% movement speed, 4 protection, 30% plasma resistance, 20% physical resistances, and 10% acid/fire resistance is a pretty solid armor if you got nothing better to use all those mods on. A [[Bulk mod]] could also be used in place of one of those mods, which adds another 100% to the armor's durability. This comes at the cost of a very undesirable -10% movement speed, but considering armor gets damaged and has its protection + resistances halved when its durability falls under 50%, a bulk mod triples the effective durability you get before the armor enter its damaged state, so it can be valuable if you're taking a lot of hits and need the armor to last. If you still got Blue Armors in reserve purely as backup, a Bulk mod could especially work well, as it'll let your backup Blue Armor last while you prioritize [[Armor shard]]s for your primary armors and Bulk mods are generally in less demand than the other mods. When it comes to an [[Onyx mod]] and [[Nano mod]] however, using them on a Blue Armor would be an absolute waste, Red Armor and certain exotic armors make a far better recipient of an Onyx mod, as well as for a Nano mod if you really want to use it on armor rather than on your weapons or for [[Antigrav boots]].&lt;br /&gt;
&lt;br /&gt;
When it comes to assemblies, Blue Armor can be used for the following:&lt;br /&gt;
&lt;br /&gt;
*[[Fireproof armor]] (BT) - This assembly adds +30% fire resistance, in exchange for -30% melee resistance. Generally Red Armor is the far more ideal base for this assembly, as it results in an armor that can actually tank the VMR while still providing solid all-around armor against everything but melee, but if you lost your Red Armor from Phobos Anomaly and haven't found another, are playing A100 and still have no Red Armor when VMR are regularly showing up, or otherwise need a backup fire-resistant armor to your Fireproof Red Armor and don't have another Red Armor to use, fireproofing Blue Armor can be decent in a pinch. 30% fire resistance with 2 protection isn't great, you'll still die swiftly if you try tanking a swarm of VMR in it, but it'll make eating a [[Revenant]] missile or getting caught in an [[Archvile]] zap hurt a lot less, and you won't have to worry about having most of your health blasted away by a Mancubus (for the numbers, that 30% fire resistance results in you taking around 3 to 7 damage less per hit from Revenants and Mancubi, and always 6 damage less from Archviles). Fireproof Blue Armor will also keep its 20% plasma resistance, so it is still protecting you decently against plasma enemies, which means you'll have at least average protection against most enemies... except for Barons that will still be pushing your shit in, and will wreck this armor's durability fast if you wear it around them. Also with -30% melee resistance and only 2 protection, the majority of melee attacks will be hitting you as hard as if you were naked, or in the case of melee attacks that deal more than 8 damage, as possessed by Barons and Mancubi, they'll actually be hitting you harder than you would be wearing nothing. So in conclusion, if you make Fireproof Blue Armor, stay away from melee, and absolutely try to avoid wearing it around Barons if you can help it.&lt;br /&gt;
&lt;br /&gt;
*[[Ballistic armor]] (AT) - This assembly adds +40% resistances to bullet, shrapnel, and melee damage, while subtracting -20% fire resistance. The only scenario to consider using this assembly on Blue Armor is if you're playing a melee-restricted challenge and desperately need armor that can better protect you in melee, or are really scared of the [[Nightmare demon]]s in [[Phobos Lab]] and have the mods to spare, while in both cases also having nothing better to use for this assembly, as negative fire resistance is just so detrimental. This assembly reduces typical melee hits by 2 to 4 damage, and even more with the aforementioned Nightmare demons and certain bosses, which can have a serious niche, but again Red Armor is far better for this, as its extra 2 points of protection will let it combine with that melee resistance much more effectively and its fire resistance won't go negative, so making it Ballistic won't make the player get exploded if they get surprised by the VMR in it. Also this assembly will remove the Blue Armor's plasma resistance, so that's another significant drawback you'll have to consider using Blue Armor for this assembly.&lt;br /&gt;
&lt;br /&gt;
*[[Nanofiber armor]] (PB) - This assembly gives infinite durability to any armor it's applied to, in exchange for cutting its protection and all its resistances by half. Simply never use this assembly on Blue Armor, an armor with only 1 point of protection and 10% plasma resistance that still slows your movement by -10% is near worthless, it's now barely helping against plasma enemies (only reducing damage rolls greater than 4 by 1 point) and is no better than Green Armor against everything else. Once again, Red Armor is a much better base for this assembly, and this is a niche assembly only useful for extreme tanking builds like [[Strategy:Vampyre|Vampyre]] as is, while if you're in a desperate situation where you would actually consider using this assembly on Blue Armor after Bulk modding the armor wasn't enough to make it last, you should be seriously reevaluating your tactics or consider just letting yourself die, as you are absolutely not going to last taking all those hits in armor as weak as Nanofiber Blue Armor.&lt;br /&gt;
&lt;br /&gt;
*[[Power armor]] (PN) - An assembly that can only be used on standard armors, which makes Blue Armor eligible. This assembly adds a point of protection, adds +20% movement speed, adds +25 melee resistances, ''triples'' plasma resistance, and bolsters the regenerating durability added by the Nano mod (with it restoring 5% durability per action instead of the standard 2% from the Nano mod alone). The resulting Powered Blue Armor has 3 protection, +10% movement speed, 25% melee resistances, a great 60% plasma resistance, on top of regenerating durability. This is a pretty damn good armor, and in particular it has higher plasma resistance than any other armor that isn't a shield or the [[Energy-shielded vest]] in the [[Nanofiber skin armor]] assembly, but it rarely would be worth it. First of all, using a Nano mod on this assembly is a huge opportunity cost, when the mod could be put to much better use getting infinite ammo on one of your weapons or making Antigrav boots. Secondly, if you're in a situation where you would want to use a Nano mod on armor over those other uses and would consider this assembly, Red Armor is yet again almost certainly a better choice. Rather than tripled plasma resistance, this assembly doubles Red Armor's fire resistance instead, which as made clear before, is very valuable with how dangerous the VMR are, and 3 protection with no fire resistance is doing little against them, while Powered Red Armor would still be adequate against the plasma enemies you're largely fighting. The main situations to consider this assembly over Powered Red Armor would be if you're playing [[Strategy:Malicious Blades|Malicious Blades]] and so already got the VMR covered with its inherent 50% fire resistance but really need something better than Powered Red Armor for plasma enemies that give the build such grief, or are playing A100/666 and came across multiple Nano mods to spare, as some of the biggest threats to lategame A100/666 players are [[Nightmare Cacodemon]] and [[Nightmare Arachnotron]] [[cave]]s, as well as the rare yet very dangerous Shambler-only levels, so having a regenerating speedy armor on hand with better plasma resistance than [[Cerberus armor]] could be a lategame life saver.&lt;br /&gt;
&lt;br /&gt;
*[[Nanofiber skin armor]] (PPN) and [[Cybernano armor]] (PPNO) - Lumping these assemblies together as they're similar with both making the armor cursed (so you can never remove it), indestructible, and significantly buffing the armor, except the former gives regenerating durability and boosts all resistances by +25%, while the latter gives infinite durability and +4 protection. Absolutely never use Blue Armor for these assemblies; aside from the huge opportunity cost, the resulting Nanofiber skin/Cybernano Blue Armor is not remotely good enough armor to commit being stuck with for the rest of your run. The aforementioned Power Armor assembly would actually be better, as at least the armor makes you faster and gives a niche of unmatched plasma resistance, while you still will be able to remove it for other armors better for the situation at hand. If you absolutely want to commit to one super buffed armor for your entire run and haven't found one of the few exotic armors that are worthwhile in this assembly, at least use Red Armor, though the Power Armor assembly would still be better for it too.&lt;br /&gt;
&lt;br /&gt;
*[[Cerberus armor]] (PPTA) - Finally there's Cerberus Armor, an assembly that results in an armor with 0 protection but massive 70% resistances to fire and acid, and a great 50% plasma resistance. Cerberus Armor inherits its physical resistances and durability from the armor used to assemble it, which with Blue Armor... results in no physical resistances and normal durability, making Blue Armor not ideal at all for this assembly. Baseline Cerberus Armor is still good, so if you couldn't find one of the exotic armors that are much better bases for this assembly, you can just use a Blue if you really have to, but in that case even a Green Armor would be a better base, as at least it would give Cerberus Armor some sort of resistance to Formers instead of leaving you essentially naked against them.&lt;br /&gt;
&lt;br /&gt;
[[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 15:24, 22 July 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Green_armor</id>
		<title>Strategy:Green armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Green_armor"/>
				<updated>2026-02-09T17:16:34Z</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;
Unless you're playing a challenge that starts you off with something better, this will almost certainly be the first [[armor]] you come across. With only a single point of [[protection]], its only [[resistance]]s being a measly 15% resistance against [[bullet]] and [[shrapnel]] damage, while slowing your movement [[speed]] by 5%, the Green Armor is very much a starting armor and you'll hope to find better armor soon. That said, the Green Armor is still better than nothing (usually, we'll get to that in a bit), as it does make a serious difference in extending survival against the Formers that populate early floors. With the attacks of [[Former human]]s and [[Captain]]s doing low damage, that single point of protection does soften them up quite a bit and the bullet resistance does reduce damage by another point on most of their damage rolls, while armor has doubled effectiveness against shrapnel and so the Green Armor's protection always reduces the damage from [[Sergeant]]'s [[shotgun]]s by 2 after the aforementioned resistance is applied (which can reduce their stronger hits by another 2 damage, or even 3 if you took a high damage roll at near point blank range).&lt;br /&gt;
&lt;br /&gt;
For some calculations on the effectiveness of Green Armor:&lt;br /&gt;
&lt;br /&gt;
*The [[pistol]]s of Former Humans deal 5 damage on average, which will kill [[Scout]]s and [[Technician]]s without any armor in 10 hits. With Green Armor on, that damage gets reduced to 3, and so now you'll survive 17 hits from them.&lt;br /&gt;
&lt;br /&gt;
*With Former Captains, their [[chaingun]]s deal 3.5 damage per bullet on average, which works out to 14 damage per burst if every hit connects. If they hit you with every bullet, it only takes them 4 attacks on average to kill you, and 15 bullets total. With Green Armor on, on average each bullet will only deal 2.167 damage to you and so a burst will deal around 8-9 damage if each bullet connects, now requiring 6 attacks with every bullet connecting to kill you and 24 bullets total.&lt;br /&gt;
&lt;br /&gt;
*With Former Sergeants, damage calculation is trickier due to shotguns' [[Shotgun Types#About Shotguns|distance-based damage variance]], so we'll calculate at different ranges.&lt;br /&gt;
**From a distance of 8 (the edge of their [[vision]] range, where they'll hit you most often), their Shotguns deal 7 damage on average, which kills you in 8 hits. With Green Armor on, you'll reduce that damage to 4, now taking them 13 hits to kill you.&lt;br /&gt;
**From a distance of 5, their Shotguns deal 10 damage on average, killing you in 5 hits. With Green Armor on, you'll reduce that damage to 6, now taking them 9 hits to kill you.&lt;br /&gt;
**From a distance of 2 (the closest they can ever hit you as thankfully they'll attack with their pitiful melee attack at point blank range), their Shotguns deal 14 damage on average, killing you in just 4 hits. With Green Armor on, you'll reduce that to 10 damage, letting you at least survive one more hit if you somehow keep letting Shotgunners fire on you from such close distance.&lt;br /&gt;
&lt;br /&gt;
Despite having no resistances against their attacks, the Green Armor still extends survival against against [[Imp]]s, [[Lost soul]]s, and [[Demon]]s too:&lt;br /&gt;
&lt;br /&gt;
*Imps' fireballs and Lost Souls deal 6 damage on average, killing a Scout/Technician in 9 hits. With Green Armor to reduce that damage by 1, you'll get to take an extra hit.&lt;br /&gt;
*Imps' melee attacks deal 4 damage on average, killing you in 13 hits. With Green Armor to reduce it to 3, it's now taking 17 hits to kill you.&lt;br /&gt;
*Demon's bites deal 8 damage on average, killing you in 7 hits. With Green Armor to reduce it to 7 damage, you'll get to take an extra hit.&lt;br /&gt;
&lt;br /&gt;
So while being slowed down at all sucks, that -5% movement speed is still usually worth the tradeoff when you're mostly fighting these enemies, as Green Armor will let you survive additional hits that you wouldn't have otherwise, especially so early on when healing is mostly restricted to [[Small medkit]]s and [[Small Health Globe]]s. Another thing to note is that while armor has its protection and resistances halved in their damaged state, an armor's protection can never go below 1 and so Green Armor will still provide the same protection even when it's nearly destroyed. This means when your Green Armor gets damaged, you should just keep riding it out until it's destroyed or nearly so, especially when Green Armor is so disposable. However, even the resistances dropping from 15% to 7% when damaged is enough to make most attacks from the Formers deal an extra point of damage, so when entering a new floor where you may spawn surrounded by them, you may want to swap out for fresher Green Armor then.&lt;br /&gt;
&lt;br /&gt;
Green Armor becomes rather worthless fast once you start encountering the bigger enemies. Against [[plasma]] attacks, Green Armor is outright ineffectual, as plasma halves protection in damage calculation, and it '''''rounds down''''', which means armor with 1 protection doesn't reduce plasma damage at all. So against [[Cacodemon]]s, [[Hell knight]]s, [[Former commando]]s, and [[Arachnotron]]s (let alone all the nightmare enemies and bosses with plasma attacks), it is actually better to be naked, as at least not losing that 5% movement speed might be what gets you away or prevent a deadly double from them. For example when fighting the Cacodemons in [[Hell's Arena]], you should just take your Green Armor off, as their lighting balls are hitting you the same regardless, while outmaneuvering them around the pillars could be important to survival. Then against the other enemies, they just deal so much damage that 1 point of protection ain't worth shit. For example, [[Barons of hell]] deal 12 damage on average with their acid balls (and up to possibly 20!), killing Scouts/Technicians in just 5 hits, while with Green Armor you'll reduce it to 11 damage... still killing you in 5 hits. And against [[VMR]] that regularly deal in the high teens to 20ish damage, you're just not going to survive if you're still rocking Green Armor.&lt;br /&gt;
&lt;br /&gt;
Ultimately Green Armor is a boon early in the game, but you'll really want to upgrade to at least [[Blue armor]] by the time you start encountering worse than Pinkies.&lt;br /&gt;
&lt;br /&gt;
==Modding and assemblies==&lt;br /&gt;
Green Armor can be improved through [[mod]]s and various [[assemblies]], which can make it not so worthless against plasma and other strong enemies. Modding Green Armor is typically a waste however, as by the time you start encountering mods, you should be having at least one Blue Armor around that will make a much better usage of your mods if you really want stronger armor ASAP, and normally you'll want to wait for armor better than Blue Armor before expending your mods. Sure, you could make [[Fireproof]] Green Armor, but why waste the mods on that, when you could wait a bit and get Fireproof [[Red armor]] that will really let you tank the VMR? There are only two assemblies you should ever consider for Green Armor:&lt;br /&gt;
&lt;br /&gt;
*[[Tactical armor]], which specifically requires a Green armor to make. This armor has 0 protection and no resistances, which sounds awful, but it does increase your movement speed by +15% (and could be modded even farther to +30% with [[Whizkid]] 2), which is the fastest movement speed you can get from armor without finding certain rare [[exotic]] and [[unique]] armors. It additionally gives a +10% bonus to your dodging rate, and nothing reduces damage more than not getting hit at all. Since Green Armor was doing practically nothing against the bigger enemies, this movement speed and dodging bonus is a definite improvement once you start fighting them regularly. Despite that, this is still an assembly you'll rarely want to make, as you would rather use the cost of two [[agility mod]]s on other equipment, and wear other armor that will actually keep you alive when you do get hit.&lt;br /&gt;
&lt;br /&gt;
*[[Cerberus armor]], which regardless of the armor used, results in a 0 protection armor that has 70% resistance against [[fire]] and [[acid]] attacks, while also having a 50% plasma resistance. This armor inherits its resistances against the physical damage types from the base armor used, and so as a result, Green Armor actually works better for this assembly than Blue Armor and Red Armor, as making Cerberus Armor out of those two armors will result in one that has no physical resistances at all, while using the Green Armor will net you one that at least has the 15% resistances against bullet and shrapnel. This is a marginal advantage, and there are several exotic armors that offer far better resistances to use as a base, but if you desire Cerberus Armor and can't find one of those better exotic armors nor can hold out for one, you can use a Green Armor if you really want your Cerberus Armor to have some sort of protection against Formers.&lt;br /&gt;
&lt;br /&gt;
[[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 07:38, 16 July 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Green_armor</id>
		<title>Strategy:Green armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Green_armor"/>
				<updated>2026-02-09T17:13:58Z</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;
Unless you're playing a challenge that starts you off with something better, this will almost certainly be the first [[armor]] you come across. With only a single point of [[protection]], its only [[resistance]]s being a measly 15% resistance against [[bullet]] and [[shrapnel]] damage, while slowing your movement [[speed]] by 5%, the Green Armor is very much a starting armor and you'll hope to find better armor soon. That said, the Green Armor is still better than nothing (usually, we'll get to that in a bit), as it does make a serious difference in extending survival against the Formers that populate early floors. With the attacks of [[Former human]]s and [[Captain]]s doing low damage, that single point of protection does soften them up quite a bit and the bullet resistance does reduce damage by another point on most of their damage rolls, while armor has doubled effectiveness against shrapnel and so the Green Armor's protection always reduces the damage from [[Sergeant]]'s [[shotgun]]s by 2 after the aforementioned resistance is applied (which can reduce their stronger hits by another 2 damage, or even 3 if you took a high damage roll at near point blank range).&lt;br /&gt;
&lt;br /&gt;
For some calculations on the effectiveness of Green Armor:&lt;br /&gt;
&lt;br /&gt;
*The [[pistol]]s of Former Humans deal 5 damage on average, which will kill [[Scout]]s and [[Technician]]s without any armor in 10 hits. With Green Armor on, that damage gets reduced to 3, and so now you'll survive 17 hits from them.&lt;br /&gt;
&lt;br /&gt;
*With Former Captains, their [[chaingun]]s deal 3.5 damage per bullet on average, which works out to 14 damage per burst if every hit connects. If they hit you with every bullet, it only takes them 4 attacks on average to kill you, and 15 bullets total. With Green Armor on, on average each bullet will only deal 2.167 damage to you and so a burst will deal around 8-9 damage if each bullet connects, now requiring 6 attacks with every bullet connecting to kill you and 24 bullets total.&lt;br /&gt;
&lt;br /&gt;
*With Former Sergeants, damage calculation is trickier due to shotguns' [[Shotgun Types#About Shotguns|distance-based damage variance]], so we'll calculate at different ranges.&lt;br /&gt;
**From a distance of 8 (the edge of their [[vision]] range, where they'll hit you most often), their Shotguns deal 7 damage on average, which kills you in 8 hits. With Green Armor on, you'll reduce that damage to 4, now taking them 13 hits to kill you.&lt;br /&gt;
**From a distance of 5, their Shotguns deal 10 damage on average, killing you in 5 hits. With Green Armor on, you'll reduce that damage to 6, now taking them 9 hits to kill you.&lt;br /&gt;
**From a distance of 2 (the closest they can ever hit you as thankfully they'll attack with their pitiful melee attack at point blank range), their Shotguns deal 14 damage on average, killing you in just 4 hits. With Green Armor on, you'll reduce that to 10 damage, letting you at least survive one more hit if you somehow keep letting Shotgunners fire on you from such close distance.&lt;br /&gt;
&lt;br /&gt;
Despite having no resistances against their attacks, the Green Armor still extends survival against against [[Imp]]s, [[Lost soul]]s, and [[Demon]]s too:&lt;br /&gt;
&lt;br /&gt;
*Imps' fireballs and Lost Souls deal 6 damage on average, killing a Scout/Technician in 9 hits. With Green Armor to reduce that damage by 1, you'll get to take an extra hit.&lt;br /&gt;
*Imps' melee attacks deal 4 damage on average, killing you in 13 hits. With Green Armor to reduce it to 3, it's now taking 17 hits to kill you.&lt;br /&gt;
*Demon's bites deal 8 damage on average, killing you in 7 hits. With Green Armor to reduce it to 7 damage, you'll get to take an extra hit.&lt;br /&gt;
&lt;br /&gt;
So while being slowed down at all sucks, that -5% movement speed is still usually worth the tradeoff when you're mostly fighting these enemies, as Green Armor will let you survive additional hits that you wouldn't have otherwise, especially so early on when healing is mostly restricted to [[Small medkit]]s and [[Small Health Globe]]s. Another thing to note is that while armor has its protection and resistances halved in their damaged state, an armor's protection can never go below 1 and so Green Armor will still provide the same protection even when it's nearly destroyed. This means when your Green Armor gets damaged, you should just keep riding it out until it's destroyed or nearly so, especially when Green Armor is so disposable. However, even the resistances dropping from 15% to 7% when damaged is enough to make most attacks from the Formers deal an extra point of damage, so when entering a new floor where you may spawn surrounded by them, you may want to swap out for fresher Green Armor then.&lt;br /&gt;
&lt;br /&gt;
Green Armor becomes rather worthless fast once you start encountering the bigger enemies. Against [[plasma]] attacks, Green Armor is outright ineffectual, as plasma halves protection in damage calculation, and it '''''rounds down''''', which means armor with 1 protection doesn't reduce plasma damage at all. So against [[Cacodemon]]s, [[Hell knight]]s, [[Former commando]]s, and [[Arachnotron]]s (let alone all the nightmare enemies and bosses with plasma attacks), it is actually better to be naked, as at least not losing that 5% movement speed might be what gets you away from them. For example when fighting the Cacodemons in [[Hell's Arena]], you should just take your Green Armor off, as their lighting balls are hitting you the same regardless, while outmaneuvering them around the pillars could be important to survival. Then against the other enemies, they just deal so much damage that 1 point of protection ain't worth shit. For example, [[Barons of hell]] deal 12 damage on average with their acid balls (and up to possibly 20!), killing Scouts/Technicians in just 5 hits, while with Green Armor you'll reduce it to 11 damage... still killing you in 5 hits. And against [[VMR]] that regularly deal in the high teens to 20ish damage, you're just not going to survive if you're still rocking Green Armor.&lt;br /&gt;
&lt;br /&gt;
Ultimately Green Armor is a boon early in the game, but you'll really want to upgrade to at least [[Blue armor]] by the time you start encountering worse than Pinkies.&lt;br /&gt;
&lt;br /&gt;
==Modding and assemblies==&lt;br /&gt;
Green Armor can be improved through [[mod]]s and various [[assemblies]], which can make it not so worthless against plasma and other strong enemies. Modding Green Armor is typically a waste however, as by the time you start encountering mods, you should be having at least one Blue Armor around that will make a much better usage of your mods if you really want stronger armor ASAP, and normally you'll want to wait for armor better than Blue Armor before expending your mods. Sure, you could make [[Fireproof]] Green Armor, but why waste the mods on that, when you could wait a bit and get Fireproof [[Red armor]] that will really let you tank the VMR? There are only two assemblies you should ever consider for Green Armor:&lt;br /&gt;
&lt;br /&gt;
*[[Tactical armor]], which specifically requires a Green armor to make. This armor has 0 protection and no resistances, which sounds awful, but it does increase your movement speed by +15% (and could be modded even farther to +30% with [[Whizkid]] 2), which is the fastest movement speed you can get from armor without finding certain rare [[exotic]] and [[unique]] armors. It additionally gives a +10% bonus to your dodging rate, and nothing reduces damage more than not getting hit at all. Since Green Armor was doing practically nothing against the bigger enemies, this movement speed and dodging bonus is a definite improvement once you start fighting them regularly. Despite that, this is still an assembly you'll rarely want to make, as you would rather use the cost of two [[agility mod]]s on other equipment, and wear other armor that will actually keep you alive when you do get hit.&lt;br /&gt;
&lt;br /&gt;
*[[Cerberus armor]], which regardless of the armor used, results in a 0 protection armor that has 70% resistance against [[fire]] and [[acid]] attacks, while also having a 50% plasma resistance. This armor inherits its resistances against the physical damage types from the base armor used, and so as a result, Green Armor actually works better for this assembly than Blue Armor and Red Armor, as making Cerberus Armor out of those two armors will result in one that has no physical resistances at all, while using the Green Armor will net you one that at least has the 15% resistances against bullet and shrapnel. This is a marginal advantage, and there are several exotic armors that offer far better resistances to use as a base, but if you desire Cerberus Armor and can't find one of those better exotic armors nor can hold out for one, you can use a Green Armor if you really want your Cerberus Armor to have some sort of protection against Formers.&lt;br /&gt;
&lt;br /&gt;
[[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 07:38, 16 July 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Green_armor</id>
		<title>Strategy:Green armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Green_armor"/>
				<updated>2026-02-09T17:10:02Z</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;
Unless you're playing a challenge that starts you off with something better, this will almost certainly be the first [[armor]] you come across. With only a single point of [[protection]], its only [[resistance]]s being a measly 15% resistance against [[bullet]] and [[shrapnel]] damage, while slowing your movement [[speed]] by 5%, the Green Armor is very much a starting armor and you'll hope to find better armor soon. That said, the Green Armor is still better than nothing (usually, we'll get to that in a bit), as it does make a serious difference in extending survival against the Formers that populate early floors. With the attacks of [[Former human]]s and [[Captain]]s doing low damage, that single point of protection does soften them up quite a bit and the bullet resistance does reduce damage by another point on most of their damage rolls, while armor has doubled effectiveness against shrapnel and so the Green Armor's protection always reduces the damage from [[Sergeant]]'s [[shotgun]]s by 2 after the aforementioned resistance is applied (which can reduce their stronger hits by another 2 damage, or even 3 if you took a high damage roll at near point blank range).&lt;br /&gt;
&lt;br /&gt;
For some calculations on the effectiveness of Green Armor:&lt;br /&gt;
&lt;br /&gt;
*The [[pistol]]s of Former Humans deal 5 damage on average, which will kill [[Scout]]s and [[Technician]]s without any armor in 10 hits. With Green Armor on, that damage gets reduced to 3, and so now you'll survive 17 hits from them.&lt;br /&gt;
&lt;br /&gt;
*With Former Captains, their [[chaingun]]s deal 3.5 damage per bullet on average, which works out to 14 damage per burst if every hit connects. If they hit you with every bullet, it only takes them 4 attacks on average to kill you, and 15 bullets total. With Green Armor on, on average each bullet will only deal 2.167 damage to you and so a burst will deal around 8-9 damage if each bullet connects, now requiring 6 attacks with every bullet connecting to kill you and 24 bullets total.&lt;br /&gt;
&lt;br /&gt;
*With Former Sergeants, damage calculation is trickier due to shotguns' [[Shotgun Types#About Shotguns|distance-based damage variance]], so we'll calculate at different ranges.&lt;br /&gt;
**From a distance of 8 (the edge of their [[vision]] range, where they'll hit you most often), their Shotguns deal 7 damage on average, which kills you in 8 hits. With Green Armor on, you'll reduce that damage to 4, now taking them 13 hits to kill you.&lt;br /&gt;
**From a distance of 5, their Shotguns deal 10 damage on average, killing you in 5 hits. With Green Armor on, you'll reduce that damage to 6, now taking them 9 hits to kill you.&lt;br /&gt;
**From a distance of 2 (the closest they can ever hit you as thankfully they'll attack with their pitiful melee attack at point blank range), their Shotguns deal 14 damage on average, killing you in just 4 hits. With Green Armor on, you'll reduce that to 10 damage, letting you at least survive one more hit if you somehow keep letting Shotgunners fire on you from such close distance.&lt;br /&gt;
&lt;br /&gt;
Despite having no resistances against their attacks, the Green Armor still extends survival against against [[Imp]]s, [[Lost soul]]s, and [[Demon]]s too:&lt;br /&gt;
&lt;br /&gt;
*Imps' fireballs and Lost Souls deal 6 damage on average, killing a Scout/Technician in 9 hits. With Green Armor to reduce that damage by 1, you'll get to take an extra hit.&lt;br /&gt;
*Imps' melee attacks deal 4 damage on average, killing you in 13 hits. With Green Armor to reduce it to 3, it's now taking 17 hits to kill you.&lt;br /&gt;
*Demon's bites deal 7 damage on average, killing you in 8 hits. With Green Armor to reduce it to 6 damage, you'll get to take an extra hit.&lt;br /&gt;
&lt;br /&gt;
So while being slowed down at all sucks, that -5% movement speed is still usually worth the tradeoff when you're mostly fighting these enemies, as Green Armor will let you survive additional hits that you wouldn't have otherwise, especially so early on when healing is mostly restricted to [[Small medkit]]s and [[Small Health Globe]]s. Another thing to note is that while armor has its protection and resistances halved in their damaged state, an armor's protection can never go below 1 and so Green Armor will still provide the same protection even when it's nearly destroyed. This means when your Green Armor gets damaged, you should just keep riding it out until it's destroyed or nearly so, especially when Green Armor is so disposable. However, even the resistances dropping from 15% to 7% when damaged is enough to make most attacks from the Formers deal an extra point of damage, so when entering a new floor where you may spawn surrounded by them, you may want to swap out for fresher Green Armor then.&lt;br /&gt;
&lt;br /&gt;
Green Armor becomes rather worthless fast once you start encountering the bigger enemies. Against [[plasma]] attacks, Green Armor is outright ineffectual, as plasma halves protection in damage calculation, and it '''''rounds down''''', which means armor with 1 protection doesn't reduce plasma damage at all. So against [[Cacodemon]]s, [[Hell knight]]s, [[Former commando]]s, and [[Arachnotron]]s (let alone all the nightmare enemies and bosses with plasma attacks), it is actually better to be naked, as at least not losing that 5% movement speed might be what gets you away from them. For example when fighting the Cacodemons in [[Hell's Arena]], you should just take your Green Armor off, as their lighting balls are hitting you the same regardless, while outmaneuvering them around the pillars could be important to survival. Then against the other enemies, they just deal so much damage that 1 point of protection ain't worth shit. For example, [[Barons of hell]] deal 12 damage on average with their acid balls (and up to possibly 20!), killing Scouts/Technicians in just 5 hits, while with Green Armor you'll reduce it to 11 damage... still killing you in 5 hits. And against [[VMR]] that regularly deal in the high teens to 20ish damage, you're just not going to survive if you're still rocking Green Armor.&lt;br /&gt;
&lt;br /&gt;
Ultimately Green Armor is a boon early in the game, but you'll really want to upgrade to at least [[Blue armor]] by the time you start encountering worse than Pinkies.&lt;br /&gt;
&lt;br /&gt;
==Modding and assemblies==&lt;br /&gt;
Green Armor can be improved through [[mod]]s and various [[assemblies]], which can make it not so worthless against plasma and other strong enemies. Modding Green Armor is typically a waste however, as by the time you start encountering mods, you should be having at least one Blue Armor around that will make a much better usage of your mods if you really want stronger armor ASAP, and normally you'll want to wait for armor better than Blue Armor before expending your mods. Sure, you could make [[Fireproof]] Green Armor, but why waste the mods on that, when you could wait a bit and get Fireproof [[Red armor]] that will really let you tank the VMR? There are only two assemblies you should ever consider for Green Armor:&lt;br /&gt;
&lt;br /&gt;
*[[Tactical armor]], which specifically requires a Green armor to make. This armor has 0 protection and no resistances, which sounds awful, but it does increase your movement speed by +15% (and could be modded even farther to +30% with [[Whizkid]] 2), which is the fastest movement speed you can get from armor without finding certain rare [[exotic]] and [[unique]] armors. It additionally gives a +10% bonus to your dodging rate, and nothing reduces damage more than not getting hit at all. Since Green Armor was doing practically nothing against the bigger enemies, this movement speed and dodging bonus is a definite improvement once you start fighting them regularly. Despite that, this is still an assembly you'll rarely want to make, as you would rather use the cost of two [[agility mod]]s on other equipment, and wear other armor that will actually keep you alive when you do get hit.&lt;br /&gt;
&lt;br /&gt;
*[[Cerberus armor]], which regardless of the armor used, results in a 0 protection armor that has 70% resistance against [[fire]] and [[acid]] attacks, while also having a 50% plasma resistance. This armor inherits its resistances against the physical damage types from the base armor used, and so as a result, Green Armor actually works better for this assembly than Blue Armor and Red Armor, as making Cerberus Armor out of those two armors will result in one that has no physical resistances at all, while using the Green Armor will net you one that at least has the 15% resistances against bullet and shrapnel. This is a marginal advantage, and there are several exotic armors that offer far better resistances to use as a base, but if you desire Cerberus Armor and can't find one of those better exotic armors nor can hold out for one, you can use a Green Armor if you really want your Cerberus Armor to have some sort of protection against Formers.&lt;br /&gt;
&lt;br /&gt;
[[User:Omega Tyrant|Omega Tyrant]] ([[User talk:Omega Tyrant|talk]]) 07:38, 16 July 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Shell_box</id>
		<title>Shell box</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Shell_box"/>
				<updated>2026-02-08T22:57:54Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Shell box|&lt;br /&gt;
item_get=Random (4+)|&lt;br /&gt;
item_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;
item_effect=This is an ammo pack for [[shotgun shell]]s.|&lt;br /&gt;
item_description=''Packed shells, like sardines!''|&lt;br /&gt;
item_other=A fresh shell box comes with 100 shells. Shell boxes cannot be reloaded from unless you equip them in your prepared slot, where then reloading a shotgun while you have a shell box equipped will reduce your reload time to one-fifth of the usual time (e.g. reloading a [[Shotgun]] with a shell box equipped will reduce the 1 second reload time to 0.2 seconds). Shell boxes can be unloaded to turn its ammo into normal shotgun shell stacks, but unloading all ammo from the shell box will destroy it. Shell boxes additionally cannot have their ammo replenished.&lt;br /&gt;
&lt;br /&gt;
If you have [[Shottyman]] and a shell box equipped, its reloading-on-move perk will prioritize reloading from loose shotgun shells, and will only reload from an equipped shell box if you have no more loose shells in your inventory.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Rocket_box</id>
		<title>Rocket box</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Rocket_box"/>
				<updated>2026-02-08T22:57:08Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Rocket box|&lt;br /&gt;
item_get=Random (7+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;!&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=This is an ammo pack for [[rocket]]s.|&lt;br /&gt;
item_description=''Now this is a REAL 'boombox'!''|&lt;br /&gt;
item_other=A fresh rocket box comes with 25 rockets. Rocket boxes cannot be reloaded from unless you equip them in your prepared slot, where then reloading a rocket-using weapon while you have a rocket box equipped will reduce your reload time to one-fifth of the usual time (e.g. reloading a [[Rocket launcher]] with a rocket box equipped will reduce the 1.5 second reload time to 0.3 seconds). Rocket boxes can be unloaded to turn its ammo into normal rocket stacks, but unloading all ammo from the rocket box will destroy it. Rocket boxes additionally cannot have their ammo replenished.&lt;br /&gt;
&lt;br /&gt;
If you have [[Shottyman]] and a rocket box equipped, its reloading-on-move perk will prioritize reloading from loose rockets, and will only reload from an equipped rocket box if you have no more loose rockets in your inventory.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Power_battery</id>
		<title>Power battery</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Power_battery"/>
				<updated>2026-02-08T22:56:23Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Oddly this page never state how to actually use power batteries, also a note about how it interacts with Shottyman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Power battery|&lt;br /&gt;
item_get=Random (10+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;teal&amp;quot;&amp;gt;&amp;lt;b&amp;gt;!&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=This is an ammo pack for [[power cell]]s.|&lt;br /&gt;
item_description=''Ampere-hours of pure energy!''|&lt;br /&gt;
item_other=A fresh power battery contains 120 cells. Power batteries cannot be reloaded from unless you equip them in your prepared slot, where then reloading a cell-using weapon while you have a power battery equipped will reduce your reload time to one-fifth of the usual time (e.g. reloading a {{Exotic link|BFG 9000}} with a power battery equipped will reduce the 2 seconds reload time to 0.4 seconds). Power batteries can be unloaded to turn its ammo into normal cell stacks, but unloading all ammo from the power battery will destroy it. Power batteries additionally cannot have their ammo replenished.&lt;br /&gt;
&lt;br /&gt;
If you have [[Shottyman]] and a compatible cell-using weapon equipped (such as the {{Exotic link|Plasma shotgun}}), its reloading-on-move perk will prioritize reloading from loose cells, and will only reload from an equipped power battery if you have no more loose cells in your inventory.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Rocket_box</id>
		<title>Rocket box</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Rocket_box"/>
				<updated>2026-02-08T22:51:22Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Oddly this page never state how to actually use rocket boxes nor was it updated for 0.9.9.8, also a note about how it interacts with Shottyman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Rocket box|&lt;br /&gt;
item_get=Random (7+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;!&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=This is an ammo pack for [[rocket]]s.|&lt;br /&gt;
item_description=''Now this is a REAL 'boombox'!''|&lt;br /&gt;
item_other=A fresh rocket box comes with 25 rockets. Rocket boxes cannot be reloaded from unless you equip them in your prepared slot, where then reloading a rocket weapon while you have a rocket box equipped will reduce your reload time to one-fifth of the usual time (e.g. reloading with a [[Rocket launcher]] with a rocket box equipped will reduce the 1.5 second reload time to 0.3 seconds). Rocket boxes can be unloaded to turn its ammo into normal rocket stacks, but unloading all ammo from the rocket box will destroy it. Rocket boxes additionally cannot have their ammo replenished.&lt;br /&gt;
&lt;br /&gt;
If you have [[Shottyman]] and a rocket box equipped, its reloading-on-move perk will prioritize reloading from loose rockets, and will only reload from an equipped rocket box if you have no more loose rockets in your inventory.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/10mm_ammo_chain</id>
		<title>10mm ammo chain</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/10mm_ammo_chain"/>
				<updated>2026-02-08T22:48:47Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=10mm ammo chain|&lt;br /&gt;
item_get=Random (3+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&amp;lt;b&amp;gt;!&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=This is an ammo pack for [[10mm ammo]].|&lt;br /&gt;
item_description=''That reminds you about action films you've seen long ago.''|&lt;br /&gt;
item_other=Fresh ammo chains are loaded with 250 ammo. Ammo chains cannot be reloaded from unless you equip them in your prepared slot, where then reloading with a 10mm weapon while you have an ammo chain equipped will reduce your reload time to one-fifth of the usual time (e.g. reloading a [[Pistol]] with an ammo chain equipped will reduce the 1.2 second reload time to 0.24 seconds). Ammo chains can be unloaded to turn its ammo into normal 10mm ammo stacks, but unloading all ammo from the ammo chain will destroy it. Ammo chains additionally cannot have their ammo replenished.&lt;br /&gt;
&lt;br /&gt;
If you have [[Shottyman]] and an ammo chain equipped while you're using the {{Unique link|Frag Shotgun}}, its reloading-on-move perk will prioritize reloading from loose 10mm ammo, and will only reload from an equipped ammo chain if you have no more loose shells in your inventory.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/10mm_ammo_chain</id>
		<title>10mm ammo chain</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/10mm_ammo_chain"/>
				<updated>2026-02-08T22:47:36Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Shottyman interaction is relevant here too because of the frag shotgun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=10mm ammo chain|&lt;br /&gt;
item_get=Random (3+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&amp;lt;b&amp;gt;!&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=This is an ammo pack for [[10mm ammo]].|&lt;br /&gt;
item_description=''That reminds you about action films you've seen long ago.''|&lt;br /&gt;
item_other=Fresh ammo chains are loaded with 250 ammo. Ammo chains cannot be reloaded from unless you equip them in your prepared slot, where then reloading with a 10mm weapon while you have an ammo chain equipped will reduce your reload time to one-fifth of the usual time (e.g. reloading a [[Pistol]] with an ammo chain equipped will reduce the 1.2 second reload time to 0.24 seconds). Ammo chains can be unloaded to turn its ammo into normal 10mm ammo stacks, but unloading all ammo from the ammo chain will destroy it. Ammo chains additionally cannot have their ammo replenished.&lt;br /&gt;
&lt;br /&gt;
If you have [[Shottyman]] and an ammo chain equipped while you're using the [[Frag Shotgun]], its reloading-on-move perk will prioritize reloading from loose 10mm ammo, and will only reload from an equipped ammo chain if you have no more loose shells in your inventory.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Shell_box</id>
		<title>Shell box</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Shell_box"/>
				<updated>2026-02-08T22:45:38Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Oddly this page never state how to actually use shell boxes, also a note about how it interacts with Shottyman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Shell box|&lt;br /&gt;
item_get=Random (4+)|&lt;br /&gt;
item_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;
item_effect=This is an ammo pack for [[shotgun shell]]s.|&lt;br /&gt;
item_description=''Packed shells, like sardines!''|&lt;br /&gt;
item_other=A fresh shell box comes with 100 shells. Shell boxes cannot be reloaded from unless you equip them in your prepared slot, where then reloading a shotgun while you have a shell box equipped will reduce your reload time to one-fifth of the usual time (e.g. reloading with a [[Shotgun]] with a shell box equipped will reduce the 1 second reload time to 0.2 seconds). Shell boxes can be unloaded to turn its ammo into normal shotgun shell stacks, but unloading all ammo from the shell box will destroy it. Shell boxes additionally cannot have their ammo replenished.&lt;br /&gt;
&lt;br /&gt;
If you have [[Shottyman]] and a shell box equipped, its reloading-on-move perk will prioritize reloading from loose shotgun shells, and will only reload from an equipped shell box if you have no more loose shells in your inventory.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/10mm_ammo_chain</id>
		<title>10mm ammo chain</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/10mm_ammo_chain"/>
				<updated>2026-02-08T22:39:14Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=10mm ammo chain|&lt;br /&gt;
item_get=Random (3+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&amp;lt;b&amp;gt;!&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=This is an ammo pack for [[10mm ammo]].|&lt;br /&gt;
item_description=''That reminds you about action films you've seen long ago.''|&lt;br /&gt;
item_other=Fresh ammo chains are loaded with 250 ammo. Ammo chains cannot be reloaded from unless you equip them in your prepared slot, where then reloading with a 10mm weapon while you have an ammo chain equipped will reduce your reload time to one-fifth of the usual time (e.g. reloading a [[Pistol]] with an ammo chain equipped will reduce the 1.2 second reload time to 0.24 seconds). Ammo chains can be unloaded to turn its ammo into normal 10mm ammo stacks, but unloading all ammo from the ammo chain will destroy it. Ammo chains additionally cannot have their ammo replenished.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/10mm_ammo_chain</id>
		<title>10mm ammo chain</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/10mm_ammo_chain"/>
				<updated>2026-02-08T22:38:44Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Oddly this page never state how to actually use ammo chains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=10mm ammo chain|&lt;br /&gt;
item_get=Random (3+)|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;silver&amp;quot;&amp;gt;&amp;lt;b&amp;gt;!&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=This is an ammo pack for [[10mm ammo]].|&lt;br /&gt;
item_description=''That reminds you about action films you've seen long ago.''|&lt;br /&gt;
item_other=Fresh ammo chains are loaded with 250 ammo. Ammo chains cannot be reloaded from unless you equip them in your prepared slot, where then reloading with a 10mm weapon while you have an ammo chain equipped will reduce your reload time to one-fifth of the usual time (e.g. reloading with a [[Pistol]] with an ammo chain equipped will reduce the 1.2 second reload time to 0.24 seconds). Ammo chains can be unloaded to turn its ammo into normal 10mm ammo stacks, but unloading all ammo from the ammo chain will destroy it. Ammo chains additionally cannot have their ammo replenished.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Dragonslayer</id>
		<title>Dragonslayer</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Dragonslayer"/>
				<updated>2025-12-11T05:58:43Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: This bug was fixed in 0.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{melee weapon|&lt;br /&gt;
weapon_name=Dragonslayer - [[Melee_Types|Melee Family]]|&lt;br /&gt;
weapon_dmg=9d9/9-81|&lt;br /&gt;
weapon_avgdmg=45|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Melee|Melee]]|&lt;br /&gt;
weapon_accuracy=+0|&lt;br /&gt;
weapon_afire=[[Alternate fire#Whirlwind|Whirlwind]]|&lt;br /&gt;
weapon_get=Random (16+), [[Unholy Cathedral]]|&lt;br /&gt;
weapon_quote=''Release the power of the BERSERKER!''|&lt;br /&gt;
weapon_looks=''&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;\&amp;lt;/font&amp;gt;''|&lt;br /&gt;
weapon_description=''It was called the Dragonslayer, because no human could wield it...''|&lt;br /&gt;
weapon_other=The Dragonslayer cannot be picked up without fulfilling special conditions.  Since the beginning of time, these conditions have been secret, but our lord and saviour, Kornel, has seen fit to bestow his blessing on revealing the secret in spoiler tags:&lt;br /&gt;
[&amp;lt;span style=&amp;quot;color:#333&amp;quot;&amp;gt;You must be berserk and have no weapons or armour equipped in any of the four slots.&amp;lt;/span&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
If the conditions are satisfied, the weapon goes straight into your hands and cannot be unequipped or swapped out. Picking up this item causes the player to go [[Effects#Berserk|berserk]] immediately and permanently. Also, this weapon halves knockback while wielded. The Dragonslayer additionally counts as a blade and so grants the benefits of [[Malicious Blades]] when used with that mastery.&lt;br /&gt;
&lt;br /&gt;
Note that once you equip the Dragonslayer, [[Nightmare demon]]s will continuously spawn on every floor until the end of the run and will never stop spawning no matter how many you kill (which also give no EXP when killed), so be wary of picking up the Dragonslayer if you want to maintain a 100% kill rate. Equipping both the Dragonslayer and {{unique link|Berserker Armor}} will additionally continuously spawn [[Nightmare cacodemon]]s (that give no EXP when killed as well). While equipping the Berserker Set doesn't grant any actual bonuses, wearing it is required to [&amp;lt;span style=&amp;quot;color:#333&amp;quot;&amp;gt;encounter the Apostle&amp;lt;/span&amp;gt;] in [[Hell Fortress]] and on the last floor of [[Angel of 100]]/[[Archangel of 666]]|&lt;br /&gt;
weapon_source={{Wiki|Berserk_(manga)|Berserk}} (manga)}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Unholy_Cathedral</id>
		<title>Unholy Cathedral</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Unholy_Cathedral"/>
				<updated>2025-12-11T05:50:16Z</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=Unholy Cathedral|&lt;br /&gt;
level_dlvl=19, (Does not appaer on ITYTD)|&lt;br /&gt;
level_intxt=You feel something sinister in the air.|&lt;br /&gt;
level_loottxt=As you kill the Angel of Death suddenly the cathedral starts to fall apart!|&lt;br /&gt;
level_outtxt='''If all enemies are dead:'''&lt;br /&gt;
&lt;br /&gt;
Never again...&lt;br /&gt;
&lt;br /&gt;
'''Otherwise:'''&lt;br /&gt;
&lt;br /&gt;
...Or wonder, till it drives you mad, What would have followed if you had....|&lt;br /&gt;
level_itytd=N/A|&lt;br /&gt;
level_hntr=[[lost soul]] (x10), [[demon]] (x10), [[Angel of Death]]|&lt;br /&gt;
level_hmp=[[lost soul]] (x16), [[demon]] (x10), [[Angel of Death]]|&lt;br /&gt;
level_uv=[[lost soul]] (x16), [[demon]] (x16), [[Angel of Death]]|&lt;br /&gt;
level_n=[[lost soul]] (x16), [[demon]] (x16), [[Angel of Death]]|&lt;br /&gt;
level_loot={{artifact link|Longinus Spear}} or {{artifact link|Azrael's Scythe}} or {{unique link|Dragonslayer}}]|&lt;br /&gt;
level_other=Ranged weapons do not fire on this level. When all the enemies have been killed, an explosion will go off destroying the entire structure and all enemy [[corpse]]s, as well as any enemy that revived if playing on Nightmare! (beware that any item left on the ground will also be destroyed by this explosion unless it's a [[Unique]]). Normally the Longinus Spear will appear as the reward for clearing this level, but if you're playing on Hurt Me Plenty difficulty or harder, and enter Unholy Cathedral with a 100% kill rate intact, Azrael's Scythe will be the reward instead. If you're playing on Nightmare! difficulty and cleared Hell's Arena without taking damage earlier in the run, the Dragonslayer appears as the reward instead (if you did this and have a 100% kill rate going into Unholy Cathedral, the Dragonslayer will take priority over the Scythe).}}&lt;br /&gt;
&lt;br /&gt;
{{map&lt;br /&gt;
|map={{:Unholy Cathedral/Map}}&lt;br /&gt;
|map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On easier difficulty levels, the number of enemies is reduced.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Badges</id>
		<title>Badges</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Badges"/>
				<updated>2025-11-26T23:33:43Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: The lightfoot diamond and angelic bug has been fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
Badges are the necessary &amp;quot;replay value&amp;quot; component of DRL. There are a total of 147 badges, split into six categories:&lt;br /&gt;
&lt;br /&gt;
*'''Bronze''' badges are the easiest to achieve, with them being rewarded for menial tasks that carry no difficulty requirement or any additional requirements. Anyone should be able to get these after they start playing the game, often incidentally winning many Bronze badges without even trying to.&lt;br /&gt;
*'''Silver''' badges are the &amp;quot;medium&amp;quot; set of badges to achieve. They are a bit harder than Bronze badges, requiring the player to win the game beyond ITYTD and in the various challenge modes or with additional requirements attached, or perform particular feats that may require the player to go out of their way to do. The average player should be able to get all of these over time, with the exception of a few obtuse ones that many players skip over.&lt;br /&gt;
*'''Gold''' badges are, with the exception of a few gimmes, where it can start getting challenging to achieve, as they require Ultra-violence victories, have additional caveats beyond just beating the game, or require the player to conquer the more difficult challenge modes. Serious DRL players tend to make it a long term goal to achieve every Gold badge, as it demonstrates an overall high level of competency in DRL, without having to venture into the Nightmare difficulty or the more crazy challenges the higher tier badges require.&lt;br /&gt;
*'''Platinum''' badges are the very hard ones, forcing you to challenge yourself on the Nightmare! difficulty, or achieving arduous feats on Ultra-Violence. The typical long-term player won't get more than a handful of these in their field of expertise, and the hardcore will have significant trouble scrounging up the rest.&lt;br /&gt;
*'''Diamond''' badges are immensely difficult to get, as they require a thorough mastery of the game or a great deal of luck, if not some mixture of both. If you obtain one of these, it is highly recommended that you post your mortem on the [https://forum.chaosforge.org/index.php/board,4.0.html Chaosforge forums] as proof, for it is quite a boast to say that you have gained a Diamond badge. Obtaining every Diamond badge can be considered the idealistic endpoint in a player's quest to truly conquer DRL.&lt;br /&gt;
*'''Angelic''' badges are all absurdly difficult not only to achieve, but to even plan for in concept. Most Angelic badges require incredible intimate knowledge of the game, the patience to methodically disassemble every problem the game throws at you and solve them without error, and some of the most godly luck imaginable. It is no exaggeration to say that the Angelic badges were created for maybe two or three people to ever earn. Several are even currently considered unwinnable without save scumming or outright cheating. &lt;br /&gt;
&lt;br /&gt;
Badges improve your [[Ranks#skill ranks|skill rank]] and are necessary to gain access to all of the [[Game Settings|difficulties and challenges]] in DRL.&lt;br /&gt;
&lt;br /&gt;
== Bronze badges ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;       | Rank&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Special Notes&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Technician Bronze Badge&lt;br /&gt;
|Discover an [[assembly]]&lt;br /&gt;
|This badge will be awarded after creating any assembly or picking up a [[schematic]].&lt;br /&gt;
|-&lt;br /&gt;
|Armorer Bronze Badge&lt;br /&gt;
|Discover 10 exotics/uniques&lt;br /&gt;
|As in, the player's file registers having discovered 10 cumulative [[special]] items across all of their recorded runs. To register &amp;quot;discovering&amp;quot; a special item, you must pick it up, and special items includes [[artifact]]s. Each distinct special item can only be counted as discovered once per run, so finding and picking up duplicate exotic items will not count as finding multiple copies of it in the file's specials found counter. This badge will be awarded in the mortem of the run where the player recorded their 10th cumulative special item.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Heroic Bronze Badge&lt;br /&gt;
|Receive 8 unique medals&lt;br /&gt;
|As in, the player's file registers having earned 8 of the 50 different [[medals]] across all of their recorded runs. This badge will be awarded in the mortem of the run where the player collected their 8th distinct medal.&lt;br /&gt;
|-&lt;br /&gt;
|Gatekeeper Bronze Badge&lt;br /&gt;
|Clear out the Anomaly&lt;br /&gt;
|Nuking [[Phobos Anomaly]] will not award this badge. Clearing Phobos Anomaly entails killing every enemy in the level. This badge can be achieved in the standard game or in any challenge, and on any difficulty.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|UAC Bronze Badge&lt;br /&gt;
|Win standard game on any difficulty&lt;br /&gt;
|A standard game is one that does not involve any [[challenges]].&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Bronze Badge&lt;br /&gt;
|Win game on any difficulty with 100% kills&lt;br /&gt;
|This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Strongman Bronze Badge&lt;br /&gt;
|Win Standard game using only basic melee weapons&lt;br /&gt;
|Basic melee weapons include [[fists]], [[combat knife]], and [[chainsaw]], as well as their [[assemble]]d products. Other weapons can be used to injure enemies, but all killing blows must be with these weapons. Enemies that die by indirect means or are killed by items will not be attributed to any weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Speedrunner Bronze Badge&lt;br /&gt;
|Win standard game under 30 minutes&lt;br /&gt;
|The 30 minutes are in real time.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Lava Bronze Badge&lt;br /&gt;
|Clear out the Lava Pits/Mt. Erebus&lt;br /&gt;
|Nuking Lava Pits/Mt. Erebus will not award this badge. Clearing either level requires killing every enemy, including the [[Lava Elemental]] that spawns after doing so in both levels. This badge can be achieved in the standard game or in any challenge, and on any difficulty.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Bronze Badge&lt;br /&gt;
|Enter the Mortuary/Limbo&lt;br /&gt;
|You'll get this badge even if you end up dying in the Mortuary or Limbo. This badge can be achieved in the standard game or in any challenge, and on any difficulty (though neither of these levels will spawn on ITYTD).&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Brick Bronze Badge&lt;br /&gt;
|Clear The Wall/Containment Area&lt;br /&gt;
|Nuking The Wall/Containment Area will not award this badge. Clearing The Wall entails killing every enemy, while clearing Containment Area additionally requires triggering and killing all the enemies spawned by the [[Backpack]] trap. This badge can be achieved in the standard game or in any challenge, and on any difficulty.&lt;br /&gt;
|-&lt;br /&gt;
|Skull Bronze Badge&lt;br /&gt;
|Clear City of Skulls/Abyssal Plains&lt;br /&gt;
|Nuking City of Skulls/Abyssal Plains will not award this badge. Clearing either level requires killing every enemy, including all those spawned in the second wave of the former level and in the [[Agony elemental]] ambush of the latter level. This badge can be achieved in the standard game or in any challenge, and on any difficulty.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Berserker Bronze Badge&lt;br /&gt;
|Reach level 9 on Angel of Berserk&lt;br /&gt;
|Level here refers to dungeon level, not character level.&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Bronze Badge&lt;br /&gt;
|Reach level 16 on Angel of Marksmanship&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Shottyman Bronze Badge&lt;br /&gt;
|Reach level 16 on Angel of Shotgunnery&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Lightfoot Bronze Badge&lt;br /&gt;
|Reach level 9 on Angel of Light Travel&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Eagerness Bronze Badge&lt;br /&gt;
|Reach level 9 on Angel of Impatience&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil Bronze Badge&lt;br /&gt;
|Reach level 9 on Angel of Confidence&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Quartermaster Bronze Badge&lt;br /&gt;
|Reach level 16 on Angel of Red Alert&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hunter Bronze Badge&lt;br /&gt;
|Reach level 9 on Angel of Darkness&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Destroyer Bronze Badge&lt;br /&gt;
|Reach level 16 on Angel of Max Carnage&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Centurial Bronze Badge&lt;br /&gt;
|Reach level 16 on Angel of 100&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Pacifist Bronze Badge&lt;br /&gt;
|Reach level 16 on Angel of Pacifism&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Arena Bronze Badge&lt;br /&gt;
|Complete Hell's Arena&lt;br /&gt;
|Nuking Hell's Arena will not award this badge. Clearing Hell's Arena entails killing every enemy in all three waves. This badge can be achieved in the standard game or in any challenge, and on any difficulty.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Arachno Bronze Badge&lt;br /&gt;
|Clear out Spider's Lair&lt;br /&gt;
|Nuking Spider's Lair will not award this badge. Clearing Spider's Lair entails killing every enemy in the level. This badge can be achieved in the standard game or in any challenge, and on any difficulty.&lt;br /&gt;
|-&lt;br /&gt;
|Scavenger Bronze Badge&lt;br /&gt;
|Find the Vaults&lt;br /&gt;
|You have to leave The Vaults alive in order to get this badge. This badge can be achieved in the standard game or in any challenge, and on any difficulty (though The Vaults will not spawn on ITYTD). Note that despite being paired with The Vaults, you cannot earn this badge from [[House of Pain]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Silver badges ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;       | Rank&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Special Notes&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Technician Silver Badge&lt;br /&gt;
|Discover an advanced assembly&lt;br /&gt;
|This badge will be awarded after creating any advanced assembly or picking up a schematic for an advanced assembly.&lt;br /&gt;
|-&lt;br /&gt;
|Armorer Silver Badge&lt;br /&gt;
|Discover 30 exotics/uniques&lt;br /&gt;
|As in, the player's file registers having discovered 30 cumulative special items across all of their recorded runs. To register &amp;quot;discovering&amp;quot; a special item, you must pick it up, and special items includes artifacts. Each distinct special item can only be counted as discovered once per run, so finding and picking up duplicate exotic items will not count as finding multiple copies of it in the file's specials found counter. This badge will be awarded in the mortem of the run where the player recorded their 30th cumulative special item.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Heroic Silver Badge&lt;br /&gt;
|Receive 16 unique medals&lt;br /&gt;
|As in, the player's file registers having earned 16 of the 50 different [[medals]] across all of their recorded runs. This badge will be awarded in the mortem of the run where the player collected their 16th distinct medal.&lt;br /&gt;
|-&lt;br /&gt;
|Gatekeeper Silver Badge&lt;br /&gt;
|Clear out the Anomaly without taking damage&lt;br /&gt;
|Nuking Phobos Anomaly will not award this badge. Clearing Phobos Anomaly entails killing every enemy in the level, and you must additionally not take damage from any source to earn this badge (however, health decay from having over 100% health doesn't count as taking damage). You can check the Player Info screen to see how much damage you have taken in the level, which should read as 0 as you exit the level. This badge can be achieved in the standard game or in any challenge, and on any difficulty.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|UAC Silver Badge&lt;br /&gt;
|Win standard game on Hurt Me Plenty&lt;br /&gt;
|A standard game is one that does not involve any [[challenges]].&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Silver Badge&lt;br /&gt;
|Win game on Hurt Me Plenty with 100% kills&lt;br /&gt;
|This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Strongman Silver Badge&lt;br /&gt;
|Win Standard game using only knives/fists&lt;br /&gt;
|[[Mod]]ded and [[assemble]]d [[Combat knives]] count. Other weapons can be used to injure enemies, but all killing blows must be with knives/fists. Enemies that die by indirect means or are killed by items will not be attributed to any weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Speedrunner Silver Badge&lt;br /&gt;
|Win standard game on HNTR under 25 minutes&lt;br /&gt;
|The 25 minutes are in real time.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Lava Silver Badge&lt;br /&gt;
|Clear the Lava Pits/Mt. Erebus on AoI&lt;br /&gt;
|Nuking Lava Pits/Mt. Erebus will not award this badge. Clearing either level requires killing every enemy, including the Lava Elemental that spawns after doing so in both levels. This badge can be earned in a Dual-Angel game, provided one of the two active challenges is AoI.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Silver Badge&lt;br /&gt;
|Enter the Mortuary/Limbo and exit alive. &lt;br /&gt;
|This badge can be achieved in the standard game or in any challenge, and on any difficulty (though neither of these levels will spawn on ITYTD).&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Brick Silver Badge&lt;br /&gt;
|Clear The Wall/Containment on AoB/AoMr/AoSh&lt;br /&gt;
|Nuking The Wall/Containment Area will not award this badge. Clearing The Wall entails killing every enemy, while clearing Containment Area additionally requires triggering and killing all the enemies spawned by the [[Backpack]] trap. This badge can be earned by performing this feat in any of AoB, AoMr, or AoSh, as well as in any Dual-Angel game that has one of those three challenges active.&lt;br /&gt;
|-&lt;br /&gt;
|Skull Silver Badge&lt;br /&gt;
|Clear City of Skulls/Abyssal Plains on AoRA&lt;br /&gt;
|Letting AoRA's nuke go off in City of Skulls/Abyssal Plains will not award this badge. Clearing either level requires killing every enemy, including all those spawned in the second wave of the former level and in the Agony Elemental ambush of the latter level. This badge can be earned in a Dual-Angel game, provided one of the two active challenges is AoRA.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Berserker Silver Badge&lt;br /&gt;
|Complete Angel of Berserk&lt;br /&gt;
|'Complete' means any kind of victory, including just a partial victory.&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Silver Badge&lt;br /&gt;
|Complete Angel of Marksmanship&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Shottyman Bronze Badge&lt;br /&gt;
|Complete on Angel of Shotgunnery&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Lightfoot Silver Badge&lt;br /&gt;
|Complete Angel of Light Travel&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Eagerness Silver Badge&lt;br /&gt;
|Complete Angel of Impatience&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil Silver Badge&lt;br /&gt;
|Complete Angel of Confidence&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Quartermaster Silver Badge&lt;br /&gt;
|Complete Angel of Red Alert&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hunter Silver Badge&lt;br /&gt;
|Complete Angel of Darkness&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Destroyer Silver Badge&lt;br /&gt;
|Complete Angel of Max Carnage&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Centurial Silver Badge&lt;br /&gt;
|Reach level 51 on Angel of 100&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Pacifist Silver Badge&lt;br /&gt;
|Complete Angel of Pacifism&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Arena Silver Badge&lt;br /&gt;
|Complete Hell's Arena on UV&lt;br /&gt;
|Nuking Hell's Arena will not award this badge. Clearing Hell's Arena entails killing every enemy in all three waves, while this badge has the additional stipulation of doing so on at least Ultra-Violence difficulty. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Arachno Silver Badge&lt;br /&gt;
|Clear out Spider's Lair on AoD&lt;br /&gt;
|Nuking Spider's Lair will not award this badge. Clearing Spider's Lair in AoD entails having every enemy on the level dead at once, which will then spawn the level's rewards.  Leaving the level with any respawns alive after this point will still award this badge, despite doing so no longer counting the level as cleared for Conqueror purposes. This badge can be earned in a Dual-Angel game, provided one of the two active challenges is AoD.&lt;br /&gt;
|-&lt;br /&gt;
|Scavenger Silver Badge&lt;br /&gt;
|Scavenge the Vaults&lt;br /&gt;
|You need to kill at least one enemy in The Vaults and then leave alive to count as 'scavenging' it. Nuking The Vaults will not award this badge. This badge can be achieved in the standard game or in any challenge, and on any difficulty (though The Vaults will not spawn on ITYTD). Like all prior Scavenger badges, achieving this feat in House of Pain instead will not award the badge.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gold badges ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;       | Rank&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Special Notes&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Technician Gold Badge&lt;br /&gt;
|Discover '''all''' basic assemblies&lt;br /&gt;
|As in, the player's file registers having discovered all the basic assemblies across all of their recorded runs. &amp;quot;Discovering&amp;quot; an assembly entails either creating it or finding the schematics for it. This badge will be awarded in the mortem of the run where the player discovered the last basic assembly their file was missing.&lt;br /&gt;
|-&lt;br /&gt;
|Armorer Gold Badge&lt;br /&gt;
|Discover '''all''' exotics/uniques&lt;br /&gt;
|As in, the player's file registers having discovered each of the distinct special items across all of their recorded runs. To register &amp;quot;discovering&amp;quot; a special item, you must pick it up, and special items includes artifacts. This badge will be awarded in the mortem of the run where the player recorded finding their last missing special item.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Heroic Gold Badge&lt;br /&gt;
|Receive 24 unique medals&lt;br /&gt;
|As in, the player's file registers having earned 24 of the 50 different [[medals]] across all of their recorded runs. This badge will be awarded in the mortem of the run where the player collected their 24th distinct medal.&lt;br /&gt;
|-&lt;br /&gt;
|Gatekeeper Gold Badge&lt;br /&gt;
|Clear Babel on HNTR without taking damage&lt;br /&gt;
|Nuking [[Tower of Babel]] will not award this badge. Clearing Tower of Babel entails killing the [[Cyberdemon]], and you must additionally not take damage from any source to earn this badge (however, health decay from having over 100% health doesn't count as taking damage). You can check the Player Info screen to see how much damage you have taken in the level, which should read as 0 as you kill the Cyberdemon. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|UAC Gold Badge&lt;br /&gt;
|Win standard game on Ultra-Violence&lt;br /&gt;
|A standard game is one that does not involve any [[challenges]].&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Gold Badge&lt;br /&gt;
|Win game on Ultra-Violence with 100% kills&lt;br /&gt;
|This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Strongman Gold Badge&lt;br /&gt;
|Win Standard game using only knives and fists on Hurt Me Plenty&lt;br /&gt;
|[[Mod]]ded and [[assemble]]d [[Combat knives]] count. Other weapons can be used to injure enemies, but all killing blows must be with knives/fists. Enemies that die by indirect means or are killed by items will not be attributed to any weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Speedrunner Gold Badge&lt;br /&gt;
|Win standard game on Hurt Me Plenty under 20 minutes&lt;br /&gt;
|The 20 minutes are in real time.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Reaper Gold Badge&lt;br /&gt;
|Complete the Mortuary/Limbo&lt;br /&gt;
|Nuking The Mortuary/Limbo will not award this badge. Clearing Mortuary/Limbo entails killing every [[Arch-vile]] and every enemy they resurrected, which will result in the spawning of the [[Angelic Armor]] or [[Berserker Armor]]. This badge can be achieved in the standard game or in any challenge, and on any difficulty (though neither of these levels will spawn on ITYTD).&lt;br /&gt;
|-&lt;br /&gt;
|Berserker Gold Badge&lt;br /&gt;
|Complete Angel of Berserk on HMP&lt;br /&gt;
|Completing the challenge means to win it (any type).&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Marksman Gold Badge&lt;br /&gt;
|Complete Angel of Marksmanship on UV&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Shottyman Gold Badge&lt;br /&gt;
|Complete Angel of Shotgunnery on UV&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Lightfoot Gold Badge&lt;br /&gt;
|Complete Angel of Light Travel on HMP&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Eagerness Gold Badge&lt;br /&gt;
|Complete Angel of Impatience on HMP&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Inquisitor Gold Badge&lt;br /&gt;
|Complete Angel of Purity&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Quartermaster Gold Badge&lt;br /&gt;
|Complete Angel of Red Alert with 100% kills&lt;br /&gt;
|Although nukes still go off if you leave the level (&amp;quot;You hear a thunderous explosion upstairs!&amp;quot;), it does not count as killing anything that remained on the level.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Hunter Gold Badge&lt;br /&gt;
|Complete Angel of Darkness on Hurt Me Plenty with 80%+ kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer Gold Badge&lt;br /&gt;
|Complete AoMC on HMP with Untouchable Pin&lt;br /&gt;
|Untouchable Pin requires to finish the game taking less than 500 damage overall. Note that this badge's requirement is strictly based on taking less than 500 damage and not on actually earning the Untouchable Pin, thus you can still earn it by combining AoMC with AoCn or AoOC in a Dual-Angel game despite those challenges disqualifying you from earning the Untouchable Pin.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Masochist Gold Badge&lt;br /&gt;
|Complete Angel of Masochism&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Centurial Gold Badge&lt;br /&gt;
|Complete Angel of 100&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Pacifist Gold Badge&lt;br /&gt;
|Complete Angel of Pacifism under 10 minutes&lt;br /&gt;
|The 10 minutes are real-time.&lt;br /&gt;
|-&lt;br /&gt;
|Everyman Gold Badge&lt;br /&gt;
|Complete Angel of Humanity&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Daredevil Gold Badge&lt;br /&gt;
|Complete Angel of Overconfidence&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Arena Gold Badge&lt;br /&gt;
|Complete Hell's Arena on AoMr on UV&lt;br /&gt;
|Nuking Hell's Arena will not award this badge. Clearing Hell's Arena entails killing every enemy in all three waves, while this badge has the additional stipulation of doing so in Angel of Marksmanship on at least Ultra-Violence difficulty. This badge can be achieved in a Dual-Angel game, provided one of the two active challenges is AoMr.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Longinus Gold Badge&lt;br /&gt;
|Complete the Unholy Cathedral&lt;br /&gt;
|Nuking Unholy Cathedral will not award this badge. Clearing Unholy Cathedral entails killing every enemy in the level. This badge can be achieved in the standard game or in any challenge, and on any difficulty (though Unholy Cathedral will not spawn on ITYTD).&lt;br /&gt;
|-&lt;br /&gt;
|Scavenger Gold Badge&lt;br /&gt;
|Clear the Vaults&lt;br /&gt;
|Clearing The Vaults entails killing every enemy in the level. Nuking The Vaults will not award this badge. This badge can be achieved in the standard game or in any challenge, and on any difficulty (though The Vaults will not spawn on ITYTD). Like all prior Scavenger badges, achieving this feat in House of Pain instead will not award the badge.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Platinum badges ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;       | Rank&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Special Notes&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Technician Platinum Badge&lt;br /&gt;
|Discover '''all''' advanced assemblies&lt;br /&gt;
|As in, the player's file registers having discovered all the advanced assemblies across all of their recorded runs. &amp;quot;Discovering&amp;quot; an assembly entails either creating it or finding the schematics for it. This badge will be awarded in the mortem of the run where the player discovered the last advanced assembly their file was missing.&lt;br /&gt;
|-&lt;br /&gt;
|Armorer Platinum Badge&lt;br /&gt;
|Find 1000 exotics/uniques&lt;br /&gt;
|As in, the player's file registers having discovered 1000 cumulative special items across all of their recorded runs. To register &amp;quot;discovering&amp;quot; a special item, you must pick it up, and special items includes artifacts. Each distinct special item can only be counted as discovered once per run, so finding and picking up duplicate exotic items will not count as finding multiple copies of it in the file's specials found counter. This badge will be awarded in the mortem of the run where the player recorded their 1000th cumulative special item.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Heroic Platinum Badge&lt;br /&gt;
|Receive 32 unique medals&lt;br /&gt;
|As in, the player's file registers having earned 32 of the 50 different [[medals]] across all of their recorded runs. This badge will be awarded in the mortem of the run where the player collected their 32nd distinct medal.&lt;br /&gt;
|-&lt;br /&gt;
|Gatekeeper Platinum Badge&lt;br /&gt;
|Pass the Anomaly on N! without taking damage&lt;br /&gt;
|Nuking Phobos Anomaly will not award this badge. &amp;quot;Passing the Anomaly&amp;quot; entails simply making it to the teleporter in Phobos Anomaly and exiting alive, you are not required to kill any enemy in the level to earn this badge. You must additionally not take damage from any source to earn this badge (however, health decay from having over 100% health doesn't count as taking damage). You can check the Player Info screen to see how much damage you have taken in the level, which should read as 0 as you exit the level. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|UAC Platinum Badge&lt;br /&gt;
|Win Standard game on Nightmare!&lt;br /&gt;
|A standard game is one that does not involve any [[challenges]].&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Platinum Badge&lt;br /&gt;
|Fully win the game on Ultra-violence&lt;br /&gt;
|A full win involves clearing the [[Hell Fortress]]. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Strongman Platinum Badge&lt;br /&gt;
|Win a standard game using only fists on Hurt Me Plenty&lt;br /&gt;
|Other weapons can be used to injure enemies, but all killing blows must be with your fists. Enemies that die by indirect means or are killed by items will not be attributed to any weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Elite Platinum Badge&lt;br /&gt;
|Win standard Ultra-Violence game as Conqueror&lt;br /&gt;
|Conqueror requires entering and clearing all [[special level]]s available.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Demonic Platinum Badge&lt;br /&gt;
|Win standard Nightmare! game as Explorer&lt;br /&gt;
|Explorer Pin involves entering all special levels available.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Platinum Badge&lt;br /&gt;
|Complete the Mortuary/Limbo on Nightmare!&lt;br /&gt;
|Nuking The Mortuary/Limbo will not award this badge. Clearing Mortuary/Limbo on Nightmare entails having every enemy momentarily dead at once, which will result in the spawning of the [[Angelic Armor]] or [[Berserker Armor]]. Leaving the level with any respawns alive after this point will still award this badge, despite doing so no longer counting the level as cleared for Conqueror purposes. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Berserker Platinum Badge&lt;br /&gt;
|Complete Angel of Berserk on Ultra-Violence with 75% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Platinum Badge&lt;br /&gt;
|Complete Angel of Marksmanship on Ultra-Violence with 100% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Shottyman Platinum Badge&lt;br /&gt;
|Complete Angel of Shotgunnery on Nightmare!&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Lightfoot Platinum Badge&lt;br /&gt;
|Complete Angel of Light Travel on Ultra-Violence in under 20,000 turns&lt;br /&gt;
|A turn is every 0.1 second of ingame [[time]]. You can check the total amount of turns your run has gone through in the player info screen.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Eagerness Platinum Badge&lt;br /&gt;
|Complete Angel of Impatience on Ultra-Violence as a non-Marine&lt;br /&gt;
|That is, as a Scout or Technician.&lt;br /&gt;
|-&lt;br /&gt;
|Daredevil Platinum Badge&lt;br /&gt;
|Complete Angel of Confidence Ultra-Violence with 100% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Inquisitor Platinum Badge&lt;br /&gt;
|Complete Angel of Purity on Ultra-violence&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Quartermaster Platinum Badge&lt;br /&gt;
|Complete Angel of Red Alert on Nightmare!&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Hunter Platinum Badge&lt;br /&gt;
|Complete Angel of Darkness on Nightmare!&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Destroyer Platinum Badge&lt;br /&gt;
|Complete AoMC on Ultra-Violence with Untouchable Medal&lt;br /&gt;
|Untouchable Medal requires to finish the game with taking less than 200 damage overall. Note that this badge's requirement is strictly based on taking less than 200 damage and not on actually earning the Untouchable Medal, thus you can still earn it by combining AoMC with AoCn or AoOC in a Dual-Angel game despite those challenges disqualifying you from earning the Untouchable Medal.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Masochist Platinum Badge&lt;br /&gt;
|Complete Angel of Masochism on Hurt Me Plenty without Bad&lt;br /&gt;
|&amp;quot;Bad&amp;quot; refers to the Badass trait.&lt;br /&gt;
|-&lt;br /&gt;
|Centurial Platinum Badge&lt;br /&gt;
|Complete Angel of 100 on Ultra-violence&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Everyman Platinum Badge&lt;br /&gt;
|Complete Angel of Humanity as a Conqueror&lt;br /&gt;
|Conqueror requires entering and clearing all special levels available. Note that this badge's requirement is strictly based on clearing all special levels that generate and not on actually earning the Conqueror Pin, thus you can still earn it by combining AoHu with AoCn or AoOC in a Dual-Angel game despite those challenges disqualifying you from earning the Conqueror Pin.&lt;br /&gt;
|-&lt;br /&gt;
|Arena Platinum Badge&lt;br /&gt;
|Complete Hell's Arena on Nightmare!&lt;br /&gt;
|Nuking Hell's Arena will not award this badge. Clearing Hell's Arena on Nightmare entails having every enemy momentarily dead at once for each of the three waves. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Longinus Platinum Badge&lt;br /&gt;
|Complete Unholy Cathedral on Nightmare!&lt;br /&gt;
|Nuking Unholy Cathedral will not award this badge. Clearing Unholy Cathedral on Nightmare entails having every enemy in the level momentarily dead at once. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-&lt;br /&gt;
|Scavenger Platinum Badge&lt;br /&gt;
|Clear the Vaults by luck&lt;br /&gt;
|Clearing The Vaults &amp;quot;by luck&amp;quot; entails killing every enemy in the Vaults without using the [[Arena Master's Staff]] to open the eponymous vaults. Nuking The Vaults will not award this badge. This badge can be achieved in the standard game or in any challenge. Like all prior Scavenger badges, achieving this feat in House of Pain instead will not award the badge.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Diamond badges ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;       | Rank&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Special Notes&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Technician Diamond Badge&lt;br /&gt;
|Discover '''all''' assemblies&lt;br /&gt;
|As in, the player's file registers having discovered all the assemblies across all of their recorded runs. &amp;quot;Discovering&amp;quot; an assembly entails either creating it or finding the schematics for it. This badge will be awarded in the mortem of the run where the player discovered the last assembly their file was missing.&lt;br /&gt;
|-&lt;br /&gt;
|Armorer Diamond Badge&lt;br /&gt;
|Find 3 of each exotic/unique.&lt;br /&gt;
|As in, the player's file registers having discovered each of distinct special items at least three times across all of their recorded runs. To register &amp;quot;discovering&amp;quot; a special item, you must pick it up, and special items includes artifacts. Each distinct special item can only be counted as discovered once per run, so finding and picking up duplicate exotic items will not count as finding multiple copies of it in the file's specials found counter. This badge will be awarded in the mortem of the run where the player recorded finding the third copy of the last special item they were missing three of.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Heroic Diamond Badge&lt;br /&gt;
|Receive '''all''' medals&lt;br /&gt;
|As in, the player's file registers having earned all of the 50 different [[medals]] across all of their recorded runs. This badge will be awarded in the mortem of the run where the player collected their 50th distinct medal.&lt;br /&gt;
|-&lt;br /&gt;
|Gatekeeper Diamond Badge&lt;br /&gt;
|Clear the Anomaly and Babel Ultra-Violence without taking damage&lt;br /&gt;
|Nuking either Phobos Anomaly or Tower of Babel will not award this badge. Clearing Phobos Anomaly entails killing every enemy on the level, and Tower of Babel entails killing the Cyberdemon. You must additionally not take damage from any source in these two levels on the same run to earn this badge (however, health decay from having over 100% health doesn't count as taking damage). You can check the Player Info screen to see how much damage you have taken in the level as you're in them, which should read as 0 as you exit Anomaly and kill the Cyberdemon. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|UAC Diamond Badge&lt;br /&gt;
|Win Standard Nightmare! game under 20 minutes&lt;br /&gt;
|A standard game is one that does not involve any [[challenges]]; the 20 minutes are in real time.&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Diamond Badge&lt;br /&gt;
|Fully win the game on Nightmare!&lt;br /&gt;
|A full win involves clearing the Hell Fortress. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Strongman Diamond Badge&lt;br /&gt;
|Win a standard game using fists only on Hurt Me Plenty with 100% kills&lt;br /&gt;
|Other weapons can be used to injure enemies, but all killing blows must be with your fists. Enemies that die by indirect means or are killed by items will not be attributed to any weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Elite Diamond Badge&lt;br /&gt;
|Win standard Nightmare! with 90% kills&lt;br /&gt;
|You can check your kill count at any time in the Player Info screen.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Demonic Diamond Badge&lt;br /&gt;
|Win Standard Nightmare! with Untouchable Medal&lt;br /&gt;
|Untouchable Medal requires finishing the game taking less than 200 damage overall. You can check how much damage you have taken in the run overall in the Player Info screen.&lt;br /&gt;
|-&lt;br /&gt;
|Reaper Diamond Badge&lt;br /&gt;
|Complete the Mortuary/Limbo on Nightmare! AoCn&lt;br /&gt;
|Nuking The Mortuary/Limbo will not award this badge. Clearing Mortuary/Limbo entails having every enemy momentarily dead at once, which will result in the spawning of the [[Angelic Armor]] or [[Berserker Armor]]. Leaving the level with any respawns alive after this point will still award this badge, despite doing so no longer counting the level as cleared for Conqueror purposes. This badge can be earned in a Dual-Angel game, provided one of the two active challenges is AoCn.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Berserker Diamond Badge&lt;br /&gt;
|Complete Angel of Berserk on N! with 60% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Diamond Badge&lt;br /&gt;
|Complete Angel of Marksmanship on N!&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Shottyman Diamond Badge&lt;br /&gt;
|Complete Angel of Shotgunnery on N! with 80% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Lightfoot Diamond Badge&lt;br /&gt;
|Complete Angel of Light Travel N! without melee kills&lt;br /&gt;
|Melee attacks can be used to weaken enemies, but all killing blows must be with a non-melee attack, even killing a single enemy with just your fists will disqualify you from earning the badge and so you must be careful to not bump into weak enemies as that will automatically punch them. Enemies that die by indirect means, such as from items, infighting, or fluids, will not count against this badge regardless of what weapon you have equipped when they die.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Eagerness Diamond Badge&lt;br /&gt;
|Complete Angel of Impatience on N! as a Technician&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Inquisitor Diamond Badge&lt;br /&gt;
|Complete Angel of Purity on N! as a Marine&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Quartermaster Diamond Badge&lt;br /&gt;
|Complete Angel of Red Alert on Ultra-Violence with 100% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Hunter Diamond Badge&lt;br /&gt;
|Complete Angel of Darkness on N! with Explorer Pin&lt;br /&gt;
|Explorer Pin involves entering all special levels available. Note that this badge's requirement is strictly based on entering all special levels that generate and not on actually earning the Explorer Pin, thus you can still earn it by combining AoD with AoCn or AoOC in a Dual-Angel game despite those challenges disqualifying you from earning the Explorer Pin.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Destroyer Diamond Badge&lt;br /&gt;
|Complete AoMC on N! with Untouchable Cross&lt;br /&gt;
|Untouchable Cross requires finishing the game taking less than 50 damage overall. Note that this badge's requirement is strictly based on taking less than 50 damage and not on actually earning the Untouchable Cross, thus you can still earn it by combining AoMC with AoCn or AoOC in a Dual-Angel game despite those challenges disqualifying you from earning the Untouchable Cross.&lt;br /&gt;
|-&lt;br /&gt;
|Masochist Diamond Badge&lt;br /&gt;
|Complete Angel of Masochism on N! without Iro/Bad&lt;br /&gt;
|&amp;quot;Iro&amp;quot; and &amp;quot;Bad&amp;quot; refer to Ironman and Badass traits.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Centurial Diamond Badge&lt;br /&gt;
|Complete Angel of 100 on Nightmare!&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Everyman Diamond Badge&lt;br /&gt;
|Complete Angel of Humanity on Ultra-Violence as Conqueror&lt;br /&gt;
|Conqueror requires entering and clearing all special levels available. Note that this badge's requirement is strictly based on clearing all special levels that generate and not on actually earning the Conqueror Pin, thus you can still earn it by combining AoHu with AoCn or AoOC in a Dual-Angel game despite those challenges disqualifying you from earning the Conqueror Pin.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Daredevil Diamond Badge&lt;br /&gt;
|Complete AoOC on Nightmare! with 80% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Arena Diamond Badge&lt;br /&gt;
|Complete Hell's Arena on Angel of Berserk on Nightmare!&lt;br /&gt;
|Nuking Hell's Arena will not award this badge. Clearing Hell's Arena on Nightmare entails having every enemy momentarily dead at once for each of the three waves. This badge can be achieved in a Dual-Angel game, provided one of the two active challenges is AoB.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Longinus Diamond Badge&lt;br /&gt;
|Complete UC on Nightmare! without Brute&lt;br /&gt;
|Nuking Unholy Cathedral will not award this badge. Clearing Unholy Cathedral on Nightmare entails having every enemy in the level momentarily dead at once. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-&lt;br /&gt;
|Scavenger Diamond Badge&lt;br /&gt;
|Clear the Vaults by luck on Ultra-Violence&lt;br /&gt;
|Clearing The Vaults &amp;quot;by luck&amp;quot; entails killing every enemy in the Vaults without using the [[Arena Master's Staff]] to open the eponymous vaults (though you must also be playing on Ultra-Violence or Nightmare! difficulty). Nuking The Vaults will not award this badge. This badge can be achieved in the standard game or in any challenge. Like all prior Scavenger badges, achieving this feat in House of Pain instead will not award the badge.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Angelic Badges ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;       | Rank&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Requirements&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Special Notes&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|UAC Angelic Badge&lt;br /&gt;
|Win standard Nightmare! damageless&lt;br /&gt;
|That is, without taking any damage. Health decay (from being &amp;gt;100%) doesn't count as taking damage.&lt;br /&gt;
|-&lt;br /&gt;
|Veteran Angelic Badge&lt;br /&gt;
|Fully win on Nightmare! with 100% kills&lt;br /&gt;
|A full win is one that clears [[Hell Fortress]]. To maintain 100% kills on Nightmare, the player must kill every respawn that gets back up, and not exit any levels with any respawns left alive. This badge can be achieved in the standard game or in any challenge.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Strongman Angelic Badge&lt;br /&gt;
|Win a standard game using only fists on Nightmare! with 90% kills&lt;br /&gt;
|Other weapons can be used to injure enemies, but all killing blows must be with your fists. Enemies that die by indirect means or are killed by items will not be attributed to any weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Speedrun Angelic Badge&lt;br /&gt;
|Win standard Nightmare! game under 4 minutes&lt;br /&gt;
|The 4 minutes are in real-time.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Elite Angelic Badge&lt;br /&gt;
|Win standard Nightmare! game with 100% kills as a Conqueror&lt;br /&gt;
|Conqueror requires entering and clearing all special levels available. To maintain 100% kills on Nightmare, the player must kill every respawn that gets back up, and not exit any levels with any respawns left alive.&lt;br /&gt;
|-&lt;br /&gt;
|Demonic Angelic Badge&lt;br /&gt;
|Win standard Nightmare! game with 100% kills damageless&lt;br /&gt;
|That is, without taking damage. Health decay from having over 100% health doesn't count as taking damage. To maintain 100% kills on Nightmare, the player must kill every respawn that gets back up, and not exit any levels with any respawns left alive.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Berserker Angelic Badge&lt;br /&gt;
|Complete AoB + AoMs on Nightmare!&lt;br /&gt;
|This badge (and others like it) must be done as dual-angel challenges.&lt;br /&gt;
|-&lt;br /&gt;
|Marksman Angelic Badge&lt;br /&gt;
|Complete AoMr + AoD on Nightmare! with 50% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Shottyman Angelic Badge&lt;br /&gt;
|Complete AoSh + AoOC on Nightmare! with 50% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Lightfoot Angelic Badge&lt;br /&gt;
|Complete Archangel of Light Travel on Nightmare! without melee kills&lt;br /&gt;
|Melee attacks can be used to weaken enemies, but all killing blows must be with a non-melee attack, even killing a single enemy with just your fists will disqualify you from earning the badge and so you must be careful to not bump into weak enemies as that will automatically punch them. Enemies that die by indirect means, such as from items, infighting, or fluids, will not count against this badge regardless of what weapon you have equipped when they die.&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Eagerness Angelic Badge&lt;br /&gt;
|Complete AoI + AoRA on Nightmare! with 90% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Inquisitor Angelic Badge&lt;br /&gt;
|Complete AoP + AoRA on Nightmare!&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Quartermaster Angelic Badge&lt;br /&gt;
|Complete Archangel of Red Alert on Ultra-Violence with 80% kills&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Masochist Angelic Badge&lt;br /&gt;
|Complete Archangel of Masochism on Nightmare!&lt;br /&gt;
|N/A&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Centurial Angelic Badge&lt;br /&gt;
|Complete Archangel of 666 on Nightmare!&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Pacifist Angelic Badge&lt;br /&gt;
|Complete Archangel of Pacifism with one kill&lt;br /&gt;
|Anything that dies counts as a kill for the player, so only one monster may die at all, which can only be the [[Spider Mastermind]].&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|Everyman Angelic Badge&lt;br /&gt;
|Complete Archangel of Humanity on Nightmare!&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Resistance</id>
		<title>Resistance</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Resistance"/>
				<updated>2025-09-07T04:49:42Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resistances are percentage modifiers to damage that only affect a certain [[Damage type|type of damage]]. In damage calculation when a resistance is applicable, the damage will be reduced by the percentage amount (e.g. if the player is hit by an attack that rolls 10 damage while having 20% resistance to its damage type, it'll be reduced by 20% of 10, which amounts to subtracting 2 and thus reducing the damage sustained to 8). If the damage after the resistance is applied would result in a decimal number, it'll be rounded to the nearest integer (e.g. if the player is hit by an attack that rolls 12 damage while having 20% resistance, the resulting 9.6 damage will get rounded to 10 damage sustained, while if the player had 30% resistance instead, the resulting 8.4 damage would get rounded to 8 damage sustained). If the damage after resistance is applied would result in a number that has a decimal of .5, it'll be rounded to the nearest even integer (e.g. if the player is hit by an attack that rolls 10 damage while having 5% resistance, the resulting 9.5 damage will get rounded up to 10 damage, while if the player had 15% resistance instead, the resulting 8.5 damage would get rounded down to 8 damage). It is also important to note that resistances are applied in damage calculation before [[protection]] is applied from [[armor]] and [[Tough as Nails]] (e.g. if the player is hit by an attack that rolls 16 damage while having 50% resistance to it and wearing armor with 4 protection, first the resistance will be applied to reduce the damage to 8 and then the armor's protection will be subtracted from it to result in the player sustaining 4 damage).&lt;br /&gt;
&lt;br /&gt;
Resistances on armor only mitigate damage from hits, while resistances on boots only mitigate damage from [[fluids]] (i.e. Acid and Lava). Resistances from all other sources will stack together with your armor's and boots' resistances; for example, a [[Marine]] wearing [[Red armor]] while under the [[Envirosuit]] effect will result in having 60% fire resistance, 35% acid resistance, and 10% plasma resistance (25% fire resistance from the Red armor + 25% fire and acid resistances from Envirosuit + 10% inherent energy resistances of the Marine). However, resistances cannot be increased beyond 95%, with the exception of very specific equipment that explicitly possess a 100% resistance (which grants complete immunity to the damage type the 100% resistance applies to).&lt;br /&gt;
&lt;br /&gt;
Certain enemies may have inherent resistances too, which apply to both damage from being hit and damage from fluids. Enemies that can wear armor will additionally gain the resistances of that armor, which will also stack with their inherent resistances if they have any; for example if a [[Baron of hell]] nabs an [[Energy-shielded vest]], it will have 50% resistances to fire and plasma, as well as a 95% resistance to acid (50% energy resistances from the vest + the Baron's 50% acid resistance, capped at 95%)&lt;br /&gt;
&lt;br /&gt;
Resistances below 0% indicate a weakness, which will increase the damage instead of reducing it.&lt;br /&gt;
&lt;br /&gt;
The chart below lists the resistances of all armors and boots, as well as all beings, other items, effects, and traits that have resistances or grant resistances.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
  | colspan=7 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Resistances'''&lt;br /&gt;
  |-&lt;br /&gt;
  ! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot;                   | Being/Item/Effect/Trait&lt;br /&gt;
  ! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;1ex&amp;quot;| Bullet&lt;br /&gt;
  ! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;1ex&amp;quot;| Shrapnel&lt;br /&gt;
  ! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;1ex&amp;quot;| Melee&lt;br /&gt;
  ! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;1ex&amp;quot;| Acid&lt;br /&gt;
  ! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;1ex&amp;quot;| Fire&lt;br /&gt;
  ! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;1ex&amp;quot;| Plasma&lt;br /&gt;
  |- style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Marine]] (inherent)                                     ||-||-||-||10%||10%||10%&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Imp]] (inherent)                                        ||-||-||-||-||25%||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Lost soul]] (inherent)                                  ||50%||-||-||-||75%||-&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Hell knight]] (inherent)                                ||-||-||-||50%||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Baron of hell]] (inherent)                              ||-||-||-||50%||-||-&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Arachnotron]] (inherent)                                ||-||-||-100%||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Revenant]] (inherent)                                   ||50%||-||-||-||25%||-&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Nightmare imp]] (inherent)                              ||-||-||-||-||50%||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Nightmare soul]] (inherent)                             ||50%||-||-||-||75%||-&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Nightmare cacodemon]] (inherent)                        ||-||-||-||50%||50%||50%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Nightmare knight]] (inherent)                           ||-||-||-||50%||25%||25%&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Nightmare revenant]] (inherent)                         ||50%||-||-||-||25%||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Nightmare mancubus]] (inherent)                         ||-||-||50%||50%||-||-&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Elite former human]] (from inherent Green armor)        ||15%||15%||-||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Elite former sergeant]] (from inherent Green armor)     ||15%||15%||-||-||-||-&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Elite former captain]] (from inherent Blue armor) ||-||-||-||-||-||20%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Elite former commando]] (from inherent Blue armor) ||-||-||-||-||-||20%&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Bruiser brother]] (inherent)                            ||-||-||-||50%||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Lava elemental]] (inherent)                             ||-||-||-||-||100%||-&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Green armor]]                                           ||15%||15%||-||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Blue armor]]                                            ||-||-||-||-||-||20%&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Red armor]]                                             ||-||-||-||-||25%||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{exotic link|Ballistic shield}}                          ||95%||95%||95%||-||-||-&lt;br /&gt;
  |-&lt;br /&gt;
  |{{exotic link|Ballistic vest}}                            ||50%||50%||50%||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{exotic link|Bullet-proof vest}}                         ||95%||-||-||-||-||-&lt;br /&gt;
  |-&lt;br /&gt;
  |{{exotic link|Duelist armor}}                             ||-||-||75%||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{exotic link|Energy-shielded vest}}                      ||-||-||-||50%||50%||50%&lt;br /&gt;
  |- &lt;br /&gt;
  |{{exotic link|Energy shield}}                             ||-||-||-||80%||80%||80%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{exotic link|Gothic armor}}                              ||50%||50%||50%||-||-||-&lt;br /&gt;
  |- &lt;br /&gt;
  |{{exotic link|Medical armor}}                             ||-||-||-||15%||15%||15%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{exotic link|Phaseshift armor}}                          ||30%||30%||30%||-||-||-&lt;br /&gt;
  |- &lt;br /&gt;
  |{{exotic link|Plasma shield}}                             ||-||-||-||-||-||95%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{exotic link|Onyx armor}}                                ||-||-||-||-||-||-&lt;br /&gt;
  |- &lt;br /&gt;
  |{{unique link|Berserker Armor}}                           ||50%||50%||50%||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{unique link|Cybernetic Armor}}                          ||20%||20%||20%||20%||20%||20%&lt;br /&gt;
  |-&lt;br /&gt;
  |{{unique link|Lava Armor}}                                ||-||-||-||-|| 75%|| 50%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{unique link|Malek's Armor}}                             ||-||-||-||30%||30%||30%&lt;br /&gt;
  |-&lt;br /&gt;
  |{{unique link|Medical Powerarmor}}                        ||-||-||-||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{unique link|Necroarmor}}                                ||-||-||-||-||-||-&lt;br /&gt;
  |- &lt;br /&gt;
  |{{unique link|Shielded Armor}}                            ||90%||90%||90%||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{artifact link|Angelic Armor}}                           ||50%||50%||50%||-||-||-&lt;br /&gt;
  |- &lt;br /&gt;
  |[[Steel boots]]                                           ||-||-||-||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Protective boots]]                                      ||-||-||-||25%||-||-&lt;br /&gt;
  |- &lt;br /&gt;
  |[[Plasteel boots]]                                        ||-||-||-||50%||25%||10%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{exotic link|Acid-proof boots}}                          ||-||-||-||100%||-||-&lt;br /&gt;
  |- &lt;br /&gt;
  |{{exotic link|Gothic boots}}                              ||-||-||-||-||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{exotic link|Phaseshift boots}}                          ||-||-||-||-||-||-&lt;br /&gt;
  |- &lt;br /&gt;
  |{{exotic link|Blood boots}}                               ||-||-||-||-||-||100%&lt;br /&gt;
  |- style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{unique link|Enviroboots}}                               ||-||-||-||100%||100%||25%&lt;br /&gt;
  |-&lt;br /&gt;
  |{{unique link|Nyarlaptotep's Boots}}                      ||-||-||-||30%||30%||30%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{assembly link|Ballistic armor}}                         ||+40%||+40%||+40%||0%||-20%||0%&lt;br /&gt;
  |- &lt;br /&gt;
  |{{assembly link|Cerberus armor}}                          ||Base||Base||Base||70%||70%||50%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{assembly link|Cybernano armor}}                         ||Base||Base||Base||Base||Base||Base&lt;br /&gt;
  |- &lt;br /&gt;
  |{{assembly link|Fireproof armor}}                         ||Base||Base||-30%||Base||+30%||Base&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{assembly link|Fireshield}}                              ||0%||0%||0%||0%||95%||0%&lt;br /&gt;
  |- &lt;br /&gt;
  |{{assembly link|Grappling armor}}                         ||Base||Base||+30%||Base||Base||Base&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{assembly link|Nanofiber armor}}                         ||Half||Half||Half||Half||Half||Half&lt;br /&gt;
  |-&lt;br /&gt;
  |{{assembly link|Nanofiber skin armor}}                    ||+25%||+25%||+25%||+25%||+25%||+25%&lt;br /&gt;
  |- style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{assembly link|Tower shield}}                            ||0%||0%||0%||0%||0%||0%&lt;br /&gt;
  |-&lt;br /&gt;
  |{{assembly link|Power armor}}                             ||x5||x5||25%||x2||x2||x3&lt;br /&gt;
  |- style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{assembly link|Tactical armor}}                          ||0%||0%||0%||0%||0%||0%&lt;br /&gt;
  |-&lt;br /&gt;
  |{{assembly link|Antigrav boots}}                          ||Base||Base||Base||Base||Base||Base&lt;br /&gt;
  |- style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{assembly link|Cerberus boots}}                          ||Base||Base||Base||100%||100%||50%{{rollover|*|Will inherent the base boots' plasma resistance if it's greater than 50%|?}}&lt;br /&gt;
  |-&lt;br /&gt;
  |{{assembly link|Enviromental boots}}                      ||Base||Base||Base||+95%||+95%||Base&lt;br /&gt;
  |- style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{assembly link|Fireproof boots}}                         ||Base||Base||Base||Base||+30%||Base&lt;br /&gt;
  |-&lt;br /&gt;
  |{{assembly link|Grappling boots}}                         ||Base||Base||Base||Base||Base||Base&lt;br /&gt;
  |- style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |{{assembly link|Lava boots}}                              ||Base||Base||Base||Base||100%||Base&lt;br /&gt;
  |-&lt;br /&gt;
  |{{assembly link|Tactical boots}}                          ||0%||0%||0%||0%||0%||0%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |Gothic Arms set ({{exotic link|Gothic armor}} + {{exotic link|Gothic boots}})||+40%||+40%||+40%||+40%||+40%||+40%&lt;br /&gt;
  |-&lt;br /&gt;
  |Inquisitor set ({{unique link|Malek's Armor}} + {{unique link|Nyarlaptotep's Boots}})||-||-||-||30%||100%||30%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Technical mod pack]] (when applied to armors and boots) ||+20%||+20%||+20%||+10%||+10%||+10%&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Effects#Berserk|Berserk]]                              ||+50%||+50%||+50%||+50%||+50%||+50%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Effects#Enivrosuit|Envirosuit]]                         ||-||-||-||+25%||+25%||-&lt;br /&gt;
  |- &lt;br /&gt;
  |{{unique link|Acid Spitter}} (when equipped)              ||-||-||-||+75%||-||-&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Traits#Ironman|Ironman]] (per level)                    ||+10%||+10%||+10%||-||-||-&lt;br /&gt;
  |-&lt;br /&gt;
  |[[Traits#Tough as Nails|Tough as Nails]] (per level)      ||-||-||-||+10%||+10%||+10%&lt;br /&gt;
  |-style=&amp;quot;background-color: #333;&amp;quot;&lt;br /&gt;
  |[[Traits#Malicious Blades|Malicious Blades]]              ||+50%||+50%||+75%||-||+50%||-&lt;br /&gt;
  |- &lt;br /&gt;
  |[[Chain firing]] with [[Traits#Entrenchment|Entrenchment]]            ||+50%||+50%||+50%||+50%||+50%||+50%&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
For assemblies:&lt;br /&gt;
&lt;br /&gt;
Base means it keeps the original resistance.&lt;br /&gt;
&lt;br /&gt;
Half means the original resistance is halved.&lt;br /&gt;
&lt;br /&gt;
+/-/x modifiers apply to the original resistance.&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Halls_of_Carnage</id>
		<title>Halls of Carnage</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Halls_of_Carnage"/>
				<updated>2025-09-07T04:21:19Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Undo revision 3756 by Omega Tyrant (talk) Actually was wrong about this, it was just a bit hard to notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Halls of Carnage|&lt;br /&gt;
level_dlvl=14|&lt;br /&gt;
level_intxt=''You feel the sudden need to run!''|&lt;br /&gt;
level_loottxt=''None''|&lt;br /&gt;
level_outtxt=''None''|&lt;br /&gt;
level_itytd=[[former human]] (x9), [[former sergeant]] (x10), [[lost soul]] (x8), [[demon]] (x12), [[cacodemon]] (x4)&lt;br /&gt;
Lava Flood Rate: ~1 column / 8 [[time|seconds]]|&lt;br /&gt;
level_hntr=[[former human]] (x10), [[former sergeant]] (x12), [[lost soul]] (x10), [[demon]] (x8), [[cacodemon]] (x4), [[hell knight]] (x4)&lt;br /&gt;
Lava Flood Rate: ~1 column / 6 [[time|seconds]]|&lt;br /&gt;
level_hmp=[[former human]] (x11), [[former sergeant]] (x13), [[lost soul]] (x12), [[demon]] (x8), [[hell knight]] (x4), [[baron of hell]] (x4)&lt;br /&gt;
Lava Flood Rate: ~1 column / 5 [[time|seconds]]|&lt;br /&gt;
level_uv=[[former human]] (x12), [[former sergeant]] (x16), [[lost soul]] (x14), [[hell knight]] (x8), [[baron of hell]] (x8)&lt;br /&gt;
Lava Flood Rate: ~1 column / 3 [[time|seconds]]|&lt;br /&gt;
level_n=[[former human]] (x13), [[former sergeant]], [[lost soul]] (x16), [[nightmare demon]] (x8), [[nightmare cacodemon]] (x4), [[baron of hell]] (x4)&lt;br /&gt;
Lava Flood Rate: ~1 column / 2 [[time|seconds]]|&lt;br /&gt;
level_loot=[[combat shotgun]], {{exotic link|BFG 9000}}, [[Large Health Globe]] (x2), [[10mm ammo]] (24x8), standard [[mods]] (x2)|&lt;br /&gt;
level_other=Lava will start flooding the level from the left. Its speed is generally faster than the [[level feeling]] version, and is much faster on higher difficulties. There are many locked doors between the starting room and the stairs - attack them with any weapon to knock them down.&lt;br /&gt;
Paired with [[Spider's Lair]].}}&lt;br /&gt;
&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:Halls of Carnage/Map}}|&lt;br /&gt;
map_description=(This map was created based on 0.9.9.6.  This will be updated sometime.)&lt;br /&gt;
&lt;br /&gt;
This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, cacodemons are replaced by lost souls.&lt;br /&gt;
&lt;br /&gt;
On Hey, Not Too Rough, cacodemons are replaced by lost souls, hell knights are replaced by cacodemons and barons of hell are replaced by hell knights.&lt;br /&gt;
&lt;br /&gt;
On I'm Too Young To Die, cacodemons are replaced by lost souls, hell knights are replaced by demons and barons of hell are replaced by cacodemons.}}&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>2025-09-04T04:36:17Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Big update for 0.10&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&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&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&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&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&lt;br /&gt;
|16&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&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&lt;br /&gt;
|50&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&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&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&lt;br /&gt;
|50&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&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&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&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/Template:Rollover</id>
		<title>Template:Rollover</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Template:Rollover"/>
				<updated>2025-09-04T03:31:20Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Created page with &amp;quot;&amp;lt;span {{#if:{{{3|}}}|class=&amp;quot;explain&amp;quot;}} title=&amp;quot;{{#replace:{{{2|}}}|&amp;quot;|&amp;amp;#34;}}&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span {{#if:{{{3|}}}|class=&amp;quot;explain&amp;quot;}} title=&amp;quot;{{#replace:{{{2|}}}|&amp;quot;|&amp;amp;#34;}}&amp;quot;&amp;gt;{{{1}}}&amp;lt;/span&amp;gt;&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nightmare_mancubus</id>
		<title>Nightmare mancubus</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nightmare_mancubus"/>
				<updated>2025-09-04T03:15:22Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Created page with &amp;quot;{{infostrat switch}} {{Monsters| monster_name=Nightmare mancubus| monster_looks=&amp;lt;font color=&amp;quot;lightblue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;| monster_hp=120| monster_ac=4| monster_acc=+3 melee, +3...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Nightmare mancubus|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;lightblue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=120|&lt;br /&gt;
monster_ac=4|&lt;br /&gt;
monster_acc=+3 melee, +3 ranged|&lt;br /&gt;
monster_melee=7d3 = 7-21 = 14|&lt;br /&gt;
monster_projectile=4d7 = 4-28 = 16: [[damage type#acid|acid damage]], [[radius]] 2| &lt;br /&gt;
monster_speed=80%|&lt;br /&gt;
monster_dlvl=75+|&lt;br /&gt;
monster_xp=695|&lt;br /&gt;
monster_inventory=[[Rocket]] (x3)|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=70|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]]. Has 50% [[resistance]]s to [[acid]] and [[melee]] damage, and is immune to [[knockback]]. Its ranged attack fires 3 projectiles: 1 directly at the player and one at each side, and each projectile may leave behind acid in its splash radius (random chance per each affected tile).|&lt;br /&gt;
monster_description=''What's blue and has two rocket launchers? Something worse.''|&lt;br /&gt;
monster_other=Will run through any fluid to reach the player. When this enemy fires, it'll immediately fire again unless the player is out of its [[vision]] or in melee range.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nightmare_revenant</id>
		<title>Nightmare revenant</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nightmare_revenant"/>
				<updated>2025-09-04T03:06:38Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: New enemy in 0.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Nightmare revenant|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;lightblue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;R&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=50|&lt;br /&gt;
monster_ac=3|&lt;br /&gt;
monster_acc=+6 melee, +6 ranged|&lt;br /&gt;
monster_melee=6d3 = 6-18 = 12 avg|&lt;br /&gt;
monster_projectile=6d6 = 6-36 = 21 avg: [[damage type#fire|fire damage]], [[radius]] 1|&lt;br /&gt;
monster_speed=160%|&lt;br /&gt;
monster_dlvl=60+|&lt;br /&gt;
monster_xp=695|&lt;br /&gt;
monster_inventory=[[Rocket]] (x3)|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=60%|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]]. Its projectile targets the tile the player is on, rather than the player directly. Has 50% bullet and 25% fire [[resistance]].|&lt;br /&gt;
monster_description=''This revenant has been dusted off and wired up one time too many. And it shows...''|&lt;br /&gt;
monster_other=Will run through any fluid to reach the player. Since its projectile explodes on the targeted tile, it is normally unavoidable, as even if the player executes a successful [[dodge]], they'll be hit by the splash radius as the projectile explodes on the adjacent tile they were previously on. However, if there is an obstacle or other enemy in the trajectory of the Nightmare Revenant's rocket, it will explode on that object/enemy instead. Additionally, if the player can move more than one tile in a single action (such as from [[rocket jump]]ing or a [[Phase device]]), the player can avoid the splash radius as the Nightmare Revenant still targets the previous tile they were on.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nightmare_knight</id>
		<title>Nightmare knight</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nightmare_knight"/>
				<updated>2025-09-04T02:48:58Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Nightmare knight|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;lightblue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;B&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=80|&lt;br /&gt;
monster_ac=4|&lt;br /&gt;
monster_acc=+6 melee, +6 ranged|&lt;br /&gt;
monster_melee=6d3 = 6-18 = 12 avg|&lt;br /&gt;
monster_projectile=4d6 = 4-24 = 14 avg: [[damage type#plasma|plasma damage]], [[radius]] 2|&lt;br /&gt;
monster_speed=120%|&lt;br /&gt;
monster_dlvl=41+|&lt;br /&gt;
monster_xp=452|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=60|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]]. Has 75% [[acid]] [[resistance]], and 25% resistance to [[fire]] and [[plasma]] damage.|&lt;br /&gt;
monster_description=''The nightmare side of the knight and baron strain. You hope it won't get worse than this. You hope...''|&lt;br /&gt;
monster_other=Will run through any fluid to reach the player. Their fireballs are additionally more difficult to [[dodge]] than [[Hell knight]] and [[Baron]] fireballs.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Bruiser_brother</id>
		<title>Bruiser brother</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Bruiser_brother"/>
				<updated>2025-09-04T02:48:03Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Bruiser brother|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;B&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=60+3&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 63,72,87,108,135|&lt;br /&gt;
monster_ac=2|&lt;br /&gt;
monster_acc=+5 melee, +5 ranged|&lt;br /&gt;
monster_melee=5d3 = 5-15 = 10 avg|&lt;br /&gt;
monster_projectile=4d5 = 4-20 = 12 avg: [[damage type#acid|acid damage]], [[radius]] 2|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=[[Phobos Anomaly]], or 40 and lower on A100|&lt;br /&gt;
monster_xp=608|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=40|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]]. Has 50% acid [[resistance]].|&lt;br /&gt;
monster_description=''Tough as a dump truck and nearly as big, these Goliaths are the worst thing on two legs since Tyrannosaurus rex.''|&lt;br /&gt;
monster_other=Hunts player precisely, will run through any fluid to reach the player. While it is programmed to be able to use items and armor, it will always ignore them in its constant pursuit of the player. Their fireballs are additionally slightly more difficult to [[dodge]] than regular [[Baron]] fireballs.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nightmare_elemental</id>
		<title>Nightmare elemental</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nightmare_elemental"/>
				<updated>2025-09-04T02:47:44Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Nightmare elemental|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;lightblue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;O&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=100|&lt;br /&gt;
monster_ac=4|&lt;br /&gt;
monster_acc=+4 melee|&lt;br /&gt;
monster_melee=6d3 = 6-18 = 12 avg|&lt;br /&gt;
monster_projectile=None|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=70+|&lt;br /&gt;
monster_xp=788|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=N/A|&lt;br /&gt;
monster_abilities=This enemy flies, so it is immune to both damage and movement-slowing from [[fluids]]. Rather than attacking the player, it spawns [[Nightmare soul]]s (x3) (25% chance per action)|&lt;br /&gt;
monster_description=''Pain, pain, pain, nightmare pain. Oh and nightmare souls...''|&lt;br /&gt;
monster_other=Avoids player as much as possible, and will not use its melee attack even when the player is in its face. Will move through any fluid without hesitation. Does not [[infight]] with other monsters (and since it's unable to directly hurt other monsters, no monster will infight it). Has a higher chance of spawning more Nightmare Souls if the player shoots it from outside of its visual range.&lt;br /&gt;
&lt;br /&gt;
Upon death, it spawns three Nightmare Souls and leaves no [[corpse]] (but no Nightmare Souls will spawn if the Nightmare Elemental is [[gib]]bed).}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nightmare_soul</id>
		<title>Nightmare soul</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nightmare_soul"/>
				<updated>2025-09-04T02:47:34Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Nightmare soul|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;lightblue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;s&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=20|&lt;br /&gt;
monster_ac=0|&lt;br /&gt;
monster_acc=+12 melee (if its charge connects, see below)|&lt;br /&gt;
monster_melee=4d3 = 4-12 = 8 avg|&lt;br /&gt;
monster_projectile=None|&lt;br /&gt;
monster_speed=120%|&lt;br /&gt;
monster_dlvl=N/A; doesn't naturally spawn by itself, but will start spawning in monster groups in [[A100]]/[[A666]] on floor 30|&lt;br /&gt;
monster_xp=68|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=70%|&lt;br /&gt;
monster_abilities=This enemy flies, so it is immune to both damage and movement-slowing from [[fluids]]. Has 50% bullet and 75% fire resistance.|&lt;br /&gt;
monster_description=''The flying bluish skull. Wouldn't be a problem if there weren't so many of these nightmarish things...''|&lt;br /&gt;
monster_other=Leaves no [[corpse]] on death. Will run through any fluid to reach the player. Will not [[infight]] with other monsters. Normally has 120% speed, but will charge the player when it attacks, with its speed going up to 480% while charging. The player can [[dodge]] a charging Nightmare Soul, and when it charges it will keep flying in a straight line until it hits the player, another monster, or a wall. A Nightmare Soul will additionally stop charging if it is hit, or has traveled 15 tiles.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nightmare_knight</id>
		<title>Nightmare knight</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nightmare_knight"/>
				<updated>2025-09-04T02:46:53Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: New enemy in 0.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Nightmare knight|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;lightblue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;B&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=80|&lt;br /&gt;
monster_ac=4|&lt;br /&gt;
monster_acc=+6 melee, +6 ranged|&lt;br /&gt;
monster_melee=6d3 = 6-18 = 12 avg|&lt;br /&gt;
monster_projectile=4d6 = 4-24 = 14 avg: [[damage type#plasma|plasma damage]], [[radius]] 2|&lt;br /&gt;
monster_speed=120%|&lt;br /&gt;
monster_dlvl=41+|&lt;br /&gt;
monster_xp=452|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=60|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]]. Has 75% [[acid]] [[resistance]], and 25% resistance to [[fire]] and [[plasma]] damage.|&lt;br /&gt;
monster_description=''The nightmare side of the knight and baron strain. You hope it won't get worse than this. You hope...''|&lt;br /&gt;
monster_other=Will run through any fluid to reach the player. Their fireballs are additionally more difficult to [[dodge]] than [[Hell Knight]] and [[Baron]] fireballs.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nightmare_elemental</id>
		<title>Nightmare elemental</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nightmare_elemental"/>
				<updated>2025-09-04T02:38:35Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: New enemy in 0.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Pain elemental|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;lightblue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;O&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=100|&lt;br /&gt;
monster_ac=4|&lt;br /&gt;
monster_acc=+4 melee|&lt;br /&gt;
monster_melee=6d3 = 6-18 = 12 avg|&lt;br /&gt;
monster_projectile=None|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=70+|&lt;br /&gt;
monster_xp=788|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=N/A|&lt;br /&gt;
monster_abilities=This enemy flies, so it is immune to both damage and movement-slowing from [[fluids]]. Rather than attacking the player, it spawns [[Nightmare soul]]s (x3) (25% chance per action)|&lt;br /&gt;
monster_description=''Pain, pain, pain, nightmare pain. Oh and nightmare souls...''|&lt;br /&gt;
monster_other=Avoids player as much as possible, and will not use its melee attack even when the player is in its face. Will move through any fluid without hesitation. Does not [[infight]] with other monsters (and since it's unable to directly hurt other monsters, no monster will infight it). Has a higher chance of spawning more Nightmare Souls if the player shoots it from outside of its visual range.&lt;br /&gt;
&lt;br /&gt;
Upon death, it spawns three Nightmare Souls and leaves no [[corpse]] (but no Nightmare Souls will spawn if the Nightmare Elemental is [[gib]]bed).}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Nightmare_soul</id>
		<title>Nightmare soul</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Nightmare_soul"/>
				<updated>2025-09-04T02:32:07Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: New enemy in 0.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Lost soul|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;lightblue&amp;quot;&amp;gt;&amp;lt;b&amp;gt;s&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=20|&lt;br /&gt;
monster_ac=0|&lt;br /&gt;
monster_acc=+12 melee (if its charge connects, see below)|&lt;br /&gt;
monster_melee=4d3 = 4-12 = 8 avg|&lt;br /&gt;
monster_projectile=None|&lt;br /&gt;
monster_speed=120%|&lt;br /&gt;
monster_dlvl=N/A; doesn't naturally spawn by itself, but will start spawning in monster groups in [[A100]]/[[A666]] on floor 30|&lt;br /&gt;
monster_xp=68|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=70%|&lt;br /&gt;
monster_abilities=This enemy flies, so it is immune to both damage and movement-slowing from [[fluids]]. Has 50% bullet and 75% fire resistance.|&lt;br /&gt;
monster_description=''The flying bluish skull. Wouldn't be a problem if there weren't so many of these nightmarish things...''|&lt;br /&gt;
monster_other=Leaves no [[corpse]] on death. Will run through any fluid to reach the player. Will not [[infight]] with other monsters. Normally has 120% speed, but will charge the player when it attacks, with its speed going up to 480% while charging. The player can [[dodge]] a charging Nightmare Soul, and when it charges it will keep flying in a straight line until it hits the player, another monster, or a wall. A Nightmare Soul will additionally stop charging if it is hit, or has traveled 15 tiles.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Apostle</id>
		<title>Apostle</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Apostle"/>
				<updated>2025-09-04T02:09:23Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Apostle|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;@&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=255|&lt;br /&gt;
monster_ac=30|&lt;br /&gt;
monster_acc=+2 melee, N/A ranged (see below)|&lt;br /&gt;
monster_melee=8d3 = 8-24 = 16 avg|&lt;br /&gt;
monster_projectile=40d1 = 40 (always): [[damage type#plasma|plasma damage]], [[radius]] 3|&lt;br /&gt;
monster_speed=160%|&lt;br /&gt;
monster_dlvl=[[Hell Fortress]], 100th floor of Angel of 100, 666th floor of Archangel of 666|&lt;br /&gt;
monster_xp=|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=60|&lt;br /&gt;
monster_abilities=The Apostle's attack always hits its targeted tile, and it takes no damage from its own attack. Resurrects dead monsters in its [[vision]] (25% chance per action). Resurrected monsters take 4.0 game seconds to &amp;quot;activate&amp;quot;, or become active in combat or other actions. The Apostle can teleport (5% chance per action) and will passively regenerate health (1 HP per action). The Apostle is additionally immune to [[knockback]], has 75% [[resistance]] to every type of damage, and any nuclear devices will be disabled from being activated when it spawns.|&lt;br /&gt;
monster_description=''This seems so unreal, as though from another story...''|&lt;br /&gt;
monster_other=Avoids player as much as possible, but will use its melee attack when in range. Will [[infight]] other monsters when hit by one, but other monsters will not infight back.&lt;br /&gt;
&lt;br /&gt;
When the Apostle attacks, it'll enter a unique state where it &amp;quot;raises its arms&amp;quot;, and if the player is still in its vision after 1.563 [[seconds]] passes (rounded to 1.5 or 1.6 depending on how its [[Fractional Time]] works out), its attack will hit the tile the player is on (or was last on if a successful [[dodge]] is executed). If the player moves out of its vision before the attack completes, its attack will target the tile it last saw the player on. If the player is out of its vision and the Apostle is damaged before it completes its attack, it will cancel its attack.&lt;br /&gt;
&lt;br /&gt;
It appears in [[Hell Fortress]] instead of [[John Carmack]], on the 100th floor in [[Angel of 100]], and 666th floor in [[Archangel of 666]], if you fulfill secret conditions, which are: [&amp;lt;span style=&amp;quot;color:#333&amp;quot;&amp;gt;equipping both the Dragonslayer and Berserker Armor before entering Hell Fortress or the final floor of A100/666&amp;lt;/span&amp;gt;]. When it spawns in A100/666, a unique event will play out, where all other enemies on the floor immediately die upon entering. Killing the Apostle always awards a full win, and is the only way to get a full win in Angel of 100 and Archangel of 666. Also note the game immediately ends upon killing the Apostle in Hell Fortress, but does not immediately end the game when killing it in A100/666.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/John_Carmack</id>
		<title>John Carmack</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/John_Carmack"/>
				<updated>2025-09-04T01:51:43Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=John Carmack|&lt;br /&gt;
monster_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;@&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
monster_hp=250 + 10&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 260, 290, 340, 410, 500|&lt;br /&gt;
monster_ac=5|&lt;br /&gt;
monster_acc=+8 melee, +12 ranged|&lt;br /&gt;
monster_melee=9d3 = 9-27 = 18 avg|&lt;br /&gt;
monster_projectile=Attacks with a [[rocket launcher]]: 6d6 = 6-36 = 21 avg; [[damage type#fire|fire damage]], [[radius]] 4|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=[[Hell Fortress]]|&lt;br /&gt;
monster_xp=0|&lt;br /&gt;
monster_inventory=Rocket launcher, [[Rocket]] (x30)|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75%|&lt;br /&gt;
monster_abilities=Has +1 [[vision]]. Takes no damage from his own attacks and is immune to [[knockback]]. After being damaged, may randomly teleport onto a random tile within a radius of 10 around himself. John Carmack periodically summons extra creatures around himself 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;
monster_description=''You knew it. This is the true EVIL behind the invasion! This is the true mastermind of Hell! Kill him for he knows not the meaning of mercy! Kill him NOW!!!''|&lt;br /&gt;
monster_other=Hunts player precisely, but does not activate until the player is in his vision or tries attacking him. Will not [[infight]] other monsters, and other monsters will not try to infight him when hit by him. While John Carmack is programmed to be able to use items and armor, he will always ignore them in his constant pursuit of the player. He additionally fires rockets at the player regardless of how far out of his vision they are, and will never use his melee attack as long as he still has ammo, instead continuing to fire rockets when the player is in melee range. Killing John Carmack will kill all enemies he summoned, and will grant a full victory.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Spider_Mastermind</id>
		<title>Spider Mastermind</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Spider_Mastermind"/>
				<updated>2025-09-04T01:23:57Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Spider Mastermind|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=250+10&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 260, 290, 340, 410, 500|&lt;br /&gt;
monster_ac=2|&lt;br /&gt;
monster_acc=+4 melee, +4 ranged|&lt;br /&gt;
monster_melee=9d3 = 9-27 = 18 avg|&lt;br /&gt;
monster_projectile=(1d6)x6 = 6-36 = 21 avg: [[damage type#plasma|plasma damage]]|&lt;br /&gt;
monster_speed=150%|&lt;br /&gt;
monster_dlvl=[[Dis]]|&lt;br /&gt;
monster_xp=0|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=60%|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]] nor from its own attacks. Immune to [[knockback]]. If she takes 20 or more damage from a single attack, she [[AI|flinches]] and cannot attack for a turn, while she will try to move away from the player.|&lt;br /&gt;
monster_description=''You guess the Arachnotrons had to come from somewhere. Hi, mom. She doesn't have a plasma gun, so thank heaven for small favors. Instead, she has a super-chaingun.''|&lt;br /&gt;
monster_other=Only found at Dis, killing her is necessary to win the game. Will run through any fluids to reach the player. Hunts the player precisely. Other monsters will not try to infight it when hit by it (but since no other monsters spawn in Dis, it's impossible to see the Mastermind infight).}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Spider_Mastermind</id>
		<title>Spider Mastermind</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Spider_Mastermind"/>
				<updated>2025-09-04T01:22:43Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Spider Mastermind|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=250+10&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 260, 290, 340, 410, 500|&lt;br /&gt;
monster_ac=2|&lt;br /&gt;
monster_acc=+4 melee, +4 ranged|&lt;br /&gt;
monster_melee=9d3 = 9-27 = 18 avg|&lt;br /&gt;
monster_projectile=(1d6)x6 = 6-36 = 21 avg; [[damage type#plasma|plasma damage]]|&lt;br /&gt;
monster_speed=150%|&lt;br /&gt;
monster_dlvl=[[Dis]]|&lt;br /&gt;
monster_xp=0|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=60%|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]] nor from its own attacks. Immune to [[knockback]]. If she takes 20 or more damage from a single attack, she [[AI|flinches]] and cannot attack for a turn, while she will try to move away from the player.|&lt;br /&gt;
monster_description=''You guess the Arachnotrons had to come from somewhere. Hi, mom. She doesn't have a plasma gun, so thank heaven for small favors. Instead, she has a super-chaingun.''|&lt;br /&gt;
monster_other=Only found at Dis, killing her is necessary to win the game. Will run through any fluids to reach the player. Hunts the player precisely. Other monsters will not try to infight it when hit by it (but since no other monsters spawn in Dis, it's impossible to see the Mastermind infight).}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Arena_Master</id>
		<title>Arena Master</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Arena_Master"/>
				<updated>2025-09-04T01:12:37Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Arena Master|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;&amp;lt;b&amp;gt;V&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=80+5&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 85, 100, 125, 160, 205|&lt;br /&gt;
monster_ac=2|&lt;br /&gt;
monster_acc=+2 melee, N/A ranged (see below)|&lt;br /&gt;
monster_melee=4d3 = 4-12 = 8 avg|&lt;br /&gt;
monster_projectile=15d1 = 15 (always): [[damage type#fire|fire damage]], [[radius]] 2|&lt;br /&gt;
monster_speed=160%|&lt;br /&gt;
monster_dlvl=[[The Chained Court]]|&lt;br /&gt;
monster_xp=608|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=50|&lt;br /&gt;
monster_abilities=The Arena Master's attack always hits its targeted tile, and it takes no damage from its own attack. Resurrects dead monsters in its [[vision]] (25% chance per action). Resurrected monsters take 4.0 game seconds to &amp;quot;activate&amp;quot;, or become active in combat or other actions.|&lt;br /&gt;
monster_description=''The meanest, ugliest and strongest Arch-Vile you have ever seen...''|&lt;br /&gt;
monster_other=Avoids player as much as possible, but will use its melee attack when in range. Will [[infight]] other monsters when hit by one, but other monsters will not infight back.&lt;br /&gt;
&lt;br /&gt;
When the Arena Master attacks, it'll enter a unique state where it &amp;quot;raises its arms&amp;quot;, and if the player is still in its vision after 1.563 [[seconds]] passes (rounded to 1.5 or 1.6 depending on how its [[Fractional Time]] works out), its attack will hit the tile the player is on (or was last on if a successful [[dodge]] is executed). If the player moves out of its vision before the attack completes, its attack will target the tile it last saw the player on. If the player is out of its vision and the Arena Master is damaged before it completes its attack, it will cancel its attack. Drops the [[Arena Master's Staff]] upon death, and leaves no [[corpse]].}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Cyberdemon</id>
		<title>Cyberdemon</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Cyberdemon"/>
				<updated>2025-09-04T01:04:01Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Cyberdemon|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;C&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=200+10&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 210, 240, 290, 360, 450|&lt;br /&gt;
monster_ac=4|&lt;br /&gt;
monster_acc=+8 melee, +12 ranged|&lt;br /&gt;
monster_melee=9d3 = 9-27 = 18 avg|&lt;br /&gt;
monster_projectile=Attacks with a [[rocket launcher]]: 6d6 = 6-36 = 21 avg; [[damage type#fire|fire damage]], [[radius]] 4|&lt;br /&gt;
monster_speed=110%|&lt;br /&gt;
monster_dlvl=[[Tower of Babel]], or 70 and lower on [[A100]]|&lt;br /&gt;
monster_xp=2720|&lt;br /&gt;
monster_inventory=Rocket launcher, [[rocket]] (x30)|&lt;br /&gt;
monster_pickup=Yes|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75%|&lt;br /&gt;
monster_abilities=Has +1 [[vision]] range. Takes no damage from [[fluids]] nor from its own attacks. Immune to [[knockback]].|&lt;br /&gt;
monster_description=''Monster and machine, combined. Equipped with a rocket launcher, this nightmare is the worst thing you can find in Hell. Or at least that is what you hope...''|&lt;br /&gt;
monster_other=Will run through any fluids to reach the player. Will not [[infight]] other monsters, and other monsters will not try to infight it when hit by it. It will additionally fire its rockets at the player even if they're behind walls, as long as they're within its would-be vision radius. Its AI also varies whether it's encountered in Tower Of Babel or in [[A100]]/[[A666]]; in Tower Of Babel, it will precisely hunt the player after a short time passes, but does not hunt the player in A100/666.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Angel_of_Death</id>
		<title>Angel of Death</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Angel_of_Death"/>
				<updated>2025-09-04T00:49:37Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Angel of Death|&lt;br /&gt;
monster_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#A00000&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
monster_hp=250 + 10&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 260, 290, 340, 410, 500|&lt;br /&gt;
monster_ac=10|&lt;br /&gt;
monster_acc=+8|&lt;br /&gt;
monster_melee=9d3 = 9-27 = 18 avg|&lt;br /&gt;
monster_projectile=None|&lt;br /&gt;
monster_speed=150%|&lt;br /&gt;
monster_dlvl=[[Unholy Cathedral]]|&lt;br /&gt;
monster_xp=1000|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=N/A|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]].|&lt;br /&gt;
monster_description=''Why doesn't a BFG work when you really need it? As if from a half forgotten nightmare, you encounter the harbinger of death...''|&lt;br /&gt;
monster_other=Hunts player precisely. Will run through any fluid to reach the player. Will [[infight]] other monsters when hit by one, but other monsters will not infight back (though since no ranged-attacking enemies spawn in the only level the Angel Of Death appears, it's impossible to see it infight).}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Angel_of_Death</id>
		<title>Angel of Death</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Angel_of_Death"/>
				<updated>2025-09-04T00:46:26Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Angel of Death|&lt;br /&gt;
monster_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#A00000&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
monster_hp=250 + 10&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 260, 290, 340, 410, 500|&lt;br /&gt;
monster_ac=10|&lt;br /&gt;
monster_acc=+8|&lt;br /&gt;
monster_melee=9d3 = 9-27 = 18 avg|&lt;br /&gt;
monster_projectile=None|&lt;br /&gt;
monster_speed=150%|&lt;br /&gt;
monster_dlvl=[[Unholy Cathedral]]|&lt;br /&gt;
monster_xp=1000|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=N/A|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]]. Will [[infight]] other monsters when hit by one, but other monsters will not infight back (though since no ranged-attacking enemies spawn in the only level the Angel Of Death appears, it's impossible to see it infight).|&lt;br /&gt;
monster_description=''Why doesn't a BFG work when you really need it? As if from a half forgotten nightmare, you encounter the harbinger of death...''|&lt;br /&gt;
monster_other=Hunts player precisely. Will run through any fluid to reach the player.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Angel_of_Death</id>
		<title>Angel of Death</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Angel_of_Death"/>
				<updated>2025-09-04T00:45:31Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Angel of Death|&lt;br /&gt;
monster_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#A00000&amp;quot;&amp;gt;A&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
monster_hp=250 + 10&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 260, 290, 340, 410, 500|&lt;br /&gt;
monster_ac=10|&lt;br /&gt;
monster_acc=+8|&lt;br /&gt;
monster_melee=9d3 = 9-27 = 18 avg|&lt;br /&gt;
monster_projectile=None|&lt;br /&gt;
monster_speed=150%|&lt;br /&gt;
monster_dlvl=[[Unholy Cathedral]]|&lt;br /&gt;
monster_xp=1000|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=N/A|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]]. Will [[infight]] other monsters when hit by one, but other monsters will not infight back (though since no ranged-attacking enemies spawn in the only level the Angel Of Death appears, it's impossible to see it infight).|&lt;br /&gt;
monster_description=''Why doesn't a BFG work when you really need it? As if from a half forgotten nightmare, you encounter the harbinger of death...''|&lt;br /&gt;
monster_other=Hunts player precisely. Will run through any fluid to reach player.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Agony_elemental</id>
		<title>Agony elemental</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Agony_elemental"/>
				<updated>2025-09-04T00:33:54Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Agony elemental|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;fuchsia&amp;quot;&amp;gt;&amp;lt;b&amp;gt;O&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=150 + 5 &amp;amp;times; difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 155, 170, 195, 230, 275|&lt;br /&gt;
monster_ac=4|&lt;br /&gt;
monster_acc=+2 melee|&lt;br /&gt;
monster_melee=4d3 = 4-12 = 8 avg|&lt;br /&gt;
monster_projectile=None|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=[[City of Skulls]], [[Abyssal Plains]], or 80 and lower on A100|&lt;br /&gt;
monster_xp=1220|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=No|&lt;br /&gt;
monster_atkchance=N/A|&lt;br /&gt;
monster_abilities=This enemy flies, so it is immune to both damage and movement-slowing from [[fluids]]. Rather than attacking the player, it either spawns a [[Pain elemental]] or 3 [[Lost soul]]s (25% chance per action).|&lt;br /&gt;
monster_description=''Seems like the pain elementals big momma!''|&lt;br /&gt;
monster_other=Avoids player as much as possible, and will not use its melee attack even when the player is in its face. Will move through any fluid without hesitation. Does not [[infight]] with other monsters (and since it's unable to directly hurt other monsters, no monster will infight it).&lt;br /&gt;
&lt;br /&gt;
Upon death, it spawns 2 Pain Elementals and 6 Lost Souls, while leaving no [[corpse]]. When killed in City Of Skulls or Abyssal Plains, it also randomly drops three of the following items in random combinations: {{exotic link|blood skull}}, {{exotic link|fire skull}}, {{exotic link|hatred skull}} (beware that finishing off the Agony Elemental with an explosive weapon may destroy the skulls), however it drops nothing when killed in [[Ao100]]/[[Ao666]] games.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Lava_elemental</id>
		<title>Lava elemental</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Lava_elemental"/>
				<updated>2025-09-03T23:58:45Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Lava elemental|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;yellow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;E&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=100+5&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 105,120,145,180,225|&lt;br /&gt;
monster_ac=5|&lt;br /&gt;
monster_acc=+4 melee, +4 ranged|&lt;br /&gt;
monster_melee=7d3 = 7-21 = 14 avg|&lt;br /&gt;
monster_projectile=5d4 = 5-20 = 12.5 avg: [[damage type#fire|fire damage]], [[radius]] 3|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=[[The Lava Pits]], [[Mt. Erebus]], or 70 and lower on A100|&lt;br /&gt;
monster_xp=788|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=30|&lt;br /&gt;
monster_abilities=This enemy flies, so it is immune to both damage and movement-slowing from [[fluids]]. Its projectile targets the tile the player is on, and it may leave behind lava in its splash radius (random chance per each affected tile). It can additionally randomly teleport (5% chance per action), where it'll teleport onto a random tile within a radius of 5 around the player, and passively regenerates health (+1 HP per action). It also has 100% fire [[resistance]].|&lt;br /&gt;
monster_description=''Big ball of fire...''|&lt;br /&gt;
monster_other=Hunts player precisely, and will move through any fluid. Since its projectile explodes on the targeted tile, it is normally unavoidable, as even if the player executes a successful [[dodge]], they'll be hit by the splash radius as the projectile explodes on the adjacent tile they were previously on. However, if there is an obstacle or other enemy in the trajectory of the Lava Elemental's fireball, it will explode on that object/enemy instead. Additionally, if the player can move more than three tiles in a single action (such as from [[rocket jump]]ing or a [[Phase device]]), the player can avoid the splash radius as the Lava Elemental still targets the previous tile they were on.&lt;br /&gt;
&lt;br /&gt;
Drops a [[lava element]] when killed in The Lava Pits or Mt. Erebus, but does not drop anything when killed in Ao100/Ao666 games. It also leaves no [[corpse]] on death.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Shambler</id>
		<title>Shambler</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Shambler"/>
				<updated>2025-09-03T23:45:08Z</updated>
		
		<summary type="html">&lt;p&gt;Omega Tyrant: Update for 0.10.0. Also correcting some other wrong data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Shambler|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&amp;lt;b&amp;gt;B&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
monster_hp=80+5&amp;amp;times;difficulty&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = 85,100,125,160,205|&lt;br /&gt;
monster_ac=3|&lt;br /&gt;
monster_acc=+4 melee, +4 ranged|&lt;br /&gt;
monster_melee=5d3 = 5-15 = 10 avg|&lt;br /&gt;
monster_projectile=4d5 = 4-20 = 12 avg: [[damage type#plasma|plasma damage]]|&lt;br /&gt;
monster_speed=100%|&lt;br /&gt;
monster_dlvl=[[Hell's Armory]], [[Deimos Lab]], or 60 and lower on A100|&lt;br /&gt;
monster_xp=608|&lt;br /&gt;
monster_inventory=None|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=75|&lt;br /&gt;
monster_abilities=Takes no damage from [[fluids]]. May randomly teleport (15% chance per action), where if it does it'll teleport onto a random tile within a radius of 8 around the player. It additionally passively regenerates health (+1 HP per action).|&lt;br /&gt;
monster_description=''Even other monsters fear him, so expect a clobbering. He shrugs off explosions. Good luck.''|&lt;br /&gt;
monster_other=Hunts player precisely, will run through any fluid to reach player. Its projectile is additionally unusually difficult to [[dodge]], though it'll create no explosion on impact unlike most other single-shot projectiles. Despite its ingame description saying it &amp;quot;shrugs off explosions&amp;quot;, it doesn't have any [[resistance]]s to explosive weapons.}}&lt;/div&gt;</summary>
		<author><name>Omega Tyrant</name></author>	</entry>

	</feed>