<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="https://drl.chaosforge.org/w/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://drl.chaosforge.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rchandra</id>
		<title>DRL Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://drl.chaosforge.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rchandra"/>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Special:Contributions/Rchandra"/>
		<updated>2026-04-27T15:14:33Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.21.1</generator>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Spider%27s_Lair</id>
		<title>Spider's Lair</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Spider%27s_Lair"/>
				<updated>2012-01-19T21:41:14Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: rewards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Spider's Lair|&lt;br /&gt;
level_dlvl=14|&lt;br /&gt;
level_intxt=''Mechanical clicks everywhere! Oh my god it's full of spiders!''|&lt;br /&gt;
level_loottxt=''Suddenly the webs fade. From under the webs, items emerge...''|&lt;br /&gt;
level_outtxt='''If all enemies are dead:'''&lt;br /&gt;
&lt;br /&gt;
''Silence rules the spidery lands...''&lt;br /&gt;
&lt;br /&gt;
'''Otherwise:'''&lt;br /&gt;
&lt;br /&gt;
''Arachnophobia!''|&lt;br /&gt;
level_itytd=[[arachnotron]] (x8)|&lt;br /&gt;
level_hntr=[[arachnotron]] (x10)|&lt;br /&gt;
level_hmp=[[arachnotron]] (x16)|&lt;br /&gt;
level_uv=[[arachnotron]] (x18)|&lt;br /&gt;
level_n=[[arachnotron]] (x18)|&lt;br /&gt;
level_loot= [[rocket]] (8x3), [[power cell]] (4x20), [[armor shard]] (x2), [[Supercharge Globe]], [[power battery]], {{exotic link|nuclear plasma rifle}}|&lt;br /&gt;
level_other=The inner teleporters move you to their far side, while the outer teleporters move you to the opposite side of the map. Expect the arachnotrons to use them. The rewards except for the rockets only appear after killing all the arachnotrons. The nuclear plasma rifle always appears in the center.}}&lt;br /&gt;
&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:Spider's Lair/Map}}|&lt;br /&gt;
map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On easier difficulty levels, the arachnotrons farther from where the player starts don't spawn.&lt;br /&gt;
&lt;br /&gt;
The rewards besides the rockets appear randomly after all the arachnotrons are killed.}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Spider%27s_Lair</id>
		<title>Spider's Lair</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Spider%27s_Lair"/>
				<updated>2012-01-19T21:35:52Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Spider's Lair|&lt;br /&gt;
level_dlvl=14|&lt;br /&gt;
level_intxt=''Mechanical clicks everywhere! Oh my god it's full of spiders!''|&lt;br /&gt;
level_loottxt=''Suddenly the webs fade. From under the webs, items emerge...''|&lt;br /&gt;
level_outtxt='''If all enemies are dead:'''&lt;br /&gt;
&lt;br /&gt;
''Silence rules the spidery lands...''&lt;br /&gt;
&lt;br /&gt;
'''Otherwise:'''&lt;br /&gt;
&lt;br /&gt;
''Arachnophobia!''|&lt;br /&gt;
level_itytd=[[arachnotron]] (x8)|&lt;br /&gt;
level_hntr=[[arachnotron]] (x10)|&lt;br /&gt;
level_hmp=[[arachnotron]] (x16)|&lt;br /&gt;
level_uv=[[arachnotron]] (x18)|&lt;br /&gt;
level_n=[[arachnotron]] (x18)|&lt;br /&gt;
level_loot= [[rocket]] (8x3), [[power cell]] (4x20), [[armor shard]] (x2), [[Supercharge Globe]], [[thermonuclear bomb]], {{exotic link|nuclear plasma rifle}}|&lt;br /&gt;
level_other=The inner teleporters move you to their far side, while the outer teleporters move you to the opposite side of the map. Expect the arachnotrons to use them. The rewards except for the rockets only appear after killing all the arachnotrons. The nuclear plasma rifle always appears in the center.}}&lt;br /&gt;
&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:Spider's Lair/Map}}|&lt;br /&gt;
map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On easier difficulty levels, the arachnotrons farther from where the player starts don't spawn.&lt;br /&gt;
&lt;br /&gt;
The rewards besides the rockets appear randomly after all the arachnotrons are killed.}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Game_Settings</id>
		<title>Game Settings</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Game_Settings"/>
				<updated>2012-01-19T18:19:16Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: /* Challenges */ AoC/AoOC added; AoH removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
==Difficulty==&lt;br /&gt;
Game difficulty roughly emulates that of the original game. There are five to select from:&lt;br /&gt;
* '''I'm Too Young to Die (ITYTD)''': The easiest difficulty, in many ways. Ammo is doubled, enemy spawns are at their lowest, healing and powerup durations are doubled. A good way to start playing the game, although you won't have access to every [[Levels#Special levels|special level]] available nor play any challenges.&lt;br /&gt;
* '''Hey, Not Too Rough (HNTR)''': The &amp;quot;standard&amp;quot; difficulty for many players. Given that all multipliers are set to one, challenges are allowed, and all special levels are now available, this is an appropriate moniker.&lt;br /&gt;
* '''Hurt Me Plenty (HMP)''': The first &amp;quot;difficult&amp;quot; difficulty. More numerous and accurate enemies appear at earlier floors, giving you less time to prepare for the late stages of the game.&lt;br /&gt;
* '''Ultra-violence (UV)''': The difficulty of DoomRL veterans. This is the point where even the first few floors of the game can kill you reliably if you don't know the inns and outs of the game. It is unlocked at the Lance Corporal [[Ranks#Skill Ranks|skill rank]].&lt;br /&gt;
* '''Nightmare! (N!)''': The exclamation point does not lie, this difficulty is for hardcore players only. In addition to Ultra-violence changes, enemies can respawn at any time, are faster (relative to you), and attack more often. You can't save, either! At least several of the ITYTD benefits are back to help. It is unlocked at the Sergeant skill rank.&lt;br /&gt;
&lt;br /&gt;
The differences in game difficulty may seem subtle, but switching to a harder difficulty is easily the most frustrating part of playing DoomRL, [[Badges#Diamond badges|diamond badges]] aside. Difficulty information has been tabulated: the columns are identified as follows:&lt;br /&gt;
&lt;br /&gt;
* '''Shorthand''': How the difficulty is expressed on the score page (and in mortem tags on the forums)&lt;br /&gt;
* '''Score Multiplier''': How much your score is increased by, just by playing on that difficulty level&lt;br /&gt;
* '''Ammo Multiplier''': For randomly generated ammo, how much extra is added to each stack&lt;br /&gt;
* '''Enemy Accuracy''': How much the enemies' accuracy is changed on this difficulty&lt;br /&gt;
* '''Enemy Spawns''': How many enemies spawn on randomly generated levels, and how much their depth level is modified&lt;br /&gt;
* '''Healing/Powerups''': The duration/strength of powerups, and the health gain of small healing items&lt;br /&gt;
* '''XP Multipler''': How much increased experience is gained for killing enemies&lt;br /&gt;
* '''Special''': Any extra features regarding the difficulty level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;&amp;quot;&lt;br /&gt;
|colspan=11 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Difficulty Levels'''&lt;br /&gt;
|- &lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 0&amp;quot; width=100|'''Difficulty'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Shorthand'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Score Multiplier'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Ammo Multiplier'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Enemy Accuracy'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Enemy Spawns'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''Healing/ Powerups'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 1px 1px 1px&amp;quot; width=50|'''XP Multiplier'''&lt;br /&gt;
|style=&amp;quot;text-align: center; padding: 1ex; border: solid darkred; border-width: 0 0 1px 1px&amp;quot;|'''Special'''&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 1px 1px 0 0&amp;quot;|I'm Too Young To Die&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|E&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|0.5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|-1&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|Low/+0&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|Doubled&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 1px 0 1px&amp;quot;|1.4&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 1px 0px 0 1px&amp;quot;|Acid/lava deals half damage, some special levels barred, no challenges&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|Hey, Not Too Rough&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|+0&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|Normal/+0&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|Normal&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0px 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|Hurt Me Plenty&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|H&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|1.5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|1.25&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|+1&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|High/-3&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|Normal&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0px 0 1px&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|Ultra-violence&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|U&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|1.5&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|+2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|Very High/-6&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|Normal&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0px 0 1px&amp;quot;|N/A&lt;br /&gt;
|- style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0&amp;quot;|Nightmare!&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|N!&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|+2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|WTF/-6&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|Doubled&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 1px 0 1px&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;text-align: center; border: solid darkred; border-width: 0 0px 0 1px&amp;quot;|Respawning, player speed decreased by 10%, +50% enemy attack chance, no saving&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
This section lists the different challenges and how they affect gameplay.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The standard items (that is, what you get in a standard game) is as follows: [[pistol]] (equipped), [[10mm ammo]] (x24), [[small med-pack]] (x2).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;150&amp;quot; align=&amp;quot;left&amp;quot;       | Challenge&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Unlocked at&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Starting Items&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|'''Angel of Berserk'''&lt;br /&gt;
|Very Hard&lt;br /&gt;
|Private FC&lt;br /&gt;
|Only melee weapons can be used to attack. Large Healing Globes additionally grant 20 turns of [[effects#berserk|berserk]].&lt;br /&gt;
|[[Large med-pack]] (x2), [[blue armor]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Angel of Marksmanship'''&lt;br /&gt;
|Easy&lt;br /&gt;
|Private FC&lt;br /&gt;
|Only [[pistol|pistols]] and [[fists]] can be used to attack.&lt;br /&gt;
|Standard + 1 [[Items#Modification Packs (Mods)|random standard mod]] (except power mod)&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|'''Angel of Shotgunnery'''&lt;br /&gt;
|Medium&lt;br /&gt;
|Lance Corporal&lt;br /&gt;
|Only shotguns (weapons with a spread projectile) and fists can be used to attack.&lt;br /&gt;
|[[Shotgun]], [[shotgun shell]] (x50)&lt;br /&gt;
|-&lt;br /&gt;
|'''Angel of Light Travel'''&lt;br /&gt;
|Easy&lt;br /&gt;
|Lance Corporal&lt;br /&gt;
|Your inventory is limited to 5 items (excluding equipment slots); player speed is increased by 20%.&lt;br /&gt;
|Standard + [[10mm ammo chain]] + [[shell box]]&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|'''Angel of Impatience'''&lt;br /&gt;
|Hard&lt;br /&gt;
|Corporal&lt;br /&gt;
|All [[Items#Consumables|consumable]] items are immediately used upon pickup.&lt;br /&gt;
|Standard - [[small med-pack]] (x2)&lt;br /&gt;
|-&lt;br /&gt;
|'''Angel of Confidence'''&lt;br /&gt;
|Hard&lt;br /&gt;
|Sergeant&lt;br /&gt;
|You start on Deimos floor 1 instead of Phobos floor 1 (thus skipping the first 8 levels)&lt;br /&gt;
|non-standard&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|'''Angel of Purity'''&lt;br /&gt;
|Hard&lt;br /&gt;
|Sergeant&lt;br /&gt;
|All [[Items#Powerups|powerup]] effects are disabled.&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|'''Angel of Red Alert'''&lt;br /&gt;
|Hard&lt;br /&gt;
|Sergeant&lt;br /&gt;
|A five-minute [[thermonuclear bomb|nuke]] is armed at the start of every level, whether random or special.&lt;br /&gt;
|Standard&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|'''Angel of Darkness'''&lt;br /&gt;
|Hard&lt;br /&gt;
|Sergeant&lt;br /&gt;
|Your vision radius is only 7 and anything outside of this radius is black, except for what maps reveal as well as [[Intuition]].  Scouts and maps do not know the location of stairs.  Experience gain is doubled.&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|'''Angel of Max Carnage'''&lt;br /&gt;
|Medium&lt;br /&gt;
|Sergeant Major&lt;br /&gt;
|All attacks from all source deal maximum damage, and accuracy of yourself and all enemies is increased by 12.&lt;br /&gt;
|Standard&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|'''Angel of Masochism'''&lt;br /&gt;
|Very Hard&lt;br /&gt;
|Sergeant Major&lt;br /&gt;
|All healing effects (including [[tactics]] restoration) are disabled, save [[Traits#Vampyre|Vampyre]] You are [[Supercharge Globe|supercharged]] at every level-up.&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
|'''Angel of 100'''&lt;br /&gt;
|Blade&lt;br /&gt;
|Sergeant Major&lt;br /&gt;
|All special levels are removed: the player must instead descend 100 floors to win.&lt;br /&gt;
|Standard&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|'''Angel of Pacifism'''&lt;br /&gt;
|Blade&lt;br /&gt;
|Sergeant Major&lt;br /&gt;
|All weapon attacks are disabled. [[Phobos Base Entry]] is removed (for balance purposes).&lt;br /&gt;
|[[Thermonuclear bomb]], large med-pack (x4), blue armor&lt;br /&gt;
|-&lt;br /&gt;
|'''Angel of Humanity'''&lt;br /&gt;
|Blade&lt;br /&gt;
|Warrant Officer&lt;br /&gt;
|Your HP is permanently reduced to 10. [[Traits#Ironman|Ironman]] increases your HP by two per rank.&lt;br /&gt;
|Standard + large med-pack (x2), [[red armor]], one of each standard mod&lt;br /&gt;
|-style=&amp;quot;background: #333;&amp;quot;&lt;br /&gt;
|'''Angel of Overconfidence'''&lt;br /&gt;
|Hard&lt;br /&gt;
|Sergeant&lt;br /&gt;
|You start on Hell floor 1 instead of Phobos floor 1 (thus skipping the first 16 levels)&lt;br /&gt;
|non-standard&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Talk:Game_Settings</id>
		<title>Talk:Game Settings</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Talk:Game_Settings"/>
				<updated>2012-01-19T18:14:43Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0.9.9.5 - this page needs the AoC/AoOC starting equipment (I haven't unlocked them myself yet, will add if nobody else has when I do) [[User:Rchandra|Rchandra]] 19:14, 19 January 2012 (CET)&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Talk:Game_Settings</id>
		<title>Talk:Game Settings</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Talk:Game_Settings"/>
				<updated>2012-01-19T18:14:20Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: Created page with &amp;quot;0.9.9.5 - this page needs the AoC/AoOC starting equipment (I haven't unlocked them myself yet, will add if nobody else has when I do)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0.9.9.5 - this page needs the AoC/AoOC starting equipment (I haven't unlocked them myself yet, will add if nobody else has when I do)&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Speedloader_pistol</id>
		<title>Speedloader pistol</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Speedloader_pistol"/>
				<updated>2012-01-14T15:44:35Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: order no longer matters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{ranged weapon|&lt;br /&gt;
weapon_name=Speedloader pistol|&lt;br /&gt;
weapon_dmg=2d4/2-8|&lt;br /&gt;
weapon_avgdmg=5|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Bullet|Bullet]]|&lt;br /&gt;
weapon_accuracy=+4|&lt;br /&gt;
weapon_ftime=0.8 seconds|&lt;br /&gt;
weapon_rtime=0.4 seconds|&lt;br /&gt;
weapon_clip=6|&lt;br /&gt;
weapon_ammo=[[10mm ammo]]|&lt;br /&gt;
weapon_afire=[[Alternate fire#Aimed shot|Aimed shot]]|&lt;br /&gt;
weapon_areload=[[Alternate reload#Dual reload|Dual reload]]|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: [[pistol]] + AT|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;}&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original)|&lt;br /&gt;
weapon_source={{wiki|Speedloader|Real life}}.}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Assemblies</id>
		<title>Assemblies</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Assemblies"/>
				<updated>2012-01-14T15:43:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: piercing blade, speedloader fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{outdated|0.9.9.5|mod order no longer matters}}&lt;br /&gt;
&lt;br /&gt;
Added in 0.9.9.2, assemblies are the finished product of combining [[Weapons|standard]] or [[Specials|exotic]] equipment with a particular set of [[Items#Modification Packs|mod packs]]. Some assemblies can only be made with a particular piece of equipment, while others can take a variety of different weapons, armors, or boots. There are three types of assemblies: basic, advanced and master.&lt;br /&gt;
&lt;br /&gt;
You may choose not to assemble when prompted. If you do so, you will instead have a normal modified piece of equipment that can be modified further (if your [[Traits#Whizkid|Whizkid]] level allows it). The latter is particularly useful to remember if you're trying to figure out basic assembly combinations or when trying to assemble a higher rank assembly the recipe for which partially matches a lower rank assembly recipe (for example, the power armor and the nanofiber skin armor).&lt;br /&gt;
&lt;br /&gt;
Assemblies can also be modded in limited circumstances. If the player has the second level of Whizkid before the assembly is finished, they may then add a single mod to that assembled item.&lt;br /&gt;
&lt;br /&gt;
The schematics are listed in the order in which they appear on the in-game assembly screen, listing their name, base equipment and the required mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mod types in the tables below are:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;75&amp;quot; align=&amp;quot;left&amp;quot;| Mod type                            &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;50&amp;quot; align=&amp;quot;left&amp;quot;| Shorthand&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[power mod pack|Power]]            || P&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[agility mod pack|Agility]]        || A&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[bulk mod pack|Bulk]]              || B&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[technical mod pack|Technical]]    || T&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[firestorm weapon pack|Firestorm]] || F&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[sniper weapon pack|Sniper]]       || S&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[Onyx Armor Pack|Onyx]]            || O&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[Nano Pack|Nano]]                  || N&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Basic''' assemblies require two mod packs and can be built at any point in the game. Current list of basic assemblies:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; align=&amp;quot;left&amp;quot;| Assembly                     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;| Base                     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;100&amp;quot; align=&amp;quot;left&amp;quot;| Mods&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|chainsword}}'''                     || [[combat knife]]                 || '''PB'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|piercing blade}}'''                 || any melee weapon          || '''AP'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|speedloader pistol}}'''             || [[pistol]]                || '''AT'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|elephant gun}}'''                   || [[shotgun]]               || '''PP'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|gatling gun}}'''                    || [[chaingun]]              || '''BB'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|micro launcher}}'''                 || [[rocket launcher]]       || '''TT'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|tactical armor}}'''                 || [[green armor]]           || '''AA'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|tactical boots}}'''                 || [[steel boots]]           || '''AA'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|nanofiber armor}}'''                || any armor                 || '''PP'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|high power weapon}}'''&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;  || any non-shotgun, clip &amp;gt; 5 || '''PB'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|power armor}}'''                    || [[red armor]]             || '''PN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|tactical shotgun}}'''               || [[combat shotgun]]        || '''PT'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|plate armor}}'''                    || [[red armor]]             || '''PO'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|fireproof armor}}'''                || any armor                 || '''BT'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|fireproof boots}}'''                || any boots                 || '''BT'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|ballistic armor}}'''                || any armor                 || '''AT'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|plasmatic shrapnel}}'''&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; || any shotgun               || '''PN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|grappling boots}}'''                || any boots                 || '''TT'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|lava boots}}'''                     || any boots                 || '''TO'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Advanced''' assemblies require three mod packs and require the first level of [[Traits#Whizkid|Whizkid]] to be built. Current list of advanced assemblies:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; align=&amp;quot;left&amp;quot;| Assembly                     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;| Base                     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;100&amp;quot; align=&amp;quot;left&amp;quot;| Mods&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|double chainsaw}}'''           || [[chainsaw]]        || '''PPB'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|tactical rocket launcher}}'''  || [[rocket launcher]] || '''BBB'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|storm bolter pistol}}'''       || [[pistol]]          || '''TBF'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|assault rifle}}'''             || [[chaingun]]        || '''AAA'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|energy pistol}}'''&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; || [[pistol]]          || '''PPS'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|assault cannon}}'''            || [[chaingun]]        || '''BBF'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|VBFG9000}}'''                  || [[BFG 9000]]        || '''PPN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|enviromental boots}}'''        || any boots           || '''ATT'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|fireshield}}'''                || any armor           || '''TAO'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|nanofiber skin armor}}'''      || any armor           || '''PPN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|gravity boots}}'''             || any boots           || '''AAN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|nano-shrapnel}}'''             || any shotgun         || '''PPN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|hyperblaster}}'''              || [[plasma rifle]]    || '''ATT'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|focused double shotgun}}'''    || [[double shotgun]]  || '''PAT'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Master''' assemblies require four mod packs and require both levels of [[Traits#Whizkid|Whizkid]] to be built. Current list of master assemblies:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; align=&amp;quot;left&amp;quot;| Assembly                     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;175&amp;quot; align=&amp;quot;left&amp;quot;| Base                     &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;100&amp;quot; align=&amp;quot;left&amp;quot;| Mods&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|nanomanufacture ammo}}'''&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; || any ranged non-shotgun, non-BFG || '''BBBN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|demolition ammo}}'''&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;      || any 10mm-based weapon  || '''TTTN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|cybernano armor}}'''                  || any armor              || '''PPON'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|biggest fucking gun}}'''&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;  || [[BFG 9000]]           || '''PFSN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|ripper}}'''                           || [[chainsaw]]           || '''TPBN'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|cerberus boots}}'''                   || any boots              || '''PPTA'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{assembly link|cerberus armor}}'''                   || any armor              || '''PPTA'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;: The order in which the mods are applied sometimes matters; in these cases the bonus from the last mod you applied is not added to the resulting assembly. This means, for example, that the high power weapon assembly can be made in two flavors, one with larger magazine (if you added the bulk mod first) and one with better damage (if you added the power mod first)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Piercing_blade</id>
		<title>Piercing blade</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Piercing_blade"/>
				<updated>2012-01-14T15:42:14Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: mod order no longer matters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{melee weapon|&lt;br /&gt;
weapon_name=Piercing blade|&lt;br /&gt;
weapon_dmg=Original + 1 die|&lt;br /&gt;
weapon_avgdmg=varies|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: melee weapon + AP|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;\&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original equipment)|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Rocket_launcher</id>
		<title>Strategy:Rocket launcher</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Rocket_launcher"/>
				<updated>2011-11-18T08:57:41Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: bruiser brother link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
&lt;br /&gt;
(v0.9.9.4)The rocket launcher is the type of weapon that either works fantastically or utterly fails. Its main feature, a radius 4 explosion, can also be its biggest drawback. Players will often hesitate to use the launcher for fear of damaging themselves or destroying a nifty item--which does, in fact, happen often enough. The explosions reach farther than one might expect and tend to zap items you thought were safe. Additionally, its damage output also puts it in a somewhat strange place, as it is overkill for early enemies, yet not powerful enough to quickly kill mid- or late-game enemies. Nonetheless, with some tweaking, the rocket launcher can become an excellent secondary weapon for any build.&lt;br /&gt;
&lt;br /&gt;
There are two main situations where the launcher is useful: hitting clusters of enemies, or knocking enemies (usually just one) outside of your vision range. Since the Shotgun is also an area of effect weapon, in the first situation, you'll use the rocket launcher mainly against medium-strength or greater enemies. If you're not careful, this could backfire and propel a dangerous enemy closer to you. This will happen when the source of the explosion is behind the enemy, but it's somewhat unpredictable. In the second scenario, the knockback from the explosion can keep dangerous enemies such as Viles or Mancubi out of striking range. But without modification, this will often fail.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher has two main flaws. The first is accuracy. +4 accuracy is pretty good, but most people will want to use the launcher at a distance where the explosion won't also harm you. (Unless you're playing a Fireangel build.) Yet even at a distance of 5-6 squares, the launcher completely misses often enough for it to be a problem. Typically these rockets fly on, perhaps hitting other enemies but also perhaps blowing up a useful item. Trying to hit an enemy at the edge of your vision range can result in 3-4 misses in a row if the RNG is feeling spiteful.&lt;br /&gt;
&lt;br /&gt;
The other problem is reload speed. With 1.5s reload, the more dangerous enemies will act twice before you finish. Even if you've pushed them beyond your vision range, there's a good chance they'll walk back in and attack, especially if you miss.&lt;br /&gt;
&lt;br /&gt;
Both of these problems can be solved by assembling the [[micro launcher]]. With +7 accuracy and 0.8s reload and fire time, all of the previous problems are solved. Though you lose some damage and explosion radius, the micro launcher plays to the launcher's best strengths. You may even find it the most effective launcher, since the reduced explosion radius makes it less likely to trigger barrels or destroy items. However, this will necessitate carrying more rockets. The other option is assembling a [[tactical rocket launcher]]. It has five shots in a clip, but no improvements to accuracy. You may also have trouble finding enough mods for the assembly.&lt;br /&gt;
&lt;br /&gt;
Finally, there are some miscellaneous uses of the launcher worth mentioning. You can rocketjump with the altfire. Damage is reduced, doing around 10-12 points damage with no armor, 5-7 with blue. The knockback will propel about the distance of your viewing range or better. This can be used to escape dangerous enemies when there's no cover. (The [[Bruiser brother]]s fight is a prime example.) WARNING: If you rocketjump next to a wall, you will just blow yourself up instead.&lt;br /&gt;
&lt;br /&gt;
One of the best ways to use the launcher is by blowing up walls to make your own path. This can often be used to bypass otherwise unavoidable rivers/pools of lava in the late-game. This can also be used occasionally to get the drop on enemies. (Or dodge them.) In [[Angel of Red Alert]], you can create shortcuts to reach the stairs if you are short on time. &lt;br /&gt;
&lt;br /&gt;
Lastly, the rocket launcher deals fire damage, which is the best way to gib corpses. This is significant wherever Archviles are present, as it prevents them from resurrecting dead enemies.&lt;br /&gt;
&lt;br /&gt;
On the whole, the rocket launcher is an excellent secondary weapon for any build. It just needs a little bit of work to make it reliable. Even with a Whizkid-blocked build, there is always some way to overcome the combined weaknesses of your build+the launcher. You should carry at least one stack of rockets, 2-3 if you really make use of it. With a rapid-fire build, it can even replace your shotgun with proper modding. Of course, if your traits naturally make up for the launcher's weak areas, you can use it right from the door. But modding in this direction will only make it more efficient. [[User:GrimmC|GrimmC]] 16:00, November 15 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''(v0.9.9.4)'' The rocket launcher is definitely a powerful weapon.  However, it easily destroys walls and items, which could be undesirable.  Against a crowd of enemies (far enough away to keep yourself out of the explosion, of course) it can be very effective, but since the knockback will disperse the enemies somewhat, a followup shot won't be as effective as the first.  Of course, that's okay since the rocket launcher can only hold one rocket.  So you can fire a rocket at the crowd, then switch over to another weapon to finish them off.&lt;br /&gt;
&lt;br /&gt;
Another good use for the rocket launcher is taking out tough enemies like arch-viles or mancubi while dealing enough knockback to keep them out of your range most of the time; you simply shoot them, reload, and shoot them again when they enter back into your vision range until they die.  As a bonus, you might be able to use the knockback to send the enemy into lava or acid to deal even more damage to it.  This generally works well as long as you have only one enemy to worry about.  However, you should again be careful about destroying walls and items, especially from any rockets that miss your target and continue traveling.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher has a decent accuracy bonus, but missing enemies is always a possibility, and it will happen eventually.  If you want to shoot at a crowd of enemies, you should try to aim your shot so that it can potentially hit a second enemy if it misses the first.  Alternately, if there is a wall close to the enemy, you might consider shooting the wall to guarantee that the enemy gets caught in the explosion, but you should be careful about the explosion potentially knocking the enemy closer to you.&lt;br /&gt;
&lt;br /&gt;
The rocket launcher is undoubtedly one of the stronger weapons in your arsenal, but it won't always be worth the inventory space: without the backpack, you can only hold 10 rockets in an inventory space, and that space might be better used holding a large medkit or something.  Carrying two or three stacks of rockets will probably be plenty as long as you don't rely too heavily on it - it is best saved for emergencies anyways.  The only unfortunate thing is that revenants and mancubi are some of the enemies most deserving of rockets to the face, but they drop rockets when killed that would then be destroyed by your rocket explosion.  A rocket box is definitely worth holding on to to go with your rocket launcher, because it can allow you to quickly reload, covering for the rocket launcher's main weak point of being a single shot weapon with a fairly long reload time.&lt;br /&gt;
&lt;br /&gt;
If you try to clear The Wall, you will need a rocket launcher, which you can get by clearing Hell's Arena in normal games and most challenges.  Clearing The Wall also gives you a missile launcher, which is like a rocket launcher that can hold four rockets, reloads a little quicker, fires a bit faster, and is more accurate, but has a smaller explosion and can't be used to rocket jump (a maneuver I can't give advice about because I've never used it).  Unless you have a particular plan that involves the rocket launcher, ditching it for the missile launcher is recommended.  Similar strategies apply for the missile launcher. [[User:Matt_S|Matt_S]] 5:22, November 10 2011 (GMT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(v0.9.9.4) The strategy for the rocket launcher is a bit tricky to describe because it has both benefits and drawbacks that can make it the key to success or disaster, depending on how well it is used.  Its high damage per shot and explosive radius makes it effective against groups of enemies or individual, well-armoured enemies, but it's important to be mindful of the fact that the explosion can also destroy useful items or break walls that may have been useful cover against other enemies, so make sure that anyone you're shooting at isn't standing near anything important.&lt;br /&gt;
&lt;br /&gt;
It's advisable to take a level or two in Eagle Eye, if possible, because missing with the rocket launcher can be quite hazardous; it leaves you vulnerable for a couple of seconds while you reload, and there's also the possibility that, if the rocket strikes a wall or enemy behind the one you're shooting at, the explosion could propel the enemy you were shooting at closer to you!  If you can't get Eagle Eye, it might be advisable to assemble a Micro Launcher, since it has higher accuracy.  (albeit less damage)  In any case, ideally, you want to hit your enemies when they're at the edge of your visual range so that the knockback from the explosion pushes them far enough away to give you enough time to reload before they can return fire.  This way, you can hit them with rocket after rocket, and they won't be able to hit you back.&lt;br /&gt;
&lt;br /&gt;
Another good use of the rocket launcher is destroying corpses, most important during Nightmare difficulty, and a good tactic when there are Arch-Viles around to keep them from bringing the corpses back to life.&lt;br /&gt;
&lt;br /&gt;
Lastly, there is the rocket jump ability.  Personally, I rarely use it, but there are some circumstances when it could save your life, such as when you're surrounded by Mancubi and Arch-Viles and similarly dangerous enemies and the relatively minor damage from the rocket jump is preferable to the barrage you would receive from them.  I have also, on one occasion, used it to destroy a corpse I wanted to get rid of in a Nightmare game; the corpse wasn't near any walls that I could explode a rocket against, so rocket jump was the only way to do it.  I've also heard a tale of someone who used it in an Angel of Red Alert game to accelerate around the map faster and save time.  There are a number of creative ways to use it, so don't neglect it completely. [[User:Tormuse|Tormuse]] 20:45, November 14 2011 (GMT)&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Shotguns</id>
		<title>Strategy:Shotguns</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Shotguns"/>
				<updated>2011-11-16T07:05:58Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: sign, link HA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
''Version 0.9.9.4'': [[Shotgun]]s will make up the cornerstone of the early game firepower, and remain useful for a long time even if focusing on another weapon type.  Shotguns excel at attacking groups of enemies at close to medium range, as each enemy will take damage. They can also be used to hit enemies outside of sight range or around a corner without immediate retaliation, though the enemy will advance towards you - where he can take more damage.  Firing into locations that you cannot see can also detect enemies, if you are playing with sound enabled - injured enemies will make noise.  [[Hell's Arena]] in particular offers many opportunities to use radar- and corner-shooting tactics.&lt;br /&gt;
&lt;br /&gt;
The [[combat shotgun]] is the best at hitting enemies outside of sight or at medium to long range, as well as rapidly firing at a closer enemy.&lt;br /&gt;
&lt;br /&gt;
The [[double shotgun]] does a huge amount of damage at close range. But without Shottyman reloading or Juggler to quickly make a single blast, speed can be a serious problem.&lt;br /&gt;
&lt;br /&gt;
The bullet resistance of [[Revenant]]s and [[lost soul]]s can make carrying a shotgun of some type very worthwhile.    The [[knockback]] effect is very useful against [[demon]]s, as well as preventing a tougher enemy from advancing around your corner or pushing enemies into lava.  [[User:Rchandra|Rchandra]] 08:05, 16 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Shotguns</id>
		<title>Strategy:Shotguns</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Shotguns"/>
				<updated>2011-11-16T07:05:18Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: basic shotgun uses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
''Version 0.9.9.4'': [[Shotgun]]s will make up the cornerstone of the early game firepower, and remain useful for a long time even if focusing on another weapon type.  Shotguns excel at attacking groups of enemies at close to medium range, as each enemy will take damage. They can also be used to hit enemies outside of sight range or around a corner without immediate retaliation, though the enemy will advance towards you - where he can take more damage.  Firing into locations that you cannot see can also detect enemies, if you are playing with sound enabled - injured enemies will make noise.  Hell's Arena in particular offers many opportunities to use radar- and corner-shooting tactics.&lt;br /&gt;
&lt;br /&gt;
The [[combat shotgun]] is the best at hitting enemies outside of sight or at medium to long range, as well as rapidly firing at a closer enemy.&lt;br /&gt;
&lt;br /&gt;
The [[double shotgun]] does a huge amount of damage at close range. But without Shottyman reloading or Juggler to quickly make a single blast, speed can be a serious problem.&lt;br /&gt;
&lt;br /&gt;
The bullet resistance of [[Revenant]]s and [[lost soul]]s can make carrying a shotgun of some type very worthwhile.    The [[knockback]] effect is very useful against [[demon]]s, as well as preventing a tougher enemy from advancing around your corner or pushing enemies into lava.&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Former_captain</id>
		<title>Strategy:Former captain</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Former_captain"/>
				<updated>2011-11-09T21:57:29Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: quick tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
''(version 0.9.9.4)'' Former captains are physically identical to their pistol- and shotgun-toting brethren, so they will go down quite quickly to any reasonable offense.  However, they can do a fair bit of damage to you as well.  They gain a very strong benefit from the accuracy bonuses of higher difficulties and Max Carnage mode, so use caution.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with early captains is a close-range shotgun blast around a corner.  You can also use repeated blasts out of visual range. [[Strategy:Giftdropping | Gift-dropping]] armour or medpacks can lure them into a better position.  Note that they will not use the chaingun at melee range, but you are welcome to do so yourself.  [[User:Rchandra|Rchandra]] 22:57, 9 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Gothic_armor</id>
		<title>Strategy:Gothic armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Gothic_armor"/>
				<updated>2011-11-08T06:07:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: normal and cerberus uses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
''(version 0.9.9.4)'' Gothic armor provides a lot of protection, but the movement speed is a huge penalty.  You can greatly mitigate this with [[Hellrunner]] and an agility mod.  Best used for temporary heavy firefights that you cannot seek cover from, as opposed to leaving it on at all times.  The knockback reduction prevents [[alternate fire | rocketjumping]] as well.&lt;br /&gt;
&lt;br /&gt;
Another very interesting use, with Whizkid (2), is the [[cerberus armor]] assembly.  This will give you the benefit of all resistances, and a much less severe movement penalty, while keeping the 200% durability.  Note that you will lose the 7 protection.  A power or unique mod afterwards would be best, but agility is fine too.  [[User:Rchandra|Rchandra]] 07:07, 8 November 2011 (CET)&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Level_feeling</id>
		<title>Level feeling</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Level_feeling"/>
				<updated>2011-09-30T20:15:00Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: Undo revision 1361 by me, not actually incorrect spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Level feelings are determined at random throughout the game and add features to a particular map. Depending on the level feeling, multiple feelings can exist on the same level.&lt;br /&gt;
&lt;br /&gt;
If you can't find a displayed message here, check the [[level event]] page for other possibilities.&lt;br /&gt;
&lt;br /&gt;
=== [[Room Generation#Lever Rooms|Levers]] ===&lt;br /&gt;
&lt;br /&gt;
* '''You feel that smell? That gasoline smell? Oh hell...'''&lt;br /&gt;
** There is a lever that floods every tile with [[Fluids|lava]]. If you see this message then don't pull any of the levers in the level; it will not be worth the risk, even if you have an [[envirosuit pack]].&lt;br /&gt;
* '''In the State of Denmark there was the odor of decay...'''&lt;br /&gt;
** There is a lever that floods every tile with [[Fluids|acid]]. Just as with the level feeling above, don't pull levers if this shows up. Enough points invested into [[Traits#Intuition|Intuition]] will make this manageable, however.&lt;br /&gt;
* '''The air is really humid here...'''&lt;br /&gt;
** There is a lever that floods every tile with [[Fluids|water]]. Same as the last two, except not deadly at all and can actually be useful in preventing corpses.&lt;br /&gt;
* '''The smell of a massacre... '''&lt;br /&gt;
** This indicates the presence of a 'kills creatures' lever that affects all creatures on the map. This is particularly useful early on, as it is capable of destroying most early-game enemies completely.&lt;br /&gt;
* '''You hear the trumpets of Jericho echoing in the distance...'''&lt;br /&gt;
** There is a lever that will destroy all walls on the map when pulled. Does not include border walls. Due to the general enemy AI, this can be used to converge all enemies to the center of the map, at which point some explosive weapons can be put to good use.&lt;br /&gt;
&lt;br /&gt;
=== [[Room Generation#Vaults|Vaults]] ===&lt;br /&gt;
&lt;br /&gt;
Each of these feelings indicate that there is a [[Room Generation#Vault room|vault]] somewhere on the level. Multiple instances of these feelings indicate multiple vaults, as well.&lt;br /&gt;
&lt;br /&gt;
* '''There's something special here...'''&lt;br /&gt;
* '''There's the smell of blood in the air!'''&lt;br /&gt;
* '''You feel excited!'''&lt;br /&gt;
&lt;br /&gt;
===[[Level type|Level Type]]===&lt;br /&gt;
&lt;br /&gt;
If this level feeling occurs, it means you get a level type very different in style. In addition, Levers and Vaults feelings cannot occur.&lt;br /&gt;
&lt;br /&gt;
* '''Suddenly monsters come from everywhere!'''&lt;br /&gt;
** Indicates that you have spawned in an [[Level type#Arena|Arena]].&lt;br /&gt;
* '''Twisted passages carry the smell of death...'''&lt;br /&gt;
** Indicates that you have spawned in a [[Level type#Cave|Cave]].&lt;br /&gt;
* '''Where the hell is the way out of here!?!'''&lt;br /&gt;
** Indicates that you have spawned in a [[Level type#Maze|Maze]].&lt;br /&gt;
* The following messages indicate a [[Level type#Single Monster|single monster]] level type:&lt;br /&gt;
**'''You hear many marching feet.''' (equal distribution of all former-type enemies)&lt;br /&gt;
**'''The walls are scratched and flame-scorched!''' (all [[imp|imps]])&lt;br /&gt;
**'''A battle cry chants in the distance!''' (equal distribution of [[hell knight|hell knights]] and [[baron of hell|barons of hell]])&lt;br /&gt;
**'''You hear deep, guttural noises!''' (all [[mancubus|mancubi]])&lt;br /&gt;
**'''Bones clatter all around you!''' (all [[revenant|revenants]])&lt;br /&gt;
**'''You hear crackling flames!''' (all [[arch-vile|arch-viles]])&lt;br /&gt;
**'''Hellish magic haunts air!''' (half archviles, half non-commando formers)&lt;br /&gt;
**'''You hear loud wails that cannot mean anything good!''' (all [[bruiser brother|bruiser brothers]])&lt;br /&gt;
**'''The air is crackling with electricity!''' (all [[shambler|shamblers]])&lt;br /&gt;
**'''Suddenly you have a great urge to turn back! You scream in TERROR!''' (all [[Cyberdemon|Cyberdemons]])&lt;br /&gt;
&lt;br /&gt;
===[[Levels#Special Levels|Special Levels]]===&lt;br /&gt;
&lt;br /&gt;
If this level feeling occurs, it means there will be a separate set of stairs (colored red) that allows access to one of the special levels.&lt;br /&gt;
&lt;br /&gt;
* '''You feel a breeze of morbid air...'''&lt;br /&gt;
* '''You sense a passage to a place beyond...'''&lt;br /&gt;
* '''You shiver from cold...'''&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* '''You feel there is something really valuable here!'''&lt;br /&gt;
** Somewhere on the level one of the [[specials|uniques]] was generated.&lt;br /&gt;
* '''Khe, he, he. This will be a mess...'''&lt;br /&gt;
** The level is generated choke-full of [[Barrel|barrels]]. Barrel type depends on depth rather than being random.&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Level_feeling</id>
		<title>Level feeling</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Level_feeling"/>
				<updated>2011-09-30T20:13:35Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Level feelings are determined at random throughout the game and add features to a particular map. Depending on the level feeling, multiple feelings can exist on the same level.&lt;br /&gt;
&lt;br /&gt;
If you can't find a displayed message here, check the [[level event]] page for other possibilities.&lt;br /&gt;
&lt;br /&gt;
=== [[Room Generation#Lever Rooms|Levers]] ===&lt;br /&gt;
&lt;br /&gt;
* '''You feel that smell? That gasoline smell? Oh hell...'''&lt;br /&gt;
** There is a lever that floods every tile with [[Fluids|lava]]. If you see this message then don't pull any of the levers in the level; it will not be worth the risk, even if you have an [[envirosuit pack]].&lt;br /&gt;
* '''In the State of Denmark there was the odor of decay...'''&lt;br /&gt;
** There is a lever that floods every tile with [[Fluids|acid]]. Just as with the level feeling above, don't pull levers if this shows up. Enough points invested into [[Traits#Intuition|Intuition]] will make this manageable, however.&lt;br /&gt;
* '''The air is really humid here...'''&lt;br /&gt;
** There is a lever that floods every tile with [[Fluids|water]]. Same as the last two, except not deadly at all and can actually be useful in preventing corpses.&lt;br /&gt;
* '''The smell of a massacre... '''&lt;br /&gt;
** This indicates the presence of a 'kills creatures' lever that affects all creatures on the map. This is particularly useful early on, as it is capable of destroying most early-game enemies completely.&lt;br /&gt;
* '''You hear the trumpets of Jericho echoing in the distance...'''&lt;br /&gt;
** There is a lever that will destroy all walls on the map when pulled. Does not include border walls. Due to the general enemy AI, this can be used to converge all enemies to the center of the map, at which point some explosive weapons can be put to good use.&lt;br /&gt;
&lt;br /&gt;
=== [[Room Generation#Vaults|Vaults]] ===&lt;br /&gt;
&lt;br /&gt;
Each of these feelings indicate that there is a [[Room Generation#Vault room|vault]] somewhere on the level. Multiple instances of these feelings indicate multiple vaults, as well.&lt;br /&gt;
&lt;br /&gt;
* '''There's something special here...'''&lt;br /&gt;
* '''There's the smell of blood in the air!'''&lt;br /&gt;
* '''You feel excited!'''&lt;br /&gt;
&lt;br /&gt;
===[[Level type|Level Type]]===&lt;br /&gt;
&lt;br /&gt;
If this level feeling occurs, it means you get a level type very different in style. In addition, Levers and Vaults feelings cannot occur.&lt;br /&gt;
&lt;br /&gt;
* '''Suddenly monsters come from everywhere!'''&lt;br /&gt;
** Indicates that you have spawned in an [[Level type#Arena|Arena]].&lt;br /&gt;
* '''Twisted passages carry the smell of death...'''&lt;br /&gt;
** Indicates that you have spawned in a [[Level type#Cave|Cave]].&lt;br /&gt;
* '''Where the hell is the way out of here!?!'''&lt;br /&gt;
** Indicates that you have spawned in a [[Level type#Maze|Maze]].&lt;br /&gt;
* The following messages indicate a [[Level type#Single Monster|single monster]] level type:&lt;br /&gt;
**'''You hear many marching feet.''' (equal distribution of all former-type enemies)&lt;br /&gt;
**'''The walls are scratched and flame-scorched!''' (all [[imp|imps]])&lt;br /&gt;
**'''A battle cry chants in the distance!''' (equal distribution of [[hell knight|hell knights]] and [[baron of hell|barons of hell]])&lt;br /&gt;
**'''You hear deep, guttural noises!''' (all [[mancubus|mancubi]])&lt;br /&gt;
**'''Bones clatter all around you!''' (all [[revenant|revenants]])&lt;br /&gt;
**'''You hear crackling flames!''' (all [[arch-vile|arch-viles]])&lt;br /&gt;
**'''Hellish magic haunts air!''' (half archviles, half non-commando formers)&lt;br /&gt;
**'''You hear loud wails that cannot mean anything good!''' (all [[bruiser brother|bruiser brothers]])&lt;br /&gt;
**'''The air is crackling with electricity!''' (all [[shambler|shamblers]])&lt;br /&gt;
**'''Suddenly you have a great urge to turn back! You scream in TERROR!''' (all [[Cyberdemon|Cyberdemons]])&lt;br /&gt;
&lt;br /&gt;
===[[Levels#Special Levels|Special Levels]]===&lt;br /&gt;
&lt;br /&gt;
If this level feeling occurs, it means there will be a separate set of stairs (colored red) that allows access to one of the special levels.&lt;br /&gt;
&lt;br /&gt;
* '''You feel a breeze of morbid air...'''&lt;br /&gt;
* '''You sense a passage to a place beyond...'''&lt;br /&gt;
* '''You shiver from cold...'''&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
* '''You feel there is something really valuable here!'''&lt;br /&gt;
** Somewhere on the level one of the [[specials|uniques]] was generated.&lt;br /&gt;
* '''Khe, he, he. This will be a mess...'''&lt;br /&gt;
** The level is chock-full of [[Barrel|barrels]]. Barrel type depends on depth rather than being random.&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Character_Development</id>
		<title>Character Development</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Character_Development"/>
				<updated>2011-09-25T02:07:25Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: affect/effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In DoomRL, you are given a rather hefty number of options regarding how to play the game. In addition to the various [[Game Settings|game settings]], there is also the matter of how you decide to shape the character itself. There are two major considerations, here:&lt;br /&gt;
&lt;br /&gt;
*[[Traits]] determine your character's strengths and any lack thereof. These can be selected at the start of the game, as well as any time you gain enough experience to level up.&lt;br /&gt;
*[[Classes]] determine the general role of the character you play. These can be selected only at the start of the game and have an effect not only on particular attributes of the character, but the kind of traits you can ultimately choose for said character.&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Piercing_blade</id>
		<title>Piercing blade</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Piercing_blade"/>
				<updated>2011-09-15T03:48:12Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: P mod affects die size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{melee weapon|&lt;br /&gt;
weapon_name=Piercing blade|&lt;br /&gt;
weapon_dmg=Original or Original + 1 (added to die size)|&lt;br /&gt;
weapon_avgdmg=varies|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: melee weapon + AP|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;\&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original equipment)|&lt;br /&gt;
weapon_other=Depending on whether the agility or power mod was added last, either the damage or accuracy will be enhanced.|}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Manual:color.lua</id>
		<title>Manual:color.lua</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Manual:color.lua"/>
				<updated>2011-09-15T03:16:19Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: link to sIDs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
All game tiles are associated with a particular color. While these are automatically set on a per-object basis, color.lua grants you the option to customize these tiles however you like, using the [[Modding:sID|sID]].&lt;br /&gt;
&lt;br /&gt;
As color.lua itself is rather small (given that all objects have a predetermined color in the source code), this page seeks to fully explain as much about color customization as possible.&lt;br /&gt;
&lt;br /&gt;
==Color Definitions==&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot;                   | Color&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; cell-padding=&amp;quot;2ex&amp;quot;| Associated With:&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|BLUE&lt;br /&gt;
|[[Fluids|water]] (dark), [[combat shotgun]], [[phase device]], [[former commando]], [[enemies#nightmare enemies|nightmare variants]], [[John Carmack]]&lt;br /&gt;
|-&lt;br /&gt;
|GREEN&lt;br /&gt;
|[[Fluids|acid]] (dark), [[envirosuit pack]]&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|CYAN&lt;br /&gt;
|[[plasma rifle]], [[power cell]]&lt;br /&gt;
|-&lt;br /&gt;
|RED&lt;br /&gt;
|blood, bloodstone, [[Fluids|lava]] (dark), [[chaingun]], [[large med-pack]], [[Large Health Globe]], [[Berserk Pack]],  [[former captain]], [[cacodemon]], [[baron of hell]], [[Angel of Death]], [[Cyberdemon]]&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|MAGENTA&lt;br /&gt;
|unused&lt;br /&gt;
|-&lt;br /&gt;
|BROWN&lt;br /&gt;
|door, [[rocket launcher]], [[rocket]], [[pain elemental]], [[mancubus]]&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|LIGHTGRAY&lt;br /&gt;
|wall/floor (light), [[pistol]], [[10mm ammo]], [[former human]]&lt;br /&gt;
|-&lt;br /&gt;
|DARKGRAY&lt;br /&gt;
|wall/floor (dark), [[shotgun]], [[shotgun shell]], [[former sergeant]]&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|LIGHTBLUE&lt;br /&gt;
|[[Fluids|water]] (light), [[homing phase device]], [[Supercharge Globe]]&lt;br /&gt;
|-&lt;br /&gt;
|LIGHTGREEN&lt;br /&gt;
|[[Fluids|acid]] (light), [[Specials|unique equipment]], [[Arena Master]]&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|LIGHTCYAN&lt;br /&gt;
|teleporter, [[Assemblies|assembled equipment]]&lt;br /&gt;
|-&lt;br /&gt;
|LIGHTRED&lt;br /&gt;
|[[small med-pack]], [[Small Health Globe]], [[demon]], [[bruiser brother]]&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|LIGHTMAGENTA&lt;br /&gt;
|[[Specials|exotic equipment]], [[agony elemental]]&lt;br /&gt;
|-&lt;br /&gt;
|YELLOW&lt;br /&gt;
|[[Fluids|lava]] (light), [[lost soul]], [[arch-vile]], [[lava elemental]]&lt;br /&gt;
|-style=&amp;quot;background:#333&amp;quot;&lt;br /&gt;
|WHITE&lt;br /&gt;
|lever, [[double shotgun]], [[Invulnerability Globe]], [[revenant]], [[shambler]]&lt;/div&gt;</summary>
		<author><name>Rchandra</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>2011-09-09T11:16:20Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: 0.994 hellspawn (incomplete)&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=1d3+15 = 16-18 = 17 avg|&lt;br /&gt;
monster_projectile=Attacks with a [[rocket launcher]]: 6d6 = 6-36 = 21 avg|&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=Takes no damage from [[fluids]] nor from its own attacks.. Spawns eight [[lost soul|lost souls]] or [[baron of hell|barons of hell]] (30% chance per action) when damaged, depending on difficulty.|&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. Killing John Carmack is the only way to get a full victory.}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Revenant</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Revenant"/>
				<updated>2011-09-09T11:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: 0.994 armor reduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Monsters|&lt;br /&gt;
monster_name=Revenant|&lt;br /&gt;
monster_looks=&amp;lt;font color=&amp;quot;white&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=30|&lt;br /&gt;
monster_ac=2|&lt;br /&gt;
monster_acc=+4 melee, +4 ranged|&lt;br /&gt;
monster_melee=1d3+6 = 7-9 = 8 avg|&lt;br /&gt;
monster_projectile=5d5 = 5-25 = 15 avg: [[damage type#fire|fire damage]], [[explosions|radius]] 1|&lt;br /&gt;
monster_speed=120%|&lt;br /&gt;
monster_dlvl=13+|&lt;br /&gt;
monster_xp=452|&lt;br /&gt;
monster_inventory=[[Rocket]] (x3)|&lt;br /&gt;
monster_pickup=No|&lt;br /&gt;
monster_doors=Yes|&lt;br /&gt;
monster_atkchance=50%|&lt;br /&gt;
monster_abilities=Ranged attack is homing: it always hits its target tile. Has 50% bullet and 25% fire [[resistance]].|&lt;br /&gt;
monster_description=''Apparently when a demon dies, they pick him up, dust him off, wire him some combat gear, and send him back into battle. No rest for the wicked, eh? You wish your missiles did what his can do.''|&lt;br /&gt;
monster_other=N/A}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Lava_Armor</id>
		<title>Lava Armor</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Lava_Armor"/>
				<updated>2011-09-09T07:44:17Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: 0.994 protection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Armor|&lt;br /&gt;
armor_name=Lava Armor|&lt;br /&gt;
armor_prot=4|&lt;br /&gt;
armor_resists=75% fire, 50% plasma|&lt;br /&gt;
armor_health=100%|&lt;br /&gt;
armor_move=-15%|&lt;br /&gt;
armor_knockback=-20%|&lt;br /&gt;
armor_get=Random (12+)|&lt;br /&gt;
armor_looks=&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;[&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;|&lt;br /&gt;
armor_description=''This armor glows!''|&lt;br /&gt;
armor_other=The Lava Armor cannot be repaired by normal means. It gains 5% durability per action while standing in [[Fluids|lava]]. Also, the Lava Armor cannot be destroyed by damage.}}&lt;/div&gt;</summary>
		<author><name>Rchandra</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>2011-09-07T21:32:03Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: /* Whizkid */ assembly modding&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        || Max health and current health are increased by 10 per rank. With no points in Iro, a player begins with 50 HP.&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 15% 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        || Movement time is reduced by 15% per rank. This effectively increases your [[dodging]] chance by the same amount, as well.&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:    || 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       || Badass (2 ranks)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Armor is increased by one per rank (stacks with all other sources of armor).&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 a weapon with multiple shots, the effect is applied to each bullet.&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        || All kinds of pistols' firing time is reduced by 20% and they deal one 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 20% 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        || Increases your [[accuracy]] 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        || All melee attacks deal three more damage and your melee [[accuracy]] increases 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 prepared or quickkeyed weapons takes no time.&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        || A successful melee hit grants a chance of going [[effects#berserk|berserk]].  The chance is &amp;lt;span style=&amp;quot;font-family:courier&amp;quot;&amp;gt;5+(2x(damage done)/5)&amp;lt;/span&amp;gt;%, but only applies if you do at least 9 damage and there is at least one visible enemy remaining.  When the check is passed, 20 turns are added to the berserk counter, regardless of difficulty level.&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 equipped and prepared slots, you will fire both at the same time at 120% of the normal firing time. If wielded pistols have different firing speeds, the mean is used before multiplication.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2     || Allows to reload pistols in both hands at once using the alternate reload key.&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 [[dodging|dodge]] during a given action automatically succeeds.&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)&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 enemy positions.&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;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisite  || Finesse (2 ranks)&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 weapon mod slots by 2 per rank and armor mod slots by 1 per rank. This effectively &amp;quot;allows&amp;quot; advanced [[assemblies]] with the first rank and master assemblies with the second.  The second rank of Whizkid also allows any assemblies made afterwards to be modded once.&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:    || 1&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)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Stops all health decay above 100%. Reduces [[knockback]] by two tiles.&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        || Any wielded shotgun is reloaded when 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 for all non-shotgun, multiple shot weapons per rank.&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;
====Blademaster====&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 opponent with a melee attack, it takes no time to do so. (Technical point: you lose any spare [[Time#Fractional Time|energy]], which is automatically set to 5001.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Vampyre====&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), must have at least five traits&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Hellrunner, 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        || You gain three hp (6% without Ironman) per enemy you kill, up to 200%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Malicious Blades====&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 your prepared slot, you gain +50% resistance to bullet, shrapnel, and fire damage.&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;
&lt;br /&gt;
===Pistol Masters===&lt;br /&gt;
&lt;br /&gt;
====Bullet Dance====&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, Eagle Eye, Brute&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || For every rank of Triggerhappy your character has, you 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====&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, you shoot your pistols at a 90% firing rate reduction.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || When you kill an enemy at which you were specifically aiming, your pistols reload.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sharpshooter====&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        || Pistols always deal maximum damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotgun Masters===&lt;br /&gt;
&lt;br /&gt;
====Army of the Dead====&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), must have at least five traits&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Finesse, Hellrunner, Eagle Eye&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || Shotguns become armor-piercing if they were shrapnel damage before.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Shottyhead====&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        || Shotguns fire at 1/3 of their normal firing time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fireangel====&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        || You become immune to [[explosions]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Burst Masters===&lt;br /&gt;
&lt;br /&gt;
====Ammochain====&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, 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 weapons with [[alternate fire#chain fire|chain fire]] ([[chaingun]], [[plasma rifle]], etc) require no ammo to fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cateye====&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), must have at least five traits&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        || Your [[vision]] is increased by two.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Entrenchment====&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        || Whenever you are using [[alternate fire#chain fire|chain fire]] to attack, you receive +30% resistance to all damage types while doing so.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Masters===&lt;br /&gt;
&lt;br /&gt;
====Survivalist====&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:|| Ironman (3 ranks), Tough as Nails (2 ranks), Badass (1 rank)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Hellrunner, 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 your protection and resistances would reduce damage taken to zero, you have a 50% chance to do so.&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 stop healing at 100%. ([[Large med-pack|Large med-packs]] only heal up to 50% more, adjusted by difficulty, if it passes 100%.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Running Man====&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     || '''MRM'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Prerequisites:|| Finesse (2 ranks), Dodgemaster (1 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 1      || [[tactics|Running]] lasts twice as long.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect 2      || While running, you suffer no accuracy loss nor damage loss from melee attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Scavenger====&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:|| Intuition (1 rank), Whizkid (2 ranks), must have at least five traits&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Blocked Traits|| Berserker, Dualgunner, Triggerhappy&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: right; padding: 0 2ex 0 0&amp;quot;|Effect        || You can unload an empty, ranged weapon that is modified, assembled, or special, and destroy it to receive a random [[Mods|mod]]. For unique weapons, you have a 1/3 chance to get a unique mod and a 2/3 chance to get an exotic mod; for exotic weapons, you have a 1/3 chance to get an exotic mod and a 2/3 chance to get a common mod; for assemblies, you can get only common mods; for modified weapons, you will always receive one of the mods used to make the weapon.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Strategy:Pistol</id>
		<title>Strategy:Pistol</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Strategy:Pistol"/>
				<updated>2011-09-04T23:55:05Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: wiki tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
The pistol is your starting weapon and, thus, will often be discarded for something more superior. On the other hand, the [[Son of a Gun]] trait is specifically applied to pistols, increasing their attack potential both in firing speed and projectile damage. It is because of this that pistols are not only feasible as a weapon, but quite capable of being used as the ONLY weapon during a game.&lt;br /&gt;
&lt;br /&gt;
Pistols are required in the Marksman [[badges|badge series]], which only allows you to use pistol-type weapons (though it includes [[Weapons#Pistol|assembled]] and [[Weapons#Special Pistol|special]] variants) and [[fists]].&lt;br /&gt;
&lt;br /&gt;
At first the weapon may not seem like much: 2d4 damage, only six shots in a clip. However, the raw damage-per-second (DPS) drastically increases as you add points into pistol-based traits. Consider the following:&lt;br /&gt;
&lt;br /&gt;
*'''No traits''': 5DPS&lt;br /&gt;
*'''SoG(x1)''': 7.5DPS&lt;br /&gt;
*'''SoG(x2)''': 11.67DPS&lt;br /&gt;
*'''SoG(x2)+DG''': 19.44DPS&lt;br /&gt;
*'''SoG(x3)''': 20DPS&lt;br /&gt;
*'''SoG(x3)+DG''': 33.33DPS&lt;br /&gt;
&lt;br /&gt;
Over the course of just four levels (achieveable just after Hell's Arena on Ultra-violence) the damage output has increased over six-fold. If we compare to a chaingun with SoBx2 and Finx2 (similar trait boosts) the DPS is only 31.43DPS; while the plasma rifle is obviously superior at 51.43DPS, it also requires nearly twice as much ammo for an ammo type much harder to carry (and often rarer to boot). As a starter weapon, the pistol is certainly a powerful choice.&lt;br /&gt;
&lt;br /&gt;
Pistols are also fairly unique as being a single-target, non-explosive weapon that has a high potential for [[knockback]]. Combined with very fast firing speed, it is possible to keep an enemy out of your [[vision|field of vision]] by knocking them back every time they come into it. In order to build toward pistols that reliably knockback, consider investing in [[Son of a Bitch]] and adding power mods to your pistols. Although (knockbacking is frequently done with shotgun-type weapons, it also requires you to be closer and so the possibility of knocking them out of vision on each hit is significantly lower than with the pistol.)&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Piercing_blade</id>
		<title>Piercing blade</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Piercing_blade"/>
				<updated>2011-09-03T04:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: Agi mod alters accuracy, if active&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{melee weapon|&lt;br /&gt;
weapon_name=Piercing blade|&lt;br /&gt;
weapon_dmg=Original or Original + 1 die|&lt;br /&gt;
weapon_avgdmg=varies|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: melee weapon + AP|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;\&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original equipment)|&lt;br /&gt;
weapon_other=Depending on whether the agility or power mod was added last, either the damage or accuracy will be enhanced.|}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Lava_boots</id>
		<title>Lava boots</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Lava_boots"/>
				<updated>2011-09-01T18:23:35Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: name in table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Armor|&lt;br /&gt;
armor_name=Lava boots|&lt;br /&gt;
armor_prot=Original|&lt;br /&gt;
armor_resists=Original + 100% fire|&lt;br /&gt;
armor_health=100%|&lt;br /&gt;
armor_move=-30%|&lt;br /&gt;
armor_knockback=-30%|&lt;br /&gt;
armor_get=[[Assemblies|Assembly]]: any [[Armor#Boots|boots]] + TO|&lt;br /&gt;
armor_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;;&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
armor_description=Assembly (same as original)|&lt;br /&gt;
armor_other=N/A}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Piercing_blade</id>
		<title>Piercing blade</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Piercing_blade"/>
				<updated>2011-09-01T18:21:52Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: name in table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{melee weapon|&lt;br /&gt;
weapon_name=Piercing blade|&lt;br /&gt;
weapon_dmg=Original or Original + 1 die|&lt;br /&gt;
weapon_avgdmg=varies|&lt;br /&gt;
weapon_dmgtype=[[Damage type#Piercing|Piercing]]|&lt;br /&gt;
weapon_accuracy=Original|&lt;br /&gt;
weapon_afire=Original|&lt;br /&gt;
weapon_get=[[Assemblies|Assembly]]: melee weapon + AP|&lt;br /&gt;
weapon_quote=N/A|&lt;br /&gt;
weapon_looks=&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;\&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
weapon_description=Assembly (same as original equipment)|&lt;br /&gt;
weapon_other=Depending on whether the agility or power mod was added last, either the damage or fire time will be enhanced.|}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Specials</id>
		<title>Specials</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Specials"/>
				<updated>2011-09-01T05:39:54Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: missing gothic boots &amp;amp; medical armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Specials are the collective grouping of exotics, uniques, and artifacts. They are harder to find than the more standard equipment and items in the game and, for that reason, are far more useful and/or powerful.&lt;br /&gt;
&lt;br /&gt;
Each type of special is differentiated thusly:&lt;br /&gt;
* '''Exotics''' are the most common of specials. They are fully [[Items#Modification Packs|moddable]] and can appear multiple times over the course of a single game.&lt;br /&gt;
* '''Uniques''' are, just as the name says, unique in a particular run-through of DoomRL. They only appear once per game, and are (for the most part) unmoddable.&lt;br /&gt;
* '''Artifacts''' are the rarest special, or at least in the broader sense. Whereas exotics and uniques are discovered randomly, artifacts can only appear in particular places in the game. They can be gained each time, of course, although the requirements to get them are often quite dangerous.&lt;br /&gt;
&lt;br /&gt;
Here is a complete list of specials, as seen in the game itself.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|blaster}}'''               || '''{{exotic link|assault shotgun}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|plasma shotgun}}'''        || '''{{exotic link|super shotgun}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|laser rifle}}'''           || '''{{exotic link|tristar blaster}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|minigun}}'''               || '''{{exotic link|missile launcher}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|nuclear plasma rifle}}'''  || '''{{exotic link|nuclear BFG 9000}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|combat translocator}}'''   || '''{{exotic link|napalm launcher}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|onyx armor}}'''            || '''{{exotic link|phaseshift armor}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|phaseshift boots}}'''      || '''{{exotic link|gothic armor}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|gothic boots}}'''          || '''{{exotic link|medical armor}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|firestorm weapon pack}}''' || '''{{exotic link|sniper weapon pack}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|shockwave pack}}'''        || '''{{exotic link|blood skull}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|fire skull}}'''            || '''{{exotic link|hatred skull}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{exotic link|chainsaw}}'''              || '''{{exotic link|BFG 9000}}'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Hell Staff}}'''            || '''{{unique link|Dragonslayer}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Butcher's Cleaver}}'''     || '''{{unique link|Trigun}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Anti-Freak Jackal}}'''     || '''{{unique link|Grammaton Cleric Beretta}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Jackhammer}}'''            || '''{{unique link|Revenant's Launcher}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Acid Spitter}}'''          || '''{{unique link|BFG 10K}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Railgun}}'''               || '''{{unique link|Malek's Armor}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Cybernetic Armor}}'''      || '''{{unique link|Necroarmor}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Medical Powerarmor}}'''    || '''{{unique link|Lava Armor}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Hellwave Pack}}'''         || '''{{unique link|Nano Pack}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{unique link|Onyx Armor Pack}}'''       || '''{{unique link|Berserker Armor}}'''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=&amp;quot;200&amp;quot; align=&amp;quot;left&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| '''{{artifact link|Angelic Armor}}'''         || '''{{artifact link|Longinus Spear}}'''&lt;br /&gt;
|-&lt;br /&gt;
| '''{{artifact link|Azrael's Scythe}}'''       || '''{{artifact link|Arena Master's Staff}}'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Hell%27s_Armory</id>
		<title>Hell's Armory</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Hell%27s_Armory"/>
				<updated>2011-08-31T01:04:42Z</updated>
		
		<summary type="html">&lt;p&gt;Rchandra: delete ITYTD monsters as the level is no longer there&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Hell's Armory|&lt;br /&gt;
level_dlvl=9-10, 100% chance to appear (0% on ITYTD)|&lt;br /&gt;
level_intxt=''You hear the sounds of heavy machinery.''|&lt;br /&gt;
level_loottxt=None|&lt;br /&gt;
level_outtxt='''If the [[Shambler]] was not released:'''&lt;br /&gt;
&lt;br /&gt;
''Let it lie, that which is eternally dead...''&lt;br /&gt;
&lt;br /&gt;
'''If the Shambler was released but not killed:'''&lt;br /&gt;
&lt;br /&gt;
''This is madness!''&lt;br /&gt;
&lt;br /&gt;
'''If the Shambler was killed:'''&lt;br /&gt;
&lt;br /&gt;
''Gotta love the craft...''&lt;br /&gt;
|&lt;br /&gt;
level_itytd=N/A|&lt;br /&gt;
level_hntr=[[lost soul]] (x10), [[former human]] (x5), [[former sergeant]] (x3), [[former captain]] (x3), [[imp]] (x5), [[demon]] (x4), [[arachnotron]] (x2)|&lt;br /&gt;
level_hmp=[[lost soul]] (x10), [[former sergeant]] (x8), [[former captain]] (x3), [[imp]] (x5), [[cacodemon]] (x4), [[arachnotron]] (x2)|&lt;br /&gt;
level_uv=[[former captain]] (x8), [[former commando]] (x3), [[imp]] (x5), [[cacodemon]] (x10), [[revenant]] (x2), [[baron of hell]] (x4)|&lt;br /&gt;
level_n=[[former captain]] (x8), [[former commando]] (x3), [[imp]] (x5), [[cacodemon]] (x10), [[revenant]] (x2), [[baron of hell]] (x4)|&lt;br /&gt;
level_loot=[[10mm ammo]] (6x24), [[shotgun shell]] (4x8), [[rocket]] (10x3), [[power cell]] (5x20), [[green armor]] (x4), [[blue armor]] (x4), [[agility mod pack]], [[bulk mod pack]], random [[Weapons|weapon]] (x4), [[Supercharge Globe]], random [[Mods|mod packs]] (x2), random [[schematics]]/other|&lt;br /&gt;
level_other=The random weapons can be any [[Weapons#Ranged Weapons#Standard|standard]] or [[Weapons#Ranged Weapons#Special|special]] ranged weapon that could [[Item Generation|normally drop]] on level 15. The weights are as normally except two of the items are three times as likely to be unique, and the other two are six times as likely. The random mod packs are equally likely to be any of the four common types. The schematic can alternatively be a random exotic/unique mod pack or the [[Cybernetic Armor]]. Only schematics you don't already know will appear. The special items are chosen according to their usual weights. Basic schematics have a weight of 3 (for each unknown assembly), advanced have a weight of 2, and master have a weight of 1. Advanced schematics are only included in the drop list on Ultra-Violence and Nightmare, or 19% of the time on lower difficulties. Master schematics are only included on Nightmare, or 19% of the time on Ultra-Violence, or 1% of the time on lower difficulties.}}&lt;br /&gt;
&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:Hell's Armory/Map}}|&lt;br /&gt;
map_description=This map shows the Hey, Not Too Rough monsters.&lt;br /&gt;
&lt;br /&gt;
On Ultra-violence, former humans are replaced by former captains, former sergeants are replaced by former commandos, lost souls are replaced by cacodemons, demons are replaced by barons of hell, and arachnotrons are replaced by revenants.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, former humans are replaced by former sergeants and demons are replaced by cacodemons.&lt;br /&gt;
&lt;br /&gt;
The brown question marks indicate the squares that contain random [[weapons]]; the pink question marks indicate the squares that contain random [[Items#Mods|mod packs]]; the bright green question mark indicates the square that contains a premium item. (See level description for details.)}}&lt;/div&gt;</summary>
		<author><name>Rchandra</name></author>	</entry>

	</feed>