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	<entry>
		<id>https://drl.chaosforge.org/wiki/Level_type</id>
		<title>Level type</title>
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				<updated>2019-11-15T16:49:51Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: Made former human level type obey laws of mathematics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Technical}}&lt;br /&gt;
&lt;br /&gt;
For the standard, randomly-generated, level, there is a certain level type associated with it.&lt;br /&gt;
&lt;br /&gt;
For dlevel &amp;lt; 3, the level type is always normal.&lt;br /&gt;
&lt;br /&gt;
For dlevel &amp;lt; 6, the level type is 7/12 normal, 2/12 small rooms, 1/12 warehouse, 1/12 city, 1/12 caves.&lt;br /&gt;
&lt;br /&gt;
For higher dlevel, the level type is 2/11 normal, 2/11 small rooms, 2/11 warehouse, 2/11 city, 2/11 caves, 1/11 maze.&lt;br /&gt;
&lt;br /&gt;
Caves are replaced 1/4 of the time by arenas.&lt;br /&gt;
&lt;br /&gt;
There is another level type that is in the code but doesn't spawn in 0.9.9.3: For dlevel &amp;gt; 15, there is a 1/25 chance of any type being replaced by the mysterious and deadly single monster type level. This will probably be truly added in 0.9.9.4.&lt;br /&gt;
&lt;br /&gt;
==Arena==&lt;br /&gt;
The arena is a very basic map type. There are no walls, save those that create the map border, and you spawn right in the middle of a huge room with nowhere to hide. Enemies tend to specifically hunt you on these maps, and there are four sets of stairs  lodged in the very corners of the level.&lt;br /&gt;
&lt;br /&gt;
There are four possible configurations for the walls around the player depending on a roll of 1d25 + max(dlevel, 25).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: left&amp;quot;&lt;br /&gt;
|colspan=2 style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Arena Layouts'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|style=&amp;quot;padding-left: 1ex&amp;quot;|'''Layout'''&lt;br /&gt;
|-&lt;br /&gt;
|1-24&lt;br /&gt;
|style=&amp;quot;font-size: 120%; padding-left: 1ex&amp;quot;|&lt;br /&gt;
 &amp;lt;span style=&amp;quot;font-size:larger;background-color:black&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;#&lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&lt;br /&gt;
 &amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;@&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&lt;br /&gt;
 #&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;#&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|25-34&lt;br /&gt;
|style=&amp;quot;font-size: 120%; padding-left: 1ex&amp;quot;|&lt;br /&gt;
 &amp;lt;span style=&amp;quot;font-size:larger;background-color:black&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;#&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;#&lt;br /&gt;
 &amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;@&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&lt;br /&gt;
 #&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;#&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|35-44&lt;br /&gt;
|style=&amp;quot;font-size: 120%; padding-left: 1ex&amp;quot;|&lt;br /&gt;
 &amp;lt;span style=&amp;quot;font-size:larger;background-color:black&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;#&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;#&lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&lt;br /&gt;
 &amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&lt;br /&gt;
 &amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;@&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&lt;br /&gt;
 &amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&lt;br /&gt;
 #&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&lt;br /&gt;
 #&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;lt;/span&amp;gt;#&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|45-50&lt;br /&gt;
|style=&amp;quot;font-size: 120%; padding-left: 1ex&amp;quot;|&lt;br /&gt;
 &amp;lt;span style=&amp;quot;font-size:larger;background-color:black&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;&amp;amp;#183;#&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;lt;/span&amp;gt;#&amp;amp;#183;&lt;br /&gt;
 &amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;##&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;##&lt;br /&gt;
 &amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&lt;br /&gt;
 &amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;@&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&lt;br /&gt;
 &amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&lt;br /&gt;
 ##&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;##&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;amp;#183;#&amp;lt;span style=&amp;quot;color:silver&amp;quot;&amp;gt;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;lt;/span&amp;gt;#&amp;amp;#183;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Arena level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
The total danger rating is only 67% of the normal value to accommodate the increased difficulty. In addition, every monster has a 50% chance of being placed in hunting mode at the start of the level. Monsters in hunting mode will seek out the player even if they can't see him.&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Arena type levels always drop 10 items. &lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in arenas.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Arena levels never generate rivers.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation stage is repeated 3 times. As a result, much more fluid is generated, helping to make up for the lack of walls. &lt;br /&gt;
&lt;br /&gt;
==Cave==&lt;br /&gt;
Caves are much like arenas, although their wall composition is far more natural-seeming with plenty of spindly paths hidden in the edges. They are, bar none, the most infamous map type due to their very limited spawning pool of enemies, the later of which are very difficult to fight without cover (and cover in caves is sparse to say the least).&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Cave level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
The total danger rating is only 67% of the normal value to accommodate the increased difficulty.&lt;br /&gt;
&lt;br /&gt;
Cave type levels may include only a single monster type, or a mix. The monster type is determined by a roll of 1d5 + dlevel + 3 &amp;amp;times; (difficulty - 2) - 3. (Difficulty is 1 for itytd, 2 for hntr, etc.) Usually the monster type is as follows:&lt;br /&gt;
{|&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|'''Monster'''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;6&lt;br /&gt;
|lost soul&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|demon&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|cacodemon&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;15&lt;br /&gt;
|arachnotron&lt;br /&gt;
|}&lt;br /&gt;
If the roll is at least 20 and the difficulty level is Ultra-Violence or Nightmare!, there is a 1/5 chance of a pain elemental cave instead of an arachnotron cave.&lt;br /&gt;
&lt;br /&gt;
For rolls of at least 50, the cave will instead feature a nightmare enemy: nightmare demons, nightmare arachnotrons, and nightmare cacodemons are equally likely.&lt;br /&gt;
&lt;br /&gt;
For rolls of at least 81 on Ultra-Violence and Nightmare!, there is a 1/5 chance of a lava elemental cave instead.&lt;br /&gt;
&lt;br /&gt;
The amount of monsters is as normal, except only the chosen monster type can be placed. Also, the total danger rating for the level is only 67% of the normal value.&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Cave type levels always drop 10 items. &lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in true caves.&lt;br /&gt;
However, as of 0.9.9.7, there is a new floor type that is a cave map with either a few rooms and a vault or just a few rooms.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Cave levels have a 1/3 chance of generating rivers. Horizontal rivers are chosen 1/3 of the time and vertical rivers are chosen 2/3 of the time. Cave levels can only have a single vertical river. To help ensure the river is connected to the rest of the level, the starting x coordinate has a reduced range of 1d16 + 33. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
For caves, the fluid generation is closely related with the level generation is a whole. In particular, a cave type level is almost guaranteed to have some fluid, and the fluid type respects the same ranges as above.&lt;br /&gt;
&lt;br /&gt;
==City==&lt;br /&gt;
A few, small rooms inside a huge &amp;quot;city&amp;quot;. Luckily you don't tend to get ambushed as much in cities, you just have a few roaming monsters and others staying put inside their little rooms.&lt;br /&gt;
&lt;br /&gt;
City type layouts are characterized by an empty map with scattered rooms. The rooms in a city level have x-dimension between 6 and 15 and y-dimension between 5 and 11 (including the walls). Each room has exactly one door. The door is equally likely to be on any wall tile (but never on a corner). Rooms always have a 1 tile buffer on all sides where no other rooms can be generated. There are always at least 2 tiles between the walls of a room and the outer walls of a level.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the City level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
There is no change in monster placement from the standard model (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Items in City type levels are based on the normal calculations (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
The expected number of rooms generated is hard to calculate exactly, so here are some (expected) room generation parameters that were collected on a sample of 10000 random city layouts:&lt;br /&gt;
{|&lt;br /&gt;
|'''Total Rooms'''&lt;br /&gt;
|6.8715&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Rooms'''&lt;br /&gt;
|0.3469&lt;br /&gt;
|-&lt;br /&gt;
|'''Teleporter Rooms'''&lt;br /&gt;
|0.3473&lt;br /&gt;
|-&lt;br /&gt;
|'''Lever Rooms'''&lt;br /&gt;
|0.7756&lt;br /&gt;
|-&lt;br /&gt;
|'''Warehouse Rooms'''&lt;br /&gt;
|0.6297&lt;br /&gt;
|-&lt;br /&gt;
|'''Vaults'''&lt;br /&gt;
|0.1638&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
City levels have a 1/3 chance of generating rivers, but cannot generate horizontal rivers. Rivers are generated before the layout is generated; as a result, the rooms will never overlap with the rivers, and levels with rivers will tend to have fewer rooms.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title).&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
Mazes are annoyingly hard to traverse. They have no doors and rarely open areas (which are usually caused by [[fluids]]). Because of the perpetual situation of being in close quarters, it is easy to hide from monsters around corners but also easy to be caught by surprise or trapped. Be aware when you hear monsters: they are probably tracking you and may emerge without warning around a corner.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Maze level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
Maze type levels have a 50% increased total danger rating. &lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Maze type levels always drop 1d8+10 items. &lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in mazes.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Maze levels have a 2/3 chance of generating rivers. Horizontal rivers are allowed. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title).&lt;br /&gt;
&lt;br /&gt;
==Normal==&lt;br /&gt;
The classic map. The whole screen split in to rectangles divided by rooms. Early on they are very common (100% guaranteed for your second map, in fact) but tend to fade out in favor of other map types.&lt;br /&gt;
&lt;br /&gt;
Normal type layouts divide the map into rooms. At each step, a coordinate is picked, a door is placed in that position, and then a wall (either vertical or horizontal) is extended in both directions until reaching a wall. 10 walls are placed in total. Vertical walls always start from positions with even coordinates and horizontal walls always start from positions with odd coordinates. (The upper-left corner which is always a wall is (1, 1))&lt;br /&gt;
&lt;br /&gt;
The first two walls are always vertical. One starts at a (even) point in the range (4, 4) - (36, 18). The other is in the range (38, 4) - (70, 18). (ie one is on the left side and one is on the right side.)&lt;br /&gt;
&lt;br /&gt;
For the rest of the walls, vertical walls will start at even points in the range (4, 4) - (76, 14) and horizontal walls will start at odd points in the range (3, 3) - (75, 17).&lt;br /&gt;
&lt;br /&gt;
The next three walls are always horizontal. Each of the last five walls has a 1/3 chance to be horizontal and a 2/3 chance to be vertical.&lt;br /&gt;
&lt;br /&gt;
If the point chosen at any step is already a wall, then only the door will be placed. For this reason there are sometimes fewer than 11 rooms in the final map.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Normal level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
There is no change in monster placement from the standard model (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Items in Normal type levels are based on the normal calculations (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
The expected number of rooms generated is hard to calculate exactly, so here are some (expected) room generation parameters that were collected on a sample of 10000 random normal layouts:&lt;br /&gt;
{|&lt;br /&gt;
|'''Total Rooms'''&lt;br /&gt;
|10.2719&lt;br /&gt;
|-&lt;br /&gt;
|'''Fluid Rooms'''&lt;br /&gt;
|0.3201&lt;br /&gt;
|-&lt;br /&gt;
|'''Teleporter Rooms'''&lt;br /&gt;
|0.3468&lt;br /&gt;
|-&lt;br /&gt;
|'''Lever Rooms'''&lt;br /&gt;
|0.6463&lt;br /&gt;
|-&lt;br /&gt;
|'''Warehouse Rooms'''&lt;br /&gt;
|1.2826&lt;br /&gt;
|-&lt;br /&gt;
|'''Vaults'''&lt;br /&gt;
|0.2277&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
On normal type levels, either rivers or normal fluids are allowed, but not both. There is a 50% chance of each. Horizontal rivers are allowed. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title) other than that, if a river is generated, then no other fluids are.&lt;br /&gt;
&lt;br /&gt;
==Small Rooms==&lt;br /&gt;
Also known as &amp;quot;archi&amp;quot;, a small rooms floor is a claustrophobic's nightmare. Lots of little areas connected by doors, and very easy to get caught if you're not careful. Whereas caves and arenas cause trouble because the enemies swarm effectively, small rooms make explosive and powerful enemies that much more dangerous, as there's no easy means of escape. Fortunately, due to the current movement of the AI, the enemies tend to stay in the center of the map, making the outer rooms fairly safe.&lt;br /&gt;
&lt;br /&gt;
The layout is generated by dividing the map into a 4 by 3 grid of equally sized sections. Each section is given one of the following 12 sublayouts uniformly at random (repeats are allowed):&lt;br /&gt;
{| style=&amp;quot;rules: cols; border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em; text-align: left&amp;quot;&lt;br /&gt;
|style=&amp;quot;background: darkred; color: yellow; font-size: 120%; text-align: center&amp;quot;|'''Small Room Sublayouts'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 120%&amp;quot;|&lt;br /&gt;
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                                                                                &lt;br /&gt;
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 +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+ +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+ +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+ +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&lt;br /&gt;
 #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#########&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;#######&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;#######&amp;amp;#183;#&lt;br /&gt;
 #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;#&lt;br /&gt;
 #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#######&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;# #&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;#&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;&lt;br /&gt;
 +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+ +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+ +&amp;lt;/span&amp;gt;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+ +&amp;lt;/span&amp;gt;&amp;amp;#183;#&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;&amp;amp;#183;#&amp;amp;#183;&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;&lt;br /&gt;
 ####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;#### ####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;#### ####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;#### ####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;span style=&amp;quot;color:olive&amp;quot;&amp;gt;+&amp;lt;/span&amp;gt;####&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These sublayouts are placed so that their walls overlap. Doors that would lead to the edge of the map are removed.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Small Rooms level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
There is no change in monster placement from the standard model (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Items in Small Rooms type levels are based on the normal calculations (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
Despite the name, levels of this type to not generate special room features.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Small room type levels have a 1/4 chance of generating rivers. Horizontal rivers are allowed. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title).&lt;br /&gt;
&lt;br /&gt;
==Warehouse==&lt;br /&gt;
The warehouse map is very plain but can be very tricky to handle. Three rooms containing &amp;quot;boxes&amp;quot; (although these are indestructible: compare to warehouse rooms) with slightly random spacing between them. These levels can be considered more &amp;quot;pillar&amp;quot; maps than anything.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Warehouse level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
There is no change in monster placement from the standard model (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Items in Warehouse levels are based on the normal calculations (see link in title).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in warehouses.&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
Warehouse levels generate rivers 1/6 of the time, but never at the same time as normal fluids. Horizontal rivers are allowed. &lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title) other than that, if a river is generated, then no other fluids are.&lt;br /&gt;
&lt;br /&gt;
==Single Monster==&lt;br /&gt;
This level is similar to the Normal type map, except that all monsters are a single monster type.&lt;br /&gt;
&lt;br /&gt;
The following statistics are associated with the Single Monster level type:&lt;br /&gt;
&lt;br /&gt;
===[[Generated Monsters|Monster Placement]]===&lt;br /&gt;
Single monster type levels choose monster types based on a roll of 1d10 + min(dlevel + 3 &amp;amp;times; (difficulty - 2) - 4, 20). The amount of monsters is indicated as a fraction of the level's usual total danger rating (100% if not noted). The level feeling depends on the monster types.&lt;br /&gt;
{|&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|'''Monster Types'''&lt;br /&gt;
|'''Feeling'''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;17&lt;br /&gt;
|1/4 former humans, 1/4 former sergeants, 1/4 former captains, 1/4 former commandos&lt;br /&gt;
|''You hear many marching feet.''&lt;br /&gt;
|-&lt;br /&gt;
|17-18&lt;br /&gt;
|imps&lt;br /&gt;
|''The walls are scratched and flame-scorched!''&lt;br /&gt;
|-&lt;br /&gt;
|19-20&lt;br /&gt;
|1/2 hell knights, 1/2 barons of hell&lt;br /&gt;
|''A battle cry chants in the distance!''&lt;br /&gt;
|-&lt;br /&gt;
|21-23&lt;br /&gt;
|mancubi&lt;br /&gt;
|''You hear deep, guttural noises!''&lt;br /&gt;
|-&lt;br /&gt;
|24-25&lt;br /&gt;
|revenants&lt;br /&gt;
|''Bones clatter all around you!''&lt;br /&gt;
|-&lt;br /&gt;
|26-27 (2/3)&lt;br /&gt;
|arch-viles&lt;br /&gt;
|''You hear crackling flames!''&lt;br /&gt;
|-&lt;br /&gt;
|26-27 (1/3)&lt;br /&gt;
|1/2 arch-viles, 1/6 former humans, 1/6 former sergeants, 1/6 former captains&lt;br /&gt;
|''Hellish magic haunts air!''&lt;br /&gt;
|-&lt;br /&gt;
|28-30&lt;br /&gt;
|special&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
For rolls of 26-27, there are two possible levels: pure arch-viles which happens 2/3 of the time and arch-viles mixed with formers with happens 1/3 of the time.&lt;br /&gt;
For rolls of 28-30, the result is usually the former human level (same as roll &amp;lt; 17), but if dlevel &amp;gt; 50 and the difficulty is Ultra-Violence or Nightmare!, then there is a chance of a harder monster type.&lt;br /&gt;
{|&lt;br /&gt;
|'''Probability'''&lt;br /&gt;
|'''Monster Types'''&lt;br /&gt;
|'''Feeling'''&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|bruiser brothers&lt;br /&gt;
|''You hear loud wails that cannot mean anything good!''&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|shamblers&lt;br /&gt;
|''The air is crackling with electricity!''&lt;br /&gt;
|-&lt;br /&gt;
|10%&lt;br /&gt;
|cyberdemons&lt;br /&gt;
|''Suddenly you have a great urge to turn back! You scream in TERROR!''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Generated Items|Item Placement]]===&lt;br /&gt;
Single monster type levels generate 50% more items (rounded down).&lt;br /&gt;
&lt;br /&gt;
===[[Generated Rooms|Room Placement]]===&lt;br /&gt;
There are no randomly-generated rooms in single monster levels (to our knowledge).&lt;br /&gt;
&lt;br /&gt;
===[[Fluids#Rivers|River Placement]]===&lt;br /&gt;
There are no rivers in single monster levels (to our knowledge).&lt;br /&gt;
&lt;br /&gt;
===[[Fluids|Fluid Placement]]===&lt;br /&gt;
The fluid generation is typical of how fluids are normally calculated (see link in title), to our knowledge.&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Dis</id>
		<title>Dis</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Dis"/>
				<updated>2012-02-05T13:43:34Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Dis|&lt;br /&gt;
level_dlvl=24|&lt;br /&gt;
level_intxt=You enter the damned city of Dis...|&lt;br /&gt;
level_loottxt=Congratulations! You defeated the Spider Mastermind!|&lt;br /&gt;
level_outtxt=N/A|&lt;br /&gt;
level_itytd=[[Spider Mastermind]]|&lt;br /&gt;
level_hntr=No difference|&lt;br /&gt;
level_hmp=Do I need to go over this anymore?|&lt;br /&gt;
level_uv=Work it out, Einstein...|&lt;br /&gt;
level_n=Well YOU sure ain't a mastermind!|&lt;br /&gt;
level_loot=None|&lt;br /&gt;
level_other=This map consists of an arena as close to round as you can get in DoomRL, with some 4x4 pillars in a circle as cover.}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Phobos_Anomaly</id>
		<title>Phobos Anomaly</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Phobos_Anomaly"/>
				<updated>2012-02-05T13:41:50Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Phobos Anomaly|&lt;br /&gt;
level_dlvl=8|&lt;br /&gt;
level_intxt=You sense a certain tension.|&lt;br /&gt;
level_loottxt=N/A|&lt;br /&gt;
level_outtxt=You feel yanked away in a non-existant direction!|&lt;br /&gt;
level_itytd=[[lost soul]] (x14), [[cacodemon]] (x2), [[bruiser brother]] (x2)|&lt;br /&gt;
level_hntr=[[lost soul]] (x8), [[demon]] (x4), [[cacodemon]] (x4), [[bruiser brother]] (x2)|&lt;br /&gt;
level_hmp=[[demon]] (x8), [[imp]] (x4), [[cacodemon]] (x4), [[bruiser brother]] (x2)|&lt;br /&gt;
level_uv=[[demon]] (x8), [[imp]] (x4), [[cacodemon]] (x2), [[arch-vile]] (x2), [[bruiser brother]] (x2)|&lt;br /&gt;
level_n=[[nightmare demon]] (x8), [[nightmare imp]] (x4), [[nightmare cacodemon]] (x4), [[bruiser brother]] (x2)|&lt;br /&gt;
level_loot=[[red armor]], [[Large Health Globe]] (x2), [[large med-pack]] (x2), [[10mm ammo]] (2x24), [[rocket]] (5x3)|&lt;br /&gt;
level_other=This level marks transition between the Phobos levels and the Deimos levels.}}&lt;br /&gt;
&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:Phobos Hellgate/Map}}|&lt;br /&gt;
map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On I'm Too Young To Die, all monsters other than cacodemons are replaced with lost souls.&lt;br /&gt;
&lt;br /&gt;
On Hey, Not Too Rough, demons are replaced with lost souls, imps are replaced with demons, and arch-viles are replaced with cacodemons.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, arch-viles are replaced with cacodemons.&lt;br /&gt;
&lt;br /&gt;
On Nightmare!, imps are replaced with nightmare imps, demons are replaced with nightmare demons, and arch-viles and cacodemons are replaced with nightmare cacodemons.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;X&amp;quot;s indicate columns (vertical lines) that, when crossed, cause walls to disappear.  The first X causes the magenta walls to disappear, and the second X causes the white walls to disappear.}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/The_Mortuary</id>
		<title>The Mortuary</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/The_Mortuary"/>
				<updated>2012-02-02T17:11:43Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=The Mortuary|&lt;br /&gt;
level_dlvl=20, 100% chance to appear(0% on ITYTD)|&lt;br /&gt;
level_intxt=The smell of blood! Can this be real?? The floor is is covered by blood, and there are corpses everywhere! Suddenly with a wail, arch-viles appear!|&lt;br /&gt;
level_loottxt= Suddenly everything is peaceful. Rest in peace, damned souls... A presence! Of something holy! Here in this hell? Press &amp;lt;Enter&amp;gt;... Find it under the corpses!|&lt;br /&gt;
level_outtxt='''If all enemies are dead:'''&lt;br /&gt;
&lt;br /&gt;
As you descend the stairs you hear a wail. They're back... There's only one way to end this...&lt;br /&gt;
&lt;br /&gt;
'''Otherwise:'''&lt;br /&gt;
&lt;br /&gt;
You flee! You flee like hell from this cursed place!|&lt;br /&gt;
level_itytd=N/A|&lt;br /&gt;
level_hntr=[[arch-vile]] (x5), [[corpses]] (x135-405) randomly chosen from [[former human]], [[former sergeant]], [[former captain]], [[imp]], [[demon]], [[cacodemon]], [[baron of hell]], [[hell knight]], [[arachnotron]]|&lt;br /&gt;
level_hmp=[[arch-vile]] (x6), [[corpses]] (x140-410) randomly chosen from the previous list as well as [[former commando]]|&lt;br /&gt;
level_uv=[[arch-vile]] (x7), [[corpses]] (x145-415) randomly chosen from the previous list as well as [[mancubus]]|&lt;br /&gt;
level_n=[[arch-vile]] (x7), [[corpses]] (x140-420) randomly chosen from the previous list; mancubi corpses are twice as likely|&lt;br /&gt;
level_loot=[[armor shard]] (x4), [[Supercharge Globe]] (x6), [[red armor]] (x6), [[large med-pack]] (x4), [[power mod pack]], [[bulk mod pack]], {{exotic link|assault shotgun}}, {{exotic link|nuclear BFG 9000}}, {{artifact link|Angelic Armor}}|&lt;br /&gt;
level_other=Arch-viles spawn in random locations. If played on Nightmare!, note that enemies do not stop respawning after the Angelic Armor appears.}}&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:The Mortuary/Map}}|&lt;br /&gt;
map_description=}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Halls_of_Carnage</id>
		<title>Halls of Carnage</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Halls_of_Carnage"/>
				<updated>2012-02-02T17:10:44Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Halls of Carnage|&lt;br /&gt;
level_dlvl=11-12, 100% chance to appear|&lt;br /&gt;
level_intxt=Suddenly you feel a lust for blood...|&lt;br /&gt;
level_loottxt=''None''|&lt;br /&gt;
level_outtxt=''None''|&lt;br /&gt;
level_itytd=[[former sergeant]] (x11), [[lost soul]] (x4), [[demon]] (x11), [[cacodemon]] (x2)|&lt;br /&gt;
level_hntr=[[former sergeant]] (x11), [[lost soul]] (x4), [[demon]] (x8), [[cacodemon]] (x3), [[hell knight]] (x2)|&lt;br /&gt;
level_hmp=[[former sergeant]] (x11), [[lost soul]] (x4), [[demon]] (x8), [[hell knight]] (x3), [[baron of hell]] (x2)|&lt;br /&gt;
level_uv=[[former sergeant]] (x11), [[demon]] (x8), [[cacodemon]] (x4), [[hell knight]] (x3), [[baron of hell]] (x2)|&lt;br /&gt;
level_n=[[former sergeant]] (x11), [[demon]] (x8), [[cacodemon]] (x4), [[hell knight]] (x3), [[baron of hell]] (x2)|&lt;br /&gt;
level_loot=[[rocket]] (9x3), [[Supercharge Globe]] (x3), {{exotic link|BFG 9000}}|&lt;br /&gt;
level_other=Lava will start flooding the level from the left, and is faster than the [[level feeling]] version.}}&lt;br /&gt;
&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:Halls of Carnage/Map}}|&lt;br /&gt;
map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, cacodemons are replaced by lost souls.&lt;br /&gt;
&lt;br /&gt;
On Hey, Not Too Rough, cacodemons are replaced by lost souls, hell knights are replaced by cacodemons and barons of hell are replaced by hell knights.&lt;br /&gt;
&lt;br /&gt;
On I'm Too Young To Die, cacodemons are replaced by lost souls, hell knights are replaced by demons and barons of hell are replaced by cacodemons.}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</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>2012-02-02T17:10:23Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &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=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>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/The_Wall</id>
		<title>The Wall</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/The_Wall"/>
				<updated>2012-02-02T17:09:54Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=The Wall|&lt;br /&gt;
level_dlvl=7|&lt;br /&gt;
level_diff=Medium to hard|&lt;br /&gt;
level_intxt=''You feel uneasy.''|&lt;br /&gt;
level_loottxt=''Peace comes back to this evil place.''|&lt;br /&gt;
level_outtxt='''If no enemies have been killed:'''&lt;br /&gt;
&lt;br /&gt;
''Hearing them scream soothes the soul...''&lt;br /&gt;
&lt;br /&gt;
'''If only some enemies have been killed:'''&lt;br /&gt;
&lt;br /&gt;
''This must be madness!''&lt;br /&gt;
&lt;br /&gt;
'''If all enemies have been killed'''&lt;br /&gt;
&lt;br /&gt;
''All in all, we're just another brick in the wall.''|&lt;br /&gt;
level_itytd=[[hell knight]] (x12)|&lt;br /&gt;
level_hntr=[[hell knight]] (x6), [[baron of hell]] (x6)|&lt;br /&gt;
level_hmp=[[baron of hell]] (x14)|&lt;br /&gt;
level_uv=[[baron of hell]] (x12), [[arch-vile]] (x2)|&lt;br /&gt;
level_n=[[baron of hell]] (x12), [[arch-vile]] (x2)|&lt;br /&gt;
level_loot=[[rocket]] (12x3), {{exotic link|missile launcher}}, [[Backpack]]|&lt;br /&gt;
level_other=N/A}}&lt;br /&gt;
&lt;br /&gt;
{{map&lt;br /&gt;
|map={{:The Wall/Map}}&lt;br /&gt;
|map_description=This map shows the Ultra-Violence monsters.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, arch-viles are replaced by barons of hell.&lt;br /&gt;
&lt;br /&gt;
On Hey, Not Too Rough, the arch-viles are removed and the six right-most barons of hell are replaced by hell knights.&lt;br /&gt;
&lt;br /&gt;
On I'm Too Young To Die, the arch-viles are removed, and all the barons are replaced by hell knights.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/The_Chained_Court</id>
		<title>The Chained Court</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/The_Chained_Court"/>
				<updated>2012-02-02T17:09:27Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=The Chained Court|&lt;br /&gt;
level_dlvl=4-5|&lt;br /&gt;
level_intxt=Welcome to the Chained Court...&lt;br /&gt;
&lt;br /&gt;
'''If Hell's Arena has been completed:'''&lt;br /&gt;
&lt;br /&gt;
A devilish voice booms: &amp;quot;Come to think of it... I'd rather see you dead, mortal... prepare yourself!|&lt;br /&gt;
level_loottxt=''None''|&lt;br /&gt;
level_outtxt=''None''|&lt;br /&gt;
level_itytd=[[former human]] (x20), [[cacodemon]] (x4)|&lt;br /&gt;
level_hntr=[[former human]] (x20), [[cacodemon]] (x4)|&lt;br /&gt;
level_hmp=[[former human]] (x10), [[former sergeant]] (x10), [[hell knight]] (x4)|&lt;br /&gt;
level_uv=[[former human]] (x10), [[former captain]] (x10), [[baron of hell]] (x4)|&lt;br /&gt;
level_n=[[former human]] (x10), [[former captain]] (x10), [[baron of hell]] (x4)|&lt;br /&gt;
level_loot=[[chainsaw]], [[shotgun shell]] (6x8), [[power cell]] (6x20), [[Berserk Pack]] (x4), [[agility mod pack]] (x2)|&lt;br /&gt;
level_other=N/A}}&lt;br /&gt;
&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:The Chained Court/Map}}|&lt;br /&gt;
map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, barons of hell are replaced by hell knights and former captains are replaced by former sergeants.&lt;br /&gt;
&lt;br /&gt;
On Hey, Not Too Rough and I'm Too Young To Die, barons of hell are replaced by cacodemons and former captains are replaced by former humans.&lt;br /&gt;
&lt;br /&gt;
If [[Hell's Arena]] has been completed, the second Chained Court map will appear. The only differences here are that there are only two [[Berserk Pack|Berserk Packs]] available instead of a four and the [[Arena Master]] is also in the level (indicated by the bright green Arch-vile).}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/City_of_Skulls</id>
		<title>City of Skulls</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/City_of_Skulls"/>
				<updated>2012-02-02T17:08:58Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=City of Skulls|&lt;br /&gt;
level_dlvl=13|&lt;br /&gt;
level_intxt=''You enter a city made of bones. You sense a certain tension.''|&lt;br /&gt;
level_loottxt='''After killing all the initial monsters on level (depending on enemies that spawn):'''&lt;br /&gt;
&lt;br /&gt;
None: ''That seems to be all of them, hopefully...''&lt;br /&gt;
&lt;br /&gt;
Lost souls: ''Suddenly lost souls appear out of nowhere!''&lt;br /&gt;
&lt;br /&gt;
Pain elementals: ''Suddenly pain elementals appear out of nowhere!''&lt;br /&gt;
&lt;br /&gt;
Agony elemental: ''You hear a howl of agony!''&lt;br /&gt;
&lt;br /&gt;
'''After killing the second wave:'''&lt;br /&gt;
&lt;br /&gt;
''That had better damn well be all of them...''|&lt;br /&gt;
level_outtxt=None|&lt;br /&gt;
level_itytd=[[lost soul]] (x43)|&lt;br /&gt;
level_hntr=Initial: [[lost soul]] (x43), [[pain elemental]] (x5)&lt;br /&gt;
&lt;br /&gt;
Second wave: [[agony elemental]]|&lt;br /&gt;
level_hmp=Initial: [[lost soul]] (x43), [[pain elemental]] (x5)&lt;br /&gt;
&lt;br /&gt;
Second wave: [[lost soul]] (x20), [[agony elemental]]|&lt;br /&gt;
level_uv=Initial: [[lost soul]] (x43), [[pain elemental]] (x5)&lt;br /&gt;
&lt;br /&gt;
Second wave: [[pain elemental]] (x12), [[agony elemental]]|&lt;br /&gt;
level_n=Initial: [[lost soul]] (x43), [[pain elemental]] (x5)&lt;br /&gt;
&lt;br /&gt;
Second wave: [[pain elemental]] (x12), [[agony elemental]]|&lt;br /&gt;
level_loot=[[power cell]] (11x20), [[rocket]] (7x3), {{exotic link|BFG 9000}}|&lt;br /&gt;
level_other=The lever in the center of the map removes all walls (save the border). The agony elemental drops three [[Items#Consumables|skulls]].&lt;br /&gt;
&lt;br /&gt;
'''Trivia:''' &amp;quot;You sense a certain tension.&amp;quot; in the entrance text is most likely a tribute to ADOM.}}&lt;br /&gt;
{{map&lt;br /&gt;
|map={{:City of Skulls/Map}}&lt;br /&gt;
|map_description=On I'm Too Young To Die, the pain elementals are not present.}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/The_Vaults</id>
		<title>The Vaults</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/The_Vaults"/>
				<updated>2012-02-02T17:08:19Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=The Vaults|&lt;br /&gt;
level_dlvl=18-19, not on ITYTD|&lt;br /&gt;
level_intxt=''There's a presence here...''|&lt;br /&gt;
level_loottxt='''If the Arena Master's Staff was used:'''&lt;br /&gt;
&lt;br /&gt;
''Well, they sure opened up. Now to see if there's anything left worth taking...''&lt;br /&gt;
&lt;br /&gt;
'''If all enemies are dead without using Arena Master's Staff:'''&lt;br /&gt;
&lt;br /&gt;
''You would think there would be an easier way inside. At least I got the loot!''|&lt;br /&gt;
level_outtxt='''If all enemies have been killed:'''&lt;br /&gt;
&lt;br /&gt;
''Eternal death awaits any who would seek to steal the treasures secured within the Vaults...''&lt;br /&gt;
&lt;br /&gt;
'''If some enemies have been killed:'''&lt;br /&gt;
&lt;br /&gt;
''At least I got something!''&lt;br /&gt;
&lt;br /&gt;
'''Otherwise:'''&lt;br /&gt;
&lt;br /&gt;
''All this treasure left behind...''|&lt;br /&gt;
level_itytd=N/A|&lt;br /&gt;
level_hntr=[[arachnotron]] (x8), [[baron of hell]] (x8)|&lt;br /&gt;
level_hmp=[[revenant]] (x8), [[mancubus]] (x8)|&lt;br /&gt;
level_uv=[[revenant]] (x8), [[arch-vile]] (x8)|&lt;br /&gt;
level_n=[[revenant]] (x8), [[arch-vile]] (x8)|&lt;br /&gt;
level_loot=[[rocket]] (16x3), [[power cell]] (16x20), random [[Weapons|weapon]] (x10), random [[armor]](x10)|&lt;br /&gt;
level_other=See the map for details on how to enter the vaults. The target of the teleporters is next to the stairs. The random items are items that could [[Item Generation|normally drop]] on level 20. The weapons are always ranged weapons; the armor can be body armor or boots. Unique items are five times as likely to drop.}}&lt;br /&gt;
&lt;br /&gt;
{{map&lt;br /&gt;
|map={{:The Vaults/Map}}|&lt;br /&gt;
|map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, arch-viles are replaced with mancubi.&lt;br /&gt;
&lt;br /&gt;
On Hey, Not Too Rough, arch-viles are replaced with barons of hell and revenants are replaced with arachnotrons.&lt;br /&gt;
&lt;br /&gt;
The brown question marks indicate squares that contains a random [[Weapons|weapon]].&lt;br /&gt;
&lt;br /&gt;
The blue question marks indicate squares that contains a random [[Items#Armor|armor]] or [[Items#Boots|boots]] item.&lt;br /&gt;
&lt;br /&gt;
Only walls marked in bright red can be destroyed. The walls marked in magenta are removed by using the {{artifact link|Arena Master's Staff}}.}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/The_Lava_Pits</id>
		<title>The Lava Pits</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/The_Lava_Pits"/>
				<updated>2012-02-02T17:07:34Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=The Lava Pits|&lt;br /&gt;
level_dlvl=22, 100% chance to appear|&lt;br /&gt;
level_diff=Hard|&lt;br /&gt;
level_intxt=''Dammit, it's hot in here!''|&lt;br /&gt;
level_loottxt='''After killing the initial monsters:'''&lt;br /&gt;
&lt;br /&gt;
''That seems to be all of them... Still! Something is moving there, or is it lava glow?&lt;br /&gt;
&lt;br /&gt;
'''After killing the lava elemental:'''&lt;br /&gt;
&lt;br /&gt;
''Tough son of a bitch... now to get that shiny object he left behind...''|&lt;br /&gt;
level_outtxt='''If all enemies are dead:'''&lt;br /&gt;
&lt;br /&gt;
''Lava elementals my ass. I don't care.''&lt;br /&gt;
&lt;br /&gt;
'''If the lava elemental has appears:'''&lt;br /&gt;
&lt;br /&gt;
''There goes my beard...at least I'm still alive.''&lt;br /&gt;
&lt;br /&gt;
'''Otherwise:'''&lt;br /&gt;
&lt;br /&gt;
''Too hot dammit, I'm leaving this party...''|&lt;br /&gt;
level_itytd=[[lost soul]] (x23), [[former sergeant]] (x9)|&lt;br /&gt;
level_hntr=[[lost soul]] (x17), [[cacodemon]] (x6), [[hell knight]] (x9)|&lt;br /&gt;
level_hmp=[[lost soul]] (x17), [[cacodemon]] (x6), [[mancubus]] (x9)|&lt;br /&gt;
level_uv=[[lost soul]] (x17), [[pain elemental]] (x6), [[revenant]] (x9)|&lt;br /&gt;
level_n=[[lost soul]] (x17), [[pain elemental]] (x6), [[revenant]] (x9)|&lt;br /&gt;
level_loot=[[rocket]] (4x3), [[power cell]] (4x20), [[envirosuit pack]] (x3), random [[armor]] (x10)|&lt;br /&gt;
level_other=Once all monsters are killed you will face a [[lava elemental]]. The lava elemental drops a [[lava element]]. The random armor are items that can [[Item Generation|normally drop]] on level 25. They can be body armor or boots. Unique items are five times as likely as normal.}}&lt;br /&gt;
&lt;br /&gt;
{{map&lt;br /&gt;
|map={{:The Lava Pits/Map}}&lt;br /&gt;
|map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, pain elementals are replaced by cacodemons and revenants are replaced by mancubi.&lt;br /&gt;
&lt;br /&gt;
On Hey, Not Too Rough, pain elementals are replaced by cacodemons and revenants are replaced by hell knights.&lt;br /&gt;
&lt;br /&gt;
On I'm Too Young To Die, pain elementals are replaced by Lost souls and revenants are replaced by former sergeants.&lt;br /&gt;
&lt;br /&gt;
The question marks indicate which squares contain random armor.}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Dis</id>
		<title>Dis</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Dis"/>
				<updated>2012-02-02T17:06:56Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: Created page with &amp;quot;{{infostrat switch}} {{Special level| level_name=Dis| level_dlvl=24| level_intxt=You enter the damned city of Dis...| level_loottxt=Congratulations! You defeated the Spider Maste...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Dis|&lt;br /&gt;
level_dlvl=24|&lt;br /&gt;
level_intxt=You enter the damned city of Dis...|&lt;br /&gt;
level_loottxt=Congratulations! You defeated the Spider Mastermind!|&lt;br /&gt;
level_outtxt=N/A|&lt;br /&gt;
level_itytd=[[Spider Mastermind]]|&lt;br /&gt;
level_hntr=No difference|&lt;br /&gt;
level_hmp=Same again|&lt;br /&gt;
level_uv=Three guesses?|&lt;br /&gt;
level_n=Yep, you guessed it, [[Spider Mastermind]]|&lt;br /&gt;
level_loot=None|&lt;br /&gt;
level_other=This map consists of an arena as close to round as you can get in DoomRL, with some 4x4 pillars in a circle as cover.}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Phobos_Anomaly</id>
		<title>Phobos Anomaly</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Phobos_Anomaly"/>
				<updated>2012-02-02T16:58:32Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Phobos Anomaly|&lt;br /&gt;
level_dlvl=8|&lt;br /&gt;
level_intxt=You sense a certain tension.|&lt;br /&gt;
level_loottxt=N/A|&lt;br /&gt;
level_outtxt=You feel yanked away in a non-existant direction!|&lt;br /&gt;
level_itytd=[[lost soul]] (x14), [[cacodemon]] (x2), [[bruiser brother]] (x2)|&lt;br /&gt;
level_hntr=[[lost soul]] (x8), [[demon]] (x4), [[cacodemon]] (x4), [[bruiser brother]] (x2)|&lt;br /&gt;
level_hmp=[[demon]] (x8), [[imp]] (x4), [[cacodemon]] (x4), [[bruiser brother]] (x2)|&lt;br /&gt;
level_uv=[[demon]] (x8), [[imp]] (x4), [[cacodemon]] (x2), [[arch-vile]] (x2), [[bruiser brother]] (x2)|&lt;br /&gt;
level_n=[[nightmare demon]] (x8), [[nightmare imp]] (x4), [[nightmare cacodemon]] (x4), [[bruiser brother]] (x2)|&lt;br /&gt;
level_loot=[[red armor]], [[Large Health Globe]] (x2), [[large med-pack]] (x2), [[10mm ammo]] (2x24), [[rocket]] (5x3)|&lt;br /&gt;
level_other=This level marks the halfway point, splitting the Phobos Base and Phobos Hell levels.}}&lt;br /&gt;
&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:Phobos Hellgate/Map}}|&lt;br /&gt;
map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On I'm Too Young To Die, all monsters other than cacodemons are replaced with lost souls.&lt;br /&gt;
&lt;br /&gt;
On Hey, Not Too Rough, demons are replaced with lost souls, imps are replaced with demons, and arch-viles are replaced with cacodemons.&lt;br /&gt;
&lt;br /&gt;
On Hurt Me Plenty, arch-viles are replaced with cacodemons.&lt;br /&gt;
&lt;br /&gt;
On Nightmare!, imps are replaced with nightmare imps, demons are replaced with nightmare demons, and arch-viles and cacodemons are replaced with nightmare cacodemons.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;X&amp;quot;s indicate columns (vertical lines) that, when crossed, cause walls to disappear.  The first X causes the magenta walls to disappear, and the second X causes the white walls to disappear.}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Unholy_Cathedral</id>
		<title>Unholy Cathedral</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Unholy_Cathedral"/>
				<updated>2012-02-02T16:58:03Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Unholy Cathedral|&lt;br /&gt;
level_dlvl=17, 100% chance to appear (0% on ITYTD)|&lt;br /&gt;
level_intxt=You feel something sinister in the air.|&lt;br /&gt;
level_loottxt=As you kill the Angel of Death suddenly the cathedral starts to fall apart!|&lt;br /&gt;
level_outtxt='''If all enemies are dead:'''&lt;br /&gt;
&lt;br /&gt;
Never again...&lt;br /&gt;
&lt;br /&gt;
'''Otherwise:'''&lt;br /&gt;
&lt;br /&gt;
...Or wonder, till it drives you mad, What would have followed if you had....|&lt;br /&gt;
level_itytd=N/A|&lt;br /&gt;
level_hntr=[[lost soul]] (x10), [[demon]] (x10), [[Angel of Death]]|&lt;br /&gt;
level_hmp=[[lost soul]] (x16), [[demon]] (x10), [[Angel of Death]]|&lt;br /&gt;
level_uv=[[lost soul]] (x16), [[demon]] (x16), [[Angel of Death]]|&lt;br /&gt;
level_n=[[lost soul]] (x16), [[demon]] (x16), [[Angel of Death]]|&lt;br /&gt;
level_loot={{artifact link|Longinus Spear}}|&lt;br /&gt;
level_other=Ranged weapons do not fire on this level.}}&lt;br /&gt;
&lt;br /&gt;
{{map&lt;br /&gt;
|map={{:Unholy Cathedral/Map}}&lt;br /&gt;
|map_description=This map shows the Ultra-violence monsters.&lt;br /&gt;
&lt;br /&gt;
On easier difficulty levels, the number of enemies is reduced.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Hell_Fortress</id>
		<title>Hell Fortress</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Hell_Fortress"/>
				<updated>2012-02-02T16:57:29Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Hell Fortress|&lt;br /&gt;
level_dlvl=25|&lt;br /&gt;
level_intxt=N/A|&lt;br /&gt;
level_loottxt=N/A|&lt;br /&gt;
level_outtxt=N/A|&lt;br /&gt;
level_itytd=[[John Carmack]]|&lt;br /&gt;
level_hntr=Same as before.|&lt;br /&gt;
level_hmp=Yep still him...|&lt;br /&gt;
level_uv=...and he just summoned a few dozen Barons to keep you company...|&lt;br /&gt;
level_n=...so have fun.|&lt;br /&gt;
level_loot=None|&lt;br /&gt;
level_other=Winning the game here nets you a full victory.}}&lt;br /&gt;
{{map|&lt;br /&gt;
map={{:Hell Fortress/Map}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Tower_of_Babel</id>
		<title>Tower of Babel</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Tower_of_Babel"/>
				<updated>2012-02-02T16:56:25Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Special level|&lt;br /&gt;
level_name=Tower of Babel|&lt;br /&gt;
level_dlvl=16|&lt;br /&gt;
level_intxt=You enter a big arena. There's blood everywhere. You hear heavy mechanical footsteps...|&lt;br /&gt;
level_loottxt=Congratulations! You defeated the Cyberdemon!|&lt;br /&gt;
level_outtxt=N/A|&lt;br /&gt;
level_itytd=[[Cyberdemon]]|&lt;br /&gt;
level_hntr=See above|&lt;br /&gt;
level_hmp=Look, I already told you...|&lt;br /&gt;
level_uv=Are you blind or something?|&lt;br /&gt;
level_n=*sigh*|&lt;br /&gt;
level_loot=None|&lt;br /&gt;
level_other=You enter in the north-west. The map has a series of randomly placed destroyable 3x3 pillars (except for one!) which you can use for cover.}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Light-Amp_Goggles</id>
		<title>Light-Amp Goggles</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Light-Amp_Goggles"/>
				<updated>2012-02-02T16:51:32Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: Created page with &amp;quot;{{infostrat switch}} {{Item| item_name=Light-Amp Goggles| item_get=Random| item_looks=&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;^&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;| item_effect=Extends the user's sight range by 14 square...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostrat switch}}&lt;br /&gt;
{{Item|&lt;br /&gt;
item_name=Light-Amp Goggles|&lt;br /&gt;
item_get=Random|&lt;br /&gt;
item_looks=&amp;lt;font color=&amp;quot;olive&amp;quot;&amp;gt;&amp;lt;b&amp;gt;^&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;|&lt;br /&gt;
item_effect=Extends the user's sight range by 14 squares for a limited duration.|&lt;br /&gt;
item_description=N/A|&lt;br /&gt;
item_other=N/A}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	<entry>
		<id>https://drl.chaosforge.org/wiki/Items</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://drl.chaosforge.org/wiki/Items"/>
				<updated>2012-02-02T16:46:41Z</updated>
		
		<summary type="html">&lt;p&gt;The DoomRLguy: /* Powerups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Items are anything in the game that isn't already a [[Weapons|weapon]] or a piece of [[Armor|armor]], but is something you can pick up. Most items are stored in your inventory, though some are used immediately upon picking them up.&lt;br /&gt;
&lt;br /&gt;
== Ammunition ==&lt;br /&gt;
Ammunition (or ammo) is used in the various [[Weapons#Ranged Weapons|ranged weapons]] found throughout the game.  No ammo, no attack.&lt;br /&gt;
&lt;br /&gt;
* [[10mm ammo]] - used for bullet weapons such as the [[pistol]] and [[chaingun]]&lt;br /&gt;
* [[shotgun shell]] - used for shotguns&lt;br /&gt;
* [[rocket]] - used for the [[rocket launcher]] and other explosive weapons&lt;br /&gt;
* [[power cell]] - used for energy weapons such as the [[plasma rifle]]&lt;br /&gt;
&lt;br /&gt;
All types of ammo can also be found in ammunition packages (or ammo packs). Ammo packs contain a larger quantity of ammo than usual, and equipping an ammo pack in the prepared slot allows the wielder to reload from the pack taking only a fifth of the normal reload time.&lt;br /&gt;
&lt;br /&gt;
* [[10mm ammo chain]] - provides 10mm ammo&lt;br /&gt;
* [[shell box]] - provides shells&lt;br /&gt;
* [[rocket box]] - provides rockets&lt;br /&gt;
* [[power battery]] - provides cells&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
Consumable items can be carried and used one each, at the discretion of the user.  No consumable items stack; each take up one inventory slot per item.&lt;br /&gt;
&lt;br /&gt;
=== Standard ===&lt;br /&gt;
* [[small med-pack]]&lt;br /&gt;
* [[large med-pack]]&lt;br /&gt;
* [[phase device]]&lt;br /&gt;
* [[homing phase device]]&lt;br /&gt;
* [[envirosuit pack]]&lt;br /&gt;
* [[thermonuclear bomb]]&lt;br /&gt;
* [[lava element]]&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* {{exotic link|blood skull}}&lt;br /&gt;
* {{exotic link|fire skull}}&lt;br /&gt;
* {{exotic link|hatred skull}}&lt;br /&gt;
* {{exotic link|shockwave pack}}&lt;br /&gt;
* {{unique link|Hellwave Pack}}&lt;br /&gt;
&lt;br /&gt;
== Modification Packs (Mods) ==&lt;br /&gt;
Mods amplify the various equipment collected in the game.  Under normal circumstances, only one mod can be added to a piece of equipment (including normal and ranged weapons, armor, and boots).  With the [[Traits#Whizkid|Whizkid]] advanced trait, this limit can be expanded (see trait for details).&lt;br /&gt;
&lt;br /&gt;
[[Weapons|Standard]] and [[Specials|exotic]] weapons can hold a maximum of three mods per mod type, and normal and exotic [[armor]] can hold only one mod per mod type. Modification of [[Specials|unique]] equipment varies: see the appropriate page for details.&lt;br /&gt;
&lt;br /&gt;
=== Standard ===&lt;br /&gt;
* [[agility mod pack]]&lt;br /&gt;
* [[bulk mod pack]]&lt;br /&gt;
* [[power mod pack]]&lt;br /&gt;
* [[technical mod pack]]&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
* {{exotic link|firestorm weapon pack}}&lt;br /&gt;
* {{exotic link|sniper weapon pack}}&lt;br /&gt;
* {{unique link|Nano Pack}}&lt;br /&gt;
* {{unique link|Onyx Armor Pack}}&lt;br /&gt;
&lt;br /&gt;
== Powerups ==&lt;br /&gt;
Powerups are immediately used when picked up.&lt;br /&gt;
&lt;br /&gt;
* [[armor shard]]&lt;br /&gt;
* [[schematics]]&lt;br /&gt;
* [[Small Health Globe]]&lt;br /&gt;
* [[Large Health Globe]]&lt;br /&gt;
* [[Supercharge Globe]]&lt;br /&gt;
* [[Invulnerability Globe]]&lt;br /&gt;
* [[Berserk Pack]]&lt;br /&gt;
* [[Computer Map]]&lt;br /&gt;
* [[Tracking Map]]&lt;br /&gt;
* [[Megasphere]]&lt;br /&gt;
* [[Backpack]]&lt;br /&gt;
* [[Light-Amp Goggles]]&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
Relics are extremely rare and powerful items that act like consumables, but can be used as many times as you want (so long as you meet the requirements to use them).&lt;br /&gt;
&lt;br /&gt;
* {{unique link|Hell Staff}}&lt;br /&gt;
* {{artifact link|Arena Master's Staff}}&lt;/div&gt;</summary>
		<author><name>The DoomRLguy</name></author>	</entry>

	</feed>