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  • ...e around. If you want to know how to play this game, you need to learn its weapons. There are a number of statistical variables on weapons, but the most important ones are as follows:
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  • 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. M Ammunition (or ammo) is used in the various [[Weapons#Ranged Weapons|ranged weapons]] found throughout the game. No ammo, no attack.
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  • ...articular piece of equipment, while others can take a variety of different weapons, armors, or boots. There are three types of assemblies: [[#basic|Basic]], [ ...ith the exception: second mod of the same type can be added to armor/boots/melee weapon only when completing an assembly, since those can only accept one mo
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  • ** Melee weapons never cause knockback ** Most ranged weapons require 12 points of damage per tile of knockback
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  • ...in the game use the same AI with only small variations. The exceptions are melee-only enemies (which have lua AI since 0.9.9.3). The following table summari |style="padding-right: 1ex"|'''Avoids Melee'''
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  • ...rce has a damage type associated with it. There are seven types of damage: melee, bullet, shrapnel, fire, plasma, acid, and piercing. Each is, of course, di {{Anchor|Melee}}{{Anchor|melee}}
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  • * Accuracy of the [[weapons|weapon]] (each weapon's page lists that weapon's accuracy bonus) ...ach level of [[Brute]], the player also receives an additional +2 bonus to melee attacks
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  • ... must deal 200% of maximum health to gib. [[Damage type#Fire Damage|Fire]] weapons are the best at gibbing; they only need to deal 150% of maximum health. ...ts, so you'll usually need explosives to destroy them, which includes your weapons, but also barrels or using [[Enemies|monster]]'s projectiles. (In practice,
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  • ...t; padding: 0 2ex 0 0"|Effect || [[Pistol|Pistols]] (or pistol-type weapons) fire 20% faster and deal one more damage per shot, per rank. (Note that th ...text-align: right; padding: 0 2ex 0 0"|Effect || Reload time of all weapons is reduced by 20% per rank.
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  • ...either (for obvious reasons): in addition, it's always [[damage type#melee|melee damage]], so it's not a very good means of attack against particularly armo ...Spear|weapon]] when you can afford it. For AoMr and AoSh, they're the only melee weapon you're allowed. Fists are also required for the following achievemen
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  • play the game a certain way (e.g. using only melee), and you can raise your weapons, the number in brackets indicates what damage the weapon does, and
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  • |Only melee weapons can be used to attack. Large Healing Globes additionally grant 20 turns of |Only shotguns (weapons with a spread projectile) and fists can be used to attack.
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  • |Win Standard game using only basic melee weapons ...ns can be used to injure enemies, but all killing blows must be with these weapons. Enemies that die by indirect means will be attributed to the weapon equipp
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  • {{melee weapon| weapon_name=Dragonslayer - [[Melee_Types|Melee Family]]|
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  • Many weapons in the game have an alternate fire mode (by default bound to 'F'). Chainfire allows rapid-fire weapons to build up their shot count by firing consecutively for several turns. The
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  • item_effect=Magazine Weapons: Increases magazine by 30% Single-shot Weapons: Decreases reload time by 25%
    735 B (106 words) - 02:29, 29 July 2011
  • item_effect=Ranged Weapons: Increases the larger of damage dice or sides by 1. (If dice and sides are Melee Weapons: Increases damage sides by 1
    506 B (75 words) - 07:36, 1 August 2011
  • ''(v.0.9.9.3)'' The combat knife is what all melee players should use before they get to [[The Chained Court]]. You have to st ...holding the knife whenever an enemy dies, meaning you can still freely use weapons for non-lethal means. However, since you can assemble a {{assembly link|cha
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  • |Works with weapons on the ground, as well as those in your inventory (but not equipped). |Items are selected according to InvMenuStyle. [[Weapons]] and [[armor]] are equipped and [[items#consumables|consumables]] are used
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  • ...s [[Pistol_Types|"pistols"]]. For specific strategies for the individual [[weapons]], please see the associated entries under their [[Pistol_Types|names]]. Fo ...your pistols. (Although knocking back is frequently done with shotgun-type weapons, it also requires you to be closer, and so the possibility of knocking them
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  • monster_acc=-2 melee, +5 ranged| ... counterparts, but more resilient and packing quite a punch. Too bad their weapons are set to self-destruct on death.''|
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  • ...e afraid of, but they share all formers offensive weakness - their pitiful melee attack. On the defensive side they do not go down easily as well. They have ...at them down a bit before they come close. But beware of knockback of your weapons - you don't want to push them away and let them shower you with plasma.
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  • If you're like me and like to carry several different weapons at once, Juggler can really come in handy. Juggler has 2 main parts, each ...ways get free turns since they are so fast. This also means that swapping weapons this way (or by quickkey) no longer counts as a turn, which can save precio
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  • ...nt to switch weapons- the danger is that you’ll knock the ‘tron out of melee range and it’ll melt you with easy short-range fire on a stationary targe I generally don’t endorse using rapid-fire weapons against ‘trons unless your build really takes advantage of them. A [[chai
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  • ... |{{modarg|shortint}}|This damage modifier is applied to all the being's melee attacks. ...melee|{{modarg|shortint}}|This accuracy modifier is applied to the being's melee attacks.
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  • DoomRL has many kinds of items. Weapons, powerups, levers, and other things are all items. Items inherit from the [ ...'s group for purposes of kill counting. The used weapon groups are "weapon-melee", "weapon-pistol", "weapon-shotgun", "weapon-chain", "weapon-rocket", "weap
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  • monster_acc=+3 melee, +5 (tristar blaster) or +10 (missile launcher, napalm launcher) ranged| ...of the best! Armored, resilient and with superior firepower! Too bad their weapons are set to self-destruct on death.''|
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  • ...nce for a particular damage type onto the item. This is only important for weapons, armor, and boots, as the resistance can only help if the item is equipped. Ammunition is an inventory item that automatically adds itself to weapons as necessary. (See Ranged Weapon for details regarding how this is accompli
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  • Melee weapons are not very useful in general games because they are inaccurate without an ...y fight the [[Cyberdemon]] with your chainsaw too) and claim your artifact melee weapon. From there the game should be reasonably simple; you have an extrem
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  • ...what shows at the top of a mortem if the player was killed by this being's melee attack. *''toDam'' is the damage modifier to the being's natural melee attack. It deals 1d3 damage unmodified.
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  • A very large part of customizing the objects in DoomRL (weapons, powerups, enemies, etc) has to do with creating, manipulating, and referen ...l much more damage. To start, we will first need to initialize the two axe weapons: since the undead warrior will have more than one weapon, we cannot inline
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  • So, explosive weapons (rockets, BFG shockwave/hellwave packs) often do all those three things at Notice melee damage (8) is currently less than half of projectile damage (20). If you en
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  • ...his assembly; aside from the obvious reason that they will actively get in melee range of enemies, the +60% resistances from [[berserk]] and VMR being great ...e armors and do really need something better than a P-modded Red armor for melee, using Red armor for this assembly would do you better than the other stand
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  • ...odarg|integer}}|This is the being's todam bonus. The bonus applies only to melee attacks. The default is 0. |res_melee |{{modarg|integer}}|This is the being's resistance to melee damage. The default is 0.
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  • ...us classifications of [[weapons]] that exist within DoomRL. To see all the weapons that belong to a particular <span class="plainlinks">[http://doom.chaosforg *[[Melee_Types|Melee Types]]
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  • Shotguns work slightly differently to most weapons. They do not have a projectile - instead they attack a cone-shaped area in ...desperately needing weapon-specific traits to be effective like most other weapons do. Shotguns excel at attacking groups of enemies at close to medium range,
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  • ... the <span class="plainlinks">[http://doom.chaosforge.org/wiki/Melee_Types melee type]</span> for the purposes of [[Challenges]] and [[Traits]]. Note that s == '''About Melee''' ==
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  • This page is a listing of strategies for entire "groups" of weapons by their respective [[Weapon_Families|Weapon Family]]. *[[Strategy:Melee_Types|Melee Types]]
    448 B (58 words) - 17:13, 14 August 2012
  • ...s a listing of strategies for each individual weapon by their respective [[Weapons|name]]. ...tegorized by the two super groups of [[Weapons#Melee_Weapons|Melee]] and [[Weapons#Ranged_Weapons|Ranged]].
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  • ...l that they may have the hardest early game of any build, even harder than melee builds have it; on harder difficulties, you're going to have ''many'' Sharp === w/ Rapid Weapons in Angel of 100/666 ===
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  • ...are cornered by one, it is often better to hug it and let it attack you in melee (which is not weak either). If it starts firing, or you see you can't avoid
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  • ...art killing them from maximum distance, giving preference to infinite-ammo weapons, and firing with nuclear bfg or other explosive weapon to clean up corpses. It is not impossible (and very badass) to clear out mortuary with melee, especially as Vampire. You will need good dodge rate and speed, so at leas
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  • monster_acc=+0 melee, +0 ranged| ...mong the former sergeants. And they carry firepower to boot! Too bad their weapons are set to self-destruct on death.''|
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  • monster_acc=+1 melee, +1 (minigun) OR +8 (laser rifle) ranged| ...among the former captains. Beware of the superior firepower! Too bad their weapons are set to self-destruct on death.''|
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  • JC attacks with a rocket launcher ONLY. He doesn't deal any melee damage, so there are 2 methods of taking JC out: .... Stay right up against JC to take advantage of your immediate position to melee attack him.
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  • ...probably be able to force Spidey to flinch and stagger. But note that such weapons usually have long firing and reloading times, during which Spidey can easil ...pidey is staggering, she moves randomly, and that includes movement out of melee range, which you need to close again, and this may cost you valuable time.
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  • ...sted either, as much of the enemies there have [[bullet]] and [[shrapnel]] weapons, and so they'll still be very useful there. [[User:Omega Tyrant|Omega Tyran ... to kill them in time (which only builds with Brute + Berserker + a strong melee weapon or rapid-fire builds with a strong [[Plasma rifle]] will have any sh
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  • ...igger enemies when berserked. This makes the Scythe especially valuable to melee builds planning to take on [[The Mortuary]], [[Limbo]], or for any other sc
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  • Whizkid allows one to build advanced and master [[assemblies]] out of [[weapons]], [[armor]], and [[boots]]. Furthermore, it allows one to just slap on [[m ...llows a Technician to "unload" an empty assembled/modded/exotic/unique non-melee weapon and produce a random mod pack, anything from the measly [[technical
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  • ... of a Power mod, the Agility mod itself provides little-to-no benefit to a melee weapon. ...kull]]s from the [[Agony elemental]] or skipped fighting it. Otherwise non-melee builds are going to struggle doing any damage to him, and are gonna have to
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