Game Settings

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Game Data Strategy

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Difficulty

Game difficulty roughly emulates that of the original game. There are five to select from:

  • 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 special level available nor play any challenges.
  • Hey, Not Too Rough (HNTR): The "standard" 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.
  • Hurt Me Plenty (HMP): The first "difficult" difficulty. More numerous and accurate enemies appear at earlier floors, giving you less time to prepare for the late stages of the game.
  • 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 skill rank.
  • 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.

The differences in game difficulty may seem subtle, but switching to a harder difficulty is easily the most frustrating part of playing DoomRL, diamond badges aside. Difficulty information has been tabulated: the columns are identified as follows:

  • Shorthand: How the difficulty is expressed on the score page (and in mortem tags on the forums)
  • Score Multiplier: How much your score is increased by, just by playing on that difficulty level
  • Ammo Multiplier: For randomly generated ammo, how much extra is added to each stack
  • Enemy Accuracy: How much the enemies' accuracy is changed on this difficulty
  • Enemy Spawns: How many enemies spawn on randomly generated levels, and how much their depth level is modified
  • Healing/Powerups: The duration/strength of powerups, and the health gain of small healing items
  • XP Multipler: How much increased experience is gained for killing enemies
  • Special: Any extra features regarding the difficulty level


Difficulty Levels
Difficulty Shorthand Score Multiplier Ammo Multiplier Enemy Accuracy Enemy Spawns Healing/ Powerups XP Multiplier Special
I'm Too Young To Die E 0.5 2 -1 Low/+0 Doubled 1.4 Acid/lava deals half damage, some special levels barred, no challenges
Hey, Not Too Rough M 1 1 +0 Normal/+0 Normal 1.2 N/A
Hurt Me Plenty H 1.5 1.25 +0 High/-3 Normal 1 N/A
Ultra-violence U 2 1.5 +2 Very High/-6 Normal 1 N/A
Nightmare! N! 4 2 +2 WTF/-6 Doubled 1.2 Respawning, player speed decreased by 10%, +50% enemy attack chance, no saving


Challenges

This section lists the different challenges and how they affect gameplay.

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).

Angel Game Challenges

Challenge Difficulty Unlocked at Description Starting Items
Angel of Berserk (AoB) Medium Private FC Only melee weapons can be used to attack. Large Healing Globes additionally grant 20 turns of berserk. Large med-pack (x2), blue armor
Angel of Marksmanship (AoMr) Medium Private FC Only pistols and fists can be used to attack. Standard + 1 random standard mod (except power mod)
Angel of Shotgunnery (AoSh) Easy Lance Corporal Only shotguns (weapons with a spread projectile) and fists can be used to attack. Shotgun, shotgun shell (x50)
Angel of Light Travel (AoLT) Hard Lance Corporal Your inventory is limited to 5 items (excluding equipment slots); player speed is increased by 20%. Standard + 10mm ammo chain + shell box
Angel of Impatience (AoI) Hard Corporal All consumable items are immediately used upon pickup. Standard - small med-pack (x2)
Angel of Confidence (AoCn) Very Hard Sergeant You start on Deimos floor 1 instead of Phobos floor 1 (thus skipping the first 8 levels) Pistol (equipped), shotgun, chaingun, combat knife, 10mm ammo (x100), shotgun shell (x50), large med-pack (x2)
Angel of Purity (AoP) Blade Sergeant All powerup effects are disabled. Standard
Angel of Red Alert (AoRA) Medium Sergeant A five-minute nuke is armed at the start of every level, whether random or special. Standard
Angel of Darkness (AoD) Very Hard Sergeant Your vision radius is only 6 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. Enemies will additionally respawn if their corpses are not destroyed. Experience gain is doubled. Standard
Angel of Max Carnage (AoMC) Easy Sergeant Major All attacks from all source deal maximum damage, and accuracy of yourself and all enemies is increased by 12. Standard
Angel of Masochism (AoMs) Blade Sergeant Major All healing effects (including tactics restoration) are disabled, save Vampyre You are supercharged at every level-up. Standard, no medpacks, 100 ammo instead of 40.
Angel of 100 (A100) Hard Sergeant Major All special levels are removed: the player must instead descend 100 floors to win. Standard
Angel of Pacifism (AoPc) Easy Sergeant Major All weapon attacks are disabled. Phobos Base Entry is removed (for balance purposes). Every third staircase you descend makes you level-up. Thermonuclear bomb, large med-pack (x4), blue armor (equipped)
Angel of Humanity (AoHu) Blade Warrant Officer Your max HP starts at 10. Ironman increases your max HP by two per rank. Standard + large med-pack (x2), red armor (equipped), one of each standard mod
Angel of Overconfidence (AoOC) Very Hard Warrant Officer You start on Hell floor 1 instead of Phobos floor 1 (thus skipping the first 16 levels) Combat pistol (equipped), assault shotgun, minigun, combat knife, large med-pack (x2), 10mm ammo chain, shell box

Dual-Angel Game Challenges

Lets you select a pair of challenges to run simultaneously.

Primary Challenge Eligible Secondary Challenges
Angel of Berserk AoCn, AoOC, A100, AoLT, AoI, AoP, AoRA, AoD, AoMs
Angel of Marksmanship AoCn, AoOC, A100, AoLT, AoI, AoP, AoRA, AoD, AoMs
Angel of Shotgunnery AoCn, AoOC, A100, AoLT, AoI, AoP, AoRA, AoD, AoMs
Angel of Impatience AoCn, AoOC, A100, AoLT, AoRA, AoD
Angel of Purity AoCn, AoOC, A100, AoLT, AoRA, AoD
Angel of Darkness AoCn, AoOC, A100, AoLT, AoI, AoP, AoRA, AoMs
Angel of Max Carnage AoCn, AoOC, A100, AoLT, AoI, AoP, AoRA, AoD, AoMs
Angel of Pacifism AoCn, AoOC, A100, AoI, AoP, AoD, AoMs
Angel of Humanity AoCn, AoOC, A100, AoI, AoP, AoRA, AoD, AoMs

Archangel Game Challenges

Extremely difficult challenges, each one is a harder version of an Angel Game Challenge.

Challenge Difficulty Unlocked at Description Starting Items
Archangel of Travel Blade 2nd Lieutenant Your inventory is limited to 2 items (excluding equipment slots); player speed is increased by 30%. Pistol (equipped) + 10mm ammo chain
Archangel of Red Alert Blade 2nd Lieutenant A two-and-a-half-minute nuke is armed at the start of every level, whether random or special. Standard
Archangel of Masochism Blade 1st Lieutenant All healing effects (including tactics restoration) are disabled, save Vampyre. Standard, no medpacks, 100 ammo instead of 40.
Archangel of 666 Blade 1st Lieutenant All special levels are removed: the player must instead descend 666 floors to win. Standard
Archangel of Pacifism Blade 1st Lieutenant All weapon attacks are disabled. Phobos Base Entry is removed (for balance purposes). Thermonuclear bomb, large med-pack (x4), blue armor (equipped)
Archangel of Humanity TwoDev Captain Your maximum HP starts at 10. Ironman increases your max HP by two per rank. You don't get any benefit from leveling up. Standard + large med-pack (x2), red armor (equipped), one of each standard mod
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