Chaosforge Forum

  • January 26, 2026, 09:50
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: (0.9.9.7) [N!|AoB+AoMs|73%|YAVP] - Berserker Angelic for record 10th Angelic  (Read 33 times)

Omega Tyrant

  • Elder
  • Second Lieutenant
  • *
  • *
  • Offline Offline
  • Posts: 177
  • First to win Inquisitor and Eagerness Angelic
    • View Profile

With few viable Angelics left, for my attempt at setting the new record of 10 Angelics, I decided to go for Berserker Angelic. This badge requires a horribly asynergetic Dual Angel combo of Angel of Berserk + Angel of Masochism, by the nature of how pure melee works, attrition damage is unavoidable yet you will not be able to heal on demand. Beating Nightmare! with such a combo does look nearly impossible at first, however according to the 0.9.9.7 Badge Hunters thread, this badge has been won twice, by Gooselord1 and Tormuse, so it can't be that bad, right?

Well you got two viable strategies for this badge. One is play a Scout, make it to The Chained Court, and stair dive the rest of the way, relying on Invulnerabilities to keep you alive. The other is play Marine, and survive long enough to make it to Vampyre, which will allow you to indefinitely heal outside of levelups, at which point the game won't play that much differently from a normal AoB run. Both options have been proven, with Gooselord winning Berserker Angelic with the Scout stairdive strat, while Tormuse won with the Vampyre strat. The problem is both options require an absolutely hideous amount of luck; the Scout strat simply won't work without ample and reachable Invulnerabilities, even a lategame Blademaster build would sustain too much attrition damage through pure melee to survive between the increasingly scarcer levelups, while you still need a lot of luck to even make it to The Chained Court without being on the brink of death, and if you try the Vampyre strat, you simply will not survive to level 6 to get it without even more luck needed to make it to Chained Court and then getting a floor 7 Invulnerability or making it to a certain other special level. The question is which strat requires less luck? According to Tormuse, it took him 92 attempts in the official 0.9.9.7 release and many more attempts he didn't count in that version's beta testing, and while Gooselord didn't say how many attempts it took him, at the time of his last posted mortem, he had 2467 games with 12 wins recorded, while in his Berserker Angelic mortem, he had 2982 games with only 15 wins recorded, maybe he did something else in his other two wins since that severely inflated his game counter but I think it's safe to assume his Berserker Angelic attempts numbered well into the hundreds at least. Here are the list of advantages for each strategy:

For the Scout:

  • Stair sense obviously makes stair diving a lot less luck-based, and so making it to The Chained Court won't be as hellish of an affair.
  • +10% universal speed passive will allow the Scout to take less damage when slugging out with enemies, as well as help the Scout better escape enemies.
  • Scout has immediate access to Intuition to better find early Berserk packs, as well as Invulnerabilities later.
  • Scout can get Hellrunner without blocking off a necessary mastery, which not only helps the Scout avoid damage while stair diving or approaching enemies, but Hellrunner is also crucial to get past the N! Phobos Anomaly ambush if you don't get a floor 7 Invuln nor get lucky with a Phase Device.

For the Marine:
  • Any Berserk Packs will last longer, and early Berserks are pretty necessary to have any hope of making it to Chained Court, while functionally getting a sixth Berserk from the Chained Court Berserks could also be a run saver if you get a brutal Phobos 6 or 7. Longer Invulns could be clutch as well if a Phobos 7 Invuln spawns far from the stairs.
  • The extra 10 max HP doesn't make up for the lack of a speed passive, but that does translate to a formidable extra 20 HP gotten over the Scout from each levelup Supercharge, which can be meaningful if you get that levelup in the midst of a brawl.
  • Immediate access to Badass and builds to the melee mastery, which will allow you to retain your levelup Supercharges if you don't immediately burn the boosted health. With just Badass 1, the Marine effectively gets 90 HP after each levelup, nearly twice that of the Scout's HP after the boosted health decays away. The knockback reduction is also helpful when you got Shotgunners harassing you while you're trying to dive to stairs.
  • Can pick up Finesse without delaying mastery, nullifying the Scout's combat advantage.
  • Reaching level 6 for Vampyre and getting past Phobos Anomaly nearly secures the run for you, while a Scout that makes it past Phobos will still fail with bad Invuln and stair luck.

With no clear answer on which will require less luck, I decided to try Scout first, under the belief that runs will go faster and so even if it does require more luck, I will hit that needed luck in less real time by being able to grind out more runs. I would quickly find out however that even with stair sense and that speed boost, just making it to The Chained Court still required too much luck for my liking; knowing where the stairs are won't matter if a bunch of enemies or Hell Knights are in the way and I got no Berserk. Unlike usually where it doesn't matter how little health you have when you make it to Chained Court because of the Berserks, here your entering health does matter when the Berserks no longer heal you, and the safe camping spots in the exit rooms still require you to push through several Chaingunners; the first few times I made it to Chained Court I just died because I had too little health to get to the exit rooms, and trying to play cautiously in the center room or around the cage corners will eventually result in a Former popping up at an angle where you're wide open. Gooselord did get Int2 for this problem, as that can make camping the center room more viable, but that means giving up early Berserker, Hellrunner, or even Brute 2 as you probably won't hit level 4 before Chained Court when stair diving, which is just an unacceptable tradeoff for me as that would make  for more games that don't even reach Chained Court for Int2 to matter. While I alternate with some Marine attempts, on attempt 25 I did get a Scout that got a levelup right before Chained Court to get past it, however Phobos 7 had no Invuln, I had no Phase Device, and Phobos 6 + 7 left me near death, with way too little health to have any hope of getting past Anomaly. I was forced into Military Base, hoping to hit some levelups there and enter Anomaly with the health needed to get through it, which almost worked thanks to being able to safely camp as all the weak-in-melee enemies could be gift dropped into melee range, but slugging it out with too many Elite Commandos eventually whittled me down enough to end the run just one kill away from a levelup. Noticing how Military Base is easily clearable under this badge's constraints and how it gave so much EXP that it was going to bump me up to level 6 all the way from level 3, it made me realize that a Marine doesn't need a floor 7 Invuln and could hit level 6 for Vampyre by just making it to Military Base. At this point I decided to grind out runs with the Marine; a Marine that makes it past Chained Court probably has nearly a coin flip's chance of winning, you just need to make it to Military Base or get a floor 7 Invuln to get through Anomaly, whereas the Scout is still needs a lot more luck beyond this point to win, and the Scout was still averaging about a dozen attempts for every one that got past Chained Court (I had another one that made it past but then died on an awful Phobos 6), so I figured that requiring even more early game luck would be worth the tradeoff of a much more reliable post-Phobos. Additionally, attempts with the Scout didn't really go all that much faster, because I'm stair diving basically everything after Phobos 2 until I reach Military Base or hit level 6 with the Marine, and the Scout stairdive being much faster post-Phobos won't matter if I don't even reach that point, so there wasn't much of a real-time advantage to playing Scout here.

As for the Marine, well, early Marine is very rough, and it took me another 12 attempts (not counting runs I quit out on the first two floors) to get a Marine past Chained Court, but I had little health left and Phobos 6 spawned me in a big open room of enemies that killed me before I could levelup. It would take another 15 attempts that weren't Q+Y'd to make it past Chained Court, though again on low health, however a Pain Elemental near the start of Phobos 6 allows me to levelup before dying, and with the supercharged health, I'm able to get out of Phobos 6 despite the stairs being complete opposite end of the floor. Phobos 7 would give me a maze that seemed like it would be the end if I didn't find an Invuln or the red stairs quickly, but a levelup midway through gives me the juice to keep going and I do find the red stairs... which turned out to be Phobos Lab instead of Military Base. Entering Phobos Lab here without a Homing Phase would be suicide unless maybe I already had Vampyre or was about to get it, so I had to go back through the maze and hope I find an Invuln or at least the normal stairs so I can make some attempt at Anomaly. My Chained Court Berserk finally ran out not long after while my health dwindled away, and I would then find a Tracking Map that basically confirmed the run was over, as the stairs were on the other side with a bunch of enemies in the way while there was no Invuln on the map, with me indeed dying shortly after despite my best efforts to try salvaging it. A run that that got so close to winnable territory but still dying was pretty crushing, so I would take a break for a few days before running attempts again.

So what little strategy is there to this run, aside from stair diving and pray RNG shines on you? Well with Phobos Base Entry, my strategy is the same it usually is; activate run and get straight to the side of the building to set up camp, and Q+Y if the Shotgunners come out before I reach my camping spot or the Formers shoot me up too much. You don't need to fuss much about the damage you take, as you're going to levelup shortly into Phobos 2 anyway to fully heal whatever damage you take, and making it to Phobos 2 with minimal damage won't matter if you get a fucked Phobos 2 start, while you also don't need to fuss with the medkits (though getting one is nice for gift dropping). The only real strategic point here is to take off the Blue Armor, you don't need it to get past Phobos Entry and so you'll only be depleting it before the floors you actually need it, while you can also use it to gift drop the Formers before you get a medkit. On Phobos 2, at first I was just stair diving through it, but shortly in I changed my gameplan to clearing it; if you can find a workable camping spot with a doorway or fluids, it's possible to clear the floor as long as you don't get too many Pinkies nor get a Cacodemon vault that gets opened up. Clearing Phobos 2 will get you near level 3 to get a quick Supercharge in the deadly Phobos 3-5 range or let you hit level 3 to get that important third trait before entering said floor range, not to mention you still need to be at least somewhat through level 3 to ensure you hit level 6 by the end of Military Base, and if you don't get Military Base, you then want to ensure just one Phobos 7 Invuln can carry you to level 6. If you are about to levelup with enemies still alive on the floor and don't have the stairs found or have otherwise unscouted areas that could have Berserks, you should try finding that stuff before killing the last enemy for the levelup, so you can take as much of that Supercharged health with you, while if you get any Green Armor, you should definitely wear that over the Blue Armor to preserve it for the upcoming floors, even go naked if you can get away with it to preserve that Blue Armor.

As for what traits to pick on the way to Vampyre aside from the obvious Brute 2 opener, it'll depend. Usually you would go straight for Berserker in AoB, but if you're not already berserked, often you'll take too much damage triggering it for it to really help you, and so you still very likely won't make it to Chained Court without finding early Berserks, which would make Berserker basically irrelevant at this point of the game. Badass meanwhile will let you retain boosted health and make Shotgunners knocking you around less of an issue, while Finesse will save you substantial damage, but if you don't get any Berserks, then having Berserker may be your only hope of making it to Chained Court without very lucky stairs, so my trait order would vary depending on if I found Berserk Packs or was on a floor like a Pinky cave where Berserker would be absolutely necessary. As for the Phobos 3 to 5 range, you can only stair dive; with Hell Knights around, clearing floors out (barring Lost Soul caves or maybe Pinky caves if you got Berserker) from a safe camping is not viable whatsoever, killing a single Hell Knight at this point in melee without prior berserk will drain over 40 or even over 50% of your health, and the Hell Knights do not give enough EXP for you to levelup anywhere fast enough to stave off this damage. Pinkies are also much more numerous in this range, and while you can get through a horde of them without too much pain if you got Berserker, roshamboing them all down one-at-a-time from a camping spot will see them individually drain your health nearly as fast as the Hell Knights do. Maybe if you got a miraculous early Ballistic Vest or Duelist Armor, clearing these floors could be viable, but I never found either in all these attempts, so do not bank on that. The vast majority of Berserker Angelic runs die in this floor range, with absolutely nothing you can do about it; no amount of perfect decision making can make up for the math not mathing for you with meleeing over a hundred enemies, several of which will be Hell Knights that are nearly as strong as you are, while you got only 60-120 HP to work with between levelups.

After another 8 non-Q+Y'd attempts since that prior crushing failure, I would get a promising run with a Berserk Pack near the stairs on a clearable Phobos 2, and then I would find a second Berserk shortly after. I get to Phobos 5, but I'm near death and I spawn in a room with a Pinky group plus several Imps. By maneuvering myself in a way behind nearby crates to prevent more than one Pinky reaching me at a time and avoid the Imps firing on me, I would get a perfectly timed levelup with only 2 HP remaing, and I would find the stairs to Chained Court quickly after. With this Supercharge right before it, I'm able to easily make it to the exit room to safely camp all the remaining Formers and then exit with ample health. As if the run couldn't get better, Phobos 6 would have quickly found stairs, and then Phobos 7 would not only have the red stairs be in the starting spawn's vision, but I also rolled Miltiary Base! However since I had ample health and berserk still, I decide to explore the floor some before immediately diving to Military Base, and while the nearby Cacodemon vault didn't have anything useful aside from getting me enough EXP to hit level 5, exploring the floor pays off with me finding Technical Mods when extra attack speed on my Chainsaw will be crucial to mitigating damage and triggering Berserker faster, as well as a pair of Steel Boots to get crucially needed faster movement speed once I get A mods. After my berserk runs out and with no Invuln found, I make my way back to Military Base, where I finally get a Marine to level 6 for Vampyre. It's a very good thing I found those boots and Tech Mod on the prior floor too, because the crates would not drop any boots and I would get A + B mods in Military Base, while a faster attacking Chainsaw and faster movespeed will be crucial for Anomaly. To my horror though, I would find the Large Health Globes that normally give you some berserk in AoB no longer do so when AoMs is mixed in; my strategy for Anomaly banked on the berserk from the Large Health Globes in the starting room allowing me to be already berserked as I trigger the ambush, as with no HR, there's no chance in hell you can escape the ambush without berserk. It would be awful to finally get a run to Vampyre only to find out that I do need the floor 7 Invuln or Phase Device to get a Marine past Anomaly in this run, but I have to at least try, so the plan is altered; I Bulk up the Red Armor, get a little closer to the wall before triggering the ambush so I don't get the other side's Nightmare Demons immediately in biting range, and then hope with a T-modded Chainsaw + Fin2 that I can trigger Berserker fast enough before I take too much damage, while then hoping Vampyre and my buffed up attack speed can stave off enough damage to survive standing my ground. I do take a huge beating, but thanks to my buffed up attack speed and the Bulk mod keeping my Red Armor from getting damaged midfight, the audible works and I kill most of the Nightmare enemies in a brawl, while I get a good amount of health back when I reach safety with only a few enemies left. Unfortunately my berserk runs out before reaching the Bruisers, and luring the Bruisers back behind the middle doorway or starting room isn't an option when the Nightmare enemies will start reviving, while the Bruisers could inflict fatal damage if they can double team me before Berserker kicks in. I use the radsuit from Military Base to try mitigating acid balls from the back Bruiser as I melee down the front Bruiser, and again thanks to my buffed attack speed + Bulked Red Armor, I'm able to trigger Berserker before taking too much damage and levelup right as I kill the first Bruiser to get all my health back, while the second Bruiser quickly falls after and at last I get a Berserker Angelic run past Phobos. I'm not sure this works out without the T-modded Chainsaw, hitting level 7 in Military Base for Fin2, or the B-modded Red Armor, it would have been an even bigger nail biter for sure without any one of them.

Making it to Deimos with Vampyre gets me over 98% of the hump here, but I'm not comfortable yet until I get myself adequate indestructible or regenerating armor, Vampyre does chew through armors at a crazy rate and I need solid permanent defenses to keep up being able to comfortably outheal all damage I take, so I'm going through Hell's Armory. Deimos 1 is a manageable small rooms level though, so I do clear it, and I find the single most valuable item for this run, a Homing Phase! The biggest threat to this run at this point are Arachnotron Caves when Arachnotron swarms can very easily outdamage Vampyre's healing, so Homing Phases are vital Arachnotron insurance here to ensure I don't need to go through the Phobos jail again (I also got teased with an Assault Shotgun that I cannot use). In Hell's Armory, I do have a little scary moment when I get knocked below 50% health when securing the starting northern building, but I do get the camping spot secured and can get my health all the way back from respawns, while I clear the rest of it with little issue. Unfortunately I get a useless Sniper mod from the Lab cache instead of an Onyx or Nano mod that I really wanted, but I do get a Power mod so I can Nanofiber my Red Armor at least, and I use my level 8 + 9 traits on Whizkid beforehand so I'll be able to later mod it and the Tactical Boots I just made, as well as buff up my Chainsaw farther. Deimos 2 is immediately rewarding with a second Homing Phase and a Power mod for my Nanofiber Red Armor. After I make sure to kill the enemies in the immediate vicinity before getting the P mod so they don't blow it up, I immediately P-mod my Nanofiber Red Armor, and with that armor, I can now comfortably clear levels as long as I have a solid camping spot, but I will leave floors early if there's any risk to it, such as a Deimos 4 maze (which made me miss City Of Skulls/Abyssal Plains when I forgot I was on Deimos 4, getting a Blood Skull is very valuable as they can still heal you in AoMs).

On Deimos 5 I would get another great find with Phaseshift Boots, I already have A-modded Tactical Boots and the Phaseshift's boosted knockback is a detriment in AoB, but I hold onto them in case I do need to run through fluids and in case I find the Phaseshift Armor (I also got two A mods on the same floor, so I immediately A-mod them and keep the second A mod in case I find a Nano mod to Antigrav them). On Deimos 5 I also find a nuke and my first Invuln, the nuke will be insurance to ensure I win against the Mastermind in case I make it to Dis at too little health to kill her (especially if I have to enter Dis without berserk), and Invulns are obviously very useful, though I'll remark not finding one until Deimos 5 goes to show how fragile the stairdiving Scout strat will be even if it gets out of Phobos, I'm sure the Scout does not win in this run if I played him instead. With the Invuln obscuring my vision and not paying attention, in Deimos 6 I accidentally enter Halls Of Carnage, so I have to burn one of my Homing Phases to be absolutely sure the lava flood doesn't overtake me when I have no HR and can't rocket jump. I do take advantage of the Invuln to get to the first mod to see if it's a Power mod for my Chainsaw (I do want a Ripper), and then after phasing I check the second mod, unfortunately neither was a Power mod and so I wasted that Homing Phase for nothing but some extra EXP. Fortunately Deimos 7 immediately gives me another Homing Phase to make up for that wasted one (I also build Grappling Boots, an assembly I can't ever remember making with serious intent to use, since I had so many Tech Mods I could do nothing with, on the off chance I do really need the extra knockback resistance at some point). Then came the Cyberdemon fight, which is normally a pushover for any build with Berserker, but I do have to be a little careful, as due to the Marine's 10 extra max HP making Berserker require you to take 20+ damage in a single hit to trigger it, the Cyberdemon's melee attack will not trigger Berserker (it maxes out at 18 damage), and intentionally face-tanking rockets to trigger Berserker is unreliable when there's a 34.4% chance his rockets will roll below 20 damage. Normally those odds are still very good to just charge in and you can just heal up if he keeps low rolling rockets, but when I can't heal until I kill him, I cannot risk taking several low roll rockets that can deal up to 13 damage through my P Nanofiber Red and make me end up at too low of health to beat him down in melee, so I do play a bit cautiously by waiting behind a pillar for him to get closer, and only charging in once the pillar is nearly destroyed. I do eat a rocket that indeed doesn't trigger Berserker, but I can get in and trigger Berserker fast enough from hitting him to get through him without it getting scary.

After getting past Babel, I'm now in Hell, and while a barrel level could be annoying, I immediately find a perfect camping spot to effortlessly clear the floor (I also finally find a second Red Armor just in case I need stronger or faster armor than this Nanofiber Red Armor), and then going through Unholy Cathedral for the Longinus Spear is a given when I'll get all my health back from killing the Angel Of Death. In Hell 2 I would find yet another Homing Phase, forget Arachnotron insurance I can now basically skip the second half of Hell (I also find a second pair of Phaseshift Boots because the game likes to be funny). Hell 3 is then an annoying looking maze with a big acid river, so with the stairs immediately in sight, I just get out of there, I have basically nothing to gain and everything to lose trying to clear out floors at this point. Then Hell 4 not only has a Power Mod I've been wanting for my Chainsaw, but it also has an Invuln. With three floors left after this, I decide it's time to just use up my Homing Phases to finish this; while they won't cover all four floors I have to get through, I figure chances are good at least one of them has quick stairs to make a Homing Phase not needed for a quick exit. I use up my first Homing Phase to immediately get out of Hell 4 after grabbing the Invuln, that's two left. Hell 5 is then a maze with no stairs in a sight, so that's the second Homing Phase (and the stairs were on the complete opposite end of the floor too). Hell 6 also has no stairs in sight, so I grab the Radsuit just in case I need it for Hell 7 and burn my last Homing Phase (and the stairs would again be on the other side of the map, so using the Homing Phase was worth it). Hell 7 would then be... an easy Pinky + Nightmare Demon cave that will be quick to get through, the run is basically won! And it has a Power Mod I need to finally build the Ripper, not that it's needed though, as the Invuln lasts enough to squash the Spider Mastermind.

So there it is after 60 attempts, plus many more I Q+Y'd out of Phobos Base Entry or on a fucked floor 2. With Berserker Angelic won, Tormuse's near decade-long record of 9 Angelics in 0.9.9.7 (or in any version) has been broken, as this records my 10th Angelic win (this also marks the first time that anyone has verifiably achieved double digit Angelics). Attempting this badge was not a pleasant experience though, oh hell no; out of every badge I won, this is without a doubt the absolute worst badge to play for, and of the few remaining winnable ones I have left aside from the pure-grinding Armorer Diamond, I don't think any will top this. This badge is just an atrocious slot machine where skillful play matters little rather than just spinning the slot machine until the RNG decides you can win, and the actual gameplay is just spamming stair dives as Scout until you get good enough Berserk + Invuln luck to actually win with little healing, or spamming stair dives as Marine until you get enough Berserk + level generation luck to reach level 6 before dying for Vampyre. I preferred even Strongman Angelic to this; despite it being able to be ruined at any moment by a random enemy dying while you have a weapon equipped and enforcing the most tedious of DRL gameplay on top of needing hefty early game luck too, at least that badge required some actual strategy and skilled play could compensate for some unideal luck. While Everyman Angelic and Arena Diamond are also going to be awful slot machines, at least the former will require skilled gameplay, and latter will have attempts go faster. No disrespect to Gooselord intended here, but it's a testament to this badge's low skill ceiling + absurd luck requirement that the only player besides Tormuse who verifiably won the badge was someone with only two other Diamonds recorded in any versions (both of which were won through simple melee stair dives) while racking up a winrate that makes Sereg's winrate look normal, as well as not even having 15 Silvers (as evidenced by his 1st Lieutenant rank upon winning Berserker Angelic); any halfway-competent player could realistically win this badge as long as they're willing to grind hundreds of runs. As for 0.10-onward, throwing knives actually working would help as you now have a means to reliably deal damage in AoB without putting yourself in harm's way, and proper infighting being added will farther help mitigate damage with groups, but Berserk being nerfed to +50% resistances, time-based powerups meaning early powerups when you're slower won't last as long, enemies hitting harder in melee, Enraged Timer meaning you can no longer extensively camp a floor from a single safe spot, and Vampyre getting significantly nerfed meaning it's no longer a win condition on its own, this badge is still going to an atrocious luck-based affair to actually win, maybe even moreso than it is in 0.9.9.7. After this experience, I'm going to be putting in a proposal to change Berserker Angelic, it may be winnable but Angelics should have a significant skill component to them and should be more engaging than mind-numbingly spamming stair dives until you get lucky enough to win.

Well if you read through this rant, here is the mortem:

--------------------------------------------------------------
 DoomRL (0.9.9.7) roguelike post-mortem character dump
--------------------------------------------------------------

 health...pls60,
 level 14 Apostle Chaos Lt. General Marine,
 defeated the Mastermind at the City of Dis.
 He survived 1634189 turns and scored 550208 points.
 He played for 1 hour, 50 minutes and 36 seconds.
 He opposed the Nightmare!

 He killed 960 out of 1315 hellspawn. (73%)
 He was an Angel of Berserk!
 He was also an Angel of Masochism!

-- Special levels --------------------------------------------

  Levels generated : 11
  Levels visited   : 5
  Levels completed : 3

-- Awards ----------------------------------------------------

  Mastermind's Brain
  UAC Star (bronze cluster)
  Hell Armorer Badge
  Berserker Angelic Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ####################................................#######
  ###################...............####...............######
  ##################.......####.....####.....####.......#####
  #################........####.....####.....####........####
  ################.........####.....####.....####.........###
  ###############..........####..............####..........##
  ##############............................................#
  ##############....####............................####....#
  ##############....####............................####....#
  ##############....####............................####&...#
  ##############....####............................####....#
  ##############............................................#
  ###############..........####..............####..........##
  ################.........####%X...####.....####.........###
  #################........####.....####.....####........####
  ##################.......####.....####.....####.......#####
  ###################...............####...............######
  ####################................................#######
  ###########################################################

-- Statistics ------------------------------------------------

  Health 120/60   Experience 83938/14
  ToHit Ranged +0  ToHit Melee +6  ToDmg Ranged +0  ToDmg Melee +9

-- Traits ----------------------------------------------------

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 2)
    Brute            (Level 3)
    Berserker        (Level 1)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Vampyre          (Level 1)

  Bru->Bru->Bad->Fin->Ber->MVm->Fin->WK->WK->Bad->Bru->Fin->TaN->TaN->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nanofiber red armor [4] (P)
    [b] [ Weapon     ]   ripper (6d6)
    [c] [ Boots      ]   phaseshift boots [4/4] (100%) (A)
    [d] [ Prepared   ]   Longinus Spear (8d8)

-- Inventory -------------------------------------------------

    [a] blue armor [2/2] (100%)
    [b] red armor [4/4] (100%) (A)
    [c] combat knife (2d5)
    [d] combat knife (2d5)
    [e] combat knife (2d5)
    [f] combat knife (2d5)
    [g] combat knife (2d5)
    [h] combat knife (2d5)
    [i] small med-pack
    [j] small med-pack
    [k] phase device
    [l] thermonuclear bomb
    [m] technical mod pack
    [n] technical mod pack
    [o] agility mod pack
    [p] bulk mod pack
    [q] bulk mod pack
    [r] tactical boots [0/0] (100%) (A)
    [s] grappling protective boots [3/3] (100%)

-- Resistances -----------------------------------------------

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 85%   torso 85%   feet 85% 
    Fire       - internal 85%   torso 95%   feet 85% 
    Plasma     - internal 60%   torso 60%   feet 60% 

-- Kills -----------------------------------------------------

    90 former humans
    57 former sergeants
    50 former captains
    190 imps
    119 demons
    118 lost souls
    118 cacodemons
    16 hell knights
    50 barons of hell
    7 arachnotrons
    16 former commandos
    10 pain elementals
    14 revenants
    40 mancubi
    8 arch-viles
    4 nightmare imps
    5 nightmare cacodemons
    23 nightmare demons
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    2 bruiser brothers
    1 shambler
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 5 he stormed the Chained Court.
  On level 7 he marched into the Military Base.
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a nanofiber armor!
  On level 9 he assembled a tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 14 he ventured into the Halls of Carnage.
  On level 15 he assembled a grappling boots!
  On level 16 he found the Tower of Babel!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  He left level 19 as soon as possible.
  He left level 21 as soon as possible.
  He left level 22 as soon as possible.
  On level 23 he assembled a ripper!
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

-- Messages --------------------------------------------------

 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
 berserk! You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You need to
 taste blood!
 You hit the Spider Mastermind. The Spider Mastermind flinched! You're going
 berserk! You need to taste blood!
 You hit the Spider Mastermind. The Spider Mastermind dies. Congratulations!
 You defeated the Spider Mastermind! Press <Enter>...

-- General ---------------------------------------------------

 403 brave souls have ventured into Phobos:
 194 of those were killed.
 1 of those was killed by something unknown.
 97 didn't read the thermonuclear bomb manual.
 And 8 couldn't handle the stress and committed a stupid suicide.

 103 souls destroyed the Mastermind...
 7 sacrificed itself for the good of mankind.
 59 killed the bitch and survived.
 37 showed that it can outsmart Hell itself.

--------------------------------------------------------------

Spoiler (click to show/hide)
« Last Edit: Today at 03:20 by Omega Tyrant »
Logged
0.9.9.8 Badges - [26|26|26|18|6|2] (26/26/26/26/22/10 in 0.9.9.7)
0.9.9.8 Medals - 44/50 (40/43 in 0.9.9.7)
Pages: [1]