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Post Mortem / [1.8h|N!|Sc|YAVP] Shottyman Diamond (masterless) opening with Eagle Eye
« on: May 11, 2026, 23:59 »
From my first win on UV through Ossuary route, I noticed that two ranks of Eagle Eye boost shotguns well, so an idea was born how to tackle Diamond badge for Angel of Shotgunnery challenge, which demands you to win N! without taking a mastery.
Key decisions:
1) armor replaced twice: ablative -> combat -> infiltration. (Didn't care about loss of dodge)
2) Second Chamber rerolled into Critical 40 at Tyre Outpost. Actually was supposed to rerolling on another gun (auto-shotgun), accidentally rerolled on main shotgun. But Critical 40 proved to achieve kills in one hit, meaning I didn't miss Second Chamber in practice.
3) snatching that poison immunity in Rift (and thus also be able to upgrade it in Mephitic Mines) - I think I got Filtered helm to go at this, otherwise too low chance to succeed at claiming that one to bother attempt it.
4) heading for exit elevators in Dante, only killing encountered/aggroed enemies, but avoiding drawing more opposition, and sometimes using stealth ability to reach the exit (but make sure that elevators aren't blocked, including by some exalt spawning with a specific elevator-blocking trait - just one of these could ruin this entire run)
I am a stranger to Nightmare difficulty, so luck factor was great in my victory, and I also burned three military stims and a couple of phase kits at the final boss. So somewhere the build power wasn't apparently enough (then again, where is my relic? didn't get any good one).
Key decisions:
1) armor replaced twice: ablative -> combat -> infiltration. (Didn't care about loss of dodge)
2) Second Chamber rerolled into Critical 40 at Tyre Outpost. Actually was supposed to rerolling on another gun (auto-shotgun), accidentally rerolled on main shotgun. But Critical 40 proved to achieve kills in one hit, meaning I didn't miss Second Chamber in practice.
3) snatching that poison immunity in Rift (and thus also be able to upgrade it in Mephitic Mines) - I think I got Filtered helm to go at this, otherwise too low chance to succeed at claiming that one to bother attempt it.
4) heading for exit elevators in Dante, only killing encountered/aggroed enemies, but avoiding drawing more opposition, and sometimes using stealth ability to reach the exit (but make sure that elevators aren't blocked, including by some exalt spawning with a specific elevator-blocking trait - just one of these could ruin this entire run)
I am a stranger to Nightmare difficulty, so luck factor was great in my victory, and I also burned three military stims and a couple of phase kits at the final boss. So somewhere the build power wasn't apparently enough (then again, where is my relic? didn't get any good one).
Vigilant, level 15 Scout,
defeated the Harbinger against all odds.
He survived for 6631 turns.
The run time was 1h 3m 54s.
World seed was 12142.
He scored 9296 points.
He opposed the NIGHTMARE!
He was an Angel of Shotgunnery!
CALLISTO L2 - Volatile Storage
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L2 - The Hunt
Callisto Rift L3 -> The Rift
CALLISTO L6 - Secure Vault
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 - Secure Vault
Europa Dig Zone L3 - Secure Vault
Europa Dig Zone L3 -> Tyre Outpost
IO L2 -> Mephitic Mines L1
Mephitic Mines L2 - Exalted Curse
Mephitic Mines L3 -> Noxious Hollow
Noxious Hollow - found Firecrown
Dante Station L3 - Exalted Summons
Awards
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Neophyte Ribbon (+50)
* Reach Io without picking a master trait
Neophyte Medal (+100)
* Reach Dante without picking a master trait
Neophyte Cross (+250)
* Win the game without picking a master trait
Shottyman Platinum Badge
* Complete AoSh on Nightmare!
Shottyman Diamond Badge
* Complete AoSh on N! master-less
He killed 698 out of 911 enemies.
36 former grunts 18 security sentries
1 former CRI grunt 4 military sentries
4 former grenadiers 9 CalSec bots
1 corrupted grenadier 10 security bots
13 former soldiers 1 military bot
9 corrupted soldiers 30 reavers
6 hellish soldiers 30 cryoreavers
1 former CRI soldier 19 toxic reavers
6 former sergeants 25 archreavers
3 corrupted sergeants 4 kerberi
2 hellish sergeants 15 cryoberi
1 former CRI sergeant 4 toxiberi
16 former guards 6 medusae
6 former commandoes 5 archmedusae
7 corrupted commandoes 12 ravagers
5 hellish commandoes 11 armored ravagers
1 CRI commando 5 siege ravagers
1 former heavy 4 plasma ravagers
2 corrupted heavies 15 CRI marines
10 fanatics 13 CRI bots
11 security drones 7 guardians
2 combat drones 3 frost guardians
65 fiends 3 sentinels
20 fire fiends 7 warlocks
26 ice fiends 1 archwarlock
19 toxic fiends 1 watcher
9 CalSec sentries 2 cryowatchers
Traits
Skilled L1
Eagle Eye L2
Hellrunner L3
Son of a Gun L3
Executioner L2
Hacker L1
Dodgemaster L1
Whizkid L1
Trait order
EE->EE->Hr->Hr->Hr->SoG->Hak->Whk->
SoG->Skl->Exe->Exe->SoG->Dm
Equipment
Slot #1 : plasma shotgun +BVC
* Vampiric 3
* Auto-calibrated
* Autoloader
* Freezing 2
* Slowdown
Slot #2 : AV2 12ga shotgun +BA
* Autoloader
* Critical 40
* Auto-calibrated
* Calibrated 1
* Frenzy 12
* Slowdown
Slot #3 : - NONE -
Body : IDR infiltration armor
* Io Defence Reserve
* Fire-resistant
* Ambush
Head : marine helmet P2BA
* Crit Enhancer 25
* Danger Monitor
* Long-range tracking
* Durable
Utility : AV2 shotgun AMP
* Shotgun shred capacitor
* Shotgun pellet boost
Relic : - NONE -
Permanents
Mephitic Taint
Crystal skin
Inventory
energy cell (x38)
12ga shell (x46)
gas grenade (x2)
CRI phase kit (x1)
large medkit
2
Post Mortem / [1.8h|U|Te|YAAM] Crushing Ossuary for a CRI gold cluster star in base game
« on: May 11, 2026, 23:39 »
CRI star (gold cluster) is 100+ kills without getting hit. Previously, I would only get such only in Endless games, the notoriety of this is it was achieved on a base game. I didn't consciously aim for it this run, though.
Key ingredients I believe are this:
- railgun
- Ossuary route (rather than Dante Inferno)
- medusa relic that makes everything bleed (but the medusa relic with max dodge might have worked too)
- Shadowcloak probably also has been relevant.
This run actually encountered two medusa relics: the first random drop, on Io L2 already(?) that makes everything bleed, which I took, the second is on Noxious Hollow special level (max dodge, start every level with 20 hp), then there was some other major relic dropping from "world burn" event... 3 major relics in the run.
The choice in Callisto was between Shadowcloak and JS marine armor. I usually happy to see JS marine armor, instead of JS basic armor, but though Shadowcloak isn't moddable, I ended up taking it. I kept JS basic helmet nonetheless to make crit power easier to achieve. I remember Shadowcloak helping a lot with repositioning in Conamara biolabs, seems actually good choice for Tech that usually struggles with repositioning.
Key ingredients I believe are this:
- railgun
- Ossuary route (rather than Dante Inferno)
- medusa relic that makes everything bleed (but the medusa relic with max dodge might have worked too)
- Shadowcloak probably also has been relevant.
This run actually encountered two medusa relics: the first random drop, on Io L2 already(?) that makes everything bleed, which I took, the second is on Noxious Hollow special level (max dodge, start every level with 20 hp), then there was some other major relic dropping from "world burn" event... 3 major relics in the run.
The choice in Callisto was between Shadowcloak and JS marine armor. I usually happy to see JS marine armor, instead of JS basic armor, but though Shadowcloak isn't moddable, I ended up taking it. I kept JS basic helmet nonetheless to make crit power easier to achieve. I remember Shadowcloak helping a lot with repositioning in Conamara biolabs, seems actually good choice for Tech that usually struggles with repositioning.
Vigilant, level 17 Technician,
defeated the Harbinger against all odds.
He survived for 16938 turns.
The run time was 2h 5m 3s.
World seed was 62607.
He scored 8670 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!
CALLISTO L3 - Volatile Storage
CALLISTO L3 -> Callisto Rift L1
Callisto Rift L1 - Infestation
Callisto Rift L2 -> The Rift
The Rift - Cleared!
The Rift - found Shadowcloak
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L3 - Low Power
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
IO L3 - Volatile Storage
IO L3 -> Mephitic Mines L1
Mephitic Mines L2 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Vestibule -> Ossuary L1
Ossuary L2 - The Hunt
Ossuary L2 -> Abattoir
Abattoir - Cleared!
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (gold cluster) (+200)
* 100+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
Ossuary Nails (+500)
* Killed the boss of the Abattoir
He killed 780 out of 780 enemies.
25 former grunts 2 military sentries
1 former CRI grunt 7 CalSec bots
4 former grenadiers 7 security bots
4 corrupted grenadiers 2 military bots
9 former soldiers 38 reavers
23 corrupted soldiers 27 cryoreavers
3 former CRI soldiers 31 toxic reavers
2 CRI soldiers 53 archreavers
7 former sergeants 5 kerberi
6 corrupted sergeants 9 cyberi
5 former CRI sergeants 12 cryoberi
1 CRI sergeant 6 toxiberi
13 former guards 11 medusae
2 corrupted guards 7 archmedusae
3 former commandoes 25 ravagers
14 corrupted commandoes 15 armored ravagers
8 former CRI commandoes 3 siege ravagers
1 former heavy 4 plasma ravagers
1 corrupted heavy 13 CRI marines
2 former CRI heavies 13 CRI bots
1 CRI heavy 11 guardians
1 fanatic 8 frost guardians
5 security drones 4 sentinels
115fiends 8 warlocks
33 fire fiends 4 archwarlocks
20 ice fiends 5 watchers
16 toxic fiends 1 cryowatcher
19 CalSec sentries 2 pyrowatchers
15 security sentries
Traits
Whizkid L3
Cover Master L2
Son of a Gun L3
Headshot L3
Sysop L2
SHARPSHOOTER L3
Trait order
SoG->Whk->SoG->Hsh->MSS->SoG->Sys->Sys->
Hsh->MSS->Whk->Whk->MSS->Cov->Hsh->Cov->
Equipment
Slot #1 : railgun HBA
* Critical 25
* Hallowed
* Efficient
* Freezing 2
* Electromagnetic rail
Slot #2 : AV2 12ga auto-shotgun +BA
* Swap Harness
* Stabilized 1
* Auto-calibrated
* Autoloader
* Frenzy 10
* Slowdown
Slot #3 : 7.62 sniper rifle BAVC
* Balanced 1
* Extended Mag 4
* Vampiric 3
* Freezing 2
* Scope
Body : Shadowcloak
Head : JS basic helmet P2BA2
* Aim assist
* Durable
* Crit Enhancer 25
* Critical 10
* Plated
* JoviSec
Utility : AV2 auto AMP
* Auto gyro-stabilizer
* Auto precise
Relic : medusa's eye
* Deathgaze
Permanents
Blessing of Power
Mephitic Taint
Relic Corruption
Exalted Essence Attunement
Blood Essence Attunement
Pain Essence Attunement
Acid Essence Attunement
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x100)
energy cell (x32)
gas grenade (x3)
ancient salve
CRI phase kit (x2)
multitool (x5)
stimpack (x3)
small medkit (x3)
large medkit
3
Post Mortem / [1.8h|U|Sc|YAAM] Successfully tackling Ossuary route with a railgun
« on: May 11, 2026, 23:24 »
This was first time win through Ossuary. Butcher himself was like the easiest thing in entire run, but getting through Ossuary L1-L2 took crazy healing item spendings and a couple of phase kits too. Since this is a late publication, I have since then won going through Ossuary a couple more times with no struggle whatsoever, one-shotting the enemies. Both of those had railgun too (a Sharpshooter and another Sniper), last time I realized I don't even need Efficient, as Ossuary, unlike Dante Inferno, doesn't starve you of cell ammo.
Early game was JS chaingun (for lack of JS 7.62 rifle), auto-shotty, mag pistol. Auto-shotty proved stronger than I thought it would be, so shotgun ended being the most used weapon and Europa Ruins would give AV3 amp for it which I never rerolled. But, chaingun was cold-modded (also from Rift), so it was too performing decently, which can't be said about plasma shotty for which I dismanted chaingun on Io L1 (even though it inherited the cold mod).
I was Fated to be Sniper, which at the time I didn't quite recall how to play, but figured it would be easy (Ossuary notwithstanding, cause I never before survived even its L2) and didn't look at build guides. From this and the recent run, however, I infer to ignore the weapon restrictions on Deadly precision early-on, and just take it as a prerequisite for the Sniper mastery but don't bother matching early guns to it if you find better ones that aren't compatible.
In Rift branch, a strongroom netted me a guardian armor, which I kept into Ossuary, and only there replaced with duramesh (at the loss of 10% dodge, and guardian was Onyx by that time, but to me it worked better having more armor past that point). In Rift's special level, I put autocalibration on both chaingun and autoshotgun (the latter which was in the final room), but didn't then have faith in autoshotgun (yet it proved to work all game, except railgun from Io Black Site L3 seemed doing even more damage).
Besides AV3 amp I never rerolled, Europa Ruins gave me ancient trinket (affinity towards poison and burn), which only got replaced late in Io.
On Europa L6 I got nailgun, which spawned with Molten and hence I power-modded it (Hunter 1) for the Cryomancer fight. Nailgun I only used on Cryomancer and bots from Io L1, 40 nails spent, never reloaded.
On Io L1, I dismantled my chaingun that was actually doing well, and replaced it with a plasma shotty, but the latter lagged behind autoshotgun in terms of realibity, and it even seemed behind in power too (because didn't mod it for range, I guess). Shadow Halls required lift repair, whereas there was a "boot the gas" event in Io Black Site, and a "world burn" in Io L6, and so I went Io L2 -> Black Site without keycards. Keycards I did manufacture all (station located by full-clearing Vaults), but BFT I merely shot at live bullseyes and then left behind. Because Io Black Site L3 got me an efficient railgun, I dismantled the underperforming plasma shotty, and put cold mod on railgun. Power mod would not appear on railgun until after I killed Butcher.
While in Black Site, I found that clearing the first level before timer cancels CRI arrival on all Black Site levels. Black Site L2 I did boot up the gas, and Black Site L3 had random Toxic Contamination, which was nice, but I could have ran out of plasma ammo (having prevented CRI interference), good thing Vaults has ammo station. Also, I had to kill those turrets myself in Vaults. At least, I guess, I didn't miss any drop of experience that CRI usually steal.
World burn from Io L6 got me relic with Kerberos' rage, and the branching decisions thus were once more confirmed lucky.
To kill Butcher, I let him walk closer to level down his Delirium, shot him two times, stealthed when he was directly adjacent to me, walked a bit away, and delivered a third fatal shot. The run past that was non-eventful (except me buying ancient salves at Dante stations because Ossuary L1-L2 made be paranoid about running out of health).
Early game was JS chaingun (for lack of JS 7.62 rifle), auto-shotty, mag pistol. Auto-shotty proved stronger than I thought it would be, so shotgun ended being the most used weapon and Europa Ruins would give AV3 amp for it which I never rerolled. But, chaingun was cold-modded (also from Rift), so it was too performing decently, which can't be said about plasma shotty for which I dismanted chaingun on Io L1 (even though it inherited the cold mod).
I was Fated to be Sniper, which at the time I didn't quite recall how to play, but figured it would be easy (Ossuary notwithstanding, cause I never before survived even its L2) and didn't look at build guides. From this and the recent run, however, I infer to ignore the weapon restrictions on Deadly precision early-on, and just take it as a prerequisite for the Sniper mastery but don't bother matching early guns to it if you find better ones that aren't compatible.
In Rift branch, a strongroom netted me a guardian armor, which I kept into Ossuary, and only there replaced with duramesh (at the loss of 10% dodge, and guardian was Onyx by that time, but to me it worked better having more armor past that point). In Rift's special level, I put autocalibration on both chaingun and autoshotgun (the latter which was in the final room), but didn't then have faith in autoshotgun (yet it proved to work all game, except railgun from Io Black Site L3 seemed doing even more damage).
Besides AV3 amp I never rerolled, Europa Ruins gave me ancient trinket (affinity towards poison and burn), which only got replaced late in Io.
On Europa L6 I got nailgun, which spawned with Molten and hence I power-modded it (Hunter 1) for the Cryomancer fight. Nailgun I only used on Cryomancer and bots from Io L1, 40 nails spent, never reloaded.
On Io L1, I dismantled my chaingun that was actually doing well, and replaced it with a plasma shotty, but the latter lagged behind autoshotgun in terms of realibity, and it even seemed behind in power too (because didn't mod it for range, I guess). Shadow Halls required lift repair, whereas there was a "boot the gas" event in Io Black Site, and a "world burn" in Io L6, and so I went Io L2 -> Black Site without keycards. Keycards I did manufacture all (station located by full-clearing Vaults), but BFT I merely shot at live bullseyes and then left behind. Because Io Black Site L3 got me an efficient railgun, I dismantled the underperforming plasma shotty, and put cold mod on railgun. Power mod would not appear on railgun until after I killed Butcher.
While in Black Site, I found that clearing the first level before timer cancels CRI arrival on all Black Site levels. Black Site L2 I did boot up the gas, and Black Site L3 had random Toxic Contamination, which was nice, but I could have ran out of plasma ammo (having prevented CRI interference), good thing Vaults has ammo station. Also, I had to kill those turrets myself in Vaults. At least, I guess, I didn't miss any drop of experience that CRI usually steal.
World burn from Io L6 got me relic with Kerberos' rage, and the branching decisions thus were once more confirmed lucky.
To kill Butcher, I let him walk closer to level down his Delirium, shot him two times, stealthed when he was directly adjacent to me, walked a bit away, and delivered a third fatal shot. The run past that was non-eventful (except me buying ancient salves at Dante stations because Ossuary L1-L2 made be paranoid about running out of health).
Vigilant, level 17 Scout,
defeated the Harbinger against all odds.
He survived for 17120 turns.
The run time was 2h 16m 18s.
World seed was 21235.
He scored 8625 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L1 - Infestation
Callisto Rift L3 -> The Rift
The Rift - Cleared!
EUROPA L2 - Low Power
EUROPA L3 -> Europa Ruins L1
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
EUROPA L6 - Low Power
IO L2 -> Io Black Site L1
Io Black Site L3 - Toxic Contamination
Io Black Site L3 -> Black Site Vaults
Black Site Vaults - Cleared!
Black Site Vaults - found Apocalypse
Dante Vestibule -> Ossuary L1
Ossuary L1 - The Hunt
Ossuary L2 -> Abattoir
Abattoir - Cleared!
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (silver cluster) (+100)
* 50+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
Ossuary Nails (+500)
* Killed the boss of the Abattoir
He killed 850 out of 850 enemies.
43 former grunts 12 toxic fiends
12 corrupted grunts 6 CalSec sentries
1 former CRI grunt 8 security sentries
12 former grenadiers 8 military sentries
6 corrupted grenadiers 8 CalSec bots
2 hellish grenadiers 7 security bots
19 former soldiers 1 military bot
31 corrupted soldiers 30 reavers
10 hellish soldiers 23 cryoreavers
3 former CRI soldiers 13 toxic reavers
7 former sergeants 23 archreavers
4 corrupted sergeants 8 kerberi
1 hellish sergeant 19 cyberi
3 former CRI sergeants 20 cryoberi
17 former guards 16 medusae
6 corrupted guards 17 archmedusae
3 former commandoes 14 ravagers
20 corrupted commandoes 11 armored ravagers
6 hellish commandoes 5 siege ravagers
4 former CRI commandoes 11 plasma ravagers
2 CRI commandoes 16 CRI marines
2 former heavies 9 CRI bots
4 hellish heavies 10 guardians
2 former CRI heavies 7 frost guardians
11 fanatics 7 sentinels
5 security drones 11 warlocks
2 combat drones 3 archwarlocks
2 military drones 6 watchers
75 fiends 6 cryowatchers
51 fire fiends 1 pyrowatcher
33 ice fiends
Traits
Eagle Eye L2
Dash L1
Hellrunner L3
Son of a Gun L3
Hacker L1
Dodgemaster L1
Whizkid L1
Deadly precision L1
SNIPER L3
Trait order
EE->EE->DPr->Hak->MSN->Whk->Hr->Hr->
Hr->Das->SoG->Dm->MSN->MSN->SoG->SoG->
Equipment
Slot #1 : TTL railgun PC
* Hunter 4
* Freezing 2
* Tei Tenga Labs
* Efficient
* Electromagnetic rail
Slot #2 : AV2 12ga auto-shotgun +PA
* Ripper 8
* Calibrated 1
* Auto-calibrated
* Frenzy 10
* Second chamber
* Slowdown
Slot #3 : nail gun P
* Hunter 1
* Molten 2
* 9 inch nails
Body : duramesh scout armor
* Fire-resistant
* Duramesh
Head : JS marine helmet P2BA
* Long-range tracking
* Crit Enhancer 25
* Danger Monitor
* Durable
* JoviSec
Utility : AV3 shotgun AMP
* Shotgun autoloader
* Shotgun crit system
Relic : kerberos's heart
* Kerberos's Rage
Permanents
Blessing of Power
Rift Attunement
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x85)
12ga shell (x50)
plasma grenade (x2)
gas grenade (x3)
ancient salve
multitool (x5)
military stimpack
large medkit
large medkit
4
Post Mortem / [1.8h|U|Te|YAAM] Fated Conqueror Fireangel without Rift, CCB or Mines
« on: January 05, 2026, 03:42 »
1.8h GOG version, take note.
After previous non-Fated Fireangel run, this was the game I played directly next, it was Fated and it rolled Fireangel. Exam time, I guess?
And at first, conditions looked unfavorable. Callisto Rift didn't spawn, CCB spawned from E4 so I took The Pit, Mephitic Mines did not spawn. The Pit drops, and multiple Mk2 manufacturing stations on IO compensated for lack of desired branches handsomely, though, so this is definitely NOT absent good fortune.
Callisto gave toxic fiend's fang (poison immunity, melee poison, -10% damage), stayed with the rest of the game.
MDF Habitat -- used my clearance to manufacture a (MDF) focused shotgun, came with Autoloader, main weapon prior to Denial that I put auto-calibration on. on Europa not seeing a E2 CCB I realized I must main shotguns to get shotgun amp.
The Pit -- the absolute best AV3 shotgun AMP one could hope for, in the mortem (never needed to reroll), also Denial which I mained for long from that point, despite focused shotgun having more solid shot overall
IO L2 - MK2 manufacture station, made AV2 rail rifle, spawned with Speed-loader and (not sure, maybe result of another reroll) Balanced 2, rerolled Speed-loader into Fresh Mag. Balanced actually turned out to be practical in some situations later. I also had auto-calibration kit saved from Europa, and I put it on this rifle. Dismantled VP+ Mdf Chaingun (which never finished auto-calibrating) at the station, put V on vanilla unmodded plasma shotgun taken from IO L1, P on rail rifle for Hunter. I had to main shotguns to get shotgun amp at the Pit.
IO L3 - second MK2 manufacture station, kerberos infestation helped push auto-calibration of AV2 rail rifle (wound with Denial, finish with rail, if something goes wrong Denial needs experience for the last level-up too). I may have made AV2 plasma shotgun here, I think it came with Critical 50 Rush 10. I might not have rerolled Rush 10 here, probably at another station? Normal plasma shotty I carried from IO L1 I dismantled, put Vampiric on this new plasma shotty.
IO Nexus - ammo station, health station. Used ammo station for gas grenades and cells, didn't use for shells because always at 250 shells at that point. Recapped for medusa biting me on IO L2.
Infernal Lock - this is where I took Whizkid 3, but was not sure whether I used it optimally. Put Sustain on AV2 plasma shotgun. Second chamber on plasma shotgun and focused shotgun would come later (I think?). I did notice focused shotgun is better at killing warlocks than Denial, and as of yet had doubts about whether this character is strong enough for Dante Inferno.
IO L6 - yet another manufacture station, I left this with two charges (always at 5 multitools sitting in my inventory). I don't remember which tier it was, but it must have had rerolling still, I may have rerolled something once (perhaps to have Calibrated 2 on plasma shotgun instead of something else, and then there was nothing left to reroll). There was also Storage room here, if I am not mistaken.
Gateway, fighting Ancient: used all four shots from Denial, then threw a gas grenade (since sitting at 3 and another found on this level), switched to Autoloader focused shotgun and used that afterwards. Yes, I took a break to think through that one and it was the plan - a good plan that worked. Focused shotgun was not then Second Chambered still, I think, but this was unusually an easy-peasy fight, especially considering that I had no movement speed bonuses.
In complete defiance of usual game progression, my strength grew in Dante. By Dante Station L2, my plasma shotgun was Second Chambered, and before analyzing the performance, I concluded it is the best weapon to go through Dante Inferno, despite lacking Autoloader, since it has guaranteed crits due to Critical 50, my SoG ranks, highest damage per shot when reloading not taken into account. This was correct assessment, and my balance after going through Dante Inferno was -75 cells, health down from 106 to 71 (plasma shotgun was vampiric), -2 multitools (I made sure to keep armor healthy). No gas grenades or healing items used except at reward island (past all enemies) where I spent a large medkit and got ancient salve instead. The remaining charges of Dante station were spent on max health increase. I actually have screenshots for entering Dante Inferno and staying on the reward island before all opened chests (they are already posted on Discord, here they would never finish uploading). This was the cheesiest Dante Inferno performance of all games I played. My plasma shotgun could two-shot archwarlocks from optimal range, and for its astounding performance, it was the weapon that received final slot extension and Hallowed perk at the reward island. It turns out this upgrade may have made rail rifle almost obsolete as anti-guardian weapon (and I remember I had doubts whether to put Sustain on rail rifle or plasma shotgun before, I have chosen wisely to put it on plasma shotgun).
Dante L3,L4 continued in similar fashion of being overpowered, not needing gas grenades, much healing, etc. The change was maining plasma shotgun instead of Denial from now on. Still used rail rifle on demonic guardian bots, but sometimes was caught using plasma shotgun on other enemies and yet it would wipe them. I also camped a lot (which would not have been a respawn-friendly strat) to try to have openining shot on them at max aim with rail rifle whenever possible. Only on boss fight I blew through my healing resources, and was dangerously close to dying (but I forgot to use gas grenades more often and thus was taking hits from boss in the open; ended only using 2 gas grenades). Still victorious, but yes I admit I don't know in general how to properly fight last two game bosses.
Other thing of note was taking another rank in Sustained Fire in the mid of Dante Inferno, due to concluding that whatever protracted fights plasma shotty may enter, they probably need that second rank. I think it was second, I am surprised I have three. Overall, it seems being heavily armored does help to fight more confidently (though I dismissed Exosuit reward at Dante Inferno, as it would not have my Meshed and Acid immunities nor Critical 10).
After previous non-Fated Fireangel run, this was the game I played directly next, it was Fated and it rolled Fireangel. Exam time, I guess?
And at first, conditions looked unfavorable. Callisto Rift didn't spawn, CCB spawned from E4 so I took The Pit, Mephitic Mines did not spawn. The Pit drops, and multiple Mk2 manufacturing stations on IO compensated for lack of desired branches handsomely, though, so this is definitely NOT absent good fortune.
Callisto gave toxic fiend's fang (poison immunity, melee poison, -10% damage), stayed with the rest of the game.
MDF Habitat -- used my clearance to manufacture a (MDF) focused shotgun, came with Autoloader, main weapon prior to Denial that I put auto-calibration on. on Europa not seeing a E2 CCB I realized I must main shotguns to get shotgun amp.
The Pit -- the absolute best AV3 shotgun AMP one could hope for, in the mortem (never needed to reroll), also Denial which I mained for long from that point, despite focused shotgun having more solid shot overall
IO L2 - MK2 manufacture station, made AV2 rail rifle, spawned with Speed-loader and (not sure, maybe result of another reroll) Balanced 2, rerolled Speed-loader into Fresh Mag. Balanced actually turned out to be practical in some situations later. I also had auto-calibration kit saved from Europa, and I put it on this rifle. Dismantled VP+ Mdf Chaingun (which never finished auto-calibrating) at the station, put V on vanilla unmodded plasma shotgun taken from IO L1, P on rail rifle for Hunter. I had to main shotguns to get shotgun amp at the Pit.
IO L3 - second MK2 manufacture station, kerberos infestation helped push auto-calibration of AV2 rail rifle (wound with Denial, finish with rail, if something goes wrong Denial needs experience for the last level-up too). I may have made AV2 plasma shotgun here, I think it came with Critical 50 Rush 10. I might not have rerolled Rush 10 here, probably at another station? Normal plasma shotty I carried from IO L1 I dismantled, put Vampiric on this new plasma shotty.
IO Nexus - ammo station, health station. Used ammo station for gas grenades and cells, didn't use for shells because always at 250 shells at that point. Recapped for medusa biting me on IO L2.
Infernal Lock - this is where I took Whizkid 3, but was not sure whether I used it optimally. Put Sustain on AV2 plasma shotgun. Second chamber on plasma shotgun and focused shotgun would come later (I think?). I did notice focused shotgun is better at killing warlocks than Denial, and as of yet had doubts about whether this character is strong enough for Dante Inferno.
IO L6 - yet another manufacture station, I left this with two charges (always at 5 multitools sitting in my inventory). I don't remember which tier it was, but it must have had rerolling still, I may have rerolled something once (perhaps to have Calibrated 2 on plasma shotgun instead of something else, and then there was nothing left to reroll). There was also Storage room here, if I am not mistaken.
Gateway, fighting Ancient: used all four shots from Denial, then threw a gas grenade (since sitting at 3 and another found on this level), switched to Autoloader focused shotgun and used that afterwards. Yes, I took a break to think through that one and it was the plan - a good plan that worked. Focused shotgun was not then Second Chambered still, I think, but this was unusually an easy-peasy fight, especially considering that I had no movement speed bonuses.
In complete defiance of usual game progression, my strength grew in Dante. By Dante Station L2, my plasma shotgun was Second Chambered, and before analyzing the performance, I concluded it is the best weapon to go through Dante Inferno, despite lacking Autoloader, since it has guaranteed crits due to Critical 50, my SoG ranks, highest damage per shot when reloading not taken into account. This was correct assessment, and my balance after going through Dante Inferno was -75 cells, health down from 106 to 71 (plasma shotgun was vampiric), -2 multitools (I made sure to keep armor healthy). No gas grenades or healing items used except at reward island (past all enemies) where I spent a large medkit and got ancient salve instead. The remaining charges of Dante station were spent on max health increase. I actually have screenshots for entering Dante Inferno and staying on the reward island before all opened chests (they are already posted on Discord, here they would never finish uploading). This was the cheesiest Dante Inferno performance of all games I played. My plasma shotgun could two-shot archwarlocks from optimal range, and for its astounding performance, it was the weapon that received final slot extension and Hallowed perk at the reward island. It turns out this upgrade may have made rail rifle almost obsolete as anti-guardian weapon (and I remember I had doubts whether to put Sustain on rail rifle or plasma shotgun before, I have chosen wisely to put it on plasma shotgun).
Dante L3,L4 continued in similar fashion of being overpowered, not needing gas grenades, much healing, etc. The change was maining plasma shotgun instead of Denial from now on. Still used rail rifle on demonic guardian bots, but sometimes was caught using plasma shotgun on other enemies and yet it would wipe them. I also camped a lot (which would not have been a respawn-friendly strat) to try to have openining shot on them at max aim with rail rifle whenever possible. Only on boss fight I blew through my healing resources, and was dangerously close to dying (but I forgot to use gas grenades more often and thus was taking hits from boss in the open; ended only using 2 gas grenades). Still victorious, but yes I admit I don't know in general how to properly fight last two game bosses.
Other thing of note was taking another rank in Sustained Fire in the mid of Dante Inferno, due to concluding that whatever protracted fights plasma shotty may enter, they probably need that second rank. I think it was second, I am surprised I have three. Overall, it seems being heavily armored does help to fight more confidently (though I dismissed Exosuit reward at Dante Inferno, as it would not have my Meshed and Acid immunities nor Critical 10).
Vigilant, level 18 Technician,
defeated the Harbinger against all odds.
He survived for 23646 turns.
The run time was 3h 17m 21s.
World seed was 70971.
He scored 7741 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!
CALLISTO L2 -> Mimir Habitat L1
Mimir Habitat L1 - Lockdown
Mimir Habitat L3 - Low Power
Mimir Habitat L3 -> MDF Central
MDF Central - Cleared!
CALLISTO L6 - The Hunt
Europa Concourse - Lockdown
EUROPA L5 -> The Pit
The Pit - found Denial
The Pit - Cleared!
IO L3 - Infestation
IO L5 -> Infernal Lock
Infernal Lock - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Exosuit
Dante Station L3 - Exalted Summons
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 811 out of 811 enemies.
55 former grunts 6 security sentries
3 corrupted grunts 6 military sentries
1 former CRI grunt 6 CalSec bots
4 former grenadiers 6 security bots
5 corrupted grenadiers 4 military bots
2 former CRI grenadiers 3 guardian bots
21 former soldiers 13 reavers
24 corrupted soldiers 28 cryoreavers
5 former CRI soldiers 20 toxic reavers
11 former sergeants 22 archreavers
6 corrupted sergeants 19 kerberi
1 former CRI sergeant 18 cyberi
21 former guards 11 cryoberi
6 corrupted guards 10 toxiberi
1 former commando 19 medusae
13 corrupted commandoes 6 archmedusae
2 former CRI commandoes 18 ravagers
2 CRI commandoes 10 armored ravagers
3 former heavies 8 siege ravagers
3 corrupted heavies 10 plasma ravagers
4 former CRI heavies 19 CRI marines
8 fanatics 9 CRI bots
15 security drones 25 guardians
2 combat drones 10 frost guardians
2 military drones 5 sentinels
78 fiends 13 warlocks
9 fire fiends 12 archwarlocks
15 ice fiends 3 watchers
9 toxic fiends 3 cryowatchers
24 CalSec sentries 13 MDF sentries
Traits
Whizkid L3
Cover Master L1
Son of a Gun L3
Sustained fire L3
Hoarder L1
Headshot L1
Scavenger L1
Sysop L2
FIREANGEL L2
Trait order
Cov->SF->Whk->Sys->MFA->Whk->Hor->Scv->
MFA->Sys->SoG->Whk->SoG->SoG->SF->SF->
Hsh
Equipment
Slot #1 : AV2 rail rifle +PA
* Critical 25
* Fresh Mag 8
* Hunter 4
* Auto-calibrated
* Balanced 2
* Scope
Slot #2 : Denial
* Slowdown
Slot #3 : AV2 plasma shotgun HBSV
* Hallowed
* Calibrated 2
* Second chamber
* Sustain
* Vampiric 3
* Critical 50
* Slowdown
Slot #4 : MDF 12ga focused shotgun +B
* Second chamber
* Auto-calibrated
* Mimir Defence Force
* Autoloader
* Focused
* Slowdown
Body : combat armor P3BA
* Carrier
* Critical 10
* Durable
* Acid shield
* Meshed
Head : marine helmet PB2A2
* Crit Enhancer 25
* Health Monitor
* Durable
* Critical 10
* Long-range tracking
Utility : AV3 shotgun AMP
* Shotgun shred capacitor
* Shotgun crit system
Relic : toxic fiend's fang
* Toxic aura
Permanents
Medusa's Curse
CRI backpack
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x68)
12ga shell (x50)
12ga shell (x50)
12ga shell (x50)
gas grenade (x3)
gas grenade (x1)
CRI phase kit (x1)
multitool (x5)
stimpack (x2)
5
Post Mortem / [1.8h|U|Te|YAAM] This run was Fireangel's dream, but sure was still tense
« on: January 03, 2026, 12:59 »
Reminder: 1.8h is GOG version. If that affects the seed (I have not installed mods otherwise).
I used to love Fireangel back in the day when I was willing to go Callisto Mines for maximum reward, but these days I don't feel like it, and I had several games which had neither Callisto Rift nor Conamara Chaos. When not willing to die every time you can't get that warlock's relic that grants immunity to his aura AND his resistances in exchange for -20 experience, Fireangel runs are dependent on game spawning BOTH specific branches: Callisto Rift and branch elevator to Conamara Chaos Biolabs spawning on E2 specifically, so that you can get maximum possible immunities + exalted essence atunement for extra damage. If neither Mines major relic, nor Rift AND exalted from Conamara, it seems one might as well abort.
Even then, the lategame suffers from health (and quite likely ammo) attrition as you lack the raw power to one-shot enemies, and Tech can't reposition good enough if caught in bad positioning, nor this is Entrenchment game where you have damage reduction, nor can you invoke smoke more than once per level most of the time. You are really dependent on weapons capable to hit out-of-sight, that is blast damage, grenades (to block sight also when caught in bad position), and shotguns. You can suffer attrition from warlocks if you fight them when they are behind cover (nevermind if you lack the raw power to outdamage archwarlock's regen). And guardian demonic bots, are the ultimate bane, as you are absolutely unlikely to one-shot them with anything at all.
Notice this UV run is not Fated. I had several Fireangel runs in a row, and this is the only one I won. The other that was at least somewhat powerful got through CRI labs of all places, and splatted on Dante (a more skilled player than me could have still won that run, but among casuals, I do consider myself experienced at this game). I still can say I have not truly figured this mastery, and it requires quite a knowledge of game mechanics (shotgun through smoke, shotgun manual targeting, shotgun out of range, armor and weapon mods necessarily to prevent attrition/deaths to Ancient, etc.) to still get a victory with all the rng I had.
What carried the victory, is the lucky drops of the first moon: AV1 shotgun with Critical 40, and AV2 shotgun amp with +50% crit damage and +1 optimal range (this triggered by spawning enemies in Rift with script, bots maybe? or demons, but demons would have dropped relic, so it must be bots. I remember it was like "I am not sure I can handle it, but let's do". Actually, now I am not quite sure it was Rift and not like CCB). All Hallowed mods arrived post-clearing Inferno, rail rifle was rarely at all used, and both rail rifle and EMP rifle are lucky drops from Mephitic Mines. Pre-IO, I think I had Critical 40 Chaingun from Callisto Rift. I passed off necrotic armor and duramesh armor in this game -- nothing is an upgrade over JS armor, even if it is basic.
Also, yes, I think plasma shotgun is too strong and just outclasses other shotguns under normal conditions, so I am glad I didn't owe THIS game to it: I didn't pick up any plasma shotguns AT ALL in the first place. Because I hate how plasma weapons tend to be a non-brainer upgrade (unless concerns about running out of plasma ammo on IO, and even then you probably will have taken one IO L1 weapon). This game on IO L1, I just modded plasma rifle with Efficient, and that is it (no usual auto-calibration and I didn't have the multitools for it), which then was dismantled on the go with Tech powers to get it on rail rifle (expected upgrade, although would have liked railgun even more), but I got EMP rifle soon afterwards. Rail rifle was still occasionally used even in Dante, but mostly to conserve plasma ammo for the EMP rifle. On some Dante level, I was caught with it, fortunately with Headshot it did some decent damage. I was tipped about possibly using Headshot (with rail rifle) in Fireangel runs on Discord, in regards to fighting bots specifically, as I seem to always have SoG 2 on my Fireangel runs one way or another. Other suggestion was Grenadier, might also work since, in experience, Fireangel tend to be a little dry on used ammo types in IO, unless you go to levels with CRI and cells is your main damage source I guess.
Firestorm, picked on CCB final "rewards" (and ammo attrition) level, really helped me feel more confident about ammo situation, so I could take Hoarder after SoG 2, and Scavenger after Headshot 1. I screwed up on Mephitic Mines and forgot to take Mephitic Taint, either didn't walk through the crowd OR it may not have been spawn, as when I rerouted gas on Mephitic L1, nothing happened, the gas stayed (I rerouted after visiting Strongroom). Also, Exalted curse on Mephitic L3 made situation easier for me, as there has been less enemies, some suffered from gas, they dropped health, and generally shotgun took care of them as quickly as the normal enemies (and exalted medusas I think can't spawn this early on UV). Not to say that both Mephitic L3 and IO L6 had health station (it even affected my choices of which health items to take, that is, I used large medkit at the end of Mephitic L3 before going to IO l6, and kept small medkits. On the next level, was able to use station for healing twice, and procuring a large medkit).
Final boss fight was tricky just like fighting the Ancient, or even trickier still because in final boss fight, I have used up both ancient salves I got from Dante Inferno's medical station (with Sysop 2, 1 full heal + 2 ancient salves), 1 large medkit that I picked up at that level, some more healing items (stimpacks?). I was fighting it in the open again ("thanks" that those remaining pillars are destructible) and always bordered near death. If I did not take so much health increases (and mind you, I went to Dante with a lot of healing items, though a lot bled at Dante Inferno), I would not have survived, if third phase didn't fly away from me out of sight, I would not have survived, etc. And that is after all the luck: the acid dreams relic, the attunements, everything. Really, after masteries that attack on the run and/or dodge well, or games where you can stealth, or at least have damage reduction (Entrenchment), you forget how to fight Ancient, how to fight final boss. So if you struggle at winning with Fireangel, know that you are not alone: this loadout is perfect, I think, really insane luck and yet still borders on death.
I used to love Fireangel back in the day when I was willing to go Callisto Mines for maximum reward, but these days I don't feel like it, and I had several games which had neither Callisto Rift nor Conamara Chaos. When not willing to die every time you can't get that warlock's relic that grants immunity to his aura AND his resistances in exchange for -20 experience, Fireangel runs are dependent on game spawning BOTH specific branches: Callisto Rift and branch elevator to Conamara Chaos Biolabs spawning on E2 specifically, so that you can get maximum possible immunities + exalted essence atunement for extra damage. If neither Mines major relic, nor Rift AND exalted from Conamara, it seems one might as well abort.
Even then, the lategame suffers from health (and quite likely ammo) attrition as you lack the raw power to one-shot enemies, and Tech can't reposition good enough if caught in bad positioning, nor this is Entrenchment game where you have damage reduction, nor can you invoke smoke more than once per level most of the time. You are really dependent on weapons capable to hit out-of-sight, that is blast damage, grenades (to block sight also when caught in bad position), and shotguns. You can suffer attrition from warlocks if you fight them when they are behind cover (nevermind if you lack the raw power to outdamage archwarlock's regen). And guardian demonic bots, are the ultimate bane, as you are absolutely unlikely to one-shot them with anything at all.
Notice this UV run is not Fated. I had several Fireangel runs in a row, and this is the only one I won. The other that was at least somewhat powerful got through CRI labs of all places, and splatted on Dante (a more skilled player than me could have still won that run, but among casuals, I do consider myself experienced at this game). I still can say I have not truly figured this mastery, and it requires quite a knowledge of game mechanics (shotgun through smoke, shotgun manual targeting, shotgun out of range, armor and weapon mods necessarily to prevent attrition/deaths to Ancient, etc.) to still get a victory with all the rng I had.
What carried the victory, is the lucky drops of the first moon: AV1 shotgun with Critical 40, and AV2 shotgun amp with +50% crit damage and +1 optimal range (this triggered by spawning enemies in Rift with script, bots maybe? or demons, but demons would have dropped relic, so it must be bots. I remember it was like "I am not sure I can handle it, but let's do". Actually, now I am not quite sure it was Rift and not like CCB). All Hallowed mods arrived post-clearing Inferno, rail rifle was rarely at all used, and both rail rifle and EMP rifle are lucky drops from Mephitic Mines. Pre-IO, I think I had Critical 40 Chaingun from Callisto Rift. I passed off necrotic armor and duramesh armor in this game -- nothing is an upgrade over JS armor, even if it is basic.
Also, yes, I think plasma shotgun is too strong and just outclasses other shotguns under normal conditions, so I am glad I didn't owe THIS game to it: I didn't pick up any plasma shotguns AT ALL in the first place. Because I hate how plasma weapons tend to be a non-brainer upgrade (unless concerns about running out of plasma ammo on IO, and even then you probably will have taken one IO L1 weapon). This game on IO L1, I just modded plasma rifle with Efficient, and that is it (no usual auto-calibration and I didn't have the multitools for it), which then was dismantled on the go with Tech powers to get it on rail rifle (expected upgrade, although would have liked railgun even more), but I got EMP rifle soon afterwards. Rail rifle was still occasionally used even in Dante, but mostly to conserve plasma ammo for the EMP rifle. On some Dante level, I was caught with it, fortunately with Headshot it did some decent damage. I was tipped about possibly using Headshot (with rail rifle) in Fireangel runs on Discord, in regards to fighting bots specifically, as I seem to always have SoG 2 on my Fireangel runs one way or another. Other suggestion was Grenadier, might also work since, in experience, Fireangel tend to be a little dry on used ammo types in IO, unless you go to levels with CRI and cells is your main damage source I guess.
Firestorm, picked on CCB final "rewards" (and ammo attrition) level, really helped me feel more confident about ammo situation, so I could take Hoarder after SoG 2, and Scavenger after Headshot 1. I screwed up on Mephitic Mines and forgot to take Mephitic Taint, either didn't walk through the crowd OR it may not have been spawn, as when I rerouted gas on Mephitic L1, nothing happened, the gas stayed (I rerouted after visiting Strongroom). Also, Exalted curse on Mephitic L3 made situation easier for me, as there has been less enemies, some suffered from gas, they dropped health, and generally shotgun took care of them as quickly as the normal enemies (and exalted medusas I think can't spawn this early on UV). Not to say that both Mephitic L3 and IO L6 had health station (it even affected my choices of which health items to take, that is, I used large medkit at the end of Mephitic L3 before going to IO l6, and kept small medkits. On the next level, was able to use station for healing twice, and procuring a large medkit).
Final boss fight was tricky just like fighting the Ancient, or even trickier still because in final boss fight, I have used up both ancient salves I got from Dante Inferno's medical station (with Sysop 2, 1 full heal + 2 ancient salves), 1 large medkit that I picked up at that level, some more healing items (stimpacks?). I was fighting it in the open again ("thanks" that those remaining pillars are destructible) and always bordered near death. If I did not take so much health increases (and mind you, I went to Dante with a lot of healing items, though a lot bled at Dante Inferno), I would not have survived, if third phase didn't fly away from me out of sight, I would not have survived, etc. And that is after all the luck: the acid dreams relic, the attunements, everything. Really, after masteries that attack on the run and/or dodge well, or games where you can stealth, or at least have damage reduction (Entrenchment), you forget how to fight Ancient, how to fight final boss. So if you struggle at winning with Fireangel, know that you are not alone: this loadout is perfect, I think, really insane luck and yet still borders on death.
Vigilant, level 18 Technician,
defeated the Harbinger against all odds.
He survived for 22091 turns.
The run time was 3h 0m 11s.
World seed was 84529.
He scored 7882 points.
He was ULTRAVIOLENT!
CALLISTO L3 - Low Power
Callisto Hub -> Callisto Rift L1
Callisto Rift L2 -> The Rift
The Rift - Cleared!
EUROPA L2 - Low Power
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L3 - Secure Vault
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
Containment Area - found Firestorm
IO L2 - Secure Vault
IO L2 -> Mephitic Mines L1
Mephitic Mines L3 - Exalted Curse
Mephitic Mines L3 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Avalanche
Dante Inferno - found Death
Dante Station L3 - Exalted Summons
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 905 out of 905 enemies.
60 former grunts 7 security sentries
15 corrupted grunts 6 military sentries
1 former CRI grunt 7 CalSec bots
12 former grenadiers 8 security bots
4 corrupted grenadiers 2 military bots
10 former soldiers 22 reavers
18 corrupted soldiers 24 cryoreavers
15 former CRI soldiers 36 toxic reavers
9 former sergeants 23 archreavers
5 corrupted sergeants 13 kerberi
2 former CRI sergeants 8 cyberi
1 CRI sergeant 16 cryoberi
22 former guards 3 toxiberi
4 corrupted guards 24 medusae
2 CRI guards 14 archmedusae
2 former commandoes 30 ravagers
23 corrupted commandoes 7 armored ravagers
4 former CRI commandoes 17 plasma ravagers
3 corrupted heavies 31 CRI marines
2 CRI heavies 10 CRI bots
8 fanatics 12 guardians
16 security drones 5 frost guardians
3 combat drones 3 sentinels
100fiends 9 warlocks
56 fire fiends 16 archwarlocks
43 ice fiends 4 watchers
20 toxic fiends 4 cryowatchers
12 CalSec sentries 2 pyrowatchers
Traits
Whizkid L3
Cover Master L1
Son of a Gun L2
Sustained fire L2
Hoarder L1
Headshot L3
Scavenger L1
Sysop L2
FIREANGEL L2
Trait order
Cov->SF->Whk->Sys->MFA->Sys->Whk->SoG->
MFA->Whk->SoG->Hor->Hsh->Scv->Hsh->Hsh->
SF
Equipment
Slot #1 : IDR rail rifle BA2
* Balanced 1
* Critical 25
* Efficient
* Io Defence Reserve
* Scope
Slot #2 : AV1 12ga shotgun +HB2A
* Hallowed
* Second chamber
* Calibrated 1
* Autoloader
* Auto-calibrated
* Critical 40
* Slowdown
Slot #3 : Firestorm
Slot #4 : IDR EMP rifle HBA
* Hallowed
* Critical 25
* Swap Harness
* Io Defence Reserve
* Rush 10
* Advanced EMP
Body : JS basic armor B3A2
* Swift
* Metabolic boost
* Padded
* Loading feed
* Durable
* JoviSec
Head : JS basic helmet P2B2A
* Health Monitor
* Crit Enhancer 25
* Plated
* Long-range tracking
* Durable
* JoviSec
Utility : AV2 shotgun AMP
* Shotgun shred capacitor
* Shotgun spread control
Relic : archreaver's claw
* Acid dreams
Permanents
Medusa's Curse
Exalted Essence Attunement
Fire Essence Attunement
Blood Essence Attunement
Pain Essence Attunement
Rift Attunement
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x100)
12ga shell (x47)
multitool (x5)
stimpack (x1)
6
Forum / Re: Forum is being slow
« on: December 23, 2025, 01:17 »
Thanks for the reply, I've registered on Discord then - so once I get around to moving relevant files to the phone I can post that bug report. Will be hanging around on forums still.
7
Post Mortem / [1.8h|U|Sc|YAAM] Assassinate with Vengeance, or melee takes a back-seat
« on: December 23, 2025, 01:01 »
A Fated run where scoped unique Vengeance played the dominant part, and Assassinate was used as "they have cover, so let's teleport to melee and finish them". With Swashbuckler, you can call Assassinate when you have Vengeance equipped, it switched to the first melee slot counting from 1 (or to last recorded melee weapon slot?). Hence I moved that plasma katana to first slot, as machete tended to get chosen otherwise.
Didn't bother to go into level where you can get Soulstealer, as by IO I realized this is going to stay a primarily ranged game.
Basically, what happened is that I screwed melee game (the need to level Vengeance also "helped" to neglect melee). I missed the Katana upgrade from AV2 machete at first, plasma Katana arrived really late. Also, I remember being brave with melee in Callisto did not pay off, as in still didn't get melee AMP. Thankfully, Vengeance with Loading Feed on armor is a build unto itself, and that was gotten early. At mid-Europa, Vengeance was maxed if memory serves.
Beside Exosuit on Dante Inferno, later Dante level offered necrotic armor, but I took neither options (I needed Loading Feed to support Vengeance, Meshed to support melee assassinations). Bled out of almost all medkits, but kept military stimpack and large medkit for last level. Used melee assassinations with plasma katana (that rolled Vampiric 2) to refill health.
Also, yes, mortems of the base game I post are generally to show UV completed 100% with Dante Inferno, cause while I am a casual player, the JH forum has unfortunately low activity whereas sometimes people have doubts about masteries' performance with regards to full-clearing UV, as those good players who can consistently win N! and write guides about this tend to outright suggest not going for 100% kills or avoiding Dante Inferno when mastery tends to invite ammo issues or trouble arises otherwise. I tend to prefer UV difficulty as I'm stressed enough in real-life and UVmax game is about the right level of challenge for me, still requiring attention but something where I can salvage victory even after making mistakes.
Didn't bother to go into level where you can get Soulstealer, as by IO I realized this is going to stay a primarily ranged game.
Basically, what happened is that I screwed melee game (the need to level Vengeance also "helped" to neglect melee). I missed the Katana upgrade from AV2 machete at first, plasma Katana arrived really late. Also, I remember being brave with melee in Callisto did not pay off, as in still didn't get melee AMP. Thankfully, Vengeance with Loading Feed on armor is a build unto itself, and that was gotten early. At mid-Europa, Vengeance was maxed if memory serves.
Beside Exosuit on Dante Inferno, later Dante level offered necrotic armor, but I took neither options (I needed Loading Feed to support Vengeance, Meshed to support melee assassinations). Bled out of almost all medkits, but kept military stimpack and large medkit for last level. Used melee assassinations with plasma katana (that rolled Vampiric 2) to refill health.
Also, yes, mortems of the base game I post are generally to show UV completed 100% with Dante Inferno, cause while I am a casual player, the JH forum has unfortunately low activity whereas sometimes people have doubts about masteries' performance with regards to full-clearing UV, as those good players who can consistently win N! and write guides about this tend to outright suggest not going for 100% kills or avoiding Dante Inferno when mastery tends to invite ammo issues or trouble arises otherwise. I tend to prefer UV difficulty as I'm stressed enough in real-life and UVmax game is about the right level of challenge for me, still requiring attention but something where I can salvage victory even after making mistakes.
Vigilant, level 17 Scout,
defeated the Harbinger against all odds.
He survived for 14243 turns.
The run time was 2h 28m 53s.
World seed was 24849.
He scored 7785 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!
CALLISTO L2 - Desolation
CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L1 - The Hunt
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - Cleared!
Valhalla Command - found Vengeance
EUROPA L3 - Lockdown
EUROPA L5 -> The Pit
The Pit - Cleared!
Io Nexus - Exalted Summons
IO L5 -> Infernal Lock
Infernal Lock - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Exosuit
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 840 out of 840 enemies.
36 former grunts 10 military sentries
6 corrupted grunts 21 CalSec bots
1 former CRI grunt 9 security bots
11 former grenadiers 3 military bots
1 corrupted grenadier 5 guardian bots
12 former soldiers 21 reavers
36 corrupted soldiers 24 cryoreavers
3 former CRI soldiers 17 toxic reavers
2 CRI soldiers 27 archreavers
3 former sergeants 16 kerberi
5 corrupted sergeants 14 cyberi
4 former CRI sergeants 12 cryoberi
1 CRI sergeant 10 toxiberi
33 former guards 15 medusae
2 corrupted guards 12 archmedusae
1 former commando 34 ravagers
17 corrupted commandoes 9 armored ravagers
4 CRI commandoes 6 siege ravagers
2 former heavies 12 plasma ravagers
6 corrupted heavies 24 CRI marines
2 former CRI heavies 7 CRI bots
10 fanatics 28 guardians
8 security drones 8 frost guardians
2 combat drones 4 sentinels
71 fiends 11 warlocks
24 fire fiends 12 archwarlocks
8 ice fiends 7 watchers
17 toxic fiends 1 cryowatcher
23 CalSec sentries 3 pyrowatchers
13 security sentries
Traits
Skilled L1
Dash L1
Hellrunner L3
Executioner L2
Swashbuckler L1
Hoarder L2
Scavenger L1
Energy leech L2
ASSASSINATE L3
Trait order
Hr->Exe->Das->Hr->MAS->Skl->EnL->EnL->
MAS->Exe->Hor->Scv->Hor->Swa->Hr->MAS->
Equipment
Slot #1 : plasma katana H
* Hallowed
* Vampiric 2
* Electro-plasma blade
Slot #2 : Vengeance
* Scope
Slot #3 : 7.62 pierce rifle C
* Freezing 2
* Critical 40
* Anti-armor
Slot #4 : AV2 machete +V
* Vampiric 3
* Auto-calibrated
* Ripper 25
* Hunter 20
Body : AV2 marine armor PB
* Durable
* Meshed
* Auto-repair
* Loading feed
Head : AV3 combat helmet PB
* Danger Monitor
* Durable
* Health Monitor
* Nightvision
Utility : AV3 auto AMP
* Auto speed-loader
* Auto booster
Relic : ancient armband
* Ancient Power
Permanents
Medusa's Curse
CRI backpack
Inventory
energy cell (x36)
7.62 ammo (x100)
.44 ammo (x50)
.44 ammo (x50)
.44 ammo (x50)
.44 ammo (x50)
.44 ammo (x41)
plasma grenade (x1)
gas grenade (x3)
gas grenade (x2)
smoke grenade (x1)
CRI phase kit (x2)
multitool (x2)
8
Post Mortem / [1.8h|U|Te|YAAM] This was a second Entrenchment game won in a row
« on: December 23, 2025, 00:22 »
This run actually predates the other two I recently posted, at the time I completed it I felt like Gun Kata is shit-tier mastery, later proved wrong with ammo management traits (and generally not caring about JS armor and instead going for experience). Entrenchment, however, was easier for me to figure out than Gun Kata, as in how to do UV 100% necessary including Dante Inferno. Still, because this was an Entrenchment run after I decided Entrenchment Technician is infinitely better than Gun Kata Scout, I played this game more methodically and paranoidly double-checking every cleared floor, as loosing this game would make an ego hit (hence long time). Mentally, I was making a claim against some other person's mastery tier list for 1.8 (they ranked Gun Kata third whereas Entrenchment very bottom, to me was more like the other way around -- their rank is according to N! performance whereas mine about UV with mandatory 100% and Dante Inferno, Gun Kata runs into ammo issues on this UV setting exactly, whereas N! has extra ammo and fire-on-move definitely better there).
I don't remember much about this run except that I planned to use MDF .44 JAC SMG I found, by the way another MDF .44 JAC SMG was printable in this seed (at least on level 3 clearance I had). Past Europa this gun saw very little use, however, was not as effective against adaptive packs as I thought, so winning felt rather "I've recovered from mistake" stuff (that is, .44 weapons are not good without ammo-finding traits and I should have known better, fortunately, I don't need for everything go to plan in order to win). Also, another thing is I think I had command visor to go through Black Site without red keycards, and that armor prior to that point didn't have any durable, which was a pain. So as the result both armor pieces were replaced.
Hallowed Focused BFT is nice to have on Entrenchment build (because halved ammo consumption), I packed in the bottom corner of final level and worked BFT "magic" on boss, undistracted by mobs. One mob walked up to me during my "ceremonial" work and I didn't die upon destroying him as collateral to the shot I did on boss, whether Focused is sufficient for this or Cover Master also helped I didn't keep track of. I must have healed during boss fight still since boss had clear shot on me, but I think that was damage from the boss and not BFT; also, I didn't need any other weapon or grenades that fight.
Also, 888 out of 888 enemies.
I don't remember much about this run except that I planned to use MDF .44 JAC SMG I found, by the way another MDF .44 JAC SMG was printable in this seed (at least on level 3 clearance I had). Past Europa this gun saw very little use, however, was not as effective against adaptive packs as I thought, so winning felt rather "I've recovered from mistake" stuff (that is, .44 weapons are not good without ammo-finding traits and I should have known better, fortunately, I don't need for everything go to plan in order to win). Also, another thing is I think I had command visor to go through Black Site without red keycards, and that armor prior to that point didn't have any durable, which was a pain. So as the result both armor pieces were replaced.
Hallowed Focused BFT is nice to have on Entrenchment build (because halved ammo consumption), I packed in the bottom corner of final level and worked BFT "magic" on boss, undistracted by mobs. One mob walked up to me during my "ceremonial" work and I didn't die upon destroying him as collateral to the shot I did on boss, whether Focused is sufficient for this or Cover Master also helped I didn't keep track of. I must have healed during boss fight still since boss had clear shot on me, but I think that was damage from the boss and not BFT; also, I didn't need any other weapon or grenades that fight.
Also, 888 out of 888 enemies.
Vigilant, level 17 Technician,
defeated the Harbinger against all odds.
He survived for 25313 turns.
The run time was 4h 3m 53s.
World seed was 11897.
He scored 7857 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!
CALLISTO L3 -> Mimir Habitat L1
Mimir Habitat L1 - Low Power
Mimir Habitat L3 - Low Power
Mimir Habitat L3 -> MDF Central
MDF Central - Cleared!
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L1 - Lockdown
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
Containment Area - found Hate
IO L3 - Secure Vault
IO L3 -> Io Black Site L1
Io Black Site L1 - Exalted Curse
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Avalanche
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (bronze cluster) (+50)
* 25+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 888 out of 888 enemies.
58 former grunts 13 security sentries
6 corrupted grunts 2 military sentries
1 former CRI grunt 5 CalSec bots
3 former grenadiers 9 security bots
7 corrupted grenadiers 2 military bots
2 former CRI grenadiers 23 reavers
32 former soldiers 29 cryoreavers
27 corrupted soldiers 22 toxic reavers
2 hellish soldiers 45 archreavers
5 former CRI soldiers 12 kerberi
10 former sergeants 13 cyberi
6 corrupted sergeants 13 cryoberi
1 hellish sergeant 1 toxiberos
2 former CRI sergeants 21 medusae
2 CRI sergeants 8 archmedusae
23 former guards 32 ravagers
4 former commandoes 19 armored ravagers
16 corrupted commandoes 3 siege ravagers
6 hellish commandoes 9 plasma ravagers
2 former heavies 31 CRI marines
7 corrupted heavies 31 CRI bots
4 hellish heavies 13 guardians
4 fanatics 10 frost guardians
11 security drones 7 sentinels
4 combat drones 9 warlocks
50 fiends 14 archwarlocks
43 fire fiends 2 cryowatchers
14 ice fiends 1 pyrowatcher
9 toxic fiends 11 MDF sentries
19 CalSec sentries
Traits
Whizkid L3
Cover Master L3
Son of a Gun L3
Sustained fire L3
Sysop L1
ENTRENCHMENT L3
Trait order
Cov->SF->Whk->Sys->MEN->Whk->Whk->Cov->
MEN->Cov->SF->SoG->MEN->SoG->SoG->SF->
Equipment
Slot #1 : plasma rifle +PB2A
* Hunter 1
* Balanced 1
* Auto-calibrated
* Extended Mag 6
* Efficient
Slot #2 : TTL BFT9K HP
* Hallowed
* Focused
* Tei Tenga Labs
* BFT
Slot #3 : MDF .44 JAC SMG +B
* Efficient
* Auto-calibrated
* Mimir Defence Force
* Frenzy 3
* Splatter
Body : TTL combat armor PBA3
* Critical 10
* Carrier
* Swift
* Metabolic boost
* Durable
* Tei Tenga Labs
Head : TTL marine helmet P2B2A
* Health Monitor
* Critical 10
* Crit Enhancer 25
* Plated
* Durable
* Tei Tenga Labs
Utility : AV3 auto AMP
* Auto accelerator
* Auto booster
Relic : ancient armband
* Ancient Power
Permanents
Exalted Essence Attunement
Fire Essence Attunement
Acid Essence Attunement
Pain Essence Attunement
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x80)
.44 ammo (x50)
plasma grenade (x3)
gas grenade (x3)
multitool (x3)
stimpack (x3)
stimpack (x1)
large medkit
9
Post Mortem / [1.8h|U|Ma|YAAM] Bulletstorm through Europa with assault SMG, railgun late-game
« on: December 22, 2025, 23:58 »
So in recent discussion on Discord submachineguns were brought up as a subject, and when I rolled Bulletstorm in a Fated run I decided to try and make this about SMGs, at least until IO. With the seed generously handing multitools, this made the full-length Conamara Chaos Biolabs a desired (and rather easy) branch. This seed was generous with much more than multitools, however, what with (JS?) medi-fiber armor pickable in Callisto Rift as a random spawn and then another (this time definitely JS) medi-fiber manufacturable on Callisto Rift L3. I did use second medi-fiber to use less healing in Rift's poison when enviro pack worn off, but at Europa L1 I would necessarily discard it. Generally early game exotic armors (such as ablative or medi-fiber) aren't good for me to keep around past Callisto, as I prefer to have more mod slots and don't really dodge well in lategame.
I did use deagle for a while on Callisto Rift but mainly to get AV2 pistol AMP (which rolled with +20% crit chance and pistol focus mode), which I kept until Dante Inferno despite using plasma rifle from IO L1 onwards, as the only auto AMP(s?) I seen didn't have crit chance/damage. The versatility of Bulletstorm mastery is definitely its strong point. On Europa L1, I used "manufacture body armor" option twice due to how many multitools I had, and the second one rolled with Loading Feed, which is what I wanted. I also manufactured 7.62 assault smg, and since I had bloody tears relic from the Rift, Europa was really easy moon for me. All mods on assault SMG except vampiric were put on Europa far as I remember, whereas vampiric was put on IO when I was no longer using it.
I left exactly 10 multitools in my inventory to go through Conamara Chaos Biolabs branch, which means only one armor repair, the rest into Attunements, and no dumping multitools into health station. That was risky but paid off. Cryomancer fight was triggered to early, so I then still had bloody tears relic, which was to my detriment, but fortunately I had napalm grenade to at least cut his health significantly. So more stressful fight than I expected and more healing items used up than absolutely necessary, but still a win. I arrived on IO L1 with no multitools (I think?), so I only modded plasma rifle with auto-calibration. The rest mods on it arrived as world drops - no tech stations were found this run anymore.
Even though I had come on IO L2 with a couple of red keycards, CRI Laboratory has spawned rather than Blacksite, so Mephitic Mines was the more attractive option and keycards were ditched. In fact, I kept them mainly for the sake of RNG: Mephitic Mines was definitely considered even if Blacksite would exist, but sometimes branches are locked with keycards. This rather illustrates how Bulletstorm at L1 + Army Surplus L2 is really good ammo economy. At this point I still had pistol AMP and, like I said, would keep it until the end Dante Inferno, despite using rifles from now on. On IO L6 I would find railgun, and happily replace the unused jackhammer with it. Generally, my weapons obsoleted each other: that is, I only used 7.62 assault SMG prior to plasma rifle, plasma rifle only prior to railgun (for which Bulletstorm does nothing). Despite the fact that build had progressively less synergy with such moves, my character's strength only increased. Traits taken with Bulletstorm also helped have enough ammo to field railgun - ammo was never a concern and I only used Mephitic Mines L2 manufacture station for like 50 plasma ammo to fill it to 200, left the remaining charge unused, and never used ammo stations afterwards (even for grenades).
Dante Inferno was still dangerous and I could have died there with my reckless play (railgun didn't always kill enemies in 1 hit, and I was advancing towards enemies aggressively, and otherwise took blast damage), so this is why the choice of 2 ranks Cover Master, both of which came after Dante Inferno.
One could possibly chastize me for not keeping to SMGs since IO, but my build did not feel powerful enough to take on CRI Laboratory, and plasma SMGs are unlikely random drops (and even when they are, you are unlikely to auto-calibrate them). Overall, Bulletstorm L1 with smg-then-rifles is generally a good plan, next time best try to get auto AMP with critchance and not pistol AMP on Rift I guess. Railgun is just that powerful to work with anything that crits, has loading feed and keeps it fed, that Bulletstorm L1 falls out of use is not a weakness, given that it allows to make game easy and frees a lot of room for taking useful skills (but you do want Loading Feed on your armor). I really wish I had that railgun on masterless Tech run I attempted recently, a shame that one worked with scopes and never sought it, whereas Bulletstorm Marine had it gift-wrapped and was much thankful.
I did use deagle for a while on Callisto Rift but mainly to get AV2 pistol AMP (which rolled with +20% crit chance and pistol focus mode), which I kept until Dante Inferno despite using plasma rifle from IO L1 onwards, as the only auto AMP(s?) I seen didn't have crit chance/damage. The versatility of Bulletstorm mastery is definitely its strong point. On Europa L1, I used "manufacture body armor" option twice due to how many multitools I had, and the second one rolled with Loading Feed, which is what I wanted. I also manufactured 7.62 assault smg, and since I had bloody tears relic from the Rift, Europa was really easy moon for me. All mods on assault SMG except vampiric were put on Europa far as I remember, whereas vampiric was put on IO when I was no longer using it.
I left exactly 10 multitools in my inventory to go through Conamara Chaos Biolabs branch, which means only one armor repair, the rest into Attunements, and no dumping multitools into health station. That was risky but paid off. Cryomancer fight was triggered to early, so I then still had bloody tears relic, which was to my detriment, but fortunately I had napalm grenade to at least cut his health significantly. So more stressful fight than I expected and more healing items used up than absolutely necessary, but still a win. I arrived on IO L1 with no multitools (I think?), so I only modded plasma rifle with auto-calibration. The rest mods on it arrived as world drops - no tech stations were found this run anymore.
Even though I had come on IO L2 with a couple of red keycards, CRI Laboratory has spawned rather than Blacksite, so Mephitic Mines was the more attractive option and keycards were ditched. In fact, I kept them mainly for the sake of RNG: Mephitic Mines was definitely considered even if Blacksite would exist, but sometimes branches are locked with keycards. This rather illustrates how Bulletstorm at L1 + Army Surplus L2 is really good ammo economy. At this point I still had pistol AMP and, like I said, would keep it until the end Dante Inferno, despite using rifles from now on. On IO L6 I would find railgun, and happily replace the unused jackhammer with it. Generally, my weapons obsoleted each other: that is, I only used 7.62 assault SMG prior to plasma rifle, plasma rifle only prior to railgun (for which Bulletstorm does nothing). Despite the fact that build had progressively less synergy with such moves, my character's strength only increased. Traits taken with Bulletstorm also helped have enough ammo to field railgun - ammo was never a concern and I only used Mephitic Mines L2 manufacture station for like 50 plasma ammo to fill it to 200, left the remaining charge unused, and never used ammo stations afterwards (even for grenades).
Dante Inferno was still dangerous and I could have died there with my reckless play (railgun didn't always kill enemies in 1 hit, and I was advancing towards enemies aggressively, and otherwise took blast damage), so this is why the choice of 2 ranks Cover Master, both of which came after Dante Inferno.
One could possibly chastize me for not keeping to SMGs since IO, but my build did not feel powerful enough to take on CRI Laboratory, and plasma SMGs are unlikely random drops (and even when they are, you are unlikely to auto-calibrate them). Overall, Bulletstorm L1 with smg-then-rifles is generally a good plan, next time best try to get auto AMP with critchance and not pistol AMP on Rift I guess. Railgun is just that powerful to work with anything that crits, has loading feed and keeps it fed, that Bulletstorm L1 falls out of use is not a weakness, given that it allows to make game easy and frees a lot of room for taking useful skills (but you do want Loading Feed on your armor). I really wish I had that railgun on masterless Tech run I attempted recently, a shame that one worked with scopes and never sought it, whereas Bulletstorm Marine had it gift-wrapped and was much thankful.
Vigilant, level 18 Marine,
defeated the Harbinger against all odds.
He survived for 17589 turns.
The run time was 2h 34m 56s.
World seed was 20995.
He scored 7855 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!
CALLISTO L2 - Volatile Storage
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L3 - Infestation
Callisto Rift L3 -> The Rift
The Rift - Cleared!
EUROPA L2 - Secure Vault
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 - Windchill
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
Containment Area - found Bloodletter
IO L2 -> Mephitic Mines L1
Mephitic Mines L2 - The Hunt
Mephitic Mines L3 - found Wavesplitter
Mephitic Mines L3 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Apocalypse
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (silver cluster) (+100)
* 50+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 837 out of 837 enemies.
34 former grunts 6 military sentries
3 corrupted grunts 13 CalSec bots
1 former CRI grunt 5 security bots
5 former grenadiers 1 military bot
5 corrupted grenadiers 20 reavers
10 former soldiers 23 cryoreavers
34 corrupted soldiers 48 toxic reavers
3 former CRI soldiers 45 archreavers
4 former sergeants 4 kerberi
3 corrupted sergeants 13 cyberi
2 former CRI sergeants 7 cryoberi
1 CRI sergeant 8 toxiberi
16 former guards 15 medusae
2 corrupted guards 11 archmedusae
23 corrupted commandoes 20 ravagers
6 former CRI commandoes 27 armored ravagers
1 former heavy 4 siege ravagers
3 corrupted heavies 12 plasma ravagers
1 CRI heavy 21 CRI marines
4 fanatics 9 CRI bots
9 security drones 20 guardians
4 combat drones 5 frost guardians
95 fiends 4 sentinels
61 fire fiends 3 warlocks
32 ice fiends 13 archwarlocks
12 toxic fiends 3 watchers
5 CalSec sentries 4 cryowatchers
21 security sentries
Traits
Hellrunner L3
Son of a Gun L3
Sustained fire L2
Tough as Nails L3
Army Surplus L2
Cover Master L2
Whizkid L1
BULLETSTORM L1
Trait order
Hr->Arm->SF->Arm->Whk->MBS->SoG->Hr->
SF->Hr->TaN->SoG->SoG->TaN->TaN->Cov->
Cov
Equipment
Slot #1 : railgun VC
* Vampiric 3
* Freezing 2
* Frenzy 10
* Electromagnetic rail
Slot #2 : 7.62 assault SMG +A2V
* Vampiric 3
* Critical 25
* Calibrated 1
* Auto-calibrated
Slot #3 : plasma rifle +PA2
* Critical 25
* Hunter 1
* Balanced 1
* Auto-calibrated
Body : AV1 marine armor BA2
* Critical 10
* Swift
* Durable
* Loading feed
Head : JS marine helmet P2BA
* Crit Enhancer 25
* Plated
* Critical 10
* Durable
* JoviSec
Utility : AV3 utility AMP
* Tenacity
* Adrenal
Relic : - NONE -
Permanents
Mephitic Taint
Exalted Essence Attunement
Acid Essence Attunement
Fire Essence Attunement
Blood Essence Attunement
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x100)
energy cell (x96)
plasma grenade (x3)
ancient salve
multitool (x5)
multitool (x3)
small medkit (x1)
10
Forum / Forum is being slow
« on: December 21, 2025, 05:44 »
Tends not to load stylesheet most of the time, and I was not able to post a bug report thread with attachment (takes forever to finish, I have given up after trying to create thread four times), although at least created one other thread (without attachments) in Jupiter Hell's Post Mortem so not completely hopeless. Nonetheless, Firefox's Network console only shows access to this site, no third-party sites, just sometimes connection to specific resources (especially css) tends to time out. Is it happening to anyone else across the world, or is it connections on my side / country where I reside?
11
Post Mortem / [1.8h|U|Sc|YAAM] GunKata Scavenge and Hoard to 100% UV including Dante Inferno
« on: December 21, 2025, 03:52 »
(GOG version, so 1.8h rather than 1.8j)
As you might know if you've attempted yourself, Gun Kata tends to run out of ammo in Dante L3/L4, even if not going to Dante Inferno. As of recent returning to Jupiter Hell after a long bring, I am doing runs on UV with all various kind of masteries, targeting full clear including Dante Inferno, and this posed the most challenge of masteries tried so far (whereas with Entrenchment Technician, for example, I won two games in a row). The format I am going through this is Fated, then if I fail, I do non-Fated runs with the same mastery selected manually until I succeed. Gun Kata gave me so much trouble I put it off for a while and run other masteries, after I had a non-100% win that did get through Dante Inferno. That run also would have been 100% were it not for the bug, but was then carried by medusa relic making everything in sight bleed, which enabled me to go melee, so I didn't consider that a "proper" victory for this mastery, but rather for the Scout being easiest to go melee in late game when that was not originally in the plans.
So this is a "proper" though non-Fated run with Gun Kata in my opinion, not totally absent good items of course (AV3 amp rolled with 40% crit-chance to pistols, even if the other bonus took 4 multitools to reroll to a useful +% crit damage), but one that feels to have more due to execution than mere luck.
So, GunKata can work for 100% clear with emphasis on ammo and some attention to get crit nearer to 100%. Fortunately, the mastery itself does provided bonus to crit chance, depending on distance with it only becoming 0% at distance=6, which given the limited optimal range of pistols pre-calibration, the GunSlinger L1 optimal distance penalty, usually tends to still help enough with pushing crit to 100% apparently, and especially where you most need it (enemies approaching close).
As you might know if you've attempted yourself, Gun Kata tends to run out of ammo in Dante L3/L4, even if not going to Dante Inferno. As of recent returning to Jupiter Hell after a long bring, I am doing runs on UV with all various kind of masteries, targeting full clear including Dante Inferno, and this posed the most challenge of masteries tried so far (whereas with Entrenchment Technician, for example, I won two games in a row). The format I am going through this is Fated, then if I fail, I do non-Fated runs with the same mastery selected manually until I succeed. Gun Kata gave me so much trouble I put it off for a while and run other masteries, after I had a non-100% win that did get through Dante Inferno. That run also would have been 100% were it not for the bug, but was then carried by medusa relic making everything in sight bleed, which enabled me to go melee, so I didn't consider that a "proper" victory for this mastery, but rather for the Scout being easiest to go melee in late game when that was not originally in the plans.
So this is a "proper" though non-Fated run with Gun Kata in my opinion, not totally absent good items of course (AV3 amp rolled with 40% crit-chance to pistols, even if the other bonus took 4 multitools to reroll to a useful +% crit damage), but one that feels to have more due to execution than mere luck.
- There was no Rift this branch, and I decided not to try Mines (despite that route allows to obtain JS armor), but rather go to Valhalla Terminal for early-game experience from shutting down the CalSec. I considered that to be important in this run because of putting a lot of points into Hoarder and Scavenger, and that this is the first my attempt to incorporate those skills in GunKata run.
- Valhalla Terminal L3 got a manufacturing station, which I used to manufacture plain 7.62 sidearms. I never manufacture AV sidearms as I consider that more likely to result in waste of precious multitools.
- I had no Durable mod on any of my armor pieces till Dante, and the Durable on my body armor I put on Dante Station L4, with the additional slot 'freed' for the future bulk mod at the end of Dante Inferno.
- I kept swapping headgear until I got AV1 combat helmet with filtered, generally my combat helmet ever had at most just one mod, usually some accuracy pack I would find after I already modded weapons
- Through IO until defeating Ancient, I used relic with Acid dreams effect (really helped with Robo guys), which I probably gotten from Europa's cryoboss level, I don't quite remember. The +50% damage or something against demons is my favorite Ancient drop, though
- I didn't take Love pistol in The Pit, nor did take medusa's fang on Noxious Hollow. The latter especially would NOT be the good choice for this build, as pistols are fired usually at different enemies and don't kill them
- AV2 marine armor spawned with Swift, Fire-resistant, making it a non-brainer choice to put Critical 10 and Carrier early. I didn't notice my crit chance at max visible distance was less than 100%, seemed to be less important than solving ammo problems, which they did.
- Generally Whizkid didn't see a good usage this run, as I was running out of multitools due to rerolling the minor bonus on AV3 amp from +1 optimal range in late Europa, forgot about Extended Mag being a priority for plasma pistol, etc.
- Only ever used dual shotgun against one adaptive pack, otherwise it was all pistols since GunKata L1. After getting Scavenger L2 I had to switch to plasma pistol to grab energy cell, of course, unless having too many, in which case I let sidearm corrected. Mephitic Mines L2 was close to depleting ammo, good thing they have that ammo manufacturing station there
- In Dante Inferno on last island, had to go Stealth against the last archwarlock enemy, so as to make to a distance from him, reload and finish him off without pain's penalty to accuracy. But generally, archwarlocks die in 2 shooting turns, so provided you don't close distance with them you are fine even without pain-reducing bonuses. Likewise, with Dante Station L2's Hunt event, was lucky to have kept CRI phase kit in my inventory, as being swarmed from 2 sides with one team having a (arch?)warlock is something non-Extended Mag plasma pistol doesn't fair well.
- You may be surprised that third point in Hellrunner was really low priority for this build, but you can really see that I still had a lot of health supplies left when I downed the final boss.
So, GunKata can work for 100% clear with emphasis on ammo and some attention to get crit nearer to 100%. Fortunately, the mastery itself does provided bonus to crit chance, depending on distance with it only becoming 0% at distance=6, which given the limited optimal range of pistols pre-calibration, the GunSlinger L1 optimal distance penalty, usually tends to still help enough with pushing crit to 100% apparently, and especially where you most need it (enemies approaching close).
Vigilant, level 17 Scout,
defeated the Harbinger against all odds.
He survived for 16224 turns.
The run time was 2h 17m 40s.
World seed was 65308.
He scored 7833 points.
He was ULTRAVIOLENT!
CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L3 - The Hunt
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - Cleared!
EUROPA L2 - Windchill
EUROPA L5 - Secure Vault
EUROPA L5 -> The Pit
The Pit - Cleared!
The Pit - found Love
IO L3 -> Mephitic Mines L1
Mephitic Mines L2 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Station L2 - The Hunt
Dante Inferno - Cleared!
Dante Inferno - found Shadowhunter
Dante Inferno - found BFT 10K
Awards
Medal of Prejudice (+200)
* Won with 100% kills
CRI Star (silver cluster) (+100)
* 50+ kills without taking damage
Conqueror Ribbon (+200)
* Completed all encountered special levels
He killed 822 out of 822 enemies.
31 former grunts 23 CalSec sentries
15 corrupted grunts 14 security sentries
1 former CRI grunt 18 CalSec bots
18 former grenadiers 1 security bot
3 corrupted grenadiers 2 guardian bots
10 former soldiers 15 reavers
27 corrupted soldiers 22 cryoreavers
1 former CRI soldier 41 toxic reavers
6 CRI soldiers 52 archreavers
3 former sergeants 10 kerberi
3 corrupted sergeants 12 cyberi
2 former CRI sergeants 12 cryoberi
29 former guards 14 toxiberi
2 CRI guards 18 medusae
8 former commandoes 7 archmedusae
18 corrupted commandoes 23 ravagers
4 former CRI commandoes 22 armored ravagers
2 CRI commandoes 7 siege ravagers
4 former heavies 18 plasma ravagers
6 corrupted heavies 26 CRI marines
4 fanatics 13 CRI bots
6 security drones 15 guardians
2 combat drones 4 frost guardians
2 military drones 7 warlocks
54 fiends 10 archwarlocks
7 fire fiends 1 watcher
20 ice fiends 7 cryowatchers
21 toxic fiends 4 pyrowatchers
Traits
Hellrunner L3
Son of a Gun L2
Hacker L1
Hoarder L2
Gunslinger L2
Scavenger L2
Whizkid L1
GUN KATA L3
Trait order
Hr->SoG->SoG->Gsl->MGK->Hor->Hr->Hak->
MGK->Scv->Whk->Scv->Hor->MGK->Gsl->Hr->
Equipment
Slot #1 : VS 7.62 sidearm +BAC
* Speed-loader
* Freezing 2
* Calibrated 1
* Auto-calibrated
* ValSec
Slot #2 : plasma pistol +AV
* Vampiric 3
* Calibrated 1
* Auto-calibrated
Slot #3 : AV2 12ga dual shotgun
* Critical 50
* Calibrated 2
* Slowdown
Slot #4 : AV3 katana
* Rush 20
* Demonbane
Body : AV2 marine armor PBA
* Durable
* Critical 10
* Carrier
* Fire-resistant
* Swift
Head : AV1 combat helmet PB
* Durable
* Plated
* Filtered
Utility : AV3 pistol AMP
* Pistol capacitor
* Pistol hit tracker
Relic : ancient armband
* Ancient Power
Permanents
Mephitic Attunement
CRI backpack
Inventory
energy cell (x100)
energy cell (x79)
12ga shell (x50)
7.62 ammo (x100)
7.62 ammo (x94)
plasma grenade (x1)
gas grenade (x3)
krak grenade (x3)
multitool (x3)
military stimpack
military stimpack
stimpack (x3)
small medkit (x3)
large medkit
large medkit
12
Bug Reports / Increasing mod capacity of AV item doesn't substract charges
« on: August 31, 2023, 08:46 »
These new actions on rare tech stations: "Add ADV mod slot" and "Add ADV/EXO mod slots" don't actually cost anything at all, as long as there are enough charges to make them accessible you can execute them, but charges won't be actually spent.
(Version 1.7, from GOG)
(Version 1.7, from GOG)
13
Bug Reports / Gog download for Windows is still 1.6
« on: August 06, 2023, 10:38 »
As of the time of this writing, the latest version of Jupiter Hell published on gog.com for Windows target remains 1.6, although GNU/Linux and Mac operating system are on the recent version 1.7. Gogdb site shows in build section that a recent build for Windows was made, but in download section it also lists version 1.6 for Windows and 1.7 for other platforms.
14
General Discussion / Re: Gasmask drops from events
« on: March 12, 2023, 05:39 »
I was wrong, it's random. Seed 29965 Ultra-Violence, standard game, 1.6 version, Callisto Mines L2 has "emergency brake", when script is executed gas is released and a stimpack is dropped, not a gasmask.
15
Bug Reports / 1.6 Crash on Endless level 120
« on: March 11, 2023, 06:36 »
A crash happened on Jupiter Hell version 1.6, when exiting level 119 of Endless to get to level 120.
Seed 19044 (Ultra-Violence).
Bug report attached.
The game does preserve the save of last successfully entered level (119), so at least I was able to clear that level two more times: first attempt confirmed that bug would reoccur on trying to enter level 120, the second time I chose to abandon the game to get my Platinum badge.
Seed 19044 (Ultra-Violence).
Bug report attached.
The game does preserve the save of last successfully entered level (119), so at least I was able to clear that level two more times: first attempt confirmed that bug would reoccur on trying to enter level 120, the second time I chose to abandon the game to get my Platinum badge.
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