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 1 
 on: Today at 02:44 
Started by Omega Tyrant - Last post by Omega Tyrant
After the extreme damage tanking that Strongman Angelic required, it was time to go in the extreme opposite direction of taking very little damage with Demonic Diamond. This badge sits as perhaps the most imposing Diamond aside from Arena Diamond; completing standard N! with under 500 damage for the Untouchable Pin would already be an impressive achievement, winning with under 200 for the Untouchable Medal is going to make the vast majority of players nope out of even trying it. Additionally, while most of the Diamonds can be cheesed or made at least somewhat easier, Demonic Diamond uniquely sits as an uncheesable Diamond, as you can't mix it with any Angels to make it easier, and there is really nothing you can exploit in the game to win it aside from heavily utilizing general damage avoidance tactics and making the most of Invulnerabilities. Unsurprisingly, according to the 0.9.9.7 Badge Hunters thread, Demonic Diamond was tied for the second least won Diamond/Angelic badge with only two players recorded winning it; papilio and Icy, i.e. the player who once held the record for most Diamonds in 0.9.9.7, and the player who broke his record and became the first to verifiably win every Diamond in any version. Two more players were also listed winning it in 0.9.9.6, 2DeviationsOut and Firstblood, and well, anyone reading this likely already knows the story behind 2Dev, while Firstblood's Demonic Diamond mortem is one of the most outlandish things I ever seen on this forum and makes most of 2Dev's mortems look believable in comparison (doing Demonic Diamond as a Conqueror, while playing a melee build that doesn't even get Intuition until late in the game, while hitting a ton of levers for Gambler's Shield without said Intuition, while getting Hell Arena Pwnage with no AoMC and no Juggler/Finesse/Intuition, while getting the luck needed for Shambler's Head without good ranged DPS, while also getting the luck needed for Gatekeeper Diamond on N!, while being melee-locked through nearly all of Hell from the guaranteed Dragonslayer and getting through N! Mortuary melee-locked without taking a ton of damage, while by his own admission not knowing how to properly corpse dispose with a melee weapon yet still managing to clear every special level of every respawn, while also also getting the luck for Scavenger Diamond with no Whisper Of Death cheese and being melee-locked so he had to get lucky with several Phase Devices to get in all three vaults, while it was only the second recorded run on his file that he treated like a casual N! run and is the last thing he ever posted? Come the fuck onnnnnnn). So yeah, only two players have verifiably won this badge legit (well Tormuse also won it in 0.9.9.4, but it had a completely different requirement prior to 0.9.9.5 of beating standard N! with only fist kills, so it isn't meaningful for comparison here).

So what to do for the build. Both papilio and Icy went masterless Scouts that opened with Int2 and then Dodgemaster, while papilio got general offense after Dodgemaster and Icy got TaN2 before getting Fin and SoB, and both had the same overarching strategy of playing through the game fast, not sticking around to clear levels and basically ignoring all the special levels besides Chained Court. I of course though don't like the masterless Scout stairdive, as I find it's too reliant on Invuln/Berserk and stair luck, and is lacking in the power to handle bad hot starts or other bad levels like mazes with stairs on the opposite side of the map; even if such a build could survive, it's sure to take a lot of damage doing so and under 200 damage doesn't give much room for error. Cateye is an option as the damage avoidance mastery, but without being backed by AoMC, Cateye similarly has a lack of power to cleanly get through hot starts or being suffocated by enemies with subpar cover. So I want good damage avoidance, and less reliance on powerups or good level generation luck? What do you know, it's gonna be another Shottyhead run for me! Compared to my typical Shottyhead builds, I do go for Int2 after by usual Fin -> Jug opener, as while the attrition damage from general exploration is something I usually can easily shrug off, I will quickly run out that 199 damage allowance by repeatedly walking into an enemy's vision and so Int2 is pretty necessary here, especially if I don't want to run->wait over a hundred thousand turns on every single floor. I also considered Berserker as damage assurance against the VMR and Cyberdemon, but ended up foregoing it as I won't get the levels to easily fit it in without sacrificing other important traits and I plan to not stick around in later levels where the VMR will be more prominent. With the overarching strategy compared to papilio and Icy, I also do plan to clear out earlier floors when I'm able to reasonably do so with little damage since the extra levels will make me less dependent on powerup luck later, but once I get Shottyhead, I'll be looking to just go for the Invuln stairdive the rest of the way when I see the opportunity to do so.

As always, you got Phobos Base Entry at the start, and it's annoying as avoiding damage here is entirely luck-based, but if you just spam my "run straight for the base and hope the Shotgunners don't immediately come out" strat, you should get a damageless Phobos Base Entry without wasting too much time, but you can settle for getting hit by a single Pistol bullet or some Former punches if resetting for the damageless Base Entry would be excessively annoying. One good thing is you don't need to worry about getting the medkits here, as a successful Demonic Diamond run won't need much healing, but they would be nice to have still, if just as a means to restore running. If you get a bad floor 2 generated that makes you take a lot of unavoidable damage early, you might just want to reset, though after my first damageless Phobos Base Entry, I got one of the best floor 2s I could ask for with a very safe camping spot and a vault with a Combat Shotgun, a Tech Mod to put on it, and a Red Armor (while you want to avoid giving enemies the chance to hit you at all, having very good armor is important because you won't play perfectly or will just get put in situations where damage is unavoidable and so minimizing how punishing any hits you take is important). It took a lot of camping, but I'm able to get through the first two floors damageless (and 100% kills too, so I actually briefly had Demonic Angelic online, but you can see from the turn counter there just how ridiculous it was to do that over just the first two floors...).

I then head into Hell's Arena and do actually intend to clear it unlike papilio and Icy in their runs. Giving up the easy Chained Court sucks (and I would indeed skip Unchained Court later on), but that guaranteed Rocket Launcher is just more important for two key reasons; one, you need rocket jumping to stretch Invulns far longer than they would last otherwise, and two, if I don't get a floor 7 Invuln nor can get lucky with a Phase Device, rocket jumping is needed to ensure I don't take a big amount of damage in Phobos Anomaly. Having access to a corpse disposing weapon early is also gonna be important, because you're not gonna be able to cleanly kill every enemy in a doorway or on fluids and a dangerous enemy respawning at a bad time can potentially result in you taking a lot of damage (and if you don't get this Rocket Launcher, you likely won't get one until early Deimos, and possibly won't get one until even later if the RNG isn't cooperative). The Blue Armor before Hell Knights start showing up will also be nice, less important when I already got a Red Armor but still, it's actually slightly better at reducing damage from Hell Knights and Cacodemons than the Red Armor. Clearing Hell's Arena is also why I open with Juggler instead of Intuition, since Juggler is the single best early game trait for clearing Hell's Arena and could save a reset if I get a bad starting wave spawns (not to mention its value in aiding precise corpse stacking when I can't eat projectiles on corpses to destroy them), while floor 2 is easy enough to avoid damage in without Int2 and I should hit level 4 by the end of Hell's Arena to have Int2 before floor 3. As for how Hell's Arena goes, I do immediately lose my damageless bid and would get hit by another Cacodemon shortly after, but the rest of the Arena went without a hitch thanks to having Juggler (the early EXP boost from that that floor 2 Cacodemon vault was also nice for letting me hit level 4 to get Int2 midway into the Arena instead of at the end). After an easy floor 3, my early strategy gets quickly justified with this floor 4 maze with the stairs on the complete opposite end of my starting point. Running through this level would not have been viable, I would have surely been screwed by respawning Hell Knights if I couldn't blow up their corpses with the Rocket Launcher, and even with my early offensive advantage, there were too many enemies to safely push through the maze and so I had to pull back. Fortunately I was able to set up a workable camping spot near an acid pool for corpse disposal, and while some enemies could pop up from the south, the Imps that largely did so I could safely shoot at a distance, so it took a while but I get through that floor with little damage. The next two Phobos floors would have me fight a disgusting amount of Hell Knights but I get through killing nearly everything in them (while also skipping Unchained Court, since I would likely take a large amount of damage in it), however Phobos 7 would be a very nice breather, not only being an easy safe floor but it also had the most important thing to find before the end of Phobos, an Invulnerability Globe. After clearing the floor I skip the Phobos 7 special level (which was Phobos Lab that was going to be an automatic skip anyway, would have done Military Base though if it spawned and I didn't get an Invuln), and then take the Invulnerability into Phobos Anomaly, allowing me to get through damageless. I finish Phobos with only 24 damage taken, considering avoiding damage is hardest in Phobos and a good Demonic Diamond attempt would finish it around 100, this is an incredible pace, but I can't get too complacent, it only takes a couple bad floors to lose Demonic Diamond.

Thanks to rocket jumping, I'm able to take the Invuln into Hell's Armory, allowing me to safely clean the starting area and set up camp to clear it out without taking damage. My plan was always to stop by Hell's Armory/Deimos Lab since the pre-Shambler portion of them could be safely cleared out with minimal damage and getting one of the Exotic shotguns or the Jackhammer from the weapon cache would be a huge help, while the two free mods and Shell Box are also nice, and then I could just leave without fighting the Shamblers. With me having a shot at the Shambler's Head for the guaranteed Nano Mod and being so far ahead of the damage pace, I do take the risk in releasing the Shambler. Unfortunately I don't get good teleportation luck and I don't have Shottyhead yet, so I do get hit a couple times, while the lab cache reward is an Onyx Mod, normally great but it's actually probably the least useful of the four rare mods here, since if I'm taking enough damage for infinite durability to matter in this sort of run, it's probably over anyway (I decide to hold onto it to make Lava Boots later since it could maybe save me more damage than indestructible Red Armor or a pre-buff Tower Shield would). The weapon cache also wasn't useful; it had a Blaster and GCB, amazing if this was a Pistol run but basically useless for Shottyhead... Coming into Armory was still worth it though for the mods (making a Tactical Shotgun and Boots) and the Shell Box. Deimos 2 would follow this up with an awkward starting room, and I would end up in a rather perilous position where I got pincered by a Baron and Commando while I didn't have Shottyhead online yet to fight them both. With running and getting closer to the Commando, it doesn't go as badly as it could have, but I do take a Plasma Rifle burst and lose my shot an Untouchable Cross (one of three medals I'm still missing, but I'm going to need to get it anyway when I go for pure Destroyer Diamond soon, so that doesn't matter as long as I stay under 200). Deimos 3 would give me this annoying warehouse level, where I had to keep luring enemies into this one door, and while I could have probably done The Wall damageless, I don't need the Backpack or Missile Launcher and so it would be a pointless risk. I also find a Bulk Mod to Fireproof one of my Red Armors, as since I won't be getting Berserker, getting hit by the VMR or Cyberdemon will do a lot of damage even in P-modded Red Armor. Speaking of the Cyberdemon, after getting Shottyhead, my plan was to get HR2 and Dodgemaster to ensure I could get through him damageless (as long as I didn't get bad luck with his starting spawn position), however Deimos 5 would have an Invuln on it, where I then pivot and do Invuln'd rocket jumping to skip through the last two Deimos floors to take that Invuln to the Cyberdemon, allowing me to skip getting Dodgemaster for more Finesse and Whizkid to better help me lategame. The Invuln lasts through the Cyberdemon fight, and I end up finishing Deimos with only 59 damage sustained, giving me a generous 140 damage buffer for Hell to work with. (On a side note, that aforementioned Deimos 5 had a second Blaster spawn, a reminder Blasters have a measly spawning weight of 2 in this version, shame I don't get this luck with the special shotguns instead...)

At this point, since the Mastermind will be easy, I'm ready to do a stair dive through Hell to Dis when I get more Invulnerability. Hell does give me a rough intro however, with Hell 1 being a maze that has both set of stairs far from the starting point, while my Invuln from Deimos runs out shortly in. Taking it very slowly and carefully though, I'm able to get through the maze taking no more than 2 points of damage, and then Hell 2 has the Invuln I need to finish this. After clearing out Hell 2, I take that Invuln, level up shortly into Hell 3 to get Whizkid and build myself a Tactical Rocket Launcher, at which point it's a wrap. I rocket jump invulnerable through the rest of Hell, while taking the opportunity to detour through Limbo after getting another Invuln on Hell 4 to get the Assault Shotgun and mod it up just in case the Invulns run out before Dis, but thanks to the Tactical Rocket Launcher letting me rocket jump several times between reloads, I'm able to Invuln skip the rest of Hell. The Invuln does run out shortly into Dis, but they last long enough to get me safely in the Mastermind's face, where I can hammer away with the Double Shotgun and effortlessly stunlock her to death with Shottyhead. I take just 2 points of damage through Hell, so I end up finishing the game with a mere 61 damage sustained.

And there it is, the Demonic Diamond is secured. Despite how scary this bad looks, after a few resets on Phobos Base Entry, my first run that got past Base Entry damageless ended up going all the way. Despite that first try, I wouldn't say this badge doesn't deserve its reputation, I did have to play extremely slowly and carefully before I got the Invulns to skip most of the second half, and that floor 2 vault with Red Armor + a T-modded Combat Shotgun really helped me mitigate damage in Phobos, but it's probably not the hardest Diamond. Aside from the even more infamous Arena Diamond, I think Inquisitor Diamond may have actually been harder, and I'm not looking forward to pure Destroyer Diamond, though you also have to consider that unlike those harder Diamonds, there's nothing you can do to try cheesing Demonic Diamond with its standard game restriction, other than spam quick runs until you get extremely good Invulnerability luck. An interesting thing to me about this run is that if you subtract the 14 damage I took from the Shambler that I could have not released (the Onyx mod I got from killing him did basically nothing anyway, as I made very little use of the Lava Boots I made from it), I actually would have finished with under 50 damage... which means theoretically this run would have won under Masochist Angelic's constraints even without getting any Ironman or Blood Skulls or Medical Armors to expand your health pool there. That gets me thinking, perhaps when I do eventually try to win the first 0.9.9.7 Masochist Angelic, rather than going Vampyre as I was planning, perhaps I should do this Shottyhead build again... We'll cross that bridge when I get there. Also getting this badge and many other Diamonds + Angelics with Shottyhead, perhaps that could convince people that I'm right about it being a top tier mastery? :p Anyway with Demonic Diamond, I'm at 22 Diamonds now and without cheesing any of them through Dual Angels, though Destroyer Diamond and especially Arena Diamond may test my resolve to not resort to Dual Angel abuse...

Now here is the mortem:

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

 ONLY200?!, level 12 Cyberdemon Chaos Lt. General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 1227766 turns and scored 439960 points.
 He played for 3 hours, 58 minutes and 56 seconds.
 He opposed the Nightmare!

 He killed 1078 out of 1455 hellspawn. (74%)

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

  Levels generated : 11
  Levels visited   : 3
  Levels completed : 2

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

  Cyberdemon's Head
  Mastermind's Brain
  UAC Star (gold cluster)
  Untouchable Medal
  Hell Armorer Badge
  Hell Champion Medal
  Demonic Diamond Badge

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

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

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

  Health 83/50   Experience 62054/12
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Reloader         (Level 2)
    Juggler          (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 1)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  Fin->Jug->Int->Int->HR->Rel->Rel->SM->MSh->HR->Fin->WK->

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

    [a] [ Armor      ]   red armor [6/6] (99%) (P)
    [b] [ Weapon     ]   double shotgun (10d3)x2 [0/2] (P1T1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x43)

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

    [a] tactical shotgun (8d3) [5/5]
    [b] tactical rocket launcher (6d6) [3/5]
    [c] assault shotgun (9d3) [6/6] (P2T1)
    [d] fireproof red armor [4/4] (100%)
    [e] shotgun shell (x14)
    [f] shotgun shell (x50)
    [g] shotgun shell (x50)
    [h] shotgun shell (x50)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] shotgun shell (x50)
    [l] rocket (x10)
    [m] rocket (x2)
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] lava plasteel boots [2]
    [r] shell box (x100)

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

    Fire       - internal 0%    torso 25%   feet 0%   

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

    139 former humans
    194 former sergeants
    40 former captains
    241 imps
    121 demons
    156 lost souls
    59 cacodemons
    34 hell knights
    19 barons of hell
    7 arachnotrons
    30 former commandos
    17 pain elementals
    6 revenants
    7 mancubi
    5 arch-viles
    1 shambler
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  On level 9 he found the Grammaton Cleric Beretta!
  On level 9 he assembled a tactical boots!
  On level 9 he assembled a tactical shotgun!
  He destroyed the evil within and reaped the rewards!
  On level 11 he assembled a fireproof armor!
  On level 13 he assembled a lava boots!
  He left level 15 as soon as possible.
  On level 16 he found the Tower of Babel!
  On level 19 he assembled a tactical rocket launcher!
  On level 20 he was foolish enough to enter Limbo!
  He managed to escape from Limbo!
  On level 21 he ran for his life from lava!
  He left level 22 as soon as possible.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 You quickly reload the double shotgun.
 The Spider Mastermind flinched!
 You quickly reload the double shotgun.
 The Spider Mastermind flinched!
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 You quickly reload the double shotgun.
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 You quickly reload the double shotgun.
 The Spider Mastermind flinched! The Spider Mastermind flinched!
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind! Press <Enter>...

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

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

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

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

 2 
 on: January 12, 2026, 02:05 
Started by Omega Tyrant - Last post by Omega Tyrant
Next up in my 0.9.9.7 conquest, I decided it was time to get that 9th Angelic to tie Tormuse's record and become the second ever player to have verifiably gotten the Chaos Lt General rank. Among the dwindling options, I decided to go for Strongman Angelic, a badge with only one verifiable win in 0.9.9.7 by Tormuse (it was also won in 0.9.9.8 by micerang, though it was much easier in that version with the dodging bug, the overly buffed Marine, and that version's hideously broken Vampyre). This is a badge that certainly lives up to its Angelic billing and I'm not surprised only Tormuse got it in 0.9.9.7, even papilio apparently gave up on it after stating he was going for it. In Strongman runs, you don't actually need to only use your fists, you can use other weapons to weaken enemies, as long as all finishing blows are from punching enemies, but even with that reprieve doing this in Nightmare is still extremely difficult. The idea of "weaken enemy to near death with your Pistol/Shotgun, then punch them out in one hit when they get close" sounds nice in theory, but the sheer enemy density of N! means you often can't do this cleanly to enemies one at a time and having to fight several at once in the open like N! often forces will be a death sentence when you're slowly trying to punch out everything. You also need cover to do this, as with N!'s increased enemy aggression, any ranged-attacking enemy that sees you will keep firing on you, and if you weaken them from a distance, you'll still need to get in through their constant barrage to punch them, thus making you even more dependent on floors generating with good cover. Then you of course have N!'s trademark respawning on top, while being unable to kill with weapons that inflict knockback nor be able to use stronger melee weapons that can gib, and using rocket launchers or other large explosives to blow up corpses is very risky, when some Former or other weak enemy could inadvertently get caught in the explosion to end the run, thus making you also heavily dependent on floors generating with doors or fluids in spots with usable cover. Even if you get a perfect camping spot with a doorway or fluid tile, and so can perfectly funnel every enemy single file while being able to weaken each of them before they reach you, anything bigger than an Imp you often won't perfectly weaken to be killed in one punch and even Imps can get hits in annoyingly often, so attrition damage racks up fast in ideal scenarios.

The worst thing however hanging over your head is that if a single enemy dies to any weapon, you are immediately disqualified from earning this badge; an enemy wasn't quite in one-punch kill range but your Shotgun/Pistol shot rolled unexpectedly high and killed them, you tried shooting something with a Shotgun and some enemy behind them you didn't see gets killed by it, a Pistol misses and blows up a barrel behind the enemy you shot at that then kills them or another enemy, that's it run is over, Q+Y and try again. There's also the fucked indirect kill attribution of 0.9.9.7, where if an enemy dies by indirect means (e.g. from items, infighting, telefragging, or damaging fluids), the kill will be attributed to the weapon you had equipped at the time of their death. This means you must ardently limit the time you have a weapon equipped, so you can't run -> wait or move around a floor with a weapon equipped, else if an enemy attacks you and kills something else in the crossfire or Formers keep walking into a teleporter and telefrag each other or some Pinky on the other side of the map dies while running through acid, your run is over if you happened to have any weapon equipped when those things happen, and you might not even notice it if you don't pay good attention to the messages to notice the "You hear the scream of a freed soul" message. Being unable to have your weapon out at all times doesn't just make this run more annoying to play, it makes the attrition damage issue even worse, as without Juggler, the time it takes to swap to a weapon will allow an enemy to move back out of vision or to a tile where they get LoS on you, or it's a bigger enemy that moves closer and costs you a crucial additional shot you could have gotten on them before punching them. At least if you punch an enemy with a weapon equipped, the game will correctly attribute it as a fist kill, so you don't need to waste time swapping back to your fists to punch things (before attempting this I did a quick HNTR AoOC test to verify if I could still get Sunrise Iron Fist after punching enemies to death with a weapon equipped, doing a Strongman Angelic run and then not getting the badge if the kill attribution was fucked that way too would have been very deflating).

For the build, there is really only one viable option and that's Vampyre. As mentioned, you'll take a heavy amount of unavoidable attrition damage and so having the mastery that heals off that attrition damage is imperative, while trying to avoid the attrition damage with Blademaster won't work that well when you'll be unable to one-shot anything bigger than Imps even when berserked. When it comes to your opening traits, in a normal Vampyre run I would usually open with Finesse, or if in AoB, I would go straight for Berserker, but in a Strongman run, getting Brute 3 ASAP is non-negotiable; not only is increasing the damage of your punching vital when it's so weak, but since building up the Berserker counter requires hits to deal at least 10 damage, you can't even trigger Berserker with your fists without having Brute 3. Then you need to get Vampyre ASAP after that; picking up Finesse or TaN instead of Badass is tempting, but as established, you just won't survive if you don't heal off all the attrition damage and you'll probably be running low on medkits by the time you reach level 6, if you have any at all. After Vampyre you then get some differing options to build, Tormuse in his run went straight for TaN, however I go for Fin2 and then WK2 immediately; Finesse is not only a means for increasing DPS, but it'll also help you trigger Berserker faster, which is crucial to reducing the damage you take. For example, punching a full health Baron with no berserk is a very unfun time, as he'll get three hits in before you get four punches in to trigger Berserker, which each Baron swing will deal 9-11 damage that even a Red Armor will only reduce to 5-7 damage, so 15-21 total in said Red Armor (even greater in weaker armor), and he'll still get another hit or two in after Berserker kicks in, while you get 6 HP back for killing him. With Finesse, you can get a double hit or two in on him to reduce the hits he get in before Berserker triggers, significantly reducing the damage you take punching him, and this damage saving will be even more drastic when you're in a midst of a horde and triggering Berserker ASAP is your only hope of survival, thus it will save you more damage than TaN will (not to mention it'll also let you more effectively damage bigger enemies with other weapons before they reach you, so even more damage saving there). Then getting WK2 is important because the most crucial piece of equipment is getting yourself adequate indestructible or regenerating armor, as even with doubled-repairing shards, this run will make you chew through armor like Nightmare Demons chew through noobs, and TaN alone does not suffice, especially when TaN does not reduce the damage your armor takes (as it's applied in damage calculation after your armor). (Your different armor options are explained in the spoiler)
Spoiler (click to show/hide)
After WK2 I go for Juggler, which can be surprising as at this point as I'm not so reliant on using weapons to weaken enemies and so Badass 2 or TaN would be more valuable, but if I make this far, when I do use weapons, I want to absolutely minimize the time I spend with it equipped to reduce the chance some random Pinky dies in lava or something else dies while I have a weapon equipped, which is probably a bigger risk to ending a run at this point than me actually dying. After that is level 12 and so I still don't get Badass nor TaN as I can get more Finesse and Brute; I go for Fin3 first, I already explained the importance of faster attacking speed and speed is something that gets even better the more of it you have (at this point I will be getting 2 punches for nearly every 1 attack from standard speed enemies, and even against Archviles I can now sneak extra punches in without berserk, while with berserk, I'll be getting nearly 3 punches for 1 from standard speed enemies and getting reliable double punches on fast enemies), and then it's maxing out Brute to make my damage less pitiful (with Brute 5, your punches now deal 16-18 damage, 32-36 when berserked, thus with berserk you can now two-shot any enemy below an Archvile, while also one-shotting Revenants and Arachnotrons). It's Badass 2 after that for extra insurance with carrying around more boosted health, and then I finally get TaN for my final two levels, though if I was relying on a Nanofiber Red Armor in this run, I may have gotten TaN sooner (but with the armor I had, I didn't need the farther damage reduction).

With the overarching strategy, there are two ways to approach Strongman Angelic; you either play it the intended way and actually clear out most floors punching everything to get 90+% kills, or you stair dive and pray you get lucky enough with Berserks/Invulns to survive and farm a Pain Elemental or safe respawn for hours later in the run to make up the 90+% kills needed. Tormuse did the latter, and ended up spending a whopping 7 and a half hours on his run, farming Pain Elementals for an absurd 12029 Lost Soul kills (granted he went that far to get Iron Skull and could have made do with half the Lost Souls, but having to kill 6K Lost souls is still a crazy time-consuming amount), Tormuse however doesn't state how many tries it took him, while stair diving seems extremely unreliable when you're playing a Marine (so no stair sense) and can't use any weapons to kill stuff nor can rocket jump with enemies around (as invariably something would get killed by it or infighting while you have the rocket launcher equipped). Considering how unappealling spamming stair dives until I get very lucky is to me and the extremely tedious lategame Lost Soul/respawn grinding needed if I skip most of the floors, I decided to play it the more "legit" way and actually kill most enemies along the way. Micerang in his Strongman Angelic actually pulled off a YAAM Conqueror, but again considering 0.9.9.8 gave you the cheat code that was the dodging bug and its overpowered Marine + its version of Vampyre that was essentially IDDQD, doing that in any other version would be ludicrous, so I won't be going that far and will leave any floor that is not worth staying on (especially in Phobos), while I will only be entering and clearing special levels that are still easily doable with the fist-only kills restriction.

When it comes to the run itself, it immediately gets annoying with Phobos Base Entry; if the Shotgunners come out early when you approach the building, that's it run is over, reset, even if you can run through their shotgun blasts without dying you'll take too much damage. If they don't come out early and you can get to the side of the building, the level is easy to clear as you can gift drop all the Formers to punching range and approaching an initial Former Human isn't hard as they'll have Storm Trooper accuracy when you're running. The next part of aggravation though comes in getting those Small Medkits that you really want when you need all the health you can get early on and getting them is a terrible luck-based ordeal; I found a trick where you can guarantee a double attack on a Shotgunner if he attacks on consecutive quick swaps you do, but with Brute 1 your punch does 4-6 damage, so if you roll 4 on one punch and then don't roll a 6 on the other punch, you won't kill him in two punches, and you only have 74% accuracy too with Brute 1 so your finishing punch will miss annoyingly frequently, where the Shotgunner will then use the medkit up. And unlike in a normal run where you can use the first Shotgunner's Shotgun to one-shot the second Shotgunner with a medkit, you can't do that here, so you will need roll the unreliable odds again. Calculating all the probabilities here would be annoying, but I would say you only have around 25% or less odds of getting a good Phobos Base Entry with both medkits and not taking too much damage, so aiming for that will make you quickly reset a lot, and even getting a good Phobos Base Entry will often be for naught as you get a floor 2 that isn't viable. I kept trying for the ideal Phobos Base Entry, but in retrospect you probably should just settle for the one medkit and not taking too much damage, the extra medkit won't save you getting a fucked early Phobos floor and any run that makes it to Chained Court can be viable (as you'll see), so all those resets that will be caused trying to get both medkits here won't be worth it.

Speaking of floor 2, it'll be the floor with the most deaths or resets if you don't aim for an ideal Phobos Base Entry. To start with, if you spawn near a bunch of enemies in the open without an immediate good escape path, your run is already over, Formers will shred you quickly in the open and you can forget about trying to punch out several Imps at once with only Brute 1. If you get forced to fight a Pinky before you get Brute 2, your run is also over; with only Brute 1 your fist will deal an appalling 2-4 damage to them while their bites deal 6-8 damage and they'll be getting a double attack in for every 2 or 3 punches you throw, so you absolutely need to avoid them before you at least get Brute 2 (ideally you'll want Brute 3, since with Brute 2 you're still dealing only 5-7 damage, but Brute 2 can be workable if you can at least weaken them significantly first). If you don't get an immediate run-ending start, first thing will be trying to find a workable camping spot with a door or water tile ASAP and then set up camp, as well as hoping you can punch out enough Formers before having to punch out Imps with Brute 1 (who are a lot more competent in melee than Formers and will often not die to two punches if not previously damaged, as you will need to roll two 6 damage rolls without missing either punch to do so). Once you got a camping spot, you can gift drop with one of your medkits to lure Formers into punching range, but you can safely shoot them once with your Pistol to aggro them into position or just weaken them into one-punch kill range since saving any damage you take helps (without damage boosts, the Pistol can't do more than 8 damage and so can never kill an undamaged Former in one shot, however the Pistol does frequently miss and so you shouldn't shoot if you can see a barrel behind the Former). Imps are trickier, as they can't be lured in by gifts, and with their just above-average speed, they can get a double move as you wait and so can get a surprise attack in, or immediately pop into melee range, while the math isn't in your favor if you try duking it out with several undamaged Imps (Imps deal 3-5 in melee, 2-4 if you got Green Armor on, and won't frequently miss like Formers will, while they can occasionally get double hits in without Finesse and you can't one-punch a full health Imp without Brute 3, which even then you'll only do so 33% of the time). You'll need to Pistol Imps from behind cover to safely get their attention, and you'll want to Pistol them to one-punch range; usually you can only get one safe Pistol shot on them but if their health is displayed as "lightly wounded" or "scratched", the Pistol low rolled and left them at 9/10 HP, so you can (and should) Pistol them again to ensure they're in one-punch range with Brute 2 or especially Brute 1 (but after you get Brute 3, you'll always one-punch them after any Pistol shot). If an Imp is at least 8 tiles away, a Shotgun will fail to one-shot them even with an incredibly unlikely max damage roll, but using a Shotgun is risky as barrels could be around just outside your vision that would get blown up, or there could be Formers or Lost Souls right outside your vision that get killed in the spread, so you shouldn't use Shotguns to aggro an Imp unless you're damn sure nothing is behind it.

Regarding Lost Souls, with their 50% bullet resistance you can safely get at least two Pistol shots off on them and you won't need to worry about them leaving a corpse, but don't Pistol a wandering Lost Soul that's less than 5 tiles away, as a shot Lost Soul will immediately charge and cover up to 4 tiles in a single move, while their charge hits harder than Imps with 5-7 damage (ideally after you Pistol a Lost Soul, it charges right into punching range for you to finish off). With Pinkies, ideally you have some acid on the level and can just wait for them to kill themselves in the acid or lure them over it, otherwise you are going to want to bust out the Shotgun to weaken them, as the Pistol likely won't get more than a few shots off before they reach you with over half their health intact, which is going to be a very unpleasant time with only Brute 2. If a Pinky's health is displayed as "wounded", they can die to any closish Shotgun blast (they can have as little as 13 HP left, which a very high damage roll can inflict to them even from a few tiles away), but this early it's a risk you have to take as a "wounded" Pinky can have as much as 18 HP and even a 13 HP Pinky will likely take up to three punches with Brute 2 to kill while you lose nearly half your health in the exchange (you should try getting them down to at least "severely wounded" before punching them, when you have Brute 2 I would even say you should probably risk another Shotgun blast on them at "heavily wounded"). For one more note with Pinkies, always check their health before shooting them, otherwise you might risk shooting a Pinky that's already nearly dead from running through acid offscreen (and I did lose a couple runs from shooting at Pinkies that happened to injure themselves to near death, you should also do the same with Imps since they can survive telefrags with 1 HP and I lost another run to shooting at an Imp without looking at its health that indeed survived a telefrag offscreen).

With vaults on Floor 2, they can be a mixed blessing; vaults can have very nice things inside, but on N! they'll be filled with over a half dozen Pinkies or Cacodemons, while you won't be able to get Brute 3 + Berserker this early to berserk through them. First thing is to try finding the vault and setting up camp near its entrance to make sure no enemies open it, you do not want the enemies inside getting out before you get Brute 3. If you can guard the vault and kill all other enemies on the floor, you can then try dealing with it. If there is a nearby Berserk Pack, you should utilize it to clear out the vault, but if not you'll need to approach it more carefully. If it's Pinkies and there's acid, you can try luring them over to it or push an acid barrel near the vault and blow it up, otherwise you'll have to break the door open from a distance and try isolating them once you get them out, while utilizing doors to block them off when needed. Cacodemons have a lot more HP and hit even harder in melee (doing 7-9 damage), while they'll fly over any acid, but they are a lot slower, so they might actually not be as bad if you can isolate them, as you can much more easily escape them and more easily weaken them before they reach you (you want to get them to "mortally wounded" before punching them, you can risk shotgunning a "heavily wounded" Caco this early but should switch to the Pistol if they're "severely wounded" but not yet in your face as a Shotgun has too high of a chance to kill them even near edge of vision, while they're guaranteed to survive at least one Pistol shot at that health range). If you get lucky with a vault and can clear it out, you could get a Red Armor early that will be extremely helpful, a Phase Device of either sort that will be crucial for a certain later level or a Rocket Launcher that will be even better for said level (and do emergency corpse disposal in the meantime), and early Large Medkits. Even just a Blue Armor would be useful for getting through the next few floors, and if there's nothing good inside, at least it'll be extra crucially needed early EXP. Whatever the floor layout is, you should fully clear floor 2 or reset/die trying if you're unable to, killing everything on floor 2 should get you enough EXP to hit level 3 to get the direly needed Brute 3, or it'll at least get you no more than a few kills away from hitting level 3, you do not want to be punching Hell Knights with Brute 2. In my winning run, I got a Massacre lever on floor 2; I got one in a few prior runs that I couldn't find in time before dying, but in this run I was able to escape that nasty looking start and find it. If you get a Massacre lever, you should try finding it and hit it ASAP; as it'll gib all Formers, kill all Imps, and significantly weaken Lost Souls and Pinkies (you'll lose any medkits or armors picked up by the Formers, but it's probably worth the tradeoff here). You could try going into Hell's Arena despite clearing it being out of the question, I usually go in even in runs where it's unviable just to get some kills for EXP, however I skipped it in nearly all my attempts here as it can go quickly awry and I typically already spent 15+ minutes just getting through floor 2 (the only time I went in was when I got a lucky early Shell Box from an ammo crate so I could weaken the Cacos and Pinkies much more safely, maybe if I got a Combat Shotgun from a floor 2 vault I would consider it too). Even if you get any Berserk Packs on floor 2, you shouldn't waste them going into Hell's Arena, as they'll help you survive the upcoming floor much more and you're not clearing Hell's Arena anyway.

After floor 2 is the ever dreaded floor 3-5 range, with the Hell Knights and more dangerous level types showing up. Hell Knights hit as hard as Cacodemons do, but they have even more HP, are faster than you with 110% speed, and can wear any armor they find as well as steal + use medkits. You'll rarely be able to cleanly shotgun down a Hell Knight to one-punch range, and unless you started shotgunning from far away, they'll probably get to you with over half their health remaining, where it'll take you at least three punches to kill them even with Brute 3. Hell Knights also often spawn heading a group of Imps, at which point you can't shotgun them down unless you can get the Hell Knight separated from the Imps. Whenever you find Berserk Packs, seeking and punching out any Hell Knights you see or hear while berserked should be your immediate kill priority, and you should eat an Imp fireball on top of their corpse to destroy it. You need to hit level 4 to get Berserker, as otherwise lethal hot starts and generally unviable floors can be survived with it, while the run's ultimate success still hinges on getting Vampyre, so you should try clearing floors in this range if you can do so. But if a floor is just too tough (such as a Cacodemon cave, Warehouse levels, or any maze), then you should leave upon finding the stairs, reaching The Chained Court is your top priority. In this run, I entered floor 3 with much needed berserk and had another immediately accessible Berserk Pack, so I could clear out the Hell Knights and a vault that spawned (as well as nabbed myself a Phase Device from inside it). The next two floors would be awful Warehouse levels with the mass barrel quasi-event, so clearing them out was unviable and I got brutalized fighting my way to the stairs. I was able to make it to The Chained Court but I thought the run was over as I had no armor and only a single Small Medkit (I didn't even bother taking screenshots because I thought the run was going to die in Chained Court or shortly after anyway).

If you make it to The Chained Court, it's tempting to grab all the Berserks and hightail it, but you should actually clear it, as if done correctly, you can come out of it without burning any medkits and you really want that Baron EXP, while you also want the mods (you can't mod your fists but you need A mods to move faster and P mods to buff your armor, as well as B mods for your armor if you don't get an Onyx nor Nano later). For clearing Chained Court, grab the Chainsaw (and immediately unequip it), then just immediately run to one of the exit rooms; punch out any Formers that are in the way but otherwise run past them until you get to the exit room and set up camp in there. You'll get shot up a lot and will probably be low on health, but you should make it (while a Berserk will fully heal you in a bit), and once you have the exit room secured, you can drop a medkit or armor in the doorway and camp it until all the non-caged Formers come to it (if there's a Chaingunner you had to punch out in the exit room, you'll have to keep punching him as he revives until you're sure no Former is right outside, then you can step out as he gets back up and wait for him to get in the doorway to put him out for good before resuming camping). Once all non-caged Formers are dead, it's onto the Barons; grab a Berserk and then go release the right Barons, punch one out and eat an acid ball on its corpse to destroy it, then immediately run back to the center, where you can then shotgun the Baron until it's sufficiently weakened for you to punch it out in the doorway. You then repeat the process for the Barons on the left side, except you instead lure the last Baron into the exit room instead of to the center room, and once the last Baron is killed in the doorway, you can camp with a gift there until the remaining Formers released in the center room come to you. Doing this I'm still able to clear The Chained Court despite the dire state I was in, and have two Berserks left to take with me to the next floor.

Phobos 6 was a maze that I would have no hope in if I stayed, but I find the stairs quickly enough and nab myself a battered Blue Armor for some armor as well as a Supercharge along the way, and then Phobos 7 is yet another Warehouse level with a hot start, but I survive just long enough to get Vampyre. I also find the red stairs quickly, which turned out to be Military Base! If it was Phobos Lab I would have kept looking for the normal stairs (I already lost my deepest run prior from Phobos Lab after being forced into it when rolling an Arachnotron Cave on floor 7, punching out Nightmare Demons just isn't viable and I didn't have the speed to safely lure out the cave Nightmare Demons nor a Rocket Launcher for preemptively triggering Berserker), but Military Base I could easily clear with Vampyre online regardless of my armor/health supply and it'll be a huge EXP dump alongside having lots of armor, potentially medkits from crates, and two mods, so I just go right in after my berserk runs out. Then it's Phobos Anomaly, you get a much needed Red Armor and two Large Medkits, but you have to get past the Nightmare enemy ambush. The simplest way to get past would be to get an Invuln on floor 7, the next safest way is rocket jump through if you found a Rocket Launcher (and you'll be safe from anything dying as you do so as the Nightmare enemies are so tanky), or if you have no Hellrunner, then you need to get lucky with a Phase Device. I'm unsure how to handle it without those things in this run, especially if you don't even got A-modded boots as I didn't yet in this run; your only shot might be P-modding the Red Armor, punch the Nightmare Demons and hope Berserker activates before you die, then run back to the starting room with berserk and hopefully Vampyre can keep you alive as you punch out everything in the doorway. Luckily that aforementioned Phase Device I got does get me past the ambush, I then pop the radsuit from Military Base as I punch out the Bruisers (should have used the Chainsaw to weaken them but I'm able to successfully punch them out without using my Red Armor), and at last I finally get a run to Deimos after dozens and dozens of attempts. This also serves as a good lesson that as long as you can make it to The Chained Court, Strongman Angelic is still viable, no matter how bad your armor and health situation is.

Deimos would immediately give me a big reprieve, with its first floor having not just One Invuln, two Invulns (plus a Hatred Skull that might be handy), but three Invulnerabilities! I'm able to take them all with me to Deimos Lab, where I just run straight to the Shamblers and punch them out with Invulnerability (the Invuln wasn't really needed when they would have been manageable enough with Berserker, but it was some much needed catharsis). I would have to retreat back to the teleporter room and wait for all the remaining enemies who didn't get their corpses destroyed to teleport in, after this bit of tedious cleanup, I can access the lab cache, and get a Sniper Mod... plus a Nano mod! I have my Red Armor already P-modded and so can make Powered Red Armor, however I'm still a level off from getting WK2 and I'll need it first or else I won't be able to mod it after (yet again I'll question why the hell this restriction with modding pre-WK2 assemblies existed, 0.9.9.8 getting rid of it was seriously one of its best changes). So I'm left at the conundrum of if to just make the Powered Red Armor now or wait until WK2; since my medkit supply is looking much better after Military Base and that good first Deimos floor, I make the decision to try holding out for one more level (and use the Sniper Mod to make a Plasmatic Combat Shotgun for easy anywhere corpse disposal + safe wall destruction, but I have to use it very sparingly as I do not want the run ruined at this point because of something dying while using it). I would get a pretty good Deimos 2 (as well as a stark reminder why you can't walk around with weapons equipped in this version, as I walked into a Mancubus' vision that then fired and killed enemies behind me, the run would have been over right there if I had anything equipped), and then on Deimos 3 I would reach level 10, where I promptly make the Powered Red Armor and P-mod it for a regenerating armor with 7 protection, 50% fire resist, 25% melee resist, and no movement penalty. If that wasn't enough, I find a Rocket Launcher (after having one blown up on the prior floor by the aforementioned Mancubus) that I immediately use all the Bulk mods I had to turn into a Tactical Rocket Launcher (which will let me take more Invulns with me at the end of a floor and the smaller radius can let me more safely rocket jump around enemies in a pinch), and finally an Agility mod for my boots (I somehow did not get a single one in the prior three special levels). At this point the run is mostly won, the Powered Red Armor will reduce all melee damage short of the Nightmare Demon and the biggest bosses down to 1 damage, VMR will be nearly harmless even without berserk, and with berserk basically everything will get reduced to 1 damage with no TaN needed (in this version, only plasma hits that deal over 11 damage won't get reduce to 1 damage, which among common enemies only a max damage roll from a Hell Knight or Cacodemon can do for a single extra point of damage, and the only other enemy I can encounter that can is Nightmare Cacodemon rolling for a maximum of 3 damage after my defenses). I would near exclusively use my fists at this point to be absolutely sure nothing inadvertently dies when I have a weapon out, as weakening enemies prior to punch them is no longer needed when I have achieved a near-IDDQD state, and I can even get more corpses destroyed by just tanking explosive projectiles on them if they're not already destroyed in the crossfire. I just need to be careful to not overextend against Arachnotrons (who can still rack up a lot of damage since their rapid fire bursts add up fast even after reducing each plasma bolt to 1 damage) and not take too many acid balls from Barons without berserk (they can still roll up to as high as 12 damage without berserk and a few acid balls in quick succession can damage my Powered Red Armor, putting me in a bad spot if I can't quickly get a breather for it to repair itself).

I skip Containment Area but head into Abyssal Plains for the Skulls that might be useful and a big easy kill pad, with it pushing me over the needed 90% kills threshold and so I won't need to do any respawn or Pain Elemental farming later as long as I clear out most of the remaining floors. Having a nuke on hand and an Invuln spawning on Deimos 6, I would use the opportunity to nuke Spider's Lair, which conveniently has all its rewards spawn in after the nuke goes off; unfortunately I can't use the BFG but the Plasteel Boots will be nice... yet are immediately rendered irrelevant when Deimos 7 has Enviroboots drop in my immediate vision. Deimos 7 is finished off easily and then I punch out the Cyberdemon effortlessly, not even needing to Chainsaw him down to near death first. Hell gives me an easy opener with a Pain Elemental + Lost Souls cave, and then Unholy Cathedral is free EXP, with me also punching out the Angel of Death without needing to weaken him with the Chainsaw. I find a Bulk in that cave after using all the ones I had prior on the Tactical Rocket Launcher, which I used to make a P-modded Nanofiber Red Armor out of a spare Red Armor I had just in case I got into a fight that damaged the Powered Red Armor... and that proved immediately necessary when Hell 2 gave me an Arena level with an Arachnotron group right near the start as well as a nearby Hell Noble group set to hunt me. Had my closest post-Phobos call here as my Powered Red Armor got damaged and I had to slip into that Nanofiber Red Armor, with one particular bad moment when my berserk ran out while waiting for enemies to approach me from behind the starting cover, a Hatred Skull would indeed prove useful here to get rid of the nearby corpses and get berserk back on to finish the remaining hunting enemies so I can put the Powered Red Armor back on to repair itself, after which I can finish off the remaining enemies. Hell 3 is much smoother and I then enter The Vaults, since it's free EXP and missing a handful of kills won't matter, while I also have two Phase Devices to try getting in the center vault without the Arena Master's Staff. The first one doesn't get me in, but the second Phase does! This turns out to not just be for EXP (and making up for cheesing Scavenger Diamond prior with Whisper Of Death in this version), but is materially worth it as well with the center vault having a Lava Armor, much better backup armor than the Nanofiber Red that I can also easily repair whenever with those Enviroboots (and I would make use of it a couple times, particularly against some Barons on an Island level who I carelessly face tanked too many berserk-less acid balls from). Hell 4 would have an Invuln right near Mortuary's stairs, and I had another nuke on hand, so I decided to nuke Mortuary as well. I would pop the other Hatred Skull I got from the Agony Elemental, then do a couple rocket jumps towards the Nuclear BFG before the Archviles start reviving enemies (immediately swapping off once there was too much risk of something dying while rocket jumping), and then run the rest of the way to get the Nuclear BFG before nuking Mortuary (this was completely unnecessary, but nuking Mortuary is fun). Thanks to Enviroboots, Mt. Erebus is a freebie and it would have Malek's Armor there, would have been much nicer to have this sooner, but it's nice to have for Carmack, who I opt to fight to continue inching closer to Apostle rank and I effortlessly punch Carmack out.

A really nasty thing about Strongman runs is that you don't know for sure if you succeed until you see the ending mortem or the rank up screen, since something may have died at some point while you had a weapon equipped that you didn't notice, and there's no way to see during the run if it's still valid for the Strongman badges, thus you could potentially slug through this ordeal after hours and hours just to not get the badge because you didn't see the message that a fucking Pinky you never even saw ran on lava for the single second you had a weapon out. So upon killing Carmack I sit in anticipation for the rank up screen to verify nothing went wrong..... and there it is! After 24 recorded deaths (the most brutal deaths being the previously alluded to death in Phobos Lab after being forced in by a terribly early Arachnotron cave, and this run immediately after where I made it to Phobos 7 with an Invuln near the Anomaly stairs, only to absolutely throw it by charging on a Revenant in the open backed by a Chaingunner instead of running behind some sort of cover or just using up the Large Medkit I had), probably around another dozen or so I quit out of when getting a fucked floor or something dying while I had a weapon out, and countless resets on Phobos Base Entry if you count those as real attempts, I get Strongman Angelic over two days of attempting it. That is additionally my 9th Angelic, officially tying Tormuse for the most recorded Angelics by any player in 0.9.9.7 and becoming the second player confirmed to have achieved the Chaos Lt. General Rank (this also knocks off the last badge that was only won by Tormuse, which leaves Icy's Arena Diamond as the only badge left exclusively won by a single player aside from my own Eagerness and Inquisitor Angelics). Overall, yeah this badge definitely deserves its Angelic status and I can see why only Tormuse won it in this version, as not only is it extremely difficult, but it also forces the worst of DRL gameplay and it's very frustrating to suddenly lose runs because of anything dying while you had a weapon out. I don't think it's harder than Eagerness Angelic and am not sure it's harder than Inquisitor Angelic either (the difficulty is incredibly front-loaded here and surviving to The Chained Court is heavily luck-based), but it certainly was a lot less fun to go for. Strongman Angelic will be one of the badges most affected by the changes since in 0.10 and beyond; there are lots of good things like respawns no longer counting towards the kill counter, enemies no longer reviving in vision without the aid of Archviles, Tech mods now giving resistances to armors (including +20% melee res), proper infighting being in the game, and best of all, indirect kills are now properly attributed as "other" kills instead of to your equipped weapon, so you can keep a weapon equipped at all times and don't need to waste so much time constantly swapping between armed/unarmed. There are however going to be drawbacks, such as more randomized enemy melee damage meaning enemies can potentially swing harder (notably Pinkies actually average slightly more damage now), berserk being nerfed to giving +50% resistances (the Marine getting an inherent +10% energy resistances will result in your berserked energy resistances being the same if you play the Marine, but you will feel the nerf on the melee side), Vampyre getting some significant but deserved nerfs (Vampyre's HP steal can no longer overheal and Vampyre is now blocked Ironman + TaN, which were buffed to give additional resistances, but as compensation Vampyre can get SoB now for extra punching damage or get EE for Intuition), and most significantly you now have the Enraged Timer that will invalidate excessive camping. I'm not sure if Strongman Angelic will be easier or even harder in 0.10-onward, but it'll certainly be less degenerate to actually play, which would make any grind for it more bearable regardless of if it turns out harder.

Well that was sure a doozy to write up, here is the mortem:

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 DoomRL (0.9.9.7) roguelike post-mortem character dump
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 GRANDMASTERTYSON25,
 level 17 Cyberdemon Chaos Mjr General Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 1459188 turns and scored 940230 points.
 He played for 3 hours, 13 minutes and 29 seconds.
 He opposed the Nightmare!

 He killed 2016 out of 2122 hellspawn. (95%)
 He held his right to remain violent.

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

  Levels generated : 11
  Levels visited   : 9
  Levels completed : 9

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

  Sunrise Iron Fist
  UAC Star (silver cluster)
  Aurora Medallion
  Fallout Gold Cross
  Grim Reaper's Badge
  Hell Armorer Badge
  Strongman Angelic Badge

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

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

  Health 120/60   Experience 150112/17
  ToHit Ranged +0  ToHit Melee +10  ToDmg Ranged +0  ToDmg Melee +15

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

  Class : Marine

    Finesse          (Level 3)
    Tough as nails   (Level 2)
    Brute            (Level 5)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Vampyre          (Level 1)

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

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

    [a] [ Armor      ]   Malek's Armor [3/3] (93%)
    [b] [ Weapon     ]   nothing
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   tactical rocket launcher (6d7) [5/5] (P1)

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

    [a] plasmatic combat shotgun (7d3) [5/5]
    [b] powered red armor [7/7] (100%) (P)
    [c] nanofiber red armor [4] (P)
    [d] Lava Armor [4/4] (100%)
    [e] Angelic Armor [7/7] (100%)
    [f] chainsaw (5d7) (BP)
    [g] shotgun shell (x50)
    [h] rocket (x2)
    [i] large med-pack
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] large med-pack
    [n] large med-pack
    [o] large med-pack
    [p] phase device
    [q] envirosuit pack
    [r] power mod pack
    [s] Enviroboots [0]
    [t] shell box (x100)

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 90%   feet 60% 
    Fire       - internal 60%   torso 90%   feet 60% 
    Plasma     - internal 60%   torso 90%   feet 60% 

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

    204 former humans
    175 former sergeants
    182 former captains
    275 imps
    90 demons
    563 lost souls
    104 cacodemons
    44 hell knights
    58 barons of hell
    38 arachnotrons
    51 former commandos
    44 pain elementals
    68 revenants
    42 mancubi
    28 arch-viles
    9 nightmare imps
    12 nightmare demons
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    2 bruiser brothers
    2 shamblers
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack

-- 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 Deimos Lab.
  On level 9 he assembled a plasmatic shrapnel!
  He destroyed the evil within and reaped the rewards!
  On level 11 he assembled a power armor!
  On level 11 he found the Grammaton Cleric Beretta!
  On level 11 he assembled a tactical rocket launcher!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 14 he ventured into the Spider's Lair.
  He nuked level 14!
  He cleared the Lair, kickin' serious spider ass!
  On level 15 he found the Enviroboots!
  On level 16 he found the Tower of Babel!
  On level 17 he assembled a nanofiber armor!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Longinus Spear!
  He then destroyed the Unholy Cathedral!
  On level 19 he entered the Vaults.
  On level 19 he found the Lava Armor!
  He managed to clear the Vaults completely!
  On level 20 he assembled a tactical boots!
  On level 20 he was foolish enough to enter the Mortuary!
  He nuked level 20!
  On level 20 he found the Angelic Armor!
  He managed to clear the Mortuary from evil!
  On level 22 he arrived at Mt. Erebus.
  On level 22 he found the Malek's Armor!
  He managed to raise Mt. Erebus completely!
  Then at last he found Dis!
  He overloaded a nuclear BFG 9000 on level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You hit John Carmack. You're going berserk! You are hit! You need to taste
 blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You're going berserk! The lost soul hits you. The lost
 soul hits you. John Carmack reloads his rocket launcher. You need to taste
 blood!
 You hit John Carmack. The lost soul hits you. The lost soul hits you. You
 need to taste blood!
 You hit John Carmack. You're going berserk! You need to taste blood!
 You hit John Carmack. The lost soul hits you. You need to taste blood!
 You hit John Carmack. You're going berserk! You need to taste blood!
 You hit John Carmack. You are hit! The lost soul dies. The lost soul dies.
 The lost soul dies. The lost soul dies. You need to taste blood!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You're going berserk!

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

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

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

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

 3 
 on: January 06, 2026, 20:50 
Started by Omega Tyrant - Last post by Trar
If the Unexplored Star medal is added, I'd personally prefer if it's called the Medal of Chance. "Unexplored Star" makes it sound like you're being rewarded for not doing something that's completely optional, which the special levels are. "Medal of Chance" on the other hand is an ironic name.

As for weapons:

* Thank you for adding the M6D Pistol to the proposal list. I'm glad balance changes make implementing it in its full glory a workable idea.

* I feel like the WSTE-M5 Combat Shotgun could work as a weapon if it was given a damage boost to be better than the tactical/assault shotguns, and if its generation chance was weighted to favor early levels (as early as level 2 I'd say).

* I'm fine with Ammochain working with the Unmaker on its final level, since getting to that point requires significant investment to do so. I think I'm alright with having its final level work with Triggerhappy if it's a rapidfire weapon, as long as it means more rapidfire shots in succession like eg. the chaingun, instead of shooting more than 3 beams at once. Accuracy for the base Unmaker should be fairly high but not perfect, with better accuracy being one of the rewards of upgrading.

* As for upgrading the Unmaker, I'd probably go with demon keys hidden in certain special levels, in spots that aren't totally obvious but fairly easy to find for players who are paying attention. Think of the destructible walls that are in (IIRC) Toxin Refinery, or a switch hidden in a destructible crate. That's how it was in Doom 64, after all. Alternatively they could just be rewards for killing certain boss enemies while having the Unmaker. "You feel the Unmaker calling out to a demonic artifact here/possessed by a powerful demon!" could be the hint text for either situation.

* Two new weapon ideas from me that tie more closely to Doom's history and legacy:

The Wolfenstein 3D pistol, stated in The Official Hint Manual for Wolfenstein 3D™ to be a Walther P38 but should probably be called the Old Pistol. A unique pistol, with firing sound lifted straight from Wolf3D and sprite graphic...probably lifted from some modder who made one for a Doom mod or something. 8 round magazine, faster reload, more accurate and a bit more damaging than the base pistol. Does additional damage damage the closer you are to an enemy. I wish that WolfRL total conversion mod from a while back actually got finished, but this will do.

The grenade launcher from Quake, assuming that programming and implementing grenade projectiles that don't explode on impact (if they don't hit an enemy) is feasible and desirable.

 4 
 on: January 06, 2026, 19:58 
Started by Angle of Death - Last post by Trar
So I was considering adding this to the compilation thread of suggestions I just made, as I think a unique pistol that has an Aimed Shot alt-fire that extends visibility while targeting is interesting, which can be especially handy as lategame Pistol builds will frequently knockback enemies out of their vision. My concern however is with how you described it, it'll just completely outclass all other pistols. You didn't give a number on damage, but I'm assuming you're thinking of something as strong as the Trigun's 3d6, or at least no weaker than 3d5, yet has a clip twice the size of the Trigun and Jackal, while also having the aforementioned sniping ability that would be very powerful on just the base Pistol. If it's to have that sort of power, I think it'll have to have a 1.5 second firing speed at base (which will come down to .15 second firing speed with SoG5), in addition to still having the half speed penalty when aim shooting, so that it isn't just the best pistol at everything and broken out of the box (at least not without also having heavy Finesse investment too to hit that minimum firing speed with it). I never played Halo, so I don't know if that slower firing speed is faithful, but some compromise would have to be made and the power + sniping are the defining parts of the weapon, so slow firing speed seems to the best place to compromise on (also reading the Wikipedia page, the pistol even got changed in Halo 3 to fire slower, so there's precedent for that balancing).

Not sure how I missed this, but the firing speed is a fairly integral part of the pistol in Halo CE. You could reduce the firing speed to be more like the Halo 3 pistol, but then it wouldn't be the specific M6D pistol that has its on Wikipedia page. I will probably post more about this in the compilation thread.

 5 
 on: January 05, 2026, 14:02 
Started by Omega Tyrant - Last post by Omega Tyrant
In the dwindling list of Diamonds I haven't gotten yet in 0.9.9.7, I decided to go for Masochist Diamond, yet another of the few big scary Diamonds that few have attempted and even fewer have won. On the 0.9.9.7 Badge Hunters thread, only three people are recorded winning it; Gooselord1, Icy, and papilio, who was also the only one that did it purely. In versions prior to 0.9.9.7, you just have this supposed Masochist Diamond run in 0.9.9.5 by 2Dev (which would have actually been one of his more believable mortems... if not for his trademark unrealistically fast play time), and this 0.9.9.4 Masochist Diamond by Tormuse (unsurprising Tormuse won this before, though surprising he never got it back in 0.9.9.7). This isn't the Diamond with the worst track record, but still among the rarest and I imagine most Diamond-level players were too spooked to even try winning it.

So now time for the build. Looking over the prior Masochist Diamond runs, Icy used a Intuition stair dive Scout, but he also combined AoMs with AoMC, and without AoMC's massive offensive boost, that build would be far too weak to get through any difficult floor without powerups, so it would be exorbitantly luck-based to try in pure AoMs. Gooselord did it through a melee Scout stair dive while combining AoB with AoMs on his way to getting Berserker Angelic, and while combining AoB with AoMs could certainly be considered more impressive than winning AoMs purely, his strategy still relied on a great deal of luck and wouldn't be close to optimal without the constraints of AoB. Papilio did an extreme damage avoidance build similar to Icy's with the same five starting traits, but he would get some offense-boosting traits after, and while papilio doesn't say how many tries it took him, skimming through his video he did get very good level luck with a shocking lack of dangerous hot starts, alongside good Invuln luck (including a clutch Invuln in an Archvile hot start that may have killed him without it), I don't think his build would have the power to survive any bad hot starts and it can't manage most of the special levels either to get their rewards, so it seems overly luck-based for my liking as well (on another note, I was shocked at how inefficient papilio was with his Invulns, with no rocket jumping and other action-inefficient things like not taking advantage of full reload, he could have ran through Hell entirely with invulnerability with better usage of it). 2Dev supposedly did it with the standard Ammochain build, which with it being 2Dev it can be dismissed, and standard Ammochain doesn't make sense for AoMs anyway when it's going to have a hard time avoiding damage nor is it going to be tanky, especially when he got both Triggerhappy levels before any Reloader (and he supposedly did it without using Shotguns, just to add to it being usual 2Dev bullshit).

So I want a build with the power to survive hot starts and good damage avoidance in general? Seems like a good time for my favorite mastery Shottyhead again. As usual, I open with Finesse -> Juggler for the immediate firepower it grants and helping tremendously with beating Hell's Arena, but I deviate from Shottyhead for a few levels to get Berserker; getting Berserker in my Shottyhead runs is common but usually it's post-mastery, I delay Shottyhead for it here for two reasons. One, Berserker is the best defensive trait by a mile, it'll be critical to helping me survive bad hot starts with limited healing and is good defensive insurance against VMR, barrels, or Barons rolling high damage. Two, Brute+Berserker will make beating UnChained Court + Deimos Lab much easier when they're the two special levels that Shottyhead will have a very hard time surviving without any healing, and the rewards are too good to simply pass them up (while if I roll Hell's Armory instead of Deimos Lab, the sole Shambler could still mess me up without Berserker if I get bad teleporting luck). With this Shottyhead + Berserker combo, I'm in the best position to survive hot starts with minimal damage, and Shottyhead ensures I can cornershoot anything to death without it reaching me and not get boned if another enemy pops at a different angle while cornershooting something else, while I'll also be able to repeatedly knockback multiple enemies at edge of vision to avoid damage when cover is unavailable. Once Berserker is secured, it's back to the Shottyhead prereq path, with Hellrunner first for the extra damage avoidance, and after Shottyhead, you can go for Int2 if you plan to rush the rest of the game, but I go for Fin2 and then WK2 to get more power (I also had lots of mods doing nothing in my inventory and really wanted a Focused Double Shotgun + Tactical Rocket Launcher, while I got terrible Invuln luck anyway that would have hindered a late game rush). After WK2, it's then Int1 to see any useful Invulns and Int2 for extra lategame damage avoidance assurance, and then some HR and Finesse with my endgame levels. Coincidentally, when looking over the two pre-0.9.9.7 Masochist Diamond mortems after finishing my run, it seems Tormuse settled on Shottyhead too; it's hard to compare since his run was back in 0.9.9.4 (a version so old that the Mastermind didn't exist yet and the Cyberdemon was still the final boss), though our builds differed as he didn't go for early Berserker (or at all), and he went for Int2 immediately post-mastery with no Whizkid.

For the run, since the Small Medkits do nothing, you don't need to worry about getting the two on Phobos Base Entry, and you don't need to worry much about damage either unless you get really messed up since you'll level up very shortly after to get 200% health, so you shouldn't be resetting here. You should however hold onto a Small Medkit or two when you get them for gift dropping. After an easy Phobos 2, it's onto Hell's Arena; N! Hell's Arena with no immediate healing is scary, but it's not so bad with a good build for it as you'll be guaranteed a Supercharge level up during it, and it's too rewarding in AoMs to pass up, as aside from the Rocket Launcher (which is going to be especially handy for self-triggering Berserker), the Blue Armor gets replaced with early Red Armor (which is also especially handy for mitigating the damage of face rockets for Berserker and non-Invuln'd rocket jumps), and the Large Medkit gets replaced with Plasteel Boots to make any forced fluid traversal a lot less painful. Even if you're doing a build with no melee investment and so will struggle in UnChained Court, I think clearing Hell's Arena and then skipping Chained Court later would be better for your run's overall odds in AoMs than not finishing Hell's Arena to get the easy Chained Court later. Upon killing the last Baron to clear Hell's Arena, I levelled up and so could go into the next floor with boosted health despite being unable to use the Supercharge, I just had to be very quick with picking up everything. Completing Hell's Arena would prove its worth, as I immediately get a maze on Phobos 3 that I take an uncomfortable amount of damage in, and the game is seemingly determined to abort this run, as on Phobos 4 I get a second consecutive maze. If not for the Red Armor, I would have died on the second maze when I still came close to death with it. After surviving that second maze's hot start, the rest of it wasn't so bad, and I would get a reprieve with a Lost Soul cave on Phobos 5, while their low EXP yield I usually gripe about is actually beneficial here as it gives me a levelup Supercharge in UnChained Court. Speaking of which, the detour for Berserker pays off and I'm able to beat it without too much damage, though I unfortunately wasn't able to save any of the berserks this time. The run nearly ended right after this though as I got a horrible Phobos 6, with the floor starting me in the most bottom left corner of a big empty room with a bunch of Formers and Imps, a Pain Elemental, multiple Hell Knights, and a Baron. Going for Berserker gets validated here; sticking to Shottyhead's prereq path would have probably gotten me overwhelmed here with no Shottyhead yet, while the Intuition damage avoidant builds would have gotten their shit quickly pushed in with nowhere to run. Thanks to Berserker and a well-timed facerocket to trigger it, I survive the floor but just barely, I'm a single kill from levelling up however and the next floor's start can make or break this run... and it's a Pinky cave with a Pinky I'm able to immediately kill, the run lives! I roll Phobos Lab, which is going to be dangerous with no Shottyhead, no Double Shotty, and only being able to activate run once while barely outrunning Nightmare Demons when naked without run's speed boost, but with some well timed face rockets to trigger Berserker when I needed the extra speed or when I got a Nightmare Demon in my face, I get through it without taking much damage. When I reach the end I don't stay around to clear it though and give up my bid at a N! AoMs Conqueror, as I level up right near the exit and so left right there to get through the ever dreaded N! Anomaly with Supercharged health to ensure I enter Deimos in good shape, while also taking advantage of the boosted health to kill the Bruisers for EXP without sacrificing such precious health.

After an unremarkable Deimos 1 (aside from a GCB spawning there that I had no use for), I rolled Hell's Armory instead of Deimos Lab, and with good old camping the first north building + triggering Berserker with a facerocket after releasing the Shambler, I get through with little health lost, but unfortunately the rare mod is a Firestorm, the least useful mod for this build and I just slap it on a Plasma Rifle as I'm not sure I'll be getting the BFG later. The weapon cache also didn't have a Double Shotty and only a Missile Launcher for exotics, which was also disappointing, but I do take the Missile Launcher along and P-mod it to ensure the consistency of facerockets triggering Berserker (6d6 rockets have a 90.4% chance to roll the 16+ damage needed to trigger Berserker, mostly reliable but not completely safe and any low damage rolls that fail to trigger Berserker can do as much as 5 damage in P-modded Red Armor, 7 if not P-modded, which adds up really fast in AoMs and can be lethal if such low rolls happen with enemies around, while 6d7 rockets will have a 95.9% chance, not guaranteed but substantially less chance of failure and even a max roll will still deal only 1 damage in P Red Armor as Berserker triggers). Deimos 3 would tease me with another Missile Launcher, finding Missile Launchers randomly always leave a sour feeling when you got two guaranteed ones in the special levels (still anxiously awaiting for the completely redundant second Missile Launcher in City Of Skulls/Abyssal Plains to get replaced in the next DRL version). Speaking of guaranteed Missile Launchers, I would go into Containment Area, and while I think I could have beaten the ambush, I play it safe as I won't get a level up during it and so leave the Backpack behind, only going in to get some EXP and the Rocket Box (not that the Backpack is really needed when you can infinitely farm ammo on N!).

The succeeding Abyssal Plains on the other hand (or City Of Skulls if you roll it) is a must stop in AoMs; you know those Blood Skulls that are usually the most disappointing drop from the Agony Elemental? Something most people may not know is that Blood Skulls can actually still heal you in AoMs, being one of only three things in DRL that can do so outside of levelling up (the others being Vampyre and the Medical Armors, the latter being very limited before their big 0.9.9.8 buff as they can only heal up to 25% in this version), making them one of the most valuable things for this run, and luckily I get two of them from the Agony Elemental after I effortlessly kill it with Shottyhead (as well as a Hatred Skull, which I keep too in case I want to pop into Mortuary/Limbo later). I clear out the rest of Abyssal Plains after and get a levelup to get back to full health, but after that good Abyssal Plains, the game decides to give me a very annoying Deimos 5. Luckily with no Enraged Timer yet in this version, I can just camp it in that nice camping spot in the top right and actually clear that floor with no damage (before I was forced to run through lava to reach the stairs that is). Deimos 6 would give me a Cacodemon cave that I would have just immediately left with the stairs near me... but I finally get a Double Shotgun here, so I fight my way through it. With a Homing Phase and really wanting a Power Mod for my Double Shotgun, I go into Halls Of Carnage right after I level up from the Cacos, and I got this funny bug of starting in the wall that I got once before but only in 0.9.9.8, guess it's not 0.9.9.8-exclusive (explanation, the Formers have random starting spawns and can spawn where the player does, which then pushes you into the nearby wall, actually a slightly beneficial bug as you can just move out and thus escape the starting room faster without having to run around or blowing the wall up). I use the Homing Phase after reaching the first mod, pick up the BFG, and then fight my way to the second mod, but unfortunately neither mod was a Power mod and so I'm unable to build the Focused Double Shotgun. I probably could have stuck around and cleared out the maze enemies, as berserked Shottyhead is one of the best builds for it, but since I won't have a level up during it and have already lost the Conqueror, I play it safe and leave after getting the second mod. I get through Deimos 7 and finally finish my Tactical Rocket Launcher there (usually I would ditch the Missile Launcher at this point but hold onto it for the aforementioned extra reliability with triggering Berserker since it's P-modded) and Cybie goes down as easily as you would expect against any Berserker build (I tried shotgunning him down with Shottyhead first, but I wasn't reliably dodging him and I wasn't hitting as hard as I wanted to without a Focused Double, so I just went in and Chainsawed him down to save a few more points of damage plus time), while he gets me only a kill or two away from levelling up to start Hell in good shape.

The first floor of Hell would be a fairly unremarkable small rooms level, but it has an Invulnerability Globe spawn, finally the first one I find this whole run, any run that would have relied on them would have been long dead by now. I consider taking that Invuln and trying to Invuln rush through the remaining rest of the game, but maybe the bad Invuln luck will continue and do the safer play of using it to get through Unholy Cathedral with minimal attrition damage for the Longinus Spear to greatly enhance my melee prowess. After a swell Hell 2, I would get a brutal Hell 3, getting spawned in a room with only crates for cover while a ton of Barons and Archviles to revive them were around, and when I thought I was in a good spot, a Revenant popped out of a southern door and its subsequent rocket failed to trigger Berserker, while the level just had no good quickly accessible camping spot. After my health dropped into the 20ish% range and my P-modded Red Armor got damaged, while still hearing Barons around just outside my vision, I would resort to using one of the Blood Skulls despite only having two corpses around to just get 10 HP back. I do get through the floor, but with only 12 HP left and still some kills away from levelling up (imagine if I had to get through this floor without Shottyhead nor Berserker...). Thankfully N! Vaults in this version has only Archviles and Revenants instead of Nightmare Archviles, Nightmare Arachnotrons, and Red Armored Barons, so I'm able to go in, pop the Arena Master's Staff, and quickly kill a couple Archviles safely for the levelup Supercharge to get back in business. The Vaults also had Enviroboots spawn to invalidate any forced fluid traversal, so holding onto the Staff ended up paying off big time in this run.

Following that close call with a much laxer Hell 4, I make the gutsy move to go into N! Mortuary despite AoMs preventing me from healing on demand without using up my last Blood Skull and Hell 4 having no Invuln to take into it. I do the usual opener of immediately popping my Hatred Skull, and taking advantage of this version not limiting BFG firing range by shooting a couple blasts towards each side from the center, and then rocket jump to the Nuclear BFG. Once it's secured, I just camp the corner a bit and take advantage of the unlimited BFG range to repeatedly shoot it at far out-of-vision targets, while using the Tactical Rocket Launcher or Missile Launcher or Shottyhead-boosted Tactical Shotgun to repeatedly knock enemies back, and with my strong melee I can keep some Mancubi corpses around near me to farm rockets. It takes a bit, but after I suspect most enemies are dead, I make my way to the left, and level up upon killing the last Archvile, at which I point I use the boosted health to rush through the rest. I shortly finish it after said level up and did it taking only 12 damage. Going through Mortuary wasn't just for bragging rights though, as after not getting any Power mods since Hell's Armory, I can get the guaranteed one here to finally build the Focused Double Shotgun, which ended up proving its worth when I got a Hell 6 maze with a hot start and no cover that could have been nasty, but I'm able to blow away quickly thanks to the Focused Double (the Unique by the way was a useless Mega Buster, if the game was going to give me a useless Unique, why not the Subtle Knife I need for Armorer Diamond instead of the useless Unique I already gotten a dozen times somehow despite it having a spawning weight of 1?). With the Enviroboots and Shottyhead, The Lava Pits is free, then Hell 7 gives me a relaxing penultimate level with a Humid lever, and an actually useful Unique in Malek's Armor that I have to kill a Baron for (would have wanted this much earlier but still nice for the Mastermind or Carmack). I nuke the Mastermind and then go for the Carmack kill to get ever closer to Apostle rank, and upon reaching Carmack there was actually an opportunity to take advantage of intentionally having him spawn the penalty Barons for attacking him out of vision since they give EXP and I was pretty close to levelling up, but I wasn't sure if the Barons would be enough and so play it safe. With the Blood Skull still unused, I do it use to get some boosted health after killing some Cacodemons he spawn (one advantage of fighting Carmack instead of the Mastermind in AoMs is this allowing you a mid-fight heal and tactics restoration if needed), but it's unnecessary as berserked Shottyhead with the Focused Double Shotgun effortlessly kills him.

So that's Masochist Diamond now done, and with an Explorer + Grim Reaper Pin to boot (wasn't originally planning on that but it ended up working out that way). Also succeeding despite having to get through several nasty run-ending floors, not being able to get a critical weapon for this build until the run was nearly done, and having probably the worst Invulnerability luck I ever gotten with only that single Invuln the entire run (good thing I played safe with the one I found instead of trying to Invuln rush the rest of the game). I'm telling you, everyone else slept hard on Shottyhead, I'm pretty sure this run doesn't succeed without the combo of Berserker and Shottyhead, and nearly every other qualifying build would have died in those early Phobos mazes, that horrible Phobos 6 hot start, that very rough Hell 3, or even that Hell 6 maze, let alone manage all the special levels (8 of them cleared is more than even 2Dev supposedly did in his Masochist Diamond run, and I realistically could have finished the remaining three for the unprecedented N! AoMs Conqueror if I was willing to play a bit more ballsy, maybe another time...). This should have been a first try clear too, but the first attempt died mid-Deimos after a power outage and my new UPS apparently not having its battery connected to keep my computer on (that run had a Nano Mod too and an early Assault Shotgun, so it probably goes all the way without the run getting a catastrophically terrible second half), I have to settle for a technical second try. Despite the first/second try and having an ideal build for Masochist Diamond, the run did flirted with ending multiple times, including that close call in Hell that would have been especially devastating after expending around four hours into the run, so I do have to respect it as deserving its reputation as one of the toughest Diamonds. Not quite as bad as Inquisitor Diamond though (you might be able to heal on demand in AoP, but you don't get that much more health than AoMs' levelup Supercharges give you and in AoMs your armor won't be in perpetual tatters without an Onyx/Nano in addition to still being able to use Berserks + Invulns), and I'm certain I'm gonna prefer it to the five Diamonds I have left, which are gonna be either even more extreme "don't get hit" hell or grinding hell (for reference, I finished this run with a little over 500 damage taken, I would have to shave off over 60% of that damage taken just for Demonic Diamond without the aid of a guaranteed early Red Armor). All Diamonds is in sight, but it's probably not gonna be a fun time and this will likely be the last first or second try win...

Here is the mortem:

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

 letmehealpls, level 17 Cyberdemon Chaos Mjr General Scout,
 nuked the Mastermind at the Hell Fortress.
 He survived 1410070 turns and scored 977071 points.
 He played for 5 hours, 16 minutes and 34 seconds.
 He opposed the Nightmare!

 He killed 2026 out of 2107 hellspawn. (96%)
 He held his right to remain violent.
 He was an Angel of Masochism!

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

  Levels generated : 11
  Levels visited   : 11
  Levels completed : 8

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

  UAC Star (gold cluster)
  Aurora Medallion
  Explorer Badge
  Grim Reaper's Badge
  Hell Armorer Badge
  Chessmaster's Token
  Chessmaster's Cross
  Hell Champion Medal
  Masochist Diamond Badge

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

  ###########################################################
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  .................................................|........#
  ................................................X}........#
  .................................................|........#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ..........................................................#
  ###########################################################

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

  Health 60/50   Experience 158362/17
  ToHit Ranged +0  ToHit Melee +4  ToDmg Ranged +0  ToDmg Melee +6

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

  Class : Scout

    Finesse          (Level 3)
    Hellrunner       (Level 2)
    Reloader         (Level 2)
    Brute            (Level 2)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Shottyman        (Level 1)
    Shottyhead       (Level 1)

  Fin->Jug->Bru->Bru->Ber->HR->Rel->Rel->SM->MSh->Fin->WK->WK->Int->Int->HR->Fin->

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

    [a] [ Armor      ]   Malek's Armor [3/3] (100%)
    [b] [ Weapon     ]   focused double shotgun (8d4)x2 [0/2] (T1)
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x52)

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

    [a] tactical shotgun (8d3) [5/5]
    [b] tactical rocket launcher (6d6) [4/5]
    [c] missile launcher (6d7) [4/4] (P1)
    [d] nuclear BFG 9000 (8d6) [52/52] (B1)
    [e] BFG 9000 (10d6) [169/169] (B2)
    [f] red armor [4/4] (100%)
    [g] red armor [6/6] (90%) (AP)
    [h] Angelic Armor [7/7] (96%)
    [i] chainsaw (5d6) (BT)
    [j] Longinus Spear (8d8)
    [k] shotgun shell (x10)
    [l] shotgun shell (x50)
    [m] rocket (x10)
    [n] rocket (x3)
    [o] rocket (x10)
    [p] power cell (x50)
    [q] Enviroboots [0]
    [r] shell box (x100)
    [s] rocket box (x20)

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 60%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 90%   feet 60% 
    Fire       - internal 60%   torso 90%   feet 60% 
    Plasma     - internal 60%   torso 90%   feet 60% 

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

    229 former humans
    196 former sergeants
    114 former captains
    259 imps
    110 demons
    563 lost souls
    80 cacodemons
    46 hell knights
    61 barons of hell
    30 arachnotrons
    48 former commandos
    54 pain elementals
    42 revenants
    98 mancubi
    43 arch-viles
    16 nightmare imps
    3 nightmare cacodemons
    24 nightmare demons
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he found the Grammaton Cleric Beretta!
  On level 9 he entered Hell's Armory.
  On level 9 he assembled a tactical boots!
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  He broke into the Containment Area, but gave up against the overwhelming forces.
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 13 he assembled a tactical shotgun!
  On level 14 he ventured into the Halls of Carnage.
  On level 15 he assembled a tactical rocket launcher!
  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!
  On level 19 he entered the Vaults.
  On level 19 he found the Enviroboots!
  He cracked the Vaults and cleared them out!
  On level 20 he was foolish enough to enter the Mortuary!
  On level 20 he found the Angelic Armor!
  On level 20 he assembled a focused double shotgun!
  He managed to clear the Mortuary from evil!
  On level 22 he found the Mega Buster!
  On level 22 he entered the Lava Pits.
  He managed to clear the Lava Pits completely!
  On level 23 he found the Malek's Armor!
  Then at last he found Dis!
  He nuked level 24!
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You dodge! You need to taste blood!
 You need to taste blood!
 You quickly reload the focused double shotgun. You need to taste blood!
 You need to taste blood!
 You quickly reload the focused double shotgun. You need to taste blood!
 You need to taste blood!
 You quickly reload the focused double shotgun. You need to taste blood!
 You need to taste blood!
 You quickly reload the focused double shotgun. You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 John Carmack dies. Congratulations! You defeated John Carmack! Press
 <Enter>...

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

 305 brave souls have ventured into Phobos:
 110 of those were killed.
 1 of those was killed by something unknown.
 96 didn't read the thermonuclear bomb manual.
 And 7 couldn't handle the stress and committed a stupid suicide.

 91 souls destroyed the Mastermind...
 7 sacrificed itself for the good of mankind.
 48 killed the bitch and survived.
 36 showed that it can outsmart Hell itself.

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

 6 
 on: January 05, 2026, 03:42 
Started by Vigilante - Last post by Vigilante
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).

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)

 7 
 on: January 03, 2026, 12:59 
Started by Vigilante - Last post by Vigilante
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.

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)

 8 
 on: January 02, 2026, 16:20 
Started by Omega Tyrant - Last post by Omega Tyrant
Eagerness Diamond is another of those scary Diamonds that few people won and even fewer won without Dual Angel cheese; according to the 0.9.9.7 Badge Hunters thread, only four people won it 0.9.9.7, which were Fanta Hege, papilio, Sereg, and Icy, of which only papilio did it without mixing AoI with AoOC, while even in 0.9.9.6 and 0.9.9.5 no one is listed winning it after its requirement got changed to the current one. AoI itself is a pretty scary challenge, as without the insurance of carrying medkits with you, any bad level spawn without nearby health can suddenly end the run, even late in the game. Then Eagerness Diamond makes it worse by requiring you to use the Technician, whose passive of near-instant item use is rendered nearly irrelevant, and the Technician is the worst class too in 0.9.9.7, as alongside the already weaker passives, all their masteries are heavily flawed or outright awful. But is it truly one of the top tier Diamonds? I did win the formerly believed-to-be-near-impossible Eagerness Angelic, so can it really be that bad?

For the build, when looking over the aforementioned Eagerness Diamond mortems, we can dismiss the Sereg'd runs that obviously relied on strategies that are not applicable to a full game, so that just leaves papilio's run to examine. He used Fireangel, which makes sense as explosion immunity will really help you survive a bad VMRB hot start when bad hot starts are incredibly dangerous in AoI and free rocket jumps can substitute nicely for no Phase Devices. However, Fireangel itself giving no sort of offensive boost and being blocked SoB makes it a hard sell; your offense will be dreadful without getting Berserker and sidearming melee, while Fireangel has anti-synergy with Berserker when explosions (whether from enemies, barrels, or intentionally face rocketing yourself) can no longer trigger it. Papilio didn't give an attempt count (and he was doing the weird thing of backing up his player.wad whenever he died so his mortem doesn't show how many times he died), but he did claim it was "extremely hard" and killed the Mastermind with only a single hit point remaining, so I don't think this was the optimal build choice. I decided to go with Scavenger; aside from thinking it's the best Technician mastery even before its 0.9.9.8 buff (more mods, especially rare mods, is nice and Scavenger is the only Technician mastery without a serious downside to it), Scavenger has the neat trick where it effectively lets you bypass AoI not letting you store mods, as any mod you come across you can just put on a random weapon and dissemble it later with Scavenger to get the mod back, instead of being forced to use the mod on sub-optimal equipment.

For trait order, I leadoff with Finesse -> Juggler. Scavenger is a mastery whose power manifests later, so I can comfortably delay it for immediately useful traits, and of course the aforementioned leadoff is probably the strongest opener, which is especially going to be needed as I take on Hell's Arena. Then it's a level of SoB since rapids will be the primary source of firepower for any generalist build and making the Chaingun less awful will help in the aforementioned Hell's Arena. It's two levels of EE after that to start building towards Scavenger's Intuition prereq while farther buffing rapids and making the Chainsaw a better sidearm, but I deviate again from the prereq path to get a level of Hellrunner in case I roll Phobos Lab for the Phobos 7 special level. I then get Intuition not only for fulfilling the prereq, but its powerup detection is very important in AoI when you'll be largely relying on powerups for healing and immediately knowing where they are on any given floor will save runs. I once more deviate from the prereq path to get SoB2 as my offense is still feeling lacking, before the two Whizkid levels needed and finally Scavenger. Post-mastery it's Int2 so I don't need to radar shoot or wait spam as much, more Finesse is obvious, as well as another level of HR to help me beat the Cyberdemon. Traits after that are irrelevant, as you'll see later...

After some resets on Phobos Base Entry, I get one of the best floor 2s I can ask for, with it having a horizontal water river for easy corpse disposal and an early obtainable Computer Map, I nearly did the floor damageless. But after that is N! Hell's Arena that is especially brutal in AoI as you can't heal during it whatsoever, which aside from the general difficulty of that, it also means your ability to intentionally eat plasma/acid balls to destroy corpses is very limited, and no medkits also means you can only activate run once. My first run I didn't reset on Phobos Base Entry did end up dying in the third wave after I get hit by two high roll acid balls from a badly spawned Baron. You may want to skip Hell's Arena altogether or only kill some enemies in the first for EXP before leaving, but beating N! Hell's Arena in AoI or AoMs is necessary for the Chessmaster's Cross, and while I could save that for AoMs where it will be slightly easier since you can get fully healed with a well-timed level up, I do want the Rocket Launcher so I keep at it. And in just my second attempt I managed to clear Hell's Arena; coming in at nearly 200% after the aforementioned great Hell 2 was nice, but that extra health proved unnecessary.

Phobos 3 would be another easy floor... aside from me accidentally swapping to the Rocket Launcher and face rocketing myself when juggling Shotguns four fucking times. I got pretty tilted from repeating such a stupid costly error, but I was able to recompose and got through Phobos 4 and 5 without any issue. Then came the Unchained Court, which was scary to attempt when the only healing in AoI are the three Berserks that could be easily blown up, but it went so well that I cleared it with two Berserks to spare (only grabbing the Chainsaw once I aggro'd the Arena Master); having a competent Chaingun thanks to SoB + EE makes plinking away at the Barons stuck behind in the lava pools from the doorways more effective, and makes one-shotting the Formers are long range a lot more reliable, while having EE also makes chainsawing the Arena Master down more effective when you aren't missing half your hits. Being able to save those Berserks to take with me to the next floor proved very useful too, as Phobos 6 was a Cacodemon+Arachnotron cave which could have easily killed the run without the Berserk. After an unremarkable Phobos 7, I rolled Military Base instead of the Phobos Lab I got that level of HR for, I actually may have preferred Phobos Lab as Military Base is quite risky in AoI without the ability to gift drop the Elite Formers (can't use armor to gift drop them since they all spawn in a Green or Blue Armor by default), but through very careful play I avoid eating a run-ending close range SSG blast or Napalm rocket and get through it. In N! Phobos Anomaly, I just rocket jump through the ambush and the Bruisers, not attempting to fight back as no Commandos spawn on Phobos 6/7 and so I had no Plasma Rifle (and I was going to need one to remotely entertain the idea of fighting here with no healing outside the opening room), though I didn't have much choice after rocket jumping past the Bruisers when one of them funnily hit me into the portal.

Deimos 1 would start off interesting with a Butcher's Cleaver spawning, unfortunately as this is before Scavenger's 0.9.9.8 buff, I'm unable to dissemble it for a rare mod and so it sits in my inventory. Deimos Lab however would prove to be extremely lucrative; first the weapon cache had a Nuclear Plasma Rifle, I consider just leaving the Shamblers behind to not fumble this reward, but I do decide to take them on, especially as a few of the armor crates did drop Small Medkits that I could heal mid-fight without needing to make a mad dash to the Supercharges. Through Juggling overcharged Plasma Rifles, I'm able to defeat the Shamblers, and I get the coveted Onyx + Nano mod reward from the lab cache. With the Onyx I just immediately slap it on my Red Armor, with the Nano I had some deliberation on what to do with it, thanks to Scavenger I could store it on a Plasma Rifle and get it back later, but I decide to just put it the on the Nuclear Plasma Rifle rather than try to build towards a Nanomachic weapon or Antigrav Boots or save to Nano a Hyperblaster; with the Nano'd Nuclear Plasma Rifle instantly charging 4 cells after every shot, I can fire 10 consecutive times before it'll fully deplete its clip, and even after that it can still indefinitely fire 4-shot bursts if I'm unable to hold off on firing for a couple seconds to let it fully recharge, so it's nearly as good as a Nanomachic Plasma Rifle while retaining 4 more mod slots. I get WK2 not long after and finally build Tactical Boots, Tactical Shotgun, and a Hyperblaster I was holding off on so I could mod them. With those, the Nano'd Nuclear Plasma Rifle, and PO Red Armor, I blow through Deimos and clear Containment Area + Abyssal Plains without a hitch, with Scavenger turning one of those Missile Launchers into a Firestorm that I then put on my Hyperblaster for when I want more DPS than the Nuclear Plasma Rifle can manage. I do skip Halls Of Carnage however to end the Conqueror streak, as N! Halls Of Carnage would have been too dangerous in AoI without an exceptionally fast build, when I would have been unable to heal in the deadly maze full of Nightmare enemies and Barons. Tower Of Babel would give me a terrible Cyberdemon spawn where damage was unavoidable, but after escaping the corner I defeat him without going below 100% health.

Hell 1 would greet me with a relaxing Pain Elemental cave, though it has the downside of not giving me much EXP and so I'm unable to get one more level for the Fin3 I would have needed to outspeed the Angel of Death, thus having to skip Unholy Cathedral. Hell 2 would be a much more interesting floor however... First it's a Hellish Magic level, something I often go entire A100 games without seeing, so that's neat (and also dangerous, all those Commandos makes it a lot more threatening than any of the VMR-only levels), and it has a flood too to spice it up farther. But a Unique spawned... which turned out to be the Trigun! First thought is, with Scavenger, I can turn this into a second Nano, but then I remember I still don't got the Fallout Platinum Cross that I missed out on the last two times I got a Trigun, and there's a handy Invuln nearby to nuke rush the rest of the game while I have about three dozen rockets in my inventory for rocket jumping... The game was probably won regardless at this point with the equipment I had, but I take advantage of this opportunity and nuked the rest of Hell, using the remaining levels I got on Ironman to keep my max HP from going too low (including popping into The Vaults to get the very rare AoI Vaults clear that is only possible with overcharging a Nuclear weapon or Angel Arm while Invuln'd, I would rocket jump to the Unique that spawned here and it turned out to be Enviroboots). The Invuln would run out on Hell 7, but another spawned, so after carefully getting to it with my depleted health, I nuke Hell 7, Dis, and Hell Fortress for the easy win.

With that is Eagerness Diamond, alongside the Chessmaster's Cross and Fallout Platinum Cross (with those two medals checked, I'm now only three medals shy from getting all medals and thus Heroic Diamond, leaving only Untouchable Cross, Hell Arena Pwnage Medal, and Gutts' Heart). Well it's hard to fully accurately gauge the difficulty of the badge when I got to nuke the last third of it, and having such good equipment in the second third, but still this only took two attempts that didn't Q+Y on Phobos Base Entry, and the run never pressured me like Inquisitor Diamond or even Marksman Diamond did. If you go Scavenger to not let AoI limit your equipment potential, while it remains one of the harder Diamonds, I don't think Eagerness Diamond matches up to the top level Diamonds let papilio claimed. After this run, I'm also now at 20 Diamonds, joining I believe only Icy and papilio as the only players to have verifiably reached the big 2-0 Diamond count in 0.9.9.7. I'm going to be entering "don't get hit" and RNG hell for the remaining Diamonds however...

Here is the mortem:

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

 wherearemymedkits2?,
 level 16 Cyberdemon Chaos Mjr General Technician,
 nuked the Mastermind at the Hell Fortress.
 He survived 740406 turns and scored 867932 points.
 He played for 4 hours, 39 minutes and 43 seconds.
 He opposed the Nightmare!

 He killed 1752 out of 1775 hellspawn. (98%)
 He held his right to remain violent.
 He was an Angel of Impatience!

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

  Levels generated : 11
  Levels visited   : 7
  Levels completed : 7

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

  UAC Star (gold cluster)
  Aurora Medallion
  Fallout Platinum Cross
  Hell Armorer Badge
  Chessmaster's Token
  Chessmaster's Cross
  Hell Champion Medal
  Eagerness Diamond Badge

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

  ###########################################################
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #X.........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  #..........................................................
  ###########################################################

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

  Health 50/25   Experience 135818/16
  ToHit Ranged +4  ToHit Melee +4  ToDmg Ranged +2  ToDmg Melee +2

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

  Class : Technician

    Ironman          (Level 2)
    Finesse          (Level 2)
    Hellrunner       (Level 2)
    Son of a bitch   (Level 2)
    Eagle Eye        (Level 2)
    Juggler          (Level 1)
    Intuition        (Level 2)
    Whizkid          (Level 2)
    Scavenger        (Level 1)

  Fin->Jug->SoB->EE->EE->HR->Int->SoB->WK->WK->MSc->Int->Fin->HR->Iro->Iro->

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

    [a] [ Armor      ]   red armor [6] (OP)
    [b] [ Weapon     ]   Trigun (3d6) [6/6]
    [c] [ Boots      ]   tactical boots [0/0] (100%) (A)
    [d] [ Prepared   ]   shell box (x35)

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

    [a] shotgun (9d3) [1/1] (P1)
    [b] tactical shotgun (8d3) [5/5]
    [c] rocket launcher (6d6) [1/1] (B2)
    [d] hyperblaster (2d4)x5 [40/40] (F1)
    [e] nuclear plasma rifle (1d7)x6 [24/24] (N1)
    [f] Necroarmor [6/6] (100%)
    [g] chainsaw (4d6)
    [h] Butcher's Cleaver (5d6)
    [i] shotgun shell (x70)
    [j] shotgun shell (x70)
    [k] shotgun shell (x70)
    [l] shotgun shell (x70)
    [m] rocket (x4)
    [n] power cell (x70)
    [o] power cell (x55)
    [p] power cell (x70)
    [q] power cell (x70)
    [r] power cell (x70)
    [s] Enviroboots [0]
    [t] shell box (x100)
    [u] shell box (x100)
    [v] rocket box (x20)

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

    Acid       - internal 25%   torso 25%   feet 25% 
    Fire       - internal 25%   torso 50%   feet 25% 

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

    233 former humans
    171 former sergeants
    114 former captains
    268 imps
    79 demons
    417 lost souls
    71 cacodemons
    38 hell knights
    46 barons of hell
    33 arachnotrons
    100 former commandos
    36 pain elementals
    25 revenants
    41 mancubi
    28 arch-viles
    8 nightmare imps
    18 nightmare demons
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    2 shamblers
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  He defeated the Hell Arena Master!
  On level 5 he found the Arena Master's Staff!
  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 found the Butcher's Cleaver!
  On level 9 he entered Deimos Lab.
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  On level 11 he assembled a tactical shotgun!
  On level 11 he assembled a hyperblaster!
  On level 11 he assembled a tactical boots!
  He emerged from the Containment Area victorious!
  On level 12 he romped upon the Abyssal Plains.
  He slaughtered the beasts living there.
  On level 16 he found the Tower of Babel!
  On level 18 he stumbled into a complex full of arch-viles!
  On level 18 he ran for his life from lava!
  On level 18 he found the Trigun!
  He activated the Angel Arm on level 18!
  He activated the Angel Arm on level 19!
  On level 19 he found the Necroarmor!
  On level 19 he entered the Vaults.
  He activated the Angel Arm on level 19!
  On level 19 he found the Enviroboots!
  He managed to clear the Vaults completely!
  He activated the Angel Arm on level 20!
  He left level 20 as soon as possible.
  On level 21 he stumbled into a nightmare demon cave!
  He activated the Angel Arm on level 21!
  He left level 21 as soon as possible.
  He activated the Angel Arm on level 22!
  He left level 22 as soon as possible.
  He activated the Angel Arm on level 23!
  Then at last he found Dis!
  He activated the Angel Arm on level 24!
  He left level 24 as soon as possible.
  He defeated the Mastermind and found the TRUE EVIL!
  He activated the Angel Arm on level 25!
  Then finally in Hell itself, he killed the final EVIL.

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

 You prepare the rocket launcher instantly!
 Fire -- Choose target...
 You see : floor
 You reload the rocket launcher.
 Fire -- Choose target...
 You see : floor
 There are stairs leading downward here.
 You reload the rocket launcher. There are stairs leading downward here.
 This is it. This is the lair of all evil! What will you meet here?
 Use scroll to choose weapon, left button to wield, right to cancel... You
 wear/wield : a Trigun (3d6) [6/6]
 Do you want to use the dangerous Angel Arm?? [y/n]
 You activate the Angel Arm! Your life is drained! Congratulations! You
 defeated John Carmack! Press <Enter>...

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

 304 brave souls have ventured into Phobos:
 110 of those were killed.
 1 of those was killed by something unknown.
 96 didn't read the thermonuclear bomb manual.
 And 7 couldn't handle the stress and committed a stupid suicide.

 90 souls destroyed the Mastermind...
 7 sacrificed itself for the good of mankind.
 48 killed the bitch and survived.
 35 showed that it can outsmart Hell itself.

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

 9 
 on: December 30, 2025, 01:53 
Started by Omega Tyrant - Last post by Omega Tyrant
And now this post will be for all the new badge proposals I added or revised, since it's going to be really long.

*Ensure every badge that requires a specific medal actually explicitly requires said medal.

This covers several different badges such as the Destroyer badges, I listed every one in the OP that is applicable, but simply if Dual Angels remain able to win badges from both challenges, this should be done to patch out the most blatant AoOC and AoCn abuse that clearly go against the badges' intended challenge.

*Make all Veteran Badges disallow AoMC, AoLT, AoCn, and AoOC.

Currently the Veteran Badges can be won in any sort of game mode, which is ok, there should be some badges with freedom on how you win them, but these four challenges in particular make the Veteran Badges much easier to win. In particular, this has contributed to Veteran Diamond being the most won Diamond according to the 0.9.9.7 Badge Hunters Thread, with a whopping 18 people winning it, and then Veteran Angelic is the 2nd most won Angelic after the infamously easy Shottyman Angelic, with 13 people recorded winning it, which is also more common than all but six of the Diamond Badges. That was in 0.9.9.7, but nothing was changed about these particular challenges that would prevent them from still making these badges much easier, other than AoOC being made slightly harder with a weaker starting loadout. You can conversely argue however that it's ok to have a few easier Diamonds and Angelics, so I won't push hard on this one.

*Make Armorer Gold, Platinum, and Diamond a less horrendous grind.

Aside from the unwinnable ones, the absolute worst-designed badges are these three, not only having very little skill involved in obtaining them, but they also require an atrociously long grind if you play naturally, and trying to force them any faster would require running several A666 games, while you should obtain most or literally every other badge in their respective classes before getting these Armorer badges. For examples:

  • When I was doing my 100% 0.9.9.8 attempt, I obtained every other Gold and 15 Platinums before Armorer Gold, I had to run an A666 game to force getting Armorer Gold else it would have taken me who knows how many more non-A100/666 games to get it.
  • When I stopped playing said 0.9.9.8 file, I had 18 Platinums while still being 357 specials away from Armorer Platinum, so realistically I could have easily won the 7 other remaining Platinums long before getting Armorer Platinum. Even running A100/666 games wouldn't speed it up that much, since each special item only gets counted once per run, so even if I did found every special item in each run, it would still take at last a half dozen A666 games to win Armorer Platinum at this point.
  • When it comes to Armorer Diamond, on my 0.9.9.7 file, over the course of 299 recorded games, including over a dozen A100 games and 3 completed A666 games, I still do not have Armorer Diamond! According to my play time, I got nearly a thousand hours clocked in (938:02:49:35 to be exact with my play time), assume half that time was the game running idle and it's still absurd I do not have Armorer Diamond yet with that much play time. Depending on how stingy the game's RNG wants to keep being with dropping the last Subtle Knife I need for this awful badge, I could very realistically get all the 6 other Diamonds I do not have yet and even get all the remaining 5 winnable Angelics before I get Armorer Diamond, and I only started actively going for all these badges in this version last month!

These badges theoretically serve as "easy" badges that players of any skill level can get, since the Angelic Set and Azrael's Scythe are the only special items that actually requires you to play above ITYTD to get, and the Scythe is the only one that requires above HNTR, but their requirements are so absurdly high, that no lower level players will ever play remotely enough to get these higher level Armorer Badges. For reference, according to the aforementioned Badge Hunters thread, in over a decade of 0.9.9.7, only two players ever reported actually earning Armorer Diamond; Tormuse and Icy, i.e. two of the most legendary and hardcore DRL players, and according to the mortems, it was well over 1000 games for Tormuse before he won it, while in Icy's case, it was over 2000 games, not to mention Icy is also a heavy A100/666 player too. We can all agree the grind for these badges is unreasonable, right? Also the more special items that get added, the grind for Gold and Diamond will get even worse (while these badges shouldn't be a factor against adding more special items to the game). For what to exactly do with these badges:

  • Change Armorer Gold to collecting 100 total special items. This is a much less giant jump compared to the Silver requirement of a mere 30 total special items, and a player good enough to start winning Gold badges should shortly add it to their Gold collection.
  • Change Armorer Platinum to collecting 300 total special items. I contemplated the 500 that JHC has for its Armorer Platinum, but I think 300 is more reasonable (Silver gets you a tenth of the way there and Gold gets you one-third), and players capable of winning Platinums won't have this badge delaying them getting all Platinums as long as the 500 or especially 1000 requirement would.
  • Change Armorer Diamond to collecting 1 of every special item and 500 total. There's just no reason for why you should need to collect more than 1 of each special item for Armorer Diamond, what does a player prove by finding the Dragonslayer two more additional times after their first time finding it? The secondary requirement ensures you can't win Armorer Diamond before the Platinum.

*Increase Lightfoot Bronze's floor requirement to level 16.

I mean this is a Bronze so who really cares, but since AoLT is one of the easiest challenges, it doesn't quite make sense that its Bronze has a floor requirement of 9 like some of the other harder challenges, especially when it's braindead easy to just run through Phobos on HNTR with AoLT's speed boost without even trying to fight back, so I feel it makes more sense for Lightfoot Bronze to have a slightly harder requirement like the other easier challenges.

*Decrease Quartermaster Bronze's floor requirement to level 9.

Conversely, Quartermaster Bronze should be made easier, as AoRA is one of the harder challenges, that people tend to notoriously struggle with their first time playing it, so it also makes no sense that it has one of the harder Bronze requirements. Again this is just Bronze badges so it feels nitpicky, but the requirement of Quartermaster and Lightfoot Bronze are inverse to their challenge's respective difficulties.

*Bump Marksman Gold's difficulty down to HMP.

It never made much sense to me that the Marksman series skipped HMP and jumped straight to UV for Marksman Gold, especially when AoMr wasn't an easy challenge. In fact back in 0.9.9.7, I would say Marksman Gold was the hardest Gold badge, because being locked to pistols on UV was so brutal. The 0.10 SoG change reversing pistols' early games woes did made AoMr a lot easier, but I still think it doesn't justify skipping straight to UV, and regardless if you're able to beat AoMr on UV, you should be able to jump straight to the Platinum requirement and beat it with 100% kills. So for more clear delineation in the difficulty between the Gold and Platinum, this change should be made.

*Give Lightfoot Gold the additional requirement of beating AoLT in under 40000 turns.

As mentioned previously, AoLT is one of easiest challenges, and its Gold just requiring beating HMP with no additional requirement made it one of the easiest Golds. Adding the stipulation of winning in under 40000 turns makes sense to me, to both spice up Lightfoot Gold a bit and to also have a natural progression towards Lightfoot Platinum requiring winning in under 20000 turns.

*Give Daredevil Gold the additional requirement of getting 100% kills.

One of the super free Golds currently is Daredevil Gold. It's infamous how you can just spam quick AoOC games until you get lucky, and on HNTR, you don't even need much luck to get a game where you can easily run to the Mastermind with barely any fighting and then nuke her. I can run pacifist games in HNTR AoOC and easily get the luck needed to win in under 30 minutes. I would say Daredevil Silver is actually much less easy, since you can't so easily rush through it and will have to get through a boss you can't just nuke without Invuln. I think Daredevil Gold should be given a 100% kills stipulation; it would probably still be one of the easiest Golds, but at least this requirement will make players have to play through it more honestly and not just try rushing to the Mastermind with a nuke or Berserker (while also meaning they can't enter Mortuary/Limbo just to snag a free nuke unless they actually clear it).

*Change Arena Gold's requirement to beating it on UV in AoRA.

Prior to 0.10, Arena Gold had a well balanced requirement, since beating it in AoMr on UV was tough but not exceedingly so. However after SoG's change in 0.10 and pistols becoming far better in the early game as a result, beating Hell's Arena in AoMr is far easier, and so this is now overly easy for a Gold badge. What to change the requisite challenge to was a bit hard to decide; AoSh has it even easier, AoMC and AoLT would make this completely free, Hell's Arena is only slightly harder in AoP with it just making you come in with less health and no Berserk/Light Goggles, AoB is already used for the Diamond, AoD would make this harder than Arena Platinum, AoHu would be a bit much, AoPc is obviously unviable, and AoI and/or AoMs would be a good replacement but they already have a medal (Chess Master's Token) for this exact requirement. That leaves AoRA, which would actually be a great replacement challenge, since beating UV Hell's Arena in AoRA is quite tough and requires some luck (especially if you don't get Hellrunner and Reloader), but it shouldn't be harder for players to do than beating Hell's Arena on N! as the Platinum badge requires. Also it would be fun to encourage beating Hell's Arena in a quick manner.

*Perhaps give Longinus Gold an additional stipulation, such as no Berserker and Malicious Blades?

Yet one more super free Gold badge is Longinus Gold, beating Unholy Cathedral is incredibly mindless for any lategame melee build, and even low level melee builds in AoOC can very easily beat it. It just makes no sense that beating Unholy Cathedral gives you the same tier of badge as beating Mortuary/Limbo does, at least The Vaults also giving a Gold badge for just beating it can be justified by it being tricky to figure out without looking it up and needing to beat two prior special levels to do so. Not to mention that it is also much easier to get than the special level Silvers. Giving it the additional stipulation of disallowing Berserker and Malicious Blades would mean players wouldn't just be able to mindlessly steamroll through it with typical melee builds, but unlike the harder Longinus badges, they would still be allowed Brute. Maybe you could add a Bronze and Silver tier to the Longinus series, with the Bronze badge being to simply enter Unholy Cathedral and leave it alive, while the Silver badge can be to just beat it with any traits, and then the Gold can be this proposed requirement, which along with the proposed Platinum requirement, all seems like a much more natural badge progression than how the Longinus series currently is (why is there no Longinus Bronze and Silver to begin with?).

*Change Berserker Platinum's kill requirement to Explorer Pin.

It was proposed previously to just remove Berserker Platinum's kill requirement given the similarity to Gargulec Cross, and beating UV AoB on its own would be an ok Platinum-level challenge, but it would be rather mundane for a Platinum Badge, while you would still be doubling up Berserker Platinum with any Gargulec Cross run. So perhaps give it an Explorer requirement to spice it up, while also making doubling it up with Gargulec Cross a more complicated endeavor, as entering any special levels would mean having to kill everything in them to keep Gargulec Cross alive (or at least everything before additional waves spawn in). I additionally think it would tie in nicely to the proposed new Berserker Diamond requirement of beating N! AoB with no special levels visited.

*Change Shottyman Platinum's requirement to beating it on UV in under 40000 turns.

Shottyman Platinum isn't glaringly imbalanced but has two particular issues, first if you're able to beat AoSh on N!, then doing so with 80% kills for the Diamond isn't meaningfully more difficult and so players would nearly always get the Platinum + Diamond together, and secondly it's just a boring Platinum. With what I'm about to propose for Shottyman Diamond though, I think Shottyman Platinum would make more sense and be more interesting with its difficulty requirement being bumped down to UV, but now have the additional requirement of beating AoSh in under 40000 turns. This would not only have a more natural progression to the proposed new Shottyman Diamond requirement, it would also give players another Platinum they can get without playing N!, but having to play through UV at such a fast pace will make it sufficiently more difficult than the Gold.

*Give Centurial Platinum the additional requirement of getting Experience Medal.

Centurial Platinum is fine as it is and the vast majority of Centurial Platinum runs probably incidentally got the Experience Medal anyway, this will just have a better progression to the proposed Centurial Diamond change of beating N! A100 with an Experience Cross.

*Change UAC Diamond to require only UV, disallow Berserker, or do both.

While UAC Diamond looks imposing at first, it is actually a very easy Diamond, that is easier than at least half the Platinums, with the badge having the clear obvious optimal strategy of rushing through the game with a melee Scout that anyone can copy and 20 minutes being a surprisingly generous time limit when you're rushing through the game berserked most of the time. According to the Badge Hunters thread, this was one of the most won Diamonds in 0.9.9.7 with a dozen people winning it, and if you look at the mortems, they all cleared the 20 minute requirement by several minutes at least, with the majority being under 15 minutes and some even almost getting under 10 minutes. It was suggested that this could be a 0.9.9.7 thing and changes since then would make it harder, but after running it in 0.10, I got a 11:17 first try without even trying hard to be fast with my physical inputs and making some serious time-losing flubs. The berserk nerf does make it more difficult to survive rushing through the game, but the game engine itself becoming faster counterbalances this and it wouldn't take many resets to get the luck needed to not die during a melee rush. An unusual idea to buff this badge's difficulty would be to make it strictly require UV, as speedrunning through the game on UV would actually be harder without N!'s doubled powerups/healing and faster levelling. Alternatively, you just disallow Berserker, as getting to Chained Court ASAP and rushing through the rest of the game with Berserker is the one clear dominant strategy for speedruns, and any time limit that would make this a reasonably difficult Diamond-level challenge for Berserker builds would be unreasonably difficult or even impossible for non-Berserker builds. If you want to be extra sure with making this a Diamond-worthy challenge, you can do both the UV-only and no Berserker requirements.

*Change Shottyman Diamond's kill requirement to beating it on N! in under 20000 turns.

JHC's Shottyman Diamond equivalent got the new much more interesting requirement of beating N! AoSh in under 20000 turns. This ended up being terrible for JHC, as due to that game's different structuring that makes JHC longer and much harder to rush through, beating the game on N! that fast with purely shotguns is probably impossible or close to it, and even Sereging it with a Berserker build requires a ridiculous amount of luck. With DRL's structure being conductive to much faster playthroughs however, this requirement would actually work well here for a Diamond-worthy challenge. There was some concern given that it could still be unreasonably tight even in DRL, but I would prove it was possible with a UAC Diamond run in under 20K turns that was essentially shotguns only, and that was in 0.9.9.7 before the Reloader and Gunrunner buffs that would make this less difficult, as well as under real time pressure that invariably caused many turn-inefficient moves. Plus kill requirements are boring and overdone, so more varied badge requirements would be appreciated.

*Give Marksman Diamond the additional requirement of getting the Explorer Pin.

Marksman Diamond was fine previously, as despite being only one of two Angel-related Diamonds with no secondary requirement (the other being Centurial Diamond), it was actually one of the hardest Diamonds in 0.9.9.7/0.9.9.8 to get purely because of how much pistols sucked, particularly in the early game. They sucked so much that the people who got it through Sereging basically just played it as a pseudo-pacifist run and didn't even bother trying to actually use the pistols. With 0.10's SoG change however, while pistols became weaker in the lategame, they became far far better in the early game and better in the mid game too, so AoMr is overall easier now. Thus an additional stipulation should be added to keep this badge an appropriate Diamond-level challenge, with the idea being to make it require Explorer, as being pistol-locked would especially complicate getting out of the newly added Toxin Refinery/Central Processing, Military Base/Phobos Lab, Abyssal Plains, Halls Of Carnage, and of course Mortuary/Limbo. The upcoming suggestion to change Hunter Diamond would also mean Explorer will be unused as a secondary Diamond requirement.

*Change Inquisitor Diamond's Marine-only requirement to disallowing Ironman and Tough as Nails.

Inquisitor Diamond was one of the most fearsome Diamond badges in 0.9.9.7, with only four people recorded winning it (Sereg, Icy, papilio, and myself, the latter two being the only ones who did it purely). In 0.10 however it's far easier, with the main culprit being the currently OP Survivalist, that even if the Marine-only restriction didn't exist, would be the perfect mastery for significantly nerfing this challenge. My first thought was to disallow Survivalist even if it gets its proposed nerfs, but it would be awfully restrictive to require a specific class and ban one of their masteries on top. I was thinking though, the Marine-only restriction doesn't hit as hard anymore due to the Marine getting the inherent energy-resistances passive, so the Marine in AoP isn't so disadvantaged, and all the Marine's non-Vampyre masteries got buffed too. So instead of having the Marine-only restriction, allow any class but disallow Ironman and Tough as Nails; one of the primary things that makes AoP so difficult is the player's health supply being severely reduced to only medkits and being unable to repair armor without risky levers or rare mods, so traits that let you get more health back from medkits and give you inherent defenses are a lot more valuable, making these traits pivotal to nerfing the threat of AoP (especially so when both of these traits are much better than they were in 0.9.9.7). Banning TaN will additionally prevent the use of Survivalist regardless of its OPness, and it would prevent Entrenchment, which would probably be the second best mastery choice for AoP after Survivalist. Probably still wouldn't be as brutal as 0.9.9.7 Inquisitor Diamond was, but this change should make it go back to being one of the harder Diamonds instead of one of the easiest.

*Change Hunter Diamond's Explorer requirement to disallowing Intuition.

Hunter Diamond's Explorer requirement didn't really add much to its difficulty and seemed rather tacked on. Meanwhile if you run Cateye, which you could get as early as floor 3 with the insane EXP rate of N! AoD, the primary hurdle of the challenge got negated and you'll just be essentially playing a normal N! game with no map memory as a masterless Scout, except with a doubled EXP rate that makes it actually easier than standard N!. Even with just Intuition 2, you significantly nerf the main threat of vision reduction, and Intuition 1 helps too by letting you still see powerup locations despite Computer Maps no longer working. It seems very obvious to me that a no Intuition requirement would be far more fitting and difficult for Hunter Diamond than the Explorer requirement is (an Intuition ban would also prevent the use of Cateye). If either iteration of the proposed Hunter Angelic gets added, it too should get the no Intuition requirement for the same reasoning.

*Increase Daredevil Diamond's kill requirement to 100%.

As explained with Daredevil Gold, the nature of AoOC makes it easy to just spam quick runs until you get lucky, and while Daredevil Diamond has an 80% kill requirement to make you have to at least kill things, this is still easy to achieve rushing through the game, in addition to giving you the leeway to completely skip an overly bad floor or two, such as any Arachnotron or Nightmare Demon caves. It also doesn't make sense that while Elite Diamond requires beating the entire standard game on N! with 90+% kills, you got another Diamond requiring you to beat a third of the game with a smaller kill percent requirement. Plus with the change of respawns no longer counting towards kill percent, the hurdle of lacking corpse disposal no longer matters (not that the difficulty of disposing corpses even mattered previously when nearly two dozen people won Daredevil Diamond across all pre-0.10 versions).

*Change Speedrun Angelic's real time requirement to under 8 minutes.

Icy and I previously agreed that this infamous unwinnable badge should have its requirement bumped up to 10 or even 12 minutes. However when looking at the UAC Diamond times, I found several people came close to getting their UAC Diamond run in under 10 minutes. while I found a run by papilio that got under 10 minutes and a run by Sereg that got under 9 minutes. This is on top of DRL getting engine improvements that makes it play faster since those 0.9.9.7 runs (particularly mitigating all the pauses whenever the game renders projectiles flying around). And as mentioned previously, I got a run nearly under 11 minutes first try despite not trying to play as physically fast as possible and getting some clearly lousy early game level luck (getting any early maze with stairs on the opposite end would make you reset on any serious Speedrun Angelic attempt). 4 minutes is still completely out of the question, but I think 8 minutes will be a reasonable threshold that will be extremely difficult while not venturing into "spin the slot machine thousands of times until you win" territory for top level players, and so will be revising the proposal to that.

*Remove Marksman Angelic's kill requirement and replace it with disallowing Cateye.

As I ranted about under Hunter Diamond, Cateye just significantly neuters Angel of Darkness, and indeed everyone who has won Marksman Angelic did so with Cateye despite it not even being a Pistol mastery. This wasn't so bad in 0.9.9.7 when pistols sucked so badly and needed any sort of buoy thrown to them, and said pistol suckiness made it extremely hard to survive long enough with reduced vision even with doubled EXP to reach Cateye, especially as you needed to get SoG3 first to have any chance and thus delaying Cateye. But as also explained prior, pistols are a lot better now with the SoG change, especially in the early game, and so surviving long enough in AoD to get Cateye is no longer such an arduously excruciating task. As such, the pointless kill requirement should instead be replaced with disallowing Cateye, forcing players to engage with this badge the intended way and encouraging more varied builds (you could also just ban Intuition too like was proposed for Hunter Diamond/Angelic, but I think you can leave Intuition allowed as a mercy, as even if you know enemies are right outside your vision, pistols are still heavily disadvantaged when they can't fire back against these enemies without the out-of-vision accuracy penalty).

*If Angel of Drought is added, change Shottyman Angelic to beating AoSh + AoDr on N!

This is preemptive, but if the proposed Angel of Drought does get added, I think the notoriously easy Shottyman Angelic could instead be spruced up by replacing AoOC with AoDr in the requisite Dual Angel combo. It would need testing after that to determine an appropriate kill requirement if any (or perhaps if 100% kills is feasible), but this would be an obviously more fitting asynergistic combo than AoSh + AoOC (which frankly never made much sense), and I basically already did this in JHC with 100% kills to boot in that bugged beta version for one of my most tense runs ever in either game. Also there probably should be an additional stipulation that disallows building Nano-shrapnel, because otherwise the dominant strategy would be resetting until you get a Nano mod in Hell's Armory/Deimos Lab (or find one randomly) to then build a Nano-shrapnel Shotgun that invalidates the challenge (could still apply a Nano raw to a shotgun, but aside from the Plasma Shotgun, raw Nanoing shotguns doesn't work well with their limited or non-existent clips and so you'll still need other shotguns loaded to kill most enemies).

*Revising the proposed Daredevil Angelic to clearing AoOC + AoP with 100% kills.

When Icy originally proposed Daredevil Angelic, it was an AoOC + AoD combo, but when thinking of it now, Angel of Purity is clearly the far more asynergistic combo with AoOC, when successful AoOC runs heavily depend on powerups. Even when Sereg and Icy Sereg'd Inquisitor Diamond, it took them several hundreds of tries and of course both finished with abysmal kill percents. As such, I'm revising the proposal to replace AoD with AoP.

*Add Gatekeeper Angelic, which requires clearing Phobos Anomaly, Tower of Babel, and Hell Fortress all damageless on N! in a single run.

When I originally brought up the idea of Gatekeeper Angelic, Icy shot it down as being too easy for an Angelic. The original suggestion was Anomaly + Babel + Dis, and while the Mastermind should be no longer so easy to beat damageless with its AI change + possibly impending flinching threshold buff, I think it would be better to replace Dis with Hell Fortress. Aside from being more difficult, it makes more sense for an Angelic anyway to require no damaging the true final boss. The only caveat is this badge should only be added if the proposal of having Hell Fortress turn off powerups when you enter it is implemented, as otherwise, it would be too easy and cheesy to just find an Invuln in Hell then rush to Hell Fortress to kill Carmack damageless with Invulnerability (maybe have the badge require not using the Lava Element too so you can't use it to kill Carmack damageless with a high DPS build?). Also of course nuking any of these three levels should disqualify you from earning the badge.

 10 
 on: December 29, 2025, 16:16 
Started by Omega Tyrant - Last post by Omega Tyrant
Since the last post got long, I'm putting all the new medal suggestions here:

*Ensure all medals and badges that require beating a specific special level do not count nuking

This is how it works normally, but there seems to be several exceptions where such a medal/badge does not disqualify nuking, such as the various Hell Arena medals, the Hell Armory/Deimos Medals, Every Soldier's Medal, and Spider-Killer Cross. So these should all be checked and a no nuke exemption should be added to each lacking one.

*With the Fallout and Klear Crosses, do not count multiple nukes activated on the same floor as separate instances of nuking

Something that seems unintended and certainly doesn't make sense is that setting off multiple nukes on the same floor will count as separate instances of nuking. Notably, if you get the Trigun at any point of the game, once you get invulnerability you can keep spamming Angel Arm on the same floor to rack up the nuke counter for an easily cheesed Fallout Platinum and Klear Cross, such as I did in this run, which does not seem to be in the spirit of the medals and certainly doesn't resemble the actual run inspiring Klear Cross, where Klear actually nuked over half the game's levels. So while it would make these already annoying-to-get medals even harder, such a blatant exploit should be fixed.

*Add a new medal called "Sereg's Medallion", for completing Angel of 100 on UV or N! in under 1 hour of real time.

One of the coolest feats I seen on here was Sereg completing A100 on N! in under an hour, and Icy would later perform that feat as well, so a medal commemorating it and encouraging more people to speedrun A100 would be neat, while it would also work as a harder version of the "Marathon Medal" that Game Hunter suggested long ago. While Sereg and Icy did it on N!, and it would make sense to require only N!, I think UV should be allowed for the medal, since it would probably actually be harder to perform this feat on UV without the doubled powerups and the slower leveling.

*Add a new medal called "Tormuse's Medallion", for completing an Angel of Humanity + Angel of 100 Dual Angel challenge.

Another very cool feat was when it was discovered that Thomas' Medal and Everyman Platinum/Diamond didn't actually require the Conqueror Pin back in 0.9.9.7 and so could be could be earned in AoCn/AoOC or even A100, Tormuse gave it a try and successfully pulled off a AoH + Ao100 UV run. This wasn't in the spirit of what Thomas' Medal and the Everyman badges require, but it's arguably an even tougher feat than doing a normal Everyman Diamond run, and basically no one would dream of trying an AoH + A100 run, so I think it should get recognition with a new medal, while also encouraging people to actually try this Dual Angel combo. Tormuse did it on UV and I would be ok with a UV/N! requirement too, but I'm also ok with no difficulty requirement to make this medal less daunting for players to earn themselves.

*If the Unmaker is added, add a new medal too called "Kaiser's Insignia", for killing John Carmack with the fully upgraded Unmaker.

If the Unmaker gets accepted and added to the game, I think it would also be fitting to have a medal for getting it fully upgraded and using it to kill the true final boss, not unlike the two medals we already have like this in the Gutts' Heart and rather random Grammaton Cleric Cross. You could make it require killing the Mastermind instead, but I think the Carmack requirement is more fitting here, since the "Final Evil" is a closer analogue for Doom 64's Mother Demon than the Mastermind is. The name references Samuel Villarreal (whose tag in Doom communities is "Kaiser"), the most famous Doom 64 fan who reverse engineered the game to make the first unofficial Doom 64 PC ports in the early-mid 2000s, and then later actually headed the development of Nightdive's official 2020 Doom 64 ports.

*Add more special level-related medals.

Currently the medals tied to special levels are very weird in their distribution; you got a whopping five of them for Hell's Arena, then Hell's Armory/Deimos Lab and Mortuary/Limbo have two each (that are just a basic "beat this special level" and "beat this special level damageless" medal), then you randomly got "Every Soldier's Medal" and "Spider-Killer Cross" for beating The Wall/Containment Area and Spider's Lair respectively in Angel of Humanity, and that's it. I'm assuming there were more such medals planned at some point (based on Game Hunter's comments about wanting to add a lot of new medals) and this weird distribution is just the result of an in-development game getting its old dev team disbanded after development was shelved for a decade, because otherwise this distribution of them makes no sense. I encourage people to share their own ideas for new special level medals, here are ideas I have:

  • "Secret Hunter" - Exit Toxin Refinery through its secret exit.
  • "DSDA Gold Medal" - Exit Toxin Refinery or Central Processing on UV in under a minute of real time (but disqualify if the player uses a Phase or Homing Phase Device).
  • "DSDA Platinum Medal" - Exit Toxin Refinery or Central Processing on N! in under a minute of real time (but disqualify if the player uses a Phase or Homing Phase Device).
  • "Chainless Token" - Clear and exit The Chained Court without picking up the Chainsaw.
  • "Blind Gladiator" - Clear The Unchained Court in Angel of Darkness.
  • "Blind Champion" - Clear The Unchained Court on UV+ in Angel of Darkness.
  • "Tyson Medal" - Clear Military Base in Angel of Berserk without running out the Enraged Timer.
  • "Grandmaster Tyson" - Clear Military Base on N! in Angel of Berserk without running out the Enraged timer.
  • "Demon's Jaw" - If Angel of Turbo is added as a challenge, add this medal for clearing Phobos Lab on UV+ in Angel of Turbo.
  • "Nightmare Demon's Jaw" - Clear Phobos Lab on UV+ in ArchAngel of Turbo.
  • "id Memento" - Clear Hell's Armory/Deimos Lab in Angel of Red Alert.
  • "Silver Shell Box" - If Angel of Drought is added as a challenge, add this medal for clearing City of Skulls/Abyssal Plains in Angel of Drought.
  • "Empty Shell Box" - Clear City of Skulls/Abyssal Plains on UV/N! in Angel of Drought.
  • "Charred Watch" - Clear Halls Of Carnage in Angel of Impatience.
  • "Loaded Backpack" - Clear The Vaults in Angel of Light Travel.
  • "Relic Of Pain" - Clear House Of Pain without using the Arena Master's Staff in Angel of Masochism.
  • "Gordian Ribbon" - Clear Unholy Cathedral by nuking and exit alive (not really a challenge but the funny simplest solution to beating Unholy Cathedral without a melee build whenever you can do it).
  • "Temporal Relic" - Clear The Mortuary/Limbo in Angel of Purity.
  • "Pacifist Star" - Exit The Mortuary/Limbo alive without any enemies dying, including respawns, but disqualify if any sort of Phasing device is used.
  • "Biohazard Medal" - If Angel of Pestilence is added as a challenge, add this medal for clearing The Lava Pits/Mt. Erebus on UV+ in Angel of Pestilence.
  • "Biohazard Cross" - Clear The Lava Pits/Mt. Erebus on UV+ in Archangel of Pestilence.

*Perhaps add more "fail medals"?

The concept of "fail medals" is something people thrown around ideas about for a long time yet were rejected because the devs didn't like the idea of rewarding failure. However they apparently changed their mind on that when 0.9.9.8 made the fabled Gutt's Sorrow medal official, and also added the Purple Heart. As such, while they can be annoying from a completionist's perspective, I think it would be fun to have some more such medals, and it would also make the two current fail medals not be so out of place. Some ideas for new fail medals I have:

  • "Rook's Medallion" - Die with more than 5 Large Medkits in your inventory. (It's infamous how often players die while hoarding medkits, named after the player who is perhaps most guilty of this pitfall :p Could alternatively be called the "Hoarder's Token" instead if you don't want such a medal to be referential.)
  • "Cybernetic Husk" - Die in the Cybernetic Armor while it has 0% durability. (Some sucker fell for the Cybernetic Armor trap...)
  • "Undestined Hero" - Die in Dis or Hell Fortress with the Longinus Spear equipped. (Had the "Spear Of Destiny" yet still failed to vanquish the ultimate evil at the end...)
  • "Faustian Pact" - Die after reducing your max HP to 10. (Whisper of Death, Angel Arm, and any other potential max HP drain abilities are among the powerful things in the game, so perhaps something to acknowledge players going overboard with them and dying as a result. Also obviously exclude AoHu from earning this medal.)
  • "Pity Token" - Nuke the Tower Of Babel without Invulnerability. (Aside from it being funny to nuke the wrong boss, this also references that nuking Babel would have won you the game if you were playing a version prior to 0.9.9.5. It needs a better name though, can't think of one.)
  • "Faux IDDQD" - Die with the Inquisitor Set equipped. (Managing this would be an even harder task than dying with the Dragonslayer equipped. Completely stumped on a good name for it though, so the suggested name is just a placeholder.)

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