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DoomRL (0.9.9.7) roguelike post-mortem character dump
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Russell, level 13 Cacodemon Sergeant Marine,
defeated the Mastermind at the City of Dis.
He survived 184102 turns and scored 197863 points.
He played for 3 hours, 19 minutes and 11 seconds.
He wasn't afraid to be hurt plenty.
He killed 915 out of 939 hellspawn. (97%)
He held his right to remain violent.
-- Special levels --------------------------------------------
Levels generated : 11
Levels visited : 10
Levels completed : 9
-- Awards ----------------------------------------------------
Mastermind's Brain
UAC Star (silver cluster)
Aurora Medallion
Grim Reaper's Badge
Hell Armorer Badge
Hell Champion Medal
UAC Bronze Badge
UAC Silver Badge
Reaper Silver Badge
Reaper Gold Badge
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 60/60 Experience 76744/13
ToHit Ranged +0 ToHit Melee +0 ToDmg Ranged +4 ToDmg Melee +4
-- Traits ----------------------------------------------------
Class : Marine
Finesse (Level 2)
Son of a bitch (Level 4)
Reloader (Level 2)
Whizkid (Level 2)
Triggerhappy (Level 2)
Ammochain (Level 1)
SoB->SoB->SoB->Rel->Rel->TH->TH->MAc->Fin->Fin->WK->WK->SoB->
-- Equipment -------------------------------------------------
[a] [ Armor ] Angelic Armor [7/7] (100%)
[b] [ Weapon ] nuclear plasma rifle (1d8)x8 [19/24] (A1F1P1S1T1)
[c] [ Boots ] nothing
[d] [ Prepared ] high power BFG 9000 (12d6) [65/65]
-- Inventory -------------------------------------------------
[a] missile launcher (6d7) [4/4] (P1)
[b] nuclear BFG 9000 (8d6) [52/52] (B1)
[c] BFG 9000 (10d6) [100/100]
[d] Jackhammer (8d3)x3 [9/9]
[e] tactical armor [0/0] (100%)
[f] onyx armor [4] (P)
[g] Lava Armor [4/4] (100%)
[h] shotgun shell (x70)
[i] rocket (x14)
[j] rocket (x4)
[k] power cell (x70)
[l] power cell (x64)
[m] power cell (x70)
[n] large med-pack
[o] large med-pack
[p] large med-pack
[q] large med-pack
[r] homing phase device
[s] onyx armor pack
[t] hatred skull
[u] hatred skull
[v] power battery (x120)
-- Resistances -----------------------------------------------
Bullet - internal 0% torso 50% feet 0%
Melee - internal 0% torso 50% feet 0%
Shrapnel - internal 0% torso 50% feet 0%
-- Kills -----------------------------------------------------
102 former humans
131 former sergeants
32 former captains
102 imps
75 demons
206 lost souls
66 cacodemons
22 hell knights
46 barons of hell
45 arachnotrons
20 former commandos
13 pain elementals
20 revenants
14 mancubi
13 arch-viles
2 bruiser brothers
2 shamblers
1 agony elemental
1 Cyberdemon
1 Spider Mastermind
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 sneaked into the Phobos Lab.
He broke through the lab.
On level 8 he encountered the Phobos Anomaly.
On level 9 he entered Deimos Lab.
On level 9 he assembled a tactical shotgun!
On level 9 he assembled a tactical boots!
He destroyed the evil within and reaped the rewards!
On level 11 he witnessed the Wall.
He massacred the evil behind the Wall!
On level 12 he found the City of Skulls.
He wiped out the City of Skulls.
On level 13 he found the Jackhammer!
On level 14 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 15 he assembled a tactical armor!
On level 15 he assembled a fireproof armor!
On level 16 he found the Tower of Babel!
On level 18 he assembled a high power weapon!
On level 19 he entered the Vaults.
On level 19 he found the Lava Armor!
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!
He managed to clear the Mortuary from evil!
On level 22 he entered the Lava Pits.
He decided it was too hot there.
Then at last he found Dis!
On level 24 he finally defeated the Mastermind.
-- Messages --------------------------------------------------
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched! The
missile hits the Spider Mastermind. The Spider Mastermind flinched!
Chain fire ( full ) -- Choose target or abort...
You see : a Spider Mastermind (almost dead) | blood | [ m ]ore
The missile hits the Spider Mastermind. The Spider Mastermind dies.
Congratulations! You defeated the Spider Mastermind! Press <Enter>...
You feel relatively safe now.
-- General ---------------------------------------------------
88 brave souls have ventured into Phobos:
83 of those were killed.
And 4 couldn't handle the stress and committed a stupid suicide.
1 souls destroyed the Mastermind...
1 killed the bitch and survived.
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You mentioned visiting both Hell's Armory and Deimos Lab, but I'm assuming that's your recollection playing tricks on you. They're paired, so in any given game you'll always get either one or the other.
AoLT actually doesn't do all that much in teaching you inventory management if you ask me. This morning I've earned Lightfoot Gold (AoLT on HMP) on the very first attempt. Playing melee and then being lucky enough to find a special armor that has infinite durability kinda spoils the game :S But even without said armor, this particular challenge is actually a piece of cake on melee. I think playing a non-MAc rapidfire build (on Ao100) or MBD will go a lot further than that.
Very nice work on the win! Luckydee is right about AoLT not teaching you much about inventory. If anything you learn more from playing angel of impatience - playing with zero medpacks and zero phase devices make you appreciate how rarely you need them, and how nice it would be just to have *1* of them in your inventory! :D
For the record, probably the most glaring 'unusual' trait of your inventory in this mortem are carrying hatred skulls around with you (when you've already passed the cathedral and the mortuary), carrying more than 2 spare armours, and carrying more than 1 stack of rockets.
I'm also a firm believer in carrying around a backup shotgun in case I run out of bullets, but I usually drop the shells as soon as I feel I need to make space (having an empty combat shotgun on the level has saved me from most situations in which I run out of bullets). I drop the shotgun itself round about the time I start using cell-based weapons - knocking a target back becomes less important when you can just kill them before they reach you, and there's always rockets if you need the knockback that much!
-- Inventory -------------------------------------------------
[ a] BFG 9000 (11d6) [169/169] (B2P1)
[ b] Revenant's Launcher (7d6) [1/1]
[ c] fireproof red armor [4/4] (97%)
[ d] Berserker Armor [ 0]
[ e] rocket (x14)
[ f] power cell (x63)
[ g] power cell (x70)
[ h] large med-pack
[ i] large med-pack
[ j] large med-pack
[ k] homing phase device
[ l] envirosuit pack
[ m] agility mod pack
[ n] onyx armor pack
[ o] blood skull
[ p] blood skull
[ q] hatred skull
[ r] Arena Master's Staff
[ s] rocket box (x20)
[ t] power battery (x120)
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I must admit, if I were going for ammochain, and picked up a nuclear plasma rifle, I'd pick eagle eye immediately and never look back! Your sniper mod made this less significant, but I'd still rather have EE than ammochain if I had a nuclear plasma! This might be down to the player though, and above anything else a player is best doing whatever feels most comfortable/safe to them.I thought about this but decided against it. You are most likely right though, so I would like to pick your brain on this. Here is my thoughts. I already had the firestorm mod at the time I got the NPR, and I were pretty determined to mod it, seeing that it would be the most potent weapon in my arsenal. That would leave me with a weapon that fired volleys of eight with a mag capacity of 24. Three volleys didn't seem a lot to me, and from the testing I did before getting MAc it did fall short. Actually it made me wonder how useable I would find the regular NPR with its six shots a volley -> total of four volleys before recharge. I suspect I may simply be using this weapon wrong. Perhabs the trick is bulk modding it? Or more likely - run it in tandem with another weapon in the prepared slot and hopefully a point in Juggler?
I ♥ your attitude towards spoilers. I bet you hate those schematics in the armoury don't you? :DHaha, not as much as you might think. Perhabs its illogical, but since they are part of the game, it doesn't bother me much. I did kinda have a competition against myself as I tried to find as many recipes as I could before unlocking them. Not sure how this mini game turned out - but I remember getting excited as I came across tactical boots and could extrapolate how to make tactical armor from that. Oh well, they are all unlocked now.
*Massive* kudos for your win, and of *course* it's because you played better! 87 games ago you could have had the best 'margin of error' in the world, and you still would have lost! Doomrl is a *constant* (and very nicely-laid-out) learning curve, good for thousands more games yet, but such a high-difficulty first win is probably the biggest landmark on it, making this perhaps the most important kind of mortem we can post!
More generally speaking, I probably carry around 3-4 health items, 2-3 armors, 1 envo suit, 1 get out of jail free card (phase/hellwave), 1 rocket-type weapon, 1 shotgun-type weapon, whatever other weapon i may be using/specializing in, and 3-4 stacks of each ammo type employed (except for rockets - I do pack fewer of those). Add to that mods and the Arena Master's Staff and my logistic troubles should be appearent.
I thought about [not taking ammochain] but decided against it. You are most likely right though, so I would like to pick your brain on this. Here is my thoughts. I already had the firestorm mod at the time I got the NPR, and I were pretty determined to mod it, seeing that it would be the most potent weapon in my arsenal. That would leave me with a weapon that fired volleys of eight with a mag capacity of 24. Three volleys didn't seem a lot to me, and from the testing I did before getting MAc it did fall short. Actually it made me wonder how useable I would find the regular NPR with its six shots a volley -> total of four volleys before recharge. I suspect I may simply be using this weapon wrong. Perhabs the trick is bulk modding it? Or more likely - run it in tandem with another weapon in the prepared slot and hopefully a point in Juggler?I probably wouldn't put a firestorm mod on a nuclear plasma rifle in the first place, if I'm honest! I ♥ rapidfire builds (despite their difficulty, I think there's a lot of finesse to pulling them off, and I think they're among the competitive ranged builds provided you have a *lot* of experience with them), and with rapidfrie builds you'll be surprised at how much better eagleeye makes your ammo issues. You'll find that an eagleeye character can go a *lot* further with a nuclear plasma rifle than a non-eagleeye character can! A firestorm mod only increases this problem.
You are most likely right thoughOh, I'm but one voice among the whole party here! Don't take why I say as gospel! Ammochain is actually quite popular, and I know I'm something of a minority when it comes to my like of entrenchment (although there's beginning to be some consensus about masterless being the best build for nightmare rapidfire angel games which I can get behind)
Yeah, those examples corroborates the notion that I drag along too many weapons and mods. I'll get better at letting them go when I need to.I'm not sure, actually. Looking at your other examples, I'd say the main offender is your carrying skulls everywhere! They're not very good (and it's not a very nice thing to do anyway is it? You'll not make many friends, being like that.) The rest of your ammo strategy seems pretty good, really.
As an aside - I just started an AoI game on HMP. So far it doesn't seem all that bad, but I shouldn't speak too soon.It's not so bad, until you get into one of those horrible situations where you need to phase device or [running mode] away! :D
I just can't help comparing it to AoB, which is the only other challenge I have tried. And failed miserably.AoB is a very different way of playing, but it's not really any more difficult than a normal game. Just requires different tactics, different builds, different armour etc. Have you learned to giftdrop yet? That alone carries you through pretty much all the problems HMP AoB can offer...
AoLT actually doesn't do all that much in teaching you inventory management if you ask me. This morning I've earned Lightfoot Gold (AoLT on HMP) on the very first attempt. Playing melee and then being lucky enough to find a special armor that has infinite durability kinda spoils the game :S But even without said armor, this particular challenge is actually a piece of cake on melee. I think playing a non-MAc rapidfire build (on Ao100) or MBD will go a lot further than that.I just had my first "serious" AoLT run, and it was non-melee. In fact, it does teach a bit about inventory management, BUT it is not good as an "educational" run because it changes the entire game by making you 20% faster, and it's a HUGE factor which makes the game itself somewhat different. Easier, actually.
Very nice work on the win! Luckydee is right about AoLT not teaching you much about inventory. If anything you learn more from playing angel of impatience - playing with zero medpacks and zero phase devices make you appreciate how rarely you need them, and how nice it would be just to have *1* of them in your inventory! :DAngel of Impatience is challenging, but it does not teach you about inventory management. Because you can't pick things xD It teaches you about not getting hit, I think, especially on special levels where there's next to none healing.
For the record, probably the most glaring 'unusual' trait of your inventory in this mortem are carrying hatred skulls around with you (when you've already passed the cathedral and the mortuary), carrying more than 2 spare armours, and carrying more than 1 stack of rockets.Ha-ha! I am often guilty on all of these counts, too xD But usually after the mortuary I don't care much about what I carry, because the game is usually almost won, so there are usually skulls I didn't need to use in there or obsessively collected uniques or unused mods xD And there's nothing wrong with carrying extra rockets, especially right BEFORE the Mortuary.