Chaosforge Forum

  • May 29, 2026, 19:02
  • Welcome, Guest
Please login or register.



Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Asbadagba

Pages: [1] 2
1
video:
https://www.youtube.com/watch?v=eL6eP5u_RiI

Angel of marksmanship = You're only allowed to use pistols
Angel of light travel = Your inventory is limited to 5 slots, but you get a +20% universal speed boost

difficulty: (low?) platinum

attempts: 2
skill: 40/100
luck: 18/100

Well this is an easy combo, the easiest so far in fact,
(Although I think some of the aomc ones later on might be even easier)
but I'd still rank it at a platinum though, since beating nightmare by itself is already a platinum level feat if you ask me.
aolt is arguably easier than the base game,
^(not sure if a gold player is gonna know how to use the speed buff though)
but aomr certainly isn't easier than the regular game, so it balances out

anyway though, this would be a pretty boring combo, so I spiced it up by going bullet dance, which is not only the worst mastery in the game right now, but it's also the least ammo efficient one too,
(which complicates things further when your inventory space is limited)

build order:

SoG, SoG, SoG, Fin, EE, Fin, WK, SoB, SoB, TH, DG, MBD, SoG, SoG, TaN,

unlike my standard N!/100% with bullet dance though, this time I delayed until level 12;
As I mentioned in that run's write up, the optimal strat for bullet dance is to delay it as much as possible
(well the best thing to do is to pick a different mastery, but let's just pretend I can't do that)
and then once you do get it, don't get any more levels in triggerhappy since it's just gonna make it worse
you're supposed to get a firing speed bonus for every level you have in triggerhappy, but this is broken currently, so more levels in TH are completely worthless

the rest of the build is pretty standard for pistols:
open with sog obviously, finesse for a further boost to your firing speed, at least 1 level of eagle eye and then whizkid
I'd go hellrunner and dodgemaster too, but bullet dance blocks that...

mortem:
Spoiler (click to show/hide)

2
video:
https://www.youtube.com/watch?v=k-ND2zAaCto

Angel of marksmanship = You're only allowed to use pistols
Angel of 100 = You have to beat 100 randomly generated floors in a row

difficulty: low diamond

attempts: 1 (first try!)
skill: 52/100
luck: 47/100

beating ao100 on n! is considered diamond and I do agree with that, as long as you're not invuln stairdiving,
so I'm going with low diamond for this;
(although me going for 100% kills certainly made things harder)
pistols are strong in the early game, but they start falling off hard later on with all the beefy nightmare enemy groups being spammed everywhere
Even with sog5 and sharpshooter, they take at least several shots to kill each
(I'd recommend keeping a blaster/energy pistol for the bullet resistant ones)

build order:

SoG, SoG, SoG, EE, EE, EE, MSs, HR, WK, Int, Int, SoG, SoG, WK, HR, HR, Fin, Fin, Fin, Rel, WK, DM, Jug, EE, Iro

I went with sharpshooter for this, ammo can be a pain in ao100's late game (if you don't find a nano mod or a blaster), so I figured it would be the best bet
I rushed straight for it, since there's no annoying special/boss floors that would force me to deviate
The only things I really wanted here were sog, sharpshooter, hr, fin and whizkid, the others were just filler traits...

Spoiler (click to show/hide)

3
video:
https://www.youtube.com/watch?v=DTCuOQauN4s

Angel of marksmanship = You're only allowed to use pistols
Angel of overconfidence = You start in hell 1 instead of Phobos 1

difficulty: platinum

attempts: 12 (+6, i had to redo it after losing the footage of the first win)
skill: 45/100
luck: 40/100

Just like with aomr+aocn, I think this is platinum since aooc isn't much different from aocn in terms of difficulty,
and I already went over this, but I believe beating aomr on n! is a platinum level feat in the current version, not a diamond like it was in pre-jhc versions.

Once again, the first floor is annoying since you're forced to play with sog1 and sog2 for a while and you're probably gonna run into groups of beefy enemies, so you'll need to get lucky with powerups.
But if you can make it through the dice roll, then it's just regular aomr once again...

I didn't do any of the specials though, all of them are really dangerous;
but I did get 100% kills at least

build order:

SoG, SoG, SoG, EE, HR, HR, TaN, TaN, Int, Fin, Fin,

I did my usual pistol build opener (sog3, ee1, hr2),
but I was struggling with health and armor, so I went with tough as nails next
gun kata is nice and all, but even a single pistol with sog3 is more than enough to deal with the hell floors,
so I deemed dualgunner and gun kata to be unnecessary.

then I got int and tried to go into whizkid, but the game had ended by this point

mortem:
Spoiler (click to show/hide)

4
video:
https://www.youtube.com/watch?v=Rju-FMfUdSU

Angel of marksmanship = You're only allowed to use pistols
Angel of confidence = You start in deimos 1 instead of Phobos 1

difficulty: platinum

attempts: 6
skill: 45/100
luck: 25/100

I know marksman diamond is beating aomr on n! and this is obviously on par with that, if not a bit harder,
but i think marksman diamond is too easy of a badge to be considered diamond in the first place
in pre-jhc versions pistols were so bad (in the early game) that beating aomr on n! was a diamond level feat,
but that's not the case anymore and marksman diamond badge is probably going to get an additional stipulation in v0.11 for this very reason
so I'm going with platinum in difficulty

the first ingame minute is annoying, but once you get sog3 it kinda just turns into regular aomr on n!
sog3 is plenty of firepower to handle most of the stuff that deimos and hell throw at you,
so being a lower level than usual doesn't really have much of an impact

I also beat the mortuary, which would've given me the reaper diamond badge if I didn't already have it

build order:

SoG, SoG, SoG, EE, HR, HR, DM, DG, MGK, Fin, Fin, SoG, SoG, WK,

as with any AoMr build, you wanna open with sog, since pistols are trash without it
after that I like going for at least 1 level of eagle eye (I'm not a fan of how (in)accurate pistols are)
then I went hr into dodgemaster, for the cyberdemon
after that I got dualgunner, I don't really like dualgunner personally, but I need it for gun kata
(I could've also skipped gun kata, as mentioned earlier sog3 with a stock pistol is plenty of firepower, but ehhh why not)
and lastly i went fin into whizkid, but by this point I hit level 12, so I had to deviate to sog4 and sog5 first

mortem:
Spoiler (click to show/hide)

5
video:
https://www.youtube.com/watch?v=xsxsZ06QUCg

Angel of berserk = You're only allowed to use melee weapons
Angel of darkness:

(-) your vision is reduced,
(-) you cannot see previously visited tiles
(-) map revealers and stair sense do not work
(-) enemy respawning is enabled (to no effect on nightmare! though)

(+) but xp is doubled

difficulty: platinum

attempts: 11
skill: 40/100
luck: 50/100

while the early game can be annoying from the reduced vision, the double xp makes you powerscale really hard after the first few floors

the thing about pure melee is that you're relatively weak at first,
but once you get your mastery (or around ~level 6 for masterless), the "early game" is over and you can start going ham without much consequence
(^this is also why i consider shotguns into melee the most fool proof way of beating the game)

if you go for a melee-tank build, then the later floors are going to become a cakewalk no matter what the game throws at you pretty much
and since angel of darkness doubles xp gain, you're going to make the oh-so brutal early aob on n! go by much quicker.
as such, I think I'll rate this one at platinum

(my first N! win years ago was actually with this exact angel combo of aob+aod and the overpowered v0.9.9.8 vampyre)
(i definitely would not rate my skill level at the time above platinum)

also this is one of the combos for cheesing the gargulec cross (if you don't mind the annoyance that is 100%'ing in angel of darkness)
if you are gonna go for the garg, you may also consider going nightmare instead of uv for this one
"uv is harder than n!" is a common opinion that I used to subscribe too,
but after doing the angelics... yeah, i don't really agree with that anymore in most cases
(there's still more enemies on n!, most special/boss floors are way harder, enemies are more accurate, bosses have more hp, early game is tougher, etc.)

build order:

Bru, Bru, Ber, Int, TaN, TaN, Bru, Bad, HR, HR, Fin, TaN, HR, Fin, WK, WK, Fin, Bru, Bru, Bad

i went bru bru ber into int, since levelling is faster and I'm gonna be relying on powerup chains instead of throwing knives
intuition still reveals powerups, not sure if that's intended or not (you'd think it wouldn't in aod since computer maps and stair sense don't work?)
i went masterless since i wanna tank up due to the reduced vision
and then after that it's just the usual suspects: hellrunner, finesse, whizkid, etc.
you get so many levels from the doubled xp, eventually there's more than you know what to do with

---

also that's it for the aob+X dual angels, or world 1 as i called it.
the last one is aob+aoms, but i already beat that as berserker angelic
and there's also aob+aop that i skipped since it turned out to be stupidly difficult, so i'll save that for last

mortem:
Spoiler (click to show/hide)

6
video:
https://www.youtube.com/watch?v=4Y3WeY1oRw8

Angel of berserk = You're only allowed to use melee weapons
Angel of red alert = every floor spawns with a nuke, set to detonate in 5 ingame minutes

aora on top of aob certainly makes the early game tougher,
since normally you wanna be playing phobos slowly due to how weak melee starts off
aora also disables stair sense, so you can't just stairdive as scout
(although in the current version, regular aob already has a 15 minute nuke in the form of the enrage timer)

though once you get to deimos you'll probably have hellrunner and so it's not much different from regular aob thereafter
albeit you still don't get scout's stairsense meaning you can't just invuln stairdive to the end willynilly
(unless you're playing marine in which case you won't have it anyway, but scout is the way to go for aora)

attempts: 29
skill: 50/100
luck: 66/100

difficulty: diamond

i think it's somewhere in the diamond range in terms of difficulty,
there's some luck involved in getting through phobos, but afterwards it's just regular aob basically
if there was a kill req it could be a high diamond, depending on how many kills you'd need
and if it had a really tight kill req it could maybe even pass as an angelic
but just winning with these two together isn't that tough

build order:

Bru, Bru, Ber, Bru, Int, HR, HR, MBm, Fin, Fin, WK,

i went blademaster (again), it's the obvious choice in a time sensitive challenge like angel of red alert

---

also you might notice i skipped one of the dualies, aob+aop
that combo turned out to be insanely luck based, like on par with the toughest angelics
so i'm gonna be skipping it for now, but i will return to it once i'm done with the rest

---

mortem:
Spoiler (click to show/hide)

7
video:
https://www.youtube.com/watch?v=dMJjL7wVgU8

Angel of berserk = You're only allowed to use melee weapons
Angel of impatience = portable items (medikits, phase devices, etc.) are no longer portable

attempts: 28
skill: 57/100
luck: 95/100

difficulty: high diamond, could pass as an angelic

this one is on par with aob+aoms (berserker angelic) in terms of silliness,
although i do think it's easier since you can (on average) heal yourself more than you would in aob+aoms
your heals are sporadic and they usually don't happen when you need them to, but they do happen more often than in aob+aoms

i hate aoi by the way, it's my least favorite angel by far
aob on n! is already a cirus in the early game, but combining it with aoi just amplifies the things i don't like about both of these angels
melee may not require ammo, but medikits are more or less melee's equivalent of ammo, so being starved of them just makes the run boil down to luck
also since you're playing melee only, when you do find a medikit/globe there's no guarantee you'll actually be able to get to it without one of the late game enemies blowing it up right in your face as you're about to grab it...

build order:

Bru, Bru, Int, Ber, HR, HR, Bru, MBm

I went with the same build I did in aob+aoms,
wherein you open with bru2 and then you go int into ber
the idea being, between level 3 and level 4 i'm going to be berserked from the chained court anyway
so i get int before ber in order to powerup chain more effectively
then after ber i get hr2 to extend the invulns

after level 7 it doesn't really matter what i get,
since at this point i'm likely going to be in the hell maps (which i'm gonna be diving in),
but i might as well finish off with blademaster for some extra firepower

mortem:
Spoiler (click to show/hide)

8
video:
https://www.youtube.com/watch?v=7SiPBxE9xGI

Angel of berserk = You're only allowed to use melee weapons
Angel of light travel = You're limited to 5 inventory slots, but you get a +20% universal speed boost

dualing with aolt makes the early game easier, though the late game becomes harder
but drl and especially aob on n! is harder in the early game, so it's a good deal

this is definitely easier than single angeling with aob for the most part

attempts: 12
skill: 40/100
luck: 47/100

difficulty: platinum (maybe low diamond?)

not sure whether to grade it at platinum or (very) low diamond, but it's easier than berserker diamond for sure
however it's not an automatic win, you still have to pay attention to how you clear floors and you can still get fucked over with hot starts, cacodemon vaults on phobos, etc.
the 5 inventory slots can also hurt in the mid/late game if you're having bad luck with powerups

and speaking of berserker diamond, this is one of the ways to sereg it
(the others being aob+aooc and aob+aod)

this combo can also be used to get the gargulec cross, although if you're gonna garg it up, then I suggest going uv instead of n!

build order:

Bru, Bru, Bru, Ber, HR, HR, MBm, Int, Fin, Fin, WK, HR, WK, Fin, Bru

I went bru3 into blademaster again,
but to be honest any of the melee masteries can work here since the lack of passive speed isn't a problem for marine/tech in aolt
(even mal blades can work if you wanna challenge yourself)

Spoiler (click to show/hide)

9
video:
https://www.youtube.com/watch?v=EjFmXWH1cWg

Angel of berserk = You're only allowed to use melee weapons
Angel of 100 = You have to play 100 randomly generated floors

attempts: 34
skill: 47/100
luck: 78/100

difficulty: mid diamond

I'll go with mid diamond for this
the early game is brutal, just like in regular aob on n!
and this time you can't just find invulns on floor 1 like in aocn/aooc,
you also don't get a guaranteed chainsaw from the chained court, in fact you might not find one at all and you'll be stuck with the dinky knife
but only the first ~15 floors are a challenge, the rest is easy once your build comes online, even 'mid diamond' might be overselling it a bit
(and especially so in the current version where you basically become permanently invuln if you're not full clearing floors)

playing carefully in the early game can work, but levelgen is probably gonna fuck you over on the next floors
so i opted to stairdive again, felt like a more time-efficient way to beat this

also i beat it under an hour, so i get the honorary sereg medal i guess
although i wouldn't count it, the current version allows for much quicker win times than what sereg played
(my centurial angelic was ~3 hours for example, which is wayyy faster than it would've been in pre-jhc versions)

build order:

Bru, Bru, Bru, Ber, Int, HR, HR, MBm, Fin, Fin, WK, HR, WK, Fin, Bru, Bru, DM, Jug, Int, EE

build wise, it's blademaster again, but i'm opening with bru3 instead of bru2 berserker,
the reason why is because I'm relying on throwing knives a lot and brute 3 definitely helps more with those than berserker does
(although note that thrown knives do still activate berserker, which can come into play)

and then later i go into whizkid, as you normally would,
although in ao100 it's important to go whizkid at some point since you'll need to beef up your gear for the later floors

attempts: 34
skill: 47/100
luck: 78/100

difficulty: mid diamond

playing carefully in the early game can work, but levelgen is probably gonna fuck you over on the next floors
so i opted to stairdive again, felt like a more time-efficient way to beat this

also i beat it under an hour, so i get the honorary sereg medal i guess
although i wouldn't count it, the current version allows for much quicker win times than what sereg played
(my centurial angelic was 3 hours for example, which is wayyy faster than it would've been in pre-jhc versions)

Spoiler (click to show/hide)

10
video:
https://www.youtube.com/watch?v=XrWUIQ5y7uw

Angel of berserk = You're only allowed to use melee weapons
Angel of Overconfidence = You start in Hell 1 instead of Phobos 1

Pretty much everything I said about aob+aocn applies to this combo too, except this one is easier since now you only have 7 floors to stairdive and the mastermind is weaker against melee than the cyberdemon is.

For some reason you start with no armor on this one?
and you start with a chainsaw equipped
(whereas in aob+aocn you get a chainsaw, but it's not equipped)

attempts: 3
skill: 25/100
luck: 70/100

difficulty: platinum

Going with platinum for this one, since it's even easier than AoB+AoCn, which I graded as low diamond

build order:

Bru, Bru, Ber, Int, Bru, HR, HR, MBm

I went with bru, bru, ber, int into blademaster again,
for the same reasons:

- blademaster is generally the best mastery for pure melee
- it's on scout, which makes stairdiving easier
- bru2 into berserker is also really good when you're fighting tough enemies at a low level

Int could also be considered opening with, so you can just find powerups immediately (you'll level up extremely quickly anyway)

mortem:
Spoiler (click to show/hide)

11
video:
https://www.youtube.com/watch?v=eXVGScXKTzg

Well, I (nearly) 100%'d the game in terms of badge hunting
but it doesn't seem like v0.11 is coming out any time soon and I really don't wanna seriously try doing pacifist/demonic angelic

So I decided to try a different idea that I've been thinking about doing:
beating all the dual angel combos on N!

Not sure if I'm actually going to sit through every single one of them, but I'll try and give it my best...
and the ones that I do end up beating, I will be grading in terms of difficulty (relative to the badge tiers) and also how much skill/luck I think they require

I am going to be skipping a few, either because they're the same as some of the angelic badges:

AoB + AoMs (Berserker Angelic)
AoMr + AoD (Marksman Angelic)
AoSh + AoOc (Shottyman Angelic)
AoI + AoRa (Eagerness Angelic)
AoP + AoRa (Inquisitor Angelic)

or because they're duplicates:

AoD + AoI is the same as AoI + AoD
AoD + AoP is the same as AoP + AoD

(although I will make an exception for AoMr + AoD, since I wanna try doing marksman angelic without cateye)

I already did the angelics, so just check out my drl playlist if you wanna see those:
https://www.youtube.com/watch?v=uf6blLaBeV0&list=PLoiemCdQ_pCxJdMIGumzTobwhQ7HSdEJ_

----------

anyway, I'm going from top to bottom, so the first one is AoB + AoCn

Angel of berserk = You're only allowed to use melee weapons
Angel of Confidence = You start in Deimos 1 instead of Phobos 1

attempts: 28
skill: 30/100
luck: 75/100

difficulty: low diamond

I'm thinking low diamond for this one in terms of difficulty?
if you get lucky with powerups then there's very little skill involved
and you can get invulns to spawn immediately, so I can't put this any higher than low diamond
actually fighting is tough, so if there was a badge/medal that forced you to do this with a kill req, it'd be rated higher

you can try fighting back, but melee starts off really weak
you're also gonna take a ton of damage in return and there's no guarantee you'll be able to recoup your losses
you want a decent stockpile of medikits too, as you may need them for the cyberdemon
so I opted to stairdive and just get lucky with drops

build order:

Bru, Bru, Ber, Int, Bru, HR, HR, MBm

for the build, I just went with blademaster, it's the best mastery for pure melee right now, it's also on scout which is great in case I need to stairdive
(and aob on N! is certainly annoying enough to warrant stairdiving)

Opening with int could be seriously considered in this dual angel

mortem:
Spoiler (click to show/hide)

12
video:

this isn't a badge or a medal or anything, it's just a run for fun
standard N! with 100% kills using by far the worst mastery in the game

so what does bullet dance do? well it lets you fire extra shots out of your pistol for every level you have in triggerhappy

on paper that's already a bad thing, why would you want to be forced to fire extra shots out of your pistol? if you have sog 3+ you can already one shot a lot of the enemies in the game, you're also probably going to be pushing enemies outside of your vision with your first shot, meaning your extra shots come with a 'bonus' accuracy penalty
and if you're doing nightmare, then the extra shots are gonna make lining up corpse stacks trickier...

I guess if you can get yourself a nanomach pistol (or two of them ideally), then you could solve the ammo problem, but the build path doesn't have much room for deviations to whizkid until way later in the game (when you're gonna wanna get sog4 and sog5) and y'know there's no guarantee you'll find a nano mod in the first place, so this is unlikely

another thing is that the extra shots come at a price - your turns become longer the more levels you have in triggerhappy, +50% of a single shot's fire time per triggerhappy to be exact; so you're also wasting time that your enemies can use to sneak up on you while you're dakka dakka'ing it up

and not only that, but there's also a bug currently where the bonus attack speed doesn't even work!
bullet dance is supposed to grant extra shots for only 50% extra firing speed, but right now it's actually for 100% extra firing speed, meaning bullet dance is just an active handicap, you're being forced to take double turns for absolutely no bonus!
It used to work as intended in previous versions, but it wasn't really much better, in fact it was still considered to be the worst mastery in the game and even its younger brother in jhc - bullet storm - is also considered to be the shittiest mastery of that game too

let's look at the traits you need for it:

son of a gun is a must for any pistol build of course,

dualgunner - I'm actually not really a fan of dualgunner,
a single pistol is usually more than enough to beat the game with, but it's not a bad trait by any means

son of a bitch is... odd; it's not very useful in the early game,
though I suppose if you want more late game dps then it's not a bad idea

triggerhappy though? triggerhappy is useless for pistols normally
(unless you get a cleric beretta and only use the full auto mode i guess...?)
and also as mentioned earlier, forcing your pistols to fire more shots is the last thing you want, so any extra levels in triggerhappy are just gonna make things worse!

also bullet dance blocks hellrunner, which is awful for a myriad of reasons, but that would take a bit too long to explain why...

but with all that said, can you beat nightmare with it?
yes!
even with all its problems, it's not bad enough to the point of being completely unusable
(you're shooting yourself in the foot if you try to use it for most of the platinum+ badges though)

I was thinking about doing a conqueror run, but turns it out it also blocks brute, I'd rather not be forced to do longinus diamond on top of this;
not to mention some of the specials are a death wish with bullet dance, so I only ended up doing some of them...

I also forced myself to get bullet dance as early as possible, which is not what you want to be doing normally;
in fact if you are going to get it, then you'd want to get it at the last possible opportunity (like in the jhc badges) because it's just a hindrance if you get it any earlier than that
and if you insist on getting it (somewhat) early, then at least go for sog 3 first so you can get your pistol as strong as possible for the early-mid game

even still, despite having it, the game ended up being about me trying to NOT use it lol
as in like, I didn't get any extra levels in triggerhappy and I tried to not use my second pistol unless I had to, since it's just a waste

I tried to go for only pistol kills too, but I ended up getting like 10 rocket kills
(and a fist kill when an imp got in the way while i was invuln);
but hey the vast majority of my kills were with pistols, that's good enough for me

mortem:
Spoiler (click to show/hide)

13
video:

build order:

Int, Int, HR, HR, Bru, Bru

Suprise! One more badge to rule them all!!!

I know I said that I was done with v0.10 and this badge was beyond me, but hey I thought I'd at least give this one an honest chance...
After some attempts I managed to make my way to anomaly completely damageless,
I failed right after since I didn't find a phase device or an invuln, but I knew full well that getting to anomaly was the hard part, invulns can carry you through the rest of the game if you get lucky enough and after that run I knew I had to keep trying this badge before the incoming nerfs to powerup stacking & running are deployed

So just like with speedrunner, you can debate whether this one is actually impossible or not in the current patch
(well 'impossible' is a misnomer already, but basically it's a swear word used for any kind of challenge that requires absurd luck/skill to win)

On one hand you can't just camp out in a corner and wait for all the enemies to come towards you, like you could in the pre-JHC versions of the game
but on the other hand, once you get to phobos 7, the invulns are going to last much longer which will require less luck in finding enough invulns to beat the game.
I'd say this is one of, if not the hardest badge in the game currently (besides pacifist and demonic), but it is *plausibly* beatable!

much like the other angelics that i stairdove (everyman, speedrunner, etc.)
the plan is to grab the chainsaw in the chained court, either get a phase device or an invuln on phobos 7 and then just invuln rush my way to the end of the game.
The only difference with this badge is that phobos 1-7 is extra painful and for the rest of the game I have to be pretty much constantly invulnerable, because otherwise I'll likely fail the damageless part of this badge.

for the build:
Obviously you wanna open with int2, you'd have to be clinically insane to try and beat this without opening int2

and then after that I went with hellrunner 2 into berserker,
hr2 first because I wanted to crank out every drop of invuln I could, but hr1 into berserker has worked in the other stairdived angelics, so it could probably work here too

if you somehow get to level 8 then I dunno, finesse maybe? I never got that far

floors:

phobos 1 is really annoying, there's like a 90% chance the zombies will hit you on this one
the idea is to run to the right immediately and then try to corner shoot your way into grabbing a shotgun
if you get into an unavoidable fight with a pistol zombie, then try eating a medikit to run again (they have really bad accuracy, you might just survive)
shotgunners can't miss, so don't bother with running for them, instead try to lure them over to you so you can take their gun
if that's not an option, then either try to get into melee range, or try to get a pistol zombie behind them for a potential infight
the vast majority of my runs ended on phobos 1, so it may take a while to get through this
you also wanna try and get 100% kills in phobos 1, since you'll want to reach level 2 as soon as possible

on phobos 2 you wanna radar scan like crazy until you hit level 2,
once that happens it's just a matter of reaching the stairs in the safest manner possible

general tips for phobos 1-7:

you want to be running around as much as possible (don't be afraid to burn medikits to keep it up), running is important since it'd a big boost to your speed and you get a dodge bonus on top of the one you (will) have from hellrunner
the downside is that your accuracy takes a hit, but that's not a problem for the shotgun
^don't use any other type of weapon in phobos by the way, they either require too many traits to work or you're nearly guaranteed to be taking damage in the case of melee

you'll really need to git gud at corner shooting, since that's the only way to (somewhat) reliably clear floors without taking damage, I'm not gonna get into every possible angle here, but just know that you should only be engaging from around a corner.
If you're fighting zombies/imps/pinkies/lost souls then you can afford to do it in the open, but all the beefier enemies are too risky to fight like that
also remember that you can manipulate enemy movements via radar scanning:
as long as they don't see you, they'll simply walk towards the tile you shot them from
while they're doing that you run over to a different spot from where you can safely corner shoot them to death

don't use any armor with a negative speed mult for obvious reasons
(but feel free to pick it up so that zombies and nobles can't use it against you)
(and I guess you could keep some green armor for a potential tactical armor, but the odds are very low for this to happen)

have a second shotgun in your prepared slot, since in the current patch switching to it only takes 0.5 seconds, which can often let you get a crucial second shot against an enemy thats about to attack you

and just y'know, try to get lucky,
if you get even a lukewarm start you'll probably fail,
if you get a maze with the stairs far away you'll probably fail,
if you get a cacodemon/arachnotron cave you'll probably fail...
there's a lot of luck involved in this badge unfortunately

also don't go for hell's arena, the rewards are very mediocre in the context of this badge:

the armor and supercharge are useless,
the extra medikits are nice, but you'll probably burn a bunch trying to beat it anyway...
the rocket launcher can be useful for extending the invulns later in the game, but it alone cannot get you past anomaly, so you'll still need to get lucky for that
the biggest attraction is probably the extra xp, which will get you to level 3 (and maybe even 4 if you there's a vault on phobos 2 and you fully clear it), which is nice, but you'll likely hit level 4 by anomaly anyway; and you'll get more xp afterwards just from enemies catching each other in the crossfire while trying to hit you while you're invuln

HOWEVER if you do beat hell's arena (all 3 waves), then you won't have a guaranteed chainsaw anymore since unchained court is pretty much impossible to do damageless

beating hell's arena damageless on n! is no joke by the way, I'd say my odds are probably in the single digits for that,
so I'd rather just try and all in on that sweet phobos 7 invuln

chained court is mandatory again, the chainsaw is more than enough to beat the game's bosses without having to get lucky with finding some other weapon, so I'd rather not push my luck further just for that
you wanna start chained by corner shooting in the middle until the enemy count gets to about 16;
once that happens you roid up and get out

if you happen to have a rad suit you could also go for the mod packs
(the mod packs aren't fully blocked off, you can reach them via the lava canals without flipping switches)
or you could save the rad suit for a potential crappy start later, it's up to you

all the other specials are to be used for transit purposes only, don't actually try to clear them

toxin refinery/central processing - No!
phobos lab/military base - No!
hell's armory/phobos lab - yes
the wall/containment area - yes
city of skulls - yes, but you have to walk across an entire floor pretty much, don't do it if you have an invuln
abyssal plains - No!
halls of carnage - No!
spider's lair - yes, but only if you're invuln or if your move speed is really high; the arachnos will probably hit you otherwise
the vaults - yes
house of pain - yes (just don't accidentally accept the invite)
unholy cathedral - yes
the mortuary/limbo - just like speedrunner, you could maybe do this one for the guaranteed nuke if you're invuln and have a rocket launcher, but otherwise hell no
lava pits/mt erebus - yes

phobos 1-6 you should just be stairdiving,
but phobos 7 you wanna hold off on the stairs and have a look around
I already have intuition, so I can spot any invulns,
but if there isn't one then I might as well try and look for a phase device

anomaly is the big filter here, it's impossible* to beat it without an invuln or a phase device
and if you only have a phase device, well, you better hope it takes you past the bruisers
(if it takes you past the first ambush you could try and bait the bruisers into infighting with the nightmare demons and walking past them while they're distracted I guess? it might be better to just try and run past the bruisers like usual though)

*if you have dodgemaster and get insanely lucky you could maybe get through it, but I'd rather not bet on that
and I'm also not going for dodgemaster since I'm gonna be pretty short on xp and dodgemaster isn't a necessity otherwise

There's not much to comment on the stuff past anomaly:
if there is an invuln out of the way of the exit, you should consider grabbing it
and also you should try and make sure none of the enemies nearby can destroy it before you get to it,

some other items of interest that can be considered for grabs:
berserk packs (duh, it's a speed and damage boost),
modpacks (either for buffing the chainsaw or agility mods for extra speed),
phase devices, especially homing ones (since you might spawn far from the stairs),
a rocket launcher/rocket ammo if you don't already have both (for rocket jumping)
any boots/armor with a positive speed multiplier (or higher than what you currently have)

but really, you're mostly relying on luck with invulns to actually win and I just so happened to get a run where I could afford to stay invuln for long enough

anyway though, that's 15/17 angelics for me, meaning I reached the chaos marshal rank!
And no, it didn't unlock a Nightmare+ difficulty :P

My badge hunting in this version is over for real this time;
this one may have been a one in a thousand kinda badge to get,
(but for an angel of luck such as myself it took about ~300 attempts? i wasn't keeping track)
but pacifist and demonic are more like one in billions, maybe even more than that
Even if I try them all day every day, I'm pretty sure v0.11 is going to come out sooner than me getting lucky enough to actually beat them
in v0.11 these badges will (hopefully) get reworked into something a little less impossible anyway...

mortem:

Spoiler (click to show/hide)

14
video:

build order:

Int, Int, Fin, Jug, HR, Rel, Rel, Iro, HR

welcome to archangel of masochism, where health items do not work on you whatsoever.
in regular angel of masochism, you are compensated by the fact that you get a free 200% heal every time you level up,
on the other hand, when you level up in archaoms the game flips you the bird instead...

in archaoms, there are only 3 ways to heal yourself:

1. traits - specifically ironman and vampyre,
ironman just increases your health by 10 (or 12 on marine), so if you get it at 1/50 health then you'll end up with 11/60; ironman is pretty crappy and you really shouldn't be wasting traits on it, but i dunno it might be useful to know...
and vampyre heals you for every melee kill, depending on the max health of whatever you kill. vampyre itself is of course highly useful, but actually getting to it is extremely difficult

2. the blood skull - there is a portable item in the game called the blood skull, which turns nearby corpses into health
you can find one randomly, or you can kill the agony elemental in city of skulls/abyssal plains for 3 random skulls (which may or may not include blood skulls);
the blood skull is really good and it's certainly worth going for if you happen to find the city of skulls; but i usually got the abyssal plains instead (which are way harder than the city of skulls) and in this run I was too busy invuln rushing to make a pit stop there

3. medical (power)armor - medical armor (and its brother) heals you for 1 health in exchange for lowering its durability, this can singlehandedly make or break a run, since you now have a reliable source of healing
there is a guaranteed medical armor in toxin refinery, but uh...
even if you make it there with 100% health, int2, fin-jug AND a rocket launcher, getting through it alive is very challenging and not worth the hassle if you ask me
you can also find one randomly
(and you'll have to find one randomly if you want the powerarmor variant)

there's a couple ways you can go about beating this badge, namely:

A) go marine, open with fin jug and just try to survive long enough till you get vampyre, this was the option of choice in v0.9.9.8 when vampyre was stupid strong (and there was a bug that let you get dodgemaster for free basiclly), but in the current verison surviving long enough for this to happen is extremely unlikely

B) go shottyhead scout also opening with fin jug, take a mandatory detour to hell's arena for the guaranteed rocket launcher, then get int2 and just play super careful from that point onward
^I was trying to do this one a bunch of times, but sigh... I just kept losing too much health in the process, I'm really bad at these "dont get hit" type challenges, (it's also why I opened with int2 instead of fin jug)
so I decided to pray to icy instead of omega and I went with:

C) pretend it's everyman angelic and just stairdive with invulns
^Yeah, I didn't wanna do this again, seeing as how I already did this with centurial, everyman, berserker and speedrunner
at least with the last 3 you're kinda forced to do it, but you don't need to do it here per se, I would've preferred not to...
but whatever, I hated this badge frankly, so I'll settle on beating it this way

essentially it just turns into demonic diamond, but instead of the untouchable medal (less than 200 damage taken), you're aiming for the untouchable cross (less than 50 damage taken)

I don't have much to say about the actual gameplay, just use int2 to spot where the enemies are before you fight them

for phobos 1, I restarted if my health was less than 85% after beating it, I am gonna need all the health I can get, no need to waste it on phobos 1

in phobos, shotguns will be enough to corner shoot everything, even a single shotgun is (usually) enough to stop hell knights and cacodemons
also remember, you can equip another shotgun in your prepared slot, it only takes 0.5 seconds to switch to it instead of the usual 1 second
if you find a shellbox, then that's even better, as you can reload 5x faster than usual from it

jug lets you swap between weapons instantly, so you basically get a shotgun with a clip of more than 1 lol

you'll once again want to find a rocket launcher/phase device/invuln for anomaly, since you're not getting through it otherwise

if you get to the cyberdemon without an invuln, then you better have dodgemaster (and plenty of ammo to actually kill him)

for the spidermaster, if you don't have a nuke/invuln then combining hellrunner 2 + scout's passive (and taking off your armor if it has a negative speed mult) should be enough to outrun it as you corner shoot it to death with a shotgun

mortem:
Spoiler (click to show/hide)

anyway though, that's the last badge, I now have 14/17 angelics!!!
unfortunately, that's where my journey is gonna have to end

speedrunner has been (inadvertently) nerfed to the point where it's not considered to be impossible anymore,
but the remaining 3 impossibles are actually even more ridiculously difficult/luck based than they were before

///// uac angelic - beat standard nightmare! DAMAGELESS!

I agree that this is the "easiest" of the impossible ones, but this one is still FAR beyond me

first of all I've never been good at these "dont get hit" badges,
I prefer to play fast and reckless, which may work for angel of red alert or the speedrunning medals/badges,
but my play style falls completely flat on its ass when it comes to doing stuff like demonic diamond, masochist angelic and of course this badge
and unlike the first two, this badge has 0 room for error

in earlier versions the idea would be to hunker down somewhere in the map and then shift+w until all the enemies come to you
once you get to anomaly... ummm... just hope you can invuln chain/phase device your way to the end and then nuke the mastermind?
(nuking yourself does not count as taking damage)
of course you'd have to pray that you don't get a hot start along the way if you're not invuln
and by "hot start" i mean like anything above freezing in the case of this badge

however the enrage timer/patrol routes shuts down the camping strategies that you could've theoretically used before
and also in previous versions respawned enemies would drop ammo again, so you could just keep killing the same zombie for infinite ammo
^but this has also been fixed

the second half of the strat, the invuln chaining, would actually be easier now with the time based invulns
(and some of the other angelics like everyman and berserker are heavily reliant on it already)
but you'd still be forced to play aggressively in the early game in order to get to that point and the early game is almost always the hard part
thus I would consider it to be at least on par with how this badge was in v0.9.9.8, arguably even harder
I did beat masochist with 42 damage taken (after hundreds of attempts), so in theory 0 damage is possible,
but going from 42 to 0 is a huge leap

it also requires a standard game, so going AoMc to cheese it is off the table
(although even then, you'd still have to get lucky with anomaly & no hot starts)

- the proposal is to change it to "beat standard UV damageless"
^which would still make it one of the hardest badges in the game, but far less absurd

///// pacifist angelic - beat archangel of pacifism WITH ONLY ONE KILL!

archangel of pacifism itself is easy, it's this stupid undertale ass restriction on top of it that's the problem
that one kill has to be the spider mastermind, every other enemy you see has to stay alive

seriously you'd need some lottery winning grade luck in order to beat this one
there's not really that much skill involved, it's 99% getting lucky and 1% skill in making sure your movement doesn't get any enemies killed

I have tried this one before and my best so far has been deimos 3,
i believe icy has gotten to deimos 6 (*icy did it before infighting was added)
the idea being to just hope you can get to the stairs before anything dies/kills itself trying to attack you on... well, most of the floors
you might sometimes get a freebie with a lost soul cave (lost souls are incapable of killing each other/themselves),
you may also find a homing phase device, which is a skip for any floor (besides anomaly), babel and dis are also free, but everything else is a gamble
for anomaly you'd have to find a phase device, the cacodemons are extremely likely to kill one of the lost souls in the first ambush,
so not only do you have to get lucky with stairs, you also have to get lucky in finding a phase device before that
and unlike most of the other badges, post anomaly is worse, since there's more enemies and there's more opportunities for them to spawn inside of lava where they will die near instantly

this badge is even more ridiculous in the current version due to the infighting
not only do you have make sure enemies don't blow themselves up with barrels/lava,
you also have to make sure they don't hit each other, because if they do,
then they'll start butting heads and somebody is gonna die in the next few turns

honestly though, if I were to try and beat any of the impossible ones, this is the one I would go for
I actually really like angel of pacifism, I find it oddly relaxing and it forces you to play the game in a very unconventional way,
all you really need to do is find the exit and avoid enemies, your brain doesn't have to be firing on all cylinders for this one
what I don't like though is being forced to get 20+ lucky floors in a row

it's definitely a lot more pleasant than the other two where you constantly have to sit there with formulas flying around your head thinking about every single step you take in order to consider whether you'll be taking damage or not
but it would still likely take thousands of tries (probably a lot more actually) to beat it and thus it is still firmly impossible

- the proposal is to change it to "beat archangel of pacifism on N!"
^this would make it a low/mid tier angelic, in fact I've actually already beaten this in a test run
it took about 25 tries and it was still annoyingly luck based, but it was an order of magnitude less so than the current version
and i do think it would still be difficult enough to be worthy of the angelic tier
oh and style points for being consistent with the other "archangel on N!" group of badges

video of archangel of pacifism on N!:

mortem of archangel of pacifism on N!:
Spoiler (click to show/hide)

///// demonic angelic - beat standard nightmare! DAMAGELESS! WITH 100% KILLS!!!!!

ok this one is in a league of its own with how absolutely bonkers it is
at least for the other two I have an idea of what I'd realistically do in order to beat them
it'd still take ages, but like, you could do it eventually
what in the fuck are you expected to do for this???

presumably you would've used camping strategies to beat this one in earlier versions, just like in uac angelic
but again that doesn't work anymore with the enrage timer and patrol routes

I guess the idea would be to *SOMEHOW* get through phobos 1-7 radar scanning your way across with a shotgun,
then finding an invuln on phobos 7 and using that to fully clear anomaly (also *SOMEHOW*),
then finding a trigun and using that to nuke every floor to the end,
^while finding enough invulns and getting enough levels in ironman to keep up the nuke spam

or possibly instead of a trigun, you randomly find a nano mod, 3 power mods and a super shotty for a nano-shrapnel
^this wouldn't be fool proof like the trigun method, but I think it could plausibly work (if you went for whizkid x2)

that's a lot of somehows and randomly finding specific items that you would need in order to have a CHANCE of winning
what are the odds of all that happening? and more importantly, does the game's presumably pseudo-random rng even allow for it to happen?
this badge is so bust that I'm not sure if it's even theoretically possible without actual cheats

not to mention you'd still have to be doing damageless up to at least phobos 7 before you can find invulns to carry you
in other words, you need the absurd luck of pacifist angelic AND you need to be playing perfectly like in uac angelic
I mean I suppose if you can get uac angelic then doing a few floors damageless/100% would be feasible for you...
but man, this has to be one of the hardest video game challenges I've ever laid my eyes on

I know there are people who have supposedly gotten it before, but none of them have provided video proof.
and given how ludicrously skilled AND lucky you'd have to be at the game in order to win this,
anyone who claims to have gotten this badge is either a game breaking bug abuser, a cheater or simply a liar until proven innocent if you ask me

- the proposal is to change it to "beat standard nightmare! with 100% kills & untouchable medal (or untouchable pin)"
this would keep the theme of having to beat N!/100% with minimal damage and it'd be in line with demonic diamond, but it would still be insane

I'd be in favor of the untouchable pin version to be honest,
demonic diamond (standard N! w/untouchable medal) is already on par with the low angelics imo
and having to do it all with 100% kills on top of it (you'd have to fully clear n! anomaly for example) is a really tall ask

another idea is to change it to something else entirely (i think icy suggested ArchAo666 on UV with 100% kills instead?)
because again, this badge is so bananas that you can't make any simple changes in order to make it plausible

15
reposting/updating some of my map-specific medal ideas, so they don't get buried in discord:

none for hell's arena, since that one already has a lot

Duke of Nukage - pass toxin refinery/central processing in archangel of red alert
(pass meaning you just have to exit, no need to conquer it)

chained court I'm not sure, maybe just have one for beating the "unchained court"? (the "hard" version with the arenamaster)
that way the nickname becomes canon

the one I had for phobos lab was: Iron Feet - clear phobos lab on UV+ without enviro suits or boots
but I'm not sure if the game can detect either of those things and whether this would be even that hard
(also fun fact, "ironfeet" is what the rad suit is called internally in the regular doom)

^alternatively: lab-rat award - clear phobos lab on UV+ without shotgun kills

NM100S pin - collect the supercharge in hell's armory on N!
(NM100S is a speedrunning category in regular doom where you have to beat a map on nightmare with 100% secrets found)

Kleptomaniac Award - collect the backpack in containment area in archangel of pacifism
(either by bringing a phase device or by finding an invuln on floor 10 and nuking)
(could be regular angel of pacifism too)

Skull Stomper - clear the city of skulls/abyssal plains in angel of marksmanship

spider's lair already has some, but halls of carnage? I'm not sure...
My earlier idea was beating it in aopc, but that would be extremely annoying
(^although technically possible if infighting stays)
maybe a "fail" medal for exitting it after the bfg melts in lava? heh

World Traveller - clear the vaults in archangel of light travel

my earlier idea for unholy cathedral was: Heaven's Fist - clear unholy cathedral on N!, fists only (and without nukes)
but the problem is I'm not sure if the game can detect whether you used something besides your fists
(and doing it strongman style where it only checks for the finishing blow would be too easy)

^alternative: Worthyness pin - clear unholy cathedral after activating super-enraged mode
(super-enraged mode triggers after 30 minutes ingame time, it gives enemies another buff after the regular enrage timer)
(although I think you could cheese this one on N! where it doesn't check if everything is dead before activating enrage)
(the name comes from wolfenstein: spear of destiny, where the angel of death tells you to prove your worth when you fight him)

Azrael's Cross - clear the mortuary/limbo with 250+ kills (and without nukes)
(as in you have to let the viles revive a good portion of the enemies first instead of doing it quickly)

^alternatively, clear+exit the mortuary/limbo with 100 enemies alive at some point (with the same name for the medal)
(as omega suggested, since it's unclear whether the game can check kills on a per-floor basis)

Eternal Firekeeper - convert every non-stair tile into lava in the lava pits/mt erebus
(as in by using the lava elemental's attack and/or the napalm launcher)
(again though, it's unclear whether the game can detect whether every tile has been turned into lava, I imagine it should be able to?)

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

Some of them involve the archangels, since I think the archangels are pretty underutilized, they each only have a single angelic badge tied to them (and I imagine most people won't be touching the angelics, thus there is no reason to play the archangels)

Oh and speaking of the angelics, if were gonna have more angelic badges, why not add some more ranks between chaos marshal and no life king?

possible names:

Chaos Generalissimus/Generalissimo
Chaos Sovereign
(Generalissimus is a rank above field marshal in some countries)
(Sovereign refers to a commander-in-chief/monarch/dictator/etc., technically above Generalissimus, but often times it's interchangable)

Chaos Inquisitor
Chaos Grand Inquisitor
(well we have 'chaos' in the name, so why not)

could also have some kind of penultimate 'lesser' no-life king rank too,
but if you ask me, that one should stay as a unique one of a kind rank...

Pages: [1] 2