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 on: May 15, 2026, 18:39 
Started by Omega Tyrant - Last post by Omega Tyrant
(You can watch the video of this run here)


The infamous UAC Angelic Badge was considered humanly impossible to achieve; no matter how perfect you play, the amount of luck that would be needed to avoid getting hit a single time was grotesquely exorbitant. There was the theoretical path of getting a very lucky streak through Phobos that allowed you to stairdive to floor 7 without getting hit, and then getting an Invulnerability Globe (which can start spawning on floor 7) that you can safely reach, while then proceeding to get an incredibly lucky string of Invulns that lets you run through the entire rest of the game invulnerable, but just getting to Phobos 7 without getting hit would probably require a top player hundreds of attempts, while the odds of getting a reachable Invuln on Phobos 7 is rather low itself, and then getting the string of Invulns needed after to chain them to the end... It just wasn't realistic, and unsurprisingly in the 13 years between the Angelic badges being added in version 0.9.9.7 and DRL's development renewing with Jupiter Hell Classic's development, no one has ever came close to verifiably winning the badge legitimately, aside from those exploiting game-breaking bugs in beta versions (as I did once in 0.9.9.9 Beta 7, thanks to the ammo underflow and "roguelite" bugs in that beta), and confirmed cheaters like 2Dev and Vandam.

Later versions of 0.10 however would make some major changes that impacted the viability of this badge. The biggest one was the duration of powerups being changed to be actually time-based; previously their duration was action-based, and so every action, no matter how fast or slow it was (unless it was an instant action), would decrease the powerup timer by 1. So Invulnerabilities on Nightmare, rather than lasting 100 actions, now last 100 ingame seconds. Given that the Scout at base does all actions 10% faster, while you get faster with traits like Hellrunner and wearing speed-boosting equipment, as well as move faster with running and Berserk, powerups will effectively last way longer than they did before. This greatly reduces the amount of Invulnerabilities you'll need to spawn in Deimos and Hell to remain invuln'd for all of post-Phobos, and makes finding a Rocket Launcher for rocket jumping no longer direly necessary, even rather average Invuln luck could work. Time-based duration also now applies to running, and since running decreases your movement time by -30%, running effectively increases its own duration by +30%, which between running's duration not being corrected to account for this and all the speed-boosting stuff mentioned prior, running will now last a ridiculously long time, making it easier to avoid damage on the way to Phobos 7 and let you stretch Invulns even longer (as unlike with Berserk, you can activate running while invuln'd). One other major change was how falloff on Shotguns work; previously falloff would begin on the first tile, so even at point blank Shotguns would lose some damage, but now falloff begins at 2 tiles of distance. The intention of this change was so that Shotguns actually hit at their full advertised power at point blank range as players would expect, but since their falloff rates wasn't changed, Shotguns effectively deal more damage at ALL ranges. This allows the starting basic Shotgun to more reliably kill Formers and Imps before they can get into vision while also more reliably one-shotting them at closer ranges, and more reliably kill Pinkies and bigger enemies before they reach you. Particularly noticeable in Hell Knights and Barons that previously would require several Shotgun-boosting traits or at least a Shell Box to reliably corner shoot to death with a vanilla Shotgun, while now a single level of Reloader is generally enough and you could even do without if you begin shotgunning them from far away. As such, the luck needed for both reaching Phobos 7 and invuln chaining all of post-Phobos is much more realistically achievable, and Asbadagba would pull off a legitimate UAC Angelic thanks to this.

That said... this badge is still absolute hell, but with getting all the other 14 possible Angelics and pushing so heavily for all the badge rebalancing, while incoming changes in later versions to nerf the aforementioned things will likely push damageless N! back to virtual impossibility, I wanted to go win this badge before it's nerfed to justify my push for nerfing its requirement (as well as not wanting to wait for the great badge rebalancing to come before getting back the title of most Angelics across all versions).

So right away, only about 20% of runs will get past Phobos Base Entry without getting hit. If the Shotgunners come out early, that's already GG, their shotguns have perfect accuracy just like your does and you don't have a Shotgun yet to kill them in the open before they shoot until you kill one of them for theirs. With running active, the pistol-wielding Former Humans have a 26% chance to hit you at close range, 16% at mid-range, and 9% at far range, in addition to only a 2% chance to hit you in melee range, but since they'll get many shots on you before you can get into cover or in their face, while you won't have better than 30% odds to dodge their Pistol shots outright, chances are you'll often get hit, and running additionally decreases your own accuracy. Not an issue once you get a Shotgun, with the Pistol you're going to be missing a lot, and aimed shots to alleviate the accuracy issue will take twice as long, giving Formers a chance to double shoot if you don't kill them with it. If you can get into position behind workable cover and kill the immediate threatening Formers without getting hit, it is time to do a bit of waiting for the other Formers to come out and shoot them down hopefully one at a time. Upon killing the first Shotgunner it'll be tempting to immediately go for his Shotgun and shells, though unless they drop it in an absolute safe position or a Former got you in a spot where you need to get the Shotgun ASAP, you should hold off until you kill enough of them to trigger enemy reveal or around 4000ish turns passes (at that point, it can be assumed the remaining Formers got patrolling AI assigned to them and so they won't come out of the building, while you can't wait beyond 9000 turns without triggering the Enraged Timer). Once you get the Shotgun, the rest of Phobos Base Entry is trivial, just don't make the mistake I did in this run of walking into one's vision (fortunately the basic Former still has an accuracy issue even without having running active and so I got away with it in this run, don't risk it if you can help it, it's still a coin flip at best if they miss you). Before exiting Phobos Base Entry, you should make sure to pick up two Shotguns to have one in your prepared slot (quick swapping between Shotguns could save you in an instance where reloading would take too long, and otherwise it's helpful to quick swap between Shotguns to pass time instead of hitting the wait button, as it'll pass time in half second intervals rather than full second intervals), as well as the Green Armor (you won't be wearing it since it would slow you down and you can't take any damage, but if you find any Agility mods, putting one on the Green Armor would make you faster than being naked, and two A mods on it would let you build a Tactical Armor), and the Small Medkits if the Formers don't use them (while healing itself doesn't matter in this badge, medkits will crucially let you restore running and so you still want to load up on them when you can). Opening with Hellrunner, Finesse, Son of a Bitch, Eagle Eye, or especially Son of a Gun would increase the odds of getting a damageless Phobos Base Entry, but you have to open with Intuition, as Intuition 2 is direly needed ASAP to have any hope of getting through the game damageless.

Speaking of build, beyond the opening Int2, you have a couple options. Asbadagba in his UAC Angelic run went straight for Hellrunner 2, which is sensible for the obvious aid in damage avoidance and ensuring you'll already have it before you start Invuln chaining, and I was doing that at first as well. I decided though that unless I got an early Shell Box, to get a level of Reloader first instead, as it greatly increases my odds of being able to fight through tough Phobos floors that don't have impossible hot starts, and it'll help the Invuln rushing portion of the run by significantly reducing the time of Rocket Launcher reloads if I find one, as well as make the Double Shotgun a viable option for killing the Cyberdemon faster than the Chainsaw if I don't have berserk. I did try experimenting with Finesse -> Juggler after Int2 instead, as instantly swapping between several Shotguns is very powerful in the early game and is something I utilized to great effect in many other Diamond and Angelic runs, including pure Destroyer Diamond and Masochist Angelic, other badges that require extreme damage avoidance, while Juggler would also build to Shottyhead, the ideal mastery for this. However, the requisite Finesse level is much less of an immediate combat boost than Reloader, and very rarely was I actually managing to reach level 4 before getting hit, or I get a hot start that is still impossible to get out of unscathed even with Juggler, or I get floors easy enough for Juggler to not be needed. Going for more kills in the early floors to hit level 4 ASAP also made attempts take longer, which isn't good when you're going through hundreds of attempts until you get a viable string of floors, and Juggler additionally won't help much in the Invuln-rushing portion of the run. Then Shottyhead would be amazing to have, you're just not going to be getting the levels to get any mastery aside from maybe Gunrunner, when the vast majority of the run is stair diving. So I abandoned going for Juggler and stuck to Int 2 -> Rel1 -> HR2 for most attempts. After HR2, if I get that far, it would depend on the state of the run. In one run where I got a Phobos 7 Invuln and a Rocket Launcher but then didn't get any reachable Invulns in Deimos and so ran out at Deimos 7, I got Dodgemaster to get through the Cyberdemon, yet that run died in Hell 2 after getting no reachable Invulns and having that floor plop an Arachnotron in immediate vision while blocking off the only nearby cover with a Hell Noble group. You can go for Brute to kill things faster with the Chainsaw, particularly the Cyberdemon and Mastermind like Asba did, and it would be your best bet if you're coming up on the Cyberdemon with no Double Shotgun nor Rocket Launcher (as would be the case in my second run that got a Phobos 7 Invuln that had no Rocket Launcher nor Double Shotgun, though with only one Invuln in Deimos and getting no Berserks, my Invuln still ran out right after killing the Cyberdemon while Hell 1 was an Arachnotron cave that promptly ended the run). Reloader 2 and then Shottyman would be good options if you got a Rocket Launcher or a Double Shotgun and enough shells stockpiled to kill the bosses, but if you don't got a Rocket Launcher, you could go Gunrunner even without Shottyman (the trait Gunrunner normally desperately needs to be good), as the extra running duration would let you stretch Invulns a little farther on floors with far away stairs and in Babel if you get a bad Cyberdemon spawn, while also effectively greatly buffing the firing time of the Double Shotgun as your movement speed becomes its firing speed (and against the Mastermind, let you move in while shooting simultaneously as she moves away, so you can keep getting point blank shots in without wasting time repositioning). You realistically won't reach beyond level 6 or 7 and so traits beyond that won't matter... unless you get blessed with a particular Unique that I did in my winning run...

So with Phobos 2, you'll be entering it without Int2, and assuming you don't get a hot start that immediately ends it, you're going to need to be constantly radar shooting every few steps down every nook until you hit some enemies. Fortunately it should take you only a few kills to hit level 2 for Int2, at which point Phobos 2 shouldn't be bad unless you're being swarmed by a bunch of enemies from multiple angles or get overwhelmed by an opened Cacodemon vault or respawns later. "Not so bad" is relative; even with a doable floor, it only takes one single mistake to immediately end the run, and in my winning run I nearly botched it by walking into the vision of a respawned Former near the end of the floor, thankfully he missed. If you get vaults and you can viably get inside them without getting hit, you will want to try doing so, as mods, Double and Combat Shotguns, Rocket Launchers, and both types of Phase Devices are common drops in vaults that you really want ASAP that you won't be able to get until later Phobos and may not find otherwise. Phases are especially valuable, as a Homing Phase will be a mulligan on any impossible floor, and a normal Phase will at least give you a chance if you get an impossible hot start, while a Phase will be your only real chance to get past Anomaly with damageless intact if you don't get a Phobos 7 Invuln (maybe if you can get Dodgemaster and speed-boosting equipment before Anomaly, you might have a shot to run through it without getting hit, but your odds would be incredibly slim). After Phobos 2 you have the choice to go into Hell's Arena; clearing it would guarantee you a Rocket Launcher that would be incredibly valuable and get you enough EXP to hit level 4 before the brutal Phobos 3-5 range, however clearing Hell's Arena damageless on N! is very difficult and time-consuming, as in this version it's still bugged to require having all the respawns dead simultaneously to count as cleared. With little more than a single digit percentage to pull off a damageless Arena and the fact 99+% of UAC Angelic runs are still going to fail regardless afterward, actually clearing Hell's Arena is not worth it time investment-wise. Going in to get some kills in the first wave for extra quick EXP is ok however, there is some risk as the random starting spawns could put you in a situation where damage is unavoidable, yet I could get through the first wave unscathed about 80ish% of the time, so unless I got some really good stuff on Phobos 2 or the Arena stairs were too out of the way, I would dip into the Arena for the EXP.

Starting on Phobos 3, it's going to be Hell Knights and Cacodemons galore, large Pinky groups, and much harder level types appearing like Cacodemon caves and the ever dreaded mazes, either of which will very likely end your run. The objective at this point will be to get your ass to the stairs while trying as hard as you can to avoid getting hit. If you get quickly accessible stairs, just take them, don't try to clear out floors, as even if you can safely clear out a floor without getting hit, the extra EXP won't matter if the next floor plops you in a hot start surrounded by enemies. If any vaults spawn, it might be worth trying to get in them if they have Phases or a Rocket Launcher, if you don't get a map revealing that and you can get to the stairs without going near the vault, then just don't bother with them, especially as vault would almost certainly be filled with over a half-dozen Cacodemons at this point. In Phobos 5, if possible, you should try to find the stairs to The Chained Court, as the big Berserk stack will help give you better odds of getting through Phobos 6 and 7, and the Chainsaw will be your fastest method to kill the bosses when invuln'd if you don't find a Double Shotgun. However if trying to seek out The Chained Court's stairs would be too arduous or you're given the normal stairs right away, just take the normal stairs, the Chainsaw and Berserk isn't absolutely necessary. In this particular run, I got a Phobos 3 with far away stairs, but no hot start and the floor wasn't too bad when played carefully. Phobos 4 did greet me with a maze, however as the video shown, a maze isn't necessarily an instant run ender, especially when I got an immediate Shell Box and Berserk here. I would end up quickly unequipping the Shell Box as it became apparent I didn't need it and so I opted to conserve it, with the maze being far from the worst I have had to deal with (one particular failed run prior had me go through three consecutive mazes from Phobos 3 to 5 that I somehow got through, only for the run to still fail anyway). Phobos 5 gave me a Lost Soul + Pinky cave, the Shell Box + Reloader makes it a breather, and the floor gave me an ever so valuable Phase, as well as a Radsuit. For The Chained Court, normally you would just shoot down some Formers at the start of the floor, being very careful to not let any get vision on you, before gobbling up all the Berserks and hauling your ass out, but with the Radsuit, I have the opportunity to get the mods that you normally can only access by hitting all the levers (which you can't do, as the Barons released by them will get a free shot that will almost certainly end the run). You have to be very careful to not get shot by the Formers near the mods, I was able to retrieve them, and one was a Technical mod, which I put on the Chainsaw for the valuable attack speed boost in case I need to use it, while the other is what I wanted most, an Agility mod to put on the Green Armor I saved from Phobos Base Entry, making me move even faster. In Phobos 6 I got another cave, this time just a ton of Pinkies; far preferable to a Cacodemon or especially Arachnotron cave, but I could have been overwhelmed here if I didn't have my Shell Box still conserved or got careless. I also find a second Agility mod, which with no boots to put it on, I use it on my Green Armor to make Tactical Armor, which gives me an additional +5% movement speed and a flat +10% dodging bonus.

Now for Phobos 7, the most important floor of a UAC Angelic run. This is the first floor that Invulnerability Globes can spawn, and not only is getting an Invuln chain going ASAP mandatory for a damageless run, an Invuln will be 95% needed to get through the hard wall that is N! Phobos Anomaly damageless. I have gotten around two dozen runs to Phobos 7 prior, and of those runs, only four of them had an Invuln, only two of which I could actually reach, while bad Invuln luck afterward resulted in those two runs still failing in Hell after my Invuln ran out. This floor is so make or break that I call it the Phobos 7 Lottery Ticket; as long you get a reachable Invuln here your UAC Angelic run has a serious shot to win, but if not your run is almost certainly dead even if you can reach the stairs. And my Phobos 7 lottery ticket here... would be a loser, no Invulnerabilities spawned on the floor. However I do still have that Phase Device... it's a long shot, but you can get through Anomaly damageless if a Phase drops you past the Bruisers, so I might as well try. Unfortunately Phobos 7 also gives me a hot start with mediocre cover, my only option is to head straight to the stairs, burning the Phase to escape the hot start would make Anomaly a foregone failure unless I happen upon another Phase on the floor. On the way to the stairs I had to run by two Barons, one of which got two attacks off, thankfully I was able to dodge both attacks, aided by the extra dodge boost I got from the Tactical Armor. In Anomaly, all I can do is just immediately use the Phase and hope for the best... and it gets me right to the Bruisers, giving me a clean path to the exit teleporter before they even have the chance to get out of their starting rooms! The run lives despite not pulling a winning Phobos 7 Lottery Ticket.

I'm in rare territory of getting a UAC Angelic run intact to Deimos, in probably north of a thousand attempts I've only gotten three runs this far (the aforementioned ones where I did get a Phobos 7 Invuln, and another where a Phase did get me past the Bruisers). However unless I get an Invuln very soon, the run will probably not last for long in Deimos... and the RNG decides to give me a break, with an Invuln a half dozen steps away. There are a couple enemies nearby, but with my speed, I'm able to go grab it before the two Formers near it wake up, and now it's just mad dash to the stairs, trying to run through the rest of the game invulnerable. Deimos 2 would give me another Invuln to stack on, though with a Baron nearby, I don't want to risk him blowing it up as I run near it (my first run that made it to Deimos ended up losing despite having a Rocket Launcher, as the one Invuln I got in all of Deimos got blown up as I approached it), so I wait with that nearby Pinky group until he tries attacking me and hits them, triggering them to swarm the Baron and kill him while I get a clean run to that Invuln. Deimos 3 is just a run to the stairs, just picking up a Double Shotgun along the way for my boss killing weapon. Deimos 4 though would be very interesting, I get the Unique spawning message, which I don't pay much mind to as trying to seek out the Unique would just burn a lot of Invuln and probably not be worth it, yet as I get near the stairs, I happen to find the Unique, which is... the Trigun, the single most valuable Unique I could ask for in this run. With its alt-fire, Angel Arm, I can instantly nuke every remaining floor, instantly destroying all walls and enemies to get a clean uninterrupted path to the stairs to burn as little of my Invuln duration as possible, while also giving me all the extra levels I couldn't get otherwise, and I will be able to kill the Cyberdemon instantly to burn almost no Invuln on him. The caveat is that each Angel Arm use will drain 5 max HP, which doesn't matter much since I should be Invuln'd for the rest of the run and can't be getting hit if not, however I can't use Angel Arm if my max HP drops to 10. With that in mind, and not keeping track of my max HP, I don't go as crazy on the Angel Arm usage as I could have, not using it in floors where I got a mostly uninterrupted path to the stairs and not nuking the special levels along the way, while also getting a couple otherwise useless Ironman levels to ensure my max HP doesn't get too low to Angel Arm. Upon reaching Dis, I probably had way more than enough Invuln left to nuke her and then go nuke in Carmack in Hell Fortress, but I didn't want to get greedy and risk the Invuln running out after nuking the Mastermind, so I just whip out the Double Shotgun to kill her conventionally, with the Gunrunner + Shottyman combo making her put up little more resistance than if I just nuked her.

With the Invuln luck I got in this particular run, that Trigun probably wasn't necessary to win, yet it sure as hell was a cathartic conclusion to by far the worst grind I ever had to do in DRL. I wasn't keeping track of my attempts and I would almost always just quit out rather than let myself die whenever I got hit, so I don't got a concrete number of how many attempts this took me, it probably took me more than a thousand, spread over the course of seven days. I've been pushing to nerf this badge's requirement to Ultra-Violence, and I'm still going to be pushing for that; the luck required for this badge is still grotesque and it's so all-or-nothing on winning the Phobos 7 lottery, or getting incredibly lucky with a Phase and then finding an Invuln ASAP afterward, while as mentioned prior, incoming changes to powerups, running, and Shotgun falloff will probably push this badge back to nigh impossible territory. In this exact version it's probably about a 1 in a thousand badge for the absolute best DRL players, after those incoming changes the chances for winning this badge would probably fall to somewhere in the 1 in five digits range at best. Allowing UV would also make winning the badge a little more skill-based, as less runs will get ruined by impossible hot starts, respawn RNG won't be a factor, you could more viably get through the much easier UV Phobos Anomaly damageless without an Invuln, and Invulns not lasting as long means you can't so easily pull off a complete Invuln chain to the end. As is, I don't feel that accomplished winning this fabled badge, it's not as my skill was completely irrelevant like it was in Berserker Angelic, I had to be on my absolute A game without rolling incredible stair luck, but over 99% of winning the badge coming down to luck and winning it in such a cheesy manner that depends so much on this version's broken powerups and Shotguns makes it feel very dirty. I'm far more proud of winning Eagerness, Inquisitor, and Masochist Angelic back in 0.9.9.7 than I am of winning UAC Angelic here. Speaking of 0.9.9.7, doing UAC Angelic there is still out of the question; while you can run -> wait camp infinitely and farm infinite ammo off of respawns in that version, winning N! damageless there is still firmly in impossible territory when you're not only lacking all the broken benefits of this version, but would also have respawns in vision that would make respawn RNG absolutely dreadful to deal with without lucking upon a very good camping spot on every floor.

Well with that, I got 15 Angelic badges won across all versions to be an honorary Chaos Marshal, 13 back in 0.9.9.7 where they were mostly harder, and then Speedrunner Angelic + UAC Angelic after they became possible in 0.10.8. I could get all the other Angelics in 0.10.8 to get an official Chaos Marshal rank on one of my files and it certainly would be way easier when Invuln rushing is so busted, but there's no point to winning them all again in such a manner. That will be as far as I go with badge hunting until the great badge rebalancing happens; the only two remaining unwon Angelics are Pacifist Angelic and Demonic Angelic, and my writeup of their plausibility at the end of my Everyman Angelic mortem post still applies. Just think I actually got a Trigun reasonably early here that would be needed in a theoretical Demonic Angelic run, and I still would have had to 100% that Phobos 3 maze, skip out on Chained Court (because 100%ing it damageless is impossible), 100% that Phobos 7 with the double Baron hot start, kill everything in Anomaly without an Invuln, and clear out three Deimos floors before I got the Trigun... yeah that was not going to remotely happen. With that all said, here is the mortem:

--------------------------------------------------------------
 DRL (0.10.8) roguelike post-mortem character dump
--------------------------------------------------------------

 John Romero, level 12 Mancubus Marshal Scout,
 defeated the Mastermind at the City of Dis.
 He survived 18204 turns and scored 597019 points.
 He played for 20 minutes and 21 seconds.
 He opposed the Nightmare!

 He killed 429 out of 755 encountered hellspawn. (56%)
 He killed 449 out of 785 enemy spawns total.

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

  Levels generated : 12
  Levels visited   : 2
  Levels completed : 0

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

  Mastermind's Brain         Killing the Mastermind w/o taking damage
  Major Icarus Cross         Won the game in less than 20,000 turns
  Compet-n Silver Cross      Won the game in under 30 minutes
  Fallout Platinum Cross     Nuked at least 6 levels in one game
  Untouchable Cross          Won taking less than 50 damage
  Heroic Platinum Badge      Receive 32 unique medals
  UAC Angelic Badge          Win standard N! damageless
  Demonic Diamond Badge      Win standard N! with Untouchable Medal

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

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  ###########################################################

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

  Health 30/30   Experience 68778/12
  ToHit Ranged -2  ToHit Melee -2  ToDmg Ranged +0  ToDmg Melee +0

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

  Class : Scout

    Ironman          (Level 2)
    Hellrunner       (Level 3)
    Reloader         (Level 2)
    Dodgemaster      (Level 1)
    Intuition        (Level 2)
    Shottyman        (Level 1)
    Gunrunner        (Level 1)

  Int->Int->Rel->HR->HR->MGr->Rel->SM->DM->Iro->Iro->HR->

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

    [ Armor      ]   tactical armor [0/0] (100%)
    [ Weapon     ]   double shotgun (10d3)x2 [0/2] (P)
    [ Boots      ]   nothing
    [ Prepared   ]   shell box (x32)

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

    shotgun (8d3) [1/1]
    shotgun (8d3) [1/1]
    Trigun (3d6) [6/6]
    chainsaw (4d6) (T)
    shotgun shell (x24)
    shotgun shell (x50)
    shotgun shell (x50)
    shotgun shell (x50)
    shotgun shell (x50)
    shotgun shell (x50)
    rocket (x6)
    small med-pack
    small med-pack
    small med-pack
    small med-pack
    small med-pack
    large med-pack

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

    bullet     - internal 20%   torso 20%   feet 20% 
    melee      - internal 20%   torso 20%   feet 20% 
    shrapnel   - internal 20%   torso 20%   feet 20% 

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

    60 former humans
    51 former sergeants
    38 former captains
    7 former commandos
    85 imps
    51 demons
    45 lost souls
    6 cacodemons
    6 hell knights
    32 barons of hell
    7 arachnotrons
    6 pain elementals
    25 revenants
    9 mancubi
    19 arch-viles
    1 Cyberdemon
    1 Spider Mastermind

    Pistol kills  : 8
    Shotgun kills : 152
    Unarmed kills : 0
    Other kills   : 289

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He cowardly fled the Arena.
  On level 5 he stormed the Chained Court.
  On level 6 he assembled a tactical armor!
  He left level 7 as soon as possible.
  He arrived at the Phobos Anomaly.
  On level 12 he found the Trigun!
  He activated the Angel Arm on level 13!
  He activated the Angel Arm on level 14!
  He left level 14 as soon as possible.
  Level 15 was a hard nut to crack!
  He activated the Angel Arm on level 15!
  He found the Tower of Babel.
  He activated the Angel Arm on level 16!
  He left level 16 as soon as possible.
  He left level 17 as soon as possible.
  He activated the Angel Arm on level 19!
  He activated the Angel Arm on level 20!
  He activated the Angel Arm on level 21!
  He left level 22 as soon as possible.
  He activated the Angel Arm on level 23!
  He left level 23 as soon as possible.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 You enter the damned city of Dis...
 There is a lever (woah!) here.
 You pull the lever...
 You wear/wield : a double shotgun (10d3)x2 [2/2] (P)
 You start running!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind flinched!
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind!

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

 489 brave souls have ventured into Phobos:
 430 of those were killed.
 4 of those were killed by something unknown.
 9 didn't read the thermonuclear bomb manual.
 And 19 couldn't handle the stress and committed a stupid suicide.

 27 souls destroyed the Mastermind...
 3 sacrificed itself for the good of mankind.
 17 killed the bitch and survived.
 7 showed that it can outsmart Hell itself.

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

 2 
 on: May 11, 2026, 23:59 
Started by Vigilante - Last post by Vigilante
From my first win on UV through Ossuary route, I noticed that two ranks of Eagle Eye boost shotguns well, so an idea was born how to tackle Diamond badge for Angel of Shotgunnery challenge, which demands you to win N! without taking a mastery.

Key decisions:
1) armor replaced twice: ablative -> combat -> infiltration. (Didn't care about loss of dodge)
2) Second Chamber rerolled into Critical 40 at Tyre Outpost. Actually was supposed to rerolling on another gun (auto-shotgun), accidentally rerolled on main shotgun. But Critical 40 proved to achieve kills in one hit, meaning I didn't miss Second Chamber in practice.
3) snatching that poison immunity in Rift (and thus also be able to upgrade it in Mephitic Mines) - I think I got Filtered helm to go at this, otherwise too low chance to succeed at claiming that one to bother attempt it.
4) heading for exit elevators in Dante, only killing encountered/aggroed enemies, but avoiding drawing more opposition, and sometimes using stealth ability to reach the exit (but make sure that elevators aren't blocked, including by some exalt spawning with a specific elevator-blocking trait - just one of these could ruin this entire run)

I am a stranger to Nightmare difficulty, so luck factor was great in my victory, and I also burned three military stims and a couple of phase kits at the final boss. So somewhere the build power wasn't apparently enough (then again, where is my relic? didn't get any good one).

Vigilant, level 15 Scout,
defeated the Harbinger against all odds.

He survived for 6631 turns.
The run time was 1h 3m 54s.
World seed was 12142.
He scored 9296 points.
He opposed the NIGHTMARE!
He was an Angel of Shotgunnery!

CALLISTO L2 - Volatile Storage
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L2 - The Hunt
Callisto Rift L3 -> The Rift
CALLISTO L6 - Secure Vault
EUROPA L3 -> Europa Dig Zone L1
Europa Dig Zone L2 - Secure Vault
Europa Dig Zone L3 - Secure Vault
Europa Dig Zone L3 -> Tyre Outpost
IO L2 -> Mephitic Mines L1
Mephitic Mines L2 - Exalted Curse
Mephitic Mines L3 -> Noxious Hollow
Noxious Hollow - found Firecrown
Dante Station L3 - Exalted Summons

Awards
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Neophyte Ribbon (+50)
   * Reach Io without picking a master trait
  Neophyte Medal (+100)
   * Reach Dante without picking a master trait
  Neophyte Cross (+250)
   * Win the game without picking a master trait
  Shottyman Platinum Badge
   * Complete AoSh on Nightmare!
  Shottyman Diamond Badge
   * Complete AoSh on N! master-less

He killed 698 out of 911 enemies.

 36 former grunts           18 security sentries
 1  former CRI grunt        4  military sentries
 4  former grenadiers       9  CalSec bots
 1  corrupted grenadier     10 security bots
 13 former soldiers         1  military bot
 9  corrupted soldiers      30 reavers
 6  hellish soldiers        30 cryoreavers
 1  former CRI soldier      19 toxic reavers
 6  former sergeants        25 archreavers
 3  corrupted sergeants     4  kerberi
 2  hellish sergeants       15 cryoberi
 1  former CRI sergeant     4  toxiberi
 16 former guards           6  medusae
 6  former commandoes       5  archmedusae
 7  corrupted commandoes    12 ravagers
 5  hellish commandoes      11 armored ravagers
 1  CRI commando            5  siege ravagers
 1  former heavy            4  plasma ravagers
 2  corrupted heavies       15 CRI marines
 10 fanatics                13 CRI bots
 11 security drones         7  guardians
 2  combat drones           3  frost guardians
 65 fiends                  3  sentinels
 20 fire fiends             7  warlocks
 26 ice fiends              1  archwarlock
 19 toxic fiends            1  watcher
 9  CalSec sentries         2  cryowatchers

Traits
  Skilled L1
  Eagle Eye L2
  Hellrunner L3
  Son of a Gun L3
  Executioner L2
  Hacker L1
  Dodgemaster L1
  Whizkid L1

Trait order
  EE->EE->Hr->Hr->Hr->SoG->Hak->Whk->
  SoG->Skl->Exe->Exe->SoG->Dm

Equipment
  Slot #1 : plasma shotgun +BVC
   * Vampiric 3
   * Auto-calibrated
   * Autoloader
   * Freezing 2
   * Slowdown

  Slot #2 : AV2 12ga shotgun +BA
   * Autoloader
   * Critical 40
   * Auto-calibrated
   * Calibrated 1
   * Frenzy 12
   * Slowdown

  Slot #3- NONE -
  Body : IDR infiltration armor
   * Io Defence Reserve
   * Fire-resistant
   * Ambush

  Head : marine helmet P2BA
   * Crit Enhancer 25
   * Danger Monitor
   * Long-range tracking
   * Durable

  Utility : AV2 shotgun AMP
   * Shotgun shred capacitor
   * Shotgun pellet boost

  Relic :  - NONE -

Permanents
  Mephitic Taint
  Crystal skin

Inventory
  energy cell (x38)
  12ga shell (x46)
  gas grenade (x2)
  CRI phase kit (x1)
  large medkit

 3 
 on: May 11, 2026, 23:39 
Started by Vigilante - Last post by Vigilante
CRI star (gold cluster) is 100+ kills without getting hit. Previously, I would only get such only in Endless games, the notoriety of this is it was achieved on a base game. I didn't consciously aim for it this run, though.

Key ingredients I believe are this:
- railgun
- Ossuary route (rather than Dante Inferno)
- medusa relic that makes everything bleed (but the medusa relic with max dodge might have worked too)
- Shadowcloak probably also has been relevant.

This run actually encountered two medusa relics: the first random drop, on Io L2 already(?) that makes everything bleed, which I took, the second is on Noxious Hollow special level (max dodge, start every level with 20 hp), then there was some other major relic dropping from "world burn" event... 3 major relics in the run.

The choice in Callisto was between Shadowcloak and JS marine armor. I usually happy to see JS marine armor, instead of JS basic armor, but though Shadowcloak isn't moddable, I ended up taking it. I kept JS basic helmet nonetheless to make crit power easier to achieve. I remember Shadowcloak helping a lot with repositioning in Conamara biolabs, seems actually good choice for Tech that usually struggles with repositioning.

Vigilant, level 17 Technician,
defeated the Harbinger against all odds.

He survived for 16938 turns.
The run time was 2h 5m 3s.
World seed was 62607.
He scored 8670 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!

CALLISTO L3 - Volatile Storage
CALLISTO L3 -> Callisto Rift L1
Callisto Rift L1 - Infestation
Callisto Rift L2 -> The Rift
The Rift - Cleared!
The Rift - found Shadowcloak
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L3 - Low Power
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
IO L3 - Volatile Storage
IO L3 -> Mephitic Mines L1
Mephitic Mines L2 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Vestibule -> Ossuary L1
Ossuary L2 - The Hunt
Ossuary L2 -> Abattoir
Abattoir - Cleared!

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (gold cluster) (+200)
   * 100+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels
  Ossuary Nails (+500)
   * Killed the boss of the Abattoir

He killed 780 out of 780 enemies.

 25 former grunts           2  military sentries
 1  former CRI grunt        7  CalSec bots
 4  former grenadiers       7  security bots
 4  corrupted grenadiers    2  military bots
 9  former soldiers         38 reavers
 23 corrupted soldiers      27 cryoreavers
 3  former CRI soldiers     31 toxic reavers
 2  CRI soldiers            53 archreavers
 7  former sergeants        5  kerberi
 6  corrupted sergeants     9  cyberi
 5  former CRI sergeants    12 cryoberi
 1  CRI sergeant            6  toxiberi
 13 former guards           11 medusae
 2  corrupted guards        7  archmedusae
 3  former commandoes       25 ravagers
 14 corrupted commandoes    15 armored ravagers
 8  former CRI commandoes   3  siege ravagers
 1  former heavy            4  plasma ravagers
 1  corrupted heavy         13 CRI marines
 2  former CRI heavies      13 CRI bots
 1  CRI heavy               11 guardians
 1  fanatic                 8  frost guardians
 5  security drones         4  sentinels
 115fiends                  8  warlocks
 33 fire fiends             4  archwarlocks
 20 ice fiends              5  watchers
 16 toxic fiends            1  cryowatcher
 19 CalSec sentries         2  pyrowatchers
 15 security sentries

Traits
  Whizkid L3
  Cover Master L2
  Son of a Gun L3
  Headshot L3
  Sysop L2
  SHARPSHOOTER L3

Trait order
  SoG->Whk->SoG->Hsh->MSS->SoG->Sys->Sys->
  Hsh->MSS->Whk->Whk->MSS->Cov->Hsh->Cov->


Equipment
  Slot #1 : railgun HBA
   * Critical 25
   * Hallowed
   * Efficient
   * Freezing 2
   * Electromagnetic rail

  Slot #2 : AV2 12ga auto-shotgun +BA
   * Swap Harness
   * Stabilized 1
   * Auto-calibrated
   * Autoloader
   * Frenzy 10
   * Slowdown

  Slot #3 : 7.62 sniper rifle BAVC
   * Balanced 1
   * Extended Mag 4
   * Vampiric 3
   * Freezing 2
   * Scope

  Body : Shadowcloak
  Head : JS basic helmet P2BA2
   * Aim assist
   * Durable
   * Crit Enhancer 25
   * Critical 10
   * Plated
   * JoviSec

  Utility : AV2 auto AMP
   * Auto gyro-stabilizer
   * Auto precise

  Relic : medusa's eye
   * Deathgaze


Permanents
  Blessing of Power
  Mephitic Taint
  Relic Corruption
  Exalted Essence Attunement
  Blood Essence Attunement
  Pain Essence Attunement
  Acid Essence Attunement

Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x100)
  energy cell (x32)
  gas grenade (x3)
  ancient salve
  CRI phase kit (x2)
  multitool (x5)
  stimpack (x3)
  small medkit (x3)
  large medkit

 4 
 on: May 11, 2026, 23:24 
Started by Vigilante - Last post by Vigilante
This was first time win through Ossuary. Butcher himself was like the easiest thing in entire run, but getting through Ossuary L1-L2 took crazy healing item spendings and a couple of phase kits too. Since this is a late publication, I have since then won going through Ossuary a couple more times with no struggle whatsoever, one-shotting the enemies. Both of those had railgun too (a Sharpshooter and another Sniper), last time I realized I don't even need Efficient, as Ossuary, unlike Dante Inferno, doesn't starve you of cell ammo.

Early game was JS chaingun (for lack of JS 7.62 rifle), auto-shotty, mag pistol. Auto-shotty proved stronger than I thought it would be, so shotgun ended being the most used weapon and Europa Ruins would give AV3 amp for it which I never rerolled. But, chaingun was cold-modded (also from Rift), so it was too performing decently, which can't be said about plasma shotty for which I dismanted chaingun on Io L1 (even though it inherited the cold mod).

I was Fated to be Sniper, which at the time I didn't quite recall how to play, but figured it would be easy (Ossuary notwithstanding, cause I never before survived even its L2) and didn't look at build guides. From this and the recent run, however, I infer to ignore the weapon restrictions on Deadly precision early-on, and just take it as a prerequisite for the Sniper mastery but don't bother matching early guns to it if you find better ones that aren't compatible.

In Rift branch, a strongroom netted me a guardian armor, which I kept into Ossuary, and only there replaced with duramesh (at the loss of 10% dodge, and guardian was Onyx by that time, but to me it worked better having more armor past that point). In Rift's special level, I put autocalibration on both chaingun and autoshotgun (the latter which was in the final room), but didn't then have faith in autoshotgun (yet it proved to work all game, except railgun from Io Black Site L3 seemed doing even more damage).

Besides AV3 amp I never rerolled, Europa Ruins gave me ancient trinket (affinity towards poison and burn), which only got replaced late in Io.
On Europa L6 I got nailgun, which spawned with Molten and hence I power-modded it (Hunter 1) for the Cryomancer fight. Nailgun I only used on Cryomancer and bots from Io L1, 40 nails spent, never reloaded.

On Io L1, I dismantled my chaingun that was actually doing well, and replaced it with a plasma shotty, but the latter lagged behind autoshotgun in terms of realibity, and it even seemed behind in power too (because didn't mod it for range, I guess). Shadow Halls required lift repair, whereas there was a "boot the gas" event in Io Black Site, and a "world burn" in Io L6, and so I went Io L2 -> Black Site without keycards. Keycards I did manufacture all (station located by full-clearing Vaults), but BFT I merely shot at live bullseyes and then left behind. Because Io Black Site L3 got me an efficient railgun, I dismantled the underperforming plasma shotty, and put cold mod on railgun. Power mod would not appear on railgun until after I killed Butcher.

While in Black Site, I found that clearing the first level before timer cancels CRI arrival on all Black Site levels. Black Site L2 I did boot up the gas, and Black Site L3 had random Toxic Contamination, which was nice, but I could have ran out of plasma ammo (having prevented CRI interference), good thing Vaults has ammo station. Also, I had to kill those turrets myself in Vaults. At least, I guess, I didn't miss any drop of experience that CRI usually steal.

World burn from Io L6 got me relic with Kerberos' rage, and the branching decisions thus were once more confirmed lucky.

To kill Butcher, I let him walk closer to level down his Delirium, shot him two times, stealthed when he was directly adjacent to me, walked a bit away, and delivered a third fatal shot. The run past that was non-eventful (except me buying ancient salves at Dante stations because Ossuary L1-L2 made be paranoid about running out of health).

Vigilant, level 17 Scout,
defeated the Harbinger against all odds.

He survived for 17120 turns.
The run time was 2h 16m 18s.
World seed was 21235.
He scored 8625 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!

CALLISTO L2 -> Callisto Rift L1
Callisto Rift L1 - Infestation
Callisto Rift L3 -> The Rift
The Rift - Cleared!
EUROPA L2 - Low Power
EUROPA L3 -> Europa Ruins L1
Europa Ruins L2 -> Frozen Temple
Frozen Temple - Cleared!
EUROPA L6 - Low Power
IO L2 -> Io Black Site L1
Io Black Site L3 - Toxic Contamination
Io Black Site L3 -> Black Site Vaults
Black Site Vaults - Cleared!
Black Site Vaults - found Apocalypse
Dante Vestibule -> Ossuary L1
Ossuary L1 - The Hunt
Ossuary L2 -> Abattoir
Abattoir - Cleared!

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (silver cluster) (+100)
   * 50+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels
  Ossuary Nails (+500)
   * Killed the boss of the Abattoir

He killed 850 out of 850 enemies.

 43 former grunts           12 toxic fiends
 12 corrupted grunts        6  CalSec sentries
 1  former CRI grunt        8  security sentries
 12 former grenadiers       8  military sentries
 6  corrupted grenadiers    8  CalSec bots
 2  hellish grenadiers      7  security bots
 19 former soldiers         1  military bot
 31 corrupted soldiers      30 reavers
 10 hellish soldiers        23 cryoreavers
 3  former CRI soldiers     13 toxic reavers
 7  former sergeants        23 archreavers
 4  corrupted sergeants     8  kerberi
 1  hellish sergeant        19 cyberi
 3  former CRI sergeants    20 cryoberi
 17 former guards           16 medusae
 6  corrupted guards        17 archmedusae
 3  former commandoes       14 ravagers
 20 corrupted commandoes    11 armored ravagers
 6  hellish commandoes      5  siege ravagers
 4  former CRI commandoes   11 plasma ravagers
 2  CRI commandoes          16 CRI marines
 2  former heavies          9  CRI bots
 4  hellish heavies         10 guardians
 2  former CRI heavies      7  frost guardians
 11 fanatics                7  sentinels
 5  security drones         11 warlocks
 2  combat drones           3  archwarlocks
 2  military drones         6  watchers
 75 fiends                  6  cryowatchers
 51 fire fiends             1  pyrowatcher
 33 ice fiends

Traits
  Eagle Eye L2
  Dash L1
  Hellrunner L3
  Son of a Gun L3
  Hacker L1
  Dodgemaster L1
  Whizkid L1
  Deadly precision L1
  SNIPER L3

Trait order
  EE->EE->DPr->Hak->MSN->Whk->Hr->Hr->
  Hr->Das->SoG->Dm->MSN->MSN->SoG->SoG->


Equipment
  Slot #1 : TTL railgun PC
   * Hunter 4
   * Freezing 2
   * Tei Tenga Labs
   * Efficient
   * Electromagnetic rail

  Slot #2 : AV2 12ga auto-shotgun +PA
   * Ripper 8
   * Calibrated 1
   * Auto-calibrated
   * Frenzy 10
   * Second chamber
   * Slowdown

  Slot #3 : nail gun P
   * Hunter 1
   * Molten 2
   * 9 inch nails

  Body : duramesh scout armor
   * Fire-resistant
   * Duramesh

  Head : JS marine helmet P2BA
   * Long-range tracking
   * Crit Enhancer 25
   * Danger Monitor
   * Durable
   * JoviSec

  Utility : AV3 shotgun AMP
   * Shotgun autoloader
   * Shotgun crit system

  Relic : kerberos's heart
   * Kerberos's Rage


Permanents
  Blessing of Power
  Rift Attunement

Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x85)
  12ga shell (x50)
  plasma grenade (x2)
  gas grenade (x3)
  ancient salve
  multitool (x5)
  military stimpack
  large medkit
  large medkit

 5 
 on: May 11, 2026, 14:23 
Started by Asbadagba - Last post by Asbadagba
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)

 6 
 on: May 10, 2026, 13:15 
Started by Asbadagba - Last post by Asbadagba
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)

 7 
 on: May 08, 2026, 15:05 
Started by Asbadagba - Last post by Asbadagba
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)

 8 
 on: May 08, 2026, 06:54 
Started by Omega Tyrant - Last post by Omega Tyrant
I'd appreciate a control preset for pre-0.10 controls.  Muscle memory's a pain.

Once you setup your controls once, you can just copy over your settings.lua file across versions to not have to set your controls up again (assuming you're playing DRL on the standalone versions rather than through the JHC mod, where you would then not need to fuss about carrying your controls over across versions), while the legacy section in the keybindinds options allows you to set keybindings to old actions that aren't covered in the default like opening/closing doors. If you mean having the option of bringing back the old menuing system with the preset quickkeys and each menu spot having its own preset letter key, according to Kornel that won't be feasible to implement.

 9 
 on: May 05, 2026, 14:54 
Started by Asbadagba - Last post by Asbadagba
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 
 on: May 04, 2026, 13:28 
Started by Asbadagba - Last post by Asbadagba
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)

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