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 11 
 on: December 25, 2025, 17:07 
Started by Omega Tyrant - Last post by Omega Tyrant
While having 7 Angelics already, I still had one more relative "easy" Angelic remaining with Lightfoot Angelic and so decided to get that one now. According to the 0.9.9.7 Badge Hunters thread, Lightfoot Angelic was one of the more common Angelics, being tied with Elite Angelic for the third most won Angelic (before I won Elite Angelic that is) with seven different players winning it. Compared to normal Angel Of Light Travel, Archangel Of Light Travel takes away three more of your inventory slots to leave you with just two, which does noticeably make things a lot tougher as you can't really afford to carry any medkits or any other items, so it is like playing on Angel Of Impatience too, while you also can't carry backup armors, additional weapons, and very little ammo. Which should really suck when the Angelic badge stipulates you beat Nightmare! in AAoLT with no melee kills, but you do get an even greater speed boost with 130%, and respawns on Nightmare still infinitely drop ammo to counteract the ammo limitations, so things aren't as bad as they seem at first glance.

For the build, I was thinking of going with Sereg's pseudo-melee stairdive build, but again since N! respawns give you infinite ammo, I decided to go with Shottyhead again like I did for my Lightfoot Diamond run; if any Shotgunners spawn around, I can go and clear the floor no problem, and if there are no Shotgunners, I can just leave to ensure I don't run out of ammo. Compared to that run's build, I do gun for Int2 immediately, since I'm not going to be able to store medkits and to save ammo or avoid enemies whenever ammo is running low or when I need to get to health ASAP. I gun for Shottyman after that, as it'll let me reload from my inventory shells rather than taking from my equipped Shell Box, which I don't want to deplete from unless I really need the faster reload or have entirely depleted my inventory shells. I deviate from Shottyhead's prereqs after that by going for Berserker for defensive insurance, as it'll help me survive bad encounters against VMR that I may not have good armor for and when I can't carry around health, but I ended up getting a level of HR before Berserker to minimize the damage taken in Phobos Anomaly. After that it's getting Shottyhead and anything after is nice but irrelevant.

For the run itself, Phobos Base Entry is super easy, and since you can't bring the medkits with you anyway, you don't need to worry about getting them, just one will be nice to heal up any damage you take. Phobos 2 is also easy as you should be assured lots of Shotgunners, and then I go into Hell's Arena; clearing it isn't realistic without exceptional luck since you don't start with a shell box unlike in normal AoLT and only 100 shells is probably not going to be enough to beat N! Hell's Arena, while I do want to keep the Chained Court easy for later, so I just clear the first wave and then some enemies in the second wave for the EXP, while trying to leave a couple dozen shells at least in case the next floor is a cave or a floor with Shotgunners not immediately accessible. The Chained Court is a mandatory stop, mainly because I really want a Power Mod ASAP for my Shotgun to build an Elephant Gun, as with the inventory limitations, I won't really be able to build a Focused Double Shotgun and I'm gonna want a shotgun that can hit a lot harder than the Tactical Shotgun, to give me more leeway on any bad shell stretch and to help ensure my shells aren't left cripplingly low after killing the Cyberdemon, when I could get unlucky with the first couple Hell floors having no Shotgunners. Unfortunately I don't get one and instead get a T mod I can't do much with, as well as an A mod without having any boots yet. Not wanting to resort to putting the A mod on a beaten up Green Armor I was wearing, I make the risky decision to carry only one stack of shells and carry the A mod with me until I find boots. This nearly costs me, as a bad warehouse level in Phobos 6 would have me enter Phobos 7 with no shells at all while a Pain Elemental is immediately in view. Luckily however, there was also some shells immediately available and some Shotgunners soon after, so I am able to recover the run, then Military Base has basically infinite shotgun shells which makes bringing the A mod into it a nonissue. And within Military Base I finally get Steel Boots from the crates as well as a second A mod, allowing me to build Tactical Boots, but unfortunately the other mod was another T mod and so I'm still stuck with a vanilla Shotgun heading into Phobos Anomaly and Deimos. With the level of HR I got before entering Anomaly and the Tac Boots, I get past the Anomaly ambush even with the Red Armor on without issue, but despite using up the Radsuit before entering, I do still take decent damage from the Bruisers that leaves my Red Armor beaten up (once I got behind the pillars I was able to corner shoot the Bruisers to death as payback however).

I'm able to replace the damaged Red Armor with a new one in Deimos 1 shortly after, and then go into Hell's Armory, which is easy enough, just need to use some Chainguns and Plasma Rifles to preserve shells. In yet more shitty luck, for the third straight time, two guaranteed mods in a special level are a T + A mod. With that and the weapon cache having no special shotguns, I opt to not release the Shambler, as I would be stuck fighting him with a shitty normal shotgun and having no healing available could screw me if the next floor has a rough start (the weapon cache did have a Blaster, shame this wasn't during a Pistol run). Speaking of rough starts, Deimos 2 would be an alarm event and start me right near a Baron in an awkward spot with another enemy not far away, but luckily a Homing Phase was in an immediate range and the stairs were relatively safe, so I could clear it after, and found a Bulk mod I could do nothing with as my Red Armor was already modded. Deimos 3 however gave me a much rougher start near a Baron, multiple Revenants, an Archvile, and an Arachnotron pincering me, while it was a warehouse level with shoddy cover that got quickly blown away. I thought I was going to die when I have to run to a Small Health Globe near the Arachnotron with less than 20% health and my Red Armor destroyed, but I luckily make it and don't eat too much damage healing up, and then kill the Arachnotron soon after, while most of the floor's nastiness was contained in that starting room, going into the halfway point naked with subpar health and a still vanilla Shotgun doesn't fill me with confidence however. Deimos 4 would be a much needed rebound, not only being a relatively easy small rooms level with a Blue Armor that's much better than nothing (ensures Formers don't shred me and that Arachnotrons + Commandos won't wipe out half my health) and an Invuln for the next floor, but it also finally has a Power mod (another funny moment is this Hell Knight trapped by lava around the stairs, he would get shot off soon after to his doom). I skip Abyssal Plains, and Deimos 5 would give me another easy small rooms level as well as a second Power mod to finally assemble the much needed Elephant Gun. After an uneventful Deimos 6 and skipping Halls Of Carnage, I would get a pretty nasty Cacodemon cave with a big horizontal acid river for Deimos 7, but it would have a Berserk at the start and two Invulns deeper into it, so with the Berserk + getting Shottyhead I'm able to fight them off and then cross the river to safely reach the Invulns. I was banking on Berserker + Shottyhead + Elephant Gun to kill the Cyberdemon without taking that much damage, but with the Invulns, he is rendered completely harmless.

Hell 1 would have a somewhat perilous start but enough of the invuln carries over to make it mostly a nonfactor, and all the Shotgunners provides a needed shell restock (though this is the sort of shit that solidifies for me how broken respawns infinitely dropping ammo was, if I wasn't in AAoLT this would have been way more than enough ammo to last the entirety of Hell, while you can just do this on any floor with formers). After an uneventful Hell 2, I did get this awful Hell 3 floor, where I would be forced to run across several tiles of fluid to reach most of the map. I could have just left, but I used up most of the shells on the Cacodemon vault to get to a potential Unique inside when something like Malek's Armor or Lava Armor would be huge (however the Unique wasn't inside the vault and it was just a GCB I had no use for), while there were a couple Shotgunners that dropped shells on the other side. After weeding out most of the enemies there from the other side, I do take the risk to run over the acid on the north side and make it, while also finding a wall destroying lever that will be handy in case I need to go back. A shining example of why I got Berserker happens though as when moving Napalm Barrels around, I accidentally moved one into acid and have two blow up on me, I very likely do not survive this without Berserker. I also find a Bulk mod to Fireproof my Blue Armor, making up for my lack of Red Armor and ensuring VMR or any other Napalm Barrels mishaps are of little danger the rest of the game, while that handy Invuln and Supercharge solidifies that going across the river was the right move here. Hell 4 gave me a potentially nasty maze, but thanks to the aforementioned Invuln, I can just safely run through it to the stairs. Hell 5 is another floor where basically all the enemies spawned on the opposite side of the floor and I have a clean path to the stairs, but it has an Invuln that I try getting, which I successfully retrieve. The game is a wrap, with Hell 6 being an easily ran through Pain Elemental Cave (just need to make sure I don't accidentally bump into and punch out a Lost Soul, I do got some Brute after all), and Hell 7 having quick stairs. The invuln runs out against the Mastermind, but with there being Berserks on Hell 7 I picked up along the way, I don't need to play safe to effortlessly beat her.

And there it is, my eighth Angelic badge, surpassing papilio for lone 2nd place among most verified Angelics in 0.9.9.7 and now only trailing Tormuse by one for most Angelics. This was my second attempt, the first run died when I got back-to-back mazes in Phobos 4-5 and way overextended in the latter floor instead of just taking the early accessible Chained Court stairs (was running low on shells looking for Shotgunners, which ended up being on the other size of the maze with several Hell Knights around), and overall this is of noticeably more difficulty than Lightfoot Diamond despite the even greater speed boost (losing those three inventory slots does reduce your margin for error and limits options), but it's definitely not an Angelic-tier feat. I seen people say the speed boost ArchAoLT gives you is too high, but I think Lightfoot Angelic's difficulty gets largely compromised by respawns dropping ammo meaning you basically have infinite ammo whenever there is a Former or other easily killed enemy around, so you need to get a really bad stretch of floors where there are no such ammo-dropping enemies and have difficult-to-access stairs for ammo to be a real issue. People often criticize Shottyhead for having ammo issues and its lack of SoB in normal play, yet I got through Lightfoot Angelic with it without any real ammo trouble (aside from that early instance in Phobos of running out, which was only due to me sacrificing one of my inventory slots to carry an A mod for boots), you can take that as Shottyhead's ammo issues being overblown (and as the #1 Shottyhead advocate I would agree), but it can also demonstrate how one of the main intended challenges of this mode with limited ammo just does not apply due to respawns dropping ammo. With N! respawns no longer dropping ammo as of 0.10, this is a badge that should be more interesting in newer versions and may merit the Angelic designation (the berserk resistances nerf will also make the pseudo-melee stairdive strat more challenging too, as those couple extra points of damage you take from most hits when berserked are going to add up). When nu DRL gets more settled and I begin my 100% journey in it, we'll see then if Lightfoot Angelic got an appropriate difficulty bump (maybe pistols becoming even more ammo efficient with the SoG damage buff and better in general will counteract no more respawn ammo).

Now here is the mortem:

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

 nopockets:(2, level 14 Cyberdemon Chaos Mjr General Scout,
 defeated the Mastermind at the City of Dis.
 He survived 1040728 turns and scored 582340 points.
 He played for 2 hours, 55 minutes and 39 seconds.
 He opposed the Nightmare!

 He killed 999 out of 1283 hellspawn. (77%)
 He was an Archangel of Travel!

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

  Levels generated : 11
  Levels visited   : 6
  Levels completed : 1

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

  Cyberdemon's Head
  UAC Star (silver cluster)
  Lightfoot Angelic Badge

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

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

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

  Health 66/50   Experience 88200/14
  ToHit Ranged +0  ToHit Melee +4  ToDmg Ranged +0  ToDmg Melee +6

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

  Class : Scout

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

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

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

    [a] [ Armor      ]   fireproof blue armor [2/2] (75%)
    [b] [ Weapon     ]   elephant gun (12d3) [0/1]
    [c] [ Boots      ]   tactical boots [0/0] (100%)
    [d] [ Prepared   ]   shell box (x78)

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

    [a] shotgun shell (x22)
    [b] shotgun shell (x50)

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

    Bullet     - internal 60%   torso 60%   feet 60% 
    Melee      - internal 60%   torso 30%   feet 60% 
    Shrapnel   - internal 60%   torso 60%   feet 60% 
    Acid       - internal 60%   torso 60%   feet 60% 
    Fire       - internal 60%   torso 90%   feet 60% 
    Plasma     - internal 60%   torso 80%   feet 60% 

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

    151 former humans
    188 former sergeants
    83 former captains
    164 imps
    77 demons
    99 lost souls
    74 cacodemons
    14 hell knights
    32 barons of hell
    12 arachnotrons
    21 former commandos
    6 pain elementals
    22 revenants
    18 mancubi
    15 arch-viles
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    2 bruiser brothers
    1 Cyberdemon
    1 Spider Mastermind

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena before it got too hot.
  On level 5 he stormed the Chained Court.
  On level 7 he marched into the Military Base.
  On level 7 he assembled a tactical boots!
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  He left the Armory without drawing too much attention.
  He sounded the alarm on level 10!
  On level 11 he arrived at the Containment Area.
  Not knowing what to do, he left.
  On level 13 he assembled a elephant gun!
  He nuked level 14!
  On level 16 he found the Tower of Babel!
  He nuked level 17!
  On level 19 he found the Grammaton Cleric Beretta!
  On level 19 he assembled a fireproof armor!
  On level 19 he entered the Vaults.
  He came, he saw, but he left.
  He left level 20 as soon as possible.
  On level 21 he found the Acid Spitter!
  He left level 23 as soon as possible.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 to taste blood!
 The Spider Mastermind flinched! You need to taste blood!
 You need to taste blood!
 The Spider Mastermind flinched! You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You are hit! You are hit! You are hit! You are hit! You are hit! You are hit!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You dodge! You dodge! You dodge! You dodge! You dodge! You dodge! You need to
 taste blood!
 You need to taste blood!
 You need to taste blood!
 The Spider Mastermind dies. Congratulations! You defeated the Spider
 Mastermind! Press <Enter>...

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

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

 83 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 43 killed the bitch and survived.
 34 showed that it can outsmart Hell itself.

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

 12 
 on: December 23, 2025, 03:23 
Started by Omega Tyrant - Last post by Omega Tyrant
In my ongoing quest to dominate both the "old standard" DRL and "modern" JHC-era DRL, it's time to get one of DRL's most infamous Diamond badges, Everyman Diamond. I got this badge in 0.9.9.8, but as I mentioned in my writeup for my 0.9.9.7 Eagerness Angelic run, I've come to feel the badges won in 0.9.9.8 to be undeserved even if one didn't abuse that version's utterly broken Vampyre, due to a myriad of significant player-helping bugs that don't exist in other versions. The most major of such balance-tilting bugs was a dodging bug where the player had a 95% dodge rate at all times regardless of HR levels nor the dodging stats of the enemy's projectile, which is especially huge in Angel Of Humanity when this bug neuters rapid-fire enemies that would normally be extremely deadly in AoH. Aside from that run in a dodgy version though, there aren't many recorded Everyman Diamond runs; according to the 0.9.9.7 Badge Hunters thread, there have been only four recorded Everyman Diamond runs, of which two did it by AoOC and Whisper Of Death cheese (appuru and Icy), one by mixing it with A100 exploiting a programming oversight where Thomas's Medal and the Everyman Badges just required the amount of special "levels generated" and "levels completed" to be equal (done by Tormuse, which while not in the spirit of the badge, was still an extremely impressive run in its own right), and only one done purely (by papilio of course). Even in pre-.0.9.9.7 versions, no one did it other than this supposed one in 0.9.9.4 by 2DevisionsOut, which aside from Everyman Diamond having a different and easier requirement back then (beat AoH on N! without Badass), is one of 2Dev's more bullshit mortems (getting an Iron Skull in AoH without even having Vampyre? Come on, there's nowhere near enough healing available for that to be remotely believable). I seen a couple other people offhandedly mention getting Everyman Diamond... but it doesn't seem they posted any mortems of it as I never found any missed by the Badge Hunters thread when searching, so they can be dismissed until proven otherwise. So was Everyman Diamond really that difficult without a cheesy dodging bug to help you?

So for the build; in my 0.9.9.8 run I used Survivalist, but that version's Survivalist was drastically better even before considering all of 0.9.9.8's bugs, between it having lighter prereqs, Ironman getting buffed to give physical resistances in addition to more max HP, Survivalist getting a new perk to double the healing of medkits and Health Globes, and the Marine getting a massive 20% inherent energy resistances. 0.9.9.7 Survivalist is just awful, and while being able to reduce hits to 0 damage would be very helpful against the rapid fire enemies that are the biggest threat, you need very good armor to take advantage of that perk, which you won't be able to get WK2 to build Cerberus Armor and have Survivalist until level 11 at earliest, and until then you'll have to slug through most of the first half with no offense nor speed whatsoever nor even being all that tanky. Papilio in his run used a masterless Technician that relied on building several different modded armor assemblies to always have strong resistance available against the most immediate pressing threat and according to him it took "immensely many tries", while when he did it again after his file restart, he just admitted to cheating it with blatant save scumming (7 fucking saves.... at least he was honest?), so his strategy doesn't seem all that reliable if even a proven top tier player would rather resort to save scumming than winning legit with it again. I do think the concept behind my 0.9.9.8 Survivalist run of minimizing my margin of error is the way to go, so I'll just do what I did for my Everyman Platinum run so many years ago and use Vampyre again. With trait order, I open with and use my free trait on Finesse, to help buff my ability to corner shoot enemies to death and build to Whizkid later that's going to be very important. Then unusually compared to any other of my Vampyre runs, I get Badass for the second level, since Health Globes are basically mini-Supercharges in AoH and being able to retain 18 HP after picking one up instead of 12 makes me significantly less fragile. It's getting the rest of Vampyre's prereqs after that, Vampyre should absolutely not be delayed when Berserker triggering off of any hit that deals 10+ damage is a massive survivability boost once the bigger enemies start showing up and Vampyre's healing will keep me alive, as well as ensure I can keep running around with more than 12 HP without the aid of globes. With Vampyre achieved, it's Fin2 and getting WK2 ASAP for the all-around combat + speed + defensive boost it provides, then Juggler so I don't take any additional hits when switching to a melee weapon after rocket jumping into enemies, then Badass 2 to effectively increase my max HP to a not so fragile 24, then Ironman instead of TaN for farther survivability since I already reduce basically everything to 1 damage when wearing P-modded Cerberus Armor while berserked and even +2 HP (effectively +4 with Badass 2) helps a lot with keeping rapid fire enemies from grinding me down. Brute 3 comes when I got a Ripper and need the accuracy boost to hit with it, Fin3 for the always desired additional attack time eed reduction, Iro2 for farther lategame assurance, and finally Bru4 for one more offensive boost.

As for the run itself, we start with Phobos Base Entry of course, which is of little danger thanks to your starting Red Armor reducing most pistol and shotgun shots to 1 damage. Even with the Red Armor's -20% speed penalty, my usual strat of just immediately running to the building and get in a Former Human's face still works as long as the Shotgunners don't come out immediately. If you do get shot up a lot or eat some high damage rolls, and so your Red Armor takes decent damage as a result (say 10+%), you should just reset until you get a good Phobos Base Entry; you don't really need the Small Medkits since they heal so little in AoH and you start with two extra Large Medkits anyway, rather minimizing damage to your Red Armor is important as you'll need it for later and Armor Shards don't start spawning until floor 5, so you won't be able to repair it until then without getting lucky with armor repairing levers (and hitting levers without Intuition is an absolute nogo, when hitting a lava lever will instantly kill you without Berserker and an acid lever may as well be instant death without at least Protective Boots unless escape is only 1 tile away). Speaking of preserving the Red Armor, I repeat my 0.9.9.8 strat of taking it off on floor 2, since I need it to preserve it for Hell's Arena and dying on floor 2 doesn't matter anyway, fortunately though I don't lose any runs on floor 2 doing that this time, even with it having a Pinky vault I had to carefully approach to not get instantly mauled to death. Hell's Arena would give me a bad opening wave with a Cacodemon, two Pinkies, and a Lost Soul immediately in view, while floor 2 had no Berserks to bring in to it, but I am able to run behind a pillar to escape the Caco and the Red Armor protects me well enough from the Pinkies to shotgun them down, while the pillar formed a 1-tile wide pathway so the Pinkies couldn't double team me. The rest of Hell's Arena went smoothly, I'm able to corner shoot the Barons to death by gift dropping a Green Armor at the farthest point in vision from behind a pillar (I used up a Small Medkit to restore my Tactics just in case a Baron did get through my corner shooting but neither do), and then I get a Ballistic Vest for the AoH-exclusive reward; I would have preferred Phaseshift Armor since it's much better pre-assembly and berserk's +60% resistances on top of its 30% physical resistances would have been enough to reduce all physical hits to 1 damage (plus it has the potential for the Phaseshift set), but a Ballistic Vest is still acceptable as it helps for later special levels or when a big enemy gets in melee range without me being berserked and it'll be great for creating Cerberus Armor later, meanwhile if I got Acid-proof Boots I would have resetted (the armor is far more important than acid-immunity). I immediately slap on one of my starting P mods onto the Ballistic Vest, to start prepping it for Cerberizing and when it really needs that extra defense to do its job better (and to help prevent me from getting instantly killed if I get hit by a high roll Imp fireball in it while not berserked).

Phobos 3 through 5 go very well with no mazes nor Cacodemon caves nor terrible Hell Knight spawns, and I crucially get Berserker before the Unchained Court. Unusually it's not the Barons or Arena Master that are the major problems, as with Berserker and Red Armor, the Barons won't deal more than 1 in melee and will usually deal 1 or 2 with their acid balls, while the Arena Master will never deal more than 1, and I adequately preserved the Red Armor for Unchained Court. It is instead all the Chaingunners, who will deal 4 damage minimum (i.e. 33% of my health) no matter how strong my defenses are if they connect every shot with their chainguns, and I can't safely fight them in the open when long-range shotgun blasts will usually fail to one-shot them and can fail to knock them back at edge-of-vision if your damage roll is slightly below average, while Unchained Court offers lousy cover even if you avoid the bunker getting blown up when fighting the Barons and Arena Master. I get through it, but waiting for all the Chaingunners to come in the bunker after disposing of the Barons and Arena Master gets stressful, and I do end up burning several medkits from just taking a few Chaingunner bursts. I get A and T mods from the Unchained Court, I T-mod the Chainsaw as the attack speed boost is most useful, and A mod my Steel Boots but don't make Tactical Boots yet despite still having my starting A mod for two important reasons; one, if I get a Nano mod from Hell's Armory/Deimos Lab, I really want Antigrav Boots for a melee build that is blocked HR, and if I don't get a Nano mod, I don't want to build Tactical Boots until after I get WK2, as I really want to A-mod them after when I need all the speed I can get. Not making Tactical Boots now will make late Phobos and early Deimos a little harder, but I'm confident I can survive without until then. Also since I haven't mentioned it, I put my starting B mod on my Rocket Launcher to start prepping it towards assembling a Tactical Rocket Launcher and the faster reload could save me if I need to do multiple rocket jumps with enemies in view, which is especially probable with Badass nerfing my rocket jumps (one reason why I really don't like taking Badass normally, I hope DRL's Badass eventually swaps the permanent knockback resistance for powerup extension like JHC did).

Phobos 6 and 7 also go well, with Berserker + getting Vampyre in this range significantly nerfing the threat of Barons and a Revenant that spawned, while I avoid getting caught in the open by the lone Commando that spawned and no Arachnotrons spawned. Phobos 7 had a vault that apparently had an Onyx Armor in it as a Former dropped it after being killed, very lucky to get a repeat of what my 0.9.9.8 Everyman Diamond run got with a floor 7 Onyx Armor. Getting good indestructible armor as Vampyre is very powerful, but the Onyx Armor would give no physical resistances to Cerberus Armor, and I already started modding the Ballistic Vest... however if Cerberus Onyx Armor is P-modded, with berserk's +60% resistances, that will be enough to reduce nearly all physical damage to 1... That's enough of a dilemma to make me put off modding the Ballistic Vest farther until I see if I get an Onyx mod from Armory/Deimos Lab. Anyway, I rolled Phobos Lab for the floor 7 special level, normally a terrifying prospect for players but Nightmare Demon bites will always trigger Berserker in AoH and the Ballistic Vest will reduce them to 1 damage, while with Vampyre I get a hefty 8 HP back from killing them, so it was very easy. I get a P mod that I hold onto, and a T mod I put on the Combat Shotgun for the fire speed boost when I'm still shotgunning a lot + to prep towards a Tactical Shotgun. UV Anomaly is also such a breather when you're used to N! Anomaly. I actually leave Phobos on pace for an Untouchable Pin (though it won't last once I start leaning more into Vampyre), and I haven't mentioned it but I also got a couple Homing Phases, which is nice to secure these early as there are a few special levels where they can be potentially very handy.

After an unremarkable Deimos 1, I get disappointed with rolling Hell's Armory instead of Deimos Lab; normally you would want that in AoH when the dual Shamblers are so utterly terrifying, but Berserker of course frees them up like any boss and thus I miss out on my chance at two rare mods. However Deimos 1 does have an Invuln, and I got another Phase Device on this floor, which I could use to pull off a Shambler's Head if I can get to the Shambler lever and kill him then set up camp before the Invuln runs out. Unfortunately the Phase doesn't get me any farther than a single rocket jump would have. I do make it to the lever with Invuln intact thanks to rocket jumping, but unfortunately with the enemies along the way slowing me down enough, and the Shambler not being cooperative with its teleports, the Invuln runs out right when I finish off the Shambler on lava. So I don't get the guaranteed Nano mod, and the lab cache ends up being just a Firestorm mod, not terrible since larger BFG explosions does help for the crucial Mortuary/Limbo later and I might get a shot at building a Biggest Fucking Gun to completely invalidate them or any bad level if I come across a random Firestorm, but a Nano mod would have been much preferable. Also with no Onyx mod and finding enough additional P mods, I pivot to Cerberizing the Onyx Armor instead, but can't quite build it yet when I don't got WK2 (oh the weapon cache just had a Combat Pistol for any exotic weapons there, completely useless for this run).

Deimos 2 would more than make up for the disappointing Hell's Armory with giving me a... Butcher's Cleaver!. This is huge when one of the biggest worries for this run dying is killing something in a group and then getting rapidly chipped down by Arachnotrons or Commandos, and being able to get instant melee kills greatly reduces the threat of that. I don't ditch the Chainsaw though, as with it being T-modded, it can still attack faster and thus I can use it to trigger Berserker faster against a bigger enemy, or when fighting something I can't one-shot with the Cleaver once I get Juggler, I can hit them with the Chainsaw first and then swap to the Cleaver to finish them off for the instant kill. I similarly don't abandon building the Ripper for the same benefits of the much greater attack speed making it much better in situations where the Cleaver can't kill. I get WK2 on Deimos 2 and so can build that sweet P-modded Onyx Cerberus Armor at last, as well as build Tactical Boots and immediately A mod them for a much needed big speed boost (and clearing my inventory of the mod clutter is always nice). I rolled Containment Area for the Deimos 3 special, normally one of the scariest special levels even without factoring in AoH, but with this gear on Vampyre, I was outhealing the damage the Barons dealt, and so didn't need to resort to using one of my Homing Phases to camp them at the start. I get City Of Skulls for the Deimos 4 special, already free for Vampyre normally, is made super free for Vampyre with the Cleaver, but very unfortunately I don't get any Hatred Skulls, and will have to settle for a Fire Skull + Blood Skull for Mortuary/Limbo. Haven't been talking about the normal floors, but they have been of little threat, except for one instance in this range where I got overly cocky after building the Cerberus Armor and rushing down a Commando that got me down to 2 HP, just a stark reminder that with no dodging bug helping, I cannot safely approach these guys and Arachnotrons in the open. Would get the most unfortunate roll of all however when I got Halls Of Carnage instead of Spider's Lair for the Hell 6 special; this should be desired when Spider's Lair is one of the biggest threats to this run, but the Spider-Killer Cross is one of the six medals I'm missing after I didn't get Spider's Lair in my Everyman Platinum run, and so will need to play AoH again to get it (which AoH runs not being easily spammable is going to make this extra annoying to grind out). Well being able to make a Tactical Rocket Launcher on the prior floor makes Halls Of Carnage even easier when rocket jumps compensate for my lack of exceptional movement speed, but I would burn one of my Homing Phases after reaching the first mod just to make it extra free and make space for the BFG. It's also nice I got Plasteel Boots on Deimos 6, so I can step into lava for only 1 damage instead of 5 damage (I A-mod them and save a spare A mod, just in case I find a random Nano to Antigrav them later). As for the Cyberdemon, he is free as always for any Berserker build, just had to make sure to put on the Ballistic Vest once he moved into melee range, since he'll deal 4-5 melee damage to me in the Cerberus Onyx Armor and thus could actually kill me if I wore it when trading melee blows.

Upon entering Hell, I would get greeted with the last Power mod I need to finish the Ripper, and then when playing Vampyre equipped with a Ripper, Unholy Cathedral is completely free rather than the heart-stopper it is when doing the hit-and-run timing strategy with non-melee builds in AoH (just again needed to put on the Ballistic Vest to ensure the AoD did 1 damage instead of 4-5, but with the Ripper, he only got a couple hits in anyway). Armed with the ultimate trifecta of melee weapons (the Ripper for very fast attack speed and sheer DPS, Cleaver for no-time kills, and the Scythe for gibbing or if I really need to kill something in one hit), the Cerberus Onyx Armor, and the Tactical rocket Launcher, the only normal levels that could threaten me would be an Arachnotron cave, and I do finally get a cave on Hell 2... but it was a Pain Elemental cave that is just an all-you-can-eat buffet for Vampyre with this equipment. I do get this scenario on Hell 3 that should normally be at least a pickle in AoH, but again Vampyre with this equipment comes out of it with 200% health. I get more Power mods though that I can't do much else with it, so I finally build a Tactical Shotgun and then P-mod it, which can at least be nice for killing Formers at long range more reliably, Chaingunners can still be a threat after all. Then come The Vaults, which I don't need any strategy for when it's so laughably ineffectual above HNTR in this version, I even pop the Staff immediately instead of clearing out the side vaults individually first because why make this take any longer than it needs to. There's almost nothing exceptional Vaults could have for me at this point, but getting a second BFG is nice if I roll Mortuary, and I get a Trigun to have the option of just nuking Mortuary if I get a Hell 4 Invuln.

For the pivotal Hell 4 special level, I luckily end up rolling Limbo instead of Mortuary; aside from Limbo being much easier in general, Mortuary did scare me a bit since it has Commandos and Chaingunners in addition to the Arachnotrons, and will generally get much more enemies on you at once, while if things get hairy in Limbo, I can also cheese it by hitting the two levels and then using my other Homing Phase to camp the stairs that offer a perfectly concealed camping spot. With my equipment loadout and two BFGs, I was confident I could do Mortuary anyway, not even needing Hatred Skulls since I'm basically permanently berserked at this point of the game between most enemies triggering Berserker, my rocket jumps triggering Berserker, any steps into lava triggering Berserker, and coming across several Berserk Packs. I appreciate the breather for the special level I've been most prepping for, and I don't even need to cheese Limbo with the aforementioned stair camping to clear it near effortlessly; aside from my build being ridiculously strong and near immortal as long as I don't let Arachnotrons blast away at me, being able to shoot the BFG at out-of-vision tiles in this version is really busted and so I could blow up most of the island corpses without even needing to rocket jump over to them (coming in with a Radsuit was also helpful to make the lava a non-threat in Tactical Boots, with it not running out until right near the end).

With Limbo done, the run is basically a wrap. I did encounter a Hell Knight with a Gothic Armor on that I barely noticed as the Cleaver still took him out in only a few hits, and even getting my first maze of the run at Hell 6 was barely a speed bump. Lava Pits is a nonissue even without lava immune boots; I just use a Radsuit I had catching dust in my inventory, kill the Lost Soul and Pain Elementals near the start, then use a Phase Device that drops me on the long thin middle island with no care for all the enemies around with the Cleaver to kill them all while not losing any Radsuit duration on the kills, and I'm able to reach the overly plentiful three Radsuits on the other side before the one I used is even close to running out. I just use them up rather bothering to make inventory room and rationing them out, and they easily last the entire rest of the level and most of the next floor. The only thing of note with Lava Pits is that it had Malek's Armor spawn in, the one armor I would have preferred over the Cerberus Onyx Armor as they are nearly identical once the berserk resistances are added except I would have been way faster and the regeneration would have kept it from getting worn down, but oh well, nice to have it for the penultimate floor that was nothing of note. I end up going into Dis with 974 damage taken, nowhere close to the Untouchable Pin I was on pace for through Phobos but still remarkably low for a Vampyre run that would normally be over 2000 easily. Since I had the Trigun still and didn't get the Spider-Killer Cross, I thought I could use this opportunity to get one other annoying medal I'm missing with the Fallout Platinum Cross by spamming Angel Arm in Dis with the Lava Element's Invuln active. Unfortunately I forgot you need more than 10 max HP to trigger Angel Arm and so I could only activate it twice, while I set no other nukes off throughout the run... so no Fallout Platinum and I just wasted HP for nothing. Not that I needed the extra HP though, as against a berserk Ripper, Carmack went down without firing a single shot nor summoning any enemies.

So there's Everyman Diamond done in 0.9.9.7, and in one try too, not even needing to exclude any early Q+Ys. Overall yeah this is a tough Diamond, but certainly a tier or two below the hardest ones, and more people should have won it if they used Vampyre or some other defensive Berserker build, instead of playing a masterless Technician that relies on lucking upon a ton of mods early on to make the perfect armor for every situation and then hoping you don't get caught in a bad spot in the wrong armor, or playing a Cateye/masterless Scout that tries to avoid ever getting hit by anything that can deal 10+ damage. I think Inquisitor Diamond was harder even when accounting for me using a worse build in my run of it, as was Quartermaster Diamond without cheesing it with AoMC, and I think it's even arguable that Marksman Diamond was harder without Sereging, at least I would rather do Everyman Diamond again than doing another run locked to 0.9.9.7's shitty ass pistols with 0.9.9.7's N! mechanics (yet I'll need to for Marksman Angelic...). With this being UV, you don't need to worry about respawns and the whole corpse disposal minigame, and you can camp to your heart's content in any good camping spot, while with a Berserker build, there's only a few special levels you truly need to worry about (Unchained Court, maybe Containment Area if you don't do Vampyre and don't have a Homing Phase, maybe Abyssal Plains if you're also not Vampyre, Spider's Lair, and Mortuary, maybe Limbo if you're not good with your opener and also don't have a Homing Phase), so you just need to be able to survive rough floor starts and have some built-in margin of error to avoid dying in only a couple hits (no matter how good you are, trying to play near damageless is a fool's errand). Despite not being a badge that required N! and so it's one of the few Diamonds not affected by the major N! changes, Everyman Diamond should get more interesting in newer DRL versions, especially once the proposed special level rebalancing goes through; even in the current version you now have the Enraged Timer to invalidate camping strategies that neutered many special levels and countless normal floors, several defensive traits got buffed while Berserker and Vampyre got nerfed, several armors got rebalanced and Technical Mods now increase resistances on armor, some special levels have already been made much harder (The Vaults, Limbo, and The Lava Pits getting the biggest glow ups), and you got a whole new special level pair on floor 4 that are going to be tough on UV. It's probably going to be noticeably harder, but you would have more viable options.

Well if you read this far, here is the mortem:

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

 IDDQDVAMP, level 16 Cyberdemon Chaos Mjr General Marine,
 nuked the Mastermind at the Hell Fortress.
 He survived 1288039 turns and scored 445784 points.
 He played for 3 hours, 1 minute and 57 seconds.
 He was a man of Ultra-Violence!

 He killed 1390 out of 1390 hellspawn. (100%)
 This ass-kicking marine killed all of them!
 He was an Angel of Humanity!

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

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

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

  Medal of Prejudice
  UAC Star (silver cluster)
  Aurora Medallion
  Conqueror Badge
  Grim Reaper's Badge
  Hell Armorer Badge
  Every Soldier's Medal
  Thomas's Medal
  Hell Champion Medal
  Everyman Diamond Badge

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

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

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

  Health 20/10   Experience 129213/16
  ToHit Ranged +0  ToHit Melee +8  ToDmg Ranged +0  ToDmg Melee +12

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

  Class : Marine

    Ironman          (Level 2)
    Finesse          (Level 3)
    Brute            (Level 4)
    Juggler          (Level 1)
    Berserker        (Level 1)
    Whizkid          (Level 2)
    Badass           (Level 2)
    Vampyre          (Level 1)

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

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

    [a] [ Armor      ]   Malek's Armor [3/3] (98%)
    [b] [ Weapon     ]   ripper (6d6)
    [c] [ Boots      ]   tactical boots [0/0] (100%) (A)
    [d] [ Prepared   ]   shell box (x91)

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

    [a] tactical shotgun (9d3) [3/5] (P1)
    [b] tactical rocket launcher (6d6) [3/5] (T1)
    [c] nuclear BFG 9000 (8d6) [40/40]
    [d] BFG 9000 (10d6) [169/169] (B2F1)
    [e] BFG 9000 (13d6) [130/130] (B1P3)
    [f] Trigun (3d6) [6/6]
    [g] cerberus onyx armor [2] (P)
    [h] Angelic Armor [7/7] (100%)
    [i] Butcher's Cleaver (5d6)
    [j] Azrael's Scythe (9d9)
    [k] rocket (x14)
    [l] rocket (x7)
    [m] rocket (x14)
    [n] large med-pack
    [o] large med-pack
    [p] large med-pack
    [q] large med-pack
    [r] phase device
    [s] homing phase device
    [t] agility mod pack
    [u] plasteel boots [2/2] (100%) (A)

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

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

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

    101 former humans
    80 former sergeants
    39 former captains
    144 imps
    92 demons
    552 lost souls
    56 cacodemons
    35 hell knights
    53 barons of hell
    20 arachnotrons
    13 former commandos
    58 pain elementals
    43 revenants
    30 mancubi
    40 arch-viles
    7 nightmare imps
    1 nightmare cacodemon
    16 nightmare demons
    2 bruiser brothers
    1 shambler
    1 lava elemental
    1 agony elemental
    1 Angel of Death
    1 Cyberdemon
    1 Spider Mastermind
    1 John Carmack
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he sneaked into the Phobos Lab.
  He broke through the lab.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  He destroyed the evil within and reaped the rewards!
  On level 10 he found the Butcher's Cleaver!
  On level 10 he assembled a cerberus armor!
  On level 10 he assembled a tactical boots!
  On level 11 he arrived at the Containment Area.
  He emerged from the Containment Area victorious!
  On level 12 he found the City of Skulls.
  He wiped out the City of Skulls.
  On level 13 he assembled a tactical rocket launcher!
  On level 14 he ventured into the Halls of Carnage.
  On level 16 he found the Tower of Babel!
  On level 17 he assembled a ripper!
  On level 17 he invaded the Unholy Cathedral!
  On level 17 he found the Azrael's Scythe!
  He then destroyed the Unholy Cathedral!
  On level 19 he assembled a tactical shotgun!
  On level 19 he entered the Vaults.
  On level 19 he found the Trigun!
  He cracked the Vaults and cleared them out!
  Level 20 was a hard nut to crack!
  On level 20 he was foolish enough to enter Limbo!
  On level 20 he found the Angelic Armor!
  He managed to clear Limbo from evil!
  Level 22 was a hard nut to crack!
  On level 22 he entered the Lava Pits.
  On level 22 he found the Malek's Armor!
  He managed to clear the Lava Pits completely!
  Then at last he found Dis!
  He activated the Angel Arm on level 24!
  He activated the Angel Arm on level 24!
  He left level 24 as soon as possible.
  He defeated the Mastermind and found the TRUE EVIL!
  Then finally in Hell itself, he killed the final EVIL.

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

 You hit John Carmack. You need to taste blood!
 You need to taste blood!
 You hit John Carmack. You're going berserk! You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You hit John Carmack. You need to taste blood!
 You prepare the tactical rocket launcher instantly!
 Fire -- Choose target...
 You see : pool of blood
 That hurt! You' going berserk! You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You need to taste blood!
 You prepare the ripper instantly!
 You hit John Carmack. John Carmack dies. Congratulations! You defeated John
 Carmack! Press <Enter>...
 You feel relatively safe now.

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

 271 brave souls have ventured into Phobos:
 86 of those were killed.
 1 of those was killed by something unknown.
 96 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 82 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 42 killed the bitch and survived.
 34 showed that it can outsmart Hell itself.

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

EDIT: Ran a couple AoH + AoCn games on HNTR and was able to get Spider-Killer Cross, it wasn't that bad to survive with a melee build as long as you got an ok floor 1. You should be able to get this with nuking even without Invuln as the source code doesn't appear to have a no nuking exception for it, and I did find a nuke along the way, but after Deimos 6 gave me an Invuln + Berserk while I had plenty of rockets for rocket jumping, I go and beat it conventionally to be safe in case the nuke didn't work. I kill myself after as I had no interest in trying to finish the run, and with that I'm only five medals away from getting every medal for Heroic Diamond:

Spoiler (click to show/hide)

 13 
 on: December 23, 2025, 01:17 
Started by Vigilante - Last post by Vigilante
Thanks for the reply, I've registered on Discord then - so once I get around to moving relevant files to the phone I can post that bug report. Will be hanging around on forums still.

 14 
 on: December 23, 2025, 01:01 
Started by Vigilante - Last post by Vigilante
A Fated run where scoped unique Vengeance played the dominant part, and Assassinate was used as "they have cover, so let's teleport to melee and finish them". With Swashbuckler, you can call Assassinate when you have Vengeance equipped, it switched to the first melee slot counting from 1 (or to last recorded melee weapon slot?). Hence I moved that plasma katana to first slot, as machete tended to get chosen otherwise.

Didn't bother to go into level where you can get Soulstealer, as by IO I realized this is going to stay a primarily ranged game.

Basically, what happened is that I screwed melee game (the need to level Vengeance also "helped" to neglect melee). I missed the Katana upgrade from AV2 machete at first, plasma Katana arrived really late. Also, I remember being brave with melee in Callisto did not pay off, as in still didn't get melee AMP. Thankfully, Vengeance with Loading Feed on armor is a build unto itself, and that was gotten early. At mid-Europa, Vengeance was maxed if memory serves.

Beside Exosuit on Dante Inferno, later Dante level offered necrotic armor, but I took neither options (I needed Loading Feed to support Vengeance, Meshed to support melee assassinations). Bled out of almost all medkits, but kept military stimpack and large medkit for last level. Used melee assassinations with plasma katana (that rolled Vampiric 2) to refill health.

Also, yes, mortems of the base game I post are generally to show UV completed 100% with Dante Inferno, cause while I am a casual player, the JH forum has unfortunately low activity whereas sometimes people have doubts about masteries' performance with regards to full-clearing UV, as those good players who can consistently win N! and write guides about this tend to outright suggest not going for 100% kills or avoiding Dante Inferno when mastery tends to invite ammo issues or trouble arises otherwise. I tend to prefer UV difficulty as I'm stressed enough in real-life and UVmax game is about the right level of challenge for me, still requiring attention but something where I can salvage victory even after making mistakes.

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

He survived for 14243 turns.
The run time was 2h 28m 53s.
World seed was 24849.
He scored 7785 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!

CALLISTO L2 - Desolation
CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L1 - The Hunt
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - Cleared!
Valhalla Command - found Vengeance
EUROPA L3 - Lockdown
EUROPA L5 -> The Pit
The Pit - Cleared!
Io Nexus - Exalted Summons
IO L5 -> Infernal Lock
Infernal Lock - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Exosuit

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 840 out of 840 enemies.

 36 former grunts           10 military sentries
 6  corrupted grunts        21 CalSec bots
 1  former CRI grunt        9  security bots
 11 former grenadiers       3  military bots
 1  corrupted grenadier     5  guardian bots
 12 former soldiers         21 reavers
 36 corrupted soldiers      24 cryoreavers
 3  former CRI soldiers     17 toxic reavers
 2  CRI soldiers            27 archreavers
 3  former sergeants        16 kerberi
 5  corrupted sergeants     14 cyberi
 4  former CRI sergeants    12 cryoberi
 1  CRI sergeant            10 toxiberi
 33 former guards           15 medusae
 2  corrupted guards        12 archmedusae
 1  former commando         34 ravagers
 17 corrupted commandoes    9  armored ravagers
 4  CRI commandoes          6  siege ravagers
 2  former heavies          12 plasma ravagers
 6  corrupted heavies       24 CRI marines
 2  former CRI heavies      7  CRI bots
 10 fanatics                28 guardians
 8  security drones         8  frost guardians
 2  combat drones           4  sentinels
 71 fiends                  11 warlocks
 24 fire fiends             12 archwarlocks
 8  ice fiends              7  watchers
 17 toxic fiends            1  cryowatcher
 23 CalSec sentries         3  pyrowatchers
 13 security sentries

Traits
  Skilled L1
  Dash L1
  Hellrunner L3
  Executioner L2
  Swashbuckler L1
  Hoarder L2
  Scavenger L1
  Energy leech L2
  ASSASSINATE L3

Trait order
  Hr->Exe->Das->Hr->MAS->Skl->EnL->EnL->
  MAS->Exe->Hor->Scv->Hor->Swa->Hr->MAS->


Equipment
  Slot #1 : plasma katana H
   * Hallowed
   * Vampiric 2
   * Electro-plasma blade

  Slot #2 : Vengeance
   * Scope

  Slot #3 : 7.62 pierce rifle C
   * Freezing 2
   * Critical 40
   * Anti-armor

  Slot #4 : AV2 machete +V
   * Vampiric 3
   * Auto-calibrated
   * Ripper 25
   * Hunter 20

  Body : AV2 marine armor PB
   * Durable
   * Meshed
   * Auto-repair
   * Loading feed

  Head : AV3 combat helmet PB
   * Danger Monitor
   * Durable
   * Health Monitor
   * Nightvision

  Utility : AV3 auto AMP
   * Auto speed-loader
   * Auto booster

  Relic : ancient armband
   * Ancient Power


Permanents
  Medusa's Curse
  CRI backpack

Inventory
  energy cell (x36)
  7.62 ammo (x100)
  .44 ammo (x50)
  .44 ammo (x50)
  .44 ammo (x50)
  .44 ammo (x50)
  .44 ammo (x41)
  plasma grenade (x1)
  gas grenade (x3)
  gas grenade (x2)
  smoke grenade (x1)
  CRI phase kit (x2)
  multitool (x2)

 15 
 on: December 23, 2025, 00:22 
Started by Vigilante - Last post by Vigilante
This run actually predates the other two I recently posted, at the time I completed it I felt like Gun Kata is shit-tier mastery, later proved wrong with ammo management traits (and generally not caring about JS armor and instead going for experience). Entrenchment, however, was easier for me to figure out than Gun Kata, as in how to do UV 100% necessary including Dante Inferno. Still, because this was an Entrenchment run after I decided Entrenchment Technician is infinitely better than Gun Kata Scout, I played this game more methodically and paranoidly double-checking every cleared floor, as loosing this game would make an ego hit (hence long time). Mentally, I was making a claim against some other person's mastery tier list for 1.8 (they ranked Gun Kata third whereas Entrenchment very bottom, to me was more like the other way around -- their rank is according to N! performance whereas mine about UV with mandatory 100% and Dante Inferno, Gun Kata runs into ammo issues on this UV setting exactly, whereas N! has extra ammo and fire-on-move definitely better there).

I don't remember much about this run except that I planned to use MDF .44 JAC SMG I found, by the way another MDF .44 JAC SMG was printable in this seed (at least on level 3 clearance I had). Past Europa this gun saw very little use, however, was not as effective against adaptive packs as I thought, so winning felt rather "I've recovered from mistake" stuff (that is, .44 weapons are not good without ammo-finding traits and I should have known better, fortunately, I don't need for everything go to plan in order to win). Also, another thing is I think I had command visor to go through Black Site without red keycards, and that armor prior to that point didn't have any durable, which was a pain. So as the result both armor pieces were replaced.

Hallowed Focused BFT is nice to have on Entrenchment build (because halved ammo consumption), I packed in the bottom corner of final level and worked BFT "magic" on boss, undistracted by mobs. One mob walked up to me during my "ceremonial" work and I didn't die upon destroying him as collateral to the shot I did on boss, whether Focused is sufficient for this or Cover Master also helped I didn't keep track of. I must have healed during boss fight still since boss had clear shot on me, but I think that was damage from the boss and not BFT; also, I didn't need any other weapon or grenades that fight.

Also, 888 out of 888 enemies.

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

He survived for 25313 turns.
The run time was 4h 3m 53s.
World seed was 11897.
He scored 7857 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!

CALLISTO L3 -> Mimir Habitat L1
Mimir Habitat L1 - Low Power
Mimir Habitat L3 - Low Power
Mimir Habitat L3 -> MDF Central
MDF Central - Cleared!
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L1 - Lockdown
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
Containment Area - found Hate
IO L3 - Secure Vault
IO L3 -> Io Black Site L1
Io Black Site L1 - Exalted Curse
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Avalanche

Awards
  Medal of Prejudice (+200)
   * Won with 100% kills
  CRI Star (bronze cluster) (+50)
   * 25+ kills without taking damage
  Conqueror Ribbon (+200)
   * Completed all encountered special levels

He killed 888 out of 888 enemies.

 58 former grunts           13 security sentries
 6  corrupted grunts        2  military sentries
 1  former CRI grunt        5  CalSec bots
 3  former grenadiers       9  security bots
 7  corrupted grenadiers    2  military bots
 2  former CRI  grenadiers  23 reavers
 32 former soldiers         29 cryoreavers
 27 corrupted soldiers      22 toxic reavers
 2  hellish soldiers        45 archreavers
 5  former CRI soldiers     12 kerberi
 10 former sergeants        13 cyberi
 6  corrupted sergeants     13 cryoberi
 1  hellish sergeant        1  toxiberos
 2  former CRI sergeants    21 medusae
 2  CRI sergeants           8  archmedusae
 23 former guards           32 ravagers
 4  former commandoes       19 armored ravagers
 16 corrupted commandoes    3  siege ravagers
 6  hellish commandoes      9  plasma ravagers
 2  former heavies          31 CRI marines
 7  corrupted heavies       31 CRI bots
 4  hellish heavies         13 guardians
 4  fanatics                10 frost guardians
 11 security drones         7  sentinels
 4  combat drones           9  warlocks
 50 fiends                  14 archwarlocks
 43 fire fiends             2  cryowatchers
 14 ice fiends              1  pyrowatcher
 9  toxic fiends            11 MDF sentries
 19 CalSec sentries

Traits
  Whizkid L3
  Cover Master L3
  Son of a Gun L3
  Sustained fire L3
  Sysop L1
  ENTRENCHMENT L3

Trait order
  Cov->SF->Whk->Sys->MEN->Whk->Whk->Cov->
  MEN->Cov->SF->SoG->MEN->SoG->SoG->SF->


Equipment
  Slot #1 : plasma rifle +PB2A
   * Hunter 1
   * Balanced 1
   * Auto-calibrated
   * Extended Mag 6
   * Efficient

  Slot #2 : TTL BFT9K HP
   * Hallowed
   * Focused
   * Tei Tenga Labs
   * BFT

  Slot #3 : MDF .44 JAC SMG +B
   * Efficient
   * Auto-calibrated
   * Mimir Defence Force
   * Frenzy 3
   * Splatter

  Body : TTL combat armor PBA3
   * Critical 10
   * Carrier
   * Swift
   * Metabolic boost
   * Durable
   * Tei Tenga Labs

  Head : TTL marine helmet P2B2A
   * Health Monitor
   * Critical 10
   * Crit Enhancer 25
   * Plated
   * Durable
   * Tei Tenga Labs

  Utility : AV3 auto AMP
   * Auto accelerator
   * Auto booster

  Relic : ancient armband
   * Ancient Power


Permanents
  Exalted Essence Attunement
  Fire Essence Attunement
  Acid Essence Attunement
  Pain Essence Attunement

Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x80)
  .44 ammo (x50)
  plasma grenade (x3)
  gas grenade (x3)
  multitool (x3)
  stimpack (x3)
  stimpack (x1)
  large medkit

 16 
 on: December 22, 2025, 23:58 
Started by Vigilante - Last post by Vigilante
So in recent discussion on Discord submachineguns were brought up as a subject, and when I rolled Bulletstorm in a Fated run I decided to try and make this about SMGs, at least until IO. With the seed generously handing multitools, this made the full-length Conamara Chaos Biolabs a desired (and rather easy) branch. This seed was generous with much more than multitools, however, what with (JS?) medi-fiber armor pickable in Callisto Rift as a random spawn and then another (this time definitely JS) medi-fiber manufacturable on Callisto Rift L3. I did use second medi-fiber to use less healing in Rift's poison when enviro pack worn off, but at Europa L1 I would necessarily discard it. Generally early game exotic armors (such as ablative or medi-fiber) aren't good for me to keep around past Callisto, as I prefer to have more mod slots and don't really dodge well in lategame.

I did use deagle for a while on Callisto Rift but mainly to get AV2 pistol AMP (which rolled with +20% crit chance and pistol focus mode), which I kept until Dante Inferno despite using plasma rifle from IO L1 onwards, as the only auto AMP(s?) I seen didn't have crit chance/damage. The versatility of Bulletstorm mastery is definitely its strong point. On Europa L1, I used "manufacture body armor" option twice due to how many multitools I had, and the second one rolled with Loading Feed, which is what I wanted. I also manufactured 7.62 assault smg, and since I had bloody tears relic from the Rift, Europa was really easy moon for me. All mods on assault SMG except vampiric were put on Europa far as I remember, whereas vampiric was put on IO when I was no longer using it.

I left exactly 10 multitools in my inventory to go through Conamara Chaos Biolabs branch, which means only one armor repair, the rest into Attunements, and no dumping multitools into health station. That was risky but paid off. Cryomancer fight was triggered to early, so I then still had bloody tears relic, which was to my detriment, but fortunately I had napalm grenade to at least cut his health significantly. So more stressful fight than I expected and more healing items used up than absolutely necessary, but still a win. I arrived on IO L1 with no multitools (I think?), so I only modded plasma rifle with auto-calibration. The rest mods on it arrived as world drops - no tech stations were found this run anymore.

Even though I had come on IO L2 with a couple of red keycards, CRI Laboratory has spawned rather than Blacksite, so Mephitic Mines was the more attractive option and keycards were ditched. In fact, I kept them mainly for the sake of RNG: Mephitic Mines was definitely considered even if Blacksite would exist, but sometimes branches are locked with keycards. This rather illustrates how Bulletstorm at L1 + Army Surplus L2 is really good ammo economy. At this point I still had pistol AMP and, like I said, would keep it until the end Dante Inferno, despite using rifles from now on. On IO L6 I would find railgun, and happily replace the unused jackhammer with it. Generally, my weapons obsoleted each other: that is, I only used 7.62 assault SMG prior to plasma rifle, plasma rifle only prior to railgun (for which Bulletstorm does nothing). Despite the fact that build had progressively less synergy with such moves, my character's strength only increased. Traits taken with Bulletstorm also helped have enough ammo to field railgun - ammo was never a concern and I only used Mephitic Mines L2 manufacture station for like 50 plasma ammo to fill it to 200, left the remaining charge unused, and never used ammo stations afterwards (even for grenades).

Dante Inferno was still dangerous and I could have died there with my reckless play (railgun didn't always kill enemies in 1 hit, and I was advancing towards enemies aggressively, and otherwise took blast damage), so this is why the choice of 2 ranks Cover Master, both of which came after Dante Inferno.

One could possibly chastize me for not keeping to SMGs since IO, but my build did not feel powerful enough to take on CRI Laboratory, and plasma SMGs are unlikely random drops (and even when they are, you are unlikely to auto-calibrate them). Overall, Bulletstorm L1 with smg-then-rifles is generally a good plan, next time best try to get auto AMP with critchance and not pistol AMP on Rift I guess. Railgun is just that powerful to work with anything that crits, has loading feed and keeps it fed, that Bulletstorm L1 falls out of use is not a weakness, given that it allows to make game easy and frees a lot of room for taking useful skills (but you do want Loading Feed on your armor). I really wish I had that railgun on masterless Tech run I attempted recently, a shame that one worked with scopes and never sought it, whereas Bulletstorm Marine had it gift-wrapped and was much thankful.

Vigilant, level 18 Marine,
defeated the Harbinger against all odds.

He survived for 17589 turns.
The run time was 2h 34m 56s.
World seed was 20995.
He scored 7855 points.
He was a child of the Random Number Gods!
He was ULTRAVIOLENT!

CALLISTO L2 - Volatile Storage
CALLISTO L2 -> Callisto Rift L1
Callisto Rift L3 - Infestation
Callisto Rift L3 -> The Rift
The Rift - Cleared!
EUROPA L2 - Secure Vault
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 - Windchill
Conamara Chaos Biolabs L3 -> Containment Area
Containment Area - Cleared!
Containment Area - found Bloodletter
IO L2 -> Mephitic Mines L1
Mephitic Mines L2 - The Hunt
Mephitic Mines L3 - found Wavesplitter
Mephitic Mines L3 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Inferno - Cleared!
Dante Inferno - found Apocalypse

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

He killed 837 out of 837 enemies.

 34 former grunts           6  military sentries
 3  corrupted grunts        13 CalSec bots
 1  former CRI grunt        5  security bots
 5  former grenadiers       1  military bot
 5  corrupted grenadiers    20 reavers
 10 former soldiers         23 cryoreavers
 34 corrupted soldiers      48 toxic reavers
 3  former CRI soldiers     45 archreavers
 4  former sergeants        4  kerberi
 3  corrupted sergeants     13 cyberi
 2  former CRI sergeants    7  cryoberi
 1  CRI sergeant            8  toxiberi
 16 former guards           15 medusae
 2  corrupted guards        11 archmedusae
 23 corrupted commandoes    20 ravagers
 6  former CRI commandoes   27 armored ravagers
 1  former heavy            4  siege ravagers
 3  corrupted heavies       12 plasma ravagers
 1  CRI heavy               21 CRI marines
 4  fanatics                9  CRI bots
 9  security drones         20 guardians
 4  combat drones           5  frost guardians
 95 fiends                  4  sentinels
 61 fire fiends             3  warlocks
 32 ice fiends              13 archwarlocks
 12 toxic fiends            3  watchers
 5  CalSec sentries         4  cryowatchers
 21 security sentries

Traits
  Hellrunner L3
  Son of a Gun L3
  Sustained fire L2
  Tough as Nails L3
  Army Surplus L2
  Cover Master L2
  Whizkid L1
  BULLETSTORM L1

Trait order
  Hr->Arm->SF->Arm->Whk->MBS->SoG->Hr->
  SF->Hr->TaN->SoG->SoG->TaN->TaN->Cov->
  Cov

Equipment
  Slot #1 : railgun VC
   * Vampiric 3
   * Freezing 2
   * Frenzy 10
   * Electromagnetic rail

  Slot #2 : 7.62 assault SMG +A2V
   * Vampiric 3
   * Critical 25
   * Calibrated 1
   * Auto-calibrated

  Slot #3 : plasma rifle +PA2
   * Critical 25
   * Hunter 1
   * Balanced 1
   * Auto-calibrated

  Body : AV1 marine armor BA2
   * Critical 10
   * Swift
   * Durable
   * Loading feed

  Head : JS marine helmet P2BA
   * Crit Enhancer 25
   * Plated
   * Critical 10
   * Durable
   * JoviSec

  Utility : AV3 utility AMP
   * Tenacity
   * Adrenal

  Relic :  - NONE -

Permanents
  Mephitic Taint
  Exalted Essence Attunement
  Acid Essence Attunement
  Fire Essence Attunement
  Blood Essence Attunement

Inventory
  energy cell (x100)
  energy cell (x100)
  energy cell (x100)
  energy cell (x96)
  plasma grenade (x3)
  ancient salve
  multitool (x5)
  multitool (x3)
  small medkit (x1)

 17 
 on: December 21, 2025, 07:27 
Started by Vigilante - Last post by Omega Tyrant
It's not just you, throughout the past year I've had issues with this forum and the DRL wiki being very slow to load or just not loading at all. They tend to come and go, but are frequent enough for it to be a very noticeable problem.

 18 
 on: December 21, 2025, 05:44 
Started by Vigilante - Last post by Vigilante
Tends not to load stylesheet most of the time, and I was not able to post a bug report thread with attachment (takes forever to finish, I have given up after trying to create thread four times), although at least created one other thread (without attachments) in Jupiter Hell's Post Mortem so not completely hopeless. Nonetheless, Firefox's Network console only shows access to this site, no third-party sites, just sometimes connection to specific resources (especially css) tends to time out. Is it happening to anyone else across the world, or is it connections on my side / country where I reside?

 19 
 on: December 21, 2025, 03:52 
Started by Vigilante - Last post by Vigilante
(GOG version, so 1.8h rather than 1.8j)

As you might know if you've attempted yourself, Gun Kata tends to run out of ammo in Dante L3/L4, even if not going to Dante Inferno. As of recent returning to Jupiter Hell after a long bring, I am doing runs on UV with all various kind of masteries, targeting full clear including Dante Inferno, and this posed the most challenge of masteries tried so far (whereas with Entrenchment Technician, for example, I won two games in a row). The format I am going through this is Fated, then if I fail, I do non-Fated runs with the same mastery selected manually until I succeed. Gun Kata gave me so much trouble I put it off for a while and run other masteries, after I had a non-100% win that did get through Dante Inferno. That run also would have been 100% were it not for the bug, but was then carried by medusa relic making everything in sight bleed, which enabled me to go melee, so I didn't consider that a "proper" victory for this mastery, but rather for the Scout being easiest to go melee in late game when that was not originally in the plans.

So this is a "proper" though non-Fated run with Gun Kata in my opinion, not totally absent good items of course (AV3 amp rolled with 40% crit-chance to pistols, even if the other bonus took 4 multitools to reroll to a useful +% crit damage), but one that feels to have more due to execution than mere luck.

  • There was no Rift this branch, and I decided not to try Mines (despite that route allows to obtain JS armor), but rather go to Valhalla Terminal for early-game experience from shutting down the CalSec. I considered that to be important in this run because of putting a lot of points into Hoarder and Scavenger, and that this is the first my attempt to incorporate those skills in GunKata run.
  • Valhalla Terminal L3 got a manufacturing station, which I used to manufacture plain 7.62 sidearms. I never manufacture AV sidearms as I consider that more likely to result in waste of precious multitools.
  • I had no Durable mod on any of my armor pieces till Dante, and the Durable on my body armor I put on Dante Station L4, with the additional slot 'freed' for the future bulk mod at the end of Dante Inferno.
  • I kept swapping headgear until I got AV1 combat helmet with filtered, generally my combat helmet ever had at most just one mod, usually some accuracy pack I would find after I already modded weapons
  • Through IO until defeating Ancient, I used relic with Acid dreams effect (really helped with Robo guys), which I probably gotten from Europa's cryoboss level, I don't quite remember. The +50% damage or something against demons is my favorite Ancient drop, though
  • I didn't take Love pistol in The Pit, nor did take medusa's fang on Noxious Hollow. The latter especially would NOT be the good choice for this build, as pistols are fired usually at different enemies and don't kill them
  • AV2 marine armor spawned with Swift, Fire-resistant, making it a non-brainer choice to put Critical 10 and Carrier early. I didn't notice my crit chance at max visible distance was less than 100%, seemed to be less important than solving ammo problems, which they did.
  • Generally Whizkid didn't see a good usage this run, as I was running out of multitools due to rerolling the minor bonus on AV3 amp from +1 optimal range in late Europa, forgot about Extended Mag being a priority for plasma pistol, etc.
  • Only ever used dual shotgun against one adaptive pack, otherwise it was all pistols since GunKata L1. After getting Scavenger L2 I had to switch to plasma pistol to grab energy cell, of course, unless having too many, in which case I let sidearm corrected. Mephitic Mines L2 was close to depleting ammo, good thing they have that ammo manufacturing station there
  • In Dante Inferno on last island, had to go Stealth against the last archwarlock enemy, so as to make to a distance from him, reload and finish him off without pain's penalty to accuracy. But generally, archwarlocks die in 2 shooting turns, so provided you don't close distance with them you are fine even without pain-reducing bonuses. Likewise, with Dante Station L2's Hunt event, was lucky to have kept CRI phase kit in my inventory, as being swarmed from 2 sides with one team having a (arch?)warlock is something non-Extended Mag plasma pistol doesn't fair well.
  • You may be surprised that third point in Hellrunner was really low priority for this build, but you can really see that I still had a lot of health supplies left when I downed the final boss.

So, GunKata can work for 100% clear with emphasis on ammo and some attention to get crit nearer to 100%. Fortunately, the mastery itself does provided bonus to crit chance, depending on distance with it only becoming 0% at distance=6, which given the limited optimal range of pistols pre-calibration, the GunSlinger L1 optimal distance penalty, usually tends to still help enough with pushing crit to 100% apparently, and especially where you most need it (enemies approaching close).

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

He survived for 16224 turns.
The run time was 2h 17m 40s.
World seed was 65308.
He scored 7833 points.
He was ULTRAVIOLENT!

CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L3 - The Hunt
Valhalla Terminal L3 -> Valhalla Command
Valhalla Command - Cleared!
EUROPA L2 - Windchill
EUROPA L5 - Secure Vault
EUROPA L5 -> The Pit
The Pit - Cleared!
The Pit - found Love
IO L3 -> Mephitic Mines L1
Mephitic Mines L2 -> Noxious Hollow
Noxious Hollow - Cleared!
Dante Station L2 - The Hunt
Dante Inferno - Cleared!
Dante Inferno - found Shadowhunter
Dante Inferno - found BFT 10K

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

He killed 822 out of 822 enemies.

 31 former grunts           23 CalSec sentries
 15 corrupted grunts        14 security sentries
 1  former CRI grunt        18 CalSec bots
 18 former grenadiers       1  security bot
 3  corrupted grenadiers    2  guardian bots
 10 former soldiers         15 reavers
 27 corrupted soldiers      22 cryoreavers
 1  former CRI soldier      41 toxic reavers
 6  CRI soldiers            52 archreavers
 3  former sergeants        10 kerberi
 3  corrupted sergeants     12 cyberi
 2  former CRI sergeants    12 cryoberi
 29 former guards           14 toxiberi
 2  CRI guards              18 medusae
 8  former commandoes       7  archmedusae
 18 corrupted commandoes    23 ravagers
 4  former CRI commandoes   22 armored ravagers
 2  CRI commandoes          7  siege ravagers
 4  former heavies          18 plasma ravagers
 6  corrupted heavies       26 CRI marines
 4  fanatics                13 CRI bots
 6  security drones         15 guardians
 2  combat drones           4  frost guardians
 2  military drones         7  warlocks
 54 fiends                  10 archwarlocks
 7  fire fiends             1  watcher
 20 ice fiends              7  cryowatchers
 21 toxic fiends            4  pyrowatchers

Traits
  Hellrunner L3
  Son of a Gun L2
  Hacker L1
  Hoarder L2
  Gunslinger L2
  Scavenger L2
  Whizkid L1
  GUN KATA L3

Trait order
  Hr->SoG->SoG->Gsl->MGK->Hor->Hr->Hak->
  MGK->Scv->Whk->Scv->Hor->MGK->Gsl->Hr->


Equipment
  Slot #1 : VS 7.62 sidearm +BAC
   * Speed-loader
   * Freezing 2
   * Calibrated 1
   * Auto-calibrated
   * ValSec

  Slot #2 : plasma pistol +AV
   * Vampiric 3
   * Calibrated 1
   * Auto-calibrated

  Slot #3 : AV2 12ga dual shotgun
   * Critical 50
   * Calibrated 2
   * Slowdown

  Slot #4 : AV3 katana
   * Rush 20
   * Demonbane

  Body : AV2 marine armor PBA
   * Durable
   * Critical 10
   * Carrier
   * Fire-resistant
   * Swift

  Head : AV1 combat helmet PB
   * Durable
   * Plated
   * Filtered

  Utility : AV3 pistol AMP
   * Pistol capacitor
   * Pistol hit tracker

  Relic : ancient armband
   * Ancient Power


Permanents
  Mephitic Attunement
  CRI backpack

Inventory
  energy cell (x100)
  energy cell (x79)
  12ga shell (x50)
  7.62 ammo (x100)
  7.62 ammo (x94)
  plasma grenade (x1)
  gas grenade (x3)
  krak grenade (x3)
  multitool (x3)
  military stimpack
  military stimpack
  stimpack (x3)
  small medkit (x3)
  large medkit
  large medkit

 20 
 on: December 19, 2025, 16:36 
Started by Omega Tyrant - Last post by Omega Tyrant
I managed to double up Inquisitor Diamond with Inquisitor Angelic in 0.9.9.8, but given the Marine is significantly worse in 0.9.9.7, I didn't even attempt to do that in my 0.9.9.7 Inquisitor Angelic run, so now it's time to get Inquisitor Diamond on its own. While I managed Inquisitor Angelic, the Diamond badge isn't that much more of a breather comparatively; Angel Of Purity is a deceptively nasty challenge in DRL as you not only aren't able to use Invulnerabilities and Berserk Packs, but being unable to use Health Globes and Supercharges severely reduces your effective health supply, while being unable to use Armor Shards and Megaspheres means you effectively cannot repair armor without getting lucky with levers or finding an Onyx or Nano mod. Then the majority of medkits and armors that do spawn will be nabbed by Formers and Hell Nobles, farther dwindling your health and armor supply, while all these problems get exacerbated significantly on Nightmare. On top of that, Inquisitor Diamond requires beating AoP on N! as a Marine, which invalidates the Marine's passive of extended powerups, leaving the Marine only with their measly 10 extra max HP passive (as this was before later versions gave them their inherent energy resistances bonus). As a testament to this badge's difficulty even when you try cheesing it in AoOC, only three people have verifiably won it according to the 0.9.9.7 Badge Hunters thread, of which only papilio did it purely (while Sereg and Icy got it through painfully running hundreds of attempts in AoOC), and no one is recorded winning it in any of the versions prior to 0.9.9.7 either.

So what to do for the build. I briefly considered Survivalist, but this is the awful 0.9.9.7 Survivalist with no inherent energy resistances, before Ironman's and TaN's buff, still has its awful prereqs, and before Survivalist got its doubled healing from medkits perk; any extra tankiness it adds will be too little to assuage its complete lack of offense and speed. Then Army Of The Dead and Bullet Dance are obviously out. So that leaves Vampyre, Ammochain, or masterless. papilio in his run used a masterless Marine that immediately gunned for Intuition 2 and then Dodgemaster, claiming they were essential, but I disagree with that assessment; Vampyre would be the clear way to go, as it solves the issue of not having enough health, and while Vampyre churns through armor at a ridiculous rate, with Berserker you'll be tanky enough to subsist on a Nanofiber Red Armor even if you don't get an Onyx/Nano mod to solve the armor problem. Its only real significant problem would be a rough early game, but given that AoP is a challenge that retains difficulty after Phobos, trading a harder start would be worth bolstering your lategame survival. However, given how much I have used melee builds in these 0.9.9.7 runs and will continue to do so in upcoming Diamond/Angelic badges, I wanted to try this first with Ammochain. Ammochain itself doesn't offer much to AoP other than just being one of the Marine's only two good masteries, though Ammochain letting me carry less ammo to make room for more medkits and armors gives it a little something extra for AoP... if you're able to gather up enough medkits and armors to really make use of that advantage.

I considered opening with Finesse -> Juggler, but given how strong Ammochain is and Reloader + SoB giving it a solid enough early game, I decided to just go straight with Ammochain's prereqs. I would reset quite a few times until I got both medkits on Phobos Base Entry and a floor 2 that didn't go badly. Once I did that, I would go and clear Hell's Arena; clearing it is a rough proposition in N! AoP as you won't come in with boosted health nor any berserk/light goggles and can't comfortably eat plasma/acid balls to destroy corpses with such a limited medkit supply, as well as when it carries the cost of making Chained Court much harder later on, but I found trading a couple Small Medkits worth getting two Large ones, a Blue Armor, and most importantly the Rocket Launcher. Aside from its general corpse disposal and wall busting utilities, the Rocket Launcher is going to be direly necessary to get past Phobos Anomaly without Hellrunner or Phase Device luck. After some so-so Phobos floors in the ever perilous 3 to 5 floor range (the worst being a Pinky cave that cost me a couple medkits), I decide to try Unchained Court, which sounds crazy when the Berserks no longer work, but I think I can make do with the single Chainsaw berserk and really want the mods + EXP. Unfortunately when I'm trying to pepper away at a Baron on the left side of the center building, a Baron the right side immediately storms in. I was going to try saving the Chainsaw's berserk for the Arena Master, but if I don't grab it now, it'll get destroyed and I'll surely die in this position. On my way to retrieve the Chainsaw I get lucky with the Baron's acid ball explosions not rolling high enough to destroy it before I can grab it. After sawing him down and the other Baron coming in, I get more bad lucky with the Arena Master quickly storming the center building instead of hanging out in the back as he usually does. Fortunately I'm able to Chaingun him down before the Berserk runs out, and then I'm able to slowly clean up the rest of the level, but I take a big beating overall and unfortunately the two mods were a Bulk + Power mod, what I wanted to see least. The late Phobos floors were surprisingly light on the nasties they normally have, but no Former Commando spawned and thus left me with no Plasma Rifle, so I ended up building a Gatling Gun with a second Bulk mod I found on floor 7. Luckily I rolled Military Base, if I got Phobos Lab I would have had to skip it when I got no sort of speed boost nor a Plasma Rifle and not a single Phase Device to save me if checkmated by the Nightmare Demons. Military Base goes easy, but I would only get a single Small Medkit from the crates, and again no Agility mod, hopefully that's not a bad omen... Then for the Anomaly, with the Red Armor equipped and using a radsuit 12 steps in the ambush room, I rocket jump through, and then I rocket jump past the Bruisers as well; with no Agility-modded Plasma Rifle and needing all the health + armor I can get, it wasn't worth trying to fight them. I would make it to Deimos with 4 Large Medkits, but the challenge ain't done yet, oh hell no...

Deimos 1 would be pretty rough, being a small room level where two Barons and a Revenant quickly besieged my starting location, nearly destroying my Red Armor, but I get through it. Then it comes the most important special level, either Hell's Armory or Deimos Lab, and unfortunately I rolled the former; the latter is a lot harder, but Ammochain won't have too much a problem with the Shamblers and I could get some Medkits there, while most importantly having much greater odds at getting an Onyx or Nano mod to solve the armor problem. Farther unfortunately, I get bad luck with the Cacodemon starting spawns on Hell's Armory and end up having to burn a medkit, but after securing the starting buildings, I can then camp and clear out the rest of the level without a problem, while the weapon cache would bless me with a Nuclear Plasma Rifle, which with Ammochain is basically a Nanomachic one. After killing the Shambler, I would get a Firestorm Mod from the lab cache, which while still very nice for Ammochain, is the rare mod I wanted least, and I also still don't got any Agility mods, so I'm still slow and can't fix Ammochain's accuracy issues. I also started getting Finesse to build towards Whizkid, but don't have enough levels for it yet, so I can't Firestorm the Nuclear Plasma Rifle that already has a Tech mod on it, and I also hold off on Nanofibering my Red Armor, as I'm really going to need to Power mod it after and I won't be able to do that if I build it before getting WK2. After the very mixed Armory, my luck take a sharp turn for the worst with a very nasty Cacodemon cave where I had to fight several of them with no good cover, burning two medkits from it. I rolled Containment Area for the Deimos 3 special level and went inside hoping to get medkits from the crates, but unfortunately don't get any, and while I could probably handle the Backpack ambush, I don't attempt it as I don't need the Backpack and the EXP isn't worthy burning any of my medkits. Deimos 4 was a pretty nice breather when I get a quick concealed camping spot on it, though something I didn't mention yet is when camping near acid/lava, I have to clear up all the weapons and ammo left behind by Formers, to ensure that any medkits or armor they do have doesn't get dropped in said acid/lava. I then go into City Of Skulls, which besides being free EXP, I hope to get Blood Skulls for extra health or even Hatred Skulls would be nice, but in yet more bad luck, I get the absolute worst outcome with three Fire Skulls, especially useless as I don't plan on trying to clear Mortuary/Limbo.

The bad luck continues when I get a terrible Deimos 5 start next to a Former Platoon, Baron, and Archvile near an acid river, where I have to rocket jump across the acid to escape and get shot up by an Arachnotron on the other side. I would find a Plasma Shotgun there to make corpse disposal a nonissue the rest of the run, but things get dire with a nasty maze on Deimos 6. I find what I thought was a workable camping spot, but end up nearly dying when a Mancubus pops up at a bad angle and chases me across the bridge to an Archvile + Baron. I survive the encounter and do secure a foothold on the maze with the help of some Napalm Barrels, but I end up running out of medkits and am down to 68% health. Deimos 7 would give me a breather with a Pain Elemental + Lost Soul cave, but unfortunately it would have no medkits that I desperately need. It did have a Laser Rifle, normally an amazing find for Ammochain and I would have actually preferred it over the Nuclear Plasma Rifle initially, but as the latter is already FT modded, it'll outperform the Laser Rifle in most cases even without EE. I get a level of HR at this point, as with no medkits, no fire-resistant armor better than a B-modded Red Armor, and no radsuit, my only hope against the Cyberdemon is getting several successful dodges. The Laser Rifle does come clutch here as its accuracy lets me effectively fight back while having Run active and I can dodge most of his rockets while killing him before it er... runs out, but I do still get hit a couple times, including a high roll that leaves me at 27% health as I go into Hell...

...And the run looked like it was over, as Hell greets me with an immediate maze. After taking a barrage from a Mancubus on the other side of the river and being on the verge of death, I thought that was it. But I fight off the urge to Q+Y and try this dodgy looking camping spot as I slowly wait for enemies to wander onto the red starts 1 by 1 and plasmae them down, it's not often you can utilize enemies leaving no corpses on stairs. I level up and get Ironman for some desperate HP, as the +10 max HP does get added to your current HP. That camping spot actually pulls through, but if any Former had medkits they got dropped into the lava, and there was still one enemy left that I had to seek while on the verge of death after it would not show up no matter how much I mashed run -> wait. It ended up being a trapped Baron and after it wouldn't show up when waiting after shooting it, I just hammered away from far out of vision until it died as I couldn't risk walking into its vision when one acid ball could kill me. Unfortunately there was no medkits left behind nor any other helpful items, so after surviving this floor by the skin of my teeth, I had to enter Hell 2 at 14% health... and I enter an Arachnotron cave immediately surrounded in the open. The stairs are in sight, but not close enough for me to reach them before the two Arachnotrons wake up, and there's a high chance another would be down where the stairs are, so I thought the run was surely dead there. I don't throw in the towel yet and try to kill the two Arachnotrons before they wake up, I unfortunately misclicked the wrong direction on the first burst and so wasted a free shot, which then allowed the second Arachnotron to wake up before I killed it, resulting in it knocking me down to 4% health. After killing it, all I could do then was activate Run and pray no other Arachnotrons were near the stairs. There was one across the river that tried shooting me, but luckily every shot miss and I made it to the stairs to stave off near-certain death for one more floor.

With only 2 HP remaining however, I needed a miraculous reversal of luck, and so I shambled into Hell 3 thinking if I should just go straight to Vampyre for my next attempt... when I then got exactly what I needed with an immediate uncontested Large Medkit. while the stairs are in view to boot. There was a Mancubus at the top, but he doesn't see me, and just like that I'm back in it. I briefly entertained sticking around on what seemed like a pretty easy island level, until I remembered that this floor had a deadly air event and I immediately get out of there, I can't throw away the lifeline given to me. Hell 4 would go well and I would finally get an Homing Phase, which I then use to get some good stuff from Limbo; unfortunately it teleported me to the Assault Shotgun corner, the corner I wanted least, but getting two fresh un-bulked Red Armors and a Large Medkit was still worth trading the Homing Phase for. Hell 5 would be another relative breather, but teases me with a Hatred Skull right after leaving Limbo, would have been nice to leave Limbo with a lot of berserk. The game decides I haven't had enough mazes and gives me yet one more on Hell 6. Taking it very carefully and with lots of camping, I do survive it with my last Medkit preserved, and I dip into Erebus to kill all the Pain Elementals + Lost souls to help me get one more Ironman level for more HP before the Mastermind. After getting through Hell 7 without getting any more medkits before fighting the Mastermind, I would find exactly the item I could ask most for at this point: a nuke to ensure a partial victory. The nuke would not be needed however, as the Nuclear Plasma Rifle I loaded up with the final few mods I found on the last couple floors would stunlock the Mastermind to death (20 damage is such a low flinching threshold... hopefully she gets the proposed difficulty-dependent flinching thresholds in future versions).

And there it is, perhaps the greatest comeback I pulled off in DRL to get Inquisitor Diamond purely. This was the first attempt that made it past a Q+Y on the first two floors, but that was a very hard fought attempt. Granted I got some horrible luck throughout it, with the awful level generation, and some terrible item luck aside from the Exotic plasma rifles, including getting only one medkit in all of Hell (aside from a guaranteed one in Limbo), and never finding a single Agility Mod while playing the rapid fire mastery that has EE blocked. Winning such a formidable badge with such unideal luck though does make the victory all the sweeter. The most nasty aspect of this badge is that unlike how most DRL runs go, it still remains very difficult past Hell's Armory/Deimos Lab and runs with hours poured into them can still easily end up failing late in the game, as this run shown with how close it skirted near death throughout much of its second half. If anyone else gets inspired to attempt this badge in 0.9.9.7... just go Vampyre, Ammochain can viably win but Vampyre will make it so much less stressful. I hardly even got to benefit from Ammochain letting me carry extra medkits and armors around, when I spent the entire last 2/3rds of the game perpetually short on medkits. Well with all that said, here is the mortem:

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 DoomRL (0.9.9.7) roguelike post-mortem character dump
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 whatsaninquisitor,
 level 16 Cyberdemon Chaos Mjr General Marine,
 defeated the Mastermind at the City of Dis.
 He survived 3240511 turns and scored 735800 points.
 He played for 4 hours, 8 minutes and 43 seconds.
 He opposed the Nightmare!

 He killed 1675 out of 1827 hellspawn. (91%)
 He held his right to remain violent.
 He was an Angel of Purity!

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

  Levels generated : 11
  Levels visited   : 8
  Levels completed : 6

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

  UAC Star (gold cluster)
  Hell Armorer Badge
  Hell Champion Medal
  Inquisitor Diamond Badge

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

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

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

  Health 24/80   Experience 125918/16
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +3  ToDmg Melee +3

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

  Class : Marine

    Ironman          (Level 2)
    Finesse          (Level 3)
    Hellrunner       (Level 1)
    Son of a bitch   (Level 3)
    Reloader         (Level 2)
    Whizkid          (Level 2)
    Triggerhappy     (Level 2)
    Ammochain        (Level 1)

  SoB->SoB->Rel->Rel->TH->TH->MAc->Fin->Fin->WK->WK->Fin->HR->Iro->SoB->Iro->

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

    [a] [ Armor      ]   blue armor [4/4] (97%) (P)
    [b] [ Weapon     ]   nuclear plasma rifle (1d8)x8 [5/24] (F1P1T3)
    [c] [ Boots      ]   plasteel boots [2/2] (96%)
    [d] [ Prepared   ]   laser rifle (1d7)x5 [40/40]

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

    [a] tactical shotgun (8d3) [2/5]
    [b] rocket launcher (6d6) [1/1] (B1)
    [c] plasma shotgun (7d3) [30/30]
    [d] red armor [4/4] (100%)
    [e] red armor [6/6] (90%) (P)
    [f] nanofiber red armor [4] (P)
    [g] red armor [6/6] (86%) (BP)
    [h] chainsaw (4d6)
    [i] shotgun shell (x50)
    [j] shotgun shell (x50)
    [k] rocket (x10)
    [l] power cell (x50)
    [m] power cell (x50)
    [n] power cell (x50)
    [o] power cell (x50)
    [p] large med-pack
    [q] thermonuclear bomb
    [r] shockwave pack
    [s] hatred skull
    [t] shell box (x100)
    [u] shell box (x100)
    [v] rocket box (x19)

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

    Acid       - internal 0%    torso 0%    feet 50% 
    Fire       - internal 0%    torso 0%    feet 25% 
    Plasma     - internal 0%    torso 20%   feet 0%   

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

    223 former humans
    188 former sergeants
    120 former captains
    298 imps
    104 demons
    378 lost souls
    63 cacodemons
    28 hell knights
    56 barons of hell
    25 arachnotrons
    43 former commandos
    48 pain elementals
    10 revenants
    40 mancubi
    27 arch-viles
    7 elite former humans
    5 elite former sergeants
    7 elite former commandos
    1 shambler
    1 agony elemental
    1 Cyberdemon
    1 Spider Mastermind
    1 Arena Master

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

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He left the Arena as a champion!
  On level 5 he stormed the Chained Court.
  On level 5 he found the Arena Master's Staff!
  He defeated the Hell Arena Master!
  On level 7 he assembled a gatling gun!
  On level 7 he marched into the Military Base.
  On level 7 he assembled a tactical shotgun!
  He purified his fellow comrades.
  On level 8 he encountered the Phobos Anomaly.
  On level 9 he entered Hell's Armory.
  He destroyed the evil within and reaped the rewards!
  On level 11 he arrived at the Containment Area.
  He broke into the Containment Area, but gave up against the overwhelming forces.
  Level 12 was a hard nut to crack!
  On level 12 he found the City of Skulls.
  On level 12 he assembled a nanofiber armor!
  He wiped out the City of Skulls.
  On level 16 he found the Tower of Babel!
  He left level 18 as soon as possible.
  Level 19 blasted him with an unholy atmosphere!
  Entering level 19 he was almost dead...
  On level 20 he was foolish enough to enter Limbo!
  He managed to escape from Limbo!
  Level 21 was a hard nut to crack!
  On level 22 he arrived at Mt. Erebus.
  He decided it was too dangerous.
  Then at last he found Dis!
  On level 24 he finally defeated the Mastermind.

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

 The missile hits the Spider Mastermind. Boom! The missile hits the Spider
 Mastermind. Boom! The missile hits the Spider Mastermind. The missile hits
 the Spider Mastermind. The Spider Mastermind flinched! Boom! Boom! Boom!
 Boom!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched! The
 missile hits the Spider Mastermind. The Spider Mastermind flinched! Boom!
 Boom! Boom! The missile hits the Spider Mastermind. The Spider Mastermind
 flinched! Boom! Boom! Boom! Boom!
 The missile hits the Spider Mastermind. The missile hits the Spider
 Mastermind. The missile hits the Spider Mastermind. The missile hits the
 Spider Mastermind. The Spider Mastermind flinched!
 The missile hits the Spider Mastermind. The Spider Mastermind flinched! The
 missile hits the Spider Mastermind. The Spider Mastermind flinched! The
 missile hits the Spider Mastermind. The Spider Mastermind flinched! The
 missile hits the Spider Mastermind. The Spider Mastermind dies.
 Congratulations! You defeated the Spider Mastermind! Press <Enter>...

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

 270 brave souls have ventured into Phobos:
 86 of those were killed.
 1 of those was killed by something unknown.
 96 didn't read the thermonuclear bomb manual.
 And 6 couldn't handle the stress and committed a stupid suicide.

 81 souls destroyed the Mastermind...
 6 sacrificed itself for the good of mankind.
 42 killed the bitch and survived.
 33 showed that it can outsmart Hell itself.

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