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DoomRL (v.0.9.8.7) roguelike post-mortem character dump
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John Romero, level 8 Imp Corporal, killed by a arch-vile
on level 22 of the Phobos base.
He survived 129035 turns and scored 52704 points.
He didn't like it too rough.
He killed 278 out of 315 hellspawn. (88%)
He was an Angel of Marksmanship!
He stormed the Chained Court.
He ventured into the Halls of Carnage.
He invaded Spider's lair.
-- Graveyard -------------------------------------------------
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-- Statistics ------------------------------------------------
Health 0/50 Experience 28064/8
ToHit +0 ToDmg Ranged +0 ToDmg Melee +0
-- Traits ----------------------------------------------------
Finesse (Level 2)
Son of a gun (Level 3)
Reloader (Level 1)
Whizkid (Level 2)
SoG->SoG->SoG->Fin->Fin->WK->WK->Rel->
-- Equipment -------------------------------------------------
[a] [ Armor ] blue armor [2/2] (56%)
[b] [ Weapon ] advanced pistol (2d6) [6/13] (D2R3S3M3)
[c] [ Boots ] nothing
[d] [ Prepared ] pistol (2d4) [6/6]
-- Inventory -------------------------------------------------
[a] blue armor [2/2] (100%)
[b] red armor [4/4] (100%)
[c] red armor [4/4] (100%)
[d] red armor [4/4] (100%)
[e] 10mm ammo (x55)
[f] 10mm ammo (x100)
[g] 10mm ammo (x100)
[h] 10mm ammo (x100)
[i] 10mm ammo (x100)
[j] 10mm ammo (x100)
[k] 10mm ammo (x100)
[l] 10mm ammo (x100)
[m] 10mm ammo (x100)
[n] 10mm ammo (x100)
[o] small med-pack
[p] small med-pack
[q] small med-pack
[r] small med-pack
[s] large med-pack
-- Kills -----------------------------------------------------
42 former humans
50 former sergeants
12 former captains
16 imps
44 demons
7 lost souls
22 cacodemons
10 barons of hell
8 hell knights
20 arachnotrons
7 former commandos
9 pain elementals
6 arch-viles
8 mancubi
-- History ---------------------------------------------------
He started his journey on the surface of Phobos.
On level 5 he stormed the Chained Court.
On level 11 he ventured into the Halls of Carnage.
On level 18 he ventured into the Spider's Lair.
He cleared the Lair, kickin' serious spider ass!
On level 22 he finally was killed by a arch-vile.
-- Messages --------------------------------------------------
Fire -- Choose target... The missile hits the arch-vile.
You reload the pistol with 10mm ammo.
The cacodemon suddenly rises from the dead! The arch-vile loses blood. The
arch-vile raises his arms! You are engulfed in flames! The arch-vile
loses blood.
Fire -- Choose target... The missile hits the cacodemon.
Fire -- Choose target... The missile hits the cacodemon.
Fire -- Choose target... The missile hits the cacodemon. The cacodemon is
bleeding!
Fire -- Choose target... Boom!
Fire -- Choose target... The missile hits the cacodemon.
Fire -- Choose target... The missile hits the cacodemon.
Fire -- Choose target... The missile hits the cacodemon. The cacodemon
dies. The arch-vile raises his arms! You are engulfed in flames! You
die!...
-- General ---------------------------------------------------
Before him 35 brave souls have ventured into Phobos:
35 of those were killed.
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YASD. I really, really, REALLY should know by now not to be walking around with only 10 HP once I end up this deep. Also, as I've said before elsewhere I still think two guns are better than one, even if that second gun is a pea-shooter compared to my primary hand cannon. But I also think now that saving DG for the deeper levels makes it so that I can save on ammunition AND get more mods on my gun and out of my inventory/off the floor where they taunt me so. Once I get enough traits to knock the penalty down to nothing, though, I'll get DG and kick some more ass. Of course, if the penalty is applied after the total energy cost is ramped back up (instead of [{1000-600-200-200}*1.4] being ramped up to 100, it's [1000-600-200-200] ramped up, then multiplied by 1.4) the total benefit's a lot smaller, but someone's going to have to try it and see what happens first. If I'd survived to clevel 9, I'd have taken DG for sure; the Reloader trait was taken to try and minimize the effects of reloading my hand cannon. Also (and I know people are going to say "Whaaaaaat..?" at this), I don't much care for magazine mods after getting 10 bullets in a mag. This is because after shooting 10 bullets, the enemy will get a turn, and if that turn involves shooting me, unless I'm on coward/cautious I'm gonna get hit, and the non-pushovers tend to hit hard. Now, I suppose I could just make it a habit to count bullets and go coward/cautious on the turn that the enemy gets a chance to do something, but it's slightly easier just to make use of an already established habit (that of reloading while in coward mode). If I had more damaging bullets/more chance for knockback, I might not mind so much, but it just tends to be more annoyance than convenience when enemies are in view (and when not in view, it really doesn't matter too much).
Oh yeah, and I also beat the Spider's Lair in this game without using the teleporters. Hard as hell and I came very, very close to dying a few times though. You can read a little more about it on the site chat (which if you've never seen or heard of before is on the very bottom of the forum index page). I probably wouldn't have been as reluctant to use up my medkits here if I hadn't used up most/all of the large ones in attempting to survive that.