Difficulty Levels
From DoomRL Wiki
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[edit] I'm Too Young To Die
- Noted as E in the highscore table
- Twice the quantity of ammo is randomly spawned
- Fewer monsters are generated
- Monsters get a -1 penalty to hit
- You get half damage from acid and lava
- Score is halved
- Small healing items heal 20 HP instead of 10
- Armour shards repair 50% instead of 25%
- Powerups last twice as long
- Experience gained from monsters is increased by 40%
[edit] Hey, Not Too Rough
- Noted as M in the highscore table
- About as difficult as 0.9.8
- Normal score
- Normal monster/ammo generation
- Experience gained from monsters is increased by 20%
[edit] Hurt Me Plenty
- Noted as H in the highscore table
- More monsters are randomly spawned, and at earlier levels
- Monsters get a +1 bonus to hit
- 25% extra ammo is randomly spawned
- Score is increased by 50%
[edit] Ultra-Violence
- Noted as U in the highscore table
- Unlocked at the Lance Corporal rank
- Many more monsters are randomly spawned at earlier levels
- Monsters get a +2 bonus to hit
- 50% more ammo is randomly spawned
- Score is doubled
[edit] Nightmare
- Noted as N! in the highscore table
- Unlocked at the Sergeant rank
- Ludicrous quantities of monsters are randomly spawned at far earlier levels!
- Monsters are resurrected after dying at random! All monsters may get a chance to resurrect at 10 second intervals of time spent on the level. A given monster initially has a 10% chance of reviving on any level revive check. Every 100 seconds spent on the level, the chance of a given monster reviving on a given check increases by 1%. Level revive checks initially have a 20% chance of happening at 10 second intervals, increasing by 1% every 10 seconds.
- Monsters get a +2 bonus to hit
- You can't save, so no savescumming for you!
- Score is quadrupled! (4x)
- Twice as much ammo is spawned randomly
- Small healing items heal 20 HP instead of 10
- Powerups last twice as long
- Experience gained from monsters is increased by 20%

