recursal/Fanatic-Fandom huggingface dataset:
Nuclear BFG 9000

* Item
* HUD

As it looks when dropped.

As it looks when equpped.

## Class Perks

**Fireangel (Demolitionist)**50% less charge used

**Scavenger (Technician)**Convert weapon to a modpack

## Description

After the success of the Nuclear Plasma Rifle, development quickly began on creating an equivalent for the BFG 9000. While the weapon is equipped, it slowly replenishes cell ammo. Its damage capability remains unaffected.

Users are advised to not tinker with the weapon unless they know what they are doing, as the reactor is only barely stable.
Jetpack

As it looks when dropped.

## In-game Description

*Designed for use in the often crazy and always hazardous terrain of Hell, this jetpack will help you get anywhere you need to, and in style!*

*(Also breaks levels, don't blame me if you fall out the entire level or something.)*

### Set Bonus : Death from Above

*With additional thrust from the Antigrav Boots, the jetpack can keep you aloft as long as you want. Have fun blasting your enemies from above!*

## Tactical Analysis

The Jetpack is a unique armor and probably one of the weakest armor the player can find in Doom RLA. It is more of an ability upgrade with a tiny bonus to armor, rather than an armor with a special ability.

The Jetpack, when worn individually, grants the power of temporary flight upon activation. When activates, the user bounces into the air then slowly floats down but they can fly back up with the jump button. This effect lasts around 10 seconds and the cooldown is quite long, taking around 1 or 2 minutes.

When worn along with the any variant of the **Antigrav Boots**, the set bonus, **Death from Above** will be activated and allows the user to take flight indefinitely with no cooldown. Activates the armor ability during flight will also quickly drops the player down to the ground.

In normal situation, the Jetpack is a useless armor with or without the set bonus, and should be swap for any armor with real protection value until the need for its ability arises. Either when expecting a large outdoor battle, an ambush with a horde of melee-only monsters, or simply when trying to vault over a wall and break the sequence. Once these situations do happened, the Jetpack becomes an invaluable piece of equipment worth lugging around.

### List of boots legible for the set bonus

* **Antigrav Steel Boots**
* **Antigrav Protective Boots**
* **Antigrav Plasteel Boots**
Mobbly-Mope (Constellation)

Mobbly-Mope is a mythical Anchorite that appears in a constellation in the Poorthwart sky. As with all Poorthwart constellations, the myths and names for the star clusters have been in place since well before Ancient Times.

It is based on the real-life Anchorite Mobbly-Mope, who is the only real individual represented in a Poorthwart constellation who is still alive. Mobbly-Mope claims that his enshrinement is because of his greatness and contributions to the universe - despite having very little to show for this - but any other Anchorite will say that they put him in the sky "because it was the only way he could look down on everyone else even more than he already was doing."
Shielded Armor

**Passive**

N/A

## In-game Description

*A perfect shield/armor combo, this armor has the power of a prototype ballistic shield, protected by a bulky set of armor, precenting the shield from being damage. With this massive suit, you no longer fear (most) "color:green">bullets!*

## Tactical Analysis

The Shielded Armor is a unique specialist armor designed solely for shrugging off bullets and melee attack. It is arguably the best armor of all **Shield** series or at least, the best at what it protects against.

While normal shield-type armors are completely lacking in protection, the Shielded Armor, like its name suggests, combining the raw, moderate protection of an armor with the absurdly high elemental resistance of a shield, in this case, the 90% resists in both bullets and melee attacks. Another massive advantage over any shield-type armor is that, its indestructiblity means the Shielded Armor can no longer rapidly deteriorate and destroyed due to the repeated absorption of highly damaging attacks or attacks that it has no resistance against.

The 90% resistance to bullets and melee on top of the 20% protection means all **Pinkies** and any bullet-based **hitscanner** will no longer become even a slight threat to the player. Up to and including the infamous **Elite Commando** and **Shocktrooper.** The player can literally stand in the middle of an ambush by these minigunners and survives 10 full seconds without any difficulty.

In the broader sense however, the Shielded Armor is still a highly specialized armor and offers absolutely no protections against **plasma** and **fire** attacks which are prevalent in higher difficulties. A salvo of lava balls from a **Magmabus** or an electric ball from a **Cacobyss** can take the player from full 100 HP to 1 in seconds. Utmost care must be taken when dealing with such enemies.
Module

Modules can be acquired while leveling up (100 modules at Level 1, this plus 25 more each new level by default), granted for finishing Quests, completing map Kills/Items/Secrets parameters, or found as loot after slaying Bosses, or ordinary monsters with your Luck of level 100 or higher.

Modules can also be spent on Skills.
Widowmaker SMG

* Item

## Class Perks

**Ammochain (Marine)**75% less ammo consumed

**Scavenger (Technician)**Convert weapon to modpack

## In-game Description

*This submachine gun maintains a good balance of fire rate, accuracy, and magazine size, but its true strength lies in its ability to fire capsules that hatch into quadrepedal spiderbots. Normally, these are limited to melee attacks, but it seems exotic mods can affect their A.I. subroutines. The logo for a 'Mako Ballistics Corporation' can be seen on the side of the weapon, but there is no weapons manufacturer currently operating on either earth or mars registered under that name...*
SMG4 PICTURE WARSZ

PINGASSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Hunting Revolver

* Item
* HUD

## Class Perks

**Sharpshooter (Scout)**Deals 8x base damage per shotSpread reduced by half

**Scavenger (Technician)**Convert weapon to modpack

## Equipment Set Perks

**WW-41 Peacekeeper Armor**Deadeye: All revolvers gain perfect accuracy.

## Description

In the early days of martian colonization, those hardy souls responsible for terraforming the red planet told tales of vicious beasts driven towards the equatorial regions by the melting icecaps. Never substantiated, these tales caused a growing demand in sidearms such as this Hunting Revolver. it may not be flashy or have a large magazine, but it is an accurate, deadly weapon in skilled hands. Patience is a must when using one, as the long loading time demands the wielder make every shot count. As with other "Superior" weapons, Hunting Revolvers can be only minimally modified.

## Strategy

Since it's a superior-class weapon, it can only be modded twice and can only be assembled into a High-Power weapon. It amasses decent power, but can be inaccurate at times and it has slightly slow reload time.

At the hands of a scout however, the weapon becomes eight times stronger and more accurate, making it a good choice against moderately strong and weak enemies, and sniping enemies from afar.

Using this gun while wearing WW-41 Peacekeeper Armor will make the revolver perfectly accurate, thus making it much more easier to use for the other classes.
Heavy Pulse Blaster

* Item

## Class Perks

Sharpshooter (Scout)Deals xx base damage per shot

Spread reduced by half

Scavenger (Technician)Convert weapon into a modpack

Assembly Optimization (Technician)50% damage increase

## **In-game Description**

"*This is the standard issue rechargeable energy side-arm. Cool!*"

The newest entry in the Blaster line of compact and deadly energy-based sidearms, this model fires a laser designed to bore a hole through just about anything in its path.

The weapon is not without its downsides: namely the fact that this weapon is prone to overheating, something its less potent siblings never had to worry about.

One use of the primary fire will completely deplete the cell, as well as increase the heat level of the gun by a large margin.

The team devised a secondary fire mode which draws less power from the cell and generates less heat, but repeated usage results in a less powerful primary fire until the cell can fully recharge.

## Tactical Analysis

- WIP for other classes-

The Heavy Pulse Blaster is a pistol type weapon that functions in a different maner to many other types of weapons.

It features two resources - magazine size and overheat.

Much like its original version and other variants, the Heavy Pulse Blaster generates ammo over time to be able to shoot. However, unlike its previous variants, rather than running out of ammunition and having to recharge, it can overheat, and will stop shooting for a few seconds when its overheat reaches 100 units. Even then, the overheat value doesn't immediately reduce to zero, having to wait many seconds for the weapon to cool down naturally.

The weapon doesn't generate ammo, nor does it reduce its overheat value while it isn't being actively wielded, much like other self-recharging weapons.

For its primary fire, the damage dealt, sound effects and projectile visuals change per 5 ammo available once shot. Its overheat value increases much higher, as well.

Its secondary fire consumes 1 ammo instead of consuming the whole magazine and generates less heat, but comparatively deals much less damage per shot.

While the in-game description mentions that the Heavy Pulse Blaster "fires a laser designed to bore a hole through just about anything on its path", it doesn't actually pierce through enemies and can only hit one enemy at a time, even if fully charged.

The Scout's **Sharpshooter** perk allows the weapon to deal a much higher amount of damage, between 58 up to 336 damage per shot depending on the charge amount. While the damage itself isn't *that* impressive for a master assembly weapon, it has theoretically infinite ammunition. However, it can be argued that the Sniper modpack used to assemble it might be better spent on something else.
Nuclear Armor

As it looks when dropped.

### Armor Set

**Furious Fusion***When coupled with a nuclear-powered weapon, the armor can double the weapon's recharge rate. Make sure not to stress the reactor too much, though.*

## Compatible Modpacks

### Armor Modpack

*No*

*An experimental armor powered by a compact nuclear generator, this armor's primary purpose is to enhance the power generation of nuclear-powered weaponry.*

The armor has heavy protection around the reactor, but little armor thickness remaining to protect the wearer from harm.

The **Nuclear Armor** *(not to be confused with The Nuclear Powerarmor)* is a **Superior** armor suit.

## Combat Characteristics

To be added.

Having a nuclear weapon increases the chance of the armor appearing.

### Armor Set Bonus

#### Furious Fusion

*When coupled with a nuclear-powered weapon, the armor can double the weapon's recharge rate. Make sure not to stress the reactor too much, though.*

Weapons affected by the set bonus:

* Nuclear Plasma Pistol
* Nuclear Plasma Rifle
* Nuclear BFG 9000
* Nuclear Onslaught

## Tactical Analysis

The Nuclear Armor is one of the flimsiest defensive equipment in *DoomRLA* despite its high tier. Any marine foolish enough to counting on its raw stats to survive the day will lead to a quick death as it can only absorb 20% of incoming damage, along with some extra, but equally negligible resistance against bullets and fire attack. As such, any player with no intention of utilizing its passive ability or do not have the weapon required to use it, should skip this armor entirely.

Curiously, the Nuclear Armor also synergizes poorly with the Renegade's passive armor perk, receiving only 10% increase in protection, as opposed to the usual 50%.

In the right hands, the Nuclear Armor can turn the player into the perfect *Glass Cannon* with its powerful set bonus.

The Nuclear Armor has no equivalent set of boots, instead the set bonus will be immediately granted upon wearing the armor. It's Set Bonus : Furious Fusion, increases the recharge rate of all weapons of the Nuclear series by 100%.

The set bonus of the Nuclear Armor is very powerful both in theory and in practice. Faster recharge rate means steady and infinite stream of damage output, it also means less downtime from the **Nuclear BFG** and the **Nuclear Onslaught** which leads to an even bigger damage output. The Demolitionist class also synergizes extremely well with this combo. For example:

* Demolitionist's passive allows him to fire 2 shots from the Nuclear BFG, 4 with only Bulk modpacks installed. The Nuclear Armor recharges the weapon almost as fast as he can fire it.
* The Nuclear Onslaught with a Sniper modpack installed, which receives a bonus from the Demolitionist's passive, can be spammed non-stop as the weapon already has fast recharge rate.

The Nuclear Armor weights heavily in both pros and cons. It is not an armor to be taken lightly as it requires some specific setup to shine and when it does, it does with devastating effect.

## History

* Roguelike Arsenal 1.1.2: Protection decreased from 30% to 20%
Loot

**Loot** is a type of items that have no direct way to use. They usually replace original Health Vials on maps, count as Items in Map completion statictics and are the objects of Find Items and Collection Quests. They don't need any room in your Inventory to keep what is crucial if you play with the Limited Inventory enabled.

Though any Loot item has its own sell price, it is much wiser to collect them for Quests what gives you much more money in return, and Experience, Rank points and Modules as well. Loot items can't be bought.

## Loot Items

There are 13 Loot items.

     Computer Data50 credits
     Scrap Electronics10 credits
Quantum Tantrum Cannon

* Item

## Class Perks

**Fireangel (Demolitionist)**50% less ammo consumed

**Scavenger (Technician)**Convert weapon to a modpack

## Description

Once the energy projectile fired by this weapon bounces off a surface, it will continue to travel, releasing a series of deadly explosions in its wake. A valuable weapon to have when a crowd of demons is right around the corner.
Tristar Blaster

* Item
* HUD

As it looks when dropped.

As it looks when equpped.

## Class Perks

**Fireangel (Demolitionist)**50% less ammo consumed

**Scavenger (Technician)**Convert weapon to a modpack

## Equipment Set Perks

**Cerberus Armor & Cerberus boots**Trinity Guardian: Tristar Blaster fires three times faster.

## Description

Intended to be the successor to the BFG, the Tristar Blaster fires three projectiles in a spread, which will explode on impact. Despite the UAC's efforts, it has not eclipsed its forebearer, due in part to the fact that unlike the BFG, the Tristar's projectiles are as damaging to the user as they are to anything else. An ill-timed cross-promotional deal with Cerberus Defense Systems GMBH doesn't seem to have helped matters.

## Strategy

Tristar Blaster fires three globes of blue plasma energy that deals high damage with splash radius having similar size to that of a normal rocket fired from a Rocket Launcher. It is strong against a crowd of monsters and can seriously injure enemies at close quarters. While it's strong against threatening enemies that are up-close, it also puts players to risk of being damaged or killed thanks to it's splash damage. The Cerberus set has synergy with this weapon, making it fire three times as fast.

This is a great weapon for the Demolitionist, as his innate ability allows him to be immune against splash damages while at the same time he can fire twice as many before having to reload. Having the Cerberus set with him will increase it's effectiveness a lot.
Laser Rifle

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

**Ammochain (Marine)**75% less ammo consumed

**Scavenger (Technician)**Convert weapon to modpack

## Description

Laser-based weapons made their first appearance in the latter half of the 21st century, but only mounted to vehicles that could carry the massive and inefficient batteries needed to power them. This UAC-developed rifle represents the massive improvements made to the design in terms of rate-of-fire, energy efficiency, portability and combat readiness. One of the new and advanced weapons that were designed after the first demon invasion.
High Power BFG 9000

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

Scavenger

Fireangel

> *"The Big Fucking Gun. Hell wouldn't be so fun without it."
> Part of the 'High-Power' line of UAC weapons, this BFG 9000 is tuned for greater damage per blast, without sacrificing accuracy.
> Unfortunately, the weapon draws far more power from the capacitors than before, and so can't fire as much before needing reloading.*
>
>

The **High Power BFG 9000** is a **Basic Assembly** BFG Weapon.

BFG 9000 | + |  +

## Modpack Analysis

Being a **Basic Assembly**, the *High Power BFG 9000* can receive two extra modpacks.

 **Technical Modpack** | ***PDA Description.***Modpack analysis.
Combat Shotgun

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Description

This pump-action shotgun holds multiple shells, but they need to be loaded individually. Damage randomization per pellet is slightly reduced compared to the standard shotgun, and the pellet spread is much tighter, making it ideal for quickly dispatching weaker foes.
Battle Rifle

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Description

The mainstay of ranked officers, the Battle Rifle is a fully-automatic rifle combining superb stopping power, portability and accuracy into an eight-pound package. Unfortunately, the magazine capacity is half that of the Chaingun, so its a matter of personal preference as to which is superior to the other.
Tactical Shotgun

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

Shellshock

> *"PDA quote of the weapon, if any."
> PDA description of the weapon, usually found under the quote.
> Remember to use "br" line breaks.*
>
>

The **Tactical Shotgun** is a **Basic Assembly** Shotgun weapon

Combat Shotgun | + |  +

## Modpack Analysis

Being a **Basic Assembly**, the *Tactical Shotgun* can be modified with two extra modpacks.
Demonic Carapace

As it looks when dropped.

## Additional Information

### Attributes

* **Active (Set Bonus only):** Fires a homing plasmatic shot. It has a 10 sec. cooldown.
* No passive effect.
* Can be removed.
* Is part of a set.

### Armor Set

**Demonic Vengeance***Can fire homing demonic plasmatic doom from your armor.*

## Compatible Modpacks

### Armor Modpack

***No***

*Made from the flesh of demons and imbued with unholy life, this armor is quite willing to protect your life, as long as you keep killing enemies. Smells really bad though.*

The Demonic Carapace is a **Demonic** armor chest piece.

### Armor Set Bonus

#### Demonic Vengeance

* With the armor quite enjoying your rampage, it's decided to help you out by firing bolts of soul energy at your enemies. If you find a health-boosting artifact, you could probably get it shooting even more.

## Trivia

* The carapace's eye only opens when using the active.
PP7

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

**Sharpshooter (Scout)**Deals 8x base damage per shot

Spread reduced by half

**Scavenger (Technician)**Convert weapon to modpack

## Description

One of many weapons the United Aerospace Corporation has acquired the rights to manufacture over its long history, the pp7 is a pistol with a larger clip and considerably better damage per bullet versus the UAC standard-issue Pistol, and can be fired at greater speed to boot. Horizontal accuracy is a bit tighter as well, but the sheer power this sidearm packs results in greater vertical bullet deviation. Models of the PP7 are hard to come by, but prized by collectors, particularly those fond of late-20th/early-21st century cinema, strangely enough. A "Superior" weapon, it cannot be modified to the degree other weapons can.
Hell's Reign

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

**Shellshock (Renegade)**50% more bolts per shot

**Scavenger (Technician)**Convert weapon to a modpack

> *This plasma weapon appears to have been partially transformed by exposure to hellish energies, causing it to fire a cluster of energy projectiles that are bound by gravity, bouncing off walls and dissipating when they impact the ground.
> In addition, the gun seems to radiate some sort of aura; if only there were a way to channel it.*
>
>

The **Hell's Reign** is a **Demonic** plasma weapon.

## Modpack Analysis

Being a **Demonic** weapon, the *Hell's Reign* can be upgraded with Demonic Artifacts.

  **2nd Demonic Artifact**
  **3rd Demonic Artifact**
***With three demonic artifacts now set in the Hell's Reign, it pulses with hellish power, and has gained the ability to fire six bolts with every pull of the trigger. Each bolt does incredible damage.***

The *Hell's Reign* can also be modded with one modpack, not only that, it can receive a unique effect from an exotic modpack.

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

Turns the shots red. To be expanded.
Grammaton Cleric Beretta

* Item

## Class Perks

**Sharpshooter (Scout)**Spread reduced by half (All Modes)

(Semi-Auto Mode)

Deals 8x base damage per shot

(Burst Mode)

Deals 6x base damage per shot

(Full-Auto Mode)

Deals 4x base damage per shot

**Ammochain (Marine)**One ammo consumed in Burst Mode

75% less in Full-Auto Mode

**Scavenger (Technician)**Convert weapon to modpack

## Description

A mysterious weapon, clearly touched by the influence of a great and powerful demon, the Grammaton Cleric Beretta has three firing modes: The standard semi-auto, full-auto, and three-shot burst. The secondary fire trigger switches between them.

## Tactical Analysis

With 18 clip size, a rate of fire on par with that of a normal pistol (in semi-auto mode), good accuracy, excelent damage capable of downing an imp in one burst, very good reload speed and 3 fire-selector mode that can be switch with a secondary fire button. From the onset, The Grammaton Cleric Beretta appears to be a bland yet solid unique sidearm that can fill multiple roles at once: From long range sniping with semi-auto mode. Assault rifle style with 3 rounds burst fire mode and an impromtu chaingun with the full-auto mode.

In the hand of the Scout class however, The Cleric Beretta becomes one of the superlative weapons capable of carrying the player through an entire monster-heavy map on its own thanks to the Scout's class perk that multiply all pistol damage by 8x and increase pistol accuracy by 50%, making The Grammaton Cleric a true one-handed sniper rifle.

Grammaton Cleric Beretta, like all unique weapons, comes with a single mod slot open and all unique weapon mods will have a special interaction with it instead of the normal effect. The effects are as follow:

### Firestorm

A simple but effective upgrade to the Cleric Beretta, enemies struck by a Firestorm-modded Beretta will take 25% extra damage for a few seconds. This does not stack with additional hits, but it makes the Beretta's burst-fire mode considerably more powerful for taking down single big targets as a Scout, or for a single shot to follow up with a bigger weapon as any other class.

### Nano

A Nano-modded Cleric Beretta simply refunds its ammunition when it does not connect with a living target (friendly or hostile). Probably the weakest of the three exotic options for the Cleric Beretta in terms of offence, though it does make your ammo go further if your aim isn't amazing.

### Sniper

Turns the Cleric Beretta into an even more powerful sniper/shotgun hybrid. All shots in burst mode and full-auto mode will be fired out all at once as opposed to a burst style where the shot comes out one after another in a rapid succession. In burst mode the shot counts will be the usual 3 (comparable to a shotgun guy in shot counts but with extreme accuracy) while in full-auto mode the gun will empty all the rounds in the mag (comparable to the tier3 hunting shotgun in spread and shot counts). This is more of a trade off rather than an upgrade as the player have to sacrifice all crowd controlling and rapid fire ability for an even bigger one-shot kill damage. Arguably the best upgrade for the Scout however.
Skills

**Skills** in DoomRPG are used in cost of Energy Points and give various effects. They can be easily compared to spells in traditional Action/RPGs consuming mana as there are supports, powerups, auras, curses, monster summoning skills and utility ones. Each Skills is learnt for 250 modules and upgraded for this and 250 more with each Skill level.

## Healing and Support

These Skills recover your vital parameters.

## Auras

These Skills work for a certain amount of time and affect you and your allies in a range defined by your Energy. Most of them work as buffs for Stats.

**Every time an Aura is used EP Cost of all your Skills increases by 10%.** It slowly decreases back to 0%, but you need to be careful as this effect stacks without caps.

## Attacks

These Skills weaken enemies and deal damage to them.

## Summons

With these Skills you can summon various Doom monsters to fight on your side. Once summoned, monsters will patrol randomly and will attack any enemies they see. While they won't attack the player, and don't have collision with you, their attacks **can still harm you,** so it's best not to stand between them and their target. The opposite is also true, and explosive weapons can kill your own summons. Summoned monsters, once killed, will simply disappear; they won't leave any drops or give any rewards. You can't summon frendlies in the Outpost!

\*Summoned Arch-Viles will resurrect slain monsters as friendlies. Monsters revived in this way will act like summoned monsters, except that they **do** have collision and **can** be directly attacked by the player. They will not give any rewards or turn hostile if attacked or killed by the player, and the Arch-Vile can continue to revive them indefinitely.

## Utility

Utility are miscellaneous skills that don't fit into other categories. Support skills, commands for Summons, and general-purpose skills are here. Most of these Skills are not intended to be used in battle.

\*Summoned monsters will all appear on the exact spot the player is occupying. Monsters **won't** be teleported if they are too big to fit in that space.

\*\*Only drops by Monsters will be pulled. Pre-placed items in the level will not be affected.
Augmentations

**Augmentations** are expensive additions to your body that can increase your efficiency greatly.

Augmentations need Canisters to discover, Upgrade Canisters to upgrade and Augmentation slots to function. Augs also need battery charge to work. Aug Charge can be replenished with a Small or a Large Battery, and its maximum is defined by your Capacity.

You can toggle as many Augmentations as Slots you have, what lets you toggle them on and off freely depending on the situation you face.

## Augmentations

### Muscle Replacer

    Increases the damage you deal.

1. 1.25x damage
2. 1.5x damage
3. 1.75x damage
4. 2x damage
5. 3x damage
6. 4x damage

You can see the multiplyer and the total damage in the Stats/Strength section.

### Dermal Armor

    Decreases the damage you take.

1. +5% damage reduction
2. +10% damage reduction
3. +15% damage reduction
4. +20% damage reduction
5. +25% damage reduction

It is cumulative with the reduction bonus from your Defense and other effects.

### Pain Inhibitor

    Affects your Vitality parameters.

1. 2x Max Health Points
2. 2x HP regeneration
3. +5% Status Effect resist
4. +10% Status Effect resist
5. +15% Status Effect resist
6. +20% Status Effect resist
7. +25% Status Effect resist

It is cumulative with the Status Effect resist bonus from your Vitality and other effects.

### Psi Projector

    Affects your Energy parameters.

1. 2x Max Energy Points
2. 2x EP regeneration
3. 2x Aura Timer
4. 2x Aura Range
5. 5% Skill cost refund
6. 10% Skill cost refund
7. 15% Skill cost refund
8. 20% Skill cost refund
9. 25% Skill cost refund

### Adrenaline Booster

    Enchances your regenerations.

1. 2x HP/EP regeneration amounts
2. -2x HP/EP regeneration timers
3. 4x HP/EP regeneration amounts
4. -4x HP/EP regeneration timers
5. +5 second Toxicity regeneration time
6. +10 second Toxicity regeneration time
7. +15 second Toxicity regeneration time
8. +20 second Toxicity regeneration time

It is cumulative with the regeneration bonuses from your Regeneration and other effects.

### Wired Reflexes

    Affects your Agility parameters.

1. 2x Movement speed
2. 2x Jump height
3. 2x Weapon speed
4. +5% Survival bonus chance

It is cumulative with the bonuses from your Agility and other effects.

### Weight Distributor

    Affects your Capacity parameters.

1. 2x Ammo limits
2. 4x Ammo limits
3. 2x Stim Vial capacity

### Precognition Unit

    Increases your drop chances.

1. 1.25x Luck drop chances
2. 1.5x Luck drop chances
3. 1.75x Luck drop chances
4. 2x Luck drop chances
5. 3x Luck drop chances
6. 4x Luck drop chances

It is cumulative with the drop rate bonus from your Luck and other effects. Together with Luck raised to 1000 with Stims and the Yellow Aura it gives really enormous drop chances.

### Battery Recharger

    This is the way to recharge your Augs if you have no Batteries. Doesn't lose recharge power if works alongside with another Augs on.

1. +0.5 recharge power
2. +1 recharge power
3. +1.5 recharge power
4. +2 recharge power
5. +2.5 recharge power
6. +3 recharge power
7. +3.5 recharge power
8. +4 recharge power
Weapon Assemblies

*Assemblies* are Weapons that can be obtained by applying a certain sequence of Modpacks to a **Standard**, **Exotic**, or **Superior** weapon.

The level of the assembled weapon is determined by the amount of modpacks used in its creation:

* **Basic Assembly**: 2 modpacks were used for its creation.
* **Advanced Assembly**: 3 modpacks were used for its creation.
* **Master Assembly**: 4 modpacks were used for its creation.

**Standard** and **Exotic** weaponry is able to hold 4 modpacks. **Superior** weapons can hold 2 modpacks. **Unique**, **Legendary** and **Demonic** arsenal can only have a single mod applied to it, making it unsuitable for making **Assembled** weapons.

One can learn new assemblies by randomly stumbling upon it while installing modpacks to a weapon or by finding a Blueprint Computer within Suply Crates, as a loot drop from demons or throughout the level, replacing vanilla Computer Map spawns.

## Notes

1. ↑ Rocket Launcher -> Plascharge Launcher
2. ↑ Plasma Rifle -> Plasma Cannon
3. ↑ Blaster -> Heavy Pulse Blaster
4. ↑ Minigun -> Laser Minigun
5. ↑ Missile Launcher -> Defense Drone Launcher
6. ↑ Napalm Launcher -> Incineration Device Launcher
Particle Beam Cannon

* Item

## Class Perks

**Fireangel (Demolitionist)**50% less ammo consumed

**Scavenger (Technician)**Convert weapon to a modpack

## In-game Description

*The Particle Beam Cannon first fires a minute energy stream to serve as a guidance mechanism for the deadly, high-velocity beam that immediately follows it.*

 *This beam can pierce multiple targets, stopping only when it impacts a solid surface.*

## Modpack Analysis

* **Bulk** - Increases the magazine size to 171, allowing the Particle Beam Cannon to fires up to 5 times before having to reload.
* **Power** - *To be added*
* **Agility** - *To be added*
* **Technical** - Reduces reload time needed by half.
* **Sniper** - Sacrificing the ability to fire 3 shots per magazine to instead fire a single shot that deals 3 times the amount of damage, the magazine size is unaffected means the empowered shot will use all 90 cells in the magazine. A sidegrade that turns the Particle Beam Cannon into an extremely potent opener weapon and allows the user to deals massive blow to the incoming horde or bosses behind them in a shortest time.
* **Nano** - Regenerates depleted ammo. A pip sound occurs once the gun has been charged with enough ammo to fire a shot (30 cells). The ammo regeneration rates is still too slow to sustained itself in an intense firefight, but still being noticeably faster than any self-recharging guns, second only to the **Nuclear Onslaught.**
* **Firestorm** - Turns the Particle Beam Cannon into a lethal area denial weapon. The point of impact from the particle shot now emits a massive amount of energy tendrils that randomly shoots out in all directions, rapidly dealing damage both enemies and player alike. The time until the singularity collapses varied between 6 to 12 seconds. These energy tendrils cannot go through walls just like the main particle shot, so the player can safely using this at point blank range providing there's any cover to quickly duck into. Note that if an enemy withstood the main beam shot without dying, the singularity will appears in front of that enemy instead of at the wall behind it and would likely finish it off with ease.

## Changelog

* As of 1.1.4 Firestorm rapid fire effect has been replaced with Singularity effect.
Tactical Assembler Suit

## In-game Description

A suit generally issued to UAC maintenance workers, this set has the tools needed to deploy advanced restorer devices to heal UAC forces in the field. A properly qualified technician would be able to use this equipment most efficiently.

This armor is part of a set, used in conjuction with Tactical Assembler Boots

## Set Description

### SENSIBLE STRATEGIST

An advanced restorer model you recovered from the UAC labs, this can even repair armor with a large cloud of nanobots, as well as heal at a greater rate than before.
Hurricane Cannon

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

**Ammochain (Marine)**75% less ammo consumed

**Scavenger (Technician)**Convert weapon into a Mod Pack

**Fireangel (Demolitionist)**Splash damage immunity

## In-game Description

*"At least as devastating as the 75+ mile per hour tropical cyclone the weapon is named for, the Hurricane Cannon is a rapid-fire rocket launcher that increases fire rate the longer you shoot."*

*"Combined with the magazine-less ammo system, this thing can unleash a wave of explosive ordinance like nothing else. It excels at demolishing your ammo supply, but somehow uses less ammo the faster it shoots..."*
BFG Infinity

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

Scavenger

> *You don't know what the hell happened to this gun, but whatever it was, it clearly stomps on any theories that disprove perpetual motion generators.
>
> This gun is just amazeballs. Wow.*
>
>

The **BFG Infinity** is a **Legendary** BFG weapon.

## Combat Characteristics

Just like the standard BFG 9000 model, when the *BFG Infinity's* trigger is pulled, a large, relatively slow moving plasma ball is ejected. If this plasma ball hits an enemy, a wall or the floor, it explodes and randomly deals between 100 and 800 hit points of plasma damage to the target, in round multiples of 100.
After that, additional damage is calculated: 40 invisible tracer rays are emitted from the player in a cone-shaped volume in the direction the plasma ball was fired. Each of the rays causes random damage between 49 and 87 points if it hits a solid object within 1024 map units.

## Tactical Analysis

Unlike the *BFG 9000*, the *BFG Infinity* should be fired indiscriminately at will. This is thanks to its infinite ammo quirk and its lack of charge time (unlike the Nuclear BFG 9000).

## Modpack Analysis

Being a **Legendary** weapon, the *BFG Infinity* can only be modded with one exotic modpack for a unique effect:

A sniper-modded *BFG Infinity* is, in a sense, a finger of doom that simply destroys anything it is pointed at. Only enemies that were intentionally designed to be overpowered such as an Abominant or elite legendary monsters (from LegenDoom standalone semi-universal addon mod, LegenDoom Lite) could stand a chance.
Uzi

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

**Sharpshooter (Scout)**Deals 4x base damage per shot

**Ammochain (Marine)**75% less ammo consumed

**Scavenger (Technician)**Convert weapon to modpack

## Description

This centuries-old submachine gun is still in production, a testament to the stopping power it provides in its compact form factor. Inaccurate at longer ranges, the Uzi is best used up close, hosing opponents with a torrent of lead.
Blaster

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

**Sharpshooter (Scout)**\*Deals flat damage.

Horizontal Spread reduced by half.

* *See notes.*

**Scavenger (Technician)**Scraps weapon for a random modpack.

OR

Scraps weapon for a previously applied modpack.

## Assemblies Available

High Power BlasterStorm Blaster

Overcharged Blaster

Heavy Pulse Blaster

Nanomachic Blaster

## In-Game Description

*"This sidearm houses a microscale energy generator, giving it ten shots before it has to recharge. While the individual shots are weak, the essentially infinite ammo supply may outweigh that shortcoming. Firing the gun until no shots remain will result in the generator needing to 'boot up' before it can begin recharging, however."*

## Notes

* The Blaster is considered a Pistol, and its behaviour changes slightly when used by a Scout. The regular damage formula is ignored and a flat-rate of damage is used. When used by a Scout, the Blaster has:
	+ A base damage of 48.
	+ A horizontal spread of 1.75.

A Scout's Power modpack behaves differently with the weapon - as there's no random damages. Instead, the damage increases by 8 per Power modpack applied giving the blaster a flat damage of 56, 64, 72 and 80.

A Scout's Agility modpack also behaves differently, reducing the horizontal spread by .25 instead of .50 per Agility modpack applied. This gives the blaster a horizontal spread of 1.5, 1.25, 1.0 and 0.75.

* Despite having no effect on the weapon, the Blaster can still be given Technical and Nano modpacks as they're used in various assembly recipes.

## Trivia

* When used to kill another player, the obituary reads that the victim was "zapped" by the killer's Blaster.
* When a Sniper modpack has been applied, the blaster's projectile becomes visible as a red laser. This also seemingly allows shots to go through the windows in the UAC Outpost.
Plasma Shotgun

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

7x1-5 per bolt (Power+Power)

8x1-5 per bolt (Power+Power+Power)

9x1-5 per bolt (Power+Power+Power+Power)

4.0/-4.0 (Agility+Agility)

3.5/-3.5 (Agility+Agility+Agility)

3.0/-3.0 (Agility+Agility+Agility+Agility)

1.0/-1.0 (Sniper/Sniper+Sniper)

## Class Perks

**Shellshock (Renegade)**50% more bolts per shot

**Fireangel (Demolitionist)**50% less ammo consumed

**Scavenger (Technician)**Convert weapon to mod pack

## Assemblies Available

Heavy Plasma ShotgunPlasmatic Shrapnel Plasma Shotgun

Nano Plasma Shotgun

Plasma Shotgun Mk.II

## In-game Description

*"Plasma Shotgun, the best of both worlds!"*

*One of the UAC's early mistakes in developing plasma-based weaponry resulted in this weapon.*

*The first prototypes of the plasma rifle had faulty chanellers, resulting in the plasma bolts going anywhere but straight ahead. Realizing their jobs were at stake, the team reworked the weapon to fire a spread of shots and branded it the plasma shotgun.*

## Tactical Analysis

The Plasma Shotgun has different spread pattern depending on the game setting. With Auto Aim allowed, the plasma Shotgun will have no vertical spread similar to that of a normal **Shotgun**. But with Auto Aim turned off, the Plasma Shotgun will have both vertical and horizontal spread.

## Assembly Variants

### **Heavy Plasma Shotgun [BB]**

A pure damage upgrade, features higher base damage and max damage per bolt.

**Actual Change**

+Damage (10-35 vs 5-25)

### **Plasmatic Shrapnel Plasma Shotgun [PS]**

Or Overcharged Plasma Shotgun, is a standard Plasma Shotgun but with larger projectile that explodes and deals small AOE damage at the point of impact.

**Actual Change**

+Projectile size (6 vs 4)

+AOE radius.

### **Nano Plasma Shotgun [PPN]**

Or Nano Shrapnel Plasma Shotgun, is an infinite Plasma Shotgun but with a much lower damage per bolt.

**Actual Change**

+Infinite Ammo

+No reloading

-Damage (3-15 vs 5-25)

### Plasma Shotgun MK.II [BBT]

-A direct upgrade to all parameters, features higher base damage, twice the number of pellets and larger magazine size. Though it also consumes twice the amount of ammo per shot and have twice the spread. Unlike any other MK.II variant, the Plasma Shotgun MK.II do not suffer from lower rate of fire.

**Actual Change**

+Damage (6-30 vs 5-25)

+Projectile counts (14 vs 7)

+Magazine (75 vs 30)

-Ammo per shot (6 vs 3)

-Spread (10/-10 vs 5/-5)
Charch's Null Pointer

* Item

## Class Perks

**Fireangel (Demolitionist)**50% less ammo consumed

**Scavenger (Technician)**Convert weapon to a modpack

## In-game Description

*"It feels extremely unstable... What twisted mind concieve such a weird device?"*

*The energy fields generated by the Null Pointer deal little damage, but paralyze enemies caught in them for an extended period of time, leaving them vulnerable to more conventional, immediately deadly weaponry.*

## Modpack Analysis

* **Firestorm** - Generates additional 2-3 mini null fields around all enemies affected by the main null field, which in turns generates even more around enemies caught in these mini null fields, creating a chain reaction effect while further increases tick damage and disruption range. A straight upgrade. **WARNING** Serious lag can occur if a large group of enemies is affected all at once.
* **Nano** -
* **Sniper** - Turning the Null Pointer into a true projectile weapon. Instead of instantly generate the null field at the targeted enemy (or nothing at all if pointing at an empty space), the Sniper modded Null Pointer now fires a black null field that slowly travels across the map and pass through enemies until it hits the wall and dissipate. This is a trade-off upgrade as the lifespan of the null field is solely depends on the distance between the user and the wall, but the null field can now disrupts much larger group of enemies as it passes through enemies all the way to the back and paralyses everything on its way.

## Changelog

* Description changed as of 1.1.4. Old desription reads - *The energy fields generated by the Null Pointer deal little damage, but paralyze enemies caught in them for an extended period of time, leaving them vulnerable to more conventional, immediately deadly weaponry.*
Hyperblaster

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

Scavenger

Ammochain

> *Despite the name, this isn't a Blaster variant, but instead a fork of the Plasma Rifle program, resulting in a weapon that doesn't require cooling and has improved accuracy and projectile speed.
> An excellent precision weapon, often overlooked by marines in search of heavy firepower, but the increased agility makes it far more effective than you might think.*
>
>

The **Hyperblaster** is an **Advanced Assembly** Plasma Rifle weapon.

Plasma Rifle | + |  +  +

## Modpack Analysis

Being an **Advanced Assembly**, the *Hyperblaster* can be modified with one extra modpack.

 **Technical Modpack** | ***Increases reload speed.***You can add any extra comment here.
Combat Translocator

* Item

## Class Perks

**Fireangel (Demolitionist)**50% less ammo consumed

**Scavenger (Technician)**Convert weapon to a modpack

## Description

While the Combat Translocator doesn't actually damage its victims, it does remove them as a threat, at least temporarily, by utilizing UAC teleportation technology to warp the targeted enemy away from the user. The mark II comes with various extra modes, allowing the user to teleport themselves around. as well as mark points for later recall.
Shield

The **Shield** (sometimes refered to as *Energy Shield*) is a compound defensive equipment found in *DoomRPG*. In order to have a functioning shield, you must equip a Body, a Capacitor and a Battery in the Shield menu. You can also toggle one of the Accessories which add various effects and perks to the active Shield.

There is an option in the Shop for you to save your money at the beginning called **Basic Shield Package** (costs 5000). It includes three most basic parts for your Shield to function. All parts incliding basic can be bought separately in the Shop. Better Shield Parts become available as you reach new Rank levels. You can also found Shield Parts in Crates, as loot after slaying Bosses or as a reward for completing Quests.

By default, your Shield disables Armor, what can be modified in the options.

## Shield Parts

In order to have a functioning shield, the player must equip a Body, a Battery, and a Capacitor in the Shield Menu.

## Shield Accessories

Accessories are a type of shield part that grant special effects when equiped. These are completely optional, and do not require you to have one installed in order for the shield to function.

They can be bought from the shop, gained from missions or dropped by bosses(and normal enemies, if the player has 125 or more Luck).Crates might also contain shield parts, this is based off of the player's luck and the crate's tier.

There are 66 Accessory Parts in total.
Cursed Dagger

The Cursed Dagger is a collectible item that gets stored in Player's item hotbar. Can be obtained as a reward from a Skull Shrine.

*Note (v1.1.5): The Cursed Dagger cannot be sold in the shop and it cannot be deposited into Player's locker.*

## In-game Description

*The cursed dagger increases the chance of finding demonic items, but sets your health to 10 at the start of each level.*