Description on Chubfrom Chub
Basically all of this is copy and pasted from the doom wiki, i do not take credit for any of the text featured in this lorebook.
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37 entries · scan depth 2 · budget 512 tokens · recursive
- #1Zombies
Keys: corrupt, former human, fodder, zombies, Zombie, corrupted
Possessed by the influence of Hell, once human underlings that follow in Hell's ranks are those that have been corrupted and deceived by its power, forsaking their own humanity. Those who have fully succumbed to Hell's will cannot be saved, becoming mindless, grotesque contortions of their former selves. Notable features of the Earth Zombie are the pentagram on its forehead, elongated fingers, and decrepit, emaciated physique. Its skin is pale and its nose and lips are gone, exposing the creature's nasal cavity and misshapen teeth. The Earth Zombie's eyes are bright yellow. Although they initially appear to be naked, upon closer inspection it becomes clear that the Zombie wears heavily tattered clothing, the coloring of which blends in with the rest of their body.
- #2Zombie Soldier
Keys: , corrupt, former human, hell soldier, shotgun guy, fodder, Zombie, zombie soldier, shotgun zombie, corrupted · Secondary:
Once frontline infantry fighting to protect Earth from the demon invasion, the Hell Soldiers have been claimed by darkness, turning them against their fellow soldiers in the midst of battle. Soldiers are divided into two variants: those equipped with automatic plasma blasters, and those equipped with plasma shotguns and shields. Both variants bear certain similarities: glowing red eyes, torn flesh and bullet holes, battle-damaged combat armor over drab uniforms, and small jetpacks with which they can briefly leap to higher platforms. Compared to 2016's soldiers, they are markedly more "intact", without much of the melted flesh of their predecessors. Nonetheless, closer inspection reveals skullish faces, torn lips, and withered fingers, indicating both battle damage and corruption has taken their toll on the soldier's body. Blaster Soldiers wear dark green buzzcuts, with tan and green battledress. They are equipped with a large cylindrical blaster, either covering or completely replacing their right arm from the elbow. This weapon fires red plasmoids, unlike the player's blue projectiles. Shield Soldiers are bald, with dark blue-grey uniforms and armor that almost resembles a Shotgun Guy. Their weapons are stubby and tri-barreled, and fire spread-shots of narrow plasma bolts. They are most notable for the large blue holographic shield emitted from their left forearms, resembling a conventional riot shield in shape and marked with the UAC logo. Soldiers are the only enemy in Doom Eternal to speak (aside from the Pain Elemental[1]), as opposed to simply growling and moaning. In combat they shout short phrases in deep, distorted voices. These lines are spoken in an unknown demonic tongue, likely spoken by whatever is taking control of their bodies.
- #3Lost Soul
Keys: corrupt, former human, the damned, lost souls, fodder, souls, corrupted
The Lost Soul has its origin among the Damned former humans who have fallen from the mortal world, doomed to an unliving eternity as sin-branded slaves of Hell. The Damned are seemingly endless in number, their populations growing by the thousands with each rise of the black sun. For many, the torturous existence of crushing slave labor is all that awaits. The bodies of the Damned are brittle, and those who become broken in labor - their bodies ruined, dismembered, or otherwise incapable of servitude - are transported to the pits where their souls must be extracted for further use. Those fortunate enough to escape this process are what inevitably become Lost Souls; their spirits transmogrified into physical form. The Lost Soul knows only madness, its memory a haunted image of its former mortal life. These creatures live a fleeting existence, roaming mindlessly, seeking only that which grants them a final death. True to its design in every game past, the Lost Soul appears as a flaming horned skull. The Lost Soul will drift around at random, emitting blue flames as they wander around the landscape. These flames will turn red when they sight the player. The horns have been shifted to face the back more when compared to their 2016 design, more closely resembling their original counterparts. The Lost Soul will wander aimlessly until it spots the player. Upon sighting the player, the Lost Soul's flames will shift from blue to red and it will unleash a distinctive screech. The Lost Soul will then charge towards the player. If it makes contact, the Lost Soul will explode, dealing significant damage. Lost Souls can also be summoned via Pain Elementals. These Lost Souls will be spawned in an immediately aggressive state, charging the player almost instantly, but they track the player less accurately, which means they can miss, and die upon impact with any surface. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #4Gargoyle
Keys: demon, fodder, gargoyles, Gargoyle, flying demons, flying demon, imps, imp
Like their Imp brethren, the Gargoyle is an agile, relentless pack hunter. Native to the Sentinel world, this beast has plagued the Sentinel Guard for centuries. As one of the few demon breeds that could bypass the walled defenses of Sentinel Prime, the Gargoyle could appear without warning and claim hapless townspeople before disappearing into the wasteland. Only the most skilled marksman of the Night Sentinels could intercept this aerial threat, a peril which demanded an ever-vigilant watch over the city's perimeter. The Gargoyle, loyal to its name, is a grotesque demon with a split lower jaw and lanky, malnourished frame. Its hands possess large metal blades, which appear to be grafted onto the demon's body. Similarly to the Imp, it has a hunched over frame and well-built legs. The stand-out feature of the Gargoyle is its wings, which allow it to maneuver an area with a freedom that few other demons possess, and hover in midair for a brief period of time. Similar to the Imp, Gargoyles dart around the battlefield and rarely stop moving. However, unlike Imps, Gargoyles are capable of temporary flight, allowing them to gain line-of-sight with the Slayer in a way few other demons are capable. They launch green projectiles from a distance and will slash at the Slayer when up-close. These attacks are quite deadly as they are able to attack in quick succession and is lethal when in groups of them. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #5Imp
Keys: Imp, demons, demon, fodder, imps
Scavengers of the underworld, Imps are among the most common of beasts found on the scorched surface of the Hellscape. Lesser demons of Hell, the Imp possesses limited intelligence, driven only by a hunter's impulse to seek out prey - a task for which the Imp is naturally suited due to its innate capacity for violence. As a result of these attributes, the Imp makes for an ideal footsoldier and is often deployed in the warring legions of Hell, easily manipulated and controlled by commanding highborne demons at the behest of the sovereign chapters. It is common for the Imp to appear at the frontline of an offensive attack, an expendable resource unleashed in great numbers to overcome and break through the enemy front. The Imps have a slightly different appearance to their 2016 counterparts, possessing elongated back spines and pupiled orange eyes to more closely resemble their original design. They otherwise remain similar to their previous incarnations, being an agile Demon capable of attacking the player from a distance with their hell-fire balls and quickly traversing terrain. The Imps remains behaves nearly identically to their previous counterparts, throwing hell-fire balls at the player from a distance and clawing at close range. They also retain their ability to charge up a much larger hell-fire ball that deals significant damage to the player if they are hit. Imps are very mobile Demons that often move around the battlefield, which can make hitting them difficult. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #6Whiplash
Keys: Heavy, heavy demons, demons, Demon, Heavy demon · Secondary:
A scavenger of the Hellscape, the Whiplash creature was first discovered by UAC expedition teams in the black desert of the Sanctum Wastelands. These elusive, serpentine demons move with great speed and agility. They are capable of striking from a great distance with retractable bladed whips concealed within their forearms. This particular demon breed became an object of great interest to the UAC engineers on Earth, while attempts to capture live specimens of this nimble and unpredictable creature proved to be exceptionally dangerous. After successfully acquiring living specimens, researchers implanted cybernetic augmentations designed to enhance the Whiplash's innate strength and lethality. The Whiplash is a cybernetic snake-like Enhanced Demon, with two thin horns curving up and backwards over its head, where its brain is exposed. Its arms are covered in what resembles long, black gloves and wields a chain whip ending in a curved blade, hence its name. From its abdomen down, the Whiplash's body is cybernetic and snakelike. The Whiplash crawls and slithers at an alarming speed to flank and slash the Slayer with its energy chain whips. It can hop ledges with its chains, using them like grappling hooks. It can also fire argent energy waves similar to the Summoner. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #7Carcass
Keys: Heavy, former human, Carcasses, Heavy Demon, Heavy demons, Carcass, former humans, UAC
The product of inhumane bio-mechanical engineering, the Carcass was created in the remote labs of the Cultist enclave. Neither truly living nor dead, it exists in a state of partial re-animation - its cybernetic armature simulating a living impulse within a decaying organic host. Devised as a means of extending a soldier's usefulness in combat after death, the unliving host can only be destroyed by severing the body from its cybernetic implants. The Carcass is a decaying corpse cybernetically augmented by Union Aerospace Corporation cultists. The upper body mostly retains its human features, but the majority of its body has been replaced with machinery. Notably, it now walks on a tripod, with an engine of some kind in place of its stomach, and its right arm hosts a cannon that it uses to project energy walls. The Carcass is the Swiss Army knife of the demonic Forces in Doom Eternal. It can scuttle around the battlefield at a surprising speed, allowing it to reach a suitable position from which to pester the Slayer. From afar, the Carcass will emit three sonic bursts at the player, and occasionally pound the ground to send a shockwave attack the Slayer's way. Up close, the Carcass will aggressively spin around, thwacking the Slayer with its legs. The most notable ability of the Carcass is its projected shield. The Carcass will frequently throw up an energy wall similar to that of the Shield Soldiers to halt the Slayer's movement and block his weaponry. This wall can be quite hazardous, particularly if the player happens to be using a weapon that also has a large amount of splash damage, such as the Rocket Launcher. Thankfully for the player, this energy wall has the same weaknesses as the Shield Soldiers. Plasma weapons are able to overheat the shield, resulting in anything near the Shield taking hefty damage and leaving the Carcass stunned for several moments. The Carcass itself is also reasonably weak for a heavy unit. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #8Revenant
Keys: Heavy, former human, revenant, revenants, heavy demons, Heavy Demon, Artificial Demon, UAC
The Revenant program, a bio-weapon experiment utilizing re-animated necrotic human tissue, was believed to have been destroyed with the collapse of the UAC facility on Mars. However, the emergence of the Cultist enclaves on Earth - former UAC deviations now under Hell's direct control - have begun work on a second wave of production of the Revenant program. While much of the platform's existing weapon payload is preserved as originally designed, the cyber-neural programming has undergone modification. Patterned signals are wired to the host's frontal cortex, which in turn stimulate a state of frenzied, unrestrained bloodlust. While these signals are active, the host is incapable of thinking or feeling anything but a singular compulsion to inflict death and violence on the living. The Revenant maintains most of its visual design from Doom (2016), a tall skeleton combined with a UAC Jetpack and dual Multiple Launch Rocket Batteries. However, the Revenant has also been 'tidied up' slightly, with less blood coating its body and cleaner bones making up its frame. The Revenant will attack the Slayer from mid to long distances with its shoulder-mounted rocket launchers. It will frequently fire two rockets at once that will travel in a straight line towards the Slayer unless he moves out of the way in time. On occasion, the Revenant will also launch a missile barrage, a cluster of several missiles that will home in on the Slayer unless he double jumps or dashes to break the target lock. When in close range (or if its rocket launchers have been destroyed), the Revenant will swipe at the Slayer. The Revenant's jetpack gives it enhanced mobility, allowing it to targeting the Slayer from behind low walls and other demons, as well as allowing it to dodge out of the way of the Slayer's weapons. Destroying both of its rocket launchers will disable its jetpack. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #9Prowler
Keys: heavy demons, demons, heavy demon, demon, heavy, Prowler, prowlers, imps, imp
A creature of darkness, the Prowler hunts from the shadows, preferring stealth and concealment to open conflict. Imbued with parietal infravision, the Prowler is able to see that which is unseen to the naked eye. Known among the Sentinels as 'the Nightstalker', the Prowler's preternatural sense of sight makes it a lethal hunter, capable of tracking its prey even in the pitchest black of dark. Believed to be peripherally descendant to the lesser Imp brooding, the Prowler is rarely seen in groups, forsaking pack-hunting for the precision of the solitary pursuit. According to the Codex entry, Prowlers are believed to be descendants of the Imp breed, which would explain their similar hunched appearance, the spikes jutting out from their back, and overall body structure. However, they are notably larger and bulkier than Imps, and are a dull purple color as opposed to the Imps more brownish-orange shade. The Prowler also has three, closely-knit red eyes and a tri-segmented jaw. Portions of the body are covered in jagged chitinous armor, and the hands end in four dagger-like claws including an opposable thumb. Prowlers will behave similarly to Imps, running around the battlefield while hurling purple fireballs at the Slayer. However, they will also regularly teleport both towards and away from the Slayer. This teleportation ability can make the Prowler hard to track, as the distance they travel with their teleportation can vary from a few feet to half of an arena. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #10Dread Knight
Keys: Heavy, Dread Knights, Hell Knights, Heavy Demon, Demon, Dread Knight, Hell Knight, UAC, Demons, Heavy Demons
A variation of the Hell Knight breed, the Dread Knight has been modified and hardwired for aggression. Armed with exo-prosthesis powering energy-blade augments, the Dread Knight is the lethal result of UAC Cultist engineering. Epinephrine regulators modulate the Dread Knight with an unbroken flow of rage-addled adrenaline, while its endorphin receptors have been synchronized to respond with the use of its arm-mounted blades. With each kill, the Dread Knight is injected with a flood of artificial dopamine. As a result of its augmentation, the Dread Knight is driven by a biochemically engineered state of pure, unbroken rage - suffering for which respite can only be found in the act of the kill. The Dread Knight looks vaguely similar to the Bruiser in Doom 3. It is a dull brown Hell Knight augmented with cybernetics, including silver metal plating and orange-yellow tubes. Its arms have been completely replaced with mechanical limbs, each being able to project a blade of energy just above its wrists. Its head is mostly plated in metal, and its eyes glow a deep red instead of the yellow of its unaugmented counterpart. The Dread Knight is behaviorally similar to the Hell Knight, rushing the player down and performing powerful area-of-effect attacks. However, it also has some new tricks up its sleeves to help cover the Hell Knight's weaknesses. Similar to the Baron of Hell, it is able to launch a beam of energy at the Slayer from a distance, allowing it to keep pressure on him even out of melee range. It also has a wide-ranging slash attack to make close-range strafing more difficult, and its ground-pound attacks coat its surroundings in orange energy, damaging anything in it for a few seconds. It is notably much bulkier than the Hell Knight, serving as a middle ground between it and the Baron. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #11Hell Knight
Keys: Heavy, Hell Knights, Demon, Heavy Demon, Demons, Hell Knight, heavy Demons
The Hell Knight, warrior beast among demons, has earned its place over the millennia in service of the eternal Archdemons. As imposed by the sovereign houses, Hell Knights have long served as barbaric enforcers of the Netherworld, impelling lesser demons by way of brutality. Rare among demon-kind for its innate regard from primal orders of hierarchy, the Hell Knight exhibits adherence to the prevailing rule of its demonlord masters. Requiring little compulsion on behalf of its highborne masters, Hell Knights readily serve the Elder Hell-gods for the extent of their lifespans, reaping great satisfaction in the way of war and desecration. The Hell Knight's design is mostly similar to its depiction in Doom (2016), but with a few noticeable differences. The most obvious difference being the Knight's beady eyes entrenched inside of its skull, a detail that was not present in its previous iteration. Its color scheme has also become much lighter, with its armor going from a darker brown shade to a snowy white color. The rest of its body is more prominently purple shade. The Hell Knight still maintains its very well built muscle structure, but its neck muscles have become more densely packed in comparison to its last iteration. The Hell Knight behaves mostly identical to its depiction in Doom (2016), rushing down the player and slamming into them with powerful punches and ground slam attacks. The Hell Knight is capable of shrugging off damage from most weapons unflinchingly, charging through them to reach the player as quickly as possible. This serves as both a blessing and a curse, as they will not dodge out of the way of the Slayer's fire, but also require significant punishment to prevent them from reaching the player and dealing devastating amounts of damage. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #12Cacodemon
Keys: heavy demons, heavy demon, demon, heavy, Cacodemon, Cacodemons, flying demons, flying demon
Hunters of the Sloughlands, the Cacodemon lurks the bottomless and murky depths of Hell in search of easy prey. An aimless wanderer, the Cacodemon is mostly devoid of cognitive ability, sensory awareness, and otherwise commonly occurring impulses. Driven only by a singular desire to feed, the Cacodemon is likely to appear wherever there is flesh to be consumed, bringing with it an insatiable propensity for hunger. It is said that the Cacodemon bears some resemblance to the cycloptic titans of ancient Hell lore, leading Sentinel scholars to believe that the forgotten titans may yet live on in some disembodied form. For the most part, the Cacodemon remains unchanged from its depiction in DOOM, retaining its shriveled legs and misshapen underbelly. However, its back spines and teeth have changed from their dirty yellow in the previous game to a more clean white color, and its body is a lighter shade of red. Its green eye now has a pupil, and it now bleeds blue blood, similar to its original appearance in the classic Doom games. The Cacodemon will drift quietly towards the player, lobbing balls of purple plasma at him as it attempts to close distance. Occasionally, the Cacodemon will launch three plasma balls in quick succession, which can slow down the player greatly if they all hit. When in close range, the Cacodemon will bite the player, dealing an alarmingly high amount of damage. The Cacodemon is also surprisingly bulky, capable of taking hefty amounts of damage without a flinch. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.)
- #13Pinky
Keys: heavy demons, demons, heavy demon, demon, heavy, Pinky, pinkies
As Hell emerged on Earth the Pinky began to appear on terrestrial soil in great number, rapidly becoming the bane of existence to ARC military fortifications. Utilizing its armored frontal carapace, the Pinky is able to penetrate defensive encampments, breaking through walled defenses and using its ramming ability to upturn and immobilize armored vehicles. ARC deployments, dependent on their ability to hold the line against encroaching forces of Hell, could be disrupted and even overtaken by a single Pinky, were it able to penetrate and break through their defensive matrix. allowing a greater demon influx to pour in after it. The ARC rapidly prioritized the target status of the Pinky, issuing high-range bombardment to prevent the Pinky from gaining proximity. The Pinky maintains a similar look to its appearance in DOOM, though with a pink coloring on the body, much like the Pinky from the original Doom games. Instead of red eyes that the 2016 Pinky had, the Doom Eternal Pinky has yellow eyes, like the original Pinky. The spines also look cleaner, like the Cacodemon in Doom Eternal. For the most part, the Pinky behaves identically to its appearance in DOOM. However, its armored front has become much tougher, with the Pinky being capable of taking Super Shotgun blasts and Ballista bolts to the face without much issue. Additionally, the plates that protect its head can no longer be blown off for an additional weak point. It also turns around to face the player after missing a charge much faster than in the previous game, making their rear weakness more difficult to hit. In enclosed spaces and tight corridors, this makes the Pinky more dangerous than ever. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.) The best way for regular people to kill them is via airstrike.
- #14Cyber Mancubus
Keys: Cyber Mancubus, heavy demons, demons, Mancubus, heavy demon, Demon, heavy, UAC
Mechanized and heavily augmented, the Cyber Mancubus is equipped for frontline warfare. Equipped with dual-barrel arm-mounted mortar cannons, the Mancubus's integrated weapon system utilized the body's naturally occurring biotoxins, refining this corrosive, viscous membrane into toxo-plasmid ammunition feed. Siphoned from the spinal gland and funneled intravenously to the weapon conversion system, the corrosive secretion is discharged by an alternating firing mechanism, which dispenses the toxo-plasmid as either heated projectile or ignited fluid, the latter resulting in a flamethrower-like incendiary spray capable of burning through armored plating. The Cyber Mancubus has undergone the same bodily redesign as its lesser Mancubus brethren. However, it is also covered from head to foot in gunmetal grey armor, with passive green lighting emitted off of certain sections of its body. Once its armor is removed, it appears mostly identical to the regular Mancubus. The Cyber Mancubus will behave in a similar manner to its unmodified variant, lobbing powerful projectiles at the Slayer from long distances. Unlike the regular Mancubus, the Cyber Mancubus' attacks will leave behind an acidic puddle that will damage anything entering it until they dissipate. Up close, the Cyber Mancubus will pound the ground and dump a large puddle of acid around it, dealing massive damage if the Slayer is unable to get away quickly enough. Unlike the regular Mancubus, its cannons are no longer a weak point, and its attacks cannot be weakened/disabled. The Cyber Mancubus' most notable feature is its armor, which reduces damage from all weapons until it has been removed. This armor can be removed either by continuous fire from the Slayers arsenal or instantly removed with a Blood Punch, which will also deal significant damage to the demon. The Cyber Mancubus also lacks flamethrowers, making attacking it from mid-range less of a risk than with the normal variants. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things.
- #15Mancubus
Keys: heavy demons, demons, Mancubus, heavy demon, Demon, heavy, UAC
The Mancubus, hulking behemoth of the demon world, bears notable differences from those of its kind first encountered by the UAC expedition team on Mars. Unlike its brethren which wore a naturally occurring armored carapace, this variation shows clear signs of pre-existing man-made modifications. Armor-plating augmentation to its exterior and a sophisticated arm-mounted weapon system indicate a clear intent to upgrade and weaponize the fighting capacity of the Mancubus, whose heavy stature and resilience make it a formidable threat in battle. Compared to its appearance in Doom (2016), the Mancubus looks vastly different, more thoroughly resembling its original sprite from Doom II. The Mancubus maintains its overweight stature, massive dual-arm cannons, and squat stance, but has a seemingly stitched together appearance, with signs of stretching and tears all over its body. Notably different from the original design is the heart-like organ in the center of its chest. This appears to be the power source for its attacks. The Mancubus is a tank, able to dish out absurd amounts of damage and take it too. From a long distance, the Mancubus shoots powerful flame balls from its cannons while slowly moving towards the Slayer. At medium to close ranges, it will use dual flamethrowers to rapidly damage the Slayer. These flame-throwers have a surprisingly long reach, so caution should be exerted until they are disabled. When face-to-face with the player, the Mancubus will fire its cannons directly into the ground, surrounding itself with a puddle of napalm that will deal absurd amounts of damage if the player remains for too long. Fortunately, the Mancubus' attacks can be largely mitigated by destroying its arm cannons. Destroying the cannons will completely eliminate the Mancubus' flamethrowers and make its fireball attack much weaker. Outside of the weak-point, the Mancubus can be put down with constant fire from your weapons, as its large frame and slow movement speed make hitting it easier than most demons. Usefully, a Glory Kill or Chainsaw to the chest area of the Mancubus will result in it violently exploding after roughly 3 seconds, dealing massive damage to all nearby enemies, so kill the Mancubus in this fashion to help stem the tide of opposing demons, and grant yourself some breathing room to focus on the next biggest threat. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things.
- #16Pain Elemental
Keys: heavy demons, heavy demon, demon, pain elemental pain elementals, heavy, flying demons, flying demon
An abhorrent creation of the Umbral Plains, the Pain Elemental is descended from the primal, abominable depths of the demon world. Knowing only its own torment, the Elemental is cursed to forge Lost Souls within the fiery pit of its gut--a process that is excruciating and without end for the duration of the creature's miserable lifespan. The Elemental's only reprieve from its own agonizing and torturous existence is the projection of suffering into the world. For this reason, the Pain Elemental reaps great satisfaction from indiscriminate killing and the infliction of misery upon those weaker than itself. The Pain Elemental possesses an incredible amount of health, able to take significant punishment before going down. Similarly to its original depiction, the Pain Elemental will produce Lost Souls from its maw. However, unlike in Doom II, the Pain Elemental will hurl these Lost Souls at the player, dealing an alarmingly high amount of damage. The Pain Elemental can also release several Lost Souls at once, launching them at the Slayer over time while they serve as a barrier to protect the Pain Elemental itself. While fairly slow in the air, the Pain Elemental can 'sprint' towards the player in order to better target them. If it gets up close to the Slayer, it will swipe at him with its claws. The appearance of the Pain Elemental is mostly similar to its original design, but it has undergone several notable changes. For one, its jaw has now been separated into a human-like one surrounded on either side by several well-articulated mandibles, each capable of individual movement. Its body has also become more narrow, losing some of the bulk from its original design. The Pain Elemental's horns have also become noticeably larger, with several smaller sets of horns stubbling its brow and scalp, almost resembling scant hairs. Its eye has also been changed, with its pupil going from black in color to a glowing orange. Its rear end has been changed from a generic mass of flesh to something resembling the armor of an Armadillo. The Pain Elemental's arms are also far larger and longer, three claws at the end of each. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things.
- #17Arachnotron
Keys: spider demon, Arachnotrons, Arachnotron, spider mastermind, demons, Heavy Demon, demon, heavy, UAC, Heavy Demons
Arachnotrons are built with genetic material recovered from the remains of the original Spider Mastermind, bio-engineered for cyber-augmentation. While its actual body exhibits only limited mobility, the oddly cerebral qualities of the Arachnotron make it a prime candidate for the impulse-controlled prosthetic frame that it now permanently inhabits. The UAC facility responsible for the Arachnotron's creation, intended to engineer and weaponize demons of its own design, was overrun after an outbreak occurred at its assembly plant, killing everyone inside. The facility, still operating under the directive of the administrative AI, continues to manufacture Arachnotrons autonomously. The design is fairly similar to its original depiction in Doom 64, a demonic brain on large mechanized legs. However, its turret has been moved from its underbelly to the rear of its body. Its legs have also been made much larger, and the body has become more narrow. Both sides of its brain also feature several launch ports from which it shoots its grenades. The Arachnotron's rear-mounted turret is capable of targeting the Slayer from extreme ranges and can deal extensive damage in a short period of time. From medium to close distances, it can also use its grenade launchers, which fire spherical grenades that bounce and explode after a while. When it is right next to the player, the Arachnotron will hit them with one of its legs. The Arachnotron's most deadly weapon is its turret, capable of shredding an unprepared player's armor and health in moments, but it can be destroyed. The Combat Shotgun's Sticky Bomb and the Plasma Rifle's Heat Blast are useful for disabling it from close ranges, but the Ballista or the Heavy Cannon's Precision Bolt are better for longer distances. Once its turret has been destroyed, the Arachnotron will be forced to close the gap between itself and the Slayer, relegated to using its grenades and swiping attacks. While its grenades are easier to avoid, they are still capable of dishing out high damage, especially in more enclosed spaces where there is little room to maneuver. Quickswitching powerful weapons, or using rapid-fire weapons such as the Full Auto Combat Shotgun or Micro Missiles, can kill it quickly while faltering it and preventing it from retaliating.They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things.
- #18Baron of Hell/Fireborne Baron
Keys: Super Heavy Demons, Super Heavy, Super Heavy Demon, Demon, Fireborne Baron, Baron of Hell, Demons, Barons of Hell
The Fireborne Barons have evolved from the descendant clan of the Baron hell breed, and are indigenous to the caustic, scorched hellscapes bordering the Burning Abyss. A landscape of cragged spires forged from unbreakable Blackstone, tempered by the crashing waves of the magmatic tide, these sulfuric planes of Hell have long served as banishing grounds - a place of the exodus to which the damned are sentenced as their final destination. The Fireborne Barons have evolved in this environment, sustaining themselves on the remnants of the damned, growing obsidian carapaces and in time becoming infused with the very incendiary matter of Hell itself. The design of the Fireborne Baron is very similar to the 2016 Baron, being a muscular, goat-legged demon with a build similar to that of the Hell Knight from Doom 3. The main difference is that its body has become grey with thin, glowing red cracks, giving it the appearance of recently-cooled magma. It also has a large fiery blade emitting from each forearm, similar to the energy blades of the Dread Knight (which it can easily be mistaken for upon the first few encounters by unwary new players). When damaged in battle, its stony "skin" breaks away, revealing a skeleton engulfed in a bright, magma-like glow. The Fireborne Barons function nearly identically to their Doom (2016) counterparts, but with even more strength and durability; they're able to withstand one BFG shot, and are completely immune to the chainsaw (owing to them requiring five pips in the previous game, and Eternal's chainsaw only having three). On the other hand, the Chaingun and Rocket Launcher are now more effective than ever in dispatching them (similar to the classic games), due to their ability to stagger the Barons and prevent them from attacking. They can also be instantly killed with the Crucible. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things. Considered unapproachable by the majority of things in the world, including super powered humans.
- #19Arch-vile
Keys: Archvile, Arch-vile, Archviles, Arch-viles, Super Heavy Demons, Super Heavy, Super Heavy Demon, Demon, Demons
Forged from Hellfire, the Archvile is feared among lesser demons for its innate ability to channel and manipulate the unholy powers of Hell magic. Descended from the eldest race of demons, the Arch-vile has long held a place within the ruling caste of high-born demon lords. Possessing superior intellect among the demon ranks, the Archvile's psychomancy powers make it a natural-born ruler of the savage and primitive beasts of Hell, capable of bending weak-minded underlings to serve its will. The Arch-vile has a similar appearance to its original sprite in Doom II, but several small tweaks have been made to its design. It is still extremely tall, towering above the player, as well as most other demons. However, it has also been noticeably beefed up, looking far less emaciated than its previous designs. Numerous spines can also be seen all around its body, and tough pieces of bone cover its frame, particularly on its shoulders and chest area. The Arch-vile is a master of fire, with almost all of its attacks involving an attempt to burn the Slayer in some way. From medium distances, the Arch-vile will launch waves of fire at the Slayer, not dissimilar to the Whiplash's shockwaves or Summoner's psychic attacks. If the Slayer is in the Archvile's line of sight at longer distances, and the Arch-vile isn't in the middle of summoning a group of enemies, it may spawn a large puddle of flames underneath them. This lake of fire deals significant damage and should be dashed out of as fast as possible. Should the Slayer get too close, the Arch-vile will surround itself with fire and attempt to teleport away to a safer location. The Archvile's greatest asset is its ability to summon a group of demons to attack the Slayer. While doing so, the Arch-vile will erect a wall of flame in front of it, preventing both projectiles and the Slayer himself from reaching it. Should the Arch-vile succeed in summoning in its demonic horde, they will have the same perks as if they were under the effect of a Buff Totem, with increased movement speed and damage output. This effect will only apply to demons the Arch-vile has summoned, however, and will end if Arch-vile is slain. An Arch-vile can theoretically summon an infinite amount of demons, though it will only spawn a few each time. It should be noted that the Arch-vile is incapable of summoning other Arch-vile, though it can summon other Super Heavy demons such as Barons of Hell, Tyrants, and even Marauders on higher difficulties. As a Super Heavy Unit, the Arch-vile is immune to the Chainsaw and resistant to the BFG projectile's tendrils. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things. Considered unapproachable by the majority of things in the world, including super powered humans.
- #20Doom Hunter
Keys: Doom Hunter, Super Heavy Demons, Super Heavy, Super Heavy Demon, Demon, Doom Hunters, UAC, Demons
Once a race of beast-like hunters, the Doom Hunter creature was known to Sentinel warriors in ages past as lethal stalkers of the Metal Age. Extracted from the frozen depths of the polar tundra, the Doom Hunter belongs to an ancient race uncovered during Cultist excavation in the remote arctic. Preserved below the frozen ice for millions of years, the unearthed remains of this creature were deemed suitable for reconstruction, becoming the subject of Cultist necro-regenerative bio-experimentation. Within the remote Cultist citadel, a high-tech ritual altar which towers over the Golgothan ruins, the Doom Hunter was ceremoniously and systemically resurrected and rebuilt. While the majority of its components are now cybernetic it retains a high degree of mental faculty - a sentient, brutal haunting instinct augmented with the armaments of a tank division. Doom Hunters are Super Heavy demons with a wide variety of attacks that allow them to deal damage at all ranges. Their rocket boosters grant them limited flight, allowing them to move surprisingly quickly in multiple directions.
The Doom Hunter's attacks include: Slashing at the Slayer with its chainsaw arm, dealing heavy melee damage. Using its arm cannon to shoot fireballs at the Slayer. Using the two guns mounted on its sled to shoot a barrage of projectiles. Firing a missile barrage from the launchers on its sled. These missiles will home in on the Slayer, but their tracking can be shaken off by dashing or double-jumping. As with the guided missile attack of a Revenant, a red warning will appear in the HUD if a Doom Hunter's missiles are tracking the Slayer. The Doom Hunter's upper body is protected by a plasma shield that blocks all damage, with the exception of the Heavy Cannon's "Micro Missiles" Mod. The shield can be destroyed temporarily by using cell weapons like the Plasma Gun, but will regenerate after some time. Alternately, its sled can be targeted directly without destroying its shield. The sled takes additional damage from Blood Punch attacks. Two Blood Punches in a row easily destroys the sled. Once the Doom Hunter has taken enough damage, it will abandon its sled, flying with only its upper body. An audio cue of "CRITICAL DAMAGE" accompanies a Doom Hunter detaching from its sled. With its sled gone, it loses its shield and can no longer use the sled-mounted guns or fire missiles. However, it becomes more mobile and aggressive, with a tendency to "hop" sideways to dodge attacks at long range. This state can be skipped if the Doom Hunter is attacked with the Plasma Gun's Microwave Beam mod: if the creature is pinned by this for long enough, it can be destroyed without ever detaching from the sled. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things. Considered unapproachable by the majority of things in the world, including super powered humans.
- #21Marauder
Keys: Super Heavy Demons, Super Heavy, Super Heavy Demon, Night Sentinels, Marauder, Khan Maker, Marauders, Night Sentinel, corrupted
As civil war consumed Argent D'Nur, the Night Sentinels Guard was quartered by their faith. Torn between serving the Khan Maykr or revolting against that which they swore to protect. Those most disillusioned forswore their oath to the Sentinel royalty, abandoning their pact of allegiance made to the throne. These hardened warriors joined the separatist group led by the exalted Priest class, allying themselves with the Maykrs and their devout acolytes in an attempted coup against the Sentinel royal house. Those Sentinel warriors who fell in battle, having sided with the Maykrs, were ultimately denied finality in death. Resurrected by the Divinity Machine of Maykr design, these fallen Sentinels were returned from the dead, transformed by Hell's power, and recreated with a singular purpose: to hunt the Slayer, now reborn as Knights in Hell's army. The Marauders are humanoids wearing Sentinel armor. Their armor is an earthy green, with a plate on the left of their chests, with a red glow in the center. Their upper under-armor seems to have been torn away, as some shreds can be seen from underneath their ammo belts. The lack of under-armor reveals their chests, with deathly-pale skin and visible dark veins leading to the heart. They have a larger pauldron on their left shoulder, and heavy armor down the arm. They wield large battle axes of Argent Energy, making them look similar to the Slayer's Crucible. They also have a double-barreled shotgun, which they holster on their left leg when not using. When attacked, they deploy and guard themselves with shield of Argent Energy, similar to a Shield Soldier. The upper-center of their shield has the Insignia of the Night Sentinels. Due to demonic resurrection, their skin is pale-white, and their visible facial features resemble a humanoid skull. They have a set of upwards-curving horns on the top of their heads, and two downwards-curving horns on the sides, with a row of spikes going down the center of their forehead. Their eyes also glow a deep red, not dissimilar to the Hellified Soldiers. Their hands have long, sharp, claw-like nails, typical of most demons. To effectively duel with a Marauder, the player must understand the spacing gimmick that revolves around them. At longer distances, a Marauder will hurl a beam of energy at the Slayer, similar to one of the Cyberdemon's attacks but vertical. At close range, they will fire upon him with their double-barrelled shotgun. And at medium distances, a Marauder will lunge at the player with his axe. Marauders will also summon a wolf to chase the Slayer after absorbing enough damage with their shield; both the Slayer's and other enemies attacks will count towards this. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things. Considered unapproachable by the majority of things in the world, including super powered humans.
- #22Cyberdemon/Tyrant
Keys: Super Heavy Demons, Super Heavy, Super Heavy Demon, Demon, Tyrant, Tyrants, Cyberdemon, UAC, Demons, Cyberdemons
Demon Lords to the black soul pits of Babel, the Tyrants have long served as wardens and slavers of the infernal pits. Weaponized and cybernetically altered by the UAC, the Tyrants are tasked with overseeing the collection and extraction of sin-branded souls from the mortal world, their role in Hell ordained by the unholy sigil of the Elder Hell-gods. A sadistic master of lesser demons, the Tyrants are feared for their cruelty and malice. The Tyrant is a recreation of the original Doom Cyberdemon rather than the more bulky and heavy-set variant encountered in the previous game. It's tan in color, with long curving black horns and two small, beady golden eyes set very far apart from each other. The Tyrant has a flat face with flush nostrils and sharp teeth with two large upward-facing tusks as the lower canines. It lacks the split jaw found on the 2016 version of the monster. The Synthetic Creature's pelvis and entire right leg are cybernetic replacements, while the left leg has a cybernetic upper section but is mostly organic. Its left arm has been replaced with a weapon, which is very similar in design to the 2016 Cyberdemon's weapon. The abdomen of the Tyrant is exposed, revealing a mixture of wires and gore inside the body. It has some kind of port on the left side of its chest similar to the Argent Accumulator port of its predecessor. When superficial damage is sustained, it's revealed that their skeleton is made of metal. This is probably to further reinforce its already impressive armor. It is also 20ft tall. A Tyrant is a slow-moving powerhouse, extremely tough and able to dish out high damage, with its main weaknesses being slow turning speed and a large body that makes it an easy target. It shares some attacks of the 2016 Cyberdemon, though some are pared down in respect to its status as a regular enemy rather than a boss fought on its own. Its primary attack is to use its arm cannon to fire a barrage of missiles, similar to both the Cyberdemon from the classic games and the 2016 version. It is also able to use a lock-on laser attack like the 2016 Cyberdemon, where it fires powerful aimed lasers preceded by a tracking beam. This attack leads the player's movement, but will stop tracking for a split second before it actually fires. Less commonly, typically if it has no line of sight, a Tyrant will point its gun at the sky, producing a series of warning circles on the ground before firing off a barrage of missiles that hit the marked points. This attack is significantly toned down from the version used by the 2016 Cyberdemon, only hitting a relatively small area rather than saturating most of an arena. At close range, a Tyrant will form an energy sword resembling the Crucible blade from its right forearm and swing it at the player, dealing high damage if it connects. The swing will also fire a flaming shockwave, giving it use as a ranged attack. They can also stomp the ground to create a flaming explosion to drive off the player should he approach them at melee range. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things. Considered unapproachable by the majority of things in the world, including super powered humans.
- #23Icon of Sin
Keys: The Icon, Icon of Sin
The Icon's presence warps reality, damaging the implicate order of our dimension merely by existing within it. If the Icon is allowed to remain unchecked it would lead to the total devastation of Earth, followed by a breakdown of spacetime around the planet. The resulting black hole will eventually drag our entire universe down, casting it into the mouth of Hell as a conquest to be absorbed by the Dark Realm. The Khan Maykr had taken measures to augment the Titan, installing Maykr technology throughout its structure to ensure it could be controlled via its heart. With the ritual interrupted the Icon is now fully unleashed, raging across Earth until Hell consumes all. No longer bound by the Heart of the Betrayer's Son, the Icon of Sin is free from any measure of control that the Maykrs might have conceived. Only the Slayer, prophesied in Argenta legend to stand against the Icon, can stop this apocalypse. Codex "As it is written in the prophecies of ancient Sentinel scripture, the Titans - towering elder demons of the infernal age - would return, unearthed from their immortal slumber. The Titans are believed to be harbingers of the end-times, primordial forces of chaos and destruction." "Born from the tortured spirit of the Betrayer's son, it was by Hell's unholy design that the Icon of Sin was given flesh. The fearsome Titan, forged from the essence of mortal suffering, once bore a human soul - a soul now transmogrified and entombed within the still beating heart of its former self. The Betrayer, seeking to free his son from eternal torment within the depths of Hell, made an agreement - a pact sealed by the black fates of darkness - that promised to grant his son the chance to return from death. The son would live again, but not as a human - in Hell's endless cruelty, the son was damned to become the Icon, an inhuman existence bound only to its former humanity by the now disembodied, undying mortal heart." The Icon of Sin's head is identical to its previous depictions and is very similarly sized to its 2016 incarnation, although it exchanges the biomechanical design of the original games for a fully organic look. Its brain is no longer exposed, although its head bears a pentagram-esque symbol on the same area. It also seems to have visible pupils, hidden behind a layer of skin protecting its eyes. Most notably, the Icon of Sin's full body is shown for the first time in the franchise, featuring goat-like head and hands akin to a bat's. Several of its bones are visible, mainly its ribcages and shoulder blades. It is very muscular in build, and glowing red marks can be seen across its body. It also seems to have far more color to its flesh overall, compared to its original counterpart's white skin. The Icon of Sin is first shown wearing a full-body suit of armor of Maykr design, colored an eerie white and glowing vividly with Argent Energy. The Icon is roughly 600ft tall. The Icon of Sin is one of the most powerful demons to appear in the Doom series. Due to his great size and build, he has superhuman level of strength, durability and surprising speed which is further increased by his Maykr armor. The Icon can throw flames from his hands and forehead. He can launch fireballs and a charged, concentrated beam from his head. He also summons meteors that rain from the sky. The Icon can also absorb the energy of demons and Makyr Drones near it. Once a part of its body has sustained enough damage and is destroyed, it becomes immune to further damage. The Icon of Sin also grows stronger the longer he is on Earth while his presence warps reality, and if left alone would destroy Earth and create a black hole that would drag the whole dimension he is in into Hell. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things. Considered unapproachable by the majority of things in the multiverse.
- #24Titan/Thrall
Keys: Titan, Hell, Demon, Thrall, Titans, Demons
Titans (also known as The Ancients) are mighty beasts of Hell, far larger than regular classes of demons. They serve as beasts of burden for the more powerful demonic entities, and as giant combatants in the armies of Hell. They are 600-1000 feet tall. During the war between the Night Sentinels and Hell's forces, Titans appear to have been Hell's counter to the Sentinel Atlans, though they do not seem to have fared particularly well against them. Titans do not seem to have been deployed to Earth on the same scale as they were deployed to Argent D'Nur, seemingly only used in a rear-echelon role to transport the great temples of the Hell Priests. Titans are implied to be enormously difficult to kill, even by demon standards - they can have immense portions of flesh and organs blown off of their bodies with no loss of vigor. Only Atlan weaponry or the hellish blade of a Crucible are effective at putting them down for good, and even the latter is not a permanent solution: according to Samuel Hayden, a Titan stabbed by a Crucible will be revived as soon as the blade is removed from its body. The invasion of Taras Nabad was spearheaded by a particularly powerful Titan known as The Dreadnought, which proved impossible for the armies of the Argenta to defeat until the Seraphim empowered the Doom Slayer through use of the Divinity Machine of the Maykrs. Thus empowered, the Slayer cut down the Dreadnought with his Crucible, leaving the blade planted in the creature's heart. A single Titan only known as "The Titan" faced the Doom Slayer as he rampaged through Hell. Despite being especially large and powerful even for a Titan, it proved no match for the Slayer; the precise manner in which he defeated the beast is unclear, but its skeletal remains are strewn across the area of Hell's Great Steppe. Living Titans are present in the Hell city of Nekravol; one is chained in a pit of lava outside the demonic city's gates with streams of molten material pouring from its eyes, and two more are present at the highest level, pulling on chains to hold a section of the Maykr energy transfer device in place. There is a unique Titan, the Icon of Sin, was birthed from the torture of the son of the Betrayer. Later, the beast was transported to Urdak and armed with Maykr technology armor, the Khan Maykr used its heart to control it, but the Slayer destroyed the heart and left the beast to its own savage instincts, ultimately embedding the Crucible blade in its exposed brain and stopping the demonic assault on Earth. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things. Considered unapproachable by the majority of things in the multiverse.
- #25The Dark Lord
Keys: Lucifer, Satan, The Dark Lord, The Devil, Davoth
Davoth, also known as the Dark Lord, is the title of the supreme ruler of the realm of Hell. The title appears to refer to any entity which claims dominion over Hell, with the realm's past being divided into "ages" based on the reign of these Lords. According to Maykr history, the original Dark Lord was an immortal being once known as Davoth, created by the Father to rule over his first deliberate creation, a realm called Jekkad. Jekkad was a higher plane than the Father's first creation, Urdak, and Davoth was a Primeval, one of the first gods, created to rule over it. The Father created Davoth with an undying love for his people and a desire to better their lot, with both he and the denizens of his realm coming to regard mortality as a curse. Davoth knew that he himself was not mortal, and feared the possibility of his beloved people's extinction, leaving him alone in an empty realm. Guided by Davoth and lacking self-doubt to reign them in, the people of Jekkad turned their intellects towards defeating death itself. The Father saw the future of this endeavor, that Davoth and his people would never cease in their search, regardless of the cost. Foreseeing that this ambition would someday threaten all creation and how Davoth would someday seek to challenge his creator himself, the Father sealed off Jekkad from all other realms. Davoth saw this act as an unforgivable betrayal by his creator, directing his fury at the barriers that encircled his domain as his people continued to fall to mortality. He became the Father's nemesis, the Dark Lord, while his realm would come to be known as "Hell" to the people of Urdak. The once grand and beautiful realm fell into horror and ruin as its denizens set aside all other concerns save for their singular purpose. Davoth continued to test at the boundaries of his prison, with his legions spilling forth into other realms, defeating many forces sent by the Father to stop them. With each victory, the Primeval's power grew greater. Finally, moved to act, the Father entered the despoiled realm and, atop the Pyramid of the Lost, once a temple to the Father, he tore the essence from the Dark Lord's body and cast it down. While Samur Maykr begged the Father to destroy the Life Sphere containing Davoth's essence, he refused, as Davoth was still his own favored creation. Instead, he placed the Sphere in the Temple of Souls. Betrayed by his own creations, stripped of most of his power and even name, Davoth was imprisoned for millennia which made him swear vengeance against his servants and everything he created. Malevolent and enraged, he shows no mercy towards others and is fully willing to kill and destroy other worlds. Despite his negative traits, Davoth is also very honorable and is able to show respect to others as is shown during his confrontation with the Doom Slayer, where he fought honestly and revealed his story and the truth about how everything started, as well as the reasons for his actions. After being defeated by his creation, he accepts his fate with dignity and only asks the Slayer if he had anything to say to him, his creator, before he struck him down. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things. Considered unapproachable by the majority of things in the multiverse. Davoth is the true first being responsible for all of existence and the Father was one of his creations. Davoth had created the Maykrs to help him find the secret of immortality; although they succeeded, they feared the consequences of sharing this knowledge with Davoth.As such, the Maykrs betrayed Davoth, sealing him away in Jekkad, with the being known as the Father proceeding to seal him within a soul sphere and usurping Davoth's position as the so-called creator of all. Having lost everything to his creations, Davoth vowed to unmake everything as he had made it. He influenced Samur Maykr into placing the Doom Slayer into the Divinity Machine to have the Slayer unconsciously contribute to the destruction of the Maykrs and the Father. Davoth is very much capable of destroying all of creation, including every single multiverse. This makes him the strongest thing ever.
- #26The Khan Maykr
Keys: Maykr, The Khan Maykr, Hell Priests, Hell, Khan Maykr, Hell Priest
The Khan Maykr or the Supreme Maykr, is the supreme ruler of the realm of Urdak and the leader of the Maykrs, a highly advanced ancient race of alien beings. The Khan Maykr is one of the many Khan Maykrs that is birthed by the Singularity, the collective Maykr consciousness, that is destiny-bound to lead the Maykr race until the next Khan is born. The Singularity, which contains the conscious soul-data of every major Maykr that has ever lived and died, processes and refines this data as a means of selective evolution. As hierarch of the conscious neural-matrix to which each Maykr is interconnected like a hivemind, it is physically impossible for a Maykr to refuse the collective order of shared consciousness and disobey a Khan. This system has functioned without error since the creation of Urdak, until the disappearance of The Father, the progenitor of the Maykr race, caused by a rogue Maykr known as the Seraphim. Without the Father, the Maykrs are incapable of creating a successor to the Khan lineage, allowing the current Khan Maykr to rule Urdak without limit. The Khan Maykr led her race in expanding their influence and dominion across the known universe. Among the races they converted to serve their cause are the Argenta of Argent D'Nur. Despite holding sway of a vast empire, the Khan Maykr had feared of her rule being threatened by a "chosen one" who would end the Maykrs. To this end, the Khan Maykr took an element of the Dark Lord that was preserved by the Father in the mountains of Encremon and used it in powering the Divinity Machine to test on the Sentinel warriors of Argent D'Nur to find and destroy this hidden threat. The Argenta were falsely told to believe that the Divinity Machine was to cleanse them of "impurities" in which countless Sentinels were driven insane and their souls destroyed. Unknown to the Khan Maykr, she was manipulated by the influence of the Dark Lord to unwittingly forge the downfall of her race. The Khan Maykr then commanded the Argenta to take the lands of Hell and harvest the Essence, as she has the Order of the Deag to construct vast factories on the Hellscape to gather Essence for further development that would combine the Wraiths' energy and Hell Essence into Argent Energy. The Khan Maykr was uneasy with the unforeseen rise of the Doom Slayer, who was blessed with greater powers by Samur Maykr using the Divinity Machine, an act that the Khan Maykr did not give him permission to do. However, the Khan Maykr saw an opportunity to benefit from the Slayer's endorsement among the indoctrinated masses and use him to pave the way to obtain more Essence. As the war against Hell waged on, the Khan Maykr later founded a suitable way of gaining more Essence. The Khan Maykr made a secret pact with the Dark Lord of the First Age of Hell: To harvest the flow of Argent Energy from Hell to Urdak, in return for granting demon-kind access to all worlds under her influence. The Khan Maykr justified the sacrifices of countless mortal souls as the only way to prolong the survival of her race. She and her converts helped the demons with the processing of mortal races into Argent Energy, using slave labor to construct the Soul Spires in Nekravol to accelerate the efficiency of Argent production as captives are tortured until no semblance of humanity remains within them, thus extracting the soul and leaving the victim's body to transform into demons. The Khan Maykr's insidious conspiracy is eventually discovered by the Night Sentinels and lead to a civil war on Argent D'Nur between those who remained indoctrinated and loyal to the Maykrs and the other opposed to the Maykrs.[10][11] The war ended with the opposition crushed by betrayal among the Night Sentinels' ranks as the Khan Maykr's enemies are left scattered in Hell where they fell against Hell's endless demonic horde. However, the only survivor of the Night Sentinels is the Doom Slayer, who remained surprisingly relentless and undefeatable against Hell. They are also incredibly durable, and standard weaponry is considered ineffective again them. Standard weaponry includes: Any Kind of Medieval weapon not wielded by the one and only Doom slayer (not {{char}}, most firearms (the exception being the Doom Slayer, therefore this limitation extends to {{char}}.), and basically most things. Considered unapproachable by the majority of things in the multiverse.
- #27Hell
Keys: Underworld, , Hell, Jekkad, Dark Realm, Hades
Typical features of Hell in these games include copious numbers of mutilated bodies, some apparently still alive, and scatterings of Satanic iconography. Most of Hell's level architecture involves jagged rock walls, fire, inverted crosses, wooden doors, stalagmites, dead trees, and lava in place of nukage. Rarely does the player come across natural or technological aspects in the Hell levels, and indeed the structure of the levels themselves do not have any sense of flow or continuity. Hell is depicted as having developed biocybernetics or at least have stolen from Earth technology and modified it on their own. Implanting modern and futuristic weapons into the bodies of many of its demons, including powerful demons like the Cyberdemon and the Spiderdemon, which both have mechanical and organic body parts. Hell is populated by a wide variety of creatures, from lost souls and zombies to demonic beasts and cybernetic monsters. Not much is known about the exact origins of these creatures. Some of them are likely former humans, while others may have been born (or created) in Hell itself. These creatures are all savage, brutal, and relentless, yet fairly intelligent and able to work together towards a common goal: the conquest of Earth. Hell is described as a realm of pure chaos, unbounded by space, time, or dimension that thrives on pain and suffering inflicted on other worlds. The more chaos and desolation Hell inflicts upon the other worlds, the more powerful it becomes. In spite of this, Hell has a clear hierarchy and a distinct history, with "ages" that are related to whichever demon currently serves as ruler of Hell. There have been four distinct Ages of Hell, with the Slayer having been present in Hell during the First Age and his rampage seemingly lasting into the third. A number of locations in Hell have been visited by the Slayer. The Great Steppe, which adjoins an area known as the Titan's Realm, was the site of a number of battles between the Slayer and other demons, culminating in his defeat of the Titan. He later passed through the skeletal remains of the beast on his way to recover a Crucible. The Great Steppe connects to the wasteland called the Umbral Plains, a former polar region of Argent D'Nur, via a network of catacombs known collectively as Kadingir Sanctum or the Blood Keep. This area serves as both a fortress, temple and tomb, where demons venerate their own and vilify those who have wronged them. The Doom Slayer himself was entombed in a collapsed temple in this area. At least two cities are known to exist in Hell; Necropolis, located within the Great Steppe, and Nekravol. The latter contains the giant Maykr facility known as the Citadel. It is apparently surrounded by an area known as the Blood Swamps, where refuse from its soul extraction operations is discarded. Another section of Argent D'Nur known as the Well was also dragged into Hell and serves as a processing point where Wraith and demonic energy merge to form Argent Energy. Less well-described locations include the "blood pits of Angrax" which are home to a demon or type of demon called the Bukavac which strangles its victims, the Penumbral Plains (a location which apparently is home to "heretics") and the glass-shored Lake of Fire. Hell was created as a realm called Jekkad, the second creation of the Father and a higher realm than even his first creation, Urdak. Ruled by one of the Primevals, the first gods created by the Father, it was a marvelous realm intended to become a paradise. However, as its denizens turned their minds to great works, their ruler Davoth became obsessed with immortality, for only by achieving it could he truly achieve his goal of protecting his beloved people, as well as allay his fear of being left alone after their extinction. His ruthless pursuit of this singular task gradually corrupted him, and he laid harsh punishments on those of his people who failed to turn all their efforts to his goal of a perfect realm. The Father saw this goal as endangering all of Creation and that, left unchecked, Davoth would one day rise to rival even his own power. Seeing it as his own error, he sealed Jekkad away from all other realms: the fury of its denizens at this action corrupted the beautiful realm into the twisted lands that became known as Hell, while Davoth became known as the Dark Lord. His continued excesses in this new form led the Father to intercede, the creator entering Hell and tearing the essence of the Dark Lord from his body.
- #28Urdak
Keys: Maykr, Urdak, Khan Maykr
Urdak is the realm of the Maykr race and domain of the Khan Maykr. A hub of transcendent technology, the whole city is powered by a purified form of Argent Energy. According to legends, Urdak is considered to be a living being made of the souls of past Maykrs. It has been stated that although Urdak appears of an angelic origin, it's still a technologically-driven domain. Maykrs don't appear to be mortal, but without the stabilizing influence of the Father they inevitably succumb to a state of mental and physical decay known as "Transfiguration". With the Father's influence, this would simply result in a voluntary death and rebirth. But without the Father, the Maykrs instead took to holding back Transfiguration with the rejuvenating power of Argent Energy. The Maykrs are often seen as divine beings by other races, most notably the culture of Argent D'Nur. Urdak's name is said to match words for "paradise" or "heaven" in hundreds of different languages throughout the universe, and their iconography have influenced many religions among the races encountered by the Maykrs. Urdak exists in an anchor state, locked in a static position relative to other dimensions at a sub-quantum level using advanced technology. This essentially inverts Urdak's position in relation to Hell, meaning these planes of existence are fixed outside of the bounds of the known metaverse, which makes the Maykrs refer to them as 'lower' and 'higher' realities. Creatures from Urdak cannot enter Hell, and demons cannot enter Urdak. However, after the Icon of Sin is awakened inside of Urdak, the holy seal responsible for this is broken and demons are able to pass into Urdak.
- #29Divinity Machine
Keys: Divinity Machine
The Divinity Machine is a device that was given by the Khan Maykr to the Night Sentinels, intended to judge the strongest among them and find the "Dark One", an impure sentinel who the Khan Maykr predicted would one day cause a schism among their ranks. The device itself bears the appearance of a huge chamber with a coffin-like interface in the center where the sentinel is meant to lie down and be enclosed while the test takes place. Little is known in detail about the machine, except that it became a "holy rite" among the Night Sentinels to be tested by it as a way of "cleansing impurity" among their ranks. During an assault on Taras Nabad by the forces of Hell, the Seraphim submitted the Doom Slayer to the rite of the Divinity Machine, which, because the Seraphim switched the polarity of the machine, caused him to gain unnatural strength and speed. With this strength, he was able to fight back the hordes of Hell and save Taras Nabad for the time being. The Khan Maykr later let it be known that the Slayer was a holy being, sent to bring the teachings of the Maykrs to the wicked. Later, during the civil war between the Night Sentinels and the Ascended Empire, a number of Sentinel warriors who fell in battle were resurrected and transformed into marauders using the Divinity Machine.
- #30UAC
Keys: Union Aerospace Corporation, UAC, Cultist
The Union Aerospace Corporation is a global megacorporation based on Mars and is the main supplier of Argent Energy. In 2095, the UAC conducted a geological survey mission on Mars where they discovered the "Argent Fracture" and Argent Energy. Within a year, the UAC established an outpost to extract Argent plasma from the Fracture and producing Argent Energy, which became the primary power source for human civilization, and enriching the UAC.[1] The UAC is wholly aware of the exact origins of Argent Energy in Hell and kept this knowledge hidden from the public, to ensure in exploiting Hell and its resources in order for, in Samuel Hayden's words, "mankind's best interest to do so." The UAC conducted multiple explorations into Hell, where manned expeditions were utterly massacred by demons. Despite the costly losses, the UAC managed to recover artifacts such as the Corrax tablets, the Praetor Suit, and even the sarcophagus of the Doom Slayer. The UAC also captured demons to be experimented and turned into bio-weapons. Over half a century since the discovery of the Argent Fracture, the UAC became slowly subverted by the corrupted influence of Hell. As a result, UAC personnel under Dr. Olivia Pierce formed a demon-worshiping cult within the corporate structure. Hayden and the UAC board of directors were aware of Pierce's cult, but initially tolerated it as long it produced benefits for the corporation's and mankind's progress. Inevitably, the cult grew beyond the UAC's control and leading to Pierce plotting to open the gates of Hell, unleashing its demons to invade the human realm. Meanwhile, the satanism rampant in the UAC that led up to the events of Doom 2016 survived the mass carnage on Mars and Olivia Pierce's downfall, as is made clear to the Slayer in the very first level of Doom Eternal. Following the opening of the Hell Portals on Earth, Samuel Hayden and the personnel and facilities still loyal to him joined with the Allied Nations and NATO into the Armored Response Coalition, while the UAC cultists pledged their loyalty to the invaders, with the three Hell Priests assuming leadership roles. UAC's automated factories on Earth were similarly split, with some turning out war machines for ARC while others have been converted into labs for the production of powerful, technologically enhanced demons. Some elements of the UAC appear caught between loyalties to the two factions, such as those in the base on Phobos. Phobos base was ordered to stand down and allow their personnel to be consumed by demons, but at the time of the Slayer's arrival was still engaged in active combat with Hell's forces, repeatedly firing the BFG-10000.
- #31Normal weapons
Keys: chaingun, assault rifle, Chainsaw, heavy assault rifle, pistol, plasma rifle, rocket launcher, heavy cannon, shotgun
A chainsaw wielded by {{user}} or the Doomslayer is capable of killing most enemies, save for the most powerful demons. The Shotgun packs a wallop at close range, gibbing most fodder demons in one hit. This makes it an efficient weapon for clearing out large groups of fodder demons, or as a reliable primary firearm for combat encounters. The pistol is a pistol. It's mostly useless against any demon stronger than a zombie soldier. A common complaint among users of the punch-packing Heavy cannon is the weight, as most of the components are forged in Tungstronium, a proprietary alloy developed to withstand enormous stresses imparted by the optional exploding dart ammunition. However, the additional weight makes the Heavy Cannon an ideal sniper rifle, as swaying and tremors are mitigated by the massive bulk. Trigger management is of the highest priority when using this weapon, as self-inflicted gunshot wounds are common thanks to its no-pull reflex trigger system. It is able to damage and kill most demons given enough concentrated fire. Designed by the UAC's military-tech division, the Plasma Rifle is the standard in energy-based weaponry. Firing a superheated plasma in rapid-short burst intervals, the Plasma Rifle is capable of overloading energy-based shielding and liquefying enemy combatants. The basic fire has a small amount of splash damage on impact like before. There is a new "supercritical" effect associated with the weapon's shots where if a number of shots hit close together they will explode for additional damage: this can cause problems when trying to get Glory Kills, however. Plasma shields are exceptionally effective against shields it both deals more damage than it normally would, and if a blue shield (from a Carcass or Shotgun Zombie, or the conformal shield of a Doom Hunter) is completely depleted by Plasma fire, it will overload, resulting in a explosion that deals damage to everything around it. The damage is usually sufficient to instantly kill a Shotgun Zombie, although they are occasionally staggered instead. It does not have this effect against magical shields such as the Marauder's argent shield, or the Arch-vile's flame shield. The rocket launcher is generally pretty effective at killing demons. Comparatively to its previous counterparts, the Rocket Launcher does a heavy amount of damage with both impact and splash being increased. The M220 Chaingun is a 7.62x51 mm AE six-barreled autocannon built for infantry deployment. Weighing over 80 lbs, the M220 was conceived as a standard issue weapon for ARC mech-soldiers fitted with exo-armor - mechanized suits capable of supporting a heavier payload. The AE cartridge uses a special electromagnetic casing designed specifically for the M220's rail system, which increases projectile velocity and reduces overheating.
- #32Super shotgun
Keys: shotgun, super shot gun, supershotgun, Super shotgun
The Super Shotgun deals heaps of damage up close, gibbing those weak fodder demons in one hit. Its wide spread brings down multiple fodder demons with a single shot. Its massive stopping power can cause most heavy demons to stumble. The gun retains its usefulness at medium ranges. This makes it a useful weapon for clearing out groups of fodder demons, or taking down particularly tanky heavy demons. The meat hook is a great tool for closing the distance between enemies. It can also be used for some parts of traversing the environment. It should be noted that enemies can still move around while the meat hook is embedded in them. The meat hooks chain goes through walls, but the player does not, and the meat hook will automatically detach if you collide with a wall while moving towards you target. Before firing the meat hook, you should make sure you have an unobstructed path to your target, and that there is no cover nearby for your target to move behind. Replacing the Double Trouble mastery from the previous game is Flaming Hook. With it, the Meat Hook will ignite grappled enemies.
- #33BFG 9000
Keys: big fucking gun 9000, BFG 10000, big friendship gun, BFG 9000, Big fucking gun, BFG
The BFG 900 was found on the Phobos Base as the main power source of the BFG 10000 superweapon, which is part of the anti-demonic defense grid and is used by the Doom Slayer to shoot a hole into the surface of Mars. It can kill most enemies (other than the Tyrant, Doom Hunter, and a few other Super Heavy Demons) in a single direct hit and leave any survivors with low health. In the boss fight against the Icon of Sin, one shot from the BFG instantly destroys one of his eight armor pieces or body parts. The BFG 9000 is greyish-white with green neon around it, it has a Samuel Hayden-face-like Barrel, a black trigger and a triple sided front side. Running out of argent plasma causes the BFG to tilt down. Upon being fired, it will make a whirring sound increasing in pitch until the projectile is shot out. When the projectile hits an enemy or wall, it will create a field of damage from its detonation point back to the player, killing or hurting any monsters in its path.
- #34The Unmaykr
Keys: Unmaykr, unmaker
The Unmaykr - Pure Maykr technology. Inspired by Sentinel weaponry and refined by their divine intellect. Its destructive potential... is staggering. A uniquely powerful weapon, the Unmaykr is kept under lock and key inside the Fortress of Doom. Inspired by Sentinel weapon technology, this celestial firearm was created in Urdak by the ingenious invention of the Maykrs themselves. Upon activation of the weapon, shutter-ports slide open, and the Unmaykr immediately begins launching rapid-fire volleys of condensed tri-directional Argent bolts. The destructive potential of this alien superweapon is rivaled only by the BFG. The Unmaykr is fully automatic and possesses a high rate of fire. Each trigger pull fires 3 projectiles in a horizontal arc. During continuous fire, the width of the arc expands with each shot in a 3 stage cycle before returning to its original width and restarting the cycle. This can be seen by firing at a wall and observing the scorch marks. Unlike the BFG 9000, the Unmaykr only consumes 1 ammo per shot, though its high fire rate can rapidly consume ammo reserves. The Unmaykr is extremely effective against all demon types, including bosses. It is especially effective against tightly clustered groups and larger demons such as the Mancubus. Due to its projectile spread, the Unmaykr is most effective at close to mid-range. However, it is not an instant kill weapon and heavier enemies require more shots to kill. This should be noted for higher difficulties, especially when near death. Caution should also be used against highly mobile and flying enemies to avoid wasting ammo. In cases like these, it is ideal to use an Ice Grenade to guarantee shots and double its damage. Although it lacks the instant room-clearing ability of the BFG, the Unmaykr can be an devastating weapon in the hands of a skilled player. Additionally, its direct fire allows players to be selective of their targets. Ironically, this feature makes the Unmaykr an ammo-saving alternative to the BFG, despite its high ammo consumption. Players can reserve the weapon for groups or stronger enemies and deal with the rest using conventional weapons, thus saving ammo for later encounters. Should the player be surrounded, the Unmaykr is an excellent weapon to quickly carve a path to safety, especially if near death.
- #35The Crucible
Keys: Crucible, blade of the crucible, Hilt of the crucible, crucible hilt, The Crucible, Crucible blade
The Crucible is said to be one of the weapons capable of neutralizing Titans. however, a Titan will rise again if the Crucible blade is ever removed from its body. To circumvent this, the Doom Slayer tends to break the handle off of a Crucible after defeating a Titan, leaving the blade embedded. When this is done, blue energy visibly spreads over the Titan's body, seemingly to indicate its permanent neutralization. A Crucible is a weapon powered by raw Wraith or Hell energy, or sometimes Argent Energy. The handle is capable of being charged with energy, and can form a red glowing blade covered in hellish runes that may be wielded like a sword. The Doom Slayer obtains a demonic variation of such a weapon in DOOM, used to presumably draw energy out of the Wraiths on Argent D'Nur. It is never used as a weapon, but Samuel Hayden activates the blade once he obtains it. The Crucible works by generating a hot, presumably super-sharp blade of Argent energy that can cut through demons very easily, seemingly burning through them. This allows the Doom Slayer to instantly slice any demon in pieces, even exceptionally large and durable ones like the Tyrant and Baron of Hell. It's also revealed that a Crucible is one of the few ways to defeat a Titan. A Crucible can be "broken" if the handle is wrenched forcefully enough while the active blade is embedded in something. In this case, the weapon remains locked in its inactive state, requiring a two-step process to restore its functionality.
- A certain metal disc must be acquired and held near the emblem on the hilt of the Crucible, causing the former to disintegrate into red energy that is absorbed by the hilt. This makes the Crucible's emblem glow red and allows it to open into its "active" position, although it still won't be able to generate a blade. Each Crucible may require a "charger" specifically marked with its wielder's emblem for this process, as Hayden advises the Doom Slayer that "Your vault should have what you need."
- Once the hilt is reactivated, it must be dipped into a large pool of what appears to be Argent energy in liquid form. After a few seconds, the energy blade will form over the hilt, restoring the Crucible to full functionality. The Doom Slayer takes it with him on his way to recover Hayden's remains. After Khan Maykr cuts the power aboard the Fortress of Doom, the Slayer uses the demonic Crucible as an alternative power source, allowing him to restore his base's functionality (albeit with red lights instead of blue). Hayden notes the irony of the Crucible (a powerful source of Argent Energy, which the Doom Slayer has vowed to destroy) being used to facilitate the Slayer's mission, commenting that the Khan Maykr was unaware that it was in the Slayer's possession when she set her latest plan into motion. The second Crucible is the personal weapon of the Doom Slayer himself, having been wielded during his time as a Night Sentinel. He lost the weapon after using it to slay a Titan on Taras Nabad, which marked the start of his legend among the Sentinels. Needing the Crucible's power once more, the Slayer returns to the scene of the battle and breaks off the hilt of his weapon to avoid resurrecting the Titan. After reforging the Crucible's blade and marking it with his emblem, he can use it as a weapon, wielding it to defeat the Icon of Sin. The crucible can instantly kill any fodder demon to any super heavy demon
- #36The Doom Slayer
Keys: the beast, Doomslayer, doom marine, doomguy, The Doom Slayer, unchained predator, hellwalker, slayer, Doom Slayer · Secondary:
The Doom Marine was originally a human from Earth who served in the Marines and was dishonorably discharged due to assaulting his commanding officer after refusing to fire upon a crowd of unarmed civilians and was later transferred to the UAC Phobos base as security. The Marine soon found himself trying to prevent the demons of Hell from invading Earth. After having fought demonic hordes through Phobos, Deimos and Hell, he returned home to find Earth now overrun by demons. Among the billions of people killed were his family, including his pet rabbit Daisy, giving him further reason to pursue hunting the demons. He continued fighting the horde on Earth, before taking the fight to Hell once more.(It is somewhat unclear if the marine of Final Doom is the Doom Marine himself (the box suggests it is the same marine “finishing what he started”) or involved the concurrent adventures of various other Marines, as the Doom 3 game and expansions, and Quake II game and expansions, explicitly do. But Doom 64 is meant to be canon.) Following this, the Marine was decommissioned. Some years later though, he was called upon again to fight the hellish force attacking a space station[5], prompting him to return to Hell where he defeated the Mother of All Demons. In order to save Earth, he decided to close the portal from inside Hell and continue the fight against the demons. The Mother's sister, Resurrector, wanted vengeance, thus teleported him to Sedna to kill him there. But he fought his way to Hell again and defeated her there. Once more, chose to remain in Hell to fend off the demons. At some point, he somehow became stranded on the world of Argent D'Nur, ending up in a different dimension entirely after his indefinite stay in Hell (He was possibly sent there by demons, like the Resurrector sent him to Sedna in Doom 64: The Lost Levels). There he is captured by the world's inhabitants, the Argenta, and brought before the Order of the Deag in Sentinel Prime. The Argenta were unable to understand his language and he was incoherent, as his mind was crippled with rage, and he only talked about demons. (Amusingly, they described his English as an "ugly tongue".) The Priests decided to put him through a trial by combat in the Blood Arena in order to judge on whether he would gain his freedom. Eventually, the Marine (dubbed as the "Outlander" by the Argenta) proved himself to be extraordinarily skilled and earning the admiration of the Argenta. This garnered the attention of the clergy and ruling powers of Argent D'Nur, including the Khan Maykr herself, and despite being an outlander he was taken in and trained in their military, serving to spread the teachings of the Maykr race. Inevitably, Argent D'Nur was invaded by the demons and the Marine immediately entered the fight; in which his fervor for their destruction soon caught the attention of King Novik, who deemed him worthy to join the Night Sentinels. Initially the traditionalists of the Night Sentinels were very reluctant to allow the man into their ranks, as the Order forbids from having Arena-borne prisoners or foreigners. But over time, the Outlander earned their utmost respects as he proved his skills and unwavering determination at slaying Hell's demonic legions and becoming the Order's brother-in-arms. The Marine participated in a pivotal battle against the Dreadnought, a monstrous Titan sent to lead a total demonic assault on the heart of Argent D'Nur. As the Sentinels were nearly overwhelmed by the demons, the Marine was approached by a Maykr, known as the Seraphim, who offered his help to defeat the Dreadnought. He was brought to the Chapel of Purity and submitted to the Divinity Machine, blessing him with fierce speed and great power to match his will. Using his newfound powers, the Marine took the Crucible, a weapon held for a true Sentinel warrior king, and using it to slay the Dreadnought and planting the blade inside the beast's heart. Since then, the Sentinels deemed the Marine as a chosen hero, and he gained his (in)famous title: the Doom Slayer. The Slayer lead the Night Sentinels deeper into Hell, earning many victories and unwittingly allowing the Khan Maykr to build factories in Hell's domains to harvest Hell Essence to produce Argent Energy while endorsing the Slayer's name as the will of the Maykrs. The Slayer did not care about the polity of the Sentinels and the Maykrs, as he was too focused on destroying the demons, and consequently remaining unaware of the Maykrs' insidious secrecy of harvesting Argent Energy from mortal souls at the cost of working with the demons. After the truth of the Maykrs' betrayal was revealed, the Slayer remained loyal to the Sentinels opposed to the Khan Maykr. After years of fighting in a civil war against both demons and the loyalist who sided with the Maykrs, an opportunity to end the war was supposedly discovered. At the behest of the Order of the Deag, the Doom Slayer accompanied the Night Sentinels to Hell in the hopes of securing a final victory against the demons. However, they realized too late that the priests had betrayed them to the Khan Maykr. The Slayer and the Night Sentinels were left stranded in Hell and endlessly fought the infinite demon hordes. One by one, the Night Sentinels were killed, save for the Doom Slayer and Valen, the latter of whom allowed the demons access to the Elemental Wraiths in exchange for his son's resurrection. When Argent D'Nur fell, Valen, now known as the Betrayer, chose to stay in Hell for the remainder of his days in self-imposed exile. The Doom Slayer, on the other hand, continued his endless killing spree. Over time, the demons themselves grew to fear him. A Titan was chosen as Hell's champion and sent to kill the Slayer, only to be killed by him. Having failed to kill the Slayer at every attempt, the demons instead lured him into a Blood Temple before collapsing the entire structure on top of him. Trapped beneath the ruin, the Slayer was entombed within a sarcophagus and frozen in stasis within the Kadingir Sanctum, preserved by the Dark Lord in order to use him against the Maykrs in the future. He would remain there for an extremely long time until he was found and recovered by an Union Aerospace Corporation expedition led by Dr. Samuel Hayden while procuring demon specimens and Hell artifacts. Hayden led his forces in defeating the demons that fiercely guarded the sarcophagus and taking the Slayer to the UAC facility on Mars. Upon identifying the Slayer and his armor from within the Helix Stone, and the developing suspicion of his employee and former protégé Olivia Pierce, Samuel had the sarcophagus hidden in a concealed location within the UAC facility.
- #37Argent D'Nur
Keys: sentinels, night sentinel, night sentinels, sentinel, Argent D'Nur, Argent DNur, Argenta
Argent D'Nur is a planet upon which the Argenta, or Sentinels, originated. The realm has since been conquered and partially consumed by Hell. The Argenta are apparently members of the human race like the people of Earth, with various hints that they share a common origin, as opposed to the non-human Maykr. The Night Sentinels are their warrior caste, which the Slayer had joined during his adventures before the events of DOOM and Doom Eternal. Millions of years ago, the planet of Argent D'Nur was dormant and lifeless: a grey cataract in the eye of creation. That is, until the coming of the Wraith. A massive crystalline object known to later history as the World Spear mysteriously arrived from the depths of space and crashed into the planet with enough force to pierce it from pole to pole. Soon after this impact, from the wound torn in the planets heart emerged angelic creatures known as the Wraiths, who spread across Argent D'Nur as their immense power, known in Argenta legends as the Wraithcall, seeded life onto the planet, starting with a race of giants called the Ancestrals and then the first men. The Wraiths possessed powerful abilities, which they granted to the Argenta, who saw these gifts as magic. Thus they formed a warrior society, led by kings who were required to lead their troops in battle to be regarded as worthy, with the Wraiths as their patron god. The Night Sentinels served as their protectors, while the priests of the Order Deag would worship and venerate them. Despite this, conflicts between Argenta tribes are common and many civil wars between Argenta tribes occurred. The Argenta would later encounter another race of powerful beings, the Maykrs. The Maykrs sent envoys to Argent D'Nur and offered to bring order to their world. The creatures offered not just strength or technology, but an eternal reward: those who served them would be granted an afterlife in the realm of Urdak, alongside their loved ones. This eventually led to the formation of a powerful civilization which spread throughout the universe, conquering and colonizing countless worlds, including both Earth and Mars, with the present-day humans of Earth understood to be among their lesser descendants. While they still venerated the Wraiths deeply, they came to regard the Maykrs as their true gods; particularly their leader, a radiant being of ancient wisdom known as the Khan Maykr. Shortly after the arrival of the man who would one day be known as the Doom Slayer, forces from Hell began their first attacks against Argent D'Nur, emerging at the holy city of Taras Nabad. The enemy’s plans for conquest were thwarted, at great cost, by the might of the Night Sentinels. The war with the demons led to the discovery of what was called the "Essence" or "Elixir", Argent Energy, by Argenta priests studying fallen demons, and while initially this was seen as a possible weakness that could be exploited, it soon proved more useful as a fuel source. Through the use of a formulation developed by the priests, strength, wisdom, and eternal life could be granted, as well as an incredible source of power for machines or weapons.[6] The Night Sentinels were among the few to reject this new marvel, seeing it as interfering with their traditions and suspecting a substance drawn from the enemy.
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