- Baron Of Hell (Doom) | Doom Wiki | Fandom
- ZDoom • View Topic - D4D - V3 Alpha 8.8 Final (11/22/2020)
- ZDoom • View Topic - [SPRITE] Doom 4 Hellknight (Update 3)
- ZDoom • View Topic - [SPRITES] Spriting Carnival!!
- Classes:HellKnight - ZDoom Wiki
- Hell Knight - Identical to the Baron of Hell but tanned in color, emits higher-pitched sounds and endures only half as much damage. Icon of Sin - Though not technically a monster, it does still represent one of the protagonist 's opponents. The principal one, to be exact, that must be defeated to win the game.
- Hell Knight - Identical to the Baron of Hell but tanned in color, emits higher-pitched sounds and endures only half as much damage. Icon of Sin - Though not technically a monster, it does still represent one of the protagonist 's opponents. The principal one, to be exact, that must be defeated to win the game.
Baron of Hell and Hell Knight sprites. Phobos867: D4 imp sprite, modified from the 'roach' monster and cacodemon sprite MW-21: Sound contributions for Archvile and Arachnotron. Other credits. Amuscaria: Monster sprites for Arachnotron, Archvile, Hell Mancubus, Baron of Hell, Pain Elemental.
From DoomWiki.org
The Monster Resource WAD is a 2004 creation from the ZDoom community, spearheaded by Kara Rader (Nanami) and providing several new monsters to the Doom bestiary; which have since found their way to several other mods. It eventually was superseded by the Realm 667 'Beastiary'.
- 1Content
Content[edit]
The custom monsters are split into two parts: possessed zombies are placed in humans.wad, and the rest is places in monsters.wad. Both are found in the same zip archive, as well as two demo maps allowing to test the monsters.
Monsters[edit]
- Afrit
The afrit (not to be confused with the Hexenafrit) is a fiery-red flying variant of the baron of Hell. It has no legs, instead its lower body is made of flames and sparks. It has a variety of fire-based attacks and is constantly orbited by two flaming meteors similar to those it can throw at its enemies.The sprites were created by Espi, though the attack frames were based on those created by Kristus for the 'arch-demon' in Ni'mRoD - IXNAY on the HOMBRE. Its behavior was coded mostly by Nanami.The afrit was one of the most popular monsters from the MRW, even appearing (adapted to DeHackEd) in Bloodstain, Resurgence and Scythe 2.
- Arachnophyte
Originally created by Quasar for the defunct Eternity TC, the arachnophyte is a weaker spider mastermind whose legs have been replaced by jet thrusters, allowing it to fly.
- Belphegor
Coming from the Skulltag roster, this is a dark-red baron of Hell with black leg fur and thrice as much health as a Hell knight.
- Blood demon
One of the Skulltag monsters, it is merely a tougher demon with dark red sprites.
- Cacolantern
Another Skulltag monster, this is a cacodemonJack-o'-lantern has twice as much health and fires a faster projectile. It has been given a new sprite set edited by Lexus Alyus, which shows them as bright orange, hollowed cacodemons with the eye plucked out and lit by a black candle placed inside of them.
- Cacolich
Using original sprites by Vader and code from TheDarkArchon, these undead cacodemons are available in two versions that differ only in their attack types.
- Cyber mastermind
Created by Nanami from the spider mastermind chassis and the cyberdemon's upper body, this monster combines both of Doom's boss monsters into one.
- Dark imps
There are three variants of the dark imp concept. All have twice as much health as the regular imp and the same recolored imp sprites, however they vary by their attack patterns. Nanami's own version shoots a homing projectile; the Skulltag version shoots a fast projectile; and the Void version (which, in Void itself, was merely a reskin of the undead warrior from Heretic) randomly shoots either a weak or a powerful projectile.
- Enhanced cacodemon
Visually similar to Skulltag's abaddon, this gray cacodemon created by Tormentor667 attacks with a spread of three fireballs.
- Familiars
Two small flying creatures created by Espi from Hexen sprites, with code by Nanami. The dragon familiar, based on scaled-down and cleaned up death wyvern sprites, has a ranged breath weapon; the bat familiar, using the bat SFX from Hexen, is limited to melee attacks.
- Fast imp
A monster adapted by Graf Zahl from STRAIN, this is a normal-looking imp that moves much faster and throws fireballs repeatedly at a high fire rate.
- Fire wyvern
Based by Graf Zahl on the Mordeth enemies that use the same green-colored Hexenafrit sprites, this is a basic enemy, similar to the afrits and fire gargoyles: it flies and shoots fireballs.
- Hell guard
A creation of Espi, based on the Hell knight's legs and the Hereticophidian's body, it attacks by throwing volleys of bright yellow projectiles from its staff.
- Hell's fury
Using sprites created by Torm based on the recolored body of a Hell noble with black skin and white leg fur, and a head taken from the beta lost soul, this monster has been coded by TheDarkArchon to use two different projectile attacks.
- Hell warrior
Another Hell noble wielding equipment, this creation of Tormentor is a baron with a copperish tan skin carrying a recolored centaur shield. In KDIZD, it would get new sprites with a lion head and a fiery fist.
- Imp warlord
Originally a concept from Nick Baker's Doom Beastiary by Espi, it was completed by Espi and given its combat behavior by Nanami, alternating between five different attacks, including the ability to summon familiars. The sprites are created using elements from several Hexen sprite sets, notably the centaur and the cleric.
- Lord of Heresy
Baron Of Hell (Doom) | Doom Wiki | Fandom
Originally a simple reskin by Vader of the baron of Hell in The Rebirth, this winged Hell noble becomes a stronger monster able to fire up to three fireballs at once.
- Maelstrom
An edit of the beta lost soul by Tormentor667, coded by TheDarkArchon.
- Mauler demon
Inspired by the behavior of the mauler demon in Ni'mRoD - IXNAY on the HOMBRE, and using sprites from STRAIN, this red demon coded by Graf Zahl charges at its targets like a lost soul.
- Nightmare cacodemon
Coded by Graf Zahl with sprites recolored by Bouncy, this is a reinterpretation of the monster from the Doom 64 TC. Bright blue but mostly transparent, it is very fast and aggressive.
- Plasma elemental
Created by Stephen Clark (The Ultimate DooMer) and coded by TheDarkArchon, this is simply a pain elemental that shoots a stream of plasma projectiles. Its death throes likewise throw plasma in all directions.
- Rail arachnotron
An arachnotron equipped with a railgun, created by Torm and coded by Graf Zahl.
- Satyr
A recolored baron created by Nanami and limited to melee attacks. It would eventually get its own set of original sprites, created by Vader, in KDIZD; but in the MRW it is a Hell noble with tan fur on its legs and dark brown skin.
- Soul harvester
This gray-colored imp created by Tormentor667 is originally a reskin of the Hereticnitrogolem. Like the satyr, it would eventually get new sprites in KDIZD.
- Scorpion mastermind
Created by LilWhiteMouse, this is a boss monster similar to the spider mastermind in design. A scorpion-like robotic chassis equipped with a chaingun stinger and a rocket launcher claw, with a green brainhead shaped somewhat like that of a shark or lizard. The sprite set was created from a model of LWM's design and does not fit so well among the rest of the Doom sprites.
- Snake imp
Created by Cyb from the ophidian sprites, this is a green, naga-like imp, inspired by the 'Imp Serpent' concept by Enjay from Nick Baker's Beastiary.
- Stone imp
Created by Espi, this tough and spikeless imp variant is functionally closer to a slower demon.
- Super imp
Adapted from Obituary by The Innocent Crew (where it actually was a reskinned Hell knight tweaked with DeHackEd), this imp looks like all other imps until it starts throwing a projectile.
- Tortured soul
An edit of the pain elemental sprites by Jason Masihdas (Amaster), with code by Xaser to make it attack with green poison clouds.
- Terror
A variant of the lost soul with black and orange flames that explodes on contact, created by Torm and coded by Graf Zahl.
scorpion mastermind, cyber mastermind
Fire wyvern, Hell's fury, fast imp
Rail arachnotron, terror, mauler demon
Hell guard, nightmare cacodemon, soul harvester
enhanced cacodemon, Hell warrior
afrit, lord of heresy, tortured soul
the dark imp trio
stone imp, arachnophyte, imp warlord
dragon familiar, bat familiar, snake imp
satyr, blood demon
cacolantern, belphegor
super imp, cacolich
cacolichs, maelstrom, plasma elemental
Zombies[edit]
- BFG zombie
A black-haired zombie equipped with a BFG9000 and which drops cells when killed, created by Graf Zahl.
- Chainsaw zombie
A zombieman wielding a chainsaw, created by Bouncy and with additional scripting by Graf Zahl.
- Plasma zombie
A zombieman in a bloodstained green armor that wields a plasma gun and drops cells.
- Rapid fire trooper
A yellow-haired zombieman created by Graf Zahl, with a fire rate similar to the Wolfenstein SS.
- Rifle zombie
A sergeant with ochre blood (supposed to be rotten meat) that uses very fast projectiles instead of hitscan, coded by TheDarkArchon and sprited by Tormentor667. The sprites are also used by the zombie railgunner.
- Rocket guy
Based on a monster from Obituary by The Innocent Crew, this masked zombie wields a rocket launcher. Available in two versions, one that is immune to splash damage and another that can kill itself by accident.
- Shotgun soldier
A possessed soldier with a clean uniform. Its shotgun fires seven pellets instead of three, same as the player's shotgun, making him more dangerous than a normal sergeant. The sprites were provided by NiGHTMARE, though he did not make them.
- Spread fire zombie
A variant of the chaingunner using a plasma weapon that fires bursts of three projectiles, alternatively vertical and horizontal. This was inspired by the spreadfire cannon in Descent.
- Stealth fighter
Based on the 'high-tech guy' from Obituary by The Innocent Crew, this enemy has a mostly transparent sprite set and a high rate of fire.
- Zombie marine
A zombie with a protective helmet and firing with an automatic rifle, created by Bouncy.
- Zombie railgunner
Coded by Bouncy and using the same sprites as the rifle zombie, this rotten sergeant wields a railgun. Four versions differing only by the amount of damage they deal are included.
zombie marine, rapid fire trooper, rocket guy
other rocket guy, chainsaw zombie, plasma zombie
zombie railgunner, shotgun soldier, BFG zombie
stealth fighter, rifle zombie, spread fire zombie
External links[edit]
- Monster Resource WAD at Doomworld/idgames
From DoomWiki.org
The Hell knight is introduced in Doom II as a weaker version of the baron of Hell. This new monster has a tan torso, as opposed to the baron's pink coloration. The manual for Doom II describes the Hell knight as follows: 'Tough as a dump truck and nearly as big, these Goliaths are the worst things on two legs since Tyrannosaurus rex'. The same description was previously used for the baron in the original Doom manual.
In terms of gameplay, the Hell knight is identical to the baron of Hell, merely with half the hit points. As a result, it is a medium strength monster that is more vulnerable than the baron to small arms fire (eg., the shotgun or chaingun), but much more durable than an imp. It allows Doom II maps to host a weaker monster, albeit with high attack power, giving the player a decent amount of challenge without slowing down the action.
- 6Other games
Combat characteristics[edit]
Hell knights emit wake-up and death cries similar to those of the baron of Hell, though higher in pitch (and in the case of the death cry, shorter in length and raspier). Possessing 500 hit points, Hell knights present a significant challenge to the player, although less than that of a boss monster. Hell knights have both melee and distance attacks, scratching at close range and throwing green fireballs from a distance. Their attacks are identical to and just as lethal as those of the baron.
Tactical analysis[edit]
Hell knight fireballs are faster than imp and cacodemon fireballs and inflict heavy damage. They have a low pain chance that makes the rocket launcher, plasma gun and super shotgun the most effective weapons against them. The chaingun and shotgun are also effective at close range. It is not recommended to use a melee attack due to their own scratching melee attack; however, five punches from a player powered up by a berserk will usually kill one. A player attempting such an attack must move in quickly to attack and quickly withdraw to avoid the counterattack.
Roughly speaking, killing a Hell knight requires either 50 bullets, 6 seconds with the chainsaw, 8 close range shotgun blasts, 3 point-blank super shotgun blasts, 3 rocket hits or 23 energy cell shots. A single close range hit by the BFG9000 easily dispatches a Hell knight but it is usually a waste of ammo unless attacking several simultaneously.
Hell knights are less of a threat than weaker monsters because attacks are simple and generally easier to predict. With sufficient distance, the projectiles can be dodged without much difficulty, but at closer range they can be more difficult to avoid and potentially lethal.
Since Hell knights have half the hitpoints but the same amount of potential damage to the player, two barons of Hell would be significantly easier than four Hell knights. Most maps will avoid 'packs' of Hell knights for this reason.
Hell knights and barons of Hell throw the same projectiles. Contrary to popular belief, this has nothing to do with the fact that Hell knights and barons do not infight with one another in the PC version of the game. Rather, there is a hard-coded exception for these two enemies which causes them to consider each other as belonging to the same species. This exception was overlooked when the Doom II source code was combined with the Atari Jaguar code base to create the Sony PlayStation port of Doom II, and as a result, barons and knights infight in both that game and its offspring, Doom 64. The only way for barons and knights to infight in the PC version of the game is for one to damage the other with a barrel.
Notes[edit]
- The Hell knight's death sound is based on a recording of a jaguar with extra effects added.
- All of the Hell knight's animations are identical to the baron's. While the color swap effect could have been accomplished by applying a translation, just like those that are used to recolor players during multiplayer games, a full second set of sprites is instead included with the recoloring already applied.
- There is a coloring mistake in one of the Hell knight's attack frames: while most of the Hell knight's frames depict the creature with brown hooves, the errant frame depicts the Hell knight with gray hooves instead.
- The official French name of the monster is chevalier de l'enfer.
Data[edit]
|
|
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Blows needed to kill1 | Mean | Standard deviation | Min | Max |
Player (100% health, no armor) | 2.77 | 0.78 | 2 | 5 |
Player (100% health, security armor) | 3.87 | 1.02 | 2 | 7 |
Player (200% health, combat armor) | 9.41 | 1.48 | 6 | 13 |
Barrel | 1.12 | 0.33 | 1 | 2 |
Zombieman | 1.12 | 0.33 | 1 | 2 |
Shotgun guy | 1.25 | 0.46 | 1 | 3 |
Wolfenstein SS | 1.61 | 0.70 | 1 | 4 |
Imp | 1.81 | 0.76 | 1 | 4 |
Heavy weapon dude | 2.04 | 0.79 | 1 | 4 |
Lost soul | 2.77 | 0.78 | 2 | 5 |
Commander Keen | 2.77 | 0.78 | 2 | 5 |
Demon | 3.87 | 1.02 | 2 | 7 |
Spectre | 3.87 | 1.02 | 2 | 7 |
Romero's head2 | 6.12 | 1.19 | 4 | 10 |
Revenant | 7.22 | 1.33 | 5 | 11 |
Cacodemon | 9.41 | 1.48 | 6 | 13 |
Pain elemental | 9.41 | 1.48 | 6 | 13 |
Hell knight | 11.65 | 1.67 | 8 | 16 |
Arachnotron | 11.65 | 1.67 | 8 | 16 |
Mancubus | 13.84 | 1.72 | 10 | 18 |
Arch-vile | 16.07 | 1.78 | 12 | 20 |
Baron of Hell | 22.81 | 2.10 | 17 | 27 |
Spiderdemon | 67.42 | 2.81 | 61 | 74 |
Cyberdemon | 89.66 | 2.76 | 83 | 95 |
Shots needed to kill | Mean | Standard deviation | Min | Max |
Player (100% health, no armor) | 3.37 | 0.88 | 2 | 6 |
Player (100% health, security armor) | 4.78 | 1.04 | 3 | 8 |
Player (200% health, combat armor) | 11.68 | 1.70 | 8 | 16 |
Barrel | 1.27 | 0.51 | 1 | 3 |
Zombieman | 1.27 | 0.51 | 1 | 3 |
Shotgun guy | 1.44 | 0.60 | 1 | 4 |
Wolfenstein SS | 2.04 | 0.77 | 1 | 5 |
Imp | 2.25 | 0.76 | 1 | 5 |
Heavy weapon dude | 2.56 | 0.73 | 2 | 5 |
Lost soul | 3.37 | 0.88 | 2 | 6 |
Commander Keen | 3.37 | 0.88 | 2 | 6 |
Demon | 4.78 | 1.04 | 3 | 8 |
Spectre | 4.78 | 1.04 | 3 | 8 |
Romero's head2 | 7.66 | 1.32 | 5 | 11 |
Revenant | 9.04 | 1.46 | 6 | 13 |
Cacodemon | 11.68 | 1.70 | 8 | 16 |
Pain elemental | 11.68 | 1.70 | 8 | 16 |
Hell knight3 | ||||
Arachnotron | 14.55 | 1.88 | 10 | 19 |
Mancubus | 17.27 | 2.00 | 12 | 21 |
Arch-vile | 20.10 | 2.11 | 14 | 25 |
Baron of Hell3 | ||||
Spiderdemon | 84.14 | 2.60 | 79 | 93 |
Cyberdemon | 112.12 | 2.48 | 107 | 117 |
- These tables assume that all calls to P_Random for damage, pain chance, blood splats, impact animations, and backfire checks are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of 'consecutive' calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
- Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).
Appearance statistics[edit]
In the IWADs the Hell knight is first encountered on these maps per skill level:
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The IWADs contain the following numbers of Hell knights per skill level:
|
|
Of the maps covered on the Doom Wiki, the following have the highest numbers of knights in single-player:
Map | Count |
---|---|
Holy Hell Revealed | 5486 |
Okuplok Slaughter Map | 3923 |
Doomworld Mega Project 2019 | 1775 |
MAP19: City at the Mouth of Ire (Sunder) | 1596 |
Holy Hell MAP05 | 1487 |
This data was last verified on December 16, 2020.
Other games[edit]
ZDoom • View Topic - D4D - V3 Alpha 8.8 Final (11/22/2020)
Doom 64[edit]
Though overall similar to the standard Hell knight, the variant found in Doom 64 is less pale in color, and more closely resembles Doom's baron of Hell.
One quirk of the game is that they can deal and receive missile damage to and from barons of Hell, so infighting between the two monsters is possible.
Doom RPG[edit]
In Doom RPG, the baron of Hell and the Hell knight both belong to the 'baron' monster class. There are three variations, identified by color:
- Ogre (green torso, red hands, brown legs)
- Hell knight (brown torso, green hands, pink legs)
- Baron (pink torso, orange hands, brown legs)
As in the original, the Hell knight is not as powerful as the baron, though both are more powerful than the new 'ogre' variation. This class of monster is especially weak against attacks from shotguns.
Ogre
Hell knight
Baron
ZDoom • View Topic - [SPRITE] Doom 4 Hellknight (Update 3)
Monsters from Doom and Doom II |
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Doom:Baron of Hell | Cacodemon | Cyberdemon | Demon | Imp | Lost soul | Shotgun guy | Spectre | Spiderdemon | Zombieman Doom 2:Arachnotron | Arch-vile | Commander Keen | Heavy weapon dude | Hell knight | Mancubus | Pain elemental | Revenant | Wolfenstein SS | Final boss |
Monsters from Doom 64 |
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From Doom:Arachnotron | Baron of Hell | Cacodemon | Cyberdemon | Demon | Hell knight | Imp | Lost soul | Mancubus | Pain elemental | Shotgun guy | Spectre | Zombieman New:Marine | Mother demon | Nightmare imp |
ZDoom • View Topic - [SPRITES] Spriting Carnival!!
Monsters from the Sony PlayStation version of Doom |
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Doom:Baron of Hell | Cacodemon | Cyberdemon | Demon | Imp | Lost soul | Shotgun guy | Spectre | Spiderdemon | Zombieman Doom 2:Arachnotron | Heavy weapon dude | Hell knight | Mancubus | Pain elemental | Revenant New:Nightmare spectre |