Difference between revisions of "Hell knight"

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{{Doom 3 also in}}
 
{{Doom 3 also in}}
 
[[Image:HellKnight-Evilution-map16.png|thumb|right|256px|A hell knight guards the [[Partial invisibility]] sphere in [[TNT: Evilution]] [[MAP16: Deepest Reaches (TNT: Evilution)|MAP16: Deepest Reaches]].]]
 
[[Image:HellKnight-Evilution-map16.png|thumb|right|256px|A hell knight guards the [[Partial invisibility]] sphere in [[TNT: Evilution]] [[MAP16: Deepest Reaches (TNT: Evilution)|MAP16: Deepest Reaches]].]]
Introduced in [[Doom II]], the '''hell knight''' is a weaker version of the [[Baron of Hell]] that has a tan rather than pink torso. The manual for Doom II describes it as "''tough as a dump truck and nearly as big, these Goliaths are the worst things on two legs since [[Wikipedia:Tyrannosaurus rex|Tyrannosaurus rex]]''", the same description previously used for the baron in the original [[Doom]] manual.
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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 {{wp|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 less hit points. As a result it is a medium-strength monster that is more vulnerable than the Baron is to small arms fire (eg. [[shotgun]] or [[chaingun]]). Unlike the Baron that can require significant ammo from heavier weapons (eg. [[rocket launcher]]), the hell knight offers resistance without slowing the action of the game.
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In terms of gameplay, the Hell knight is identical to the Baron of Hell, merely with half the [[hit point]]s. 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]]. Unlike the baron, which can require significant ammo from heavier weapons such as the [[rocket launcher]] to be dispatched, the Hell knight offers respectable resistance without slowing down the action of the game.
  
 
== Combat characteristics ==
 
== Combat characteristics ==
  
Hell knights emit wake-up and death cries similar to those of the [[baron of hell]], though sped-up and louder. Carrying 500 [[hit point]]s, 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.
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Hell knights emit wake-up and death cries similar to those of the [[baron of hell]], though higher in pitch. Possessing 500 [[hit point]]s, 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 ==
 
== Tactical analysis ==
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== Trivia ==
 
== Trivia ==
* The hell knight death sound is a jaguar sound effect with extra effects added. The hell knight death sequence is identical to the baron's.
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* The Hell knight's death sound is based on a recording of a jaguar with extra effects added.  
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* 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 [[player]]s during [[multiplayer]] games, a full second set of sprites is instead included with the recoloring already applied.
  
 
== Data ==
 
== Data ==

Revision as of 00:29, 23 August 2014

Template:Doom 3 also in

A hell knight guards the Partial invisibility sphere in TNT: Evilution MAP16: Deepest Reaches.

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. Unlike the baron, which can require significant ammo from heavier weapons such as the rocket launcher to be dispatched, the Hell knight offers respectable resistance without slowing down the action of the game.

Combat characteristics

Hell knights emit wake-up and death cries similar to those of the baron of hell, though higher in pitch. 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

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 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.

Hell knights and barons of hell throw the same projectiles and cannot be injured by them. As a result, the only way that the two can be triggered to fight one another is if one catches the other in a barrel explosion.

Trivia

  • 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.

Data

Attributes
ID # 69 (decimal), 45 (hex)
Hit points 500
Speed 8 map units per frame
(93.3 map units per second)
Width 48
Height 64
Reaction time 8
Pain chance 50 (19.53%)
Pain time 4 tics
Mass 1000
Bits 4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite name BOS2
Alert sound DSKNTSIT
Action sound DSDMACT
Pain sound DSDMPAIN
Death sound DSKNTDTH
Melee attack
Damage 10-80
Sound DSCLAW
Ranged attack
Type Projectile
Speed 15 map units per tic
(525 map units per second)
Damage 8-64
Width 6
Height 8
Sprite name BAL7
Sound DSFIRSHT (firing)
DSFIRXPL (impact)
Damage done by a hell knight's clawing attack
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
Damage done by a hell knight's fireball
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

  1. 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.
  2. Assumes that direct hits are possible, which does not occur in any stock map.
  3. Hardcoded exception to infighting negates damage (excepting indirect damage caused by exploding barrels).

Appearance statistics

In classic Doom, the hell knight is first encountered on these maps:

Game ITYTD and HNTR HMP UV and NM
Doom II MAP06: The Crusher MAP06: The Crusher MAP05: The Waste Tunnels
TNT: Evilution MAP03: Power Control MAP04: Wormhole MAP02: Human BBQ
Plutonia MAP02: Well of Souls MAP02: Well of Souls MAP02: Well of Souls

The IWADs contain the following numbers of hell knights:

Game ITYTD and HNTR HMP UV and NM
Doom II 22 58 75
TNT: Evilution 63 93 110
Plutonia 104 138 151

Other games

Doom 64

A hell knight in Doom 64

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

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, brown 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.