Difference between revisions of "Arch-vile"

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(Not even half as fast as a charging lost soul.)
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Upon spotting the player, the Arch-vile emits a high-pitched, distorted laugh. When killed, it utters an anguished cry as its body seems to fall apart, collapsing in on itself into a bloody heap.
 
Upon spotting the player, the Arch-vile emits a high-pitched, distorted laugh. When killed, it utters an anguished cry as its body seems to fall apart, collapsing in on itself into a bloody heap.
  
These monsters can take a considerably high amount of damage (700 [[hit point]]s, the fourth highest in the game), and their attack consists of a unique ability to immolate their enemies in flames by raising their arms up, summoning fire upon the targeted foe, regardless of range (though they will not use their attack from more than 896 map units away unless hurt). They then hunch over and clasp their hands together, causing the fire to erupt, usually sending the enemy flying into the air, while causing up to 90 points in damage. This attack will always hit the enemy as long as there is a line of sight between the arch-vile and the target by the moment when the explosion happens, and can be avoided by staying out of the its line of sight at that moment, which is usually relatively easy since it takes the arch-vile about three full seconds to do one attack, from when it first calls the fire to when it actually sends out the blast. The blast occurs near the end of the spell. <!--Moving out of sight will not cause arch-vile to stop its attack. The demon will continue to finish its spell even after the blast however it is safe to come out of cover at this time.  In fact the only time the doom guy needs cover is at the moment of blast. This can be useful in speed-running.-->
+
These monsters can take a considerably high amount of damage (700 [[hit point]]s, the fourth highest in the game), and their attack consists of a unique ability to immolate their enemies in flames by raising their arms up, summoning fire upon the targeted foe, regardless of range (though they will not use their attack from more than 896 map units away unless hurt). They then hunch over and clasp their hands together, causing the fire to erupt, usually sending the enemy flying into the air, while causing up to 90 points in damage. This attack will always hit the enemy as long as there is a line of sight between the arch-vile and the target by the moment when the explosion happens, and can be avoided by staying out of the its line of sight at that moment, which is usually relatively easy since it takes the arch-vile about three full seconds to do one attack, from when it first calls the fire to when it actually sends out the blast. The blast occurs near the end of the attack. <!--Moving out of sight will not cause arch-vile to stop its attack. The demon will continue to finish its attack even after the blast however it is safe to come out of cover at this time.  In fact the only time the doom guy needs cover is at the moment of blast. This can be useful in speed-running.-->
  
 
The arch-vile has the power to resurrect other, lower-level monsters that they come across. They can resurrect all monsters that leave corpses except [[cyberdemon]]s, [[spiderdemon]]s, [[Commander Keen]]s, and other arch-viles. They also cannot resurrect corpses that were placed on map by the level designer. This resurrecting power makes them top priority to kill in battle, to stop them from reviving defeated monsters and forcing the player to spend extra precious ammunition. However, the player does get credit for killing resurrected monsters, so in levels containing an arch-vile the <small>KILLS</small> percentage displayed at the end may exceed 100%.
 
The arch-vile has the power to resurrect other, lower-level monsters that they come across. They can resurrect all monsters that leave corpses except [[cyberdemon]]s, [[spiderdemon]]s, [[Commander Keen]]s, and other arch-viles. They also cannot resurrect corpses that were placed on map by the level designer. This resurrecting power makes them top priority to kill in battle, to stop them from reviving defeated monsters and forcing the player to spend extra precious ammunition. However, the player does get credit for killing resurrected monsters, so in levels containing an arch-vile the <small>KILLS</small> percentage displayed at the end may exceed 100%.
  
Arch-viles are the fastest monsters in the game except for charging [[lost soul]]s, almost 50% quicker than even the [[cyberdemon]], and meeting two or more of them at once without any cover spells doom for most players. They are also the most resistant monster to [[pain state|pain]], which makes canceling their attacks difficult; a point-blank shot with the [[super shotgun]] only disrupts their spell 55% of the time.
+
Arch-viles are the fastest monsters in the game except for charging [[lost soul]]s, almost 50% quicker than even the [[cyberdemon]], and meeting two or more of them at once without any cover spells doom for most players. They are also the most resistant monster to [[pain state|pain]], which makes canceling their attacks difficult; a point-blank shot with the [[super shotgun]] only disrupts their attack 55% of the time.
  
 
Arch-viles can be hurt by the [[blast damage]] of their own flame attack, so it is possible for an attacking arch-vile to hurt itself or any arch-vile close to its target. However, monsters (including other arch-viles) damaged by an arch-vile's attack will never retaliate because there is an exception in the [[Doom source code|source code]] that prevents other monsters from targeting them. This does not stop arch-viles themselves from targeting and damaging other monsters, though. Arch-viles are easy to distract because of their lack of [[Monster behavior#Choosing target|targeting threshold]]; which means they will always immediately switch target when hit.
 
Arch-viles can be hurt by the [[blast damage]] of their own flame attack, so it is possible for an attacking arch-vile to hurt itself or any arch-vile close to its target. However, monsters (including other arch-viles) damaged by an arch-vile's attack will never retaliate because there is an exception in the [[Doom source code|source code]] that prevents other monsters from targeting them. This does not stop arch-viles themselves from targeting and damaging other monsters, though. Arch-viles are easy to distract because of their lack of [[Monster behavior#Choosing target|targeting threshold]]; which means they will always immediately switch target when hit.
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* MAP11 of [[The Plutonia Experiment]], [[MAP11: Hunted (The Plutonia Experiment)|Hunted]], is a maze where arch-viles are the only enemies. The same is true for MAP11 of [[Plutonia 2]] (The sequel to The Plutonia Experiment), [[MAP11: Arch-Violence (Plutonia 2)|Arch-Violence]].
 
* MAP11 of [[The Plutonia Experiment]], [[MAP11: Hunted (The Plutonia Experiment)|Hunted]], is a maze where arch-viles are the only enemies. The same is true for MAP11 of [[Plutonia 2]] (The sequel to The Plutonia Experiment), [[MAP11: Arch-Violence (Plutonia 2)|Arch-Violence]].
 
* The arch-vile's attack inflicts a base 20 points of damage, plus up to 70 additional points of [[blast damage]]. The blast damage against immobile targets is often around 63 or 67 points, as the center of the attack is not normally placed at the center of the target.
 
* The arch-vile's attack inflicts a base 20 points of damage, plus up to 70 additional points of [[blast damage]]. The blast damage against immobile targets is often around 63 or 67 points, as the center of the attack is not normally placed at the center of the target.
* Considering that the player only needs cover at the moment of blast, he can continuously fire at an arch-vile, using the moment of blast to reload his weapon. After the blast, the demon is still finishing its spell so its a good time for a potshot. The long spell of the demon usually gives the player enough time for two super shotgun shots, but the player better be [[Strafing|strafing]] toward a cover while making his second shot. The arch-vile in [[MAP03: Power Control|MAP03: Power Control (TNT: Evilution)]] provides a perfect situation to practice this.
+
* Considering that the player only needs cover at the moment of blast, he can continuously fire at an arch-vile, using the moment of blast to reload his weapon. After the blast, the demon is still finishing its attack so its a good time for a potshot. The long attack time of the demon usually gives the player enough time for two super shotgun shots, but the player better be [[Strafing|strafing]] toward a cover while making his second shot. The arch-vile in [[MAP03: Power Control|MAP03: Power Control (TNT: Evilution)]] provides a perfect situation to practice this.
 
* The [[cyberdemon]] and the [[spider mastermind]] are immune to blast damage, so it takes an arch-vile much longer to kill one of these enemies than one might expect.
 
* The [[cyberdemon]] and the [[spider mastermind]] are immune to blast damage, so it takes an arch-vile much longer to kill one of these enemies than one might expect.
  

Revision as of 22:14, 13 August 2013

Template:Doom 3 also in

First meeting with the arch-vile in MAP11 of Doom II

Arch-viles are emaciated-looking, yellowish-skinned humanoid figures with a grotesque appearance, including stigmata. They also have no flesh around their abdomens, revealing some of their ribcage. The Arch-viles first make their appearance in Doom II's Map 11. Their manual description is:

One of the worst of a bad lot. You can't think of enough rotten things to say about him. He's fast, hard to kill, casts spells, and resurrects dead monsters! At least these suckers are rare.

Combat characteristics

Upon spotting the player, the Arch-vile emits a high-pitched, distorted laugh. When killed, it utters an anguished cry as its body seems to fall apart, collapsing in on itself into a bloody heap.

These monsters can take a considerably high amount of damage (700 hit points, the fourth highest in the game), and their attack consists of a unique ability to immolate their enemies in flames by raising their arms up, summoning fire upon the targeted foe, regardless of range (though they will not use their attack from more than 896 map units away unless hurt). They then hunch over and clasp their hands together, causing the fire to erupt, usually sending the enemy flying into the air, while causing up to 90 points in damage. This attack will always hit the enemy as long as there is a line of sight between the arch-vile and the target by the moment when the explosion happens, and can be avoided by staying out of the its line of sight at that moment, which is usually relatively easy since it takes the arch-vile about three full seconds to do one attack, from when it first calls the fire to when it actually sends out the blast. The blast occurs near the end of the attack.

The arch-vile has the power to resurrect other, lower-level monsters that they come across. They can resurrect all monsters that leave corpses except cyberdemons, spiderdemons, Commander Keens, and other arch-viles. They also cannot resurrect corpses that were placed on map by the level designer. This resurrecting power makes them top priority to kill in battle, to stop them from reviving defeated monsters and forcing the player to spend extra precious ammunition. However, the player does get credit for killing resurrected monsters, so in levels containing an arch-vile the KILLS percentage displayed at the end may exceed 100%.

Arch-viles are the fastest monsters in the game except for charging lost souls, almost 50% quicker than even the cyberdemon, and meeting two or more of them at once without any cover spells doom for most players. They are also the most resistant monster to pain, which makes canceling their attacks difficult; a point-blank shot with the super shotgun only disrupts their attack 55% of the time.

Arch-viles can be hurt by the blast damage of their own flame attack, so it is possible for an attacking arch-vile to hurt itself or any arch-vile close to its target. However, monsters (including other arch-viles) damaged by an arch-vile's attack will never retaliate because there is an exception in the source code that prevents other monsters from targeting them. This does not stop arch-viles themselves from targeting and damaging other monsters, though. Arch-viles are easy to distract because of their lack of targeting threshold; which means they will always immediately switch target when hit.

Tactical analysis

It is not possible to reliably prevent an arch-vile from attacking, so it is essential to kill them very quickly or use cover. Futhermore, the cover may not be available, depending on the arch-vile location. As arch-viles move quickly, the cover may become unavailable after being used once or twice. The cover, however, is needed only for the very short periods when the arch-vile is about to damage the player. A timely BFG blast from a short distance is the only reliable method to kill an arch-vile before it can finish its attack. When using any other weapon, cover is necessary. The Plasma rifle will often suppress them from using their attack thanks to its high rate of fire. The Rocket launcher is also useful at dispatching them, although the player runs a risk of being counterattacked, especially if there are more than one of them at a time. If using the super shotgun, the player can also take a potshot at the archvile just after it had sent out the blast, as the archvile stands still after that for about half a second.

There are some interesting engine quirks associated with the arch-vile's attack and abilities, such as their assisting players with jumps and creating non-clipping ghost monsters.

Inspiration and development

The idea and name for the arch-vile came from Sandy Petersen.[1]

Bobby Prince said: "The Archvile is an evil healer. Anyone getting in his way is blasted with fire and disintegrated. This includes other demons. But, after he has wrought his destruction, he then goes around and reanimates all of the demons. Because of this interesting dual personality, I decided to give him a very evil laugh as an active sound. For his death sound, I recorded a young girl saying 'why,' pitch shifted it down and mixed it with other sounds. The Archvile just doesn't understand why anyone would want to kill him as he sees himself as only doing good for his fellow demon." [2]

Notes

  • The arch-vile is based on a model which is currently displayed in the id Software building.
  • A lifesize cardboard cutout of the arch-vile produced by id Software exists. Photos of it are found here and here.
  • MAP11 of The Plutonia Experiment, Hunted, is a maze where arch-viles are the only enemies. The same is true for MAP11 of Plutonia 2 (The sequel to The Plutonia Experiment), Arch-Violence.
  • The arch-vile's attack inflicts a base 20 points of damage, plus up to 70 additional points of blast damage. The blast damage against immobile targets is often around 63 or 67 points, as the center of the attack is not normally placed at the center of the target.
  • Considering that the player only needs cover at the moment of blast, he can continuously fire at an arch-vile, using the moment of blast to reload his weapon. After the blast, the demon is still finishing its attack so its a good time for a potshot. The long attack time of the demon usually gives the player enough time for two super shotgun shots, but the player better be strafing toward a cover while making his second shot. The arch-vile in MAP03: Power Control (TNT: Evilution) provides a perfect situation to practice this.
  • The cyberdemon and the spider mastermind are immune to blast damage, so it takes an arch-vile much longer to kill one of these enemies than one might expect.

Data

Attributes
ID # 64 (decimal), 40 (hex)
Hit points 700
Speed 15 map units per frame
(262.5 map units per second)
Width 40
Height 56
Reaction time 8
Pain chance 10 (3.91%)
Pain time 10 tics
Mass 500
Bits 4194310
Bits list

1: Obstacle

2: Shootable

22: Affects Kill %

Sprites & sounds
Sprite name VILE
Alert sound DSVILSIT
Action sound DSVILACT
Pain sound DSVIPAIN
Death sound DSVILDTH
Ranged attack
Type Special
Blast
Damage 20 (direct hit)
0-70 (blast radius)
Sprite name FIRE
Sound DSVILATK (incantation)
DSFLAMST (fire column)
DSFLAME (fire column)
DSBAREXP (explosion)
Shots needed to kill1 Mean Standard
deviation
Min Max
Player (100%
health, no armor)
2.00 0.00 2 2
Player (100%
health, security armor)
2.00 0.00 2 2
Player (200%
health, combat armor)
5.00 0.00 5 5
Barrel2 1 0 1 1
Zombieman 1.00 0.00 1 1
Shotgun guy 1.00 0.00 1 1
Wolfenstein SS 1.00 0.00 1 1
Imp 1.00 0.00 1 1
Heavy weapon dude 1.00 0.00 1 1
Lost soul 2.00 0.00 2 2
Commander Keen 2 2 0 2 2
Demon 2.00 0.00 2 2
Spectre 2.00 0.00 2 2
Romero's head2 4 0 4 4
Revenant 4.00 0.00 4 4
Cacodemon 5.00 0.00 5 5
Pain elemental2 5 0 5 5
Hell knight 6.00 0.00 6 6
Arachnotron 6.00 0.00 6 6
Mancubus 7.00 0.00 7 7
Arch-vile3 8 0 8 8
Baron of hell 12.00 0.00 12 12
Spiderdemon 150.00 0.00 150 150
Cyberdemon 200.00 0.00 200 200

  1. Assumes that the victim never takes blast damage from an attack on a different target.
  2. Cannot be targeted because arch-viles attack other monsters only in retaliation, but may be accidentally hurt by blast damage.
  3. Arch-viles can never be arch-vile targets, but may suffer accidental blast damage.

Appearance statistics

In the Doom games, the arch-vile is first encountered on these levels:

Game ITYTD and HNTR HMP UV and NM
Doom II MAP11: Circle of Death MAP11: Circle of Death MAP11: Circle of Death
TNT: Evilution MAP12: Crater MAP03: Power Control MAP03: Power Control
Plutonia MAP03: Aztec MAP01: Congo MAP01: Congo

The IWADs contain the following numbers of arch-viles per skill level:

Game 1-2 3 4-5
Doom II 8 15 17
TNT: Evilution 10 27 38
Plutonia 65 86 99

Doom RPG

In Doom RPG, the arch-vile appears as a class of monster. There are three variations, identified by color:

  • Infernis (blue)
  • Archvile [sic] (gold)
  • Apollyon (red)

The arch-vile class of monsters are particularly susceptible to axe attacks and also appear to share a similar weakness to the fire extinguisher that lost soul-class monsters do, much the same as in the novelisation of Hell on Earth. They also possess the ability to revive dead monsters, though this will fail if the player is standing on its target's corpse at the time. Something that should be noted is that when attacking, no matter if the arch-vile is an Infernis or Apollyon or just plain arch-vile, it always uses the unmodified costume of the regular arch-vile raising its arms and catching fire.

See also

External links