The Hell Knights of Doom 64 are the resurrected carcasses of those from Doom 1, resurrected by the Mother Demon. They are made from systematically altered dead carnage remade back into corrupted living tissue. The mutations were devastating. The demons have returned stronger and more vicious than before. 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. The Heavy Weapon Dude (called a Former Commando in the Doom II manual, and frequently referred to asthe Chaingunner) is the third and most powerful type of human which has been turned into a zombie during the invasion from Hell. It is the first new monster introduced in Doom II. 1 Physical Appearance 2 Combat Characteristics 3 Tactical Analysis 4 Notes 5 Data 6 Appearance Statistics 7. Doom II, also known as Doom II: Hell on Earth is a first-person shooter game by id Software. It was originally released for MS-DOS computers in 1994 and Macintosh computers in 1995. Unlike the original Doom, which was initially only available through shareware and mail order, Doom II was sold in stores. Master Levels for Doom II, an expansion pack with 21 new levels, was. Hell Knight DOOM $90.00 Loading Only 1 available. Doom Cacodemon Sprite - PC Video Game Inspired ThePixelizedPrincess $ 12.00. Add to Favorites.
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
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Hell Knight | |||
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Actor type | Monster | Game | |
DoomEd Number | 69 | Class Name | HellKnight |
Spawn ID | 113 | Identifier | T_HELLKNIGHT |
Classes: BaronOfHell→HellKnight
→StealthHellKnight
Hell Knights are a satyr-like monster similar to the Baron of Hell. Like the Baron, their primary attack is a green fireball. However, they only have half as much health as their big brothers.
ZScript definition
Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found here. |
A_BruisAttack is defined only once in GZDoom (since both Baron of Hell and Hell Knight are in the same file), this is repeated here for illustration purposes.
DECORATE definition
Note: This is legacy code, kept here for reference only. DECORATE is still supported but no longer used by GZDoom. GZDoom internally uses the ZScript definition above. |
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:
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Of the maps covered on the Doom Wiki, the following have the highest numbers of knights in single-player:
Map | Count |
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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]
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
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 |
Doom Hell Knight Sprite Maker
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 |