Mr. decoy goes to Nogrod (Sil AAR/strategy talk)

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  • decoy
    Scout
    • Jan 2012
    • 41

    Mr. decoy goes to Nogrod (Sil AAR/strategy talk)

    This is the story of Dendor of Nogrod's unfortunate and untimely death at 600' in his quest to claim a Silmaril from Morgoth's Iron Crown.

    Editorial comments will be in italics, and may end up longer than the story. I'm on a quest to get a Sil winner from each race. As Scatha pointed out once, I've now got all of the Children of Iluvatar covered (Noldor, Edain, and recently Sindar) basically playing the same type of character (sneaker/singer).

    I decided that would probably not fly with the Naugrim, so I've been teaching myself how to fight and smithy with the Children of Aule. I recently had two (back-to-back!) very decent games, before that my characters would all die at exactly 350'. I thought I would write one of them up and hopefully get some feedback and suggestions from other players.

    The first thing I learned is that armor is very important for this type of character, particularly as a Naugrim (with the Archery penalty). "Counter battery" archery doesn't really work if you're a crap archer--you just become a pincushion. Armored pincushions last longer.


    Dendor was bumbling along, killing some wolves and the occasional orc and whatnot. Workaday stuff. Happily, he came across a forge. Knowing more than a little about smithing (being a proud craftsman from Nogrod, after all) he made himself some fancy magical armor, and all was well.

    He also came across an enchanted Battle Axe of Orc Slaying, which would serve him quite well for the rest of his brutally shortened life. Indeed, he slew so many orcs with this axe that in short order most of them would run at the mere smell of it. Most of the time this was useful, unless he wanted to kill them in which case it was a bit annoying. Dendor had always preferred it when his meat did not try to get up and walk off his trencher.

    Just one flight of stairs below his first forge, Dendor found a second. He was fairly pleased, things were working out well for the craftsman. Dendor actually felt thankful for all of those hours pounding out shovels, pickaxes, and little decorative candlesticks and napkin rings when he was younger. He lovingly worked up a pair of boots, functional in appearance but interwoven with powerful spells of quickness and running. Glancing at his trusty axe, he also thought it wise to make some rings for striking his enemies, and some other protective gear.

    At this point, Dendor was feeling pretty good about himself, and could feel that his dream of clasping a Silmaril was within reach...Right as he bumbled around a corner into an orc patrol led by none other than the infamous Gorgol the Butcher himself! The slaying of Gorgol sent his retinue into a panic, and Dendor's axe made short work of the lot.

    Well, at this point I was feeling like this was my luckiest start ever on this character, which was probably true. The Battle Axe of Orc Slaying was absolutely invaluable in the early levels, as it does lots of damage to one of the more common and deadly monsters at shallow depths. I've never really played around with armor very much, but that will change now that I've discovered how powerful and useful it is. And I think I got seven forge uses by 150', which was also a tremendous stroke of luck and enabled him to armor up.

    By the time he had gotten to about 350' (Dwarves have an excellent sense of depth into the ground or in a cave or fortress, you know), Dendor found another of Morgoth's forges sitting idle, so he made himself a few more things including a nice helm. He thought about making one of the frightening (and signature) battle masks his people wore, but decided against it. This may well have proved to be his undoing, as will later be seen.

    As he continued downward toward Morgoth's lair, Dendor thought back on all of the great legends and texts he studied in his days as an apprentice, with their descriptions of objects of legend. He even remembered a song to the Queen of the Stars, called Elbereth by the Elvenfolk that would occasionally serve him well in Angband.

    Around the time my inventory starts filling up, I like to have Lore Master, so I don't throw away anything useful. As it turns out, this game was a real beauty--I also lucked into an early Potion of Strength and about six Potions of Quickness.

    He found a shaft leading down to about 450', but he got into a bit of a sticky situation with some of the Servants of Morgoth. Feeling a bit out of his depth (quite literally), Dendor headed back up the shaft to 350'. He must have taken a wrong turn, though, because rather than going back to where he had been, Dendor found himself in a completely new area of the fortress. He bandaged his wounds and continued on. Not long thereafter, he stumbled upon another forge!

    This time, Dendor made himself a pair of gauntlets and put spells of strength and fighting on them, upgraded his magic rings, and made himself a good mattock for digging. Somehow it felt better to have a good mattock to hand, just in case. Dwarves are like that, you know. Anyway, he felt a little spent after the exertion, but he drank a potion and felt much better.

    Four forges, with something like 13 or 14 uses...Obviously, this was ideal for me. Really, I was kind of out of good stuff to make, though that changed when I later found the Gloves of Celebrimbor and a few herbs of restoration (I was just hoping for another forge...) Plus I was starting to accumulate a pretty good skillset and having an easier time taking on harder monsters.

    All was going well for Dendor. He slew an Orc Lord, and a Captain of the Easterlings, and even a Giant, who were clearly high in Morgoth's esteem. His body was hardening and getting more powerful as he went further down into Angband, and he was learning to listen for subtle sound cues in the fortress. He did have a little mishap with a false floor (the Enemy is always deceitful...), but after dusting himself off he forged ahead in his quest.

    Then one day, Dendor knew fear. His first or second encounter with a serpent (poisonous serpents weren't so much trouble, but...) ended in a hasty retreat from its flames. He continued ahead, but was later trapped between a serpent of cold and one of fire in a narrow hallway.

    Dendor battled valiantly, but eventually succumbed to the licking flames of the fire serpent and the freezing breath of the ice serpent. As he felt his body go numb and his life slip away, his last thought was, "I should've made that mask instead of this stupid helmet." And thus ended Dendor of Nogrod.

    And here's the dump! Comments/suggestions solicited. What did I do wrong? What could I have done better? How can I improve my chances of survival? Thanks!

    Code:
      [Sil 1.0.2 Character Dump]
    
     Name   Dendor        Age       71       Str   3 =  2  +1
     Sex    Male          Height   4'5       Dex   3
     Race   Naugrim       Weight   157       Con   4
     House  Nogrod                           Gra   3
    
     Game Turn   13,581   Melee  (+13,3d7)   Melee       13 = 10  +3  -1  +1
     Exp Pool       671   Bows   (+2,1d10)   Archery      2 =  0  +3  +3  -4
     Total Exp   32,171          (+2,1d10)   Evasion     11 = 10  +3  -2
     Burden       106.8   Armor [+11,8-19]   Stealth      1 =  1  +3  -3
     Max Burden   172.8                      Perception  11 =  8  +3
     Depth         600'   Health     -2:41   Will        10 =  7  +3
     Min Depth     550'   Voice      34:34   Smithing    11 =  6  +3      +2
     Light Radius     2                      Song         6 =  3  +3
    
     You are one of two children of a Dwarven Warrior. You are the black
     sheep of the family. You have dark brown eyes, straight brown hair, a
     three foot beard, and a dark complexion.
    
    
    
    
    
      [Last Messages]
    
    > You hit the Sapphire serpent.
    > The Cave troll misses you.
    > The Sapphire serpent misses you.
    > You hit the Sapphire serpent!
    > The Cave troll misses you.
    > The Sapphire serpent bites you!
    > You are covered with frost!
    > You miss the Sapphire serpent.
    > You hit the Sapphire serpent!
    > The Cave troll hits you.
    > Low hitpoint warning!
    > *** LOW HITPOINT WARNING! ***
    > The Sapphire serpent breathes frost.
    > The Ruby serpent is badly hurt.
    > You die.
    
    
      [Screenshot]
    
        % #  
        %s%  
        #T%  
        %@% %
       ##s#%#
      ##.....
       '.....
    
    
      [Equipment]
    
    a) a Battle Axe of Spider Slaying (-3,3d4) 4.0 lb
       It slays spiders.  It does extra damage when wielded with
       both hands.  
    b) a Longbow of Quickness (+1,1d10) [-1] 2.4 lb
       It grants you the ability: Rapid Fire.  It can shoot arrows
       15 squares (with your current strength).
    c) a Sapphire Ring of Accuracy (+2)
    d) a Sapphire Ring of Accuracy (+2)
    e) a Silver Amulet of Constitution <+0>
       It increases your constitution by 0.  It sustains your 
       constitution.  
    f) a Brass Lantern (with 3834 turns of light)
    g) a Mail Corslet of Protection (-1) [-3,2d5]
       It cannot be harmed by the elements.  
    h) a Cloak of Protection [+1,1d1]
       It cannot be harmed by the elements.  
    i) a Round Shield of Deflection [+2,1d3]
       It cannot be harmed by the elements.  
    j) a Helm of Clarity [-1,1d2]
       It provides resistance to confusion, stunning, and 
       hallucination.  
    k) a Set of Gauntlets of Power (-1) [+0,1d1] <+1>
       It increases your strength by 1.  
    l) a Pair of Leather Boots of Speed [+0,1d1]
       It grants you the ability: Sprinting.  
    m) The Arrow 'Dailir' (+11)
       It cannot be harmed by the elements.  It can be shot 15
       squares (with your current strength and bow).
    n) 47 Arrows (+3)
       They can be shot 15 squares (with your current strength and bow).
    
    
      [Inventory]
    
    a) 2 Russet Herbs of Restoration
    b) 3 Dark Potions of True Sight
    c) 3 Sparkling Blue Potions of Slow Poison
    d) 2 Violet Potions of Quickness
    e) 2 Brilliant Blue Potions of Strength
    f) 2 Black Potions of Dexterity
    g) 2 Brown Potions of Grace
    h) a Twisted Staff of Freedom (5 charges)
    i) a Golden Staff of Light (5 charges)
    j) a Gnarled Staff of Slumber (8 charges)
    k) a Topaz Ring of Sustenance
       It reduces your need for food.  
    l) a Garnet Ring of Strength <+0>
       It increases your strength by 0.  It sustains your strength.  
       
    m) an Adamant Ring of Free Action
       It grants you freedom of movement.  
    n) 4 Wooden Torches (with 2000 turns of light)
    o) a Helm of Defiance [-1,1d2] <+1>
       It improves your will by 1.  It provides resistance to fear.  
       
    p) The Set of Leather Gloves of Celebrimbor [+0,1d1] <+4>
       It improves your smithing by 4.  It grants you freedom of
       movement.  It cannot be harmed by the elements.  
    q) a Shortsword of Brilliance (+0,1d7) [+1] 1.5 lb
       It lights the dungeon around you.  
    r) a Longsword of Rauko Slaying (+0,2d6) [+1] 2.9 lb
       It slays raukar.  
    s) 2 Throwing Axes of Final Rest (+0,2d4) 3.0 lb
       They slay undead.  It can be thrown effectively (9 squares).  
       
    t) a Battle Axe of Orc Slaying (-3,3d4) 5.2 lb
       It slays orcs.  It does extra damage when wielded with both
       hands.  
    u) a Mattock (-5,5d2) <+2> 6.9 lb
       It improves your tunneling by 2.  It requires both hands to
       wield it properly.  
    
    
      [Notes]
    
    Dendor of the Naugrim
    Entered Angband on 13 Apr 2012
    
        Turn     Depth    Note
    
         352     50 ft    (Charge)
         700    100 ft    (Armoursmith)
         700    100 ft    (Enchantment)
       1,403    150 ft    (Keen Senses)
       1,903    150 ft    Lucked out, second forge!
       1,903    150 ft    (Jeweller)
       2,123    150 ft    Slew Gorgol, the Butcher
       3,031    200 ft    (Song of Elbereth)
       3,917    250 ft    (Lore-Keeper)
       5,234    350 ft    Another forge! Wooha.
       6,729    450 ft    (Lore-Master)
       6,769    450 ft    (Dodging)
       8,171    350 ft    Must be a lucky game. Forge.
       8,172    350 ft    (Weaponsmith)
       9,078    400 ft    Found The Set of Leather Gloves of Celebrimbor
       9,707    400 ft    (Finesse)
      10,038    500 ft    False floor...
      10,080    500 ft    Slew Othrond, the Orc Lord
      10,266    500 ft    Slew Ulfang the Black
      10,266    500 ft    Found The Arrow 'Dailir'
      10,585    500 ft    (Listen)
      10,804    500 ft    Slew Gilim, the Giant of Eruman
      11,789    550 ft    (Hardiness)
      11,849    550 ft    Slew Orcobal, Champion of the Orcs
      12,126    550 ft    (Poison Resistance)
    
      13,581    600 ft    Slain by a Sapphire serpent.
      13,581    600 ft    Died on 13 April 2012.
    
    
    
    
      ['Score' 012086419]
  • Scatha
    Swordsman
    • Jan 2012
    • 414

    #2
    This sounds like a fun adventure.

    Some scattershot thoughts on things you might have done differently:
    - With a battle axe, Power would be rather better than Finesse.
    - That's a lot of Perception abilities! Both Listen and Lore-Master are fairly essential for the stealth build, but less so for combat builds (you can actually identify items by use, and you can mostly deal with any enemy whether you know it's coming or not). They do both help you here, but the second one costs 3,500 experience, so perhaps it's better to drop to just one of them.
    - Serpents have very high protection, so to kill them you often want either Sharpness from some source, or to maximise your damage output. Here that might have meant charging (and trying to avoid getting stuck in corridors where you can no longer charge) or taking off your shield and switching to the heavier battle axe.
    - If you're not using your bow much, the [-1] from a longbow hurts.
    - Taking Dodging as your only Evasion ability seems odd. I think the main strength of Dodging is that it's a prerequisite for two great abilities.
    - If you think you're getting into trouble, quaffing a Potion of Quickness will often get you out of it, and the earlier you drink it the more it will help (but there's a balance, since you don't want to waste these).

    Well, probably others will disagree with some of those points or find others, but I think that's enough for now. Have fun with Dendor's descendants!

    Comment

    • debo
      Veteran
      • Oct 2011
      • 2402

      #3
      If you're forging that many things, try to make items that increase light radius. I've found that one of the best ways to avoid being surrounded is to see farther
      Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

      Comment

      • decoy
        Scout
        • Jan 2012
        • 41

        #4
        Thanks for the replies, guys!

        Scatha: Yeah, Listen was probably an error. Ironically, I got it to try and avoid getting stuck in corridors...I'm not sure about Lore Master, though.

        Good point on the defensive penalty from the longbow. That was seeing a little more use as a "finisher" with Dailir or a few +3 arrows, but in this case -1 evasion could very well have been the difference between life and death.

        To explain the dodging, I got that when I was running from some things at 450', but it also seems to make a good combination with Charge (less chance of being hit on the way in).

        Interesting point re: Power, but Finesse is also a prerequisite for some pretty sweet abilities. Tough call.

        I'm interested that neither of you mentioned/suggested taking more stealth, so I guess that one is okay.

        debo: Yeah, good point--I had considered making +light items all game. The big issue with +light items is that they all drain Grace, so I was trying to get Potions of Grace or Herbs of Restoration before I made them. Maybe I'll try this differently in the future.

        Cheers!

        Comment

        • Scatha
          Swordsman
          • Jan 2012
          • 414

          #5
          Yes, the light-creating items are easier to produce with elves (who have Lembas available from the start).

          I'm not sure that Stealth isn't a good way to go, by the way, but it's definitely possible without any. I'm not sure which is better.

          Comment

          • debo
            Veteran
            • Oct 2011
            • 2402

            #6
            I've been experimenting with stealth a lot lately, and the real problem I have with it is that it doesn't help at all with the with most dangerous part of Sil, which is being surrounded. Having enough to keep yourself from waking everyone in the dungeon is helpful: after that, not so much.

            The characters I've been building have been stealth+assassination types bc that's what I'm interested in playing right now, but without assassination I probably wouldn't invest much in stealth at all.

            YMMV
            Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

            Comment

            • Fendell Orcbane
              Swordsman
              • Apr 2010
              • 460

              #7
              Originally posted by debo
              I've been experimenting with stealth a lot lately, and the real problem I have with it is that it doesn't help at all with the with most dangerous part of Sil, which is being surrounded. Having enough to keep yourself from waking everyone in the dungeon is helpful: after that, not so much.

              The characters I've been building have been stealth+assassination types bc that's what I'm interested in playing right now, but without assassination I probably wouldn't invest much in stealth at all.

              YMMV
              Hmm, I think I mentioned this in your AAR, but stealth WILL keep you from being surrounded...the trick is to not invest in it right at the beginning. Why, do I say to not invest in it in the beginning? Because it sometimes fails...and if it fails you don't have Vanish so you end up getting chased by Orcs or Easternling warriors and getting killed because you don't have enough combat skills to fight them off. First get your combat skills up,then maybe Will and Perception stuff band THEN go crazy with the stealth and get Vanish before investing in any of the combat skills.
              To avoid being surrounded try and fight away from stairs and also try to avoid any fight that will take sometime because Orcs tend to walk around the lvl and attack you when you are fighting other monsters.

              Of course take my advice with a grain of salt. This is just what works for me.

              Comment

              • decoy
                Scout
                • Jan 2012
                • 41

                #8
                Well, thanks for the advice all. I'm tweaking my strategy and having more success. Instead of dying at 350', I'm getting to 450' or so pretty regularly now. Naugrim are a bit tricky...

                Comment

                • HugoVirtuoso
                  Veteran
                  • Jan 2012
                  • 1237

                  #9
                  If you have problems getting surrounded, the 'Crowd Fighting' ability from the Evasion tree helps, sometimes. If you still cannot move out of the way, then stand against the corner of the room, because this reduces the number of surrounding monsters. This works for Orcs, as far as I know. Nevertheless, you always want to AVOID getting surrounded, whenever possible, especially Wargs and higher level Canines, and the Cat warriors.

                  Speaking of Naugrim characters, I have one currently in the works, at 750ft, and is doing pretty good. Check it out mine here: http://angband.oook.cz/ladder-show.php?id=12873. All comments are welcome!
                  Last edited by HugoVirtuoso; April 15, 2012, 05:40.
                  My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
                  https://www.youtube.com/watch?v=rwAR0WOphUA

                  If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.

                  As of February 18th, 2022, my YouTube username is MidgardVirtuoso

                  Comment

                  • half
                    Knight
                    • Jan 2009
                    • 910

                    #10
                    Originally posted by decoy
                    To explain the dodging, I got that when I was running from some things at 450', but it also seems to make a good combination with Charge (less chance of being hit on the way in).
                    Interesting point. I hadn't thought of that aspect of Charge/Dodging. If going this way, then you really want Flanking as that can be very nice with Charge.

                    I generally choose only one of Power/Finesse and Blocking/Dodging, since the pairs go together badly.

                    Comment

                    • decoy
                      Scout
                      • Jan 2012
                      • 41

                      #11
                      Originally posted by half
                      Interesting point. I hadn't thought of that aspect of Charge/Dodging. If going this way, then you really want Flanking as that can be very nice with Charge.

                      I generally choose only one of Power/Finesse and Blocking/Dodging, since the pairs go together badly.
                      So, question for you: Blocking. It only works if you wait, not if you're just standing there hacking away? That's why I don't take blocking, because if I can't hit back then I make no progress...

                      I've been ending up in these ridiculous pseudo-stalemate situations a lot recently. The other day was the funniest, Dendor the 47th of his name (or whatever iteration I'm on, I don't know) was in a dead-end room (so he couldn't be flanked) holding the mouth of a hallway against Uldor, an orc captain, and their entire retinues. And I think a couple of wargs as well. Often I end up having to take parry and whip out the Defender, just to survive; that was the case here.

                      Statistically-speaking, I was winning and I didn't have any other choice, so I just sat there pounding away until Uldor went down, then the orc captain went down, and finally I was able to break the "logjam"...But I think it used up 50-100' of early/mid (450' or so) diving time.

                      I've been thinking on ways to break up the logjam and I have some ideas, we'll see how it goes.

                      I can see how dodge, flanking, crowd fighting, whirlwind attack, etc. could be very deadly together as he gets more experience and dives deeper, and is able to survive groups in a room rather than a hallway, but right now surviving the midlevels is what I'm working on. Prior to that it was surviving the early levels, so this is progress!

                      Comment

                      • decoy
                        Scout
                        • Jan 2012
                        • 41

                        #12
                        Here's my latest, which was actually working quite well up until the point where I got surrounded by werewolves and wargs. Poison is a quick end when you're out of drinkables.

                        I was actually going to try out flanking, until everything went to hell. I was also looking forward to finding another forge and making use of my sweet stat potions. Ah well!

                        Code:
                          [Sil 1.0.2 Character Dump]
                        
                         Name   Dendor        Age       71       Str   2
                         Sex    Male          Height   4'5       Dex   3
                         Race   Naugrim       Weight   157       Con   7 =  4  +1  -1  +3
                         House  Nogrod                           Gra   3
                        
                         Game Turn    9,452   Melee   (+8,3d7)   Melee        8 =  9  +3  -5  +1
                         Exp Pool       785   Bows    (+0,1d9)   Archery      0 =  0  +3  -2  -1
                         Total Exp   22,685   Armor  [+9,8-18]   Evasion      9 =  8  +3  -2
                         Burden        98.2                      Stealth     -1 =  0  +3  -4
                         Max Burden   144.0   Health      0:71   Perception  11 =  7  +3  +1
                         Depth         550'   Voice      34:34   Will        11 =  7  +3  +1
                         Min Depth     400'                      Smithing    11 =  6  +3      +2
                         Light Radius     3                      Song         5 =  2  +3
                        
                         You are one of two children of a Dwarven Warrior. You are the black
                         sheep of the family. You have dark brown eyes, straight brown hair, a
                         three foot beard, and a dark complexion.
                        
                        
                        
                        
                        
                          [Last Messages]
                        
                        > The Werewolf misses you.
                        > You miss it.
                        > *** LOW HITPOINT WARNING! ***
                        > The Sulrauko misses you.
                        > You miss it.
                        > *** LOW HITPOINT WARNING! ***
                        > You miss the Sulrauko.
                        > *** LOW HITPOINT WARNING! ***
                        > The Werewolf claws you...
                        > *** LOW HITPOINT WARNING! ***
                        > The Warg bites you...
                        > *** LOW HITPOINT WARNING! ***
                        > You do not have enough experience to acquire this ability.
                        > You hit the Warg.
                        > You die.
                        
                        
                          [Screenshot]
                        
                            #C#  
                            #C#  
                            #C#  
                            #@#  
                            #C#  
                          ###R#  
                          ..IR#  
                        
                        
                          [Equipment]
                        
                        a) a Battle Axe (-3,3d5) 5.6 lb
                           It does extra damage when wielded with both hands.  
                        b) a Shortbow (+0,1d7) 2.0 lb
                           It can shoot arrows 13 squares (with your current strength).
                        c) a Garnet Ring of Perception <+1>
                           It improves your perception by 1.  
                        d) a Jade Ring of Free Action
                           It grants you freedom of movement.  
                        e) (nothing)
                        f) a Feanorian Lamp
                        g) a Mail Corslet of Resilience (-1) [-3,2d4] <+1>
                           It increases your constitution by 1.  It cannot be harmed by
                           the elements.  
                        h) a Cloak of Protection [+1,1d1]
                           It cannot be harmed by the elements.  
                        i) a Round Shield of Deflection [+2,1d3]
                           It cannot be harmed by the elements.  
                        j) a Dwarf Mask of Defiance [-2,1d2] <+1>
                           It improves your will by 1.  It provides resistance to fire 
                           and fear.  
                        k) a Set of Gauntlets (-1) [+0,1d2]
                        l) a Pair of Leather Boots of Speed [+0,1d1]
                           It grants you the ability: Sprinting.  
                        m) 12 Arrows (Poisoned)
                           They are branded with venom.  They can be shot 13 squares
                           (with your current strength and bow).
                        n) 20 Arrows (+3)
                           They can be shot 13 squares (with your current strength and bow).
                        
                        
                          [Inventory]
                        
                        a) 4 Pale Green Herbs of Rage
                        b) 2 Mottled Herbs of Sustenance
                        c) 5 Wrinkled Herbs of Terror
                        d) a Piece of Dark Bread
                        e) 2 Copper Speckled Potions of Clarity
                        f) a Bright Orange Potion of True Sight
                        g) a Dark Blue Potion of Strength
                        h) a Golden Potion of Dexterity
                        i) a Silver Staff of Light (6 charges)
                        j) a Willow Staff of Recharging (6 charges)
                        k) a Moonstone Ring of Frost
                           It provides resistance to fire.  
                        l) a Brass Lantern of True Sight (with 4610 turns of light)
                           It provides resistance to blindness and hallucination.  It
                           grants you the ability to see invisible creatures.  
                        m) a Set of Leather Gloves of the Forge <+2>
                           It improves your smithing by 2.  
                        n) a Curved Sword (-1,2d5) [+1] 4.2 lb
                        o) a Bastard Sword (-2,3d3) [+1] 2.9 lb
                           It does extra damage when wielded with both hands.  
                        p) a Greatsword of Spider Slaying (-2,3d5) [+1] 7.1 lb
                           It slays spiders.  It requires both hands to wield it
                           properly.  
                        q) a Greatsword (Defender) (-2,3d5) [+2] 7.3 lb
                           It cannot be harmed by the elements.  It requires both hands
                           to wield it properly.  
                        r) a Battle Axe (-3,3d4) 3.3 lb
                           It does extra damage when wielded with both hands.  
                        
                        
                          [Notes]
                        
                        Dendor of the Naugrim
                        Entered Angband on 15 Apr 2012
                        
                            Turn     Depth    Note
                        
                             224     50 ft    (Charge)
                           1,171    100 ft    (Armoursmith)
                           1,171    100 ft    (Enchantment)
                           2,864    200 ft    (Lore-Keeper)
                           3,735    250 ft    Slew Gorgol, the Butcher
                           4,004    250 ft    Forge #2, 3 uses.
                           4,256    250 ft    (Jeweller)
                           6,182    400 ft    (Lore-Master)
                           6,188    400 ft    (Song of Elbereth)
                           6,684    400 ft    Boldog fled, how sad.
                           6,729    400 ft    Feanorian lamp--major find.
                           6,996    400 ft    (Hardiness)
                           8,407    400 ft    (Crowd Fighting)
                           8,499    450 ft    Whew, happy to have gotten off of that last floor.
                           8,815    550 ft    Had to run from the last level as well.
                           9,071    550 ft    (Dodging)
                           9,447    550 ft    Going to die from Werewolf poison :(
                        
                           9,451    550 ft    Slain by poison.
                           9,451    550 ft    Died on 15 April 2012.
                        
                        
                        
                        
                          ['Score' 011090548]

                        Comment

                        • decoy
                          Scout
                          • Jan 2012
                          • 41

                          #13
                          Got a good thing going here. And so I ask the Master Smiths--if you had a 4-use forge, what would you do in this situation? I can make an artifact of some kind, but I'm just not sure if my smithing is high enough to make it worthwhile. I was considering a Mithril Shield of resist blindness and see invisible...?

                          P.S. half--holy smokes, flanking is awesome. I now see why people like this "fighting" game.

                          P.P.S. Oh, the dump says I found the Short Sword of Amrod...Better go and fetch that.

                          Code:
                            [Sil 1.0.2 Character Dump]
                          
                           Name   Dendor        Age       71       Str   3 =  2  +1
                           Sex    Male          Height   4'5       Dex   3
                           Race   Naugrim       Weight   157       Con   5 =  4  +1
                           House  Nogrod                           Gra   3
                          
                           Game Turn   14,349   Melee  (+11,3d9)   Melee       11 =  8  +3  -1  +1
                           Exp Pool     2,067   Bows    (+4,1d8)   Archery      4 =  0  +3  +2  -1
                           Total Exp   37,767   Armor [+12,7-16]   Evasion     12 = 11  +3  -2
                           Burden       108.2                      Stealth      0 =  1  +3  -4
                           Max Burden   172.8   Health     49:49   Perception  10 =  7  +3
                           Depth         600'   Voice      34:34   Will        10 =  7  +3
                           Min Depth     600'                      Smithing    17 = 12  +3      +2
                           Light Radius     5                      Song         5 =  2  +3
                          
                           You are one of two children of a Dwarven Warrior. You are the black
                           sheep of the family. You have dark brown eyes, straight brown hair, a
                           three foot beard, and a dark complexion.
                          
                          
                          
                          
                          
                            [Equipment]
                          
                          a) a Battle Axe (-3,3d5) 4.7 lb
                             It does extra damage when wielded with both hands.  
                          b) a Shortbow (+0,1d7) 1.7 lb
                             It can shoot arrows 12 squares (with your current strength).
                          c) a Golden Ring of Accuracy (+2)
                          d) a Golden Ring of Accuracy (+2)
                          e) a Bronze Amulet of Preservation
                             It sustains your constitution and grace.  It reduces your
                             need for food.  It cannot be harmed by the elements.  
                          f) a Feanorian Lamp of Brightness
                             It burns brightly, increasing your light radius by an
                             additional square.  
                          g) a Mail Corslet of Resilience (-1) [-3,2d4] <+1>
                             It increases your constitution by 1.  It cannot be harmed by
                             the elements.  
                          h) The Cloak of Comfort [+1]
                             It provides resistance to cold and fire.  It cannot be harmed
                             by the elements.  
                          i) a Round Shield of Deflection [+2,1d3]
                             It cannot be harmed by the elements.  
                          j) a Dwarf Mask of Brilliance [-2,1d2]
                             It provides resistance to fire.  It lights the dungeon around
                             you.  
                          k) a Set of Gauntlets of Power (-1) [+0,1d1] <+1>
                             It increases your strength by 1.  
                          l) a Pair of Leather Boots of Speed [+0,1d1]
                             It grants you the ability: Sprinting.  
                          m) 87 Arrows
                             They can be shot 12 squares (with your current strength and bow).
                          n) 25 Arrows (Poisoned)
                             They are branded with venom.  They can be shot 12 squares
                             (with your current strength and bow).
                          
                          
                            [Inventory]
                          
                          a) 2 Pale Herbs of Sustenance
                          b) 3 Grey Herbs of Healing
                          c) 3 Russet Herbs of Restoration
                          d) 2 Sparkling Potions of Clarity
                          e) a Sky Blue Potion of Healing
                          f) a Black Potion of Voice
                          g) 2 Golden Potions of True Sight
                          h) 4 Grey Potions of Slow Poison
                          i) 3 Yellow Potions of Quickness
                          j) 2 Cloudy Potions of Strength
                          k) 2 Brilliant Blue Potions of Dexterity
                          l) 7 Sparkling Blue Potions of Constitution
                          m) an Emerald Potion of Grace
                          n) a Brass Trumpet of Blasting
                          o) a Crystal Amulet of Grace <+1>
                             It increases your grace by 1.  It sustains your grace.  
                          p) a Brass Lantern of Brightness (with 4921 turns of light)
                             It burns brightly, increasing your light radius by an
                             additional square.  
                          q) a Set of Leather Gloves of the Forge <+2>
                             It improves your smithing by 2.  
                          r) The Shortsword of Amrod (+1,1d7) [+1] <+2> 1.5 lb
                             It improves your stealth and perception by 2.  It grants you 
                             freedom of movement.  It cannot be harmed by the elements.  
                          s) a Longsword of Final Rest (+0,2d5) [+1] 3.1 lb
                             It slays undead.  
                          t) a Longsword of Wolf Slaying (+0,2d5) [+1] 3.2 lb
                             It slays wolves.  
                          u) a Shovel (-3,2d2) <+1> 6.1 lb
                             It improves your tunneling by 1.  It requires both hands to
                             wield it properly.  
                          v) a Longbow of Himring (+0,1d10) [-1] 2.5 lb
                             It slays orcs and trolls.  It can shoot arrows 18 squares
                             (with your current strength).
                          w) 71 Pieces of Mithril
                          
                          
                            [Notes]
                          
                          Dendor of the Naugrim
                          Entered Angband on 15 Apr 2012
                          
                              Turn     Depth    Note
                          
                                89     50 ft    (Charge)
                               874    100 ft    Forge #1, 3 uses.
                               877    100 ft    (Armoursmith)
                               877    100 ft    (Enchantment)
                             2,367    200 ft    Forge #2, only 2 uses but it will do.
                             2,634    200 ft    This forge is a battleground.
                             2,634    200 ft    (Jeweller)
                             3,222    250 ft    Slew Gorgol, the Butcher
                             3,447    250 ft    Lucky turnaround against orc mob.
                             3,471    250 ft    More luck! Forge #3, 4 uses.
                             4,007    250 ft    Nicely kitted now, but need stat potions.
                             4,394    250 ft    Lembas! Lucky find again!
                             4,613    300 ft    (Song of Elbereth)
                             5,062    300 ft    (Lore-Keeper)
                             5,957    350 ft    Hmm. Big greeting committee.
                             6,090    350 ft    Laying low to regen. Easterling archers.
                             6,879    450 ft    Down shaft, here's hoping.
                             6,879    450 ft    (Lore-Master)
                             6,890    450 ft    (Dodging)
                             6,890    450 ft    (Flanking)
                             7,017    450 ft    Yup, okay, flanking is brutal.
                             7,029    500 ft    False floor.
                             7,118    500 ft    Uldor...Potion of Strength down the hatch.
                             7,137    500 ft    Slew Uldor, the Accursed
                             8,216    400 ft    (Hardiness)
                             8,464    400 ft    Now we're cooking with naphtha.
                             8,709    400 ft    Slew Orcobal, Champion of the Orcs
                             8,958    500 ft    Herb of Restoration! Stats are back.
                             8,976    500 ft    (Poison Resistance)
                             8,976    500 ft    (Clarity)
                             9,575    500 ft    (Power)
                            10,393    550 ft    Forge #4, 2 uses...
                            10,400    550 ft    (Artifice)
                            10,592    550 ft    Slew Othrond, the Orc Lord
                            10,825    550 ft    A better forge, 4 uses.
                            11,616    550 ft    Slew Ulfang the Black
                            12,456    550 ft    Made The Cloak of Comfort
                            13,005    600 ft    Found The Shortsword of Amrod
                            13,037    600 ft    (Crowd Fighting)
                            13,054    600 ft    In a very tight spot...
                            13,141    600 ft    Slew Gilim, the Giant of Eruman
                          
                          
                          
                            ['Score' 012085651]
                          Last edited by decoy; April 16, 2012, 05:59.

                          Comment

                          • decoy
                            Scout
                            • Jan 2012
                            • 41

                            #14
                            ...Well, ol' Dendor the 119th had a good run of it. Entranced and killed by a Spider of Morgoth at 750'. Basically he got one-shotted which was, I have to say, a little disappointing.

                            Which brings up a question: What is the defense against entrancement?

                            I thought having a sweet Will would be good enough but it seems that this was not the case. Same question for confusion-inducing and stat-reducing molds and insects in the shallow depths. Was my Will just not high enough? Is there a special resistance that I just forgot about? (Free action?)

                            A couple of the "tight spots" in the notes definitely would not have worked out without flanking. I'm going to hopefully work up to Knock Back, Whirlwind Attack, and maybe Opportunist when I get the chance. We shall see.

                            Next time, perhaps.

                            Code:
                              [Sil 1.0.2 Character Dump]
                            
                             Name   Dendor        Age       71       Str   3 =  2  +1
                             Sex    Male          Height   4'5       Dex   3
                             Race   Naugrim       Weight   157       Con   5 =  4  +1
                             House  Nogrod                           Gra   3
                            
                             Game Turn   19,539   Melee  (+18,3d7)   Melee       18 = 10  +3  +5
                             Exp Pool     4,236   Bows   (+4,1d12)   Archery      4 =  0  +3  +2  -1
                             Total Exp   47,836   Armor  [-5,7-17]   Evasion     -5 = 11  +3  -2 -17
                             Burden       120.4                      Stealth      0 =  1  +3  -4
                             Max Burden   172.8   Health     -3:49   Perception  10 =  7  +3
                             Depth         750'   Voice      34:34   Will        12 =  9  +3
                             Min Depth     750'                      Smithing    17 = 12  +3      +2
                             Light Radius     5                      Song         5 =  2  +3
                            
                             You are one of two children of a Dwarven Warrior. You are the black
                             sheep of the family. You have dark brown eyes, straight brown hair, a
                             three foot beard, and a dark complexion.
                            
                            
                            
                            
                            
                              [Last Messages]
                            
                            > The Cave troll misses you.
                            > You hit the Cave troll.
                            > The Cave troll misses you.
                            > You miss the Cave troll.
                            > The Cave troll hits you.
                            > You hit the Cave troll.
                            > You have slain the Cave troll.
                            > You see an Adamant Ring of Sustenance.
                            > You were wielding The Battle Axe of Tumunzahar (-3,3d4) (r).
                            > You are wielding The Bastard Sword 'Anglachel' (+3,3d3) [+1] (a).
                            > You miss the Spider of Gorgoroth.
                            > The Spider of Gorgoroth bites you.
                            > You fall into a deep trance!
                            > The Spider of Gorgoroth bites you!!
                            > You die.
                            
                            
                              [Screenshot]
                            
                              ....#  
                              ....#  
                              .=..###
                              ...@#  
                              ...M.  
                              #####. 
                                    .
                            
                            
                              [Equipment]
                            
                            a) The Bastard Sword 'Anglachel' (+3,3d3) [+1] 5.0 lb
                               It cuts easily through armour.  It draws powerful creatures
                               to your level (even when not worn).  It cannot be harmed by
                               the elements.  It does extra damage when wielded with both
                               hands.  
                            b) a Longbow of Himring (+0,1d10) [-1] 2.5 lb
                               It slays orcs and trolls.  It can shoot arrows 18 squares
                               (with your current strength).
                            c) a Golden Ring of Accuracy (+2)
                            d) a Golden Ring of Accuracy (+2)
                            e) a Bronze Amulet of Preservation
                               It sustains your constitution and grace.  It reduces your
                               need for food.  It cannot be harmed by the elements.  
                            f) a Feanorian Lamp of Brightness
                               It burns brightly, increasing your light radius by an
                               additional square.  
                            g) a Mail Corslet of Resilience (-1) [-3,2d4] <+1>
                               It increases your constitution by 1.  It cannot be harmed by
                               the elements.  
                            h) The Cloak of Comfort [+1]
                               It provides resistance to cold and fire.  It cannot be harmed
                               by the elements.  
                            i) a Round Shield of Deflection [+2,1d3]
                               It cannot be harmed by the elements.  
                            j) a Dwarf Mask of Brilliance [-2,1d2]
                               It provides resistance to fire.  It lights the dungeon around
                               you.  
                            k) a Set of Gauntlets of Power (-1) [+0,1d1] <+1>
                               It increases your strength by 1.  
                            l) a Pair of Leather Boots of Speed [+0,1d1]
                               It grants you the ability: Sprinting.  
                            m) 99 Arrows
                               They can be shot 18 squares (with your current strength and bow).
                            n) 25 Arrows (Poisoned)
                               They are branded with venom.  They can be shot 18 squares
                               (with your current strength and bow).
                            
                            
                              [Inventory]
                            
                            a) 4 Pale Herbs of Sustenance
                            b) 2 Russet Herbs of Restoration
                            c) 3 Black Potions of Voice
                            d) 3 Golden Potions of True Sight
                            e) 2 Grey Potions of Slow Poison
                            f) 3 Yellow Potions of Quickness
                            g) 2 Cloudy Potions of Strength
                            h) 4 Brilliant Blue Potions of Dexterity
                            i) 6 Sparkling Blue Potions of Constitution
                            j) 2 Emerald Potions of Grace
                            k) a Brass Trumpet of Blasting
                            l) an Elm Staff of Revelations (4 charges)
                            m) a Jade Ring of Damage <+1>
                               It improves your damage sides by 1.  
                            n) a Crystal Amulet of Grace <+1>
                               It increases your grace by 1.  It sustains your grace.  
                            o) a Brass Lantern of Brightness (with 6956 turns of light)
                               It burns brightly, increasing your light radius by an
                               additional square.  
                            p) a Set of Leather Gloves of the Forge <+2>
                               It improves your smithing by 2.  
                            q) The Shortsword of Amrod (+1,1d7) [+1] <+2> 1.5 lb
                               It improves your stealth and perception by 2.  It grants you 
                               freedom of movement.  It cannot be harmed by the elements.  
                            r) The Battle Axe of Tumunzahar (-3,3d4) 4.9 lb
                               It slays dragons.  It cuts easily through armour.  It cannot
                               be harmed by the elements.  It does extra damage when wielded
                               with both hands.  
                            s) a Battle Axe (-3,3d5) 4.7 lb
                               It does extra damage when wielded with both hands.  
                            t) The War Hammer of Aule's Servant (-2,4d1) <+3> 4.2 lb
                               It decreases your dexterity by 3.  It improves your smithing
                               by 3.  It cannot be harmed by the elements.  It grants you
                               the ability: Masterpiece.  It does extra damage when wielded
                               with both hands.  
                            u) a Shovel (-3,2d2) <+1> 6.1 lb
                               It improves your tunneling by 1.  It requires both hands to
                               wield it properly.  
                            v) 71 Pieces of Mithril
                            
                            
                              [Notes]
                            
                            Dendor of the Naugrim
                            Entered Angband on 15 Apr 2012
                            
                                Turn     Depth    Note
                            
                                  89     50 ft    (Charge)
                                 874    100 ft    Forge #1, 3 uses.
                                 877    100 ft    (Armoursmith)
                                 877    100 ft    (Enchantment)
                               2,367    200 ft    Forge #2, only 2 uses but it will do.
                               2,634    200 ft    This forge is a battleground.
                               2,634    200 ft    (Jeweller)
                               3,222    250 ft    Slew Gorgol, the Butcher
                               3,447    250 ft    Lucky turnaround against orc mob.
                               3,471    250 ft    More luck! Forge #3, 4 uses.
                               4,007    250 ft    Nicely kitted now, but need stat potions.
                               4,394    250 ft    Lembas! Lucky find again!
                               4,613    300 ft    (Song of Elbereth)
                               5,062    300 ft    (Lore-Keeper)
                               5,957    350 ft    Hmm. Big greeting committee.
                               6,090    350 ft    Laying low to regen. Easterling archers.
                               6,879    450 ft    Down shaft, here's hoping.
                               6,879    450 ft    (Lore-Master)
                               6,890    450 ft    (Dodging)
                               6,890    450 ft    (Flanking)
                               7,017    450 ft    Yup, okay, flanking is brutal.
                               7,029    500 ft    False floor.
                               7,118    500 ft    Uldor...Potion of Strength down the hatch.
                               7,137    500 ft    Slew Uldor, the Accursed
                               8,216    400 ft    (Hardiness)
                               8,464    400 ft    Now we're cooking with naphtha.
                               8,709    400 ft    Slew Orcobal, Champion of the Orcs
                               8,958    500 ft    Herb of Restoration! Stats are back.
                               8,976    500 ft    (Poison Resistance)
                               8,976    500 ft    (Clarity)
                               9,575    500 ft    (Power)
                              10,393    550 ft    Forge #4, 2 uses...
                              10,400    550 ft    (Artifice)
                              10,592    550 ft    Slew Othrond, the Orc Lord
                              10,825    550 ft    A better forge, 4 uses.
                              11,616    550 ft    Slew Ulfang the Black
                              12,456    550 ft    Made The Cloak of Comfort
                              13,005    600 ft    Found The Shortsword of Amrod
                              13,037    600 ft    (Crowd Fighting)
                              13,054    600 ft    In a very tight spot...
                              13,141    600 ft    Slew Gilim, the Giant of Eruman
                              14,352    600 ft    Forge #6: 4 uses. What to do?
                              14,361    600 ft    (Weaponsmith)
                              15,450    600 ft    Made The Battle Axe of Tumunzahar
                              15,573    650 ft    Whoops, forgot to use the 4th charge on the forge...
                              15,814    650 ft    Forge #7, 3 uses.
                              16,382    650 ft    Tight spot...Cat warriors, brutal.
                              16,494    650 ft    Tough to take the heat, might have to go back up.
                              17,249    650 ft    Made The War Hammer of Aule's Servant
                              18,334    700 ft    (Critical Resistance)
                              19,022    700 ft    Found The Bastard Sword 'Anglachel'
                              19,042    700 ft    Staff of Revelations, too. Good times.
                              19,330    750 ft    Had to bail upstairs twice...
                              19,393    750 ft    Intense here...No healing left.
                            
                              19,539    750 ft    Slain by a Spider of Gorgoroth.
                              19,539    750 ft    Died on 16 April 2012.
                            
                            
                            
                            
                              ['Score' 015080461]
                            Last edited by decoy; April 16, 2012, 11:29.

                            Comment

                            • half
                              Knight
                              • Jan 2009
                              • 910

                              #15
                              Originally posted by decoy
                              So, question for you: Blocking. It only works if you wait, not if you're just standing there hacking away? That's why I don't take blocking, because if I can't hit back then I make no progress...
                              Yes, blocking only works when you pass your turn (z or 5). Without combination with other abilities it is almost useless (though not always useless!). It is best used in combination with a kite shield and some other abilities. An additional 1d6 protection is quite amazing, and possibly worth the same as one or two points of Con. The thing is that you need to be doing something useful with the turn, such as focusing for an attack, singing, riposting, dominating your zone of control etc. It is, of course, also useful as a pre-req for the fantastic Heavy Armour Use.

                              Comment

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