[Sil 1.0 Character Dump]
Name Mythwindle Age 2,698 Str 3 = 2 +1
Sex Male Height 6'7 Dex 0 = 1 -1
Race Noldor Weight 172 Con 8 = 7 +1
House Fingolfin Gra 1 = 2 -1
Game Turn 14,978 Melee (+15,2d8) Melee 15 = 15 -1 +1
Exp Pool 258 Bows (-1,0d0) Archery -1 = 0 -2 +1
Total Exp 31,158 Armor [+11,8-18] Evasion 11 = 12 -1
Burden 108.7 Stealth -5 = 0 -5
Max Burden 172.8 Health -1:85 Perception 8 = 7 +1
Depth 650' Voice 5:24 Will 7 = 5 +1 +1
Min Depth 600' Smithing 3 = 2 +1
Light Radius 2 Song 1 = 0 +1
You are one of two children of an archer from the house of Fingolfin.
You have light grey eyes, straight black hair, and a fair complexion.
[Last Messages]
> The Cat warrior claws you!
> *** LOW HITPOINT WARNING! ***
> You have been given a cut.
> *** LOW HITPOINT WARNING! *** <2x>
> The Cat warrior claws you...
> *** LOW HITPOINT WARNING! *** <2x>
> The Cat warrior claws you...
> *** LOW HITPOINT WARNING! ***
> Illegal command for character sheet!
> Excessive skills!
> *** LOW HITPOINT WARNING! ***
> The bleeding stops.
> The Cat warrior is no longer stunned.
> The Cat warrior claws you!
> You die.
[Character Equipment]
a) a Longsword (Avenger) (+1,2d5) [+1]
It grants you the ability: Riposte.
b) (nothing)
c) a Jet Ring of Accuracy (+1)
d) an Adamant Ring of Protection [+0,1d1]
e) (nothing)
f) a Brass Lantern of True Sight (with 5136 turns of light)
It provides resistance to blindness and hallucination. It
grants you the ability to see invisible creatures.
g) a Mail Corslet of Venom's End (-1) [-3,2d2]
It provides resistance to poison.
h) a Cloak of Protection [+2,1d1]
It cannot be harmed by the elements.
i) a Kite Shield of Deflection (-1) [+2,1d6]
It cannot be harmed by the elements.
j) a Dwarf Mask [-2,1d2]
It provides resistance to fire.
k) a Set of Gauntlets (-1) [-1,1d1]
l) (nothing)
m) 21 Arrows (Poisoned)
They are branded with venom. They can be shot by a bow.
n) 29 Arrows
They can be shot by a bow.
[Character Inventory]
a) a Black Herb of Sustenance
b) a Pale Herb of Terror
c) 2 Pale Green Herbs of Restoration
d) a Grey Herb of Visions
e) 3 Fragments of Lembas
f) a Golden Trumpet of Thunder
g) a Runed Staff of Imprisonment (2 charges)
h) an Elm Staff of Light (4 charges)
i) an Ivory Staff of Revelations (1 charge)
j) 2 Topaz Rings of Sustenance
It reduces your need for food.
k) a Garnet Ring of Frost
It provides resistance to fire.
l) a Brass Lantern (with 5530 turns of light)
m) a Brass Lantern (with 3000 turns of light)
n) The Dagger of Azaghal (+1,1d6)
It slays dragons. It provides resistance to fire and fear.
It can be thrown effectively (11 squares). It cannot be
harmed by the elements.
o) 3 Daggers of Final Rest (+0,1d5)
They slay undead. It can be thrown effectively (12 squares).
p) a Longsword (Defender) (+0,2d5) [+2]
It cannot be harmed by the elements.
q) a Great Spear of the Vanyar (-1,1d13) [+1] <+1>
It increases your grace by 1. It lights the dungeon around
you. It requires both hands to wield it properly. It counts
as a type of polearm.
r) a Longbow (+0,1d9) [-1]
It can shoot arrows 16 squares (with your current strength).
[Notes]
Mythwindle of the Noldor
Entered Angband on 01/07/2012 at 01:54 PM
Turn Depth Note
6 50 ft (Power)
7 50 ft (Mind Over Body)
5,416 350 ft (Blocking)
5,689 350 ft (Heavy Armour Use)
6,949 350 ft (Curse Breaking)
7,652 400 ft Slew Boldog, the Merciless
8,717 450 ft (Clarity)
8,779 450 ft Slew Orcobal, Champion of the Orcs
9,442 450 ft Slew Ulfang the Black
10,030 450 ft (Lore-Keeper)
10,394 450 ft (Lore-Master)
11,453 550 ft Slew Othrond, the Orc Lord
12,398 550 ft (Stun)
13,510 600 ft (Weaponsmith)
13,686 600 ft Found The Dagger of Azaghal
14,066 600 ft Slew Gilim, the Giant of Eruman
14,978 650 ft Slain by a Cat warrior.
14,978 650 ft Died on 08 January 2012 at 07:24 AM.
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Posted on 7.1.2012 21:28
Last updated on 8.1.2012 13:34
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2200. on the Sil Ladder (of 2253)
Comments
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On 7.1.2012 21:28 HallucinationMushroom wrote: Alright, this is tough. This is my best character to date, by a longshot. He has a good evasion rate, good protection when he does get hit, and a fair bonus to hit. I'm finding that +tohit is much more important than +todamage. I had several characters with honking big halberds and greataxes and decent armor that got torn to bits simply because they didn't hit as often. I suppose my next plan of action is to dump all my experience into will and grab useful resistances. The holy grail would be to start increasing my hitpoints out the wazoo, but I'll probably be long dead before that becomes a possibility. The identify-everything skill on the perception tree is mouth-drooling tempting.
On 8.1.2012 00:34 half wrote: You already have an amazingly high Constitution -- higher than any character I've ever had, so I don't think you need to go all that far in that direction. In my experience, the best stat in Sil is Dexterity as increasing Melee/Evasion is just really important. It is particularly strong with high evasion characters who wear light armour and try to almost never be hit.
You should definitely find a safe place and start drinking those potions. You'll be able to identify a few types. It is best to do it when slightly wounded and suffering a couple of status effects to make sure to identify healing, clarity and slow poison -- sometimes you can give yourself these problems with other potions to help identify the cures. Since you get experience for identifying things this is definitely good to do.
Your armour level is indeed very good, and that Kite Shield is superb.
On 8.1.2012 01:17 HallucinationMushroom wrote: Thanks for the info! My armor is currently absorbing all damage thrown at me, so I definitely need to push on to more difficult levels. I get sidetracked by wanting to kill everything, even though I'm getting about zilcho experience for it. Unless my math is off, which it often is, I'm going to amass 4200 experience and grab 7 levels of perception and lore-master and lore-master-master so I can indeed identify everything fully. My chest of "I can't open this chest" is pretty hilarious. I'm assuming it has something good in it since it was in a kind of mini-vault guarded by wraiths. Maybe I'll come across a something of opening or my stats will get good enough to let me open it. I wish I could bash it!
On 8.1.2012 01:41 Scatha wrote: Chests normally have something at least okay, and sometimes very good, but there isn't a guarantee that it will be great. However perception is used in unlocking rolls, so if you increase your perception to get Lore Master you'll incidentally become a lot better at opening chests (you might still need to try a few times; (R)epeat command can be useful for this).
On 8.1.2012 03:30 HallucinationMushroom wrote: Got the super-impressive identify skill and now I am completely spoiled rotten. Sitting at 650', and feeling rather nervous. I've come across a few monsters that were really tough. I've dubiously spent gads of experience into increasing my melee skill with the goal of reaching that magical level 20, where I can start boosting my strength, but in hindsight this is likely ridiculously poorly optimized. It's probably easier to dump half as many points into smithing and make rings of strength bonus and or weapons of increased damage dice. I blame sleep deprivation. I think tomorrow I'll re-evaluate.
On 8.1.2012 12:23 Scatha wrote: Well done on dealing with some giants, and with Gilim -- I've lost some heavy-armour type characters to them in the past.
You maybe don't need to devote inventory slots to all of those types of herbs (Visions in particular I'd normally only eat if I had food problems; Restoration on the other hand is very helpful if you have Smithing in mind).
Bear in mind that you can only get each ability once, so 20 in melee will let you increase your strength to 3, but not higher. As you suggest, rings and weapons are often an easier place to get bonuses (as are Gauntlets of Power). Another way to increase your effective damage output is the Song of Sharpness. On the other hand, points in Melee are always going to be useful!
I've just noticed that some of your equipment has been badly damaged by acid. You might want to look for a new suit of armour and/or pair of gauntlets.
On 8.1.2012 13:15 HallucinationMushroom wrote: Very helpful advice. I hadn't noticed the acid damage and why was I thinking I could retake point-of-strength multiple times?
As far as the extra items, I haven't bothered to drop them in case a better thief than the orc one comes along. Maybe it would steal one of my decoy things!
On 8.1.2012 13:34 HallucinationMushroom wrote: That was a lot of fun! This character gave me a large leap in understanding of the game, along with all of the helpful comments. If I had retained my original armor class I think I would have survived the cat attack, and likely the rest of 650' judging by the clairvoyance granted by death. This guy really needed more damage output to exit fights quicker.
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