The Angband Ladder: Curufin, Noldor Feanor no-class by meneldil

  [Sil 1.0.1 Character Dump]

 Name   Curufin       Age    3,634       Str   4 =  2  +2
 Sex    Male          Height  6'10       Dex   6 =  5          +1
 Race   Noldor        Weight   158       Con   5 =  4  +1
 House  Feanor                           Gra   1 =  3      -2

 Game Turn   19,392   Melee  (+19,3d7)   Melee       19 = 15  +6  -3  +1
 Exp Pool     1,064   Bows    (+6,1d9)   Archery      6 =  0  +6  -1  +1
 Total Exp   54,464   Armor [+26,6-15]   Evasion     26 = 20  +6
 Burden        96.6                      Stealth      3 =  0  +6  -3
 Max Burden   207.3   Health      0:49   Perception   8 =  6  +1  +1
 Depth         950'   Voice      24:24   Will        11 = 10  +1
 Min Depth     750'                      Smithing     9 =  7  +1      +1
 Light Radius     3                      Song         1 =  0  +1

 You are the only child of a prince from the house of Feanor. You have
 light grey eyes, straight black hair, and a fair complexion.






  [Last Messages]

> You miss the Ancient ruby serpent.
> The Ancient ruby serpent bites you...
> You hit the Ancient ruby serpent...
> The Ancient ruby serpent breathes fire.
> *** LOW HITPOINT WARNING! ***
> You miss the Ancient ruby serpent.
> The Ancient ruby serpent misses you.
> You hit the Ancient ruby serpent...
> The Ancient ruby serpent bites you!
> You are enveloped in flames!
> *** LOW HITPOINT WARNING! ***
> You feel yourself moving faster!
> You have a Smoky Potion of Quickness (e).
> The Ancient ruby serpent breathes fire.
> You die.


  [Screenshot]

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  [Equipment]

a) a Bastard Sword of Hador's House (-2,3d3) [+1] <+1> 4.2 lb
   It increases your strength by 1.  It grants you the ability: 
   Follow-Through.  It does extra damage when wielded with both
   hands.  
b) a Shortbow of Doriath (+0,1d8) 1.6 lb
   It slays wolves and spiders.  It can shoot arrows 13 squares
   (with your current strength).
c) a Marble Ring of Frost
   It provides resistance to fire.  
d) a Turquoise Ring of Accuracy (+2)
e) a Coral Amulet of Constitution <+1>
   It increases your constitution by 1.  It sustains your 
   constitution.  
f) a Feanorian Lamp
g) Studded Leather [-2,1d5]
h) a Cloak [+1]
i) a Kite Shield of Frost (-2) [+0,1d6]
   It provides resistance to fire.  
j) a Crown of True Sight [+0,1d1] <+1>
   It improves your perception by 1.  It provides resistance to 
   blindness and hallucination.  It grants you the ability to
   see invisible creatures.  It cannot be harmed by the
   elements.  
k) a Set of Gauntlets of Power (-1) [-1,1d1] <+1>
   It increases your strength by 1.  
l) a Pair of Leather Boots of Free Action [+0,1d1]
   It grants you freedom of movement.  
m) 11 Arrows of Piercing
   They cut easily through armour.  They can be shot 13 squares
   (with your current strength and bow).
n) 41 Arrows (+3)
   They can be shot 13 squares (with your current strength and bow).


  [Inventory]

a) 3 Russet Herbs of Rage
b) a Fragment of Lembas
c) 2 Black Potions of Clarity
d) 4 Sparkling Potions of Slow Poison
e) a Smoky Potion of Quickness
f) a Crimson Potion of Elemental Resistance
g) 6 Shimmering Potions of Strength
h) a Pale Green Potion of Constitution
i) a Walnut Staff of Majesty (4 charges)
j) a Topaz Ring of Evasion [+2]
k) a Garnet Ring of Strength <+1>
   It increases your strength by 1.  It sustains your strength.  
   
l) a Moonstone Ring of Warmth
   It provides resistance to cold.  
m) a Silver Ring of Venom's End
   It provides resistance to poison.  
n) a Sea Shell Amulet of Grace <+1>
   It increases your grace by 1.  It sustains your grace.  
o) a Round Shield of Deflection [+1,1d4]
   It cannot be harmed by the elements.  
p) a Set of Leather Gloves of the Forge [+0,1d1] <+2>
   It improves your smithing by 2.  
q) a Longsword (+1,2d6) [+1] 3.0 lb
r) a Longsword (+0,2d6) [+1] 2.0 lb
s) The Greatsword 'Glend' (-1,3d6) [+1] <+1> 12.0 lb
   It increases your strength by 1.  It sustains your strength.  
   It cannot be harmed by the elements.  It requires both hands
   to wield it properly.  
t) a Mattock of Belegost (-7,6d2) <+3> 13.0 lb
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  


  [Notes]

Curufin of the Noldor
Entered Angband on 24 Jan 2012

    Turn     Depth    Note

   1,323    100 ft    (Jeweller)
   2,631    200 ft    (Curse Breaking)
   2,999    250 ft    (Parry)
   4,121    300 ft    Slew Gorgol, the Butcher
   5,278    400 ft    (Finesse)
   5,350    400 ft    Slew Uldor, the Accursed
   6,490    450 ft    (Riposte)
   7,057    450 ft    (Inner Light)
   7,826    500 ft    Slew Orcobal, Champion of the Orcs
   8,434    500 ft    Slew Nan, the Giant
   8,466    500 ft    Found The Greatsword 'Glend'
  13,257    650 ft    (Hardiness)
  13,257    650 ft    (Poison Resistance)
  18,407    850 ft    (Eye for Detail)
  19,220    950 ft    (Dexterity)
  19,245    950 ft    (Keen Senses)

  19,392    950 ft    Slain by an Ancient ruby serpent.
  19,392    950 ft    Died on 25 January 2012.




  ['Score' 019080608]


Posted on 24.1.2012 20:11
Last updated on 26.1.2012 00:09

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754. on the Sil Ladder (of 2253)

Related screenshot:
False floors lead to THIS?

Comments

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On 24.1.2012 20:11 meneldil wrote:
A parry-riposte-r: a build which had a lot of play in playtesting, seeing how it fares now. Not quite sure what to aim for next experience-wise.

On 24.1.2012 20:19 Scatha wrote:
You're at the point of the game where I normally try to get myself in a situation which will let me identify as many possible types of potion/herb as possible, to clear up my inventory and also know what to fall back on when need be (though you at least have some Miruvor, so the latter isn't so urgent).

On 24.1.2012 23:01 half wrote:
You might be interested in getting Weaponsmith if you find a forge. With 11 Smithing you can make a new 2 lb longsword (defender), gaining 2 more evasion (with parry) which will help again with riposting. Later you could add other bonuses, or make an artefact. Scatha and I think that Weaponsmith is generally less good than Armoursmith, but this may be a good character for it.

Sad though it is, I think I'd ditch that Corslet of Protection as your evasion is so important to you.

I agree with the advice to start identifying those potions and herbs.

On 24.1.2012 23:41 meneldil wrote:
Interesting suggestion re: weaponsmithing. Certainly my current weapon isn't ideal! Depending on when my next forge is it might be possible to go straight to Artefact weapon, which is more appealing than getting Weaponsmith just to make a longsword defender.

The long corslet has been really useful in dealing with orc archers: it means I can just put it on and then lumber around forcing them into corners ignoring their arrows. Although I've since found a mail corslet of protection (-1) [-3, 2d5] which I've retained for this purpose, and ditched the long corslet (perhaps unwisely, in retrospect).

Will try to identify things asap.



On 25.1.2012 00:36 meneldil wrote:
An update: just went down to 700ft. Still no second forge. Haven't yet identified potions. Gauntlets of Power work nicely with the exceptional longsword I found ( (+1, 2d6) [+1] ). Feeling fairly safe with this character: I think if I don't massively misplay/strike unlucky I should find it fairly easy to get down to 900ft. Am not sure I'll be in a great position for the throne room/escape. Am considering investing in Song (possibly just Elbereth) to help with this.

On 25.1.2012 13:57 half wrote:
That is quite bad luck with the forges, and a good point about the corslet. I often use a kite shield for that purpose.

Good luck for the late game, and think of how painful it would be to die with unidentified useful potions in your inventory!

On 25.1.2012 22:54 meneldil wrote:
Have managed to identify most of my potions, and managed to sort out my chronic lack of resistances (the special kite shield is resist fire, and the Moonstone ring is resist cold).

I ditched the corslet as archers became less common, and unfortunately I just had my studded leather and gauntlets damaged by acid :(

Now have 10k experience free, hoping to find a forge, but alas, none forthcoming yet.

On 26.1.2012 00:09 meneldil wrote:
I died shortly after finding (but not being able to use) my second forge of the game: at 950ft.

I was doing fine up until about 800ft, at which point I fell down 3 trapdoors in quick succession - to 950ft (not so quick that I didn't have adventures on each of those levels, but sufficiently quickly that I didn't manage to find any stairs up on any of the levels. (I fell down these false floors despite taking Eye for Detail at 800ft after it happened and I felt it would unfortunate if it happened again...) At 950ft I fell into the middle of a room and was quickly surrounded by a vampire lord and ururauko. After spending my experience reserves I was able to take them out, but more monsters kept on appearing, and I didn't really get to rest before I died, in single combat with an ancient ruby serpent, having exhausted my last healing potion in my first combat of 950ft.

Oh well, this was a fun character to play (Riposte-rs always are...), and I feel like I got them to do pretty well despite some poor luck on forges, not finding any decent armour, and the false floors.

On 26.1.2012 16:59 half wrote:
That really was bad luck with both the forges and the false floors. I might need to make the latter a bit easier to spot (maybe for all traps?) as I do want to reward people for investing in perception and it seems it currently doesn't help quite enough.

I was going to suggest that you should have drunk the elemental resistance potion instead of quickness, but you already had double fire resistance, so it wouldn't have helped much (1/3 -> 1/4 damage). If more people get similar problems finding forges then I really will have to go to some effort to smooth the distribution out more. The lack of armour was also pretty crazy there. I do hope you have better luck next time!

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