The Angband Ladder: Andal, Noldor Feanor no-class by Psi

  [Sil 1.0.1 Character Dump]

 Name   Andal         Age    2,758       Str   3 =  2  +1
 Sex    Male          Height  6'10       Dex   3
 Race   Noldor        Weight   164       Con   4 =  4  +1  -1
 House  Feanor                           Gra   5

 Game Turn   16,702   Melee (+16,3d11)   Melee       16 = 15  +3  -3  +1
 Exp Pool     4,957   Bows    (+2,0d0)   Archery      2 =  0  +3  -2  +1
 Total Exp   40,057   Armor  [+9,4-16]   Evasion      9 = 10  +3  -4
 Burden       142.1                      Stealth      1 =  0  +3  -2
 Max Burden   172.8   Health     -2:41   Perception  11 =  3  +5  +3
 Depth         650'   Voice      44:49   Will        10 =  5  +5
 Min Depth     650'                      Smithing    12 =  6  +5      +1
 Light Radius     2                      Song        14 =  9  +5

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






  [Last Messages]

> You see a Throwing Axe (+1,2d4) {special}.
> The Cave troll misses you.
> You charge the Cave troll.
> You have slain the Cave troll.
> You hear a door burst open!
> You end your song.
> You charge the Cave troll.
> The Cave troll hits you.
> You hit the Cave troll.
> The Cave troll hits you.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You miss the Shadow.
> The Shadow touches you.
> You die.


  [Screenshot]

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  T T@W  
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  [Equipment]

a) 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.  
b) (nothing)
c) a Jet Ring of Free Action
   It grants you freedom of movement.  
d) a Chalcedony Ring of Damage <+1>
   It improves your damage sides by 1.  
e) a Dragon Tooth Amulet of Constitution <+1>
   It increases your constitution by 1.  It sustains your 
   constitution.  
f) a Brass Lantern of Brightness (with 6415 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) The Long Corslet of Maedhros (-2) [-3,2d6]
   It provides resistance to fire and poison.  It cannot be
   harmed by the elements.  
h) a Shadow Cloak of Warmth [+1] <+2>
   It improves your stealth by 2.  It provides resistance to 
   cold.  It creates an unnatural darkness.  
i) (nothing)
j) a Great Helm of True Sight [-2,1d3] <+3>
   It improves your perception by 3.  It provides resistance to 
   blindness and hallucination.  It grants you the ability to
   see invisible creatures.  
k) (nothing)
l) a Pair of Leather Boots of Speed [-1,1d1]
   It grants you the ability: Sprinting.  
m) 14 Arrows (Poisoned)
   They are branded with venom.  They can be shot by a bow.
n) 29 Arrows (+3)
   They can be shot by a bow.


  [Inventory]

a) a Grey Herb of Sustenance
b) 4 Fragments of Lembas
c) 8 Flasks of oil
d) a Green Potion of Slow Poison
e) 2 Pale Green Potions of Strength
f) 3 Smoky Potions of Dexterity
g) a Sky Blue Potion of Grace
h) an Elm Staff of Freedom (6 charges)
i) a Runed Staff of Majesty (4 charges)
j) 2 Bronze Rings of Accuracy (+2)
k) an Onyx Ring of Venom's End
   It provides resistance to poison.  
l) a Coral Amulet of Grace <+1>
   It increases your grace by 1.  It sustains your grace.  
m) a Crystal Amulet of the Blessed Realm <+0>
   It increases your grace by 0.  It sustains your grace.  It 
   lights the dungeon around you.  
n) a Long Corslet of Resilience (-2) [-4,2d5] <+1>
   It increases your constitution by 1.  It cannot be harmed by
   the elements.  
o) a Cloak of Protection [+2,1d1]
   It cannot be harmed by the elements.  
p) a Kite Shield (-1) [+0,1d6]
q) a Dwarf Mask of Defiance [-2,1d2] <+1>
   It improves your will by 1.  It provides resistance to fire 
   and fear.  
r) a Longsword (+0,2d5) [+1] 2.0 lb
s) a Shovel (-3,3d1) <+1> 5.7 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  
t) a Longbow of Radiance (+0,1d9) [-1] 2.1 lb
   It fires shining arrows.  It can shoot arrows 18 squares
   (with your current strength).


  [Notes]

Andal of the Noldor
Entered Angband on 26 Jan 2012

    Turn     Depth    Note

       0     50 ft    (Charge)
       0     50 ft    (Jeweller)
       0     50 ft    (Song of Elbereth)
   2,924    250 ft    Slew Gorgol, the Butcher
   6,381    450 ft    (Armoursmith)
   6,381    450 ft    (Enchantment)
   7,803    450 ft    (Keen Senses)
   9,232    450 ft    (Song of Aule)
  10,923    550 ft    (Power)
  10,923    550 ft    (Dodging)
  12,647    500 ft    Slew Uldor, the Accursed
  13,916    550 ft    Found The Long Corslet of Maedhros
  14,416    600 ft    (Inner Light)
  14,721    700 ft    (Flanking)
  15,448    650 ft    Slew Nan, the Giant
  15,455    650 ft    Found The Greatsword 'Glend'
  16,269    650 ft    (Curse Breaking)

  16,702    650 ft    Slain by a Shadow.
  16,702    650 ft    Died on 26 January 2012.




  ['Score' 013083298]


Posted on 26.1.2012 18:15
Last updated on 26.1.2012 22:31

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1360. on the Sil Ladder (of 2253)

Comments

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On 26.1.2012 18:15 Psi wrote:
Ok... got about as far as last time. Could really do with a better weapon now. I tried using the Hador Axe but struggled to hit things - was I just unlucky and that is actually the way to go?

I'd also like to find a !Con so I can dare swap to Maedhros' armour.

Anything obvious I should be looking to improve?

On 26.1.2012 19:42 Scatha wrote:
You will definitely hit things less with the axe, but I think you might well kill things faster -- at least you should probably switch for heavily armoured or critical resistant enemies. Your melee is high enough that I'd take the axe as the main weapon and perhaps keep the sword as a swap against very evasive foes.

Personally I would probably switch to using the corslet of Maedhros anyway, as you get a point of evasion, an extra damage resistance, and resistances to the most dangerous two elements -- but it isn't a strict upgrade. Up to you.

How much do you use the longbow? Remember that it gives you [-1] to evasion while equipped. You might want to look to up your defence, either by increasing evasion or looking for lots of protection and perhaps Critical Resistance.

Good luck!

On 26.1.2012 22:21 Psi wrote:
Thanks for the advice! Was going very nicely on the last level and I'd found three forges and was still wondering what to do with them all when the floor crumbled and I didn't get to use any of them...

On 26.1.2012 22:31 Psi wrote:
Yikes - that didn't last much longer! Stupid Creeping Horrors destroying my kit and then lack of healing meant I was in real trouble!

On 26.1.2012 23:27 Scatha wrote:
Sounds very frustrating to lose the three forges like that. I'm often pretty careful about trying to use a forge there and then if I really need the uses, because of fear of false floors.

Creeping Horrors are tough, but they move slowly, so you can usually avoid fighting them if you want to (not always, though!).

When you get into a fight you think could spell trouble, drinking a potion of e.g. Dexterity a few rounds before the end can help a lot. Obviously you can't do this in every fight, but it can be a useful boost when you need it. It's an interesting question as to when to drink it, because generally the earlier you do, the more benefit you will get, but sometimes you're not sure until later whether you'll need one.

On 27.1.2012 09:10 Psi wrote:
I'd have used the forges if I was ready, but the things I wanted to make either needed a !Con or more XP, so I decided to do a bit of exploring first.

Is there anything you can do about acid damage - other than only having kit that can withstand the elements? I lost so many points of evasion (and protection when stuff was destroyed) to the Creeping Horror that I was left rather vunerable.

Thanks for the tip on quaffing potions.

On 27.1.2012 13:31 Scatha wrote:
Only the obvious: carry spare pieces of armour, and avoid letting the monsters which cause acid damage attack you! I tend to aim for the latter, and there are several different methods for achieving it (the simplest of which is to run away).

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