The Angband Ladder: Andaerim, Noldor Feanor no-class by ewan

  [Sil 1.0.1 Character Dump]

 Name   Andaerim      Age    4,403       Str   5 =  3  +1      +1
 Sex    Female        Height   5'9       Dex   4 =  3          +1
 Race   Noldor        Weight   149       Con   7 =  5  +2
 House  Feanor                           Gra   2

 Game Turn   36,276   Melee  (+26,2d9)   Melee       26 = 20  +4  +1  +1
 Exp Pool     2,206   Bows   (+4,1d12)   Archery      4 =  0  +4  -1  +1
 Total Exp   95,906   Armor [+30,7-24]   Evasion     30 = 16  +4 +10
 Burden        99.7                      Stealth     14 = 11  +4  -1
 Max Burden   248.7   Health     71:71   Perception   9 =  7  +2
 Depth           0'   Voice      28:28   Will        15 =  7  +2  +6
 Min Depth       0'                      Smithing     7 =  4  +2      +1
 Light Radius     7                      Song        12 = 10  +2

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






  [Last Messages]

> You have destroyed the Gwathrauko.
> You hear a shout for help.
> The Orc scout shouts for help.
> You hear a shout for help.
> The Orc scout shouts for help.
> The Orc scout moves away from you.
> You hit the Orc scout!
> You step carefully amidst a field of caltrops.
> The Orc scout flees in terror!
> The Orc scout shouts for help.
> You charge the Orc scout!!
> You have slain the Orc scout.
> You hear a warning shout.
> The Orc scout shouts for help.
> You hear a shout for help.


  [Screenshot]

  .......
  ~...#..
  ~~.....
  .~.@...
  .~~...#
  ..~~...
  ...~...


  [Equipment]

a) The Longsword 'Glamdring' (+3,2d5) [+3] <+3> 3.3 lb
   It improves your will by 3.  It slays orcs, trolls, dragons, 
   and raukar.  It cannot be harmed by the elements.  
b) a Longbow of Doriath (+1,1d10) [-1] 2.8 lb
   It slays wolves and spiders.  It can shoot arrows 18 squares
   (with your current strength).
c) an Onyx Ring of Evasion [+1]
d) an Onyx Ring of Evasion [+1]
e) a Bronze Amulet of Constitution <+1>
   It increases your constitution by 1.  It sustains your 
   constitution.  
f) a Silmaril
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
g) a Mail Corslet of Resilience (-1) [-3,2d5] <+1>
   It increases your constitution by 1.  It cannot be harmed by
   the elements.  
h) The Shadow Cloak of Luthien [+4] <+4>
   It improves your stealth by 4.  It sustains your grace.  It 
   creates an unnatural darkness.  It cannot be harmed by the
   elements.  It grants you the ability: Song of Lorien.  
i) a Kite Shield of Frost (-1) [+0,1d7]
   It provides resistance to fire.  
j) a Helm of Defiance [-1,1d2] <+3>
   It improves your will by 3.  It provides resistance to fear.  
   
k) a Set of Mithril Gauntlets of Power [+0,1d2] <+1>
   It increases your strength by 1.  It cannot be harmed by the
   elements.  
l) The Pair of Leather Boots of Finrod [+3,1d1]
   It grants you freedom of movement.  It cannot be harmed by
   the elements.  
m) 14 Arrows of Piercing
   They cut easily through armour.  They can be shot 18 squares
   (with your current strength and bow).
n) 40 Arrows (+3)
   They can be shot 18 squares (with your current strength and bow).


  [Inventory]

a) 14 Pale Green Herbs of Rage
b) 7 Yellow Herbs of Sustenance
c) 4 Dark Green Herbs of Healing
d) 4 Black Herbs of Restoration
e) 5 Fragments of Lembas
f) 4 Clear Potions of Miruvor
g) 14 Murky Brown Potions of Orcish Liquor
h) 2 Vermilion Potions of Clarity
i) 4 Golden Potions of Healing
j) 6 Brilliant Blue Potions of True Sight
k) 2 Brown Potions of Slow Poison
l) a Bright Orange Potion of Quickness
m) a Grey Potion of Strength
n) 3 Dark Green Potions of Constitution
o) a Golden Trumpet of Blasting
p) 2 Chalcedony Rings of Damage <+1>
   It improves your damage sides by 1.  
q) a Brass Lantern of True Sight (with 2750 turns of light)
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
r) 2 Silmarils
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
s) a Mattock (-7,6d3) <+2> 8.6 lb
   It improves your tunneling by 2.  It requires both hands to
   wield it properly.  


  [Notes]

Andaerim of the Noldor
Entered Angband on 29 Jan 2012

    Turn     Depth    Note

       0     50 ft    (Power)
   1,308    150 ft    (Charge)
   2,103    200 ft    Slew Gorgol, the Butcher
   4,832    350 ft    (Lore-Keeper)
   4,832    350 ft    (Lore-Master)
   6,310    300 ft    (Assassination)
   7,867    350 ft    Slew Boldog, the Merciless
   7,867    350 ft    Found The Spear of Boldog
  10,094    450 ft    (Dodging)
  10,094    450 ft    (Flanking)
  11,164    450 ft    Found The Longsword 'Orcrist'
  11,505    500 ft    (Opportunist)
  11,505    500 ft    (Stun)
  11,568    500 ft    Slew Ulfang the Black
  11,576    500 ft    Found The Longsword 'Glamdring'
  11,656    500 ft    Entered the forge 'Orodruth'
  12,408    500 ft    Slew Othrond, the Orc Lord
  13,263    500 ft    (Jeweller)
  13,660    500 ft    (Follow-Through)
  15,579    600 ft    Found The Pair of Leather Boots of Finrod
  15,880    650 ft    (Controlled Retreat)
  17,712    650 ft    (Parry)
  17,712    650 ft    (Riposte)
  19,016    700 ft    Slew Gilim, the Giant of Eruman
  20,820    750 ft    Down to 750...
  21,933    750 ft    Found The Shadow Cloak of Luthien
  22,447    800 ft    (Dexterity)
  23,680    850 ft    (Sprinting)
  24,188    900 ft    Slew Scatha the Worm
  26,062    900 ft    (Knock Back)
  26,658    900 ft    (Eye for Detail)
  30,956  1,000 ft    Entered Morgoth's throne room
  30,957  1,000 ft    (Strength)
  30,957  1,000 ft    (Crowd Fighting)
  30,979  1,000 ft    (Exchange Places)
  30,988  1,000 ft    Destroyed Lungorthin, the Balrog of White Fire
  31,077  1,000 ft    Found The Massive Iron Crown of Morgoth
  31,145  1,000 ft    Slew Gorthaur, Servant of Morgoth
  31,145  1,000 ft    Found The Shortsword of Amrod
  31,302  1,000 ft    Slew Smaug the Golden
  31,466  1,000 ft    Slew Ungoliant, the Gloomweaver
  31,985  1,000 ft    (Song of Slaying)
  31,985  1,000 ft    (Song of Sharpness)
  31,990  1,000 ft    Cut a Silmaril from Morgoth's crown
  31,991  1,000 ft    Found The Massive Iron Crown of Morgoth
  31,999  1,000 ft    Cut a Silmaril from Morgoth's crown
  32,000  1,000 ft    Found The Massive Iron Crown of Morgoth
  32,007  1,000 ft    Cut a Silmaril from Morgoth's crown
  32,008  1,000 ft    Found The Massive Iron Crown of Morgoth
  32,143    950 ft    Slew Ancalagon the Black
  32,426    900 ft    Slew Dagorhir, the Elfbane
  33,023    700 ft    (Finesse)
  33,118    650 ft    Slew Draugluin, Sire of Werewolves
  33,118    650 ft    Found The Wolf-Hame of Draugluin
  33,586    550 ft    Slew Shelob, Spider of Darkness
  34,377    350 ft    Slew Tevildo, Prince of Cats
  34,397    350 ft    Slew Oikeroi, Guard of Tevildo
  34,535    300 ft    (Hardiness)
  35,742     50 ft    (Poison Resistance)
  35,878     Gates    Entered The Gates of Angband
  36,023     Gates    Slew Carcharoth, the Jaws of Thirst

  36,275     Gates    You escaped the Iron Hells on 31 January 2012.
  36,275     Gates    You brought back all three Silmarils from Morgoth's 
                      crown! 




  ['Score' 041363724]


Posted on 30.1.2012 15:22
Last updated on 31.1.2012 16:31

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332. on the Sil Ladder (of 2253)

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On 30.1.2012 15:22 ewan wrote:
Posting prior to death for once here :).

Seeking advice. I have found the unique forge, and do have a small reserve of xp. The level is clear so probably not many more xp to be had for use in forging. Is it worth my while investing? I'm guessing not, as I would want to be able to at least make items with bonii to combat etc, but would appreciate input.

Otherwise, going well! Ulfang dropped a chest inside of which was Glamdring - thanks, pal! - and so far, at least, no-one has been hitting hard enough to be worrisome; either that or I am playing more carefully. The Lore-Master ability has been fabulous, and makes the game much more fun even if it is not perhaps optimal for winning.

On 30.1.2012 15:23 ewan wrote:
If not smithing, then I may perhaps invest in a little singing; unclear.

On 30.1.2012 16:25 HallucinationMushroom wrote:
I'm only a forge novice, so take with a grain of salt and wait for better advice, but if I were in your position and could obtain difficulty 13 smithing with the forge (and jewelry skill) I would consider making an amulet of con +1, which drains your con by 2 to make. Damage +1 rings are 12 difficulty and cost 1 strength. I've only seen the unique forge once, so you might have enough xp to craft something really good, I wouldn't know.

As far as other things you can afford, around 500' I start wanting keen senses and inner light to help with the very deadly dark enemies, which start showing up more frequently. Also, for 4300xp, swap position is also something I buy to help get out of sticky situations.

On 30.1.2012 19:07 ewan wrote:
I can indeed get the +1 CON amulet. if I push it, I can even get up to making artifacts and get a +1CON amulet with potentially other bonii, but it looks as though the return on investment would be too low for the xp invested; I might just follow your advice and go for the amulet and a damage ring or two. Thanks!

On 30.1.2012 21:00 ewan wrote:
OK, going to go for it. We'll see how it works!

On 30.1.2012 22:41 ewan wrote:
So far, I believe, so good..

..just found Luthien's cloak in the remains of a cold drake near only my second forge; very glad I used Orodruth, as I can now only get a max of 9 smithing skill at this one. No more forging for me, I suspect. I have come across rings that are equal to those I forged, but no amulet; on the other hand, nor have I been low in hp this game yet.

Easily my best attempt to date. I see that others find a weapon that 'cuts metal easily' so I may need to work on that, and also I suspect resistances?

On 30.1.2012 23:23 Scatha wrote:
Wow, [+11] total from your equipment is incredibly high! Good going, and good luck.

I would at least try to find yourself a first source of fire resistance. A second source of fire resist or any of the other elemental resists can be nice for comfort, but dragon-fire is scary. For non-elemental resists, you should be aware that most of the other nasty effects in the game (confusion, fear, entrancement, stat draining ...) normally give you a Will save against them. As you also have a big bonus to Will from equipment, you might find that investing a few points there will keep you relatively safe from these. But I see you already have Free Action and Resist Fear; these "resistances" act as a +10 bonus to your roll against the relevant bad effect.

On 30.1.2012 23:29 ewan wrote:
Oh, I wish! With Lore-Master I have ID'd everything, and no source of rFire yet :(.

I suppose maybe if I have to I can try to forge a Dwarf mask or something. The continued input/advice is much welcome, thanks!

On 30.1.2012 23:34 Scatha wrote:
If you're looking at forging, you could make a Ring of Frost without any further investment in Smithing. That said, the Dwarf-mask is a good thought, and you might prefer to give over the helm slot rather than the ring.

On 31.1.2012 01:06 ewan wrote:
In the throne room, buffed w/ stat potions. Flying blind here; the greeting party went down easily, as did Lungorthin a moment ago. Given how hard it has been to kill Nameless Things, though, I am guessing that M is going to be an issue..

On 31.1.2012 01:11 ewan wrote:
First blow knocked off M's crown. Realising that I still have no armour-cutting tools, though! Dunno how this is supposed to work here..

On 31.1.2012 01:28 Scatha wrote:
Good going! I'm waiting to hear more, but perhaps I'll need to check in the morning. I hope you've managed to get a Silmaril out (or were you waiting for advice on this?).

On 31.1.2012 01:35 ewan wrote:
I've paused for Real Life. Looking as though actually *fighting* M is a non-starter, but leading him around is kind of fun and not yet deadly. Knocked off a unique wolf and found Amrod's shortsword but also no armour-cutting tag. I'll see whether I can explore the rest of the throneroom. I did take one turn to try for a Silmaril but just got 'use a different weapon'..

On 31.1.2012 01:36 ewan wrote:
Oh - and so far relying on resistance potions has been fine; knocked off the odd D and S without much stress..
..famous last words!

On 31.1.2012 01:36 ewan wrote:
p.s. Any Silmaril-cutting advice certainly welcome.

On 31.1.2012 01:46 Scatha wrote:
Do you play with the combat rolls window open? It should show you what's actually happening when you try to get a Silmaril out. Basically you get a normal attack (including criticals) against something with no evasion but extremely high armour. You may want to experiment with different weapons to see which does best, but the "use a different weapon" might be a bit misleading, as it could be that you'd do fine continuing with your current one and with luck get it out a few attempts later. Your rings of damage should be really helpful with this.

Alternatively if you could get up to 7,000 experience you could get the Song of Sharpness, which would make it a lot easier, but I'd hope that wouldn't be necessary.

On 31.1.2012 01:56 ewan wrote:
Yes, I have the combat-rolls window open, though I have never actually looked at it :).

So far 40 attempts and counting w/ Glamdring, so I am guessing not going to happen.

*Checks* OK, looks as though I am trying to exceed 20d4 (averaging just over 50, although I think it should average exactly 50?) with a 4d11 attack. Never going to happen. [OK, eventually it would but many many attempts needed.]

And that's my best weapon. Um...?

On 31.1.2012 01:57 ewan wrote:
At least it's not as though I discarded a better tool along the way; never saw a single armour-cutter.

I'll go troll the level a little more for heavier tools, maybe??

On 31.1.2012 02:53 ewan wrote:
Fascinating interaction with M, so different to any other variant: the biggest damage by far comes from rockfalls. He misses me most of the time in actual combat and has no spells, so I can happily stand next to him working on the crown! Not that it does any good..

On 31.1.2012 02:58 ewan wrote:
Hmm. OK, next I am going to try leaving by the stairs! I doubt this works, but let's see.

On 31.1.2012 02:59 ewan wrote:
Naah, didn't think so :).

On 31.1.2012 03:45 ewan wrote:
Not even via the side stairs.

I do, though, now *have* the 7K xp to spend on a sharpness song. If nothing else comes to me by morning I'll try that.

On 31.1.2012 03:47 ewan wrote:
I can't charge the crown, right? That would be silly :-).

On 31.1.2012 12:26 meneldil wrote:
Alas, I don't think charging works. Big, two-handed weapons tend to be good at getting silmarils out, if you can find one on the level.

Best of luck!

On 31.1.2012 12:56 Scatha wrote:
Yeah, this sounds a bit frustrating. Meneldil is correct that charging doesn't work, but the big weapon idea can do -- particularly if you can find one heavy enough to take advantage of your potion of Strength(/herb of rage) -- this would probably need to be a great axe or mattock, but something smaller might still be good enough.

V actually hits very hard, but your evasion is exceptionally high, so you can dance around him, Fingolfin-style. Just be careful not to get stuck in a pit!

On 31.1.2012 14:22 ewan wrote:
Jukin' and jivin' :).

The evasion is great. Having the level fill with rubble is frustrating, but at least I was carrying a shovel!

OK, no big weapons on the level. Going to spend those xp now. I think I'll try using the nearby battleaxe rather than risk breaking my sword, at first.

On 31.1.2012 14:27 ewan wrote:
I guess there is a great sword over there, and I could at least try that first..

On 31.1.2012 14:38 ewan wrote:
Woohoo! OK, it cost me the irrelevnt sword, but I am now 'feeling very bad about this' as I flee with the 3 Silmarils (and I admit to being surprised that I got the 3rd - the RNG decided to play nice, I guess.

Am I right to think that the wall literally closed off the staircase there??

On 31.1.2012 16:30 ewan wrote:
Success. The moment of that success was weird - I did not realise that I was exiting the dungeon! - and I would probably have hung out slaying the massed orcs for a bit; I see on the game-end dungeon map that there appear also to be two treasure-chest rooms that would have been good to loot :).

Still: that was awesome, in a few cases literally. Watching Morgoth fail to see me and wander off up the stairs, closely followed by me, was entertaining; running out of resistance potions and meeting ancient emerald serpents again and again and again was very scary. The whole concept of the endgame flight to the surface is great. [I was expecting some dread curse for getting all 3 Sils, but didn't notice if it it existed?]

Random comments:
The aura surrounding cold serpents is very annoying but also very appropriate; cost me a LOT of potions.
Swap positions appears to be almost essential. Too many times I was trapped by e.g. an unrelenting horror and would have been stuck otherwise; the fact that I could swap positions with Morgoth really did make me think of an elf warrior-dancer pirouetting through the dungeon!
Should have saved a staff of dungeon mapping for the escape!
Vampire lords are surprisingly tough.
Uniques, in contrast, are surprisingly easy and excellent xp value.
The forced diving is superb at pushing the game along but adds randomness. I got very lucky over the last 150' or so of descent, with huge numbers of useful consumables available; but in contrast never really found any equipment that impressed me.

I have tried an Edain a little; it seems that a la Vanilla, they might need an xp boost or something. There may be a spiral: can't kill, so can't get xp, so can't get stronger, so can't kill...

Really fun. Thanks!

On 31.1.2012 16:56 Psi wrote:
Awesome! Congratulations on the win!

On 31.1.2012 17:15 HallucinationMushroom wrote:
Rock on!

On 31.1.2012 18:02 Scatha wrote:
The complete set! Congratulations.

Replies to some of your comments:

"[I was expecting some dread curse for getting all 3 Sils, but didn't notice if it it existed?]"
There is one (you roll twice on all skill rolls and take the lower of the two), but it sounds like you were strong enough to just brush past that. Actually half and I were talking about this recently: we'd like to further differentiate the difficulty of escaping with one, two or three Silmarils, so this will probably happen in some future version (not necessarily the next one).

Exchange places is very strong (possibly a little too much so) and may be pretty much essential for some builds, but it's certainly possible to win without it. That said: how many times do you think you got trapped by an Unrelenting Horror? Were these cases easily avoidable another way? We don't want it to be too indispensable.

The Edain (actually any of the non-Noldor, but particularly the Edain) are supposed to be a challenge race: they are just canonically less powerful than the elves. They are definitely a lot harder to do well with, but we think it is possible. I agree that if we wanted to balance the races against each other then some kind of experience modifier would be a natural way to do it. (The Houses within each race, on the other hand, are supposed to be roughly balanced against one another.)

You probably found vampire lords and Serpents difficult because they have attacks which can cope with high evasion. Different monsters in the dungeon will (quite deliberately) be challenging for different kinds of character. It's possible that uniques are a little on the easy side in general.

Anyhow, glad you enjoyed it, and thanks for the feedback!

On 31.1.2012 20:14 ewan wrote:
You're very welcome; the game is marvellously bug-free, cleanly designed, and interesting. It's a huge achievement.

[Note one Q I didn't see an answer to: after grabbing the Silmarils I noticed that the way back to the entry stair was now a wall. Is this a triggered event or just an effect of Morgoth's attacks?]

I was trapped by the unrelenting Horrors and Morgoth several times while exploring the throne room, and a couple of times on the ascent (where dead-end corridors seemed to be far more common). Other than swapping places not sure how I get out - I guess knock back would eventually have worked but much more risky.

And fair enough on the Edain. I'll keep trying :).

[Interesting on vampire lords/serpents. I didn't pay much attention to details of combat attack types, but there's certainly a huge difference in difficulty across monsters of roughly equal xp value, at least for this character.]

On 31.1.2012 21:05 Scatha wrote:
The stairs being blocked off was just a chance (and unlucky) effect of the earthquakes caused by Morgoth's hammer.

There shouldn't be any total dead-end corridors initially in the map (though they can be created), but they may have secret doors at the end or be blocked by rubble. If you do find yourself in one, besides exchange places you might have a way to dig yourself out, or you might be able to make the relevant monster run away.

There is some extent to which some monsters will always be scary (we aimed for this with dragons), but others will vary a lot with character type. High evasion types can find giants almost trivial, whereas they hit so hard as to be one of the nastiest foes for low-evasion, high-protection characters. And high Will, high protection characters tend to find vampires, even lords, no more than a nuisance. Part of the fun (for me) in optimizing character builds is the tradeoff between doing a few things extremely well, and everything moderately.

On 31.1.2012 21:24 ewan wrote:
I figured on the corridors, but finding secret doors and traps proved surprsingly (to me) difficult throughout.

Dragons never seemed that scary, whether fiery or cold-drake; perhaps I was just hitting them hard enough with a first blow that they generally got scared. I think that's likely a side-effect to some extent of focussing on CON so that even a biggish hit is a lower % blow.

On 31.1.2012 21:50 HallucinationMushroom wrote:
Rock on!

On 31.1.2012 21:50 HallucinationMushroom wrote:
Rock on!

On 1.2.2012 12:49 half wrote:
The difficulty find the secret doors on the way out was part of the curse: in *all* skill rolls you roll twice and take the lower value.

On 1.2.2012 14:34 ewan wrote:
Love it. Thanks - makes sense.

On 2.2.2012 12:09 half wrote:
Congratulations, by the way, and I'm glad you got that Silmaril out. I'll certainly be making a few tweaks to the messages displayed in the throne room to help people with getting the crown and getting a Silmaril.

On 2.2.2012 16:01 ewan wrote:
Not sure that's needed so much - the crown falling off was obvious, for instance, and then you get a message as soon as you walk onto the square. But a startup or tutorial note that you will need some way of cutting through armour to get the Silmarils out would be worthwhile, I think. Or not - there are ( as I discovered!) multiple ways to get around the issue.

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