The Angband Ladder: Turmeric, Noldor Fingolfin no-class by HallucinationMushroom

  [Sil 1.0.2 Character Dump]

 Name   Turmeric      Age    3,193       Str   4 =  2  +1      +1
 Sex    Male          Height   7'8       Dex   4
 Race   Noldor        Weight   153       Con  10 =  5  +2      +3
 House  Fingolfin                        Gra   3

 Game Turn   26,831   Melee (+40,3d10)   Melee       40 = 26  +4     +10
 Exp Pool     3,740   Bows   (+11,0d0)   Archery     11 =  0  +4  -3 +10
 Total Exp   99,840   Armor [+16,8-31]   Evasion     16 = 16  +4  -4
 Burden       115.6                      Stealth     -7 =  7  +4  -6 -12
 Max Burden   207.3   Health   123:123   Perception  10 =  7  +3
 Depth           0'   Voice      34:69   Will        11 =  7  +3      +1
 Min Depth       0'   Song     Slaying   Smithing     3 =  0  +3
 Light Radius     7                      Song        15 = 10  +3  +2

    ...that Turgon the terrible towering in anger
       a pathway clove with pale falchion
       from swirling slaughter...





  [Last Messages]

> You hit the Troll guard!!!!
> The Troll guard moves away from you.
> You hit the Troll guard!!!
> You have slain the Troll guard.
> The Troll guard misses you.
> You hit the Troll guard!!!
> The Troll guard moves away from you.
> You hit the Troll guard!!!!
> You have slain the Troll guard.
> You see a Yellow Herb of Rage.
> You see a Golden Amulet of the Blessed Realm <+1>.
> You hit the Cat warrior!
> The Cat warrior moves away from you.
> You hit the Cat warrior!!
> You have slain the Cat warrior.


  [Screenshot]

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


  [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) (nothing)
c) a Marble Ring of Damage <+1>
   It improves your damage sides by 1.  
d) a Marble Ring of Damage <+1>
   It improves your damage sides by 1.  
e) The Jewel 'Elessar' <+1>
   It increases your constitution by 1.  It speeds your
   regeneration (which also increases your hunger).  It cannot
   be harmed by the elements.  It grants you the ability: 
   Strength in Adversity.  
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 Long Corslet of Resilience (-2) [-4,2d6] <+1>
   It increases your constitution by 1.  It cannot be harmed by
   the elements.  
h) The Cloak of Maglor [+1] <+2>
   It improves your song by 2.  It cannot be harmed by the
   elements.  It grants you the ability: Unwavering Voice.  
i) a Kite Shield of Frost (-1) [-1,1d7]
   It provides resistance to fire.  
j) a Dwarf Mask [-1,1d2]
   It provides resistance to fire.  
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) a Pair of Steel Greaves of Free Action [+0,1d3]
   It grants you freedom of movement.  
m) (nothing)
n) (nothing)


  [Inventory]

a) 11 Wrinkled Herbs of Healing
b) a Pale Herb of Restoration
c) 3 Dark Green Herbs of Emptiness
d) 2 Fragments of Lembas
e) 4 Clear Potions of Miruvor
f) 3 Murky Brown Potions of Orcish Liquor
g) 4 Dark Potions of Healing
h) a Pale Green Potion of Voice
i) a Grey Potion of True Sight
j) 4 Golden Potions of Elemental Resistance
k) 5 Emerald Potions of Strength
l) a Golden Staff of Revelations (0 charges)
m) a Willow Staff of Recharging (0 charges)
n) an Ivory Amulet of Constitution <+1>
   It increases your constitution by 1.  It sustains your 
   constitution.  
o) 2 Silmarils
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
p) a Helm of Defiance [-1,1d3] <+2>
   It improves your will by 2.  It provides resistance to fear.  
   
q) a Greatsword (Vampiric) (-2,3d6) [+1] 6.1 lb
   It drains life from your enemies.  It increases your hunger.  
   It requires both hands to wield it properly.  
r) a Mattock of Belegost (-4,5d3) <+3> {<3 <3 <3} 12.1 lb
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  


  [Notes]

Turgon of the Noldor
Entered Angband on 20 Feb 2012

    Turn     Depth    Note

       1     50 ft    (Song of Slaying)
     334    150 ft    (Charge)
     686    150 ft    (Power)
   3,845    300 ft    Slew Gorgol, the Butcher
   5,589    400 ft    (Lore-Keeper)
   5,589    400 ft    (Lore-Master)
   5,740    450 ft    (Blocking)
   5,740    450 ft    (Heavy Armour Use)
   5,982    450 ft    Slew Othrond, the Orc Lord
   6,008    450 ft    Found The Arrow 'Dailir'
   6,080    450 ft    (Keen Senses)
   6,204    450 ft    (Inner Light)
   6,701    500 ft    (Hardiness)
   6,701    500 ft    (Poison Resistance)
   6,782    500 ft    Slew Ulfang the Black
   6,942    500 ft    Slew Gilim, the Giant of Eruman
   7,230    500 ft    Slew Uldor, the Accursed
   8,474    550 ft    (Crowd Fighting)
   8,680    550 ft    (Exchange Places)
   9,360    600 ft    (Follow-Through)
   9,699    600 ft    (Opportunist)
  11,106    650 ft    (Dodging)
  11,382    600 ft    (Flanking)
  14,095    800 ft    (Knock Back)
  14,123    800 ft    Found The Great Spear of Ogbar
  14,202    800 ft    Slew Tevildo, Prince of Cats
  14,206    800 ft    Slew Oikeroi, Guard of Tevildo
  14,598    800 ft    Found The Longsword 'Orcrist'
  14,763    850 ft    Slew Dagorhir, the Elfbane
  14,922    850 ft    (Strength)
  15,198    850 ft    Slew Umuiyan, the Doorkeeper
  15,520    850 ft    (Clarity)
  16,570    950 ft    Destroyed Lungorthin, the Balrog of White Fire
  16,570    950 ft    Found The Bastard Sword 'Anglachel'
  17,573    900 ft    Slew Ancalagon the Black
  17,849    900 ft    (Song of Sharpness)
  17,851    900 ft    Slew Draugluin, Sire of Werewolves
  17,851    900 ft    Found The Wolf-Hame of Draugluin
  18,590    900 ft    (Stun)
  19,139    950 ft    Entered Hoard of the Worm of Greed
  19,220    950 ft    Slew Glaurung, the Deceiver
  19,730    950 ft    Slew Thuringwethil, the Vampire Messenger
  19,730    950 ft    Found The Bat-Fell of Thuringwethil
  20,126    950 ft    (Whirlwind Attack)
  21,246    900 ft    Found The Jewel 'Elessar'
  21,248    900 ft    Slew Shelob, Spider of Darkness
  21,527    950 ft    Found The Cloak of Maglor
  24,201  1,000 ft    Entered Morgoth's throne room
  24,201  1,000 ft    (Sprinting)
  24,234  1,000 ft    Slew Gorthaur, Servant of Morgoth
  24,254  1,000 ft    Found The Massive Iron Crown of Morgoth
  24,264  1,000 ft    Cut a Silmaril from Morgoth's crown
  24,273  1,000 ft    Cut a Silmaril from Morgoth's crown
  24,278  1,000 ft    Cut a Silmaril from Morgoth's crown
  24,399    950 ft    Slew Morgoth, Lord of Darkness
  24,399    950 ft    Found The Mighty Hammer 'Grond'
  26,712     Gates    Entered The Gates of Angband

  26,830     Gates    You escaped the Iron Hells on 27 February 2012.
  26,830     Gates    You brought back all three Silmarils from Morgoth's 
                      crown! 




  ['Score' 141373169]


Posted on 27.2.2012 19:57
Last updated on 28.2.2012 04:45

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2. on the Competition No.118 Ladder (of 36)

Comments

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On 27.2.2012 19:57 HallucinationMushroom wrote:
Alright, let's see what kills this guy! Ohhh, Burkfelek.... *whistle* BURKFELEK where AREEE YOUUU???

On 27.2.2012 20:44 HallucinationMushroom wrote:
Burning lots of time at 900' and 950', picking on late game baddies and rifling through loot. Dammit, where are you Burkfelek?! I've never had so many melee perks, it's very nice feeling like a walking tank. The task at hand is to kill Morgoth & get all three silmarils, both of which I have failed to accomplish before. I think with Burkfelek I can kill Morgoth, but even then I'm not sure I can get the Silmarils. I'm holding on to a last bit of xp but I imagine I'll dump it into melee ability soon.

On 27.2.2012 20:52 mtadd wrote:
Did you have much luck synergizing knockback with flanking charges?

On 28.2.2012 04:15 HallucinationMushroom wrote:
Alright, I am now in new territory, for I have never pried more than one silmaril before. My lovely vampiric great axe paid the price, but Anglachel was able to nab the other two very quickly. I'm sitting on a nice stockpile of healing, but damned if I don't have Burkfelek. If I did, I'd say I could get Morgoth... but without it, I'm not sure. I guess I'll try to climb my way out of this mess and see if I can get to a good place to fight Morgoth. I would really very much like to kill him, but if it starts to look hopeless I might just try for the 3 silmaril escape.

On 28.2.2012 04:20 HallucinationMushroom wrote:
Yes, Finally!!! I have killed Morgoth and have all three silmarils. Charge! Charge! Charge! Charge! Charge! Oh yes, all I have to do now is get out! Get out get out get out!!! Hurry!

On 28.2.2012 04:45 HallucinationMushroom wrote:
Alright, that was a much easier trip up thanks to the song of slaying. I had been stockpiling my voice potions and wore Maglor's cloak for just the occasion. I got my slaying up to +21 at the gates. Carcharoth stayed well clear of the final fight on my way out. Wow, maybe I can put Sil down for a few weeks now.

Oops, I didn't mean to ignore your question! I meant to answer but forgot. I didn't really notice the whole flanking-charging thing, but I really saw the power of charge-opportunity shine!

On 28.2.2012 05:34 Ferian wrote:
So if you have knockback and opportunist and you knock an opponent back do you get an opportunist attack when the monster gets moved from the knockback?

On 28.2.2012 09:11 Psi wrote:
Fantastic effort. I get the feeling some things will change in 1.0.3... :)

On 28.2.2012 09:23 Psi wrote:
You may want to post this one to the Sil ladder too and claim your rightful top spot!

On 28.2.2012 12:52 Scatha wrote:
HM: Congratulations! This is really very fast; very impressive, and an extremely high bar now for the rest of the competition.

Ferian: Apparently you do get an opportunist attack in the case, but this is kind of a bug. (It's not as bad as at one point in development, where if you were reliably hitting the knock back threshold you could 'knock back' from the Opportunist attack, which would trigger another opportunist, and so on until they died ...)

On 28.2.2012 13:50 ewan wrote:
Kudos, HM! How did the Throne Room go? With your, ah, lack of emphasis on stealth :) I would have expected it to be challenging.

On 28.2.2012 14:55 HallucinationMushroom wrote:
Ah, thanks for the kind words! The Throne Room went rather easily, actually. I had so many consumables I could afford to eat up two each of the stat potions, quickness, rage and elemental resist. I pulled out my vampiric great axe and just started fighting in the opening antechamber. Everything I hit either died and gave me 7 hp, or got knocked back. The floor got slippery with blood rather quickly... With the slaying song, I was over +30 in a few rounds. Morgoth showing up didn't really change much. His crown got knocked off in one attack, though it took two hits to do it, and he got knocked back as well. Since he quaked the area, he kept managing to get knocked back out of line of sight. I switched to sharpness and got a silmaril, then broke my axe, then got Anglachel to get the other two. I would knock Morgy back and try for a silmaril, rinse and repeat. I was amazed at how fast those silmarils popped out.

For the Morgoth fight I buffed up in the same way and brought out my Belegost mattock of <3. The earthquakes would mess up my charging lines sometimes, so I took a few turns to clear rubble instead of trying to charge through pits. Flanking really came in handy in manuevering myself and Morgoth back into positions where I could charge-knockback should he rest against a wall. I dropped to 5 hitpoints a few times by getting caught up in the excitement and forgetting to chug Miruvor potions. I meant to take a glance to see if Elessar's strength-in-adversity kicked in but I plum forgot. With my max hp at something in the 120's or 140's depending on if rage was activated or not, I was at less than 50% health for a lot of the fight.

On 28.2.2012 15:09 HallucinationMushroom wrote:
I probably would've died a long time ago if I hadn't of found that long corslet of resilience around ~350. Improved defense dice, 41.5 or so pounds and +1 to con is superb for my playstyle. I quickly nabbed heavy armor use and that allowed me to use two handed weapons up the very end. I improved my evasion by about 3 points after I nabbed sprinting, so for most of the game I had relatively low dodge and just soaked up damage and gambled on quick kills. If I were to trim any fat of this character, I could probably do without swap position. I used it maybe three times. It made a few situations much easier, but it wasn't necessary. It maybe saved me a few consumables.

On 28.2.2012 20:29 ewan wrote:
I am going to try once more here, mostly because I have the perfect name to recognise the two I'm now chasing: Psilocybin :). But I'm torn: it looks as though the real way to kill V *is* with this heavy-armour, all-guns-blazing approach and that makes me kinda sad :). So maybe I'll try twice. How long do we have left??

On 28.2.2012 21:04 HallucinationMushroom wrote:
Nice name! Looks like you've got 11 days... tons of time! I think this guy was in the five hour range. You'll have passed me by in to time. Psi too, probably. :)

On 29.2.2012 01:07 Ferian wrote:
How much meelee/evasion/armor does morgoth have? Is he really hard to hit or does he just have tons of armor and hp? Also what is the deal with the silmarils breaking weapons? Should i avoid using my best weapon to get them out? I noticed alot of people used anglachel to get the silmarils out but isnt that risking breakage of a really good weapon?

On 29.2.2012 02:13 HallucinationMushroom wrote:
** Obvious Morgoth Spoiler **

You know, I actually didn't look for this version. For 1.0.1, he had 5d4 protection and 500 life, which I gained from observing him from lore-master. Other than that, I only know what I perceive to be true. I'm sure others have told me what's happening with Morgoth, but I've forgotten the specifics. The biggest obstacle to killing him in my opinion is his regeneration rate. He regains a lot of hp per round. He can dish out some good damage but he seems to miss a fair amount. Both my characters who fought him had at least +20 something to hit and hit him nearly every time. As far as weapon breakage, I have no idea how that works. I don't *think* the first silmaril can break your weapon, but subsequent tries sure can. I was actually surprised Anglachel didn't break on the third silmaril.

On 29.2.2012 09:49 HugoTheGreat2011 wrote:
+40 to Melee...Whoa! And I thought +30 was already pretty high.

On 29.2.2012 14:35 HallucinationMushroom wrote:
Yeah, definitely a big surplus if you're only worried about connecting. I find that +22, +23, somewhere *right* there, I seem to almost always hit. Actually, thanks to you I learned that melee isn't capped at 20! I pumped it pretty high here and with charge!!! to make up for the melee penalty with the mattock so I'd have that same sweet spot. I didn't realize how criticals worked and never really factored on them until pretty recently. The song of slaying surely added an extra damage dice here and there against Morgy, maybe making all the difference with his regen rate. That really helps make up for the fact that you can't have a sharp mattock. A modest song of slaying investment really trumps the high cost of adding a melee point as long as you have some meat sacks around to build it up!

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