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

  [Sil 1.0.2 Character Dump]

 Name   Ability -X    Age    2,274       Str   4 =  3  +1
 Sex    Male          Height   7'4       Dex   3
 Race   Noldor        Weight   154       Con   5
 House  Fingolfin                        Gra   3

 Game Turn   13,804   Melee  (+17,3d7)   Melee       17 = 16  +3  -3  +1
 Exp Pool     1,256   Bows    (+2,0d0)   Archery      2 =  0  +3  -2  +1
 Total Exp   37,056   Armor [+16,8-18]   Evasion     16 = 15  +3  -2
 Burden       116.5                      Stealth     -1 =  0  +3  -4
 Max Burden   207.3   Health     -1:49   Perception  14 = 11  +3
 Depth         650'   Voice      34:34   Will        12 =  8  +3      +1
 Min Depth     550'                      Smithing     3 =  0  +3
 Light Radius     2                      Song         3 =  0  +3

 No abilities.







  [Last Messages]

> You hit the Adamant serpent...
> *** LOW HITPOINT WARNING! ***
> The Adamant serpent bites you...
> *** LOW HITPOINT WARNING! ***
> You miss the Adamant serpent.
> *** LOW HITPOINT WARNING! ***
> The Adamant serpent bites you...
> *** LOW HITPOINT WARNING! *** <2x>
> The Adamant serpent breathes poisonous gas.
> You have been badly poisoned.
> *** LOW HITPOINT WARNING! ***
> Your rage subsides.
> *** LOW HITPOINT WARNING! *** <2x>
> The Adamant serpent bites you.
> You die.


  [Screenshot]

         
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   ..@ss'
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  [Equipment]

a) a Bastard Sword of Hador's House (-1,3d3) [+1] <+1> 4.0 lb
   It increases your strength by 1.  It grants you the ability: 
   Follow-Through.  It does extra damage when wielded with both
   hands.  
b) (nothing)
c) an Adamant Ring of Warmth
   It provides resistance to cold.  
d) a Topaz Ring of Protection [+0,1d1]
e) (nothing)
f) a Brass Lantern (with 5338 turns of light)
g) a Mail Corslet (-1) [-3,2d3]
h) a Cloak of Protection [+2,1d1]
   It cannot be harmed by the elements.  
i) a Round Shield of Protection [+0,1d4]
   It cannot be harmed by the elements.  
j) a Dwarf Mask [-1,1d2]
   It provides resistance to fire.  
k) a Set of Gauntlets (-1) [+0,1d2]
l) a Pair of Leather Boots of Free Action [-1,1d2] {fa, prolly}
   It grants you freedom of movement.  
m) (nothing)
n) (nothing)


  [Inventory]

a) a Yellow Herb of Rage
b) a Pale Green Herb of Terror
c) 2 Russet Herbs of Restoration
d) a Fragment of Lembas
e) a Flask of oil
f) 3 Sparkling Blue Potions of True Sight
g) a Yew Staff of Sanctity (1 charge)
h) a Beech Staff of Understanding (0 charges)
i) a Willow Staff of Slumber (5 charges)
j) a Topaz Ring of Protection [+0,1d1]
k) a Jade Ring of Strength <+0>
   It increases your strength by 0.  It sustains your strength.  
   
l) a Sapphire Ring of Wrath
   It enrages nearby creatures.  
m) a Bronze Amulet of Regeneration
   It speeds your regeneration (which also increases your hunger).
   
n) a Coral Amulet of Danger
   It draws powerful creatures to your level (even when not worn).
   
o) a Greatsword (-2,3d5) [+1] 8.9 lb
   It requires both hands to wield it properly.  
p) The Spear of Boldog (+0,1d10) 5.0 lb
   It slays wolves.  It provides resistance to fear.  It can be
   thrown effectively (5 squares).  It cannot be harmed by the
   elements.  It does extra damage when wielded with both hands.
   It counts as a type of polearm.  
q) a Spear of the Vanyar (-1,1d9) <+1> 3.0 lb
   It increases your grace by 1.  It can be thrown effectively
   (8 squares) and lights the dungeon around you.  It does extra
   damage when wielded with both hands.  It counts as a type of
   polearm.  
r) a Halberd (Vampiric) (-3,2d10) [+1] 6.8 lb
   It drains life from your enemies.  It increases your hunger.  
   It requires both hands to wield it properly.  It counts as a
   type of polearm.  
s) a Great Axe (Vampiric) (-4,4d4) 9.8 lb
   It drains life from your enemies.  It increases your hunger.  
   It requires both hands to wield it properly.  
t) a Mattock of Belegost (-4,5d2) <+3> 11.0 lb
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  


  [Notes]

Ability -X of the Noldor
Entered Angband on 29 Feb 2012

    Turn     Depth    Note

   1,328    250 ft    Slew Gorgol, the Butcher
   6,479    450 ft    Slew Boldog, the Merciless
   6,551    450 ft    Found The Spear of Boldog
   6,882    500 ft    Slew Uldor, the Accursed
   8,532    550 ft    Slew Gilim, the Giant of Eruman
   8,794    550 ft    Slew Ulfang the Black
  10,497    600 ft    Slew Othrond, the Orc Lord

  13,804    650 ft    Slain by an Adamant serpent.
  13,804    650 ft    Died on 01 March 2012.




  ['Score' 013086196]


Posted on 1.3.2012 16:29
Last updated on 1.3.2012 17:07

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On 1.3.2012 16:29 HallucinationMushroom wrote:
I've tried the no-abilities challenge a handful of times and this is my best yet. If anyone could help me understand how to get to a place where I can see some of these invisible/dim creatures, I'd really appreciate it. I understand the concept only vaguely. I know a better light radius helps, but even with a '3' holding my spear of vanyar and what I think as a pretty good investment in perception, I only saw a shadow-bat 1 in 30 turns on average, after purposefully waiting around 200 turns to get an approximation. I seem to see the Sulraku 'R' almost every round, and the crawls-on-you worms never. I was being chased by something that was biting me for small bits of damage (another shadow bat?) and drank a true-sight potion, but that didn't help at all! I always take inner-light and keen senses to combat this, but even then I get surrounded by the really dark R's.

I guess to shorten up all that random data... is it the case that having better light trumps good perception? If not, at what perception do I need to reliably see this stuff? I'd hate to waste xp on getting perception to 20, which still might prove futile, when all I really need is a cap and a feanorian lamp of brilliance. Also, are there actually literally invisible enemies? Sometimes the game says 'invisible' and other times invisible. Thanks in advance! I really like the whole dark mechanic, it really spices things up, but I really just want some light shed on the subject, yuk yuk yuk.

On 1.3.2012 16:58 Scatha wrote:
There are two different mechanics here (perhaps confused because Keen Senses and Listen help you with both):
- "Invisible" (really just hard to spot) monsters, like clear worm masses, Sulraukar, cat assassins. You get a perception roll to see them, with a big bonus if you have true sight.
- Darkness-creating monsters. Every square in the dungeon has a light level, which is the sum of the values being added to it by everything nearby with a light or darkness level. If the level is 0 or below you can't see what's on the square (whether or not the darkness was being created by that monster). This is all deterministic; there's no roll involved.

It sounds like your problem is the second sort. I advise running away (e.g. Shadow Spiders are territorial so won't chase you if you get out of line of sight) where need be, trying to fight in lit rooms, upping your light radius where you can, and even using staves of light or dropping glowing items on the ground to create extra light around.


On 1.3.2012 17:02 Psi wrote:
I'm not even sure if perception helps spot dark creatures. I thought it was perception for invisible - like Sulrauker and brightness for dark creatures.

I believe you add together your light intensity (and the room)and its (or their if there are several) dark intensity and if yours is greater on that square then you see it.

You probably want to hang on to a staff of light, so you can at least light up the area.

On 1.3.2012 17:03 Psi wrote:
Oops - too late!

On 1.3.2012 17:07 HallucinationMushroom wrote:
Ah, thanks! That really illuminates things, chuckle chuckle. Yeah, shadow spider, it turns out that is what has been munching on me lately. Alright, so I think for future tries I won't put perception on the same par as melee and evasion. Doggone if I hadn't found a staff of light yet. I got myself surrounded by a lot of cat warriors in a corridor. I went into a rage and managed to kill them all before two serpents lined up and made escape impossible. I had already burned through all my healing stores in previous fights. Oh well, maybe next week!

On 1.3.2012 17:09 HallucinationMushroom wrote:
Vampiric weapons?! Gahhh. I knew I should've experimented with those... I maybe could've come out ahead with the axe, but my melee was probably too low.

On 1.3.2012 17:26 Scatha wrote:
Might already have been too late, but I guess the great axe or halberd would at least have been a nicer choice for the serpents just to get high enough damage to get through the protection.

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