The Angband Ladder: Lurgon, Noldor Feanor no-class by HugoTheGreat2011

  [Sil 1.0.2 Character Dump]

 Name   Lurgon        Age      834       Str   3
 Sex    Male          Height  6'10       Dex   3 =  4      -1
 Race   Noldor        Weight   195       Con   3
 House  Feanor                           Gra   4

 Game Turn    6,505   Melee  (+14,3d8)   Melee       14 =  8  +3  +2  +1
 Exp Pool     1,189   Bows    (+8,0d0)   Archery      8 =  0  +3  +4  +1
 Total Exp   18,089   Armor  [+12,3-5]   Evasion     12 =  8  +3  +1
 Burden        99.3                      Stealth      8 =  4  +3  +1
 Max Burden   172.8   Health     -4:34   Perception   4 =  0  +4
 Depth         500'   Voice      41:41   Will        10 =  6  +4
 Min Depth     300'                      Smithing    13 =  8  +4      +1
 Light Radius     0                      Song         4 =  0  +4

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






  [Last Messages]

> The Orc warrior shouts a warning.
> The Orc warrior hits you.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> The Giant misses you.
> It burns your mouth and throat.
> You feel better.
> You have no more Murky Brown Potions of Orcish Liquor (c).
> The Orc warrior misses you.
> The Giant misses you.
> You hit the Orc warrior!
> The Orc warrior shouts a warning.
> The Orc warrior flees in terror!
> The Giant hits you.
> You die.


  [Screenshot]

  ###o###
    #o#  
    #G#  
    #@#  
    #o#  
    #o#  
         


  [Equipment]

a) a Greatsword (-2,3d5) [+1] 8.8 lb
   It requires both hands to wield it properly.  
b) (nothing)
c) an Amethyst Ring of Accuracy (+2)
d) an Amethyst Ring of Accuracy (+2)
e) (nothing)
f) a Wooden Torch (with 0 turns of light)
g) The Filthy Rag of Dungalef [+1] <+1>
   It improves your stealth by 1.  It cannot be harmed by the
   elements.  It grants you the abilities: Disguise and Vanish.  
   
h) a Cloak of Warmth [+1]
   It provides resistance to cold.  
i) (nothing)
j) a Helm [-1,1d3]
k) a Set of Gauntlets [+0,1d1]
l) a Pair of Leather Boots of Softest Tread [-1,1d1] <+1>
   It improves your stealth by 1.  
m) (nothing)
n) (nothing)


  [Inventory]

a) 2 Pale Herbs of Terror
b) 3 Fragments of Lembas
c) a Clear Potion of Miruvor
d) 2 Dark Blue Potions of True Sight
e) 3 Shimmering Potions of Slow Poison
f) a Yellow Potion of Quickness
g) a Silver Trumpet of Terror
h) a Twisted Staff of Understanding (1 charge)
i) a Turquoise Ring of Perception <+1>
   It improves your perception by 1.  
j) a Filthy Rag of Stealth <+1>
   It improves your stealth by 1.  
k) a Round Shield [+0,1d3]
l) a Great Helm of Defiance [-2,1d3] <+3>
   It improves your will by 3.  It provides resistance to fear.  
   
m) 3 Daggers (+0,1d5) 2.4 lb
   It can be thrown effectively (12 squares).  
n) The Longsword 'Orcrist' (+2,2d5) [+2] <+2> 3.3 lb
   It improves your perception by 2.  It slays orcs and trolls.  
   It cannot be harmed by the elements.  
o) a Longsword (+0,2d5) [+1] 3.2 lb
p) a Bastard Sword (-2,3d3) [+1] 4.9 lb
   It does extra damage when wielded with both hands.  
q) The Spear of Boldog (+0,1d10) 5.0 lb
   It slays wolves.  It provides resistance to fear.  It can be
   thrown effectively (4 squares).  It cannot be harmed by the
   elements.  It does extra damage when wielded with both hands.
   It counts as a type of polearm.  
r) a Battle Axe of Rauko Slaying (-3,3d4) 5.2 lb
   It slays raukar.  It does extra damage when wielded with both
   hands.  
s) a Battle Axe (-3,3d4) 6.0 lb
   It does extra damage when wielded with both hands.  
t) a Quarterstaff (+0,2d3) [+2] 4.1 lb
   It requires both hands to wield it properly.  
u) a Shovel (-3,2d2) <+1> 5.7 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  
v) 42 Arrows (+3)
   They can be shot by a bow.


  [Notes]

Lurgon of the Noldor
Entered Angband on 13 Apr 2012

    Turn     Depth    Note

   1,533    100 ft    (Jeweller)
   2,151    150 ft    Slew Gorgol, the Butcher
   4,115    250 ft    (Dodging)
   4,616    250 ft    (Sprinting)
   4,744    350 ft    Slew Boldog, the Merciless
   4,761    350 ft    Found The Longsword 'Orcrist'
   4,986    350 ft    (Disguise)
   5,307    350 ft    (Charge)
   5,500    350 ft    Found The Filthy Rag of Dungalef
   6,023    400 ft    (Inner Light)
   6,240    500 ft    Found The Spear of Boldog (from 350 ft)
   6,463    500 ft    Slew Orcobal, Champion of the Orcs

   6,505    500 ft    Slain by a Giant.
   6,505    500 ft    Died on 13 April 2012.




  ['Score' 010093495]


Posted on 13.4.2012 07:16

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1624. on the Sil Ladder (of 2253)

Comments

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On 13.4.2012 07:16 HugoTheGreat2011 wrote:
Somewhat decent Smithing-oriented Feanor character. Being able to get two Rings of Accuracy (+2) was a steal at 100ft. But after, the RNG decided to be a jerk and refuse to generate sources of light for me. After that, I had to wonder from floor and floor, in hopes of finding a light source, either on the level or dropped by killed monsters.

On 13.4.2012 12:10 Scatha wrote:
That's a bit frustrating, but there are approaches you can take to help. The most straightforward is to get the Song of the Trees. You can also save your last lightsource for an emergency; forge items of brightness (or a lesser jewel) at a forge; wield items with appropriate slays (here Orcrist and the Spear of Boldog seem good); fight in lit rooms. Easterlings are also more likely than most enemies to drop torches.

On 13.4.2012 12:54 debo wrote:
Your smithing was high enough for an amulet of brilliance +0 here! Even if you find a 2 use forge, dropping one of the rings to get the amulet is a big help IMO

On 13.4.2012 12:57 debo wrote:
Sorry - I meant "Blessed Realm"

On 13.4.2012 13:14 Scatha wrote:
debo: Do you prefer Blessed Realm +0 over a Lesser Jewel of Brightness? They both give you an extra light radius at the start, but their relative usefulness depends on how likely you are to upgrade each slot with something else (or run out of torches!). And after you've taken Jeweller, the amulet may be not so hard to upgrade -- with another forge charge and some restoration item, you can make one of Con or Gra.

On 13.4.2012 13:22 debo wrote:
I like Blessed Realm at the beginning because it still adds to my light if I manage to find a good lantern (or make one). This makes darkness-casting enemies less of a problem from 400-700 or whatever.

Also, don't you need (Enchantment) to make a Jewel of Brightness? I don't usually take that for my 100' forge.

I usually upgrade the amulet later, anyhow. But I really suck at Sil, so I dunno if asking me about my approach is the best idea :) Maybe I'll try the Jewel of Brightness approach sometime.



On 13.4.2012 13:44 Scatha wrote:
Yes, you're right, you need Enchantment for the Jewel of Brightness. I forgot about that (could be fine if you go the Jeweller route with a smith of Nogrod, but otherwise perhaps best not to grab at the start).

I don't really have an opinion one way or the other on which is better; just interested to weigh up the options.

On 13.4.2012 19:39 HugoTheGreat2011 wrote:
Thanks for the input guys. As for myself, I would have gotten an Amulet of the Blessed Realm (+0). It takes me a while, like until 700-800ft, before I get better Amulets. On the other hand, I tend to upgrade the Lantern/Torch slot more often, especially when I get a Brass Lantern/Feanorian Lamp of True Sight.

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