The Angband Ladder: Mirin, Noldor Fingolfin no-class by Nomad

  [Sil 1.0.2 Character Dump]

 Name   Mirin         Age    2,534       Str   3 =  2  +1
 Sex    Female        Height    6'       Dex   5 =  4  +1
 Race   Noldor        Weight   146       Con   5
 House  Fingolfin                        Gra   4 =  3  +1

 Game Turn   25,747   Melee  (+17,3d9)   Melee       17 = 15  +5  -3
 Exp Pool     4,127   Bows   (+6,1d14)   Archery      6 =  0  +5      +1
 Total Exp   53,927   Armor [+16,6-14]   Evasion     16 = 14  +5  -3
 Burden       113.0                      Stealth     12 =  8  +5  -1
 Max Burden   172.8   Health    -17:49   Perception  12 =  7  +4  +1
 Depth         850'   Voice      41:41   Will        10 =  5  +4      +1
 Min Depth     900'                      Smithing    11 =  7  +4
 Light Radius     2                      Song         4 =  0  +4

 You are the only child of a bard from the house of Fingolfin. You have
 light blue eyes, wavy black hair, and a fair complexion.






  [Last Messages]

> The Young fire-drake wakes up and notices you.
> You hit the Young fire-drake!
> The Young fire-drake claws you...
> You hit the Young fire-drake.
> The Young fire-drake misses you.
> You hit the Young fire-drake.
> The Young fire-drake misses you.
> You hit the Young fire-drake.
> The Young fire-drake breathes fire.
> You hit the Young fire-drake.
> The Young fire-drake claws you...
> You miss the Young fire-drake.
> The Young fire-drake misses you.
> The Young fire-drake breathes fire.
> You die.


  [Screenshot]

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  [Equipment]

a) a Battle Axe of Hador's House (-2,3d6) <+1> 4.2 lb
   It increases your strength by 1.  It grants you the ability: 
   Follow-Through.  It does extra damage when wielded with both
   hands.  
b) The Longbow 'Belthronding' (+1,1d11) [-1] <+1> 3.0 lb
   It improves your perception by 1.  It cannot be harmed by the
   elements.  It can shoot arrows 20 squares (with your current
   strength).
c) a Ruby Ring of Protection [+0,1d2]
d) an Emerald Ring of Dexterity <+1>
   It increases your dexterity by 1.  It sustains your dexterity.
   
e) an Obsidian Amulet of Preservation
   It sustains your constitution and grace.  It reduces your
   need for food.  It cannot be harmed by the elements.  
f) a Brass Lantern of True Sight (with 5856 turns of light)
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
g) a Mail Corslet of Permanence (-1) [-3,2d4]
   It sustains your strength and dexterity.  It cannot be harmed
   by the elements.  
h) a Cloak of Stealth [+1] <+2>
   It improves your stealth by 2.  
i) (nothing)
j) a Crown of Grace [+0,1d1] <+1>
   It increases your grace by 1.  It cannot be harmed by the
   elements.  
k) a Set of Mithril Gauntlets [+0,1d2]
   It cannot be harmed by the elements.  
l) a Pair of Leather Boots of Free Action [+0,1d1]
   It grants you freedom of movement.  
m) 28 Arrows
   They can be shot 20 squares (with your current strength and bow).
n) 3 Arrows (+3)
   They can be shot 20 squares (with your current strength and bow).


  [Inventory]

a) 5 Grey Herbs of Rage
b) 5 Pale Herbs of Healing
c) a Fragment of Lembas
d) 5 Flasks of oil
e) a Clear Potion of Miruvor
f) 2 Vermilion Potions of Healing
g) 2 Black Potions of Quickness
h) 4 Shimmering Potions of Strength
i) 3 Milky White Potions of Dexterity
j) 3 Cloudy Potions of Constitution
k) 2 Brilliant Blue Potions of Grace
l) a Rosewood Staff of Light (8 charges)
m) a Rosewood Staff of Light (5 charges)
n) a Twisted Staff of Revelations (4 charges)
o) an Ebony Staff of Slumber (6 charges)
p) a Mahogany Staff of Majesty (5 charges)
q) an Ivory Staff of Warding (2 charges)
r) a Moonstone Ring of Frost
   It provides resistance to fire.  
s) a Brass Lantern of Brightness (with 6234 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
t) a Round Shield of Frost [+0,1d3]
   It provides resistance to fire.  
u) a Set of Leather Gloves of the Forge <+2>
   It improves your smithing by 2.  
v) a Mattock (-5,5d2) <+2> 14.0 lb
   It improves your tunneling by 2.  It requires both hands to
   wield it properly.  
w) 7 Pieces of Mithril


  [Notes]

Mirin of the Noldor
Entered Angband on 8 May 2012

    Turn     Depth    Note

       6     50 ft    (Charge)
       6     50 ft    (Dodging)
   1,325    150 ft    Slew Gorgol, the Butcher
   2,217    200 ft    (Disguise)
   4,095    300 ft    (Curse Breaking)
   4,271    350 ft    (Sprinting)
   5,028    350 ft    (Vanish)
   6,195    400 ft    (Inner Light)
   7,195    400 ft    Slew Uldor, the Accursed
   8,494    400 ft    (Armoursmith)
   8,494    400 ft    (Enchantment)
  10,085    500 ft    (Lore-Keeper)
  10,085    500 ft    (Lore-Master)
  11,013    500 ft    (Power)
  12,921    550 ft    (Keen Senses)
  13,818    550 ft    (Artistry)
  14,907    550 ft    Slew Othrond, the Orc Lord
  15,574    600 ft    (Flanking)
  18,512    700 ft    (Crowd Fighting)
  20,361    750 ft    (Knock Back)
  24,156    850 ft    Found The Longbow 'Belthronding'
  25,593    850 ft    Found The Set of Gauntlets of Gamil Zirak

  25,747    850 ft    Slain by a Young fire-drake.
  25,747    850 ft    Died on 09 May 2012.




  ['Score' 017074253]


Posted on 9.5.2012 01:56
Last updated on 9.5.2012 17:24

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984. on the Sil Ladder (of 2253)

Comments

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On 9.5.2012 01:56 Nomad wrote:
New best depth and still alive, mostly by virtue of continually running away. Time to take a break for the night...

On 9.5.2012 02:26 HugoTheGreat2011 wrote:
Be careful though. Your Melee and Evasion are still quite low at this depth. At 650ft onwards, you'll encounter *lots* of very nasty monsters, like Shadow Spiders, Cat warriors, Werewolves, and so forth. I can see that you wanted a protection-based character. But, this doesn't work well for certain monsters. Giants and cat warriors are notorious for being very dangerous for those with low evasion. I would try to raise both Melee and Evasion to at least 16+ at this point, to increase chances of survival. You should switch to Greatswords, if possible, because Noldors are more proficient with swords. Forge a Greatsword if you can!

My two cents.



On 9.5.2012 02:28 HugoTheGreat2011 wrote:
In my experience:
15+ Evasion works against Giants
20+ Evasion works against Cat warriors

On 9.5.2012 11:08 Scatha wrote:
I'd be less extreme in my recommendations. Elves do have a slight bonus with swords, but that's a nice battle axe and you'll have a good damage output so long as you're hitting enough. A greatsword would give you one to hit in exchange for totally giving up your shield!

And I think cat warriors are just nasty for everyone. Your balanced strategy seems a reasonable bet; very high protection may even be safer.

The general point of keeping your combat skills up high may have some merit, but as I'm sure you're finding, there are lots of ways to approach the game. You're in a position here to avoid dangerous engagements.

On 9.5.2012 17:24 Nomad wrote:
Ack, stupid: the one time I forgot to put my shield of frost back on after using the mattock...

But still, a major advance on my previous best, a rapid death on arriving at 600'. (And despite all dire warnings, I found I didn't have any particular trouble handling cat warriors.)

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