The Angband Ladder: Belmoron, Noldor Feanor no-class by WaveMotion

  [Sil 1.0.2 Character Dump]

 Name   Belmoron      Age    2,087       Str   5 =  4  +1
 Sex    Male          Height    7'       Dex   3
 Race   Noldor        Weight   162       Con   3
 House  Feanor                           Gra   3

 Game Turn   13,778   Melee  (+11,4d9)   Melee       11 = 13  +3  -5
 Exp Pool     2,106   Bows    (+3,1d9)   Archery      3 =  0  +3  -1  +1
 Total Exp   28,106   Armor  [-5,7-20]   Evasion     -5 = 10  +3  -4 -14
 Burden       146.2                      Stealth     -1 =  0  +3  -4
 Max Burden   248.7   Health      0:34   Perception  13 =  7  +3  +3
 Depth         550'   Voice      34:34   Will         3 =  0  +3
 Min Depth     550'                      Smithing    10 =  6  +3      +1
 Light Radius     2                      Song         3 =  0  +3

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






  [Last Messages]

> It bites you!!
> The trance is broken!
> You fall into a deep trance!
> It bites you...
> The trance is broken!
> You fall into a deep trance!
> It bites you...
> The trance is broken!
> You fall into a deep trance!
> It bites you...
> *** LOW HITPOINT WARNING! ***
> The trance is broken!
> You fall into a deep trance!
> It bites you!!
> You die.


  [Screenshot]

         
  #%   # 
  ...H.# 
  ...@.' 
  .....% 
  .....% 
  .....# 


  [Equipment]

a) a Great Axe of Hador's House (-4,4d4) <+1> 8.5 lb
   It increases your strength by 1.  It grants you the ability: 
   Follow-Through.  It requires both hands to wield it properly.
   
b) a Shortbow (+0,1d8) 1.3 lb
   It can shoot arrows 13 squares (with your current strength).
c) an Onyx Ring of Protection [+0,1d2]
d) an Adamant Ring of Warmth
   It provides resistance to cold.  
e) (nothing)
f) a Brass Lantern (with 5075 turns of light)
g) a Mail Corslet [-3,2d4]
h) a Cloak [+1]
i) (nothing)
j) a Great Helm of True Sight [-2,1d4] <+3>
   It improves your perception by 3.  It provides resistance to 
   blindness and hallucination.  It grants you the ability to
   see invisible creatures.  
k) a Set of Gauntlets (-1) [+0,1d1]
l) a Pair of Leather Boots of Softest Tread [+0,1d2] <+1>
   It improves your stealth by 1.  
m) 97 Arrows
   They can be shot 13 squares (with your current strength and bow).
n) 16 Arrows (Poisoned)
   They are branded with venom.  They can be shot 13 squares
   (with your current strength and bow).


  [Inventory]

a) 3 Grey Herbs of Sustenance
b) 2 Pale Herbs of Terror
c) a Yellow Herb of Healing
d) 2 Fragments of Lembas
e) 6 Murky Brown Potions of Orcish Liquor
f) a Sparkling Potion of Clarity
g) 4 Vermilion Potions of Healing
h) a Crimson Potion of True Sight
i) 3 Golden Potions of Slow Poison
j) 6 Dark Green Potions of Quickness
k) 2 Black Potions of Strength
l) a Smoky Potion of Constitution
m) a Turquoise Ring of Perception <+1>
   It improves your perception by 1.  
n) an Onyx Ring of Protection [+0,1d2]
o) 5 Wooden Torches (with 2000 turns of light)
p) a Kite Shield of Deflection (-1) [+2,1d6]
   It cannot be harmed by the elements.  
q) a Helm of True Sight [-1,1d2] <+3>
   It improves your perception by 3.  It provides resistance to 
   blindness and hallucination.  It grants you the ability to
   see invisible creatures.  
r) a Great Helm of Defiance [-2,1d3] <+2>
   It improves your will by 2.  It provides resistance to fear.  
   
s) a Bastard Sword (-2,3d3) [+1] 4.2 lb
   It does extra damage when wielded with both hands.  
t) a Greatsword (-2,3d5) [+1] 7.2 lb
   It requires both hands to wield it properly.  
u) a Great Spear (-1,1d13) [+1] 8.0 lb
   It requires both hands to wield it properly.  It counts as a
   type of polearm.  
v) a Battle Axe of Rauko Slaying (-3,3d4) 5.8 lb
   It slays raukar.  It does extra damage when wielded with both
   hands.  
w) a Shovel (-3,2d2) <+1> 4.7 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  


  [Notes]

Belmoron of the Noldor
Entered Angband on 8 Jun 2012

    Turn     Depth    Note

       0     50 ft    (Armoursmith)
       0     50 ft    (Artistry)
       0     50 ft    (Charge)
   2,223    150 ft    (Blocking)
   3,042    200 ft    Slew Gorgol, the Butcher
   5,764    300 ft    (Heavy Armour Use)
   9,591    400 ft    (Lore-Keeper)
   9,591    400 ft    (Lore-Master)
  11,332    500 ft    Slew Orcobal, Champion of the Orcs
  11,967    500 ft    (Knock Back)
  12,214    500 ft    Slew Uldor, the Accursed
  12,310    500 ft    (Polearm Mastery)

  13,778    550 ft    Slain by a Lurking horror.
  13,778    550 ft    Died on 09 June 2012.




  ['Score' 011086222]


Posted on 9.6.2012 20:14

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1572. on the Sil Ladder (of 2253)

Comments

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On 9.6.2012 20:14 WaveMotion wrote:
This was my best attempt yet, though I was majorly confused about which weapon I should have been using. Looking back, I should have gone with the bastard sword with the battleaxe as a swap, and dropped the polearms and the greataxe.

Getting chain-entranced to death from full HP was really sad-making, but maybe it serves me right for not having my shield on.

On 9.6.2012 20:20 debo wrote:
I think this is going to change in subsequent releases... definitely my least favorite way to die in Sil, at the moment :)

Interesting collection of abilities in the early game. Looks like you were really trying to build a tank, there!

On 9.6.2012 21:51 Scatha wrote:
Yes, this will be changing in the next version. However apart from the rule change it also appears that you fell on the wrong side of a bug here: some of its attacks weren't getting through your armour so shouldn't have sent you back under. Of course it's perhaps fair if wandering near these things with no points in Will is dangerous.

I would probably have kept the great axe as a swap weapon -- against some foes having a very high damage output is helpful. Not sure what your best main weapon would have been.

On 10.6.2012 11:17 half wrote:
Yes, that is unfortunate and we changed it in the development version just yesterday. I also noticed that bug, and will try to track it down. It is meant to be that the creature either needs to deal net damage to you (after prot) or to have an attack that does no raw damage (such as the Barrow Wight's touch). This Horror was doing neither, yet it was still entrancing (and chain entrancing!) you.

On 10.6.2012 11:31 half wrote:
I've tried and can't actually determine why the zero net damage attacks were entrancing. I can't replicate it either. The desired behaviour (and the code) is the same for almost every attack like this (confusion, slow etc). If anyone notices these effects happening from an attack that does no damage (and has the "..." in its text) then let me know.

On 10.6.2012 21:00 WaveMotion wrote:
half: Could it be because of line 1326 in melee1.c?

It says:
"if (p_ptr->paralyzed && (net_dam < 1)) net_dam = 1;"

It looks like if the player is paralyzed, then the attack will paralyze and do at least 1 point of damage regardless of the player's protection.

On 12.6.2012 17:22 half wrote:
Ah, that's right.

On 12.6.2012 19:26 debo wrote:
Lurking horrors so imba! :)

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