[Sil 1.0.2 Character Dump]
Name Lise Lancer Age 4,346 Str 2
Sex Female Height 5'10 Dex 6 = 5 +1
Race Noldor Weight 141 Con 4 = 3 +1
House Feanor Gra 4
Game Turn 13,900 Melee (+21,2d9) Melee 21 = 15 +6 -1 +1
Exp Pool 3,552 Bows (+6,1d9) Archery 6 = 0 +6 -1 +1
Total Exp 36,552 Armor [+16,7-19] Evasion 16 = 9 +6 +1
Burden 115.1 Stealth 2 = 0 +6 -4
Max Burden 144.0 Health -6:41 Perception 8 = 2 +4 +2
Depth 650' Voice 41:41 Will 13 = 9 +4
Min Depth 550' Smithing 13 = 8 +4 +1
Light Radius 4 Song 4 = 0 +4
You were once the general of the Mountain-City of Rolante before
being driven out by traitors. You were adventuring with two other
companions when you blacked out and awoke weaponless in Angband.
[Last Messages]
> The Cat warrior claws you!
> The Cave troll misses you.
> The Greater werewolf claws you...
> The Cat warrior claws you... <2x>
> The Fire-drake hatchling breathes fire.
> The Cave troll misses you.
> The Cat warrior claws you!
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You have been given a cut.
> *** LOW HITPOINT WARNING! *** <2x>
> The bleeding stops.
> The Cave troll hits you.
> You die.
> Illegal command for target mode! <3x>
[Screenshot]
.R..d#%
|.RCf%
..Tf.#
..[@%#
..#'%
%#%.%
#=#
[Equipment]
a) The Longsword 'Narsil' (+0,2d6) [+2] 2.5 lb
It provides resistance to cold and fire. It lights the
dungeon around you. It cannot be harmed by the elements.
b) a Shortbow of Radiance (+0,1d8) 1.6 lb
It fires shining arrows. It can shoot arrows 13 squares
(with your current strength).
c) a Chalcedony Ring of Perception <+2>
It improves your perception by 2.
d) an Emerald Ring of Sustenance
It reduces your need for food.
e) a Ruby Amulet of Grace <+0> {+0 grace}
It increases your grace by 0. It sustains your grace.
f) a Brass Lantern of True Sight (with 6638 turns of light) {true sight?}
It provides resistance to blindness and hallucination. It
grants you the ability to see invisible creatures.
g) a Mail Corslet of Resilience (-1) [-3,2d4] <+1>
It increases your constitution by 1. It cannot be harmed by
the elements.
h) a Cloak [+2]
i) a Round Shield of Deflection [+2,1d3]
It cannot be harmed by the elements.
j) a Great Helm of Brilliance [-2,1d3] {@w0}
It lights the dungeon around you.
k) a Set of Leather Gloves of Dexterity <+1>
It increases your dexterity by 1.
l) a Pair of Leather Boots of Speed [+0,1d1]
It grants you the ability: Sprinting.
m) 99 Arrows
They can be shot 13 squares (with your current strength and bow).
n) 21 Arrows (+3)
They can be shot 13 squares (with your current strength and bow).
[Inventory]
a) 5 Yellow Herbs of Rage
b) a Black Herb of Sustenance
c) a Dark Green Herb of Healing
d) 2 Thorny Herbs of Restoration
e) 2 Fragments of Lembas
f) 3 Flasks of oil
g) 6 Murky Brown Potions of Orcish Liquor
h) 4 Emerald Potions of Clarity
i) 2 Shimmering Potions of Healing
j) 3 Pale Green Potions of True Sight
k) 6 Crimson Potions of Slow Poison
l) 2 Violet Potions of Quickness
m) 2 Golden Potions of Strength
n) a Milky White Potion of Dexterity
o) a Dark Green Potion of Grace
p) a Brass Trumpet of Terror
q) an Elm Staff of Light (4 charges)
r) The Helm of Eureka! [-1,1d2] {@w0}
It cannot be harmed by the elements. It grants you the
ability: Lore-Master.
s) The Set of Leather Gloves of Lise Lancer <+3>
It decreases your dexterity by 3. It improves your smithing
by 3. It cannot be harmed by the elements. It grants you
the ability: Weaponsmith.
t) a Pair of Mithril Greaves [-1,1d2]
It cannot be harmed by the elements.
u) a Greatsword (Defender) (-2,3d5) [+2] 7.3 lb
It cannot be harmed by the elements. It requires both hands
to wield it properly.
v) a Mattock (-5,5d2) <+2> 12.6 lb
It improves your tunneling by 2. It requires both hands to
wield it properly.
[Notes]
Lise Lancer of the Noldor
Entered Angband on 10 Jul 2012
Turn Depth Note
0 50 ft (Charge)
0 50 ft (Armoursmith)
0 50 ft (Enchantment)
1,891 150 ft Slew Gorgol, the Butcher
5,186 350 ft (Hardiness)
6,437 450 ft (Critical Resistance)
8,067 500 ft Found The Longsword 'Narsil'
8,137 500 ft Slew Orcobal, Champion of the Orcs
9,398 500 ft (Artifice)
9,534 500 ft Made The Helm of Eureka!
9,686 500 ft Made The Set of Leather Gloves of Awkward Fo
9,945 550 ft (Blocking)
9,945 550 ft (Heavy Armour Use)
12,014 600 ft Made The Set of Leather Gloves of Lise Lance
12,668 600 ft (Power)
13,801 650 ft Slew Gilim, the Giant of Eruman
13,900 650 ft Slain by a Cave troll.
13,900 650 ft Died on 11 July 2012.
['Score' 013086100]
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Posted on 5.7.2012 05:28
Last updated on 12.7.2012 02:19
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On 5.7.2012 05:28 debo wrote: Trying the whole high-protection thing after being inspired by elliptic. Hope to turn this one into a lance specialist, as I've never been able to make it work.
High protection is interesting. The best thing it gives you, IMO, is flexibility. You can float huge XP pools and still survive. When I've tried to pool more than 1500xp-ish before 500' on other builds, I pretty much always died. With this build, I can bank huge XP in the hopes that I find a forge, and dump it all into other places if I'm in a bad situation. I've already done that once at 300' to get Heavy Armor Use when surrounded by trolls. Damned regeneration is a pain when you're not stabbing them in the kidneys :)
On 5.7.2012 05:28 debo wrote: Trying the whole high-protection thing after being inspired by elliptic. Hope to turn this one into a lance specialist, as I've never been able to make it work.
High protection is interesting. The best thing it gives you, IMO, is flexibility. You can float huge XP pools and still survive. When I've tried to pool more than 1500xp-ish before 500' on other builds, I pretty much always died. With this build, I can bank huge XP in the hopes that I find a forge, and dump it all into other places if I'm in a bad situation. I've already done that once at 300' to get Heavy Armor Use when surrounded by trolls. Damned regeneration is a pain when you're not stabbing them in the kidneys :)
On 5.7.2012 09:46 Patashu wrote: Don't forget to get Critical Resistance!
On 5.7.2012 23:16 half wrote: You might also want a few abilities that go well with Blocking, such as Focused Attack, Zone of Control, or (as you mentioned) Polearm Mastery. These allow you to take advantage of rounds spent passing.
On 6.7.2012 00:46 debo wrote: @Patashu: Definitely :)
@half: Focused attack is definitely in the works.
I am (predictably) running into trouble around 500'. I was surrounded by 20+ orcs, trolls, and other baddies with 4.2k XP in the bank, which I finally dumped into hardiness. I still couldn't kill them fast enough though, so I caved and put a few points into song w/ Elbereth. That did the trick, although it still took forever. I'm burning turns like there's no tomorrow.
I was able to survive quite easily, though. It's almost ridiculous how much of a difference this playstyle makes re: survivability. I passed about 6 turns to quaffing consumables with 9 bad guys surrounding me, and I took 5 points of cumulative damage :)
On 6.7.2012 00:47 debo wrote: Oh, and if I'd found a couple of 3+-use forges before 500', this game would have been MUCH different :(
On 6.7.2012 11:23 half wrote: Yes, there is a balance to be struck between defence and offence. Even if you theoretically do better in each combat with more defence (say, halving the amount of damage you take vs increasing your damage dealt by 10%), you still need to keep in mind that time is a resource.
Both Prot and Evasion have increasing marginal returns in many cases, but they each only cover a subset of things you need to deal with. (Also, while points of Prot have increasing returns, the items that grant it have decreasing returns -- e.g. long corslets are the least good tradeoff but offer the most prot).
On 6.7.2012 11:24 half wrote: If I were you, I'd put a whole lot of points into melee. I think you have enough evasion for the whole game, given your desire to try out protection.
On 6.7.2012 12:48 debo wrote: Yup, I didn't plan on using more evasion. +9 is what you need for Heavy Armor Use.
I just stumbled down a bad set of stairs and was pretty much immediately surrounded by 6 wargs, Ulfang + cronies, and a Sulrauko. It's actually the latter that is giving me the biggest headache, as even with !True Sight I can't get rid of it, and it keeps blocking my escapes :)
If I die here (most likely out of boredom), I think I might try again, dashing up the Will tree instead of the Evasion tree. Hardiness is cheaper than heavy armor use, I haven't found blocking to be super effective on its own, and crit resistance does much more good than just raw protection. High will also helps blanket a lot of nasty effects that I'd otherwise want resists etc for.
I have 11 points in melee right now, and with a light weapon and charge, I'm still having an impossible time actually killing things. I'm used to being able to pick my fights with stealth+assassination. Then again, I'm also used to insta-dying if I wake up the wrong set of monsters, so this is a lot of fun :)
On 7.7.2012 11:07 half wrote: I'd forgotten about the requirement for Heavy Armour Use. Many people stop at Sprinting (7) so I was getting confused.
On 11.7.2012 05:10 debo wrote: Ulfang and a crew of baddies challenged me to a slap fight. I couldn't hurt them, and they couldn't hurt me. Immensely frustrating, so much so that my darling Lise offed herself. Orcrist and two 3-forges on that floor :|
So I started over again, this time with more Dex. I almost reset when I found only a 3-forge at 100', but pressed on, and holy cow! I've never had a game throw so much good stuff at me! Thank you momma RNG, I'm taking this one to the bank.
I barked up the Will tree before Evasion this time. Now that I have it, it's time to decide whether to focus on Smithing (for artifice) or Evasion (for Heavy Armor use). First, though, I want 10pts in melee. One more to go.
Question -- does True Sight make Sulrauko 100% revealed? Or do I need high perception to see them?
On 11.7.2012 05:17 debo wrote: Another question: Does the trumpet of terror hit with AOE, or is it a single-target effect?
On 11.7.2012 11:43 Scatha wrote: > Ulfang and a crew of baddies challenged me to a slap fight. I couldn't hurt them, and they couldn't hurt me.
Hmm, that happened a few times in development but we took some steps to reduce it. I'd like to think a bit more about what happened there -- you don't still have the character sheet, do you? Did you have a big two-handed weapon you could have tried switching to?
True Sight gives you +10 to your Perception roll to see Sulraukar and other "invisible" monsters.
Trumpet of Terror works as a ray, I believe: it will hit multiple targets, but only in a straight line.
On 11.7.2012 13:09 debo wrote: No savefile left -- I overwrote it. Same with the dump :(
I had a greatsword but couldn't hit anything with it. Then an orc captain tore my weapon away and it landed on some other square I couldn't get to. I was stuck scrapping with my longsword.
It was my fault -- I didn't have high enough melee for that depth. I was surrounded by wargs, Easterling warriors, trolls, and a sulrauko, all of which are hard to hit (except for trolls, who are hard to kill b/c of regen.) If I hadn't been so focused on protection, I would have just died :)
On 11.7.2012 13:09 debo wrote: Thanks for answering my questions!
On 11.7.2012 17:42 debo wrote: This character is making me nervous! Just found Narsil and two 3-use forges on this floor, and it's only half-explored.
Between the great equipment and the higher emphasis on melee, killing things is much easier this time around. However, I don't know how well I would have survived with 34HP if I hadn't been lucky enough to find so much evasion boosting equipment (shield of deflection, defender longsword and now Narsil). My evasion was terribad once I was done forging all my protection equipment on 100'. I think Wargs and Trolls would have been much more difficult.
On 11.7.2012 22:02 debo wrote: Chugging along. Been pumping melee, but wolves are still hard to hit. Bastards. Might take power soon, and poison resistance is looking good too.
On 11.7.2012 22:03 debo wrote: Really guys, couldn't Narsil have at least been +1 to hit? :) Seems so sad for an artifact to have a vanilla +0...
On 11.7.2012 22:31 Scatha wrote: Our general aim for artefacts is that they generally be about as good, or just a little bit better than, the best non-artefact items you can find, but in a direction that makes them feel more special. Narsil gives so much awesome non-attack-based stuff that it doesn't have room for a really strong attack too.
Actually we realised we'd exceeded this a bit, so a lot of the artefact swords will be toned back a little in 1.1. :)
You'll be glad to know that wolves generally, and Wargs in particular will be getting a bit easier to kill, though.
On 11.7.2012 22:56 debo wrote: I was just joking around :) It's so rare for me to find artefact anythings that I was just getting excited haha
The few times I found Anglachel or Anduirel (or whatever they're called), I definitely thought they were overpowered. I wouldn't mind them being hit with the nerf-bat. Amrod and Dagmor were great finds for stealthy-stabbers, but not entirely game-changing. And that's pretty much my entire experience with Sil artefacts :D
On 12.7.2012 02:19 debo wrote: YASD. Blargh. There wasn't even anything dangerous going on, I should have just quaffed a !Healing. Dumb dumb dumb. The Glaive of Gaurin and Nimphelos were sitting in vaults where all those monsters poured out of.
I could kick myself right now :)
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