The Angband Ladder: Streak, Noldor Finarfin no-class by Psi

  [Sil 1.0.2 Character Dump]

 Name   Streak        Age    1,232       Str   4 =  3  +1
 Sex    Male          Height   7'5       Dex   8 =  4  +2      +2
 Race   Noldor        Weight   181       Con   3
 House  Finarfin                         Gra   4 =  3  +1

 Game Turn   16,239   Melee  (+9,4d10)   Melee        9 =  5  +8  -4
 Exp Pool     2,433   Bows  (+31,1d12)   Archery     31 = 25  +8      -2
 Total Exp   79,333         (+31,1d12)   Evasion     15 =  7  +8
 Burden       111.8   Armor [+15,5-15]   Stealth     15 = 11  +8  +4  -8
 Max Burden   207.3                      Perception  17 = 10  +4  +2  +1
 Depth           0'   Health     34:34   Will         9 =  5  +4
 Min Depth       0'   Voice      13:41   Smithing     4 =  0  +4
 Light Radius     7   Song   Sharpness   Song        14 = 10  +4

 Faster than a speeding arrow...







  [Last Messages]

> You have 91 Arrows (m).
> The Arrow hits Carcharoth, the Jaws of Thirst!!
> Carcharoth, the Jaws of Thirst notices you.
> Your shot cripples Carcharoth, the Jaws of Thirst!
> The Arrow breaks.
> You have 90 Arrows (m).
> The Arrow hits Carcharoth, the Jaws of Thirst.
> The Arrow breaks.
> You have 89 Arrows (m).
> The Arrow pierces Carcharoth, the Jaws of Thirst.
> The Arrow breaks.
> You have 88 Arrows (m).
> The Arrow pierces Carcharoth, the Jaws of Thirst!!
> Carcharoth, the Jaws of Thirst dies.
> The Arrow breaks.


  [Screenshot]

  .......
  ~...#..
  ~~.....
  .~.@...
  .~~...#
  ..~~...
  ...~...


  [Equipment]

a) a Great Axe (-3,4d5) 8.0 lb
   It requires both hands to wield it properly.  
b) a Longbow of Radiance (+1,1d10) [-1] 3.4 lb
   It fires shining arrows.  It can shoot arrows 18 squares
   (with your current strength).
c) a Jet Ring of Damage <+1>
   It improves your damage sides by 1.  
d) a Bloodstone Ring of Dexterity <+1>
   It increases your dexterity by 1.  It sustains your dexterity.
   
e) an Amber Amulet of the Blessed Realm <+1>
   It increases your grace by 1.  It sustains your grace.  It 
   lights the dungeon around you.  
f) a Silmaril
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
g) Galvorn Armour of Stealth [+0,2d5] <+1>
   It improves your stealth by 1.  It cannot be harmed by the
   elements.  
h) a Shadow Cloak of Stealth [+4] <+5>
   It improves your stealth by 5.  It creates an unnatural
   darkness.  
i) (nothing)
j) a Dwarf Mask of True Sight [-2,1d2] <+2>
   It improves your perception by 2.  It provides resistance to 
   fire, blindness, and hallucination.  It grants you the
   ability to see invisible creatures.  
k) a Set of Gauntlets of Power (-1) [+0,1d1] <+1>
   It increases your strength by 1.  
l) The Pair of Steel Greaves of Orodreth [-1,1d2] <+1>
   It increases your dexterity by 1.  It provides resistance to 
   fire.  It cannot be harmed by the elements.  
m) 88 Arrows
   They can be shot 18 squares (with your current strength and bow).
n) an Arrow of Piercing
   It cuts easily through armour.  It can be shot 18 squares
   (with your current strength and bow).


  [Inventory]

a) 3 Fragments of Lembas
b) a Clear Potion of Miruvor
c) 9 Murky Brown Potions of Orcish Liquor
d) 8 Sparkling Blue Potions of Healing
e) 3 Sky Blue Potions of Slow Poison
f) 2 Azure Potions of Quickness
g) 4 Bright Orange Potions of Strength
h) 5 Green Potions of Dexterity
i) 6 Copper Speckled Potions of Constitution
j) 10 Brilliant Blue Potions of Grace
k) a Runed Staff of Freedom (5 charges)
l) a Willow Staff of Light (5 charges)
m) an Aspen Staff of Revelations (0 charges)
n) a Beech Staff of Foes (4 charges)
o) an Ivory Staff of Warding (2 charges)
p) an Obsidian Amulet of Constitution <+1>
   It increases your constitution by 1.  It sustains your 
   constitution.  
q) 2 Silmarils
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
r) a Mattock (-4,5d3) <+2> 12.6 lb
   It improves your tunneling by 2.  It requires both hands to
   wield it properly.  
s) a Longbow of Doriath (+0,1d10) [-1] 3.7 lb
   It slays wolves and spiders.  It can shoot arrows 18 squares
   (with your current strength).
t) an Arrow (Poisoned)
   It is branded with venom.  It can be shot 18 squares (with
   your current strength and bow).
u) 8 Arrows (+3)
   They can be shot 18 squares (with your current strength and bow).
v) 32 Arrows
   They can be shot 18 squares (with your current strength and bow).


  [Notes]

Streak of the Noldor
Entered Angband on 2 Aug 2012

    Turn     Depth    Note

       0     50 ft    (Charge)
       0     50 ft    (Keen Senses)
     528    200 ft    Slew Gorgol, the Butcher
     533    200 ft    (Lore-Keeper)
   1,066    300 ft    (Disguise)
   1,087    300 ft    Entered the forge 'Orodruth'
   1,602    350 ft    (Song of Silence)
   2,491    400 ft    (Vanish)
   2,753    350 ft    (Precision)
   2,991    600 ft    (Lore-Master)
   3,014    600 ft    (Dodging)
   3,055    600 ft    (Sprinting)
   3,585    650 ft    Feanorian Lamp is better than my torch!
   3,773    700 ft    (Dexterity)
   3,862    700 ft    (Flaming Arrows)
   4,279    800 ft    Slew Nan, the Giant
   4,279    800 ft    Found The Greatsword 'Glend'
   4,290    800 ft    (Listen)
   4,313    900 ft    (Crippling Shot)
   4,820    950 ft    (Dexterity)
   5,703    950 ft    (Focused attack)
   6,174    900 ft    Found The Set of Gauntlets of Gamil Zirak
   7,291    850 ft    Slew Oikeroi, Guard of Tevildo
   7,294    850 ft    Slew Tevildo, Prince of Cats
   8,368    900 ft    (Song of Slaying)
   8,601    900 ft    Slew Dagorhir, the Elfbane
   8,716    900 ft    Entered Hoard of the Worm of Greed
   8,848    900 ft    (Song of Sharpness)
   9,201    900 ft    (Inner Light)
   9,731    900 ft    (Rapid Fire)
  11,188    950 ft    Entered Chambers of Thu
  11,257    950 ft    Found The Longsword 'Narsil'
  11,281    950 ft    Big D just round corner. Can't get in to kill unique 
                      Cs! 
  12,242    850 ft    Found The Pair of Steel Greaves of Orodreth
  12,252    850 ft    Found The Shortsword 'Dagmor'
  13,711  1,000 ft    Entered Morgoth's throne room
  13,837  1,000 ft    Slew Thuringwethil, the Vampire Messenger
  13,839  1,000 ft    Found The Bat-Fell of Thuringwethil
  13,890  1,000 ft    Slew Gorthaur, Servant of Morgoth
  14,143  1,000 ft    Slew Ancalagon the Black
  14,168  1,000 ft    Slew Ungoliant, the Gloomweaver
  14,212  1,000 ft    Found The Longsword 'Orcrist'
  14,303  1,000 ft    Destroyed Lungorthin, the Balrog of White Fire
  14,443  1,000 ft    Slew Morgoth, Lord of Darkness
  14,443  1,000 ft    Found The Mighty Hammer 'Grond'
  14,450  1,000 ft    Found The Set of Leather Gloves of Celebrimbor
  14,469  1,000 ft    Found The Massive Iron Crown of Morgoth
  14,481  1,000 ft    Cut a Silmaril from Morgoth's crown
  14,582  1,000 ft    Cut a Silmaril from Morgoth's crown
  14,591  1,000 ft    Cut a Silmaril from Morgoth's crown
  14,693    850 ft    (Eye for Detail)
  15,575    200 ft    Slew Draugluin, Sire of Werewolves
  15,575    200 ft    Found The Wolf-Hame of Draugluin
  16,183     Gates    Entered The Gates of Angband
  16,227     Gates    Slew Carcharoth, the Jaws of Thirst

  16,238     Gates    You escaped the Iron Hells on 02 August 2012.
  16,238     Gates    You brought back all three Silmarils from Morgoth's 
                      crown! 




  ['Score' 141383761]


Posted on 2.8.2012 19:55

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19. on the Sil Ladder (of 2253)

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On 2.8.2012 19:55 Psi wrote:
Been wanting to get back to the top of the ladder!

It was a very nervy experience at times and my heart is still pounding.

Hopefully this will prove a tougher mark to beat.

On 2.8.2012 20:39 Scatha wrote:
Wow. Congratulations on a _very_ speedy win. I find reading the list of which abilities you picked up when pretty enlightening, particularly as it includes some I might have guessed you would have tried to go without (but I rather suspect you have a better idea than me).

How quickly did Morgoth fall to your arrows? On the face of it this should doesn't seem like it should be a crazily powerful build, so something will probably get toned back here.

My scattershot thoughts for candidates:
- Crippling Shot is scheduled to become a bit less good, particularly against V, but we haven't decided exactly how.
- Rapid Shot and Song of Sharpness are both very good individually, but they're also very synergistic. I'm not sure if we want to tone one or both of these back slightly.
- Stealth will get just slightly worse at high levels in the next version with some spreading out of monster Perception scores. I suppose we could do the same to Listen by spreading out their Stealth scores, but I don't know if that's desirable.
- Perhaps longbows could be at 2d5 damage (so that the bows match longswords and shortswords). This would seem to reduce the power of archery specialists a little while keeping it relatively viable for mixed fighters.
(- Charge is getting nerfed, but I guess in this game it was just to help you do the early levels quickly rather than a key part of the build?)

What do you think let you get away with this? Are my suggestions above tackling the right parts of the issue?

Anyhow, congratulations again! Although I'm suggesting that something might want to be toned back, I don't think I could manage close to your time even with the current rules. I'd love to hear more about Streak's adventures.

On 2.8.2012 22:01 Psi wrote:
First let me say this was not at all comfortable. I made mistakes I would normally not get away with and fully expected to be killed on several turns. At one point I had a vampire and two troll guards adjacent to me and I was just chugging healing potions knowing that if I moved I would die. On my third and final !healing, nothing hit me, so I dashed betweem them (which almost killed me) and vanished. Too many times I had adjacent enemies and just had to fire my piercing arrows and hope the enemy would go down in that one turn. On another occassion I hit either crumbling stairs or a false floor at 900' and ended up severely underpowered at 950' with no escape route and penned in by Drauglin and troll guards. I thought I had no chance. Another time I was being chased by a Grotesque and some other fiends when I ended up in a lit room with only the one exit. I thought that was it as despite having been to 900+ I still had not picked up a shovel or mattock! Thankfully there was a loose piece of rubble in the room and stepping behind it meant the Grotesque moved into the room. Phew!

Basic plan was to take charge instead of versatility so I could power through the early levels, then build up stealth (and song of silence) to descend as quickly and quietly as possible, pick up some kit and then develop my archery.

I found a Curved Sword of Orc slaying very early which helped a lot. I found a Dragon Horn longbow before I'd seen a longbow and then found a feanorian lamp at 650' before I'd seen a lantern. Nan was one of my first kills after the early levels and Glend was fantastic for an extra point of strength. I used it throughout the game until I accidentally used it on the second silmaril - I thought I had swapped it out, but must have hit the wrong key or something! I must admit I was wondering if I was going to be able to get the silmarils out when I suddenly realised I had no sharp weapons as I entered the throne room!

The throne room was tense. I'm used to being able to almost clear it before breaking tension, but it broke on my very first attack! Soon after I was spotted by an orc and Morgoth et al were released out of the main chamber. As I fled Morgoth caught me with his distance smash, but I managed to vanish into the NW loop. I carefully picked off the guards one at a time to break back out, before being spotted again and chased around by an unrelenting horror! Ungoliant managed to sneak up on me to leave me poisoned, but again I managed to vanish and then pick him off using listen. Time came to try and draw Morgoth out of the NW corner. I was trying to pick off the Ts still around thinking V was out of LoS when I accidentally shot him! He was slowed by this which gave me a chance to back off, chug potions and set myself. It took a lot more shots than my previous archer, but V still fell before he reached me. 6 shots for each of his steps is a lot for the poor chap to take.

The ascent is always horrible. I've never attempted it with Morgoth following me, so no idea how people survive it! I found song of silence to be really helpful here (not had it for the ascent before and it makes a noticeable difference). I had a worrying moment at 200' when I found myself in a corridor with Drauglin and escort at one end and an ancient sapphire serpent at the other! I stood in the middle and let loose at the Cs until the S came around the corner at which point I had to switch focus - but they all fell in the end.

I think the whole game took somewhere under 3 hours. Shout if you have any other questions regarding order of abilities etc.

I'm not sure what the right way to nerf archery is, but as I mentioned on my last archer, the 50% evasion reduction is quite a considerable bonus.

Lastly, I killed an awful lot of characters over the last few days before this one made it through, so it is not like it was easily achieved!

On 2.8.2012 22:26 Scatha wrote:
Sounds awesome, and a great adventure.

Some brief comments:
- Thanks for letting me know that you weren't quite as overpowered as my first impression!
- I should point out that having two Silmarils makes the ascent harder, and three makes it harder again, so you might not have quite the right picture of people escaping while being chased.
- Of course the halved evasion is a serious bonus, but it also does a lot of work in keeping archery viable for non-specialists (in a way that just increasing damage on bows wouldn't). It also does double duty in keeping player Evasion in check!

On 3.8.2012 00:15 debo wrote:
One thing off the top of my head -- arrows seem really plentiful, really early on. It's not uncommon for me to have two full quivers of them by 500', even if I'm playing a dedicated archer without Careful Shot.

On 3.8.2012 08:37 Psi wrote:
@debo - I think arrows were about right on this run. I would go out of my way to collect them and I started to get nervous about running out in the throne room.

@Scatha - I've been giving this some thought... what makes this possible is the synergy between stealth and archery. A build like this is as good as dead if foes gets adjacent, but stealth lets you pick your targets and archery lets you take them down before they can reach you. If others wake, then you can vanish round the corner and repeat. Once you have crippling shot and rapid fire, an asleep foe will often die before getting a chance to shout and wake the neighbours. One of the biggest dangers is getting trapped in corridors, but listen helps to prevent that. I also can't emphasise how useful Song of Silence is for turning on when you need to sneak through groups of monsters.

I suppose the question is, do you need to fix anything? The winners area is hardly littered with archers. I wouldn't base too much on my smithing based monstrosity either. Streak survived long enough to put together a group of abilities that sit very nicely together and once you have done that with any build, you are in a strong position.

On 3.8.2012 12:04 half wrote:
Amazing. And I didn't even have to re-sort the ladder to bring the most recent entry to the top!

I'm inclined to agree with Psi that it is not clear how much needs to be done to make archery less powerful. A stealthy archer is a very natural and thematic build, and has been done very well here. With this much expertise and risk, it seems pretty reasonable to be able to reach the throne room very quickly.

The thing that most concerns Scatha and I with archery is the ability to take out Morgoth so easily, which suggests it is overpowered. In pre-release builds we had continually improved archery in the hope that we could tempt people into using it. After I managed to break it, we toned it back a bit, but still don't really have enough evidence to see whether it needs to be toned back even more. My guess is that if there is something wrong with it, it is in the later stages of the game.

On 3.8.2012 12:52 Scatha wrote:
Yes, my concern with archery is only for the late game, and then really focused on the fight with Morgoth. My guess is that something should change with the latter, but I don't really know about the former more generally.

By the way, I am delighted that you did this with such a complex build, where there were lots of choices along the way. I'd have been much more concerned (in terms of thinking it might want balance changes) if you pulled this of with a simple character built around abusing one skill or ability. This, on the other hand, needs a lot of judgement to play.

On 3.8.2012 12:53 Psi wrote:
Perhaps monsters should get a save against crippling shot in proportion to their HP? So Morgoth is almost invunerable to it, dragons save some of the time and the others are about the same as now?

On 3.8.2012 15:25 Scatha wrote:
Psi: Interesting you should suggest that. We had been thinking of something similar, and would ideally like to have a similar rule for Cruel Blow, Knockback, and Stun.

The cleanest rule I have in mind for the critical based ones is that the damage multiplied by the number of criticals should exceed the base health. So you need to half kill with a double critical, or one third with a triple critical, and so on. This has two problems: it doesn't obviously shift to Knockback (though perhaps something like raw damage times critical width > 10*health could work), and it might be more in line with other hand mechanics to allow some kind of Will save instead (Will vs 3*number of criticals? Though that loses any health dependence, which could keep the problem of too good against Morgoth if it's any use elsewhere).

On 29.9.2012 04:26 ewan wrote:
Just noticed this :) - sorry for the delay in offering congrats!

Congrats!!

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