The Angband Ladder: clouded, Edain Hador no-class by clouded

  [Sil 1.0.2 Character Dump]

 Name   clouded       Age       17       Str   3 =  2          +1
 Sex    Female        Height   5'7       Dex   1 =  3      -1  -1
 Race   Edain         Weight   184       Con   4 =  3          +1
 House  Hador                            Gra  -1 =  0          -1

 Game Turn    9,363   Melee  (+13,2d8)   Melee       13 = 12  +1  -1  +1
 Exp Pool     1,129   Bows    (+3,1d8)   Archery      3 =  3  +1  -1
 Total Exp   21,529   Armor [+11,5-16]   Evasion     11 = 11  +1  -1
 Burden       115.3                      Stealth     -4 =  0  +1  -5
 Max Burden   172.8   Health     -2:41   Perception   5 =  3  -1  +3
 Depth         500'   Voice      16:16   Will         1 =  2  -1
 Min Depth     400'                      Smithing    -1 =  0  -1
 Light Radius     1                      Song        -1 =  0  -1

 You are the first child of a warrior. You are a credit to the family.
 You have brown eyes, straight black hair, and an average complexion.






  [Last Messages]

> *** LOW HITPOINT WARNING! ***
> You strike out at everything around you!
> You hit the Mountain troll.
> You hit the Warg.
> *** LOW HITPOINT WARNING! ***
> You hear a low howl.
> You strike out at everything around you!
> You hit the Warg...
> You hit the Mountain troll...
> You hit the Warg.
> *** LOW HITPOINT WARNING! ***
> The bleeding stops.
> The Warg misses you.
> The Mountain troll hits you.
> You die.


  [Screenshot]

         
     C   
  # #C#C 
  # T@CT 
  #####  
         
         


  [Equipment]

a) a Longsword (Defender) (+0,2d5) [+2] 3.7 lb
   It cannot be harmed by the elements.  
b) a Shortbow (+0,1d7) 1.6 lb
   It can shoot arrows 12 squares (with your current strength).
c) a Topaz Ring of Perception <+2>
   It improves your perception by 2.  
d) a Jade Ring of Frost
   It provides resistance to fire.  
e) (nothing)
f) a Wooden Torch (with 1602 turns of light)
g) a Mail Corslet (-1) [-2,2d4]
h) a Cloak [+1]
i) a Round Shield of Deflection [+1,1d3]
   It cannot be harmed by the elements.  
j) a Great Helm of True Sight [-2,1d3] <+1>
   It improves your perception by 1.  It provides resistance to 
   blindness and hallucination.  It grants you the ability to
   see invisible creatures.  
k) a Set of Leather Gloves
l) a Pair of Steel Greaves [-1,1d2]
m) 80 Arrows
   They can be shot 12 squares (with your current strength and bow).
n) 33 Arrows (+3)
   They can be shot 12 squares (with your current strength and bow).


  [Inventory]

a) a Pale Green Herb of Rage
b) 3 Dark Green Herbs of Terror
c) a Yellow Herb of Healing
d) 3 Pieces of Dark Bread
e) a Flask of oil
f) a Shimmering Potion of True Sight
g) a Pale Green Potion of Slow Poison
h) a Crimson Potion of Quickness
i) a Dark Potion of Strength
j) a Milky White Potion of Dexterity
k) a Maple Staff of Light (5 charges)
l) a Gnarled Staff of Sanctity (4 charges)
m) an Ebony Staff of Revelations (5 charges)
n) a Beech Staff of Self Knowledge (0 charges)
o) a Sea Shell Amulet of Adornment
p) a Brass Lantern (with 3000 turns of light)
q) a Set of Gauntlets (-1) [+0,1d2]
r) The Shortsword of Amrod (+1,1d7) [+1] <+2> 1.5 lb
   It improves your stealth and perception by 2.  It grants you 
   freedom of movement.  It cannot be harmed by the elements.  
s) a Longsword (+0,2d6) [+1] 2.9 lb
t) a Battle Axe (-2,3d4) 3.8 lb
   It does extra damage when wielded with both hands.  
u) a Shovel (-3,2d2) <+1> 5.5 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  


  [Notes]

clouded of the Edain
Entered Angband on 5 Aug 2012

    Turn     Depth    Note

       0     50 ft    (Charge)
     589    100 ft    (Keen Senses)
   2,314    200 ft    Slew Gorgol, the Butcher
   3,143    300 ft    Found The Shortsword of Amrod
   3,761    350 ft    (Dodging)
   3,761    350 ft    (Flanking)
   4,901    400 ft    (Eye for Detail)
   7,189    450 ft    (Controlled Retreat)

   9,363    500 ft    Slain by a Mountain troll.
   9,363    500 ft    Died on 05 August 2012.




  ['Score' 010090637]


Posted on 5.8.2012 21:27

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1662. on the Sil Ladder (of 2253)

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On 5.8.2012 21:27 clouded wrote:
One of my Hador attempts. I've had three get past 400' and all ended the same, trapped in a corridor by wargs. (I ended in a room this time, after killing things to try and get out)

I don't feel like am getting use out of melee affinity, anyone have ideas on what I could do to most take advantage of it? Stun/knockback seem like they aren't all that useful until later to me - I don't feel using heavy weapons early will work with low dex and no proficiency. I feel like rapid attack/two weapon won't work with such low stats. I haven't figured out how to use polearms and polearm traits so far, I feel like zone of control might work well with flanking however. Subtlety/riposting seems like it may be a good way to go.

On 5.8.2012 21:30 clouded wrote:
I've thought about trying a smithing start, but with 1 grace I will need to invest so much to make anything worthwhile, so that seems out to me.

On 5.8.2012 21:42 clouded wrote:
What may be good is wolf-bane, basically wargs are the reason I'm failing, I'm sure werewolves will give me hell also.

On 5.8.2012 23:26 debo wrote:
Werewolves actually aren't as bad because they rarely come in great numbers. Have you tried diving as fast as possible from 400 to 600', so as to skip the Wargs entirely?

On 5.8.2012 23:29 Scatha wrote:
Couple of comments:

Good attempt. You can compare with my own Hador efforts on the ladder, which haven't come close to victory.

I think Polearm Mastery can be pretty strong (esp. with Focused Attack, if you have any perception). More generally, though, I think most melee characters will find either Power or Finesse worth picking up at some point. The former is almost the same as a point of strength, and the latter ought to be calibrated so that it's around that good for longsword users (some characters might even want both). They're not supper strong and I guess they're not that exciting, but I think they are solid.

In any case you'll be pleased to know (if you don't already) that Wargs will be rather easier to kill in 1.1.

On 6.8.2012 03:22 clouded wrote:
debo: I was trying to do that this game, but my stealth was too awful and I kept getting into bad situations.

Scatha: True, I'm neglecting the simple skills. Turns out I was wrong about heavy weapons not being good for these guys, I forgot that they do get +1 melee which is pretty nice. I've have tried a few power/charge/stun games and it seems to work really nicely, opening fights with charge basically guarantees to stun stuff. I think I'll pursue that build a bit more, and get some wolf-bane action too.

I'm started to get a little bit tired of a few things about this though: being unable to pick locks or bash doors without getting stunned. Stepping into every trap possible. Mewlips giving me maprot every fight (I hate maprot so much, even if it can provide some interesting situations). Taking keen senses just for them but still repeatedly running into violet molds accidently, trying to play with 20HP is awful. I shouldn't play Sil when I'm not in a patient mood, it just doesn't go well.

On 8.8.2012 11:26 half wrote:
Or you could only play challenge characters like Edain when in a patient mood and play HM style otherwise with powerful Noldor destroying all in their path.

On 8.8.2012 16:49 clouded wrote:
Even with easy characters I die often. I don't feel very good at Sil, I just throw a lot of characters at it and occasionally they don't have a series of unfortunate events and manage to survive.

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