The Angband Ladder: Mario, Noldor Finarfin no-class by <jdh@people.homeip.net>

  [Sil 1.1.0 Character Dump]

 Name   Mario         Age       39       Str   1
 Sex    Male          Height  5'10       Dex   5 =  4          +1
 Race   Noldor        Weight   160       Con   7 =  4          +3
 House  Finarfin                         Gra   6 =  5  +1

 Game Turn   27,787   Melee  (+15,1d2)   Melee       15 =  0  +5  +3  +7
 Exp Pool     6,499   Bows  (+26,1d11)   Archery     26 = 14  +5  +6  +1
 Total Exp   78,299   Armor [+14,4-17]   Evasion     14 =  7  +5  +2
 Burden        99.4                      Stealth     18 = 16  +5  +1  -4
 Max Burden   120.0   Health     60:71   Perception  22 =  8  +6  +7  +1
 Depth           0'   Voice      58:59   Will         6 =  0  +6
 Min Depth       0'   Song     Freedom   Smithing    11 =  5  +6
 Light Radius     9                      Song        21 = 15  +6

 You are an Italian plumber...







  [Last Messages]

> Carcharoth, the Jaws of Thirst bites you!
> You have been severly poisoned.
> Carcharoth, the Jaws of Thirst bites you!
> You have been further poisoned.
> Carcharoth, the Jaws of Thirst bites you!!
> You have been severly poisoned.
> Carcharoth, the Jaws of Thirst bites you!!
> You have been severly poisoned.
> It has a gentle warmth, and a taste as of flowers.
> You recover from the poisoning.
> You feel very good.
> Your feel your power renew.
> You have 4 Clear Potions of Miruvor (e).
> Carcharoth, the Jaws of Thirst bites you!!
> You have been severly poisoned.


  [Screenshot]

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


  [Equipment]

a) (nothing)
b) a Longbow of Radiance (+0,1d10) [-1] 4.1 lb
   It fires shining arrows.  It can shoot arrows 16 squares
   (with your current strength).
c) a Turquoise Ring of Accuracy (+3)
d) The Ring of Melian <+7>
   It improves your perception by 7.  It cannot be harmed by the
   elements.  It grants you the ability: Channeling.  
e) a Ruby 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 Protection [-1,2d6]
   It cannot be harmed by the elements.  
h) a Cloak of Stealth [+1] <+2>
   It improves your stealth by 2.  
i) The Round Shield of Angrod [+0,1d4]
   It provides resistance to fire, confusion, and stunning.  It
   cannot be harmed by the elements.  
j) a Jewelled Crown of Brilliance
   It lights the dungeon around you.  It cannot be harmed by the
   elements.  
k) a Set of Gloves of Archery <+3>
   It improves your archery by 3.  
l) The Pair of Boots of Finrod [+3,1d1]
   It grants you freedom of movement.  It cannot be harmed by
   the elements.  
m) 69 Arrows
   They can be shot 16 squares (with your current strength and bow).
n) 21 Arrows of Piercing
   They cut easily through armour.  They can be shot 16 squares
   (with your current strength and bow).


  [Inventory]

a) 4 Pale Herbs of Healing
b) 6 Russet Herbs of Restoration
c) 4 Pieces of Dark Bread
d) 4 Fragments of Lembas
e) 4 Clear Potions of Miruvor
f) 3 Golden Potions of Clarity
g) 4 Sparkling Blue Potions of Healing
h) 7 Emerald Potions of Voice
i) 6 Dark Green Potions of Slow Poison
j) 6 Dark Blue Potions of Quickness
k) 9 Grey Potions of Strength
l) a Dark Potion of Dexterity
m) 6 Pale Green Potions of Constitution
n) 2 Sparkling Potions of Grace
o) an Ivory Staff of Revelations (0 charges)
p) an Ivory Staff of Revelations (0 charges)
q) a Walnut Staff of Treasures (1 charge)
r) a Mahogany Staff of Recharging (0 charges)
s) a Set of Gauntlets of the Forge (-1) [+0,1d2] <+2>
   It improves your smithing by 2.  
t) The Longsword 'Aranruth' (+3,2d6) [+1] <+3> 4.0 lb
   It improves your will by 3.  It provides resistance to fear.  
   It makes you encounter more dangerous creatures (even when
   not worn).  It cannot be harmed by the elements.  
u) a Dragon-horn Longbow (+0,2d7) [-1] 4.9 lb
   It can shoot arrows 20 squares (with your current strength).
v) 86 Arrows (Poisoned)
   They are branded with venom.  They can be shot 16 squares
   (with your current strength and bow).
w) 35 Arrows (+3)
   They can be shot 16 squares (with your current strength and bow).


  [Notes]

Mario of the Noldor
Entered Angband on 6 Sep 2012

    Turn     Depth    Note

       0     50 ft    (Versatility)
       0     50 ft    (Dodging)
     733    150 ft    (Sprinting)
   1,853    200 ft    (Precision)
   2,548    200 ft    (Keen Senses)
   3,697    250 ft    Slew Gorgol, the Butcher
   4,889    350 ft    (Crippling Shot)
   7,223    450 ft    (Lore-Keeper)
   7,939    550 ft    (Disguise)
   8,366    600 ft    (Flaming Arrows)
   8,710    600 ft    Found The Kite Shield of Fingolfin
   9,271    600 ft    Slew Orcobal, Champion of the Orcs
  11,414    700 ft    (Listen)
  12,936    850 ft    (Lore-Master)
  12,936    850 ft    Found The Pair of Boots of Finrod (from 750 ft)
  13,020    850 ft    Found The Crown of Dark Secrets
  13,284    850 ft    (Vanish)
  13,543    950 ft    (Dexterity)
  13,982    950 ft    (Song of Elbereth)
  13,982    950 ft    (Song of Freedom)
  14,061    950 ft    Found The Longsword 'Aranruth'
  14,062    950 ft    Found The Longbow 'Belthronding'
  15,902    900 ft    Entered Gothmog's hall
  17,518    800 ft    Slew Umuiyan, the Doorkeeper
  17,518    800 ft    Found The Round Shield of Angrod
  19,130    950 ft    (Song of Slaying)
  19,130    950 ft    (Song of Sharpness)
  19,997    950 ft    Found The Great Helm of Utumno
  20,242    950 ft    Slew Ancalagon the Black
  20,800    850 ft    Found The Cloak of Maglor
  21,497    850 ft    (Armoursmith)
  21,497    850 ft    (Enchantment)
  21,630    850 ft    (Song of Aule)
  21,810    850 ft    Made a Set of Gloves of Archery <+3>  0.5 lb
  21,814    850 ft    (Jeweller)
  22,097    850 ft    Made a Feanorian Lamp of Brightness  1.0 lb
  22,870    900 ft    Entered Chambers of Thu
  23,168    900 ft    (Song of Silence)
  23,744    950 ft    (Song of Lorien)
  24,151    950 ft    Slew Shelob, Spider of Darkness
  24,587    950 ft    Found The Ring of Melian
  24,867  1,000 ft    Entered Morgoth's throne room
  24,973  1,000 ft    Found The Shortsword 'Dagmor'
  25,017  1,000 ft    Found The Massive Iron Crown of Morgoth
  25,158  1,000 ft    Cut a Silmaril from Morgoth's crown
  26,953    250 ft    Slew Dagorhir, the Elfbane
  27,449    150 ft    Slew Draugluin, Sire of Werewolves
  27,449    150 ft    Found The Wolf-Hame of Draugluin
  27,727     Gates    Entered The Gates of Angband

  27,786     Gates    You escaped the Iron Hells on 06 September 2012.
  27,786     Gates    You brought back a Silmaril from Morgoth's crown!




  ['Score' 041172213]


Posted on 6.9.2012 19:41

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424. on the Sil Ladder (of 2253)

Comments

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On 6.9.2012 19:41 jdh@people.homeip.net wrote:
Well, the stealth game still works okay when I can make myself run away (take the stairs!) as soon as I'm spotted. Except at the end when I was chugging a Miruvor or two every step, between Carcharoth and the Balrog... yikes.

On 6.9.2012 20:21 Scatha wrote:
Congratulations on the win! Sounds like an exciting escape.

Did you find that Vanish never worked for you? Or do you mean more that it sometimes wasn't enough? If the former there may be a problem.

Do you happen to remember which Balrogs you ran into, and how those encounters turned out? As they're relatively new to the game we're still trying to make sure we have the balance right.

On 6.9.2012 21:29 jdh@people.homeip.net wrote:
No, Vanish actually worked surprisingly well once I took it (I think I had 15+ Stealth at that point -- I was reluctant to take it earlier because of the change weakening it). I'm talking more about the early game -- perhaps the first 12 floors or so -- where I have to run back to the stairs repeatedly to survive.

I think I ran into a green Balrog in a dark room, but managed to avoid getting his attention.

Vallach (pretty sure that's it -- yellow one) showed up frequently, once in a vault, at least once during the escape, and at the Gates a turn after I came up the stairs! I tried to shoot him down the corridor when he was in the vault, but he moved too quickly for me to do much damage. (Probably 21 or 22 Archery at that point.) I don't think I got him to less than 50% health before he was next to me and I had to run away. Somehow I managed to Vanish at that point, perhaps because some werewolves got mixed into the chase so he lost his place -- I think it would have been impossible otherwise, since there's no way to move faster than him.

At the gates Vallach came up a turn after I did and started chasing me. Not much I could do at that point besides run. He disarmed me and also managed to do 20 damage in one fire attack despite my fire resistance, which is a bit scary since Carcharoth was on the other side bringing me to Poison 100+! Possibly Will - Critical Resistance - would have helped, but I didn't think of that until after.

In this game I saw a lot more monsters come up or down the stairs shortly after I did than I'm used to in Sil games. In one case a vampire (or vampire lord?) came down the stairs the same turn I did, which I didn't know could even happen.

On 6.9.2012 21:54 jdh@people.homeip.net wrote:
Further thoughts: Vallach disarmed me of a Longsword of the Feanorians; perhaps without that and Aranruth in my inventory (which I should have dropped once I decided to go with Lorien, except I figured I could handle whatever showed up anyway) I would have had more breathing space. I had both since before Morgoth's hall, though, and the closest encounter I had was Drauglin and his pack coming down a corridor.

At the Gates I probably would have died if I hadn't been spoiled by previous games to know where to go. In 1.0.2 it was almost always Lungorthin who followed me up, but I usually got to the first corner before he did, or in my other game on the ladder scared him back down repeatedly via Majesty. (That was rather funny to see. He went up and down at least two or three times.)

As far as other balrogs: I heard Lungorthin via Listen somewhere and put Gothmog to sleep in Morgoth's hall. Presumably Gothmog was also present in his vault, but I didn't go in far enough to see.

On 7.9.2012 10:42 half wrote:
Poison greater than 100 is impressive! Your two danger items were making all monsters occur as if they were generated 100 ft deeper, which would have made quite a difference. I'd have dropped one or both, but I can't argue with success.

On 7.9.2012 13:01 jdh@people.homeip.net wrote:
Aren't they all (or mostly) generated quite deep during the escape, though? I would have thought that it wouldn't make much difference at that point. From what you say (or don't say), it sounds like they shouldn't have been generated any more frequently, so Vallach following me up the stairs to the Gates so quickly was nothing I had control over (unless I had managed to kill him elsewhere).

On 8.9.2012 12:54 half wrote:
You are right about Vallach. When fleeing, half the monsters are generated as from 1,000ft deep (with the standard mini distribution, so 1,100 ft to 900 ft). Vallach is a 1,000 ft monster, so would be most common in the escape if you *didn't* have danger. Danger would make Lungorthin more common though, and two sources of it would make Gothmog, Ungoliant etc possible.

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