[Sil 1.1.1 Character Dump]
Name Hecildil Age 4,727 Str 1 = 3 -1 -1
Sex Male Height 7' Dex 5
Race Noldor Weight 166 Con 3
House Feanor Gra 2
Game Turn 9,536 Melee (+14,3d6) Melee 14 = 11 +5 -3 +1
Exp Pool 1,017 Bows (+6,2d6) Archery 6 = 1 +5 -1 +1
Total Exp 12,717 Armor [+7,4-12] Evasion 7 = 6 +5 -4
Burden 112.5 Stealth 4 = 0 +5 -1
Max Burden 120.0 Health 0:34 Perception 2 = 0 +2
Depth 400' Voice 28:28 Will 5 = 3 +2
Min Depth 400' Smithing 5 = 2 +2 +1
Light Radius 1 Song 2 = 0 +2
You awoke on the shores of lake Cuivienen. You have light grey eyes,
straight black hair, and a fair complexion.
[Last Messages]
> You emerge near where you began.
> It fills you with renewed energy and spirit.
> You are full!
> You have no more Fragments of Lembas {=g@E1} (a).
> The Orc warrior looks around.
> The Orc warrior notices you.
> The Orc warrior looks around.
> The Orc warrior shouts a warning.
> The Orc warrior notices you. <3x>
> The Warg notices you. <2x>
> The Orc warrior hits you!
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> A small dart hits you!
> You die.
[Screenshot]
#%%%+#
.....%
...<.#
.o.@o%
..o..#.
....oC.
.....#.
[Equipment]
a) a Greatsword (-2,3d5) [+1] 5.8 lb
It requires both hands to wield it properly.
b) a Longbow (+0,2d5) [-1] 3.5 lb
It can shoot arrows 18 squares (with your current strength).
c) (nothing)
d) (nothing)
e) (nothing)
f) a Wooden Torch (with 1015 turns of light)
g) Studded Leather [-2,1d6]
h) a Cloak of Stealth [+1] <+2>
It improves your stealth by 2.
i) (nothing)
j) a Great Helm [-2,1d3]
k) a Set of Gauntlets of Treachery (-1) [+0,1d1] <-1> {cursed}
It decreases your strength by 1. It is cursed. It grants
you the ability: Opportunist.
l) a Pair of Greaves of Free Action [-1,1d2]
It grants you freedom of movement.
m) 49 Arrows (Poisoned)
They are branded with venom. They can be shot 18 squares
(with your current strength and bow).
n) 9 Arrows (+3)
They can be shot 18 squares (with your current strength and bow).
[Inventory]
a) 2 Dark Blue Potions of Slow Poison
b) a Birch Staff of Imprisonment (6 charges)
c) a Rosewood Staff of Sanctity (2 charges)
d) 3 Wooden Torches (with 2000 turns of light)
e) a Pair of Greaves of Free Action [-1,1d2]
It grants you freedom of movement.
f) 7 Daggers (+0,1d5) {=g@t2} 5.6 lb
It can be thrown effectively (8 squares).
g) a Spear of Gondolin (-1,1d9) 3.0 lb
It slays orcs and trolls. It can be thrown effectively (4
squares). It does extra damage when wielded with both hands.
It counts as a type of polearm.
h) 8 Throwing Axes (+0,2d4) {=g@t1} 12.0 lb
It can be thrown effectively (6 squares).
i) 4 Arrows
They can be shot 18 squares (with your current strength and bow).
j) 99 Arrows
They can be shot 18 squares (with your current strength and bow).
[Notes]
Hecildil of the Noldor
Entered Angband on 28 Feb 2013
Turn Depth Note
6 50 ft (Finesse)
2,174 100 ft (Weaponsmith)
2,213 100 ft Made a Greatsword (-2,3d5) [+1] 5.8 lb
2,235 100 ft Made a Throwing Axe (+0,2d4) {=g@t1} 1.5 lb
2,245 100 ft Made a Shortbow (+0,1d7) 1.5 lb
3,319 150 ft (Careful Shot)
5,816 250 ft (Follow-Through)
9,243 400 ft (Crowd Fighting)
9,535 400 ft Slain by a trap.
9,535 400 ft Died on 01 March 2013.
['Score' 008090464]
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Posted on 1.3.2013 19:28
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1912. on the Sil Ladder (of 2253)
Comments
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On 1.3.2013 19:28 bceason@yahoo.com wrote: A different attempt than my other characters in Sil so far. This time a melee focused approach. I took plenty of Dex to get the bonuses to skills, then a point of Con to get to a reasonable HP and then the rest Str. I then followed the Melee tree mostly and took Evasion points. I was headed for Heavy Armor Use, but never did find a shield to justify Blocking. I did also take just enough Smithing to make myself a Greatsword on lvl 2.
I only ran each level once, but still was at a minimum depth of 400' by the time I was finishing 250'. The next stairs dumped me down to 400' and I wasn't quite prepared for how hard orc champions and mountain trolls hit. I couldn't recover from one group before the next came along, so I ended up fleeing up the stairs several times before they finally just wore me down.
On 1.3.2013 19:31 bceason@yahoo.com wrote: Oh, also put on the gauntlets unidentified. They were surprisingly not totally awful, since I did at least get Opportunist out of the deal. Threw some points at Will for Curse Breaking after wearing them but before realizing that they offered that ability.
On 1.3.2013 20:08 debo wrote: I think you would have been better off with a) a bit more evasion and b) choosing armor that has less protection but lower evasion penalties.
Most things around 400' have a decently hard time hitting the broad side of a barn door. You had middling evasion and middling protection, which only gets you far as an archer :D
Have you tried the artistry start yet? Buy enough smithing / Grace to have ~10 skill, and then take Armorsmith and Artistry. Make as much high-evasion equipment as you can at the first (and second) forge you find, and the first 500' or so are very easy to survive.
I only suggest it b/c you seem to be using smithing exclusively to give yourself some control over your starting set of weapons, which is helpful but doesn't really increase survivability that much IMO unless you have supremely bad luck.
On 1.3.2013 20:22 HallucinationMushroom wrote: I think you would be better off melee-route wise by prioritizing evasion over melee, as I find the early game monsters pretty easy to hit. I used to do 8/4 7/5 melee/evasion, now I use the opposite and have a much easier time. +14, 3d7, +7, 4-12 might be possible and fun, but +9, 3d7, +12, 4-12 is probably more survivable. It's a shame you didn't find any body armor, +11, 5-16 would likely be good, especially for those dang archers and dart chuckers. Also, starting out at 7 or 8 evasion makes the route to heavy armor seem closer and cheaper once you start swinging the blades and making the heads roll. Anyway, my 2 cents, there's certainly lots of paths to victory to win, even in melee style.
On 1.3.2013 20:23 HallucinationMushroom wrote: Dang you, Debo! Wow, did I really compose that over 15 minutes?
On 1.3.2013 20:42 bceason@yahoo.com wrote: I appreciate the advice, guys. I'm new to Sil, and I'm still finding my feet. I've got a Void winner in ToME, but can't get down past 400' on Sil so far. :) Of course, it's been quite a few years since my ToME Void winner too, and my skills are likely not what they were.
On 1.3.2013 20:48 bceason@yahoo.com wrote: So, let me ask this also: Is going for Dex over Str like I am the better route, because of the ability boosts? Thanks again.
On 1.3.2013 20:52 HallucinationMushroom wrote: A void winner is mightily impressive. It's funny you mention T.o.M.E., because I would put Sil on the same shelf in that you have great control over your character's leveling. I found this much more appealing in T.o.M.E. than all the other cool features it had. I haven't played T.o.M.E. since like, 2.3.5, or something like that.
On 1.3.2013 20:57 bceason@yahoo.com wrote: I agree, and I always enjoyed that aspect of ToME too, though I also really enjoy the super flexible and powerful magic system. There are so many possible character combinations that it opens up that are interesting to run, even if they don't work out at all.
Until recently, I hadn't played since 2.3.2, but picked it back up because I remembered how fun it was. I haven't messed with 4.0, but just started running 2.3.5 and remembering the old days. :)
On 2.3.2013 00:51 taptap wrote: It should be impossible to get higher body attributes than you have anyway, I play Noldor w/ 2 4 4 4 or even 1 4 4 5 which is perfectly fine. Only way to get even higher strength at start is by playing Naugrim w/ initial +1 STR. And there is about no way to get more than 5 DEX when you want to take anything else at all.
W/ 3 STR and a greatsword I would take power instead of finesse. However, one of the nice things about Sil is that playing with light weapons is perfectly viable (if you can pick your fights).
On 2.3.2013 02:31 HugoTheGreat2011 wrote: Also note that Momentum comes in handy for lighter-weight two-handed use.
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