The Angband Ladder: Rothruithor, Noldor Feanor no-class by <bceason@yahoo.com>

  [Sil 1.1.1 Character Dump]

 Name   Rothruithor   Age    2,773       Str   2
 Sex    Male          Height   6'8       Dex   7 =  4          +3
 Race   Noldor        Weight   172       Con   4
 House  Feanor                           Gra   4

 Game Turn   18,520   Melee  (+22,2d8)   Melee       22 = 14  +7      +1
 Exp Pool     1,480   Bows    (+9,1d8)   Archery      9 =  1  +7      +1
 Total Exp   37,680   Armor [+21,5-14]   Evasion     21 = 13  +7  +1
 Burden        98.8                      Stealth      5 =  0  +7  -2
 Max Burden   144.0   Health     -1:41   Perception  11 =  7  +4
 Depth         700'   Voice      41:41   Will        10 =  6  +4
 Min Depth     700'                      Smithing    11 =  6  +4      +1
 Light Radius     4                      Song         4 =  0  +4

 You are the only child of a warrior from the house of Feanor. You have
 light grey eyes, wavy black hair, and a fair complexion.






  [Last Messages]

> The bleeding stops.
> The Cat warrior misses you.
> You hit the Cat warrior!!
> You have slain the Cat warrior.
> You feel something roll beneath your feet.
> The Cat warrior claws you!
> *** LOW HITPOINT WARNING! ***
> The Cat warrior claws you!
> *** LOW HITPOINT WARNING! ***
> You hear grinding noises.
> The Greater werewolf bites you!
> You have been badly poisoned.
> The Cat warrior misses you.
> *** LOW HITPOINT WARNING! ***
> You die.


  [Screenshot]

    %%   
  %%  #% 
  .w.#.%%
  ...@..#
  #]...ff
  .#..C.#
   ...#.#


  [Equipment]

a) The Longsword 'Narsil' (+0,2d6) [+1] 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 Gondolin (+0,1d7) 1.7 lb
   It slays orcs and trolls.  It can shoot arrows 12 squares
   (with your current strength).
c) a Golden Ring of Protection [+0,1d2]
d) an Amethyst Ring of Venom's End
   It provides resistance to poison.  
e) an Ivory Amulet of Constitution <+0>
   It increases your constitution by 0.  It sustains your 
   constitution.  
f) a Feanorian Lamp
g) Leather Armour [+0,1d5]
h) a Cloak of Warmth [+1]
   It provides resistance to cold.  
i) The Round Shield of Angrod [+0,1d4]
   It provides resistance to fire, confusion, and stunning.  It
   cannot be harmed by the elements.  
j) (nothing)
k) a Set of Gauntlets [+0,1d1]
l) a Pair of Greaves of Free Action [-1,1d2]
   It grants you freedom of movement.  
m) 24 Arrows (+3)
   They can be shot 12 squares (with your current strength and bow).
n) 35 Arrows (Poisoned)
   They are branded with venom.  They can be shot 12 squares
   (with your current strength and bow).


  [Inventory]

a) a Fragment of Lembas {=g@E1}
b) a Brown Potion of Clarity
c) a Vermilion Potion of Slow Poison {=g}
d) a Crimson Potion of Elemental Resistance
e) a Dark Green Potion of Dexterity
f) a Smoky Potion of Grace
g) a Bronze Trumpet of Terror
h) a Brass Trumpet of Thunder
i) a Twisted Staff of Freedom (7 charges)
j) a Mahogany Staff of Sanctity (4 charges)
k) a Willow Staff of Self Knowledge (1 charge)
l) a Turquoise Ring of Perception <+1>
   It improves your perception by 1.  
m) an Onyx Ring of Evasion [+1]
n) an Adamant Ring of Frost
   It provides resistance to fire.  
o) a Topaz Ring of Free Action
   It grants you freedom of movement.  
p) a Lesser Jewel
q) a Pair of Boots [+1,1d2]
r) The Dagger of Azaghal (+1,1d6) 1.0 lb
   It slays dragons.  It provides resistance to fire and fear.  
   It can be thrown effectively (9 squares).  It cannot be
   harmed by the elements.  
s) a Bastard Sword of Final Rest (-2,3d3) [+1] 3.6 lb
   It slays undead.  It grants you freedom of movement.  It does
   extra damage when wielded with both hands.  
t) 2 Throwing Axes (+1,2d4) {=g@t1} 3.0 lb
   It can be thrown effectively (8 squares).  
u) a Mattock (-5,5d2) <+2> 13.4 lb
   It improves your tunneling by 2.  It requires both hands to
   wield it properly.  
v) 87 Arrows
   They can be shot 12 squares (with your current strength and bow).


  [Notes]

Rothruithor of the Noldor
Entered Angband on 5 Mar 2013

    Turn     Depth    Note

     987    100 ft    (Careful Shot)
   1,639    100 ft    (Armoursmith)
   1,639    100 ft    (Artistry)
   1,738    100 ft    Made a Pair of Boots [+1,1d2]  2.0 lb
   1,985    100 ft    Made a Round Shield [+1,1d4]  5.0 lb
   2,145    100 ft    Made a Helm [+0,1d3]  5.0 lb
   3,261    200 ft    (Finesse)
   4,508    200 ft    Made a Set of Gloves [+1]  0.5 lb
   4,510    200 ft    (Dodging)
   4,579    200 ft    Made a Cloak [+2]  2.0 lb
   4,876    250 ft    (Eye for Detail)
   6,385    300 ft    (Sprinting)
   8,933    350 ft    (Jeweller)
   8,972    350 ft    Made a Jet Ring of Sustenance  0.1 lb
   9,063    350 ft    Made a Topaz Ring of Free Action  0.1 lb
   9,074    350 ft    Made a Lesser Jewel  0.2 lb
   9,188    350 ft    Made Leather Armour [+0,1d5]  5.4 lb
   9,824    450 ft    (Charge)
  12,180    450 ft    Encountered Orcobal, Champion of the Orcs
  12,267    450 ft    Slew Orcobal, Champion of the Orcs
  12,406    450 ft    (Curse Breaking)
  13,322    550 ft    Encountered Duruin, Least of the Balrogs
  13,348    550 ft    Encountered Uldor, the Accursed
  13,681    550 ft    Found The Longsword 'Narsil'
  14,091    550 ft    (Lore-Keeper)
  14,260    550 ft    Slew Uldor, the Accursed
  14,263    550 ft    Found The Shortbow of Celegorm
  14,397    550 ft    Found The Dagger of Azaghal (from 450 ft)
  14,402    550 ft    Found The Round Shield of Angrod
  14,863    550 ft    (Lore-Master)
  15,112    600 ft    (Momentum)

  18,519    700 ft    Slain by poison.
  18,519    700 ft    Died on 07 March 2013.




  ['Score' 014081480]


Posted on 5.3.2013 20:13
Last updated on 7.3.2013 21:29

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1277. on the Sil Ladder (of 2253)

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On 5.3.2013 20:13 bceason@yahoo.com wrote:
This went better than any of my other previous attempts.

Thanks to HallucinationMushroom and debo for the tips on my last character. I tried the atristry start as debo suggested, with my melee and evasion split the way HM suggested.

It was going pretty well really, until my Str got drained by some Violet Worms, which really hurt my damage. Then I began to run out of food from wearing around an unidentified Ring of Hunger for a while and not finding anything other than some Liquor, oh and an Herb of Weakness to really help the Str situation I was struggling with...

Found Glamdring after I was in this weakened state, hunting for food, so it was never really put to much good use. I did get a chance to hack a few Trolls with it, which was fun, but a Warg and some Easterlings cornered me and finished me off as I was getting Weak from hunger and slowed.

On 5.3.2013 21:44 HugoTheGreat2011 wrote:
Fun was cut too short. Instead of Heavy Armor Use, I would have gotten Dodging and Sprinting to quickly get out of danger, imo

On 5.3.2013 21:56 HugoTheGreat2011 wrote:
I would have kept the Leather Armour of Gorlim because of Exchange Places, which is also helpful in getting out of tight situations.

On 6.3.2013 17:46 debo wrote:
Avoid evasion-reducing equipment like the plague when you go with the artistry build IMO -- I would have made [+1, 1d5] leather armor instead of the gloves, although they were a good idea, and then avoided the studded leather you found.

In this situation though, you mostly just have to pay attention to how/where you're going places -- all the evasion in the world won't help you when you're surrounded by that many guys. The penalty is quite severe, even with crowd fighting.

Also, I'd hold off on taking abilities -- if I was playing a similar character, probably the only other ability I would have taken by 500' is Finesse or Power. Your first goal should be getting melee and evasion base scores up to 10, and maybe some perception or will as needed. (I don't even bother with those, usually, unless I'm stuck trying to find doors or there's a chest I'm trying to open. Some people like keen senses to deal with violet molds.)

Oh, and don't wade into violet worms next time :D Nice run!

On 6.3.2013 22:43 bceason@yahoo.com wrote:
I took another run at this guy with the same set-up. I had him running already before debo offered his advice on not getting abilities, so I've got quite a few, though since I read that, I've focused on getting my skill scores up. I think it's going pretty well, and I can handle everything I've run across so far, but I just dropped down from 450' to 550', where I've never seen before, so we'll see how it goes.

Thanks for all the advice on my other dumps. It's really helping me.

On 6.3.2013 22:45 bceason@yahoo.com wrote:
I also have a lot of unidentified stuff, so I'm seriously considering increasing my perception now and taking Lore Keeper. How else do you handle finding a bunch of rings and amulets and not being able to identify them? I've put them all on, even while wearing my =Perception, and I can't seem to id them.

On 6.3.2013 23:00 debo wrote:
Yes, this is the point where I personally would rush for lore master. That's just my own style though, I hate the ID game.

The way I like to do it is to pool all my XP until I have enough to buy 7 perception, lore keeper, and lore master all in one shot. That way, if I get in a nasty situation before then, I can actually divert that experience into an emergency ability or stat.



On 7.3.2013 01:18 HallucinationMushroom wrote:
It's always a shame to have to take curse breaking, but I think we've all been there a few times. It's really painful because of the increasing will ability costs, and there's some good stuff on the will tree, especially if you are going a heavy-armor route.

I try to have at least 3 or 4 un-id staves before I try possibly cursed equipment, or 2 staves that have been tried but didn't seem to do anything. As far as the staff id game goes, look for a room with a staircase, an open door, a closed door, and a monster before you use it to identify. That will id a lot of situations for staves. The location is for the Freedom/imprisonment/summoning/majesty, plus the obvious staves, like warding/light/recharge/identify/treasures/foes/self-knowledge/revelations/earthquakes, but not Sanctity/entrapment. I could be missing some flavors here, but it's all I can recall.

On 7.3.2013 19:36 bceason@yahoo.com wrote:
Alright, so I'm doing pretty well now I think, and I actually have a good bit of xp that I need to spend, but don't know what's the best bang for my buck. Do I just increase melee / evasion / will some more? Do I buy more abilities at this point? I seem to be much better now about not getting into situations that are clearly fatal, though I get down below 30% hp occasionally, though usually only after I'm fleeing already. I could also really use some form of see invisible I guess, as several of my enemies (Shadows, Sulrauko, Shadow Spiders) are troublesome to spot and frequently blind me to boot. Any advice is appreciated.

On 7.3.2013 19:54 HallucinationMushroom wrote:
Well, there's two kinds of invisible here, and something I grappled with a long time before I understood what was going on. There's actual invisible, and you-can't-see-it-because-it's-too-dark invisible.

You can see the darkness creatures (your shadow spiders, gwathraukaur, shadow bats, others) with increased light radius. Inner light on the will tree, simply speaking - gives you a +1 bonus here. Song of the trees will boost light radius by 1 per x points of song. I think 1 pt. per 5 song... could be wrong here. You've got a good lamp, 3 is good, but you will come across situations where 5 or even 6 isn't enough. Wielding a weapon of slay, with the slayee nearby, nets you another +1 light radius. Darkness kills. Trying to get ridiculous light radius is helpful, but it's more helpful to avoid tactical insanity situations like facing 3 darkness raukar at once. In other words, absurd light isn't necessary, but it sure helps! I am quite happy to walk around with 3 and inner light. Oh yeah, and a staff of light can increase light radius too, which sounds obvious but wasn't to me.

Actual invisible is less problematic for me, but still dangerous. Keen senses gives you a bonus to check for invisibles, like clear worm masses, those assassin arrow shooting cats and Sulraukar, maybe others. With an '11' in perception already, keen senses would give you a great chance to see invisibles.

Listen, on the perception tree, can help mitigate problems from darkness too. With listen, you can detect monsters that you can't even see and this reduces the penalties associated with being attacked and attacking things you can't see. These penalties can reduce a superhuman warrior hero to fine paste. I've been there more than a few times.

On 7.3.2013 19:56 debo wrote:
Well, HM beat me to it this time. Here's my take:

True sight will not help with shadow spiders -- you just need a lot of light to see those. (They emit darkness, rather than being invisible.) Indeed, darkness-causing monsters are one of the biggest hurdles to overcome in the late game. Your light radius of 3 is going to cause some problems, unless you find a better lamp or take e.g. song of trees or inner light. (I don't find the latter to be that useful.)

You probably shouldn't be seeing too many sulrauko anymore. Shadows are indeed a pain, and hithrauko will be even worse. However, doesn't eye for detail give you a bonus to seeing invisible monsters? Or is that keen senses? Because 11 perception + the bonus should help you see them MOST of the time, and that's good enough to get a good wack in.

The biggest problem with sulrauko is most people don't realize that they have really high protection. Usually it's not an issue of _seeing_ them, but moreso of _damaging_ them. Think of them as an invisible serpent and you should do OK.

By 700' for a no-stealth character, I like to have:

- 20 melee and evasion (at least)
- Some form of fire resist that I can wear all the time (i.e. not a swap)
- Some form of free action that I can wear all the time
- Some form of cold and poison resist (possibly swaps)
- Some form of true sight (swap is fine, even amulet of haunted dreams is great)
- A bright light or lesser jewels / feanorian that I can drop on the ground to make more light

My goal on these floors is to find a _Treasures and possibly a _Foes and to go treasure and unique hunting. With Lore Master, this gets you a wack of XP that you can spend on some abilities. Right now, I'd keep focusing on melee and some evasion for this guy, you're not quite there yet.

On 7.3.2013 20:13 bceason@yahoo.com wrote:
Thanks again guys. So let me ask a follow up. With Narsil and my light I actually have 4, but my Shadow Cloak is dropping me back to 3. Is the cloak not worth the extra evasion and stealth bonus? Should I go back to a Cloak [+2] at the next opportunity?

On 7.3.2013 20:15 debo wrote:
Yes, that's what I'd do. If it was like a +5 shadow cloak I'd keep it as a swap for when there aren't any shadowy things around -- for a +3 I might not even bother holding onto it (unless I was playing a stealth guy, but that's a whole other story.) Even a Cloak +1 would be preferable, IMO. I am paranoid, though :)

On 7.3.2013 20:20 HallucinationMushroom wrote:
Yeah, about this point I like to shift to a 3d weapon and shield, or good 2h to simply end fights quicker. This isn't as important now that momentum is in the game. I think a longsword and shield are viable, but I would want 2d11, 2d12, or something like that. In other words, you aren't lethal enough. Prolonged melee isn't a big deal before 600', but about now you're going to want to exit fights pretty quickly, and 2d8 is a butterknife. If you can net 3 str points from, say, gloves of str, point on the strength tree and maybe a ring of damage or strength... boom, 2d11. Still, 2d11 isn't all that, but it's not too shabby. Odd dice battle axes are my favorite, 3d5 one handed is 3d10, or 3d11 or thereabouts with the right str.

On 7.3.2013 21:29 bceason@yahoo.com wrote:
Well, it was a good run. I was outclassed by the quickness and wit of the cats. I thought I had a path through, but then there were Greater Werewolves on the other side. I just didn't have enough advanced warning...

On 7.3.2013 23:26 debo wrote:
'twas a good run. Every character build has a part of the game that is exceedingly uncomfortable for them, and with this build I often hit that point at 700-800'. If you can quickly amass a gob of experience and loot, that makes trawling 900'+ a lot more survivable and productive, but you didn't quite make it.

I think that once you learn more about how to predict monster movements and what threats each monster type is equipped with, you'll stand a good chance at getting close to the throne room!



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