The Angband Ladder: Al, Noldor Feanor no-class by bron

  [Sil 1.1.1 Character Dump]

 Name   Al            Age    2,971       Str   1
 Sex    Male          Height    7'       Dex   5
 Race   Noldor        Weight   178       Con   4
 House  Feanor                           Gra   5 =  4  +1

 Game Turn   17,670   Melee  (+18,2d7)   Melee       18 =  7  +5  +5  +1
 Exp Pool     4,921   Bows   (+17,2d6)   Archery     17 =  7  +5  +4  +1
 Total Exp   49,621   Armor [+13,6-13]   Evasion     13 =  7  +5  +1
 Burden       105.3                      Stealth     10 =  7  +5  -2
 Max Burden   120.0   Health      0:41   Perception  14 =  7  +5  +2
 Depth         750'   Voice      49:49   Will        12 =  7  +5
 Min Depth     700'                      Smithing    12 =  6  +5      +1
 Light Radius     3                      Song        11 =  6  +5

 You are one of several children of an archer from the house of Feanor.
 You have light grey eyes, straight silver hair, and a fair complexion.






  [Last Messages]

> The Darting horror misses you.
> You have 93 Arrows (+3) (n).
> The Arrow (+3) hits the Kemenrauko...
> You provoke attacks of opportunity from adjacent enemies!
> The Darting horror bites you!
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You resist the effects.
> The Kemenrauko hits you.
> *** LOW HITPOINT WARNING! ***
> The Darting horror bites you...
> *** LOW HITPOINT WARNING! ***
> The Ururauko hits you!
> You are enveloped in flames!
> You die.


  [Screenshot]

         
         
  #######
  .RH@R..
  #.RH###
  ##vf#  
   .sfs  


  [Equipment]

a) The Longsword 'Orcrist' (+2,2d5) [+2] <+2> 3.3 lb
   It improves your perception by 2.  It slays orcs and trolls.  
   It cannot be harmed by the elements.  
b) a Longbow of Nargothrond (+0,2d5) [-1] 2.4 lb
   It slays dragons and raukar.  It can shoot arrows 18 squares
   (with your current strength).
c) a Silver Ring of Accuracy (+1)
d) a Silver Ring of Accuracy (+2)
e) a Bronze Amulet of Grace <+1>
   It increases your grace by 1.  It sustains your grace.  
f) a Brass Lantern (with 5658 turns of light)
g) Leather Armour [+0,1d4]
h) a Cloak of Protection [+1,1d1]
   It cannot be harmed by the elements.  
i) (nothing)
j) a Dwarf Mask of Brilliance [-2,1d2]
   It provides resistance to fire.  It lights the dungeon around
   you.  
k) a Set of Gloves of Archery [+0,1d1] <+1>
   It improves your archery by 1.  
l) a Pair of Greaves of Free Action [-1,1d3]
   It grants you freedom of movement.  
m) 60 Arrows
   They can be shot 18 squares (with your current strength and bow).
n) 93 Arrows (+3)
   They can be shot 18 squares (with your current strength and bow).


  [Inventory]

a) 5 Black Herbs of Rage
b) a Pale Herb of Restoration
c) a Fragment of Lembas
d) 4 Bright Orange Potions of Clarity
e) 2 Pale Green Potions of Healing
f) 2 Violet Potions of True Sight
g) 3 Sparkling Potions of Quickness
h) 6 Grey Potions of Strength
i) a Vermilion Potion of Dexterity
j) 5 Dark Blue Potions of Constitution
k) 4 Green Potions of Grace
l) an Oak Staff of Foes (3 charges)
m) a Walnut Staff of Recharging (5 charges)
n) a Golden Amulet of Haunted Dreams
   It grants you the ability to see invisible creatures, but it
   also draws wraiths to your level.  
o) a Brass Lantern (with 3000 turns of light)
p) a Crown of Grace <+1>
   It increases your grace by 1.  It cannot be harmed by the
   elements.  
q) a Set of Gloves of the Forge <+2>
   It improves your smithing by 2.  
r) The Shortsword 'Dagmor' (+2,1d8) [+1] <+1> 2.0 lb
   It increases your grace by 1.  It provides resistance to fear.
   It lights the dungeon around you.  It cannot be harmed by the
   elements.  
s) a Greatsword of Doriath (-1,3d6) [+1] 7.0 lb
   It slays wolves and spiders.  It requires both hands to wield
   it properly.  
t) a Glaive of Final Rest (-2,2d10) [+1] 5.5 lb
   It slays undead.  It grants you freedom of movement.  It
   requires both hands to wield it properly.  It counts as a
   type of polearm.  
u) a Mattock of Belegost (-5,5d3) <+3> 12.3 lb
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  
v) 20 Arrows (Poisoned)
   They are branded with venom.  They can be shot 18 squares
   (with your current strength and bow).


  [Notes]

Al of the Noldor
Entered Angband on 17 May 2013

    Turn     Depth    Note

     721    100 ft    (Armoursmith)
     721    100 ft    (Jeweller)
     721    100 ft    (Enchantment)
     820    100 ft    Made a Set of Gloves of the Forge <+2>  0.5 lb
     951    100 ft    Made a Silver Ring of Accuracy (+2)  0.1 lb
   1,082    100 ft    Made a Dwarf Mask of Brilliance [-2,1d2]  7.3 lb
   1,757    250 ft    (Lore-Keeper)
   3,706    300 ft    Encountered Gorgol, the Butcher
   3,710    300 ft    (Lore-Master)
   4,454    400 ft    Greatsword of Doriath (-1,3d6)
   4,554    400 ft    Encountered Orcobal, Champion of the Orcs
   4,581    400 ft    Slew Orcobal, Champion of the Orcs
   4,588    400 ft    (Dodging)
   4,588    400 ft    (Sprinting)
   5,391    450 ft    (Hardiness)
   5,613    450 ft    Encountered Uldor, the Accursed
   5,624    450 ft    (Poison Resistance)
   5,921    450 ft    Encountered Boldog, the Merciless
   6,444    500 ft    (Flaming Arrows)
   6,666    500 ft    Found The Longsword 'Orcrist'
   6,928    500 ft    Found The Spear 'Aeglos'
   7,091    500 ft    Encountered Othrod, the Orc Lord
   7,235    500 ft    Encountered Gilim, the Giant of Eruman
   7,295    500 ft    (Power)
   7,456    500 ft    Slew Gilim, the Giant of Eruman
   7,456    500 ft    Found The Shortbow 'Death's Sting'
   7,611    500 ft    (Polearm Mastery)
   7,611    500 ft    (Parry)
   7,612    500 ft    (Focused attack)
   8,019    500 ft    Great Spear of the Vanyar (-1,1d13)
   8,019    500 ft    Glaive (Defender) (-2,2d9)
   8,176    500 ft    Slew Uldor, the Accursed
   8,396    500 ft    Gloves of Archery [+0,1d1] <+1>
   8,586    550 ft    Encountered Ulfang the Black
   8,649    550 ft    Slew Ulfang the Black
   8,966    550 ft    (Precision)
   9,227    550 ft    (Follow-Through)
   9,460    550 ft    Encountered Duruin, Least of the Balrogs
   9,627    500 ft    Fell through a crumbling stair.
   9,948    650 ft    Encountered Delthaur, Balrog of Terror
  10,152    550 ft    (Opportunist)
  10,685    550 ft    (Concentration)
  12,419    650 ft    (Disguise)
  12,419    650 ft    (Exchange Places)
  12,430    600 ft    Found The Shortsword 'Dagmor'
  13,929    700 ft    (Eye for Detail)
  13,929    700 ft    (Inner Light)
  14,396    700 ft    Another Forge!  Finally! (too late?)
  14,398    700 ft    (Song of Aule)
  15,447    700 ft    Destroyed Duruin, Least of the Balrogs
  15,460    700 ft    Glaive of Final Rest (-2,2d10)
  15,563    700 ft    Made a Bronze Amulet of Grace <+1>  0.3 lb
  15,565    700 ft    A awful lot of interruptions making that!
  15,762    700 ft    Made a Crown of Grace <+1>  2.6 lb
  15,767    700 ft    Need to re-make the forge gloves to +3 to get 21
  15,767    700 ft    But I really want/need the bow.
  15,767    700 ft    (Weaponsmith)
  16,042    700 ft    Made a Longbow of Nargothrond (+0,2d5) [-1]  2.4 lb
  17,020    750 ft    Wolf-bane or Rauko-bane?  Tough call ...
  17,275    750 ft    Encountered Umuiyan, the Doorkeeper
  17,279    750 ft    Slew Umuiyan, the Doorkeeper

  17,669    750 ft    Slain by an Ururauko.
  17,669    750 ft    Died on 20 May 2013.




  ['Score' 015082330]


Posted on 21.5.2013 08:42

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1150. on the Sil Ladder (of 2253)

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On 21.5.2013 08:42 bron wrote:
An attempt at Bar-7. I'm not sure that this is even possible, but I managed to get pretty far. I've become convinced that Bar-8 would be possible for someone with a better understanding of Smitthing than I have (Psi?). This char could have gotten further with a couple more forges, but this particular death was pretty unavoidable: Kemenrauko nearly simultaneously broke through in front and behind me in the corridor, bringing a host of bad guys in their wake.

So to pursue the question in I ask in the player notes: Wolf-bane or Rauko-bane? The Greater Werewolves are a pain because they are fast, and you can't really avoid HTH combat. Rauko are probably worse foes (especially the Balrogs), but they mostly move at normal speed and can be hit with the Nargothrond bow. The Kemenrauko are a serious problem however. Opinions?

On 21.5.2013 16:41 HallucinationMushroom wrote:
I would go Raukar... I consider the canines one-trick-ponies, while there are varied raukar scenarios. Unless I'm misremembering, you'd get bonuses to all checks... so check for seeing darkness raukar, check for seeing invisible raukar, which would be nice. I could be very wrong on this though.

I can't imagine winning with 7, at least not me. '8' is fun, but i lose my crutch ability, heavy armor use. Going dodge-flanking-evasion warrior is so far out of my comfort zone, but it seems possible. I tried 2 8's and they both bought the farm at 500-550', but I was playing too quickly as well... min depth was probably 250 or 300. My bar-9 did very well, but now that I feel like I've proven a '9' is very doable, I don't much want to actually win with one! An 8 would be very impressive.

On 21.5.2013 19:53 bron wrote:
Yeah, good points. I was leaning toward Rauko, but it's not 100% clear. While I can see the real utility of Wolf-bane to get past the Greater Werewolves, I also worried that it would only get me one step deeper before I died, rather than be part of a path to victory. My limited-skill characters seem to suffer from that a lot: they start out better than anything I'm likely to meet, but the gap gets narrower the deeper I go, and eventually the line crosses over and I burn up my consumables and die.

You make this comment about Heavy Armor Use; I saw something similar in your comments in your bar-9 character. Why do you feel that way? It just adds maybe 1d3 to your defense, doesn't it? Nice certainly, but hardly game-changing. Or am I missing something?

On 21.5.2013 20:03 HallucinationMushroom wrote:
I usually hit 60lbs, and occasionally 75lbs, so 1d4 or 5, but that's still not a huge difference. It's more of a playstyle/experience handicap I suppose. Most of my best characters had a 9 in evasion anyway, or very little more than that, so it's a comfortable score and ability for me... that is, I don't have to stray from my tried and true.

With my artistry start, I have a blend of evasion with protection to get past the rough start, but for the bulk of the middlegame I start to stack protection as my melee ability can handle it. It's pretty common for me to have over 30 upper bound protection with 1d2 protection rings. Depending on gear, I will usually let up at the endgame for for damage dealing, but I really depend on protection for the way I play... which I define as: loose, inebriated nonsense. :)

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