The Angband Ladder: Nod, Noldor Fingolfin no-class by debo

  [Sil 1.1.1 Character Dump]

 Name   Nod           Age      757       Str   5 =  3  +2
 Sex    Male          Height   6'7       Dex   3
 Race   Noldor        Weight   172       Con   6 =  5          +1
 House  Fingolfin                        Gra   3

 Game Turn   16,591   Melee (+21,3d12)   Melee       21 = 20  +3  -3  +1
 Exp Pool       500   Bows    (+3,1d8)   Archery      3 =  0  +3  -1  +1
 Total Exp   51,800   Armor [+14,8-22]   Evasion     14 = 11  +3
 Burden       143.6                      Stealth      8 =  6  +3  -1
 Max Burden   248.7   Health     59:59   Perception  10 =  7  +3
 Depth         750'   Voice      34:34   Will        16 = 12  +3      +1
 Min Depth     650'                      Smithing     3 =  0  +3
 Light Radius     3                      Song         3 =  0  +3

 You are one of several children of a warrior from the house of
 Fingolfin. You have light grey eyes, straight black hair, and a fair
 complexion.





  [Equipment]

a) The Greatsword 'Glend' (-1,3d6) [+1] <+1> 12.0 lb
   It increases your strength by 1.  It sustains your strength.  
   It cannot be harmed by the elements.  It requires both hands
   to wield it properly.  
b) a Shortbow of Radiance (+1,1d7) 1.4 lb
   It fires shining arrows.  It can shoot arrows 12 squares
   (with your current strength).
c) an Amethyst Ring of Protection [+0,1d2]
d) a Moonstone Ring of Venom's End
   It provides resistance to poison.  
e) a Dragon Tooth Amulet of Preservation
   It sustains your constitution and grace.  It reduces your
   need for food.  It cannot be harmed by the elements.  
f) a Brass Lantern of Brightness (with 5932 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) a Mail Corslet of Protection (-1) [-2,2d5]
   It cannot be harmed by the elements.  
h) a Shadow Cloak of Warmth [+3] <+2>
   It improves your stealth by 2.  It provides resistance to 
   cold.  It creates an unnatural darkness.  
i) (nothing)
j) a Helm of Brilliance [-1,1d2]
   It lights the dungeon around you.  
k) a Set of Gauntlets of Strength (-1) [+0,1d1] <+1>
   It increases your strength by 1.  
l) a Pair of Greaves of Free Action [-1,1d3]
   It grants you freedom of movement.  
m) 68 Arrows (+3)
   They can be shot 12 squares (with your current strength and bow).
n) 97 Arrows
   They can be shot 12 squares (with your current strength and bow).


  [Inventory]

a) 3 Pale Herbs of Rage
b) 3 Wrinkled Herbs of Healing
c) 2 Russet Herbs of Restoration
d) 2 Fragments of Lembas
e) 2 Clear Potions of Miruvor
f) 9 Murky Brown Potions of Orcish Liquor
g) 7 Sparkling Blue Potions of Healing
h) 2 Sparkling Potions of Slow Poison
i) 6 Sky Blue Potions of Quickness
j) 7 Crimson Potions of Strength
k) 4 Black Potions of Dexterity
l) 2 Copper Speckled Potions of Constitution
m) 3 Dark Green Potions of Grace
n) a Beech Staff of Warding (8 charges)
o) a Brass Lantern of True Sight (with 6966 turns of light)
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
p) a Cloak [+2]
q) a Kite Shield of Protection (-2) [+0,1d7]
   It cannot be harmed by the elements.  
r) The Dagger 'Angrist' (+0,1d5) {@t1} 0.8 lb
   It cuts very easily through armour.  It can be thrown
   effectively (17 squares).  It cannot be harmed by the
   elements.  
s) a Longsword of Doriath (+0,2d5) [+1] 3.0 lb
   It slays wolves and spiders.  
t) a Longsword (Defender) (+0,2d6) [+2] {@w1} 3.7 lb
   It cannot be harmed by the elements.  
u) 10 Throwing Axes (+0,2d4) {@t1} 15.0 lb
   It can be thrown effectively (14 squares).  
v) a Mattock of Belegost (-5,5d2) <+3> 11.3 lb
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  


  [Notes]

Nod of the Noldor
Entered Angband on 29 Jun 2013

    Turn     Depth    Note

     235     50 ft    (Power)
     994    150 ft    Wow, helm of brilliance!
   1,008    150 ft    3.0lb axe!
   1,632    200 ft    Brass lantern!
   2,018    250 ft    Wow my 50' potion was !Dex :/
   2,088    250 ft    Kite shield of protecion!
   2,412    300 ft    Very small levels so far
   2,464    300 ft    Another brass lantern!
   3,161    300 ft    Encountered Gorgol, the Butcher
   3,679    300 ft    lol found gauntlets of swordplay and a defender 
                      longsword right next 
   3,679    300 ft    to one another
   5,093    350 ft    Encountered Boldog, the Merciless
   5,094    350 ft    oh ho ho
   5,106    350 ft    (Crowd Fighting)
   5,111    350 ft    Slew Boldog, the Merciless
   5,784    400 ft    (Lore-Keeper)
   5,784    400 ft    (Lore-Master)
   5,784    400 ft    Found The Spear of Boldog (from 350 ft)
   6,474    400 ft    (Inner Light)
   7,351    450 ft    Encountered Ulfang the Black
   7,388    450 ft    Slew Ulfang the Black
   7,388    450 ft    Found The Pair of Boots of Irime
   7,393    450 ft    whoa!
   7,613    450 ft    Encountered Uldor, the Accursed
   7,616    450 ft    Man, why don't you ALL come to the party
   7,707    450 ft    Slew Uldor, the Accursed
   8,155    450 ft    (Blocking)
   9,320    500 ft    Found The Shortsword of Galadriel
   9,324    500 ft    Fuck.
   9,324    500 ft    Wrong build
  10,037    550 ft    Found The Dagger 'Angrist'
  10,052    550 ft    Sick
  10,079    550 ft    Nether worm masses are eating the level :(
  10,477    550 ft    (Hardiness)
  10,683    550 ft    (Critical Resistance)
  11,185    550 ft    Encountered Duruin, Least of the Balrogs
  11,185    550 ft    Ack.
  11,293    500 ft    Mega close
  11,380    550 ft    Encountered Othrod, the Orc Lord
  11,435    550 ft    Encountered Orcobal, Champion of the Orcs
  11,439    550 ft    (Heavy Armour Use)
  11,442    550 ft    Othrod and orcobol TOGETHER AT LAST
  11,597    550 ft    I think they both escaped :(
  11,863    550 ft    Found The Shortsword of Amrod
  11,868    550 ft    WRONG BUILD
  12,063    550 ft    Encountered Gilim, the Giant of Eruman
  12,063    550 ft    F
  12,114    550 ft    Slew Gilim, the Giant of Eruman
  12,512    600 ft    (Follow-Through)
  12,512    600 ft    (Opportunist)
  12,673    600 ft    Wargs? Still??
  13,443    600 ft    Encountered Nan, the Giant
  13,444    600 ft    Wow, does this guy only show up for bruisers or 
                      something??? 
  13,501    600 ft    Slew Nan, the Giant
  13,501    600 ft    Found The Greatsword 'Glend'
  13,502    600 ft    I NEVER GET TO KILL HIM :D
  14,014    700 ft    Hmmn did I go down a shaft?
  14,014    700 ft    Yup I sure did
  14,153    700 ft    Creeping horror trashes my gloves and busted my 13 
                      charge 
  14,153    700 ft    treasures staff :(
  14,153    700 ft    pig fucker
  14,925    750 ft    I've killed a million amethyst and green serpents
  14,925    750 ft    I haven't seen a single ruby or cold one
  15,033    750 ft    (Constitution)
  15,089    750 ft    Encountered Umuiyan, the Doorkeeper
  15,110    750 ft    Slew Umuiyan, the Doorkeeper
  15,156    750 ft    Encountered Delthaur, Balrog of Terror
  15,241    700 ft    Well that was awful.
  15,538    700 ft    (Knock Back)



  ['Score' 015083409]


Posted on 30.6.2013 00:27
Last updated on 30.6.2013 02:35

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1139. on the Sil Ladder (of 2253)

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On 30.6.2013 00:27 debo wrote:
Trying to be a bruiser. HM, where do I go from here???

On 30.6.2013 00:36 HugoTheGreat2011 wrote:
With Fingolfin bruiser builds, I look for a Greatsword ASAP and then go shield-less afterwards.

Right now, you're in cat warrior territory. I'd get Critical Resistance + Crowd Fighting, and then Poison Resistance as soon as possible. You'll start running into Greater Werewolves, and they can hurt a lot.

On 30.6.2013 00:43 HugoTheGreat2011 wrote:
Actually, you probably don't need the Poison Resistance from the Wil tree until late game when you encounter Ancient Spiders and Ancient Emerald/Adamant Serpents.

On 30.6.2013 00:50 debo wrote:
I think I might rush to crit resist. Im trying to decide which of opportunist, crit resist, heavy armor use, or just plain more melee I want the most.

I'd really love zone of control or flanking but both are sort of awkward to get at the moment. I want opportunist so I can potentially go rapid attack later, but I don't really want to go the follow-thru route. Or maybe I should...

On 30.6.2013 00:51 debo wrote:
I already have antivenom on my corslet (for the time being) :)

On 30.6.2013 00:59 HugoTheGreat2011 wrote:
Antivenom is cumulative, though.

I would get the abilities in this order:
1st Critical Resistance
2nd Heavy Armor Use (since you have Blocking)
3rd Opportunist
4th Just more melee

On 30.6.2013 01:00 HugoTheGreat2011 wrote:
The Follow-Through route is a good idea, and advantageous.

On 30.6.2013 01:34 HallucinationMushroom wrote:
You waited until I was drunk to post... not fair!

Hmmm. Argh! All those letters... merging, dizzying. Can't read. I will summarize my bruiser arc, which is different from Hugo's bruiser arc.

1. Focus on evasion, some melee, get to '9' evasion, take heavy armor mastery. Get melee to decent score, 10-14.

2. Mid-game, start piling on heavy armor as you find it, keep melee at 10-14 for time being, purchase stupid survivability things, like keen senses/inner light/hardiness/poisonresist/ all that crap.

3. Keep piling on armor, start buffing melee to 20, crit resistance.

4. Once melee hits 20, star removing armor for more killing power, as killing fast negates need to hide in armor.

5. Buy stupidly overpowered crap now, like listen, song of slaying/sharpness, rapid attack?,

6. Drink heavily.

7. Profit.

On 30.6.2013 01:41 HallucinationMushroom wrote:
So... you need heavy armor use next. Then, find the most stupidly heavy crap you can wear. Think... 80 pound -4 to everything corslet. Ditch that stupid ass spear you aren't ever going to use that shit. And those fucking axes. Throwing sucks. You want the defender longsword if spiders aren't around. Arrows suck too. Get rid of that shortbow you've already identified it. Hold on to the +3 arrows to help you identify the next stupid special curved stick with a string you find.

On 30.6.2013 02:35 debo wrote:
Well HM, I came to pretty much the same conclusion as you. It's working out well so far. It's astonishing how few consumables I have to use, after having had to play mega-carefully for so long on 0-stealth low-protection high-evasion chars!

I've only used one !quick and one ,rage so far, and that's it :) I imagine that will change soon.

I think I'll put a couple more pts in evasion and then go for song of slaying. My only concern is total lack of fire resist...

On 30.6.2013 03:33 HallucinationMushroom wrote:
Awesome! Just... don't miss! hahaha. I'm always nervous when I decide to ditch shield for more offensive power after relying on protection for so long. I see you have the rpois ring. Good call. You will get poisoned a lot when you get hit all the time. I just buy it on the tree. Again, don't miss! +25 would be great.



On 30.6.2013 05:15 HugoTheGreat2011 wrote:
This is the first time you ever had possession of Glend?

On 30.6.2013 14:36 debo wrote:
Nah I had Glend before, but I've seen Nan maybe 3 times in my life, as compared to Gilim who I seem to find every single game.

So I killed this guy off in the stupidest way imaginable... I was cleaning out my inventory, had my armor off, went to eat the herb of sustenance that was on the floor... except I was on the wrong square and it was entrancement. Guess who showed up while I was sleeping? Belegwath :/

Don't play this game when you're sleepy, folks!

Anyhow, this seems like a pretty stable way to play. I like it, I'll probably do another run like this soon.

On 30.6.2013 14:41 debo wrote:
Two questions for HM:

How high do you usually take evasion with these builds?

And how do you get melee any higher when wearing heavy armor? I don't fancy putting 25 pts in melee, that's so expensive. Song of slaying will help situationally, but..

I've seen how Hugo does it and that makes sense to me, but you usually have higher protection than he does I think?

On 30.6.2013 15:46 HallucinationMushroom wrote:
20d6 wall of text. The tl;dr, ... You need the shield... it's a war of attrition. If you focus on protection, you have to have protection. You can only 'come out of the shell', when you have way more than +21, 3d12. For example, buffed up fights in the throne room, or just ridiculous scores at the-very-end. Coming out of the shell isn't really part of the plan... it's a nice bonus if you get good gear or manage a lot of xp.

The long version:

With evasion, I often just stop at the 9 points. I usually buy crowd fighting sometime by 500, sometimes first, sometimes last. Toward the end of the game, I will pump a few points but 9 is good enough for a long time. It would be cool if the character posts would indicate point distributions as well as ability purchases.

Focused attack and concentration is really good if you don't mind waiting a turn then striking for 10 consecutive rounds for an eventual +10 melee bonus. I find a +10 perception bonus optimal, as by five wait-attacks the target is either dead, or the target is tough and you need to buff, starting the clock over. One of the main reasons I don't buy loremaster is to keep keen senses/listen/focus/conc affordable... I have to buy a lot of junk... but I know you love it. I'm on the fence about loremaster but I haven't taken it in a long time.

I don't ditch the shield unless I am certain I can hit 95% of the time and take more than half of everything's health with every connection. Your +21, 3d12 isn't good enough for that. It's pretty fun, no doubt, but not certain enough to remove what's kept you alive this long... your protection. It probably takes 3 attack rounds to kill a Kem, I would guess. Too deadly with only +14, 8-22.

For my playstyle, think... War of Attrition. You might not hit often at +16 melee bonus, but you will eventually win. I prioritize hitting at +20 last. A battleaxe and shield is optimal, or a good bastard sword, or a slaying longsword. The melee penalty is really only on the armor and shield and weapon. You can often find a good armor at -1, a shield at -1 and a weapon at -2... it's not terrible. My latest characters had a lot of luck finding black blades with the +1 accuracy, but usually, I'm focus attacking a battleaxe with a native +15-16 attack bonus until the last few floors.




On 30.6.2013 15:55 HallucinationMushroom wrote:
When I said earlier about removing armor for killing power at +20 melee... I wasn't specific enough. I should have worded it like... consider taking small incremental protection losses for incremental increases in melee ability and deadliness. For example, my last character shed his 1d2 protection ring for +1 damage, then exchanged the 1d4 protection wolf-hame, for 1d1 prot cloak gradually as the game wound down.

On 30.6.2013 16:00 debo wrote:
Yeah, I'm still trying to figure out that pulse of exchanging evasion or protection for damage.

With Glend, this was less of an issue -- I was actually roflstomping everything up to 800', including Kemenrauko. Most Kemen's I fought died in 1-2 hits. Having that teensy bit of stealth actually helps quite a lot too.

If I'd had to use the defender longsword with the shield, I probably would have taken momentum to get a bit more oomph.

Throwing axes, as much as you malign them, are helpful as well -- if I can take even 1/3rd of a target's health away with an axe before I engage, I can probably kill them in 1 hit instead of 2. :)

I still think I could have made it pretty far shieldless with this guy if I hadn't turfed myself doing stupid inventory shit. To add insult to injury, after belegwath hit me the first time, I went to drink quickness and drank slow poison instead :/

On 30.6.2013 17:13 HallucinationMushroom wrote:
Cool! Yeah, I admit I don't understand how you guys take two handing so quickly. I would probably shoot arrows and throw weapons if I weren't so damn lazy. I can just one hand the numberpad and lay back and drink. You need two hands for the archery and throwing, and multiple keystrokes. Screw that. You guys can optimize turncount, I'm optimizing ergonomic drinking.

On 30.6.2013 17:46 clouded wrote:
You can macro things to the keys around the numpad!!

On 30.6.2013 18:04 HallucinationMushroom wrote:
I know, but, I'd have to learn how first. I never have made that initial macro/inscription/autopickup/squelch learning time investment. I'm too lazy to learn how to be better at being lazy. :/

On 30.6.2013 19:26 HugoTheGreat2011 wrote:
I almost almost go go for Two-handed weapons as my repertoire because I like to brandish high damage with good accuracy whenever possible, even at cost of protection. More often not, I get access to Glend quite often. Regarding Evasion vs. Protection, I favor high Evasion > Protection, but DO want at least moderate protection, meaning the 2nd number at least 15-20. I prefer seeing monsters 'missing their hits' (high Evasion) as opposed to 'me soaking up hits' (high protection). If the monster hit manages to hit, I expect my moderate protection to soak it up. (Of course, HM and some others will disagree with me). There is really NOTHING WRONG with favoring very high protection. However, most of my high protection runs (namely the ones who found Nevrast) ran into *really bad* luck with monsters...In one case, protection with Nevrast in high 20s + Evasion in mid 20s didn't save me from Gothmog who killed me in one hit with an HP in the 40s, even with one layer of FireResistance.

My two cents.

On 30.6.2013 19:32 HugoTheGreat2011 wrote:
With my runs, I do this for almost all my current end-games:

20 points (at least) Melee
20 points (at least) Evasion
6 points Stealth
6 points Perception
12 points Will
10 points Song (if I have enough EXP)

How about everyone else?

On 1.7.2013 15:45 debo wrote:

Do I really look like a guy with a plan?


On 1.7.2013 15:46 debo wrote:
dammit, it edited out my fake HTML tags

*Joker voice*
Do I really look like a guy with a plan?
*/Joker voice*

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