The Angband Ladder: Valcaria, Noldor Finarfin no-class by half

  [Sil 1.1.1 Character Dump]

 Name   Valcaria      Age    3,284       Str   0
 Sex    Female        Height  5'10       Dex   7 =  5  +1      +1
 Race   Noldor        Weight   160       Con   2
 House  Finarfin                         Gra   7 =  5          +2

 Game Turn   31,323   Melee   (+3,1d6)   Melee        3 =  0  +7  -5  +1
 Exp Pool     7,937   Bows    (+5,2d5)   Archery      5 =  0  +7  -3  +1
 Total Exp   62,837   Armor [+16,5-18]   Evasion     16 =  7  +7  +2
 Burden        92.4                      Stealth     21 = 11  +7  +5  -2
 Max Burden   100.0   Health     28:28   Perception  18 = 10  +7      +1
 Depth           0'   Voice    104:143   Will        11 =  0  +7  +4
 Min Depth       0'   Song      Lorien   Smithing     7 =  0  +7
 Light Radius     6            Silence   Song        30 = 20  +7  +3

 You are one of two children of an archer from the house of Finarfin.
 You have light grey eyes, straight golden hair, and a fair complexion.






  [Last Messages]

> You have found a trap.
> Your grace returns to normal.
> You have found a trap. <2x>
> You are no longer hungry.
> You have 3 Pale Herbs of Restoration (a).
> You feel yourself moving faster!
> You have 9 Milky White Potions of Quickness (g).
> You feel more agile.
> You have 2 Sparkling Blue Potions of Dexterity (i).
> Carcharoth, the Jaws of Thirst falls asleep.
> You end your song.
> You feel yourself slow down.
> Your dexterity returns to normal.
> You begin a soothing song about weariness and rest.
> You add a minor theme of silence.


  [Screenshot]

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


  [Equipment]

a) a Broken Sword of Shadows (-2,1d6) <+3> 1.5 lb
   It improves your song by 3.  It creates an unnatural darkness.
   
b) a Longbow of Radiance (+0,2d5) [-1] 2.6 lb
   It fires shining arrows.  It can shoot arrows 15 squares
   (with your current strength).
c) an Emerald Ring of Sustenance
   It reduces your need for food.  
d) a Jet Ring of Dexterity <+1>
   It increases your dexterity by 1.  It sustains your dexterity.
   
e) an Obsidian Amulet of Regeneration
   It speeds your regeneration (which also increases your hunger).
   
f) a Silmaril
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
g) The Leather Armour of Caranthir [+1,1d4] <+4>
   It improves your stealth by 4.  It creates an unnatural
   darkness.  It cannot be harmed by the elements.  
h) a Cloak of Stealth [+2] <+3>
   It improves your stealth by 3.  
i) The Kite Shield of the Swan (-2) [+0,1d7] <+4>
   It improves your will by 4.  It sustains your dexterity and 
   constitution.  It cannot be harmed by the elements.  
j) a Mithril Helm of Brilliance [+0,1d4]
   It lights the dungeon around you.  It cannot be harmed by the
   elements.  
k) a Set of Gauntlets of Swordplay (-1) [+0,1d1]
   It grants you the ability: Parry.  
l) a Pair of Boots of Free Action [+0,1d2]
   It grants you freedom of movement.  
m) 80 Arrows
   They can be shot 15 squares (with your current strength and bow).
n) 26 Arrows of Piercing
   They cut easily through armour.  They can be shot 15 squares
   (with your current strength and bow).


  [Inventory]

a) 3 Pale Herbs of Restoration
b) a Fragment of Lembas
c) 5 Clear Potions of Miruvor
d) 2 Brilliant Blue Potions of Clarity
e) 7 Yellow Potions of Healing
f) a Golden Potion of Voice
g) 9 Milky White Potions of Quickness
h) 2 Dark Potions of Strength
i) 2 Sparkling Blue Potions of Dexterity
j) 6 Grey Potions of Grace
k) a Brass Trumpet of Blasting
l) a Silver Staff of Revelations (1 charge)
m) a Maple Staff of Treasures (2 charges)
n) a Pearl Ring of Strength <+1>
   It increases your strength by 1.  It sustains your strength.  
   
o) a Beryl Ring of Venom's End
   It provides resistance to poison.  
p) a Feanorian Lamp
q) The Robe of Aredhel [+3]
   It sustains your grace.  It grants you freedom of movement.  
   It cannot be harmed by the elements.  
r) a Mithril Shield (-1) [+0,1d7]
   It cannot be harmed by the elements.  
s) The Jewelled Crown of Feanor [+0,1d1] <+3>
   It improves your will and smithing by 3.  It provides
   resistance to fire.  It lights the dungeon around you.  It
   grants you the ability to see invisible creatures, but it
   also enrages nearby creatures.  It cannot be harmed by the
   elements.  
t) The Longsword 'Glamdring' (+2,2d5) [+2] <+2> 3.3 lb
   It improves your will by 2.  It slays orcs, trolls, dragons, 
   and raukar.  It cannot be harmed by the elements.  
u) The Greatsword of Saithnar (+1,3d5) [+1] 7.0 lb
   It slays undead.  It cuts easily through armour.  It grants
   you freedom of movement and the ability to see invisible
   creatures, but it also draws wraiths to your level.  It
   cannot be harmed by the elements.  It requires both hands to
   wield it properly.  


  [Notes]

Valcaria of the Noldor
Entered Angband on 1 Aug 2013

    Turn     Depth    Note

       5     50 ft    (Song of Silence)
     408    100 ft    (Song of Lorien)
     903    150 ft    (Keen Senses)
   1,879    200 ft    Encountered Gorgol, the Butcher
   2,057    250 ft    (Disguise)
   4,595    300 ft    Encountered Boldog, the Merciless
   4,934    350 ft    (Exchange Places)
   7,505    450 ft    Encountered Othrod, the Orc Lord
   8,263    450 ft    (Dodging)
   8,263    450 ft    (Sprinting)
   9,422    450 ft    (Lore-Keeper)
   9,422    450 ft    (Lore-Master)
   9,422    450 ft    Found The Robe of Aredhel (from 500 ft)
  10,918    500 ft    (Listen)
  11,063    550 ft    Encountered Gilim, the Giant of Eruman
  12,323    600 ft    (Vanish)
  13,178    600 ft    Encountered Duruin, Least of the Balrogs
  13,298    650 ft    (Unwavering Voice)
  13,863    650 ft    Encountered Delthaur, Balrog of Terror
  14,489    650 ft    Encountered Scatha the Worm
  15,279    650 ft    (Grace)
  17,922    750 ft    Found The Bastard Sword 'Anglachel'
  17,946    750 ft    Anglachel! Why couldn't it have been its twin?
  17,946    750 ft    Or a sharp dagger? Should I suffer so many levels in 
                      danger? 
  17,946    750 ft    I'll leave it, and hope for another path...
  18,625    750 ft    In deep trouble with a pack of greater werewolves.
  18,625    750 ft    Miruvor has taken away the poison, but at the cost of 
                      breaking my 
  18,625    750 ft    sprint. How to shake them off?
  18,651    750 ft    A new sprint, with occasional assistance from Lorien 
                      was enough! 
  18,651    750 ft    I've made it to the stairs and away.
  18,678    800 ft    (Dexterity)
  18,909    800 ft    I hit my first trap in ages -- a spiked pit, which was 
                      almost enough 
  18,909    800 ft    to kill me if I didn't use my healing.
  18,909    800 ft    I dread webs.
  18,998    800 ft    Encountered Turkano, Balrog of the Hosts
  19,023    800 ft    Turkano comes!
  19,046    800 ft    His horde advances, then turns. Time to leave.
  19,671    750 ft    This could well be my end. The corridor behind blocked 
                      by a grotesque 
  19,671    750 ft    a kemenrauko coming from ahead.
  19,672    750 ft    First quickness.
  19,679    750 ft    The rauko falls asleep, but blocks the corridor.
  19,679    750 ft    There is a single piece of quartz. Dare I try to find 
                      a vein? 
  19,679    750 ft    Would the song of silence allow me not to wake the 
                      rauko? 
  19,679    750 ft    Or should I try to slip past it, while the quickness 
                      lasts? 
  19,683    750 ft    I slipped past. It woke, but didn't have time to 
                      attack. I'm away. 
  21,446    800 ft    Found The Cloak of Maglor
  21,476    800 ft    A famed cloak! But my voice is already strong. I need 
                      stealth and 
  21,476    800 ft    silence more.
  21,557    800 ft    Found The Longsword 'Glamdring'
  21,562    800 ft    Turgon's blade! May it shine in dark times.
  21,619    800 ft    A deathblade!
  21,619    800 ft    I lured it to a room so I could escape it.
  21,779    800 ft    A chest of staves! 6 charges of recharging and 4 of 
                      treasures. 
  21,779    800 ft    Time to raid Morgoth's vaults.
  21,809    800 ft    I stumbled back into the deathblade and nearly saw my 
                      end. 
  22,325    800 ft    A web! The spider had not yet noticed me. I 
                      immediately 
  22,325    800 ft    broke free and ran.
  22,532    800 ft    The spider had blocked off the rest of the floor. I 
                      had to get past. 
  22,532    800 ft    With a few arrows, I lured it out and put it to sleep 
                      in a room. 
  22,532    800 ft    Now to try to get to that artefact greatsword...
  22,767    800 ft    Found The Greatsword of Saithnar
  22,791    800 ft    It is Saithnar! My chance at a Silmaril?
  22,791    800 ft    It is surrounded by raukar, werewolves and cat 
                      assassins, 
  22,791    800 ft    in the corner of a vault.
  22,812    800 ft    I carefully put them to sleep when they were not 
                      standing on the 
  22,812    800 ft    sword. I now have it, and my way forth is clearer.
  22,886    800 ft    I've returned to my warding glyph where I left my 
                      grotesque. 
  22,886    800 ft    Time to test this blade.
  22,924    800 ft    Success.
  23,301    800 ft    Encountered Umuiyan, the Doorkeeper
  23,510    850 ft    Time is catching up with me...
  23,516    850 ft    (Grace)
  23,631    850 ft    Encountered Tevildo, Prince of Cats
  23,631    850 ft    Encountered Oikeroi, Guard of Tevildo
  23,706    850 ft    Found The Leather Armour of Caranthir
  24,293    850 ft    Found The Jewelled Crown of Feanor
  24,668    900 ft    Encountered Belegwath, Balrog of Shadow
  24,774    900 ft    Found The Kite Shield of Fingolfin
  24,783    900 ft    A beautiful shield, but I'll have to leave it here.
  24,814    900 ft    I've detected something marvelous to the east.
  24,814    900 ft    I'll have to investigate.
  25,086    900 ft    Encountered Draugluin, Sire of Werewolves
  25,238    900 ft    Entered Hoard of the Worm of Greed
  25,260    900 ft    Encountered Glaurung, the Deceiver
  25,261    900 ft    Glaurung's lair!
  25,261    900 ft    The drakes are asleep.
  25,261    900 ft    I creep in, with silence on my breath.
  25,334    900 ft    And I'm out.
  25,334    900 ft    2 miruvor, 2 quickness, a trumpet of blasting, a 
                      feanorian lamp 
  25,892    900 ft    Found The Kite Shield of the Swan
  27,554    950 ft    Entered Ungoliant's lair
  27,585    950 ft    I tire of waiting.
  27,586  1,000 ft    Entered Morgoth's throne room
  27,603  1,000 ft    Encountered Gothmog, High Captain of Balrogs
  27,603  1,000 ft    Encountered Morgoth, Lord of Darkness
  27,659  1,000 ft    (Woven Themes)
  27,659  1,000 ft    As I walk through the dark halls, everyone slumbers.
  27,659  1,000 ft    Except the dark lord himself.
  27,659  1,000 ft    Time for a second theme.
  27,670  1,000 ft    Found The Massive Iron Crown of Morgoth
  27,673  1,000 ft    At last he too slumps in dream.
  27,721  1,000 ft    Cut a Silmaril from Morgoth's crown
  27,768    950 ft    My staff reveals a stair in the very next room. 
                      Onwards! 
  27,779    900 ft    This time I see a vast elaborate vault.
  28,009    900 ft    Left without entering Chambers of Thu
  28,014    850 ft    With the silmaril's blazing light, I'm able
  28,014    850 ft    to don the broken sword of shadows
  28,014    850 ft    and Caranthir's leathers.
  28,082    850 ft    I shatter my way through the maze and reach the stair. 
  28,299    650 ft    Encountered Vallach, Balrog of Sudden Flame
  28,497    600 ft    Encountered Lungorthin, Lord of Balrogs
  29,130    550 ft    Encountered Uldor, the Accursed
  29,139    550 ft    Ah! Morgoth!
  29,139    550 ft    I met him in a many pillared hall,
  29,139    550 ft    followed stealthily behind him as he vainly sought
  29,139    550 ft    for me, and sent him toppling to the ground in slumber 
                      again! 
  29,643    500 ft    A shaft!
  30,445    150 ft    Encountered The Deathblade 'Delmereth'
  30,447    150 ft    What horror is this? A named deathblade, here at 150 
                      ft? 
  31,204     Gates    Entered The Gates of Angband
  31,264     Gates    Encountered Carcharoth, the Jaws of Thirst

  31,322     Gates    You escaped the Iron Hells on 02 August 2013.
  31,322     Gates    You brought back a Silmaril from Morgoth's crown!




  ['Score' 041168677]


Posted on 2.8.2013 13:29
Last updated on 2.8.2013 21:05

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463. on the Sil Ladder (of 2253)

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On 2.8.2013 13:29 half wrote:
I hadn't tried a stealth character in a long time, and had never got past about 500 ft with one. I tried a Feanorian without Song, and then this House of Finarfin nightingale. This is one of my first times with Lore-master and it is very strong for a character like this who often can't reach the items she sees. Have a look in the notes to see more about her recent exploits.

On 2.8.2013 13:34 half wrote:
Any idea what to spend my next experience on? I think I've got all the abilities I want in the skills I'm invested in. Perhaps just more Song, then more Stealth? I don't seem to need the Song of Silence any more, so my Stealth is very good. My lack of need for Silence in most occasions might mean that Unwavering Voice was a mistake, especially with my improved Grace (and the cloak I discarded!). I can't always put things to sleep as fast as I'd like though, so I see reason to get Song soon. Should I get any Will? Should I save to start Smithing if I find a new forge? I'm carrying mithril...

On 2.8.2013 19:25 Scatha wrote:
Nice adventures. I enjoyed reading about extracting the sword of Saithnar. I guess I would have kept the black blade earlier, but I'm not sure.

I'd probably not take up smithing. It's somewhat dangerous (though I suppose you could sing Silence as you worked, which would help), and I'm not sure how large a benefit you could extract.

More Song is always great. Woven Themes could be useful: weaving Silence in can speed up putting high Perception foes to sleep significantly. I'm wondering if there are any other songs which would be more useful than a couple of extra points in Song. Mastery, Elbereth, or Freedom all seem like they'd be nice at times.

It might turn out a shame that you left Maglor's cloak: I can see it being a useful switch for when you really need to lull something to slumber (perhaps in the throne room).

Free Action should be enough to keep you safe from Webs. I would be more worried about dragons. Currently either flame or entrancement could spell your end in a single turn, and confusion would be awkward. You could work on protecting yourself from those, or just try never to let a dragon get a turn where it can see you. If the latter, perhaps Eye for Detail would be a good investment? Dragons probably won't notice you naturally, but an inopportune trap could go badly. Perhaps your Perception is high enough that this isn't needed.

Good luck!

On 2.8.2013 20:05 HallucinationMushroom wrote:
Cool, thanks for pointing out the notes file Scatha, I forgot to look. Nice adventure! I have no good advice. Jes' watching from the bleachers.

On 2.8.2013 21:05 half wrote:
Well, that was fun. A successful song/stealth character using only 4 skills (it would have been 3 if I'd found some boots of speed). I think I killed about 4 creatures in total, all of which were in the first few levels. While I didn't do it perfectly, I consider this a pacifist-style build.

Would you believe this is my first win since Sil was released?

On 2.8.2013 21:10 half wrote:
I was seriously worried that it was all over at 150 ft when I stumbled into Delmereth. I escaped and then immediately moved into his detection circle again. Well, evasion 16 isn't too bad for only 7 points invested, so I suppose I had a few chances. I probably should have stuck to the robe and Glamdring for the escape, getting [+4] instead of +4 stealth, +3 song. I did enjoy being at Song 30 though.

On 2.8.2013 21:21 Scatha wrote:
A well-won escape! Am I right in thinking this was your first success with a pacifist-type build?

I would probably have made the same choices as you with weapon and armour ... though it's actually a difference of [+6] with your gauntlets.

On 2.8.2013 23:41 half wrote:
Yes, this was the first time I've got one past 500 ft or so. I think the total number of pacifists I've tried fits on one hand. Two hands at most.

It was a very tense game with a no-melee character who has only 28 health!

My most valuable Abilities were Song of Lorien and Listen. They are incredible, game-changing Abilities. Sprinting and Lore-Master were also very valuable. Song of Silence and Keen Senses (the pre-requisites) were useful early on, but became less relevant later. I assume Disguise was useful, but I got it so early it is hard to tell.

I don't think Vanish helped that much, as Lorien with a high Song score was better for all enemies that don't resist it (e.g. Oathwraiths). I'm not sure I needed Unwavering Voice or Woven Themes, though they were helpful. I don't think I *needed* Exchange Places, though I used it a couple of times and it might have been the only way out against the Kemenrauko. Grace, Grace, and Dexterity were nice, though inessential. Especially as they cost so much at that point.

I'd heard people say that experience runs short with pacifists. Perhaps, but you also don't need to spend as much. I felt I had enough from 500 ft onwards, and finished with a lot to spare.

On 2.8.2013 23:48 half wrote:
Another observation: it is so strange when you are skipping half of the game mechanics. There were all kinds of interesting weapons and armour that I walked over to and looked at, but left on the ground. Indeed I had only 1d1 protection for most of the game (some fine gloves). I even managed to avoid putting any points into Will, though I did carry the Shield of the Swan and Glamdring for the Will bonuses.

My melee was so bad that I missed the crown multiple times with Saithnar. I hadn't even known this was possible! But after I took my potions of Dex and Str I finally got a good hit in (15 attempts total?). I wish I'd been strong enough to drag the crown further from Morgoth when doing all that. I did use potions of Strength earlier to drag chests away from their owners before opening them.

On 3.8.2013 14:05 debo wrote:
I generally feel like I'm skipping most of the game mechanics when I play a stealth character, even if it's a stabby one :)

Good going with this one. I was quite surprised at how much XP you drummed up -- do you happen to remember how much you had before the throne room?

On 3.8.2013 16:08 half wrote:
I had 56,000 before the throne room. I had good luck with a staff of treasures and some recharging. This works very well for a stealth character, particularly one with Lore-master, as I was able to find unidentified items to view and gain the experience.

I'm actually surprised by how well the game works with Stealth. It was always intended that extreme Stealth be a viable character build, but the whole Stealth system was put in pretty late and hadn't received much play testing or balancing before release.

On 3.8.2013 16:16 half wrote:
Scatha, I'm pretty sure I was right to pass on Anglachel. I think Danger is pretty bad. I could have easily gotten Sharpness for about 5,000 experience if I hadn't chanced on any more sharp weapons.

Perhaps I am more anti-Danger than most people. I think it is only worth it if it improves you by more than the monsters improve in one dungeon level. I think this is more than by 1 skill point across the board (in melee/evasion it is more than 1 and there is extra damage, protection and special abilities), so I would actually prefer a vanilla weapon to a Feanorian one. It is even worse if you use swap weapons. If I'm right about this, we can (and must!) add more bonuses to Feanorian weapons...

On 3.8.2013 16:26 half wrote:
Regarding some of the debates about rule-changes, in this game I found the escape about the right length -- perhaps a little too long. I never fell back a floor, had about 5 charges of revelations, and only got one shaft. I think having more up shafts in the deep dungeon would generally make this good. It seems that people prefer shorter escapes if they are experienced and win more often, which I'm happy to take account of. My plan is to have pretty much no crumbling stairs on the escape if people never go down stairs (so as usual it is a mechanic to ward against stair abuse, rather than penalising quick players). That aspect seems to be working.

I had a Mewlip wipe my memory once. I found it scary and fun (as usual). I find that if I am at some risk on the level, then it fills me with a sense of shock, horror, and vulnerability as my options to retreat are significantly curtailed (more chance of being trapped in cul de sacs when fleeing, or just having a few large hits on you by your pursuers as you fail to finesse the route). I find this similar to the sense of vulnerability when dropped through a false floor and needing to find a safety stair ASAP. I'll run a poll to find out which of these reactions is more common.

On 3.8.2013 19:47 debo wrote:
I find the escape to be fine with stealthy types, regardless of whether V is alive or not. The ascent with low stealth characters when V is still alive has completely worn out its charm for me. I end up taking stealth abilities anyways (like exchange places), but regardless being at 850' and knowing I still have 17 floors to go is sufficiently demoralizing that I just sort of give up (see my recent mastery character as an example.)

On 13.8.2013 03:00 taptap wrote:
Why do you people don't spend your XP on the ascent? Especially as a singer. I would, I guess, take more points in song over any bonus to a quite low evasion. Around 30 song you have a good chance to make most enemies unaware or even asleep in a single turn (not just to dodge one turn!). And each point helps and almost everything is strong enough to kill you with a good attack anyway. :)

And do you run so often that sprinting actually helps? Wouldn't herbs of terror (you don't want to fight anyway) or quickness potions be sufficient?

While you don't need vanish most of the time - vanish works against non-sleeping enemies (nasty undead) afaik and it also works better with distance than Lorien, which is unbelievable important against Morgoth during the ascent when he wakes up everything while coming towards you but if at all only falls unaware / asleep almost next to you w/ Lorien - with vanish you just close the next door, sing silence, rest and pray.

Can't danger be good with builds that don't have to engage but just look at the dangerous enemies? Or are they more as well?

On 13.8.2013 11:22 half wrote:
I mainly hoarded the experience to show it was superfluous.

I found sprinting very useful. For example if I was next to an awake normal speed creature, it let me escape without it getting an attack. The 7 evasion was useful too, as in conjunction with my Dex and my robe, it let me survive several werewolf and deathblade attacks. It would have been more stylish to do it without evasion though, and I was impressed to see you managed that. You are right about herbs of terror. Though I didn't have to use them (had enough quickness), I was happy that my Will was so low!

I think Danger could conceivably be good at 950 ft to let you see the level 21, 22, 23 monsters. Otherwise, just go down another stair, which gives you the same monsters but better treasure.

On 13.8.2013 12:41 taptap wrote:
My Nevorthie was admittedly never attacked by deathblades and werewolves - but so might you with additional stealth / perception / song. (I found both sprinting boots and softest tread, took the stealth bonus. I dropped a dexterity for a perception ring - never thought I will do so with other builds.) I tended to sing and rest (not run) and maybe quaffing grace potion as escape in the late game.

Sth. I wanted to ask: Can you disarm deathfall traps? I didn't dare to try (took song of freedom instead and went without digger).

On 13.8.2013 13:45 half wrote:
I think you can disarm them, but I'm not completely sure. There are a few things you can't disarm (only those where it would be illogical).

You are right that a few more points of Stealth may have averted the need for Sprinting, but I'm not sure. I think the werewolves noticed me by moving into me and that the deathblades always notice anyone who steps into their radius (but again I'm not sure). There are a few things like this that can happen to you regardless of Stealth, so I like to have some escapes.

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