The Angband Ladder: PrandarIV, Naugrim Belegost no-class by Arjen

  [Sil 1.1.1 Character Dump]

 Name   PrandarIV     Age      153       Str   9 =  4  +1      +4
 Sex    Male          Height    4'       Dex   6 =  2          +4
 Race   Naugrim       Weight   147       Con   5 =  4          +1
 House  Belegost                         Gra   1

 Game Turn   31,880   Melee (+29,3d16)   Melee       29 = 20  +6  -1  +4
 Exp Pool     3,927   Bows   (+10,1d8)   Archery     10 =  0  +6  +2  +2
 Total Exp   91,827   Armor [+29,8-23]   Evasion     29 = 24  +6  -1
 Burden       105.6                      Stealth     -5 =  0  +6  +1 -12
 Max Burden   515.5   Health     31:49   Perception  10 =  7  +1  +2
 Depth           0'   Voice       9:24   Will        15 = 12  +1  +1  +1
 Min Depth       0'   Song     Slaying   Smithing     2 =  0  +1      +1
 Light Radius     6                      Song         3 =  2  +1

 You are the only child of a Dwarven Craftsman. You are a credit to the
 family. You have dark brown eyes, straight black hair, a two foot
 beard, and a dark complexion.





  [Last Messages]

> You hit the Troll guard!!
> You have slain the Troll guard.
> You hit the Troll guard!!
> You have slain the Troll guard.
> Your rage subsides.
> You see a Helm of Brilliance [-1,1d2].
> You see a Longbow (+0,2d5) [-1].
> The Troll guard misses you. <3x>
> The door bursts open!
> Your constitution returns to normal.
> The Cat assassin fires an arrow.
> You charge Carcharoth, the Jaws of Thirst.
> You have slain Carcharoth, the Jaws of Thirst.
> You hit the Troll guard!
> It fires an arrow.


  [Screenshot]

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


  [Equipment]

a) a Battle Axe of Doriath (-2,3d6) 5.2 lb
   It slays wolves and spiders.  It does extra damage when
   wielded with both hands.  
b) a Shortbow of Doriath (+1,1d7) 1.5 lb
   It slays wolves and spiders.  It can shoot arrows 12 squares
   (with your current strength).
c) an Adamant Ring of Accuracy (+3)
d) a Jade Ring of Protection [+0,1d3]
e) an Obsidian Amulet of Grace <+0>
   It increases your grace by 0.  It sustains your grace.  
f) a Silmaril
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
g) a Mail Corslet of Venom's End (-1) [-3,2d5]
   It provides resistance to poison.  
h) a Shadow Cloak of Warmth [+2] <+2>
   It improves your stealth by 2.  It provides resistance to 
   cold.  It creates an unnatural darkness.  
i) (nothing)
j) a Mithril Helm of Defiance [+0,1d4] <+1>
   It improves your will by 1.  It provides resistance to fear.  
   It cannot be harmed by the elements.  
k) a Set of Gauntlets of Strength (-1) [-1,1d1] <+1>
   It increases your strength by 1.  
l) The Pair of Boots of Taur-nu-Fuin [+1,1d1] <+2>
   It improves your stealth and perception by 2.  It cannot be
   harmed by the elements.  It grants you the ability: Master
   Hunter.  
m) (nothing)
n) (nothing)


  [Inventory]

a) 6 Mottled Herbs of Rage
b) 10 Pieces of Dark Bread
c) 5 Clear Potions of Miruvor
d) 19 Murky Brown Potions of Orcish Liquor
e) 10 Yellow Potions of Healing
f) a Sparkling Blue Potion of Quickness
g) 2 Crimson Potions of Elemental Resistance
h) 5 Brilliant Blue Potions of Strength
i) 5 Pale Green Potions of Dexterity
j) 3 Sky Blue Potions of Constitution
k) 3 Copper Speckled Potions of Grace
l) an Oak Staff of Revelations (0 charges)
m) 3 Bloodstone Rings of Damage <+1>
   It improves your damage sides by 1.  
n) an Amethyst Ring of Venom's End
   It provides resistance to poison.  
o) The Ring of Melian <+7>
   It improves your perception by 7.  It cannot be harmed by the
   elements.  It grants you the ability: Channeling.  
p) a Coral Amulet of Preservation
   It sustains your constitution and grace.  It reduces your
   need for food.  It cannot be harmed by the elements.  
q) a Feanorian Lamp of True Sight
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
r) 3 Feanorian Lamps
s) a Cloak of Warmth [+2]
   It provides resistance to cold.  
t) The Kite Shield of Hador (-1) [+0,1d6]
   It provides resistance to cold and fire.  It cannot be harmed
   by the elements.  
u) a Pair of Boots of Speed [-1,1d1]
   It grants you the ability: Sprinting.  
v) The Glaive of Gaurin (-2,2d9) [+1] <+3> 8.0 lb
   It improves your tunneling by 3.  It cuts easily through
   armour.  It cannot be harmed by the elements.  It requires
   both hands to wield it properly.  It counts as a type of
   polearm.  
w) a Battle Axe of Nargothrond (-3,3d4) 4.2 lb
   It slays dragons and raukar.  It does extra damage when
   wielded with both hands.  


  [Notes]

PrandarIV of the Naugrim
Entered Angband on 14 Oct 2013

    Turn     Depth    Note

       0     50 ft    (Power)
       0     50 ft    (Hardiness)
   1,705    200 ft    Encountered Gorgol, the Butcher
   1,734    200 ft    Slew Gorgol, the Butcher
   3,981    350 ft    (Blocking)
   3,981    350 ft    (Heavy Armour Use)
   3,981    350 ft    (Song of Slaying)
   9,383    450 ft    (Inner Light)
   9,383    450 ft    (Keen Senses)
  10,138    450 ft    (Lore-Keeper)
  10,180    450 ft    Encountered Ulfang the Black
  10,246    450 ft    Slew Ulfang the Black
  10,705    500 ft    Found The Longsword 'Orcrist'
  10,706    500 ft    (Lore-Master)
  10,819    500 ft    Found The Glaive of Gaurin
  11,386    550 ft    (Charge)
  12,336    550 ft    Encountered Uldor, the Accursed
  12,384    550 ft    Slew Uldor, the Accursed
  12,384    550 ft    Found The Pair of Boots of Taur-nu-Fuin
  12,602    550 ft    (Momentum)
  12,698    600 ft    Encountered Othrod, the Orc Lord
  12,705    600 ft    Encountered Duruin, Least of the Balrogs
  14,825    650 ft    (Critical Resistance)
  14,935    650 ft    (Majesty)
  16,144    700 ft    Found The Pair of Boots of Irime
  16,262    700 ft    Fell through a false floor.
  16,457    750 ft    Encountered Delthaur, Balrog of Terror
  16,511    750 ft    Destroyed Delthaur, Balrog of Terror
  16,772    750 ft    Encountered Tevildo, Prince of Cats
  16,773    750 ft    Encountered Oikeroi, Guard of Tevildo
  16,975    750 ft    Slew Tevildo, Prince of Cats
  16,975    750 ft    Found The Set of Gloves of Celebrimbor
  17,124    750 ft    Slew Oikeroi, Guard of Tevildo
  18,158    750 ft    (Rauko-Bane)
  19,749    800 ft    Found The Mail Corslet of Durin
  20,558    850 ft    Fell through a false floor.
  21,416    900 ft    (Strength)
  22,004    950 ft    Found The Kite Shield of Hador
  22,169    950 ft    Found The Shortsword of Galadriel
  22,272    950 ft    Encountered Ancalagon the Black
  22,463    950 ft    Slew Ancalagon the Black
  23,793    950 ft    Entered Cat Fortress
  24,207    950 ft    (Dexterity)
  25,125    950 ft    Found The Great Axe of Nogrod
  25,241    950 ft    Found The Ring of Melian
  26,498    950 ft    Encountered Turkano, Balrog of the Hosts
  26,516    950 ft    Destroyed Turkano, Balrog of the Hosts
  26,570    950 ft    Encountered Vallach, Balrog of Sudden Flame
  26,596    950 ft    Destroyed Vallach, Balrog of Sudden Flame
  27,245    950 ft    (Clarity)
  27,245    950 ft    (Strength in Adversity)
  27,245    950 ft    (Constitution)
  27,338    950 ft    Encountered Draugluin, Sire of Werewolves
  28,990  1,000 ft    Entered Morgoth's throne room
  29,132  1,000 ft    Encountered Gorthaur, Servant of Morgoth
  29,161  1,000 ft    Slew Gorthaur, Servant of Morgoth
  29,186  1,000 ft    Encountered Morgoth, Lord of Darkness
  29,231  1,000 ft    Found The Massive Iron Crown of Morgoth
  29,325  1,000 ft    Cut a Silmaril from Morgoth's crown
  29,483    950 ft    Left without entering Gothmog's hall
  29,758    700 ft    Found The Glaive of the Sirion
  30,505    350 ft    Encountered Dagorhir, the Elfbane
  30,738    300 ft    Fell through a false floor.
  30,827    300 ft    (Dodging)
  31,774     Gates    Entered The Gates of Angband
  31,828     Gates    Encountered Carcharoth, the Jaws of Thirst
  31,874     Gates    Slew Carcharoth, the Jaws of Thirst

  31,879     Gates    You escaped the Iron Hells on 17 October 2013.
  31,879     Gates    You brought back a Silmaril from Morgoth's crown!




  ['Score' 041168120]


Posted on 14.10.2013 22:02
Last updated on 17.10.2013 10:45

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482. on the Sil Ladder (of 2253)

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On 14.10.2013 22:02 Arjen wrote:
So character 4(0). Went for dwarves as I like the Axes. ;)

But taking the advice to boost Evasion a bit more and use less abilities. But now I have an inventory problem.

On 14.10.2013 23:14 taptap wrote:
I always have the same problem. I would use up the self knowledge to id ring (you need to risk wearing it to do so), amulet, shield, greaves. You can throw away the staff afterwards and often a few of the items as well. You have quite some unidentified tried potions / herbs - you remember the conditions of your testing? (I don't want to spoil your ID game, but with a bit more experience you can reduce the amount of possibilities a lot and produce good testing conditions.) I always drop "odd" torches from easterlings (that don't have exactly 2000 turns of light), and when you have already more than 7000 turns of light for the lantern I would consider dropping torches altogether.

On 15.10.2013 07:35 Psi wrote:
What taptap says and personally I'd use the !Oil and drop all the torches now.

I'd also think twice about the gloves (and helm). You may find the extra evasion outweighs the need for the protection.

You are also sitting on a lot of XP for the stage of the game. I would boost melee som and consider taking Keen Senses - though your Brightness Lantern may delay the need for that a little at least.

On 15.10.2013 09:02 Arjen wrote:
I was also wondering what I should do with the xp.

And +1 evasion is better than 1d2 protection? (And those gloves were without the -1, they must have been damaged).

And that round shield I got, is it worth keeping, or is my Deflection better anyways?

On 15.10.2013 09:22 Scatha wrote:
Different characters will want a different tradeoff between evasion and protection. However I think for almost everyone 1d2 protection will be better than one point of evasion.

On 15.10.2013 10:12 Psi wrote:
It depends on your build and where you are in the game as to where the breakpoint is between extra evasion and extra protection.

Obviously if you have low evasion and no protection, it is better to reduce evasion in order to have some protection. However if you have fair evasion and protection, then more evasion can be better as it prevents you from actually getting hit in the first place.

The special round shield could be frost or wrath. I'd keep wearing the deflection shield myself. If the self knowledge shows that it is frost then hang on to it as a swap if you have the space.

On 15.10.2013 14:20 taptap wrote:
This is updated, isn't it? Surprised you don't use your self knowledge to know yourself. It is highly recommended.

For me 1d1 protection < 1 evasion < 1d2 protection as a rule. With high protection even more protection starts to be more valuable again, as most opponents won't break through your armour - with 9-21 you already are in this area (still I would drop the gloves and be on permanent lookout for armour with less penalties). A few hundred feet deeper you may want critical resistance to complete your high protection build. I would put some points into melee (/ evasion) as well, you may not need it against orcs but soon there will be enemies that you simply won't hit very often with +8.

On 15.10.2013 15:00 Arjen wrote:
This isn'y updated since... The first post. ;) People are just posting a lot of info which will be used when I do have the chance.

I can't play until tomorrow.

On 16.10.2013 22:37 Arjen wrote:
So, I'm a bit further. I did boost my melee/evation.

I got a bit tired of stuff I couldn't see so I got myself Inner Light and Keen Senses (and on the same level was a lamp of brightness ofcourse). But those skills helped, the bug who was humping me was a shadow bat.

My staff of self knowledge got destroyed (somewhere) and still having a lot of unknown stuff I went for Loremaster which IDed my pack. Maybe when I get the hang of thing I will stop using him, but for now it's well spend xp.

Also realised Charge could help me kill stuff in combination with my speed boots. It does, changing hits way more often and does nice damage.

I did drop the {special} shield as it IDed as Wrath, I'm not sure what it does, but it sounded cursed.

Btw, the Glaive, is it worthy to keep it? And the rings? Fire res, free action of +1 evation?

On 17.10.2013 07:38 Psi wrote:
Wrath makes enemies more confident, so for example they will chase you down corridors instead of lurking at the ends (which can be used to your advantage). Not sure if there is a sort of aggravation effect too.

The glaive is 'sharp' and it is always worth hanging on to at least one weapon like that. With +3 tunneling it also means you don't need a digger - so yes it is a keeper. Sharp weapons make protection based monsters less frightening and help for other things too. Never discard Angrist if you find it!

Drop the Strength ring and keep rFire for a swap. You will likely want a perm source of rFire in a few levels time.

On 17.10.2013 08:49 Arjen wrote:
I already did what you said about the rings. So that was the best move with them.

Boosted my Will and got some skills from that tree. Majesty is fun, monsters flee a lot which gives me more breathing space. I also took Rauko Bane as some of those things are hard to hit/kill and I already have weapons for most other monsters.

Which stat skills are good to get? I was going for Str in the melee tree, but I also could get Con from Will.

Ow and Mithril is strong, that helmet is so much better than -1 1d2 I had. As is that light. :) I'm not sure if I should keep the greaves as I like the boosts too.

On 17.10.2013 10:45 Arjen wrote:
Ok, I never would have guessed this, but I actually won!

I had some serious trouble the past few levels with my food, so I dropped the amulet who made me digest slower. It helped a bit as I could now actually drink potions...

This actually was the first time I saw the Iron Room so I immediately used a charge of my revelation staff. I never got very far from the stairs and circled around it a bit killing monsters (those rage mushrooms are made for this place) and with the song of slaying I gained a bit more melee skill. So I was happily killing monsters when suddenly I was hit by an earthquake. So I checked all the monsters around me and that V just happend to be Morgoth... Right, pay attention when you are in unknown area with the Boss around. Luckily I was very lucky as I had an open spot in my radius away from Morgoth and didn't fail to climb out of the pit... So how big is that chance?

I knew I had to do something with his crown, which goes off his head how? My first idea and the right one was "hit him! hard!". So the crown was removed after 3? hits. Great, now what?

Get a Silmaril, how? I tried tunneling , but that didnt work. So my backup plan was, run away with the crown! So I stepped on it "use the destroy key to get a Silmaril out" ... Right after I plowed down every bit of manual to figure it out. O well, no harm done. My first attempt remove one and everything inside me screamed "RUUN!!" So I did, the first 6 levels were easy as I had 6 charges left. :p After that is was pure adrenaline, increased when Morgoth started to show up (he didn't the first 6 levels). Luckily I had 6 !oQuickness left and that helped a lot when he was Breathing in my neck. Still had too many dire spots with monsters blocking my way. (I think majesty made most run away?)

Around -250 I remembered you had the skill sprint, so I went to get it (i thought) needed to learn dodge first and after that I had not enough xp to learn Sprint, crap... So far that great plan.

But I still made it out and had some fun at the gates with my Rageshrooms and everything that was moving around. Even Carcharoth died fast.

So now some questions:

The max of the song of Slaying=you song skill? It didn't past +3 (which was still very nice).

And isn't the song of slaying, crowd fighting, rageshroom not a awful powerful combination for mass slaying? I didn't use it but those support each other just great. Might try it out.

And how in the world do people kill Morgoth, I didn't even got him scratched (I had some fun with him while luring him away from the crown).

On 17.10.2013 10:46 Arjen wrote:
omg... I had boots of speed with me because I thought those would be great when running away... *facepalms* moron...

On 17.10.2013 12:43 Psi wrote:
Many congrats!

To kill Morgoth you need to do a *lot* of damage per round to overcome his regen rate. There are lots of ways to achieve that. Easiest is probably weaving slaying and sharpness songs, buffing up and then going raging via shroom.

On 17.10.2013 13:46 Scatha wrote:
Congratulations, good work.

Song of Slaying will asymptote to a bonus equal to your Song score if you kill one enemy per turn. You _can_ get the bonus higher than your Song by killing more than one per turn, but this is tricky to achieve and harder to sustain.

On 17.10.2013 13:53 taptap wrote:
Congratulations!

I had to laugh when I saw your 3 rings of damage. Going to equip a dwarven army?

On 17.10.2013 14:01 Arjen wrote:
1 Ring to rule them all. And 2 for backup, you might loose the One Ring again.

But thanks!

And the great part about Sil is the freedom you have with your skills, you can literally skill anything you like. Only downpart is the forced pulldown, I would have loved to stay around a bit longer and see what items can be found in Sil.

On 17.10.2013 14:06 Arjen wrote:
Ow and what does Free Action do here? I had a ring with me for a long time (dropped it eventually) but never got paralyzed by anything.

On 17.10.2013 14:35 taptap wrote:
Free action gives you a huge bonus to survive dragons casting a spell on you. Especially the larger ones can kill you in a single strike when entranced, because you have -5 evasion - now imagine a big white D (or the black d = Ancalagon) hitting you for criticals. (http://angband.oook.cz/ladder-show.php?id=14501)

Any particular reason you avoided Durin's mail?

On 17.10.2013 14:36 taptap wrote:
Maybe less of a problem for a highly protected char with critical resistance ... but I lost several really strong fencers to entrancement.

On 17.10.2013 14:42 Arjen wrote:
Durins mail gave just as much protection +1min -1max and I already had double fireres and cold res and no poison res.

And I don't think I got entranced, at least not that I noticed. But I do recall Anca being a nasty monster.

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