The Angband Ladder: Indal, Noldor Finarfin no-class by taptap

  [Sil 1.1.1 Character Dump]

 Name   Indal         Age    3,985       Str   2
 Sex    Male          Height  6'10       Dex   4
 Race   Noldor        Weight   158       Con   4
 House  Finarfin                         Gra   4

 Game Turn   14,513   Melee (+19,2d12)   Melee       19 = 15  +4  -1  +1
 Exp Pool     2,173   Bows    (+8,1d8)   Archery      8 =  3  +4      +1
 Total Exp   39,273   Armor [+15,7-21]   Evasion     15 = 13  +4  -2
 Burden       114.4                      Stealth      3 =  2  +4  -3
 Max Burden   144.0   Health     -3:41   Perception  18 = 10  +4  +3  +1
 Depth         750'   Voice      41:41   Will        12 =  8  +4
 Min Depth     600'                      Smithing     4 =  0  +4
 Light Radius     2                      Song         4 =  0  +4

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






  [Last Messages]

> You feel much better.
> You have 4 Murky Brown Potions of Orcish Liquor (d).
> The Kemenrauko misses you.
> You hit the Kemenrauko.
> You have destroyed the Kemenrauko.
> You recover from the poisoning.
> The Troll guard comes into reach of your Glaive.
> You hit the Troll guard!!
> You hit the Troll guard...
> The Troll guard hits you.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You hit the Troll guard!
> The Troll guard hits you.
> You die.


  [Screenshot]

  ##   # 
  .#   ##
  T######
  .TT@.. 
  .######
  .# ####
  ## #   


  [Equipment]

a) a Glaive (-1,2d9) [+1] 7.2 lb
   It requires both hands to wield it properly.  It counts as a
   type of polearm.  
b) a Shortbow (+0,1d7) 1.3 lb
   It can shoot arrows 12 squares (with your current strength).
c) a Ruby Ring of Perception <+3>
   It improves your perception by 3.  
d) a Golden Ring of Protection [+0,1d2]
e) a Ruby Amulet of Constitution <+0> {constitution}
   It increases your constitution by 0.  It sustains your 
   constitution.  
f) a Brass Lantern (with 6175 turns of light)
g) a Mail Corslet of Venom's End [-3,2d5] {rPoison}
   It provides resistance to poison.  
h) a Cloak [+1]
i) (nothing)
j) a Great Helm of True Sight [-1,1d3]
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
k) a Set of Gauntlets [+0,1d2]
l) a Pair of Boots [+0,1d2]
m) 41 Arrows (Poisoned)
   They are branded with venom.  They can be shot 12 squares
   (with your current strength and bow).
n) 36 Arrows (+3)
   They can be shot 12 squares (with your current strength and bow).


  [Inventory]

a) 8 Yellow Herbs of Rage
b) 3 Fragments of Lembas
c) a Flask of oil
d) 4 Murky Brown Potions of Orcish Liquor
e) 2 Pale Green Potions of Voice
f) a Sparkling Blue Potion of True Sight
g) 3 Milky White Potions of Slow Poison
h) 7 Vermilion Potions of Strength
i) a Copper Speckled Potion of Dexterity
j) 2 Shimmering Potions of Constitution
k) a Grey Potion of Grace
l) 2 Dark Green Potions of Disconnection
m) a Golden Staff of Sanctity (2 charges)
n) a Runed Staff of Revelations (4 charges)
o) an Ashen Staff of Treasures (1 charge)
p) a Rosewood Staff of Recharging (4 charges)
q) The Filthy Rag of Dungalef [+1] <+1>
   It improves your stealth by 1.  It cannot be harmed by the
   elements.  It grants you the abilities: Disguise and Vanish.  
   
r) Galvorn Armour [-1,1d8]
   It cannot be harmed by the elements.  
s) a Round Shield of Protection [+0,1d4]
   It cannot be harmed by the elements.  
t) The Dagger of Nargil (+5,1d5) 0.5 lb
   It cuts easily through armour.  It can be thrown effectively
   (11 squares).  It cannot be harmed by the elements.  
u) a Spear of Final Rest (-1,1d9) 3.0 lb
   It slays undead.  It can be thrown effectively (5 squares).  
   It grants you freedom of movement.  It does extra damage when
   wielded with both hands.  It counts as a type of polearm.  
v) a Great Spear (-1,1d13) [+1] 4.8 lb
   It requires both hands to wield it properly.  It counts as a
   type of polearm.  
w) 23 Arrows of Piercing
   They cut easily through armour.  They can be shot 12 squares
   (with your current strength and bow).


  [Notes]

Indal of the Noldor
Entered Angband on 3 Nov 2013

    Turn     Depth    Note

       0     50 ft    (Focused attack)
       0     50 ft    (Concentration)
     557    100 ft    (Polearm Mastery)
   2,049    200 ft    Unbelievable.
   2,049    200 ft    It is black.
   2,049    200 ft    It is supple.
   2,049    200 ft    It is as light as my leather armour.
   2,049    200 ft    Galvorn Armour!
   2,051    200 ft    The coolest armour in the game.
   2,212    200 ft    Nearly got killed right after finding it.
   2,289    200 ft    Encountered Gorgol, the Butcher
   2,334    200 ft    Slew Gorgol, the Butcher
   3,513    300 ft    Found a fine great spear weighing 2.1 lb more than my 
                      light great sp. 
   3,513    300 ft    Keep the light one.
   3,513    300 ft    Currently fight mainly with longsword. 5-16 protection 
                      so early helps 
   4,344    300 ft    Regardless of the luck with finding items... 
   4,344    300 ft    Finarfin with 5 in each melee, evasion, perception at 
                      start 
   4,344    300 ft    is quite playable. (With concentration at start)
   4,920    350 ft    So far only problem, again, is light.
   5,158    400 ft    (Inner Light)
   5,613    400 ft    Found The Filthy Rag of Dungalef
   6,330    400 ft    I know what I would do now, in mpa-sil hahaha. Found 
                      Nargil. 
   6,330    400 ft    Already 3 oil, but no lantern.
   6,493    400 ft    Keep Dungalef?
   6,695    450 ft    Found The Dagger of Nargil (from 400 ft)
   7,069    450 ft    Finally a lantern
   8,247    500 ft    (Precision)
   8,849    500 ft    Encountered Gilim, the Giant of Eruman
   8,902    500 ft    Slew Gilim, the Giant of Eruman
   9,060    500 ft    Encountered Uldor, the Accursed
   9,188    500 ft    Slew Uldor, the Accursed
   9,260    500 ft    Encountered Boldog, the Merciless
   9,533    500 ft    (Power)
   9,533    500 ft    (Knock Back)
   9,541    500 ft    Encountered Orcobal, Champion of the Orcs
   9,602    500 ft    Slew Orcobal, Champion of the Orcs
  10,898    550 ft    (Master Hunter)
  10,959    550 ft    Encountered Duruin, Least of the Balrogs
  11,293    600 ft    Duruin was too strong, and two ringraukos reduced my 
                      consumables 
  11,293    600 ft    Knockback is only good, when there is a different 
                      enemy or no enemy 
  11,293    600 ft    behind.
  11,458    600 ft    Fell through a false floor.
  11,463    650 ft    15 perception and false floor
  12,083    650 ft    And Duruin destroyed items as well?
  12,577    650 ft    Surprisingly easy floor.
  12,577    650 ft    Single opponents are no problem whatsoever.
  12,577    650 ft    Lost my suspected sanctity staff as well
  12,658    700 ft    Biggest problem probably low light and lack of resists 
  12,663    700 ft    And lack of a digger.
  12,704    700 ft    Killed shadow spider without seeing it :)
  13,509    700 ft    (Hardiness)

  14,513    750 ft    Slain by a Troll guard.
  14,513    750 ft    Died on 03 November 2013.




  ['Score' 015085487]


Posted on 3.11.2013 13:01
Last updated on 3.11.2013 18:50

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1118. on the Sil Ladder (of 2253)

Comments

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On 3.11.2013 13:01 taptap wrote:
Another concentrated Finarfin. Here for bragging about my armour (usually find them only 900 ft and below).

Galvorn armour is dangerous as you can get both high protection and high evasion. Currently more high protection, but I guess I will slowly move towards high evasion with decent protection throughout the game.

On 3.11.2013 16:18 taptap wrote:
Going strong... should I go knockback now or controlled retreat first. If controlled retreat via flanking or via blocking? I don't get flanking with polearm, but it probably helps with the really dangerous situations.

On 3.11.2013 16:19 taptap wrote:
Flanking is no good with the perception, but blocking feels wrong when using a polearm.

On 3.11.2013 16:21 taptap wrote:
Still, whenever in danger I switch to shield and sword, some serious protection now.


On 3.11.2013 18:50 taptap wrote:
*sigh*

On 4.11.2013 01:56 debo wrote:
Yeah that's an awkward prot/evasion balance... This is where flanking comes in handy, you really can game things so the trolls get hardly any hits off and the 18 evade is quite a bit different than 15 :)

On 4.11.2013 11:49 taptap wrote:
I remember that I made earlier attempts with evasion >> melee. I had good reason for that. I was usually wearing the Galvorn armour for 2 bonus evasion - not sure why I switched here. Must have been greater werewolves around and I forgot to switch back.

Part of the problem with all these chars was always lack of resists (I may find the rings but couldn't identify and only have that much equipment slots) and light (no feanorian lamp with any of the attempts) and not even Mithril items to melt. This is hardly related to the build, even if the most commonly used fire resist for me is on shields of frost.

On 4.11.2013 11:56 taptap wrote:
I believe flanking can be powerful with polearms and help with the biggest nightmare: Kemenraukos. It also opens a way to controlled retreat and generally is more flexible. I always avoided it because it didn't feel right with high perception and concentration, I should get over it.

On 5.11.2013 17:00 half wrote:
Another option is what I tried with my Polearm master: put Controlled Retreat on an artefact. I think it can be placed on weapons and gloves.

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