The Angband Ladder: 1.2iron, Noldor Feanor no-class by HallucinationMushroom

  [Sil 1.2.0 Character Dump]

 Name   1.2iron       Age    4,209       Str   3
 Sex    Male          Height  6'11       Dex   4
 Race   Noldor        Weight   181       Con   4
 House  Feanor                           Gra   3

 Game Turn    9,873   Melee (+16,2d10)   Melee       16 = 12  +4  -1  +1
 Exp Pool     1,095   Bows    (+4,2d8)   Archery      4 =  0  +4  -1  +1
 Total Exp   25,895   Armou [+13,9-26]   Evasion     13 =  9  +4
 Burden       134.7                      Stealth      1 =  0  +4  -3
 Max Burden   172.8   Health     -8:41   Perception  12 =  7  +3  +2
 Depth         700'   Voice      34:34   Will         9 =  6  +3
 Min Depth     450'                      Smithing    12 =  8  +3      +1
 Light Radius     3                      Song         3 =  0  +3

 Going ironman in the new 1.2. Best attempt so far, 600'. Killed by
 Gilim, from 19 hp. Shouldn't of went 2h yet...






  [Last Messages]

> *** LOW HITPOINT WARNING! ***
> You hit Gilim, the Giant of Eruman!
> You have slain Gilim, the Giant of Eruman.
> You hit the Nether worm mass. <2x>
> You have slain the Nether worm mass.
> You hear grinding noises.
> The Nether worm mass notices you.
> You hit the Nether worm mass. <2x>
> You have slain the Nether worm mass.
> You hit the Nether worm mass!
> You have slain the Nether worm mass.
> You hit the Nether worm mass.
> You fall into the darkness!
> ...and land somewhere deeper in the Iron Hells.
> You die.


  [Screenshot]

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  [Equipment]

a) a Longsword (+0,2d6) [+1] 3.0 lb
b) a Longbow (+0,2d5) 3.5 lb
   It can shoot arrows 20 squares (with your current strength).
c) a Marble Ring of Protection [+0,1d1]
d) a Marble Ring of Protection [+0,1d1]
e) a Coral Amulet of the Blessed Realm <+0>
   It increases your grace by 0.  It sustains your grace.  It 
   lights the dungeon around you.  
f) a Brass Lantern (with 4141 turns of light)
g) a Mail Corslet [-2,2d4]
h) a Cloak [+2]
i) a Kite Shield (-1) [+0,1d7]
j) a Dwarf Mask [-2,1d3]
   It provides resistance to fire.  
k) a Set of Gauntlets [+0,1d2]
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) 67 Arrows
   They can be shot 20 squares (with your current strength and bow).
n) 15 Arrows (Poisoned)
   They are branded with venom.  They can be shot 20 squares
   (with your current strength and bow).


  [Inventory]

a) 2 Fragments of Lembas
b) a Flask of oil
c) a Milky White Potion of Slow Poison
d) a Crimson Potion of Quickness
e) a Green Potion of Strength
f) a Gnarled Staff of Light (5 charges)
g) a Gnarled Staff of Light (3 charges)
h) a Rosewood Staff of Sanctity (1 charge)
i) a Golden Ring of Sustenance
   It reduces your need for food.  
j) an Amethyst Ring of Dexterity <+0>
   It increases your dexterity by 0.  It sustains your dexterity.
   
k) a Jet Ring of Warmth
   It provides resistance to cold.  
l) a Ruby Amulet of Haunted Dreams
   It grants you the ability to see invisible creatures, but it
   also draws wraiths to your level.  
m) a Lesser Jewel
n) a Round Shield [+1,1d4]
o) a Kite Shield of Deflection (-2) [+2,1d6]
   It cannot be harmed by the elements.  
p) a Longsword (+0,2d6) [+1] 2.0 lb
q) a Bastard Sword (-2,3d3) [+1] 4.5 lb
   It does extra damage when wielded with both hands.  
r) a Throwing Axe of Nargothrond (+1,2d4) 1.5 lb
   It slays dragons and raukar.  It can be thrown effectively (9
   squares).  
s) a Throwing Axe of Nargothrond (+0,2d4) {Nargathrond, likely} 1.5 lb
   It slays dragons and raukar.  It can be thrown effectively (9
   squares).  
t) a Great Axe of Hador's House (-4,4d5) 9.5 lb
   It grants you the ability: Follow-Through.  It requires both
   hands to wield it properly.  
u) a Mattock (-5,5d2) <+2> 13.0 lb
   It improves your tunneling by 2.  It requires both hands to
   wield it properly.  


  [Notes]

1.2iron of the Noldor
Entered Angband on 7 Jan 2014

   Turn     Depth   Note

      1     50 ft   Challenge: Straight down (no up stairs until endgame)
    107     50 ft   Found The Pair of Boots of Taur-nu-Fuin
    107     50 ft   WOW
    511     50 ft   50' complete clear... amazing unique, -1,1d4 leathers
    511    100 ft   (Armoursmith)
    511    100 ft   (Artistry)
    897    100 ft   guaranteed forge could use even more streamlining, imo
    897    100 ft   I wish it was always same size room
  1,095    100 ft   Made Studded Leather [-1,1d7]  14.0 lb
  1,196    100 ft   Made a Round Shield [+1,1d4]  5.0 lb
  1,314    100 ft   Made a Set of Gauntlets [+0,1d1]  4.0 lb
  1,465    150 ft   100' completely cleared. No surprises.
  1,465    150 ft   Made 1st tier artistry gear. 
  1,647    150 ft   I was afraid of this... perhaps secret door on level
  1,647    150 ft   But atm... chasms block only known access
  1,834    150 ft   How many turns to I burn looking for a door, that might
  1,834    150 ft   not even exist
  1,856    150 ft   well... found a door... that leads to another chasm 
  2,060    150 ft   Saving character to reload and inspect map later
  2,060    150 ft   Leaping is something I really need... but fuck
  2,060    150 ft   It's expensive!!!
  2,093    150 ft   Fell into a chasm
  2,099    250 ft   Well... there goes 150 and 200 worth of experience 
  2,099    250 ft   and items
  2,191    250 ft   (Keen Senses)
  2,606    250 ft   250 seems abnormally small. Cleared... NOTHING HERE
  2,935    300 ft   Foolishly fought a wight and resist str decay twice
  2,978    300 ft   Another forge!... Guarded by trolls
  3,120    300 ft   Made a Cloak [+2]  2.5 lb
  3,221    300 ft   Made a Dwarf Mask [-2,1d3]  9.5 lb
  3,223    300 ft   If I can scrounge 550 more experience this level, I can
  3,223    300 ft   Make 2 prot rings with jeweller
  4,482    300 ft   Finally!
  4,484    300 ft   (Jeweller)
  4,583    300 ft   Made a Marble Ring of Protection [+0,1d1]  0.1 lb
  4,684    300 ft   Made a Marble Ring of Protection [+0,1d1]  0.1 lb
  4,790    350 ft   2 rings was gamble... down to 2 torches
  4,790    350 ft   jewel probably smarter
  4,813    350 ft   (Power)
  5,020    350 ft   Cleared some kind of jail
  5,020    350 ft   3lb, 2d6 long sword!
  5,211    350 ft   Okay... wights appear to be like dragons in attack
  5,211    350 ft   pattern... never really thought about it before
  5,806    350 ft   YESH! A lesser jewel
  6,294    350 ft   Another forge!
  6,294    350 ft   Hmmm
  6,323    350 ft   A was hoping for smithing '12' at some point
  6,323    350 ft   For protection artistry switch mid game
  6,399    350 ft   Okay... need 180 more experience for '12' smithing
  6,729    350 ft   Made a Mail Corslet [-2,2d4]  29.5 lb
  6,850    350 ft   Made a Kite Shield (-1) [+0,1d7]  8.5 lb
  6,971    350 ft   Made a Set of Gauntlets [+0,1d2]  3.0 lb
  7,082    350 ft   Made a Coral Amulet of the Blessed Realm <+0>  0.1 lb
  7,167    350 ft   Sucked the marrow out of 350'
  7,167    400 ft   Okay... need to focus on core now...
  7,167    400 ft   Melee and evasion for a while
  7,167    400 ft   Currently at +10, 2d10
  7,167    400 ft   +12, 8-23
  7,480    400 ft   CALLED SHOT, CUT THROUGH BOW STRING, GAH
  7,735    400 ft   I must be missing some rooms.. but 400' seems cleared
  7,735    400 ft   I guess I could use the time
  7,775    450 ft   (Crowd Fighting)
  7,777    450 ft   Why had I not bought that yet?
  8,142    450 ft   2 use forge
  8,155    450 ft   cmon mithril... show yourself!
  8,160    450 ft   Now *that* would be an awesome addition
  8,160    450 ft   Occasional mithril veins... maybe much deeper though
  8,160    450 ft   Though, probably no precedent... what do I know of
  8,160    450 ft   Middle Earth's geology? Should ask Nick...
  8,220    450 ft   Found Hugo's dream weapon... a 3d7 special
  8,220    450 ft   greatsword... more than likely, hador
  8,221    450 ft   Yep
  8,343    450 ft   (Heavy Armour Use)
  8,343    450 ft   I like the new heavy armory path
  8,343    450 ft   I don't quite understand the logic
  8,343    450 ft   But, am happy for the saved xp
  8,354    450 ft   If I made a perception warrior.. then 
  8,354    450 ft   I would take blocking, likely
  8,497    450 ft   Encountered Duruin, Least of the Balrogs
  8,498    450 ft   Hmmmmm
  8,505    450 ft   I should probably flee
  8,505    450 ft   Duruin... but, I do have rfire
  8,505    450 ft   Good protection... not much consumables though
  8,505    450 ft   And at least half of 450 left
  8,505    450 ft   Aww fuck it... I've never been good at intelligent
  8,505    450 ft   survivability play
  8,505    450 ft   COME ON FUCKER
  8,534    450 ft   Not doing enough damage
  8,553    450 ft   Great... a whole army of worms blocking my retreat
  8,645    450 ft   Okay... I can see the downstair
  8,645    450 ft   But feeling suicidal... lets go 2h axe!
  8,676    500 ft   Okay, ran away safely... that does not bode well
  8,676    500 ft   I need more damage, pronto
  8,676    500 ft   Need more melee skill, *and* 3dx
  8,750    500 ft   Encountered Othrod, the Orc Lord
  8,756    500 ft   Cmon othrod... give me some goodies
  8,814    500 ft   Slew Othrod, the Orc Lord
  8,831    500 ft   A dagger of murder and +1, 1d4 throwaxe.
  8,831    500 ft   Thx for nothing
  8,984    500 ft   Fell through a false floor
  8,984    550 ft   Oh DAMNIT
  8,984    550 ft   Trap door
  9,043    550 ft   1d6 special dagger
  9,067    550 ft   A MATTOCK
  9,124    550 ft   Encountered Ulfang the Black
  9,155    550 ft   Slew Ulfang the Black
  9,309    550 ft   Encountered Nan, the Giant
  9,458    550 ft   Fell through a false floor
  9,458    600 ft   OH COME ON
  9,458    600 ft   I guess I'll go for PERCEPTION.
  9,458    600 ft   I could use listen anyway
  9,795    600 ft   Encountered Gilim, the Giant of Eruman
  9,866    600 ft   Slew Gilim, the Giant of Eruman
  9,873    600 ft   Fell into a chasm

  9,873    600 ft   Slain by falling down a chasm.
  9,873    600 ft   Died on 07 January 2014.


  [Challenges]

Straight down (no up stairs until endgame)   


  ['Score' 014090127]


Posted on 7.1.2014 16:44
Last updated on 7.1.2014 17:44

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1205. on the Sil Ladder (of 2253)

Related screenshots:
Leaping is important
150' leaping pivotal
Wormbros!

Comments

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On 7.1.2014 16:44 HallucinationMushroom wrote:
Really enjoying 1.2, but have only tried a small handful of characters. This is maybe my 4th or 5th, and second, or third?, ironman attempt.

I really love the atmosphere that chasms add. Anything that punches up the feel of being in a realized place as opposed to a bunch of walls is a huge plus.

I really love leaping, but for me, too expensive. For ironman characters, leaping is probably a vital choice... but for my playstyle, it just guts my early game xp. My other ironman got to ~600ft, but the dodge/leaping proved to make crowdfighting/heavy armor way too costly... plus, I only got the chance to leap now and again. I guess I could try to make boots of leaping, or to buy a mattock from first forge.

See screenshots for dangers of ironman with no leaping. At the moment, I'm cut off from all paths, but I do at least have a mattock. At 150', I was forced to jump, as I had no mattock and could find no secret door. I made a save to look at of this 150' version and I just looked at it with debug mode... Indeed, there was only one square with a mattock I could broken to reveal the only connecting passageway, but no secret doors. Leaping or that one quartz block were only ways to clear the level.

On 7.1.2014 17:44 HallucinationMushroom wrote:
Haha, that was hilarious. I was completely surrounded by nether worms who helps me gain access to the rest of the level. I backed myself into a corner surrounded by chasms and finished of Gilim. It cost me a good deal of hitpoints. The trolls nearby were battering me, but they were not pushing me down into the chasms. I call 'not fair' on this... if we can get monsters down into chasms, they should be able to do the same for us. I had 7 hp, and figured jumping down the chasm might kill me... but wanted to learn if chasm fall is a straight damage roll, or a percentage of hit points roll.... turns out it's flat damage. I'll post the worms screenshot. It's hard to stay in ironman character when such a hilarious opportunity presents itself.

On 7.1.2014 18:40 debo wrote:
I think elliptic said falling damage is 6d4 (unless you jump at 900' in which case it's 3d4)?

On 7.1.2014 19:00 HallucinationMushroom wrote:
Ah, thanks Debo, and Elliptic too, I guess.

I still haven't ready your endgame spoiler thread yet. I'm dying to know if Morgoth sings Celine Dione, or, perhaps Bing Crosby? Ozzy? Maybe I'll get to the throne room before my new computer parts start showing up... once that happens, I probably will vanish for a few years.

On 7.1.2014 19:04 half wrote:
I'll double check the Troll Knock Back pushing you into chasms. It is certainly meant to do so. Maybe you were just rolling well on your checks to resist it (it is Con dependent).

On 7.1.2014 19:14 debo wrote:
It's closer to Black Sabbath.

On 7.1.2014 19:23 HallucinationMushroom wrote:
Ah, okay! I might've been passing my rolls then. I thought that anytime the game says "battered", that I would always be pushed backwards if possible. Did not realize I could be battered but still save vs. knockback. I play entirely from assumptions, intuition, experience and advice I read from forums.. in other words.. I have no idea what is actually happening... only what I think is happening, so sorry if I keep putting out misinformation.

By the way, is there any extra damage for situations where you would've been pushed backwards, but were up against a wall?



On 7.1.2014 19:34 HallucinationMushroom wrote:
I remembered I had a backup save since I went back to look at my 150 situation. I was able to get a troll to batter me into the chasm, which is awesome! It took him a fair number of tries.

On 7.1.2014 20:56 half wrote:
Yes, there are quite a few fun ways to interact with chasms and being knocked into them is one! Glad to hear it is working.

You (and the monsters) don't take any extra damage if knocked into a wall or monster, and nor do you have to skip a turn. So it is pretty advantageous to be up against a wall. Skipping a turn without being knocked back would be too rough, but some extra damage might be fair. As you will see, Trolls are especially nasty if there is another monster nearby (such as another Troll) which can hit you during the skipped turn.

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