[Sil 1.3.0 Character Dump]
Name Ancari Age 1,254 Str 3
Sex Female Height 5'10 Dex 3
Race Noldor Weight 161 Con 4
House Finarfin Gra 4
Game Turn 1,999 Melee (+10,3d8) Melee 10 = 6 +3 +1
Exp Pool 823 Bows (+3,2d8) Archery 3 = 0 +3 -1 +1
Total Exp 10,423 Armor [+7,4-10] Evasion 7 = 6 +3 -2
Burden 88.8 Stealth 1 = 0 +3 -2
Max Burden 172.8 Health 19:41 Perception 12 = 7 +4 +1
Depth 300' Voice 41:41 Will 7 = 3 +4
Min Depth 100' Smithing 7 = 0 +4 +3
Light Radius 1 Song 4 = 0 +4
You are one of two children of a smith from the house of Finarfin. You
have light grey eyes, straight golden hair, and a fair complexion.
[Equipment]
a) The Bastard Sword 'Anguirel' (+1,3d5) [+1] 5.0 lb
It cuts easily through armour. It increases your hunger. It
cannot be harmed by the elements. It does extra damage when
wielded with both hands.
b) a Longbow (+0,2d5) 3.0 lb
It can shoot arrows 20 squares (with your current strength).
c) (nothing)
d) a Marble Ring of Strength <+0>
It increases your strength by 0. It sustains your strength.
e) (nothing)
f) a Wooden Torch (768 turns)
g) Leather Armour [-1,1d4]
h) (nothing)
i) (nothing)
j) a Helm [-1,1d2]
k) a Set of Gauntlets of the Forge (-1) [+0,1d1] <+3>
It improves your smithing by 3.
l) a Pair of Greaves of Free Action [-1,1d3]
It grants you freedom of movement.
m) 96 Arrows
They can be shot 20 squares (with your current strength and bow).
n) 26 Arrows (Poisoned)
They are branded with venom. They can be shot 20 squares
(with your current strength and bow).
[Inventory]
a) 3 Fragments of Lembas
b) 2 Murky Brown Potions of Orcish Liquor
c) a Brilliant Blue Potion of Slow Poison
d) an Elm Staff of Light (7 charges)
e) 3 Wooden Torches (2000 turns)
f) Studded Leather [-2,1d6]
g) a Set of Gauntlets (-1) [+0,1d1]
h) a Pair of Mithril Greaves [+0,1d2]
It cannot be harmed by the elements.
i) a Longsword (Defender) (+0,2d6) [+2] 3.0 lb
It cannot be harmed by the elements.
j) The Bastard Sword 'Anglachel' (+1,3d3) [+1] 5.0 lb
It cuts easily through armour. It makes you encounter more
dangerous creatures (even when not worn). It cannot be
harmed by the elements. It does extra damage when wielded
with both hands.
k) a Shovel (-2,2d2) <+1> 5.0 lb
It improves your tunneling by 1. It requires both hands to
wield it properly.
l) 22 Arrows
They can be shot 20 squares (with your current strength and bow).
[Notes]
Ancari of the Noldor
Entered Angband on 30 Dec 2016
Turn Depth Note
51 50 ft Found The Bastard Sword 'Anguirel'
831 100 ft (Mind Over Body)
1,598 250 ft Encountered Gorgol, the Butcher
1,617 250 ft Slew Gorgol, the Butcher
1,770 300 ft (Lore-Keeper)
1,770 300 ft (Lore-Master)
1,841 300 ft (Finesse)
1,841 300 ft (Dodging)
1,988 300 ft Found The Bastard Sword 'Anglachel'
['Score' 006098001]
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Posted on 30.12.2016 20:53
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2005. on the Sil Ladder (of 2253)
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On 30.12.2016 20:53 protopulse wrote: I've become rather attached to Fearen (I know, I know, not a good habit to get attached to your characters in roguelikes), so I started a new game on the side. Was planning on getting 2-3 other characters to 750 feet before delving further on Fearen.
Scummed a bit of Christmas presents until I found a bladed weapon. Anguirel...not bad. I can counteract the extra hunger with (Mind over Body), which is little cost to pay for what I get in return. I prefer Anguirel over its sister blade, Anglachel, which increases encounter rate with more dangerous enemies. Never gotten too far with danger items on me before (though never had many chances to try either). I'd rather avoid it if possible. Doesn't seem like there's any benefit to having danger items. Nevertheless, Anglachel is quite a respectable weapon that I have a love-hate relationship with.
By some twist of fate, I found Anglachel on 300 feet. I wasn't really clearing each level and diving rather hard (by my standards anyways), but it was just sitting there in plain sight. I knew what it was instantly because I already had loremaster up by that point. And now that I hold both Anglachel and Anguirel in my hands, I can't help but be tempted to go for (Two Weapon Fighting). Double sharpness weapons. The dream, right?
I honestly don't know what to do with bastards swords to begin with. 3d3 with the option for 2-handed wielding. They're a bit too heavy for finesse/subtlety/riposte builds at 5 lbs, but have too few dice sides for power builds. My limited experience with power builds doesn't help here. So the plan originally was to wield it as a 2H weapon with flanking + charge + crowd fighting and finesse. Seems a waste to go power since it's still very capable of critical hits. And I want to get the most out of its weight, so charge (which is something I usually get on greatswords) seems apt here.
With 2 bastard swords, that kind of throws a wrench into things. How does two weapon fighting work anyways? 1 handed Anglachel is 3d6. 1 handed Anguirel is 3d6. With a -3 dex/str, Anguirel (the offhand weapon) would become 3d3 and suffer a -3 on to-hit. It seems rather underwhelming...perhaps charge can help here. Or maybe if I invest in smithing and craft a couple strength rings.
On 30.12.2016 20:56 protopulse wrote: Oh right, forgot to mention knockback. Seems pointless to get charge without either sprinting or knockback.
On 30.12.2016 21:05 wobbly wrote: You can't wield a hand & a half weapon (spear/battle-axe/bastard sword) in the off-hand.
On 30.12.2016 21:29 protopulse wrote: Oh, really? Hrm, wonder what the thought process behind that was. If you can wield a hand and a half weapon with a shield, I thought it goes without saying that you should be able to dual wield them as well. Bummer. Guess I'll have to drop Anglachel then.
On 31.12.2016 09:30 Psi wrote: You can wield a bastard sword in your primary hand and a longsword in your offhand for example - just not two hand-and-a-half weapons.
You used to be able to do it and the cynic in me suggests the primary reason was to stop dual-wielding smithing hammers...
On 1.1.2017 00:42 protopulse wrote: So Anguirel with some longsword then...if I still want to dual wield at all. Which version would you need to play on to experience smithing in its full glory would you say? Seems like every nerf traces its roots back to smithing some way or another.
On 2.1.2017 10:37 Psi wrote: The nerfing started in 1.0.2, so you'd need to go back to 1.0.1. Back then Aule was song/3, minor slots did not have added difficulty, all smithing took 100 turns regardless of difficulty, two handed weapons had reduced smithing costs, you could dual wield smithing hammers, you could put grace on cloaks etc. The only smith friendly change since has been robes, crowns and sceptres having reduced costs (but that is of limited use apart for a lot of builds).
Be warned though, the game was less smooth then. Wargs for example were a lot more dangerous and violet molds in corridors will drive you insane every now and again.
On 2.1.2017 22:21 protopulse wrote: Alright, I'll have to give it a try sometime. I do want a legitimate first win on 1.3 first though.
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