[Sil 1.3.0 Character Dump]
Name Mirin Age 667 Str 4 = 2 +2
Sex Female Height 5'8 Dex 4
Race Sindar Weight 167 Con 4
House Falathrim Gra 2
Game Turn 9,562 Melee (+12,2d8) Melee 12 = 0 +4 -1 +9
Exp Pool 1,344 Bows (+20,2d7) Archery 20 = 16 +4 -2 +2
Total Exp 31,944 Armor [+12,5-13] Evasion 12 = 7 +4 +1
Burden 112.5 Stealth 7 = 7 +4 -4
Max Burden 207.3 Health -2:41 Perception 7 = 5 +2
Depth 650' Voice 28:28 Will 5 = 3 +2
Min Depth 400' Smithing 4 = 2 +2
Light Radius 3 Song 7 = 5 +2
You are the only child of a Sindar smith. You have light grey eyes,
straight black hair, and a fair complexion.
[Last Messages]
> The Cave troll misses you.
> You miss the Cave troll.
> The Cave troll batters you.
> You are knocked back.
> You recover your footing.
> You miss the Cave troll. <2x>
> The Cave troll misses you.
> You exchange places with the Cave troll.
> It attacks you as you slip past.
> The Cave troll bites you!
> The Shadow touches you.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> The Cave troll batters you.
> You die.
[Screenshot]
#.#
#.#
####W#
...@T#
######
[Equipment]
a) a Longsword of Fury (+1,2d6) [+1] {cursed} 2.0 lb
It enrages nearby creatures and is cursed. It grants you the
ability: Whirlwind Attack.
b) a Longbow (+0,2d5) 2.0 lb
It can shoot arrows 20 squares (with your current strength).
c) a Turquoise Ring of Hunger
It increases your hunger.
d) a Chalcedony Ring of Warmth
It provides resistance to cold.
e) a Sea Shell Amulet of Haunted Dreams
It grants you the ability to see invisible creatures, but it
also draws wraiths to your level.
f) a Brass Lantern of Brightness (5083 turns)
It burns brightly, increasing your light radius by an
additional square.
g) The Mail Corslet of Gundor (-1) [-1,2d4] <+1>
It increases your strength by 1. It cannot be harmed by the
elements. It grants you the ability: Crowd Fighting.
h) a Cloak of Protection [+1,1d1]
It cannot be harmed by the elements.
i) a Round Shield [+0,1d3]
j) (nothing)
k) a Set of Gauntlets of Strength (-1) [-1] <+1>
It increases your strength by 1.
l) The Pair of Boots of Irime [+1,1d1]
It sustains your dexterity. It lights your path behind you.
It cannot be harmed by the elements.
m) 65 Arrows
They can be shot 20 squares (with your current strength and bow).
n) 99 Arrows
They can be shot 20 squares (with your current strength and bow).
[Inventory]
a) 2 Pale Herbs of Rage
b) 6 Fragments of Lembas
c) 2 Flasks of oil
d) 4 Murky Brown Potions of Orcish Liquor
e) a Bright Orange Potion of Clarity
f) 3 Brilliant Blue Potions of Healing
g) an Emerald Potion of Strength
h) 3 Smoky Potions of Dexterity
i) a Violet Potion of Constitution
j) a Willow Staff of Earthquakes (1 charge)
k) a Garnet Ring of Protection [+0,1d2]
l) an Onyx Ring of Strength <+0>
It increases your strength by 0. It sustains your strength.
m) a Jet Ring of Free Action
It grants you freedom of movement.
n) an Amber Amulet of Adornment
o) a Crystal Amulet of Regeneration
It speeds your regeneration (which also increases your hunger).
p) a Pair of Boots of Leaping [+0,1d1]
It grants you the ability: Leaping.
q) a Longsword (+1,2d6) [+1] {@w1} 3.5 lb
r) a Mattock (-5,5d2) <+2> 10.0 lb
It improves your tunneling by 2. It requires both hands to
wield it properly.
s) 15 Arrows of Piercing
They cut easily through armour. They can be shot 20 squares
(with your current strength and bow).
t) 14 Arrows (Poisoned)
They are branded with venom. They can be shot 20 squares
(with your current strength and bow).
u) 29 Arrows (+3)
They can be shot 20 squares (with your current strength and bow).
v) 47 Arrows
They can be shot 20 squares (with your current strength and bow).
[Notes]
Mirin of the Sindar
Entered Angband on 3 Jan 2017
Turn Depth Note
0 50 ft (Weaponsmith)
441 100 ft Made a Shortbow (+0,1d7) 2.0 lb
452 100 ft Made 24 Arrows 2.4 lb
462 100 ft Made 24 Arrows 2.4 lb
463 100 ft (Precision)
463 100 ft (Versatility)
2,938 250 ft (Flaming Arrows)
3,582 350 ft (Song of the Trees)
3,998 350 ft (Dodging)
4,454 350 ft Found The Pair of Boots of Irime
4,678 350 ft (Sprinting)
4,822 350 ft Encountered Gorgol, the Butcher
4,847 350 ft Slew Gorgol, the Butcher
4,854 350 ft Found The Mail Corslet of Gundor
5,873 450 ft (Disguise)
5,873 450 ft (Exchange Places)
5,969 450 ft (Keen Senses)
5,998 450 ft Looks like that forge is a lost cause
5,998 450 ft too many whispering shadows
6,377 500 ft (Focused attack)
6,432 500 ft Encountered Othrod, the Orc Lord
6,497 500 ft Encountered Orcobal, Champion of the Orcs
6,507 500 ft Slew Othrod, the Orc Lord
6,580 500 ft (Concentration)
6,831 500 ft Made 24 Arrows 2.4 lb
6,841 500 ft Made 24 Arrows 2.4 lb
6,851 500 ft Made 24 Arrows 2.4 lb
7,908 550 ft Encountered Uldor, the Accursed
7,940 550 ft Slew Uldor, the Accursed
8,045 550 ft Encountered Ulfang the Black
8,225 550 ft Slew Ulfang the Black
9,562 650 ft Slain by a Cave troll.
9,562 650 ft Died on 03 January 2017.
['Score' 013090438]
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Posted on 3.1.2017 22:37
Last updated on 4.1.2017 01:32
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On 3.1.2017 22:40 protopulse wrote: Experimental game to see how I'd fare without lorekeeper/loremaster. Was pretty surprised to find out it wasn't so bad. !healing, !voice, !clarity were somewhat difficult to ID. I'm guessing the un-ID'ed staff in my inventory is _sanctity. Actually I think a thief stole it since I'm not seeing it in my inventory anymore.
On 3.1.2017 23:33 protopulse wrote: Oh, !healing and !voice were only difficult because I forgot to take into account that you can't have full HP/MP when you quaff those potions. Won't be as bad in my next run since I'll know to watch out for it. I narrowed down !clarity from process of elimination and repeatedly rammed my head into a door to test if it was what I thought it was. It was. Wish I had _understanding though. I had a Nargothrond axe with me for forever until I encountered my first fire drake. And some amulets I still have not been able to identify. I bet they're like amulet of grace or something <+0>, so the only way to tell would be if I got stat drained.
On 4.1.2017 00:17 protopulse wrote: Hmm...not getting lorekeeper/loremaster is having some sideeffects, namely, there are a ton of things in my inventory that I'm keeping around because I want to get the ID experience for them, and I don't have the means to ID them as far as I can tell.
On 4.1.2017 00:21 protopulse wrote: The onyx ring is probably hunger or sustenance. I'm leaning towards sustenance. Golden amulet and amber amulet are probably adornment or some stat sustain amulet <+0>. I really don't want to have to give up my shovel, leaping boots, freedom of movement ring, earthquake and majesty staves, or any of those consumables. And I can see the Nargothrond axe coming in handy very soon. I'm not planning on getting Rauko-bane this game. Too much investment already in the perception tree. Banking on that axe and concentration/focused attack getting me through raukers. And if thats not enough, I can try to kite with (exchange places), (sprinting), and (flaming arrows).
On 4.1.2017 00:21 protopulse wrote: Oh, and that staff is either _sanctity, _summoning, or _entrapment...
On 4.1.2017 00:36 protopulse wrote: WOOAH, I just learned that you can use regular lanterns to refuel lanterns with enchantment. I originally thought the only way to do so was with flsaks of oil or a lantern with the same enchantment. That changes things. Now I have a light radius of 3 and up to 4 with song of the trees.
Is amulet of haunted dreams worth keeping around?
On 4.1.2017 00:53 protopulse wrote: Alright this is a freakin' nightmare. Crystal, golden, amber amulets. Chalcedony, Pearl ring. Ashen staff. I'm lugging around so much stuff that I have no idea how to ID. Ashen staff is definitely not _sanctity since I have a longsword of fury on me and it didn't remove the curse.
On 4.1.2017 00:53 protopulse wrote: I think it's entrapment or summoning, and I tried using it near stairs, so it's probably entrapment. I still want the 100 experience for IDing it though! Give me a _understanding already, RNGesus.
On 4.1.2017 01:32 protopulse wrote: Got too trigger happy and died trying to exchange places with a troll in pretty much a 1v1 (there was a shadow behind him but by 650 feet shadows are hardly worth worrying about). Took 18 damage in one turn. RIP.
The rings were: Hunger, Warmth, and Strength. I honestly suspected some of them were hunger and warmth. I forgot to check it with the only Ringrauko I saw that game though. And hunger's just a pain to ID in general. I managed to ID sustenance thankfully.
I was using a helmet of terror for a while because it was 1d3, until I met a lurking horror. The combination of no rFear, low will, and a helmet of terror was just awful. He corroded my equipment quite a bit before I finally managed to take him out. There was something next to him that I couldn't quite identify. It was too dark, even with 4 light. I don't think it was a shadow spider or bat. Maybe a serpent?
On 4.1.2017 01:34 protopulse wrote: I'm surprised that one of the amulets was regeneration. Didn't know regeneration would be so hard to ID...I feel like adornment is just left in the game to troll us. Here's an amulet that does literally nothing! Good luck IDing it.
On 4.1.2017 01:35 protopulse wrote: Oh and haunted dreams I was using earlier to see Sulrauko or something I believe...that's why I was wearing it.
On 4.1.2017 08:53 seraph wrote: personally, i like the id game. you definitely need to learn when something is not worth keeping. think of the things it could be and if they all suck then ditch it. you probably lose less experience than you do with lore master.
you may have seen it but here's a lot of tips: http://angband.oook.cz/forum/showthread.php?t=6986
i often take just enough smithing for jeweller (1000 exp on a feanor). make some useful rings in the beginning, then each additional forge is used to id junk jewelry or lights.
On 4.1.2017 17:53 protopulse wrote: It's less of keeping un-ID'ed things around because I think I'll need them later, and more of I want to ID them now so I don't have to do it again later. Plus I get a hefty amount of experience for it.
I haven't seen that tips link before, so thank you for linking it. That tip about waiting until the 3000th turn to test herbs and rings is quite clever. What I usually do is just eat some food (meat, bread, lembas) until gorged, and let it fall back down to full naturally because consuming my herbs. I also try to get myself stat-drained in advance. Plenty of wights around to do it. If I was playing Edain, that strat might not be so viable since their base stats are so low that any stat drain could spell an early death.
I'm not convinced taking jeweller is worth it because the stuff I was having the most trouble IDing last game were stat and resist rings, both of which drain stats when you make them. Regeneration ring as well. It'll definitely make IDing stuff like adornment, hunger, and sustenance easier though. I'm not sure what you mean by IDing lights, unless you get enchantment later on?
On 5.1.2017 18:26 seraph wrote: i meant to say you that you can make lights to use. but you can also make/id a lantern of flickering shadows and avoid the curse.
On 6.1.2017 04:49 protopulse wrote: Yea, that's true. Only 2 difficulty. Could be worth it. Would still have to grab enchantment though.
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