The Angband Ladder: Serim, Naugrim Belegost no-class by protopulse

  [Sil 1.3.0 Character Dump]

 Name   Serim         Age      105       Str   2
 Sex    Male          Height   4'6       Dex   2
 Race   Naugrim       Weight   153       Con   5
 House  Belegost                         Gra   1 =  3      -2

 Game Turn    5,771   Melee  (+10,3d6)   Melee       10 =  7  +2      +1
 Exp Pool       120   Bows    (+3,0d0)   Archery      3 =  0  +2  +2  -1
 Total Exp   14,220   Armor [+10,4-12]   Evasion     10 =  7  +2  +1
 Burden       105.2                      Stealth      0 =  0  +2  -2
 Max Burden   144.0   Health      0:49   Perception   4 =  3  +1
 Depth         350'   Voice      24:24   Will         5 =  3  +1      +1
 Min Depth     300'                      Smithing    13 =  8  +1  +3  +1
 Light Radius     2                      Song         1 =  0  +1

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





  [Last Messages]

> You hit the Easterling warrior!
> You have slain the Easterling warrior.
> You hit the Orc warrior.
> The Orc warrior charges you.
> *** LOW HITPOINT WARNING! ***
> You miss the Orc warrior.
> The Orc warrior misses you.
> You hit the Orc warrior.
> The Orc warrior misses you.
> You hit the Orc warrior.
> The Orc warrior hits you...
> *** LOW HITPOINT WARNING! ***
> You hit the Orc warrior.
> The Orc warrior hits you.
> You die.


  [Screenshot]

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  [Equipment]

a) a Battle Axe (-2,3d4) 4.5 lb
   It does extra damage when wielded with both hands.  
b) (nothing)
c) a Jet Ring of Evasion [+2]
d) a Chalcedony Ring of Accuracy (+2)
e) (nothing)
f) a Brass Lantern (4880 turns)
g) Leather Armour [-1,1d4]
h) (nothing)
i) a Round Shield of Deflection [+2,1d3]
   It cannot be harmed by the elements.  
j) a Helm [-1,1d2]
k) a Set of Gloves of the Forge <+3>
   It improves your smithing by 3.  
l) a Pair of Greaves [-1,1d3]
m) 99 Arrows
   They can be shot by a bow.
n) 99 Arrows
   They can be shot by a bow.


  [Inventory]

a) 2 Yellow Herbs of Terror
b) a Russet Herb of Healing
c) 5 Pieces of Dark Bread
d) a Murky Brown Potion of Orcish Liquor
e) a Smoky Potion of True Sight
f) 2 Dark Potions of Slow Poison
g) a Shimmering Potion of Constitution
h) a Black Potion of Blindness
i) an Azure Potion of Confusion
j) a Crimson Potion of Disconnection
k) a Runed Staff of Freedom (5 charges)
l) a Walnut Staff of Self Knowledge (1 charge)
m) an Emerald Ring of Perception <+1>
   It improves your perception by 1.  
n) a Ruby Ring of Hunger
   It increases your hunger.  
o) a Dragon Tooth Amulet of Grace <-1> {cursed}
   It decreases your grace by 1.  It sustains your grace.  It is
   cursed.  
p) a Lesser Jewel of Grace <+1>
   It increases your grace by 1.  
q) a Crown of Grace <+1>
   It increases your grace by 1.  It cannot be harmed by the
   elements.  
r) 3 Daggers (Poisoned) (+0,1d5) {@t1} 1.5 lb
   They are branded with venom.  It can be thrown effectively
   (11 squares).  
s) a Longsword (+0,2d6) [+1] 2.0 lb
t) 6 Spears (-1,1d9) {@t2} 18.0 lb
   It can be thrown effectively (5 squares).  It does extra
   damage when wielded with both hands.  It counts as a type of
   polearm.  
u) a Battle Axe of Final Rest (-3,3d4) 4.5 lb
   It slays undead.  It grants you freedom of movement.  It does
   extra damage when wielded with both hands.  
v) a Shovel (-3,2d2) <+1> 6.0 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  


  [Notes]

Serim of the Naugrim
Entered Angband on 20 Jan 2017

   Turn     Depth   Note

      0     50 ft   (Armoursmith)
      0     50 ft   (Enchantment)
      0     50 ft   (Jeweller)
    410    100 ft   Made a Set of Gloves of the Forge <+2>  0.5 lb
    542    100 ft   Made a Chalcedony Ring of Accuracy (+2)  0.1 lb
    696    100 ft   Made a Jet Ring of Evasion [+2]  0.1 lb
    887    150 ft   (Eye for Detail)
  1,104    150 ft   Made a Lesser Jewel of Grace <+1>  0.1 lb
  1,227    150 ft   Made a Round Shield of Deflection [+2,1d3]  5.0 lb
  1,348    150 ft   Made a Crown of Grace <+1>  3.0 lb
  1,483    150 ft   Encountered Gorgol, the Butcher
  1,548    150 ft   Slew Gorgol, the Butcher
  4,368    300 ft   (Artifice)
  4,764    300 ft   Fell through a false floor

  5,771    350 ft   Slain by an Orc warrior.
  5,771    350 ft   Died on 20 January 2017.




  ['Score' 007094229]


Posted on 21.1.2017 03:33
Last updated on 21.1.2017 04:43

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1978. on the Sil Ladder (of 2253)

Comments

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On 21.1.2017 03:34 protopulse wrote:
150 feet 3 use enchanted forge...

On 21.1.2017 04:31 protopulse wrote:
Wow...what a mess this game has been. Just threw myself off a false floor on purpose. Feel like I can't kill anything. Orc champions? Easterling warriors? Forget it.

On 21.1.2017 04:44 protopulse wrote:
Well, that was just a matter of time. Even if I didn't die there, probably would have died very soon after with the way I was using my consumables. Easterling/orc/troll/warg packs just too much. Not sure why I felt so weak.

On 21.1.2017 04:53 protopulse wrote:
Oh derp, I had a healing herb. Either way, I don't think that run was going anywhere. A look around 350 feet showed that there were no forges there either.

I was probably forced off of levels a bit too much. After the 150 feet enchanted forge, which was too early for me to make much, I didn't see another forge.

I want to say I got forced to the stairs 3 times that game. As much as I hate relying on them, I would have died many times over that game if I didn't use them. After killing Gorgol, my HP was at a level such that his horde didn't budge after his death and continued to pursue me. It was probably certain death to stay. My first encounter with a orc champion was in a 1v1. I had him take me down from full HP to like 15 HP so I had to bail. Even with consumables I was just no match for him. And the last time was when I got forced to run myself into a false floor. I opened a door, there was a nighthorn, never found a bow all game so I went up to it and slashed at it, but there were 2 orc champions hidden in the darkness. They got 1-2 hits on me each and I found myself from full HP to like 1/4 HP. Ate an herb of terror and tried to backpedal to stairs. Found two orc warrior patrols there instead. So I got forced to run the other way. No way I could have killed an orc captain, 2 orc champions, some easterling warriors, a mountain troll, and some orc warriors, so I just beelined for the false floor.

On 21.1.2017 04:56 protopulse wrote:
That was a really fun game though. At times, I felt like I was playing a rogue. I was taking advantage of line of sight, waiting for orc archer patrols to walk past before sprinting for the next hallway, etc. One thing that maybe have helped was taking finesse/power/charge rather than investing so heavily into stats. I always feel stats should give me the most bang for my XP, but don't know how true that is.

On 21.1.2017 04:57 debo wrote:
Non-smithing dwarves are way more fun than smithing ones imo. Fine battleaxes are pretty common early, just doublehand one of those and play like a brawler and it can be really fun.

On 21.1.2017 04:59 protopulse wrote:
I really like the fine battle axe. Got to cleave through easterling warriors pretty well, unlike when I use longswords. It's too bad I was also taking a lot of hits. I'd get all proud that I managed to get +10 to-hit and +10 evasion as a dwarf, but be quickly reminded that that means nothing and the dungeon will still happily kick my ass.

On 21.1.2017 05:03 wobbly wrote:
The other option is getting smithing later. Belegost's dex gives them a tough time, without every avaliable pt in melee/evasion just staying alive becomes dicey.

On 21.1.2017 05:06 protopulse wrote:
Hmm...non-smithing dwarves. I guess their main perk is high con and str? So grab an axe and go with the power/charge/knockback?

I honestly haven't played many non-smithing characters. I feel like they're too reliant on what the dungeon gives them. Basically very high variance. It's not like DCSS where you have acquirement scrolls and good base weapons drop like candy after the mid game (a little exaggerated but even if you had a great sword of flaming - guaranteed drop from fire giants - you could enchant it up and use that for a 3 rune game). There are no enchant scrolls here. It's very rare to find a sharpness/branded weapon (since it'd have to be an artefact). I suppose good players could beat Sil or maybe even 3-Sil it without a sharpness/branded weapon...Just a double fine longsword could do if you grab two weapon fighting or something.

On 21.1.2017 05:10 protopulse wrote:
@wobbly Yea...that could very well be the reason I was struggling so much. With only smithing affinity (not mastery), grabbing 4 smithing abilities early is very costly, not to mention taking 3-4 grace when their base grace is 1. Might be wise to just drop a few points in smithing, craft some +1 rings of accuracy/evasion, then ignoring it for mid game, before pulling it back out in the end game. I can't help but feel better players could have pulled it off and there was some problem with my approach though. Will continue to mess with it.

On 21.1.2017 05:45 debo wrote:
I feel the opposite about smithing, in 1.3 the game drops so much good stuff that you're going to eventually find something awesome, unlike smithing which gimps you really hard for the prospect of having control over what you find, but not when. It just really doesn't seem worth it unless you want to flex by making something insane, which I can totally appreciate.

You should be able to get to 600' just with melee, evasion, and a small amount of perception and will to stop yourself from going nuts. If you practice doing that for awhile, it'll stop you from making any major build decisions that will prevent you from specializing yourself out of a good drop that might show up by then.


On 21.1.2017 06:08 protopulse wrote:
You could very well be right about that. And perhaps my expectations are a bit high. There are a lot of artefacts that could be good if you change your build a little. I'm thinking I need Anguirel, Anglachel, Burkfelek, Ringil, Celeg Aithorn, Glamdring, Angrist, Aeglos, Gaurin, or Saithnar (actually now that I wrote it out, that's more than I expected), but a lot of those are probably overkill. Another perk for smithing is that you suffer a weaker early/mid game, but your late game is pretty much guaranteed to be great as long as you find _revelations or have at least 5k turns to scum 950 feet. You'll never run the risk that absolute awful luck on gear leave you unable to take on the throne room.

So you think if I ignore the first few forges, and hold off on smithing until maybe 750 feet, that that won't have long term consequences? I'd still need to find enough forges to craft my smithing kit (3 use forge for hammer, 1 for crown, 1 for amulet, 1 for light, 1 for gloves). And I'm a bit unsure how best to manipulate turn count after reaching 950 feet to maximize forges (with or without _revelations) or how many turns you should aim for to reach 950 feet by.

On 21.1.2017 06:10 protopulse wrote:
(Actually just remembered something else...if I delay smithing investment, that'd mean I'd have to play the ID minigame or get loremaster manually...I've done games before without loremaster, but the inventory management aspect of it is really painful)

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