[Sil 1.3.0 Character Dump]
Name Galacir Age 148 Str 3
Sex Male Height 4'4 Dex 2
Race Naugrim Weight 159 Con 4
House Nogrod Gra 2 = 3 -1
Game Turn 9,941 Melee (+15,3d8) Melee 15 = 11 +2 +2
Exp Pool 1,196 Bows (+3,2d8) Archery 3 = 0 +2 +2 -1
Total Exp 27,396 Armor [+17,3-11] Evasion 17 = 12 +2 +3
Burden 116.3 Stealth 0 = 0 +2 -2
Max Burden 172.8 Health -1:41 Perception 6 = 4 +2
Depth 550' Voice 28:28 Will 7 = 5 +2
Min Depth 450' Smithing 14 = 8 +2 +2 +2
Light Radius 2 Song 2 = 0 +2
You are the only child of a Dwarven Craftsman. You are the black sheep
of the family. You have dark brown eyes, straight brown hair, a three
foot beard, and a dark complexion.
[Last Messages]
> You hit the Werewolf.
> You miss the Werewolf.
> The Werewolf misses you.
> The Werewolf bites you.
> You have been poisoned.
> The Snow troll bites you.
> You are covered with frost!
> You hit the Snow troll!
> You hit the Snow troll.
> Uldor, the Accursed turns to fight!
> You hit the Snow troll.
> *** LOW HITPOINT WARNING! ***
> The Easterling archer fires an arrow.
> It hits!
> You die.
[Screenshot]
.@.
... )
.T.R.T
..@C.
.....
%##%###
[Equipment]
a) The Greatsword of Saithnar (+0,3d5) [+1] {@w3} 7.0 lb
It slays undead. It cuts easily through armour. It grants
you the ability to see invisible creatures, but it also draws
wraiths to your level. It cannot be harmed by the elements.
It requires both hands to wield it properly.
b) a Longbow of Radiance (+0,2d6) 2.5 lb
It fires shining arrows. It can shoot arrows 20 squares
(with your current strength).
c) an Adamant Ring of Accuracy (+2)
d) a Jet Ring of Evasion [+2]
e) a Golden Amulet of Constitution <+0> {Con}
It increases your constitution by 0. It sustains your
constitution.
f) a Brass Lantern (4168 turns)
g) Studded Leather of Protection [-1,1d7]
It cannot be harmed by the elements.
h) a Cloak [+2]
i) (nothing)
j) The Dwarf Mask 'Monolith' [-2,1d2] {@w5}
It provides resistance to fire and fear. It cannot be harmed
by the elements. It grants you the ability: Lore-Master.
k) a Set of Gloves of the Forge <+2>
It improves your smithing by 2.
l) a Pair of Boots [+0,1d2]
m) 90 Arrows
They can be shot 20 squares (with your current strength and bow).
n) 24 Arrows (+3)
They can be shot 20 squares (with your current strength and bow).
[Inventory]
a) 3 Mottled Herbs of Rage
b) a Grey Herb of Healing
c) a Black Herb of Restoration
d) a Clear Potion of Miruvor
e) 7 Murky Brown Potions of Orcish Liquor
f) a Sparkling Blue Potion of Clarity
g) a Black Potion of Healing
h) 2 Copper Speckled Potions of True Sight
i) 3 Sparkling Potions of Slow Poison
j) 8 Yellow Potions of Quickness
k) 2 Crimson Potions of Strength
l) 2 Green Potions of Dexterity
m) a Grey Potion of Constitution
n) a Mahogany Staff of Light (5 charges)
o) a Birch Staff of Recharging (3 charges)
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) a Helm [-1,1d2]
s) a Set of Gauntlets [+0,1d1]
t) The Shortsword 'Dagmor' (+2,1d8) [+1] <+1> {@w1} 2.0 lb
It increases your grace by 1. It provides resistance to fear.
It lights the dungeon around you. It cannot be harmed by the
elements.
u) a Longsword (+0,2d6) [+1] {@w4} 3.0 lb
v) 10 Throwing Axes (+0,2d4) {@t2} 15.0 lb
It can be thrown effectively (9 squares).
w) a Shovel (-2,2d2) <+1> 7.0 lb
It improves your tunneling by 1. It requires both hands to
wield it properly.
[Notes]
Galacir of the Naugrim
Entered Angband on 26 Mar 2017
Turn Depth Note
0 50 ft (Armoursmith)
0 50 ft (Jeweller)
0 50 ft (Enchantment)
342 50 ft Made a Set of Gloves of the Forge <+2> 0.5 lb
483 50 ft Made a Jet Ring of Evasion [+2] 0.1 lb
648 50 ft Made an Adamant Ring of Accuracy (+2) 0.1 lb
1,504 150 ft (Eye for Detail)
1,684 150 ft Made a Round Shield of Deflection [+2,1d3] 5.0 lb
1,806 150 ft Made a Crown of Grace <+1> 3.0 lb
2,796 250 ft Encountered Gorgol, the Butcher
2,820 250 ft Slew Gorgol, the Butcher
4,438 350 ft Found The Shortsword 'Dagmor'
4,852 350 ft Found The Greatsword of Saithnar
6,276 450 ft (Artifice)
6,396 450 ft Encountered Othrod, the Orc Lord
6,480 450 ft Slew Othrod, the Orc Lord
7,662 450 ft NO INVENTORY SPACE AHHHH
7,927 500 ft (Finesse)
7,927 500 ft (Parry)
8,080 500 ft (Keen Senses)
8,393 500 ft Made The Dwarf Mask 'Monolith' [-2,1d2] 8.0 lb
8,569 500 ft (Flanking)
9,790 500 ft Made a Lesser Jewel of Grace <+1> 0.1 lb
9,907 550 ft Encountered Uldor, the Accursed
9,941 550 ft Slain by an Easterling archer.
9,941 550 ft Died on 26 March 2017.
['Score' 011090059]
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Posted on 27.3.2017 00:15
Last updated on 27.3.2017 03:36
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1531. on the Sil Ladder (of 2253)
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On 27.3.2017 00:19 protopulse wrote: Uhh...I guess the RNG finally decided to be nice to me? After two games of getting to 500+ feet without finding a single artefact, I ended up finding both Dagmor and Saithnar on 350 feet. But...knowing me, I'm gonna kill myself on something stupid pretty soon. I already almost died because I got blinded by a dark serpent. No 3 use forge yet means I don't know what half of my consumables do. And being -1 con drained without a restoration herb makes me pretty squishy. I'm trying to keep using saithnar to a minimum because shadows can absolutely wreck my day if they show up at the wrong time.
On 27.3.2017 00:37 protopulse wrote: LOL. -1 Strength, -2 Con, and -1 Grace drained now. Ookay.
On 27.3.2017 00:39 protopulse wrote: Forced to use-ID potions. And I'm back to 0 str and 0 con drain. What a mess. I think I'm overestimating Saithmar a bit too much.
On 27.3.2017 02:14 protopulse wrote: 500 feet and not a single restoration herb yet. Or !grace. Found a 4 use forge and made my loremaster dwarf mask. Going to wander around looking for a piece of mithril instead of crafting the rest of my smithing kit. Don't want to deal with unnecessary grace drain if I don't have to.
On 27.3.2017 02:25 protopulse wrote: Using Dagmor more as a light stick than a weapon. +1 grace is also really nice. The only thing it hurts seems to be giants, wargs, and trolls, basically stuff with next to no protection but a lot of hp. I leave my (0, 2d6) longsword and Saithnar to deal with the rest. Really love how Saithnar rips orc uniques, serpents, rauker, and easterlings to shreds. If I was playing an elf, I may have just wielded it all the time. But as a lowly dwarf who is running a XP deficit due to smithing investment, I don't have enough faith in my raw stats to be able to handle the kinds of wraiths that it may draw to me.
Haven't see too many forges this game, but I'm not too bothered. Smithing gets really awkward after you reach around 18 smithing, around 600 feet from what I can tell. You want to reach 25-26 smithing ASAP for great speed robes/smithing war hammer/+2 Con Helmets, etc. but to do so, you have to pour almost all of your incoming XP into smithing. I'm sure it'll get easier as I get more experience with it, but as of right now, XP management is a real challenge. I think either way, you really need (crowd fighting) or (flanking) around that depth regardless of your smithing or combat stats because of how kemenraukos and cat warriors work.
On 27.3.2017 02:29 protopulse wrote: Also, not entirely sure the best strategy to keep items safe from item destruction, between all the raukos, fire drakes, and creeping horrors. Last run, I tried dropping them a few steps away and it worked for the most part, except when something caught me off guard. i.e. you think these fire drakes are alone but they have friends to back them up, and now you're forced to trek through the way you came from and risk your stuff getting burnt up as you pass through. Maybe I should just drop them near the downstairs and just pick them up when I leave the level...
On 27.3.2017 02:38 protopulse wrote: Oh yea, Saithnar means I don't have to be afraid of deathblades now huh...that's nice.
On 27.3.2017 02:39 protopulse wrote: Also an absolute ridiculous amount of !quickness this game (compared to the 2 I saw last game by 700 feet). And those things synergize really well with flanking. I guess I'll grab that.
On 27.3.2017 03:38 protopulse wrote: Whew...Easterling archer got a double crit on me...feels like I keep running into uniques and their packs right after entering new levels. The terrain wasn't too friendly for combat with archers. I got Uldor really low, but he had way too much backup. Sulraukos, snow trolls, and easterling archers from the top. Orcs from the right.
On 27.3.2017 03:39 protopulse wrote: Oh and that lone werewolf. I wasn't expecting to lose HP that fast honestly. Else I would have buffed/healed.
On 27.3.2017 04:05 protopulse wrote: Part 1: https://www.youtube.com/watch?v=gKjXcg2xNJY
Part 2: https://www.youtube.com/watch?v=CeQQRUWoQt0
On 27.3.2017 05:00 ripforareason wrote: Wraiths are all very weak. The strongest wraith that spawns is basically a Shadow, as Unmourned and Oathwraiths do very little damage, as far as I can tell. It doesn't spawn wights so you don't have to worry about stat drain. You probably just want to use Saithnar once you're able to handle 500' or so.
On 27.3.2017 05:01 ripforareason wrote: You really should just play Feanor until you get the archetype down, Naugrim are really bad. Much much worse than Feanor.
On 27.3.2017 06:52 protopulse wrote: I just like Naugrim because they get 2 free skills in the smithing tree as well as +2 aptitude. And despite dying so much, I'm still having a blast with it. Might give Feanor a whirl later anyways, although I'm not sure how winning a Feanor helps with doing better on Naugrim since the resources they can access are different. If anything, I feel like it just makes you pick up poor habits that you wouldn't get away with on Naugrim.
I feel like my biggest issue is just not approaching fights correctly. It's not Naugrim that's letting me down. It's my gameplay. Stat-wise, I don't think I was particularly lacking in the last few games. I would be doing just fine, then one specific group of enemies would wreck me. I just picked poor spots to fight. Or I couldn't find a place that was suitable. Or I skiled incorrectly. Or I buffed too late. Or I don't know where to drop my equipment to prevent them from being destroyed by fire or corrosion, and have to evacuate them mid-fight. Couple a bit of inexperience and poor decision making with poor RNG and boom, dead. I can actually make it to 500 feet or so semi-reliably. But it's around there that my luck runs out.
This might be true of most roguelikes, but I feel like kill pressure in Sil is all over the place. 90% of the time you're just chasing down trash mobs (ugh so many white wolves, orc packs, and easterlings). Then suddenly, there's that one vault. Or a unique spawns on top of a pre-existing mob. Or some mobs spawn near each other. And then, you don't get any room to breath because no matter where you look, there are enemies. This is even worse if you had just arrived on a new floor and have no idea what the floor layout is or where enemies are, but you do know there might be a forge on the level and you aren't gonna chicken out of the level without exploring it all.
I'm at the point where 1v1, I can choose how to optimally approach most enemies. I no longer die stupid deaths 1v1 to early sword spiders. I cut my bad habit of wandering around with low hp out too. Whispering shadows use to give me so much trouble, but that's pretty much a thing of the past. So pretty much, it's only the large groups of enemies that give me trouble.
e.g. wargs mixed in with easterling warriors means you can't force them to go through corridors unless you're low on hp because wargs will simply break down doors, mewlips behind orc warriors fearing you before you have access to orcish liquors, rFear, or enough will to withstand it, easterling archers behind a pack of sulraukos and werewolves (they flit about too much and you'll take too much damage from the archers trying to fight them straight on), creeping horrors with anything (have to fight creeping horrors without any destructible items on, or rain down arrows on it, but if there's something with it, it's suddenly much harder to kite that creeping horror), cat warriors and kemenrauko,
On 27.3.2017 20:46 wobbly wrote: So I watched parts of the first youtube stream & I'm noticing some stuff.
You tend to charge towards enemies that would come to you if you let them. This would make sense if you had charge & sprinting, otherwise something to look at.
At the start you're pretty careful with sticking to walls, but as soon as you see a foe or gear, you run straight down the middle. You're twice as loud in a fight & much more vulnerable if some enemies of screen hear you & come join.
I noticed at one point you're wandering into the middle of a dark room with no light, no idea what's around you, it's ..., you can get away this stuff, but..., you're a dwarf, the safety margin is lower, you're a smith, your ability to just biff your way out of trouble is lower...
Just some stuff to look at.
On 27.3.2017 23:25 protopulse wrote: Not sure what instance you're referring to, but I'm guessing that was either me getting too comfortable, or trying to save on turn count. Or a bit of both. Could try sticking to walls in later levels and see if it makes a big difference in how often enemies notice me.
As for running into the middle of a dark room, I guess I'm not too sure how to approach those exactly. I could walk a few steps in and walk back out, or trace around the edges until I meet the first enemy and back out. Of recent memory, the only time that has come back to bite me was when there was a stairs somewhere in the darkness, and a unique pack came out of it and surrounded me before I had any idea what was going on.
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