[Sil 1.3.0 Character Dump]
Name Galacir Age 148 Str 4 = 3 +1
Sex Male Height 4'4 Dex 3 = 2 +1
Race Naugrim Weight 159 Con 5 = 4 +1
House Nogrod Gra 3
Game Turn 17,731 Melee (+17,3d9) Melee 17 = 15 +3 -1
Exp Pool 4,260 Bows (+2,2d7) Archery 2 = 0 +3 -1
Total Exp 47,460 Armor [+18,6-20] Evasion 18 = 14 +3 +1
Burden 124.8 Stealth -10 = 0 +3 -5 -8
Max Burden 207.3 Health 0:49 Perception 6 = 3 +3
Depth 750' Voice 10:34 Will 8 = 5 +3
Min Depth 700' Song Sharpness Smithing 14 = 9 +3 +2
Light Radius 4 Song 13 = 10 +3
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]
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You miss Belegwath, Balrog of Shadow. <3x>
> An unseen foe blocks your way.
> You miss it.
> You miss Belegwath, Balrog of Shadow.
> Belegwath, Balrog of Shadow whips you.
> Belegwath, Balrog of Shadow tries to disarm you, but you keep a grip on your
weapon.
> You miss Belegwath, Balrog of Shadow.
> An unseen foe blocks your way.
> You hit it.
> Belegwath, Balrog of Shadow hits you!
> You are enveloped in flames!
> You die.
> Illegal response to a 'yes/no' question! <2x>
[Screenshot]
#####
] #
R #
R@#
#
#
+####
[Equipment]
a) a Bastard Sword (-1,3d4) [+1] 4.5 lb
It does extra damage when wielded with both hands.
b) a Longbow of Gondolin (+0,2d5) 2.0 lb
It slays orcs and trolls. It can shoot arrows 20 squares
(with your current strength).
c) a Pearl Ring of Dexterity <+1>
It increases your dexterity by 1. It sustains your dexterity.
d) an Emerald Ring of Evasion [+2]
e) an Amber Amulet of Constitution <+1>
It increases your constitution by 1. It sustains your
constitution.
f) a Feanorian Lamp of Brightness
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 Mithril Shield of Protection [+0,1d7]
It cannot be harmed by the elements.
j) The Dwarf Mask 'Dawn' [-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) The Set of Gloves of Brethil (+1)
It sustains your dexterity. It cannot be harmed by the
elements. It grants you the ability: Throwing Mastery.
l) a Pair of Mithril Greaves of Free Action [+0,1d2]
It grants you freedom of movement. It cannot be harmed by
the elements.
m) 57 Arrows (+3)
They can be shot 20 squares (with your current strength and bow).
n) 89 Arrows (Poisoned)
They are branded with venom. They can be shot 20 squares
(with your current strength and bow).
[Inventory]
a) 7 Grey Herbs of Rage
b) 2 Yellow Herbs of Healing
c) 2 Wrinkled Herbs of Restoration
d) a Clear Potion of Miruvor
e) a Sky Blue Potion of Healing
f) 3 Black Potions of Voice
g) 4 Sparkling Potions of Slow Poison
h) 3 Sparkling Blue Potions of Quickness
i) 2 Bright Orange Potions of Dexterity
j) 3 Vermilion Potions of Constitution
k) an Emerald Potion of Grace
l) a Topaz Ring of Venom's End
It provides resistance to poison.
m) a Driftwood Amulet of Grace <+1>
It increases your grace by 1. It sustains your grace.
n) a Brass Lantern of True Sight (6650 turns)
It provides resistance to blindness and hallucination. It
grants you the ability to see invisible creatures.
o) a Lesser Jewel of Grace <+1>
It increases your grace by 1.
p) a Shadow Cloak of Warmth [+4] <+2>
It improves your stealth by 2. It provides resistance to
cold. It creates an unnatural darkness.
q) a Crown of Grace <+1>
It increases your grace by 1. It cannot be harmed by the
elements.
r) a Helm [+0,1d3] {@w4}
s) a Longsword of Doriath (+1,2d6) [+1] 3.5 lb
It slays wolves and spiders.
t) 2 Throwing Axes (+0,2d4) {@t2} 3.0 lb
It can be thrown effectively (11 squares).
u) The War Hammer 'Dreamweaver' (-2,4d1) <+4> 5.0 lb
It improves your smithing by 4. It cannot be harmed by the
elements. It does extra damage when wielded with both hands.
v) a Mattock of Belegost (-5,5d2) <+3> 13.0 lb
It improves your tunneling by 3. It requires both hands to
wield it properly.
[Notes]
Galacir of the Naugrim
Entered Angband on 27 Mar 2017
Turn Depth Note
337 50 ft (Armoursmith)
337 50 ft (Jeweller)
337 50 ft (Enchantment)
436 50 ft Made a Set of Gloves of the Forge <+2> 0.5 lb
567 50 ft Made an Emerald Ring of Evasion [+2] 0.1 lb
698 50 ft Made a Chalcedony Ring of Accuracy (+2) 0.1 lb
870 100 ft (Eye for Detail)
3,542 300 ft Encountered Gorgol, the Butcher
3,569 300 ft Slew Gorgol, the Butcher
4,246 300 ft (Artifice)
4,672 300 ft Made The Dwarf Mask 'Dawn' [-2,1d2] 8.0 lb
4,674 300 ft Found The Mail Corslet of Gundor
4,713 300 ft (Power)
5,167 350 ft Made a Lesser Jewel of Grace <+1> 0.1 lb
6,700 350 ft Made a Crown of Grace <+1> 3.0 lb
6,850 350 ft Made a Driftwood Amulet of Grace <+1> 0.1 lb
6,998 350 ft Made a Set of Gloves of Strength <+1> 0.5 lb
7,910 400 ft Encountered Othrod, the Orc Lord
7,961 400 ft Slew Othrod, the Orc Lord
9,308 450 ft Encountered Uldor, the Accursed
9,417 450 ft Slew Uldor, the Accursed
10,791 500 ft Encountered Gilim, the Giant of Eruman
10,802 500 ft Slew Gilim, the Giant of Eruman
10,925 500 ft Found The Set of Gloves of Brethil
11,852 550 ft Found The Mail Corslet of Durin
12,129 550 ft Made an Amber Amulet of Constitution <+1> 0.1 lb
12,310 550 ft Made a Feanorian Lamp of Brightness 1.0 lb
12,321 550 ft (Song of Aule)
12,553 550 ft (Clarity)
12,604 550 ft Encountered Duruin, Least of the Balrogs
12,633 550 ft Destroyed Duruin, Least of the Balrogs
12,715 550 ft Encountered Ulfang the Black
12,729 550 ft Slew Ulfang the Black
13,427 550 ft Made a Pair of Mithril Greaves of Free Action [+0,1d2]
4.0 lb
14,077 600 ft (Song of Sharpness)
14,192 600 ft (Flanking)
14,192 600 ft (Keen Senses)
15,353 650 ft Found The Shortsword of Amrod
15,920 650 ft (Weaponsmith)
16,069 650 ft Made a Mattock of Belegost (-5,5d2) <+3> 13.0 lb
16,108 650 ft Made a Pair of Boots of Treacherous Paths [+0,1d1] 2.0
lb
16,430 650 ft Made The War Hammer 'Dreamweaver' (-2,4d1) <+4> 5.0 lb
16,432 650 ft 28 smithing!
16,432 650 ft 30 smithing to make +2 con/grace amulets
16,608 700 ft Encountered Umuiyan, the Doorkeeper
16,635 700 ft Encountered Delthaur, Balrog of Terror
16,781 700 ft Destroyed Delthaur, Balrog of Terror
16,781 700 ft Found The Hauberk of Maedhros
16,916 700 ft Slew Umuiyan, the Doorkeeper
17,698 750 ft Encountered Belegwath, Balrog of Shadow
17,731 750 ft Slain by Belegwath, Balrog of Shadow.
17,731 750 ft Died on 28 March 2017.
['Score' 015082269]
|
Posted on 28.3.2017 01:59
Last updated on 28.3.2017 17:58
Download this dump
1152. on the Sil Ladder (of 2253)
Comments
Jump to latest
On 28.3.2017 02:01 protopulse wrote: Another promising run...early mithril greatsword and mail corslet of gundor means I hit hard. No shield of deflection or defender longsword means I get hit a lot more though. Going to have to be careful, especially around wargs and archers.
On 28.3.2017 02:06 protopulse wrote: Sitting on a 4 use forge right now. Buuut, no ,restoration and no !grace. Or !con, !str, and !dex. Game's a bit stingy with potions this time around. At least I have 5 !orcish liquors, 2 herbs of rage, and a ,healing in case I get into a bad spot.
Already thinking about getting song of aule and song of sharpness online sooner than usual. 3d10 (3d5 + extra 4 sides from strength + 1 side from power) with song of sharpness should let me take care of raukos and death blades and advert the crisis that befell Galacir the First. I have crowd fighting from mail corslet of gundor. Not entirely sure how to make the best out of that because I don't like the idea of getting surrounded. Unless I get whirlwind...? Not too experienced with heavy armour builds either. I have 47 lbs on me though, so heavy armour use would get me an extra 1d3 of protection.
On 28.3.2017 04:28 protopulse wrote: Dang, Gundor AND Durin. Game really wants me to go heavy armour. Durin's really nice for that rCold too, although I wish it came a little earlier, when I was fighting Gilim. Thank god I had a !elemental resistance. Else I'm fairly certain I was dead right there. Gloves of Brethil is kind of awkward to have, considering I made myself a set of gloves of strength. However, I actually don't have any 5 lb weapons yet (when I use my herb of restoration I'll have 5 strength). So perhaps I'll just ditch the gloves and put on the Gloves of Brethil. I actually don't know why throwing mastery has such a poor reputation. I actually use throwing quite a lot, especially since dwarves suck at archery.
On 28.3.2017 04:34 protopulse wrote: My turn count is pretty shitty, but that's not too surprising. I'm playing really carefully, hugging walls, exploring every nook and cranny. Going to continue to play like this until I get more comfortable I think. No _rev this game yet...but those spawn around uh...650 feet on average?
I'm sitting on a 3 use forge right now. And what I think I'm going to do is remake my faenorian lamp into a faenorian lamp of brightness, make an amulet of con +1, and then explore the level looking for mithril. If I find some, I can make mithril gauntlets of the forge <+3>. Smithing kit items absolutely cannot be destroyed since it sets me back so much.
If my calculations are correct, if I put my XP towards song and get song of aule now, then restore my grace, I can have 20 smithing.
On 28.3.2017 04:38 protopulse wrote: I guess I'm not in much of a hurry to get robes of great speed this game. If anything I want that ego on my boots or rings because my armour selection is so amazing. I'm thinking of making some gloves (<+1> dex, Opportunist) or boots (<+1>dex, Free action) when I hit 24 smithing, especially the former. I really don't know what else I can do to take care of Kemenraukos later other than getting opportunist and song of sharpness online ASAP. Song of sharpness I really want because I detest deathblades so much.
On 28.3.2017 05:00 protopulse wrote: Err miscalculation, I guess I have 22 smithing right now? Oops.
9 smithing + 2 affinity + 3 grace + amulet of grace (1) + crown of grace (1) + gauntlets of the forge (2) + lesser jewel of grace (1) + song of aule (3) = 22
Regardless I think I want 24-26 smithing on my next forge so I can make that war hammer of smithing. Would have to get weaponsmithing too though...which is another 1500 XP.
On 28.3.2017 05:05 protopulse wrote: Uh a little change in plans...Duruin destroyed my staff of light and my source of free action (battleaxe of final rest). I forgot Balrogs can do that...hell it feels like anything past 500 feet can destroy your beloved possessions.
But he also dropped a mithril shield of protection [0,1d7] and a +3 gauntlets of the forge. I'm so tempted to use that shield. But I have no one handed weapon! Especially one that could make use of my abundance of strength. Not sure what to do here....maybe explore the rest of the level first.
On 28.3.2017 05:12 protopulse wrote: And does anyone have tips for how to protect your potions from frost? I just lost like 1 !orcish liquor and 1 !quickness to a sapphire serpent...
On 28.3.2017 05:22 protopulse wrote: 13.5k turns to 600 feet. 11k turns to do the same on my archer. God I'm slow this run...
On 28.3.2017 05:57 protopulse wrote: Oh shit, a grotesque. Forgot about those things...
On 28.3.2017 06:13 protopulse wrote: WTF a 2 use forge this late? Gdi, what can I even make now that I have 24 smithing?
On 28.3.2017 06:17 protopulse wrote: Other than marginally better rings (+1 damage, +3 eva, or +3 acc), I'm drawing a blank here...I feel like I might be better off just skipping this forge altogether?
On 28.3.2017 06:33 protopulse wrote: Oh wait, a 3 use forge on the same level. Uhh....I guess I'll pause here and think about what I want to make then? Probably a +4 smithing war hammer on the 3 use forge.
As for the 2 use forge, I'm leaning towards leaving it alone. +1 to acc or evasion isn't worth wasting 210 turns over...even if I make an amulet of the blessed realm <+1>, I'd probably use the <+1> Con amulet over it anyways unless in fringe cases. And I'm not seeing what else I could make on it.
Actually, now that I think about it, it seems like 2 use forges are practically useless come late game. The only things that are worthwhile to make are <+2> Con or <+2> Gra amulets. And maybe some rings...
On 28.3.2017 06:36 protopulse wrote: I also got pricked by a needle and therefore strength drained, which made me downgrade to a 3.5 lb (+1, 2d6) [+1] longsword of doriath instead of my 4.5 lb (-1, 3d4)[+1] bastard sword. Had to drop Durin due to weight issues, but now that I have both rCold and rFire, it's not too big of a loss. Ironically, I got both of those swords out of the chest that had the needle trap.
On 28.3.2017 07:00 protopulse wrote: Thinking about getting perception a little higher for raukobane...but not sure how good raukobane actually is and if it's worth the investment when I could just put XP directly into melee/evasion. Will for poison resistance might be nice too so I don't have to keep carrying around that mail corslet of venom's end. But I could also make an artefact with poison resistance on my next 3 use forge...
My turn count is still behind schedule by 1-2k turns, but at least I'm alive I suppose. If I don't find a _rev soon, I might actually not get to make much this game. At the very least, I want to make a ring of great speed, which is 36 difficulty. 24 smithing right now. If I factor in the smithing war hammer, I'm short 8. That's 10.8k XP into smithing. Doesn't seem...too bad. Just have to balance it correctly with my combat stats.
On 28.3.2017 07:30 protopulse wrote: Part 1: https://www.youtube.com/watch?v=FvGfYLxL9aE
Part 2: https://www.youtube.com/watch?v=uM8DLczUF2o
Part 3: https://www.youtube.com/watch?v=p7CmebHEhT8
On 28.3.2017 16:18 protopulse wrote: Oh...I'm short 90 XP. 1500 to get weaponsmithing. Another 400 to add +4 smithing to it. Dang it. Where do I go to find 90 XP now that the whole floor is cleared? I shouldn't have gotten flanking.
On 28.3.2017 16:22 protopulse wrote: Nevermind, I think I got this. Make a boots of treacherous paths and a mattock of belegost on the 2 use forge. Then come back and make that smithing war hammer...
On 28.3.2017 17:06 protopulse wrote: Holy shiiiiit. Umuiyan and Delthaur both right after I got on 700 feet. Even with !quickness I couldn't kill Umuiyan. He's just too fast and too agile for me. Ended up having to rely on my 0 archery instead because a +2 in archery has more of a chance of hitting him with his evasion halved than me in melee (can't get any chances to hit him and even when I do, I just whiff).
I think this is a warning to focus on my combat stats now. I ended up wasting 4 of my 7 restorative items here, and 2 !quickness. I guess flanking did pay off in the end. It helped me take out Delthaur. Hope I don't see Oikeroi or Tevildo soon because I'm gonna have trouble landing anything on them with +17 melee.
In the chaos that ensued, I found myself a 5 use _rev. Not in a hurry to find forges just yet...but that'll come in handy soon. If I find an extra one, I'll start using it just to see floor layouts. And to think creeping horrors gave trouble to Galacir the First. I guess I've come a long way.
On 28.3.2017 17:55 protopulse wrote: RIP. Tried to conserve my consumables when I was half health because of the previous encounter and Belegwath landed a lucky crit.
On 28.3.2017 18:00 protopulse wrote: Belegwath had like 2 stars of hp left. I just got a little greedy because he was barely hitting me all fight and thought he wouldn't hit me another time. Looking around the map of 750 feet, I probably should have just drank a !healing since there were plenty around to replace the ones I lost.
On 28.3.2017 23:10 protopulse wrote: Oh wait...wtf? Why was he unseen? I had on a faenorian lamp of brightness, and the ringrauko beside him doesn't generate darkness...Is 4 light radius not enough?
On 29.3.2017 00:26 ripforareason wrote: You really want the dodging + flanking + finesse + zoc package to get the most out of those abilities. Clarity isn't really needed until around 800' (basically when you meet your first young cold drake). Evasion-orientation is best for these characters because crowns and robes get a difficulty reduction, allowing you to stack more resistances (mostly importantly rFear).
On 29.3.2017 00:30 ripforareason wrote: Basically, you want to craft that perma-haste item as soon as is reasonably possible. Speed robes are only 25 difficulty, 29 for an evasion bonus. You don't need to rush weaponsmith too hard.
On 29.3.2017 01:42 protopulse wrote: What I wanted to do was try to delay my speed item because I already had solid choices in the body slot. Another thing was I wanted a heavy armour speed item, not a light armour one. And I didn't want to become reliant on great speed either.
Getting flanking was because I realized I had a lot of !quickness and those two synergize really well. If you look, I actually went (power) this game, not (finesse) due to that early mithril greatsword. You're right that crown/robes are easier to make, so perhaps the smart thing to do is to go light on armour when you smith. Clarity was only 500 XP, but yea, probably not altogether necessary until very late. I've met a couple young cold drakes this game though (pre-800 feet).
This death was a little of me getting bored (my mind tends to wander when I get to 700 feet or so, no idea why) and the rest me being greedy. If I didn't encounter Umuiyan and Delthaur together on 700 feet, I'd be alive still for sure. I knew Belegwath hits ridiculous hard (3d10 iirc), even with rFire, and I had around 20 HP at the time. So I knew at the time that I should have healed. But I figured I'd take the chance and he punished me for it.
If I were to go with dodging + flanking + finesse + zoc, I honestly wouldn't know how to squeeze in the XP for it. I'd have to sacrifice combat stats or smithing for sure.
On 29.3.2017 23:30 ripforareason wrote: I just go for 14 base melee/evasion by the throne room. If you had a helm with no evasion penalties and a round shield of deflection along with Dodging you would have a ton more evasion in a given fight. I used to think dwarf masks were good but I really prefer just having a ring of rF and a helm with no evasion penalty.
On 30.3.2017 01:11 protopulse wrote: 14 base is surprisingly low, but it's been so long since I got a character that deep that I could be mistaken. Where do you find a ring of rF? Or do you craft it mid game? I haven't been able to find one reliably the last few games. Dodging/flanking + round shield of deflection does sound pretty ridiculous. I need more experience fighting in the open but will have to try it sometime.
The reason I prioritize dwarf masks is because I can sometimes sneak in a rFear into it, for only 16 difficulty. rFear and rFire takes a lot of the bite out of balrogs, and I'm not sure how else you're going to find those two resistances reliably. Actually not entirely sure how non-smithers deal with it unless they blow a !elemental resistance each time they encounter a rauko unique or even Gilim.
On 7.4.2017 21:35 protopulse wrote: Oh...TIL Belegwath means mighty shadow, and he has that name for a reason. You need 5-6 light radius for him. So...lighted room (1). Faenorian lamp of brightness (4). And inner light (1) would do it. Or just carry around 2 faenorian lamps and drop one on the floor... How do people who don't smith deal with him? Never played much with non-smiths.
Write comment:
Related dumps:
Galacir, L15082269 Naugrim Nogrod no-class
1153rd in Sil (1.3.0) by protopulse (100%)
Seen 717 times.
|