The Angband Ladder: Galacir, Naugrim Nogrod no-class by protopulse

  [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

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1152. on the Sil Ladder (of 2253)

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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.

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