[Sil 1.3.0 Character Dump]
Name Elemna Age 90 Str 2 = 3 -1
Sex Female Height 4'1 Dex 2
Race Naugrim Weight 157 Con 4
House Nogrod Gra 3
Game Turn 8,821 Melee (+13,3d6) Melee 13 = 11 +2 -1 +1
Exp Pool 2,633 Bows (+3,2d7) Archery 3 = 0 +2 +2 -1
Total Exp 24,733 Armor [+17,5-10] Evasion 17 = 11 +2 +4
Burden 124.3 Stealth 0 = 0 +2 -2
Max Burden 144.0 Health 39:41 Perception 4 = 1 +3
Depth 550' Voice 34:34 Will 8 = 5 +3
Min Depth 400' Smithing 13 = 8 +3 +2
Light Radius 2 Song 3 = 0 +3
You are one of two children of a Dwarven Craftsman. You are a credit
to the family. You have dark brown eyes, wavy black hair, a one foot
beard, and a ruddy complexion.
[Equipment]
a) a Battle Axe (-3,3d4) {@w1} 3.0 lb
It does extra damage when wielded with both hands.
b) a Longbow (+0,2d5) 3.0 lb
It can shoot arrows 20 squares (with your current strength).
c) a Golden Ring of Accuracy (+2)
d) an Onyx Ring of Evasion [+2]
e) (nothing)
f) a Brass Lantern of True Sight (5148 turns)
It provides resistance to blindness and hallucination. It
grants you the ability to see invisible creatures.
g) Leather Armour [-1,1d4]
h) a Cloak of Warmth [+2]
It provides resistance to cold.
i) a Round Shield of Deflection [+2,1d3]
It cannot be harmed by the elements.
j) The Crown of Aelya's Will [+0,1d1] {@w5}
It cannot be harmed by the elements. It grants you the
ability: Lore-Master.
k) a Set of Gloves [+0,1d1]
l) a Pair of Greaves of Free Action [-1,1d1]
It grants you freedom of movement.
m) 81 Arrows
They can be shot 20 squares (with your current strength and bow).
n) 11 Arrows
They can be shot 20 squares (with your current strength and bow).
[Inventory]
a) 4 Mottled Herbs of Rage
b) 2 Thorny Herbs of Healing
c) 5 Pieces of Dark Bread
d) 3 Fragments of Lembas
e) 3 Flasks of oil
f) 5 Murky Brown Potions of Orcish Liquor
g) 4 Golden Potions of Healing
h) 2 Brown Potions of Slow Poison
i) a Shimmering Potion of Quickness
j) a Cloudy Potion of Strength
k) a Dark Green Potion of Dexterity
l) a Dark Potion of Constitution
m) a Maple Staff of Light (6 charges)
n) a Hauberk (-2) [-4,2d6]
o) a Great Helm of Clarity [-2,1d3]
It provides resistance to confusion, stunning, and
hallucination.
p) a Set of Gloves of the Forge <+2>
It improves your smithing by 2.
q) a Set of Gauntlets of the Forge (-1) [+0,1d1] <+2>
It improves your smithing by 2.
r) a Pair of Boots [+0,1d2]
s) The Shortsword 'Dagmor' (+2,1d8) [+1] <+1> {@w3} 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.
t) a Longsword of Shadows (+0,2d5) [+1] <+3> 2.5 lb
It improves your song by 3. It creates an unnatural darkness.
u) The Spear of Boldog (+0,1d10) {@t1} 5.0 lb
It slays wolves. It provides resistance to fear. It can be
thrown effectively (4 squares). It cannot be harmed by the
elements. It does extra damage when wielded with both hands.
It counts as a type of polearm.
v) 4 Throwing Axes (+1,2d4) {@t2} 6.0 lb
It can be thrown effectively (8 squares).
w) a Shovel (-3,2d2) <+1> 4.5 lb
It improves your tunneling by 1. It requires both hands to
wield it properly.
[Notes]
Elemna of the Naugrim
Entered Angband on 14 Apr 2017
Turn Depth Note
0 50 ft (Armoursmith)
0 50 ft (Jeweller)
0 50 ft (Enchantment)
1 50 ft Challenge: Disconnected stairs
616 50 ft Made a Set of Gloves of the Forge <+2> 0.5 lb
747 50 ft Made an Onyx Ring of Evasion [+2] 0.1 lb
964 50 ft Made a Golden Ring of Accuracy (+2) 0.1 lb
992 100 ft (Eye for Detail)
1,321 150 ft Encountered Gorgol, the Butcher
1,357 150 ft Slew Gorgol, the Butcher
3,767 300 ft (Artifice)
4,666 350 ft Found The Shortsword 'Dagmor'
5,050 350 ft hidden room...?
5,437 400 ft Encountered Boldog, the Merciless
5,459 400 ft Slew Boldog, the Merciless
5,554 400 ft wat
5,660 400 ft Made The Crown of Aelya's Will [+0,1d1] 3.0 lb
5,665 400 ft Found The Spear of Boldog
6,101 450 ft well hellothere
6,101 450 ft arent you a tad out of depth?
6,643 450 ft whyis midgame so scary!
6,667 450 ft uhh
6,669 450 ft and this is why i hate giants
6,825 450 ft GET OUT OF HERE
6,825 450 ft YOURE ALL OUT OF DEPTH
7,097 450 ft Encountered Othrod, the Orc Lord
7,114 450 ft arent you out of depth too?
7,115 450 ft (Finesse)
7,141 450 ft Slew Othrod, the Orc Lord
7,388 450 ft whew
7,620 450 ft uhh
7,802 450 ft wait i need doriath for shadow spiders
7,802 450 ft unless i get inner light fast
7,836 500 ft want restoration...
7,979 500 ft (Inner Light)
8,821 550 ft should probably clear the floor first to see if I can
8,821 550 ft find some mithril
[Challenges]
Disconnected stairs
['Score' 011091179]
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Posted on 14.4.2017 21:55
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1518. on the Sil Ladder (of 2253)
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On 14.4.2017 21:58 protopulse wrote: Pretty quick pace for me. 550 feet before 9k turns.
Thinking about getting two-weapon fighting soon. Dagmor's the only artefact I've found so far, but it's doing a fine job. Free light, 1d8, +2 to-hit, and rFear. Yes please. Oh, and the free point of grace feels real good on a smith.
Sitting on a 3 use forge right now. Not sure what to make. Perhaps a glove of strength, then quaff a !strength since I'm strength drained anyways. I'll need to find a heavier axe then.
On 14.4.2017 22:01 protopulse wrote: One thing about two-weapon fighting that really scares me is Easterling archers. After what happened to Aelya, I honestly think archers are something of a wild card. Other things you can at least rage herb or estimate your odds of survival in a 1v1. Archers can kill you no matter how good your melee and evasion are if they catch you at a bad time, or if you misplay.
On 14.4.2017 22:04 protopulse wrote: Oh, I added "Challenge: Disconnected stairs" because I figured I never take stairs up anyways. It's actually helpful rather than a challenge considering my playstyle. I don't want to spawn next to a stairs. With next to no stealth, monsters are going to come straight for me anyways. The last thing I need is for some random X factor to pop its face out of the stairs when I'm most vulnerable (like what happened with Aelya earlier that I'm totally not salty about - could I have played it better? yea, on retrospection I could have fought in the L corridor to my right and killed the serpent first, or just let the enemies from the right come to me while I endured archer fire from a single Easterling, but was it still BS? absolutely).
On 14.4.2017 22:11 protopulse wrote: Smithing-wise, I have 8 base smithing, 3 grace, 2 affinity. 1 grace from Dagmor. Gloves of the forge for another +2 smithing (duplicates because I'm worried about my gloves getting destroyed again)...for a total of 16 smithing.
I have enough experience to get aule and two-weapon fighting if I clear this level. With the longsword of shadows and dagmor dual-wielded, that gets me 13 song, or 3 smithing. So 19 smithing...
If I find a piece of mithril, I want to make a +3 mithril gauntlets of the forge for 20 smithing, a faenorian lamp of brightness for 16 smithing, and a gloves of strength for 14 smithing. Leather armour of resilience and amulet of con would be great too. But...I also need a source of rFire before rauko territory. We'll see how it goes.
On 14.4.2017 22:19 protopulse wrote: No ,restoration at all this game yet. It's great that I can drain my grace at will because of my abundance of lembas (seriously, 3? I'm practically an elf), but not having the ability to easily restore con/str drain is a bummer.
On 14.4.2017 22:26 protopulse wrote: I only got strength drained because I was super thirsty for a kill on a orc champion. I forgot I didn't have my acid-damaged free action greaves on, and got instaslowed by a grave wight (hate those things so much). Thought my will was enough, but apparently not.
On 14.4.2017 22:31 protopulse wrote: Dwarf dual-wielding Dagmor and a Longsword of Shadows on a forge paints a pretty neat image, now that I think about it. Interplay of light and shadow in Sil in a nutshell.
On 14.4.2017 22:33 ripforareason wrote: Disconnected stairs is bad for smithing unless you aren't going to train it past a few levels, since the lategame strategy relies on doing 900-950 over and over again with revelations.
On 14.4.2017 22:50 protopulse wrote: Hmm, it shouldn't be too bad right? _rev reveals stair locations too so you can just beeline from them if you don't see a forge on the level. Haven't gotten that deep before on a smith, but I'd imagine you won't have 20+ charges of _rev or something. So you'll run out of _rev charges before you run out of turns to use them up.
On 14.4.2017 22:59 ripforareason wrote: No, it is bad. You will get 5-6 less forges than you would have without disconnected stairs.
On 14.4.2017 23:00 ripforareason wrote: And if you actually manage to not burn your rev staff it's quite possible to have 15-20 charages of revelations. Typically I reach 950' by 17k and spend my remaining turns on the 900-950' forge hunt + smithing circuit.
On 14.4.2017 23:21 protopulse wrote: 5-6 less?! I guess I can turn disconnected stairs off then for future runs.
It's just kind of a pain because I want to NOT fight near stairs (it's a lottery what comes through), but I don't know where the enemies are on a new level without _foes, and so I don't have a lot of choices for where to fight when they all come running at me the second I enter a new floor. I could lead them down a corridor or to another open room (depending on whether I took flanking or not), but something really bad could be there and cut me off (e.g. Turkano pack 150 feet out of depth). So that there is another lottery.
If I hover around stairs, the terrain around the stairs may not be suitable for combat. But if I run too far from the stairs, stuff could still come through and notice me, but I won't have the option to bail out on the level.
Basically, stairs suck and I have little idea how to "stair dance," even less so on smiths.
I forget - how many forges should you expect to see a game total assuming you don't miss any due to chasms or rubble?
On 15.4.2017 02:20 ripforareason wrote: It depends on your rev situation. Somewhere around 8-12 is typical.
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