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

  [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]


Posted on 14.4.2017 21:55

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1518. on the Sil Ladder (of 2253)

Comments

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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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