The Angband Ladder: Celebrex, Noldor Fingolfin no-class by HallucinationMushroom

  [Sil 1.0 Character Dump]

 Name   Celebrex      Age      746       Str   4 =  3  +1
 Sex    Male          Height  6'10       Dex   2
 Race   Noldor        Weight   164       Con   7 =  6  +1
 House  Fingolfin                        Gra   2

 Game Turn   21,418   Melee (+14,2d10)   Melee       14 = 14  +2  -3  +1
 Exp Pool     1,244   Bows    (-2,0d0)   Archery     -2 =  0  +2  -5  +1
 Total Exp   43,644   Armor  [+9,9-31]   Evasion      9 = 10  +2  -3
 Burden       128.8                      Stealth      3 =  7  +2  -6
 Max Burden   207.3   Health     -4:71   Perception   4 =  0  +2  +2
 Depth         750'   Voice       7:28   Will        12 =  9  +2      +1
 Min Depth     800'                      Smithing     5 =  3  +2
 Light Radius     2                      Song        12 = 10  +2

 Cmon and celebrate!

  [Last Messages]

> The Greater werewolf bites you...
> Oikeroi, Guard of Tevildo claws you!!!
> Oikeroi, Guard of Tevildo claws you...
> Tevildo, Prince of Cats claws you...
> The Ururauko hits you...
> You exchange places with the Ururauko.
> It attacks you as you slip past.
> The Ururauko hits you...
> Oikeroi, Guard of Tevildo claws you!!
> You die.

  [Character Equipment]

a) The Longsword 'Orcrist' (+2,2d5) [+2] <+2>
   It improves your perception by 2.  It slays orcs and trolls.  
   It cannot be harmed by the elements.  
b) (nothing)
c) a Turquoise Ring of Damage <+1>
   It improves your damage sides by 1.  
d) an Onyx Ring of Warmth
   It provides resistance to cold.  
e) a Sea Shell Amulet of Constitution <+1>
   It increases your constitution by 1.  It sustains your 
f) a Brass Lantern of True Sight (with 5957 turns of light)
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
g) a Long Corslet of Protection (-2) [-4,2d6]
   It cannot be harmed by the elements.  
h) a Cloak of Protection [+1,1d1]
   It cannot be harmed by the elements.  
i) a Kite Shield (-2) [-1,1d7]
j) a Dwarf Mask [-2,1d2]
   It provides resistance to fire.  
k) a Set of Gauntlets of Power (-1) [+0,1d1] <+1>
   It increases your strength by 1.  
l) a Pair of Steel Greaves [-1,1d2]
m) (nothing)
n) (nothing)

  [Character Inventory]

a) 3 Thorny Herbs of Rage
b) a Grey Herb of Sustenance
c) a Flask of oil
d) a Black Potion of Strength
e) a Gnarled Staff of Sanctity (3 charges)
f) an Elm Staff of Understanding (0 charges)
g) an Oak Staff of Revelations (1 charge)
h) an Ashen Staff of Warding (2 charges)
i) an Adamant Ring of Sustenance {prolly sustenance}
   It reduces your need for food.  
j) an Emerald Ring of Evasion [+2]
k) 2 Moonstone Rings of Protection [+0,1d1]
l) a Jet Ring of Strength <+0>
   It increases your strength by 0.  It sustains your strength.  
m) a Pearl Ring of Wrath
   It enrages nearby creatures.  
n) a Silver Amulet of Grace <+0>
   It increases your grace by 0.  It sustains your grace.  
o) a Crystal Amulet of Danger
   It draws powerful creatures to your level.  
p) a Kite Shield of Frost (-2) [+0,1d6]
   It provides resistance to fire.  
q) a Set of Gauntlets of the Forge (-1) [-1,1d2] <+2>
   It improves your smithing by 2.  
r) a Curved Sword of Rauko Slaying (+0,2d6) [+1]
   It slays raukar.  
s) a Deathblade (+3,1d9) [+1]
   It cannot be harmed by the elements.  
t) The Spear of Boldog (+0,1d10) {wolves, fear}
   It slays wolves.  It provides resistance to fear.  It can be
   thrown effectively (5 squares).  It cannot be harmed by the
   elements.  It does extra damage when wielded with both hands.
   It counts as a type of polearm.  
u) a Shovel (-3,3d1) <+1>
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  


Celebrex of the Noldor
Entered Angband on 01/10/2012 at 08:53 PM

    Turn     Depth    Note

       9     50 ft    (Power)
       9     50 ft    (Armoursmith)
   2,501    200 ft    Slew Gorgol, the Butcher
   3,218    200 ft    (Mind Over Body)
   5,905    350 ft    (Blocking)
   6,354    350 ft    (Heavy Armour Use)
   6,388    350 ft    Slew Boldog, the Merciless
   6,966    350 ft    Found The Longsword 'Orcrist'
   8,637    400 ft    (Parry)
   9,130    400 ft    (Crowd Fighting)
  11,005    450 ft    Slew Orcobal, Champion of the Orcs
  11,715    500 ft    (Exchange Places)
  12,221    500 ft    Slew Othrond, the Orc Lord
  14,409    550 ft    (Poison Resistance)
  14,614    550 ft    Slew Gilim, the Giant of Eruman
  14,626    550 ft    (Inner Light)
  14,647    550 ft    Slew Ulfang the Black
  15,769    600 ft    (Hardiness)
  17,037    350 ft    Found The Spear of Boldog
  17,691    650 ft    Slew Nan, the Giant
  17,959    650 ft    (Clarity)
  19,310    700 ft    (Song of Slaying)
  19,310    700 ft    (Song of Sharpness)

  21,418    750 ft    Slain by Oikeroi, Guard of Tevildo.
  21,418    750 ft    Died on 11 January 2012 at 02:02 PM.

Posted on 11.1.2012 15:58
Last updated on 12.1.2012 00:58

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2085. on the Sil Ladder (of 2150)


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On 11.1.2012 15:58 HallucinationMushroom wrote:
This guy isn't much different from my other two postings. I'm still pretty much a corridor-fighter who soaks up as much damage as possible. I still have the old butterknife problem ala Mythwindle. Improvements? include better evasion and the swap position ability which hopefully will save my bacon if I become surrounded. My drained constitution is annoying me... I want a bigger hp buffer. I'm clearing each level as much as possible (before worms make it too annoying) and then shoving on to the next level, but pretty much taking my time. I didn't notice with my first few characters that the dungeon is getting larger the deeper I go. I'm hoping that experience rewards start exponentially ramping up so I can grab song of sharpness soon.

On 11.1.2012 16:26 Scatha wrote:
Nice protection there. You might want to grab the Will ability 'Hardiness' to increase it further.

Song of Sharpness is indeed very good, but rate of experience gain goes up roughly linearly with depth rather than exponentially. Still, either of the prerequisites for the Song of Sharpness could be useful for you.

Generally if you want to deal with worm masses, Follow Through can be very good (and combining this with Song of Slaying can be pretty fun as you can build up a *big* Slaying bonus). But for this game it won't be too much longer until you're below worm-mass territory.

In terms of increasing your damage output, your longsword defender looks very good. Does it weight enough for you? If so, it may be better than Orcrist against non-orc, non-troll foes. Of course increasing your melee further can help this, as can large two-handed weapons on swap for appropriate enemies. And the ability 'Charge' is situational but provides a big damage boost.

On 11.1.2012 16:36 HallucinationMushroom wrote:
Yeah, I was just looking at hardiness. I grabbed poison and dark resist first, but it's next on my list, along with 2 more points of will for an even +2.

On 11.1.2012 17:14 HallucinationMushroom wrote:
Alright, back to 650' again only for the second time, but things are looking much better. On my way to the sharpness song which is definitely my next, and perhaps last big grab. Should I live long enough to see it, I'm hoping to just buff up melee and evasion. Also, shadows are really scary and swap position has become crucial for survival. If I drop in my kite shield I soak up a ludicrous amount of damage.

On 11.1.2012 18:04 half wrote:
This looks like a good build to me. I think protection (aka damage reduction) has increasing marginal returns, so I'd be inclined to use the Kite shield. At that point one of the only things that can stop you is extreme critical hits (particularly if your quest for high protection comes at the expense of evasion), so I'd be interested in Critical Resistance, though it might be quite expensive now.

Exchange Places is indeed an excellent Ability -- make the most of it.

You can probably drop your extra Long Corslet if you want -- that must be heavy.

On 11.1.2012 18:21 HallucinationMushroom@Yahoo.egg wrote:
The corslet is absurdly heavy because I added as much weight to it as possible at the time of forging. At least, I think that's the one I made, I can't recall now. Anyway, I'm afraid to drop it in case something hurts my current armor. I've been eyeing it too, though. Before I chuck it the bow and arrows will go first. I ditched a swap weapon to keep it as well. Here's hoping I don't get disarmed too many times in a row! It's likely absurd paranoia to hold on to it for so long, but I just love carrying it around so much!

On 11.1.2012 18:38 Scatha wrote:
Your current armour is "of protection", which I believe has the added bonus that it can't be damaged (you can check with e(x)amine). So you should be safe.

I think there is something in what half is saying about the kite shield switch, but it's not totally obvious. If you're safe for the time being with the round shield, you'll kill things faster, which will mean slightly more experience by the time you're forced down to a given depth. And some of the deep down monsters who might be able to get through that armour actually do enough damage that it may be important to kill them quickly to minimise the number of hits. That said the kite shield will of course keep you safer against most (almost all) enemies.

I agree that critical resist would probably be good for you (cat warriors are perhaps the time you'll notice it help most -- if you don't have a problem with them you might be able to get away without it.)

On 11.1.2012 19:42 HallucinationMushroom wrote:
Facepalm! I didn't notice the "of protection". Good thing it had it too, cause acid chewed up everything else. Luckily I found a forge and made some new stuff. Had a fun fight trying to kill the cat guardian. Too bad I don't have uber-smithing power to make a ring of speed. Grotesques are interesting, as are the other H's, silent watcher and whatshisface the hurtmyarmor H. Some Raukar who ignored rock made me run like hell to the closest staircase. Too bad I can't tape some weight around Ringil to squeeze out the 2d11. Currently at 750 heading toward an interesting dungeon formation.

On 11.1.2012 19:48 HallucinationMushroom wrote:
Ah, I'm glad I looked over the character sheet. I keep seeing "of warmth" and "of frost" and confusing which resist they offer. I'm just so used to seeing fire and cold, I guess. So, I juggled some rings around and I think I produced a glitch. My 1d2 protection ring seen here stacked with my 1d1 protection ring and now I have two 1d1 protection rings. No biggie, but, that definitely helps me decide what to wear!

On 11.1.2012 20:29 Scatha wrote:
... and you've taken first place on the ladder by the current metric (it should be done by depth, and you're not far off on that). Congratulations!

Kemenraukar (the ones who can walk through rock) are pretty nasty just from helping other monsters surround you.

Have you managed to kill any Grotesques or Silent Watchers? I don't imagine you could before you got Song of Sharpness, but maybe now?

> Too bad I can't tape some weight around Ringil to squeeze out the 2d11

At one point when we were designing Smithing there was a plan to let you modify artefacts at forges! This didn't make it, in part because we didn't have a clean set of rules for it. But it's not inconceivable that it could be added in later.

On 11.1.2012 23:01 half wrote:
You have found Ringil? I don't think I've ever found it in Sil. There are very few branded weapons in Sil, but they are really quite strong as there are almost no resistant monsters.

Sorry about the ring of protection stacking bug. I've just gone and fixed it for the next version.

Excellent work by the way.

On 12.1.2012 00:48 HallucinationMushroom wrote:
I meant Orcrist. Wishful thinking on my part!

On 12.1.2012 00:58 HallucinationMushroom wrote:
Noes! It turns out the interesting dungeon feature had tevildo, another 'f' guardian, a vampire, one of those rock eating R's and they put forth a valiant chase and ate me alive! I made a very silly mistake in running away... I found a dead end! For that, I blame Shaun the Sheep, as it was taking up half of my screen that my daughter was watching. But, things weren't adding up in any case. I couldn't really hang at 700', and 750' was just too much. Maybe I should've switched to a two hander weapon for damage output. Or, I need to find some give in the experience points. I'm thinking that forging might be the most cost effective way of freeing up the xp I need. Instead of 7,000 exp for just the song of sharpness, I maybe should invested 7000 in smithing, and then made items with the special skills I needed, like swap position, sharpness, and others. I found two gloves of forging +3, and perhaps with a healthy point investment into smithing and with a grace potion, I could make some truly useful things. I found a fair number of forges after 500'. In any case, back to the drawing board!

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