The Angband Ladder: Hadramar, Noldor Fingolfin no-class by Gorbad

  [Sil 1.0.1 Character Dump]

 Name   Hadramar      Age    2,886       Str   2
 Sex    Male          Height   7'5       Dex   3
 Race   Noldor        Weight   174       Con   6
 House  Fingolfin                        Gra   4 =  3  +1

 Game Turn   12,348   Melee  (+10,4d7)   Melee       10 = 12  +3  -5
 Exp Pool     1,517   Bows   (+4,1d11)   Archery      4 =  1  +3  -1  +1
 Total Exp   26,817   Armor  [-1,7-18]   Evasion     -1 =  0  +3  -4
 Burden       126.3                      Stealth     11 =  7  +3  +1
 Max Burden   144.0   Health     -1:59   Perception   4 =  0  +4
 Depth         500'   Voice      41:41   Will        14 =  9  +4      +1
 Min Depth     500'                      Smithing     4 =  0  +4
 Light Radius     2                      Song         5 =  1  +4

 You are one of two children of a prince from the house of Fingolfin.
 You have light grey eyes, straight black hair, and a fair complexion.






  [Last Messages]

> You miss the Warg.
> The Warg bites you...
> *** LOW HITPOINT WARNING! ***
> You miss the Warg.
> The Warg is no longer stunned.
> The Warg bites you...
> *** LOW HITPOINT WARNING! ***
> The Warg bites you...
> *** LOW HITPOINT WARNING! ***
> You hit the Warg.
> The Warg bites you!
> *** LOW HITPOINT WARNING! ***
> You miss the Warg.
> The Warg bites you!!
> You die.


  [Screenshot]

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  CCC@   
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  [Equipment]

a) a Great Axe of Spider Slaying (-4,4d4) 10.8 lb
   It slays spiders.  It requires both hands to wield it
   properly.  
b) a Longbow (+0,1d9) [-1] 4.1 lb
   It can shoot arrows 16 squares (with your current strength).
c) an Amethyst Ring of Protection [+0,1d1]
d) a Marble Ring of Hunger
   It increases your hunger.  
e) a Ruby Amulet of Grace <+1>
   It increases your grace by 1.  It sustains your grace.  
f) a Brass Lantern of Brightness (with 4293 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) a Long Corslet (-1) [-4,2d5]
h) a Shadow Cloak [+3] <+2>
   It improves your stealth by 2.  It creates an unnatural
   darkness.  
i) (nothing)
j) a Dwarf Mask [-2,1d2]
   It provides resistance to fire.  
k) a Set of Gauntlets [+0,1d1]
l) a Pair of Leather Boots of Softest Tread [+0,1d2] <+3>
   It improves your stealth by 3.  
m) 15 Arrows (+3)
   They can be shot 16 squares (with your current strength and bow).
n) 3 Arrows (Poisoned)
   They are branded with venom.  They can be shot 16 squares
   (with your current strength and bow).


  [Inventory]

a) 5 Russet Herbs of Rage
b) a Mottled Herb of Sustenance
c) 3 Fragments of Lembas
d) a Flask of oil
e) a Smoky Potion of Voice
f) a Brown Potion of Slow Poison
g) a Black Potion of Strength
h) 4 Vermilion Potions of Dexterity
i) a Crimson Potion of Constitution
j) an Emerald Potion of Grace
k) a Beech Staff of Light (5 charges)
l) a Maple Staff of Sanctity (3 charges)
m) an Ashen Staff of Foes (5 charges)
n) a Twisted Staff of Slumber (4 charges)
o) a Silver Staff of Earthquakes (2 charges)
p) a Willow Staff of Recharging (2 charges)
q) 2 Jade Rings of Perception <+1>
   It improves your perception by 1.  
r) a Jet Ring of Frost
   It provides resistance to fire.  
s) a Helm of True Sight [-1,1d2] <+2>
   It improves your perception by 2.  It provides resistance to 
   blindness and hallucination.  It grants you the ability to
   see invisible creatures.  
t) a Bastard Sword of Rauko Slaying (-2,3d3) [+1] {Rauki} 2.7 lb
   It slays raukar.  It does extra damage when wielded with both
   hands.  
u) a Mattock of Belegost (-7,6d2) <+3> 9.6 lb
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  
v) 99 Arrows
   They can be shot 16 squares (with your current strength and bow).


  [Notes]

Hadramar of the Noldor
Entered Angband on 01/17/2012 at 10:35 PM

    Turn     Depth    Note

       0     50 ft    (Charge)
   1,859    200 ft    (Power)
   2,119    250 ft    Slew Gorgol, the Butcher
   4,089    400 ft    (Stun)
   4,089    400 ft    (Disguise)
   4,089    400 ft    (Exchange Places)
   5,144    450 ft    (Song of Elbereth)
   5,495    450 ft    Slew Uldor, the Accursed
   5,763    450 ft    (Mind Over Body)
   6,321    500 ft    (Hardiness)
   8,049    550 ft    (Knock Back)
  10,777    450 ft    (Critical Resistance)
  11,573    500 ft    (Inner Light)

  12,348    500 ft    Slain by a Warg.
  12,348    500 ft    Died on 19 January 2012.




  ['Score' 010087652]


Posted on 17.1.2012 16:38
Last updated on 19.1.2012 15:22

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1688. on the Sil Ladder (of 2253)

Comments

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On 17.1.2012 16:38 Gorbad wrote:
Another attempt at a Stun based hitter, the main problem seems to be Wargs and Dragonflies so far, as they prove to be very hard to hit. Hopefully hardiness and the extra Con from the Will tree will prolong my life.

Knockback will be bought as soon as I have my Con point.

On 17.1.2012 16:42 Gorbad wrote:
Hearing a 'grinding noise' and it's scaring me.....

On 17.1.2012 17:03 Scatha wrote:
If you push your Will high early for the Con, it can be expensive, and your melee could suffer as a result. I think just spending the experience on melee would help you a lot more against wargs and dragonflies (but I agree that the point of Con is good!).

On 19.1.2012 15:22 Gorbad wrote:
Finally fell to Wargs and Werewolves....

Sapphire Serpents and firedrakes posed no problems, but I just could not kill C's fast enough, and never did find a good greatsword.

On 19.1.2012 15:32 Scatha wrote:
If you're having difficulty with a particular type of enemy, you could always go for the *bane ability (here Wolfbane) -- as long as you killed a few in the early game it should make them pretty easy for you.

That said, it looks like part of the issue is with no investment in defence, fast-moving enemies coming in packs are always going to be scary. Wolves are the main culprit here, but cat warriors might be nasty too. For a less extreme build you could take some evasion in the early game, and transition into the hitting type later (by endgame standards, the points you invested in evasion early will be cheap so don't have to distort your eventual build much).

On 19.1.2012 19:14 half wrote:
I like the perfectly symmetrical death scene.

I would have gone for an extra point of Strength and less Con for this build. Maybe even Strength 4. At that point a Great Axe is probably better than a Greatsword even for an Elf, as you get the four dice. My view on Con is that it is probably the weakest Stat in Sil, but judging from the Ladder, I'm in the minority on that.

On 19.1.2012 19:24 Scatha wrote:
By contrast to half I think that Strength is probably the weakest stat generally in Sil (just slightly; but in particular, unlike the other stats, it effectively has diminishing returns). However, I would also have switched a point of Con for a point of Strength here!

On 20.1.2012 05:10 Gorbad wrote:
I was hoping to get by with no evasion, and soaking up hits with Critical Resistance, Armour and an abundance of HP (hence the high Con), but indeed the fast packs are tough that way.

Points for next attempt:

- Do not take Knock Back, as it gives stunned enemies a chance to recover while giving the new front of the queue free hits with more skill.
- Maybe try this with more Str and less Con to get more one-shots.
- Detect more monsters (If i get a staff of Foes) and then:
- Do more archery
- Run away from Werewolf/Cat packs


On 20.1.2012 11:35 half wrote:
Note that you would normally need Sprinting to run away as they are quick. The best detection is Listen, but it is pretty expensive. Interesting point about Knock Back -- which is really useful against single enemies, but has this problem against groups.

On 20.1.2012 12:48 Scatha wrote:
An alternative to running away is to use Elbereth to make *them* run away (doesn't work on the dumb wolves at the start, but it seems like you can deal with those).

On 20.1.2012 13:57 Gorbad wrote:
Interesting... I had assumed Elbereth would also fail on Wargs and Werewolves.

On 20.1.2012 19:04 Scatha wrote:
Elbereth works on everything which isn't "unintelligent". Generally this means more things as you go down. Notably in the deep dungeon, it doesn't work on serpents, and it only starts working on Spiders rather later than on Wolves.

Of course your song may need to be higher to get them to run away quickly enough, but that's another matter.

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