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The Angband Ladder: Quathoth, Noldor Feanor no-class by Satyr

  [Sil 1.0 Character Dump]

 Name   Quathoth      Age    2,378       Str   5 =  3  +1      +1
 Sex    Male          Height  6'10       Dex   7 =  4  +2      +1
 Race   Noldor        Weight   176       Con   5 =  3  +1      +1
 House  Feanor                           Gra   4

 Game Turn   28,097   Melee  (+19,6d9)   Melee       19 = 20  +7  -8
 Exp Pool     3,381   Bows   (+7,1d12)   Archery      7 =  1  +7  -2  +1
 Total Exp   78,181   Armor [+24,7-22]   Evasion     24 = 20  +7  -3
 Burden       162.2                      Stealth      3 =  0  +7  -4
 Max Burden   248.7   Health     -1:49   Perception  11 =  4  +4  +3
 Depth         950'   Voice      41:41   Will        16 = 12  +4
 Min Depth     950'                      Smithing    11 =  6  +4      +1
 Light Radius     3                      Song         4 =  0  +4

 You are one of two children of a bard from the house of Feanor. You
 have light grey eyes, wavy black hair, and a fair complexion.







  [Last Messages]

> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> It hits you...
> *** LOW HITPOINT WARNING! ***
> The Vampire lord turns to fight!
> The bleeding slows.
> You feel much better.
> You have 5 Green Potions of Healing (c).
> It bites you.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> It hits you!
> *** LOW HITPOINT WARNING! ***
> It hits you.
> You die.


  [Character Equipment]

a) a Mattock of Belegost (-6,6d3) <+3>
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  
b) a Longbow of Doriath (+0,1d10) [-1]
   It slays wolves and spiders.  It can shoot arrows 18 squares
   (with your current strength).
c) a Chalcedony Ring of Frost
   It provides resistance to fire.  
d) a Garnet Ring of Dexterity <+1>
   It increases your dexterity by 1.  It sustains your dexterity.
   
e) a Coral 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) a Long Corslet of Venom's End (-2) [-4,2d5]
   It provides resistance to poison.  
h) a Shadow Cloak [+4] <+2>
   It improves your stealth by 2.  It creates an unnatural
   darkness.  
i) (nothing)
j) a Great Helm of True Sight [-1,1d3] <+3>
   It improves your perception by 3.  It provides resistance to 
   blindness and hallucination.  It grants you the ability to
   see invisible creatures.  
k) a Set of Gauntlets of Power [+0,1d1] <+1>
   It increases your strength by 1.  
l) The Pair of Steel Greaves of Orodreth [-1,1d2] <+1>
   It increases your dexterity by 1.  It provides resistance to 
   fire.  It cannot be harmed by the elements.  
m) 35 Arrows (+3)
   They can be shot 18 squares (with your current strength and bow).
n) 51 Arrows (Poisoned)
   They are branded with venom.  They can be shot 18 squares
   (with your current strength and bow).


  [Character Inventory]

a) a Wrinkled Herb of Healing
b) 8 Clear Potions of Miruvor
c) 5 Green Potions of Healing
d) 6 Milky White Potions of Quickness
e) 4 Cloudy Potions of Elemental Resistance
f) 3 Emerald Potions of Strength
g) 3 Golden Potions of Dexterity
h) a Brilliant Blue Potion of Constitution
i) a Silver Staff of Light (8 charges)
j) an Oak Staff of Revelations (6 charges)
k) an Oak Staff of Revelations (5 charges)
l) an Aspen Staff of Foes (5 charges)
m) an Amethyst Ring of Accuracy (+2)
n) a Turquoise Ring of Damage <+1>
   It improves your damage sides by 1.  
o) a Bronze Ring of Venom's End
   It provides resistance to poison.  
p) The Cloak of Maglor [+1] <+2>
   It improves your song by 2.  It cannot be harmed by the
   elements.  It grants you the ability: Unwavering Voice.  
q) The Bat-Fell of Thuringwethil (-1) [+2] <+2>
   It improves your stealth by 2.  It cannot be harmed by the
   elements.  It grants you the ability: Disguise.  
r) a Great Helm of Defiance [-1,1d2] <+1>
   It improves your will by 1.  It provides resistance to fear.  
   
s) a Set of Leather Gloves of the Forge <+3>
   It improves your smithing by 3.  
t) a Pair of Leather Boots of Speed [+0,1d1]
   It grants you the ability: Sprinting.  
u) The Greatsword 'Calris' (-5,3d7) [+1] <+1>
   It increases your constitution by 1.  It slays spiders, 
   dragons, and raukar.  It enrages nearby creatures.  It cannot
   be harmed by the elements.  It requires both hands to wield
   it properly.  
v) a Greatsword of Gondolin (-1,3d6) [+1] <+1>
   It increases your dexterity by 1.  It slays dragons and 
   raukar.  It requires both hands to wield it properly.  
w) a Greatsword (-2,3d6) [+1]
   It requires both hands to wield it properly.  


  [Notes]

Quathoth of the Noldor
Entered Angband on 01/17/2012 at 07:15 PM

    Turn     Depth    Note

     482     50 ft    (Armoursmith)
     482     50 ft    (Enchantment)
   1,051    100 ft    (Power)
   1,621    150 ft    (Crowd Fighting)
   3,937    250 ft    (Follow-Through)
   5,285    250 ft    (Jeweller)
   5,875    300 ft    Found The Filthy Rag of Dungalef
   7,439    350 ft    (Hardiness)
   8,568    400 ft    (Blocking)
   9,498    450 ft    (Heavy Armour Use)
  11,099    500 ft    (Stun)
  12,091    500 ft    Slew Uldor, the Accursed
  12,323    500 ft    (Critical Resistance)
  12,756    500 ft    Found The Pair of Steel Greaves of Orodreth
  13,222    500 ft    Found The Kite Shield of Hador
  13,263    550 ft    (Careful Shot)
  14,002    600 ft    (Keen Senses)
  14,659    600 ft    Slew Othrond, the Orc Lord
  15,290    700 ft    (Whirlwind Attack)
  15,652    700 ft    (Eye for Detail)
  16,181    700 ft    Found The Longsword 'Glamdring'
  16,975    750 ft    Slew Umuiyan, the Doorkeeper
  18,413    800 ft    Slew Scatha the Worm
  18,441    800 ft    (Constitution)
  19,164    800 ft    Slew Tevildo, Prince of Cats
  19,172    800 ft    Slew Oikeroi, Guard of Tevildo
  19,512    800 ft    (Lore-Keeper)
  19,944    800 ft    Left without entering the Cat Fortress
  20,685    800 ft    Found The Longsword 'Narsil'
  21,388    800 ft    Found The Greatsword 'Calris'
  22,672    850 ft    Slew Dagorhir, the Elfbane
  22,762    850 ft    Found The Cloak of Maglor
  24,195    900 ft    Entered Gothmog's hall
  24,225    900 ft    (Dexterity)
  24,293    900 ft    Destroyed Gothmog, High Captain of Balrogs
  24,316    900 ft    Destroyed Lungorthin, the Balrog of White Fire
  26,934    950 ft    Entered Chambers of Thu
  26,987    950 ft    Slew Gorthaur, Servant of Morgoth
  27,468    950 ft    (Strength)
  27,832    950 ft    Slew Shelob, Spider of Darkness
  27,969    950 ft    Slew Thuringwethil, the Vampire Messenger
  27,978    950 ft    Found The Bat-Fell of Thuringwethil

  28,097    950 ft    Slain by a Gwathrauko.
  28,097    950 ft    Died on 18 January 2012 at 05:16 PM.





Posted on 17.1.2012 23:48
Last updated on 18.1.2012 17:36

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1346. on the Sil Ladder (of 1418)

Comments

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On 17.1.2012 23:48 Satyr wrote:
Now for a heavy-hitting crowd fighter. The last levels had several Uniques, and though I got them all I had to burn through most of my potions, so I'll stay a bit at 800' and try to get some of them back before I push on.

Nice collection of artefacts, too; sadly Glamdring can't quite compare with the damage output and more or less certain stunning (9 lbs of weight) of the equipped Greatsword.

On 18.1.2012 16:25 Satyr wrote:
Just entered a Balrog party uninvited and the angry hosts weren't much of a challenge, so it might be about time to enter the throne room. Still no sharpness weapon and the 6d10 the mattock does when beefed up with a !str might be enough but may take a bit too long. But first I'll try and clear 950'. There's another vault with two forges (one of them magic) in it on the level, so maybe I'll try and forge me my own sharp artefact, if I can gather enough exp. Or just go for the Song of sharpness, saved the singers cloak for that occasion, but I first have to gather the 7000 exp I'll need for my singing lessons.

On 18.1.2012 16:59 HallucinationMushroom wrote:
Calris!!! I want it!

On 18.1.2012 17:28 Satyr wrote:
Yes, quite a nice tool for power-fighters, though I preferred the Gondolin weapon, because of its noticable better to-hit.

On 18.1.2012 17:36 Satyr wrote:
Oh well, got a bit careless as nothing but elemental damage could hurt me very much any more. So I tried how the 6d10 damage of the mattock would fair in combat ... and promptly got surrounded by those shadow-raukos, that I couldn't see without the additional light of the slays.

On 18.1.2012 18:29 Scatha wrote:
Halved evasion is definitely a very big deal, and when Gwathraukar come in multiples the darkness gets thick. There's quite a lot you can do to avoid fighting them when you can't see them -- they move at normal speed, and sometimes discretion is the better part of valour. On the other hand you perhaps could have switched back to one of the slays weapons, removed your cloak, used the Staff of Light, etc. I'm not sure how much warning you had that there was trouble approaching.

On 18.1.2012 20:13 Satyr wrote:
Sadly I didn't notice until it was too late that there was more then one of them. So I used the one or two turns I could still have done something to get some light back to move towards the last, fully lit room, just to have me bump into the second Rauko. When a nearby vampire lord joined the fun it was most likely too late to do something helpfull.

Well, lesson learned, next time I'll be more carefull with my light management.

On 18.1.2012 23:48 half wrote:
Light and darkness is a big theme in Sil (Silmarils! Lord of Darkness!), and it affects many things, including giving penalties to melee and evasion for orcs based on your light radius, stunning them when using a staff of light, lowering their morale etc. Then there are the darkness creatures. Shadow Spiders are quite nasty, but there is a long gap before Gwathraukar appear, and they are the true masters. The fact that it is hard to see how many there are adds to the possibility for overconfidence. One really needs to be afraid of the dark in Sil!

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