The Angband Ladder: Nilmar, Sindar Doriath no-class by Satyr

  [Sil 1.0.1 Character Dump]

 Name   Nilmar        Age    2,409       Str   0
 Sex    Male          Height   6'4       Dex   4
 Race   Sindar        Weight   162       Con   2
 House  Doriath                          Gra   7 =  5          +2

 Game Turn   11,196   Melee  (+16,1d5)   Melee       16 =  6  +4  +5  +1
 Exp Pool     3,551   Bows    (+5,1d7)   Archery      5 =  0  +4      +1
 Total Exp   45,851   Armor   [+6,2-6]   Evasion      6 =  0  +4  +2
 Burden        68.4                      Stealth     11 =  8  +4  +1  -2
 Max Burden   100.0   Health     28:28   Perception  18 = 10  +7  +1
 Depth           0'   Voice    139:143   Will         9 =  0  +7  +2
 Min Depth       0'   Song      Lorien   Smithing     7 =  0  +7
 Light Radius     6            Silence   Song        24 = 16  +7      +1

 You are one of two children of a Sindar warrior. You have light grey
 eyes, straight brown hair, and a fair complexion.

  [Last Messages]

> You fall into a spiked pit!
> You are impaled!
> You have been given a cut.
> You try to climb out of the pit, but fail.
> The bleeding stops.
> You try to climb out of the pit, but fail. <9x>
> You climb out of the pit.
> You have found a trap. <2x>
> Carcharoth, the Jaws of Thirst falls asleep.
> HTML screenshot saved.
> It has a gentle warmth, and a taste as of flowers.
> You feel much better.
> Your feel your power renew.
> You are full!
> You have no more Clear Potions of Miruvor (d).




a) The Dagger of Nargil (+5,1d5) 0.5 lb
   It cuts easily through armour.  It can be thrown effectively
   (8 squares).  It cannot be harmed by the elements.  
b) a Shortbow of Doriath (+0,1d7) 1.5 lb
   It slays wolves and spiders.  It can shoot arrows 10 squares
   (with your current strength).
c) a Sapphire Ring of Free Action
   It grants you freedom of movement.  
d) a Marble Ring of Perception <+1>
   It improves your perception by 1.  
e) an Ivory Amulet of Preservation
   It sustains your constitution and grace.  It reduces your
   need for food.  It cannot be harmed by the elements.  
f) a Silmaril
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
g) (nothing)
h) a Shadow Cloak [+2] <+2>
   It improves your stealth by 2.  It creates an unnatural
i) a Round Shield of Protection [+0,1d5]
   It cannot be harmed by the elements.  
j) a Jewelled Crown of Defiance <+2>
   It improves your will by 2.  It provides resistance to fear.  
   It cannot be harmed by the elements.  
k) (nothing)
l) a Pair of Leather Boots of Speed [+0,1d1]
   It grants you the ability: Sprinting.  
m) 42 Arrows
   They can be shot 10 squares (with your current strength and bow).
n) 14 Arrows (+3)
   They can be shot 10 squares (with your current strength and bow).


a) 4 Black Herbs of Rage
b) 4 Pale Green Herbs of Sustenance
c) 5 Fragments of Lembas
d) 8 Murky Brown Potions of Orcish Liquor
e) a Golden Potion of Clarity
f) 3 Sky Blue Potions of Healing
g) a Brilliant Blue Potion of True Sight
h) 3 Bright Orange Potions of Quickness
i) 3 Brown Potions of Strength
j) 2 Milky White Potions of Dexterity
k) 2 Black Potions of Constitution
l) an Ashen Staff of Light (5 charges)
m) a Willow Staff of Understanding (0 charges)
n) a Walnut Staff of Revelations (0 charges)
o) a Golden Staff of Majesty (3 charges)
p) a Mahogany Staff of Recharging (0 charges)
q) a Golden Ring of Dexterity <+0>
   It increases your dexterity by 0.  It sustains your dexterity.
r) a Jet Ring of Warmth
   It provides resistance to cold.  
s) an Amber Amulet of Regeneration
   It speeds your regeneration (which also increases your hunger).
t) a Pair of Leather Boots of Free Action [+0,1d1]
   It grants you freedom of movement.  
u) a Pair of Leather Boots of Softest Tread [+0,1d1] <+1>
   It improves your stealth by 1.  
v) a Shovel (-3,3d1) <+1> 7.4 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  


Nilmar of the Sindar
Entered Angband on 20 Jan 2012

    Turn     Depth    Note

       0     50 ft    (Disguise)
       0     50 ft    (Keen Senses)
       0     50 ft    (Song of Silence)
   1,102    300 ft    (Listen)
   1,628    500 ft    (Vanish)
   2,010    600 ft    (Grace)
   2,930    700 ft    (Song of Lorien)
   3,766    900 ft    (Grace)
   4,179    950 ft    (Woven Themes)
   5,045    950 ft    Found The Dagger of Nargil (from 450 ft)
   6,679  1,000 ft    (Song of Slaying)
   6,679  1,000 ft    (Song of Sharpness)
   6,679  1,000 ft    Entered Morgoth's throne room
   6,717  1,000 ft    Found The Massive Iron Crown of Morgoth
   6,718  1,000 ft    (Finesse)
   6,821  1,000 ft    Cut a Silmaril from Morgoth's crown
   6,822  1,000 ft    Found The Massive Iron Crown of Morgoth
   7,507    850 ft    (Eye for Detail)
   8,714    750 ft    (Unwavering Voice)
  11,120     Gates    Entered The Gates of Angband

  11,195     Gates    You escaped the Iron Hells on 20 January 2012.
  11,195     Gates    You brought back a Silmaril from Morgoth's crown!

  ['Score' 041188804]

Posted on 20.1.2012 16:14
Last updated on 20.1.2012 18:04

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On 20.1.2012 16:14 Satyr wrote:
Definitly the fastest dive down to Throne room depth I managed (~5000 turns). Sadly I have still no way to cut out a gem, so I'll have to hang around at this depth a bit to gather a bit more exp and maybe some usefull items.

On 20.1.2012 16:47 Satyr wrote:
A few turns later (6850) I have cut me a nice light source, so I can finally wear my cloak of shadows :D

On 20.1.2012 17:19 half wrote:
Good luck on the way up! You deserve to have a character in green. Do be careful: it is quite easy to die on the return journey.

By the way, have you tested the dagger in your inventory? It would be embarrassing if it were...

On 20.1.2012 17:28 half wrote:
That is an impressively dismal armour rating you have there, despite your excellent shield. Are the boots there to help with webs? Or does your high perception do the job?

I imagine Listen has been very useful. Scatha and I have debate the order of importance for acquiring seven key stealth related Abilities for characters like this, and which Races/Houses facilitate them:

Disguise -> Vanish
Song of Silence -> Song of Lorien -> Woven Themes
Keen Senses -> Listen

I see you got all of the easy ones immediately, then Listen, then Vanish, then Lorien, then Woven Themes. I'm a bit surprised therefore that you are not of Finarfin's House, as I would think that would be slightly easier. Of course you did end up with six Song Abilities...

On 20.1.2012 17:52 Satyr wrote:
Yes it's mainly the song dependence that made me go for a Sindar. You lose ~ 1 point of stats this way, but you don't need str or con anyways...
The boots are indeed free action and anti-webs. The dagger showed some glowing, so not The One. An identify staff showed a bit later that it was a mere slay raukar dagger.

On 20.1.2012 18:04 Satyr wrote:
And I'm out! I had to climb through a spiked pit in the end, but since everyone was sleeping, this wasn't much of a problem.
A staff of Revelations found at 650' helped a lot, I even had to do two levels twice, for beeing too fast :)

On 20.1.2012 18:25 Satyr wrote:
BTW, the throne room scene had some comedy value: hacking at his crown with song of sharpness on woke him up every time (even with silence as minor theme). So it went like hack - put V back to sleep - hack - put V back to sleep etc.

On 20.1.2012 18:44 Scatha wrote:
Congratulations, again!

For the jewel, did you try Silence as the major theme and Sharpness as the minor? Would only change your effective stealth by 3 (or maybe 2) points, but it's possible that could have helped. I don't know how much the lower sharpness would have hindered you.

I think you now have a significantly better picture of the pure stealth game than anyone else. Which bits of it do you find are particularly easy/hard/fun/not-fun?

On 20.1.2012 18:51 Scatha wrote:
Also: there's no way I'll be beating this on turns, so in the spirit of friendly competition, I'd best try to ensure Felagund gets at least a pair! :)

On 20.1.2012 19:09 HallucinationMushroom wrote:
Congrats on the new win!

On 20.1.2012 19:13 Satyr wrote:
I still needed a few tries with my abysmal melee to get the gem out, so I wanted sharpness at its max, but you might be right: if V stayed asleep I could have hacked happily away, even if it took more tries. But it wasn't much of a problem, since he was drowsy enough to be put back to sleep with one round of lorien.

The hardest part is probably until you get listen, after that you can chose were to go to avoid danger. But I don't think it ever gets too easy, you have to move very carefully all the time to not get trapped in a corridor.
The fun part is certainly that you can see all the interesting monsters and deep items rather quickly. But you are very limited in your actions. So after a time it gets a bit monotonous, as you skip a whole part (and probably the most entertaining part) of the game, the complete combat system.
So I'd say, although this is a very effective build, the stealth/assassin or combat archetypes I tried so far were even more entertaining.

I'll use the occasion to thank you for this excelent game! It's astonishing how well most things work together, and how gameplay and settings seem to be just right; It's obvious that a lot of thinking, work and enthusiams have allready been put into this gem (no pun) of a game!

On 20.1.2012 20:02 half wrote:
Great work again Satyr! and I'm so glad you appreciate the work we put into designing the game -- there were a *lot* of evenings spent with Scatha discussing evolutionary changes to the game over the last few years and a lot of weekends of coding too. It is very gratifying to hear people enjoying the fruits of the decisions we agonised over.

For being the first (and second) winner of the game since its release, I would like to offer you the chance to create an Artefact or a Vault. If you look through the artefact.txt file, you will see a number of people/places which deserve artefacts named after them, but which don't yet have them, or perhaps one of your characters should get a fitting artefact? Alternatively, look at vault.txt and think about making a new vault of some sort. Perhaps a new Greater Vault? We have one for each of the level 24 uniques, but only one that can occur much earlier in the dungeon (The Cat Fortress). Perhaps we need another? Have a think about it, and let me know by private message.

On 21.1.2012 00:42 decoy wrote:
"The hardest part is probably until you get listen, after that you can chose were to go to avoid danger."

Yes, once you get listen you at least have a chance at skill play. Until then, it's kind of a crapshoot as there are a LOT of nasty ways to die.

On 21.1.2012 01:02 Scatha wrote:
decoy: You can actually get Listen right at the start if you're of the House of Finarfin. I tried that with one of my characters -- -- and it seemed to work reasonably in the early game. I haven't tested it much, though.

On 21.1.2012 01:21 decoy wrote:
Scatha: Indeed, I too am testing such a character, since a more "balanced" approach tends to be rather random and not very successful (and frankly, it was getting a bit boring). The key difference seems to be that then, you can see your demise coming (since your investments into stealth and song are correspondingly reduced...)

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