The Angband Ladder: Unatar, Noldor Feanor no-class by Psi

  [Sil 1.0.1 Character Dump]

 Name   Unatar        Age    2,758       Str   3 =  2  +1
 Sex    Male          Height  6'10       Dex   3
 Race   Noldor        Weight   164       Con   4 =  4  +1  -1
 House  Feanor                           Gra   5

 Game Turn   17,393   Melee  (+20,2d9)   Melee       20 = 13  +3  +3  +1
 Exp Pool     1,893   Bows    (+6,1d8)   Archery      6 =  0  +3  +2  +1
 Total Exp   40,593   Armor  [-5,6-19]   Evasion     -5 =  9  +3  -1 -16
 Burden       101.8                      Stealth     -1 =  0  +3  -4
 Max Burden   172.8   Health     -6:41   Perception  12 =  7  +5
 Depth         700'   Voice      32:49   Will        13 =  5  +5  +3
 Min Depth     650'                      Smithing    15 =  9  +5      +1
 Light Radius     3                      Song        13 =  8  +5

 You are the only child of a bard from the house of Feanor. You have
 light grey eyes, straight brown hair, and a fair complexion.






  [Last Messages]

> You have 3 Green Potions of Slow Poison (g).
> *** LOW HITPOINT WARNING! ***
> You recover from the poisoning.
> You were wearing a Dragon Tooth Amulet of Preservation (p).
> You are wearing an Amber Amulet of Regeneration (e).
> You see a Ruby Ring of Wrath.
> The Oathwraith flees in terror!
> You hit the Cat warrior...
> The Cat warrior flees in terror!
> It stares deep into your eyes!
> You fall into a deep trance!
> You end your song.
> The Cat warrior turns to fight!
> The Cat warrior claws you!!!!
> You die.


  [Screenshot]

     # # 
  ####+##
  .=....#
  ...@f.#
  ......'
  ......#
  #######


  [Equipment]

a) a Longsword (+1,2d6) [+1] 2.0 lb
b) a Shortbow (+0,1d7) 1.4 lb
   It can shoot arrows 12 squares (with your current strength).
c) a Jet Ring of Accuracy (+2)
d) a Jet Ring of Accuracy (+2)
e) an Amber Amulet of Regeneration
   It speeds your regeneration (which also increases your hunger).
   
f) a Brass Lantern of Brightness (with 6140 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) a Long Corslet of Resilience (-2) [-3,2d5] <+1>
   It increases your constitution by 1.  It cannot be harmed by
   the elements.  
h) a Cloak of Warmth [+2]
   It provides resistance to cold.  
i) The Round Shield of Angrod [+0,1d4]
   It provides resistance to fire, confusion, and stunning.  It
   cannot be harmed by the elements.  
j) a Great Helm of Defiance [-2,1d3] <+3>
   It improves your will by 3.  It provides resistance to fear.  
   
k) a Set of Mithril Gauntlets of Power [+1,1d1] <+1>
   It increases your strength by 1.  It cannot be harmed by the
   elements.  
l) a Pair of Leather Boots of Speed [+0,1d1]
   It grants you the ability: Sprinting.  
m) 46 Arrows (Poisoned)
   They are branded with venom.  They can be shot 12 squares
   (with your current strength and bow).
n) 27 Arrows (+3)
   They can be shot 12 squares (with your current strength and bow).


  [Inventory]

a) a Thorny Herb of Restoration
b) 3 Fragments of Lembas
c) 4 Flasks of oil
d) 2 Clear Potions of Miruvor
e) a Murky Brown Potion of Orcish Liquor
f) 2 Cloudy Potions of Healing
g) 3 Green Potions of Slow Poison
h) 3 Dark Potions of Quickness
i) 2 Crimson Potions of Strength
j) 2 Milky White Potions of Dexterity
k) 2 Bright Orange Potions of Grace
l) a Yew Staff of Slumber (6 charges)
m) a Twisted Staff of Recharging (3 charges)
n) a Twisted Staff of Recharging (3 charges)
o) an Onyx Ring of Free Action
   It grants you freedom of movement.  
p) a Dragon Tooth Amulet of Preservation
   It sustains your constitution and grace.  It reduces your
   need for food.  It cannot be harmed by the elements.  
q) a Set of Leather Gloves of the Forge <+2>
   It improves your smithing by 2.  
r) The Glaive of Gaurin (-1,2d8) [+1] <+3> 7.5 lb
   It improves your tunneling by 3.  It cuts easily through
   armour.  It cannot be harmed by the elements.  It requires
   both hands to wield it properly.  It counts as a type of
   polearm.  
s) a Great Axe of Rauko Slaying (-3,4d5) 9.2 lb
   It slays raukar.  It requires both hands to wield it
   properly.  
t) 2 Pieces of Mithril


  [Notes]

Unatar of the Noldor
Entered Angband on 24 Jan 2012

    Turn     Depth    Note

       0     50 ft    (Charge)
       0     50 ft    (Jeweller)
       0     50 ft    (Song of Elbereth)
     494     50 ft    (Armoursmith)
   1,982    200 ft    (Enchantment)
   2,875    250 ft    Slew Gorgol, the Butcher
   3,520    300 ft    (Keen Senses)
   6,916    450 ft    Slew Uldor, the Accursed
   8,542    500 ft    Slew Orcobal, Champion of the Orcs
   9,273    450 ft    (Power)
   9,273    450 ft    (Dodging)
  11,055    500 ft    (Lore-Keeper)
  11,058    500 ft    Found The Glaive of Gaurin (from 450 ft)
  12,133    550 ft    Slew Ulfang the Black
  13,039    550 ft    (Inner Light)
  13,058    550 ft    (Lore-Master)
  13,468    600 ft    Slew Gilim, the Giant of Eruman
  14,787    600 ft    Found The Round Shield of Angrod
  15,311    600 ft    Slew Othrond, the Orc Lord
  16,910    600 ft    (Song of Aule)
  16,910    600 ft    (Weaponsmith)
  16,910    600 ft    (Artistry)

  17,393    700 ft    Slain by a Cat warrior.
  17,393    700 ft    Died on 25 January 2012.




  ['Score' 014082607]


Posted on 24.1.2012 20:52
Last updated on 25.1.2012 22:22

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1272. on the Sil Ladder (of 2253)

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On 24.1.2012 20:52 Psi wrote:
Seems to be going ok so far. Plenty of XP held back incase I find a forge. Should I be investing it elsewhere though?

On 24.1.2012 21:06 Scatha wrote:
That is a _lot_ of experience to hold back for this point in the game (over a third of your total!). I'd guess that you'd be better spending part of it. You can always use the Smithing menu (0) when not at a forge to explore and work out what you'd need to invest for what you'd like to make.

Is the battle axe your main weapon, or just switched in to fight wolves? I would think that your doubly-superior, perfect weight longsword would take some beating!

On 24.1.2012 22:51 half wrote:
Yes, that longsword is very good. Lighter weapons get criticals more easily and it is as light as possible while still allowing you to get the advantage from your 2 points of strength.

On 24.1.2012 23:33 Psi wrote:
Don't worry, the 2d6 longsword is my primary weapon - I took the dump having just fled downstairs from a Warg battle that had turned nasty when a load of others joined in!

I'm not really sure where I should spend the XP. I wanted to keep a pool incase a sudden need arose. If I find a forge, then I'll need some smithing abilities and the song of Aule as well as a few more skill points no doubt. However in previous games I've needed curse breaking and found lore mastery useful to work out what all those unId'd pieces of jewelry are (I've tried them all on, but not sure how else to test them!). I can keep pumping melee and evasion, but are there better uses?

Thanks for the smithing menu tip - I hadn't noticed that command before!

On 24.1.2012 23:39 Psi wrote:
Oh and I'd just use-tested a herb of visions - how long does that take to wear off?!

On 25.1.2012 01:02 Scatha wrote:
Visions takes a little while to wear off. I tend to find it a small enough nuisance and fun enough that I usually continue to adventure while it's in effect.

I would definitely still put some more into melee and evasion at your current stage, but yes, there are other things I'd consider too (among others: at some point you'll probably find at least a small investment in Will is worthwhile; Song of Aule, as you say; Power, or Finesse, or both; some of the Evasion abilities, precisely which depending on how you feel like developing the character).

On 25.1.2012 07:41 Psi wrote:
Something I could not see in the middle of a maze nearly killed me. This game is dangerous...

On 25.1.2012 09:14 Psi wrote:
Just to elaborate on the above, I had gone around a path that was clearly a special room or vault. In the centre were perhaps four pitch black squares. I stepped forwards and found myself stuck in my very first web next to a distended spider. I tried attacking the spider a few times but it said I was hampered by the web. At some point something screamed. I was horribly poisoned and thought I was going to die, but thankfully pressing ',' freed me from the web. I killed the spider, but something that remained in darkness kept hitting me. It followed me a few steps I think, but then gave up.

Some questions...

1. Are webs visible?
2. Is pressing ',' the correct way to escape and how reliable is it?
3. Am I missing something I should have at this stage of the game to see what was attacking me or was it something out of depth?

and unrelated to the above...

4. I drank a potion of awkwardness, but the feeling passed. Should awkwardness affect dexterity or grace? I guess this should help me identify my amulet (or cloak) - or can you resist potions sometimes?
5. Are there any staves that don't id on use that I might need? I'm dragging around two (and have dropped a third), but wonder if I should be bothering.
6. Is lore master worth the investment or do staves of understanding get any more frequent (or recharging perhaps?).

On 25.1.2012 11:46 Scatha wrote:
1. No more so than other traps (you get a Perception roll to see them each round, modified by your distance to the web).
2. Either that or trying to move into an empty square adjacent. It gives you a roll based on Strength (not that reliable in one round with 2 Strength). Free Action will help the roll a lot. It's also possible to get out by using a Staff of Freedom.
3. It was probably creating darkness.
4. Dexterity, but you get a Will roll to resist these (and that's probably what happened).
5. There are some useful ones which ID conditionally on having things to affect around. Freedom, Sanctity, Slumber, Majesty.
6. I don't usually get Lore Master, but it's not an unreasonable investment.

On 25.1.2012 11:58 Psi wrote:
Ah - didn't realise webs were a trap! In FAA they are a visible feature.

Thanks for all the answers - very helpful!

On 25.1.2012 14:50 Psi wrote:
Ok! Had a productive lunch hour with this character. Unfortunately I don't have internet access from my personal netbook, so can't upload the dump.

I took inner light thinking it would increase my light radius, but it has left me puzzled as to what it does!

I also took lore mastery to stop me carrying around a load of rubbish! (I had staves of summoning and entrapment!). The glaive was the Glaive of Gaurin so I was able to drop the mattock. I did try using it as a weapon but I failed to connect with a Warg on all attempts with it - is it actually any good? I notice it cuts easily through armour, so could be of use later?

I also found an artefact round shield with rFire, a lantern of brightness and a 4d5 great axe of Rauko slaying. Not sure if the latter is worth hanging onto? I'm still using my longsword for everything.

AND FINALLY... I've found a forge at 600'. I found some cursed mithril gloves which I've melted down and I've taken Aule's song, weaponsmith and artistry. I have a herb of restoration, potions of dex and str, as well as 2 potions of grace. Before singing I have 15 points in smithing. Can I use potions of grace to further increase my smithing or do I run into problems if it runs out whilst I am making something? I also have around 2000 XP to play with. So what should I be trying to forge?

On 25.1.2012 14:52 Scatha wrote:
Previous answer was written in haste, so a little terse.

You're doing pretty well here. Yes, webs are a trap -- not being able to see them seems to capture the scary feeling of spider-webs reasonably well. Webs, together with False Floors, are in my opinion among the nastiest traps in the game. They put a spider right next to you and halve your melee and evasion until you break free.

It sounds like the darkness-creating monster was a horror of some kind. Of course it's possible that there was more than one monster in there. You frequently find slightly deeper monsters in Interesting Rooms / Vaults than in the dungeon generally, but not normally all that much deeper.

In a good run towards the end you can definitely be finding enough Staves of Understanding and Recharging to identify just about everything that you haven't managed to ID by use, so it can be worth saving by not getting Lore-Master. This is particularly true if you want lots of other Perception abilities, or perhaps if you don't want to invest in Perception at all (but that makes ID-by-use harder). You do get experience from identifying things, so it pays to try to do so -- thus if you don't like playing the identification subgame then Loremaster becomes particularly useful.

On 25.1.2012 14:57 Scatha wrote:
You can use potions of grace to help you, but you need enough of them to get through the process. I would want at least three to be safe.

Inner light increases the light level of the squares within your normal light radius. This means that your radius is effectively higher when going up against monsters creating unnatural darkness, and can also give you resistance against darkness breathing foes, and penalties to Orcs and other light-averse monsters if the light is bright enough.

Sharpness is pretty good against heavily armoured enemies. It sounds like you were a bit unlucky against that Warg. I'd hang on to that one.

On 25.1.2012 15:00 Psi wrote:
As you'll see above, I ended up going the loremaster route - of course I then found a couple of staves of understanding...

I'm pretty certain the monster was a Creeping Horror having met them on subsequent levels. One of them destroyed my cloak of warmth! Can items only be destroyed if they have first been damaged?

Also fought my first young cold drake. It went down, but having read another dump perhaps that was a risky choice. The rewards were nice though!

On 25.1.2012 15:08 Psi wrote:
The forge has two charges. I haven't looked at costs yet, but I'm guessing that armour of resilience or gloves of power/dex may be the best choice? Or maybe I can forge a better weapon? I haven't looked at all at what additional options the mithril gives me.

When does free action etc become essential? I have a ring at the moment, but have been wearing the accuracy rings all game so far.

On 25.1.2012 18:47 Scatha wrote:
I'm not sure there are any resistances which are essential for all characters. For all but the purest of stealth characters you really want to have at least one source of fire resistance by the time you are in Young Fire-Drake territory, but apart from that I think there are balances to be made. Free Action will help you against Slowing and Entrancement (may be bad depending on your build, but you always get a Will save against these), and escaping from Webs and Pits (these can be nasty, but you can get out with a Str/Dex roll respectively, and again there are other routes to mitigate them). If one of these things frequently leads to your demise, you may well want Free Action, but I don't think it's necessarily automatic.

On 25.1.2012 22:22 Psi wrote:
Well the answer to the free action question was that I needed it right away... such a shame.

On 25.1.2012 22:57 Scatha wrote:
Ouch, I feel kind of bad about my advice now. :-(

Cat warriors are a particularly nasty thing to have attack you when entranced, since they get such good criticals. In this case it got a quadruple critical on you, which is 5d9 ...

(The way entrancement works is that you can't move until you next get hit, or some moderately large number of turns passes. Since you're held in place, your evasion is set to [-5], so this normally means they get one nasty hit against you, and sometimes also means you get surrounded. It's pretty bad, but it's not normally the auto-death that paralysis is in many roguelikes (when there are other monsters around.)

On 25.1.2012 23:18 Psi wrote:
No worries... I'd actually lost the character on my commute home before I saw your advice :)

Just gutting to get caught like that with a =FA in my backpack and plenty of unused healing etc...

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