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

  [Sil 1.0.1 Character Dump]

 Name   Ardor         Age    3,077       Str   3
 Sex    Male          Height   7'2       Dex   4
 Race   Noldor        Weight   161       Con   5 =  4  +1
 House  Feanor                           Gra   4 =  3  +1

 Game Turn   11,096   Melee (+14,2d14)   Melee       14 = 12  +4  -3  +1
 Exp Pool       991   Bows    (+5,1d8)   Archery      5 =  0  +4      +1
 Total Exp   36,991   Armor [+15,5-13]   Evasion     15 = 12  +4  -1
 Burden       155.7                      Stealth      9 =  6  +4  -1
 Max Burden   172.8   Health     -4:49   Perception  10 =  5  +4  +1
 Depth         700'   Voice      41:41   Will         9 =  5  +4
 Min Depth     450'                      Smithing     7 =  2  +4      +1
 Light Radius     2                      Song         4 =  0  +4

 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 are wielding a Dagger (+5,1d5) {special} (a).
> The Young cold-drake misses you.
> You hit the Young cold-drake! <2x>
> Your Dagger cuts deeply.
> You recognize it as The Dagger of Nargil (+5,1d5).
> The Young cold-drake misses you.
> You were wielding The Dagger of Nargil (+5,1d5) (r).
> You are wielding a Halberd of Wolf Slaying (-3,2d10) [+1] (a).
> The Young cold-drake claws you.
> You hit the Young cold-drake...
> The Young cold-drake glares at you.
> You are confused!
> You miss the Young cold-drake.
> The Young cold-drake bites you!
> You die.




a) a Halberd of Wolf Slaying (-3,2d10) [+1] 6.3 lb
   It slays wolves.  It requires both hands to wield it
   properly.  It counts as a type of polearm.  
b) a Shortbow (+0,1d7) 1.1 lb
   It can shoot arrows 12 squares (with your current strength).
c) a Golden Ring of Evasion [+1]
d) a Bronze Ring of Dexterity <+0> {dex}
   It increases your dexterity by 0.  It sustains your dexterity.
e) a Silver Amulet of Grace <+1>
   It increases your grace by 1.  It sustains your grace.  
f) a Brass Lantern (with 4865 turns of light)
g) a Mail Corslet of Resilience [-3,2d4] <+1>
   It increases your constitution by 1.  It cannot be harmed by
   the elements.  
h) a Cloak [+2]
i) (nothing)
j) a Helm of True Sight [-1,1d2] <+1>
   It improves your perception by 1.  It provides resistance to 
   blindness and hallucination.  It grants you the ability to
   see invisible creatures.  
k) a Set of Gauntlets [+0,1d1]
l) a Pair of Leather Boots of Softest Tread [-1,1d2] <+2>
   It improves your stealth by 2.  
m) 99 Arrows
   They can be shot 12 squares (with your current strength and bow).
n) 45 Arrows (Poisoned)
   They are branded with venom.  They can be shot 12 squares
   (with your current strength and bow).


a) 2 Fragments of Lembas
b) a Clear Potion of Miruvor
c) 2 Murky Brown Potions of Orcish Liquor
d) 3 Violet Potions of Quickness
e) 2 Dark Green Potions of Strength
f) 2 Vermilion Potions of Dexterity
g) a Bright Orange Potion of Constitution
h) a Golden Staff of Freedom (6 charges)
i) a Twisted Staff of Sanctity (1 charge)
j) a Mahogany Staff of Treasures (2 charges)
k) an Ebony Staff of Foes (1 charge)
l) an Oak Staff of Slumber (4 charges)
m) a Yew Staff of Summoning (9 charges)
n) a Silver Staff of Entrapment (9 charges)
o) an Adamant Ring of Wrath
   It enrages nearby creatures.  
p) a Long Corslet of Wrath (-2) [-4,2d5]
   It enrages nearby creatures.  
q) a Set of Gauntlets of the Forge (-1) [+0,1d1] <+3>
   It improves your smithing by 3.  
r) The Dagger of Nargil (+5,1d5) 0.5 lb
   It cuts easily through armour.  It can be thrown effectively
   (13 squares).  It cannot be harmed by the elements.  
s) The Dagger of Azaghal (+1,1d6) 1.0 lb
   It slays dragons.  It provides resistance to fire and fear.  
   It can be thrown effectively (11 squares).  It cannot be
   harmed by the elements.  
t) a Great Spear of Spider Slaying (-1,1d13) [+1] 4.6 lb
   It slays spiders.  It requires both hands to wield it
   properly.  It counts as a type of polearm.  
u) a Glaive (-1,2d8) [+1] 4.5 lb
   It requires both hands to wield it properly.  It counts as a
   type of polearm.  
v) a Mattock (-7,6d2) <+2> 13.0 lb
   It improves your tunneling by 2.  It requires both hands to
   wield it properly.  


Ardor of the Noldor
Entered Angband on 24 Jan 2012

    Turn     Depth    Note

       2     50 ft    (Weaponsmith)
       2     50 ft    (Polearm Mastery)
       2     50 ft    (Focused attack)
     272    100 ft    (Power)
   1,565    200 ft    Slew Gorgol, the Butcher
   1,689    200 ft    (Concentration)
   2,367    300 ft    (Dodging)
   2,747    350 ft    (Sprinting)
   4,009    400 ft    (Zone of Control)
   5,099    450 ft    (Assassination)
   5,228    500 ft    (Opportunist)
   6,065    500 ft    (Inner Light)
   7,332    500 ft    (Keen Senses)
   7,690    500 ft    Slew Ulfang the Black
   8,027    550 ft    (Flanking)
   8,852    650 ft    Slew Gilim, the Giant of Eruman
  10,076    700 ft    (Controlled Retreat)
  10,512    750 ft    (Knock Back)
  11,089    700 ft    Found The Dagger of Azaghal (from 650 ft)
  11,093    700 ft    Found The Dagger of Nargil (from 500 ft)

  11,096    700 ft    Slain by a Young cold-drake.
  11,096    700 ft    Died on 25 January 2012.

  ['Score' 014088904]

Posted on 24.1.2012 23:45
Last updated on 25.1.2012 13:31

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1171. on the Sil Ladder (of 2148)


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On 24.1.2012 23:45 Satyr wrote:
Got a bit crazy with all the hit-on-movement abilities, but now I can hit the enemy whenever it moves, or whenever I move. With invisibility and light covered, too, melee feels rather confortable, even at this depth. But my lack of resists has almost killed me allready; note to myself: young red dragons are not to be confused with red dragon hatchlings... got out with 1 hp, luckily dragons are territorial.

I think I'll get up one or two floors again, trying to find me a forge and pick up jewelry for the resists and find some easy targets to use-id my staff collection.

On 25.1.2012 01:17 Scatha wrote:
As you perhaps saw, I had the same escape-on-one-health experience with Felagund the first time I ran into a young fire drake! You have the Con potion, so should be able to afford to make rings with resistances -- lacking this you can go for a dwarf mask (fire resistance is the only one which is absolutely crucial; the serpents can kill you with their breaths, but nowhere near so quickly as dragons).

The hit-on-movement abilities are all fun. I've never had all of them at once before. Which do you think you get the best mileage out of? How do you persuade the monsters to move so as to give you the bonuses?

On 25.1.2012 05:36 Satyr wrote:
Hitting them hard until they break is the preferred method of making them move :) And with assasination being surprisingly effective, even without heavy investment into stealth, many monsters flee on the second hit. The focused attack enhanced polarm ability and opportunist therefore propably get the most use, but zone of control works great for erratic monsters like the wolves or dragonflies.

On 25.1.2012 13:31 Satyr wrote:
Ouch, the end came fast. I just didn't pay attention to the amount of damage a young cold-drake can inflict, though the description is a very clear hint. So poking him with daggers (even artefact, dragon-slaying ones) just to intentify them, wasn't the smartest move...

On 25.1.2012 14:06 Scatha wrote:
That hurts, but yes, you were bitten by a dragon, and it got a critical, for a slightly crazy 3d21 damage. They only bite rather than use their claws a third of the time for melee attacks, and the bite attack only has 12 melee, so you were really quite unlucky to have it get a critical.

As dragons come with hoards and are territorial, so you almost never need to fight them if you don't want to, we tried to make them all feel dangerous! (Hatchlings excepted)

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