The Angband Ladder: Telchar, Naugrim Nogrod no-class by half

  [Sil 1.0.2 Character Dump]

 Name   Telchar       Age       54       Str   1 =  3  +1  -4  +1
 Sex    Male          Height   4'2       Dex  -1 =  2      -3
 Race   Naugrim       Weight   153       Con   4
 House  Nogrod                           Gra   4 =  3  +1

 Game Turn   34,029   Melee  (+24,3d6)   Melee       24 = 23  -1  +2
 Exp Pool     4,973   Bows    (-3,0d0)   Archery     -3 =  0  -1  -1  -1
 Total Exp   86,973   Armor [+10,9-26]   Evasion     10 = 11  -1
 Burden       150.8                      Stealth    -10 =  0  -1  -5  -4
 Max Burden   120.0   Health      0:41   Perception  11 =  7  +4
 Depth         950'   Voice      80:82   Will        13 =  9  +4
 Min Depth       0'   Song        Este   Smithing    13 =  7  +4      +2
 Light Radius     7                      Song        14 = 10  +4

 You are the only child of a Dwarven Smith. You are a credit to the
 family. You have dark brown eyes, straight black hair, a three foot
 beard, and a dark complexion.





  [Last Messages]

> It hits you!!
> The Vampire lord bites you...
> The Vampire bites you...
> The Vampire claws you...
> It claws you...
> The Vampire bites you...
> It hits you!!
> The Vampire lord claws you...
> It claws you!!
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You have been given a cut.
> It hits you...
> It hits you!
> You die.


  [Screenshot]

     #.# 
  ####v#%
  #..v.v.
  #  @Rv.
  # RvR .
  ' R   .
  #    ..


  [Equipment]

a) The Bastard Sword 'Anglachel' (+3,3d3) [+1] 5.0 lb
   It cuts easily through armour.  It draws powerful creatures
   to your level (even when not worn).  It cannot be harmed by
   the elements.  It does extra damage when wielded with both
   hands.  
b) (nothing)
c) an Adamant Ring of Damage <+1>
   It improves your damage sides by 1.  
d) The Serpentine Ring of Barahir
   It provides resistance to poison.  It grants you freedom of
   movement.  It cannot be harmed by the elements.  It grants
   you the ability: Song of Este.  
e) a Golden 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) a Mail Corslet of Venom's End [-3,2d5]
   It provides resistance to poison.  
h) a Cloak of Protection [+2,1d1]
   It cannot be harmed by the elements.  
i) The Kite Shield of Hador (-1) [+0,1d6]
   It provides resistance to cold and fire.  It cannot be harmed
   by the elements.  
j) a Jewelled Crown of Grace [+0,1d1] <+1>
   It increases your grace by 1.  It cannot be harmed by the
   elements.  
k) a Set of Gauntlets of Power [+0,1d2] <+1>
   It increases your strength by 1.  
l) a Pair of Leather Boots of Speed [+0,1d1]
   It grants you the ability: Sprinting.  
m) (nothing)
n) (nothing)


  [Inventory]

a) 2 Thorny Herbs of Rage
b) 3 Yellow Herbs of Restoration
c) 3 Clear Potions of Miruvor
d) a Dark Green Potion of Healing
e) a Violet Potion of Voice
f) 7 Cloudy Potions of Slow Poison
g) a Copper Speckled Potion of Quickness
h) 5 Grey Potions of Strength
i) 6 Black Potions of Grace
j) a Golden Trumpet of Blasting
k) a Walnut Staff of Warding (3 charges)
l) a Beryl Ring of Protection [+0,1d2]
m) 2 Garnet Rings of Frost
   It provides resistance to fire.  
n) a Dragon Tooth Amulet of Regeneration {regeneration}
   It speeds your regeneration (which also increases your hunger).
   
o) a Bronze Amulet of the Blessed Realm <+1>
   It increases your grace by 1.  It sustains your grace.  It 
   lights the dungeon around you.  
p) a Feanorian Lamp of True Sight
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
q) 2 Silmarils
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
r) a Mail Corslet of Protection (-1) [-3,2d6]
   It cannot be harmed by the elements.  
s) a Mail Corslet of Permanence (-1) [-3,2d4]
   It sustains your strength and dexterity.  It cannot be harmed
   by the elements.  
t) The Longsword 'Narsil' (+0,2d6) [+2] 2.5 lb
   It provides resistance to cold and fire.  It lights the
   dungeon around you.  It cannot be harmed by the elements.  
u) The Bastard Sword 'Anguirel' (+3,3d3) [+1] 5.0 lb
   It cuts easily through armour.  It increases your hunger.  It
   cannot be harmed by the elements.  It does extra damage when
   wielded with both hands.  


  [Notes]

Telchar of the Naugrim
Entered Angband on 9 Apr 2012

    Turn     Depth    Note

     743     50 ft    (Armoursmith)
     743     50 ft    (Enchantment)
     855     50 ft    Made a Mail Corslet of Protection (-1) [-3,2d5]  27.0 
                      lb 
     976     50 ft    Made a Round Shield of Deflection [+2,1d3]  5.0 lb
   1,143     50 ft    Made a Helm of Brilliance [-1,1d2]  5.0 lb
   1,512    100 ft    (Power)
   3,365    300 ft    Slew Boldog, the Merciless
   3,517    250 ft    (Focused attack)
   5,048    300 ft    (Concentration)
   5,899    300 ft    Slew Gorgol, the Butcher
   7,686    400 ft    (Blocking)
   7,686    400 ft    (Heavy Armour Use)
   7,694    400 ft    Slew Uldor, the Accursed
   8,699    400 ft    Made a Set of Leather Gloves of the Forge <+2>  0.5 lb 
   8,833    400 ft    Made a Set of Leather Gloves of Dexterity <+1>  0.5 lb 
   8,923    400 ft    Made a Pair of Leather Boots of Speed [+0,1d1]  2.0 lb 
  10,157    550 ft    (Stun)
  11,037    450 ft    (Clarity)
  11,037    450 ft    (Hardiness)
  14,163    550 ft    (Critical Resistance)
  14,255    550 ft    Slew Gilim, the Giant of Eruman
  14,593    600 ft    (Keen Senses)
  15,214    600 ft    Slew Ulfang the Black
  15,665    600 ft    (Knock Back)
  16,473    700 ft    Slew Umuiyan, the Doorkeeper
  16,734    700 ft    (Song of Slaying)
  17,479    700 ft    (Song of Staying)
  20,054    750 ft    Slew Nan, the Giant
  20,058    750 ft    Found The Longsword 'Narsil'
  20,061    750 ft    Found The Greatsword 'Glend'
  21,497    800 ft    (Curse Breaking)
  22,155    800 ft    Found The Kite Shield of Hador
  23,684    850 ft    Found The Longbow 'Belthronding'
  24,435    850 ft    Slew Oikeroi, Guard of Tevildo
  24,497    850 ft    Slew Tevildo, Prince of Cats
  25,418    900 ft    Slew Dagorhir, the Elfbane
  25,910    900 ft    (Song of Sharpness)
  26,119    900 ft    Found The Bastard Sword 'Anguirel'
  27,053    950 ft    Found The Serpentine Ring of Barahir (from 900 ft)
  27,574    950 ft    Subdued The Deathblade 'Delmereth'
  27,574    950 ft    Found The Deathblade 'Delmereth'
  27,891    950 ft    Slew Draugluin, Sire of Werewolves
  28,650    950 ft    Destroyed Lungorthin, the Balrog of White Fire
  30,294    950 ft    (Crowd Fighting)
  30,300    950 ft    (Unwavering Voice)
  30,301    950 ft    (Woven Themes)
  30,628  1,000 ft    Entered Morgoth's throne room
  30,717  1,000 ft    Slew Gorthaur, Servant of Morgoth
  30,872  1,000 ft    Slew Thuringwethil, the Vampire Messenger
  30,902  1,000 ft    Found The Massive Iron Crown of Morgoth
  31,129  1,000 ft    (Inner Light)
  31,347  1,000 ft    Slew Ungoliant, the Gloomweaver
  31,838  1,000 ft    Found The Bastard Sword 'Anglachel'
  31,841  1,000 ft    Found The Longsword 'Aranruth'
  32,577  1,000 ft    Found The Bat-Fell of Thuringwethil
  33,095  1,000 ft    Cut a Silmaril from Morgoth's crown
  33,315  1,000 ft    Cut a Silmaril from Morgoth's crown
  33,316  1,000 ft    Cut a Silmaril from Morgoth's crown
  33,357  1,000 ft    (Finesse)
  33,357  1,000 ft    (Two Weapon Fighting)
  33,406    950 ft    (Strength)

  34,029    950 ft    Slain by a Gwathrauko.
  34,029    950 ft    Died on 14 April 2012.




  ['Score' 021365971]


Posted on 11.4.2012 23:49
Last updated on 14.4.2012 19:03

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On 11.4.2012 23:49 half wrote:
What an odd game!

My plan was to have an extreme protection character. I would be the famed Dwarven smith, Telchar, who forged Narsil, Angrist, and the Dragon-Helm. Sadly, I only found one forge after the initial one. I thus had some trouble getting very far with such a heavy investment in smithing.

I also only found four charges of Perception and no Recharging...

I had a lot of trouble in the mid-game and could barely hold my own. I ran out of all healing and quickness. Embarassingly, about 10 squares away from where I knew Anguirel to lie, I had to take Song of Sharpness to kill an Ancient amethyst serpent who would have spelt my doom.

Finally, I have managed to get things together. I have some good protection (though I'm Blocking and singing the Song of Staying in the character dump). I also have the required resistances and wonder of wonders found my third forge here on the last level before the Throne Room. It has 2 uses and I have 10,500 experience. Suggestions?

On 11.4.2012 23:51 half wrote:
Note that I'm playing a developer version of 1.0.3 which displays all the items that I have ever forged. Rather pathetically, I'm still carrying two of them, including the gloves of the forge!

On 12.4.2012 00:25 Scatha wrote:
On the plus side, you've found some pretty good equipment generally. I actually thought of several of your equipped items "Oh, I guess he made that" before I scrolled down to see exactly what you had made.

Your equipment is mostly fairly solid, which makes it less clear where to focus on upgrading. I suppose the helm and amulet slots look a little below par -- despite Anguirel you probably have enough bread now not to need the sustenance from the amulet.

So, if you call for suggestions:
- You have various swap items for elemental resists, but I still think a dwarf mask for constant fire resistance could be good. Perhaps of Brilliance? Or Defiance?
- I'd guess a Con amulet would be the best choice?

I haven't checked the numbers, but I think you'd just need the 500 investment in Jeweller for the amulet. Certainly for two uses in total I'd guess it's not worth investing so much more in Smithing at this point, preferring to spend directly on skills.

An alternative to the amulet, to avoid needing Jeweller, might be a heavy long corslet, to get more use out of Heavy Armour Use?

On 12.4.2012 01:24 debo wrote:
Given your stealth score, you might want to change your character's name to "Clangy" :)

On 12.4.2012 02:02 HugoTheGreat2011 wrote:
Out of curiosity, how high was your smithing when you made those three items at 50ft? 400ft? 13? I ask because I could never effectively manage enough EXP points for Smithing to make anything useful (when I need them most) with any Smithing character. :)

On 12.4.2012 07:12 Philip wrote:
Well, you'll want 13 and jewellery if you want to make rings of accuracy +2(which are really good). I often take 12 and make numerous stealth items worth +6 in total. You also might want boots of speed, but I don't know how high your smithing score needs to before you can make them.

On 12.4.2012 10:49 Psi wrote:
I'm surprised you have found nothing better for the slots Scatha highlights. I can't remember not finding a TrueSight helm or a +1 Con/Grace/BessedRealm amulet. Saying that though I cannot imagine seeing so few forges either! You haven't changed their distribution in 1.0.3 have you?

I usually stumble across two or three on the way down (including the guaranteed one) and then rely on _Revelations to find more in the 850-900 range.

I like the addition of the forged items to the notes section and Hugo raises a good point - perhaps you could add the smithing cost of the item there too?

Just a thought, how about making enchanted forges have a 2d3 bonus instead of a flat 3 (or 1d2+1d3 or 1d5 even if that is too much)?

On 12.4.2012 11:41 half wrote:
Psi: I found several Helms of True Sight, but since I had Lamps of True Sight / Brilliance, and wanted the crown in case I found a forge, I ended up keeping the lamps. However, I didn't find a single Staff of Revelations, or a <+1> amulet of any kind.

On 12.4.2012 13:28 Psi wrote:
Ah - didn't spot the TrueSight Lamp in the pack! Interesting that you've hung on to bog standard throwing axes - do they do enough damage to warrant the slot? I've never really tried throwing weapons.

On 12.4.2012 13:59 half wrote:
Yes, the axes are pretty good, especially against Cat Assassins. They also allow me to take more advantage of my Sprinting. They are particularly useful for dwarves since they get +1 to using Axes and a penalty for bows. I'd love to have made some good ones at a forge.

They are at (+26, 2d9) and since they are 1.5lb, this is often 3d9. Or maybe they are d10s -- I can't recall if Power affects them.

All that said, I've probably only had about 15 situations in which I've used them.

On 14.4.2012 19:03 half wrote:
Well, that was fun.

In the end, I decided that there was nothing worth smithing while spending less than 2,000 experience on it, so I just abandoned the forge. If it had had three uses I would have made an artefact. I took Crowd Fighting, Unwavering Voice, and Woven Themes for the throne room and descended.

I was surprised to be able to hold my own in the throne room once I had holed up. The songs of Slaying, Staying, and Este helped, as did the Amulet of Regeneration. The combat was very enjoyable and varied, with tense corridor combat and wide open battles in the main hall. I trapped two Unrelenting Horrors in a side chamber using my Trumpet of Blasting which was great.

Sadly though, Telchar's greed meant his downfall. Flush with his first real taste of success for the game, he decided to take not one, but three Silmarils. Using the Song of Sharpness and sacrificing his sword Aranruth, he claimed them. Then, he decided to throw his shield aside and run up through 1000 ft of the Iron Hells dual wielding Eol's twin meteroric bastard swords, Anglachel and Anguirel!

This was a mistake. Having all three Silmarils and a Danger item, meant that the dungeon was teeming with Vampire Lords and Gwathraukar. He did well against them, and with some very bad luck on finding stairs was slain on his fourth attempt at 950 ft... It turns out that while a Silmaril is bright enough to take on two Gwathraukar, it is not enough when four of them charge in amidst a cloud of vampire lords.

His only regret is to have switched the artefact shield back in to deal with some Ancient Serpents, rather than going down in true glory with two black blades flashing in the flickering light of three Silmarils and four Gwathraukar!

On 14.4.2012 19:26 HugoTheGreat2011 wrote:
Great story, there! I have to admit, I had a close call with the Gwathraukar one time with my only winning character (Azog's Bane), currently. I was halfway through the ascent, at around 450ft. I was heading towards this up-staircase at the end of a corridor, while on the run from Morgoth. One corridor end was blocked by Morgoth. Yet, lo and behold, 2 Gwathraukar were blocking the other corridor end AND staircase with darkness to give me a hard time. Fortunately, I was able to pummel these chumps, and made my way up, and win the game!

That being said, Gwathraukar are *very* nasty when dealing with multiples of them. 4 of them? That must be hectic!

On 14.4.2012 19:47 Scatha wrote:
A valiant attempt! It may be a bit silly, but I like the dual-wielding of the meteoric blades ...

You went down with quite a lot of experience available to spend. I wonder how much this would have helped. Another two points in Will would have increased the effectiveness of Critical Resistance, as well as making you less susceptible to the vampires' bites. I guess Song of the Trees might have been an out here -- but really, how often do you expect to have to face four Gwathraukar at once?

On 14.4.2012 19:49 decoy wrote:
This is freaking awesome. I've been working on a Naugrim myself this week, and I'm glad to see we're on a similar page re: starting items. It took me quite a bit of testing to get to that, but there you have it.

Also, I can't believe you found Anguirel, Anglachel, _and_ Aranruth. And Narsil, even. And Glend. And Delmereth. Head asplode.

On 15.4.2012 04:51 Fendell Orcbane wrote:
Gwathraukar aren't that strong...but their darkness generation can kill you. I almost got killed by a group of them at the gates of Angband. I was killing everything and tried to go back down the stairs but I couldn't see anything and started getting hit like crazy...lucky for me I had exchange and was able to get to the corridor and escape.

On 15.4.2012 16:33 half wrote:
decoy: I took the initial three equipment choices from someone on the forum. Probably Psi. Boots of speed are another good choice if you are doing this Armoursmith, Enchantment start.

Yes, I did well with finding artefact weapons. I would have liked an Axe, but there probably aren't any as good as the swords I found. It is worth noting that Anglachel and Aranruth were found in the throne room, so didn't affect much of the game. Narsil was an excellent swap weapon earlier against fire, cold, darkness. I think there were also another couple of artefacts that I didn't bother identifying, two daggers as I recall.

On 16.4.2012 06:05 HallucinationMushroom wrote:
I sat here for 5 minutes trying to find out where the -4 on your str was coming from, but it must've been those damn vampires! I like the addition of the forge-notes. Sorry about your character here, but man, you killed just about everything! Ungoliant is just plain nasty.

On 16.4.2012 08:31 decoy wrote:
Yes, I think that's a good start for this type of character. I have since tweaked my starting smithing a bit--I use a Corslet of Resilience rather than one of Protection now. It's 2d4 protection instead of 2d5, but if the character lives long enough to restore the Con, it's gravy.

Gloves of the Forge, the shield, and Boots of Speed are also on my starting list. I start with the gloves and the corslet, if I get the shield or the boots too then life is good.

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