The Angband Ladder: Archie, Noldor Feanor no-class by jujuben

  [Sil 1.0.2 Character Dump]

 Name   Archie        Age    2,621       Str   2 =  1          +1
 Sex    Male          Height   6'8       Dex   1 =  5  -4
 Race   Noldor        Weight   173       Con   6 =  4  +1      +1
 House  Feanor                           Gra   4 =  4  +1      -1

 Game Turn   17,566   Melee  (+11,4d3)   Melee       11 =  7  +1  +2  +1
 Exp Pool     4,945   Bows  (+16,1d11)   Archery     16 = 10  +1  +4  +1
 Total Exp   44,345   Armor  [+9,7-16]   Evasion      9 = 10  +1  -2
 Burden       101.9                      Stealth    -10 =  0  +1  -3  -8
 Max Burden   144.0   Health      0:59   Perception   6 =  2  +4
 Depth         750'   Voice      11:41   Will         6 =  2  +4
 Min Depth     700'   Song   Sharpness   Smithing    21 =  8  +4  +8  +1
 Light Radius     4                      Song        14 = 10  +4

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

  [Last Messages]

> The Greater werewolf claws you...
> *** LOW HITPOINT WARNING! *** <2x>
> The Greater werewolf claws you...
> You have 4 Arrows of Piercing (n).
> The Arrow of Piercing pierces the Greater werewolf.
> The Arrow of Piercing breaks.
> You provoke attacks of opportunity from adjacent enemies!
> The Greater werewolf claws you...
> *** LOW HITPOINT WARNING! *** <2x>
> The Greater werewolf claws you.
> You burst into a furious rage!
> You have a Grey Herb of Rage (a).
> You die.




a) The War Hammer 'If I Had a Hammer' (-2,4d1) <+4> 4.6 lb
   It decreases your dexterity by 4.  It improves your smithing
   by 4.  It cannot be harmed by the elements.  It does extra
   damage when wielded with both hands.  
b) a Longbow of Radiance (+0,1d9) [-1] 3.3 lb
   It fires shining arrows.  It can shoot arrows 16 squares
   (with your current strength).
c) a Garnet Ring of Accuracy (+2)
d) a Garnet Ring of Accuracy (+2)
e) an Amber Amulet of Preservation
   It sustains your constitution and grace.  It reduces your
   need for food.  It cannot be harmed by the elements.  
f) a Brass Lantern of Brightness (with 3664 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) The Mail Corslet of Fingon [-3,2d4] <+1>
   It increases your constitution and grace by 1.  It provides
   resistance to fear.  It cannot be harmed by the elements.  
h) a Cloak of Protection [+1,1d1]
   It cannot be harmed by the elements.  
i) a Round Shield of Deflection [+2,1d3]
   It cannot be harmed by the elements.  
j) a Helm of Brilliance [-1,1d2]
   It lights the dungeon around you.  
k) The Set of Leather Gloves of Celebrimbor [+0,1d1] <+4>
   It improves your smithing by 4.  It grants you freedom of
   movement.  It cannot be harmed by the elements.  
l) a Pair of Leather Boots [+0,1d1]
m) 11 Arrows (Poisoned)
   They are branded with venom.  They can be shot 16 squares
   (with your current strength and bow).
n) 4 Arrows of Piercing
   They cut easily through armour.  They can be shot 16 squares
   (with your current strength and bow).


a) a Grey Herb of Rage
b) a Yellow Herb of Sustenance
c) a Piece of Dark Bread
d) a Dark Blue Potion of Voice
e) a Cloudy Potion of Slow Poison
f) 4 Golden Potions of Strength
g) 2 Pale Green Potions of Constitution
h) a Twisted Staff of Freedom (2 charges)
i) a Gnarled Staff of Sanctity (1 charge)
j) an Ebony Staff of Understanding (3 charges)
k) an Aspen Staff of Revelations (2 charges)
l) a Silver Staff of Foes (2 charges)
m) a Marble Ring of Warmth {rCold}
   It provides resistance to cold.  
n) an Amethyst Ring of True Sight {ts}
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
o) a Driftwood Amulet of Constitution <+1>
   It increases your constitution by 1.  It sustains your 
p) a Set of Gauntlets of Power (-1) [+0,1d2] <+1>
   It increases your strength by 1.  
q) a Longsword (Defender) (+0,2d5) [+2] 2.0 lb
   It cannot be harmed by the elements.  
r) a Mattock of Belegost (-5,5d2) <+3> 7.7 lb
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  
s) 5 Arrows (+3)
   They can be shot 16 squares (with your current strength and bow).
t) 72 Arrows
   They can be shot 16 squares (with your current strength and bow).


Archie of the Noldor
Entered Angband on 5 May 2012

    Turn     Depth    Note

   1,075     50 ft    (Weaponsmith)
   1,075     50 ft    (Enchantment)
   1,748    100 ft    (Precision)
   3,399    150 ft    (Armoursmith)
   3,912    150 ft    (Parry)
   4,511    200 ft    Slew Gorgol, the Butcher
   4,523    200 ft    Of course Gorgol dropped a 4d2 warhammer on a 1 str 
   4,709    250 ft    (Crippling Shot)
   5,649    300 ft    gorcrows and mewlips... blind, afraid, and blanked 
   5,743    300 ft    (Versatility)
   6,298    350 ft    Found The Set of Leather Gloves of Celebrimbor (from 
                      150 ft) 
   6,299    350 ft    really?  *REALLY*?  ***SWEET!!!***
   8,375    450 ft    (Dexterity)
  10,429    550 ft    (Riposte)
  10,834    550 ft    (Song of Elbereth)
  10,871    550 ft    Slew Ulfang the Black
  11,544    550 ft    (Finesse)
  11,956    550 ft    (Song of Aule)
  11,956    550 ft    (Song of Sharpness)
  12,069    550 ft    Slew Gilim, the Giant of Eruman
  12,371    550 ft    Slew Uldor, the Accursed
  13,647    600 ft    (Artifice)
  13,820    600 ft    Made The War Hammer 'If I Had a Hammer'
  15,019    600 ft    (Crowd Fighting)
  15,817    650 ft    Found The Mail Corslet of Fingon
  17,190    750 ft    (Zone of Control)
  17,501    750 ft    (Jeweller)

  17,565    750 ft    Slain by poison.
  17,565    750 ft    Died on 06 May 2012.

  ['Score' 015082434]

Posted on 6.5.2012 04:33
Last updated on 6.5.2012 23:26

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On 6.5.2012 04:42 jujuben wrote:
Playing around with what should soon be a parry-riposte archer/smith build. Just found sanctity, and learned that the gloves I'd been carrying around from 150' (after rolling the dice once and getting some early +2 smithing gauntlets) were Celebrimbor! And I've had a 3 charge forge in between. Ah well. Based on my ID so far, the odds were definitely in favor of them being cursed, and I really didn't want 2 stats lowered...

So far, the build seems quite nice, even when I hit a roost fighting two mewlips, and ended up blind, afraid, memory blanked and no way to run away, the evasion was enough that I was only down to ~1/2 hp by the time I was able to get out.

On 6.5.2012 06:59 jujuben wrote:
Probably enough for tonight... Sulrakaur are a bit of trouble. Debating buying up through sharpness to deal with them, but I really want to keep an xp reserve for artifice. A few tight spots, including a giant that landed his blow, and a horror that ruined my nice light armor have left me with fewer potions than I'd like at this depth, but my staff collection is quite nice indeed.

On 6.5.2012 18:04 jujuben wrote:
Getting tough. Just burned all my potions again, took crowd fighting as an emergency "don't die" skill, and still barely made it to the stairs. Silent Watcher, 5 Cave trolls, and a couple shadow spiders, in some not terribly favorable terrain. Was trying to get to some mithril gauntlets to make a light with, but that didn't happen.

On 6.5.2012 20:09 HugoTheGreat2011 wrote:
FYI, you can also forge arrows (up to 24) per use at any forge.

On 6.5.2012 23:26 jujuben wrote:
Dumb death. Didn't notice how poisoned I was until it was too late. Probably could have survived it if I'd noticed earlier. Probably would have used consumables earlier if I'd had more. This whole game was spent just barely on the edge of survival. My 1.0 charachter of the same build waltzed through things, but the elbereth and smithing nerfs really hurt.

On 6.5.2012 23:32 jujuben wrote:
Crap.... double crap... just noticed I'd been swinging my hammer, having just been forging, rather than my sword. Made a huge difference in combat power. Death by forgetfulness.

On 7.5.2012 01:59 Scatha wrote:
Oh no. A penalty of -4 to all your key skills is crazy. (And if you attacked in melee I don't think 4d3 would have done much either.)

Bad luck with that one.

On 7.5.2012 02:42 jujuben wrote:
With parry, that meant -8 to evasion. And the 4d3 was totally unaffected by sharpness, which was what let me get melee damage in on anyone at this depth. Archery was my primary source of damage, though, and at that evasion, I wasn't doing much riposting, so it didn't really matter. Maybe next time, my forging hammer should use a con penalty to make it affordable. Much more obvious that combat shouldn't happen. Does Sil have an inscription available to give a warning when you melee with a special use weapon? Something similar to the "You are attacking with your bare hands" warning?

Bad luck and stupidity.

On 7.5.2012 03:00 HugoTheGreat2011 wrote:
Major ouch due to the -4 DEX. Sorry to hear this.

On 7.5.2012 03:10 HugoTheGreat2011 wrote:
If you're going to use a CON penalty... I'd keep it low. -4 CON would be a bit too much. LOL! ;)

On 7.5.2012 05:36 jujuben wrote:
Actually, kind of curious about how healing over time works... I'm pretty sure it's proportional, but if there's a set minimum hp per turn healing rate, it might be situationally useful for healing faster if you have listen and/or know you're in a safe location. Of course, if a shadow or something suddenly comes in, there might be some trouble...

On 4.6.2012 00:18 half wrote:
Healing is indeed proportional to your maximum health.

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