The Angband Ladder: Pe-Ell, Noldor Feanor no-class by debo

  [Sil 1.0.2 Character Dump]

 Name   Pe-Ell        Age    1,211       Str   0
 Sex    Male          Height   6'9       Dex  11 =  5  +5      +1
 Race   Noldor        Weight   151       Con   5
 House  Feanor                           Gra   4 =  3  +1

 Game Turn   35,206   Melee  (+32,1d8)   Melee       32 = 20 +11  +3  -2
 Exp Pool     2,677          (+32,1d8)   Archery     14 =  0 +11  +2  +1
 Total Exp   87,977   Bows   (+14,1d8)   Evasion     24 = 11 +11  +2
 Burden        86.9   Armor  [+24,3-7]   Stealth     26 = 14 +11  +1
 Max Burden   100.0                      Perception  16 = 12  +4
 Depth           0'   Health     49:49   Will        12 =  8  +4
 Min Depth       0'   Voice      41:41   Smithing     5 =  0  +4      +1
 Light Radius     9                      Song         4 =  0  +4

 You are one of two children of a smith from the house of Feanor. You
 have light blue eyes, straight black hair, and a fair complexion.






  [Last Messages]

> You have found a trap.
> You cannot disarm the spiked pit.
> You fall into a spiked pit!
> You are impaled!
> You have been given a cut.
> You climb out of the pit.
> The bleeding stops.
> You have found a trap.
> You feel much better.
> You have 3 Wrinkled Herbs of Healing (b).
> You stealthily attack Carcharoth, the Jaws of Thirst!!!!!!!!!!!
> Carcharoth, the Jaws of Thirst notices you.
> Carcharoth, the Jaws of Thirst reels in pain!
> You stealthily attack Carcharoth, the Jaws of Thirst!!!!!!!!!!
> You have slain Carcharoth, the Jaws of Thirst.


  [Screenshot]

  .......
  ~...#..
  ~~.....
  .~.@...
  .~~...#
  ..~~...
  ...~...


  [Equipment]

a) The Shortsword 'Stiehl' (+1,1d7) [+1] 0.9 lb
   It cuts easily through armour.  It provides resistance to 
   stunning.  It cannot be harmed by the elements.  
b) a Shortbow (+0,1d7) 1.5 lb
   It can shoot arrows 12 squares (with your current strength).
c) a Chalcedony Ring of Accuracy (+3)
d) a Topaz Ring of Damage <+1>
   It improves your damage sides by 1.  
e) a Bronze Amulet of the Blessed Realm <+1>
   It increases your grace by 1.  It sustains your grace.  It 
   lights the dungeon around you.  
f) a Silmaril
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
g) The Leather Armour 'Steppin' Razor' [-1,1d4] <+2>
   It increases your dexterity by 2.  It cannot be harmed by the
   elements.  
h) The Bat-Fell of Thuringwethil (-1) [+2] <+2>
   It improves your stealth by 2.  It cannot be harmed by the
   elements.  It grants you the ability: Disguise.  
i) (nothing)
j) a Helm of Brilliance [-1,1d2] {@w0}
   It lights the dungeon around you.  
k) a Set of Leather Gloves of Dexterity <+1>
   It increases your dexterity by 1.  
l) The Pair of Leather Boots 'Dancer' [+0,1d1] <+2>
   It increases your dexterity by 2.  It cannot be harmed by the
   elements.  
m) 48 Arrows (+3)
   They can be shot 12 squares (with your current strength and bow).
n) 38 Arrows (Poisoned)
   They are branded with venom.  They can be shot 12 squares
   (with your current strength and bow).


  [Inventory]

a) a Mottled Herb of Sustenance
b) 3 Wrinkled Herbs of Healing
c) 2 Pale Green Herbs of Restoration
d) 5 Clear Potions of Miruvor
e) 2 Bright Orange Potions of Clarity
f) 11 Sparkling Blue Potions of Healing
g) a Brilliant Blue Potion of True Sight
h) 15 Dark Green Potions of Quickness
i) 4 Sparkling Potions of Elemental Resistance
j) a Dark Potion of Strength
k) 3 Golden Potions of Dexterity
l) 5 Cloudy Potions of Constitution
m) 7 Copper Speckled Potions of Grace
n) an Oak Staff of Revelations (1 charge)
o) a Maple Staff of Treasures (1 charge)
p) a Walnut Staff of Slumber (6 charges)
q) a Golden Staff of Majesty (7 charges)
r) a Topaz Ring of Damage <+1>
   It improves your damage sides by 1.  
s) 2 Silmarils
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
t) a Cloak of Protection [+2,1d1] {@w1}
   It cannot be harmed by the elements.  
u) The Helm of Eureka! [-1,1d2] {@w0}
   It cannot be harmed by the elements.  It grants you the
   ability: Lore-Master.  
v) The Shortsword of Amrod (+1,1d7) [+1] <+2> 1.5 lb
   It improves your stealth and perception by 2.  It grants you 
   freedom of movement.  It cannot be harmed by the elements.  
w) a Mattock of Belegost (-5,5d2) <+3> 7.5 lb
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  


  [Notes]

Pe-Ell of the Noldor
Entered Angband on 19 May 2012

    Turn     Depth    Note

   1,483    100 ft    (Armoursmith)
   1,483    100 ft    (Enchantment)
   1,795    100 ft    (Finesse)
   2,094    150 ft    (Disguise)
   5,012    350 ft    (Vanish)
   6,908    500 ft    (Artifice)
   7,096    500 ft    Made The Helm of Eureka!
   8,876    600 ft    (Dodging)
   8,957    650 ft    (Sprinting)
   9,924    700 ft    Found The Shortsword of Amrod
  10,282    900 ft    (Subtlety)
  10,305    900 ft    Found The Shortsword 'Dagmor'
  10,532    950 ft    (Assassination)
  11,994    850 ft    (Eye for Detail)
  12,905    850 ft    Made The Set of Leather Gloves of Pe-Ell
  12,909    850 ft    (Focused attack)
  14,143    750 ft    Made The War Hammer of Pe-Ell
  14,256    750 ft    (Cruel Blow)
  14,787    800 ft    3 forges... all 2 uses :(
  14,787    800 ft    But another staff of revelations on this floor! :)
  16,520    750 ft    Made The War Hammer of Also Making Stuf
  16,699    700 ft    Two 3-use forges + one 2-use on this floor!
  17,515    700 ft    Slew Umuiyan, the Doorkeeper
  17,575    700 ft    Slew Gilim, the Giant of Eruman
  18,344    700 ft    (Mind Over Body)
  18,690    700 ft    Made The Pair of Leather Boots 'Dancer'
  20,849    800 ft    Made The Leather Armour 'Steppin' Razor'
  22,017    850 ft    (Jeweller)
  23,868    850 ft    Made The Shortsword 'Stiehl'
  23,882    850 ft    (Rapid Attack)
  24,491    900 ft    Entered Chambers of Thu
  24,645    900 ft    Destroyed Lungorthin, the Balrog of White Fire
  24,647    900 ft    Found The Dagger 'Angrist'
  24,809    900 ft    Slew Draugluin, Sire of Werewolves
  24,811    900 ft    Found The Wolf-Hame of Draugluin
  24,955    900 ft    Slew Gorthaur, Servant of Morgoth
  24,956    900 ft    (Dexterity)
  26,108    900 ft    Slew Oikeroi, Guard of Tevildo
  26,111    900 ft    Slew Tevildo, Prince of Cats
  26,195    900 ft    Slew Dagorhir, the Elfbane
  26,211    900 ft    (Parry)
  26,211    900 ft    (Riposte)
  28,901  1,000 ft    Entered Morgoth's throne room
  28,902  1,000 ft    (Keen Senses)
  28,902  1,000 ft    (Listen)
  29,230  1,000 ft    Destroyed Gothmog, High Captain of Balrogs
  29,371  1,000 ft    Slew Thuringwethil, the Vampire Messenger
  29,373  1,000 ft    Found The Bat-Fell of Thuringwethil
  29,551  1,000 ft    Slew Ungoliant, the Gloomweaver
  30,184  1,000 ft    Found The Massive Iron Crown of Morgoth
  30,279  1,000 ft    Cut a Silmaril from Morgoth's crown
  30,371  1,000 ft    Cut a Silmaril from Morgoth's crown
  30,372  1,000 ft    Cut a Silmaril from Morgoth's crown
  33,056    600 ft    Found The Longbow 'Belthronding'
  35,117     Gates    Entered The Gates of Angband
  35,192     Gates    Slew Carcharoth, the Jaws of Thirst

  35,205     Gates    You escaped the Iron Hells on 21 May 2012.
  35,205     Gates    You brought back all three Silmarils from Morgoth's 
                      crown! 




  ['Score' 041364794]


Posted on 19.5.2012 19:17
Last updated on 22.5.2012 03:23

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330. on the Sil Ladder (of 2253)

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On 19.5.2012 19:17 debo wrote:
First smith-stabber in a while. Although he's not really much of a 'stabber' yet.

This is the biggest emphasis I've ever put on avoidance on this type of character, and it seems to be working well. The only things I've killed are worms, spiders, and dragonflies lol. Not a single kill on an orc soldier or orc warrior yet!

On 20.5.2012 00:04 Scatha wrote:
Interesting start. Orcs are awkward because they come in groups.

How do you deal with not alerting anything while you're smithing?

I also wonder: will you pick up Listen? It's one of the most powerful tools available for an avoidance strategy.

On 20.5.2012 02:43 debo wrote:
Orcs are indeed 'awkward' -- I lost 5 Pe Ells to orcs btwn 50' - 200' before birthing this one. My strategy was to dive like hell to 500' as soon as I got my kit at 100', since the monsters at that depth are less clumpy.

Alerting things while smithing isn't a huge deal. At 100', I've usually killed everything before I begin. Then, I refuse to forge until I get Vanish. I've had gangs of Wargs and one-off Giants and Trolls interrupt me, and I just pull them into a faraway room and disappear on them before getting back to work.

I've only ever had listen w/ Curufin, which is exciting because of the Danger effect. (Great balancing work on that artefact, btw.) It's helpful, but not essential. Based on training a lot at lower depths w/ a savescummed character, 20+ stealth is a panacea for most problems. The only monster in the game that causes problems at that point is the *$@*! Cat Assassin :) GOD, do I HATE those things!

My next goal is to get 10/10/12 Melee/Evasion/Stealth, and then start worrying about skills. I might dive to 900' just to get the experience, and then crawl back up to kill things. Not sure yet!

On 20.5.2012 02:55 debo wrote:
Also, I purposefully forced myself NOT to take Assassination, because when I have it, I'm always tempted to stealth-attack monsters who are WAY too strong for me :)

On 20.5.2012 03:42 debo wrote:
Just stood up and realized how drunk I am, probably not the best idea to keep playing in this state :)

Sitting at 900', just found the shortsword of Amrod, and now I'm staring at a fire drake who has the shortsword of Dagmor under his butt. Trying to figure out if it's worth stabbing him and then running away to get him off of it...

On 20.5.2012 04:54 jujuben wrote:
What's their breath range, again, and what does the line of sight look like? If the goal is to get him to chase you, then come 'round and raid his hoard, the bow is probably a better bet than stabbing... Still might be a bit leery about trying it with no rFire whatsoever. Lost quite a few promising characters to being dumb around dragons myself...

On 20.5.2012 05:15 debo wrote:
I have a pot of elem resist... I think I might shoot him and then ring him round the rosie :)

On 20.5.2012 08:50 debo wrote:
Couldn't get it. There are 4 vampires, 3 troll guards, Tevildo + Oikerai in the same room as that drake. Almost died 3 times in a row before fleeing. Not even worth it, really, 2.0lb is wayyyyy too heavy for me :)

Gonna head back up to 500' and scum for forges now :)

On 20.5.2012 09:05 debo wrote:
Gonna have to start pooling XP for a 4-forge found on this floor...

On 20.5.2012 11:17 Scatha wrote:
Nice going.

Were evasion points 8-10 an admission that you might have to engage in open combat at some point? I'm usually tempted to stop at Sprinting with similar builds (but of course that makes for a very brittle character).

On 20.5.2012 16:04 debo wrote:
@Scatha -- that doesn't work for me. At some point, I eventually end up waking something, and if it's fast (shadow spider, shadow bat, any C), it'll end up getting a few swings at me before my speed kicks in. I'd rather not give them an invitation to multiple criticals if I can help it :)

Actually, that's an interesting question right there -- how do monsters with teeth/claws/etc have their weapon weight measured for purposes of computing # of criticals? Or is it a different formula altogether for them? Looked in the manual just now and couldn't find anything.

On 20.5.2012 16:25 Scatha wrote:
That should perhaps be in the manual, but all monster attack weapon weights are inferred from the number of damage dice their attack has. I think it's 2lb per die.

On 20.5.2012 20:16 debo wrote:
Just got out of some nasty jams... was caved in by a rubble trap and stuck between a greater werewolf and a hard place. But for some reason, he fled from me? I have no idea why...

Then I snuck into a narrow vault, only to have 2 grotesques chase me in. O M G I H A T E T H E M

I finally dodged around them, but an oathwraith caught me in a cell. I had to quaff !Str, !Dex, and !Quickness to kill it hand-to-hand.

My forge-hunt went to hell since my _Revelations emptied out, but there's another on this floor. I still have quite a few turns left, so I hope to make some stat-boosting armor before making a masterpiece shortsword.

On 20.5.2012 20:17 debo wrote:
Do the chances of having a forge on a floor increase with depth?

On 21.5.2012 16:44 debo wrote:
Been spleunking around looking for forges... have a decent forging kit now, and just landed on a floor w/ two 3-use forges and one 2-use. Got stuck in some nasty situations, but thanks to _Majesty and _Slumber I was able to squeak through without using consumables.

I also discovered that you can forge things while a Grotesque is watching you in the doorway. How's that for atmosphere :)

On 21.5.2012 17:14 Scatha wrote:
If I recall correctly, interesting room density (and hence forges) increases with depth, and levels get larger (which increases the number of interesting rooms, so expectation of a forge). Additionally some of the forge rooms have a minimum depth, but so do some of the non-forge interesting rooms, so there are factors both ways here. Overall it's a definite increase with depth, though, but I couldn't say how much.

On 21.5.2012 19:48 debo wrote:
Still going. I'm not being very creative in my smithing, but it seems to be working :)

I'm finally at the point where I can stab Kemenrauko to death, which is immensely useful when trying to make stuff. A couple of them almost ended me at 700' when I found forges, but I needed a digger anyways, so after some creative use of a Mattock of Belegost + some pots, I was able to clear them out. Now, I just stab them in the back and watch them die.

Debating as to whether I should make some more stat-boosting equipment, or just call it a game and create my masterpiece sword. I might use one forge to create a plain Sharpness weapon, and then the other to be my 'real' one, in case one of them breaks when trying to take sils from the crown.

On 21.5.2012 19:52 debo wrote:
Actually, I'm already pretty good with Amrod, so maybe I'll use one forge to make some +2 accuracy rings, and then the other one to masterpiece.

I'd like to gamble on finding an enchanted floor after 850', but I'm already running out of turns so perhaps that's not the best idea.

On 21.5.2012 23:33 debo wrote:
Well, all that training in previous games at 900' w/ 2 sources of danger have really paid off :)

This run could have gone better, but it could certainly have gone a lot worse!

I should have waited to forge my masterpiece, as I found about 6 enchanted forges after 850' :( Then again, I had more experience to use on skills this way, whereas I probably would have been tempted to dump more XP into smithing if I'd waited longer.

I luckily found Angrist as well, but I don't think it's doing what it's supposed to do... more on that later.

Anyhow, standing above a staircase, about to pay Morgoth a visit. W/ the shadow cloak, my stealth is 26, which _hopefully_ will mean that nothing will see me in the hall.

Can someone explain to me what the 'tension' does? I don't understand what it means to break tension in the throne room, since it doesn't seem to raise a general cry...

Here goes!

On 21.5.2012 23:48 Scatha wrote:
Monsters won't attack you before the tension is broken -- if they're aware of you they'll gather round but keep a little distance.

On 22.5.2012 01:59 debo wrote:
Thanks for all the help, Scatha!

On 22.5.2012 03:23 debo wrote:
Booya! First win ever!!!

Throne room was hitchless... I didn't get hit. In retrospect, I should have killed the uniques last, since I killed about 30 mobs before stabbing Gothmog, and he lived long enough to break tension. I'm pretty sure I could have cleared the whole throne room before breaking tension otherwise.

Vanish is a little too OP against V, I think... I ran him into a side hall, shut the door on him, and then spent hundreds of turns trying to prise Silmarils. Angrist did the job for the first one and snapped, and then I was terrified to use my main weapon to get out the rest, but it worked.

I only had a few sticky situations on the escape. The worst was when two grotesques lined up and blocked me in a hall where I thought there would be a secret door. I had to drill into the room behind me, which had 24 monsters in it. Somehow, they didn't notice me until it was too late :)

What's the point of having all that stuff in the Gates of Angband map? All the chests etc.? Is it just for flavor? I just waltzed right how, stabbed C in the back, and took the win.

This kind of character is fun for me... when enemies are unwary, you roflstomp them (I was hitting 2 x 75HP most of the time). However, monsters with high evasion or critical resistance require mass consumable consumption. The nastiest situation I faced in the entire game was being trapped between two deathblades -- I had to quaff 3/4 of my pots to kill one of them, since most of my hits were 1d8 :) But big, squishy monsters (like dragons and trolls) are just dogmeat.

I'm taking at least a month off of Sil now :) I have several other character types I want to try, but I guess it'll have to wait to 1.0.3.

Once again, amazing work on this game half & Scatha. I've never been so addicted to a videogame in my LIFE.


On 22.5.2012 03:25 debo wrote:
Oh, and with Angrist -- I was watching the protection rolls, and expecting it to reduce to 25% of the roll, since the description makes it sound like it has uber-sharpness. But all I was getting was 50% still, which made it sort of worthless.

I think this was just against a vampire too, but I'm not sure. Are we 100% positive that SHARPNESS2 is doing what it's supposed to do, or did I just misunderstand what it means?



On 22.5.2012 03:27 debo wrote:
P.S. Check out that light radius! lol... V's posse must have thought I was a freight train passing through!!

On 22.5.2012 04:12 HallucinationMushroom wrote:
Cool!


On 22.5.2012 19:41 T-Mick wrote:
Congrats on your first win!

Figures Angrist would snap after one Silmaril...

On 22.5.2012 20:13 debo wrote:
T-Mick -- LOL! Somehow that never occurred to me! :D

On 22.5.2012 20:19 HugoTheGreat2011 wrote:
Congrats!

On 22.5.2012 23:45 HugoTheGreat2011 wrote:
...debo - You used Angrist to take out all three Silmarils?

On 22.5.2012 23:54 debo wrote:
@Hugo -- no, it snapped after the first one came out. I tried using Amrod after that, but it was no good. I finally resorted to using my artifact weapon, and I guess I was just lucky enough to have it survive intact. I have no idea how the "snap mechanics" work here :)

On 23.5.2012 02:52 jujuben wrote:
Pretty sure it always snaps on the 1st attempt at the 2nd Silmaril (a la Beren), and never snaps before or after.

On 23.5.2012 03:57 debo wrote:
Argh. Well, my approach was clearly suboptimal, then. But it got the job done :)

On 4.6.2012 16:08 half wrote:
Great work debo!

I'm glad you like the Helm of Curufin -- I think that is one of Scatha's inventions.

I'm also glad to see someone using the variety of the dungeon depths to full effect. The idea was to have slightly different feelings to different depths to slightly encourage this kind of thing, so it is good to see it working. It sounds like you had quite the tour of Angband.

I've never had any reports of Angrist not working properly before. It should be ignoring *100%* of protection, making it excellent for serpents and Silmarils.

On 4.6.2012 16:09 half wrote:
I'm afraid your doing two attacks for 75 damage each is not exactly encouraging me to keep allowing multiple attacks to all get the stealth bonus. That is crazy! If I do stop that working, then at least you got to enjoy the fun with this character.

On 4.6.2012 16:12 half wrote:
For 1.0.3 I've changed the weapon breaking so that it happens on either the 2nd or 3rd Silmaril (50% chance of either, but it *will* be one or the other). I'm not sure what is best ultimately. This isn't all that different to the current version, but if I did something like an independent 50% chance of breaking on each try, that might be too randomly harsh on late game characters. I'm open to ideas.

On 4.6.2012 19:14 debo wrote:
I still think it's fair. I may have been hitting 2x75 on sleeping mobs at the end, but until I forged my masterpiece, I basically had to avoid melee'ing anything. From 100-400', crowds would kill me, while from 500' onwards, pretty much any lone mob who woke up stood a really good chance of smashing me to a pulp. It's a big risk up front that ends up paying out big in the end. It's also almost useless against V, since hitting him when he's wary does very little damage.

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