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The Angband Ladder: Halberd Guy, Noldor Feanor no-class by HallucinationMushroom

  [Sil 1.0.2 Character Dump]

 Name   Halberd Guy   Age    2,765       Str   3 =  2  +1
 Sex    Male          Height   6'7       Dex   5
 Race   Noldor        Weight   165       Con   4
 House  Feanor                           Gra   2 =  3  -1

 Game Turn   16,878   Melee (+18,2d14)   Melee       18 = 15  +5  -3  +1
 Exp Pool       226   Bows    (+6,1d9)   Archery      6 =  0  +5      +1
 Total Exp   47,926   Armor [+19,8-22]   Evasion     19 = 15  +5  -1
 Burden       124.9                      Stealth      1 =  0  +5  -4
 Max Burden   172.8   Health     -4:41   Perception  10 =  8  +2
 Depth         800'   Voice      28:28   Will        12 = 10  +2
 Min Depth     650'                      Smithing    11 =  8  +2      +1
 Light Radius     4                      Song         2 =  0  +2

 Halberd guy uses halberds.







  [Last Messages]

> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You miss the Ururauko.
> The Ururauko hits you.
> You are enveloped in flames!
> *** LOW HITPOINT WARNING! ***
> You hit the Ururauko.
> The Ururauko hits you.
> You are enveloped in flames!
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You miss the Ururauko.
> The Ururauko hits you.
> You are enveloped in flames!
> You die.


  [Screenshot]

         
         
  #######
  ...@R..
  ...####
  ...### 
  ...' ' 


  [Equipment]

a) a Halberd (-3,2d11) [+1] 6.8 lb
   It requires both hands to wield it properly.  It counts as a
   type of polearm.  
b) a Shortbow of Doriath (+0,1d7) 2.0 lb
   It slays wolves and spiders.  It can shoot arrows 13 squares
   (with your current strength).
c) a Pearl Ring of Protection [+0,1d2]
d) a Topaz Ring of Accuracy (+2)
e) a Sea Shell Amulet of the Blessed Realm <-1>
   It decreases your grace by 1.  It sustains your grace.  It 
   lights the dungeon around you.  
f) a Feanorian Lamp
g) a Mail Corslet of Protection (-1) [-3,2d5]
   It cannot be harmed by the elements.  
h) a Cloak of Protection [+1,1d1]
   It cannot be harmed by the elements.  
i) (nothing)
j) a Great Helm of Clarity [-1,1d3] {Clarity}
   It provides resistance to confusion, stunning, and 
   hallucination.  
k) a Set of Gauntlets of Power (-1) [+0,1d2] <+1>
   It increases your strength by 1.  
l) a Pair of Leather Boots of Free Action [+0,1d2] {Free action?}
   It grants you freedom of movement.  
m) 12 Arrows (Poisoned)
   They are branded with venom.  They can be shot 13 squares
   (with your current strength and bow).
n) (nothing)


  [Inventory]

a) 4 Pale Herbs of Rage
b) 2 Yellow Herbs of Restoration
c) 2 Pieces of Dark Bread
d) a Fragment of Lembas
e) 3 Murky Brown Potions of Orcish Liquor
f) a Brilliant Blue Potion of Healing
g) an Azure Potion of True Sight
h) 3 Green Potions of Quickness
i) 2 Emerald Potions of Strength
j) 5 Dark Potions of Dexterity
k) 7 Golden Potions of Constitution
l) a Silver Trumpet of Blasting {Needs 20 voice}
m) a Runed Staff of Sanctity (1 charge)
n) a Silver Staff of Understanding (0 charges)
o) a Silver Staff of Understanding (0 charges)
p) a Golden Staff of Warding (2 charges)
q) a Jet Ring of Venom's End
   It provides resistance to poison.  
r) a Cloak of Warmth [+2]
   It provides resistance to cold.  
s) a Set of Gauntlets of the Forge (-1) [+0,1d1] <+1>
   It improves your smithing by 1.  
t) a Halberd of Wolf Slaying (-3,2d10) [+1] 6.5 lb
   It slays wolves.  It requires both hands to wield it
   properly.  It counts as a type of polearm.  
u) a Mattock of Belegost (-5,5d2) <+3> 15.1 lb
   It improves your tunneling by 3.  It requires both hands to
   wield it properly.  
v) 36 Pieces of Mithril


  [Notes]

Halberd Guy of the Noldor
Entered Angband on 6 Jul 2012

    Turn     Depth    Note

     353    100 ft    (Weaponsmith)
     353    100 ft    (Jeweller)
   3,350    350 ft    (Polearm Mastery)
   4,514    400 ft    (Inner Light)
   4,744    400 ft    Slew Boldog, the Merciless
   5,180    450 ft    (Focused attack)
   5,428    450 ft    Slew Uldor, the Accursed
   5,813    500 ft    (Concentration)
   5,913    500 ft    Slew Othrond, the Orc Lord
   6,034    500 ft    (Zone of Control)
   6,601    500 ft    (Keen Senses)
   7,201    500 ft    (Charge)
   8,199    600 ft    (Parry)
  10,061    600 ft    Slew Gilim, the Giant of Eruman
  12,081    700 ft    Found The Shortbow of Celegorm
  13,047    700 ft    (Hardiness)
  15,067    750 ft    (Critical Resistance)
  15,768    750 ft    Found The Kite Shield of Hador (from 450 ft)
  16,249    800 ft    Found The Spear of Boldog (from 400 ft)
  16,754    800 ft    (Artifice)

  16,878    800 ft    Slain by an Ururauko.
  16,878    800 ft    Died on 09 July 2012.




  ['Score' 016083122]


Posted on 6.7.2012 19:12
Last updated on 10.7.2012 15:44

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676. on the Sil Ladder (of 1337)

Comments

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On 6.7.2012 19:12 HallucinationMushroom wrote:
My best polearm specialist to date. All my previous deaths tried the critical seeking spear thing, with much failure. I've taken zone of control for the first time, and am a bit underwhelmed. It's been kind of nifty here and there, but it seems like I need to do a lot of moving to trigger lots of zoc attacks and that's not really my style. I like to hunker down and fight. Maybe I'll see the zoc light later on. Should I manage to see the endgame, I'd like to make a sharp, cold branded halberd.

On 6.7.2012 21:19 HallucinationMushroom wrote:
So far, so good, and sitting on a 4 use forge. Not much experience in the tank, but most of 800' is unexplored. I dominated 700' and 750', and just acquired my first enchanted halberd... probably of orc slaying. I'll likely make a feanorian lamp and then hope I can amass enough xp for a hammer w/ smithing bonuses and/or masterpiece. First time taking critical resistance as well.

On 8.7.2012 13:17 Patashu wrote:
Not sure I understand the skilling choices... Charge as well as polearm mastery/focused attack/concentration? Parry with [+1]? Critical resistance on an evasion specialist?

On 9.7.2012 05:19 HallucinationMushroom wrote:
I took charge to kill an 'H' in the middle of a vault, plus I figured it would help me get to the point of strength I'll eventually want to buy, since polearm mastery/zone of control fizzles out on the melee tree. Power was probably the better buy.

Parry was probably a bad choice, but at the time I was getting my ass handed to me and only had 500xp in the bank. I doubt it made a difference, but a cheap +1 was hard to resist.

I've never taken critical resistance before and thought I'd give it a run. I'm not sure how much higher my evasion or protection will go at this point, but I am getting hit a fair bit. It's bound to be helpful and everyone seems to be buying it these days. I wouldn't want to feel left out.

Anyway, that's my logic... flawed as it very well may be! I usually play fairly sub-optimally. For example, I hammer away at purple molds for 3 or 4 turns before I even notice what it is I'm fighting.

On 10.7.2012 06:48 WaveMotion wrote:
In one game of mine, Zone of Control seemed a little more effective with Flanking since moving around to attack made groups of enemies move around me more often. I was never sure whether it was worth the xp, however.

On 10.7.2012 10:36 half wrote:
Zone of Control is at its best with erratically moving creatures. It therefore does fairly well with Cruel Blow, since this confuses creatures (though Cruel Blow may just be enough on its own). It also does well against creatures that are attempting to surround you. While there is a natural synergy with Blocking (since it lets you do things while Blocking), it is perhaps better with a high damage weapon (like the Halberd). That way, the extra attacks really matter and the orcs which are trying to block off the corridor will just be dead orcs.

At least that is the theory. I find it a fun ability to think about, but I don't know how good it really is (especially when some alternatives like Charge are just *so* powerful).

On 10.7.2012 12:17 Patashu wrote:
"In one game of mine, Zone of Control seemed a little more effective with Flanking since moving around to attack made groups of enemies move around me more often. I was never sure whether it was worth the xp, however."

Flanking + Zone of Control sounds very strong, especially if you can get unlimited ZoC hits per turn (never tested).

On 10.7.2012 15:44 HallucinationMushroom wrote:
Pretty much a suicide. I knew what I was dealing with and didn't care. This often happens when I leave a character alone for a few days... I just don't care and am not into it anymore. Sil's pretty much, for me anyway, a single playthrough game. At most, two sessions.

On 10.7.2012 15:49 debo wrote:
lol... you had !healing and !con too :) tsk tsk

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