The Angband Ladder: Fauloth, Noldor Feanor no-class by Thraalbeast

  [Sil 1.0.2 Character Dump]

 Name   Fauloth       Age    4,829       Str   2 =  1  +1
 Sex    Female        Height   5'8       Dex   5
 Race   Noldor        Weight   159       Con   5
 House  Feanor                           Gra   2

 Game Turn   12,644   Melee (+15,1d13)   Melee       15 =  8  +5  +1  +1
 Exp Pool       216   Bows    (+6,1d8)   Archery      6 =  0  +5      +1
 Total Exp   22,816   Armor   [-5,4-9]   Evasion     -5 = 11  +5  -2 -19
 Burden        68.0                      Stealth      8 =  4  +5  -1
 Max Burden   144.0   Health     -8:49   Perception  12 =  7  +2  +3
 Depth         500'   Voice      28:28   Will         2 =  0  +2
 Min Depth     500'                      Smithing     6 =  3  +2      +1
 Light Radius     3                      Song         2 =  0  +2

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

  [Last Messages]

> You fall into a deep trance!
> It bites you!
> The trance is broken!
> You fall into a deep trance!
> It bites you!
> The trance is broken!
> You fall into a deep trance!
> It lets out a terrible cry.
> You are terrified!
> It bites you!
> The trance is broken!
> You fall into a deep trance!
> It bites you!!
> You die.




a) The Spear 'Aeglos' (+1,1d11) 3.0 lb
   It is branded with frost.  It provides resistance to cold.  
   It can be thrown effectively (5 squares).  It cannot be
   harmed by the elements.  It does extra damage when wielded
   with both hands.  It counts as a type of polearm.  
b) a Shortbow of Himring (+0,1d7) 1.5 lb
   It slays orcs and trolls.  It can shoot arrows 12 squares
   (with your current strength).
c) an Amethyst Ring of Perception <+1>
   It improves your perception by 1.  
d) an Amethyst Ring of Perception <+2>
   It improves your perception by 2.  
e) an Amber Amulet of Adornment
f) a Brass Lantern of Brightness (with 1938 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) Leather Armour of Permanence [-1,1d4]
   It sustains your strength and dexterity.  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 Helm [-1,1d2]
k) a Set of Leather Gloves of Power <+1>
   It increases your strength by 1.  
l) a Pair of Leather Boots [-1,1d2]
m) 95 Arrows
   They can be shot 12 squares (with your current strength and bow).
n) 99 Arrows
   They can be shot 12 squares (with your current strength and bow).


a) 7 Mottled Herbs of Rage
b) 2 Yellow Herbs of Sustenance
c) 2 Grey Herbs of Terror
d) 2 Pale Herbs of Healing
e) a Wrinkled Herb of Emptiness
f) a Russet Herb of Visions
g) a Fragment of Lembas
h) 4 Murky Brown Potions of Orcish Liquor
i) a Sky Blue Potion of True Sight
j) 3 Smoky Potions of Slow Poison
k) 5 Dark Blue Potions of Quickness
l) a Crimson Potion of Strength
m) a Sparkling Potion of Dexterity
n) a Wooden Torch (with 1986 turns of light)
o) a Wooden Torch (with 1263 turns of light)
p) a Wooden Torch (with 26 turns of light)
q) a Dwarf Mask [-2,1d2]
   It provides resistance to fire.  
r) a Set of Gauntlets of the Forge [+0,1d1] <+2>
   It improves your smithing by 2.  
s) 14 Arrows (Poisoned)
   They are branded with venom.  They can be shot 12 squares
   (with your current strength and bow).
t) 17 Arrows
   They can be shot 12 squares (with your current strength and bow).


Fauloth of the Noldor
Entered Angband on 23 Aug 2012

    Turn     Depth    Note

   1,411    100 ft    (Weaponsmith)
   2,146    150 ft    (Finesse)
   2,521    150 ft    Slew Gorgol, the Butcher
   2,789    150 ft    (Crowd Fighting)
   4,789    200 ft    Found The Spear 'Aeglos' (from 250 ft)
   5,628    250 ft    (Polearm Mastery)
   6,773    300 ft    Wow, setting the spear and letting
   6,773    300 ft    a T impale itself is nice
   6,773    300 ft    It lost 75% hp just closing in!
   8,361    300 ft    (Charge)
   8,459    300 ft    Ouch, running through room of invis worms
   8,459    300 ft    and when arrive at stairs wounded three Easterlings
   8,459    300 ft    appear. Retreat, posion, fight
   8,459    300 ft    Dangerous
   8,513    400 ft    pheew, survived.
   9,280    400 ft    (Lore-Keeper)
   9,623    400 ft    (Lore-Master)
  10,315    450 ft    (Disguise)
  10,353    450 ft    Slew Uldor, the Accursed
  11,938    450 ft    sulrauko down. and a potion of heal :-(
  12,213    500 ft    (Dodging)
  12,213    500 ft    (Sprinting)

  12,644    500 ft    Slain by a Lurking horror.
  12,644    500 ft    Died on 28 August 2012.

  ['Score' 010087356]

Posted on 23.8.2012 23:21
Last updated on 28.8.2012 14:06

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On 23.8.2012 23:21 Thraalbeast wrote:
Started with max possible evasion, some melee. Later I find an excellent spear. Found it bit better than expected, then later I saw it is Aeglos. Sweet although it seems even artifacts are only slightly better than normal stuff.
Also got some forging gloves which I hope will come in handy later.

Really good start, but it's a very hard game and I've never survived past the Trolls and first Wraiths before so I'm prepared for the worst.
Now some sleep, lost point of con was a mistake from not taking a break when I should have.

On 24.8.2012 01:14 Scatha wrote:
Nice start! Aeglos is an excellent find, a top tier weapon.

You're right that artefacts aren't vastly stronger than regular good items. This is partly since the game is so much shorter than regular Angband there isn't a need to have so much stretch of equipment upgrades from the start to the end. We generally aim for artefacts to be about as good as or a little better than top non-artefact items, but interestingly different in some way. That said, I wonder if you're underestimating how good the cold brand on the spear is: relatively few enemies resist cold, so your attack will really be (+10, 2d12) against most foes.

Given your weapon, you might like to have a look at Polearm Mastery. It lends itself to a different play pattern in combat, so think about whether that would suit you before you take it, but if you play it right you can get quite a lot of value out of it.

On 24.8.2012 05:35 debo wrote:
I have a dream -- where I create a throwing specialist who finds Aeglos. It's like the Dailir of throwing weapons :)

Good luck, Thraalbeast. Sil's a doozy of a game, but very rewarding to play!

On 24.8.2012 08:08 Philip wrote:
Well, you can always take throwing after you find Aeglos.

On 24.8.2012 22:47 half wrote:
I'd never thought of throwing Aeglos. That would be very powerful, as would Polearm Mastery.

On 26.8.2012 16:31 Thraalbeast wrote:
Thanks! Aeglos and Polearm mastery is a very effective combo. The first "T" ran right into the spear and lost 80% of it's life just getting close enough to melee me. Two rounds later it was dead.

Again, I'm really impressed with Sil! At first I thought it's just a stripped down Angband. But then I saw thing after thing so nicely tuned ... The AI combined with the stealth effect makes the dungeon more alive than you would expect from a roguelike. Orcs jumping out of the stairs to surprise you is fun and makes stair-hugging less effective. I also like that they use stairs to flee.
Building the character is also well balanced, lot's of powerful choices but just like in software development you can't get it all ("meets the specification, in time, on budget - choose two!") E.g. Spending all xp on evasion and avoiding armour looks like a simple way to make the game easy, but then you meet the first archers and realize the limitation of this. etc.

Thanks for developing and supporting Sil!

On 27.8.2012 15:28 Thraalbeast wrote:
How bad is wrath? I thought the dungeon was very hostile. Still, with Aeglos I've coped so far.
Is it a no-brainer to drop the wrath-inducing suit of armor?

On 27.8.2012 15:31 debo wrote:
With low stealth, it's not a huge deal -- everyone is going to see and chase you anyways. It changes the monster AI too -- I think it turns all monsters to AGGRESS, which will make them more likely to chase you down corridors instead of obligingly waiting at the mouth until you charge them to oblivion.

In this case, though, I would trade your mail corselet for the leather armor of permanence. It looks like you got it damaged by acid? 2d3 isn't that much different than 1d4 (although the average protection is much better), and you're currently taking a -3 to evade and a -1 to attack just to gain a bit of damage absorption.

FYI, when surrounded by worms, Herbs of Rage are very helpful.

On 27.8.2012 15:34 debo wrote:
Also, why are you wearing that pair of gauntlets, when you have another sitting in your inventory with the same evasion + protection, but no attack penalty? :)

On 27.8.2012 15:53 Thraalbeast wrote:
Thanks. Will swap gaunts and armour.

I once got stuck in a mess of green worms and lost a piece of armour, that's why I kept the Gauntlets of the Forge safe. But then the other gaunts where 1d2 so they were also better.

Did not know the mail was of wrath, dumped immediately after getting Lore-Master.

Again, thanks for providing this excellent game as well as good advice!

On 27.8.2012 15:54 debo wrote:
Haha -- you're welcome. I have nothing to do with the game development though. I just love playing it!

In case you haven't seen it yet, I have a youtube channel w/ video tutorials if you're looking for hints or guidelines on how to play:

On 28.8.2012 14:06 Thraalbeast wrote:
Fauloth RIP due to missing all saving throws vs an invisible Lurking Horror. Walked carefully with brightness on, suddenly I see the "you miss ..." message. Oops, must have ran into an invisible monster. Let's see if I can hurt it, just one attack. Miss. What, I fall into a trance? WTF. More trance ... RIP. Never got the chance to move again.

What bugs me is I had just spent a huge load of XP on getting dodging and sprinting. My guess is that increasing Will from 2 to at least 8 would have been a better move. Never found free action, nor a forge except when XP was not enough to forge non-basic stuff.

Otherwise, evasion + melee and Aeglos was very powerful. I very seldom got into real problems after getting Aeglos. Will start again of course. In fact already have :-)

On 28.8.2012 14:11 debo wrote:
You just fell victim to a very nasty bug. Monsters that bite to entrance in this game will very likely chain-entrance you once they get the first hit off.

Someone contributed a fix already for 1.1, but until then, I'd strong advise not fighting anything dark-casting between 400-700' unless you're sure it's a shadow spider / shadow bat. (Even those are very deadly.)

A good run, anyhow!

On 28.8.2012 14:15 debo wrote:
BTW, when you are entranced, your evasion is fixed at -5. So, any investment in evasion will not help you there (aside from helping you dodge the first hit that entranced you in the first place.)

On 28.8.2012 15:02 Scatha wrote:
There is a bug which stops protection from breaking the chain entrancing, but that wouldn't have helped you here anyhow. We're also changing the game rules to stop it chaining altogether; it isn't entirely clear that it's unfair, as you can avoid it with good Will, but it's not a very fun way to die. Sorry about that, and good luck on your future adventures!

Debo is right that the horror in this case was not invisible, but shrouded in darkness. The effects are similar (very hard to fight), but the ways to deal with it differ. For invisible (hard to see) monsters, Perception and True Sight help. Against darkness, you want more light radius, try to fight in lit rooms, etc. The Perception ability Keen Senses will help against both.

On 28.8.2012 23:56 HugoTheGreat2011 wrote:
Look out for Spiders of Gogrorath(sp?). These are very notorious for setting off that kind of 'chain-reaction' trance!!

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