The Angband Ladder: Tarrant, Noldor Fingolfin no-class by Tarrant

  [Sil 1.1.1 Character Dump]

 Name   Tarrant       Age    3,721       Str   4 =  3  +1
 Sex    Male          Height  6'10       Dex   4
 Race   Noldor        Weight   187       Con   5 =  4          +1
 House  Fingolfin                        Gra   2

 Game Turn   17,177   Melee (+25,1d13)   Melee       25 = 20  +4      +1
 Exp Pool     3,748   Bows   (+5,1d10)   Archery      5 =  0  +4      +1
 Total Exp   50,948   Armor [+16,7-19]   Evasion     16 = 11  +4  +1
 Burden       170.0                      Stealth     -1 =  0  +4  -5
 Max Burden   207.3   Health     49:49   Perception   9 =  7  +2
 Depth         800'   Voice      57:57   Will        15 = 12  +2      +1
 Min Depth     650'                      Smithing     2 =  0  +2
 Light Radius     3                      Song         4 =  0  +2  +2

 You awoke on the shores of lake Cuivienen. You have light grey eyes,
 straight black hair, and a fair complexion.






  [Equipment]

a) The Spear 'Aeglos' (+1,1d9) 3.0 lb
   It is branded with frost.  It can be thrown effectively (8
   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 (+1,1d8) 1.6 lb
   It can shoot arrows 15 squares (with your current strength).
c) a Turquoise Ring of Frost
   It provides resistance to fire.  
d) a Beryl Ring of Damage <+1>
   It improves your damage sides by 1.  
e) a Crystal Amulet of Constitution <+0>
   It increases your constitution by 0.  It sustains your 
   constitution.  
f) a Brass Lantern of Brightness (with 6153 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) The Mail Corslet of Gundor (-1) [-1,2d4] <+1>
   It increases your strength by 1.  It cannot be harmed by the
   elements.  It grants you the ability: Crowd Fighting.  
h) The Cloak of Maglor [+1] <+2>
   It improves your song by 2.  It cannot be harmed by the
   elements.  It grants you the ability: Unwavering Voice.  
i) The Round Shield of Glorfindel [+1,1d4]
   It cannot be harmed by the elements.  It grants you the
   ability: Charge.  
j) a Crown of True Sight [+0,1d1]
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  It cannot
   be harmed by the elements.  
k) a Set of Gauntlets [+0,1d1]
l) a Pair of Mithril Greaves of Free Action [+0,1d3]
   It grants you freedom of movement.  It cannot be harmed by
   the elements.  
m) 67 Arrows (+3)
   They can be shot 15 squares (with your current strength and bow).
n) 94 Arrows
   They can be shot 15 squares (with your current strength and bow).


  [Inventory]

a) 2 Pale Herbs of Rage
b) 7 Fragments of Lembas
c) a Clear Potion of Miruvor
d) 15 Murky Brown Potions of Orcish Liquor
e) 4 Crimson Potions of Clarity
f) 4 Yellow Potions of Slow Poison
g) 8 Green Potions of Quickness
h) 5 Shimmering Potions of Strength
i) a Pale Green Potion of Dexterity
j) 6 Azure Potions of Constitution
k) a Maple Staff of Revelations (6 charges)
l) an Oak Staff of Treasures (3 charges)
m) an Oak Staff of Treasures (2 charges)
n) a Runed Staff of Recharging (3 charges)
o) a Ruby Ring of Strength <+1>
   It increases your strength by 1.  It sustains your strength.  
   
p) a Sapphire Ring of Warmth
   It provides resistance to cold.  
q) a Silver Ring of Venom's End
   It provides resistance to poison.  
r) 3 Brass Lanterns (with 3000 turns of light)
s) 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.  
t) The Helm of Curufin (-1) [+0,1d2] <+2>
   It improves your stealth and perception by 2.  It provides
   resistance to confusion.  It makes you encounter more
   dangerous creatures (even when not worn).  It cannot be
   harmed by the elements.  It grants you the ability: Listen.  
u) The Battle Axe of Hurin (-3,3d5) <+1> 4.5 lb
   It increases your constitution by 1.  It improves your will
   by 1.  It slays trolls.  It provides resistance to fear.  It
   cannot be harmed by the elements.  It grants you the ability: 
   Song of Slaying.  It does extra damage when wielded with both
   hands.  
v) a Mattock (-4,5d2) <+2> 12.0 lb
   It improves your tunneling by 2.  It requires both hands to
   wield it properly.  


  [Notes]

Tarrant of the Noldor
Entered Angband on 26 Dec 2013

    Turn     Depth    Note

       5     50 ft    (Polearm Mastery)
     131     50 ft    Found The Spear 'Aeglos'
   1,503    150 ft    Encountered Gorgol, the Butcher
   1,521    150 ft    Slew Gorgol, the Butcher
   2,845    250 ft    (Lore-Keeper)
   2,845    250 ft    (Lore-Master)
   2,918    300 ft    (Blocking)
   3,047    300 ft    So. There's a Mewlip around here somewhere. Just to 
                      remember. 
   3,047    300 ft    Also, fuck violet molds.
   5,402    350 ft    Encountered Orcobal, Champion of the Orcs
   5,420    400 ft    (Hardiness)
   5,812    400 ft    Found The Battle Axe of Hurin
   5,900    400 ft    (Inner Light)
   6,381    400 ft    (Zone of Control)
   6,753    400 ft    Well, THAT makes life happier.
   7,066    400 ft    Turns out, ZoC >> Easterling Archers
   7,395    400 ft    Well, I need to be careful on both hunger and light 
                      clocks 
   7,531    450 ft    Slew Orcobal, Champion of the Orcs
   7,531    450 ft    Found The Cloak of Maglor
   7,588    450 ft    (Controlled Retreat)
   7,658    450 ft    Found The Round Shield of Glorfindel
   7,662    450 ft    Seriously, this is more artifacts than I ever see...
   7,843    450 ft    Encountered Othrod, the Orc Lord
   7,897    450 ft    Slew Othrod, the Orc Lord
  10,014    500 ft    Encountered Ulfang the Black
  10,014    500 ft    Ulfang, with escorts, sleeping. I think I can take 
                      him? 
  10,022    500 ft    Slew Ulfang the Black
  10,091    500 ft    Yes, yes I could. Wow.
  11,296    550 ft    Encountered Gilim, the Giant of Eruman
  11,415    550 ft    Slew Gilim, the Giant of Eruman
  11,432    550 ft    Well that was ballsy/stupid.
  11,432    550 ft    Using Frost Brand against Gilim: not my brightest 
                      moment 
  11,432    550 ft    (Focused attack)
  11,888    550 ft    Found The Filthy Rag of Dungalef
  12,181    550 ft    I'm starting to have issues with Darkness
  12,204    550 ft    Just almost died to two shadow bats
  12,493    650 ft    (Critical Resistance)
  12,561    650 ft    Found The Mail Corslet of Gundor
  13,294    650 ft    Oh man. I was stuck between a grotesque and a door
  13,294    650 ft    I couldn't find, with no digger. Considered exchange 
                      places 
  13,294    650 ft    Couldn't afford it, found the door. Lucky.
  14,301    700 ft    My third and fourth con potions in the same room...
  14,525    700 ft    Seriously? From zero to four in one level? Paranoia 
                      fuel... 
  14,721    700 ft    Found The Mail Corslet of Fingon
  14,868    700 ft    Found The Pair of Boots of Irime
  15,799    750 ft    Encountered Belegwath, Balrog of Shadow
  15,807    750 ft    Destroyed Belegwath, Balrog of Shadow
  17,027    750 ft    (Constitution)
  17,073    750 ft    Found The Helm of Curufin



  ['Score' 016082823]


Posted on 29.12.2013 19:55
Last updated on 30.12.2013 06:04

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1033. on the Sil Ladder (of 2253)

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On 29.12.2013 19:55 Tarrant wrote:
I've been lurking for a long time now, but played poorly enough that I never felt the urge to upload a character.

Suddenly, I'm doing better than expected, and trying to figure out what the heck to do next. I'm generally dead before I get to this point! Starting with Aeglos helped...

On 29.12.2013 21:29 debo wrote:
Momentum might be handy to get the extra damage sides when charging w aeglos. You definitely want more melee at this stage regardless.

If it was me, I would seriously consider 2-weapon fighting w aeglos in offhand just for the badass factor :)

On 29.12.2013 21:29 debo wrote:
Also are you that vampire dude from the CS Friedman books?

On 29.12.2013 23:10 Tarrant wrote:
That's where I got the name- it's a handle I've been using in various places for a few years now. You're the first person to recognize it :)

I hadn't actually taken charge- it came on the shield. The initial idea was polearm mastery seeming to synergize with controlled retreat, and if I was going to be passing turns then Blocking would be useful. I took all of them, and although it's working now I'm kind of wondering if it was actually the best idea.

More melee can definitely happen- I think I have about five thousand xp right now?

I was also wondering- what Protection should I be angling for to be decently covered as I keep going?

On 30.12.2013 01:14 taptap wrote:
I would take focus, it is so great with polearm mastery + controlled retreat. (I actually like the other perception abilities too, but I play without lore master.)

Your character looks very strong already, just keep going carefully and don't get greedy.

On 30.12.2013 03:37 Tarrant wrote:
Update from 600'- I did pick up Focus, and it's handy. I can't quite seem to decide if I want to put on heavy armor, let the evasion just be enough for me to have gotten controlled retreat, and try to face-tank things or whether I want to try being absurdly mobile, pick up Dodging and Flanking in addition to what I've got, and see if I can just avoid getting hit. Can you combine controlled retreat and flanking so that you move away from one monster, hit it, move past another one, and hit it? Two attacks for one move?

On 30.12.2013 06:04 Tarrant wrote:
Having RTFM, I realized I could not, in fact, combine Flanking with Controlled Retreat that way- which is fine.

The RNG pretty much decided on heavy armor for me; now I'm trying to figure out what to do next. I'm considering Song, for Sharpness/Slaying, since I'm having some trouble with more armored monsters. I might want to invest a little more in Evasion (maybe just a touch, huh?) And I'm idly considering buying everything I would need for rapid attack, because it would amuse me.

Interestingly, some of the trolls (Troll Guards, for example) have actually been scary- I neglected evasion to the point where they could hit me, and I've got good protection, but not THAT good!

On 30.12.2013 09:29 taptap wrote:
Exchange places doesn't work against grotesques afaik. But you should be able to take them out (with heavy weapon and lot of strength, e.g. potion + mattock)

I would consider heavy armour use, as for a heavy armour char you have surprisingly low armour. Or save some xp to get sharpness next.

On 30.12.2013 12:08 debo wrote:
I'm a bit surprised you're wearing gundor instead of fingon. The extra str isn't really helping you w/out momentum, and +1 gra and con is very good, esp if you buy con from the will tree. Crowd fighting is good but your build shouldnt really be fighting in open spaces anyways, unless I'm missing something?

On 30.12.2013 12:11 debo wrote:
Also, I agree w taptap that you could probably use more evasion or more armor, as both are middling right now. I guess controlled retreat helps a bit there since you're doubling up attacks on dudes but everything past 800' hits pretty durn hard.

On 30.12.2013 12:12 debo wrote:
With your light, I would consider taking song of trees, or else I suspect you will have a lot of trouble with gwathrauko.

On 30.12.2013 12:15 debo wrote:
Oh I guess you have listen as a swap on curufin for dark things, that is pretty handy. If you found a con amulet and used Hurin and Fingon, you will have Wolverine levels of Con :)

On 30.12.2013 17:09 Tarrant wrote:
I managed to get myself killed late last night. Killed my way through a level with three unique cats and two of the Balrogs (Hosts and Sudden Flame, for whom I got absurdly lucky).

Ran off of a level, more or less, then fell through two false floors in quick succession down to 950', where I couldn't survive. I copied the save after falling just to mess around at 950 and see what's there, since I've never made it that deep before.

Trees would have been helpful- Darkness was messing me up a bit- and some extra form of defense was entirely necessary.

I think part of the problem was that I opened Aeglos, decided I wanted to do polearm, and locked myself in to it rather than trying to adjust to what I found (Hurin's ax probably would have been a better overall bet, for example, in hindsight). I wasted a ton of xp buying opportunist and rapid attack so I could get extra attacks with (in addition to the ones I already had from Polearm Mastery, Controlled Retreat, and ZoC), when really I should have just changed weapons at some point, and if that made Polearm Mastery and/or Blocking sunk costs then oh well. Should have adapted when it became clear my initial idea wasn't working.

I can re-kill myself (fairly easily) and post the updated dump, I guess, if anybody is curious.

On 30.12.2013 17:15 debo wrote:
Good run anyways, surviving the lategame is really tricky until you get a feel for it. Your build was fine, it just sounds like you got thrown out of your comfort zone too quickly to adjust. That's why I was recommending more Con, because more HP = more turns to react when you have no idea what's going on :)

I was also serious about two-weaponing Hurin and Aeglos, despite my tone -- Hurin is an awesome mainhand weapon and gives you a bunch of goodies, whereas Aeglos' extra damage side against pretty much everything makes it badass as an offhand weapon, even if you get 0 effective strength on it. I doubt you can do the "sit and strike" polearm mastery thing by passing a turn if it's in your offhand, though.

I'd say "maybe next time", but the odds of you finding Hurin and Aeglos in the same game again are... pretty low, I'd think :)

Very good stuff!

On 30.12.2013 17:16 debo wrote:
*Aeglos' extra damage side => Aeglos' extra damage die

On 30.12.2013 19:56 taptap wrote:
Don't blame Aeglos or polearm mastery. Aeglos is made to put Morgoth's head on it, it is a shame too often it is only used as cool secondary weapon.

Aeglos two-handed in your current setup is practically +1 2d15 + free focused polearm attacks, Hurin -3, 3d12 - Hurin only looks better because we tend to disregard the effective +4 to melee Aeglos offers and the whole question of critical hits.

With Aeglos at start I would have gone to Controlled Retreat via Flanking - Blocking is hard to use effectively with polearms. While you can't trigger them simultaneously (easily or at all) it gives you great flexibility. If you have Knockback as well, things get really hilarious.

None of this was probably responsible for your end, anyway. More likely it was noise, lack of perception + light, not using revelation to find an upstair in time.

Great run!

On 31.12.2013 02:31 Tarrant wrote:
Well, I present-scummed Aeglos again (with a Finarfin, this time) so we'll see if I can do better!

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