The Angband Ladder: Lorod, Noldor Finarfin no-class by protopulse

  [Sil 1.3.0 Character Dump]

 Name   Lorod         Age      640       Str   4 =  3          +1
 Sex    Male          Height  6'10       Dex   2 =  3          -1
 Race   Noldor        Weight   169       Con   9 =  4  +1      +4
 House  Finarfin                         Gra   4 =  4  +1      -1

 Game Turn   12,566   Melee  (+13,2d8)   Melee       13 = 13  +2  -3  +1
 Exp Pool       873   Bows    (+0,2d8)   Archery      0 =  0  +2  -3  +1
 Total Exp   38,273   Armor [+12,8-25]   Evasion     12 = 13  +2  -3
 Burden       139.9                      Stealth      4 =  7  +2  -5
 Max Burden   207.3   Health     0:103   Perception  12 =  7  +4      +1
 Depth         700'   Voice      41:41   Will        12 =  7  +4  +1
 Min Depth     500'                      Smithing     7 =  0  +4  +3
 Light Radius     3                      Song        11 =  7  +4

 You are one of several children of an archer from the house of
 Finarfin. You have light grey eyes, straight golden hair, and a fair
 complexion.





  [Last Messages]

> You miss the Cat warrior. <2x>
> *** LOW HITPOINT WARNING! ***
> The Cave troll bites you...
> *** LOW HITPOINT WARNING! ***
> The Emerald serpent bites you...
> The Cat warrior claws you...
> *** LOW HITPOINT WARNING! ***
> You strike out at everything around you!
> You miss the Cat warrior.
> You hit the Cave troll.
> You miss the Cat warrior.
> You hit the Ringrauko!
> You miss the Emerald serpent.
> You miss the Cat warrior.
> You die.


  [Screenshot]

    T.. T
   .RfT.#
  ##s.f..
  .'.@f.:
  .#+####
         
         


  [Equipment]

a) a Longsword (+0,2d5) [+1] 3.5 lb
b) a Longbow (+0,2d5) 3.5 lb
   It can shoot arrows 20 squares (with your current strength).
c) an Emerald Ring of Protection [+0,1d2]
d) an Onyx Ring of Frost
   It provides resistance to fire.  
e) a Sea Shell Amulet of Grace <+1>
   It increases your grace by 1.  It sustains your grace.  
f) a Brass Lantern of Brightness (6808 turns)
   It burns brightly, increasing your light radius by an
   additional square.  
g) a Mail Corslet of Resilience (-1) [-3,2d4] <+1>
   It increases your constitution by 1.  It cannot be harmed by
   the elements.  
h) a Cloak of Warmth [+1]
   It provides resistance to cold.  
i) a Kite Shield of Frost (-2) [+0,1d7]
   It provides resistance to fire.  
j) a Great Helm of Defiance [-1,1d3] <+1>
   It improves your will by 1.  It provides resistance to fear.  
   
k) a Set of Gauntlets of the Forge [+0,1d1] <+3>
   It improves your smithing by 3.  
l) a Pair of Greaves of Free Action [-1,1d2]
   It grants you freedom of movement.  
m) 62 Arrows
   They can be shot 20 squares (with your current strength and bow).
n) 70 Arrows (+3)
   They can be shot 20 squares (with your current strength and bow).


  [Inventory]

a) 5 Wrinkled Herbs of Rage
b) 6 Pale Herbs of Restoration
c) 3 Fragments of Lembas
d) 4 Shimmering Potions of Clarity
e) 3 Smoky Potions of True Sight
f) 3 Sparkling Blue Potions of Slow Poison
g) 2 Sparkling Potions of Quickness
h) a Pale Green Potion of Strength
i) a Black Potion of Dexterity
j) 3 Golden Potions of Grace
k) an Ivory Horn of Thunder
l) an Elm Staff of Light (10 charges)
m) a Mahogany Staff of Recharging (2 charges)
n) a Brass Lantern of True Sight (6963 turns)
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
o) a Round Shield [+0,1d3]
p) a Helm of True Sight [-1,1d2]
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
q) The Dagger of Azaghal (+1,1d6) 1.0 lb
   It slays dragons.  It provides resistance to fire and fear.  
   It can be thrown effectively (13 squares).  It cannot be
   harmed by the elements.  
r) a Bastard Sword of Nargothrond (-2,3d3) [+1] 3.5 lb
   It slays dragons and raukar.  It does extra damage when
   wielded with both hands.  
s) a Bastard Sword of Final Rest (-2,3d3) [+1] 4.5 lb
   It slays undead.  It grants you freedom of movement.  It does
   extra damage when wielded with both hands.  
t) The Greatsword 'Glend' (-1,3d6) [+1] <+1> 12.0 lb
   It increases your strength by 1.  It sustains your strength.  
   It cannot be harmed by the elements.  It requires both hands
   to wield it properly.  
u) a Shovel (-3,2d2) <+1> 5.5 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  


  [Notes]

Lorod of the Noldor
Entered Angband on 11 Jan 2017

   Turn     Depth   Note

     21     50 ft   (Finesse)
     21     50 ft   (Dodging)
  1,968    200 ft   (Flanking)
  3,014    300 ft   (Lore-Keeper)
  3,376    300 ft   Encountered Gorgol, the Butcher
  3,409    300 ft   Slew Gorgol, the Butcher
  4,124    300 ft   (Lore-Master)
  5,172    350 ft   (Follow-Through)
  5,255    350 ft   Encountered Othrod, the Orc Lord
  5,411    350 ft   Slew Othrod, the Orc Lord
  7,139    400 ft   (Opportunist)
  7,568    450 ft   Found The Arrow 'Dailir'
  7,907    450 ft   (Hardiness)
  8,096    450 ft   (Poison Resistance)
  8,307    450 ft   Found The Shortsword of Amrod
  8,327    450 ft   Encountered Duruin, Least of the Balrogs
  8,393    450 ft   Destroyed Duruin, Least of the Balrogs
  8,396    450 ft   (Keen Senses)
  8,958    550 ft   Found The Dagger of Azaghal
  9,463    550 ft   Encountered Ulfang the Black
  9,490    550 ft   Slew Ulfang the Black
 11,834    650 ft   Encountered Nan, the Giant
 11,874    650 ft   Slew Nan, the Giant
 11,874    650 ft   Found The Greatsword 'Glend'
 12,303    700 ft   (Rauko-Bane)

 12,565    700 ft   Slain by a fatal wound.
 12,565    700 ft   Died on 11 January 2017.




  ['Score' 014087434]


Posted on 12.1.2017 00:08
Last updated on 12.1.2017 02:54

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1231. on the Sil Ladder (of 2253)

Related screenshots:
Duruin on 450 feet
Mewlip Mania

Comments

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On 12.1.2017 00:14 protopulse wrote:
Aaand, I'm back to Finarfins. Everything looks great. On paper.

Except I'm staring death in the face at this moment. Duruin. On 450 feet. As far as I can tell, he's alone. I was looting what looked like an uninhabited vault, when he popped up behind me. I don't know if I can make it to a stairs if I run the other way since he blocked the way I came from. The rest of the level is explored thankfully, and this is the last vault.

I have no idea why he's here, but even with !quickness and one tick of rFire if I equip my kite shield of frost, I don't know if I can survive (+18, 2d12) and [+13, 4d4].

On 12.1.2017 00:18 protopulse wrote:
Just checked, and apparently, he's the first rauker I've met this game...I do have a bastard sword of Nargothrond ready...and I do want to take him out, but he outclasses me so hard.

On 12.1.2017 00:32 protopulse wrote:
Whew...managed to pull it off. He had a buddy Sulrauko with him who was invisible. Made sure I kept my HP above 24 at all times (should have been even higher tbh since there was a sulrauko and he could have crit). Popped 1 quickness potion first to get into the open and to test the waters. I realized I could actually hurt him, so I then popped a !dexterity and another !quickness after the first one timed out. Used a few !orcish liquors as well. I don't think I have the consumables for another encounter like that, but hopefully that won't happen. Also, I'll be sure to pump more melee/evasion by that point.

On 12.1.2017 00:41 protopulse wrote:
500 feet is an isolated level...I can only get to the other half if I had leaping...and I'm short 80 experience.

On 12.1.2017 00:43 protopulse wrote:
Oh, and I left the special artefact arrow on the last level. I didn't see the point of carrying around a single arrow.

On 12.1.2017 01:01 ripforareason wrote:
You don't need to worry about Will so early. Enemies that can stat drain, chain fear, or confuse at a distance don't really show up until 800' or so, and regular werewolves aren't a huge threat to poison you to death. Since Wights are slow, you can just avoid them. Opportunist is also convenient, but I don't think it's something you want when you're in the hardest stretch of the game (450-650)

On 12.1.2017 01:24 protopulse wrote:
You're probably right. I just get paranoid about mewlip fear+maprot combo early on, and then wights since I always try to kill them instead of running away. I know they don't chase, and I know things can go very wrong if you do get slowed and then drained, but I really want the experience.

I think I died to werewolf poison once and ever since then, I just grab rPois early. If I actually track how much experience I have by certain depths, I bet I can find a better time to fit in getting rPois. It's hard to strike the perfect balance of splitting experience between stats and skills at every point in the game. Often, I end up either dying to giants/wargs/easterling archers because my stats are too low. Or I don't have the right skills to take on packs. But between the two, it's probably safer to have higher stats than redundant skills. I don't think there is any must-have skills for boosting survivability for fighter builds other than curse breaking (if you equipped a -con amulet or something) and one of finesse/power/precision. Skills basically act as a power multiplier. Without good base stats, they do next to nothing.

I actually loosely followed xorzac's build, which was why I took on (opportunist) so early, as well as (flanking) and (follow-through). (Zone of control) is up next. Not sure how big the difference is between 1.1.1 and 1.3.0 though. Not sure how he kept his turn count so low when he spent all that experience on abilities so he should have had some pretty awful base stats (worse than mine because he dove faster).

On 12.1.2017 01:26 protopulse wrote:
Or perhaps he didn't fight and just tried to sneak around? Or found an early _revelations? Can't tell much from his dump file.

On 12.1.2017 01:32 ripforareason wrote:
I think there's quite a bit more XP in 1.1.1. Also, a speedrun build isn't exactly meant to maximize your win chances. Opportunist is just useful to chase down enemies that are fleeing to make sure you pick up the XP they would give you, in the least turns possible. If you wanted something in Stealth I would go for cruel blow, I think it's pretty useful against everything that isn't cat/vampire/wolf. But at this depth I would be aiming for more melee and evasion.

On 12.1.2017 01:46 protopulse wrote:
I bet (opportunist) with slaying weapons or (song of elbereth) would make a great combo. I find (opportunist) gives me the most free hits out of all of the skills that do so, except maybe (riposte). (Follow-through) and (ZoC) feel pretty lackluster in comparison. But obviously, (opportunist) only works after you convinced your opponents to start running, or your opponent likes to flit about. Alternatively, I could get a bit of archery. I don't really need the stealth. Just a way to hunt things down after they turn tail - orcs, spiders, bats, giants (really hard to kill those things without a way to chase them down and they give good experience), kemenrauker.

But yea, perhaps my stats are a bit low for where I am in the game. Need to work on that.

On 12.1.2017 01:48 protopulse wrote:
Haven't tried (cruel blow) so can't comment on it. Might try it this run if I get far enough.

I figured speedruns mean you blow through the first portion of the game, get to 950 feet ASAP, and then you have the option to scum or go to the throne room. So if I manage to hit 950 feet at say...10k turns, I'm basically guaranteed a win since I have so much time to do whatever I want.

On 12.1.2017 01:54 ripforareason wrote:
Well, ZoC is a bit trickier to use because you have to manipulate the enemy AI a bit to get the most out of it. You can see it most easily if you're fighting trolls or easterlings, since if you fight near a doorway with flanking, they'll try to block your escape route instead of attacking, so you can get free attacks off. I don't take opportunist that often so I'm not sure how useful it would be against wolves or vampires, which tend to move somewhat erratically. If you have good melee with Cruel Blow you can confuse e.g. troll guards, dragons, and balrogs, and any time a dragon or balrog gets a few wasted turns against you it is good. It should go well with Opportunist, too.

On 12.1.2017 02:25 protopulse wrote:
Sounds good. I'll give it a try. Aiming for song of sharpness atm, but my melee and evasion are up a bit from before as well.

I had a near death encounter right after entering 550 feet. My god that was awful. Spawned in the corner with a Ringrauko and 2 shadows. Blew through a rage herb and all of my healing consumables, but at least I'm alive.

On 12.1.2017 02:30 protopulse wrote:
Creeping horrors and deathblades on 650 feet...

On 12.1.2017 02:33 protopulse wrote:
Oh and had another encounter that looked bad right after I entered 650 feet. A shadow, ringrauko, some easterling spys, and cat warriors. I popped rage and got to work. Had a lot of herbs of rage so I was fine using one up. Luckily, some fire dragon hatchlings took care of it for me so it wasn't even close. I had double rFire, and just watched as everything melted before dragonfire while I was unscathed.

Shadows are giving me a lot of trouble...maybe I should have kept around a weapon of Final Rest.

On 12.1.2017 02:53 protopulse wrote:
Hmm..got swapped into a bunch of cat warriors and a cave troll, popped rage, and because I blew so much heals earlier trying to deal with shadows, I didn't have enough to live through this. I probably should have gotten (crowd fighting) right away, but I honestly wasn't expecting that sort of burst damage.

On 12.1.2017 02:59 protopulse wrote:
Doesn't help that serpents and Ringraukos kept destroying my already low supply of potions.

On 12.1.2017 03:01 protopulse wrote:
Never been able to kill a deathblade before. Too much evasion. Too much protection.

For my next run, I need to come up with a way to deal with cat warriors and their exchange places...

On 12.1.2017 03:02 protopulse wrote:
And shadows have a lot of protection...and their attacks ignore armor...perhaps I should have swapped to a two handed weapon exclusively for them.

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