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

  [Sil 1.3.0 Character Dump]

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

 Game Turn    5,683   Melee  (+14,2d8)   Melee       14 = 10  +3      +1
 Exp Pool     1,149   Bows    (+4,1d8)   Archery      4 =  0  +3      +1
 Total Exp   18,049   Armor [+13,5-14]   Evasion     13 = 10  +3
 Burden       133.2                      Stealth      0 =  0  +3  -3
 Max Burden   298.4   Health     -6:41   Perception  12 =  7  +4      +1
 Depth         450'   Voice      41:41   Will         7 =  3  +4
 Min Depth     250'                      Smithing     4 =  0  +4
 Light Radius     1                      Song         4 =  0  +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 feel stronger.
> You have no more Brown Potions of Strength (k).
> The Giant hits you.
> You hit the Giant.
> The Mountain troll misses you.
> You riposte!
> You hit the Mountain troll!
> The Giant hits you.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You hit the Giant!
> The Mountain troll batters you...
> *** LOW HITPOINT WARNING! ***
> The Giant hits you.
> You die.


  [Screenshot]

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  .TT@Goo
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  [Equipment]

a) a Longsword of Doriath (+0,2d5) [+1] 3.0 lb
   It slays wolves and spiders.  
b) a Shortbow (+0,1d7) 1.5 lb
   It can shoot arrows 12 squares (with your current strength).
c) (nothing)
d) a Chalcedony Ring of Accuracy (+1)
e) (nothing)
f) a Wooden Torch (1829 turns)
g) Studded Leather [-2,1d6]
h) a Cloak [+1]
i) a Round Shield [+0,1d3]
j) a Helm of Clarity [-1,1d2]
   It provides resistance to confusion, stunning, and 
   hallucination.  
k) a Set of Gauntlets (-1) [+0,1d2]
l) a Pair of Boots [+0,1d1]
m) 95 Arrows
   They can be shot 12 squares (with your current strength and bow).
n) 30 Arrows (Poisoned)
   They are branded with venom.  They can be shot 12 squares
   (with your current strength and bow).


  [Inventory]

a) a Russet Herb of Terror
b) a Mottled Herb of Restoration
c) 4 Fragments of Lembas
d) 2 Flasks of oil
e) 4 Murky Brown Potions of Orcish Liquor
f) 3 Smoky Potions of Clarity
g) an Emerald Potion of Healing
h) 2 Shimmering Potions of True Sight
i) a Milky White Potion of Slow Poison
j) 2 Black Potions of Quickness
k) a Silver Horn of Force
l) a Yew Staff of Sanctity (4 charges)
m) a Brass Lantern (4459 turns)
n) a Mail Corslet (-1) [-3,2d4]
o) a Kite Shield of Wrath (-2) [+0,1d6]
   It enrages nearby creatures.  
p) a Set of Gloves of Treachery <-1>
   It decreases your strength by 1.  It grants you the ability: 
   Opportunist.  
q) a Set of Gauntlets of the Forge (-1) [+0,1d1] <+3>
   It improves your smithing by 3.  
r) a Longsword (+0,2d5) [+1] 3.0 lb
s) a Bastard Sword (-2,3d3) [+1] 4.5 lb
   It does extra damage when wielded with both hands.  
t) 3 Spears of Final Rest (-1,1d9) 9.0 lb
   They slay undead.  It can be thrown effectively (11 squares).
   It grants you freedom of movement.  It does extra damage when
   wielded with both hands.  It counts as a type of polearm.  
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 12 Jan 2017

   Turn     Depth   Note

  1,098    200 ft   Encountered Gorgol, the Butcher
  1,145    200 ft   Slew Gorgol, the Butcher
  1,916    250 ft   (Lore-Keeper)
  2,946    300 ft   (Lore-Master)
  3,183    350 ft   (Parry)
  5,208    400 ft   (Riposte)
  5,439    400 ft   Encountered Orcobal, Champion of the Orcs
  5,486    400 ft   Slew Orcobal, Champion of the Orcs
  5,637    450 ft   (Finesse)

  5,683    450 ft   Slain by a Giant.
  5,683    450 ft   Died on 12 January 2017.




  ['Score' 009094317]


Posted on 12.1.2017 17:57
Last updated on 12.1.2017 18:51

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1739. on the Sil Ladder (of 2253)

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Comments

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On 12.1.2017 17:57 protopulse wrote:
Mewlips! Mewlips everywhere!

On 12.1.2017 18:01 protopulse wrote:
http://angband.oook.cz/screen-show.php?id=4072&ok

On 12.1.2017 18:03 protopulse wrote:
That's okay, I didn't need my memories anyways.

On 12.1.2017 18:49 protopulse wrote:
And dead. Don't think there was a way to survive that given what I had...unless I pulled off some sort of !quickness and horn of force combo.

I have serious issues surviving new floors. It seems there are always a ton of monsters near the stairs where you spawn. And I play as if I had the discontinued stairs challenge on. i.e. I never go back up the stairs after coming through it. It just somehow feels wrong to do so...so I never developed the habit.

I walked down the stairs, saw a giant above me. Got him low, before he ran for the stairs. By that point, I realized there were a swarm of orcs behind him. So I ran the other way, only to be face to face with another giant. Didn't want to wake him up so I took the branch down. And there I saw Easterling warriors and mountain trolls. If I had !rage, maybe I could have pulled something off, but none spawned that game.

On 13.1.2017 00:05 ripforareason wrote:
Try this skill order:

Start with 6 melee + evasion
Get dodging + flanking (so 8 evasion)
Get finesse and ZoC (7 melee)
Get loremaster (7 per)
Put all the rest of your XP into melee until you start getting shadow enemies and need keen senses.

On 13.1.2017 00:06 ripforareason wrote:
also, you should never wear vanilla Gauntlets unless they have strength on them. -1 melee is too steep a penalty for 1d2 protection, imo

On 13.1.2017 01:42 protopulse wrote:
Hmm, I'll give that a try.

On 13.1.2017 16:26 ripforareason wrote:
The idea is to avoid situations like the one you are in where you are surrounded by enemies in a corridor. This leads to melee penalties. If you're going to fight in a corridor, it's best to do so at the very entrance to one and close the door repeatedly and get enemies annoyed enough to barge in. This way, you are in a good position to fight, while also being able to use buffs and rage to escape if you absolutely must due to getting flanked. But otherwise, it's preferable to fight in the open using flanking and ZoC, because you can get a lot of free attacks while also having an evasion boost and keeping escape routes open.

On 13.1.2017 16:26 ripforareason wrote:
er, meant to say evasion penalties.

On 13.1.2017 19:29 protopulse wrote:
Yea, I'm going to favor evasion over melee earlier on. Makes sense now that I think about it. Orcs (main threats early on).

I think there's three main paths you can go with on melee. 1) Go stealth and get listen/exchange places so you can avoid getting in unfavorable situations where you are outnumbered and cornered. 2) Go heavy armour, get critical resistance and crowd fighting so it's not that bad even when you find yourself in those situations. 3) Go evasion heavy with dodging/flanking, and fight in the open where it's much more difficult to get cornered. Flanking also lets you isolate targets much like in corridors, I've found. The other enemies are busy chasing you (and therefore not hitting you) while you run in circles around your target and whittle him down.

On 13.1.2017 19:31 protopulse wrote:
Oops, I didn't finish that thought.

Orcs hit hard but don't hit often. Stack evasion so they don't hit at all. Then, get a 2H and go to town. Since they won't be hitting you, the extra AC from shields is meaningless. Only use one as a swap when you meet archers.



On 13.1.2017 19:37 protopulse wrote:
Tried that build order and have to say it feels better. I was probably getting loremaster too early, and the ID experience wasn't enough to balance out the early investment.

http://angband.oook.cz/ladder-show.php?id=20156

My decision to only wield great swords, bastard swords, and warhammers this run was probably another large factor to explain why I had such an easy time this run though. Seriously loving 2 handers and in general 3-4 dice weapons.



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