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The Angband Ladder: Astelosse, Noldor Feanor no-class by debo

  [Sil 1.0.2 Character Dump]

 Name   Astelosse     Age    1,037       Str   2
 Sex    Male          Height  6'10       Dex   4 =  5      -1
 Race   Noldor        Weight   162       Con   4
 House  Feanor                           Gra   3

 Game Turn   10,393   Melee  (+15,2d7)   Melee       15 = 10  +4      +1
 Exp Pool       345   Bows    (+5,1d9)   Archery      5 =  0  +4      +1
 Total Exp   27,545   Armor  [-5,5-12]   Evasion     -5 = 10  +4  +1 -20
 Burden       112.5                      Stealth      9 =  6  +4  -1
 Max Burden   144.0   Health    -12:41   Perception  10 =  7  +3
 Depth         600'   Voice      34:34   Will         3 =  0  +3
 Min Depth     450'                      Smithing     6 =  2  +3      +1
 Light Radius     3                      Song         3 =  0  +3

 You are the only child of a smith from the house of Feanor. You have
 light blue eyes, straight black hair, and a fair complexion.






  [Last Messages]

> *** LOW HITPOINT WARNING! ***
> The trance is broken!
> You fall into a deep trance!
> You have been given a cut.
> *** LOW HITPOINT WARNING! ***
> The trance is broken!
> The bleeding stops.
> It bites you.
> *** LOW HITPOINT WARNING! ***
> You fall into a deep trance!
> It bites you!
> You die.
> Illegal command for target mode! <2x>
> Illegal object choice (inven)!
> Illegal command for target mode!


  [Screenshot]

  #######
   ..... 
  ..=....
  ...@.  
  ....H  
   ..    
    .    


  [Equipment]

a) a Longsword (+0,2d5) [+1] 2.0 lb
b) a Shortbow (+0,1d7) 2.0 lb
   It can shoot arrows 13 squares (with your current strength).
c) an Emerald Ring of Protection [+0,1d2]
d) an Emerald Ring of Protection [+0,1d2]
e) a Golden Amulet of Constitution <+0> {+0 con}
   It increases your constitution by 0.  It sustains your 
   constitution.  
f) a Brass Lantern of Brightness (with 6404 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) Leather Armour [-1,1d4]
h) a Cloak of Warmth [+1] {resist cold}
   It provides resistance to cold.  
i) (nothing)
j) a Helm [-1,1d3]
k) (nothing)
l) a Pair of Leather Boots [+0,1d1]
m) 68 Arrows
   They can be shot 13 squares (with your current strength and bow).
n) 27 Arrows (Poisoned)
   They are branded with venom.  They can be shot 13 squares
   (with your current strength and bow).


  [Inventory]

a) 2 Pale Green Herbs of Rage
b) a Piece of Dark Bread
c) a Strip of Dried Meat
d) 2 Fragments of Lembas
e) a Flask of oil
f) 5 Murky Brown Potions of Orcish Liquor
g) 2 Green Potions of Slow Poison
h) a Milky White Potion of Quickness
i) 2 Smoky Potions of Strength
j) a Brass Trumpet of Warning
k) an Ashen Staff of Light (5 charges)
l) a Yew Staff of Sanctity (1 charge)
m) a Chalcedony Ring of Strength <+0>
   It increases your strength by 0.  It sustains your strength.  
   
n) a Silver Amulet of Grace <+0>
   It increases your grace by 0.  It sustains your grace.  
o) a Brass Lantern of True Sight (with 4842 turns of light)
   It provides resistance to blindness and hallucination.  It
   grants you the ability to see invisible creatures.  
p) Studded Leather [-2,1d7]
q) a Helm of Defiance [-1,1d2] <+1>
   It improves your will by 1.  It provides resistance to fear.  
   
r) a Longsword of Orc Slaying (+0,2d6) [+1] {orc} 3.0 lb
   It slays orcs.  
s) a Greatsword (Defender) (-2,3d5) [+2] 8.6 lb
   It cannot be harmed by the elements.  It requires both hands
   to wield it properly.  
t) a Great Axe of Final Rest (-4,4d4) {undead} 12.4 lb
   It slays undead.  It requires both hands to wield it
   properly.  
u) a Mattock (-5,5d2) <+2> 10.9 lb
   It improves your tunneling by 2.  It requires both hands to
   wield it properly.  
v) a Longbow of Himring (+0,1d9) [-1] 2.5 lb
   It slays orcs and trolls.  It can shoot arrows 16 squares
   (with your current strength).


  [Notes]

Astelosse of the Noldor
Entered Angband on 28 Apr 2012

    Turn     Depth    Note

       0     50 ft    (Finesse)
       0     50 ft    (Assassination)
   1,218    100 ft    (Weaponsmith)
   1,424    150 ft    (Parry)
   2,490    200 ft    Slew Gorgol, the Butcher
   3,322    300 ft    (Subtlety)
   4,007    300 ft    (Cruel Blow)
   5,097    400 ft    (Opportunist)
   7,154    450 ft    (Riposte)
   8,304    500 ft    Slew Gilim, the Giant of Eruman
   8,561    500 ft    (Disguise)
   9,959    550 ft    (Lore-Keeper)
  10,384    600 ft    (Lore-Master)
  10,384    600 ft    (Focused attack)

  10,393    600 ft    Slain by a Lurking horror.
  10,393    600 ft    Died on 28 April 2012.




  ['Score' 012089607]


Posted on 29.4.2012 05:44

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924. on the Sil Ladder (of 1363)

Comments

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On 29.4.2012 05:44 debo wrote:
SUPER ANNOYED at this death!!! lol

I've never been entranced by a horror before, so I didn't even know they could do that. (I usually have Inner Light by the time I get this far.) If I'd had a bit of will, this probably would have gone differently, but basically I accidentally grazed this square and then just insta-died from full HP. :(

On 29.4.2012 14:09 Scatha wrote:
Obviously that's very low Will for this stage of the dungeon, but monsters with a damaging attack that can entrance are indeed potentially scary, and we've wondered whether they should change at all. Do you think this death was unfair?

On 29.4.2012 14:29 debo wrote:
Not really. I would have felt it to be unfair if it was "lurking" around a corner in a hallway, and I had no idea of knowing it was there before walking next to it. This one was right in the middle of the room -- it was my fault for approaching it. I didn't intend to walk right next it, I just wanted to see if I could shine some light on it -- but then, I fatally miskeyed.

I simply forgot that Lurking Horrors start appearing at this depth, and I certainly didn't know that they could entrance (or that they were dark, for that matter). Had I known the thing had the potential to be an H, I would have just skipped the room entirely.

Still, I've always felt like these sorts of losses are just boring. It's one thing to be heavily poisoned, or cut and bleeding, because then you have to weigh decisions -- should I stop to heal, or should I risk bleeding out and focus on escaping? Deaths to paralysis have always irritated in me in all roguelikes. But that's just me :)

Are Lurking Horrors always alert?

On 29.4.2012 15:29 Scatha wrote:
Normally paralysis (entrancement) in Sil only lets you get hit once, which snaps you out of it. We've had a few times now though when a character has died from a loop with one of the handful of monsters which can entrance with its regular attack. I agree that boring deaths are bad.

No, lurking horrors shouldn't always be alert.

On 29.4.2012 15:32 debo wrote:
It might be neat to be immune to entrancement on the turn after you snap out of it. If I'd had one turn in between entrancing blows, I'd probably have quaffed a !Quickness and fled -- which would have been exciting, not boring :)

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