The Angband Ladder: Elost, Edain Haleth no-class by decoy

  [Sil 1.0.1 Character Dump]

 Name   Elost         Age       25       Str   0
 Sex    Male          Height   6'2       Dex   4
 Race   Edain         Weight   170       Con   1
 House  Haleth                           Gra   3

 Game Turn    8,038   Melee   (+4,2d6)   Melee        4 =  0  +4
 Exp Pool     1,563   Bows    (+5,1d7)   Archery      5 =  0  +4  +1
 Total Exp   24,063   Armor  [+13,1-3]   Evasion     13 =  7  +4  +2
 Burden        69.2                      Stealth     12 =  8  +4  -1  +1
 Max Burden   100.0   Health     24:24   Perception  13 = 10  +3
 Depth         700'   Voice      34:34   Will         3 =  0  +3
 Min Depth     350'                      Smithing     3 =  0  +3
 Light Radius     4                      Song         9 =  6  +3

 You are one of several children of a warrior. You are a credit to the
 family. You have dark brown eyes, straight red hair, and an average
 complexion.





  [Equipment]

a) a Longsword (Defender) (+0,2d6) [+2] 2.6 lb
   It cannot be harmed by the elements.  
b) a Shortbow (+1,1d7) 1.4 lb
   It can shoot arrows 10 squares (with your current strength).
c) (nothing)
d) (nothing)
e) (nothing)
f) a Brass Lantern of Brightness (with 6516 turns of light)
   It burns brightly, increasing your light radius by an
   additional square.  
g) a Robe of Venom's End
   It provides resistance to poison.  
h) a Cloak [+1]
i) (nothing)
j) a Great Helm of Brilliance [-1,1d3]
   It lights the dungeon around you.  
k) (nothing)
l) (nothing)
m) 25 Arrows
   They can be shot 10 squares (with your current strength and bow).
n) (nothing)


  [Inventory]

a) a Black Herb of Rage
b) a Thorny Herb of Sustenance
c) a Mottled Herb of Restoration
d) a Fragment of Lembas
e) 2 Sparkling Blue Potions of Healing
f) 2 Green Potions of Voice
g) 3 Golden Potions of True Sight
h) an Azure Potion of Slow Poison
i) 5 Shimmering Potions of Quickness
j) 5 Dark Blue Potions of Strength
k) 4 Vermilion Potions of Dexterity
l) 2 Cloudy Potions of Grace
m) a Silver Trumpet of Thunder
n) a Birch Staff of Imprisonment (7 charges)
o) an Ebony Staff of Light (4 charges)
p) a Silver Staff of Sanctity (2 charges)
q) a Brass Lantern (with 6939 turns of light)
r) a Lesser Jewel
s) a Helm of True Sight [-1,1d2] <+1>
   It improves your perception by 1.  It provides resistance to 
   blindness and hallucination.  It grants you the ability to
   see invisible creatures.  
t) a Set of Gauntlets of Power (-1) [+0,1d2] <+1>
   It increases your strength by 1.  
u) a Longsword of Orc Slaying (+0,2d5) [+1] 3.1 lb
   It slays orcs.  


  [Notes]

Elost of the Edain
Entered Angband on 30 Jan 2012

    Turn     Depth    Note

      18     50 ft    (Song of Silence)
      18     50 ft    (Keen Senses)
      18     50 ft    (Disguise)
   1,915    300 ft    (Vanish)
   3,893    400 ft    (Listen)
   4,194    450 ft    (Exchange Places)
   5,171    500 ft    (Lore-Keeper)
   6,344    550 ft    (Lore-Master)
   6,682    650 ft    (Dodging)
   6,682    650 ft    (Sprinting)



  ['Score' 014091962]


Posted on 31.1.2012 09:08

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1196. on the Sil Ladder (of 2253)

Comments

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On 31.1.2012 09:08 decoy wrote:
Need a hand with this one. Trapped in a room with no other exits by a stupid Grotesque. Can't Exchange Places with it, can't damage it with arrows. It won't move, and it would rend me to pieces if I attacked it. Suggestions?

Sit here and starve to death? That would be a real shame, this is the best Edain I've had in a long time.

On 31.1.2012 09:18 decoy wrote:
Also, no shovel, and putting on the Gauntlets and quaffing a Potion of Strength doesn't seem to give me the ability to get through the granite walls. Looks like I'm good and trapped.

On 31.1.2012 13:15 Scatha wrote:
They move (& attack!) only when you can't see them, so you need to not look. This should be possible unless the room is lit.

If it is lit, I'm sad to say that you might be in trouble. We did worried a little about this possibility, but as it had never occurred we weren't sure how plausible it was. I'll talk to half about this.

On 31.1.2012 16:39 decoy wrote:
Yup, the room is lit.

Unfortunately, closing the door doesn't fool it into thinking I'm not looking and make it decide to go home. Also I have no way of blinding myself or darkening the room.

So they only attack when I'm not looking? Does that mean I can go beat on it with impunity until it dies, safe from harm?

On 31.1.2012 18:11 Scatha wrote:
You could attack it with impunity, but I'm afraid that I don't know whether you'll be able to kill it without a bigger weapon -- it has very high damage reduction and is immune to criticals. And actually without a shovel you would be in trouble even if you could kill it.

I'm assuming that you've tried closing the door on it and waiting quite a while rather than just briefly? I'm not sure if Vanish could persuade it to wander somewhere else.

The only other possibility which occurs to me is to try to attract the attention of a Kemenrauko or some other rock-eating monster. Blowing your trumpet makes lots of noise, so that could work. It is of course possible that you'd just be attracting another kind of death, but there's some slim hope of survival that way.

On 31.1.2012 18:48 half wrote:
Yes, try Scatha's advice and let us know if it works. Looking at your character sheet, you are underprepared for that depth in a couple of ways. One is the lack of a shovel, the other is the lack of a big weapon. If you had a mattock or a great sword, you could drink the strength potion, eat the herb of rage, wear the gaunlets, and get a 3d10 attack or so, which would be enough to kill it. Obviously playing the stealth game makes it more likely for you to be unprepared. It feels like more of a problem if you don't die immediately in such situation, but I'm not sure whether it really is.

Did you know there was a Grotesque following you? Had you met them before? If so, you would be familiar with their behaviour and should factor it in when exploring unknown areas with one on your tail.

As a final suggestion, try search for secret doors, and also stepping on every square of the room -- there might be a useful trap.

On 31.1.2012 20:00 decoy wrote:
I'll try blowing the horn. Sadly, no secret doors (that I can find), and no useful traps. It's a dead-end, very plain room, as far as I can tell. I've tried closing the door and waiting a few hundred turns, as far as I know they don't go unwary. Maybe if I try waiting longer it will eventually go unwary and walk away? I've still got at least a few thousand turns of food, and unlimited light.

Unfortunately, I only noticed that I had a Grotesque tailing me _after_ it had already entered the hallway behind me (they have a very distinctive movement pattern), so I decided to press on and hope there was an exit ahead. I also did not know that I could not Exchange Places with it (until I tried and failed). Color me bummed.

On 31.1.2012 22:11 decoy wrote:
The trumpet strategy hasn't worked out. Is this thing going to go unwary at some point and walk away?

On 8.2.2012 10:47 half wrote:
It looks like you are doomed, and the only options are to starve to death or to commit suicide (Q). Sorry about that. As I said, I'm not sure whether to change anything to prevent this type of case in the future or not -- it is certainly rare. There are often really interesting ways of getting out of this kind of situation, so anything that makes it too easy would remove that interest...

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