What should I drop (Ironman Paladin)

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  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    What should I drop (Ironman Paladin)

    I hadn't played in a while, but Eddie's Ironman Priest inspired me to give Ironman a shot, with Eddie's ID mods.


    Note that ammo is insanely rare in V Ironman 3.1.1, so I find myself keeping the full range of shooters, and preposterously short stacks of ammo.

    EDIT:
    So are healing potions. In previous versions, blowing through orc pits would often yield a couple !CSW or !CCW and the occasional !Heal. No longer.

    Possible drops include:

    Higher priest books:
    Exorcism & Dispelling (Probably won't have healing spell before it gets incinerated.)
    Holy Infusions (limited usefulness, but has recharging spell.)

    Xbow (x5) (+11,+13) (can't find ammo)
    Longbow (x3) (+9,+13) (+1 shot) (can't keep up with ammo use)
    !rDexterity
    Rod of Curing
    Rods of Detect Treasure (Detection spell is at 15 mana and 37% fail)
    Whip (Holy Avenger) (1d3) (+13,+11)
    10 Arrows of Slay Demon (1d4) (+1,+2)
    3 different pairs of gloves. (Agility (+3), Power (+3,+3) (+3), Cammithrim)

    Possible pickups include:
    2 mushrooms of restore CON+STR (have permanent Sustain Strength and available sustain CON, but am at time vortex depth.)
    ? Scroll of Recharging (have the weak priest spell.)

    Can't drop:
    19 Rounded Pebbles (1d2) (+6,+6)


    EDIT: I just took a look at the code; I'd forgotten that Teleport Level doesn't do anything. Lucky I hadn't used it yet--only had used Deep Descent. But I still could use another slot.



    Code:
      [Angband 3.1.1 (eddie) dev Character Dump]
    
     Name   Anya                                     Self  RB  CB  EB   Best
     Sex    Female       Age            103   STR:  18/10  +1  +3  +5 18/100
     Race   High-Elf     Height          85   INT:     10  +3  -3  +1     11
     Class  Paladin      Weight         206   WIS:     17  -1  +1  +0     17
     Title  Knight       Social  Well-liked   DEX:     15  +3  +0  +3  18/30
     HP     237/237      Maximize         Y   CON:     16  +1  +2  +0  18/10
     SP     40/40                             CHR:     11  +5  +2  +0     18
    
    
     Level               28   Armor    [19,+70]     Saving Throw         77%
     Cur Exp          99253   Fight    (+8,+16)     Stealth           Superb
     Max Exp          99253   Melee   (+20,+35)     Fighting          Heroic
     Adv Exp         117500   Shoot   (+15,+19)     Shooting          Superb
     MaxDepth   2250' (L45)   Blows      3/turn     Disarming            43%
     Turns           449659   Shots      1/turn     Magic Device      Superb
     Gold             14516   Infra       40 ft     Perception       1 in 34
     Burden       131.6 lbs   Speed      Normal     Searching            15%
    
     You are the only child of a Telerin Ranger.  You have light grey eyes,
     wavy black hair, and a fair complexion.
    
    
     Acid:......+.+.... Confu:.............
     Elec:......+.+.... Sound:...........?.
     Fire:......+.+.... Shard:.............
     Cold:......+.+.... Nexus:...........?.
     Pois:............. Nethr:...........?.
     Fear:............. Chaos:...........?.
     Lite:........+..?+ Disen:...........?.
     Dark:+.....+.+..?. S.Dig:+............
    Blind:............. Feath:...........+.
    
    PLite:+............ Aggrv:.............
    Regen:............. Stea.:......+......
    Telep:............. Sear.:.............
    Invis:+...........+ Infra:............+
    FrAct:+............ Tunn.:.............
    HLife:............. Speed:.............
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.............
     Fear:............. Might:.............
    
    
      [Character Equipment]
    
    a) a Mace of Gondolin (2d4) (+12,+19)
         Slays demons, orcs, trolls, dragons.
         Provides resistance to dark.
         Cannot be harmed by acid, fire.
         Slows your metabolism.
         Prevents paralysis.
         Grants the ability to see invisible things.
         Combat info:
         3 blows/round.
         Average damage/round: 52.1 vs. demons, 52.1 vs. orcs, 52.1 vs.
         trolls, 52.1 vs. dragons, and 41.5 vs. others.
         Radius 1 light.
    b) a Sling of Power (x2) (+7,+19)
    c) a Bronze Ring of Damage (+0,+10)
    d) a Jade Ring of Strength (+5)
         +5 strength.
         Sustains strength.
    e) (nothing)
    f) The Phial of Galadriel {!!}
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it lights up the surrounding area, hurting light-s
         ensitive creatures.
         Takes 11 to 20 turns to recharge.
         Radius 3 light.
    g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
         +4 stealth.
         Provides resistance to acid, lightning, fire, cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
    h) a Fur Cloak [3,+5]
    i) The Leather Shield of Celegorm [4,+20]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.     
    j) an Iron Helm of Intelligence [5,+10] (+1)
         +1 intelligence.
         Sustains intelligence.
    k) a Set of Leather Gloves of Agility [1,+4] (+3)
         +3 dexterity.
    l) a Pair of Leather Boots [2,+9] {Stability, excellent}
         You do not know the full extent of this item's powers.
         Feather Falling.
         
    
    
      [Character Inventory]
    
    a) 2 Holy Books of Prayers [Beginners Handbook] {@m1}
    b) 3 Holy Books of Prayers [Words of Wisdom] {@m2}
    c) a Holy Book of Prayers [Exorcism and Dispelling]
    d) a Holy Book of Prayers [Godly Insights] {dl 15; @m6}
         Cannot be harmed by acid, electricity, fire, cold.
    e) a Holy Book of Prayers [Holy Infusions]
         Cannot be harmed by acid, electricity, fire, cold.
    f) a Metallic Red Potion of Restore Dexterity
    g) an Icky Green Potion of Speed {!*}
    h) a Scroll titled "excio emovia" of Teleport Level {!*}
    i) a Scroll titled "apue exse" of Deep Descent {!*}
    j) 2 Bronze Rods of Treasure Location {!!}
    k) a Nickel Rod of Curing {!!}
         Cannot be harmed by electricity.
    l) a Tungsten Rod of Teleport Other {!!}
    m) 3 Chromium Rods of Light {!!@z5}
    n) 2 Molybdenum Wands of Teleport Other (10 charges)
    o) a Willow Staff of Teleportation (9 charges) {!*}
    p) The Set of Leather Gloves 'Cammithrim' [1,+10] {Cammithrim}
         Provides resistance to light.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Prevents paralysis.
         When activated, it fires a magic missile with damage 3d4.
         Takes 2 turns to recharge.
         Radius 1 light.
    q) a Set of Leather Gloves of Power (+3,+3) [1,+3] (+3)
         +3 strength.
    r) a Whip (Holy Avenger) (1d3) (+13,+11) [+2] (+1) {splendid}
         You do not know the full extent of this item's powers.
         +1 wisdom.
         Slays evil creatures, undead, demons.
         Provides resistance to fear.
         Blessed by the gods.
         Grants the ability to see invisible things.
         Combat info:
         4 blows/round.
         Average damage/round: 31.6 vs. evil creatures, 33.7 vs. undead, 
         33.7 vs. demons, and 29.6 vs. others.
    s) a Long Bow of Extra Shots (x3) (+9,+13) (+1)
         +1 shooting speed.
    t) a Heavy Crossbow of Extra Might (x4) (+11,+13) (+1)
         +1 shooting power.
    u) 10 Arrows of Slay Demon (1d4) (+2,+1)
         Slays demons.
    v) 22 Rounded Pebbles of Acid (1d2) (+9,+8)
         Branded with acid.
         Cannot be harmed by acid.
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/round: 174.4 vs. creatures not resistant to acid, 
         and 58.1 vs. others.
         25% chance of breaking upon contact.
    w) 19 Rounded Pebbles (1d2) (+6,+6)
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/round: 54.
         25% chance of breaking upon contact.
    Last edited by Pete Mack; June 15, 2009, 02:09.
  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #2
    Originally posted by Pete Mack
    I hadn't played in a while, but Eddie's Ironman Priest inspired me to give Ironman a shot, with Eddie's ID mods.

    EDIT: I just took a look at the code; I'd forgotten that Teleport Level doesn't do anything.
    You better look more carefully. I changed things so that when not on a questor level, teleport level works 100% taking you down. That's not Tak pre-approved, but I'm betting he will agree.

    Comment

    • PowerDiver
      Prophet
      • Mar 2008
      • 2820

      #3
      Originally posted by Pete Mack
      !rDexterity
      Rod of Curing
      Rods of Detect Treasure (Detection spell is at 15 mana and 37% fail)
      Whip (Holy Avenger) (1d3) (+13,+11)
      3 different pairs of gloves. (Agility (+3), Power (+3,+3) (+3), Cammithrim)
      Any of these can go.

      It's a shame the stat gloves do not give a sustain. You will find better gloves, so none of those is a serious keeper. I think I'd keep Cammithrim, but whatever you choose will be fine.

      Comment

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