What does an Ironman Priest need for endgame?

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  • Nivra
    Adept
    • Aug 2015
    • 112

    What does an Ironman Priest need for endgame?

    So, my loud, noisy dwarven priest has been taking her sweet ass time descending the dungeon, because she's too frail and too loud to descend too fast.

    Slowly growing in power to level 35, and slowly descending downwards to dungeon level 45, she suddenly happens upon a 9-9! What does she sense in her surroundings? A greater vault "Divisi" and all sorts of nasties that want to skewer her: Ungoliant, Osse, Smaug, Itangast, Vargo, Uvatha, and more.

    There was also a smaller vault nearby with Eol. Shee figured she'd plunder the smaller vault, clear the level, and then maybe poke her head in and see what she could safely plunder from the Greater Vault.

    Little did she know, Divisi actually locks in all the nasties, and keeps relatively weaker monsters out near the entrances. With care, patience, and Ethereal Openings, she plundered nearly the whole vault, except for 2 locked chambers with Ungoliant and Osse. With all of her new gear, she may be able to get to very quick speed (unhasted because digging takes awhile) and plunder those last two squares, as well. But before that, she wants to take a look at her current loot.

    Having never beaten Morgoth as a priest, and much less an ironman priest, I have no idea what to keep and what to let go. I dropped all the four base priest books to get this char file dump and pick up stuff off the floor, so I at least need to dump 4 items.

    Key questions:
    * Do priests use healing potions in end game? There's a *Healing* also lying on the ground. I barely use the healing potions I have, at this point. I used about 5 ?Restore Mana to clear the vault, though.
    * Are any of the weapons end-game friendly for priests if I decide to melee? (e.g. The Scythe of Slicing(HA))
    * If I decide to melee, do I need (+dam) items? There's an artifact amulet with no bonuses except (+1,+8) in the lesser vault.
    * Should I hold onto Damage wands? (Annihilation,Drain Life)
    * How important is that 0% fail? Should I wear the +4wis amulet?
    * How important is melee damage in levels 45-99? (Iaurgur > Gondolin for damage, but fewer resists/abilities)

    Also on the ground, but not in this dump:

    * Amulet 'Taladrion' (+1,+8)
    * Shield Elvenkind, rNether <+2>
    * Armor Elvenkind, rNether <+2> and rDark <+1>
    * <+3> Stealth Cloaks and Slippers
    Code:
      [Angband 4.0.4 Character Dump]
    
     Name   Candace      Age             40          Self  RB  CB  EB   Best
     Race   Dwarf        Height        4'5"   STR! 18/100  +2  -1  +3 18/140
     Class  Priest       Weight     9st 7lb   INT:     10  -3  -3  +6     10
     Title  Canon        Turns used:          Wis:  18/72  +2  +3  +6 18/182 18/162
     HP     381/381      Game       1208955   DEX:     13  -2  -1  +6     16
     SP     154/193      Standard    119635   CON:  18/38  +2  +1  +3  18/98
                         Resting      53429
    
     Level                 35    Armor     [29,+107]    Saving Throw     96%
     Cur Exp           567539                           Stealth       Superb
     Max Exp           567539    Melee       1d4,+24    Disarming        49%
     Adv Exp           630000    To-hit       44,+15    Magic Devices     75
                                 Blows      3.4/turn    Perception    1 in 7
     Gold              187329                           Searching        48%
     Burden          179.5 lb    Shoot to-dam    +11    Infravision    90 ft
     Overweight        0.4 lb    To-hit       35,+20    Speed             16
     Max Depth    2250' (L45)    Shots        2/turn
    
     The Big Sis of Phineas & Ferb, she wanted to prove that she could kill
     Morgoth too, but better than her brothers.  She decided to go
     iron-woman, and descend into the pits with random artifacts.
    
    
    rAcid:......+...+.. Nexus:.+..+....+...
    rElec:......+...++. Nethr:.............
    rFire:......+..+... Chaos:......+......
    rCold:......+...+.. Disen:........+....
    rPois:....+........ pFear:.............
    rLite:.+........... pBlnd:.........++.+
    rDark:.+...+....... pConf:..........+..
    Sound:........+.... pStun:.............
    Shard:.........+... HLife:........+....
    
    Regen:............. Stea.:+...+.++..+..
      ESP:............. Sear.:....+........
    Invis:............. Infra:....+.......+
    FrAct:..........+.. Tunn.:............+
    Feath:..........++. Speed:+.+.+..+...+.
    S.Dig:............. Blows:.............
    ImpHP:............. Shots:.+...........
     Fear:............. Might:.+...........
    Aggrv:............. Light:.....+.......
    
    
      [Character Equipment]
    
    a) the Dagger 'Ulegos' (1d4) (+6,+14) [+7] <+3>
         Found lying on the floor of a cavern at 2200 feet (level 44)
         
         +3 wisdom.
         +3 stealth.
         +3 speed.
         Slays trolls.
         Branded with weak poison.
         Cannot be harmed by acid.
         Blessed by the gods.  
         
         Combat info:
         3.4 blows/round.
         With +0 STR and +1 DEX you would get 3.8 blows
         Average damage/round: 101.8 vs. creatures not resistant to poison,
         110.7 vs. trolls, and 92.8 vs. others.
         
    b) the Long Bow of Lirim (x4) (+11,+11) <+1>
         Dropped by a Young red dragon at 1950 feet (level 39)
         
         +1 shooting speed.
         +1 shooting power.
         Provides resistance to light, dark, nexus.
         Cannot be harmed by acid, fire.
         
    c) an Onyx Ring of Speed <+7>
         Found lying on the floor in a vault at 2250 feet (level 45)
         
         +7 speed.
         
    d) a Quartz Ring of Constitution <+3>
         Dropped by a Mature black dragon at 2250 feet (level 45)
         
         +3 constitution.
         Sustains constitution.
         
    e) a Mother-of-Pearl Amulet of Trickery <+4, +2, +5>
         Found lying on the floor in a vault at 2250 feet (level 45)
         
         +4 dexterity.
         +2 stealth.
         +5 searching skill.
         +4 infravision.
         +2 speed.
         Provides resistance to poison gas, nexus.
         Sustains dexterity.
         
    f) the Star 'Dacir' <+3>
         Found lying on the floor in a vault at 2250 feet (level 45)
         
         Provides resistance to dark.
         Cannot be harmed by fire.
         Radius 3 light.
         
         When activated, it maps the area around you.
         Takes 132 to 260 turns to recharge at your current speed.
         Your chance of success is 93.0%
         
    g) Hard Leather Armour of Elvenkind (-1) [16,+16] <+1>
         Found lying on the floor at 1650 feet (level 33)
         
         +1 stealth.
         Provides resistance to acid, lightning, fire, frost, chaos.
         Cannot be harmed by acid, fire.
         
    h) an Elven Cloak [6,+2] <+1>
         Dropped by an Emperor wight at 2250 feet (level 45)
         
         +1 stealth.
         +1 speed.
         
    i) a Wicker Shield of Preservation [2,+19]
         Found lying on the floor in a vault at 2250 feet (level 45)
         
         Provides resistance to sound, disenchantment.
         Cannot be harmed by acid.
         Sustains strength, dexterity, constitution.
         Sustains your life force.  
         
    j) the Iron Crown of Marda [0,+21] <+3>
         Dropped by Ulfang the Black at 1900 feet (level 38)
         
         +3 intelligence.
         +3 wisdom.
         Provides resistance to fire, shards, nexus.
         Provides protection from blindness.
         Cannot be harmed by acid.
         
    k) the Set of Gauntlets of Shelumand [3,+20] <+2> {rConf}
         Dropped by Tom the Stone Troll at 2250 feet (level 45)
         
         +2 dexterity.
         +2 stealth.
         Provides resistance to acid, lightning, frost.
         Provides protection from blindness, confusion.
         Cannot be harmed by acid, fire.
         Feather Falling.  Prevents paralysis.  
         
         When activated, it increases your AC and to-hit bonus for 1d12+6
         turns.
         Takes 127 to 140 turns to recharge at your current speed.
         Your chance of success is 93.0%
         
    l) the Pair of Leather Boots of Arnas [2,+21] <+3>
         Dropped by a Dread at 1950 feet (level 39)
         
         +3 strength.
         +3 intelligence.
         +3 speed.
         Provides resistance to lightning.
         Cannot be harmed by acid, fire.
         Feather Falling.  
         
         When activated, it fires a line of light in all directions, each
         one causing 10d8 damage.
         Takes 148 to 163 turns to recharge at your current speed.
         Your chance of success is 90.0%
         
    
    
    
    
      [Character Inventory]
    
    a) 4 Holy Books of Prayers [Beginners Handbook] {@m1@G1@P1!d}
    b) 4 Holy Books of Prayers [Words of Wisdom] {@m2@G2@P2!d}
    c) 4 Holy Books of Prayers [Chants and Blessings] {@m3@G3@P3!d}
    d) 4 Holy Books of Prayers [Exorcism and Dispelling] {@m4@G4@P4!d}
    e) a Holy Book of Prayers [Ethereal Openings] {@m5@G5@P5!d}
         Cannot be harmed by fire.
         
    f) a Holy Book of Prayers [Godly Insights] {@m8@G8@P8!d}
         Cannot be harmed by fire.
         
    g) 40 Silver Speckled Potions of Cure Critical Wounds
    h) 7 Light Green Potions of Healing
    i) 8 Vermilion Potions of Restore Mana
    j) 5 Misty Potions of Speed
    k) 7 Scrolls titled "for hic ex" of Teleportation
    l) 4 Copper Wands of Drain Life (19 charges)
    m) a Copper-Plated Wand of Annihilation (2 charges)
         Cannot be harmed by lightning.
         
    n) a Birch Staff of Dispel Evil (7 charges)
    o) a Runed Staff of Speed (5 charges)
    p) the Pendant of Elthor <+2, +1>
         Found lying on the floor in a vault at 2250 feet (level 45)
         
         +2 infravision.
         +2 speed.
         Provides resistance to lightning, dark, sound, nexus.
         Sustains strength.
         Slows your metabolism.  Speeds regeneration.  
         Radius 1 light.
         
    q) the Iron Crown 'Erchalad' [0,+10]
         Found lying on the floor in a vault at 2250 feet (level 45)
         
         Provides resistance to lightning.
         Cannot be harmed by acid.
         Feather Falling.  Grants telepathy.  
         
    r) the Set of Leather Gloves of Ilossir [1,+20] {immLightning}
         Found lying on the floor at 1650 feet (level 33)
         
         Provides immunity to lightning.
         Cannot be harmed by acid, fire.
         Slows your metabolism.  Prevents paralysis.  
         
    s) the Set of Gauntlets of Belros [3,+9] <+3, +1> {3str3con3speed}
         Dropped by Ren the Unclean at 2250 feet (level 45)
         
         +3 strength.
         +3 constitution.
         +3 speed.
         Cannot be harmed by acid, fire.
         Sustains dexterity.
         Radius 1 light.
         
         When activated, it teleports you randomly up to 100 squares away.
         Takes 127 to 140 turns to recharge at your current speed.
         Your chance of success is 95.2%
         
    t) a Tulwar of Gondolin (2d4) (+10,+12) <+1> {rConf}
         Conjured forth by magic at 1800 feet (level 36)
         
         Slays demons, orcs, trolls, dragons.
         Provides resistance to dark.
         Provides protection from confusion.
         Cannot be harmed by acid.
         Prevents paralysis.  Grants the ability to see invisible things.  
         Radius 1 light.
         
         Combat info:
         1.6 blows/round.
         With +1 STR and +0 DEX you would get 2.0 blows
         With +0 STR and +1 DEX you would get 2.0 blows
         Average damage/round: 60.9 vs. demons, 60.9 vs. orcs, 60.9 vs.
         trolls, 60.9 vs. dragons, and 43.3 vs. others.
         
    u) the Long Sword 'Varver' (2d5) (+17,+13) <+4>
         Found lying on the floor in a vault at 2250 feet (level 45)
         
         +4 constitution.
         Slays giants.
         Branded with cold.
         Provides resistance to acid, lightning, fire, frost, light.
         Provides protection from fear.
         Cannot be harmed by acid.
         Sustains your life force.  Grants the ability to see invisible
         things.  
         
         Combat info:
         1.3 blows/round.
         With +2 STR and +0 DEX you would get 1.6 blows
         With +0 STR and +1 DEX you would get 1.6 blows
         Average damage/round: 54.9 vs. creatures not resistant to cold,
         54.9 vs. giants, and 37.7 vs. others.
         
    v) the Broad Sword of Gunest (4d5) (+9,+28) [+7] <+2>
         Found lying on the floor in a vault at 2250 feet (level 45)
         
         +2 strength.
         +2 intelligence.
         +2 constitution.
         Slays orcs.
         Branded with poison.
         Provides resistance to frost, chaos.
         Cannot be harmed by acid.
         Sustains intelligence.
         Blessed by the gods.  Prevents paralysis.  Grants telepathy.  
         
         Combat info:
         1.3 blows/round.
         With +2 STR and +0 DEX you would get 1.6 blows
         With +0 STR and +1 DEX you would get 1.6 blows
         Average damage/round: 107.9 vs. creatures not resistant to poison,
         107.9 vs. orcs, and 73.5 vs. others.
         
    
    
    
    
      [Character Quiver]
    
    0) 29 Seeker Arrows (4d4) (+4,+3)
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 195.8.
         35% chance of breaking upon contact.
         
    
    
    [Player history]
          Turn   Depth  Note
             0      0'  Began the quest to destroy Morgoth.
           621     50'  Reached level 2
           968     50'  Reached level 3
          1565    100'  Reached level 4
          1653    100'  Killed Fang, Farmer Maggot's dog
          1659    100'  Reached level 5
          2975    100'  Reached level 6
          4077    150'  Reached level 7
          6774    200'  Reached level 8
          8603    250'  Reached level 9
         10002    300'  Killed Bullroarer the Hobbit
         10002    300'  Reached level 10
         11122    300'  Reached level 11
         11149    300'  Killed Grip, Farmer Maggot's dog
         12059    550'  Reached level 12
         12820    550'  Reached level 13
         13475    550'  Reached level 14
         14403    550'  Killed Mughash the Kobold Lord
         15434    550'  Killed Wormtongue, Agent of Saruman
         16320    600'  Reached level 15
         17565    600'  Reached level 16
         18887    650'  Killed Grishnákh, the Hill Orc
         19091    650'  Killed Golfimbul, the Hill Orc Chief
         19626    650'  Reached level 17
         19906    650'  Killed Orfax, Son of Boldor
         22813    700'  Reached level 18
         24839    750'  Reached level 19
         26581    800'  Reached level 15
         27028    800'  Reached level 16
         27807    800'  Reached level 17
         30918    850'  Killed Ufthak of Cirith Ungol
         30918    850'  Reached level 18
         32005    850'  Killed Nár, the Dwarf
         34841    900'  Reached level 19
         36913    950'  Reached level 20
         39255   1000'  Reached level 21
         41822   1050'  Reached level 22
         43466   1050'  Killed Shagrat, the Orc Captain
         43785   1050'  Killed Lagduf, the Snaga
         44049   1100'  Killed Ulfast, Son of Ulfang
         44557   1100'  Reached level 23
         46221   1150'  Killed Sméagol
         48919   1200'  Reached level 24
         51022   1200'  Reached level 25
         53827   1250'  Killed Sangahyando of Umbar
         54674   1250'  Killed Boldor, King of the Yeeks
         55209   1250'  Killed Angamaitë of Umbar
         56200   1300'  Reached level 26
         65148   1400'  Reached level 27
         67413   1400'  Killed Gorbag, the Orc Captain
         73231   1500'  Reached level 28
         79382   1650'  Killed Ulwarth, Son of Ulfang
         81491   1650'  Reached level 29
         82097   1650'  Killed Khîm, Son of Mîm
         82266   1650'  Found the Set of Leather Gloves of Ilossir
         83440   1700'  Reached level 29
         83883   1700'  Killed Lugdush, the Uruk
         83883   1700'  Killed Uglúk, the Uruk
         90707   1800'  Reached level 30
         97440   1900'  Reached level 31
         99408   1900'  Found the Amulet 'Talodrion'
         99627   1900'  Killed Ulfang the Black
         99822   1900'  Found the Iron Crown of Marda
        101345   1950'  Found the Pair of Leather Boots of Arnas
        101423   1950'  Found the Long Bow of Lirim
        104062   2050'  Reached level 32
        106445   2150'  Killed Quaker, Master of Earth
        107075   2150'  Reached level 33
        107463   2200'  Found the Dagger 'Ulegos'
        107491   2200'  Killed Lorgan, Chief of the Easterlings
        110350   2250'  Killed Lokkak, the Ogre Chieftain
        111592   2250'  Found the Golden Crown of Istirn
        112724   2250'  Found the Star 'Dacir'
        113583   2250'  Reached level 34
        113969   2250'  Killed Bert the Stone Troll
        114107   2250'  Killed Bill the Stone Troll
        114113   2250'  Killed Tom the Stone Troll
        114125   2250'  Found the Set of Gauntlets of Shelumand
        114238   2250'  Reached level 34
        114511   2250'  Found the Pendant of Elthor
        116083   2250'  Killed Ren the Unclean
        116250   2250'  Found the Set of Gauntlets of Belros
        116396   2250'  Killed Eöl, the Dark Elf
        116396   2250'  Reached level 35
        117042   2250'  Killed Uldor the Accursed
        117058   2250'  Found the Long Sword 'Varver'
        117208   2250'  Found the Two-Handed Great Flail 'Diliondol'
        117724   2250'  Killed Castamir the Usurper
        117968   2250'  Found the Iron Crown 'Erchalad'
        118044   2250'  Found the Pair of Leather Boots 'Sorthril'
        118738   2250'  Killed Ibun, Son of Mîm
        119402   2250'  Found the Broad Sword of Gunest
        119595   2250'  Found the Jewel of Gothlan
        119634   2250'  Found the Short Sword 'Iaurgor'
    
    
      [Options]
    
      [User interface]
    
    Use the roguelike command keyset             : yes (rogue_like_commands)
    Use sound                                    : yes (use_sound)
    Show damage player deals to monsters         : yes (show_damage)
    Use old target by default                    : yes (use_old_target)
    Always pickup items                          : yes (pickup_always)
    Always pickup items matching inventory       : yes (pickup_inven)
    Show flavors in object descriptions          : yes (show_flavors)
    Highlight target with cursor                 : yes (show_target)
    Disturb whenever viewable monster moves      : yes (disturb_near)
    Show walls as solid blocks                   : yes (solid_walls)
    Show walls with shaded background            : yes (hybrid_walls)
    Color: Illuminate torchlight in yellow       : yes (view_yellow_light)
    Color: Shimmer multi-colored things          : yes (animate_flicker)
    Center map continuously                      : no  (center_player)
    Color: Show unique monsters in purple        : yes (purple_uniques)
    Automatically clear '-more-' prompts         : no  (auto_more)
    Color: Player color indicates % hit points   : yes (hp_changes_color)
    Allow mouse clicks to move the player        : no  (mouse_movement)
    Notify on object recharge                    : no  (notify_recharge)
    
      [Birth]
    
    Randomise the artifacts (except a very few)  : yes (birth_randarts)
    Word of Recall has no effect                 : yes (birth_no_recall)
    Restrict creation of artifacts               : no  (birth_no_artifacts)
    Don't stack objects on the floor             : no  (birth_no_stacking)
    Lose artifacts when leaving level            : no  (birth_no_preserve)
    Don't generate connected stairs              : yes (birth_no_stairs)
    Don't show level feelings                    : no  (birth_no_feelings)
    Increase gold drops but disable selling      : yes (birth_no_selling)
    Use previous set of randarts                 : no  (birth_keep_randarts)
    Start with a kit of useful gear              : no  (birth_start_kit)
    Monsters learn from their mistakes           : yes (birth_ai_learn)
    Force player descent                         : yes (birth_force_descend)
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    What you need for the endgame is...

    More DEX, CON, and full Detection/ESP. You have literally everything else covered. (Obviously 18/200 WIS would be nice, but you will get that RSN. And at dl 70, you are guaranteed to find a better Ring of speed.)

    You need 4 blows with that killer 4d5 sword. The dagger is not remotely good enough. Starting with 10 dex cripples midgame play, since it takes forever to get to 3 blows.

    I'd still use the sword, and put on any +dex gear I could. And that much more CON is easily worth +3 speed when you are already above base speed +10. RNether from the other armor is a nice lagniappe. You can get rid of the RCHAOS armor and RNether/RDark shields.

    Since it's already obsolete, ditch the stealth stuff and the dagger. It is already obsolete. Superb stealth and +4 speed is always worth the exchange, and the dagger is just not that much better than the sword for RPOIS monsters to be worth keeping vs. +4 CON.

    Comment

    • Nivra
      Adept
      • Aug 2015
      • 112

      #3
      Missing a weapon

      Hmm... it appears that slow (w) in my inventory didn't make it into the file dump. That's weird.

      This is the Scythe of Slicing:

      Code:
      a) a Scythe of Slicing (Holy Avenger) (9d4) (+12,+15) [+2] <+3> {DAMAGE}
           Found lying on the floor in a vault at 2250 feet (level 45)
           
           +3 wisdom.
           Slays evil creatures, undead, demons.
           Provides protection from fear.
           Sustains strength.
           Blessed by the gods.  Grants the ability to see invisible things. 
           
           
           Combat info:
           1.0 blows/round.
           With +1 STR and +0 DEX you would get 1.1 blows
           With +0 STR and +1 DEX you would get 1.1 blows
           Average damage/round: 80.6 vs. evil creatures, 106.8 vs. undead,
           106.8 vs. demons, and 54.3 vs. others.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        That scythe will easily be endgame-quality once you get max blows with it.

        Priests honestly have tons of options for the final fight though. Melee is doable thanks to unlimited big heals. Ranged is an option if you find a good launcher and ammo. So is just casting Orb of Draining 150 times or so. Consumables-wise, you'll want plenty of Restore Mana potions, at least some Healing or *Healing* just in case, and as many Scrolls of Destruction and Mass Banishment as you can get. It's really a question of what you find.

        Comment

        • Thraalbee
          Knight
          • Sep 2010
          • 707

          #5
          Agree. Gunest is great. Telepathy is worth a lot. Just survive and end game will be doable. You'll need !Mana restore and a few !life and *heal* are nice too. I would melee vs Morgoth and if you want that you'll likely find an even better weapon close to the end. But Gunest is ok. I really want 0% fail on Tele other and big heal too

          Comment

          • Nivra
            Adept
            • Aug 2015
            • 112

            #6
            OK. Going with Gunest and "Wis+4, giving me 416 HP, ESP, and 0% fail.
            I have +10 speed in my full kit, carrying all my swap gear (+11 -1overweight).

            I am missing Regen, SI, and rPoison (trickery swap).
            I'll keep Sense Invis up, and detect often.

            What monsters do I have to worry about that can one shot me on poison?

            Drolem(not on ESP)
            Dragons/Wyrms (Multi/Green)

            What else?

            Which Hydra breathe poison and have enough HP to do 400HP?

            I dropped all attack wands/staves in favor of one stack of arrows (with x4x2 bow).
            Holding onto !Healing, !Mana, !Speed, _Speed
            Also holding onto ?TeleportSelf in case I need a poison swap and lose my 0%, but this could be dropped.

            Comment

            • Nivra
              Adept
              • Aug 2015
              • 112

              #7
              Ironman Inventory Management

              How long do you hold onto items to use for future kit choices?

              I just got the following artifact light w/immune Lightning

              Code:
              f) the Arkenstone of Brion <+3>
                   Found lying on the floor in a vault at 2400 feet (level 48)
                   
                   +3 dexterity.
                   Provides immunity to lightning.
                   Cannot be harmed by fire.
                   Radius 3 light.
                   
                   When activated, it maps the entire level and detects nearby
                   objects, traps, doors, and stairs.
                   Takes 102 to 200 turns to recharge at your current speed.
                   Your chance of success is 90.2%
              This makes my previous immLightning swap gloves, 'ilossir' obsolete. However, if I find an rand-art based off Palantir that provides even better bonuses, maybe I'll need the immLightning gloves again. Since it's an immunity, I would typically stash it at home. But, obviously in ironman, I don't have that choice, so I'm thinking of ditching it.

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #8
                The Palantir no longer exists in modern Vanilla, so you don't need to worry about it superceding the Arkenstone.

                Comment

                • bron
                  Knight
                  • May 2008
                  • 515

                  #9
                  Originally posted by Nivra
                  * How important is that 0% fail?
                  Being able to do a zero-fail *Heal* is IMHO an important capability. Priest aren't usually able to dish out lots of damage quickly, so they need to be able to hang in there. Note that to really ensure zero-fail, you also need protection against blindness, confusion, and stunning.

                  Wands of Annihilation are a good choice against Morgoth, if you have the inventory space for them. But inventory pressure always makes me drop them. Drain Life is a bit better than Orb of Draining against evil creatures, but not so much as to make them worth carrying in an Iron Man game. They can be reasonable against not-evil living creatures e.g. the Tarrasque, but again, not so much that I personally carry them in an Iron Man. I find that the Annihilation prayer is too expensive for the damage it does. A good shooter with good ammo is a better all-round choice.

                  You'll want all the Banish and Mass Banish you can carry since the fight with Morgoth is likely to be a long one. A dozen each is probably a safe number, although you might get by with less by judicious use of "Banish Evil". And of course Restore Mana and/or Magi staves.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #10
                    With a quiver, it also helps to accumulate slay evil ammo, and even acid brand. If you dedicate 2 or 3 equipment slots to ammo (80-120 shots), you will have enough to really lighten the requirements for other stuff.

                    Comment

                    • Nivra
                      Adept
                      • Aug 2015
                      • 112

                      #11
                      Stunning

                      So Resist Sound prevents stunning from sound effects, but what about stunning from other effects?

                      Are there any besides melee? And do I need to get resist Stun to protect against melee stunning, such as from mystics?

                      Comment

                      • AnonymousHero
                        Veteran
                        • Jun 2007
                        • 1393

                        #12
                        (This is from not-so-recent memory. Caveat lector.)

                        Originally posted by Nivra
                        So Resist Sound prevents stunning from sound effects, but what about stunning from other effects?
                        Nope, you need pStun for that.

                        Originally posted by Nivra
                        Are there any besides melee? And do I need to get resist Stun to protect against melee stunning, such as from mystics?
                        I think Plasma breath (from Z's) also induces stun. Not sure if there are other sources.

                        To be completely safe you need pStun (p for protection) which is very rare on the standard artifacts, but you can get it from the "of Serenity" ego on hats. (It's also rare on randarts, but usually not quite as rare as for the standarts.)

                        EDIT: With randarts you might also get unlucky and not have it on any randart at all.

                        Comment

                        • Thraalbee
                          Knight
                          • Sep 2010
                          • 707

                          #13
                          You don't *need* pStun although it is nice to have. Bring some !*healing* and !Life and you have a zero fail recovery (spell fail rate is higher when stunned iirc). But to engage with stuff like master mystics and grand master mystics or packs of plasma hounds you are much better off with it than without

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #14
                            As long as you stay out of LOS of large groups of Plasma Hounds, I don't think it's possible for a character to go from unstunned to knocked out in a single turn. I guess maybe if you decided to reduce your speed to -10 while next to a Grand Master Mystic or something like that.

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              #15
                              A GMM can (sometimes) knock out a normal speed character in 1 move It has 3x speed and can do 35 (max stun) in a single turn.

                              name:493:Grand master mystic
                              info:130:1936:30:96:5
                              blow:KICK:HURT:20d2
                              blow:KICK:HURT:10d2
                              blow:HIT:PARALYZE:20d1
                              blow:HIT:PARALYZE:15d1

                              Comment

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