Difference between revisions of "Sword of the Doom Knight"

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{{flavour|An adamantine great sword.}}
 
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==Desirability==
 
==Desirability==
Most characters will have little use for this weapon. In order for it to be worth using, a character must have very high Long Blades skill, decent Necromancy skill, and be the type of character that can readily go without magic during fights. A melee fighter who dabbles in Necromancy would find it useful, but even then, a well-enchanted triple sword or executioner's axe of freezing will provide better damage, unless the character's Necromancy skill is quite high indeed. The MR does make it appealing as a switch for characters low on that property, though.
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The '''sword of the Doom Knight''' is an extremely powerful artefact [[great sword]], but few characters will be able to use it to its full potential. While any [[Long Blades]] specialist can appreciate a +13 great sword with +50 [[magic resistance]], the inability to cast spells is annoying at best and deadly at worst. Swapping weapons every time you need to cast a spell isn't a huge amount of wasted time, but it can make a big difference in critical situations. Also, to get any use at all out of the weapon's pain brand, you'll need to invest heavily in [[Necromancy]]. Once there, however, it is an exceptionally powerful weapon against most living foes... but by the time you've trained Long Blades and Necromancy sufficiently, you might be running out of those. Don't be afraid to use this weapon, but don't be surprised if you find a nicely enchanted [[triple sword]] more appealing.
  
 
[[Category:Unrands]]
 
[[Category:Unrands]]
 
[[Category:Long blades]]
 
[[Category:Long blades]]

Revision as of 18:36, 17 September 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.
An adamantine great sword.

Sword of the doom knight.png the +13,+13 sword of the Doom Knight

+13, +13 great sword

Pain brand
+50 MR
Prevents Spellcasting

Desirability

The sword of the Doom Knight is an extremely powerful artefact great sword, but few characters will be able to use it to its full potential. While any Long Blades specialist can appreciate a +13 great sword with +50 magic resistance, the inability to cast spells is annoying at best and deadly at worst. Swapping weapons every time you need to cast a spell isn't a huge amount of wasted time, but it can make a big difference in critical situations. Also, to get any use at all out of the weapon's pain brand, you'll need to invest heavily in Necromancy. Once there, however, it is an exceptionally powerful weapon against most living foes... but by the time you've trained Long Blades and Necromancy sufficiently, you might be running out of those. Don't be afraid to use this weapon, but don't be surprised if you find a nicely enchanted triple sword more appealing.