Difference between revisions of "Sword of the Doom Knight"
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{{flavour|An adamantine great sword. Its first wielder was a worshipper of Yredelemnul who eschewed the use of magic in combat, preferring to destroy her enemies with brute force. Unfortunately for her, not all of her opponents shared her limitations.}} | {{flavour|An adamantine great sword. Its first wielder was a worshipper of Yredelemnul who eschewed the use of magic in combat, preferring to destroy her enemies with brute force. Unfortunately for her, not all of her opponents shared her limitations.}} | ||
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Doom brand - deals up to an additional 10% of the defender's health in damage, which cannot be resisted by any means.<br> | Doom brand - deals up to an additional 10% of the defender's health in damage, which cannot be resisted by any means.<br> | ||
[[Will]]+<br> | [[Will]]+<br> | ||
| − | + | It has a 1% chance of [[silence|silencing]] you when hit (*Silence)<br> | |
[[Drain]]s the user on unequip (^Drain) | [[Drain]]s the user on unequip (^Drain) | ||
==Desirability== | ==Desirability== | ||
| − | The '''sword of the Doom Knight''' has a good enchantment level and decent base type, but is often outclassed by mundane [[triple sword]]s of [[flaming]] or [[freezing]]. The additional properties of this weapon are iffy - Will+ is alright, ^Drain is not great, and | + | The '''sword of the Doom Knight''' has a good enchantment level and decent base type, but is often outclassed by mundane [[triple sword]]s of [[flaming]] or [[freezing]]. The additional properties of this weapon are iffy - Will+ is alright, ^Drain is not great, and *Silence, while always potentially problematic, may be deal-breaking depending on your character's game plan. Since the Doom brand's output is unaffected by the damage of your hits (it can trigger even on hits that deal no damage), having a higher damage rating is a bad return on investment for this weapon. Against some of the beefier enemies, [[orbs of fire]] and [[juggernaut]]s, this can do up to 20 damage per hit. Against [[iron golem]]s, upwards of 40. Against [[Antaeus]], the healthiest enemy, it can do a whopping 90 damage per hit. Ultimately, it is up to the user to decide if they want to do variable (usually low) extra damage against every target, or use a weapon with a better base type and brand to do more damage that may potentially be resisted by some enemies. |
==History== | ==History== | ||
| + | *Prior to [[0.33]], the sword of the Doom Knight had -Cast, which prevented spellcasting entirely. This was replaced by *Silence. | ||
*The sword of the Doom Knight was re-added in [[0.32]] with a new brand. | *The sword of the Doom Knight was re-added in [[0.32]] with a new brand. | ||
*In [[0.19]], this great sword was removed. The old version had the [[pain brand]] and lacked ^Drain. | *In [[0.19]], this great sword was removed. The old version had the [[pain brand]] and lacked ^Drain. | ||
Revision as of 08:33, 23 July 2025
| An adamantine great sword. Its first wielder was a worshipper of Yredelemnul who eschewed the use of magic in combat, preferring to destroy her enemies with brute force. Unfortunately for her, not all of her opponents shared her limitations. |
the +13 sword of the Doom Knight
+13 great sword
Doom brand - deals up to an additional 10% of the defender's health in damage, which cannot be resisted by any means.
Will+
It has a 1% chance of silencing you when hit (*Silence)
Drains the user on unequip (^Drain)
Desirability
The sword of the Doom Knight has a good enchantment level and decent base type, but is often outclassed by mundane triple swords of flaming or freezing. The additional properties of this weapon are iffy - Will+ is alright, ^Drain is not great, and *Silence, while always potentially problematic, may be deal-breaking depending on your character's game plan. Since the Doom brand's output is unaffected by the damage of your hits (it can trigger even on hits that deal no damage), having a higher damage rating is a bad return on investment for this weapon. Against some of the beefier enemies, orbs of fire and juggernauts, this can do up to 20 damage per hit. Against iron golems, upwards of 40. Against Antaeus, the healthiest enemy, it can do a whopping 90 damage per hit. Ultimately, it is up to the user to decide if they want to do variable (usually low) extra damage against every target, or use a weapon with a better base type and brand to do more damage that may potentially be resisted by some enemies.
History
- Prior to 0.33, the sword of the Doom Knight had -Cast, which prevented spellcasting entirely. This was replaced by *Silence.
- The sword of the Doom Knight was re-added in 0.32 with a new brand.
- In 0.19, this great sword was removed. The old version had the pain brand and lacked ^Drain.