Difference between revisions of "Sword of the Doom Knight"

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(version bump + text changed to reflect *silence change)
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+13 [[great sword]]
 
+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.<br>
+
Doom brand - deals up to 10% (avg. 5%) of the defender's health in damage, weighted towards the average, 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>
 
It has a 1% chance of [[silence|silencing]] you when hit (*Silence)<br>
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==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 *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.
+
The '''sword of the Doom Knight''' has a great enchantment level and brand, decent base type, and the Will+ is nice too. However, the *Silence is a massive downside - it can prevent you from using [[scroll]]s and [[god]] abilities when you most need them. Therefore, it is often outclassed by a mundane [[triple sword]] of [[flaming]] or [[freezing]].
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The Doom brand is unaffected by the damage of your hits, similar to [[electrocution]], [[pain]], etc., so your damage rating isn't as important as with other brands.  
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*Against some of the beefier late game enemies like [[orbs of fire]] and [[juggernaut]]s, Doom does an average of 10 damage per hit.  
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*Against [[iron golem]]s, an average of 20, and against [[Antaeus]], the healthiest enemy, it averages 45.  
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*Doom starts to outdamage electrocution at 70 real HP.
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Overall, while this weapon will outdamage regular two-handed swords and doesn't have to check any resistances, another weapon may be preferred to avoid *Silence.
  
 
==History==
 
==History==
*Prior to [[0.33]], the sword of the Doom Knight had -Cast, which prevented spellcasting entirely. This was replaced by *Silence.
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*Prior to [[0.33]], the sword of the Doom Knight had -Cast, which prevented spellcasting entirely, instead of *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 01:01, 9 November 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
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.

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

+13 great sword

Doom brand - deals up to 10% (avg. 5%) of the defender's health in damage, weighted towards the average, 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 great enchantment level and brand, decent base type, and the Will+ is nice too. However, the *Silence is a massive downside - it can prevent you from using scrolls and god abilities when you most need them. Therefore, it is often outclassed by a mundane triple sword of flaming or freezing.

The Doom brand is unaffected by the damage of your hits, similar to electrocution, pain, etc., so your damage rating isn't as important as with other brands.

  • Against some of the beefier late game enemies like orbs of fire and juggernauts, Doom does an average of 10 damage per hit.
  • Against iron golems, an average of 20, and against Antaeus, the healthiest enemy, it averages 45.
  • Doom starts to outdamage electrocution at 70 real HP.

Overall, while this weapon will outdamage regular two-handed swords and doesn't have to check any resistances, another weapon may be preferred to avoid *Silence.

History

  • Prior to 0.33, the sword of the Doom Knight had -Cast, which prevented spellcasting entirely, instead of *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.