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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+13 [[great sword]]
 
+13 [[great sword]]
  
[[Pain (brand)|Pain]] brand<br>
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Doom brand - deals up to 10% (avg. 5%) of the defender's max health in damage, weighted towards the average, which cannot be resisted by any means.<br>
+40 MR<br>
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[[Will]]+<br>
Prevents Spellcasting
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It has a 1% chance of [[silence|silencing]] you when hit (*Silence)<br>
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[[Drain]]s the user on unequip (^Drain)
  
 
==Desirability==
 
==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 +40 [[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. This weapon's minimum attack delay of 0.7 is reached at skill level 18! Don't be afraid to use this weapon, but don't be surprised if you find a nicely enchanted [[triple sword]] more appealing.  
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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. The ^Drain also discourages you from unequipping it when you're in danger or need to escape. 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, it deals an average of 20 damage, 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, this weapon will outdamage regular two-handed swords and deals irresistible damage, but another weapon is often preferred to avoid *Silence.
  
 
==History==
 
==History==
{{CBA|0.32|the sword of the Doom Knight will return. Instead of the Pain brand, it will have a unique Doom brand that inflicts additional damage proportional to its victim's maximum health.}}
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*Prior to [[0.33]], the sword of the Doom Knight had -Cast, which prevented spellcasting entirely, instead of *Silence.
*In [[0.19]], this great sword was removed.
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*The sword of the Doom Knight was re-added in [[0.32]] with a new brand.
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*In [[0.19]], this great sword was removed. The old version had the [[pain brand]] and lacked ^Drain.
  
 
[[Category:Unrands]]
 
[[Category:Unrands]]
 
[[Category:Long blades]]
 
[[Category:Long blades]]

Latest revision as of 03:38, 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 max 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. The ^Drain also discourages you from unequipping it when you're in danger or need to escape. 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, it deals an average of 20 damage, and against Antaeus, the healthiest enemy, it averages 45.
  • Doom starts to outdamage electrocution at 70 real HP.

Overall, this weapon will outdamage regular two-handed swords and deals irresistible damage, but another weapon is often 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.