Difference between revisions of "Sword of the Doom Knight"

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[[File:Sword_of_the_doom_knight.png]] '''''An adamantine great sword'''''<br>
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{{version033}}
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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.}}
  
+13, +13 [[great sword]]
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[[File:Sword_of_the_doom_knight.png]] '''''the +13 sword of the Doom Knight'''''
  
[[Pain (brand)|Pain]] brand<br>
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+13 [[great sword]]
+50 MR<br>
 
Prevents Spellcasting
 
  
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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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>
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[[Will]]+<br>
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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)
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==Desirability==
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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.
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==History==
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*Prior to [[0.33]], the sword of the Doom Knight had -Cast, which prevented spellcasting entirely, instead of *Silence.
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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]]
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[[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.