Difference between revisions of "Sword of the Doom Knight"
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[[Pain (brand)|Pain]] brand<br> | [[Pain (brand)|Pain]] brand<br> | ||
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Prevents Spellcasting | Prevents Spellcasting | ||
Revision as of 19:02, 15 June 2014
An adamantine great sword. |
the +13,+13 sword of the Doom Knight
+13, +13 great sword
Pain brand
+40 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 claymore more appealing.