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Weapon effects and summons

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CrownHead
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Weapon effects and summons

Post by CrownHead »

If you have a weapon that changes your stat, and then you summon a weapon, will the stat go back to normal? I'll show an example.

A fighter/cleric is weilding Crom Faeyr, which brings his strength to 25, if he were to summon a flaming sword would it stay at 25?

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Necrotaur
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Post by Necrotaur »

No, because summoned weapons automatically replace whatever weapon's in your hand at the time.
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Sytze
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Post by Sytze »

Flaming sword has its own abilities then.
Check the spell description for them.

When you summon a weapon like Flaming sword, the weapon you carry, in this case Crom Faeyr, will be replaced by your summoned weapon.

The best summoned weapon is IMO the Black Blade of Disaster by the way.
Let a mage cast Improved Haste, BBoD and Tenser's Transformation and you got a killer machine ;)
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Ron_Lugge
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Post by Ron_Lugge »

Originally posted by Sytze
Let a mage cast Improved Haste, BBoD and Tenser's Transformation and you got a killer machine ;)


Or have his simmy do it...

Or worse yet, have a fighter-mage do it.
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UserUnfriendly
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Post by UserUnfriendly »

but if another weapon or a shield is on the off hand, you keep the benefits of the shield or off weapon...

for example, crom in the offhand and black blade is actually better, imho than blackrazor...you got the level drain, heal and grandmastery in swords, regardless of your actual skill level in long blades... :D
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mjcw
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Post by mjcw »

Ooh, I like...Ill have to try that!
i like d&d...
im all good'n'stuff!-acerbe
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Mirk
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Post by Mirk »

another good off-hand choice are the extra-attack-per-round weapons, that actually add an extra attack by the main-hand weapon (both melee and ranged, such as melf's minute meteors):

belm +2 scimitar
kundane +2 short sword
scarlet ninja-to +3 (with use any item)
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UserUnfriendly
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Post by UserUnfriendly »

and if you use scarlet ninja to as an off handed weapon with melf minute meteors, or energy blades, you will notice this evil little trick...

the off handed weapon will hit AT RANGE!!!!!!!!


so give jan the scarlet ninja to, and have him cast melf....once out of every 4-5 melf's, the scarlet ninja to will hit his target at range, and possibly poison the victim....

this also works with the vorpal effect (at range) with the axe of unyielding, as well as you still keep your regeneration effect of the axe...and its fun having aerie whack enemies at range with melf minute meteors and crom...

oh yeah, i almost forget...

i think littiz discovered this, i can't remember any more...

equip equilizer or purifier(from tob) on the off hand, and you keep the mind shield effect of the equilizer, and the magic resistance of the purifier, but the main hand weapon will KEEP the to hit bonus and damage bonus of the off handed weapon...turns flail of the ages into an uber nasty uber weapon... :p :p :p :p :p
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Screaming Johny
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Post by Screaming Johny »

And don't forget the weapons that heal! Nothing like a Melf's hitting someone from across the room & you receiving hit-points.

My personal favourite though is still Scarlet Ninja-To in my Blade's off hand. I like poisoning from across the room.
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