Sunsword

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)   Sunsword   (No tile)
Base item long sword
Damage vs. small 1d8 x2
Damage vs. large 1d12 x2
To-hit bonus +1d5
Bonus versus undead
Weapon skill long sword
Size one-handed
Affiliation
When carried

(none)

When wielded
When invoked

(none)

Base price 1500 zm
Weight 40
Material iron

Sunsword is an artifact long sword. It is lawful and does +1d5 to hit and double damage to undead, and prevents blinding from lights. It also acts as a light source when wielded, with a radius centered around the wielder based on its beautitude - 3 if blessed, 2 if uncursed, and 1 if cursed.[1] It becomes lit when wielded, and unlit when unwielded; the light repels gremlins and deals extra 1d8 damage to them when lit.[2]

Generation

Sunsword has a 50% chance of being generated in the initial inventory of an Archon, and a 5% chance of being generated with an Angel or Aleax.

Strategy

Sunsword's use as a light source is generally considered more important than its damage bonus, although players attempting the genocideless conduct may find it useful against liches. Even so, it is still viable by virtue of its base item, and proves reasonable in the absence of a better artifact; it can be a good means of training the skill for classes that either have it or else can unrestrict it via sacrifice gift. The double damage versus undead may be of particular interest to Priests, who face many undead on their quest, as well as anyone passing through the Valley of the Dead and into Gehennom.

As a light source

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....xxx....
...xxxxx...
..xxxxxxx..
..xxx@xxx..
..xxxxxxx..
...xxxxx...
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....xxx....
...xxxxx...
...xx@xx...
...xxxxx...
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....xxx....
....x@x....
....xxx....
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x represents the squares lit by Sunsword.

History

In 3.4.3 and previous versions, as well as some variants based on them, the light does not depend on BUC, and will always have a radius of 2. The additional effects on gremlins were added in 3.6.2.

Messages

Sunsword begins to shine [dimly/brightly/brilliantly]!
You wielded Sunsword, and it is now giving off light.
Sunsword stops shining.
You unwielded Sunsword.
Sunsword shines [brighter/less brightly].
The BUC status of Sunsword changed while being wielded.

Variants

dNetHack

In dNetHack, Sunsword additionally deals double damage to demons, petrifies trolls and gremlins, and may also blind struck enemies. It now uses (and trains) the higher skill of short swords and long swords, which makes it effective even for roles that cannot use long swords effectively.

FIQHack

In FIQHack, Sunsword blocks blindness, much like The Eyes of the Overworld. Its double damage is replaced by a +1d20 damage bonus.

SLASH'EM

In SLASH'EM, Sunsword is a much better option for lawfuls: it is easier to obtain due to lawfuls receiving A minions as sacrifice gifts, who are likely to be generated carrying it, and their chances to be gifted are not affected by previous gifts as with artifacts. On top of this, the minion can be easily and safely disarmed with a bullwhip. Furthermore, undead are far more dangerous in SLASH'EM with the additon of spellcasting vampire and ghoul mages, fast and hard-hitting gugs, regenerating troll mummies, and other new undead monsters that make Sunsword's comparatively limited range of double damage much more useful than in vanilla NetHack.

Note that if you twoweapon this sword, it will not provide light if wielded in your off-hand.

SLASH'EM also adds the Holy Spear of Light, which functions similarly, but also has the ability to permanently illuminate an area around the player, damaging undead in the process.

Encyclopedia entry

What you seek is a blade of light,
a weapon for vengeance.

[ Expedition to Castle Ravenloft,
by Bruce Cordell and James Wyatt ]

References

This page may need to be updated for the current version of NetHack.

It may contain text specific to NetHack 3.6.4. Information on this page may be out of date.

Editors: After reviewing this page and making necessary edits, please change the {{nethack-364}} tag to the current version's tag or {{noversion}} as appropriate.