Difference between revisions of "The Crown of Saint Edward"

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m (For others)
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==Strategy==
 
==Strategy==
 
===For yeomen===
 
===For yeomen===
As is true for other roles whose quest artifacts provide magic resistance, yeomen will not want to rely on the Crown as their only source of magic resistance.  Losing your only source of magic resistance to a (now magic resistant) [[Wizard of Yendor]] can be a game-ending mistake.  Most yeomen will probably want to wear the Crown, however, since the extrinsic telepathy is useful and most yeomen are unlikely to be spellcasters.
+
As is true for other roles whose quest artifacts provide magic resistance, yeomen will not want to rely on the Crown as their only source of magic resistance.  Losing your only source of magic resistance to a (now magic resistant) [[Wizard of Yendor]] can be a game-ending mistake.  Most yeomen will probably want to wear the Crown, however, since the extrinsic telepathy is useful and yeomen are unlikely to be spellcasters.
 +
 
 
===For others===
 
===For others===
 
In SLASH'EM, the Crown is one of four lawful quest artifacts which provide magic resistance, the other three being [[the Orb of Detection]], [[the Sceptre of Might]], and [[the Stake of Van Helsing]].  A lawful player who wants to gain magic resistance from a quest artifact would certainly not wish for the Orb: the Crown provides all the same intrinsics at one third the weight.  The Crown's chief benefit is that it provides half spell damage, which is useful for resisting the [[psi bolt]]s and [[curse items|item curses]] that the many new spellcasters in SLASH'EM will throw at you.  The Sceptre is still a worthy choice with its slotless and hungerless conflict, but it has been downgraded from doing double damage against cross-aligned monsters to only doing an extra 5 damage against them.  The Stake is a fine weapon (it does a flat extra 12 damage against all monsters), but provides no extrinsics other than magic resistance.  One must thus choose which is most important: conflict (the Sceptre), a good weapon (the Stake), or half spell damage (the Crown).
 
In SLASH'EM, the Crown is one of four lawful quest artifacts which provide magic resistance, the other three being [[the Orb of Detection]], [[the Sceptre of Might]], and [[the Stake of Van Helsing]].  A lawful player who wants to gain magic resistance from a quest artifact would certainly not wish for the Orb: the Crown provides all the same intrinsics at one third the weight.  The Crown's chief benefit is that it provides half spell damage, which is useful for resisting the [[psi bolt]]s and [[curse items|item curses]] that the many new spellcasters in SLASH'EM will throw at you.  The Sceptre is still a worthy choice with its slotless and hungerless conflict, but it has been downgraded from doing double damage against cross-aligned monsters to only doing an extra 5 damage against them.  The Stake is a fine weapon (it does a flat extra 12 damage against all monsters), but provides no extrinsics other than magic resistance.  One must thus choose which is most important: conflict (the Sceptre), a good weapon (the Stake), or half spell damage (the Crown).

Revision as of 12:00, 30 December 2011

[   The Crown of Saint Edward   Etched helmet.png
Base item helm of telepathy
Affiliation
When carried
When worn extrinsic telepathy
When invoked (none)
Base price 5000 zm
Weight 50

The Crown of Saint Edward is the yeoman quest artifact in SLASH'EM. It is a lawful helm of telepathy which also provides magic resistance and half spell damage when carried.

Strategy

For yeomen

As is true for other roles whose quest artifacts provide magic resistance, yeomen will not want to rely on the Crown as their only source of magic resistance. Losing your only source of magic resistance to a (now magic resistant) Wizard of Yendor can be a game-ending mistake. Most yeomen will probably want to wear the Crown, however, since the extrinsic telepathy is useful and yeomen are unlikely to be spellcasters.

For others

In SLASH'EM, the Crown is one of four lawful quest artifacts which provide magic resistance, the other three being the Orb of Detection, the Sceptre of Might, and the Stake of Van Helsing. A lawful player who wants to gain magic resistance from a quest artifact would certainly not wish for the Orb: the Crown provides all the same intrinsics at one third the weight. The Crown's chief benefit is that it provides half spell damage, which is useful for resisting the psi bolts and item curses that the many new spellcasters in SLASH'EM will throw at you. The Sceptre is still a worthy choice with its slotless and hungerless conflict, but it has been downgraded from doing double damage against cross-aligned monsters to only doing an extra 5 damage against them. The Stake is a fine weapon (it does a flat extra 12 damage against all monsters), but provides no extrinsics other than magic resistance. One must thus choose which is most important: conflict (the Sceptre), a good weapon (the Stake), or half spell damage (the Crown).