The Sceptre of Might
|) The Sceptre of Might|
|Damage vs. small||1d6+1 x2|
|Damage vs. large||1d6 x2|
|Base price||2500 zm|
When wielded, the Sceptre confers magic resistance, and you get +d5 to hit and deal double damage against monsters with alignment different than the Sceptre. Invoking the Sceptre toggles conflict on or off. Conflict confered by the Sceptre does not cause the usual hunger. Dropping it also turns conflict off, without wasting an #invoke.
The magic resistance, damage bonuses, and toggleable conflict make the Sceptre a good wish for lawful non-Cavemen, especially in the early game.
The Sceptre of Might, thanks to its doubled damage, is one of the best weapons in the game versus cross-aligned monsters. Since most monsters in the game are either neutral or chaotic, for lawful characters the Sceptre is a great weapon, comparable even with a similarly enchanted Grayswandir against most non-silver hating monsters. As your Quest artifact is always co-aligned, however, for neutral cavepeople the Sceptre is a much weaker artifact.
If you cause conflict with the Sceptre of Might on the Astral Plane it has the same negative effects as wearing a ring of conflict (angering the guardian angel or receiving none at all), even considering it's the caveman's quest artifact.
You feel like a rabble-rouser.
You invoked the Sceptre of Might for conflict.
You feel the tension decrease around you.
You invoked the Sceptre of Might and disactivated conflict.
You feel a surge of power, but nothing happens.
Invoked the Sceptre, but already had conflict.
Average damage calculation
|Weapon||Coaligned to the Sceptre||Cross-aligned to the Sceptre|
|Small monster||Large monster||Small monster||Large monster|
|+0 Sceptre of Might|
|+7 Sceptre of Might|
Prior to v3.6.0, the Sceptre of Might conferred magic resistance when carried (rather than wielded.)
The Sceptre of Might does significantly less damage in Slash'EM. Its to-hit bonus has been reduced to a set +3, and it does an additional 5 points of damage versus cross-aligned creatures instead of double damage.
This mace was created aeons ago in some unknown cave,
and has been passed down from generation to generation of
cave dwellers. It is a very mighty mace indeed, and in
addition will protect anyone who carries it from magic
missile attacks. When invoked, it causes conflict in the
area around it.