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What is the name of the spell that summons a sword that flys around attacking your enemies?

I saw these swords in the end of the Red Wizard fight (nana's quest) after they burn the Hidden Refuge but can't find how to make them myself.

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  • monicomonico Member Posts: 571
    Mordenkainen’s Sword (lvl7 arcane spell) ?
  • ZaxaresZaxares Member Posts: 1,325
    Pretty sure it's Mordenkainen's Sword, yes. (Incidentally, it's a VERY nifty spell for taking on Mind Flayers and their Umber Hulk bodyguards. The swords can't be stunned or confused and don't have brains for the illithids to feed on. ;) )
    StummvonBordwehrmonicoThacoBellgorgonzola
  • monicomonico Member Posts: 571
    Zaxares wrote: »
    Pretty sure it's Mordenkainen's Sword, yes. (Incidentally, it's a VERY nifty spell for taking on Mind Flayers and their Umber Hulk bodyguards. The swords can't be stunned or confused and don't have brains for the illithids to feed on. ;) )

    Great against Abasigal too. It's immune to his attacks
    dunbarZaxaresgorgonzola
  • gorgonzolagorgonzola Member Posts: 3,864
    yes, those summoned swords are highly resistant to physical damage and can tank very well not only the enemies mentioned before but all the fighters and monsters that rely on physical attacks.
    but magic energy (magic missiles and other spells) damage them and dispel magic, if i am not wrong, destroy them, so are not the best summons to tank the mages, in that case the skeletal warriors that have high magic resistance, are the right summons.

    way before the mages can cast lev 7 spells it is possible to buy in trademeet, after solving the quests, the ras sword that allows to summon 1 mordenkainen like sword once x day.
    monico
  • monicomonico Member Posts: 571
    gorgonzola wrote: »
    way before the mages can cast lev 7 spells it is possible to buy in trademeet, after solving the quests, the ras sword that allows to summon 1 mordenkainen like sword once x day.

    Description says it lasts 4 rounds though. Seems hardly useful if true.

    gorgonzola
  • gorgonzolagorgonzola Member Posts: 3,864
    not offensively, but in some battles to have 4 rounds where the sword tank for you immune to the damage can be pretty useful in some situations.
    you have to drop it right next to the enemies, a tanky warrior can do it, even if is not proficient in sword, then he can retreat behind the sword and use a weapon with long reach, staff, 2hsword or halberd, while the rest of the party use ranged weapons.
    in 4 rounds you can soft pretty any group of packed enemies or a single strong one that don't have attacks that can harm the sword taking no damage at all.

    surely is not game breaking, but there is no summon that does the same until your mages can cast the sword from spells.
    iosfrustrationmonicoStummvonBordwehr
  • iosfrustrationiosfrustration Member Posts: 153
    gorgonzola wrote: »
    a tanky warrior can do it, even if is not proficient in sword.

    This is a really good point. You don’t have to be proficient with the weapon to cast its spell, just having it in a quick slot is enough.

    So a warrior (with 4x quick slots) could potentially rip out mirror image (ilbratha), haste (arbanes) sunray (daystar) and mordenkaians (Ras), In pretty quick succession.


  • monicomonico Member Posts: 571
    gorgonzola wrote: »
    a tanky warrior can do it, even if is not proficient in sword.

    This is a really good point. You don’t have to be proficient with the weapon to cast its spell, just having it in a quick slot is enough.

    So a warrior (with 4x quick slots) could potentially rip out mirror image (ilbratha), haste (arbanes) sunray (daystar) and mordenkaians (Ras), In pretty quick succession.


    Well, in "quick" succession: one special effect per round only.

    Also remember that Arbane's haste lasts only 12 seconds (2 rounds) and it is only normal haste. Barely useful, the real attraction of the sword is its immunity to hold (especially for solo runs, until you have other ways to protect from it).
    gorgonzola
  • gorgonzolagorgonzola Member Posts: 3,864
    also you don't need 4 quick slots as you can pause, go to the inventory page to swap weapon, use the effect , unpause and as soon as the effect becomes active pause again and equip the weapon that you want to actually use.
    4 slots are convenient to reduce micro managing and to carry more loot before the bag of holding, but there is no other advantage to have them if not for when a simulacrum from the helm is used, as you can not go to the clone's inventory.
    then yes, equipping the sword the simmy will use and 3 others with added effects (staff of command rules them all by the way, domination with NO SAVE ) is an actual advantage and not only convenient.
  • gorgonzolagorgonzola Member Posts: 3,864
    edited February 2020
    about arbane's haste being not so useful let me disagree, just the better mobility it gives can be very strong if tactically used, let's say the warrior has to save a caster that is going to be approached by an enemy warrior or an other far toon at risk of life, activate it and he will be much faster in doing it and marginally faster in killing the warrior as he gains 2 more attacks.

    in the case of the clone if both arbane and gaxx are used the clone gets 3 rounds with 2x apr and 2 rounds with +1 apr, without actually using the charges of the items, for fighters using the helm and fighter mages to waste the chance to have that boost is "criminal", and 5 rounds of better mobility are as well super strong. use the arbane haste to approach fast the enemies and the gaxx one when the clone is engaged to use all the apr.

    EDIT: by the way if i am not wrong the immunity to hold works only if the sword is actually equipped so if the user is not mazzy or an other specialist in short sword the better place for it is as OH weapon.
    stack some web and send in the warrior, even if he has no pips in DW and short sword he will anyway bypass the to hit rolls on webbed enemies, as the mages that will use MMM as well will hit every time, melt a strong group of fighters in no time.

    most items are only strong if the player is able to use them at best, tactical domination of the battlefield is much stronger then super stats as only with a little planning every item and toon ability really shine.
    point and click tactics work only on moderate difficulty setups, but when the game becomes harder the player should better play smart.
    Balrog99
  • monicomonico Member Posts: 571
    edited February 2020
    gorgonzola wrote: »
    about arbane's haste being not so useful let me disagree, just the better mobility it gives can be very strong if tactically used, let's say the warrior has to save a caster that is going to be approached by an enemy warrior or an other far toon at risk of life, activate it and he will be much faster in doing it and marginally faster in killing the warrior as he gains 2 more attacks.

    About mobility in a pinch: there is a half round delay (3 seconds) between issuing the command of a special effect and the effect applying, delay during which your character stays idle (meaning no movement nor attacks).
    You would probably reach your destination in those 3 seconds, so I don't see many instances where you would actually benefit from this extra mobility.
    Also, the extra 2 attacks (1 per round) is a maximum, more often than not, you'd only get 1 (because of movement, or speed factor modifier), maybe even less if your fighters base APRs where not a integral number (example: you first had 5/2 APR, you'd only get a half APR bonus from the haste, for 2 rounds, so only 1 APR).
    I'm not saying that Arbane's haste is not a buff, just that there are better ways to haste yourself (oils of speed, haste spell) and Arbane's haste pales in comparison to those or other gear special effect.
    gorgonzola wrote: »
    in the case of the clone if both arbane and gaxx are used the clone gets 3 rounds with 2x apr and 2 rounds with +1 apr, without actually using the charges of the items, for fighters using the helm and fighter mages to waste the chance to have that boost is "criminal", and 5 rounds of better mobility are as well super strong. use the arbane haste to approach fast the enemies and the gaxx one when the clone is engaged to use all the apr.
    not sure I understand, but I agree that having access to haste AND improved haste is better and using them in succession allows for better field control.

    gorgonzola wrote: »
    EDIT: by the way if i am not wrong the immunity to hold works only if the sword is actually equipped so if the user is not mazzy or an other specialist in short sword the better place for it is as OH weapon.
    stack some web and send in the warrior, even if he has no pips in DW and short sword he will anyway bypass the to hit rolls on webbed enemies, as the mages that will use MMM as well will hit every time, melt a strong group of fighters in no time.

    Yes, you have to equip the sword to get the immunity to hold. It's just hold though, and won't protect you from webs. Not that useful to be honest, but it's there in case you need it.
    Post edited by monico on
    StummvonBordwehrgorgonzola
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