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#1 |
Elite Waterdeep Guard
![]() Join Date: October 1, 2004
Location: Belgium
Age: 38
Posts: 39
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Hey people,
Just started a scythe wielding fighter/weapon master/wizard, and i'm in act 2 now, i'm at lvl 21, and using death's handmaiden (keen, enchantment bonus= +2 and vampiric regeneration), not a bad scythe at all, but i'm saving some cash to uprade one, is there some kind of good scythe in chapter 2-3 and if yes, what are its stats....? DD
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I am who i pretend to be |
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#2 |
Jack Burton
![]() Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
Posts: 5,459
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The standard scythes:
- The whole Unenchanted to +7 range (enchantment bonus of up to +7, nothing more) - Nature's Scythe (+1 enchanted, +4 enchanted vs humans) - King's Scythe (+2 enchanted, keen, 50%/2 rounds slow on hit at DC 14) - Wicked Union (+1 enchanted, vampiric regeneration +3, 75%/1 round stun on hit at DC 14) - Death's Handmaiden (+4 enchanted, keen, vampiric regeneration +3) - Sea Reaver +1, +2 and +8 (resist elements (3) 3 charges/use, +1 enchanted || resist elements (3) 1 charge/use, +2 enchanted, +1d6 sonic damage vs elementals || resist elements (3) 5 uses/day, +8 enchanted, +2d6 sonic damage vs elementals, keen) Apart from that there'll be an option to improve gear with properties you select, if you have the gold for it. Obviously the Sea Reaver +8 is a very good candidate if you can get your hands on it, but short of that the Handmaiden's likely your best bet. You might consider the Union and King's Scythe for their on hit properties, making up for the low enchantment and lack of keen through smith or spells. |
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