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And Seelah can use Radiance all time :-)
There are several unique weapons in the game, relics in particular, but they have less lore and less emotional impact than this two.
trickster has a mythic power to add +2 + random trait to all loot drops. it is frankly ridiculous. You get trash loot which is better than "named" relics.
But i think i was getting +2s, it's been awhile. I think some weapons and armor were getting +2, but belts and headgear for sure only +1. I recall plugging odd stats with those.
The main thing though, you can save/load on boss drops to get some powerful effect on already powerful items. like a chaotic outsider bane.
You could corrupt it and make something other than a paladin. When you come across Yaniel in the Midnight Fane at the end of Act 3, hit her with the sword.
Greater magic weapon is a nice spell but it has the downside in that the increase in the enchantment bonus doesn't count for bypassing DR. But a lot of the DR is /good and there is that little amulet that makes all allies melee attacks within 30' good.
Trickster actually adds +1 and 2 random stats to the final form of Radiance giving you a +6 Radiance with 2 random affixes.
Most unique weapons still receive the boost from the Trickster passive as they are identified in the background when they are received. Radiance happens to be one of those.
But for me this points out a huge problem with how weapon enchantments work. They add practically nothing. But this is backwards.
The damage and to hit increase from physically swinging the weapon should be low as no matter how strong you are, you are going to be swinging every weapon at roughly the same speed no matter the weight meaning having 40 strength shouldn't be that different from 16. Physical force=mass*acceleration squared. And since acceleration is barely increased with increasing strength then really the only way to increase force would be by increasing mass.
Whereas the heavy magical enchantment should result in a weapon that can straight up cut demons and lesser enchanted weapons and armor in half like butter. Magic has no swing speed limitation and is purely based on the strength of the magic.
So someone swinging an unenchanted sword should be unable to pierce plate armor no matter how strong they are whereas someone swinging a very highly enchanted weapon should cut through that plate armor no matter how weak they are.
And this is how the mechanics are supposed to work according to the weapon descriptions. The game mechanics are fundamentally broken and in need of massive revision across the board.
So depressing that they do not allow you to choose the form of the weapon before his spirit departs.