| A mace with a short chain connecting the head to the haft.
“Even after forcing their way, with great effort and loss, through this double defense, [the Germans] still found themselves at a disadvantage; for their armor scarce enabled them to contend on equal terms with the uncouth but formidable weapons of their adversaries. The Bohemians were armed with long iron flails, which they swung with prodigious force. They seldom failed to hit, and when they did so, the flail crashed through brazen helmet, skull and all.”
Dancing weapons are weapons animated into life and capable of attacking on their own. They are fast and hit relatively hard, and their high EV, wide array of resistances, and immunity to many spells makes up for their minimal HP. Be aware that their stats vary based on the weapon type; dancing daggers are much less of a threat than dancing giant spiked clubs. Dancing weapons can have enchantment and brands, which work as normal.
Instead of leaving corpses, dancing weapons simply become their base weapons when killed (unless they were summoned). Unless the weapon was animated by Tukima's Dance, Gozag turns these weapons into gold.
Friendly weapons can appear via:
Hostile weapons can appear via:
- Wandering the Elven Halls (especially in the Hall of Blades on Elf:2)
- Zenata's Sheza's Dance spell
- In Tukima's Studio
- Xom action
- Beogh's and Wu Jian's wrath.
Tips & Tricks
- Spells that deal non-elemental damage, such as Airstrike, Stone Arrow, or Iskenderun's Mystic Blast, are very effective against dancing weapons.
- Dancing weapons also lack see invisible, so stabbing specialists with access to invisibility should have an easy time with them.
- In console, dancing weapons are distinguishable at a glance from normal melee weapons since they are "reversed": dancing weapons are represented by , while normal weapons are represented by .
- In 0.27, ranged dancing weapons were added.