Difference between revisions of "Tukima's Dance"

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{{version032}}
{{Spell
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{{spell info}}
|name=Tukima's Dance
 
|level=5
 
|school1={{Hexes}}
 
|school2=
 
|school3=
 
|sources=<div>
 
*[[Book of Party Tricks]]<br>
 
*[[Book of Enchantments]]
 
</div>
 
|castingnoise=4
 
|spellnoise=0
 
}}
 
  
{{Flavour|This spell causes a weapon held in the caster's hand to dance into the air and strike the caster's enemies. It will not function on magical staves and certain willful artefacts; any abilites that require evocation skill won't be used either.}}
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[[Tukima's Dance]] is a level 3 [[Hexes]] spell which temporarily animates a melee weapon held by a hostile monster.
  
[[Tukima's Dance]] is a level 5 [[Hexes]] spell which temporarily turns your wielded non-fixedart melee weapon into a friendly [[dancing weapon]]. The weapon's strength is determined by both the caster's [[spell power]] and the weapon's [[aum|weight]], while the duration of the effect is dependent entirely upon spell power. The caster's actual weapon skill has no impact on the dancing weapon's performance. The dancing weapon will be hostile if [[cursed]], and will remain cursed when defeated. Temporary brands placed on a weapon before it is affected by Tukima's Dance will end as soon as it is animated.
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[[Enchanter]]s begin with this spell available.
  
==Strategy==
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==Useful Info==
Tukima's Dance is an unusual Hexes spell, allowing a school of magic primarily focused on debilitating others to also provide you with useful allies. The dancing weapons have quick movement, decent defenses, a very wide variety of useful resistances, and can deal any kind of damage you find weapons for, all for a fairly low casting cost. As the dancing weapons are not technically summoned, [[Abjuration]] has no affect on them, making them an interesting option for safely taking out dangerous summoners.
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If the targeted monster fails a [[willpower]] check, its melee or ranged weapon will be animated as a [[dancing weapon]]. The weapon will only target its former owner and quickly expires after their wielder has been killed, though it may attack other nearby creatures before the spell expires. Only 1 of a monster's weapons will be animated at a time, though there is no limit on the weapons you can animate. Note that, unlike most types of allies, these weapons can attack even when they are outside the caster's [[line of sight]].
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The weapon's strength is determined by both the caster's [[spell power]] and the weapon's base stats, while the duration of the effect is dependent entirely upon spell power. The caster's weapon skill has no impact on the dancing weapon's performance.
  
Because you must wield a weapon before it can be affected, casting time during combat may be slower than you'd like. It takes 0.5 [[aut]]s to wield a weapon, essentially increasing your casting time by 50%. If you know what's around the corner, prepare a cloud of dancing weapons outside of the enemy's [[line of sight]] before the battle even begins. Also, most [[species]] are unable to wield all weapons, restricting your selection significantly (especially if you also carry a [[shields|shield]]).
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This spell works on melee and [[ranged weapons]], but not [[magical staves]]. Animating a weapon with a [[brand]] that your current god hates will trigger [[piety]] loss and [[penance]].
  
Apart from its combat uses, you can also use Tukima's Dance to unwield cursed weapons without spending a [[scroll of remove curse]]. Although the dancing weapon will be hostile, worshipers of [[Ashenzari]] in particular may prefer this option. Tukima's Dance '''''does not''''' allow you to bypass the [[miscast effect#translocation|harmful effects]] of unwielding a [[distortion]] weapon, however.
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==Strategy==
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Tukima's Dance is a somewhat niche, but powerful spell. Monsters with good weapons, preferably with low [[willpower]], are the best targets for this spell. For example, an [[ogre]] with a [[giant spiked club]] goes from 39 max damage to 17 max damage, and the ensuing weapon is bound to help. Other good targets include [[orc warrior]]s, [[ettin]]s, and more.
  
You may wish to refrain from casting Tukima's Dance on non-artifact weapons when dealing with opponents that devour items.
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===Tips & Tricks===
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*While the animated weapon will initially only target its wielder, it will switch targets if the weapon cannot reach it (e.g. if the player blocks the only path toward the original wielder). Use this technique with a weaker monster with a big weapon to get a few strong hits on a bigger monster.
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*The spell is also useful for removing [[distortion]] or [[chaos]] from your enemies.
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*Note that enemies must wield their weapon in order for it to be used. This isn't a problem against melee enemies, but [[Centaur (monster)|centaurs]] won't wield their bows while sleeping or in melee range.
  
 
==History==
 
==History==
In [[0.12]], the power of this spell was increased, and its level was raised to 5.
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*Prior to [[0.29]], worshippers of [[Gozag]] would not receive weapons from Tukima's Dance.
 
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*Prior to [[0.28]], Tukima's Dance had a 1.5x power boost, which made it more likely to succeed.
Prior to [[0.6]], dancing weapons were immune to [[elemental]] damage and had flat statistics independent of spell power and weapon weight.
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*Prior to [[0.27]], Tukima's Dance couldn't be used on ranged weapons. It worked on [[curse]]d weapons, but did not remove the curse. Also, dancing weapons attacked slower (as all monsters with a weapon attacked slower).
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*Prior to [[0.17]], Tukima's Dance did not have a power boost. Said boost was nerfed in [[0.18]].
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*Prior to [[0.15]], it was a level 5 [[Hexes]] spell which temporarily animated the user's melee weapon into a friendly [[dancing weapon]] (though it did not function on certain [[artefact]] weapons).
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*In [[0.12]], the power of this spell was increased, and its level was raised to 5.
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*Prior to [[0.6]], dancing weapons were immune to elemental damage and had flat statistics independent of spell power and weapon weight.

Latest revision as of 20:16, 19 September 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Tukima's dance.png Tukima's Dance
Level 3
School1 Hexes
Source(s) Great Wizards, Vol. VII
Book of Weapons
Casting noise 3
Spell noise 0
Power Cap 100
Range LOS
Flags Wl check, Dir or target, Needs tracer, Not self
Animates the weapon of a targeted foe, ripping it from their hands and causing it to attack them relentlessly. Once the target dies, the weapon will fall to the ground shortly thereafter.

Certain powerful named artefacts cannot be animated, and any properties that require skill in evocations will not be active.

Tukima's Dance is a level 3 Hexes spell which temporarily animates a melee weapon held by a hostile monster.

Enchanters begin with this spell available.

Useful Info

If the targeted monster fails a willpower check, its melee or ranged weapon will be animated as a dancing weapon. The weapon will only target its former owner and quickly expires after their wielder has been killed, though it may attack other nearby creatures before the spell expires. Only 1 of a monster's weapons will be animated at a time, though there is no limit on the weapons you can animate. Note that, unlike most types of allies, these weapons can attack even when they are outside the caster's line of sight.

The weapon's strength is determined by both the caster's spell power and the weapon's base stats, while the duration of the effect is dependent entirely upon spell power. The caster's weapon skill has no impact on the dancing weapon's performance.

This spell works on melee and ranged weapons, but not magical staves. Animating a weapon with a brand that your current god hates will trigger piety loss and penance.

Strategy

Tukima's Dance is a somewhat niche, but powerful spell. Monsters with good weapons, preferably with low willpower, are the best targets for this spell. For example, an ogre with a giant spiked club goes from 39 max damage to 17 max damage, and the ensuing weapon is bound to help. Other good targets include orc warriors, ettins, and more.

Tips & Tricks

  • While the animated weapon will initially only target its wielder, it will switch targets if the weapon cannot reach it (e.g. if the player blocks the only path toward the original wielder). Use this technique with a weaker monster with a big weapon to get a few strong hits on a bigger monster.
  • The spell is also useful for removing distortion or chaos from your enemies.
  • Note that enemies must wield their weapon in order for it to be used. This isn't a problem against melee enemies, but centaurs won't wield their bows while sleeping or in melee range.

History

  • Prior to 0.29, worshippers of Gozag would not receive weapons from Tukima's Dance.
  • Prior to 0.28, Tukima's Dance had a 1.5x power boost, which made it more likely to succeed.
  • Prior to 0.27, Tukima's Dance couldn't be used on ranged weapons. It worked on cursed weapons, but did not remove the curse. Also, dancing weapons attacked slower (as all monsters with a weapon attacked slower).
  • Prior to 0.17, Tukima's Dance did not have a power boost. Said boost was nerfed in 0.18.
  • Prior to 0.15, it was a level 5 Hexes spell which temporarily animated the user's melee weapon into a friendly dancing weapon (though it did not function on certain artefact weapons).
  • In 0.12, the power of this spell was increased, and its level was raised to 5.
  • Prior to 0.6, dancing weapons were immune to elemental damage and had flat statistics independent of spell power and weapon weight.