Difference between revisions of "Tukima's Dance"
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==Useful Info== | ==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 outside the caster's [[line of sight]] | + | 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. | 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. | ||
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==Strategy== | ==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 | + | 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. |
===Tips & Tricks=== | ===Tips & Tricks=== | ||
− | *While the animated weapon will initially only target its wielder, it will switch targets if the weapon | + | *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. | *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 [[Centaur (monster)|centaurs]] won't wield their bows while sleeping or in melee range. | *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. |
Latest revision as of 20:16, 19 September 2024
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.