Difference between revisions of "Tukima's Dance"

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(Monsters have no way of adding Temporary Brands, so that can no longer apply. Can anyone confirm if the cursed weapon aspect still applies? Also, is this smite-targeted or beam-targeted? And can anyone update that Flavour Text?)
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{{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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{{Flavour|This spell 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. The spell will not function on certain wilful artefacts, and any abilities that require evocation skill will not be active.}}
  
[[Tukima's Dance]] is a level 3 [[Hexes]] spell which temporarily animates melee weapons held by hostile monsters. The weapons will fight against their former owners. 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.
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[[Tukima's Dance]] is a level 3 [[Hexes]] spell which temporarily animates melee weapons held by hostile monsters. The weapons will only fight against their former owners and quickly expire after they have been killed. 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 actual weapon skill has no impact on the dancing weapon's performance. Cursed weapons will remain cursed.
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Animating a weapon that is known to be hated by your current god will trigger divine retribution.
  
 
==Strategy==
 
==Strategy==
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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Monsters with low [[magic resistance]] and good weapons are the best targets for this spell: [[ogre]]s, [[orc warrior]]s, [[ettin]]s, etc.
  
 
==History==
 
==History==

Revision as of 14:24, 29 August 2014

Version 0.15: This article may not be up to date for the latest stable release of Crawl.
Tukima's dance.png Tukima's Dance
Level 3
School1 Hexes
Source(s)
Casting noise 4
Spell noise 0
This spell 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. The spell will not function on certain wilful artefacts, and any abilities that require evocation skill will not be active.

Tukima's Dance is a level 3 Hexes spell which temporarily animates melee weapons held by hostile monsters. The weapons will only fight against their former owners and quickly expire after they have been killed. 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 actual weapon skill has no impact on the dancing weapon's performance. Cursed weapons will remain cursed.

Animating a weapon that is known to be hated by your current god will trigger divine retribution.

Strategy

Monsters with low magic resistance and good weapons are the best targets for this spell: ogres, orc warriors, ettins, etc.

History

Prior to 0.15 it was a level 5 Hexes spell which temporarily turned your wielded non-fixedart melee weapon into a friendly dancing weapon.

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.