Difference between revisions of "Tukima's Dance"
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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, although they will still target other creatures for the short time after this. 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. | [[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, although they will still target other creatures for the short time after this. 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 with a [[brand]] that your current god hates will trigger [[piety]] loss and [[penance]]! Examples include [[Unholy#Evil_items|unholy]] brands while worshiping any good gods, and [[flaming]] brands while worshiping [[Dithmenos]]. | + | Animating a weapon with a [[brand]] that your current god hates will trigger [[piety]] loss and [[penance]]! Examples include [[Unholy#Evil_items|unholy]] brands while worshiping any good gods, and [[flaming]] brands while worshiping [[Dithmenos]]. |
==Strategy== | ==Strategy== |
Revision as of 22:23, 14 May 2016
Tukima's Dance | |
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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 willful 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, although they will still target other creatures for the short time after this. 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 with a brand that your current god hates will trigger piety loss and penance! Examples include unholy brands while worshiping any good gods, and flaming brands while worshiping Dithmenos.
Strategy
- Monsters with low magic resistance and good weapons are the best targets for this spell: ogres, orc warriors, ettins, etc.
- This spell will only function on melee weapons. Avoid using this on targets who are currently wielding bows, crossbows, rods, or magical staves.
- If you cast this spell on a monster wielding two weapons, it will first animate their primary weapon. Casting it again will target their secondary weapon.
- While this spell will initially only target its wielder, it will switch targets if the weapon cannot cannot reach, (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.
History
In 0.18 Tukima's Dance's power multiplier has been reduced.
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.