Tukima's Dance
Tukima's Dance | |
---|---|
Level | 3 |
School1 | Hexes |
Source(s) | |
Casting noise | 4 |
Spell noise | 0 |
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. |
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 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.
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.
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.