Blade talisman
For the spell present in 0.30, see Blade Hands.
A blade talisman is a talisman that gives you Blade Hands, increasing your damage in Unarmed Combat.
Useful Info
When eVoked, a blade talisman grants Blade Hands, which lasts until you end the form. Entering or exiting a form takes 5 turns.
Blade Hands has the following effects:
Combat Bonuses
- Unarmed Combat: 18 base damage.
- Your off-hand punch gains +6 damage.
- Reduces base AC of body armour by a factor of
Shapeshifting / 20
, where AC is rounded down (50% AC at 10 Shapeshifting).- Does not impact enchantment, and AC gained from Armour skill is still calculated with the armour's full base AC. Stacks multiplicatively with Deformed / Pseudopods.
Restrictions
- Melded Gear: Weapon, shield, and gloves. Claws are also melded.
- You cannot throw items.
- Makes spells harder to cast (increases raw spell failure rate by +20%).
Other
- Cuts hydra heads.
Blade Hands does not block mutations (other than claws), does not change your size, and gives no innate bonus to HP / AC.
It has a minimum Shapeshifting skill of 9, below which you get an HP penalty. It has a maximum skill of 20, where skill has no further impact.
Strategy
Blade Hands is essentially two-handed Unarmed Combat. Even at 0 Unarmed Combat skill, you'll hit as hard as the heaviest two-handed weapons, while keeping the off-hand punch and swinging faster. It's certainly strong, but melds the shield slot and reduces AC (until max skill).
History
- Introduced in 0.31 in the transformation overhaul. Previously implemented as a spell, Blade Hands.
- The previous spell had 22 base damage, and didn't have an AC penalty. (However, since it was a spell, heavy armour made it harder to cast).