Difference between revisions of "Tukima's Dance"

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*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.
 
*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 the animated weapon 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.
 
*While the animated weapon 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.
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*Melee characters with access to this spell can think of it as a way to peel dangerous weapons such as [[GSC]] or [[distortion]] before engaging their owners.
  
 
==History==
 
==History==

Revision as of 19:04, 1 January 2017

Version 0.19: 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) 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 melee weapon held by a hostile monster.

Effect

If the targeted monster fails a magic resistance check, his melee weapon will be animated as a dancing weapon. The weapon will only fight against its former owner and quickly expires 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.

This spell only works on melee weapons, not on ranged weapons or magical staves.

Animating a weapon with a brand that your current god hates will trigger piety loss and penance.

Strategy

  • Monsters with low magic resistance and good weapons are the best targets for this spell: ogres, orc warriors, ettins, etc.
  • 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 the animated weapon 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.
  • Melee characters with access to this spell can think of it as a way to peel dangerous weapons such as GSC or distortion before engaging their owners.

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.