Difference between revisions of "Tukima's Dance"

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(Nevermind; the weapon will try to chase down the target.)
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*This spell will only function on [[melee weapon]]s. Avoid using this on targets who are currently wielding [[bows]], [[crossbow]]s, [[rod]]s, or [[magical staff|magical staves]].
 
*This spell will only function on [[melee weapon]]s. Avoid using this on targets who are currently wielding [[bows]], [[crossbow]]s, [[rod]]s, or [[magical staff|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.
 
*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 its line of sight to the wielder is lost, or 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. Casting [[Teleport Other]] on the original wielder after using Tukima's Dance is also effective.
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*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==
 
==History==

Revision as of 01:00, 29 April 2015

Version 0.16: 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 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. There is no warning prompt, so be careful!

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

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.