Difference between revisions of "Tukima's Dance"

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{{version012}}
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{{version|0.19}}
{{Spell
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{{spell info}}
|name=Tukima's Dance
 
|level=5
 
|school1={{Hexes}}
 
|school2=
 
|school3=
 
|sources=<div>
 
*[[Book of Party Tricks]]<br>
 
*[[Book of Enchantments]]
 
</div>
 
|castingnoise=4
 
|spellnoise=0
 
}}
 
  
{{Flavour|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.}}
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[[Tukima's Dance]] is a level 3 [[Hexes]] spell which temporarily animates melee weapon held by a hostile monster.
  
[[Tukima's Dance]] is a level 5 [[Hexes]] spell which temporarily turns your wielded non-fixedart melee weapon into a friendly [[dancing weapon]]. The weapon's strength is determined by both the caster's [[spell power]] and the weapon's [[aum|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.
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==Effect==
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If the targeted monster fails a [[magic resistance]] check, its 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.
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This spell only works on melee weapons, not on ranged weapons or [[magical staff|magical staves]].
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Animating a weapon with a [[brand]] that your current god hates will trigger [[piety]] loss and [[penance]].
  
 
==Strategy==
 
==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.
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*Monsters with low [[magic resistance]] and good weapons are the best targets for this spell: [[ogre]]s, [[orc warrior]]s, [[ettin]]s, etc.
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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.
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*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.
  
Because you must wield a weapon before it can be affected, casting time during combat may be slower than you'd like. It takes 0.5 [[aut]]s to wield a weapon, essentially increasing your casting time by 50%. If you know what's around the corner, prepare a cloud of dancing weapons outside of the enemy's [[line of sight]] before the battle even begins. Also, most [[species]] are unable to wield all weapons, restricting your selection significantly (especially if you also carry a [[shields|shield]]).
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==History==
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In [[0.18]] Tukima's Dance's power multiplier has been reduced.
  
Apart from its combat uses, you can also use Tukima's Dance to unwield cursed weapons without spending a [[scroll of remove curse]]. Although the dancing weapon will be hostile, worshipers of [[Ashenzari]] in particular may prefer this option. Tukima's Dance '''''does not''''' allow you to bypass the [[miscast effect#translocation|harmful effects]] of unwielding a [[distortion]] weapon, however.
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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]].
  
You may wish to refrain from casting Tukima's Dance on non-artifact weapons when dealing with opponents that devour items.
 
 
==History==
 
 
In [[0.12]], the power of this spell was increased, and its level was raised to 5.
 
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.
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Prior to [[0.6]], dancing weapons were immune to elemental damage and had flat statistics independent of spell power and weapon weight.

Revision as of 12:57, 17 April 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, its 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.