(→Version history: Undocumented change which happened from 2.5 to 2.6 which was an update on TDD AI. Comparison at bottom: https://www.reddit.com/r/pathofexile/comments/6jyv90/analysis_state_of_the_dancing_dervish_in_26/?st=j7vxu83o&sh=55de08b2)
|flavour_text = Take your partner by the hand,<br>Keep your steps in time.<br>Swing together, spin apart,<br>And dance with death sublime.
|release_version = 2.3.0
|flavour_text_id = UniqueTwoHandSword9
|release_version = 2.3.0
}}
}}
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==Modifiers==
==Modifiers==
The Dancing Dervish grants level 15 [[Manifest Dancing Dervish]]. Manifest Dancing Dervish will be supported by any applicable [[support gem]]s socketed into The Dancing Dervish; it is not necessary to have the [[socket]]s be linked together. The manifested sword does not deactivate when swapping to different weapons.
The Dancing Dervish grants level 15 {{sl|id=UniqueAnimateWeapon}}. Manifest Dancing Dervishes will be supported by any applicable [[support gem]]s socketed into The Dancing Dervish; it is not necessary to have the [[socket]]s be linked together. Manifest Dancing Dervishes will spawn upon reaching 15 consecutive [[Rampage]] Kills. The manifested dervishes do not deactivate when swapping to different weapons, however, the weapon slots remain disabled while the Dervishes are active.
While The Dancing Dervish is manifested, the player character is considered unarmed, therefore effects such as {{il|Facebreaker}}'s unarmed damage bonus will take effect.
While The Dancing Dervishes are manifested, the player character is considered unarmed and gains {{stl|Onslaught}}, therefore effects such as {{il|Facebreaker}}'s, {{il|Doryani's Fist}}'s, or [[Hollow Palm Technique]]'s unarmed damage bonus will take effect. As soon as Rampage ends, the manifested weapons will vanish and the character reequips the weapon, re-enabling the weapon slots.
==Divination cards==
{{il|The Writhing Jar}}, {{il|Vaal Breach}} etc. can be used to sustain Rampage while there are no nearby enemies to kill (or hit), or if the only enemies are invulnerable, such as during certain boss immunity phases. Due to the "Melee Hits count as Rampage Kills" modifier it is possible gain two Rampage Kills per enemy, if you kill the enemy with a melee hit. This includes the worms from {{il|The Writhing Jar}} that are destroyed on hit.
* A set of 4 {{il|The Gentleman}} can be exchanged for a random [[corrupted]] [[unique]] sword.
* A set of 4 {{il|Jack in the Box}} can be exchanged for a random [[unique item]].
The minions themselves have extremely high damage reduction; it is possible for the minions to get damaged, however they are unlikely to die as long as they have even just a small amount of regen or leech.<ref>https://www.reddit.com/r/pathofexile/comments/9or6gs/comment/e7wwwgf/</ref> They can however die from engaging with large packs of enemies in a map with [[damage reflection]], or from being consumed by [[Summon Reaper]]. If one or both dervishes are killed, they cannot be re-summoned until rampage is gained again. These minions are damageable and can be targeted by [[Link skill]]s if the "{{c|mod|Link Skills can target Damageable Minions}}" [[Minion Defence Mastery]] node is allocated. Linked players do not die when these minions die due to Rampage's effect ending, despite the item's wording.
Note that not even unequipping the sword deactivates the dervishes and since they have 25% chance to generate a Rampage kill just on hitting a Rare or Unique enemy and also as noted they are unlikely to die, it can be practically impossible to get rid of them even when desired.
All modifiers on the The Dancing Dervish item itself apply to the minions once manifested, including [[enchantment]]s, [[corrupted implicit modifier]]s, [[Scourge modifier]]s, and [[Crucible passive tree]]s (except modifiers which allocate player [[notable]] [[passive skill]]s, as minions do not have access to your passive tree).
* {{c|mod|40(40)% increased Global Accuracy Rating}}{{efn|name=Legacy implicit value capped}}
|
* {{c|mod|(160-190)% increased Physical Damage}}
* (25-30)% increased Attack Speed
* 5% increased Movement Speed
* Triggers Level 15 Manifest Dancing Dervish on Rampage
* Manifested Dancing Dervish disables both weapon slots
* Manifested Dancing Dervish dies when Rampage ends
* Rampage
}}
{{legacy variant table row|2.6.0
|
* {{c|mod|18(40)% increased Global Accuracy Rating}}{{efn|name=Reroll legacy implicit}}
|
* {{c|mod|(160-190)% increased Physical Damage}}
* (25-30)% increased Attack Speed
* 5% increased Movement Speed
* Triggers Level 15 Manifest Dancing Dervish on Rampage
* Manifested Dancing Dervish disables both weapon slots
* Manifested Dancing Dervish dies when Rampage ends
* Rampage
}}
{{Legacy variant table end}}
==Design attribution==
The Dancing Dervish was created by [[Grinding Gear Games]] programmer [https://www.pathofexile.com/account/view-profile/Rhys Rhys].<ref name="Design attribution" />
==Gallery==
<gallery>
File:The_Dancing Dervish 3D.png
</gallery>
==Version history==
==Version history==
{{VersionHistoryTable}}
Before the removal of the [[prophecy]] system in [[version 3.17.0]], the Dancing Dervish could be upgraded to {{il|The Dancing Duo}} by fulfilling the prophecy, {{il|Dance of Steel}}.
{{VersionHistoryRow|3.0.0}}
{{Version history table header}}
{{Version history table row|3.17.1|
* The Manifest Dancing Dervishes skill, triggered by The Dancing Dervish Unique Item, now provides a chance to gain a Rampage kill when minions hit a Rare or Unique Enemy (previously only Unique enemies).
}}
{{Version history table row|3.17.0|
* Removed the [[Prophecy]] mechanic from the game, and moved many of its rewards to other content.
* The skill granted by The Dancing Dervish is now called "Manifest Dancing Dervishes" and manifests two copies of the Sword. Existing versions of The Dancing Duo are affected by this change, and no longer have "Manifest Dancing Dervish also manifests a copy of Dancing Dervish". The Dancing Duo can no longer be acquired.
* The Dancing Dervish's "Rampage" modifier now also has "Melee Hits count as Rampage Kills", allowing players to easily build up a new rampage streak without having to kill monsters. This stat will not affect you while rampaging as Dancing Dervish disables itself on rampage but the existing behaviour where the minion generates rampage kills on unique hits is still present.
* The minions summoned by Dancing Dervish now use the new, channelled version of Cyclone. Their movement speed and AI have also been adjusted to feel more proactive while clearing.
}}
{{Version history table row|3.11.0|
* Basetype Base attacks per second is now 1.5 (from 1.45), Implicit now grants {{c|mod|60% increased Global Accuracy Rating}}. Basetype's Damage increased to 62-104 (up from 52-86)
* The Dancing Dervish now has 130-160% increased Physical Damage (from 160-190%).
}}
{{Version history table row|3.1.0|
* While Manifest Dancing Dervish is active, the Dancing Dervish now has a 25% chance to grant you a Rampage kill when it hits a unique enemy. The minion created by this unique can no longer cross unwalkable gaps. These changes affect all versions of the item.
}}
{{Version history table row|3.0.0|
* '''The following changes affect existing items automatically:'''
* '''The following changes affect existing items automatically:'''
* Improved the behaviour of the Manifested weapon minion.
* Improved the behaviour of the Manifested weapon minion.
{{VersionHistoryRow|2.6.0}}
}}
{{Version history table row|2.6.0|
* Base type implicit mod increased to {{c|mod|40% increased Accuracy Rating}} (up from 18%).
* Base type implicit mod increased to {{c|mod|40% increased Accuracy Rating}} (up from 18%).
* Base type attack speed increased to 1.45 attacks per second (up from 1.35).
* Base type attack speed increased to 1.45 attacks per second (up from 1.35).
* Base type damage decreased to 52-86 (down from 57-95).
* Base type damage decreased to 52-86 (down from 57-95).
* Improved the behaviour of the Manifested weapon minion to cyclone more frequently.{{VersionHistoryRow|2.3.0}}
* Improved the behaviour of the Manifested weapon minion to cyclone more frequently.
}}
{{Version history table row|2.3.0|
* Introduced to the game.
* Introduced to the game.
|}
}}
{{Version history table end}}
==Gallery==
==Notes==
<gallery>
{{Notelist|notes=
File:The_Dancing_Dervish_3D.png
{{efn|name=Legacy implicit value capped|A legacy The Dancing Dervish with the implicit modifier {{c|mod|40% increased Global Accuracy Rating}} cannot have the value of that modifier be raised above 40% using a {{il|Blessed Orb}}.}}
</gallery>
{{efn|name=Reroll legacy implicit|Using a {{il|Blessed Orb}} on a legacy The Dancing Dervish with the implicit modifier {{c|mod|18% increased Global Accuracy Rating}} will raise the value of that modifier to 40%. It cannot be raised above 40%.}}
}}
==References==
{{reflist|refs=
<ref name="Design attribution">{{cite web
| author = Rhys
| date = April 28, 2016
| title = The Dancing Dervish - An Insight into the Design Process
The Dancing Dervish Reaver SwordTwo Hand Sword Physical Damage: (142.6-161.2) to (239.2-270.4) Critical Strike Chance: 5.00% Attacks per Second: (1.88-1.95) Weapon Range: 1.3 metresRequires Level 59, 82 Str, 119 Dex60% increased Global Accuracy Rating(130-160)% increased Physical Damage (25-30)% increased Attack Speed 5% increased Movement Speed Triggers Level 15 Manifest Dancing Dervishes on Rampage Manifested Dancing Dervishes disables both weapon slots Manifested Dancing Dervishes die when Rampage ends Melee Hits count as RampageKills RampageTake your partner by the hand, Keep your steps in time. Swing together, spin apart, And dance with death sublime.
The Dancing Dervish grants level 15 Manifest Dancing Dervishes. Manifest Dancing Dervishes will be supported by any applicable support gems socketed into The Dancing Dervish; it is not necessary to have the sockets be linked together. Manifest Dancing Dervishes will spawn upon reaching 15 consecutive Rampage Kills. The manifested dervishes do not deactivate when swapping to different weapons, however, the weapon slots remain disabled while the Dervishes are active.
While The Dancing Dervishes are manifested, the player character is considered unarmed and gains Onslaught, therefore effects such as FacebreakerFacebreaker Strapped MittsEvasion: (30-39) Energy Shield: (7-9)Requires Level 16+30% to Global Critical Strike Multiplier 10% reduced Enemy Stun Threshold (600-800)% more Physical Damage with Unarmed Melee Attacks Extra goreFly like a Storm Crow, crush like a Rhoa's, Doryani's FistDoryani's Fist Vaal GauntletsArmour: (232-266) Energy Shield: (80-100)Requires Level 63, 100 StrGrants Level 20 Doryani's Touch Skill +(80-100) to maximum Energy Shield 30% chance to Shock Adds (150-225) to (525-600) Lightning Damage to Unarmed Melee Hits Adds (90-135) to (315-360) Lightning Damage to Spells while Unarmed +(200-250) Energy Shield gained on Killing a Shocked Enemy 30% increased Effect of Lightning AilmentsDoryani's ingenuity raised the Vaal Empire to unprecedented heights. His curiosity reduced it to ruins and bones.'s, or Hollow Palm Technique's unarmed damage bonus will take effect. As soon as Rampage ends, the manifested weapons will vanish and the character reequips the weapon, re-enabling the weapon slots.
The Writhing JarThe Writhing Jar Hallowed Hybrid FlaskRecovers (120-168) Mana over 5.00 Seconds Recovers (435-609) Life over 5.00 Seconds Consumes (16-18) of 40 Charges on useRequires Level 60Instant Recovery (75-65)% reduced Amount Recovered 2 Enemy Writhing Worms escape the Flask when used Writhing Worms are destroyed when Hit (20-10)% reduced Charges per useTo achieve godhood, they would cast off all that god has gifted us. Mortality, compassion, even the sanctity of flesh. - High Templar VollRight click to drink. Can only hold charges while in belt. Refills as you kill monsters., Vaal BreachVaal BreachSpell, Vaal Level: 1 Souls Per Use: 100 Can Store 1 Use(s) Soul Gain Prevention: 40 sec Cast Time: 2.50 secRequires Level 10Creates a breach, making you vulnerable to its powerful inhabitants.Monsters from the Breach do not grant Experience or drop Items
Additional Effects From 1-20% Quality: (3-60)% increased Cast SpeedCorruptedPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. etc. can be used to sustain Rampage while there are no nearby enemies to kill (or hit), or if the only enemies are invulnerable, such as during certain boss immunity phases. Due to the "Melee Hits count as Rampage Kills" modifier it is possible gain two Rampage Kills per enemy, if you kill the enemy with a melee hit. This includes the worms from The Writhing JarThe Writhing Jar Hallowed Hybrid FlaskRecovers (120-168) Mana over 5.00 Seconds Recovers (435-609) Life over 5.00 Seconds Consumes (16-18) of 40 Charges on useRequires Level 60Instant Recovery (75-65)% reduced Amount Recovered 2 Enemy Writhing Worms escape the Flask when used Writhing Worms are destroyed when Hit (20-10)% reduced Charges per useTo achieve godhood, they would cast off all that god has gifted us. Mortality, compassion, even the sanctity of flesh. - High Templar VollRight click to drink. Can only hold charges while in belt. Refills as you kill monsters. that are destroyed on hit.
The minions themselves have extremely high damage reduction; it is possible for the minions to get damaged, however they are unlikely to die as long as they have even just a small amount of regen or leech.[1] They can however die from engaging with large packs of enemies in a map with damage reflection, or from being consumed by Summon Reaper. If one or both dervishes are killed, they cannot be re-summoned until rampage is gained again. These minions are damageable and can be targeted by Link skills if the "Link Skills can target Damageable Minions" Minion Defence Mastery node is allocated. Linked players do not die when these minions die due to Rampage's effect ending, despite the item's wording.
Note that not even unequipping the sword deactivates the dervishes and since they have 25% chance to generate a Rampage kill just on hitting a Rare or Unique enemy and also as noted they are unlikely to die, it can be practically impossible to get rid of them even when desired.
Jack in the BoxJack in the Box4ItemTurn the crank, close your eyes, and pray to the gods for a pleasant surprise.
Random item
A
1
Singular IncubatorSingular IncubatorStack Size: 10Adds an incubated Unique item to an equippable item Item drops after killing {0} monstersRight click this item then left click an item to apply it. The Incubated item drops after killing a specific number of monsters.
Random item
A
1
The VoidThe Void1Reach into the Void and claim your prize.
Before the removal of the prophecy system in version 3.17.0, the Dancing Dervish could be upgraded to The Dancing DuoThe Dancing Duo Reaver SwordTwo Hand Sword Physical Damage: (142.6-161.2) to (239.2-270.4) Critical Strike Chance: 5.00% Attacks per Second: (1.88-1.95) Weapon Range: 1.3 metresRequires Level 65, 82 Str, 119 Dex60% increased Global Accuracy Rating(130-160)% increased Physical Damage (25-30)% increased Attack Speed 5% increased Movement Speed Triggers Level 15 Manifest Dancing Dervishes on Rampage Manifested Dancing Dervishes disables both weapon slots Manifested Dancing Dervishes die when Rampage ends Melee Hits count as RampageKills RampageOne more partner by the hand, Let your steps entwine. Spin together, swing as one, And dance with death in trine. by fulfilling the prophecy, Dance of SteelDance of SteelA soul of steel shatters, and a spinning shard joins the eternal dance.You will defeat The Steel Soul while holding The Dancing Dervish.Right-click to add this prophecy to your character..
The Manifest Dancing Dervishes skill, triggered by The Dancing Dervish Unique Item, now provides a chance to gain a Rampage kill when minions hit a Rare or Unique Enemy (previously only Unique enemies).
Removed the Prophecy mechanic from the game, and moved many of its rewards to other content.
The skill granted by The Dancing Dervish is now called "Manifest Dancing Dervishes" and manifests two copies of the Sword. Existing versions of The Dancing Duo are affected by this change, and no longer have "Manifest Dancing Dervish also manifests a copy of Dancing Dervish". The Dancing Duo can no longer be acquired.
The Dancing Dervish's "Rampage" modifier now also has "Melee Hits count as Rampage Kills", allowing players to easily build up a new rampage streak without having to kill monsters. This stat will not affect you while rampaging as Dancing Dervish disables itself on rampage but the existing behaviour where the minion generates rampage kills on unique hits is still present.
The minions summoned by Dancing Dervish now use the new, channelled version of Cyclone. Their movement speed and AI have also been adjusted to feel more proactive while clearing.
Basetype Base attacks per second is now 1.5 (from 1.45), Implicit now grants 60% increased Global Accuracy Rating. Basetype's Damage increased to 62-104 (up from 52-86)
The Dancing Dervish now has 130-160% increased Physical Damage (from 160-190%).
While Manifest Dancing Dervish is active, the Dancing Dervish now has a 25% chance to grant you a Rampage kill when it hits a unique enemy. The minion created by this unique can no longer cross unwalkable gaps. These changes affect all versions of the item.
↑A legacy The Dancing Dervish with the implicit modifier 40% increased Global Accuracy Rating cannot have the value of that modifier be raised above 40% using a Blessed OrbBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it..
↑Using a Blessed OrbBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it. on a legacy The Dancing Dervish with the implicit modifier 18% increased Global Accuracy Rating will raise the value of that modifier to 40%. It cannot be raised above 40%.