||19 May 2014 (Update)
||45 seconds (75 ticks)
|Tendrils of smoke whip at your opponent's feet for 6 seconds. The first hit causes 100% weapon damage. The second, third and fourth hits cause 125%, 150% and 200% damage, but also hit you for 25%, 50% and 100% weapon damage. Combo attack.
|Infobox • Talk page
Smoke Tendrils is a threshold Magic ability, requiring level 75 Magic. When activated, it summons tendrils of smoke to inflict damage on both you and your opponent over time, the damage in your favour. Smoke Tendrils, along with Blood Tendrils, Shadow Tendrils, and Ice Asylum, is learned by reading the Codex Ultimatus, which is obtained by talking to the Archaeological expert after The Dig Site quest.
Smoke Tendrils deals four hits, each hit more powerful than the last. The damage the user takes is proportional to the damage they deal. The first hit deals 20-100% ability damage and does not damage the user; the second hit does 25-125% ability damage and hurts the user by 1/5 the damage dealt; the third deals 30-150% and hurts the user by 1/3 of the damage dealt; the fourth deals 40-200% ability damage and harms the user by 1/2 of the damage dealt. As with all tendril abilities, it is possible to die from Smoke Tendrils' self inflicted damage if the player's life points are low enough.
The overall damage dealt is 115-575% (345% average) ability damage dealt to the target and 45-175% ability damage dealt to the user. The damage dealt to the target by Smoke Tendrils is increased by Sunshine and Metamorphosis, but the self-damage is not increased.
Smoke Tendrils is generally best used when Asphyxiate and Wild Magic are both on cooldown. Smoke Tendrils is mostly compared unfavourably to Asphyxiate: Asphyxiate has no requirements, a shorter cooldown, better damage range (150.4-752%, 451.2% average), stuns the target, and does not damage the user.
Alternatively, if one cancels out of Smoke Tendrils as soon as possible (after the global cooldown), only the first two hits can activate, dealing a combined total of 45-225% damage (135% average), at a cost of 5-25% ability damage to the user. This makes Smoke Tendrils slightly more damaging than Deep Impact (40-200%, 120% average). This is the recommended way to utilise this ability. However, it should be noted that the Flanking perk, when applicable, makes Deep Impact more damaging than Smoke Tendrils.
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- patch 9 May 2016 (Update):
- Smoke Tendrils no longer require the target to stay still.
- patch 5 May 2015 (Update):
- Smoke Tendrils will no longer display when the abilities filter is toggled if the ability is not unlocked.
- patch 6 October 2014 (Update):
- Smoke Tendrils is now correctly listed as a members ability in the Magic Skill Advance Guide.
- patch 4 August 2014 (Update):
- Smoke tendrils will no longer deal maximum damage with every hit.
- Historically, each hit of Smoke Tendrils was classified as a critical hit regardless of the amount of damage they actually deal. This meant that they benefit from Tsunami's effect that causes each critical hit to generate 10% additional adrenaline. Thus, if all 4 hits of Smoke Tendrils connect, using this ability would generate 40% adrenaline after use. Because of this, Smoke Tendrils could be used to build up adrenaline after using Tsunami.