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Version 0.31: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.

The Polearms skill denotes how well your character uses long hafted weapons. Polearms tend to deal less damage than other weapon types, but have an innate reaching ability, allowing them to attack from 2 tiles away. It cross-trains with the Axes skill and the Staves skill.

You may reach with a polearm by pressing v, and any form of autofight (Tab) will do it for you.


At Ba DE Dg Ds Dj Dr Fe Fo Gr Gh Gn HO Hu Ko Mf Mi Mu Na Op On Sp Te Tr Vp VS
-2 0 -3 -1 -1 -2 0 N/A 0 -1 -1 8 1 0 -2 3 2 -2 0 0 0 -3 1 -2 -1 -1

List of Polearms

Name Dam Hit Delay Min delay Hands Size Cuts Hydras?
Spear 6 +4 11 5 (12 skill) One Any No
Trident 9 +1 13 6 (14 skill) One Medium+ for 1H No
Demon trident 12 +1 13 6 (14 skill) One Medium+ for 1H No
Trishula 13 0 13 6 (14 skill) One Medium+ for 1H No
Halberd 13 -3 15 7 (16 skill) Two Medium+ Yes
Glaive 15 -3 17 7 (20 skill) Two Medium+ Yes
Bardiche 18 -6 19 7 (24 skill) Two Medium+ Yes


Polearms are generally the strongest of the starting weapons. An extra tile of reach means you'll get 1 "free" hit against a melee enemy. If you are concerned about early Dungeon survival, then start with a polearm (spear or trident).

Polearms can reach over deep water, summons, and other allies. If you have a consistent source of allies, such as Summonings spells or the Hepliaklqana ancestor, then these weapons can do you well.

There is an odd lack of one-handed polearms. Until you have access to a demon trident, your next best option is the regular trident.


  • Prior to 0.10, polearms could only reach if they had the reaching brand, but polearms dealt more damage overall.

See Also

Weapons Short BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

Physical FightingArmourDodgingStealthShields
Magical SpellcastingInvocationsEvocationsShapeshifting
Spell Schools AirAlchemyConjurationsEarthFireHexesIceNecromancySummoningTranslocations