Difference between revisions of "Polearms"
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| − | The '''Polearms''' skill denotes how well your character uses long hafted weapons. | + | 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-train]]s with the [[Axes]] skill and the [[Staves]] skill. They use [[Strength]] for the damage calculation. |
| + | |||
| + | You may reach with a polearm by pressing '''v''', and any form of [[tab|autofight]] ('''Tab''') will do it for you. | ||
| + | |||
| + | {{skill aptitudes}} | ||
| + | |||
| + | ==List of Polearms== | ||
| + | |||
| + | {| class="wikitable sortable" | ||
| + | ! 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 | ||
| + | |- | ||
| + | | [[Partisan]] || 14 || +1 || 17 || 7 (20 skill) || One || Medium+ for 1H || No | ||
| + | |- | ||
| + | | [[Glaive]] || 15 || -3 || 17 || 7 (20 skill) || Two || Medium+ || Yes | ||
| + | |- | ||
| + | | [[Bardiche]] || 18 || -6 || 19 || 7 (24 skill) || Two || Medium+ || Yes | ||
| + | |} | ||
| + | |||
| + | ==Strategy== | ||
| + | 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]], [[summon]]s, 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. | ||
==History== | ==History== | ||
| − | Prior to [[0.10]], polearms could only reach if they had the reaching brand, | + | * Partisans were added in [[0.33]]. |
| + | * Prior to [[0.10]], polearms could only reach if they had the [[reaching]] brand, but polearms dealt more damage overall. | ||
==See Also== | ==See Also== | ||
| − | *[[ | + | *[[Melee_weapon#Polearms|List of polearms]] |
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]] | *[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]] | ||
| − | |||
{{Skills}} | {{Skills}} | ||
[[Category:Polearms|*]] | [[Category:Polearms|*]] | ||
[[Category:Weapon skills]] | [[Category:Weapon skills]] | ||
Latest revision as of 11:59, 5 July 2025
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. They use Strength for the damage calculation.
You may reach with a polearm by pressing v, and any form of autofight (Tab) will do it for you.
Aptitudes
| At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Po | Re | Sp | Te | Tr | VS |
| -2 | 0 | -1 | -3 | -1 | -1 | -2 | 0 | N/A | 0 | -1 | 8 | 0 | -2 | 4 | 2 | 0 | -2 | 0 | 0 | 0 | -1 | -1 | -3 | 1 | -2 | -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 |
| Partisan | 14 | +1 | 17 | 7 (20 skill) | One | Medium+ for 1H | No |
| Glaive | 15 | -3 | 17 | 7 (20 skill) | Two | Medium+ | Yes |
| Bardiche | 18 | -6 | 19 | 7 (24 skill) | Two | Medium+ | Yes |
Strategy
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.
History
- Partisans were added in 0.33.
- Prior to 0.10, polearms could only reach if they had the reaching brand, but polearms dealt more damage overall.
See Also
| Skills | |
|---|---|
| Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
| Physical | Fighting • Armour • Dodging • Stealth • Shields |
| Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
| Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Forgecraft • Hexes • Ice • Necromancy • Summoning • Translocations |