Difference between revisions of "Polearms"

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(I think this is a legacy of reaching _being_ a brand)
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The '''Polearms''' skill denotes how well your character uses long hafted weapons. These weapons tend to deal less damage than other weapon types, and are often very bulky and slow to attack with, but they make up for this by having an inherent [[reaching]] ability that stacks with [[brand]]s. It [[crosstrain]]s with the [[Axes]] skill and the [[Staves]] skill.
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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.
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You may reach with a polearm by pressing '''v''', and any form of [[tab|autofight]] ('''Tab''') will do it for you.
  
 
{{skill aptitudes}}
 
{{skill aptitudes}}
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==List of Polearms==
 
==List of Polearms==
  
{| class="wikitable"
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{| class="wikitable sortable"
! Name || Dam || Hit || Speed ||  Hands || Size || Missile || Throw || Dam Type || Prob
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! Name || Dam || Hit || Delay || Min delay ||  Hands || Size || Cuts Hydras?
 
|-
 
|-
| [[Spear]] || 6 || 4 || 11 ||  One || Small || None || No || Piercing || 10
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| [[Spear]] || 6 || +4 || 11 || 5 (12 skill) ||  One || Any || No
 
|-
 
|-
| [[Trident]] || 9 || 1 || 13 || One || Medium || None || No || Piercing || 10
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| [[Trident]] || 9 || +1 || 13 || 6 (14 skill) || One || Medium+ for 1H || No
 
|-
 
|-
| [[Halberd]] || 13 || -3 || 15 || Two || Large || None || No || Chopping (Piercing) || 10
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| [[Demon trident]] || 12 || +1 || 13 || 6 (14 skill) || One || Medium+ for 1H || No
 
|-
 
|-
| [[Scythe]] || 14 || -4 || 20 || Two || Large || None || No || Slicing || 10
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| [[Trishula]] || 13 || 0 || 13 || 6 (14 skill) || One || Medium+ for 1H || No
 
|-
 
|-
| [[Demon trident]] || 12 || 1 || 13 || One || Medium || None || No || Piercing || 2
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| [[Halberd]] || 13 || -3 || 15 || 7 (16 skill) || Two || Medium+ || Yes
 
|-
 
|-
| [[Trishula]] || 13 || 0 || 13 || One || Medium || None || No || Piercing || 0
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| [[Glaive]] || 15 || -3 || 17 || 7 (20 skill) || Two || Medium+ || Yes
 
|-
 
|-
| [[Glaive]] || 15 || -3 || 17 || Two || Large || None || No || Chopping || 10
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| [[Bardiche]] || 18 || -6 || 19 || 7 (24 skill) || Two || Medium+ || Yes
|-
 
| [[Bardiche]] || 18 || -6 || 20 || Two || Large || None || No || Chopping || 2
 
 
|}
 
|}
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==Strategy==
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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).
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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.
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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]].
  
 
==History==
 
==History==
Prior to [[0.10]], polearms could only reach if they had the reaching brand, which any of them were eligible for.
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* Prior to [[0.10]], polearms could only reach if they had the [[reaching]] brand, but polearms dealt more damage overall.
  
 
==See Also==
 
==See Also==
*[[weapon#Polearms|List of polearms]]
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*[[Melee_weapon#Polearms|List of polearms]]
 
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]
 
*[[Species#Melee_.26_Ranged_Combat|Table of species aptitudes]]
*[[Weapon_selection#Polearms|Polearm selection strategy]]
 
  
 
{{Skills}}
 
{{Skills}}
 
[[Category:Polearms|*]]
 
[[Category:Polearms|*]]
 
[[Category:Weapon skills]]
 
[[Category:Weapon skills]]

Latest revision as of 06:48, 13 March 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

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.

Aptitudes

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

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.

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.

History

  • 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 BladesLong BladesRanged Weapons

AxesMaces & FlailsPolearmsStavesUnarmed CombatThrowing

Physical FightingArmourDodgingStealthShields
Magical SpellcastingInvocationsEvocationsShapeshifting
Spell Schools AirAlchemyConjurationsEarthFireHexesIceNecromancySummoningTranslocations