Difference between revisions of "Polearms"
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==Strategy== | ==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. | 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. |
Latest revision as of 06:48, 13 March 2024
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 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 • Hexes • Ice • Necromancy • Summoning • Translocations |