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You searched for "Dual-wield".

 If you decided to create a rogue, ensure that you have at least a STR of 15,
  and a pretty high DEX (the rogue's main stat) of 18/10. This will give you
  3 attacks per round when dual-wielding your light starter weapons.
  Rest goes into CON or INT (rogue's main stat for spell-casting).
 your character, if available to your class:
 -Combat stance (Bl = balanced, Df = defensive, Of = offensive, see (7.2))
 -Dual-wield mode (DH = dual-hand aka default, MH = main hand only, see (7.2))
 -Fire-till-kill toggle (FK = enabled, see (5.2a))
                   (monk_heavyarmor)
    Blue (         You're a rogue or using primarily rogueish skills such
                   as dodging or Dual-wield which depend on especially
                   flexible armour (meaning: Your total armour weight must not
                        equipped.
                        For weapons, this will attempt to enchant a main-hand
                        or off-hand (if dual-wielding) weapon, for armour this
                        will look through all armour slots. When an eligible


For example if you stick with dual-wielding two weapons, you might want to go
with swords and definitely not with polearms, since there are a lot of 1h
Except for 'extra attacks', which generally increases your number of attacks
and will not discriminate which weapon will be used for attacking if you are
dual-wielding - both weapons always have a 50% chance each blow.

-critical hit bonus from 'Critical-strike' skill.
-stabbing attacks from 'Backstabbing' skill.
-extra parry bonus from dual-wielding two weapons. (Also see (7.11).)
-extra blow/round bonus from dual-wielding two weapons.
-stabbing attacks from 'Backstabbing' skill.
-extra parry bonus from dual-wielding two weapons. (Also see (7.11).)
-extra blow/round bonus from dual-wielding two weapons.
-area searching for the 'Rogue' class (exclusive ability).
                with the 'Anti-magic' skill (see (7.2)).

                Note that if you dual-wield dark swords the stronger AM field
                will override the weaker one, so they don't stack.
Certain polearms that have a slashing effect (scythes and sickles) can help
at least as well as swords or axes against spider webs.
(Dual-wielding does not help, so two weapons can't dig better than just one.
Wielding a 1.5-handed weapon in only 1 hand will decrease your digging chance
                have to search it to retrieve them.

                When dual-wielding, the secondary weapon cannot get disarmed
                while the wielder is in 'Main-Hand' mode.
                                dodge chance (gained from the 'Dodging' skill),
                                or other roguish abilities like
                                boni from dual-wielding, Critical-strike,
                                area-searching and cloaking.

                                The weight limit counts per weapon, so you may
                                dual-wield two 10.0lb weapons just fine.
                                If you dual-wield one eligible weapon (ie sword
                                The weight limit counts per weapon, so you may
                                dual-wield two 10.0lb weapons just fine.
                                If you dual-wield one eligible weapon (ie sword
                                up to 10.0lb) and a non-eligible weapon (ie a
                                prolongs those stun effect durations.

        .Dual-wield             The ability to wield two weapons at once. This
                                ability cannot be trained, it's always at 1.000
        .Dual-wield             The ability to wield two weapons at once. This
                                ability cannot be trained, it's always at 1.000
                                if your character's class can dual-wield, else
                                at zero. (So it's basically a switch.)
                                if your character's class can dual-wield, else
                                at zero. (So it's basically a switch.)
                                Classes that are able to dual-wield are
                                warriors, rangers, rogues and hell knights.
                                1,5- or 2-handed weapons cannot be used.

                                Dual-wielding will give you additional parry
                                chance as well as a blows/round bonus
                                different blows/round, their BpR will get
                                averaged, and rounded up, then BpR bonus for
                                dual-wielding is added.
                                Example: 4BpR & 5BpR = 4.5BpR rounded to 5BpR.
                                dual-wielding is added.
                                Example: 4BpR & 5BpR = 4.5BpR rounded to 5BpR.
                                +1 bonus BpR for dual-wielding -> 6BpR total.


                                By pressing 'm' you can disable/reenable
                                dual-wield mode.
                                While disabled ('Main-Hand mode') you will just
                                While disabled ('Main-Hand mode') you will just
                                attack with your primary weapon exclusively,
                                and not receive any dual-wield specific boni;
                                this can be useful if it deals much more damage
                                attack with both weapons, picked randomly.
                                Note: You can even enable Main-Hand mode while
                                not dual-wielding - and this also means that if
                                you lose your main hand weapon you will not
                                read: A head and a torso.

                                If you dual-wield, you will also dual-backstab
                                if the moster is either asleep, or you perform
                                Weaponmastery skill, and on the r-level and AC.
                                Uniques and undead are harder to stun.
                                There is no difference between dual-wield or
                                one-handed use regarding stun effectiveness.
Classes most straight-forward/most forgiving to play for starters are:
 -Warrior
 -Rogue (dual-wielding sword-type weapons makes them powerful early on)
 -Paladin (similarly tough as warriors)
    good dexterity can really help at times. Warriors will be good at melee
    and bows, but bad at most other skills. They don't learn any magic but can
    train to use magic devices; also they may dual-wield two one-handed weapons
    at once, although they will need to use light armour for this strategy to
    be effective (see (7.2)).
    Provided his strength is high enough, a two-handed weapon will usually
    be preferable over dual-wielding when a warrior seeks to forego defense to
    maximize damage, because two-handed weapons will still allow the use of
    be preferable over dual-wielding when a warrior seeks to forego defense to
    maximize damage, because two-handed weapons will still allow the use of
    heavy armour which dual-wielding doesn't.
    Warriors have more melee attacks per round than any other class.
    (See (7.12) for details about fighting techniques.)

    Dual-wield trick if you lose your items on death:
    If you die and revive, you could save a lot of money by foregoing heavy
    If you die and revive, you could save a lot of money by foregoing heavy
    armour for attack power. Just buy some cheap, light armour and two cheap
    and very light 1-handed weapons which you wield both at once (Dual-wield)!
    The lightest weapons of each class are:
    - Cleavers (Axe-mastery)
    - Spears (Polearm-mastery)
    Dual-wielding requires light armour. This should be adequate until you find
    some heavy armour in the dungeon, then you can switch back to 1-handed
    weapon with a shield (or to a 2-handed weapon if you have excessive enough
    strength to get at least 2 blows per round with it).
    (For details on the benefits of dual-wielding, see (7.2).)

    fighting their way out of a tight spot. The master of traps and locks, no
    device is impossible for him to overcome.
    Their main way of combat is by either dual-wielding two sword-class weapons
    such as daggers, or - rather rarely seen - utilizing martial arts. (As a
    backstabbing his opponent. They also have access to exclusive fighting
    techniques.
    Rogues are especially fond of dual-wielding two light one-handed weapons at
    once (see (7.2). They prefer light armour, since dual-wielding and many of
    techniques.
    Rogues are especially fond of dual-wielding two light one-handed weapons at
    once (see (7.2). They prefer light armour, since dual-wielding and many of
    their special abilities won't work with heavy armour or two-handed weapons
    able to utilize any kind of prayers and are susceptible to holy effects,
    instead they command blood magic and heretic magic of flame and chaos.
    Unlike paladins they can actually also dual-wield two one-handed weapons at
    once, although they will need to use light armour for this strategy to be
- Ranger
    Second only to adventurers regarding versatility rangers excel at a lot of
    skills: They are able to fight well in close combat and may even dual-wield
    two one-handed weapons at once which requires light armour to be effective.
    (See (7.12) for details about fighting techniques.)

    Since rangers can dual-wield and you start with light armour which is
    required for dual-wielding you might want to buy a secondary weapon right

    Since rangers can dual-wield and you start with light armour which is
    required for dual-wielding you might want to buy a secondary weapon right
    away, for example a cheap dagger, or even dispose of your starter weapon
    away, for example a cheap dagger, or even dispose of your starter weapon
    completely and go with two cheap, light weapons instead. (See (7.2) for
    details on dual-wielding.) This will increase your BpR by 1 or even 2!

created character to have, depending on certain combinations of class, STR,
DEX, given for both, lightest possible weapon and startup weapon:
(Don't forget that some classes can dual-wield, adding an extra +1 BpR on top!)

If you wield a 1-hand weapon WITHOUT a shield which "feels especially easy to
swing" (COULD2H), you'll also get an extra parry bonus.
Increasing weaponmastery improves your parry chance; dual-wielding improves it
too, provided that you aren't 'flexibility-encumbered' (compare (5.5)).
  to use at all. You can press 'x' in shops to examine weapons (and all other
  items), to check if you can benefit from buying it or not.
  If you have only 1 BpR, make sure to dual-wield if your character can do that
  because that will give you a bonus BpR. Don't forget that you cannot dual-
  If you have only 1 BpR, make sure to dual-wield if your character can do that
  because that will give you a bonus BpR. Don't forget that you cannot dual-
  wield with heavy armour. Rogues should always be dual-wielding.

  If you receive a weapon (and don't have Anti-magic skill) it will be a 2-h
  weapon if you are currently wielding a 2-h weapon.
  Note that you will not receive a shield if you're dual-wielding or if your
  class is rogue.
benefit from at max speed.

This limit can only be reached by a dual-wielding warrior, other warriors will
only reach 13 BpR, which is reached at dungeon level 77 aka -3850ft.

If boosted by friendly spells mindboost, zeal and by berserk magic (or ability)
a dual-wielding warrior could reach 14 + 1 + 2 + 1 = 18 BpR. The maximum speed
for which this high BpR still makes sense (on dungeon level 4200ft and deeper)