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Wildcard character * is supported. 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. |