Polearms

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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-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.

Template:Skill aptitudes

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

Template:Skills