Note that ADOM traditionally assumes that everyone is right-handed and thus your right hand will be your stronger hand. This might (in certain cases) result in reduced bonuses if your character for whatever reason prefers to wield weapon in his left hand.
For all weapons the following titles of mastery are used.
For melee weapons, the following numbers are used to mirror the experience of a character with the weapon of his choice (note how different weapon types yield different advantages):
Daggers & Knives
Clubs & Hammers
Maces & Flails
|Note that twohanded weapons are specifically built to be used with great strength. Thus you|
receive one-half the standard damage bonus from strength as an extra bonus when wielding a weapon of this category (and only this category - other weapons like staves and polearms are
built differently). The extra damage is limited by twice your weapon skill (minimum limit: +4).
Fighting with Two Weapons
If a character wields two melee weapons, his DV modifier is calculated
by taking the DV modifier of the weapon in the right hand plus
one-half of the DV modifier of the left hand weapon. If the character
fights without any weapon he will receive DV bonuses but once.
Wielding a shield does not count as fighting unarmed since it impedes
ADOM features the following missile weapon categories: Slings, Bows, Crossbows, Thrown axes & hammers, Thrown daggers, Thrown rocks & clubs, Thrown spears, Boomerangs & scurgari.
Each of these categories can be trained as usual; however, there is no difference in weapon skill progression.
Missile weapon skills yield a +2 to hit and +1 to damage for every skill level and an additional +1 to damage for skill levels 2, 4, 6, 8, 10, 12 and 14.
Missile weapon skills have no effect on the character's DV, but instead, the range of your missiles is increased by +1 for every 3 skill levels.
The shield skill yields a +2 bonus to DV per level in that skill. The
trick is that you can't get a higher bonus to your DV than twice your
shield DV bonus (e.g. if your shield yields a +4 DV bonus, the shield
skill can't provide more than +8 to DV). Shield skill marks are
gained when you manage to block an attack with your shield (e.g. the
attack would have hit without your shield DV bonus). A prerequisite
for gaining more shield skill marks is to use a shield that would
allow you to benefit from a higher shield skill. You also must not
fight with berserk tactics (see the T command). When you are using
two shields, you will only gain the better skill bonus of the two, not
both, since two shields are too unwieldy to be used effectively.
Note that wielding two shields prevents spellcasting and also greatly
inhibits the usage of ranged weapons.
Advancing Weapon Skills
The following table shows the number of required successful weapon
checks to advance to the level in question (after achieving a new
level you start collecting marks from scratch). Note that missile
weapons require but one-half as many marks.
NOTE: If your character is fighting too defensively, he won't get any marks for successful attacks (which basically means that you should not use the 'very defensive' and 'coward' settings of the T command, if you want to increase your weapon skills).
NOTE: The number of marks required to increase a weapon skill is partially dependent on the class of your character. True spellcasters (wizards, necromancers and elementalists) need twice as many marks as listed above. Semi-spellcasters (priests and druids) actually need 50% more marks than listed above. Farmers are so skilled in the use of polearms that they need 20% less marks to increase in their use. All other classes need to collect the number of marks specified above.
NOTE: A character can hone his melee skills only to a certain amount when fighting against the same monster. After a certain time (a certain number of turns), he will have picked up all the specific tricks and moves of the monster and will no longer gain any weapon skills by fighting that specific beast. The more powerful a monster is, the more you usually will be able to learn from it.
NOTE: Fighting with two whips at once is not recommended since this is very difficult since you have to avoid getting entangled in your weapons. Rules-wise this means that you will require a lot of speed to fight effectively with these two whips.
Fighting with two weapons costs [800 plus the maximum of the two attack energy values for the weapons in question] energy points (although possession of the Two Weapon Combat skill can lower this).