Two-handed weapons
A two-handed weapon is a type of weapon in NetHack that requires both hands in order to wield it, leaving no hands free for other items while attacking with that weapon.
Description
A hero or monster that is wielding a two-handed weapon cannot wear a shield, and a hero that wants to wield one must first remove any worn shield.
Heroes wielding two-handed weapons cannot engage in two-weapon combat, and if a hero in the form of a monster with multiple weapon attacks hits with a two-handed weapon, they cannot make another weapon attack that round.[1] A hero attacking with a two-handed weapon has a chance of performing a shattering blow that destroys the target's wielded weapon and scares them into fleeing before damage is applied.[2][3]
Monsters with weapon attacks, including pets, can wield two-handed weapons if they have the strong attribute and are not wearing a shield.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
Per commit 60c19568, the hero's damage bonus for strength is increased by 3⁄2 (+50%) when attacking with a two-handed weapon other than a polearm.Cursed two-handed weapons
If a cursed two-handed weapon is wielded by a hero or monster, or else their wielded two-handed weapon becomes cursed, both the wielder's hands will weld to it. In this state, they cannot perform the following actions:
- Swapping weapons
- Looting or applying containers
- Casting spells (for the hero)
- Removing armor or rings
List of two-handed weapons
The weapons listed below are two-handed. Note that while all polearms are two-handed, they are designed for pounding and are thus less useful as melee weapons.
| Weapon | Skill | Cost | Weight | Prob (‰) | Dam. (S) | Dam. (L) |
|---|---|---|---|---|---|---|
| battle-axe | axe | 40 zm | 120 | 10 | 7 | 8.5 |
| dwarvish mattock | pick-axe | 50 zm | 120 | 13 | 6.5 | 11.5 |
| two-handed sword | two-handed sword | 50 zm | 150 | 22 | 6.5 | 10.5 |
| tsurugi | two-handed sword | 500 zm | 60 | 0 | 8.5 | 11.5 |
| quarterstaff | quarterstaff | 5 zm | 40 | 11 | 3.5 | 3.5 |
| unicorn horn | unicorn horn | 100 zm | 20 | 0 | 6.5 | 6.5 |
| halberd | polearm | 10 zm | 150 | 8 | 5.5 | 7 |
| bardiche | polearm | 7 zm | 120 | 4 | 5 | 7.5 |
| bill-guisarme | polearm | 7 zm | 120 | 4 | 5 | 5.5 |
| ranseur | polearm | 6 zm | 50 | 5 | 5 | 5 |
| voulge | polearm | 5 zm | 125 | 4 | 5 | 5 |
| guisarme | polearm | 5 zm | 80 | 6 | 5 | 4.5 |
| lucern hammer | polearm | 7 zm | 150 | 5 | 5 | 3.5 |
| spetum | polearm | 5 zm | 50 | 5 | 4.5 | 7 |
| bec de corbin | polearm | 8 zm | 100 | 4 | 4.5 | 3.5 |
| glaive (naginata) | polearm | 6 zm | 75 | 8 | 3.5 | 5.5 |
| fauchard | polearm | 5 zm | 60 | 6 | 3.5 | 4.5 |
| partisan | polearm | 10 zm | 80 | 5 | 3.5 | 4.5 |
Strategy
Two-handed weapons are generally more damaging on average than one-handed weapons, but are notoriously detrimental effect if you wield a cursed one, or else your currently-wielded two-handed weapon is cursed—spellcasting monsters that cast curse items, including the Wizard of Yendor, are often the most notorious culprits. Such handicaps make it hard to get at your curse removal items, since you cannot cast spells and your uncursing items will usually be safely in your bag.
Prayer to your god can uncurse a cursed two-handed weapon: your god treats having both hands welded to cursed weapons and/or shields as a major trouble. You can also use the #tip extended command to empty your bag on the floor and get at your curse removal tools—it is best to prepare a bag of such items in advance for when prayer is inconvenient or unavailable (e.g. in Gehennom). Some players also drop potions of holy water on the ground in places that they can easily branchport or level teleport to.
Due to the above, two-handed artifact weapons such as Cleaver, The Staff of Aesculapius and The Tsurugi of Muramasa are viewed as somewhat risky main weapon candidates. This is somewhat alleviated in the case of the latter two, due to both artifact weapons being quest artifacts: quest artifacts are intelligent and will resist cursing effects that target them 4⁄5 (80%) of the time. Even so, the risk-averse player will often favor two-weaponing if they are playing a role that is capable of it.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
The commit that increases the strength bonus from attacking with two-handed weapons also lowers the bonuses given to two-weaponing, making two-handed weapons notably more viable.Variants
Variants based on NetHack 3.4.3 and earlier versions may lack the #tip command, which is introduced in NetHack 3.6.0—this makes wielding a cursed two-handed weapon a much more serious problem in those games, and players may choose to avoid these weapons entirely.
SLASH'EM
In SLASH'EM, bows and crossbows are two-handed, and more two-handed weapons are added, including some firearms.
dNetHack
In dNetHack, notdNetHack and notnotdNetHack, weapon size determines how many hands a hero of a particular physical size needs to wield it successfully.
Two-handed weapons gain double the damage bonus from from the hero's strength when attacking with them.
Two knightly stances are applicable with two-handed weapons for heroes that are either Knights or have the spirit Naberius bound: great-weapon fighting improves the hero's damage floor when attacking with wielded two-handed weapons, while the half-sword style enables them to wield a long sword with both hands for defense-piercing strikes.