In every single RPG, be it Off/Online or Fantasy/Medieval/Sci-Fi, Tabletop/Paper RPG or on a computer I always pick the most melee oriented, closer to dual wield type of class with poisons or bleeding, that I can find. If you need an example, in Diablo 2 I prefered Barbarian or Assassin and in Titan Quest I was mostly Warfare/[Whatever] combo, however I ALWAYS TRY ALL CLASSES in most games to be able to speak about balance among them. Enough with that, I'm trying to say I'd like some of it in our game. Without further ado here's what I think Dual Wield should be like in UO; It is a separate skill. Mana costs are on par with Bushido, so pretty low and typical with 40% LMC. Stamina is the key here. It is a skill for those that favour aggressiveness and crave bloodshed in the battlefield. It will greatly increase the value of skills such as Focus and Meditation and properties on items such as Stamina Leech, Dexterity/Stamina Increase and Stamina Regeneration on Warriors. All the mentioned abilities, passive or not, REQUIRE you to actually wield 2 weapons. If you disarm one of your weapons to drink a potion or if you are Disarmed, any abilities related to Dual Wield are turned OFF(if they are toggles) or simply fade(if they are castable) and as that happens they drain the necessary amount of mana. If you do not have the necessary amount, your mana is set to 0 anyway. This is to hinder spamming Total Refreshes. The special feature of this skill is that most of its abilities are Toggles and work in conjunction with other abilities(even if they are from another skill like Bushido or Chivalry) as long as they remain active. While an ability remains active it drains your Stamina over time and the more abilities you have toggled on at the same time including Stances, the faster your Stamina deteriorates. Note that this is on top of a relatively small, set amount of mana these abilities require to turn them off and on. All of your off-hand weapon's properties are penalised by -25%. Weapon skill level along with Tactics and Anatomy potentially, increases your chance to use your off-hand weapon or an ability related to that. You may Parry with your off-hand weapon. However if your Dexterity is lower than 120 there will be a penalty to your Parry chance. The formula will be the same Parry uses for its Dexterity requirements and penalty. In addition having either Bushido or Ninjitsu along with Parry while having two 1-Handed weapons equipped yields better results than having only Parry, but worse results than having Bushido and Parry while using a 2-Handed weapon. IMPORTANT : Having both Bushido and Ninjitsu will not offer any advantage in these calculations in terms of Parry chance with your off-hand weapon as both arts teach identical principles on this passive ability. Dual Wield Book : "Berserker's Oaths" spellbook. Abilities : - Recklesness (CAST) A single attack that utilizes both weapons on the same time. The higher the skill level, the higher the chance to use this succesfully. - Precision (CAST) The penalty on your off-hand weapon is reduced to 0% at 120 Dual Wield for the duration of this ability. If you are struck while under this effect you immediately lose concentration and cannot re-use this for a few seconds. - Calculated Strikes (TOGGLE) If you land 2 consecutive blows you gain an extra swing instantly for a total of 3, much like Bushido's Counter Attack. The chance for this blow to land depends on your Dual Wield skill and is affected by other abilities active at the time. - Improvisation (TOGGLE) You can use all 4 special moves available from your two weapons while this is active. EXAMPE : This means you could deliver a Mortal Wound with a Cleaver if on your other hand you hold a Bone Harvester, and you could deliver an Infectious Strike with your Viking Sword if you also have a Kryss equipped. - Frenzy (TOGGLE) Regardless of weapon speed your hits connect within a 2 second margin for as long as this is active. Duration based on Dual Wield level. EXAMPLE : If you wield two weapons that are slow, there will be no more than a 2 seconds delay between each swing. Being knocked out of Frenzy though will considerably drain your stamina so heavy-hitters, use with caution. - Crippling Strikes (TOGGLE) Targetting vital areas on your opponent you damage their Stamina along with their Health while this active. If the opponent reaches 0 Stamina the next Crippling Strike will severely limit their movement capabilities for 2-8 seconds as they won't be able to move at running speed whether on foot or on horseback. Duration and Stamina Damage depends on Dual Wield. STANCES : Only ONE Stance can be active. They have a cool-down timer and you cannot instantly jump from one Stance to another. Defensive (TOGGLE) You can set your combat stance to favour defense over offense. You will use your off-hand weapon a lot less but your chance to block a blow will increase dramatically. Offensive (TOGGLE) The opposite of Defensive Stance. Neutral (TOGGLE) Normal state. Berserk (TOGGLE) You forego your ability to defend yourself with your off-hand weapon and favour aggression. Each strike regardless whether it's an ability or special move, as long as it's melee based and not ranged, has a chance to do double the damage. Warriors' Oaths (CAST) While this is active you speak your Warriors' Oaths. You enter a meditative state in which your Health, Mana and Stamina are regenerated rapidly so that you may continue to battle as soon as you can but you cannot move, attack or perform any other action while this lasts. If you are knocked out of this state your Health, Mana and Stamina regeneration receives a large penalty thus practically going negative for some time. In addition it has a cool-down timer that kicks in if you are knocked out of it. Duration and regeneration dependant on Dual Wield level.