OK, so Kenata has been able to get the game models to show a character wielding two weapons.

Now Ajay here looks like he is dual wielding swords, and as far as the player is concerned he is. The truth is that his off hand dagger is really a cleverly disguised shield. By doing it this way, he gets one attack and the animation is passable. Now, because this off hand weapon is basically a shield and still a GameItemType, you are free to do all sorts of fun little game modifiers. You can add attack bonus, special abilities, etc. However, since really most of you seem to just want some kind of "dual strike", you can just add a small attack bonus to give the effect of your offhand weapon adding to the main hand. My current test off hand weapon gives a 30% attack bonus and a 30% dodge bonus, but reduces armor by 30%. This way, the combination scales based on the main hand weapon and gives this little off hander the ability to be mixed and matched.
So, now would be a good time to figure out how dual wield should work ingame.
Applying stat bonuses is the easy part. What should they be?
I'm thinking a +1 to Speed (to reflect the extra attack opportunities), along with some other minor bonuses to accuracy, dodge, and maybe weapon strength.
Additionally, some special weapon abilities would be implemented (note that these take 2 action points). The ones I'm thinking of are:
Dual Attack: Attack with each weapon at appropriate attack strengths. Perhaps a significant accuracy bonus? 0 turn cooldown (i.e. can do again next turn). I'm also thinking an additional (3rd attack) here at 1/2 strength maybe...
Attack + Parry: Single attack, and a bonus to dodge and defense. Dodge/Defense bonus stays in effect until start of your next turn(?) 0 turn cooldown.
Full Parry: Bigger bonus to dodge and defense. Dodge/Defense bonus stays in effect until the start of your next turn. 0 turn cooldown.
I'm also thinking bonuses would vary depending on weapon. Example, if you had a Sai as your second weapon, you'd get a stronger defensive bonus to reflect it's usefulness as a parrying weapon.
In the shop, I'd think you'd be purchasing both weapons as a combo (not individually), so that the specific benefits of each combo could be defined.
How do you think this should work? What bonuses, etc. would you suggest? *