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Characters can equip two [[one-handed weapon]]s, a one-handed weapon and a [[shield]], or a [[two-handed weapon]].  
==Weapon sets==
Characters can equip two [[one-handed weapon]]s ([[dual wielding]]), a one-handed weapon and an [[off-hand]], or a [[two-handed weapon]]. Weapons can only be equipped directly into the off-hand slot while dual-wielding. Additionally, [[Bow]]s can be equipped with a [[quiver]].


Additionally, certain weapon classes can be equipped together with specific off-hand items:
Characters can equip [[Weapon set|two sets of weapons]], and switch between them through a keybind for [[weapon swap]]ping. Each of your [[skill]]s can be assigned one or both specific weapon sets; if a skill is assigned to the opposite weapon set only, weapon set is swapped automatically when using that skill. It will be possible to lock one weapon to be used on both sets.
* [[Bow]]s can be equipped with a [[quiver]]
* [[Crossbow]]s grant a special socket for [[Attachment]] skill gems
* [[Spear]]s can be equipped with a [[shield]]


Characters can equip two sets of weapons, and switch between them through a keybind for [[weapon swap]]ping. Each of your [[skill]]s can be assigned a specific weapon set, which is swapped automatically when using that skill.
Additionally, [[shapeshift]] forms will also use a separate third weapon set. Generally, shapeshifting forms cannot equip items in their hands as these slots become disabled.


Most weapons have certain base stats: base [[physical damage]] or [[elemental damage]], [[critical strike chance]], [[attack speed]], and. These can be directly modified with [[local]] modifiers. Additionally, [[melee]] weapons have [[weapon range]]s, which affect the distance from which they can physically [[strike]] enemies.
==Martial weapons==
'''Martial weapons''' are weapons that are used to [[attack]] with directly. Martial weapons have base [[physical damage]] or [[elemental damage]], [[critical hit]] chance, and [[attack speed|attack time]]. These can be directly modified with [[local]] modifiers. Additionally, each [[melee]] weapon [[item class]] has an innate weapon range, which determines the [[distance]] from which they can physically [[strike]] enemies.


Certain weapon types such as [[sceptre]]s, [[wand]]s, [[staves]], and [[trap]]s have no base damage stats as they cannot attack directly, and instead have unique stats such as base [[Spirit]] or throw time. They also have different pools of modifiers that suit their archetypes.
===Weapon range===
Martial weapons have the following base ranges:
{{#cargo_query:
|tables = items, weapons
|join on = items._pageID=weapons._pageID
|fields = items.class=Item class, weapons.weapon_range=Range
|where = items.rarity_id = "normal"
  AND weapons.weapon_range IS NOT NULL
  AND items._pageNamespace = 0
|group by = items.class
|order by = weapons.weapon_range, items.class_id
}}


==Caster weapons==
'''Caster weapons''' are weapons that give bonuses to [[spell]]s or [[minion]]s and are not used to attack with. All caster weapons come with an inherent skill. They also have different pools of modifiers that suit their archetypes.
[[Wand]]s, [[Staff|staves]], and [[sceptre]]s are caster weapons.
==Traps==
[[Trap]]s have no base attack stats and cannot be used to attack directly. Traps are used exclusively for Trap skills and have stats that determine the trap's arming time and type of detonation (Manual or Proximity).
==Summary==
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ Weapon attribute alignment
! Weapon class !! H !! Type !! Dual Wield !! Off-hand !! [[Strength]] !! [[Dexterity]] !! [[Intelligence]]
|-
|-
! Weapon class !! [[Strength]] !! [[Dexterity]] !! [[Intelligence]]
| [[Mace]]s || 1/2 || Martial || {{yes}} || Mace, Shield/Buckler/Foci, Sceptre || 100% || 0% || 0%
|-
|-
| [[Mace]]s || 100% || 0% || 0%  
| [[Axe]]s || 1/2 || Martial || {{yes}} || Axe, Shield/Buckler/Foci, Sceptre || 75% || 25% || 0%  
|-
|-
| [[Axe]]s || 75% || 25% || 0%  
| [[Flail]]s || 1 || Martial || {{no}} || Shield/Buckler/Foci, Sceptre || 75% || 0% || 25%  
|-
|-
| [[Flail]]s || 75% || 0% || 25%  
| [[Sword]]s || 1/2 || Martial || {{yes}} || Sword, Shield/Buckler/Foci, Sceptre || 50% || 50% || 0%  
|-
|-
| [[Sword]]s || 50% || 50% || 0%  
| [[Crossbow]]s || 2 || Martial || {{no}} || {{n/a}} || 50% || 50% || 0%  
|-
|-
| [[Crossbow]]s || 50% || 50% || 0%  
| [[Sceptre]]s || 1 || Caster || {{no}} || Shield/Buckler/Foci || 50% || 0% || 50%
|-
|-
| [[Sceptre]]s || 50% || 0% || 50%
| [[Spear]]s || 1 || Martial || {{no}} || Shield/Buckler/Foci, Sceptre || 25% || 75% || 0%  
|-
|-
| [[Spear]]s || 25% || 75% || 0%  
| [[Claw]]s || 1 || Martial || {{yes}} || Claw only || 0% || 100% || 0%  
|-
|-
| [[Claw]]s || 0% || 100% || 0%  
| [[Bow]]s || 2 || Martial || {{no}} || Quiver only || 0% || 100% || 0%  
|-
|-
| [[Bow]]s || 0% || 100% || 0%  
| [[Quarterstaff|Quarterstaves]] || 2 || Martial || {{no}} || {{n/a}} || 0% || 75% || 25%
|-
|-
| [[Quarterstaves]] || 0% || 75% || 25%
| [[Dagger]]s || 1 || Martial || {{yes}} || Dagger, Shield/Buckler/Foci, Sceptre || 0% || 50% || 50%
|-
|-
| [[Dagger]]s || 0% || 50% || 50%
| [[Trap]]s || 2 || Trap || {{no}} || {{n/a}} || 0% || 50% || 50%
|-
|-
| [[Trap]]s || 0% || 50% || 50%
| [[Wand]]s || 1 || Caster || {{no}} || Shield/Buckler/Foci, Sceptre || 0% || 0% || 100%
|-
|-
| [[Wand]]s || 0% || 0% || 100%
| [[Staff|Staves]] || 2 || Caster || {{no}} || {{n/a}} || 0% || 0% || 100%
|-
| [[Stave]]s || 0% || 0% || 100%
|}
|}


==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.3.0|
* Modifiers on Martial Weapons now roll up to +25% to Critical Damage Bonus (previously up to +39%). Existing items can be made worse with a Divine Orb.
* The Corruption Implicit on Martial Weapons is now +5-10% to Critical Damage Bonus (previously 10-15%). Existing items are unaffected by this change.
}}
{{Version history table row|0.2.0|
* The first two tiers of added Elemental Damage modifiers on Weapons have had their values lowered.
* Added Lighting Damage modifiers on Weapons have had their values slightly lowered.
}}
{{Version history table row|0.1.0|
* Introduced to the game.
}}
{{Version history table end}}
{{Version history table end}}


{{Navbox Weapons}}
{{Navbox Weapons}}
[[Category:Weapons| ]]
[[Category:Weapons| ]]
{{Sister|poewiki}}

Latest revision as of 03:16, 31 August 2025

Weapons are a category of equipment that are equipped to deal damage with attacks or provide various modifiers that modify a character's damage.

Weapon sets

Characters can equip two one-handed weapons (dual wielding), a one-handed weapon and an off-hand, or a two-handed weapon. Weapons can only be equipped directly into the off-hand slot while dual-wielding. Additionally, Bows can be equipped with a quiver.

Characters can equip two sets of weapons, and switch between them through a keybind for weapon swapping. Each of your skills can be assigned one or both specific weapon sets; if a skill is assigned to the opposite weapon set only, weapon set is swapped automatically when using that skill. It will be possible to lock one weapon to be used on both sets.

Additionally, shapeshift forms will also use a separate third weapon set. Generally, shapeshifting forms cannot equip items in their hands as these slots become disabled.

Martial weapons

Martial weapons are weapons that are used to attack with directly. Martial weapons have base physical damage or elemental damage, critical hit chance, and attack time. These can be directly modified with local modifiers. Additionally, each melee weapon item class has an innate weapon range, which determines the distance from which they can physically strike enemies.

Weapon range

Martial weapons have the following base ranges:

Item class Range
Dagger 1.0
Claw 1.1
Flail 1.1
One Hand Axe 1.1
One Hand Mace 1.1
One Hand Sword 1.1
Two Hand Axe 1.3
Two Hand Mace 1.3
Two Hand Sword 1.3
Quarterstaff 1.3
Spear 1.5
Bow 12.0
Crossbow 12.0

Caster weapons

Caster weapons are weapons that give bonuses to spells or minions and are not used to attack with. All caster weapons come with an inherent skill. They also have different pools of modifiers that suit their archetypes.

Wands, staves, and sceptres are caster weapons.

Traps

Traps have no base attack stats and cannot be used to attack directly. Traps are used exclusively for Trap skills and have stats that determine the trap's arming time and type of detonation (Manual or Proximity).

Summary

Weapon class H Type Dual Wield Off-hand Strength Dexterity Intelligence
Maces 1/2 Martial Yes Mace, Shield/Buckler/Foci, Sceptre 100% 0% 0%
Axes 1/2 Martial Yes Axe, Shield/Buckler/Foci, Sceptre 75% 25% 0%
Flails 1 Martial No Shield/Buckler/Foci, Sceptre 75% 0% 25%
Swords 1/2 Martial Yes Sword, Shield/Buckler/Foci, Sceptre 50% 50% 0%
Crossbows 2 Martial No 50% 50% 0%
Sceptres 1 Caster No Shield/Buckler/Foci 50% 0% 50%
Spears 1 Martial No Shield/Buckler/Foci, Sceptre 25% 75% 0%
Claws 1 Martial Yes Claw only 0% 100% 0%
Bows 2 Martial No Quiver only 0% 100% 0%
Quarterstaves 2 Martial No 0% 75% 25%
Daggers 1 Martial Yes Dagger, Shield/Buckler/Foci, Sceptre 0% 50% 50%
Traps 2 Trap No 0% 50% 50%
Wands 1 Caster No Shield/Buckler/Foci, Sceptre 0% 0% 100%
Staves 2 Caster No 0% 0% 100%

Version history

Version Changes
0.3.0
  • Modifiers on Martial Weapons now roll up to +25% to Critical Damage Bonus (previously up to +39%). Existing items can be made worse with a Divine Orb.
  • The Corruption Implicit on Martial Weapons is now +5-10% to Critical Damage Bonus (previously 10-15%). Existing items are unaffected by this change.
0.2.0
  • The first two tiers of added Elemental Damage modifiers on Weapons have had their values lowered.
  • Added Lighting Damage modifiers on Weapons have had their values slightly lowered.
0.1.0
  • Introduced to the game.