Weapon: Difference between revisions

From Path of Exile 2 Wiki
Jump to navigation Jump to search
(→‎Martial weapons: added tooltip)
Line 11: Line 11:


==Martial weapons==
==Martial weapons==
{{keyword infobox|MartialWeapon}}
'''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.
'''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.



Revision as of 15:22, 10 October 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
Tooltip
Martial Weapons can be used to Attack.Attacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.

The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.

Attacks do not necessarily deal Physical damage — they can deal any damage type.
Axes,Axes are Melee weapons that can be One-Handed or Two-Handed. Axes require Strength and Dexterity to equip.

Axe Attacks commonly involve throwing your axe and/or inflicting Bleeding.
Bows,Bows are Two-Handed ranged weapons that require Dexterity to equip. Equipping a Bow allows you to also equip a Quiver in the off hand slot.

Bows can Attack from long range and with high mobility using a variety of skills, but generally deal less damage than other two-handed weapon types.
Claws,Claws are One-Handed Melee weapons that require Dexterity to equip. Claws can be Dual Wielded with another Claw, but cannot be combined with other equipped items in the off hand.

Claw Attacks are commonly fast and cause Bleeding.
Crossbows,Crossbows are Two-Handed ranged weapons that require Strength and Dexterity to equip. Crossbow basic Attacks can be modified with Ammunition Skills.

Multiple Projectiles fired from a single Crossbow skill can all hit the same target, and single-Projectile skills fire additional Projectiles in sequence rather than in a spread.
Daggers,Daggers are One-Handed Melee weapons that require Dexterity and Intelligence to equip.

Dagger Attacks are commonly related to ambushing or debilitating enemies. Some blade-related Spells also require a Dagger.
Flails,Flails are One-Handed Melee weapons that require Strength and Intelligence to equip. Flails cannot be Dual Wielded.

Flail Attacks tend to reward careful placement and long wind-up times with devastating effects.
Maces,Maces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip.

Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Quarterstaves,Quarterstaves are Two-Handed Melee weapons that require Dexterity and Intelligence to equip.

Quarterstaff Attacks often focus on high mobility in combat.
Spears,Spears are One-Handed Melee weapons that require Strength and Dexterity to equip. Spears cannot be dual wielded.

Spear combat is often a mix of both ranged and Melee, as many spear skills enable you to throw your spear.
Swords,Swords are Melee weapons that can be One-Handed or Two-Handed. Swords require Strength and Dexterity to equip.

Sword Attacks are commonly related to elemental damage.
and TalismansTalismans are Two-Handed Melee weapons that require Strength and Intelligence to equip.

Talismans allow you to use Shapeshifting Skills. Although each Talisman is associated with a specific Shapeshift form, every Talisman allows you to use Skills from all forms.
are 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.