Weapon: Difference between revisions

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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.
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.


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''' are weapons that are used to [[attack]] with directly. Martial weapons have base [[physical damage]] or [[elemental damage]], [[critical strike 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.
Non-martial weapons such as [[sceptre]]s, [[wand]]s, [[staves]], and [[trap]]s have no base attack stats as they cannot attack directly, though they may have unique stats such as base [[Spirit]] or throw time. They also have different pools of modifiers that suit their archetypes.


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Revision as of 17:40, 19 October 2024

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

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, certain weapon classes can be equipped together with specific off-hand items:

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.

Martial weapons are weapons that are used to attack with directly. Martial weapons have base physical damage or elemental damage, critical strike 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.

Non-martial weapons such as sceptres, wands, staves, and traps have no base attack stats as they cannot attack directly, though they may have unique stats such as base Spirit or throw time. They also have different pools of modifiers that suit their archetypes.

Weapon attribute alignment
Weapon class Strength Dexterity Intelligence
Maces 100% 0% 0%
Axes 75% 25% 0%
Flails 75% 0% 25%
Swords 50% 50% 0%
Crossbows 50% 50% 0%
Sceptres 50% 0% 50%
Spears 25% 75% 0%
Claws 0% 100% 0%
Bows 0% 100% 0%
Quarterstaves 0% 75% 25%
Daggers 0% 50% 50%
Traps 0% 50% 50%
Wands 0% 0% 100%
Staves 0% 0% 100%

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