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 is possible to lock one weapon to be used on both sets.
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 |
| Flail | 1.1 |
| One Hand Axe | 1.1 |
| One Hand Sword | 1.1 |
| Talisman | 1.2 |
| One Hand Mace | 1.3 |
| Two Hand Axe | 1.3 |
| Two Hand Mace | 1.3 |
| Two Hand Sword | 1.3 |
| Quarterstaff | 1.4 |
| Spear | 1.5 |
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.
Sceptres have the distinction of being able to be wielded in either the main hand or off hand slot. It is not possible to dual wield sceptres.
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 | Mace, Shield, Foci, Sceptre | 100% | 0% | 0% | |
| Axes | 1/2 | Martial | Axe, Shield, Foci, Sceptre | 75% | 25% | 0% | |
| Flails | 1 | Martial | Shield, Foci, Sceptre | 75% | 0% | 25% | |
| Swords | 1/2 | Martial | Sword, Shield, Foci, Sceptre | 50% | 50% | 0% | |
| Crossbows | 2 | Martial | — | 50% | 50% | 0% | |
| Sceptres | 1 | Caster | Shield, Foci | 50% | 0% | 50% | |
| Spears | 1 | Martial | Shield, Foci, Sceptre | 25% | 75% | 0% | |
| Bows | 2 | Martial | Quiver | 0% | 100% | 0% | |
| Quarterstaves | 2 | Martial | — | 0% | 75% | 25% | |
| Daggers | 1 | Martial | Dagger, Shield, Foci, Sceptre | 0% | 50% | 50% | |
| Traps | 2 | Trap | — | 0% | 50% | 50% |
b Requires Instruments of Power
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 |
| 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. |
Trivia
Claws were originally planned to return as the main weapon of the Huntress, but was scrapped during development. Several unique claws from Path of Exile 1 have been added as unique gloves instead.
References



