MartialWeapon Ref /105
+(15—25) to Evasion Rating
(10—15)% increased Critical Damage Bonus
Stack Size: 1 / 20
Improves the quality of a martial weapon
Stack Size: 1 / 20
Adds an Augment Socket to a Martial Weapon, wand, staff or Armour
Stack Size: 1 / 10
Improves the quality of a Martial Weapon, Caster Weapon or Armour
above 20% with a chance of Corrupting it
above 20% with a chance of Corrupting it
Stack Size: 1 / 10
Stack Size: 1 / 10
Stack Size: 1 / 10
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Stack Size: 1 / 10
Stack Size: 1 / 10
Stack Size: 1 / 10
Desert Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +12% to Fire Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Glacial Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +12% to Cold Resistance
Wand or Staff: 30% increased Freeze Buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Storm Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +12% to Lightning Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Body Rune
Stack Size: 1 / 10
Requires: Level 15
Wand or Staff: +30 to maximum Energy Shield
Armour: +30 to maximum Life
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Armour: +10 to maximum Life, +10 to maximum Mana
Mind Rune
Stack Size: 1 / 10
Requires: Level 15
Wand or Staff: +40 to maximum Mana
Armour: +25 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +10 to maximum Life, +10 to maximum Mana
Rebirth Rune
Stack Size: 1 / 10
Requires: Level 15
Martial Weapon: Gain 20 Life per enemy killed
Wand or Staff: 15% increased Energy Shield Recharge Rate
Armour: Regenerate 0.3% of maximum Life per second
Martial Weapon: Regenerate 0.4% of maximum Life per second
Wand or Staff: 8% of Damage taken Recouped as Life
Armour: +10 to maximum Life, +10 to maximum Mana
Inspiration Rune
Stack Size: 1 / 10
Requires: Level 15
Martial Weapon: Gain 16 Mana per enemy killed
Wand or Staff: 20% increased Mana Regeneration Rate
Armour: 15% increased Mana Regeneration Rate
Wand or Staff: 16% increased Mana Cost Efficiency
Armour: +10 to maximum Life, +10 to maximum Mana
Stone Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +60 to Stun Threshold
Wand or Staff: 30% increased Immobilisation buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Vision Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: 10% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Desert Rune
Lesser Glacial Rune
Stack Size: 1 / 10
Armour: +10% to Cold Resistance
Wand or Staff: 30% increased Freeze Buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Storm Rune
Stack Size: 1 / 10
Armour: +10% to Lightning Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Iron Rune
Stack Size: 1 / 10
Wand or Staff: 20% increased Spell Damage
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Body Rune
Stack Size: 1 / 10
Wand or Staff: +25 to maximum Energy Shield
Armour: +20 to maximum Life
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Mind Rune
Stack Size: 1 / 10
Wand or Staff: +30 to maximum Mana
Armour: +15 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Rebirth Rune
Stack Size: 1 / 10
Martial Weapon: Gain 10 Life per enemy killed
Wand or Staff: 12% increased Energy Shield Recharge Rate
Armour: Regenerate 0.25% of maximum Life per second
Martial Weapon: Regenerate 0.4% of maximum Life per second
Wand or Staff: 8% of Damage taken Recouped as Life
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Inspiration Rune
Stack Size: 1 / 10
Martial Weapon: Gain 8 Mana per enemy killed
Wand or Staff: 16% increased Mana Regeneration Rate
Armour: 12% increased Mana Regeneration Rate
Wand or Staff: 16% increased Mana Cost Efficiency
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Stone Rune
Stack Size: 1 / 10
Armour: +40 to Stun Threshold
Wand or Staff: 30% increased Immobilisation buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Lesser Vision Rune
Stack Size: 1 / 10
Armour: 8% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Desert Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +14% to Fire Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Glacial Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +14% to Cold Resistance
Wand or Staff: 30% increased Freeze Buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Storm Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +14% to Lightning Resistance
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Iron Rune
Stack Size: 1 / 10
Requires: Level 30
Wand or Staff: 30% increased Spell Damage
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Body Rune
Stack Size: 1 / 10
Requires: Level 30
Wand or Staff: +35 to maximum Energy Shield
Armour: +40 to maximum Life
Martial Weapon: 5% increased maximum Life
Wand or Staff: 5% increased maximum Life
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Mind Rune
Stack Size: 1 / 10
Requires: Level 30
Wand or Staff: +50 to maximum Mana
Armour: +35 to maximum Mana
Martial Weapon: 5% increased maximum Mana
Wand or Staff: 5% increased maximum Mana
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Rebirth Rune
Stack Size: 1 / 10
Requires: Level 30
Martial Weapon: Gain 30 Life per enemy killed
Wand or Staff: 18% increased Energy Shield Recharge Rate
Armour: Regenerate 0.35% of maximum Life per second
Martial Weapon: Regenerate 0.4% of maximum Life per second
Wand or Staff: 8% of Damage taken Recouped as Life
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Inspiration Rune
Stack Size: 1 / 10
Requires: Level 30
Martial Weapon: Gain 24 Mana per enemy killed
Wand or Staff: 24% increased Mana Regeneration Rate
Armour: 18% increased Mana Regeneration Rate
Wand or Staff: 16% increased Mana Cost Efficiency
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Stone Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +80 to Stun Threshold
Wand or Staff: 30% increased Immobilisation buildup
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Vision Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: 12% increased Life and Mana Recovery from Flasks
Wand or Staff: 25% increased Critical Damage Bonus
Armour: +10 to maximum Life, +10 to maximum Mana
Tempered Rune
Stack Size: 1 / 10
Requires: Level 15
Greater Tempered Rune
Stack Size: 1 / 10
Requires: Level 30
Greater Rune of Leadership
Stack Size: 1 / 10
Greater Rune of Alacrity
Stack Size: 1 / 10
Armour: Debuffs on you expire 8% faster
Armour: 15% increased Elemental Ailment Threshold
Greater Rune of Nobility
Stack Size: 1 / 10
Armour: 10% reduced Shock duration on you
Saqawal's Rune of the Sky
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Wand or Staff: 12% chance when collecting an Elemental Infusion to gain an
additional Elemental Infusion of the same type
additional Elemental Infusion of the same type
Farrul's Rune of the Hunt
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Thane Myrk's Rune of Summer
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Lady Hestra's Rune of Winter
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Thane Leld's Rune of Spring
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Idol of Thruldana
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Martial Weapon: 25% reduced Poison Duration, Targets can be affected by +1 of your Poisons at the same time
Opiloti's Soul Core of Assault
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Guatelitzi's Soul Core of Endurance
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Xopec's Soul Core of Power
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Soul Core of Tacati
Stack Size: 1 / 10
Armour: +11% to Chaos Resistance
Soul Core of Opiloti
Stack Size: 1 / 10
Soul Core of Jiquani
Stack Size: 1 / 10
Martial Weapon: Recover 2% of maximum Life on Kill
Body Armours: 3% increased maximum Life
Soul Core of Zalatl
Stack Size: 1 / 10
Martial Weapon: Recover 2% of maximum Mana on Kill
Helmets: 3% increased maximum Mana
Soul Core of Citaqualotl
Stack Size: 1 / 10
Soul Core of Puhuarte
Stack Size: 1 / 10
Soul Core of Tzamoto
Stack Size: 1 / 10
Soul Core of Xopec
Stack Size: 1 / 10
Soul Core of Azcapa
Stack Size: 1 / 10
Gloves: 10% increased Quantity of Gold Dropped by Slain Enemies
Soul Core of Topotante
Stack Size: 1 / 10
Soul Core of Quipolatl
Stack Size: 1 / 10
Soul Core of Ticaba
Stack Size: 1 / 10
Soul Core of Atmohua
Stack Size: 1 / 10
Soul Core of Cholotl
Stack Size: 1 / 10
Soul Core of Zantipi
Stack Size: 1 / 10
25% increased Damage with One Handed Weapons
You can wield Two-Handed Axes, Maces and Swords in one hand
Triple Attribute requirements of Martial Weapons
Inherent Life granted by Strength is halved
Triple Attribute requirements of Martial Weapons
Inherent Life granted by Strength is halved
25% more Skill Speed while Off Hand is empty and you have
a One-Handed Martial Weapon equipped in your Main Hand
a One-Handed Martial Weapon equipped in your Main Hand
Physical Damage
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Dual Wielding
Dual Wielding refers to using two Martial Weapons, one in each hand.
Artificer's Orb
Adds an Augment Socket to a Martial Weapon or Armour
Quality
Quality grants small bonuses to an item depending on the type of item, up to a maximum.
Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Defences per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Defences per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
Dance with Death
25% more Skill Speed while Off Hand is empty and you have a One-Handed Martial Weapon equipped in your Main Hand.
Default Attack
Default Attacks are the innate Attack skills provided by Martial Weapons, and the innate Unarmed Attack skill "Punch".
The skill level of your Default Attacks is determined by your character level, and in turn determines the Attack Damage scaling of the skill, which is the percentage of your Weapon's damage the Default Attack deals.
Default Attacks never have any cost.
The skill level of your Default Attacks is determined by your character level, and in turn determines the Attack Damage scaling of the skill, which is the percentage of your Weapon's damage the Default Attack deals.
Default Attacks never have any cost.
Default Attack Damage
Your Default Attack Damage is the expected damage of a Default Attack, and is determined by the damage of your Weapon and an Attack Damage scaling value based on your character level.
Your Default Attacks will always deal Default Attack Damage unless modifiers are applied to change their damage or skill level.
Some Attack skills provided by Support Gems do not determine their Attack Damage scaling from skill level, but instead deal a percentage of Default Attack Damage.
Your Default Attacks will always deal Default Attack Damage unless modifiers are applied to change their damage or skill level.
Some Attack skills provided by Support Gems do not determine their Attack Damage scaling from skill level, but instead deal a percentage of Default Attack Damage.
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
