MartialWeapon Ref /42
+(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
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.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
