Mechanic

One Handed Weapons

One-Handed is a weapon classification. One-handed weapons fit in the main-hand slot, but their off-hand options depend on the weapon class. Some can dual wield, some accept a shield or other off-hand item, and some have stricter rules.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What One Handed Weapons does

Current rules

Claws, Daggers, Wands, One Hand Swords, One Hand Axes, One Hand Maces, Sceptres, Spears, and Flails count as One-Handed. Claws, Daggers, Swords, Axes, Maces, Spears, and Flails are One-Handed Melee weapons. Wands and Sceptres are caster weapons and cannot make direct weapon Attacks. A modifier that says Damage with One Handed Weapons applies to Attacks made with a qualifying weapon, not to unrelated Spells cast while holding one.

Nine current weapon classes count as One-Handed
The current classes are Claw, Dagger, Wand, One Hand Sword, One Hand Axe, One Hand Mace, Sceptre, Spear, and Flail.
One-Handed Melee is a narrower group
Claws, Daggers, One Hand Swords, One Hand Axes, One Hand Maces, Spears, and Flails are One-Handed Melee weapons. Wands and Sceptres are still One-Handed, but they are caster weapons rather than melee weapons.
One-Handed Martial excludes Wands and Sceptres
The Martial Weapon condition covers the seven attack-capable classes. Dance with Death therefore requires a Claw, Dagger, Sword, Axe, Mace, Spear, or Flail in the main hand and an empty off hand.
Weapon damage wording applies to Attacks using the weapon
Increased Damage with One Handed Weapons modifies Attack damage when the Attack uses that weapon. It does not increase Spell damage merely because a Wand or Sceptre is equipped.
One-handed does not automatically mean dual wieldable
Dual wielding means using two Martial Weapons, one in each hand. Swords, Axes, Maces, and Daggers can pair with another weapon of the same class. Claws pair only with another Claw. Spears and Flails cannot dual wield, and neither can Wands or Sceptres.
Dual wielding has no inherent stat bonus
Equipping two compatible weapons does not itself grant a hidden Attack Speed, damage, or defence bonus. A skill specifies whether it alternates weapons, uses both, or uses a particular hand, and passives can add conditional bonuses.
Claws require another Claw in the off hand
A Claw can dual wield with another Claw, but it cannot be combined with a shield, focus, Sceptre, or another off-hand item.
Sceptres have special placement rules
A Sceptre can occupy the main hand or off hand. It cannot pair with another Sceptre and the pairing is not dual wielding because a Sceptre is not a Martial Weapon. A main-hand Sceptre can use a compatible shield or focus, while an off-hand Sceptre can accompany another eligible one-handed weapon.
Wands and Sceptres cannot make direct weapon Attacks
Wands grant built-in Spells and spell modifiers. Sceptres grant Spirit and ally-focused bonuses. Their One-Handed classification does not make their granted Spells count as one-handed weapon Attacks.
Giant's Blood does not turn a two-handed weapon into a one-handed weapon
Giant's Blood lets Two-Handed Axes, Maces, and Swords occupy one hand, but they remain Two-Handed. They do not gain One-Handed, One-Handed Melee, or One-Handed Martial scaling.
Only the active weapon set supplies wielding conditions
A character can configure two weapon sets, but only the active and enabled set satisfies conditions such as while wielding a One-Handed Weapon or while the Off Hand is empty.
Ordinary one-handed weapons normally allow one Augment Socket
A normal one-handed weapon can receive one Augment Socket by default. Exceptional generation, corruption, or a Unique modifier can exceed the normal limit.

One-handed classes, passives, and equipment rules

17 cases
10
Versatile Arms

Grants 6% increased Attack Speed and 15% increased Accuracy Rating with One Handed Melee Weapons, plus 10 Strength and Dexterity.

Related: Versatile Arms
11
Push the Advantage

Grants 40% increased Critical Damage Bonus with One Handed Melee Weapons.

Related: Push the Advantage
12
Reaving

Grants 8% increased Attack Speed with One Handed Weapons and 15 Dexterity.

Related: Reaving
13
Coated Arms

Grants 25% increased Damage with One Handed Weapons and 20% increased chance for Attacks with One-Handed Weapons to inflict Ailments.

Related: Coated Arms
14
Impair

Grants 25% increased Damage with One Handed Weapons and gives Attacks a 10% chance to Maim.

Related: Impair
15
Unerring Impact

Grants 16% increased Accuracy Rating with One Handed Melee Weapons, a separate 16% two-handed melee bonus, and 0.2 metres of Melee Strike Range.

Related: Unerring Impact
16
Dance with Death

Grants 25% more Skill Speed while the off hand is empty and a One-Handed Martial Weapon is equipped in the main hand.

Related: Dance with Death

Limits and exceptions

11 rules
  • One-Handed, One-Handed Melee, and One-Handed Martial are not interchangeable conditions.
  • Wands and Sceptres count as One-Handed but cannot make direct weapon Attacks.
  • Damage with One Handed Weapons does not increase unrelated Spell damage.
  • Dual wielding requires two compatible Martial Weapons and has no inherent stat bonus.
  • Claws can pair only with another Claw.
  • Spears, Flails, Wands, and Sceptres cannot dual wield.
  • Two Sceptres cannot be equipped together.
  • A Sceptre in the off hand does not make the setup dual wielding.
  • A two-handed Axe, Mace, or Sword held in one hand through Giant's Blood remains Two-Handed.
  • Only the active and enabled weapon set supplies wielding conditions.
  • One Augment Socket is the default limit, not an absolute limit for every one-handed item.