Mechanic

Two-Handed

Two-Handed is a weapon classification. A two-handed weapon normally occupies both weapon slots, but the class also includes Bows that can use a Quiver and weapons held in one hand through Giant's Blood or The Bringer of Rain.
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 Two-Handed does

Current rules

Two Hand Axes, Two Hand Maces, Two Hand Swords, Quarterstaves, Talismans, Bows, Crossbows, Staves, and Traps count as Two-Handed. Only the first five are Two-Handed Melee weapons. Spears are one-handed in Path of Exile 2. A modifier that says Damage with Two-Handed Weapons applies to Attacks made with the qualifying weapon, not to Spells merely cast while holding a Staff.

Nine current weapon classes count as Two-Handed
The melee classes are Two Hand Axe, Two Hand Mace, Two Hand Sword, Quarterstaff, and Talisman. The ranged classes are Bow and Crossbow. Staff is the caster class, and Trap is the remaining two-handed class.
Two-Handed Melee is a narrower group
Two-Handed Melee includes Two Hand Axes, Two Hand Maces, Two Hand Swords, Quarterstaves, and Talismans. It excludes Bows, Crossbows, Staves, and Traps even though all four still count as Two-Handed.
Spears are one-handed
A Spear is a one-handed melee weapon in Path of Exile 2. It cannot be dual wielded, but that restriction does not make it Two-Handed.
Weapon damage wording applies to Attacks using the weapon
A modifier such as increased Damage with Two-Handed Weapons applies to Attack damage when the Attack uses that weapon. It does not increase Spell damage simply because a two-handed Staff is equipped.
Staves and Traps do not make direct weapon Attacks
Staves are caster weapons that grant skills and spell-oriented modifiers. Traps have no base attack stats and cannot attack directly. Both are Two-Handed, but an effect must still match the skill and damage wording it modifies.
Bows can use a Quiver
A Bow counts as Two-Handed while also allowing a Quiver in the off-hand slot. The Quiver is a specific equipment exception and does not make the Bow one-handed.
Giant's Blood changes slot use, not weapon classification
Giant's Blood lets Two-Handed Axes, Maces, and Swords occupy one hand. They still count as Two-Handed and do not gain one-handed weapon scaling. This allows a compatible second weapon or off-hand item, including dual wielding eligible two-handed weapons.
Giant's Blood penalises every Martial Weapon requirement
The current keystone triples the attribute requirements of Martial Weapons, not only the Two-Handed Axe, Mace, or Sword placed in one hand. It also halves the inherent maximum Life granted by Strength.
The Bringer of Rain provides the same slot exception
The Bringer of Rain lets Two-Handed Axes, Maces, and Swords be wielded in one hand. It also prevents the use of Body Armour and treats its socketed items as though they were socketed in Body Armour. Allocating Giant's Blood as well does not duplicate the one-hand benefit.
Only the active weapon set supplies wielding effects
Characters have two weapon sets. A skill can automatically swap to its assigned compatible set, but a condition such as while wielding a Two-Handed Weapon is satisfied only while the qualifying set is active and enabled.
Two-handed weapons normally allow two Augment Sockets
A normal two-handed weapon can receive up to two Augment Sockets by default. Exceptional generation, corruption, or a Unique modifier can exceed the normal limit, but the total still cannot exceed the item's inventory grid spaces.
Crafting can group Crossbows with Two-Handed Melee weapons
Some currency descriptions use an explicit combined target. Perfect Essence of Battle, for example, gives its larger Attack Skill level modifier to a Two Handed Melee Weapon or Crossbow. The wording does not redefine a Crossbow as melee.

Two-handed classes, passives, items, and crafting

17 cases
03
Two Hand Swords

Two-Handed Melee martial weapons. They are eligible for Giant's Blood and The Bringer of Rain.

Related: Browse Two Hand Swords
10
Giant's Blood

Lets Two-Handed Axes, Maces, and Swords occupy one hand, triples Martial Weapon attribute requirements, and halves the inherent maximum Life granted by Strength.

Related: Giant's Blood
11
13
Overwhelm and Singular Purpose

Each current passive grants 40% increased Damage with Two Handed Weapons and 20% increased Stun Buildup, with 5% reduced Attack Speed.

Related: Overwhelm, Singular Purpose
14
Shockwaves

Grants 25% increased Area of Effect after you have Stunned an enemy with a Two Handed Melee Weapon Recently.

Related: Shockwaves
15
Unerring Impact

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

Related: Unerring Impact

Limits and exceptions

12 rules
  • A weapon counts as Two-Handed only when its item class has that classification.
  • Two-Handed Melee excludes Bows, Crossbows, Staves, and Traps.
  • Spears are one-handed weapons even though they cannot be dual wielded.
  • Damage with Two-Handed Weapons applies to Attacks using the weapon, not unrelated Spells.
  • Staves and Traps cannot be used to make direct weapon Attacks.
  • A Bow remains Two-Handed while a Quiver is equipped.
  • Giant's Blood and The Bringer of Rain apply only to Two-Handed Axes, Maces, and Swords.
  • A two-handed weapon held in one hand through Giant's Blood still does not count as one-handed.
  • Giant's Blood triples the attribute requirements of all Martial Weapons.
  • The one-hand permission from Giant's Blood and The Bringer of Rain does not stack into an additional benefit.
  • Only the currently active and enabled weapon set supplies wielding conditions.
  • Two Augment Sockets is the default limit, not an absolute limit for every two-handed item.