Rune Daggers |
Ungil's Gauche - It increases Attack Block Chance while Dual Wielding making it 27% with merely a second weapon, or 39% if you have two of these. If you plan to allocate Block Chance passives early it can make your character quite durable. It's good only in the early stages of the game. |
Required Level: 20
Required Dexterity: 31
Required Intelligence: 45
Damage: (14.4-16) to (61.2-68) Physical, 3-30 Lightning
Attacks per Second: 1.59
Critical Strike Chance: 6.30%
Physical DPS: (60.3-67.0)
Elemental DPS: 26.3
DPS: (86.6-93.3)
30% increased Global Critical Strike Chance
+12% Chance to Block Attack Damage while Dual Wielding
+(10-20) to Dexterity
(80-100)% increased Physical Damage
Adds 3 to 30 Lightning Damage
10% increased Attack Speed
50% increased Global Critical Strike Chance
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Replica Ungil's Gauche - You can use the Replica version for the same purpose as the original, it's even better at Blocking Attacks. The Damage here is so low that we would rather use it with Spells, not Attacks. |
Required Level: 20
Required Dexterity: 31
Required Intelligence: 45
Damage: 8-34
Attacks per Second: 1.59
Critical Strike Chance: 6.30%
Physical DPS: 33.5
Elemental DPS: N/A
DPS: 33.5
30% increased Global Critical Strike Chance
+18% Chance to Block Attack Damage while Dual Wielding
+(10-20) to Dexterity
10% increased Attack Speed
50% increased Global Critical Strike Chance
Chill Attackers for 4 seconds on Block
Shock Attackers for 4 seconds on Block
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Widowmaker - This dagger is bad. The modifiers on it are not particularly unique - you can find a Rare Weapon with better Stats. To level up a Spell Crit build we recommend the Storm Prison Wand instead. |
Required Level: 44
Required Dexterity: 63
Required Intelligence: 90
Damage: (50-55) to (114-119)
Attacks per Second: 1.40
Critical Strike Chance: (7.69%-8.19%)
Physical DPS: (114.8-121.8)
Elemental DPS: N/A
DPS: (114.8-121.8)
30% increased Global Critical Strike Chance
Adds (35-40) to (55-60) Physical Damage
(22-30)% increased Critical Strike Chance
+(30-40)% to Global Critical Strike Multiplier
100% increased Critical Strike Chance against Enemies on Full Life
1% of Attack Damage Leeched as Life on Critical Strike
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Heartbreaker - It significantly hastens the start of your ES Recharge, grants some Spell Damage, and Culling Strike. Because of that, you may consider it for a low-level Spellcaster character that has no means of Recovering Energy Shield beyond the basic Recharge. This should be addressed at some point making Heartbreaker obsolete by then. |
Required Level: 50
Required Dexterity: 71
Required Intelligence: 102
Damage: 16-64
Attacks per Second: 1.45
Critical Strike Chance: 6.30%
Physical DPS: 58.0
Elemental DPS: N/A
DPS: 58.0
30% increased Global Critical Strike Chance
(60-70)% increased Spell Damage
(40-80)% faster start of Energy Shield Recharge
+(60-100) to maximum Mana
Your Spells have Culling Strike
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Replica Heartbreaker - It's one of the very few ways to Impale with Spells, but most such builds will go for Entropic Devastation Gloves instead for a 100% Chance to Impale with Critical Strikes. Impale is only good if you're using a Physical Skill with a 100% Chance of Impaling. You may use it on makeshift Ethereal Knives, Bladefall, or Reap builds. It's still pretty bad there. |
Required Level: 50
Required Dexterity: 71
Required Intelligence: 102
Damage: 16-64
Attacks per Second: 1.45
Critical Strike Chance: 6.30%
Physical DPS: 58.0
Elemental DPS: N/A
DPS: 58.0
30% increased Global Critical Strike Chance
(60-70)% increased Spell Damage
(40-80)% faster start of Energy Shield Recharge
+(30-50) to maximum Life
20% increased Impale Effect
20% chance to Impale on Spell Hit
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Arakaali's Fang - It's used only for its immortal Spiders in various iterations of Arakaali's Fang Spider Minion builds. You can combine it with the Squire Shield to Support your Raise Spiders Skill with 3 additional Support Gems. |
Required Level: 53
Required Dexterity: 58
Required Intelligence: 123
Damage: (81-105) to (288.9-351) Physical, 1-59 Chaos
Attacks per Second: 1.20
Critical Strike Chance: 6.50%
Physical DPS: (221.9-273.6)
Elemental DPS: N/A
DPS: (257.9-309.6)
40% increased Global Critical Strike Chance
100% chance to Trigger Level 1 Raise Spiders on Kill
(170-200)% increased Physical Damage
Adds (8-13) to (20-30) Physical Damage
Adds 1 to 59 Chaos Damage
15% chance to Poison on Hit
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The Consuming Dark - It's very good in a Poison Detonate Dead Occultist. Fire Spells like Detonate Dead benefit greatly from increases to the Skill Gem Level, and as it's often found on Rare Weapons, the Damage Conversion and huge bonus Poison Chance cause this weapon to be much more convenient. |
Required Level: 53
Required Dexterity: 58
Required Intelligence: 123
Damage: 22-87
Attacks per Second: 1.20
Critical Strike Chance: 6.50%
Physical DPS: 65.4
Elemental DPS: N/A
DPS: 65.4
40% increased Global Critical Strike Chance
+1 to Level of all Fire Spell Skill Gems
+(20-40) to Intelligence
(40-60)% increased Fire Damage
30% of Fire Damage Converted to Chaos Damage
Your Chaos Damage has 60% chance to Poison Enemies
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Cold Iron Point - The additional 3 levels to any Physical Spell will significantly improve your DPS. This weapon has to be used in a fully Physical or Chaos type of build as it disables Elemental Damage, which is why it's often seen in Poison builds. Spells like Blade Vortex, Seismic Trap, or Bladefall will make good use of it. |
Required Level: 62
Required Dexterity: 95
Required Intelligence: 131
Damage: 20-79
Attacks per Second: 1.40
Critical Strike Chance: 6.30%
Physical DPS: 69.3
Elemental DPS: N/A
DPS: 69.3
30% increased Global Critical Strike Chance
+3 to Level of all Physical Spell Skill Gems
Deal no Elemental Damage
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Replica Cold Iron Point - The Replica version of this weapon is excellent in Spell builds wing a Cold Spell to deal non-Cold Damage - it can be Converted to Fire or Chaos, or used to cause Ignite via Igniting Conflux or Elementalist's Shaper of Flames. |
Required Level: 62
Required Dexterity: 95
Required Intelligence: 131
Damage: 20-79
Attacks per Second: 1.40
Critical Strike Chance: 6.30%
Physical DPS: 69.3
Elemental DPS: N/A
DPS: 69.3
30% increased Global Critical Strike Chance
+3 to Level of all Cold Spell Skill Gems
Deal no Cold Damage
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Mark of the Doubting Knight - It's really bad and not even that unique. It makes little sense to use it to cause Bleeding or Poison on Critical Strike as it has no DoT modifiers and low base damage. Chance to cause Bleeding or Poison can be easily gained from passives and other items. |
Required Level: 64
Required Dexterity: 76
Required Intelligence: 149
Damage: (84-88.8) to (332.5-351.5)
Attacks per Second: 1.08
Critical Strike Chance: 6.50%
Physical DPS: (224.9-237.8)
Elemental DPS: N/A
DPS: (224.9-237.8)
50% increased Global Critical Strike Chance
+5% Chance to Block Attack Damage while Dual Wielding
(250-270)% increased Physical Damage
10% reduced Attack Speed
+(6-10)% to all Elemental Resistances
50% chance to Cause Bleeding on Critical Strike
50% chance to Cause Poison on Critical Strike
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Bino's Kitchen Knife - It's a fairly strong item for a Poison build that struggles with clear speed. Because of that, it's not used by Pathfinders as they already Proliferate their Poison with Master Toxicist passive. We recommend swapping this weapon as you clear maps using an Attack or Spell with a very poor clear speed like Viper Strike. It also increases your Crit Chance and Crit Multiplier and it may be good for a Perfect Agony and Toxic Delivery archetype. |
Required Level: 65
Required Dexterity: 81
Required Intelligence: 117
Damage: (150-165) to (296-321)
Attacks per Second: 1.40
Critical Strike Chance: (8.82%-9.45%)
Physical DPS: (312.2-340.2)
Elemental DPS: N/A
DPS: (312.2-340.2)
30% increased Global Critical Strike Chance
Adds (140-155) to (210-235) Physical Damage
(40-50)% increased Critical Strike Chance
+(15-25)% to Global Critical Strike Multiplier
+(8-12)% to Chaos Resistance
On Killing a Poisoned Enemy, nearby Enemies are Poisoned and nearby Allies Regenerate 200 Life per second
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Divinarius - Divinaruis is a very good weapon for any Critical Strike Spell build. Spell builds usually want an extra level or two to the specific Skill Gem on their weapon, while Attack build will most likely benefit more from a weapon with high DPS, so you will see Divinarius is generally used in builds in which Critical Strike Chance and Multiplier are especially important or hard to get. It's great in a Dark Pact Occultist as it scales better with your Maximum Life rather than Gem Level. |
Required Level: 66
Required Dexterity: 95
Required Intelligence: 131
Damage: 18-73
Attacks per Second: 1.50
Critical Strike Chance: 6.30%
Physical DPS: 68.2
Elemental DPS: N/A
DPS: 68.2
30% increased Global Critical Strike Chance
(150-200)% increased Spell Damage
Gain (100-200) Life per Enemy Killed
Gain (50-100) Mana per Enemy Killed
30% increased Area of Effect
(200-250)% increased Critical Strike Chance for Spells if you've Killed Recently
+(60-100)% to Critical Strike Multiplier for Spells if you haven't Killed Recently
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White Wind - Requires an empty off-hand to benefit from a major Spell Suppression bonus and increased Cold Damage. It's usually not worth sacrificing your off-hand slot for it, but you can still make good use of this weapon as we did in this Frost Blades Perma-freeze Raider. It has decent Cold Damage and a lot of Evasion, but an expensive Rare weapon will probably be preferable, not to mention a Shield will get you better defenses too, just not in these quantities. |
Required Level: 66
Required Dexterity: 95
Required Intelligence: 131
Damage: 18-73 Physical, (160-190) to (280-320) Cold
Attacks per Second: (1.65-1.72)
Critical Strike Chance: 6.30%
Physical DPS: (75.1-78.5)
Elemental DPS: (363.0-439.9)
DPS: (438.1-518.4)
30% increased Global Critical Strike Chance
Adds (160-190) to (280-320) Cold Damage
(10-15)% increased Attack Speed
+(1000-1500) to Evasion Rating
+(30-40)% chance to Suppress Spell Damage while your Off Hand is empty
(100-200)% increased Cold Damage while your Off Hand is empty
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Vulconus - It's sometimes used in Blade Blast, Bladefall, Blade Vortex, or even Blade Trap builds, but can be implemented in almost any Physical Damage build because it converts all that Damage into Fire (50% by default, and 50% from Avatar of Fire which is up only half the time). If the enemy is Bleeding and Ignited, the damage gets increased by 200%. You can cause Bleeding with Physical Damage if Avatar of Fire is off or with Reaper Minion if your Damage is always Converted, which it probably should be. The weapon grants a lot of Crit Chance and Armour too, but you need to be aware when you're affected by Avatar of Fire to fully benefit from it, and most players just don't like that playstyle. It's good in most Elemental/Fire Damage Crit builds - Spell or Attack ones, as long as you meet the conditions for extra damage. A good Rare is still better in most cases. |
Required Level: 68
Required Dexterity: 76
Required Intelligence: 149
Damage: (109-134) to (232-247) Physical, (130-160) to (220-240) Fire
Attacks per Second: 1.20
Critical Strike Chance: 6.50%
Physical DPS: (204.6-228.6)
Elemental DPS: (210.0-240.0)
DPS: (414.6-468.6)
40% increased Global Critical Strike Chance
Adds (85-110) to (135-150) Physical Damage
Adds (130-160) to (220-240) Fire Damage
50% chance to cause Bleeding on Hit
(70-100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70-100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160-200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
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