Magic Weapon
From Diablo Wiki
Magic Weapon is a Conjuration Wizard skill unlocked at Level 20, making her weapon magical and increasing damage.
Contents |
Background
When the need for physical combat arrives, the Wizard is well prepared, fusing her weapon with magical energies, cutting deeper into her foes even when using such a mundane thing as a physical weapon.
Skill Rune Effects
The following is a very quick summary. See the Magic Weapon rune effects page for a more thorough description of rune effects, or any of the individual rune pages for numbers, screenshots, blue quotes, and much more.
| Name | Level | Description |
|---|
| Magic Weapon (database) Conjuration |
20 | Cost: 25 Arcane Power
|
| Electrify (database) |
27 | Attacks have a chance to cause lightning to arc to 3 nearby enemies, dealing 10% weapon damage as Lightning. |
| Force Weapon (database) |
35 | Increases the damage bonus of Magic Weapon to 15% damage, and gives up to a 2% chance to Knockback any enemies hit. |
| Conduit (database) |
38 | Attacks have a chance to restore 1 Arcane Power. |
| Venom (database) |
46 | Attacks poison enemies, dealing 15% weapon damage as Poison over 3 seconds. |
| Blood Magic (database) |
55 | Attacks recover 1.5% of damage caused as Life. |
Skill Design
This skill is clearly designed to enable a Wizard to play in the Battle-mage style, going melee combat for better or worse. The Wizard isn't really designed for that approach, but by pairing the melee damage with excellent equipment/weapon, and some intelligent defensive spell use, it may be a viable build.
Synergies
The following Wizard passives provide a benefit to Magic Weapon, runed or not:
| Name | Level | Description |
|---|
| Glass Cannon (database) Passive |
16 | Increases all damage done by 15%, but decreases Armor and resistances by 10%. |
| Arcane Dynamo (database) Passive |
55 | When you deal damage with a Signature spell you may gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 75% additional damage.
|
Development
Magic Weapon was first shown at BlizzCon 2008, when the Wizard debuted. Back then, it was a Tier V skill in the Conjuring Skill Tree. Together with spells like the VERY similar Weapon Mastery (gone), Damage Resistance (gone) and Spectral Blade (still in), it gave a hint of seeing the Wizard getting the capability of going melee.
Magic Weapon was also shown at BlizzCon 2009, but was unfortunately too high level to try out by the fans. There were, however, still doubts about the viability of a melee build, as Flux elucidated:[1]
One of the odder Wizard skills, seemingly designed for a melee fighting Wizard. We don’t know enough about weapon damage in general to have any idea if this is a big bonus or not. Nor do we know if this damage is boosted by attributes and +magical damage item modifiers. If so it’s possible that some Wizard builds could deal very good weapon damage. On the other hand, there are enough limits on which classes can use which weapons that Wizards might be limited in their melee damage no matter what they tried.
Skill tiers were removed for the July 2011 Press Event, allowing skills to unlock steadily from levels 1 to 30. Consequently, all skill levels were adjusted and Magic Weapon became a level 7 skill.
Beta
The Diablo III Beta started in September 2011, and while it ran, all of the skills continued to undergo extensive iteration. Skill changes varied from changing the levels the skills are unlocked, to changes in resource cost, damage, and even function. A few skills were removed altogether, and a few new ones were added. Also, the entire skill system received an overhaul with the Beta Patch 13 update in February 2012, with physical runes replaced by rune effects that automatically unlock at various levels for the different skills.
Magic Weapon remained at level 7 when the beta started. After trying it out, Flux again discussed its viability:[2]
The damage added is fairly minor, certainly compared to just about any spell attack, and this is purely of use for battle mages. (As has been observed on the known Diablo III legendary items, the amount of +%weapon damage found on gear is much lower than it was in Diablo II, and figures like +25-35% are the best to be found on even the Inferno-quality legendary items. Thus on that scale, +20% is a fairly big bonus, akin to something like +200% in Diablo II terms.)
With the Patch 13 changes, Magic Weapon was classified as a Conjuration skill and bumped all the way up to level 20, taking it out of play in the beta.
Previous Versions
See the Wizard skill archive for more details on previous versions of Magic Weapon and other Wizard skills.
Or see Magic Weapon (BlizzCon 2008) for the original version of this skill.
In Other Games
Magic Weapon is an modified version of Diablo II's Sorceress skill Enchant, but activated like a buff, rather than cast on a target (thus it’s only of use to the Wizard and can not be shared to others).
Media
Magic Weapon can be seen in action on video here:
- No videos yet.
You can find pictures in the Diablo III screenshot and picture gallery:
References
- BlizzCon 2009 Full Wizard Skill Trees
- Zediono's translation of JudgeHype's pre-beta report — IncGamers 1st Aug 2011
- Silva's Wizard Runestone Effects — IncGamers 5th Sep 2011
- Wizard Beta Skills Mega-report: Part Two — IncGamers 5th October 2011
- Wizard Active Skills — Blizzard's Official Diablo III Site
| Classes of the Diablo games |
Skills - Active skills - Skill runes - Passives - Resource - Movement ability [e] Barbarian Demon Hunter Monk Witch Doctor Wizard Followers Other Classes Fan-made |
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| The Barbarian | Fury - Barbarian Active Skills (Archive) | Barbarian Passive Skills (Archive) [e] | |||
|---|---|---|---|---|---|
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Primary Might |
Secondary Tactics |
Defensive Rage |
Pound of Flesh (10) |
Superstition (30) |
| (X) = the level at which the skill becomes unlocked. | |||||
| Barbarian skill categories: Primary Secondary Defensive Might Tactics Rage |
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Bash - Rune effects |
Cleave - Rune effects |
Frenzy - Rune effects |
[e] |
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Hammer of the Ancients - Rune effects |
Rend - Rune effects |
Seismic Slam - Rune effects |
Whirlwind - Rune effects |
[e] |
|
Ground Stomp - Rune effects |
Leap - Rune effects |
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Ignore Pain - Rune effects |
[e] |
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Ancient Spear - Rune effects |
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Overpower - Rune effects |
[e] |
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Weapon Throw - Rune effects |
Threatening Shout - Rune effects |
Battle Rage - Rune effects |
War Cry - Rune effects |
[e] |
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Earthquake - Rune effects |
Call of the Ancients - Rune effects |
Wrath of the Berserker - Rune effects |
[e] |
| Demon Hunter skill categories: Primary Secondary Defensive Hunting Devices Archery |
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Hungering Arrow - Rune effects |
Entangling Shot - Rune effects |
Bola Shot - Rune effects |
Grenades - Rune effects |
[e] |
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Impale - Rune effects |
Rapid Fire - Rune effects |
Chakram - Rune effects |
Elemental Arrow - Rune effects |
[e] |
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Caltrops - Rune effects |
Smoke Screen - Rune effects |
Shadow Power - Rune effects |
[e] |
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Vault - Rune effects |
Preparation - Rune effects |
Companion - Rune effects |
Marked for Death - Rune effects |
[e] |
|
Evasive Fire - Rune effects |
Fan of Knives - Rune effects |
Spike Trap - Rune effects |
Sentry - Rune effects |
[e] |
|
Strafe - Rune effects |
Multishot - Rune effects |
Cluster Arrow - Rune effects |
Rain of Vengeance - Rune effects |
[e] |
| Monk skill categories: Primary Secondary Defensive Techniques Focus Mantras |
|---|
|
Fists of Thunder - Rune effects |
Deadly Reach - Rune effects |
Crippling Wave - Rune effects |
Way of the Hundred Fists - Rune effects |
[e] |
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Lashing Tail Kick - Rune effects |
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[e] |
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Inner Sanctuary - Rune effects |
[e] |
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[e] |
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Cyclone Strike - Rune effects |
Seven Sided Strike - Rune effects |
Mystic Ally - Rune effects |
[e] |
|
Mantra of Evasion - Rune effects |
Mantra of Retribution - Rune effects |
Mantra of Healing - Rune effects |
Mantra of Conviction - Rune effects |
[e] |
| Witch Doctor skill categories: Primary Secondary Defensive Terror Decay Voodoo |
|---|
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Poison Dart - Rune effects |
Corpse Spiders - Rune effects |
Plague of Toads - Rune effects |
Firebomb - Rune effects |
[e] |
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Grasp of the Dead - Rune effects |
Firebats - Rune effects |
Haunt - Rune effects |
Locust Swarm - Rune effects |
[e] |
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Summon Zombie Dogs - Rune effects |
Horrify - Rune effects |
Spirit Walk - Rune effects |
Hex - Rune effects |
[e] |
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Soul Harvest - Rune effects |
Sacrifice - Rune effects |
Mass Confusion - Rune effects |
[e] |
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Zombie Charger - Rune effects |
Spirit Barrage - Rune effects |
Acid Cloud - Rune effects |
Wall of Zombies - Rune effects |
[e] |
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Gargantuan - Rune effects |
Big Bad Voodoo - Rune effects |
Fetish Army - Rune effects |
[e] |
| Wizard skill categories: Primary Secondary Defensive Force Conjuration Mastery |
|---|
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Magic Missile - Rune effects |
Shock Pulse - Rune effects |
Spectral Blade - Rune effects |
Electrocute - Rune effects |
[e] |
|
Ray of Frost - Rune effects |
Arcane Orb - Rune effects |
Arcane Torrent - Rune effects |
Disintegrate - Rune effects |
[e] |
|
Frost Nova - Rune effects |
Diamond Skin - Rune effects |
Slow Time - Rune effects |
Teleport - Rune effects |
[e] |
|
Wave of Force - Rune effects |
Energy Twister - Rune effects |
Hydra - Rune effects |
Meteor - Rune effects |
Blizzard - Rune effects |
[e] |
|
Ice Armor - Rune effects |
Storm Armor - Rune effects |
Magic Weapon - Rune effects |
Familiar - Rune effects |
Energy Armor - Rune effects |
[e] |
|
Explosive Blast - Rune effects |
Mirror Image - Rune effects |
Archon - Rune effects |
[e] |
| Followers | Kormac the Templar | Lyndon the Scoundrel | Eirena the Enchantress [e] | |||
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Level 10: |
Level 5: Level 10: |
Level 15: |
Level 15: Level 20: |
Level 25: Level 30: | ||
| Diablo III Other Classes | Diablo II Classes | Diablo I Classes [e] | ||||
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Archetypes: |
Archetype sub-types: |
Other classes: |
Diablo II: |
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| Fan-made Classes | Fan-made Skills [e] | ||||
|---|---|---|---|---|---|
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• Alchemist |
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• Ranger |
Dragon Warrior Skills |
Untainted Skills |
Aurian Mage Skill |
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Magic Missile