Favorite Weapon, type, specific, and why? |
The Black Wyrm's Lair Terms of Use | Help Search Members Calendar |
Favorite Weapon, type, specific, and why? |
Oct 24 2004, 01:42 AM
Post
#1
|
|
The Raven Mod Developer Posts: 590 Joined: 4-September 04 From: California, USA |
What is your favorite type of weapon? What is your favorite weapon in that category? And, why do you like this weapon? Please try to include an item description. If you don't know what it is, go to this page.
My favorite type is the long sword. I like the Blade of Roses, which can be bought off of Bernard in the Copper Coronet at some point in the game. I like this weapon mainly because of the description, but also because it is a powerful weapon to be wielded by a swashbuckler. Normally when I play the game I play as a swashbuckler and wield that and the Flame Tongue. But once I get the Equalizer I use that. At that point there is no stopping me. The weapon is very cool, and I like the bam a lot, too. This blade possesses an unearthly splendor, and it is likely that Sune, the goddess of beauty and passion, had a hand in its creation. The effect it has on the wielder is immediate, and more than once in its history has this sword has been the secret behind a lackluster soldier's sudden elevation at court. STATISTICS: Equipped Abilities: Charisma: +2 bonus THACO: +3 bonus Damage: 2D4 + 3 Damage type: slashing Weight: 3 Speed Factor: 2 Proficiency Type: Long sword Type: 1-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage -------------------- And can we finally say that the bhaal spawn idea has had the final nail hammered in its coffin?
Member of the World Transition Project And the raven, never flitting, still is sitting, still is sitting On the pallid bust of Pallas just above my chamber door; And his eyes have all the seeming of a demon's that is dreaming, And the lamp-light o'er him streaming throws his shadow on the floor; And my soul from out that shadow that lies floating on the floor Shall be lifted - nevermore! Like dealing with terrorists by giving them explosives |
|
|
Oct 24 2004, 03:12 AM
Post
#2
|
|
Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
I prefer long sword as well, and I always use several (pity you can only take along three or four) depending on the situation and the properties of the weapon. (BTW: your link about resulted for me to an link error.)
|
|
|
Oct 24 2004, 03:30 AM
Post
#3
|
|
Forum Member Posts: 207 Joined: 5-October 04 |
I generally like the Quarter Staff class of weapons. I must admit, much of my like comes from playing Dungeon Siege 1 (Staves had a sweet set of combat animations in that game), but some of it comes from the nicely balanced way they work in BGII.
Staves do decent damage, have high speed, and have some fairly nice effects. Additionally, they tend to be ignored in favour of the more popular Long Sword/Katana class weapons, so its always fun going through the game using the less used weapons. Of the staves in the game, these are my favs. Staff of Thunder and Lightning Upgraded Staff of the Ram Cernd's Staff. |
|
|
Oct 24 2004, 03:39 AM
Post
#4
|
|
The Raven Mod Developer Posts: 590 Joined: 4-September 04 From: California, USA |
that's odd. i just clicked on it and it worked for me. What ISP are you using? the page is just text, so if you just saw text and exited, you might want to check again.
-------------------- And can we finally say that the bhaal spawn idea has had the final nail hammered in its coffin?
Member of the World Transition Project And the raven, never flitting, still is sitting, still is sitting On the pallid bust of Pallas just above my chamber door; And his eyes have all the seeming of a demon's that is dreaming, And the lamp-light o'er him streaming throws his shadow on the floor; And my soul from out that shadow that lies floating on the floor Shall be lifted - nevermore! Like dealing with terrorists by giving them explosives |
|
|
Oct 24 2004, 03:50 AM
Post
#5
|
|
Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
I guess you don't mean this text
QUOTE Referrer Link Error On every single HTML page of GameFAQs is the following request: Feel free to link to this page, but not directly to the FAQs.. You're seeing this error message because it appears that you're linking from an external site directly to one of the text files stored at GameFAQs. GameFAQs is not a free public file server. Bandwidth costs money, and when sites link directly to files stored on the site, it becomes both a financial and resource drain. We've tried asking, but some sites simply don't care, so now we've implemented a technical solution. Your browser is reporting that you linked to a GameFAQs-hosted FAQ from http://forums.blackwyrmlair.net/index.php?...topic=375&st=0&. There are four possible reasons you are seeing this message: 1. You came from a direct link to a FAQ on GameFAQs from another site, and your link was properly blocked. See the paragraph above for why. 2. Your web browser is passing improper URL data in the Referrer header. Your web browser may be over-compensating for a mistake you made in the address bar, and passing this information unintentionally. To fix this, just click the "Home" link on the left and surf normally. 3. Your web browser is passing forged URL data in the Referrer header. Some browsers can be configured to hide referrer information, but instead of passing a blank header, it passes a forged one. To fix this, change your browser's security settings. If you are using Opera and having problems, try viewing this page for some pointers. 4. You are behind a firewall or proxy server, and it is passing forged URL data in the Referrer header. If you are using one of these services, you or your network administrator may need to change the configuration. That's what I'll get to see when I try to open the link. I'm using Netscape 7.1 Appearently they blocked direct links. I was transferred to "http://www.gamefaqs.com/nolink.html" This post has been edited by jastey: Oct 24 2004, 03:52 AM |
|
|
Oct 24 2004, 04:17 AM
Post
#6
|
|
The Raven Mod Developer Posts: 590 Joined: 4-September 04 From: California, USA |
:lol: No, I definitely do not mean that text. That's odd, because I click on the link and I go to that site. I wonder why that happens. I guess I'll just post the whole thing then...... wow, this is going to be long....
Item Descriptions for Baldur's Gate 2-GameFAQ's AX1H01 - Battle Axe The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. STATISTICS: Damage: 1D8 Damage type: slashing Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H02 - Battle Axe +1 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. This is a magical axe. STATISTICS: THAC0: +1 bonus Damage: 1D8 + 1 Damage type: slashing Weight: 7 Speed Factor: 6 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H03, AX1H11 - Battle Axe +2 The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +2 bonus Damage: 1D8 +2 Damage type: slashing Weight: 5 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H04 - Throwing Axe The hand axe or throwing axe is also known as a hatchet. The axe blade has a sharp steel tip, counterbalanced by a pointed fluke. The short handle has a point of the bottom and the head may have a spike on the top. STATISTICS: Damage: 1D6 +1 Damage type: missle (piercing) Weight: 5 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H05, AX1H06 - Throwing Axe +2 This throwing axe has not only been finely balanced for use as a missile weapon but has also been the subject of significant magical enhancement. As a result, it is both more damaging and more accurate than any non-magical weapon of a similar style. STATISTICS: THACO: +2 bonus Damage: 1D6 + 3 Damage type(melee): slashing Damage type(thrown): missile (piercing) Special: Returns to users hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H07 - Bala's Axe Bala's Axe - Wizard Slayer: Bala was a foul-tempered prince of a gully dwarf clan, which was enslaved by a cruel elven mage in Thesk. Though Bala managed to escape the more cowardly traits of his race he was even more filthy and obnoxious than the average gully dwarf. Sickened of his enslavement, Bala crept into the mage's lair and cracked the elf's skull open. Although rumor has it that it was the dwarf's stench that overcame the mage, it was, in fact, his enchanted axe that dispelled the elf's magical defenses. It is obvious from the poor workmanship that Bala himself crafted the axe. The mystery lies in where its power originates. After a lengthy career of mage-slaying, Bala died, never having revealed his secret to those who were willing to risk a lice infestation by approaching him. Some say that the axe was powered by Bala's intense hatred of wizards. The axe gives the owner the ability to dispel magic once a day. STATISTICS: Damage: 1D8 Damage type: slashing Special: Miscast Magic affects victim on each successful hit Miscast Magic: Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell it has an 80% chance of failure. Creatures can save vs spells to avoid the affect, but do so at -2. Weight: 6 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H08 - Hangard's Axe +2 Hangard's Axe of Hurling If this weapon had a lofty beginning, it has been overshadowed by the exploits of its most famous owner, Hangard the dwarf. Hangard made a habit of trying to knock melons and apples off the heads of comrades. He missed more often than not, due in part to an unfortunate fondness for ale. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made THACO: +2 bonus Damage: 1D6 + 2 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H09 - Rifthome Axe +3 Rifthome Axe This Axe of Hurling is one of the most heavily enchanted weapons of its type. Its markings are vaguely dwarven, but no dwarf yet encountered on Faerun has claimed a kinship with the maker. This causes some to speculate that it may not be the product of a terrestrial dwarven hand, rather some extra-planar variant. Dwarves laugh this off, of course, claiming the maker likely has no time for nosey scholars. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made THACO: +3 bonus Damage: 1D6 + 3 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 2 Speed Factor: 1 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H10 - Azuredge Axe +3 Azuredge Axe +3 Gulen Rockfire, Slayer of Undead, crafted this powerful throwing axe expressly for reinforcing his claim to his namesake. Blessed by a cross-section of gods, this weapon does phenomenal damage against creatures unwisely rebelling against their deceased status, and can potentially destroy them in a single blow. Obviously Gulen no longer carries Azuredge, and it is rumored that he died fighting a powerful vampire years ago, only to rise as one himself. This may have softened his stance regarding the undead, at the very least prompting a change of name. STATISTICS Combat Ability: 1-6 +4 extra damage to undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Damage: 1D6 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 2 Speed Factor: 1 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Any Neutral or Evil Character Druid Cleric Mage Thief AX1H12 - Battle Axe +3, Stonefire Stonefire, Battle Axe +3 The Stonefires were an old lineage of dwarves, and the eldest male of the line carried this axe, an heirloom of utmost importance. Unfortunately they were decimated in 1150DR, falling in a mere two years to a mysterious plague. Ulgan, keeper of the axe, fled in the hopes of escaping the inevitable, but he died several weeks later. His body was found in the Cloakwood Forest, but the axe was missing. STATISTICS THAC0: +3 bonus Damage: 1D8 +3, +2 points fire damage to target Damage type (melee): slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H13 - Battle Axe +3, Frostreaver Frostreaver, Battle Axe +3 This was the axe of Illgarth, a Frost Giant that terrorized northern communities long ago. It is not known where he acquired the weapon, but he took a perverse pleasure in unleashing it upon small folk, particularly halflings. Ice and acid maimed those not killed, and the giant would laugh coldly if he recognized his handiwork from a previous visit. Ultimately a group did manage to kill him, and at the request of his victims Frostreaver was buried with him. STATISTICS Combat Ability: + 1 point cold damage to target + 1 point acid damage to target THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H14 - Axe of the Unyielding +3 (Throne of Bhaal) This axe was last seen in the gnarled fists of Glimred Heavyhand, an aging dwarven hero who disappeared in the deepest caverns beneath the Marching Mountains. STATISTICS Equipped Abilities: Improves AC by 1 User regenerates 1 hp/round THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 7 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H15 - Axe of the Unyielding +5 (Throne of Bhaal) Enhanced by the magic of the Baalor's Claw, the Axe of the Unyielding is now the most fearsome of weapons - a vorpal edged axe capable of severing an opponents head with a single blow. STATISTICS Equipped Abilities: Improves AC by 1 User regenerates 3 hp/round Increase user's constitution by +1 Combat Abilities: 10% chance of instantly killing an opponent by decapitation with each successful attack THAC0: +5 bonus Damage: 1D8 +5 Damage type: slashing Weight: 5 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief AX1H16 - K'logarath +4 (Throne of Bhaal) The origins of this throwing axe are known only to denizens of the Underdark. What is known is that clans of duergar have gone to war simply to possess this artifact. STATISTICS: Combat Abilities: Axe returns to the wielder's hand instantly after an attack is made Target must save vs death or be knocked down and take 2D6 extra damage with each successful hit THACO: +4 bonus Damage: 1D6 + 4 Damage type (melee): slashing Damage type (thrown): missile (piercing) Special: Returns to user's hand once thrown Weight: 1 Speed Factor: 0 Proficiency Type: Axe Type: 1-handed Requires: 4 Strength Not Usable By: Druid Cleric Mage Thief AX1H17 - Battle Axe +3 (Throne of Bhaal) The most common version of the battle axe is a stout pole about four feet in length with a single-edged, trumpet-shaped blade mounted on one end. Battle axes are also called broad axes. Magical battle axes are normally crafted by dwarves to help defend their warriors against their harsher neighbors. This magical axe has seen many battles but its enchantments and craftsmanship make it a very capable weapon still. STATISTICS: THAC0: +3 bonus Damage: 1D8 +3 Damage type: slashing Weight: 4 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Requires: 10 Strength Not Usable By: Druid Cleric Mage Thief BLUN01 - Club Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. STATISTICS: Damage: 1D6 Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type:Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN02, BLUN08 - Flail The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon was originally used as a tool for threshing grain. STATISTICS: Damage: 1D6 +1 Damage type: crushing Weight: 15 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN03 - Flail +1 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. The weapon has been enhanced magically, effectively forming a bond between the weapon and its wielder. STATISTICS: Damage: 1D6 + 2 THACO: +1 Damage type: crushing Weight: 12 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN04, BLUN11 - Mace The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1D6 + 1 Damage type: crushing Weight: 8 Speed Factor: 7 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN05 - Mace +1 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: THACO: +1 Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN06 - Morning Star The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Some such weapons have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. STATISTICS: Damage: 2D4 Damage type: crushing Weight: 12 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN07 - Morning Star +1 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. This particular one is mounted with a golden head that has been magically enhanced so as to improve performance and escape the malleability of gold. STATISTICS: THACO: +1 Damage: 2D4 +1 Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN09 - Kiel's Morningstar Kiel's Morningstar: This is the morningstar of Kiel the Legion-Killer, first-born son of Durlag Trollkiller and Clan-prince of his father's ill-fated tower. He was wielding it in his final hour as he rushed to warn his father of the doppelgangers' infiltration of their Clan-home. It is said that the intensity of his rage in these final moments permanently imprinted itself upon the weapon. All who wield it are overcome with this battle anger whenever an enemy is sighted. STATISTICS: Damage: 2D4+3 THAC0: +3 Damage type: crushing Special: This weapons is cursed and instills a berserker fury in its wielder Weight: 10 Speed Factor: 4 Proficiency Type: Spiked Weapons Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN10 - The Root of the Problem The Root of the Problem Club +1, +3 vs. unnatural creatures This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers. STATISTICS: THAC0: +1, +3 vs. unnatural creatures Damage: 1D6 +1, +3 vs. unnatural creatures, +1 acid damage Damage type: crushing and acid Weight: 3 Speed Factor: 3 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN12 - Mace of Disruption +1 Mace of Disruption +1 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. STATISTICS: Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed THACO: +1 Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN13 - Flail +2 The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced. STATISTICS: THACO: +2 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 12 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14 - Flail of Ages +3 This flail has been in the care of Lord Arnise for some time, a relic of his adventuring youth. It has been kept disassembled, the individual pieces stored in separate locations, and only used in the direst of emergencies. Lord Arnise was likely concerned about the powerful magic that the weapon radiated when compiled, and rightfully so. A trail of destruction has followed it through history, leading straight back to the original owners. The flail was the creation of the warlike Rakshasa, a race of vengeful spirits that crave human meat, and used as an adaptable weapon that could suit any battle. During a particularly violent hunt the flail was lost, only to be returned when they used their affinity for magic to locate its powerful aura. They discovered that the weapon had found its way into the hands of a great human warrior, and the battle that followed was truly splendid. They have since used the item as bait countless times, 'losing' it again and again. Powerful items gravitate towards powerful people, and powerful people yield the most glorious battles. STATISTICS: Combat Abilities: A chance each hit that target will be slowed (no saving throw) THACO: +3 bonus Damage: 1D6 + 4, +1 Acid Damage, +1 Cold Damage, +1 Fire Damage Damage type: crushing Weight: 10 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14A - Flail Head (Cold) This is one of three flail heads belonging to Lord Arnise. Not all three heads are required to assemble the flail. BLUN14B - Flail Head (Fire) BLUN14C - Flail Head (Acid) BLUN14D - Flail of Ages (Fire + Cold) This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Fire Damage, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14E - Flail of Ages (Acid + Cold) This two-headed flail causes fire and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Acid Damage, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14F - Flail of Ages (Fire + Acid) This two-headed flail causes acid and cold damage. If the other head for the Flail of Ages could be found, it would make this weapon more powerful. STATISTICS: Damage: 1D6 + 3, +1 Fire Damage, +1 Acid Damage Damage type: crushing Weight: 10 Speed Factor: 7 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14G - Flail of Ages (Cold) This one-headed flail causes cold damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Cold Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14H - Flail of Ages (Fire) This one-headed flail causes fire damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Fire Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN14I - Flail of Ages (Acid) This one-headed flail causes acid damage. If the other heads for the Flail of Ages could be found, they would make this weapon more powerful. STATISTICS: Damage: 1D6 + 2, +1 Acid Damage Damage type: crushing Weight: 10 Speed Factor: 6 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN15 - Morning Star +2 The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind. STATISTICS: THACO: +2 Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN16 - Morningstar +2: The Sleeper Morningstar + 2: The Sleeper This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarf and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any human, dwarf, gnome, or halfling by inducing deep slumber, though elves are conveniently immune. STATISTICS Combat Ability: Any human or demi-human, excluding elves, hit by the Sleeper must save vs. poison with a +4 bonus or fall asleep for 18 seconds. THACO: +2 bonus Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN17 - Morningstar +2: Wyvern's Tail Morningstar +2: Wyvern's Tail The large spike at the head of this morningstar is actually the lethal stinger of a wyvern. The mage-fighter Sedej created this weapon, using his magical abilities to keep the stinger capable of producing poison. The magic he used has actually made the Wyvern's Tail a living weapon, that pulses with life in the hands of its wielder. STATISTICS Combat Abilities: Victims must make a saving throw vs. poison or take 5 hit points of poison damage THACO: +2 Damage: 2D4 +2 Damage type: crushing Weight: 9 Speed Factor: 5 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN18 - Mace +3: Skullcrusher Mace +3: Skullcrusher This mace is permanently bloodstained; a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those that wielded it seem to have been purposely left out of historic record. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 4, +2 extra damage to humanoid creatures Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN19 - Mace +2: Mauler's Arm Mace +2: Mauler's Arm Jurrg the Mauler was proud chieftain of a northern tribe, but feared he would be the last of his family to lead. His son Kullen was sickly, and clearly couldn't meet the traditional requirements of strength for a chieftain. Jurrg knew that wise leadership took more than brawn, however, so he bargained to enchant this mace such that it would cover Kullen's weakness. Who Jurrg made the deal with is unknown, but the cost was apparently high. Kullen came to rule soon after. STATISTICS: Equipped Ability: Increases wielder's strength to 18 THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief BLUN20 - Mace +1: Ardulia's Fall Mace +1: Ardulia's Fall Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan. STATISTICS: Combat Ability: A creature hit by this mace must make a saving throw vs. spells at +3 or be slowed for 12 seconds THAC0: +1 bonus Damage: 1D6 + 2 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN21 - Mace +2 The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of his hand. STATISTICS: THACO: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 7 Speed Factor: 5 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN22 - Club +3, Blackblood Club +3: Blackblood This oak club is coated with darkened dried globs of a tar-like substance. During battle this substance glows black with an inner light, and becomes thick and fluid. When the club strikes an opponent it delivers additional acid damage from the liquid splashing over the victim. STATISTICS: THAC0: +3 bonus Damage: 1D6 + 3, +3 acid damage Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN23 - Bone Club +2, +3 vs. Undead Bone Club +2, +3 vs. Undead This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of his hatred would have served on its own. STATISTICS: THAC0: +2, +3 vs. Undead Damage: 1D6 + 2, +3 vs. Undead Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN24 - Club +2, Gnasher Club +2: Gnasher Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests. STATISTICS: THAC0: +2 bonus Damage: 1D6 + 2, slivers add 2 points extra damage each round for four rounds Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN25 - Mace of Disruption +2 Mace of Disruption +2 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more powerful undead. STATISTICS: Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Immunity to Level Drain THACO: +2 Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief HLOLTH - Handmaiden's Mace This mace has been crafted finely by the drow, and specially treated to survive the glare of the sun. It is made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact. The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight. STATISTICS: Combat Ability: A creature hit by this mace must make a saving throw vs. poison or suffer 2 points of damage each round for 10 rounds. THAC0: +2 bonus Damage: 1D6 + 3 Damage type: crushing Weight: 8 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Any who are not either Elf or Half-Elf Evil Clerics BLUN26 - Club of Detonation +3 (Throne of Bhaal) This crude wooden club burns with the raging spirit of the demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally, however, the demon's wrath escapes in a fiery blast. STATISTICS: Combat Abilities: 20% chance target will take an additional 10 points of fire damage with each successful attack 7% chance a fireball will automatically detonate with each successful attack THAC0: +3 bonus Damage: 1D6 + 3, +3 fire damage Damage type: crushing Weight: 3 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN27 - Club of Detonation +5 (Throne of Bhaal) The enchantments from the Ring of Fire resistance makes the demon spirit trapped within this weapon easier to control - though the wrath of the creature may occasionally still be released without warning. STATISTICS: Combat Abilities: 30% chance target will take an additional 15 points of fire damage with each successful attack 5% chance a fireball will automatically detonate with each successful attack THAC0: +5 bonus Damage: 1D6 + 5, +5 fire damage Damage type: crushing Weight: 1 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN28 - Storm Star +3 (Throne of Bhaal) This magical weapon is of ancient design, thought to have been devised in Netheril. It crackles with spectacular arcs of lightning when wielded. STATISTICS: THACO: +3 bonus Damage: 1D6 + 4, +1D6 electrical damage Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN29 - Storm Star +5 (Throne of Bhaal) Infused with the other worldly Starfall Ore, the powers of this already formidable weapon are greatly enhanced. STATISTICS: Equipped Abilities: +20% to electrical resistance Combat Abilities: 5% chance of casting chain lightning on target with each successful attack THACO: +5 bonus Damage: 1D6 + 6, +1D6 electrical damage Damage type: crushing Weight: 4 Speed Factor: 2 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN30 - Flail of Ages +5 (Throne of Bhaal) With the addition of the fifth and final head to this weapon created by the evil Rakshasa race the true potential of the Flail of Ages is finally realized. STATISTICS: Equipped Abilities: Free Action 5% bonus to Magic Resistance Combat Abilities: 33% chance each hit that target will be slowed (no saving throw) THACO: +5 bonus Damage: 1D6 + 6, +2 Acid Damage, +2 Cold Damage, +2 Fire Damage, +2 Poison Damage, +2 Electrical Damage Damage type: crushing Weight: 8 Speed Factor: 2 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN30A - Flail Head (Poison) (Throne of Bhaal) BLUN30B - Flail Head (Electric) (Throne of Bhaal) BLUN30C - Flail of Ages +4 (Throne of Bhaal) This four-headed flail causes fire, cold, acid and poison damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities: 33% chance with each successful attack that the target is slowed (No Save) THAC0: +4 Damage: 1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Poison Damage Damage type: crushing Weight: 9 Speed Factor: 3 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN30D - Flail of Ages +4 (Throne of Bhaal) This four-headed flail causes fire, cold, acid and electrical damage. If the fifth head for the Flail of Ages could be found, it would make this awesome weapon even more powerful. STATISTICS: Combat Abilities: 33% chance with each successful attack that the target is slowed (No Save) THAC0: +4 Damage: 1D6 + 5, +1 Fire Damage, +1 Cold Damage, +1 Acid Damage, +1 Electrical Damage Damage type: crushing Weight: 9 Speed Factor: 3 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN31 - Club +3 (Throne of Bhaal) Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use. This particular club has been magically enhanced. STATISTICS: THAC0: +3 bonus Damage: 1D6 +3 Damage type: crushing Weight: 1 Speed Factor: 1 Proficiency Type:Club Type: 1-handed Requires: 5 Strength Not Usable By: Mage BLUN32 - Flail +3 (Throne of Bhaal) The flail is a sturdy wooden handle attached to an iron rod, a wooden rod with spikes, or a spiked iron ball. Between the handle and its implement is either a hinge or chain link. This particular flail has been magically enhanced. STATISTICS: THACO: +3 bonus Damage: 1D6 + 4 Damage type: crushing Weight: 11 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength Not Usable By: Druid Mage Thief BLUN33 - Mace +3 (Throne of Bhaal) The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft. STATISTICS: THACO: +3 Damage: 1D6 + 4 Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Requires: 10 Strength Not Usable By: Druid Mage Thief BLUN34 - Morning Star +3 (Throne of Bhaal) The morning star is a wooden shaft topped with a metal head made up of a spiked iron sheath. Morning stars have an overall length of about four feet. Enchantments have made this morning star lighter, faster, and far more deadly than a normal weapon of this kind. STATISTICS: THACO: +3 Damage: 2D4 +3 Damage type: crushing Weight: 8 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BLUN35 - Ice Star +4 (Throne of Bhaal) The head of this morning star appears to be forged from unbreakable ice-blue crystal. The handle is chill to the touch, and the wielder is surrounded by a soothing nimbus of cool air which protects against even magical fire. STATISTICS: +20% Fire Resistance THACO: +4 Damage: 2D4 +4 +1-4 extra cold damage Damage type: crushing Weight: 8 Speed Factor: 4 Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 11 Strength Not Usable By: Druid Mage Thief BOW01 - Composite Long Bow Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility and makes arrows fired from this bow deliver more damage. To wield such a powerful bow requires a strength of 18. STATISTICS: THAC0: +1 bonus Damage: +1 Weight: 10 Speed Factor: 7 Proficiency Type: Longbow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW02 - Composite Long Bow +1 Composite bows are long bows or short bows whose staves are made from more than one type of material. This gives greater flexibility, and thus better range. These were developed after the normal long bow. This magical bow requires a strength of 18 to wield. STATISTICS: THACO: +2 bonus Damage: +1 bonus Weight: 9 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW03 - Long Bow The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. It has two advantages over the short bow: better range and hence, it is much more accurate. STATISTICS: THACO: +1 bonus Weight: 3 Speed Factor: 7 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW04 - Long Bow +1 The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. This one has been enhanced with magical properties, giving it an air of perfection. STATISTICS: THACO: +2 bonus Weight: 3 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW05 - Short Bow Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on the average. As the years passed, attempts were made to increase bow ranges. Bows were either given longer staves or flexibility was increased with no change to the length. The former resulted in what is now called the long bow. STATISTICS: Weight: 2 Speed Factor: 6 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW06 - Short Bow +1 Short bows were the first to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. This is a magical short-bow, giving the user an additional +1 to hit. STATISTICS: THAC0: +1 bonus Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW07 - Long Bow of Marksmanship Long bow of marksmanship: 'The Dead Shot' Driven by years of rivalry, the Dukes of Spandeliyon and Delthuntle decided to organize a private contest that would proclaim the better archer between them. Both boasted the power of their magical bows, but that wasn't enough for Edwall Dest, Duke of Spandeliyon. He arranged for the theft of his opponent's bow, and on the day of the contest he couldn't help gloat in his advantage. The Duke of Delthuntle, known only as Raymond, demanded a demonstration of Edwall's skill on a scarecrow that he had placed. Edwall Dest drew his longbow and released the arrow with determination, not stopping to think how uncannily the target resembled himself. The missile split the large voodoo doll's head in twain, and at that moment Edwall's head did much the same. STATISTICS: THACO: +3 Weight: 2 Speed Factor: 5 Proficiency Type: Bow Weapons Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW08, BOW99 - Eagle Bow (Short Bow +2) Short bow, eagle bow: 'Protector of the Dryads' In order to protect their community from an encroaching orc logging encampment, the hero Hannable the White was given this magnificent bow by the dryads of Gulthmere Forest. A deadly confrontation followed when the loggers dared to try and cut down a great oak tree, nearly killing the dryad linked to it. With the help of powerful forest animals Hannable slew entire bands of orcs before any more damage was inflicted upon the wood. The orcs were forced to abandon their plans, lest they suffer the continued wrath of Hannable and the forest. Needless to say, the hero who aided the grateful dryads lived happily . . . nay, VERY happily ever after! STATISTICS: THAC0: +2 Weight: 2 Speed Factor: 4 Proficiency Type: Bow Weapons Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage BOW09 - Ripper +2 Ripper +2 This composite longbow was one of many made by a half-elven craftsman whose name has been lost to history. At one time there were several hundred in use, a favorite of scouts who patrolled the Anauroch desert, but many have been lost or destroyed. Only a few are still known to exist, and they see little use due to the tremendous strength they require. STATISTICS: THACO: +2 Damage: +2 Proficiency Type: Longbow Weight: 8 Requires: 18 Strength Speed Factor: 5 Type: 2-handed Not Usable By: Druid Cleric Mage Thief Bard BOW10 - Heartseeker +3 Legends say that craftsman Pinn O'Reffen fashioned this bow from the heart of a Treant, though how he came to possess such material is unknown. He certainly did not anticipate the enchantment within, magic that makes the archer's aim almost infallible for a short period every day. Pinn claimed his skill was responsible, but it is more likely that some aspect of the soul of the Treant is still within the wood. This bow requires a strength of 18 to use. STATISTICS: Combat Abilities: Once per day can increase bow's aim to an additional +7 to hit for nine seconds THACO: +4 Damage: +2 Weight: 7 Speed Factor: 4 Proficiency Type: Longbow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW11 - Strong Arm +2 This massive bow was the property of the ranger Bearpaw, who reportedly received it from a strangely benevolent ogre. The reason for the gift was never discussed, but he earned the respect of everyone he met, and likely befriended the creature while patrolling the Cloakwood Forest. Bearpaw could draw back the bow without the slightest effort, but when he died it was bequeathed to his wife and sons, and not a one could draw the string even halfway. They eventually sold it to a merchant heading South. STATISTICS: THACO: +3 bonus Damage: +3 bonus Weight: 7 Speed Factor: 4 Proficiency Type: Longbow Type: 2-handed Requires: 19 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW12 - Elven Court Bow +3 This yew bow is more a work of art than a weapon of war; fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. This was a ceremonial bow in the Elven Court for a thousand years, though that is scarcely a single lifetime in elven terms. Every 50 years or so it was granted to someone who had performed a great service, the recipient eventually choosing who would hold it next. Two centuries ago a human, Yin Pon, rescued an elven prince and was gifted the bow, which he carried with him to Baldur's Gate, where it was subsequently lost. STATISTICS: THACO: +4 Weight: 2 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW13 - Mana Bow +4 Kestsa was given this longbow many years ago by the Cowled Wizards, as reward for his exemplary service in the Athkatla city guard. He was tireless in bringing to justice those who unlawfully used magic. The bow served him well in his cause, granting resistance to damage from arcane energy. STATISTICS: Equipped Abilities: +20% to resist magical damage THACO: +4 Weight: 2 Speed Factor: 3 Proficiency Type: Longbow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW14 - Tuigan Short Bow +1 The Tuigans are a nomadic people widely dispersed across the steppe regions of Faerun but bound together by a common bloodline. The bows they make are especially tailored for their mobile warriors, and the process used is carefully guarded, but the result is well known: any bow of Tuigan origin can be fired faster than is possible with a normal one. STATISTICS: Combat Abilities: 3 shots per round THACO: +1 bonus Damage: +1 Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage BOW15 - Tansheron's Short Bow +3 (needs no ammo) The thin, frayed string of this bow appears unusable, but when it is drawn a solid but invisible arrow becomes tangible. The lich Tansheron gave this bow to his Watcher, the guardian of his keep who stood atop a tower with neither entrance nor exit. When anyone approached, down would fall a never-ending rain of phantom arrows until they were dead or fled. How this bow was wrested from the Watcher's hand is not known, but would probably make a great tavern story. Note: avoid equipping normal arrows on your character, else the bow will fire these instead of the phantom arrows. STATISTICS: Equipped Ability: This powerful bow requires no ammunition THACO: +3 bonus Weight: 2 Speed Factor: 3 Proficiency Type: Short Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage BOW16 - Composite Long Bow +2 This long bow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a strength of 18 to use. STATISTICS: THACO: +3 bonus Damage: +1 bonus Weight: 8 Speed Factor: 5 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW17 - Long Bow +2 The long bow is similar to the short bow, except that the staff is about as high as the archer is, usually 6 to 6.5 feet. Even though the longbow is slightly slower then the short bow, it has more range and is more accurate. The smooth staff of this bow is warm to the touch, just a hint of the energy that surges through the wood. STATISTICS: THACO: +2 bonus Weight: 3 Speed Factor: 6 Proficiency Type: Long Bow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW18 - Short Bow +2 Short bows were the first bows to be developed, although they were not called such. This is more of a default term that refers to anything which is not a long bow. Short bow staves are about 5 feet long on the average. This short bow is the rival of any of the larger bows. The magic inherent within it, whether from the wood or the spellcasting of a mage, makes this bow more accurate and damaging than a normal bow. STATISTICS: THACO: +2 Weight: 2 Speed Factor: 5 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW19 - Short Bow of Gesen (needs no ammo) The finest bow crafted by Gesen Khan, this weapon draws energy from another plane, firing spears of lightning instead of arrows... and therefore never requiring ammunition of any kind. It is said that Gesen prepared to retire from his craft after selling the invaluable weapon, only to have the bow wrested from his grasp by a thief who used it to end Gesen's own life. A side effect of the bow bestows protection from electricity upon the user. STATISTICS: THAC0: +4 Damage: 2 piercing, 1-8 electrical Effects: Grants user 20% resistance to electrical damage Weight: 2 Speed Factor: 4 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW19A - Gesen Bow Shaft Part of the Gesen Bow This is one part of the Gesen Bow, a powerful short bow created by Gesen Khan... and used on its own creator when it was stolen by the Shadow Thieves. Legend relates that the bow fires bolts of lightning instead of arrows, and it has been highly sought in the past by Shadow Thieves for use by their assassins and by Cowled Wizards for study. BOW19B - Gesen Bow String BOW20 - Darkfire Bow +4 (Throne of Bhaal) Through arcane sorcery, the contradictory elements of fire and ice have been combined within this magnificent short bow. STATISTICS: Equipped Abilities: Once per day may cast Improved Haste 5% bonus to Fire and Cold resistance THACO: +4 Weight: 1 Speed Factor: 2 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW21 - Darkfire Bow +5 (Throne of Bhaal) The magical bowstring of Gond makes even this strongly enchanted short bow more accurate and powerful. STATISTICS: Equipped Abilities: Once per day may cast Improved Haste 5% bonus to Fire and Cold resistance THACO: +5 Weight: 1 Speed Factor: 1 Proficiency Type: Short Bow Type: 2-handed Requires: 3 Strength Not Usable By: Druid Cleric Mage BOW22 - Taralash +4 (Throne of Bhaal) Taralash was a hunter reknowned for his ability to track down even the fleetest of quarry by foot. Few animals ever escaped once he had them in the sights of his mighty longbow. STATISTICS: Equipped Abilities: Increase Movement Rate by 2 THACO: +4 Weight: 2 Speed Factor: 3 Proficiency Type: Longbow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW23 - Taralash +5 (Throne of Bhaal) The magical bowstring of Gond makes even the legendary longbow of Taralash more accurate and powerful. STATISTICS: Equipped Abilities: Increase Movement Rate by 2 THACO: +5 Weight: 1 Speed Factor: 2 Proficiency Type: Longbow Type: 2-handed Requires: 6 Strength Not Usable By: Druid Cleric Mage Thief BOW24 - Composite Long Bow +3 (Throne of Bhaal) This long bow is marked with the seal of a sunburst. It probably once was a bow used by guards in the service of the god Amaunator. These guards would use the enchanted bows to keep the priests of that long dead faith safe. Few of these bows still exist, so they are sought after by many archers looking to improve both their accuracy and their lethality. This bow requires a strength of 18 to use. STATISTICS: THACO: +4 bonus Damage: +1 bonus Weight: 7 Speed Factor: 4 Proficiency Type: Long Bow Type: 2-handed Requires: 18 Strength Not Usable By: Druid Cleric Mage Thief Bard BOW25 - Long Bow +3 (Throne of Bhaal) The long bow is similar to the short bow, except t |
|
|
Oct 24 2004, 04:23 AM
Post
#7
|
|
The oak's first root Retired team member Posts: 297 Joined: 24-August 04 |
warhammer and battleaxe.. draw between the two.. IRL i can fight florentine with two swords.. so i prefer axes and hammers in games
|
|
|
Oct 24 2004, 07:19 AM
Post
#8
|
|
The original one Retired team member Posts: 789 Joined: 9-September 04 From: WA, Australia |
Hmm my fav weapon type is Bastard Swords but unfortunately there arent many good ones in bg2. I think I'll have to correct that in the WTP. After bastard swords its long swords/hammers.
This post has been edited by dragon_lord: Oct 24 2004, 07:21 AM -------------------- Maintainer of the Dragon's Hoard Download Center
Member of the World Transition Project The Items Mart - A comprehensive guide to item locations with maps for BG2 Portrait City - The largest collection of portraits for BG2 on the net. |
|
|
Oct 24 2004, 10:50 AM
Post
#9
|
|
The Raven Mod Developer Posts: 590 Joined: 4-September 04 From: California, USA |
Here we have a new spot, thanks to dragon_lord for you to find item descriptions. Descriptions
Good job, dragon_lord -------------------- And can we finally say that the bhaal spawn idea has had the final nail hammered in its coffin?
Member of the World Transition Project And the raven, never flitting, still is sitting, still is sitting On the pallid bust of Pallas just above my chamber door; And his eyes have all the seeming of a demon's that is dreaming, And the lamp-light o'er him streaming throws his shadow on the floor; And my soul from out that shadow that lies floating on the floor Shall be lifted - nevermore! Like dealing with terrorists by giving them explosives |
|
|
Oct 24 2004, 12:22 PM
Post
#10
|
|
Master of energies Council Member Posts: 3317 Joined: 9-July 04 From: Magyarország |
jastey: it's easy to avoid such a problem. Copy the link from here, open a new browser window and paste it to the address bar. Then hit Enter.
I like a lot of weapons, but hammer is my favourite. Of course Crom Faeyr is the best item in this category. -------------------- Mental harmony dispels the darkness.
|
|
|
Oct 24 2004, 07:53 PM
Post
#11
|
|
consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
Awake you have two of the same posts on your descriptions.
Katana, the best weapon for stepping out of the shadows and shanking someone in the kidneys This post has been edited by Sir-Kill: Oct 24 2004, 07:55 PM -------------------- |
|
|
Oct 24 2004, 08:26 PM
Post
#12
|
|
Winter Warrior Forum Member Posts: 99 Joined: 30-July 04 From: Wales |
It has to be two-handed swords. They keep lining them up and I keep mowing them down
-------------------- Magus: "If history is to change, let it change! If their world is to be destroyed, so be it! If my fate is to be destroyed... I must simply laugh!!"
Vash: "Normally when you buy an old, used bike, you're supposed to repair it before riding it!" Wolfwood: "Are you dissing my beautiful shiny Angelina II?!?" Vash: "I'm dissing YOU, not your stupid broken bike!" It's all happening here |
|
|
Oct 27 2004, 04:58 PM
Post
#13
|
|
Retired team member Posts: 8 Joined: 24-July 04 From: USA |
First of all, I deleted one of the two ridiculously long postst by Awake.
Now, I'm going into character: ME AXE! ME BLOODY BATTLE AXE! What do you have against axes man? Bloody blasted bard that ye be! First you make a poll where axes are not an option for a dual wielder, and then you turn around a make a poll where axes can't even be selected as a favorite weapon. Bah! I should have chosen Korgan as my avatar... |
|
|
Oct 27 2004, 09:12 PM
Post
#14
|
|
The Raven Mod Developer Posts: 590 Joined: 4-September 04 From: California, USA |
sorry about that. And thank you for deleting that post. I was going to ask Bar, but I didn't have the chance. As for axes, I always play a thief, so I somehow forgot to think of axes.
-------------------- And can we finally say that the bhaal spawn idea has had the final nail hammered in its coffin?
Member of the World Transition Project And the raven, never flitting, still is sitting, still is sitting On the pallid bust of Pallas just above my chamber door; And his eyes have all the seeming of a demon's that is dreaming, And the lamp-light o'er him streaming throws his shadow on the floor; And my soul from out that shadow that lies floating on the floor Shall be lifted - nevermore! Like dealing with terrorists by giving them explosives |
|
|
Nov 20 2004, 08:46 PM
Post
#15
|
|
Turnip Hunter Forum Member Posts: 31 Joined: 20-November 04 From: The land of Gnomes and Turnips |
My favourite weapons to use are hammers. Call me squeemish, but I dont like the sight of blood. Instead, I like to hear the beautiful sound of breaking bones.
Out of the hammers, Crom Faeyr is the obvious favourite, but it is a very close call as to whether I go for the Runehammer. It almost as good as Crom, and offers slightly different bonuses. Negative plane being it's biggest seller. Beats the mace of disruption hands down. |
|
|
Jul 2 2005, 01:35 AM
Post
#16
|
|
Forum Member Posts: 15 Joined: 30-June 05 From: Midland, Michigan, USA - previously Bielsko - Biala, Poland |
Obvieusly the best weapon in game is katana. Heh D10 for damage, plus small speed factor with long range - hmmm it simply rules the world. Although for few mods I have played the two most interesting one are: Kuriosan's Acid Katana (but unfortunately just +4) and Celestial Fury (but AFTER item upgrade form Weimer (nice +5 factor). Hindo's Doom (I guess this is best translation from polish) is just +4 and don't provide anything special, thus just 10% magic resistance and immunity to negative energy (other items are more complex especially in mods). Second good weapons are staffs, improved taran staff, staff of magi, or sweet Demon's staff from SoS... Very interestiong combo contains the elvish staff of powerful strike (heh again translation seem to be odd) that with good set of itmes and skills can make REALLY big damage, some screen that I saw showe over 1046 - that is unnatutal... Oh and last thing, Cernd is certainly a strong NPC in SOA and even in TOB, despite his class he CAN ear armor (the leather armor of shadow dragon:)) - that with guntles of dexterity, staff of woodlands and other items combined with his high wisdom can make really useful offensive druid. for 6 members team.
|
|
|
Mar 26 2006, 09:55 PM
Post
#17
|
|
The Tactician Distinguished Developer Posts: 7781 Joined: 1-December 05 |
My favorite weapons vary depending on the class of my character. The main initial question of the poll seems to be incomplete. For example, if I play a thief, my favorite weopons are different from when I play a fighter or a mage.
And I surely don't choose a character class just because I love a particular weapon type . I firstly choose my class for a given game through and just then I may begin to think of a fave weapon type. Hence, the initial question of the poll cannot receive a fixed answer. -------------------- Improved Anvil
Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
|
|
Mar 26 2006, 10:14 PM
Post
#18
|
|
Master of energies Council Member Posts: 3317 Joined: 9-July 04 From: Magyarország |
Your comments are very true Sikret, I agree. The question was similar to "What is your favourite food?" question, probably not the best example for analogy but in a certain meaning it is.
QUOTE(Takara) My favourite weapons to use are hammers. Call me squeemish, but I dont like the sight of blood. Instead, I like to hear the beautiful sound of breaking bones. Of course Especially if you hit someone's head with such a big hammer available in BG1, no, there will be no blood... and other things... -------------------- Mental harmony dispels the darkness.
|
|
|
Mar 27 2006, 05:07 PM
Post
#19
|
|
GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland |
I have to say the warhammer is my favourite too. Which is why I loved the two handed Hammer that TNO could use in PST.
Awesome animations for those massive heads. |
|
|
Apr 13 2006, 02:09 PM
Post
#20
|
|
Forum Member Posts: 467 Joined: 23-February 05 From: My den |
Um. Ditto with what was said above.
If my favorite weapon type...I rarely choose bastard sword (rare), katana (too many NPC's have them already), bow/crossbow/sling (again, nearly all NPC's can use one of these, and one or two is enough for me), two handed sword, (again, you know) I think maybe spear, long sword, flail/morning star, warhammer, mace...yes, I play cleric a lot. -------------------- -Transition into darkness-
|
|
|
Lo-Fi Version | Time is now: 1st November 2024 - 08:34 AM |