Awake
Oct 24 2004, 04:17 AM
: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