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IntroductionReforming the PartyTips and StrategiesItemsWalk-ThroughsGuide Contents


ALSO CHECK OUT:
Baldur's Gate II: Throne of Bhaal
PDF Game Guide

Download for Free!

 
Chapter 3: Items

The following charts provide detailed statistics on all the weapons, armor, potions, and miscellaneous magic items that can be found in the Throne of Bhaal areas.

Weapons

There are new powerful weapons of almost every type in the expansion pack. The sectors where a particular weapon can be located are indicated in parentheses next to the weapon's name to allow you to track down the best armaments for your characters.

Axes (Slashing Damage, One-handed)

Weapon

Damage

Weight

Speed Factor

Special Abilities

Not Usable by the Following Classes (Requirements)

Battle axe

1d8

7

7

None

Druid, cleric, mage, thief (requires 10 strength)

Battle axe +1 (2), (13)

1d8+1

7

6

None

Druid, cleric, mage, thief (requires 10 strength)

Battle axe +2 (1), (2), (3), (10), (13), (14)

1d8+2

5

5

None

Druid, cleric, mage, thief (requires 10 strength)

Battle axe +2: Battle axe of Mauletar

1d8+2, slashing

5

5

Axe

Druid, cleric, mage, thief

Battle axe +3 (1), (2), (3), (11), (13), (14)

1d8+3

4

4

None

Druid, cleric, mage, thief (requires 10 strength)

Battle axe +3: Stonefire (1)

1d8+3

7

4

+2 fire damage

Druid, cleric, mage, thief (requires 10 strength)

Axe of the unyielding +3 (11)

1d8+3

7

4

Improves armor class by 1, user regenerates 1 hit point per round

Druid, cleric, mage, thief (requires 10 strength)

Axe of the unyielding +5 (11)

1d8+5

5

2

Improves armor class by 1; user regenerates 3 hit points per round, constitution +1, 10 percent chance of decapitating opponent with each successful attack

Druid, cleric, mage, thief (requires 10 strength)

Bows (Piercing Damage, Two-handed)

Weapon

Damage

Weight

Speed Factor

Special Abilities

Not Usable by the

Following Classes (Requirements)

Arrow

1d6

0

N/A

None

Druid, cleric, mage

Arrow +1 (1), (2), (3), (7), (8), (11), (12)

1d6 +1

0

N/A

None

Druid, cleric, mage

Arrow +2 (1), (2), (3), (9), (12)

1d6 +2

0

N/A

None

Druid, cleric, mage

Arrow +3 (2), (3), (8), (9), (10), (11), (12), (13),(14)

1d6 +3

0

N/A

None

Druid, cleric, mage

Acid arrows (2), (9), (10), (11), (12)

1d6+1,

0

N/A

Special 1d3 acid damage

Druid, cleric, mage

Arrows of biting (11), (14)

1d6

0

N/A

An additional 30 percent of maximum hit points within 20 seconds unless save vs. death made

Druid, cleric, mage

Arrows of dispelling (9)

1d6

0

N/A

Dispel magic affecting target

Druid, cleric, mage

Arrows of fire (5), (6), (8), (9), (13)

1d6

0

N/A

An additional 1d2 of fire damage, avoidable if a save vs. spell is made

Druid, cleric, mage

Arrows of ice (2), (9), (11), (14)

1d6

0

N/A

An additional 1d2 of cold damage, avoidable if a save vs. spell is made

Druid, cleric, mage

Arrow of piercing (+4 to hit) (8), (9), (11), (13)

1d6

0

N/A

+6 physical damage unless a saving throw vs. death is made

Druid, cleric, mage

Short bow

By arrow

(normally 1d6)

2

6

None

Druid, cleric, mage (requires 3 strength)

Short bow +1 (2), (13)

By arrow +1

2

5

None

Druid, cleric, mage (requires 3 strength)

Short bow +2 (1), (3)

By arrow

2

5

None

Druid, cleric, mage (requires 3 strength)

Bow of Arvoreen (+2 to hit, short bow) (1)

By arrow

2

6

None

Only usable by halflings

Short bow +3 (1), (3), (13), (14)

By arrow

1

3

None

Druid, cleric, mage (requires 3 strength)

Darkfire bow +4 (13)

By arrow

1

2

Once per day cast improved haste, 5 percent bonus to fire and cold resistance

Druid, cleric, mage (requires 3 strength)

Darkfire bow +5 (13)

By arrow

1

1

Once per day cast improved haste, 5 percent bonus to fire and cold resistance

Druid, cleric, mage (requires 3 strength)

Longbow

By arrow

3

7

None

Druid, cleric, mage, thief (requires 6 strength)

Longbow +1 (2), (13)

By arrow

2

6

None

Druid, cleric, mage, thief (requires 6 strength)

Longbow +2 (1), (2), (3)

By arrow

3

6

None

Druid, cleric, mage, thief (requires 6 strength)

Ripper +2 (longbow) (1)

By arrow +2

8

5

None

Druid, cleric, mage, thief, bard (requires 18 strength)

Longbow +3 (2), (3), (8), (13)

By arrow

2

5

None

Druid, cleric, mage, thief (requires 6 strength)

Taralash +4 (12)

By arrow

2

3

Increase movement rate by 2

Druid, cleric, mage, thief (requires 6 strength)

Taralash +5 (12)

By arrow

1

2

Increase movement rate by 2

Druid, cleric, mage, thief (requires 6 strength)

Composite longbow

By arrow +1

10

7

None

Druid, cleric, mage, thief, bard (requires 18 strength)

Composite longbow +1 (2), (13)

By arrow +1

9

6

None

Druid, cleric, mage, thief, bard (requires 18 strength)

Composite longbow +2 (1), (2), (3)

By arrow +1

8

5

None

Druid, cleric, mage, thief, bard (requires 18 strength)

Composite longbow +3 (2), (3), (7), (13)

By arrow +1

7

4

None

Druid, cleric, mage, thief, bard (requires 18 strength)

Club (Crushing Damage, One-handed)

Weapon

Damage

Weight

Speed Factor

Special Abilities

Not Usable by the Following Classes (Requirements)

Club

1d6

3

4

None

Mage (requires 5 strength)

Club +2, gnasher (1)

1d6+2

3

4

Slivers add 2 points extra damage each round for four rounds

Mage (requires 5 strength)

Club +3 (2), (3), (13)

1d6+3

1

1

None

Mage (requires 5 strength)

Club of detonation +3 (12)

1d6+3

3

4

+3 fire damage; 20 percent chance target will take an additional 10 points of fire damage with each successful attack; 7 percent chance a fireball will detonate with each successful attack

Mage (requires 5 strength)

Club of detonation +5 (12) (made by Cespenar)

1d6+3

1

4

+5 fire damage; 30 percent chance target will take an additional 15 points of fire damage with each successful attack; 5 percent chance a fireball will detonate with each successful attack

Mage (requires 5 strength)

Crossbows (Piercing Damage, Two-handed)

Weapon

Damage

Weight

Speed Factor

Special Abilities

Not Usable by the Following Classes (Requirements)

Bolt

1d8

0

N/A

None

Druid, cleric, mage, thief

Bolt +1 (2), (3), (8), (11), (14)

1d8+1

0

N/A

None

Druid, cleric, mage, thief

Bolt +2 (1), (2), (3), (5), (10), (11), (13), (14)

1d8+2

0

N/A

None

Druid, cleric, mage, thief

Bolt +3 (2), (3), (8), (9), (11), (12), (13), (14)

1d8+3

0

N/A

None

Druid, cleric, mage, thief

Bolt of biting (6), (11), (13)

1d8

0

N/A

30 poison damage in 15 seconds (save vs. death for none)

Druid, cleric, mage, thief

Bolt of lightning (1), (2), (9), (11), (12), (13)

1d8

0

N/A

4d4 electrical damage (save vs. breath for half)

Druid, cleric, mage, thief

Kuo-Toa bolts (9), (12)

2d6

1

N/A

Target must save vs. spells or be stunned for four rounds

Druid, cleric, mage, thief

Flasher master bruiser mate (+1 to hit) (1)

1d2+1

0

N/A

Stun opponent (save vs. spells) for two rounds

Only usable in the flasher launcher

Light crossbow

By bolt

7

5

None

Druid, cleric, mage, thief (requires 8 strength)

Light crossbow +1 (2), (13), (14)

By bolt +1

6

4

None

Druid, cleric, mage, thief (requires 8 strength)

Light crossbow +2 (1), (2)

By bolt +2

5

3

None

Druid, cleric, mage (requires 8 strength)

Light crossbow +3 (2), (13)

By bolt +3

4

2

None

Druid, cleric, mage, thief (requires 8 strength)

Flasher launcher (+1 to hit) (1)

By bolt

10

3

Fires special ammunition

Only usable by Jan Jansen

Heavy crossbow

By bolt (normally 1d8)+2

14

10

None

Druid, cleric, mage, thief (requires 12 strength)

Heavy crossbow +1 (2), (13), (14)

By bolt (normally 1d8) +3

12

9

None

Druid, cleric, mage, thief (requires 12 strength)

Heavy crossbow +2 (1), (14)

By bolt (normally 1d8) +4

11

8

None

Druid, cleric, mage, thief (requires 12 strength)

Heavy crossbow +3 (1), (3), (13), (14)

By bolt (normally 1d8) +5

10

7

None

Druid, cleric, mage, thief (requires 12 strength)

Firetooth +4 (8)

By bolt (normally 1d8) +4

5

1

+2 fire damage, requires no ammunition

Druid, cleric, mage

Dagger (Piercing Damage, One-handed)

Weapon

Damage

Weight

Speed Factor

Special Abilities

Not Usable by the Following Classes (Requirements)

Dagger

1d4

1

2

None

Cleric (requires 3 strength)

Dagger (throwing)

1d4, missile (piercing)

1

2

Sword

(small)

Cleric

Dagger +1 (2), (11), (13)

1d4+1

1

1

None

Cleric (requires 3 strength)

Dagger +2 (1), (2), (3), (4), (10)

1d4+2

1

0

None

Cleric (requires 3 strength)

Ixil's spike (9)

1d4+2

1

0

None

Cleric (requires 3 strength)

Dagger +3 (1), (2), (3), (8), (13), (14)

1d4+3

0

0

None

Cleric (requires 3 strength)

Fire tooth +3 (throwing dagger) (1)

2d4+3

1

1

Dagger returns to thrower, 1D2 fire damage

Cleric (requires 3 strength)

Dagger of the star +4 (11)

1d4 +4

1

0

5 percent chance of making the user go invisible for 60 seconds after each successful attack

Cleric (requires 3 strength)

Dagger of the star +5 (11) upgrade from Cespenar

1d4 +5

1

0

15 percent chance of making the user go invisible for 60 seconds after each successful attack, each successful hit has a 5 percent chance of an extra 1d8 fire and 1d8 electrical damage

Cleric (requires 3 strength)


 
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