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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.
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.
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Battle axe |
1d8 |
7 |
7 |
None |
Druid, cleric, mage, thief (requires 10 strength) |
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Battle axe +1 (2), (13) |
1d8+1 |
7 |
6 |
None |
Druid, cleric, mage, thief (requires 10 strength) |
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Battle axe +2 (1), (2), (3), (10), (13), (14) |
1d8+2 |
5 |
5 |
None |
Druid, cleric, mage, thief (requires 10 strength) |
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Battle axe +2: Battle axe of Mauletar |
1d8+2, slashing |
5 |
5 |
Axe |
Druid, cleric, mage, thief |
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Battle axe +3 (1), (2), (3), (11), (13), (14) |
1d8+3 |
4 |
4 |
None |
Druid, cleric, mage, thief (requires 10 strength) |
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Battle axe +3: Stonefire (1) |
1d8+3 |
7 |
4 |
+2 fire damage |
Druid, cleric, mage, thief (requires 10 strength) |
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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) |
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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) |
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Arrow |
1d6 |
0 |
N/A |
None |
Druid, cleric, mage |
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Arrow +1 (1), (2), (3), (7), (8), (11), (12) |
1d6 +1 |
0 |
N/A |
None |
Druid, cleric, mage |
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Arrow +2 (1), (2), (3), (9), (12) |
1d6 +2 |
0 |
N/A |
None |
Druid, cleric, mage |
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Arrow +3 (2), (3), (8), (9), (10), (11), (12), (13),(14) |
1d6 +3 |
0 |
N/A |
None |
Druid, cleric, mage |
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Acid arrows (2), (9), (10), (11), (12) |
1d6+1, |
0 |
N/A |
Special 1d3 acid damage |
Druid, cleric, mage |
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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 |
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Arrows of dispelling (9) |
1d6 |
0 |
N/A |
Dispel magic affecting target |
Druid, cleric, mage |
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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 |
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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 |
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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 |
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Short bow |
By arrow
(normally 1d6) |
2 |
6 |
None |
Druid, cleric, mage (requires 3 strength) |
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Short bow +1 (2), (13) |
By arrow +1 |
2 |
5 |
None |
Druid, cleric, mage (requires 3 strength) |
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Short bow +2 (1), (3) |
By arrow
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2 |
5 |
None |
Druid, cleric, mage (requires 3 strength) |
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Bow of Arvoreen (+2 to hit, short bow) (1) |
By arrow
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2 |
6 |
None |
Only usable by halflings |
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Short bow +3 (1), (3), (13), (14) |
By arrow
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1 |
3 |
None |
Druid, cleric, mage (requires 3 strength) |
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Darkfire bow +4 (13) |
By arrow
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1 |
2 |
Once per day cast improved haste, 5 percent bonus to fire and cold resistance |
Druid, cleric, mage (requires 3 strength) |
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Darkfire bow +5 (13) |
By arrow
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1 |
1 |
Once per day cast improved haste, 5 percent bonus to fire and cold resistance |
Druid, cleric, mage (requires 3 strength) |
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Longbow |
By arrow |
3 |
7 |
None |
Druid, cleric, mage, thief (requires 6 strength) |
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Longbow +1 (2), (13) |
By arrow |
2 |
6 |
None |
Druid, cleric, mage, thief (requires 6 strength) |
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Longbow +2 (1), (2), (3) |
By arrow |
3 |
6 |
None |
Druid, cleric, mage, thief (requires 6 strength) |
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Ripper +2 (longbow) (1) |
By arrow +2 |
8 |
5 |
None |
Druid, cleric, mage, thief, bard (requires 18 strength) |
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Longbow +3 (2), (3), (8), (13) |
By arrow |
2 |
5 |
None |
Druid, cleric, mage, thief (requires 6 strength) |
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Taralash +4 (12) |
By arrow |
2 |
3 |
Increase movement rate by 2 |
Druid, cleric, mage, thief (requires 6 strength) |
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Taralash +5 (12) |
By arrow |
1 |
2 |
Increase movement rate by 2 |
Druid, cleric, mage, thief (requires 6 strength) |
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Composite longbow |
By arrow +1 |
10 |
7 |
None |
Druid, cleric, mage, thief, bard (requires 18 strength) |
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Composite longbow +1 (2), (13) |
By arrow +1 |
9 |
6 |
None |
Druid, cleric, mage, thief, bard (requires 18 strength) |
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Composite longbow +2 (1), (2), (3) |
By arrow +1 |
8 |
5 |
None |
Druid, cleric, mage, thief, bard (requires 18 strength) |
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Composite longbow +3 (2), (3), (7), (13) |
By arrow +1 |
7 |
4 |
None |
Druid, cleric, mage, thief, bard (requires 18 strength) |
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Club |
1d6 |
3 |
4 |
None |
Mage (requires 5 strength) |
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Club +2, gnasher (1) |
1d6+2 |
3 |
4 |
Slivers add 2 points extra damage each round for four rounds |
Mage (requires 5 strength) |
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Club +3 (2), (3), (13) |
1d6+3 |
1 |
1 |
None |
Mage (requires 5 strength) |
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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) |
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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) |
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Bolt |
1d8 |
0 |
N/A |
None |
Druid, cleric, mage, thief |
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Bolt +1 (2), (3), (8), (11), (14) |
1d8+1 |
0 |
N/A |
None |
Druid, cleric, mage, thief |
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Bolt +2 (1), (2), (3), (5), (10), (11), (13), (14) |
1d8+2 |
0 |
N/A |
None |
Druid, cleric, mage, thief |
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Bolt +3 (2), (3), (8), (9), (11), (12), (13), (14) |
1d8+3 |
0 |
N/A |
None |
Druid, cleric, mage, thief |
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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 |
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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 |
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Kuo-Toa bolts (9), (12) |
2d6 |
1 |
N/A |
Target must save vs. spells or be stunned for four rounds |
Druid, cleric, mage, thief |
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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 |
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Light crossbow |
By bolt |
7 |
5 |
None |
Druid, cleric, mage, thief (requires 8 strength) |
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Light crossbow +1 (2), (13), (14) |
By bolt +1 |
6 |
4 |
None |
Druid, cleric, mage, thief (requires 8 strength) |
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Light crossbow +2 (1), (2) |
By bolt +2 |
5 |
3 |
None |
Druid, cleric, mage (requires 8 strength) |
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Light crossbow +3 (2), (13) |
By bolt +3 |
4 |
2 |
None |
Druid, cleric, mage, thief (requires 8 strength) |
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Flasher launcher (+1 to hit) (1) |
By bolt |
10 |
3 |
Fires special ammunition |
Only usable by Jan Jansen |
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Heavy crossbow |
By bolt (normally 1d8)+2 |
14 |
10 |
None |
Druid, cleric, mage, thief (requires 12 strength) |
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Heavy crossbow +1 (2), (13), (14) |
By bolt (normally 1d8) +3 |
12 |
9 |
None |
Druid, cleric, mage, thief (requires 12 strength) |
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Heavy crossbow +2 (1), (14) |
By bolt (normally 1d8) +4 |
11 |
8 |
None |
Druid, cleric, mage, thief (requires 12 strength) |
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Heavy crossbow +3 (1), (3), (13), (14) |
By bolt (normally 1d8) +5 |
10 |
7 |
None |
Druid, cleric, mage, thief (requires 12 strength) |
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Firetooth +4 (8) |
By bolt (normally 1d8) +4 |
5 |
1 |
+2 fire damage, requires no ammunition |
Druid, cleric, mage |
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Dagger |
1d4 |
1 |
2 |
None |
Cleric (requires 3 strength) |
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Dagger (throwing) |
1d4, missile (piercing) |
1 |
2 |
Sword
(small) |
Cleric |
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Dagger +1 (2), (11), (13) |
1d4+1 |
1 |
1 |
None |
Cleric (requires 3 strength) |
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Dagger +2 (1), (2), (3), (4), (10) |
1d4+2 |
1 |
0 |
None |
Cleric (requires 3 strength) |
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Ixil's spike (9) |
1d4+2 |
1 |
0 |
None |
Cleric (requires 3 strength) |
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Dagger +3 (1), (2), (3), (8), (13), (14) |
1d4+3 |
0 |
0 |
None |
Cleric (requires 3 strength) |
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Fire tooth +3 (throwing dagger) (1) |
2d4+3 |
1 |
1 |
Dagger returns to thrower, 1D2 fire damage |
Cleric (requires 3 strength) |
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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) |
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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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