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IntroductionReforming the PartyTips and StrategiesItemsWalk-ThroughsGuide Contents


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Darts (Piercing Damage, One-handed)

Weapon

Damage

Weight

Speed Factor

Special Abilities

Not Usable by the Following Classes (Requirements)

Dart

1d3

0

2

None

Cleric

Dart +1 (1), (2), (3), (6), (8), (11), (13)

1d3 +1

0

1

None

Cleric

Darts of wounding (1), (5), (9)

1d3

0

2

20 damage in 20 seconds (save vs. death for none)

Cleric

Darts of stunning (9), (10), (11)

1d3 +

0

2

(Save vs. spell or be stunned for 7 rounds)

Cleric

Crimson dart +3 (8)

1d3 +3

0

0

Returns instantly to user's hand after being thrown

Cleric

Flail/Morning Star (Crushing Damage, One-handed)

Weapon

Damage and Damage Type

Weight

Speed Factor

Special Abilities

Not Usable by the Following Classes (Requirements)

Flail

1d6+1

15

7

None

Druid, mage, thief (requires 13 strength)

Flail+1 (2), (13)

1d6+2

13

6

None

Druid, mage, thief (requires 13 strength)

Flail+2 (2), (12)

1d6+3 (descript. typo says +2)

12

5

None

Druid, mage, thief (requires 13 strength)

Flail+3 (2), (3), (13)

1d6+4

11

4

None

Druid, mage, thief (requires 13 strength)

Flail of ages +3 (1)

1d6+4

10

4

+1 acid, +1 fire, and +1 cold

Druid, mage, thief (requires 13 strength)

Flail of ages +4 (9)

1d6+5

9

3

33 percent chance of slowing target each hit; +1 acid, +1 fire, +1 cold, and +1 poison; can only be created by Cespenar after the poison head is found on the second level of Watcher's Keep

Druid, mage, thief (requires 13 strength)

Flail of ages +5 (15)

1d6+6

8

2

33 percent chance of slowing target each hit; +2 acid, +2 fire, +2 cold, +2 poison, and +2 electrical damage; can only be created by Cespenar after the electric head is found in Abizagal's lair

Druid, mage, thief (requires 13 strength)

Drow flail +3 (14)

1d6+4

15

4

Turns to dust if removed from the Underdark

Druid, mage, thief (requires 13 strength)

Morning star

2d4,

12

7

None

Druid, mage, thief (requires 11 strength)

Morning star +1 (2), (13)

2d4+1

10

6

None

Druid, mage, thief (requires 11 strength)

Morning star +2 (2), (3)

2d4+2

9

5

None

Druid, mage, thief (requires 11 strength)

Morning star +3 (2), (3), (13)

2d4+3

8

4

None

Druid, mage, thief (requires 11 strength)

Ice star +4 (2)

2d4+4

8

4

An additional +1-4 extra cold damage

Druid, mage, thief (requires 11 strength)

Halberds (Piercing Damage, Two-handed)

Weapon

Damage

Weight

Speed Factor

Special Abilities

Not Usable by the Following Classes (Requirements)

Halberd

1d10

15

9

None

Druid, cleric, mage, thief (requires 13 strength)

Halberd +1 (2), (6), (13)

1d10+1

14

8

None

Druid, cleric, mage, thief (requires 13 strength)

Halberd +2 (2), (3), (8)

1d10+2

12

7

None

Druid, cleric, mage, thief (requires 13 strength)

Halberd +3 (1), (2), (3), (13)

1d10+3

11

6

None

Druid, cleric, mage, thief (requires 13 strength)

Halberd +3: Dragon's Bane (1)

1d10+3

12

9

+6 vs. dragons

Druid, cleric, mage, thief (requires 13 strength)

Drow halberd +3 (14)

1d10+3

15

6

None

Druid, cleric, mage, thief (requires 13 strength)

Ravager +4 (5)

1d10+4

12

5

Cast cloak of fear twice per day

Druid, cleric, mage, thief (requires 13 strength)

Mace (Crushing Damage, One-handed)

Weapon

Damage

Weight

Speed Factor

Special Abilities

Not Usable by the Following Classes (Requirements)

Mace

1d6+2

8

7

None

Druid, mage, thief (requires 10 strength)

Mace +1 (2), (13)

1d6+1

8

6

None

Druid, mage, thief (requires 10 strength)

Mauler's arm +2 (1)

1d6+3

7

5

Increases wielder's strength to 18

Druid, mage, thief

Mace +2 (2), (3), (12)

1d6+2

7

5

None

Druid, mage, thief (requires 10 strength)

Mace +3 (1), (2), (3), (13)

1d6+4

6

4

None

Druid, mage, thief (requires 10 strength)

Storm star +3 (11)

1d6+4

6

4

plus 1d6 electrical damage

Druid, mage, thief (requires 10 strength)

Storm star +5 (11)

1d6+6

4

2

Plus 1d6 electrical damage, 5 percent chance of chain lightning on target with each successful attack, +20 percent electrical resistance

Druid, mage, thief (requires 10 strength)

Quarter Staff (Crushing Damage, Two-handed)

Weapon

Damage

Weight

Speed Factor

Special Abilities

Not Usable by the Following Classes (Requirements)

Quarter staff

1d6

4

4

None

Requires 5 strength

Quarter staff +1 (2), (13)

1d6+1

4

3

None

Requires 5 strength

Staff of high forest (1)

1d6+2

3

2

Regenerates 1 hit point every 12 seconds

Only usable by Cernd

Quarter staff +2 (2), (3), (12)

1d6+2

3

1

None

Requires 5 strength

Serpent shaft (12)

1d6+2

3

1

50 percent chance of poisoning opponents; poison lasts for one round and does 2 hit points of damage per second until target makes saving throw

Requires 5 strength

Martial staff +3 (1)

1d6+3

4

1

None

Requires 5 strength

Quarter staff +3 (2), (3)

1d6+3

2

1

None

Requires 5 strength

Cleric's staff +3 (1), (2), (10)

1d6+3

3

1

None

Requires 5 strength

Staff of Rynn +4 (1)

1d6+4

3

1

None

Requires 5 strength

Staff of the ram +4 (11)

1d6+10

3

1

10 percent chance opponent is knocked back and stunned

Requires 5 strength

Staff of the ram +6 (11)

1d6+12

3

1

15 percent chance opponent is knocked back and stunned, +1d5 piercing (can only be made by Cespenar)

Requires 5 strength


 
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