Weapons
Jullos
Member Posts: 24
I looked it up for a couple hours on that thing called google, but I juste can't find a good weapon guide for the EE... Anyone as hints? I'm wondering if I should put some stats in the katana since it is sooo bad ass but I don't even know if there is magical katanas in the game except for the +1 in the cloakwood... So if you know something, please share
thx
thx
0
Comments
http://mikesrpgcenter.com/bgate/melee.html
http://www.gamebanshee.com/baldursgate/weapons.php
http://forum.baldursgate.com/discussion/8110/a-guide-to-new-magic-items-spoilers/p1
and one of abovementioned threads for vanilla items, you should be covered.
Everything else has a +2 or above version, or a +1 with nice added extras. Go nuts.
That being said, the best weapon is still the Stupefier, because no-save stun is hax.
On the other hand, I agree that katanas are a poor choice for BGee. Only one +1 katana in the game, which is a good weapon but offers no special features, and a non-magical katana can break and then it's difficult to find a replacement. Precious proficiency points are better spent elsewhere for almost any character, and it'd be a definite blunder to give a katana proficiency to more than one character at most ... I'd recommend none, not even for a kensai (although I can see that some people would want to make an exception in that case). Yes, there are several better katanas (and one really great katana) available when we get to BG2, but I wouldn't invest proficiencies in them until starting BG2.
The best-served weapon class in BGee is undoubtedly Scimitars: there are two +3 scimitars (which even have added extras as well, although one of them is usable only by Good characters) and two +2 scimitars (with no added extras but nevertheless pretty decent weapons). Scimitar proficiency includes (except for druids) Wakizashi and Ninjato proficiency as well, and there's also a +1 weapon for each of those. Thus it makes sense to have at least one character wielding Scimitars, and two characters if that suits your party composition.
The key items in the melee weapon classes are as follows (not including cursed items with drawbacks):-
Five Daggers - two +2, two +2 with added extras, and a +1 with added extras
Four Scimitars - two +2, and two +3 with added extras
Four Longwords - a +2 with added extras and three +1 with added extras
Four Quarterstaffs - a +2, two +2 with added extras, and a +3
Two Two-Handed Swords - a +2 with added extras and a +3
Two Halberds - a +2 and a +2 with extra features (good and bad)
Two Bastard Swords - two +1 with added extras
Two Axes - a +1 with added extras and a +2
Two Shortswords - a +2 and a +3
Two Clubs - a +2 and a +1 with added extras
One Mace - a +1 with (excellent!) added extras
One Hammer - a +2 with added extras
One Flail - a +2
One Spear - a +2
For ranged weapons, the key items are:-
Three Slings - two +2 (to THAC0 only) and a +3
Two Longbows - a +2 and a +3 (called "+1" and "+2" because all Longbows get +1)
Two Crossbows - a +1 with added extras and a +5 (called "+2" because only THAC0 gets the full +5)
One Shortbow - a +2
One Returning Throwing Axe - a +2
(Of course, I might have missed something ... but these are what I've found so far.)
Is that enough detail to answer your original question, @Jullos? If I say any more, I'll have to plaster it with spoiler tags!
As for going with points in Bastard swords for the werewolf isle, I kind of disagree. You only get a -2 to hit using a nonproficient on a fighter and the +3 from Kondar or +4 from the sword of Balduran or Werebane offset this well. Add in the wolfsbane charm and your THAC0's not an issue.
Nevertheless, I'm willing to believe that I might have missed or forgotten something else, if anyone will point it out to me.
You get Albruin at a point which is probably a little before half-way through (depending somewhat upon what order you do things, obviously). Yes, you must have finished Cloakwood, but you probably haven't done the underground levels of Durlag's Tower by that stage, where there are both poisonous spiders and enemies who can go invisible. And you can meet both spiders and invisibles elsewhere too.
It's also worth remembering that Albruin does +2 extra raw damage on top of an ordinary Bastard Sword +1, i.e. it has the damage you'd normally get from a Bastard Sword +3. That's more damage-per-hit than any other one-handed weapon in the game! Thus it's a pretty darn good sword even when you're not using the special abilities. I don't think it's quite the best weapon in the whole game, but it's among the top few, so if you've got a party of 6 to equip then Albruin is well worth considering for someone in your party. Certainly I agree that points in Bastard Sword aren't essential to win the famous fight near the end of that section (and I've done it that way myself), but obviously having the bonus from the special weapons without the -2 penalty for non-proficiency must improve your chances. If that were the only place where Bastard Sword proficiency is useful, then I'd agree that other proficiencies would be a wiser investment ... but since Albruin is a pretty good weapon all through the game once you've got it, I think it's a perfectly sensible choice to give someone this proficiency and equip him with Albruin as his standard melee weapon (but with the option of switching to Kondar or the Sword of Balduran when fighting relevant enemies).