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Weapons

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

Comments

  • DJKajuruDJKajuru Member Posts: 3,300
    There are no good katanas in BG1 - however, if you like them so much , place some katana points after level 6, so you can use them in BG2 (where you can find some really cool ones). Here is a weapon guide from BG1 :

    http://mikesrpgcenter.com/bgate/melee.html


  • PawnSlayerPawnSlayer Member Posts: 295
    I always use the weapons guide at Game Banshee when I'm not sure what something is or where I can find it.

    http://www.gamebanshee.com/baldursgate/weapons.php
  • The user and all related content has been deleted.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    Between this thread for new items:
    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.
  • CorvinoCorvino Member Posts: 2,269
    For weapons the answer is: Anything but katanas. Also Bastard swords are kind of gimped.

    Everything else has a +2 or above version, or a +1 with nice added extras. Go nuts.
  • MelicampMelicamp Member Posts: 243
    I still miss the BG1 Weapon Proficiency System... God help me I miss it so.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited February 2013
    A guide to the magical items in BG:EE is downloadable here.

  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Lemernis said:

    A guide to the magical items in BG:EE is downloadable here.

    It only appears to list 3 items, am confused...
  • Stargazer5781Stargazer5781 Member Posts: 183
    There is a +1 katana available in the game, but yeah, that's as good as it gets in bg1 ee
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited February 2013
    Is there even a distinction between levels of enchantment in BG1? I seem to remember that weapons are either magical or not, and that is all that's required to hit some of the few mobs that can't be hit with normal weapons. If that is so, a Katana+1 will still do more damage than most other weapons, simply because its natural damage is so much higher. If you are using a class that can do guaranteed maximum damage (Kensai or Blade, for example), this becomes even better.

    That being said, the best weapon is still the Stupefier, because no-save stun is hax.
  • EudaemoniumEudaemonium Member Posts: 3,199
    I killed Shandalar last night be hitting him with Stupefier.
  • GallowglassGallowglass Member Posts: 3,356
    edited February 2013
    Corvino said:

    For weapons the answer is: Anything but katanas. Also Bastard swords are kind of gimped.

    Everything else has a +2 or above version, or a +1 with nice added extras. Go nuts.

    I disagree about Bastard Swords. For example, Albruin +1 is a Bastard Sword which certainly has "nice added extras" (+2 extra damage useful everywhere, immunity to poison and dispel invisibility both useful in several places, cold iron critically useful in one place). And having a character with proficiency in Bastard Swords to wield either Albruin +1 or Kondar +1/+3 makes the fight with the GWw on the Isle of Balduran easier to survive. So I reckon giving one of your party proficiency in Bastard Swords is a good choice, and even giving it to two of your party wouldn't be absurd.

    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!
    Post edited by Gallowglass on
  • CorvinoCorvino Member Posts: 2,269
    Albruin's a bit redundant by the time you get it - just after going through cloakwood where poison immunity would be useful. You also don't fight enough invisible foes in BG1 for it to make a huge difference. In theory it's great, but in practice...

    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.
  • atcDaveatcDave Member Posts: 2,387
    Good list by Gallowglass, but you did miss a long sword. There the +2 special from GreyWolf, a +1 special, and a Flametongue (+1 very special!). I love Long Swords...
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    Corvino said:

    Albruin's a bit redundant by the time you get it - just after going through cloakwood where poison immunity would be useful. You also don't fight enough invisible foes in BG1 for it to make a huge difference. In theory it's great, but in practice...

    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.

    Also if the character wielding it is an elf, they get +1 THAC0 with *all* swords anyway, including bastard swords.
  • FardragonFardragon Member Posts: 4,511
    I believe you forgot Bala's axe +0, but useful extra.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited February 2013

    Lemernis said:

    A guide to the magical items in BG:EE is downloadable here.

    It only appears to list 3 items, am confused...
    The document is embedded, with page 1 of 7 appearing in the embed window there. You can however scroll the embedded document by placing the cursor on it and scrolling via the mousewheel. You can also use the link right above the embed to open the file directly at it's source. You can download from the source. And at the bottom righthand corner of the embed window you can download the document as well, and even do so as a .pdf.
  • GallowglassGallowglass Member Posts: 3,356
    Fardragon said:

    I believe you forgot Bala's axe +0, but useful extra.

    Fair catch, I forgot that one.

  • GallowglassGallowglass Member Posts: 3,356
    atcDave said:

    Good list by Gallowglass, but you did miss a long sword. There the +2 special from GreyWolf, a +1 special, and a Flametongue (+1 very special!). I love Long Swords...

    I said "Four Longwords - a +2 with added extras and three +1 with added extras", and the ones I was thinking of were Varscona +2 (from Greywolf), Flametongue +1 ++, and the two instances of Harrower +1/+3. So I haven't missed any that you mentioned.

    Nevertheless, I'm willing to believe that I might have missed or forgotten something else, if anyone will point it out to me.

  • atcDaveatcDave Member Posts: 2,387

    atcDave said:

    Good list by Gallowglass, but you did miss a long sword. There the +2 special from GreyWolf, a +1 special, and a Flametongue (+1 very special!). I love Long Swords...

    I said "Four Longwords - a +2 with added extras and three +1 with added extras", and the ones I was thinking of were Varscona +2 (from Greywolf), Flametongue +1 ++, and the two instances of Harrower +1/+3. So I haven't missed any that you mentioned.

    Nevertheless, I'm willing to believe that I might have missed or forgotten something else, if anyone will point it out to me.

    Okay, my bad, I misread.
  • GallowglassGallowglass Member Posts: 3,356
    Corvino said:

    Albruin's a bit redundant by the time you get it - just after going through cloakwood where poison immunity would be useful. You also don't fight enough invisible foes in BG1 for it to make a huge difference. In theory it's great, but in practice...

    Well, perhaps we'll have to agree to differ.

    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.
    Corvino said:

    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.

    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).
  • FardragonFardragon Member Posts: 4,511
    It's worth mentioning that Ajantis has bastard sword proficiency when you encounter him.
  • Oxford_GuyOxford_Guy Member Posts: 3,729

    Corvino said:

    Albruin's a bit redundant by the time you get it - just after going through cloakwood where poison immunity would be useful. You also don't fight enough invisible foes in BG1 for it to make a huge difference. In theory it's great, but in practice...

    Well, perhaps we'll have to agree to differ.

    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.
    Albruin also has the "silver" attribute, though not the "cold iron" one, meaning it can damage Greater Werewolves, but not Loop Garou

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