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BG 2 with new eyes

mjsmjs Member Posts: 742
Since waiting for the contract issues to be resolved (hurrah by the way!) and for the new patch, I've been playing BG2 and my time on the forum has really improved my game play and tactics and I'm looking at items/weapons in a new light. Previously I concentrated on armours that offered the best AC bonus, not realising that damage reduction or damage immunity was better than damage avoidance from low AC. With weapons I always looked at the big hitters with the best enchantment. So with new insight and properly reading item descriptions, I'd like to share some things I had underrated (but are actually awesome!)

Amulet of Spell Warding (I never used to understand saving throws, but 2 bonus to saves vs spells is awesome!)
Aeger's Hide (15% acid and fire resistance, protection from confusion)
Skin of the Ghoul: (+3 bonus vs paralysis saves)
Bracers of Blinding Speed: (I never understood the difference between IH and Haste, but to save a slot for IH with these is great)
Shield of Harmony: (Immunity to charm, confusion, hold and domination. This is pretty much every disabling spell and gives the wielder benefits from powerful kits like the cav, inq, bers and barb!)
Azuredge and Mace of Disruption (both make undead roll a save vs death (-4 pen) or be utterly destroyed, the MoD also grants level drain protection, with it I took down Kangaxx, lich and demi-lich, in about 4 rounds without using the scroll of undead protection or any cheese)
Foebane: (the improved version gives +1 to all saves AND a no save larloch minor drain on hit. in the hands of a dual wielding fighter under IH this can give the wielder up to 40 extra HP per round)
Defender of Easthaven: (+25 DR, nuff said)
Mana Bow: (25% Magic DR, a ranger kit or undead hunter wielding this, wearing the belt of inertial and barrier and using armor of faith can reduce 95% magic damage, you need no longer fear horrid wilting!)
Namarra: (sure the silence is pretty useful, but this +2 weapon actually deals 1d8 + 4 damage)
Spear of Unicorn: (saves vs death +3 bonus, protects from charm and hold, with Aeger's Hide, you're well protected against disabling spells
All the elemental staffs that require elementals to make a save vs spells or insta-die (plus a host of cool extras)
Warblade: (this +4 sword actually does 1d12+4)
Gnasher: (only a +2 club, but the extra 2 points per round for 4 rounds is a great tick for fighting mages)

So these are some of the stuff I've been using on my playthroughs that I would haven't have used in favour of a higher enchantment weapon or better AC bonus, got any other tips or weapon/item synergy?
Post edited by mjs on

Comments

  • SCARY_WIZARDSCARY_WIZARD Member Posts: 1,438
    edited August 2013
    mjs said:

    So these are some of the stuff I've been using on my playthroughs that I would haven't have used in favour of a higher enchantment weapon or better AC bonus, got any other tips or weapon/item synergy?

    Nothing off the top of my head, since I've been having trouble with BG II and heating...but you did the research, and this is a pretty solid thread!

    Agreed with Gnasher, 100%...that is one glorious-as-hell weapon, and one I equipped Jaheira with on my first playthrough. :D
    Post edited by SCARY_WIZARD on
  • blackchimesblackchimes Member Posts: 323
    Actually I "discovered" Maces thanks to Stupefier. While they lack the be-all end-all version until ToB, there just seems to be a mace for every occassion.

    Stupefier - still OP as hell, lets you easily kill Drizzt, Elminster, Shandalar, Demonknight, Aec'Letec, and so on
    Jerrod's Mace - +5 vs. Demons
    Mace of Disruption - already mentioned, crazy good against the undead(which BG2 loves to throw at you)
    Skullcrusher - +2 damage vs. Humanoids
    Handmaiden Mace - save vs. poison or 2 damage every round for 10 rounds, good against mages, though I believe the only way to get it is to romance Viconia
    Storm Star - in ToB, one of the better +5 weapons - extra elemental damage of rare type(electric), chance of Chain Lightning on hit.

    Also, all maces have minimum damage of 2 and deal crushing damage, which is generally the "best" damage to deal.





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