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Top 5 Weapons

What do you consider as the top 5 weapons? Some guidelines are damages dealt, special abilities, compatibility (how often do you put pips in this particular weapon type?/class exclusive weapons?) and accessibility (the earliest moment in the game and the difficulty in obtaining the weapon).

1. Staff of Magi (cheesy Invisibility, free Spell Trap, dispel on hit)
2. Celestial Fury (save or else stun on hit)
3. Carosymr+5/+6 (50% MR and dispel on hit)
4. Flail of Ages +4 (33% chance of slow and additional elemental damages)
5. Foebane +5 (high damage output)

Contenders:
-Staff of the Ram+6 (high damage output and backstab capable)
-Blackrazor (15% level drain 4 levels, haste and boost strength of user)
-Ravager +6 (save vs poison for 3d6 damage and 10% vorpal hit)
-Firetooth+4/+5
-Sling of Seeking (strength bonus and +4 bullets are available)
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Comments

  • CrevsDaakCrevsDaak Member Posts: 7,155
    edited April 2014
    I'd change the FoA+4 for the FoA+5, even if it gives immunity to Haste, it is still better.
    I think that Nixil's Spear+6 > Celestial Fury +3, Sleep Immunity is stranger than Stun immunity in ToB, and it is a +6 weapon that gives Free Action, maybe it has a lower damage mx, but I think that it's better.
    Foebane+5 is good when you use it with GWWA, so you have +40 HP for one turn.
    For BG1:EE it is definitely the Stupifier, and not many have Stun immunity in BG1.
    Crom Faeyr is good, better if solo'ing that if with party, helpful to open locks and other stuff.
    Both Brage's sword and Kiel's Morning Star are useful if you are playing solo in BG1 with a warrior class.
  • FlashburnFlashburn Member Posts: 1,847
    Impaler +3 is pretty good because of the extra 10 damage, but it gets outclassed in enchantment level quickly.
  • jacobtanjacobtan Member Posts: 655
    edited April 2014
    Foebane +5 is overrated because Larloch's Minor Drain is stopped by MR. 40 drain damage doesn't sound so good reduced to 12 when up against a marilith's 70% MR (70% of 40 damage blocked = 12 damage).

    Of the weapons not mentioned, The Answerer +4 and Axe of the Unyielding +5 are strong contenders in their own right. Answerer doesn't do much damage but opens up the target for easier hitting by party members and summons. Axe of the Unyielding has good passive effects and vorpal hit (save vs death at -4, Greater Malison can improve chances).

    Honorable mentions:

    K'logarath +4 - throwing axe with knockdown effect
    Big Metal Rod - Pulse Ammunition has fast rate of fire (disrupts casting and stuns monsters momentarily). Characters who can't use ranged weaponry can use it with special ammo or even with bolts
    Post edited by jacobtan on
  • BlackravenBlackraven Member Posts: 3,486
    Note that this list is highly personal and based not on power in an absolute sense. I've always had a strong predilection for agile, roguish swordwielders: swashbuckler, ranger (preferably stalker), fighter/mage, fighter/thief. Never tried a blade, but I thinks that kit fits the bill as well.

    1) Scarlet Ninja-To (extra APR, poison damage, easily obtained though only available for my thieves when they get UAI, which can be pretty quick in solo runs btw)
    2) Tuigan bow (see @Skaffen's comment)
    3) Defender of Easthaven (not very roguish, but nevertheless my favorite offhand weapon, great defensive bonuses and its +3 enhancement makes that it deals damage against most foes; almost like a shield with which you can hit your enemy, for style purposes it has to be wielded with another Flail, the FoA) - usually these are Anomen's weapons)
    4) Staff of the Magi (implemental in my gnome fighter/illusionist's completion of TOB, also great for rogues with UAI, mostly for its equipped benefits: more an instrument than a weapon)
    5) Celestial Fury (beautiful weapon, great effects)

    Honorable mentions: Blade of Roses (perfect for my swashies), FoA (see above, 3), Ravager (brutal, great weapon for the Big S in TOB).

    Never use Carsomyr because I don't use paladins (and I don't like it on a UAI thief), never assemble Crom Faeyr (except once just out of curiosity).
  • elminsterelminster Member, Developer Posts: 16,317
    edited April 2014
    jacobtan said:

    Foebane +5 is overrated because Larloch's Minor Drain is stopped by MR. 40 drain damage doesn't sound so good reduced to 12 when up against a marilith's 70% MR (70% of 40 damage blocked = 12 damage).

    Actually I'd say Foebane +5 is overrated because apparently (at least with the non-beta version of BG2EE) its not getting any of the damage bonuses against various creatures that Foebane +3 gets (demons, undead, that sort of thing). Apparently its a bug in BG2EE because its been reported ( #7635).

    But if that bug hadn't existed I would say the sword is actually very good against marilith's because they are demons. At the moment however its only distinctive feature is that minor drain.
  • jacobtanjacobtan Member Posts: 655
    edited April 2014
    elminster said:

    jacobtan said:

    Foebane +5 is overrated because Larloch's Minor Drain is stopped by MR. 40 drain damage doesn't sound so good reduced to 12 when up against a marilith's 70% MR (70% of 40 damage blocked = 12 damage).

    Actually I'd say Foebane +5 is overrated because apparently (at least with the non-beta version of BG2EE) its not getting any of the damage bonuses against various creatures that Foebane +3 gets (demons, undead, that sort of thing). Apparently its a bug in BG2EE because its been reported ( #7635).

    But if that bug hadn't existed I would say the sword is actually very good against marilith's because they are demons. At the moment however its only distinctive feature is that minor drain.
    I have already patched this file on my own (I have three installations of BG2 on my computer so I simply patched directly in NI/Override) after replicating the EFFs in BG2EE Foebane, but I still don't think much of it.

    The description says "undead, shapeshifters and extraplanar creatures". Actually, by the endgame, undead monsters are relatively uncommon. Shapeshifters (doppelgangers, werewolves, etc.) are even rarer. Demons are relatively common but mostly manageable (alu-fiends, babaus, etc.) with the exception of possibly mariliths and balors. Omitting planetars/devas is an oversight (since the description promised the bonus), but I'll wait and see what Beamdog does. As for elementals, they should not be considered extraplanar creatures - elemental gods' avatars are considered natives of the prime material plane, so I consider elementals to be natives as well. Even if not, elementals aren't very strong themselves with the exception of the princes.

    After elimination, this special damage is really nothing fantastic. The only remaining advantage is a +1 bonus to saves... meh.

    N.B. For my installation, both the EFF and ITM files had problems. The EFF files did not describe correctly the bonus damage to race, and Foebane (both +3 and +5) did not include any reference to the EFF files. I copied a fresh set of EFF files into Override, then added the references to Foebane. Tested against a balor and the damage increased accordingly by +6, which was expected behavior. This will work for me until the official patch comes out. Beamdog will do a better job than my makeshift patching.
    Post edited by jacobtan on
  • QuartzQuartz Member Posts: 3,853
    edited April 2014
    1. Silver Sword - A Kensai running around with this is pretty much a total BAMF.
    2. Blackrazor - Really sweet blade.
    3. Celestial Fury - Yeah OK this thing is pretty deadly.
    4. Staff of Curing - I'm a sucker for the -2 AC bonus.
    5. Staff of the Ram - Kicks ass. Forcibly.
  • RandyMcStudRandyMcStud Member Posts: 71
    Embarl's dagger: THE most powerful dagger against magic golems. Averages a whole 1 point more damage per hit over other unenchanted daggers. For this massive benefit, it is totally worth not being able to finish the thieve stronghold quest.
  • RandyMcStudRandyMcStud Member Posts: 71
    edited April 2014
    Firetooth +4/5? Is that a mod?

    Anyway, I'll disregard the staff of the Magi as its not a particularly strong offensive weapon unless you abuse the cheese:

    1) Carsomyr: Can be acquired fairly early on, very high damage for BG2 and fantastic utility with dispel on hit and 50% MR. Holds its own in TOB. Obvious drawback of requiring a paladin, but as an inquisitor, taking Keldorn if CHARNAME isnt a paladin is hardly the end of the world. Also considering how late on you get it, the +6 version is an underwhelming upgrade.

    2) Crom Faeyr: Late game SOA, but a TOB powered weapon earlier than any other +5 or better TOB weapon. Great offhand, or even a great mainhand if you you dont other means of getting really high strength. Crushing damage also. By the time you get it, its troll and golem killing abilities arent a massive deal but still useful.

    3) Celestial Fury: Can be acquired very early, stun is fantastic, decent base damage and with a chance of doing another 20 electricity damage. Unfortunately, it is the only decent Katana there is, and the stun becomes very unreliable in TOB, plus you need plus +4 weapons against some important bosses. So the proficiency is really good for SOA only.

    4) Blackblood +3, can be acquired early on after one of the easiest stronghold quests, +6 damage, kills trolls and disrupts casting through stoneskin, can backstab (I think), crushing damage and uses a proficiency accessible to everyone except pure arcane casters.

    5) Staff of the Ram +6, acquired earlier on than most upgraded TOB weapons, huge crushing damage, with only the minor bonus piercing damage not multiplied on crits of backstab, can backstab, proficiency accessible to the great majority of classes. I remember playing a Tutu evil half orc Kensai who had 25 natural strength after Lum the Mad (though with the removal of the +1 core stat on the wrath trial, this is no longer possible), and he did around 50 damage per it on a non crit.

    Honourable mentions:

    -Firetooth, decent base damage, one additional attack per round, can be thrown, disrupts through stoneskin and kills trolls. Fairly late in the game for an SOA weapon, and doesnt really hold up that well in TOB. Plus not dual wield friendly in spite of being a one hander, and piercing damage is the worst meele damage type.

    - Foebane +5, one of the earliest upgrades available in TOB, and the self healing is very substantial, and works even if minor drain is resisted. An additional +6 damage vs enemies which are fairly common in TOB. And better saves never hurt. However, against targets with magic resistance and not subject to the bonus damage, its damage output is unremarkable. Plus, it use a proficiency which has probably the worst weapon selection across BG1 and SOA, in spite of being warrior and bard only and not usable for backstabs.

    - Scarlet ninja-to is a fantastic offhand with UAI, but arguably a bit cheesy.

    - Flail of the Ages, can be acquired early on, does very respectable damage and has solid upgrades in TOB, and does crushing damage. Slow and later on free action are both handy. Kills trolls and disrupts through stone skin. However, the final upgrade is very late on, and the very heavy reliance on elemental damage in its +4 and 5 versions is often almost entirely resisted against some of the some of the most powerful enemies, and not subject to crit multipliers.
  • mumumomomumumomo Member Posts: 635
    - scarlet ninja to. Best speed weapon.
    - staff of the ram. Best backstabbing weapon. Probably also the best weapon to use with whirlwind.
    - FOA (all versions). At all points in the game, foa is one of the best choice. Great damage, bypass stoneskins for interruption, slow effect is deadly.
    - carsomyr : 50%MR, dispell on hit
    - firetooth crossbow : easy to get. Once you get gww, this thing is deadly (especially in the hand of an archer)

    Staff of the magi is a much more powerful item than all these, but i do not consider it as a weapon.
  • elminsterelminster Member, Developer Posts: 16,317
    edited April 2014
    1. Staff of Magi (mostly because how cheesy you can be with the invisibility though the other effects are great)
    2. Celestial Fury (save or else stun on hit)
    3. Daystar (easier to acquire than Carsomyr and has a special ability that can't be interrupted and that I've found to be useful against both undead and non-undead)
    4. Carosymr+5/+6 (50% MR and dispel on hit)
    5. Flail of Ages +5 (still useful with GWW and you get it so late that you should have a fair bit of those). The other Flail of Ages versions are also great.
  • AlkaluropsAlkalurops Member Posts: 269
    edited April 2014

    Firetooth +4/5? Is that a mod?

    Pretty sure they're talking about the "real" firetooth here, not that whimpy dagger but the crossbow.
  • Demonoid_LimewireDemonoid_Limewire Member Posts: 424
    Staff of the Ram +6, on my Beastmaster/Cleric, is my most beloved toy ever... Flail of the Ages +5 (on berserker/cleric), Hindo's Doom +4 (on kensai/thief) (too bad it is not a +5, it cannot even touch a demi-lich), and Ravager/Firetooth combo on Sarevok rocks.
  • lunarlunar Member Posts: 3,460

    Staff of the Ram +6, on my Beastmaster/Cleric, is my most beloved toy ever... Flail of the Ages +5 (on berserker/cleric), Hindo's Doom +4 (on kensai/thief) (too bad it is not a +5, it cannot even touch a demi-lich), and Ravager/Firetooth combo on Sarevok rocks.

    Hmm I always thought demi liches required +4 to hit, so Hindo's Doom should do the trick.

    My list:
    1-Staff of magi-so many uses, it smells a bit like cheddar, though.
    2-Flail of the ages-best weapon against pretty much anything. Stoneskin? Damage resistance? This will still hurt and possibly slow a deadly opponent:very very handy!
    3-Carsomyr-if only more classes could use this, it is extremely powerful!
    4-Ravager-this will kill enemies so fast it is scary. Perfect for Big S in ToB. Nuff said.
    5-Foebane- when upgraded this was used to make the wielder reach 400 hitpoints or such easily while whirlwind attacking. Apparently hit point bonuses did stack in bg2. I have yet to acquire this beauty in my enhanced game though, I wonder if it is nerfed.

    Honorable mentions:Celestial fury is wonderful but +3 just won't cut it against some enemies. Blackrazor is awesome too, but evil and still +3. Answerer sword also has its uses, it can quickly reduce an opponents defenses, but otherwise rather lackluster. Cromfaeyr is a tool of legends but is costly to create and is doomed to be an off-hand weapon. Gessen bow is able to shoot +4 arrows naturally, if I remember correctly, so is quentessential weapon for an Archer to beat Demiliches and other bigger baddies.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    elminster said:

    There is the Lesser Demon Lord in the underdark that needs +5 weapons but you can avoid that fight.

    I don't know if it's just me, but I always found that battle very easy. Even in my first run.
  • FinneousPJFinneousPJ Member Posts: 6,455
    @lunar Crom doomed to be an off-hand weapon? Wut?
  • TwaniTwani Member Posts: 640
    @elminster and @CrevsDaak‌ - I know it's off topic, but is it possible to fight that demon lord while still going through the 'good' version of the quest (saving the eggs for the Silver Dragon)? I seem to remember he just teleported out before I could whoop him. :(
  • elminsterelminster Member, Developer Posts: 16,317
    No clue.
  • CrevsDaakCrevsDaak Member Posts: 7,155
    @Twani
    You need to give Phaere the real eggs and turn against her in the last moment before she gives the Eggs to the Lesser Demon Lord. I've done this the first time I played the game because 1) I did not knew that the Lesser Demon Lord was just an avatar/incarnation so I thought that by killing it I'll be making a good action (I did the same with Demogorgon later without knowing) and 2) Soulafein was a Drow, maybe a good one but my CG Elven PC shouldn't be trusting him in his fake eggs plan).
  • WolkWolk Member Posts: 279

    @lunar Crom doomed to be an off-hand weapon? Wut?

    Crom Faeyr's main advantage (25 STR) will also affect your main hand weapon. So you can put a weapon more powerfull than Crom in your main hand (like FoA) and still gain the advantage of 25 STR. Crom Faeyr is powerful, but it can make other weapons even more powerful.
  • lunarlunar Member Posts: 3,460
    Wolk said:

    @lunar Crom doomed to be an off-hand weapon? Wut?

    Crom Faeyr's main advantage (25 STR) will also affect your main hand weapon. So you can put a weapon more powerfull than Crom in your main hand (like FoA) and still gain the advantage of 25 STR. Crom Faeyr is powerful, but it can make other weapons even more powerful.
    @FinneousPJ What @Wolk said. Crom is sure powerful but its when hit abilities are lack luster. Another weapon like flail of the ages or axe of the unyielding have better effects, even lowly Celestial Fury is way better if the enemy is not immune. Plus Crom uses warhammer proficiency which in general fighters don't spend points in. (Unless dwarfen defender) Thus, it is a good tactic IMHO to have a bigger badder weapon on right hand and gain mastery in it (because only right hand gains extra attacks from specialisation, and off hand is forever locked at 1 extra attack, regardless of proficiencies) and then get Crom in the off hand for massive to hit and damage bonuses. In this manner, Crom is by far the best off-hand weapon, even better than Belm (which grants another extra attack to the right hand when dual wielding, but Crom's extra damage is even better in most cases, plus when you GWW attacks per round lose importance) plus you don't need any high numbers of proficiency in hammers since the off-hand will get 1 attack regardless of proficiencies. Korgan with axe+++++ and two weapon style+++ and hammer+ is a beast with Axe of the Unyielding+Crom Faeyr at off-hand. You can do the same with Minsc flail++ two weapon style+++ hammer+ and flail of the ages+Crom. Korgan will still be better but Minsc is not too shabby either
  • jacobtanjacobtan Member Posts: 655
    edited April 2014
    Crom Faeyr is a viable main hand weapon in the hands of a non-cleric, when paired with an APR weapon, if a non-cleric is looking at maximizing damage and wants an alternative to using a strength item.
  • jackjackjackjack Member Posts: 3,251
    More powerful than Crom Faeyr? I know some weapons have better special effects, but by definition, there literally isn't a more powerful weapon. I love to use it with an offhand speed weapon, for instance - absolutely devastating.
  • FinneousPJFinneousPJ Member Posts: 6,455
    @lunar I also tend to use it with a speed weapon like @jacobtan and @jackjack. A 25 Str Mazzy with kundane offhand is positively hilarous yet awesome.
  • jacobtanjacobtan Member Posts: 655

    @lunar I also tend to use it with a speed weapon like @jacobtan and @jackjack. A 25 Str Mazzy with kundane offhand is positively hilarous yet awesome.

    For me, it was exciting to do the number crunching to prove that Crom Faeyr + Kundane > (most +5 weapons without special effects) + Kundane > (most + 5 weapons without special effects) + Crom Faeyr

    Yes I'm nuts. Lol
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