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My +1 throwing Axes disppeared

I bought two in the Thunderhammer smithy (cheap). Used them as a throwing weapon at the Gnoll fortress and they disappeared! Here is the item description

Beruel's Retort +1 is an enchanted throwing axe, although the item description fails to note this. As such, it can be either wielded in melee or thrown as a missile, with +1 bonuses to damage and THAC0 from the base statistics given for a throwing axe.


http://baldursgate.wikia.com/wiki/Beruel's_Retort_+1

Comments

  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    edited May 2017
    Yeah, thrown weapons (i.e., throwing axes, throwing daggers, darts) are treated like ammo - use once and gone.

    There are some thrown weapons that feature a "returning" special ability, but Beruel's Retort is not one of them.

    EDIT: Tweaks Anthology has a component to make ammo (including thrown weapons) recoverable.

    http://gibberlings3.net/forums/index.php?app=downloads&showcat=90
  • SomeSortSomeSort Member Posts: 859
    edited May 2017
    Yeah, the throwing axes +1 in Thunderhammer's smithy would be a *LOT* more expensive if they were returning, and you wouldn't be buying five at a time. There's only one returning throwing weapon in BG1; a magical throwing axe that's found in your return to Candlekeep.

    With that said, you can equip the Throwing Axes +1, right-click on them in your quick weapon slot, and switch them to melee mode. If you don't throw them, they don't disappear, making them the cheapest unbreakable magical melee weapon in the game by a huge margin.
  • SwordLordSwordLord Member Posts: 16
    Thanks for clearing it up. I used the console to create a couple more and the same thing happened - demonstrating what you were saying.

    I have a +1 Battle Axe anyway. Guess I will wait for my return to Candle Keep.
  • SomeSortSomeSort Member Posts: 859
    Grond0 said:

    SomeSort said:

    With that said, you can equip the Throwing Axes +1, right-click on them in your quick weapon slot, and switch them to melee mode. If you don't throw them, they don't disappear, making them the cheapest unbreakable magical melee weapon in the game by a huge margin.

    Interestingly, even normal throwing axes don't break if you switch them to melee mode - so provide a much better alternative to standard axes if you're buying weapons in Candlekeep.
    Wakizashis, Katanas, and Ninja-Tos don't break, either. Iron crisis? What iron crisis? :)
  • abacusabacus Member Posts: 1,307
    SomeSort said:

    Grond0 said:

    SomeSort said:

    With that said, you can equip the Throwing Axes +1, right-click on them in your quick weapon slot, and switch them to melee mode. If you don't throw them, they don't disappear, making them the cheapest unbreakable magical melee weapon in the game by a huge margin.

    Interestingly, even normal throwing axes don't break if you switch them to melee mode - so provide a much better alternative to standard axes if you're buying weapons in Candlekeep.
    Wakizashis, Katanas, and Ninja-Tos don't break, either. Iron crisis? What iron crisis? :)
    That makes sense though, if you make the reasonable assumption that they're imported.
  • GallowglassGallowglass Member Posts: 3,356
    abacus said:

    That makes sense though, if you make the reasonable assumption that they're imported.

    Not necessarily. Somewhere in dialogue (IIRC, with random commoners in FAI), it's explained that the iron plague can be passed to unaffected items by contact with local iron, so even imported items would eventually become contaminated.
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  • SomeSortSomeSort Member Posts: 859


    EDIT: Tweaks Anthology has a component to make ammo (including thrown weapons) recoverable.

    I love the idea of throwing axes & daggers not magically returning to you, but being recoverable from dead bodies after a fight. Then, keeping 10-15 on hand can last through multiple encounters.
    Provided your THACO is good enough. IIRC, ammo is only preserved on successful hits. Probably better off bringing more like 50-60.
  • AstroBryGuyAstroBryGuy Member Posts: 3,437
    There's also @Dee's Enchant the Launchers mod. It has a component that converts all ammo & thrown weapons into rechargeable quivers (not unlimited). They recharge after a rest.

    https://forums.beamdog.com/discussion/comment/778053#Comment_778053
  • SkatanSkatan Member, Moderator Posts: 5,352

    abacus said:

    That makes sense though, if you make the reasonable assumption that they're imported.

    Not necessarily. Somewhere in dialogue (IIRC, with random commoners in FAI), it's explained that the iron plague can be passed to unaffected items by contact with local iron, so even imported items would eventually become contaminated.
    True, but even unmagical katanas are said to be of so high quality and so rare that they are almost magical in nature. I believe I've read that's the reason for the D10 dmg dice.

    Not sure if this applies to wakis and ninja to's, but I guess so if they to are unbreakable.
  • SomeSortSomeSort Member Posts: 859
    Skatan said:

    abacus said:

    That makes sense though, if you make the reasonable assumption that they're imported.

    Not necessarily. Somewhere in dialogue (IIRC, with random commoners in FAI), it's explained that the iron plague can be passed to unaffected items by contact with local iron, so even imported items would eventually become contaminated.
    True, but even unmagical katanas are said to be of so high quality and so rare that they are almost magical in nature. I believe I've read that's the reason for the D10 dmg dice.

    Not sure if this applies to wakis and ninja to's, but I guess so if they to are unbreakable.
    The mundane reason they're unbreakable is that they didn't exist in BG1 to get flagged as breakable in the first place; they were added in later.
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