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ikonomov

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  1. Thank you! I doubt I'll ever play those mods, so likely not. I've made this table a long time ago to easily reference all the notable weapons in the games and I thought it might be useful for other people so I decided to share it.
  2. BG1 & BG2: Fighter / Mage / Thief elf BG1: Fighter human > BG2: Kensai 13 > Mage alternative: BG1 & BG2: Fighter / Mage elf BG1 & BG2: Fighter / Illusionist alternative: BG1 & BG2: Fighter / Mage elf BG2: Sorcerer elf BG1 & BG2: Cleric / Mage BG1 & BG2: Cleric / Ranger alternative: BG1: Ranger human > BG2: Ranger 8 > Cleric In classic BG2 this combination allows the use of all priest spells. BG1: Paladin > BG2: Inquisitor BG1: Fighter dwarf > BG2: Berserker alternative: BG2: Barbarian dwarf BG1: Ranger elf > BG2: Archer BG1 & BG2: Bard half-elf alternative: BG1: Bard half-elf > BG2: Skald In classic BG2 the Enhanced Bard Song and the regular bard song (fixed with an optional component in BG2 Fixpack) have unlimited range.
  3. Code Item Name Damage Type Power Location On Hit Equipped Abilities BG1: Melee Weapons MISC75 Dagger of Venom +2 1D4+2 Dagger ★★ Thunderhammer Smithy +1 poison damage/second [15 seconds] (save) DAGG03 Dagger +2 1D4+2 Dagger ★ E of Carnival, Blushing Mermaid Tavern DAGG04 Dagger +2, Longtooth 1D6+2 Dagger ★ Undercellar (ch 7) DAGG09 Silver Dagger +1, Werebane 1D4 +1 Dagger ☆ Werewolf Island 2 lycanthropes: +3 thac0 / +3 damage cold iron SW1H09 Short Sword +2 1D6+2 Short Sword ★ SW of Beregost SW1H10 Short Sword of Backstabbing +3 1D6+3 Short Sword ★☆ Undercellar (ch 7) SW1H06 Long Sword +2 1D8+2 Long Sword ★ Nashkel Mines +1 cold damage (no save) SW1H16 Scimitar +5, Defender 1D8+3 Scimitar ★★ S-SW of Beregost +2 AC SW1H15 Scimitar +3, Frostbrand 1D8+3 Scimitar ★★ S-SW of Beregost +50% fire resistance SW1H23 Scimitar +2 1D8+2 Scimitar ★ DT SW1H03 Bastard Sword +1, +3 vs. Shapeshifters 2D4 +1 Bastard Sword ★ Merchants' League Estate shapeshifters: +2 damage cold iron SW1H18 Sword of Balduran 2D4 Bastard Sword Werewolf Island 2 lycanthropes: +4 damage cold iron AX1H03 Battle Axe +2 1D8+2 Axe ★ Helm and Cloak Inn AX1H05 Throwing Axe +2 1D6+3 Axe ★ Candlekeep BLUN11 Mace +2 1D6+3 Mace ★☆ DT5 HAMM03 War Hammer +2 1D4+3 War Hammer ★☆ SW of Beregost +1 electrical damage (no save) HALB03 Halberd +2 1D10+2 Halberd ★ Iron Throne SW2H06 Spider's Bane +2 1D10+2 Two Handed Sword ★☆ Cloakwood Forest 2 free action SW2H07 Two Handed Sword +3 1D10+3 Two Handed Sword ★☆ DT4 STAF08 Quarter Staff +3 1D6+3 Staff ★★ Ulgoth's Beard STAF06 Staff Mace +2 2D4+2 Staff ★☆ Werewolf Island 2 1-handed, 2-handed range STAF07 Staff Spear +2 1D8+3 Staff ★ DT piercing damage BG2: Melee Weapons DAGG13 Pixie Prick +3 1D4+3 Dagger ★★☆ Planar Prison sleep [2 rounds] (save) DAGG14 Boneblade +4 1D4+4 Dagger ★★ Ust'Natha DAGG21 Dagger of the Star +4 1D4+4 Dagger ★★ WK4 5% invisibility [60 seconds] NPSW01 Sword of Arvoreen +2 1D6+2 Short Sword ★☆ Temple Ruins -2 movement rate [45 seconds] (save) Mazzy only, slow / stun immunity SW1H25 Kundane +2 1D6+2 Short Sword ★★☆ off-hand Planar Prison +1 attack SW1H28 Cutthroat +4 1D6+4 Short Sword ★★ Graveyard District (ch 6) SW1H58 Short Sword of Mask +4 1D6+4 Short Sword ★★☆ WK 15% entangle [24 seconds] (no save) SW1H24 Long Sword +1, Flame Tongue (+4) 1D8+1 Long Sword ★☆ DT5, Druid Grove damage to creatures: +1 regenerating, +2 cold / fire, +3 UD cold iron SW1H35 Adjatha the Drinker +2 1D8+2 Long Sword ★☆ Planar Prison +1HP charm / domination immunity SW1H31 Daystar +2 (+4) 1D8+2 Long Sword ★★☆ City Gates evil: +2 thac0 / +2 damage, UD: +1D8+4 damage 1x/day sunray SW1H54 The Equalizer (+3) 1D8 Long Sword ★★★☆ off-hand SoA / Mind Flayer City / Beholder City thac0 / damage: true natural 0 / 0, chaotic / lawful natural +1 / +2, natural good / evil +2 / +4, others +3 / +6 charm / confusion immunity SW1H60 Angurvadal +4 1D8+4 Long Sword ★★★ WK4 +1 fire damage (no save) 1x/day 22 Str [60 seconds] MISCBC Blackrazor +3 1D8+3 Long Sword ★★★☆ Hell 15% 4 lvl drain / heal +20 HP / haste / +3 Str [20 seconds] (no save) +1 HP/5 seconds, charm / fear immunity WANINJA Scarlet Ninja-To +3 1D8+3 Ninja-To ★★★☆ thief Copper Coronet +6 poison damage/round [2 rounds] (save) monk only, +1 attack WAWAK Kachiko's Wakizashi +3 1D8+3 Wakizashi ★☆ Copper Coronet -2 Wis [2 rounds] (save) SW1H30 Belm +2 1D8+2 Scimitar ★★☆ off-hand Druid Grove +1 attack SW1H52 Scimitar +3, Water's Edge 1D8+3 Scimitar ★☆ Ust'Natha SW1H67 Usuno's Blade + 4 1D8+4 Ninja-To ★★ WK1 10% +2D10 electrical damage (save for half) SW1H68 Spectral Brand +4 1D8+4 Scimitar ★★★ WK3 +1D4 cold damage (no save) 1x/day [4 rounds] summon 1D8+3 blade 1 attack/round WA2DAK Dak'kon's Zerth Blade +2 1D10+2 Katana ★☆ Adventurer's Mart +1 AC, +1 wizard spell 1 / 2 / 3 / 4 NPSW04 Corthala Family Blade +2 1D10+2 Katana ★★ Umar Hills +2 poison damage/round [2 rounds] (no save) Valygar only, +2 AC slashing SW1H51 Celestial Fury +3 1D10+3 Katana ★★★☆ Temple District stun [1 round] (save), 5% +20 electrical damage (no save) 1x/day lightning bolt / blindness SW1H38 Jhor the Bleeder +2 2D4+2 Bastard Sword ★★ Underdark +2 poison damage/round [5 rounds] (no save) SW1H39 Blade of Searing +3 2D4+3 Bastard Sword ★★☆ Ust'Natha +1 fire damage (no save) SW1H62 Foebane +3 2D4+3 Bastard Sword ★★ WK1 UD / shapeshifters / extra-planar: +6 damage SW1H64 Purifier +4 2D4+4 Bastard Sword ★★★ WK3 chaotic evil: +4 damage paladin only, +20% magic resistance AX1H10 Azuredge (+3) 1D6 Axe ★★ Copper Coronet UD: +1D6+4 damage / vorpal (-4 save) good only AX1H12 Battle Axe +3, Stonefire 1D8+3 Axe ★★☆ Copper Coronet +2 fire damage (no save) AX1H13 Battle Axe +3, Frostreaver 1D8+3 Axe ★★☆ de'Arnise Keep +1 cold / acid damage (no save) AX1H14 Axe of the Unyielding +3 1D8+3 Axe ★★ WK4 +1 AC, +1 HP/round BLUN24 Club +2, Gnasher 1D6+2 Club ★★ Druid Grove +2 piercing damage/round [4 rounds] (no save) BLUN22 Club +3, Blackblood 1D6+3 Club ★★★ Trademeet +3 acid damage (no save) BLUN25 Mace of Disruption +2 (+5) 1D6+3 Mace ★★★☆ Graveyard District / Bridge District UD: +1D6+3 damage / vorpal (-4 save) negative plane protection BLUN28 Storm Star +3 1D6+4 Mace ★★★ WK4 +1D6 electrical damage (no save) WAFLAIL Defender of Easthaven +3 1D6+4 Flail ★★★ Copper Coronet +1 AC, +20% slashing / piercing / blunt resistance BLUN14 Flail of Ages +3 1D6+4 Flail ★★★★☆ de'Arnise Keep +1 acid / cold / fire damage (no save), 33% slow [20 seconds] (no save) HAMM04 War Hammer +1, +4 vs. Giant Humanoids (+4) 1D4+2 War Hammer ★★ de'Arnise Keep giants: +3 thac0, +3 damage HAMM06 Dwarven Thrower +3 2D4+3 War Hammer ★★ Trademeet giants: +8 damage dwarf only HAMM07 Hammer of Thunderbolts +3 2D4+3 War Hammer ★★ Sewers HAMM09 Crom Faeyr +5 2D4+3 War Hammer ★★★★☆ Temple Ruins / Planar Sphere / Kuo-Toa City ettins / trolls / clay golems / stone golems: vorpal (no save), +5 electrical damage (no save) +25 Str SPER08 Spear +3, Impaler 1D6+3 Spear ★★☆ Sahuagin City +10 piercing damage (no save) SPER10 Spear of Withering +4 1D6+4 Spear ★★★ Ust'Natha +4 poison damage (no save) SPER11 Ixil's Nail +4 1D6+4 Spear ★★ WK5 HALB05 Dragon's Breath +4 1D10 Halberd ★★★ Underdark +1 cold / fire / electrical / acid / poison damage (no save) HALB09 Halberd +4, Wave 1D10+4 Halberd ★★☆ Sahuagin City / Planar Prison efreet / salamanders / fire elementals: vorpal (no save), 15% +15 cold damage (no save) WAS2H Joril's Dagger +3 1D10+3 Two Handed Sword ★★☆ Copper Coronet +1 cold damage (no save), 25% confusion [3 rounds] (save) SW2H14 Lilarcor +3 1D10+3 Two Handed Sword ★★ Slums District Sewers charm / confusion immunity SW2H10 Carsomyr +5 1D12+5 Two Handed Sword ★★★★★ Windspear Hills chaotic evil: +5 damage, dispel magic paladin only, 50% magic resistance, 3x/day dispel magic SW2H08 Soul Reaver +4 1D10+4 Two Handed Sword ★★★★☆ Kuo-Toa City -2 thac0 [20 rounds] (no save) non good only SW2H15 Silver Sword +3 1D10+3 Two Handed Sword ★★★☆ Spellhold / Athkatla (ch 6) 25% vorpal (-2 save) SW2H09 Warblade +4 1D12+4 Two Handed Sword ★★ Adventurer's Mart (ch 6) STAF20 Staff of Rynn +4 1D6+4 Staff ★★☆ Adventurer's Mart WASTAFF Staff of Arundel +3 1D6+3 Staff ★★☆ Copper Coronet +10% fire / cold resistance, +1 priest spell 5 / 6 STAF11 Staff of the Magi +1 (+5) 1D6+1 Staff ★★★★★ Bridge District dispel magic mage only, +2 AC / saves, invisibility, charm immunity, protection from evil, 3x/day fireball-lightning bolt, 1x/day spell trap [8 hours] STAF09 Staff of Command +2 1D6+2 Staff ★★ Mind Flayer City domination [12 hours] (no save, 25 charges) STAF14 Staff of the Woodlands +4 1D6+4 Staff ★★★ Suldanesselar druid only, barkskin (AC:3), 6x/day enhanced charm animal, 6x/day summon shambling mound STAF21 Staff of the Ram +4 1D6+10 Staff ★★★☆ WK4 10% knock back / stun [6 seconds] (no save) ToB: Melee Weapons DAGG22 Dagger of the Star +5 1D4+5 Dagger ★★☆ WK4 / ToB 15% invisibility [60 seconds], 5% +1D8 fire / electrical damage (no save) SW1H59 Short Sword of Mask +5 1D6+5 Short Sword ★★☆ WK / Sendai 15% entangle [24 seconds] / lvl drain (no save) SW1H77 The Answerer +4 1D8+4 Long Sword ★★★☆ Oasis -15% magic resistance / -2 AC [4 rounds] (no save) SW1H61 Angurvadal +5 1D8+5 Long Sword ★★★★☆ WK4 / Sendai +1D4+1 fire damage (no save) 22 Str, negative plane protection SW1H66 Yamato +4 1D8+4 Wakizashi ★★ Saradush +1 AC SW1H69 Spectral Brand +5 1D8+5 Scimitar ★★★★ WK3 / Sendai +1D6 cold damage (no save) 1x/day [4 rounds] summon 1D8+3 blade 1 attack/round, 1x/day [3 rounds] +5 thac0, negative plane protection SW1H71 Hindo's Doom +4 1D10+4 Katana ★★★ WK5 / Abazigal 1x/day greater restoration, +10% magic resistance, death magic immunity SW1H63 Foebane +5 2D4+5 Bastard Sword ★★★☆ WK1 / Saradush Sewer UD / shapeshifters / extra-planar: +6 damage, larloch's minor drain +1 saves SW1H65 Purifier +5 2D4+5 Bastard Sword ★★★☆ WK3 / Sendai chaotic evil: +5 damage paladin only, +30% magic resistance, 2x/day dispel magic, 1x/day mass cure AX1H15 Axe of the Unyielding +5 1D8+5 Axe ★★★★☆ WK4 / Marching Mountain 10% vorpal (-4 save) +1 AC, +3 HP/round, +1 Con BLUN27 Club of Detonation +5 1D6+5 Club ★★★☆ WK5 / ToB +5 fire damage / 30% +15 fire damage / 5% fireball (no save) BLUN29 Storm Star +5 1D6+6 Mace ★★★☆ WK4 / Saradush +1D6 electrical damage (no save), 5% chain lightning (no save) +20% electrical resistance BLUN30C Flail of Ages +4 1D6+5 Flail ★★★★★ WK2 +1 acid / cold / fire / poison damage (no save), 33% slow [20 seconds] (no save) BLUN35 Ice Star +4 2D4 +4 Flail ★★★☆ Saradush +1D4 cold damage (no save) +20% fire resistance HAMM11 Runehammer +5 2D4+5 War Hammer ★★★★ Siege Camp / Sendai UD: +2D4+5 damage / vorpal (-4 save) negative plane protection, fear immunity, 1x/day 22 Str, 1x/day mass cure SPER12 Ixil's Spike +6 1D6+6 Spear ★★★★ WK2 / WK5 pinned 1D6+5/round [3 rounds] (save) free action HALB11 Ravager +6 1D10+4 Halberd ★★★★★ WK5 / Marching Mountains +3D6 poison damage (save), 10% vorpal (no save) 3x/day cloak of fear SW2H21 Psion's Blade +5 1D10+5 Two Handed Sword ★★☆ Marching Mountains confusion / psionic immunity SW2H19 Carsomyr +6 1D12+6 Two Handed Sword ★★★★★ Windspear Hills / Sendai chaotic evil: +6 damage, dispel magic paladin only, 50% magic resistance, 3x/day dispel magic SW2H18 Gram the Sword of Grief +5 1D10+5 Two Handed Sword ★★★★ Abazigal / Sendai 10% +2D12 poison damage (no save), lvl drain (-5 save) +5% magic resistance STAF22 Staff of the Ram +6 1D6+12 Staff ★★★☆ WK4 / Saradush 15% knock back / stun [6 seconds] (no save) BG1: Ranged Weapons AX1H05 Throwing Axe +2 1D6+3 Axe ☆ Candlekeep returns to user's hand SLNG03 Sling +3 3 Sling ★☆ DT5 strength bonus damage BOW08 Eagle Bow +2 2 Short Bow ★☆ Blushing Mermaid Tavern +1 attack BOW02 Composite Long Bow +1 3 Long Bow ★☆ Feldepost Inn +1 attack BOW07 Longbow of Marksmanship +3 2 Long Bow ★☆ Bandit Camp, Firewine Ruins +1 attack BG2: Ranged Weapons DART08 Crimson Dart +3 1D3+3 Dart ★ WK1 +2 attacks, returns to user's hand DAGG11 Boomerang Dagger +2 2D4+2 Dagger ☆ Bridge District +1 attack, returns to user's hand DAGG12 Fire Tooth +3 2D4+3 Dagger ★★☆ Ust'Natha +1D2 fire damage (no save) +1 attack, returns to user's hand AX1H10 Azuredge (+3) 1D6 Axe ★★ Copper Coronet strength bonus damage, UD: +1D6+4 damage / vorpal (-4 save) good only, returns to user's hand AX1H09 Rifthome Axe +3 1D6+3 Axe ★☆ Docks District strength bonus damage returns to user's hand HAMM06 Dwarven Thrower +3 2D4+3 War Hammer ★☆ Trademeet strength bonus damage, giants: +8 damage dwarf only, returns to user's hand WASLING Sling of Everard +5 1D4+2 Sling ★☆ Copper Coronet unlimited ammunition SLNG07 Sling of Seeking +2 2 Sling ★☆ Copper Coronet strength bonus damage SLNG06 Sling of Arvoreen +4 4 Sling ★☆ Beholder City 1x/day stun [3 rounds] (save) XBOW06 Light Crossbow of Speed +1 1 Crossbow ☆ Thunderhammer Smithy, Copper Coronet +1 attack XBOW08 Giant Hair Crossbow +3 5 Crossbow ★ Adventurer's Mart XBOW14 Heavy Crossbow of Searing +1 3 Crossbow ★☆ Adventurer's Mart +2 fire damage (no save) XBOW13 Crossbow of Affliction +4 4 Crossbow ★ Ust'Natha -2 Str XBOW15 Firetooth +4 1D8+4 Crossbow ★★★ WK +2 fire damage (no save) unlimited ammunition BOW14 Tuigan Bow +1 1 Short Bow ★ Copper Coronet +2 attacks BOW15 Tansheron's Bow +3 1D6 Short Bow ★☆ Trademeet +1 attack, unlimited ammunition BOW19 Short Bow of Gesen +4 2 Short Bow ★★★ Bridge District / Spellhold +1D8 electrical damage (no save) +1 attack, +20% electrical resistance, unlimited ammunition BOW11 Strong Arm +2 3 Long Bow ★☆ Adventurer's Mart +1 attack BOW10 Heartseeker +4 2 Long Bow ★☆ Windspear Hills +1 attack, 1x/day +7 thac0 [9 seconds] ToB: Ranged Weapons AX1H16 K'logarath +4 1D6+4 Axe ★★ Amkethran strength bonus damage, knock back / stun [3 seconds] +2D6 damage (save) returns to user's hand SLNG09 Erinne Sling +5 5 Sling ★☆ WK5 / ToB 1x/day 5x +4 bullets XBOW16 Firetooth +5 1D8+5 Crossbow ★★★ WK / Sendai +2 fire damage (no save) unlimited ammunition BG1: Ammunition AROW05 Arrow of Biting 1D6 Arrow +30% of max HP poison damage/20 seconds (save) AR0W06 Arrow of Detonation 1D6 Arrow 6D6 fire explosion damage (save for half) AROW07 Arrow of Dispelling 1D6 Arrow dispel magic AROW08 Arrow of Fire 1D6 Arrow +1D6 fire damage (save) AROW09 Arrow of Ice 1D6 Arrow +1D6 cold damage (no save) AROW04 Acid Arrow +1 1D6+1 Arrow +2D6 acid damage (no save) AROW10 Arrow of Piercing (+1) 1D6 Arrow +4 thac0, +6 piercing damage (save) AROW11 Arrow +2 1D6+2 Arrow BOLT04 Bolt of Biting 1D8 Bolt +2 poison damage/second [15 seconds] (save) BOLT03 Bolt of Lightning 1D8 Bolt +4D4 electrical damage (save for half) BOLT06 Bolt +2 1D8+2 Bolt BULL03 Bullet +2 1D4+3 Bullet DART03 Dart of Stunning 1D3 Dart stun [7 rounds] (save) +2 attacks BG2: Ammunition AROW08 Arrow of Fire 1D6 Arrow +1D2 fire damage (save) AROW09 Arrow of Ice 1D6 Arrow +1D2 cold damage (no save) AROW04 Acid Arrow +1 1D6+1 Arrow +1D3 acid damage (no save) AROW11 Arrow +2 1D6 Arrow BOLT06 Bolt +2 1D8 Bolt KUOBOLT Kuo-Toa Bolt (+1) 2D6 Bolt stun [4 rounds] (save) SAHBOLT Paralytic Bolt (+1) 1D10 Bolt stun [5 rounds] (save) BULL04 Sunstone Bullet +1 1D4+2 Bullet +2 fire damage (no save) ToB: Ammunition AROW15 Arrow +3 1D6 Arrow BOLT09 Bolt +3 1D8 Bolt BULL05 Bullet +3 1D4+4 Bullet BULL06 Bullet +4 1D4+5 Bullet
  4. DavidJCobb thank you for your example and perfect explanation!
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