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Weapons that give one extra attack

Discussion in 'BG2: Shadows of Amn (Classic)' started by Ragusa, Nov 3, 2001.

  1. Extremist Gems: 31/31
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    StressedE - I just pay a visit to some Ill Reputes on a way... ;) :evil:

    Yes, I installed those edited locations - but I surely don't type them here on the boards just as they exist in the core game.
     
  2. ArtEChoke Gems: 17/31
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    Two more weapons that give extra attacks:

    Boomerang Dagger +2: Damage: 2d4+2, 2 attacks per round thrown, 2 attacks per round melee. The damage makes this superior to Kundane and Belm in combat, but it cannot be dual-wielded.

    Firetooth Dagger +3: 2d4+3, 2 attacks per round thrown, 2 attacks per round melee. The damage makes this superior to Kundane and Belm in combat, but again it cannot be dual-wielded.

    As far as dual wielding Kundane and Belm... Anytime I used Haer Dalis in my group, I always went with that weapon combination. Dual-wielding those weapons combined with the offensive spin (and stoneskin... heh) he looked like a food processor going through enemies - easily as good as any tank in the game.
     
  3. Ragusa

    Ragusa Eternal Halfling Paladin Veteran

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    I can guess :) ... what a coincidence that you find a blade specialised in shortswords, Kundane, the melodic chain +3 and the gauntlets of weapon skill in places *so* close together ... ;)

    [This message has been edited by Ragusa (edited November 06, 2001).]
     
  4. wittynewt Gems: 7/31
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    Hi,

    They were probably Haer'Dalis's all along, but were stolen and sold off by Mekrath!

    And of course don't forget the harp you find as well.

    Cheers,

    WittyNewt
     
  5. StressedE Gems: 15/31
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    lol, maybe I should paste my question in a seperate thread
     
  6. wittynewt Gems: 7/31
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    Hi Stressed,

    Sorry to miss your question. In my limited experience of this game I would say that the big win with dual wielding is if you use a weapon in your offhand that has some extra features when equiped and to make sure you have at least two stars in two weapon style if you want to still fight well.

    The obvious ones are belm and kundane since they give an extra attack with the main hand and things like crom faeyr for the 25 strength, i.e they allow you to deal more damage in a shorter time.
    However there are many other weapons that give other features such as negative plane protection, charm protection, domination, resistance to fear etc etc.

    Sometimes these features are more useful than adding a few more points to your AC for a particular fight.
    When I took my first party into chapter 4 I had collected quite a few of these types of weapon in the bag of holding (didn't know what to sell and what to keep!) and found that Minsc and I (both dual wielders) swopped our offhand weapons often to gain access to some extra equipped abilities when needed. It didn't matter if we weren't proficient with them, we just wanted the special ability.

    Thats not to say that shields aren't useful too, I also had a collection of shields with various features for the same purpose. Thanks goodness for the bag of holding. Shame it counts each missile as an individual item though.

    Of course, some folks view the whole dual wielding thing as a bit OTT unless you are dual wielding some real world historical examples such as a dagger and a sword. I will admit to being a bit of a powergamer. Its my game and I like to play to the best of my ability within the rules defined by the game. I occasionally bend them but only in minor ways I think.

    If the game lets Drizzt wield two scimitars at level 14(?) then I feel justified in letting my level 18 Minsc wield a hammer and a mace. I came across a Grog the other day who was dual wielding two long swords.

    There are actually many eastern and medieval real world examples of dual wielding maces, swords, flails, scimitars, long swords, in various combinations etc. and not just a short weapon and long weapon. There is even a Martial art style of fighting which is devoked to dual wielding - the name escapes me at the moment.

    I think the question about whether a character should be allowed to dual wield say two bastard swords is a little more tricky though. Afterall they are nearly 4.5 feet long typically (long sword and a half).

    However, if the character is big enough and strong enough and is of high enough proficiency/level then maybe it could be possible with a severely altered fighting style. Maybe they should have made dual wielding each type of weapon dependent on individual proficiency as well, probably over complicate the game though.

    There are so many other real world faults with the game that dual wielding seems to me a minor one in comparison say to the fact the the protagonist goes from lvl 7 to lvl 30+ in six months.

    Anyway dual wielding looks so cool....

    Interested in other folks comments on dual wielding.

    Cheers,

    WittyNewt.

    [This message has been edited by wittynewt (edited November 06, 2001).]

    [This message has been edited by wittynewt (edited November 06, 2001).]
     
  7. StressedE Gems: 15/31
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    [​IMG] Yeah but I have 5 proficiency slots in mace, and 3 in dual weapon style. She was meant as a anti-undead character (mace of disruption). The two slots in sword and shield style are a waste of proficiencies. Might as well use a shield without them. If I gave them to one of my characters she would actually get weaker, anyways back to my dual weapon user.
    There aren't a lot of maces with nice abilities to equip them for, but there are a lot of nice shields, so I think it might be better to equip one. I lose one attack per round and gain +3 AC and a couple of resistances.
     
  8. wittynewt Gems: 7/31
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    Hi,

    Yes in your case maybe a shield is better, there are some great ones, shield of harmony is my favourite.

    What strength is your character? I remember a mace in the copper coronet that gave 18 strength when equipped.

    Also, you don't have to be proficient in a weapon to put it in your offhand. She is a pure fighter right? If you give her Belm or Kundane is her offhand she will get one more hit with the mace per round and so one more chance to get an instant kill.

    When I use Minsc as an undead hunter I give him Crom in his offhand and the mace in his main hand, if he doesn't get an instant kill he does some serious damage instead.

    All depends on the situation, shield sometimes, dual wield other times, thats what makes the fighting part of the game interesting for me - the infinite tactical variations.

    Cheers,

    WittyNewt
     
  9. StressedE Gems: 15/31
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    STR=18/97
    She is a fighter dualed to cleric at 9
     
  10. Ragusa

    Ragusa Eternal Halfling Paladin Veteran

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    You should have thought about that your sword slots are wasted when you want to dual to cleric :(
    Your char's THACO will be rather acceptable due to his good str. I, however, would recommend to use weapon and shield - without wasting a point on this proficiency - when facing weaker opponents I'd rather say single weapon style.

    And as for dualwielding: It is attractive since it, even without Kundane, gives an extra attack - dualwielding basically is just about maximizing the punch though most people just use it for combining weapon effects.

    IMO the best weapon proficiancies for a cleric are flails and slings though some people would prefer Crom and maces :D

    [This message has been edited by Ragusa (edited November 07, 2001).]
     
  11. StressedE Gems: 15/31
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    [​IMG] Uhh I was not the one who said I spent slots on sword... I put 5 in mace. They are NOT wasted.
     
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