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Index Page

Clubs and Maces

Clubs

Bone Club +2, +3 vs. Undead  (BLUN23)

Bone Club +2, +3 vs. Undead This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of his hatred would have served on its own.
Statistics:
THAC0: +2, +3 vs. Undead
Damage: 1D6 + 2, +3 vs. Undead
Damage type: crushing
Weight: 3
Speed Factor: 4
Proficiency
Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By: Mage

Value: 1000

 

Club  (BLUN01) or (SKELCLUB)

Most clubs are stout, hardwood sticks, narrow at the grip and wider at the end. This simple weapon has been used since mankind first began using tools. Anyone can find a good stout piece of wood and swing it; hence the club's widespread use.
Statistics:
Damage: 1D6
Damage type: crushing
Weight: 3
Speed Factor: 4
Proficiency Type:Club
Type: 1-handed
Requires: 5 Strength
Not Usable By: Mage

Value: 0

 

Club +2, Gnasher  (BLUN24)

Club +2: Gnasher Makal of the Pine, a devious druid, carved this club and bonded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. When the club strikes, sharp splinters dig into the victim's flesh, causing extreme pain and even extra damage that continues for some time after the blow. Makal used the club successfully on several occasions, earning the anger of orc loggers threatening his forests.
Statistics:
THAC0: +2 bonus
Damage: 1D6 + 2, slivers add 2 points extra damage each round for four rounds
Damage type: crushing
Weight: 3
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By: Mage

Value: 1000

 

Club +3, Blackblood  (BLUN22)

Club +3: Blackblood This oak club is coated with darkened dried globs of a tar-like substance. During battle this substance glows black with an inner light, and becomes thick and fluid. When the club strikes an opponent it delivers additional acid damage from the liquid splashing over the victim.
Statistics:
THAC0: +3 bonus
Damage: 1D6 + 3, +3 acid damage
Damage type: crushing
Weight: 3
Speed Factor: 4
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By: Mage

Value: 10000

 

The Root of the Problem  (BLUN10)

The Root of the Problem Club +1, +3 vs. unnatural creatures This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims were nature's creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come from a dryad's tree, a final gift to nature's cause from a woodland spirit that could not hold back the invaders of her land. Hers was a bittersweet pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item's ironic name, though the humor is not appreciated among nature's more devout followers.
Statistics:
THAC0: +1, +3 vs. unnatural creatures
Damage: 1D6 +1, +3 vs. unnatural creatures, +1 acid damage
Damage type: crushing and acid
Weight: 3
Speed Factor: 3
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By: Mage

Value: 0

 

Maces

Ardulia's Fall +1  (BLUN20)

Mace +1: Ardulia's Fall Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan.
Statistics:
Combat Ability: A creature hit by this mace must make a saving throw vs. spells at +3 or be slowed for 12 seconds
THAC0: +1 bonus
Damage: 1D6 + 2
Damage type: crushing
Weight: 8
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By: Druid Mage Thief

Value: 3000

 

Handmaiden's Mace  (HLOLTH)

This mace has been crafted finely by the drow, and specially treated to survive the glare of the sun. It is made for surface raids by the subterranean race... and its black metal glistens with a dark poison that seems to be generated from within and causes incredible damage upon a successful impact. The mace seems almost alive and warm to the touch, and slithers away from those whom it does not like... namely drow or those who are similar enough to not make a difference. In the hands of anyone else, the mace becomes mere dead weight.
Statistics:
Combat Ability: A creature hit by this mace must make a saving throw vs. poison or suffer 2 points of damage each round for 10 rounds.
THAC0: +2 bonus
Damage: 1D6 + 3
Damage type: crushing
Weight: 8
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Not Usable By: Any who are not either Elf or Half-Elf Evil Clerics

Value: 2500

 

Jerrod's Mace  (WAMACE) - Bonus CD

Jerrod's Mace This was the favored weapon of the priest of Tempus named Jerrod. Jerrod sacrificed his life to save the town of Easthaven from the powerful demon known as Balhifet.
Location: Joluv in the Copper Coronet
Statistics:
THACO: +2 bonus, +5 vs. demons
Damage: 1D6 + 3, +5 vs. demons
Damage type: crushing
Weight: 7
Speed Factor: 5
Proficiency Type: Mace
Type: 1-handed
Not Usable By: Druid Mage Thief

Value: 17500

 

Mace  (BLUN11)

The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs.
Statistics:
Damage: 1D6 + 1
Damage type: crushing
Weight: 8
Speed Factor: 7
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By: Druid Mage Thief

Value: 2500

 

Mace  (BLUN04) or (IBLUN04)

The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies; some being spiked, others flanged, and still others have pyramidal knobs.
Statistics:
Damage: 1D6 + 1
Damage type: crushing
Weight: 8
Speed Factor: 7
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By: Druid Mage Thief

Value: 8

 

Mace +1  (BLUN05)

The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. In this case, the head is pyramidal and seems to glow with an inner blue light, as it sits atop a polished oak shaft.
Statistics:
THACO: +1
Damage: 1D6 + 2
Damage type: crushing
Weight: 8
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By: Druid Mage Thief

Value: 1500

 

Mace +2  (RODMACE)

This item has been created via the Rod of Lordly Might. Use this item's special use to change it back into the Rod to choose another weapon.

Value: 2500

 

Mace +2  (BLUN21)

The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with an iron head mounted on the end. The shaft of this magical mace seems to guide the wielder, becoming an extension of his hand.
Statistics:
THACO: +2 bonus
Damage: 1D6 + 3
Damage type: crushing
Weight: 7
Speed Factor: 5
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By: Druid Mage Thief

Value: 2500

 

Mace of Disruption +1  (BLUN12)

Mace of Disruption +1 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians.
Statistics:
Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed
THACO: +1
Damage: 1D6 + 2
Damage type: crushing
Weight: 8
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By: Druid Mage Thief

Value: 4500

 

Mace of Disruption +2  (BLUN25)

Mace of Disruption +2 This heavy mace was created for a very specific purpose: to slay undead. Any such creature hit by it not only feels the sting of weapon, but also has a chance of being simply blasted from existence. There are legends that speak of a priest so holy a single glancing touch could send a vampire to oblivion, but whether the weapon empowered her or she empowered it is a topic for theologians. Now that the mace has been coated with illithium, it is even more potent, conferring to its user immunity to the life-draining powers of the more powerful undead.
Statistics:
Combat Abilities: 2-12 +4 damage to Undead, plus they must make a saving throw vs. death (-4 penalty) or be utterly destroyed Immunity to Level Drain
THACO: +2
Damage: 1D6 + 3
Damage type: crushing
Weight: 8
Speed Factor: 6
Proficiency Type: Mace
Type: 1-handed
Requires: 10 Strength
Not Usable By: Druid Mage Thief

Value: 7500

 

 
 
 
 
   
 

 

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