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Index Page

Long Swords

Adjatha The Drinker +2  (SW1H35)

Adjatha the Drinker, Long Sword +2 This blade belonged to Dabbar, a long dead servant of Bhaal that exercised control over his minions in the most brutal of ways. In addition to strengthening the mind against the guile of others, the sword absorbs life energy from an opponent with each successful hit, healing the user. Dabbar considered it a failure of his officers if he returned from battle in less than perfect health, and as the rest of the company watched, he would administer beatings until fully healed.
Statistics:
Equipped Abilities: Wielder immune to charm and domination spells
Special Abilities: Each hit heals the wielder of 1 hit-point damage
THACO: +2 bonus
Damage: 1D8 +2
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 3500

 

Albruin +1  (SW1H34)

Bastard Sword +1: Albruin Basalin was a large man, rumored, far from his hearing, to be a were-bear. He long wielded the sword Albruin in the protection of his village, slaying giant spiders that plagued the area. The sword protected him from their poison and also allowed him to see invisible Red Wizards who controlled some of the more fantastic variants. The reason for their enmity is unknown.
Statistics:
Special Abilities: Detect Invisibility once per day, Protection from poison while wielded
THACO: +1 bonus
Damage: 2D4 + 3
Damage type: slashing
Weight: 8
Speed Factor: 7
Proficiency Type: Bastard sword
Type: 1-handed
Requires: 11 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 10000

 

Bastard Sword   (SW1H01)

Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.
Statistics:
Damage: 2D4
Damage type: slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 25

 

Bastard Sword +1  (SW1H02)

Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the two-handed sword and the long sword. This is a magical bastard sword.
Statistics:
THACO: +1 bonus
Damage: 2D4 + 1
Damage type: slashing
Weight: 9
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 2500

 

Bastard Sword +1,+3 vs. Shapeshifters   (SW1H03)

Bastard sword +1, +3 vs. Shapeshifters: 'Kondar' At first glance, this sword appears much like any other. In the presence of any shapeshifting creature however, the blade becomes warm as its power stirs. Its namesake was the original owner of the weapon, and his tale, though mostly long forgotten, was wrought with treachery and deceit. Rumors persist that he paid a fearsome price for this blade, but with it he revealed the true identities of those that sought to betray him. Their names and crimes however, are long since lost to history.
Statistics:
THACO: +1 bonus
Damage: 2D4 +1, +3 vs. Shapeshifters
Damage type: slashing
Weight: 8
Speed Factor: 7
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 4000

 

Bastard Sword +2  (SW1H42)

Bastard Sword +2 Not only has a smith made this sword so that it is better balanced and more durable than a standard blade, powerful enchantments have also been placed on it. It is faster, more accurate, and hits for far more damage than the standard of its type.
Statistics:
THACO: +2 bonus
Damage: 2D4 + 2
Damage type: slashing
Weight: 7
Speed Factor: 6
Proficiency Type: Bastard Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 5000

 

Blackrazor  (MISCBC)

Blackrazor, Long Sword +3 This sword radiates evil like a sour odor, and the owner never knows if he wields the weapon, or if it wields him. In addition to its combat abilities, Blackrazor slowly regenerates its owner with the drained strength of opponents.
Statistics:
Equipped Ability :
  Regeneration: 1 hp every 5 seconds
  Immunity to Charm and Fear
  With every hit it has a 15% chance of draining 4 levels, healing the
   wielder by 20 hit points, and hasting him for 20 seconds as well as
  increasing his strength by 3 points for 20 seconds.
THAC0: +3 bonus
Damage: 1D8 +3
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 10000

 

Blade of Roses +3  (SW1H40)

Blade of Roses, Long Sword +3 This blade possesses an unearthly splendor, and it is likely that Sune, the goddess of beauty and passion, had a hand in its creation. The effect it has on the wielder is immediate, and more than once in its history has this sword has been the secret behind a lackluster soldier's sudden elevation at court.
Statistics:
Equipped Abilities: Charisma: +2 bonus
THACO: +3 bonus
Damage: 2D4 + 3
Damage type: slashing
Weight: 3
Speed Factor: 2
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 7000

 

Blade of Searing +3  (SW1H39)

Blade of Searing, Bastard Sword +3 The benefits inherent in this sword are plain to see; it is exceptionally accurate, and a lick of flame follows every blow, searing the target in addition to the normal damage received. It is an efficient troll-killer, though it has not yet been heralded as such in song or legend.
Statistics:
Combat Abilities: 1 extra point of fire damage
THACO: +3 bonus
Damage: 2D4 + 3
Damage type: slashing
Weight: 5
Speed Factor: 5
Proficiency Type: Bastard sword
Type: 1-handed
Requires: 11 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 10000

 

Carsomyr +5  (SW2H10)

The Holy Avenger: Carsomyr Carsomyr is a weapon of legend, perhaps one of the most powerful blades ever forged on Faerun, though its origin and history is thought purposefully forgotten, such that the sword itself never overshadow the importance of the struggles that must be fought today. It is infused with the very essence of virtue, and requires as much from any paladin that would hope to wield it. The evils of the Realms must truly stand aside when this weapon is brought to bear, their magic dispelled with a word, steadfastly resisted with ease. Carsomyr also harbors a special distaste for the forces of evil and chaos, and such creatures must fear additional damage from its touch in battle.
Statistics:
Equipped Abilities: 50% Magic Resistance, Dispel magic 3 times per day
Combat Abilities: +5 damage to chaotic evil opponents in addition to other bonuses. Dispels magic whenever the sword strikes an opponent
THAC0: +5 bonus
Damage: 1D12 +5
Damage type: slashing
Weight: 7
Speed Factor: 5
Proficiency Type: Two handed sword
Type: 2-handed
Requires: 14 Strength Usable By: Paladins

Value: 20000

 

Cursed Berserking Sword +3  (SW2H03)

Two-Handed Sword, Cursed Berserking +3 This is a cursed sword which performs perfectly under every test, save the heat of battle. Upon entering combat, the wielder will immediately go berserk, killing everything within reach until either calming down or falling unconscious. A very powerful sword, but one must decide whether or not it is worth the risk. Even after the battle-fury has ended, this sword can only be removed via an exorcism using a remove curse spell.
Statistics:
THACO: +3 bonus
Damage: 1D10 +3
Damage type: slashing
Special: Causes the wielder to go berserk Can only be removed with a 'remove curse' spell
Weight: 15
Speed Factor: 10
Proficiency Type: Two Handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 1000

 

Daystar  (SW1H31)

Sunblade: Daystar Whether created specifically for use in the service of Torm or appropriated at some point in the long history of the church, Paladins of the Loyal Fury have made good use of Daystar in their battles against evil undead. Through magic or blessing it is empowered with the Sunray, a force of pure life energy so potent that it slays both living and unliving.
Statistics:
Special Abilities (once per day):
  Sunray Damage: 3D6 (save vs. spells or be blinded for 10 rounds)
  Undead: an additional 1d6 points of damage per level of caster (save
   vs. spells or be destroyed)
  Range: 20 ft
  Area: 20 ft radius
THACO: +2 bonus, +4 vs. evil creatures
Damage: 1D8 +2, +4 vs. evil creatures, does double damage against undead
Damage type: slashing
Weight: 2
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 10000

 

Dragonslayer  (SW1H32)

Long sword +2: Dragonslayer (Peridan) Few dare to create items such as this, for who does not fear the wrath of dragons, and what action would more tempt their reckoning? Yet, at a time lost in Faerun's past, there was a need, and this sword was forged in answer. Tempered by a wizard's skill, this blade protects the wielder from the fear they should rightly feel while staring down a dragon's maw. It also bolsters with regeneration, dispels the trickery of illusions, and dares to do double damage against the greatest creatures of the Realms.
Statistics:
Equipped Abilities: Immunity to Fear, Regenerate 1 hit point every 10 rounds
Special Abilities (once per day): Detect Invisible
THACO: +2 bonus
Damage: 1D8 +2, double damage against dragons
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 12500

 

Drow Longsword +3  (DWSW1H02)

Drow Longsword +3 These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting. This item, like most drow equipment, is created using Adamantine, an alloy of adamantite that quickly turns to dust if removed from the Underdark.
Statistics:
THAC0: +3 bonus
Damage: 1D8 +3
Damage type: slashing
Weight: 4
Speed Factor: 2
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 300

 

Flame Of The North  (SW2H12)

Two Handed Sword: Flame of the North The title does not refer to the blade itself, but rather to the woman who originally wielded it in the icy hinterlands of Faerun. Her name was Carerra, and she was a veritable firestorm that swept across arctic trolls and the northern orcish tribes. She was a hated enemy of many a shaman whose magic often floundered against her fury. After a lifetime of raucous battle, it was old age that eventually claimed her. The sword was passed to her granddaughter, an adventurer, who presumably brought it to Amn.
Statistics:
Equipped Abilities: 10% magic resistance
THAC0: +2 bonus
Damage: 1D10 +2, +4 extra damage to chaotic evil opponents
Damage type: slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Two-handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 5000

 

Flame Tongue  (SW1H24)

Flame Tongue +1 There was a time before Neverwinter was warm and before the great Anauroch was dry...or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough -it burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itself- but whomever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is...wrong. It strains the forearm a touch, and does not fit the hand just right. It doesn't seem to hurt a warrior's performance, aside from the nagging doubt that the blade was not made for him...or any other humanoid.
Statistics:
Damage: 1D8 +1, +2 vs. regenerating creatures, +3 vs. cold/fire creatures, +4 vs. undead
Damage type: slashing
Weight: 4
Speed Factor: 3
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 4750

 

Hallowed Redeemer  (NPSW03)

Hallowed Redeemer Keldorn distinguished himself early in his career as a paladin, and received this blade as a boon from Torm. It is exceptionally accurate, but also protects him in battle with a special Fireshield, and any that strike him while he wields it suffer Torm's wrath in the form of magical damage. None but Keldorn may use this sword.
Statistics:
Equipped Abilities: 5 points of magic damage to any who deal out any damage to the wielder.
THACO: +2 bonus
Damage: 1D10 + 2
Damage type: slashing
Weight: 8
Speed Factor: 8
Proficiency Type: Two Handed Sword
Type: 2-handed
Usable By: Keldorn

Value: 4250

 

Hull's Long sword  (SW1H12)

These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.
Statistics:
Damage: 1D8
Damage type: slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 15

 

Jhor The Bleeder +2  (SW1H38)

Jhor the Bleeder, Bastard Sword +2 This blade belonged to Ho Mang, a traveler from Kara-Tur who accepted dubious service at court throughout Faerun. Skilled in "persuasion", he would use this sword to perform the "Death Of A Thousand Cuts", an ancient ritual from his homeland involving a lengthy series of small, painful incisions. The properties of the blade prevent blood from clotting, and the victim slowly bleeds to death. The sword was stolen, and its whereabouts have been a mystery until now.
Statistics:
Combat Abilities: 2 extra hit points damage every round, until 10 hit points of damage done
THACO: +2 bonus
Damage: 2D4 + 2
Damage type: slashing
Weight: 7
Speed Factor: 6
Proficiency Type: Bastard sword
Type: 1-handed
Requires: 11 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 11000

 

Joril's Dagger +3  (WAS2H) - Bonus CD

Joril's Dagger (Two Handed Sword +3) Joril was a powerful Frost giant that lived with his clan in the Spine of the World. His magic dagger was lost when he was killed by a band of adventurers. Eventually the dagger wound up in the town of Kuldahar where it was reforged so that it could be used as a Two handed sword.
Location: Joluv in the Copper Coronet
Statistics:
Combat Abilities: 25% chance of each hit confusing an opponent for three rounds (save vs. spells to negate effect)
THAC0: +3 bonus
Damage: 1D10 +3, +1 cold damage
Damage type: slashing
Weight: 10
Speed Factor: 7
Proficiency Type: Two handed sword
Type: 2-handed
Requires: 13 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 23000

 

Lilarcor  (SW2H14)

Lawrence Lilarcor was well known, not for being brave, but as an idiot. As the tale goes, the boastful Lilarcor left his village at the urging of his friends so that the "great hero" could do battle with a devious Treant. He walked for days in the dead of winter until, feverish, he found his target and began an epic wrestling match. Unfortunately (or perhaps luckily), the "Treant" was nothing more than a craggy old normal oak. His friends had been jesting, not actually expecting that Lilarcor would go fight the fictitiously dangerous tree. That might have been the end of it, but Lilarcor, not really knowing what a Treant was in the first, didn't realize the truth. He eventually uprooted the oak and, marching proudly home, he declared himself a hero. Thus was born a laughing stock of epic proportions, and over time the name of Lilarcor became the sacrificial fool in many tales of "less than brilliance". It is not known whether this enchanted weapon is Lilarcor himself, perhaps imprisoned by an evil mage or some other odd coincidence of fate, but it certainly acts in a manner consistent with his level of competence. If it is he, he has never bemoaned his captivity. He might not realize, or care, that he is no longer a human. As a weapon, Lilarcor has its uses, but many a warrior has eventually given it away. Banter such as "Ouch, that musta hurt", "Oh yeah! Got 'im good", and "Beware my bite for it might...might...might really hurt or something" is a constant barrage on a warrior's psyche.
Statistics:
Damage: 1D10 +3
THAC0: +3 bonus
Damage type: slashing
Equipped Abilities: Immunity to Charm Immunity to Confusion
Weight: 10
Speed Factor: 8
Proficiency Type: Two Handed Sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 3000

 

Long Sword   (ENSW1H01)

This weapon has been created by the enchanted weapon spell. It behaves as a +3 weapon in all respects.

Value: 0

 

Long Sword   (SW1H04) or (SWUDROP)

These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all long swords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most long swords have a double-edged blade and a sharp point at the tip. Despite the tip, the long sword is designed for slashing, not thrusting.
Statistics:
Damage: 1D8
Damage type: slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 15

 

Long Sword +1  (RODSWORD)

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: 1250

 

Long Sword +1  (SW1H05) or (TTSWORD1)

These swords are usually referred to as doubled-edged swords, war swords, or military swords. The blade hums slightly in your hand, the only overt evidence that magic runs through it.
Statistics:
THACO: +1 bonus
Damage: 1D8 +1
Damage type: slashing
Weight: 4
Speed Factor: 4
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 1250

 

Long Sword +2  (SW1H41)

Long Sword +2 A sword of standardized enchantment, powerful though it is. The great southern nations are said to have once had legions of their soldiers armed in such a fashion, a force that must have appeared truly imposing on the battlefield. The days of such extravagance are long past though.
Statistics:
THACO: +2 bonus
Damage: 1D8 + 2
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 4250

 

Long Sword +2  (KILLSW01)

Long Sword +2: 'Varscona' Blades of this type were long used by Sharran priests during the sacrificial rites of "Feast of the Moon" ceremonies. Legends say that, when she passed on, the remains of this sword's wielder were mummified and the blade was placed within her chest as a symbol of power. In the first stage of a long forgotten ritual, she was to have been exhumed in a season, born again in some new form. Unfortunately, cult wars killed the few that knew of her existence; her tomb became a prison where she was forgotten, and there she developed a rage that bordered on insanity. Her grave was eventually found, but it was deserted and gave no indication of her whereabouts. Some venture to say that her anger was so concentrated, she became one with the very blade of her weapon. Regardless, after hundreds of years surrounded by constant hate, the sword harvested a power of its own. It is now exceedingly deadly in combat.
Statistics:
Damage: 1D8 +2
Special: +1 Cold damage
THACO: +2 bonus
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 10

 

Namarra +2  (SW1H36)

Namarra, Long Sword +2 Also known as Neversleep, this ancient blade is thought to have been present at some of the most influential conflicts in Faerun's history. Sightings have been noted as far north as Thay and as south as the jungles of Chult, though documentation is oddly lacking regarding the details. It is perhaps a result of the sword's ability to silence all sound within a large radius, removing the effectiveness of attacking mages but also preventing any discussion that might have followed.
Statistics:
Special Abilities: Casts Silence 15' radius three times a day
THACO: +2 bonus
Damage: 1D8 +4
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 10000

 

Ras +2  (SW1H33)

Long Sword +2: Ras, The Dancing Blade Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless, and wielded the sword for many years. How they were ultimately separated is not known.
Statistics:
Special Abilities: Dancing sword can attack on its own for 4 rounds.
THACO: +2 bonus
Damage: 1D8 +2
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 12500

 

Ras +2  (SW1H33C)

Long Sword +2: Ras, The Dancing Blade Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless, and wielded the sword for many years. How they were ultimately separated is not known.
Statistics:
Special Abilities: Dancing sword can attack on its own for 4 rounds.
THACO: +2 bonus
Damage: 1D8 +2
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 22000

 

Ras +2  (SW1H33A)

Long Sword +2: Ras, The Dancing Blade Beroalf was a barbarian who traveled from the cold north in search of adventure. He sought treasures and glory, but soon all he wanted were companions to share in the excitement of battle, much like those he had left behind in his faraway village. Unfortunately, his coarse remarks and rudimentary hygiene repelled most travelers he met, until he expressed his thoughts to a sympathetic mage. The mage, for a price, constructed Ras, the dancing blade. Though not quite what Beroalf had in mind, he was thrilled nonetheless, and wielded the sword for many years. How they were ultimately separated is not known.
Statistics:
Special Abilities: Dancing sword can attack on its own for 4 rounds.
THACO: +2 bonus
Damage: 1D8 +2
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 22000

 

Silver Sword  (SW2H15)

Silver Sword This Vorpal Silver Sword radiates a dark aura when you examine it, and the blade is so finely sharpened it could likely sever a head in a single blow.
Statistics:
Combat Abilities: 25% chance each hit that target must make a saving throw vs death (-2 penalty) or die.
THAC0: +3 bonus
Damage: 1D10 +3
Damage type: slashing
Weight: 15
Speed Factor: 10
Proficiency Type: Two Handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 2000

 

Skull  (GENSCIM)

 

Value: 0

 

Soul Reaver +4  (SW2HDEAT) or (SW2H08)

Two Handed Sword +4: Soul Reaver A social faux pas placed upstart Andor Licon in a duel with Baron Eeirk, heir to a warrior king. Though they seemed of even skill, Andor grew oddly weaker with each hit of the Baron's family blade. Panicking, he bade his bodyguards kill Eeirk. Despite his claims of morality, some noted that the young noble had positioned his men before the duel was even underway, and though he professed disdain for its dark magic, Andor made a tidy fortune off the sale of the evil blade.
Statistics:
Combat Abilities: Each hit makes the target receive a cumulative 2 point penalty to their THAC0, Duration: 20 rounds
THAC0: +4 bonus
Damage: 1D10 +4
Damage type: slashing
Weight: 10
Speed Factor: 6
Proficiency Type: Two handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief Good characters

Value: 12500

 

Spider's Bane  (SW2H13)

Spider's Bane was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster good will between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.
Statistics:
Damage: 1D10 +2
THACO: +2 bonus
Special: Free Action (while equipped) - protects the wielder from any magics that affect movement such as hold and web.
Damage Type: slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Large Sword
Type: 2-handed
Requires: 14 Strength
Not usable by: Druid Cleric Mage Thief

Value: 3000

 

Spider's Bane  (SW2H06)

Spider's Bane was originally forged by the dwarves of the Orothiar tribe in Cloakwood. They created the blade to help foster good will between them and the Grand Dukes of Baldur's Gate. Wielded by the Grand Dukes for about a century, the sword was eventually lost, ironically in a fight against ettercaps and spiders. Who wields the blade is now unknown, but its recovery would aid greatly in fighting the current spider infestation that plagues the Cloakwood.
Statistics:
Damage: 1D10 +2
THACO: +2 bonus
Special: Free Action (while equipped) - protects the wielder from any magics that affect movement such as hold and web.
Damage Type: slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Large Sword
Type: 2-handed
Requires: 14 Strength
Not usable by: Druid Cleric Mage Thief

Value: 11000

 

Sword of Balduran  (WA2S1H) - Collectors Edition CD

Sword of Balduran The Sword of Balduran was the favored weapon of the famous adventurer who founded the city of Baldur's Gate. It is part of a set of weapons and armor that was stolen from the museum in the city of Baldur's Gate.
Location: Daihira at Adventures Mart
Statistics:
Equipped Abilities: +10% to lore +10% Magic Resistance
Damage: 1D8 +2
THACO: +2 bonus
Damage type: slashing
Weight: 3
Speed Factor: 3
Proficiency Type: Long Sword
Type: 1-handed
Requires: 5 Strength
Not Usable By: Druid Cleric Mage

Value: 14000

 

Sword of Balduran  (SW1H18)

This ornate, but poorly balanced, weapon was found beside Balduran's remains.
Statistics:
Damage: 2D4
Damage type: slashing
Weight: 12
Speed Factor: 8
Proficiency Type: Large Sword
Type: 1-handed
Requires: 11 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 2500

 

Sword of Chaos  (SW1H99)

 

Value: 0

 

Sword of Chaos +2  (SW2H16)

Sarevok's Sword of Chaos The blade of Sarevok, brother of , used in the battle they fought in faraway Baldur's Gate. prevailed, destroying Sarevok's plans and rescuing the Sword Coast from the brink of war. The sword itself defies identification, likely forged specifically for Sarevok to best focus the infernal energy he hoped to control. Much of its power died with him.
Statistics:
Abilities: each hit drains one hit point from the target and transfers it to the wielder. This will not heal beyond the wielder's maximum.
Damage: 1D10 +2
THAC0: +2 bonus
Damage type: slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Two Handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief Monk

Value: 3000

 

Sword of Flame +1  (SW1H53)

This blade burns with a magical fire, and a charring blast is released whenever a hit is scored. "Meta Infernum" is etched on the hilt, though it appears somewhat faded and may not be original to the sword.
Statistics:
THAC0: +1 bonus
Damage: 1D8 +1, +1 fire damage
Damage type: slashing
Weight: 4
Speed Factor: 5
Proficiency Type: Long Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 4750

 

Taragarth +1  (SW1H37)

Taragarth the Bloodbrand, Bastard Sword +1 Dungeon-delving Lehorgan was lucky indeed to discover this Halruaan blade in the ruins of the ancient sorcerer Kullon's haunt, for it would save his life that very day. The ghost of Kullon himself attacked the intruder, but the flames that followed only singed, absorbed into the glowing Bloodbrand. Concealing himself, Lehorgan watched in amazement as the ancient sorcerer tried to divine his location and again the sword protected him. Surviving this brush with death, the young man used this second chance and the gold from selling the blade to, as he put it, "get the hell out of adventuring."
Statistics:
Equipped Abilities: 50% fire resistance Non-detection
Damage: 2D4 + 1
THACO: +1 bonus
Damage type: slashing
Weight: 7
Speed Factor: 7
Proficiency Type: Bastard sword
Type: 1-handed
Requires: 11 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 22000

 

The Equalizer  (SW1H54)

Long Sword: The Equalizer Such is the age of this sword that its true origin has been lost to time, but markings hint that it was possibly forged in the service of Helm. Also called the "Sword of Neutrality", it seems designed to seek and terminate extremes, to shift the universe closer to harmonious equilibrium. The further the behavior of a target from true balance, the more potent the damage they suffer.
Statistics:
Always considered +3 when determining what it can hit.
THACO & Damage: vs True Neutral: +0 to hit, +0 damage vs Chaotic Neutral, Lawful Neutral +1 to hit, +2 damage vs Neutral Good, Neutral Evil: +2 to hit, +4 damage vs other alignments: +3 to hit, +6 damage
Damage type: slashing
Equipped Abilities: Immune to Charm and Confusion
Weight: 3
Speed Factor: 3
Proficiency Type: Long sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: Druid Cleric Mage

Value: 15000

 

The Ogre's Sword  (MISC4Q)

An ogre with a woman's voice has asked for this sword, claiming that it will break the illusion cast over her.

Value: 25

 

The Vampire's Revenge  (SW1H19)

It would seem that the very speculation of this weapon's existence has conspired to pull it from the realm of fantasy and into the everyday, though, as with all things that come from dreams, it is not as it truly seems. The blade is indeed vampiric, as the name would suggest; though not in the manner the finder might have hoped. It is rumored that the blade, instead of performing as one might think a vampiric blade would, was actually constructed by vampires as a trap for those that could eventually oppose them. These incredibly clever fiends have apparently fashioned numerous versions of these unfortunate blades over time, and they are the bane of all right-thinking adventurers. Each swing actually inflicts damage upon the wielder, as his life energies are drained in order to heal his intended victim. Were this not enough, the weapon is cursed so as to prevent it's removal, and the user is smitten with a wasting of the mind, that he might not even think of trying to rid himself of it. This may be among the few magical treasures that are simply not worth the trouble of seeking, and one might better spend ones time having a lovely beverage, rather than gallivanting about the wilderness with a pack full of rubbish chasing phantoms.
Statistics:
Damage: 1D8 +1
THACO: +1 bonus
Special: Inflicts damage upon the wielder and heals the target.
Special: Affects intelligence in a negative manner...I think...duhhhhhh
Damage type: slashing
Weight: 4
Speed Factor: 4
Proficiency Type: Large Sword
Type: 1-handed
Requires: 6 Strength
Not Usable By: The Lucky Ones Druid Cleric Mage

Value: 1250

 

Two Handed Sword  (CATTAC1) or (SW2H01) or (SW2H05) or (SW2H01B) or (TTSWORD2)

The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.
Statistics:
Damage: 1D10
Damage type: slashing
Weight: 15
Speed Factor: 10
Proficiency Type: Two Handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 50

 

Two Handed Sword  (GIANTS01)

The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations.
Statistics:
Damage: 1D10
Damage type: slashing
Weight: 15
Speed Factor: 10
Proficiency Type: Two Handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 100

 

Two Handed Sword +1  (SKELWASU) or (SW2H02)

The two-handed sword is a derivative of the long sword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the long sword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of two-handed swords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties.
Statistics:
THACO: +1 bonus
Damage: 1D10 +1
Damage type: slashing
Weight: 12
Speed Factor: 9
Proficiency Type: Two Handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 900

 

Two Handed Sword +2  (SW2H11)

A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt. Its primary function is cleaving mounted knights and breaking up pike formations. This magical version is even more capable of such functions, serving as a fearful reminder of what comes of the union between weapons and sorcery.
Statistics:
Damage: 1D10 +2
THAC0: +2 bonus
Damage type: slashing
Weight: 10
Speed Factor: 8
Proficiency Type: Two Handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 3000

 

Unholy Reaver  (REAVER)

Unholy Reaver This dark, two-handed sword radiates evil from a distance and is only usable by anti-paladins.
Statistics:
THAC0: +5 bonus
Damage: 1D10 +5
Damage type: slashing
Weight: 15
Speed Factor: 5
Proficiency Type: Two Handed sword
Type: 2-handed
Usable By: Anti-paladin

Value: 50

 

Warblade +4  (SW2H09)

Two Handed Sword +4, Warblade This large sword is an enchanted version of the barbaric swords of the Northern tribes. Forged during battle and dipped in the blood of the brave fallen, the enchantment granted to the blade by the barbarian gods is incredible.
Statistics:
THAC0: +4 bonus
Damage: 1D12 +4
Damage type: slashing
Weight: 11
Speed Factor: 6
Proficiency Type: Two handed sword
Type: 2-handed
Requires: 14 Strength
Not Usable By: Druid Cleric Mage Thief

Value: 17500

 

 
 
 
 
   
 

 

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