baldursgate

Weapon Class

Unless you and the companions you choose all wield magic and are skilled nap-takers, you'll need to familiarize yourself with all manner of Weapons in order to survive adventuring across the Sword Coast. Fortunately, there are many to choose from, all with various advantages, disadvantages, and restrictions:

Weapon type table

All melee weapons scale their THAC0 and damage with Strength.

Melee Weapons Handing Strength requirement Damage Damage Type Speed Factor Usable by*
Dagger 1 3 1-4 Piercing 2 F,D,W,T,B,S,M
War Hammer 1 9 2-5 Crushing 4 F,C,B
Club 1 5 1-6 Crushing 4 F,C,D,T,B,M
Short Sword 1 5 1-6 Piercing 3 F,T,B,M
Flail 1 13 2-7 Crushing 7 F,C,B
Mace 1 10 2-7 Crushing 7 F,C,B
Throwing Axe (melee) 1 4 2-7 Slashing 4 F,B,S
Throwing Hammer (melee) 1 6 2-4 Crushing 4 F,C,B
Throwing Dagger (melee) 1 3 1-3 Piercing 3 F,D,W,T,B,S,M
Battle Axe 1 10 1-8 Slashing 7 F,B,S
Long Sword 1 6 1-8 Slashing 5 F,T,B,M
Scimitar 1 10 1-8 Slashing 5 F,D,T,B,M
Wakizashi 1 5 1-8 Piercing 3 F,T,B,M
Ninjatō 1 5 1-8 Slashing 4 F,T,B,M
Bastard Sword 1 11 2-8 Slashing 8 F,B
Morning Star 1 11 2-8 Crushing 7 F,C,B
Katana 1 6 1-10 Slashing 4 F,T,B,M
Spear 2 5 1-6 Piercing 6 F,D,B,S
Quarterstaff 2 5 1-6 Crushing 4 F,C,D,W,T,B,S
Halberd 2 13 1-10 Slashing/Piercing 9 F,B
Two-handed Sword 2 14 1-10 Slashing 10 F,B

All ranged weapons scale their THAC0 with Dexterity. Additionally, a few throwing weapons scale their damage by Strength, whereas the other ranged weapons don't scale their damage at all.

Ranged Weapons Handing Strength requirement Attacks per Round Damage Damage Type Speed Factor Bonus to Hit Damage Scaling Usable by* Range (ft)
Dart 1 0 3 1-3 Missile 2 F,D,W,T,B,S,M 20
Throwing Dagger (thrown) 1 3 2 1-4 Missile 2 Strength F,D,W,T,B,S,M 30
Sling + Bullet 1 3 1 2-5 Missile 6 Strength F,C,D,W,T,B,S,M 40
Throwing Hammer (thrown) 1 6 1 2-5 Missile 4 Strength F,C,B 30
Throwing Axe (thrown) 1 4 1 2-7 Missile 4 Strength F,B,S 75
Shortbow + Arrow 2 3 2 1-6 Missile 6 F,T,B,S 75
Longbow + Arrow 2 6 2 2-7 Missile 7 +1 F,B 100
Light Crossbow + Bolt 2 8 1 1-8 Missile 7 F,T,B 100
Composite Longbow + Arrow 2 18 2 3-8 Missile 7 +1 F 100
Heavy Crossbow + Bolt 2 12 1 3-10 Missile 10 F,B 100
*Fighter (also Ranger and Paladin), Cleric, Druid, Wizard (Mage, Sorcerer), Thief, Bard, Shaman, Monk.
Note: These are the values for the Enhanced Editions of each game, and will thus differ slightly when compared to the vanilla games. Two significant changes relate to damage types; 'bludgeoning' has been been redefined as 'crushing', and missile weapons with all their various damage types have been relegated into a fourth - 'missile'.

Understanding the tables


Version Differences

Main article: Weapon Proficiency

In the original game, all weapons are sorted into eight proficiencies. You can choose which categories Gorion's Ward will specialize in at the beginning of the game. However, Baldur's Gate II, as well as the Enhanced Editions of both games, have an updated proficiency system, so the updated proficiency system is widely used to categorize weapons, instead of the eight categories from Baldur's Gate. For a complete table and explanation, see the main Weapon Proficiency article.

Axes remain unchanged, including both Battle Axes and Throwing Axes.

Blunt Weapons were divided into its constituent weapon types:

Bow Weapons were divided into:

Large Swords were divided into:

Missile Weapons were divided into:

Small Swords were divided into:

Spears remain, but Halberds are no longer included, becoming their own proficiency.

Spiked Weapons is renamed to Flails, but functionally remains the same, still including Morning Stars. The new category is often referred to as Flails & Morning Stars, for clarity.

Additionally, Katana proficiency is present in every version after the original Baldur's Gate.