GAMES MICROSOFT XBOX ICEWIND DALE 2 Manual - page 147
146
Table
7
: Martial Weapons
The following weapons require martial weapon feat proficiencies to wield properly, except for the bastard
sword which requires an exotic weapon feat.
Weapon
Cost
Damage
Critical
Weight
Proficiency Feat
Arrows (20)
1 gp
-
-
3 lb.
-
Axe, throwing
8 gp
1d6
x2
4 lb.
Missile
Battleaxe
10 gp
1d8
x3
7 lb.
Axe
Flail, heavy
15 gp
1d10
19-20/x2
20 lb.
Flail
Flail, light
8 gp
1d8
x2
5 lb.
Flail
Greataxe
20 gp
1d12
x3
20 lb.
Axe
Greatsword
50 gp
2d6
19-20/x2
15 lb.
Greatsword
Halberd
10 gp
1d10
x3
15 lb.
Polearm
Hammer, light
1 gp
1d4
x2
2 lb.
Hammer
Handaxe
6 gp
1d6
x3
5 lb.
Axe
Longbow
75 gp
1d8
x3
3 lb.
Bow
Longbow, composite
100 gp
1d8
x3
3 lb.
Bow
Longspear
5 gp
1d8
x3
9 lb.
Polearm
Longsword
15 gp
1d8
19-20/x2
4 lb.
Large Sword
Scimitar
15 gp
1d6
18-20/x2
4 lb.
Large Sword
Shortbow
30 gp
1d6
x3
2 lb.
Bow
Shortbow, composite
75 gp
1d6
x3
2 lb.
Bow
Sword, bastard
35 gp
1d10
19-20/x2
7 lb.
Exotic Weapon
Sword, short
10 gp
1d6
19-20/x2
3 lb.
Small Blade
Warhammer
12 gp
1d8
x3
8 lb.
Hammer
Note: The critical column above sometimes shows two pieces of information. The number prefixed by a
‘x’ is the critical multiplier and represents the number of times damage is rolled if a critical hit is
scored. A number range like ‘19-20’ refers to an increased Threat Range. Refer to the section on Critical
Hits for more information, page 41.
IWD2 PDF Manual 4/28/03 12:22 PM Page 146