*
straight out of the eqioment guide, all credit goes to the author*
Baldur's Gate 2: Equipment Guide by Ken J. Egervari /
ken@extremephp.org
Ravager +6
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This halberd is probably the best non-boss weapon in the game. For one,
it's a +6 weapon, meaning it can hit anything even if the enemy has absolute
immunity. The real advantage, however, is that it can decapitate your
opponents 10% of the time with no chance to save, effectively killing them
(this attack causes a ghost to appear from the dead body just like Finger of
Death). Even if this special attack is not made, the weapon does
1d10 +6 +3d6 damage plus whatever your strength score gives you. If you add
in Improved Haste and/or Greater Whirlwinds, your character will be a very
huge threat indeed.
This is a very good weapon and I would recommend someone to wield if it's
possible (such as the main character, Sarevok or Minsc since these characters
as best suited to wield it). In the case of Sarevok, he can make an
Deathbringer Assault, which is a lethal attack that shakes the screen and
does 150-200 damage!. This attack happens in 5% of all hits and when
combined with Ravager +6, you'll have a 15% chance to auto-kill any non-boss
target.
The only real drawback to this weapon is that acts like a standard weapon
when fighting bosses (since they cannot die from the decapitation attack).
Thus, you might want to consider some of the other two-handed weapons
instead, such as Ixil's Spike +6, Gram the Sword of Grief +5 or Carsomyr +6.
Ixil's Spike +6
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The last quality two-handed weapon in ToB is the Ixil's Spike, which does a
modest "1d6 +6" damage but has the ability to stun an opponent for 3 rounds
(and during this period, they take an 3d6+15 damage over these 3 rounds in
addition to your on-going attacks). This spear also provides the wielder
with the Free Action ability (however, this is somewhat of a minor
advantage in ToB).
I would say this is the least effective of the two-handed ToB weapons,
however you can have Cespenar build the Ixil's Spike +6 right after you do
Watcher's Keep (making it a little more appealing). This weapon is probably
best used by Jaheira or a custom Human Kensai(12)/Druid or Beserker(12)/Druid
dual-class character.
What BlueWolf The Druid has to say about Ixil's Spike +6:
This weapon is pure cheese since it makes your enemies fall before
they are dead (due to the impale/unconcious effect). Like Carsomyr
or Gram the Sword of Grief, it works on any foe (such as any of the
Bhaalspawn). Like Ravager +6 or Carsomyr, it is also a +6 enchanted
weapon. This means that it's impaling effect *cannot* be avoided
even by absolute immunity. I impaled Gromnir when he was barely
injured and then he couldn't get up before he died.
Spear Guide (By Majestic)
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In SoA, there is a very underrated weapon called "Spear +3: Impaler", which
can be found in the Sahuagin City (Looted from King Ixilthetocal). It's a
+3 spear that deals out "1d6 +3 +10" damage. The extra +10 damage is an
insane boost to your main damage, making this weapon a first choice for
spear wielders until you aquire Ixil's Spike +6 after Watcher's Keep. Even
though it only has a +3 enchantment, it can get you through most of SoA with
ease.
Before getting The Impaler, I'd suggest to use The Spear of the Unicorn
(which can be found in a cave in the Druid Grove, an easily accessible area
at the beginning of the game). It's biggest drawback is the +2 enchantment,
but otherwise grants you immunity to Charm and Hold person spells and has a
nifty +3 saves vs. death ability.
Note: You can easily skip the 'Spear of the Unicorn' if you have enough
other proficiencies, but 'The Impaler' shouldn't be as underrated as
it is.
The Impaler makes a nice alternative to the otherwise
Spectral Brand +5/Belm +2 combination fighter/druids normaly use.