- Light and Heavy Crossbows base critical threat range increased from 19-20 to 17-20 (13-20 with Improved Critical feat)
- Throwing Axes critical multiplier increased from x2 to x3
- Dwarven Waraxe can now be used by Dwarves, Azers, Duergars and Svirfneblins by default (Exotic Weapon Proficiency not required)
- Bastard Sword can be used by Paladins and Divine Champions (formally known as Champions of Torm) by default (Exotic Weapon Proficiency not required)
- Double Axe can be used by Barbarians by default (Exotic Weapon Proficiency not required)
- Two-Bladed Sword can now be used by Rangers by default (Exotic Weapon Proficiency not required)
- Whip base damage dice is now 1d6, can now be used by Assassins and Blackguards by default (Exotic Weapon Proficiency not required)
- Kukri can now be used by Assassins by default (Exotic Weapon Proficiency not required)
- Gloves can how have Enhancement, Keen and Massive Critical properties
Ranged Weapons’ Ranges: #
By default, all ranged weapons had a 30 meter firing range. This did not make much sense, for example a long bow had the same range as a throwing axe or sling.
The maximum ranges for each ranged weapon type are: #
- Darts, Throwing Axes, Shurikens: 15 meters
- Short Bow: 20 meters
- Long Bow: 25 meters
- Light Crossbow: 25 meters
- Heavy Crossbow: 30 meters
- Sling: 17.5 meters
Weapon Swap Miss Chance (Cooldown (CD) Removed) #
There is no cooldown while swapping weapons during combat. Instead, whenever you switch weapons in combat, you will receive an irremovable 100% miss chance for the next 2 rounds. This allows you to switch weapons in combat whenever necessary, but knowing you will incur this temporary debuff if you do. This custom miss chance is necessary to counter an issue in the underlying NWN code.