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Chemical Weapons and Incendiaries
---------------------------------
Some potions aren't meant for drinking. Instead, they can be equipped like projectile weapons and hurled into the ranks of enemies. Chemical weapons range from bottles of flaming Oil to vials of Rancid poison.
Incendiary - Orange
==========
This umbrella category covers all explosive potions that create fire based effects and damage, ranging in effect and damage potential.
Oil - Inflicts light fire damage
Fulminating - Inflicts moderate fire damage
Exploding - Inflicts heavy fire damage
Toxic - Green
=====
This category covers debilitating Poison based potions, which vary in toxicity and efficacy.
Rancid Potion - Inflicts light poison damage
Choking Potion - Inflicts moderate poison damage
Throwing Weapons
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An interesting new class of weaponry, throwing weapons offer a steady source of projectile attacks for characters without ranged Skills, and decent damage potential to characters weak in melee.
All throwing weapons are non-magical in nature, though there may be some variations in Item Quality.
Throwing weapons -
*Have no durability. They are effectively indestructible.
*Stack together. You can carry 75 Throwing Knives in small 1x2 slots.
*Are versatile. They are useful in both ranged and/or melee combat.
*Gain elemental damage from items that add damage bonuses.
Axes
====
With a base damage potential much higher than most other throwing weapons, axes are one of the most powerful throwing weapons in Diablo II. 32 axes stack in 1x2 slots in your inventory.
Throwing Axe
Melee 4-7
Throw 8-12
Required 40 Dexterity
Knives
======
Fast and deadly, the throwing knife is another excellent projectile weapon with diverse uses. Apart from its rate of fire, it also complements the
Necromancer's Poison Dagger attack. Knives stack in 1x2 slots of 75.
Throwing Knife
Melee 2-3
Throw 4-9
Required 21 Dexterity
Javelin
=======
With a long melee reach and a powerful armor piercing drive, the Javelin is a decent weapon. It stacks in 60s in 1x3 slots.
Javelin
Melee 1-5
Throw 6-14
No Requirements
Pilum
Melee 4-9
Throw 7-20
Required 45 Dexterity
Bows
----
Precursors of modern ammunition based weaponry, bows and crossbows formed the staple artillery and missile support of medieval combat. Bows in DII require ammunition, but this shouldn't pose a serious problem as quivers are easily obtainable.
Bows -
*Have no durability.
*Require arrows or bolts to function.
*Arrows stack in 1x2 slots of 250 and bolts stack in 1x2 slots of 150.
Short Bow
1-4 Damage
Required 15 Dexterity
Hunter's Bow
2-6 Damage
Required 19 Dexterity
Long Bow
3-10 Damage
Required 28 Dexterity
Light Crossbow
6-9 Damage
Required 21 Dexterity
Required 27 Strength
Melee Weapons
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This segment covers various types of close combat weapons, ranging from the adventurer's staple - the sword to weapons of mass destruction like axes and polearms. Most weapons may be socketed with gems to bolster their attack with elemental damage.
Swords
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Comprising a 32" to 47" blade and handle, swords were one of the most common pieces of medieval weaponry. Ranging from the sturdy footman's shortsword to the mounted cavalry falchion, swords offer decent damage without compromising speed or durability.
Sabre
1-8 Damage
32 Durability
Required 25 Strength
Required 25 Dexterity
Scimitar
2-7 Damage
24 Durability
Required 21 Strength
Short Sword
2-6 Damage
22 Durability
No Requirements
Daggers
=======
Easily concealed yet quick and deadly, the dagger is the weapon of choice of assassins, rogues and the less savoury elements of society. While not as devastating as a sword, the dagger affords greater versatility with swift jabs and thrusts. Daggers are the only weapons that function with the deadly
Poison Dagger skill.
Dagger
1-4 Damage
16 Durability
No Requirements
Dirk
3-7 Damage
20 Durability
Required 25 Dexterity
Axes
====
Wielded with unsurpassed strength and fury, the axe strikes terror into the hearts of its victims. While slow to swing, axes inflict great and gaping wounds, dealing a swift yet painful death.
Axe
3-11 Damage
24 Durability
Required 26 Strength
Hand Axe
3-6 Damage
28 Durability
No Requirements
Large Axe[2H]
6-13 Damage
30 Durability
Required 35 Strength
Bludgeons
=========
A general category covering numerous variations of the club and mace class items, bludgeons range from the classic warhammer to the footman's flail.
Swung with great force, bludgeons can shatter spine and bone, pulping the victim's body. All bludgeoning weapons inflict 150% damage against undead such as skeletons, zombies and animated constructs.
Club
1-6 Damage
24 Durability
No Requirements
Spiked Club
5-6 Damage
36 Durability
No Requirements
Mace
3-10 Damage
60 Durability
Required 27 Strength
Spears and Polearms
===================
Comprising a blade mounted on a long 5'- 8' haft, spears and polearms are devastating melee weapons. In the hands of an expert, these weapons are truly fearsome indeed. Unless otherwise stated, all spears and polearms are two-handed.
Bardiche
1-25 Damage
50 Durability
Required 40 Strength
Spear
3-15 Damage
30 Durability
No Requirements
Trident
9-16 Damage
35 Durability
Required 38 Strength
Staves
======
Cut from the branches of ancient oaks and supple ash, staves serve as spell foci for the sorceress, heightening her magical prowess. While their damage potential isunimpressive, staves have decent range and provide whopping bonuses to the sorceress's dangerous spell attacks.
Short Staff
1-5 Damage
20 Durability
No Requirements
Long Staff
2-8 Damage
30 Durability
No Requirements
Scepters
========
A regal gilded rod, the scepter is a mighty weapon in the hands of the holy paladin. Like the sorceress's stave and the necromancer's wand, the scepter boosts the paladin's magical abilities.
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