The Easting Reach Wiki

Weapon Proficiencies[]

Weapon Modifier Feat[]

  • Weapon Finesse: Allows the use of the Dexterity modifier in place of Strength modifier for finesse-type weapon's attack roll.
  • Zen Archery: Allows the use of the Wisdom modifier in place of Dexterity modifier for a ranged-type weapon's attack roll.

Weapon Changes[]

Some weapon properties have been changed from vanilla Neverwinter Nights, and these values may not always be reflected in the weapon's description in-game. Specifically the Morningstar will appear with a d8 damage die weapon on its description whilst mechanically and on the character sheet will correctly behave as a d6 damage die weapon as per the changes noted below.

  • Trident: Critical range of 18x2 (from 19x2)
  • Club: Critical range of 19x2 (from 20x2)
  • Light Hammer: Critical range of 20x4 (from 20x2)
  • Shuriken: Critical Range of 19-20x3 (from 20x2)
  • Kama: Combined Slashing/Piercing damage (from Slashing)
  • Quarterstaff: d8 damage die (from d6)
  • Morningstar: d6 damage die (from d8)
  • Warhammer: 12 lbs (from 8)
  • Heavy Crossbow: 14 lbs (from 9), no longer in Weapon Proficiency (Wizard)
  • The Halberd, Lance, Spear, Trident and Whip had their preferred attack distance increased.*

There are also different categories of weapons that are now available that add bonuses and/or penalties to skills, weight, damage, and damage type.

*It is worth noting that the increased preferred attack distance does not actually increase a weapon's reach, it only increases the range at which attacks may be made whilst maintaining the standard weapon reach applied to all melee weapons and this may have consequences such as: a sidestep can put a creature out of weapon range, forcing the character to then dash forward to get back into range, triggering an Attack of Opportunity (AoO).

Class & Racial Proficiency Changes[]

There have been some notable changes to weapon proficiencies granted as part of being a member of a class or race to enhance their fantasy and style. Many of these are additional proficiencies not granted in vanilla Neverwinter Nights, however in certain cases such as for the Wizard, their weapon proficiency may be altered or reduced to better represent their class fantasy. It is important to remember that most classes (all except for Druid) do however receive the Weapon Handling feat for free which allows them to wield any kind of weapon but with penalties incurred for a lack of proficiency.

  • Characters with Weapon Handling (i.e. every class except Druid) are able to take Weapon Focus in any weapon including those they are not usually proficient with and doing so will also grant them proficiency with that weapon type if they were not already proficient in it. This is a custom change to TER to assist character customisation and allow for more cohesive character backgrounds especially in cases where previously a character might have required exotic weapon proficiency only to specialise in a single weapon and may not have had any in-character basis for proficiency in a range of unrelated exotic weapons. An iconic example of this is dwarves taking Weapon Focus: Dwarven Waraxe symbolising their racial weapon of preference rather than being forced to take the Weapon Proficiency (Exotic) feat which may not be in-character appropriate for them just for specialising in a single weapon from that proficiency category.

Weapon Table[]

Weapon Size Proficiency Damage Type Damage Die Threat Range Multiplier Property
Dagger Tiny Simple Piercing d4 19-20 x2 Weapon Finesse Compatible
Dart Tiny Simple Piercing d4 20 x2 Ranged; Strength Modifier
Kukri Tiny Exotic Slashing d4 18-20 x2 Weapon Finesse Compatible
Shuriken Tiny Exotic Piercing d3 19-20 x3 Ranged
Light Crossbow Small Simple Piercing d8 19-20 x2 Ranged
Lance Small Simple Piercing - - - Increased Range
Mace Small Simple Bludgeoning d6 20 x2 Weapon Finesse Compatible
Light Pick Small Simple Piercing d4 20 x4 Weapon Finesse Compatible
Sickle Small Simple Slashing d6 20 x2 Weapon Finesse Compatible
Sling Small Simple Bludgeoning d4 20 x2 Ranged
Handaxe Small Martial Slashing d6 20 x3 Weapon Finesse Compatible
Light Hammer Small Martial Bludgeoning d4 20 x4 Weapon Finesse Compatible
Shortsword Small Martial Piercing d6 19-20 x2 Weapon Finesse Compatible
Throwing Axe Small Martial Slashing d6 20 x2 Ranged; Strength Modifier
Kama Small Exotic Slashing-Piercing d6 20 x2 Dual Damage; Weapon Finesse Compatible
Whip Small Exotic Slashing d2 20 x2 Disarm, Increased Range, Can't Be Used In Offhand; Weapon Finesse Compatible
Club Medium Simple Bludgeoning d6 19-20 x2 -
Short Spear Medium Simple Piercing d6 20 x3 -
Heavy Crossbow Medium Simple Piercing d10 19-20 x2 Ranged
Morningstar Medium Simple Bludgeoning-Piercing d6 20 x2 Dual Damage, Can't Be Used In Offhand
Battleaxe Medium Martial Slashing d8 20 x3 -
Light Flail Medium Martial Bludgeoning d8 20 x2 Can't Be Used In Offhand
Longsword Medium Martial Slashing d8 19-20 x2 -
Rapier Medium Martial Piercing d6 18-20 x2 Weapon Finesse Compatible
Scimitar Medium Martial Slashing d6 18-20 x2 -
Shortbow Medium Martial Piercing d6 20 x3 Ranged
Warhammer Medium Martial Bludgeoning d8 20 x3 -
Heavy Pick Medium Martial Piercing d6 20 x4 Can't Be Used In Offhand
Bastard Sword Medium Exotic Slashing d10 19-20 x2 -
Dwarven Waraxe Medium Exotic Slashing d10 20 x3 -
Katana Medium Exotic Slashing d10 19-20 x2 -
Quarterstaff Large Simple Bludgeoning d8 20 x2 -
Spear Large Simple Piercing d8 20 x3 Increased Range
Greataxe Large Martial Slashing d12 20 x3 -
Greatsword Large Martial Slashing 2d6 19-20 x2 -
Halberd Large Martial Piercing-Slashing d10 20 x3 Dual Damage, Increased Range
Heavy Flail Large Martial Bludgeoning d10 19-20 x2 -
Maul Large Martial Bludgeoning d10 20 x3 -
Longbow Large Martial Piercing d8 20 x3 Ranged
Trident Large Martial Piercing d8 18-20 x2 Increased Range
Dire Mace Large Exotic Bludgeoning d8/d8 20 x2 2-Sided
Double Axe Large Exotic Slashing d8/d8 20 x3 2-Sided
Scythe Large Exotic Piercing 2d4 20 x4 -
Two-Bladed Sword Large Exotic Slashing d8/d8 19-20 x2 2-Sided
  • Weapons that are Weapon Finesse Compatible are the same weapons that are compatible with Rogue's Sneak Attack.
  • Traditional two-handed weapons receive a 1.5x Strength modifier to damage like they do in the vanilla version of NWN.

Dual Wielding[]

Characters may choose to dual wield weapons for combat, however, they suffer attack penalties if they do not have any of the following feats: Ambidexterity, Two Weapon Fighting, and Improved Two Weapon Fighting.

Characters that wield a double-sided weapon are considered dual wielding a weapon, with one side considered as the light off-hand; these weapons do not get the 1.5x Strength modifier to damage even though they are two-handed weapons.

Attack Penalties for Dual-Wielding
Considerations Main Hand Off-Hand
Maximum Penalties -6 -10
Ambidexterity -6 -6
Light Off-Hand Weapon -4 -8
Two-Weapon Fighting
Ambidexterity and Light Off-Hand Weapon -4 -4
Ambidexterity and Two-Weapon Fighting
Two-Weapon Fighting and Light Off-Hand Weapon -2 -6
Ambidexterity, Two-Weapon Fighting, and Light Off-Hand Weapon -2 -2


When dual-wielding, the main weapon gets the full strength modifier as a damage bonus, while the off-hand weapon gets half that (rounded down). A negative strength modifier will apply its full penalty to both the main-hand and off-hand weapon.

The only weapons which are one category smaller than the standard weapon for characters of small stature and therefore have a reduced attack penalty when wield by them in the off-hand are those of the 'tiny' size category; this includes the dagger and the kukri. Likewise, characters of small stature can only dual wield weapons of the 'small' size category or lower.

Characters of small stature will also not gain sneak attack bonuses when using the rapier (which would otherwise qualify for the sneak attack bonus for characters of larger size categories) as it does not effectively count as a 'light' weapon for them since it can only be wield by them as a 2-handed weapon.