Icewind Dale Wiki
Advertisement

A Two-Handed Axe (originally Two Handed Axe) is an exceptionally large war axe wielded in two hands. Weapon and general stores carry two-handed axes for around 11-15gp.

Description[]

This mighty weapon consists of a haft several feet long, topped with a heavy blade. The axe may be double-bitted, with blades on both sides of the haft, or it may only have a single blade. It is an unwieldy weapon, but a skilled warrior can strike blows of tremendous strength with it.

Properties[]

A standard two-handed axe deals a base 1d10 (1-10) slashing damage, has a speed factor of 9, and a minimum strength requirement of 10EE only.

A two-handed axe is slower, heavier, and more expensive than the one handed Battle Axe, but deals slightly higher damage. In addition, while it requires two hands to wield, preventing the use of a shield, it has an extended range of 2 feet which allows the user to potentially strike foes while protected behind fellow party members.

Aside from the fact that Halberds are heavier, require a higher strengthEE only, and deal piercing damage instead of a two-handed axes slashing damage, both weapons have the same damage range, speed, and cost. Compared to Two-Handed Swords, two-handed axes are faster, lighter, much less expensive, and have a lower minimum strength to wieldEE only.

Acquisition[]

Sold by[]

Variants[]

Besides the plain Two-Handed Axe, several higher-quality, magically enchanted, or unique two-handed axes exist in the game:

Name Enchantment Properties Notes
Flawless Two-Handed Axe - -2 bonus to THAC0
Two-Handed Fire Axe +1 1 50% chance of dealing +1d3 fire damage
Infected Two-Handed Axe +2 2 15% chance of infecting the target with disease
Two-Handed Axe +2: Life Giver 2 10% chance to heal wielder for 2d3 Hit Points
Two-Handed Axe of Greater Phasing +2 2 Two mutually exclusive chance-on-hitting abilities:
  • 15% chance target is phased (takes 4 damage per second) for 5 seconds
Joril's Axe +3 3 +1 Constitution, +1 Dexterity
Lonesome Road +3 3 +1 Constitution
Foe's Fate +4 4 25% chance of dealing +1d6 electric damage, 25% chance target goes berserk for 4 rounds

External Links[]

Advertisement