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Tridents: Difference between revisions

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(Changed "Crippling Strike" to "Disarming Strike" in Actions.)
(Added seo image)
 
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| versatile damage = 1d8
| versatile damage = 1d8
| thrown = yes
| thrown = yes
| can't dual wield = yes
| dippable = yes
| dippable = yes
| weapon actions = Rush Attack, Piercing Strike, Disarming Strike
| weapon actions = Rush Attack, Piercing Strike, Disarming Strike
| seo image = Trident Unfaded.png
}}
}}
== External links ==
* {{FRWiki|Trident|long}}
{{back to top}}
{{NavEquipment}}

Latest revision as of 23:50, 28 July 2024

Tridents Tridents are a type of versatile martial melee weapon. The following are some base attributes common to most tridents, although special or magical variants may be significantly different. For the most common, nonmagical type of this weapon, see Trident. Further down below, you can find a list of all tridents in the game.

Properties

One-handed damage
Two-handed damage
Details
 Versatile
 Melee: 1.5 m / 5  ft
Thrown Thrown
Dippable Dippable

Actions[edit source]

Proficiency Icon.png If you have proficiency, equip in main hand to gain:

Rush Attack Rush Attack ()

Charge forward and attack the first enemy in your way, possibly pushing them Off Balance Off Balance.

Piercing Strike Piercing Strike ()

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Disarming Strike Disarming Strike ()

Focus your attack on your foe's hands and possibly force them to drop the weapons they are holding.

List of tridents

Weapon Enchant. Damage Damage Type Weight Price Special


Pactbound Trident

1d6

Piercing

1.8 kg
3.6 lb

0


Rusty Trident

1d6

Piercing

1.8 kg
3.6 lb

4


Trident of the Depths

+3

1d6 + 3
1d6

Piercing
Cold

1.6 kg
3.2 lb

40

Hiemal Strike Hiemal Strike ()

Pierce a creature with your frost-rimed trident and Chill Chill it.


Trident

1d6

Piercing

1.8 kg
3.6 lb

40


Trident +1

+1

1d6 + 1

Piercing

1.8 kg
3.6 lb

55


The Sparky Points

1d6

Piercing

1.8 kg
3.6 lb

390
Electric Blood
When the wielder deals damage using this weapon, they gain 2 Lightning Charges Lightning Charges.


Trident +2

+2

1d6 + 2

Piercing

1.8 kg
3.6 lb

125


Trident of the Waves

+1

1d6 + 1

Piercing

1.8 kg
3.6 lb

630
The Water Caller
On a hit, inflict Wet Wet and create a 2 m / 7 ft Water Water surface centred around the target.


Nyrulna

+3

1d6 + 3
1d6

Piercing
Thunder

1.8 kg
3.6 lb

840
Zephyr Connection
This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3d4Damage TypesThunder damage in a 6 m / 20 ft blast centered on the target.
Veil of the Wind
You gain a + 3 m / 10 ft bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage.
Nyrulna: Glowing Nyrulna: Glowing
This object shines with a glowing light in a radius of 6 m / 20 ft.
Zephyr Flash Zephyr Flash ()

Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding Bleeding.

Zephyr Break Zephyr Break ()

Zephyr Break imitates the effects of the spell Gust of Wind Gust of Wind while dealing thunder damage.

Legacy content

External links[edit | edit source]

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