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Shattered Flail: Difference between revisions

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** The duration of '''Yeenoghu's Gift''' is not refreshed by hitting enemies again; it only lasts the base 6 turns, after which it can be re-applied.
** The duration of '''Yeenoghu's Gift''' is not refreshed by hitting enemies again; it only lasts the base 6 turns, after which it can be re-applied.
* While '''Mad''', the wielder is uncontrollably hostile to all nearby creatures, including allies, and will use any and all tools at their disposal to inflict harm. This could include using powerful [[Ammunition]] or [[Consumables]] from their inventory, casting high level [[Spell]]s, or [[Shove|shoving]] allies to their deaths.
* While '''Mad''', the wielder is uncontrollably hostile to all nearby creatures, including allies, and will use any and all tools at their disposal to inflict harm. This could include using powerful [[Ammunition]] or [[Consumables]] from their inventory, casting high level [[Spell]]s, or [[Shove|shoving]] allies to their deaths.
* Although the combat log states "Tav healed self...", this healing does ''not'' trigger other items which proc on the character healing such as [[Boots of Aid and Comfort]] or [[The Whispering Promise]].


==Gallery==
==Gallery==

Revision as of 10:02, 9 November 2023

Shattered Flail image

Shattered Flail is a rare Mace with a +2 Enchantment that heals the wielder when they hit an enemy - at the cost of potentially going mad when they stop attacking.

Description Icon.png

A bundle of bones and blood - and a soul-piercing demonic presence - is all that remains of the Flind's flail. It would make a decent mace with a particularly nasty bite.

Properties

Damage
D6 Bludgeoning.png 1d6 + 2 (3~8) + Strength modifier Damage TypesBludgeoning
Details
Maces Maces
Rarity: Rare
Enchantment: + 2
 One-Handed
Dippable Dippable
 Melee: 1.5 m / 5  ft
 Weight: 1.8 kg / 3.6 lb
Price: 190 gp

Special

The holder of this item gains:

  • Yeenoghu's Gift: Hitting an enemy with this weapon heals the wielder for 1d6hit points - but they can go Mad if they don't continue hitting an enemy each turn.
    • After attacking, grants Yeenoghu's Gift Yeenoghu's Gift for 5 turns. Must strike an enemy every turn or be struck by Mad.
  • See Notes and Trivia for mechanical explanation and other notes.

Weapon actions

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

Concussive Smash Concussive Smash ()

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

Condition: Yeenoghu's Gift

Yeenoghu's Gift Yeenoghu's Gift

Duration: 5 turns

Wisdom saving throw

  • Famished for slaughter.
  • Affected entity can go Mad Mad for 2 turns if it doesn't deal damage to an enemy by the end of its turn.

Condition: Mad

[[ Mad

(Condition)| Mad

]]

Where to find

Notes and Trivia

  • After hitting a creature with the Shattered Flail, the wielder gains Yeenoghu's Gift for 6 turns. For the duration, they must succeed a DC 12  Wisdom saving throw at the end of any turn on which they do not hit an enemy, or they will go Mad for 1 turn.
    • As of Hotfix 3 (2023-08-16), the Saving Throw rolls made by the wielder of this weapon do not appear in the combat log, but they are in fact being rolled at the end of each turn the wielder does not damage an enemy.
    • The duration of Yeenoghu's Gift is not refreshed by hitting enemies again; it only lasts the base 6 turns, after which it can be re-applied.
  • While Mad, the wielder is uncontrollably hostile to all nearby creatures, including allies, and will use any and all tools at their disposal to inflict harm. This could include using powerful Ammunition or Consumables from their inventory, casting high level Spells, or shoving allies to their deaths.
  • Although the combat log states "Tav healed self...", this healing does not trigger other items which proc on the character healing such as Boots of Aid and Comfort or The Whispering Promise.

Gallery

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