Hamarhraft: Difference between revisions

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(Added a couple of sentences about picking the weapon up before long rest, otherwise it becomes unavailable)
(Minor adjustments.)
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{{ up to date | 2023-08-08 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{ up to date | 2023-09-16 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{WeaponPage|<!-- See here for tips on how to use this template: https://bg3.wiki/wiki/Template:WeaponPage -->
{{WeaponPage
| image = Hamarhraft Icon.png
| <!-- See here for tips on how to use this template: https://bg3.wiki/wiki/Template:WeaponPage -->
| description = {{uncommon|Hamarhraft}} is an uncommon [[Maul]] that deals {{DamageType|Thunder}} damage in an area around the wielder when they jump.<!-- Optional description.  Nonmagical and +1/+2/etc. will be auto-generated, so leave empty for those.  Others will also have a sensible default description generated, so strictly speaking you can always leave this empty, but for weapons with special properties, you might want to instead provide a short description of what makes the weapon noteworthy. -->
| image = Hamarhraft Icon.png<!-- A high-res image of the item. -->
| quote = The Dwarven grammar is garbled, but the weapon's name suggests something about the importance of first impressions.
| description = {{Uncommon|Hamarhraft}} is an uncommon [[Mauls|Maul]] that deals {{DamageType|Thunder}} damage in an area around the wielder when they land a jump.
| category = martial <!-- martial or simple -->
| seo description = Hamarhraft is an uncommon Maul that deals Thunder damage in an area around the wielder when they land a jump.
| melee or ranged = melee <!-- melee or ranged, duh -->
| quote = <!-- In-game tooltip quote. -->
| handedness = two-handed <!-- one-handed, versatile, two-handed -->
The Dwarven grammar is garbled, but the weapon's name suggests something about the importance of first impressions.
| type = Mauls <!-- One of [[Category:Weapon Types]]. Always plural. -->
| category = martial <!-- "martial" or "simple" -->
| melee or ranged = melee <!-- "melee" or "ranged" -->
| handedness = two-handed <!-- "one-handed", "versatile", or "two-handed" -->
| type = Mauls <!-- One of [[Category:Weapon Types]]. Always plural! -->
| rarity = uncommon <!-- Leave EMPTY for common, otherwise: uncommon, rare, very rare, legendary, story -->
| rarity = uncommon <!-- Leave EMPTY for common, otherwise: uncommon, rare, very rare, legendary, story -->
| enchantment = <!-- Leave EMPTY for none, otherwise: +1, +2, +3, +4, +5 -->
| enchantment = <!-- Leave EMPTY for none, otherwise: +1, +2, +3, +4, +5 -->
| damage = 2d6 <!-- Must follow the strict format XdY + Z, with the "+ Z" only needed if the weapon has an enchantment. -->
| damage = 2d6 <!-- Must follow the strict format "XdY + Z", with the "+ Z" only needed if the weapon has an enchantment. -->
| damage type = Bludgeoning <!-- Accepts any of [[Damage Types]], but usually: Slashing, Piercing, or Bludgeoning -->
| damage type = Bludgeoning <!-- Accepts any of [[Damage Types]], but usually: Slashing, Piercing, or Bludgeoning -->
| versatile damage = <!-- Same format as regular damage, or leave EMPTY if this isn't a Versatile weapon. -->
| versatile damage = <!-- Same format as regular damage, or leave EMPTY if this isn't a Versatile weapon. -->
| extra damage = <!-- Same format as regular damage, but with damage type directly on the same line. -->
| extra damage = <!-- Same format as regular damage, but with damage type directly on the same line. -->
| range = <!-- Leave EMPTY if melee, otherwise this can be "normal", "short" (e.g. Hand Crossbow), or "special" -->
| range = <!-- Leave EMPTY if melee, otherwise this can be "normal", "short" (e.g. Hand Crossbow), or "special" -->
| range m = <!-- Leave EMPTY if "range" is NOT "special", otherwise this is the range in meters. -->
| range m = <!-- Leave EMPTY if "range" is NOT "special", otherwise provide the range in meters. -->
| range ft = <!-- Leave EMPTY if "range" is NOT "special", otherwise this is the range in feet. -->|<!-- Following are yes/no properties, which MUST BE EMPTY if you mean "no"!  Never actually type "no"! -->
| range ft = <!-- Leave EMPTY if "range" is NOT "special", otherwise provide the range in feet. -->
| ammunition =
<!-- Following are yes/no properties, which MUST BE EMPTY if you mean "no"!  Never actually type "no"! -->
| finesse =  
| finesse =  
| heavy = yes
| heavy = yes
| light =  
| light =  
| loading =  
| loading =
| reach =  
| reach =
| thrown =  
| thrown =  
| can't dual wield =  
| can't dual wield =
| dippable = yes
| dippable = yes
| weight kg = 4.5
| weight kg = 4.5 <!-- The weight in kg. -->
| weight lb = 9.92
| weight lb = 9.0 <!-- The weight in in lb. -->
| price = 65
| price = 65 <!-- The price in gp as shown in the normal tooltip (NOT while buying or selling). -->
| weapon actions = Tenacity, Backbreaker, Concussive Smash
| weapon actions = Tenacity, Backbreaker, Concussive Smash <!-- Actions you get when you have proficiency and wield the weapon in your main-hand. -->
| special = <!-- List of special features or abilities granted by the weapon. -->
| special = <!-- List of special features or abilities granted by the weapon. -->
* '''Shockwave:''' When the wearer [[Jump (Bonus Action)|Jumps]], they deal {{DamageText|1d4|Thunder}} damage in a 3 m / 10 ft radius upon landing.
* '''Shockwave:''' When the wearer [[Jump (Bonus Action)|Jumps]], they deal {{DamageText|1d4|Thunder}} damage in a 3 m / 10 ft radius upon landing.
| where to find = <!-- Describe where and how to obtain the weapon, if it's a special one. -->
| where to find = <!-- Describe where and how to obtain the weapon, if it's a special one. -->
Found in a Gilded Chest in one of the burning rooms on the second story of the inn at [[Waukeen's Rest]] (X: -84, Y:630). This chest can be difficult to get to before the room becomes completely engulfed in flames, so it's recommended to approach in Turn-Based Mode.
* Found in a Gilded Chest in one of the burning rooms on the second story of the inn at [[Waukeen's Rest]] {{Coords|-84|630}}. This chest can be difficult to get to before the room becomes completely engulfed in flames, so it's recommended to approach in Turn-Based Mode.
The weapon needs to be picked up before the first long rest after coming to Waukeen's Rest for the first time. If you come to the burning room after a long rest, the weapon will be unavailable.
| notes =
* This weapon needs to be picked up before the first [[Long Rest]] after coming to Waukeen's Rest for the first time. If you come to the burning room after a long rest, the weapon will be unavailable.
}}
}}

Revision as of 11:39, 16 September 2023

Template:Up to date

Hamarhraft image

Hamarhraft is an uncommon Maul that deals Damage TypesThunder damage in an area around the wielder when they land a jump.

Description Icon.png
The Dwarven grammar is garbled, but the weapon's name suggests something about the importance of first impressions.

Properties

Damage
D6 Bludgeoning.png 2d6 (2~12) + Strength modifier Damage TypesBludgeoning damage
Details
Mauls Mauls
Rarity: Uncommon
Enchantment: None
 Two-Handed
Dippable Dippable
 Melee: 1.5 m / 5  ft
 Weight: 4.5 kg / 9 lb
Price: 65 gp

Special

The holder of this item gains:

  • Shockwave: When the wearer Jumps, they deal 1d4Damage TypesThunder damage in a 3 m / 10 ft radius upon landing.

Weapon actions

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

Tenacity Tenacity ()
When you miss an attack, deal Damage TypesBludgeoning damage equal to your Strength modifier anyway (minimum of 1).,
Backbreaker Backbreaker ()
Put extra force behind your strike to possibly knock your enemy Prone Prone., and
Concussive Smash Concussive Smash ()
Hit an enemy with all your might to deal damage and possibly Dazed Daze them.

Where to find

  • Found in a Gilded Chest in one of the burning rooms on the second story of the inn at Waukeen's Rest X: -84 Y: 630. This chest can be difficult to get to before the room becomes completely engulfed in flames, so it's recommended to approach in Turn-Based Mode.

Notes

  • This weapon needs to be picked up before the first Long Rest after coming to Waukeen's Rest for the first time. If you come to the burning room after a long rest, the weapon will be unavailable.