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Nyrulna

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Nyrulna image

Nyrulna is a legendary +3 Trident which can be thrown to create an explosion that deals Thunder damage in an area. It grants additional movement speed and jump distance and returns to the wielder after being thrown.

Description Icon.png

The forgemaster Lirrico designed this weapon for the champion of the wind goddess Akadi. A key component in the forging was his home city's wind, and for a year after the weapon was made, no wind blew there at all.

Properties

One-handed damage
D6 Physical.png 1d6 + 3 (4~9) + Strength modifier PiercingPiercing
Two-handed damage
D8 Physical.png 1d8 + 3 (4~11) + Strength modifier PiercingPiercing
Extra damage
D6 Thunder.png 1d6 (1~6) ThunderThunder
Details
Tridents Tridents
Rarity: Legendary
Enchantment: + 3
 Versatile
Thrown Thrown
Dippable Dippable
 Melee: 1.5 m / 5 ft
 Weight: 1.8 kg / 3.6 lb
Price: 840 gp
UID MAG_TheThorns_Trident
UUID daf0be7f-87d9-448a-b94e-471ffec40ac5

Special

The holder of this item gains:

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.

Weapon actions

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

Piercing Strike Piercing Strike (Action)
Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds. ( Recharge: Short rest.)
Maiming Strike Maiming Strike (Action)
Possibly Maims Maims your target. They can't move. ( Recharge: Short rest.)

Special weapon actions

This weapon also grants the following:

Zephyr Flash Zephyr Flash (Action)
Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding Bleeding. ( Recharge: Short rest.)
Zephyr Break Zephyr Break (Action)
Zephyr Break imitates the effects of the spell Gust of Wind Gust of Wind while dealing thunder damage. ( Recharge: Short rest.)

Where to find

  • Jungle X: -1511 Y: -1522: In a locked painted chest, near the portal to exit the area

Notes

  • Akabi Akabi, in the Circus of the Last Days, teleports the character who is talking with him to the Jungle - after they win the jackpot. While in the jungle, just prior to the exit, the chest can be found.
  • A DC 20 Sleight of Hand check is necessary to unlock the chest.
  • This is arguably one of the most powerful thrown weapons in the game, especially when used in conjunction with Tavern Brawler Tavern Brawler and Enraged Throw Enraged Throw. In addition to its returning quality as a thrown weapon and its +3 enchantment bonus, Zephyr Connection is quite potent:
    • The explosion caused by it happens whenever a thrown attack roll is made, even if the attack misses; it does not happen if the weapon is thrown to a location on the ground without targeting something (no attack roll).
    • The 3d4ThunderThunder damage from this weapon being thrown applies to all entities and objects within its area of effect.

Gallery[edit | edit source]