Tridents

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

Properties

One-handed damage:
D6 Piercing.png 1d6 (1~6) + Strength modifier Damage Types Piercing damage
Two-handed damage:
D8 Piercing.png 1d8 (1~8) + Strength modifier Damage Types Piercing 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. Undead and Constructs can't suffer 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 Extra Dmg. E.D. Type Weight Price Special


Rusty Trident

1d6 Piercing

1.8 kg
3.6 lb

4


Trident of the Depths

+3 1d6 + 3 Piercing 1d6 Cold

1.6 kg
3.6 lb

40

Hiemal Strike Hiemal Strike ()
Pierce a creature with your frost-rimed trident and Chilled 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


Trident +2

+2 1d6 + 2 Piercing

1.8 kg
3.6 lb

125


Trident of the Waves

+1 1d6 + 1 Piercing

1.8 kg
3.9 lb

630
  • The Water Caller: On a hit, inflict Wet Wet and create a 2 m / 6.5 ft water surface centred around the target.


Nyrulna

+3 1d6 + 3 Piercing 1d6 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 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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