Most players discover Nyrulna by accident. They try to cheat Akabi the Djinn at the Circus of the Last Days, he teleports them to a jungle as punishment, and they fight through dinosaur patrols to reach a painted chest. What they find there is widely considered the best throwing weapon in BG3 [7].
The reason is Zephyr Connection. Every time Nyrulna returns to your hand after a throw, it detonates a 3d4 Thunder explosion in a 6 m radius centred on the target [1]. That’s not the throw damage—that’s a bonus area-of-effect that costs no extra Action. One throw creates two separate damage events. Pair it with Tavern Brawler and high Strength, and every attack covers the room.
This guide covers all four weapon properties, the exact Djinn jackpot method, the Tavern Brawler throw build synergy, and how to use Nyrulna’s mechanics in Honour Mode. Verified against bg3.wiki (Patch 8, June 2026).
Quick Start: Nyrulna in 6 Steps
- Reach Act 3 (Rivington). Enter the Circus of the Last Days.
- Find Akabi the Djinn near X: −68, Y: −73. Save your game first.
- Hide your stealthiest character, then pickpocket his Djinni Ring.
- Spin the wheel with the ring in your inventory—the result is always Jackpot.
- In the jungle, sneak past dinosaur patrols to the painted chest near X: −1511, Y: −1522 [5].
- Pass the DC 20 Sleight of Hand check (hand the chest to your highest-Dex character if needed). Nyrulna is yours.

Nyrulna Stats and All Four Properties
Nyrulna is a Legendary +3 Trident with Versatile and Thrown. Base damage is 1d8 + 3 piercing (two-handed, versatile) with 1d6 Thunder added to every hit as a passive—that fires on melee swings too, not just throws [1].
| Property | Effect | Recharge |
|---|---|---|
| Zephyr Connection (passive) | Returns to hand after throw; cannot be disarmed; detonates 3d4 Thunder in 6 m AoE at target on return | Every throw |
| Veil of the Wind (passive) | +3 m movement speed, +3 m jump distance, immunity to falling damage | Always active |
| Zephyr Flash (active) | 12 m line, 6d8 Thunder, DEX save DC 15 for half, pushes 2 m, inflicts Bleeding 3 turns [3] | Short Rest |
| Zephyr Break (active) | 12 m range, 6d6 Thunder, STR save for half, pushes 5 m, Off Balance 2 turns (advantage on attacks against target) [4] | Short Rest |
Veil of the Wind deserves attention beyond its passive numbers. The +3 m jump bonus combined with fall immunity means you can drop off any ledge in the game—balconies, cliff edges, floating platforms—and land without losing a point of health. In practice, this is free high-ground access without spending a Dash action, which stays available for another throw.
The active abilities are both Short Rest-recharged, which makes them available every combat in Act 3 as long as you rest between fights. Zephyr Break in particular rewards planning—see the Honour Mode section below for why it matters.
How to Get Nyrulna (Circus of the Last Days, Act 3)
Nyrulna cannot be purchased or found in a regular loot container. It sits in a jungle chest that Akabi sends you to as punishment for rigging his game—which means you need to rig it back [5].
Akabi’s wheel is designed to never produce a jackpot unless the player holds his Djinni Ring during the spin. Pickpocket the ring first:
- Approach stealthily. Use Astarion or any character with Expertise in Sleight of Hand and high Dexterity. Hide before getting close to Akabi.
- Pickpocket the Djinni Ring. If he catches you, he turns hostile and the acquisition is locked for that playthrough. Save before attempting.
- Spin the wheel (500 gold). With the ring in inventory, the jackpot is guaranteed. Akabi will accuse you of cheating and teleport your party to a jungle.
- Navigate the jungle. Stealth is strongly recommended—the dinosaur patrols are high CR and not worth the spell slots or health resources before a Legendary weapon acquisition. Sneak past them rather than fighting.
- Find the painted chest near X: −1511, Y: −1522. Before opening, identify who in your party has the highest Sleight of Hand score. Hand the chest to that character and attempt the DC 20 check. Guidance and other buff spells stack normally.
The jungle also contains a portal exit near the chest. Take Nyrulna first, then leave through the portal. There is no penalty for leaving immediately after opening the chest.
The Thunder Explosion on Return—What Most Guides Skip
Zephyr Connection does two things that the description understates. The return mechanic is obvious—Nyrulna comes back to your hand, no retrieval needed, cannot be knocked away. The second part is the one that changes your throw strategy: on that return, a 3d4 Thunder explosion fires in a 6 m radius centred on the target’s position [1].
The explosion averages 7.5 Thunder damage and affects every enemy within 6 m of the throw target. It fires separately from the hit damage. A single throw against a clustered group delivers:
- Hit: 1d8 + 3 piercing + 1d6 Thunder + STR modifier(s)
- Return explosion: 3d4 Thunder to all enemies in 6 m of the target
The tactical shift: throw into the centre of enemy clusters, not at isolated targets. An isolated target only takes the hit. Four enemies bunched together all receive the return explosion—three of them take AoE Thunder damage from a throw that didn’t even hit them, with no reaction or saving throw to avoid it.
This changes how you should position before combat. Rather than opening with a ranged throw from maximum distance, move to elevation first (Veil of the Wind jump + fall immunity handles this for free), let the enemy group cluster, and then throw into the mass. A pull effect like Thunderwave or Hunger of Hadar can stack enemies into the blast radius before the first throw lands.
Tavern Brawler Throw Build: Synergy Breakdown
Tavern Brawler is the feat that defines the Nyrulna throw build. The exact text: when you throw something, your Strength Modifier is added to the attack and damage rolls an additional time [2]. Not doubled—added twice. On top of the normal application.
The extra Strength damage is typeless, which means it bypasses resistance entirely. Enemies that resist piercing still take the full STR bonus. Enemies that resist Thunder still take the full piercing component and the typeless rider. In Act 3, where elemental resistances on enemies become common, this matters more than it did in Acts 1 and 2.
With high Strength—achievable in Act 3 through Ability Score Improvements and STR-boosting equipment—reaching a +6 or +7 STR modifier is realistic. Every throw then applies that modifier twice to both attack and damage. The practical result: your attack rolls are extremely hard to miss at this stage, and your per-throw damage averages above 30 before critical hits or Rage bonuses.
The Throwzerker Multiclass
The standard Tavern Brawler throwing build is Barbarian Berserker 5 / Rogue Thief 3 / Fighter 3 or 4 [6]:
- Barbarian Berserker 5: Rage adds a flat damage bonus to every throw while Raging. Extra Attack at level 5 gives two throws per Action. Frenzy adds a throw as a Bonus Action during Rage.
- Rogue Thief 3: Fast Hands grants an extra Bonus Action each turn. Combined with Frenzy, you can throw twice with Bonus Actions per turn on top of two Action throws—four throws total on a Rage turn.
- Fighter 3 or 4: Action Surge for burst turns. Second Wind as a recovery option in longer fights.
- Take Tavern Brawler at level 4 (Barbarian).
Nyrulna replaces the Returning Pike you likely used for this build earlier. The Pike is available from Grat at the Goblin Camp in Act 1—grab it then and it carries the Throwzerker through Act 2. At the Circus in Act 3, swap to Nyrulna immediately: the +3 enchantment, passive Thunder, return AoE, and active abilities are all direct upgrades [7].
For the full Berserker subclass breakdown, the Karlach Barbarian Build covers the subclass mechanics in detail. If you’re choosing between throwing builds and other physical DPS options, the BG3 Best Builds guide has the full comparison.
Honour Mode Strategy with Nyrulna
Nyrulna has a practical edge over the Returning Pike in Honour Mode beyond the stat difference. Some players report the Returning Pike can fail to return reliably in Honour Mode—the trident can fall through the map or the return gets interrupted if a turn ends at the wrong moment [7]. Nyrulna’s Zephyr Connection hasn’t shown this behaviour. On a difficulty where a lost weapon means a lost Action on retrieval, that reliability matters.
Two Nyrulna mechanics earn specific attention in Honour Mode:
Zephyr Break works while Raging. Most item-granted spell abilities are blocked during Barbarian Rage. Zephyr Break is classified as a Level 2 Evocation spell but fires during Rage regardless [4]—don’t skip it on Rage turns. The 6d6 Thunder damage plus a 5 m push and Off Balance (which grants Advantage on all attacks against that enemy for 2 turns) is a strong opener on Act 3 bosses. Use it before your first throw on the boss turn to set up Advantage for the rest of your throw sequence.
Veil of the Wind eliminates fall-damage risk from elevated positioning. High ground grants +2 to attack rolls in BG3. With +3 m jump and complete fall immunity, you can reach any elevated position during or before combat without spending a Dash action or risking health. In Honour Mode, where one bad turn can cascade into a wipe, keeping every Action on throwing—rather than repositioning—closes fights faster and leaves fewer chances for Legendary Actions to land.
The Thunder explosion AoE also becomes more valuable in Honour Mode because Legendary Actions punish enemy clustering. Throw into grouped enemies early in the fight, before Legendary Actions trigger and enemies start spreading. The consistent AoE chip per throw forces enemies to take Thunder every turn or spread—either outcome helps you. For overall Honour Mode strategy, the BG3 Beginner’s Guide covers Act-by-Act boss preparation.
Which Build Should You Use?
| Player Type | Recommendation | Priority Action |
|---|---|---|
| Casual player | Equip Nyrulna on your strongest physical attacker and throw as a standard attack. Even without Tavern Brawler, the +3 enchantment and return AoE outperform most Act 3 alternatives. | Grab it at the Circus, equip, throw |
| Optimizer | Build Throwzerker (Barbarian 5 / Rogue 3 / Fighter 3), take Tavern Brawler at L4, stack STR as high as possible, replace Returning Pike the moment you reach the Circus. | Respec at Withers before Act 3 if needed |
| Honour Mode player | Throwzerker with Nyrulna is one of the most consistent Honour Mode damage dealers in Act 3. Prioritise elevated positioning, open bosses with Zephyr Break, then throw into groups. | Get the build online before the Upper City |
| Completionist | Search the jungle before leaving—there may be additional loot. The Djinni Ring stays in inventory after the jackpot. | Explore the jungle room before the portal |
Decision tree for weapon choice:
- Acts 1–2, throw build? → Use Returning Pike from Grat at the Goblin Camp.
- Act 3 reached? → Go to the Circus before any Act 3 boss and get Nyrulna first.
- Not on a throw build? → Nyrulna is still strong as a melee weapon (+3, passive Thunder), but dedicated melee weapons with better non-throw synergies exist at this tier—check the BG3 Best Items guide for full Act 3 options.
Frequently Asked Questions
Can I get Nyrulna without pickpocketing Akabi’s ring?
No. Without the Djinni Ring in inventory, the wheel never produces a jackpot—Akabi’s wheel is rigged against the player by design. You must steal the ring before spinning. If he catches you, he turns hostile and you lose access to the acquisition for that playthrough. Save before approaching.
Does the Thunder explosion from Zephyr Connection hit my allies?
Yes. The 3d4 AoE is centred on the target and affects the full 6 m radius without ally exclusions. Keep party members outside that radius before throwing into a group, or position them on separate elevated ground where the blast doesn’t reach.
How does Nyrulna compare to the Returning Pike and Dwarven Thrower?
The Returning Pike (+1, Act 1) is the bridge weapon that gets you through Acts 1 and 2 on a throw build—grab it at the Goblin Camp and replace it with Nyrulna when Act 3 starts. The Dwarven Thrower (+3, Act 3) deals an extra 2d8 against large and huge enemies but doesn’t return automatically. On a four-throws-per-turn Throwzerker, the time cost of retrieving the Dwarven Thrower is significant. Nyrulna’s consistency, AoE, and active abilities outperform it for most Act 3 encounters [7].
Does Tavern Brawler add extra damage to the Thunder explosion?
No. Tavern Brawler adds your STR modifier to the throw’s direct attack roll and hit damage only [2]. The 3d4 Thunder explosion from Zephyr Connection is a separate effect triggered on the weapon’s return and doesn’t scale with Tavern Brawler or STR. It fires at flat 3d4 regardless of build.
Sources
- [1] Nyrulna — bg3.wiki
- [2] Tavern Brawler — bg3.wiki
- [3] Zephyr Flash — bg3.wiki
- [4] Zephyr Break — bg3.wiki
- [5] How to Get Nyrulna — Prima Games
- [6] Barbarian Berserker Thrower Build — Gamestegy
- [7] Every Returning Throwable Weapon in BG3 — The Gamer
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
