the sparky points weapons bg3 wiki guide 150px

The Sparky Points

Rare

1~8 Damage

Versatile - Wielding With Both Hands

1d8 norma dice icon weapon qualities baldur's gate 3 wiki guide 11d6 icon bg3 wiki guide 11d8 (1d6) damage piercing icon bg3 wiki guide Piercing

Electric Blood: When the wielder deals damage using this weapon, they gain 2 Lighting Charges.

icon proficiency bg3 wiki guideProficiency with this weapon type unlocks:
rush attack action icon baldurs gate3 guide 64px piercing strike action icon baldurs gate3 guide 64px disarming attack melee actions bg3 wiki guide (1) 45px

infobox quote icon baldurs gate 3 wiki guide 24pxWhen Yrre the Sparkstruck was asked why they'd created a trident twice their size, they simply replied, "The question is - why not create another weapon with spikes like lightning bolts?"

icon weapon type bg3 wiki guideTrident icon thrown bg3 wiki guideThrown icon versatile bg3 wiki guideVersatile

  1.8 weight icon baldurs gate 3 wiki guide 250 currency coin baldurs gate 3 wiki guide 24px

The Sparky Points is one of the Trident Weapons in Baldur's Gate 3. In BG3, each type of weapon has different ranges, damages, and other features (Finesse, Versatile, Dippable, etc).  Characters need to master certain Proficiency before using a weapon, and sometimes gain a special Actions while holding it.

When Yrre the Sparkstruck was asked why they'd created a trident twice their size, they simply replied, "The question is - why not create another  weapon with spikes like lightning bolts?" 

The Sparky Points Information

  • Electric Blood: When the wielder deals damage using this weapon, they gain 2 Lighting Charges
  • Range: icon range bg3 wiki guide 1.5m

The Sparky Points Location & Where to Find

The Sparky Points Notes & Tips

  • Rarity: Rare
  • Value: 250
  • Weight: 1.8
  • ID: ??

 

 
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    • Anonymous

      How did they fail on this weapon?
      No charges gained if thrown.
      No +1 to hit or DMG.
      The other two have perks.

      • Anonymous

        A +1 weapon gives you the same benefit with no windup, and you can get a +1 version of every melee and ranged weapon act 1. A +1 weapon won't electrocute the user when he is accidentally standing in water. Unless you are aiming for a specific build that requires lightning charges, the best of the three rewards is the spellsparkler. Casters have very few options in the game that give them both a bonus to hit and bonus on damage on cantrips and spells. Warlocks especially benefit from something like this, as its very common for them to combo scorching ray with hex at low levels, and it helps with eldritch blasts.

        • Anonymous

          picked this up as i was going for a throwing build for once, sadly, does not give charges on throw attack, so it only remains a sub par reward, the staff is far more usefull especially since EACH hit of magic missile gives 2 stacks

          • Anonymous

            very good with barbarian berserk! (litereally the best reward!)
            1. first turn get frenzy then attack an enemy NOT WITH THE TRIDENT! WITH THE EVERBURN!
            2. second turn you can now use the enranged throw so throw it and gain 2 charges what give you +1 attack role and +1 lightning dmg (you lose 1 charges per turns) and already nullificating the enranged attack penalty (-1 attack roll) + the enemy is get prone so break the concentration and taked the half of the movement! also the 1d6 dmg :D
            3. use your action and attack the enemy! you deal 2d6 +1d4 fire +1 lightning dmg
            4. you can pick up again and do again the things and after 4 throws (in the 4th turn) you can deal +1d8lightning dmg!
            so 2d6+1d4fire+1d8lightning = medium 12-18dmg

            the point is you get off from the -1 attack roll penatly what the enranged attacks do and also iat every turn deal +1lightning dmg and in 4th turn (5th) +1d8 lightning damage! also prone the enemies at every turn!

            • Anonymous

              Least useful among the 3 rewards. No enchantment. Quickly replaced by more superior melee weapons. Better to pick either of the other 2 rewards. The Joltshooter at least can be universally used by any build and anyone in the party as a secondary weapon and for accumulating charge. The Spellsparkler is amazing for spellcasters that are using lightning charge builds especially magic missile.

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