Weaponmajor

Everburn Blade

The Everburn Blade is an uncommon two-handed greatsword in Baldur's Gate 3 with slashing damage, additional fire damage, and an arcane flame that cannot be quenched.

Role
Early-game two-handed melee weapon for strength-based characters
Status
available
Importance
major
EB
Baldur's Gate 3 · weapon
01

Key takeaways

The Everburn Blade is most valuable as an early-game weapon that can be secured before the main adventure properly begins.

01

Early access

Its main advantage is timing: the party can obtain it during the opening Nautiloid sequence rather than waiting for later exploration.

02

Two damage types

The weapon's attacks combine slashing damage with additional fire damage, making it more distinctive than an ordinary greatsword.

03

Best character fit

Strength-based front-line classes are the clearest users, particularly Fighters, Barbarians, and Paladins.

04

Not a permanent upgrade

The weapon can lose its advantage later because it does not have a magical +1 enchantment and may be surpassed by better gear.

02

Overview

The Everburn Blade is an uncommon greatsword acquired during the opening sequence of Baldur's Gate 3.

The Everburn Blade is a two-handed greatsword that deals slashing damage while adding fire damage to its attacks. Its defining feature is the Ever-Burning property: an arcane flame surrounds the weapon and cannot be quenched, giving the blade a distinctive appearance as well as its fire-based identity.

The weapon is available during the prologue aboard the Nautiloid, where it is carried by Commander Zhalk. Securing it before the opening sequence ends gives the party a powerful melee option for the early portion of the game, and the blade remains in the player's inventory after the Nautiloid crashes.

The Everburn Blade is especially suited to strength-based characters, including Fighters, Barbarians, and Paladins. Its early strength is balanced by the absence of a magical +1 enchantment, so it can eventually be replaced when later equipment offers stronger bonuses or more specialized effects.

03

Statistics

This game publishes dice damage rather than 0–100 bars, so the verified damage, enchantment, weight and value are listed instead. Taken from the project's verified weapons database, not from generated text.

  • Base Damage
    2d6
  • Damage Type
    Slashing
  • Extra Damage
    1d4 Fire
  • Rarity
    Uncommon
  • Weight
    2.7 kg
  • Value
    130 gp
  • Entry Type
    Named / special

Figures verified against Consolidated Game Weapons Database.

04

Compared to similar slashing weapons

WeaponBase DamageDamage TypeEnchantmentWeightValue
Everburn Blade2d6Slashing—2.7 kg130 gp
Sorrow1d10+1Slashing+12.7 kg380 gp
Balduran's Giantslayer2d6+3Slashing+32.7 kg1300 gp
Silver Sword of the Astral Plane2d6+3Slashing+32.7 kg1300 gp
Drakethroat Glaive1d10+2Slashing+22.7 kg960 gp

Damage is the dice expression; weight and value are the game’s own figures. From Consolidated Game Weapons Database.

05

How to obtain

Before you start
  • Access to the Nautiloid prologue encounter.
  • A way to defeat Commander Zhalk or use Command: Drop.
  1. 01During the prologue on the Nautiloid, locate Commander Zhalk and engage with the encounter before the ship sequence concludes.
  2. 02Defeat Commander Zhalk to take the Everburn Blade from him.
  3. 03Alternatively, use the Command: Drop spell to force Commander Zhalk to relinquish the weapon, then collect it from the encounter area.
  4. 04Complete the Nautiloid sequence with the weapon in the party's possession; it remains available after the crash.
06

Availability

Nautiloid prologueObtainable

Requires Commander Zhalk must be defeated or made to drop the weapon.

The blade can be collected before the prologue ends.

After the Nautiloid crashRetained

The Everburn Blade remains in the player's inventory after the opening sequence.

07

Strengths and weaknesses

Strengths

  • Combines slashing damage with additional fire damage.
  • Can be acquired very early in the game.
  • The Ever-Burning property gives it a persistent arcane-flame identity.
  • Provides a strong early option for characters built around Strength.

Weaknesses

  • It occupies the hands as a two-handed weapon, limiting the use of a shield or off-hand weapon.
  • It lacks a magical +1 enchantment.
  • Its early advantage becomes less pronounced as the party finds stronger or more specialized equipment.

Best uses

  • Equip it on a strength-based front-line character during the early game.
  • Use it as a straightforward melee weapon when consistent physical attacks and added fire damage are more valuable than weapon-specific utility.
  • Keep it available for a character who benefits from a powerful two-handed weapon without needing an off-hand item.
08

Loadout options

09

Handling and tips

Treat the Everburn Blade as an early-game power spike rather than an item that must remain equipped for the entire adventure. Its value is highest when the party has limited access to equipment and the added fire damage gives a newly acquired melee character more offensive presence.

Because it is two-handed, plan the wielder's equipment around committing both hands to the greatsword. This makes the blade a better fit for a character whose combat plan centers on melee attacks than for a build that depends on a shield or an off-hand weapon.

When deciding whether to replace it, compare the complete benefits of the alternative rather than looking only at the Everburn Blade's fire effect. A later weapon with a magical +1 enchantment or more useful specialization can be a meaningful upgrade even if it lacks the Everburn Blade's permanent flame.

10

Early-game tip

11

Trivia

  • The weapon's name refers to its Ever-Burning property and the arcane flame surrounding the blade.
  • Its flame cannot be quenched, making the weapon's visual identity part of its item description rather than a temporary torch-like effect.
  • The Everburn Blade is notable for being obtainable before the Nautiloid crash while still remaining with the player afterward.