Ad placeholder

Arden

From bg3.wiki
Jump to navigation Jump to search

Zealot Arden oversees the cargo at the end of the Moonrise Tower Docks in Act Two.

“
Stand clear of the cargo!
„
— Arden

Involvement[edit section | visual editor]

Act Two[edit section | visual editor]

Moonrise Towers[edit section | visual editor]

Arden is at the Moonrise Towers Docks, where he oversees the departing cargo from his position at the end of the docks. Interactions with Arden reveal that he aspires to be a True Soul.[1]

Should Acolyte Marls Acolyte Marls jump into the water, Arden reacts with confusion and shock. Further interactions with Arden have him behave nervously in front of the party; he then attempts to be on the party's good side under the belief that Marls disrespected a True Soul. He can be told to fish Marls out of the water, to which he attempts to no avail [2] and moves away from the  Zhentarim Shipping Crate, allowing the party to interact with it or steal it.

Listening to Arden reveals that he does not actually care about Marls, and is attempting to salvage his armour - not save the man himself.[3]

Defending Moonrise Towers[edit section | visual editor]

If the Nightsong Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Arden is part of the remaining forces defending Moonrise Towers, and moves to the ground floor hall behind Disciple Z'rell Disciple Z'rell.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Branding Smite Branding Smite (Action + Bonus Action + Level 2 Spell Slot)
Damage: 2~12
Normal weapon damage
+ 2d6Radiant⁠Radiant

Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.

Healing
4 × (Paladin level)Healing⁠Healing

Imbue your hands with divine power to heal an ally.

Healing
2 × (Paladin level)Healing⁠Healing

Imbue your hands with divine power to heal an ally.

Main Hand Attack Main Hand Attack (Action)   –  Halberd
Damage: 5~14
1d10 + 4Slashing⁠Slashing

Make a melee attack with your equipped weapon.

Ranged Attack Ranged Attack (Action)   –  Shortbow
Damage: 1~6
1d6Piercing⁠Piercing

Make a ranged attack with your equipped weapon.

Thunderous Smite Thunderous Smite (Action + Bonus Action + Level 1 Spell Slot)
Damage: 2~12
Normal weapon damage
+ 2d6Thunder⁠Thunder

Your melee weapon rings with thunder as you strike, pushing your target 3 m (10 ft) away and possibly knocking them Prone Prone.

Tactician only[edit section | visual editor]

Abjure Enemy Abjure Enemy (Action + Channel Oath Charge)

Frighten Frighten an enemy. They have Disadvantage Disadvantage on ability checks and Attack Roll Attack Rolls, and they cannot move.

Fiends and undead have Disadvantage Disadvantage on this Saving Throw.

Loot[edit section | visual editor]

Notes and references[edit section | visual editor]

  1. ↑ "And I don't plan on being a guard for long, True Soul."
  2. ↑ Dialogue with the player character:
    "I see. Then you'd better fish your man out of the lake." - Player character
    "What? Beshaba's black bones - wait here. I'll find something to drag him out.
    Not letting a decent suit of armour rot down there on my watch." - Arden
  3. ↑ Dialogue to himself:
    "Least you could've done was strip off your gear first, fool."
    "I'd say a prayer for you, lad, but I honestly do not remember your name."
    "Must've found some booze among the supplies. Idiot."