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Arden

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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 MarlsAcolyte 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 NightsongNightsong 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'rellDisciple Z'rell.

Combat[edit section | visual editor]

Attacks and actions[edit section | visual editor]

Branding SmiteBranding 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 InvisibleInvisible.
CleaveCleave (Action)   –  Halberd
Damage
1/2 Normal weapon damage
Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.
Hamstring ShotHamstring Shot (Action)   –  Shortbow
Damage: 1~6
1d6PiercingPiercing
Shoot an enemy in the thigh and possibly reduce their movement speed by 50%.
LacerateLacerate (Action)   –  Halberd
Damage: 5~14
1d10 + 4SlashingSlashing

Slash at your target's vital points to make it BleedBleed.

Undead and constructs can't bleed.

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 AttackMain Hand Attack (Action)   –  Halberd
Damage: 5~14
1d10 + 4SlashingSlashing
Make a melee attack with your equipped weapon.
Ranged AttackRanged Attack (Action)   –  Shortbow
Damage: 1~6
1d6PiercingPiercing
Make a ranged attack with your equipped weapon.
Rush AttackRush Attack (Action)   –  Halberd
Damage: 5~8
1d4 + 4PiercingPiercing
Charge forward and attack the first enemy in your way, possibly pushing them Off BalanceOff Balance.
Thunderous SmiteThunderous 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 ProneProne.

Tactician only[edit section | visual editor]

Abjure EnemyAbjure Enemy (Action + Channel Oath Charge)

FrightenFrighten an enemy. They have DisadvantageDisadvantage on ability checks and Attack RollAttack Rolls, and they cannot move.

Fiends and undead have DisadvantageDisadvantage 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."