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Arden

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Revision as of 03:53, 24 November 2024 by NCBlizzy (talk | contribs) (Involvement)
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Zealot Arden is a dwarven Zealot of the Absolute in Moonrise Towers in Act Two. He is patrolling the Docks, near the end.

Portrait Arden.png
Stand clear of the cargo!
Arden

Involvement

Moonrise Towers

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

Should Acolyte Marls jump off into the water, Arden will react with complete confusion and shock. Further interactions with Arden will have him be nervous in front of the party, and attempt to be on the party's good side under the belief that Marls had disrespected a True Soul. He can then be told to fish Marls out of the water, to which he'd attempt to no avail;[2] doing so will have him move away from the Zhentarim Shipping Crate, allowing the party to interact or steal it.

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

Defending Moonrise Towers

If the Nightsong is freed and the Harpers launch their assault on Moonrise Towers, Arden will be part of the remaining forces defending Moonrise Towers, and can be encountered in the ground floor hall standing behind Disciple Z'rell.

Combat

Attacks and Abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Halberd
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Ranged Attack.webp
Ranged Attack Ranged Attack ()   –  Shortbow
Normal weapon damage Make a ranged attack with your equipped weapon.
 Range: 18 m / 60 ft
Branding Smite Melee.webp
Branding Smite Branding Smite ()
Normal weapon damage +
D6 Radiant.png 2d6 (2~12) Damage TypesRadiant

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

  • This spell, unlike other Smite Spells, will work with Ranged weaponry.
 Range: Normal weapon range
Thunderous Smite.webp
Thunderous Smite Thunderous Smite ()
Normal weapon damage +
D6 Thunder.png 2d6 (2~12) Damage TypesThunder

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

STR Save
 Range: Normal weapon range
Lay on Hands Greater Healing.webp
Lay on Hands: Greater Healing Lay on Hands: Greater Healing ()
Paladin Level x 4 hit points

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5  ft
Lay on Hands Lesser Healing.webp
Lay on Hands: Lesser Healing Lay on Hands: Lesser Healing ()
Paladin Level x 2 hit points

Imbue your hands with divine power to heal an ally.

 Melee: 1.5 m / 5  ft

Tactician only

Abjure Enemy.webp
Abjure Enemy Abjure Enemy ()

Frighten Frighten an enemy. They'll be easier to hit and cannot move.

Fiends and undead have Disadvantage Icon.png Disadvantage on this Saving Throw

WIS Save
 Range: 18 m / 60 ft

Notable loot

  1. "And I don't plan on being a guard for long, True Soul."
  2. Dialogue with the player:
    "I see. Then you'd better fish your man out of the lake." - Player
    "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."
  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."