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Darbonna: Difference between revisions

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[[Category:Characters in Act Three]]
[[Category:Characters in Act Three]]
[[Category:Members of the Flaming Fist]]
[[Category:Members of the Flaming Fist]]
[[Category:Followers of the Absolute]]
[[Category:Clerics]]

Revision as of 12:16, 4 September 2024

Fist Darbonna is a human Flaming Fist cleric stationed on the bridge to Baldur's Gate, managing the queue leading into the Upper City. Unbeknownst to everyone around her but 'Deadeye' Mibbs, she is infected with a Mind Flayer Tadpole.

Involvement

Baldur's Gate

During Act Three, Darbonna can be found at the very end of the bridge leading through Baldur's Gate[note 1], watching over the queue of residents trying to make their way into the Upper City. As she received orders to not let anyone into the Upper City, she and Mibbs are seen holding the line up, preventing any further entries.

Should the party somehow make it to the end of the bridge and enact dialogue with Darbonna[note 2], she will personally tell the party that she does not know why they are permitted to go through, but will nonetheless tell them to go on[1][2]. Similarly, if approached with Mibbs nearby[note 3], the two of them will engage the party in dialogue, welcoming the party into the Upper City[3]; the Emperor will interject, mentioning that the party is being fooled and urging them to turn back at once. Passing a DC 15 Insight check will reveal that Mibbs' behaviour is not his own, and is in fact being controlled[4].

Once all Netherstones are acquired by the party, and should they return to Baldur's Gate, three infected refugees by the queue will proceed to transform into Mind Flayers and attack the nearby party. Darbonna will be Surprised Surprised, but will nevertheless fight alongside the party. Once the Mind Flayers are dead, she and all the Fists around will run away to warn their superiors, before completely vanishing from the game once far enough.

Combat

Attacks and abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Warhammer
Normal weapon damage
Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Backbreaker.webp
Backbreaker Backbreaker ()   –  Warhammer
Put extra force behind your strike to possibly knock your enemy Prone Prone.
STR Save
 Range: Normal weapon range
Concussive Smash.webp
Concussive Smash Concussive Smash ()   –  Warhammer
Normal weapon damage
Hit an enemy with all your might to deal damage and possibly Daze Daze them.
CON Save
 Range: Normal weapon range
Weakening Strike.webp
Weakening Strike Weakening Strike ()   –  Warhammer

Target an enemy's hands with a non-lethal attack and possibly inflict Weak Grip Weak Grip.

Creatures without weapons can't have Weak Grip.

STR Save
 Range: Normal weapon range
Aid.webp
Aid Aid ()
Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum.
 Range: Self
AoE: 9 m / 30 ft (Radius)
Mass Cure Wounds.webp
Mass Cure Wounds Mass Cure Wounds ()
Unleash a soothing hum of energy that heals you and nearby allies.
 Range: 18 m / 60 ft
Calm Emotions.webp
Calm Emotions Calm Emotions ()
Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
 Range: 18 m / 60 ft
AoE: 6 m / 20 ft (Radius)
Crusader's Mantle.webp
Crusader's Mantle Crusader's Mantle ()
Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Damage TypesRadiant damage.
 Range: Self
AoE: 9 m / 30 ft (Radius)
Sacred Flame.webp
Sacred Flame Sacred Flame ()
D8 Radiant.png 1d8 (1~8) Damage TypesRadiant
Engulf a target in a flame-like radiance.
DEX Save
 Range: 18 m / 60 ft
Command Grovel.webp
Command: Grovel Command: Grovel ()
Command a creature to fall Prone Prone on its turn and do nothing else.
WIS Save
 Range: 18 m / 60 ft

Allies

Loot

Notes

  1. The gate proper, not the city.
  2. It is practically impossible to do so, as going on the bridge will have the Netherbrain attempt to take over the party's mind, and potentially cause a game over screen.
  3. This is likewise practically impossible to do so.
  • The implications behind Mibbs' and Darbonna's actions is that they are being possibly mind-controlled by the Netherbrain, the latter of whom is trying to lure the party into the Upper City, so it can overwhelm the Emperor's defences and force the party's transformation.

References

  1. "Dunno why you get to skip the line but go on, then." - Darbonna
  2. "Look, I really don't care - just get moving." - Darbonna
  3. Dialogue with Mibbs, and The Emperor, to the party:
    "You! Get back in line!" - Darbonna
    "Hold up - this one has special dispensation. Welcome to the Upper City, citizen." - Mibbs
    "Do not be fooled. We are not welcome here." - The Emperor
  4. *There's something strange about this Flaming Fist's demeanour - almost as if his will is not his own.* - Narrator

External links