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Darbonna

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Fist Healer Darbonna is a human cleric and a member of the Flaming Fist. She can be found in Lower City in Act Three.

Portrait Darbonna.png
Wait your turn! Complaining won't get you in any faster.

Involvement[edit | edit source]

Darbonna is standing watch on the far end of the bridge at X: -196 Y: 10 that leads through Baldur's Gate[1]. She watches over the queue of residents trying to make their way into the Upper City together with Mibbs 'Deadeye' Mibbs and Granitdatter Fist Granitdatter. However, she actually has received the orders to not let anyone "unauthorized" into the Upper City. Unbeknownst to everyone around her but Mibbs, she is infected with a Mind Flayer Tadpole.

Should the party make it to the end of the bridge and enact dialogue with Darbonna[2], she tells the party that she does not know why they are permitted to go through, but nonetheless tells them to go on.

However, if the player character approaches her fellow Mibbs nearby, both Fists engage the party in dialogue, welcoming them into the Upper City[3], while The Emperor The Emperor chimes in (at it repeatedly does while crossing the bridge), warning that the party are being fooled, and urging them to turn back at once.

If the party return to the city after acquiring all Netherstones, three infected refugees near the queue transform into Mind Flayer Mind Flayers and attack the bypassers. Darbonna is Surprised Surprised, but fights alongside the party. Once the Mind Flayers are dead, she and all the Fists around run away to warn their superiors, before completely vanishing from the game once far enough.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Aid.webp
Aid Aid (Action + Level 2 Spell Slot)
Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum.
 Range: Self
AoE: 9 m / 30 ft (Radius)
Backbreaker.webp
Backbreaker Backbreaker (Action)   –  Warhammer
Damage: 2~5

Put extra force behind your strike to possibly knock your enemy Prone Prone.

STR Save
 Range: Normal weapon range
Recharge: Short rest
Calm Emotions.webp
Calm Emotions Calm Emotions (Action + Level 2 Spell Slot)
Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
 Range: 18 m / 60 ft
AoE: 6 m / 20 ft (Radius)
Command Grovel.webp
Command: Grovel Command: Grovel (Action + Level 1 Spell Slot)
Command a creature to fall Prone Prone immediately and do nothing else.
WIS Save
 Range: 18 m / 60 ft
Concussive Smash.webp
Concussive Smash Concussive Smash (Action)   –  Warhammer
Damage: 2~9

Hit an enemy with all your might to deal damage and possibly Daze Daze them.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Crusader's Mantle.webp
Crusader's Mantle Crusader's Mantle (Action + Level 3 Spell Slot)
Radiate a holy power that emboldens you and nearby allies. Their weapon attacks deal an additional 1d4Damage TypesRadiant damage.
 Range: Self
AoE: 9 m / 30 ft (Radius)
Main Hand Attack.webp
Main Hand Attack Main Hand Attack (Action)   –  Warhammer
Damage: 2~9

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Mass Cure Wounds.webp
Mass Cure Wounds Mass Cure Wounds (Action + Level 5 Spell Slot)
Healing: 3~24 + modifiers

Unleash a soothing hum of energy that heals you and nearby allies.

 Range: 18 m / 60 ft
Sacred Flame.webp
Sacred Flame Sacred Flame (Action)
Damage: 1~8

Engulf a target in a flame-like radiance.

DEX Save
 Range: 18 m / 60 ft
Weakening Strike.webp
Weakening Strike Weakening Strike (Action)   –  Warhammer
Damage: 2~5
1d4 + 1WeaponWeapon

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
Recharge: Short rest

Loot[edit | edit source]

Notes[edit | edit source]

  1. The gate proper, not the city
  2. Going on the bridge results in the Netherbrain attempting to take over the party's mind, causing them to receive Mindbroken Mindbroken or Stunned Stunned conditions, and potentially causes a game over screen. These conditions are applied to every member of the party, even if only one of them tries to get to the end of the bridge separately
  3. The implications behind Mibbs' and Darbonna's actions is that they are being possibly mind-controlled by the Netherbrain. The latter is trying to lure the party into the Upper City, so it can overwhelm the Emperor's defences and force the party's transformation

External links[edit | edit source]