Cyclops is an enemy in Dragon's Dogma. It resembles a vaguely elephant-like humanoid, with a single eye, grey leathery skin, four fingers on each hand, and a pair of tusks. Many of them also wield primitive clubs.
Cyclopes appear with differing amounts of armor and equipment, from unarmored and with a single club, to fully armored with a helmet, and a fire club. All Cyclopes will set their club on fire at night as a giant torch, which then causes burning as well as physical damage.
Occasionally a small Cyclops may be found with shorter tusks and lesser health. This "pygmy" type has only been seen in The Watergod's Altar cavern below the Offering Chamber and on Bitterblack Isle in The Pilgrim's Gauntlet and The Bloodless Stockade (Post-Daimon).
| Base Experience of 4,000
Can be more or less depending on a few factors such as:
On destroying a tusk
On destruction of an armor piece
Using Master Thief
|Sources: Dragon's Dogma - ドラゴンズドグマ ＆ Dark Arisen (www10.atwiki.jp), the Dragon's Dogma Signature Series Guide, List of Creature Debilitation Resistances, and in-game testing.|
- Defense values are for the head, not tougher parts like legs.
- Direct hits to the eye cause even greater damage, double than that on the head.
- Direct hits to the eye after the Cyclops performs its eye rub will have one quarter of the expected damage from a hit to the eye.
- Legs and body take exactly one fifth damage.
- Not hitting the head 'straight' may also cause reduced damage, typically one half.
- Armored Cyclops show greatly increased damage resistance to all parts, and the eye is completely protected from physical attacks by its helmet.
|Grab||Phys||When standing, grabs a target on the ground and chews them. Inflicts high damage and recovers a bit of the creature's Health.|
|Kneeling Grab||Phys||When bent on its knees, grabs a target on the ground and slams them on the ground.|
|Crush Grab||Phys||When enraged and standing, grabs a target on the ground and uses both its hands to try and crush the target, followed by some punches and slamming on the ground. Very harmful.|
|Head Grab||Phsy||Grabs a target climbing on its back, neck, or face and follows with a biting attack, recovering small amount of Health with each bite. An armored Cyclops will remove its helm first to see its victim.|
|Stomp||Phys||Stomps on the ground with its foot.|
|Butt Stomp||Phys||Jumps and falls on its rear, staggering any on the ground nearby, and disturbing any climbing on it; usually executed in response to climbers.|
|Wriggle||Spec||Shakes its back, disturbing any climbing on it.|
|Sweeping Attack||Phys||Uses its club or hand to swipe at targets.|
|Rampage||Phys||Charges back and forth, flailing its club or fists at random targets. Usually uses this after being hit in the eye or losing a tusk.|
|Eye Rub||Spec||(Usually after being hit with a strong strike to the eye.)
Rubs its eye in pain. Afterwards attacks to the eye result in less damage that usual for while (~1+ minute)
|Snort||Phys||The cyclops stoops and growls in anger, affecting those in close range. Highly staggering.
(Usually preceds a rampage.)
|Jump||Phys||Jumps at a target, crushing whoever it lands on and staggering the one who clings to it.|
|Lob||Spec Phys||Picks up and throws an Explosive Barrel with good aim and considerable force.
Oil pots can also be thrown.
- Cyclopes are weak against all forms of Lightning. Not only do they take more damage, but also are stunned, and will drop their clubs when struck.
- Thus a drenched Cyclops should be easy prey when hit with lightning.
- Vulnerable to all debilitations including Torpor, Poison, Curse Blind, Tarred in Oil, and Burning.
- Vulnerable to Lowered Strength and Lowered Defense.
- Clinging to a leg to causes it to balance on one leg. If then hit by an ally, the Cyclops will lose its balance and fall down, leaving it vulnerable.
Most but not all cyclops carry a club. At night, this weapon is usually set alight. Any cyclops maybe temporarily disarmed, though they will eventually return to the club and pick it up again.
- Strong attacks on the weapon arm, or stunning the Cyclops will cause the monster to drop its weapon.
Head, Eye, and other parts
Only attacking the cyclops' head results in good damage. Attacking the legs, arms, chest, or back usually only gives one fifth damage.
Direct hits on the eye double damage. However, if the eye takes enough damage, the cyclops will glare with rage, bending over and snorting angrily to its front, and glaring. After this glare the eye damage is reduced to one half (one quarter overall) for a time, roughly one to one-and-a-half minutes.
An armored cyclops still wearing it's helmet receives much less damage. Removing the helmet is a key tactic. There are several ways to remove a Cyclops' helmet:
- Climb up its back just below the back of the neck. The Cyclops will remove the helmet to see better and attempt to grab the climber. Jump free to avoid capture.
- Allow the Cyclops to grab one of the party: the monster will remove its helmet for a better look, or just to have a bite.
- A stunned Cyclops (such as from thunder) will be unable to remove its own helmet.
- Armored Cyclops is harder to stun with Levin after helmet removal!
Though the eye is visible through a slit in the helmet, it is impossible to fire an arrow through the hole.
Armored cyclops also wear protective armor on their legs, arms and waist. Every piece of body armor can be destroyed once sufficient damage has been inflicted.
- Blunt weapons work best. As the attack bounces off, stamina-using heavy attacks will be wasted on a still-armored Cyclops.
- Throwable items such as Rocks, Bricks, Dragon's Spit, Throwblasts, and Explosive Barrels may also be used to remove its armor.
- Eventually, making the beast fall three times, either to its knee or flat, will end up rending its armor.
Debilitations may be inflicted even if the physical attack bounces off the Cyclops' armor.
Vocation and skill specific
- A party with lightning-based skills may experience a longer battle against an armored Cyclops due to the difficulty of removing the helm whilst the creature is stunned and greatly-reduced damage whilst it is armored. Prioritizing helm removal at the beginning of battle may help.
- Assassins: Masterful Kill and Clairvoyance can be used to counter the Cyclops' club swing and foot stomp.
- High Maelstrom will be mostly ineffective on a Cyclops still wearing a helmet.
- Blinding may not be a good idea, as a blinded Cyclops usually rampages.
- A general defensive strategy in Dragon's Dogma is to first eliminate all weaker enemies. However, if climbed and out of harm's way, the Cyclops is likely to wipe out all nearby enemies with its club.
- If a Cyclops reaches up to grab the Arisen while being climbed, dismounting quickly should evade the grab. Jumping off, using Reset, or a heavy attack can all be used for an emergency dismount.
- Striking the eye interrupts the Cyclops' actions, including rampages and grabs.
- Seek high ground for safer ranged attacks.
Pawn Bestiary Knowledge
- Cyclops Tactics - Grants knowledge for the whole Cyclops family.
- Cyclops Strategy Vol. 1 - A strong hit to the arm holding the club/cudgel will disarm it.
- Cyclops Strategy Vol. 2 - Breaking off the tusks by attacking the head will grant knowledge. Pawns will state "Pick up any tusks broken loose."
- Strike the eye, the weakest spot.
- Climb on its leg to throw it off balance. The Cyclops must do a specific animation of it standing on one leg for knowledge to be triggered. Pawns will state "It cannot move with one upon its leg!"
- Weak to Lightning.
- Armored Cyclops only: It will reach for targets climbing its back. Jumping off before being grabbed will make it remove its own helmet.
In addition to witnessing these techniques, it is necessary for Pawns to participate in killing 50 Cyclopes either with their own Arisen or while traveling with others.
More information can be found on the Bestiary page.
During battle, Pawns will repeatedly advise tactics known to be effective on that particular enemy and call instructions to their allies. They'll recite from their Bestiary which contains knowledge gained during their travels with the Arisen.
- "A cyclops!"
- "The brute is as slow as it is large."
- "Its eye is vulnerable!"
- "I'll take its sight!"
- "It has but one eye! Strike it!"
- "I've a hold on it! Strike out the eye!"
- "It is wroth! Now, strike the legs!"
- "It cannot hold a weapon with an injured hand!"
- "I'll get the eye afore it can shake me!"
- "I'll see to that club!"
- "I'll disarm it with a bolt of thunder!"
- "An angered cyclops is more apt to fall."
- "Snatch up any tusks you break free!"
- "It pays no heed to its feet when enraged."
- "Even a glancing blow is deadly!"
- "Those tusks look hard as stone..."
- "Waugh! 'Tis mad with rage!"
- "Its helmet is off!"
- "'Tis disarmed for now!"
- "A tusk has broken loose!"
- While in Rampage state (eye glows red) they are more vulnerable to Stagger (and eventual Knockdown). Also, after a short time of "raging" they become exhausted and need to stop to catch their breath; they are most vulnerable when doing so.
- Just like with armored Gorecyclopes, armored Cyclopes' armor parts occasionally break when the Cyclops falls, not just when armor is sufficiently damaged.
- To ensure two Rugged Tusk reward drops, shoot off both tusks with arrows before the Cyclops is killed. The tusks cannot be obtained after the Cyclops is dead.
- Cyclops' can be partially frozen, though this does not freeze them completely. Like Drakes and Ogres, frozen parts have icicles hanging from them, however these frozen parts take less damage from attacks (one fifth). It seems the ice forms a protective and temporary armor around them.
- It is possible for one limb to be frozen, whilst another part is on fire.
- Although the Cyclops is vulnerable to all debilitations, it may only be inflicted with up to 3 at any given time, then some debilitations seem to disappear altogether.
- The armored Cyclops encountered on the cliff path leading to Heavenspeak Fort can quite easily be knocked off the cliff for an easy victory if it is staggered near the edge. Items from the kill may be recovered from the body at the bottom of the cliff, if the corpse can be located.
- Sometimes, inflicting Knockdown on a cyclops' back will cause it to fall backwards. Conversely inflicting it on its stomach will sometimes cause it to fall over on its front.
- (Glitch) The club of a disarmed cyclops interacts in an unexpected way with a Great Cannon sigil, causing force on the cyclops via the club. For example, if the sigil is placed on the NE side of the club the cylops will be forced to slide in a SW direction. If the cyclops travels far enough without dying it will respawn at its original position with the club in hand.
- Cyclopes have different sizes. Smaller Cyclopes may be found in the Watergod's Altar (lower levels), and a mini version on Bitterblack Isle.
- Oddly, the Arisen may randomly be rewarded with up to three Misshapen Eye drops from the one-eyed Cyclops. A theory suggests some of these ball shaped objects could be from another part of the creature's body.
- Ophis, the female bandit leader, keeps a pet Cyclops in Ophis' Domain, which can be fed.
- According to some historians, myths of Cyclopes are based on the skulls of elephants, whose nasal opening resembles a single large eye socket. Their design in Dragon's Dogma reflects this, having tusks and a head based on the elephant skull but with a single eye instead of a trunk. (See Cyclops § Origins via wikipedia.org)