Death is a shadowy figure shrouded in black found on Bitterblack Isle. Larger than many creatures in the realm, he hovers ominously above the ground. Death's hood hides no facial features—instead, only a gaping black hole looks back at the Arisen. His deadly scythe, larger than his own body, will instantly kill even the mightiest adventurers. The Bone Lantern held in his left hand allows him to cast Sleep.
Death in the Dragon's Dogma universe shares many of the same features as the Grim Reaper in popular mythological depictions.
| Base Experience of 420,000
Can be more or less depending on a few factors such as:
(For fuller details of locations and conditions, see Necrophages)
|Sources: Dragon's Dogma - ドラゴンズドグマ ＆ Dark Arisen (www10.atwiki.jp) and in-game testing.|
- Death takes half the expected damage from Damage Calculation from all attacks.
|Teleport||Spec||Teleports from one point to another, generally to get closer to Arisen/Pawns.|
|Deep Sleep||Magick||Death waves his lantern as it glows purple which casts Sleep on nearby targets.|
|Shining Light||Spec||Death seeks out targets with a yellow light from his enchanted lantern.|
|Death's Scythe||Finisher||Death readies his scythe and after a fairly long buildup, makes a giant swipe with it. Anything hit, Arisen, pawn or monster will be slain. Pawns struck cannot be saved and will be sent back to the Rift.|
Death will flee when enough damage has been inflicted, or after a certain length of time fighting him.
Any damage inflicted on Death will carry over to every subsequent encounter until he is slain. As the physical manifestation of the cessation of life, Death cannot be permanently slain and will eventually reappear to resume his hunt for living prey.
In some areas, Death will disappear if the party simply exits and re-enters the dungeon. Death will also sometimes leave after slaying pawns or after a Wakestone is used.
Death's 'health' and 'death'
- The Brine cannot slay Death.
- However, knocking down Death over an abyss will slay him outright - Death can be slain in this fashion during his initial (scripted) appearance at the Fortress of Remembrance; and at the Gutter of Misery if lured near the water's fall. Magickal Radiance or multi-arrow Blast Arrow strikes are good choices for a knockdown. See below for details.
- Vocations with ranged or distance attacks can knock down death at his initial Fortress of Remembrance appearance for a quick and easy kill:
- Striders, Rangers and Assassins may simply opt for multi-arrow Blast Arrow strikes.
- Mages can utilise Holy enchanted Focused Bolts and Grand Ingle, as can Sorcerers and Mystic Knights. It is important to clear the bridge of undead first.
- Sorcerers also have the option of first clearing the bridge from afar, triggering deaths appearance, then casting Bolide.
- Magick Archers can most effectively perform this with Magickal Radiance.
- Fighters and Warriors cannot take advantage of the abyss here.
- Firing a Maker's Finger will not slay Death, but it will wipe out one full health bar.
- Siren's song can heal Death.
- Death's scythe will instantly kill most Bitterblack Isle enemies - Cursed Dragons, Condemned Gorecyclops, etc. However any such enemy slain by Death will not drop loot nor award experience.
- Death's scythe cannot kill Golems, Metal Golems(verify), and Dragonkin (except from Cursed Dragons).
- As expected, Death's scythe doesn't affect undead in the slightest.
- Mages wielding Legion's Might are not immune to Death's scythe.
- Very rarely, Death may make two consecutive scythe swings.
- Lower level or unprepared parties will have little chance of harming Death on their first encounters - a valid option here is to run !
- Prepare for Death's sleep spell. Either with resistant armor, clothing and rings, or with spells and curatives.
- Around 80% sleep resistance is required to resist death's lantern once.
- The augment Resistance also prevent being put to bed by this spell.
- The invigoration of Impervious will completely protect against sleep - particularly useful is Sobering Wine which protects the entire party.
- Certain skills which give a brief window of invincibility, such as a correctly timed Full Moon Slash, will protect the Arisen from Death's Sleep attack.
- Death's scythe attack cannot be blocked with any shield or countered by any parry, including Masterful Kill or Clairvoyance. The scythe can only be avoided by evading it completely.
- Death floats above the ground and his incorporeal form cannot be grappled.
- Beware of Death's ability to teleport - if Death disappears, he may well now be behind you.
- Death will be strongly attracted to the light of any lantern. To avoid Death's attention, make sure no lanterns are lit.
- During Scythe attack Death will home in on the target caught in the spotlight of its lantern. Rather than outright escaping from the scythe attacks it is more effective to evade the spotlight first.
- There is a small blindspot just behind Death when he swings his scythe.
- For lower level players looking to avoid Death, whilst he's at large, a low, ominous bell tolling will be heard as well as whispers the closer one gets to Death. Prepare to make a break for it when these sounds are heard.
- Pawns often comment: "Death cannot be slain in one go." - Death has a great deal of health, and is intended to be fought over a number of separate encounters.
- Immune to all debilitations.
- Can be knocked down or staggered.
- Usually Death retreats after a certain amount of time or damage - however if the creature can be kept staggered or knocked down), he can be defeated in one go - potentially effective techniques for 'stunlocking' Death include either: multiple Blast Arrows; a Magick Archer's Magickal Radiance; or Ricochet Hunter in an enclosed space like The Bloodless Stockade.
Death has high defense and high health, and appears only for a limited period of time - to dispatch Death, each vocation should preferably use their strongest attacks, coupled with enchantments and potions.
- (All vocations) To maximize the Arisen's or party's damage output, use four instance of the Invigorations of Strength Boosted and or Magick Boosted - this should more than double the power of attacks, and in many cases be the difference between doing high or no damage. (More than four of each give no further benefits.)
- Striders: Skull/Brain Splitter coupled with a prior jump and the Eminence augment is probably the best dagger based attack. Ranged attacks could include Downpour/Hailstorm Volley, or Splinter/Fracture Dart (also effectively used by pawns).
- Rangers: Tenfold Flurry shots cause good damage - with Blast Arrows and high enough knockdown/stagger stats, Death can be stunlocked.
- Warriors: For most weapons use jumping Light Attacks with as many strength boosting augments and potions as possible.
- All Magick users - Death's high Elemental resistances and high Magick Defense generally make the use of multiple instances of the Invigoration of Magick Boosted necessary to do significant damage. Magick Boosting Augments will also help.
- Magick Archers: Try Ricochet Hunter in close quarters; otherwise the detonation of Explosive Bolt/Volley have higher stagger and knockdown. (Note that when Death teleports, he will free himself of any attached explosive rivets. )
- Mystic Knights: An Arisen can easily use the Reaper's teleport skill against him, providing they have the ability Stone Jungle. With this skill, an Arisen may cast from afar and hold the spell, awaiting Death as he teleports close. Once he does, using this magick will have a high chance to knock the Reaper down, allowing a party to deal massive amounts of damage. Otherwise a combination of multiple Great Cannon and Ruinous Sigils can be used both as an offense, and as a trap should Death teleport or move to their location.
- Mages: Though Focused Bolts can be effective, the low scaling with magick power may make these skills ineffective for all but the strongest magick users. Ingle or Frigor based spells have more power and can be a reliable method of damage.
- Sorcerers: Generally spells with longer cast times such as Bolide or Seism are a good way of falling victim to Death's Scythe. If the arisen wishes to cast these more powerful spells, it is generally advisable to stick to casting just the first tier. Consider using quick casting spells at higher magick power, High Miasma is a good choice to consider. At lower levels of magick power Sorcerers may wish to simply run.
Death was once an Arisen. The notice board quests The Wages of Death I, II, III, and IV, were written by Death. In The Wages of Death IV, he states, "I have cast away the shackles of the Arisen. In form and function, I have embraced my calling... as death."
Speculation suggests that Death is the twisted form of Arthacos, an Arisen driven insane by loneliness and the unending labyrinth of Bitterblack Isle. In his insanity, Arthacos came to believe that it was his duty to offer one thousand human sacrifices to appease the Dragon's destructive nature and to save his country from calamity. He continues his vigil to this day.
Arthacos' accounts can be found in the form of ten epitaphs scattered through the isle, which when collected are displayed at the Monument of Remembrance. The tone and style of these epithets is similar to The Wages of Death I, II, III, and IV, which suggests that Arthacos and Death (who authored the Wages quests) are one and the same.
Pawn Bestiary Knowledge
- Witness the scythe attack (no victim needed)
- Witness Death inflicting Sleep
- Witness Death bow and flee (may need to be seen a few times)
- Teleportation :
- Witness Death teleport in front of a character with a lantern equipped
- Witness Death teleport in front of a character with no lantern equipped
- Both may be needed to be witnessed several times
- It may be necessary to equip/unequip the party's lanterns during the fight for the associated flags to be triggered.
- Kill Death at least once with all five previous flags triggered
In addition to witnessing these techniques, it is necessary for Pawns to participate in killing Death 3, 6 or more times either with their own Arisen or while travelling with others.
More information can be found at the Bestiary page.
- "Death is come!"
- "A reaper of souls?!"
- "The reaper comes, Arisen!"
- "There, a light... Someone's lamp, perhaps?"
- "Hold fast, and drive this evil back!"
- "The fiend's scythe brings certain death!"
- "'Tis the end if its scythe finds you asleep!"
- "When the lantern shines, fall back at once!"
- "Its lantern's magick lulls men to sleep!"
- "Seems it's gone..."
- "Death will not be slain in one go, ser."
Whilst casting the lantern sleep spell
Before a scythe swing.
- "Come my child."
- "Waver no more."
- It has been claimed that Death's 'weak spot' is his lantern, particularly for stagger; however, others claim the lantern is actually unhittable, and hits to the lantern are actually passing through the body and hitting the torso. It is not known if any part of Death's body represents a true weak spot.(verify)
- In Hard Mode, Death has considerably more stagger and knockdown resistance.
- (BUG) The very specific actions of Death being on uneven ground, while casting the lanterns sleep spell opens him up to a bug. If the Arisen sprints away to a distance that encourages Death to teleport and then stands still, it will result in Death being frozen in place, mid-cast indefinitely.
- (Glitch) ps3, xbox360 When Death spawns in the Garden of Ignominy, if the player walks onto the balcony, Death will try to attack the player but will get stuck on the way (where Snakes (Pre-Daimon) or Leapworms (Post-Daimon) spawn). If players stay away from the lantern light and have no light source of their own, Death will stay there and do nothing.
- (Exploit) It is possible to "farm" Death at certain locations, either for experience or loot - for details see Farming exploits § Death.
- Official website (archived)