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Evil Eye is an Enemy in Dragon's Dogma

EVILEYE
QUOTE DD2
"The Dragon defeated by the Arisen in the past, used its remaining magic, injected into its eye, therefore created this magical creature"
―Dragon's Dogma Official Design Works, p.160

Overview[]

Evil Eyes are only found in The Everfall (Post-Dragon) and in the Rotunda of Dread (Bitterblack Isle). They are large and powerful spellcasters, formed from a fossilised dragon's eye. Evil Eyes resemble large floating eyeballs with protective "eyelids" that have teeth instead of eyelashes and are covered with twelve tentacles that aid in both defense and offense.

The Eye casts powerful dark magick using its own eyeball, and can also create a debilitating beam from the same eyeball. Its tentacles cast fire, ice, and lightning based projectile spells.

In addition to elemental spells Evil Eyes are also able to shift between dimensions, and displace its own Tentacles.

The eye is able to create a pair of dimensional portals to displace a tentacle -one appears on the tentacle and another one in the surrounding environment causing the tentacle to appear as if it is coming up out of the ground. The Eye itself can also create a larger pair of dimensional portals to allow it to move from one region of space to another, without traversing the intervening space.

They are oft found in association with Vile Eyes.

Type
Eye
Experience
gained
Base Experience of 20,000

Can be more or less depending on a few factors such as:

Location The Everfall

Bitterblack Isle

Items

Eye Tentacles :

Stats[]

Stats Health Attack Defense Magick
Attack
Magick
Defense
Weight
66,666 1,400 350 1,400 650 1,500
Relative
Damage
Taken
Slash Bash FIRE BASED
Fire
ICE BASED
Ice
LIGHTNING BASED
Thunder
HOLY BASED
Holy
DARK BASED
Dark
100% 75% 30% 30% 30% 150% 10%
Debilitation
Resistance
Tarred DrenchedWater Poison Blindness Silence Sleep Torpor Petrification Curse
D immune D immune D immune D immune D immune D immune D immune D immune D immune
StrengthLowered DefenseLowered MagickLowered MagickDefenseLowered Fire Frozen LIGHTNING BASED HOLY BASED DARK BASED
D unknown D unknown D unknown D unknown D unknown D immune D immune D easy D immune
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.
The defense values for the eye itself are for the body, not the eyeball.
Damage to the Evil-Eye depends on its state :
  • Double damage whilst downed and in certain post-casting states.
  • Double damage whilst regenerating from climbing attacks, but not bows
  • ~2.5x damage to its eyeball whilst downed
With physical bow attacks double damage to the eye, but 50% damage to the eye whilst it is squinting
  • The sigil in front of the Eye whilst casting seems to prevent this extra damage

Attacks[]

Attack Type Description
Barrier Spec Protects itself from all damage while not attacking with a blue barrier.
Crippling Beam Status Floats up, then shines a large beam of light from its eye down at the ground, which can cause combinations of either Blindness, Torpor, Burning, Curse, Tarred, Silence, Poison, and Lowered Magick Defense; or Skill Stifling; or most commonly Petrification to any that stand within the light. It will also remove any invigorations, including weapon enchantments and Impervious.
Grab and Bite Phys

The main Eye lunges towards a character, grabs with its 'eyelids', then proceeds to chew on them for heavy damage and eventually throw them to the ground.

If one moves away from it while it tries to bite them, it might get stuck in the floor, allowing one to wail upon it until it recovers.

Its shield will be down if it is chewing on someone, allowing others to free them by damaging the Eye.

The bite never kills allies, just leaves them with a minimum of one health.

Dimensional Phase-Shift Spec

After taking heavy damage or after the battle has been going on for some time, the Eye retreats to another dimension and summons tentacles. Kill the tentacles until the Eye returns.

The eye can also Phase-Shift to cover ground quickly, teleporting to one's position to execute melee attacks or teleporting away from a character.

Mouth Drop Phys One of the two upper tentacles will grab a character and drop them into the 'mouth' of the Eye, which then performs its biting attack, dealing massive damage. This is common when climbing the Eye, but can also happen to those on the ground facing it in near range.
Eye Sigils Mag/Status The Eye will cast a spell that conjures up several red eye-like balls from the ground, which then explode inflicting dark damage.
Evil Pulse Mag/Status The Eye pauses as it prepares a spell, signified by its eye glowing bright crimson. After a short incantation time, the spell will be released with a shockwave that can knockover. It will also remove any invigorations, including weapon enchantments and Impervious, and will skill stifle even at long range.

The Eye casts this in response to the highest power Sorcerer spells, including Gicel, Bolide, and Exequy; as well as any form of Invigoration being acquired by the party, including as a result of spellcasters casting enchantments on their allies.

Regenerate Spec After it has lost all its Tentacles on the main body, it will eventually teleport away and adopt a regenerating stance. While it is regenerating, its barrier is down, so try to stun it before all the Tentacles regrow.
Spin Attack Phys Spins itself around to knock anyone near it away. Knocks characters off of it as well.
Charge Phys Snaps with its lids few times then charges forward while maintaining its barrier.
Summon Tentacles Spec Constantly teleports the Tentacles on its main body out of the ground, to attack the party, as long as it is alive. Does not lower its Barrier to do this.

Cut the Tentacles off when they are coming out of the ground and it will remove one off the main body.

Evil Eye Tentacles[]

Evil Eye

Evil Eye with several tentacles removed.

There are three forms of Evil Eye Tentacles : those attached to the Eye's spherical body; those appearing in the chamber with the Eye; and those that appear in Flameservant's Throne and outer chambers of Chamber of Sorrow.

All three variations occure in two sub-forms - a short and a long type - the longer tentacles have higher physical defense, twice the health, and are the only type that grab and throw opponents, while smaller tentacles can bite.

All types cast projectile like spells in the Fire, Ice, and Lightning archmagicks; can spit; and may swipe to knock attackers down.

Harming tentacles does not directly harm the Eye, even those still attached to it. However if enough of the two forms found in the chamber with an Eye are dispatched it can cause the Eye to either collapse briefly, regenerate, or cast a retaliatory multi-eye sigil spell.

Only tentacles found in the main chamber drop Malecryst, and neither give Experience Points when destroyed. Those found outside the Eye's chamber will materialize indefinitely, even after the Eye has been defeated.

Stats[]

Stats Health Attack Defense Magick
Attack
Magick
Defense
Weight
3000 [6000] ? 100 [200] ? 600 [600] ?
Relative
Damage
Taken
Slash Bash FIRE BASED
Fire
ICE BASED
Ice
LIGHTNING BASED
Thunder
HOLY BASED
Holy
DARK BASED
Dark
100% 75% 30% 30% 30% 150% 10%
Sources: Dragon's Dogma - ドラゴンズドグマ & Dark Arisen (www10.atwiki.jp), the 'Dragon's Dogma Signature Series Guide' and in-game testing.
Values in [brackets] are for long tentacles.
  • The tentacles seem to have the same debilitation resistances as the Evil Eye itself
  • Detached tentacles may take double damage from longbow and shortbow attacks

Attacks[]

Attack Type Description
Tentacle Magick Mag Tentacles cast basic spells, such as Ingle, icicle spears, and Levin. Each one casts quickly and can also stagger or knockdown characters. When attached to the body the tentacles cast in unison, targeting a single opponent with a single spell type.
Tentacle Attack Phys Tentacles will lash out at nearby targets, knocking them backwards.
Tentacle Grab Phys One of the longer tentacles grabs a character and throws them away, which can inflict Fall Damage if one gets thrown high enough.

If attached to the Eye the tentacle may feed the victim to the Eye instead of tossing them.

Tentacle Spit Spec Tentacles attached to the body may spit at the party, causing drenched, and sometimes Lowered Magick Defense.
Tentacle Bite Phys A tentacle strikes and bite an ally nearby, knocking them down.

Tactics[]

Offensive[]

  • Generally immune debilitations, except Burning, Frozen (tentacles) and Holy Healing.
  • Strong against Fire, Ice, Thunder, and Dark magick spells and enchanted weapons.
  • Weak against Holy enchanted weapons and spells and physical attacks.
  • The magical barrier is completely impenetrable, but it must lower the barrier in order to attack or spellcast. Wait until the Evil Eye begins to spellcast before attacking it.
    • The spell Exequy in an exception to this rule, and will target both the Eye and its tentacles under all conditions.
  • An excellent time for attack is when it casts Evil Pulse.
    • The Eye is particularly vulnerable just after casting when its eye is exposed.
    • Evil Pulse is caused by a party member receiving an Invigoration - particularly including a holy enchantment, impervious, Magick Boosted, and so on. It wil even cast this in response to use of Liquid Vim, Weal, or Prosperity - though two of these invigorations may be need to provoke it to respond.
    • High level Sorcerer spells including Bolide, Gicel, and Exequy also trigger this behaviour.
    • The Eye can be taunted into casting this spell, allowing attacks on its barrierless form by repeated use of invigoration giving potions, or spell casts.
  • Removing enough tentacles can cause a knockdown state with the barrier lowered. When all tentacles are removed the Eye will enter a regeneration phase without the same vulnerability, but still lacking the magick shield.
    • Removing all but the last tentacle on the body renders the Eye unable to disassociate and attack by means of dimensionally shifted tentacles.
  • The eye is the weakpoint.

Defensive[]

Evil eye, eye sigil spell

Run away from the Eye's 'eye sigil' spell

  • Most of the attacks and spells can be blocked (and Perfect Blocked) - the eye grab and chew, and tentacle grabs cannot be blocked.
  • The ice block produced by Frigor spells may be used as cover protecting from tentacles' spells as well as Evil Pulse.
  • Evil Eyes can inflict numerous debilitations including Silence, Burning, Torpor, Blind, Curse, Skill Stifling, Lowered Magick Defense, and Petrification.
    • The debilitation spells are strong - a Rose Ring will not prevent burning.
    • Ensure that the party has resistance or curatives for such debilitations.
    • Also be cautious using the invigoration Impervious, and spell Weapon Enchantment as the eye casts the stifling "Evil Pulse" in response to both of these.
  • When it floats upward into the air and a bright light flashes it is about to cast Petrification. If the eyelid begins to close, then it is casting Blindness.
  • In the Rotunda of Dread, the Evil Eye can be lured into falling over the cliff edge near the staircase. Although this tactic forfeits any reward drops (experience points are still awarded), it is useful to employ if the Arisen is desperate.
  • There are only two tentacles (the upper two, long tentacles) which will grab a character and perform the 'Mouth Drop' attack. Therefore, if one can avoid those two tentacles, or if they are cut off, the Evil Eye can be climbed on freely.
  • The "eye-sigil" attacks appear to be triggered in response to the removal of tentacles - the damage caused is entirely dark magic and can be mitigated by dark resistance, or, as the range of effect of each sigil is small - simply running away.

Class Specific[]

  • Sorcerers
    • The archistaff Evil Eyesight is very powerful against Evil Eyes.
    • Exequy ignores the magic barrier.
  • Striders : Fracture Dart is incredibly efffective against this enemy. With a proper timing once knocked down Evil Eye will be knocked down repeatedly without a slight chance to fight back.

Pawn Bestiary Knowledge[]

For the foe knowledge flags for Evil Eye see the eyes and tentacles section in the Bestiary.

Pawn Chatter[]

"What manner of foul creature..."
" 'Tis but one creature... Yet formidable one." (no Bestiary knowledge)
"It responds to powerful Archmagick with a sealing spell."
"We'll not break its barrier while the eye is open!"
"Its barrier falls while it eats!"
"The beast can negate our magick!"
"Attack when it closes its mouth!"

Notes[]

  • According to the Dragon's Dogma Design Works (p.160) all the parts of the Evil Eye are adaptions of the former Dragon's eye - the "teeth" were eyelashes, and the tentacles the eye's optic nerves. The pupil of the eye is actually a fissure that connects to the rift.
  • A shielded Eye resists a Maker's Finger but when unshielded it is destroyed by the arrow.
  • In Dark Arisen, an ancient or deformed Evil Eye called a Gazer guards the path forward in the Shrine of Futile Truths.
  • (Glitch) In the Rotunda of Dread an Eye that has phase shifted may disappear - however it can still be attacked if located - pawns will have no problems detecting it - after a second phase shift it will generally re-appear. This is a graphical glitch, not an invisibility ability of the Eye.

Trophies/Achievements[]

Videos[]

Trivia[]

  • The Evil Eye bears a strong resemblance to the Beholders (wikipedia) of the Dungeons & Dragons role-playing game.
  • During its regeneration phase it looks remarkably similar to the regenerative second phase of Metroid Prime 2: Echoes final boss: Emperor Ing, complete with holes where tentacles pop out and a spherical shape. These bosses also both feature one large Eye that can shoot beams.
  • It possesses 66,666 HP, possibly a reference to the "number of the beast" in the Christian Bible.
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