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Bitterblack Armor Lv.3

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Bitterblack Armor Lv.3 is an item available in Dragon's Dogma: Dark Arisen.


"Armor bearing no maker's mark, blighted by some infernal device."


Bitterblack Isle - dropped from large monsters, or an unusual find in chests.

  • Bitterblack Armor Lv.3 are found exclusively Post-Daimon, except for chests #13 and 19 in the Fallen City :
    • Midnight Helix
    • The Forgotten Hall
      • Second floor, west balcony, chest #9 (Post-Daimon, very rare, ~1.5% chance). This balcony is accessible either by climbing the Gorecyclops' arm (while chained) or by using a running double jump or Levitate from the balconies of chest #6 to chest #7 to chest #8.
    • The Fallen City
      • On the north-eastern end in a drop down between two buildings - Chest #19 The Fallen City (Pre-Daimon only, rare).
      • On the rooftop of the central house with wooden planks at the corner - Chest #13 The Fallen City. (Pre and Post-Daimon, very rare, ~4.7% chance)
      • The ornate chest situated on the rock ledge near the sea, below the roof top at the westernmost point of the city - Chest #10 The Fallen City Map. (Post-Daimon, uncommon, ~23% chance)
    • Bitterblack Sanctum
      • Chest #3 - After defeating Daimon, the westernmost chest in the treasure room (the chest nearest to the exit), common (~66% chance).
  • Droppable by:


Purify it at Olra for 25,000 RC to receive one of the armor's pieces listed below, result is determined by drop and actual Vocation of Arisen and Main Pawn - see Notes for more detailed information:

Bitterblack Armor Lv.3 has an easily understood formula for what purification will result in. The part of the body the armor is meant for is consistent regardless of the vocation it is intended for, as are the two tiers. The more common results of purification will be pieces of the 13 Fabled Bitterblack Armanents (e.g., the lower tier, which are comprised of the Grave, Shadow and the Sinner's sets), but you can occasionally get pieces from the higher tier which are the Hellfire, Oblivion and Carrion sets of armor.

When purifying you will receive a piece of armor from one of the Vocations. Which vocation the game chooses is determined by the current Vocation of Arisen and Main Pawn. What item you get from that vocation in terms of tier/body location is determined by an in-game counter. If you discard or give that cursed armor away, the next time you purify it will be the exactly the same.

By creating a very recent save and using the Godsbane after purifying, it is possible to go back and change the vocations of Arisen and main pawn to receive armor for another vocation. This essentially gives you a chance to choose one of three pieces of armor. This means, for example, if you were to purify a Nether Helm, you could receive a Hood of Shadow or a Grave Veil if you were to return to the last save, change Vocations of Arisen and Pawn accordingly and purify that same cursed item again.  However, that Nether Helm will never be Greaves, Gauntlets or chest armor, nor will it ever be Carrion, Hellfire or Oblivion.

BBI Armor Lv.3 Red
Common Armor
Head Armor Nether Helm Hood of Shadow Grave Veil
Torso Armor Traitor's Armor Coat of Shadow Grave Mantle
Arms Armor Sinner's Gauntlets Gauntlets of Shadow Grave Claws
Leg Armor Betrayer's Greaves Boots of Shadow Grave Greaves
Cloak Blasphemer's Cloak
Rare Armor
Head Armor Hellfire Helm Hood of Oblivion Carrion Veil
Torso Armor Hellfire Armor Coat of Oblivion Carrion Mantle
Arms Armor Hellfire Gauntlets Gauntlets of Oblivion Carrion Claws
Leg Armor Hellfire Greaves Boots of Oblivion Carrion Greaves
Cloak Hellfire Cloak
  • Hybrid vocations are considered to be two colours asimultaneously, which injects a random element into purification since the process can choose either of the two vocations. 

Special EffectsEdit

Additionally, all Level 3 Armors have a chance to include a passive bonus. Different types of pieces have different bonuses, and whilst the effect is often consistent between Heavy, Medium and Light armor, it will sometimes change to reflect the vocations for which the armor pieces are reserved.

Check Bonus Enhancements page for more details.

Head Armor:

  • Extends duration of equipped Skills (increases the length that magickal sigils remain on the field)
  • Boosts Strength when you've been noticed by a large group of enemies
  • Slightly reduce damage from arrows.
  • Reduces damage from arrows.
Chest Armor:
Mystic Knight vs 7 Living Armor. A rapid healing demonstration of 3 pawns with chest armor which "Has a slight restorative effect on pawns near you"10:14

Mystic Knight vs 7 Living Armor. A rapid healing demonstration of 3 pawns with chest armor which "Has a slight restorative effect on pawns near you".-0

Keeping the Arisen alive is the team's priority in any battle. The Arisen can revive pawns, but pawns cannot revive the Arisen. For this reason, consider equipping pawns with armor which heals the Arisen and not the pawn themselves. In this video, all 3 pawns are wearing chest armor with the bonus effect "Has a slight restorative effect on pawns near you." Allies within 6 feet of the equipped character are healed at 3 HP per second, which all stack with the Arisen's chest armor with the "Gradually restores health" bonus. Observe how quickly the Arisen's health regenerates, completely bypassing the need to use curatives. Although the Arisen comes very close to death at one point, by the end of the battle she is completely restored to full health. The Arisen is also wearing the arm and leg pieces of the Immortal's Armor Set to regenerate even faster. The Immortal's Helm and the Regeneration augment can be used to replenish health faster still.

  • Your debilitations naturally heal themselves more quickly than normal.
  • Has a slight restorative effect on pawns near you. (When worn by a Pawn, it will heal the Arisen)
  • Gradually restores small amounts of Health.
  • Gradually restores Health.

Arm Armor:

  • Extends duration of equipped Skills
  • Slightly restores Stamina when you deliver the killing blow to the enemy.
  • Restores Stamina when you deliver the killing blow to the enemy. (Will negate the immobilisation of Great Gamble, if the shot kills the target)
  • Extends duration of attribute boosts applied to you. ('Such as weapon enchantments and stat boosts)
  • Boosts the power of normal and magick shields.

Leg Armor:

  • Extends duration of your enemy holds.
  • Slightly increases maximum item-carrying capacity. (Adds 10kg, stacks with the Fighter augment Sinew)
  • Increases maximum item-carrying capacity. (Adds 20kg, identical to the Fighter augment Sinew and stacks with Sinew as well)
  • Boosts movement speed while casting spells. (Does not affect Magick Bow skills, or skills such as Spellscreen, Blearing or Mystic Knight Sigils)
  • Prevents wind from affecting mobility. (Identical to the Ranger augment Stability )

Other notesEdit

  • In normal play, there seems to be no luck involved with the results of purification; only the class of the Arisen and Main Pawn at the time of purification will affect the outcome the purified item.
  • If players save a Checkpoint by resting at the Bench near Olra before seeking Purification, then they can choose to "Restart from last Checkpoint" if they do not like the outcome of the purification. They can then change their class and the class of their Main Pawn before requesting another Purification. Godsbane can also be used to reload from a previous save. Video example.
  • Gifting cursed items to pawns is the only way to share Bitterblack weapons and armor.  All rules above apply to the recipient.  The purified item is determined by the vocation of the Arisen and main pawn who request the purification; the item will be 're-rolled' ONCE when gifted or traded, so there is no guarantee that the item will have the same purification results when gifted/traded away. If that item returns to the first player (last in, first out), it will not have changed.
  • Bonus Enhancements can differ from one vocation group to another:
    • A Grave Mantle, for example, can give a slight restorative effect on pawns while Traitor's Armor purified from the same item may provide health recovery for the one who wears it.
    • The "blue" (Sorcerer/Mage) armors seem more likely to carry a different bonus enhancement than armor purified with the other vocations.

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