Death in the Dragon's Dogma universe shares many of the same features as the Grim Reaper in popular mythological depictions. Larger than many creatures in the realm, Death is a shadowy figure shrouded in black, hovering ominously above the ground. Death's hood hides no facial features—instead, only a gaping black hole looks back at the Arisen. Larger than Death's own body, his deadly Scythe will instantly kill even the mightiest adventurers. The Bone Lantern held in his left hand allows him to cast Sleep.
| Base Experience of 420,000
Can be more or less depending on a few factors such as:
Appears with regularity in the The Bloodless Stockade (pre-Daimon). If Death does not spawn, an Elder Ogre will spawn instead. Once defeating the Elder Ogre(s), exiting and reentering will usually result in Death appearing.
|Sources: Dragon's Dogma - ドラゴンズドグマ ＆ Dark Arisen (www10.atwiki.jp) and in-game testing.|
|Teleport||Teleports from one point to another, generally to get closer to Arisen/Pawns.|
|Death by Sleep (lantern purple glow)||Death waves his lantern as it glows purple which casts Sleep on nearby foes.|
|Lantern (Yellow Glow)||Used to seek out Arisen/Pawns, also an indicator for determining when Death will attack with the Scythe.|
|Death's Scythe||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.
Any damage inflicted on Death will carry over to every subsequent encounter until Death is slain. As the physical manifestation of the cessation of life, Death cannot be permanently slain and will eventually re-appear 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.
- 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.
- See Sleep for curatives and sleep resistant items. Restless Earrings and the Leather Circlet are readily available items with powerful resistance. Additionally, any spell or item granting the state 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 its incorporeal form cannot be grappled.
- Beware of Death's ability to teleport - if death disappears, it 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.
- 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.
- All vocations : To maximize the party's damage output, consume up to four Tagilus's Miracle and four Salomet's Secret potions to double the party's physical and magickal damage during the battle. More than four potions give no further benefits.
- Usually death retreats after a certain amount of time, or damage - however if the creature can be kept staggered (or knockdowned) it can be defated 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 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.
- 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.
- 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.
- Magickal Gleam can also stun an unaware Death, allowing time to strike or run past him.
- Mystic Knights: An Arisen can easily use the Reaper's teleport skill against it, 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 it 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 Holy enchanted 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.
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.
When Death searches in the darkness, the Arisen will sometimes hear the whispering voice that drove Arthacos to madness.
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.
- "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."
- The Brine cannot slay Death, making it the only enemy in the game which cannot be dealt with in that fashion.
- 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(verify), Metal Golems(verify) and Dragonkin (except from Cursed Dragons).
- As expected, Death's scythe doesn't affect undead in the slightest.
- In Hard Mode, Death has considerably more stagger and knockdown resistance.
- Firing a Maker's Finger will not slay Death, but it will wipe out one full health bar.
- It has been claimed that Death's 'weak spot' is its 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)
- Knocking down Death over an abyss will slay it outright - Death can be slain during its initial (scripted) appearance at the Fortress of Remembrance by being knocked off the bridge into the abyss below. Striking with a ranged attack sufficiently strong to cause Knockdown will cause Death to tumble to its doom
- (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.
- "Death", capcom.co.jp, Official page