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Evil Eye

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Evil Eye

Evil Eye with several tentacles removed

Evil Eye is an Enemy in Dragon's Dogma

Evil Eyes are only found in The Everfall and in the Rotunda of Dread (Bitterblack Isle). They are much larger and stronger versions of Vile Eyes. Evil Eyes are large floating eyeballs with protective "eyelids" that have teeth instead of eyelashes and are covered entirely in sentient tentacles that aid in both defense and offense.

Information and StatsEdit

General InfoEdit

Type Monster / Boss
Experience gained

Base Exp of 18,100

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

Location


StatsEdit

Health Attack Defense Magick Attack Magick Defense Weight
66,666 1,400 350 1,400 650 1,500


Damage TakenEdit

Slash Bash
Fire
Ice
Thunder
Holy
Dark
100% 75% 30% 30% 30% 150% 10%


AttacksEdit

Attack Type Description
Barrier Spec Protects itself from all damage while not attacking. Can be broken with enough magic attacks.
Summon Tentacles Spec

Constantly teleports the Tentacles on its main body out of the ground to attack you 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.

Tentacle Magick Mag Tentacles cast basic spells at you such as Ingle, icicle spears and Levin. Each one casts quickly and while they do not do much damage they can stun you and leave you open to the main Eye's attacks.
Tentacle Attack Phys Tentacles will lash out at nearby targets, knocking them backwards.
Crippling Beam Status Floats up high above the arena, then shines a large beam of light from its eye down at the ground, which can cause Blindness, Poison, Magick Defense Reduction, Torpor and Petrification to all that stand within the light. It will also remove any temporary buff to Strength, Magick, Defense and Magick Defense.
Magick Attacks Mag/Status Casts various high level spells such as High Seism, High Perdition and Skill Stifling.
Tentacle Grab Phys One of the tentacles on the Eye grabs you and throws you away, which can inflict fall damage if you get thrown high enough. Often occurs when attacking with melee and when behind the Eye. Tentacles that spawn out of the ground can do this too.
Silentium Mag/Status Casts a spell which silences anyone within range.
Grab and Bite Phys

The main Eye lunges towards you and grabs you with its 'eyelids' and proceeds to chew on you for heavy damage. You must free yourself by wiggling the L-stick enough or else it will leave you with 1 hp and throw you to the ground. However, this attack will kill your pawns.

If you move away from it while it tries to bite you it might get stuck in the floor, allowing you to wail on it until it recovers.

Its shield will be down if it is chewing on someone so do as much damage as you can both to free the target and inflict damage.

Dimensional Phase-Shift Spec

After taking heavy damage, the Eye retreats to another dimension and summons tentacles that attack you with weak spells and weak melee attacks. Kill the tentacles until the Eye returns.

It can also use this to cover ground quickly, teleporting to your position to execute melee attacks or teleporting away from you.

Mouth Drop Phys If climbing on the Eye while it still has tentacles on it, one of the tentacles will proceed to grab you and then drop you into the 'mouth' of the Eye and then it performs its biting attack. You must wriggle the L-stick fast enough to free yourself or else you will take massive damage.
Petrification Mag/Status The Eye will cast a spell that conjure up several red balls from the ground, which then explodes into a petrifying mist. Anyone standing in the area of effect when it explodes will begin to petrify.
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. If you fail, all tentacles will be back.
Spin Attack Phys Spins itself around to knock anyone near it away. Knocks people off of it as well.


RewardsEdit

Evil Eye Rate With Drake, Wyrm, or Wyvern Tear Rate
Malecryst 55% Wakestone 100%
Evil Eyeball 25%
Rift Cluster 4%
Wakestone 100% (up to 3)

Evil Eye TentaclesEdit

The Evil Eye can constantly transport Tentacles from its main body to the ground to attack the Arisen and their party. As long as the Eye Evil is alive it will continue to summon an infinite amount of tentacles.

Areas that are filled with Tentacles though no Evil Eye is present should be exited immediately. Unless the main body is destroyed, Evil Eye Tentacles will continue to appear without end.

AttacksEdit

Attack Type Description
Tentacle Magick Mag Tentacles cast basic spells at you such as fireballs, icicles and lightning balls. Each one casts quickly and while it doesn't do much damage it can stun you and leave you open to the main Eye's attacks.
Tentacle Attack Phys Tentacles will lash out at nearby targets knocking them backwards.
Tentacle Grab Phys Tentacles will grab you and toss you away, which can inflict fall damage if you get thrown high enough.


RewardsEdit

Evil Eye Rate With Drake, Wyrm, or Wyvern Tear Rate
Malecryst 10% Greenwarish 4%
Malecryst Shard 20% Potent Greenwarish 6%
Eyedropper 4%
Secret Softener 4%
Panacea 2%
Throat Drops 4%
Purifying Brew 4%
Strongwarish 2%

Pawn Bestiary Knowledge Edit

In addition to witnessing these techniques, it is necessary for Pawns to participate in killing 15 Evil Eyes either with their own Arisen or while travelling with others.

Tactics (Offensive)Edit

  • Immune to all debilitations.
  • Strong against Fire, Ice, Thunder, and Dark magic & enchanted weapons.
  • Weak against Holy enchanted weapons and spells (like Seism) 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 Evil Eye summons Tentacles that rise up from the floor and can grab, attack or cast spells. The Evil Eye will then temporarily disappear from the battlefiend, leaving the Arisen to fight the summoned Tentacles. Destroy the tentacles until the Evil Eye reappears.
  • Whenever the barrier over its eye is exposed, strike at it with ranged or melee attacks to inflict huge damage. This vulnerable phase will not last long as it will eventually re-raise the barrier and generate more tentacles.
  • When the Eye is downed, the Arisen can climb onto the eyeball and use Hundred Kisses, Dire Gouge or attack from distance with Great Gamble, or Great Sacrifice, to inflict massive damage.
  • Fighters will have some difficulty fighting the Evil Eye due to its constant movement. Employ Blitz Strike to quickly close the distance.
  • Rangers: Use Tenfold Flurry and aim straight into the eyeball while the barrier is down. This will cause the Evil Eye to take massive damage and likely become stunned.
    • Bolder Rangers can also to charge up Great Gamble while the Evil Eye is phasing in and out. Lure the Evil Eye into trying to eat the player and right before it swallows, its eye will pop out. Use Great Gamble on the eye to deal massive damage and possibly even kill it outright.
  • Magick Archers: Explosive Rivets do immense amounts of damage quickly. This will make taking down its shield and knocking it out easy.
  • Mystic Knights: Holy Furor can quickly defeat the Evil Eye.
  • Mages & Sorcerers: Use Comestion (preferably with the Emphasis augment) to knock down the Evil Eye and make it vulnerable to follow up attacks. The Fire damage is insignificant, but knocking it down will allow pawns to unleash uninterrupted damage upon the Eye.
    • A Holy buffed Focused Bolt shot straight in the eye (preferably when the Evil Eye is trying do dispel the party's buffs) can also knock it to the ground, vulnerable. This allows for follow-up Holy Focused Bolts, dealing immense damage.
  • Sorcerers: Seism can one shot the eye if strong enough. It can be tricky to cast since it takes so long to charge. Try casting far away from the Eye and moving towards it while charging till about halfway, then release the spell for a strong attack.

Tactics (Defensive) Edit

  • The primary general defensive strategy in Dragon's Dogma is to first eliminate all lesser, distracting enemies before engaging the biggest threat. From the start, shoot down the flying creatures, sniper the magic users from afar, chase down the wolf packs, etc before tackling the huge behemoths. Pawns generally focus on the largest threat and get picked apart by the support enemies which distract or debilitate them. So even if the Arisen has to run all the way up and down the map to accomplish this objective, KILL THE SUPPORT ENEMIES FIRST, THEN TACKLE THE BIGGEST THREAT LAST.
  • Evil Eyes can inflict dangerous debilitations: Silence (on Mages and Sorcerers), Skill Stifling, Torpor, Blind, and Petrification.
  • Ensure that the party has the best possible armor resistant to debilitations, especially Blind and Petrification. As a backup, bring Panaceas or Sobering Wine.
  • When it floats upward into the air, if a bright light flashes it is about to cast Petrification. If the eye 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.

TriviaEdit

  • "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
  • The Evil Eye bears a strong resemblance to the Beholders of the Dungeons & Dragons role-playing game. This led to it being dubbed a Beholder by fans before its official name was known.
  • 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.
  • Due to the multi-headed nature of an evil eye, Maker's Fingers nearly always fail at killing or damaging the core of the beast.

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