Garm are huge, wolf-like quadrupedal beasts that typically appear in packs. Prior to noticing the Arisen or party members, Garm will be rending and eating the corpses of the slain.
Garm are necrophagous creatures; the stench of death and rotting corpses attracts them. Their appearances are not entirely random as the Arisen can influence the spawn rate of Garm, however, the more death within Bitterblack Isle, the more likely one or more of these creatures will spawn.
Using Rancid Bait Meat will lure one or more of these creatures.Garm belong to the Wolf family of monsters. As such their behavior is similar; however it is speculated by some that Garm prefer to act alone than work together as a pack.
Information and StatsEdit
|Type||Monster / Necrophages|
Base Exp of 29,000
Can be more or less depending on a few factors such as:
|Blinding Mist||Spec||The Garm exhales a black mist causing Blindness for those afflicted.|
|Ram and Toss||Phys||Using a two hit attack, the Garm rams its head into the foe and then launches them up into the air. Players hit by this attack will take fall damage.|
|Grab and Drag||Phys||Grabs a target who has been knocked to the floor and drags them a fair distance away, dealing constant damage. Then it will maul and exhale Blinding Mist causing Blindness until freed (wiggle L-stick). Other Garm can join in on this attack, increasing damage and the likelihood of death.|
|Last Breath||Phys/Spec||Upon death, the Garm will let out a final Blinding Mist from their bodies dealing damage and causing Blindness.|
- Sinister Fang
- Sinister Hide
- Beastial Eye
- Bitterblack Armor Lv.1
- Bitterblack Novelty Lv.1
- Bitterblack Novelty Lv.2
- Rift Crystals 400 - 5000
Related quests Edit
- The Wages of Death I (slay 5 Garm)
- Weak to Lightning.
- Getting hit by their mist breath and becoming blinded will grant knowledge.
- Causing them to Sleep MAY grant knowledge.
In addition to witnessing these techniques, it may be necessary for Pawns to obtain a combined kill count with Wargs of 300, either with their own Arisen or while travelling with others.
- Immune to Blindness.
- Strong against Ice enchanted weapons and magic.
- Weak against Lightning magic like Levin, Brontide and Fulmination.
- Holy based spells like Seism and Holy Focused Bolts also work well.
- Vulnerable to Tarred in Oil. Use Oil arrows or Aneled Weapons, then set it alight with High Comestion or a Fire enchanted weapon. Aneled Weapons, which inflict Tarring, are especially effective against Garm. Garm will attempt to physically shake off the oil from their hides when Tarred, during which time they are vulnerable to attacks and unable to mount a viable offense. Employ this tactic to keep them perpetually debilitated and vulnerable.
- Vulnerable to Torpor (slow) and Poison. Use a Rusted Weapon to inflict both debilitations simultaneously. The higher the enhancement of the Rusted Weapon, the higher chance it will debilitate with each strike.
- Vulnerable to Petrification. This will take 30-50 Petrification arrows to accomplish.
- Vulnerable to Sleep. Use Sleeper Arrows or High Sopor, a Mystic Knight staff skill.
- Vulnerable to Lowered Strength. Use a Dragon's Roost to reduce their physical attack damage by 30%.
- Climb the Garm and attack the head, its weak point. Employ the augments Adhesion, Opportunism and Arm-Strength with Gloves of Might for best results.
- Striders :
- Rangers :
- Assassins :
- Follow the above climbing tips and use Dire Gouge to kill it quickly.
- Magick Archers :
- Mystic Knight :
- Sorcerers :
- High/Grand Fulmination is extremely effective, even with the long charge time, and is especially effective when coursing through the party's melee pawns when they attack Garm.
- Exequy/High Exequy can be used to kill Garm when they get stuck, although the time required and stamina expenditure is very high.
Tactics (Defensive) Edit
- The primary, general defensive strategy in Dragon's Dogma is to first eliminate all weaker enemies first.
- Garm cannot attack targets perched above them. Secure an elevated position and rain down arrows or spells.
- Garm cannot attack targets mounting them. The safest place to be may be on their back.
- Garm attack patterns are very similar to wolves. Garm will attack in packs when possible, and if caught on fire they will drop and roll to snuff it out. This can be exploited to lock them in an endless stagger.
- Garm spew a toxic cloud which can cause Blindness. When the Garm lifts its head up and stands still, it is preparing to spew. The lingering cloud can even blind the party after the Garm is killed. Wear Blind resistant armor and bring debilitation curatives (like Panaceas) for backup.
- In some areas of Bitterblack Isle like the Garden of Ignominy, Garm may randomly spawn during or after a battle.
Spawning Garm InfinitelyEdit
- Spawning Garm is very predictable, as any room that spawns a Garm will always consistently spawn Garm, usually in a pack of 2 or 3. The spawn rate and number of Garm spawned may change after defeating Daimon for the first time, but their spawn locations will always remain the same. As with all Necrophagic enemies; the more corpses there are laying around, the more likely these creatures will spawn.
- Garm seem to always spawn in the following locations:
Intuitively the following steps can be taken:
- (1) When in the Garden of Ignominy (Or any other location Garm frequently spawn) defeat all enemies  that spawn.
- (2) Save the game.
- (3) Stab the Arisen by using the Godsbane.
- (4) Reload the save.
- (5) Upon reloading drop a piece of Rancid Bait Meat. Garm will spawn.
- (6) Defeat all the Garm.
- (7) Zone the area by leaving and then re-enter.
- (8) Repeat the steps 2-7 above to re-spawn Garm again.
- In Norse mythology, Garmr or Garm (Old Norse "rag" ) is a dog associated with Ragnarök, and described as a blood-stained watchdog that guards Hel's gate.
- Garm is also the name of the dog in Farmer Giles of Ham by J.R.R. Tolkien.