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GARM
Garms are an Enemy in Dragon's Dogma: Dark Arisen.

Garms are huge, wolf-like quadrupedal beasts that typically appear in packs.

Garms are necrophagous creatures; the stench of death and rotting corpses attract them. They feast on the corpses of fallen foes and comrades. Their appearances are not entirely random as the Arisen can influence the spawn rate of Garms; 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.

Garms belong to the Wolf family of monsters. As such their behavior is similar; however Garm prefer to act alone than work together as a pack. 

Information and StatsEdit

General InfoEdit

Type Monster / Necrophages
Experience gained

Base Exp of 29,000

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

Location


AttacksEdit

Attack Type Description
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.


RewardsEdit

Bestiary Edit

Refer to the Pawn Bestiary Knowledge section of the Wolves page.

Specific techniques

  • Weak to Lightning.
  • Getting hit by their mist breath and becoming blinded will grant knowledge.
  • Causing them to Sleep MAY grant knowledge.

The Wolf Strategy scrolls will grant knowledge for all members of the Wolf family which includes Garms.

In addition to witnessing these techniques, it may be necessary for Pawns to participate in killing 100 Garms either with their own Arisen or while travelling with others.

Tactics (Offensive)Edit

  • 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. Being Tarred causes Garm to stand still and shake themselves dry, leaving them wide open for head strikes.
  • 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 Sleep arrows or High Sopor (Mystic Knight).
  • Vulnerable to Lowered Strength. Use the Dragon's Roost shield to reduce their physical attack damage by 30%.
  • Climb the Garm and attack the head, its weak point. Employ the augments Adhesion (for grip), Opportunism (+30% attack) and Arm Strength (for stamina) with Gloves of Might (for even more grip and climbing speed) for best results.
  • Striders : follow the above climbing tips and use Hundred / Thousand kisses. Brainsplitters to the head are very effective.
  • Assassins : follow the above climbing tips and use Dire Gouge to kill it quickly.
  • Magick Archers : Ricochet Hunter in close quarters is brutally effective. Ricochet Hunter has a high stagger and knockback rate which is useful for rescuing pawns.
  • Sorcerers : High/Grand Fulmination is extremely effective, even with the long charge time. Exequy/High Exequy can be used to kill Garms when they get stuck, although the time required and stamina expenditure is very high.

Tactics (Defensive) Edit

  • The most important defensive strategy in Dragon's Dogma is to first eliminate all lesser, distracting enemies before engaging the biggest threat. From the start of the battle, shoot down the flying creatures, snipe the magic users from afar, chase down the wolf packs, and defeat the small, weak enemies that can weaken or debilitate the Arisen and pawns while they engage the large, strong enemies. Even if the Arisen has to run all the way up and down the map to accomplish this objective, KILL THE SUPPORT ENEMIES FIRST, TACKLE THE BIGGEST THREAT LAST.
  • 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 Garms InfinitelyEdit

  • Spawning Garms is very predictable, as any room that spawns a Garm will always consistently spawn Garms, usually in a pack of 2 or 3. The spawn rate and number of Garms 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.
  • Garms 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 [1] 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 Garms.
(7) Zone the area by leaving and then re-enter.[2]
(8) Repeat the steps 2-7 above to re-spawn Garm again.[3]
  1. Goblin corpses generally attract Garms more often, where Saurian corpses attract Death.
  2. Eventually, enemy corpses will decompose. Enemies must be refreshed and killed again.
  3. This procedure can also be used to farm Death.


TriviaEdit

  • In Norse mythology, Garmr or Garm (Old Norse "rag" [1]) 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.

ReferencesEdit

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