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** [[spoiler:Grigori]] can be killed in [[OneHitKill one hit]] using the Maker's Finger, ending what's normally a MarathonBoss fight in just a few seconds. You can outright just shoot him with the arrow while [[spoiler:he's waiting for your answer to his SadisticChoice]].
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*** Dire Dragonkin. By the time you can handle yourself in Bitterblack Isle, ordinary Dragonkin are probably a trivial threat. Dire Dragonkin, on the other hand, have monstrously buffed offenses and defenses (Dire Drakes in particular have some of the highest defense in the game), have permanent elemental auras that damage anything in melee range and can inflict status effects, and have obscene amounts of health. Fighting against just one is going to be a long and brutal battle - god help you if you get stuck with several.

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*** Dire Dragonkin. Drakes. By the time you can handle yourself in Bitterblack Isle, ordinary Dragonkin Drakes are probably a trivial threat. Dire Dragonkin, Drakes, on the other hand, have monstrously buffed offenses and defenses (Dire Drakes in particular have some of the highest defense in the game), have game, a permanent elemental auras aura that damage damages anything in melee range and can inflict status effects, burn, and have obscene amounts of health. health, while also having the classic Drake aggression and speed. Fighting against just one is going to be a long and brutal battle - god help you if you get you're stuck with several.additional enemies.
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** The way ''Dragon's Dogma'' handles its player data can be rather finnicky and confusing. These mostly popped up retroactively after ''VideoGame/DragonsDogmaII'' released on March 2024 and kept the similar systems as this first game.
*** There's technically just one save slot that gets repeatedly updated as you play the game, so it isn't possible to split different vocations into different playthroughs (i.e. if you'd like a Mage playthrough on one save file, and a Strider on another). You're still allowed to customize your Arisen and main Pawn's appearances and vocations in-game via specific services, while the NewGamePlus feature allows them to retain their progress on the next playthrough, but this one-slot limitation has received criticism from those who played games (such as ''VideoGame/DarkSouls'') that easily allow separate save slots for trying out a different character build while still keeping the old playthroughs.
*** The game will [[{{Autosave}} save automatically]] when entering a new area, after completing a quest, or after defeating a boss monster. However, this doesn't guarantee your file is securely saved (when you die, it's possible for the game to revive you on an older save state or checkpoint, thus making you accidentally lose progress), so you should still manually save as often as you can, or especially rest at an inn. When you rest at an inn or enter the rift, you automatically create a "checkpoint save" that you can jump back to from the pause menu should you wish. The ''Dark Arisen'' expansion at least alleviates the worry of reaching inns when you need to, thanks to the Eternal Ferrystone item that lets you [[WarpWhistle instantly teleport]] to safe zones such as Gran Soren.

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** The way ''Dragon's Dogma'' handles its player data can be rather finnicky and confusing. These criticisms mostly popped up retroactively after ''VideoGame/DragonsDogmaII'' released on March 2024 and kept the used similar systems as this first game.
*** There's technically just one save slot that gets repeatedly updated as you play the game, so it isn't possible to split different vocations into different playthroughs (i.e. if you'd like a Mage playthrough on one save file, and a Strider on another). You're another, the game doesn't give you an easy means to do it). You can still allowed to somehow customize your Arisen Arisen's and main Pawn's appearances and by visiting a barber, while vocations in-game via specific services, while the can be changed at inns. The NewGamePlus feature also allows them you to retain their progress on the next playthrough, but re-customize as if you're starting a new game while still keeping your old progress. Regardless, this one-slot limitation has still received criticism from those who played games (such as ''VideoGame/DarkSouls'') that easily allow separate save slots for trying out a different character build while still keeping the old playthroughs.
other characters intact.
*** The game will [[{{Autosave}} save automatically]] when entering a new area, after completing a quest, or after defeating a boss monster. However, this doesn't guarantee your file is securely saved (when you die, it's possible for the game to revive you on an older save state or checkpoint, thus making you accidentally lose progress), so you should still manually save as often as you can, or especially rest at an inn. When you rest at an inn or enter the rift, you automatically create a "checkpoint save" that you can jump back to from the pause menu should you wish. The ''Dark Arisen'' expansion at least alleviates the worry of reaching inns when you need to, you're in a bind, thanks to the Eternal Ferrystone item that lets you [[WarpWhistle instantly teleport]] to safe zones such as Gran Soren.
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** The way ''Dragon's Dogma'' handles its player data can be rather finnicky and confusing. These mostly popped up retroactively after ''VideoGame/DragonsDogmaII'' released on March 2024 and kept the similar systems as this first game.
*** There's technically just one save slot that gets repeatedly updated as you play the game, so it isn't possible to split different vocations into different playthroughs (i.e. if you'd like a Mage playthrough on one save file, and a Strider on another). You're still allowed to customize your Arisen and main Pawn's appearances and vocations in-game via specific services, while the NewGamePlus feature allows them to retain their progress on the next playthrough, but this one-slot limitation has received criticism from those who played games (such as ''VideoGame/DarkSouls'') that easily allow separate save slots for trying out a different character build while still keeping the old playthroughs.
*** The game will [[{{Autosave}} save automatically]] when entering a new area, after completing a quest, or after defeating a boss monster. However, this doesn't guarantee your file is securely saved (when you die, it's possible for the game to revive you on an older save state or checkpoint, thus making you accidentally lose progress), so you should still manually save as often as you can, or especially rest at an inn. When you rest at an inn or enter the rift, you automatically create a "checkpoint save" that you can jump back to from the pause menu should you wish. The ''Dark Arisen'' expansion at least alleviates the worry of reaching inns when you need to, thanks to the Eternal Ferrystone item that lets you [[WarpWhistle instantly teleport]] to safe zones such as Gran Soren.
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** The healing system is generally considered to be pretty bad. There's no way to heal in the heat of battle at all; if you want to use a curative, you have to open up the inventory and manually select a healing item from the curatives tab, without even the option to hotkey them for quick use. In a game as difficult as this, it's almost guaranteed you'll have to do this repeatedly, and it just breaks the momentum of combat. On top of that, healing pawns can be an exercise in frustration, with you having to rely on either magic--assuming you or your pawns have access to healing spells, and can only heal grey health anyway--or giving them items to heal themselves with. But, for some reason, pawns might choose to use lower-level healing items instead of higher ones, even if they have only a sliver of health left, so players need to be mindful of what healing items pawns are actually holding. And if that weren't bad enough, pawns may also heal themselves only once, leaving themselves at half or less health instead of topping off the rest of their missing health.

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** The healing system is generally considered to be pretty bad. There's no way to heal in the heat of battle at all; if you want to use a curative, you have to open up the inventory and manually select a healing item from the curatives tab, without even the option to hotkey them for quick use. In a game as difficult as this, it's almost guaranteed you'll have to do this repeatedly, and it just breaks the momentum of combat. On top of that, healing pawns can be an exercise in frustration, with you having to rely on either magic--assuming you or your pawns have access to healing spells, and magic can only heal grey health anyway--or giving them items to heal themselves with. But, for some reason, pawns might choose to use lower-level healing items instead of higher ones, even if they have only a sliver of health left, so players need to be mindful of what healing items pawns are actually holding. And if that weren't bad enough, pawns may also heal themselves only once, leaving themselves at half or less health instead of topping off the rest of their missing health.
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** The healing system is generally considered to be pretty bad. There's no way to heal in the heat of battle at all; if you want to use a curative, you have to open up the inventory and manually select a healing item from the curatives tab, without even the option to hotkey them for quick use. In a game as difficult as this, it's almost guaranteed you'll have to do this repeatedly, and it just breaks the momentum of combat. On top of that, you can't directly heal pawns, instead having to rely on either magic--assuming you or your pawns have access to healing spells, and can only heal grey health anyway--or giving them items to heal themselves with. Additionally, pawns may also, for some reason, use lower-level healing items instead of higher ones, even if they have only a sliver of health left, so players need to be mindful of what healing items pawns are actually holding. And if that weren't bad enough, pawns may also heal themselves only once, leaving themselves at half or less health, instead of topping off the rest of their missing health.

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** The healing system is generally considered to be pretty bad. There's no way to heal in the heat of battle at all; if you want to use a curative, you have to open up the inventory and manually select a healing item from the curatives tab, without even the option to hotkey them for quick use. In a game as difficult as this, it's almost guaranteed you'll have to do this repeatedly, and it just breaks the momentum of combat. On top of that, healing pawns can be an exercise in frustration, with you can't directly heal pawns, instead having to rely on either magic--assuming you or your pawns have access to healing spells, and can only heal grey health anyway--or giving them items to heal themselves with. Additionally, pawns may also, But, for some reason, pawns might choose to use lower-level healing items instead of higher ones, even if they have only a sliver of health left, so players need to be mindful of what healing items pawns are actually holding. And if that weren't bad enough, pawns may also heal themselves only once, leaving themselves at half or less health, health instead of topping off the rest of their missing health.
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** The healing system is generally considered to be pretty bad. There's no way to heal in the heat of battle at all; if you want to use a curative, you have to open up the inventory and manually select a healing item from the curatives tab, without even the option to hotkey them for quick use. In a game as difficult as this, it's almost guaranteed you'll have to do this repeatedly, and it just breaks the momentum of combat.

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** The healing system is generally considered to be pretty bad. There's no way to heal in the heat of battle at all; if you want to use a curative, you have to open up the inventory and manually select a healing item from the curatives tab, without even the option to hotkey them for quick use. In a game as difficult as this, it's almost guaranteed you'll have to do this repeatedly, and it just breaks the momentum of combat. On top of that, you can't directly heal pawns, instead having to rely on either magic--assuming you or your pawns have access to healing spells, and can only heal grey health anyway--or giving them items to heal themselves with. Additionally, pawns may also, for some reason, use lower-level healing items instead of higher ones, even if they have only a sliver of health left, so players need to be mindful of what healing items pawns are actually holding. And if that weren't bad enough, pawns may also heal themselves only once, leaving themselves at half or less health, instead of topping off the rest of their missing health.
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** Then you have the [[spoiler:grimgoblins]] from the post-game. You fought their weaker cousins throughout the entire game, amused at their squeaky voices as you blasted them to death by the hundreds... and now here come their massively overpowered cousins who are much, much more dangerous, nearly impossible to knock over, and can take you out ''real'' fast if you're not careful. They can even [[KickThemWhileTheyAreDown kick you if you're on the ground]], and sometimes several will gang up on you, making it impossible to get up [[CycleOfHurting while they beat you to death]].

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** Then you have the [[spoiler:grimgoblins]] from the post-game. You fought their weaker cousins throughout the entire game, amused at their squeaky voices as you blasted them to death by the hundreds... and now here come their massively overpowered cousins who are much, much more dangerous, nearly impossible to knock over, and can take you out ''real'' fast if you're not careful. They can even [[KickThemWhileTheyAreDown kick you if you're on the ground]], and sometimes several will gang up on you, [[CycleOfHurting making it impossible to get up [[CycleOfHurting while they beat you to death]].
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** Then you have the [[spoiler:grimgoblins]] from the post-game. You fought their weaker cousins throughout the entire game, amused at their squeaky voices as you blasted them to death by the hundreds... and now here come their massively overpowered cousins who are much, much more dangerous, nearly impossible to knock over, and can take you out ''real'' fast if you're not careful. They can even kick you if you're on the ground, and sometimes several will gang up on you, [[KickThemWhileTheyAreDown making it impossible to get up]] [[CycleOfHurting while they beat you to death]].

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** Then you have the [[spoiler:grimgoblins]] from the post-game. You fought their weaker cousins throughout the entire game, amused at their squeaky voices as you blasted them to death by the hundreds... and now here come their massively overpowered cousins who are much, much more dangerous, nearly impossible to knock over, and can take you out ''real'' fast if you're not careful. They can even [[KickThemWhileTheyAreDown kick you if you're on the ground, ground]], and sometimes several will gang up on you, [[KickThemWhileTheyAreDown making it impossible to get up]] up [[CycleOfHurting while they beat you to death]].
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*** Elder Ogres are ogres, but way worse. While this may sound not too bad, considering Ogres are only a medium threat in the main game, killing on of these things will take ''ages'', due to the low lighting, tight corridors and constantly filled with water areas of Bitterblack Isle, coupled with their higher defense stat and more HP. They also hit like a goddamn freight train, and, like their younger counterparts, are nightmarishly fast.

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*** Elder Ogres are ogres, but way worse. While this may sound not too bad, considering Ogres are only a medium threat in the main game, killing on of these things will take ''ages'', due to the low lighting, tight corridors and constantly filled with water areas of Bitterblack Isle, coupled with their higher defense stat and more HP. They also hit like a goddamn freight train, and, like their younger counterparts, are nightmarishly fast.



** Some have taken to calling Grigori "Greg". It certainly makes him less intimidating.

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** Some have taken to calling Grigori "Greg"."Greg" or "Gregory". It certainly makes him less intimidating.
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** On the topic of Bitterblack Isle, one specific room late in the dungeon, The Forgotten Hall, has the potential to be an absolute nightmare if you aren't careful. There's not one, but ''two'', chained-up Condemned Gorecyclops in this room, just waiting to break free if a stray attack or spell clips them. Why might they get clipped? There are a number of Corrupted Pawns that also lurk on the lower floor of this room, many of them sorcerers who love to spam the Maelstrom spell. Much like the Everfall, you will need many Wakestones to survive being juggled into the ceiling repeatedly by multiple angry tornados.

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** On the topic of Bitterblack Isle, one specific room late in the dungeon, The Forgotten Hall, has the potential to be an absolute nightmare if you aren't careful. There's not one, but ''two'', chained-up Condemned Gorecyclops in this room, just waiting to break free if a stray attack or spell clips them. Why might they get clipped? There are a number of Corrupted Pawns that also lurk on the lower floor of this room, many of them sorcerers who love to spam the Maelstrom spell. Much like the Everfall, you will need many Wakestones to survive being juggled into the ceiling repeatedly by multiple angry tornados. Thankfully, ranged characters can snipe the Corrupted Pawns from the balcony, but tough luck for everyone else.
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* BreatherBoss: While the first third of Bitterblack Isle isn't ''quite'' as punishing as what follows, the average party that has completed the Everfall is still going to be having some issues, especially if they've encountered any Necrophages. Thankfully, the Gazer is a breeze for a sufficiently leveled and equipped party. The gaze attack can be avoid just by standing behind cover or looking away from it, the tentacles can be dealt with like an Evil Eye's and can be used to ground it, it doesn't have a barrier to contend with and can be hit in the eye at any point by ranged attacks, and thwarting its attempt to create a sigil (which isn't hard) will give you a supersized Holy Cannon that you can use against it to blow off the majority of its lifebars in one go.
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** If Griffins were annoying mostly because [[GetBackHereBoss of the difficulty of keeping them grounded]], Cockatrices are annoying for the opposite reason. They're wildly aggressive, spread lots of statuses, and most importantly, can inflict Petrification with their breath. Bring Secret Softeners, you're going to need them. You ''can'' stop the petrification breath and topple them by doing enough damage to their throat sack while they're winding up, but unless you've got a bow, you're not pulling this off. They remain obnoxious well past the point where they're a standalone threat to your party - a lone Cockatrice is a nominal threat to a postgame party, but they're still a menace in groups thanks to their breath and ability to interrupt people.
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*** Dire Dragonkin. By the time you can handle yourself in Bitterblack Isle, ordinary Dragonkin are probably a trivial threat. Dire Dragonkin, on the other hand, have monstrously buffed offenses and defenses (Dire Drakes in particular have some of the highest defense in the game), have permanent elemental auras that damage anything in melee range and can inflict status effects, and have obscene amounts of health. Fighting against just one is going to be a long and brutal battle - god help you if you get stuck with several.
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*** [[BossInMookClothing Eliminators]] are completely horrifying when you encounter them 2/3 of the way through Bitterblack Isle. Basically, shrink an Elder Ogre, buff his defenses, lower his HP by a lot and hand him a sledgehammer bigger than himself, and you have these freaks. Their attacks have a stupid amount of armor, will armor break EVERYTHING in the game, have no startup time, and have wide, fast hitboxes. Oh, did we mention that they ''also'' hit insanely hard, AND come with an instant kill attack that can be difficult to get out of? And that you '''also''' fight them in extremely tight areas with little wiggle room? Between juggling your pawns lives, your OWN life, and dealing damage to the damn thing, you may just pull your hair out.

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*** [[BossInMookClothing Eliminators]] are completely horrifying when you encounter them 2/3 of the way through Bitterblack Isle. Basically, shrink an Elder Ogre, buff his defenses, lower his HP by a lot and hand him a sledgehammer bigger than himself, and you have these freaks. Their attacks have a stupid amount of armor, will armor break EVERYTHING in the game, have no startup time, and have wide, fast hitboxes. Oh, did we mention that they ''also'' hit insanely hard, AND come with an instant kill attack that can be difficult to get out of? And that you '''also''' fight them in extremely tight areas with little wiggle room? Between juggling your pawns lives, your OWN life, and dealing damage to the damn thing, you may just pull your hair out. The one saving grace is that they are fairly vulnerable to Frozen and Torpor and can be stunlocked fairly easily, and have minimal resistance to magic overall, but one iffy move and you ''will'' get your shit rocked.
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* HilariousInHindsight: There is an herb called the ''[[Franchise/StarWars Kylo Ren]]''.

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* HilariousInHindsight: There is an herb a plant called the ''[[Franchise/StarWars Kylo Ren]]''.
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* HilariousInHindsight: There is an herb called the ''[[Franchise/StarWars Kylo Ren]]''.
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General clarification on works content


** The Affinity system. Not only does it force a TokenRomance onto you without your permission, but if you aren't careful, the game will likely choose either a [=NPC=] [[http://quadforcefive.deviantart.com/art/Darling-s-Dogma-355896538 you don't like or don't want to hook up with]] or [[StoryBranchFavoritism Aelinore]]. The way it works is somewhat confusing (it depends heavily on whom you've last spoken to directly before a specific point in a late-game main quest) and about the only known way to efficiently game the system is to [[CrueltyIsTheOnlyOption attack characters]] and lower their affinity towards you. Or just avoid interacting with them in any way for a few days. Though this may be a bit hard to do with shop and inn-keepers, for obvious reasons. ''Dark Arisen'' fixed this by greatly reducing the amount of affinity you get from merchants and innkeepers, meaning you need to try a lot harder to get stuck with someone you're forced to regularly talk to, but don't care to seduce.

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** The Affinity system. Not only does it force a TokenRomance onto you without your permission, but if you aren't careful, the game will likely choose either a [=NPC=] [[http://quadforcefive.deviantart.com/art/Darling-s-Dogma-355896538 you don't like or don't want to hook up with]] or [[StoryBranchFavoritism Aelinore]]. The way it works is somewhat confusing (it depends heavily on whom you've last spoken to directly before a specific point in a late-game main quest) and about the only known way to efficiently game the system is to [[CrueltyIsTheOnlyOption attack characters]] and lower their affinity towards you. Or just avoid interacting with them in any way for a few days. Though this may be a bit hard to do with shop and inn-keepers, for obvious reasons. ''Dark Arisen'' fixed this by greatly reducing the amount of affinity you get from merchants and innkeepers, meaning you need to try a lot harder to get stuck with someone you're forced to regularly talk to, but don't care to seduce. In case you end up maxing out affinity with them anyways, you can use Liquid Effluvium to reduce it substantially, which can be obtained by buying from from Barroch or by chance through purifying Bitterblack Novelty Lv. 1.
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** Dragonforging for the most part is pretty straight forward. You kill a drake or dragon, and any piece of gear you have equipped has a chance of becoming dragonforged that becomes more likely the more it has been upgraded. The annoying part is that only the Arisen's gear has a chance of becoming dragonforged. Your pawn's gear does not. So if you want to dragonforge your pawn's gear, you must personally switch to their class, equip their gear, and kill dragons until you dragonforge everything you are looking for. And if you plan on tackling Bitterblack Island, the boost that dragonforging gives becomes pretty important. And as you progress, you'll get new gear that needs dragonforging too, restarting the process.
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** Damage scaling in this game is handled really weirdly. While in most [=RPGs=], defense is calculated by percentages[[labelnote:*]]E.G., if you do 50 damage to an enemy with 50 defense, the enemy takes 25 damage because their defense blocked 50% of it[[/labelnote]], defense in ''Dragon's Dogma'' is just a flat rating[[labelnote:*]]If you do 50 damage to an enemy with 50 defense in ''Dragon's Dogma'', you do ''no damage''[[/labelnote]]. This means that enemies just a few levels higher than you are almost impossible to kill because their defense blocks literally all the damage you're doing to them, leaving either LevelGrinding or extreme patience as your only recourse for beating them, while enemies only a few levels lower become stupidly easy because your defense is so high that they're completely incapable of hurting you. This becomes especially bad in Bitterblack Isle, which almost requires you to level grind if you want to kill any of the later enemies in a timely fashion.

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** Damage scaling in this game is handled really weirdly. While in most [=RPGs=], defense is calculated by percentages[[labelnote:*]]E.percentages[[labelnote:E.G., if ]]if you do 50 damage to an enemy with 50 defense, the enemy takes 25 damage because their defense blocked 50% of it[[/labelnote]], defense in ''Dragon's Dogma'' is just a flat rating[[labelnote:*]]If you do 50 damage to an enemy with 50 defense in ''Dragon's Dogma'', you do ''no damage''[[/labelnote]]. This means that enemies just a few levels higher than you are almost impossible to kill because their defense blocks literally all the damage you're doing to them, leaving either LevelGrinding or extreme patience as your only recourse for beating them, while enemies only a few levels lower become stupidly easy because your defense is so high that they're completely incapable of hurting you. This becomes especially bad in Bitterblack Isle, which almost requires you to level grind if you want to kill any of the later enemies in a timely fashion.
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** Bitterblack Weapon and Bitterblack Gear. These are seemingly useless items found on Bitterblack Isle and come in levels between 1-3 that, when purified at the entrance to the cursed island, are transformed into either a weapon (the former) or armor (the latter) based on you and your main pawn's class. While this seems simple as-is, it's actually a bit more complicated; weapons and gear gained from these items are ''scaled to end-game levels'', are usually already enchanted with an element, only cost Rift Crystals to obtain, and can be somewhat easily obtained as soon as you are able to access Bitterblack Aisle [[note]]The Midnight Helix, where the Condemned Goreclops is chained to a wall, has 2 chests located just after the first pair of stairs you can climb in the tower in an adjacent room that almost always drops the lv. 1 variants[[/note]]. Despite the sheer danger of attempting to obtain one early game, doing so nets you armor and weapons that not only allow you to tear through everything the base game throws at you (and can be paired with the aforementioned game-breaking classes above to make your enemies lives forfeit in short order) while probably keeping you from actually taking damage most of the time, but also literally hands you a weapon that can actually do real damage to the horrific monsters of the island, meaning with some strategy you can level up ridiculously easy. ''And that's just lv. 1''. Manage to grab a Lv. 3 weapon, and ''not even the Dragon can stand in your way''.

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** Bitterblack Weapon and Bitterblack Gear. These are seemingly useless items found on Bitterblack Isle and come in levels between 1-3 that, when purified at the entrance to the cursed island, are transformed into either a weapon (the former) or armor (the latter) based on you and your main pawn's class. While this seems simple as-is, it's actually a bit more complicated; weapons and gear gained from these items are ''scaled to end-game levels'', are usually already enchanted with an element, only cost Rift Crystals to obtain, and can be somewhat easily obtained as soon as you are able to access Bitterblack Aisle Isle [[note]]The Midnight Helix, where the Condemned Goreclops is chained to a wall, has 2 chests located just after the first pair of stairs you can climb in the tower in an adjacent room that almost always drops the lv. 1 variants[[/note]]. Despite the sheer danger of attempting to obtain one early game, doing so nets you armor and weapons that not only allow you to tear through everything the base game throws at you (and can be paired with the aforementioned game-breaking classes above to make your enemies lives forfeit in short order) while probably keeping you from actually taking damage most of the time, but also literally hands you a weapon that can actually do real damage to the horrific monsters of the island, meaning with some strategy you can level up ridiculously easy. ''And that's just lv. 1''. Manage to grab a Lv. 3 weapon, and ''not even the Dragon can stand in your way''.
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Mostly a null edit, as there seems to be a recent bug on my part that prevents this page from showing up on my Followed Pages.


** With ''VideoGame/DevilMayCry'' fans simply due to both Capcom franchises having a similar recurring director, Hideaki Itsuno. This became more apparent when Itsuno immediately began working on ''VideoGame/DragonsDogmaII'' as his next major game project after ''VideoGame/DevilMayCry5: Special Edition''.

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** With ''VideoGame/DevilMayCry'' fans simply due to both Capcom Creator/{{Capcom}} franchises having a similar recurring director, Hideaki Itsuno. This became more apparent when Itsuno immediately began working on ''VideoGame/DragonsDogmaII'' as his next major game project after ''VideoGame/DevilMayCry5: Special Edition''.

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* FriendlyFandoms: Fans of this game tend to overlap with those of ''VideoGame/DarkSouls'' due to the thematic, stylistic and game mechanic similarities between the 2 titles. They are in turn united by a common love of ''Manga/{{Berserk}}'', which is an immense influence on both games.

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* FriendlyFandoms: FriendlyFandoms:
**
Fans of this game tend to overlap with those of ''VideoGame/DarkSouls'' due to the thematic, stylistic and game mechanic similarities between the 2 titles. They are in turn united by a common love of ''Manga/{{Berserk}}'', which is an immense influence on both games. games.
** With ''VideoGame/DevilMayCry'' fans simply due to both Capcom franchises having a similar recurring director, Hideaki Itsuno. This became more apparent when Itsuno immediately began working on ''VideoGame/DragonsDogmaII'' as his next major game project after ''VideoGame/DevilMayCry5: Special Edition''.
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* PlayTheGameSkipTheStory: While the story has its moments, clunky dialogue, mediocre voice acting (though with a few exceptions) and generic quests can make it rather forgettable. The combat on the other hand has been praised extensively, ranging from how many viable class and builds there are, to how clever the Enemy AI can be, to how impressive looking and satisfying the magick system plays.

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* PlayTheGameSkipTheStory: While the story has its moments, and lore have some interesting ideas, clunky dialogue, mediocre voice acting (though with a few exceptions) and exceptions), generic quests quests, and a very threadbare plot can make it rather forgettable. The combat on the other hand has been praised extensively, ranging from how many viable class and builds there are, to how clever the Enemy AI can be, to how impressive looking and satisfying the magick system plays.
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* GoddamnedBoss: The Iron Golem in the Witchwoods. Not an especially dangerous boss, but he is notable for having the medals that power him be not on his body but around the arena. First of all, if your party is primarily mages, you are already in for an annoying time, but the boss is largely impossible if you don't have a strider or ranger in your party due to the fact that one of the medals is hanging from a tree that you cannot climb. Your only real recourse is to shoot it or climb on the boss's head and hope that it's flailings will hit the medal, which is extremely unreliable. Frustratingly, magic does ''nothing'' to the medals.

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This had bad indentation. But since the paragraphs are both referring to the same related thing, they can be merged.


* LowTierLetdown: Warrior Pawns are the least-recruited Pawns due to the vocation's slow movement/attack speed and lack of ranged options, combined with the nature of the Pawn AI making their attacks miss much more often (compared to Pawns of other vocations, who are more accurate than most human players).
** While Warrior is extremely fun to play, they tend to struggle and are sub-optimal compared to other classes. They have three skill slots, no block, no dodge, no ranged attacks, and no fast attacks outside of their air swipes. Their main source of damage is the devastating Arc of Deliverance/Obliteration, but where other classes either dish out tons of single target damage quickly or charge up for devastating area-of-effect damage, the Warrior gets the worst of both worlds- the Arc does a ton of single target damage but takes a huge amount of time to charge up and vice versa. Their climb attacks also suck, meaning disabling foes is entirely done through landing an Arc. Even with all this said, Warriors are still a blast to play, and there's no "bad" class option.

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* LowTierLetdown: While the Warrior Pawns are the least-recruited Pawns due to the vocation's slow movement/attack speed and lack of ranged options, combined with the nature of the Pawn AI making their attacks miss much more often (compared to Pawns of other vocations, who are more accurate than most human players).
** While Warrior
vocation is extremely fun to play, they tend it tends to struggle and are is sub-optimal compared to other classes. They Warriors have three skill slots, no block, no dodge, no ranged attacks, and no fast attacks outside of their air swipes. Their main source of damage is the devastating Arc of Deliverance/Obliteration, but where other classes either dish out tons of single target damage quickly or charge up for devastating area-of-effect damage, the Warrior gets the worst of both worlds- worlds - the Arc does a ton of single target damage but takes a huge amount of time to charge up and vice versa. Their climb attacks also suck, meaning disabling foes is entirely done through landing an Arc. Even with all this said, Warriors are still a blast to play, and there's no "bad" class option. As a result, Warrior Pawns are also the least-recruited Pawns due to the vocation's slow movement/attack speed and lack of ranged options, combined with the nature of the Pawn AI making their attacks miss much more often (compared to Pawns of other vocations, who are [[ArtificialBrilliance more accurate than most human players]]).

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As I've pointed out in the Is this an example? thread, Grigori is a misuse of Ensemble Darkhorse because he's a major character who has a significant role. EDH is specifically for minor characters, not just general popularity.


* EnsembleDarkhorse:
** Rook, the first pawn you get in the game, is surprisingly popular. Even though he can never level up, people like him so much that they put him on their favorites list for Pawns and even recreate Rook with their actual Pawn. Some never even remove him from their party, which makes him a useless dead weight on the party very quickly since hired pawns can't level up (but also may give a great boost to the player's leveling late in the game due to how the game's experience system works).
** Grigori the Dragon is rather popular as well, due to stealing every scene he's in with his [[AffablyEvil personality, eloquent speeches]] and [[EvilSoundsDeep iconic voice]].

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* EnsembleDarkhorse:
**
EnsembleDarkhorse: Rook, the first pawn you get in the game, is surprisingly popular. Even though he can never level up, people like him so much that they put him on their favorites list for Pawns and even recreate Rook with their actual Pawn. Some never even remove him from their party, which makes him a useless dead weight on the party very quickly since hired pawns can't level up (but also may give a great boost to the player's leveling late in the game due to how the game's experience system works).
** Grigori the Dragon is rather popular as well, due to stealing every scene he's in with his [[AffablyEvil personality, eloquent speeches]] and [[EvilSoundsDeep iconic voice]].
works).
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Rewriting to be more straight-to-the-point.


** Averted in actual gameplay: the pawns are good fighters. Unfortunately, they're also chatty and repeat themselves. ''A lot.'' Even the developers seem to have ended up agreeing; the ''Dark Arisen'' version of the game includes the option to turn "Pawn Chatter" off in the menu.

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** Averted in actual gameplay: Though the pawns are good fighters. Unfortunately, fighters, they're also unfortunately chatty and often repeat themselves. ''A lot.'' themselves ''a lot''. Even the developers seem to have ended up agreeing; agreeing, as the ''Dark Arisen'' version of the game includes the menu option to turn "Pawn Chatter" off in the menu.off.
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None

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* CantUnHearIt: [[Creator/KeithSilverstein Keith Silverstein]] uses the ''exact same voice'' for Male Voice 4 as he did for [[VideoGame/TheElderScrollsVSkyrim Nazeem]], down to the exact same cadence and condescending tone. It also doesn't help that Rook, who is the first pawn you encounter, also uses the voice.

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None


* GoddamnBats: Harpies, wolves, and all of their ilk. They harass you at every corner of the game's world, always attacking in large numbers to ensure you'll be staying a while to get them off your back and always ready to respawn the moment you leave the area. The stronger variants from the northern end of Gransys - snow harpies, direwolves and the like - are even worse due to their higher health.

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* GoddamnBats: GoddamnedBats:
**
Harpies, wolves, and all of their ilk. They harass you at every corner of the game's world, always attacking in large numbers to ensure you'll be staying a while to get them off your back and always ready to respawn the moment you leave the area. The stronger variants from the northern end of Gransys - snow harpies, direwolves and the like - are even worse due to their higher health.



* HarsherInHindsight: The original opening song, "Into Free ~Dangan~" by Music/{{Bz}}, has a lot of [[NarmCharm fun charm]] that many fans grew to love. Some of its lyrics have become memes in the fandom, with many fans relishing its out-of-place tone to the rest of the game. However, taking a closer look at the lyrics after completing the game makes the song a whole lot darker. [[spoiler:The true meaning of the song is actually singing about the Gransys disaster that is the Post-Game and even about the ''player Arisen's death'' (with one verse literally saying: ''[[LiteralMetaphor We kill ourselves in the end]]''). They even describe the Arisen's death and corpse falling at the end of the game as '[[IDieFree Flying into free]]'.]]

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* HarsherInHindsight: The original opening song, "Into Free ~Dangan~" by Music/{{Bz}}, has a lot of [[NarmCharm fun charm]] that many fans grew to love. Some of its lyrics have become memes [[MemeticMutation memes]] in the fandom, with many fans relishing its out-of-place tone to the rest of the game. However, taking a closer look at the lyrics after completing the game makes the song a whole lot darker. [[spoiler:The true meaning of the song is actually singing about the Gransys disaster that is the Post-Game and even about the ''player Arisen's death'' (with one verse literally saying: saying ''[[LiteralMetaphor We "We kill ourselves in the end]]''). end"]]''). They even describe the Arisen's death and corpse falling at the end of the game as '[[IDieFree Flying [[IDieFree "Flying into free]]'.free"]].]]



** Many quests and characters disappear without warning as the story progresses. Most frustratingly, halfway through the game you lose access to Madeleine's shop until the postgame.

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** Many quests and characters disappear without warning as the story progresses. Most frustratingly, halfway through the game game, you lose access to Madeleine's shop until the postgame.



** The healing system is generally considered to be pretty bad. There's no way to heal in the heat of battle at all; if you want to use a curative you have to open up the inventory and manually select a healing item from the curatives tab, without even the option to hotkey them for quick use. In a game as difficult as this, it's almost guaranteed you'll have to do this repeatedly, and it just breaks the momentum of combat.
** For some reason the equipment and inventory screens are completely separate from each other, with equipment being located on the pause menu and the inventory occupying its own button. If you want to equip an item from your inventory, you ''have'' to move it from the inventory to your equipment first, and then go to a completely different screen to actually equip it.
** Damage scaling in this game is handled really weirdly. While in most [=RPGs=] defense is calculated by percentages[[labelnote:*]]E.G., if you do 50 damage to an enemy with 50 defense, the enemy takes 25 damage because their defense blocked 50% of it[[/labelnote]], defense in ''Dragon's Dogma'' is just a flat rating[[labelnote:*]]If you do 50 damage to an enemy with 50 defense in ''Dragon's Dogma'', you do ''no damage''[[/labelnote]]. This means that enemies just a few levels higher than you are almost impossible to kill because their defense blocks literally all the damage you're doing to them, leaving either LevelGrinding or extreme patience as your only recourse for beating them, while enemies only a few levels lower become stupidly easy because your defense is so high that they're completely incapable of hurting you. This becomes especially bad in Bitterblack Isle, which almost requires you to level grind if you want to kill any of the later enemies in a timely fashion.
** Purification in general is a whole can of worms. For one, the result is determined by your vocation[[labelnote:*]]The purified items are set up in three colors: Red, blue, and yellow, to correspond with fighter, mage, and strider, respectively.[[/labelnote]], meaning that if you ''or'' your pawn are a specific color, then you will get items relating to that class. This can get really annoying really fast if you keep getting items that you can't use or are in need of a specific item. Secondly, items are generated from a list that is unique to each player, meaning that gods-baning or save scumming will not work.

to:

** The healing system is generally considered to be pretty bad. There's no way to heal in the heat of battle at all; if you want to use a curative curative, you have to open up the inventory and manually select a healing item from the curatives tab, without even the option to hotkey them for quick use. In a game as difficult as this, it's almost guaranteed you'll have to do this repeatedly, and it just breaks the momentum of combat.
** For some reason reason, the equipment and inventory screens are completely separate from each other, with equipment being located on the pause menu and the inventory occupying its own button. If you want to equip an item from your inventory, you ''have'' to move it from the inventory to your equipment first, and then go to a completely different screen to actually equip it.
** Damage scaling in this game is handled really weirdly. While in most [=RPGs=] [=RPGs=], defense is calculated by percentages[[labelnote:*]]E.G., if you do 50 damage to an enemy with 50 defense, the enemy takes 25 damage because their defense blocked 50% of it[[/labelnote]], defense in ''Dragon's Dogma'' is just a flat rating[[labelnote:*]]If you do 50 damage to an enemy with 50 defense in ''Dragon's Dogma'', you do ''no damage''[[/labelnote]]. This means that enemies just a few levels higher than you are almost impossible to kill because their defense blocks literally all the damage you're doing to them, leaving either LevelGrinding or extreme patience as your only recourse for beating them, while enemies only a few levels lower become stupidly easy because your defense is so high that they're completely incapable of hurting you. This becomes especially bad in Bitterblack Isle, which almost requires you to level grind if you want to kill any of the later enemies in a timely fashion.
** Purification in general is a whole can of worms. For one, the result is determined by your vocation[[labelnote:*]]The purified items are set up in three colors: Red, blue, and yellow, to correspond with fighter, mage, and strider, respectively.[[/labelnote]], meaning that if you ''or'' your pawn are a specific color, then you will get items relating to that class. This can get really annoying really fast if you keep getting items that you can't use or are in need of a specific item. Secondly, items are generated from a list that is unique to each player, meaning that gods-baning Godsbaning or save scumming {{save scumming}} will not work.



* SpiritualLicensee: This and ''Videogame/DarkSouls'' are the closest one can get to a good ''{{Manga/Berserk}}'' game. Hell, you can even find Guts and Griffith's armor in-game!

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* SpiritualLicensee: SpiritualSuccessor: This and ''Videogame/DarkSouls'' are the closest one can get to a good ''{{Manga/Berserk}}'' game. Hell, you can even find Guts and Griffith's armor in-game!



* ThatOneAchievement: "The Hero" requires you to complete ''every single'' non-Notice Board sidequest. Quite a few of these quests are both hard to find and [[GuideDangIt even harder to solve]] without consulting the wiki. At least any completed quests carry on to NewGamePlus.

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* ThatOneAchievement: "The Hero" requires you to complete ''every single'' non-Notice Board sidequest. Quite a few of these quests are both hard to find and [[GuideDangIt even harder to solve]] without consulting the wiki. To make it worse, some are PermanentlyMissableContent. At least least, any completed quests carry on to NewGamePlus.



* TooBleakStoppedCaring: The CrapsackWorld of the anime not to mention the fact that [[spoiler:the series ends with Ethan becoming the new Dragon who is destined the start the cycle all over again with no end in sight seeing as how human nature itself dooms the Arisen every single time.]]

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* TooBleakStoppedCaring: The CrapsackWorld of the anime anime, not to mention the fact that [[spoiler:the series ends with Ethan becoming the new Dragon who is destined the start the cycle all over again with no end in sight sight, seeing as how human nature itself dooms the Arisen every single time.]]

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