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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dragons_dogma_box.png]]
2%%[[caption-width-right:350:some caption text]]
3
4->''If you would face me, take up arms, Newly Arisen.''
5-->'''-- The Dragon'''
6
7''Dragon's Dogma'' is an [[WideOpenSandbox open world]] [[ActionRPG action roleplaying game]] that was developed by Creator/{{Capcom}} Europe for the Platform/PlayStation3 and Platform/Xbox360. Directed by Hideaki Itsuno, known for his role with the ''VideoGame/DevilMayCry'' series, it was released in May 2012.
8
9Set on the island duchy of Gransys, it begins with the sleepy fishing village of Cassardis coming under attack by a terrible dragon of legend. You take up arms to defend your hometown, only to be defeated and have your heart literally stolen from your body by the dragon. [[SoulJar With your very life held in bondage]], you are transformed into [[TheChosenOne an Arisen]]: an ageless warrior who must seek out and slay the dragon if you wish to reclaim your humanity.
10
11The game's primary focus is its reactive, HackAndSlash gameplay. The player is able to pick from one of nine Vocations that define their playstyle -- from the [[{{Manga/Berserk}} Guts-emulating Warrior]], to the [[BlackMagic typhoon-summoning Sorcerer]], to the [[LightningBruiser agile and precise Ranger.]] The nine Vocations are divided into three trees -- magic, skill, and power, and three of the nine Vocations mix and match the Vocations into powerful specialist classes, such as combining Warrior and Sorcerer into the [[MagicKnight Mystic Knight]]. You can also perform a ColossusClimb on larger monsters, and much of the combat is based around exploiting everything from enemy weak spots like a Drake's glowing heart to inherent weaknesses like a Goblin's distaste for fire.
12
13In addition, the game uses a ManualLeaderAIParty system where you can recruit up to three "Pawns" as your party members. You create one Pawn of your own near the start of the game as your primary traveling companion: you can customise the appearance, class and equipment of your personal Pawn just like the PlayerCharacter, and they level up alongside you. The other two Pawns are recruited from "The Rift" (read: the Internet) and belong to other players, though they do ''not'' level up and must be continually replaced. An interesting note is that Pawns retain the memories of which quests they have been on, so if you recruit a Pawn belonging to a player who has already completed your current quest, that Pawn can actually give you hints and directions based on their experiences.
14
15An UpdatedRerelease, titled ''Dragon's Dogma: Dark Arisen'', was released in April 2013 and added a lot of new content and re-balancing, most notably a new [[BrutalBonusLevel optional challenge dungeon]] called "Bitterblack Isle" (which takes more than a few cues from ''VideoGame/DarkSouls''). A free-to-play MMORPG, ''Dragon's Dogma Online,'' was released in 2015 in Japan and was available to play until its shutdown in December 2019.
16
17A PC version of ''Dark Arisen'' was released on Platform/{{Steam}} on January 15, 2016. It features technical improvements such as higher resolutions and an increased frame-rate (up to 144 FPS). A version with revamped graphics for Platform/PlayStation4 and Platform/XboxOne was released in October 2017. A version for the Platform/NintendoSwitch was released on April 24th, 2019.
18
19[[https://comicbook.com/anime/2019/03/12/netflix-dragons-dogma-anime-announced-capcom/ On March of 2019]], Creator/{{Netflix}} announced that an anime series based on the game would be released for the streaming service. The [[Anime/DragonsDogma anime adaptation]] of ''Dragon's Dogma'' was released on September 17th, 2020.
20
21A sequel, titled ''VideoGame/DragonsDogmaII'', released on March 22nd, 2024.
22----
23!!''Dragon's Dogma'' provides examples of:
24
25[[foldercontrol]]
26
27[[folder:#-E]]
28* TwentyBearAsses: Most of the notice board quests are either this or {{Escort Mission}}s for random [=NPCs=]. Even the ''final dungeon'' of the main game, [[spoiler: the Everfall]], has as its main objective collecting 20 wakestones to open a portal to the TrueFinalBoss.
29* AbilityDepletionPenalty: You'll risk being more vulnerable to enemy attacks if your Stamina meter is depleted, as your Arisen will be fatigued and has to catch their breath for a while before they could move again and trigger the stamina regeneration. Fortunately, there are ways to alleviate this, such as curatives that restore stamina or prevent its depletion, a Pawn walking near you to help you get back on your feet, or an Augment that hastens the animation speed of you having to catch your breath.
30* AbsurdlyHighLevelCap: The maximum level is 200, but the game can be comfortably finished at around Level 50 if you attempt to prioritize and plow through the main quests, or Level 70 if you've been diligently finishing optional sidequests and thoroughly exploring the overworld on your first playthrough. Stat growth changes between Levels 1-10, 10-100, and 100+.
31* ActionGirl: Mercedes, a female player character, and just about every female Pawn are suitable for combat.
32%%* AdventureFriendlyWorld: Gransys.
33* AirborneMooks: Harpies, succubi, and gargoyles love to fly around you. They are best taken down using ranged attacks, though your Pawns may also devise tactics to either [[DrawAggro taunt them]] or force them to fall and become vulnerable to melee strikes.
34* AlliterativeTitle: '''D'''ragon's '''D'''ogma.
35* AllForNothing: One of the main Wyrm Hunt quests requires you to reclaim the Shadow Fort by eliminating the [[AllYourBaseAreBelongToUs goblins that infested it]]. For most of the time afterwards, the fort becomes a safe area inhabited by the allied guards. But when [[spoiler:you defeat the Dragon and more dangerous monsters roam in the post-game, revisiting the Shadow Fort reveals that it has been taken over by the goblins ''again'']].
36* AllThereInTheManual: The backstory of the characters you encounter can be found on the official website. The game chooses to have little exposition cluttering up the monster stabbing. More stuff is found in the Official Design Works artbook, such as monster origins and character notes.
37* AllYourBaseAreBelongToUs: One of the main quests involves defending a fort overrun with Goblins. It is possible to lose this quest if one of the major {{Non Player Character}}s dies, but whether you win or lose, the reward is the same.
38* AlwaysCheckBehindTheChair: The "From a Different Sky" series of notice board quests require you to obtain Badges of Valor that are so small and found in seemingly hard-to-reach areas (such as rooftops or ledges). The map highlights where you can find them, but expect a lot of climbing and thorough searching before you could actually grab them.
39* AmazingTechnicolorPopulation: Not normally, but the colorations for Arisen and Pawns can be decidedly "not human".
40* AndThenJohnWasAZombie: If you are defeated by the FinalBoss, [[spoiler:then your Arisen, who originally set out to slay a dragon, becomes the next dragon]].
41* AnnoyingArrows: While they do have a fairly good damage and knockback, you can easily get up and brush yourself off and continue the fight with no problems.
42* AntiDebuff:
43** Several curatives cleanse you from certain debuffs, others do so by ridding you of debilitations from a given type (i.e. they may specifically work for "physical debilitations" or "magical debilitations" if they can't cure all).
44** The Arisen and the Pawns may gain stackable passive Debilitation Resistances by equipping certain pieces of gear and accessories (the latter kind often has rings that specialize in giving a significant resistance to one or more debilitations). Resistances are presented as PercentBasedValues.
45* AntiFrustrationFeatures:
46** You're allowed to skip a stage of equipment enhancement and go straight to the second or third enhancement if you have the required money and items for that stage. This comes in handy when a weapon or armor's second stage enhancement requires an extremely rare drop, such as the Dragon's Toll and the Dragon's Faith.
47** Features like gifting and equipment enhancement automatically pull items from your item storage, eliminating the hassle of going back-and-forth to an inn and manually withdrawing items from there.
48** The game has a [[WarpWhistle Fast Travel]] system using the Ferrystone item and Portcrystals, though initially you can only fast travel back to Gran Soren. Late in the game and into NewGamePlus, you get portable Portcrystals which you can place anywhere you want. If you buy ''Dark Arisen'' (and you already have a save from vanilla ''Dragon's Dogma'' or are playing the PC version), you get the Eternal Ferrystone, a permanent, reusable Ferrystone. Even without the OldSaveBonus, the price of Ferrystones has been reduced to 1/10th of their original price, the Black Cat now sells an infinite amount of them, and you find multiple portable Portcrystals by just playing the game normally.
49** When you get arrested by the guards in Gran Soren (i.e. by doing transgressions such as sneaking into the castle at night, or attacking [=NPCs=]), you are stripped off your equipment as you're put in the jail dungeon. They're not completely gone however, as you can easily re-equip all your gear when you escape from the dungeon. Depending on when the game previously {{Autosave}}d, your previous save file may not be overwritten if you're fortunate, so you can also alternatively reload a previous save point from the pause menu, bringing you back to the point prior to your arrest.
50** [=NPCs=] respawn 7 days after being killed (as long as they don't die a plot-related death), which prevents you from making the game UnintentionallyUnwinnable by going on a massacre. It also means the knights and merchants which patrol the roads won't run out, despite often being killed by random wandering monsters.
51** If you plan on doing an EscortMission and have a spare Portcrystal handy, there's nothing stopping you from rushing to the destination beforehand, placing a Portcrystal right outside it, then taking the quest and using a Ferrystone to warp you and your escort right to the destination.
52** If you're too far away from your pawns and escortee in the overworld, the game may be kind enough to just let them teleport to your location instead of either waiting for them to reach you or you having to {{backtrack|ing}} your way to them. You can even notice this taking effect in the mini-map HUD.
53** Recruiting Pawns in the Rift is much more intuitive than in the overworld and Pawn Guild. Interacting with the Riftstone there allows you to bring up a search feature for scouting Pawns within a given level. The tabulated results also let you manually summon Pawns of your choice, whether they may contain the specific vocation or skill(s) that you're looking for. These features ease up on the time you would spend in building a party.
54** If your main Pawn gets lost in the Rift (either through dying and not being revived in time or accidentally falling off a cliff and being claimed by the Brine), you need merely touch the nearest riftstone to call them back to you; what's more, their inventory and equipment will be left unchanged rather than sent back to storage like with recruited Pawns, allowing you to keep adventuring immediately rather than going back to an inn and putting everything back the way it was.
55** If a recruited Pawn dies in your service, any items it picked up are automatically sent into your storage rather than being lost.
56** There's an AdvancingBossOfDoom segment with the Dragon in the Tainted Mountain and you are required to sprint fast to the other end. The game temporarily gives you infinite stamina so that you really have to ''run''.
57** Postgame is built with this in mind, in an attempt to make your life easier, and it works well:
58*** All the shops are moved around in Gran Soren to be closer to each other, cutting down on maintenance time -- in particular, the inn moves to the Pawn Guild, while The Black Cat moves to the Alehouse.
59*** You can enter the dungeon in two ways -- [[spoiler:falling from the crater or walking down from the Pawn Guild]]. Since the curative and weapon shops are situated in the same places they were before postgame, this makes entering the dungeon quick and easy.
60*** While the areas you visit in the dungeon are FILLED with [[DemonicSpiders tough enemies]] and [[ThatOneBoss even tougher bosses]], Wakestones can be found just about everywhere.
61*** There are an abundant amount of dragon-based enemies, allowing for quick and easy Dragonforging.
62* AntiGrinding: If you kill enemies within a given area or dungeon, you'll have to wait for some [[InUniverseGameClock in-game time or day-night cycle(s)]] before they would respawn. This prevents you from easily LevelGrinding too much in one specific place. The only notable [[AvertedTrope exception]] is the [[spoiler:Noble Quarters during post-game, where the guards respawn indefinitely]].
63* AntiHoarding: You and your pawns' inventories individually have their own weight limit, and you won't be able to pick up new items if you are already overencumbered.
64* ArbitraryAugmentationLimit: You can only equip up to six Augments at once.
65* ArbitraryHeadcountLimit: Your party is limited to four; yourself, your main Pawn, and two support Pawns hired on. No reason is given for why you can't hire more if you've got the Rift Crystals for it.
66* AristocratsAreEvil: Or at least unpleasant both on-screen and off. Between Mercedes' father sending her alone as a token gesture of support, [[spoiler:Duke Edmun strangling his new wife and sacrificing his previous to the Dragon]], Fournival evicting his tenants for a bit of quick coin, and [[ArsonMurderAndJaywalking the Duke's wife dropping her panties over a gift of a stupid hat]], it's hard to find a reason to put down [[spoiler:Julien's little rebellion at the Northern Stronghold]].
67* ArrowsOnFire:
68** If you're playing a class with arrows and a Pawn grants you Fire Boon or Fire Affinity, your arrows will catch fire (along with all your other weapons, of course).
69** When you find a ballista and commandeer it, you have a choice between a normal bolt and an explosive bolt that [[ExactlyWhatItSaysOnTheTin does what you think it does]] and then [[KillItWithFire sets the enemy on fire]].
70* ArtifactOfDoom: All of the [=Lv3=] Bitterblack Weapons are cursed so badly, they aren't even usable at first; then, after being purified, their descriptions reveal that their incredible power comes from the negative emotions of their wielder, which they often amplify to extremes.
71* ArtificialBrilliance: The Pawns' A.I. is surprisingly nuanced:
72** They learn quest information and the geography of the world from traveling with players, and will lead you through areas they learned from other players.
73** Your Pawns are able to learn enemy weaknesses when fighting them. Once a Pawn learns a weakness, they will try to use it against the enemy if they have the means for it. For example: When you have a mage Pawn in your party with a holy spell, they will cast it whenever they fight undead enemies, who are weak to holy based attacks. They will also mimic you, using items and tactics that they observe you using, which molds their inclination (which can still be manually tweaked at the inns in the game). This is the result of well-made and fully-trained Pawns who can dismantle enemies of all kinds with startling ease. The problem is this takes three rather tedious things: Figuring out which moves for their classes Pawns use to the greatest effect, the dedication to fully teach the Pawn all the right information by demonstrating it first hand, and a solid understanding of the Inclination system. Needless to say players willing to do all three are few and far between, making such Pawns a rarity.
74** Pawns are very good at hitting their targets and rarely miss, especially archer Pawns.
75** Pawns occasionaly grab onto enemies if necessary, giving you combat advantage. Against lesser enemies, this secures free hits. They may also climb larger enemies either to distract them or to [[AttackItsWeakpoint find and strike their weak spots]].
76** Pawns may occasionally notice if the Arisen is [[AbilityDepletionPenalty exhausted from having an empty Stamina meter]], and thus would approach the Arisen to help them quickly get back to their feet.
77** If the Arisen falls from a great height in the midst of a battle (usually after being carried up high by [[AirborneMook a harpy]]), a Pawn on the ground may catch the Arisen to prevent them from taking [[FallingDamage fall damage]].
78** Pawns will use curatives in their inventory should the need for them arise, thereby allowing them to independently heal themselves if there's no healer mage in the party. If you give them the necessary curatives, they will also immediately use those to cleanse themselves of debilitations. This becomes especially handy when one of them is about to be petrified (as if it's not cured in time, the pawn will be eliminated), you could give that pawn some items to cleanse the petrification, and they ''will'' immediately make good use of it.
79* ArtificialStupidity: However, the A.I. is still not without its blind spots:
80** Pawns will occasionally try to rush into melee when equipped with ranged weapons, or enchant your weapons with elements to which your enemy is immune. While they will promptly come to your aid when a smaller enemy grabs you, they have more trouble freeing you from larger ones. This is a problem when fighting boss enemies who one-shot you if you're not freed in time, like hydras.
81** Pawns with inclinations that poorly suit their vocation and/or skills will struggle to do what they're supposed to. The most common inclinations tend to be the Scather and Guardian inclinations - which direct a Pawn to attack strong enemies head-on and prioritize protecting the Arisen, respectively. Very effective for Strider or Warrior Pawns, but on a Sorcerer, it will cause the Pawn to annoyingly run and jump around in the middle of casting their powerful elemental spells because their A.I. is telling them to engage in melee with the enemy or move closer to the Arisen. Since most players don't know much about the mechanics of the inclination system and generally don't spend a lot of time tweaking their Pawns' A.I. at the Knowledge chair, it can be difficult find other Pawns with A.I. best tailored to their intended fighting style.
82** Sometimes, the Pawns' pathfinding can be hilarious. They may simply decide to [[https://www.youtube.com/watch?v=LQHo1luiuw8 drop down from high ledges or cliffs]] as a "shortcut" and consequently take fall damage, even if the player could find alternative ways to go down safely.
83** EscortMission characters are particularly bad, especially those who have no attacks of their own (which is most of them). They'll consistently run straight at enemies for no reason and take hits, and you can't even order them to regroup to get them to stop doing that like you can with your Pawns. Escort quests in general are essentially impossible without a healing mage in the party to keep the braindead escorts alive.
84** A potential GameBreakingBug may appear during the final battle [[spoiler:versus the Seneschal. Dropping him to zero health doesn't kill him; rather, your Pawn has to grab him and you have to deliver the final blow. Since you have no direct "Grab the enemy!" command, you have to rely on the game's A.I. to make the grab and sometimes your Pawn is all too happy to just wail away at him endlessly ''even while reminding you repeatedly that '''they''' must grab him and '''you''' must deliver the killing blow''.]] Alternatively, you can [[spoiler:grab the Seneschal and hope the Pawn will attack before you get blown up, but too bad that doesn't always work either.]]
85** If you're a mage, killing a dark bishop can take forever. However, a cursed dragon revived by a dark bishop can be killed with one holy focus bolt. Despite seeing you do this, the dark bishop will possess the cursed dragon and try to use spells with long cast times.
86* AscendToAHigherPlaneOfExistence: [[spoiler:This is what happens after you become the new Seneschal.]]
87* AstralFinale: [[spoiler: The final confrontation with the Seneschal occurs in the Rift between dimensions]].
88* AttackItsWeakPoint: Many of the strongest monsters will require you to attack a vulnerable spot on them. Your Pawns can learn tactics to use against those monsters or to help other {{Player Character}}s.
89* AttackOfThe50FootWhatever: The game features some truly enormous boss enemies.
90** Hydras are enormous, easily 150 feet long or more.
91** ''Dark Arisen'' adds the condemned gorecyclops, an even more gigantic form of the regular cyclops. Condemned gorecyclopes are at least 50 feet tall, possibly even bigger.
92* {{Autosave}}: Of sorts. The game will 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), 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.
93* AwesomeButImpractical:
94** Arc of Might/Deliverance/Obliteration. It's one of ''the'' most powerful melee moves in the game, with massive damage and knockback. Unfortunately, it takes several seconds to charge. Against a strong foe, you'll rarely get one off. If you ''do'', however, watch as your enemies' health drops a whole bar.
95** "Grand" skills require farming the BrutalBonusLevel for rare accessories and a third level of charging in exchange for even more power.
96** The Sorcerer skill Exequy; one-shots most enemies (including large boss enemies), but has an exorbitant charging time. Can be ameliorated by restoring stamina with items mid-cast, but good luck getting your target to stay within the target circle.
97** Sorcerer elemental spells, to a lesser degree - awesome for being massive area-of-effect skills that can make short work of large groups of monsters and fell challenging boss enemies like the Chimera with ease; impractical for their hefty charging times and stamina costs. Cast from a distance, however - or from a high vantage point not easily reached by enemies (especially with items and augments that shorten cast times) - they become easy {{Game Breaker}}s that can carry players through all but the most difficult areas in the game.
98* {{Backtracking}}: Returning to previously-visited areas is encouraged if you want to get the most out of discovering and completing new sidequests, as they may only be available after you've completed a previous related quest or reached a story-related point. For example, you have two sidequests that involve diving into the well of Cassardis, but the second one can only be initiated after you've completed the first, and after a significant time or main story progress have passed.
99* BadassInDistress: Nearly any knight who becomes the Arisen's beloved, due to [[spoiler:the Dragon kidnapping them]].
100* BagOfHolding: Your inventory does have a weight limit, but whether that limit is taken up by a few heavy weapons or a thousand light flowers makes no difference. It's just weight, not volume, that matters.
101* BaritoneOfStrength:
102** The Dragon has a smooth, sonorous voice.
103** Some of the voice options for Pawns and the Arisen are pitched-down versions of the other ones, meaning you can even play as Creator/LauraBailey!
104* BarrierWarrior:
105** This is one of the Mystic Knight's tricks, via Elemental Wall enchantments.
106** Some enemies can also pull this off, notably the skeleton lord and the silver knight from ''Dark Arisen''.
107* BasiliskAndCockatrice: Cockatrices are four-legged winged beasts that move like Griffins, only with the heads of roosters and which can turn you to stone with their breath.
108* BeatStillMyHeart: The game begins with a dragon stealing the PlayerCharacter's heart.
109* BeefGate:
110** It's entirely possible to wander off the beaten path early game quests have in store for you and stumble unto enemies far more powerful than you should be able to handle. Mid-game tier bandits near Witchwood are a good example, given that the player is ''extremely'' likely to run into them by accident and get slaughtered in seconds as a result, as are chimeras in general (which are usually visible from the road, but have a lengthy sight radius and will engage you ''very'' swiftly if they spot you, and will crush you once they do).
111** Very early in the game, you can easily wander to the west side of the map while exploring and end up in [[NamesToRunAwayFromReallyFast a place called Devilfire Grove]]. [[DragonsAreDemonic There's a drake there. It will kill you.]] You probably don't want to engage that thing at any point before the final few quests before Grigori.
112* {{BFS}}: One of the weapons of choice for the Warrior advanced class.
113* BittersweetEnding: [[spoiler:The Arisen commits suicide with the Godsbane. Their Pawn inherits their body and soul and is reborn in the new world with free will.]]
114* BlackMage: Sorcerers kill fast, hit hard and do some very, very awesome things but are squishy and offer little in the way of support.
115* BookEnds: [[spoiler:If you lose the battle with the Seneschal in the rift, your Arisen falls into the open sky, transforming into the Dragon, and exits the rift among a flock of harpies. The very same cutscene, minus the transformation scene, plays at the very beginning of the game.]]
116* BorderPatrol: In the form of the Brine. You absolutely ''cannot'' go farther into the water than ankle-deep, even if the map suggests that there's still an open space ahead.
117* BoringButPractical:
118** Cassardis is just a simple fishing village compared to the expansive capital city of Gran Soren, but the inn fee is ''way cheaper''. It also has a fixed Portcrystal that you can safely [[WarpWhistle fast travel to]] if you have Ferrystones. Some plain-looking tents in the overworld also offer similar benefits of resting at inns for relatively cheap costs, and they become an alternative option if you want to fully rest before proceeding to a nearby dungeon or an [[PeninsulaOfPowerLeveling EXP farming spot]].
119** Sometimes, the best way to lower a person's affinity [[spoiler:to avoid having them become your love interest]] is to just ''not talk to them'' for several days.
120** The Pommel Bash[=/=]Strike Warrior skill is one of the least flashy skills in the entire game (it's just hitting the enemy with the bottom of the sword's handle). It's also cheap and quick to learn, interrupts enemies during their charging periods, and is one of the best combo tools for any Arisen wielding a two-handed sword or hammer.
121** Despite being otherwise known for its AwesomeButImpractical spells, the Sorcerer's best attacks are rather mundane:
122*** Miasma. It manifests as a boring poison fog, but what the game doesn't mention is that it's an AreaOfEffect DamageOverTime spell that deals NonElemental damage to everything in the cloud ''and'' poisons targets that linger too long. It's effective against everything from bandits to dragons to ghosts and is one of the fastest casting spells available. The only things it doesn't work on are creatures outright immune to all magical attacks like golems.
123*** Holy Focused Bolt. It's just your upgraded regular attack with a Holy enchantment, but it deals high damage, is fast to cast and, most importantly, has homing capabilities which removes the need for manual aiming. It may not look as flashy as summoning meteors down on your enemies, but this attack will easily carry a Sorcerer through the entire game, and completely wrecks the resident {{Superboss}}.
124** Full-body DLC armors, especially the Queen's armor, are stronger than most other armors available early in the game. However, they're aesthetically bland and identical to the attire of a number of prominent [=NPCs=]. Pawns equipped with these will find few places in other players' parties.
125** Magick Archers, like Sorcerers, have access to multiple impressive-looking spells, yet their most important spell is Magick Rebalancer, a simple buff that gives you basically infinite Demon's Periapt and Mage's Periapt.
126* BossAlteringConsequence: If you give Stefen the real Salomet's Grimoire during a sidequest, he will show up in the "Griffin's Bane" main quest to help you fight the Griffin (by using fire magick, which is the monster's weakness). Should you give him a forgery of the grimoire instead, he will still appear in that quest, but his attempts to help you fight the Griffin with it fall flat when it turns out to be nonfunctional. If the latter consequence happens, he will have a [[DevelopersForesight unique dialogue]] and will [[VideoGameCrueltyPunishment become bitter towards the player Arisen]].
127* BossInMookClothing: Before postgame, Drakes are about the hardest thing you can encounter in the wild, with them having one of the highest health bars.
128* BottomlessMagazines: Archers need never worry about running out of normal arrows, which is basically required considering how many of their special attacks shoot multiple ones simultaneously. The [[TrickArrow special arrows]], on the other hand, are limited in quantity and can weigh a lot if you carry around a lot of them, but depending on the situation, their special effects can be extremely useful.
129* BowAndSwordInAccord: The Strider, Ranger, Assassin, and Magick Archer classes do this. Ranger focuses mostly on the bow, while the Assassin favors sword, and Strider is the middle ground. Technically, the Assassin is the only one of the three which actually wields a sword. The rest of the aforementioned classes use daggers. Magick Archers can also choose to subvert this trope, rejecting the use of daggers in favour of [[MagicStaff staves]].
130* BridalCarry: The Arisen will do this to Aelinore during the "Duchess in Distress" side-quest. Escorting Aelinore out of the Blighted Manse requires the Arisen to carry her over gaps[[note]][[BoringButPractical or simply running ahead and having her teleport behind you when the distance becomes too large]][[/note]]. Perhaps the developers felt this animation was more appropriate than the usual "hoist over the shoulder" carry animation, given the romantic undertones of the quest.
131* BrutalBonusLevel: Bitterblack Isle contains many powerful enemies as well as three bonus bosses... the last of which reawakens and makes the dungeon more difficult if you beat him. Another thing that makes this area nasty is that very strong enemies can suddenly spawn during battles, making everything much more difficult and unpredictable. [[JustifiedTrope The in-universe reason]] is that these strong monsters are attracted to the smell of corpses of other enemies you have slain.
132* BullfightBoss: A variant with Eliminators: You can dodge their charge, but it's best to take them by the horns and hit them mid-charge, so you stun them.
133* BrokeYourArmPunchingOutCthulhu: Basically how you become the Arisen. You manage to stab the dragon, it decides to take your heart.
134* ButtMonkey: Valmiro. He goes out exploring and nearly gets himself killed offscreen three times before he learns to play it safe. [[spoiler:He later leaves with various supplies to sail the ocean and explore the world but, if he's the Arisen's beloved, Grigori presumably kidnaps him from his boat in the middle of the ocean and has him beaten up by goblins before rendering him unconscious by breathing too much fire next to him.]]
135* ButThouMust:
136** At the beginning after you become an Arisen, the Dragon will speak to you telepathically, telling you to take up arms and face him. You cannot leave the room without selecting a weapon, as he'll always say this:
137--->'''Dragon:''' ''Take up arms, Arisen, for my kind do not heed the toothless.''
138** Despite the Dragon giving you [[SadisticChoice options]] before you face him, you ''will'' need to face him to advance in the story. Otherwise, you are just going to see a NonStandardGameOver screen over and over again.
139* ButNowIMustGo: Certain characters will end up leaving the game for the playthrough once their personal quests are completed, for various reasons.
140** [[spoiler:Quina becomes a nun and leaves Gransys for the Grand Cathedral.]]
141** [[spoiler:Madeleine is forced to flee Gran Soren after the guards learn of her involvement in Julien's attempted coup. If you help her escape, she comes back after the Dragon's death.]]
142** [[spoiler:Mercedes is forced to return to her homeland in disgrace after failing to stop Julien's coup.]]
143** [[spoiler:Julien flees Gransys if you do not interfere with his duel against Mercedes.]]
144** [[spoiler:Reynard, having discovered his father's fate, leaves Gransys for parts unknown.]]
145** [[spoiler:Aelinore, now wanted for adultery, flees Gransys with her retainer.]]
146** [[spoiler:Valmiro becomes an explorer and leaves Gransys to see the world.]]
147* CallASmeerpARabbit: The "oxen" actually look like buffalos with shorter horns and a less thick fur.
148* CallToAdventure: The game begins with the Dragon stealing your heart. Later, said Dragon communicates with you, telling you to take up arms and face him.
149* CaptainErsatz: The Evil Eye is a very blatant take on the [[TabletopGame/DungeonsAndDragons Beholder]], being a massive spherical {{Oculothorax}} covered with tentacles that hovers in the air and makes extensive use of powerful magic. That said, unlike the Beholder, its eye is not separated from its mouth; rather its eye is ''inside'' its mouth, and its tentacles don't serve as stalks for additional eyes, but for additional mouths.
150* CaptainObvious: Pawns often dispense such invaluable advice as "Don't let that enemy grab you!" and "Watch out for their attacks!" They even tell you about things you can do the instant you finish doing them, like when you wake up and are immediately told you can sleep in the inn... where you've just been sleeping. Or when you hire Pawns from a Riftstone, and the same Pawns that you just hired from a Riftstone tell you that you can hire Pawns from Riftstones.
151* CardboardPrison:
152** The dungeon in the Duke's Demesne, which has a massive hole in one of the cell walls that leads out into the slums, as well as a guard who is exceptionally easy to bribe.
153** Taken up to the next level in the quest "Arousing Suspicion", where the guards don't even bother to take your weapons or armor away even though you've been accused of ''trying to rape the Duke's wife''.
154* CassandraTruth: Duke Edmun absolutely refuses to believe that [[spoiler: you could have slain the Dragon, having witnessed its power firsthand. Alternatively, he may not care about the truth but will do anything to keep you from potentially taking the throne]].
155* CastFromHitPoints:
156** Steffen implies that magick does this, claiming that it is as taxing to the body as swinging an axe and that the [[WithGreatPowerComesGreatInsanity heart and mind]] suffer most. However, [[GameplayAndStorySegregation it doesn't appear in actual gameplay]], except that both spellcasting and special attacks run off the same regenerating stamina bar.
157** Played with in the form of the Magick Archer's Immolation skill. It has a low stamina cost, fast casting time, and will absolutely destroy any enemy who isn't highly resistant to fire. The only drawback is that it involves setting yourself on fire, which logically costs some HP as DamageOverTime.
158* CastOfSnowflakes: Since there's already a large repository of eyes, noses, etc. for use in creating your own Arisen, the townies who populate Gran Soren simply make use of randomized faces pulled from those parts. This can result in the facial equivalent of RainbowPimpGear, as many of the less-important characters are rather unattractive (those who have a bit of personality fleshed out on them via quests are usually a bit prettier).
159* CatapultToGlory: Fighters and Warriors get two different flavors of this. The former use their shield to provide a stepping stone, while the latter use their {{BFS}} to launch you towards a flying enemy. Warriors also have an offensive version which hooks an enemy with their weapon in order to launch them several dozen feet into the air.
160* CaveBehindTheFalls: The entrance to the Watergod's Altar is located in a small cave behind a waterfall. The Wyrm Hunt quest involving it also places an NPC waiting just outside the waterfall, urging your party to go inside and investigate.
161* ChainmailBikini: The "[Material Type] Breastplate" armor pieces. On a male character, it covers him shoulders to waist, front and back, and looks like it could do its job of keeping sharp pointy things out of your soft squishy things. On a female character, it transforms into a little bra and yet ''still manages to provide the same amount of protection''.
162* CharacterCustomization: A ton of it. In addition to being able to change your Arisen and main Pawn's faces and hair (which has no effect), you're allowed to customize their height and build. Larger characters have a larger stamina pool and can carry more weight, but small characters recover their stamina faster and can be picked up and tossed at flying enemies or into small holes that typically hold loot.
163* ChargedAttack: Three major forms:
164** The staff's core skill upgrade enables this, allowing you to hold down the button to charge up a stronger magic blast.
165** Many skills and spells utilize this as well, allowing you to choose between a more basic version of the move or the more powerful upgraded version, depending on how long you want to charge.
166** The weapons Force Hatchet and Caged Fury increase power everytime you hit something with it. At max charges, they double your magick or strength, turning every attacks into charged attacks.
167* ChekhovsGun:
168** When you first find Selene's house, your Pawns will likely comment on the strange-looking stone near it. [[spoiler:It's a Golem, and you'll have to fight it for a later quest.]]
169** [[spoiler:The Everfall itself.]] At first, it just seems like something you have to deal with for an errand that has otherwise no bearing on the main plot, but it turns out [[spoiler:to be TheVeryDefinitelyFinalDungeon]].
170* ChestMonster: ''Dark Arisen'' introduces mimic-type creatures called Maneaters. The second you open a chest, the monster springs out and attempts to swallow your Arisen or Pawn whole. If your Arisen gets caught, you have to [[SmashingSurvival wiggle the analog stick hoping to get out]] or hope one of your Pawns breaks you out of it while taking massive damage before it swallows you whole.
171* ChildhoodFriendRomance:
172** Possible with the [=NPC=] Quina, one of the other survivors of the Arisen's hometown.
173** Valmiro is also an option, though exactly how much of a "friend" he was growing up is debatable. You were both friends with Quina, though, so it's likely you were at least well-acquainted if not common playmates.
174* ChildMage: If an Arisen/Pawn is made to look young enough and is a mage.
175* AChildShallLeadThem : One of the body presets is the size of a child, and, with the right adjustments, you can make your Arisen look like a young teen.
176* TheChosenMany: The game's lore implies that there are countless dimensions with their own Arisen. In fact, every player's Arisen canonically exists in their own dimension, while their Pawns can crossover dimensions through the Rift and help out other players' Arisen. While the Dragon only empowers one Arisen per generation, Arisen, as long as they don't defeat the Dragon and recover their heart, are immortal and do not age, so you do meet previous Arisen during the course of the game:
177** The Dragonforged, a previous Arisen who was unable to beat the Dragon, and now dedicates himself to [[MentorArchetype guiding new Arisen]].
178** Barroch, who didn't even bother to fight against the Dragon, cause LivingForeverIsAwesome.
179** Daimon, the [[SatanicArchetype Dark Arisen]], was an Arisen who refused to participate in his Dragon's SadisticChoice, and rebelled against the Great Cycle.
180** Duke Edmun, who was the Arisen prior to the protagonist, and earned his duchy by defeating the Dragon. [[spoiler:Turns out the latter was a fabrication by him; the fact that he hasn't aged since then is a [[{{Foreshadowing}} pretty big hint]] that [[FakeUltimateHero he DIDN'T defeat the dragon]].]]
181* TheChosenOne:
182** The Arisen, and apparently there have been many before you.
183** The prologue and comic focus on a previous Arisen by the name of Savan.
184** There are apparently millions of Arisen, as suggested by the numerous Pawns wandering the Rift, and it's almost outright said that there are multiple universes with their own respective Arisen.
185%%* CityOfAdventure: Gran Soren, which may also be the only city in the country.%%How is it a City of Adventure?
186* ClassicalChimera: The classical Chimera with a lion's head and front legs, a goat's head in the middle of its back and hind legs, and a snake's head for a tail. The snake spews poison and can be chopped from the body (you are advised to do this first), the goat casts magic, and the lion is a physical attacker that your Pawn claims is afraid of magic. Gorechimeras are mostly just tougher, but the goat head can cast healing spells on the other parts of the monster, making it a priority target, and the snake can regrow itself like a Hydra head unless the stump is hit with fire damage.
187* ClassicalCyclops: A rather big one-eyed monster that likes to smash things with a club and may wear armor. You are advised to climb up and [[AttackItsWeakPoint stab it in the eye]]. They have many elephant-like characteristics ([[ShownTheirWork the original Greek cyclopes are believed to have been based from elephant skulls]]), with large tusks that can be broken off and are valuable for crafting. They can apparently be tamed, as a female bandit living in the mountains shares her camp with one, and it just rolls around and rocks back and forth on its legs like a large child. Gorecyclopses (a subspecies) are mostly just tougher, but they can grow to be [[AttackOfTheFiftyFootWhatever absolutely gigantic]] and are some of the nastiest enemies in the game when they do.
188* CloseRangeCombatant: The Fighter comes packed with a shield and some excellent single-target and mobility skills, but has no ranged potential whatsoever.
189* ColorCodedElements: FireIceLightning magicks are each respectively color-coded as orange, light blue and yellow in the skill icons.
190* ColorCodedForYourConvenience:
191** Status buffs and status debilitations are each indicated using white and brown icons respectively.
192** Whenever you summon Pawns from the Rift using the Riftstone's manual search and filter tools, they will be enveloped with a brown aura until you interact with them. This doubles as a [[AntiFrustrationFeatures neat feature]] that lets you spot your desired Pawn from the crowd.
193* ColossusClimb:
194** This is ''one'' way to fight gigantic monsters -- the Strider and its derivatives actually specialize in this, having much faster movement when executing it than other classes and being able to reach them easier thanks to their DoubleJump. They're also the only ones with special attacks that can be used while clinging onto an enemy, one of them even being only usable when clinging onto an enemy too heavy to lift.
195** The Golem minibosses are basically a recreation of the trope namer, what with climbing all over a giant flailing stone creature to stab its magical symbol weak points.
196** Defeating the Hydra will generally require at least one party member to climb its necks and sever its heads.
197* CombatMedic: Mages can heal other party members as well as damage enemies.
198* CombatPragmatist: The game encourages you to stab enemies while they're down, throw enemies off of cliffs, and Pawns will often grab opponents or otherwise pin them so you can hammer them. Exaggerated later in the game when Pawns can not only grab targets, but ''light themselves on fire'' before doing it.
199* TheComputerIsALyingBastard: Nearly every message during loading screens and some of the advice from Pawns.
200* ConvenientlyAnOrphan: This seems to be the case. The Arisen's parents are never seen or mentioned and his/her house only has one small bed and two small rooms despite the implications that the Arisen is barely an adult.
201* CoolOldGuy[=/=]CoolOldLady: The Arisen can be either of these, if desired.
202** The Dragonforged is an Arisen who advises new Arisen with the hope that they will be the one to best the Dragon. Since no one has slain the Dragon since his own attempt, he is many ages old. Since Arisen don't age so long as their hearts reside within the Dragon, his aged appearance means he was a CoolOldGuy from the start.
203** Sofiah, although now a ghost, was also an Arisen. We never learn much of her history or whether she succeeded in slaying her Dragon (thus possibly dying of old age rather than in combat) - only that [[spoiler: Selene]] was her main Pawn. (Given [[spoiler: Selene's]] youthful appearance, it seems apparent that she succeeded and aged naturally - or even lived many decades as a young Arisen before her Dragon was finally slain, aging rapidly and dying soon afterward.)
204* CosmeticAward: The increasingly expensive (up to 300,000 RC) jewelry sold by the Rift shop in the Encampment does nothing except show how many rift crystals you have since you can afford to spend them on things like that. At least the game is forthright about it:
205-->'''Premium Earring:''' The most brilliant earring in the world. It boasts no unique benefits, save as a showpiece for one of ample means.
206* CrapsackWorld: A Dragon capable of destroying the entire world is loose, and to make things worse, it brought all kinds of monsters into the world with it. [[spoiler:However, when you finally defeat said Dragon, ''[[FromBadToWorse it gets worse.]]'']]
207** CrapsaccharineWorld: Of course, that doesn't stop some of the scenery from being ''absolutely gorgeous'', and a couple of the peasants seem quite a bit more preoccupied with their own lives than impending doom. Your Pawns will even comment that [[SceneryPorn it'd be a nice place to go sightseeing]] if it weren't for the monsters... then you look around and notice an animal carcass, ripped to shreds... and an impromptu grave formed from a knight's sword... and there are [[ImpaledWithExtremePrejudice human remains pinned to a tree with more swords]]...
208* CripplingOverspecialization:
209** The Fighter and Warrior classes can suffer from this. Their main strengths are that they can take and dish out a lot of physical damage. Unfortunately, they lack any form of ranged attacks, which is a severe handicap against the multitude of flying enemies in this game.
210** The Mage, Sorcerer and Magick Archer classes have this, but only in a rare few situations. Some enemies, such as the Golem, Metal Golem, and Dark Bishop, are resistant to any form of elemental magic to the point of almost total immunity, which is the main form of offense for the first two classes. The Sorcerer mitigates this a bit, as some of their spells can deal physical damage as well as elemental. For Mages, your only option is the [[KillItWithIce Frigor]] spell or whacking a golem's weak points with your staff. That, or [[HeroesFightBarehanded punching it]]. Magick Archers also suffer from this specifically against the floating medals of a Metal Golem, or the Dark Bishop himself; since their bows fire magick arrows, they'd be doing extremely little to no damage, and they could only deal physical melee damage if they've equipped daggers, but even that would prove difficult if the target is airborne and can't be normally reached within melee range.
211** Players and Pawns who stick with one vocation throughout the game will see very limited stat growth in areas beyond those the vocation prioritizes. Remaining a Mage or Sorcerer throughout the game will yield incredible Magick and Magick Defense stats but very low Defense and unremarkable Stamina. Thus it's advisable to change vocations frequently to foster balanced stat growth.
212* CriticalAnnoyance: When you are in a critical state (indicated by your HP bar turning red), there would also be a muffled effect and heartbeat sounds in the background.
213* CrueltyIsTheOnlyOption:
214** What's that? You want to get the Innkeeper to stop falling in love with you? No problem. Just threaten him with your weapon or outright attack him. He won't bother you anymore.
215** Forcing the refugee family to leave Fournival's land comes off as pretty damn assholish, but it's the only way to ensure [[spoiler:the mother and father survive when the residential quarter is destroyed in the postgame.]]
216* CrutchCharacter: Rook, the Pawn who appears to guide you before you get to make a Pawn of your own. You can keep him as long as you like, but he doesn't level up no matter what you do; while level 6 is great when the rest of your party is level 1, he soon becomes OvershadowedByAwesome as you and your Pawn level past him and other Pawns become available.
217* CurbstompBattle:
218** Your first fight with the Dragon is barehanded with no armor, and ends with the Dragon effortlessly pinning you down and taking your heart.
219** Battles with bosses and enemies far above your level are this, especially on Bitterblack Isle.
220** Anytime a lesser enemy like a Goblin takes on a high-level Arisen.
221* CursedWithAwesome:
222** Becoming the Arisen gives you a massive power boost, an army of loyal homunculi, and functional immortality. But that immortality means that you no longer have any control over when and how you die; if you give up on slaying the dragon, you have to live the rest of your existence with the knowledge that at any time, you might instantly grow feeble and old or crumble to dust because someone else killed it.
223** If you lose the final fight with [[spoiler:the Seneschal, you'll wind up ''turned into'' a dragon. Yeah, yeah, you lost and now it's kinda your job to destroy the world until someone finally kills you, but come on, you're a giant, fire-breathing, flying beast of scaly awesomeness!]]
224* CutAndPasteEnvironments: The Everfall may have several differently-named Chambers, but the rooms within them are composed of identical, recycled types; a black arena, a small well-lit hallway, or dimly-lit hallways with a second floor. They differ in terms of the order you access these rooms, the enemies within them, and the placement of their treasure chests.
225* DamageIncreasingDebuff: The Curse debilitation increases the victim's damage taken by 40%.
226* DamageOverTime: Status ailments like burning or poison gradually decrease your health.
227* DamselInDistress:
228** Aelinore, potentially up to three times. The first time, [[spoiler:she's nearly strangled to death by a crazed Duke (and will die if the Arisen does not intervene)]]. The second time, [[spoiler:she's imprisoned by the Duke due to his suspicions that she's committing adultery (due to the events that happened during her first instance of being a damsel in distress)]]. The third time only happens if she's your beloved, [[spoiler:since the Dragon captures her to motivate you to seek him out]].
229** [[spoiler:Depending on your love interest, any female character captured by [[BigBad the Dragon.]]]]
230* DarknessEqualsDeath:
231** Enemies usually hide out in dark areas like caves or woods. To help counter the darkness, the game issues you a lantern, and you're well advised to use it.
232** Nighttime, full stop. ''Dragon's Dogma'' takes on a whole different atmosphere when the sun sets, partly due to the fact that it has no moon. The environment goes pitch-black, and the most effective way to get a glimpse of what enemies you're facing is by casting fire magic and hoping you see their silhouette. [[spoiler:If you think nighttime before you kill the Dragon is bad, especially at lower levels, wait until you experience nighttime ''after'' you kill the Dragon because, boy, are you in for a surprise.]]
233** The Assassin vocation gets some perks that grant you greater abilities at night, actively encouraging you to venture out and hunt enemies in the dark rather than during the day.
234* DavidVersusGoliath: Pretty much every boss fight is against a monster many times larger than you.
235* DeathOfAThousandCuts:
236** The general idea when facing large monsters, much like [[VideoGame/MonsterHunter another Capcom series]], but especially the Strider and its Scarlet Kisses attack. Its upgrade, Hundred Kisses, takes this even further: for as long as you continue to hit an enemy with the attack (and press its corresponding button in addition), it ''will'' continue until the max hit limit of a hundred is reached. On large, slow enemies, it can really rack up the damage, at the cost of leaving you held in place (barring a different button press, thus executing the ending kick).
237** The idea behind the online Ur-Dragon, on a player-wide scale. Every player who fights it takes a tiny chip off its titanic health bar until it is eventually slain. It then regenerates and the cycle restarts.
238* DemBones: Skeleton warriors and Skeleton Magi are fairly common in the dungeons, with lich-like MookMaker minibosses popping up to harass you at night in a region called the Cursewoods.
239* {{Determinator}}: [[spoiler:Seems to be a prerequisite of the Seneschal, as one of the tests he puts the Arisen through consists of just slogging toward him as images of your friends and loved ones swarm you and tell you to abandon your quest.]]
240* DevelopersDesiredDate: There are a few that get more focus, but the clearest example would be Aelinore. She is given the most focus of all the female [=NPCs=] in the game, particularly romantically, especially given that she is the only character the Arisen can sleep with before the endgame. In general, male [=NPCs=] get the shorter end of the stick than the female ones; during [[spoiler:the true ending, all of the major female [=NPCs=] will have something to say when the Arisen's Pawn wakes up as the Arisen, even the major male [=NPCs=] will just silently embrace the Arisen's Pawn.]]
241* DevelopersForesight:
242** Giving back a forgery of the Wyrmking's Ring makes Duke Edmun unable to open a chest containing the Paladin's Cape. The Duke plays it off as the ring's magick wearing out.
243** Likewise, if you give Steffen a forgery of Salomet's Tome, his attempts to help you fight the Griffin with it fall flat when it turns out to be nonfunctional. If you then talk to him in the city afterwards, he says he's learned something from all of this: [[WhatTheHellPlayer if you want your goodwill paid back in kind, don't waste your time with the Arisen.]]
244** If you kill Selene before you finish the quest where she [[spoiler:realizes her humanity thanks to the spirit of her former Arisen, she dies like a Pawn, via a small rift that pulls her back into the Rift; but killing her afterwards just causes her to keel over like any other human NPC.]]
245** You can use a Wakestone to bring [[spoiler:Julien]] back to life [[spoiler:if you killed him during his duel with Mercedes. If you do so, he admits defeat, acknowledges that you've brought him back to life, and turns himself in for his crimes]] and you get an otherwise-unobtainable shield. It's also the only way to romance the character.
246** During the quest "The Conspirators", Fedel asks you to retrieve a Confidential Letter from Soulflayer Canyon. Once the player gets back to Gran Soren with it and enters the castle, they are intercepted by a soldier named Ser Gabrian, who asks you to give the Letter to him instead. Giving the Letter to either Fedel or Ser Gabrian will complete the quest, but one thing you can do before entering the castle is create a forgery of the Letter, give it to Ser Gabrian, then give the real item to Fedel, which leads you to clear the quest and earn its rewards twice. At no point is this option ever suggested to the player, though you are unlikely to figure this out in a blind playthrough as you won't know Ser Gabrian even exists until you meet him at the end of the quest.
247* DialogueDuringGameplay: Pawn Chatter in a nutshell; your pawns will react to ''anything'' or everything that you may come across. During battles, it's part of their A.I. to point out what's currently going on during a fight, especially if they know of the enemies' weaknesses. During non-combat exploration, they may comment on the current region that you are in, and may even mention some lore and backstory.
248* DidYouJustPunchOutCthulhu:
249** A driving force of the game; it's really hard not to feel a sense of accomplishment when you drop a massive enemy. Quests will even task and reward you for slaying ogres, golems, and other monsters.
250** This happens right at the beginning of the game when the player, garbed in nothing but a fisherman's tunic, takes on the Dragon itself and manages to actually wound it.
251* DifficultButAwesome:
252** The very act of exploring Bitterblack Isle is this. There are heinously powerful enemies and bosses around every potential corner, but the promise of great loot and quick experience makes the trip worth it.
253** Sorcerers have [[SquishyWizard low defense]] and their spells have exorbitant charging times. But cast successfully, they can wipe out an entire battlefield and fell boss monsters in no time at all. Sorcerers get another level of this with the Caged Fury archistaff. The staff is charged by hitting stuff with magick attacks which is easy enough with a multi-hit spell like Miasma. At max charges, if you get hit at all, you lose all your charges ''and'' stamina and is left open for further attacks. If you can keep the charges, then you get the best staff in the game that surpasses even the [[InfinityPlusOneSword Sanguine Stalk]] in sheer magick destruction as soon as you reach Gran Soren.
254** Being a Warrior is basically this. Yes, you can't equip that many skills, you're forced into close-range combat, you're far slower and you can't block; but now your swings have an insane amount of knockback, you turn into a MightyGlacier, and you gain access to some incredibly cool looking skills that are both awesome ''and'' useful.
255** Post-nerf, the Assassin class is this. Their best attacks are all close quarters and require precise timing, but they're one of the squishiest classes. A single screw up in some of the tougher areas will result in death. Yet the damage Assassins can put out is absolutely staggering and unless the player actually messes up they are essentially untouchable.
256* DiscOneFinalBoss: [[spoiler:Despite being built up as the BigBad and FinalBoss, and the credits rolling after he's slain, defeating the Dragon is only half the adventure. The ''real'' endgame only opens up after he's dead]].
257* DiscOneNuke: PC players upon reaching Gran Soren will immediately have access to outfits for female Arisen and Pawns that will pretty much outclass everything else outside of the postgame and the ''Dark Arisen'' equipment. The most notable of these is the Queen's Set.
258* DisappearedDad: Reynard's father left his family while his mother was pregnant with him. Buying enough items from him will eventually open up a quest chain in which he asks you to figure out what would drive a man to leave his unborn child.
259* DistaffCounterpart:
260** In terms of major love interests (those who have special dialogue in the endgame cutscenes), the game has three female love interests and three male love interests that fulfill very similar roles[=/=]archetypes. There's your kindhearted childhood friend (Quina[=/=]Valmiro), a traveling merchant with an unusual personality (Madeleine[=/=]Reynard), and a fighter[=/=]knight of noble lineage (Mercedes[=/=]Julien). Besides these six, there are also two additional female love interests (Selene and Aelinore).
261** The clan of female bandits in the north is a rival of the all-male one that lounges in the south. The leaders of both clans will send you off to take out members of the rival clan.
262%%* DistressedDude: Any male character who becomes the Arisen's beloved.
263* DoesNotLikeMen: A certain female bandit to the northwest of Gransys absolutely ''hates'' men and will attack your party if you have even a single male in it (but you can avoid this by [[WholesomeCrossdresser sticking him in women's clothing]]).
264* DoomedHometown: How many Arisen begin their quest after the Dragon arrives. Subverted in the player's case, whose actions save Cassardis from being destroyed by Grigori.
265* DoorToBefore: When exploring dungeons, you may come across doors that lead you back to earlier areas you've already visited. Oftentimes, you can find the door very early on, but it's locked and has to be opened from the other side, typically after visiting the deeper areas of the dungeon.
266* DoubleJump: The Strider and each of its related vocations can get this as an ability. Assassins and Magick Archers can use it, but only when wielding daggers.
267* DownerEnding:
268** If you [[spoiler:sacrifice your beloved to the Dragon, you become the new Duke - living a seemingly eternal life of loneliness without even your main Pawn to keep you company, with the Dragon's impending return a few generations away]].
269** If you choose [[spoiler:not to kill yourself in the game's ending, you'll be assigned the quest "Live as the Seneschal", which means you can wander around completely invisible and able to terrify people... but also unable to interact with anyone or complete any quests.]]
270** And if you lose the battle with [[spoiler:the Seneschal, you become a Dragon yourself, seemingly destined to bring the next wave of destruction to the world of Gransys]].
271* DownTheDrain: In Bitterblack Isle, the Gutter of Misery is a worn-down sewer area infested by Saurians. You access it through a small cave-like passage from the previous room's ground floor.
272* {{Dracolich}}:
273** Cursed Dragons. Their scales are rotting away revealing much of their skeleton, including their entire skull. Instead of breathing fire, they breathe poison so hazardous it instantly rots every perishable item in your inventory. They can't speak, so possessing your Pawns requires them to charge up a wide-ranged roar, but it can easily possess all of your Pawns at once. There's even a dark bishop (a variant of liches) who possesses a cursed dragon.
274** The UrExample is the Ur-Dragon. This is essentially a PaletteSwap of the original dragon, but with a few key differences. It has different elemental weaknesses and strengths, a few new moves, and has multiple weak points. As it receives damage in battle, its true form is revealed to completely rotten, with bones and flesh all barely held together. Don't let that fool you though, [[LightningBruiser as this monster never slows down, hits much harder than his story mode counterpart, and has more hit points than any other enemy in the original version or the expansion]].
275* DraconicAbomination: The Evil Eye is a very interesting (and disturbing) take on this trope. While it's by no means shaped like a dragon, it's formed when a defeated dragon injects the last of its magical energies into its eye. Everything about the Evil Eye is based on its original components when it was just a part of a greater beast; the mouth was the eyelid, the teeth were eyelashes, and the tentacles were the optical nerves.
276* DudeWheresMyRespect: Not many people seem to care about your status as Arisen. You know, ''the world's last hope?'' It's also played straight with Pawns, who are shunned by humans for being [[WhatMeasureIsANonHuman different]]. Then you'll realize [[spoiler:you're not even the only Arisen of your time, just the latest one the dragon picked]], so their dismissiveness isn't entirely without precedent.
277* EarlyGameHell: Early game can be exceedingly tough since many Pawns are quite inexperienced and clumsy at this time (they learn as they travel with you), enemies do absurd amounts of damage and can swarm you, and everything is exceedingly expensive. No part of the world is fenced off, leaving nothing stopping you from wandering into an area full of high-level enemies who will [[CurbStompBattle curb-stomp you]].
278** Returns in full force in the Post game which many players comment feels like they've been reset to level 1. Even the new type of goblin is once again a dangerous threat.
279* EldritchAbomination:
280** The [[BorderPatrol Brine]] is seen only as a mass of see-through tentacles surrounded by blood-red fog, and any being can fall prey to it when they touch deep water. [[spoiler:Even the freaking ''Seneschal'' [[DidYouJustPunchOutCthulhu isn't immune to its grasp]]]]. The Brine supposedly only appeared when the Dragon did, but even he doesn't know what it is.
281** Evil Eyes and their ilk are a mesh of giant eyeball monsters with tentacles all over their body, especially the nearly kaiju-sized Gazer from Bitterblack Isle.
282* ElementalPowers: Magic-users have control over fire, ice, lightning, holy, and dark magic. Skills with fire, ice, and lightning damage are available to these classes, whilst Sorcerers also get Maelstrom (dealing dark damage) and Seism (holy). Depending on their currently-active weapon element, their normal and charged magic shots change properties (fire and darkness target single enemies for large amounts of damage and knockback, ice pauses momentarily before flying off to a target, thunder bounces off walls and holy first flies forward slowly and then quickly homes in on an enemy).
283* EncounterBait: In some specific areas of Bitterblack Isle, you can place a Rancid Bait Meat on the ground to force one of the isle's [[BossInMookClothing powerful corpse-eating monsters]] (such as Garms) to spawn near you.
284* EnemyChatter:
285** Human enemies have dialogue, and Goblins have their own squeaky chatter.
286--->'''Goblin:''' Stupid human!
287** The creepiness factor is taken up to eleven when the player can overhear what the undead have to say; they usually mutter something about their past lives or are confused by their condition.
288--->'''Undead Woman:''' My baby...
289** The lesser dragons will talk to you, some with species-exclusive dialogue. There's a rarer, more powerful variety that has special dialogue (spoken in [[GratuitousLatin Latin]], Japanese or even English) and respawns every three weeks in-game time.
290** Corrupted Pawns on Bitterblack Isle, long driven insane after the deaths of their masters, will mumble to themselves about their oath of servitude.
291--->'''Corrupted Pawn:''' This pawn...swore eternal fealty...
292* {{Epigraph}}: The game begins with a quote from French symbolist poet Henri de Regnier; "The delightful and ever-novel pleasure of a useless occupation."
293* EquipmentUpgrade:
294** Equipment stats can be enhanced at an armorer by giving them the necessary gold and materials. Each gear has up to three levels of basic enhancements, denoted by a star. Fortunately, the [[AntiFrustrationFeatures game allows you to skip to a higher level enhancement]] should you already have the specified gold and materials (which tend to be rarer items).
295** The next layer of enhancement is Dragonforging, which is denoted by a red dragon's crest icon and further increases an equipment's stats. Killing a dragon has a chance of dragonforging your currently-equipped gear, though the chances are higher if your gear is already enhanced by an armorer beforehand.
296** In ''Dark Arisen'', Barroch can further upgrade any Dragonforged equipment, though his "Rarefy" services also allow you to perform the three basic-level "star" enhancements on any gear.
297* EternalRecurrence: [[spoiler:A Seneschal creates a Dragon. The Dragon creates Arisen until it is defeated by one of them. The victorious Arisen goes on to defeat the Seneschal, thus becoming the new Seneschal, who will eventually become bored and yearn for death. Any Arisen who is unable to defeat the Seneschal becomes the Dragon. It's implied that the player character killing themselves with the Godsbane at the end of the game ''might'' have broken the cycle.]]
298** [[spoiler:When playing offline, it's shown that they haven't broken anything in NG+, as you find them as the new Seneschal at the end of the game. By contrast, playing online randomly determines who the new Seneschal / Main Pawn is, but obviously the cycle is still intact somewhere.]]
299* EveryScarHasAStory: Specifically, a scar on the chest (where the heart was removed) marks one as an Arisen, and a scar on the palm of the right hand is the mark of a Pawn.
300* EveryoneIsBi: The Affinity system makes it possible to romance ''any'' [=NPC=], regardless of your gender or theirs.
301* EverythingFades: The corpses of smaller enemies will gradually disappear if left alone. Boss-sized enemies will blacken and melt away in a bubbling mass, leaving behind a partial skeleton. On Bitterblack Isle, all enemies will swiftly decay into a pile of viscera -- which will attract dangerous necrophagous beasts if you linger too long after racking up a lot of kills.
302* EverythingTryingToKillYou: With the exception of bunnies, pigs and birds. Oxen and even ''deer'' may occasionally decide to charge you instead of running away!
303* EvilCounterpart:
304** According to the official artbook, the lesser dragons serve as antagonistic counterparts to the three starting classes for the Arisen and Pawns. The Drake is a Fighter, getting up close and personal to do harm; the Wyrm is a Mage, using magic to devastate opponents; finally, the Wyvern is a Strider, attacking at a distance where others can't easily reach it. This aligns well with the dominant fan theory that lesser dragons are [[spoiler: transformed Arisen, with their species reflecting their vocation and tactics from when they were human]].
305** A recurring enemy on Bitterblack Isle are corrupted Pawns. These can appear in all the vocations the Arisen and Pawns can take on and have access to the same dangerous skills. This makes them Evil Counterparts to, obviously, the Pawns and by extension, the Arisen.
306** Daimon, the titular Dark Arisen himself, serves as another Evil Counterpart to the Arisen. He's what would happen if the Arisen (and humanity overall) outright rejected their destiny set up by the Dragon.
307* EvilIsHammy: The Elysion and Salomet.
308* EvilSoundsDeep:
309** The Dragon.
310** Amusingly [[InvertedTrope inverted]] by Grimgoblins, which have the same dialogue as regular goblins, but at a higher pitch.
311* EscortMission: A good chunk of the notice board quests. If the escortee dies before reaching their destination, the quest will not only count as a failure as usual, but you'll also be (unfortunately) unable to re-take that quest on the same playthrough.
312* EveryoneCallsHimBarkeep: You get to name your character, but everyone will just address you as Arisen (or Master, in the case of your Pawns). [[LampshadeHanging Lampshaded]] in at least one instance. Upon your first meeting with the Duke's wife, she asks your name. Her next line implies that you told her your name is "Arisen".
313* ExperienceBooster: Martyr's Talisman is a consumable tool that doubles the experience points you gain from killing enemies within a limited time.
314* EyeScream: Whenever you encounter a cyclops, your Pawns (if they are knowledgeable enough) will encourage you to stab/shoot it in the eye and attempt to do so themselves.
315[[/folder]]
316
317[[folder:F-J]]
318* FaceMonsterTurn: Eventually, we learn that [[spoiler: the Dragon]] WasOnceAMan, and that [[spoiler: all Dragons are Arisen who have been defeated by the Seneschal in combat]]. Some of the lesser dragons' dialogue all but suggests that [[spoiler:dragonkin are transformed humans, possibly slain Arisen, with the Design Works ]].
319* FallenHero: [[spoiler:Grigori and other Dragonkin are all former Arisen who failed to defeat their dragon, or in Grigori's case, the Seneschal.]]
320* {{Fanservice}}:
321** You can make your Arisen and/or main Pawn as attractive as you want; naturally, there's a bust size slider for females.
322** The vast majority of the game's armor and clothing can be equipped by either gender, but there are several pieces that can be worn only by female players/Pawns. They're abnormally skimpy, and sport JigglePhysics. This is also sent up with a trophy/achievement; buy a male character the female armor, and you unlock it.
323* FantasticRacism: Pawns are considered subhuman and barred from entering the Duke's Castle. [[spoiler: It's actually because any pawns would recognize the Duke as an Arisen and potentially risk it being revealed that he struck a deal with the Dragon since he still doesn't have his heart.]]
324* FantasyCounterpartCulture: Gransys and its capital Gran Soren seems to be largely a standard pseudo-medieval European setting, though the people in your hometown seem to be analogous to Spanish[=/=]Mediterranean in appearance and culture, while the foreign nations represented by Mercedes, Julien, and Aelinore all seem to be French-influenced.
325* FastballSpecial: If you have a Pawn with a large build, they may offer to throw you at a large airborne foe. You can also do this with a tiny Pawn to get them into hard-to-reach places, and [[GrievousHarmWithABody even throw enemies at each other]]. A strong Pawn can also catch you should you get lifted in the air by a flying enemy like a Harpy.
326* FierySalamander: The Pyre Saurians, introduced in ''Dark Arisen'', resemble bipedal salamanders wreathed in flames, being a clear invocation of the trope. In the Japanese version, they are even literally called "Salamanders".
327* FighterMageThief: In this case, there are two variations of each class - a "basic" vocation with a [[JackOfAllStats generalized stat spread]] and a skillset oriented toward a balance of damage and support, and an "advanced" one found later in the game that's more specialized and damage-oriented. You have Fighter/Warrior (sword-and-shield combat with defensive and taunting abilities vs high-damage two-handed play), Mage/Sorcerer (basic elemental skills with an emphasis on healing and support vs [[GameBreaker very overpowered]] wide-area spells with no healing options at all), and Strider/Ranger (short-range, melee-heavy play with a focus on confounding and stealing from enemies vs primarily long-range and damage-heavy attacks). Then there are the three "hybrid" vocations which share characteristics of two classes - [[MageMarksman Magick Archer]], [[MagicKnight Mystic Knight]], and [[BowAndSwordInAccord Assassin]].
328* FinalBossPreview: Sort of. You fight the Dragon in the very beginning at Level 1, but [[HopelessBossFight obviously, he's very powerful and your attacks barely leave a dent on him]]. Once you become a true Arisen, you will become stronger over the course of your journey to take him down. Of course, [[VillainForgotToLevelGrind he has the same exact stats as when you first fought him]]. [[spoiler:The game even [[DiscOneFinalBoss continues]] after you beat him too.]]
329* FinalDungeonPreview: [[spoiler:You visit the Everfall in one of the first main quests after reaching the capital. It seems relatively innocuous at the time when it comes to plot relevance, though there is some foreshadowing involved. After you defeat the BigBad, the Everfall expands from its location under the capital, revealing AlienGeometries, and it becomes TheVeryDefinitelyFinalDungeon]].
330* FireIceLightning: Apart from holy and dark, most magicks are primarily categorized within these three elements. The vocations that utilize magicks can even have access to these three elements at once.
331* FirstTown: Cassardis, the village home of the Arisen, which is located by the sea. It's also one of the few locations that contains a fixed Portcrystal for you to easily warp to using a Ferrystone.
332* FlashStep: The Strider and Assassin skill Cutting Wind (later upgraded to Biting Wind). While not quite teleportation, the user is capable of crossing a large distance in a very short amount of time, normally dashing in, striking an enemy, and then continuing to dash past them and out of harm's way before the enemy even has time to begin its stagger/death animation. This move can also be chained as long as the user's stamina holds out, resulting in a very fast, very difficult target that will not sit down long enough to be hit. If you are carrying a lot of mushrooms or fish, that means this move can go on nearly indefinitely until even large swarms of enemies are dealt with.
333* ForcedLevelGrinding: While the levels themselves aren't quite that essential, [[TechPoints Discipline Points]] are much harder to come by and are needed for a vast majority of essential skills and special attacks. The main difficulty in getting enough of them comes from the unique way you get them: depending on how much EXP each enemy gives, you get a varying portion of it as DP, with enemies that give 100 or less EXP giving around 35% of the amount in DP, 101-1000 EXP for 15% in DP and anything over 1000 EXP as 7% in DP. This generally means that the optimal way to get as many DP as possible is to find a location with many easily killable weak enemies that give less than 100 EXP per kill. Furthermore, even if you don't want to master each class, you still need to level up each Vocation to high enough rank if you want their high-end skills and attacks, which is, again, based on the amount of DP you gain in that class.
334* {{Foreshadowing}}:
335** On the way to your first meeting with Selene in the woods, you can hear loud footsteps in the distance. When you get to Selene's house, you may notice weird boulders which your Pawns may mention. It'll be a long time before you find out that the boulders are [[spoiler:sleeping golems.]]
336** Lots in regards to the [[spoiler:Arisen-Seneschal cycle and how to achieve the True Ending.]]
337*** The loading screen bar is a circle with dragon like imprints spinning around in an endless loop.
338*** ''Everything'' that the wyrms and drakes say when being attacked and/or killed.
339*** Using the Godsbane causes the Arisen to pull it out and hold it about his or her chest, and pressing the light attack button will cause them to kill themselves. While this seems like a really strange JokeItem, possibly for resetting runs of areas that went poorly, [[spoiler:it's actually used to end the game proper.]]
340*** The original out-of-place J-Pop song for ''Dragon's Dogma'', "Into Free ~Dangan~" by B'z, is actually [[spoiler:singing about what happens in the Post-Game, from waking up to finding the world different to explicitly stating: ''We kill ourselves in the end'']].
341*** The Menu Theme for ''Dark Arisen'', "Eternal Return," sings about finishing the cycle [[spoiler:which the Arisen would later do by ending their life.]]
342* FriendlyFireProof: Zigzagged.
343** You can't accidentally hit your Pawns and escorts with a stray attack, but any [=NPC=] that is ''not'' flagged as an escort will take damage if you accidentally hit them while fighting other enemies, and their Affinity will tank accordingly. Friendly fire from your Pawns, oddly enough, doesn't seem to affect Affinity.
344** Enemies aren't subject to this the same as the player. It's not uncommon for a Cyclops to accidentally crush some of his Goblin flunkies underfoot while attacking you, for example. The cockatrice is particularly prone to doing this, as its petrification breath covers a wide area and is an instant kill if it fully takes effect, which affects both you and enemies alike. On Bitterblack Isle, it's not unheard of for ''boss monsters'' to accidentally kill each other if they spawn in the same room.
345* FromBadToWorse:
346** [[spoiler:It seems that [[NiceJobBreakingItHero killing the dragon]] has worsened the situation in Gransys. To elaborate: Stronger monsters have appeared on the roads, while a massive hole has opened where the residential quarter of Gran Soren used to stand. Said hole releases even more monsters into the world.]]
347** The mission when you stop a group of people who blame Selene for the return of the dragon. First there's an angry mob pounding on her door, but then the Golem shows up!
348** Death and the corpse-eating beasts have a habit of showing up during or right after some of the tougher fights on Bitterblack Isle.
349* GameplayAndStoryIntegration: The game's SuperDrowningSkills is justified by The Brine; an EldritchAbomination that consumes those within deep water.
350* GenerationXerox: Your NewGamePlus begins with "Countless generations passed..." and yet there's an ''entire country'' full of [[IdenticalGrandson identical great-great-great-grandkids]]. It's possibly [[JustifiedTrope justified]], considering [[spoiler:The Seneschal explains that everyone who has lived or died returns to life eventually, as a part of a never-ending cycle without beginning or end. As such, it's entirely possible these are just reincarnations of their past selves.]]
351* GetBackHereBoss:
352** All flying enemies will tend to irritate the player by flying out of reach for most of their fights -- cockatrices, dragons, and drakes will go even further by spamming their breath weapons from the air.
353** Some, like griffins and wyverns, will outright desert the battle and fly away, necessitating the use of fire to torch their wings and commit them to the ground.
354** The griffin that is fought as part of the main questline is an especially obnoxious example: it originally appears on a hill outside Gran Soren, but if the player can't finish it off in a short enough amount of time, it flies away to a ruin way off to the north and must be followed there by the player.
355** Salomet stays far away, teleports if you get remotely near him, and attacks by summoning skeletons and casting spells. However, this eventually stops after a certain amount of time.
356** [[spoiler:The Seneschal]] teleports frequently and mainly fights by firing large waves of energy at you.
357* GhibliHills: The majority of the lands of Gransys are plains, mountains and forests filled with all sorts of beasts.
358* GigglingVillain:
359** Specters and Phantasms emit a sound not unlike a laughing child. It's possible they're actually [[UndeadChild ghosts of angry brats]] who find it funny to scare Pawns.
360** Ogres giggle excitedly when they spot any women in the the Arisen's party and get enraged as well.
361* GlassCannon: Assassins are one of the best vocations at single-target damage as well as one of the most versatile. They're the only ones can use arrows, shields, sword ''and'' daggers and they have the best strength growth in the game, making them DPS monsters. However, their below-average defense growth is only partially mitigated by their ability to use shields.
362* {{Golem}}: Sautés animated by magickal seals encrusted on them.
363* GradualRegeneration: Healing magick and {{Healing Spring}}s slowly heal you over time for as long as you're within their range. This contrasts the instantaneous healing whenever you consume curatives in the inventory menu.
364* GratuitousLatin: Real-world Latin is apparently the language of dragonkin, as certain dragons will speak it as you fight them.
365* TheGrimReaper: Death randomly appears on Bitterblack Isle in ''Dark Arisen'' and his scythe instantly one-shots anything it hits. If it happens to kill a Pawn, they are instantly sent back to the Rift without a chance for revival. However, his scythe swing is his only actual attack, and the sleep spell he casts with his lantern can be nullified with proper equipment, making him less threatening.
366* GrimyWater: Black swamps in the west of Gransys, and bloody pools in Bitterblack Isle can inflict some of the nasty status ailments upon contact. They can affect both you, your Pawns, and even the enemies.
367* GuideDangIt: Hand in hand with the [[NintendoHard less-than-friendly difficulty curve]], some quests will be really hard to complete, mostly because you'll have no idea where to go next or what to do. The game helpfully points out you can engage in another quest while you're blundering around clueless. While you can mark a quest as a priority, which adds some markers to your map that point out [=NPCs=] and locations essential to it, it doesn't help much with some of the more obscure requirements. Other quests have alternate outcomes or options which are very difficult to find besides through accident, blind trial-and-error, or checking a guide.
368** There are a lot of quests you can undertake, and some have a strict time limit which will cause them to be automatically canceled if you finish too many plot-related quests. This extends to unaccepted notice board quests that are pre-emptively removed from the boards' lists if you've progressed enough into the main story. The game will never inform you of this, making it easy to [[PermanentlyMissableContent miss out on a ton of sidequests]] without you realizing it.
369** Though the map pinpoints the location of a quest objective or NPC, some points either require you to explore the not-so-obvious route, or look further above or below. For example, finding Pip in a sidequest may lead you inside a barn, but he's actually in the rooftop of said barn. And in the Salvation quest where you have to find Mason, the marker may lead you to a spot with no NPC in sight, so unless you've thoroughly explored or wandered Gran Soren out of curiosity beforehand, it can be hard to realize that the marker actually points to the underground aqueduct Slums where Mason is.
370** Jasper is one of the [=NPCs=] who go in and out of Gran Soren as they please. This means that he may be unavailable for periods of time when you would've needed to talk to him again in the "Land of Opportunity" sidequest. This led to players trying to figure out [[https://www.youtube.com/watch?v=-G4luTExR6M how and when he spawns back in the city]].
371** The introductions for Madeleine and the Elysion are incredibly easy to miss because they're only available between two specific missions, and the end of the first dumps you right on top of the starting point for the second.
372** Both of the missions that feature Selene have blink-and-you-miss-it starting points.
373** The Arisen's Bond, a unique item that you can gift to [=NPCs=] for a massive affection boost, is found in the deep Witchwood, sitting on the grave of Selene's mistress. The problem is that it's not there during Selene's missions, so you'll only discover it if you happen to trek through the entire area strictly on a whim.
374** The duel between Mercedes and [[spoiler:Julien]]. The game tells you simply to observe, but [[spoiler:you can intervene and kill Julien. You can even intervene, kill Julien, and bring him back to life with a Wakestone so he can stand trial, which is also the only way to have a relationship with him and get the Wizard's Vizard item.]]
375** The Golden Idol is an extremely valuable item, as having it in your inventory grants you a 30% discount on all shops, but it can only be obtained once per playthrough; you must escort Fournival's daughter Symone, never bumping into her (so go slow), finding her quickly during hide-and-seek (look at either the Inn, or the Alehouse), and allowing her to win the race by a slight lead... anything less may not be enough. On top of that, both Caxton and Madeleine have quests asking for idols, and their inventories will only receive the best updates by giving them a Gold Idol. Unlike most items of which you can make forgeries, giving the fake item to either of them will deny any new weapon updates (since the person who made the original can obviously tell it's a fake), although thankfully keeping the fake version for yourself still gives you the real deal's shop discount. It will take at least two playthroughs to reap the best rewards by getting a Gold Idol for each shopkeeper while keeping a forgery for yourself.
376** You can use the Chamberlain's Affidavit to help clear Fournival's name...unless you want to complete an alehouse notice board quest later in the game, which requires it. This can be circumvented by making a forgery of the Affidavit ahead of time, which is functionally identical to the original.
377** Certain quests in the "From a Different Sky" line only become available during very specific story quests and can only be completed while completing those quests.
378** Aelinore's second quest is extremely easy to miss. For one, it only triggers once you accept the Duke's offer to investigate Salvation at the Greatwall, which the game makes it sound like there will be no other sidequests left. Secondly, completing the quest will make it so that the quest can't be completed if she is marked as your beloved, [[spoiler: because Grigori kidnaps her]].
379** Shopkeepers sell better items if you raise their affinity high enough.
380** Speaking of shopkeepers, Reynard's questline involves trading with him 20 ''separate'' times for it to trigger. Players might even get some of the journal notes for the quest long before they actually know of its existence.
381** Hell, the affinity system in general. See, what the game tells you is that by doing tasks for certain [=NPCs=] and/or giving them gifts, they begin to warm up to you, granting you some small bonuses (shopkeepers lower their prices and buy your loot for more, among other things). What the game ''doesn't'' tell you is that [[spoiler:when you reach the DiscOneFinalBoss, the [=NPC=] who has the highest affinity for you automatically becomes your permanent lover. You pretty much have to micromanage whom you do quests for and whom you give gifts to in order to get the lover you want.]]
382** Getting [[spoiler:the Duke's secret escort quest]] in NewGamePlus requires that you attain a high affinity with him in your first playthrough. Fair enough, but the fact that you have no way of knowing about the quest means you have no initiative to gain his favor at all. Oh, and if you complete "A Warm Welcome" - a major post-game story quest - all affinity drops to zero and you're permanently locked out from getting the quest. The only way to get the quest is to gain his affinity ''then'' [[spoiler:drop into the Everfall]] immediately upon reaching Gran Soren after [[spoiler:defeating the Dragon]].
383** Monsters can have very hard resistances to certain builds. A golem, for example, is highly magic resistant but very vulnerable to climbing and physical attacks. If you stumble upon a story golem fight and you happen to be a mage, you will have almost no impact on the fight, needing to rely on your uncontrollable Pawns to figure it out (assuming they're physical attackers), which can take quite a while. This means you need to either run away to the nearest rest stop to change classes or endure through a very long and tedious battle. Since there's little way to know about many boss fights beforehand, your first run through becomes a trial-and-error ordeal depending on how much time it will cost you to cope.
384* HappinessInSlavery: The Pawns fit this trope. They can't really be "happy" due to apparently having no emotions, but they are only fulfilled when they're serving under [[ChosenOne an Arisen]]. Pawns who have lost their Arisen will either hang around where their Arisen was last seen, like lost puppies, or worse [[AxCrazy turn homicidal out of grief]]. Notably, hanging around their Arisen will [[HumanityIsInfectious eventually lead the Pawn to gain emotions and free will]], but even these "liberated" Pawns still retain traces of their master/servant relationship with their Arisen.
385* HardModePerks: ''Dark Arisen'''s Hard Mode may double the damage taken from enemies and increases your Stamina consumption rate, but it also doubles the amount of Experience Points & Discipline Points you earn and increases the amount of gold enemies drop to make up for it. Finishing the game on Hard Mode also awards you with the "Set of Duke's Clothing", a very powerful armor piece.
386* HarpingOnAboutHarpies: This game is notorious for the Harpies.
387** Generally speaking, it has harpies at almost everywhere and they behave like sirens, known for being both beautiful and hideous, their depictions are actually accurate to the source materials due to their bird-like proportions. Harpies and their variants sing to hypnotise the prey to sleep and snatch their prey. However, what makes them truly annoying is how the Pawns [[LampshadeHanging overreact]] and ''literally'' harp on almost '''every [[OverlyLongGag single]]''' harpy.
388** The Snow Harpy is a variant which can freeze their prey with a chilling breath.
389** The [[SuccubiAndIncubi Succubus]], surprisingly, does not have horns. Instead, it's a harpy with bat wings, and they can curse their prey with their seductive song and bite them.
390** The [[OurGargoylesRock Gargoyle]] also falls under this category since they also behave like harpies, except they have tails which can [[TakenForGranite petrify]] their prey.
391** As for the literal Siren, their singing can heal nearby creatures instead of hypnotizing the prey.
392** And there's [[OurVampiresAreDifferent Strigoi]], the large red Gargoyle.
393* HaveAGayOldTime: Because the game uses older English-language dialogue, expect people to describe unusual things using the term "Queer".
394* HealingCheckpoint: Resting at an inn or camp fully restores your HP, Stamina, and cleanses your party of debuffs. It also creates a "checkpoint save" which you can reload at anytime from the pause menu.
395* HealingSpring: There are a couple spread out across the map, and are one of the few ways to heal everyone in the party. If you have an Empty Flask, you can take some of the healing liquid to be used as a curative item.
396* HeavyEquipmentClass:
397** The Fighter basic vocation fights with Sword and Shield, and of the three basic vocations, are best suited for Heavy armor.
398** The Warrior advanced vocation trades the shield of the Fighter for [[BigFreakingSword Greatswords]] and Warhammers, which no other class can. This makes them more reliant on their heavy armor to protect them.
399* HenchmenRace: Rare non-evil example in the form of Pawns, homunculi created by Arisen to fight the dragons.
400* HeroicMime: The Arisen grunts, groans, and yells, but never talks. [[spoiler:If you choose to live a peaceful life when facing the Seneschal, however, you face a doppelganger of yourself, and they will talk to you in the voice you selected during the character creation screen]].
401* HeroicSuicide: [[spoiler:The only way to get the GoldenEnding is to become the Seneschal and then impale yourself upon the Godsbane, finally breaking the infinite cycle of Dragons and Arisen]].
402* HideYourChildren: The game has children down to about the age of twelve, then stops; it's as if a decade ago, everyone decided to stop reproducing. This is due to characters being constructed using the same system that the player is allowed in CharacterCustomization, and the youngest Arisen possible is about that age. This also means that ''every'' young girl is post-pubescent, if however so slightly, as there is no body for a completely breastless female; there is only a range from A to DD.
403* HintSystem: The loading screen may provide either gameplay tips or helpful-but-cryptic messages. They often range from reminding you to stock up on curatives, or being wary of the dark.
404* HopelessBossFight:
405** The fight with The Dragon at the beginning. You can swing at him all you like, but you'll deal zero damage and the second he hits you, you're dead.
406** Your first encounter with an Evil Eye. All you can do is run to the dungeon's exit and pray that you survive the barrage of magic the Eye's tendrils throw at you.
407* HopeSpot: [[spoiler: Defeating the Dragon seems to result in the Arisen living HappilyEverAfter with their beloved in Cassardis. Then half of Gran Soren falls into a sinkhole, the sun goes black, and a legion of even deadlier monsters invades the world]].
408* HPToOne: The Evil Eye's Chew attack can't kill you and will actually leave your HP at one. It can kill Pawns though.
409* HollywoodDarkness: Completely averted, the game is pitch black at night. There isn't even natural moonlight to guide you at night, so if you run out of lantern oil in the middle of the wilderness at night, you're basically screwed.
410* HumanityIsInfectious: [[spoiler:Spending enough time with an Arisen will eventually cause a Pawn to be gifted with a piece of its master's soul, granting it full emotions and a human existence.]]
411* HumanPincushion: Sometimes arrows shot will remain stuck to you (or an enemy). This has absolutely no effect on fighting skill or speed.
412* HumansAreSpecial: The Dragon mentions this in his speech when you meet him, noting that goblins and other creatures are perfectly content just eating and sleeping, while humans crave change.
413** He seems to imply that humans are diverse, as "some welcome the end with arms outstretched, while others approach with arms in hand."
414* IdleAnimation: Stand around for a bit and your Pawn will come wave in your face to see if you're still awake.
415* IgnoredExpert: Your Pawns will almost certainly fill this role a great many times. This is because they ''actually give extremely valuable advice,'' in contrast to what companions tend to do in other games. Often their remarks are the only way of knowing what exactly you're supposed to do next, and missing it can lead to all kinds of nasty situations. Even better is the knowledge system - when they travel with a player, they gain knowledge about the geography of new locations, strategies for beating enemies, and hints for completing quests.
416* IHaveYourWife: '''PAY ATTENTION TO THE AFFINITY SYSTEM.''' [[spoiler:The dragon captures the one with the highest affinity (or the one to whom you gave the Arisen's Bond) and uses them for a SadisticChoice.]]
417* ImmortalBreaker: The Godsbane is supposed to guide the chosen to freedom, but is also [[spoiler: the only thing that can kill the Seneschal]].
418* ImmortalityImmorality: [[spoiler: The Duke of Gransys]] is in fact an Arisen who agreed to the Dragon's offer, [[spoiler: sacrificing his beloved Lenore in exchange for eternal life and power and falsely claiming to have slain it to secure the throne]]. His survival depends on the Dragon remaining alive, even as it returns to visit death and destruction upon Gransys age after age.
419* ImpaledWithExtremePrejudice: You may find the occasional skeleton pinned to a tree with its own sword. In Bitterblack Isle, there's also a similar skeleton pinned to a wall with a sword.
420* ImplacableMan: In the ''Dark Arisen'' expansion, TheGrimReaper. He randomly appears while you're traveling through the Bitterblack Isle, seeking you out with his magical lantern, then putting you to sleep and {{One Hit Kill}}ing you with his SinisterScythe. Although it is eventually possible to take Death down, most players will find it a much better idea to just run.
421* ImprobableAimingSkills:
422** Bandit Archers' accuracy with their arrows never seem to decrease even in the beat black of night. ''Yours,'' on the other hand...
423** Archer Pawns are uniformly terrific marksmen, employing accuracy-dependent skills like Great Gamble and Fracture Dart better than most players ever could.
424* InexplicableTreasureChests: They're scattered throughout the land, and are inexplicably refilled a few days after you open them!
425* InfinityPlusOneSword: Dragon weapons in the original game and Bitterblack weapons and armor from ''Dark Arisen''.
426* InfinityMinusOneSword:
427** Dragon's weapons in ''Dark Arisen''. While statwise inferior to Bitterblack weapons, they gave you the boost necessary to even farm Bitterblack Isle in the first place.
428** DLC or "Black Cat" weapons and armors in ''Dark Arisen''. While surpassed in power by the above, they are DiscOneNuke with powerful gimmicks that keep them useful throughout the game. Special mentions go to the Caged Fury archistaff and Ancient armor set. With full [[ChargedAttack charges]], the former is the strongest archistaff in the game while the later can give complete immunity to status effects in exchange for lower elemental resistance.
429* InformedAttribute: A big deal is made early on about how Pawns are impassive, emotionless automatons who lack any true free will. However, Pawn dialogue seems to suggest otherwise; they will display subjective reactions to their environment and stimuli (showing awe at the sight of a landscape or vista, reacting with disgust towards the foulness of a monster's stench). Of course, they might just be imitating humans. Pawns also show great concern for the Arisen and get very upset if anything happens to them. The game frequently discusses the deep and unique bond between an Arisen and their main Pawn, sometimes outright describing it as love - in fact, at least one Arisen in the game's lore was in love with their main Pawn. It's also revealed later on that Pawns become more human the more time they spend with an Arisen; this process is known as the Bestowal of Spirit. This is what [[spoiler:happens to Selene]].
430* InnBetweenTheWorlds: Inns are one of two places (the other being Sigil Stones) where Pawns from every different plane of reality gather.
431* InterfaceScrew: The Blindness debilitation obscures your vision with dark fog, although there's still a tiny bit of area around the Arisen which is partly visible.
432* InUniverseGameClock: The game has a non-static night and day cycle (entering towns, dungeons and menus does not pause it) that affects monster spawns and some quests.
433* IslandOfMystery: The ''Dark Arisen'' expansion focuses on the Bitterblack Isle. Its main series of quests basically involve you uncovering what's exactly the deal with the place. Getting there also plays along with a vibe of mystery, as you can only travel to it during nighttime. In terms of gameplay, it's meant to be a post-game content, featuring many types of creatures that are deadlier than their counterparts in the vanilla game.
434* ItemCrafting: Objects that you randomly pick up in the overworld can be combined to create useful items and consumables with better healing properties. Initially, the resulting item is labeled as "unknown" in the menu interface if you haven't crafted it with the given components yet.
435* JackOfAllStats: The "basic" vocations available at the start of the game are meant to be this. Striders emblematize this best, having mid-range and short-range weaponry to be useful in every situation and average stat growth across the board, except Stamina, which is above average.
436* JacobMarleyWarning: [[spoiler:The Duke]] represents what will happen if the player decides to [[spoiler: sacrifice their beloved to the Dragon]]. Said person actually made said choice and now lives a maddened lonely existence based on a lie.
437* JigglePhysics: Mostly the female-only armor, though some of the unisex pieces have it. It's actually done relatively realistically, as some armors have more jiggle than others; i.e., a simple leather bra bounces ''a lot'', while full plate holds those puppies tight.
438* JobSystem: The player starts with [[FighterMageThief Fighter, Mage, and Strider]]. Earn Discipline by defeating monsters, and you can either spend it on new skills or to change your class. You can either upgrade to Warrior, Sorcerer, and Ranger, or opt for a hybrid class of [[MagicKnight Mystic Knight]], [[MageMarksman Magick Archer]], or Assassin (though Pawns sadly can't take hybrid classes). You can even switch to an upgraded class that you didn't use the previous form of, so a Mage could suddenly become a Warrior or Assassin without ever switching to the Fighter class first. Switching must be done at the inn, however.
439** Job skills are handled as a mix of type one and type two. There are actual class-unique skills that are used directly in combat which are handled as type one, but there are also basic skills that require a certain class level to learn, but once learned can be kept across any class.
440** Stats are type two: the amount you gain per stat is determined by your current class when leveling up. Switching between classes is a valid way to become a JackOfAllStats.
441* JustAddWater: Item crafting is always Item 1 + Item 2 = Item 3 and the result is instantaneous. Most of the recipes make sense (vial of Spider Venom + Empty Bottle = Poison Flask), but some stretch it quite thin (chunk of Iron Ore + flimsy piece of Kindling = Pickaxe that never breaks, no forge necessary) or are just outright ridiculous (Hammer + Shackle = nothing, but Shackle + Hammer = Skeleton Key).
442[[/folder]]
443
444[[folder:K-O]]
445* KarlMarxHatesYourGuts[=/=]AdamSmithHatesYourGuts: Somehow, both are in here. The inn at your hometown costs a measly 50g, while the one in Gran Soren, a short walk through a mountain pass, is a whopping 500g. Aside from the inns, though, there are ways to get massive discounts on items, from gaining favor with the merchants, or collecting certain special items. Also a GameBreaker in that one could purchase a perishable item, wait until it grows mold (which improves its effects), then sell it back to the very same merchant for well over triple what they paid for the fresh item and easily earn millions of gold long before they even set foot outside of their hometown the first time.
446** At least the inns do have an excuse: Gran Soren is the capital, so it's likely that its inn sees a lot of traffic, while Cassardis is a tiny fishing village on the other side of a mountain that no one wants to visit. What ''doesn't'' have an excuse are the various rest camps scattered around the map: they're just [[ThereAreNoTents tents]] with sleeping bags, not even a proper building and bed, and were ''specifically'' set up to help the Arisen, yet they cost 100g. The tent in the first fort costs a whopping 300g; apparently that wooden fence with a gate is worth a premium.
447** Hilariously invoked; although you start the game proper in your own house and your own bed, there's no option to spend the night there. You can't interact with your bed at all, and you have to ''pay to stay at the inn next door'' if you want to rest.
448** You do get some revenge in post-game Gran Soren, when one of the faraway encampments moves into the Craftsman's Quarter and you're able to rest in a tent roughly 10 feet from the inn for 5 times less than the inn charges.
449* KarmaHoudini: [[spoiler:Julien, if you don't help Mercedes defeat him, will escape punishment for his crimes and will not be seen again for the rest of the game.]]
450* KickThemWhileTheyAreDown: Some enemy types, such as Grimgoblins and Wolves, will perform a unique attack if the Arisen or a Pawn is knocked down. Wolf-types are nastier in a sense that the victim has to be helped by an ally in order to break free (or in the playable Arisen's case, SmashingSurvival can be an option).
451* KillEnemiesToOpen: In a few scripted moments, you'll have to kill all enemies currently in a given area before a passage opens. An example happens when you have to rout the goblin infestation in the Shadow Fort; you have to kill all monsters in the open battlefield before the rest of the goblins retreat and open the gate to the inner stronghold.
452* KillItWithFire: This is a pretty good tactic against almost any enemy. A good portion are actually weak to fire -- wolves, harpies, zombies, Saurians, and goblins -- and those that are not specifically weak to it still have a tendency to [[IncendiaryExponent catch on fire and be too busy to attack you anyway]]. But the most common enemies ''are'' weak to it, so expect to be hearing your Pawns shout "'Tis weak to fire!" and "Fire works well!" ''a lot''. Torching the wings of boss enemies like Griffins and Cockatrices to keep them from taking lift is an effective strategy against them.
453* KillTheGod: The road to the proper ending requires you to kill [[spoiler:The Seneschal, the ruler of the world, using the Godsbane Blade. You are then given the option to sit on his throne (thereby replacing him as the next Seneschal), or kill yourself using the Godsbane Blade (which is the real ending that also unlocks NewGamePlus)]].
454* KleptomaniacHero: The weight limit does a good job of making you a little less likely to pick up ''every last thing'' you see, but with so many InexplicableTreasureChests just ''begging'' to be opened, you may just resort to hiring the biggest Pawn you can - not for his battle skills, mind you, but because he's strong like an ox and makes a great beast of burden for carrying all the stuff that's too heavy for your inventory (and if he dies, all that stuff gets autoshipped back to your safety deposit box at the inn, which has no limit). Pawns also have a habit of breaking open any and every box or jar they see, just to check if something interesting is inside. Pawns with the "Acquisitor" trait will even do this in the heat of battle, spouting lines like, "You fight, I'll take this!"
455* KnightInShiningArmor: The Arisen, at least to Aelinore.
456* LagCancel: The "Reset/Instant Reset" skill is essentially this, it works in a wide variety of situations.
457* LandOfOneCity: Gran Soren is the only major city in Gransys, with Cassardis being a small fishing village near the coast, and all other settlements being castles and forts.
458* LastChanceHitPoint: If equipped, the secret augment Tenacity gives a chance that a normally fatal attack would leave the user with 1 HP instead of 0.
459* LastLousyPoint: There's a sidequest that requires you to collect 20 Seeker's Tokens, small badges that are found through thorough exploration (usually from specific chests scattered all over the world). Unlike the Badges of Valor, this quest doesn't highlight their locations on the overworld map, so you're either on your own, or with a [[GuideDangIt walkthrough/guide]]. Fortunately in NewGamePlus, you can just re-acquire Seeker's Tokens from your previous playthrough if you've placed them in your Item Storage.
460* LeParkour: Jumping across rooftops in Gran Soren and Cassardis involves this. The Pawns note that you can all but traverse an entire town by rooftop.
461* LethalJokeItem: The Rusted weapons. They are the weakest weapons in their class and are sold cheaply, as well as being uncommon loot; a Warrior actually starts the game with a Rusted sword and shield. However, once you start upgrading them, they gain the ability to inflict Poison on their targets. At three stars, they gain the ability to inflict Torpor, which is an ''extremely'' useful debilitation that slows its sufferers' movement and attack speed to a crawl, and only a few monster types are immune to it. At Dragonforged levels and above, their attack power increases dramatically, and their chances of inflicting Poison and Torpor are increased as well. For example, Rusted Daggers have an attack power of only 7 with no special properties. At the highest enhancement level, Gold Rarefied, they have a massive 405 attack power, '''and''' can inflict Poison and Torpor. When fully upgraded, Rusted weapons are unquestionably the most valuable support weapons in the game.
462* LevelGrinding: The experience points required for the next level grow high enough to the point where you'll be needing approximately 90,000 EXP to gain one level each around Level 60. Level grinding is either done subtly or forced, depending on the quest type, but basically, you'll often be killing respawning thieves, goblins, wolves, etc. For a lot of quests where you'll be required to backtrack, you can kill as much enemies as you want on the way. {{Mass Monster Slaughter Sidequest}}s require you to kill a lot of enemies, letting you slowly level grind on top of the EXP rewards given upon quest completion. You also gain more EXP per enemy kill the fewer Pawns are in your party.
463* LevelUpFillUp: If you or your main pawn levels up during a fight, your respective HP meter(s) will be automatically refilled.
464* LightningLash: The Brontide spell summons a magical whip of pure electricity.
465* LimitedLoadout: Your Arisen and Pawns can each only equip gear on provided slots; one primary weapon, one secondary weapon (depending on the vocation), one headgear, one clothing, one armor, one leg gear, one feet gear, one cape or shoulder gear, and two accessories. All of these, and the other items in your carried inventory are also being [[AntiHoarding capped by a weight limit]].
466* LinearWarriorsQuadraticWizards: Averted completely, surprisingly enough. The different classes all have different play styles, but the game puts emphasis on teamwork, unless you choose to become an Assassin. In that case, you actually get a huge attack and defense bonus for not having any Pawns with you, including your own.
467* LiterallyShatteredLives: Ice magick and weapon infusion can freeze smaller enemies, much more so against those that have a natural weakness against it ([[LogicalWeakness such as fire-attuned creatures]]). Striking a frozen enemy causes it to shatter upon death.
468* LizardFolk: Saurians resemble a cross between crocodiles and [[http://en.wikipedia.org/wiki/Pogona_vitticeps bearded dragons]] and can spit a substance that inflicts poison or torpor. They also carry spears.
469* LoadsAndLoadsOfLoading: Just to get into the game, you go through (none of these is skippable)[[note]]Thankfully averted in the [=PS4/Xbox One=] versions[[/note]]:
470-->Checking HDD for free space...\
471Checking trophy data...\
472Title Screen: Press any button\
473Auto-save warning\
474Checking saved data...\
475Checking downloaded content...\
476Launching in offline mode...\
477Connecting to server... (if online)\
478Main menu: choose to launch game or manual.\
479Main menu: choose New/Load Game\
480Checking downloaded content... (again)\
481Loading actual game
482* LoadsAndLoadsOfSidequests: You can accept sidequests either from key [=NPCs=] who are found in safe zones, or by interacting with notice boards. More sidequests will become available as you progress through the main story quest, so this requires either some {{backtracking}} or regularly checking notice boards. It's also possible to accept as many as you want to the point where you can have a lot of quests ongoing at the same time. Unfortunately, many sidequests are also prone to being PermanentlyMissableContent if you haven't completed them yet after progressing enough in the main story.
483* LongSongShortScene: The theme that plays when you fight The Nameless Men is decently long, but the fights are usually over in seconds.
484* LoveAtFirstSight: Aelinore, for ''you''. Maxing out her Affinity requires talking to her exactly once.
485* LuckilyMyShieldWillProtectMe: The game has two different types of shields: regular shields wielded by Fighters and Assassins, and the bigger Magick Shields wielded by [[MagicKnight Magick Knights]]. Regular shields work as can be expected, offering a good mix of offensive and defensive options, and even some utility. Magick Shields add elemental powers to the mix, either as damaging counters when the Magick Knight blocks an attack or as weapon enchantments for themselves and their Pawns.
486* LuminescentBlush: Characters with a high Affinity become so luminescent that they get a pink aura when [[CrushBlush you]] talk to them.
487* LyricalDissonance: The original menu song for ''Dragon's Dogma'', "Into Free ~Dangan~," by B'z. On bare surface, the song is upbeat and energetic, which many fans grew to love over time. Not only is the song out of place, it doesn't seem like a very depressing song either... [[spoiler:until you finish the game. A closer look at the lyrics [[ThemeSongReveal reveals]] that the whole song is actually singing about the Post-Game disaster and even ''the Arisen's death''. One verse explicitly states: ''[[LiteralMetaphor We kill ourselves in the end]]''; even describing the Arisen's death and corpse falling into the ocean at the end of the game ''Flying into free''.]]
488* MacrossMissileMassacre:
489** The Magick Archer's Threefold Bolt, Seeker Bolt, and their upgraded versions fire off multiple magic arrows that home on their targets following erratic trails. Unfortunately, your opponents will also have this buff.
490** Laying down multiple of the Mystic Knight's Great Cannon following with hitting them with the Full Moon Slash results in a frame-rate breaking amount of magical seeking orbs flying for the nearest monster.
491** The staff's basic attack under the Holy enchantment will home in on its target. Charging the attack is surprisingly devastating - see BoringButPractical.
492* MadeOfIron: Valmiro. One quest requires you to track him down three times and each time, you have to save him from the brink of death by giving him herbs. If you don't do the quest, he comes back fine eventually. [[spoiler:If he becomes the Arisen's beloved, he gets kidnapped from a boat in the middle of the ocean by Grigori who has him beaten by goblins with spiky clubs before breathing fire next to him to render him unconscious. He soon gets up and runs away with no apparent injuries.]]
493* MageMarksman: The Magick Archer vocation combines Mage and Strider abilities and uses a "magick bow", which auto-targets enemies rather than requiring manual targeting like the other bows.
494* {{Magick}}: The game refers to magic exclusively as "magick", with a K at the end, though the fact doesn't really change how it works.
495* MagicKnight: The Mystic Knight class, which functions as a defender with some support spells.
496* MagikarpPower: Magick Archers double-subverted this due to the game's unique leveling system. Firstly this is subverted as leveling up as Magick Archer will result in the absolutely worst stat for the class and a mediocre character. It's suggested that you level up as a sorcerer for the boost in Magick which is not this trope since Sorcerer is strong throughout. However once you reach max (or sufficiently high) levels and started playing Magick Archer, this is played straight as most of your best skills are locked behind high ranks that you'll have to really grind for discipline points to reach due to level scaling and the class's high requirement. Once passed that hurdle though, they become boss-shredding machines who can safely put out obscene amounts of damage, wipe out flying enemies and Phantoms and their derivatives (who are consistently DemonicSpiders) with zero effort, and serve as effective melee fighters with their Dagger skills if they are surrounded.
497* TheMaker: What the people of Gransys generally believe in, ''a la'' those from [[{{Franchise/DragonAge}} a certain other popular fantasy RPG]].
498* MamaBear: Due to the extreme VideoGameCaringPotential, seeing a Pawn in distress can incite this response from the player.
499* MasterForger: Mountebank sets up a shop named The Black Cat, which sells forgeries of most items. Normal items and scripts can be perfectly duplicated, but magical items such as Wakestones don't work as the originals do.
500* MassMonsterSlaughterSidequest: Many notice board sidequests require you to kill a certain amount of a given enemy type or creature. These are often strictly specific when it comes to what you should kill, as the "basic" units may be treated separately from their sub-variants. For example, killing a snow harpy won't count towards the quest that states just "harpies". Against the basic and smaller enemy types, the kill counts typically range around the dozens or approximately fifty. Larger and elite monsters however, may hover around fifteen or less.
501* TheMedic: Mage Pawns are usually hired explicitly for this role, especially since there's no reliable way to heal Pawns without the Anodyne spell, save for constantly giving them valuable curatives.
502* MediumAwareness: Pawns display a degree of awareness that they're in a video game, often referencing the fact that the player is doing "quests" and occasionally advising them that setting a quest as active shows its marker on the minimap.
503* MeleeATrois: During "A Fortress Besieged", the soldiers that were supposed to guide you to the Stone of the South run afoul of a pack of goblin raiders... [[spoiler:only for a griffin to swoop down and kill both the soldiers ''and'' the goblins, leaving you to make the trek to the fort on your own.]]
504* MeteorSummoningAttack: Bolide summons meteors to rain down on a targets. It also comes in High and Grand variants that unleash more stronger meteors as well.
505* MicroMonarchy: Gransys appears to consist of one city, a couple of villages, and a bunch of forts, with everything else being monster infested wilderness.
506* MightyGlacier: The Warrior hits very, very hard and has a number of useful AOE and stun skills, but is very, very slow.
507* MinMaxing: Your stats will increase each time you level up, but which stats and what amount are determined by your current vocation. Min-maxing usually involves sticking into specific vocations for a long time during some level ranges, as stat growth changes between Levels 1-10, 10-100, and 100+. The player can also further increase one of their stats by equipping specific Augments. For min-maxing purposes, Augments that buff the same stat can stack with each other.
508* MindScrew: Plenty of it. For one thing, [[spoiler:if the player uses the Godsbane sword too early at the end of the game, before sitting on the Seneschal's throne, the intro sequence plays again... with the Arisen having become the Dragon]].
509* MistakenIdentity: Pawns sometimes do this when encountering unfamiliar monsters, usually calling them something they're familiar with. For instance, one's first encounter with a drake will often prompt a reaction something along the lines of "The dragon, here?". Similarly, expect succubi to be referred to as harpies, hellhounds to be referred to as wolves, etc.
510* MixAndMatchCritters: The Chimera is said to be born "of the sorcerer's arts."
511* MolotovCocktail: Dragon's Spit, an item which can be tossed at enemies to [[IncendiaryExponent light them on fire]].
512* MoneyMultiplier: Golden Talisman is a consumable tool that increases the gold dropped by killed enemies within a limited time. Banker's Periapt is a different tool that also serves a similar purpose.
513* MonstersEverywhere: It's pretty much a guarantee that if you are not in a town or settlement, you will be in a battle with or running away from monsters.
514* MorePredatorsThanPrey: While there ''are'' prey animals like deer and rabbits, there are barely as many of them as there are wolves in any single area. And, as a possible nod to this trope, the wolves are all very lean and ragged-looking with visible ribs, which also makes a handy justification for why they're all excessively human-aggressive instead of just quietly slinking off in the woods. Alternatively, they may not be ordinary "wolves" but instead monsters that came to Gransys with the Dragon, like the Harpies.
515* MostGamersAreMale:
516** There are eight [=NPCs=] who have special dialogue if chosen/determined as the player's Beloved; of these, five are female and just three are male.
517** Pawns created by other players tend to mostly be attractive women.
518* {{Multishot}}: Classes that use a bow all have some form of this.
519* MultipleHeadCase: The three heads of the Chimera can team up rather efficiently, but when attacked, it sometimes goes into a panic, causing the heads to wrest over control of the body.
520* MultipleEndings: About 5, with the fifth being the true ending. 3 of them are {{Downer Ending}}s, which let you retry, and 2 are {{Bittersweet Ending}}s, which end the game.
521** Solitude: [[spoiler:Accept the dragon's offer, killing your loved one and becoming the new duke of Gransys. Life is hollow. DownerEnding.]]
522** Servitude: [[spoiler:Die to the Seneschal during the first or third phases, and the Arisen is transformed into the next Dragon, and the cycle repeats. DownerEnding.]]
523** Peace: [[spoiler:Turn away from the Seneschal in the second phase, and he rewrites history so that you never became an Arisen - though, eventually, someone will take up the mantle. DownerEnding.]]
524** Mercy: [[spoiler:You slay Savan with the Godsbane, ending his existence. You then sit upon the throne and become the next Seneschal - but, unfortunately, you're an invisible ghost that cannot interact with anything aside from wanton murder, and can't go anywhere except Gransys and Cassardis. BittersweetEnding, but you can load a previous save and get the better ending.]]
525** Closure: [[spoiler:Before sitting on the throne, you turn the Godsbane on yourself and end the cycle - your Pawn and you fall to the earth, washing up on the shore of Cassardis. You are gone forever - but your Pawn has gained humanity, and now resides in your body. BittersweetEnding.]] The true ending, and unlocks NewGamePlus.
526* MusclesAreMeaningful: Your character's weight matters ''a lot'' as heftier characters (either with more muscles, more fat, or just more height) have a much higher encumbrance rating. Lightweights, on the other hand are very fast, but can't carry nearly as much stuff.
527* MyMasterRightOrWrong:
528** [[spoiler:After the Duke frames you for causing his RapidAging, if your affinity with the unique guards was high before then, it's made clear that they're reluctant to attack you, but they ''can't'' disobey their Duke.]]
529** Pawns do not judge you for your actions, even when you're [[KickTheDog evicting a family from their property to help a rich guy]] or murdering innocent passerby.
530* NewGamePlus: Despite the MultipleEndings, you need to accomplish the [[spoiler:"Closure"]] ending for the game to properly end and unlock the option to start a New Game+ playthrough later on. You and your main Pawn's base stats and vocation progress will be kept, but you are given another chance to customize their appearances again. And even if you begin with your StarterEquipment, all of you and your main Pawn's items and equipment from the previous playthrough can be easily retrieved from the Item Storage. Several miscellaneous gameplay content/progress are also carried over, such as your Item Storage, map/dungeon exploration, Portcrystal placements, and shop listings.
531* NiceJobBreakingItHero:
532** [[spoiler:When you kill the dragon, the monsters unleashed on the world are ten times worse than what were there before. Oh, and the residential district of Gran Soren collapses into a giant sink hole.]]
533** Some knights find the body of a dead cockatrice and decide it would make a nice trophy for the duke. [[spoiler:Of course the thing gets brought back to life and starts wreaking havoc the moment it's inside.]]
534* NintendoHard: The game is somewhat notable for its unpredictable and unforgiving difficulty, drawing some comparisons to ''VideoGame/DarkSouls''. The difficulty eases a great deal after reaching a high enough level and acquiring the appropriate skills and equipment, though, and hiring high-level Pawns from friends (which voids the Rift crystal cost) makes it almost a non-issue. [[spoiler: Until post-game.]]
535** The main missions aren't bad at first, but the second you get into the sidequests, you may have to deal with suddenly challenging foes and venture into dangerous dungeons. And then there is [[spoiler:the part after you defeat the dragon.]]
536** Bitterblack Isle takes this to the extreme, with [[spoiler:enemies that spawn specifically after you make a lot of kills, such as zombie drakes or even the grim reaper.]]
537** Notably, the player is given the freedom to go anywhere they desire after the beginning of the game, which will likely lead them to inadvertently stumble into a region full of {{Beef Gate}}s that they weren't supposed to reach until later.
538* NippleAndDimed: Harpies and Succubi have bare breasts, but no visible areola.
539* NoArcInArchery: Averted. Arrows travel in an arc and may even wobble just a bit. Magic arrows, on the other hand, home in on their targets.
540* NoBodyLeftBehind: When you kill a golem, their hard stone body crumbles into dust and blows away. Other large monsters, like cyclops and chimeras, have their flesh essentially melt into a puddle, leaving behind a spine and pelvis. [[spoiler:After you beat the dragon, he too crumbles into dust, as does the Dragonforged due to his millennium of age catching up to him all at once.]]
541* NoGoodDeedGoesUnpunished: In one side quest, you are asked to evict a family from their home. You can TakeAThirdOption and just buy the home from the current owner allowing the family to stay. While this seems like a good and generous idea at the time, it comes back to bite you later as everyone but the young boy dies [[spoiler:in the city collapse after the dragon is defeated]]. If you evict them, they survive.
542* NoHuggingNoKissing: ''Inverted'' by the Affinity system: there is no such thing as a platonic friendship; it's all love, all the time.
543** You can't explain to a character that you want to be JustFriends, or that you're just being nice because you're TheHero and heroes tend to be pretty nice people, or even that you're OnlyInItForTheMoney and their quest reward is a nice little item. Nope. Even asking the innkeeper for a bed one too many times can get him thinking that you want to ''share'' a bed, as some players have discovered when they didn't actively pursue another romance and the game just picked whoever had the most Affinity - or, in this case, whoever had been talked to the most, even strictly for business.
544** This also gets players with ChronicHeroSyndrome in trouble. Because ItsUpToYou and noticeboard quests tend to appear for only a set time and then disappear days later, players tend to take on a lot of {{Escort Mission}}s, which the game treats as dates and results in Affinity spikes for all characters involved, meaning all of Gran Soren is in love with the Arisen and ''any one of them'' is a viable candidate for being the love interest. This also results in players [[VideoGameCrueltyPotential having to attack innocent civilians to make them less in love with them]] or else try to "trick" the system into picking the one they want. Current thinking is [[spoiler:that the last max-Affinity person you speak to before accepting the quest "Deny Salvation" is the one chosen as your love interest. However, there's also a suspicion that the system may have a hierarchy of sorts within it, and when presented with several characters with high enough Affinity, it simply picks the one who's highest on the list without checking the status of others. In that case,]] it may be that CrueltyIsTheOnlyOption.
545* NoKillLikeOverkill: Even when equipped with weaker spells of the same element, Pawns always seem to prefer to do things like rain down meteors on goblins and wolves when fireballs or even staff bolts will work. They'll always go for the maximum charge on a spell, too -- frequently to their own detriment, as aggressive enemies won't wait for them to finish a long incantation, especially in close quarters.
546* NonCombatEXP:
547** Completing quests gives you bonus EXP on top of other materials, even if the quest does not involve fighting monsters, but instead require you to pick up items or speak to certain [=NPCs=].
548** In ''Dark Arisen'', finding stone tablets for the Monument of Remembrance then reading them in the starting area rewards you with 10,000 EXP for each newly-discovered "page".
549* NonstandardGameOver:
550** When you finally confront the Dragon, [[spoiler:if you accept his [[DealWithTheDevil deal]] and allow him to sacrifice your LoveInterest, then your game will end with your Arisen sitting on the throne of Gran Soren alone.]]
551** If you die in the final battle, [[spoiler:you'll be treated to a cutscene where your Arisen transforms into the next dragon.]]
552* NoobCave: The caverns beneath the well in Cassardis, though traversing them is purely optional.
553* NoticeThis:
554** Spots to be gathered from, chests to be opened, and items sitting on the ground to be picked up will all shine.
555** Pawns may verbally point out the collectible items or treasure chests nearby, saying lines like "This looks interesting" or "What's this?" In doing so, they will often voluntarily pick up the item or open the chest.
556** In ''Dark Arisen'', the stone tablet pieces for the Monument of Remembrance glow very bright to help indicate that they're important points-of-interest. It also helps that Bitterblack Isle is mostly dimly-lit to begin with.
557* NotTheIntendedUse: Healing magick is meant to be used for the Arisen and their Pawn party, and it works by having the mage deploy a healing field near the party member who's low on health. Usually, a mage Pawn's A.I. is programmed to use it only when the Arisen is not at full HP. For some beneficial reason, a mage's healing magick also works on the ox during the EscortMission to Gran Soren, but it requires the player to stay near the ox so that it will be caught in the field.
558* NotQuiteTheRightThing: There is one quest in which you are asked by Fournival to evict a family so he can turn around and sell their house for profit. You have the option to do what he asks and convince the family to move out, which will leave them homeless or you can pay Fournival for the deed to the house, which is rather expensive for the point in the game you receive the quest, allowing the family to remain in their home. Seems obvious which is the happier option right? [[spoiler:Only once you've slain the Dragon, Gransys in general falls into ruin, and a ''MASSIVE'' sinkhole opens up in the middle of Gran Soren. If you bought the deed to the house for the family, the parents will have been killed and the child will be left homeless and an orphan, hating your guts. If you evicted them however, they will all be alive after the fact, and the child will ultimately be grateful that they were evicted since their house was definitely destroyed.]]
559* {{Oculothorax}}: The Beholder from ''D&D'' makes an appearance under its name from ''VideoGame/FinalFantasyI'' as a boss, with a lesser version called Vile Eyes appearing as mooks. However, the ''Design Books'' artbook reveals that Vile/Evil Eyes are the result of a Dragon slain by an Arisen pushing their remaining magical energy into one of their eyeballs, resulting in the eye taking on a life of its own. As the Eye grows in power, their eyelids become a mouth with their eyelashes becoming teeth, and the eventual mouthed tentacles are formed from the optic nerves. Gazers are a far more rare (and ''utterly fucking gigantic'') offshoot that are only found on Bitterblack Isle.
560* OlderThanTheyLook: Duke Edmun looks to be in his mid 50s or so, [[spoiler: but seeing as he's a former Arisen, he's TheAgeless as long as the Dragon lives. Once the Dragon is slain, he rapidly ages into a withered, decrepit old man]].
561* OneHitKill:
562** All dragons in the wild have some kind of roar ability that instantly kills your Pawns, regardless of health, requiring you to go near each one of them and revive them to half health. It's not frequent enough to constitute TheComputerIsACheatingBastard, but it's still annoying.
563** The player can buy Maker's Finger from Fournival -- only useable with an equipped bow -- which is stated to kill any enemy instantly, yet won't humans/pawns. With few exceptions, it ''does''; the only things that won't instantly die are the Ur-Dragon, ''Dark Arisen'''s Death, Gazer, Daimon, and [[spoiler:the Seneschal]], all of which are high-level bosses, and the latter is explicitly immune for obvious reasons. Yes, even ''Grigori'' will die by its tip, if you use it during the SadisticChoice. Be warned though: you can literally only carry one at a time, the game automatically saves [[note]]Not checkpoint save; a legitimate one[[/note]] after use (hit-or-miss), and [[ArsonMurderAndJaywalking Pawns are more likely to miss if they use it]].
564** Bitterblack Isle's GrimReaper has only one attack -- swinging its scythe -- that's a guaranteed 1HKO. It also sends any Pawn it hits back into the Rift, making it impossible to just revive them on the spot.
565* OneSizeFitsAll: Any armor can be equipped by any size of character, which is kind of a necessity given the amount of CharacterCustomization you can do. Some pieces are limited by class and gender, however.
566* OrcusOnHisThrone:
567** After he finds a worthy mortal, the Dragon is content to simply wait for the Arisen to come fight him at Tainted Mountain.
568** [[spoiler:The Seneschal does this quite literally, waiting in his throne room for someone worthy to come along and resume his duties.]]
569* OurDragonsAreDifferent: They only come around to mark the end of an age, bringing with them a huge surge of monsters around the world then await their respective Arisen on a mountain or other high, easily noticeable place. They come in six different flavors: [[ShockAndAwe Wyverns]], [[AnIcePerson Wyrms]], [[KillItWithFire Drakes]], Bitterblack Isle's [[DracoLich Cursed Dragons]], [[BigBad The Dragon]], and the {{Superboss}}, the [[DracoLich Ur-Dragon]]. [[spoiler:All dragons are also [[WasOnceAMan fallen Arisen]], with the larger main Dragon being one who failed to defeat the Seneschal, while the Drakes, Wyverns and Wyrms are strongly suggested to be fallen Fighters, Striders and Mages respectively.]]
570* OurGargoylesRock: Gargoyles resemble grey pterosaurs or [[Franchise/{{Pokemon}} Aerodactyl]]. One late-game sidequest asks you to exterminate three of them. They can also [[TakenForGranite Petrify]] you.
571* OurGoblinsAreDifferent: Goblins are about as smart as children, capable of understanding how to use weapons and armor, and tame other creatures like cyclopes. According to the [[AllThereInTheManual Official Design Works]], they are a OneGenderRace of evil tree root spirits, and the things on their heads are not horns, but roots (though the game calls them horns anyway). They procreate by having elder goblins gather in a dungeon to form a tree, which they nourish with human blood.
572* OurGryphonsAreDifferent: Griffins resemble classical representations but with the coloration of bald eagles, and their wings generate electricity in flight.
573* OurHydrasAreDifferent: Hydras are big, four-headed snakes that eat people. Thankfully, they don't grow more heads when one is chopped off, but they ''do'' regrow very quickly if you don't use fire to burn the neck stump.
574* OurLichesAreDifferent: Liches are more powerful versions of Wights, resembling tall, zombified wizards who can cast a multitude of different spells. Unlike many other liches, they have no equivalent to phylacteries, though Salomet's use of the Wyrmking's Ring is reminiscent of an attempt to create one.
575* OurMonstersAreDifferent: A lot are based entirely on old representations of Medieval and Greek mythology, with a few other things thrown in for good measure.
576* OurOgresAreHungrier: Ogres are moderately large monsters, formed from giants cursed by the gods, which Pawns claim are more vicious than a [[ClassicalCyclops Cyclops]] but are basically DumbMuscle. They also have a [[ImAHumanitarian taste for human flesh]], younger ogres preferring women while elder ogres prefer men, and hoot like large apes when excited. Oh, and it TurnsRed.
577* OurHomunculiAreDifferent: Pawns are immortal non-human beings from the Rift that aid the Arisen and are spawned specifically to fight dragons. They are indistinguishable from humans in appearance, but possess no drive of their own unless led by an Arisen, who they will follow [[MyMasterRightOrWrong unconditionally]]. [[HumanityIsInfectious Spending enough time with a human master causes Pawns to graduate gain humanlike features]].
578* OurSpiritsAreDifferent: Spirits and Phantasms will possess you or your Pawn and generally make a pest of themselves. [[GetAholdOfYourselfMan An attack from an ally]] will dislodge the possessing spirit, but this is the only time they're vulnerable to physical damage; outside of a body, magic is required to hit them.
579* OurWightsAreDifferent: Wights are rare bosses taking the form of levitating skeleton wizards who can use several spells and summon minions to fight you.
580* OurZombiesAreDifferent: Zombies are basic undead with the standard weaknesses to fire and holy magic, but apparently remember some of their lives and might even be [[AndIMustScream aware of their surroundings]]. They can often be heard [[EnemyChatter commenting]] on the state of their clothes, mumbling about having to be home, or wondering aloud [[TearJerker where their loved ones are]].
581* OverheadInteractionIndicator: [=NPCs=] who are crucial to quest objectives have color-coded speech bubbles with a question mark icon above their heads.
582** Green indicators are reserved for the quest-givers or initiators.
583** Red indicators are for [=NPCs=] who provide hints, help you progress through the quest that you are currently tracking, or when an objective has been completed and you'll have to report to the quest-giver NPC. By extension, the red indicator may also appear above your pawns after you complete quest objectives but haven't reported to the quest-giver yet.
584** Yellow indicators work similarly to how the red indicators are used as mentioned above, but are instead for the other accepted quests that you are not currently tracking.
585[[/folder]]
586
587[[folder:P-T]]
588* PaletteSwap:
589** Some monsters are simple palette swaps on the same mesh, while others use a new mesh with the same animations. For example, a cockatrice has the same animations as a griffin, but uses a mesh with a turkey vulture head instead of an eagle.
590** The three Lesser Dragons are all palette swaps of the same model, differing only in the placement of the "heart" and their behaviors (Drakes are primarily terrestrial melee fighters; Wyverns are evasive fliers; Wyrms are slow-moving magic-casters).
591* PeninsulaOfPowerLeveling:
592** During nighttime, the northwest area near the Greatwall Encampment often spawns a Wight. This spawn location is notable for being so close to a [[SavePoint tent checkpoint]]. As long as the Wight isn't defeated yet, [[EnemySummoner it can repeatedly spawn undead knights]], and each of those reward a decent amount of EXP when slain.
593** There's an easy way to gain as many DP as you want without even having to touch the controller, but only after you’ve beaten the main quest. The first plot quest in the [[PostEndGameContent post-game]] involves [[spoiler:fighting the now-aged and insane Duke, which naturally brands you a traitor and gets the entire royal guard on your ass.]] This causes [[spoiler:an endless amount of soldiers]] to spawn whenever you enter the Noble Quarter, but since they can't climb walls, have no ranged attacks and only target the Arisen, you can park on one of the walls there and just sit still while your Pawns murder them endlessly: their EXP also easily scales so that it's slightly under 100, allowing you to get the maximum amount of DP per kill.
594* PermanentlyMissableContent: You can permanently miss a bunch of content in your current playthrough after you've reached some specific points. Fortunately, there's still a NewGamePlus.
595** Some uncompleted optional sidequests will be automatically cancelled and permanently lost if you've progressed far enough in the main story quests, mostly due to the quest NPC being involved in a crucial turning point in the plot. Generally, the {{Escort Mission}}s from the notice boards will no longer be available in the post-game after you [[spoiler:defeated the dragon]].
596** Also in the post-game, you won't be able to access the [[spoiler:deeper floors of the Everfall anymore (and the loot that can be obtained there) after you've turned in the quest of collecting 20 wakestones to open the portal to the Seneschal]].
597* PersonaNonGrata: [[spoiler:Your ending after confronting the old Duke Edmun.]]
598* PinataEnemy: [[OptionalBoss Daimon]].
599* PinballProjectile: The Ricochet Bolt for Magick Archers bounces off surfaces and gets more powerful each time, last for a good while and does a god job of seeking out enemies. Its upgraded counter part fires ''three'' at a time. In tight quarters such as caves or ruins, it is truly devastating as a single firing can clear out entire rooms.
600* PlayerDataSharing: Your Pawn (a fully customizable follower of your character) can be used by anyone in the Pawn community. While with another player, your Pawn will gain gifts from the other player, Rift crystals, and quest experience from the quests they went on while away. You can also hire other players' Pawns and have them travel with you on your quests.
601* PlayerNudge: Even if there's already a feature in the map which highlights your quest objective, the Pawns who become familiar with the environment, NPC locations, and quest requirements may often volunteer to lead the way to the objective and call the attention of the player. When you're exploring the overworld and arrive at crossroads, they may also figure out the correct direction and nudge the player to go there.
602* PleaseWakeUp: Heartbreakingly, if you die, your Pawns will start tearfully begging you to get back up.
603* PointOfNoReturn:
604** One of the [[NintendoHard few]] times that the game is merciful: you are warned before Coming to Court that you must finish all your Wyrm Hunt quests before visiting the Duke, and again before heading to fight the dragon that you will not be able to turn back afterward.
605** For a more minor example, the Arisen's [[LoveInterest Beloved]] is confirmed upon entering the rooftop of the Greatwall during the "Deny Salvation" quest and initiating the boss fight there. At that point, [[spoiler:the Dragon kidnaps the Beloved and takes them to the Tainted Mountain.]]
606* PowerPerversionPotential: Pawns have basically no free will of their own and can be created to look and act however their master likes.
607* PressurePlate: They are depicted as huge stone slabs on the floor. Surprisingly, you need to stand on them for a significant time before they fully sink and activate. The map interface also helpfully marks and labels a pressure plate as a "Switch".
608* PressXToDie: [[spoiler:After defeating the Dragon, you receive a dagger named "Godsbane". Selecting it will have the Arisen draw it and point it at themself, and pressing the "Pierce" prompt will make them drive the dagger into the chest, resulting in an instant GameOver. That is, unless the Godsbane is used after defeating the [[TrueFinalBoss Seneschal]]. Then the cycle is broken and the game ends in earnest.]]
609* PrettyFreeloaders: [[spoiler:If you rescue Selene from the WitchHunt, she'll move into your house in Cassardis, despite having her own hut and being quite shy around people. Whoever you get as your love interest will also move in with you, meaning there can be up to three people attempting to sleep in your tiny bed at once. If your [=LI=] is one of the merchants, though, they will continue to sell you stuff. No, you don't get a discount for giving them a free bed.]]
610* PreviousPlayerCharacterCameo: In a NewGamePlus, you'll eventually run into your old Arisen if you're playing in offline mode, or a random Arisen from the 'net in online mode.
611* PunnyName: Eliminators. Eli''minotaurs.''
612* PurelyAestheticGender: Averted. While gender has no effect on how (all but one) characters react to you, nor does it limit which characters you can romance (including [[spoiler:the Duke's wife]] making a move on you in a sidequest), there are a few notable gender-based gameplay differences:
613** The leader of the female-only bandit clan in the northwest attacks male characters on sight (though they can fool her by wearing women's clothing and shaving their beards).
614** A handful of pieces of armor can only be worn by females.
615** Ogres, as Pawns are wont to point out, grow excited at the sight of women. If your Arisen or any of your Pawns are female, they will draw its ire until it or they are dead. Elder Ogres, on the other hand, will have this same reaction to any males in the player's party instead. This only goes so far, though, and both beasts will happily grab and gnaw on the nearest player or Pawn that sits still long enough, male or female.
616* RainbowPimpGear: Given that you can often find pieces of gear before the full set is available, or that certain classes are only allowed to wear certain items, or just that sometimes the best combination available at the moment ''looks pretty silly'', you can expect to see yourself and some Pawns wearing some pretty outlandish things at one point or another. If you hire a Pawn from another player, and when you dismiss them, you're given the option of rating the Pawn's appearance as well as helpfulness.
617* RandomLootExchanger: The "cursed" items from Bitterblack Isle give you random things; you'll never know what you'll get until after they are purified, though they are sub-categorized into novelties or gear. It's also worth mentioning that you cannot [[SaveScumming save scum]]; your purification results will remain static even if you try reloading a previous save. On the other hand, you ''can'' farm new cursed items from defeating stronger monsters or opening the refilled chests, so the randomness is still in play to encourage more playtime in Bitterblack Isle.
618* RandomlyDrops: Lots and lots of random drops from almost all of the monsters, with varying levels of rarity and almost all of it is appropriate to the creature in question (wolves only drop fangs and pelts, hard cash only comes from human enemies, etc). This does occasionally produce oddities (like a slain Cyclops leaving behind ''two'' misshapen eyes).
619* RapidAging: Happens to Arisen who live for too long before a Dragon is slain. The absence of their hearts grants them immortality, but only as long as the Dragon lives. [[spoiler: When the player finally defeats the Dragon, Duke Edmund ages into well past his seventies, having become an Arisen nearly half a century ago, and the thousand-year-old Dragonforged [[NoBodyLeftBehind collapses into dust]].]]
620* RecurringRiff:
621** There is a small sequence of notes that the player will get used to hearing on several tracks before realizing that it's part of the game's main theme, which plays fully during the credits.
622** ''Dark Arisen'' also features its own theme, and it also plays a specific snippet of it on some of its tracks.
623* RelationshipValues: The Affinity system allows you to befriend every single [=NPC=] available, giving you discounts or advice. [[spoiler:The one with the highest affinity gets captured by the dragon and becomes your LoveInterest.]]
624* ReligionOfEvil: In the form of a cultist group named Salvation, who believe the path of destruction the Dragon leaves will save Gransys. Even the dragon thinks they're nuts.
625* ReverseGrip: How daggers are wielded.
626* RewardingVandalism: Breakable objects may contain consumables, materials, and items of note inside them.
627* RoaringRampageOfRevenge: [[spoiler:Daimon wishes to destroy the cycle of Arisen, Dragons and the Seneschal for forcing him to choose between his love and killing the dragon that was his previous master]].
628* RomanceSidequest: A very strange and unintuitive example. Simply put, ''every NPC'' in the game is a potential romance option, provided you raise their affinity high enough. You raise an NPC's affinity for you by simply talking to them, and can speed the process up by buying things from them, giving them gifts from your inventory, or finishing quests for them. This can lead to aberrations like your character falling madly in love with a random shopkeeper because you bought a lot of healing items from them, for example. There are certain characters the game actively pushes you towards, such as Aelinore, whose affinity can be maxed out by talking to her literally once.
629* {{Roofhopping}}: While you're in a city or town, the game's traversal and LeParkour mechanics allow you to climb up ladders or the edges of walls, then jump from roof to roof. Oftentimes, this is encouraged to reach [[InexplicableTreasureChest treasure chests that are somehow placed above houses]]. It's also the primary way of reaching Pip in the "Land of Opportunity" sidequest when he tries to isolate himself in the roof of a barn.
630* SadisticChoice:
631** [[spoiler:The Dragon captures your love interest, whoever that might be, and takes them to [[TheVeryDefinitelyFinalDungeon The Tainted Mountain]]. There, he asks you to fight him to let your love interest go free or let him kill your love interest while promising to leave the land... temporarily. However, if you choose the latter, [[ButThouMust the game will treat it as a death and allow you to Retry before the Dragon's query.]]]]
632*** [[spoiler:You do get an ending cutscene, however, which shows that your situation after the deal is exactly the same as that of Edmun Dragonsbane.]]
633*** [[spoiler:The Arisen who became Daimon was presented the same choice with an extra twist: the dragon was his old master and his beloved was his master's (and his) main Pawn.]]
634** There's plenty of sidequests along the lines of "Do you want to kill this guy outright, or do your job, which means somebody else will kill him?"
635** The "Land of Opportunity" quest mentioned several times on this page might sound like this if you know that saving the family from eviction leads to [[spoiler:only the son surviving the collapse of the city]], but it's more of a subversion. If you go along with the aristocrat's plan to evict the family, your character is not heartless about it. Not only do you make sure the family is able to discuss their options first, but you help pay for their ability to move into a new place (and on top of that, they realize that taking this option secures their peace of mind from the aristocrat bothering them in the future). In the end, you even get more money as a reward than you spent on the new housing, making the choice to evict beneficial for every party involved (even if you didn't know about the [[spoiler:DiabolusExMachina]] that eventually comes as a result of the other choice).
636** Then there's [[spoiler:The Seneschal making you choose between an empty existence and killing your friends and family.]] Suffice to say somebody at Capcom was NOT in a good mood when they were writing the game.
637* {{Sarashi}}: All characters with revealing clothing wear this under their outfits (except for one Pawn who isn't wearing any kind of underwear at all, but that's probably a glitch). Even [[spoiler:a clone who was made before your eyes]] is somehow already wearing a sarashi.
638* SavageWolves: As your Pawn will helpfully point out to you (repeatedly), wolves hunt in packs! The real problem with them isn't their numbers, however; it's that they ''don't sit still'' and so you'll have a hard time actually landing a hit unless you catch one mid-howl or just after an attack.
639* SceneryPorn: Some of the views are absolutely breathtaking. Not that you'll have a lot of time to stop and admire the view with all the monsters.
640* SchrodingersGun:
641** The NPC whom you have the highest affinity with becomes the Arisen's Beloved, and will be [[spoiler:kidnapped by Grigori for his SadisticChoice offer in the Tainted Mountain]]. There are plenty of ways you can manipulate an [=NPC's=] affinity towards you, but there is an item, the Arisen's Bond, that can be gifted to an NPC to drastically boost their affinity and increase their chance of becoming your chosen Beloved.
642** You are rewarded with [[InfinityPlusOneSword powerful]] Dragon weapons after defeating [[spoiler:Grigori]], but which one depends on the type of weapon(s) you've equipped (and by extension, the vocation you had) when you defeated said boss.
643* SecretTest: [[spoiler:The dragon wants you to kill him]] to prove yourself worthy of [[spoiler:facing the Seneschal. The Seneschal wants you to beat him]] to prove yourself worthy of [[spoiler:taking his place.]]
644* SequenceBreaking:
645** It's possible to get past the BrokenBridge and up to Gran Soren before said bridge is "repaired". However, the guards will turn you away at the gates, and the entrance via the aqueduct is closed tight.
646** Near the beginning is a minor break in the Watergod's Temple, where you can dash/hover/{{double jump}} over a pit to get behind a plot-locked door and strip the place of loot well before you get the quest that sends you down there.
647* ShapedLikeItself: The Fool is prone to enigmatic, circular statements.
648--> "Him who knows that I know what he seeks to know, knows it well while he who knows not, knows not what I know or know not."
649* ShieldBash: The Fighter has a number of attacks based around using the shield.
650* ShmuckBait:
651** Effectively how the Maneater hunts, being random chests that spring out and snatch up whoever opened the chest. Can be a death sentence if that person is the Arisen.
652** A very nasty one occurs during the "Land of Opportunity" sidequest if the Arisen falls for it, not helped by the fact that even the ''pawns'' can suggest the course of action. When Fournival asks the Arisen to help him evict Jasper, Sara, and Pip from his land, [[spoiler:the Arisen can choose to pay for them to stay instead, allowing Fournival to still profit nonetheless. Come post-game, once the Everfall expands and collapses a large part of Gran Soren, Jasper and Sara will die as a result, leaving Pip orphaned and bitter towards the Arisen]].
653* ShowsDamage:
654** Some enemies' models may show damage the lower their HP is. This is more evident with the Direwolves whose white fur can be gradually covered in blood.
655** Inflicting the burn status debuff on enemies may also cause parts of their models to partially disintegrate. This can be observed on feathered creatures like harpies and griffons.
656* SliceAndDiceSwordsmanship: averted. The sword's default strong attack is a thrust (followed by a [[CherryTapping shoulder bash if you press and hold the attack key]]) and numerous skills are stabs.
657* SkeletonKey: Which are also somehow InterchangeableAntimatterKeys. They only work on doors in the dungeon or the Smuggler's Pass, however; ordinary house doors simply can't be opened.
658* SkillScoresAndPerks: Augments are this game's equivalent to "Perks". Only up to six Augments can be equipped at most, but they provide significant gameplay benefits or stat boosts. After you bought an Augment with Discipline Points, it can be freely equipped to any vocation, allowing room for some further class customization.
659* TheSmartGuy: Wyrms are described by [=NPCs=] as being the most intelligent of dragonkin, save for perhaps the actual Dragon itself. This is reflected by their dialogue, which is more lucid and "human" than that of the Drakes and Wyverns.
660* SmashingSurvival: When the player is captured or pinned down by a monster, the player is prompted to frantically flick the left analog stick back and forth. There's a passive skill that doubles the speed at which the bar that fills up when you waggle the stick, although it's [[GuideDangIt mistakenly labled]] as making it easier to escape battles.
661* SocializationBonus: While you can hire Pawns from anyone who has the game, hiring Pawns who're at a higher level than your Arisen costs an increasing amount of Rift Crystals. However, if the Pawn in question belongs to someone on your friend list, there's no RC cost regardless of level difference, potentially allowing a lv 200 Pawn to carry you through most of the game.
662* SoftWater: Zig-zagged depending on the situation; it's averted with shallow water, but if you fall from a great height then land into deep water, [[FogOfDoom The]] [[NonMaliciousMonster Brine]] takes you, which lands you back into solid ground instead of the fall killing you.
663* SortingAlgorithmOfEvil: If you follow the main plot closely, at least. Gran Soren and its immediate surroundings are fairly safe, and your first quests are fairly close. As the story goes on, you'll be sent further and further away, where the stronger monsters live. Of course, since the world is quite open, if you ''don't'' follow the main plot closely you can end up with SchizophrenicDifficulty instead as you explore a forest to kill cyclops and chimeras but then get asked to go kill a dozen goblins.
664* SoundCodedForYourConvenience:
665** A unique strum plays whenever you pick up important or quest-related items.
666** There's also a distinguishable chime whenever you loot cursed items in Bitterblack Isle.
667* SoundtrackDissonance: The original theme song for ''Dragon's Dogma'' was "Into Free -Dangan-" by B'z, a very up-tempo, modern rock song that sounded like something straight out of a campy anime. It lyrically fit very well with the storyline of the game, but the style of music was out-of-place for a medieval fantasy. The ''Dark Arisen'' stand-alone expansion did away with the song due to the expired copyright, replacing it with a far more conventional melody.
668* SpamAttack: Most classes get a spam of some sort, save for magic-users who need to charge everything before casting. Beware, because enemies playing those classes ''also'' get the spam.
669** BeamSpam: The Magic Knight move Great Cannon, which places a glowing orb of energy about waist height that shoots off more glowing orbs when struck.
670** BladeSpam: The Strider moves Scarlet Kisses and Hundred Kisses do [[DeathOfAThousandCuts many small slashes with daggers]]. Fighters also get a sword-based move that does fewer but more powerful strikes.
671** RainOfArrows: The Strider and its derivatives get several {{Multishot}} moves, some of which fire multiple arrows at once and others which fire several arrows in rapid succession.
672* SpellLevels: Though it's by game design to be able to permanently unlock improved versions of skills as your vocation increases, the most straightforward examples of this trope are the magicks. There's a prefix (such as "High") attached before a magick skill's name to denote that it's a stronger version of the previous one.
673* SquishyWizard: Can be averted by players and Pawns depending on your build, but played straight for many bands of rogues you run into.
674** Mages and Sorcerers play this straight with their almost nonexistent physical defense growth, although their magic defense is very good. Bizarrely, mages get this worse than the other classes, as their stat growth between levels 10 and 100 is lower than that of all the other classes (although it is equal before and after that interval). Nonetheless, having at least one mage Pawn is considered a must for non-mage players due to their [[WhiteMage healing spells]].
675* SoLongAndThanksForAllTheGear: Averted. When a Pawn leaves your party, anything they didn't bring themselves is sent to storage at the inn. They will keep gear you tell them to equip on their person, but you get a prompt explaining it will be treated as a gift. You can't borrow their equipment for yourself, by the way.
676* SprintMeter: Stamina is consumed when sprinting, climbing up large monsters, casting a spell, or performing a special attack move.
677* StarterMon: Rook will always be your first Pawn in every playthrough, right before you'll properly recruit (or re-recruit in NewGamePlus) your main Pawn. He provides [[HealerSignsOnEarly healing]] and fire infusion, but like all other recruited Pawns, he doesn't level-up.
678* StatusEffects:
679** [[UniversalPoison Poison]] - Saps your HP. Can be cured with [[MagicAntidote any one of several herbs or potions]].
680** [[IncendiaryExponent On Fire]] - Saps your HP. Can be cured by rolling on the ground or jumping in water.
681** Sleep - You can be roused by a Pawn, using the same animation that you use to help them up after they've fainted.
682** Silence - Magick is unusable, but physical skills still work.
683** Stifling - Same as Silence, but affects physical skills as well.
684** Blindness - Causes your [[InterfaceScrew screen to be covered in dark clouds]], making it difficult to see your enemies (except for that bright purple HP gauge over their heads).
685** Petrification - You slowly turn to stone, and as the petrification progresses, you slow down to a crawl before stopping entirely. Counts as a death for you, but Pawns and enemies simply turn into [[LiterallyShatteredLives breakable statues]].
686** Torpor - Slow. Your character reacts sluggishly to button commands.
687** Critical - Turns the edges of your screen red and muffles all sounds except your own ragged breathing.
688** Curse - Substantially lowers your attributes to 60% of their normal total and increases damage taken by 40%.
689** Possession - The ghost slowly overtakes your body (or your Pawn's, which ''really'' freaks them out). Can be cured by [[GetAHoldOfYourselfMan smacking the afflicted's sense back into them]].
690* StarterEquipment: When you wake up in Quina's house at the start of the game, you'll find some rusty equipment laying on a table nearby.
691* StealthBasedMission:
692** Two sidequests ("Arousing Suspicion" and "The Conspirators") require you to sneak into the Duke's palace at night (which is considered an illegal act), avoid detection with the guards, meeting with your quest contact, then sneaking back out. Thankfully, this is easier than it sounds due to the guards having preset patrol routes and rudimentary AI that gives them severe nearsightedness and tunnel vision. ''Dark Arisen'' further alleviates the difficulty in that, if you get spotted, you can use the Eternal Ferrystone to escape back to the Pawn Guild if you're quick enough before the guard gets close enough to trigger your arrest.
693** There's a quest that requires you to follow Julien without drawing his attention.
694* StockSoundEffects: The ghosts use a stock laugh and a stock scream as their main sounds. Subtle.
695* StopPokingMe: A good way to lower an [=NPC's=] affinity without outright attacking them is to repeatedly bump into them while dashing.
696* StoryBranchFavoritism: While any character can be your beloved, certain key [=NPC=]s have unique story dialogue if selected. These are [[CuteWitch Selene]], [[PrincessClassic Aelinore]], [[GirlNextDoor Quina]], [[LadyOfWar Mercedes]], [[WellIntentionedExtremist Julien]], [[TheFool Valmiro]], and [[TheTease Madeleine]].
697** Aelinore's romance is heavily pushed on the player. You can greatly raise your affinity with her during your first meeting and her two personal quests both involve romantically-coded trysts with the player. The final one outright culminates with the two of you [[spoiler: having sex]].
698* StraightForTheCommander: Battles can easily turn into your favor if you defeat the leader of an enemy mob. Depending on the enemy type, your pawns may repeatedly mention this tactic. For example, they may tell you to go for the goblin commander, "the one with the helm". Defeating the "alpha" of a wolf pack also causes the lesser wolves to scatter and become less aggresive.
699* SuicidalOverconfidence: The game levels you up fairly quickly, and there's a ''triple digit'' {{level cap}}. The various lesser, cannon fodder enemies out to pick a fight with you don't seem to realize this.
700* SuddenlyVoiced: [[spoiler:While you don't say a word throughout the entire game, your doppleganger can talk to you when you choose between fighting the Seneschal or living a peaceful life]].
701* {{Superboss}}:
702** [[spoiler:The Ur-Dragon, a much more powerful version of the dragon apparently made up of the hearts of several Arisen. It can be fought at any point in a NewGamePlus.]]
703** [[spoiler:Daimon's awakened form as well. You only get to face it if you fight your way through the entire dungeon a second time with much harder encounters along the way.]]
704* SuperDrowningSkills: In a way similar to ''VideoGame/JakAndDaxter'', it is possible to go into the water, but stray too far out and a creature known as the Brine (taking the form a deep red fog) will surround you and deposit you back on shore. (It'll spirit off any Pawns that you dump in it, though.)
705* SuperMode: Magick Archers have a variation in the form of Backfire (and its advanced forms, Immolation and Flameshroud), which coats the Arisen in flames, giving their attacks a fiery boost and setting any nearby enemies on fire (albeit at the cost of gradually reducing your HP).
706* SupermodelStrut: ''Both'' male and female player characters sway their butts while walking and running, to a degree that's rather unusual for a third-person [=RPG=]. This occurs regardless of the pose you choose in character creation.
707* SuspiciouslyCrackedWall: In a few dungeons, you may come across walls with a bunch of rubble sticking out of them, forming a noticeable crack that shines. Attempting to strike them with your weapon also produces a distinct sound. These cracked walls can be torn down by throwing explosive items at them.
708* SwampsAreEvil: If you walk into the GrimyWater, they'll inflict one of the StatusEffects on you. They also tend to be full of Saurians and attract Phantasms at night. Your Pawns will point out that because they're so unpleasant, there's a good chance that you'll find rare materials that others haven't plundered yet. Amusingly, the goblins and saurians you can find around the swamps aren't immune to them. This can lead to a NoHoldsBarredBeatdown as you and your Pawns annihilate blind, poisoned enemies.
709* SwordOfPlotAdvancement: [[spoiler:The Godsbane is a divine blade said to be able to guide the chosen to true freedom. However the only thing you can do with the blade is to [[{{Seppuku}} stab yourself to death]]. Indeed, it is a blade [[ItMakesSenseInContext made for committing suicide]]. Once you have become the [[AGodIsYou Seneschal]], you're permanently stuck beyond the Rift, and the only way out is, needless to say, cast away your life when you see fit. Of course, you can also exploit it to re-roll chest loots and boss drop. That said, the Black Cats somehow managed to replicate the Godsbane, which can be bought ''as many as possible''.]]
710* TakeAThirdOption:
711** In "Land of Opportunity", you are required to [[KickTheDog evict a family of refugees from a plot of land]] so Fornivaul can sell the land to a higher paying customer... or you can buy the land yourself, pleasing Fornivaul and allowing the family to remain. [[spoiler:This, however, results in the entire family, except for the son, being killed when the residential section collapses into the Everfall.]]
712** Played with in ''Dark Arisen''. [[spoiler:The final boss was an Arisen who tried this when he was presented by the Dragon's SadisticChoice - face the dragon who turned out to be his former mentor, who he was trying to avenge by killing the dragon, or give up his beloved who also happens to be his mentor's former pawn that he fell in love with. He refused to give an answer, instead vowing to destroy the gods for forcing this on him. The Dragon, however, chose to go the LiteralGenie route and gave him the second option. It took the life of his beloved and transformed the man into a form which could kill a god, the Daimon, and then it banished him to the Bitterblack Isle.]]
713* TalkToEveryone: One of the random comments that your Pawn can make is "A good start to any task is talking to people." Thankfully you rarely have to resort to it, as the game marks any [=NPC=]s essential to your prioritized quest on your map and a lot of them have repeated lines.
714* ATasteOfPower:
715** The Prologue features Savan, a Level 20, well-equipped Arisen and a company of experienced Pawns who kill a chimera on their way to face the dragon. Once you make your own Arisen, [[TotalPartyKill do not expect your first encounter with a chimera to go so well]].
716** In-universe example: The Arisen, being the ChosenOne with [[spoiler:the potential to become the [[PhysicalGod Seneschal]], has the ability to create a Pawn as a traveling companion and replacement when they [[AscendToAHigherPlaneOfExistence become the next Seneschal]] and gain the ability to create actual life.]]
717* TemptingFate: On your way to the Bluemoon Tower, your Pawn will occasionally comment on how the area hasn't been touched by man in a long time. The first thing you will encounter are male Bandits at daytime or Snow Harpies at nightfall.
718* TentacleRope: While the Brine normally appears as a red-and-black fog as you're walking out into the water, when it finally takes you (or if you fall stra ight into the depths), you may see several clear tentacles waving about in the air as it grabs you and drags you off.
719* ThatMakesMeFeelAngry: Pawns have a tendency to voice how exactly they're feeling.
720* ThereAreNoTents: Partially subverted, as you can't carry a tent around with you to rest, and you can't sleep in the many tents around Gransys that are part of bandit camps or abandoned campsites, but you CAN rest in tents that are part of "official" encampments set up by soldiers of [[LandOfOneCity Gran Soren]]. If you pay, of course.
721* ThenLetMeBeEvil: [[spoiler:You become an outlaw after confronting the Old Duke, but this has the added benefit of there no longer being anything to stop you from [[DisproportionateRetribution slaughtering every city guard on sight]].]]
722* ThirdPersonPerson: Pawns sometimes lapse into this, referring to themselves as "this Pawn".
723* ThirdPersonSeductress: It's quite easy to do this with either the Arisen or your main pawn, given the detailed character creator.
724* TimedMission: In the "Trials and Tribulations" quest, you are given just a few days to collect evidence or testimonies to prove Fournival's guilt or innocence in his trial. The game will constantly update you on how much you have left with each passing day, and if you don't deliver enough items in time (or choose not to give anything), he will be declared guilty by default.
725* TinMan: How most players come to perceive their Pawn. Despite several characters and [[AllThereInTheManual the manual]] stating that [[InformedFlaw Pawns have no emotions]], they certainly seem to ''act'' as though they have them, expressing concern for their Arisen and wonder at the beauty of the landscape. There's a bit of debate going around whether the Pawns are just mimicking human behavior they've seen, or if they really do have emotions and are just experiencing some sort of InternalizedCategorism from [[WhatMeasureIsANonHuman everyone else looking down on them]]. However, it's also known that Pawns become more human as they travel with an Arisen.
726* TinTyrant: The highest tier of warrior armor gives the look of one. The Mystic Knight's in particular end up looking like a blood red Sauron Expy, terrifying spiky mace included.
727* TitleDrop:
728** You will obtain the sword ''called'' Dragon's Dogma after defeating the Dragon with a sword. It's the best sword in the game, not including the ''Dark Arisen'' expansion content.
729** The game's title is part of the lyrics to the ending theme.
730* TooAwesomeToUse: Some consumable items are so beneficial that they are hard to come by. For example:
731** Panacea heals you of all debilitations, so it's usually saved as a last resort if you don't have any other options left for [[AntiDebuff cleansing debuffs]].
732** The Maker's Finger is a unique arrow that can OneHitKill a lot of enemies, including [[spoiler:the Dragon Grigori]]. However, the moment you equip it, the game will immediately create a save so that it will be gone the next time you attempt to [[SaveScumming reload]] (and regardless if the arrow hit or missed).
733* TookALevelInBadass: [[spoiler:Everything, ''every single monster'' you fought before killing the Dragon, will now destroy you utterly after ''killing'' the Dragon. The puny, weak Goblins are now PintSizedPowerhouse Grimgoblins. The slow, shambling zombies are now fast, hard hitting ''giant'' zombies, etc.]]
734* TokenRomance: The game will force one on you with whatever [=NPC=] you have the highest [[RelationshipValues affinity]] with. Whether you want it or not.
735* TotalPartyKill: It'll happen a lot if you're extremely unprepared for a difficult fight, but some encounters (like Maneaters, the Dark Bishop and its accompanying undead dragon) can cast magick that would OneHitKill anyone within its radius. So if everyone in your party is somehow stuck within that radius when the spell activates, it would be a complete game over.
736* TraumaInn: Resting at an inn is one of the few ways to recover lost or unconscious Pawns.
737* TrickArrow:
738** The Strider, Ranger and Magick Archer classes all have multiple shot types, least of which being the {{Multishot}} and {{Rain of Arrows}}. Magick Archer is notable for being able to make their arrows home in on targets.
739** The Magick Archer even has a shot that gets more powerful when bounced off multiple surfaces before striking a target.
740** The Ranger can launch a arrow that sticks into a surface and fires even ''more'' shots at everything around it.
741[[/folder]]
742
743[[folder:U-Z]]
744* UndergroundMonkey: Both small enemies and large monsters have those, who become more and more abundant as one ventures further away from Cassandis and Gran Soren, and practically take over the whole world map in the [[spoiler:post-Dragon quests]]. Sometimes they are simply stronger versions of the original enemy with minimal mechanical difference (i.e. Wolves and Direwolves), but sometimes the stronger variants have new elemental attacks and resistances (i.e. the Snow Harpy has an ice breath which the normal Harpy lacks, while the even stronger Succubus's song inflicts Curse rather than Sleep and is weak to Holy rather than Fire). ''Dark Arisen'' would add even more {{Underground Monkey}}s for almost every enemy type, even stronger than the strongest versions found in the vanilla game.
745* UnexpectedlyRealisticGameplay: The character customization options allow you to specify a height and weight. These are not just for cosmetic purposes; they also affect gameplay in specific ways. If your character is too tall, there are underground holes (such as the one in Shadow Fort) that are hard to dive down to because your character can't easily fit there. Some areas also host strong winds that move your character around, which is affected by your weight; naturally, lighter characters are easily moved by the wind compared to the heavier ones.
746* TheUnreveal: [[spoiler:During a quest, you never actually find out who the Nameless Ones are or why they want you dead.]]
747* UpdatedRerelease: ''Dark Arisen''. In addition to the improved fast travel opportunities and included DLC quests from the main game, its main attraction is the Bitterblack Isle, a huge new dungeon with lots of exclusive endgame equipment, including a set of class-specific accessories that allow you to use upgraded third-level versions of a select number of special attacks and spells. You can also "rarify" Dragonforged equipment to increase their stats even further.
748* UpgradeArtifact: The Wyrmking's Ring passively reduces the amount of time needed to charge up spells. It's not even treated as an equippable accessory; you simply need to have it in your inventory.
749* UrbanSegregation: Gran Soren is broken up into the Noble Quarter, Craftsman's Quarter, Urban Quarter, and the slums.
750* UrExample: InUniverse example with the Ur-Dragon, [[{{Superboss}} an incredibly powerful dragon that literally requires hundreds of people to defeat]].
751* TheUsualAdversaries: Bandits and Goblins are your most recurring enemies in the earlier portions of the game.
752* WelcomeToCorneria: Extremely common from both your Pawns and from random [=NPCs=]. Get used to hearing your main Pawn say "Gran Soren, the beating heart of all Gransys" every time you're in the general area of the city, for example.
753* WhiteMage: While Mages can deal some damage, they are more focused on supporting allies with buffs, debuffing the enemy or healing their allies.
754* WideOpenSandbox: You're free to go absolutely anywhere in the world at any time. On the other hand, [[BeefGate go to the wrong place when you're underleveled,]] and you're pretty much toast.
755* TheVeryDefinitelyFinalDungeon: The Great Wall for the main game, [[spoiler: the Everfall]] for the post-game, and Bitterblack Sanctum for ''Dark Arisen''.
756* ViciousCycle: [[spoiler:The game's story heavily implies that Gransys is caught in a vicious cycle between the fates of the Arisen, the Dragon, the Pawns and the Seneschal.]]
757* VideoGameCaringPotential: A possible side effect of having to lead a team of naive, dependent Pawns through various dangers. Particularly when they become distressed and call for help; time to go MamaBear on whatever's threatening them!
758* VideoGameCrueltyPotential:
759** You can pick up and throw pretty much anything or anyone. This can range from [[CombatPragmatist pragmatic tactics]] like tossing an enemy off a cliff, to random dickery like a back-and-forth game of "catch the pig" between you and your Pawn, throwing ''your'' own Pawns to gauge fall damage, or throwing random people into the [[spoiler:Everfall]].
760** There is quite a lot of ''in-story'' dickery you can get up to as well. The most common example is taking advantage of The Black Cat, which allows you to make convincing forgeries of practically any item, including quest items with gameplay use. You can then give those out to the quest giver [=NPCs=], netting you both the quest reward and the actual item (and possibly screwing them over in the future when they need the item the most)... or, if multiple people want the item, you can give both the original and the forgery to them and get twice the quest reward.
761** [[spoiler:In the end, once Duke Edmun brands you as a traitor, the prison no longer applies to you. What does it mean? You can murder everyone guilt free. [[ThenLetMeBeEvil If a traitor is what they wanted, then why not become one]]?]]
762* VideoGameCrueltyPunishment:
763** Be careful what animals you pick on, or you'll find yourself on the business end of an ox's horns. And don't attack people in town, or the guards will get you and throw you in jail.
764** A subtle one: [[spoiler:If you complete a quest to find a magic book for Steffen in Gran Soren, you can choose to give him a non-magickal forgery. Do that, and his attempts to help you out during a boss fight with it fail for obvious reasons, with the man becoming bitter toward you as a result]].
765** In "Aroused Suspicions", [[spoiler:letting Duke Edmun murder Aelinore will make your subsequent jailbreak ''much'' harder.]]
766* VideoGameRaids: The Ur-Dragon is of the world raid variant - being a gigantic dragon with an absurdly high amount of HP (estimated to be in the ''billions'') and a limited time it can be fought before it flies away, with the trick being that it keeps all the damage it takes from every single online-connected player that fights it. Subverted with the offline version of the boss, however, which is more of a classical SuperBoss balanced around being fought by one player.
767* VocalDissonance: You can select any voice you want in character creation, allowing you to create super-gruff children or giant, hulking warrior-men who sound like choir boys. Amusingly, the voice previews only play grunts and yells instead of speech, potentially prompting a future trip to the [[MagicPlasticSurgery barber]] when your main Pawn starts rumbling in a baritone or squeaking like a chipmunk after exiting the creation screen. Also, Pawns only speak in 2-3 different voice sets prior to recruitment, not revealing their actual voice until traveling with the player.
768* VoiceOfTheLegion: Quite literally. Your first encounter with a riftstone will have voices of the Pawn Legion speaking to you.
769* WakeUpCallBoss: Many of the dragon-type bosses can count as this due to having [[MarathonBoss huge health pools]], nigh-invulnerable body parts that require you to [[AttackItsWeakpoint attack the weak spot]] instead, and a slew of high-damaging attacks or devastating gimmicks. You can freely explore the open world as you like, but the western forest area of Gransys is also a common spot for a dragon to appear. If you wander there unprepared and the dragon ''does'' appear, expect a wake-up call.
770* WalletOfHolding: While everything else counts toward your weight limit, your money does not. This even though when enemies drop money or you find it in the field, it's displayed as a sack of gold coins - 10,000 worth is at least a foot or two around, so if you've got over 1,000,000 in your pocket, you logically shouldn't be able to move.
771* WasOnceAMan:
772** [[spoiler:The Dragon was an Arisen who failed to defeat the Seneschal, as was every Dragon that had ever ravaged Gransys before him. This fate can befall the player as well, should they be defeated in the final battle]].
773** Wyrm dialogue heavily implies that [[spoiler:''all'' dragonkin are transformed humans, possibly Arisen killed in ordinary combat, something confirmed in the ''Dragon's Dogma Official Design Works''--with Drakes having been Fighters, Wyrms having been Mages, and Wyverns having been Striders.]]
774** [[spoiler:Daimon]] of Bitterblack Isle was an Arisen who [[spoiler:refused to comply with his Dragon's SadisticChoice, instead bitterly wishing to destroy the gods. The Dragon abided his wish, giving him a form that could do just that.]]
775** [[spoiler:Even [[TheGrimReaper Death himself]] is a transformed Arisen]].
776* WarpWhistle: Ferrystones, which will whisk you away to a Portcrystal of your choice (by default, you have one outside the Pawn Guild in Gran Soren, and one outside Cassardis). [[spoiler:After defeating the griffin or venturing into plot-relevant dungeons, you can obtain moveable Portcrystals that you can set up anywhere on the open world to teleport there.]] Bitterblack Isle has the similar Liftstones, which take you back to the Isle's entrance.
777* WeBuyAnything: While there are separate shops for curatives and weapons (and even shops which specialize in one kind of weaponry or another), they'll all take whatever you want to sell.
778* WeCannotGoOnWithoutYou: If one of your Pawns is killed in battle, simply waltz over to it and press the interact button to help the poor thing back on its feet (with about half-full HP, even, meaning sometimes it's more efficient to let a Pawn die and then resurrect it than to actively heal it with a spell or pass the herbs). If ''you'' die, however, your Pawns will simply begin screaming and refuse to continue the fight, forcing a reload from your last save. This is [[JustifiedTrope justified]], as the Arisen, while ageless, is still human and technically mortal. Death is permanent for them. For the Pawns, however, unless they're granted a piece of their Arisen's soul, death simply returns them to the rift.
779* WeakToMagic: Ghost-type enemies such as the Phantom, Phantasm, Specter, and Wraith are [[NoSell highly resilient to physical attacks]] due to being incorporeal spirits, and the only way you can damage them with physical attacks is to let them possess one of your Pawns and then strike them. However, they are susceptible to magic and enchanted weapons, especially Holy magic. The [[AnimatedArmor Living Armor]] residing at the Bitterblack Isle also shares this characteristic after you have destroyed the armor and exposed the ghost inside.
780* WhamEpisode: The Post-Game. [[spoiler:The dragon is dead, and your heart has been returned to you. Unfortunately, the world is now in even ''worse'' shape than it was before the dragon was slain; stronger monsters now roam the lands, the sky has been blacked out by ominous clouds, and half of Gran Soren has been swallowed up by a massive sinkhole leading into the Everfall. To make matters worse, the Duke, [[RapidAging whose age caught up to him after getting his own heart back following the dragon's demise]], accuses you of trying to usurp him and tries to have you killed, with you being deemed PersonaNonGrata in half of what remains of the city.]]
781* WhamShot: And surely is it effectively shown during your first playthrough. When [[spoiler:the Seneschal]] starts fighting you for real in the latter phases of the FinalBoss fight, [[spoiler:he ditches his cloaked appearance to reveal that he's Savan, the Arisen whom you've previously controlled during the tutorial segment before you could create your very own Arisen. If the lore and dialogue haven't clued you in that there's some cycle involved, and that an Arisen can become a Seneschal, Savan's re-appearance will]].
782* WhatHappenedToTheMouse: Some characters will depart Gransys with the promise of returning to help you at a later date [[spoiler:including Quina and Mercedes]]. They won't appear in the game again [[spoiler:unless you managed to get their Affinity high enough, in which case the Dragon kidnaps them]], or in Quina and Madeleine's case, [[spoiler:after you defeat the Dragon]].
783* WholesomeCrossdresser: You get an achievement for sticking a male party member in female clothing.
784* WhoWantsToLiveForever:
785** While Pawns never seem to express suicidal DeathSeeker tendencies (illogical due to their immortality), they do seem a little sullen about continually living without having a real ''reason'' to live, while the humans around them lead short but interesting lives.
786** Part of the reason why [[spoiler:the cycle of Arisen, Dragon, and Seneschal continues; Seneschals will eventually become ''extremely bored'' and will be driven to die at the hands of an Arisen.]]
787** Bitterblack Isle is filled with the ghosts of Arisen whose wills are too strong to fade. Most of them want to.
788* WideOpenSandbox: The world is very big and the player is able to freely roam wherever they want to, as long as they aren't [[BeefGate killed by enemies in areas that are designed for later.]] Once the player has reached Gran Soren, instead of working on the main quests, they can freely explore the lands surrounding the city which are far more vast than the land near the starting village.
789* WreathedInFlames: One ability of the Magick Archer, Immolation, allows you to light yourself on fire. Sure, this costs you some hit points, but it pays for itself in spades when any creature you engage in melee not only takes a great deal of fire damage, but is also ''very'' likely to catch on fire itself.
790* YeOldeButcheredeEnglishe: Generally averted. Characters use quite a few archaic terms from the middle ages, but use sensible, modern day cadence and sentence structure.
791* YouKillItYouBoughtIt: [[spoiler:Kill the Seneschal and take his job.]]
792* ZeroEffortBoss: In the PlayableEpilogue of the game, [[spoiler:you end up in a duel with Duke Edmun (complete with health bar), who's now a feeble old man weakly swinging his sword at you. Defeating him triggers a cutscene where he sics the guards on you.]]
793[[/folder]]

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