D&D Servants Project: Gilgamesh

Disclaimer: I focused more on accuracy to the Fate canon in these builds that I did on keeping them balanced. Therefore, these builds/homebrew will be incredibly overpowered, please do not misuse them. 

Also I don’t own Fate. All rights go to Type-Moon


The King of Heroes


Name: Gilgamesh

Race: Demigod/Servant

Alignment: Chaotic Good

Servant Class: Archer

D&D Class: Fighter (Arcane Archer)

Level: 20

Hidden Attribute: Heaven

Height: 182 cm

Weight: 68 kg



Strength: 18(+4)

Dexterity: 16 (+3)

Contitutation: 16 (+3)

Intelligence: 18 (+4)

Wisdom: 8 (-1)

Charisma: 22 (+6)


Armor Class: 18

HP: 184

Initiative: +3
Speed: 30ft

Proficiency Bonus: +6

Hit Dice: 20d10

Spell Save DC: 18


Saving Throws:

Strength: +10

Constitution: +9

Charisma: +13


Proficiencies and Languages:

Skills: Arcana (+10), Athletics (+10), History (+10), Persuasion (+13), Survival (+5).

Weapons: Gate of Babylon, Ea

Armor: Light Armor, Medium Armor, Heavy Armor

Tools: Board Games

Languages: “Common”, Sumerian.

Passive Perception: 9

Passive Investigation: 14

Passive Insight: 9




Golden Armor: Gilgamesh’s golden armor. Raising armor class to 18. Causes disadvantage on stealth rolls. The armor has an anti-magic enchantment that gives Gilgamesh advantage on saving throws against magical attacks.


Bab-ilu: The key to the Gate of Babylon. Used when invoking it’s true name or when summoning Ea.


Abilities and Skills:


Independent Action (A+): Class skill of archers. Gilgamesh does not require a master to provide him with magical energy in order to remain in this world.


Magic Resistance (E): Class skill of archers. Nullifies harmful cantrips.


Charisma (A+): One of Gilgamesh’s personal skills. A natural talent to lead. Gilgamesh can add his proficiency modifier + 1 to any charisma checks.


Divinity (B): One of Gilgamesh’s personal skills. Proofs of a servant divine servant aptitude. Gilgamesh is actually ⅔ god, but he hates the gods so it’s rank is reduced. When faced with enemies that possess forms of divine protection such as the Shield of Faith and other similar abilities, roll a D20. On a roll of 5 or higher, Gilgamesh ignores these defenses.


Golden Rule (A): One of Gilgamesh’s personal skills. A natural talent to attract treasure to oneself. Rare magical items seem to attract themselves to Gilgamesh. Furthermore, people seem to be included to pay Gilgamesh more than they originally intended. Finally, Gilgamesh seems to be unnaturally good at finding treasure. Gilgamesh has advantage on persuasion and intimidation checks when negotiating for money or treasures and perception and investigation check when looking for treasure.


Gate of Babylon: Gilgamesh’s primary noble phantasm. A technique that allows Gilgamesh to summon the contents of the massive treasury he amassed during life. 

The gate serves as Gilgamesh’s primary method of attack. Gilgamesh was an avid collector of weapons, and he has weaponized properties of the Gate to use his collection as projectiles. Gilgamesh has 40 of every weapon type within the Gate of Babylon. As an action, Gilgamesh can fire a number of these weapons equal to his charisma modifier. This acts as a ranged weapon attack with a range of (30ft/120 ft). Gilgamesh uses his charisma modifier for the to hit roll. Gilgamesh is considered proficient with the Gate of Babylon. The attack deals damage equal to the damage dice of the weapon being fired. This damage is magical for the purpose of overcoming resistance. Gilgamesh adds his charisma modifier to his damage rolls. Furthermore, the gate has a +4 to hit and has a +4 damage modifier.

As a bonus action, Gilgamesh can pull weapons out of the Gate of Babylon for regular use. Their damage is magical for the purpose of overcoming resistance. These weapons have +1 to hit and a +1 damage modifier. Each weapon is an unique piece that’s worth at least 30 times the normal version of that weapon in shops (though Gilgamesh would never sell). If a history check is made on any of these weapons, they would be able to identify them as a weapon wielded by some other famous hero from history or mythology.

Gilgamesh can invoke the true name of this noble phantasm while using Bab-Ilu as an action. When he does it, Gilgamesh can select a 40 ft circle in 120 ft that he can see and a type of weapon. All enemies within the circle must make a DC 20 dexterity saving throw. They take damage equal to 10 x the hit dice of the selected weapon on a failed save or half as much on a successful one. This consumes all the weapons of that type from the Gate and Gilgamesh cannot use this ability again until he completes a long rest.

Gilgamesh also has a single silvered version and a single adamantine version of every weapon type.

Additionally, Gilgamesh is a collector of arcana as well. The Gate of Babylon has one of every rare or legendary magic item in D&D. Magical weapons can be used as a projectile the same of any other weapon in the gate. Pulling a magic item out of the gate for normal use requires a bonus action. All items that need attunement are considered attuned to Gilgamesh.

Finally, Gilgamesh has collected several weapons that will one day become noble phantasms. These noble phantasms can be used as normal, or be shot out of the gate if they are weapons. Pulling a noble phantasm out of the gate for normal use requires a bonus action.

 They are as follows:

  • Caladbolg: A sword that would one day become the noble phantasm of Fergus mac Róich. +5 to hit. Heavy. Deals 1D10+5 piecing damage. This damage is magical for the purposes of overcoming resistance.

  • Dainsleif: The sword that would one day kill the great hero Sigurd. +4 to hit. Deals 1D8 +4 slashing damage. Versatile (1D10 +4) this damage is magical for overcoming resistance. Once this sword is drawn, it cannot be sheathed until it kills a man.

  • Durandal: The sword that would one day become the noble phantasm of Roland. +5 to hit. Deals 1D8 +5 slashing damage. Versaille (1D10 +5). This damage is magical for the purposes of overcoming resistance.

  • Enurta: A mysterious weapon drill-like from mesopotamia. Heavy, two handed. Deals 4D6 piercing damage. This damage is magical for the purposes of overcoming resistance.

  • Gáe Bolg: A cursed spear that would one day become the noble phantasm of Cú Chulainn. A cursed spear carved from the bones of a sea monster. Attack roles using this weapon gain a +4 modifier. Deals 1d8 + 4 piercing damage. This damage is magical for the purposes of overcoming resistance. Versatile (1d10 + 4). Reach (10 ft). Throwable (range 40/160). On a critical hit, this attack does an additional 1d10 necrotic damage.

  • Gram: The sword that would one day become the noble phantasm of Sigurd. +5 to hit. Deals 1D8+5 slashing damage. Versatile (1D10 +5) This damage is magical for the purposes of overcoming resistance. This sword deals double damage to dragons.

  • Harpe: The monster-killing spear that would one day become the noble phantasm of Perseus. +4 to hit. Deals 1D4+4 slashing damage. This damage is magical for the purposes of overcoming resistance. This weapon has the unique effect of being able to kill immortal beings. If a creature has some form of “undying” attribute, it is nullified by Harpe. Additionally, creatures stuck by Harpe cannot be healed for one minute.

  • Houtengeki: A versatile spear that would one day fall into the hands of infamous general Lü Bu Fengxian. +5 to hit. Reach (10 ft). Heavy. Two-handed. Deals 1D10 +5 damage. Due to the unique shape of the weapon, this can be piercing or slashing damage depending on the user’s preference.

  • Merodach: The basis of all the swords of selection throughout the world. +4 to hit. Deals 1D8+4 slashing damage. Versatile (1D10 +4) This damage is magical for the purposes of overcoming resistance. Attacks with this sword also does an additional 2D8 radiant damage.

  • Vajra: A mysterious holy weapon originally belonging to the Hindu god Indra. Range (100, 400 ft). +4 to hit. Upon impact, deals 14D6+4 lightning damage on the target. After this damage is dealt, Vajra cannot be used again until the owner completes a long rest.

  • Vimama: A flying machine mentioned in the Ramayana and the Mahabharata. Has a flying speed of 20,000 ft. Has an AC of 21. Has 300 hit points. Considered to be a “huge” construct. On the back of the ship there’s a throne, whoever sits on the throne controls the movement of the ship. Gilgamesh has removed all the weapons from it, instead preferring to use the Gate of Babylon instead. It can carry about 5 people on it. This device cannot be shot out of the Gate. Furthermore, due to its size it takes an action, rather than a bonus action, to deploy.

Additionally, Gilgamesh has a couple of unique weapons of his own, they are as follows.


Enkidu: The chains of heaven, used to bind Isthar’s Bull of Heaven. Named after Gilgamesh’s one and only friend. As an action, Gilgamesh can release the chains from the Gate of Babylon onto a single target with 60 ft of him. This target is considered restrained. Every turn the restrained creature can attempt to escape the chains by making a strength saving throw, the difficulty of which is based on their divinity (Fallen Aasimar and Fallen Angels have a divinity of E-, Clerics and Paladins E+. Regular Aasimar and lesser celestials are considered to have an B rank divinity, angels and greater celestials are considered to have A rank divinity, and gods are considered to have an EX rank.) Legendary creatures cannot use their legendary resistance against Enkidu. Gilgamesh can release the Chains at will.

No Divinity




































                  After this ability is used, it cannot be used again until Gilgamesh completes a long rest. Gilgamesh can also use Enkidu as climbing gear or a rope. This does not use it’s charge.

  • Ea: Gilgamesh’s personal sword. Unlike the other swords in the Gate, it’s a unique weapon that’s his and his alone. A divine construct. This weapon gets +6 to hit. Deals 1D8+6 piecing damage. This damage is magical for the purposes of overcoming resistance. This sword cannot be shot as a projectile from the Gate of Babylon. Due to its power, it takes an action rather than a bonus action and the use of Bab-Ilu to draw the sword out of the Gate. Gilgamesh can only use Enuma Elish if he’s wielding this sword. Gilgamesh typically only draws the sword against opponents he considered “worthy” with the only expectation of this being when his life is in immediate danger.

  • Dingir: A mysterious tablet with the authority of kings. If Gilgamesh was to become spellcaster, he would use this as his focus.

Gilgamesh also has some other miscellaneous items in his vault, they are as follows.

  • Golden Weapons: A single golden version of every regular weapon. Has +3 to hit and a +3 to hit. This damage is magical for the purposes of overcoming resistance. These weapons would be 200 times the regular price of that weapon if sold (though gilgamesh will never sell) These can be fired from the gate or used as a normal weapon.

  • Three edged sword: A sword with three edges. Deals 1D8 slashing damage. Versatile (1D10). This weapon naturally has advantage on attack rolls. This can be fired from the gate or used as a normal weapon.

  • Ice sword: A sword infused with ice magic. Deals 1D8 slashing damage. Versatile (1D10). This attack does an additional 1D8 of cold damage weapon upon impact. This can be fired from the gate or used as a normal weapon.

  • Anti-Magic scythe: a scythe that drains magical energy from the target. Heavy. Deals 1D6 slashing damage. This damage is magical for the purposes of overcoming resistance Upon impact, if the target has spell slots, the user can attempt to drain a spell slot of their choice. The target must make a wisdom saving throw with a DC equal to 20 minus the level of the spell slot being drawn (for example, a level one spell slot will have a DC of 19, a level two would have a DC of 18, so on and so forth). Upon a failure, they lose that spell slot. This weapon cannot be fired from the gate.

  • Large Hammer: A giant hammer. Heavy. Two handed. Deals 4D6 bludgeoning damage. This damage is magical for the purpose of overcoming resistance.

  • Anti-Spirit Incense: A mysterious incense that repels spirits. Covers a 30 ft circle around the incense burner with a mysterious mist. Fiends, Undead, Celestials, Fey, and Elementals that attempt to cross the mist take 1D6 poison damage per 5 ft of movement inside the mist. They also take 5D6 poison damage if they start their turn in the mist. This damage ignores resistance or immunity to poison. Furthermore, Fiends, Undead, Celestials, Fey, and Elementals that have less and 10 intelligence are drawn to the mist if they are within 1 mile of the mist. Those with an intelligence of 10 or above can still sense it if they’re within 1 mile but recognize it as dangerous and attempt to stay away. If a creature that is attracted to the mist takes damage from it, they make a DC 10 wisdom saving throw. On a success they realize the mist is dangerous and attempt to feel from it.

  • Potion of Youth: The potion Gilgamesh found at the end of his epic quest. Anyone who drinks it returns to a state of a child. If a person had a different personality in their youth than they do now, it will revert to that state.

  • Fully Automatic Rice Cooker: A mysterious device from the twenty-first century. If you put rice into it and wait ten minutes, it’s cooked to perfection.

  • 1,000,000,000 GP.

  • A full set of golden dining utensils, plates, and wine goblets.

  • 1,000 gallons of fine wine.

  • 100 lbs of Hydra meat.

  • 100 vials of Hydra blood

  • 100 vials of the antidote for Hydra venom.

  • Poison Tasting Treasure: A Noble Phantasm that, when equipped, makes the wearing immune to poison...no one knows what it looks like or how it’s used.

  • Ship of Light: A divine that can teleport someone to the end of the world, and back, even in digital space.

  • Table Cloth of the North Wind: if this sheet is spread out, one can ask it for a meal of any size, and it will appear. After this ability is used, it cannot be used again until the owner takes a long rest.

  • Swimming Trunks.

  • Auto-Defensor: A shield that floats around the owner. Functions as a shield, adding +2 to their armor class. However, it does not need to be held, leaving both hands free for other uses.

  • Curtain of Night: A magical curtain that can be an area of up to 1 mile appears as if it was midnight. Any ability that requires sunlight ceases functioning in this area. This effect lasts an hour. After this ability is used, it cannot be used until the owner completes a long rest.

  • Warding ring: a ring that diverts peoples gazes. Anyone who is close to the owner must make a perception check with a DC of 18. On a failure, they simply do not and cannot notice the wearer. Creatures with proficiency in arcana have advantage on this check.

  • Motorcycle: A vehicle that for all intents and purposes should not have existed during Gilgamesh’s lifetime...yet he has it anyway. A wheeled, high-tech, horse like vehicle. Has a speed of 100, and AC of 16, and 100 hit points.

  • 4 Golden fishing rods: Fancy tools to help one catch fish.

  • A set of hanafuda cards.

  • A magic lens that functions like a telescope.

  • Vimana’s weaponry: the weaponly Gilgamesh removed from Vimana. Resembles the most advanced 21th century weaponry.

  • Regenerating Meat: Meat that regenerates after being eaten, essentially infinite meat. Tastes good too.

  • Mirror Shield: A shield that reflects magic. +2 to wielding armor class. If the ranged magic attack fails to hit the user, the spell is reflected back at the caster, damaging them instead.

  • Retrieval Treasure: After Gilgamesh completes a long rest, all lost items from the Gate of Babylon are automatically returned to it. Additionally, after completing a short rest, all non-noble phantasm items are returned to the Gate.

  • Levitation treasure: a magic item that freely allows the user to cast fly on themselves at will.

  • Invisible sword: An invisible sword. Deals 1D8 slashing damage. Versatile (1D10). This damage is magical for the purposes of overcoming resistance. Due to the weapon being invisible, it has advantage on attack rolls againsts creatures that lack blindsight or truesight. This sword can be fired from the Gate of Babylon or be used as a regular weapon.

  • Freezing liquid: A potion that freezes a target. Any creature that comes in contact with this liquid is considered petrified until they take fire damage or spend at least an hour in an environment that has a temperature of 80º fahrenheit or higher. Liquids that come in contact with the potion are also frozen instantly. The potion passively causes condensation in the air.

  • Magical Fire: Magical man-made white flames. This can be expelled. From the Gate of Babylon as a ranged attack. Deals 4D10 fire damage to the target. Once this ability has been used it cannot be used again until Gilgamesh has completed a short rest.

  • Magical Lighting: Magical man-made lighting. This can be expelled. From the Gate of Babylon as a ranged attack. Deals 4D10 lighting damage to the target. Once this ability has been used it cannot be used again until Gilgamesh has completed a short rest.

  • Seasoning and Herbs: various spices and herbs for cooking.

  • Magic Staffs (x 10): Various mystic codes that serve as spellcasting focuses for spellusers. Users of these staffs can cast spells of the third level or lower without spending spell slots.

  • Invisibility potion: A potion that casts invisibility on the drinker.

  • Herb of Immortality: the treasure Gilgamesh received at the end of his epic quest. However, he doesn’t know how to use it.

  • Belt of Nidaba: a magical item of unknown effect.

  • Bullworker: a piece of twenty first century exercise equipment. Has no known effect.

  • Anti-Multidimensional Refraction Phenomimom Treasure: A device that, when activated, prevents the use of Multidimensional Refraction Phenomimom(abilities that copy second magic) like Tsubami Gaeshi within 50 feet of it.

  • Command Spells: An extra three command spells for a master he considered worthy.

Enuma Elish: Gilgamesh’s strongest noble phantasm. A special technique that draws out the true power of Ea. Gilgamesh can invoke this noble phantasm during his turn as an action if he’s wielding Ea. Creates a vortex of primordial energy in a 100 ft cone in front of Gilgamesh. Any creatures caught in the blast must make a DC 26 dexterity saving throw. They take 34D12 force damage on a successful save and half as much on a failed one. Furthermore, reality marbles, illusions, monster lairs, or any other magical alterations of reality with the blast radius are dispelled. One this ability is used Gilgamesh must wait 48 hours before he can use it again.


The following abilities are paraphrased from the various D&D sourcebooks.


Fighting Style: Archery: Gilgamesh gains a +2 bonus to attack rolls he makes with ranged weapons.


Second Wind: Gilgamesh has a limited well of stamina that he can draw on to protect herself from harm. On his turn, he can use a Bonus Action to regain Hit Points equal to 1d10 + his Fighter level. Once he uses this feature, he must finish a short or Long Rest before he can use it again.


Action Surge: Gilamesh can push himself beyond his normal limits for a moment. On his turn, he can take one additional action on top of your regular action and a possible Bonus Action. Once he uses this feature twice, he must finish a short or Long Rest before he can use it again. It can be only used once on the same turn.


Extra Attack: Gilgamesh can Attack four times whenever he takes the Attack action on his turn. (Using the Gate of Babylon is not an attack action, the Gate is it’s own action).


Idominitable: Gilgamesh can reroll a saving throw that he fails. If he does so, he must use the new roll, and after using this feature three times he can't use this feature again until he finishes a Long Rest.


Arcane Shot: Over the years Gilgamesh has collected various magical weapons with various supernatural affects. Once per turn when Gilgamesh fires a generic weapon from the Gate of Babylon as part of the Gate of Babylon action, he can apply one of his Arcane Shot options to that weapon. Gilgamesh decides to use the option when the weapon hits, unless the option doesn’t involve an attack roll. Gilgamesh has two uses of this ability, and he regains all expended uses of it when he finishes a short or long rest. If an option requires a saving throw, Gil’s Arcane Shot save DC equals 8 + his proficiency bonus + his Intelligence modifier.


  • Banishing Phantasm: Gilgamesh fires a weapon infused abjuration magic to try to temporarily banish his target to a harmless location in the Feywild. The creature hit by the arrow must succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. The target also takes 2d6 force damage when the weapon hits it.

  • Beguiling Phantasm: Gilgamesh fires a weapon infused with enchantment magic that can temporarily beguile its target. The creature hit by the weapon takes an extra 4d6 psychic damage, and chooses one of his allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

  • Bursting Phantasm. Gilgamesh fires a weapon infused with force energy drawn from the school of evocation. The weapon detonates after his attack. Immediately after the weapon hits the creature, the target and all other creatures within 10 feet of it take 4d6 force damage each.

  • Enfeebling Phantasm. Gilgamesh fires a phantasm infused with necromantic magic. The creature hit by the weapon takes an extra 4d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

  • Grasping Phantasm. When this noble phantasm strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 4d6 poison damage, its speed is reduced by 10 feet, and it takes 4d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until Gilgamesh’ uses this option again.

  • Piercing Phantasm. Gilgamesh fires a noble phantasm infused with transmutation magic that gives it an ethereal quality. When he uses this option, he doesn't make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The weapon passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the weapon, plus an extra 2d6 piercing damage. On a successful save, a target takes half as much damage.

  • Seeking Phantasm. Gilgamesh fires a noble phantasm infused with divination magic that gives it the ability to seek out his target, allowing the weapon to curve and twist its path in search of its prey. When he uses this option, he doesn't make an attack roll for the attack. Instead, choose one creature he has seen in the past minute. The weapon flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the weapon to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the weapons, plus an extra 2d6 force damage, and he learns the target’s current location. On a successful save, the target takes half as much damage, and Gilgamesh doesn't learn its location.

  • Shadow Phantasm. Gilgamesh fires a noble phantasm infused with illusion magic, which causes it to occlude his foe’s vision with shadows. The creature hit by the weapon takes an extra 4d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of Gilgamesh’s next turn.


Magic Phantasm: Gilgamesh can passively infuse the magic of the Gate into his weaponry. Whenever he fires a nonmagical weapon from the Gate of Babylon, he can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the weapon immediately after it hits or misses its target.


Curving Shot: Gilgamesh has a way to direct errant weapons toward a new target. When he makes an attack roll with the Gate of Babylon and misses, he can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.


Every Ready Shot: Gilgamesh’s magical treasures are available whenever battle starts. If he rolls initiative and has no uses of Arcane Shot remaining, he regains one use of it.



This is mostly paraphrased from Type-Moon wiki so a lot of credit goes to them.


Gilgamesh, the protagonist of the oldest story in human history and the first man to ever become a heroic spirit. He is known as the King of Heroes as he is considered the basis of all subsequent heroes throughout mythology.

He was the son of Lugalbanda, the king of the city of Uruk, and Rimat-Ninsum, a goddess. He was originally created as a bridge between the gods and humanity in order preserve their fading power over the mortal world. Gilgamesh took the throne at a young age. Even though he was only a child, his rule was created. However, the gods were unhappy with him, so they created a humanoid out of clay which they called Enkidu to judge him. 

Enkidu oversed the king but failed to see anything wrong with him, his people loved him dearly and we were happy with his reign. If Enkidu was to say what the gods were mad about, it would be that the boy did not submit to the gods, instead viewing them as equals. As such, Enkidu decided to sit back and observe the life of the king.

As Gilgamesh reached adulthood, he began to grow drunk on his power, becoming progressively more despotic, arrogant, and self serving. His people were devastated by the change while the gods were simply flummoxed. The truth was that gods underestimated the results of the union of a god and a man. Gilgamesh inherited the aspects of both, and in doing so became a being that was incomprehensible to either. His unique perspective isolated him, so he went from loving both gods and men to hating the both of them.  

It was during this time of despotism that Gilgagesh amassed the treasury that would become the Gate of Babylon.

One day, Gilgamesh encountered Enkidu in the forest, who immediately reprimanded him for his arrogance. Gilgamesh did not take that insult well, and the two of them engaged in combat. They were evenly matched and the battle went on for many days. Gilgamesh was surprised to find his equal in Enkidu and was forced to use his treasury as a weapon, marking the first use of the Gate of Babylon in combat. By the end of the battle, Gilgamesh had completely emptied his treasury and Enkidu was left with a mere 10% of his clay body intact. Instead of continuing fighting, the two of them collapsed onto their backs and burst out laughing. They realized that to continue fighting would only leave the both of them dead, which would be incredibly foolish.

Afterwards, Gilgamesh and Enkidu became fast friends, marking the beginning of the king’s epic quest. The two of them worked side by sides, exploring the world and fighting various monsters. Their first target was Humbaba, a beast created by the gods that guards the cedar forest. The two of them slew the beast, but Enkidu was a bit confused by that action as it was not an order from the gods nor was it for the benefit of the people of Uruk. Gilgamesh claimed it was to purge evil and protect the people of Uruk, but Enkidu could not understand why a tyrant would worry about his people’s well being. The king then explained his way of protecting the world to Enkidu, who slowly came to realize the source of his isolation. Due to this, Enkidu pledged himself as a servant to Gilgamesh, but the king repermendand him, declaring that he was not a tool but a friend.

Gilgamesh eventually became the richest king on earth, and his treasure was said to contain all the world’s treasures. He was so powerful that even the gods took great notice of him. Ishtar, the goddess of fertility, fell in love with Gilgamesh, and offered to marry him. However, Ishtar had a reputation for playing with men’s hearts, so Gilgamesh refused her. Ishtar was deeply offended by this and begged Anu, her father and the king of the gods, to help her get revenge. Anu was sympathetic to his daughter, and released a monster known as the Bull of Heaven upon the earth. For seven years, the beast ravaged the earth, leaving famine and destruction in its wake. Gilgamesh and Enkidu worked tirelessly to stop it. Eventually, they released a relic known as the Chains of Heaven, which were able to stop the beast, allowing them to slay it.

Ishtar pride was wounded once again but their action, and her fury only intensified. She asked her fellow gods to have the ones who slew the Bull of Heaven be put to death and her request was granted. They couldn’t touch Gilgamesh, but as a servant of the gods, Enkidu was at the mercy of their will. His body slowly deformed into the clay it had been forged from. Gilgamesh was devastated and infuriated witnessing the death of the only man who ever understood him. He also believed that if it had to be one of them, it should have been himself that died, not Enkidu. Enkidu attempted to use his last moments to comfort the king, claiming that he was but one treasure with the king’s treasury, and that he will find greater treasures in time. Gilgamesh, however, would not let Enkidu belittle himself. He proclaimed that for all eternity that Enkidu would be his one and only true friend. Shortly afterward, Enkidu melted away.

Prior to his friend’s death, Gilgamesh had entirely lived off of his own beliefs and desires. However, his friend's death changed his views. Specifically, he had never truly understood the concept of death until it was right in front of him. Gilgamesh became intensely aware of his own mortality and decided that he must be free from death. As such, he set out to find the herb of immortality. He had known of the existence of the herb even before Enkidu death, but that death made obtaining it his top priority. To that end, he went out in search of the underworld.

First he sought out the sage Utnapishtim, a man who survived a great flood once sent by the gods, being the only human to escape death at that time. He traveled for a long, long time, almost as long as he had been alive before starting his journey. Despite this, his fear of death and his desire to overcome it continued to drive him forward. Gilgamesh eventually made it to the Underworld and found the sage only to find that his form of immorality was hollow. Utnapishtim became immortal by joining the ranks of the gods, half becoming a plant in the process. Gilgamesh rejected this state of being, seeking a form of immortality that preserved his humanity. Gilgamesh was just about to leave the underworld when the sage decided to tell the king a secret. He told Gilgamesh of a way to become immortal against the will of the gods. It was a herb that grew deep in the underworld. Gilgamesh did not eat it, not wanting to turn into a plant, but harvested it anyway to make it part of his collection. Though he did not want immortality based off of the gods, Gilgamesh smiled, believing that he had technically overcome death and avenged his friend.

Gilgamesh imagined the praise he’d served when he returned to Uruk, Gilgamesh decided to wash himself before returning home in order to appear glorious as a who had conquered death. As such, he washed in a nearby spring to wash away the fatigue of decades of searching. The water healed him, and in that moment Gilgamesh truly felt joy. In that moment, he finally felt human.

However, it was then when disaster struck. A hungry snake came by. Mistaking the herb for food, it ate it, and Gilgamesh noticed too late to spot it. The snake gained the ability to shed its skin, and Gilgamesh was left with nothing. At that moment, Gilgamesh erupted into self-loathing laughter, immensely amused by the futility of his actions and mocking his own foolishness. The feeling of fulfillment he had felt before vanished instantly, and a realization came over him. He realized he didn’t need immortality to live the rest of his life, and that journey was simply just him reaching emotional maturity. 

After reflecting on the last twenty-four hours, he returned to Uruk and returned to his governance. He ruled quietly yet with a firm hand. Eventually, he entrusted Uruk to a new king and passed on, taking the secret of the herb’s location with him.



This is mostly paraphrased from Type-Moon wiki so a lot of credit goes to them.


Gilgamesh has always put himself first, even before his duties as a king. As such he’s disinterested in things such as scientific advancement or conquest, only really seeking pleasure for himself. He typically takes time to enjoy himself, slowly savoring his treasures before searching for something new. He also views both good and evil as equally valuable, and has no respect for any ideology other than “himself”. This, however, is what led to his isolation.

As a king, Gilgamesh used his power to collect treasures and guard them, leaving his people to mostly fend for themselves. However, he would kill anyone in the way of his enjoyment without exception. He holds very little value to human life, considering them only temporary beings. He considered himself above all others, even the gods, and considers his own word synonymous with universal law.

Gilgamesh is very arrogant and selfish, considering himself the king of the world even after his death. He does not recognize any authority other than his own, especially that of the gods. He considers all other heroic spirits to be mere mongrels, and hates anyone who dare consider themselves an equal. The only exception to this is Enkidu, his sworn friend. He also refuses the friendship of anyone other than Enkidu.

He believes himself to be instantly recognizable, and punishes ignorance with death. He also dislikes it when those he deems as commoners gaze upon him. He does however, deem some heroic spirits worthy, usually those with a kingly and heroic history similar to himself. He does, on occasion, also take a liking to mortals he finds interesting or unusual.

Gilgamesh seems to have an obsessive need to collect items for his treasury, which is how he had at one time all the treasure in the world. It is not something that brings him joy but rather an inherent trait of his. However, he believes himself to be a collector of only the finest of luxuries, not a creature with a mindless lust for money.

Despite his treasures disappearing throughout the world, he still believes that they are still his. In fact, he believes that anything that he labels as a treasure to be belonging to him, regardless of whether or not it was originally part of his treasury.

Gilgamesh lacks a wish for the grail. Rather, he simply thinks that as the king, the grail is rightfully his, and a treasure of that magnitude belongs within his treasury. Furthermore, he considers most other competitors in the Holy Grail War as being “unworthy” of it.

He seems to have a fetish for stubborn women with lofty ideals.

Gilgamesh is prone to underestimating his opponents and treating combat as a game. While he’s normally able to get away with this due to his overwhelming power, he can easily be caught off guard by an opponent of equal or greater strength. However, he’s willing to go all out against someone he respects.

Despite his nature, Gilgamesh hates consumer culture.

Gilgamesh’s arrogance is reflected in his speech, he will always refer to himself as highly as possible and typically refuses to use any forms of honorifics or titles for others.

Gilgamesh is often kinder towards children than he is towards adults, often talking to them effectively. He’s even willing to play with them, though he’d never let them win. However, he wouldn’t hesitate to cut down a child that stood in his way.

Gilgamesh gets the most enjoyment by observing the lives of humans, especially people who tirelessly strive towards dreams that are beyond their capacity.

Gilgamesh has an undying hatred for counterfeiters, con artists, or any person who would make fake versions of his treasures.


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