Death 13 in Bizarre Lineage is obtained by rolling a Stand Arrow at the game’s Stand Arrow NPC until the roll resolves to it — it is not a quest reward, a boss drop, or a crafted item. That means the real unlock requirements are the prerequisites that let you roll at all: clearing the NPC’s level gate, holding enough currency to buy arrows in bulk rather than one at a time, and having a free Stand slot so the game can actually hand you the result. Check those three first, because each one is a hard stop that blocks the roll with no error message.

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What counts as a “confirmed” requirement

For a Stand like Death 13, the only source that counts as confirmed is the in-game Stand Index — the menu entry that lists every obtainable Stand alongside its source and its rarity band — plus the game’s official patch notes, which are what change that list. Death 13 is Mannish Boy’s Stand from Stardust Crusaders, and in Bizarre Lineage it sits in one of the upper rarity bands, which is exactly why so many third-party guides disagree with each other about it: they were written against older patches with different bands and different arrow sources. If a wiki page or video guide contradicts what the Stand Index shows you today, the Index wins. Read the “obtained from” line for Death 13 before you spend a single unit of currency, and confirm whether your version still lists it as an arrow roll or has moved it to an event or item source.

Prerequisite checks, in the order that matters

Check What you’re confirming Where to confirm it Why it blocks the roll
Level gate Your character level meets the Stand Arrow NPC’s requirement NPC dialogue — the arrow option simply isn’t offered below the gate Below the gate the NPC gives you a different dialogue branch, so the roll is never available
Stand slot You have an empty slot, not a Stand you intend to keep Stand storage / inventory panel The game will not overwrite an existing Stand; the roll is refused or the result is lost
Currency Enough for many arrows, not just one Currency counter and arrow shop price A single arrow is a lottery ticket — the expected-value math below shows why one roll is not a plan
Arrow availability Arrows are purchasable in your current patch and server Shop stock; if it’s an event rotation, the shop tab itself Event-gated arrows cannot be rolled out of season, no matter how much currency you hold
Quest chain No earlier story quest is still flagged incomplete Quest log Some NPCs gate their shop behind a completed prerequisite quest

Step-by-step: the acquisition run

  1. Open the Stand Index and read Death 13’s entry. Reason: this is the only way to know whether your patch sources it from an arrow, an event, or an item. Five seconds here saves an hour of farming the wrong thing.
  2. Clear the level gate. Reason: the NPC’s dialogue branch changes below the requirement, so you cannot brute-force it with currency. Farm the fastest repeatable quest or mob route your level allows until the arrow option appears in the dialogue.
  3. Free a Stand slot. Reason: the roll needs somewhere to land. If you’re holding a Stand you like, decide now whether you’re willing to lose it, because the game will not ask twice.
  4. Stockpile currency before you buy anything. Reason: buying one arrow at a time means walking back to the shop between every roll, which doubles the real-world time cost of the session. Set a target based on the math in the next section.
  5. Buy arrows in a single bulk purchase. Reason: shop stock and NPC cooldowns are the bottleneck, not your click speed. Bulk buying also makes it obvious when you’ve hit a stock cap.
  6. Roll, and let the animation finish. Reason: the roll resolves before the Stand is assigned. Cancelling, tabbing out, or disconnecting mid-animation is the single most common way players lose an arrow for nothing.
  7. If the result is a strong Stand that isn’t Death 13, stop and decide deliberately. Reason: this is the sunk-cost trap. A top-band Stand you didn’t want is still a top-band Stand; rolling past it is a choice, not a default.
  8. Once Death 13 lands, equip it and check storage. Reason: confirming it in the Stand panel prevents the nasty surprise of finding it unequipped after a server hop.

How many arrows you should actually expect to buy

Nobody can publish a trustworthy drop rate for a Roblox Stand because the band weights change with patches. What you can do is run the arithmetic on whatever band share your Stand Index implies, and the arithmetic is where most players go wrong. The table below uses example inputs — swap in your version’s arrow price and your own farming rate.

Line item Example input Arithmetic Result
Stand Arrow price 20,000 in-game currency — 20,000 per arrow
Arrows your farming route funds per hour 6 arrows/hour 6 × 20,000 120,000 currency/hour
Death 13’s share of the roll table 2% (upper band) 1 ÷ 0.02 ~50 arrows per expected hit
Currency for one expected hit — 50 × 20,000 1,000,000 currency
Hours at 120,000/hour — 1,000,000 ÷ 120,000 ~8.3 hours

Two things follow from that table. First, “expected” is not “guaranteed.” At a 2% band share and 50 arrows, there is still roughly a 36% chance you’ve seen nothing — 0.9850 ≈ 0.364. Double the session to 100 arrows and the miss chance only falls to about 13%. Second, if your patch puts Death 13 in a 1% band instead, every number in the table doubles: ~100 arrows, 2,000,000 currency, ~17 hours. That’s the difference between a weekend grind and a multi-week one, and it’s the reason to read the band before committing rather than after.

Common blockers and their fixes

  • The NPC won’t offer the arrow roll. Cause: level gate or an unfinished prerequisite quest. Fix: check the quest log first, then level. Currency will not fix this one.
  • You roll repeatedly and never see an upper-band Stand. Cause: nothing is broken — bands are weighted, and low-band entries are the majority of the table by design. Fix: apply the expected-value math above and decide whether you’re funded for the full session, not the first ten rolls.
  • You got Death 13 but it isn’t equipped. Cause: a full Stand slot, a cancelled roll animation, or a server hop immediately after the roll. Fix: open the Stand panel and equip manually; if it isn’t there, the roll didn’t complete.
  • Arrows have vanished from the shop. Cause: an event rotation ended, or the shop tab is level-gated. Fix: check the patch notes for the current rotation window rather than assuming a bug.
  • You disconnected mid-roll and lost the arrow. Cause: the purchase registered server-side before the assignment did. Fix: roll from a stable connection, one arrow at a time in terms of animation, even if you bought them in bulk.

Decision matrix: what to do in your situation

Your situation What to do Why
Below the NPC’s level gate Level up first; don’t buy arrows yet Arrows you can’t spend are currency sitting idle while prices and bands can shift under a patch
Holding a Stand you like, no spare slot Decide before you roll, not after The game won’t overwrite; you’ll be forced into a choice you can’t undo
Funded for fewer than 20 arrows Farm to the expected-hit budget first Under-funded sessions end in the sunk-cost trap, where you stop one roll short
Arrows are event-gated right now Wait for the rotation or farm currency in the meantime Currency doesn’t expire; an out-of-season arrow source can’t be forced open
Already 40+ arrows deep with no hit Keep going only if the band math still favors you Rolls are independent — past failures don’t improve future odds unless the patch notes mention a pity system

Frequently Asked Questions

Is Death 13 a quest reward in Bizarre Lineage?

No. It is sourced from the Stand Arrow roll, not from a quest chain or a boss drop, which is why there is no walkthrough quest to follow. What looks like a “requirement list” is really a list of prerequisites for rolling arrows: the level gate, a free Stand slot, and enough currency to buy in bulk.

Do I need a specific level to get Death 13?

You need whatever level the Stand Arrow NPC requires, because that NPC gates its arrow option behind a level check. The exact number shifts between patches, so confirm it by talking to the NPC and looking for the arrow option in the dialogue — if it isn’t there, you’re under the gate.

How many Stand Arrows does Death 13 usually take?

There is no fixed number, because rolls are independent and the band weights change with patches. If Death 13 occupies roughly a 2% share of the table, the expected number of arrows is about 50 — and even then there’s a roughly 36% chance of not seeing it in that many rolls. Treat any guide quoting a hard number as out of date.

Can I lose Death 13 after I roll it?

You can lose the roll, not the Stand. The risk window is the roll animation itself: cancelling it, tabbing away, or disconnecting before it resolves can waste the arrow. Once Death 13 is assigned and showing in your Stand panel, it’s yours until you deliberately replace it.

What if the Stand Index says Death 13 comes from an event instead?

Then the arrow route is closed for your patch and you should follow the source the Index lists. Event sources are time-limited by design, so the practical move is to farm currency during the off-season and spend it when the rotation returns, rather than rolling arrows that can’t produce the Stand.

Is there a pity system for Stand Arrows?

Only if the game’s official patch notes say so for your version. Unless a pity counter is documented, treat every roll as independent — which means a long dry streak is normal probability, not a bug, and not evidence that your next roll is “due.”

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