The Thunderwyvern is almost identical to its cousin, the Wyvern. It has its heart on its back and uses and is resistant to the Lightning element. It is also much more dangerous than normal Wyverns, as its blows deal far more damage. It also has a coat of lightning around its heart that deals damage, so clinging onto it requires health curatives as well as stamina curatives to maintain the hold.
Resistances are similar to those of a Wyvern.
| Base Experience of 60,000
Can be more or less depending on a few factors such as:
|Sources: Dragon's Dogma - ドラゴンズドグマ ＆ Dark Arisen (www10.atwiki.jp) and in-game testing.|
|Lightning Aura||Mag||The Thunderwyvern emits a cloak of lighting around its body, damaging clinging foes for 10 Lightning damage per second.|
|Lightning Breath||Mag||On ground, sweeps a wide area ahead with a massive stream of electrically charged wind from its mouth, in similar manner to Drake's Fire breath sweep, and immediately summons a High Levin at the affected area.|
|Windblast||Mag||A stream of electrically charged wind is let loose from its mouth. The Thunderwyvern can use this move while diving, moving forward or backing away from its target.|
|Dive||Phys||A powerful lunge from the air.|
|Charge||Phys||Charges at a target on the ground.|
|Grab (Arisen)||Phys||The Arisen is grabbed and then slammed into the ground.|
|Grab (Pawn)||Spec/Status||A Pawn is grabbed, but instead of being slammed into the ground, the Thunderwyvern tries to seize control over the pawn. Causes Possession, which turns the Pawn against the Arisen.|
|Slam||Phys||Will take flight then slam its stomach into the ground, dealing massive damage.|
|Aerial Spin||Phys||If the Arisen or one of his/her Pawns are holding onto the Thunderwyvern while it is in flight, it will spin rapidly, draining a massive chunk of stamina.|
|Stomp Attack||Phys||A powerful attack with its feet, staggers targets.|
|Sweeping Backhand||Phys||A backhanded slap with either one of its front claws.|
|Tail Sweep||Phys||A powerful spinning attack with its tail, knocks targets off their feet.|
|Wing Flap Attack||Phys||Powerful wing flaps that create strong wings preventing the player's party from approaching. The player can counteract this by equipping the stability augment or equipping armor with the bonus enhancement "Prevents wind from affecting mobility." While this negates the buffeting effect of the wind, the dragon's wing flaps will then be able to deliver physical blows.|
|Roar||Spec/Status||A mighty roar that kills all Pawns within range, staggers the Arisen and can cause Skill Stifling.|
|Lassitude||Mag/Status||Invokes a magickal fog at a designated location that inflicts torpor upon foes who enter.|
|Miasma||Mag/Status||Transmutes the land into a putrid bog that poisons foes who tread upon it.|
|Levin||Mag/Status||Smites the enemy from above with tongues of lightning.|
- The weak point is the "heart" located on its back where the wings intersect. The Arisen must land the killing blow to the heart when its health has been fully depleted.
- Strong against Thunder-enchanted weapons and spells.
- Vulnerable to Torpor.
- Can be Silenced, Poisoned and set on Fire.
- All melee vocations: Climb the Dragon's back and attack the heart where the wings intersect.
- For general climbing tips see Climbing.
- As with other regular flying Dragonkin it is possible to wait for it to fly up and ground it with ranged attacks and then attack the Dragon while grounded.
- Lure the Thunderwyvern to fly over a bottomless pit or cliff ledge. Shooting it down will kill it instantly when it falls into the pit. Experience will be awarded, but all loot from the kill will be forfeit.
- Blast Arrows are particularly useful against aerial dragons; they will knock a Thunderwyvern out of the sky instantly.
- To avoid pawns becoming possessed either make sure the party has high possession, or prepare with suitable curatives.
- Bow-class pawns will equip special arrows and will use stat boosters if the Arisen has made them available (see Pawn threat level and tool use).
- Mage pawns equipped with a Legion's Might staff will auto-revive after a Dragon roar or conventional deaths -though weak in magic strength it is useful for a pawn specialising in healing, providing enchantments, or other tactical spells.
- Consider equipping a pawn with a (preferably Goldforged) rusted weapon or golden weapon so they can continuously Torpor, and or Silence the wyrm.
- The Dragon Roar is an ability which cannot be suppressed by inflicting Silence. For more information on this see Dragon Roar.
- The Stability augment is very useful against all Draconic enemies. All wind attacks are nullified against the Arisen, meaning that one cannot be blown over backwards or interrupted while casting spells or charging skills.
- well timed Instant Reset can completely nullify propelling effect of Windblast attack
The Fallen City Thunderwyvern
- In The Fallen City on Bitterblack Isle, a Thunderwyvern can cast debilitating spells frequently at the Arisen from any location on the map. This anticipates that the Arisen will charge into the city and get ambushed by the enemies lying in wait. Resist taking the bait. Secure an elevated position from the rooftops and methodically pick off each threat one at a time, engaging the Dragon(s) last.
- In the Fallen City, if the Arisen chooses the more aggressive strategy of engaging the Thunderwyvern before eliminating the other ground enemies, try to stay on the rooftops inaccessible to Living Armor and Eliminators (they cannot climb up). Silencing it first is highly recommended.
- Alternately, one can come prepared with Sobering Wine or 100% equipment defense against Torpor and Poison to nullify the Thunderwyvern's long range spellcasting advantage.