Wyrms are powerful magickal casters, possessing an array of deadly magickal attacks, the means of flight, and the ability to breath Ice to freeze their foes solid. All lesser dragonkin can seize control over the will of Pawns for a brief period and then use them against the Arisen. The Wyrm bears a glowing stomach where its heart resides and serves as an exploitable weakness.
DescriptionEditOne of the smaller cousin of the titular Dragon in Dragon's Dogma. The Wyrm is one of the lesser dragonkin encountered in the game and is only encountered after The Final Battle.
Wyrms are similar to their cousin species, the Drake and the Wyvern, bearing many of the same abilities and characteristics, Wyrms are related to the Ice element. As such the Wyrm bears a natural weakness to Fire based attacks.
Defeating a Wyrm has a minor chance of dragon forging the player's equipment, as long as it has at least one level of enhancement.
Information and StatsEdit
|Type||Dragon / Boss|
Base Exp of 24,000
Can be more or less depending on a few factors such as:
|Health||Attack||Defense||Magick Attack||Magick Defense||Weight|
|Lower Magick Defense||NA|
- ↑ While they are vulnerable to the Frozen status, it's impossible to shatter Dragonkin.
|Ice Breath||Mag||A massive stream of ice is let loose from its mouth. Can cause Frozen. The Wyrm can use this move while moving forward or backing away from its target(s).|
|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 smashed into the ground.|
|Grab (Pawn)||Spec/Status||A Pawn is grabbed, but instead of being smashed into the ground, the Wyrm instead tries to seize control of its actions. Causes Possession, which turns the Pawn against the Arisen.|
|Stomp Attack||Phys||A powerful attack with its feet.|
|Sweeping Blow||Phys||A sweeping blow with Front Claws.|
|Tail Sweep||Phys||A powerful spinning attack with its tail.|
|Roar||Spec/Status||A roar that kills all pawns within range, staggers the Arisen and causes Skill Stifling.|
|High Frigor||Mag||Creates three spires of ice which can throw its targets into the air and freeze them.|
|High Levin||Mag/Status||A series of lightning bolts are created which cause Thundershock.|
|High Bolide||Mag||10 meteors are summoned to indiscriminately lay waste to the battlefield.|
(This will be indicated vocally by the Wyrm)
|Lassitude||Mag/Status||An area of effect sigil is created, inflicting Torpor on those who remain within it.|
|Exequy||Mag||A field of death is cast, killing anyone who's stood within it upon its completion.|
|Anodyne||Mag/Spec||The Wyrm is still for a moment, then restores 1.75 bars worth of health.|
|Location||Map Location||Visual Location||Respawn Time|
|The Everfall||7 Days|
|The Watergod's Altar||3 Weeks|
|Dropped Item||Regular Drop (%)||Wyrm Horns Destroyed (%)||Wyrm Wing Destroyed (%)|
|Azure Dragon Scale||32%||-||5%|
|Great Dragon Alula||-||-||80%|
- Killing the Wyrm gives a percentage chance of dragon forging equipment depending upon enhancement level of the equipped gear.
- The horns can still be broken off when the Wyrm is dead, but there is a short time window to do so.
- After a reload or retry, the dragon's horns regenerate. This effectively means that after a save and reload, more horns can be broken off allowing for multiple Dragon Horn drops in one fight.
- Having all three dragon tears in the player's inventory guarantees that the Drake will drop a Wakestone (Post-Game Only), and remarkably improves the chances of receiving the above drops.
- The Wyrm's Tear item drop rate increases substantially in Post-Game.
- Weak against Fire elemental attacks by 150%.
- Vulnerable to Silence. Cast Silentium or Use a Golden weapon (like Golden Rapier or Golden Bardiches) to render the Wyrm unable to cast spells. The higher the enhancement of the Golden weapon, the higher the chance it will inflict Silence.
- Vulnerable to Torpor (slow). Use a Rusted weapon to inflict Torpor on the Wyrm and slow it down. When the Wyrm is thus inflicted, it is MUCH easier to climb, attack and dodge its attacks. The higher the enhancement of the Rusted weapon, the higher the chance it will inflict Torpor.
- The Wyrm's heart is located around the stomach area, directly under the middle of the beast, so attacking from the sides is a good strategy.
- Hitting the heart or the face hard enough can interrupt/stagger the Wyrm whist it is casting spells.
- The Wyrm is stationary while casting spells allowing for the party to hit its weak spots more easily.
- Mystic Knights: Placing a Ruinous Sigil directly underneath the heart appears to be a guaranteed stagger against a Wyrm, regardless of the elemental enchantment.
- Using Magic Defense boosters are recommended. Otherwise, keeping pressure on it and interrupting its casting efforts will prove effective. (even when silencing the Wyrm, it will continue to cast spells, beware.) It's more resilient to magic attacks compared to the other dragons, so while magic is still functional, it's better to be equipped with physical weapons and use Fire-based abilities if available due to its weaknesses.
- The Stability augment is very helpful against all Dragons (including the Ur-Dragon). It renders the Arisen impervious to wind attacks (meaning that you cannot be blown over backwards), and the Arisen can cast spells and charge skills without being interrupted.
- Direct hit to the head has a chance of dropping Dragon Horn during combat but the Wyrm will always roar and instantly kill pawns immediately after.
- Disabling his wing will also always make him roar. Pawns will declare "It's grounded, Master.".
- Pawns having 100% resistance to Possession (for example, wearing the Hellfire Cloak) can no longer be affected by any attack inflicting this debilitation. They simply free themselves at the end of the grab animation giving a lot of extra time to the Arisen.
- The Wyrm is primarily a spellcaster. If its conjuring is successful, the Wyrm will cast magic relentlessly, and sometimes multiple spells hit the battlefield simultaneously.
- While it may be difficult for melee vocation to hit the heart, Wyrms seem to be toppled more easily than their cousins (not by too much). Effort might be better focused toward toppling the Wyrm, and then tearing apart its heart; if the player is a pure melee vocation.
- The Wyrm's Tear increases the drop rate percentage of rare loot. It also increases the drop rate of Wakestones and Wakestone Shards in the Everfall. When in the player's inventory with the Drake's Tear and Wyvern's Tear , the drop rate percentages increase further.
- Although the Wyrm is considered a lesserkin of the dragons, it is an ice-based Drake.
- The Wyrm possesses smaller wings than either the Drake or the Wyvern.
- "A strange trick of fate...to meet a fellow countryman. So be it, Mayhap there is a new truth to be found in dragon's form... 'Tis the will of the world... Stand against me!" (Introduction)
- "Fall into Disorder." (Possession attack)
- "Gather, raging flame!" (Upon casting High Bolide)
- "The world calls out for a new ringmaster... ...Earth and man and monster all. All are equal parts within the whole."
- "Which shall you be...? Man? Dragon? Or aught else?" (Death)
- "Am I to die?" (Death)
- "The seat of God lies beyond..." (Death)
- "That's it, show me your power!"
- "I am your master" (Possession attack)
- "Come Arisen!"
- Generic versions of the Wyrm share dialogue with the standard Drake and Wyvern.