"One thing is clear, I must kill them"
Wyverns are a powerful adversary, possessing many powerful physical and magickal attacks, the means of flight, and the ability to breathe lightning to stun their foes. All lesser dragonkin can seize control over the will of Pawns for a brief period to turn them against the Arisen. The Wyvern bears a glowing spot on its back where its heart resides, which serves as an exploitable weakness.
One of the smaller cousins of the titular Dragon.
Wyverns are a species of dragonkin, a lesser dragon type. The Wyvern's heart is located on its back - if mounted when aloft the Wyvern will make strong attempts to throw the attacker off, rapidly draining their stamina. Unlike their cousin the Drake, Wyverns do not breath fire, instead use a strong lightning based breath attack which throws foes into the air - they are also significantly resistant to the thunder element. Like the related Wyrm, the Wyvern can cast spells, though less powerfully; unlike a Wyrm they are strong flyers.
Defeating a Wyvern has a minor chance of dragon forging the Arisen's equipment, as long as it has at least one level of enhancement.
Information and Stats
| Base Experience of 23,000
Can be more or less depending on a few factors such as:
Wyvern Horns Destroyed
Wyvern Wing Destroyed
Killing the Wyvern gives a chance of dragon forging equipment depending upon enhancement level of the equipped gear.
|Sources: Dragon's Dogma - ドラゴンズドグマ ＆ Dark Arisen (www10.atwiki.jp), the 'Dragon's Dogma Signature Series Guide' and in-game testing.|
|Lightning Breath||Mag||A massive stream of electrically charged wind is let loose from its mouth. Deals no damage, but can stagger anyone caught within it. Staying inside of the stream for too long will propel the victim upwards - high enough to receive falling damage upon landing. The Wyvern can also use this attack on the ground 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||A Pawn is grabbed, but instead of being smashed into the ground, the Wyvern tries to seize control over the Pawn. Causes Possession, which turns the Pawn against the Arisen.|
|Stomp Attack||Phys||A powerful attack with its feet, staggers enemies.|
|Sweeping Backhand||Phys||A backhanded slap with either one of its front claws.|
|Tail Sweep||Phys||A powerful spinning attack with its tail. Knocks party members off their feet.|
|Wing Flap Attack||Phys||Powerful wing flaps that create strong winds preventing the party from approaching. Can be counteracted by equipping the Stability augment or 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.|
|Aerial Spin||Phys||If the Arisen or one of his/her Pawns are holding onto the Wyvern while it is in flight, it will spin rapidly, draining a massive chunk of stamina.|
|Roar||Spec/Status||A roar that kills pawns within range, staggers the Arisen and can cause Skill Stifling.|
|Lassitude||Mag/Status||Once grounded, the Wyvern creates an area of effect sigil, inflicting Torpor on those who remain within it.|
|Miasma||Mag/Status||Once grounded, the Wyvern can create a toxic fog that may Poison foes who tread upon it.|
|High Levin||Mag/Status||Once grounded, the Wyvern can cast High Levin, smiting its targets from above with tongues of lightning.|
- The Wyvern spends far more time flying than it does on the ground. In fact, it will not land unless it is stunned or knocked out of the air, and even after it recovers, it will go back to the air as soon as it can. While aloft, the tail can be grabbed and scaled in order to reach the heart.
- For general climbing tactics see Climbing.
- The heart of a Wyvern, unlike all other Dragonkin, isn't located on the breastbone of the beast but instead is on its back, between its wings.
- All vocations: attack the heart.
- To kill a Wyvern, the Arisen must land the final blow to its heart.
- Vulnerable to Torpor.
- Immune to lowered attributes, Curse, Blindness, Drenched, Tarred, Sleep and Petrification
- Resistant to Lightning.
- Can be set on fire and poisoned.
- May be slightly frozen, but not shattered.
- The Wyvern is a strong flyer and makes strong efforts to dislodge any foe (which makes attacking an aloft Wyvern's heart difficult or nearly impossible without Adhesion), much like the bucking Cockatrice.
- Most bow and ranged spell attacks will knock a Wyvern out of the sky - the creature is easier to attack once grounded, and briefly highly vulnerable when initially grounded.
- The head and wings are minor weak points.
- Be aware that the Wyvern will fly away if it is engaged from outside its pre-programmed "zone".
- If attacking with Thousand Kisses from a standing position, use Instant Reset to interrupt and re-position when the Wyvern moves away.
- Can be Silenced, preventing spellcasting.
- Silence does not prevent the Dragon Roar.
- The Stability augment is very useful against all Draconic enemies. All wind attacks are nullified, meaning that one cannot be blown over backwards or interrupted while casting spells or charging skills. Alternatively, the Arisen can jump just before the wind attack to avoid its effect, or block it with a Shield or Magick Shield.
- Mage pawns with a Legion's Might staff will self-resurrect after a Dragon Roar or conventional death.
- Strider pawns with a Scather inclination are effective pawns for climbing a Wyvern and shredding the heart.
- Consider equipping the pawns with upgraded rusted or golden weapons to torpor or silence the Wyvern.
- Attempts at Possession of allied pawns can be interrupted by staggering.
- Pawns with 100% resistance to possession are unaffected by the grab attack. They free themselves at the end of the grab animation; the futile attempt at possession gives a strategic opening for the rest of the party, allowing them to prepare long cast time spells or charged skills.
Wyverns are sometimes difficult to engage in battle, as they will often fly off before attacking the party. This is especially true of the Wyverns on Conquest Road in Gransys.
- The Estan Plains Wyvern is near the shore south of Gran Soren. It can be seen taking flight when exiting through the southern gate and circling the area to the south of Gran Soren when the party approaches from Moonsbit Pass. This Dragon is a regular spawn only until the Arisen enters the Post-Game Everfall (and initiates the quest Fathom Deep).
- The Conquest Road Wyvern appears once the Post-Game Everfall is entered and the quest Fathom Deep is initiated. It can be made to attack by moving to a high point (e.g., near Windbluff Tower) and engaging with ranged weapons.
- (Bugs) In Dragon's Dogma: Dark Arisen the "ambush" theme-music may trigger but the dragon fails to land or come into range - on some occasions the Dragon will then land or fly into the sea, causing its own death.
Pawn Bestiary Knowledge
Enemy Specific :
- Shoot the Wyvern's wings when it is flying around (not simply hovering) to knock it down.
- Use Lightning based attacks to realize Lightning has no effect on it (may not be needed).
In addition to witnessing these techniques, it is necessary for Pawns to participate in killing 15 Wyverns either with their own Arisen or while travelling with others.
Kills on Thunderwyverns also count towards the overall kill count since they are of the same species, but the Thunderwyvern is much stronger than the Wyvern or special Wyvern.
- Serpents' Bane - "Defeated a drake, wyrm, and wyvern."
- Even after the Wyvern dies, two Dragon Horns (if not already broken) and a Great Dragon Alula piece from the back (where the wings intersect) can still be broken off before the corpse disintegrates.
- The Wyvern's Tear increases the drop rate of Wakestones and Wakestone Shards in the Everfall. When in the player's inventory with the Wyrm's Tear and Drake's Tear, the drop rate percentages increase further.
- Wyverns generally re-spawn every 7 game days.
- The Thunderwyvern behaves very much like its smaller cousin; it, however, will cast spells more frequently, is more resilient and hits significantly harder.
- The Special Wyvern atop the Bluemoon Tower speaks in Latin with translated captions.
- In European myth a Wyvern is a term used for dragons with only two legs.
- The term derives from a similar roots as "viper" - a poisonous snake.
- "What is happening?!" (Battle Start)
- "One thing is clear, I must kill them" (Battle Start)
- "Time to die"
- "Eaaaugh! The pain!" (When the Heart is exposed)
- "Try it. Attack me!" (When diving)
- "Get off me!" (When grabbed onto)
- "You cannot win, maggot!" (When using roar, killing all pawns)
- "No... not to this human!" (Death throes)
- The Wyvern shares some dialogue in common with the Drake and Wyrm.