Learn how to defeat the Wyvern in Dragon's Dogma 2. Discover its weak points, attack patterns, and strategies for this challenging foe.
The Wyvern is a large, strong foe that uses aerial maneuvers and melee attacks. It can perform fly-by attacks, landing on you with sheer mass, or a hover-slam attack similar to the Drake's. The fly-by attack can be dodged by watching the Wyvern, checking for the charge, and running out of the way. The hover-slam attack requires keeping your distance to avoid.
The Wyvern's vulnerable spot is its back, similar to the Dragon's during flight. Climbing the Wyvern is risky due to its relentless spinning, which can knock you off. It's recommended to only attempt climbing if you are confident in your grip and have plenty of Stamina-healing items.
After defeating the Wyvern, the path to Gran Soren is clear. However, the Estan Plains are crawling with infernal foes. New, strong monsters are primarily found in Seabreeze Trail, Manamia Trail, Moonsbit Pass, and the Estan Plains. Harpies and Succubi fly around Cape Pactforge; they can be provoked or killed if hit, but are generally not aggressive if left alone.
North of Gran Soren, a pair of Gargoyles will attack. Continuing north, Hellhounds have replaced Bandits in the 'Collapsed Meeting Room'. North-west of here, in a watery depression, Succubi and Hellhounds can be found. Along the road to the Ancient Quarry, a Drake can be found.
Other notable enemy replacements and additions include:
- A Cockatrice in the Vestad Hills, west of Aernst Castle.
- A Drake in the 'Conquerer's Sanctuary', replacing the Cyclops and Goblinoids.
- A Wyvern south of Windbluff Tower, east of the road.
- A Wyvern atop Bluemoon Tower.
- A Gorechimera replacing the Chimera in the Barta Crags.
- A Wyrm in the Offering Chamber of the Watergod's Altar, instead of a Cyclops.
Once exploration is complete, head into Gran Soren's southern gate. The city has undergone significant changes, with much of the Urban Quarter and Venery collapsed. Caxton's Armory and Arsmith's Alehouse remain, as does the Notice Board. Mountebank can be found for forgeries. Caxton offers new gear, but it can be found later.
In the Craftsman's Quarter, new 'Refuge Areas' have been established. Devyn the barber is in the southern Refuge Area, and Ser Alfonso offers services in the northern Refuge Area. Asalam has moved to the Pawn Guild, accessible by avoiding Ser Gauwyn.
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