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Dire Wyrms (also known as Frostwyrms) are a large, more dangerous form of Wyrm, found only on Bitterblack Isle.


Like Wyrms, Dire Wyrms rely on spellcasting as their favored attack. They are able to cast even the highest order of spells very quickly, often leading to a barrage of magickal attacks that can overwhelm any party. This, combined with their rare ability to heal, makes them one of the toughest enemies on Bitterblack Isle, especially when they are encountered unprepared or when they appear alongside another Dragon.

Dire Wyrms glow and are surrounded in an icy aura that damages those climbing it or within melee range; this aura can also freeze.

The Dire Wyrm's Defense is not as strong as a Dire Drake, but still exceeds a common Drake. The creature's Magick Defense is extremely high and will deflect all but the strongest spells - furthermore it is immune to ice, and resists other elements except fire.

Defeating a Dire Wyrm provides a chance of Dragonforging any Weapon or Equipment equipped by the Arisen, even it they have not been enhanced.

Base Experience of 62,500

Can be more or less depending on a few factors such as:


Bitterblack Isle (Pre-Daimon)

Bitterblack Isle (Post-Daimon)

Gransys (Post-Game)



On destroying a horn

On destroying the wings


Stats Health Attack Defense Magick
140,000 1,850 470 4,300 1,350 ?
100% 100% 120% ineffective 40% 40% 40%
Sources: Dragon's Dogma - ドラゴンズドグマ & Dark Arisen (www10.atwiki.jp) and in-game testing.


Attack Type Description
Frost Aura Spec The Dire Wyrm emits a cloak of ice around its body, damaging clinging foes for 10 Ice damage per second and having a chance of inflicting Frozen
Ice Breath Mag A stream of ice is let loose from its mouth. Can cause Frozen
Dive Phys A powerful lunge from the air
Grab (Arisen) Phys The Arisen is grabbed and then smashed into the ground
Grab (Pawn) Spec A Pawn is grabbed, and the Wyrm tries to seize control of its actions. Causes Possession.
Stomp Attack Phys A powerful attack with its feet
Sweeping Backhand Phys A backhanded slap with either one of its front claws
Tail Sweep Phys A powerful spinning attack with its tail
Wing Flap Spec/Phys Powerful wing flaps that create strong wings preventing the party from approaching.
Dragon Roar Spec/Status A roar that renders all pawns within range Unconscious, staggers the Arisen and can cause Skill Stifling
Charge Phys Charges at a target on the ground
High Frigor Mag Creates three spires of ice which can toss its targets into the air and freeze them
High Levin Mag A series of lightning bolts strike
High Bolide Mag Ten meteors are summoned to barrage allies on the battlefield
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 stands within it, upon the spell's completion
Heal Mag/Spec The Dire Wyrm stands still for a moment, then restores two and a half bars of its own health



  • The heart is its most vulnerable point. It must be struck, by the Arisen when its health is fully depleted, in order to complete the kill.
  • The heart of a Dire Wyrm can be struck in melee while standing on the floor, reducing the need for climbing.
  • Weak against Fire.
  • Consider inflicting Silence or Torpor.
  • The Dire Wyrm is not as resilient as its cousin, the Dire Drake, so attacks can more easily stagger it.
  • They remain stationary when casting spells, providing an opportune moment to hit it with strong attacks.
    • When casting, attacks to its supporting arm's hand will cause Knockdown. Though the heart is still the most vulnerable point. The associated bestiary knowledge flag will not trigger from hitting the arm however, only the hand. This can be achieved more consistently by aiming at the very tips of its fingers, either in melee or with Blast Arrows.
  • Magick users must bear in mind the Dire Wyrms incredible magick defense. Demon's Periapts may be needed.
  • Pawns may use items that cause Invigorations, and Bow-class pawns may equip Special Arrows (see also Pawn curative and tool use).


  • The augment Stability or armor with the bonus enhancement "Prevents wind from affecting mobility" prevents being staggered or knocked down by a Dragon's wing's wind buffet.
  • All Dire Wyrm's spells can be Perfect Blocked.
  • When climbing or attacking Dire Wyrms in melee, wearing an Iris Ring prevents becoming Frozen while attacking its heart.
  • Ice resistance will reduce the damage taken from both the wyrms frost aura and from its breath.
  • Avoid remaining static, the Dire Wyrm can cast its spells very quickly. Refrain from using skills like Stone Grove and Bolide unless the beast is silenced or knocked down.
  • Bring items or curatives to prevent or cure Torpor.

Vocation Specific[]

Pawn specific[]

  • If the Bestiary knowledge, for all dragonkin is not 100%, ranged pawns will target randomly one of the four weak points (the 2 horns, the wings, and the heart).
    • To ensure that a less-knowledgeable pawn targets the heart, the Arisen should prioritize destroying the two horns and wings so that the ranger pawn is more likely to make an effective Great Gamble shot.
  • Pawns with 100% resistance to Possession can no longer be affected during the grab attack.


  • The Dire Wyrm's wings (Great Dragon Alula) and horns (Dragon Horn) can be destroyed after the Dire Wyrm is slain, before it rots away.
  • The Dire Wyrm's aura can freeze arisen and pawns as they are grabbed by one of the grab attacks, freeing them from the hold.
  • Refered to as Dire Wyrm in-game, including the Bestiary, quests, and kill count - these creatures are oft refered to as Frostwyrms, a name also used in describing their body parts, such as Frostwyrm Scute.

Pawn Chatter[]

"C-cold! ...Is that ice!?"
"It shows no sign of taking flight."