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Property Value
Combat Properties
Health 1825
Experience 1550
Est. Max Dmg 780
Summon (not possible)
Convince (not possible)
General Properties
Name Wyrm
Classification Wyrms
Spawn Type
Resistance Properties
Physical 100%
Holy 100%
Death 105%
Fire 80%
Energy 0%
Ice 105%
Earth 25%
Drown 100%
Life Drain 0%
Immunity Properties
Senses Invis.
Behavioral Properties
Walks around
Walks through Energy
Other Properties
Version 8.2
July 2, 2008
Status Active
You see a wyrm.
  • GRRR



Melee (0-235), Self-Healing (100-150), Energy Wave (a bit longer than human Fire Wave, 130-200), Yellow Energy Berserk (100-220), Heavy Magic Missile (100-125), Smoke Beam (4 SQM long, does Life Drain, 98-145), yellow musical notes on itself.


  • Physical Physical Damage Icon
  • Holy Holy Damage Icon
  • Death Cursed Icon
  • Fire Burned Icon
  • Energy Electrified Icon
  • Ice Freezing Icon
  • Earth Poisoned Icon
  • Drown Drowning Icon
  • Life drain Life Drain Icon


Runs on low health.


Be aware of the waves and beams the wyrm uses, avoid them by standing diagonal. Be careful while running away from this creature, because two of them can send you to your temple. If you are stopped, you must heal with health under 350.

They don't deal very high combos, but they are stronger and faster than normal dragons.

Mages should use Death Strike or Ice Strike. Druids could use Hailstorm Rod or Underworld Rod, while Sorcerers could use Wand of Voodoo. A mage can kill a wyrm alone at level 60, without Mana Shield and healing when necessary. At higher levels, mages can lure several wyrms and Avalanche Runes to deal damage to several Wyrms at once.
Paladins can easily run these as they would a dragon, but beware of luring other wyrms on yourself.
Knight should treat them like weak Dragon Lords. With around 80/80 and at least 900 hp, you should be able to hunt them using only Mana Potions and exura ico. If you face two at a time, it may be a good idea to run in circles around one so the other cannot hit you. Their melee is often weak and their defence poor, so it's best to fight them in full attack with a good 2 handed weapon like an Avenger, make sure to bring them down quick, as their healing can be quite annoying.

It's a good idea to use Strange Talisman or Lightning Pendant to reduce the Energy Damage by 10%/20%. Lightning Set is recommended as well because it has no charges. keep in mind that if you leave a lightning pendant at 1 charge or more, you can still sell it to the djinns. so a neat trick to do is to leave it around 10~ charges and use another one. this way you can get a part of the cost back

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