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Wyrm

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Properties

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 Regular
Unblockable
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 100%
Holy 100%
Death 105%
Fire 80%
Energy 0%
Ice 105%
Earth 25%
Drown 100%
Life Drain 0%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioral Properties
Walks around
Walks through Energy
Fire
Poison
Other Properties
Version 8.2
July 2, 2008
Status Active
Help
Wyrm
You see a wyrm.
  • GRROARR
  • GRRR

Notes

It is said that the Wyrm is a distant and primitive relative of the dragon. Dragons, on the other hand, oppose this theory like a human would oppose the theory that an orc is a primitive relative of a human. In the end, the distinction is of no importance if you face such a creature. While it lacks the fire breath of a dragon, it is still a creature of heat that knows how to melt snow and ice while passing through it. What it lacks in magic, it makes up with sheer strength. It is a much better fighter than ordinary dragons and astonishingly agile, almost like a snake. A Wyrm's teeth are prized by dwarfs since they easily cut through most materials. The Wyrm indiscriminately eats minerals and meat alike, and it is said that you sometimes find valuable metals in the excrements in their lairs. The Wyrm is a powerful predator that does not back away from attacking small towns in times of hunger. Their territory is usually quite large, though they tend to stay in their lairs most of the time. Wyrms are quite intelligent compared to other animals. Still, they are not capable of speech and at best understand a few short commands just like a trained dog. Of course, training a Wyrm is easier said than done. However, there are some scrupulous beings that capture young Wyrms and train them for their evil plans.

Abilities

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.

Damage Taken From Elements

  • Physical
    Damage Icons
    +0%
  • Holy
    Damage Icons
    +0%
  • Death
    Damage Icons
    +5%
  • Fire
    Damage Icons
    -20%
  • Energy
    Damage Icons
    -100%
  • Ice
    Damage Icons
    +5%
  • Earth
    Damage Icons
    -75%
  • Drown
    Damage Icons
    +0%
  • Life drain
    Damage Icons
    -100%

Behavior

Runs on low health.

Strategy

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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