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| creatureclass = Reptiles
 
| creatureclass = Reptiles
 
| primarytype = Dragons
 
| primarytype = Dragons
| abilities = [[Melee]] (0-214), Strong [[Self-Healing]], [[Energy Wave]] (0-170), [[Energy Berserk]] (100-220), [[Energy]] hit (101-123), [[Life Drain|Life Drain Beam]] (98-144), plays music notes on itself.
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| abilities = [[Melee]] (0-214), Strong [[Self-Healing]], [[Energy Wave]] (purple energy sprite, a bit longer than human [[Fire Wave]], 0-170), [[Energy Berserk]] (yellow energy sprite, 100-220), [[Energy]] hit (101-123), [[Life Drain|Life Drain Beam]] (4 SQM long, smoke sprite, 98-144), plays yellow musical notes on itself.
 
| maxdmg = 700+
 
| maxdmg = 700+
   

Revision as of 19:08, 17 February 2009

latest?cb=20221126183316&path-prefix=en&format=original
You see Wyrm
"GRROARR"; "GRRR".

Notes

New creature as of Summer Update 2008.

Abilities

Melee (0-214), Strong Self-Healing, Energy Wave (purple energy sprite, a bit longer than human Fire Wave, 0-170), Energy Berserk (yellow energy sprite, 100-220), Energy hit (101-123), Life Drain Beam (4 SQM long, smoke sprite, 98-144), plays yellow musical notes on itself.

Damage Taken From Elements

Physical Bestiary Physical Icon Big
100%
Death Cursed Icon Big
105%
Holy Dazzled Icon Big
100%
Ice Freezing Icon Big
105%
Fire Burning Icon Big
80%
Energy Electrified Icon Big
0%
Earth Poisoned Icon Big
25%

Location

Drefia (after the Medusa Shield Quest room), a double respawn north of Darashia here , a double respawn west of minotaur pyramid here, Arena and Zoo Quarter, beneath Fenrock. Wyrm Cave in Darashia:

Strategy

Be sure that you must stay in diagonal, to avoid its beam and waves. 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 above 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 in level 60, without Mana Shield and healing when necessary. Paladins can easily run these as they would a dragon, but beware of luring other wyrms on yourself. It is a good idea to cast Divine Caldera and stairhop places with 2 or more wyrms. Knights should treat them like weak Dragon Lords. With around 80/75 and at least 800 hp, you should be able to hunt them using only Mana Potions and exura. 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.

Wyrms' bodies disappear after a very short time. It is not a good idea to leave items in their bodies if you want them.

It's a good idea to use Strange Talisman since it reduces the Energy Damage by 10%. Lightning Set is aswell recommended, because it has no charges.

Loot

0-198+ gp, 0-10 Burst Arrows, 0-3 Dragon Hams, Strong Health Potion, Plate Legs (semi-rare), Small Diamond (semi-rare), Wand of Draconia (rare), Dragonbone Staff (very rare), Focus Cape (very rare), Ornamented Axe (very rare).

(Loot Statistics)