WildyWyrm (historical)

WildyWyrms are large, lurking monsters that inhabit various parts of the Wilderness. Once awoken, these monsters will attack those around them with all forms of combat, Melee, Magic, and Ranged. They are related to strykewyrms and may be found in the forest east of the Chaos Temple, north of Clan Wars, and between the Lava Maze and Red Dragon Isle. As these monsters are located in multi-combat wilderness, it is possible for other players to engage in combat with you as you fight the WildyWyrms.

At any time, Jagex Moderators are able to take control over these monsters, choosing their attack style. They can increase their attack and defence levels, raising their combat levels from 382 up to 562. They may additionally heal the WildyWyrms in order to prolong the fight and create a greater challenge for the players involved.

Normal WildyWyrms have a chance of dropping a fury shark, an untradeable food item that heals 230 life points during combat and 280 life points outside of combat. Jagex Moderator-controlled WildyWyrms that are defeated will always drop this item.

WildyWyrms are scheduled to be removed on the week of 7 March 2011. Fury Sharks are scheduled to be removed from the game on the week of 28 March 2011.

Due to WildyWyrms being located in areas of the Wilderness that are multicombat, there is a large risk of being attacked by player killers and consequently losing your gear. It may be advisable to bring extra food or perhaps an emergency teleport.

Wildywyrms are immune to the effect of rings of recoil, and as such will not drain the remaining damage on a ring. Wildywyrms are also immune to Vengeance and Deflect Curses.

Strategies
It is generally recommended to keep Protection from Magic up at all times. The WildyWyrm has a magic attack that can chain hit between players, much like Korasi's Sword, easily doing 450+ damage on the first target. The WildyWyrm also uses a ranged attack that can either hit players directly, or indirectly after bouncing off the ground. Damage of the indirect ranged attack is calculated once the projectile bounces off the ground, so if a player recognizes the attack is a ranged attack, and changes protection prayers accordingly in time, it is possible to avoid damage from indirect range attacks. Players should immediately switch back to magic protection in anticipation for the next attack. This should only be attempted by players comfortable with prayer flashing and with a decent Constitution level as to not die in case of a mistake. Both range attacks can hit multiple targets at once. Protect Item is advisable depending on the equipment used.

NOTE: Disabling "Quick Prayers" will disable ALL Prayers, including those not set as "Quick Prayers"

If you are using the spawn point near the chaos altar, it may be wise to rechare your prayer at the altar after every kill. It is a good way of keeping your prayer up without the use of potions. Respawn times are slow and can very between 2.5 - 5 minutes depending on the number of players on the server.

As equipment goes, Slashing weapons like Korasi's Sword and the Abyssal whip are good choices for weapons, and if you don't mind bringing it, a Godsword or Chaotic Weapon could be invaluable, while Proselyte armour is good equipment if you don't want to risk much (Once again, you can bring better armour if you don't mind risking). Though, the special attacks of these weapons seem to have very little effect. Alternatively, the best Dragonhide armour you can wear will work too. Warning: The Wyrms are in a multicombat area, and if the special of Korasi's Sword bounces to someone's familiar, YOU WILL BE SKULLED

Enchanted ruby bolts can be especially useful due to their special effect, the Wildy Wyrms high health and limitation on the ruby bolts effect (such as the 500 damage limit on Nex and 1000 on the Corporeal Beast). It is possible to hit 2000 on the WildyWyrm if one has the luck to activate the ruby bolt special attack on the first damage-dealing hit.

Bringing a familiar such as a Spirit terrorbird, War tortoise or Pack yak can give you some extra healing, which can make this creature soloable at levels as low as 100. It may be advisable to bring healing familiar pouches to use once your beast of burden has been used up. Alternatively, healing familiars such as a bunyip, Titans that have the Titan's Constitution ability and Unicorn Stallions can also pay for themselves in healing using scrolls, while higher-level summoners will probably want a Steel or Iron Titan to do more damage.

To begin the fight, you will have to Investigate a mound at the Wyrm's spawn point. As soon as you do this, turn on Protection from Magic or risk being hit hard. During the fight, the Wyrm will burrow into the ground and disappear momentarily, pulling you into its footprint and temporarily disabling Protection/Deflection Prayers/Curses. It is ESSENTIAL that you run outside of the circle before it springs back up. IF NOT, YOU WILL BE HIT FOR HEAVY DAMAGE, USUALLY BETWEEN 300-400, followed by another hit by the Wyrm while you are knocked down. As its magic attack can do 450+ if you don't have prayer on, you can easily get 2-hit from this. About one round after it springs back, you can re-activate your Protection. Usually, it will not get a hit in before you can get your prayers back up, but keep at base health while you wait for it to return anyways.

There are no widely accepted strategies for J-Mod-controlled WildyWyrms, due to the rarity of them, and the large groups that go after them.

Drops

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Weapons and armour

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Ammunition

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Herbs and seeds
NOTE: You will receive three of the seven batches of three noted herbs if you recieve a herb drop.
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Potions
Note: All 4 potions are dropped at once.
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Gems

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Other

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Trivia

 * The WildyWyrm was not announced in the 2011 February Behind the Scenes article.
 * It seems that the monster drops items that you would get if you killed someone in the wilderness, such as mystic robe tops, dragon daggers, etc, are similar to the WildyWyrm's drops, which is fitting.