"Who said worms were small and harmless?"
||Life points: 6000
|Attack type: Melee+Magic
||Max Hit: 268
||Quest monster: No
|Jungle north-west of Oo'glog. North of Mobilising Armies, near the coast.
- Gold: 200-2483
- Weapon: Adamant hatchet,
- Armour: Hexcrest
- Runes: Blood rune(50),
- Misc: Adamantite ore(169-239)(noted),
Clue scroll (elite),
Clue scroll (hard),
Loop half of a key,
Pure essence(40, 1116)(noted),
Shield left half,
Starved ancient effigy,
Super defence (1),
Tooth half of a key,
- Seeds: Belladonna seed(1),
Bittercap mushroom spore(1),
Spirit weed seed(1),
- Charms: Blue charm(1),
Free to play drops are shown in white, members-only drops in this colour, and unconfirmed drops in italic. Item groups are shown like [this].
|You must have level 73 Slayer and have an active Jungle strykewyrm task to harm this monster.
Jungle strykewyrms will occasionally disappear underground, only to emerge from the ground underneath you seconds later. You must move a few steps away to avoid being hit for damage between 500 and 2000. Prayer does not deflect the damage dealt by this attack, and the attack can damage you even if it is performed by a wyrm that is currently in combat with another player. If you are standing in between the rocks on the shoreline and ranging it, or if you're standing at the base of one of the trees, the wyrm will not go underground.
Jungle strykewyrms are weak to stab attacks. The melee attack's poison starts at 48 damage, whereas the magic attack's poison starts at 88 damage. Using anti-poison potions is recommended.
Occasionally, a slain Jungle strykewyrm will drop two items at once (three when including charms). They drop green charms more often than other charms.
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With the new interface/combat combinations from the Beta released, which do you prefer?
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