|Data is up-to-date|
|Last updated for version 0.18.15.0|
The current game version is 0.18.15.2
Armor Plates (see values in Defense section)
Broken armor sections, mouth
|Can Enter Submarine?
only 1 of the items marked with an asterisk * may drop at a time
The Doomworm is a variant of the Endworm. It dwarfs the Endworm in comparison.
The Doomworm is the largest creature on Europa, dwarfing the Endworm with ease. It is a serpent-like leviathan covered in an incredibly durable, stone-like armor shell. Despite its size, it is incredibly fast, aggressive, and durable enough to withstand nuclear ordinance. It is considerably stronger than the Endworm, however its ability to see and hear is significantly reduced. Its presence is often preluded by its constant monstrous roaring, which is often visible on a submarine's sonar due to its intensity.
The Doomworm functions in an identical fashion to the Endworm, however it is significantly more aggressive. Unlike the Endworm, the Doomworm is not confined to the Abyss and it will chase the submarine anywhere it goes. Once the Doomworm decides to attack the submarine proper, it will quickly beeline towards it from a considerable distance and random angle before delivering a catastrophic blow. Said blow will often violently push the submarine, causing subsequent damage from impact with cave walls. The Doomworm will not retreat and will continue attacking the submarine until it wants to attack at a new angle.
The Doomworm spawns at the end of the Campaign.
The Doomworm's armored plates can be destroyed, leaving the flesh beneath exposed. This is the best bet a crew will have at killing this beast. The exposed sections can then be severed using attacks that deal 200 damage or more, however the probability of this depends on how far away the tail chunk was from the head. The closer to the head the tail chunk is, the lower the chance that chunk will be severed. Nuclear Shells are often especially effective for this purpose, as their significant explosion radius strips away a large amount of armor and increases the chance that a vulnerable section will be destroyed. It is recommended to stockpile nuclear shells or Physicorium Shells for use in the Railgun. To maximize damage output, load the shells with IC-4 or Oxygenite Shards as they provide bonus damage.
The Coilgun and Pulse Laser are essential weapons as well, as they will provide a continuous stream of damage whilst the Railgun cannot fire. For the Coilgun, it is recommended to use Piercing Ammunition to break the armor, and Physicorium Ammunition to maximize bleeding damage. For the Pulse Laser, Pulse Tri-Laser Ammunition is essential as it provides the largest window for damage per shot. The high damage output of the weapon also increases the viability of the weapon.
Cutting the Doomworm's tail can do as much damage as 6,000 Internal Damage and 8,000 Bleeding, or as little as 500 Internal Damage and 500 Bleeding. The numbers vary depending on how close the severed chunk was to the head, with chunks further away dealing less total damage.
Leaving the submarine at any point for any reason is considered madness. Abandon any crew member who attempts to leave the submarine during your encounter with the Doomworm, for they will not live long enough to regret their actions.
|Attack||Target type||Afflictions on hit||Afflictions Inside||Area of Effect||Structure Damage||Item Damage||Duration||Cooldown||Kinetic Force|
|Character Attack||Character|| Bite Wounds 600
|Submarine Attack||Structure||Stun 10s||18m||300 (direct hit)
In addition to the values in the following table, the Doomworm is also immune to:
|Armor Plates||x 0.25||x 0||x 0.1||0.5||20%|
|Tail Chunk||x 1||x 1||x 1||200||0.25%||The severance chance for the Tail Chunk ranges from as low as 0.25%, to as high as 10%. The value changes depending on how far away the tail chunk is from the head.|
- The Doomworm may be removed from the game as part of the Campaign Overhaul planned in the future.
Note: The Doomworm uses the same audio as the Endworm.