Doomworm
Data is up-to-date | |
Last updated for version 1.0.8.0 The current game version is 1.5.9.2 |
Doomworm | ||
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ID: Doomworm
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Stats | ||
Health
15,000 |
Sight: 0.5 | |
Hearing: 3 | ||
Armor
Armor Plates (see values in Defense section) |
Weakpoints
Broken armor sections, mouth | |
Immunities | Vulnerabilities
N/A | |
Behavior | ||
Walk speed
N/A |
Swim speed
17 | |
Aggressive?
Always |
Can Enter Submarine?
No | |
Drops only 1 of the items marked with an asterisk * may drop at a time | ||
Items | Chance | |
Endworm Shell Fragment | 100% (1/1) | |
Endworm Shell Fragment (+1) * |
4.76% (1/21) | |
Scrap (x2) * |
23.81% (1/4.2) |
As of v1.0.7.0. this monster no longer spawns through regular gameplay.
The Doomworm is a variant of the Endworm. It dwarfs the Endworm in comparison.
Description
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.
In-Game
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.
Combat Strategies
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.
Attacks
Attack | Target type | Afflictions on hit | Afflictions Inside | Area of Effect | Structure Damage | Item Damage | Duration | Cooldown | Kinetic Force |
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Character Attack | Character | 0 | 0 | 0.5s | 5 | 1000 | |||
Submarine Attack | Structure | Stun 7.5s | 9m | 150 (Direct hit) 600 (AoE) |
100 | 0.5s | 7 | 0 |
Defense
Limb | Burn | Bleeding | Damage (all) | Min Severance Damage | Severance Chance Modifier | Note |
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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. |
Variants
Trivia
- As of 1.0, The Doomworm no longer spawns naturally due to the ending being completely remade. It can however still be spawned via the console, similar to legacy creatures.
Media
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It appears you've travelled too deep into Europa...
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A Doomworm compared with a Humpback
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A Doomworm compared with an Endworm
Note: The Doomworm uses the same audio as the Endworm.
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Idle
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Idle Loop
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Attacking
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Taking damage
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Tail Cut
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Death
Creatures | ||
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Pets | Cthulhu • Defense Bot • Huskified Storage Container • Orange Boy • Peanut • Petraptor • Psilotoad | |
Small | Crawler • Crawler Hatchling • Fractal Guardian (Steam Cannon Fractal Guardian • EMP Fractal Guardian) • Hammerhead Spawn • Human • Husk • Husked Crawler • Husked Human • Leucocyte • Mantis • Moloch Baby • Mudraptor (Mudraptor Unarmored) • Mudraptor Hatchling • Mudraptor Veteran • Swarm Feeder • Terminal Cells • Tiger Thresher • Tiger Thresher Hatchling | |
Large | Black Moloch • Bone Thresher Crawler Broodmother • Giant Spineling • Golden Hammerhead • Hammerhead (Moping Jack) • Hammerhead Matriarch • Moloch • Spineling • Viperling • Watcher | |
Abyssal | Charybdis • Endworm • Latcher | |
Ending |
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