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This creature is in the Invertebrates class, Annelids subclass.
9.8 (December 12, 2012)
See also: Creatures
Drillworm Drillworm
1500 Hit points
1100 Experience points per kill
Summon/Convince: --/--
Abilities: Melee (0-300, poisons you starting from 5hp/turn), musical Drunkenness bomb?, Earth Bomb (0-150), Paralyze beam (red sparkle, speed -46), Earth beam (0-300)
Elements: Physical > Earth
Pushable: Cross
Push Objects: Tick
Walks around: Fire
Est. Max. Damage: 750? hp per turn
Immune To: Earth, Paralysis, Invisibility
Strong To: Holy (-25%?), Death (-15%), Energy (-15%), Ice (-16%)
Neutral To: Physical, Drown?, Life Drain?
Weak To: Fire (+5%)
Sounds: "Krrrk!", "Knarrrk!"
Behavior: Drillworms chase their opponents. They retarget very often. A drillworm will never retreat (they fight until death).
Field Notes: Combines strong melee with nasty waves. Treat it like a Lizard High Guard.
Location: Drillworm Caves (here), Lower Spike and in the Lost Dwarf version of the Forsaken Mine.
Strategy: Stay diagonal. Spawns in the vicinity of Giant Spiders, Earth Elementals and Wyverns.
Knights: Stay diagonal always. At 100+ with decent skills these are no problem. Make sure to heal constantly and try to avoid fighting multiples.
1-150 gp (always), Lump of Earth, Coal, Blue Crystal Splinter, Brown Crystal Splinter, Green Crystal Splinter, Vein of Ore, Pick, Pulverized Ore, 0-2 Drill Bolts (semi-rare), 0-5 Worms (semi-rare), Dwarven Ring (semi-rare), Terra Amulet (semi-rare), Iron Ore (rare), Clay Lump (rare), Spiked Squelcher (rare). (Loot Statistics)

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