Crystal Worm Father

Last updated: Exalt Version 2.0.3.0 (Sep 2021)
Crystal Worm Father

The Crystal Worm Father is an event boss that drops the entrance to the Fungal Cavern. In the dungeon itself, it also makes a return to assist the Crystal Worm Mother.

The Realm Eye says:
The entrance to the abandoned dwarven mines was blocked off by the dwarves when they retreated. At the time, the mushroom tribes were appeased once the miners left.
Once Steamhammer realized how much valuable equipment had been deserted, he insisted on tearing down the barrier and reclaiming their property.
This ill-advised decision was quickly noticed by the mushroom tribes. Determined to keep people away for good, they have poured into the realm to keep wanderers far from the entrance.

Contents

Stats

HP:

DEF: 40
EXP:

  • 60,000 (event)
  • 20,000 (dungeon)

Location: Dwarf Miner Setpiece, Fungal Cavern

Immune to Stun (Dungeon version only)
Immune to Stasis (Dungeon version only)
Counts towards God Kills
Counts towards Construct Kills (Event version only)
Counts towards Encounter Kills (Event version only)
Counts towards Beast Kills (Dungeon version only)

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Combat

Attacks

Event Version
Aesthetics
Damage
Condition effects
Speed (tiles/sec)
Range (tiles)
Comments
Red Shard Bolt
180
5
35
Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
White Shard Bolt
200
1.3
18.2
Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
White Shard Bolt
200
2.1
37.8
Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
White Shard Bolt
120
6
30
Piercing Shots hit multiple targets
Boomerang Shots boomerang
Faces Direction
White Shard Bolt
120
6
30
Piercing Shots hit multiple targets
Boomerang Shots boomerang
Amplitude: 1.3
Frequency: 0.3
Faces Direction
White Shard Bolt
120
6
30
Piercing Shots hit multiple targets
Boomerang Shots boomerang
Amplitude: 0.8
Frequency: 0.5
Faces Direction
White Shard Bolt
120
6
30
Piercing Shots hit multiple targets
Boomerang Shots boomerang
Amplitude: 0.5
Frequency: 0.8
Faces Direction
White Shard Bolt
120
6
30
Piercing Shots hit multiple targets
Boomerang Shots boomerang
Amplitude: 0.3
Frequency: 1.3
Faces Direction
Dungeon Version
Aesthetics
Damage
Condition effects
Speed (tiles/sec)
Range (tiles)
Comments
White Shard Bolt
200
2
14
Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
White Shard Bolt
200
1.5
13.5
Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles
Red Shard Bolt
180
2.5
17.5
Piercing Shots hit multiple targets
Passes cover Shots pass through obstacles

Behavior

Event Version

The Crystal Worm Father emerges in the center of the Fungal setpiece once four waves of mushroom enemies have been defeated. Immediately after spawning, it will summon a random Cavecrawler worm (Leech, Maggot, Glowworm). Once the worm is killed, it will become vulnerable, attacking with a flower-shaped barrage of extremely damaging crystal shards that return to it after rebounding off the arena borders.

At around 70% HP, it permanently gains the Wooden Shield Armored condition (resulting in 60 DEF) and adds in rapid 3-way shotguns of red crystals.

At about 20% HP, the Worm Father stops firing white shards (red shards will still be fired), goes invulnerable, and spawns two Death Morels around the arena, which fire radial blasts. The Worm Father cannot be harmed until both Death Morels have been killed.

When all of the Death Morels are dead, the Worm Father becomes vulnerable and resumes its attack pattern from before. It will also periodically spawn more Death Morels at fixed points around the map.

When brought to critical HP, the Worm Father retreats into the ground, leaving its loot behind. A portal to the Fungal Cavern will open behind it right afterwards.

Dungeon Version

The Worm Father reappears in the center of the Crystal Worm Mother’s arena when the boss reaches a certain phase, with altered stats and attacks. While the Worm Mother circles the arena and fires, the Worm Father will attack with a dense, omnidirectional barrage of slow crystal shards. At half health, it adds in aimed shotguns of red shards. The boss is permanently Wooden Shield Armored, giving it 60 DEF.

When brought to critical HP, the Worm Father retreats into the ground, resuming the fight with the boss proper.

Reproduction

Spawns (Event version):
Death MorelDeath Morel
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Drops

Note that only the Crystal Worm Father fought as an event boss drops loot.

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Tips and Strategies

Encounter
In its Realm encounter, the Worm Father is highly susceptible to Stuns, and can be easily permastunned by several Knights (or a Knight with a good pet), rendering it helpless. If the Worm Father cannot be stunned, be wary of its returning shots and avoid taking a full burst at all costs.

Beware of the Death Morels that spawn in the latter phases of the fight, as they will instantly kill any class that sits on them when they spawn. Fortunately, they spawn in set locations; directly east and west of the Worm Father the first time, and around southwest, northwest, and east again of it the second time. Stasising the Death Morels the second time can buy critical time to finish off the Worm Father.

Interestingly, despite not having a listed immunity to Stasis, it is not able to be affected by Mystics’ orbs’ active area of effect. This also means that Mystics cannot curse the Worm Father without a UT or ST orb that does damage and applies Curse upon doing so. It is unknown if this is a bug.

Dungeon
Micrododging is the name of the game here due to the sheer density of its shots; moving too fast can cause you to run into multiple bullets at once, which can spell a swift death due to how much damage they deal. Use slow, fine movements to weave through the storm of bullets, and slowly redirect the aimed shotguns that start appearing in the second phase; all of his shots are slow, letting players predict their paths easily. Melee classes may be encouraged to sit out the phase and let ranged classes do the work, although melees are more than capable of dealing damage if they are skilled and geared enough.

Given a choice, it is always preferable to take a shot from the Worm Mother instead of the Worm Father, as they deal much less damage. Remember that the Worm Mother will not attack for a few seconds after the Father is defeated, as panicking and trying to avoid the Mother may lead to a run-in with the lingering shots.
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