At a glance
Quick facts
- Health
- 3,500
- Experience
- 2,300
- Speed
- 204
- Race
- blood
- Attacks
- 3
- Loot entries
- 16
- Bestiary class
- Vermin
- Reference profile
- TFS 1.6
- Official profile observed
- 2026-08-02
Reading the Deepworm encounter
On paper, Deepworm is 3,500 health and 2,300 experience. In a corridor, those numbers gain teeth through 3 configured attack entries and a largest raw XML bound of 400, no single movement flag that tells the whole encounter story, and the terrain around the spawn.
Deepworm's elemental profile rewards deliberate spell and weapon choices. The clearest weakness lead is Fire, while Earth carries positive resistance in this source. Pull size, line of sight, neighboring creatures, and simultaneous attack timing still decide whether that theoretical edge survives contact with the spawn.
deepworm jaws has the strongest configured loot roll on Deepworm's TFS table at 23.35%, with up to 1 per successful entry. Profit, however, is a long conversation between kill speed, supply cost, route density, market demand, and the server's loot multiplier.
Deepworm statistics and identity
Deepworm is defined with 3,500 maximum health, 2,300 base experience, and speed 204 in TFS 1.6. The displayed experience is the creature definition's base value before stages, stamina, party sharing, boosts, prey, server rates, or event multipliers. The current official library separately reports 3,500 hitpoints and 2,520, so differences remain visible instead of being silently merged.
| Statistic | Value | Interpretation |
|---|---|---|
| Maximum health | 3,500 | Configured health pool |
| Base experience | 2,300 | Award before external multipliers |
| Speed | 204 | Engine movement-speed input |
| Race | blood | Corpse and effect classification |
| Race ID | 1531 | Bestiary or protocol reference when present |
| Maximum configured attack bound | 400 | Largest absolute XML min/max value; not a guaranteed final hit |
| Official-library hitpoints | 3,500 | Current official profile |
| Official-library experience | 2,520 | Current official profile |
Behavior, targeting, and movement
Its target-distance setting favors adjacent engagement, although configured beams, waves, or ranged attacks can still reach farther. Negative element modifiers identify increased incoming damage from Fire in this profile. Positive element modifiers reduce incoming Earth damage before final health loss. Target-change chance, static-attack preference, push permissions, pathfinding, field walking, summons, and scripted abilities collectively determine behavior. The flags below are direct configuration values; they should be read together instead of treating one flag as a complete artificial-intelligence description.
| Flag | Configured value |
|---|---|
| Ignorespawnblock | Yes |
| Pushable | No |
| Canpushitems | Yes |
| Canpushcreatures | Yes |
| Staticattack | 90 |
| Targetdistance | Yes |
| Canwalkonenergy | Yes |
| Canwalkonfire | No |
| Canwalkonpoison | Yes |
Attack cycle and combat pressure
Deepworm has 3 attack entries in its XML definition. Chance is evaluated within the listed interval by the engine; min and max values are source-level damage inputs and can be changed by scripts, armor rules, resistance, PvP modifiers, conditions, or custom combat callbacks. Range, radius, beam length, spread, target flags, and visual effects reveal the intended shape but do not replace a live positioning test.
| Attack | Chance and interval | Raw damage range | Range or area | Effects |
|---|---|---|---|---|
| Melee | Every 2 seconds | 0-300 | Adjacent or script-defined | No extra XML effect attribute |
| Earth | 15% per 2 seconds | 190-300 | 7 | Area Effect: poison |
| Earth | 15% per 2 seconds | 200-400 | 3 | Area Effect: poison |
Defense, elements, and immunities
The defense profile separates base defense and armor from elemental percentages and explicit immunities. In TFS 1.6, a positive monster element percentage reduces incoming damage of that element, while a negative percentage increases it. Current official strength and weakness labels are shown as categories without inventing a percentage. Custom servers can change those values, bypass them in scripts, or add encounter phases.
| Defense layer | Value | Meaning |
|---|---|---|
| Armor | 73 | Base defense profile |
| Earth | 20% | Resistance |
| Fire | -20% | Vulnerability |
| Invisible | Immune | Condition or damage immunity |
| Drunk | Immune | Condition or damage immunity |
| Earth | Strong | Current official library category; no percentage published |
| Fire | Weak | Current official library category; no percentage published |
Complete configured loot table
Deepworm contains 16 flattened loot entries. Base chance is shown against the TFS 100,000-point scale, where 100,000 means 100% before external loot multipliers. Count maximum is the upper stack bound when a successful roll creates a stackable item. Nested container contents are preserved as individual rows in the source data.
| Item | Item ID | Base chance | Maximum count |
|---|---|---|---|
| deepworm jaws | 30250 | 23.35% | 1 |
| wood mushroom | 2791 | 22.41% | 1 |
| meat | 2666 | 19.42% | 1 |
| ham | 2671 | 19.09% | 1 |
| green mushroom | 2796 | 18.52% | 1 |
| dark mushroom | 2792 | 14.48% | 1 |
| deepworm spike roots | 30249 | 13.19% | 1 |
| deepworm spikes | 30248 | 10.13% | 1 |
| life ring | 2168 | 8.35% | 1 |
| green crystal shard | 18415 | 5.90% | 1 |
| terra amulet | 7887 | 4.94% | 1 |
| small enchanted amethyst | 7762 | 3.48% | 2 |
| sacred tree amulet | 10219 | 2.19% | 1 |
| suspicious device | 30309 | 1.73% | 1 |
| springsprout rod | 8912 | 1.27% | 1 |
| giant shimmering pearl (brown) | 7633 | 0.722% | 1 |
| Item | Official evidence | Probability |
|---|---|---|
| dark mushrooms | Named loot | No exact chance published |
| deepworm jaws | Named loot | No exact chance published |
| deepworm spike roots | Named loot | No exact chance published |
| deepworm spikes | Named loot | No exact chance published |
| green mushrooms | Named loot | No exact chance published |
| ham | Named loot | No exact chance published |
| meat | Named loot | No exact chance published |
| wood mushrooms | Named loot | No exact chance published |
Hunting plan and server verification
A safe hunting recommendation for Deepworm must combine the available profile with spawn density, neighboring creatures, terrain, access, vocation, skills, equipment, supplies, latency, death penalty, and the target server's rates. No universal level bracket can be authenticated from a creature-library or monster XML record alone. Use the largest configured attack bounds as stress-test inputs, account for simultaneous attacks and summons, then verify the actual spawn. Present a level recommendation only with that profile and evidence attached.
- Confirm health, experience, attack intervals, and elemental modifiers against the deployed monster file.
- Inspect the map spawn file for count, radius, placement, and respawn interval; those values are not stored in this monster definition.
- Test line of sight, diagonal movement, field walking, target switching, fleeing, summons, and push behavior.
- Record corpse loot over a statistically meaningful sample before evaluating a customized loot rate.
- Publish the server profile and review date with any route, level range, profit estimate, or supply recommendation.
Apply the guide
Find servers using this profile
Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.
