Magma Worm

Armor | 15

The **Magma Worm** is a returning Boss Monster in Risk of Rain 2. Being a Boss, the Magma Worm may be encountered after initiating a stage's Teleporter Event. It can otherwise spawn naturally during higher difficulties.

The Magma Worm has a stronger variant, the . The Overloading Worm is *not* considered an Elite Magma Worm, but rather a unique Monster.

## Environments

* Other Environments with the Artifact of Dissonance enabled

## Skills & Behavior

Magma Worms do not attack players in the same vein as other bosses; their primary form of attack is to  targets that it makes contact with. Each time a Magma Worm emerges from the ground, the screen changes color to a bright orange to signify the heat. All of the Magma Worm's skills are related to modifying its movement patterns. Direct impact with the Magma Worm's head deals 300% with a proc coefficient of 1.0.

The Worm's movement can be thought of as that of a pendulum with a reference to the ground, where the Worm emerges and submerges, but also circles around a point.

### Primary: Steer At Target

This causes the Magma Worm to override its spring-like movement and adjust its movement direction towards the target. This skill has a cooldown of 1 second and lasts practically for one frame, serving as a correction for its target position.

### Utility: Blink

This is like the  skill, except that the Magma Worm does not disappear for the duration, nor create a blast when it arrives at its destination. This purpose of this skill seems to be to allow the Worm to become unstuck from entering and exiting terrain that is far away from the target without an easy way to close the distance. For example, the Magma Worm being at the top of the high area on  and the player being on the platform where Newt Altar #4 is located. This move is characterised by the Worm heading towards the player in a straight line without the need to burrow or unburrow frequently.

This skill has a cooldown of 10 seconds.

### Special: Change Stance

The Magma Worm is by default in the **grounded stance** which is characterised by a "stiff" spring constant and makes the Worm stay close to the ground and burrow/unburrow quickly. When this skill is activated, the Worm will change to the **leaping stance** for 14 seconds, which is characterised by a "looser" spring constant and makes the Worm reach higher before burrowing again. This skill can be combined with its primary, which makes the Worm attempt to dive into the ground close to where its target is. During this stance, 5 molten fireballs will erupt from the Worm's body whenever it crosses any terrain boundary with a minimum of 0.1 seconds delay before the effect can be triggered again. The fireballs deal 100% damage with a proc coefficient of 1.0 in a radius of 7m with linear falloff.

 can block the molten fireballs.

This skill has a cooldown of 30 seconds which does not start until the Worm has returned to the grounded state.

### Behaviors

1. **Use special**: the Worm must be within 80m from its target.
2. **Use utility**: the Worm must be within 20-300m from its target.
3. **Use primary**: the Worm must be within 300m from its target and have line of sight.
4. **Chase**: no requirements.

## Loot

*Main Article: Molten Perforator*

If the Magma Worm is the Teleporter Boss, there is a 15% chance for the Uncommon item (that drops as a reward for defeating the Magma Worm) to be replaced by its Boss item, the .

## Tips

* It is advisable to fight Magma Worms in wide open spaces, as fighting them in cramped spaces can be troublesome. For example, in Rallypoint Delta's caves, when the Worm leaps, players not only cannot efficiently damage it (as it continuously disappears into the rock above), but they cannot see where the it is about to land as it burrows back into the ground. In a situation where a Magma Worm is spawned from a Teleporter placed in an unfortunate position, it may be a good idea to lead the Worm to a more suitable fighting area before returning to the Teleporter area.
* Marking the Magma Worm (middle mouse button by default) can help keep track of it when it travels inside terrain.
* Because of how much ground they traverse compared to other enemies, it is possible that Magma Worms may change targets mid-attack if a new potential victim comes into range. This might be another player, or even an unlucky turret.

## Lore

```
Welcome to DataScraper (v3.1.53 – beta branch)
$ Scraping memory... done.
$ Resolving... done.
$ Combing for relevant data... done.
Complete!

This is the logbook entry of D. Furthen, naturalist for the UES [Redacted] in conjunction with the UES Research and Documentation of Outer Life. I am joined by my good friend Tharson, who is keeping me safe through this journey.

Upon inspection of a curious pronged artifact, we happened to awaken something living deep under our feet. After a brief quake, a massive serpentine creature, easily 50 feet long, erupted from the ground and arced through the air, knocking us off our feet. I will describe its properties below. I have assigned their common name as “Magma Worm”.

* Upon inspection of its (now dead) body, I discovered multiple ports along its skin. These ports must allow it to propel itself forward, releasing a gaseous exhaust that is then ignited to give the worm its fiery appearance.

* The size of the creature is something to behold. It must wield an incredible amount of energy, as the heat radiating off its body was enough to turn the earth it burrows through into smooth, glassy tunnels. It must either eat an incredible amount of food, or spend a long time hibernating under ground.

* The worm’s body is incredibly conductive, retaining temperatures of over 350 degrees Fahrenheit for over ten hours after the beast was felled.

* It appears that the worm is classically blind – what appear to be eyes are revealed to be symbiotes that grant the worm vision in exchange for protection against predators. How fascinating! I wonder how this relationship came about.
```

## Version History

PC Patch v1.1.1.2
* Bug Fixes
	+ Updated Magma Worm’s movement speed to be more consistent

Anniversary Update
* Major Content
	+ Added New Lore Entry: Magma Worm
* Quality of Life
	+ 🌧 Reduced screen shake and post-process brightness on Magma Worm. Clean up projectiles to be less opaque.

Early Access Content Update 5
* Gameplay Changes
	+ 🌧Maximum “Blink” Distance: 600m ⇒ 300m
	+ Now considerably more aggressive and better able to hit targets
	 *Developer Notes: The blink behavior of both the Imp Overlord and the Magma Worm allows it to follow players between platforms, but it leads a lot of the times to the bosses blinking across the map to attack drones and turrets. While they may still do that, it’ll be a bit less pronounced.*
* Quality of Life
	+ Reduced the audio levels of the Magma Worm

Early Access Artifacts Content Update
* Bug Fixes
	+ 🌧 Fix Magma Worms and similar monsters from spawning as an elite version in Prismatic Trials. Goodbye  .

Early Access Patch (Build ID No.3731106)
* Gameplay Changes
	+ **[Community Suggestion]** Now switches between two modes of movement.
		- Leaping: goes high in the air, raining fireballs when it impacts the ground. This was the Magma worm's only previous stance.
		- Grounded: Snakes low but fast around on the ground.
		- *\*The intent is to give a break from the Worm's constant leaping and to give short range characters a chance to attack. The Worm should also be an intense fight, not a slog.\**
	+ **[Community Suggestion]** Reduced armor from 20 to 15 to make it less tanky.
	+ **[Community Suggestion]** Can now jump off of platforms so it doesn't get stuck on certain ledges.