Bloodworm


Homeworld: Crypt
Description: At first glance, Bloodworms seem to be nothing but mere pathetic, disgusting beings who feed (sometimes literally) off of the misfortune of others. This is only partially true. Bloodworms are dangerous adversaries and scheming beings who are well-aware of their inadequacies and committed to attaching themselves to more poweful creatures to get ahead. Social and physical parasites, they slink forth from their watery realms to flatter, cajole and backstab their way into advantageous positions.
Seer leads the Bloodworm race.
Stat Potential
Str: low
Agi: low
Dex: low
Con: low
Int: low
Wis: low
Per: low
Cha: horrible
Siz: 6'0"
Weight: 140 kg
Metarace: Elder

Maximum Age: immortal
Dietary Requirements: omophage
Number of limbs: two
Natural Armor: weak
Natural Weapons: dangerous
Experience Rate: 98%
Skill Maximum: 80%
Hermetic Spell Maximum: 60%
Spiritual Spell Maximum: 100%
Heartbeat: very rapid
Vision: dark and ultra dark conditions

Slots: a brow, two eyes, a neck, an amulet, a brooch, a cloak, an upper torso[bulk: somewhat], a lower torso[bulk: somewhat], two upper arms, two lower arms, two wrists, two hands, a belt and a tail.
Advantages: can breathe underwater, enhanced hearing, hydrophilia, natural swimmer and poison immunity.
Disadvantages: half exp if good.
Miscellaneous: fish, natural terrain: underground river and nonhumanoid.
Resistances and Vulnerabilities: Takes 30% less asphyxiation damage, 10% more fire damage, 30% less poison damage and 10% more sonic damage.
Disease Carrier: physical diseases
Damage Regeneration: excellent
Mana Regeneration: excellent
Endurance Regeneration: average
Emotes: bdrip, bfeed, bmate, bpucker, bstare and bwiggle.
Commands: constrict, rfish, suck and sydrain.
Good Guild Matches: abjurer, cultist, druid and psionicist.
Average Guild Matches: fallen.
Poor Guild Matches: alchemist, assassin, bard, biomancer, fighter, jomsviking, mage, merchant, monk, necromancer, paladin, ranger, sentinel and templar.
Size Comparison (vs Human):