Wiki World Wormhole
Wormhole
A closed wave dungeon opened with Antimatter: 8 levels, Level I costs 500 Antimatter, 360 enemies, and a Grand Wormhole Chest at the end: Silicite, LC-4, SSA / LBA and a rare Tier 4 item.
Wormhole is a closed arena you enter through a vortex you open from the menu: you clear wave after wave of enemies and open a Grand Wormhole Chest at the end. It is the fastest way to hunt Silicite and it is end-game content: Level I is tuned for Tier 6 ships. There are 8 levels; up to Level III each one is 2× as hard as the one before; from IV on the enemies' damage grows 2× every level and their health grows ×1.3. Every level carries the modifiers of the level below it and adds one more (1 on II, 7 on VIII). Each level pays 1.6 times as much (Silicite, Credits and XP), while the Antimatter in the capsule grows 2× at every level.
How to get in
- The Wormhole button in the menu (shortcut Z) opens a small window. Pressing Open on a level burns Antimatter (Level I costs 500 Antimatter, each level is ×1.5 more expensive: Level VIII costs 8,500; the price can change with the state of the server). The career's "Open-world exam" gives one Antimatter-free entry pass (Wormhole I), and a spinning vortex appears next to your ship and stays open for 45 s. Fly through it. You can buy Antimatter with Vessarit in Premium.
- Lock: Level N opens when you finish Level N−1 (every pilot carries their own progress; a locked party member cannot join).
- If the vortex closes before anyone enters, the cost is refunded. Once the run has started the cost is not refunded (even if the run fails); there is no cooldown. If the server restarts or crashes, the cost of an open run is returned as Antimatter when you log in.
- A vortex cannot be opened in combat (if you were hit in the last 10 s), on PvP maps or inside the arena.
- The arena is closed: 6,000 × 4,000 units, no PvP, no crates and no gates. Enemies in the arena do not drop Antimatter: only the Grand Wormhole Chest pays the cost back (see below).
Waves
The first wave arrives 8 s after you enter. The next wave starts the moment you bring down the second-to-last enemy of a wave, so you never have to wait. Each stage is 3 waves, and each wave brings 12 enemies (waves grow with the size of the party). The stages are the game's first 10 enemy levels; the table shows the damage multiplier of Level I (the same table is used on every level, and each level raises the enemies' health and damage by a factor of √2: at Level II health ×1.41 and damage ×1.41, at Level III both ×2).
| Stage | Enemy | Waves | Damage multiplier | Silicite (per enemy) |
|---|---|---|---|---|
| 1 | Looter | 12 × 3 | ×1 | 3 |
| 2 | Raider | 12 × 3 | ×0.85 | 6 |
| 3 | Shard Hunter | 12 × 3 | ×0.5 | 12 |
| 4 | Exile Destroyer | 12 × 3 | ×0.15 | 24 |
| 5 | Crew Captain | 12 × 3 | ×0.1 | 48 |
| 6 | Belt Lord | 12 × 3 | ×0.04 | 96 |
| 7 | Wreck Commander | 12 × 3 | ×0.022 | 192 |
| 8 | Crew Captain (Elite) | 12 × 3 | ×0.066 | 96 |
| 9 | Belt Lord (Elite) | 12 × 3 | ×0.017 | 192 |
| 10 | Wreck Commander (Elite) | 12 × 3 | ×0.007 | 384 |
Boss: the Bottom (stage 11)
When the last creature of the last wave falls, a 12-second "The Bottom opens" countdown begins (the timer keeps running, there is nothing to shoot). At the 8th second the level's boss wakes up and stays invulnerable during a 4-second spawn animation. The run ends when the boss dies: the Grand Wormhole Chest appears where the boss fell. Each boss covers two levels; the even level is the stronger variant.
| Level | Boss | What it does |
|---|---|---|
| I-II | Hive Mother / Ember Hive Mother | The 12 crystals circling it are shard shields (the more there are, the less damage the core takes; one grows back every 12 s); at 25% the core splits in three. Shard rain, seed circles, a pulse of light. The Ember variant leaves scorched ground around its seeds. |
| III-IV | Fold / Deep Fold | A void serpent that passes through rifts: the head takes ×1.5 damage, the body ×0.6 and the tail ×0.35; during a dive the head is underground and the body is exposed. Tail sweep, rift dive, scream beam; the deep variant exits in two places at once. |
| V-VI | Overseer / Chief Overseer | A Ringwright keeper: at 75% / 50% / 25% the eye closes (damage ×0.1); destroy the 4 emitters and "Open Eye" lasts 20 s (×1.5, no attacks). Scan, ring slam; the crimson variant has a Lock Eye that follows you. |
| VII-VIII | Star Embryo / White Embryo | An unborn star: sprout whip, nova, gravity well (pulls at 90 units/s), ember sparks; at 10% a repeating collapse (6 s warning). The white variant leaves a scorched ring after its nova. |
- Danger zones: the boss draws every attack in advance: a red area with a dashed edge fills up, and none lasts less than 1.5 seconds. Damage is dealt to whoever is inside the area at that moment: get out.
- Phases and enrage: at health thresholds there is a 2-second invulnerable phase change; after 5 minutes the boss enrages (damage ×1.5). The boss backs itself up with creatures it summons.
- Party: the boss's health and its summoned creatures grow +50% per extra player (fixed by the number inside when it wakes); no new member can join while the boss is alive. If nobody is left in the arena the boss returns to full health.
- Reward: 4,000 Silicite × the level's reward multiplier (Level I 4,000, Level VIII 107,360); Credits and XP equal to 12 Elite Wreck Commanders. On the first kill you get the Keepers of the Bottom trophy (no reward, shown in the Wormhole window).
Rewards
- Kills: the enemies' normal rewards; a full Level I run pays about 37,908 Silicite. The Silicite, Credit and XP rewards grow ×1.6 at every level (Level VIII ×26.84).
- Grand Wormhole Chest: when the last creature of the last wave dies, a capsule of your own flies out of its wreck for every pilot still alive in the arena (everyone's is separate but in the same place): a rescue capsule the Exiles sealed with a cipher. Tap the capsule: a "decrypting" animation of about 5 seconds plays, its hull opens, the contents are written to your account and a shareable reward card opens (if a rare part comes out, the card is the gold-purple "Rare Capsule" card). The capsule is not collected automatically; the Collector drone and AI Commander do not touch it. At Level I the capsule gives every pilot 5,000 Silicite, 2,500 LC-4 rounds, and, each with a 25% chance, 3,000 SSA (Shield Suction Ammo) and 900 LBA (Laser Burst Ammo) rounds (the two chances are rolled separately); on top of that comes a Tier 4 item roll (mostly an LT-4): 1 roll on level I, each roll 8%. On higher levels the Silicite, ammo and material amounts grow ×1.6; nothing inside a Wormhole (the capsule included) gives Antimatter, and the number of Tier 4 rolls rises linearly with the level (as many rolls as the level: I 1, IV 4, VIII 8), each roll still 8% and independent, so one capsule can give several Tier 4 items. The capsule does not pay the entry fee back: you go into the Wormhole for Silicite, ammo and Tier 4 parts.
- Even if you press "Exit" without opening the capsule, or lose your connection, the contents are written to your account; after you open the capsule you can stay for 45 s and then leave.
- First Wormhole: the first clear gives the "Survived the Wormhole" medal, worth 75,000 Silicite.
Time, leaving, death and parties
- Time: 60 min, and it is only time spent inside. It does not run while nobody is in the arena. When it runs out, everyone inside is put back where they entered and no capsule appears.
- Exit: the "Exit" button on the HUD (two taps) or the exit vortex on the left side of the arena. After 5 s you return to where you entered; the run stays open. Repair and restock at a station, then press Resume in the menu to go back in at no cost (with a 5 s frozen "Get ready"). When nobody is left in the arena the clock stops, but surviving creatures regain health and line up in the starting area; the ones that died stay dead. A paused run waits at most 24 hours and then closes without a refund. Abandon really gives the run up.
- If you die you are removed from the run; after 5 s you return to where you entered, with no repair cost and no item loss, but you cannot rejoin that run.
- Party: up to 5 people can go in together (each pays their own cost). Every extra pilot adds half a wave of enemies, so a party is not a shortcut, it is a safer road. If you lose your connection your ship is pulled out at once but your run does not close: press Resume in the Wormhole window and it carries on with the same health and stage (boss health included).
- AI Commander works on every level (hourly cost 300 × the level's reward multiplier: Level I 300, Level VIII 8,052 Antimatter); it does not open the capsule itself. From Level V on, Wormhole is hard for AI Commander: it does not switch to SSA, does not leave the run to repair and does not read the modifiers. A run you finish with AI Commander also enters the rankings; a small "AI" badge shows next to the record.
Levels
| Level | Target gear | Entry | Enemies | Reward (Silicite, Credits, XP) |
|---|---|---|---|---|
| Wormhole I | Tier 6 ship or better · solo | 500 Antimatter | health ×1 · damage ×1 · 0 modifiers | ×1 |
| Wormhole II | Late Tier 6 + LC-4 + drones / skills · solo is the limit, 2-3 players are comfortable | 750 Antimatter | health ×1.41 · damage ×1.41 · 1 modifier | ×1.6 |
| Wormhole III | A flawless player, repairing between stages · 1-2 players | 1,150 Antimatter | health ×2 · damage ×2 · 2 modifiers | ×2.56 |
| Wormhole IV | Needs LT-4 / next-generation gear | 1,700 Antimatter | health ×2.6 · damage ×4 · 3 modifiers | ×4.1 |
| Wormhole V | Gear that does not exist yet · party | 2,550 Antimatter | health ×3.38 · damage ×8 · 4 modifiers | ×6.55 |
| Wormhole VI | Nearly impossible | 3,800 Antimatter | health ×4.39 · damage ×16 · 5 modifiers | ×10.49 |
| Wormhole VII | The dream of the top of the rankings | 5,700 Antimatter | health ×5.71 · damage ×32 · 6 modifiers | ×16.78 |
| Wormhole VIII | Reserved for future end-game content | 8,500 Antimatter | health ×7.43 · damage ×64 · 7 modifiers | ×26.84 |
Modifiers change every Monday: the week picks one order of seven modifiers and Level N carries the first N−1 of it, so every level carries all the modifiers of the level below it plus one more. They come in two classes: attack (Woven Shield, Mirror Hull, Cold Zone, Siphon Tissue: they hit your damage output and skills) and defense (Piercing Swarm, Dim Shield, Corrosive Haze, Furious Swarm: they hit your survival). The answer to each modifier opens in the Log tab of the Wormhole window once you have cleared that level. The boss has no modifiers. The rankings were reset with this version (your unlocked levels and trophies stay).
Rankings
The Wormhole tab of the Rankings window keeps two lists: Depth (the highest level you have finished, with the best time on that level as the tie-break) and Best time (the fastest clear of each level). Solo and party runs are on separate lists, and this week and all time are kept apart. Time is only time spent inside. Runs done by hand or with AI Commander share the same list (with the AI badge); if you finished a level both ways, your best time counts.
For Antimatter, Silicite and ammo, see the Currencies and Ammo pages.