Difference between revisions of "Worm that walks (talent)"
From Tales of Maj'Eyal
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'''Notes:''' | '''Notes:''' | ||
* After dying, the Worm will resurrect after a while, so there is usually no need to actively cast this spell out of combat | * After dying, the Worm will resurrect after a while, so there is usually no need to actively cast this spell out of combat | ||
− | * The Worm starts out with one regeneration infusion that you can change | + | * The Worm starts out with one regeneration infusion that you can change as fit. The easiest way of giving the Worm extra inscriptions, are through [[Shared insanity (talent)|Shared insanity]] |
* The Worm can wield one-handed weapons in both weapon slots | * The Worm can wield one-handed weapons in both weapon slots | ||
* Damage from weapons is reduced, so weapons that apply debuffs extra valuable. | * Damage from weapons is reduced, so weapons that apply debuffs extra valuable. |
Latest revision as of 13:57, 13 August 2024
Worm that Walks | ||
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Game Version | 1.7.6 | |
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Category Type | Demented | |
Category | Friend of the Worm | |
Requirements | Level (10,11,12,13,14) Magic (22,24,26,28,30) | |
Use Mode | Active | |
Cost | -40 insanity | |
Range | Melee/Personal | |
Cooldown | 15 | |
Travel Speed | Instantaneous | |
Use Speed | - | |
Description | You invoke a long standing pact with a fellow horror, a Worm That Walks, to help you in your travels.
You can fully control, level, and equip it. Using this spell will ressurect your friendly horror if it died, giving it back (60+([15]450cTSpD))/7;7;27–55%cTL:100% life. Higher raw talent levels will give your horror more equipment slots:
To change your horror's equipment and talents first transfer the equipment from your inventory then take control of it. |
Notes:
- After dying, the Worm will resurrect after a while, so there is usually no need to actively cast this spell out of combat
- The Worm starts out with one regeneration infusion that you can change as fit. The easiest way of giving the Worm extra inscriptions, are through Shared insanity
- The Worm can wield one-handed weapons in both weapon slots
- Damage from weapons is reduced, so weapons that apply debuffs extra valuable.