Tales of Maj'Eyal

Tales of Maj'Eyal

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TH3d3P4R+Ed Sep 11, 2020 @ 4:41pm
The Worm that Walks?
Sorry if this question has been asked before, but how the hell do you beat TWTW when you first meet it around level 10? Barring running away from it. More specifically, how to you get rid of the Worm Rot it inflicts on you? What's the best way to deal damage to this creep? Grateful for any ideas you might share. Thanks.
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Showing 1-7 of 7 comments
ohhhhboy123 Sep 11, 2020 @ 5:33pm 
It may be a good idea to remember what the room that the wtw comes from looks like and avoid opening it in the future. most of the time, you will find them in a "vault" which warns you that it could be dangerous, so you can just avoid opening it.

If you are going to old forest at level 10, you may be there a bit early, but I'm not that familiar with the level up rate of normal/nightmare so idk.

If you want to get rid of the status, a shatter afflictions rune is pretty good for debuff removal in general.
JtDarth Sep 11, 2020 @ 6:40pm 
Originally posted by ohhhhboy123:
It may be a good idea to remember what the room that the wtw comes from looks like and avoid opening it in the future. most of the time, you will find them in a "vault" which warns you that it could be dangerous, so you can just avoid opening it.

If you are going to old forest at level 10, you may be there a bit early, but I'm not that familiar with the level up rate of normal/nightmare so idk.

If you want to get rid of the status, a shatter afflictions rune is pretty good for debuff removal in general.
Old forest is usually handlable at level 10 or so character level on normal. That said, TWTW is REALLY powerful as a 'vault boss' and it's generally not worth even attempting to fight him so early in the game. A few class combos can handle it, but for the most part, still risky and not worthwhile. It's very rare for what's in that vault to be valuable enough to be worth the high risk that fighting the worm brings.
Best option is to use what options you have to disengage, and then either leave via normal level exits, or rod of recall out and come back later.
Kalistri Sep 11, 2020 @ 8:37pm 
Worm rot and the epidemic spells that it uses are both diseases which can be removed with the healing infusion since 1.6. So if you have a heal infusion as well as either shatter afflictions or a wild infusion that removes physical you'll be able to remove both. Beware that the worm rot will spawn a worm when you remove it.

Also take note of wtw's resistances; they have 100% blight resistance so if you're using that you'll need penetration. On the other hand their fire resistance is negative so if you have access to fire damage that works pretty well.

Although they have access to some spells, they have reaver skills and that blink they do is a cursed ability, the point being that they can do their best work in melee range, so if you're playing ranged then it's a good idea to keep your distance.

Generally speaking if you come across something tough when you've just fought something else it's a good idea to run away and come back when you have all your abilities ready to go. If you have an ability or wand that allows you to see enemies through walls they can be useful to keep tabs on enemies while you're avoiding them for this purpose.
Mulzaro Sep 12, 2020 @ 12:48am 
They also have blight affinity so they get healed from blight damage. If your weapon or class has blight damage, try to get rid of it if fighting these dudes.
TH3d3P4R+Ed Sep 12, 2020 @ 12:48am 
Originally posted by Kalistri:
Worm rot and the epidemic spells that it uses are both diseases which can be removed with the healing infusion since 1.6. So if you have a heal infusion as well as either shatter afflictions or a wild infusion that removes physical you'll be able to remove both. Beware that the worm rot will spawn a worm when you remove it.

Also take note of wtw's resistances; they have 100% blight resistance so if you're using that you'll need penetration. On the other hand their fire resistance is negative so if you have access to fire damage that works pretty well.

Although they have access to some spells, they have reaver skills and that blink they do is a cursed ability, the point being that they can do their best work in melee range, so if you're playing ranged then it's a good idea to keep your distance.

Generally speaking if you come across something tough when you've just fought something else it's a good idea to run away and come back when you have all your abilities ready to go. If you have an ability or wand that allows you to see enemies through walls they can be useful to keep tabs on enemies while you're avoiding them for this purpose.

Thank you for your excellent ideas! Your replies were most insightful and clearly helpful. Being the noob that I am, I will settle for the disengagement options atm, but will return to exact terrible, terrible vengeance on this accursed creature.
Last edited by TH3d3P4R+Ed; Sep 12, 2020 @ 12:48am
Samseng Yik Sep 12, 2020 @ 9:24pm 
Experience that vault and get killed few times
Now if I mistakenly open that vault and saw some small worm coming out.
I get the hell out to next zone
Nick Sep 13, 2020 @ 9:28pm 
If you open a vault in the early levels and you see worm masses, just run the other direction. Worm That Walks vault mob at level 9-12 is an unwinnable fight most of the time.
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Date Posted: Sep 11, 2020 @ 4:41pm
Posts: 7