![]() Later on, in Leper's Smile, battle the Vescavor Queen and kill her. ![]() Do not take her, as doing so will make the path impossible to launch. One major decision occurs in Act II, when confronted with the issue of taking Queen Galfrey on the crusade. The Swarm-That-Walks Mythic Paths is one of the most complicated Paths in the game as, if the player makes one wrong move or misstep, they can become locked out of path long before it even starts. It is a force of reckoning fully prepared to devour those who dare to cross its path - friends and allies included. This Mythic Path is so vile and corrupted that even the closest of allies will turn away, refusing to follow where the pestilence leads. The Swarm-That-Walks, however, is not a spellcaster, but an all-devouring monstrosity that is always hungry, never satisfied and fully prepared to consume any and all who cross its path. ![]() In some cases, it was locusts, cockroaches, ants or wasps that rose to walk, becoming powerful a spellcaster on a mission to spread pestilence wherever it went. This entity was not always comprised of worms. The worms that fed upon their soul consumed its very essence, forming a hive-mind that rose to walk the worlds again, spreading pestilence and disease. First and foremost, a Worm That Walks was once an evil spellcaster who was buried in magic-infused earth when they died. Likely inspired by the Pathfinder creature, the Worm That Walks, there are some differences between the inspiration for this Mythic Path and that monster.
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