Junundu
From Guild Wars Wiki
| Junundu | |
|---|---|
| | |
| Affiliation | Not specified |
| Type | Form |
| Level(s) | Not specified |
| Campaign | Nightfall |
Colossal wurms roam the sulfurous wastelands of the Desolation. These burrowers tunnel through soft soil with amazing alacrity. Elonians know them by their more formal name: the Junundu. According to historians, the undead lord Palawa Joko commanded these wurms to patrol his kingdom, but the junundu’s inability to tunnel through solid rock limited their usefulness. Myths tell of great heroes using junundu to travel across the wastelands, covering vast distances safe from the sulfuric clouds. More recent accounts describe devastating wails and thunderous attacks that shake the very earth and topple buildings in their wake.According to legend, junundu society is developed enough that they act in service to a queen mother: a subterranean monstrosity called Aijundu. Lurking below, Queen Aijundu patiently waits for foolish surface-dwellers who would dare to cross her apocalyptic domain. As long as wind shifts the desert sands, some say, she will lie beneath it...waiting.
[edit] Skills Used
Junundu Strike
Junundu Smash
Junundu Bite
- One of the following:
Junundu Tunnel
- One of the following:
Junundu Wail
Leave Junundu
The Junundu skills will replace all skills of the character inside, except Signets of Capture. The Signets of Capture will still be usable inside the wurm (and the corresponding wurm skill will not be). When capturing a skill while riding a Junundu, the newly captured skill will be replaced by the corresponding Junundu skill. As a result, players cannot use any skills other than Junundu skills while riding a Junundu.
[edit] Notes
- Make sure you do not place your Signet of Capture in Skill slot number 7. If you do, when you enter the Junundu, the Signet of Capture will remain usable but will cover the Junundu Wail skill. Check your skill bar the first time you enter the Junundu to see if there are any skills covered you want to be able to use. If so, zone to an outpost and adjust your build. Generally, a good skill to replace is Unknown Junundu Ability (if you do not have Junundu Siege yet) or Junundu Tunnel (which henchmen will not use, making you more vulnerable to enemies before they can catch up).
- Junundu are summoned by using a Wurm Spoor. You cannot do this if there are foes within a certain radius of the spoor.
- A Junundu is summoned with 3,000 Health and 60 Energy regardless of the level, profession, or equipment of the character controlling it. Characters in Junundu form are known to have 28 less AL against Earth damage, they are also known to have a decreased AL against most or all damage types, however the exact values are unknown.
- The Junundu has the same energy recovery of the character inside. Equipped items with Energy regeneration -1 will affect the Junundu.
- Only bonus modifiers - runes, weapon modifiers, weapon upgrades, and insignias - affect the maximum Health and Energy, not the base bonuses such as base Energy bonuses on stave's and focus items or base Energy bonuses on armor.
- Alternating between different weapon sets or re-equipping an armor piece that has a rune applied affects the maximum Health and Energy of the wurm.
- Since they give constant health and armor, wurms make a great way to power level heroes.
- A Junundu's regular attacks do a flat amount of damage ignoring armor, dependent on weapon type.
- Swords, hammers, and axes inflict 55 damage per hit.
- Daggers inflict 40 damage per hit with a chance to double strike.
- Scythes inflict 35 damage per hit and can hit one adjacent secondary target.
- Bows inflict 40 damage per hit and have a ranged attack, range varies with bow type.
- Spears inflict 55 damage per hit and have a ranged attack.
- Wands and staves inflict 40 damage per hit and have a ranged attack.
- The damage type of the Junundu's weapon is the same as the damage type of the weapon the character is holding. Wielding a Smiting Rod or Smiting Staff will allow your Junundu to deal double damage against undead for its normal attacks.
- When controlling a Junundu, the character's primary attribute is reduced to zero.
- Death Penalty does not affect the wurm, but will affect the character inside once that character leaves the wurm.
- Junundu are immune to the Sulfurous Haze environment effect.
- Junundu cannot tunnel through rocky terrain. Trying to do so will cause the wurm to release the character controlling it, similar to as if the skill Leave Junundu was used.
[edit] Trivia
- Junundu models respond to some emote commands:
- /dance : The Junundu wiggles from side to side.
- /sit or /afk : The Junundu burrows in the sand.
- /stand : Just the /sit animation backwards.
- /roar : The Junundu performs the Junundu Wail animation. Sometimes with sound. This one is quite impressive with a full AI party, since all will /roar with you.
- /salute : some Junundu will turn towards you.
- As an added note: Using the Junundu Tunnel ability before running through rocky terrain will cause your character to run 66% faster for a few seconds when he/she leaves the wurm.

