Talk:Junundu

This is gonna be so cool It can dance? Let there be "lols"-Onlyashadow, Top 100 Guild 09:37, 30 October 2006 (CST)
 * It can also /roar -- pretty fun when you have your hero party along as they also join in. Thulsey 21:34, 6 November 2006 (CST)
 * You can also sit, I've noted all the emotes you can currently use. Try them! Mithran 08:49, 17 November 2006 (CST)

Unbalanced feature
Due to the current impactq of character's equipment on the wurm's abilities (noticeably energy recovery and inner maximum health, stripped of armor bonuses), the phases were you must be in this form are undoubtly unfair and unbalanced to many professions (warrior, paragon and ranger at least).

And I don't even speak of the challenge mission of the Remains of Sahlahja, where a 55hp monk will have no problem to exploit those elements (and some maintened enchantments as bonuses), while others die and fail miserably trying to : --Leonim 07:17, 13 November 2006 (CST)
 * gather points for hero armor,
 * map the place for cartographer title.

Pets utilizing Junundu
I noticed this evening that my Hero's pet was able to enter and use the Junundu. I didn't notice him using any skills, as he wasn't able to heal himself, but it was still a great way to level my hero's pet.--&mdash; xis10al   05:53, 16 November 2006 (CST)
 * I've since tried to get my pet in the Junundu again to no avail. The only thing I can figure is that it's a bug in the quest itself, Gates of Desolation (Mission).--&mdash;  xis10al  [[Image:Xis10al_sig_icon.jpg]] 22:35, 16 November 2006 (CST)

I've noticed this on the article. "Pets will die when entering a Junundu in explorable areas. When the owner of the pet exits the wurm, their pet will appear beside them (alive). Only during the Gate of Desolation mission will the pet enter its own Junundu. Pets do not use any of the Junundu skills. If the pet dies while in the Junundu, Junundu Wail will not resurrect it. Interestingly, however, pets gain experience for monsters defeated by their Junundu-riding owners. Minions are not killed when characters enter a Junundu."

I'd Like to mention that Pets level up dead anyways, and doesn't have to be in range of its owner to level up.

Junundu Armor Level
I remember seeing somewhere that Junundu have 40 armor. However, I can't seem to find where I saw it. Can someone confirm, or test to see how much armor you have while in a Junundu? --Curse You 20:09, 26 November 2006 (CST)
 * I wonder if a Drake Kabob can be eaten while in the Junundu. -- Dashface [[Image:Dashface.png]] 06:35, 17 December 2006 (CST)
 * You can eat a Kabob while in the wurm, but I have nothing solid saying that you take less damage. Further tests? -- Dashface [[Image:Dashface.png]] 06:21, 30 December 2006 (CST)
 * Before the last skill update, Sandstorm cast by Sandstorm Crags did 80 damage per pulse to non-attacking Junundu and 140 damage per pulse to attacking junundu. That damage ratio was only consistant with Sandstorm at 15 Earth Magic (which, at the time, did 40 uncontitional Earth damage and 30 conditional damage Earth damage per pulse), which means Junundu have exactly 20 AL vs Earth Damage. -- Gordon Ecker 01:30, 5 February 2007 (CST)

"Sometimes a hero will exit a wurm in the middle of the sulfurous haze effect"
Can't you just disable Leave Junundu on your heroes? Or do their skill bars not change to the junundu skills on your screen? - Capcom 22:20, 26 November 2006 (CST)
 * It's not that they use the skill (and yes, their skill bars change too), but that they probably hit a glitch in the textures that makes their AI think they've hit rocky terrain and automatically spits them out. &mdash; [[Image:Fin_sig.gif|User:Kyrasantae]] kyrasantae  23:31, 26 November 2006 (CST)

Actually, this happened to me fairly recently. A friend who was playing with me at the time (I don't know if it had anything to do with it) lagged out, and suddenly, all of our Junundu spit us out in the middle of the sulfrous wastes. Turns out if you don't MOVE you can sit there indefinately.24.149.28.230 02:34, 28 December 2006 (CST) Cortista 21:31, 11 February 2007 (CST)

Bug with SoC being replaced by Junundu Siege
...has been fixed (just went out of Bone Palace to try it out). I removed the notice. Artemis Faul

Description
"It can also dance; just a sleepy shifting of weight from side to side, but it's there. The /roar emote causes the wurm to roar." Does this belong in the Description section? +It's already mentioned in Trivia... Artemis Faul


 * No. I left the dance part in there when I first edited the article because I had not yet read the trivia section. I didn't go back and reedit the article because I didn't have the time to fix all the problems with it. Since someone decided to stick the /roar line in, I went ahead and took the time to make the edits. It should be much better now. -- James Sumners 15:08, 29 November 2006 (CST)

Weapon Effects
I've noticed that the weapon that you hold when you enter the Junundu affects the Junundu's attacks. It seems like a normal attack from a Junundu will always do 40 armor-ignoring damage, but the manner in which that attack is delivered varies. I noticed that while I was on my mesmer (who uses a staff) I launched projectiles, but when I loaded my Assassin (who uses Daggers) into the Junundu, not only did I have to attack at close range, but I had a chance to double strike. I haven't tested this yet with any weapons other than Daggers and wands/staves, but does anyone care to independently confirm this for me? It seems like quite an important note, but I'd like to get some agreement before I edit this. 149.169.109.224 15:18, 29 November 2006 (CST)
 * When my ranger is in a Junundu, I can attack at longbow range. --Curse You 19:13, 30 November 2006 (CST)
 * So far I have tested this with Heroes and Henchmen. And it does seem that henchmen and heroes using melee range weapons will only attack on melee range. If someboy can, please try to test if you deal p to three hits using a scythe. Mithran 09:05, 1 December 2006 (CST)

The Wurm Guide - Savio   09:12, 1 December 2006 (CST)
 * Sword, Axe, Hammer - 55 damage, melee
 * Daggers - 40 damage, melee, chance to double strike
 * Scythe - 35 damage, melee, can hit one adjacent foe
 * Wand, Staff - 40 damage, ranged
 * Bow - 40 damage, ranged, range dependent on range of bow equipped
 * Spear - 55 damage, ranged

Predator?
Well, I've seen many times the Predator movies (even the alien versus predator one) and they mouths are not really similar, Junundus looks just like a thumbless hand with the palm downside. Predator mouths have two mandibles downside and two moveable fangs upside, they look more like crab mandibles. They also don't wail when they heal. In the movie that wail was caused by pain due to cauterization. So, they have nothing to do with predators. (Google for 'predator head' images for references and comparison). Mithran 13:36, 18 December 2006 (CST)
 * Why is it, then, that Jununzus don't wail when using Cautery Signet? --15:02, 28 December 2006 (CST)

Glitch
If you are out of your junundu, and your party is in a rocky zone, if you get wurm spore while team in "Rocky" zone: all the party members will be junundu while in rocky zone until you get to end of rocky area

Undead Wurm
See Lost Soul (Remains of Sahlahja)

I beg of you, use your undead wurms to destroy the insects infesting the tombs so that the souls within can finally find peace.

Eat those words yet Firefox?--TheDrifter 12:47, 23 January 2007 (CST)
 * Eat those words? grow up. --FireFox [[Image:firefoxav.gif]] 19:20, 23 January 2007 (CST)