Junundu

Description
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.

Location

 * The Desolation
 * Crystal Overlook
 * Dynastic Tombs
 * Gate of Desolation (mission)
 * Joko's Domain
 * The Alkali Pan
 * The Shattered Ravines
 * The Sulfurous Wastes
 * The Ruptured Heart
 * Remains of Sahlahja (mission)

Skills used
While in a Junundu, you will be under the effects of the Desert Wurm disguise.

The Junundu skills will replace the skillbar of the character inside, except for Signets of Capture. The Signets of Capture will still be usable inside the wurm. 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.


 * (elite) will replace Unknown Junundu Ability by following the Horde of Darkness quest.

Once Junundu Feast is used, it will be randomly replaced with one of the following:

See Junundu skills quick reference for a detailed list of all the skills.

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, 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).

Also note whenever you leave a Junundu, your Resurrection Signets and Sunspear Rebirth Signets will be recharged, even if you did not acquire a morale boost.

Trivia

 * One of the Lost Souls suggests the Junundu are undead, but game mechanics and other dialogue suggest otherwise.
 * The Junundu monster model allows the following emotes:
 * /dance : The Junundu dance consists in a simple wiggle.
 * /dancenew : Same as /dance, but currently henchmen and heroes will perform an 'interrupted' version of their dances.
 * /roar : Will make the Junundu Wail animation and roar out loud. It can be quite impressive when all the henchmen roar at the same time.
 * /afk and /sit : The Junundu will burrow itself in the sand. Only the upper part will be visible.
 * /stand : Just the reverse animation of /sit and /afk.
 * /rank and /fame : The rank will appear above the wurm on its back.
 * Other emotes will be used without animations.
 * Although the exact mechanics of riding them differ, the Junundu are obviously inspired by the sandworms in Frank Herbert's Dune universe.
 * The Junundu also resemble in both their appearance and the sounds they make to the carnivorous beasts in the movie series Tremors.