Difference between revisions of "Sandworm lair"

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{{Zone
 
{{Zone
 
|name=Sandworm lair
 
|name=Sandworm lair
|floors=4
+
|floors=4 (regular) or 2 (alt)
 
|guardian=[[Sandworm Queen]], [[Corrupted Sand Wyrm]]
 
|guardian=[[Sandworm Queen]], [[Corrupted Sand Wyrm]]
 
|min_level=7
 
|min_level=7
 
|max_level=16
 
|max_level=16
 
|min_ilevel=2
 
|min_ilevel=2
|max_ilevel=4
+
|max_ilevel=3
|width=50
+
|min_ilevel_east=3
|height=50
+
|max_ilevel_east=5
 +
|width=50 (350 in alt.)
 +
|height=50 (20 in alt.)
 
}}
 
}}
  
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The Sandworm Lair is a second-tier zone on the far western shore of [[Maj'Eyal]].
 
The Sandworm Lair is a second-tier zone on the far western shore of [[Maj'Eyal]].
  
The Lair consists of small, round, disconnected open rooms. These rooms are the only "stable" parts of the level. Peaceful, invulnerable sandworm tunnelers constantly roam the level, moving from room to room, and leaving trails of unstable temporary tunnels behind them. The mini-map will show stable squares in black (once they are lit) and unstable ones in blue. The player is expected to follow the sandworms to get to the rooms; teleportation is also an option. Entering a tunnel without knowing how recently it has been dug is very risky and not advised. A high light radius and/or some means of illumination is also helpful.
+
The Lair consists of small, round, disconnected open rooms. These rooms are the only "stable" parts of the level. Peaceful, invulnerable sandworm tunnelers constantly roam the level, moving from room to room, and leaving trails of unstable temporary tunnels behind them. If the player or any entity other than the tunnelers are caught in a tunnel when it loses stability and caves in, they will take a substantial amount of physical damage and begin to suffocate if they need to breathe.
  
If the player (or anyone) is caught in a tunnel when it loses stability, the tunnel will cave in, burying him in sand. This will do substantial [[Life]] damage and will also cause suffocation to begin, for beings which need to breathe.
+
The mini-map will show stable squares in black (once they are lit) and unstable ones in blue. The player is expected to follow the sandworms to get to the rooms; teleportation is also an option. Entering a tunnel without knowing how recently it has been dug is very risky and not advised. A high light radius and/or some means of illumination is very helpful here. It is also possible to partially direct the tunnelers by body blocking them from moving in unwanted directions. There are always 10 stable chambers per level.
  
In addition to the tunnelers, the zone is inhabited by hostile sandworms, jellies, and other monsters. Beware the sand drake's blinding breath and the gravity worm's pinning gravity field. There are also (potentially?) several "glowing chests" on each level, which may contain random artifacts of any tier.
+
In addition to the tunnelers, the zone is inhabited by hostile sandworms, jellies, and other monsters. Beware the sand drake's blinding breath and the gravity worm's pinning gravity field. There are also several "glowing chests" on each level, which may contain random artifacts of any tier. The boss is the [[Sandworm Queen]]. She can use [[Sand breath (talent)|Sand Breath]] as well as summon a host of additional sandworms to aid her. Her [[Heart of the Sandworm Queen|heart]] is a guaranteed drop that can be consumed to grant 3 stat points, 1 class talent point, and 1 generic talent point, as well as upgrade the [[Harmony (category)|Harmony]] or [[Vile Life (category)|Vile Life]] talent tree (see [[Heart of the Sandworm Queen]] for more details).  
  
The boss is the [[Sandworm Queen]], a sandworm with summoning (of sandworms) and sand breath talents. Her heart (a guaranteed drop) can be consumed to grant access to the [[Harmony (category)|Harmony]] talent tree (unlocking the tree for [[Wilder (Metaclass)|Wilder]] classes who started with the tree locked, or granting the locked tree to classes who did not have it), in addition to 3 stat points, 1 class talent point, and 1 generic talent point.
+
After returning from the Far East, the [[backup guardian]] of this zone is a Corrupted Sand Wyrm on the top level. There will be no tunnelers at this point; they have all been devoured by the Wyrm. The Wyrm will immediately begin to seek out the player upon entering the level, so one should be prepared for a fight as it bursts through a wall. This boss drops a Wyrm Bile potion which gives random stat increases/decreases (-3 to +6 in each of the 6 stats) and 1 talent category point. Consuming both the [[Heart of the Sandworm Queen]] and the [[Wyrm Bile]] satisfies the "become close to the draconic world" prerequisite for applicable [[prodigies]].
  
After returning from the Far East, this zone's [[backup guardian]] is a Corrupted Sand Wyrm, on the top level. There will be no tunnelers at this point; they were devoured by the Wyrm. This boss drops a Wyrm Bile potion which gives random stat increases/decreases (-3 to +6 in each of the 6 stats) and a talent category point.
+
This zone has an alternate layout consisting of only 2 floors, where the top floor is inhabited by extra large tunnelers that constantly spawn near the entrance of the top level and travel towards the exit to the next floor.
 
+
Consuming both the [[Heart of the Sandworm Queen]] and the [[Wyrm Bile]] satisfies the "become close to the draconic world" prerequisite for applicable [[prodigies]].
+
 
+
As of version 1.0.3, this zone has an alternate layout.  Sometimes, you will find a very large top level with a single gigantic burrowing worm.  Follow it, and try not to lag too far behind.  Illumination is enormously helpful here.
+
  
 
==Zone Specific Artifacts==
 
==Zone Specific Artifacts==

Revision as of 05:37, 31 May 2021

Sandworm lair
Boss Sandworm Queen, Corrupted Sand Wyrm
Floors 4 (regular) or 2 (alt)
Level Range 7 to 16
Item Level Range 2 to 3
(after back from Far East) 3 to 5
Size 50 (350 in alt.)x50 (20 in alt.)
Zone Effect none

Zone Information

The Sandworm Lair is a second-tier zone on the far western shore of Maj'Eyal.

The Lair consists of small, round, disconnected open rooms. These rooms are the only "stable" parts of the level. Peaceful, invulnerable sandworm tunnelers constantly roam the level, moving from room to room, and leaving trails of unstable temporary tunnels behind them. If the player or any entity other than the tunnelers are caught in a tunnel when it loses stability and caves in, they will take a substantial amount of physical damage and begin to suffocate if they need to breathe.

The mini-map will show stable squares in black (once they are lit) and unstable ones in blue. The player is expected to follow the sandworms to get to the rooms; teleportation is also an option. Entering a tunnel without knowing how recently it has been dug is very risky and not advised. A high light radius and/or some means of illumination is very helpful here. It is also possible to partially direct the tunnelers by body blocking them from moving in unwanted directions. There are always 10 stable chambers per level.

In addition to the tunnelers, the zone is inhabited by hostile sandworms, jellies, and other monsters. Beware the sand drake's blinding breath and the gravity worm's pinning gravity field. There are also several "glowing chests" on each level, which may contain random artifacts of any tier. The boss is the Sandworm Queen. She can use Sand Breath as well as summon a host of additional sandworms to aid her. Her heart is a guaranteed drop that can be consumed to grant 3 stat points, 1 class talent point, and 1 generic talent point, as well as upgrade the Harmony or Vile Life talent tree (see Heart of the Sandworm Queen for more details).

After returning from the Far East, the backup guardian of this zone is a Corrupted Sand Wyrm on the top level. There will be no tunnelers at this point; they have all been devoured by the Wyrm. The Wyrm will immediately begin to seek out the player upon entering the level, so one should be prepared for a fight as it bursts through a wall. This boss drops a Wyrm Bile potion which gives random stat increases/decreases (-3 to +6 in each of the 6 stats) and 1 talent category point. Consuming both the Heart of the Sandworm Queen and the Wyrm Bile satisfies the "become close to the draconic world" prerequisite for applicable prodigies.

This zone has an alternate layout consisting of only 2 floors, where the top floor is inhabited by extra large tunnelers that constantly spawn near the entrance of the top level and travel towards the exit to the next floor.

Zone Specific Artifacts