Ash Walkers are the tribal natives of Lavaland. These Unathi-esque lizard people are fiercely protective of their land, and will more often than not kill any trespassers. Through the use of a Necropolis tendril, the Ash Walkers are able to quickly grow and hatch their eggs through the sacrifice of dead bodies. Their tribal origins make it difficult for them to use most forms of technology, limiting them to mostly crafted and scavenged weapons. Despite this, they're still quite dangerous, especially in large numbers.
- 1 Ash Walker Biology
- 2 The Nest
- 3 The Tendril
- 4 The Storage Room
- 5 The Plaza
- 6 Surviving
- 6.1 Tending to the plants
- 6.2 Hunting
- 6.2.1 Normal fauna
- 6.2.2 Unusual fauna
- 6.2.3 Megafauna
- 6.2.4 Crafting
Ash Walker Biology
Ash walkers differ in a few different ways to their Unathi cousins. The biggest difference being their inexperience with advanced technology. Most guns, machines, computers, and advanced tools are completely foreign to Ash Walkers and are therefore unusable by them. Because of this, Ash Walkers are restricted to the most basic of weapons and tech. Another difference is their digitigrade legs. Ash Walkers have a different leg structure compared to almost all other races, so they can't wear standard shoes or boots. This will restrict them to walking barefoot most of the time, which can prove hazardous with broken glass or cactus presenting a trip hazard without footwear. Ash Walkers can also only speak the Unathi language of Sintha’Unathi, making communication difficult without knowing the language or having a translator present. However, like, their distant cousins, they are more vulnerable to brute damage, making them take 5% more compared to humans.
Ash Walkers live for and die to protect their nest. It is their home in the hostile, ash filled landscape. Wandering in uninvited is an easy way for a miner to get swarmed and stabbed to death by the inhabitants, so it is recommended to leave if you aren't equipped to fight several angry lizard men.
In the North East room of the Ash Walker nest is the true nest, the Necropolis Tendril. This carefully cared for appendage is how the Ash Walkers are able to grow and reproduce so quickly. Whenever a dead body is brought to the tendril, it will be consumed, dropping any gear and organs the body had. With two bodies fed to the tendril, a new egg will be fully grown, ready to hatch into an Ash Walker. This is the only way for more Ash Walkers to be born. If it is destroyed, the tendril will drop a Necropolis chest before creating a chasm where it once stood. With that, the Ash Walkers will no longer be able to grow any more eggs.
Also present in the room are two Gutlunches. These scavenger creatures will eat any gibs, organs, and blood on the ground and produce milk, which can be drank for saline-glucose. If they eat enough, they'll give birth to a baby Gutlunch, which will grow into an adult once it's eaten enough.
The Storage Room
On the North West side of the camp is the storage room. Here, all of the ill gotten gains of the Ash Walker are kept. The room holds several useful, and some irreplaceable items, including a fully stocked toolbox, medkits, and simple medical supplies, an operating table, spare lanterns, a Rapid Construction Device, seeds and a seed extractor, a Gravitational Singularity generator, and an AI combat upgrade disk. (Those last two items, which have the potential to destroy the station, should ONLY be used maliciously with Admin permission. Always ask first.) A lot of the items in this room are either hard to get or impossible to replace, so make sure you don't lose them.
Outside of the buildings is an open area that has several dirt patches for gardening, a few garden tools, mining equipment, and a bonfire for cooking and ore refining. Do note that this area is exposed, so it will be hit by ash storms. Get inside one of the buildings before it comes. There'll also be some dead bodies around at round start, so drag those to the tendril to grow a new egg.
You have broken out of the egg and ventured outside the tendril room. There are 2 things you can do here.
Tending to the plants
In the storage room, you will find 5 seeds and a seed extractor. Other plants can be found out in lavaland.
Tower cap mycelium. When harvested, it will give you wood you can turn into planks, which you can make all sorts of things out of, including sandals, which will let you walk on cacti without falling over and taking damage.
Tall mushrooms. They can be harvested for their caps, that contain Lysergic acid diethylamide(LSD), Entropic Polypnium, which is pretty much poison as it does random damage every tick, and Psilocybin, a hallucinogen.
- You don't need to water or compost plants to keep them alive. If you mine on the ground, you get ash. With that ash you can make sandstone. With that sandstone you can make dirt piles, that, when created, will have max water and nutriment already. So after each harvest, simply use the shovel on the used dirt pile to remove it and make a new one in it's place.
- Plants don't take damage from ash storms, so you may plant them whenever you like without worrying about them dying.
- While healing balms don't heal as much as a kit, they're balanced by the fact each leaf produces 6 of them, plus they're easy to produce and can be stockpiled.
- Make sure you always have 2 surplus seeds for each plant. Having just one means that if you fail a harvest will result in the plant being lost forever and not being able to ever plant it again. Keep in mind the seed extractor only makes one seed for each item of produce.
There are several fauna you can hunt. This part also includes how to kill them. Remember to wield your spears and axes, or else they won't do as much damage.
These fauna are easily found everywhere in Lavaland. Common doesn't mean safe. All of these are immune to the spear throw, so don't bother trying to kill them from distance. Each tendril you find (not counting the nest, obviously) will spawn one of these constantly. Don't kill tendrils unless you really have to, especially legion ones.
Weak unless they're in numbers. They don't attack themselves. Instead, some of the heads detach from the body and attacks whoever is near. While legion heads are killed with one spear hit, they can easily kill you if you get swarmed. Do not focus only on the legion, kill the heads first or your dead body will become what you're hunting. When killed they drop the body that they were controlling, as well as a legion core . While the cores may be used to heal brute and burn damage, the reason they're so important is that they can heal broken bones and internal bleeding. Note that legion cores will turn inert after some time, rendering them useless.
Average difficulty, a mistake can easily end up with a broken bone or internal bleeding. Now, how to kill one. Goliath behave like this: If there you see someone, attack them. If they are out of range, move towards them. Every 5 or so seconds, their "eyes" will turn red , and after 1-1.5 seconds, they will use their tendrils. Tendrils get out of the ground under the person they have targeted. If you don't move out of the way, it will get hold of you, stunning you, making you helpless and dropping whatever you had in your hands, and take minor brute damage. It will keep you in place long enough for the Goliath to come close and kill you however. To kill it, it takes time. Impatience may result in death. First, you must make sure you're at least 2 tiles away from the goliath (Not counting the tile the goliath and you are standing on) next, wait till it moves so it's one tile away from you. Then, you have a small time window to hit it with a spear. Only hit it one time and then back off, or else it may have enough time to hit you back. Repeat until it's dead. Once dead, you'll have it's corpse. Bring it to the tendril and you'll have 2 bones and a goliath plate.
Hard. Docile as long as you don't stay too close for too long. How you kill it is pretty much the same way as the goliath, but instead of tendrils, they have freeze beams and you have way less time to hit it before it can attack or move. While in combat, a watcher may "Stare at you", which is the sign that is going to fire a freeze beams. Freeze beams, unsurprisingly, lower your temperature, slowing you down, letting the watcher get in melee range. Like the goliath, every hit is almost a garanteed broken bone or internal bleeding, unless you have armor. To protect yourself against it's beams, simply take a crate (or an ore box), and put it between you and the watcher. The freeze beam will hit the box instead. While freeze beams won't damage the crate, it can be destroyed if the watcher hits it enough times. Don't find yourself in a straight tunnel with a watcher in front of you without a box. When gibbed, they drop 2 watcher sinew, a bone, and 2 diamond ore.
Some of these are peaceful, some less. All of these are vulnerable to spear throws.
Whether or not you will find them are based on how far the nest generates from the mining station and how much miners venture away from it. If you hear explosions, it'll most likely be the miners blowing up Gibtonium or using their KA. Difficulty depends on how experienced the miner is, but generally, if you attack them by surprise, they'll most likely perish. Watch the KA and use your speed to dodge their shots. Charging head on works too as even if they land a couple KA shots they will still be dead as long as you kept attacking them. The spear damage and attack speed is no match for them. However, they might have some artifacts, chemicals, or powers under their sleeve. They can be unpredictable.
They are mostly peaceful, but not necessarily harmless. Incredibly hard to kill as they are made of Adamantite. Leave them alone unless you have a lot of number majority. They have KAs too. You may trade with them, but they don't understand your language, and neither do you, so you'll just have to resort to pointing and miming. They have a special attachment for KAs, called hand guard, that makes ash walkers be able to use them.
Probabily less dangerous than the vet as it doesn't have as much healing supplies. Does not have a KA. Free sacrifice.
Some of the most dangerous Fauna in Lavaland. As an ash walker, avoid them at all costs. This part will show their drops and a short description of their abilities, but not necessarily how to kill them. Every megafauna will either turn you to ash, turn you into a legion, gib, or devour you after you die or while you are in crit, unless stated otherwise. Do not lure them to the nest, or you'll kill everyone.
Can be found anywhere. Will swoop up in the sky and summon falling fireballs signed with 1x1 runes, before landing on a location signed by a 3x3 rune. If you are in the rune when it lands, you will most likely enter a near-crit state. If you get melee attacked when in crit, you will get gibbed. It can also summon 4 lines of fire in the 4 cardinal directions, centered to the drake. When killed, it drops bones, ash drake hide, sinew and diamond ores. It can also drop one of these things: Spectral blade, that gets stronger the more ghosts orbit it, Lava staff, that can turn lava into basalt and viceversa, a Spellbook of Sacred Flame and Wand of Fireball. the spellbook with surround you with fire when used, and the staff can throw fireballs, but has limited charges. If you're really lucky it can drop ash drake blood, that, when used, can make you immune to lava, turn you into a skeleton, turn you into a red unathi, and, finally, the reason why this is so popular: turn you into a lesser ash drake. You're the same as the normal one, but with less health.
Can be found only once, at the very north of lavaland, after a lava river, behind a necropolis door. Knocking on this one will free the Legion and alert everyone in lavaland about it. Every time it's killed, it will split into smaller legions. Can charge at enemies, spawn legions, and legion heads. When the last head gets killed, drops the Staff of Storms, that can be used to summon or mitigate ash storms at will.
Cannot be found anymore as it got removed..A fancy staff that can summon it's own arena forcing you to fight with it, and spawns exploding tiles. Can only be found once. When killed, drops itself, that can be used to summon exploding violet tiles(exploding as in"explode and damage whatever is over it", not "explode like a grenade").
Blood Drunk Miner
Can only be found once. Can be killed in very large numbers, but even then, it's a very bad idea. Can fire a KA for ranged attacks, and can attack up to 3 people at once with his attacks, or one with very high attack speed. When killed, drops his KA and his cleaving saw, that Ash Walkers CAN use, letting them do the same attacks as the Blood Drunk Miner. This is the only megafauna that won't touch your dead body.
Can be found anywhere. Moves slowly, easily vaporizes you at melee range, shoots death bolts in certain patterns. If you see miners attacking a Colossus and you suddenly hear it scream "Die" or "Judgement", take cover and get out of there.
Can be found anywhere. If you see it, DO NOT, stay on blood. Most of it's abilities involve blood, from spewing blood, to going inside and emerging out of it. When killed, drops a suit that Ash Walkers can use, and makes you invulnerable to ash storms, burn damage, and can drop either 2 items that are pretty useless to Ash Walkers, which are mayhem in a bottle, and blood contract. These 2 mostly involve people killing each other. The useful item it can drop is a Spellblade, that shoots slashing projectiles.
You can craft a lot of useful things that will aid you. Most of them are made with the materials you get from hunting local fauna. All of these deal brute damage and brute damage only. On armors, not all protections are showed as they're not really useful. Accessories do not slow your movement.
Spear. You start with this one. It can be found in the room just under the nest. It has a non-wielded damage of 10, a wielded damage of 18, and a thrown damage of 20. Depending on how much the target is armored, the spear may stick to the wound and deal an additional damage. If you run out of spears somehow, or they got all nabbed by a nasty miner, they can be crafted with 1 cable restrains, a shard, and a metal rod. While metal rods can be easily made as long as you find iron and shards can be simply obtained by breaking a window, good luck finding cable coils on Lavaland. Unlike the rest, this item is found in the "Weaponry" list, instead of "Tribal".
Bone dagger. Crafted with 2 bones. Worse than the starting spear, but can be stored in the pocket slots. does 15 damage on hit, same damage when thrown. You really shouldn't waste bones crafting this thing.
Bone axe. Crafted with 6 bones and 3 watcher sinew. 5 unwielded damage, 23 when wielded, 15 when thrown. This one cannot stuck in the target. However, code wise, it's classified as a fire axe, so it can easily break doors. It can also be used in place of the scalpel for ghetto surgery.
Bone armor. Crafted with 6 bones. Provides decent protection to the user upper body. Provides 50 fire protection, 35 melee protection, 25 laser, explosion and bullet protection. Doesn't slow you down when worn.
Bone talisman.Adds to the protection of the user upper body. Crafted with 2 bones and 1 watcher sinew. When worn as an accessory, gives you a very tiny amount of protection. 5 for melee, bullet, and laser . 20 for explosion and 8 for fire.
Skull codpiece. Also protects upper body. Crafted with 2 bones and one goliath hide plate. When worn as an accessory, gives 5 melee, bullet and laser protection, as well as 20 explosion and 8 for fire.
Goliath cloak. Good protection for the wearer's head and upper body. Made with 2 leather, 2 watcher sinew, and 2 goliath hide plates. 35 melee, 25 laser and explosion, 60 fire, 10 bullet. It's hood can be equipped in the head slot and it also gives the same protection as the cloak.
Ash drake armor. Thicc protection for the wearer's head and upper body. 10 bones, 2 watcher sinew, and 5 ash drake hide. 70 melee, 30 bullet, 50 laser, 70 explosion, and 100 fire. The hood provides the same protection for the head.