User:Sirryan2002
REASON: Items/Mobs should need to be put into tables and the surviving heading needs to be split into multiple headings to keep the formatting much more clean. Everything that belongs in Guide to Lavaland needs to be moved over/removed from this article. TL;DR Fix Formatting, Focus on Ash Walkers
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Abductor • | Ash Walker • | Blob • | Changeling • | Contractor • | Construct • | Cultist • | Guardian • | Lavaland Elite • | Malfunctioning AI • | Mindflayer • | Morph • | Nuclear Agent • | Pulse Demon • | Revenant • | Revolutionary • | Shadow Demon • | Slaughter Demon • | Syndicate Researcher • | Terror Spider • | Traitor • | Vampire • | Wizard • | Xenomorph • | Zombie |
Combat • | Death • | Hacking • | Traitor Items • | Agent Items • | Crafting • | High-Risk Items • | E-maggable objects • | C-maggable objects • | Martial Arts |
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.
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.
The Nest
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.
The Tendril
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.
The Plaza
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.
Surviving
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
Starting plants
In the storage room, you will find 5 seeds and a seed extractor. Other plants can be found out in Lavaland.
Wheat. Boring. You can eat this. Grows fast.
Comfrey. Once harvested, use a leaf in your hand to turn it into a poultice. Each leaf produces 6 brute healing balms.
Aloe Vera. Exact same as Comfrey, but for burn.
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.
Glowshroom mycelium. When Harvested, gives you glowshrooms. Use one in your hand to plant it on the ground. When planted, produces light and spreads on its own.
An item that can be carried in your belt slot. Put a plant produce in it and activate it to produce a seed. Since it's so basic, it'll only produce one seed for each item you put in it.
Wild plants
Long mushrooms. They can be harvested for mushroom shavings.
Leafy mushrooms. They can be harvested for their leaves, which contain nutriment, vitrium froth, a healing chemical similar to saline-glucose, but doesn't replenish blood, and nicotine.
Tall mushrooms. They can be harvested for their caps, which contain Lysergic acid diethylamide (LSD), Entropic Polypnium, which is pretty much poison as it does random damage every tick, and Psilocybin, a hallucinogen.
Numerous mushrooms. Can be harvested for their stems, which contain Tinea Luxor, a chemical which makes the user glow, vitamin, and space drugs.
Gardening tips
- 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 its 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.
Hunting
Crafting
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 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 spear. Crafted with 2 bones and 1 watcher sinew. 11 unwielded damage, 20 while wielded, 22 when thrown. This one can also stick in the target for a bunch of extra damage.
- Bone axe. Crafted with 6 bones and 3 watcher sinew. 5 unwielded damage, 23 when wielded, 15 when thrown. This one cannot get 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.
- Bone bracers. Provides armor for the user arms. Crafted with 2 bones and 1 watcher sinew. 15 melee and laser protection, 25 for bullets, 20 for explosions, and 7 for fire.
- Skull Helmet. Made with 2 bones, decent protection to the wearer's head. 35 melee, 25 bullet, laser and explosion, 50 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. Its 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.
- Tribal splint. Used to make sure broken bones don't move around and scratch your insides. Made with 2 bones and 1 watcher sinew.
- A Rake. Used to take uproot weeds, made with 5 planks. You most likely won't need it as long as you follow the gardening guide.
- Wooden bucket. 3 planks, used to milk Guthen and water plants. You should start with one of these in your nest.
- Wooden barrel. 30 planks. Can be used to ferment stuff, turning it into wine, and essentially is the same as the juicer, letting you extract any chemicals from whatever you put in the barrel.
- Mushroom bowl. Made with 5 mushroom shavings. You can get these from harvesting tall mushrooms. Can contain up to 50 units.