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Maggot Lair

No change in size, 09:14, 22 October 2009
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Unlike tombs, prisons, or other man-made structures, the maggot lair is, obviously, dug by the [[Sand Worm]]s and other maggot-like creatures. As a result, the passages are very narrow. Aside from a few small rooms, the passages throughout the lair are long, winding, and only wide enough for one monster to move through at a time. Depending on how a character fights, this can either be a boon or a burden.
Because space is so limited, nearly every monster will have to attack one at a time in a single file line. [[Sorceress]] and [[Amazon]] abilities that have {{iw|Area of Effect Area_of_Effect area-effect}} damage or can strike multiple targets will be easier to use. On the other hand, summons and [[mercenary|hirelings]] have a much harder time travelling through the lair than in wider dungeons as there is no simple way to direct them through the maze. [[Necromancer]]s who specialize in summons will have to frequently respawn all of their summons in order to keep them on the front line and not lost around a corner.
On the third level, the [[SuperUnique]] boss [[Coldworm the Burrower]] protects a chest that holds the [[Staff of Kings]], one of the [[Quest Items]] for [[Quests Act Two]]. This boss is also somewhat unique in that it is completely immobilized in the center of the room, half burrowed in the ground. Prepare to fight many targets at once as Coldworm is surrounded by a number of other Sand Worms who are all laying eggs.
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