PropertyValue
rdf:type
rdfs:label
  • Wyrm
  • Wyrm
  • Wyrm
  • Wyrm
  • Wyrm
  • Wyrm
rdfs:comment
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
  • Kategoria:Rasy Wyrm to dorosłe stadium w rozwoju każdego smoka. __TOC__
  • Wyrm was a robot which competed in Series 9 of Robot Wars, entered by Scottish team Memento Mori, who competed in the previous series with Overdozer. After initially losing its first battle in an even faster time than Overdozer itself, Wyrm was reinstated into the competition during the second round and ultimately finished fourth. The name Wyrm is derived from the type of dragon which has no legs or wings, resembling a serpent. It also references a company previously owned by Nicholas White.
  • Wyrm's Crowd Dispersion can ragdoll multiple enemies in its radius, whereas Dethcube's Vaporize can only stun a single enemy. Effectively, Crowd Dispersion is more similar to Shade's Ghost in that it stops enemies from attacking its master, but for far shorter periods of time. In summary, Wyrm can be treated as a middle ground between the offensive Dethcube and the defensive Shade.
  • Volk Drachen Volk Art Großdrache Zugehörigkeit Fraktion Geschlecht Titel Gesinnung Herkunft Zone Gebiet Status Level Stufe Als Senioren unter den Drachen sind Wyrm in der Regel über 500 Jahre alt. Mit Wyrm wird aber auch das Erwachsenenstadium im Lebenszyklus eines Drachen bezeichnet. So lassen gehören etwa die Drachenaspekte zu den Wyrm.
  • Wyrm is a repulsive looking creature from the TMNT lore.
  • Glifo:
  • thumb|200px Wyrm ist der neueste Monstertyp, der besondere Arten der Drachen darstellt. Der Wyrm-Drache kommen häufig in der Britisch-/Altnorwegischen-Mythologie vor. Diese Drachen haben keine Arme o. Beine, nur den langen, schlangenartigen Körper. Sie haben oft giftigen Atem und die Fähigkeit, den Körper zu regenerieren oder gar abgeschnittene Körperteile nachwachsen zu lassen. Wyrm-Monster ähneln den Drache-Monstern, aber anders als Drachen haben sie mehr ein spirituelles, mythisches, metaphysisches Aussehen.
  • Wyrms were creatures found on Merakai. An ancient Sith wyrm inhabited Yavin 4, but was destroyed by Exar Kun around 4000 BBY.
  • Winged intelligent serpents. * They claim to have sought a separate path to dragonhood other than the dragonewt way. * Also described as misguided attempt to create new dragons after the disappearance of the ancestral dragons.
  • Wyrms are traditionally dragons with no legs or wings. Also referred to as the "Guivre."
  • Wyrm is the Old English term for dragon or a dragon-like creature. It is used as an archaism in English folklore and modern Fantasy to distinguish it from its Modern English counterpart worm. In recent popular fantasy, Wyrms are often portrayed as subterranean, burrowing, limbless variations on dragons.
  • The craft is equipped with at least one rear camera used for tracking pursuing enemy aircraft and has similar weaponry as the Viking (missiles and Gatling guns), albeit less powerful. In addition, the cockpit, which does not appear to be pressurized, serves as an ejection capsule. The vehicle was in use by the Fall of Tarsonis.
  • Wyrm is a fictional character in the Wild Cards series of books.
  • Just as Drakes, these sorts of creation are not proper dragons, but there is with them only very near cognated. They are weak from they, but however, significantly strong than Drakes. They all be able also breathe clouds toxic , but not fire ) and they very often stay around dragons or too other dragon similar monsters . Wyrms never accustomed and never they stay in the midst of people on castle.know is only one accidentally of group of this creation in one of cave in regions of castles Kriegspire, which who have included certain indefinite closer pact with undead knights and they cooperated with them. These creation do not fly and they are enough free, but simultaneously completely reliable and great assigning injury even than dragons.
  • In European Mythology, a Wyrm is often depicted as a snake of considerable size and somehow related to dragons .
  • Wyrm ist ein Antagonist der Turtles aus den Archie Comics.
  • A wyrm, also called a darkling crawler, is a creature of Perimal Darkling. The only wyrm seen is described as grey and segmented, with antennae. It is about as thick as a man's upper arm, and long enough to wrap around a flying changer's neck to be carried; presumably it is light enough not to be an impossible burden in that circumstance. It leaves a slimy trail behind it as it crawls. Like changers, wyrms are able to change shape, and might well be the source from which the changers' ability was derived.
  • Like the sandle, the wyrm is a streamlined animal adapted to a burrowing existence. It has also evolved from the lightly built coelurosaurs of the Cretaceous period. Its streamlining takes the form of a great elongation of the body and neck and the total loss of the forelimbs. Its head is trowel-shaped and used to force a path through the sand. There it moves by undulations of the long body and by thrusting with a swimming motion of the broad hind feet. The back of the wyrm is covered with fine hair-like feathers. The rest of its body is armored by a network of scales. The head is a scaly shield. A row of heavy transverse scales runs the full length of its underside protecting its belly from the constant abrasion of sand and stones as it winds its way along. A heavy shield of scales covers
  • In the theology of the Garou, the Wyrm is one of the three incalculably powerful spirits comprising the Triat. The Wyrm's purpose is the cleansing and rectification of creation: eliminating that which the Wyld creates and the Weaver structures. As part of a resultant multiple-personality disorder on a universal scale, there are three "heads" of the Wyrm, each representing a different part of its personality.
  • In the theology of the Garou the Wyrm is one of the higher Celestines. The Wyrm's purpose is the cleansing and rectification of Creation, furthering its descent into Entropy. He achieves this by eliminating that which the Wyld creates and the Weaver structures.
  • Wyrm (Japanese: 幻(げん)竜(りゅう) Genryū, "Phantom Dragon") is a Type of monster introduced in Duelist Alliance. A wyrm (pronounced worm or vurm) is a type of dragon that commonly appears in British and Norse mythology. These dragons have no legs or arms and only the long, scaled body of a serpent. They are often given poisonous breath and the ability to regenerate or reattach pieces of their body that have been cut off.
owl:sameAs
image name
  • Chaofeng, Phantom of the Yang Zing art.png
Level
  • 8
  • 13
  • 20
  • 27
  • 37
  • 47
  • 48
CP
  • 12
  • 17
  • 30
  • -
Alignment
  • Dark-Chaos
dcterms:subject
WCTraits
  • Reptile appearance, enhanced strength, enhanced senses of taste and smell, poisonous bite
Heimat
  • New Yorker Kanalisation
BaseOfOperations
Größe
  • 397.0
Drops
  • -
Furigana
  • げんりゅう
immunities
Portuguese
  • Wyrm
walksaround
  • None
strongagainst
implemented
  • 8.200000
Geschlecht
  • männlich
Behavior
  • Runs on low health.
  • Runs on low health.
weakagainst
creatureclass
  • Reptiles
  • Reptiles
  • Reptiles
Sprecher
  • Dwigh Schultz
Hit
  • 26
  • 95
bestiaryclass
  • Dragon
senseinvis
  • yes
paraimmune
  • yes
support list
  • List of Wyrm-Type support cards
DEX
  • 5
fireDmgMod
  • 80.0
convince
  • --
  • --
  • --
Blueprint
  • 100000
deathDmgMod
  • 105.0
iceDmgMod
  • 105.0
immuneto
buildtime
  • 24
japanese translated
  • Phantom Dragon
behaviour
  • Runs on low health.
walksthrough
  • Fire, Energy, Poison
Agi
  • 6
  • 9
  • 15
  • 18
Equip
  • Weapon, Accessory
Summon
  • --
  • --
  • --
actualname
  • wyrm
hpDrainDmgMod
  • 0.0
holyDmgMod
  • 100.0
Waffen
  • Hammer
  • Tentakelfinger
  • bezahnte Raspelzunge
energyDmgMod
  • 0.0
Mag
  • 13
  • 740
physicalDmgMod
  • 100.0
Beruf
  • Jäger
Stamina
  • 12
Fähigkeiten
  • Formwandlung
str
  • 8
  • 18
  • 19
  • 25
  • 33
anti-support list
  • List of Wyrm-Type anti-support cards
Rasse
MaxDmg
  • 500
  • 700
  • 780
earthDmgMod
  • 25.0
ATK
  • 8
  • 79
  • 114
Haarfarbe
  • Braun
bestiarylevel
  • Medium
TEC
  • 6
LCK
  • 7
robot name
  • Wyrm
STM
  • 9
  • 14
  • 38
isboss
  • no
  • no
  • no
Agl
  • 21
spd
  • 9
bestiarytext
  • It is said that the Wyrm is a distant and primitive relative of the dragon. Dragons, on the other hand, oppose this theory like a human would oppose the theory that an orc is a primitive relative of a human. In the end, the distinction is of no importance if you face such a creature. While it lacks the fire breath of a dragon, it is still a creature of heat that knows how to melt snow and ice while passing through it. What it lacks in magic, it makes up with sheer strength. It is a much better fighter than ordinary dragons and astonishingly agile, almost like a snake. A Wyrm's teeth are prized by dwarfs since they easily cut through most materials. The Wyrm indiscriminately eats minerals and meat alike, and it is said that you sometimes find valuable metals in the excrements in their lairs. The Wyrm is a powerful predator that does not back away from attacking small towns in times of hunger. Their territory is usually quite large, though they tend to stay in their lairs most of the time. Wyrms are quite intelligent compared to other animals. Still, they are not capable of speech and at best understand a few short commands just like a trained dog. Of course, training a Wyrm is easier said than done. However, there are some scrupulous beings that capture young Wyrms and train them for their evil plans.
SpawnType
  • Regular, Unblockable
bestiaryname
  • wyrm
MGC
  • 7
  • 9
  • 11
  • 12
Spezies
Gewicht
  • 238.0
drownDmgMod
  • 100
  • 100.0
illusionable
  • yes
  • yes
  • yes
Loot
  • 0
primarytype
  • Wyrms
  • Dragons
  • Dragons
shieldcapacity
  • 100
powercapacity
  • 100
excmods
polarities
  • 4
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Range
  • 1
  • 15m
sampleimage
  • 200
Movement
  • 7
Article
  • a
Team
  • Memento Mori
Power
  • 3
Speed
  • 140
  • 13.0
FirstAppearance
  • Aces High
Series
  • 9
Armor
  • 36
  • 50
Weapon
team members
  • Jonathan Young
  • Nicholas White
  • Fhiannan McIvor
En
  • 11
  • 21
Name
  • Wyrm
  • Wyrm
  • Wyrm
  • Wyrm
MP
  • 0
  • 24
  • 39
  • 40
  • 96
  • -
Type
Italian
  • Wyrm
Romaji
  • Genryū
Caption
  • Wyrm in Series 9
Abilities
  • Melee , Self-Healing, Energy Wave , Yellow Energy Berserk , Heavy Magic Missile , Smoke Beam , yellow musical notes on itself.
  • Melee , Strong Self-Healing, Energy Wave , Energy Berserk , Energy hit , Life Drain Beam , plays music notes on itself.
  • Melee , Self-Healing , Energy Wave , Yellow Energy Berserk , Heavy Magic Missile , Smoke Beam , yellow musical notes on itself.
List
  • List of Wyrm-Type monsters
FinalAppearance
  • One-Eyed Jacks
other entries
dbkwik:de.tmnt/property/wikiPageUsesTemplate
dbkwik:gowbn/property/wikiPageUsesTemplate
exp
  • 1450
  • 1550
French
  • Wyrm
Drop
  • -
  • Kikusui
Aliases
  • Wyrm
Formations
  • 1
Lu
  • 9
  • 17
Weight
  • 108.0
Allies
  • Kien Phuc
Card
  • Heat - Weapon Shop
ST
  • 11
  • 21
Market
  • 75
ATT
  • 25
DEF
  • 2
  • 6
  • 10
  • 17
  • 20
  • 42
Weapons
  • Lifting wedge
Skill
  • 9
  • Fire Breath
  • Habataki
  • Blaze 2
  • Kamitsuki Habataki Fire Breath Tail
  • Razor Wire Feral Bite Guard
Class
  • Joker-ace
Resist
  • Weak to Guns and Fire
German
  • Wyrm
Ratio
  • 0
  • 794
Japanese
  • 幻竜
Spanish
  • Wyrm
plural
  • wyrms
Affiliations
SP
  • 9
  • 11
Notes
  • New creature as of Summer Update 2008.
  • New creature as of Summer Update 2008.
int
  • 4
  • 5
  • 7
Occupation
  • Criminal
Sounds
  • "GRROARR"; "GRRR".
  • "GRROARR"; "GRRR".
Build
  • Circuits
  • Alloy Plate
  • Nano Spores
  • Control Module
HP
  • 61
  • 103
  • 211
  • 252
  • 266
  • 395
  • 409
  • 1825
Gender
  • Male
Health
  • 200
Race
  • Wilder
  • Drake
  • Hiryu
Art
Korean
  • 환룡 Hwallyong
English
  • Wyrm
Bild
  • 250
Creator
  • John J. Miller
Location
  • Drefia , a double respawn north of Darashia here , a double respawn west of minotaur pyramid here, Arena and Zoo Quarter. Wyrm Cave in Darashia: Image:Wyrm 1.jpg
  • Drefia Wyrm Lair , Darashia Wyrm Hills, Arena and Zoo Quarter, beneath Fenrock, Deeper Razachai, Lower Spike and Vandura Mountain in Liberty Bay.
  • Drefia , on hill north of Darashia here, west of Minotaur Pyramid here, Arena and Zoo Quarter, beneath Fenrock and Vandura Mountain in Liberty Bay. Wyrm Cave in Darashia: Image:Wyrm 1.jpg
in
  • 8
  • 13
Strategy
  • Knight should treat them like weak Dragon Lords. With around 80/75 and at least 800 hp, you should be able to hunt them using only Mana Potions and exura. If you face two at a time, it may be a good idea to run in circles around one so the other cannot hit you. Their melee is often weak and their defence poor, so it's best to fight them in full attack with a good 2 handed weapon like an Avenger, make sure to bring them down quick, as their healing can be quite annoying. It's a good idea to use Strange Talisman or Lightning Pendant to reduce the Energy Damage by 10%/20%. Lightning Set is recommended as well because it has no charges.
  • Be sure that you must stay in diagonal, to avoid its beam and waves. Be careful while running away from this creature, because two of them can send you to your temple. If you are stopped, you must heal with health above 350. They don't deal very high combos, but they are stronger and faster than normal dragons. Mages should use Death Strike or Ice Strike. Druids could use Hailstorm Rod or Underworld Rod, while Sorcerers could use Wand of Voodoo. A mage can kill a wyrm alone in level 80, without Mana Shield and healing when necessary. Paladins can easily run these as they would a dragon, but beware of luring other wyrms on yourself. It is a good idea to cast Divine Caldera and stairhop places with 2 or more wyrms. Wyrms' bodies disappear after a very short time. It is not a good idea to leave items in their bodies if you want them. It's a good idea to use Strange Talisman since it reduces the Energy Damage by 10%. Lightning Set is aswell recommended, because it has no charges, and wyrms drop lots of gps.
  • Knight should treat them like weak Dragon Lords. With around 80/80 and at least 900 hp, you should be able to hunt them using only Mana Potions and exura ico. If you face two at a time, it may be a good idea to run in circles around one so the other cannot hit you. Their melee is often weak and their defence poor, so it's best to fight them in full attack with a good 2 handed weapon like an Avenger, make sure to bring them down quick, as their healing can be quite annoying. It's a good idea to use Strange Talisman or Lightning Pendant to reduce the Energy Damage by 10%/20%. Lightning Set is recommended as well because it has no charges. keep in mind that if you leave a lightning pendant at 1 charge or more, you can still sell it to Rashid. so a neat trick to do is to leave it around 10~ charges and use another one. this way you can get a part of the cost back
  • Paladins can easily run these as they would a dragon, but beware of luring other wyrms on yourself.
  • Paladins can easily run these as they would a dragon, but beware of luring other wyrms on yourself.
  • Be aware of the waves and beams the wyrm uses, avoid them by standing diagonal. Be careful while running away from this creature, because two of them can send you to your temple. If you are stopped, you must heal with health under 350. They don't deal very high combos, but they are stronger and faster than normal dragons. Mages should use Death Strike or Ice Strike. Druids could use Hailstorm Rod or Underworld Rod, while Sorcerers could use Wand of Voodoo. A mage can kill a wyrm alone at level 60, without Mana Shield and healing when necessary. At higher levels, mages can lure several wyrms and Avalanche Runes to deal damage to several Wyrms at once.
  • Be aware of the waves and beams the wyrm uses, avoid them by standing diagonal. Be careful while running away from this creature, because two of them can send you to your temple. If you are stopped, you must heal with health above 350. They don't deal very high combos, but they are stronger and faster than normal dragons. Mages should use Death Strike or Ice Strike. Druids could use Hailstorm Rod or Underworld Rod, while Sorcerers could use Wand of Voodoo. A mage can kill a wyrm alone at level 60, without Mana Shield and healing when necessary.
wikipage disambiguates
NOA
  • 1
AVD
  • 13
  • 22
CHM
  • 8
DVNPRT
  • 13
WLLPOW
  • 13
ITIN
  • 12
PhysDef
  • 38
Erstauftritt
CRT
  • 10
Move Type
  • Flight
MAG Per Step
  • 13
high hp
  • 39000
Schöpfer
  • Dean Clarrain
  • Ken Mitchroney
  • Ryan Brown
MAATK
  • 17
Vit
  • 9
Luk
  • 2
  • 6
  • 10
MADEF
  • 23
Mef
  • 5
Macca
  • 37
  • 52
Mpw
  • 8
Medien
WSM
  • 12
buildcredits
  • 15000
build1amount
  • 500
buildrush
  • 30
build2amount
  • 400
build3amount
  • 200
build4amount
  • 1
abstract
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
  • Like the sandle, the wyrm is a streamlined animal adapted to a burrowing existence. It has also evolved from the lightly built coelurosaurs of the Cretaceous period. Its streamlining takes the form of a great elongation of the body and neck and the total loss of the forelimbs. Its head is trowel-shaped and used to force a path through the sand. There it moves by undulations of the long body and by thrusting with a swimming motion of the broad hind feet. The back of the wyrm is covered with fine hair-like feathers. The rest of its body is armored by a network of scales. The head is a scaly shield. A row of heavy transverse scales runs the full length of its underside protecting its belly from the constant abrasion of sand and stones as it winds its way along. A heavy shield of scales covers the rump, to protect it from members of its own species that may pursue it down the tunnels of its prey. There are many species of wyrm, not all of which have continued to be burrowers. Many live in the burrows of other animals, such as the small desert placental mammals. Many others have spread into different habitats and different zoogeographical realms around the world. The long sinuous form that first evolved as a burrowing mechanism has applications in other ways of life. There are swimming wyrms in various parts of the globe and a whole range of tree-living wyrms, especially in the Indomalayan ecozone (namely the treewyrm). The wyrms of the deserts of both northern sub-Saharan Africa and the Sahara, where they first evolved, are still burrowing animals, and hunt small placental mammals and reptiles usually at dusk and at dawn. Like the sandle they obtain all their moisture from the flesh of their prey, who in turn obtain all theirs from the scrubby desert plants and seeds that they eat. They make very efficient use of their water despite the fact that they have only one kidney, the other having been lost as the narrow shape evolved.
  • Kategoria:Rasy Wyrm to dorosłe stadium w rozwoju każdego smoka. __TOC__
  • Wyrm was a robot which competed in Series 9 of Robot Wars, entered by Scottish team Memento Mori, who competed in the previous series with Overdozer. After initially losing its first battle in an even faster time than Overdozer itself, Wyrm was reinstated into the competition during the second round and ultimately finished fourth. The name Wyrm is derived from the type of dragon which has no legs or wings, resembling a serpent. It also references a company previously owned by Nicholas White.
  • In the theology of the Garou the Wyrm is one of the higher Celestines. The Wyrm's purpose is the cleansing and rectification of Creation, furthering its descent into Entropy. He achieves this by eliminating that which the Wyld creates and the Weaver structures. According to the general consensus among the Garou theologians, the Wyrm was the second member of the Triat to go insane. Once the Weaver went mad and began encasing everything in Webs, the Wyrm was progressively constrained until he was driven insane, hellbent on destroying everything. Consequently, the Wyrm is now a spirit of destruction, chaos, darkness and corruption, the essence of everything the Garou oppose. Most Tribes have their own myths that describe the Wyrm in their own specific cultural nomenclature.
  • Wyrm's Crowd Dispersion can ragdoll multiple enemies in its radius, whereas Dethcube's Vaporize can only stun a single enemy. Effectively, Crowd Dispersion is more similar to Shade's Ghost in that it stops enemies from attacking its master, but for far shorter periods of time. In summary, Wyrm can be treated as a middle ground between the offensive Dethcube and the defensive Shade.
  • Volk Drachen Volk Art Großdrache Zugehörigkeit Fraktion Geschlecht Titel Gesinnung Herkunft Zone Gebiet Status Level Stufe Als Senioren unter den Drachen sind Wyrm in der Regel über 500 Jahre alt. Mit Wyrm wird aber auch das Erwachsenenstadium im Lebenszyklus eines Drachen bezeichnet. So lassen gehören etwa die Drachenaspekte zu den Wyrm.
  • Wyrm is a repulsive looking creature from the TMNT lore.
  • Glifo:
  • thumb|200px Wyrm ist der neueste Monstertyp, der besondere Arten der Drachen darstellt. Der Wyrm-Drache kommen häufig in der Britisch-/Altnorwegischen-Mythologie vor. Diese Drachen haben keine Arme o. Beine, nur den langen, schlangenartigen Körper. Sie haben oft giftigen Atem und die Fähigkeit, den Körper zu regenerieren oder gar abgeschnittene Körperteile nachwachsen zu lassen. Wyrm-Monster ähneln den Drache-Monstern, aber anders als Drachen haben sie mehr ein spirituelles, mythisches, metaphysisches Aussehen.
  • Wyrm (Japanese: 幻(げん)竜(りゅう) Genryū, "Phantom Dragon") is a Type of monster introduced in Duelist Alliance. A wyrm (pronounced worm or vurm) is a type of dragon that commonly appears in British and Norse mythology. These dragons have no legs or arms and only the long, scaled body of a serpent. They are often given poisonous breath and the ability to regenerate or reattach pieces of their body that have been cut off. Wyrm-Type monsters resemble dragons, but unlike Dragon-Type monsters, they take more of a spiritual, mythical, metaphysical look. Most of the initial Wyrm-Type monsters were part of the "Yang Zing" archetype, which seems to be based on Chinese dragons and/or other animals within Chinese lore, such as tigers, resembling "Tiger Dragon" and "Orient Dragon" (which are both Dragons, however). "Dracocension", the first generic support card for this type, hints that there is a relationship between Dragon-Type monsters and Wyrm-Type monsters. After the release of the Yang Zing, two more archetypes have been released: "True King"/"True Draco" and "Metaphys".
  • Wyrms were creatures found on Merakai. An ancient Sith wyrm inhabited Yavin 4, but was destroyed by Exar Kun around 4000 BBY.
  • Winged intelligent serpents. * They claim to have sought a separate path to dragonhood other than the dragonewt way. * Also described as misguided attempt to create new dragons after the disappearance of the ancestral dragons.
  • Wyrms are traditionally dragons with no legs or wings. Also referred to as the "Guivre."
  • A wyrm, also called a darkling crawler, is a creature of Perimal Darkling. The only wyrm seen is described as grey and segmented, with antennae. It is about as thick as a man's upper arm, and long enough to wrap around a flying changer's neck to be carried; presumably it is light enough not to be an impossible burden in that circumstance. It leaves a slimy trail behind it as it crawls. Like changers, wyrms are able to change shape, and might well be the source from which the changers' ability was derived. In To Ride a Rathorn we get a closer look at the same crawler when it lands on Jame after a pursuit through Tentir. It crawls not on legs but on human-looking, scarred fingers, although its appearance may have been caused by the Wyrm's proximity to Tori, who had returned to Tentir for the first time since having been been bitten by the crawler on the way to the Cataracts. Tori being a Shanir blood-binder, the wyrm ended up bound to the Highlord, and very confused, as it is still at least partially bound to the dead changer. The wyrm's 'scarred' fingers mimic the scar pattern on Tori's hands. It has a round mouth like a lamprey and has a caul that envelops its entire head except for the mouth. Jame sees its face become the dead changer and then other faces, but it is not certain whether it really does or whether the wyrm's presence is affecting her mind. This wyrm had been bound to one of the rebel changers until that changer was killed by a combination of Tori, Ashe, and Harn in the Tentir fire-level. The changer's name for his wyrm was "Beauty". The wyrm leaves a venomous trail behind it which is strongly corrosive, burning through metal and stone. This venom can be used as a drug; in Dark of the Moon, Tirandys drugs Jame with wyrm's venom on Gerridon's orders so that she will be placid when Gerridon takes her to his bed. Jame recognizes the presence of the wyrm Beauty in the Knorth apartments at Tentir in To Ride a Rathorn because she is reminded by the smell of the taste of the wyrm's venom she drank. The wyrm appeared to have recuperated and shed its skin in those apartments.
  • Wyrm is the Old English term for dragon or a dragon-like creature. It is used as an archaism in English folklore and modern Fantasy to distinguish it from its Modern English counterpart worm. In recent popular fantasy, Wyrms are often portrayed as subterranean, burrowing, limbless variations on dragons.
  • The craft is equipped with at least one rear camera used for tracking pursuing enemy aircraft and has similar weaponry as the Viking (missiles and Gatling guns), albeit less powerful. In addition, the cockpit, which does not appear to be pressurized, serves as an ejection capsule. The vehicle was in use by the Fall of Tarsonis.
  • Wyrm is a fictional character in the Wild Cards series of books.
  • Just as Drakes, these sorts of creation are not proper dragons, but there is with them only very near cognated. They are weak from they, but however, significantly strong than Drakes. They all be able also breathe clouds toxic , but not fire ) and they very often stay around dragons or too other dragon similar monsters . Wyrms never accustomed and never they stay in the midst of people on castle.know is only one accidentally of group of this creation in one of cave in regions of castles Kriegspire, which who have included certain indefinite closer pact with undead knights and they cooperated with them. These creation do not fly and they are enough free, but simultaneously completely reliable and great assigning injury even than dragons.
  • In the theology of the Garou, the Wyrm is one of the three incalculably powerful spirits comprising the Triat. The Wyrm's purpose is the cleansing and rectification of creation: eliminating that which the Wyld creates and the Weaver structures. According to Garou theology, the Wyrm was the second member of the Triat to go insane. Once the Weaver went mad and began encasing everything in Webs, the Wyrm was progressively constrained until it went mad and started to destroy everything. Consequently, the Wyrm is now a spirit of destruction and corruption, the essence of everything the Garou oppose. As part of a resultant multiple-personality disorder on a universal scale, there are three "heads" of the Wyrm, each representing a different part of its personality. * Beast-of-War, a monster of senseless rage, ready to destroy all in its path. It is said by some that frenzy and Rage are this Wyrm's blessings. * The Defiler Wyrm, a scheming entity of corruption and decay. Most Pentex operations are likely under the sway of the Defiler Wyrm. * Eater-of-Souls, the gnawing hunger of greed, lust and gluttony. Vampires are said to be under the sway of Eater-of-Souls. Eater nearly manifested in North America, but was banished by the sacrifice of the Croatan tribe of Garou.
  • In European Mythology, a Wyrm is often depicted as a snake of considerable size and somehow related to dragons .
  • Wyrm ist ein Antagonist der Turtles aus den Archie Comics.
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