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rdfs:comment | - Wyrd is a concept in Anglo-Saxon culture roughly corresponding to fate or personal destiny. The word is ancestral to Modern English weird, which retains its original meaning only dialectally. The cognate term in Old Norse is urðr, with a similar meaning, but also personalized as one of the Norns, Urðr (anglicized as Urd) and appearing in the name of the holy well Urðarbrunnr in Norse mythology. The concept corresponding to "fate, doom, fortunes" in Old Norse is Ørlǫg.
- Wyrd (no real name known) is a member of the Goths. She projects mental mass illusions. According to the Old Wiki Goth article she's in the Class of 2009; it also says she's sweet on Skinwalker.
- Wyrds are dangerous, bestial, vyre monsters. Where Venators are the primal, devolved versions of vyres, these are mutated and corrupted. They are larger than a normal vyre and have a more animalistic appearance, spikes all over their back, two large wings, large poisonous talons, a deadly tail and dreadful eyes. The Black Prince was known to be able to create the first wyrd, in a hidden room of the Meiyerditch Laboratories, and even managed to control it, using a telepathic bond. He used the wyrd to attack Misthalin. Eventually the wyrd was killed by Sulla and four mercenaries and he lost control over it. He recreated an army of them hoping they would serve him as champions for the second Battle of the Salve, however he couldn't control them anymore, as the death of the first wyrd damaged
- Wyrd is a concept deriving from Anglo-Saxon culture, roughly corresponding to fate or personal destiny. The word is ancestral to Modern English weird, which retains its original meaning only dialectally. The cognate term in Old Norse is urðr, with a similar meaning, but also personalized as one of the Norns, Urðr (anglicized as Urd) and appearing in the name of the holy well Urðarbrunnr in Norse mythology. See ☀
- A cumulative total of 371,666 life points worth of damage must be dealt to him to defeat him. 50,000 in his first form, 100,000 in his second, 55,000 in his third, 100,000 in his fourth, and 66,666 in his fifth. When fought at the end of the quest, his hallucinogenic poison makes him appear as Vanstrom Klause and Lowerniel Drakan, and use their "Let the blood consume you!" and "Ha ha ha!" special attacks, respectively. Both can be avoided by running from the pools of blood that appear on the floor.
- The Wyrd were an order of Force-sensitive Tarasin and other races who drew their power from the dark side of the Force. They were active during the Clone Wars and many saw them as allies of the Sith. They were periodically attacked by the Jedi, but the Wyrd were always replenished in their ranks. The Wyrd increasingly came under the influence of the Believers and after suffering a lot of setbacks, were stirred up into making an attempt to turn the Ch'hala tree to the Dark side of the Force and gain control of the Cularin ecology. However, they failed to do this and many of them were killed in the attempt.
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owl:sameAs | |
Level | |
Era | |
Version | - Safalaan
- Lowerniel Drakan
- Vanstrom Klause
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Examine | - A tall, monstrous vyre of weird appearance.
- The Lord of Vampyrium.
- A deadly, mutated and corrupted vyre-like beast.
- A hallucination, surely?
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Poisonous | |
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aff melee | |
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assigned by | - chaeldar, sumona, vannaka, duradel, kuradal
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Aggressive | |
immune to poison | |
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dbkwik:religion/property/wikiPageUsesTemplate | |
dbkwik:rune-scape/property/wikiPageUsesTemplate | |
dbkwik:runescape/property/wikiPageUsesTemplate | |
dbkwik:runescapefanfiction/property/wikiPageUsesTemplate | |
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dbkwik:whitewolf/property/wikiPageUsesTemplate | |
affiliated | |
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Name | - Wyrd
- Safalaan
- Lowerniel Drakan
- Vanstrom Klause
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Text | - Making of a Witch
- Farewell
- Cularin at Night
- Living Force 2003 Previewn
- Reprieves
- A Dark Cult
- News of the Wyrd
- Conversations With Lanius
- Liriana: Dark Force Witch of Cularin
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Type | |
deities | |
Weakness | - Nothing, Blisterwood
- Blisterwood
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immune to stun | |
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immune to deflect | |
immune to drain | |
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assigned | |
dbkwik:crystalhall/property/wikiPageUsesTemplate | |
Members | - Yes
- *Amasi
*Cheelru
*Es'Loma
*Kosaa
*Kua
*Liriana
*Sheel
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archivedate | - 20021001234947
- 20021202225526
- 20060909202338
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Planet | |
Update | - New Quest - River of Blood - Vampyre Series Conclusion
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AKA | |
Image | |
int | - Making of a Witch
- Farewell
- Cularin at Night
- Living Force 2003 Preview
- Reprieves
- A Dark Cult
- News of the Wyrd
- Conversations With Lanius
- Liriana: Dark Force Witch of Cularin
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Style | |
url | - default.asp?x=starwars/livingforce/swlf20040902
- default.asp?x=starwars/livingforce/swlf20031002cularin
- rpga/livingforce/article.asp?x=lf/swlf20010913a_witch&c=swlfc
- default.asp?x=starwars/livingforce/swlf20021114lf
- default.asp?x=starwars/livingforce/swlf20050113
- rpga/livingforce/article.asp?x=lf/swlf20020411acult
- default.asp?x=starwars/livingforce/lf20051215Farewell
- default.asp?x=starwars/livingforce/swlf20030918wyrd
- default.asp?x=starwars/livingforce/swlf20050609blanius
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abstract | - The Wyrd were an order of Force-sensitive Tarasin and other races who drew their power from the dark side of the Force. They were active during the Clone Wars and many saw them as allies of the Sith. They were periodically attacked by the Jedi, but the Wyrd were always replenished in their ranks. The Wyrd increasingly came under the influence of the Believers and after suffering a lot of setbacks, were stirred up into making an attempt to turn the Ch'hala tree to the Dark side of the Force and gain control of the Cularin ecology. However, they failed to do this and many of them were killed in the attempt. It was believed that the Jedi Purge would have allowed the Wyrd complete control of the planet Cularin.
- Wyrd is a concept deriving from Anglo-Saxon culture, roughly corresponding to fate or personal destiny. The word is ancestral to Modern English weird, which retains its original meaning only dialectally. The cognate term in Old Norse is urðr, with a similar meaning, but also personalized as one of the Norns, Urðr (anglicized as Urd) and appearing in the name of the holy well Urðarbrunnr in Norse mythology. Symbolized causally, the Abyss lies between the spheres of the Sun and Mars in the Septenary Tree of Wyrd, and the ‘Entering the Abyss’ is that stage of magickal development which distinguishes the Master/Mistress from the Adept. The Abyss is where the causal and the acausal meet; a nexus of temporal and spatial dimensions. Because of the nature of our consciousness, the Abyss lies latent within all of us – that is, our consciousness consists of both causal and acausal aspects. In this sense, we are all ‘Gates’/to the acausal dimensions, although this Gate – and the pathways leading to/from it – often lies undiscovered. Magickal training is essentially the discovery, exploration and use of these pathways. [Repurposed from D. Myatt.] See ☀ Thus, after Grendel’s death, King Hrothgar speaks sanguinely of the future, which the audience knows will end with the destruction of his line and the burning of Heorot. In the second part the movement is slow and funereal: scenes from Beowulf’s youth are replayed in a minor key as a counterpoint to his last battle, and the mood becomes increasingly sombre as the wyrd (fate) that comes to all men closes in on him. [Encyclopædia Britannica, on Beowulf, last updated 8-4-2017.]
- Wyrd is a concept in Anglo-Saxon culture roughly corresponding to fate or personal destiny. The word is ancestral to Modern English weird, which retains its original meaning only dialectally. The cognate term in Old Norse is urðr, with a similar meaning, but also personalized as one of the Norns, Urðr (anglicized as Urd) and appearing in the name of the holy well Urðarbrunnr in Norse mythology. The concept corresponding to "fate, doom, fortunes" in Old Norse is Ørlǫg.
- A cumulative total of 371,666 life points worth of damage must be dealt to him to defeat him. 50,000 in his first form, 100,000 in his second, 55,000 in his third, 100,000 in his fourth, and 66,666 in his fifth. He has two main special attacks. The first is a sonic wave attack that acts as a one-hit KO if you are standing in front of him. The second is a blood geyser which he spawns underneath you, and deals heavy magic damage. Both of these attacks can be avoided by simply running away. If you are too far away from him, he has another ability "Get over here", in which he telegrabs you and brings you to him. When fought at the end of the quest, his hallucinogenic poison makes him appear as Vanstrom Klause and Lowerniel Drakan, and use their "Let the blood consume you!" and "Ha ha ha!" special attacks, respectively. Both can be avoided by running from the pools of blood that appear on the floor. After he is defeated, he gives players Wyrd blood, which can be used to create the Extreme Guthix balance to restore his sanity.
- Wyrds are dangerous, bestial, vyre monsters. Where Venators are the primal, devolved versions of vyres, these are mutated and corrupted. They are larger than a normal vyre and have a more animalistic appearance, spikes all over their back, two large wings, large poisonous talons, a deadly tail and dreadful eyes. The Black Prince was known to be able to create the first wyrd, in a hidden room of the Meiyerditch Laboratories, and even managed to control it, using a telepathic bond. He used the wyrd to attack Misthalin. Eventually the wyrd was killed by Sulla and four mercenaries and he lost control over it. He recreated an army of them hoping they would serve him as champions for the second Battle of the Salve, however he couldn't control them anymore, as the death of the first wyrd damaged his absolute control. Realising they were useless, he brought blood tithe slaves and laboratory researchers into the hidden room and sealed them off using dark magic. The Wyrd has a desire for blood and has a "bloodlust bar" above it. If it is full, the Wyrd will suck blood out of the player who fights it, dealing high damage, lowering Defence and healing the wyrd by 100% of the damage done. The only way to stop this is to distract it by using either a blood spell (the higher the better), Blood Tendrils or Bakriminel bolts (Bloodwood bolts) on it. Note that if you only use these items, the distraction will become less accurate and might fail, so try using these as a secondary item. Around the Wyrd the bodies of the ones who fell victim to its strong poison are found. Sometimes one becomes green and a poison gas cloud comes out of it, standing inside one of these does rapidly damage. You can click on a body when it becomes green to bless it, awarding a small amount of Prayer experience, but lowers your prayer points with 500 points. Sometimes the Wyrd's eyes will glow and one of the bodies will stand up and attack you, up to a maximum of four can be summoned by one wyrd. The animated body can hit up to 2000 (although Protect from Melee will lower it to max 500) and only have 1000 lp so it's recommended to kill them quickly. You can also keep them alive as when the Wyrd's "bloodlust bar" is full, it might pick an animated body, if one is present, instead of the player and due to the animated body being highly poisonous, the Wyrd will get damaged with up to 2000 hp and its defence stat will be lowered. The Wyrd spreads its wings and charges onto his victim, does high melee damage, pushes the player up to 5 places back and stuns the player for 10 seconds (although you can break free with Freedom). This attack can be avoided. When the wyrd reaches 1/5th of its life points for the first time, the Wyrd will turn 4 bodies into blood pools and becomes invulnerable. You can cleanse the blood pools with holy water, in 20 seconds, the wyrd will devour all 4 pools. It will heal 5000 per pool, and will get damaged with 5000 per cleansed pool. If you have all 4 pools cleansed, the Wyrd will be instakilled. The Wyrd has a incredibly strong poison, once infected it will be hitting around 1000-2000 every 10 seconds and will lower your offensive stats (or in case you use an overload, it will take away some of its duration). To lower the poison damage and to remove the stat lowering, you can make an anti-wyrd-poison, with 95 Herblore. You will need to use holy water on vampyre dust and then add these to an Antipoison++ (3) to make an anti-wyrd-poison. This will lower the damage with 1000. If you don't have the level required to make anti-wyrd-poison, you can also instead use any regular antipoison potion as a substitute, which will lower the damage with around 500 but your stats will still be lowered.
- Wyrd (no real name known) is a member of the Goths. She projects mental mass illusions. According to the Old Wiki Goth article she's in the Class of 2009; it also says she's sweet on Skinwalker.
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