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Memory-beta

Up to date as of February 02, 2010

Memory Beta, the wiki for licensed Star Trek content.

EPISODE
Fury
Attribution
Series: Voyager
Story by: Rick Berman & Brannon Braga
Teleplay by: Bryan Fuller & Michael Taylor
Directed by: John Bruno
Production information
Episode no.: 6x23
Production no.: 241
First aired: 3 May 2000
Chronology
Date: 2376

Contents

Summary


Template image. This article is a stub. You can help our database by fixing it.

Characters

References

Information

External Link

published order
Previous episode:
Good Shepherd
Voyager episode produced Next episode:
Live Fast and Prosper
Previous episode:
Muse
Voyager episode aired Next episode:
Life Line
chronological order
Previous Adventure:
Good Shepherd
Pocket Next Adventure:
Wildfire

This article uses material from the "Fury" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

DC Comics

Up to date as of February 01, 2010

From DC Database

Disambig Template Help

This is the Fury disambiguation page.

It serves to clarify the difference between several closely named or closely related articles.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes

TV and Film Versions


This article uses material from the "Fury" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Dofus Wiki

Up to date as of January 31, 2010

From Dofus

Fury
Icon Image:fury.jpg
Class Sacrier
Level 70
Element Water
Type Punishment/Damage Buff
Official description This spell allows the caster to increase his damage.

Spell Properties

Linear Line of Sight Free Squares Boost Range Fatal


Spell Characteristics

Caution: Monsters' elemental/neutral damage is modified by their statistics, which are in majority unknown.

Lvl Effect Crit AP Ra Critical Casts per Cd Caster
level
Hit Fail Tgt Trn
1 Damage: 6~10 Water AoE: 1 (Cross) 1X
+4 Damage (3 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
Damage: 11~15 Water AoE: 1 (Cross) 1X
+4 Damage (4 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
5 1-3 1/50 1/100 - - - 70
2 Damage: 7~11 Water AoE: 1 (Cross) 1X
+5 Damage (3 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
Damage: 11~15 Water AoE: 1 (Cross) 1X
+5 Damage (4 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
5 1-3 1/50 1/100 - - - 70
3 Damage: 8~12 Water AoE: 1 (Cross) 1X
+6 Damage (3 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
Damage: 11~15 Water AoE: 1 (Cross) 1X
+6 Damage (4 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
5 1-3 1/50 1/100 - - - 70
4 Damage: 9~13 Water AoE: 1 (Cross) 1X
+7 Damage (3 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
Damage: 11~15 Water AoE: 1 (Cross) 1X
+7 Damage (4 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
5 1-3 1/50 1/100 - - - 70
5 Damage: 9~13 Water AoE: 1 (Cross) 1X
+8 Damage (3 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
Damage: 11~15 Water AoE: 1 (Cross) 1X
+8 Damage (4 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
4 1-3 1/50 1/100 - - - 70
6 Damage: 9~13 Water AoE: 1 (Cross) 1X
+8 Damage (4 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
Damage: 11~15 Water AoE: 1 (Cross) 1X
+8 Damage (4 turns)
Damage: 1% of the attacker's life Neutral (1 turn)
3 1-3 1/50 1/100 - - - 170

Notes

This spell does Water Damage in a small AoE, as well as increasing the caster's +Damage. The caster will receive extra damage each time the caster is hit, equal to 1% of their current HP. The 1% stacks with each use of Fury. The 1% damage can be reduced by equipments giving fixed and percentage neutral resistance.

Fury is also one of the few spells which can cause self Damage, which will add stats from Punishments.

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This article uses material from the "Fury" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010
(Redirected to Category:Fury article)

From EQ2i, the EverQuest II wiki

Class Information for Fury
Type: Druid (Priest) image:Fury_Icon.jpg
City: All Cities
Primary Power Stat: Wisdom/Intelligence
Armor: Leather Armor
Weapons: Hammers, Staffs, Swords, Great Hammers, Symbols
Shields: Bucklers, Symbols
Expert Spells: Spells (Rare Gem)

Links to All Relevant Categories for: Priest > Druid > Fury


Spells Druid AAs Fury AAs Shadows AAs
Equipment

Those who seek to harness the feral and destructive forces of nature will find the Fury to be a suitable profession. Although the Fury conjures his power from nature's ferocity and is a druid of predation and vengeance, he can play a vital support role in the party by providing magical healing and protection. The Fury can enhance his allies physical attributes and abilities in combat, and bring down destructive forces upon his enemies.

Contents


Class Armor

Epic Weapon


Spells By Category

The first spell in each category is listed. See the detailed description for the full upgrade line.

Healing & Damage

Direct Heals

Regenerative Heals

Damage

Buffs & Debuffs

Buffs

Debuffs & Crowd Control

Utility & Cures

Resurrection

Travel

Misc

Cure

Spells by Tier and Level

Tier 1 Level 1 - 9 Tier 2 Level 10 - 19 Tier 3 Level 20 - 29 Tier 4 Level 30 - 39

1: Nature's Salve
1: Death Swarm
2: Thornskin
3: Nature's Elixir
3: Tempest
4: Lucidity
5: Divine Providence
5: Armor of Nature
6: Cure
6: Summon Food and Water
7: Karana's Hold
7: Intimidation
7: Nature's Salve II
8: Revive
9: Enduring Breath
9: Death Swarm II

10: Thornskin II ¥
10: Nature's Elixir II
10: Snare
11: Favor of the Phoenix
11: Tempest II ¥
12: Regrowth ¥
13: Brambles
13: Spirit of the Wolf
14: Untamed Regeneration
14: Autumn's Kiss ¥
15: Nature's Salve III
15: Sylvan Touch
16: Lucidity II
16: Master of the Hunt
17: Death Swarm III
18: Nature's Elixir III
18: Forest Spirit
19: Armor of Nature II
19: Regrowth II ¥

20: Bounty of the Virtuous ***
20: Faerie Fire *
20: Peerless Predator ¥
21: Karana's Hold II
21: Intimidation II
22: Nature's Salve IV
22: Fierce Rousing
23: Ferocity of the Eel
23: Thunderbolt ¥
24: Thornskin III ¥
25: Tempest III
25: Circle of Growth
26: Regrowth III
26: Primal Fury
27: Brambles II
28: Untamed Regeneration II
28: Autumn's Kiss II
29: Nature's Salve V
29: Feast

30: Master of the Hunt II
30: Lucidity III
30: Nature's Irate Form *
31: Death Swarm IV
32: Starnova ¥
32: Forest Spirit II
32: Nature's Elixir IV ¥
33: Armor of Nature III ¥
34: Peerless Predator II ¥
35: Intimidation III
35: Karana's Hold III
35: Fae Fire
35: Spirit of the Bat **
35: Call of the Fae *
36: Call of the Hunt
37: Thunderbolt II
38: Thornskin IV
39: Pact of the Cheetah
39: Tempest IV ¥

Tier 5 Level 40 - 49 Tier 6 Level 50 - 59 Tier 7 Level 60 - 69 Tier 8 Level 70 - 79

40: Primal Fury II
40: Regrowth IV ¥
40: Curse of the Un-natural *
41: Feral Tenacity
41: Brambles III
42: Untamed Regeneration III
42: Autumn's Kiss III ¥
42: Abolishment
43: Nature's Salve VI ¥
43: Feast II
44: Master of the Hunt III
44: Lucidity IV
45: Death Swarm V
45: Untamed Shroud
45: Fury of the Storm *
46: Nature's Elixir V
46: Forest Spirit III
46: Starnova II
47: Armor of Nature IV
47: Maddening Swarm
48: Feral Pulse
48: Peerless Predator III ¥
49: Fae Fire II
49: Intimidation IV
49: Karana's Hold IV

50: Porcupine
50: Primeval Awakening
50: Rowyl's Furious Barrier *
51: Thunderbolt III ¥
52: Back into the Fray
52: Thornskin V ¥
53: Tempest V
53: Spirit of the Bat II
54: Primal Fury III
54: Regrowth V ¥
55: Feral Tenacity II
55: Ring of Fire
55: Brambles IV
56: Untamed Regeneration IV
56: Abolishment II
56: Autumn's Kiss IV
57: Nature's Salve VII
57: Feast III
58: Master of the Hunt IV
58: Lucidity V
58: Hibernation
59: Death Swarm VI

60: Nature's Elixir VI ¥
60: Forest Spirit IV
60: Starnova III ¥
61: Armor of Nature V
61: Maddening Swarm II
62: Peerless Predator IV
63: Fae Fire III ¥
64: Intimidation V ¥
64: Karana's Hold V
65: Call of Storms
65: Thunderbolt IV
66: Thornskin VI
67: Tempest VI
68: Primal Fury IV
68: Regrowth VI
69: Feral Tenacity III
69: Brambles V

70: Abolishment III
70: Autumn's Kiss V
70: Untamed Regeneration V
70: Porcupine II
71: Spirit of the Bat III
71: Nature's Salve VIII
71: Feast IV ¥
72: Death Swarm VII ¥
72: Lucidity VI
72: Master of the Hunt V ¥
72: Back into the Fray II
73: Forest Spirit V
73: Nature's Elixir VII
74: Armor of Nature VI
74: Starnova IV ¥
74: Ring of Fire II
75: Maddening Swarm III
75: Fae Fire IV
76: Hibernation II
76: Intimidation VI
76: Karana's Hold VI
76: Peerless Predator V
77: Thunderbolt V
77: Thornskin VII
78: Call of Storms II
78: Regrowth VII
78: Tempest VII
79: Autumn's Kiss VI
79: Primal Fury V
79: Brambles VI

Tier 9 Level 80 - 89

80: Ball Lightning
80: Feral Tenacity IV
80: Porcupine III
80: Untamed Regeneration VI

¥ - Available as a Grandmaster choice. See below.
* - Fun Spell
** - from Bloodline Chronicles Adventure Pack
*** - from Splitpaw Saga Adventure Pack - improves with level up to 50 - same timer as Salve line
**** - from Desert of Flames Expansion
***** - from Echoes of Faydwer Expansion
****** - from Rise of Kunark Expansion
******* - from The Shadow Odyssey Expansion

Grandmaster Training Choices

Tier 2 - Level 14 Tier 3 - Level 24 Tier 4 - Level 34 Tier 5 - Level 44
Tier 6 - Level 54 Tier 7 - Level 64 Tier 8 - Level 75

Subcategories

This category has the following 3 subcategories, out of 3 total.

D

F


This article uses material from the "Category:Fury" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Fury may refer to:


This article uses material from the "Fury" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010

From Marvel Database

This is the Fury disambiguation page.

A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes

Disambig Template Help

Others

Comics


This article uses material from the "Fury" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010
(Redirected to Amulet of fury article)

From the RuneScape Wiki, the wiki for all things RuneScape

The very powerful amulet of fury

An Amulet of fury, often shortened to fury, is made by casting Enchant Level 6 Jewellery on an Onyx amulet. The Amulet of fury is often considered the best amulet in the game due to its high, balanced bonuses. However, some other amulets have higher bonuses in certain stats. For example, the Third age amulet gives a larger magic attack bonus than the Amulet of fury, but the Third age amulet is far more expensive and lacks strength, defence, and prayer bonuses. The amulet of ranging is better than the fury due to its +15 ranged attack bonus, although it lacks any other bonuses. Also the amulet of fury is better for range tanking due to the defence and prayer bonuses. The Amulet of glory has the same Attack bonuses as the Amulet of fury, is far less expensive, and, unlike the fury, has the ability to teleport to several locations, but the Amulet of glory has lower defence, strength, and prayer bonuses than the fury. The Amulet of strength is extremely inexpensive and gives a +10 Strength bonus compared to the Amulet of fury's +8, although the Amulet of strength gives no other bonuses.

Bonuses
Hover over image for type
a player wearing an Amulet of fury
a player wearing an Amulet of fury
  Attack bonus  
Stab Slash Crush Magic Ranged
+10 +10 +10 +10 +10
  Defence bonus  
Stab Slash Crush Magic Ranged Summoning
+15 +15 +15 +15 +15 +15
Other bonuses
Strength Ranged Strength Prayer Magic Damage (%)
+8 0 +5 0

Price History

When amulets of fury were released, it took 300,000 Tokkul to purchase an Uncut onyx from the Crafting store in the TzHaar city. At this time, the cheapest way to acquire tokkul was to sell chaos or death runes to the TzHaar rune shop. It took 16666 Death or 33333 Chaos runes to get the required amount of tokkul; this produced a fury price of slightly over 5 million coins.

The fury's price gradually declined as chaos runes fell in price; furthermore Karamja gloves were released, which allowed onyx to be purchased for only 260,000 tokkul. The price reached under 3 million coins.

The price of the fury then came to be based on not the price of chaos runes, but rather obsidian shields, obsidian mauls, obsidian capes, and fire runes.

In the fall of 2008, PvP worlds were released with Amulets of fury as possible game-generated drops from other players. At first this extra supply did not affect the price very much. However, after Bounty Worlds were released, the price of furies crashed due to high supply and panic and stabilized at about 1.9 million. Shortly afterward, Jagex removed Amulets of fury from PvP world drop tables, and the price eventually recovered to about 3 million.

The Personalised shops update on 2 September 2009 resulted in changes to the Tokkul currency. Before the update, a fire rune worth 9 coins would sell 1 tokkul. The update removed the price floor on fire runes was removed, allowing them to decrease in price to 5-8 coins each; in addition, the price the TzHaar rune shop would pay for fire runes was raised to 5 tokkul each. These changes would have resulted in a massive devaluation of tokkul and a crash in the fury's price. To try to compensate for the devaluing of the tokkul currency, Jagex raised the price of an Onyx in the TzHaar shops more than tenfold to 2,700,000 Tokkul. However, many players found that the onyx was more difficult to obtain than before. Selling obsidian weapons or armour was no longer cost-effective in obtaining tokkul, leaving fire runes as the primary method to obtain an onyx. It took about 3 hours to sell the 540,000 fire runes needed to obtain an onyx gem post-update, and these runes cost 3,780,000 coins at 7 coins per fire rune. In November 2009, the price of the fury reached over 6 million coins.

On 15 December 2009, an update made it no longer possible to sell items to TzHaar shops. As a result, the tokkul for buying an onyx gem can now only be obtained through combat. Following this update, furies were quickly bought out of the Grand Exchange. On 27 December 2009, furies were 9.1m gp at market price, compared with 6.3m on 15 December. However, furies then crashed to 7.4m median by 3 January 2010, but as of 27 Jan 2010 the price is back at 8.0m.

Trivia

  • With the Fur 'n' Seek update on 10 August 2009, Jagex changed the inventory sprite for Amulets of fury, citing that it did not match the Amulet's appearance when its worn.
  • The Amulet of fury icon has been changed many times.
  • In some situations, the Salve amulet (e) is preferable to the Amulet of fury, as discussed in the Salve amulet (e) article.

References


This article uses material from the "Amulet of fury" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

For other uses, see Fury (disambiguation).
Fury
Attribution
Author(s)

Aaron Allston

Cover artist

Jason Felix

Publication information
Publisher

Del Rey

Release date

November 27, 2007

Media type

Paperback

Pages

368

ISBN

0345477561

Chronology
Era

Legacy era

Timeline

40 ABY

Series

Legacy of the Force

Preceded by

Inferno

Followed by

Revelation

Fury is the seventh novel in the Legacy of the Force series. It is a paperback by Aaron Allston and was published by Del Rey on November 27, 2007.[1] The audio version is narrated by Marc Thompson. The cover portrays Ben Skywalker.

Contents

Editions

Publisher's summary

Fighting alongside the Corellian rebels, Han and Leia are locked in a war against their son Jacen, who grows more powerful and more dangerous with each passing day. Nothing can stop Jacen’s determination to bring peace with a glorious Galactic Alliance victory–whatever the price.

While Luke grieves the loss of his beloved wife and deals with his guilt over killing the wrong person in retaliation, Jaina, Jag, and Zekk hunt for the real assassin, unaware that the culprit commands Sith powers that can cloud their minds and misdirect their attacks–and even turn them back on themselves.

As Luke and Ben Skywalker struggle to find their place among the chaos, Jacen, shunned by friends and family, launches an invasion to rescue the only person still loyal to him. But with the battle raging on, and the galaxy growing more turbulent and riotous, there’s no question that it is Jacen who is most wanted: dead or alive.

Appearances

By type
Characters Creatures Droid models Events Locations
Organizations and titles Sentient species Vehicles and vessels Weapons and technology Miscellanea

Characters


Dramatis personae

Other characters

Creatures

Droid models

Events

Locations

Organizations and titles

Sentient species

Vehicles and vessels

Weapons and technology

Miscellanea

Behind the scenes

In the dramatis personae, Sadras Koyan's name is reversed as Koyan Sadras.

Cover gallery

Notes and references

  1.  "Ballantine/Del Rey Fiction Schedule" - "Had a slight weapons malfunction. But everything's perfectly all right now.", Sue Rostoni's StarWars.com Blog

External links


This article uses material from the "Fury" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Star Wars Fanon

Up to date as of February 04, 2010

The Star Wars wiki of fan invention.

File:Carrack.jpg
Fury
Production information
Manufacturer

Damorian Manufacturing Corporation

Model

Carrack-class light cruiser

Class

Frigate

Technical specifications
Length

350 meters

Width

72 meters

Height/depth

75 meters

Maximum acceleration

2,600G

Maximum speed (atmosphere)

1,250 km/h

Hyperdrive rating
  • Class 1
  • Backup Class 8
Shielding

military-grade, overlapping (2,600 SBU)

Hull

durasteel plating w/impervium coating (2,100 RU)

Targeting systems

CEC advanced targeting computers

Countermeasures
  • Sensor cloak
  • Targeting sensor jammers
  • False transponder (reads as Botajef AA-9 Freighter-Liner)
Armament
  • Turbolaser batteries (20)
  • Tractor beam projectors (2)
  • Heavy ion cannon batteries (20)
  • Quad pulse laser cannon turrets (12)
  • Point-defense pulse laser cannons (35)
  • Proton Torpedo launchers (5 front, 3 port/starboard, 4 aft)
    • Magazine: 35 high-yield torpedoes (ea.)
Complement
Crew

1,092

Passengers

150 marines

Cargo capacity

3,500 metric tons

Consumables

1 year

Other systems
  • HoloComm transceiver
  • escape pods (100)
Usage
Role(s)
  • Frigate
  • Patrol Gunship
Era(s)
  • Rebellion era
  • New Republic era
  • New Jedi Order era
Affiliation
  • Wayland's Wilders
"The size of a ship is irrelevant. The size of it's guns, though, is an entirely different matter."
Leia Antares, discussing light cruisers.

Fury joined Wayland's Wilders, a privateer fleet under the command of Jacen Wayland, as part of an agreement allying the group with the fledgling New Republic. It was initially commanded by Leia Antares, then later by Miyr Kosshe, after Antares' transfer to Halberd.

Life As A Rebel

Life As A Privateer


This article uses material from the "Fury" article on the Star Wars Fanon wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010

From TibiaWiki

File:Fury.gif
This creature is in the Demons class.
Fury

4100 Hit points
4500 Experience points per kill

Summon/Convince: --/--
Abilities: Melee (0-509), Sudden Death (0-250) can Paralyze, Berserk does Life Drain (0-300), Explosion Wave does Fire Damage (200-300), Blood Beam does Death Damage (0-700), Blood Ball on herself (0-300), Yellow Musical Notes Ball on herself (reduces Shielding), Strong Haste.
Pushable: ?
Push Objects: ?
Est. Max. Damage: 750 + waves (0-700) hp per turn
Immune To: Fire, Invisibility, Paralysis.
Strong To: Holy (-30%), Ice (-30%)
Neutral To: Drown?, Life Drain?
Weak To: Physical (+10%), Death (+10%), Energy (+10%), Earth (+10%)
Sounds: "Ahhhhrrrr!"; "Waaaaah!"; "Carnage!".
Behavior:
Field Notes: A creature of hatred and destruction fueled by insatiable rage. These creatures are able to use strong haste and thus become incredably fast and IMPOSSIBLE to outrun. In 2008 winter update a bug made Furies buff the players which increased the skills with about 25-55+ for few seconds.
Location: Pits of Inferno (Apocalypse's Throne Room), The Inquisition Quest (The Shadow Nexus), Vengoth.
Strategy: When you hunt Furies, have a blocker lure them to a small 1sqm wide bridge in the Apocalypse's throne room. Then have at least 3 shooters using SD runes, or with Explosions. Make sure the blocker stays clear of the wave attacks.
Loot: 0-226+ gp, 0-3? Platinum Coin, 0-3 Concentrated Demonic Blood, 0-3 Orichalcum Pearls, 0-3 Small Amethysts, 0-4 Jalapeño Pepper, Demonic Essence, Great Health Potion, Meat, Red Piece of Cloth, Rusty Legs (Rare), Terra Rod, Soul Orb, Noble Axe (semi-rare), Crown Armor (rare?), 0-1 Assassin Star (rare), Steel Boots (rare), Crystal Ring (rare), Red Gem (rare?), Assassin Dagger (very rare), Golden Legs (very rare). (Loot Statistics)
See also: Creatures.
Add historical information about this creature.
Creature Types of Tibia
Creature Types
of Tibia

Amphibians
Frogs
Frogs Quara
Quara
Arthropods
Arachnids
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Insects
Crustaceans
Crustaceans
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Demon Lords The Ruthless Seven
The Ruthless Seven
Demons
Demons Triangle of Terror
Triangle of Terror
Elementals
Bio-
Bio- Geo-
Geo-
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Cryo- Hydro-
Hydro-
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Electro- Pyro-
Pyro-
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Pirates
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Necromancers Voodoo Cultists
Voodoo Cultists
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Goblins
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Elves Orcs
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Giants Trolls
Trolls
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Chakoyas Minotaurs
Minotaurs
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Dworcs Misc
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Djinn
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Apes Felines
Felines
Artiodactyls
Artiodactyls Glires
Glires
Bears
Bears Misc
Misc
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Canines Mutated Mammals
Mutated Mammals
Elephants
Elephants
Misc
Annelids
Annelids Bosses
Bosses
Arena Bosses
Arena Bosses Event Creatures
Event Creatures
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Birds Traps
Traps
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Serpents
The Undead
Ghosts
Ghosts Skeletons
Skeletons
Pharaohs
Pharaohs Undead Humanoids
Undead Humanoids

This article uses material from the "Fury" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Transformers

Up to date as of February 05, 2010

From Teletraan I: The Transformers Wiki

A little kid's gonna give "Mean Megatron" Greene a Coke.


In the wake of defeat, Megatron isn't happy.

Contents

Detailed synopsis

In a lower layer of Gigantion, Scourge helps the battered Megatron walk after his thrashing at the hands of Metroplex (which happened last episode). The Decepticons offer words of encouragement, but Megatron isn't listening.

After Optimus recalls their short time on the planet, he asks Metroplex to guide them to the central layer, but the leader of the planet says they can't. It's not that they don't want to, but their customs dictate that data on old cities be erased, so the lower levels are as much a mystery to them as they are to the newcomers. As the Autobots start unloading the Ogygia, they remark that they can hopefully narrow their searches of old cities for old data if Vector Prime can get a general fix on the Cyber Planet Key, with the help of the Omega Lock.

Back underground, Megatron is fuming, literally. Ransack and Crumplezone get a little too close and get knocked backwards by the sheer force of Megatron's "aura of fury". Scourge assures everyone that it's not them he's angry at... and then Megatron's fury boils over, creating an energy blast that scatters the Decepticons and punches a hole to the surface. Megatron rises high into the air, and the Decepticons pull themselves from the rubble. Soundwave announces he's "droppin' outta this session" and flies off.

BURNING HEART-O I MUST SUCCEED!

Megatron rumbles that he needs more power, and the Gigantion Cyber Planet Key reacts to his anger... as does the Omega Lock, which starts emitting the Omega Frequency. Megatron's spirit resonates with the Key, and spectral-Megatron pushes through layer after layer of the planet, all the way to the resting place of the Key. It resists him, but Megatron draws energy from it, and shoots back through to the surface, tearing a huge hole in the planet... and comes out again enveloped in black "mist". Thunderblast swoons.

So, the G1 Galvatron homage is Megatron, and the G1 Megatron homage is Galvatron? That's some kind of backwards.

Back at the Ogygia, Vector Prime says he's found the key, but that the disturbance means someone else has too, and drawn energy from it. The Autobots split into groups and search (the fliers, in their own group, end up having a little race). Vector notes Landmine's team hasn't reported back... and the trio are laying around, having been pounded senseless by the darkness-enshrouded Megatron. Optimus' team finds them, and Metroplex notes the lack of collateral damage in the area, meaning they were knocked out fast.

Elsewhere, Override is trying to outrun Megatron, but gets knocked into the air. Quickmix catches her and fires at Megatron before engaging him hand-to-hand... and is quickly knocked out. Optimus' team finds them too, and Override warns Optimus about the upgraded Megatron. The teams are all called back to regroup...

Coby is crawling through an old computer when Jetfire alerts his team about the recall. Jetfire orders Coby to get out of there right now, but Coby's seen something and asks for five minutes to check it out. Meanwhile, the Cybertron Defense Team has gotten its clock cleaned by Megatron, while the other Decepticons follow, making sure to stay behind suitable cover, of course. They come across Jetfire's team, and Wing Saber and Evac tackle Megs so Jetfire can get Coby (who found and retrieved something from the tunnel) and Lori away safely. Which doesn't work, as Megatron wipes out the Autobots pretty much instantly, then conks out Jetfire. He turns to the humans, but Jetfire grabs his leg. Before Megatron can finish Jetfire off, Optimus arrives to cannon-blast the Decepticon. Megs quickly attacks and sends Prime tumbling to the ground, and announces to the world he is now Galvatron (again)!

We got MRxL!

Metroplex has at Galvatron, but the Decepticon stops the giant's Sparkdrinker axe with a single finger, then pushes him back easily. Metroplex powers up his weapon with a Cyber Key, but Galvatron actually takes the weapon from Metroplex's hands and bashes him with it, knocking him out for the count. Vector Prime leaps in but is dispatched with a single swipe of Galvatron's hand.

Galvatron then powers up with a Cyber Key to unleash his spiked-arm-add-on-thingy and bash Optimus around some. Prime refuses to stay down, so Galvatron uses a second Key to unleash his gatling cannon, which sends Optimus flying. In victory, Galvatron emits a lightning storm, and one bolt screams towards the kids at the top of a high tower... but Optimus somehow gets in the way of the bolt, saving them.

Optimus remembers the promise he made to Coby and Lori's parents to keep them safe (keep Coby and Lori safe, that is, not their parents), and powers up to super mode. The two do that fly-at-each-other-then-punch-each-others'-fist-and-hold thing, before Galvatron is pushed back. But Prime falters, and Galvatron is ready to go again... until Metroplex hurls the gigantic Sparkdrinker at Optimus. Prime manages to summon a Cyber Key to power it up, and the two rush at each other again, this time to do that run-past-each-other-then-stand-still-then-the-hero-kneels-the-bad-guy-smirks-but-is-then-wounded deal. The Decepticons rush to Galvatron's aid, and he decides to call it a day. They run, and Soundwave, who has been watching this whole time, also flies off.

The Autobots return to the Ogygia, and use the machinery Coby recovered to plot a course underground. The ship heads for the coordinates, but they find a giant crevice along the way, with the Atlantis starship in the middle, having crashed on Gigantion!


Stats

Original airdate: ???

Written by: ???

Featured characters

(Numbers indicate order of appearance.)

Autobots Decepticons Humans Others
Regulars

Guests

  • Ernesto (29)
  • Lori's Mom (30)
  • Mr. Hansen (31)
  • Mrs. Hansen (32)

Notable quotes

"We'll find that needle a whole lot faster if we're searching only part of a haystack!"

Scattorshot


"He's trippin' 'cuz he got served."

Soundwave, referring to Megatron's strange behaviour


"No, no. But I felt great disturbance within the force"

Obi-Wan Kenobi Vector Prime, forgetting this isn't Star Wars


"You're so square."

Wing Saber to Jetfire


Ransack: "He beat them like a drum!"
Thundercracker: "Megatron opened a big can o' whoop-butt on them!"
Crumplezone: "Whooooop-butt!"
Menasor: "Sure, laugh, but his power scares me."
Thunderblast: "It scares me how hunky he is! Hee hee hee!"
Scourge: "Hunky?"

—The Decepticons discuss Galvatron's power.


"I have changed. I am no longer Megatron. Megatron was a loser!"

Megatron Galvatron introducing his new identity


"I am invincible. I am Galvatron!"
"New look, same old lines."

Galvatron, who is lame, and Optimus Prime, who is right.


"Nothing you say or do will make you my equal!"
"You're right!"
"I know!"
"I'd never stoop down low enough to be your equal!"

Galvatron and Optimus Prime deliver less-than-impressive banter.


"Ah, you do have something left. But you really can't expect to fight Galvatron with an axe?"
"I'm...gonna take a...whack!"

Galvatron and Optimus Prime again


"If you keep asking for it, I'll keep giving it! It's on!"
"I wish you'd shut up!"

Galvatron gets the best comeback ever from Optimus.

Other Notes

Animation and/or technical glitches

  • Ransack's "mask" seems to disappear at random.

Continuity errors

  • So... now there's this gigantic hole in the planet, yes? Which presumably leads from the Key at the center of the planet... all the way to the surface where the Decepticons are... so... why don't they just fly down the hole and snag the Key all easy-peasey?
  • The three Decepticon fans on Crumplezone's back when he and Ransack celebrate Galvatron's reveal are gone in the next shot, even though the fans in their hands are still there.

Transformers references

  • Metroplex says "Don't get a glitch in your rotator cuffs!", which is close to a line Kup says in the original Transformers movie, about a "burr in my rotator".
  • Speaking of movie references, Galvatron mutters "Such heroic nonsense" before powering up with a Cyber Key, the infamous line Generation One Megatron uttered before brutally killing Ironhide in the movie.
  • Later, Galvatron adds another instance of over-use of movie lines with "Why throw away your life so recklessly?" (this line was used again in Unfinished).

Real-world references

  • When Megatron communes with the Key, Vector mutters he "felt great disturbance within the force"... a very Obi-Wan Kenobi-esque moment, referring to the Force from the Star Wars movies (of which there was a novel called "Vector Prime"!!!)

Miscellaneous trivia

  • Okay, okay, this is technically the last time we see Nemesis Breaker... but it's only in flashbacks to last episode.
  • Quickmix uses his left-arm pipes as a hand-held blaster here, which the Quickmix toy can actually do!
  • Even after Galvatron got hit, he still appeared to be in better shape then Optimus so there really wasn't any need for him to run away. This is like what happened way back in Masterforce when Hydra and Buster first appeared.

Keywords


This article uses material from the "Fury" article on the Transformers wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

YCM

Up to date as of February 06, 2010

From Yu-Gi-Oh Card Maker Wiki

Fury
Image:Back-EN.png
English:
Alternate:
Fury
Fury
Type: Beast-Warrior
Level: 4 Image:Star.pngImage:Star.pngImage:Star.pngImage:Star.png
ATK/DEF: 1650/1650
Card Lore: A once-ordinary teenager who was made a werewolf by his brother. He has since convinced his brother to fight crime.
Rarity: rare
Card Limit: Unlimited
Other Card Information: Gallery - Rulings
Appearances
Tips - Errata - Trivia
Lores - Artworks - Names
Facts about FuryRDF feed
Level 4  +

This article uses material from the "Fury" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Inherent Powers article)

From City of Heroes Wiki

Overview

Contents

Inherent powers are permanent powers that a Hero or Villain automatically has without having to select them during training. There are Inherent powers that are Archetype-specific, Origin-specific, and open to all characters. Not all Inherent powers are available at level 1.

Origin-Specific Powers

Every character receives a minor ranged attack power that depends on his or her origin. For more information, see Origin Powers.

Archetype-Specific Powers

The following inherent powers are specific to the archetypes available in City of Heroes and City of Villains.

Image:Inherent_BlasterDesperation.png Assassination

A Stalker does his best work when attacking from ambush. When properly 'Hidden', a Stalker can pull off critical hits with his attacks, and even land a massive 'Assassin's Strike' with an assassin's power. Assassin Strikes made from hide will Demoralize the Stalker's foes leaving them with a reduced chance to hit and has a chance to terrorize them. Additionally, a Stalker has a 10 percent base chance to critically hit, which is increased by an additional 3 percent per member in your party, against non-player enemies. Stalkers have a chance to land a critical hit against players if they are Held or Slept.

Type Archetype-Specific (Stalker)
Effects Always criticals from Hide
20% chance of critical on Held or Slept opponents

Image:InherentPeacebringer CombatFlight.png Combat Flight

For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes. Also See: Hover

Level Gained Security Level 10
Type Archetype-Specific (Peacebringer)
Effects Self: Fly, + Defense

Image:Inherent_BlasterDesperation.png Conditioning

Soldiers of Arachnos undergo intense physical training before leaving "boot camp." Those that survive have greater than average healing rates and tire less quickly than others.

The increase in Regeneration and Recovery are not bonuses but are higher base values than other Archetypes.

Level Gained Threat Level 1
Type Archetype-Specific (Soldiers of Arachnos)
Effects Self: Increased Regeneration (0.50%) and Recovery (1.75%)

Image:Inherent BlasterDesperation.png Containment

Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.

Type Archetype-Specific (Controller)
Effects Self: Critical Damage (Special)

Image:InherentPeacebringer_InterSpacialLink.png Cosmic Balance

Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper, Brute, Stalker or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited protection from Control effects. You cannot put Enhancements in this power.

Type Archetype-Specific (Peacebringer)
Effects Auto: Special

Image:Inherent BlasterDesperation.png Critical Hit

The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.

The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion.

Type Archetype-Specific (Scrapper)
Effects Critical Damage

Image:InherentPeacebringer_InterSpacialLink.png Dark Sustenance

Kheldians naturally thrive off the energy and essence of their teammates. Warshades' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage will increase for each nearby Scrapper, Stalker, Brute or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.

Type Archetype-Specific (Warshade)
Effects Auto: Special

Image:Inherent BlasterDesperation.png Defiance

Main article: Defiance

Blasters’ earliest abilities come so naturally to them, that they are accessible even in states that normally prevent them from using powers, such as being Held, Slept or Stunned. Additionally, each time the Blaster attacks with a primary or secondary power, they gain a stacking damage bonus for the next several seconds. The amount of the damage bonus and its duration is dependent on the exact power used, with single target abilities generally giving the largest bonus.

The current version of Defiance was released on December 11, 2007. Prior to that, it worked differently. See the main article for more details.

Image:Inherent BuffEffects.png Domination

Nothing delights a Dominator more than inflicting pain. When a Dominator attacks, his sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash his true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will fully recharge your Endurance. Domination lasts for 90 seconds and recharges in 200 seconds. The recharge can be reduced by self and ally buffs, but cannot be slotted with enhancements.

Domination protects the villain from Knockback/Knockup, Repel, Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects, and can be activated even while suffering from them to break the villain free.

Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.

A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time he attacks. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. The Domination level falls very slowly when not used. It's automatically reduced to zero 90 seconds after Domination is activated.

Type Archetype-Specific (Dominator)
Effects Self: Critical Control

Image:InherentPeacebringer EnergyFlight.png Energy Flight

Energy Flight allows you to travel long distances quickly. If you attack a target while this power is on, your Flight speed will be temporarily reduced. Your Energy Flight speed increases with your Level. Also See: Fly

Level Gained Security Level 1
Type Archetype-Specific (Peacebringer)
Effects Toggle: Self Fly

Image:Inherent BlasterDesperation.png Fury

As a Brute engages in combat, it unleashes his Fury. The longer he remains in combat, attacking and being attacked, the more damage he deals.

A Brute's Fury level is shown by an orange bar between Endurance and Experience Points. It rises each time he makes an attack or is attacked himself (regardless of hit or miss). The speed at which it rises is directly proportional to the recklessness of the Brute.

Type Archetype-Specific (Brute)
Effects Self: +Damage (Special)

Image:Inherent BlasterDesperation.png Gauntlet

Although many try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows the Tanker to do what he does best.

Gauntlet -- also referred to as "Punch-voke" -- causes the Tanker's AoE attacks and auras to taunt every PvE enemy they affect. Their single-target attacks taunt the enemy hit and up to four more around it. Gauntlet has reduced chances of affecting exceptionally high-rank foes like Giant Monsters, and even worse chances of affecting other players in PvP.

Brutes possess a smaller version of this power, occasionally labeled "Poke-voke". The Brute's Gauntlet doesn't apply in PvP, and their single-target attacks only taunt the one target hit.

Type Archetype-Specific (Tanker)
Effects Taunt

Image:Inherent BlasterDesperation.png Scourge

The Corruptor is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits with his attack powers for up to double damage. The weaker the target is, the greater chance the Corruptor has of landing Scourge. Once a foe is weak enough, there is no escaping the Corruptor's wrath. A Corruptor shows no mercy.

Scourge offers no chance of critical damage until the target has less than 50% health. The chance then smoothly increases to 100% once the target has only 10% or less of its health remaining. These percentages are based on the target's base health -- targets with large health boosts from powers can effectively delay the point at which Scourge damage starts being possible.

Type Archetype-Specific (Corruptor)
Effects Critical Damage

Image:InherentWarshade ShadowRecall.png Shadow Recall

You can Teleport one of your teammates to yourself. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile location, as long as he is on the same map. Range is not infinite, but extremely long and can be enhanced. This power can be interrupted. Also See: Recall Friend

Level Gained Security Level 10
Type Archetype-Specific (Warshade)
Effects Zone Range Teleport Teammate

Image:InherentWarshade ShadowStep.png Shadow Step

You can Teleport long distances. Shadow Step has no recharge time, and can be reactivated without pause as long as you have Endurance. Also See: Teleport

Level Gained Security Level 1
Type Archetype-Specific (Warshade)
Effects Self Teleport

Image:InherentPeacebringer_InterSpacialLink.png Supremacy

A good Mastermind knows how to manage his Henchmen. The Mastermind imparts a bonus to his Henchmen's Accuracy and Damage only if he is nearby and has line of sight.

Supremacy gives +25% Damage and +10% ToHit. It has a radius of 60'.

Type Archetype-Specific (Mastermind)
Effects PBAoE, Henchmen bonus, +ToHit, +Damage

Image:InherentPeacebringer_InterSpacialLink.png Vigilance

The Defender primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.

Vigilance was introduced on September 20, 2005. As a Defender's teammates lose health, the Defender gains an Endurance discount. This power does not need to be activated. The more injured the Defender's teammates are, on average, and the larger his team is, the greater the discount Vigilance provides. The Defender's own health does not affect Vigilance, nor do teammates who are on other maps or who are too far away.

Vigilance can be monitored as "Endurance Discount" in the Combat Attributes window. The formula for calculating your total discount is Cost/(1 + bonus). So a 100% discount would halve the cost of powers. A simple chart can be found here. There is debate on what the maximum amount of discount Vigilance will accrue [source].

Type Archetype-Specific (Defender)
Effects Endurance Discount

Booster Pack Powers

Image:CyborgSelfDestruct.png Self Destruction

Some situations call for the ultimate sacrifice...self-destruction. This causes damage to those around you and sends your character to the hospital.

Self Destruction is not affected by enhancements or any buff except Knockback, ToHit, and Accuracy. It should be noted that its recharge is not affected by buffs. It is permanent, available at character creation, and does not have usage charges.

Recharge Very Long (60min)
Effects PBAoE 40ft
Extreme damage
Knockback
Self defeat

City of Heroes Collector DVD/Hero Kit Bonus Power

Image:Inherent Sprint.png Prestige Power Slide

Forms a frictionless field of energy beneath the user that allows rapid transit while remaining close to the ground. This power is mechanically identical to Sprint.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

City of Heroes pre-order Bonus Power

Image:Inherent Sprint.png Prestige Power Rush/Dash/Quick/Surge

Creates an effect behind the user while they use enhanced speed. The exact effect depends on the power. All are mechanically identical to Sprint, Slide, and each other.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

Convention Costume Powers

Image:Temporary ResonanceDisrupter.png Freakshow Boss Costume

Freakshow Boss Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Image:Temporary ResonanceDisrupter.png PPD Hardsuit Costume

PPD Hardsuit Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Image:Temporary ResonanceDisrupter.png Carnival Harlequin Costume

Carnival Harlequin Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Good vs. Evil Bonus Powers

Image:Flight JumpJet.png Jump Pack

This Jump Pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air! The Jump Pack will automatically shut down after 30 seconds of continuous use.

Effects Self Toggle
+Jump
+Fly
Special

Image:Teleportation Pocket D.png Pocket D VIP Pass

You've been given a VIP Pass to Pocket D. It will allow you to access Pocket D from anywhere. It is usable once every 30 minutes.

The pass has a very long interrupt time before it operates.

Effects Teleport to Pocket D

Universal Inherent Powers

Image:Inherent_Brawl.png Brawl

When all else fails, you have only your two fists to depend on.

Damage Minor
Recharge Fast
Effects Foe Minor Smashing Damage
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Damage
Enhance Accuracy
Set Categories Melee Damage

Image:Inherent_Rest.png Rest

Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage. Activation of Rest can be interrupted, and the power must be active for a few seconds before you start to recuperate.

Heroes and Villains receive this ability on advancing to Security/Threat Level 2.

Minimum Level 2
Effects Self Heal Recover
-Defense
Enhancements Enhance Endurance Modification
Increase Attack Rate
Enhance Heal
Reduce Interrupt Time
Set Categories None

Image:Inherent_Sprint.png Sprint

Sprint allows you to run slightly faster than normal, while slightly draining your Endurance. You may have to Toggle this off in combat to conserve Endurance.

Effects Boost Run Seed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

Veteran Reward Powers

Veteran Rewards powers are additional inherent powers that a player may claim once his or her account has been active for a certain length of time. For more information, see Veteran Reward Powers.


This article uses material from the "Inherent Powers" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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