|Appearance / Type:||Vulpine metamorphs|
|Also known as:||Lupine wavelength haemovarioform|
|Place of origin:||Earth, Saturnia Regina, Vulpana, etc|
Werewolves were creatues that could shapeshift from humanoid form to that of a wolf, voluntarily or otherwise. We do not know their ultimate origin or even if the various werewolves found across the universe have any common link to each other.
There were several types of werewolf could be found in the universe.
The werewolf legend was the basis of a number of movies created in the 20th century. Lieutenant T'Ryssa Chen was familiar with these films, and referenced "the Wolf Man" in a dream she had about a Borg attack in 2380. (TNG novel: Greater Than the Sum)
Werewolves, also known as lycanthropes or wolfmen, are mythological humans with the ability to shapeshift into wolves or wolf-like creatures, either purposely, being bitten by another werewolf or after being placed under a curse. Most werewolves develop common physical attributes including enhanced strength, speed, reflexes and sharpened senses. Some legends maintain that a human will only transform into a werewolf on the three nights of the full moon, but this is not true in all matters and there have been several documented cases of people assuming a wolf-like shape during various lunar cycles.
On Earth-Two in 1939, Batman matched wits against an alleged werewolf known as the Mad Monk. Though he was referred to as a werewolf and did demonstrate the ability to transform into a wolf, the Mad Monk's abilities were more in line with that of a vampire than an actual werewolf. 
Most werewolves are vulnerable to physical contact with silver. A silver bullet fired at a strategic locale, such as the head or the heart will kill a werewolf. The same applies to bladed weapons made of silver including swords, spears and daggers. Repeated blows from a blunt object made of silver will eventually kill a werewolf.
Type of Government: None; Werewolves are generally solitary cretures and rarely congregate with one another. One of the few exceptions is the Werewolf Nation from Earth-50 continuity which is a monarchy.
Level of Technology: Technology level unknown.
Cultural Traits: Cultural traits unknown.
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Werewolf may refer to:
Jacob Russoff was the elder of two children sired by Gregory Russoff, a Transylvanian baron and scholar. Russoff's ancestor Grigori first brought lycanthropy (turning into a werewolf) upon the family when in 1795 he tried to rescue his wife, Louisa, from the vampire-king Vlad Dracula and was bitten by a female werewolf. Because his children were born before that event, Grigori's descendants did not immediately become werewolves themselves; however, the curse on the Russoff family only needed a catalyst to trigger it. In the mid 1950s Gregory Russoff, great-great-grandson of Grigori, acquired a copy of the Darkhold, which includes the secret origin of lycanthropy. By reading that passage, Gregory activated the curse and became a werewolf. He sent his wife, Laura, to her native America with their children for their own protection. Gregory was eventually killed by an angry mob.
Laura Russoff married again, to a man named Russell. Jacob Russoff became Jack Russell, and with his sister Lissa was raised in Los Angeles. When he turned 18, the curse struck him in turn and he became a werewolf. For about two years, Russell became a werewolf by night during the full moon. He took precautions to lock himself up, but sometimes the wolf escaped. During that time he never took a human life, although several of the persons he encountered were scarred or crippled. As a werewolf, Russell encountered Moon Knight, the Hangman, Sarnak, Doctor Glitternight, the Hunchback, Tigra, and DePrayve.
Mysterious beings known as "The Three Who Are All" partially lifted Russell's curse: he could change shape voluntarily at any time and retain his human intellect while in werewolf form. He became an occasional crimefighter, once encountering Iron Man in New York. Unfortunately, the curse still applied on nights of the full moon, when the wolf's mind supplanted Russell's. He designed a virtually escape-proof cell for those times.
Russell worked with Dr. Karl Malus, a medical researcher in L.A., to solve his problem. Malus instead used an experimental machine to subvert his will. The original Spider-Woman helped him escape, but a month later, he found that Malus's treatments had unintended consequences. He lost control over his transformations, and his werewolf form became even more lupine, with longer ears and snout, curved spine, and canine legs.
A devil-worshipping cult led by Schuyler Belial tried to capture Russell for use in a satanic ritual. If they sacrificed a werewolf and transfused his blood with theirs, they believed they would become werewolves themselves. For almost a year he fled from the cult. With help from Moon Knight, Russell finally confronted the cultists, and several of them died in the melee.
Returning to Los Angeles, Russell found that his werewolf side was becoming stronger each month. He contacted Dr. Michael Morbius for help, but he escaped and had to be subdued by the West Coast Avengers.
With more control of himself, Russell met Iron Man again while rescuing his sister from Morgan Le Fey. Recently, he joined Dr. Michael Morbius's new team, the midnight sons. Jack Russell remains a reluctant adventurer, though, hoping that one day he can lift the curse.
Lycanthropy: Jack Russell can transform himself into a werewolf, which is a human/wolf hybrid of supernatural origin, through sheer force of will, usually by meditating on the image of a full moon. While in that form, he retains his normal intellect, is capable of speech (with some difficulty), and looks more like the classic werewolf. During a full moon, however, he changes involuntarily, loses his cognitive abilities, and looks more like a wolf than a human.
The Werewolf has a special vulnerability to objects or weapons composed of silver. Silver is useful against many supernatural or demonic creatures due to it's mystical purity. If he recieves what would be a fatal injury to an ordinary human, such as being shot through the heart, with a silver bullet, he will die within a matter of minutes. If he is merely injured by a silver weapon, it will take him much longer to heal than it would from being injured by a weapon composed of conventional material.
|Release date||29 June 2004 (Update)|
|Slayer level||Level 1|
|Immune to poison?||no|
|Attack style||Melee (slash)|
|Max hit||8 (level 88), 13 (level 93)|
|Always drops||Wolf Bones|
|Examine text||Eek! A werewolf!/Down, fang|
Werewolves (Wolfman and Wolfwoman) are found in Canifis (accessible only after the Priest in Peril quest). They have low defence for what their combat level suggests. They appear as normal humans (level 24) until provoked, unless the player wields a Wolfbane dagger, in which case they remain human. In either case they drop Wolf Bones. They can hit up to 8 as a werewolf, and up to 2 as a human.
Level 93 Werewolves can be found in the God Wars Dungeon, and have a maximum hit of 13. They also have better defence and accuracy than their level 88 counterparts, and are also aggressive to players not wearing an item of Zamorak.
They only count towards Slayer tasks and exp when fought in the level 88 "wolf" form, not their human forms; however, they cannot be fought to fulfil a "wolf" task.
If you run out of food you can make a quick run to your bank or buy moonlight mead drinks from the bar, which heal 4 hitpoints.
The best way to kill Werewolves, for lower levels, is to use the Wolfbane dagger. This prevents them from transforming into their Werewolf form. Wait until their Human form's HP is very low, before switching to your weapon of choice. This decreases the time taken and HP lost due to the low level of the Human form.
Also in the food shop north of the bank, you can use the table as a safe spot to attack a werewolf that constantly spawns and roams in this room. In addition, the general store spawns two werewolves.
Some may choose to enter the bar in Canfis and Range/Mage the Werewolves from across the bar tables and stools. This is a safe spot so when they change into werewolves no food is needed
Werewolves are one of the 'races' who have champions of champions in the Champions' Challenge minigame. It is not currently possible to fight the werewolf champion. Many players expect a future update will allow this champion to be fought, like a 2009 update allowed Glophren, the gnome champion, to be fought.
Werewolves have very similar drops to lesser demons.
44 - 51%
2 - 5%
3 - 5%
1 - 2%
Represents 90% confidence range, based on a sample of 612 kills.
1 charm is dropped at once.
Please add to the log (only if fifty or more creatures killed)
The victim of werewolf bites quickly forget their human lives, as their entire being becomes wrapped up in the thrill of the hunt. Werewolves fight only on feral instinct; as a result, clever heroes are often able to outsmart them.
Hurl Ranged, Moderate Damage, Smash, Foe Knockback, Disorient
You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack is close ranged, deals moderate damage and can knock foes back. Damage: Heavy. Recharge: Moderate.
Claw Swipe Melee, Cone, Heavy Lethal, Foe Knockback
Werewolves claw attack cover a wide cone and can knockback its foes.
You have defeated 15 werewolves, supernatural creatures created through the disease of lycanthropy.