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Dr Who

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

From TARDIS Index File, the free Doctor Who reference.

Werewolf
Appearance / Type: Vulpine metamorphs
Also known as: Lupine wavelength haemovarioform
Affiliated with: Various
Place of origin: Earth, Saturnia Regina, Vulpana, etc
Appearances:
Notable Individuals: Mags

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.

Types

There were several types of werewolf could be found in the universe.

  • The Doctor, on a visit with Sam Jones to Saturnia Regina, encountered the Jax, a species thought extinct, who had in ancient times developed a virus controlled with technology that could turn people into werewolves. (EDA: Kursaal)
A Werewolf in Human form.
  • UNIT may possibly have fought werewolves before or at least know about them, given that their arsenal contained, amongst other exotic armanents, silver bullets. (DW: Battlefield)

Werewolf-like creatures

  • Biological experimentation turned Yrcanos's faithful servant into a vulpine humanoid known as the the Lukoser. (DW: Mindwarp)
  • Windigo are similar in biological concepts to Werewolves. (DWM: Bad Blood)

External links

Wikipedia
Wikipedia has a more detailed and comprehensive article on

This article uses material from the "Werewolf" article on the Dr Who 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

Race Template Race Template
Werewolves

Name
Werewolves
Aliases

Identity

Universe

Base Of Operations
Mobile

BodyType
Canine

AvgHeight
Varies between 6'0" - 8'0"

AvgWeight
Varies

Number of Limbs

Number of Fingers

Number of Toes

Special Adaptations
Canine physical features including sharpened incisors, claws, an extended curvature of the spine and sometimes a tail.

Origin
Origin
A human who is bitten by a werewolf and survives will in turn become a werewolf.

StarSystemOfOrigin

HomePlanet

Contents

History

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. [1]

During the 1940s, Warren Griffith was a werewolf who served within a special military detachment known as the Creature Commandos. [2]

Years later, the teen super-hero known as Robin briefly found himself afflicted with lycanthropy. [3]

More recently, Superman and Batman began investigating a bizarre string of attacks in the Gotham City area which involved both werewolves and vampires. [4]

In the alternate reality known as "Fables", one of the most influential denizens of Fabletown is Bigby Wolf, aka, the Big Bad Werewolf; arguably the most famous werewolf of all time. [5]

Powers and Abilities

Powers

Abilities

None known.

Average Strength level

Unknown.

Weaknesses

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.

Miscellaneous

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.
Representatives:

Notes

  • On Pre-Crisis Earth-AD, one of the many races that existed were the Wolf People. These beings were the result of scientific mutation and were not true werewolves.
  • In Earth-One continuity, werewolves existed on the planet Krypton as well. In one instance, Superman was briefly turned into a Werewolf and fought against his colleague Batman. [6]
  • Robin was once briefly turned into a werewolf. [7]

Trivia

  • No trivia.

See Also

Links and References

  1. Detective Comics #31
  2. Weird War Tales #93
  3. Superman: The Man of Steel #14
  4. Superman and Batman vs. Vampires and Werewolves #1
  5. Fables #1
  6. World's Finest Comics #258
  7. Superman: The Man of Steel #14
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Marvel Database

Up to date as of February 09, 2010
(Redirected to Glossary:W article)

From Marvel Database

Choose a Letter:
0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

Contents

Warlock

A male sorcerer who practices black magic, that is to say, who manipulates magical energies granted to him by malevolent entities such as demons. A female sorcerer (sorceress) who does so is a witch. These terms have also been applied unjustly to sorcer who are members of ancient cults which were wrongly thought to involve devil-worship. Also the name of several characters.

[top] [Edit Warlock]

Warp-Space

See Hyperspace.

[top] [Edit Warp-Space]

Water manipulation

Water manipulation is the ability to control, generate, and/or absorb water.

Examples

[top] [Edit Water manipulation]

Werewolf

A human being who transforms into a humanoid wolf or a facsimile of a wolf, usually during the nights of the full moon. The origin of the supernatural phenomenon that causes werewolves, lycanthropy, is not yet known.

[top] [Edit Werewolf]

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0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

This article uses material from the "Glossary:W" 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 Werewolf article)

From the RuneScape Wiki, the wiki for all things RuneScape

A human changing into a Werewolf.

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.

Contents

Ways to kill werewolves

If a player has less than 70 Defence/Attack/Strength, it's advised to bring a Dragon battleaxe and Stat restore potions.

It might be a good idea to bring Nature and Fire runes for high-alching some of the drops.

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 in Misthalin

In the quest Darkness of hallowvale, two werewolves are found to have passed the holy barrrier of the River Salve at Paterdomus, living off stray travellers.

Champions' Challenge

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.

Drops

Werewolves have very similar drops to lesser demons.

100% drops

Charms

Charm drop percentages
No Charm

45%

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)

Food

Weapons and armour

Herbs

Other

Notable Werewolves

Trivia

A werewolf in a display case in the Varrock Museum.
  • A Werewolf bone, which differs from the usual bones dropped by werewolves, are rare drops used in the Rag and Bone Man quest. This bone cannot be buried.
  • All the inhabitants of Canifis (who are all werewolves) have Slavic names.
  • Before werewolves officially transform, you can't actually see how much damage you did, only after the transformation.
  • Werewolves Jerrod and Gar'rth were also in Betrayal at Falador -novel.
  • Female werewolves have lighter, browner fur where male werewolves have darker skin. Female werewolves also have red clothing on (after the transformation), and males have grayer clothes on.

See also

Wikipedia
Wikipedia has an article about:

This article uses material from the "Werewolf" article on the Runescape 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

From City of Heroes Wiki

Overview

Contents

These monsters are all what is left of an alternate Earth where the alternate Requiem succeeded in his plans. Portal Corp knows of this dimension and can bring heroes here... if there's a reason powerful enough.


Villain types

Minions

Werewolf

Werewolves of this dimension are surrounded by a visible aura of darkness

These mostruous werewolves live their lifes completely in shadow. The sun never seems to rise on their bleak, ruined world.

Powers

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.

Resistance Auto, Self +Resistances: All Damage. Resist: Immobilization
Werewolves are highly resistant to all damage and Immobilization.

Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.


Lieutenants

Werewolf Champion

These mostruous werewolves live their lifes completely in shadow. The sun never seems to rise on their bleak, ruined world.

Powers

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.

Resistance Auto, Self +Resistances: All Damage. Resist: Immobilization
Werewolves are highly resistant to all damage and Immobilization.

Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.

Bosses

Werewolf Lord

These mostruous werewolves live their lifes completely in shadow. The sun never seems to rise on their bleak, ruined world.

Powers

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.

Resistance Auto, Self +Resistances: All Damage. Resist: Immobilization
Werewolves are highly resistant to all damage and Immobilization.

Wolf Jumping Self Auto, +Jump, +Speed
Werewolves can inherently jump real high and travel very fast.

Archvillains

Requiem

Ridolfo Uzzano has come a long way from his humble beginnings as one of Mussolini's lapdogs. The primary cause of his success was his fussion with a Nictus, a being of utter darkness. The Nictus gave Ridolfo the ability to scorch his foes with an infernal fire. Though he is now over 100 years old, Requiem remains a fearsome foe in battle.

Powers

Dark Matter Detonation Ranged, Targeted Area of Effect, Moderate Damage, Foe Knockback, -Recharge, -Speed
You hurl a blast of dark matter that violently explodes on impact, damaging all foes near the target. All affected targets attack and movement speed are slowed. Some foes may be knocked down. Damage: Moderate; Recharge: Slow.

Gravitic Emanation (Ranged) Foe Disorient, -Recharge, -Speed
You have been Disoriented, and your attack and movement rate have been Slowed by a Gravitic Emanation.

Resistance
Archvillain Class resistances

Named bosses

  • Greywulf (Werewolf Lord)
  • Scar (Werewolf Lord)

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







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