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An Entity of Type : dbkwik:resource/QTfNhfYm8WzFPz7C-M3wyg==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Worgs are particularly evil, powerful and intelligent wolves. They are mostly found alongside goblins, who used them as mounts and guardians. Due to their extraordinary abilities they are considered magical beasts rather than animals.

AttributesValues
rdf:type
rdfs:label
  • Worg
  • Worg
  • Worg
rdfs:comment
  • Worgs are particularly evil, powerful and intelligent wolves. They are mostly found alongside goblins, who used them as mounts and guardians. Due to their extraordinary abilities they are considered magical beasts rather than animals.
  • A worg was a type of magical beast that resembled a normal wolf but was larger, intelligent, and had a fiendish countenance and glowing eyes.
  • Orcs use a larger variety of worgs as their mount. The Scarshield Legion utilizes worgs as powerful attack dogs.
  • 250px|thumb|Worgi Worgi to magiczne bestie o wyglądzie wilków, są jednak większe i inteligentniejsze - mówią własnym językiem.
  • Worgs are a large, intelligent and evil species of wolf. Like their smaller cousins, they hunt in packs and can often be found in the company of other evil creatures.
  • Worgs are the Goblins favored mount. They prefer to reside in The Bronze Rock Mountains alongside the Goblins.
  • Worgs are unusually intelligent offshoots of dire wolves (even being capable of speech, though this trait is not depicted in the games) and somewhat common enemies found in many wilderness areas, especially forests. Despite their 40-point Strength bonus, they are no more dangerous than normal wolves. They travel alone and in packs and may be dangerous to low-level parties.
  • Race: magical beast Alignment: chaotic neutral Armor class: 14 Hit points: 30 Attack bonus: +7 Damage: d6+3 slashing damage (creature weapon) Hit dice (level): 4 Challenge rating: 3 Size: medium Trained skills:(‡) hide (9), listen (13), move silently (9), spot (13) Feats: alertness, darkvision, weapon proficiency (creature) Blueprint:(‡) nw_worg Craft drop: leather hide
  • Worgs, despite the higher intelligence and demonic traits, tend to act, for the most part, like regular wolves. They stalk around in dark forests and gloomy plains, hunting in packs (though they are also sometimes solitary). Lone worgs tend to hunt creatures smaller than themselves, while packs hunt large game. They attack with their teeth, and also have the benefit of stealth and keen senses. Worgs bring gloom and menacingness wherever they go, and are said to have connections with "demons." Worgs, unlike most animalistic creatures, can speak a language of their own.
  • thumbLes worgs, malgré leur ressemblance frappante avec les loups d'Azeroth, viennent de Draenor. Ils ont été amenés par les orcs, qui s'en servaient comme monture et familier, lorsque ceux-ci ont traversé le Portail Démoniaque. Les worgs se sont largement développés en Azeroth ; on en trouve ainsi dans de nombreuses régions des Royaumes de l'Est comme la Forêt des Pins Argentés ou les Bois de la Pénombre. Certains sont toujours utilisés comme monture par les orcs et leurs alliés de la Horde.
  • Worgs are cunning predators closely related to wolves, but larger and with greater intelligence. They grow 10 feet long and weigh over 1000 pounds. Like normal wolves, their pelts range in color from pitch black to gray, brown, and even snowy white. Worgs live for the hunt, both for the sheer joy of it and because their larger bodies require large amounts of meat. Some humanoid races value worgs as steeds due to their increased intellect, but a worg's foul disposition turns away many trainers. Instinctive pack hunters, worgs prefer to attack in tandem. They enjoy surrounding an opponent, tripping him up, and then attacking relentlessly as he tries to rise. A badly wounded worg usually flees. (MG 145)
  • Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both will often use hit-and-run tactics to exhaust their quarry. A pack will usually circle a larger opponent: each individual worg attacks in turn, biting and retreating, until the creature is exhausted. At this point, the packs moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs will attempt to pin and lash out.
Level
  • 3(xsd:integer)
  • 5(xsd:integer)
Strength
  • 18(xsd:integer)
Alignment
Length
  • 5(xsd:integer)
Attack
  • *bite *claws
dcterms:subject
Factions
  • Horde/Neutre
Spells
  • 16(xsd:integer)
Will
  • 3(xsd:integer)
Luck
  • 0(xsd:integer)
Fort
  • 6(xsd:integer)
Reflex
  • 6(xsd:integer)
no of attacks
  • 1(xsd:integer)
DEX
  • 15(xsd:integer)
Morale
  • 10(xsd:integer)
feats
Hit points
  • 26(xsd:integer)
total scores
  • 70(xsd:double)
Intelligence
  • 16(xsd:integer)
str
  • 17(xsd:integer)
CHA
  • 10(xsd:integer)
alignment5e
xp value
  • 120(xsd:integer)
Wisdom
  • 9(xsd:integer)
Monde
thac
  • 17(xsd:integer)
resref
  • nw_worg
Wis
  • 14(xsd:integer)
Charisma
  • 9(xsd:integer)
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