Glow-Wights
This article contains removed content.
This content is no longer available in the game, but is preserved here for historical interest. |
This content is no longer available in the game, but is preserved here for historical interest.
This article has information that is missing or not up to par.
Reason: Seek information on the scrapped Glow-Wight quest described on Elder Irudad's conversation page. Also, which secrets have the "Girsh" tag?. |
Reason: Seek information on the scrapped Glow-Wight quest described on Elder Irudad's conversation page. Also, which secrets have the "Girsh" tag?.
Water Ritual Liquid
|
|
---|---|
Initial Player
Reputation |
-650 |
Relationships
|
Girsh: Love100 Reputation |
Interested
in Learning |
Girsh |
Interested
in Sharing |
Girsh |
Old?Whether this faction existed during the
sultanate, which determines if they: |
no |
ID?Use this ID to Wish for faction reputation
Example: factionrep:Glow Wights:100 |
Glow Wights |
Glow-Wights were a faction in Qud that has since been reworked and rewritten into the Gyre Wights faction. Like the current Gyre Wights, they reveled in chaos and mutation, and believed that the Girsh provided a path towards this.
Legendary Glow-Wight heroes and their entourages would appear randomly in zones using a different method than how random faction encounters are currently handled.[1]
In Combat
All Glow-Wights had natural weapons. Glow-wight apotheotes used two glinted nail claws and one set of filed fangs, while all other Glow-Wights had two bloody claws and a carnivorous maw. The bloody claws of a glow-wight cultist of Agolgut dealt 1d6 damage, while those of a glow-wight cultist of Bethsaida dealt 1d7 damage. All Glow-Wights except the apotheote had the Short Blade skill.
Non-legendary Glow-Wights had a 50/50 chance of carrying one melee weapon and one piece of armor through the HumanoidEquipment Dynamic Inherits Tables.[2] Glow-Wight heroes were given equipment through a separate process; their equipment had a bonus likelihood of having one or more item mods. Additionally, Glow-Wight heroes received skills, stat boosts, or mutations based on the parts of their title.[3][4]
Creatures in the Glow-Wights Faction
- glow-wight cultist of Agolgut (Level 11)
- glow-wight (Level 12)
- glow-wight cultist of Bethsaida (Level 15)
- glow-wight apotheote (Level 36)
Items that affect Glow-Wight Reputation
No results
Lore
In the course of completing What's Eating the Watervine?, Elder Irudad described the Glow-Wights as "maniacal fools [who] worship the Girsh Nephilim as gods." Q Girl also wrote the following of the Glow-Wights in From Entropy to Hierarchy:
The ethos of the Glow-Wights is chaotic self-indulgence, antipathy to kinship, and mutagenic excess. They billow like an excited gas, smashing into each other as often as anyone else, and peeling bits of order from the entities they pillage. They are enactors of senseless violence. |
Trivia
- The default water ritual liquid for this faction was water, but glow-wights and every creature that inherited from them had their water ritual liquid overridden as blood. The glow-wight apotheote, which has become the gyre wight apotheote, is the only member of the Gyre Wights to retain this override.