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Dark Depths: A Clockwork Bestiary

11 replies [Last post]
Wed, 12/17/2014 - 13:42
Diemios's picture
Diemios

Hello, fellow forum-goers. Been thinking about writing a bestiary for Spiral Knights, detailing the various beasties and robots one may come across. Give me an opinion about it. I have no idea whether I should continue or not.
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Ah, hello, to those knights who have procured this, whether through the Order or less reputable means. I am Diemios, Vanguard of the Spiral Order and part time researcher. I have seen many things down in the grounds beneath, and have felt that newer knight need some guidance when it comes to the many beasts and machines and the like that lurk down there, eager to rip off your face and or appendages.

My research ventures have taken me far and wide, and I shall do this in a general order as to which you might encounter these creatures, stratum by stratum. So, now with that out of the way, let us get to the bulk of it, yes?

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The first creatures I shall talk about are the first creatures encountered when the Skylark crashed here on Cradle. Of course, I am speaking of the numerous Jellies, which are damn near everywhere on both the surface and the Clockworks.

The Jellies are mostly composed of a slimy substance, akin to the old desserts from back on our own home planet, albeit a bit more lively, and all have a small spherical core in the center, acting as a primitive brain and eye. The jelly surrounding the core is more of a protectant, as the core itself is very fragile. One little poke from something a little too sharp, or just a sheer amount of blunt force can destroy the core. THe Jelly, though seemingly smooshy, is actualy fariyl tough, and can harden itself and soften blows from most things. Trying to use a piercing weapon such as a rapier would do almost nothing.

There are countless types of jellies, but i'll try to tackle the most prevelant of them the best I can.

The first and most common kind of Jelly is the Jelly Cube. These are very common on the surface and the upper stratums of the Clockworks, though can be seen further down in more dangerous forms. The regular one is merely a pink cube of jelly, but from Tier 2 down, they grow potent, hard spikes, made of a substance similar to bone, though has more in common with a bramble bush. Nevertheless, these spikes hurt quite a bit, so keep your distance if you can.

These more evolved ones also possess an ability to force these thorns through the ground beneath, appearing to try to hit you from below. They aren't accurate, however, and usually miss, but keep your shield handy just in case.

The next kind of jelly is known as the Rock Jelly. These things are crafty, and can act just like a heavy block, and with that added armor, their slams have a lot of force, and are generally harder to break through. They can appear anywhere breakable rocks are. I've even heard they occasionally appear in Lockdown matches, replacing one or two of the blocks, so be careful.

Another kind which is far rarer, though far more dangerous is the Blast Cube. These jellies are hard to come by, so most of my thoughts on them are conjecture and quick encounters at best. In simplicity, these cubes seem to be far more volatile than their normal counterparts, and explode upon their destruction, and if further down, explode into pieces which also explode. Seeing the theme here?

My postulation about these creatures is that they may be the elders of their race, with their core growing large with age, and packed with rather unstable energy. It reminds me of the life cycle of a star, with this being the "red giant" phase.

Which brings us to what might be an alternate route of life for the Jelly. Down in Tier 2, beyond a castle infested with Jellies, is what we call a "Royal Jelly", one of the few signs that the Jellies may be more intelligent than once thought. These things come around occasionally, and a few knights are sent to wipe out the creature. I've taken down this beast a few times, and it is gargantuan. Three, four times bigger than a knight, wearing a crown almost the size of myself and with a conglomeration of cores in it's center, possibly a melding of several cubes.

These creatures have some sense of leadership over the rest, and has a constant guard of hundreds of tiny Jellies, healing the giant from near any damage inflicted upon it. Curse or Poison Vials are a must, if you want to even have a chance against it. Luckily, with an experienced party of four, they can be taken down with coordinated strikes, though you must watch out for it's rock shattering slams and charges. When it's angry, it can be very fast, incredible for a being of it's size.

In short, bring friends, plan your moves carefully, and take it down as fast as possible.

As a closing note, I shall go over the last two of note, namely the "Imposto" Cubes. The normal ones can still be dangerous, but are known to be intelligent, and are notable for their toupee, moustache and pipe. The few captured ones can actually understand us, and with the other discovery of "Impostoclaus", it does appear they can be intelligent, but those are outliers for the rest of the species.

In conclusion, Jellies are numerous creatures throughout the Clockworks, and though delicious, they can easily kill a knight if he/she isn't careful. Don't underestimate them. And most of all, try putting them on a sandwich. It's good, trust me.

Wed, 12/17/2014 - 14:53
#1
Tech-Star's picture
Tech-Star
You did good kid.

You did real well with that.
Quiet good if I say so myself.

Wed, 12/17/2014 - 15:26
#2
Ember-Break's picture
Ember-Break
Now if only we had Peanut Butter in SK...

I really like the concept, seeing as it's an outside-of-the-box approach to Monster analysis; the depiction of the monsters and guesses as to why they are as they are is also quite nice. However, considering that there are only a handful of monster species... You may run out of posts to use.

Regardless, this is a great idea, and you write it well. KEEP GOIN'!

Wed, 12/17/2014 - 18:37
#3
Diemios's picture
Diemios
Entry 2: Lichens and Polyps

(Thank you to those who are praising me. And yes, I know of the limited amount of enemies to work with, but that's also good, as it means I don't have to go on forever. So yeah. Next part.)
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Since we are on the topic of slimes, I guess I shall address the Tortodrone in the room.

Lichens are not Jellies. They are only related in general nature, but genetically, they are very different creatures. Also, they taste horrible. Doesn't really help their case.

Lichens themselves are curious beings, due to their frankly mysterious origins and nature. They are not from the Clockworks, or any of the planets involved in it's creation. They came sometime shortly after we crashed here, in meteors, and that already tells me that they can survive in a vacuum. An impressive feat for any animal, despite their rather simple nature. Rather than the Jelly's wild, unpredictable smacks, the Lichens can only attack in one direction, and does have a somewhat defined front and back.

Another thing that differentiates Lichens and Jellies is what we researchers refer to as "melding". This process is simple on the outside, but on the inside, it's a lot more interesting. In combat, groups of lichens can form together, making a bigger lichen. If enough stick together, they can form a Lichen Colony, a large, red lichen which has far greater combat and defensive abilities. But, what makes this interesting is that it also fuses their cores, essentially making them more intelligent, suggesting a possible hive mind-like aspect. The added jelly also makes a thicker protective covering, making it even harder to punch through.

Much like their Jelly relatives, they can grow spikes, whether due to stratum differences, or in this case, a Colony forming. But unlike the Jelly, the Colony can launch out spikes in a circular fashion, giving it long range capabilities, something the Jelly has only in a primitive form.

But a Colony can grow further, into a Giant Colony. These giants are even more fearsome, and are capable of directed charges into one's face, and with even bigger charges, it can destroy shields in a quite quick manner.

The Lichen is also very adaptable, susceptible to it's enviroment, leading to a plethora of sub-evolutions which have occurred in a rather fast manner.

The Quicksilver is a good example. Using electricity, they can supercharge their core and outer shell, leaving them nigh untouchable, healing themselves, and bouncing around like an Energetic Knight on caffeine pills, shocking anything they hit.

The Sloom are probably the rarest of them, i've only seen a couple, and no one knows where the rest went. They have an ingenious method for taking down foes, and that is a strange mist, whose mysterious properties can cause horrible drowsiness in knights, causing you to near fall asleep on the spot. Luckily they're seemingly gone, but who knows?

The Oiler is another, created through excessive absorption the Gremlins waste. They secrete the stuff everywhere, in what I would presume is their body trying to out harmful chemicals. Just.. don't be waving Combusters around. You'd probably explode half the floor.

Then there's the Toxigel, created through a similar process, but with pure poison instead. They might be the most dangerous though, at least in the lower floors. In tier 3, they have a spin attack, much like the Colony, and that makes them very dangerous. Be cautious, and don't get swarmed.

And lastly, there is the newest kind of Lichen, the Toxoil. These unfortunate creatures are the result of Gremlin tampering, and are a crossbreed of Toxigel and Oiler. So, highly combustible poisonous lichens. The Gremlins really do know how to take things too far. What's worse, from the reports recovered at the Compound they were found in, they're even smarter than normal Lichens, and were deemed a threat to the Crimson Order.
That'll bite Herex in the ass, i'm sure.

Biting aside, another topic does arise, and that is of the cousins of the Lichens, known as Polyps. Essentially they are wobbly, organic turrets, firing various spikes, depending on the type.

Polyps share traits from both Jellies and Polyps, and may possibly be a type of crossbreed considering it's normal pinkish tinge, and it's omnidirectional vision and unpredictable aim. But, it also inherits the adapatability of a Lichen, possessing several alternate elemental forms much like the Lichen.

In conclusion, Lichens are fierce in numbers, able to combine into a greater foe. Keep them seperated, your shield push can come in handy. Keep an eye out anywhere, they're adaptable, and almost always in groups. Also, small tip, don't get any of their goo on your nice clothes, it's reallly hard to get off, even with heavy duty stuff.

Thu, 12/18/2014 - 13:42
#4
Diemios's picture
Diemios
Entry 3: Gremlins

Since I mentioned the Gremlins in my previous entry, I might as well address them, considering how large their role is on this planet.

They're an unpredictable lot, mammalian, though closer to a Wolver in terms of genetics than ourselves. The Gremlins are one of the few intelligent species we have discovered on Cradle, and are the working force which brought this planet into creation, along with many of it's constructs

The Gremlins are split into three tribes, the Tenderfoot, the Ironclaw, and the Darkfang, Their power growing in that order. The tribes fight among each other, whether through words or weapons, but even though they seemingly hate each other, the three tribes are somehow all coordinated by their enigmatic and never seen leader, King Tinkinzar, who was apparently one of the original Gremlins. I do wonder how he is alive, considering the immense age of this place.

Despite his mysteriousness, Tinkinzar rules over most of the Gremlins with an iron fist, with his group of powerful gremlins at his disposal, referred to as the "Crimson Order". These nine gremlins are dangerous, with small armies at their disposal, as seen by the raid of Warmaster Seerus's Grand Arsenal and Herex's Compound 42, which I was able to assist in.

But, like most gremlins, even the Crimson Order seems to want to tear each other apart, as evidenced through heavy anti-gremlin weaponry found in Seerus's arsenal.

In all, the Crimson Order is not to be trifled with unless fully prepared, and with a full team of people.

As for Gremlins themselves, they can prove formidable in combat, and are skilled in a variety of attacks, depending on the unit.

The mainline unit you will probably see is the Thwacker. These combatants are agile, moving quickly, and the more experience ones can attack twice in quick succession, and Darkfang Thwackers can even do a spinning attack, in combination with a nigh impenetrable shield on their backs, leaving only the front open. Keep on them, and keep moving. Don't let them use their heal capsules, if they have any.

The next in lines, and one of the most important is the Mender. These fellows do not attack, but have immense healing powers from the wands they carry, ranging from a simple single target heal, to an area heal, and some of the most experienced even have the ability to resurrect the dead. They are a top priority to take out in a fight, as their healing spells are powerful. The alternate route is to get the Mender away from the others, such as using switch gates, cutting off their healing.

Another of note is the Demo. These units move erratically, dropping stunning bombs wherever they go, and can easily litter a battlefield with them in seconds. The more experienced drop many bombs when damaged, so watch yourself, and keep your distance when engaging if possible.

The Knocker is probably one of the weakest, using two wands with crystal shards in them to spark volatile chemical reactions at their feet. They're small, and generally weak, but they are usually numerous, and have many different reactions they can do, causing different status effects depending on the combo, so watch the colors.

The Scorcher is rarer, but still plenty dangerous. They use flame spewing weapons, flammable oil slicks, and puffs of flame to deny an area against you. They are great at close range, so try picking them off from a distance, or use vials to inflict statuses before engaging.

The Mortafires are a more recent creation, using heavy artillery and shields, the Mortafire is excellent at long range combat, and their shield blocks all shots you can throw at it from the front. Attack it from the back when it's firing, or use status effects. Doing this can make the Gremlin drop his gear, leaving him defenseless. Just don't let him get it back, or you are in for a world of pain.

The last, and rarest i'll go over are the Ghostmane Stalkers. They are assassins, and can deliver powerful backstabs, along with firing volleys of blades at you. They're fast and sneaky. Don't let them sneak up on you, lest you want a snapped spine. Luckily, these are very rare, and have only been encountered in Seerus's arsenal, and rarely during Winterfest.

Which brings me to the last hostile Gremlins i'll go over, the Grinchlins. See, not all Gremlins are bad, as evidenced by the outcasts in Emberlight, Punch and Vise in the Bazaar, and one even has an adoption agency for knights. I have a little Mewcat right next to me because of it.

But, around Winterfest, when Impostoclaus wishes to give gifts to Emberlight, the Grinchlins appear. The Grinchlins are a group of Gremlins seemingly separate from Tinkinzar, though still hostile, and out to ruin this gift-giving celebration.

These gremlins are worth noting because they are a strange mixture of clans working together, and even have Stalkers among them. They're dangerous, and with their Kleptolisk, Greavers, and even Devillites helping them, they are unpredictable too, hard to pin down and even worse to try to build for. Just be careful if you want to help Impostoclaus.

In conclusion, Gremlins are intelligent, specialized in many fields, and use tactics and tech to their advantage. Be patient, and bring shadow weapons, as it will make the fight go far faster.

Thu, 12/18/2014 - 20:27
#5
Diemios's picture
Diemios
Entry 4: Kats

(Some of these will be shorter, but eh, doesn't matter much, even if no one reads this. These are fun to write.)
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You ever seen the dark libraries down in the Clockworks? Filled with a magical, unholy darkness infested with all sorts of things that creep around in the dark. Of course, I am speaking of the Owlite Libraries, referred to by knights as "Candlestick Keeps". Owlites were great mages and scholars, bird-like, from what we can tell through feathers and the like. They're gone, nowadays, despite their powerful grasp over the many fields of magics, as evidenced by their shields and cowls. Wiped out by some of the creatures which now prowl (actually, floating, really) through those halls.

I am referring to the Kats. The Kats were once a superstitious race, with powerful magic, and they especially loved Dark Magic, something which can already tell you is not good. For some reason or another, the Kats and the Owlites were at war with each other. The Owlites held, and a stalemate occurred. That was, until the hero of the Kat Tribe, known as Margrel, opened a Owlite artifact known as "The Book of Grey Feathers". This caused a mysterious event known as the "Kataclysm" to occur, wiping out both the Kats and the Owlites. Apparently, however, the Kats were a bit hardier than one expected, at least their souls. They now exist throughout the Clockworks in spirit form, and are quite angry for some reason.

When no knights are around, Kats look adorable, but once a knight does appear in their sight, their jaw splits, their empty eye sockets open and their true horrifying nature is revealed. They usually charge beyond you, turning around mid-charge and taking a big bite out of you if you aren't careful.

Those closer to the core can also fire spectral energy bolts at you, giving them ranged capabilities.

There are various types of Kat, the most common and the one mentioned being the Spookat. Other types exist, as their spectral form can seemingly absorb elemental essences, making them even more dangerous depending on the environment. Fire, Ice, Poison, but few of the many possible.

Then, only in the Candlestick Keeps are the most dangerous of the Kats, the Grimalkin. These massive black beast appear whenever you enter the shadows, and avoid the candle lights like it was death itself. What makes them so dangerous, however, is that they are invincible. You cannot fight them, you can only run to a lit magic candle, or evade them, as they move much like something on ice, sliding about. They can easily overshot you, though, missing you completely. Use it to your advantage.

I guess I should also talk about the Black Kats. Someone or something has been summoning these creatures into the Clockworks occasionally. These creatures are bigger, and far stronger than a normal Kat, and they love books and grimores, mainly as they love to eat them for some odd reason. Maybe whoever summoned them is desperate for these tomes? Regardless, treat them with caution, as their nest are usually guarded by undead, along with the powerful Black Kats themselves.

Not all these Kats are angry, however, as evidenced by those in the Moorcroft Manor, which is actually where most of our information on the Kats originates from. They seem friendly, and on rare occasions through the Clockworks, you may encounter a Mewkat. These tiny Kats are friendly, and wouldn't do a thing to hurt you. As I mentioned before, I actually have a pet Mewkat, who really likes the native fish on the surface. So if you see a tiny Kat not trying to kill you, don't attack it, it's just a wandering soul looking for companionship.

To conclude, i'll end with an interesting rumor I heard. Around the time the Black Kats appeared, people found several "Books of Dark Rituals." From what i've heard, a Kat in Moorcroft Manor wants these for... something. So, if you ever get one, go to the Kat. But be careful, and bring friends. Dark Rituals can end very badly.

In summary, Kats are unpredictable, fast, and with powerful spectral jaws which can rip through armor. Bring elemental weapons, and most of all, stay in the light...

Thu, 12/18/2014 - 23:01
#6
Colray's picture
Colray
never really had a lot of time to read this...

I like these! They have a nice journal like aspect that provides a description but still slots in the writers opinion. I'll be reading this even if I don't remember to comment!

Fri, 12/19/2014 - 14:54
#7
Diemios's picture
Diemios
Entry 5: Zombies

(So people are reading this, ey? That's weird. I ain't a good writer.)
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From what is seems, down in the Clockworks, some creatures for one reason or another just refuse to die. The Zombie is a prime example of that. No one knows exactly what the zombies were previous to their untimely demise, but in death, they are likely more dangerous than when they were alive!

Most zombies seem to originate from the mysterious graveyards that occasionally appear in the path of Arcade gates, along with the immortal Phantoms. Down there, these Zombies literally burst out of their graves, eager to tear into your flesh. They are the main residents of the graveyards, and seem to wander off into other levels, their bodies sometimes accumulating various things, thus leaving them imbued with a certain effect, including poison, ice, or even molten flame, and the ability to spew a concentrated breath of these elements.

I've also heard rumors of knights encountering partially robotified zombies, possibly some Gremlin's bright idea to tame them and give them electrical powers. Sometimes I wonder why the Gremlins haven't made themselves extinct already.

The other kind of zombie that has appeared in rare circumstance is the Carnavon. The Carnavon is probably oen of the most dangerous zombies, immune to attacks from the back, and with curse-inflicting breath, they can be difficult to handle. Luckily, they only seem to appear in very few places, and are easy to spot, with their brightly glowing Dread Seal on their forehead.

There are other subclassifications of Zombie, however, who act quite differently to their regular counterparts. The first of which i'll speak of is the "Bombie", a lovely name considering their bomb-like head. These zombies, somehow, are highly explosive, and were possibly tampered with during creation with the single intent of making a suicide bomber.

They certainly succeeded. Bombies are far more fragile than their cousins, and are best dispatched at range due to them exploding on contact with any unaware knight. These beings are far rarer though, much like the Carnavon, and have been seen during Spiral HQ's visits into the Apocrea, and during the "Katastrophe" incidents.

There is one more type of zombie to go over, however, and they are the mot frightening. They are called Dreadnaughts, and are seen to act as leaders among the undead ranks. They are quite large, and even a Spiral Warden might be outsized by one. Dreadnaughts are something most knights should fear. They are immune to damage from the front, and can charge with great speed with their rather sharp spears.

But, that is not all. They can also resurrect their zombie compatriots, making the Dreadnaught a significant target, and one that needs to be taken out quickly. They fall into the same category as the Bombie, being sighted in very few places.

A final note, one of worth. Occasionally, when zombies appear, they can be summoned alongside a "Grim Totem", a small, purple totem which can radiate a resurrection spell for the zombies. These cannot be destoryed, but are light enough to move into a corner, so that is recommended if the totem can be reached safely. Otherwise, watch where the limit of the totem is and lure the zombies out beyond that point.

There are more types of undead, surely, but those are better grouped seperately, considering their nature is far... different from a mere zombie. Intelligence of any form is rare for the undead, and deserves it's own little section.

Fri, 12/19/2014 - 23:41
#8
Tech-Star's picture
Tech-Star
This is hilarious.

"Sometimes I wonder why the Gremlins haven't made themselves extinct already."

I'm sorry, just dying of laughter over here.
Love this series!

Sat, 12/20/2014 - 13:27
#9
Diemios's picture
Diemios
Entry 6: Silkwings and Greavers

(A smaller entry, but I wanted to get it out of the way)
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Silkwings. They are literally everywhere in the Clockworks, from dead cities, to the Aurora Isles, even down in Firestorm Citadel for god's sake. They have pestered knights since we first crashed here in the first place. They are interesting creatures, however. Their appearance may suggest that they are just a normal animal, but they are far more. They are a kind of fiend.

Yes, the Silkwings derive from the Underworld of all things, and are actually merely a female of another race which knights may be familiar with, known as Greavers, whose fiendish origins are far more... apparent.

Greavers and Silkwings are one and the same, merely seperated by a quite dimorphous gender change. The male Greavers act as hunters, pursuing and taking down prey with their relentless hounding and razor sharp claw-wings, while the female Silkwings support the males, keeping them alive with a saliva that acts much like a powerful healing salve, closing wounds and causing cellular regeneration.

Silkwings are naturally resiliant in most enviroments, though the Greavers themselves usually are forced to adapt through the faint markings on their wings. These markings contain dark magic, and are there from birth, though sometime never used. When used, however, the Greaver undergoes a transformation that makes it permenantly resistant to a type of element, and imbuing it's claws with it. However, this change is a one time deal and cannot be reverted, and most Greavers do this when they feel that they want to "settle down."

Those closer to the core can emit a status-inflicting haze when attacking, depending on what transformation it is. If no transformation has occurred, it merely stuns you temporarily. The ones closest to the core add a projectile attack after they swoop.

Silkwings have a similar system that occurs when one dies, emitting a haze that heals all non-knights around it, getter bigger the closer proximity to the core it is.

As a closing note, Silkwings have indeed helped us make medical advances through their healing saliva, and combining it with study of Gremlin electronics has even given us the more recent "Emergency Revive" system, added to all armors. So even though the little buggers are annoying, you gotta thank 'em. Made killing them that much easier.

Mon, 12/22/2014 - 18:15
#10
Nechrome's picture
Nechrome
Homestuck!

What can I say? This stuff here is very good.

I'll be keeping an eye on this thread. Always have enjoyed encyclopedia-like things like this.

Thu, 12/25/2014 - 20:34
#11
Diemios's picture
Diemios
Entry 7: Wolvers

Back on our own planet, Wolves were quite common, and came in many varieties. But the Wolvers are... different. Genetically, that is. They could be called more or less a foreign evolution to the simple fox, whether they be natural or induced by the energy of the core is up to you to decide.

Wolvers have very strong claws, and very unlike our own wolves, all varieties of these creatures acually live primarily underground, popping out of holes quickly to attack prey and assault them uing quite advanced pack tactics. Their strong digging claws can burrow many feet in mere seconds, and their speed to which they move towards prey underground can be called by many to be similar to teleporting, though none can exactly see what's under there without truly proper study.

Wolvers are not to be taken lightly, despite them having no armor or training, they are agressive and smart animals, with teeth tough enough to rip through solid stone. That flimsy armor of yours is starting to look a little less protective, huh?

To make things worse, the Alpha Wolvers are even more threatening, and their mere prescence can make fellow Wolver attacks stronger. That, along with the string of bites they can throw at you make them even more off-putting.

Nature's quite the bitch, and a harsh one at that.

On another note, Wolvers have several species to them, adapted to the enviroments they live in, much like other Clockwork creatures.

The most well known of them is the Ash Tail, known for it's soot-coated skin and fiery insides. They are most known due to the existence of a almost legendary sub-species, the Vog.

No one has even seen a fully grown Vog, only huge, fiery cubs, which are usually killed by Knights for their strong and very fire retardent hides for use in the aptly named "Vog Cub Armor", which, though protective, smells a lot like burning...burning, to be blunt.

The Frostifurs have adapted to the chilled sections of the Clockworks, and with their mostly white and grey coats, use the snow and dark metal as camoflague before they take a large, freezing chunk out of you.

Due to the Voltail's electrically charged enviroment, their coats have adapted to take in and absorb the electricity, storing it up into a super-charged bite.

And lastly comes the Rabid Wolver. many have rgued whether these are a species or a sickness. Actually, it's both. Their bodies fight off the infection nd have gotten a quite strong immune systems. Watch for their bite though, might need several shots afterward, and nobody likes needles. Except maybe the Knights of the Rose, who have surely seen many a Wolver at the end of their rapiers.

In conclusion, Wolvers are fierce, territorial creatures whose large packs and powerful jaws can easily fell a novice knight. Bring a piercing weapon, and remember, if a sword can't kill it, just use a bullet.

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