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A '''Wight''', in /tg/ media, is a form of [[undead]] creature similar to a [[zombie]], but possessing superior mental abilities without the craving for flesh that bedevils a [[ghoul]].
A '''Wight''', in /tg/ media, is a form of [[undead]] creature similar to a [[zombie]], but possessing superior mental abilities without the craving for flesh that bedevils a [[ghoul]].


==Dungeons & Dragons==
==Dungeons & Dragons==
The wight has been a constant member of the [[Dungeons & Dragons]] army of the undead, presented as intelligent but malevolent free-willed animated corpses with the ability to drain levels. They usually arise to guard their own tombs from being destroyed. Their level drain ability combined with their immunity to everything but magic and silver weapons, as well as their propensity to appear at low levels made them absolutely terrifying in earlier editions of Dungeons & Dragons. They got a massive nerf in 5e, turning their level drains into temporary loss of maximum hit points, but also giving them proficiency in melee and ranged weapons, allowing them to attack from a distance if they choose to do so.
The wight has been a constant member of the [[Dungeons & Dragons]] army of the undead, presented as intelligent and malevolent free-willed animated corpses with the ability to drain levels. Starting from [[Tolkien]]'s barrow-wights, they usually dwell in their own tombs and arise only when those tombs are being trespassed.
 
Their level drain ability (with no saving throw!) combined with their immunity to everything but magic and silver weapons, as well as [[Tom Moldvay]]'s decision to include them in the Basic Set therefore low-level modules, made them absolutely terrifying in those early editions. 5e nerfed them hard, turning their level drains into temporary loss of maximum hit points, but also giving them proficiency in melee and ranged weapons, allowing them to attack from a distance if they choose to do so.
 
===Gallery===
<gallery>
Wight 1e.jpg|1e
Wight MCV1.jpg|2e
Wight MM 2e.png
Wight GH3.jpg
Wight tRoSP.png
Wight 3e.jpg|3e
Dread wight DoD1.jpg
Wight 4e.jpg|4e
Wight 5e.png|5e
Wight B1.png|Pathfinder
</gallery>


==Vampire: The Masquerade==
==Vampire: The Masquerade==
Wights are what [[Vampire: The Masquerade|vampires]] become after their Humanity or [[Paths of Enlightenment|Path of Enlightenment]] rating drops to 0, and their beast takes them over completely. If their willpower is high enough, they may retain some vague memories and skills from their former existance, a capability for simple strategy and reason, and an elementary grasp of disciplines. Unless they were complete monsters in life, they probably won't kill everything in sight, so long as they're not hungry and in immediate danger, and may even pursue interests related to its former nature. They do however become suceptible to the traditional weakness' of vampires (religious symbols, garlic, etc.), [[True Faith]], and will immediately flee from fire and sunlight.
Wights are what [[Vampire: The Masquerade|vampires]] become after their Humanity or [[Path of Enlightenment]] rating drops to 0, and the Beast takes them over completely. They're essentially a smart-ish animal that knows only to kill, feed, and sleep. If their willpower is high enough, they might have a limited grasp of Discipline use and strategy, along with a few vague memories and skills from their previous existence. Unless they were natural monsters before falling, they probably won't kill everything in sight so long as they're not hungry and in immediate danger. Some may even try and pursue interests related to their nature.
 
Wights can be pretty threatening - while they're dumb as a sack of rocks, they're also goddamn tough and have no sense of pain, letting them soak lethal and bashing damage more easily. They're also near-impossible to influence through mental-focused Disciplines like Presence or Obfuscate due to being completely bestial. They also have zero compunctions about [[Diablerie]] if they knew about it while sane, is an obvious problem for any poor schmuck running into them.
 
The good news is that they tend to be hit with a Blood Hunt on sight due to the threat they pose to the Masquerade and other vampires, with very few Wight packs lasting for long. They're also extremely susceptible to Frenzy and Rötschreck, meaning that [[True Faith]], fire, and sunlight are very likely to send them screaming for the hills at the mere sight of them.


===Draugr===
===Draugr===
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==Warhammer Fantasy==
==Warhammer Fantasy==
In the [[Warhammer Fantasy]] setting, wights are the animated skeletons of ancient warlords and champions who were buried in funeral mounds scattered throughout the Empire. The special treatment given to these corpses at their death makes them stronger and more intelligent than the run-of-the-mill [[skeleton]]s - the lingering enchantments on their weapons don't hurt - and thus they are some of the most potent heavy troopers and champions in the armies of the [[Vampire Counts]] that aren't actually [[vampire]]s themselves.
In the [[Warhammer Fantasy]] setting, wights are the animated skeletons of ancient warlords and champions who were buried in funeral mounds scattered throughout the Empire. The special treatment given to these corpses at their death makes them stronger and more intelligent than the run-of-the-mill [[skeleton]]s - the lingering enchantments on their weapons don't hurt - and thus they are some of the most potent heavy troopers and champions in the armies of the [[Vampire Counts]] that aren't actually [[vampire]]s themselves.
Examples of wights in Warhammer Fantasy include
* [[Wight King|Wight Kings]], who lead the armies of undead legions on behalf of vampires or necromancers.
* [[Krell]], [[Heinrich Kemmler]]'s executioner and former member of Nagash's elite champions.


==Monstergirls==
==Monstergirls==
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Perhaps the most prominent example of a wight MG on /tg/ is found in the [[Monster Girl Encyclopedia]]. Here, they are a unique strain of zombie that either arose from the corpse of an aristocrat or adventurer, or was a zombie mamono that built up a truly incredible level of magical energy through constant sex. They possess great magical powers, if not in the same way as a [[lich]], and create dark kingdoms full of undead type monstergirls where they rule as pampered aristocrats.
Perhaps the most prominent example of a wight MG on /tg/ is found in the [[Monster Girl Encyclopedia]]. Here, they are a unique strain of zombie that either arose from the corpse of an aristocrat or adventurer, or was a zombie mamono that built up a truly incredible level of magical energy through constant sex. They possess great magical powers, if not in the same way as a [[lich]], and create dark kingdoms full of undead type monstergirls where they rule as pampered aristocrats.


It can be said that they're ownership of such kingdoms, is due to their "Wight Privilege".
It can be said that their ownership of such kingdoms is due to their [[SJW|"Wight Privilege"]].


[[Category:Monsters]]
[[Category:Monsters]]
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[[Category:Vampire: The Masquerade]]
[[Category:Vampire: The Masquerade]]
[[category:Vampire: The Requiem]]
[[category:Vampire: The Requiem]]
[[Category: Undead]]

Latest revision as of 12:03, 23 June 2023

A Wight, in /tg/ media, is a form of undead creature similar to a zombie, but possessing superior mental abilities without the craving for flesh that bedevils a ghoul.

Dungeons & Dragons[edit]

The wight has been a constant member of the Dungeons & Dragons army of the undead, presented as intelligent and malevolent free-willed animated corpses with the ability to drain levels. Starting from Tolkien's barrow-wights, they usually dwell in their own tombs and arise only when those tombs are being trespassed.

Their level drain ability (with no saving throw!) combined with their immunity to everything but magic and silver weapons, as well as Tom Moldvay's decision to include them in the Basic Set therefore low-level modules, made them absolutely terrifying in those early editions. 5e nerfed them hard, turning their level drains into temporary loss of maximum hit points, but also giving them proficiency in melee and ranged weapons, allowing them to attack from a distance if they choose to do so.

Gallery[edit]

Vampire: The Masquerade[edit]

Wights are what vampires become after their Humanity or Path of Enlightenment rating drops to 0, and the Beast takes them over completely. They're essentially a smart-ish animal that knows only to kill, feed, and sleep. If their willpower is high enough, they might have a limited grasp of Discipline use and strategy, along with a few vague memories and skills from their previous existence. Unless they were natural monsters before falling, they probably won't kill everything in sight so long as they're not hungry and in immediate danger. Some may even try and pursue interests related to their nature.

Wights can be pretty threatening - while they're dumb as a sack of rocks, they're also goddamn tough and have no sense of pain, letting them soak lethal and bashing damage more easily. They're also near-impossible to influence through mental-focused Disciplines like Presence or Obfuscate due to being completely bestial. They also have zero compunctions about Diablerie if they knew about it while sane, is an obvious problem for any poor schmuck running into them.

The good news is that they tend to be hit with a Blood Hunt on sight due to the threat they pose to the Masquerade and other vampires, with very few Wight packs lasting for long. They're also extremely susceptible to Frenzy and Rötschreck, meaning that True Faith, fire, and sunlight are very likely to send them screaming for the hills at the mere sight of them.

Draugr[edit]

The Draugr, or revenants, are Vampire: The Requiem's counterpart to wights. They are just beasts with no sense of self who will indiscriminately kill and attack people.

Warhammer Fantasy[edit]

In the Warhammer Fantasy setting, wights are the animated skeletons of ancient warlords and champions who were buried in funeral mounds scattered throughout the Empire. The special treatment given to these corpses at their death makes them stronger and more intelligent than the run-of-the-mill skeletons - the lingering enchantments on their weapons don't hurt - and thus they are some of the most potent heavy troopers and champions in the armies of the Vampire Counts that aren't actually vampires themselves.

Examples of wights in Warhammer Fantasy include

  • Wight Kings, who lead the armies of undead legions on behalf of vampires or necromancers.
  • Krell, Heinrich Kemmler's executioner and former member of Nagash's elite champions.

Monstergirls[edit]

The MGE Wight shows one way to differentiate between a Wight and a Zombie.
This article or section is about Monstergirls (or a monster that is frequently depicted as a Monstergirl), something that /tg/ widely considers to be the purest form of awesome. Expect PROMOTIONS! and /d/elight in equal measure, often with drawfaggotry or writefaggotry to match.

Since a "wight" is usually defined as just a "zombie with free will and intelligence", it should be no surprise that they can sometimes get the same monstergirlifying treatment from those unafraid of necrophilia.

Perhaps the most prominent example of a wight MG on /tg/ is found in the Monster Girl Encyclopedia. Here, they are a unique strain of zombie that either arose from the corpse of an aristocrat or adventurer, or was a zombie mamono that built up a truly incredible level of magical energy through constant sex. They possess great magical powers, if not in the same way as a lich, and create dark kingdoms full of undead type monstergirls where they rule as pampered aristocrats.

It can be said that their ownership of such kingdoms is due to their "Wight Privilege".