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Wight
Wights are Reanimated Corpses that follow you and attack Enemies.
They are not Minions, Companions, Allies or Enemies. When they kill,
they grant you loot and experience. When they die or you die, they
return to their Corpse, which can then only be raised as a Wight.
When they die from Fire Damage or you leave a Map, they are
destroyed. They suffer 100% increased Flammability Magnitude
and take 100% Increased Fire Damage.
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Raise Wight
Spell
-
Tier: 1
Level: (1–20)
Requires: Level (1–90), (4–157) Int
-
Raise a Corpse as a Wight.
-
(20–1)% Less Maximum Life per Wight
(20–1)% Less Maximum Mana per Wight
(20–1)% Less Maximum Spirit per Wight
Base deal no damage [1]
Additional Effects From Quality:
(0–10) Corpses found when entering a Map
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Song of Ice
Omen Sceptre
Sceptre
-
Raise Wight is cast at Corpses in your Presence
-
The Long Night is coming, and the dead come with it.
--
Song of Fire
Omen Sceptre
Sceptre
-
Raise Wight is an Area of Effect Skill
-
I saw it in the fire — a wall of ice. The dead marching past.
--
Papal Eminence
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Ascendency: Tactician
Character: Mercenary
-
You can dual wield sceptres
Your auras can stack
--
Explainer
Fantasy: White Walkers (Game of Thrones)
Gameplay: Early: Raise few Wights, 1 by 1.
End: Many Wights auto risen from far away
Best attributes: Presence Radius,
Presence AoE, Spell AoE, AoE
Tiers 1: Available immediately
Raise: Not consumed. 1 Corpse = 1 Wight.
Wights abilities are the same as their Corpse
Corpses: Main Resource
Presence + AoE: Full screen reach
1% Less: pow(1 - 1%, N) // 0.99 ^ N Creatures
Deletes { Hero, Minion } powers (No power creep)
No Mana Cost: Max Mana is asymptotic to zero
No Spirit Cost: Max Spirit is asymptotic to zero
No Limit: Unlimited, within current Map. Player needs
to accumulate Wights for Boss fights. If needed, could
a be series of Maps: Stages, Zones, Domains, Territories,
Realms, Biomes, Regions, Chapters, Acts, Campaign
No Duration: No rigor mortis or decomposition
No Channeling: ARPG stands for Action RPG
No Cooldown: ARPG stands for Action RPG
Not Allies, Minions, Enemies: No dependency, No explosion
Only be raised as a Wight: No move corpse then explosion
Useless: Sacrificial Lamb, Detonate Dead, Volatile Death,
Zealous inquisition, Decompose, Profanity, Profane Ritual,
Ritual Sacrifice, { Bone, Pain } Offering, On Minion Death,
Increased Minion Damage, Heal, Skeletal { Cleric, Mage },
Allies in your Presence, Spectre Aura, Corpse Conservation,
Chance to not destroy Corpses, Enezun’s charge
AoE: Passive: Volatile Catalyst: 8% Increased AoE
AoE: Passive: Radial Force: 8% Increased AoE
AoE: Passive: 2 Fire Damage and Area: 2 x 5% = 10% Increased AoE
AoE: Gravebind + Passive: Primal Growth: 15% Increased AoE
AoE: Passive: Explosive Impact: 15% Increased AoE
AoE: Passive: AoE: 3 x 5% = 15% Increased AoE
AoE: Passive: Reverberation: 15% Increased Spell AoE
AoE: Passive: Roil: 25% Increased Spell AoE
AoE: Passive: 6 Spell Area of Effect: 6 x 6% = 36% Increased Spell AoE
AoE: Helm + Darkness Enthroned + 5 Bear Talismans: 5 x 8% = 40% Increased AoE
AoE: Support: Magnified Area: 45% Increased AoE
AoE: Support: Expanse: 50% Increased AoE
(8 seconds cooldown penalty nullified if auto cast by Song of Ice)
Presence: Passive: Area and Presence: 9% Increased Presence AoE (3% Increased AoE)
Presence: Passive: Presence Area and Companion Area: 10% Increased Presence AoE
Presence: Passive: The Howling Primate: 15% Increased Presence AoE
Presence: Passive: 2 Life Regeration Rate and Presence: 2 x 10% = 20% Increased Presence AoE
Presence: Passive: 2 Attack Damage and Presence Area: 2 x 10% = 20% Increased Presence AoE
Presence: Passive: 2 Presence Area: 2 x 15% = 30% Increased Presence AoE
Presence: Passive: Long Distance Relationship: 30% Increased Presence AoE
Presence: Passive: Profane Commander: 30% Increased Presence AoE
Presence: Passive: Lead by Example: 30% Increased Presence AoE
Presence: Passive: Envelopping Presence: 30% Increased Presence AoE
Presence: Passive: One For All: 30% Increased Presence AoE (8% Reduced AoE)
Presence: Passive: Warlord Leader: 40% Increased Presence AoE
Presence: Passive: 2 Area and Presence: 2 x 20% = 40% Increased Presence AoE (6% Reduced AoE)
Presence: 2 Sceptres + 6 Fox Talismans: 6 x 30% = 180% Increased Presence AoE
Presence: Passive: 10 Presence Area: 10 x 20% = 220% Increased Presence AoE
Presence: Base Radius: 4m
Presence: Helm: Alpha’s Howl: 100% Increased Presence Radius
Presence: Total AoE: 734% Increased Presence AoE (Surface)
AoE: Total: 292% Increased AoE (Surface)
Reanimation Zone: 4 x (1 + 100%) x √(1 + 734%) x √(1 + 292%) = 45.75m Radius
Support Gems: Spell Cascade, Magnified Area, Expanse, Dialla’s Desire
The Coming Calamity: Enemies in your Presence have no Elemental Resistances
Palpal Eminence + 2 Omen Sceptre / Malice: 2x 10% = 20% Crit Chance
--
Inspiration: Game of Thrones
Night King sees Bran's ravens
https://www.youtube.com/watch?v=IQXFZjsT4JQ
Night King sees Bran
https://www.youtube.com/watch?v=o7QXC2_u4DU
Hardhome: Night king revives everyone
https://www.youtube.com/watch?v=NpSu11n2OKw
Night King revives Viserion
https://www.youtube.com/watch?v=WILTYa-fJms
Night King destroys Ice Wall
https://www.youtube.com/watch?v=4QMQOJTYRBU
Winterfell: Night King revives everyone
https://www.youtube.com/watch?v=UCQSesq8Mco
"
Distinctive features
- Glowing blue eyes
- Undead, often displaying mortal injuries
- Decaying flesh
- Extremely flammable
A
wight is a
reanimated corpse, either human or animal, raised from death by the use of necromancy.
Wights raised by the
White Walkers were often referred to collectively as the
Army of the Dead, or simply
the dead
A
wight was a
deceased body that had been
reanimated by the
White Walkers, using the potent dark magic of
necromancy.
Many stories claim that
White Walkers alone had the ability to create
wights.
A
wight may be created from
any cadaver that remains relatively intact, whether a fresh corpse or skeletal remains.
Samwell Tarly noted that the
wights he had encountered had been
dead for weeks, yet they exhibited
no signs of rot or decay.
Regardless of their eye color while alive, all wights had
icy blue eyes like those of their masters, assuming the corpse in question still had intact eyes.
Wights were also
nigh-indestructible and could withstand an injury that would normally be fatal, including stab wounds and the removal of limbs;
even
amputated limbs would still
move around
on their own
Decapitation was ineffective, as the headless corpse would keep moving, albeit robbed of its sensory organs.
However,
wights were extremely susceptible and vulnerable to fire.
Their flesh and bones were extremely flammable, as if it were coated in oil: it would
easily catch fire and continue to burn if exposed to even a
small amount of flame.
The only sure way to prevent a corpse from being raised was to burn it.
As a precaution against wights, the Free Folk
burn their dead so they cannot be
revived as wights.
Just like the
White Walkers,
wights can also be killed permanently by weapons made of
dragonglass or
Valyrian steel.
=> Incoherence, see later
It was also revealed that
if a White Walker died, the wights that it raised would also be instantly destroyed, demonstrating some sort of essential magical bond between the Walkers and their wights.
A wight's physical condition would roughly match the condition the corpse was in when it was reanimated.
A
corpse that was killed in a relatively non-violent way and which was
resurrected soon after death would still seem relatively lifelike, conceivably passing off as the living had it not been for the dramatically altered color of their eyes.
In contrast, a
corpse that died violently or which was
resurrected long after it died and it had already begun to decompose would still look like a maimed, rotting corpse.
Reanimation would
slow the physical process of rot and decay, but otherwise it did not restore previous damage.
A
corpse with a broken leg will not magically have the leg healed when it is reanimated into a wight.
A
wight that had been
reanimated for a long time,
six months to two years, would start to decompose slightly, with parts of its flesh rotting away while other flesh dried out leathery.
This did not affect their mobility: wights that had been dead for many years could rot away until they are almost skeletal, with exposed bones held together by sinews and shreds of muscle.
Wights were not particularly intelligent, and it was debatable if these creatures were truly sapient and possessed self-awareness.
They lacked the ability to speak,
uttering only bestial growls and hisses.
They did seem to be able to carry out the
basic attack commands of the
White Walkers, but seemed to
function on more of a "zombie" level of instinct.
They could communicate with each other in a way, as shown when Jon Snow's team tackled a wight in order to capture it, it let out an ear-piercing screech that alerted thousands of other wights to rush to its position.
They could remember how to
use a sword, albeit in a crude hack-and-slash attack, but they were observed
using bows and arrows or other complex tools.
Exactly how much
wights remembered of their previous lives was unclear, or if they even remembered them at all.
The
wight of Othor, a member of the Night's Watch, did seem to remember the way to Lord Commander Jeor Mormont's quarters to try to attack him.
Non-human races, such as giants, could also be reanimated as wights.
The
White Walkers were also shown to be capable of
reviving any dead animal as a wight, such as horses, snow bears, and dragons.
White Walkers had been observed riding
horse-wights as mounts.
When the wights are dismembered, they continue to attack as if no harm happened to them, while the
severed limbs continue to function independently regardless of what happens to the body itself
Not even beheading a wight will stop it: the
wight of Jafer Flowers continued to move around and even kill after its head was cut off
Dragonglass, which is lethal to the Others, is useless against
wights - unlike the TV show wights.
=> Incoherence
Sam discovers that by trial-and-error: on the way to Castle Black, a
wight attacks him and Gilly (in the show it was replaced with an Other). Sam stabs the
wight with a
dragonglass dagger, and the
dagger shatters to pieces.
Sam stabs the
wight with his steel dagger, but it just bounces off the wight's iron mail (it would hardly matter even if the wight was not armored, since stabbing does not affect wights, as Jon discovered).
Desperately, Sam grabs a
burning piece of wood and shoves it into the wight's mouth.
The wight is immediately destroyed
Thus far,
fire is still the only effective weapon against wights.
being bitten by a wight will
not turn someone into a wight.
Wights can only be created by the White Walkers when they reanimate corpses.
Although they share some characteristics with classic depictions of "zombies", they aren't the same thing.
=> Wights !== Zombies
Of course, a major part of the White Walkers' tactics still involves the
exponential zombie
growth rate of their
hordes of wights: people killed by a
wight (not bitten, but just with a sword, etc.) can then in turn be resurrected into more
wights by the
White Walkers, who will in turn kill even more people so the
White Walkers can turn them into even more
wights,
ad infinitum.
https://gameofthrones.fandom.com/wiki/Wight
"
The
Night King was the master and the first of the
White Walkers, having existed since the age of the First Men.
He was also the
supreme leader of the Army of the Dead
The
Night King was once a mortal man
cursed dragonglass dagger into the captive's chest, causing his eyes to turn blue and turning him into the first of the
White Walkers
the
White Walkers soon turned on their creators
The
Night King is a legendary figure
With a mere lifting of his arms,
the Night King raises the entirety of Hardhome's dead but erstwhile defenders as wights
an
army of wights and the
Night King and other
White Walkers
spy on the
army of the dead
finds the
Night King
The
Night King is present when the wights battle Jon Snow at the
wight hunt, who traveled beyond the Wall with a band of warriors to attempt to capture a
wight to use as proof for the gathered high lords of Westeros
Beric Dondarrion suggests trying to kill the
Night King
as they know, killing a White Walker kills any and all
wights it raised, so killing the
Night King might destroy every such monster under his command, putting an end to the Great War before it truly begins.
Jon dismisses the plan, however, arguing that trying to fight their way through the
wights to reach the
Night King would be suicide.
The mounted
White Walkers lead the gathered
army of the dead
Riding the
reanimated Viserion and using his fiery breath, the Night King breaches the Wall, burning it
allowing the
White Walkers and their
wight army to invade Westeros
Led by the
Night King, the
White Walkers quickly advance south and attack Last Hearth, massacring the population and
adding them to the army of the dead
On her command Drogon blasts him with dragon fire, but when the flames clear, to her horror the
Night King stands unscathed
=> Immune to Fire because super Cold, and extreme cold prevents combustion (Physic principle)
Jon charges at the
Night King as he is walking towards the breached walls at Winterfell, but the
Night King becomes aware of him, turns, and calmly raises his arms to
resurrect the corpses littered around them as wights.
The dead all around the castle rise as well, and a new wave of fresh
wights surges toward the defenders within.
Jon, surrounded by fresh
wights, is held off while the
Night King continues
Suddenly, Arya Stark leaps at the
Night King from behind with her Valyrian steel dagger
she drops the dagger, catching it with her free hand and plunges it into the
Night King's chest, causing him to explode into shards of ice
His death starts a chain reaction as the other
White Walkers shatter in the same manner and all of the
wights in the
army of the dead and Viserion collapse to the ground, free of the curse that kept them
reanimated
https://gameofthrones.fandom.com/wiki/Night_King
https://gameofthrones.fandom.com/wiki/A_Song_of_Ice_and_Fire
"
When they followed a leader, they often avoided strategy and planning, relying on their drive for death and destruction instead
The word "wight" meant "person" in the Realms' past
https://forgottenrealms.fandom.com/wiki/Wight
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Other proposals:
https://exile-proposals.web.app/