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{{Warcraft III}}
{{npcbox
 
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{{distinguish|mur'ghoul}}
| name = Chepi
 
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{{Infobox race
| image = Chepi.jpg
 
| title = Reagents
+
| image = Murgul.JPG
| level = 30
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| name = Mur'gul
| type =
+
| capital = None
| faction = Horde
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| faction = [[Nazjatar]], Various tribes
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| character =
| city = Thunder Bluff
 
| race = Tauren
+
| mount =
  +
| homeworld = [[Azeroth (world)|Azeroth]]
| creature = Humanoid
 
| sex = Female
 
| location = [[Thunder Bluff]]
 
 
}}
 
}}
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[[Image:Mur'gul.jpg|thumb|A mur'gul as seen in Warcraft III.]]
   
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'''Mur'gul''' are a kind of murloc-like creature that was seen as [[creep]]s and units in ''Warcraft III: The Frozen Throne''.<ref>http://classic.battle.net/war3/neutral/murgul.shtml</ref>
'''Chepi''' is a level 30 [[reagent]] [[vendor]] located on the [[Lower Rise]] in the [[tauren]] city of [[Thunder Bluff]].
 
   
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[[Queen Azshara]]'s naga have enslaved a number of mur'gul, and has used them as both cannon fodder and a labor force. [[Mur'gul Slave]]s and [[Mur'gul Reaver]]s are used by the naga as their most basic units.
See [[List of Thunder Bluff NPCs]].
 
   
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Mur'gul differ from murlocs in that they have larger teeth, armored scales, and spikes on their backs. Some murlocs, but not all, later used the mur'gul model with spikes (and not fins), and mur'gul likely influenced their current design.
==Vendor information==
 
{{Reagent vendors}}
 
   
==External links==
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==Types==
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* [[Mur'gul Slave]]
{{Elinks-NPC|8361}}
 
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* [[Mur'gul Reaver]]
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* [[Mur'gul Cliffrunner]]
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* [[Mur'gul Blood-Gill]]
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* [[Mur'gul Tidewarrior]]
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* [[Mur'gul Snarecaster]]
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* [[Mur'gul Marauder]]
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* [[Mur'gul Shadowcaster]]
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* [[Mur'gul Clam Shucker]]
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* [[Mur'gul Tyrant]]
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* [[Mur'gul Overlord]]
   
 
==RPG information==
[[Category:Tauren]]
 
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{{RPG-section}}
[[Category:Reagent vendors]]
 
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'''Mur'gul''' are monstrous [[humanoid]]s who have thick, warty skin, webbed extremities ending in claws, and bulbous eyes that have a feral gleam. A row of needle-sharp teeth poke from their frog-like mouths.<ref name="MoM65">''[[Manual of Monsters]]'', page 65</ref> A
[[Category:Thunder Bluff NPCs]]
 
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few long spines jut from their backs.<ref name="DF" />
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These creatures were once [[murloc]]s, but were cursed and twisted by the powers of the [[Burning Legion]]. The mur'gul delight in capturing both [[human]]s and murlocs — torturing and then eating their victims. They infest the sea, clambering aboard vessels and slaying everyone onboard.<ref name="MoM65" />
  +
  +
''The first bit of the above paragraph was made more vague in the later ''Dark Factions'' version with the addition of the following.''
  +
  +
Mur'gul are vicious, murloc-like aquatic humanoids. Scholars speculate as to their origins. Some say that these creatures were once murlocs, but the Burning Legion's powers cursed and twisted them. While mur'gul resemble murlocs to a degree, they are far more vicious and bloodthirsty — and dangerous.<ref name="DF" />
  +
  +
Mur'gul are distinct from [[mutant murloc]]s having originated earlier and being significantly stronger.<ref name="MoM65" />
  +
  +
These beings form small groups — often, but not always, related. Such gangs steal from one another, and mur'gul will try to raid nests of rivals for eggs to eat. Mur'gul organize in a rather spontaneous way, primarily to raid murlocs or humans. If these raids go poorly, the mur'gul may very well turn on one another. Mur'gul wander and many do not even have a fixed territory; lairs are temporary affairs used to hold prisoners or for mating. They only keep equipment they can either use or carry easily, though a temporary lair may have treasures from past victims.<ref name="MoM65" />
  +
  +
These savage creatures fear only one race: the [[naga]] of [[Nazjatar]]. Despite their own vicious nature, mur'gul are superstitious and fear the magical power of the naga.<ref name="MoM65" />
  +
  +
Mur'gul will press any advantage, though they begin with nets to subdue victims. They swarm over their enemies, tearing them to pieces and feeding right on the battlefield. More powerful enemies are lured into the water where the mur'gul have a greater advantage. Mur'gul quietly tear at the bottom of ships and break rudders before attacking.<ref name="MoM65" />
  +
  +
Mur'gul are able to breathe in both air and water environments but are only partially [[amphibious]], as they are much more comfortable in — and adapted to — underwater life. Mur'gul can function perfectly well out of water for one hour, any more than that and they are overexposed to the air and become fatigued. To recover they must immerse themselves in water for at least an hour.<ref name="MoM65" />
  +
  +
===Appearance===
  +
Like that of murlocs, mur'gul skin color varies greatly, from pale green to purple to turquoise to red. Their skin is warty and knobbed, not as smooth as a murloc's. A mur'gul's body usually bears spots and speckles of a contrasting color.<ref name="DF">{{ref book |author=Johnson, Luke |authorlink=Luke Johnson |title=[[Dark Factions]] |isbn=9781588464460 |pages=200-201}}</ref>
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===Languages===
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Mur'gul automatically know how to speak [[Nerglish]], and can know [[Common (language)|Common]], [[Low Common]], and [[Nazja]]. They are also capable of picking up the languages of the creatures with which they interact.<ref name="DF" />
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===Necromancers===
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Mur'gul necromancers are specialized. Unlike most [[necromancer]]s, necromancers rarely deal with undead. Instead, they use their magic's power over life forces to debilitate and slay their opponents.<ref name="DF" />
  +
  +
== References ==
  +
{{reflist}}
  +
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{{Azeroth natives}}
  +
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[[fr:Mur'gul]]
  +
[[Category:Manual of Monsters]]
 
[[Category:Dark Factions]]
 
[[Category:Game creatures]]
 
[[Category:Murlocs]]

Revision as of 00:39, 6 January 2012

WC3RoC-logo
This article contains lore taken from Warcraft III: Reign of Chaos, Warcraft III: The Frozen Throne, the manuals, and/or official bonus maps.
Not to be confused with mur'ghoul.
Mur'gul
Murgul
Faction/Affiliation Nazjatar, Various tribes
Racial capital None
Homeworld Azeroth
Mur'gul

A mur'gul as seen in Warcraft III.

Mur'gul are a kind of murloc-like creature that was seen as creeps and units in Warcraft III: The Frozen Throne.[1]

Queen Azshara's naga have enslaved a number of mur'gul, and has used them as both cannon fodder and a labor force. Mur'gul Slaves and Mur'gul Reavers are used by the naga as their most basic units.

Mur'gul differ from murlocs in that they have larger teeth, armored scales, and spikes on their backs. Some murlocs, but not all, later used the mur'gul model with spikes (and not fins), and mur'gul likely influenced their current design.

Types

RPG information

Icon-RPG This section contains information from the Warcraft RPG which is considered non-canon.

Mur'gul are monstrous humanoids who have thick, warty skin, webbed extremities ending in claws, and bulbous eyes that have a feral gleam. A row of needle-sharp teeth poke from their frog-like mouths.[2] A few long spines jut from their backs.[3]

These creatures were once murlocs, but were cursed and twisted by the powers of the Burning Legion. The mur'gul delight in capturing both humans and murlocs — torturing and then eating their victims. They infest the sea, clambering aboard vessels and slaying everyone onboard.[2]

The first bit of the above paragraph was made more vague in the later Dark Factions version with the addition of the following.

Mur'gul are vicious, murloc-like aquatic humanoids. Scholars speculate as to their origins. Some say that these creatures were once murlocs, but the Burning Legion's powers cursed and twisted them. While mur'gul resemble murlocs to a degree, they are far more vicious and bloodthirsty — and dangerous.[3]

Mur'gul are distinct from mutant murlocs having originated earlier and being significantly stronger.[2]

These beings form small groups — often, but not always, related. Such gangs steal from one another, and mur'gul will try to raid nests of rivals for eggs to eat. Mur'gul organize in a rather spontaneous way, primarily to raid murlocs or humans. If these raids go poorly, the mur'gul may very well turn on one another. Mur'gul wander and many do not even have a fixed territory; lairs are temporary affairs used to hold prisoners or for mating. They only keep equipment they can either use or carry easily, though a temporary lair may have treasures from past victims.[2]

These savage creatures fear only one race: the naga of Nazjatar. Despite their own vicious nature, mur'gul are superstitious and fear the magical power of the naga.[2]

Mur'gul will press any advantage, though they begin with nets to subdue victims. They swarm over their enemies, tearing them to pieces and feeding right on the battlefield. More powerful enemies are lured into the water where the mur'gul have a greater advantage. Mur'gul quietly tear at the bottom of ships and break rudders before attacking.[2]

Mur'gul are able to breathe in both air and water environments but are only partially amphibious, as they are much more comfortable in — and adapted to — underwater life. Mur'gul can function perfectly well out of water for one hour, any more than that and they are overexposed to the air and become fatigued. To recover they must immerse themselves in water for at least an hour.[2]

Appearance

Like that of murlocs, mur'gul skin color varies greatly, from pale green to purple to turquoise to red. Their skin is warty and knobbed, not as smooth as a murloc's. A mur'gul's body usually bears spots and speckles of a contrasting color.[3]

Languages

Mur'gul automatically know how to speak Nerglish, and can know Common, Low Common, and Nazja. They are also capable of picking up the languages of the creatures with which they interact.[3]

Necromancers

Mur'gul necromancers are specialized. Unlike most necromancers, necromancers rarely deal with undead. Instead, they use their magic's power over life forces to debilitate and slay their opponents.[3]

References