Bloodmoon:Werewolf
The UESPWiki – Your source for The Elder Scrolls since 1995
This article is about the werewolves found in Bloodmoon; for the werewolves found in Daggerfall see Daggerfall Lycanthropy.
If you play the main quest, you will start hearing rumors about the Bloodmoon Prophesies and later encounter werewolves. There are random werewolves in the wilderness and in caves, as well as scripted events.
|
[edit] Fighting a Werewolf
Werewolves are humanoids that have great strength, speed and endurance. As strong as they are individually, they become lethal in packs, so some form of crowd control is recommended (Paralyze or Calm Humanoid). Silver weapons are extra effective as they do double physical damage and fire-based effects are less likely to be resisted. During Hircine's Hunt, you'll fight many packs of very strong werewolves, unless you are one yourself.
[edit] Becoming a Werewolf
Becoming a werewolf is simple: fight one and contract Sanies Lupinus; after waiting for three days with this disease, you will become a werewolf.
The easiest way to become a werewolf is by progressing through the Main Quest and not getting a cure when informed you have the disease after the fight during the Siege of the Skaal Village.
You can likewise become a Werewolf by trying to find one of the elusive wandering werewolves or putting on Hircine's Ring, which will give you the same special abilities.
You can give yourself this initial stage through the console. Hit ~ then type
Player-> addspell "werewolf blood"
which will give you the disease Sanies Lupinus, wait three days and you will become a werewolf.
[edit] Finding a Werewolf
Unfortunately, finding werewolves around Solstheim is not very easy; there are only nine in existence outside of the Main Quest. Wandering werewolves are found in human form during the day (between 6:00 and 21:00), with the name "Raving Lunatic", "Confused Lunatic" or something similar. During the night (21:00 to 6:00) you'll find them in werewolf form, and should exercise caution when approaching them.
There are several werewolves found during the main quest. The attack during the Siege of the Skaal Village ensures that you will encounter at least seven. If you cure yourself after the siege, ten werewolves will appear in the Tombs of Skaalara during the quest for The Totem of Claw and Fang. There are a total of 40 werewolves to be found during Hircine's Hunt. Lastly, there is the werewolf that you create during the cure quest.
[edit] The Transformation
Every night you will have a vision of Hircine, and after that, you will be in werewolf form and will have to kill an NPC that night, or you will lose large amounts of health the following morning. While in werewolf form, you will have a permanent Detect Animal for 4000 points around you, which lets you see any creature on the map as a red circle, however unlike the regular Detect Animal spell, which detects creatures, not NPCs, this one works the other way around, meaning only NPCs show up. This is handy, as it is NPCs you need to kill to maintain your health as a werewolf. You will also have the Night Eye ability. Your inventory is inaccessible, and you cannot pick up items or loot bodies/chests. Your only weapons when in werewolf form are your claws (they are hand-to-hand, but they damage health instead of fatigue); you also can't use magic. Agility, Endurance, Speed, Strength, Acrobatics, Athletics, Hand-to-hand and Unarmored will all increase. Your hit points will be doubled as well, everything else, however, will be set to zero or be lowered by 10 or more points. Werewolves can thus leap far and run very fast. No one will know that you are a werewolf, but if you are seen transforming by anyone, even if you kill them immediately afterwards or have no contact with anyone else, all of Tamriel will know and will most likely attack you on sight even when you are not a werewolf. Each morning, you will transform back, as you were before the transformation, except you will be naked and need to re-equip your clothing and weapon.
[edit] Hircine's Ring
You get Hircine's Ring at the end of the Main Quest, during Hircine's Hunt. If you put Hircine's ring on, you will turn into a werewolf for around six hours. You won't suffer from bloodlust, so you won't lose health if you don't kill anyone. But if you put it on while NPCs are looking, the world will still know you as a werewolf.
[edit] The Cure
If you've had enough of being a blood-thirsty lycanthrope every night and want to revert back to normal, all you have to do is obtain and follow the werewolf cure quest: Rite of the Wolf Giver.
[edit] Living as a Werewolf
Solstheim is a good place to be, because of Berserkers and Fryse Hags make great, respawning sacrifices. You can leave the place where you live at eight, an hour before you become a werewolf, and wait a while away from anybody that may spot you. When you become a werewolf, you may hunt down a Fryse Hag or Berserker. Then, wait until you become human again, and continue with your normal life.
Using any non-instant mode of transport can be tricky, given that you may transform during the journey.
[edit] Stats
Most Werewolves seen in the game are actually NPCs, not creatures.
[edit] Creature Werewolves
| Creature | Drops | Attacks | Soul | ||||
|---|---|---|---|---|---|---|---|
| Werewolf Innocent BM_werewolf_ritual (Involved in the Rite of the Wolf Giver) |
Guar Hide (40% chance) | 300 | - | - | - |
|
20 (Petty) |
| Caenlorn Wolf BM_wolf_caenlorn1, BM_wolf_caenlorn2, BM_wolf_caenlorn3 (Appear in Skaal Village to kill Rigmor Halfhand during the The Skaal Test of Wisdom quest) |
nothing | 800 |
|
100 (Common) |
|||
| Werewolf * BM_werewolf_default |
nothing | 38 | - | - | - |
|
20 (Petty) |
* This one seems to be a non-implemented test creature. It doesn't even have any attack animations, so all it can do is walk around. It is also not referenced within the construction set.
[edit] NPC Werewolves
All NPC Werewolves are scripted, mainly for changing their form during nighttime. Since they are NPCs, they cannot be soultrapped. Apart from being werewolves, they all keep their individual abilities during their transformation.
- NPCs marked with disease are contagious with "Sanies Lupinus", the Werewolf Blood disease, which not only drains the fatigue but also infects one with Lycanthropy.
| Creature | Attacks | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Wolves found in the wilderness Script:Werewolfwilderness | |||||||||
| Wandering Lunatic bm_werewolf_wild01, Level 65, Nord Barbarian |
420 | 1 | - | 100 | - | 50 | - | - |
|
| Wandering Lunatic bm_werewolf_wild02, Level 65, Orc Barbarian |
420 | 1 | - | - | - | - | 25 | - |
|
| Insane Wanderer bm_werewolf_wild03, Level 99, female Dark Elf Barbarian |
590 | 1 | 75 | - | - | - | - | - |
|
| Insane Wanderer bm_werewolf_wild04, Level 65, female Nord Barbarian |
500 | 1 | - | 100 | - | 50 | - | - |
|
| Gibbering Lunatic bm_werewolf_wild05, Level 87, Breton Barbarian |
530 | 1 | - | - | - | - | 50 | - |
|
| Gibbering Lunatic bm_werewolf_wild06, Level 88, Breton Barbarian |
535 | 1 | - | - | - | - | 50 | - |
|
| Wandering Idiot bm_werewolf_wild07, Level 75, Imperial Barbarian |
535 | 1 | - | - | - | - | - | - |
|
| Confused Lunatic bm_werewolf_wild08, Level 55, Imperial Battlemage |
500 | 1 | - | - | - | - | - | - |
|
| Wandering Lunatic bm_werewolf_wild09, Level 55, Nord Barbarian |
500 | 1 | - | 100 | - | 50 | - | - |
|
| Confused Lunatic * bm_werewolf_wildernessC, Level 65, Nord Barbarian |
500 | 1 | - | 100 | - | 50 | - | - |
|
| *Only ever found in Connorflenge Barrow | |||||||||
| 2 Wolves during the Skaal attack inside the Greathall are based on: | |||||||||
| Werewolf BM_werewolf_skaal2a, Level 50, Argonian Acrobat |
337 | - | - | - | 100 | - | - | 75 |
|
| 10 Wolves during the Ceremony in the Tombs of Skaalara, Quest:BM_Ceremony1, The Totem of Claw and Fang are based on: | |||||||||
| Werewolf werewolf_ceremony, Level 35, Argonian Acrobat |
255 | - | - | - | 100 | - | - | 75 | |
| 3 Wolves during the Bearhunt, The Ristaag are based on: | |||||||||
| Werewolf werewolf_bearhunt, Level 35, Argonian Acrobat |
255 | - | - | - | 100 | - | - | 75 | |
| 4 Wolves capture the player in his/her sleep for the start of the hunt, Quest:BM_WildHunt, Hircine's Hunt | |||||||||
| Werewolf BM_werewolf_wildhunt, BM_werewolf_wildhunt2, BM_werewolf_wildhunt3, BM_werewolf_wildhunt4, Level 50, Argonian Acrobat |
337 | - | - | - | 100 | - | - | 75 | |
| 31 Wolves during Hircine's Hunt inside the Labyrinth, Hircine's Hunt are based on: | |||||||||
| Hound of Hircine BM_werewolf_maze1, Level 70, Argonian Acrobat |
700 | - | - | - | 100 | - | - | 75 | |
| 1 Wolf at the Altar of Thrond, Rite of the Wolf Giver is based on: | |||||||||
| Female Nord Innocent wolfender_f_nord, Level 1, Nord Commoner |
1 | - | - | 100 | - | 50 | - | - | |
[edit] The Wandering Werewolves
All elusive wandering werewolves except for one Battlemage are Barbarians, (levels vary from 50-100), whose races are: 1 Orc, 2 Nords, 1 Dunmer, 2 Imperials, and 2 Bretons. The reason why they are so elusive is because they are scripted to appear depending on your level (if you are level 35, you have a 35% chance to see one). All of them have at least one of these words in their name during the day: Lunatic, Insane, or Idiot. During the night however, when you become within spotting distance of them, a red light appears around them and a Werewolf emerges forward to attack you.

![[Content is available under Attribution-ShareAlike]](http://www.uesp.net/w/images/Somerights.png)