Bloodmoon:Werewolf
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This article is about the werewolves found in Bloodmoon; for the werewolves found in Daggerfall see Daggerfall Lycanthropy.
Contents |
[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. The attack during the Siege of the Skaal Village ensures that you will encounter at least seven. There is also the werewolf that you create during the cure 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.
[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.
[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 | - | - |
|
| *This entry seems to be a Wolf Prototype, used for wilderness. It uses another script 'werewolf_connor', which is included in the leveled creature list, using a 20% limit for appearance. | |||||||||
| 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 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 Hircines 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 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, silver weapons will do double damage, you will be able to Detect Life around you, which lets you see any creature/NPC on the map as a red dot, and you will have the Night Eye ability. Your inventory is inaccessible, and you cannot pick up items. 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, everything else will set to zero. Be careful who sees you as a wolf as they will not like you once you return to human form, they will either attack you on sight or flee.
[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 eight 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.

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