Bloodmoon:Werewolf

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This article is about the werewolves found in Bloodmoon; for the werewolves found in Daggerfall see Daggerfall Lycanthropy.

A werewolf

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.

Contents

[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.

Hircine, Daedric Lord of the Hunt and Werewolves.

[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 Health Resist Fire Resist Frost Resist Magicka Attacks Soul
Werewolf Innocent
BM_werewolf_ritual
(Involved in the Rite of the Wolf Giver)
Guar Hide (40% chance) 300 - - -
  • 1-9 pts melee
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
  • 40-60 pts melee
100
(Common)
Werewolf *
BM_werewolf_default
nothing 38 - - -
  • 1-9 pts melee
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 Health Restore Health Resist Fire Resist Frost Resist Poison Resist Shock Resist Magicka Resist Common Disease Attacks
Wolves found in the wilderness Script:Werewolfwilderness
Wandering Lunatic
bm_werewolf_wild01, Level 65, Nord Barbarian
420 1 - 100 - 50 - -
  • disease
Wandering Lunatic
bm_werewolf_wild02, Level 65, Orc Barbarian
420 1 - - - - 25 -
  • disease
Insane Wanderer
bm_werewolf_wild03, Level 99, female Dark Elf Barbarian
590 1 75 - - - - -
  • disease
Insane Wanderer
bm_werewolf_wild04, Level 65, female Nord Barbarian
500 1 - 100 - 50 - -
  • disease
Gibbering Lunatic
bm_werewolf_wild05, Level 87, Breton Barbarian
530 1 - - - - 50 -
  • disease
Gibbering Lunatic
bm_werewolf_wild06, Level 88, Breton Barbarian
535 1 - - - - 50 -
  • disease
Wandering Idiot
bm_werewolf_wild07, Level 75, Imperial Barbarian
535 1 - - - - - -
  • disease
Confused Lunatic
bm_werewolf_wild08, Level 55, Imperial Battlemage
500 1 - - - - - -
  • disease
Wandering Lunatic
bm_werewolf_wild09, Level 55, Nord Barbarian
500 1 - 100 - 50 - -
  • disease
Confused Lunatic *
bm_werewolf_wildernessC, Level 65, Nord Barbarian
500 1 - 100 - 50 - -
  • disease
*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
  • disease
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.

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