Bloodmoon talk:Werewolf

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Needs Cleanup[edit]

there is also a cheat to become a werewolf that is
player->addspell "werewolf blood"

This comment needs to be cleaned up (proper grammar, proper syntax) before being put back into the article. --Nephele 15:12, 17 March 2007 (EDT)

Possible Errors[edit]

Agility, endurance, speed, strength, acrobatics, athletics, hand-to-hand, sneak, and unarmored will all increase in stat, everything else will set to zero.

This piece may be incorrect. According to Rohugh, myself and another user [1], the statistics claimed to be modified here are infact not. Sneak we have confirmed to be taken down by atleast 5 points, athletics also appears to have been knocked down and so has speed. Right now, I've only removed Sneak because it's the only one definitely confirmed. It'd be good if a few other people could test out they're Werewolves and report back so we can make sure the info is right. --thedoctor44 14:51, 20 May 2007

The stats are all set to a specific level. For some players, it is an increase, for some it is a decrease. There are mods out the raise the stats based on a player's level, but in the vanilla game that is not the case.--68.192.188.142 08:39, 27 August 2007 (EDT)
There are values such fWereWolfSSS that one can read from gameplay tab under gameplay menu/settings. Where SSS means skill/attribute name like fWereWolfStrength or fWereWolfAthletics. Perhaps this is something one could check. Janmojzis 22:28, 19 November 2009 (UTC)

Bizarre observation[edit]

As stated, the werewolves are NPC's, NOT creatures. Therefore, a Calm Humanoid Spell of sufficient magnitude will work on them. However, there is a bizarre side-effect to this. During the Bloodmoon:The_Siege_of_the_Skaal_Village quest, i thought that i would be clever, fire off a mass-effect calm humanoid spell, and then kill the non-hostile werewolves at my leisure. So, I cast the calm spell, they all settled down, and I started attacking. A notification popped up that my crime had been reported, and I got a talk screen from one of the guards saying that i would now pay for my crimes. Yeah--the werewolves are NPC's, and because my calm spell made them non-hostile, it was a crime to attack them. Go figure. I also tried entering the talk screen with them (to taunt them into attacking), but apparently it's disabled. Weird, weird glitch. I'm kinda new here so I don't know if the info should go on an actual page or which one, but i thought i'd share and at least ask whether you guys want it on the site.--85.130.6.109 12:26, 12 December 2007 (EST) oops, forgot to log in.--Reason.decrystallized 12:27, 12 December 2007 (EST)

Certain npcs, such as werewolves, are scripted to not allow you to talk to them. It makes pratical sense too: would you be able to talk to a transformed werewolf in real life? --Playerjjjj 18:20, 24 June 2012 (UTC)Playerjjjj

The Static Attributes[edit]

There're only static attributes. STRENGTH: 150 INTELLIGENCE: 0 WILLPOWER: 0 AGILITY: 150 SPEED: 90 ENDURANCE: 150 PERSONALITY LUCK: 25

And for stats, sneak is always 95 and other stats also remain static. Of course if you have speed 50, it will be a + add in white, otherwise it will be red decreasement and so on. — Unsigned comment by 91.127.98.17 (talk) at 20:07 on 12 January 2008

Caenlorn?[edit]

is the Caenlorn Werewolf related to the Caenlorn in Oblivion? (the bosmer brother running the flowing bowl in Anvil)? — Unsigned comment by Lucky the Cat Guy (talkcontribs) at 04:40 on 6 August 2008

Looks like a major coinicidence to me. The odds of an obscure Bosmer character in Anvil having anything whatsoever to do with a Nordic legendary wolf is just too slim. My guess is it's a failure of the random name generator, and they just didn't notice the name was already used. Wouldn't be the first time something like this happened. --TheRealLurlock Talk 01:04, 6 August 2008 (EDT)

Werewolf Vision[edit]

I've changed the information about a werewolf's vision. The article previously stated that "Your field of vision is expanded considerably, enabling you to see much farther" and "you will be able to Detect Life around you, which lets you see any creature/NPC on the map". Both of these statements are incorrect. Werewolves are given a spell called "werewolf vision", which grants Night Eye 25pts and Detect Animal 4000pts (and yes - I mean 4,000). There's no magic effect called "Detect Life" and there's nothing about expanding the field of vision. If anybody else has anything further, please let me know. –RpehTCE 17:58, 29 August 2008 (EDT)

Actually, it does detect life, I was killing Ordinators and I saw every time one came ranning at me from behind. So it just detect all hostile Life in 4,000 pts. Djb118 15:08, 16 July 2009 (UTC)
I have just tested this yet again and it still doesn't detect humanoids, whether they are attacking me or not. –rpehTCE 16:45, 16 July 2009 (UTC)
Sorry - got that the wrong way round. The effect works exactly as described on the article: NPCs show up but no creatures do, even if they can be goaded into attacking.
If you add the effect to a non-werewolf by using the console, you get a standard, long-range Detect Creature effect. –rpehTCE 13:43, 18 July 2009 (UTC)
The FOV is increased significantly, the .ini file has the line "Werewolf FOV=100" as opposed to the default of 75, according to several utilities. 124.180.235.113 03:54, 4 March 2010 (UTC)

Detect Life[edit]

(following discussion moved here from a deleted talk page previously at [[Bloodmoon talk:Detect Life]]) --NepheleTalk 12:10, 15 September 2008 (EDT)

I can't find any reference in the CS to this effect. The werewolf has one ability called "werewolf vision", which includes a Night Eye and Detect Animal effect, but there's no "Detect Life" effect, and the Detect Life effect doesn't exist under Magic Effects either. Additionally, a quick test of this shows that it does NOT reveal the location of NPCs, though it does work on undead. (This is no different from any other spell or effect with the Detect Animal effect on it.) Are you sure this "Detect Life" thing isn't being added by a third party mod? Because it sure doesn't exist in my version of the game. --TheRealLurlock Talk 19:20, 20 July 2008 (EDT )

Well, this started because during Hircine's Hunt the werewolves attacked me while being invisible (CE Invisible, no action, I just was watching them kill the Imperial). Second, chameleon (50-80%) and sneaking (100 skill, even tried 120 skill) were of very limited use. The only explanation I could come up with is their ability Detect Life, as seen in this interview and similar to Oblivion:Detect Life. I put on Hircine's Ring, turned into a werewolf, and could see all the other werewolves on the mini-map. Now those are humanoid, not creatures nor animals or undead, thus Detect Life is different from Morrowind:Detect Animal. This article is very much in a test phase, would welcome any information. I'll try the MQ as a werewolf next week, to get some more answers on this and other things. --BenouldTC 21:33, 20 July 2008 (EDT)
The werewolves in the Hunt are specifically scripted to go straight towards you and attack as soon as they come to life - thus Invisibility and Chameleon will be of limited use, because they have automatically decided to attack you. (Though I think if you cast the invisibility AFTER they first come to life from the pedestals, you might be able to fool them.) As for you detecting them, I think that part of the werewolf scripts may cause werewolves to be detected as creatures using the normal Detect Animal effect. (There is a creature-version of the werewolf in the CS, but it lacks animation. I'd thought that it was just a previous attempt that was abandoned in favor of the current technique, but maybe it's really there for a reason?) I doubt that normal NPCs would be detectable though. There certainly is no "Detect Life" effect in the game at all, so that's not what's causing this. --TheRealLurlock Talk 23:35, 20 July 2008 (EDT)
Thanks for the reply, still something is puzzling here. I tried to unequip/reequip my Invisible ring, to no avail, they do continue to attack. As for the wolves being creatures, hmm, why can I then calm them by using Morrowind:Calm Humanoid to great effect? In fact, Bloodmoon:Werewolf#NPC_Werewolves list them as NPC, level 70 Argonian Acrobats. It seems the Detect Life used here was further developed and then implemented in Oblivion. Weird that it doesn't show up in the CS, and that the hunt is specifically scripted. Oh, and my super Detect Animal potions do not show them. More testing is needed. --BenouldTC 00:21, 21 July 2008 (EDT)
Yeah, I know werewolves are NPCs. Just saying they might be cheating to make them appear as creatures by having an inactive, invisible creature that's always in the same location as them. (Would possibly even explain why the creature werewolf actually HAS no attacks,) The one you're actually fighting would still be humanoid, and thus affected by all humanoid-affecting spells. But if a normal Detect Animal effect doesn't work on them, I don't know what's up. Maybe the hypothetical invisible werewolves only show up when you are also a werewolf - and maybe they show up on all living creatures whether they're werewolves or not? (Assuming I'm right about invisible werewolves, which is a bit of a stretch.) Unfortunately, I believe that many of the werewolf behaviors are hard-coded into the game, and not visible in any scripts that you can see in the CS. If this is the case, we may never know exactly how things are done in this respect. But one thing I can assure you of with absolute certainty is that there's no "Detect Life" effect. Something else is doing that, but I don't know what. --TheRealLurlock Talk 00:53, 21 July 2008 (EDT)

() Turning into a werewolf by using Hircine's Ring, I most definitely can detect NPCs on my mini-map, I'd guess 200 ft range (top of map, center to bottom, right). Tested at Graring's House. This matches what is said here in Quest 7B: Use your human-detecting abilities to find all of them and Quest 8B: Stop the Ristaag -using your 200 feet humanoid detection and as in the interviews by Ashley Cheng, project lead for Bloodmoon, mentioned above: Of course, you'll have a powerful attack, be able to detect NPCs, and travel very quickly. This ability does not Detect Animal at all, so redirecting as it was previous to my edit to Morrowind:Detect Animal was wrong. This is an inert, always active ability, not a spell; not sure where we list abilities that are not spells, maybe just in a paragraph on the Werewolf page. Further, is it called "Eye of the Wolf" or werewolf vision? --BenouldTC 15:19, 21 July 2008 (EDT)

The Detect Animal effect is somehow changed by Bloodmoon. The effect is redefined in the Bloodmoon.esm file (i.e., there is a MGEF record for Detect Animal; the only other MGEF records in Bloodmoon.esm are for Call Wolf, Call Bear, and Summon Bonewolf, so it's not just that standard magical effects are repeated in the .esm file). At first glance, the only difference in the .esm data is in the effect description. The Bloodmoon description is:
The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all classes of monsters. The effect's magnitude is the range in feet from the caster that animals are detected.
The default Morrowrind description is:
The caster of this effect can detect any entity animated by a spirit; they appear on the map as symbols. This effect includes all characters and all classes of monsters (creatures, humanoids, elementals, Daedra, undead, artifacts, plants, vampires). The effect's magnitude is the range in feet from the caster that animals are detected.
However, as Lurlock said, most of the real information is not in the .esm file. The real guts of magical effects are hard-wired into the game, making it hard to really work out what is going on.
I'm wondering whether the developers did a slight kludge with the Detect Animal effect. For example, hard-wired the effect so that if the magnitude is set to be larger than 1000 (it's set to 4000 for the Eye of the Wolf spell) then the behaviour of the spell changes from "Detect Animal" to "Detect Life". If should be possible to test the theory on the PC, by seeing what happens as the magnitude of Detect Animal is increased. It would also be interesting to see what a 4000 point Detect Animal effect does if Bloodmoon is not installed. If there is a qualitative change in the effect at some point, and especially one that only occurs if Bloodmoon is installed, then I'm inclined to think that a separate Bloodmoon-specific page for the effect might be warranted. Maybe at Bloodmoon:Detect_Animal -- unless the name "Detect Life" actually is used somewhere in the game -- but explaining what changes and under what conditions.
Finally, some technical answers. The spell's name is "Eye of the Wolf", but its editor ID is "werewolf vision". Its type is set to "Ability" (instead of, for example, "Spells" or "Disease"), which is why it's a constant effect, but it's still technically a spell and is listed in the construction set under spells. For PC players, this means commands such as addspell work on it just like other spells. This information doesn't necessarily answer where it belongs on the site, but internally the difference between an ability and a spell is pretty minor. --NepheleTalk 17:35, 21 July 2008 (EDT)

Inverted Head?[edit]

(moved from the article)

Also note that during the main quest in which Werewolves attack the greathall, if the Player sleeps until daytime inside the greathall the Werewolves outside will appear with Werewolf bodies, but have inverted Argonian heads.

Sounds like a glitch rather than a 100% occurrence, but I have no idea what an inverted Argonian head is supposed to mean or exactly when this is supposed to occur. –RpehTCE 10:29, 19 October 2008 (EDT)

Well, the werewolfs in the mainquest are all argonian acrobats, so that's why They have argonian heads... but why inverted and why they keep the werewolf bodies, this I don't know... --Max Welrod 00:45, 9 February 2009 (EST)
Meh, werewolf transformations have always been the associated with a large number of bugs. There may be some bug with them being generated in werewolf form or something that causes the problems.--Ratwar 12:13, 9 February 2009 (EST)
ive noticed this to.also when i use my ring of hircind when im a vampire my head is just a blank face...any ideas?````superdapp````— Unsigned comment by 72.160.255.139 (talk) at 17:19 on 15 May 2009

Werewolf Hircine Ring Bug for XBOX?[edit]

I recently was playing TESIII GOTY and I have completed the Bloodmoon MainQuest so I have the Ring of Hircine. I was on my way from Peligiad to Ebonheart, and decided to turn into a werewolf to make it a faster trip( I was getting sick of using Boots of Blinding Speed). Well, I decided to stop on the way and kill some Ordinators in Vivec, but then i got out of Vivec after I was bored and rested fro 8 hrs, the problem was, after the 8 hrs I was still a werewolf, i even rested for 24hrs and another 4 sets of 24 hrs, and I wasn't changing back. But the thing is I can't restore a save, for I saved as a werewolf in that particular session. I have gotten my character far (lvl 58) and don't want to restart a new one. Anyone have suggestions on how to fix this? Djb118 15:11, 16 July 2009 (UTC)

This isn't just for Xbox. I'm on the PC and I can't change back either. It's either the ring, or even the GOTY edition, but I have no clue— Unsigned comment by 99.196.168.114 (talk) on 26 July 2009
I have no idea how or if there's a way to help you two out, but i do know another thing you need to watch out for. If your a fully infected werewolf, and decide to get cured, DONT fight the innocent-Nord werewolf as a werewolf yourself! You'll permanently be stuck as a werewolf. - Silverfangz|Oct 10, 2009|
For me, that only happens when i rest in third person view. and then after that i have to wait huggeee amounts of time for the werewolf-nes to were off.--71.173.126.245 20:36, 17 October 2009 (UTC)
i was a wrewolf for 3 months in game on my xbox goty with that ring — Unsigned comment by 70.115.61.31 (talk) at 21:27 on 5 August 2010

() this worked for me. If you use the cheat to give your werewolf blood and rest about two days it might fix the problem — Unsigned comment by 173.71.39.38 (talk) at 21:08 on 26 January 2013‎

can i?[edit]

after completing the main quest for bloodmoon can i then contract the disease and do the other side of the quest?all though it may seem obvious that i cant i am still curious as to whether there is a glitch or something that allows me to- or do i just turn into a werewolf at night? — Unsigned comment by 195.137.93.129 (talk) on 28 August 2009

No, you can only do the main quests once. --Timenn-<talk> 14:13, 31 August 2009 (UTC)

A strange glitch[edit]

After killing the Werewolves during the attack on Skaal, I decided to resurrect them. When I did, their bodies vanished, leaving only Wiggling, biting heads that crawled across the ground fairly quickly. Not only that, but when they were killed again their heads shrunk to about the size of my character's hand. Has this ever happened to anyone else or is it just my computer?— Unsigned comment by Silverfangz (talkcontribs) on October 10, 2009

Never happened to me, but there are plenty of glitches associated with werewolves.--Ratwar 17:04, 11 October 2009 (UTC)

Terribly Weak Attack[edit]

My latest character is incredibly strong in human form, and also has hand-to-hand at 100. When he became a Werewolf, though, his attacks in Werewolf form were utterly abysmal. It took about 10 or so hits just to take down a normal Cliff Racer. Is anyone aware of the cause of this bug/issue, or how it may be fixed? If so, should such information be available on the Bloodmoon:Werewolf page? — Unsigned comment by 210.50.228.5 (talk) at 07:07 on 23 December 2009 (GMT)

Did you go through the bloodmoon stoy as a werewolf? If not, thats why. I had that problem with my really strong character, so I made a new character just to be a werewolf. A little bit into the main quest Hircine "sharpens" your claws, which makes the werewolf an obscenely powerful weapon. I beat the Hircine aspect of strength in a slugfest this way, and took out Karstaag in only a couple hits. Otherwise, its ridiculusly weak. Halfstache 04:50, 4 July 2011 (UTC)Halfstache
I did the quest to defend the totem as a werewolf and my claws weren't "repaired" after I did the quest. My attacks are still very weak. Does anyone know if there is a console command to fix this and improve the claws? — Unsigned comment by 174.61.124.115 (talk) at 02:58 on 19 July 2011 (GMT)
Sorry if this is a few years too late to bump. I had the same issue and fixed it using the command "set werewolfclawmult to 25" which is the default value. After the quest mentioned above it should be set to 35. I went from hitting for 2-5 damage a swing to around 50. Not sure what causes this glitch. I have GotY editon, code patch, and MGEXEgui installed. Also I'm pretty far in the game (100+ hours on this one character which I know Morrowind always handles well). So if you're a werewolf in morrowind with a sucky attack or do no damage this is probably the reason why. --75.68.56.223 23:59, 2 June 2015 (UTC)
I've added it to the talk page. —Legoless (talk) 00:59, 3 June 2015 (UTC)

Some Unanswered Werewolf Questions[edit]

The following Questions were asked by me on the Elder Scrolls forums, but were not answered, and are not covered elsewhere. There was a third, but it was solved by myself. I'll post the question and its answer as well, just for reference. :)

  • After doing a quest for Hircine as a werewolf the Daedra Lord says he has sharpened your claws (thus, according to UESP, improving their damage). Question 1 is that if you take the Skaal path instead of the Werewolf path, and subsequently get the Ring of Hircine, is the werewolf which it transforms you into a werewolf with improved claws or without.
  • When you are a werewolf your unarmored skill recieves a heavy boost, however I have read that, despite the numbers, Unarmored only actually defends you if you aer wearing at least one item of armor. So do werewolves actualy recieve no armor rating, despite the boost and the rating shown on the character menu, since werewolves are by proxy not wearing any armor.

I found out the answer to this one, but I'll post it and the answer in case anyone else was looking for the same information. :)

  • QUESTION: If you get cured after the attack of the Skaal Village, and therefore go the Skaal way, and then allow yourself to get infected again (e.g. whilst doing the Claw and Fang quest, or by a randomly placed non-quest Werewolf), and this time do not get cured, and stay as a werewolf, will you get kicked out of the Skaal questline. What happens?
ANSWER: Having been randomly infected and waited the full 3 days (i.e. became a werewolf) BEFORE the scripted attack (I was at the time doing the Ritual of the Gifts quest), Korst Wind-Eye refused to talk to me (saying "I sense the shadow of the beast is on you, Abduan Azkhal (My Char's Name). The Skall have nothing to say to you while you live with such a curse"), thus it was impossible to progress until cured of the disease, which I have not yet done. I assusme the same thing would happen if you were to get randomly infected AFTER the scripted attack, and would have to be cured to continue.

84.92.209.122 22:11, 12 April 2010 (UTC)LordDaedra

The answer to the first one seems to be that you get the unimproved version.
The first time you transform after killing all the Skaal during the Dream of Hircine quest, the script sets a variable called werewolfclawmult to 35. That seems to be what controls the power of the claws, but I can find no other mention of that value. The ring doesn't set the variable, so you'll still be on the old, unimproved claws.
On #2, it's true. See this page for more details. rpeh •TCE 16:21, 14 April 2010 (UTC)

Recent Edit[edit]

This edit added a lot of content to the page, but most of it was written in first person and seemed more like roleplaying. Since it is so huge, I won't move it here, but I don't know if it warrents cleanup, because the anon obviously put some effort into doing it. --Arch-Mage Matt Did I Do That? 18:53, 9 August 2010 (UTC)

Seems to be an advert or cut and past job from http://www.zerotime.com/night/index.html Jadrax 19:22, 9 August 2010 (UTC)

can i install bloodmoon[edit]

can i install bloodmoon by clicking on the morrowind icon clicking on open file location then double click on data files and bring the bloodmoon esp files to morroinds data files and putting bloodmoons files in there? — Unsigned comment by 67.142.172.20 (talk) on 3 October 2010

Just run the installer. If you don't have an installer, it means you've copied the files from somewhere and we're not interested in helping you. rpeh •TCE 06:27, 3 October 2010 (UTC)

can i play[edit]

i was wondering if i could play the bloodmoon expansion without the tribunal expansion? — Unsigned comment by 67.142.172.25 (talk) at 23:00 on 4 October 2010

Yes, you can, as long as you have Morrowind itself. You don't need Tribunal. Robin Hoodtalk 02:45, 5 October 2010 (UTC)

Becoming werewolf before going to Skaal[edit]

I have encountered strange bug (and possibly I already ruined the game). So what happened step by step:

  1. I became a werefolf on very early stages of Main Quest (I encountered lunatic who attacked me). Even before The Frostmoth Smugglers quest.
  2. I decided not to cure myself and continued to play as a werewolf
  3. When I came to Skaal for the first time after attack on Fort Frostmoth Korst told me that I'm werewolf and he's not going to talk to me until I'm cured. That gave me entry from The Siege of the Skaal Village (index 95) into my journal.
  4. Next time when I was transforming to werefolf I had a Dream of Hircine cutscene. So werewolf part of Main Quest started for me before Skaal Test quests.
  5. After I finished Dream of Hircine quest I decided to go back to Skaal (as a man, not as a wolf of course) to see what will chnage
  6. And here the strange things start. When I came to Skaal I saw werewolfs attacking a village(!!!). Like The Siege of the Skaal Village started but not from very begining.
  7. After this I decided to load my saved game (just after finishing Dream of Hircine quest) and don't go to Skaal before I'll be cured (I wanted to go through Skaal Test quests).
  8. I didn't encounter any issues during werewolf quests and right after Siege of Castle Karstaag quest I did Rite of the Wolf Giver
  9. I went to Skaal and what did I see? Werewolves attacking! But they had argonian heads, they attacked like argonians and the attacked only me. %)
  10. Once again: I wanted to go through Skaal Test quests so I had no other way but to use console. And here possibly I mead one more mistake: I desided to reset The Siege of the Skaal Village quest and (after reading this wiki) used "SetJournalIndex BM_SkaalAttack 0"
  11. Werewolfs disappeared and I had no problem in doing Skaal Test quests (the only thing was that Korst was trying to talk about Bloodmoon Prophecy with me but I ignored it).
  12. After The Skaal Test of Strength I returned to Skaal and here is where I got stuck. I went to Great Hall where everithing seemed like it should be: I talked to Tharsten Heart-Fang, then to guard who triggered the start of The Siege of the Skaal Village
  13. When I went out of Great Hall there were no werewolves! But everyone was saying that I must help in killing them
  14. I decided to use console wonse againg this time I uset "Journal" command. But it didn't help: if I go to index 25 of quest (where I should kill 2 werewolves in Great Hall) and enter Great Hall I see 2 non-hostile argonians (no matter is it night or day(!)) and also Tharsten Heart-Fang (who should disappear) with his guard (who should be killed).
  15. Going to index 30 or 40 changes nothing. And no metter on which index evereone is saying to me that I must kill werewolves.

So this is where I stuck. I tried to go through quest stages (using Journal) without going to Skaal but the only thing I achieved by this is that Skaal stoped asking me to kill werewolves. But non-hostile argonians, Tharsten Heart-Fang and his guard were still in great hall. Actually I still can talk with Korst Wind-Eye about Bloodmoon Prophecy (and start the quest as I understand) but what will I be able to complete it wthout disappearing of Tharsten?

Thanks for readding this long post. :) And if someone will be able to help - it will be great! — Unsigned comment by 90.179.72.239 (talk) on 25 November 2010

Try the following console commands. These are supposed to run after you kill 7 werewolves:
Journal BM_SkaalAttack 20
"tharsten heart-fang"->Disable
"skaal_guard2"->SetHealth 0
Set SkaalAttack to 3
You may then need these:
Journal BM_SkaalAttack 30
"korst wind-eye"->Position -159017 212262 2949 0
Player->AddSpell "werewolf blood"
set SkaalAttack to 4
I can't guarantee that'll fix the whole thing, but it might get you on the right track. rpeh •TCE 12:27, 26 November 2010 (UTC)

Where can you find Werewolves at daytime?[edit]

The wandering lunatics ect are supposedly somewhere on the island but i've looked everywhere and cant seem to find anyone under that name! does anyone know the location of one more or less so i can find it?AdairTheNord 15:34, 14 February 2011 (UTC)

The only one that has a guranteed location besides the ones in the is Connorflenge Barrow, and then he only shows up four fifths of the time. Your chance to finding the others depends on your level, a level thirty-five character has a thirty-five percent chance of finding one. --AKB Talk 16:56, 14 February 2011 (UTC)
So the higher the level the higher the chance of finding one? like if i was level 75 it would be a 75% chance of finding or am i completely wrong here! — Unsigned comment by AdairTheNord (talkcontribs) at 17:40 on 14 February 2011 (UTC)
That is correct, as it clearly says in the article. Please read the article before asking questions in the future. --AKB Talk 17:40, 14 February 2011 (UTC)

Werewolf Stats[edit]

Could someone check the attributes and skills for when you are a werewolf, and add them to the article? As mentioned above, the werewolf has FIXED stats, and I think you also get immunity to disease when you become one. I meant to do this myself, but apparently I uninstalled Morrowind, and the only other source of information I could find (gamefaqs) seemed kind of unreliable. Weroj 13:45, 1 March 2011 (UTC)

What weapons count as silver?[edit]

To get the damage bonus against werewolves? I'll assume that Silver and Nordic Silver are both a yes, but what about standard Nordic from morrowind? — Unsigned comment by 24.108.237.188 (talk) on 11 March 2011

Nope. Those don't count as either. rpeh •TCE 09:47, 11 March 2011 (UTC)
RIIiighht, just checked the Nordic page, and it says high quality steel. — Unsigned comment by 24.108.237.188 (talk) at 09:55 on 11 March 2011
Does better quality weapons (Dwemer, Ebony, Glass, Daedric) counts for increased damage vs warewolves? Ciberzombie (talk) 22:02, 4 October 2015 (UTC)

bonuses[edit]

if you become a werewolf for the main quest and get cured after it, do you keep the bonuses (sharper claws) if you use hircines ring? (Eddie the head 08:32, 30 May 2011 (UTC))

As far as I can tell: yes. rpeh •TCE 08:50, 30 May 2011 (UTC)

Ideal Time to Become Werewolf?[edit]

When is the ideal time to get transformed into a werewolf and get these "upgraded claws" I keep hearing about? (*What point in the quest?) Because I heard doing it too early results in being unable to continue the quest, and doing it too late results in really, really weak attacks in Lycan form. Roleplayer1337 15:39, 29 July 2011 (UTC)

To get the upgraded claws you just have to follow the main quest through the werewolf path. As the quests progress you will automatically contract the disease, so as long as you do not actively seek out werewolves to fight, you don't have to worry about messing anything up. --DKong27 Tk Ctr Em 16:36, 29 July 2011 (UTC)

Werewolf on werewolf[edit]

I recently changed the sentence "Since they are NPCs, they cannot be soultrapped.", adding "but they can fulfill your need for a nightly kill if you are in werewolf form." My change was reverted with the explanation "thats because their still technically npcs". Well, isn't that what the sentence is about? I don't understand why this addition doesn't belong on UESP. Thundre 07:38, 3 August 2011 (UTC)

seeing as i reverted it ill explain, its a looping sentence. you cant get a feed from creatures but you can get their souls, you cant get a npcs soul but you can feed on them i hope thats clear enough (From Fear to Eternity- Eddie The Head 07:50, 3 August 2011 (UTC))
Thanks for the explanation. Would it be better to make it a separate sentence? I think the fact that NPC-werewolves are good food is just as important as the fact that they can't be soultrapped. Thundre 08:07, 3 August 2011 (UTC)
hmm im not to sure, it just doesnt seem to be noteworthy enough to me because its already mentioned there npcs (From Fear to Eternity- Eddie The Head 08:27, 3 August 2011 (UTC))
It's marginal but probably ought to be mentioned, as it's not entirely obvious. rpeh •TCE 12:20, 3 August 2011 (UTC)

Bug[edit]

Has anyone else kept the detect life enchantment after transforming back into a person? Halfstache 20:18, 7 August 2011 (UTC)

I have seen life markers on the map after transforming back, but I don't think they were updated. They marked where the NPCs were when I was in werewolf form. Thundre 09:33, 9 August 2011 (UTC)

Werewolf Question[edit]

If you were to become a werewolf during the main questline, finish the hunter's game, & cure yourself, i understand that Korst will give you the Bloodskaal title and the house. After this, if you were to become infected again, would you keep both of these and the werewolf powers/upgrades from the quests? — Unsigned comment by 76.164.101.160 (talk) at 02:00 on 10 October 2012

Maximum Damage[edit]

In what universe is there a math in which 100 * 5 * 25 = 125 or 100 * 5 * 35 = 175? There is most definately a (default?) 0.01 factor missing, or, alternatively, the Hand-to-Hand stat is superfluous (in this case exclusively?). — Unsigned comment by 87.78.130.243 (talk) at 14:42 on 4 July 2013

The Static Attributes 2[edit]

Can someone confirm the werewolf stats the PC gets are as it says on the article? Personally, they're a lot closer to what the anon mentioned in the previous discussion on this (along with Unarmored and Hand-to-hand being 100, Acrobatics 80, Athletics 50 and everything else 0). The most notable is the speed, since PC werewolf is nowhere near as fast as NPC werewolves, which makes me think the stats on the article are stats for them, and not the PC. -- Kertaw48 (talk) 07:33, 3 July 2014 (GMT)

Charm spells?[edit]

I know you're unable to converse with them, but can Charm spells work on Werewolves while they are in their bestial form so that they will stay friendly/passive? Because I've been trying to cast them on Werewolves, but they keep attacking me again after a few days have passed, even though they don't respawn, they're considered "NPCs", and with the Soultrap glitch brought into the factor. Bauglir100 (talk) 02:33, 12 March 2015 (GMT)

Can you still become a werewolf after the vanilla main quest?[edit]

Can you still become a werewolf after you gain 100% disease immunity from the vanilla main quest? --Zach9054 (talk) 03:43, 12 April 2015 (GMT)

Yes, it's scripted. —Legoless (talk) 18:00, 12 April 2015 (GMT)
Contracting Sanies Lupinus during the main questline is scripted, but you can also contract it from the generic werewolves, if you lower your disease resistance back under 100% with a Weakness to Common Disease spell. --Vordur Steel-Hammer (TINV1K) 02:12, 13 April 2015 (GMT)

So The 3 Witches.....[edit]

I just completed Bloodmoon's main quest and now I'm attempting to be cured of my werewolf form (somebody saw me turning and I can't reload to fix as I failed to even see the popup message when I was seen) however....there's a problem. I found the large raven that begins the quest to be cured but as soon as I am teleported the 3 witches attacks me on sight.

So, the 3 characters whose sole purpose is to CURE Lycanthropy, and by default already knows you're a wolf, flat out gangs up with summons to murder you as soon as you begin the cure quest. Is there any way I can get pass this (Xbox GOTY ver) without killing them? I think you can find a note that tells you what to do (I only glanced at the Wiki to see if them attacking you is intended or an oversight) but I'm not entirely sure and had to stop playing to begin work.

I love being a wolf but the entire galaxy of Nirn picking up arms against you the very instant you're seen turning is very, very annoying. Aw well, what you get for having too much fun... Cody2819 (talk) 23:29, 29 June 2018 (UTC)Cody2819

Permanent Hostility[edit]

"Normally, no one will know that you are a werewolf, but if you are seen transforming by anyone (even if you kill them immediately afterwards" - well... I finished main quest of Bloodmoon and decided to get licantropy to meet 3 witches. For some reason transformation occured in thew midnight of 3th day (not on the sleep but while character is awake... and in the middle of fight with some berserker... Now (thanks to mentioned berserker) all Tamriel want to kill me - anyone know command to turn this hostility off? Guess this is next game-breaking bug --87.207.108.197 18:21, 18 April 2021 (UTC)

If you're playing on a PC, open the console and enter the following: set PCKnownWerewolf to 0. AFAIK that should clear the hostility; if it doesn't, or if you're playing on a console, your only option is to reload an earlier save. — Wolfborn(Howl) 23:31, 18 April 2021 (UTC)
Thanks, it work well. Maybe someone should add this to BUG section on main page? --87.207.108.197 18:38, 19 April 2021 (UTC)