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    Werewolf FAQ by PreciousTorso

    Version: 1.1 | Updated: 07/31/04 | Printable Version | Search Guide | Bookmark Guide

    The Elder Scrolls III: Bloodmoon
    Werewolf In-Depth FAQ Version 1.1
    
    Last Updated: 7/31/04
    
    By: PreciousTorso
    
    Table of Contents
    
    I……………………Introduction
    II…………………Frequently Asked Questions
    III………………How to Become a Werewolf
    IV…………………Werewolf Stats and Bonuses
    V……………………Quest Walkthrough
    VI…………………Credits and Legal Stuff
    
    Revision History
    
    7/10/04 – Started writing this FAQ (v. 0.0)
    7/12/04 – Added first two werewolf quests (v. 0.25)
    7/16/04 – Added last two werewolf quests and some additional info (v. 1.0)
    7/31/04 – Added information contributed by various users (v. 1.1)
    
    I. Introduction
    
    Greetings, one and all.  This is my very first FAQ, so I hope you’ll forgive 
    the fact that I don’t have any fancy-schmancy ASCII pictures or what-have-
    you.  I intend this to be a straight-forward, and, more importantly, thorough 
    guide to being a werewolf in Bethesda’s excellent first-person RPG, Bloodmoon 
    expansion pack for The Elder Scrolls III: Morrowind.
    
    UPDATE
    
    A good portion of the information in this FAQ now comes from GameFAQs user 
    Billy Black, whom I will credit when it’s appropriate.  He was writing a 
    werewolf FAQ as well, I just happened to post mine first.  Check out his 
    other excellent Morrowind FAQs, though.
    
    II. FAQs
    
    Q. Who are you to think you can come here and write a FAQ?
    A. I am a new contributor to GameFAQs, and a new member, I guess, but I have 
    been coming here for years.  I thought it was high time I gave something back 
    to this great site.
    
    Q. Why a werewolf FAQ?
    A. Because I am stuck in that part of the game right now.  I will be writing 
    as I play, and a saw a very real need for a FAQ like this.  Being a werewolf 
    is, in my opinion, both fun and challenging, and one of the best aspects of 
    the Morrowind experience.
    
    Q. What are the advantages to being a werewolf?
    A. Refer to the Stats and Bonuses section of this guide.
    
    Q. Any disadvantages?
    A. Again, I will go over these in the stats and bonuses section.
    
    Q. Why not become a vampire instead?
    A.  Because lycanthropy (being a werewolf) is curable, and you retain your 
    ability to interact with the denizens of Morrowind (and Mournhold), provided 
    you don’t let any townsfolk see you transform.
    
    Q. Where can I find ________?
    A. If it doesn’t have to do with werewolves, it’s not in this FAQ.  Look 
    elsewhere.
    
    III. How to Become a Werewolf
    
    First, you must have installed the Bloodmoon expansion on your computer.  It 
    is recommended that your character is at least level 40 before traveling to 
    the frigid isle of Solstheim; the enemies here can be nasty if you’re not 
    careful.
    
    Follow the main quest path on Solstheim by starting in Fort Frostmoth, the 
    first structure you see when you arrive by boat from Khuul.  You will begin 
    by receiving quests from Captain Carius.  Later on, you will receive quests 
    from one of the guard captains.  Eventually, you will be asked to travel to 
    the Skaal village, which is on the north end of Solstheim, and almost 
    directly north of the Thirsk mead hall.
    
    You will have to complete a few tasks before you are trusted by the Skaal, 
    and this means more quests.  At a certain point, the village will be attacked 
    by werewolves, and you will have to come to the aid of the Skaal guards.  
    When you are attacked by a werewolf, there is a good chance you will contract 
    the werewolf disease.  In fact, it happens automatically as part of the main 
    quest in Bloodmoon.
    
    This is a branching point.  The Skaal request that you cure your disease by 
    simply drinking a Potion of Cure Common Disease, so you can continue to do 
    quests for them.  But you’re here because you want to be a werewolf, right?  
    And it doesn’t hurt if you want to exact some revenge on those Skaal scum.  
    Ignore their advice, and wait three days. At around 9 p.m. of the third day, 
    you will receive a vision from Hircine, a Daedric god.  You are now a 
    werewolf.
    
    UPDATE
    
    An alternative to the main quest is to be attacked by a roaming werewolf on 
    Solstheim. I have heard that they only appear if you are past level 50, 
    though I am not sure about this.  I don’t know their exact locations, either.  
    What I do know is that I’ve found three of them in my game; I am at level 51.  
    One was just behind the Thirsk mead hall.  Another was in the Hirstaang 
    Forest, just southeast of the Raven Rock colony.  Finally, I found the third 
    one at Brodir Grove.  I believe it is due east of Raven Rock.  There are 
    more, and I believe they appear randomly.
    
    Anyhoo, here are the stats for most of them, as provided by Billy Black.
    
    Wandering Lunatic
    Level 65
    Nord, Male
    
    Health - 420
    Magicka - 162
    Fatigue - 391
    
    Strength - 100
    Intelligence - 81
    Willpower - 91
    Agility - 100
    Speed - 100
    Endurance - 100
    Personailty - 68
    Luck - 40
    
    -----------------------------------------------------------------------------
    --
    
    Wandering Lunatic
    Level 65
    Orc, Male
    
    Health - 420
    Magicka - 162
    Fatigue - 400
    
    Strength - 100
    Intelligence - 81
    Willpower - 100
    Agility - 100
    Speed - 100
    Endurance - 100
    Personality - 68
    Luck - 40
    
    -----------------------------------------------------------------------------
    --
    
    Insane Wanderer
    Level 99
    Dark Elf, Female
    
    Health - 590
    Magicka - 200
    Fatigue - 400
    
    Strength - 100
    Intelligence - 100
    Willpower - 100
    Agility - 100
    Speed - 100
    Endurance - 100
    Personality - 68
    Luck - 40
    
    -----------------------------------------------------------------------------
    --
    
    Insane Wanderer
    Level 65
    Nord, Female
    
    Health - 500
    Magicka - 50
    Fatigue - 500
    
    Strength - 100
    Intelligence - 81
    Willpower - 91
    Agility - 100
    Speed - 100
    Endurance - 100
    Personality - 68
    Luck - 75
    
    -----------------------------------------------------------------------------
    --
    
    Gibbering Lunatic
    Level 87
    Breton, Male
    
    Health - 530
    Magicka - 200
    Fatigue - 400
    
    Strength - 100
    Intelligence - 100
    Willpower - 100
    Agility - 100
    Speed - 100
    Endurance - 100
    Personality - 92
    Luck - 40
    
    -----------------------------------------------------------------------------
    --
    
    Gibbering Lunatic
    Level 88
    Breton, Male
    
    Health - 535
    Magicka - 200
    Fatigue - 400
    
    Strength - 100
    Intelligence - 100
    Willpower - 100
    Agility - 100
    Speed - 100
    Endurance - 100
    Personality - 92
    Luck - 40
    
    -----------------------------------------------------------------------------
    --
    
    Wandering Idiot
    Level 75
    Imperial, Male
    
    Health - 535
    Magicka - 200
    Fatigue - 400
    
    Strength - 100
    Intelligence - 100
    Willpower - 100
    Agility - 100
    Speed - 100
    Endurance - 100
    Personality - 92
    Luck - 40
    
    -----------------------------------------------------------------------------
    --
    
    Confused Lunatic
    Level 55
    Imperial, Male
    
    Health - 500
    Magicka - 200
    Fatigue - 400
    
    Strength - 100
    Intelligence - 100
    Willpower - 100
    Agility - 100
    Speed - 100
    Endurance - 100
    Personality - 92
    Luck - 40
    
    -----------------------------------------------------------------------------
    --
    
    Wandering Lunatic
    Level 55
    Nord, Male
    
    Health - 500
    Magicka - 200
    Fatigue - 400
    
    Strength - 100
    Intelligence - 100
    Willpower - 100
    Agility - 100
    Speed - 100
    Endurance - 100
    Personality - 92
    Luck - 40
    
    -----------------------------------------------------------------------------
    --
    
    Confused Lunatic
    Level 65
    Nord, Male
    
    Health - 500
    Magicka - 50
    Fatigue - 500
    
    Strength - 100
    Intelligence - 81
    Willpower - 91
    Agility - 100
    Speed - 100
    Endurance - 100
    Personality - 68
    Luck - 75
    
    -----------------------------------------------------------------------------
    --
    
    IV. Werewolf Stats and Bonuses
    
    First, the bad news.  Every night when you transform, you must kill at least 
    one person to fulfill your thirst for blood.  This can be a townsperson, a 
    guard, or, what I find easiest, a fryse hag or berserker.  They can be found 
    chilling out in the Solstheim wilderness.  It’s also important to remember to 
    be out of range of any townsfolk or NPCs (non-player characters), or you will 
    not be able to interact with most people for the rest of your game.
    
    UPDATE
    
    Xpumafangx provides this healthy tidbit:
    
    “Another great place too hunt for food as a werewolf is on the rivers. There 
    is a lot of humans there. The reavers for one do not have silver weapons 
    other than arrows. So as long as you sneak up and take down the archers first 
    you are good to go. I have done all the quests as a werewolf so ask me any 
    thing. Also I have found that staying by the chest in the first quest easier 
    than when I see a skaal. I sneak in for a quick kill then move back a little. 
    Often I let them pass me up then take down the last one. I did do that at the 
    easy mode. So in 100% hard mode might need something else. Hope this helps.”
     
    Now, the good news.  First off, it’s your choice if you want to be a 
    werewolf, it’s just an alternate branch of the main storyline.  If you become 
    a werewolf and decide it’s just not for you, you can go to the Altar of 
    Thrond, just west of the center of the island, and you have the option of 
    curing yourself there.
    
    Werewolves get some pretty neat bonuses.  They are as follows:
    
    Werewolf Resistance - Common Disease and Blight 100% resistance
    Eye of the Wolf – Night Eye 25 points, Detect Animal 4000 feet
    Spirit of the Wolf – Restore Health 1 point
    
    The resistance is pretty nice, but forgettable if you already have good 
    resistances from equipment and quests.  Night Eye is helpful as you can see 
    almost as clear as if it were daytime.  I’m not sure about Detect Animal; I 
    do know that as a werewolf, humans show up on your map as red circles so 
    they’re easier to find.  Finally, the Restore Health just means that your 
    health gradually increases over time – but don’t expect it to save your 
    werewolf behind if you’re in a jamb.
    
    The following are the stats of a werewolf.  Any stat not mentioned is 0.
    
    Strength – 100*
    Agility – 150
    Speed – 90
    Endurance – 150
    Luck – 25
    
    Hand-to-Hand – 100
    Athletics – 50
    Unarmored – 100
    Sneak – 95
    Acrobatics – 80
    
    *Strength can be increased to 150 with completion of a certain quest.
    
    The stats are meant to fortify your killing power, and nothing else.  You 
    will be able to kill with ease, run fast, jump high, and, most importantly, 
    sneak up on your more powerful opponents.
    
    Speaking of powerful opponents, you will want to watch out for any kind of 
    silver weapon.  This includes imperial silver and Nordic silver, which, 
    unfortunately, are the main types of weapons used by guards and Skaal 
    warriors, whom you’ll be fighting a lot.  Sneak as much as possible, and 
    don’t take on more than one at a time.
    
    UPDATE
    
    Another tip from xpumafangx:
    
    “Also I found that the slash and the stabbing attacks for the werewolf go at 
    the sides of the werewolf so you could run past someone while attacking. 
    Lowering the chance of getting attacked back. Also the attack of a werewolf 
    will break shields and armor in one hit if blocked.”
    
    UPDATE
    
    Here are some helpful console commands for PC users, as provided by Billy 
    Black.  Just press the tilde (‘~’) key during your game to type in these 
    codes.
    
    HELPFUL CONSOLE COMMANDS
    
    To get the disease:
    
    player->addspell "werewolf blood"
    
    to get out of being a werewolf if you're stuck as one (Hircine's Ring)
    
    Player->undowerewolf
    Player->removespell "werewolf regeneration"
    Player->removespell "werewolf vision"
    
    To become a werewolf again after curing yourself:
    
    set PCwerewolf to 1
    
    If everyone knows you are a werewolf:
    
    set PCknownwerewolf to 0
    
    If your attack power is really low, it may be a glitch. Use this to fix it:
    
    set werewolfclawmult to 25
    
    V. Quest Walkthrough
    
    These are only the werewolf quests.  For information on other quests, look to 
    other guides.
    
    Quest 1: Dream of Hircine - The Totem of Claw and Fang
    
    After doing a few quests for Tharsten Heart-Fang and Korst Wind-Eye in the 
    Skaal village, and after becoming a werewolf, Hircine will speak to you in a 
    dream the second night you transform.  Your task is to travel to the Tombs of 
    Skaalara, just a little southeast of the Skaal village, and keep the Totem of 
    Claw and Fang from falling into the hands of the Skaal hunters.
    
    There will be one or two hunters immediately inside the entrance; start out 
    sneaking if you can.  You should be able to take them down without much 
    trouble.  Move through the cave while looking at your map and killing any 
    Skaal hunters that you see – they will be represented by red circles.  There 
    will be a few dead ends with treasure chests, don’t worry about them as you 
    can’t open them as a werewolf anyway.
    
    As you move deeper into the cave and clear it out, some more Skaal warriors 
    will appear at the entrance and move towards where the Totem is kept.  Try 
    your best to take them out one by one.  The last group that appears will be 
    three Skaal warriors, fully decked out in Nordic silver.  Needless to say, 
    these guys are tough.  Avoid direct confrontation at all costs.  If you take 
    on three at once, or possibly even two, you’re already dead.
    
    One of the three will usually be separated from the other two – this is your 
    first victim.  Pick a good hiding spot – I opted for the tunnel that leads 
    away from the Totem.  When the single warrior passes you (he will either be 
    in front of or behind the group of two), that’s your time to strike.  If 
    you’re lucky, you can get critical damage.
    
    Once you’ve killed the first of the three warriors, wait till the other two 
    get all the way to the Totem.  They will stand there for a few minutes, and 
    you will get a message that the Skaal have reached the Totem.  Their backs 
    should be turned; sneak up and kill the closest one, trying to get critical 
    damage.  Do the same on the last guy if you can; if you can’t you should have 
    enough health left to take him down in single combat.  A basic rule of thumb 
    for these quests is: If at first you don’t succeed, try, try again.
    
    When you’ve killed all the Skaal warriors, you will get a message telling you 
    so, and a journal update.  You can leave the cave, and do whatever.  The next 
    night, Hircine speaks to you in your dreams once again to congratulate you.  
    Your reward for completing this quest is “sharper claws,” which means a 50 
    point strength increase for your werewolf form.  This pattern continues for 
    werewolf quests: One night you get a quest; the next, a reward, and so on.
    
    Quest 2: Disrupt the Skaal Hunt – The Ristaag
    
    The night after you receive your strength bonus, Hircine appears to you 
    again.  It turns out those Skaal bastards aren’t as dumb as they look; they 
    stole the Totem in the daytime when there were no werewolves to protect it!  
    Now they are preparing for the Ristaag, a ritual in which they hunt a 
    creature known as the Spirit Bear, which they believe will please their gods.  
    It is your job to make sure they don’t succeed.
    
    This quest takes place on and around the western shores of Lake Fjalding.  
    Skaal hunters and trackers will be around three fire pits.  It is best to 
    approach from the southeast, as most of the hunters are facing north-
    northwest.  The main key here is speed.  I repeat, -SPEED-.  As before, you 
    do not want to be fighting more than one Skaal at a time.  A confrontation 
    with two of them is perhaps necessary, but there should be no more than one 
    of these.
    
    Work your way up, killing the Skaal near the fire pits as you do so, and 
    constantly checking your map for those red circles.  Sneak whenever possible, 
    though the trackers seem to be able to catch on to your wiles.  When you’ve 
    killed a few trackers and they start re-spawning at the fire pits, go as fast 
    as you can to kill them before they are reinforced.  Waiting around means 
    almost certain death.  Save often as long as your health is in good shape.  
    If you were fast enough, you killed them before the Skaal were reinforced.  
    If not, you probably died – you need to try it again.
    
    A message will pop up when you’ve killed all the trackers, saying the Skaal 
    have given up their hunt.  A smart move, seeing as how you’ve made mincemeat 
    of half their population.  Now all you have to do is kill the Spirit Bear.  
    It should be in the area, or slightly south of where you were fighting the 
    Skaal, and further west of the lake.  In my game, anyway, it found me.  It’s 
    not very hard to kill at all.  Kill it, and your journal will update, then do 
    what you want.  Make sure that when you revert from your werewolf form, go 
    back to the Spirit Bear and take its Heart.
    
    The next night, Hircine rewards you with the ability to summon a bone wolf 
    companion during the daytime.  Not too shabby.
    
    UPDATE
    
    This part comes from Billy Black.
    
    Optional Quest: Rite of the Wolf Giver
    
    If you decide that you don't want to be a Werewolf anymore, you must go 
    through the process of getting it cured. To start the mission, look for a 
    note lying on the ground around the docks of Fort Frostmoth. Or, talk to 
    someone in Fort Frostmoth about "Latest rumors". Either way, you will hear 
    about a raven at the Altar of Thrond. Go to the raven, and it'll turn into a 
    witch. The witches tell you to collect some ingredients. One of those 
    ingredients, Belladonna Berries, is very easy to find. The other, Wolfsbane 
    Petals, is a little harder, since there are only two in the game. One is 
    found in Lassnr's house in the Skaal Village. The other is found at the top 
    of Hvitkald Peak. Once you have the ingredients, take them back to the 
    witches, who will lead you back to the altar to finish the quest. It isn't 
    all that hard, just follow their instructions. Alternately, you can just kill 
    the witches, and find a note on their body that tells you of a scroll hidden 
    in an icicle hanging from their ceiling. This scroll has the same affect as 
    the ritual, and they keep it as a backup plan. If you don't mind killing 
    them, then this method is completely acceptable.
    
    VI. Credits and Legal Stuff
    
    Thanks to Bethesda Softworks and ZeniMax Media, for making such a great game 
    and 2 expansions to boot.
    
    Thanks are also in order for GameFAQs, still as great today as it was when it 
    began.
    
    Thanks to Billy Black for providing me with a lot of useful information for 
    this guide.
    
    Thanks to xpumafangx for providing extra tips.
    
    No part of this guide, or the guide as whole, may be copied without my 
    consent, except for personal use.
    
    All data is actual information taken from the Morrowind game, for which I 
    take absolutely no credit.  The methods described were tested by me, but by 
    no means do I own them.  They’re just how I completed the quests.
    
    If you have any questions, comments, complaints, or corrections, refer to the 
    contact information below.
    
    Contact Information-
    Name: Kyle Hoffman
    E-Mail: khoffma1@ashland.edu
    GameFAQs username: PreciousTorso
    
    Copyright 2004 Kyle Hoffman