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:
[email protected]
GameFAQs username: PreciousTorso
Copyright 2004 Kyle Hoffman