Look I just want a step by step process on what commands to enter to make the game fully recognize me as werewolf without having to do the companions missions or get a mod from skyrim nexus, because I am never using nexus. Google search of 'Skyrim werewolf commands' got me this. In Skyrim, the only way to become a Werewolf is to complete the quest line for the Companions of Jorrvaskr in Whiterun, up until the quest 'The Silver Hand.' Within the Companions exists the Circle, an inner sub-faction. After some time, Skjor will lead the Dragonborn to The Underforge.
A detailed guide on becoming a Child of the Moon as well as what abilities lycanthropy grants your character.Becoming a Werewolf
There is only a few ways to become a Werewolf in Skyrim all of them during and after the Companions Questline, for those who haven't gone through the Companion's Questline there is a moment where you will encounter Werewolves and this way you can become a Werewolf.
For those who don't want ot be spoiled for the Companions questline keep going through the questline, the game will show you how to become one when you get to a point. You can skip this section of the guide until you get to the part of the Companions Questline involving Werewolves.
Spoilers for the quest where you encounter the Werewolves:
After you find out the Circle of Companions are Werewolves in 'Proving Honor', the next quest 'The Silver Hand', will make the place follow Skjar into a hidden cave under the forge by the Jorrvaskr. When inside Alea the Huntress has transformed into a Werewolf, Skjar will then speech about the history of their gift of Hircine.
He will ask for the permission of the player to proceed and he will cut Alea's arm in her Werewolf form and her blood will pour into a basin to which you must drink from it. After drinking it, the character will blackout and become a werewolf out whiterun. In this part the player can stay within the area away from the guards and citizens because going out will make them hostile to you, however you will not get a bounty nor be hostile to the citizens and guards of Whiterun after the transformation.
After the 'The Silver Hand' quest the player is free to be a werewolf.
The other way of turning into a Werewolf is after the Companions Questline is completed
Spoilers for End of Companions Questline:
Considering you have to become a Werewolf during the Companions Questline you no longer need to become a Werewolf again, however by the end of the questline you can get the opportunity to cure yourself of Lycanthropy, or you have been cured of your Lycanthropy by becoming a Vampire Lord through the Dawnguard DLC.
If you have been cured you can turn back into a Werewolf by simply asking one of the Circle members of the Companions, Alea, Farkas or Vilkas (however if you cured Farkas or Vilkas they can't give you beast blood anymore). After that you cannot ask to become a Werewolf again due to disrepsect to Hircine of curing your Beast Blood.
Powers and Abilities in Human Form
Skyrim Werewolf Transformation
Even though the Werewolf Form is the bigger part of being a Werewolf, there are small changes to your character in Human Form.
When you're a Werewolf your character (if Male) will appear a little bit hairier on the chest, arms, and legs as well as guards of any hold will have a random chance to say 'you smell like a wet dog' as a greeting to your character.
Werewolves in their Human form have a 100% resistence to diseases, including Sanguinare Vampiris (Vampirism). Werewolves also cannot get the 'Well Rested' sleeping bonus nor the 'Lovers Comfort' or 'Father's/Mother's Comfort' sleeping bonuses.
And finally in Human form werewolves gain the power of 'Beast Form' in which once a day (unless you have the Ring of Hircine) you can transform into a Werewolf. Note: Transforming into a Werewolf in front of people will grant you a 1000 gold bounty even after transforming back so you must transform somewhere hidden.
Ring Of Hircine
The Ring of Hircine is a ring with the gift of transforming the wearer into a werewolf, under it's cursed form it transforms even non-werewolves into werewolves.
It is aquired through the quest 'i'll Met By Moonlight', which can be started by speaking to Sinding within the Falkreath Jail in the Falkreath Barracks. During the quest the player automatically equips the cursed ring of hircine forcing a transformation into a werewolf at any random time, completing the quest Hircine himself will lift the curse on the ring and so the ring will be normal.
This ring is unique as it can grant you an extra transformation a day (unlimited if you re-equip it).
The Rings of Frostmoon Pack (Dragonborn DLC)
The Skyrim Special Edition comes with the Dragonborn DLC already installed and this adds a pack of werewolves on the island of Solstheim, to non-werewolves they will tell them to go away but if the character is a werewolf they will greet you with open arms.
This pack contains four people as they are the last werewolf pack on Solstheim, speaking with the leader Majni will allow him to sell the character the four rings. The Ring of Bloodlust, The Ring of Instinct, The Ring of the Hunt, and The Ring of the Moon.
Powers and Abilities in Werewolf Form
The whole part of being a Werewolf is the ability to (temporarily) transform into a humanoid wolf in which is a very powerful and strong beast that possesses supernatural strength, speed, and stamina along with their sharp claws and razor teeth.
All werewolf powers and abilities can be enhanced and improved by the Werewolf Skill Tree, which is only accessed within werewolf form.
Non-Combat
When not in combat in Werewolf Form, the character has their health increases by 50 and their stamina by 100. Stamina regenerates at a 20% rate from the base 5% regeneration rate, carry weight is enormously largened so you can sprint across the land even if you are overencumbered.
A downside is you cannot regenerate health unless you feed on a body of a human (or animal if you have the Savage Feeding perk).
Combat
While in Werewolf Form, the character has very powerful attacks with their claws at a base 150 unarmed damage, there is a 20% of every swipe of the claw will send enemies into a ragdoll and get knocked back. A Sprint and Claw attack is an almost insta-kill dealing massive damage and knockback.
Like dual wielding the werewolf can swipe it's left or right claw as well as do a dual attack swiping both claws to deal massive damage.
Howling
Another major feature of a Werewolf is their ability to howl in which has a supernatural effect on the world.
The default initial howling Werewolves start out with is the Howl of Terror, whenever a Werewolf howls people passive or hostile will flee from the werewolf for 60 seconds unless they are above a certain level, and nearby wolves will aid you,
After completeing the Companions Questline there is a quest given by Alea the Huntress to send to character out to retrieve three totems: Totem of Brotherhood, Totem of The Hunt, and the Totem of Terror, in which all three change the default howl to do a different effect. The Totem powers can also be upgraded in the Werewolf Skill Tree.
- Totem of Brotherhood - Summon two red pack members for 60 seconds to aid you in battle.
- Totem of the Hunt - Detect the life of all beings in the area.
- Totem of Terror - default howl now works on higher level enemies.
Rings of Frostmoon Pack (Dragonborn DLC)
Majni, the leader of the Frostmoon Pack on Solstheim, can sell the character four rings that can give the character abilities in werewolf form by wearing them just before transformation.
- Ring of Bloodlust - Attacks do 50% more damage, but also take 50% more damage.
- Ring of the Hunt - Health regenerates overtime.
- Ring of Instinct - Slow time for 20 seconds during transformation.
- Ring of the Moon - increase duration of howls by 20%.
Werewolf Skill Tree
With the Dawnguard DLC Werewolves have their own Skill Tree which is accessed by pressing the button you binded to Character Menu, then you will open up a single unique skill set which upgrades your werewolf abilities.
List of Perks:
- Bestial Strength - Do more damage as a werewolf, this perk has four ranks. (Rank 1) 25% more damage, (Rank 2) 50% more damage, (Rank 3) 75% more damage, and the final (Rank 4) 100% more damage.
- Animal Vigor - 100 point bonus to health and stamina in beast form (Requires Bestial Strength).
- Gorging - Feeding heals twice as much (Requires Animal Vigor).
- Savage Feeding- Able to feed of most dead creatures, Feeding off creatures instead of people only provides half the extended time (Requires Gorging).
- Totem of Ice Brothers - Totem of Brotherhood ability now calls two ice wolves to aid you in battle (Requires Bestial Strength).
- Totem of the Moon - replaces the Totem of Ice Brothers perk, Totem of Brotherhood howl now summons two red ghost werewolves that will aid you in battle. They also have the same abilities as your characters werewolf does i.e: 20% ragdoll enemies (Requires Bestial Strength).
- Totem of the Predator - Totem of Hunt howl has extended range, and shows whether the targets are not in combat, searching or actively in combat (Requires Bestial Strength).
- Totem of Terror - Howl of Terror now affects even more higher leveled beings (Requires Bestial Strength).
To get perk points the character in werewolf form must feed on a freshly dead corpse. 5 feedings for 1st perk, 6 feedings for 2nd, 9 feedings for 3rd, 11 feedings for 4th, 13 feedings for 5th, 15 for feedings 6th, 17 for feedings 7th, 19 for feedings 8th, 21 for feedings 9th, 23 for feedings 10th, and 25 for feedings 11th.
Curing Lycanthropy
There are two ways to cure lycanthropy (three if on PC).
Vampirism
See Full List On En.uesp.net
The Simplest way to cure your lycanthropy is to become a Vampire Lord, if you do not know how check out the other guide Vampirism in Skyrim.Ysgramor's Tomb
Another way to cure your lycanthropy it is quite a tough trek. You will have needed to complete the Companions Questline so those who have not completed it come back to this after you have done.
After you completed the final quest 'Glory of the Dead' of Companions Questline, and cured Kodlak of his Lycanthropy you can get another Glenmoril Witch head and put the head into the fire within Ysgramor's Tomb and defeat the wolf spirit, then your character will be cured.
Console Commands
If you're on PC you can use the Console Commands by pressing the tilde '`' key left of the number 1 on your keyboard, and entering 'player.removespell 00092C48', or 'showracemenu' and cycling through the races and back to your characters original race to select, as well as the 'changesex' command cures your lycanthropy.
Recommended for You:
- All The Elder Scrolls V Skyrim Guides!
You May Also Like:
This article is about enemies who are werewolves. For the condition lycanthropy, in particular the effects it has on you, see Lycanthropy.
Werewolves are monstrous, wolf-like creatures that roam Skyrim. They are taller and broader than man and mer, and are capable of moving on two limbs or sprinting on all four. They have a weakness to silver weapons, but are incredibly strong, very fast, and are immune to diseases and paralysis effects. You can become a werewolf through a ritual during The Companions questline.
In Skyrim, several named NPCs are werewolves. The Silver Hand faction is known to hunt them and werewolves are often found in their encampments locked in cells (as in Gallows Rock and Driftshade Refuge); you can recognize a Silver Hand base by the presence of werewolf heads on pikes. Many werewolves in Skyrim are seen in both human and werewolf form, such as the members of The Companions or the Frostmoon Pack on Solstheim in Dragonborn, while werewolves encountered in the wild are always seen in their beast form, with the exception of two random encounters. Hostile werewolves can only be encountered in the wild through the Dawnguardadd-on.
Werewolves in Skyrim are strongly tied to the Daedric Lord Hircine; in fact, the members of The Circle were turned into werewolves by the Glenmoril witches, who serve Hircine. Those with the beast blood are prone to violence, whether accidental or intentional, as they live with a constant bloodlust which drives them to kill and devour their enemies. Werewolves are widely feared and hated in Skyrim as in other provinces, and will be attacked on sight if spotted in beast form. They possess deadly armor-piercing claws and incredible strength, and are capable of easily knocking most creatures they encounter to the ground.
- 1Werewolf Types
- 3Related Quests
- 5See Also
Werewolf Types[edit]
The werewolves listed below can be found in cages in Silver Hand lairs and will become hostile when released. If Dawnguard is installed, they can also be encountered in the wild along roads and in the wilderness at night, or as part of random encounters.
Werewolves[edit]
Should You Become A Werewolf In Skyrim? (Detailed Guide)
Werewolves carry no weapons and wear no armor, but there is a 50% chance they will be wearing a pair of ragged trousers. If Dawnguard is installed, werewolves will drop a wolf pelt and human flesh, and have a small chance of dropping a random assortment of gems, rings, and a few pieces of gold when killed.
The 'Werewolf Claws' spell used by the werewolves listed below is unique to non-player werewolves. It is a constant-effect spell that gives werewolves a Fortify Unarmed Damage bonus, which becomes increasingly powerful for higher-level werewolves.
All of the werewolves listed below are members of the Werewolf NPC class.
Name | Level | ID | Sta. | Spells | ||
---|---|---|---|---|---|---|
Werewolf | 1 | 00023abc | 100 | 0 | 100 | None |
Werewolf Savage | 6 | 000a092b | 150 | 0 | 125 | Werewolf Claws (Fortify Unarmed Damage, 5 pts) |
Werewolf Brute[1] | 12 | 000a092c | 210 | 0 | 155 | Werewolf Claws (Fortify Unarmed Damage, 10 pts) |
Werewolf Skinwalker | 20 | 000a092d | 290 | 0 | 195 | Werewolf Claws (Fortify Unarmed Damage, 15 pts) |
Werewolf Beastmaster | 28 | 000a092e | 370 | 0 | 235 | Werewolf Claws (Fortify Unarmed Damage, 20 pts) |
Werewolf Vargr | 38 | 000a092f | 470 | 0 | 285 | Werewolf Claws (Fortify Unarmed Damage, 25 pts) |
Werewolf Bosses[edit]
These boss-level werewolves are equipped with level-dependent armor (banded iron armor, steel armor, steel plate armor, Orcish armor, or ebony armor). Werewolf bosses of level 23 and higher also carry a leveled two-handed weapon:
- Battleaxe:iron battleaxe, steel battleaxe, Orcish battleaxe, Dwarven battleaxe, elven battleaxe, glass battleaxe, or ebony battleaxe
- Greatsword:iron greatsword, steel greatsword, Orcish greatsword, Dwarven greatsword, elven greatsword, glass greatsword, or ebony greatsword
- Warhammer:iron warhammer, steel warhammer, Orcish warhammer, Dwarven warhammer, elven warhammer, glass warhammer, or ebony warhammer
If Dawnguard is installed, werewolves carry no weapons and the leveled armor is replaced with the same outfit as their generic counterparts (a 50% chance of a pair of ragged trousers). They will also drop the same items as generic werewolves (Dawnguard only).
All of the werewolves listed below are members of the 'boss' version of the Werewolf NPC class.
Name | PC Level | NPC Level | ID | Sta. | Spells | ||
---|---|---|---|---|---|---|---|
Werewolf Savage | 1, 6, 12 | 7 | 000a1972 | 185 | 0 | 155 | Werewolf Claws (Fortify Unarmed Damage, 5 pts) |
Werewolf Brute | 20 | 14 | 000a1973 | 255 | 0 | 190 | Werewolf Claws (Fortify Unarmed Damage, 10 pts) |
Werewolf Skinwalker | 28 | 23 | 000a1974 | 345 | 0 | 235 | Werewolf Claws (Fortify Unarmed Damage, 15 pts) |
Werewolf Beastmaster | 38 | 31 | 000a1975 | 425 | 0 | 275 | Werewolf Claws (Fortify Unarmed Damage, 20 pts) |
Werewolf Vargr | 48 | 42 | 000a1976 | 535 | 0 | 330 | Werewolf Claws (Fortify Unarmed Damage, 25 pts) |
Named Werewolves[edit]
Name | Location | Description |
---|---|---|
Aela the Huntress | Jorrvaskr | A member of The Circle of the Companions |
Akar(DB) | Frostmoon Crag | A tight-lipped member of the Frostmoon pack and brother of Majni |
Arnbjorn | Dark Brotherhood Sanctuary | A former Companion and an assassin of the Dark Brotherhood |
Farkas | Jorrvaskr | Twin brother of Vilkas and a member of The Circle of the Companions |
Hjordis(DB) | Frostmoon Crag | A Nord member of the Frostmoon pack on Solstheim |
Kodlak Whitemane | Jorrvaskr | The Harbinger of the Companions in Skyrim |
Majni(DB) | Frostmoon Crag | The leader of Frostmoon pack who sells unique rings for werewolves |
Rakel(DB) | Frostmoon Crag | A female Nord member of the Frostmoon pack |
Sinding | Falkreath Jail | A Nord werewolf imprisoned for killing a child in Falkreath |
Skjor | Jorrvaskr | A proud member of The Circle of the Companions |
Vilkas | Jorrvaskr | A member of The Circle of the Companions and twin brother of Farkas |
Related Quests[edit]
- The Silver Hand: Join the ranks of The Circle and clear Gallows Rock of werewolf hunters.
- Ill Met By Moonlight: Participate in the Daedric Prince Hircine's Great Hunt.
- Totems of Hircine: Journey to the given location to find a Totem of Hircine. (radiant)
Forum:Skyrim:How Do You Use The Werewolf Ice Brothers Totem ...
World Interactions[edit]
- Human changing into werewolfDG
- Werewolf Kills Loved OneDG
- WerewolvesDG
- Werewolves VS VampiresDG
Notes[edit]
- Dead werewolves cannot be raised with Dead Thrall, but can be raised multiple times with the Ritual Stone.
- The Dragonborn add-on adds werebears, a new type of lycanthrope. However, players cannot transform into these creatures.
See Also[edit]
Werewolf Skyrim Perks
For more information on werewolves of the Elder Scrolls universe, see the lore article.
- Farmer (Werewolf)DG — a male Nord encountered in the wilderness that will transform and attack you on sight
Books[edit]
- Charwich-Koniinge Letters, v1 by Charwich — Letter sent from Charwich to Koniinge about their search for Azura's Star
- Charwich-Koniinge Letters, v4 by Syrix Goinithi — Letter sent between Charwich and Koniinge about their search for Azura's Star
- Lycanthropic Legends of Skyrim by Lentulus Inventius, Order of the Horn — A recounting of the unwillingness of Skyrim's inhabitants to share stories of Lycanthropy
- Physicalities of Werewolves by Reman Crex — A morbid anatomical study of werewolves on live subjects
- The Totems of Hircine — Werewolf tales regarding artifacts of Hircine
- The Wolf Queen, v1 by Waughin Jarth — Life of Queen Potema, Book One
- The Wolf Queen, v3 by Waughin Jarth — Life of Queen Potema, Book Three
- The Wolf Queen, v8 by Waughin Jarth — Life of Queen Potema, Book Eight