Skyrim: Werewolf FAQ


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  1. Elder Scrolls V: Skyrim Werewolf Guide v1.5
  2. by theonyxphoenix
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  25. - v1.0 June 4 2012
  26. Completed Faq
  27. - v1.1 June 19 2012
  28. Minor grammatical fixes.
  29. Added Ebonyflesh or Dragonhide section
  30. Updated Werewolves and Vampirism Section
  31. - v1.2 June 26 2012
  32. Updated DLC Section
  33. - v1.3 July 1 2012
  34. Updated skills section
  35. Updated Vampire Lord Section
  36. Updated Dawnguard Section
  37. - v1.4 July 11 2012
  38. Updated information on werewolf damage resistance
  39. Updated information regarding Dragonhide and Ebonyflesh throughout
  40. - v1.5 June 25 2013
  41. Updated with Dragonborn DLC content
  42. Addressed any bugfixes as a result of patches
  43. Updated Vampire Lord/Werewolf Hybrid section
  44. Most recent patch: 1.9
  45. - v1.6 November 1 2013
  46. Updated Right Hand glitch section - patched in 1.9
  47. Updated Race information
  48. Added Frostmoon Hunt/Health Regeneration Section
  49. Minor updates throughout
  50. Table of Contents:
  51. 0.1 Overview
  52. 1.0 Becoming a Werewolf
  53. 1.1 Take up Arms
  54. 1.2 Trouble in Skyrim
  55. 1.3 Proving Honor
  56. 1.4 The Silver Hand
  57. 2.0 The Beast Form
  58. 2.1 Advantages
  59. 2.2 Disadvantages
  60. 3.0 Ring of Hircine
  61. 3.1 Ill Met by Moonlight
  62. 4.0 Totems of Hircine
  63. 4.1 Totem of the Hunt
  64. 4.2 Totem of Brotherhood
  65. 4.3 Totem of Fear
  66. 5.0 Curing Lycanthropy
  67. 5.1 Glory of the Dead
  68. 5.2 Purity
  69. 6.0 Building a Better Beast
  70. 6.1 Magicka, Stamina, and Health
  71. 6.1.1 Ebonyflesh or Dragonhide
  72. 6.2 Race
  73. 6.3 Skills and Perks
  74. 6.4 Standing Stones
  75. 6.5 Equipment
  76. 6.5.1 Armor
  77. 6.5.2 Weapons
  78. 6.6 Shouts
  79. 6.7 Other Powers
  80. 6.7.1 Quest Rewards
  81. 6.7.2 Meditating of the Words of Power
  82. 6.7.3 Guild Abilities
  83. 6.7.4 Other
  84. 6.8 Blessings
  85. 6.9 Followers
  86. 7.0 Glitches
  87. 7.1 Follower equip glitch
  88. 7.2 Right hand equip glitch
  89. 7.3 Bow equip glitch
  90. 7.4 Man-beast glitch
  91. 8.0 Techniques and Strategies
  92. 8.1 Wild Animals
  93. 8.2 Monsters
  94. 8.3 Dragons
  95. 8.4 Dwarven Automatons
  96. 8.5 Draugr
  97. 8.6 Humans
  98. 8.7 Glitched Weapons and Equipment
  99. 9.0 Werewolves and Vampirism
  100. 9.1 Timing at the Underforge - Stage 4
  101. 9.2 Timing at the Underforge - Stage 2
  102. 9.3 When Curing Lycanthropy
  103. 9.4 Necromage
  104. 10.0 DLC
  105. 10.1 Dawnguard
  106. 10.1.1 Werewolf Perk Tree
  107. 10.1.2 Vampire Lord
  108. 10.1.3 Unique Dawnguard Hybrids
  109. 10.1.4 Regaining Lycanthropy
  110. 10.1.5 New Stuff
  111. 10.2 Dragonborn
  112. 10.2.1 Unique Werewolf Rings
  113. 10.2.2 Frostmoon Hunt
  114. 10.2.3 Blessings
  115. 10.2.4 Dragon Shouts
  116. 10.2.5 Greater Powers
  117. 10.2.6 Cleansing Stones
  118. 10.2.7 Lesser Powers
  119. 10.2.8 Passive Abilies
  120. 10.2.9 Spells
  121. 11.0 Q&A
  122. 12.0 Legal
  123. ** [ 0.1 ] OVERVIEW *********************************************************
  124. This guide is to detail the ins and outs of becoming a werewolf in Skyrim
  125. and how to most efficiently play as one. This is one of my favorite play-
  126. styles and even more so with the addition of the Dawnguard and Dragonborn DLC.
  127. Hopefully you find this to be helpful and informative. This guide is assuming
  128. that you have played through the game and I will divulge spoilers (albeit, I
  129. attempted to keep them to a minimum) throughout.
  130. ** [ 1.0 ] BECOMING A WEREWOLF ***********************************************
  131. [ 1.1 ] Take up Arms
  132. Head to Whiterun to encounter Aela the Huntress, Ria, and Farkas fighting a
  133. giant near Pelagia Farm. She will send you to Jorrvaskr to talk to Kodlak
  134. Whitemane about joining the Companions. Go downstairs and talk to Kodlak and
  135. he will have you go outside with Vilkas to test you. Hit him a few times and
  136. he will send you to Eorlund Gray-Mane to have his sword sharpened. Eorlund
  137. will ask you to take Aela's shield to her. She is in Jorrvaskr downstairs.
  138. She'll have Farkas show you the barracks. Speak to Farkas after his dialogue
  139. for a radiant quest.
  140. [ 1.2 ] Trouble in Skyrim
  141. Just follow the quest marker and complete this quest. It will often require
  142. you to kill an animal terrorizing someone's home or to brawl someone. Once
  143. you have completed the quest return to Jorrvaskr and speak to Skjor.
  144. [ 1.3 ] Proving Honor
  145. Skjor will send you and Farkas to Dustman's Cairn. It is located in the
  146. plains west of Whiterun. Filled with Draugr and Silver Hand members you can
  147. have Farkas take out most of the enemies but he can get overwhelmed so use
  148. Alteration flesh spells, conjure familiar, and your best weapon since you
  149. don't have Beast Form yet. The dungeon is pretty straightforward. You will
  150. come to a room where activating a switch will cause you to become trapped.
  151. Farkas will be surrounded by Silver Hand members and will shift into Beast
  152. Form to dispatch them before freeing you. Proceed through the dungeon. You
  153. can let draugr and Silver Hand members fight it out before mopping up the
  154. survivors. If you are wanting money the silver weapons sell for a good price.
  155. At the end of the dungeon you will have to fight numerous Draugr (you can
  156. kill them in the coffins before grabbing the fragment) and can obtain a word
  157. for the Fire Breath shout (meh). Once out, you may want to travel south to
  158. the mountains and find Bloated Man's Grotto. You'll be headed there soon.
  159. Now head back to Jorrvaskr and speak to Vilkas to become an official member
  160. of the Companions. You can get a free Skyforge Steel weapon from Eorlund,
  161. not that you will need it soon.
  162. [ 1.4 ] The Silver Hand
  163. After doing another radiant quest you will be sent back to Skjor. He will
  164. tell you to meet him at night near the Underforge. Enter and follow the
  165. dialogue options to participate in the ritual and gain Beast Form. If you
  166. want to become a werewolf/vampire hybrid then see the section on vampirism
  167. BEFORE you join in the ritual to become a werewolf. Drink the blood. You
  168. will automatically transform and be released into Whiterun. You cannot die.
  169. If your health drains too low you will simply continue on with the quest and
  170. wake up near Gallows Rock. You will not incur bounty during this time. You
  171. can re-enter the Underforge and wait out the transformation if you wish. It
  172. is worthy to note that Aela can be attacked repeatedly with no retaliation
  173. infinitely and you can increase your weapon skills since she will regenerate
  174. her health. You can choose to continue with the Companion's quest line but
  175. typically I would recommend heading to Gallows Rock to mark it on the map
  176. and then go to Falkreath to obtain the Ring of Hircine for unlimited
  177. werewolf transformations. See Ring of Hircine section.
  178. ** [ 2.0 ] THE BEAST FORM ****************************************************
  179. Once gaining the Beast Form ability you can transform into a werewolf once
  180. per day by equipping the ability to your RB button just like a racial power.
  181. You are vulnerable to attack during the transformation animation. Your new
  182. form lasts for two minutes and thirty seconds and the duration is increased
  183. by 30 seconds by each humanoid corpse you feed upon. When you wish to
  184. revert to human form you can either wait out the duration of the
  185. transformation or you can use the "wait" function to wait for one hour (or
  186. more) which will cause you to revert. Note that you can only do this when
  187. you are out of range of enemies. Some of the information here changes when
  188. you install the Dawnguard DLC. See Dawnguard section for details.
  189. -- [ 2.1 ] ADVANTAGES ------------------------------------------------------
  190. - Beast Form increases max health and max stamina by 100. This changes with
  191. the inclusion of the Dawnguard DLC. Health is only increased by 50.
  192. - Werewolves are 100% resistant to disease and cannot contract any diseases
  193. including the one causing Vampirism. It is possible to become both a
  194. werewolf and a vampire. See Werewolves and Vampirism.
  195. - Werewolf sprinting speed is faster than any other creature including
  196. horses. This makes overland travel much easier. In addition, it also
  197. allows for more control over outdoor battles. The maneuverability gained by
  198. this speed allows you to adopt more of a hit and run tactic so that you can
  199. employ the leap attack... one of the werewolf's most powerful abilities.
  200. - Beast Form increases carrying capacity by 2000.
  201. - The werewolf's claw attack is dependent upon character level. The attack
  202. power is base 20 and levels five points every fourth level beginning at
  203. level 11 to a maximum of 70 at level 45+ for normal left and right claw
  204. attacks. Directional power attacks cause any enemy apart from mammoths and
  205. dragons to ragdoll. However, the power attacks can stun these larger
  206. enemies instead. Standing power attacks will do a 3-swipe combo power
  207. attack. The most damaging attack that you can perform is the leap attack.
  208. This is achieved by using the sprint button and either left or right claw
  209. attack while running. You will do a running leap with both claws at the
  210. enemy and will do 3x damage and cause knockdown. You can easily take down
  211. giants and dragons in a few swipes. Details on how best to use these
  212. attacks are detailed in the Techniques section. Claw attacks are not
  213. related to any weapon skill so they do not provide any skill increase, nor
  214. do they benefit from any weapon perks or racial perks.
  215. - Werewolves have four kill cam moves. By finishing the enemy with a RT
  216. attack you will jump on the enemy and maul them with both claws
  217. repeatedly. By finishing with the LT button you will jump on the enemy and
  218. bite them. By finishing with both RT and LT simultaneously you may either
  219. pick up the enemy and throw them a long distance or alternately you may
  220. decapitate them.
  221. - When coming across (or creating) a humanoid corpse you can stand over them
  222. and press A to feed. This will allow you 30 additional seconds of Beast
  223. Form as well as healing 50 health each time you feed. You cannot feed on
  224. Draugr, Falmer, etc however Vampires and any playable race humanoids permit
  225. feeding. You are vulnerable and can be damaged or killed while feeding. If
  226. you use a howl or press the X button once you begin feeding you can cancel
  227. the animation and still gain all of the benefits.
  228. Feeding is the only way to regain health while in Beast Form (apart from the
  229. Avoid Death perk). Health regeneration virtually stops (but can be boosted
  230. by incredibly high Fortify Health Regen potions created using the Fortify
  231. Restoration glitch) but Stamina regeneration is boosted dramatically.
  232. - Werewolves have the ability to use unique shout-like abilities known as
  233. howls by using RB while in Beast Form. The default howl is called Scent of
  234. Blood and causes a fear effect on all living creatures under level 25.
  235. Additional howls can be obtained through the Totems of Hircine quests [see
  236. Totems of Hircine]. Howls will not cause summoned or raised creatures to
  237. become hostile. Howls use the shout bar for recharging and shouts with
  238. long cool-down times can prevent you from howling when you shift.
  239. - Most abilities activated prior to transformation will still be in effect
  240. when you transform. This allows your Beast Form to be much more viable that
  241. it otherwise would. Details on individual abilities are detailed in the
  242. Building a Better Beast section.
  243. - Crimes committed as a werewolf do not incur bounty unless you are seen
  244. feeding on a corpse.
  245. - Wild wolves will not attack you while you are in Beast Form.
  246. -- [ 2.2 ] DISADVANTAGES ---------------------------------------------------
  247. - In this form you gain no bonuses from sleeping (i.e. Well Rested, Lover's
  248. Comfort). Standing Stones that allow for fast skill leveling still operate
  249. normally.
  250. - Transforming in sight of most NPCs, including spouses (unless they in one
  251. of the excluded groups), will cause them to become hostile and incur a 1000
  252. bounty in that hold. Companions, housecarls, Eola, members of the Dark
  253. Brotherhood, the Thieves Guild, Serana, and Maliq the Liar will not become
  254. hostile while seeing you transform. However, if you use howls around them
  255. it can cause them to become hostile or leave your service.
  256. - When in Beast Form all equipment is removed giving you an effective armor
  257. rating of 0 (unless you are using a pre-1.3.10 patch version of the game in
  258. which case armor is affected by your Light Armor skill). Dawnguard
  259. werewolves will gain damage reduction as level increases.
  260. - The character menu cannot be accessed so you cannot use potions, change
  261. equipment or powers, use magic, use activated racial or Standing Stone
  262. abilities, etc. You cannot loot corpses or open chests. You can still open
  263. unlocked door and activate switches in dungeons. You cannot open locked
  264. doors or (surprisingly) claw through spiderwebs. Also, you cannot speak to
  265. NPCs unless they initiate the conversation.
  266. - Forced third person view. This may cause some adjustment when learning to
  267. attack but becoming comfortable with this view is imperative to being a
  268. successful werewolf.
  269. ** [ 3.0 ] THE RING OF HIRCINE ***********************************************
  270. If you are truly wanting to play a werewolf character then you are going to
  271. want to obtain the uncursed Ring of Hircine which is an artifact obtained
  272. during the Ill Met by Moonlight Daedric quest and it will allow you
  273. unlimited transformations per day. You must re-equip the ring and the Ring
  274. of Hircine ability to your power menu after each transformation since the
  275. ring will be unequipped when in beast form.
  276. This quest can be done at any level, however the ring will only allow
  277. multiple transformations if the wearer has already obtained Beast Form
  278. through the Companions quests. In order to start the quest you need to
  279. travel to the hold of Falkreath. Enter downstairs of Falkreath Barracks and
  280. speak to Sinding. Accept the Cursed Ring of Hircine. This will cause you
  281. to randomly transform into Beast Form (only if you have obtained it). Head
  282. out of Falkreath to find and kill the white stag.
  283. Once you have done so, Hircine will ask you to find and kill Sinding.
  284. Accept the quest and head to Bloated Man's Grotto. Speak to Sinding and
  285. offer to help him destroy the hunters. If you have Beast Form it can be fun
  286. to have two werewolves running amok.
  287. Once the hunters are dead, exit the cave and speak to Hircine to get the
  288. uncursed Ring of Hircine. (Optional) You can go back in the cave to kill
  289. Sinding and skin him to receive the Savior's Hide as well (as of 1.9 patch).
  290. If you get both it counts as two Daedric items for the Oblivion Walker
  291. achievement (in case you missed one or want to keep Barbas around).
  292. If you chose not to complete the quest and keep the cursed ring it has a 10%
  293. chance every minute to cause you to transform into a werewolf. It is also
  294. possible to obtain both rings if you give the cursed ring to a follower
  295. after you receive the "completed" message when you kill all of the hunters.
  296. You can obtain an uncursed ring from Hircine and retrieve the cursed version
  297. from your follower. You can still obtain the Savior's Hide as well. The
  298. randomness is just that...random. You may go many in-game hours without
  299. transforming.
  300. ** [ 4.0 ] TOTEMS OF HIRCINE *************************************************
  301. Once completing the Companions quest line you can speak to Aela the Huntress
  302. to enable these quests. She will have the dialogue prompt "Is there any work
  303. to be done?". Sometimes you must complete Animal Extermination Quests before
  304. Aela will give you a Totem quest. There are three in all. The quests are not
  305. scripted to specific dungeons so they appear like radiant quests. These are
  306. not available if you have cured yourself of Lycanthropy. You will need to
  307. obtain these if you wish to use the upgraded howls from the Dawnguard DLC tree.
  308. These quests are plagued with glitches that will cause them to be
  309. unobtainable. Most of these are supposed to have been remedied in patch 1.9
  310. but it is better to be safe than sorry. Some key points to remember to help
  311. avoid these glitches are as follows. Once you have completed all three quests
  312. you can disregard these points.
  313. - When you obtain the Glenmoril witch heads do not drop or store them.
  314. - Do not accept Aela the Huntress as a follower
  315. - Do not marry Aela the Huntress
  316. Once obtaining a Totem you will need to place it in the Underforge. You can
  317. pray to these Totems at any time to change your werewolf howl. You can only
  318. have one equipped at a time but can change them whenever you wish. Howling
  319. has a large AOE and it targets everything it range which can cause followers
  320. to become hostile or leave your service. The three totems are:
  321. -- [ 4.1 ] TOTEM OF THE HUNT ----------------------------------------------
  322. Totem of the Hunt is identical to the Alteration spell Detect Life. During
  323. most enemy encounters you will want to already be in beast form before
  324. engaging and you won't be doing much sneaking. Totem of the Hunt is
  325. beneficial in tracking down enemies in battle, but using any of the other
  326. howls will show the enemies on the compass so it is really obsolete. When you
  327. are not in beast form you can just use Detect Life or Aura Whisper to find
  328. enemies before transforming.
  329. -- [ 4.2 ] TOTEM OF BROTHERHOOD ----------------------------------------------
  330. Totem of Brotherhood is the best howl for higher levels. This howl creates
  331. two red wolf spirits that attack enemies. These wolf spirits are similar to
  332. the wolf spirits created by the Familiar conjuration spell. Unfortunately,
  333. unlike your summons, followers will attack the wolves when they spawn since
  334. the howl causes them to become hostile. The wolves aren't particularly
  335. powerful either. However, they do serves a alternate targets for enemies
  336. which can take the pressure off of you. This howl has the longest recharge of
  337. the three. The wolves will disappear when you exit beast form.
  338. -- [ 4.3 ] TOTEM OF FEAR -----------------------------------------------------
  339. Totem of Fear returns you to the default howl. It is a fear spell with a
  340. large AOE and is effective on enemies under level 25. As you increase in
  341. level and enemies scale with you it becomes less and less effective. It still
  342. can work on groups since they tend to have enemies of varying levels. It will
  343. also work on wild animals and other creatures that are encountered regardless
  344. of level. Totem of Fear is ineffective versus dragons and undead. It is not
  345. affected by Illusion perks that increase fear spells.
  346. ** [ 5.0 ] CURING LYCANTHROPY ************************************************
  347. [ 5.1 ] Glory of the Dead
  348. If you no longer wish to be a werewolf then you can be cured by continuing on
  349. with the Companion's quest line. Your betters will send you to destroy the
  350. Glenmoril Witches. You will need at least two Glenmoril Witch heads. One to
  351. cure Kodlak and one to cure yourself.
  352. It is of note that you can feed on Companion ghosts if you do it before they
  353. disappear. This can keep your health up throughout the dungeon.
  354. Once you make your way through Ysgramor's Tomb you will speak to Kodlak and
  355. toss a head into the Flame of the Harbinger to remove Kodlak's beast spirit.
  356. Once you defeat it (which is also RP fun to do in Beast Form) you free Kodlak
  357. and become Harbinger. If you want to be cured of Lycanthropy you can activate
  358. the Flame of the Harbinger again to fight your wolf spirit and cure yourself.
  359. If you leave the Tomb of Ysgramor you will have to cure Farkas or Vilkas of
  360. Lycanthropy before you can cure yourself. You can even use your beast form
  361. to fight your own beast spirit, however you will lose the ability to transform
  362. once the spirit is slain.
  363. [ 5.2 ] Purity
  364. If you didn't cure yourself of Lycanthropy during Glory of the Dead and you
  365. choose to do so later you must speak to Farkas or Vilkas with a Glenmoril
  366. Witch head in your inventory. They will ask to be cured and you can take them
  367. to the Tomb of Ysgramor to do so. You will have to eliminate their wolf
  368. spirit as well before you can cure yourself by throwing a second witch head
  369. into the Fire of the Harbinger. Sometimes you are required to cure both
  370. before you are able to cure yourself.
  371. If you decapitated all of the Glenmoril Witches and somehow lost their heads
  372. then you are out of luck as they DO NOT respawn and aren't available anywhere
  373. else. Hopefully you have a previous save.
  374. ** [ 6.0 ] BUILDING A BETTER BEAST *******************************************
  375. -- [ 6.1 ] MAGICKA, STEALTH, and HEALTH --------------------------------------
  376. At each level increase you will have the option to increase one of these
  377. attributes by 10. Here is how I would recommend you distribute these bonuses.
  378. - Magicka
  379. Since spells cannot be used while in werewolf form and you can find and equip
  380. Magicka- boosting equipment prior to transforming which allows you to cast
  381. your protection spells, putting points here shouldn't be a priority. However,
  382. If you are wanting to dual-cast dragonhide (which you should) without crafting
  383. or scouring shops for Fortify Alteration equipment you will need to put points
  384. here. With only one level in magicka (110) you can single cast Ebonyflesh at
  385. least with a shorter duration. See Ebonyflesh and Dragonhide section.
  386. - Stamina
  387. Werewolves regenerate Stamina at an accelerated rate and receive a bonus of
  388. 100 points to you max Stamina. You have no need to put points in Stamina. If
  389. you find that you cannot make enough power attacks eat a Vegetable Soup prior
  390. to transforming. You only need 1 point of stamina to power attack.
  391. - Health
  392. I recommend putting all of your points here. You can't go wrong with more
  393. health. It allows Avoid Death to trigger earlier and in Beast Form heal you
  394. earlier. At level 51 700 health in beast form. Avoid Death can kick in for
  395. an extra 400 giving you almost 1100 health. If you abuse Necromage you can
  396. push Avoid Death to almost 500 for 1200 health. At level 81 it would reach
  397. almost 1500. As it stands currently, there is no cap in levels or health
  398. with patch 1.9.
  399. [ 6.1.1] Ebonyflesh or Dragonhide
  400. NOTE: Werewolves after Dawnguard have natural armor as high as 400 which
  401. makes dragonhide obsolete. You can reach the armor cap with ebonyflesh
  402. which is easier to find, cheaper, and lasts longer.
  403. A good question is: which Alteration flesh spell is better...ebonyflesh or
  404. dragonhide? Just like most spells increase in potency and magicka cost as
  405. you increase, they are all viable when they are obtainable but become
  406. outclassed by the stronger versions. This rule applies to the flesh spells
  407. as well...mostly.
  408. Assuming 100 Alteration and all Alteration perks, a dual-casted Ebonyflesh
  409. will provide you with 300 armor for 300 seconds for 236 magicka. That is
  410. easily obtainable with guaranteed equipment finds like Archmage Robes,
  411. Savos's Amulet, Atronach Stone (that is 250 magicka right there when you add
  412. in the 100 base). But once you start hitting level 40 and up you definitely
  413. benefit from something more potent. There is a cost, however. A big one.
  414. Dragonhide with 100 Alteration and all the relevant perks costs 204 magicka
  415. to cast and it provides the maximum armor rating for 45 seconds. It will
  416. appear in your menu as armor rating of 1 even though it reduces damage by
  417. 80% (which is the most damage reduction that physical armor offers).
  418. Werewolf forms last a minimum of 150 seconds. That means for 70% of the time
  419. you are left vulnerable. In this case, ebonyflesh is probably better. The
  420. great thing about dragonhide is that it is the only master spell that can be
  421. dual-casted. This will provide you with 99 seconds of protection (or 66% of
  422. the time). The biggest issue with this is the magicka cost. With Archmage
  423. robes and the Vokun dragon priest mask (-15% cost and -20% respectively) it
  424. will still cost 453 magicka to cast. Of course, enchanting gear to reduce
  425. cost is the best option. There are fortify magicka potions and making fondue,
  426. but this is for those of us who want to use the least amount of steps. If
  427. we will be using this as the primary defense you don't want to have to use
  428. a potion every single time you cast it.
  429. NOTE: Dawnguard werewolves get damage reduction that scales with levels.
  430. Combined with ebonyflesh you can almost reach the damage reduction equivalent
  431. of Dragonhide at level 40 so it makes Dragonhide, and also the
  432. need for magicka boosting equipment, less important.
  433. Paying for DCDH can be done one of two ways: either with magicka increases
  434. from leveling (in which case you sacrifice health) or you can craft/find a
  435. ring and gauntlet with total cost reduction of 25%. That would reduce the
  436. cost to 279 magicka.
  437. Altmer get a step up here. Magicka base (100) + Altmer (50) + Atronach Stone
  438. (50) + Savos Aren's Amulet (50) + Blessing of Julianos (25) + Archmage Robes
  439. (50) = 325 magicka. You would have to sacrifice 130 HP, or 13 levels, to be
  440. able to DCDH. With a ring/gauntlet you can cast it without sacrificing HP.
  441. Non-Altmer will need to spend at least 1 level for magicka since you can only
  442. reach 275. If you forego enchanting you will need to sacrifice 180HP. At
  443. level 50 that would take you from a max of 600HP to 470 for Altmer or 420
  444. for other races. A 22% loss for Altmer and 30% loss for other races.
  445. Ebonyflesh is good, for a time, but if you are planning to DCDH then you
  446. will want to either craft some Fortify Alteration equipment or suit up with
  447. the Archmage robes, Vokun, Savos Aren's Amulet, and keep an eye out in the
  448. shops for some Fortify Alteration rings and gauntlets (remember you need at
  449. least 25% in combined cost reduction). Personally I recommend using Enchanting
  450. since you will need to use other skills if you want to level higher than the
  451. 30s and you don't want to sacrifice health.
  452. -- [ 6.2 ] RACES -------------------------------------------------------------
  453. Building a decent werewolf build starts early. Your race can provide extra
  454. protection, power, or damage based on your selection. Since racial powers
  455. cannot be activated in werewolf form you need to activate them prior to or
  456. after transforming. Also your race changes to "werewolf" when you transform
  457. so racial bonuses will not benefit you, either. Some races provide nice skill
  458. bonuses. Skills are further covered in a later section. Note that all races
  459. can reach 100% magicka absorption or 87.5% magicka resist by using Necromage
  460. (see Werewolf and Vampirism section). The races with their pros and cons are:
  461. - Altmer
  462. Altmer's receive a permanent +50 to Magicka. This will allow you to equip
  463. less magicka-boosting armor when casting your higher level Alteration
  464. protection spells. See Ebonyflesh and Dragonhide. Magicka regen is not
  465. needed in Beast Form. Alteration, Restoration, Conjuration, and potentially
  466. Destruction and Enchanting get +5 initial bonus which is useful. High levels
  467. of enchantment to make fortify alteration equipment diminishes the value of
  468. Altmers. With Dragonborn DLC and Seeker of Sorcery an Altmer only needs 62
  469. more magicka to dual cast Ebonyflesh which is easily obtainable.
  470. - Argonian
  471. Resist Disease disappears on transformation. You are 100% resistant already.
  472. Waterbreathing isn't generally needed either. Histskin allows health to
  473. recover 10 times faster for 60 seconds once per day. The werewolf health
  474. regeneration is so slow that this doesn't make a dent in the middle of battle.
  475. However, with the Frostmoon Hunt ability from the Dragonborn DLC (see the
  476. Dragonborn DLC section) it can make you nigh invincible for 60 seconds.
  477. You receive +5 Alteration and +5 Restoration. With DLC Histskin is amazing.
  478. - Bosmer
  479. Resist Poison 50% is useless. Resist disease is, too. Command Animal allows
  480. for an animal ally for 60 seconds once per day. This is really only useful
  481. to create another target for enemies, and only once per day. Bosmer doesn't
  482. really add any good skill bonuses which is the worst part about this race.
  483. - Breton
  484. Breton's have a natural 25% Magic Resistance. While not useful in Beast Form
  485. it can be beneficial in human form and allow you to reach the cap without
  486. gear. Good for pre-transformations or when you revert. Dragonskin allows you
  487. to absorb 50% of incoming Magic for 60 seconds once per day. If you take the
  488. Atronach perk from the Alteration Tree this allows Breton's to be nearly
  489. immune to magic and Dragonskin is good vs magic using bosses. You get the
  490. Conjure Familiar spell for free and get a +5 boost to Alteration and
  491. Restoration and +10 to Conjuration.
  492. - Dunmer
  493. Dunmer get a 50% resistance to fire...again, useless in Beast Form. Ancestor's
  494. Wrath does 8 fire damage/second to enemies getting close for 60 seconds.
  495. This allows for a maximum of 480 damage. Seeing as how you don't want to get
  496. surrounded this is of limited use. If you are planning on using a werewolf/
  497. vampire hybrid level 4 then being a Dunmer will offset the vulnerability to
  498. fire while not transformed. If you have Dawnguard it will completely negate
  499. it. You receive a +5 to Alteration and a +10 to Destruction.
  500. - Imperial
  501. Voice of the Emperor allows you to calm (like the spell) nearby people for 60
  502. seconds once per day. This is helpful when you are in battle and you revert
  503. to human form. This can give you enough breathing room to escape or transform
  504. again. You don't receive any good skill bonuses. Of course you could always
  505. use Become Ethereal shouts for this and have better racial skills. The power
  506. to find more gold when looting can be beneficial since you will want gold to
  507. craft enchantments and potions, but looting is inconvenient if you have to go
  508. back through a whole dungeon to search for gold. Just grab items from the boss
  509. chest/boss.
  510. - Khajiit
  511. Claw attacks don't increase damage in werewolf form which is disappointing.
  512. Eye of Night gives improved night vision for 60 seconds...a power not useable
  513. in Beast Form. Khajiit doesn't provide you with any good skill bonuses,
  514. either.
  515. - Nord
  516. Nords give Resist Frost 50%, useless. Battlecry causes enemies under level 25
  517. to flee for 30 seconds once per day. This can allow you breathing room to
  518. escape or retransform if you revert in the middle of a battle but if you are
  519. under level 25 you should be using your fear howl anyway. You don't receive
  520. any noteworthy skill bonuses.
  521. - Orc
  522. Berserker Rage allows you to take half damage and deal double damage for 60
  523. seconds once per day. Yes, please. It is particularly useful for bosses and
  524. dragons. No great skill bonuses are given to Orcs but Berserker Rage alone
  525. makes this a worthy selection. With a maxed werewolf and the Dawnguard DLC
  526. perks you have an attack doing 800+ damage. With the Dragonborn DLC you can
  527. obtain a ring to do even more damage once/day at the expense of taking normal
  528. damage from attacks instead of half.
  529. - Redguard
  530. 50% Resist Poison is useless. Adrenaline Rush allows you to regenerate Stamina
  531. 10x faster for 60 seconds per day. Eating a Vegetable Soup allows Stamina
  532. Regeneration of 1/second for 300 seconds. Since power attacks only need 1
  533. Stamina to activate, eating a Vegetable Soup prior to transformation allows for
  534. repeated power attacks which makes Adrenaline Rush kind of moot. That and the
  535. fact that you already have increased stamina regen. You do receive +5 to
  536. Alteration/Destruction.
  537. What do I recommend? Altmer for the boost in magicka, Breton for Resistance,
  538. Orc for Berserk, or Argonian for the Histskin if you have the Dragonborn DLC.
  539. -- [ 6.3 ] SKILLS AND PERKS --------------------------------------------------
  540. Many skills are not useful or used when in Beast Form. Some skills allow you
  541. to make your Beast Form stronger and add a needed amount of survivability.
  542. This section details the Skills and their relevant perks and how beneficial
  543. they are to werewolves. This will only pertain to use of skills immediately
  544. before, during, or after transformation. Skills like Block, for example, may
  545. be useful but do not enhance or benefit Beast Form any more than it does for a
  546. normal character.
  547. One thing about werewolf form is that you will find you need to use skills
  548. outside of werewolf form if you want to reach higher levels. Usually non-
  549. combat skills are good if you rely mostly on beast form for combat. I
  550. typically don't like to take too much time with crafting skills so I only go
  551. for Snakeblooded in Alchemy and maybe enchantment.
  552. - Alteration
  553. Alteration is hands-down the most valuable skill tree. Your only way of
  554. increasing your armor in werewolf form is to cast the "flesh" spells prior to
  555. transformation. You will want to take every perk in this tree. Novice,
  556. Apprentice, Adept, Expert, and Master Alteration reduce the cost of your
  557. spells so that you don't have to put points in magicka and you can put them in
  558. health where they belong. Stability and Dual Casting allow your spells to
  559. last longer. Mage Armor increases the protection of your defensive spells. A
  560. dual casting of ebonyflesh with Stability lasts longer than the normal
  561. duration of Beast Form. Magic Resistance and Atronach provide much-needed
  562. magic protection. You'll want to purchase all of the flesh spells as they
  563. become available and also complete the Master-level sidequest for Dragonhide.
  564. Again, werewolves after Dawnguard can reach the armor cap with ebonyflesh.
  565. Fortify Destruction and Fortify Restoration potions increase the power of
  566. the Atronach perk. You can reach 100% absorption by drinking a potion prior
  567. to taking the perk. The increase is permanent as long as you have the perk.
  568. Beware that this can cause issues with some quests.
  569. - Alchemy
  570. Potions that Fortify Alteration and those that that fortify elemental and
  571. magic resistance can be helpful it taken prior to transformation. Invisibility
  572. potions will wear off once you use your Beast Form power. Potions affecting
  573. weapon damage (one handed, two handed, marksman) have no effect on werewolf
  574. claws. Fortify Conjuration can increase the duration of summons. Good to
  575. make healing potions if you don't use Restoration (which you should).
  576. Snakeblooded gives 50% resistance to poison which helps vs chaurus and falmer.
  577. Go up the right side of the tree if you want more potent potions. You likely
  578. won't be using many poisons. This tree is exceptionally valuable if you have
  579. the Dragonborn DLC (see the DLC section). If you drink a Fortify Restoration
  580. and/or Fortify Destruction potion before taking the Atronach perk or choosing
  581. the Atronach Stone your Magicka Absorption rate will increase accordingly.
  582. You can make a Fortify Alteration potion and with Stability and Dual Casting
  583. you can make Ebonyflesh last for over 7 minutes.
  584. - Archery
  585. Does not benefit Beast Form
  586. - Block
  587. Does not benefit Beast Form
  588. - Conjuration
  589. Conjured allies can help turn the tide of battle. Thralls will disappear,
  590. however, when you transform into Beast Form so not much use here. If you buy
  591. Twin Souls it can be a bit fun to summon two wolf familiars and use totem of
  592. brotherhood for a total of four spirit wolves. Summons and raised enemies
  593. aren't affected by howls but will become hostile if you attack them. Be
  594. careful swinging your claws into the fray because you may have some elementals
  595. or raised NPC's targeting you when the enemies fall.
  596. - Destruction
  597. Destruction spells, except cloaks, cannot be used in Beast Form. Cloak spells
  598. can be used prior to transforming and give you a little extra damage. If you
  599. take Aspect of Terror perk in the Illusion tree then Flame Cloak will do 18
  600. damage per second. Augment perks don't work on cloaks but Deep Freeze, etc.
  601. do. A frost cloak can slow and freeze enemies making multiple enemies more
  602. easily managed. Disintegrate with the lightning cloak destroys enemies when
  603. their health is reduces below 15% effectively reducing enemy HP by 15%.
  604. Choose whichever you prefer. Whirlwind Cloak sends nearby enemies flying.
  605. Dual casted cloaks have increased range so take advantage of that, too.
  606. - Enchanting
  607. Enchanting is for Dragonhide. You can cast all other flesh spells with items
  608. that you find throughout Skyrim. Regretfully Dragonhide requires too much
  609. magicka and can only be dual cast by spending a lot of levels in magicka or
  610. forging Fortify Alteration equipment. Also useful if exploiting glitches that
  611. allow you to equip weapons and armor. It is possible to equip armor and
  612. weapons in beast form in which all enchantments on them act normally. If you
  613. want to dual-cast Dragonhide you will need two Fortify Alteration items
  614. with at minimum reduction of 13% per item. One ring and one glove. You can
  615. find enough equipment to cover the rest of the cost (see Ebonyflesh and
  616. Dragonhide). Players with the Dawnguard DLC can reach the damage resistance
  617. cap with Ebonyflesh and 3/3 Mage Armor since werewolves have natural damage
  618. resistance making Dragonhide an unneeded investment. If you want high health
  619. regeneration with the Dragonborn DLC you will want to make some good Fortify
  620. Alchemy gear as well. Enchanting is also necessary if you are wanting to take
  621. full advantage of Alchemy.
  622. - Heavy Armor
  623. Useless without glitches.
  624. - Illusion
  625. Quiet Casting allows you to transform and use howls without being detected.
  626. This can be especially useful for Totem of the Hunt and searching out prey.
  627. Most of the other perks don't work with werewolf howls so it is of limited
  628. use to werewolf form. Aspect of Terror adds 10 damage to Flame Cloak
  629. spells if you are fond of the them. Grab muffle from Dragonsreach and use
  630. it repeatedly as you walk. You only need level 50 for Quiet Casting.
  631. - Light Armor
  632. Useless without glitches. In versions earlier than v 1.3.10 Agile Defender
  633. and Light Armor skill contribute to armor rating.
  634. - Lockpicking
  635. Cannot be used in Beast Form
  636. - One-handed
  637. One-handed perks and skills don't work with werewolf claws under normal
  638. circumstances (in versions prior to v1.3.10 or earlier one-handed skill-level
  639. contribute to damage).
  640. - Pickpocket
  641. Cannot be used in Beast Form. Can be useful to power-level Restoration and
  642. Alteration with the mages at the college if you want to train and repeatedly
  643. steal your gold back.
  644. - Restoration
  645. Restoration is one of the more beneficial schools. Not only does it allow you
  646. to heal once you revert, but it also allows for Avoid Death which allows you
  647. to heal 250 damage once per day if your health falls below 10% (if the damage
  648. doesn't kill you). It is especially useful for boss fights and is affected by
  649. the Regeneration Perk which increase the healing by 50% to a total of 375
  650. points. The quest reward Sailor's Repose (see other powers section) allows for
  651. an additional +10% for a total of 400 points. Another perk, Recovery, can be
  652. helpful to counteract loss of Magicka regeneration if using the Atronach
  653. stone. Stendarr's Aura (Dawnguard) also provides a cloak vs undead.
  654. - Smithing
  655. Only useful if glitching in weapons and armor (pre patch 1.9). The Alteration
  656. spell Transmute can allow you to turn iron ore into gold ore for making
  657. jewelry. This will increase both Smithing and Alteration.
  658. - Sneak
  659. Initially I thought that the sneak tree was useless since you cannot enter
  660. into sneak mode as a werewolf. I was wrong. Light Foot is an immensely
  661. beneficial perk to have when running through dungeons. It will prevent you
  662. from triggering traps while tracking down your prey. Muffle and Silence will
  663. allow you to walk, and even run, up to enemies without being detected. It
  664. also allows you to walk through most Draugr crypts without awakening the
  665. enemies. Since your leap attack does so much damage you can usually pick of
  666. enemies silently one by one. The right side of the tree can get you easy
  667. sneak multipliers for additional damage in human form. Shadow Warrior can
  668. be absorbed by spell absorption so if you are wanting to take the Atronach
  669. Stone and Perk then stay away from the final Sneak perk. This is one of the
  670. hardest to level since most of your combat is in werewolf form. Grab the DB
  671. gloves & sneak attack sleeping Draugr.
  672. - Speech
  673. You won't be spending much on weapons or armor so Speech is of limited use.
  674. Good for roleplaying if you want to increase Intimidation, etc. Otherwise it
  675. is a waste of perks (as it is for most builds). You can use this to bribe
  676. guards and avoid bounties. There are many ways to increase your speech for
  677. free.
  678. - Two-Handed
  679. You cannot use weapons and beast form. You cannot even glitch in a two-handed
  680. weapon. Not useful at all.
  681. -- [ 6.4 ] STANDING STONES ---------------------------------------------------
  682. Standing Stones are located in various locations spread throughout Skyrim.
  683. Only one stone can be active at a time but you can freely switch between them.
  684. You must only visit a new Standing Stone and activate it to gain the new
  685. ability. It will overwrite the previous Standing Stone's power. The most
  686. recommended stones are Lord or Atronach for protection against magic.
  687. - The Apprentice Stone
  688. Regenerate Magicka +100%; Weakness to Magic +100%
  689. You don't need to regenerate Magicka in Beast Form and increases a weakness to
  690. magic. Kind of one-sided and not a good choice at all.
  691. - The Atronach Stone
  692. Regenerate Magicka -50%; Magicka +50; Spell Absorb 50%.
  693. Regenerate Magicka loss can be countered with perks from the Restoration tree.
  694. 50+ to magicka allows you to cast your "flesh" spells with fewer magicka-
  695. boosting pieces of equipment. Spell Absorbtion 50% allows for better magic
  696. defense. An exploit exists where you can reach even 100% absorption. If you
  697. consume a Fortify Destruction or Fortify Restoration potion prior to activating
  698. the stone your value will be increased by the potion and remain increased
  699. until you change stones. You would need a +200% potion if you only use the
  700. stone. You would only need a +126% potion if you do this with both the perk
  701. and the stone.
  702. - The Lady Stone
  703. Regenerate Stamina and Health 25% faster.
  704. You already regenerate stamina quickly and the boost to health regeneration
  705. does nothing since your health regeneration is slowed so dramatically. If you
  706. have Dragonborn DLC you can take advantage of this stone for greatly increased
  707. regen in Beast Form. See the Frostmoon Hunt section for details.
  708. - The Lord Stone
  709. +50 Armor; Resist Magic 25%
  710. Useful for just about any race the Lord Stone provides two useful bonuses to
  711. make up for some of the werewolf form's shortcomings.
  712. - The Lover Stone
  713. Learn all skills 15% faster
  714. Other stones are more useful. You will usually want to go with a Mage Stone to
  715. increase your magic skills.
  716. - The Mage Stone
  717. Learn magic skills 20% faster
  718. Most of your skills fall under this category. The sooner you level up
  719. Restoration and Alteration the better. Especially since you can't use Lover's
  720. Comfort or Well-Rested bonuses.
  721. - The Ritual Stone
  722. Raise all dead to fight for you once a day for 200 seconds.
  723. Raised enemies aren't affect by howls and remain when transformed unlike Dead
  724. Thralls. The bodies don't turn to ash when the effect expires so you can
  725. reanimate them again if you wait 24 hours. This can be useful to bring allies
  726. to a big battle or to make minions rise up against a boss after you have slain
  727. them. However typically you will want to go for the boss first and then mop
  728. up the minions later, meaning there won't be many to raise.
  729. - The Serpent Stone
  730. Paralyze target for 5s and Damage Health of target 25pts once per day.
  731. If you are using this you probably want it to count and use it on a powerful
  732. enemy. Typically powerful bosses are usually surrounded by minions. If
  733. you use this on a boss and then transform the minions will put a huge dent in
  734. to your life total.
  735. - The Shadow Stone
  736. Become invisible for 60 seconds once a day
  737. A good escape mechanism when your werewolf transformation ends. You will
  738. usually want to have Lord, Atronach, or Mage, though for more constant
  739. bonuses. Invisibility, like the spell, ends when you transform. If you
  740. are leveling illusion then you probably can just cast Invisibility.
  741. - The Steed Stone
  742. Wearing armor does not affect speed. Carry weight +100; Equipped armor is
  743. weightless. Werewolves don't wear armor and have unlimited carry weight.
  744. - The Thief Stone
  745. Learn stealth skills 20% faster.
  746. This can really help with leveling sneak and alchemy. You will usually either
  747. want to have this or the mage stone active at early levels.
  748. - The Tower Stone
  749. Unlock any Expert or lower level lock instead of picking it once a day.
  750. Cannot use lockpicking in Beast Form. Just keep a decent number of lockpicks
  751. for when you really need them. I've never used this stone or put any perks in
  752. lockpicking.
  753. - The Warrior Stone
  754. Learn combat skills 20% faster.
  755. If you are wanting to level Smithing to abuse the equip-weapon glitch then you
  756. may want to use this now and again. Since werewolf claws max at 70 damage and
  757. you can do a leap attack for 210 damage you will need a weapon to exceed that
  758. to be useful.
  759. -- [ 6.5 ] EQUIPMENT ---------------------------------------------------------
  760. [ 6.5.1 ] ARMOR
  761. Most equipment is ineffective as a werewolf. Equipment can be useful,
  762. however, outside of Beast Form. If you place all of your level bonuses into
  763. health you will stay at 100 magicka. This isn't enough to cast even mid level
  764. Alteration spells and surely not enough for Ebonyflesh and Dragonhide. The
  765. good news is that you can easily find equipment for free to allow you to cast
  766. anything you need. It is handy to put your boosting equipment into favorites
  767. to easily re-equip after reverting to human form.
  768. If you are not into smithing and enchanting then there are some important
  769. pieces of equipment that you will want to obtain.
  770. If you do the College of Winterhold quests you can immediately obtain a Novice
  771. Hood (+30 magicka) if you didn't grab it in Helgen. You will obtain a Galdur
  772. Amulet Fragment (+30 magicka) when you visit Saarthal. Proceeding through the
  773. quests allows you to obtain the Mage's Circlet (leveled +20-70 Magicka), Savos
  774. Aren's Amulet (+50), and Archmage Robes (-15% cost to all schools, +50 magicka).
  775. Another important piece of equipment to obtain is the Vokun dragon priest
  776. mask. Head to Solitude and east to High Gate Ruins. The mask provides 20%
  777. reduction to Conjuration, Illusion, and Alteration and is usable with the
  778. Archmage robes. Remember you can't have this equipped if using Mage Armor and
  779. flesh spells in human form since it has an armor rating. This boosts three
  780. schools that are useful for werewolves.
  781. The Atronach stone also provides +50 magicka, as does the Altmer racial bonus.
  782. [ 6.5.2 ] WEAPONS
  783. Weapons glitched into your hand can provide extra damage provided it is a
  784. strong enough weapon to exceed the normal werewolf damage cap. However, this
  785. will negate the additional damage from werewolf special attacks like the leap
  786. attack. It will do damage but will not receive the special multiplier. If
  787. your weapon is weaker than the normal werewolf attack then you will use the
  788. weaker value for damage. If you have a weapon with an enchantment it can
  789. provide a good boost to damage. Absorb Health will allow you to survive a bit
  790. longer and do some extra damage. Weapons with elemental properties can boost
  791. damage and slow enemies. If you dual enchant weapons you can do significant
  792. damage but you will need to recharge quite a bit. Turn Undead can be useful
  793. against Draugr. This exploit is no longer effective after patch 1.9.
  794. -- [ 6.6 ] SHOUTS ------------------------------------------------------------
  795. Shouts are obtained by finding word walls spread throughout Skyrim. Each
  796. shout consists of three words and each word is found at a different word
  797. wall. Typically the more words used in the shout the more powerful the
  798. effect and the longer the cooldown. Shouts use the same meter as howls for
  799. cooldown so shouts with particularly long cooldown periods like Call Storm
  800. will prevent you from using howls in werewolf form. Shouts can provide
  801. extra damage or allow you to flee a dangerous situation. Shouts added by DLC
  802. is detailed in those sections.
  803. - Animal Allegiance
  804. It is always beneficial to have another ally in your corner, unfortunately
  805. this doesn't provide many available targets where you need them most...in
  806. dungeons. It is notable that transforming will not make animals affected by
  807. this shout hostile. More words only affects the range. You can befriend even
  808. mammoths with just one word.
  809. - Aura Whisper
  810. One of the better shouts for a werewolf, this can allow you to see enemies in
  811. dungeons so that you can prepare before engaging. Unlike other methods this
  812. doesn't use magicka which is better used for defensive spells. This is not
  813. silent so it can alert enemies to your presence.
  814. - Become Ethereal*****
  815. If you try to enter Beast Form while ethereal it will end the ethereal effect
  816. and you will not transform. In the case of Beast Form you will deplete your
  817. use for the day. With Ring of Hircine it will not allow you to use it
  818. repeatedly as normal until you wait 24 hours. This can be useful once your
  819. transformation ends as a means of escape. By meditating on this shout with
  820. Parthunax you can increase your health regen while ethereal by 25%. Lasts 18
  821. seconds with all three words. Also good to recast flesh spells including
  822. Dragonhide, then re-shifting and resume attacking.
  823. - Call Dragon
  824. Yet another outdoor ally ability, Call Dragon allows you to summon Odahviing
  825. and he will remain until all enemies are killed. This has a long recharge time
  826. so it can prevent you from using your werewolf-specific howls.
  827. - Call of Valor
  828. Summons one of three heroes to aid you in battle for 60 seconds. Again,
  829. always handy to have additional targets to draw enemy attention. This will
  830. replace a conjured creature. Can be absorbed by Atronach stone and perk.
  831. - Clear Skies
  832. Clears up outside weather. Of no notable use for werewolves.
  833. - Disarm
  834. Disarm will affect any enemy up to level 30. It is easier to just use Totem of
  835. Fear up until level 25 and knockdown power attacks after that. You don't want
  836. to run into a group of enemies and disarm one before transforming and there
  837. isn't much benefit to using this between transformations in battle.
  838. - Dismay
  839. Fear effect effective up to level 24. Just use your howl.
  840. - Dragonrend*****
  841. Grounds a flying dragon and temporarily paralyzes it putting it in range of
  842. your claw attacks. The worst part about dragons is waiting for them to land
  843. while your transformation time depletes. Once they hit the ground you can
  844. usually deal a large enough amount of damage to them to keep them there. Your
  845. power attacks will stun-lock them At three words it lasts 22 seconds.
  846. - Elemental Fury
  847. Doesn't work in werewolf form, sadly.
  848. - Fire Breath, Frost Breath, Ice Form
  849. Cannot be used in Beast Form
  850. - Kyne's Peace
  851. This will calm all wild animals up to level 20 within range for 180 seconds at
  852. three words. This doesn't work on Frost Trolls. Good if you stumble across a
  853. powerful enemy unprepared or need to calm an animal when a transformation
  854. ends. Personally, just stick with animal allegiance.
  855. - Marked for Death
  856. This shout reduces armor and depletes health for 60 seconds. 1 word reduces
  857. armor by 25 and does 1hp/second damage. -50 armor and 2hp/sec for 2 words. -75
  858. armor and -3hp/sec for 3 words. This stacks causing multiple stat loss,
  859. however the duration is short seeing as how transforming into Beast Form takes
  860. almost 10 seconds. This stacks on respawning enemies even when killed. Using
  861. this on the same giant, for example, over and over will allow you to 1-shot it.
  862. - Slow Time
  863. Causes slow time. 30% normal speed for 8 seconds, 20% for 12 seconds, and 10%
  864. for 16 seconds for one/two/three words respectively. Slow time is not useful
  865. going into battle even at three words. You only have a few seconds of attack
  866. time if you shout and then transform. Become Ethereal is better for fleeing.
  867. - Storm Call
  868. Usable outside. 10 minute recharge time with 3 words. Probably the most
  869. powerful shout doing 80 lightning damage every 3-6 seconds to any target
  870. within 150 at three words it can help put a dent in the health of higher level
  871. dragons. It won't allow you to use werewolf howls, however, since the
  872. cooldown is so long. Using Blessing of Talos and equipping an Amulet of Talos
  873. can reduce the cooldown since it is calculated upon casting the shout. Likely
  874. it will still be cooling down once you revert though, even with the reduction.
  875. - Throw Voice
  876. Allows you to see prepare for enemies before you encounter them allowing you
  877. to dive in attacking and not be caught in human form. The recharge time
  878. actually decreases with more words so it is most useful with three. Very
  879. beneficial.
  880. - Unrelenting Force
  881. Nice when stumbling upon an enemy 1-on-1 or when you need to knockdown a
  882. difficult enemy when not in Beast Form, giving you time to transform and
  883. attack. Best if used with all three words.
  884. - Whirlwind Sprint
  885. Not useful in werewolf form
  886. -- [ 6.7 ] OTHER POWERS ------------------------------------------------------
  887. Outlined here are other effects and powers gained through quests.
  888. [ 6.7.1 ] QUEST REWARDS
  889. The following powers are granted by completing their relative quests. These
  890. provide permanent and continuous bonuses and have no level prerequisites.
  891. You can have all of them active at the same time. Some are more beneficial
  892. than others.
  893. - Agent of Dibella
  894. http://www.uesp.net/wiki/Skyrim:The_Heart_of_Dibella
  895. +10% melee damage vs. opposite sex
  896. Females benefit most from this since most of the enemies in the game are male.
  897. However, boosted damage for free vs anything is good.
  898. - Agent of Mara
  899. http://www.uesp.net/wiki/Skyrim:The_Book_of_Love
  900. +15% Magic Resistance
  901. Definitely something you want to obtain. If you are a Breton than you can
  902. reach the resistance cap but even if you are not...every little bit helps vs
  903. mages. Free magic resistance = good.
  904. - Ancient Knowledge
  905. http://www.uesp.net/wiki/Skyrim:Unfathomable_Depths
  906. Smithing +15% and +25% armor bonus while dwarven wearing armor
  907. Really only beneficial if you plan to use Smithing and glitch weapons and
  908. armor.
  909. - Dragonslayer's Blessing
  910. http://www.uesp.net/wiki/Skyrim:Esbern
  911. +10% critical hit vs. dragons for 5 days
  912. More damage vs. dragons? Yes, please.
  913. - Prowler's Profit
  914. http://www.uesp.net/wiki/Skyrim:No_Stone_Unturned
  915. Increase gems found
  916. Allows you to smith better jewelry and find get more money. Money is easy to
  917. come buy but you cannot loot corpses or chests so it doesn't get the fullest
  918. effect.
  919. - Sailor's Repose
  920. http://www.uesp.net/wiki/Skyrim:Frostflow_Abyss_(quest)
  921. Healing spells and abilities are +10% more effective.
  922. Great free boost to healing spells, particularly Avoid Death. Allows Avoid
  923. Death to reach 400 healing with the Regeneration Perk.
  924. - Sinderion's Serendipity
  925. http://www.uesp.net/wiki/Skyrim:A_Return_To_Your_Roots
  926. 25% chance to duplicate a potion when crafting.
  927. More potions sell for more money and makes Alchemy slightly less annoying.
  928. But only slightly. Potions can be very beneficial and this is a good power.
  929. [ 6.7.2 ] MEDITATIONS ON THE WORDS OF POWER
  930. Meditations are available during the main quest when visiting the Throat of
  931. the World. http://www.uesp.net/wiki/Skyrim:Paarthurnax_(dragon)
  932. - Ethereal Spirt
  933. +25% health regeneration when ethereal
  934. This can benefit a werewolf who reverts in the middle of battle, however you
  935. will have to end the ethereal effect before attempting to transform or the two
  936. powers will cancel each other out.
  937. - Force without Effort
  938. Stagger 25% less and stagger foes 25% more
  939. This applies to any effect causing the enemy to stagger including regular
  940. power attacks, etc.
  941. - Fire Within
  942. Fire Breath shout damage increased 25%
  943. Fire Breath isn't used in Beast Form so this is useless.
  944. [ 6.7.3 ] GUILD ABILITIES
  945. Guild Abilities are gained through completing quests in through either
  946. the Thieves Guild, Dark Brotherhood, or College of Winterhold.
  947. - Nightingale Strife
  948. http://www.uesp.net/wiki/Skyrim:Darkness_Returns
  949. Absorb 100 health from target once per day
  950. Not really good mid-battle and you don't want to start a battle with this
  951. before transforming.
  952. - Nightingale Subterfuge
  953. http://www.uesp.net/wiki/Skyrim:Darkness_Returns
  954. Causes frenzy for 30 seconds in AOE once per day
  955. Possible good escape mechanism. Has no level limit (?).
  956. - Shadowcloak of Nocturnal
  957. http://www.uesp.net/wiki/Skyrim:Darkness_Returns
  958. Makes the user invisible while sneaking for 120 seconds once per day
  959. Good for an escape plan but dissipates when entering Beast Form.
  960. - Summon Arniel's Shade
  961. http://www.uesp.net/wiki/Skyrim:Arniel%27s_Endeavor
  962. Again, always useful to have another summon.
  963. - Summon Spectral Assassin
  964. Another summoning spell. Your spectral assassin disappears when you enter
  965. Beast Form as if he was defeated. He can be re-summoned after 24 hours.
  966. [ 6.7.4 ] MISC POWERS
  967. The following abilities aren't gained through quests and none of them
  968. provide much of a benefit to Lycnthropes but they are listed here for
  969. completion.
  970. - Gift of Charity
  971. +10 Speech
  972. Werewolves don't use speech unless you are trying to talk your way out
  973. of a bounty.
  974. - Voice of the Sky
  975. Animals will not attack or flee for 24 real time hours
  976. This is beneficial so as not to run into random wild animals unprepared. Also
  977. if you are hunting for leathers to smith it can make catching animals easier.
  978. - Nightingale Armor/ Shrouded Armor
  979. +25 armor when equipping full sets
  980. You can't get the bonus since you won't be wearing armor
  981. [ 6.8 ] BLESSINGS
  982. Blessings are obtained by praying at the corresponding altar. They provide
  983. small bonuses for 24 hours. While they will not make a critical difference
  984. in your werewolf build, they can be a small boon. Blessings are affected by
  985. Fortify Restoration potions so you can boost these a bit further if you were
  986. so inclinded but you must use another potion each time the blessing wears off.
  987. - Blessing of Arkay
  988. Health +25
  989. This is less useful than you might think. At higher levels +25 damage is a
  990. dent in your 500+ HP pool. At early levels your Totem of Fear howl, damaging
  991. claws, and decent Alteration spells make this unnecessary since you will plow
  992. through most enemies early on.
  993. - Blessing of Dibella
  994. +10 Speech
  995. Werewolves don't use speech unless you are trying to talk your way out
  996. of a bounty.
  997. - Blessing of Julianos
  998. +25 Magicka
  999. Allows you to cast more powerful spells and more frequent spells at early
  1000. levels and enables you to use less magicka-boosting equipment at higher
  1001. levels. One of the better blessings along with Blessing of Talos.
  1002. - Blessing of Kynareth
  1003. +25 Stamina
  1004. Stamina already regenerates quickly. Not much use.
  1005. - Blessing of Mara
  1006. Reduces Restoration Spell Cost by 10%
  1007. Would be a nice boost. Too bad it is only usable when you have the Ring of
  1008. Matrimony equipped...which you won't when you are a hulking werewolf.
  1009. - Blessing of Nocturnal
  1010. +10 Sneak for 8 hours
  1011. Good for a slight boost when increasing your sneak skill. By the time you
  1012. can obtain this you likely are far along on the sneak tree.
  1013. - Blessing of Stendarr
  1014. Block +10%
  1015. Werewolves don't block
  1016. - Blessing of Talos
  1017. Shout cooldown reduced by 20%
  1018. This will allow you to use your shouts and howls more frequently. Totem of
  1019. the Hunt and Totem of Fear have such a short cooldown that it doesn't really
  1020. affect them. It is beneficial for Totem of Brotherhood and using other good
  1021. Dragon Shouts.
  1022. - Zenithar
  1023. 10% Better prices
  1024. Werewolves don't shop
  1025. ** [ 6.9 ] FOLLOWERS ********************************************************
  1026. Many followers will attack you while you are in Beast Form or if seeing your
  1027. transform. This includes all NPCs (including spouses) with the following
  1028. exceptions:
  1029. - Companions
  1030. Aela the Huntress, Athis, Farkas, Njada Stonearm, Ria, Torvar, Vilkas
  1031. Aela, Vilkas, and Farkas are the only Companions to reach max level of 50.
  1032. The others max out at level 25. Companions won't commit any crime for you,
  1033. but also won't report you unless the crime is against them. They can be
  1034. recruited to the Blades. They all can be married.
  1035. - Dark Brotherhood
  1036. Cicero, Dark Brotherhood Initiates
  1037. There are a number of resources detailing how great the DB Initiates are.
  1038. Their level scales higher than almost any other follower besides J'zargo, they
  1039. can dual wield Forsworn Swords for crazy DPS. Great followers to have around.
  1040. Cicero will level to max 50. They have no morality and will do anything or
  1041. kill whomever you wish. The cannot be recruited to the Blades. No marriage
  1042. here. Dark Brotherhood Initiates cannot be killed or sacrificed to Boethia.
  1043. - Housecarls
  1044. Argis the Bulward, Calder, Iona, Jordis the Sword-Maiden, Lydia
  1045. Housecarls scale up to level 50 and will pretty much follow you and let you do
  1046. whatever you want. They all can be recruited into the Blades and married. Good
  1047. to have around.
  1048. - Dogs
  1049. Meeko, Vigilance, Stray Dog
  1050. Dogs tend to have lower health and their habit of running straight into the
  1051. battle, and consequently right into the path of your swinging claws, causes
  1052. them to be not good choices as follower.
  1053. - Quest Followers
  1054. Barbas
  1055. Barbas is a good follower to have since he cannot die and will not leave you
  1056. when using your howls, however he will always attack wolves summoned with
  1057. Totem of Brotherhood and is strong enough to dispatch them in one hit each.
  1058. Plus many players don't like him because he maintains such a close proximity
  1059. to the player often moving them involuntarily or knocking them off of ledges.
  1060. ** [ 7.0 ] GLITCHES *********************************************************
  1061. Transforming into a werewolf can cause many different glitches. Some off these
  1062. are controllable and, therefore, exploitable. Others are random or have yet
  1063. to have their methods identified. Reports of werewolves having spikes from
  1064. equipped Daedric armor, holding swords, and other glitches are abundant.
  1065. Just search "Skyrim Werewolf Glitch" on youtube and you will get many results.
  1066. Below are the few glitches that I have been able to consistently reproduce.
  1067. [ 7.1 ] FOLLOWER EQUIP GLITCH (WORKS AS OF 1.9)
  1068. Pros: Using this glitch you can equip yourself in werewolf form as you would a
  1069. human and gain all the normal benefits of equipment including armor, melee
  1070. weapon damage rating, enchantments, etc. Can equip unlimited pieces of armor.
  1071. Can paralyze foes, absorb health, etc. in werewolf form with the weapon. Can
  1072. use unique and two handed weapons. Can equip Ebony Mail and become a black
  1073. smoking werewolf! Allows you to become a vamp/werewolf hybrid in Dawnguard.
  1074. Cons: If your weapon damage does not exceed that of your werewolf form you
  1075. will do less damage as you normally would. You lose the 3x damage multiplier
  1076. to your leap attack (it does normal damage). It can be difficult to execute.
  1077. It requires a follower. Has to be repeated after each transformation.
  1078. Requires perks, smithing, and possibly enchanting investment to become useful.
  1079. How: Have a follower that will allow you to exchange equipment and initiate a
  1080. conversation with them with the A button. When pressing the A button you need
  1081. to simultaneously press RB to transform. If performed correctly you will be
  1082. able to access the equipment trading menu. This can be tricky timing and
  1083. frustrating if you don't succeed because you either have to use the wait
  1084. function, reload, or wait until Beast Form wears off to try again. Whenever
  1085. you revert to human form you will still have all of your equipment on but if
  1086. you transform again you will be unequipped as normal. You can equip unlimited
  1087. pieces of armor and gain the armor rating and benefits of each piece through
  1088. this exploit. You can only equip a weapon to your right hand but you can
  1089. equip two handed weapons, but not bows. If wishing to use this frequently,
  1090. make sure that you have a follower that will not become aggressive when you
  1091. transform (obviously), and you need to be careful not to use werewolf howls as
  1092. this can cause your follower to become hostile or leave your service.
  1093. [ 7.2 ] RIGHT HAND EQUIP (PATCHED AS OF 1.9)
  1094. I have tested this glitch 100s of times and have made it work reliably with
  1095. daggers. Swords can be used by reversing the L/R instructions, but I have had
  1096. more difficulty in getting this to work. I have been unable to get it to work
  1097. with other weapons.
  1098. Pros: Using this glitch you can permanently equip a dagger to your right hand.
  1099. As long as you do not unequip the glitched weapon or equip a two-handed weapon
  1100. you can do all other actions normally including using Beast Form, dual casting
  1101. magic, etc. This will also increase your right-handed unarmed attack damage
  1102. as a human. Easier to execute. Doesn't require a follower. Daggers cannot be
  1103. seen equipped when in Beast Form. Won't have to be repeated when successful.
  1104. Cons: Cannot use unique weapons. Requires perk investment to smith/enchant a
  1105. weapon strong enough to exceed the normal werewolf attack damage. Have only
  1106. been able to use reliably with daggers and swords. Requires a bit more setup.
  1107. Note: using swords will cause a sheath to appear at your side in Beast Form.
  1108. How: First you need to obtain two daggers of the same material with the same
  1109. name (or two swords of the same material with the same name). Enchantments
  1110. and tempering don't matter, however the weapons must appear as two separate
  1111. items in your inventory. One weapon should have a triangle ^ after it.
  1112. Examples:
  1113. Yes - Iron Dagger + Iron Dagger^
  1114. Yes - Iron Dagger + Iron Dagger (Exquisite)^
  1115. Yes - Iron Dagger + Iron Dagger [Enchanted with X]^
  1116. No - Iron Dagger (2)
  1117. No - IRON DAGGER + Iron Dagger^
  1118. No - Iron Dagger + Iron Dagger of Burning
  1119. No - Iron Dagger + Dwarven Dagger^
  1120. The easiest way to do this is to craft them yourself. You will need to have a
  1121. high smithing anyway to make this worthwhile. For ease of explanation I will
  1122. assume that you have no other weapons in your inventory.
  1123. 1. Equip Beast Form or the Ring of Hircine Power to your RB. Entering into
  1124. the main menu (Magic, Skills, Map) during this process will affect the glitch.
  1125. 2. Go to your weapons menu. You should see one weapon with a triangle (^) and
  1126. one without. Using the RT and LT buttons equip one weapon and then the other.
  1127. Toggle between the weapons menu and the main menu until you see the (^) weapon
  1128. on your right hand. Press A to exit. Do not go back to the main menu. Note:
  1129. this is why equipping Beast Form after setting the glitch will disturb the
  1130. process as the main menu juggles weapons from hand to hand.
  1131. 3. Use RB to transform. If done correctly your attacks should now possess the
  1132. properties and damage of the glitched weapon. Another way to know that the
  1133. glitch has worked is that if you equip an enchanted dagger to your right hand
  1134. and have an unenchanted weapon in your left...when you press A to exit you
  1135. will see the enchantment charge bar on the right of the screen. If it is on
  1136. the left then the glitch will not work. If done correctly you will also see
  1137. a dagger sheathed at your side regardless of weapons or magic currently
  1138. equipped.
  1139. 4. If you revert and enter your weapon menu and your right hand is equipped
  1140. then you were successful. You can recharge the weapon, temper it, etc. Just
  1141. don't unequip it unless you want to do the process again. If your left hand
  1142. is equipped then just unequip your weapons and try the process again. On rare
  1143. occasions I have had to do the process again, but switch hands. Your right
  1144. handed unarmed attack as a human will use the dagger sound effects but the
  1145. unarmed animations and finishers. In this way you can make your unarmed
  1146. damage equal to that of any dagger you can smith/enchant.
  1147. [ 7.3 ] Bow Equip Glitch
  1148. PROS: Ability to equip a one handed sword while in Beast Form. No need to use
  1149. a follower. Can use unique and enchanted weapons.
  1150. CONS: Has to be repeated after each transformation. Werewolf looks a bit odd
  1151. holding a sword. Only works with one-handed swords. Like the others, requires
  1152. time and perk investments to make beneficial.
  1153. HOW: Ensure that your transformational ability is equipped to your favorites
  1154. menu. Using your weapons menu, equip a one-handed sword to your right hand
  1155. and have nothing in your left hand. Next, equip a bow and exit the menu using
  1156. the A button. Transform by using the power in your favorites menu. Continue
  1157. to press the RT as you do so. When you transform you should have the weapon
  1158. in your hand and it acts in all ways like a normal sword. The weapons will be
  1159. unequipped when you revert to a human.
  1160. [ 7.4 ] Man-Beast Glitch
  1161. PROS: Ability to use and equip all weapons, armor, and abilities like a normal
  1162. human, just look like a weird wolfman.
  1163. CONS: Cannot use Beast Form (will return you to normal). Look like a weird
  1164. wolfman.
  1165. HOW: Talk to a guard while simultaneously pressing RB to transform. You will
  1166. incur a 1000 bounty. Allow yourself to be taken to jail. Rest in the bed and
  1167. when you awake, if done properly, will appear as a half-man/half-wolf.
  1168. Transform again if you want to return to normal. It is really hard to detail
  1169. the visual effects of the glitch. You have the look of a normal human except
  1170. it looks like you are wearing a wolf head hood and have claw gloves. It
  1171. looks poor and doesn't really add any benefits.
  1172. ** [ 8.0 ] TECHNIQUES AND STRATEGIES ****************************************
  1173. Leap Attack, back up a few steps, Leap Attack, repeat. This is the best
  1174. strategy for dealing with bosses and other dangerous enemies. Using Howl of
  1175. Terror or the Totem of Brotherhood to disperse or distract lower level enemies
  1176. while you focus on the main threat is advisable.
  1177. [ 8.1 ] Wild Beasts
  1178. This includes spiders, wolves, bears, horses, hoarkers, deer, mammoths, etc.
  1179. Only mammoths are of a high enough level to not be affected by Howl of Terror.
  1180. It is easy to chase enemies down and finish them with a leap attack or
  1181. clawing. Totem of Fear works on most animals.
  1182. [ 8.2 ] Monsters
  1183. This includes trolls, spriggans, giants, whispmothers, falmer and chaurus.
  1184. Giants (32), Whispmothers (28), falmer nightprowler (30), and Falmer
  1185. Shadowmaster (38) are not vulnerable to Howl of Terror. Falmer are typically
  1186. encountered in groups and use poison which make them particularly dangerous.
  1187. Always target the strongest enemies first with leap attack. Use power attacks
  1188. to knockdown other enemies and finish them once the main threat is gone.
  1189. Falmer typically like to use lightning magic so plan accordingly. Poison can
  1190. really ruin your day as well.
  1191. Giants are only encountered outdoors so you should be able to fell them even
  1192. at lower levels due to your leap attack and greater speed. If you really have
  1193. problems with them you can use Animal Allegiance or other abilities on nearby
  1194. mammoths.
  1195. Spriggans have the annoying ability to heal themselves. Just use the leap
  1196. attack and keep moving to avoid the wind animals that they spriggan likely
  1197. manipulated into attacking you. Most of which are vulnerable to Howl of
  1198. Terror anyway.
  1199. [ 8.3 ] Dragons
  1200. Dragons become much easier once you obtain Dragonrend. Too bad that isn't
  1201. until later in the main quest. The worst part about dragons is that they
  1202. don't want to land where you can really rip in to them and when they do, you
  1203. are almost out of transformation time. Once they hit the ground you can
  1204. stun-lock them with power attacks to kill them. With magic resistance and
  1205. Atronach spell absorbtion can prevent a lot of damage from their breath
  1206. attacks but you will want to stay out of their way until they land. Dragon's
  1207. are typically pushovers until Elder or Ancients hit the scene. Call Storm and
  1208. other outdoor shouts can add to the damage.
  1209. [ 8.4 ] Dwarven Automatons
  1210. Dwarven Spider, Spheres, and Centurions (and their variations) are immune to
  1211. fear so Howl of Terror won't do you much good. They are all vulnerable to
  1212. knockdown, however and they don't often appear in mass groups like the Falmer.
  1213. If you take it slow through dwarven ruins you can typically destroy
  1214. these enemies one at a time as you go. Dwarven Centurion Masters, the most
  1215. difficult of the automatons have 1000 health. Leap attacks max at 210 so it
  1216. will take a few swings to bring these big fellas down.
  1217. [ 8.5 ] Draugr
  1218. Ah, yes. The most abundant enemy in Skyrim apart from humanoids the Draugr
  1219. are immune to your fear affects and you can't feed on them, either. What is
  1220. a werewolf to do? Hit and run. Since Draugr are only encountered in crypts
  1221. and underground dungeons it is easy to do a great deal of damage and use the
  1222. werewolf's supreme speed to flee if health gets too low. Typically running
  1223. in and using a power or leap attack on Draugr Deathlords and Dragon Priests
  1224. is the way to go. Draugr use frost magic which makes Nords and Bretons have
  1225. an advantage. With good magic resistance and magic absorption you can take on
  1226. Draugr Scourges and Restless Draugrs all day long. Once the more dangerous
  1227. Draugr are dealt with work your way down the food chain. Scourges can summon
  1228. Atronachs which will disperse once you kill the Scourge. Single Dragon
  1229. Priests using magic fall quickly to a resistant werewolf using repeat leaps
  1230. and knockdown.
  1231. [ 8.6 ] Humans
  1232. Humans make for easy targets. Feeding which allows longer transformations
  1233. and healing make locations with humans much easier. They are also vulnerable
  1234. to Howl of Terror up to the level limit. Unfortunately human enemies' levels
  1235. scale quite high and they normally appear in groups making them dangerous.
  1236. Forsworn scale up to level 34 and Briarhearts up to 58. Bandits level up to
  1237. 25. The same strategy applies as does with Draugr indoors. Take out the
  1238. most dangerous enemy first. Outdoors you need to be wary since a horde of
  1239. Forsworn or Bandits with bows can do considerable damage while you are
  1240. pounding on their leader. It is best to use a hit and run tactic here.
  1241. Being outdoors surrounded by humans with good bows in an open area is
  1242. certainly fatal. Since they like to populate ruins, knocking them off cliffs
  1243. and bridges with power attacks is a good way to clear an area fast.
  1244. [ 8.7 ] Glitched Weapons and Equipment
  1245. If you don't mind using exploits and glitches (I know, I know. It is a
  1246. single player game, do what you want, etc.) then obviously having armor and
  1247. enchanted weapons as a werewolf makes you more powerful. I have found all
  1248. weapon enchantments to work using methods explained in the glitches section.
  1249. The most effective enchantments for weapons are Fire/Frost/Shock Damage,
  1250. Paralyze, and Absorb Health. Fear, Turn Undead, etc. are only useful at low
  1251. levels when you shouldn't need them. Soul Trap doesn't benefit your damage
  1252. output or stun enemies like the aforementioned enchantments. A daedric
  1253. dagger with Frost +25 and Absorb Health +20 can really tear apart enemies.
  1254. In this case you would only need a weapon with 25 damage to equal that of a
  1255. normal werewolf attack. You would lose the 3x damage leap, though. Even
  1256. paralyzing enemies for 1 second can give you a lot of control over the battle
  1257. since it takes them a few seconds to come to their feet. You get many more
  1258. charges this way and can benefit from a high Alteration skill. Stability also
  1259. affects the duration of Paralyze effects.
  1260. As for armor enchantments: Fortify Health and Resist Fire/Frost/Shock/Magic
  1261. are beneficial. If you are using a weapon with an enchantment as well then
  1262. Fortify for the corresponding school can give you more charges. Wear fortify
  1263. destruction 100 gear and use an absorb health weapon and drain health from
  1264. enemies repeatedly.
  1265. ** [ 9.0 ] WEREWOLVES AND VAMPIRISM *****************************************
  1266. *Thanks to laml3rian and metatrongrhm1 from the Gamefaqs 360 board for your
  1267. research into vampires and Necromage and help with details for this section.
  1268. *Thanks to jammymacster for discovering Necromage enhanced perks are still
  1269. enhanced after curing vampirism.
  1270. *Thanks to Cast_Supremacy for a great deal of help with testing, specifically
  1271. with the Ring of Hircine glitch.
  1272. Typically Sanguinare Vampiris and Lycanthropy typically cannot be contracted
  1273. together on account of the Lycanthropy's 100% disease resistance but there
  1274. are ways to become both a Vampire and a Werewolf together.
  1275. An easy location from which you can contract vampirism is Movarth's lair
  1276. north of Morthal. Kill the two spiders in the cave and the two vampire
  1277. thralls. You can lure the Master Vampire back through the corridor to the
  1278. room with the pit. I've experienced where the vampires won't follow you in to
  1279. the room so you can control them attacking you with vampire drain to give you
  1280. the disease.
  1281. Here are the three currently known methods to becoming a hybrid:
  1282. [ 9.1 ] Timing at the Underforge - Stage 4
  1283. Pros:
  1284. -Beast Form 1/day or unlimited with Ring of Hircine
  1285. -Vampiric Drain ability for 5 health/second
  1286. -Vampire Servant reanimates a very powerful undead for 60 seconds 1/day.
  1287. -Vampire Seduction calms creatures up to level 10 for 30 seconds 1/day
  1288. -Vampire Sight gives improved nightvision for 60 sec 1/day*
  1289. -Embrace of Shadow makes you invisible 1/day for 180 seconds
  1290. -100% Resistance to frost (50% with Dawnguard, 100% if a Nord)
  1291. -Champion of the Night for vampire's +25% to Illusion spells.
  1292. -Nightstalker's Footsteps for the vampire's +25% bonus to sneaking
  1293. -100% resistance to poison*
  1294. *(if obtained, removed after 1st werewolf transformation)
  1295. Cons:
  1296. -You cannot feed as a vampire and you will progress to Stage 4 Vampirism
  1297. -Weakness to fire 100% (50% with Dawnguard, 0% if a Dunmer)
  1298. -In sunlight Health, Magicka, and Stamina -60 and doesn't regenerate
  1299. -Most NPCs will be aggressive making Calm spells required to get quests
  1300. Not applicable with Dawnguard DLC. NPCs no longer hostile.
  1301. -Does not benefit from the Necromage perk
  1302. How:
  1303. The first method is to complete the Companion's quest line up to the point
  1304. that you will partake in the ritual to become a werewolf. If you contract
  1305. Sanguinare Vampiris and then complete the ritual before turning into a vamp
  1306. you can be both. You must drink the blood as you turn into a werewolf. The
  1307. best way to do this is to keep track of the time of day and continue to save
  1308. so that you know the precise minute that you will turn and see the message
  1309. "Your blood begins to boil". Just before you will see this message, drink
  1310. the blood to become a werewolf. Return to the Underforge and wait one hour
  1311. to revert and see if it worked.
  1312. [ 9.2 ] Timing at the Underforge - Stage 2
  1313. Pros:
  1314. -Beast Form 1/day or unlimited with Ring of Hircine
  1315. -Vampiric Drain ability for 3 health/second
  1316. -Vampiric Seduction calms creatures up to level 8 for 30 seconds 1/day
  1317. -Vampire Servent reanimates a more powerful undead for 60 seconds 1/day.
  1318. -You will not progress further in vampirism
  1319. -50% Resistance to frost (25% with Dawnguard)
  1320. Cons:
  1321. -Weakness to fire 50% (25% with Dawnguard, 0% with Dunmer)
  1322. -In sunlight Health, Magicka, and Stamina -30 and doesn't regenerate
  1323. -NO Nightstalker's Footsteps for the vampire's +25% bonus to sneaking
  1324. -NO Champion of the Night for vampire's +25% to Illusion spells.
  1325. -NO 100% resistance to poison
  1326. -Does not benefit from the Necromage perk
  1327. How:
  1328. Similar to the first method except you are already a vampire and you wait
  1329. to drink the werewolf blood right before you move to stage two vampirism.
  1330. Stage three provides less abilities and more fire weaknesses than level
  1331. two so it is not recommended to use stage 3 vampirism.
  1332. [ 9.3 ] When Curing Lycanthropy
  1333. **PATCHED IN 1.6**
  1334. Pros:
  1335. -All the benefits of normal Vampirism
  1336. -Ring of Hircine 1/day to transform into werewolf
  1337. Cons:
  1338. -Can only become a werewolf 1/day
  1339. -Totem of Hircine quests will be unobtainable once you cure Lycanthropy
  1340. -Cannot be used post 1.6 even if you had the ability prior to patching.
  1341. How:
  1342. If you obtain the Ring of Hircine from Ill Met by Moonlight you can equip the
  1343. ring and the Ring of Hircine power. Complete the Companion's quest line and
  1344. cure yourself of Lycanthropy. You should still be able to use the Ring of
  1345. Hircine power once per day (even without the ring). You can then find a
  1346. vampire and contract Sanguinare Vampiris normally. You should now be a
  1347. normal vampire. Best of you are already a werewolf and want to be a hybrid.
  1348. [ 9.3 ] Necromage
  1349. Perks and abilities that you gain while a vampire are boosted if you obtain
  1350. them after you take Necromage. If you cure yourself of vampirism the
  1351. bonuses will remain as long as you have that ability or don't remove the
  1352. affected piece of equipment. You can then become a werewolf as normal.
  1353. This means that certain things can be boosted for the werewolf's benefit.
  1354. Obviously weapons/armor won't retain their bonuses since they are unequipped
  1355. upon transformation. Perks, quest bonuses, and standing stones can retain
  1356. the necromage-boosted numbers. (Standing stone bonuses will be lost if you
  1357. change stones).
  1358. Unfortunately you need to reach 70 in restoration before you can do this.
  1359. Fortunately if you want Avoid Death you were going to need the high ranking
  1360. in restoration anyway.
  1361. An easy way to grind this is to have 3000 gold and repeatedly train and then
  1362. pickpocket your gold back from the restoration teacher at the College. Save
  1363. before you pickpocket and level up when you reached your 5/5 training limit.
  1364. You will gain around 10-15 levels this way and you will need to buy the perks
  1365. from the pickpocket tree to be able to keep reclaiming your gold.
  1366. Here is a short list of beneficial abilities (testing):
  1367. NOTE: Necromage boosted Atronach Perk (37.5%) + Atronach Stone (62.5%) = 100%
  1368. Magic Resitance (37.5), Lord Stone (31.25), Agent of Mara (18.75) = 87.5
  1369. spell resistance (the cap is 85). 81.25% for a Breton without the stone.
  1370. - Atronach Perk will give you 37.5% spell absorption instead of 30%
  1371. - Atronach Stone goes from 50% to 62.5%
  1372. - Magic Resistance goes from 30% to 37.5%
  1373. - Agent of Mara 18.75% magicka resistance
  1374. - Recover regenerates magicka 62% faster
  1375. - Avoid death +312 health
  1376. - Sailor's Repose +12.5% to healing spells
  1377. - Avoid Death + Sailor's Repose necromaged heals between 450-500 health
  1378. - Pickpocket gives you more carry capacity
  1379. - Lord Stone gives 31.25% magicka resistance, 62.5 armor
  1380. If you have the Dawnguard DLC you can level your skills as a werewolf, gain
  1381. Vampire Lord form, take the Necromage Perk and the perks you want boosted, and
  1382. then speak to Aela the Huntress to become a werewolf again. You can only do
  1383. this once.
  1384. ** [ 10.0 ] DLC *************************************************************
  1385. -- [ 10.1 ] DAWNGUARD -------------------------------------------------------
  1386. [ 10.1.1 ] Werewolf Perk Tree
  1387. With the release of the first DLC from Bethesda comes a much needed boost to
  1388. the werewolf's capabilities...a WEREWOLF PERK TREE! Of course it should go
  1389. without saying that you should completely fill out this tree. Experience is
  1390. gained by feeding on corpses while in Beast Form. This tree boosts health,
  1391. damage, feeding, and allows you to empower your werewolf howls. Be aware
  1392. that you must obtain the Totems through the Totems of Hircine quests before
  1393. the upgraded howls can be used. If you purchase the perk without the howl
  1394. then the RB button will do nothing while in werewolf form.
  1395. Some things that have changed for werewolves with the DLC:
  1396. - Werewolves have an automatic natural armor that scales with level. It
  1397. starts at level 11 with 35 armor and increases by 50 for every 5 levels to a
  1398. maximum of around 391 (there are many decimals involved in the calculation)
  1399. at level 46. We only need it to reach 367 to reach the cap. This
  1400. stacks with flesh spells so that ebonyflesh will cause you to reach the
  1401. maximum armor cap. This makes dragonhide obsolete for Dawnguard werewolves.
  1402. - You can see the werewolf perk tree by pressing B while in werewolf form
  1403. - Werewolf's health bonus is reduced from 100 to 50. Stamina is still 100
  1404. New perks become available after feeding on enough corpses. Each new perk
  1405. requires a few more feedings. Whenever you feed you will get a message that
  1406. you consumed the heart. With enough feedings it will tell you that a
  1407. werewolf perk is available. You can gain one additional feeding per corpse
  1408. if you cast the Soul Trap spell on it. If you wish you can just use this
  1409. to level werewolf perks outside of beast form.
  1410. *agentspoon on Gamefaqs also discovered this:
  1411. While testing out Auriels Shield I found an interesting glitch. Auriels
  1412. Shield allows the player to store the kinetic energy of blocked attacks
  1413. up to three levels which takes 15 blocked attacks. Then pressing and holding
  1414. attack while blocking will release this energy and blast the enemy
  1415. back. What interesting is that this also puts the Heart Consumed message in
  1416. the top left hand of the screen. So bashing with the powered up shield
  1417. lets you level up werewolf perks without being transformed.
  1418. The first perk is available after 5 feedings. Each subsequent perk requires
  1419. 2-3 more feedings than the last. This amounts to around 164 feedings to
  1420. acquire all of the perks. Once you obtain savage feeding you can feed from
  1421. most living things to advance your perk tree. All feedings are equal whether
  1422. it be a frost troll or a rabbit, it will fill the progress bar
  1423. equally. There are a number of bandit hideouts near Whiterun that you can
  1424. easily achieve savage feeding. Leveling is much easier from then on.
  1425. *AddictedToXbox on Gamefaqs discovered that if you attack Sam Guevenne in any
  1426. of the taverns, he will summon a Dremora. As a werewolf, you can maul this
  1427. Dremora and immediately feed on it before it disappears. He summons the
  1428. Dremora indefinitely, so it might be useful for leveling up your skill tree.
  1429. - Bestial Strength 1/2/3/4
  1430. Do more damage as a werewolf
  1431. Increase damage by +25% with each level. At maximum power this will allow
  1432. normal attacks to do 140 damage and your leap attack to a whopping 420
  1433. damage! Add insult to injury with the orc's racial power and you can do 840
  1434. damage.
  1435. - Totem of the Predator
  1436. Werewolf Totem of the Hunt has extended range and shows whether the targets
  1437. are not in combat, searching, or actively in combat. Aggressive creatures
  1438. will glow red, passive ones glow blue. If you have Quiet Casting from the
  1439. Illusion tree you can use this without alerting enemies.
  1440. - Totem of Ice Brothers
  1441. Werewolf Totem of Brotherhood calls Ice Wolves
  1442. Summons two ice wolves in place of the two regular wolves. The Ice Wolves
  1443. have twice as much health as the regular wolves, or estimated at about 150
  1444. each.
  1445. - Totem of the Moon
  1446. Werewolf Totem of Brotherhood howl calls werewolves
  1447. Summons two werewolves in place of ice or regular wolves. The summoned
  1448. werewolves have about 300 health each and can use power attacks to knockdown
  1449. foes. Definitely the best endgame howl.
  1450. - Totem of Terror
  1451. Werewolf Howl of Terror affects higher level enemies
  1452. The normal howl caps out at affecting level 25 enemies. This boosts it by
  1453. about 10 levels. Tested with level 37 guards in Whiterun and they weren't
  1454. affected. It will affect most enemies except bosses and leveled NPCs that
  1455. can level higher than 35.
  1456. - Animal Vigor
  1457. 100 point bonus to health and stamina in beast form
  1458. Dawnguard reduces the bonus from Beast Form from 100 to 50, but allows you
  1459. to gain extra health with the Animal Vigor perks. Your stamina will still
  1460. increase to 300 if you haven't put any points in it. Definitely get this.
  1461. - Gorging
  1462. Feeding heals twice as much health
  1463. When feeding you regain 100 health instead of 50. You can still cancel
  1464. feeding by pressing X or RB.
  1465. - Savage Feeding
  1466. Able to feed off most dead creatures. Feeding off creatures instead of
  1467. people only provides half the extended time.
  1468. You can feed off of most any living creature. Skeevers, spiders, trolls,
  1469. wolves, sabercats, mudcrabs, giants, falmer, gargoyles...but not Draugr, and
  1470. you can no longer feed on vampires. You will want to obtain this quickly
  1471. since it will allow gaining the other perks much quicker.
  1472. [ 10.1.2 ] Vampire Lord
  1473. During the Dawnguard quest line you have the option of becoming a Vampire
  1474. Lord. Using a some glitches you can be have different combinations:
  1475. VAMPIRE -> HYBRID
  1476. Complete the Companions quest to become a werewolf in the Underforge.
  1477. Activate the blood the in-game minute before you progress to the next stage
  1478. of vampirism. You will remain at that stage indefinitely and you will have
  1479. Beast Blood.
  1480. VAMPIRE -> VAMPIRE LORD
  1481. Do the Dawnguard quest line to become a Vampire Lord.
  1482. VAMPIRE/VAMPIRE LORD -> WEREWOLF
  1483. Do the Companion's quest line to gain Beast Blood or, if you already had
  1484. Beast Blood once and had it removed, you can speak to Aela to gain
  1485. lycanthropy again.
  1486. WEREWOLF -> VAMPIRE
  1487. Cure yourself of Lycanthropy by the Purity quest line and contract the
  1488. disease that causes vampirism or obtaining Vampire Lord form through
  1489. Dawnguard.
  1490. WEREWOLF -> VAMPIRE LORD
  1491. See above.
  1492. HYBRID -> VAMPIRE LORD
  1493. You will lose Beast Blood when you gain Vampire Lord.
  1494. VAMPIRE LORD -> HYBRID
  1495. If you haven't completed the Companion's quest to become a werewolf then
  1496. you can activate the blood when you progress to the next stage of vampirism
  1497. (you will lose your Vampire Lord powers but still have Beast Blood and
  1498. vampirism). If you have already done the Companion's quest then you cannot
  1499. be a hybrid. You will not get the +25% to illusion and sneak if you do
  1500. this.
  1501. So Hybrids...you can gain Necromage benefits from permanent bonuses or a
  1502. chosen standing stone that you keep active all the time and you
  1503. have to do so BEFORE you become a werewolf or using the unique method to
  1504. become a hybrid detailed below.
  1505. For Werewolves, now you don't have to power level restoration in the
  1506. beginning before becoming a werewolf. When you are ready with your abilities
  1507. you want to boost you can hop into VL and then back to Werewolf. You only
  1508. get one shot at it, though.
  1509. [ 10.1.3 ] Unique Dawnguard Hybrids
  1510. At the end of the Dawnguard quest there is a follower that will be able to
  1511. transform you into vampire at any time. If you missed your chance when first
  1512. becoming a werewolf you can take advantage of this one-time to become a
  1513. vampire/werewolf hybrid. You can even be a Vampire Lord/Werewolf
  1514. Vampire/Werewolf Hybrid
  1515. Pros:
  1516. -Beast Form 1/day or unlimited with Ring of Hircine
  1517. -Vampiric Drain ability for 5 health/second
  1518. -Vampire Servant reanimates a very powerful undead for 60 seconds 1/day.
  1519. -Vampire Seduction calms creatures up to level 10 for 30 seconds 1/day
  1520. -Vampire Sight gives improved nightvision for 60 sec 1/day*
  1521. -Embrace of Shadow makes you invisible 1/day for 180 seconds
  1522. -100% Resistance to frost (50% with Dawnguard, 100% if a Nord)
  1523. -Champion of the Night for vampire's +25% to Illusion spells.
  1524. -Nightstalker's Footsteps for the vampire's +25% bonus to sneaking
  1525. -100% resistance to poison*
  1526. *(if obtained, removed after 1st werewolf transformation)
  1527. Cons:
  1528. -You cannot feed as a vampire and you will progress to Stage 4 Vampirism
  1529. -Weakness to fire 50% (0% if a Dunmer)
  1530. -In sunlight Health, Magicka, and Stamina -60 and doesn't regenerate
  1531. -Does not benefit from the Necromage perk
  1532. -You cannot gain Vampire Lord form or powers
  1533. How:
  1534. You must have already completed the Dawnguard main quest to have Serana as
  1535. a follower and you cannot have had Aela transform you back into a werewolf
  1536. since she will only do this once. Get them both in the same room and equip
  1537. either the Beast Form power or the Ring of Hircine power to RB. Speak to
  1538. Serana with A and simultaneously press RB to transform into a werewolf.
  1539. Quickly select the menu options to have her transform you into a vampire.
  1540. Immediately speak to Aela the Huntress and select the option for her to
  1541. give you the beast blood again.
  1542. Vampire Lord/Werewolf Hybrid
  1543. http://www.youtube.com/watch?v=IcH8sHr7iaQ
  1544. Pros:
  1545. -You can switch back and forth between vampire lord and werewolf.
  1546. -No vampire weaknesses
  1547. -Access to both Beast Form and Vampire Lord form
  1548. -Benefits based on your last transformation
  1549. -If a vampire, you will be boosted by Necromage, and look like a vampire
  1550. -If a werewolf, you will lose Necromage boosts and look human.
  1551. -You can finish both Werewolf and Vampire Lord perk trees
  1552. Cons:
  1553. -No vampire powers except night vision
  1554. -Difficult to perform.
  1555. Have both Vampire Lord and Beast Form powers. Spoilers ahead. Get Serana
  1556. as a follower and she must be able to transform you in to a Vampire Lord.
  1557. Complete the Companions quest until "The Silver Hand". Press A to drink
  1558. the blood and simultaneously begin your VL transformation with RB. You
  1559. will appear outside of the Underforge and finish the transformation.
  1560. Select "Revert". Immediately have Serana turn you back in to a vampire.
  1561. If done correctly (the timing is quite strict) you will have both powers.
  1562. If you feed as a vampire (not during VL or WW form) you become a normal
  1563. vampire and can never again return to this unique state with no weaknesses.
  1564. [ 10.1.4 ] Regaining Lycanthropy
  1565. It is possible to regain the Beast Blood once you have cured yourself either
  1566. by obtaining Vampire Lord form or through the curing quests mentioned in the
  1567. earlier section. If you speak to Aela she will give you the option to be
  1568. granted the Beast Blood once again. YOU CAN ONLY DO THIS ONCE.
  1569. [ 10.1.5 ] New Stuff
  1570. New weapons, shouts, items, followers, etc, etc, etc. found in the DLC.
  1571. Most of them don't benefit us in Beast Form, but here are some specific things
  1572. that may be useful:
  1573. - Serana
  1574. Serana will not become aggressive when you transform or are in Beast Form.
  1575. - Blessing of Auriel
  1576. +10% to missile weapons
  1577. - Dragon Shouts - Summon Durnehviir
  1578. Like other summons, provides and extra target and additional damage.
  1579. - Conjuration Spells
  1580. Conjure Boneman — Summons a Boneman Archer for 60 seconds
  1581. Conjure Mistman — Summons a Mistman from the Soul Cairn for 60 seconds
  1582. Conjure Wrathman — Summons a Wrathman from the Soul Cairn for 60 seconds
  1583. Like other summons, provides and extra target and additional damage.
  1584. - Restoration Spell - Stendarr's Aura
  1585. For 60 seconds, undead in melee range take 10 points sun damage per second.
  1586. -- [ 10.2 ] DRAGONBORN -------------------------------------------------------
  1587. New weapons, shouts, items, followers, etc, etc, etc. found in the DLC.
  1588. Most of them don't benefit us in Beast Form, but here are some specific things
  1589. that may be useful:
  1590. [ 10.2.1 ] Unique Werewolf Rings
  1591. These rings can be bought from Majni in Frostmoon Crag. Inhabitants of the
  1592. crag are friendly to you if you are a werewolf but will be hostile if you are
  1593. not. If you kill Majini you will be unable to obtain the rings. They are
  1594. between 5000-6000 gp each so have a fat wallet if you want them all at once.
  1595. The effects only become active if you have the ring equipped when you shift.
  1596. You cannot use the follower equip glitch to stack them mid-transformation or
  1597. use the equip glitch on one transformation to equip them hoping to use them
  1598. on a second transformation.
  1599. The game will remember the last werewolf ring that you used and will apply the
  1600. effect to your transformations until you change rings. For example if you use
  1601. a ring and transform using Beast Form you will gain the bonus. If you equip
  1602. the werewolf ring and then equip the Ring of Hircine (without removing the
  1603. werewolf ring first) and then you transform you will still get the bonus from
  1604. the last werewolf ring used.
  1605. - Ring of Bloodlust
  1606. While in Beast Form, you do 50% more damage, but you also take 50% more damage
  1607. One of the top 2 new rings, with a properly build werewolf build you can take
  1608. advantage of the damage increase but mitigate the damage increase with things
  1609. like flesh spells and magicka resistance. Orcs can do exceptional damage
  1610. with this ring while Berserk and the 50% damage resistance cancels out the
  1611. weakness from the ring.
  1612. - Ring of Instinct
  1613. When you enter Beast Form, the world around you seems to slow for 20 seconds
  1614. You can't use Slow Time before transforming because most of the effect is used
  1615. during your transformation. Luckily, this takes effect only after your change
  1616. is completed. This can provide you with a way to rack up damage quickly before
  1617. the enemy has a chance to react. It can also prevent you from being massacred
  1618. if transforming in melee. Couple this with Whirlwind Cloak for some effective
  1619. crowd control. Ring of Instinct is affected by Fortify Alteration Spells. If
  1620. you have Fortify Equipment +100% and all the perks you can get almost a full
  1621. minute of slowed time.
  1622. - Ring of the Hunt
  1623. While in Beast Form, your health regenerates
  1624. Normally your health is so stunted in beast form that relying on normal health
  1625. regeneration is generally bad. Feeding on corpses and being quick on your feet
  1626. will provide you with most of your healing. Ring of the Hunt removes the
  1627. penalty to health regeneration. Your regeneration can be boosted by things
  1628. like potions, the Lady Stone, etc but not from equipment since all of that is
  1629. removed upon transformation. Remember, the more maximum health you have the
  1630. more you regen/second. With this ring you can regenerate around 1.5% of your
  1631. maximum/second. See the section on Frostmoon Hunt to see how to maximize this.
  1632. - Ring of the Moon
  1633. Increases the duration of your Howls by 25%
  1634. This really only affects the Totem of Brotherhood since the Totem of Fear is
  1635. spammable with a short cooldown and Totem of the Hunt usually doesn't want for
  1636. a long duration. Probably the least beneficial of the four rings, IMO.
  1637. [ 10.2.2 ] Frostmoon Hunt
  1638. The Frostmoon Hunt power is granted by the Ring of the Hunt when you have it
  1639. equipped before transforming. Normally your health regen in human form .49% in
  1640. combat. The ring allows you a regen rate of 1.5% in combat, or over x3 as much.
  1641. The best way to exploit this is with the Lady Stone. A permanent effect (unless
  1642. you take another stone) with 136 Alchemy crafting gear (5/5 Enchanting, 100
  1643. skill, and an Enchanting Elixir) you can make a +159% potion. Taken before you
  1644. activate the stone gives you a +64% from the stone. If you make 5 potions of
  1645. different values (equip an additional piece of equipment each time) you can
  1646. drink them all in a row and gain a +291% bonus from the stone. You could also
  1647. resto-loop for even higher values.
  1648. Things like the Ring of Namira will work as well (+50 regen for 5 minutes). If
  1649. you are an Argonian then Histskin will allow you to regenerate 100% in 1-2 sec.
  1650. [ 10.2.3 ] Blessings
  1651. - Blessing of Azura
  1652. +10% Magicka Resistance
  1653. Located at the shrine in Raven Rock this is a great addition. With the Lord
  1654. Stone you can get a good defense against mages. The con is that you have to
  1655. travel back to activate it every 8 hours. Otherwise awesome. This can also be
  1656. boosted by Fortify Restoration potions.
  1657. [ 10.2.4 ] Dragon Shouts
  1658. Battle Fury
  1659. Increases the speed of your allies attacks like Elemental Fury. Unfortunately
  1660. you cannot use this on your Brotherhood allies but you can use it with a
  1661. follower. Hopefully they won't turn aggresive when you transform.
  1662. Bend Will
  1663. You can cause creatures and even dragons to become allies for 30 seconds. You
  1664. can use it before starting a battle, but not as useful as summons and it does
  1665. not remove the threat, only delays it.
  1666. Cyclone
  1667. Knocks enemies into the air. If you are caught unawares then Become Ethereal
  1668. is probably a better escape button than this. Not really that useful.
  1669. Dragon Aspect
  1670. 300 second duration. With one word +25 Armor rating, and power attacks do 25%
  1671. more damage. Two words: +100 Armor rating, Ancient Dragonborn summoned if
  1672. health below 50%, +25% fire and frost resistance. Three words: Shout recharge
  1673. time reduced by 20%. Can be used once per day.
  1674. If ever there was a shout to benefit werewolves, this is it. Increase in
  1675. armor, damage, fire/frost resistance, AND it summons an Ancient Dragonborn
  1676. automatically when you are below 50% health. Good for big baddies since it
  1677. is only a once/day shout, but wow.
  1678. [ 10.2.5 ] Greater Powers
  1679. *Only one power from each Black Book can be obtained at a time
  1680. Hidden Twilight
  1681. Mora's Boon - Restores 1000 to Health, Magicka and Stamina.
  1682. Powerful, but not useful until Beast Form ends. Good to replenish in the
  1683. middle of a long fight before reshifting. If you finish a fight, normally
  1684. you can just wait one hour to heal.
  1685. Mora's Agony - Summons a field of writhing tentacles that lasts 30 seconds
  1686. and poisons foes who enter it. Another cloak/field effect. Not great since
  1687. you move around alot while in combat.
  1688. Mora's Grasp - Targets frozen between Oblivion and Tamriel for 30 sec.,
  1689. but are immune to damage. You want to damage the enemies, not freeze them.
  1690. Filament and Filigree
  1691. Secret of Arcana
  1692. Spells cost no magicka for 30 seconds. Magicka cost reduction needs to be
  1693. more reliable to cast Alteration and Cloak spells.
  1694. Secret of Protection
  1695. You take half damage for 30 seconds. Half damage is good, but by the time
  1696. you transform this has all but worn off. Good to protect you while you
  1697. transform in combat or are surprised.
  1698. Secret of Strength
  1699. Power attacks cost no stamina for 30 seconds. Same as Secret of Protection.
  1700. The duration is too short. There are plenty of better ways to gain stamina.
  1701. Summon Karstaag
  1702. Summons Karstaag to fight for you for 120 seconds. You may only use this
  1703. ability 3 times, period (not per day) and only while outdoors.
  1704. [ 10.2.6 ] Cleansing Stones
  1705. The benefit of the Cleansing Stones is that you can have all of them stored
  1706. simultaneously. Unfortunately you have to reaquire them after each use.
  1707. Bones of the Earth
  1708. Caster ignores 80% of all physical damage for 30 seconds. Single use, then must
  1709. be reacquired at the Earth Stone. Best of the Cleansing Stones. 80% DR. If
  1710. you cannot kill your enemies in 30 seconds as a werewolf then you are doing
  1711. something wrong. Good when you revert before retransforming.
  1712. Conjure Werebear
  1713. Summons a Werebear for 60 seconds wherever the caster is pointing. Single use,
  1714. then must be reacquired at the Beast Stone. Stick to Totem of Brotherhood
  1715. North Wind
  1716. Targets take 20 points of frost damage for 10 seconds, plus Stamina damage.
  1717. Single use, then must be reacquired at the Wind Stone. Not good.
  1718. Root of Power
  1719. All spells cost 75% less to cast for 60 seconds. Single use, then must be
  1720. reacquired at the Tree Stone. Magicka cost reduction needs to be more
  1721. reliable to cast Alteration and cloak spells.
  1722. Sun Flare
  1723. A 100 point fiery explosion centered on the caster. Single use, then must
  1724. be reacquired at the Sun Stone. A one-shot 100 damage spell, not great.
  1725. Waters of Life
  1726. Heals everyone close to the caster 200 points. Usually you won't have many
  1727. followers around so this isn't great either. Single use, then must be
  1728. reacquired at the Water Stone.
  1729. [ 10.2.7 ] Lesser Powers
  1730. Bardic Knowledge
  1731. Summons a spectral drum that plays for 300 seconds, improving Stamina Regen
  1732. for you and nearby allies. Acquired from the Black Book Untold Legends.
  1733. Your stamina regeneration is already high, but more stamina and a beating
  1734. drum while you maul things, sure. Sounds ok.
  1735. Black Market
  1736. Summons a Dremora merchant for 15 seconds. Acquired from the Black Book
  1737. Untold Legends. Has 2000 gold, unaffected by Speech perks. Not useful in
  1738. werewolf form.
  1739. Breath of Nchuak
  1740. Draws upon stamina to release a scorching blast of steam that deals 15
  1741. points of damage per second. You have to have a mask equipped to use this.
  1742. Secret Servant
  1743. Summons a Dremora butler for 15 seconds to carry your excess items.
  1744. Acquired from the Black Book Untold Legends. Can carry up to 148 units.
  1745. Can be used to do the follower equip glitch.
  1746. [ 10.2.8 ] Passive Abilities
  1747. *Only one power from each Black Book can be obtained at a time
  1748. Winds of Change
  1749. Companion's Insight
  1750. Your attacks, shouts, and destruction spells do no damage to your
  1751. followers when in combat. Good so you don't accidentally maul your allies
  1752. while you are swinging around.
  1753. Lover's Insight
  1754. Do 10% more damage and get 10% better prices from people of the opposite sex.
  1755. Combine this with Agent of Dibella for even more damage. If you are a female
  1756. then you will have increased damage vs dragons, draugr, animals, etc. too.
  1757. The Sallow Regent
  1758. Seeker of Might
  1759. Combat skills are all 10% more effective. Unfortunately this affects skills
  1760. affected by the Warrior Stone...so no good for werewolves.
  1761. Seeker of Shadows
  1762. Stealth skills are all 10% more effective. This affects skills affected by
  1763. the Thief Stone. This helps stealth, but not much more.
  1764. Seeker of Sorcery. All spells cost 10% less magicka. Enchantments are 10%
  1765. more powerful. Probably the best of the three since it gives a permanent
  1766. 10% reduction in your spell costs. As an Altmer you would only need 62 more
  1767. magicka to cast a dual-cast Ebonyflesh. Fortify Magicka potions, enchanted
  1768. equipment, the Atronach Stone, or a boosted Blessing of Julianos.
  1769. [ 10.2.9 ] Spells
  1770. - Whirlwind Cloak
  1771. For 60 seconds, opponents in melee range have a chance of being flung away.
  1772. Good for crowd control. Dual cast it for increased range.
  1773. ** [ 11.0 ] Q&A ************************************************************
  1774. no questions submitted
  1775. ** [ 12.0 ] LEGAL **********************************************************
  1776. I wrote this guide by using first hand experience and testing along with
  1777. resources such as the UESPwiki and the Elder Scrolls Wiki. If you have any
  1778. questions or contributions please email me at theonyxphoenix@hotmail.com with
  1779. the subject Werewolf Guide. I am very busy but will try to reply.
  1780. Feel free to copy and redistribute this work. It is here for the benefit of
  1781. the community. Just don't be a jerk and claim it as your own.
  1782. Thanks to all the contributors, participants, posters, and players on the
  1783. Gamefaqs Skyrim XBOX360, PC, and PS3 boards for providing me with an audience.
  1784. Thanks to my wife and family for putting up with watching me test things in
  1785. werewolf form. Particularly watching me get stepped on by giants repeatedly.
  1786. The Elder Scrolls V: Skyrim: Werewolf Guide by theonyxphoenix
  1787. Version: 1.6 | Last Updated: 2013-11-01 | View/Download Original File Hosted by
  1788. Return to The Elder Scrolls V: Skyrim (X360) FAQs & Guides

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