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Skyrim talk:Lycanthropy/Archive 1

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This is an archive of past Skyrim talk:Lycanthropy discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Proposal for content movement

With Dawnguard coming out with a Lycanthropy skill tree, it would make sense for the tree to be on the same page as the "skill"--that is, on the same page as a player's werewolf abilities, related quests, and such. For the Skyrim namespace, we already have a page for player-related Vampirism and another for NPC Vampires; separating Lycanthropy and Werewolves would be pretty much the same thing. What do others think of this? Vely►Talk►Email 20:53, 10 June 2012 (UTC)

Until confirmation and proper details, the werewolf page is going to be messed up, the Vampire Lord perk tree has been given it's own page, and will probably be incorperated into the main Vampire page when confirmed. The page still has a link to the werewolf page, so I can't see the harm in it. The Silencer speaksTalk 20:59, 10 June 2012 (UTC)
I don't figure there's any harm in how it is now, but this would keep it more consistent with all the skill pages. Vely►Talk►Email 21:03, 10 June 2012 (UTC)
But then we'd be turning a section of the werewolf page over to speculation. I thought about where best to place this info, and here seemed a fair compromise as it keeps that speculation away from a factual page. The only confirmed info, and that's from the video, is the name of the perks. The Silencer speaksTalk 21:13, 10 June 2012 (UTC)
I belive this page shouldnt be on the wiki. The information is best fitting on the normal werewolf page. The content on the wiki is becoming spread too thin and overly complex. I also think the same for the vampire page.If we have this on a separate page people might also want to know about werewolfs in general and might not understand why they arent on the same page. Bethesda is very straight foward with their productions. They only cut out minute things like giant language and black horse courier quests.--Cole1 00:59, 11 June 2012 (UTC)
About finding the content, a link to the other page is italicized at the top of both the Vampirism and Vampire pages. Vely►Talk►Email 01:04, 11 June 2012 (UTC)
If they are merged at this point, then a pre-release tag needs slapped on them, which is not suitable for the factual content already there. The Silencer speaksTalk 01:07, 11 June 2012 (UTC)

() Make a notice saying that the section, rather than the page, is based on unreleased content and stick that in there, if you merge it. It would require a manual notice to be made rather than use of a template, but that's easy. Vely►Talk►Email 01:12, 11 June 2012 (UTC)

The content is probably factual, as someone told me earlier that content on the game pages doesnt have to be entirely factual, only on the lore pages. And Vely thats not my point people might see it from the other side and regardless of that people might still ask the same question. And someone should reference this page for werewolfs in normal skyrim. It is compleatly unecessary.And Ill do that too vely.--Cole1 01:17, 11 June 2012 (UTC)
Why would you remove my deletion? Thats what i want for it to be deleted it is the fatest way. If thats what were not discussing than Ill leave this conversation. What exactly are you considering, Im putting it back up.--Cole1 01:20, 11 June 2012 (UTC)
The page is needed as a redirect. I hijacked it for this reason, the discussion is to remove the info, place it on the werewolf page, and revert this page back to a redirect. Please keep the deletion tag off. The Silencer speaksTalk 01:23, 11 June 2012 (UTC)
We dont need a redirect its a waste of space. I want this page to be deleted. I wont put up another now because I want to talk first so nothing happens.--Cole1 01:31, 11 June 2012 (UTC)
If the tree is called "lycanthropy", then people will use the search function to find "lycanthropy", and will end up on the search page rather than the werewolf page. If the redirect is there, then "lycanthropy" should send them directly to the werewolf page. Additionally, if the perk tree is called "lycanthropy", one can type the link [[Skyrim:Lycanthropy]], which is what anonymous or newer users are prone to do, rather than the correct link, [[Skyrim:Werewolf#Lycanthropy]], which fewer people will remember to do. It is essentially the same as creating a redirect page for a spell that directs to the spell effect page, which lists all spells with such an effect: a term people expect a page for, with helpful guidance to the page the info is actually on. Vely►Talk►Email 01:41, 11 June 2012 (UTC)
Yes but the thing is, it not going to be called that. Its going to be called... plain and simple "werewolf". This is an invalid argument.--Cole1 01:46, 11 June 2012 (UTC)

() I suppose I did not cover the other part of it. In other games and common language, lycanthropy is a word. Some people might see the lore page called Lycanthropy, or see a book with the word in the name, or search it due to it being a common term, expecting to come across a page on werewolves. I see no reason to not have such a redirect in that case.

We don't know what they'll call it yet, though. I wouldn't mind having this page hold the skill tree (regardless of its name) along with player werewolf info, but if nobody wants to separate it like that, that's cool. Vely►Talk►Email 01:58, 11 June 2012 (UTC)

Yes but the thing is we do know. It was in e3 videos. They might change it, but like i said, they usually dont. I would bet on it. The word is in the game but is not a common term. The word "werewolf" is highly more considered in the english language and more moden. The word lycanthropy is actually greek as Lycan was changed into a wolf by Zeus. It shouldnt be here; this page is not needed.--Cole1 02:03, 11 June 2012 (UTC)
Based on the fact that we have Lore:Lycanthropy and multiple books with lycanthropy in the name, I'd like it as a redirect. But I'd like some more opinions on it first. Vely►Talk►Email 02:07, 11 June 2012 (UTC)
I agree were just arguing in the dark. We need other people to vote on this.--Cole1 02:12, 11 June 2012 (UTC)
I guess we could use it as a redirect as long as this info is tranfered.--Cole1 17:03, 11 June 2012 (UTC)
Well, transferring the info is the only way to make it a redirect, anyway. Vely►Talk►Email 17:13, 11 June 2012 (UTC)
Lets do it then.--Cole1 17:14, 11 June 2012 (UTC)

Ill transfer the info and redirect this page then if there are no obligations.--Cole1 17:20, 11 June 2012 (UTC)

Already done. Vely►Talk►Email 17:22, 11 June 2012 (UTC)
You beat me.--Cole1 17:23, 11 June 2012 (UTC)

Damage perk

I really hope each rank adds an additional 25% damage (capping at 100% at rank 4, obviously). If the damage buff at rank 4 is instead say 40%, I don't feel like the damage as a werewolf would be enough to justify losing all of your armor.

Keep in mind I'm not talking about werewolf damage vs weapons which do thousands of damage because of crafting loops. I'm talking about werewolf damage vs something like a daedric sword being used by a player who has 100 one handed, 5/5 armsman and crafted to legendary with 100 smithing and the daedric smithing perk. — Unsigned comment by 71.22.83.197 (talk) at 12:47 on June 11, 2012

Please take things like this to the forums. Vely►Talk►Email 17:13, 11 June 2012 (UTC)

Blocking bug

I had a situation similar to the soul trap bug, where I used my shield to block an attack by a creature that was a respawned version of one I'd already eaten while in Beast Form, and I got the same message as triggered by the soul trap bug - a free kill for the werewolf perk tree while not being in beast form. I didn't soul trap the creature (don't even have the spell). Has anyone else seen this? --Morrolan (talk) 22:47, 20 February 2013 (GMT)

Existing spell effects.

Currently the page claims that existing spell effects carry over into beast form. Has this been verified in general? I've verified that the Lady Stone effect does not carry over into beast form; after transforming, my health still did not regenerate. --Morrolan (talk) 01:28, 21 February 2013 (GMT)

I haven't verified them all myself, but I imagine it wouldn't matter much if the Lady Stone effect carries over or not—it gives you +25% health regeneration, but the form gives you -100% health regeneration. eshetalk 02:47, 21 February 2013 (GMT)
Yes, that's right. Just like a vampire in daylight. A vampire in daylight suffers -100% health and stamina regeneration, from a base of 100% health and stamina regeneration. If your vampire PC has Lady Stone, then you regenerate health and stamina slowly in daylight, as 100+25-100=25% regeneration. If Lady Stone carried over into beast form, then you would regenerate health slowly in beast form, and you don't. --Morrolan (talk) 18:38, 21 February 2013 (GMT)
Do potion effects carry over as well? There are certain stock potions that can increase health regeneration by 100% for 300 seconds, and with maxed out alchemy and good fortify alchemy gear it shouldnt be hard to get even higher rates. — Unsigned comment by 94.220.215.154 (talk) at 22:31 on 22 June 2013
I think that regeneration is handled specially; I haven't been able to get noticeable health regeneration through a potion or any other means. My guess is that, unlike with vampires in daylight, *base* regeneration is set to 0% for werewolves, so anything that gives X% health regeneration per second will have no effect (0 x 1.25 = 0). Quantheory (talk) 06:01, 13 November 2013 (GMT)
Exactly. Health regeneration is set to zero while in werewolf form, so the Lady Stone and any potions of regeneration you drank before transforming have no effect. Other spell effects have already been shown to carry over (see for example, the absorb magic thread directly below this one) so I'm not sure why this is being flagged in the main article as needing verification. EDIT: What does need verification is if potions of regeneration or the Lady Stone affect the regeneration rate if you're wearing the Ring of the Hunt from the Dragonborn expansion, since that ring allows you regenerate in werewolf form. 221.248.173.36 06:03, 30 July 2014 (GMT)
I've confirmed that spell effects carry over to werewolf form. This includes Lady Stone and Potions of Regeneration if you have the Ring of the Hunt equipped (so that health regen isn't set to zero when you transform).Sdgundamx (talk) 13:16, 30 July 2014 (GMT)

Absorb magick also carries over

Need someone else to confirm it, but I think the Alteration tree Atronach perk is also carried over, meaning a 30% chance to absorb all magick based attack.Anguis Furor (talk) 23:31, 21 February 2013 (GMT)

My werewolf character has 100% absorb magicka and it does carry over into beast form. (Mistermoogle (talk) 16:57, 9 January 2014 (GMT))

Markers on Skill Tree Messed Up?

Is it just me, or is there a serious problem with the skill tree. When I first rolled it, it worked fine, but something has changed since my initial edition of it that has made the dots hover over where they should be (the stars on the skill tree). Am I the only one seeing that? Plenty of edits have happened to this page, but no one has edited it, and the rest are fine. I'll fix it tomorrow as these things are rather frustrating and I don't have the time to mess with it right now, but if anyone else is seeing this, please correct it. --AKB Talk Cont Mail 01:27, 27 February 2013 (GMT)

Werewolves immune to Howl of Terror/Fear?

If Aela's my follower, and I use Howl of Terror or Fear in Beast Form, not only is she not affected by it, the game does not even give the message saying she's too powerful for it (which is usually what I get with followers). I've tested this with her standing right next to me, and she just ignores it. Is this because she's a werewolf? Farkas and Vilkas are cured, and Sinding is dead, so I don't have anyone else to test it on. --Morrolan (talk) 14:56, 1 March 2013 (GMT)

Full Moon Madness

Not sure if that's a main feature or introdiced by Dawnguard (my guess) or Dragonborn DLC or just a bug. When the moons are full, the Vigilants of Stendar, Dawnguard members and some Riften Guards become hostile, even with clear criminal record and no transformations since my last visit to the fort (when everything went normal). Is there someone else experiencing the same? --Elfslayerx (talk) 17:39, 25 March 2013 (GMT)

Are you playing with any mods? Presumably this is with a werewolf PC. --Morrolan (talk) 05:23, 26 March 2013 (GMT)
I saw some Dawnguard game data regarding a full moon effect but couldn't find it being used anywhere or any data associated with it. Someone with more knowledge might be able to find a link between the two and I'll update more later once I have been a werewolf longer. Vainamoinen -Talk -Stuff 01:01, 30 March 2014 (GMT)

Curing Lycanthropy

It says in the article that you can cure lycanthropy anytime after completing Glory of the Dead. Unless something has changed in the game this isn't true. Last time I used the Flame of the Harbinger to cure myself it could only be done while completing the second Purity quest. Has that changed? --DagmarH (talk) 17:23, 28 March 2013 (GMT)

There are bugs connected to the lycanthropy cure. See the bugs section. You should be able to cure it any time after completing Glory of the Dead though, unless of course bugs affect you. --Morrolan (talk) 11:18, 29 March 2013 (GMT)
Is there a console commad to remove lycanthropy? No other cures work for me. 91.137.244.139 13:03, 15 April 2013 (GMT)
On two different playthroughs, I was able to cure my Lycanthropy immediately after the completion of Glory of the Dead, without even leaving the room where the Flame of the harbinger is. However, on both of those playthroughs, the guards continue to make snide remarks about me smelling like a wet dog or having fur growing out of my ears after I have cured my Lycanthropy and despite the Unofficial Skyrim Patch version 1.2.2 being installed and active. Vyxenne (talk) 07:52, 27 February 2014 (GMT)

Totem of Terror/Totem of Fear

The page says "Totem of Fear" grants a higher level Fear howl, but, as far as I can tell by looking at the Creation Kit, this is not the case. The only purpose the totem from the Totems of Hircine quest serves is to switch back to the Fear howl from one of the other two. The only boost given to the howl's magnitude comes from the DLC perk, Totem of Terror. This is pretty confusing, and I can't really make absolutely sure I'm not missing something, so if someone else wants to verify and then change the page, that would be excellent. — Unsigned comment by 72.209.131.147 (talk) at 22:12 on 7 April 2013‎

Are you sure? I'm on XBox, so don't have CK access, but it seems to me that the Howl of Fear has a greater impact compared to Howl of Terror. --Morrolan (talk) 23:50, 7 April 2013 (GMT)
For some reason I can't load the Dawnguard plugin in the CK without getting an assertion error, but with just the Skyrim and Update .esms loaded, it looks like there's only one Howl of Fear effect. There are three entries for it corresponding to one word/two word/three word versions of a shout (which it's treated as), but the actual voice power only references the first (making it inherently a single word effect) - just like the other two abilities. There IS a fourth ability listed there (Howl of the Wild) which is described as causing a small knockback/regeneration, but it doesn't seem to have a way to become active as a player shout, and unlike the rest it actually does have three words to it in the voice power entry (with the first and second as magnitude 5 and the third as magnitude 10). So it seems that there's only one Howl of Fear ability that the totem allows you to switch back to, and if it does become stronger post-totem then something else (unrelated to the Howl scripts or the totem ability-swaps) must be doing it. It seems possible that the unused howl was originally supposed to be part of the totem set - or perhaps was meant to be the default until you obtained a better one via the totems. - ND — Unsigned comment by 174.4.166.247 (talk) at 02:42 on 21 September 2013‎
For help on loading add-ons in the Creation Kit, see the Notes and Bugs section of the Skyrim:Creation_Kit article. --Xyzzy Talk 02:54, 21 September 2013 (GMT)
Hmm, it's been a long time since I played a non-Dawnguard werewolf, so it's possible we're both right. I don't think I used the Howls very much at all before buying DG. --Morrolan (talk) 04:04, 21 September 2013 (GMT)

I am a werewolf but i keep getting Sanguinare vampiris

Ok, this is the scenario: I started the Companions Questline (currently in a stage where Kodlak orders me to wipe out the witches, but I haven't yet) and then started the Dawnguard questline. Thought I'd become the ultimate vampire hunter while being a werewolf but sometimes, when facing the random master vampire and thralls I get infected by sanguinare vampiris. How come? doesn't my beast blood work against that? Anyway, I am creating a separate save game to let the disease progress into vampirism (maybe that'll help when entering the Soul Cairn in the future) but i'm positive this is a bug. So I guess i'll just exploit it. Anyway, it bothers me that vampires infect me and if someone else had experienced this, well... let me know. M05c0 (talk) 15:17, 16 May 2013 (GMT)

Ok now this is really interesting. Just finished turning (waited like 5 days and then took a few steps and my new powers 'awoke') so i've managed to become a hybrid in a different way than the ones documented. I guess the reason was, when purchasing home decors in breezehome, I disabled dawnguard to avoid the alchemy lab glitch, then turned it on again (losing my werefolf perks by doing so, which I thought then that was the downside, but i think this activated the bug because the game treated me as a non werewolf and therefore that's why I keep getting infected by vampires (?)- So now i'm a lesser vampire (not vampire lord, though) AND a werewolf. The funny thing was i had this hot chick from dawnguard as follower and she told me to get a cure, and stops being my follower. LOL
I hope my experience proves useful for players, at least interesting. M05c0 (talk) 15:33, 16 May 2013 (GMT)
You're probably playing on PC. What mods do you have installed? --Morrolan (talk) 21:47, 16 May 2013 (GMT)
Yeah you're right Morrolan, i'm on PC but the only mod installed is some Barenziah stones map markers, so I guess it just needs Dawnguard to 'work' — Unsigned comment by M05c0 (talkcontribs) at 17:23 on 21 May 2013
Do you still have the Beast Blood perk? Vainamoinen -Talk -Stuff 01:03, 30 March 2014 (GMT)
Turning off Dawnguard has obviously interfered heavily with the game. This may be notable under the hybrid section of the glitches page but it has no usefulness here. You are not immune to picking up diseases anyway, just their effects. Silence is GoldenBreak the Silence 09:00, 8 April 2014 (GMT)

Inaccessible body bug

Today I noticed one of the bugs get edited: now it says After a finishing move, the body sometimes Gets forced under the ground and become inaccessible. I was going to edit it to confirm it (and fix the capitalization), but then I thought, this isn't really a lycanthropy bug because it happens with regular combat too, also after finishing moves. What does everyone else think? --Morrolan (talk) 12:45, 20 May 2013 (GMT)

I thought the same thing when I saw it. --Xyzzy Talk 13:29, 23 July 2013 (GMT)
Moved it to Combat today. Which now has a Bugs section. I'm kinda surprised, I was expecting to see a good number of bugs there already, there are a lot of bugs in Skyrim combat. --Morrolan (talk) 13:18, 14 August 2013 (GMT)

Cannibal Feeding prevents Beast Form feeding (and vice-cersa)

I didn't see it anywhere on the page and I thought it was worth mentioning.

After feeding on a corpse in Beast Form, when you change back, you will not be able to feed on it again using the Ring of Namira. The same happens if you cannibalize the corpse and then change into Beast Form, you will not be able to feed from it again. 68.114.222.156 15:13, 6 August 2013 (GMT)

I added the note. Thank you! --AKB Talk Cont Mail 15:29, 6 August 2013 (GMT)

Confirmed glitch + new one

"If you are dual-wielding a spell when you transform, you will be unable to use the dual attack"

I can confirm this, or at least something similar. If a spell is equipped while a werewolf (I'll get to that), you can't use that hand for attacks. It is possible to attack when melee weapons are equipped (haven't tried with bows), but the attack animation is unchanged.

WerewolfEquipGlitch.jpg

It is also possible to stack equipped armors (I'll get to that) while a werewolf, such that multiple of the same slotted armor are equipped simultaneously. In this screenshot, you can see that I have 2 head-slot armors equipped simultaneously:

I cannot confirm this glitch outside of mod interference, but I suspect the above quoted statement could be true if equip/transform animations overlapped.

How I broke it: I use SkyUI, like most players who know about it. Part of the mod modifies the favorites-quick-swap menu into something more usefull - allowing equipment and weapons to be hotkeyed and swapped without need of a menu. When using this feature it is possible to equip weapons, spells, and (apparently) armor even as a werewolf and when all menus are disabled.

Oops. --Is404 (talk) 04:16, 30 August 2013 (GMT)

Extending beast form

It's been a long time since I installed Dawnguard, and I can't remember something: if Dawnguard isn't installed, can you extend your time in beast form? I didn't think you could feed as a pre-DG werewolf and extend your time, but I'm not sure, and the article is a bit imprecise on this. --Xyzzy Talk 05:53, 1 February 2014 (GMT)

IIRC, you could feed, but obviously it didn't give you skill points. I can't remember if it extended bloodlust or just gave you health. Quantheory (talk) 03:35, 7 February 2014 (GMT)
It extends your bloodlust and gives you health in the base game. The only thing DG added was the perk points. (I played werewolves a lot before DG came out.) --Morrolan (talk) 17:49, 5 August 2014 (GMT)

Savage Feeding Perk Bug

For some reason, if I have Savage Feeding perk (werewolf version, Dawnguard) I cannot loot, or interact with, draugr and dragons. It is most DEFINITELY this perk (I have tested with and without a bunch of different mods and settings). I don't have any mods that affect lycanthropy (except, perhaps, the Unofficial Dawnguard patch?) so I don't know what's up. I used the console to remove it - bam! Can loot again! Console to add it - bam! No go! So most definitely is related to this perk. I wish I'd discovered this sooner as there were a couple characters I shed off and deleted after running into this problem... A real shame, too, since it means I can only get perks off humans and can't 'go hunting' anymore... at least not without constantly add/removing the perk with the console. :< — Unsigned comment by 121.99.24.188 (talk) at 02:43 on 9 February 2014‎

I am also playing on PC, with all add-ons and the Unofficial Skyrim/DG/HF/DB patches, and I've never seen this, and it's never been reported before AFAIK, so it's probably not Dawnguard, but more likely one of your 3rd party mods that don't seem like they should be causing this, conflicting with Dawnguard. I would try unloading all of your unofficial mods rather than unloading DG and see if the problem goes away, then reloading them one-at-a-time and see if one of them loading triggers this bug. --Xyzzy Talk 03:19, 9 February 2014 (GMT)

Curing Lycanthropy Rewording?

The statement "It is possible to cure lycanthropy, but there is no way to regain it after being cured in the base game" should be reworded "It is possible to cure lycanthropy, but in the base game there is no way to regain it after being cured."--Lmstearn (talk) 13:38, 4 March 2014 (GMT)

Your wording does seem slightly better. I support you changing it. --Xyzzy Talk 15:12, 4 March 2014 (GMT)
Done, and thanks.--Lmstearn (talk) 12:13, 5 March 2014 (GMT)

Missing information on the main page on fear howl.

Shouldn't the lycanthropy section tell us the magnitude of howl of fear/terror? how much the perk increases the level etc. --50.188.63.31 23:44, 26 April 2014 (GMT)

Aranea Ienith somewhat hostile?

And as a result I cannot wait. Outside Redoran's Retreat after clearing it and feeding on the bandits I found that I could not wait do to an enemy nearby. So I went it a circle around the area killing anything nearby and trying to wait until it wore off on its own. Then after killing everyone in Fort Greymoor (including the old lady), I clicked the button to wait and it worked. Next I transformed and fed on the bodies, went to wait again and found that I couldn't with the message being that enemies were nearby then, when the only person left in the fort with me was Aranea. Will some followers make it impossible to wait while transformed? 24.254.152.20 06:59, 30 May 2014 (GMT)

Some followers may not be tolerant towards lycanthropes, though they won't turn hostile due to being in your current follower faction. Silence is GoldenBreak the Silence 18:32, 30 May 2014 (GMT)

Sprinting Attack

The Sprint attack is said to deal 3 times the damage of a normal swipe. That isnt true, the Sprinting Attack is a power attack and does up to 3x power attack damage depending how well it hits. One can hear multiple hit sounds indicating that the attack consists of multiple attacks which do not have to hit or miss simultaneously.

A perfect hitting Sprinting Attack does 6x Base Damage. Alduin can be slayed on Master with a 41+ level werewolf in seconds spamming this. — Unsigned comment by ‎ Harkon's Demise (talkcontribs) at 23:37 on 27 June 2014

Not able to wait with follower near

Whenever I try to wait in beast form, I get the message about not being able to do it because of nearby enemies, even if I'm certain there are none. I discovered that it is because my follower is detected as an enemy, even if they are not aggresive (may have to do with factions). I found that sprinting away from them using werewolf speed allows me to leave them behind and get far enough to be able to wait. Caralampio (talk) 03:33, 11 July 2014 (GMT)

This only happens with some followers. If your follower is a Companion, I believe that all of them are friendly to werewolves and won't cause this problem. --Morrolan (talk) 04:51, 13 July 2014 (GMT)

Aura Whisper bug

Using the Aura Whisper shout seems to trigger the same message as soul trap bug, granting an extra heart from all victims within the area of effect.— Unsigned comment by Crzydgmn (talkcontribs) at 18:26 on 08 August 2014

Howl of Terror/Fear will remove followers (Faendal at least) from your service (verify)

When having Faendal as a follower, using the Howl of Terror/Fear will cause him to flee from your service. This not mentioned on the Lycanthropy page, the Followers page, the Fear (effect) page, or the Faendal page. Does this apply to other followers? Grim765 (talk) 23:10, 23 February 2015 (GMT)

  • This did indeed happen with me, which is why I added it under the Notes section, although it still needs additional testing and verification. When Howl of Fear/Terror is used, it targets everyone indiscriminately, and it seems that if your follower's level is low enough, s/he will leave your service. I read somewhere, but can't confirm, that the howl has a level of 25 normal and 35 with the perk. Faendal's level matches your own, up to level 30, and I was level 13 when this happened. FrozenWolf150 (talk) 05:05, 11 August 2015 (UTC)

Moved from article

  • Blocking an attack by a respawned creature that you have already eaten as a werewolf has the same effect; it gives you another heart.
  • If you are dual-wielding a spell when you transform, you will be unable to use the dual attack.
  • If you transform back into human form while underwater, you can walk on the river bed.
  • If you return to the Underforge as a werewolf, your next transformation may only last a few seconds (as it did the first time).
  • During the quest A Daedra's Best Friend, any summoned pack members may attack Barbas after you clear out all hostile enemies.
  • Two of the four executions may not work (the dual power attack executions).
  • If you are holding a torch or a weapon with fire enchantment while transforming, the werewolf's tail will appear to be on fire.
  • If you contract Sanguinare Vampiris but have not become a vampire yet, becoming a werewolf will not cure the vampirism. This will lead to being both vampire and werewolf at the same time. Since the werewolf feeding ability overrides that of the vampire, you cannot feed as a vampire and there will be no way to prevent progressing to stage four vampirism.
  • If you are dual wielding enchanted weapons and transform during a dual power attack, your claw attacks will have same enchanted effects as your weapons. This will not use up any of the charge of the enchanted weapon.
  • If you are wearing the Ring of Hircine when you cure yourself of lycanthropy, then it is possible to retain the power to transform into a werewolf once per day. Removing the ring after you have been cured does not disable this bug, thus allowing you to permanently have the ability to transform, even after you are cured.
  • If you have received the Ring of Hircine, sometimes a werewolf transformation will be extremely long or permanent.

These bugs have been sitting on the page unconfirmed for over a year now, so I've removed them from the page. Zul do onikaanLaan tinvaak 12:12, 17 June 2015 (UTC)

Howl glitch causing followers to leave, moved from article

I had previously added this note to the article, but then found out that it seems to only affect specific followers.

  • The Fear shouts may inadvertently cause your follower to leave your service if they're of low enough level to be affected.

Furthermore, the glitch occurs with different howls and different followers. Howl of Fear caused Faendal to leave my service and turn hostile, yet this did not happen with followers like Aela the Huntress. However, the Howl of Brotherhood did in fact cause Aela to leave my service, although she didn't turn hostile. Still, she did proceed to exit the dungeon on her own, since she was nowhere to be found after I waited 2 hours to change back. This glitch requires more testing, but I don't think it's feasible to recruit every single follower in the game and test every single howl to see if the glitch occurs. FrozenWolf150 (talk) 03:53, 14 August 2015 (UTC)

If you can figure out what it is about the followers that causes it, you can check the data of the other followers to see if they have the same whatever it is. It doesn't necessarily have to be tested by hand. Jeancey (talk) 05:55, 14 August 2015 (UTC)
In my experience, Aela seems to be completely immune to Howl of Fear/Terror; that is, it has no effect on her, and I don't get the "your follower is too powerful" message. I theorized that this might be because of her status as a werewolf. I would suggest using some other follower, someone not in the Circle, for testing. --Morrolan (talk) 02:14, 25 August 2015 (UTC)
I tested this with Sven, who has one of the lowest level caps in the game, and sure enough he left my service when I used Howl of Fear. It's beginning to look like the glitch does have something to do with a follower's level.FrozenWolf150 (talk) 20:52, 15 September 2015 (UTC)

() After additional testing, here's what I found. If a follower has a level cap of 20-30, Howl of Fear will cause them to leave. If their cap is 40, the howl will affect them at low levels, but they will only complain and won't leave. If their cap is 50 or higher, they won't be affected at all. Can anyone confirm this? If so, I'll add the information to the bugs section of the article.FrozenWolf150 (talk) 02:18, 16 September 2015 (UTC)

I would document this as a note, not a bug; Howl of Fear is an attack, and followers are supposed to leave your service when you attack them enough. Did you test it on housecarls? There aren't that many 50+ followers in the game. --Morrolan (talk) 02:22, 16 September 2015 (UTC)
Looking at the Creation Kit, it appears as though the level breaks are 20 and below without Totem of Terror, and 30 and below with. That would be current level, not cap. Robin Hood  (talk) 19:42, 16 September 2015 (UTC)
Yes, and any followers with a level cap of 50 or higher are not affected. I say level cap because I was only around level 20 myself, so the followers I tested couldn't yet be level 50. Also, I would note that the level 20 followers left immediately, not after I had used the howl at least 3 times.FrozenWolf150 (talk) 08:03, 18 September 2015 (UTC)

Summoned creatures don't die

I noticed this in the article, which is incorrect based on my testing:

  • The Beast Form power also automatically removes all of your equipment, and all summoned creatures (including dead thralls) will immediately die.

It's true that thralls will die, but any other summoned creatures will remain active. I've managed to have dremora lords and atronachs by my side after I transformed. The reason I'm bringing this up is because I added a note a couple days ago saying that summoned creatures, except for thralls, will stay with you after you transform. It's obviously contradicted by this line in the article, so I'm wondering if this was changed in one of the unofficial patches. In the meantime, I don't know if I should remove the note I added or not. Does this work for other players, or only in certain versions of the game? FrozenWolf150 (talk) 21:33, 19 August 2015 (UTC)

Playing on XBox, so no mods, and for me the line in the article is true. --Morrolan (talk) 02:15, 25 August 2015 (UTC)
I have removed the note from the article that I'd previously added. However, I'm having a lot of trouble tracking down the exact note in the unofficial patch changelog that refers to this.FrozenWolf150 (talk) 04:00, 13 September 2015 (UTC)
Morrolan was wrong and FrozenWolf150 was correct. I tested on both PC and PS3 and checked with a friend who has an XBox. Can confirm only thralls die when switching to werewolf form. Have updated the main page to fix the incorrect information.Sdgundamx (talk) 12:45, 28 May 2016 (UTC)

Armor rating

Dawnguard gives the Claws ability a defense boost on top of the regular damage enhancement, but on the notes section it says a werewolf is considered unarmored (base rating zero) for the purposes of the Mage Armor perk. Is that still valid for Dawnguard? As in, does the defense rating stack with flesh spells? If not, maybe it should be added.--66.102.8.253 06:04, 21 November 2015 (UTC)

Off the cuff, I'd say the armor rating from the Claws ability stacks with the flesh spells. The Claws armor rating is applied as an effect so, I'd say it lacks any of the keywords that are checked to disable the Mage Armor perk. This is just going off of experience though; somebody with the CS will have to confirm. --MetaCthulhu (talk) 20:52, 22 November 2015 (UTC)
It's important to note that you don't have to have base armor rating zero to qualify for the Mage Armor perk. You have to not be wearing anything with one of the keywords it checks for. The Amulet of Articulation and the Locket of Saint Jiub both give you a base armor rating, but do not conflict with Mage Armor. Probably the Dawnguard werewolf armor effect is the same. --Morrolan (talk) 10:40, 25 December 2015 (UTC)

(PC+Dawnguard) regaining lycanthropy more than once

Looks like with access to the Skyrim console you can easily reset the quest for regaining lycanthropy from Aela, so you can infinitely hop between vampire/vampire lord and werewolf. Command "resetquest DLC1RegiftingLycanthropy" tested on my machine (Legendary Edition) and worked fine. After entering that command Aela will again offer the chance to regain beast blood.

Some may find this useful :-) — Unsigned comment by 93.223.199.78 (talk) at 09:24 on 3 April 2016 (UTC)

The UESP wiki usually does not document much use of console commands beyond bugfix and similar use, so I doubt you tips will be added. —MortenOSlash (talk) 10:56, 3 April 2016 (UTC)

Semi-stuck in werewolf form

I found one particularly annoying bug this other day. Once overfed in a bandit den (Lost Knife Hideout), my character turned back into their human form three hours later. But when I move out of the den, approximately one in-game hour later, there's a sound and a filter that signifies the transformation into a werewolf and "Bloodlust extended" message, however, there is no transformation. All of the menus are blocked (can not use map, inventory, favourites, level-up or magic - screenshot [1]), when trying to use the shout, the effect and the sound plays once again. I can attack with equipped spells/weapons that were taken before the transformation, but can not change them. The NPCs are mostly friendly/neutral, but some of them turn aggressive whenever I approach (I'm not sure who exactly, can't yet tell the faction/morality/aggressiveness). I still can take quests, trade, smith, enchnt, do alchemy, pickpocket, but not lockpick or use the character menu. From what mods I use that touch werewolves (I have a load of mods, however, those are 90% immersion mods), it's only Werewolf Perks Expanded for Dawnguard and FNIS behaviour and Creatures (not sure if they touch werewolf animatipos, though, but I don't think it has something to do with the problem), not counting one retexture that touches only the texture files. Disabling the mods doesn't seem to work. Even then, I've used it for no less then 20 hours now and many times in previous games; and this effect never occurred. It is kind of like a bug with being stuck in werewolf form. Can someone confirm and suggest anything? Didn't start Hircine quest, btw., so it's not the ring. --37.190.63.23 11:57, 3 June 2016 (UTC)

Since you're using several different mods, it's going to be difficult to replicate this, and since mods are most likely the cause, your best option is to just start fresh. Disabling the mods on a save file that previously used them will almost always lead to problems, so you would have to disable all of your mods and then start a clean save file to fix the problem for sure. Zul do onikaanLaan tinvaak 21:47, 3 June 2016 (UTC)
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