Anyone know werewolf statistics?

Post » Sat Jun 09, 2012 7:58 pm

All I know for sure from UESP is that werewolves get an increase in health and stamina by 100 points while in beast form, and that beast form also has a base 1,900 carry weight, so that does not include whatever carry weight the player has before the transformation (you can imagine how useful that is).

But I know nothing beyond that. What's the base damage for the claws? Does this damage ever increase? Is this or any other aspect skill-related? Can beast form be affected by currently active effects, like enchantments or potions? Are the power attack modifiers the same? How much stamina do we lose for power attacks (that is, how much do the claws "weigh")?

Spoiler
What are the stats for all of the roars? According to UESP, the basic roar, "Howl of Terror" is fear up to level 25 in a large radius (what radius?). It also says that the Howl of Terror is only a weaker version of what you get with the totem. Is this true, and if so, what are the stats of that roar? What about the wolf spirits, what are their stats? Health, attack rating, etc. How far and for how long can we detect life with the Scent of Blood?
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Sat Jun 09, 2012 11:38 am

Edited original post.
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Sat Jun 09, 2012 4:55 pm

I believe the claw damage levels with you , at 40+ you do 80 damage per claw iirc. You are also unarmored so the mage armor perk works.

I've heard the one hand skill does affect damage, but also that it doesn't. I'd like to know also.

Spell effects carry over, but I don't think racial bonuses do.
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Sun Jun 10, 2012 12:25 am

I'll tell you I die so fast on werewolf I can bet the armor is 0
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Sat Jun 09, 2012 9:56 am

From UESP:

- Though racial abilities don't carry over after the transformation, existing spell effects do.

...

- Armor rating in Werewolf form is affected by their skill level in Light Armor and all five ranks of the Light Armor perk Agile Defender.
- As of patch 1.3.10 (Earlier reports in the talk page), this is no longer true and Werewolf form has 0 base armor. This may or may not be intended; it has not been mentioned in the patch notes.
- However, (also as of 1.3.10) you do count as Unarmored for the purposes of the Mage Armor perk.

Can't find any other stats though.
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Sat Jun 09, 2012 9:17 pm

IIRC you do increase in one handed skill while attacking also.
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Sat Jun 09, 2012 11:54 am

I've got the big ol' hardcover official game guide. According to that, this is the breakdown for werewolf damage per level:

Base damage is 20.
From level 11-15, damage gets a +5 boost.
16-20 it gets a +15 (I assume this is directly added to the base, for a total of 35 rather than 40, but I could be wrong)
21-25 it gets +25
26-30.....+30
31-35.....+35
36-40.....+40
41-45.....+50
Then it says, "Level 45 and over" gets +60. That's a little confusing, since the tier just above says 41-45.

The progression is a little strange, as you can see.

I wish I could answer the questions about armor and One-handed skill. I haven't seen anyone with any proof that One-handed skill affects or is increased by the werewolf claw attacks. My guess is that it's independent of any skills, like fighting unarmed.

I just got to level 10 myself and I can say that the beast form seems quite viable so far, but needs to be used carefully. The damage output doesn't look great, but stats aren't everything - the spring-forward swipe attack will send foes flying, usually giving you enough time to claw their health down significantly. If you can't knock them back, you need the room to run away and give it another shot.

That means a successful beast form run will take place outdoors, where you can avoid becoming surrounded or stuck. It's downright foolish to change while inside, as you can't open doors - usually. My last transformation, I *was* actually able to open a door. I was fighting some bad guys who were pegging me from atop a tower. There was a door at the base (not into a new load zone - the tower was in the same cell as the exterior), and I couldn't get to them because I couldn't interact with anything.

But at some point, I was surprisingly able to press "E" and open the door. I don't know if it was because I fed on my first victim, and the game thought I had timed out of beast form?

Regardless, speed and maneuverability are your friends. You may be big, but you can't tank. If you start taking arrows, you need to start killing and feeding, howling, or running away.


Edit: Argh, is there a "Spoiler" thing somewhere I'm just not seeing? Can't seem to wrap my text in Spoiler tags...
User avatar
kelly thomson
 
Posts: 3380
Joined: Thu Jun 22, 2006 12:18 pm

Post » Sat Jun 09, 2012 4:46 pm

Thanks for the information, folks. I'm still in need of info regarding the powers werewolves can use.
User avatar
Chloe Botham
 
Posts: 3537
Joined: Wed Aug 30, 2006 12:11 am

Post » Sun Jun 10, 2012 12:32 am

Thanks for the information, folks. I'm still in need of info regarding the powers werewolves can use.
It think the totem fear power is 25, the normal one is weaker. The brotherhood totem is the best (IMO) as it keeps the enemies of your back.
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Sun Jun 10, 2012 12:41 am

It think the totem fear power is 25, the normal one is weaker. The brotherhood totem is the best (IMO) as it keeps the enemies of your back.

According to UESP, the default fear is 25 and the totem fear is stronger, but it does not say how much stronger.
User avatar
Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am


Return to V - Skyrim

cron