Update 49 is now available for testing on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/categories/pts

Thank you so much for the upcoming Werewolf update!!

Erickson9610
Erickson9610
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I haven't been this excited for an ESO update in years!

In case you missed it, ZOS announced that Werewolf will be receiving a balance and visual update in June. We don't know everything that'll be changed in the balance update, but we do know a bit about the visual update:
0ecb36cvrxx3.png

Two things of note here:
  1. Werewolf players (myself included) have been asking for visual updates to the Werewolf model for years. We don't know how the in-game render looks yet, but I think the concept art looks sick!
  2. A female variant of the Werewolf model has been requested for a long time, too. Some people decided not to play Werewolf because the current model makes their character look male, and I think the new female Werewolf variant will encourage them to stick with Werewolf.
Now that we have male and female variants of werewolves, I hope ZOS remembers to swap the models of various female werewolf characters (not an exhaustive list):
  • Mylenne Moon-Caller, a white-furred female werewolf who is a boss in the Moon Hunter Keep dungeon.
  • Annyce, a gray-furred werewolf who transforms at The Wolf's Camp world boss in Glenumbra.
  • Vig, a white-furred werewolf who transforms at the Hordrek's Hunting Grounds world boss in Western Skyrim.
  • Nusana, a gray-furred werewolf who transforms during The Pack boss fight in the Blessed Crucible dungeon.
  • Hildegard, a gray-furred werewolf who is part of the Dark Brotherhood. Her Houseguest version randomly transforms briefly, and she also transforms during the Dark Brotherhood questline.
  • Flora Laftrius, a gray-furred werewolf citizen who transforms when you attack her in Skingrad (West Weald zone).
  • Captain Rhealt, a gray-furred werewolf who transforms when you approach her at the Lunar Fang Docks south of the Niben River Bridge in Cyrodiil.
  • Den Mother Toamna, a white-furred werewolf who is the boss of the Archon's Grove delve in Summerset.
  • Firwin, a gray-furred werewolf who transforms during the quest "A Father's Promise" in Malabal Tor.
  • Irvama Mothryon, a gray-furred werewolf citizen who transforms when attacked at the docks in Necrom (Telvanni Peninsula zone).
  • Nimriian, a black-furred werewolf who transforms under 60% Health and is the final boss of the Weeping Wind Cave delve in Reaper's March.
  • Ninette Gestor, a gray-furred werewolf citizen who transforms when attacked at the Wretched Spire in the Deadlands.
  • Seldine Second-Skin, a black-furred werewolf enemy found in Archon's Grove in Summerset.
  • Arienne Kerbol, a white-furred werewolf who transforms during the "Freedom's Chains" quest in Kerbol's Hollow in Bangkorai.
  • Angirgoth, a werewolf who transforms in the Rink of Frozen Blood in Veteran Maelstrom Arena. I'm a bit hesitant to include this one because while the character does transform and is female, she transforms into an undead werewolf, using the same model as Faolchu the Reborn:
    zp1qho1jx2mv.png
This is a list of werewolves who have a confirmed werewolf form and are female. It would probably be easiest to automatically perform this conversion by using the character's sex, rather than hard coding a case for each of these (as well as any future) examples.

In addition to giving female werewolf characters the female werewolf model, I also hope unnamed werewolf enemies in the game are given a randomized chance to be either male or female, just like how generic humanoid NPCs use a randomized appearance. Of course, if the NPC starts as female in their human form, they should use the female werewolf model when transforming.

Additionally, this was briefly shown on stream:
uuaqgrfrtc57.png

This is going to be huge for making Werewolf more accessible to players. In addition to having a better Werewolf appearance that better fits our characters, this will allow players to more easily become a Werewolf in the first place. I assume this means more zones will have Werewolf shrines and feral Werewolf NPCs that spawn at night to infect our characters. Also, adding a quest starter for Werewolf should increase the visibility of Werewolf drastically.

I predict that after this balance update for Werewolf, it'll be in a good place to receive Scribing Grimoires. Once we know how the Werewolf skill line is balanced, it'll be easier to balance a Scribing skill for the Werewolf skill line.

Now that we're getting a visual overhaul, I think we'll start seeing Werewolf Transformation Skill Styles, or some other way to change how our Werewolf form looks. There's a lot of potential here to let us look the way we want, and I'm personally going to collect every Werewolf cosmetic I can!

Given the response to the female Werewolf model, I wouldn't be surprised if our first Werewolf Companion is female and has romance options, maybe something like Aela the Huntress from TES V: Skyrim. Though, looking at the concept art again, I believe the one on the right is the male model, so I'd expect people to actually want a male Werewolf Companion. I think there's some confusion as to which model is which, but having multiple Werewolf Companions in the game couldn't hurt!

Finally, I hope the balance changes fix some pain points with the playstyle, and I hope we get a bunch of new animations for Werewolf and its abilities, including new sneaking animations and possibly cinematic assassination animations (like when using the Blade of Woe or Vampire feeding) that look like the mauling animations from TES V: Skyrim. The new animations for the other skill line reworks look promising, so I have high hopes that Werewolf will look the best it has ever been!


Thank you once more for the upcoming Werewolf changes, ZOS!
Edited by Erickson9610 on January 8, 2026 6:18PM
PC/NA — Lone Werewolf, the EP Templar Werewolf

Werewolf Should be Allowed to Sneak
Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Soarora
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    I’ve been waiting excitedly for you to post about this!! I was so surprised to see werewolf thrown in as the next thing getting a revamp after DK. I totally thought it was going to get tacked on at the end after Arcanist!
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    • Current GM of Hard Dungeoneers
    • Tanks: Sorcerer - Necromancer - Templar
    • DPS: Frost Warden - Stamarc
    • Ex-healer
    • Dungeons: 32/32 HMs - 26/26 Tris

      View my builds!
  • IncultaWolf
    IncultaWolf
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    This was my favorite part of the entire livestream! Very excited as well.
    Edited by IncultaWolf on January 8, 2026 4:02AM
  • tomofhyrule
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    It was nice to see that werewolves are going to get some updates. It'd be nice to not have them be memes anymore.

    I am hoping that at minimum it includes some minor customization, e.g. not forcing players to have a specific fur color based on how effective they wish to be in combat. We do have three colors natively, and all of those should be freely chooseable.

    Beyond that though, we should totally be able to go ham with recolors and other more premium Styles. After all, it's clear that they realize that customization and fashion are important to us, and yet we can't do anything like that in werewolf form (at least not without affecting our efficacy in combat).
    I desperately need a werebear version since my secondary character is canonically a brown werebear - by all means keep the attacks the same, but he needs to be a bear. His brother at least can be the white wolf he's supposed to be.
  • Gabriel_H
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    I desperately need a werebear version since my secondary character is canonically a brown werebear - by all means keep the attacks the same, but he needs to be a bear. His brother at least can be the white wolf he's supposed to be.

    Werebears appeared at the same time in TES lore. In Earth lore werebears actually appeared first - but sadly the doggies had better PR. :'(

  • MashmalloMan
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    Does the werewolf community think it'd be cool to have access to scribing or is that kinda immersion/lore breaking?

    I think giving some much needed customization is necessary, but I don't know how'd they go about doing that with the current system. Ideally you'd have 3-4 morphs per skill or 10 skills to pick from.

    One thing I'm expecting for sure though is a dedicated ultimate you can earn while in form. There's no balance reason I can think of not to provide that, when you're in form, you're effectively a new subclass without access to an ultimate. I think that would go a long way in making them more interesting and competitive, especially in a game dedicated to burst windows.

    I don't play ww, so I'm just purely interested in seeing what they cook up. Maybe I'd try it for the 1st time if it looked fun, but I'm not a fan of losing my core skills. If they could provide more morph options, I'd happily take a 3rd morph akin to Vamp ult that just buffs you for 20 seconds, but allows use of your main abilities.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Erickson9610
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    Does the werewolf community think it'd be cool to have access to scribing or is that kinda immersion/lore breaking?

    I can only speak for myself, but I am 100% for Scribing Grimoires for the Werewolf skill line. Completely ignoring the "magical" nature of Scribing, the system itself allows customizable skills that can fill any role. Even just one more skill would make Werewolf builds much more interesting. Plus, a Scribing Grimoire for Werewolf would allow us to source buffs and effects that our other Werewolf skills lack, at the cost of replacing one of those skills on our Werewolf bar.


    As far as lore is concerned, Grimoires are created by various people around Tamriel, like how Banner Bearer was made by a Battlemage for use in Cyrodiil. There are plenty of kinds of people who would make a Grimoire that Werewolf can use, like perhaps a Reachman, a follower of Hircine, a witch, or so on.

    And Werewolf Grimoires don't need to be magical in nature at all. One Werewolf Grimoire could just be a biting attack, or a channeled claw swipe attack. Just disallow magical damage types, and make the rest of the usable scripts thematic. Or, if going down the magical route, the Grimoire could be a rite that calls upon Hircine's power, like how Hircine's Bounty invokes Hircine's blessing. Don't forget that Werewolf Behemoths are known to use elemental magic anyhow.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • wolfie1.0.
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    i really really hope that they do werewolves justice again. I dont want them to be OP liek they were, but i want to be able to do content again with a werewolf build in a meaningful way. for the past while its been a meme to do it

  • tomofhyrule
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    Does the werewolf community think it'd be cool to have access to scribing or is that kinda immersion/lore breaking?

    We should totally have a Grimoire for Werewolves.

    One of the big problems with werewolf right now (besides the memetic lack of power, which hopefully will be addressed) is that everyone is using the same 5 skills. That's it. There's really no variety in your skills beyond the morphs you take, and for a lot of those morphs, the choice is mostly "are you a DPS or a support DPS?" Beyond that, the only build customization you've got is that some human-form skill lines are just better than others because some passives give you general buffs, while others require certain skills slotted or used (which you obviously can't do as a wolf).
    There is a part of it that feels bad that of the 21 Class skill lines in the game, one of them deals with being a Beastmaster, and that line does nothing for when you are the beast.
    (Granted, I do prefer a system where Werewolf passives are good enough that you don't need to come up with some Subclassed monstrosity just to optimize your build, and I don't like that Subclassing in general allows for taking lines for just the passives in the first place)

    A Grimoire would really go a long way to making werewolves feel more customizable and unique.
  • ZhuJiuyin
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    Hopefully, this modernization update for the Worgen will bring it closer to a modern level in PvE. Currently, Worgen tanks are essentially useless in PvE, lacking effective buffs, methods to tank boss damage, and terrible at drawing aggro.

    Suggested improvements for PvE Worgen tanks include:
    Deafening Roar: Change the taunt condition from heavy attacks to light attacks.

    Howl of Despair: Remove the common Minor Force and replace it with Major Courage, making it so that equipping this skill grants Empower and Minor Resolve.

    Worgen DPS suffers from similar issues. With only 1 bar, it struggles to catch up in damage output, and as others have pointed out, the lack of an ultimate ability results in insufficient burst damage in PvE.

    Suggested improvements to the Werewolf's ultimate abilities, such as:
    Pack Leader: Make it more suitable for PvE. For example, during Werewolf transformation, consuming 75 Ultimate Points allows you to use this ability again, enabling you and your direwolves to unleash a powerful attack, dealing X physical damage and inflicting Major Vulnerability on the target for 10 seconds.

    Werewolf Berserker: Make it more suitable for PvP and provide some unique buffs/debuffs. For example, during Werewolf transformation, consuming 75 Ultimate Points allows you to use this ability again, dealing a powerful attack on the target, dealing X physical damage, and inflicting Major Timidity (as far as I know, there is currently no source for Major Timidity; I think the modern Werewolf deserves some unique abilities) and Minor Cowardice for 10 seconds.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • CastleCrasher
    Would werewolf Ultimate Morph offer different model?Tank Morph bigger bulk.Dps Morph slender with large Claws.
  • Fischblut
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    Werewolf-ing used to be big part of my gameplay, and I am not very excited about these changes... At one point in the past, becoming werewolf after being accidentally bitten by wild NPCs saved me from abandoning the game many years ago.

    After some time, old changes reduced my werewolf gameplay to almost zero, but I feel the need to voice different opinion as well :) Upcoming changes are not something which would return me to such wild gameplay, because my pain points are different.

    What made me stop being werewolf most of time: removal of Devour ability on critters. Years ago I used to be able to pounce and eat them, and stay in werewolf form while traveling the world and even in cities.

    This brings the other pain point: my werewolves are good boys and girls, they don't even bite their allies :D And they loved to transform in cities and be good citizens, pretending to do some helpful tasks without receiving bounty from Justice system, pouncing and Devouring critters to stay in their werewolf forms. With addition of awful bounty system for poor werewolves (and Necromancers), they can no longer do that :'(

    gqL2DXR.jpeg

    Also, the introduction of horrible Block icon indicator ruined one of the very few options for nice screenshots:

    qosucp2.jpeg

    Addition of Direwolf pets to my beautiful Pack Leader white wolf - I dislike having those pets by my side :(

    Change of sounds and removal of extra bloody effects from Devouring bodies is not werewolf-friendly.

    Removal of emotes from werewolves was also very sad. Werewolves need to be able to use different emotes for better roleplay.

    tHmtzGW.jpeg
    Does the werewolf community think it'd be cool to have access to scribing or is that kinda immersion/lore breaking?

    I am never against any unusual stuff, as long as it makes the game fun and opens lot of possibilities. Of course I would welcome scribing for werewolves <3

    From upcoming changes, female model for werewolf was never on my personal wish list, so it actually surprises me that it's considered such requested feature! I am person of traditional views, and I have both male and female characters who are carrying Lycanthropy in their veins forever - but their transformed look never bothered me at all :o Promo picture is not bad, but not good as well for my taste.

    Different customization options, colors, skins and furs for both werewolf genders is welcome, of course. But when my main PvP character still transforms in werewolf, I want her to look like a fierce beast most of all.
    She still transforms only because she is Templar and I hate how the new Jabs look, so werewolf form allows me not to use them at all, but that is different pain point :/

    chWsoL9.jpeg

    Increasing number of wild Werewolves who can infect players is a bad change for me. It is always exciting to roam the world at nights and try to catch specific NPCs. Making them easier to find and more abundant removes the big part of excitement.
    Many years ago I was searching werewolf NPCs, and my friend offered me a free bite. I accepted, but afterwards it always bugged me out that my Lycanthropy was acquired by impure method - so I cured that character, and found a wild Werewolves to infect him properly :D
    I have opinion that bite needs to either be bought from player/store, gotten from wild NPCs, or done with extensive roleplay element after in-game ceremony. I can't understand people who just randomly give out bites at shrines, and I can't understand the need to make Lycanthropy easier to get.

    As for combat, I would also:
    - introduce a way to stay transformed forever/increase the timer greatly
    - add an area heal morph to Howl
    - make healing over time effect of Claws scale based on health or weapon/spell damage, not on damage done portion
    - remove clunky second cast from Pounce

    My best Werewolf moments are nothing but a memory for many years :'(
    My female werewolf, looking good and without nasty pets by her side in Cyrodiil:

    NC8BUTi.jpeg
  • Erickson9610
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    Fischblut wrote: »
    Werewolf-ing used to be big part of my gameplay, and I am not very excited about these changes... At one point in the past, becoming werewolf after being accidentally bitten by wild NPCs saved me from abandoning the game many years ago.

    After some time, old changes reduced my werewolf gameplay to almost zero, but I feel the need to voice different opinion as well :) Upcoming changes are not something which would return me to such wild gameplay, because my pain points are different.

    What made me stop being werewolf most of time: removal of Devour ability on critters. Years ago I used to be able to pounce and eat them, and stay in werewolf form while traveling the world and even in cities.

    This brings the other pain point: my werewolves are good boys and girls, they don't even bite their allies :D And they loved to transform in cities and be good citizens, pretending to do some helpful tasks without receiving bounty from Justice system, pouncing and Devouring critters to stay in their werewolf forms. With addition of awful bounty system for poor werewolves (and Necromancers), they can no longer do that :'(

    gqL2DXR.jpeg

    Also, the introduction of horrible Block icon indicator ruined one of the very few options for nice screenshots:

    qosucp2.jpeg

    Addition of Direwolf pets to my beautiful Pack Leader white wolf - I dislike having those pets by my side :(

    Change of sounds and removal of extra bloody effects from Devouring bodies is not werewolf-friendly.

    Removal of emotes from werewolves was also very sad. Werewolves need to be able to use different emotes for better roleplay.

    tHmtzGW.jpeg
    Does the werewolf community think it'd be cool to have access to scribing or is that kinda immersion/lore breaking?

    I am never against any unusual stuff, as long as it makes the game fun and opens lot of possibilities. Of course I would welcome scribing for werewolves <3

    From upcoming changes, female model for werewolf was never on my personal wish list, so it actually surprises me that it's considered such requested feature! I am person of traditional views, and I have both male and female characters who are carrying Lycanthropy in their veins forever - but their transformed look never bothered me at all :o Promo picture is not bad, but not good as well for my taste.

    Different customization options, colors, skins and furs for both werewolf genders is welcome, of course. But when my main PvP character still transforms in werewolf, I want her to look like a fierce beast most of all.
    She still transforms only because she is Templar and I hate how the new Jabs look, so werewolf form allows me not to use them at all, but that is different pain point :/

    chWsoL9.jpeg

    Increasing number of wild Werewolves who can infect players is a bad change for me. It is always exciting to roam the world at nights and try to catch specific NPCs. Making them easier to find and more abundant removes the big part of excitement.
    Many years ago I was searching werewolf NPCs, and my friend offered me a free bite. I accepted, but afterwards it always bugged me out that my Lycanthropy was acquired by impure method - so I cured that character, and found a wild Werewolves to infect him properly :D
    I have opinion that bite needs to either be bought from player/store, gotten from wild NPCs, or done with extensive roleplay element after in-game ceremony. I can't understand people who just randomly give out bites at shrines, and I can't understand the need to make Lycanthropy easier to get.

    As for combat, I would also:
    - introduce a way to stay transformed forever/increase the timer greatly
    - add an area heal morph to Howl
    - make healing over time effect of Claws scale based on health or weapon/spell damage, not on damage done portion
    - remove clunky second cast from Pounce

    My best Werewolf moments are nothing but a memory for many years :'(
    My female werewolf, looking good and without nasty pets by her side in Cyrodiil:

    NC8BUTi.jpeg

    Thank you for sharing your perspective!

    I agree about the emotes in-form — I miss using emotes like /playdead, /crouch, /begone, and /kneelpray that each played special animations in Werewolf form.

    I also miss the bloodstains on the muzzle when devouring corpses. I know the NPCs in the Hircine's Gift quest still have those bloodstains, but I wonder how it'll change with the introduction of new models and (presumably) new texture+packed maps.

    Hopefully we'll be able to change our fur color independent of morph. That would allow you to use the white fur look on the new model on the Werewolf Berserker morph, meaning you wouldn't have those dire wolves by your side. That would also allow those of us who like the brown fur look to morph the transformation skill while still looking the way we want to.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Soarora
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    Thirding missing being able to emote in werewolf form!

    I doubt I’d ever get customization that matches my vision for my lycanthropes— one’s brown and the other is a wereshark. But I hope that the rebalancing makes them more fun to play. Letting us crouch and pounce on enemies like an ambush predator could be fun. Or keeping up buff stacks by attacking/killing things.

    I haven’t werewolfed in quite some time. It’s just not very effective in PvP anymore, nor does it make a very effective tank. And I’m too lazy to invest in builds that might not be fun.
    Edited by Soarora on January 8, 2026 6:57PM
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    • Current GM of Hard Dungeoneers
    • Tanks: Sorcerer - Necromancer - Templar
    • DPS: Frost Warden - Stamarc
    • Ex-healer
    • Dungeons: 32/32 HMs - 26/26 Tris

      View my builds!
  • Erickson9610
    Erickson9610
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    I desperately need a werebear version since my secondary character is canonically a brown werebear - by all means keep the attacks the same, but he needs to be a bear.

    I'm hopeful that we'll get new werebeasts (within reason) because Skill Styles do more than just change an ability's color. They can change animations (like the one for Grim Focus), sound effects (like the new one for Puncturing Strikes), and models (like the one for Magelight) so it's 100% possible to make Werewolf Transformation Skill Styles that change the model of your werebeast, change the sound effects (like replacing the wolf howl with a bear roar) and animations (like visually making the wolf howl look like a bear roaring).

    ZOS could reuse the existing Werewolf skill line for other werebeasts simply by making Skill Styles that make the skills fit the werebeast of your choosing. I hope they give us werebear enemies by the time we get Solstheim, too.
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • SwordOfSagas
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    Hopefully the time you can be in werewolf form isn't shortened or made like vampire alti with a non-extendable time limit. Also a heal over time added to the main heal would be cool.
  • AScarlato
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    I am also very excited about this - depending how this turns out I'll probably add another Werewolf or two for fun to my roster.
  • Malyore
    Malyore
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    I desperately need a werebear version since my secondary character is canonically a brown werebear - by all means keep the attacks the same, but he needs to be a bear.

    I'm hopeful that we'll get new werebeasts (within reason) because Skill Styles do more than just change an ability's color. They can change animations (like the one for Grim Focus), sound effects (like the new one for Puncturing Strikes), and models (like the one for Magelight) so it's 100% possible to make Werewolf Transformation Skill Styles that change the model of your werebeast, change the sound effects (like replacing the wolf howl with a bear roar) and animations (like visually making the wolf howl look like a bear roaring).

    ZOS could reuse the existing Werewolf skill line for other werebeasts simply by making Skill Styles that make the skills fit the werebeast of your choosing. I hope they give us werebear enemies by the time we get Solstheim, too.

    Could my argonian become an argonian behemoth? I think that would be fun to not grow all furry as a scaled creature. Although that's not tied to hercine, I don't think.
  • Erickson9610
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    Malyore wrote: »
    I desperately need a werebear version since my secondary character is canonically a brown werebear - by all means keep the attacks the same, but he needs to be a bear.

    I'm hopeful that we'll get new werebeasts (within reason) because Skill Styles do more than just change an ability's color. They can change animations (like the one for Grim Focus), sound effects (like the new one for Puncturing Strikes), and models (like the one for Magelight) so it's 100% possible to make Werewolf Transformation Skill Styles that change the model of your werebeast, change the sound effects (like replacing the wolf howl with a bear roar) and animations (like visually making the wolf howl look like a bear roaring).

    ZOS could reuse the existing Werewolf skill line for other werebeasts simply by making Skill Styles that make the skills fit the werebeast of your choosing. I hope they give us werebear enemies by the time we get Solstheim, too.

    Could my argonian become an argonian behemoth? I think that would be fun to not grow all furry as a scaled creature. Although that's not tied to hercine, I don't think.

    Werecrocodiles are mentioned in the lore, but the way lycanthropy works in the lore of The Elder Scrolls is that the beast you become isn't tied to your race, but rather the particular strain of the curse/disease you get. In other words, anyone would become a werecrocodile if they were infected by one (even Khajiit would turn all scaley if they're werecrocodiles!)

    I support the addition of Werecrocodile (mentioned only), Wereboar (seen in TES II: Daggerfall), Werebear (seen in TES V: Skyrim), and Werelion (mentioned only) Skill Styles for Werewolf Transformation, though. That way we can roleplay a different kind of werebeast if we didn't like how Werewolf looks on our characters.
    Edited by Erickson9610 on January 10, 2026 4:50AM
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • coop500
    coop500
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    Everyone wanting all these different werecreatures and I just hope we get the ability to choose our fur color from the base 3 options LOL
    Hoping for more playable races
  • Erickson9610
    Erickson9610
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    coop500 wrote: »
    Everyone wanting all these different werecreatures and I just hope we get the ability to choose our fur color from the base 3 options LOL

    That's what I want to get before any other werebeasts. There's brown, black, and white from the ability morphs, and then there's gray and "dark black" that only NPCs can use. There's already 5 different texture swaps that exist in the game!

    Then, after that, there's the undead werewolf model (Faolchu the Reborn uses this) and the skeletal werewolf model, both of which use the same animations as regular werewolves. These 2 model swaps could be like "polymorphs" for Werewolf Transformation.

    In total, there's 5 texture swaps for the base model and 2 model swaps, so there's 7 different styles of Werewolf that already exist in the game that should be implemented as Werewolf Transformation Skill Styles.
    Edited by Erickson9610 on January 10, 2026 5:32AM
    PC/NA — Lone Werewolf, the EP Templar Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • LunaFlora
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    i think before we get other Werebeasts as Skill styles or extra Skills, like Grimoires.
    we need them as actual characters in-game.

    currently there are only Werewolves, Werewolf behemoths, and Werebats.
    and i do not think we have ever seen any characters transform into Werebats, they just exist as big bats.


    Werebears, Wereboars, Werelions, Weresharks, Werevultures, and Werecrocodiles have not appeared in ESO. would be awesome to see.
    i love the tusks on Daggerfall's Wereboar
    nazcn66jdwos.gif
    miaow! i'm Luna ( she/her ).

    🌸*throws cherry blossom on you*🌸
    "Eagles advance, traveler! And may the Green watch and keep you."
    🦬🦌🐰
    PlayStation and PC EU.
    LunaLolaBlossom on psn.
    LunaFloraBlossom on pc.
  • Madarc
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    2kjc8hiud0l8.png
    Edited by Madarc on January 10, 2026 10:24AM
    Geschichten werden nicht berühmt, weil sie passiert sind – sondern weil sie erzählt wurden.
  • XJDHDR
    XJDHDR
    Soul Shriven
    At the risk of being contrarian, I am not a fan of the concept art. Specifically, I don't like how they decided to shave half of their hair off. I did not like this "werewolves have bare skin" look in Skyrim (to the point I modded it out) and I'll be disappointed if this aspect made it past the concept stage here.
  • Sailor_Palutena
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    I always thought the transformation would be like the werewolf from the memento you get from March of Sacrifices. I saw it before becoming a werewolf. Once I did I was like, well yeah, it sucks.

    209po67fzo62.jpg
    Edited by Sailor_Palutena on January 11, 2026 10:30AM
  • Sythen88411
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    ...Just saying....on the art pick given i see no difference from male to female....
  • Lugaldu
    Lugaldu
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    ...Just saying....on the art pick given i see no difference from male to female....

    The female one is smaller and has more "chest hair".
  • wolfdoggie_ESO
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    Nice werewolf abs. :*

    I feel like Werewolf needs 3 morphs or 3 skill trees for Tank/DPS/Healer.

    Any plans on Shaman healer wolfies?
  • Soarora
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    Nice werewolf abs. :*

    I feel like Werewolf needs 3 morphs or 3 skill trees for Tank/DPS/Healer.

    Any plans on Shaman healer wolfies?

    I had a thought a while back for three different lycanthrope strains, one for each role. Each strain being a different lycanthrope type.

    I agree with different color options first, though. I know it's incredibly likely I'll never get to be a wereshark, I'd be happy enough with him being the same color wolf as he is as a wereshark (grey).
    [PC/NA] Dungeoneer (Tank/DPS), Retired Trialist, and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore.
    • Current GM of Hard Dungeoneers
    • Tanks: Sorcerer - Necromancer - Templar
    • DPS: Frost Warden - Stamarc
    • Ex-healer
    • Dungeons: 32/32 HMs - 26/26 Tris

      View my builds!
  • Sythen88411
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    Lugaldu wrote: »
    ...Just saying....on the art pick given i see no difference from male to female....

    The female one is smaller and has more "chest hair".

    Yea cause that makes sense lol XD
  • BXR_Lonestar
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    I hope the changes make WW viable in 4 man dungeons again. I keep missing out on the WW metas where WW is fun and powerful to play. To be viable, it is going to need its own mechanics to be able to strip armor, as major/minor breach is not going to be enough to be competitive - other dungeon teams will have a tank that has multiple options to get boss armor down to 0 for the team, and part of a WW's limitations is its inability to stack sources of pen (if you are playing as a pack of 4 to maximize uptime on WW).

    WW too often feels like a roaming ultimate that really doesn't feel like an ultimate because it is mostly underwhelming, and mine almost always end up migrating towards being a highly mobile tank, which is just "meh" because it doesn't bring much to the table in PVE, and in PVP, they're just a tool to be a nuisance to the other side. Good for an occasional laugh, but not really my forte.
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