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<onlyinclude>
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<onlyinclude>{{CreatureTransformer
 
|style = {{{style|}}}
{{CreatureTransformer
 
 
|name = [[Werewolf]]
|style={{{style|}}}
 
 
|image = Werewolfs.png
|name= [[Werewolf]]
 
 
|px = 270px
|image=Werewolfs.png
 
  +
|variations = Werewolf <br> Rabid werewolf <br> Werewolf alpha <br> Shadow werewolf <br> [[Blighted werewolf]]
|px= 270px
 
  +
|rank = [[Normal]] and [[Lieutenant]]
|variations= Normal Werewolf, Rabid Werewolf, Werewolf Alpha
 
|location= [[Brecilian Forest]]
+
|location = [[Brecilian Forest]]
 
|quests = [[Nature of the Beast]]
|appearances=[[Dragon Age: Origins]]
 
  +
|appearances = [[Dragon Age: Origins]] <br> [[Dragon Age: Origins - Awakening]] <br> [[Dragon Age II]] <br> [[Heroes of Dragon Age]]
|quests= [[Nature of the Beast]]
 
 
}}</onlyinclude>
 
}}</onlyinclude>
[[File:H gdofvenga 0.png|thumb|250px|Werewolves heraldy]]
 
{{:Codex entry: Werewolf|style=codexexcerpt|excerptonly=true}}
 
==The Werewolf's Curse==
 
   
  +
The '''werewolves''' are humanoid creatures which resemble a [[wolf]]. They possess higher intelligence than other animals, however their bestial nature usually overcomes them.
{{SpoilerDAO
 
|The werewolves attacking the Dalish elves were created by [[Zathrian]], the [[Dalish]] elf, who used the curse to punish the humans who had killed his son and raped his daughter; who later committed suicide when she found out she was pregnant. He bound the [[Lady of the Forest|spirit of the forest]] to a wolf, and so created the curse, which was passed through bite. While he gained immortality from the curse, they were transformed into wicked creatures, beastial, deadly, impulsive and unable to revert back to human form, even in death. Even though the people who had attacked Zathrian's family died long ago, the curse remained.
 
   
  +
== Background ==
During the Fifth [[Blight]] the werewolves, under control of [[Witherfang]] and the second in command [[Swiftrunner]], led a group of werewolves, who partially regained their minds, in an ambush against the Dalish elves, slaying many and cursing more. This was revenge against Zathrian, but was also meant to force him to end the curse. If someone is bitten, they know within a matter of days. The signs to look for are sweating and vomiting, followed by a high fever.
 
 
{{:Codex entry: Werewolf|style=codexexcerpt|excerptonly=true}}
   
  +
== Involvement ==
This was not the only outbreak of werewolves in the history of [[Ferelden]]. Whether the other outbreaks were begun by a deliberate curse, similar to the case of Zathrian is unclear.
 
}}
 
   
 
=== ''Dragon Age: Origins'' ===
{{SpoilerDA2|
 
 
{{SpoilerDAO|
 
The werewolves attacking the [[Dalish]] [[Elf|elves]] were created by [[Zathrian]], their [[keeper]], who used the curse to punish a group of humans that had killed his son and raped his daughter, leading to her death when she found out she was pregnant and committed suicide. He bound the [[Lady of the Forest|spirit of the forest]] to a wolf, and so created the curse, which was passed through bite. While Zathrian gained immortality from the curse, the humans were transformed into wicked creatures: bestial, deadly, impulsive and unable to revert back to human form, even in death. Even though the people who had attacked Zathrian's family died long ago, the curse remained.
   
 
[[File:H gdofvenga 0.png|thumb|220px|Heraldry]]
When chosen to have sided with the Werewolves in [[Nature of the Beast]], [[Hawke]] will come across a woman who's cousin is a werewolf. She is pleading the Dalish Clan for help to aquire ingrediënts to slow down the curse, telling Hawke that is the least they can do for the werewolves part in [[The battle for Denerim]].
 
}}
 
   
 
During the [[Fifth Blight]], [[Witherfang]] and the werewolf leader, [[Swiftrunner]], led a group of werewolves that had partially regained their minds in an ambush against the Dalish elves, slaying many and cursing more. This was revenge against Zathrian, but was also meant to force him to end the curse, by infecting elves as well as humans. If someone is bitten, they know within a matter of days if the curse has taken hold. The signs to look for are sweating and vomiting, followed by a high fever.
==Recruiting Werewolves==
 
{{SpoilerDAO|Upon meeting the Lady of the Forest/Witherfang in the Werewolf Lair, it is possible to pursuade her and the werewolves to attack the Dalish Elves. The Warden will be transported to the Dalish camp where Witherfang and the werewolves will help you massacre everyone in the camp, including Zathrian. After the battle finishes, Swiftrunner, realizing that by killing Zathrian the werewolves will never be free of their curse, promises werewolf troops to help fight against the Blight, and a werewolf emissary will appear in your camp. Choosing to attack the Dalish will make the Warden unable to recruit the Dalish, having the werewolves instead.}}
 
   
 
This was not the only outbreak of werewolves in the history of [[Ferelden]]. Whether the other outbreaks were begun by a deliberate curse, similar to the case of Zathrian is unclear.
==Werewolves: In Body And Battle==
 
Werewolves either lack the opposable thumbs to wield weapons or refuse to do so, instead engaging opponents with nothing but claw and fang. A werewolf is taller than humans and elves, although their strength far outmatches that of the race's. They lose all resemblance to themselves upon transformation, growing taller and gaining fur, a snout and claws. But perhaps worst of all that gets changed is the mind; the Werewolves have little. They become truly like a beast. Hunting, surviving and mating are the only things in their primitive minds. However, werewolves can regain, at least partially, their minds, although it is always a challenge to keep from killing. A beast's true nature is hard to change.
 
   
 
Upon meeting the Lady of the Forest possessing Witherfang in the [[Lair of the Werewolves]] it is possible to persuade her and the werewolves to attack the Dalish Elves. The Warden will be transported to the [[Dalish Camp]] where Witherfang and the werewolves will help you massacre everyone in the camp, including Zathrian. After the battle finishes, Swiftrunner, realizing that by killing Zathrian the werewolves will never be free of their curse, promises werewolf troops to help fight against the Blight, and a [[Bulfa|werewolf emissary]] will appear in the [[Party Camp]]. Choosing to attack the Dalish will make the Warden unable to recruit the Dalish, having the werewolves instead.}}
Werewolves strike with their claws to cut deep into the flesh, and deliver a final bite to the throat. This would be the ideal battle for a werewolf, but, unfortunately (or fortunately, as the case may be) very few humans, elves or dwarves will let themselves be hunted like a common rabbit. Werewolves wear no armor, except for thick skin, which can still be pierced easily by blade or bow. With no means of defense, a werewolf will usually try to strike swiftly and hard, rather then wait for the opponent to make the first move. Their hides serve no defense against magic, making that as good an option as any.
 
  +
  +
=== ''Dragon Age II'' ===
 
{{SpoilerDA2|
  +
If a game is imported where the Warden sided with the Werewolves in [[Nature of the Beast]], [[Hawke]] will come across [[Clara]] in the Dalish camp in [[Sundermount]], a human woman whose cousin is a werewolf. She tells Hawke that the werewolves of Ferelden are losing themselves to their bestial nature, and that she is trying to find ingredients for a potion to cure them. Having received no aid from [[Marethari]]'s Clan, she turns to Hawke, claiming it is the least they can do in payment for the Werewolves' part in [[The Battle of Denerim]].
   
  +
Alternately, if the Warden chose to cure the Werewolves then Hawke will come across a human being harassed by a party of Dalish on the Wounded Coast, the elves seeking vengeance against the man for crimes committed whilst he was a Werewolf.}}
==Werewolves in the Game==
 
*Normal Werewolf
 
*Rabid Werewolf
 
*Werewolf Alpha
 
*Shadow Werewolf
 
*[[Swiftrunner]]
 
*[[Danyla]]
 
*[[Gatekeeper]]
 
*[[Cassian]]
 
*[[Blighted Werewolf]]
 
   
  +
== Appearance and tactics ==
==Talents==
 
  +
[[File:Werewolf WoT.png|thumb|Concept art<ref>{{Cite wot|175}}</ref>]]
 
Werewolves either lack the opposable thumbs to wield weapons or refuse to do so, instead engaging opponents with nothing but claw and fang. A werewolf is taller than [[human]]s and elves, and their strength far outmatches that of either race. They lose all resemblance to their former self upon transformation, growing fur, a snout and claws. But perhaps worst of all is the change to the mind. A full Werewolf is truly like a beast. Hunting, mating, and surviving are their only considerations. Although werewolves can maintain or even regain some semblance of their minds (through strong willpower or external magic), it is always a challenge to keep from killing. A beast's true nature is hard to change.
   
 
Werewolves strike with their claws to cut deep into the flesh, and deliver a final bite to the throat. For the werewolf, this would ideally be the end of it, but unfortunately (or fortunately, as the case may be) very few humans, elves or dwarves will let themselves be hunted like a common rabbit. Werewolves wear no armor beyond their naturally thick hide, which can still be pierced by blade or bow. With no particularly strong means of defense, a werewolf will usually try to strike swiftly and hard, rather than wait for the opponent to make the first move. Their hides serve no defense against magic, making that as good an option as any if the werewolf's prey has the talent.
*Normal Werewolf, Class [[Warrior]]: [[Frenzy (shriek)|Frenzy]], [[Leap (Monster)|Leap]], [[Overwhelm (Monster)|Overwhelm]]
 
   
  +
== Variations ==
*Rabid Werewolf, Class [[Warrior]]: [[Frenzy (shriek)|Frenzy]], [[Leap (Monster)|Leap]], [[Overwhelm (Monster)|Overwhelm]]
 
 
* Werewolf
 
* Rabid Werewolf
 
* Werewolf alpha
 
* Shadow Werewolf
 
* [[Blighted Werewolf]]
   
  +
== Known werewolves ==
*Werewolf Alpha, Class [[Warrior]]: [[Frenzy (shriek)|Frenzy]], [[Leap (Monster)|Leap]], [[Overwhelm (Monster)|Overwhelm]]
 
 
* [[Swiftrunner]]
 
* [[Danyla]]
 
* [[Gatekeeper]]
  +
* [[Bulfa]]
 
* [[Cassian]]
  +
 
== Talents ==
  +
[[File:Werewolf (HoDA).png|thumb|250px|A werewolf in ''[[Heroes of Dragon Age]]'']]
  +
'''All types, Class [[Warrior (Origins)|Warrior]]:'''
  +
{{:Frenzy (shriek)|style=iconmini}}{{Clrl}}
  +
{{:Leap (monster)|style=iconmini}}{{Clrl}}
  +
{{:Overwhelm (monster)|style=iconmini}}{{Clrl}}
  +
{{:Terrorize|style=iconmini}}{{Clrl}}
  +
'''Werewolf Shadow only, Class [[Rogue (Origins)|Rogue]]:'''
  +
{{:Frenzy (shriek)|style=iconmini}}{{Clrl}}
  +
{{:Leap (monster)|style=iconmini}}{{Clrl}}
  +
{{:Overwhelm (monster)|style=iconmini}}{{Clrl}}
  +
{{:Stealth (Origins)|style=iconmini}}{{clrl}}
  +
{{:Terrorize|style=iconmini}}{{Clrl}}
   
  +
== See also ==
*Werewolf Shadow, Class [[Rogue]]: [[Frenzy (shriek)|Frenzy]], [[Leap (Monster)|Leap]], [[Overwhelm (Monster)|Overwhelm]], [[Stealth]]
 
 
{{:Codex entry: Werewolf|style=iconmini}}{{Clrl}}
 
{{:Codex entry: Blighted Werewolf|style=iconmini}}{{clrl}}
  +
{{:Werewolf Pelt|style=iconmini}}
   
==See Also==
+
== References ==
  +
<references/>
*[[Codex entry: Werewolf]]
 
*[[Werewolf Pelt]]
 
*[[Codex entry: Blighted Werewolf]]
 
 
[[Category:Creatures]]
 
[[Category:Creatures]]
[[Category:Origins creatures]]
+
[[Category:Dragon Age: Origins creatures]]
[[Category:Beasts]]
+
[[Category:Dragon Age: Origins - Awakening creatures]]
  +
[[Category:Dragon Age II creatures]]
  +
[[Category:Heroes of Dragon Age creatures]]
  +
[[Category:Werewolves| ]]

Revision as of 20:28, 16 June 2014


The werewolves are humanoid creatures which resemble a wolf. They possess higher intelligence than other animals, however their bestial nature usually overcomes them.

Background

Fereldan lore is full of instances where these creatures have plagued the countryside: wolves possessed by rage demons and transformed into humanoid monsters with incredible speed and strength, able to spread a curse to those they bit that would drive them mad with unthinking fury. When in this enraged state, a human host can likewise become possessed and be transformed into a feral, wolf-like beast. Tales differ on these werewolves of human origin, some claiming that their transformation into a bestial form happens uncontrollably. Some claim the transformation is irreversible. As is often the case with demonic tales, both versions were most likely true at some point.

From Codex entry: Werewolf

Involvement

Dragon Age: Origins


This section contains spoilers for:
Dragon Age: Origins.


The werewolves attacking the Dalish elves were created by Zathrian, their keeper, who used the curse to punish a group of humans that had killed his son and raped his daughter, leading to her death when she found out she was pregnant and committed suicide. He bound the spirit of the forest to a wolf, and so created the curse, which was passed through bite. While Zathrian gained immortality from the curse, the humans were transformed into wicked creatures: bestial, deadly, impulsive and unable to revert back to human form, even in death. Even though the people who had attacked Zathrian's family died long ago, the curse remained.

H gdofvenga 0

Heraldry

During the Fifth Blight, Witherfang and the werewolf leader, Swiftrunner, led a group of werewolves that had partially regained their minds in an ambush against the Dalish elves, slaying many and cursing more. This was revenge against Zathrian, but was also meant to force him to end the curse, by infecting elves as well as humans. If someone is bitten, they know within a matter of days if the curse has taken hold. The signs to look for are sweating and vomiting, followed by a high fever.

This was not the only outbreak of werewolves in the history of Ferelden. Whether the other outbreaks were begun by a deliberate curse, similar to the case of Zathrian is unclear.

Upon meeting the Lady of the Forest possessing Witherfang in the Lair of the Werewolves it is possible to persuade her and the werewolves to attack the Dalish Elves. The Warden will be transported to the Dalish Camp where Witherfang and the werewolves will help you massacre everyone in the camp, including Zathrian. After the battle finishes, Swiftrunner, realizing that by killing Zathrian the werewolves will never be free of their curse, promises werewolf troops to help fight against the Blight, and a werewolf emissary will appear in the Party Camp. Choosing to attack the Dalish will make the Warden unable to recruit the Dalish, having the werewolves instead.


Dragon Age II


This section contains spoilers for:
Dragon Age II.


If a game is imported where the Warden sided with the Werewolves in Nature of the Beast, Hawke will come across Clara in the Dalish camp in Sundermount, a human woman whose cousin is a werewolf. She tells Hawke that the werewolves of Ferelden are losing themselves to their bestial nature, and that she is trying to find ingredients for a potion to cure them. Having received no aid from Marethari's Clan, she turns to Hawke, claiming it is the least they can do in payment for the Werewolves' part in The Battle of Denerim.

Alternately, if the Warden chose to cure the Werewolves then Hawke will come across a human being harassed by a party of Dalish on the Wounded Coast, the elves seeking vengeance against the man for crimes committed whilst he was a Werewolf.


Appearance and tactics

Werewolf WoT

Concept art[1]

Werewolves either lack the opposable thumbs to wield weapons or refuse to do so, instead engaging opponents with nothing but claw and fang. A werewolf is taller than humans and elves, and their strength far outmatches that of either race. They lose all resemblance to their former self upon transformation, growing fur, a snout and claws. But perhaps worst of all is the change to the mind. A full Werewolf is truly like a beast. Hunting, mating, and surviving are their only considerations. Although werewolves can maintain or even regain some semblance of their minds (through strong willpower or external magic), it is always a challenge to keep from killing. A beast's true nature is hard to change.

Werewolves strike with their claws to cut deep into the flesh, and deliver a final bite to the throat. For the werewolf, this would ideally be the end of it, but unfortunately (or fortunately, as the case may be) very few humans, elves or dwarves will let themselves be hunted like a common rabbit. Werewolves wear no armor beyond their naturally thick hide, which can still be pierced by blade or bow. With no particularly strong means of defense, a werewolf will usually try to strike swiftly and hard, rather than wait for the opponent to make the first move. Their hides serve no defense against magic, making that as good an option as any if the werewolf's prey has the talent.

Variations

Known werewolves

Talents

Werewolf (HoDA)

A werewolf in Heroes of Dragon Age

All types, Class Warrior:

Frenzy Frenzy

Leap may refer to:

Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
For the dog talent, see Overwhelm.
For the Spider/Bear Shape talent, see Overwhelm (ability).
For the bear (monster) ability, see Overwhelm (bear).
For the deepstalker ability, see Overwhelm (deepstalker).
For the dragon ability, see Overwhelm (dragon).
For the shriek ability, see Overwhelm (shriek).
For the spider (monster) ability, see Overwhelm (spider).

Information

Overwhelm (werewolf)

A werewolf leader using Overwhelm

  • This talent generates an auto-hit.
  • The target is incapacitated and hit several times, each for normal attack damage from the attacker.
  • It is generally activated by the AI when the target dips to 50% or less health, as this is the default tactic for creatures with Overwhelm of any type. In Awakening, enemies would use this ability even when the target is at full health.
  • Can be interrupted by effects that have higher animation priority, including knockdown, paralyze, root (Pinning Shot), draining (Crushing Prison), "heavy impact" (Mighty Blow), and fear.

Used by

Notes

Overwhelm (deepstalker)

A deepstalker leader using Overwhelm

  • This ability can fail to execute properly in some cases due to obstructed line of sight.
  • Overwhelm only affects humans, elves, dwarves, Qunari, hurlocks, and genlocks. All classes with Overwhelm are immune to its effect. A shapeshifted mage, Shale, and Dog are immune to Overwhelm.
  • Several enemies in a group can easily chain-Overwhelm against a solo character, which may be lethal for units with little armor, and very annoying and time consuming for highly armored characters, as openings to counterattack are few, short-lived, and far between. This threat is greatest when facing a large group of Shadow werewolves, as they can Overwhelm a defenseless party member from Stealth, evading countermeasures.
  • This attack cannot be countered or mitigated by Misdirection Hex, as it does not need to confirm attack result.
  • Some abilities grant a target the "damage ward" effect which makes the target immune to damage. This effect completely negates Overwhelm. These abilities include Force Field, Strength of Stone, and Carapace after being upgraded by Bulwark of the Ages.
  • Some modal abilities apply on the character a special effect which has higher animation priority than Overwhelm. This means the character cannot be interrupted by Overwhelm when any of these abilities is active. These abilities include Captivating Song, Unending Flurry, and Reaving Storm.

Terrorize Terrorize

Werewolf Shadow only, Class Rogue:

Frenzy Frenzy

Leap may refer to:

Disambig gray This disambiguation page lists articles associated with the same title.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
For the dog talent, see Overwhelm.
For the Spider/Bear Shape talent, see Overwhelm (ability).
For the bear (monster) ability, see Overwhelm (bear).
For the deepstalker ability, see Overwhelm (deepstalker).
For the dragon ability, see Overwhelm (dragon).
For the shriek ability, see Overwhelm (shriek).
For the spider (monster) ability, see Overwhelm (spider).

Information

Overwhelm (werewolf)

A werewolf leader using Overwhelm

  • This talent generates an auto-hit.
  • The target is incapacitated and hit several times, each for normal attack damage from the attacker.
  • It is generally activated by the AI when the target dips to 50% or less health, as this is the default tactic for creatures with Overwhelm of any type. In Awakening, enemies would use this ability even when the target is at full health.
  • Can be interrupted by effects that have higher animation priority, including knockdown, paralyze, root (Pinning Shot), draining (Crushing Prison), "heavy impact" (Mighty Blow), and fear.

Used by

Notes

Overwhelm (deepstalker)

A deepstalker leader using Overwhelm

  • This ability can fail to execute properly in some cases due to obstructed line of sight.
  • Overwhelm only affects humans, elves, dwarves, Qunari, hurlocks, and genlocks. All classes with Overwhelm are immune to its effect. A shapeshifted mage, Shale, and Dog are immune to Overwhelm.
  • Several enemies in a group can easily chain-Overwhelm against a solo character, which may be lethal for units with little armor, and very annoying and time consuming for highly armored characters, as openings to counterattack are few, short-lived, and far between. This threat is greatest when facing a large group of Shadow werewolves, as they can Overwhelm a defenseless party member from Stealth, evading countermeasures.
  • This attack cannot be countered or mitigated by Misdirection Hex, as it does not need to confirm attack result.
  • Some abilities grant a target the "damage ward" effect which makes the target immune to damage. This effect completely negates Overwhelm. These abilities include Force Field, Strength of Stone, and Carapace after being upgraded by Bulwark of the Ages.
  • Some modal abilities apply on the character a special effect which has higher animation priority than Overwhelm. This means the character cannot be interrupted by Overwhelm when any of these abilities is active. These abilities include Captivating Song, Unending Flurry, and Reaving Storm.

Stealth Stealth

Terrorize Terrorize

See also

Codex entry: Werewolf Codex entry: Werewolf

Codex entry: Blighted Werewolf Codex entry: Blighted Werewolf

Werewolf Pelt Werewolf Pelt

References