can you become a werewolf again in skyrim

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In the vast and unforgiving world of *The Elder Scrolls V: Skyrim*, the path of the werewolf, or Lycanthropy, offers a unique and powerful form of gameplay. Many players, after experiencing the raw power and freedom of the beast, may find themselves questioning a pivotal choice: can you become a werewolf again in Skyrim? The answer is a definitive yes, but the journey back to Lycanthropy is a nuanced one, deeply intertwined with the game's mechanics, narrative choices, and the player's ultimate destiny.

Table of Contents

The Nature of Lycanthropy and Its Cure
The Path to Re-Infection: Aela the Huntress
The Dawnguard Dilemma: A Second Chance
The Ritual of Hircine: A Permanent Bond
Strategic Considerations and Gameplay Impact

The Nature of Lycanthropy and Its Cure

Lycanthropy in Skyrim is not a mere temporary condition; it is a supernatural gift, or curse, bestowed by the Daedric Prince Hircine. Initially contracted through a specific questline with the Companions guild in Whiterun, it grants immense strength, disease immunity, and the terrifying ability to transform into a beast. However, a core quest within the Companions storyline, "Glory of the Dead," presents a choice. To complete this quest and cure Kodlak Whitemane's spirit, the Dragonborn must themselves be cured of Lycanthropy. This cure, performed by the Glenmoril Witches, is permanent within the context of the Companions' narrative. It severs the direct tie to Hircine's gift, returning the player to a purely mortal state and locking away the beast form. This moment is often the point of no return that prompts the question of return.

The Path to Re-Infection: Aela the Huntress

For those who regret the cure, the primary avenue for re-acquiring Lycanthropy lies with Aela the Huntress. As a steadfast member of the Circle who refused the cure, Aela remains a werewolf. After the completion of "Glory of the Dead," speaking to Aela will reveal a new dialogue option. She will express her continued belief in the power of the beast and offer to share her blood once more. This simple act reinstates the ability to transform. It is a straightforward mechanic that underscores the narrative theme of choice within the Companions. The game acknowledges that a Dragonborn's path is their own, and the power of Hircine is never truly out of reach for those who seek it.

The Dawnguard Dilemma: A Second Chance

The *Dawnguard* expansion introduces a profound and alternative method to regain werewolf status, one that carries significant narrative weight. If the Dragonborn joins the vampire lord Harkon's court as a Volkihar Vampire and later seeks to rid themselves of vampirism, a unique opportunity arises. Speaking to Aela while under the effects of Sanguinare Vampiris or full vampirism will trigger special dialogue. She will detect the vampire taint and, expressing disdain for the "undead" curse, offer the blood of the beast as a purification. This act not only cures vampirism instantly but also re-grants Lycanthropy. This path is fascinating as it frames werewolf transformation not just as a power, but as a purifying force directly opposed to the corruption of Molag Bal.

The Ritual of Hircine: A Permanent Bond

For players who wish to embrace Lycanthropy beyond the simple mechanics of transformation, the "Ill Met By Moonlight" quest for Hircine is essential. While this quest can be completed regardless of werewolf status, its rewards are transformative for a Lycanthrope. Successfully saving Sinding and sparing the white stag leads to Hircine's ultimate gift: the *Ring of Hircine*. This artifact allows for unlimited transformations per day, removing the once-per-day restriction. More importantly, it symbolizes a deeper pact with the Daedric Prince of the Hunt. For a Dragonborn who has actively sought to regain their beast form, wearing this ring represents a final, deliberate commitment to the wild, embracing the identity of Hircine's champion.

Strategic Considerations and Gameplay Impact

The decision to become a werewolf again carries tangible gameplay consequences. The restored benefits are considerable: the massive boost to health and stamina, immunity to all diseases and paralysis, and the devastating power of the beast form for combat and travel. However, the trade-offs remain. The player forfeits the ability to gain the "Well Rested" bonus for experience, and the transformed state offers no path for skill advancement. Furthermore, from a role-playing perspective, re-embracing the beast after seeking a cure is a character-defining moment. It speaks to a rejection of mortal limitations and an acceptance of a primal, chaotic power. Whether seen as reclaiming a lost part of oneself or succumbing to a previously rejected curse, the act is far more meaningful than a simple stat change.

Ultimately, Skyrim provides clear and compelling avenues for those who wish to walk again on claws rather than feet. From Aela's loyal offer to the dramatic cleansing from vampirism, the world responds to the Dragonborn's enduring will. The journey back to Lycanthropy reinforces one of the game's core tenets: destiny is malleable. No choice, not even the ritualistic cleansing of a Daedric curse, is entirely final. The hunt, it seems, always calls back those whose hearts beat with a primal rhythm, offering them the moon-blessed blood and the untamed power of the werewolf once more.

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