can you become a werewolf in oblivion remastered

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The Elder Scrolls IV: Oblivion remains a cornerstone of the open-world RPG genre, celebrated for its deep lore, player freedom, and intricate systems of choice and consequence. Among its most compelling and enduring character arcs is the ability to contract and manage Lycanthropy, transforming the player into a Werewolf. With persistent rumors and community hopes for a modern re-release, the question arises: can you become a werewolf in an Oblivion remastered edition? While no official "Oblivion Remastered" exists as of this writing, examining the original game's mechanics, the context of Bethesda's re-release strategy, and the nature of the werewolf curse itself provides a definitive roadmap for what players can expect.

The Path of the Beast: Lycanthropy in Original Oblivion

In the original 2006 release of The Elder Scrolls IV: Oblivion, the answer is a resounding yes. The journey begins not on the mainland of Cyrodiil, but on the frozen island of Solstheim, accessible via the official expansion, *The Elder Scrolls IV: Shivering Isles*. However, the werewolf questline is uniquely part of the *Knights of the Nine* expansion, later integrated into the Game of the Year Edition. To become a werewolf, the player must seek out the "Bloodmoon" monument in the wilderness of Cyrodiil, which triggers a new quest. This quest leads to a confrontation with werewolves and an infected character named Lod. By speaking to Lod and allowing him to infect you, or by being wounded by a werewolf in combat, the player contracts Porphyric Hemophilia, the precursor to Lycanthropy.

The transformation is not immediate. After three in-game days, the disease progresses into full Lycanthropy. Upon the next sleep, the player undergoes a first, involuntary transformation. From that point forward, transforming becomes a controlled ability, usable once per day. The werewolf form grants immense boosts to Strength, Speed, and Endurance, alongside a devastating claw attack and a terrifying roar that can paralyze foes. However, this power comes at a profound cost. In beast form, you cannot interact with the world—no opening doors, using items, or engaging in dialogue. Furthermore, transforming in a city or in front of guards will turn the entire population hostile. The curse also locks the player out of the Divine blessings of the Nine, preventing the use of wayshrines and receiving healing or magical aid from altars.

The Remastered Context: Preservation vs. Reformation

When considering a potential *Oblivion Remastered*, the central question shifts from "can you" to "how would it be presented?" Bethesda's approach to remasters, as seen with *The Elder Scrolls V: Skyrim – Anniversary Edition*, has largely focused on graphical enhancements, stability improvements, and the integration of existing downloadable content. Core gameplay mechanics and questlines are typically preserved intact. Therefore, it is almost certain that the werewolf mechanics from the original Game of the Year Edition would be included in any faithful remaster. The questline, the transformation mechanics, and the associated benefits and drawbacks would remain as they were, likely with updated visuals for the werewolf model and environmental effects.

However, a remaster could also present an opportunity for subtle refinement. The original werewolf gameplay, while iconic, was somewhat limited compared to its evolution in *Skyrim*. A remaster might incorporate quality-of-life improvements, such as a more intuitive control scheme for the beast form or a clearer indication of the transformation's duration. It could also potentially integrate the werewolf experience more seamlessly into the base game, rather than requiring a specific monument trigger. Yet, the fundamental experience—the thrill of the hunt, the burden of the curse, and the moral dichotomy it creates—would remain the defining feature.

The Unique Burden of the Cyrodiilic Werewolf

Becoming a werewolf in Oblivion is a more narratively isolating experience than in later titles. Unlike *Skyrim*'s Companions questline, which frames Lycanthropy as a brotherhood, Oblivion's curse is a solitary affliction. There is no pack, no Harbinger, and no organized cure quest within the curse itself. The only path to cure Lycanthropy is a separate, arduous pilgrimage for the Knights of the Nine, requiring absolute purity and the forfeiture of all sin. This design choice brilliantly reinforces the curse's lore as a divine punishment from Hircine, the Daedric Prince of the Hunt. It is not a tool for power but a transformative state that fundamentally alters the player's relationship with the world and the Divine.

This isolation is the key to the mechanic's depth. The player must constantly manage their condition, planning transformations for remote wilderness encounters and avoiding populated areas. The loss of Divine blessings is a constant strategic hindrance, reminding the player of their fallen state. In a remastered environment, with potentially more immersive audio and visual design, these themes could be heightened. The guttural sounds of the transformation, the heightened senses of the hunt, and the fearful reactions of NPCs could be rendered with greater intensity, making the choice to embrace the beast even more impactful.

Conclusion: An Enduring Curse Awaits

In conclusion, the capacity to become a werewolf is an integral part of the Oblivion experience, tied directly to its celebrated expansion content. Any legitimate *Oblivion Remastered* that aims to provide the complete original experience would, by necessity, include this transformative path. The journey from infection to mastery—or cure—remains one of the game's most memorable role-playing narratives. While technical improvements in a remaster could polish the visuals and smooth the gameplay, the core appeal lies in the stark duality of the curse: the raw, unchecked power of the beast form contrasted with the profound spiritual and social exile it demands.

For players eager to walk the path of Hircine, the promise of a remaster is not about reinventing the wheel, but about experiencing this classic tale with renewed clarity and immersion. The moon still rises over Cyrodiil, and the howl of the werewolf echoes in its forests. Whether in the original or a future remastered edition, the choice to answer that call, and to bear its heavy consequences, awaits the adventurous soul.

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