Shadows of Forbidden Gods

Shadows of Forbidden Gods

Otillräckligt med betyg
The Hopefully Comprehensive Compendium of All Things Werewolves
Av Typical_Name
Werewolves from the popular mod Living Wilds are, in my opinion, one of the most interesting things in Shadows of Forbidden Gods, but currently no guide has been written for them. I intend to rectify this.

Work in progress, the information is scattered and I am not very familiar with formatting things in steam so bear with me (also hopefully I can change this description later lol)
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Where To Find The Mod
Werewolves are one of the many new features added by the Living Wilds mod, written by the prolific and respected mod author Doopliss. You can find it here.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2932110698

Where Wolf? There Wolf!
When you first start a new game, the only werewolf characters will be Werewolf Hermits. The number of them will vary - with default settings, there will always(?) be at least one, and can be up to four. In the mod configuration, you can change the number of wilderness creatures that spawn in the world, but there is unfortunately no way to change the amount of a specific creature (such as werewolves), so if you want more werewolf hermits, you will also get more stags, dryads, and unicorns.

Werewolf Hermits have Lycantrophy, which spreads by combat damage - if a character takes damage fighting one of these Werewolf Hermits, they too will contract Lycantrophy. Unless enshadowed, however, they normally keep to themselves outside of civilized areas, and don't get into fights (occasionally heroes will go out of their way to attack them and get themselves infected, but this is rare). Note that this does not work for undead characters, such as The Baroness, The Harvester, The Whisperer, and possibly others that I have not thought to try - they cannot contract Lycantrophy in any way.

Once a werewolf has infected a character with Lycantrophy, their "Infected Curse" character trait will gain a number next to it - that number will tick down each turn, and they will not be able to infect anyone else until it returns to 0.

Werewolf Hermits will also sometimes Harry characters passing through the wilderness, dealing an unblockable one (1) damage each turn until they reach a settlement. This does not spread Lycantrophy. (Note that Covens are considered wilderness, so this may disrupt your work there if you are unlucky)
But WHY Wolves?
You may be wondering what makes werewolves so interesting that some loser on the internet (me) went to the trouble of writing up a guide about them. There are many reasons that werewolves may be useful to your game!
  • Heroes with lycantrophy are effectively disabled during every Blood Moon, as they transform into wild werewolves and go about terrorizing the land, also distracting even more heroes as they accumulate their own menace and profile.
  • Similarly, werewolf populations on locations accumulate menace and profile quickly, distracting heroes from other tasks.
  • Werewolf characters have separate menace and profile while in beast form, allowing you to extend the useful lifespan of your agents, if carefully managed.
  • If going for a devastation victory, NPC werewolves causing devastation may be helpful to your goals.
  • If going for a shadow victory, Werewolf Runs (gained when a werewolf population reaches 300%) will be helpful, as they are permanently enshadowed.
  • Werewolf Runs are worth large amounts of victory points - 6 points per 1% of the starting world population they contain, plus the 2.5 points you already get from population destroyed.
Introduction to the Wonderful World of Werewolves
Characters with lycantrophy will switch to their beast form on each Blood Moon, which occurs every 50 turns and ends 20 turns later (so your first Blood Moon will be Turns 50-69, your second will be Turns 100-119, and so forth). This goes off of the turn counter on the game, NOT the time the character was infected - for example, a character that was infected on Turn 10 and a character that was infected on Turn 49 will both turn into werewolves on Turn 50. Characters infected during the Blood Moon (ie, Turn 50) do not change during it - these characters will switch to beast form on the following Blood Moon.
(Note - if I refer to "werewolves" in this guide, assume that I am referring to werewolves in beast form unless said otherwise. Additionally, I often refer to the "human form" as the opposite of the beast form, but note that elves can become werewolves as well. Orc Warlords can also become werewolves, and I am unsure about the other orc agents - NPC Orcs such as Upstarts and Elders cannot. I have no idea if dwarves can become werewolves, as I almost never bother venturing underground and often forget that everything down there exists.)

A character's beast form is in some ways a separate character - it has a separate menace and profile from the human form, and a separate pool of minions, but keeps items and abilities. Note that werewolves are NOT considered "heroes" or "acolytes" for powers that care about those categories! If the werewolf is one of your agents, you continue controlling them as before, but if an NPC acquires lycantrophy by combat, that NPC, upon switching to beast form, will drop whatever they were doing and go about doing Hunt in Outskirts on random settlements (at least I believe it is random, I have not noticed a pattern). This makes spreading werewolf infections a useful way to effectively disable heroes for significant periods of time, making it useful even if you aren't planning to make werewolves a centerpiece of your strategy.

Werewolf characters get a challenge called Hunt in Outskirts, a Might challenge with a difficulty of 15 that can only be done while in beast form, and only in minor (non-City/Town) settlements. To assist with this, every werewolf character, while in beast form, gets a trait that sets their Might to a minimum of 3 (it doesn't do anything if the character's Might was already at least 3). This challenge will increase local Devastation by 100 and give the location a Werewolf Population modifier - more on that later! The challenge also gives the character a massive 25 menace and profile.

While in beast form, each werewolf character also has Infectious Curse, just like the werewolf hermits. The timer on Infectious Curse works out such that each werewolf character can infect one other character each Blood Moon. This works the same way as receiving infections from werewolf hermits - if the character with an active Infectious Curse trait gets into combat and inflicts damage on the opposing character, that character will contract lycantrophy and turn into a werewolf on the following Blood Moon. Damage from minions (even non-wolf minions) counts, damage from items (ie, flintlock pistol) and abilities does not. To assist with this, each werewolf receives, for free, three Wolf minions, which replenish at a rate of one every five turns in the event of their demise. Wolves are statistically equivalent to Sellswords (except 0 command cost) - that is, not very strong and useful mainly as cannon fodder past the early game. If you want to reliably infect heroes past the early game, you will need ways to either somehow get better minions for your agents, or increase their damage output (you need at least 7 damage to kill a knight in one hit).

Something to note - if a character moves to attack a character that is in beast form, and the Blood Moon ends before they reach their target, they will cancel their action and go about their business, since the beast form identity is separate from the human form. (I believe this also works the other way around, but haven't seen it since normally characters accrue much more menace as wolves than they do as humans.)

It is not all sunshine and rainbows, however! A character infected by combat, while in beast form, will accrue one (1) menace and profile for each turn they are in a settlement and doing anything other than Lay Low. As a result, werewolf characters tend to accumulate menace and profile very quickly, and will eventually find themselves targeted by heroes. Additionally, heroes that like Nature will be more inclined to attack werewolf characters (despite liking Nature also making them less inclined to Purge Werewolves).
Winning With Werewolves
Earlier, I alluded to Werewolf Populations in a location. These do nothing at first, but if allowed to grow, become Werewolf Runs, a powerful source of victory points.

When first created, a Dormant Werewolf Population starts at 10% charge, 20 menace, and 20 profile (Hunt In Outskirts also increases both charge and menace/profile by a small amount when done on a location that already has a Werewolf Population). During the following Blood Moon (not the one during which they were created), they activate and begin growing. By default, they grow by 6% each turn during Blood Moons. While growing, they accrue 3 menace and 2 profile each turn. That's a lot of menace! If you don't help these poor, innocent werewolves, heroes will quickly get to work stamping them out with the Purge Werewolves challenge, a Might challenge with a difficulty of 20 that will reduce the Werewolf Population by 100% and cut the menace and profile in half. Given the default growth rate, and the fact that they only grow during Blood Moons but can be purged at any time, this can undo dozens of turns of progress. Heroes that like Nature will be less inclined to do this (this uses standard personality modifiers: -20 for like Nature, -60 for love Nature), and heroes that are also lycantrophes will get a -50 to their motivation to do this as well.

Luckily, you can help them out with the Conceal Werewolves challenge! A combined Intrigue/Command challenge with 60 difficulty, it reduces the menace of a location's Werewolf Population by 30 and its profile by 20 (so it covers up ten turns of growth). This can also be done by non-werewolves, and can be done at any time regardless of whether or not it is currently a Blood Moon, giving your non-werewolf agents something useful to do.

At 300% charge, the Werewolf Population takes over the location, destroying it and replacing it with a Werewolf Run. The Werewolf Run remembers the population of the location before it was destroyed, and you get 6 points per 1% of the starting world population in Werewolf Runs (in addition to the 2.5 points per 1% of the population destroyed). Werewolf Runs are locked at 100% shadow and always infiltrated, providing a place to Lay Low and a source of shadow that heroes can do nothing about - once a Werewolf Run is created, it's there permanently*. Additionally, each Werewolf Run increases the growth rate of adjacent werewolf populations by 3%. With some planning, this can make leaning into werewolves a powerful source of victory points!

Additionally, characters that have their home as a Werewolf Run will become werewolves on the following Blood Moon, even if they haven't acquired Lycantrophy any other way (this may be a bug).


* Exception - I once saw a rare situation in which an orc society expanded into a Werewolf Run, destroying it. This was apparently a bug, and should be fixed as of December 2024 (they should now instead bypass them with waystations), almost a year before this guide was written, but I am noting it here in case the bug somehow got unfixed or someone encounters something similar.
There Is Another Way (Part 1 - Khanates)
An astute reader may have noticed that I used the phrase "werewolves infected by combat" a couple times in the previous section. You may be thinking that this implies that there are other ways to acquire lycantrophy, and you would be correct! In addition to combat, there are two other ways a character can become a werewolf.

Firstly, if you fully infiltrate the capital of a Khanate (a type of society added by the Living Societies mod, also by Doopliss), you can then do the challenge Beastkin (a Command challenge with a difficulty of 30). After Beastkin is activated for the nation, characters can go there to become werewolves (a statless challenge that takes one turn). NPCs will have motivation to do this if they are either part of the khanate or like nature. Werewolves that acquired lycantrophy this way behave differently from combat infectees - NPCs will continue behaving as they did in human form rather than becoming mindless beasts.
These "civilized" werewolves will keep the menace and profile from their human forms when shifting into beast form (ie, if you had a menace of 24 on Turn 49, you will become a werewolf with a menace of 24 on Turn 50), though this doesn't seem to go in reverse - profile and menace revert to what they were before in human form (ie, if you had a menace of 24 on Turn 49, turned into a werewolf on Turn 50, no matter how much menace you accrue during the Blood Moon, you go back to being a human with a menace of 24 after the Blood Moon ends on turn 70). This is probably unintended, and may be changed at some point after this writing.

Additionally, werewolf populations in Khanates with Beastkin work differently - they grow more slowly, but do not accumulate menace. ... At least, this is what the description says - unfortunately, as of this writing, there is currently a game-breaking bug with this feature, as any creating a werewolf population on such a location will instantly cause the game to crash. As such, do NOT attempt to spread werewolf populations to these locations! If you see an NPC doing so, as a last resort, you can use console commands to nuke the location from orbit. (You can even save the game after the error occurs, reload the game, destroy the location, and proceed as normal, as far as I could tell.)
There is Another Way (part 2 - Holy Orders)
The next way for NPCs to become werewolves is through holy orders (including covens). A character with lycantrophy (either in beast form or human form) can, at the seat of the holy order, do the challenge Gift of the Moon (a Lore challenge with 35 difficulty), which, when completed, will add Liberation of Beasthood as a potential tenet for the holy order. Liberation of Beasthood unlocks the following abilities (and, similar to other tenets, each increase of elder influence on the tenet increases motivation for acolytes to do it by 40).
  • With -1 Liberation of Beasthood, NPC acolytes of the holy order will acquire Lycantrophy and become werewolves during Blood Moons, but remain acolytes and continue doing acolyte challenges (unless they were infected by combat earlier, in which case those specific acolyte(s) continue being wild werewolves). They will also be able to do the Seed Lycantrophy challenge, a Command challenge with 30 difficulty that can be done while in beast form at locations of the religion. This will peacefully place a werewolf population at the location without causing devastation, and, crucially, unlike Hunt in Outskirts, can be done even in cities. Additionally, acolytes will be motivated to do the Conceal Werewolves challenge.
  • At -3, they will be able to do the Infect Ruler challenge, an Intrigue challenge with 7 difficulty that can be done while in beast form at locations of the religion with temples - doing this will cause the ruler of the location to contract lycantrophy. Werewolf rulers effectively stop ruling during Blood Moons, instead leaving their settlement to pillage the world as wild werewolves (mechanically, this is done by having a separate werewolf character representing the ruler pop out during Blood Moons, while the ruler remains behind and the settlement is locked into an "Absent Ruler" challenge that does nothing for the entire Blood Moon). If there is a werewolf population in the location, having a werewolf ruler will increase the rate at which it grows by +3 per turn (this works even if the ruler acquired lycantrophy during the same Blood Moon). If unrest grows high enough (200+) during a Blood Moon, the population will depose the werewolf ruler and replace them with their heir.

With Living Societies, it is possible for your agents to join a holy order with an infiltrated seat (just the seat point of interest needs to be infiltrated, not the entire location). Converting to the holy order is a statless challenge that takes three (3) turns. This will allow them to do the above challenges (in addition to other acolyte challenges), helping spread werewolves across the world. For some reason, however, joining the holy order does not make one a werewolf, even if the holy order has Liberation of Beasthood - your agent needs to do that on their own.
However, the beast form has a separate society from their human form (they default to "Wanderers", the faction of wilderness creatures in general), and their society seems to reset on each Blood Moon, so you will need to rejoin the holy order each Blood Moon in order to do this (this may be a bug, since it seems to work this way only for agents - NPC werewolves infected by khanates or holy orders consistently keep the society they had from their human form). Thankfully, this does NOT apply to acolytes who started with the holy order (that is, you recruit an existing enshadowed acolyte as an agent rather than having an existing agent convert to the holy order) - they stay as part of the holy order the entire time, making them very valuable.
Strategy Advice
So far, I have mostly talked about the mechanics of the mod. Below, I have a collection of tips regarding using them effectively, in no particular order:
  • For your agents, khanate werewolf infections are better than combat infections in almost every way. As a combat infectee, the character will accrue an unavoidable 1 menace and profile whenever they're in a settled area and doing anything other than Lay Low. The fact that, as a werewolf infected through means other than combat, you effectively get free reign to act without worrying about menace and profile during Blood Moons is absurdly powerful (and again, it may be an unintended feature that gets fixed later - I suspect the intention is for the werewolf form to share the menace/profile with the human form), allowing you to rob treasuries and attack characters almost with impunity (you still need to worry about characters attacking you during the Blood Moon).
  • A Werewolf Population, by default, is essentially a 150-turn investment - it will grow by 120% each subsequent Blood Moon, and needs to reach 300% before it becomes a useful Werewolf Run. This can be hastened by making the ruler a werewolf, and by getting adjacent Werewolf Runs. As such, prioritizing infecting rulers in central locations with lots of connections is helpful.
  • For holy orders, the most important step is to get Liberation of Beasthood at -2. Infecting Rulers is also nice, but less time-sensitive than Seeding Lycantrophy.
  • Since holy orders are a crucial part of the strategy (being the only way to bring Werewolf Populations to cities, where much of the population lives), and Werewolf Populations are such a long investment, taking over a holy order quickly is essential. The fastest way to do this is usually to accrue large amount of gold in order to bribe fund the holy order, which conveniently also gives them money which they need to Spread Faith and Build Temples (this will be essential if you choose to work with Covens, as they tend to be broke without player assistance).
  • Remember that the cost of preaching increases the more locations follow the religion (and likewise, the cost of building temples increases the more temples the religion already has), so small religions can expand more cheaply than big religions. Acolytes can dip into their own gold supply if the holy order doesn't have enough money for the action they're doing, but will use the holy order's bank of gold first - plan accordingly.
  • If you work with a Coven, remember that you can do Preach to Ruler with an acolyte agent, which makes the ruler like the religion more. If you make the ruler of a large kingdom obsessed with a specific religion, they can institute a State Religion, which instantly forces the entire kingdom to convert to the religion. This will almost certainly get the ruler deposed, but for some reason, everyone keeps their new religion despite this. (On a related note, when you do converting the old fashioned way, make sure you do "Preach Faith" and not "Preach to Ruler" - they share the same color, the same icon, and don't always show up in the list of actions in the same order, so it's easy to accidentally waste time and gold if you aren't paying attention.)
  • A Wolf minion is equivalent to a Sellsword (other than costing 0 command instead of 1). They will die in one hit to attacks from Knights and most heroes, making them insufficient for getting most heroes infected past the early game. Plan accordingly - either get better minions (keeping in mind that you will lose them upon reverting to human form), or carry a Flintlock Pistol to take out a Knight so your agent can get a blow onto the hero.
  • Try to infect as many heroes as you can - it may seem small at first, but each Blood Moon, each of your werewolf agents can infect a hero, who will stay infected for the entire game (there is no way to remove Lycantrophy) and may potentially infect more heroes during subsequent Blood Moons if said heroes attack them (which is likely, since NPC werewolves tend to accrue huge amounts of menace since they do nothing but Hunt in Outskirts). By the halfway point of the game, you can have two or three dozen heroes as werewolves, effectively removing many heroes from the game each Blood Moon.
  • It is almost never worth it to do Hunt in Outskirts with your agents for the purpose of spreading Werewolf Populations - joining holy orders and doing Seed Lycantrophy on well-populated cities will usually be a more effective use of their time, especially since most agents are not Might-focused. NPC werewolves will do Hunt in Outskirts for you, and moreover, if your goal is to win using werewolves, you generally don't want to cause extra devastation since dead people don't get to become werewolves.
  • ... However, Hunt in Outskirts is impacted by Misleading Clues. This can be used to push absurd amounts of menace onto heroes you don't like, and is hilariously thematic if you're familiar with the party game "Werewolf."
  • NPC werewolves that were infected by combat act as wild animals, and will do nothing but Hunt in Outskirts in seemingly random locations. They are not strategic about this, and tend to do this in packs, with several werewolves hunting in the same location, which is thematic but suboptimal (remember, they're wild animals trying to eat, unlike you and your agents, who are trying to bring in a glorious, werewolf-oriented future). There is, unfortunately, nothing you can do to direct them.
  • In general, agents in werewolf form can do anything they can normally do, except for character-specific challenges, such as The Courtier's Escalate Vendetta or The Trickster's Misleading Clues. Most abilities also work.
  • If you're playing with the item mod that adds Chronobaubles, don't give them to your werewolves! They will cause the werewolf to revert to human form sooner, and combat infectees will accrue menace/profile faster.
  • Any way to make characters move faster, such as Madcap Boots, is highly useful, as the mid and late game involve a lot of running around to do Seed Lycantrophy in as many cities as possible, and then running around to do Conceal Werewolves. An extra turn can often make a difference between hitting an extra city versus having to wait 50 turns for the next Blood Moon.
  • Items that boost the Command stat are particularly useful, since most tasks related to the holy order (Seed Lycantrophy, Conceal Werewolves, Preach Faith, Build Temple) are Command tasks.
  • If you're like me, and trying to win the game specifically by getting a majority of your points from Werewolf Runs and not other sources, many actions that would ordinarily be detrimental to you are actually helpful. Efforts to heal devastation are particularly good, as you want large, healthy populations to eventually go into Werewolf Runs.
Which Gods Should Werewolves Worship? (Part 1, vanilla gods)
Shadows of Forbidden Gods has several gods to choose from, and many more introduced by the incredible modding community that keeps the game alive. Here are my thoughts on each god:

Vanilla gods:
  • She Who Will Feast
    • Very useful powers - infiltration will help significantly with setting up to rob treasuries (which you then pour into holy order coffers).
    • Having an extra agent from Split Shadow always helps (I am unsure if the split shadow can become a werewolf, I haven't tried).
  • Iastur, the Laughing King
    • Another god with an infiltration power - good start.
    • Insanity is luck-dependent, but potentially good at hindering heroes who might otherwise go around Purging Werewolves.
    • For Idle Hands can be used to make heroes like Nature. (NOTE - I need to test if this is actually true, I have yet to play with Iastur)
    • You should be able to madden heroes fairly easily with It's All Just a Game, when they ride out to try to attack werewolf NPCs.
    • If you see heroes who like Nature, you can use Fascinate to make them love nature.
    • Can use Incoherent Thoughts to disrupt heroes trying to Purge Werewolves.
  • Vinerva
    • Obvious thematic synergy with the nature-loving werewolves, but unfortunately, absolutely terrible mechanically, if your goal is to win using Werewolf Runs.
    • The lack of a Supplicant hurts.
    • Her powers are only indirectly useful, at best. For example, maybe if you get people to accept the Groves of Golden Roses, they'll have more gold for you to steal. You may be able to save people's lives (so they can live long enough to be put into Werewolf Runs later) with powers that heal unrest, hunger, and plague, but it's difficult to get rulers to accept these.
    • She never gets a sixth agent slot.
  • Ophanim, the Divine Beyond
    • Another god I've barely touched. I will try to get around to updating the guide for this eventually.
  • Mammon
    • Gonna be real with you, I could never figure out how to play Mammon. I could never figure out how trade routes worked.
    • The power to give your agents gold might be useful, though robbing treasuries is likely to be your primary source of income.
  • Cordyceps Hive Mind
    • Even worse than Vinerva - all of the powers are oriented around killing populations that you would rather turn into werewolves.
  • The Broken Maker
    • Another one I haven't really looked at. It looks complicated and intimidating. I will again try to get around to updating the guide for this eventually.
  • Death's Games
    • In my opinion, the god is a mediocre concept with an even worse execution. Most of the powers are not very useful. (I might be completely wrong about this, I have yet to experiment with the god. The Hammer card might help you squeeze in an extra Seed Lycantrophy, and The Storm might save a Werewolf Population from Purge.)
  • The Evil Beneath
    • I know basically nothing about this god, and it doesn't even have a wiki page for me to reference for theories.
Which Gods Should Werewolves Worship? (part 2, gods from mods)
Gods introduced by mods:
  • Mekhane, the Broken God
    • Despite being thematically unsuited for werewolves, Mekhane is surprisingly good for a werewolf-oriented playthrough - possibly the best. The most important feature is a simple one: The basic Relics you create give +2 to Command, the stat you use for Seed Lycantrophy and Conceal Werewolves, not to mention Preach Faith and Build Temple (Cogwork Relics give +1 Intrigue and +1 Command, while Arcane Relics give +1 Lore and +1 Command). These stack, so you can get a total of +6 command just from Relics, which is huge - for example, with a base of 4 Command (the highest any agent starts with), it's the difference between a sluggish eight (8) turns to complete Seed Lycantrophy vs an alarmingly fast three (3) turns.
    • If you somehow don't have enough relics, the Mekhanite holy order can take a tenet that, at -3 elder influence, let's you buy basic relics (the ones you need) from literally any market (they cost 90 gold and doing it takes 3 turns).
    • Some of the Divine Augmentations are incredibly useful. The best, in my opinion, is Iron Lungs, which gives an extra movement each turn - half the benefit of Madcap Boots, with none of the downsides! Others worth mentioning include one that gives +3 to Attack, another that gives +3 to defense.
    • If you don't actively hide your Mekhanite Congregations (and you don't really have a reason to care about them beyond the early game in a werewolf-oriented playthrough), heroes tend to focus on them to the detriment of other issues, such as Werewolf Populations. You will still need to put some effort into Concealing Werewolves, but as long as you're not completely neglecting the werewolves, heroes will gladly try to steal your "precious" relics (which your acolytes easily make on their own past the early game) rather than Purge Werewolves.
    • Your early game might be a bit slow, since early on you need your agents to help gather components and assemble parts as part of unsealing your god (which you need to do to unlock more agent slots).
  • Kishi
    • An extremely powerful god in general, her powers serve werewolves well. While she cannot infiltrate places with her power, Misleading Clues can be spammed early on and frequently to ensure your agents rarely ever need to take on significant amounts of menace, between being able to slough off menace gained during Blood Moons and use Misleading Clues to divert menace to heroes passing through at any time.
    • If that's somehow not enough menace-prevention, you later get a power that lets you spend Bloodstains to reduce menace and even minimum menace. (Bloodstains are gained every time a hero, acolyte, or ruler kills another [wilderness creatures, such as werewolves in beast form, don't count, by the way])
    • Shadow Guardians are decent minions, statistically equivalent to Knights, and are cheaply spammable to help your werewolves punch through enemy Knights so you can spread Lycantrophy to the heroes they're protecting. In a pinch, they can also help defend someone who accrued too much menace and has attracted attention (note that you can put these minions on ANYONE, not just your own agents).
  • Alai
    • The way Alai works makes her very good for infecting large amounts of heroes - if you have enough power available, you can Pull Strings on a hero, get them infected, Release Grasp, and repeat with another hero, until you either run out of power or run out of werewolves to get them infected with.
    • Important - using Release Grasp on a werewolf in beast form will cause it to immediately become a wild werewolf. Since werewolves are neither heroes nor acolytes, you cannot use Pull Strings on them, and will have to wait until the Blood Moon ends before you can do so. (I am unsure if this is also true of werewolves infected through khanates and holy orders, since they retain their hero/acolyte AI rather than becoming wild animals. Need to test.)
    • She can also make people like Nature, which helps keep them from doing Purge Werewolf quests.
    • Characters that have had Release Grasp used on them lose menace and profile on their own. This even works with werewolf characters! (Unless I've completely misremembered - as of this writing, it's been a while since I've played with Alai)
  • Escamrak
    • Not the best, but far from the worst. The most useful thing Escamrak can do regarding werewolves is provide quality stat-boosting items, available at Fleshcrafting 2. None of them boost Command, the most important stat for your agents, but with Lore you can Influence Holy Order a bit faster, and with Intrigue you can Conceal Werewolves and Rob Treasuries faster (the item that boosts Intrigue also boosts Might, helping with combat).
    • At Fleshcrafting 2, your agents get a spell that boosts their max hp by 2, helping out with combat a bit.
    • Most Fleshcrafting spells are unavailable while in beast form.
  • Ixthyus, the King of Cups
    • It has been a long time since I have played this god (it currently is out of date, but I've heard it works if you disable the DLC), but from what I remember, the powers are all themed around devastation and unrest, making it unhelpful for werewolf purposes.
    • Maybe you could make some werewolf characters immortal? (I actually have no idea how these mechanics would interact, or if they would do so without breaking.)
  • Chandalor
    • A decent god with powers that manage to be unobtrusive without being underpowered. If you can find a big family of rulers, you can effectively give a blanket -2 security across their locations, potentially making robbing treasuries easier.
    • You can use Forgive and Forget to stop people from killing off werewolves, though it will typically only be a small delay without something stopping them from simply going for another attack.
  • Adolia
    • Adolia's powers good at disabling heroes over a long period of time, which could be useful to get rid of the most troublesome heroes. However, be careful not to give too much menace to your supplicant.
    • You get your third agent slot significantly earlier than most gods (Turn 10 instead of Turn 42) - this can help you get your early game moving faster, which is important, because the earlier you turn all your agents into werewolves, the earlier they can start infecting heroes (and heroes tend to be much more vulnerable early on, before they can afford Knights and Paladins). (The intention is probably to give the player room to recruit an otherwise not-very-useful generic Adolia with which to spread the Adolia infection to heroes, so that you aren't doing that with your much more valuable Supplicant, but you don't have to actually do this if you have a better plan.)
    • Player-controlled Adolias can become werewolves (NPC Adolias cannot).
  • The Living Void
    • A god with a unique victory condition, so completely incompatible with trying to win with werewolves.
  • The Aberrant Metal
    • Very poor synergy with werewolves, both thematically and mechanically. The powers are all themed around killing people that you want to turn into werewolves - you can't turn cities into Werewolf Runs if you've already turned them into walking factories!
  • The "Out of Gods" pack
    • Of the gods introduced in this pack, two have unique victory conditions (so you can't win using werewolves with them), and one lacks agents entirely - only one, Lotus Egregore, can be played in a werewolf-centric manner.
    • Lotus Egregore is, in my opinion, not a very fun god to play in general. It is very RNG-dependent in setup, and a micromanagement nightmare to play even when doing well. However, if you can get it running, you will have a solid income to funnel into holy orders.