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Werewolves, also known as lycanthropes or lycans, are a sub-race/class that can spread among any classes, and most mortal races, typically humanoids. In terms of gameplay, during the initial stages of being a werewolf, the player receives stat boosts, at the cost of the player not being able to control their targets, only being able to choose general directions to move in, being unable to flee combat, and being unable to choose their skills during combat. These drawbacks remain if the player chooses not to try and build up their skill as a werewolf, as building skill as a werewolf would undo most drawbacks. The initial drawbacks of being a werewolf often results in any enemy that can summon minions, such bosses, or enemies that fight in groups, such as Beancoats, Terran Security Units, Intergalactic Empire Sentinels, Intergalactic Empire Battle Drones, Swarmers, Babypedes, and other group-based enemies easily defeating the werewolf. NPCs can also become werewolves, and will be enemies for the duration of their transformation, unless they had mastered control over themselves. Normal enemies will usually still be hostile to werewolves, with little to no change in behavior, although some have specific voice lines and distinctly different reactions. Certain enemies will run away at the sight of a werewolf instead.


The werewolf sub-race is normally spread through bites rather than reproduction, and causes a new skill to be added to the victim. The skill takes effect under exposure to moonlight, transforming the victim into a large, humanoid wolf, similar in appearance to the Dire Wolf (although other variations in fur color exist, but are rare), and significantly boosts their speed, strength, durability, stamina, and many other senses, most notably their sense of smell. Werewolves are able to jump and pounce high and far distances, similarly to vampires, and will take little to no damage from falling from a high place. Most conventional weaponry has little or no effect on werewolves. However, bullets and strong melee weapons will still damage a werewolf, although it will be more like a blunt force rather than a piercing weapon, and will result in the werewolf being knocked unconscious rather than killed. Werewolves usually attack with their claws and teeth, using them to slash and bite. However, they can also use other fighting techniques when they gain better control of their wolf form. Werewolves are also able to climb up sheer and vertical surfaces through use of their claws. When the sun rises again, they are transformed back to their original state. During the first transformation of newly sired werewolves, the werewolf in question will be almost completely unable to control their actions as a wolf, and will retain little memories of it when they transform back. This condition lingers for quite some time if left "untreated." However, if one were to remain a werewolf for long enough, they will be able to control their transformations better, such as being able to stay out of wolf form in the moonlight for a short period of time and have better control over themselves in wolf form. Experienced werewolves are able to take complete control of their wolf form, and prevent themselves from automatically attacking enemies, allowing themselves to become relatively passive, and even become able to interact semi-normally with others. When a werewolf gains more control of their wolf form, they will appear slightly more humanoid, such as their hands looking a little less like paws and being more articulate, along with being able to stand up straight and walk on two legs, as werewolves are usually hunched and walk similarly to wolves. Let it be noted that most aliens (especially non-humanoid ones), certain magic-based species, elemental species, supernatural entities, and an assortment of other species cannot become a werewolf. Any clothing or armor that a werewolf wears would often get ripped off, although enchanted clothing or armor would stretch with them or seemingly transform with them. Any damage they took in wolf form would show on the clothing once they return to normal. However, the transformation process could be extremely detrimental to cyborgs, given that their cybernetics allow for transformation. Cybernetics, in what some deem to be a defiance of natural laws, grow and change with the werewolf in question, although not always. Enchanted or supernatural-tech cybernetics, extremely hard to come by, are the only ones that can reliably grow and change. Ordinary cybernetics could be ripped apart, killing the werewolf. However, cyborgs who began with extensive enhancements, especially those with more than half their body or organ systems replaced, cannot be infected. Werewolves are more vulnerable to silver-based weaponry, and will take extra damage from them. Silver leaves notable burn marks on their fur and skin, which will be visible when they revert from wolf form. Silver only harms werewolves when they're in wolf form, but can prevent them from converting to wolf form if they are exposed to silver while in human form. Werewolves age notably slower and live longer than the other uninfected members of their respective races, and do not physically age past the age of 30. Werewolves are naturally immune to many mortal viruses and other sicknesses, and cannot become a Zombie or vampire, as zombies lose all supernatural abilities, and vampires are a specific type of undead incompatible with werewolves. Therefore, werewolves are immune to zombie and vampire viruses, along with many other poisons and toxins. Anti-magic attacks, such as the use of Anti-Celestial Rifles or Anti-Celestial Pistols, will harm werewolves. Contrary to popular belief, werewolves are not unholy, and therefore are not vulnerable to Holy attacks. There is no conventional cure for lycanthropy, but there are spells and medicines which can counteract the transformation effects, although they cannot remove the condition. Extensive cybernetic enhancements could also suppress the effects of lycanthropy, and is regarded as a cure, but due to fears and stigmas against otherwise unnecessary extensive augmentation, it is rarely used. Scientifically, the element within the bodies of werewolves that causes their transformation is very similar to adrenaline.

Official artwork of a werewolf in the status bar


Werewolves were recorded in old folktales during the Middle Ages. In the Modern Era, werewolves hid out in the underdeveloped and more unpopulated areas of the world. However, people still knew of their existence, up until even after the Trans Galactic War. The exact origins of werewolves is unknown. Some say it was an experiment conducted by wizards, others say a failed attempt to cast a spell, and yet others say it was implemented by aliens or supernatural beings. Whatever the cause, it is regarded as a virus. Officially, the "werewolf virus" is known as lycanthropy. During the Middle Ages, a large werewolf kingdom, the Moonshield Pack State, waged a war against a vampiric kingdom, known as the Were-War. Due to infighting and some surprise attacks, the werewolves were defeated and forced into hiding. Sometime before the Trans Galactic War, the existence of werewolves among developed and advanced areas was established. This caused some panic and widespread interest from the medical community. After the Trans Galactic War, the Government, with help from a few Titanians and the Archmage Faction, conducted research on werewolves, along with a number of other presumably magical beings. N'vanlenoids would constantly come into conflict with hostile werewolves. At the same time, werewolves also kept building up a heated rivalry with Vampires. Werewolves were regarded as hostile by the Government, thus prompting soldiers and city guards to fire on them. Civilians will also run from werewolves and call for help. When transformed, players are advised to stay clear of populated areas or groups of armed NPCs, as werewolves will be unable to run from enemies and be forced to fight them. Many other NPCs not affiliated with the Government or Military will also fire on werewolves. Upon seeing a passive werewolf, certain NPCs may become more understanding and not attack. After an investigation of werewolves, Military units do not fire on werewolves unless they show hostility, but remain aimed at them and give verbal warnings to not come any closer, and may make communication attempts. After the Trans-Galactic War, surviving descendants of the Moonshield Pack royal family and nobility used Government hyperlanes to establish the New Moonshield Pack State in neutral space, choosing the planet Rusher V as their capital. However, the vampires formed their own state in a nearby sector, and both sides were goaded into war by a cyborg-dominated megacorporation known as the Commonwealth.


Werewolves are technically still members of their species, as lycanthropy is a condition rather than an actual separate species. However, werewolves are often distant and secluded from other members of their species, forming "packs" with other werewolves, and hiring uninfected mortal agents to cover up their tracks. Most werewolves would be prone to violence or simply act rather quiet. Some try to live relatively normal lives. Most werewolves fell into conflicts with Vampires, growing a distrust and dislike of them. Werewolves were able to form large states, even in the new space eras.


Average Health 2,000
Average Fire Resistance 90%
Average Physical Resistance 65%
Average Magic Resistance 85%
Average Energy Resistance 45%


  • The dev team stated that they are working on a patch to decrease the RNG in the werewolf combat system.