The Elder Scrolls 5 Skyrim
The Elder Scrolls 5 Skyrim
The Elder Scrolls 5 Skyrim
Version 1.2
The download for Skyrim version 1.2 was released November 28, 2011.
Changelog
File:Ps-vita.jpg
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Races
There are 10 different Races in Skyrim. All have appeared in past Elder Scrolls games in the other
regions of Tamriel. Each race has unique abilities and stats that make them better suited to different
play styles. Check out individual pages for each race for more details.
Starting Stats
This chart illustrates the various stat bonuses that each race receives when starting the game. The
base value for all skills is 15, so a character with +10 to Heavy Armor would start the game with a
Heavy Armor rating of 25.
There are three categories of skills: Magic, Combat, and Stealth. Lavender-colored stats are for
magicka-related skills. Orange-colored stats represent combat skills, and green-colored stats
represent stealth-based skills.
You can click the image above for a larger view of the starting stats chart.
Race Abilities
Each race has various innate abilities unique to that race. Some of them are always active, while
others are special powers that can be activated once per day. Some racial abilities are weaker
versions of later skills that can be aquired during gameplay. These abilities can be incredibly useful in
certain situations, especially early on, but they should not define character choice. They could be
used as added abilities that complement your playing style, rather than used to enhance a skill path
that would result in obtaining the true version of the ability.
Race Abilities
Flames: A gout of fire that does 8 points per second. Targets on fire take extra damage.
Conjure Familiar: Summons a Familiar for 60 seconds wherever the caster is pointing.
Sparks: Lightning that does 8 points of shock damage to health and magicka per second.
Fury: Creatures and people up to level 6 will attack anything nearby for 30 seconds.
Racial Stats
Note on racial stats: Each race starts off with different stats. Unimproved skills begin at 15. A net of
35 points is added from the base skills of 15 for each race.
Starting Stats
This chart illustrates the various stat bonuses that each race receives when starting the game. The
base value for all skills is 15, so a character with +10 to Heavy Armor would start the game with a
Heavy Armor rating of 25.
There are three categories of skills: Magic, Combat, and Stealth. Lavender-colored stats are for
magicka-related skills. Orange-colored stats represent combat skills, and green-colored stats
represent stealth-based skills.
You can click the image above for a larger view of the starting stats chart.
Race Abilities
Each race has various innate abilities unique to that race. Some of them are always active, while
others are special powers that can be activated once per day. Some racial abilities are weaker
versions of later skills that can be aquired during gameplay. These abilities can be incredibly useful in
certain situations, especially early on, but they should not define character choice. They should be
used as added abilities that complement your playing style, rather than used to enhance a skill path
that would result in obtaining the true version of the ability.
Race Abilities
Flames: A gout of fire that does 8 points per second. Targets on fire take extra damage.
Conjure Familiar: Summons a Familiar for 60 seconds wherever the caster is pointing.
Sparks: Lightning that does 8 points of shock damage to health and magicka per second.
Fury: Creatures and people up to level 6 will attack anything nearby for 30 seconds.
Racial Stats
Note on racial stats: Each race starts off with different stats. Unimproved skills begin at 15. A net of
35 points is added from the base skills of 15 for each race.
Abilities
50% resistance to disease
Infinite breath underwater
Histskin
Skill Bonuses
Alteration: +5
Light Armor: +5
Lockpicking: +10
Restoration: +5
Pickpocket: +5
Sneak: +5
Permutations
Breton
Bretons are from the mountainous terrain of High Rock, and quickly grasp most magic skills, they
make a good mage based Character but are quite balanced too, and CAN grasp Magic, Stealth, or
Warrior ways.
Abilities
25% resistance to magic
Dragonskin
Skill Bonuses
Alchemy: +5
Alteration: +5
Conjuration: +10
Illusion: +5
Restoration: +5
Speech: +5
Permutations
Dark Elf
The ashen skinned residents of Morrowind are partially praised for their great resistance to fire. Dark
Elves, also known as Dunmer are a prejudiced, disciplined, tradition heavy people, this hardness has
led to the development of an ancestral wrath power that surrounds them in flames. They are not only
known for being ruthless in war but for being very skilled at it too as they are the most combat
balanced race in Tamriel(the continent) they are proficient with Combat Magic, weaponry, archery.
Abilities
resistance to fire
Ancestor's Wrath
Skill Bonuses
Alchemy: +5
Alteration: +5
Destruction: +10
Illusion: +5
Light Armor: +5
Sneak: +5
Permutations
High Elf
High Elves, also known as Altmer, are natives of Summerset Isle. They are the most magically
proficient race in Tamriel as well as being the most hubristic. Their racial power is a constant effect
that lets them regenerate magicka faster than other races.
Abilities
Highborn
+50 Magicka
Skill Bonuses
Alteration: +5
Conjuration: +5
Destruction: +5
Enchanting: +5
Illusion: +10
Restoration: +5
Recommended Class
If you were looking for the best mages, look no further. While Oblivion and Morrowind had an obvious
favoritism for Bretons, Skyrim seems to be trying to overcompensate for it with how powerful High
Elves are in this game. With an extremely generous 50 extra magicka to start, you'll be throwing
spells like a sultan right off the bat. Then their racial power lets you recharge your already buffed
magicka at lightning speed once per day. While the 50 magicka won't be too noticeable in the late
game, early to mid-game it is extremely nice. Their racial power, however, is going to be valuable all
the way through. Step aside Bretons, there's a new mage in town.
Permutations
Imperial
The Imperials hail from the cosmopolitan Region of Cyrodiil, and still carry the Voice of the Emperor
even though their empire is faltering. As well as being multiculturally accepting, Imperials are well-
educated, well-spoken, disciplined and are known for their great armies. Their perception also allows
them to find more coins when looting.
Abilities
Voice of the Emperor
Skill Bonuses
Block: +5
Destruction: +5
Enchanting: +5
Heavy Armor: +5
Restoration: +10
One-Handed: +5
Permutations
Khajiit
Hailing from the province of Elsweyr, Khajiit are intelligent, quick, and agile. They make excellent
thieves due to their natural stealthiness. All Khajiit can see in the dark at will and have unarmed claw
attacks.
Abilities
Night Eye
Unarmed claw attack
Skill Bonuses
Alchemy: +5
Archery: +5
Lockpicking: +5
Pickpocket: +5
Sneak: +10
One-Handed: +5
Permutations
Nord
Nords are a fair haired people. They live in the cold, mountainous province of Skyrim and have a
natural resistance to frost. Tough and hardy, they make great heavy warriors. Their famed battlecry
makes them the toughest race. Battlecry can only be used once a day.
Abilities
50% resistance to cold
Battlecry
Skill Bonuses
Block: +5
Light Armor: +5
Smithing: +5
Speech: +5
One-Handed: +5
Two-Handed: +10
Permutations
Orc
Orcs, or orsirmer, are the tough and brutal race and the only one that does not have a specific
homeland. They are a powerful, nomadic race. Many are currently residing in the Wrothgarian
Mountains. They make some of the best heavily armored warriors, but also have a high willpower.
Respect between Orcs is high, male or female, and none are neglected. They are fearsome when
using their Berserker rage (can be used once a day).
Abilities
Berserker Rage
Skill Bonuses
Block: +5
Enchanting: +5
Heavy Armor: +10
Smithing: +5
One-Handed: +5
Two-Handed: +5
Permutations
Redguard
Redguards, the dark-skinned people of Hammerfell, are a physically powerful race in Tamriel.
Combined with their knowledge of all weapon and armor types, they make great warriors or thief-type
characters. The Redguards' Adrenaline Rush ability is similar to the Orcs' Berserker Rage and Nords'
Battlecry.
Their naturally high One-Handed and Destruction attributes make the Redguard a good race for those
who want to play as battle mages.
Abilities
50% resistance to poison
Adrenaline Rush
Skill Bonuses
Alteration: +5
Archery: +5
Block: +5
Destruction: +5
Smithing: +5
One-Handed: +10
Permutations
Wood Elf
Bosmer (also known as Wood Elves) hail from the gladed forest of Valenwood. They are skilled in
the use of bows and are gifted among most stealth skills. The Bosmer also are known to command
animals as it is one of their racial skills (usable once per day).
Abilities
50% resistance to poison
50% resistance to disease
Command Animals
Skill Bonuses
Alchemy: +5
Archery: +10
Light Armor: +5
Lockpicking: +5
Pickpocket: +5
Sneak: +5
Permutations
Below is a visual graph of the different looks that Bosmer can have.
Powers
A power is a daily racial ability or some other earned ability during the playthrough, but is not the
same as magic spells, etc. Each race starts with a unique power, and gain additional powers as they
progress in the adventure.
Like all Race Powers, it can only be used once per day.
Beast Form
Beast Form is a special Power that lets you turn into a Werewolf once a day. Read more on
Werewolves in the Werewolf or Lycanthropy page.
Berserker Rage
Berserker Rage is an Orc Power that increases damage done by 100% while reducing damage taken
by 50%
While under the effect of Berserker Rage your Character's vision is slightly blurred - this can at times
be a slight disadvantage.
Like all Race Powers, it can only be used once per day.
Dragonskin
Dragonskin is a Breton Power. It allows you to absorb 50% of Magicka from hostile spells for 60
seconds.
Like all Race Powers, it can only be used once per day.
Highborn
Highborn is an ability unique to the High Elf race and lets High Elves regenerate Magicka faster than
other races.
Histskin
Histskin is a Argonian Power. Invoke the power of the Hist to recover health ten times faster for 60
seconds.
Like all Race Powers, it can only be used once per day.
Night Eye
The Khajiit have many benefits from their feline bloodline, including improved night vision for 60
seconds when the Night Eye Power is used.
Night Eye messes with depth perception, making it really only useful in darker dungeons. A torch is a
better option when above ground.
Like all Race Powers, it can only be used once per day.
Voice of the Emperor
Voice of the Emperor is an Imperial Power which adds 30 points for 30 seconds to Speech. It is a
very powerful charm and can often unlock dialog options and help with haggling. Use this to make
friends and influence people.
Like all Race Powers, it can only be used once per day.
Skills
Skills determine your proficiency at everything you can do in Skyrim. Unlike previous Elder Scrolls
games, where classes determined what skills needed improvement in order to gain levels, the
addition of Perks deepens the specialization in these skills.
Remember that this game is very flexible should you consider changing play styles mid-game. You
wont need to start a new character, all you have to do is continue to use whatever is necessary to
improve the skill in order to get better!
Skill Breakdown
Magic Skills
Alteration - This type of magic deals with altering the world around you. Spells include:
Candlelight, Oakflesh, and Transmute
Conjuration - This type of magic deals with summoning creatures and creating weapons of pure
magic. Spells include: Conjure Familiar, Conjure Flame Atronarch, Bound Sword
Destruction - This type of magic deals with channelling the elements of fire, ice, and lightning
into increasingly destructive properties. Spells include: Flames, Sparks, and Frostbite.
Enchanting - The art of enchanting weapons/armors/items in order to provide both offensive and
defensive magic without the need for a magic proficiency.
Illusion - This type of magic deals with creating illusions and manipulating the mind. Spells
include: Clairvoyance
Restoration - This type of magic deals with healing you and your companions. Spells include:
Healing, Cure Disease, and Cure Poison.
Combat Skills
Archery - This skill determines your proficiency with the bow and arrow. If used with the right
poisons, this weapon can help give you the upper hand when it comes to facing off against
multiple opponents.
Block - This skill determines how well you can use the shield to fend off against oncoming
attacks.
Heavy Armor - This skill determines how well you can function in combat while wearing Heavy
Armor. You can eventually unlock a perk that negates the armor's weight when you wear it
One-Handed - This skill determines how well you can use a One-Handed weapon, such as a
sword or battle axe.
Smithing - The art of creating armors and jewelry with various materials. Masters of this craft
can forge different types of armors to sell and wear.
Two-Handed - This skill determines how well you can use a Two-Handed weapon, like a
greatsword.
Stealth
Alchemy - The art of creating potions and poisons from ingredients that can be found throughout
the world. The better your skill, the more effective the potions/poisons.
Light Armor - This skill determines how well you can function in combat in Light Armors.
Lockpicking - The ability to open locks without the need for a key. Masters of this skill need not
worry about breaking a lockpick while trying to open a locked item.
Pickpocket - The ability to look through another characters inventory without getting caught.
Sneak - The ability to move around a room filled with enemies without being seen or heard.
Useful for setting up traps and ambushes before going into battle.
Speech - The art of the silver tounge, used for gaining better prices on both ends of a bargain
and for persuading the different citizens of Skyrim.
Want to build your own skills and share it with the world? Check out IGN's Skill Builder!
Skill Builder
The IGN Character Builder is an interactive interface that allows you to put points across the 18 Perk
trees and see how to best plot your points as you level up.
If you think your build is particularly awesome, you can share it on the Archetypes page with other
Skyrim players.
Quick Instructions
The builder is a completely blank slate the first time you enter it.
1. You must click on one of the categories (Magic, Combat, Stealth, Non-Combat) to start picking
Skills and adding points to them.
2. When you are satisfied with your build, you may copy the "permalink" at the bottom of the page to
save your build. This hyperlink may also be Tweeted and shared with other players.
Perks
Perks are special abilities and enhancements to your skills. When you level up, you can select one
Perk. In order to select a perk, you must meet its skill requirement and have any pre-requsite perks
that it requires.
If you're at a loss as to how to properly squeeze out the full potential of your character, use IGN's Skill
Builder to help you visualize your goal and make the most awesome cat-warlock-thief ever!
Alchemy Perks
Perk Level Description
Potions and poisons you
Alchemist --
make are 20% stronger.
Potions you mix that restore
Physician 20 Health, Magicka or Stamina
are 25% more powerful.
Poisons you mix are 25%
Poisoner 30
more effective.
Poisons applied to weapons
Concentrated Poison 60
last for twice as many hits.
Two ingredients are gathered
Green Thumb 70
from plants.
Potions you mix with
beneficial effects have an
Benefactor 30
additional 25% greater
magnitude.
Eating an ingredient reveals
Experimenter 50
first two effects.
50% resistance to all
Snakeblood 80
poisons.
All negative effects are
removed from created
Purity 100 potions, and all positive
effects are removed from
created poisons.
Illusion Perks
Perk Level Description
Cast Novice level Illusion
Novice Illusion --
spells for half magicka.
Dual casting an Illusion spell
Illusion Dual
20 overcharges the effects into an even
Casting
more powerful version.
Apprentice Cast Apprentice level Illusion spells for
25
Illusion half magicka.
Cast Adept level Illusion spells for half
Adept Illusion 50
magicka.
Cast Expert level Illusion spells for half
Expert Illusion 75
magicka.
Cast Master level Illusion spells for half
Master Illusion 100
magicka.
Calm spells now work on higher level
Hypnotic Gaze 30 opponents. Cumulative with Kindred
Mage and Animage.
Fear spells work on higher level
Aspect of Terror 50 opponents. Cumulative with Kindred
Mage and Animage.
Frenzy spells work on higher level
Rage 70 opponents. Cumulative with Kindred
Mage and Animage.
Master of the Illusion spells work on undead, daedra
90
Mind and automatons.
Illusion spells now work on higher level
Animage 20
animals.
All Illusion spells work on higher level
Kindred Mage 40
people.
All spells you cast from any school of
Quiet Casting 50
magic are silent to others.
Conjuration Perks
Perk Level Description
Cast Novice level
Novice Conjuration -- Conjuration spells for half
magicka.
Can summon atronachs or
Summoner 30 raise undead twice as far
away.
Double duration for conjured
Atromancy 40
atronachs.
Conjured atronachs are 50%
Elemental Potency 80
more powerful.
You can have two atronachs or
Twin Souls 100
reanimated zombies.
Dual casting a Conjuration spell
Conjuration Dual
20 overcharges the spell, allowing it to
Casting
last longer.
Greater duration for reanimated
Necromancy 40
undead.
Reanimated undead have 100
Dark Souls 70
points more health.
Mystic Binding 20 Bound weapons do more damage.
Bound weapons cast Soul Trap on
Soul Stealer 30
targets.
Bound weapons will banish
Oblivion Binding 50 summoned creatures and turn
raised ones.
Apprentice Cast Apprentice level Conjuration
25
Conjuration spells for half magicka.
Cast Adept level Conjuration spells
Adept Conjuration 50
for half magicka.
Cast Expert level Conjuration spells
Expert Conjuration 75
for half magicka.
Cast Master level Conjuration spells
Master Conjuration 100
for half magicka.
Destruction Perks
Perk Level Description
Cast Novice level Destruction
Novice Destruction --
spells for half magicka.
Fire spells do 25% more
Augmented Flames 30
damage.
Fire damage causes targets
Intense Flames 50
to flee if their health is low.
Frost spells do 25% more
Augmented Frost 30
damage.
Frost damage paralyzes
Deep Freeze 60
targets if their health is low.
Shock spells do 25% more
Augmented Shock 30
damage.
Shock damage disintegrates
Disintegrate 70
target if their health is low.
Apprentice Cast Apprentice level Destruction
25
Destruction spells for half magicka.
Cast Adept level Destruction spells
Adept Destruction 50
for half magicka.
Expert Cast Expert level Destruction spells
75
Destruction for half magicka.
Master Cast Master level Destruction spells
100
Destruction for half magicka.
Can place runes five times farther
Rune Master 40
away.
Dual casting a Destruction spell
Destruction Dual
20 overcharges the effects into an even
Casting
more powerful version.
Most Destruction spells will stagger
Impact 40
an opponent when dual cast.
Restoration Perks
Perk Level Description
Cast Novice level
Novice Restoration -- Restoration spells for half
magicka.
Healing spells also restore
Respite 40
Stamina.
Healing spells cure 50%
Regeneration 20
more.
All spells are more effective
Necromage 70
against undead.
Wards recharge your
Ward Absorb 60
magicka when hit with spells.
Cast Apprentice level
Apprentice
25 Restoration spells for half
Restoration
magicka.
Cast Adept level Restoration
Adept Restoration 50
spells for half magicka.
Cast Expert level Restoration
Expert Restoration 75
spells for half magicka.
Cast Master level
Master Restoration 100 Restoration spells for half
magicka.
Magicka regenerates 25%
Recovery 30
faster.
Once a day, heals 250 points
Avoid Death 90 automatically if you fall below 10%
health.
Dual casting a Restoration spell
Restoration Dual
20 overcharges the effects into an even
Casting
more powerful version.
Alteration Perks
Perk Level Description
Cast Novice level Alteration
Novice Alteration --
spells for half magicka.
Dual casting an Alteration
Alteration Dual spell overcharges the effects
20
Casting into an even more powerful
version.
Cast Apprentice level
Apprentice Alteration 25 Alteration spells for half
magicka.
Protection spells like
Mage Armor 30 Stoneflesh are twice as
strong if not wearing armor.
Cast Adept level Alteration
Adept Alteration 50
spells for half magicka.
Alteration spells have greater
Stability 70
duration.
Cast Expert level Alteration
Expert Alteration 75
spells for half magicka.
Absorb 30% of the magicka
Atronach 100
of any spells that hit you.
Cast Master level Alteration
Master Alteration 100
spells for half magicka.
Blocks 10% of a spell's
Magic Resistance 30
effects.
Enchanting Perks
Perk Level Description
New enchantments are 20%
Enchanter --
stronger.
Fire enchantments on
Fire Enchanter 30 weapons and armor are 25%
stronger.
Frost enchantments on weapons and
Frost Enchanter 40
armor are 25% stronger.
Storm Shock enchantments on weapons and
50
Enchanter armor are 25% stronger.
Can put two enchantments on the same
Extra Effect 100
item.
Insightful Skill enchantments on armor are 25%
50
Enchanter stronger.
Health, magicka and stamina
Corpus
70 enchantments on armor are 25%
Enchanter
stronger.
Soul gems provide extra magicka for
Soul Squeezer 20
recharging.
Death blows to creatures, but not
Soul Siphon 40 people, trap 5% of the victim's soul,
recharging the weapon.
Smithing Perks
Perk Level Description
Can create Steel armor and
Steel Smithing -- weapons at forges, and
improve them twice as much.
Can create Elven armor and
Elven Smithing 30 weapons at forges, and
improve them twice as much.
Can create Scaled and Plate
Advanced Armors 50 armor at forges, and improve
them twice as much.
Can create Glass armor and
Glass Smithing 70 weapons at forges, and
improve them twice as much.
Can create Dragon armor at
Dragon Armor 100 forges, and improve them
twice as much.
You can improve magical
Arcane Blacksmith 60
weapons and armor.
Can create armor and
Dwarven Smithing 30 weapons at forges, and
improve them twice as much.
Can create Orcish armor and
Orcish Smithing 50 weapons at forges, and
improve them twice as much.
Can create Ebony armor and weapons at
Ebony Smithing 80
forges, and improve them twice as much.
Can create Daedric armor and weapons
Daedric
90 at forges, and improve them twice as
Smithing
much.
Block Perks
Perk Level Description
Blocking is 20% more
Shield Wall --
effective.
Arrows that hit the shield do
Deflect Arrows 30
no damage.
Blocking with a shield reduces
Elemental
50 incoming fire, frost, and shock
Protection
damage by 50%.
Able to move faster with a shield
Block Runner 70
raised.
Sprinting with a shield raised knocks
Shield Charge 100
down most targets.
Time slows down if you are blocking
Quick Reflexes 30
during an enemy's power attack.
Power Bash 30 Able to do a power bash.
Bashing does five times more
Deadly Bash 50
damage.
Chance to disarm when power
Disarming Bash 70
bashing.
Two-Handed Perks
Perk Level Description
Two-Handed weapons do
Barbarian --
20% more damage.
Attacks with battle axes
Limbsplitter 30 cause extra bleeding
damage.
Power attacks with two-
Champion's Stance 20 handed weapons cost 25%
less stamina.
Can do a two-handed power
Great Critical Charge 50 attack while sprinting that
does double critical damage.
Sideways power attacks with
Sweep 70 two-handed weapons hit all
targets in front of you.
Backwards power attack has
Warmaster 100 a 25% chance to paralyze
the target.
Standing power attacks do
25% bonus damage with a
Devastating Blow 50
chance to decapitate your
enemies.
Attacks with greatswords
Deep Wounds 30 have a 10% chance of doing
critical damage.
Attacks with warhammers ignore
Skullcrusher 30
25% of armor.
One-Handed Perks
Perk Level Description
One-Handed weapons do
Armsman --
20% more damage.
Attacks with war axes cause
Hack and Slash 30
extra bleeding damage.
Power attacks with one-
Fighting Stance 20 handed weapons cost 25%
less stamina.
Standing power attacks do
25% bonus damage with a
Savage Strike 50
chance to decapitate your
enemies.
Backwards power attack has
Paralyzing Strike 100 a 25% chance to paralyze
the target.
Can do a one-handed power
Critical Charge 50 attack while sprinting that
does double critical damage.
Attacks with maces ignore
Bone Breaker 30
25% of armor.
Attacks with swords have a
Bladesman 30 10% chance of doing critical
damage.
Dual wielding attacks are
Dual Flurry 30
20% faster.
Dual wielding power attacks
Dual Savagery 70
do 50% bonus damage.
Archery Perks
Perk Level Description
Overdraw -- Bows do 20% more damage.
Pressing Block while aiming
Eagle Eye 30
will zoom in your view.
Arrows stagger all but the
Power Shot 50 largest opponents 50% of the
time.
Quick Shot 70 Can draw a bow 30% faster.
15% chance of paralyzing the target
Bullseye 100
for a few seconds.
Zooming in with a bow slows time
Steady Hand 40
by 25%.
10% chance of a critical hit that
Critical Shot 30
does extra damage.
Recover twice as many arrows from
Hunter's Discipline 50
dead bodies.
Able to move faster with a drawn
Ranger 60
bow.
Sneak
Perk Level Description
You are 20% harder to detect
Stealth --
when sneaking.
Noise from armor is reduced
Muffled Movement 30
50%.
You won't trigger pressure
Light Foot 40
plates.
Sprinting while sneaking executes a
Silent Roll 50
silent forward roll.
Walking and running does not affect
Silence 70
detection.
Crouching stops combat for a moment
Shadow Warrior 100 and forces distant opponents to search
for a target.
Sneak attacks with one-handed
Backstab 30
weapons now do six times damage.
Sneak attacks with bows now do three
Deadly Aim 40
times damage.
Assassin's Sneak attacks with daggers now do a
50
Blade total of fifteen times normal damage.
Lockpicking Perks
Perk Level Description
Novice locks are much easier
Novice Locks --
to pick.
Apprentice locks are much
Apprentice Locks 25
easier to pick.
Able to pick locks without
Quick Hands 40
being noticed.
Automatically gives you a
Wax Key 50 copy of a picked lock's key if
it has one.
Adept locks are much easier
Adept Locks 50
to pick.
Expert locks are much easier
Expert Locks 75
to pick.
Pick starts close to the lock
Locksmith 80
opening position.
Unbreakable 100 Lockpicks never break.
Master locks are much easier
Master Locks 100
to pick.
Pickpocket Perks
Perk Level Description
Pickpocketing bonus of 20%.
Light Fingers -- Item weight and value reduce
pickpocketing odds.
Plus 25% chance to pickpocket if the
Night Thief 30
target is asleep.
Silently harm enemies by placing
Poisoned 40
poisons in their pockets.
Cutpurse 40 Pickpocketing gold is 50% easier.
Pickpocketing keys almost always
Keymaster 60
works.
Misdirection 70 Can pickpocket equipped weapons.
Perfect Touch 100 Can pickpocket equipped items.
Carrying capacity is increased by
Extra Pockets 50
100.
Speech Perks
Perk Level Description
Buying and selling prices are
Haggling --
10% better.
10% better prices with the
Allure 30
opposite sex.
Can sell any type of item to
Merchant 50
any kind of merchant.
Can invest 500 gold with a
Investor 70 shopkeeper to increase his
available gold permanently.
Can barter stolen goods with
Fence 90 any merchant you have
invested in.
Every merchant in the world
Master Trader 100
gains 1000 gold for bartering.
Can bribe guards to ignore
Bribery 30
crimes.
Persuasion attempts are
Persuasion 50
30% easier.
Intimidation is twice as
Intimidation 70
successful
Other Perks
Prowler's Profit: Vastly increases the chances of finding gems while scaveging dungeons. This is
gained from Vex for giving her all of the unusual stones (Stones of Beneziah) and the crown from the
quest you get after you return to her with those.
Bonus Perks
As well as the standard perk trees there are also a few special quest related passive perks to be
obtained.
Feel free to try out multiple play styles, as there is no penalty for building up points in a skill, even if
you never use that skill again (No more worrying about getting that +5 Strength bonus). The actual
specialization of your character doesn't happen until you start choosing Perks, so these are where
you have to start to do some planning.
The general rule of thumb is to avoid a jack of all trades, master of none. You have only a finite
number of points with which to activate Perks. Figuring out the best combination and specializations
brings out the most potential of your desired character.
Use IGN's interactive Skill Builder to plan out the perfect character archetype. Share your build with
other players here!
Two-Handed Warrior
Heavy armor is the typical route for a melee character without a shield. Smithing and archery are also
recommended as complimentary skills.
Battlemage
This style sits on the line of Jack of All Trades, but worth a look. Enchanting, One Handed, and any
assortment of magic is what you're looking at here. Use up your mana and slice up your victims until it
refills.
Hunter
Archers can be pretty deadly in Skyrim. Light armor will keep you swift. A companion is
recommended for distractions. The Deadly Aim skill in the Sneak constellation would prove to be
useful.
Warlock
A warlock is based almost purely on Destruction magic, so clearly pump points there, with some in
Conjuration and Enchanting. One or two points in Light Armor to help survival.
Tip: If you plan to base your character's offensive ability mainly on Destruction magic, its advisable to
enchant your clothes/armor with 100% destruction magic mana reduction. This is because destruction
magic is very underpowered at higher levels and your best option in battle is to stun lock enemies
with dual cast, making you practically invincible in a 1 on 1 fight.
Paladin
The main idea behind a Paladin class is being a strong melee user, with the assistance of magic, so
the key choice here should be Restoration and Heavy Armor, along with Alteration for the armor
increases. Also points should be added to Shields, One Handed or Two Handed, depending on your
style.
Assassin
The general rule of thumb for the Assassin "class" is to pump your perk points into sneak, one-
handed (specifically the dagger tree), light armor, and possibly archery. Beyond that, the choices are
yours as far as non-combat perks. Vampirism is most beneficial for this kind of class, but not a
requirement.
Speechcraft - 4 on Haggling
Enchanting - 5 on Enchanter, Insightful Enchanter, Soul Squeezer, Extra Effect, and Fire
Enchanter
Smithing - All Perks on Heavy Armor side through Dragon Armor (to create and sell dragon
armor)
Heavy Armor - All Perks except for Tower of Strength, Matching Set, and Reflect Blows
Two Handed - 5 on Barbarian, 3 on Greatswords, Champion's stance, great critical charge, and
devastating blow
Destruction - Novice through master destruction, destruction dual casting, and both augmented
frost and deep freeze
A great class for those who want to be the best at melee and magic. You can sprint around in the
heaviest daedric superarmor that will be fully upgraded and double enchanted. You can use all of the
2h perks worth using (charge, devastating blow). Your destruction skills are still really good and are a
master of Frost (great for freezing the opponent, then going up to melee kill).
This is my build for Two Handed Warriors, the basic build is:
Twohanded: 5/barbarian - 1/ champion stance - 3 / in your weapon of choice, you like, whatever. -
1/devastating blow - 1/great critical charge - 1/sweep - 1/warmaster.
Restoration: 1/novice restoration - 1/respite - 1/regenration - 1/restoration dual casting
Smithing: 1/steel smithing - 1/ arcane blacksmith - 1/dwarven smithing - 1/orcish smithing - 1/ebony
smithing - 1/daedric smithing. The deal here is that Daedric Armor is better than the Dragon Armor
(better armor raiting and for me it looks better) but it is harder to make but with some time you would
do it, of course if you want Dragon armour you should take the Elven Smith Advanced Armors and
Glass smith so you get Dragon armor faster but in that way you will use Heavy Armors dropped by
npcs, etc.
There are still more points to spend until reach lvl 50 so i added what i felt it was really good helping
in the journey.
Speech: 4/haggling
That its all for me it worked very good, 100 hours on skyrim :D
I first found this build on the Team Liquid forums and decided to test it. Overall it's a pretty good build,
but the main problem is getting enough Magicka, Health and Stamina to cast spells, survive in close
combat and hit the enemy.
Alteration perks were taken instead of perks in light or heavy armor so that it would be possible to mix
and match armor in order to mimic Thor's appearance. If you are not to concerned with appearance I
would suggest relocating some of the points from One Handed to Mage Armor in Alteration and going
for robes/clothes rather than armor, or you could drop the Alteration tree and rather spend the points
in Light or Heavy Armor depending on your preference.
Benefits
The benefits of lycanthropy are few, but rewarding.
Beast Mode
In a transformed state, the werewolf's innate powers enhance your speed and physical strength. The
physical damage you inflict increases with your level as well.
Werewolves use their claws to tear enemies asunder and can us a howl ability, during which affected
enemies cower or run from battle. Using this power is almost mandatory in combat as werewolves are
just as weak against normal attacks as in their human form and you can easily die in seconds if faced
by a group of enemies.
Injuries can be tended to by feeding on the ravaged corpses of human victims. The effect lasts for
some time, after which you revert to human form, but a satiated bloodlust can potentially prolong the
transformation.
Tip: Simply use the wait system and fast forward time to quickly snap out of Beast Form
Keep in mind that you cannot access your character menu nor pick up items from the environment in
werewolf form. However you can pull levers and interact with most essential puzzle mechanisms. You
can't speak to anyone and most, if not all, of the normal folk will react negatively to your presence.
Even your current follower might abandon you for fear of being ripped to pieces. The werewolf blood
in you also prevents you from receiving the Rested buff from sleeping and Silver weapons will do
more damage towards you.
Werewolves are also disadvantaged against the Undead as the Howl power does not equate to the
Turn Undead effect, leaving you wide open to their attacks. Thus you should never shift in Graal or
Ghost catacombs, or when fighting Liches.
If you do shift in Graal or Ghost catacombs using consecutive attacks (holding the attack button
down) will knock most undead away from you giving you a moment to rip into them some more whilst
they are lying prone on the floor. This will also work for bigger live creatures that don't die on your
first swing such as Trolls, Saber-cats and Bears. (This does not work on Giants, Mammoths or
Dragons).
After the initial violent outburst, you gain Beast Form which is found in the Powers section of the
Magic menu. Like the other Powers, you can activate Beast Form once a day.
Alternatively, it is possible to follow Ill Met By Moonlight after talking and agreeing to the help the
prisoner of the Falkreath Jail (he who kills little girls). The prisoner will give you Cursed Ring of
Hircine which is cursed and you will not be able to remove it until the quest ends. This quest leads
to The Hunt, in which you need to hunt a great white elk who, when slayed, is revealed to be an
aspect of the daedric lord Hircine. Hircine will cleanse the ring if you agree to slay the thief who gave
it to you.
Then you take on The Hunt quest which takes you to Bloated Ma'ns Grotto. Here you will join a team
of hunters to slay the beast. However, you will have the option to side with the Werewolf as an NPC
and slay the hunters. In addition to the Ring of Hircine you can actually form a small were-pact at the
wrath of Hircine. Or if you complete the quest you will receive the Were-Armour which has high
resistance to poison.
Drawbacks
Can't get the "Well Rested" bonus anymore.
Can't regenerate naturally whilst in werewolf form.
People tend not to like werewolves.
Silver weapons do more damage.
You can not also become a Vampire.
Vampirism makes a return to Skyrim. As was the case in the previous game, Oblivion, the player has
a chance of contracting a disease called Sanguinare Vampiris. The initial disease can be cured
normally, but if left unchecked for three nights, the diseased will become a vampire.
Full vampirism is difficult to cure and made up of four distinct stages. The disease progresses every
24 hours a vampire goes without feeding on a sleeping NPC. Feeding always returns you to stage
one.
These are the four stages to vampirism. The effects of the debuffs are amplified with each stage
advancement.
Stage 1
Stage 2
Stage 3
Stage 4
Immunity to diseases
Immunity to poison
Increased frost resistance
Illusion spells are 25% more powerful
Harder to detect by 25% when sneaking
Attributes do not regenerate in the sunlight
You can find vampires in Haemar's Shame, a cave to the southwest of Ivarstead. If you want to
contract Vampirism, go there and let the vampires attack you.
The effects of the disease do not take hold immediately, as the transformation is gradual if left
unattended. In the previous game, it took three in-game days to consummate the conversion to
vampirism, after which the player assumes all the perks and downsides of being a vampire.
General Tips - Some of the most helpful tips to make your (Skyrim) life easier.
Combat
Powers
Shouts
Stealth
Bounties
Active Effects
Mutations
General Tips
Every nubling adventurer needs a little guidance to help start them off on the right foot. Here are tips
we found helpful. Feel free to add your own!
Please note that these are general tips. For more specific tips on leveling a skill quickly, please go to
that respective skills section.
The dangers of Skyrim are plentiful and therefore the most invaluable tip would be to save often.
Plenty of times one makes it to the final boss of the dungeon to only get killed and have to start over
from the moment the player entered that specific part of the dungeon. Most importantly, save before
major encounters. For example if the player knows a dragon priest fight approaches then they are
able to save before the fight. If the player does indeed die then they are then able to use their
knowledge of what is ahead to plan and strategize, and something good can come out of it! And there
is always that added bonus of not having to retrace your steps. Another great time to save is right
before a master or expert lock, that way if you lose all lock picks or most of them you can reload and
try again. Also don’t forget to save over old saves that are now useless.
While adventuring throughout the world collect as many items as you can. Most of the items in Skyrim
are used for something. For example; the pelt which is used for leather or the Dwemer scrap metal
which can be transformed into ingots. All of the items you pick could help you level up skills you are
interested in. An example of this is using the leather from a bear pelt to craft items to increase
smithing. Another reason to pick as many items as possible is quests, as often times they task you
with getting items you might not have. This is optional as maybe you would like to go outside and
retrieve it the adventurous way.
Be aware, though, that carrying too much could slow you down.
When switching from a two-handed weapon to a one-handed weapon or spell by using equipment
shortcuts, the last item or spell equipped in your other hand will also be equipped. Therefore, it may
be useful to use one favorite for a two-handed weapon (such as a staff or bow) and the other for a
one-handed weapon allowing you to switch quickly between ranged and close combat sets.
The Rumormongers
As is typical in a fantasy setting, innkeepers and bartenders tend to all kinds of worldly patrons and,
thus, are often in the know for all things current in the land of Skyrim. Any time you visit a new town,
head to the local bar or inn (or both!) to inquire about job leads or rumors. Oftentimes these tiny
kernels of knowledge expand out to full-fledged quests!
The easiest way to start fast travelling is by using carriages. These are usually located at the stables
outside of each Hold, and you can pay the driver a nominal fee (20-50 gold) to get to any other Hold
(a nice throwback to the Silt Striders of Morrowind). The best part is you only have to pay to visit each
hold once. After that, you can just fast travel back for free!
On the flip side, exploring the land in an organic manner has its benefits. You will often find new and
interesting quests, gather valuable loot and level up. Finding that balance between exploration and
fast traveling is ideal.
Storage
Inventory management can be a drag at times, unless you come up with clever little ways to hide and
store your items properly. For one, using your Followers as a mule is totally viable (and necessary at
times), but they, too, have a storage limit. Alternatively, barrels are also a great place for storage
purposes, but just remember which barrel you hid your stuff in!
Also, once you own property, it is completely okay for you to just dump things in Containers that are in
your home. Be careful, though. Skyrim is buggy, so while your items shouldn't disappear when placed
in a random barrel or chest, there's no guarantee unless you purchase a house and store your items
there.
(From time to time, it apears a thief may visit. Kill him to retrieve your items and keep anything you
really don't want to lose on your person such as the Dragon Priest masks.)
An easy way to determine if a random book you find in Skyrim is a Skill Book at a glance is to take
note of the book's value when your crosshairs are pointed at it. Skill Books will generally have values
greater than 50 gold.
Saving Arrows
Changed your mind about firing off that nocked arrow? Simply put away your bow to cancel it. Arrows
can be precious in dire situations! Arrows can also be recovered off of your slain adversaries to
further keep your character in healthy supply.
In fact there are several of these rooms all over Skyrim, in particular every single Jarl's court has one,
as well as many of the major military points in the game. Unfortunately, this will not allow you to Fast
Travel to the newly placed areas on your map. You will still have to discover them first.
Another alternative is reading the books titled "An Explorer's Guide to Skyrim". Each book will add
new points of interest on your map.
Easy Money
Before you reach Riverwood, be on the look out for a Woodcutter's Axe. In Riverwood, there's an
axe near the lumber mill itself on a table. Once you're in Riverwood head across the bridge beside
Alvor and Sigrid's House (leads across the river). Use the Wood Chopping Block to cure as much
firewood as you can handle. Sell at a vendor and wait 24-48 hours once they're out of gold. Repeat
until you have that vast wealth you've always wanted...without all the danger. Weight 5, Price to sell 5.
Sell price does depend on Speech level.
The fastest way to chop and sell wood in Riverwood is if you use the wood cutting area right next to
Gerdur and Hod's house (i.e. Ralof's sister and brother-in-law; the Wood Chopping Block is left of
the house plot, if you're facing it), then return to the house to sell the wood to Hod.
Many mage, thief and fighter skills can be trained for free by simply stealing the fee back after each
training. Simply pick an area with easy access to trainers who are sleeping in their beds. The
Companions building in Whiterun works for fighter skills, the College of Winterhold works for mage
skills, and Riften would probably work for thief skills.
Talk to the trainer at night while they are sleeping and train your skill, then wait till they go back to bed
and steal the money spent back. Be sure to steal the money back after each single skill up because
the success rate will decrease as the trainer gains more gold. Using this trick you will not only gain
free levels in your chosen skill, but your pickpocket skill will increase very quickly.
NOTE: The Pickpocket-less version requires a companion.
To do this without Pickpocketing you can find a companion (follower, not neccesarily from the guild)
that can train you. Because you have unrestricted access to what they are holding you can train, ask
them to carry something for you and take your money back. Rinse, repeat.
You can gain multiple levels if you continue to train the maximum (5/5) skill ups even after you level.
Once you level up you are free to retrain the maximum 5/5. If you want to truly see your level
skyrocket then mix in the above "Illusion skill" tip mentioned above.
When looking through dungeons for items and enemies, stay on the lookout for traps. Don't trip them
unless it is necessary for progressing through the dungeon as you can also use these against
enemies. Some groups of enemies can already be found in the immediate effects of the trap, so
activate them as soon as you seem them underneath/next to it!
You most likely came across the three base guardian stones when you started on your journey; well
remember them they are your friend. Say you are bored of bludgeoning draugr with your war hammer
and you would rather turn them into ashes, don’t go burning your victims right away get to the
guardian stones and switch them over to the mage stone. Always remember their location it helps
turning you into a fearsome mage, a sly thief, or a blood driven warrior much quicker than keeping
your stone set on the warrior stone while you’re frying up some dragon-kabobs.
-Larkin94
Leveling Guide
Leveling in Skyrim
Leveling in Skyrim is based on leveling up the individual skills. No experience is given for killing
enemies or completing quests. Every time a skill goes up in proficiency, it progesses your character's
experience bar by a certain amount, depending on how high the skill level is. For example, a level 90
to 91 skill will give a lot more experience then a level 1 to 2 skill.
Once the experience bar is full, the player can choose to level up his character by opening the skills
menu. The player can choose to continue gaining experience and level up several times at a later
stage. With each level, the player can choose between putting points to increase his Health, Magicka
or Stamina.
For every level gained, the player will also be given a Perk point, which can be invested in the various
perks in the skill trees. Due to the limited number of avaliable Perks (soft level cap 50, maximum 81),
it is advisable to plan out in advance which perks to take.
Use IGN's interactive Skill Builder to plan out your Perks in advance!
Restoration can be leveled in tandem with other skills. For example, anytime the player can attack an
NPC without fear of reprisal, the player can level restoration along with a weapon skill by repeatedly
attacking and then healing the NPC. Restoration can also be leveled along with Alteration once the
Equilibrium spell is obtained. Be aware that restoration seems to level very slowly relative to other
skills.
Leveling Restoration
method 1
In order to easily upgrade your Restoration skill, visit the Graybeards at High Hrothgar. (You'll head
there during The Way Of The Voice quest.) In the courtyard, there is the location you cannot access
because of strong wind. Have you character stand in the wind to start receiving damage. Heal
yourself while standing in it (notice you will not gain or lose health). It is best to do this with a robe to
help speed recovery.
method 2
Go to Shriekwind Bastion and go through the entire cave, at the end of which you will face the
Vampire Thrall. After killing him, look for an activation change on the side of the door entering his
room. Activate the lever and fire should spurt out of a pipe from the ground. Stand on this pipe and
heal yourself while you are burning. You should be able to do this as long as you want.
method 3
Find a forge and stand in the center of it. Now jump 5 or more times, then heal yourself. This is a safe
and easy way to do this because the forge only hurts you when you first touch it. So if you walk up
and stand on it, it will hit you once only. By jumping you get hit once for every time you land.
You can also opt to put the Flames spell in the second hand. And that will also level your Destruction
skill as well. It's a slow process but you kill two birds with one stone.
There is a place called Halted Stream Camp located between Loreius Farm, Silent Moons camp, and
Whitewatch tower. Clean out the baddies inside and take the path near the dead mammoth which will
take you to a pit full of spikes. Walk near the spikes to take significant damage then cast Healing to
restore your health.
Smithing Leveling
It is a difficult task to loot enough chests, dungeons and enemies to acquire the items needed to
improve Smithing. To increase the speed at which your smithing level increases, buy or loot leather,
travel to a blacksmith and quickly craft Leather Bracers. This quickly increases your level and can
also be done with leather and iron.
Another method is buying/making iron ingots and buying/making leather strips to constantly make iron
daggers. This is the fastest method that I know of to level up smithing.
Some weapons like large battle-axes or bows will occupy both hands, but these weapons tend to
boast more hitting power, balancing the minor setback in the end.
Just like how Magicka fuels Spellcasting, the Stamina gauge governs how much your character can
physically exert himself before he cannot push himself further.
Pro-tip: You can Favorite your most frequently used items or spells and pull up this special list by
pressing Up on the D-pad (on consoles). From this favorites list, you can make further distinctions by
selecting two of your absolute favorite spells or items (like Potions) and assigning them to your left
and right buttons on the D-pad as hotkeys.
There is no singular proper melee method. How you choose to approach combat is entirely up to you,
but keep in mind that you want to best employ those traits you are best trained and suited for. For
example, if you want to be a damage-dealing superhuman, you should not dabble too much in
Restoration magic, except for the basic ability to heal yourself. For more tips on how to best hammer
out your character, check out Character Building.
Be sneaky
Going into Sneak mode and annihilating everything with guaranteed criticals is a popular option.
Bows can deal triple damage from a fair distance, and daggers can do fifteen-times normal damage
with the Assassin perk or even an unholy thirty-times while wearing Shrouded Gloves. You even earn
extra Sneaking skill experience for every successful silent kill.
Use traps
If you're in an area full of traps, such as a Dwarven ruin, bandit hideout, or an overly decorated cave,
feel free to use them on your enemies. Even "intelligent" humanoids will gleefully run through Dwemer
flame-throwers, swinging blades, boulder-fall tripwires, and burning oil patches just to get to you. If
you have the Unrelenting Force Shout, you can purposefully launch them into these, or off the nearest
precipice.
Retreating to a hallway is the best option when you're overwhelmed. It's harder to get surrounded
when they're almost single-file, ranged fighters will hit their friends in the back, and a single Shout will
hit every unfortunate wretch. If you're heading into a big fight, just have a retreat plan ready.
Combat Mechanics
Various items, skills, and perks affect the player's combat abilities in different ways. The following is
an outline of how this works.
WEAPON DAMAGE
The player's damage with melee and ranged weapons is determined by the type of weapon as well as
the appropriate weapon skill. For example a Steel Sword will do more damage than an Iron Sword,
but both weapons will do more damage as the player's One-handed skill improves.
Various perks, potions, and items provide percentage bonuses to damage with a particular weapon
category. For example, a Ring of Wielding increases damage with one-handed weapons by 20%,
while a Potion of True Shot increases all bow damage by 20% for 60 seconds after it is consumed.
Bonuses from different sources do stack.
So far there is no confirmed cap on weapon damage in Skyrim. In theory, attaining the highest
possible weapon damage requires maxing out four skills (along with perks): the appropriate weapon
skill, Smithing, Enchanting, and Alchemy.
ARMOR RATING
The player's armor rating is displayed at the bottom of the screen after accessing the Apparel
submenu under Items.
Armor reduces all physical damage (from weapons, claws, etc) suffered by the player by a
percentage. Based on limited testing, it seems that an increase in armor rating of 7-8 points reduces
incoming damage by an additional 1 percent. Damage reduction is capped at 80 percent, which is
reached at an armor rating of 567. Note that armor ratings above 567 are still displayed under the
apparel submenu but do not further reduce damage received. It is possible that armor ratings above
567 could still be beneficial against foes whose attacks ignore armor (e.g., mace-wielding bandits).
With sufficient smithing skill (and appropriate bonuses from potions and items) it is possible to reach
this cap with most of the armor available in the game, so at very high levels choice of armor is
(almost) aesthetic.
SPELLCASTING
Spells (most notably Destruction) do damage or produce effects for a given duration as described in
their description in the Magic menu. Increasing magic skills reduces the magicka cost of casting
spells but does NOT generally increase damage, duration, or the magnitude of the effect. 'Dual
casting', i.e. equipping and casting the spell with both hands, will increase a spells damage (for
Destruction spells) or duration but also increases the magicka cost. Effects of dual casting can be
further improved by perks.
Spell damage can also be increased by perks or by certain effects. For example, the Destruction tree
offers three perks that provide a percentage bonus to damage done by fire, frost, or shock spells,
while a Potion of Destruction increases all damage done by Destruction spells by 20% for 60
seconds. Other than this, the only way to increase damage, duration, or magnitude of spell effects is
to obtain an upgraded version of the spell (e.g., Stoneflesh offers a larger increase in armor rating
compared to Oakflesh).
Most enchantments available on items either reduce the cost of casting spells of a certain type,
increase magicka regeneration, or (for many robes) both. Items that directly improve spell damage
are rare to nonexistent. While there is no known cap on spell damage in theory, there is a very strong
'soft cap' because the damage on high level spells is fixed and spell damage bonuses are extremely
rare.
Various potions, items, and perks provide a flat reduction to incoming damage of a particular
elemental type. For example, a shield of Waning Frost reduces frost damage suffered by 30%. Fire
and frost resistance items are extremely useful against dragons and their breath attacks. Bonuses
from different sources stack additively, so the above shield plus a potion that increases frost
resistance by 20% would reduce all frost damage suffered by half for the duration of the potion.
The somewhat rarer magic resistance enhancement again provides a flat reduction of incoming
damage and is effective against all three elemental types. Dragons' breath attacks DO count as
magical (at least for this purpose) making such items extremely powerful.
Magic resistance and Elemental resistance stack multiplicatively with each other, i.e. 50% resistance
to frost and 50% magic resistance would reduce damage suffered by a dragon's frost breath by 75%.
Each elemental resist along with magic resistance is capped at 85%. This means with all resistances
capped, incoming elemental damage can be reduced by about 98%, but never negated entirely.
Spellcasting
Everyone starts out with the most unrefined, rudimentary grasp of magic. You can assign these spells
to your left and right-hand buttons. Casting magic consumes Magicka, and your capacity for Magicka
depends on whether you want to invest your point in the attribute itself. Obviously, the greater your
emphasis in magic, the more points you want to invest in boosting your total Magicka.
Without specialization, high level spells (or even current level ones) eat up far more Magicka and at a
faster rate. For example, if you haven't yet put a point in the Perk for knowing adept level spells you'll
discover your magicka disappears much more quickly, effectively halving the duration of your spell.
Dual-Casting
Dual-casting is a Perk you must activate before you can reap the true benefits of this amazing ability.
You can assign two of the same spells in both hands and, when activated at the same time, the
hands come together to produce one highly concetrated attack called dual-casting. This consumes
more Magicka, but deals a devastating amount of damage.
"Hadouken!"
Tip: Once you have this perk, make sure to get the next perk in the Destruction tree, Impact, as soon
as you can. This perk will make double-casted spells stagger unprotected enemies, meaning you can
easily line up a follow up shot and maintain distance. Master double-casting, and even those
troublesome Dwemer Centurions will crumble.
Here's a useful tip on how to recover Magicka quickly with the Alteration spell: Equilibrium.
QUICK MAGICKA RECOVERY TRICK
If you're playing a heavy mage build (i.e. pure spellcasting), you are only powerful so long as you
have the Magicka to spend. But potions can be expensive, and the boosted magicka regeneration
items might not be available or a viable option for your fragile mage body. So, in comes the Alteration
spell: Equillibrium.
To do this trick, you will need a skill level of at least 25 in Restoration to have the apprentice level
Perk for casting Restoration spells at half cost. Then, you need to pick up the Restoration spell Fast
Healing. Naturally, you will also need the Equillibrium spell, which can be found while playing through
the Winterhold College questline, or bought from an Alteration vendor.
Equip Fast Healing in one hand and Equillibrium in the other (easy to do as they will be alphabetically
close to each other in your quick-select menu). Now SAVE, and then start casting Equillibrium. It
converts 25 health points into magicka per second (a decent rate for even mid-game players). Have
Fast Healing ready to go for when your health drops to about half (or 1/3 if you're feeling adventurous)
and you'll come out with a net gain, assuming you have the Perk for half-cost Fast Healing.
By leap-frogging between healing and Equillibrium, you'll be back up to 3/4 magicka within seconds;
it's difficult to get up to full health and magicka using this, although it's possible to come close if you
time it just right. The dangerous part is making sure your healing stays ahead of the drain, and
staying out of the line of fire while you're recharging. Worthy of note: This technique does build your
Restoration skill very quickly, but not your Alteration skill.
As a note for those concerned, this isn't bug or exploit as you are extremely vulnerable while using it,
and you can easily die if you miss a healing spell and don't let off Equillibrium. If you can get behind
cover, and maybe have a companion distracting your enemies, this is a way to get back into the fight
more quickly, and without having to buy or make Potions.
Spells
Spells are used throughout the game. While you can go through your entire characters life without
touching the spells, it does help to have a few lying around for that extra umph. They can range from
lightning bolts, to healing hands, to raising the very dead you created to fight for you. Spells come in
many different varities as well, not only offering protection and defense, but also ways to help other
attributes, including your smithing. Refer to the list below for a collection of all the unique spells within
the game, their attributes (i.e. Mana cost, regen rate, damage, defense, and others), where you might
find them in the world, and whatever else your fellow players decide to add!
Spells
Destruction Novice
Flames - Stream of fire that does 8 points of damage per second Frostbite - Blast of cold
which does 8 points of damage on health and stamina
Sparks - Lightning that does 8 points of damage on health and magicka
Apprentice Firebolt - Single blast that does 25 points of damage Ice Spike -
Spike of Ice that does 25 points to health and stamina Lightning Bolt -Bolt which does 25
points and half that to magicka Fire Rune - Cast on surface and 50 points of damage when
enemies close in Frost Rune -
Cast on surface and 50 points of damage to health and stamina when enemies come close
Lightning Rune- Cast on surface for 50 points of damage and
half that to magicka
Brawling
When you lack the silver tongue to strike fear into people's heart through words alone, the best
alternative is to just throw down the gloves and pound your point into the other person's skull.
Sometimes this is a way to gain the others' respect as well.
When invited to a brawl, you mustn't use anything else but your fists -- no magic, no weapons, only
your brawns. There's no time limit, but the person whose health drops first is the loser. If you don't
have the fortitude to simply stand there and trade punches, running away to regenerate your health is
an option as well.
Many of Skyrim's citizens are confident in their fighting technique and would not back down at the
chance for good ol' fashioned fisticuffs. This is a good way to earn a little extra income by betting
some money (typically 100 gold), winning the fracas, and then essentially gaining a net income of 100
gold when all is said and done.
Stealth
Stealth in Skyrim can be handy for a number of things. You can sneak past enemies, gain added
damage from stealth strikes, steal items without getting caught, and basically get away with things
you would not normally.
Stealth Indicator
You can toggle sneaking by a button click (this varies for different platforms -- so, check your controls
menu). When crouched, your state of detection is as follows:
Eye Fully Open - You have been detected by NPCs. If they are hostile, you are attacked.
Eye Half Closed - You are in danger of being detected. Actions which will draw attention will
result in full detection.
Horizontal Line - When the sneaking indicator is completely closed, you are completely hidden.
Sneaking Tips
A great number of things determine how easy or difficult it is to detect you. Of course, your Sneak
skills is a major component, but here are a few other variables:
It's wise to wiggle the lock a bit to find the sweet spot and adjust the pick from that baseline. If the lock
gives, be sure to turn the lock slowly because you might hit another pin that won't budge, at which
point you need to adjust the pick just slightly to open the lock. It takes some practice, and obviously
putting points in lockpicking will facilitate your efforts and even keep the picks from breaking.
Start at one end of the lock and work your way towards the other direction. Just barely tap the lock
when you test; if you do find the sweet-spot and manage to break the lock, you'll probably get 3-5
levels in lockpicking automatically for your trouble. If you hate sitting through load screens, breaking a
pick isn't a total waste because you get minor skill experience for the attempt. It can take some
practice to know when you've hit the right angle just by those quick taps, but if you keep trying and
pay attention to the animations and sounds you'll get it eventually. Just don't be mad when the door
reveals a chest containing a whopping 60 gold and a useless potion: it's the skill levels that count!
Stealing
Stealing is one of the easiest ways to make money, as well as being the easiest way to become a
wanted criminal. Once you're a criminal, you'll have a bounty within the region you are in that you
must deal with.
The Heist
A few tricks can be used to help you in remaining unseen, some are ridiculous, some impractical and
some are pure genius.
One trick is to just simply sneak and stick to the shadows. Go near the target item, crouch and move
slowly around until you are no longer noticeable. From this sweet-spot you can steal anything within
reach, without moving, thus remaining undetected.
A real work around for stealing is to simply pick up the item you wish to steal, walk away (i.e. to a
different room), and then take said item when you are alone. For some reason, unlike in the previous
Elder Scrolls game, moving an object does not count as stealing it, revealing a non-stealth method of
theft (talk about stealing in plain sight).
If your pickpocketing skill is well developed, your theft will not be detected. However, if you are
detected by the NPC or other witnesses, you will not only be unable to take the item, but you will also
be branded a criminal, and a bounty will be placed on you.
Perks
These are the Perks available in the Pickpocket perks tree.
Various effects stack with one another in different ways. Bonuses of the same type usually stack
additively: For example, a ring and potion that each offer a 20% bonus to one-handed attack damage
would confer a 40% damage bonus while the potion lasts. Magic resistance and Elemental
resistance, by constrast, stack multiplicatively. For example, a player with 50% fire resistance and
50% magic resistance would suffer only 25% damage when hit by an enemy fireball.
Diseases
Buffs
A buff defines an active effect that often bestows benefits to the recipient. These include things like
increased health, increased magic efficacy, etc. You'll receive a variety of buffs throughout the game;
you can view them in your Active Effects window in your Magic menu. Some buffs have a specific
duration, while others are permanent (as a result of benefits from a certain Race, for example).
Buffs include:
The Fire Within - Fire Breath Shout deals 25% more damage.
Force Without Effort- You stagger 25% less and foes stagger 25% more.
Fortify ... - A variety of stats can be fortified, increasing their capacity or effects.
Muffle - Wearer is muffled and moves silently.
Regenerate ... - Magicka, Health, and Stamina can be regenerated at varying rates.
Resist ... - Increased resistance to certain schools of magic, diseases, or poisons.
The Mage Stone - Magic skills improve 20% faster.
The Thief Stone - Stealth skills improve 20% faster.
The Warrior Stone - Combat skills improve 20% faster.
The Lady Stone - Magika and Stamina increase by 25%.
The Gift of Charity - Speechcraft increases by 10 points for 1 hour.
Rested - All skills improve 5% faster for 8 hours.
Debuffs
As opposed to Buffs, debuffs can have negative effects on your character. usually in the form of a
magical curse or some bodily ailment. All debuffs can be cleansed by visiting Shrines located
throughout the world or removed by special single-use Potions.
Aside from houses, undertaking certain faction questlines can also provide the player with a shelter
associated with that faction at no extra cost. Marrying a person also allows you the option to live in
your spouse's house.
Note: Houses do NOTcome furnished and furniture must be purchased through the jarl's steward
Houses
Breezehome
Location: Whiterun
Initial cost: 5000 Gold
Honeyside
Location: Riften
Initial cost: 8000 Gold
Vlindrel Hall
Location: Markarth
Initial cost: 8000 Gold
Hjerim
Location: Windhelm
Initial cost: 12000 Gold
Proudspire Manor
Location: Solitude
Initial cost: 25000 Gold
Other Shelters
Dawnstar Sanctuary
Location: Dawnstar
Requirements: Complete the Dark Brotherhood questline
Apprentice's Quarters
Location: College of Winterhold
Requirements: Join the College of Winterhold
Arch-Mage's Quarters
Location: College of Winterhold
Requirements: Complete the College of Winterhold questline
Jorrvaskr Room
Location: Whiterun
Requirements: Join the Companions
Abandoned House
Location: Markarth
Requirements: Complete the main quest The House of Horrors
Be sure only to secure your most valuable items in item containers that you own.
Shouts
Overview
A Shout is a specialized language native to dragons. It is said that people were once born with the
ability to speak in the dragon tongue, but have lost it over time. Now only a very select few called
Dragonborn have the natural aptitude for this ancient language. Your character is one of those rare
breeds.
Shouts are separate from Powers and other magic. Shouts do not consume Magicka, but do undergo
varying recharge periods. The longer the duration (hold the button) of the shout, the more powerful
the effect and the longer the cooldown period. After using a shout, this global cooldown period is
indicated by a blue coloring of the on-screen compass. When this coloring fades, the player is again
able to use a shout. It's important to note that there are some points in the game you will HAVE to use
shouts to get through obstacles, to various platforms or even to fight.
Each Shout is comprised of three Words. Not surprisingly, the Shout increases in strength as you
learn more words, culminating in a longer and more powerful version of the Shout once all three
Words are combined. The individual words of each Shout are learned from Word Walls in the world.
Once you find a word, you must unlock it with a Dragon soul to use it. Dragon souls are obtained by
slaying dragons.
Shout List:
Animal Allegiance
Aura Whisper
Become Ethereal
Call Dragon
Call of Valor
Clear Skies
Disarm
Dismaying Shout
Dragonrend
Elemental Fury
Fire Breath
Frost Breath
Ice Form
Kyne's Peace
Marked for Death
Slow Time
Storm Call
Throw Voice
Unrelenting Force
Whirlwind Sprint
View the list of Shout Locations.
Bounty
Stealth is necessary for your character to complete certain actions which may be considered criminal
by decent townfolk. If you are detected whilst committing such acts, you will be branded a criminal,
and subsequently accrue nominal bounties on your head depending on your transgression.
All NPCs who detected you while committing the crime will be witnesses. Should you eliminate all
witnesses to your crime before time (to report your crime) expires, then a bounty will not be issued.
When a bounty is issued on your death or capture, you will be confronted by the Town Guard. Where
you commit your crimes determine which Town Guards will apprehend you and where you will need
to pay your bounty. Certain areas fall under the jurisdiction of that major city.
Pay Bail to Avoid Jail - Should you pay bail, you will also lose all items you stole (including the
ones stolen whilst undetected).
Avoid Bail and Go to Jail - If you choose to go to jail, you may serve your time by using the
bed in the cell. When your sentence is served, your progress towards skill increases is reduced
(determined by length of sentence). You may choose to pick the lock of your cell to escape your
sentence (undetected).
Resist Arrest - Opting for the Grand Theft Auto route means you will fight off the Town Guard
who come to arrest you. This not only means you will continue to have a Bounty on your
character, but subsequent trips back to the same township will mean the Town Guard will re-
attempt to arrest you.
Traveling
It is a known fact that wandering Skyrim on foot can be a monumental task in itself. Good thing there
are certain mechanisms in place that can truncate your travel time by... a whole lot. MarkRyan-IGN
15:45, 30 November 2011 (PST)MarkRyan-IGN
Fast Travel
Once you've discovered a location and have confirmed its location on the map (you must physically
go there), you can start using the Fast Travel feature to quickly be transported there. Time will still
elapse as if you'd spent the time traveling there, but arrival is as instantaneous as it gets in real time.
Being that the true charm of Skyrim lies in its never-ending sense of discovery, your choice to
constantly Fast Travel would make you skip out on sight-seeing and other cool stuff.
Carriages
Located outside every major Hold in Skyrim are carriages that will take you to both already known or
undiscovered major towns and locations for a nominal amount (usually 20 or 50 gold depending on
the distance). This will help you discover the location and allow Fast Travel in the future.
Horses
Horses are probably the best companions you can possibly steal, buy, or earn. They occasionally
lend their horsepower in destroying your enemies. Joking aside, however, horses allow you to
traverse greater distances in a shorter time frame.
Owning a Horse
A horse, however, is typically not free. Stolen horses come with a price in the form of a bounty and
will not stay with you once you dismount. Horses can cost 1000g and be purchased from any stable.
However...!
There are ways around this. First, you can earn two unique, named horses as quest rewards.
Shadowmere - Finish The Cure For Madness as part of The Dark Brotherhood Quests.
Frost - Finish Promises to Keep.
The main benefit to owning a horse is that the steed follows you wherever you go.
It is important to note though that it likes to walk away when you dismount instead of the usual waiting
around.
Also it seems that after joining either the Imperial Legion or the Stormcloaks there are occasionally
unowned horses wandering around the camps as well as at the forts you raid that will not result in a
bounty.
Take note, however, that all of the quests you come across in Skyrim never really fall under a
"sidequest" category in your travel Journal. That is because the interconnectivity of the quests is so
elaborate in their design that every quest has meaning and is not simply some arbitrary fetch quest.
For simplicity's sake, however, this walkthrough will focus on the main dragon questline. All other
questlines (as can be seen in the in-game stat tracker) will be listed in Side Quests.
Objectives
Make your way to the Keep
Enter the Keep with Hadvar or Ralof
Escape Helgen
Loot Gunjar's body
(Optional) Search the barrel for potions
Walkthrough
As soon as the dragon mucks up your execution, the first quest of Skyrim begins apace. With your
hands still bound, you are powerless against enemies, nevermind the dragon. Quickly run into the
building in front of you and make your way up the stairs. The dragon blows a hole right through the
wall, giving you a clear view of the adjacent house to which you can jump. Meet Hadvar outside and
follow him until you reach the Keep and a branching point: You can choose to run with Hadvar
(Imperial) or Ralof (Stormcloak).
Now depending on who you go with, things will pan out a little differently. With Hadvar, you have
members of Stormcloak to wrangle with; conversely, you'll be attacked by the better equipped
Imperial soldiers if you side with Ralof. Ultimately, though, you'll need to acquire the Helgen Keep
Key one way or another and make your way through this area all the same.
In the first room, you'll have your hands freed so you can walk around and learn to loot bodies (and
chests if you're with Hadvar). Procure your first pieces of equipment and weapons and equip them.
Actions like sprinting, swinging your weapon, or basically anything that requires physical exertion will
zap your stamina gauge. Keep an eye on it at all times to make sure it isn't fully exhausted in the
middle of combat.
Follow your cohort of choice to a room that can be plundered for a variety of objects, including really
helpful consumables like Potion of Minor Magicka, Potion of Minor Healing, or Potion of Minor
Stamina. There are also things like Salt Pile, Tankards, etc. that you can pick up, but keep in mind
that each item (including weapons and armor) adds an encumbrance value. In other words, pick up
items you need and discard stuff you don't.
The torture chamber introduces you to the wonderful art of lockpicking. You can learn more about it in
its appropriate Lockpicking section. Successfully picking the cell's lock rewards you with some Gold
coins, a Potion of Minor Magicka, and a book. If you're keen on needling more locks in the future,
you'll want to search the rest of the room for more lockpicks.
Continuing on, you'll encounter more humanoids to kill, but as you delve deeper into the dark, damp
caves you'll fight Frostbite Spiders, which drop Frost Venom, be able to loot egg sacs for their Spider
Eggs and Skeever Tails. The latter is relinquished from the sacs hanging from the ceiling. Your
companion will express hesitation in facing off against the slumbering bear ahead, but she isn't tough
at all and yields Bear Claws and a Bear Pelt.
From this point, the exit is just a skip away, as you head into the overworld map of Skyrim and finish
this beginning quest.
Before the Storm
Before the Storm begins as soon as you finish Unbound. The quest reward is Steel Armor.
Objectives
Talk to Gerdur in Riverwood
Talk to the Jarl in Whiterun
Walkthrough
No matter who you emerge from Helgen with your next destination lies in Riverwood, a town not far
from here. Both companions have some relatives there that you can speak to and generously receive
supplies from. En route to town, you can speak with your companion and learn more about the
dragon and the background of his corresponding faction, at which point he attempts to -- albeit not
forcibly -- recruit you to join the faction's collective cause. You can choose sides later; for now,
continue to Riverwood.
Tip: Skyrim is a vast, vast place that you can easily get lost in. Your interactive world map is a your
life support in times of finding your destination.
Guardian Stones stand just off the path as you head towards Riverwood -- they're hard to miss. You
can inspect them and choose only one (rogue, warrior, or mage for the moment) to receive a certain
percentage boost in your learning speed. Obviously, go with what your race specializes in. For
example, a Breton would benefit most from the Mage Stone, which blesses the person with
accelerated learning of magic skills.
In Riverwood, seek out the person you are supposed to by following the person marker on the
compass. Either party is incredibly hospitable and will provide you with a number of supplies free of
charge. Take what you need (or take them all) and continue to probe the person of interest for any
morsels of information. Eventually, the next task comes up: Talk to the Jarl in Whiterun, a sort of
central location in all of Skyrim.
Find the Dragonsreach, one of the higher buildings in the northeast most corner of town. There are
boundless steps leading to it. Any news of the dragon you may bring will win the Jarl's rapt attention.
The quest ends as soon as the Jarl decides to dispatch help to Riverwood.
Bleak Falls Barrow
Farengar in Whiterun gives you Bleak Falls Barrow, but if you've already visited the area prior you
won't need to visit it again.
Objectives
Talk to Farengar
Retrieve the Dragonstone
Deliver the Dragonstone to Farengar
Walkthrough
Click this link to see the video
http://www.ign.com/videos/2011/11/10/skyrim-walkthrough-part-6d-black-falls-barrow-give-farengar-
the-dragon-stone
Through the iron doors at the top of the stairs, you walk down the hall to the stone door ahead. On the
stone door are a set of rings with symbols and a keyhole in the shape of the Golden Claw
emblazoned on the door. You can rotate each ring individually and match the engravings on the
Golden Claw itself. Inspect the Golden Claw in the items menu to clearly see the correct order. The
solution, from bottom to top: owl, hummingbird, bear. Afterwards, put the Golden Claw in place to
open the door.
Move towards the engravings on the Word Wall to learn Unrelenting Force, at which point a Draugr
Overlord appears. Use the uneven terrain to your advantage; the Overlord has a hard time of keeping
up with you if you alternate between a high point and low point, using a bow or long-range magic to
deal damage. Loot the Dragonstone from its dead body. After doing so, be sure to check both
waterfalls. Each one has a chest that can be looted. The chest behind the waterfall on the right will
require a lockpick to open. You can then continue up the stairs making your way back to Skyrim.
Dragon Rising
You'll receive Dragon Rising as soon as you finish Bleak Falls Barrow and present the Dragonstone
to Farengar. As a reward for completing this quest, you'll receive the magical weapon: Axe of
Whiterun.
Objectives
Talk to Jarl Balgruuf
Meet Irileth near the Western Watchtower
Kill the dragon
Investigate the dragon
Report back to Jarl Balgruuf
(Optional) Use your new Shout power
Walkthrough
With all this talk of dragons, one seems to have finally been unintentionally summoned. Iraleth,
Farengar, and yourself must convene at the planning room just beyond Dragonsreach Jarl's quarters
located within Dragonsreach to speak with the Jarl. The Jarl gives you the Iron Helmet of Minor
Destruction and the party scatters. You'll need to rendezvous with Irileth outside of town. Leave
Dragonsreach and head toward the Western Watchtower, not far off from Whiterun. Irileth and her
band of guards stand just outside the watchtower's ruins. A dragon has very recently laid waste to it
and should still be around; as you head toward it, a dragon by the name of Mirmulnir appears.
Apparently, this dragon is quite the weakling since iron arrows can easily pierce its thick dragon hide
and inflict decent damage. Hopefully, you've hung onto a bow and have a decent command of
archery. Fire arrows while the dragon remains airborne. Periodically, Mirmulnir will land on the ground
and breathe fire, but this also means she is within attacking range. If you have an affinity to magicka,
she is particularly vulnerable to ice-based magic. With help from Irileth's men, Mirmulnir's strength will
slowly ebb and finally cause her to fall.
Rummage through her carcass for a surprising number of items. Of particular note is the first of many
Dragon Souls you'll collect. You'll now be able to put that Unrelenting Force you discovered earlier to
good use. Now you can experiment with Shout, which can be found in your Magic menu and used as
afforded by completion of its cooldown timer.
Return to Whiterun and speak to the Jarl. Brief him on what happened and mention the tidbit about
Dragonborn, to which Jarl tells you about the Greybeard's summon. That booming thunder-like sound
you heard as you ran toward Whiterun earlier? That was the Greybeards. The Jarl's parting words
bestow you the greatest honor of the title Thane of Whiterun, as well as his eternal friendship.
Tip: You can abuse your power to basically delete one unlawful offense. If you're caught multiple
times, however, even your swank title won't keep the hammer from falling down on you. A good
suggestion would be to use your "Get out of jail free" card to steal a horse in the Whiterun Stables
ouside and use it to travel to faraway areas that would otherwise be too time-consuming to reach on
foot.
The Way Of The Voice
After demonstrating your extraordinary ability, you are summoned by the Greybeards dwelling atop
High Hrothgar and begin The Way Of The Voice.
Objectives
Speak to the Greybeards
Demonstrate your “Unrelenting Force” Shout
Speak to Arngeir
Learn the Word of Power from Einarth
Demonstrate your “Unrelenting Force” Shout (3/3)
Learn the Word of Power from Borri
Demonstrate your “Whirlwind Sprint” Shout
Speak to Arngeir for further training
Walkthrough
Click this link to see the video
http://www.ign.com/videos/2011/11/15/skyrim-walkthrough-part-17-way-of-the-voice
The Greybeards dwell in the monastery in High Hrothgar. Perched atop a perilously tall mountain,
High Hrothgar can be reached via Ivarstead. Head through the town to find a bridge leading to a path
that snakes up the snowy mountains. It’s going to be a rather long trek that is -- luckily -- filled with
few hazards, but you might encounter a frost troll.
Inside, Arngeir calls you the Dragonborn with doubt filling his voice. To put his doubts to rest, use the
Unrelenting Force Shout and speak to him again to learn more about the Greybeards and your
destiny. You learn that each Shout has three Words; you learned only the first word - Force - of
Unrelenting Force earlier and now you will be taught the second: Ro.
After learning Ro from Einarth, hit the targets that appear with your Unrelenting Force three times
before the Greybeards are satisfied. Borii will guide you to your next trial outside in the courtyard.
The Greybeards gather here to teach you one more Shout before they send you off elsewhere to
complete your training. You learn the first word -- Wuuld -- of Whirlwind Sprint, which lets you dash
forward with incredible speed. To use the shout, bring up the Magic menu and "equip" Whirlwind
Sprint from your list of shouts. Talk to Arngeir to open the gate and use the Whirlwind Sprint to
explode past the gate to finally complete Way of the Voice and move onto The Horn of Jurgen
Windcaller.
Known Bugs
-The Targets when learning "Ro" Sometimes do not appear. To fix this, Pause and Unpause the
game.
The Horn Of Jurgen Windcaller
Objectives
Retrieve the Horn of Jurgen Windcaller
Read the note
Meet with whoever took the horn
Return the horn to Arngeir
Walkthrough
Click this link to see the video
http://www.ign.com/videos/2011/11/16/skyrim-walkthrough-part-18b-the-horn-of-jurgen-windcaller
Onward to the horn of Jorgen Windcaller...except it’s not there! In its place is a note written by “a
friend” instructing you to spend the night at the Sleeping Giant Inn at Riverwood. Speak to Delphine
and request the attic room. Head to sleep only to be woken by Delphine, at which point she finally
relinquishes the horn and also initiates the quest, A Blade In The Dark.
Return to High Hrothgar once you can and present the horn to the Arngeir. You now have another
Word of Power to learn: the final word of Unrelenting Force. Talk to Wulfgar to learn Push, forming
the full Shout for Unrelenting Force.
A Blade In The Dark
Objectives
Talk to Delphine
Locate the dragon burial site
Kill the dragon Sahloknir
Talk to Delphine
Walkthrough
Click this link to see the video
http://www.ign.com/videos/2011/11/16/skyrim-walkthrough-part-19-blade-in-the-dark
After you do as the note instructed from The Horn of Jurgen Windcaller and rested in Sleeping Giant
Inn, you’ll meet with Delphine who asks you to meet with her in private. She exposes a hidden room
beneath the inn and wants you to prove that you are indeed the Dragonborn, clearly casting doubt on
the Greybeards. Make sure you loot the basement, as there is a Blades sword that is very handy.
Now you must prove that you are indeed the Dragonborn by killing the next dragon that she thinks
may be returning to the lands of Skyrim.
Bring a durable Follower, like Lydia, and meet her at Kynesgrove, south of Windhelm. Afterwards, you
find yourself fighting for your life against a dragon named Sahloknir. Having just woken from a long
slumber, Sahloknir is still getting his dragon joints greased up -- use this opportunity to immediately
unload on him. Get a Potion of Fire Resist up if you’re the cautious type, but Sahloknir’s cone of fire
damages those who stand directly in front of him.
If you brought a follower as was suggested, the follower should be able to keep Sahloknir’s attention
as you pummel him with high damage. Before long, the second dragon (of the main story) will fall yet
again, leaving you to absorb the dragon soul and pick his bones...literally. Speak to Delphine
afterward to complete the quest.
Diplomatic Immunity
Objectives
Meet Delphine in Riverwood
Meet Malborn in Solitude
Give Malborn the equipment
Meet Delphine at the stables
Talk to Malborn
Create a distraction and get away from the party
(Optional) Retrieve your gear
Search for information about the dragons returning
Escape the Thalmor Embassy
Talk to Delphine
Walkthrough
Click this link to see the video
http://www.ign.com/videos/2011/11/16/skyrim-walkthrough-part-20b-diplomatic-immunity
You'll have a few melee types and a wizard to contend with. Proceed ever closer to the quest marker,
picking up various potions along the way. You'll encounter more enemies outside, but your main goal
is to head into Elenwen's Solar to fight Rulindil and remove his Interrogation Chamber Key. Use it to
gain entry into the torture chamber and pilfer the Thalmier Dossier: Esbern from the chest.
After perusing the dossier, you'll be prompted to leave the Embassy. The torture chamber contains a
trap door, but you'll first need to loot the Trap Door Key from a guard's body to open it.
The Reeking Cave, as this place is called, is home to a Frost Troll, but by this point you will have
reunited with your followers (if you had any to begin with). Simply return to Delphine at Riverwood at
this point to complete the quest.
A Cornered Rat
A Cornered Rat begins immediately after Diplomatic Immunity.
Objectives
Talk to Brynjolf
Search the Ratway for Esbern’s hideout
Find Esbern in the Rayway Warrens
Talk to Esbern
Walkthrough
Delphine recognizes the name Esbern and figures the man is hiding out in Riften. Esbern has major
trust issues, so you'll need to first speak to Brynjolf. You'll find the guy in the outdoor market in the
center of town; ask him about Esbern and, being the shrewd businessman he is, Brynjolf isn't too
keen on giving out free information.
If your Speech is high enough, the persuasion option may forgo the small favor he requires: A
Chance Arrangement. After finishing the quest, bring up Esbern again and he'll admit to knowing your
guy.
Enter the Ratway located under Riften. Expect to find hostile riffraff in these underground tunnels.
Navigate through the Ratway until you reach the entrance to The Ragged Flagon. Don't forget to
quickly leaf through the Beggar for an instant skill pick-me-up to Pickpocket.
You'll find some Thalmor enemies in The Ragged Flagon. This multi-tiered, dank area leads to the
Ratway Warrens, a holding place for some deranged folk, including Esbern. When you find him, he
denies being who you think he is. He continues to feign ignorance until you bring up Delphine. If you
recall, she told you to say something that would buy his confidence: "remember the 30th of Frostfall."
At that point, he lets you into his personal...living space. The quest ends after talking to him.
Alduin%27s_Wall
The Throat Of The World
Click this link to see the video
http://www.ign.com/videos/2011/11/30/skyrim-walkthrough-part-23-throat-of-the-world
Objectives
Talk to Arngeir
Learn the “Clear Skies” Shout
Use the “Clear Skies” Shout to open the path
Talk to Paarthurnax
Learn the Word of Power from Paarthurnax
Use your “Fire Breath” Shout on Paarthurnax
Walkthrough
Travel to High Hrothgar and find Arngeir. Arngeir is quick to grow boorash at the mention of a Shout
to defeat Alduin, but eventually Arngeir will guide you to the courtyard to teach you how to get to
Paarthurnax. Examine all three Words of Power on the ground around Arngeir to learn Clear Skies.
Use this to disperse the heavy blizzard impeding your path to Paarthurnax.
En route to Paarthurnax, you'll need to use Clear Skies a couple more times to brave the resilient
blizzard. Be ready to pop a health Potion if need be.
Speaking to Paarthurnax takes time; he will teach you a Word for Fire Breath. Demonstrate the power
of your Thu'um, using Fire Breath.
After indulging in Paarthurnax's long-winded philosophical speech, you move to the Elder Knowledge
quest.
Elder Knowledge
Click this link to see the video
http://www.ign.com/videos/2011/11/30/skyrim-walkthrough-part-24d-elder-knowledge
Retrieve the Elder Scroll by placing the Lexicon in the device with the five blue, glowing buttons. Get
back on the platform and retrieve the now Runed Lexicon. You may now engage in other tasks, such
as: returning the Lexicon to Septimus Signus in his outpost up north or return to the Throat of the
World and see if Paarthurnax will ask you to read the Elder Scroll.
Alduin%27s_Bane
The Fallen
<span class="mw-headline" />Click this link to see the video
http://www.ign.com/videos/2011/12/01/skyrim-walkthrough-part-29-the-fallen
The Fallen
Prerequisite: Alduin's Bane
Quest Giver: Paarthurnax
Using the Call you just learned at the end of the balcony will call this dragon down. As the dragon
enters he'll pick up the guard, leaving just the sword and torch behind. From here this quest is really
simple. Whenever you get the chance hit the dragon with a Dragonrend shout and run inside the large
opening. The dragon will land on the balcony and follow you in and be captured by the trap waiting
above.
Season Unending
Season Unending begins sometime during or after The Fallen, but this quest occurs only if you
haven't resolved the Civil War Quests yet.
Objectives
Get Greybeards' help in negotiating a truce
Talk to Arngeir
Talk to General Tullius
Talk to Ulfric Stormcloak
Talk to Arngeir
Take your seat
Negotiate a truce
Walkthrough
In order to trap a dragon in Dragonsreach, you need to convince the Greybeards to host a peace
council on the mountain.
Talk to Arngeir.
The_World-Eater%27s_Eyrie
Sovngarde
Click this link to see the video
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Once you enter the portal you will receive this quest and enter what looks like a foggy valley. Follow
the path and you'll run into a Stormcloak soldier who will you bring you up to speed on the current
events.
Eventually you get to a crossroad: the left will lead you to a ruin and the right side will take you to
where you need to go.
Just follow up the right path until you run into Tsun. Before entering the Hall of Valor, you must prove
that you are worthy to Tsun. He can be tough, but don't be discouraged.
At about 60% health, he will stop attacking you and let you in. Just walk past the bridge and talk to the
Heroes that defeated Alduin before you: Gormlaith Golden-Hilt, Hakon One-Eye and Felldir the Old.
Dragonslayer
Click this link to see the video
http://www.ign.com/videos/2011/12/01/skyrim-walkthrough-part-32-dragonslayer
Resolution is nigh! Walk outside of the hall with the heroes and cross the bridge. Once on the other
side of the bridge, you will be told to clear the mist together. Use your Clear Skies Shout three or four
times to dissipate the mist and call Alduin down.
The only thing you absolutely have to try your best to do is just keep Alduin on the ground and stun
him as much as possible. The fight is really simple if you have abilities to stun opponents. Otherwise,
you have to throw everything you have at him before all three of the other heroes die. Dragonrend
and stuns can definitely help bring Alduin down.
Once Alduin is dead, talk to Tsun and he will teach you a new Shout and send you on your merry way
back to the living world.
You should end up at the Throat of the World with many dragons surrounding you. If you didn't kill
Paarthurnax, he will talk to you and tell you that now that all the dragons no longer have a leader, he
will do his best to persuade them to follow the ways of the voice and fly away.
Congratulations after you have completed this quest you will have completed the main storyline of
Skyrim.
Side Quests
Crafting
Marriage
Mutations
Secrets
Explore!
Side Quests
Although there isn't a "sidequest" section listed in your travel journal, the in-game stat tracker breaks
all the quests down into questlines with certain factions and groups. This section is dedicated to those
questlines, as well as any other standalone quests.
Questlines
The Companions Quests
College of Winterhold Quests
Thieves' Guild Quests
The Dark Brotherhood Quests
Civil War Quests
Daedric Quests
Other Quests
Miscellaneous Tasks
Other Factions Qeusts
The Companions Quests
The Companions Quests are reminiscent of the Fighter's Guild from past Elder Scrolls games, but are
less generically named. They have no leader, but are all proud fighters. You can find their place of
residence in Jorrvaskr within Whiterun.
Core Quests
Take Up Arms
Proving Honor
The Silver Hand
Blood's Honor
Purity of Revenge
Glory of the Dead
radiant quests
Animal Extinction
Family Heirloom
Hired Muscle
Retrieval
Trouble in Skyrim
Striking the Heart
Take Up Arms
Take Up Arms is obtained from Kodlak Whitemane in Jorrvaskr.
Objectives
Train with Vilkas
Give Vilkas's sword to Eorlund
Bring Aela her shield
Follow Farkas to your quarters
Walkthrough
While you've been surviving by yourself just fine up to this point, you'll have to prove yourself to
Kodlak and the Companions before they accept you into their ranks. Follow Vilkas out to the training
grounds to test your mettle against this trained swordsman. Be sure to equip a weapon and swing at
Vilkas, who gives you Vilkas's sword to be sharpened with Eorlund at the top of the steps nearby.
Show Vilkas's sword to Eorlund to learn more about the group's leadership (or lack thereof). As you
turn to go, Eorlund asks a favor of you: to bring Aela her shield. You can find Aela inside Jorrvaskr's
living quarters. After the talk with Aela, Farkas will show you to your appropriate sleeping
arrangements and also give you the quest Hired Muscle.
WARNING! DO NOT USE MAGIC ON VILKAS. If you do, this will glitch him into an endless loop of
saying you've used magic, even if you have only used swords, and will also unallow you to open up
shops and sell or buy items.
Proving Honor
Proving Honor is obtained from Farkas in Jorrvaskr.
Objectives
Speak to Skjor
Speak to Farkas
Retrieve the fragment
Return to Jorrvaskr
Follow Vilkas
Walkthrough
After returning to Farkas to complete Hired Muscle, Farkas tells you that Skjor is looking for you. Find
Skjor in the main common area of Jorrvaskr to find out what he needs. Skjor has deemed the task of
finding the great weapon Wuuthrad worthy enough to be your Trial. With Farkas designated as your
Shield-Sibling (which hereby replaces any Follower you may already have in tow), you must speak to
Farkas again and pick his brain on a number of subjects. Let him know you'll meet him at Dustman's
Cairn to give you some preparation time for this journey.
Dustman's Cairn teems with the undead, though the brawny Farkas can certainly lend more than just
an extra body -- he's rather adept at killing the draugrs himself. Read the tome entitled The Battle of
Sancre Tor on the table for an increase in Two-handed weapon skill.
Deeper in, you reach a room bigger than the rest, one with an Arcane Enchanter and seemingly no
exit. Head into a niche filled with potions and pull the lever. This closes the gate on you and traps you
inside. Farkas unleashes his secret power to defend himself against the ambush. After being freed,
proceed along the dusty corridors to the Dustman's Crypt. On the way, you'll have plenty more Silver
Hand humans to eliminate.
Once in the crypt, though, most of the enemies you encounter is of the undead type. Push through
the sporadic undead appearances until you're stopped by a door that absolutely requires a key.
Search the chest in the same room for Dustman's Cairn Key.
A change of enemies: Skeevers start to make frequent appearances and you'll even have to squash
some Frostbite Spiders. Put down a few more draugrs and head into a room that differs from the rest
of the ones you've visited thus far, in that this one features the Fragment of Wuuthrad you've been
seeking. As well, head to the back for another World Wall to learn another Shout: Fire, Fire Breath.
The coffins around the room begin to stir and out comes draugrs, one after another. Put down these
draugrs for a while for extra xp and then leave via the side passage, which skips the arduous task of
backtracking and deposits you right by the exit.
Fast travel (if you want) back to Whiterun and approach the steps of Jorrvaskr on which Vilkas
already stands. Vilkas takes you around the back to complete the Companion induction ceremony.
Before you part ways with Kodlak, he tells you to visit Eorlund for a Skyforge Steel weapon of your
choice.
At this point, a great number of Companion-related quests open up. You can now speak to other
Companion leaders for more work, but you can only have one active at a time.
The Silver Hand
The Silver Hand quest is obtained from Skjor and begins after Proving Honor.
Objectives
Talk to Skjor
Meet with Skjor at night
Enter the Underforge
Participate in the blood ritual
Talk to Aela
Kill the werewolf hunters
Talk to Aela
Walkthrough
This quest allows you to become a werewolf (see: Lycanthropy). Becoming a werewolf, increases
your health and is reversible if you care to dabble in the transformation.
After becoming a Companion, you can speak to Skjor or be referred to him by other leaders after
you’ve completed other quests. When you find him, he’d like to speak with you in private at the
Underforge. Head to the Underforge, making sure it is nighttime (use the wait feature if you have to).
There’s a pretty clear outline along the rock wall that indicates where the secret entrance is. Head
inside the Underforge, and when you’re ready tell Skjor to begin the ritual. When you come to, you will
have already reverted to your human form, although you can transform into a werewolf by selecting
Beast Form under Powers in the Magic menu. Keep in mind that you’ll hit a cooldown period.
Aela mentions a Silver Hand camp nearby that must be exterminated. Head into the stone bunker at
Gallows Rock. The Silver Hand have odd tastes in decor, with werewolf heads ceremoniously placed
on pikes and put on prominent display. Nevermind that warning because the guys are wimps. Pull the
chain the lower the gate and make your way to the leader, Krev the Skinner.
In the fight, Krev is accompanied by two archers; take them out first and focus your attacks on Krev to
dispatch him. Speak to Aela afterward to finish the quest.
Blood%27s_Honor
Purity of Revenge
Purity of Revenge begins after completing Blood's Honor.
Objectives
Retrieve the fragments of Wuuthrad
(Optional) Wipe out the Silver Hand
Return to Jorrvaskr
Walkthrough
Glory of the Dead
Glory of the Dead begins after you've finished Purity of Revenge.
Objectives
Attend Kodlak's funeral
Retrieve Kodlak's fragment
Give the final fragment to Eorlund
Meet the Circle
Go to Ysgramor's Tomb with the Circle
Return Wuuthrad to Ysgramor
Get to the burial chamber
Speak to Kodlak
Put witch head into fire
Defeat the wolf spirit
Speak to Kodlak
Walkthrough
After finishing glory of the dead attend the funeral to Kodlak where the companions have gathered
and are paying their respects. After the funeral talk to Eurland who will ask if you have the fragments
of Wuuthrad. After you give him the fragments go and grab the final one from Kodlak's room which is
at the end of the hall where you first meet Kodlak. His room is located beside the chair he sat in when
you talked to him about joining the companions. You will find the fragment in a bedside table along
with his journal and a book on Sovengard. after returning the fragment to Eurland he will thank you
and tell you that the remaining members of the circle are in the underforge. When you enter the
underforge they are discussing a way for Kodlak to enter Sovengard. After an argument Eurland will
appear with Wuuthrad on his back and will give it to you since you had gotten most of the fragments.
after a long trek to the Burial site of Ysgramor you will have to give the axe to the statue to open the
passage to the tomb. Vikas will refuse to go saying that he has let his life be ruled by revenge.
Continue on and you will have to fight your way through companion ghosts and some frostbite
spiders. You'll eventually enter the burial chamber and find Kodlak's ghost who will ask you to put in
one of the witches heads into the fire witch will release Kodlaks wolf spirit and then you will have to
fight the beast and after defeating the wolf talk to Kodlak who will name you Harbringer.
The Companions Quests
The Companions Quests are reminiscent of the Fighter's Guild from past Elder Scrolls games, but are
less genericly named. They have no leader, but are all proud fighters. You can find their place of
residence in Jorrvaskr within Whiterun.
Quests
Take Up Arms
Proving Honor
Purity of Revenge
The Silver Hand
Blood's Honor
Purity Of Revenge
Glory of the Dead
radiant quests
Animal Extinction
Family Heirloom
Hired Muscle
Retrieval
Trouble in Skyrim
Striking the Heart
College of Winterhold Quests
These quests are all tied into the College of Winterhold and the mages within, all found close to the
town of Winterhold. In order to begin the quests, one should be well versed in magic but any warrior
wishing to improve him/herself is still welcome within.
There are several mages inside that give you small quests, many of which are to find things like
books, but can range to other simple tasks like cleaning the magical focal points around the college.
Dragons can still attack when entering the courtyard of the college from inside, so watch out. There is
an overarching mage storyline quest, which is one of the main purposes for visiting the college, aside
from improving your magic skills through trainers, quests and shops for spells.
IMPORTANT NOTE: Revealing The Unseen currently is plagued with a questline-destroying bug.
Please proceed with caution until more details that cause this bug have surfaced.
Quests
First Lessons
Under Saarthal
Hitting The Books
Good Intentions
Revealing The Unseen
Containment
The Staff of Magnus
The Eye of Magnus
radiant questS
Omund's Amulet
First Lessons
This quest starts after you try to get past the College gatekeeper for the first time at College's
entrance.
Objectives
Walkthrough
Before you can enter the College of Winterhold, the gatekeeper of sorts, Faralda (or Nirya), stands
outside to deter anyone who isn’t fit to be a disciple of the magical arts. Simply cast the spell she asks
to gain access to the College.
You can now purchase Apprentice Destruction spells fron Nirya. Report to Mirabelle Ervine in the
courtyard and let her know you are ready to tour the College. After touring, enter the Hall of Elements
and listen to Tolfdir address the new recruits. Tolfdir succumbs to the others’ eagerness and decides
to teach something practical. Follow his instructions. Learn Light Ward from him if you don’t know it
already.
Under Saarthal
The second quest in the College of Winterhold Quests occurs after First Lessons. After you complete
First Lessons speak to Tolfdir again and he will ask you to meet him at Saarthal along with a few
other recruits (Brelyna Maryon).
Objectives
Meet Tolfdir outside Saarthal
Find Arnial Gane
Use the Saarthal Amulet to Escape the Trap
Follow Tolfdir
Walkthrough
Meet Tolfdir at Saarthal (follow your map icon, but you'll find it near Winterhold and he will take you
inside after you speak to him to tell him you are ready. You won't be able to enter without him (the
door will indicate that you need a key). Use the wait function if you've beaten him to the door or
browse the levels of wooden walkways for some loot.
Once inside you can sheath your sword or spells as there are no enemies in this first section (until
after you find some items for Arniel). Follow Tolfdir to the bottom of the wooden stairs and he'll speak
to you again. Choose the top dialog option to move on. Tolfdir will ask you to Find Arniel Gane.
You are to meet Arniel, who can be found relatively easily. He's located past the next open cavern so
follow the map or the passageways until you get to another cavern, make your way to the bottom and
through some more tunnels. Arniel asks you to find four artifacts. Your map will be updated with the
location of all four. Follow the corridor to grab three enchanted rings (on the ground) and an amulet.
The fourth artifact is the Saarthal Amulet. Once retrieved, you'll be trapped inside the room. Go back
to the bars that now block your exit and speak to Tolfdir who will come to help. Do as instructed and
use the amulet to escape the trap by equipping it, then cast a spell (any spell) on the wall where the
amulet was.
Doing so breaks down the wall, after which Tolfdir passes through expecting you to be behind him.
Once in the room, you will have a vision from Nerien, a member of the Psijic Order. After you inform
Tolfdir about the vision, he suggests looking around a bit. You might have draugrs to deal with your
immediate future. And after speaking to Tolfdir and telling him about your vision a Draugr and a
Restless Draugr will burst from their coffins.
Note: If you haven't figured it out by now, Tolfdir has a knack fro repeating himself and stopping if you
follow him to closely, let him go ahead and then follow at a safe distance.
Leave Tolfdir and pull the two chains in the room to uncover a door to the next area. More draugrs.
Kill them and go up the stairs. Be sure to snoop around the area to loot chests and whatnot.
Careful of the poisonous arrow floor trap as you move down. Beyond this trap are more powerful
draugrs: a Restless one and a Draugr Wight.
In the next room, you have to arrange six pillars to open the door ahead. The solution is right behind
the rotating hawk, dolphin, and snake. Note: It's easiest to temporarily bump up your brightness in-
game as the clues will probably be difficult to see under most standard brightness settings (unless
you have it at maximum).
The solution from lever facing back (towards the way you came in):
Once opened, your prize is really just another enemy, but in the form of a powerful Draugr Deathlord.
He can dole out a lot of pain in a single swing. It's best to take him out from a distance if possible.
Another strategy involves running back to the room with the pillars and standing next to the lever. As
the Deathlord approaches, close the door and shoot him with arrows. This will have to be repeated a
lot of times depending on your level.
After defeating, move on up the stairs and through the door. There are two alchemic traps here on the
floor. If you go through those traps, you will be hit by lightning. Disable these traps by using some
Destruction spells on it a couple of times.
Time to arrange four pillars again in order to open the door. And of course, pulling the lever with
incorrectly arranged pillars will shoot poisonous arrows from the wall.
The solution is on top of each pillar, but the pillars here are a bit difficult to shuffle as activating the
first or second pillar to the left will also activate the two pillars on the right. And activating the second
pillar on the right will activate the first one on the right.
After you open the door Tolfdir will catch up with you. Beware of the foot trap ahead. Move to the next
room to face Jyrik Gauldurson. Behind Jyrik is a giant sphere. As you move down, though, Jyrik
moves into hostile action. You attacks will not affect him. Tolfdir will attack the giant ball, which will
weaken Jyrik, allowing you to take him out. Retrieve the amulet from Jyril's corpse. This will complete
the quest for finding the amulet.
Tolfdir will ask you to return to the College and to inform them about the giant sphere that you
discovered.
Make your way out after learning the Dragon Shout in the next room.
Hitting The Books
Click this link to see the video
http://www.ign.com/videos/2011/11/10/skyrim-walkthrough-part-11-hitting-the-books
You obtain the quest Hitting the Books from the Arch-Mage, after completing Under Saarthal.
Objectives
Speak with Urag gro-Shub
Find the stolen books (3)
(Optional) Free Orthorn
Return the books
Walkthrough
Good Intentions
Good Intentions is the fourth quest in The College of Winterhold. You unlock this quest upon
returning to Urag in the Arcanaeum after completing the quest Hitting the Books.
Objectives
Speak with Tolfdir
Listen to Tolfdir
Follow Ancano
Find the Augur of Dunlain
Report to Savos Arena
Walkthrough
Revealing The Unseen
Revealing The Unseen begins after Good Intentions.
Objectives
Speak with Mirabelle Ervine
Find the ruins of Mzulft
Search for Synad researchers
Reach the Oculory
Find the Focusing Crystal
Return the Crystal to Paratus
Follow Paratus
Place the Crystal into the Oculory
Focus the Oculory
Talk to Paratus
Report to Savos Aren
Walkthrough
Click this link to see the video
http://www.ign.com/videos/2011/11/15/skyrim-walkthrough-part-13c-revealing-the-unseen
Containment
Containment begins immediately after Revealing The Unseen as part of the College of Winterhold
Quests.
Objectives
Find the Arch-Mage
Protect the town of Winterhold
Defeat the creatures infesting Winterhold (10)
Report to Mirabelle Ervine
Walkthrough
Click this link to see the video
http://www.ign.com/videos/2011/11/15/skyrim-walkthrough-part-14-containment
The Staff of Magnus
Click this link to see the video
http://www.ign.com/videos/2011/11/15/skyrim-walkthrough-part-15d-staff-of-magnus
Killing Morokai can be a pain in the neck especially if you are not fully prepared with potions or
anything to keep you alive. I went into the chamber without knowing that I had to fight a very powerful
mage. Here is what you can try to kill Morokai. You will need a powerful destruction spell (preferably
Firebolt or Flame) and Slow Time shout (the shout can be found after killing Draugr Lord, who is
sitting on a throne, there is a wall with Slow Time shout written on it).
When you enter the chamber, you can see Morokai inside an orb created by two mages. One is on
the higher floor and one is one the lower floor. Kill the one higher first, and then kill the other one. The
purpose is so you can run to towards the door and save yourself, just in case. When Morokai is about
to move, SHOUT and start throwing fireballs. When you are out of magicka, run towards the door and
press select (PS3) to wait and then return with your magicka fully restored and repeat. It won't take
long to kill him and you won't get hurt at all.
The Eye of Magnus
The Eye of Magnus is part of the College of Winterhold Quests and begins immediately after The
Staff of Magnus.
Objectives
Use the Staff of Magnus to enter the College of Winterhold
Reach the Hall of the Elements
Defeat Ancano
Talk to Tolfdir
Speak with Quaranir
Walkthrough
Click this link to see the video
http://www.ign.com/videos/2011/11/15/skyrim-walkthrough-part-16-eye-of-magnus
College of Winterhold Quests
These quests are all tie into the College of Winterhold and the mages within, all found of course close
to the town of Winterhold. In order to begin the quests, one should be well versed in magic but any
warrior wishing to improve him/herself should at least know the spell Firebolt (which can be acquired
from the person testing you for a few gold) in order to pass into the college grounds. In few cases,
you may be supposedly asked to use the Fear spell, instead, which can be bought from the court
mage in Dragonsreach, inside Whterun. There are several mages inside that give you small quests,
many of which are to find things like books, but can range to other simple tasks like cleaning the
magical focal points around the college. Dragons can still attack when entering the courtyard of the
college from inside, so watch out. There is an overarching mage storyline quest, which is one of the
main purposes for visiting the college, aside from improving your magic skills through trainers, quests
and shops for spells.
IMPORTANT NOTE: Revealing The Unseen currently is plagued with a questline-destroying bug.
Please proceed with caution until more details that cause this bug have surfaced.
Quests
First Lessons
Under Saarthal
Hitting The Books
Good Intentions
Revealing The Unseen
Containment
The Staff of Magnus
The Eye of Magnus
radiant questS
Objectives
Talk to Brynjolf
Steal Madesi's Ring
Plant Madesi's Ring
Speak to Brynjolf
Rewards
After completing the quest, you receive:
100 Septims
Opportunity to join the Thieves' Guild through the following quest, Taking Care of Business
Walkthrough
This is the first quest belonging to the Thieves' Guild quest series, and may be acquired after
completing when visiting the marketplace in Riften.
To start the quest, you need to visit the marketplace in Riften and wait for a fellow, named Brynjolf,
to come and talk to you. If you want to save time, you can just find him and start a conversation
with him yourself. When you speak with him, he will talk about how he suspects that your inventory
consists of stolen goods and how you can earn more if you help him out with a small task. This is
the start of the Thieves' Guild quest series.
Accept the offer and he will ask you to steal a ring from a nearby vendor, Madesi, and plant that
ring on Brand-Shei, who is also a vendor in that area. He explains that this is a warning for Brand-
Shei to not meddle into other peoples' affairs. He will ask you to tell him when you are ready so he
can provide a small distraction for you to complete your task. Make sure you are stocked up in
lockpicks before you do so.
Once you are ready, talk to him once more and he will run off to perform the distraction.
Immediately, all vendors and characters in that area walk towards his podium, where he is
announcing the miracles that a new product of his can perform. Use the spell Clairvoyance or the
compass and objective marker to find your objective, which is Madesi's stall. Once you reach the
booth, go into sneak mode and wait until you are unseen by all. The bottom sliding door is locked,
which is a novice lock and depending on your level, it might be a breeze. If not, just try your best
with the lockpicks you have and use any buffs, potions, spells, or enchantments you may
have. Once the lock is picked, make sure you are hidden before picking the lock of the small chest.
Note: It is possible to fail the quest, but Brynjolf will appreciate your efforts and let you start the
Thieves' Guild Quests.
After picking the lock of the small chest, retrieve the ring from inside and leave the area. To find
Brand-Shei, take a glance at your objective marker or use Clairvoyance to find him. You could find
him sitting on a couple of boxes, listening to the speech, opposite to Brynjolf. Sneak behind him,
using the stalls and the few boxes nearby to stay out of sight, Enter the small gap between the
boxes and the wall to find yourself directly behind Brand-Shei, yet remaining hidden the whole time.
Pickpocket him through a small crack between the boxes and place the ring in his inventory
(remember equip and place are different buttons when pickpocketing).
After completing the task, Brynjolf will stop his speech and everyone will exit the area. Walk over to
him and he will congratulate you on your success and hand over 100 septims for you help. He will
also extend an invitation to you to join the Thieves' Guild and offer you the next quest in the
Thieves' Guild quest series, "Taking Care of Business".
Taking Care Of Business
In following the Thieves' Guild Quests, you get Taking Care Of Business after A Chance of
Arrangement.
Objectives
Locate Brynjolf at the Ragged Flagon
Collect Keerava's debt
Collect Bersi Honey-Hand's debt
Collect Haelga's debt
Return to Brynjolf
After A Chance Arrangement, Brynjolf invites you to pay him a visit at the Ragged Flagon, which is
deeper in the Ratway. When you reach him, he mentions a little debt collection exercise and makes
you the pointman for the job. Go to each of the people (all located in Riften). The ladies (Haelga and
Keerava) might need a little more than vocal persuasion. Bersi will just give up his payment with no
hassle -- just the way it should be.
Objectives
Follow Brynjolf
Walkthrough
The objective here is to clear out a safe and light three beehives ablaze to send a message for Maven
Black-Briar to the owner of the Goldenglow Estate.
After talking to Brynjolf, he suggests that you talk to Vex. Go and speak with her and find out about
the sewer that leads to the back door of Goldenglow Estate. Bring plenty of lockpicks!
Head there kill a few Skeevers and avoid the fire trap. Come out in front of the back door. Pick the
lock and head inside, sneaking by the guards. Find an iron bar door and pick the lock.
The cellar door can be unlocked by picking the lock or getting a key from a guard. There's a safe
further in that can be opened also either by lockpicking or with a key. Your lockpicking skill will need
to be rather high for the endeavor to be successful.
Head outside to the beehives and light them on fire. Rather than fight the guards you could run away.
Once you talk to Brynjolf, you get paid and end the mission.
Dampened Spirits
Dampened Spirits begins after Loud and Clear as part of the Thieves' Guild Quests.
Objectives
Dampened Spirits
Brynjolf tells you that Maven Black-Briar, the influential contact that you did the previous mission for,
wants to talk to you about a job. Head out to the Bee and Barb, where you'll find Maven on the
second floor of the inn. She wants you to investigate an up-and-coming meadery called The
Honningbrew Meadery.
She sends you to Whiterun to talk to her contact in the Bannered Mare, Marcus Maccius. Marcus
cooks up a plan to poison the brewing vats and gets your ticket inside, for you see the owner has a bit
of vermin problem that has to be stopped.
After talking to Marcus Marccius, he sends you to Sabjorn himself. Talk to him and offer your help
with his vermin problem. He'll eventually agree, so take it upon yourself to purge his place of
Skeevers, Frostbite Spiders and any other creatures inhabiting the place.
When you get close to the nest, you will run into a lunatic named Hamrlyn, a disgruntled alchemist
breeding a Skeever army to get revenge on the people who wronged him in the past. Hamrlyn has a
very powerful magic attack and can be a tough fight. Do whatever you can to avoid getting hit by his
attacks and take him down quickly.
Once you have killed him then poison the nest and proceed into the basement of the brewing room.
Once you've mixed the vats with poison, talk to Sabjorn who says your payment will have to wait until
after the captain leaves. Now is your chance to sit back and watch your handiwork when the Captain
tastes the mead and subsequently arrests Sabjorn. After they leave, talk to Marcus who will give you
the key to Sabjorn's office to find the information that Maven wants.
Find the promissory note and return to Maven, but not before Marcus offers to be your fence in
Whiterun. Once back in Riften, talk to Maven and give her the information you found. She bounces
the information back to the Guild, so speak to Brynjolf to end the quest.
Scoundrel%27s_Folly
Speaking With Silence
Speaking With Silence is obtained from Mercer in the Theives' Guild hideout
Objectives
Walkthrough
Make your way to Snow Veil Sanctum and have a chat with Mercer who is waiting outside. Mercer will
inform you that Karliah is hold up inside Snow Veil Sanctum, so lead the way to the door, which
Mercer will unlock, and head inside. At this point my game was glitched and the entire Snow Veil
Sanctum building was gone aside from the door, but I could still walk through. If your game happens
to do this its okay just go through the door as you normally would and you should be fine.
Once inside follow the path around to an open area. Continue into the next room with a chest in the
center. Two Draugrs will pop out, so take care of them and pull the chain to open a gate across from
you for some goodies. Push on into the next room to find dead bodies lying about. On the wall next to
the gate there will be a chain that needs to be pulled to open the gate, but watch out for the giant wall
of spikes that swings towards you as you pull the chain.
Head downstairs to see a Draugr standing in a wall. Take advantage of its momentary immobility and
light him up with your weapon of choice. Once he's taken care of continue on around through the
winding tunnels. There is a door on your right that can be picked for some potions. Continue on and
watch your step as there are bear traps set up, and Draugrs about. After killing all the Draugrs you
should eventually come to a gate. Use the chain on the left to open it.
Head down the stairs and either head straight to pick the door for some items, or head left and take
care of the three or so Draugrs. Once they've been eliminated press on through the gate and down
the stairs, and prepare yourself for a fight. There's about five Draugrs that need to be taken care of.
Watch out for their shouts and the frost creatures that they spawn.
Once they have all been dealt with either head up the stairs straight across from where you entered
this room for a model ship that can be taken to to Devlin, or head up the stairs on your right for the
quest. Note that once you take the model ship it will ignite the oil on the floor so be careful.
Once you are in the next area of Snow Veil Sanctum prepare for a pretty tough battle with some
Draugrs. Take care of the three Draugrs here and head down the stairs to fight four more. After
they've been put down head through the gate, watch the pressure plate, continue on through the
corridors killing any Draugrs you see, and continue on through the double doors. Kill the Draugrs in
here and head to the back of this room to find a new shout: Disarm. From the place where got the
shout head up the stairs for a chest, or go right through the gate.
Once through the gate, press on through the corridors avoiding the bear traps and walk to the door
that needs a claw. Obviously you do not have the claw, but do not worry because apparently Mercer
can pick any lock. After Mercer opens the claw door head through and watch the events that unfold.
Trinity Restored
This quest is received after completing the quest The_Pursuit from the Thieves'_Guild quest chain.
Objectives
Listen to Karliah
Meet Karliah at the standing stone
Follow Karliah
Activate the Armor Stone
Equip the Nightingale Armor
Follow Karliah
Stand on the vacant floor glyph
Speak with Brynjolf
Rewards
Nightingale Armor
Nightingale Boots
Nightingale Gloves
Nightingale Hood
Nightingale Armor:
Walkthrough
After returning to Brynjolf in the quest The_Pursuit you will automatically acquire this quest.
You will be told that Karliah wishes to speak with both you and Bryjolf, she will be in the center of The
Ragged Flagon Cistern, (if not she will head there.)
After discussing the course of action regarding Mercer she asks you both to meet her at the The
Standing stone, If you have already been there it is called the Nightingale Hall and is directly south of
Riften very close to The Shadow Stone.
Once you meet her at the Standing stone she discusses the Nightingales and takes you into the hall
where she hops you and Bryjolf will become Nightingales.
Once inside you will be given the Nightingale Armor which is light armor with some nice
enchantments (can be improved with Void Salts), then asked to complete the oath and become a
Nightingale. You can refuse the oath but to continue the quest chain you must become a Nightingale
and complete the Oath.
After completing the Ceremony and becoming a Nightingale you are offered to become Guild leader
once everything is finished. you then begin the quest Blindsighted.
Darkness Returns
This is the last mission in the Thieves Guild quest line and it is easy to complete.
When you finish speaking to the Nightingale Sentinel(Gallus) go through the tunnel behind him and
kill the two hostile Nightingale Sentinels. After that go down the steps and go through the hole behind
the fire pit and continue. Kill the last evil Nightingale Sentinel and open the door behind it. At this
section keep to the dark patches of the room to procceed through, if you stray you will be quickly
killed by some invisible force. When you complete this room, jump down the well at the end and take
some items from the skeleton at the bottom.
<...>
When at the 3rd obstacle in the Pilgrim's Path (the statue of Nocturnal), look for two chains behind the
torches on either side of the statue. Activate both to open the door behind the statue to continue on
the path.
<..>
Note: There is a glitch when conversing with Nocturnal in which Karliah despawns immediately,
preventing you from completing the quest and finally restoring honor to the Thieves' Guild. To avoid
this, as soon as Nocturnal begins to speak, "wait" an hour and Karliah should reappear. You will then
be able to complete the quest as per usual. To be safe, immediately start trying to interact with her
when Nocturnal finishes speaking so as she doesn't despawn again.
Thieves%27_Guild_Radiant_Quests
Summerset Shadows
Summerset Shadows
Imitation Amnesty
This mission is obtained by doing side missions for Devlin and Vex in the Thieves Guild. Once you do
a certain number of side quests in a major city, Whiterun in this case, Devlin will give you a special
assignment.
Objectives
Walkthrough
Devlin gives you a special assignment in Whiterun, so travel there and seek out Olfrid Battle-Born.
Olfrid informs you that his longtime friend Arn has been thrown into prison for drunken behavior. Olfrid
wants you to get Arn out of jail and retreive a letter that incriminates is friend.
Arn is being held in the prison in Dragonsreach so head there. Once inside the prison have a chat
with Arn. After the conversation with Arn head into the Stewards quarters to find the letter lying on the
desk. After this you need to go to the ledger to change Arn's name, so it looks like he was never
there. The ledger is located in the town dungeon, so head there and activate the ledger to forge the
name.
Quests
Innocence Lost
With Friends Like These...
Sanctuary
Contract: Kill Beitild
Contract: Kill Narfi
Contract: Kill Ennodius Papius
Mourning Never Comes
Whisper In The Dark
Contract: Kill Lurbuk
Contract: Kill Hern
The Silence Has Been Broken
Bound Until Death
Breaching Security
The Cure For Madness
Recipe For Disaster
To Kill An Empire
Death Incarnate
Hail Sithis!
Objectives
Kill Grelod The Kind
Tell Aventus Aretino that Grelod is dead
Walkthrough
Grelod is located far to the south in Riften. Seek out Honorhall Orphanage and simply kill Grelod
when she retires for the night. Carry out Aventus’ wishes only to be met by the hurrah’s of the
remaining children, who compliment Aventus for a job well done. Return to Aventus with the good
news.
With Friends Like These...
Trigger this after the first time you go to sleep after finishing Innocence Lost.
Objectives
Kill one of the captives
Speak with Astrid
Enter the Dark Brotherhood Sanctuary
Speak to Astrid
Walkthrough
After completing Innoncence Lost, wait for a courior to deliver a message from the dark brotherhood.
Then go to sleep for at least 8 hours. You feel well rested when you awake, but you’ll not be where
you last laid yourself to rest. A hooded female known as Astrid tells you that she is from the Dark
Brotherhood and that you owe a debt to them. To repay it, you must simply kill one of the three
captives in the shack. Kill all three to impress Astrid if you want.
At this point, she extends an invitation to join the secret society of assassins, gives you the key to the
shack, and urges you to enter the Dark Brotherhood Sanctuary near Falkreath. Walk up to the creepy-
looking door and respond with “Silence, my brother” to be welcomed in.
Speak to Astrid for your welcome package for officially joining the Brotherhood and also end the
quest.
Sanctuary
You can receive this quest after having completed the previous one, With Friends Like These..., and
talking to Astrid about some tasks you may be able to perform. She will direct you to Nazir and ask
you to talk to him about some minor level contracts.
Objectives
Speak to Nazir
Receive first set of contracts from Nazir
Walkthrough
Nazir is the Redguard in red and may often be found standing in the main room of the cave in the
Dark Brotherhood Sanctuary. Talk to him to advance the quest and you will receive three separate
contracts. In each instance, you should do your best to avoid killing in the public light as it often brings
a large sum of bounty on your head and may take away the chance to get any added bonus to the
reward of completing the contract.
Objectives
Find and talk to Muiri at the Hag’s Cure shop in Markath
Walkthrough
Kill her ex-lover Alain Dufont. There is the optional objective of killing Dufont’s current lover for
additional money. Talk to Muiri and collect your reward.
Objectives
Hide in the Night Mother's coffin
Talk to Cicero
Talk to Astrid
Receive a side contract from Nazir
Walkthrough
The Silence Has Been Broken
You'll get it from Astrid in Dark Brotherhood Sanctuary after Whisper In The Dark.
Objectives
Speak with Amaund Motierre
Talk to Rexus
Deliver the letter and amulet to Astrid
Show the amulet to Delvin Mallory
Report back to Astrid
Walkthrough
Astrid wants you to speak with Amaund Motierre at Voluun.
Travel to Voluun and speak with Motierre; obtain his amulet and the sealed letter. Read or don’t read
the letter yourself, you will soon learn what the assassination contract is for.
Deliver letter and amulet to Astrid Astrid wants you to show the amulet to Devin Mallory in Riften, in a
bar called The Ragged Flagon within the dungeon called The Ratway. After showing Mallory the
amulet, he will take it and give you the Letter of Credit Give the letter of credit back to Astrid, and
learn that the contract is for a hit on the current ruling Emperor of Tamriel: Titus Mede II.
Bound Until Death
Bound Until Death is obtained from Astrid in Dark Brotherhood Sanctuary after The Silence Has
Been Broken.
Objectives
Kill Vittoria Vici
Report back to Astrid
Walkthrough
Go to Vittoria Vici’s wedding in Solitude.
Kill Vittoria Vici for 750 gold. Bonus objective is to kill her while she is giving her speech/vows for the
additional monetary award.
An alternate way to complete this mission is to drop the gargoyle on Vittorias head while she is
adressing the crowd.
Breaching Security
Breaching Security is obtained from Gabriella in Dark Brotherhood Sanctuary after Bound Until
Death.
Objectives
Speak with Gabriella
Kill Gaius Maro
(Optional) Steal Gaius Maro's travel schedule
Plant the Incriminating Letter on Gaius Maro's body
Report back to Gabriella
Walkthrough
Find Gaius Maro at the Dragonbridge Camp, and follow him on his inspection tour of Skyrim. You can
optionally steal his travel schedule to see which cities he will visit on which days of the week. The
overall objective is to kill him and plant the Incriminating Letter on his corpse.
The bonus objective is that instead of killing him at either Dragonbridge or on the road (which is
easy), you should wait for him to actually be inside one of the cities on his tour.
The reward is a free fortune reading from Olga the Feeble at Whiterun.
The Cure For Madness
The Cure For Madness can be gotten from Astrid in Dark Brotherhood Sanctuary following
Breaching Security.
Objectives
Walkthrough
Talk to Astrid after Cicero went crazy and attempted to kill everyone before fleeing. Search Cicero’s
room for a journal that, when you read it, details the password and location for an older and unused
Dark Brotherhood Sanctuary near Dawnstar.
Obtain the horse Shadowmere and travel to Dawnstar (you can fast travel; Shadowmere will be
effectively yours from this point onward). Talk to Arnbjorn outside of Dawnstar. Tell him to go back
home. Enter Dawnstar Sanctuary.
Be ready for multiple traps, spectral assassins, and a frost troll. Find Cicero, and decide to either kill
him or spare him. Report back (if you spare him, you will lie) to Astrid about Cicero’s fate.
Recipe for Disaster
Recipe for Disaster is part of The Dark Brotherhood Quests and starts after The Cure for Madness.
Objectives
Report to Festus Krex
Question Anton Virane
Kill Anton Virane
Kill Balagog gro-Nolob
(Optional) Drag Balagog's body to a hiding place
Report back to Festus Krex
Walkthrough
To Kill An Empire
To Kill An Empire can be obtained from Astrid in Dark Brotherhood Sanctuary after Recipe for
Disaster.
Objectives
Report to Astrid
Report to Commander Maro
Report to Gianna
Report to Gianna while wearing a chef's hat
Make the Potage le Magnifique
Follow Gianna to the dining room
Kill the Emperor
Escape the Tower!
Return to the Sanctuary
Walkthrough
Astrid details the plan: enter the Emperor’s Tower in Solitude as The Gourmet, add poison to the
Emperor’s meal, and then flee through the conveniently unguarded door afterwards.
Report to Commander Maro in Solitude and use your Writ of Passage to gain entrance to the
Emperor’s Tower. Report to chef Gianna -- you need to be wearing a chef’s hat to progress (there are
hats on a nearby shelf).
Help Gianna make The Gourmet’s signature recipe of Potage le Magnifique. The middle option
seems to be in agreement with Gianna, as she echoes your decisions after each prompting. When
asked for a final ingredient, suggest the poisoned root that Astrid gave you earlier.
(Major tip! : Don't use the Jarrin Root that Astrid gave you! Just kill the Emperor someway else! The
reasoning behind this is that you get the same result, but using that root in a Damage Health potion
has to be the easiest way to "Defeat the Final Boss" in the main storyline. Coat a weapon with it, and
watch as about 90% of his health, vanishes...)
Follow Gianna to the dining room and watch Emperor Titus Mede II die. Exit through the marked door,
and find yourself in a fight against Commander Maro’s men, the Penitus Oculatus. Maro reveals that
you killed a body double, and that an assassin has betrayed you. Fight your way past the Penitus
Oculatus and return to the Sanctuary.
Death Incarnate
Death Incarnate starts after To Kill An Empire.
Objectives
Walkthrough
Enter the Sanctuary, fight past the many Penitus Oculatus agents there, and find Nazir. Kill Nazir’s
attacker and speak to him. He will then attempt to escape the Sanctuary with you.
The Night Mother will call for you to hide in her coffin. Do so, and transition to the next phase of this
quest when Bellatine and Nazir open the Night Mother’s coffin to find you inside. Per the Night
Mother’s order, find Astrid within the Sanctuary ruins and learn the truth about what happened.
Kill Astrid and (optionally) retrieve the Blade of Woe, a one-handed sword that steals health with each
hit. This will also grant you the new Power called Summon Spectral Assassin, which will summon an
assassin ghost that lasts “until he’s defeated.”
Hail Sithis!
Receive Hail Sithis! from the Night Mother in Dark Brotherhood Sanctuary after Death Incarnate.
Objectives
Talk to Nazir
Talk to Amaund Motierre
Board the Katariah
(Optional) Kill Commander Maro
Kill the Emperor!
Report to Amaund Motierre
Retrieve the payment
(Optional) Kill Amaund Motierre
Report to Nazir
Walkthrough
Talk to Nazir about your next plan of action: obtaining the location of the true Emperor Titus Mede II
from Amaund Motierre. Motierre will be at the Bannered Mare in Whiterun from now on. Talk to
Motierre and tell him that the contract is still valid. He will reveal the location of the true Emperor: a
boat off of Solitude’s harbor called the Katariah.
There is the optional objective of killing Commander Maro. He has decent gear, and the satisfaction
of his death is the main reward. Board the Katariah and fight your way past sailors and Penitus
Oculatus to the Emperor’s room. Kill the Emperor. He puts up no fight, and gives you another bonus
objective: kill the man who initiated the contract.
Report back to Motierre to learn the location of your final payment: an urn inside the original meeting
area of Volunruud. The urn contains 20,000 gold. Optionally, fulfill the Emperor’s dying request by
killing Motierre. When you kill Motierre he has an asortment of gems and stones on him like diamond,
emerald and many more, you can think of this as getting paid more for the quest.
The Dark Brotherhood Quests
The Dark Brotherhood is a secret society of assassins. You don't find them; they find you. To start this
quest line, you need to speak with Aventus Aretino in Windhelm.
Quests
Delayed Burial
Innocence Lost
With Friends Like These...
Sanctuary
Contract: Kill Beitild
Contract: Kill Narfi
Contract: Kill Ennodius Papius
Mourning Never Comes
Whisper In The Dark
Contract: Kill Lurbuk
Contract: Kill Hern
The Silence Has Been Broken
Bound Until Death
Breaching Security
The Cure For Madness
Recipe For Disaster
To Kill An Empire
Death Incarnate
Hail Sithis!
Quests
Azura: The Black Star
Boethiah: Boethiah's Calling
Clavicus Vile: A Daedra's Best Friend
Hemaeus Mora: Discerning the Transmundane
Hircine: Ill Met by Moonlight
Malacath: The Cursed Tribe
Mehrunes Dagon: Pieces of the Past
Mephala: The Whispering Door
Meridia: The Break Of Dawn
Molag Bal: The House Of Horrors
Namira: The Taste Of Death
Nocturnal: Thieves' Guild Quests
Peryite: The Only Cure
Sanguine: A Night To Remember
Sheogorath: The Mind Of Madness
Vaermina: Waking Nightmare
The Black Star
You first hear whispers about the Shrine of Azura by asking the barkeep at the Bannered Mare, at
which point you are given this miscellaneous task to visit it. Make the trek to Shrine of Azura, located
south of Winterhold, and speak to Aranea Ienith to begin this quest.
Note that this quest can also be gotten from wandering followers on pilgrimage to the shrine. They'll
mark it on your map for you if you ask them.
Objectives
Find the elven mage from Aranea's vision
Speak to Nelacar
Find Azura's Star
Bring the Star to Aranea or bring the Star to Nelacar
Tell Azura you're ready to enter the Star
Tell Nelacar you're ready to enter the Star
Destroy Malyn Varen's soul
Walkthrough
Speak to the innkeeper at the Frozen Hearth in Winterhold and ask about the elven mage that studies
stars. He will tell you where a wizard named Nelacar staying at the inn. Nelacar has severed all ties
with the College, but you can placate him with a good Speech check or bribe him.
After hearing his story, you will need to seek out Maylyne in Ilinalta's Deep, southwest of Whiterun.
This place is filled with powerful necromancers. There are also two Skill Books in here that will level
up Enchanting and Conjuration - don't miss them! At the end, you will find the broken Azura's Star.
The quest now has two conclusions: A communion with Azura or a chat with an old elf. You get the
Azura's Star and a pretty strong mage follower if you decide to deliver the star to Azura. You get the
Black Star if you decide that you want to side with Nelacar.
You can journey back to the Shrine of Azura and speak with Aranea (the npc that will become a
follower if you decide to go this route instead of the other). When the Star is placed upon the alter of
Azura, she tells you that without Malyn Varen's soul being purged from the star, it is utterly useless.
Azura offers to teleport you into the Star to deal with him yourself to finally purge his soul from the
Star.
You can journey back to the Frozen Hearth Inn and speak to Nelacar as well. After Nelacar looks at
the Star, he discovers that Malyn Varen's soul is trapped inside. He tells you that he can repair the
star, transforming it into a vessel that stores black souls. (black souls refers to human souls (From
townsfolk, the forsworn, or bandits) that can't be ordinarily stored in standard soul gems. These are
used for Enchanting purposes) Malyn must be purged from the star and thus you must be soul
trapped into the star to deal with him.
no matter which you chose, you are sent into the star to deal with malyn
After telling Malyn that he cannot escape his fate, run after him. He will summon up to three Dremora
and shoot pretty strong lightning bolt attacks from his staff. Quickly nullify the enemies, and then
strike down Malyn. After you win the fight you are transported back to Skyrim.
Malyn's soul has been sent to oblivion. You are now ready to recieve an offering from whichever side
that you chose before entering the star. In addition, if you are at the shrine of Azura, you may speak
with Aranea Lenith again. WIth her guardianship at an end, she offers to accompany you as a
follower, if you'll agree to it.
Post-Quest
The person (Nelacar or Aranea) you did not side with has some harsh words with you, if you meet up
with them again. Aranea obviously will not become your follower if you side with Nelacar...
Boethiah%27s_Calling
A_Daedra%27s_Best_Friend
Discerning the Transmundane
Click this link to see the video
http://www.ign.com/videos/2011/11/30/skyrim-walkthrough-part-26-discerning-the-transmundane
Discerning the Transmundane is part of the Daedric Quests available in the game and can be
initiated during the quest Elder Knowledge, in which you retrieve the Elder Scroll from the ancienct
dwarven city after you talk to the College of Winterhold librarian.
Objectives
Ask Urag about the insane book
Find Septimus Signus
Transcribe the Lexicon
Give the Lexicon to Septimus
Harvest Falmer blood
Harvest High Elf blood
Harvest Wood Elf blood
Harvest Dark Elf blood
Harvest Orc blood
Bring blood to Septimus
Take the Oghma Infinium
Walkthrough
Make sure to put the runed lexicon into the slot next to the controls for the Elder Scroll mechanism.
Take the runed Lexicon back to Septimus Sigmus and further help him in solving the puzzle of the
massive dwemer cube. He will tell you to go harvest the blood from each of the following: Wood Elf,
High Elf, Dark Elf, Orc, and Falmer If your having trouble finding them just go to a major town like
Whiterun or Solitude and wait for the right moment to kill one the species.
When you return, Hermaeus Mora will kill Septimus and allow you to take the Oghma Infinium. (this is
also the quest for the infinite xp glitch) When read, the artifact will grant you 3 levels and 5 skill points
to each of the following:
Objectives
Bring Troll Fat and a Daedra Heart to Atub
Observe Atub's ritual
Speak with Yamarz
Meet Yamarz at Fallowstone Cave
Proect Yamarz
Defeat the giant
Take Shagrol's Warhammer back to Largashbur
Place Shagrol's Warhammer on the shrine in Largashbur
Walkthrough
Go to Largashbur (west of Riften against the mountainl-line) and Atub will tell you how the giants keep
attacking their outpost and their leader is sick. Bring her a Daedra Heart and Troll Fat.
Travel North East of Riften with the orc leader and fight your way until you get a proposition: tell the
orc to get the mace from the Giant himself, or let him bribe you. If you make the orc kill the giant he
will ultimately fail and you will have to slay the giant. If you accept the bribe, you must kill the giant
and bring the mace back to the orc leader where he will turn on you (trust issues obviously).
When you return talk to Atub and Malacath will instruct you to place the mace on the altar. When he is
done talking the mace will be transformed into Volendrung (2h mace) that you can take off the Altar.
Pieces of the Past
Click this link to see the video
http://www.ign.com/videos/2011/11/30/skyrim-walkthrough-part-27-pieces-of-the-past
Pieces of the Past cannot be attempted until you reach at least level 20. Once you do, you'll receive
an invitation via a courier upon reaching any city in Skyrim. This prompts a Miscellaneous mini-quest
to further investigate.
Objectives
Speak to Silus inside his house
Retrieve the pommel of Mehrunes' Razor
Retrieve the blade shards of Mehrunes' Razor
Retrieve the hilt of Mehrunes' Razor
Bring the pommel stone to Silus
Bring the blade shards to Silus
Bring the hilt to Silus
Meet Silus at the Shrine of Mehrunes Dagon
Speak to Mehrunes Dagon
Kill Silus
Reforge Mehrunes' Razor
Claim Mehrunes' Razor
Walkthrough
To start the mission of aquiring Mehrunes Razor, you need to go speak with a member of the Mythic
Dawn, named Silus Vesuius. There is a mythic dawn museum in Dawnstar and he will be standing
outside in front of the museum. Go and talk to him and then he will instruct you to find the pieces of
the razor. Once the pieces are collected and you have spoken to Mehrunes Dagon. Kill Silus, careful
though because he like to run and summon a familiar. Once he is dead Mehrunes Dagon will speak to
you and then reforge the dagger. Once you have claimed the dagger watch out as Mehrunes Dagon
will summon two very nasty Dremora whom will attack you. You can run or stay and fight. They can
be equipped with fire enchanted weapons, so keep that in mind when fighting them. Once dead they
will have a key each to Mehrunes Dagons shrine and dont forget their Daedra hearts (which can be
sold for a pretty penny or used for making Daedric armour).
Magical ability: Hits have a small chance to instantly kill If smithing skill upgraded in improving
magical weapons/armor, Mehrunes’ Razor Damage rating will be 50. Damage can be even higher if
you use fortify potions, enchanted amuletes, rings, and clothing that will improve weapons and armor
and if One-handed weapon skill is very high. Needs a Ebony ingot to upgrade.
The Whispering Door
The Whispering Door isn't available until your character is level 20 or higher. You must also have
completed Dragon Rising. You can get this quest by first gathering rumors from the barkeep at the
Bannered Mare in Whiterun and then asking the Jarl about his problems.
Objectives
Find out what's wrong with Nelkir
Listen to the whispering door
Speak to Nelkir
Obtain the key to the whispering door
Open the whispering door
Retrieve the Ebony Blade
Walkthrough
Talk to the inkeeper of the Bannered Mare in Whiterun Ask Jarl Balgruuf the Greater about his
children. Talk to Nelkir. Look at the door in the basement. Acquire the key from the Jarl Balgruuf the
Greater or arengar Secret-Fire to open the door. Open the door. Retrieve Ebony Blade
The Break Of Dawn
You need to be level 12 or higher before you can attempt The Break of Dawn. You can start this
quest by visiting the statue of Meridia.
Objectives
Bring Meridia's beacon to Mount Kilkreath
Replace the beacon
Guide Meridia's Light through the temple
Destroy Malkoran
Retrieve Dawnbreaker
Walkthrough
The statue of Meridia is located near the Mountain Range west of Solitude.
Once you talk to Meridia, she will ask you to find her beacon. Her beacon is located in different areas
each time so go to the place that the quest indicates then take the beacon. Meridia will tell you to
bring the beacon back to her temple. Place the beacon on the pedestal. Meridia asks you to clean her
temple that has been infested with dark magic by a necromancer.
Go to the temple and activate the pedestals of light that unlock the doors. Along the way you will have
to fight corrupted shades. At the end you have to fight the necromancer Malkoran and kill him. Once
he dies, he becomes a shade that you must defeat. After activating the final pedestal of light, you are
teleported back to Meridia, who gives you the sword called Dawnbreaker.
Glitch
Completing the Dark Brotherhood questline, and fully upgrading the Dawnstar Sanctuary, and
having Meridia's Beacon located in the Dawnstar Sanctuary, stops you from collecting the
Beacon.
Be wary to save before completing the quest. When Meridia drops you back down to earth, you
are supposed to land safely and gently. However, sometimes this does not happen and you can
fall to your death.
The House Of Horrors
The House Of Horrors is part of a series of unrelated Daedric Quests. This one can be initiated in
Markarth, this one concerning Molag Bal
Objectives
Walkthrough
This quest begins outside the Abandoned House in Markarth. Vigilant Tyranus, a vigilant of Stendarr,
will ask if you know anything about the house. Offer to help and the quest begins. After a small
conversation, you will be locked in the house with Tyranus and a voice will tell you to kill each other.
Tyranus panics and attacks you, after you slay him the voice will tell you to go further into the house
for your reward.
After going to the basement of the house, you will find a rusty mace that when activated triggers a
trap that locks you in place. The voice reveals himself to be Molag Bal and the mace is his weapon
that has been desecrated by a priest of Moethiah. Molag Bal orders you to find the priest and bring
him to the shrine so he can make the priest submit.
The priest is in Bruca's Leap Redoubt, northeast of Markarth. You can find the priest, Logrulf the
Willful on the northeastern edge of the camp. There are 3 conversation options for him to return with
you, all 3 work.
Upon returning to the house, Logrulf will be trapped in the same way you were earlier. After some
banter, Molag Bal tells you to beat Logrulf into submission with his Rusty Mace. You must reduce his
health to zero twice to make him submit (Molag Bal revives him after the first time). After he submits,
Molag Bal will tell you to kill him. Do this to receive The Mace of Molag Bal.
The Taste Of Death
You must let Eola live at the end of the mission Hunger in the Hall.
Walkthrough
In the Halls of the Dead Eola will ask you to meet up with her at Reachcliff Cave. The location is south
west of Markath. Here you have two options
If your a lower level (Less than 20) player its better in asking her to tag along. The path is linear and
there are a couple of Draugrs on the way. The Final Level has a high level Draugr Death Overlord
who uses shouts.
Speak with Eala after the Cave is cleared, She will task you with finding a feast to please Namira. She
needs a priest and wants you to convince Brother Verulus (He can be found at the Halls of the Dead
in Markath) to join you to the Cave.
Once you bring him to the cave Eola will hypnotize him and make him take a nap on the altar of
Namira and then ask you to kill him and take the first bite.
After you take a bite Namira will speak to you and reward you with The Ring of Namira. The ring
increases stamina by 50 and will give you increase in helth and health regen if you feed on a coepse.
The Only Cure
You must be level 10 or greater to do The Only Cure. This quest is part of a series of unrelated
Daedric Quests.
Objectives
Walkthrough
The shrine is located Northeast of Markarth, and directly east of the Imperial camp. Talk to Kesh and
he will tell you to bring him the following items:
Silver Ingot (Blacksmith Vendor), Vampire Dust (Haemar's Shame has lots of Vampires, or go to an
alchemist vendor), Flawless Ruby, Deathbell Flower (alchemist vendor).
When you are done communing with Peyrite, travel west to Bthardamz and clear out the dungeon.
After killing the elf report back to Peryite.
Once activating the urn of poison, the Daedric god speak to you. After he has spoken check your
inventory for a nice enchanted shield. You might remember it from Oblivion.
Spellbreaker
Objectives
Walkthrough
Go to Whiterun and go to the tavern. Speak to the man in the black robe, Sam, and he'll ask if you
want to enter a drinking contest with him. Accept it, and you will begin to drink until you pass out.
When you awake, you will find yourself in Markarth, in the temple of Dibella. The priestess will tell you
came in, shouting, knocked stuff over and and passed out. She tells you to clean up the temple.
Proceed to pick up the items located on your map. After you are done, she will tell you the location of
where Sam may be. Go to that location. You will meet a farmer. The farmer tells you that you stole his
prized goat and sold it to a giant. You can either find the goat, pay for it (1000g), or pass a speech or
intimidate challenge. Whichever you choose, he will tell you the next location to go. You will approach
a woman there. She talks about having a wedding ring for you after you told her how you met the
love of your life and that you asked her to get you a ring. You can either Persuade, Intimidate or give
her the money for it (2000g). Either way, she mentions that the wedding is at a place called
Morvunskar. Once you arrive, you will meet a Hagraven named Moira, which you supposedly
proposed to. Talk to her and you have one dialogue option: To have the ring back. She will become
hostile and start attacking you. Be wary as Hagravens are very formidible opponents. Once you kill
her, loot the wedding ring off of her and return the ring. The woman will tell you the next location to go
next.
When you arrive, you will need to fight your way through a fort full of mages, so be prepared with
magic resist potions or apparel. Fight your way through until you reach a magical portal located at the
top of a set of very conspicous stairs. Go through and keep walking until you find Sam. After some
friendly banter, he reveals himself to be Sanguine, the daedric prince of debauchery, and gives the
player his staff, The Sanguine Rose, for a fun time with the player when they were drunk. He teleports
you out of the grove and that's the end of the quest.
Note: Upon finishing the quest if you return to the Misty Grove, there is NO way to exit and you will
have to restart from a previous save.
The Mind Of Madness
The Mind Of Madness begins when you speak to Dervenin in Solitude.
Objectives
Walkthrough
When in the city of Solitude, a servant will ask you to help him find his master who is stuck in an
abandoned corridor of the Blue Palace.
To gain access you can either ask one of the maids and tell her that Falk told you to clean up the area
and she will give you the key; or, if Falk likes you enough (after you complete Wolfskull Cave quest),
then Falk will give you the key.
When you enter, go to the second floor, walk down the hallway and you will automatically be
transported to Pelagius' mind.
Speak with Sheogorath and you will get the Wabbajack. There are 3 steps to complete before
leaving.
1. Paranoia, this leads to an arena where 2 creatures will be fighting below you, fire the Wabbajack
across the arena at the figures sitting on either side of the man, they will turn to wolves and attack him
completing this scene.
2. Anger, Use the Wabbajack on the figure "confidence" to make him big and the attacker smaller,
you may have to hit him twice in a row to get him to the largest size and win.
3. Night Terrors, here you come to a clearing where Pelagius is asleep in a bed, you must wake him.
To do this fire the Wabbajack at him, then a wolf will appear, shoot the wolf and it turns to a sheep,
then shoot Pelagius again, repeat this until he awakens.
Once you have completed all three tasks to treat Pelagius's mind return to the glade where
Sheogarath is seated at the table and speak with him. After some scenes he will return you to the
Blue Palace and give you the Wabbajack. You find out that the God of Madness is the servant's
master, and he returns to his home in . Be sure to continue down to the cellar to obtain the book the
"Surfeit of Thieves" before leaving.
The Wabbajack, causes random things to happen when used, such as turning an enemy into a
chicken.
Waking Nightmare
Talk to the priest Erandur at the Dawnstar Inn.
Option 1: Let him finish the ritual and let the skull be destroyed.
Option 2: Kill him during the ritual and take the skull for yourself.
Civil War Quests
These quests tie in to the Skyrim Civil War between the Stormcloaks and the Imperials. You will be
first given the choice to choose between the two sides right after the Unbound quest, depending on
whether you followed Hadvar (an Imperial) or Ralof (a Stormcloak) to your next location.
Note: Once the player chooses a side the other quest will fail
To join the Stormcloak rebellion, travel to Windhelm by way of walking, horse, or carriage, which is
located towards in the northeastern section of Skyrim. After arriving, enter the Palace of the Kings
and talk to Ulfric. He will send you to talk to another soldier, Garmer, and he will give you a little
initiation quest called Taking Up Arms. He will send you to a island farther north to kill an Ice Wraith,
and will give you potions of resist ice damage. After killing the Ice Wraith return back, report in, take
the oath of the Stormcloaks, and you have joined sides with the Stormcloaks.
To join the Imperials, go to Solitude (in the NW) and speak to General Tullius, who will direct you to
Legate Rikke, his second-in-command. She will give you the task of clearing a fort of its pesky Bandit
infestation. Following that little clean-up, Tullius will have you take an oath, and you will officially be a
man or woman in service of the Imperial Legion and the Empire.
Quests
The Jagged Crown
Message To Whiterun
Battle For Whiterun
Liberation Of Skyrim
Rescue From Fort Neugrad
Compelling Tribute
The Battle For Fort Sungard
A False Front
The Battle For Fort Snowhawk
The Battle For Fort Hraggstad
Battle For Solitude
Imperial Quests
The Imperial quests are only one side of the Civil War Quests. Some quests will overlap with the
other sides'.
Quests
The Jagged Crown
Message To Whiterun
Defense Of Whiterun
Reunification Of Skyrim
A False Front
The Battle For Fort Dunstad
Compelling Tribute
The Battle For Fort Greenwall
Rescue From Fort Kastav
The Battle For Fort Amol
Battle For Windhelm
Other Quests
These quests differ in that they are outside of the main dragon story arc but don't necessarily fall
under the special questlines (The Companions Quests, The Dark Brotherhood Quests, etc.).
Quests
Ancestral Worship
Delayed Burial
Coral Dragon Claw
Forbidden Legends
Ill Met By Moonlight
In My Time Of Need
J'Zargo's Experiment
Laid To Rest
Lights Out!
Missing In Action
No One Escapes Cidhna Mine
No Stone Unturned
Onmund's Request
Promises To Keep
Rise In The East
Rising at Dawn
Shalidor's Insights
Tending The Flames
The Blessing Of Nature
The Forsworn Conspiracy
The Golden Claw
The Legend of Red Eagle
The Man Who Cried Wolf
The White Phial
The Wolf Queen Awakened
Unfathomable Depths
A Return To Your Roots
Detailed Walkthrough
The quest begins upon the collection of a Crimson Nirnroot sample in Blackreach. You will be
required to find out the significance of this plant, and in order to do so you should head inside
Sinderion's Field Laboratory, which is located right across the gates back to Alftand Cathedral. Inside
you can find Sinderion's remains, still clutching his field journal. After reading the journal, the quest
will update, and you will be required to collect 30 Crimson Nirnroot samples across Blackreach - a
difficult but rewarding task.
Crimson Nirnroot, unlike the more common garden variety, does not solely grow near bodies of water.
Many samples can be found by patches of mushrooms, Dwemer pipes or along the sides of the
cavern. There are also several plants located inside different buildings in Blackreach, specifically:
2.Derelict Pumphouse - underwater, requires you to use crank and open the gate first.
4.Hall of Rumination - actually not inside building itself, but on platform above it. Enter through Hall of
Rumination and fight your way to a door leading upstairs. Plant is in a pot, behind entrance.
After collecting required number of plants, the quest will update again and you will be asked to deliver
them to Avrusa Sarethi, Sinderion's former colleague. She is currently residing at Sarethi Farm,
between Riften and Ivarstead.
Give Avrusa 30 Crimson Nirnroot samples to complete the quest and receive The Nirnoot Missive.
You will also be provided with Sinderion's Serendipity, an ability which provides a 25% chance to mix
two potions instead of one.
Ancestral Worship
Ancestral Worship is obtained from Golldir in Skyrim, at the entrance to Hillgrund’s Tomb. You can
expect a reward of 500 gold if all objectives are fulfilled, plus access to a Staff of the Familiar.
Objectives
Protect Golldir ( this is optional)
Defeat Vals Veran
Walkthrough
Golldir is hanging outside Hillgrund’s Tomb, just east of Whiterun. Lead him through the cavern,
fighting through Skeletons and Draugrs. When you reach the tomb’s terminus, you’ll encounter Vals
Veran, a powerful wizard that summons a bunch of Draugrs to fight, some of which have magic
abilities.
This can be a tough fight. We had good luck by sneaking in shadows and taking arrow shots
whenever Vals Veran re-appears. He’ll usually disappear every time he’s hit, but will eventually run
out of warp juice. Kill Vals quickly to keep Golldir alive and you’ll be rewarded with 500 Gold.
On Vals’ corpse is the Hillgrund’s Tomb Crypt Key. Use the key to open a door inside the tomb and
you’ll have access to all kinds of goodies, including the Staff of the Familiar.
Blood on the Ice
Location
This side quest takes place entirely within the city of Windhelm. It can be available once your
character has visited the city a certain minimum number of times, either by fast travel or by simply
leaving and returning through the front gate, and begins when the player enters the graveyard district
near the Temple of Arkay. A Windhelm city guard who is watching over the aftermath of a recent
homicide there will halt the player's progress to inquire if your character has seen anyone suspicious
fleeing the scene.
Walkthrough
When the player enters the graveyard district, there will be a city guard and a few NPC characters
standing near the scene of a grisly murder. A young woman lies dead, and is being tended to by the
Priestess of Arkay under the watchful eye of the guard. If the player speaks to the guard and asks
what happened, the guard will mention that this seems to be just the latest in a string of murders with
the same modus operandi that have been taking place in Windhelm of late, but nobody has been able
to witness the culprit and the city guards are spread too thin to be able to invetigate. This is where the
player comes in.
Ask the guard if they need help with the investigation, and the guard agrees as long as permission is
obtained from the Jarl's assistant before going snooping around. The Jarl's assistant can be found
within the Palace of Kings, the keep in Windhelm wherein Ulfric Stormcloak presides and coordinates
the Stormcloak Rebellion with his military advisors. During the day he is often nearby the Jarl's
throne, but by night he may be found sleeping on a bedroll in the keep's kitchen just off the throne
room. Speak to him, and he gives you permission to proceed, pledging both his support and that of
the city guards if needed.
With permission granted, head back outside to speak to the guard in the graveyard again. He or she
will ask you to interrogate the witnesses who are standing nearby, none of whom can give you any
useful information about the murderer. Speak to the guard again and relate the lack of any findings,
and he or she will confirm that this is typically what has happened for all of the previous murders. The
guard suggests that the player speak with the Priestess of Arkay in order to learn if any details about
the condition that the bodies were found in might offer any clues about the murderer, and also warns
that the Priestess is a strange one!
Body of Evidence
Enter the catacombs of the Hall of the Dead and find within the Priestess, who is already engaged in
preparing the body for its eternal rest. Aside from a bit of gallow's humor, she also imparts the details
of the victim's wounds, which were inflicted by a curved blade not unlike that of one of the embalming
tools she uses frequently herself. Outside of her own line of work, she has only ever seen such a tool
used by necromancers. While interesting, this revelation doesn't quite provide any new leads, so exit
the Hall of the Dead to search for more clues.
Outside once more, the murder scene confronts you with more evidence: the victim's blood is pooled
not only where the body was found, but also several large smears of it leading away from the area.
Following it, you arrive at the doorstep of an abandoned house, its front door firmly locked. At this
point, if your Lockpicking Skill is high enough you may attempt to pick the lock; otherwise you will
need to speak to several different NPC's around town in order to acquire the key. Either way, enter
the abandoned house to continue your search.
Upon entering the house, you quickly note the presence of cobwebs and a thick layer of dust on its
interior surfaces; it appears that nobody has been here in a long time. Upon closer inspection though,
you notice another trail of blood smears leading to a small chest that has been pushed up against the
far left wall. It too bears spatters of blood on its surface, and within you find a number of pamphlets
warning of the night creature its author, a local woman known as Viola, calls "The Butcher", along
with a journal. Read the journal, and it speaks of the horrible intentions of its owner. In it is described
a motive behind the murders, which is that the killer is collecting body parts for some nefarious
purpose. This is one seriously disturbed individual!
Moving farther into the house, you notice a wardrobe and a bookcase on the far wall, and another
wardrobe to your right as you enter a small alcove. The wardrobe yields only a few articles of clothing,
but the bookcase next to it has several more of the pamphlets you encountered in the chest, as well
as a strange amulet lying beneath them. As you examine the other wardrobe, it reveals a false back
that can be opened, leading into a secret room filled with the bloody, skeletal remains of prior victims
strewn about the floor. An operation table sits in the center, its surface marred with congealed blood,
and to its left is a set of shelves bearing the implements with which these bodies were dissected.
Upon one of the shelves is another journal, this one just as graphic as the previous one and further
detailing the owner's intention to use the collected body parts in some sort of necromantic ritual.
Furthermore, it indicates that its owner doesn't quite have all the components needed, necessitating
yet another murder, and soon! Having gathered these key pieces of evidence, you're now done here.
With all of this evidence in hand, head back outside and speak with the first city guard you see. Ask
about the strange amulet and you'll be directed to speak with a Windhelm resident who operates a
sort of curio shop, and who might know more about it because of his known interest in items such as
this. Ask about the pamphlets, and the guard will tell you that its author has been at this leaflet
campaign for months, ever since the murders started, ostensibly to raise awareness of the dangers
but instead is viewed as somewhat of a nuisance by both the city guard and the local populace.
Speak to the curio shop owner and he'll tell you that the amulet is one typically carried by the city's
court wizard, and offers to buy it off you for 500 gold. You may agree to sell it to him or keep it; either
way you still have another lead to follow up.
Forbidden Legends
Start Forbidden Legends quest by reading the Lost Legends book in the Dark Brotherhood
Sanctuary, by following the quest line at the College of Winterhold, or by reading a book during A
Cornered Rat.
Objectives
Investigate the Gauldur Legend
Learn the truth from Daynas Valen
Read Daynas Valen’s notes
Find the Gauldur Amulet Fragment in Folgunthur
Find the Gauldur Amulet Fragment in Geirmund’s Hall
Find the Gauldur Amulet Fragment in Saarthal
Walkthrough
Head to the location on the map, a small campsite just outside Folgunthur, and read Daynas Valen’s
journal sitting on the ground. Investigate this further by paying a visit to the journal’s owner, Daynas,
inside Folgunthur.
The inside of Folgunthur looks just as uninviting as the outside. If the numerous freshly bloodied
bodies aren’t indication enough, the booby traps rigged throughout this small area should deter even
the most intrepid adventurers. The first room has familiar-looking animal tiles and an imprint of a claw,
which you don’t have yet. Proceed further and fight some draugrs in the next room.
There’s a floor trap at the bottom of the staircase. You can pull the lever or just jump over to the
stairs. Daynas Valen can be found at the very edge of the second floor ledge, but isn’t in any
condition to give you useful information. However, his notes will do just fine. Take the Ivory Dragon
Claw from his robes and leaf through the notes to learn that you’ll need to uncover the Gauldur
Amulet Fragment here in Folgunthur and in two other locations.
Set the Ivory Dragon Claw in the slot just above Daynas’ body to lower the bridge and continue in.
You will come into a room in which stairs lead down, but a sturdy metal grate blocks your passage.
Open the lever on the left throne to enter this room and move some tiles. Facing the tiles, the
sequence should be the eagle, whale, and snake symbols all facing outward (to mirror the similar
pattern on the other side). Note that if you can not rotate the pillars even though it says activate pillar
you need to leave Folgunthur and then return to the dugeon. You should be able to move them then
(worked on Xbox 360 verision). You should hear the sound of a mechanism being unlocked, and then
pull the lever in the previous room to retract the metal grates. Head down and follow it to a corridor, at
the end of which is a stone door with rings of special engravings adorning it.
To view the correct pattern, go into your items inventory and examine the Ivory Dragon Claw: the
pattern is engraved upon the claw itself. Starting from the outer ring, the correct sequence is: eagle,
eagle, dragon, then insert the claw into the slot.
Inside the Folgunthur crypt, draugrs rise from their coffins, including Mikrul Gauldurson, who is
stronger than the rest. After slaying him, search the body for the Gauldur Amulet Fragment.
Geirmund's Hall is located to the east of Ivarstead and south of Lost Knife hideout on a small island
between the river.
As soon as you enter you will be greeted by a giant spider and a draugr. Take care of them and drop
down from the giant hole into the small pond. Be careful as you move on because there is a foot trap
in the room. Fight off a few Draugrs and you will come across a room filled with water. You have to
set a combination of stones so you can open the door on the other side.
Next you have to pull a lever to bring the wooden bridge down. There are two levers in the room.
One to the edge to the right side of the room and the second one is behind the first one hidden in a
corner opposite the first lever.
The first lever will is a trap and it will bring out the spikes on the wall to the right side of the lever. Pull
the second lever and bring the bridge down. Move up and again, pull the lever to the left, bring the
second bridge down. Kill the draugrs. There is foot trap in the next room which activates the
pendulum axes, so watch your step.
Next you will be in a giant room filled with water. Go down and kill the restless draugr. There are two
platforms in the middle of the room and one small section to the left and a room to the right.
Sigdis Gauldurson, the boss, will disappear and appear with two clones of himself.
Perhaps a safer strategy would be to stick to Archery to kill him and stay in the room where he wakes
up as you have enough cover. The clones can be killed with a single arrow.
Kill him retrieve the amulet fragment. Go through the cave to get out of the hall.
You cannot enter Saarthal without a key. In order to access Saarthal, you need to go to The College
of Winterhold and follow that questline for a bit until you receive the quest Under Saarthal.
Rendezvous with Tolfdir there and he will take you inside.
You are to meet Arniel, who can be found relatively easily. Arniel asks you to find four artifacts. One
of the artifacts is the Saarthal Amulet. Once retrieved, you'll be trapped inside the room. Do as
instructed and wear the amulet, then cast a spell (any spell) on the wall where the amulet was.
Doing so breaks down the wall, after which Tolfdir passes through expecting you to be behind him.
Once in the room, you will have a vision from someone in the Psijic order. After you inform Tolfdir
about the vision, he suggests looking around a bit. You might have draugrs to deal with your
immediate future.
Leave Tolfdir and pull the two chains in the room to uncover a door to the next area. More draugrs.
Kill them and go up the stairs. Be sure to snoop around the area to loot chests and whatnot.
Careful of the poisonous arrow floor trap as you move down. Beyond this trap are more powerful
draugrs: a Restless one and a Draugr Wight.
In the next room, you have to arrange six pillars to open the door ahead. The solution is right behind
the rotating hawk, dolphin, and snake. Note: It's easiest to temporarily bump up your brightness in-
game as the clues will probably be difficult to see under most standard brightness settings (unless
you have it at maximum).
The solution from lever facing back (towards the way you came in):
Left:
Hawk
Hawk
Dolphin
Right:
Dolphin
Snake
Hawk
Once opened, your prize is really just another enemy, but in the form of a powerful Draugr Deathlord.
He can dole out a lot of pain in a single swing. It's best to take him out from a distance if possible.
Another strategy involves running back to the room with the pillars and standing next to the lever. As
the Deathlord approaches, close the door and shoot him with arrows. This will have to be repeated a
lot of times depending on your level.
After defeating, move on up the stairs and through the door. There are two alchemic traps here on the
floor. If you go through those traps, you will be hit by lightning. Disable these traps by using some
Destruction spells on it a couple of times.
Time to arrange four pillars again in order to open the door. And of course, pulling the lever with
incorrectly arranged pillars will shoot poisonous arrows from the wall.
The solution is on top of each pillar, but the pillars here are a bit difficult to shuffle as activating the
first or second pillar to the left will also activate the two pillars on the right. And activating the second
pillar on the right will activate the first one on the right.
After you open the door Tolfdir will catch up with you. Beware of the foot trap ahead. Move to the next
room to face Jyrik Gauldurson. Behind Jyrik is a giant sphere. As you move down, though, Jyrik
moves into hostile action. You attacks will not affect him. Tolfdir will attack the giant ball, which will
weaken Jyrik, allowing you to take him out. Retrieve the amulet from Jyril's corpse. This will complete
the quest for finding the amulet.
Tolfdir will ask you to return to the College and to inform them about the giant sphere that you
discovered.
Make your way out after learning the Dragon Shout in the next room.
Note: In order to complete this quest you need to have the Ivory Dragon Claw.
In order to forge the amulet, you need to make your way to the Reachwater Rock, which is south of
Sky Haven Temple. The cave is behind a waterfall, so look for that.
On your way up, you will find a dead Nord, the Emerald Dragon Claw and a note warning you to not
enter the place.
As you move up, you have to arrange the rings on the doors correctly to open the door. The
sequence is there on the Emerald Dragon Claw. Then use the Claw to unlock the door. For the fifth
one, you need to have the Ivory Dragon Claw. The solution to the rings on the fifth door is there on
the Ivory Dragon Claw. Incorrect arrangement of the fifth door will release poisonous arrows from the
wall.
Once inside, you will have to face all three bosses that you faced in the earlier quest of retrieving the
amulets individually. Go ahead and place the three amulets on the three plates and the three bosses
will appear. They will fight one at a time. First one will summon draugrs to attack you, second one can
create clones of himself and shoot arrows from a distance, and the third one will use magic to
summon an ice creature.
Defeat them all and you will have created the amulet which will give 30 points of health, Stamina and
Magicka.
In My Time of Need
In My Time of Need can be obtained from Alik’r warriors in or around Whiterun. You will receive 500
Gold if you choose to kill Kematu.
Objectives
Find the Redguard woman
Speak with Saadia or Inform the Alik’r of Saadia’s location
Kill Kematu or talk to him
Walkthrough
Sometime after you speak with the Jarl, a pair of Alik'r warriors stand just at the entrance to Whiterun
and beckon you over. (Alternatively, you can start this quest by finding them elsewhere and
approaching them as they are harrassing a Redguard woman) They commission you to help them
locate a Redguard woman hiding somewhere in Whiterun. They're willing to pay for any information
you can find about this woman.
She is the waitress named Saadia at the Bannered Mare. Speak to her and she’ll tell you to meet her
upstairs. Here is where you are presented with two choices:
OPTION 1
Talk to the Alik'r Prisoner in Dragonsreach dungeon behind the entrance to Dragonsreach itself. Pay
the prisoner's fine to a guard (100 gold). Go to Swindler's Den in the west, where you can kill Kematu.
Even when you reach Kematu, you are offered one more chance to turn your back on Saadia (see
below) or stain your hands with Kematu’s blood. By the way, Kematu has something like five or six
other warriors with him, so be ready for lots of crowd management during this fight. Search Kematu
for 100G. Return to Saada. She will give you 500G for your effort.
OPTION 2A
The other path is to go to Rorikstead to tell the two Alik’r at the Frostfruit Inn that you found Saadia.
They then want you to lure her out to the Whiterun Stables. Return to the Bannered Mare, go
upstairs, and you’ll be locked into a series of “(Lie)” dialogue options that will have her walk to the
Whiterun Stables on her own. Kematu will paralyze her there and give you 500G as a reward. Also, if
you talk to Kematu, he claims that she was the actual traitor. This “lure to the Whiterun Stables”
scheme also comes up when you talk to Kematu inside Swindler’s Den.
OPTION 2B
Follow the sequence described in Option 2A until Saadia meets Kematu at the stables. Wait for their
conversation to finish, and just after Kematu stuns Saadia, attack and kill him. The best weapon for
this is destructive magic, as it means you can stay out of the way of his powerful blades. After you
have killed him, loot his corpse for 100G and two powerful one-handed swords. Next, talk to Saadia
and tell her that she is safe. She will reward you for your efforts with 500G. This option is a good way
to make the most of both rewards available, and also to have a way to kill Kematu without having to
simultaneously face his minions in Swindler's Den.
Infiltration
Infiltration can be obtained from Stalleo outside of Treva's Watch in The Rift.
Objectives
Open the gate at Treva's Watch and let Stalleo back into his family's keep.
Walkthrough
At the completion of the mission, Stalleo grants the character a spell tome of Detect Life.
Missing In Action
Missing In Action can be obtained from Avulstein Gray-Mane in Whiterun.
Objectives
Find evidence of Thorald's fate
Walkthrough
You can pick up this sidequest when you reach Whiterun. Off in the House of Gray-Mane (located on
the perimeter of the circular pavilion with the big tree), Avulstein reproaches you for snooping around
his house and accuses you of working for the Battle-Borns. The situation is tense, so be sure to
convince Avulstein that you don't know what he's talking about or anything about his brother. Then
offer to help him find proof, thus starting this sidequest.
The House of Clan Battle-Born is not far from the House of Gray-Mane, but its doors will test your
novice lockpicking abilities (make sure you are not seen). The Battle-Born family doesn't take kindly to
trespassers if they're home, however. If you return as a Thane after currying favor with the Jarl, you
will be able to go about your business without serious repercussion. Otherwise, you can visit their
house while they are sleeping at around 6AM to 7AM. Bring some lockpicks with you and quietly tip-
toe past Olfrid's sleeping quarters; there's a locked door here that the quest marker points to. Force
open the lock and pick up the Imperial Missive from the desk.
Reading the book or heading straight back to House Grey-Mane you'll discover the fate of Thorald,
that he is very much alive and that there are shady goings-on revolving around his capture, head
back to Avulstein once you have the book in your possession. Upon returning to House Grey-Mane
and speaking with Avulstein, he will want to take action. You will be given three options; go it alone
and find a peaceful solution without bloodshed, join together with Avulstein and raid the encampment
where Thorald is being held captive, or the ever unpopular walk away and 'deal with it later' option.
Choosing the peaceful solution you will be given a map arrow pointing you towards the camp where
Thorald is being held. When you arrive you will be greated by a most displeased guard who is very
tight-lipped and shares almost no information with you at all. You will be required to get Thorald a
pardon in order to free him from the clutches of the troops that are holding him. (I have yet to find this
pardon, to be updated when or do or somebody else knows.)
To be continued...
No Stone Unturned
Once you've picked up one of the "unusual gems", you can speak to Maul in Riften to begin the quest.
Ask him about the unusual gem, and he'll direct you to speak to Vex in the Thieves' Guild.
http://www.youtube.com/watch?v=mEmABfxtIeY
http://www.youtube.com/watch?v=ONBjVW48VjI
Rising at Dawn
Rising at Dawn is an optional Side Quest relating to curing Vampirism.
Valga will eventually tell you that Falion in Morthal studies vampires. Morthal is located near the north
end of the map, southwest of Ustengrav. Falion is commonly located outside of town, and at night
time you'll find him to the northwest. Talk to him and he will tell you that, in order to perform the ritual,
a black Soul Gem must be filled. To get the black soul gem you need to speak to Falion again and he
will offer to sell it to you for roughly 150 gold.
Once you have the black Soul Gem in hand you'll need to fill it with a soul. You can use a Soul Trap
spell on a human target and kill said target in order to capture its soul. Alternatively, you can use a
weapon enchanted with binding to kill a target. If you don't want to kill any important characters, you
can always wander the open world and wait for a bandit encounter.
Talk to Falion again once you have a filled soul gem and he will ask you to meet him at his mound at
dawn. However, if you are blood-starved he won't help you. If you are blood-starved, you will need to
feed on a human at night. See: Vampirism.
Simply talk to Falion at the mound at dawn (around 5:00 am works), say "Let's get this over with" and
he will perform a ritual to cure you of your vampirism. It's over with.
The Blessing of Nature
The Blessing of Nature can be started by visiting Danica Pure-Spring in Whiterun.
Objectives
Retrieve Nettlebane
Bring Nettlebane to Danica
Retrieve Eldergleam sap
Return to Danica
Walkthrough
The priestess of the Temple of Kyrnareth, Danica Pure-Spring, is a gentle soul who wishes only to
help the ill and less fortunate as well as restore vitality to the whithering Gildergreen, the special tree
in Whiterun. If you press her to tell you more about this temple, the dialogue steers itself toward this
very topic, allowing you to offer your assistance. She requires a weapon strong enough to extract the
sap from the mother tree, and that weapon is in the possession of a rather rowdy race that resides in
Orphan Rock.
For this quest, bring along a Follower - it couldn’t hurt for extra damage and to divert attention away
from the Magicka-users in that area. The best way to get there is by first fast-traveling to Helgen,
which is located closer to Orphan Rock. Follow the paved path for a ways and, checking the map or
using Clairvoyance, cut left through the beaten path. You eventually stumble upon Orphan Rock, but
you don’t need to venture in much to find the hagraven on the rock above. There are, however,
witches with an affinity to fire or ice magic in the vicinity.
Once the lone hagraven has fallen, rifle through the body for the Nettlebane and other items, then
return to Danica, who sends you to Eldergleam to get the sap. Nearby, Maurice Jondrelle overhears
of your visit to the Eldergleams and asks to tag along. Make the long journey east to the Eldergleam
Sanctuary with a companion.
The sanctuary serves as a tranquil place for people to come and marvel at the Eldergleam’s glory.
You’ll find The Mystery of Princess Talara Part II along the ground here; reading it increases your
Restoration skill. Equip the Nettlebane as a weapon and travel along the path until you’re obstructed
by the Eldergleam’s giant roots. Slash at the roots to force them to let you pass.
After extracting the sap from the tree, some Spriggans suddenly appear and slaughter all the peaceful
visitors to the sanctuary. Defend yourself against their attacks. Spriggan are particularly vulnerable to
ice-based magic and can regenerate their a bit of their health.
Objectives
Retrieve the Golden Claw
Cut Arvel down
Find the secret of Bleak Falls Barrow
Bring the claw to Lucan
Walkthrough
This quest can be done before heading to Whiterun, which is actually recommended. However, if you
skipped over this quest and received Bleak Falls Barrow from Farengar, you should do this quest at
the same time. Since the steps for both those quests converge, you can find the full walkthrough for
Bleak Falls Temple in Bleak Falls Barrow.
Note: If you've already obtained the Golden Claw from pure exploration, Lucan will thank you for your
foresight and give you the same reward as if you'd gone on his quest formally.
To get The Golden Claw quest, speak to Lucan in the Riverwood Trader to discover that Lucan has
had a bout of bad luck regarding bandits robbing his shop. Although they didn't make away with
much, they did take one of his prized possessions: an ornament in the shape of a dragon's claw.
Agree to help him recover the stolen item to begin this quest.
Recruiting either Faendal or Sven can be helpful, even if it's no more than just having an extra body
for your enemies to target. To recruit either follower, simply talk to Sven to begin a miscellaneous
task. Depending on how it pans out, you'll earn the consummate loyalty of either Sven or Faendal.
Camilla shows you to the edge of town, pointing in the general direction of where you need to go
before she departs some time after. Basically, take the trail back out of town and head up towards the
mountains. You know you're going the right way as your lush green environments cede to snowy,
blizzard-like conditions.
In order to get the Claw, you must venture forth deep into Bleak Falls Barrow and find Arvel. You
should be able to find him tangled in a spider's web.
Cut him loose of the spider's web, but first you must get rid of the creature that created it in the first
place. Yup, you guessed it--it's a Spider! Specifically, it's a frost spider. Upon killing the spider and
freeing Arvel, he will try to flee, not wanting to share his precious treasure. He will pay for his
treachery.
Later on in the cave, you will find a locked door with pictures of three animals on it. The answer to the
puzzle is etched on the Claw itself. Once you get it down, the door will unlock, opening up into a long
hall, The Hall of Heroes. At this point, you want to defeat the draugr overlord and come across the
first Word Wall.
Once you leave the temple, return to Lucan in Riverwood with the Golden Claw afterward. It's a little
bit of a trek, but Lucan will make it worth your while.
The Legend of Red Eagle
This quest is initiated once you read one of the Books of the same name. The book can be found in a
few different places; one location is in Solitude.
Objectives
Find the Red Eagle’s Sword
Unlock the secret of Red Eagle’s Tomb
Walkthrough
This quest begins as soon as you read a book entitled The Legend of Red Eagle. This book can be
found in several places, but you can get it early in the game when your presence isrequested at
Dragonsreach in Whiterun. After being introduced to Farenger, head to the room to the left of his
laboratory. On one of the book shelves a book titled The Legend of Red Eagle will open up this
quest.
Travel West to the location marked on your map Red Eagle Redoubt, fight through the Red Eagle
ascent. Look out for traps along the path; crafty adventurers should be able to turn traps against
enemies. Eventually, you’ll emerge near the Sunder Towers. A Forsword Briarheart has the sword in
his possession, remove it with extreme prejudice. Acquire the Red Eagle’s Fury and Red Eagle
Tower key and head out towards the towers.
Enter the first tower and head towards the top, use the chain to lower a bridge connecting two towers.
You now have a clear path to your next destination - Rebel’s Cairn. Head inside and place the Red
Eagle’s Fury on the switch to open up a secret tomb. The Red Eagle himself will reanimate alongside
some common skeletal warriors. Dispatch the weaker enemies first and beware the Red Eagle’s
ability to disarm you. Defeat the undead warrior to claim a very powerful weapon - Honed Ancient
Nord Greatword of Burning. Don’t forget to grab the sword sitting on the switch on the way out, you’ll
notice its now changed into the Red Eagle’s Bane.
Laid to Rest
Laid to Rest can be found through Jarl Idgrod Ravencrone in Highmoon Hall or the Imperial Guard
Legate Taurinus Duilis during A False Front.
Objectives
Investigate the Burned House
Find Helgi
Retrieve Alva's Journal
Kill Movarth
Walkthrough
Once you speak with Jarl Idgrod Ravencrone she will ask you for help investigating the Burned House
in town. Walk outside of Highmoon Hall and turn left. There is a boardwalk leading left again to the
Burned House.
Burned House
The ghost of Helgi will appear in the front left corner once you enter. After speaking with Helgi you'll
have to meet her at night. Make sure to speak to Thonnir about his wife Laelette to get a little back
story here.
Now, back to Helgi. Where she'll be she wouldn't say, so wait until dark and then head east away
from Highmoon Hall towards the Saw Mill and then turn left up the hill before the bridge and you will
find her waiting in the Graveyard. Ready yourself as you walk up the hill as Laelette, a vampire will
attack you. After you dispatch her speak to Helgi. Thonnir will then appear and ask you to investigate
Alva's house.
Alva's House
On the other side of town (following your marker) you'll find Alva's house.
Note: If it is still dark and you break in you may find yourself face to face with Hroggar and potentially
Alva. If you wait until morning Hroggar will most likely be gone and Alva will be resting in the
basement.
Depending on the time Alva will be in her coffin in the basement or not. If she is kill her and then steal
her journal, if not just swipe the journal.
Return to Jarl Idgrod Ravencrone and she will gather a mob for you outside of Highmoon Hall. Lead
them to the marker on your map, Movarth's Lair. If you speak to them a few may join you, just choose
"I have to go in alone?" and you should be able to get two to join. They could die (most likely only one
will, but hey, flames happen).
Movarth's Lair
Inside the liar there are two Frosbite Spiders at the bottom of the first ramp. Use a bow or magic to
dispatch them without worrying about sound. Lead your companions down the hallway and sneak to
the next room. One Vampire Thrall will be sitting at the table. Sneak on to find another Vampire Thrall
down a small ditch on the left of the next room.
When you get to a hallway with a ramp and wooden platform "high road" around the corner take it.
Sneak around the corner and take aim. Movarth will have two henchmen and will use magic against
you. This is a fairly tough fight alone, but if you are on the upper walkway you'll buy yourself some
time. If you have companions they'll likely run down to confront Movarth directly allowing you to pick
him off from a distance. Use shouts when you can and you'll eventually kill him.
Feel free to explore the rest of his lair. There are number of other vampires to be found (one to the left
of the dining table, two to the right at least.
Highmoon Hall
Return to Highmoon Hall for a reward of gold and the next quest Thane of Hjaalmarch.
Miscellaneous Tasks
Sometimes you receive minor requests and errands (based on the game's Radiant Storytelling
system) that go into the Miscellaneous section in your journal. While these could consist of simple
fetch or kill quests, they can oftentimes expand into full-blown Side Quests. Miscellaneous tasks often
help you discover new locations that were previously absent on your map as well.
Casting conventional spells (Destruction, Alteration, etc) expends a portion of the player's magicka.
Spells are classified by level (Novice, Apprentice, etc) but may be cast regardless of skill provided
the player has sufficient magicka. Increasing the appropriate magical skill decreases the magicka
cost of casting but does not otherwise affect the strength of duration of the effect. Perks and various
items such as robes can also reduce the magicka cost of spells as well as increasing the rate at
which magicka regerates. Effects that increase spell potency are rarer and for the most part only
obtainable through potions. 'Dual casting', i.e. equipping and casting a spell with both hands,
increases the magicka cost of the spell but also produces a stronger effect (damage and/or duration,
depending on the spell).
It might only be my personal opinion, but I would recommend aspiring mages to take their robes to
the College of Winterhold as early as possible. While not being insurmountable, should you aim to
fulfill the College's Quests at higher levels without significant practice in your magic disciplines of
choice, the enemies you'll face might not be easily or readily vanquished by employing your mystical
means only.
In addition, the Stone of the Mage, which increases the learning speed of magical talents by 20%, is
very helpful.
Learning Spells
Spells in Skyrim are learned by reading Spell Tomes. Selecting a tome from the player's inventory
adds the spell to the Magic menu and destroys the tome. Spells are classified by levels (Novice,
Apprentice, etc) but may be cast by the player regardless of skill provided the player has sufficient
magicka.
Spell tomes are available for purchase from NPC mage vendors. The first such NPC most players
encounter is Farengar Secret Fire at Dragonsreach in Whiterun. General merchants such as Belethor
in Whiterun will occasionally offer a small selection of tomes as well.
Spell tomes stocked by vendors and randomly generated as loot from dungeons will be appropriate to
the player's skill level (for example, Adept level spells become available when the player's skill
reaches 45-50). Most vendors' stock of tomes seems randomly selected, though vendors at the
College of Winterhold will typically offer the full selection of spells up to the player's current skill level.
A small number of spell tomes are placed loot (non-random) and may thus be acquired regardless of
skill level. An example is Transmute Ore, an adept level Alteration spell that can be found in Halted
Stream Camp near Whiterun..
How to get infinite Magicka
Skills
The following Skills are devoted to Magic.
Alteration
Conjuration
Destruction
Enchanting
Illusion
Restoration
Destruction Spells
Destruction Spells consist mainly of three elements: Fire, Frost, and Shock. Each spell has their own
perks when causing damage. Fire spells can set enemies on fire, doing more damage per second.
Frost spells cause damage to both Health and Stamina. Shock spells cause damage to Health and
half damage to Magicka.
Alteration
Equilibrium
Transmute
Ebonyflesh
Conjuration
Soul Trap
Dead Thrall
Flame Thrall
Frost Thrall
Storm Thrall
Destruction
Fireball
Fire Rune
Frost Rune
Lightning Rune
Wall of Frost
Wall of Flames
Wall of Storm
Restoration
Close Wounds
Grand Healing
Greater Ward
Illusion
Clairvoyance
Invisibility
Muffle
Shouts
Shouts are special Magic abilities learned by reading Word Walls and activating the shout via a
Dragon Soul.
Alteration magic deals with Thaumaturgy -- the one branch of sorcery which deals with transmutation
and transformation of matter and energy (and vice versa).
Perks
These are the Perks available in the Alteration perks tree.
The Dual Casting perk boosts the duration of the various flesh spells but not their effect - the
armor bonus conferred on the player remains the same.
Certain high end mage items (e.g., a certain mask acquired during the College of Winterhold
quests) are classified as armor. Wearing them negates the bonus from the Mage Armor perk
(even if the spell is cast without the item equipped).
Total Magic Resistance is capped at 85%. Depending on items one may reach this level without
the Magic Resistance perk (although having the perk could free up enchantment slots for other
beneficial effects).
Alteration really shines at the Expert level with the fantastic Paralyze and Ebonyflesh spells. The
Expert Alteration perk is potentially a very good investment.
Dragonhide works differently than the rest of the 'flesh' line. Read the description, and keep in
mind Master level spells have a long casting time, before investing in the Master Alteration perk.
Vendors
At these people you can buy Alteration spell tomes, some sell more books than others:
Skill Books
Reading the following books will increase your Alteration level:
Breathing Water
Daughter of the Niben
Reality & Other Falsehoods
Sithis
The Lunar Lorkhan
Skill Trainers
These people will train you in the skill of Alteration:
As with any skill grinding, use the standing stones west of Riverwood (in this case, the Mage)
and the Well Rested bonus to maximize efficiency.
Alteration can be increased by casting the flesh spells (Oakflesh, Stoneflesh, etc.) in combat.
Ideally, finish all but one enemy and get to a position where that enemy cannot reach you.
Detect Life: Cast Detect Life in crowded cities as the leveling is based on the number of people
you detect.
Telekinesis: Can be used on any object outside of battles so this can be used at any time.
Waterbreathing: Cast while standing in water to level up quickly.
To get from Adept to Master in a quick fashion, you'll need two spells: Equilibrium and
Telekinesis which you can get from Tolfdir in the College of Winterhold. First, cast telekinesis on
a object, then cast Equilibrium fast to slower the rate at which magicka depletes (watch your
health). Once you're out of magicka you can rest for an hour then repeat this process over and
over till you're level 100 in Alteration. I suggest being in The Arcanaeum in the College of
Winterhold because there is a lot of objects and space.
Candlelight
Stats
Magic Alteration
Level Novice
Cost 16
Effect Light
Duration 60 Seconds
Description
Candlelight is a Novice level Alteration spell. It creates a hovering light that lasts for 60 seconds.
Locations
Farengar Secret-Fire in Dragonsreach
Tolfdir in the College of Winterhold
Detect Dead
Stats
Magic Alteration
Level Expert
Cost(No Perks) 130/s
Cost(W/ relevent spell level perk) 49/s
Duration As long as it is cast
Description
This spell causes the nearby undead and corpses to be seen through the walls.
Notes
This spell is great for seeing Draugr in the dark catacombs so that they do not ever again catch
you by surprise.
Detect Life
Stats
Magic Alteration
Level Adept
Cost (no perks) 88/s
Cost (w/ relevent spell level perk) 37/s
Duration Time it is casted
Description
Nearby living creatures, but not undead, machines, or daedra, can be seen through walls with the use
of this spell.
This spell can also be used to level Alteration outside of combat. The skill increase seems to be tied
to the number of living beings detected, so use in crowded cities for maximum effect.
Locations
Spell tome obtained from Stalleo after completing the quest Infiltration.
Dragonhide
Statistics
Magic Alteration
Level Master
Cost(no perks) 738
Cost(W/ relevent spell level perk) 248
Duration 30 seconds
Notes on the spell (Feel free to add fun ways to use this spell
or anything else that people should know about this spell)
This spell is a reward for the College of Winterhold Radiant Quest: Alteration Ritual Spell. This is one
of the best possible spells because who wouldnt love to negate most of their damage changing the
caster from an easily killable person to a mage with the ability to tank.
This spell does not make use of mage armor perks, meaning that a player could achieve the same
level of defence while saving on 3 skill points to be invested in other perks.
The spell requires around 3 seconds to charge up and cast, in which the caster is unable to move (as
with all master level spells), leaving the caster vunerable to attacks during that time. This means the
spell can only be used when the caster is setting up an attack rather then in the midst of battle.
Ebonyflesh
Stats
Magic Alteration
Level Expert
Cost 292
Effect 100 Armor
Duration 60 Seconds
Description
Ebonyflesh is an Expert level Alteration spell. It increases the caster's armor rating by 100 points for
60 seconds.
Locations
Found in Rimerock Burrow when you get the quest from: Clavicus Vile. Once you kill the guy go all
the way in the back and on the table you'll find it.
Equilibrium
Stats
Magic Alteration
Level Novice
Cost -20 Health
Effect +20 Magicka
Duration Constant
Description
Equilibrium is a Novice Alteration spell. Casting it converts 20 Health into 20 Magicka per second.
The spell can be cast continuously without pause. Don't over do it or you may end up killing yourself.
Locations
Found in Labyrinthian during the Staff of Magnus quest (College of Winterhold questline)
Spell Notes
This spell can be used to level Alteration outside of combat. Possibilities include using Equilibrium to
drain health and healing oneself with Restoration magic, which can level both skills, albeit very slowly.
Equilibrium can be useful anytime one is leveling magic skills outside of combat, as it increases the
number of casts before needing to wait for magicka to regenerate (either by standing there or using
the wait command).
Ironflesh
Stats
Magic Alteration
Level Adept
Cost 228
Effect 80 Armor
Duration 60 Seconds
Description
Ironflesh is an Adept level Alteration spell. It increases the caster's armor rating by 80 points for 60
seconds.
Locations
?
Magelight
Stats
Magic Alteration
Level Apprentice
Cost 71
Effect Light
Duration 60 Seconds
Description
Magelight is an Apprentice level Alteration spell. It allows you to shoot a ball of light that sticks any
where it strikes.
Locations
Farengar Secret-Fire in Dragonsreach
Tolfdir in the College of Winterhold
Mass Paralysis
Statistics
Magic Alteration
Level Master
Cost(No perks) 826
Cost(W/ relevant spell level perk) 278
Duration 15 seconds
Notes on the spell (feel free to add the fun uses of the spell or
other things that people may want to know!
This spell is sold by Tolfdir in the college of winterhold after completing the College of Winterhold
Radiant Quest: Alteration Ritual Spell. This spell is great because it turns your foes into statues so
that you can beat the hell out of them while they are frozen.
Oakflesh
Stats
Magic Alteration
Level Novice
Cost 90
Effect 40 Armor
Duration 60 Seconds
Description
Oakflesh is a Novice level Alteration spell. It increases the caster's armor rating by 40 points for 60
seconds.
Locations
Farengar Secret-Fire in Dragonsreach
Tolfdir in the College of Winterhold
Paralyze
Stats
Magic Alteration
Level Expert
Cost(No Perks) 396
Cost(W/ relevant spell level perk) 149
Duration 10 Seconds
Stoneflesh
Stats
Magic Alteration
Level Apprentice
Cost 165
Effect 60 Armor
Duration 60 Seconds
Description
Stoneflesh is an Apprentice level Alteration spell. It increases the caster's armor rating by 60 points
for 60 seconds.
Locations
Farengar Secret-Fire in Dragonsreach
Tolfdir in the College of Winterhold
Transmute
Stats
Magic Alteration
Level Adept
Cost 85
Effect Ore Modify
Duration Instant
Description
Transmute is an Adept level Alteration spell. It allows the caster to transform one piece of unrefined
Iron Ore to Silver Ore, and Silver Ore to Gold Ore.
Locations
One location is in Redorna's Retreat, after killing everyone, look on the table and the spell book will
be there
Telekinesis
Stats
Magic Alteration
Level Adept
Cost (no perks) 149/s
Cost (W/ relevent spell level perk) 63/s
Duration As long as you cast it
Description
This spell allows you to pull an object to you from a distance and add it to your inventory or throw it.
This spell can be used to level Alteration outside of combat. Grabbing and holding any object in the
air using Telekinesis will increase Alteration skill.
Care is necessary when using this spell in crowded areas, as NPCs touched by objects under the
effects of Telekinesis can become hostile to the player.
Waterbreathing (Spell)
Stats
Magic Alteration
Level Adept
Cost 196
Duration 60 seconds
Description
Can breathe underwater for 60 seconds.
Watch for the glow around your body to fade, indicating that the spell has worn off. When it does, you
have the equivalent of a full breath (as if you'd just surfaced) before you begin to drown.
This spell can be used to level Alteration outside of combat. Stand in any water (you do not need to
be underwater) and cast the spell repeatedly to increase Alteration skill.
Locations
Found in Labyrinthian during The Staff of Magnus quest (College of Winterhold questline)
Tolfdir at the College of Winterhold
Conjuration
The magic which involves itself in summoning creatures and creating something from nothing, unlike
Alteration.
Perks
These are the Perks available in the Conjuration perks tree.
Note that Master level Conjuration summons have infinite duration, making perks that increase
the duration of conjuration spells obsolete (though they may still be needed as prerequisites).
The mana reduction perks are also arguably of limited value at endgame levels. Unless minions
are dying routinely during fights, one only needs sufficient maximum magicka to cast Master
level Conjuration spells once.
That said, the Twin Souls perk is fantastic, particularly in combination with the amazing Dead
Thrall spell.
Leveling Conjuration
The conjuration skill increases anytime a summoned creature or item is used in combat. This
applies even if the spell was cast prior to the start of combat. Summoning outside of combat
does not increase skill.
Conjuration can be leveled quickly by casting the Soul Trap spell on dead bodies (corpses are
considered valid targets for Soul Trap but always resist the spell). The body can be dragged
(hold the action button) to a safe area first so the player may use 'wait' to recover magicka.
Conjuration can also be leveled by casting any summon spell repeatedly in combat, preferably
from a position where enemies cannot reach the player.
As with any skill grinding, take advantage of the standing stones west of Riverwood (in this
case, the Mage) and, if possible, the Well Rested bonus from sleeping for maximum efficiency.
Banish Daedra
Statistics
Magic Conjuration
Level Adept
Cost (No perks) 173
Cost (W/ relevent spell level perk) 72
Duration Instant
Bound Battleaxe
Stats
Magic Conjuration
Level Apprentice
Cost 149
Effect Summon Battleaxe
Duration 120 Seconds
Bound Bow
Statistics
Magic Conjuration
Level Adept
Cost(no perks) 183
Cost(W/ relevent spell level perks) 76
Duration 120 Seconds
Bound Sword
Stats
Magic Conjuration
Level Novice
Cost 75
Effect Summon Sword
Duration 120 Seconds
Description
Bound Sword is a Novice level Conjuration Spell. Creates a magic sword for 120 seconds. Sheathe
it to dispel.
Locations
Farengar Secret-Fire in Dragonsreach
Conjure Familiar
Stats
Magic Conjuration
Level Novice
Cost 94
Effect Summon
Duration 60 Seconds
Description
Conjure Familiar is a Novice level Conjuration Spell. Summon a familiar for 60 seconds wherever
the caster is pointing. A familiar is a spirit looking animal that will draw the attention of enemies.
Locations
Start of the game for Bretons
Farengar Secret-Fire in Dragonsreach
Command Daedra
Statistics
Magic Conjuration
Level Expert
Cost(no perks) 214
Cost(relevent spell level perk) 80
Duration Until the Daedra dies.
Conjure Dremora Lord
Statistics
Magic Conjuration
Level Expert
Cost (no perks) 316
Cost (W/ relevent spell level perk) 118
Duration 60 seconds
Notes on the Spell (Please feel free to add any fun uses for
the spell or notes on the spell that others should know!)
Dremora Lords are powerful melee combatants with a number of fire spells at their disposal.
This spell is especially fun as your Dremora minion will talk trash during combat, exclaiming "I smell
weakness!" when an enemy is spotted and popping off with gems like "I honor my lord... be
destroying YOU!". The voice acting is really very good. Add in that Dremora are capable of taking
nearly any enemy short of dragons in a stand-up fight and you just can't go wrong with this one.
Conjure Flame Atronach
Stats
Magic Conjuration
Level Apprentice
Cost 121
Effect Summon
Duration 60 Seconds
Description
Conjure Flame Atronach is an Apprentice level Conjuration Spell. Summons a Flame Atronach for
60 seconds wherever the caster is pointing.
Locations
Farengar Secret-Fire in Dragonsreach
Phinis Gestor at the College of Winterhold
Spell Notes
Considering how early this spell can be acquired (Bretons and High Elves can often acquire it on first
reaching Whiterun) this spell is extremely powerful. A flame atonach's fire projectiles will rip through
most low level enemies. Unfortunately they are weak close range combatants and can be of limited
use against dragons, many of whom are resistant to fire. Still, many casters will keep this spell in
their favorites even after acquiring Conjure Frost Atronach as the latter lacks ranged attacks.
Conjure Frost Atronach
Statistics
Magic Conjuration
Level Adept
Cost(no perks) 189
Cost(W/ relevent spell level perk) 79
Duration 60 seconds
Notes on the spell (feel free to leave some fun uses for the
spell or any other notes you feel are necesary for people to
know)
The Frost Atronach has a good melee damage and high health, but they do lack a ranged attack.
Conjure Storm Atronach
Statistics
Magic Conjuration
Level Expert
Cost(no perks) 284
Cost(w/ relevent spell level perk) 107
Duration 60 seconds
Notes on the Spell (feel free to add fun ways to ues the spell
or notes that are important to know and not already listed)
These Daedra are strong ranged combatants.
Dead Thrall
Stats
Magic Conjuration
Level Master
Cost 202-278
Effect Summon
Duration Instant
Description
Dead Thrall is a Master level Conjuration Spell. Permanently summons Thrall to fight for the caster.
Locations
Complete a quest for Phinis Gestor to be able to obtain a Dead Thrall, Frost Thrall, Flame
Thrall, or Storm Thrall.
Dread Zombie
Statistics
Magic Conjuration
Level Expert
Cost(no perks) 266
Cost(W/ relevent spell level perk) 100
Duration 60 seconds
Expel Daedra
Statistics
Magic Conjuration
Level Expert
Cost(no perk) 190
Cost(W/ relevent spell level perk) 71
Duration Instant
Frost Thrall
Stats
Magic Conjuration
Level Master
Cost 202-278
Effect Summon
Duration Instant
Description
Dead Thrall is a Master level Conjuration Spell. Permanently summons a Thrall with ice elements to
fight for the caster.
Locations
Complete a quest for Phinis Gestor to be able to obtain a Dead Thrall, Frost Thrall, Flame
Thrall, or Storm Thrall.
Flame Thrall
Stats
Magic Conjuration
Level Master
Cost 202-278
Effect Summon
Duration Instant
Description
Flame Thrall is a Master level Conjuration Spell. Permanently summons a Thrall with fire elements to
fight for the caster.
Locations
Complete a quest for Phinis Gestor to be able to obtain a Dead Thrall, Frost Thrall, Flame Thrall
, or Storm Thrall.
Flaming Familiar
Statistics
Magic Conjuration
Level Special-Apprentice
Cost(no perk) 50
Cost(W/ relevent spell level
24
perk)
Duration Until the familiar explodes
Raise Zombie
Stats
Magic Conjuration
Level Novice
Cost 83
Effect Reanimate Dead
Duration 60 Seconds
Description
Raise Zombie is a Novice level Conjuration Spell. Reanimate a weak dead body to fight for you for
60 seconds.
Locations
Farengar Secret-Fire in Dragonsreach
Reanimate Corpse
Stats
Magic Conjuration
Level Apprentice
Cost 116
Effect Reanimate Dead
Duration 60 Seconds
Description
Reanimate Corpose is an Apprentice level Conjuration Spell. Reanimate a more powerful dead body
to fight for you for 60 seconds.
Locations
Farengar Secret-Fire in Dragonsreach
Revenant
Statistics
Magic Conjuration
Level Adept
Cost(no perks) 162
Cost(W/ relevent spell level perk) 68
Duration 60 seconds
Storm Thrall
Stats
Magic Conjuration
Level Master
Cost 202-278
Effect Summon
Duration Instant
Description
Storm Thrall is a Master level Conjuration Spell. Permanently summons a Thrall with electric
elements to fight for the caster.
Locations
Complete a quest for Phinis Gestor to be able to obtain a Dead Thrall, Frost Thrall, Flame
Thrall, or Storm Thrall.
Soul Trap
Stats
Magic Conjuration
Level Apprentice
Cost 93
Effect Soul Trap
Duration 60 Seconds
Description
Soul Trap is an Apprentice level Conjuration Spell. This spell will fill a Soul Gem if the target dies
within 60 seconds.
Locations
Farengar Secret-Fire in Dragonsreach
Summon_Arniel%27s_Shade
Summon Unbound Dremora
Statistics
Magic Conjuration
Level Special- Novice
Cost(no perk) 176
Cost(W/ relevent spell level perk) 88
Duration as long as summon lives
Destruction
The field of sorcery which deals with the destruction of substance and matter. Sometimes used in
magical construction, often used in large scale warfare.
Perks
As you increase your skill level in Destruction these are the Perks that become available in the skill
tree
The Impact perk is potentially extremely powerful and can be used to stunlock opponents. Even
Apprentice level spells such as Firebolt can stagger powerful enemies.
That said, dual casting Destruction spells will eat through magicka extremely quickly. Casters
who rely on Destruction as a primary source of damage should focus on obtaining items that
reduce the cost of Destruction spells.
Items that increase Magicka regen are useful, but keep in mind there is a large penalty to
magicka regen while in combat. In many cases items and perks that reduce spell cost and
increase maximum magicka can be more effective.
The three 'spell effects' perks are a mixed bag. Intense Flames and Disintegrate can actually
be detriments, as chasing down fleeing enemies is annoying and disintegrated corpses cannot
be raised as zombies. Deep Freeze is decent but often only kicks in when you're winning the
fight anyway.
Building Destruction
You've got the magic mainstays: fire and ice magic, along with lightning damage. These spells are
incredibly powerful by themselves, but each have bonus effects, too.
Fire - Fire damage often applies an after-effect that damages the target over time from residual
burns.
Ice - Targets that suffer from ice damage take hits to Stamina as well as Health.
Lightning - Targets hit with lightning magic get some of their Magicka reserved disintegrated as
well. In addition, close impact from the spell usually instantly kills.
You can see these specific spells have uses beyond the direct, initial damage. Destruction Dual
Casting is especially devastatingly powerful. It supercharges two single spells of the same type and
morphs it into one powerful face-melter. When paired with Impact, the results are lights-out for the
target.
Fire projectile spells such as Firebolt, Fireball, and Incinerate travel at arrow-like speed but in a
straight line away from the caster. This makes them ideal for use on distant, large, slow moving
or stationary targets.
Ice spells often travel more slowly (excepting Icy Spear) but can be used to limit a target's
mobility. They are excellent against melee attackers. However, a large number of Skyrim's
human enemies are Nords and have innate frost resistance.
Lightning bolt spells have limited range compared to Fireballs, but arc nearly instantly from
caster to target. This makes them ideal for targeting foes at mid-range including archers on
ramparts or airborne dragons, and can even make hitting charging melee opponents a little
easier. In addition, shock resistance is very rare compared to fire or frost (particularly with
dragons, which are highly resistant to their breath element). All this makes Lightning an
excellent all-around choice.
Frost spells aimed at you will almost always drain your Stamina as well as your Health; keep this in
mind for when you are equipping your character, as that old amulet of 13% frost resist might still be a
useful defense. Also, make sure to look for Perks that improve your resistance to spells, as there's
nothing quite so frustrating as running in painfully slow-motion while a Forsworn mage is blasting ice
at you, and all you can do is curse his stupid hat and down health and restore stamina potions like a
binge drinker.
Arniel%27s_Convection
Blizzard
Statistics
Magic Destruction
Level Master
Cost(no perks) 975
Cost(W/ relevent spell level perk) 328
Duration 10 seconds
Chain Lightning
Stats
Magic Destruction
Level Adept
Cost 57
Damage 40
Duration Instant
Description
Chain Lightning is an Adept level Destruction Spell. Fire lightning bolts that causes 40 points of
shock damage to Health and half to Magicka, then leaps to a new target.
Locations
Farengar Secret-Fire in Dragonsreach
Fireball
Stats
Magic Destruction
Level Adept
Cost 114
Damage 40
Duration Instant
Description
Fireball is an Adept level Destruction Spell. It causes 40 points of fire damage over a radius of 15
feet. Targets on fire take extra damage.
Locations
Farengar Secret-Fire in Dragonsreach
Enthir in the College of Winterhold
Firebolt
Stats
Magic Destruction
Level Apprentice
Cost 15
Damage 31
Duration Instant
Description
Firebolt is an Apprentice level Destruction Spell. A blast of fire that does 31 points of damage.
Targets on fire take extra damage.
Locations
Farengar Secret-Fire in Dragonsreach
Firestorm
Statistics
Magic Destruction
Level Master
Cost(no perk) 1257
Cost(W/ relevent spell level perk) 423
Duration Instant
Notes on the Spell (Feel free to add fun uses of the spell or
other things that players should know about the spell
The closer the target is to the caster, the more damage there will be to the target. Things really close
to the target get extra damage.
While increadible cool, the damage doesn't justify its charge-up time (3 secs in which the caster is
unable to move and can be interrupted by a staggering attack) and is not practical for use at higher
levels or difficulties.
This spell is gained as a reward from the College of Winterhold Radiant quest: Destruction Ritual
Spell
Fire Rune
Stats
Magic Destruction
Level Apprentice
Cost 85
Damage 50
Duration Instant
Description
Fire Rune is an Apprentice level Destruction Spell. Cast it on a surface and it will explodes for 50
points of fire damage when enemies near. It's basically a magical mine.
Locations
Farengar Secret-Fire in Dragonsreach
Enthir in the College of Winterhold
Flames
Stats
Magic Destruction
Level Novice
Cost 10 / Second
Damage 8 / Second
Duration Constant
Description
Flames is a Novice level Destruction Spell. A gout of fire that does 8 points per second. Targets on
fire take extra damage.
Locations
Farengar Secret-Fire in Dragonsreach
Flame Cloak
Stats
Magic Destruction
Level Adept
Cost 105
Damage 8 / Second
Duration 60 Seconds
Description
Flame Cloak is an Adept level Destruction Spell. For 60 seconds, opponents in melee range take 8
points fire damage per second. Targets on fire take extra damage.
Locations
Farengar Secret-Fire in Dragonsreach
Enthir in the College of Winterhold
Frostbite
Stats
Magic Destruction
Level Novice
Cost 10 / Second
Damage 8 / Second
Duration Constant
Description
Frostbite is a Novice level Destruction Spell. A blast of cold that does 8 points of damage per second
to Health and Stamina.
Locations
Farengar Secret-Fire in Dragonsreach
Frost Cloak
Stats
Magic Destruction
Level Adept
Cost 115
Damage 8 / Second
Duration 60 Seconds
Description
Frost Cloak is an Adept level Destruction Spell. For 60 seconds, opponents in melee range take 8
points frost damage and Stamina damage per second.
Locations
Farengar Secret-Fire in Dragonsreach
Frost Rune
Stats
Magic Destruction
Level Adept
Cost 202-278
Damage 50
Duration Instant
Description
Frost Rune is an Adept level Destruction Spell. Cast it on a surface and it will explodes for 50 points
of frost damage when enemies near. It's basically a magical mine.
Locations
Farengar Secret-Fire in Dragonsreach
Ice Spike
Stats
Magic Destruction
Level Apprentice
Cost 30
Damage 25
Duration Instant
Description
Ice Spike is an Apprentice level Destruction Spell. A spike of ice that does 25 points of frost damage
to Health and Stamina.
Locations
Farengar Secret-Fire in Dragonsreach
Enthir in the College of Winterhold
Icy Spear
Stats
Magic Destruction
Level Expert
Cost 282
Damage 60
Duration Instant
Description
Icy Spear is an Expert level Destruction Spell. A spear of ice that does 60 points of frost damage to
both the opponants health and stamina.
Locations
Enthir in the College of Winterhold
Ice Storm
Stats
Magic Destruction
Level Adept
Cost 100
Damage 40
Duration Instant
Description
Ice Storm is an Adept level Destruction Spell. A freezing whirlwind that does 40 points of frost
damage per second to Health and Stamina.
Locations
Farengar Secret-Fire in Dragonsreach
Incinerate
Stats
Magic Destruction
Level Expert
Cost 201
Damage 75
Duration Instant
Description
Incinerate is an Expert level Destruction Spell. It causes 75 points of fire damage. Targets on fire
take extra damage.
Locations
Enthir in the College of Winterhold
Ravenscar Hollow (located along the northern coast NNW of Thalmor Embassy.
Lightning Bolt
Stats
Magic Destruction
Level Apprentice
Cost 30
Damage 25
Duration Instant
Description
Lightning Bolt is an Apprentice level Destruction Spell. A spike of ice that does 25 points of shock
damage to Health and half that to Magicka.
Locations
Farengar Secret-Fire in Dragonsreach
Enthir in the College of Winterhold
Lightning Cloak
Stats
Magic Destruction
Level Adept
Cost 134
Damage 8 / Second
Duration 60 Seconds
Description
Lightning Cloak is an Adept level Destruction Spell. For 60 seconds, opponents in melee range take
8 points shock damage and half magicka damage.
Locations
Farengar Secret-Fire in Dragonsreach
Enthir in the College of Winterhold
Lightning Rune
Stats
Magic Destruction
Level Apprentice
Cost 117
Damage 50
Duration Instant
Description
Lightning Rune is an Apprentice level Destruction Spell. Cast it on a surface and it will explodes for
50 points of electric damage when enemies near. It's basically a magical mine.
Locations
Farengar Secret-Fire in Dragonsreach
Enthir in the College of Winterhold
Lightning Storm
Statistics
Magic Destruction
Level Master
Cost (no perk) 122/s
Cost (w/ relevent spell level perk) 41/s
Duration As long as you cast it
Sparks
Stats
Magic Destruction
Level Novice
Cost 14 / Second
Damage 8 / Second
Duration Constant
Description
Sparks is a Novice level Destruction Spell. Lightning that does 8 points of shock damage to Health
and Magicka per second.
Locations
Farengar Secret-Fire in Dragonsreach
Thunderbolt
Statistics
Magic Destruction
Level Expert
Cost (no perk) 302
Cost (W/ relevent spell level perk) 113
Duration Instant
Vampiric Drain
A Destruction spell unique to Vampires. It allows you to siphon 2 health per second from your target.
The amount of health drained increases with each stage of Vampirism.
Wall of Frost
Stats
Magic Destruction
Level Expert
Cost 101-124 / Second
Damage 50 / Second
Duration Instant
Description
Wall of Frost is an Expert level Destruction Spell. When the ground is targeted, the spell will create a
wall of frost, causing 50 points of damage per second to anyone dull enough to walk through. This
also showcases some great Skyrim effects for environmental response to magic.
Locations
?
Wall of Flames
Stats
Magic Destruction
Level Expert
Cost 186 / Second
Damage 50 / Second
Duration Constant
Description
Wall of Flames is an Expert level Destruction Spell. When the ground is targeted, the spell will create
a wall of fire, causing 50 points of damage per second to anyone dull enough to walk through. This
also showcases some great Skyrim effects for environmental response to magic.
Locations
Enthir in the College of Winterhold
Wall of Storm
Stats
Magic Destruction
Level Expert
Cost 186 / Second
Damage 50 / Second
Duration Constant
Description
Wall of Storm is an Expert level Destruction Spell. When the ground is targeted, the spell will create
a wall of electricity, causing 50 points of damage per second to anyone dull enough to walk through.
This also showcases some great Skyrim effects for environmental response to magic.
Locations
Enthir in the College of Winterhold
Illusion
The field of magic which prides itself on tom-foolery and faking people out.
Perks
These are the Perks available in the Illusion perks tree.
Description
Calm is an Apprentice level Illusion Spell. Creatures and people up to level 9 won't fight for 30
seconds.
Locations
Farengar Secret-Fire in Dragonsreach
Clairvoyance
Stats
Magic Illusion
Level Novice
Cost 21 / Second
Effect Goal
Duration Constant
Description
Clairvoyance is a Novice level Illusion Spell. When held, it shows you the path to the current goal.
Locations
Farengar Secret-Fire in Dragonsreach
College of Winterhold
Courage
Stats
Magic Illusion
Level Novice
Cost 34
Effect No Flee
Duration 60 Seconds
Description
Courage is a Novice level Illusion Spell. Targets won't flee for 60 seconds and gets some extra health
and stamina.
Locations
Farengar Secret-Fire in Dragonsreach
Solaf in Gray Pine Goods in the town of Falkreath
Frenzy
Frenzy is an effect that will make creatures and people up to a certain level attack anything nearby for
a length of time. Ingredients that have the Frenzy effect include:
Blisterwort
Falmer Ear
Fly Amanita
Hagraven Feathers
Human Heart
Troll Fat
Description
Fury is a Novice level Illusion Spell. Creatures and people up to level 6 will attack anything nearby for
30 seconds. Useful when multiple enemies are attacking you.
Locations
Farengar Secret-Fire in Dragonsreach
Harmony
Statistics
Magic Illusion
Level Master
Cost (no perk) 927
Cost (W/ relevent spell level perk) 312
Duration 60 seconds
Hysteria
Statistics
Magic Illusion
Level Master
Cost(no perk) 763
Cost(W/ relevent spell level perk) 257
Duration 60 seconds
Mayhem
Statistics
Magic Illusion
Level Master
Cost(no perk) 873
Cost(W/ relevent spell level perk) 294
Duration 60 seconds
Notes on the Spell (Feel free to add fun ways to use this spell
or other notes that people should know about the spell)
This spell effects all foes in a large area of effect.
Be careful when using this spell because the foes affected by this might try to kill an npc that is
important such as a questgiver or a shop keeper so when in town using this for fun make sure to save
before doing it.
This spell is given as a reward from the College of Winterhold Radiant Quest: Illusion Ritual Spell.
Muffle
Stats
Magic Illusion
Level Apprentice
Cost 126
Effect Increase Sneak
Duration 180 Seconds
Description
Muffle is an Apprentice level Illusion Spell. It allows you to move quieter for 180 seconds. With
sneaking this is a very powerful spell. It also doesn't require the caster to be in battle to count towards
skill level ups so cast at will!
Locations
?
Pacify
Statistics
Magic Illusion
Level Expert
Cost(no perk) 256
Cost(W/ Relevent spell level perk) 96
Duration 60 seconds
Rally
Statistics
Magic Illusion
Level Adept
Cost(no perk) 100
Cost(W/ relevent spell level perk) 42
Duration 60 seconds
Rout
Statistics
Magic Illusion
Level Expert
Cost(no perks) 278
Cost(W/ relevent spell level perk) 104
Duration 30 seconds
Vision of the Tenth Eye
This is a quest spell for the College of Winterhold Radiant Quest: Illusion Ritual Spell. This spell does
nothing out of that quest but in that quest it reveals the location of the four master illusion texts
needed for the quest.
Restoration
Physiomancy, the sports medicine of the world of sorcery.
Perks
These are the Perks available in the Restoration perks tree.
Only the most dedicated mages will achieve master level skill in Restoration. Health potions in
Skyrim are readily available and instantaneous in their effect. Pure casters probably won't have
enough health to need spells beyond Close Wounds. Other than healing, Restoration spells are
situational, useful against casters or undead. The Ward line tops out at the Adept level with Greater
Ward, whose 80 point damage reduction is powerful midgame but is shattered almost instantly by
high level casters or Elder and Ancient Dragons.
In short, Restoration arguably reaches its peak at Adept level and seems to increase extremely slowly
relative to other skills. The high level anti-undead spells are quite powerful, but it is questionable
whether they are worth the cost.
Description
Bane of the Undead is a Master level Restoration Spell. It sets undead up to level 30 on fire and
makes them flee for 30 seconds.
Locations
This spell is a quest reward for the College of Winterhold Radiant Quest: Restoration Ritual
Spell.
Circle of Protection
Stats
Magic Restoration
Level Expert
Cost 151
Effects Turn lvl 30 Undead
Duration Instant
Description
Circle of Protection is an Expert level Restoration Spell. It causes undead up to level 30 who enter
the circle to run away from combat.
Locations
Colette Marence in College of Winterhold
Close Wounds
Stats
Magic Restoration
Level Adept
Cost 108
Heal 100
Duration Instant
Description
Close Wounds is an Adept level Restoration Spell. It allows you to instantly heal yourself by 100
points.
Locations
Colette Marence in Halls of Countenance in College of Winterhold
Fast Healing
Stats
Magic Restoration
Level Apprentice
Cost 50
Heal 75
Duration Instant
Description
Fast healing is an Apprentice level Restoration Spell Tome that heals the caster 75 points of health
instantly. As opposed to the Novice level Healing spell which continuously heals the caster per
second of casting, Fast Healing is a one-off spell and requires charging before it can be cast.
Locations
Purchasable from Farengar Secret-Fire in Dragonsreach .
Purchasable from Colette Marence at The College of Winterhold.
Greater Ward
Stats
Magic Restoration
Level Adept
Cost 74 / Second
Block 80
Duration Constant
Description
Grand Healing is an Expert level Restoration Spell. It increases armor rating by 80 points and negates
up to 80 points of spell damage or effects.
Locations
Colette Marence in College of Winterhold
Guardian Circle
Stats
Magic Restoration
Level Master
Cost 632
Effects Turn Undead / Heal
Duration ???
Description
Guardian Circle is a Master level Restoration Spell. It causes undead up to level 35 who enter the
circle to flee from combat. The caster also heals 20 health per second inside of the circle.
Locations
Colette Marence in College of Winterhold
Healing
Stats
Magic Restoration
Level Novice
Cost 8 / Second
Heal 15 / Second
Duration Continuous
Description
Healing is an Novice level Restoration Spell. It allows you to hold the spell to continuously heal
yourself. Every character starts out with this spell.
Locations
Every character starts with this.
Description
Healing Hands is an Apprentice level Restoration Spell. It allows you to hold the spell to continuously
heal a target. This does not include undead, atronachs, or machines.
Locations
Farengar Secret-Fire in Dragonsreach
Colette Marence in College of Winterhold
Heal Other
Stats
Magic Restoration
Level Adept
Cost 60
Heal 112
Duration Instant
Description
Heal Other is an Adept level Restoration Spell. It allows you to heal other players, except for undead,
atronachs, or machines.
Locations
Colette Marence in College of Winterhold
Lesser Ward
Stats
Magic Restoration
Level Novice
Cost 26 / Second
Block 40
Duration Constant
Description
Lesser Ward is a Novice level Restoration Spell. You must hold the spell to increase your armor
rating by 40 points and negate up to 40 points of spell damage or effects.
Locations
Farengar Secret-Fire in Dragonsreach
Colette Marence in College of Winterhold
Repel Lesser Undead
Stats
Magic Restoration
Level Adept
Cost 86 - 100
Effect Turn lvl 8 Undead
Duration 30 Seconds
Description
Repel Lesser Undead is an Adept level Restoration Spell. It causes undead up to level 8 to flee for
30 seconds.
Locations
Colette Marence in College of Winterhold
Repel Undead
Stats
Magic Restoration
Level Expert
Cost 311
Effect Turn lvl 16 Undead
Duration 30 Seconds
Description
Repel Undead is an Expert level Restoration Spell. It causes undead up to level 16 to flee for 30
seconds.
Locations
Colette Marence in College of Winterhold
Steadfast Ward
Stats
Magic Restoration
Level Apprentice
Cost 45 / Second
Block 60
Duration Constant
Description
Steadfast Ward is an Apprentice level Restoration Spell. You must hold the spell to increase your
armor rating by 60 points and negate up to 60 points of spell damage or effects.
Locations
Farengar Secret-Fire in Dragonsreach
Collette Marence in College of Winterhold
Turn Greater Undead
Stats
Magic Restoration
Level Expert
Cost 233
Effect Turn lvl 21 Undead
Duration 30 Seconds
Description
Turn Greater Undead is an Expert level Restoration Spell. It causes one undead up to level 21 to
flee for 30 seconds.
Locations
?
Turn Lesser Undead
Stats
Magic Restoration
Level Apprentice
Cost 74
Effect Turn lvl 6 Undead
Duration 30 Seconds
Description
Turn Lesser Undead is an Apprentice level Restoration Spell. It causes undead up to level 6 to flee
for 30 seconds.
Locations
Colette Marence in College of Winterhold
Turn Undead
Stats
Magic Restoration
Level Adept
Cost 126
Effect Turn lvl 13 Undead
Duration 30 Seconds
Description
Turn Undead is an Adept level Restoration Spell. It causes undead up to level 13 to flee for 30
seconds.
Locations
Colette Marence in College of Winterhold
Shouts
Overview
A Shout is a specialized language native to dragons. It is said that people were once born with the
ability to speak in the dragon tongue, but have lost it over time. Now only a very select few called
Dragonborn have the natural aptitude for this ancient language. Your character is one of those rare
breeds.
Shouts are separate from Powers and other magic. Shouts do not consume Magicka, but do undergo
varying recharge periods. The longer the duration (hold the button) of the shout, the more powerful
the effect and the longer the cooldown period. After using a shout, this global cooldown period is
indicated by a blue coloring of the on-screen compass. When this coloring fades, the player is again
able to use a shout. It's important to note that there are some points in the game you will HAVE to use
shouts to get through obstacles, to various platforms or even to fight.
Each Shout is comprised of three Words. Not surprisingly, the Shout increases in strength as you
learn more words, culminating in a longer and more powerful version of the Shout once all three
Words are combined. The individual words of each Shout are learned from Word Walls in the world.
Once you find a word, you must unlock it with a Dragon soul to use it. Dragon souls are obtained by
slaying dragons.
Shout List:
Animal Allegiance
Aura Whisper
Become Ethereal
Call Dragon
Call of Valor
Clear Skies
Disarm
Dismaying Shout
Dragonrend
Elemental Fury
Fire Breath
Frost Breath
Ice Form
Kyne's Peace
Marked for Death
Slow Time
Storm Call
Throw Voice
Unrelenting Force
Whirlwind Sprint
View the list of Shout Locations.
Animal Allegiance
A Shout for help from the beasts of the wild, who come to fight in your defense.
Words
Raan - "Animal"
Mir - "Allegiance"
Tah - "Pack"
Words
Laas - "Life"
Yah - "Seek"
Nir - "Hunt"
Uses
Find out who is in a room before you go in. Ideal when using Stealth.
Become Ethereal
The Thu'um reaches out to the Void, changing your form to one that cannot harm, or be harmed.
Words
Feim - "Fade"
Zii - "Spirit"
Gron - "Bind"
Uses
Safely bypass traps.
Jump from heights without taking any damage.
Sprinting while ethereal doesn't drain stamina.
You cannot do anything useful in this form, but you have a few seconds of reprieve from a
particularly harrowing situation.
Can be used by melee characters to get close to powerful ranged characters without taking
damage or staggering.
Call Dragon
Odahviing! Hear my Voice and come forth. I summon you in my time of need.
Words
Od - "Snow"
Ah - "Hunter"
Viing - "Wing"
Uses
After the main quest, you can still summon Odahviing outdoors, but you need to utter all three
words.
Call of Valor
The valiant of Sovngarde hear your Voice, and journey beyond space and time to lend their aid.
Words
Hun - "Hero"
Kaal - "Champion"
Zoor - "Legend"
Uses
The number of Words you use calls forth a different summon.
Hun - Gormalith Golden-Hilt
Kaal - Feldir the Old
Zoor - Hakon One-Eye
Clear Skies
Skyrim itself yields before the Thu'um, as you clear away fog and inclement weather.
Clear Skies is learned during the main quest The Throat Of The World.
Words
Lok - "Sky"
Vah - "Spring"
Koor - "Summer"
Uses
Disarm
Shout defies steel, as you rip the weapon from an opponent's grasp.
Words
Zun - "Weapon"
Haal - "Hand"
Viik - "Defeat"
Words
Faas - "Fear"
Ru - "Run"
Maar - "Terror"
Words
Joor - "Mortal"
Zah - "Finite"
Frul - "Temporary"
Uses
Bring a dragon down from flight to fight them on the ground.
Elemental Fury
The Thu'um imbues your arms with the speed of wind, allowing for faster weapon strikes.
Words
Su - "Air"
Grah - "Battle"
Dun - "Grace"
Uses
Increases swing speed by 25% and thereby vastly increases your damage output.
When combined with a 2-handed weapon or dual weapons, you can become a wicked DPS
machine.
Fire Breath
Inhale air, exhale flame, and behold the Thu'um as inferno.
Words
Yol - "Fire"
Toor - "Inferno"
Shul - "Sun"
Uses
Powerful fire spell.
After speaking with Paarthurnax in The Throat of the World, you can ask to meditate on the
Word Yol to receive a 25% increase to this Shout's damage.
Frost Breath
Your breath is winter, you Thu'um a blizzard.
Words
Fo - "Frost"
Krah - "Cold"
Diin - "Freeze"
Uses
Similar to Fire Breath, but has an added slow effect, which impairs enemy movements.
Ice Form
Your Thu'um freezes an opponent solid.
Words
Iiz - "Ice"
Slen - "Flesh"
Nus - "Statue"
Uses
Enemies are frozen and effectively immoblized. However, this effect breaks once the enemies
are attacked.
Effective for crowd control.
Kyne%27s_Peace
Marked for Death
Speak, and let your Voice herald doom, as an opponent's armor and lifeforce are weakened.
Words
Krii - "Kill"
Lun - "Leech"
Aus - "Suffer"
Uses
Weakens foes' armor and makes them more susceptible to your attacks.
Slow Time
Shout at time, and command it to obey, as the world around you stands still.
Words
Tiid - "Time"
Klo - "Sand"
Ul - "Eternity"
Uses
This lets you do anything you wish the extra time. Use it to get away or Sneak or line up a
perfect shot.
Storm Call
A Shout to the skies, a cry to the clouds, that awakens the destructive force of Skyrim's lightning.
Words
Strun - "Storm"
Bah - "Wrath"
Qo - "Lightning"
Uses
Summons a powerful storm that attacks nearby enemies. Might be bugged at the moment as it
kills your Follower as well.
Throw Voice
The Thu'um is heard, but its source unknown, fooling those into seeking it out.
Words
Zul - "Voice
Mey - "Fool"
Gut - "Far"
Uses
Perfect for creating diversions, allowing you to sneak away.
Unrelenting Force
Your Voice is raw power, pushing aside anything - or anyone - who stands in your path.
Words
Fus - "Force"
Ro - "Balance"
Dah - "Push
Uses
Unrelenting Force allows you to push back your opponents and stagger them. Its usefulness
continues to persist even into the high levels.
Does light damage in addition to the pushback effect.
Whirlwind Sprint
The Thu'um rushes forward, carrying you in its wake with the speed of a tempest.
Words
Wuld - "Whirlwind"
Nah - "Fury"
Kest - "Tempest"
Uses
You rush forward about 20 ft. in a blink of an eye. Useful for getting out of the way quickly.
Traps
Avoid the hallways with swinging axes with good timing, or run away from enemies and hide
behind the trap, picking them off as the run through the gauntlet themselves.
Reachable Platforms
During Under Saarthal you can gain leveled loot from a chest across a gap in the last cavern
next to the Word Wall.
During The Horn of Jurgen Windcaller you will need the shout to reach certain areas.
Shout Locations
Shouts refer to the Draconic language that is imbued with the powers of the Dragons. You learn these
powers by finding certain words in the dragons' tongue etched on Word Walls.
Each shout consists of 3 Words, with each addtional word invoking a more powerful version of the
Shout. You find these words by visiting Word Walls, defeating dragons or completing quests.
5 Easy-to-Find Shouts
Some Shouts are deeply hidden in caves and dungeons, but the five shouts highlighted in the video
below are out in the open, ready to be learned whenever you're up to traversing the map of Skyrim.
NOTE: You do not need to visit the Word Walls in a specific order. You will learn the Words in the
correct order no matter which walls you find first.
Shout Location
Shriekwind Bastion
Dragontooth Crater
Elemental
In The Break of Dawn, in the Kilkreath
Fury
Ruins in Haafingar. (By the Statue of
Meridia)
Race Powers
Adrenaline Rush (Redguard
Ancestor's Wrath (Dark Elf)
Battlecry (Nord)
Berserker Rage (Orc)
Command Animal (Wood Elf)
Dragonskin (Breton)
Highborn (High Elf)
Histskin (Argonian)
Night Eye (Khajiit)
Voice of the Emperor (Imperial)
Earned Powers
Beast Form
Summon Spectral Assassin
Beast Form
Beast Form is a special Power that lets you turn into a Werewolf once a day. Read more on
Werewolves in the Werewolf or Lycanthropy page.
Skills
Skills determine your proficiency at everything you can do in Skyrim. Unlike previous Elder Scrolls
games, where classes determined what skills needed improvement in order to gain levels, the
addition of Perks deepens the specialization in these skills.
Remember that this game is very flexible should you consider changing play styles mid-game. You
wont need to start a new character, all you have to do is continue to use whatever is necessary to
improve the skill in order to get better!
Skill Breakdown
Magic Skills
Alteration - This type of magic deals with altering the world around you. Spells include:
Candlelight, Oakflesh, and Transmute
Conjuration - This type of magic deals with summoning creatures and creating weapons of pure
magic. Spells include: Conjure Familiar, Conjure Flame Atronarch, Bound Sword
Destruction - This type of magic deals with channelling the elements of fire, ice, and lightning
into increasingly destructive properties. Spells include: Flames, Sparks, and Frostbite.
Enchanting - The art of enchanting weapons/armors/items in order to provide both offensive and
defensive magic without the need for a magic proficiency.
Illusion - This type of magic deals with creating illusions and manipulating the mind. Spells
include: Clairvoyance
Restoration - This type of magic deals with healing you and your companions. Spells include:
Healing, Cure Disease, and Cure Poison.
Combat Skills
Archery - This skill determines your proficiency with the bow and arrow. If used with the right
poisons, this weapon can help give you the upper hand when it comes to facing off against
multiple opponents.
Block - This skill determines how well you can use the shield to fend off against oncoming
attacks.
Heavy Armor - This skill determines how well you can function in combat while wearing Heavy
Armor. You can eventually unlock a perk that negates the armor's weight when you wear it
One-Handed - This skill determines how well you can use a One-Handed weapon, such as a
sword or battle axe.
Smithing - The art of creating armors and jewelry with various materials. Masters of this craft
can forge different types of armors to sell and wear.
Two-Handed - This skill determines how well you can use a Two-Handed weapon, like a
greatsword.
Stealth
Alchemy - The art of creating potions and poisons from ingredients that can be found throughout
the world. The better your skill, the more effective the potions/poisons.
Light Armor - This skill determines how well you can function in combat in Light Armors.
Lockpicking - The ability to open locks without the need for a key. Masters of this skill need not
worry about breaking a lockpick while trying to open a locked item.
Pickpocket - The ability to look through another characters inventory without getting caught.
Sneak - The ability to move around a room filled with enemies without being seen or heard.
Useful for setting up traps and ambushes before going into battle.
Speech - The art of the silver tounge, used for gaining better prices on both ends of a bargain
and for persuading the different citizens of Skyrim.
Want to build your own skills and share it with the world? Check out IGN's Skill Builder!
Trainers
Trainers can help you increase your Skills quickly, but they don't come cheap. There are Trainers
available for each skill located throughout Skyrim.
ALTERATION TRAINERS
Dravynea the
Expert Kynesgrove
Stoneweaver
ARCHERY TRAINERS
Aela the
Expert Whiterun, Jorrvaskr
Huntress
Riften, Thieves Guild, Ragged
Master Niruin
Flagon Cistern
not sure,
only
available
Froki Whetted-
before Froki's Shak
Blade
Kyne's
Sacred
Trials
BLOCK TRAINERS
DESTRUCTION TRAINERS
Palace of the Kings in
Common Wuunferth the Unliving
Windhelm
The College of
The College of
Master Winterhold Gatekeeper,
Winterhold
Faralda
ENCHANTING TRAINERS
The College of
Expert Sergius Turrianus
Winterhold
ILLUSION TRAINERS
The College of
Master Drevis Neloren
Winterhold
LOCKPICK TRAINERS
Part of the Khajiit
Expert Majhad
Caravans
Master Vex Ragged Flagon in Riften
PICKPOCKET TRAINERS
SNEAK TRAINERS
Many mage, thief and fighter skills can be trained for free by simply stealing the fee back after each
training. Simply pick an area with easy access to trainers who are sleeping in their beds. The
Companions building in Whiterun works for fighter skills, the College of Winterhold works for mage
skills, and Riften would probably work for thief skills.
Talk to the trainer at night while they are sleeping and train your skill, then wait till they go back to bed
and steal the money spent back. Be sure to steal the money back after each single skill up because
the success rate will decrease as the trainer gains more gold. Using this trick you will not only gain
free levels in your chosen skill, but your pickpocket skill will increase very quickly
You can gain multiple levels if you continue to train the maximum (5/5) skill ups even after you level.
Once you level up you are free to retrain the maximum 5/5.
Alchemy
Alchemy is a "potioning" skill. It deals with magic drinks, and all the nuances of brewing exotic
concoctions that would make Tom Cruise capable of actual levitation in the movie Cocktail (1988).
Almost everything in Skyrim can be harvested for use in alchemy, cooking, and other Crafting skills.
All alchemical ingredients have four effects -- normally, you find the first by eating a bit of the
ingredient. You find the other three effects through experimentation and combining ingredients.
Potion/Poison Recipies
HOW TO DO IT
Alchemy follows the homeopathic ideals of "like goes with like." The trick to alchemizing potions is to
find two ingredients with a common trait. You can make any number of variant potions with the same
name and basic properties with a wide array of materials; the important thing is that the materials are
compatible.
The materials’ common traits will determine the nature of the resulting potion. You can also add a
third reagent to the mix to modify the potion, and its impact will be determined by whether or not it
shares any traits with the base materials. It’s important to consider how your third element will interact
with the first two, because you can easily create a potion whose secondary effect completely negates
the first. For instance, you can create a potion that restores your health for 23 points but also poisons
you for 3 points of damage per second for 10 seconds.
Perks
Alteration magic deals with Thaumaturgy -- the one branch of sorcery which deals with transmutation
and transformation of matter and energy (and vice versa).
Perks
These are the Perks available in the Alteration perks tree.
The Dual Casting perk boosts the duration of the various flesh spells but not their effect - the
armor bonus conferred on the player remains the same.
Certain high end mage items (e.g., a certain mask acquired during the College of Winterhold
quests) are classified as armor. Wearing them negates the bonus from the Mage Armor perk
(even if the spell is cast without the item equipped).
Total Magic Resistance is capped at 85%. Depending on items one may reach this level without
the Magic Resistance perk (although having the perk could free up enchantment slots for other
beneficial effects).
Alteration really shines at the Expert level with the fantastic Paralyze and Ebonyflesh spells. The
Expert Alteration perk is potentially a very good investment.
Dragonhide works differently than the rest of the 'flesh' line. Read the description, and keep in
mind Master level spells have a long casting time, before investing in the Master Alteration perk.
Vendors
At these people you can buy Alteration spell tomes, some sell more books than others:
Skill Books
Reading the following books will increase your Alteration level:
Breathing Water
Daughter of the Niben
Reality & Other Falsehoods
Sithis
The Lunar Lorkhan
Skill Trainers
These people will train you in the skill of Alteration:
As with any skill grinding, use the standing stones west of Riverwood (in this case, the Mage)
and the Well Rested bonus to maximize efficiency.
Alteration can be increased by casting the flesh spells (Oakflesh, Stoneflesh, etc.) in combat.
Ideally, finish all but one enemy and get to a position where that enemy cannot reach you.
Detect Life: Cast Detect Life in crowded cities as the leveling is based on the number of people
you detect.
Telekinesis: Can be used on any object outside of battles so this can be used at any time.
Waterbreathing: Cast while standing in water to level up quickly.
To get from Adept to Master in a quick fashion, you'll need two spells: Equilibrium and
Telekinesis which you can get from Tolfdir in the College of Winterhold. First, cast telekinesis on
a object, then cast Equilibrium fast to slower the rate at which magicka depletes (watch your
health). Once you're out of magicka you can rest for an hour then repeat this process over and
over till you're level 100 in Alteration. I suggest being in The Arcanaeum in the College of
Winterhold because there is a lot of objects and space.
Archery
The skill and training needed to draw back a bowstring and let fly missiles to pierce the enemies' eyes
and throat.
Perks
These are the Perks available in the Archery perks tree.
Blocking is the art of defending yourself against an enemy attack, players can block with a weapon or
shield, but shields are much more effective. Players duel weilding weapons will not be able to block.
Perks
These are the Perks available in the Block perks tree.
The magic which involves itself in summoning creatures and creating something from nothing, unlike
Alteration.
Perks
These are the Perks available in the Conjuration perks tree.
Note that Master level Conjuration summons have infinite duration, making perks that increase
the duration of conjuration spells obsolete (though they may still be needed as prerequisites).
The mana reduction perks are also arguably of limited value at endgame levels. Unless minions
are dying routinely during fights, one only needs sufficient maximum magicka to cast Master
level Conjuration spells once.
That said, the Twin Souls perk is fantastic, particularly in combination with the amazing Dead
Thrall spell.
Leveling Conjuration
The conjuration skill increases anytime a summoned creature or item is used in combat. This
applies even if the spell was cast prior to the start of combat. Summoning outside of combat
does not increase skill.
Conjuration can be leveled quickly by casting the Soul Trap spell on dead bodies (corpses are
considered valid targets for Soul Trap but always resist the spell). The body can be dragged
(hold the action button) to a safe area first so the player may use 'wait' to recover magicka.
Conjuration can also be leveled by casting any summon spell repeatedly in combat, preferably
from a position where enemies cannot reach the player.
As with any skill grinding, take advantage of the standing stones west of Riverwood (in this
case, the Mage) and, if possible, the Well Rested bonus from sleeping for maximum efficiency.
Destruction
The field of sorcery which deals with the destruction of substance and matter. Sometimes used in
magical construction, often used in large scale warfare.
Perks
As you increase your skill level in Destruction these are the Perks that become available in the skill
tree
The Impact perk is potentially extremely powerful and can be used to stunlock opponents. Even
Apprentice level spells such as Firebolt can stagger powerful enemies.
That said, dual casting Destruction spells will eat through magicka extremely quickly. Casters
who rely on Destruction as a primary source of damage should focus on obtaining items that
reduce the cost of Destruction spells.
Items that increase Magicka regen are useful, but keep in mind there is a large penalty to
magicka regen while in combat. In many cases items and perks that reduce spell cost and
increase maximum magicka can be more effective.
The three 'spell effects' perks are a mixed bag. Intense Flames and Disintegrate can actually
be detriments, as chasing down fleeing enemies is annoying and disintegrated corpses cannot
be raised as zombies. Deep Freeze is decent but often only kicks in when you're winning the
fight anyway.
Building Destruction
You've got the magic mainstays: fire and ice magic, along with lightning damage. These spells are
incredibly powerful by themselves, but each have bonus effects, too.
Fire - Fire damage often applies an after-effect that damages the target over time from residual
burns.
Ice - Targets that suffer from ice damage take hits to Stamina as well as Health.
Lightning - Targets hit with lightning magic get some of their Magicka reserved disintegrated as
well. In addition, close impact from the spell usually instantly kills.
You can see these specific spells have uses beyond the direct, initial damage. Destruction Dual
Casting is especially devastatingly powerful. It supercharges two single spells of the same type and
morphs it into one powerful face-melter. When paired with Impact, the results are lights-out for the
target.
Fire projectile spells such as Firebolt, Fireball, and Incinerate travel at arrow-like speed but in a
straight line away from the caster. This makes them ideal for use on distant, large, slow moving
or stationary targets.
Ice spells often travel more slowly (excepting Icy Spear) but can be used to limit a target's
mobility. They are excellent against melee attackers. However, a large number of Skyrim's
human enemies are Nords and have innate frost resistance.
Lightning bolt spells have limited range compared to Fireballs, but arc nearly instantly from
caster to target. This makes them ideal for targeting foes at mid-range including archers on
ramparts or airborne dragons, and can even make hitting charging melee opponents a little
easier. In addition, shock resistance is very rare compared to fire or frost (particularly with
dragons, which are highly resistant to their breath element). All this makes Lightning an
excellent all-around choice.
Frost spells aimed at you will almost always drain your Stamina as well as your Health; keep this in
mind for when you are equipping your character, as that old amulet of 13% frost resist might still be a
useful defense. Also, make sure to look for Perks that improve your resistance to spells, as there's
nothing quite so frustrating as running in painfully slow-motion while a Forsworn mage is blasting ice
at you, and all you can do is curse his stupid hat and down health and restore stamina potions like a
binge drinker.
Enchanting
Enchanting is the magical augmentation of existing devices and weapons to imbue them with
magical properties. If you replace the term "shrubber" with "enchanter", you have a halved Monty
Python skit.
Perks
These are the Perks available in the Enchanting perks tree.
Tips for leveling your Enchanting skill can also be found on the Enchantments page.
Heavy Armor
The ability to wear and move in Heavy Armor.
Perks
These are the Perks available in the Heavy Armor perks tree.
The Conditioning perk is very attractive but requires two prereqiusites that are very nearly
useless. Consider carefully whether it is worth a three perk investment.
The right side of the Heavy Armor tree is excellent. Matching Set is most powerful in tandem
with Smithing and Enchanting skills for creation of custom armor.
There does not seem to be any explicit penalty for spellcasting in heavy armor. However,
armored mages do miss out on the magicka regen and spell cost reduction provided by robes.
At higher levels, the Enchanting skill can be used to place these effects on armor.
There is an explicit penalty for sneaking in heavy armor, as the weight of worn armor contributes
to noise while sneaking. The Conditioning perk may therefore be most effective for stealth
builds.
The armor cap in Skyrim occurs at an Armor Rating of 567 (80% damage reduction). With
sufficiently high Smithing, most heavy armors and many light armor types can reach this cap.
At high levels, the choice of armor thus becomes about aesthetics and the preference between
Tower of Strength (50% less stagger) and Reflect Blows (10% damage reflected) versus Wind
Walker (50% faster stamina regen) and Deft Movement (10% chance to avoid damage).
The field of magic which prides itself on tom-foolery and faking people out.
Perks
These are the Perks available in the Illusion perks tree.
Light armor is mostly used by rogues/thieves, because it provides decent protection while being much
quieter than heavy armor, making it great for sneaking and getting the drop on an enemy. It can be
enchanted with any number of enchantments, which are all permanent and is great for travelling light.
There are a number of pre-defined "sets" of light armor, but you are obviously free to mix and match.
Perks
These are the Perks available in the Light Armor perks tree.
It's wise to wiggle the lock a bit to find the sweet spot and adjust the pick from that baseline. If the lock
gives, be sure to turn the lock slowly because you might hit another pin that won't budge, at which
point you need to adjust the pick just slightly to open the lock. It takes some practice, and obviously
putting points in lockpicking will facilitate your efforts and even keep the picks from breaking.
Start at one end of the lock and work your way towards the other direction. Just barely tap the lock
when you test; if you do find the sweet-spot and manage to break the lock, you'll probably get 3-5
levels in lockpicking automatically for your trouble. If you hate sitting through load screens, breaking a
pick isn't a total waste because you get minor skill experience for the attempt. It can take some
practice to know when you've hit the right angle just by those quick taps, but if you keep trying and
pay attention to the animations and sounds you'll get it eventually. Just don't be mad when the door
reveals a chest containing a whopping 60 gold and a useless potion: it's the skill levels that count!
One-Handed
Perks
These are the Perks available in the One-Handed perks tree.
Whether you're playing a battlemage wielding an axe in one hand and a spell in the other, or you're
playing with a sword and shield, one of the first Perks you should be driving towards is improvements
to your power attack. Not only does the power attack do more damage than flailing your arms around,
but it will often stagger unprotected enemies, which buys you valuable time for a follow up attack or
spell. But, you can only power attack if you have enough stamina, which means that investing in a
50% reduction in power attack cost will help immensely.
Pickpocket
You must be (or Stealth'ed) to take an item from an NPC. While you can examine an NPC's inventory
without incurring bounty, stealing something from them is criminal. Each item when selected will show
a percent rate for a sucessful steal. So the the higher the percent the more chance you will have of
taking the item or gold without being caught. Naturally the more valuable the item the lower the
percentage for a successful steal is.
If your pickpocketing skill is well developed, your theft will not be detected. However, if you are
detected by the NPC or other witnesses, you will not only be unable to take the item, but you will also
be branded a criminal, and a bounty will be placed on you.
Perks
These are the Perks available in the Pickpocket perks tree.
Perks
These are the Perks available in the Restoration perks tree.
Only the most dedicated mages will achieve master level skill in Restoration. Health potions in
Skyrim are readily available and instantaneous in their effect. Pure casters probably won't have
enough health to need spells beyond Close Wounds. Other than healing, Restoration spells are
situational, useful against casters or undead. The Ward line tops out at the Adept level with Greater
Ward, whose 80 point damage reduction is powerful midgame but is shattered almost instantly by
high level casters or Elder and Ancient Dragons.
In short, Restoration arguably reaches its peak at Adept level and seems to increase extremely slowly
relative to other skills. The high level anti-undead spells are quite powerful, but it is questionable
whether they are worth the cost.
A character's Stealth aspect, and how good he is at sneaking in general. Sneaking is helpful in all
circumstances and an extra amount of damage is granted. This suggestion might help you win the
battle by using the element of surprise, even if your character was not meant to be a sneak type
character. Also, it constantly grants points toward leveling.
Perks
These are the Perks available in the Sneak perks tree.
Since noise generated by armor appears to depend on weight, Muffled Movement may be
obviated by Light and Heavy Armor perks that reduce the weight of equipped armor to zero.
Sneak attack damage multipliers apply to a weapon's base damage as displayed in the
Weapons submenu. Since many perks, items, and the Orc's Beserker Rage ability provide a
percentage bonus to base damage, many of them stack multiplicatively with sneak attack,
making the Backstab, Deadly Aim, and Assassin's Blade perks potentially very powerful.
The Shadow Warrior perk can be used to perform sneak attacks while in combat (this is not
100% reliable) and to escape from most combat situations by repeatedly toggling sneak mode
on and off.
Speech
A character's ability to carry a conversation and how charismatic or persuasive he or she can be to
others. Obviously, the higher the Speech skill, the more likely that things can be settled through
diplomacy and non-violent means. Also helps with improving buy/sell values through Haggling.
Each NPC has a Speech skill check when it comes to persuasion or intimidation. If you don't meet the
hidden requirement, the NPC will dismiss either avenue of dialogue. With a skilled tongue, you could
potentially open up new methods of completing tasks and things of that nature.
Perks
These are the Perks available in the Speech perks tree.
Perks
These are the Perks available in the Smithing perks tree.
Most weapons and armour will require Leather Strips, which can be obtained by processing Leather
into Leather strips on a tanning rack. Leather is easily and cheaply obtained by hunting any furry
animals and also can be purchased for a fairly low price at most blacksmiths.
Jewelry can be enchanted. You must have specific raw ingredients in order to make these
improvements. Armor and weaponry often require Ingots and Leather. These can be found from
Merchants, Mining Nodes and Animal Skins.
In short: you must improve your smithing, enchanting, and possibly alchemy to maximize your
weapon and armor enhancement.
You first you need to cap and have the improvement perks for both your enchanting and
smithing skills. Then you will need to enchant a necklace, ring, hand, and chest armor with the
"weapons and armor can be improved by 20%". Wear all the items to have an 80 percent
weapon and armor ehancement. Before enhancing your weapon and armor on a grindstone or
workbench drink a blacksmith's elixir to increase your weapons and armor enhance for another
50%. Doing so will increase your weapon and armor enhancement to 130%.
It could be possible to create a blacksmith's elixir with alchemist x 5 and benefactor perks with a
capped alchemly level to create and even stronger potion.
Note that the armor cap in Skyrim occurs at 567 displayed Armor Rating (80% damage
reduction). Armor ratings in excess of this value will not further reduce damage. Particularly
with Heavy Armor and Smithing perks, it is possible to reach this value without maxing
Enchanting and Alchemy.
There is no confirmed cap on weapon damage, so in theory one would need to max four skills
(Smithing, Enchanting, Alchemy, and the appropriate weapon) to max out damage. However,
note that with fully maxed smithing, enchanting items purchased from vendors, and appropriate
potions and buffs the player can one shot most enemies anyway.
Perks
These are the Perks available in the Two-Handed perks tree.
Treasure Maps
Dragon Priest Masks
Unique Weapons
Unique Items
Weapons
Apparel
Potions
Books
Scrolls
Ingredients
Food
Keys
Containers
Stones of Barenzah
Treasure Maps
There are 11 Treasure Maps located throughout Skyrim. These generally lead to small bounties that
appear once you've the map in your possession.
Treasure map I
Directions: The map is an illustration of Riverwood and a fallen tree. Search west of Riverwood
along the north bank of the river to find this tree.
treasure map II
(Need image)
Directions: Treasue located east of Valthiem Towers, near the waterfall on the south side of river.
TREASURE MAP IV
Directions: The map depicts the city of a tower in Whiterun and heads off into the mountains above
Pelagia Farm.
treasure map V
treasure map VI
(Need information)
Found at: Traitor's Rest (located due north of Scellum of Baethiah and west of the Palace of the
Kings)
(Need information)
Treasure Map IX
(Need information)
Treasure Map X
Directions: The map depicts The Lady Stone and Ilinalta's Deep on the lake west of The Guardian
Stones. Also, as depicted, the chest is underwater, it is slightly east of the midway point between The
Lady Stone and Ilinatiea's Deep.
Books
If you could make all the text available for reading in Skyrim materialize, you could hypothetically fill
the entire Grand Canyon with the number of words filling the books in this game. Some books,
however, serve a purpose other than enriching your Elder Scrolls lore and background. There are
Skill Books that increase your knowledge of specific Skills upon reading them. Spell Books increase
your knowledge of the arcane arts; you can't learn new spells without hitting the books. Other books
can even jumpstart quests.
It's worth at least leafing through the books, if only to see whether or not your Skills improve. If they
do, you may want to save your game.
Conjuration
Spell Description
Creates a magic battle axe for 120
Bound Battleaxe
seconds. Sheathe it to dispel.
Creates a magic sword for 120 seconds.
Bound Sword
Sheathe it to dispel.
Creates a magic bow (with 100 arrows) for
Bound Bow
120 seconds. Sheate it to dispel.
Summons a Familiar for 60 seconds
Conjure Familiar
wherever the caster is pointing.
Conjure Flame Summons a Flame Atronarch for 60
Atronach seconds wherever the caster is pointing.
Reanimate a weak dead body to fight for
Raise Zombie
you for 60 seconds.
Reanimate a more powerful dead body to
Reanimate Corpse
fight for you for 60 seconds.
If target dies within 60 seconds, fills a soul
Soul Trap
gem.
Destruction
Spell Description
Lightning bolt that does 40 points of shock
Chain
damage to Health and half to Magicka, then
Lightning
leaps to a new target.
A ball of fire that does 50 points of splash
Fireball
damage. Targets on fire take extra damage.
A blast of fire that does 31 points of damage.
Firebolt
Targets on fire take extra damage.
Casts on a nearby surface, it explodes for 50
Fire Rune
points of fire damage when enemies come near.
For 60 seconds, opponents in melee range take
Flame Cloak 8 points fire damage per second. Targets on fire
take extra damage.
A gout of fire that does 8 points per second.
Flames
Targets on fire take extra damage.
For 60 seconds, opponents in melee range take
Frost Cloak 8 points frost damage and Stamina damage per
second.
Cast on a nearby surface, it explodes for 50
Frost Rune points of frost damage when enemies come
near.
A blast of cold that does 8 points of damage per
Frostbite
second to Health and Stamina.
A spike of ice that does 25 points of frost
Ice Spike
damage to Health and Stamina.
A freezing whirlwind that does 40 points of frost
Ice Storm
damage per second to Health and Stamina.
A bolt of lightning that does 31 points of shock
Lightning Bolt
damage to Health and half that to Magicka.
Cast on a nearby surface, it explodes for 50
Lightning
points of shock damage when enemies come
Rune
near.
Lightning For 60 seconds, nearby opponents take 8 points
Cloak of shock damage and half magicka damage.
Lightning that does 10 points of shock damage
Sparks
to Health and Magicka per second.
Illusion
Spell Description
Creatures and people up to level 9 won’t
Calm
fight for 30 seconds.
Clairvoyance Shows the path to the current goal.
Target won’t flee for 60 seconds and gets some
Courage
extra health and stamina.
Creatures and people up to level 9 flee from
Fear
combat for 30 seconds.
Creatures and people up to level 6 will attack
Fury
anything nearby for 30 seconds.
Muffle You move more quietly for 180 seconds.
Restoration
Spell Description
Healing Heals the caster 15 points per second.
Healing Hands
Fast Healing Heals the caster 75 points.
Increases armor rating by 40 points and
Lesser Ward negates up to 60 points of spell damage or
effects.
Increases armor rating by 60 points and
Steadfast Ward negates up to 60 points of spell damage or
effects.
Turn Lesser
Undead up to level 6 flee for 30 seconds.
Undead
Quest Books
Book: Lost Legends
Quest: Forbidden Legend
Found in Dawnstar in the Jarl's bedroom at White Hall
Treasure Maps
Treasue map II: Found in Journeyman's Nook, South East of Winterhold. Treasue located east of
Valthiem Towers, near the waterfall on the south side of river
Krosis
Krosis gives +20% to Lockpicking, Archery, and Alchemy. It has an armor rating of 46, weight of 5
and value of 1615 (with level 27 speech). It is light armor.
It can be found at Shearpoint which is between Saarthal and Fellglow keep (closer to fellglow keep
on top of the nearby mountain).
The easiest way to fight Krosis is right before he arises get the 3 shouts behind him. By the time you
do this he'll be attacking you so it's a good idea to have a potion of resist magic used. Fight him and
stagger him or wait untill he floats out of veiw, then use the whirlwind shout and sprint untill he doesn't
attack you, you may need to use an invisible potion to do this. At this point he may
Morokei
A mask that can be looted after killing the boss Morokei in the College of Winterhold questline,
towards the end of the questline.
This maks allows for Magicka to regenerate 100% faster, it has armor rating of 7, a weight of 4 and a
value slated at 637 (determined to change based on speech level).
Glitch: Can cause face to disappear making you look like the invisible man if worn with Archmage's
Robes.
Hevnoraak
Hevnoraak "Brutal" is one of eight Dragon Priests of Skyrim. He is found in Valthume, and the final
boss for the quest Evil in Waiting. His mask can be obtained from searching his body. This mask
gives you immunity to poison and disease
Konahkrik
Konahrik is the last of the 9 Dragon Priest masks. You obtain by gathering the other 8 masks and
placing them at the Dragon Priest shrine in Labrynthian.
The mask is a heavy armor artifact that has an armor rating of 26. When the wearer is low on health,
the mask has a chance of knocking the enemies back. Also gives a chance of gaining a fire cloak for
a short period of time. On very rare occassions, the mask will summon a Dragon Priest to fight for
you.
Vokun
Vokun is likely the first dragon preist you'll kill as it is the only one that you have the option to have an
NPC to help you. Basically when he comes around just attack him with some form of enchanted item
and stagger him alot. Or you can kill all of his minons and then kill him, either way works, he's also the
easiest of all of the dragon priests.
Daedric Artifacts
Daedric Artifacts are very rare, unique and powerful items granted to the player from Daedric Lords.
Players must complete quests to earn these Artifacts in Skyrim.
Azura%27s_Star
Dawnbreaker
DawnBreaker - One Handed Sword
Burns for 12 points, and when killing undead, a chance to cause a fiery explosion that turns or
destroys nearby undead.
Damage - 25
Weight - 10
Value - 740
This sword is excellent for dungeon crawling, especially dungeons containing Draugr, as the fiery
explosion often caused will damage undead enemies, and often turn them over to your side and even
the odds in battle (temporarily).
Description
The Masque of Clavicus Vile is a mask (masque) that gives you 20% better Prices, +10 to
Speechcraft, and regenerates magicka 5% faster.
Location
Reward after Clavicus' Daedric Quest if you don't keep the Rueful Axe/choose to not kill Barbas (the
dog).
Mehrunes%27_Razor
Oghma Infinium
The Oghma infinium is needed in order to do the glitch below.
Ring of Hircine
Transform into werewolf form
The Ring of Hircine only works if you are already a werewolf, granting you one additional
transformation per day. Reward for Daedric Quest: Ill Met by Moonlight
Sanguine Rose
Sanguine Rose is a Daedric Artifact given to a player for completing the quest: ???.
Item
Sanguine Rose allows you to conjure a Dremora Kynmarcher that will fight for you. MORE
INFORMATION NEEDED.
How to Obtain
Go to any pub in any town and talk to a man named Sam Guevenne. He will challege you to a
drinking contest. Accept his challenge. After finishing the challenge, you will black out and wake up in
a temple in Markarth, a town far west in Skyrim. You will be asked to clean up the temple as you
apparently trashed it up. You do not recall any events that happened since your drinking contest.
Proceed to clean up the temple.
The items will be marked on your map if you have the quest active. The priestess woman will tell you
where to find Sam. After marking the location on your map, proceed to the location. You will meet be
a farmer. The man tells you that you stole his prized goat and sold it to a giant. To receive the next
location to find Sam, you will either have to retrieve the goat or you have the option to either pass a
speech, intimidate, or a bribe challenge. Either way, once you obtain the next location, proceed to that
area on your map.
In the next town, you will approach a person and they will tell you that you proposed to a Hagraven!
Man, that must have been one crazy night. Anyway, apparently you stole the wedding ring and you
must either pay for the wedding ring or you can again pass a speech, intimidate, or a bribe challenge.
If you choose to find the ring, you will have to look for the Hagraven named Moira.
When you find her, there will only be one speech option: You want the ring back. She will become
hostile and start to attack you. Hagravens can be a very formidable opponent, especially at early
levels. Once you kill her, loot the wedding ring off of her.
Once you return the wedding ring or choose to pay for it, you will be sent off to a fort. The fort is full of
mages so be prepared with magic resist potions or apparel. Once you fight through the fort full of
mages, you will find a portal. Go through the portal and you will be teleported to a strange area.
Simply follow the path and you will encounter some people around a table and sure enough Sam is
there. Talk to him and he will reveal to you that he is actually Sanguine, the daedric God of debautury.
He will award you with the Sanguine Rose which allows you to conjure a Dremora Kynmarcher that
will fight for you. You will then be teleported back to the pub where you first met "Sam".
-Credit to J basden
Savior%27s_Hide
Skeleton Key
You receive this item after completing the Blindsighted quest for the thieves guild. This is actually
considered a misc. item, not apparel. This is an enchanted lockpick that will never break. However, if
you complete the thieves guild's main quest, you will lose this item. Simply refuse to complete the
quest and enjoy never having to worry about your lockpicking skills again.
Skull of Corruption
This is a staff which you receive as a reward after the completion of the Daedric quest "Waking
Nightmare".
Damage - 2
Weight - 10
Value - 1660
'20 points damage, 50 if powered by the dreams collected from sleeping people'.
Spellbreaker
Description of Spellbreaker
This is a shield which you receive as a reward after the completion of the Daedric quest "The Only
Cure".
Stats
Armour - 43
Weight - 12
Value - 277
Enchantment
Added Info
In my opinion I dont think it's that great, but it goes towards an achievement. (Oblivion Walker -
worth 30G)
Just a note, you can improve the stats considerably with a maxed smithing and enchanted items,
enchanted clothing/armor and potions.
Volendrung
Volendrung is a two-handed warhammer and a Daedric artifact you recieve as a reward from the
quest The Cursed Tribe.
Stats
Damage: 25 Weight:16 Value:1650 Special effects: Absorb Stamina for 1 sec.
Wabbajack
Type Staff
Weight 10
Value 1565
Damage 27
Effects Unpredictable
Description
Wabbajack is a Daedric Artifact granted to a player that completes the quest "Mind of Madness." A target struck by
Wabbajack may recieve fire, ice, or shock damage, transfer some of their health to the user, be healed, become
invisble, instantly die, or transfrom into a rabbit, chicken, mudcrab, hostile dremora, or occasionally a sweetroll or
shower of gold coins with a spectre of the target next to them. Not all effects are positive, the wabbajack may heal
the target enemy. Dragons will only recieve destructive effects.
Location
The quest "Mind of Madness" can be started by talking to the beggar Dervenin in Solitude.
Unique Items
There are many unique items in Skyrim, meaning there will be only one of them in the entire game!
Click on each page to view a detailed description of each item. If you wish to add your own Unique
Item, add it under their own page.
Note: All of the following items are Daedric, Aedric, or dragonish in origin.
Weapons:
Mehrunes' Razor
Wabbajack
Sanguine Rose
Wuuthrad
Volendrung
Staff of Magnus
Skull of Corruption
Blade of Woe
Dawnbreaker
Ebony Blade
Mace of Molag Bal
The Rueful Axe
Apparel:
Krosis
Morokei
Savior's Hide
Volsung
Ebony Mail
Hevnoraak
Masque of Clavicus Vile
Nahkriin
Otar
Rahgot
Konahkrik
Vokun
Spellbreaker
Ring of Hircine
Ring of Namira
The Gauldur Amulet
Azura's Star
The Black Star
Oghma Infinium
Skeleton Key
Blade of Woe
This is a Dagger that absorbs 10 points of health obtain from Dark Brotherhood quest line. You can
pick pocket this weapon from Dark Brotherhood leader and again find a 2nd copy of this weapon on
the ground next to her when [spoiler alert] she is burned from performing the Black Sacrament later in
the quest line. These weapons when duel-wielded are the best set of daggers for a stealth class in
the game, as their on-hit affects proc 100% of the time and their damage is high.
The Rueful Axe
This is a axe you rtreive when you do the quest for clavicus vile, you can either keep this axe and kill
the odg, or give the axe back and let the dog live
Wuuthrad
Wuuthrad is a Two Handed Battleaxe obtained at the end of The Companions quest line.
Wuuthrad is the legendary Axe of Ysgrammor, the first human to travel to Tamriel and first Harbinger
of The Companions.
The Axe is a quest item during this quest: it will be given to the player by Eorlund Grey-Mane at the
beginning of the quest and functions as a key; the player must use it to activate the Statue of
Ysgrammor to allow access to Ysgrammor's Tomb.
The caption when viewing the item in the player's inventory reads 'Especilly effective against Elves'.
Krosis
Krosis gives +20% to Lockpicking, Archery, and Alchemy. It has an armor rating of 46, weight of 5
and value of 1615 (with level 27 speech). It is light armor.
It can be found at Shearpoint which is between Saarthal and Fellglow keep (closer to fellglow keep
on top of the nearby mountain).
The easiest way to fight Krosis is right before he arises get the 3 shouts behind him. By the time you
do this he'll be attacking you so it's a good idea to have a potion of resist magic used. Fight him and
stagger him or wait untill he floats out of veiw, then use the whirlwind shout and sprint untill he doesn't
attack you, you may need to use an invisible potion to do this. At this point he may
Morokei
A mask that can be looted after killing the boss Morokei in the College of Winterhold questline,
towards the end of the questline.
This maks allows for Magicka to regenerate 100% faster, it has armor rating of 7, a weight of 4 and a
value slated at 637 (determined to change based on speech level).
Glitch: Can cause face to disappear making you look like the invisible man if worn with Archmage's
Robes.
Hevnoraak
Hevnoraak "Brutal" is one of eight Dragon Priests of Skyrim. He is found in Valthume, and the final
boss for the quest Evil in Waiting. His mask can be obtained from searching his body. This mask
gives you immunity to poison and disease
Konahkrik
Konahrik is the last of the 9 Dragon Priest masks. You obtain by gathering the other 8 masks and
placing them at the Dragon Priest shrine in Labrynthian.
The mask is a heavy armor artifact that has an armor rating of 26. When the wearer is low on health,
the mask has a chance of knocking the enemies back. Also gives a chance of gaining a fire cloak for
a short period of time. On very rare occassions, the mask will summon a Dragon Priest to fight for
you.
Vokun
Vokun is likely the first dragon preist you'll kill as it is the only one that you have the option to have an
NPC to help you. Basically when he comes around just attack him with some form of enchanted item
and stagger him alot. Or you can kill all of his minons and then kill him, either way works, he's also the
easiest of all of the dragon priests.
Viola_Giordano%27s_Ring
Weapons
Weapons Database
Weapons in Skyrim fall into three classes, organized around the three weapon skills:
One-handed:
daggers, maces, short/long swords, and war axes.
These weapons can be used in the regular fashion, with both hands on the grip; dual-wielded,
losing the ability to block; with a shield, providing an increased defense; or with a spell, giving
you a choice between an added offensive option or a defensive fallback.
Two-handed:
battle axes, greatswords, and war hammers
Though slower and heavier than their one-handed counterparts, these weapons do much more
damage than using a one-handed weapon or even dual-wielding
Archery:
BOWS
Ancient Nord
Dwarven
Ebony
Elven
Falmer
Forsworn
Glass
Hunting
Imperial
Iron
Steel
Bows [and arrows] are much better suited to open area combat and stealth/thief character
builds. Always remember to have a melee weapon or strong spell/shout handy for when foes
come rushing close.
Sneak attacks (while hidden) do more damage
Arrows
Ancient Nord
Dwarven
Ebony
Elven
Falmer
Forsworn
Glass
Iron
Steel
Keep a close eye on your arrow count when fighting outdoors, you might run out of your better
arrows! To keep this from happening keep a good stock of the weaker iron or steel arrows.
Remember that if an arrow misses its target you can almost always find it wherever it landed
Tip:Arrows have no weight so pick up every single one you find!
One-Handed
Perks
These are the Perks available in the One-Handed perks tree.
Whether you're playing a battlemage wielding an axe in one hand and a spell in the other, or you're
playing with a sword and shield, one of the first Perks you should be driving towards is improvements
to your power attack. Not only does the power attack do more damage than flailing your arms around,
but it will often stagger unprotected enemies, which buys you valuable time for a follow up attack or
spell. But, you can only power attack if you have enough stamina, which means that investing in a
50% reduction in power attack cost will help immensely.
Two-Handed
Perks
These are the Perks available in the Two-Handed perks tree.
Common pieces of armor can be found throughout the world, but they can be made as well through
Smithing. Special armor are crafted entirely from high-level smithies. At the high-end, Light Armor and
Heavy Armor offer nearly the same level of protection, barring the weight differences.
Types of Armor
light armor
Dragon Armor
Elven Armor
Glass Armor
Hide Armor
Leather Armor
Studded Armor
Heavy armor
Daedric Armor
Dwarven Armor
Ebony Armor
Imperial Armor
Iron Armor
Orcish Armor
Steel Armor
Light Armor
Light armor is mostly used by rogues/thieves, because it provides decent protection while being much
quieter than heavy armor, making it great for sneaking and getting the drop on an enemy. It can be
enchanted with any number of enchantments, which are all permanent and is great for travelling light.
There are a number of pre-defined "sets" of light armor, but you are obviously free to mix and match.
Perks
These are the Perks available in the Light Armor perks tree.
Perks
These are the Perks available in the Heavy Armor perks tree.
The Conditioning perk is very attractive but requires two prereqiusites that are very nearly
useless. Consider carefully whether it is worth a three perk investment.
The right side of the Heavy Armor tree is excellent. Matching Set is most powerful in tandem
with Smithing and Enchanting skills for creation of custom armor.
There does not seem to be any explicit penalty for spellcasting in heavy armor. However,
armored mages do miss out on the magicka regen and spell cost reduction provided by robes.
At higher levels, the Enchanting skill can be used to place these effects on armor.
There is an explicit penalty for sneaking in heavy armor, as the weight of worn armor contributes
to noise while sneaking. The Conditioning perk may therefore be most effective for stealth
builds.
The armor cap in Skyrim occurs at an Armor Rating of 567 (80% damage reduction). With
sufficiently high Smithing, most heavy armors and many light armor types can reach this cap.
At high levels, the choice of armor thus becomes about aesthetics and the preference between
Tower of Strength (50% less stagger) and Reflect Blows (10% damage reflected) versus Wind
Walker (50% faster stamina regen) and Deft Movement (10% chance to avoid damage).
When you interact with an alchemy table, there will be a list of possible potions that you can create,
based on the ingredients in your inventory. Selecting one of these will open the list of ingredients that
you know will create the effect. In order to make a potion, you must choose 2 ingredients and then
you can opt to add in a third. Adding a third ingredient is the easiest way to start discovering the 2nd,
3rd, and 4th properties of ingredients. As you create potions, a window will pop up if you discover new
properties for an ingredient, which will increase the types of potions you can create.
By experimenting and learning the different effects of ingredients, you can start to layer properties into
more complex potions and poisions, which will increase both their monetary value, and their
usefullness in the field.
Poison Recipies
EFFECT INGREDIENT 1 INGREDIENT 2
Damage Health
Falmer Ear Imp Stool
(Weak)
Damage Health
Falmer Ear River Betty
(Strong)
Damage Magicka Butterfly Wing Hanging Moss
Paralysis Canis Root Imp Stool
Two-Effect Potions
INGREDIENT INGREDIENT
EFFECT INGREDIENT 1
2 3
Restore
Blue Mountain
Health and Wheat None
Flower
Fortify Health
Invisibility
Luna Moth
and Regen Vampire Dust None
Wing
Health
Paralysis
and Damage Canis Root Imp Stool River Betty
Health
Three-Effect Potions
INGREDIENT INGREDIENT INGREDIENT
EFFECT
1 2 3
Fortify Heavy
Armor, Fortify Slaughterfish
Briar Heart Thistle Branch
Block, Resist Scales
Frost
Fortify One-
handed,
Rock Warbler
Fortify Sneak, Beehive Husk Hawk Feathers
Egg
Fortify Light
Armor
Fortify
Magicka,
Fortify
Briar Heart Ectoplasm Glowdust
Destruction,
Restore
Magicka
Regen
Magicka,
Fortify
Briar Heart Jazbay Grapes Moon Sugar
Magicka,
Restore
Magicka
Four-Effect Potions
INGREDIENT INGREDIENT INGREDIENT
EFFECT
1 2 3
Regen
Magicka,
Resist Frost,
Fire Salts Moon Sugar Snowberries
Resist Fire,
Restore
Magicka
Invisibility,
Regen Health,
Luna Moth
Fortify Light Hawk Feathers Vampire Dust
Wing
Armor, Cure
Disease
Skooma Makes a Return
Skooma, a famous illegal drug of Tamriel, was a part of The Elder Scrolls III: Morrowind. In
Morrowind, this "drug" would eventually get you addicted with side effects. In Oblivion, you would find
drug dens containing skooma addicts. So far in Skyrim there have been random encounters of people
who sell skooma. Drinking Skooma gives you 25% stamina boost for limited time.
Alchemy Ingredients
This is a detailed list on the ingredients used in Alchemy. For more information, consult the Alchemy
page.
If you wish to find other ingredients with the same effects without searching through this page, just
click the effect to find a list of those particular ingredients. You can also click each ingredient to find
more information about it. Effects include:
Ingredient Effects
Abecean Weakness Weakness Fortify
Fortify Sneak
Longfin to Frost to Poison Restoration
Damage
Restore Fortify One-
Bear Claws Fortify Health Magicka
Stamina Handed
Regen
Restore Ravage Regenerate Weakness to
Bee
Stamina Stamina Stamina Shock
Beehive Resist Fortify Light Fortify Fortify
Husk Poison Armor Sneak Destruction
Bleeding Weakness Weakness
Fortify Block Resist Magic
Crown to Fire to Poison
Damage Restore Fortify
Blisterwort Frenzy
Stamina Health Smithing
Blue Damage
Damage Fortify Fortify
Butterfly Magicka
Stamina Conjuration Enchanting
Wing Regen
Blue Resist Restore Fortify
Fear
Dartwing Shock Health Pickpocket
Blue Damage
Restore Fortify Fortify
Mountain Magicka
Health Conjuration Health
Flower Regen
Damage Fortify Ravage
Bone Meal Resist Fire
Stamina Conjuration Stamina
Restore Fortify
Briar Heart Fortify Block Paralysis
Magicka Magicka
Lingering
Butterfly Restore Fortify Damage
Damage
Wing Health Barter Magicka
Stamina
Damage Fortify Fortify One-
Canis Root Paralysis
Stamina Marksman Handed
Charred
Restore Cure Restore
Skeever Resist Poison
Stamina Disease Health
Hide
Chaurus Weakness Fortify Damage
Invisibility
Eggs to Poison Stamina Magicka
Damage Lingering
Chicken's Resist
Waterbreathing Magicka Damage
Egg Magic
Regen Stamina
Damage
Creep Restore Fortify Carry Weakness to
Stamina
Cluster Magicka Weight Magic
Regen
Crimson Damage Damage
Invisibility Resist Magic
Nirnroot Health Stamina
Cyrodilic Damage Fortify Ravage
Fear
Spadetail Stamina Restoration Health
Damage
Daedra Damage Restore
Stamina Fear
Heart Magicka Health
Regen
Damage Ravage Weakness to
Deathbell Slow
Health Stamina Poison
Dragon's Resist Fortify Fortify Two-
Fortify Barter
Tongue Fire Illusion handed
Weakness Regenerate Fortify Restore
Dwarven Oil
to Magic Magicka Illusion Magicka
Restore Fortify Fortify Damage
Ectoplasm
Magicka Destruction Magicka Health
Restore Weakness to Fortify
Elves Ear Resist Fire
Magicka Frost Marksman
Eye of Restore Damage Ravage Restore
Sabre Cat Stamina Magicka Health Health
Damage Resist Fortify
Falmer Ear Frenzy
Health Poison Lockpicking
Weakness Restore Regenerate
Fire Salts Resist Fire
to Frost Magicka Magicka
Resist Fortify Two- Regenerate
Fly Amanita Frenzy
Fire handed Stamina
Damage
Frost Resist Ravage
Fortify Sneak Stamina
Mirriam Frost Magicka
Regen
Weakness Restore Fortify
Frost Salts Resist Frost
to Fire Magicka Conjuration
Resist Fortify Regenerate Regenerate
Garlic
Poison Stamina Magicka Health
Giant Ravage Weakness to Weakness Restore
Lichen Health Poison to Shock Magicka
Damage
Damage Fortify Carry Fortify
Giant's Toe Stamina
Stamina Weight Health
Regen
Damage
Damage Fortify
Glow Dust Magicka Resist Shock
Magicka Destruction
Regen
Glowing Resist Fortify Fortify
Fortify Health
Mushroom Shock Destruction Smithing
Resist Ravage Fortify Restore
Grass Pod
Poison Magicka Alteration Magicka
Lingering
Hagraven Resist Fortify
Damage Fortify Barter
Claw Magic Enchanting
Magicka
Hagraven Damage Fortify Weakness to
Frenzy
Feathers Magicka Conjuration Shock
Damage
Hanging Damage Fortify Fortify One-
Magicka
Moss Magicka Health handed
Regen
Restore Fortify Carry
Hawk Beak Resist Frost Resist Shock
Stamina Weight
Hawk Cure Fortify Light Fortify One-
Fortify Sneak
Feathers Disease Armor handed
Damage
Restore Fortify
Histcarp Stamina Waterbreathing
Stamina Magicka
Regen
Restore Fortify Light Ravage
Honeycomb Fortify Block
Stamina Armor Stamina
Human Damage Restore
Paralysis Fortify Sneak
Flesh Health Magicka
Damage
Human Damage Damage
Magicka Frenzy
Heart Health Magicka
Regen
Ice Wraith Weakness Fortify Heavy Weakness
Invisibility
Teeth to Frost Armor to Fire
Lingering
Damage Restore
Imp Stool Paralysis Damage
Health Health
Health
Damage
Damage Damage Damage
Jarrin Root Magicka
Health Stamina Magicka
Regen
Jazbay Weakness Fortify Regenerate Ravage
Grapes to Magic Magicka Magicka Health
Damage
Juniper Weakness Rengerate Fortify
Stamina
Berries to Fire Health Marksman
Regen
Damage
Large Restore Fortify
Slow Stamina
Antlers Stamina Stamina
Regen
Resist Fortify Ravage Fortify
Lavender
Magic Stamina Magicka Conjuration
Luna Moth Damage Fortify Light Rengenerate
Invisibility
Wing Magicka Armor Health
Weakness Restore Regenerate
Moon Sugar Resist Frost
to Fire Magicka Magicka
Lingering
Mora Restore Regenerate Fortify
Damage
Tapinella Magicka Stamina Illusion
Health
Mudcrab Restore Resist
Cure Disease Resist Fire
Chitin Stamina Poison
Niamira's Damage Fortify Rengenerate
Fear
Rot Magicka Lockpicking Health
Damage Lingering
Damage Fortify
Nightshade Magicka Damage
Health Destruction
Regen Stamina
Damage Damage Resist
Nirnroot Invisibility
Health Stamina Magic
Nordic Damage Regenerate Fortify
Waterbreathing
Barnacle Magicka Health Pickpocket
Lingering
Orange Restore Ravage Fortify
Damage
Dartwing Stamina Magicka Pickpocket
Health
Restore Restore Resist
Pearl Fortify Block
Stamina Magicka Shock
Pine Thrush Restore Fortify Weakness Resist
Egg Stamina Lockpicking to Poison Shock
Powdered
Restore Weakness to Fortify
Mammoth Fear
Stamina Fire Sneak
Tusk
Purple Lingering
Restore Fortify
Mountain Damage Resist Frost
Stamina Sneak
Flower Magicka
Red
Restore Ravage Fortify Damage
Mountain
Magicka Magicka Magicka Health
Flower
Fortify
Damage Fortify
River Betty Slow Carry
Health Alteration
Weight
Rock Restore Fortify One- Damage Weakness
Warbler Egg Health handed Stamina to Magic
Fortify
Sabre Cat Restore Fortify Weakness
Heavy
Tooth Stamina Smithing to Poison
Armor
Weakness Fortify Regenerate
Salt Pile Slow
to Magic Restoration Magicka
Fortify
Scaly Weakness Fortify Regenerate
Carry
Pholiata to Magic Illusion Stamina
Weight
Damage
Silverside Restore Ravage
Stamina Resist Frost
Perch Stamina Health
Regen
Damage
Ravage Damage Fortify Light
Skeever Tail Stamina
Health Health Armor
Regen
Lingering
Slaughterfish Resist Fortify Fortify
Damage
Egg Poison Pickpocket Stamina
Health
Lingering Fortify
Slaughterfish Resist Fortify
Damage Heavy
Scales Frost Block
Health Armor
Lingering
Weakness Fortify Damage
Small Antlers Damage
to Poison Restoration Health
Stamina
Restore Fortify One- Fortify
Small Pearl Resist Frost
Stamina handed Restoration
Fortify Resist
Snowberries Resist Fire Resist Frost
Enchanting Shock
Damage
Damage Fortify Fortify
Spider Egg Magicka
Stamina Lockpicking Marksman
Regen
Damage
Spriggan Fortify Fortify Fortify
Magicka
Sap Enchanting Smithing Alteration
Regen
Lingering
Swamp Resist Restore
Damage Paralysis
Fungal Pod Shock Health
Magicka
Weakness Regenerate Restore
Taproot Fortify Illusion
to Magic Magicka Magicka
Fortify
Thistle Resist Ravage Resist
Heavy
Branch Frost Stamina Poison
Armor
Lingering
Torchbug Restore Weakness to Fortify
Damage
Thorax Stamina Magic Stamina
Magicka
Resist Fortify Two- Damage
Troll Fat Frenzy
Poison handed Health
Tundra Resist Fortify Fortify
Fortify Block
Cotton Magic Magicka Barter
Vampire Regenerate Restore Cure
Invisibility
Dust Health Magicka Disease
Weakness Damage Fortify
Void Salts Resist Magic
to Shock Health Magicka
Damage Lingering
Restore
Wheat Fortify Health Stamina Damage
Health
Regen Magicka
Weakness Fortify Heavy Restore Ravage
White Cap
to Frost Armor Magicka Magicka
Wisp Restore Fortify Fortify Carry Resist
Wrappings Stamina Destruction Weight Magic
Scrolls
Scrolls tend to have magical effects that differ from your standard arsenal of magic spells. Usually
these scrolls effect a wider radius and are more powerful. Scrolls can be found lying around in
dungeons or purchased from vendors.
Name Description
Targets take 20 points of frost damage for 10
Scroll of Blizzard
seconds, plus Stamina damage.
Scroll of Dread Reanimate a weak dead body to fight for you
Zombie for 60 seconds.
A fiery explosion for 50 poinst of damage in
Scroll of Fireball a 15 foot radius. Targets on fire take extra
damage.
Scroll of Fire A 75 point fiery explosion centered on the
Storm caster. Does more damage to closer targets.
Creatures and people up to level 12 flee
Scroll of Hysteria
from combat for 60 seconds.
Creatures and people up to level 12 will
Scroll of Mayhem
attack anyone nearby for 60 seconds.
Scroll of Mass All targets in the area that fail to resist are
Paralysis paralyzed for 10 seconds.
Stones of Barenziah
There are twenty-four Stones of Barenzah. When you find one, it starts the quest, No Stone
Unturned. This quest can be started by finding a stone also titled "Unusual Gem" and bringing it to an
appraiser.
These stones are worth 200 gold when valued individually, but together they form a "set" that is worth
far more.
After you have acquired one Barenziah Stone, you can get it appraised by Vex at the Ragged Flagon
in Riften. You may have to be a full member of the Thieves Guild before she will speak to you.
2. Solitude(Blue Palace): The stone is on the shelf in Jarl Elisif the Fair's quarters.
3. Thalmor Embassy: In Elenwen's Solar in the Thalmor Embassy, in one of the bedrooms. You have
to find this during or after the main quest: Diplomatic Immunity.
4. Dainty Sload: On a small table in the Captain's Quarters of the Dainty Sload, moored near Solitude.
6. Yngvild: In the Throne Room area of Yngvild, in the chamber behind the throne.
8. Markarth (Treasury House): On a nightstand next to the bed in the master bedroom.
9. Markarth (Understone Keep): On a table in a locked side room of the Dwemer Museum.
12. Whiterun (Hall of Dead): In one of the wall crypts at the foot of a skeleton.
13. Whiterun (Dragonsreach): In the Jarl's bedroom area of the Jarl's Quarters.
14. Rannveig's Fast: On a table near the watery prison within Rannveig's Fast.
15. Fellglow Keep: On a counter in the workroom at the top of the front foyer.
21. Dark Brotherhood Sanctuary: During or after Dark Brotherhood Quest: With Friends Like These...
OR Dark Brotherhood Quest: Destroy the Dark Brotherhood! On the dresser in Astrid's room.
23. Riften (Mistveil Keep): In the Jarl's Chambers in Mistveil Keep, on the bedside table.
After you recover all of these stones, go back and talk to Vex and she will tell you where to find the
crown. Once you have that return to her and she will give you the perk Prowler's Profit which vastly
increases the chances of finding gems while scavenging dungeons.The completed crown with the
gems is in the guild behind Mercer's desk once you complete the quest.
Crafting
Part of the player freedom in Skyrim is offered through the Items, Weapons, and Armor that you make
by specializing in certain crafting skills.
Do you want to mix items together in hopes of producing powerful [[potions and poisons? That's
Alchemy. You can even build your own battle-honed armor for the great battles against Dragons with
Smithing. How about imbuing magical properties in said armor? Enchanting has got you covered
there.
Ingredients
Cooking
Enchanting
Alchemy
Smithing
Ingredients
Overview
Ingredients for Alchemy can be found in a number of manners.
Harvesting Plants
Plants are everywhere. Although sometimes harder to see in 3rd person mode, you can aim your
crosshair at any flora to see if it can be harvested. After a short time you'll start to recognize the bright
mountain flowers and hear the audible hum of Nirnroot.
Purchasing Ingredients
Stores in almost all major cities and even small towns sell ingredients. Some markets and inns will
also delve into herbalist roles now and again so speak with everyone and see what they have for
sale! Anything under the Ingredients menu item can be used in Alchemy.
Searching Wildlife
Any slain wildlife or undead can leave behind Alchemy ingredients for use. Some will have more than
one item and still others will have none. Search everything you kill for items that may help in your
potion and poison making.
Small creatures like Torchbugs, Butterflies, Bees and Moths can all be snatched from the air and
harvested for Alchemy.
Ingredients
Here's a list of all ingredients based in alphabetical order. These ingredients are for both Alchemy and
Smithing
Abecean Longfin
Bear Claws
Bee
Beehive Husk
Bleeding Crown
Blisterwort
Blue Butterfly Wing
Blue Dartwing
Blue Mountain Flower
Bone Meal
Briar Heart
Butterfly Wing
Canis Root
Charred Skeever Hide
Chaurus Eggs
Chicken's Egg
Corundum Ingot
Creep Cluster
Crimson Nirnroot
Cyrodilic Spadetail
Daedra Heart
Deathbell
Dragon Bone
Dragon Scales
Dragon's Tongue
Dwarven Metal Ingot
Dwarven Oil
Ebony Ingot
Ectoplasm
Elves Ear
Eye of Sabre Cat
Falmer Ear
Fire Salts
Fly Amanita
Frost Mirriam
Frost Salts
Garlic
Giant Lichen
Giant's Toe
Glow Dust
Glowing Mushroom
Grass Pod
Hagraven Claw
Hagraven Feathers
Hanging Moss
Hawk Beak
Hawk Feathers
Histcarp
Honeycomb
Human Flesh
Human Heart
Jarrin Root
Jazbay Grapes
Juniper Berries
Large Antlers
Lavender
Leather
Leather Strips
Luna Moth Wing
Malachite
Moonstone
Moon Sugar
Mora Tapinella
Mudcrab Chitin
N
Namira's Rot
Nightshade
Nirnroot
Nordic Barnacle
Orange Dartwing
Orichalcum Ingot
Pearl
Pinethrush Egg
Powdered Mammoth Tusk
Purple Mountain Flower
Quicksilver Ingot
Taproot
Thistle Branch
Torchubug Thorax
Troll Fat
Tundra Cotton
Vampire Dust
Void Salts
Wheat
White Cap
Wisp Wrappings
Alchemy
Alchemy is a "potioning" skill. It deals with magic drinks, and all the nuances of brewing exotic
concoctions that would make Tom Cruise capable of actual levitation in the movie Cocktail (1988).
Almost everything in Skyrim can be harvested for use in alchemy, cooking, and other Crafting skills.
All alchemical ingredients have four effects -- normally, you find the first by eating a bit of the
ingredient. You find the other three effects through experimentation and combining ingredients.
Potion/Poison Recipies
HOW TO DO IT
Alchemy follows the homeopathic ideals of "like goes with like." The trick to alchemizing potions is to
find two ingredients with a common trait. You can make any number of variant potions with the same
name and basic properties with a wide array of materials; the important thing is that the materials are
compatible.
The materials’ common traits will determine the nature of the resulting potion. You can also add a
third reagent to the mix to modify the potion, and its impact will be determined by whether or not it
shares any traits with the base materials. It’s important to consider how your third element will interact
with the first two, because you can easily create a potion whose secondary effect completely negates
the first. For instance, you can create a potion that restores your health for 23 points but also poisons
you for 3 points of damage per second for 10 seconds.
Perks
When you interact with an alchemy table, there will be a list of possible potions that you can create,
based on the ingredients in your inventory. Selecting one of these will open the list of ingredients that
you know will create the effect. In order to make a potion, you must choose 2 ingredients and then
you can opt to add in a third. Adding a third ingredient is the easiest way to start discovering the 2nd,
3rd, and 4th properties of ingredients. As you create potions, a window will pop up if you discover new
properties for an ingredient, which will increase the types of potions you can create.
By experimenting and learning the different effects of ingredients, you can start to layer properties into
more complex potions and poisions, which will increase both their monetary value, and their
usefullness in the field.
Poison Recipies
EFFECT INGREDIENT 1 INGREDIENT 2
Damage Health
Falmer Ear Imp Stool
(Weak)
Damage Health
Falmer Ear River Betty
(Strong)
Damage Magicka Butterfly Wing Hanging Moss
Paralysis Canis Root Imp Stool
Two-Effect Potions
INGREDIENT INGREDIENT
EFFECT INGREDIENT 1
2 3
Restore
Blue Mountain
Health and Wheat None
Flower
Fortify Health
Invisibility
Luna Moth
and Regen Vampire Dust None
Wing
Health
Paralysis
and Damage Canis Root Imp Stool River Betty
Health
Three-Effect Potions
INGREDIENT INGREDIENT INGREDIENT
EFFECT
1 2 3
Fortify Heavy
Armor, Fortify Slaughterfish
Briar Heart Thistle Branch
Block, Resist Scales
Frost
Fortify One-
handed,
Rock Warbler
Fortify Sneak, Beehive Husk Hawk Feathers
Egg
Fortify Light
Armor
Fortify
Magicka,
Fortify
Briar Heart Ectoplasm Glowdust
Destruction,
Restore
Magicka
Regen
Magicka,
Fortify
Briar Heart Jazbay Grapes Moon Sugar
Magicka,
Restore
Magicka
Four-Effect Potions
INGREDIENT INGREDIENT INGREDIENT
EFFECT
1 2 3
Regen
Magicka,
Resist Frost,
Fire Salts Moon Sugar Snowberries
Resist Fire,
Restore
Magicka
Invisibility,
Regen Health,
Luna Moth
Fortify Light Hawk Feathers Vampire Dust
Wing
Armor, Cure
Disease
Skooma Makes a Return
Skooma, a famous illegal drug of Tamriel, was a part of The Elder Scrolls III: Morrowind. In
Morrowind, this "drug" would eventually get you addicted with side effects. In Oblivion, you would find
drug dens containing skooma addicts. So far in Skyrim there have been random encounters of people
who sell skooma. Drinking Skooma gives you 25% stamina boost for limited time.
Poisons
Overview
Alchemy is a little different from how it worked in Oblivion. In order to discover an ingredient's effect,
you must first consume it by selecting it from your inventory menu. Doing so will reveal the first
property of that ingredient. Once you have a stockpile of known uses for ingredients, head over to an
Alchemy table to start mixing up your own potions.
When you interact with an alchemy table, there will be a list of possible potions that you can create,
based on the ingredients in your inventory. Selecting one of these will open the list of ingredients that
you know will create the effect. In order to make a potion, you must choose 2 ingredients and then
you can opt to add in a third. Adding a third ingredient is the easiest way to start discovering the 2nd,
3rd, and 4th properties of ingredients. As you create potions, a window will pop up if you discover new
properties for an ingredient, which will increase the types of potions you can create.
By experimenting and learning the different effects of ingredients, you can start to layer properties into
more complex poisons, which will increase both their monetary value, and their usefulness in the field.
Harvesting Plants
Plants are everywhere. Although sometimes harder to see in 3rd person mode, you can aim your
crosshair at any flora to see if it can be harvested. After a short time you'll start to recognize the bright
mountain flowers and hear the audible hum of Nirnroot.
Purchasing Ingredients
Stores in almost all major cities and even small towns sell ingredients. Some markets and inns will
also delve into herbalist roles now and again so speak with everyone and see what they have for
sale! Anything under the Ingredients menu item can be used in Alchemy.
Searching Wildlife
Any slain wildlife or undead can leave behind Alchemy ingredients for use. Some will have more than
one item and still others will have none. Search everything you kill for items that may help in your
potion and poison making.
Small creatures like Torchbugs, Butterflies, Bees and Moths can all be snatched from the air and
harvested for Alchemy.
Ingredients
Here's a list of all ingredients based in alphabetical order. These ingredients are for both Alchemy and
Smithing
Abecean Longfin
Bear Claws
Bee
Beehive Husk
Bleeding Crown
Blisterwort
Blue Butterfly Wing
Blue Dartwing
Blue Mountain Flower
Bone Meal
Briar Heart
Butterfly Wing
Canis Root
Charred Skeever Hide
Chaurus Eggs
Chicken's Egg
Corundum Ingot
Creep Cluster
Crimson Nirnroot
Cyrodilic Spadetail
Daedra Heart
Deathbell
Dragon Bone
Dragon Scales
Dragon's Tongue
Dwarven Metal Ingot
Dwarven Oil
Ebony Ingot
Ectoplasm
Elves Ear
Eye of Sabre Cat
Falmer Ear
Fire Salts
Fly Amanita
Frost Mirriam
Frost Salts
Garlic
Giant Lichen
Giant's Toe
Glow Dust
Glowing Mushroom
Grass Pod
Hagraven Claw
Hagraven Feathers
Hanging Moss
Hawk Beak
Hawk Feathers
Histcarp
Honeycomb
Human Flesh
Human Heart
Jarrin Root
Jazbay Grapes
Juniper Berries
Large Antlers
Lavender
Leather
Leather Strips
Luna Moth Wing
Malachite
Moonstone
Moon Sugar
Mora Tapinella
Mudcrab Chitin
N
Namira's Rot
Nightshade
Nirnroot
Nordic Barnacle
Orange Dartwing
Orichalcum Ingot
Pearl
Pinethrush Egg
Powdered Mammoth Tusk
Purple Mountain Flower
Quicksilver Ingot
Taproot
Thistle Branch
Torchubug Thorax
Troll Fat
Tundra Cotton
Vampire Dust
Void Salts
Wheat
White Cap
Wisp Wrappings
Effects
Miscellaneous
Cure Disease
Invisibility
Waterbreathing
Fear
Frenzy
Paralysis
Slow
Spoiler - Click to see/hide
Fortify
Fortify Alteration
Fortify Barter
Fortify Block
Fortify Carry Weight
Fortify Conjuration
Fortify Destruction
Fortify Enchanting
Fortify Health
Fortify Heavy Armor
Fortify Illusion
Fortify Light Armor
Fortify Lockpicking
Fortify Magicka
Fortify Marksman
Fortify One-Handed
Fortify Pickpocket
Fortify Restoration
Fortify Smithing
Fortify Sneak
Fortify Stamina
Fortify Two-Handed
Regenerate
Regenerate Health
Regenerate Magicka
Regenerate Stamina
Resist
Resist Fire
Resist Frost
Resist Magic
Resist Poison
Resist Shock
Restore
Restore Health
Restore Magicka
Restore Stamina
Damage
Damage Health
Damage Magicka
Damage Magicka Regen
Damage Stamina
Damage Stamina Regen
Lingering
Ravage
Ravage Health
Ravage Magicka
Ravage Stamina
Weakness
Weakness to Fire
Weakness to Frost
Weakness to Magic
Weakness to Poison
Weakness to Shock
Cooking
New to Skyrim is cooking, which allows you to become your own chef to create stats effecting cuisine.
Cooking pots let you prepare foodstuffs; these dishes in turn, provide various effects which are
temporary in nature. Each recipe requires specific ingredients which are found throughout the world of
Skyrim.
Cooking Ingredients
Cabbage
Carrots
Chicken Breast
Garlic
Horker Meat
Horse Meat
Leek
Leg of Goat
Mammoth Steak
Moon Sugar
Potato
Raw Beef
Raw Rabbit Leg
Apples(green, red,etc.)
Salmon Meat
Salt Pile
Tomato
Venison
Cooking Ingredients
Cabbage
Carrots
Chicken Breast
Garlic
Horker Meat
Horse Meat
Leek
Leg of Goat
Mammoth Steak
Moon Sugar
Potato
Raw Beef
Raw Rabbit Leg
Apples(green, red,etc.)
Salmon Meat
Salt Pile
Tomato
Venison
Recipes
Food Type Effects Ingredients
Cabbage Restores 10 Health and 10 Cabbage, Leek,
Potato Soup Stamina Potato, Salt Pile
Horse Horse Meat, Salt
Restores 10 Health
Haunch Pile
Mammoth Mammoth Snout,
Restores 10 Health
Steak Salt Pile
Rabbit Raw Rabbit Leg,
Restores 5 Health
Haunch Salt Pile
Salmon Salt Pile, Salmon
Restores 5 Health
Steak Meat
Restores 1 Health and
Vegetable Cabbage, Leek,
1 Stamina per second for
Soup Potato, Tomato
720 seconds
Venison Venison,
Restores 5 Health
Chop Salt Pile
Restores 15 Stamina and an
Venison additional 1 Health and 1 Leek, Potato,
Stew Stamina per second for 720 Venison, Salt Pile
seconds
other recipes
Enchanting
Enchanting is the magical augmentation of existing devices and weapons to imbue them with
magical properties. If you replace the term "shrubber" with "enchanter", you have a halved Monty
Python skit.
Perks
These are the Perks available in the Enchanting perks tree.
Tips for leveling your Enchanting skill can also be found on the Enchantments page.
Enchantments
An enchanted item is one which has a secondary magical effect such as buffs or debuffs to the
wearer or target, and can be obtained from defeating enemies, bought from vendors, or looted from
chests and other containers in the game world.
DISENCHANT
To enchant an item you own, you first need an item that's already enchanted with magical properties
and use a crafting station unique to Enchanting called an Arcane Enchanter to disenchant it. This
instantly gives you permanent knowledge of this recipe for future applications to other pieces
equipment.
Once you've learned magical properties to transfer to a piece of armor, you can select from your list of
learned enchantments and apply it. Magical properties are specific to certain equipment types. To be
able to enchant another item in your inventory, you must also have at least one Soul Gem with a soul
trapped inside it.
Choose the item you want to enchant, the enchantment you wish to imbue it with, and a filled Soul
Gem to complete the enchantment. The level of your Enchanting skill along with any acquired Perks
and the quality of the Soul Gem used in the process will affect the outcome. Ergo, the higher your skill
and quality of the component parts, the better the quality of the enchantment.
This may result in higher buff or debuff percentages or allow an enchanted weapon to be used longer
before its magical effect is depleted and needs to be recharged. Empty Soul Gems in your inventory
can be filled through use of the Soul Trap spell; an enemy upon which this spell is successfully cast
will automatically fill an appropriate Soul Gem if it is killed within the following 60 seconds.
enchanted weapons
The magical effects within enchanted weapons consume a certain number of charges before the
effects wear off and revert it to a normal state. That's not to say the enchanted weapon can never
return to its magically weaponized glory! Exhausted enchanted weapon simply need to be repleted
with a filled Soul Gem to restore its magical juice.
To do that, go into your inventory and select the weapon. Pick Recharge and pair it with a Soul Gem.
Save up low weight enchantable items such as rings, amulets, iron daggers, etc. during your
travels. If you want to level smithing as well, you can get that skill to 100 easily by making iron
daggers and just use those.
Find, buy, or craft a weapon with soul trap as early as possible. If you craft, opt for a 1 second
duration.
Visit the College of Winterhold and buy petty (or petty, lesser, and common if you can afford
them) soul gems. If needed, wait two days for them to refresh their stock.
Do quests as normal, always using your soul trap weapon. Recharging it will increase your
enchant skill but not as efficiently as enchanting items. Note that non-hostile wildlife will give
petty souls.
Enchant your rings, daggers, etc and sell them to purchase more soul gems. Profit-wise by far
the best enchantment is Banish Daedra on weapons followed by Fear. Rings should get the
Fortify One-Handed or Fortify Two-Handed enchantment. Despite being less valuable, rings are
saleable to almost all merchants and require fewer key presses to make. Eventually you will
become quite rich and may opt to buy filled soul gems to speed the process.
As with all skill grinding, be sure to use the standing stones near Riverwood (in this case, the
Mage) and the Well Rested bonus from sleeping for maximum efficiency.
Tip: When building your Enchanting early on, simply use up those Petty Soul Gems to recharge an
enchanted weapon and also level up your skill.
Drink an enchanter's potion to increase your enchantment's strength by 10 percent before doing
an enchantment.
Could be possible to have a stronger version of the enchanter's potion.
To maximise you're enchanting experience, you could also give the you're item a name.
Soul Gem
Soul gems are an essential component to successfully imbuing magical properties to an item or
weapon in a process called Enchanting. The quality of the soul gem affects the potency of the
resulting enchantment. Soul gems can be found throughout the world, but can also be created
through the spell Soul Trap.
Capturing Souls
Filling Soul Gems necessitates the use of the spell Soul Trap or its similar enchantments on items
and weapons. With the spell, you need to cast it on the non-humanoid target before its death so that
its soul can be plucked and transferred into the smallest available Soul Gem in your inventory. The
quality of the Soul Gem depends on the creature's level.
Mining is done at ore veins scattered throughout the Skyrim overworld. Each ore vein will yield 1-3
samples of the ore it supplies, and will sometimes also drop gems. Ore veins will resupply after you
deplete them, after a month has elasped in the game.
The highest concentration of ore veins will be in -- you guessed it -- mines, which are labeled with a
crossed pickaxe and hammer icon on your compass. While there are occasional mines that only have
a single ore vein being guarded by a bunch of bandits, it is ALWAYS worth checking out if you want to
build your smithing skill.
Types Of Ore
Corundum
Dwemer
Ebony
Ebony
Gold
Iron
Malichite
Moonstone
Orichalum
Quicksilver
Silver
Corundum
Overview
Corundum is used more as an alloy to make advanced versions of other armors, such as banded-iron
armor and plate armor. Corundum ore is smelted with iron ore to make 1 steel ingot, so don't go crazy
smelting all your corundum ore into corundum ingots unless you know you don't need steel (doubtful
as some advanced armors and weapons require a steel ingot as well).
Mining Locations
Darkwater Crossing
There are around 20 individual veins located in Blackreach. Blackreach is a huge
underground Dwemer ruin accessed by clearing both levels of Alftand (SSW of Winterhold, just
passed Saarthal)
Ebony
Overview
Ebony armor is fairly late game (90 Smithing to get the perk for it), however if you've been spamming
out those iron knives, you should be able to deck yourself out in some long before your enemies do.
Mining locations
Gloombound Mine (directly south-east of Windhelm).
This mine is guarded by the Orc stronghold of Narzulbur. You can gain entry to the fortress by
completing a fetch-quest given to you by the gatekeeper, or you can just stroll around the walls
and enter the mine without going in the fortress at all. The orcs therein will make sure to verbally
let you know you aren't welcome, but they will not attack you. This is surprising as there is a ton
of ore to be gotten in this mine, and I personally wouldn't want some wanderer shlepping out
with all my precious Ebony. This mine also contains some iron ore veins, useful for when you
can actually start crafting Ebony sets.
Mining Locations
Kolskeggr Mine
If you were looking for the motherload of gold in Skyrim, look no further; this mine is absolutely
packed with gold ore veins. But, it is also packed with druidic Forsworn, who can be a little
tenacious if they've got a spellcaster. So, put your adventuring gloves on, and clear them out for
a 1000 gold-coin reward from the mine's owner in Markarth. Not too shabby.
Iron
Overview
Iron is the bread-and-butter of Skyrim's smithing system. Even high level armors will still require an
iron ingot or two to make them, so a steady supply of iron is always useful. More importantly, iron is
about the only type of armor or weapon you can create to start building up your smithing skill (except
for leather/hide, of course), so until you unlock Dwarven crafting abilities, iron is your best bet to
improve your smithing (steel can be harder to get than Dwarven, see page for details).
Because of this, iron veins pop up from time to time in the overworld, and mines dedicated to more
precious ores will usually have a couple iron veins with them as well.
Mining Locations
Karthspire
Directly east of Markarth. It is next to a Forsworn camp and is a location you go to during Alduin's
Wall.
The ore is just inside Karthspire. You'll have to find a couple of Forsworn humanoids to get to it.
Whistling Mine
Despite its name, there is very little whistling in this mine. Unfortunately, there is also very little
iron; there's a measly two veins to be mined from a raised platform, but you can at least get a
handful of iron for a quick jog out of Winterhold.
Stonehills
Though this mine is rather small and will only provide 10-15 ore, it is relatively easy to get to and
you get to hear the foremen bantering with the labormen whilst you're busy pickaxing away.
Left-Hand Mine
The mine is rather large despite only having a few ore veins, so it can be a little difficult to make
sure you've cleared all the ore. But, you can't beat how easy it is to get to for the first time, just
take a carriage to Markarth and you're practically there.
Embershard Mine
A little south west of Riverwood, between the city and the guardian stones.
The mine is about medium sized and infested by bandits. The bandit guarding the front will warn
you off before atacking if you get to close. The mine contains about four ore nodes, as well as a
journal of a dead slave.
Iron-Breaker Mine
Directly east inside Dawnstar, to the right of Irgnir's House. No map marker
The mine is simple to get to and has six nodes (around 18 ores). You could also sell the ore you
find to the owner, Beitild (Female with tan-color shirt and pickaxe on waist), who can also be
found in Dawnstar wandering around during the day. She gives 7 gold per ore.
Shopkeepers
Most smithing/general goods traders will have a couple samples of iron ore available for the paltry
sum of 6 gold each (depending on your speechcraft skill). Since you'll trip over that much gold when
you first walk into a dungeon, it is recommended that you always buy out the iron ore and check back
often to re-up. It may even be faster to just make a round of the various holds, buy all the traders' iron
ore, then just rest for a day, rather than mucking about with mining the stuff.
Malichite
Going through random caves and where you can kill bandits and loot them, malichite is found on
tables.
You can also try climbing to the very top of The Throat of the World. Theres some Malachite and
Ebony Veins there but only 2 of each!
Moonstone
Overview
Moonstone is a rare ore that is used to make both Elven (when combined with Quicksilver Ores) and
Glass (when combined with Malachite) equipment.
Mining Locations
Soljund's Sinkhole (directly east of Markarth, but quite a way's off) NOTE: this location is marked with
the cave icon, not the mine icon)
When you first arrive here, a man will stop you to say that his mine is closed because they
accidentally dug into a Draugur crypt. Feel free to call him a pansy as you stroll in and take care
of the problem, but take note that there's only a couple veins of moonstone at this location, and
two of them are at the very end of the dungeon area where you defeat the final Draugr
Stony Creek Cave (south-east of Windhelm, head towards the Dwemer Ruin Mzulft then the cave
should be right ahead of you)
There's only two veins at the very back of the cave, making it a bit of a hassle, but it's not too
bad once you've found the place.
Note: Not all Moonstone needs to be found in mines, there are also occurances of ore being found
while traveling on a mountaintop. So make sure to keep your eyes peeled for something good!
Orichalcum
Overview
Orichalcum is a rare ore used to fashion Orcish armour and weapons. It is expensive to buy, but well
worth it as Orcish weapons can be refined to levels of damage far beyond that of Dwarven pieces.
Mining Locations
Bilegulch Mine can be found by following the river west out of Markarth, about halfway between
Markarth and Falkreath. It is just south of Gjukar's Monument and Fort Sunder. There are several
weak bandits guarding it. In one trip, it is possible to harvest 30 pieces of ore from this mine.
There are also several ore veins scattered along roads and in crevices near large forts.
Quicksilver
Overview
Quicksilver is a rare ore that is used to make Elven Armor.
Mining Locations
There's a Quicksilver mine in Dawnstar just west of the main city. It's near the ship that's docked in
the bay.
There's a Quicksilver vein to the south-west of Shimmermist Cave due north from where the river
pools into a bend.
Silver
One of the easiest ways to get silver is to find members of the Silver Hand Faction and kill them, in
my experiance i have found that most of them carry silver ingots the higher the enemy is the more
ingots SPOILER**** the silver hand hates werwolves so if you become one they will attack on sight
and sometimes hunt you down END SPOILER****. SPOILER****Cidhna Mine, reached during the "No
one escapes from Cidhna Mine Quest in Markarth has 4-5 nodes. END SPOILER****
Sanuarach Mine (NW in Karthwasten; Follow the path North from Karthwasten Hall: You will find
Ainethach, and some villagers, and Atar, and his silver-hand group, confronting each other. After
completing the quest, the mine will open.)
This mine has 7 nodes. Depending on the results of the quest; the mine may have 1-2 low-level
enemies. This mine does not have a marker on the map; you will need to fast-travel to
Karthwasten.
Fenn's Gulch Mine (NW in Karthwasten; to the right of the miner's barracks, NW of Karthwasten
hall.)
This mine has 1 node. (Possible glitch) This mine has no map marker.
Smithing
Perks
These are the Perks available in the Smithing perks tree.
Most weapons and armour will require Leather Strips, which can be obtained by processing Leather
into Leather strips on a tanning rack. Leather is easily and cheaply obtained by hunting any furry
animals and also can be purchased for a fairly low price at most blacksmiths.
Jewelry can be enchanted. You must have specific raw ingredients in order to make these
improvements. Armor and weaponry often require Ingots and Leather. These can be found from
Merchants, Mining Nodes and Animal Skins.
In short: you must improve your smithing, enchanting, and possibly alchemy to maximize your
weapon and armor enhancement.
You first you need to cap and have the improvement perks for both your enchanting and
smithing skills. Then you will need to enchant a necklace, ring, hand, and chest armor with the
"weapons and armor can be improved by 20%". Wear all the items to have an 80 percent
weapon and armor ehancement. Before enhancing your weapon and armor on a grindstone or
workbench drink a blacksmith's elixir to increase your weapons and armor enhance for another
50%. Doing so will increase your weapon and armor enhancement to 130%.
It could be possible to create a blacksmith's elixir with alchemist x 5 and benefactor perks with a
capped alchemly level to create and even stronger potion.
Note that the armor cap in Skyrim occurs at 567 displayed Armor Rating (80% damage
reduction). Armor ratings in excess of this value will not further reduce damage. Particularly
with Heavy Armor and Smithing perks, it is possible to reach this value without maxing
Enchanting and Alchemy.
There is no confirmed cap on weapon damage, so in theory one would need to max four skills
(Smithing, Enchanting, Alchemy, and the appropriate weapon) to max out damage. However,
note that with fully maxed smithing, enchanting items purchased from vendors, and appropriate
potions and buffs the player can one shot most enemies anyway.
Base Leather
Name Armor Weight Gold Straps Leather
Leather Armor
29 6 125 3 4
Lether Boots
8 2 25 2 2
Leather Bracers
8 2 25 2 1
Leather Helmet
13 2 60 1 2
Orcish Armor
Orcish armor can be crafted once you reach a skill of 50 in Smithing.
The most obvious advantage to creating jewelry is that they provide an almost instantaneous turnover
and can be crafted using any combination of precious metals and gemstones to create pieces of
varying value. Creating these pieces also provides the player with small amounts of Smithing
experience.
But their greatest advantage is their potential for enchantment and near-weightlessness, allowing the
player to have a range of enchantments at hand to either boost a certain skill (eg. Smithing) or resist
a certain type of enemy (eg. elemental Atronach or poisonous Spider) depending on the context.
Enchanted jewelry is even more valuable when sold.
However, the power of an enchantment is not influenced by the quality of the metal or gems used,
thus gold should be reserved for pieces the player intends to sell.
It should be noted that unlike Oblivion, Skyrim only allows one ring to be worn at a time, much to the
detriment of players with multiple fingers.
Marriage
Love can blossom in even the deepest tundras and war-torn areas of Skyrim -- you only need to know
where to look. In order to show that you are open to romance, you must wear the Amulet of Mara.
This necklace opens up extra dialogue with viable suitors. The general rule of thumb: If you help
people out, they're more inclined to like you.
To purchase it, find Maramal in the Bee and Barb, an inn in Riften, and ask to be enlightened about
Mara, the Goddess of Love and about marriage in Skyrim. Push the query further to receive the
option to purchase the Amulet of Mara from him for 200 gold. You can't get married without talking to
Maramal! NOTE: Maramal can be found in the Temple of Mara within Riften if he’s not at the inn.
What to Do After
Equip the amulet and speak to an NPC that has expressed some sort of interest in you. If there is a
relationship to foster, you’ll get the extra dialogue option asking the person whether he or she is
interested in you. Accept this crude and elementary portrayal of love and the elated person will urge
you to set up the wedding ceremony forthwith!
Speak to Maramal at the Temple of Mara about arranging your wedding. The time to the start of the
ceremony is approximately 24 hours from the hour you first initiate the wedding preparations. It’s
recommended that you stay at the Temple of Mara to avoid standing up your to-be spouse. Once the
knot has been tied, you’ll earn the Achievement/Trophy Married.
Establish a place of residence for your new family. Your spouse (whether or not he or she is a store
owner) gives you 100 gold and a homecooked meal once per day upon request, also if you don't set
foot in the house where you're lover stays, the amount of gold she/he gives you will mount up creating
a nice hefty sum to add to you're pocket. Additionally, sleeping in the same house as your spouse
gives you the "Lover's Comfort" resting bonus, which increases the speed at which you gain skill
experience by 15% for 8 hours. Finally, if you so wish, you may ask certain partners to become a
Follower, even if they would not normally be available as one.
Got Pics?
Blindly marrying an NPC without pictures is like going on a dating site and looking at profiles ...
without pictures. Help us snap some pictures of each marriage partner in Skyrim to help players
decide whom they should pursue.
You may add the image to each character's page (just click their name). PC players have the option
to take a screenshot of their game by pressing PRINT SCREEN on the keyboard. If you have video of
a partner's dialogue, by all means, you may share that as well (on their respective pages).
However, searching for love can be hard in a world fraught with civil war and dragons. Not everyone
is open to the idea of romance in the midst of such rough times. Luckily for you, this list should make
your hunt for romance a little bit easier. Maybe things will even lead to Marriage...(Hint: It does.)
For good or bad there is a way to back out of your marriage in case you find a more suitable partner
or got stuck with coyote ugly because you needed a place to couch surf. "Till death do us part," yep,
you guessed it, if you *ahem* kill your spouse (preferably inside your house to avoid bounty) then you
can re-equip the amulet and go searching for another lover, you serial killer you.
Females
Name Race Location
Whiterun, generally in
Aela the Huntress Nord
Jorrvaskr.
Aeri's House in Anga's
Aeri Nord
Mill.
Temple of Dibella in
Anwen Redguard
Markarth.
Avrusa Sarethi Dark Elf Sarethi Farm.
Borgahk the Steel
Orc Mor Khazgur.
Heart
The College of
Brelyna Maryon Dark Elf
Winterhold.
Camilla Valerius Imperial Riverwood.
Dravynea the
Dark Elf Kynesgrove.
Stoneweaver
Ghorza gra-Bagol Orc Markarth.
Gilfre Imperial Mixwater Mill.
Grelka Nord Riften.
Iona Nord Riften.
Drunken Huntman in
Jenassa Dark Elf
Whiterun.
Jordis the Sword- Proudspire Manor in
Nord
Maiden Solitude.
Lydia Nord Dragonsreach.
Mjoll the Lioness Nord Riften.
The Hag’s Cure in
Muiri Breton
Markarth.
Whiterun, generally in
Njada Stonearm Nord
Jorrvaskr.
The Temple of Dibella in
Orla Nord
Markarth.
Ria Imperial Jorrvaskr in Whiterun.
Temple of Dibella in
Senna Imperial
Markarth.
Shahvee Argonian Outside Windhelm.
Sylgja Nord Shor’s Stone.
Taarie High Elf Solitude.
Temba Wide-Arm Nord Ivarstead.
Uthgerd Nord Whiterun.
Viola Giordano Imperial Windhelm.
Whiterun, near the
Ysolda Nord
merchant stalls.
Males
Name Race Location
Karthwasten Hall in
Ainethach Breton
Karthwasten.
Angrenor Once- Windhelm, inside
Nord
Honored Candlehearth Hall.
Argis the Bulwark Nord Markarth, in Vlindrel Hall.
Athis Dark Elf Whiterun, inside Jorrvaskr.
Riften, in The Scorched
Balimund Nord
Hammer.
Solitude, in The Winking
Belrand Nord
Skeever.
Benor Nord Morthal.
Calder Nord Windhelm.
Cosnach Breton The Warrens in Markarth.
Derkeethus Argonian Darkwater Pass.
Rorikstead, in Frostfruit
Erik the Slayer Nord
Inn.
Whiterun, generally in
Farkas Nord
Jorrvaskr.
Filnjar Nord Shor’s Stone.
Pavo’s House in Kolskeggr
Gat gro-Shargakh Orc
Mine.
Ghorbash the Iron
Orc Dushnikh Yal.
Hand
Marcurio Imperial Riften.
Moth gro-Bagol Orc Understone Keep.
Octieve San Breton Solitude.
Omluag Breton The Warrens in Markarth.
Onmund Nord The College of Winterhold
Pavo Attius Imperial Kolskeggr Mine.
Perth Breton Soljund’s Sinkhole.
Windhelm, in White Phial
Quintus Navale Imperial
Services.
Windhelm, in Sadri’s Used
Revyn Sadri Dark Elf
Wares.
Kynesgrove, in the
Roggi Knot-Beard Nord
Steamscorch Mine.
Romlyn Dreth Dark Elf Riften.
Scouts-Many- Windhelm, in the Argonian
Argonian
Marshes Assemblage.
Darkwater Crossing in
Sondas Drenim Dark Elf
Goldenrock Mine.
Sorex Vinius Imperial Solitude.
Stenvar Nord Windhelm.
Torvar Nord Whiterun, in Jorrvaskr.
Vilkas Nord Whiterun, in Jorrvaskr.
Vorstag Nord Markarth.
Wilhelm Nord Ivarstead.
Killing Dragons
These majestic mythical creatures have returned to Skyrim and are wreaking havoc wherever they
cast their deadly gaze. While you might see them flying around, you won't actually encounter your first
dragon until Dragon Rising.
Afterwards, dragons can swoop in at any time during your travels through the land of Skyrim. Take
note that the ferocity of the dragon can vary according to your level. Dragons vary in strength, with
brown and green colored dragons being far easier to take down than their white or bronze cousins.
Named dragons tend to be even stronger.
In the event of dragons, you'll have to make a lightning-quick decision: stay your ground and fight for
your life, or run away.
If you have the Impact perk, using a dual-cast Destruction spell such as Ice Spike or Lightning Bolt
will stagger a dragon in mid-air, which is useful in getting them to stop breathing fire and coax them
into landing. When the dragon lands, it is also recommended to use a high-level shout such as
Unrelenting Force to stagger the dragon and open it up to melee attacks.
Oftentimes you can even lure dragons over to other enemies, preferably a more rugged enemy like a
Giant, to trick the two (or three) into fighting each other, allowing you to sit back and deliver the killing
blow when the time is right. Followers also prove to be fruitful in their efforts to defend you and
themselves, as they typically draw the dragon's fire unto themselves to keep the heat off you. Be wary
not to abuse this though, as you may save your game after killing the dragon to find that your
companion is lying face-down in a pool of blood!
Additional helpers in the form of conjured beings can also help immensely. Flame and Frost
Atronachs are very useful as distractions, as they can fire long range spells and are resistant to their
corresponding element's damage.
Auxiliary items like a Potion of Fire Resist go a long way toward dampening fire magic damage. Other
minor things like avoiding the dragon's line of sight would also lessen the damage you could
potentially take. A steady offense with smart play is generally enough to put down dragons.
If you have the Shout Dragonrend, you can wait until the dragon is flapping in one spot, then hit him
with Dragonrend. The dragon will fly around a bit longer and land -- this is the time to circle around
the dragon while you attack him with all you got.
For the most part, the generically named dragons seem innumerable and appear quite frequently.
The image above represents the locations of the dragon burial sites, where dragons may also appear.
Each site also houses a Word Wall.
Types of Dragons
Besides named dragons there are five types of dragons. They are: Dragon, Blood Dragon, Frost
Dragon, Elder Dragon, and Ancient Dragon. They go up in level with Dragon being at the lowest level
and Ancient Dragon being at the highest level.You may also encounter dragons with actual names.
This dragon holds no special items at the moment, as no quest related to its destruction has been
found.
Vujotnaak
There is also another dragon named Vujotnaak which may randomly appear; it may be found by
Bloated Man's Grotto protecting the unique sword in that area.
Paarthunax
He meditates on the Throat of the World
Alduin
He is dragonborn's nemisis in the main quest
Odahving
He is available after the quest: The Fallen. Using the Call Dragon Shout, Dovahkin can summon him.
Dragon Souls
Dragon Souls are needed to activate Words as part of Shouts. They can only be obtained from slain
dragons.
This works best at The College of Winterhold. Complete main quests up to Diplomatic Immunity, then
go to The College of Winterhold and sleep more or less 36 hours. When you go outside there will be a
dragon. Kill it and obtain its soul, then repeat sleeping process and once again when going outside
there will be a dragon. Set game difficulty to novice to kill dragons easily and obtain dragon souls
even easier.
Dragon Sites
Ancient's Ascent
Autumnwatch Tower
Bonestrewn Crest
Dragontooth Crater
Eldersblood Peak
Lost Tongue Overlook
Mount Anthor
Northwind Summit
Shearpoint
Skyborn Altar
Shouts
Overview
A Shout is a specialized language native to dragons. It is said that people were once born with the
ability to speak in the dragon tongue, but have lost it over time. Now only a very select few called
Dragonborn have the natural aptitude for this ancient language. Your character is one of those rare
breeds.
Shouts are separate from Powers and other magic. Shouts do not consume Magicka, but do undergo
varying recharge periods. The longer the duration (hold the button) of the shout, the more powerful
the effect and the longer the cooldown period. After using a shout, this global cooldown period is
indicated by a blue coloring of the on-screen compass. When this coloring fades, the player is again
able to use a shout. It's important to note that there are some points in the game you will HAVE to use
shouts to get through obstacles, to various platforms or even to fight.
Each Shout is comprised of three Words. Not surprisingly, the Shout increases in strength as you
learn more words, culminating in a longer and more powerful version of the Shout once all three
Words are combined. The individual words of each Shout are learned from Word Walls in the world.
Once you find a word, you must unlock it with a Dragon soul to use it. Dragon souls are obtained by
slaying dragons.
Shout List:
Animal Allegiance
Aura Whisper
Become Ethereal
Call Dragon
Call of Valor
Clear Skies
Disarm
Dismaying Shout
Dragonrend
Elemental Fury
Fire Breath
Frost Breath
Ice Form
Kyne's Peace
Marked for Death
Slow Time
Storm Call
Throw Voice
Unrelenting Force
Whirlwind Sprint
View the list of Shout Locations.
Shout Locations
Shouts refer to the Draconic language that is imbued with the powers of the Dragons. You learn these
powers by finding certain words in the dragons' tongue etched on Word Walls.
Each shout consists of 3 Words, with each addtional word invoking a more powerful version of the
Shout. You find these words by visiting Word Walls, defeating dragons or completing quests.
5 Easy-to-Find Shouts
Some Shouts are deeply hidden in caves and dungeons, but the five shouts highlighted in the video
below are out in the open, ready to be learned whenever you're up to traversing the map of Skyrim.
NOTE: You do not need to visit the Word Walls in a specific order. You will learn the Words in the
correct order no matter which walls you find first.
Shout Location
Shriekwind Bastion
Dragontooth Crater
Elemental
In The Break of Dawn, in the Kilkreath
Fury
Ruins in Haafingar. (By the Statue of
Meridia)
Pages
Notable People
Cities and Villages
Creatures
Forts, Caves, etc.
Gods
Guilds
Standing Stones
Skyrim Lore
Map Key
Notable People
Every non-playable character has something to say, but not every NPC can be useful. Some NPCs
can potentially become a Follower and join you as a loyal companion, while others that are Trainers
can share their expertise for a fee. Other NPC's are Quest Givers or miscelaneous task givers
Notable People
Follower
Trainers
Hirelings
Thalmor Justicar's
Quest Givers
Merchants
miscelaneous task givers
Followers
Once you have a follower, you can issue a set of primitive commands, telling the follower to wait,
follow, go to a certain point, or trade items with you. Your follower can help shoulder some of the
carrying weight to lighten your load, but he, too, has a carry limit. They level up with you, so don't
worry about their becoming obsolete. In addition, you can equip them with better weapons and armor
to make them an even more valuable asset to combat situations.
In the current version of Skyrim, NPC followers do not level with the player. Followers' level and skills
are determined by the player's level at the time of their first encounter. It is unclear whether this is a
bug or intended. On the PC, a follower can be 'updated' to the player's current level by dismissing
them, opening the console, clicking on the follower and using the 'disable' and 'enable' commands (no
quotes, hit Enter after each).
See also: Hirelings, who differ in that you must pay for their services.
When sneaking, your follower will sneak with you. All the parameters around successful stealth apply
to followers as well. For example, a follower with Heavy Armor will probably give away your position
despite your own prudence.
You can have only one human follower and one animal follower at any given time. If you want to
replace someone, you would have to dismiss your current one and ask the other to join. When
dismissed, the follower returns to wherever you first found them (e.g. Lydia can be found at
Dragonsreach in Whiterun).
Although only one follower fights by your side, you can recruit multiple quest NPCs and use other
tricks to create an Insane Crown Posse, potentially having many, many people in your current party.
Here are all the followers you can recruit and how you can get them.
Humanoid Followers
Name of
Method for Recruitment
Follower
Adelaisa Finish the quest Rise in the East to recruit her
Vendicci as a follower.
Annekke Crag-
Found in Darkwater Crossing in Eastmarch.
Jumper
This Dark Elf joins you after you've completed
Aranea Ienith
The Black Star in the Shrine of Azura.
Argis the Become the Thane of Markarth to recruit Argis
Bulwark as your Housecarl.
He can be found in Morthal. Do him a favor
Benor
and he will join you.
Borgakh Found in Mor Khazgur in The Reach.
An Apprentice in the College of Winterhold.
After finishing the Under Sarthaal quest at the
Brelyna College, speak to her and help her test her
Maryon spells. Upon completing this quest, she
becomes your follower. Being a student of the
College of Winterhold, she is skilled in magic.
Become the Thane of Windhelm to recruit
Calder
Calder as your Housecarl.
Complete the The Dark Brotherhood Quests
Cicero and ask him to join you in the new Dawnstar
Sanctuary.
Many of the warriors of The Companions guild
will become followers once you've finished the
The
questline. These members include: Aela the
Companions
Huntress, Farkas, Athis, Njada Stonearm,
Torvar, Ria, and Vilkas.
Cosnach Found in the bar of Markarth.
Dark Complete the The Dark Brotherhood Quests
Brotherhood and ask him to join you in the new Dawnstar
Initiate Sanctuary.
Found in Darkwater Pass, in the Rift. Free him
Derkeethus
from the Falmer and ask him to join you.
Complete the quest The Taste Of Death as
Eola
part of the Daedric Quests.
Complete the quest Waking Nightmare as part
Erandur
of the Daedric Quests.
One of the earliest followers you can gain in
the game. He resides in Riverwood. The option
to recruit him originates from a miscellaneous
task to sabotage a relationship in Riverwood.
Faendal
Whomever you help ultimately ends up as your
follower; obviously, helping Faendal secures
his loyalty to you. If you get Faendal, you won't
be able to get Sven.
You must first gain entrance to the Orcish
settlement south of Markarth (Orcs are
Ghorbash the automatically allowed entry) by doing a quest.
Iron Hand After that, find Ghorbash near the longhouse
during the day. Either persuade him, bribe him,
or beat him in a brawl and he will join you.
Golldir is found inside Hillgrund's Tomb in
Golldir Whiterun. Help him clear the dungeon and ask
him to join you afterward.
Illia is found just inside of Darklight Tower. When
you enter, you witness Illia killing another, and
thusly ask for an explaination; this leads to a mini-
quest where Illia leads you throughout Darklight
Illia Tower to her mother (who is a witch) in order to
stop a ceremony that would lead to the creation of
another Hagraven. After disposing of Illia's
mother, speak to Illia before she leaves to recruit
her.
Become the Thane of Riften to recruit Iona as
Iona
your Housecarl.
Jordis the
Become the Thane of Solitude to recruit Jordis as
Sword-
your Housecarl.
Maiden
An Apprentice in the College of Winterhold. After
finishing the Under Sarthaal quest at the College,
J'zargo speak to him and test some of his (unneccesarily
explosive) scrolls. Upon completing this quest, he
becomes your follower.
Kharjo Part of the Khajiit Caravans.
Complete The Cursed Tribe as part of the Daedric
Lob
Quests.
This warrior becomes your follower after you
Lydia
finish Dragon Rising.
Found in Riften wearing some sort of animal pelt
and blue warpaint on her face. If you ask her
nicely, she will tell you about losing her sword
Mjoll the Grimsever. Travel to the Dwemer ruin she
Lioness describes, fight the Ancient Dwemer Guardian
Master, retrieve Grimsever, and when you return
it, she becomes another female melee tank
option.
Complete The Cursed Tribe as part of the Daedric
Ogol
Quests.
An Apprentice in the College of Winterhold. After
finishing the Under Sarthaal quest at the College
Onmund and speak to him and help him retrieve his family
amulet. Upon completing this quest, he becomes
your follower.
Roggi Knot-
Found in Kynesgrove.
Beard
One of the earliest followers you can gain in the
game. He resides in Riverwood. The option to
recruit him originates from a miscellaneous task
to sabotage a relationship in Riverwood.
Sven
Whomever you help ultimately ends up as your
follower; obviously, helping Sven secures his
loyalty to you. If you get Sven, you won't be able
to get Faendal.
Complete The Cursed Tribe as part of the Daedric
Ugor
Quests.
Uthgerd
At the Bannered Mare in Whiterun. Beat her in a
the
brawl to win her companionship.
Unbroken
Animal Followers
Name of Follower Method for Recruitment
You find this dog in the wilds somewhere
Meeko
in Hjaalmarch.
A random encounter in the wild. (Need
Stray Dog
more information)
Buy this furry companion for 500g from the
Vigilance
Markarth Stables.
Trainers
Trainers can help you increase your Skills quickly, but they don't come cheap. There are Trainers
available for each skill located throughout Skyrim.
ALTERATION TRAINERS
Dravynea the
Expert Kynesgrove
Stoneweaver
ARCHERY TRAINERS
Aela the
Expert Whiterun, Jorrvaskr
Huntress
Riften, Thieves Guild, Ragged
Master Niruin
Flagon Cistern
not sure,
only
available
Froki Whetted-
before Froki's Shak
Blade
Kyne's
Sacred
Trials
BLOCK TRAINERS
DESTRUCTION TRAINERS
Palace of the Kings in
Common Wuunferth the Unliving
Windhelm
The College of
The College of
Master Winterhold Gatekeeper,
Winterhold
Faralda
ENCHANTING TRAINERS
The College of
Expert Sergius Turrianus
Winterhold
ILLUSION TRAINERS
The College of
Master Drevis Neloren
Winterhold
LOCKPICK TRAINERS
Part of the Khajiit
Expert Majhad
Caravans
Master Vex Ragged Flagon in Riften
PICKPOCKET TRAINERS
SNEAK TRAINERS
Many mage, thief and fighter skills can be trained for free by simply stealing the fee back after each
training. Simply pick an area with easy access to trainers who are sleeping in their beds. The
Companions building in Whiterun works for fighter skills, the College of Winterhold works for mage
skills, and Riften would probably work for thief skills.
Talk to the trainer at night while they are sleeping and train your skill, then wait till they go back to bed
and steal the money spent back. Be sure to steal the money back after each single skill up because
the success rate will decrease as the trainer gains more gold. Using this trick you will not only gain
free levels in your chosen skill, but your pickpocket skill will increase very quickly
You can gain multiple levels if you continue to train the maximum (5/5) skill ups even after you level.
Once you level up you are free to retrain the maximum 5/5.
Hirelings
Hirelings are mercenaries that you can pick up at various locations for a flat fee of gold. They can be
dismissed like any other follower, but if you decide to rehire them they may charge you the 500 gold
fee again, if too much time has passed. Each hireling has a unique combat style that will
automatically level up with you, so choose one that complements your play style.
Belrand
Location: Solitude
Class: Spellsword
Skills: One-Handed, Light Armor, Destruction, Restoration
Vorstag
Location: Markarth
Class: Warrior
Skills: One-Handed, Heavy Armor, Archery, Block
Jenassa
Location: Whiterun
Class: Archer
Skills: Archery, Light Armor, One-Handed, Block, Sneak
Stenvar
Location: Windhelm
Class: Knight
Skills: Two-Handed, Heavy Armor, Archery, Block
Marcurio
Location: Riften
Class: Mage
Skills: Destruction, Restoration, Alteration, Conjuration, Sneak
Universe
Froki Whetted-Blade
Vantus Loreius
Cicero
Barbas
Merchants
This is a list of all the NPC's who are merchants in skyrim and their locations. To buy from or sell to
them just talk to them and select "what do you have for sale?"
Food, Misc
Weapons/armour
General Merchants
alchemy
IMPORTANT NOTE: Revealing the Unseen currently is plagued with a questline-destroying bug.
Please proceed with caution until more details that cause this bug have surfaced.
Quests
First Lessons
Under Saarthal
Hitting The Books
Good Intentions
Eye of Magnus
Revealing the Unseen
The Companions
Overview
Another Guild that you can join in Skyrim are the Companions, which is similar to the ones in
Cyrodiil’s Fighters Guild. Aside from being able to train you with skills in using a sword, the
Companions itself has secrets that only the member of the Circle can find out. They are located in the
Jorrvaskr in Whiterun near the Northeast section.
Players who will join the Companions will be given the opportunity to become a Werewolf. To begin
this quest line, simply visit them at Jorrvaskr. Being a night creature isn’t the only advantage of joining
the Companions, as there are more.
Dark Brotherhood
An autonomous secret society comprised of skilled assassins, the Dark Brotherhood is a shadow of
its former self. They no longer follow the traditions of old and instead carve out their own existence by
accepting kill contracts. They encourage the use of discretion when offing their targets. They are
secret for a reason.
To start the Dark Brotherhood quest line, you’ll need to talk to Aventus Aretino in Windhelm and
accept his first quest. Upon completion of Sanctuary, you are given a set of Shrouded Armor, so you
can dress like one of their ranks. This armor gives rather impressive bonuses to areas associated
with silencing your targets.
Quests
Innocence Lost
With Friends Like These...
Sanctuary
Contract: Kill Beitild
Contract: Kill Narfi
Contract: Kill Ennodius Papius
Mourning Never Comes
Whisper In The Dark
Contract: Kill Lurbuk
Contract: Kill Hern
The Silence Has Been Broken
Bound Until Death
Breaching Security
The Cure For Madness
Recipe For Disaster
To Kill An Empire
Death Incarnate
Hail Sithis!
Where You Hang Your Enemy's Head
The Dark Brotherhood Forever
Stormcloaks
The Stormcloaks are a rebellious group dedicated to preserving Nordic rule and freedom in Skyrim.
Their main enemy is the Imperial Army and their leader is Ulfric Stormcloak, who you encounter in
the opening sequence of the game. You have the option between choosing to side with them or the
Imperial Army.
Thieves' Guild
The Thieves Guild can be found in the Ratway under Riften. The front is a bar called the Ragged
Flagon. You must, however, speak to Brynjolf in the round marketplace above, before finding the
Ragged Flagon under the city or no one will talk to you about the thieves guild. Once you have found
the Ragged Flagon, talk to Brynjolf and he will show you the hidden path to the Thieves guild, which
has a hidden entrance you will now be able to use in the cemetery. The thieves have an overarching
storyline, as well as several small side-quest jobs to complete.
Bard College
Characteristics
The Bards College is where any aspiring bard starts his career in tale-telling or song. Located near
the Blue Palace inside the walls of Solitude . A rather big building with much to explore, or steal if that
is your objective.
On your Journey in Skyrim, you can speak to many bartenders along the way (such as Hulda in
Whiterun). Ask for rumors until you're told of the Shrine of Azura; the Dark Elves are said to have built
it after they fled from Morrowind. It's certainly a sight to see. This is where you check your map
marker.
At the top of the steps under the Shrine of Azura, a single Dark Elf priestess named Aranea is
praying. Speak to her and she states that your visit was destiny. Agree to help and she gives you the
message "You're going to find an elven man who came to her in a vision, one who can 'turn the
brightest star as black as night.'" She suggests you look for this enchanter in Winterhold.
Fast travel to Winterhold (or run it is up to you) and start talking to the townsfolk. You may speak with
Colette, Dagur, Drevis, Faralda, Mirabelle, Nirya, Phinis, Tolfdir, or Sergius; they all point to an elderly
elven wizard who lives inside the Frozen Hearth Inn. Enter the building and attempt the following,
(Persuade) Inform him that a priestess of Azura sent you. (Bribe) Pay him for his information.
(Intimidate) Pressure him into talking. When you reach level 6 or higher, this is an easy test to
complete.
Once you are successful, Nelacar begins to explain about Azura's Star. Unlike a regular soul gem, the
Star allows any number of souls to pass through it. Nelacar discovered this while working with his
master, Malyn Varen, who was experimenting with the artifact in the hope of preserving his soul and
allowing him to escape his diseased body. The power of the Star, or in Nelacar's opinion, Azura,
caused Malyn to become paranoid and impulsive, resulting in the deaths of several students and
Malyn's banishment from the college to a place called Ilinalta's Deep.
Deep in Undeath
Locate the ruined fort known as Ilinalta's Deep and enter via the trapdoor at the top of the sunken
turret. Go through the inside of the catacombs, using your best skeleton killing weapons. you will also
fight necromancers which are assumed to be the remnants of Malyn's students. Follow the
waterlogged corridors and gloomy alters and alcoves until you reach a large spiral staircase.
Climb the spiral staircase to find the final resting place of Malyn Varen. Among the gold and
grimoires, locate the Azura's Star, which appears to be broken. Escape the Deep via the ladder in
Varen's death chamber.\
A Star of Dark or Brightness
The quest now has two conclusions: A communion with Azura or a chat with an old elf. You get the
Azura's Star and a pretty strong mage follower if you decide to deliver the star to Azura. You get the
black star if you decide that you want to side with Nelacar.
You can journey back to the Shrine of Azura and speak with Aranea (the npc that will become a
follower if you decide to go this route instead of the other). When the Star is placed upon the alter of
Azura, she tells you that without Malyn Varen's soul being purged from the star, it is utterly useless.
Azura offers to teleport you into the Star to deal with him yourself to finally purge his soul from the
Star.
You can journey back to the Frozen Hearth Inn and speak to Nelacar as well. After Nelacar looks at
the Star, he discovers that Malyn Varen's soul is trapped inside. He tells you that he can repair the
star, transforming it into a vessel that stores black souls. (black souls refers to human souls (From
townsfolk, the forsworn, or bandits) that can't be ordinarily stored in standard soul gems. These are
used for Enchanting purposes) Malyn must be purged from the star and thus you must be soul
trapped into the star to deal with him.
no matter which you chose, you are sent into the star to deal with malyn
After telling Malyn that he cannot escape his fate, run after him. He will summon up to three Dremora
and shoot pretty strong lightning bolt attacks from his staff. Quickly nullify the enemies, and then
strike down Malyn. After you win the fight you are transported back to Skyrim.
Malyn's soul has been sent to oblivion. You are now ready to recieve an offering from whichever side
that you chose before entering the star. In addition, if you are at the shrine of Azura, you may speak
with Aranea Lenith again. WIth her guardianship at an end, she offers to accompany you as a
follower, if you'll agree to it.
Post-Quest
The person (Nelacar or Aranea) you did not side with has some harsh words with you, if you meet up
with them again. Aranea obviously will not become your follower if you side with Nelacar.
Boethiah
Boethiah is the prince of plots and gives you the quest Boethiah's Calling.
Boethiah's Calling
Once you are level 32 or higher, you can join the cult of Boethiah. You can trigger this quest by any
one of the following:
While searching, you randomly uncover a book named Boethiah's proving and you read it.
You have a random world encounter with a Boethiah Cultist who attacks you. Kill the person
and loot the book and read it.
you may find the Sacellum of Boethiah although you will not have a map market and it will be
deserted until level 32.
Now to find the cult of Boethiah. Brave the Frost Trolls, or other creatures, as you get up the snowy
mountains of east Windhelm. There is a battlefield going on near your quest location becaues there is
competition to get into Boethiah's gaze. Talk to a priest of Boethiah. She explains that you are just an
"empty vapor" who is unworthy of the attention of Boethiah.
Clavicus Vile
Clavicus Vile is the Daedric prince of power. He often brokers deals with mortals, twisting their
requests so that granting them serves his own end and often spells doom for the mortal involved. He
pretty much epitomizes "be careful what you wish for".
The player can encounter Clavicus Vile in Skyrim during the quest A Daedra's Best Friend.
You may begin this quest once you have reached level 10. Enter the town of Falkreath and speak to
an imperial soldier at the enterence. He asks if you have seen a dog and no matter your answer, he
will point you towards Lod, who has been asking around about the dog. You may also go straight to
Lod to begin the quest.
You may find Lod either inside or outside of the blacksmith's shop, and he asks you if you'd be
interested in coaxing a dog that he has spotted close to town. You have two options here:
Agree to find the creature, and Lod gives you some meat to help you lure the dog.
(Persuasion) You can also agree to find the creature... for a price. If you're successful, Lod
gives you half a payment and the meat.
No matter what you choose, you must now exit Falkreath and locate the dog with the unusual bark
and the name of Barbas. You should begin the Daedric Quest from this point, rather than returning
the dog to Lod. Otherwise, Barbas won't follow you, although you can still mention that the dog was
more trouble than it was worth and you will recieve a small reward in gold.
Speak to the dog, and he will speak back. He introduces himself and states that he has a problem
that you can help him with. Him and his master recently got into a heated argument and he would like
you to help settle this disagreement. The dog and his master can only manifest close to a shrine, so
you have to meet the dog there. He also warns you not to believe anything that his master will say to
you (Daedric Prince after all).
You do not need to do this quest right away as the dog journies to the shrine to wait for you. Once
you are ready to continue the quest, go to Haemar's Shame and enter Haemar's Cavern. Expect a
few fights of course as you step into the cavern because you knew it would not be that easy. There
are vampires holed up in this maze of rock and snow. You may fight or sneak past these creatures
until you reach a large chamber with a wooden fencing around a hole in the center. Head down the
ramp into the hole, where you find a tunnel leading toward Haemar's Shame. Deliver a killing blow to
a Frostbite Spider in the next room before following torches down a tunnel and around to a
subterranean stream.
Continue up a connecting tunnel and into the main shrine chamber, where you have to fight several
vampires. You know what to do about them. When the vampires have been slain, walk over the
statue and activate it.
Clavicus Vile is glad to see you. He states that he is glad that you have already helped him fulfill a set
of wishes, these being that his worshippers (the vampires) be cured. State that you are here to
reunite Vile with Barbas, and the Daedric Prince's attitude changes. He is getting really sick of that
dog and states that there is one way that he will allow the dog a place back at his side and that is to
find an incredibly powerful axe that is somewhere deep inside Rimestone Burrow. If you do this for
him, he states that he will grant you a reward, "with no strings attached", which is a total lie as he is a
Daedric Prince. Agree and use the pull chain to access the exit tunnel.
Across the mountains, east of Solitude, is a path carved into the side of the rocky terrain. Cross the
bridge and enter Rimerock Burrow. Prepare for a fight with Sebastian Lort and his summons, who are
using this place as a base. The mage and his atronach aren't of much importance, but the rueful axe
lying on the alter to the rear of the Burrow is what you are there for.
Return to Haemar's Shame, and work your way through the chambers like the first time you came
here. Activate his shrine and be congratulated on your accomplishment and your new loyal friend
Barbas. Vile states that he would let you keep the axe if you were to use it to kill Barbas.
Quest Conclusion
At this point, you have a choice to make: give Vile the axe or kill Barbas. If you decide not to kill
Barbas, Vile is disappointed at your loyalty and at the fact that he must now continue on with Barbas.
Hermaeus Mora
This Diety gives you the quest Discerning the transmundane
During the Main Quest: Elder Knowledge, you are sent to the College of Winterhold in search of
an Elder Scroll. Speak to Faralda about gaining admittance.
Otherwise, you must locate Septimus Signus's Outpost on your own. Skip to the section marked
Puppet of the Abyss instead
Nocturnal
Nocturnal is one of the daedric gods and oversees the Nightingales.
Sheogorath
Sheogorath is the Daedric Price of madness. Hiss [DDaedric Quest is The Mind of Madness.
Shrine of Azura
The Shrine of Azura is a Daedric Shrine in Skyrim. This shrine is devoted to the following of the
Azura. One priestess remains at the Shrine, Aranea Ienith. It is located South of Winterhold.
Travelling there by foot can be dangerous, as a dragon would have a) the high ground, and b) plenty
of cover.
Creatures
There are various Creatures in Skyrim, each given a level that determines the creature's overall
power and how what kind of Soul Gem is required for trapping it. Some enemies level with your
character, and in the chart below their levels are marked with a "+" to indicate that their actual levels
may be higher. As well, different creatures drop different items--the unique item drops are listed in the
table below.
Draugr 1 --
Draugr Death
34+ --
Overlord
Draugr Scourge 21 --
Draugr Wight 13 --
Dwarven Sphere 16 --
Dwarven Spider 16 --
Falmer 9 --
Falmer Boss Spellsword
26 --
Gloomlurker
Falmer Boss Spellsword
35 --
Nightprowler
Falmer Boss Spellsword
55 --
Shadowmaster
Falmer Boss Spellsword
18 --
Skulker
Falmer Boss Warrior
26 --
Gloomlurker
Falmer Boss Warrior
35 --
Nightprowler
Falmer Boss Warrior
44 --
Shadowmaster
Falmer Gloomlurker 22 --
Falmer Nightprowler 30 --
Falmer Shadowmaster 38 --
Falmer Skulker 15 --
Falmer Spellsword 9 --
Falmer Spellsword
22 --
Gloomlurker
Falmer Spellsword
30 --
Nightprowler
Falmer Spellsword
38 --
Shadowmaster
Falmer Warrior 9 --
Falmer Warrior
38 Potion of Restore Health
Shadowmaster
Falmer Warrior Skulker 15 Potion of Restore Health
Restless Draugr 6 --
Shade 5 --
Spriggan 8 Taproot
Wisp 1 --
Other Enemies
Creatures aren't the only enemies in Skyrim. Below is a list of humanoid enemies. Their souls cannot
be trapped in regular Soul Gems but must instead be trapped in Black Soul Gems.
Bandits
Forsworn
Marauders
Werewolves
Witches
Vampires
Bear
Bears are creatures you can find in both the real world and in Skyrim! They're nothing special over
bears in the real world. They are very strong, very powerful creatures. They can take a lot of damage
and give a lot of damage with their jaws and claws. You can find regular Bears and Cave Bears in
Skyrim. Cave Bears are stronger than regular Bears.
Chaurus
Chaurus are deadly insect-like creatures. But unlike most insects, they are almost as tall as humans.
They can spit a poisonous liquid at you from a distances or attack you with their more powerful
pincers when nearby.
These armored creatures can be found in the swampy area around Solitude or in Caves and Ruins
like Mzulft. They are fairly easy to kill and can be heard in the same way mud crabs are known to be
heard.
After killing a Chaurus, you can loot the body for Chaurus Eggs and Chaurus Chitlin.
Draugr
Draugr are the bread and butter of Skyrim's many crypts and dungeons. They are exceptionally
susceptible to fire damage, but resist posion and have a 50% resistance to Ice. They come in many
variations.
Background
Draugr are the ancient Nords that have been cursed to guard the crypts of Skyrim.
Variations
Draugr
Restless Draugr
Draugr Wight
Draugr Scourge
Draugr Deathlord
Draugr Death Overlord
Fighting Tips
Sleeping Beauties: Draugr are often sleeping before they attack you and sometimes their beds
not coffins, but rather hollowed out spaces in the walls. If you sneak up to them and target them
you can identify the ones that will wake and attack because you won't be able to loot them. If
you can't loot them start hacking/spelling/kicking them as they slowly awake. They take a few
seconds to stand and draw their weapon allowing you to get a significant advantage.
Dungeon Tactics: For multiple Draugr it's often good to use the layout of the dungeon to your
advantage. Lead them into traps, funnel them into hallways for shouts, or have them chase you
and place Runes on the floors to eat away at their health. At low levels shouts can be extremely
helpful, but due to the delay before a second shout it's prudent to hit as many as possible for as
much damage as possible all at once.
Dragon Priest
Overview
There are eight Dragon Priests around Skyrim each are located near a Word Wall. Priests are among
the strongest creatures in the game so come prepared with supplies if you plan to face one.
Each Dragon Priest has a mask that you can take from its corpse that has special ablilites. If you can
collect all eight Dragon Priest Masks, then you can take them to the dragon shrine near the
Labyrinthian. The shrine will be broken on arrival. Take the Wooden Mask from the skeleton near the
shrine and you will travel to a point in time when it worked. Place each mask on its pedestal and the
center dragon head will reveal a ninth mask that has defensive and Conjuration abilities.
Strategies
Mages proficient in Destruction spells would do well to find and activate the Atronach Standing Stone
and gain the ability to absorb 50% of the Spells cast by the Dragon Priests. Most of the Priests cast
Lightning based spells which also have an added effect of draining Magicka, having the Magic
Absorption trait will essentially reverse the effect and instead reward you with more Magicka to cast
back at the Dragon Priest.
Warriors can also benefit from the Atronach Stone by giving the ability to use One-Handed Weapons
and a restoration spell without the need for pausing combat to drink a limited supply of health potions.
note: Enchanters can also enchant their armor to absorb Magicka, without the need to activate the
Standing Stone.
Locations
Labrynthian - Hjaalmarch
Skuldafn - Other Realm (Only Attainable in the Other Realm, During The World-Eaters Eyrie)
After killing a Falmer, you may be able to loot a Falmer Ear or Falmer Weapons and Equipment from
their bodies.
The Falmer
Not much is known about the Falmer, besides that they are a feral elven race whose culture once
rivaled that of the wood elves. The Falmer were driven underground during a war with the Nords of
Skyrim. Once underground the race quickly evolved into feral beasts. These new, feral husks inhabit
caves and grottos throughout Skyrim and care for nothing but their own race's survival. Falmer arm
themselves with unique bows and daggers that can be looted from their corpses, making convenient
loot and upgrading your weapons as you head deeper into their territory. Falmer don't carry much in
the form of loot, but offer fierce fighting as they are very fast and very powerful.
Mudcrab
Mudcrabs are creatures in Skyrim. True to their names, they are a type of crab. They live near
bodies of water, often buried in the ground with only the top of their back revealed. However if
disturbed or you're too close to them they will come up out of the ground and "attempt" to attack you.
Generally you can run past them without much cause for alarm. They will often drop Mudcrab Chitin,
an Alchemy ingredient.
Sabre Cat
Sabre Cats are very powerful and agile creatures found in Skyrim. They're almost as strong as Bears,
but they are much quicker. They will jump at you and attack you with their claws, dealing massive
damage. Try and stay away if possible.
You can usually find Sabre Cats in mountainous areas around Skyrim.
After killing a Sabre Cat, you may be able to loot a Sabre Cat Eye, Sabre Cat Tooth, and Sabre Cat
Pelt from their body.
Skeever
Skeevers are big rat-like creatures. They are very weak, but you may find them in groups together.
Skeevers will only attack with their claws and teeth, so keeping your distances will easily keep you
from harm.
After killing a Skeever, you can loot a Skeever Tail from the body.
Troll
Trolls
Trolls can be found throughout the world of Skyrim and can be tough enemies. Trolls health
regenerate quickly from the average wound, but are more susceptible to fire, making it the key
component to coming out on top in a battle with a troll.
Wolf
Wolves are creatures you can find in both the real world and in Skyrim. They aren't much different
from real wolves. They will attack you with their teeth, which can do a decent amount of damage.
Keep your distance to stay out of harms way.
The Wolf has a stronger version in Skyrim called the "Ice Wolf." They look the same just are slightly
lighter in color and attack the same, but their attacks and defense are much stronger than usual.
You can find Wolves in forest and mountain areas around Skyrim. Ice Wolves are found in the snowy
areas around Skyrim.
After killing a Wolf, you can loot a Wolf Pelt from their body.
Note: Wolves will not attack you if you are a Werewolf and actively using your Beast Form.
Variations
Wolf
Snow Wolf
Alpha Wolf
Houses
Overview
Skyrim has five houses that the player can purchase. Houses are among the most expensive
purchases a player can make, but owning a house allows a player to store items in it securely and
can be a welcome sanctuary after dungeon-crawling. Houses also include a bed which belongs to the
player; player-owned beds provide a temporary boost to health and stamina after sleeping in them
(unless you are a werewolf, in which case you can never obtain such a boost from sleeping no matter
where you are). Buying a house may require completing certain tasks for a city's jarl or becoming a
Thane of that city.
Aside from houses, undertaking certain faction questlines can also provide the player with a shelter
associated with that faction at no extra cost. Marrying a person also allows you the option to live in
your spouse's house.
Note: Houses do NOTcome furnished and furniture must be purchased through the jarl's steward
WARNING
There is a known bug that prevents the Weapon Racks and Plaques from working in some of this
houses. This can be avoided by making sure your purchase all of the house improvements before you
enter the house for the first time. It's wise to make a save before buying anything at all and testing all
the Weapon Racks and Plaques before continuing with your game.
Houses
Breezehome
Location: Whiterun
Initial cost: 5000 Gold
Honeyside
Location: Riften
Initial cost: 8000 Gold
Vlindrel Hall
Location: Markarth
Initial cost: 8000 Gold
Hjerim
Location: Windhelm
Initial cost: 12000 Gold
Proudspire Manor
Location: Solitude
Initial cost: 25000 Gold
Other Shelters
Dawnstar Sanctuary
Location: Dawnstar
Requirements: Complete the Dark Brotherhood questline
Apprentice's Quarters
Location: College of Winterhold
Requirements: Join the College of Winterhold
Arch-Mage's Quarters
Location: College of Winterhold
Requirements: Complete the College of Winterhold questline
Jorrvaskr Room
Location: Whiterun
Requirements: Join the Companions
Abandoned House
Location: Markarth
Requirements: Complete the main quest The House of Horrors
Whiterun is the first city where the player can purchase a house when following the main quest. After
completing the Bleak Falls Barrow quest for the jarl, he will grant the player the right to own property
in the city. Speak to the steward Proventus Avenicci to purchase Whiterun's vacant house,
Breezehome, for 5000 gold. The purchase includes a manual which details the contents of additions
which can purchased separately to spruce up the house.
Without any of the additions, Breezehome features a single chest for the player to store items in and
a double-bed to sleep on in the house's loft area. There is also a room in the loft for the player's
housecarl, Lydia, to stay in.
To purchase additional furnishings for Breezehome, speak to Proventus Avenicci. The Kitchen
addition adds a cooking pit and shelves near the front door with sacks for storage. The Den adds
several small tables and chairs surrounding the cooking pit as well as a nifty bookcase that will neatly
line up books for you. The Alchemy Lab adds an alchemy table for making potions in the back of the
house, along with a partition wall, and also another bookcase. The Dining Room adds cupboards and
a dining table. The Loft adds chairs and tables to furnish the house's loft area. The Bedroom adds
chests and tables near the loft's bed, and a partition wall to separate the bedroom area from the rest
of the loft. Don't forget to utilize the weapon racks (one near the entrance, one up in the loft area in
the 'landing' between the bedrooms, and the one above the master bed.
Although expensive for an early player, the location is pretty prime. The house is located just a
stone's throw from the fast travel point and the city's main gate, and is right next to the local shops
and forge. Add to that the ability to buy an Alchemy Lab and the Arcane Enchanter in Dragonsreach,
and you have everything you need for crafting within one city.
Honeyside
Overview
Location: Riften
Initial cost: 8000 Gold
Furnishings:
Porch: 400 Gold
Kitchen: 500 Gold
Bedroom: 600 Gold
Garden: 800 Gold
Alchemy Lab: 1000 Gold
Enchanting Lab: 1000 Gold
Total: 12300 Gold
Glitches
On PS3 the putting armor on the mannequins in the basement makes the torso of the mannequin
invisible and also makes your main armor invisible.
Vlindrel Hall
Overview
Location: Markarth
Initial cost: 8000 Gold
Furnishings:
Entrance Hall: 500 Gold
Bedroom: 800 Gold
Living Room: 900 Gold
Alchemy Lab: 1000 Gold
Enchanting Lab: 1000 Gold
Total: 12200 Gold
Vlindrel Hall is the house that the player can purchase in Markarth. It can only be purchased once you
complete various quests for the Jarl and his Steward.
Become Thane of Markarth in order to purchase this home. Note: Unless you complete the Civil War
Quests on the side of the Stormcloaks, you need to be level 20 before you will have the option to
complete the quests needed to become Thane.
Hjerim
Overview
Location: Windhelm
Initial cost: 12000 Gold
Furnishings:
Kitchen: 1000 Gold
Living Room: 1500 Gold
Alchemy Lab: 1500 Gold
Enchanting Lab: 1500 Gold
Bedroom: 1000 Gold
Armory: 2000 Gold
Cleanup: 500 Gold
Total: 21000 Gold
Hjerim is the house that that player can purchase in Windhelm. It features prominently in the quest
Blood on the Ice. The "Cleanup" addition removes the stone altar, bloody chest, and blood and bones
on the floor that are found there during the quest.
WARNING Having the house cleaned before finishing Blood on the Ice can break that quest.
(The murderer from that quest will be stuck inside your house, he is hostile, immortal, and can't
be pickpocketed and may take a weapon from your house)
There are numerous bugs associated with this house/quest line i.e., weapon racks/mounts
cannot be activated.
Proudspire Manor
Overview
Location: Solitude
Initial cost: 25000 Gold
Furnishings:
Patio: 500 Gold
Kitchen: 1500 Gold
Bedroom: 2000 Gold
Living Room: 2000 Gold
Alchemy Lab: 2500 Gold
Enchanting Lab: 2500 Gold
Total: 36000 Gold
Proudspire Manor is the house that the player can purchase in Solitude.
Map Legend
While exploring the vast world that is Skyrim you may see icons appear both on your map and along
the top navigaton bar. So what do all these Icons mean?
Dawnstar
Falkreath
Markarth
Morthal
Riften
Solitude
Windhelm
Winterhold
Whiterun
IMPORTANT LOCATIONS
Standing
Stones
Dragon
Locations
Daedric
Shrines
OUTDOOR TOWNS / VILLAGES / CAMPS
Orc Camps
Giant Camps
Imperial
Camps
Stormcloak
Camps
Settlements
Farms
Farm With
Mills
Mills
Shacks
Camps
OTHER LOCATIONS
Ports and
Docks
Jarls Castles
Stables
Points of
Intrest
Forts
Ruins
Dwarven
Ruins
Towers
Watchtowers
Lighthouses
Tombs
Mines
Caves
Ponds and
Lakes
Groves
Cities
Cities differ from the Holds in that the Holds themselves have prisons (someone confirm).
Dawnstar
Falkreath
Markarth
Morthal
Riften
Solitude
Whiterun
Windhelm
Winterhold
Forts
Bloodlet Throne
Broken Tower Redoubt
Cracked Tusk Keep
Darklight Tower
Driftshade Refuge
Faldar's Tooth
Fellglow Keep
Fort Amol
Fort Dunstad
Fort Fellhammer
Fort Greenwall
Fort Greymoor
Fort Hraggstad
Fort Neugrad
Fort Snowhawk
Gallows Rock
Harmugstahl
High Hrothgar
Ilinalta's Deep
Mistwatch
Morvunskar
Northwatch Keep
Nightcaller Temple
Treva's Watch
Western Watchtower
Settlements
Dragon Bridge
Helgen
Ivarstead
Karthwasten
Riverwood
Rorikstead
Camps
There are various camps littered throughout the land; some are more prominent and important than
others.
Camps
Dragon Bridge Overlook
Druadach Overlook
Halted Stream Camp
Karthspire
Karthspire Camp
Knifepoint Ridge
Robber's Gorge
Serpent's Bluff Redoubt
Orc Camps
Dushnikh Yal
Largashbur
Mor Khazgur
Narzulbur
Giant Camps
Broken Limb Camp
Bleakwind Basin
Blizzard Rest
Guldun Rock
Secunda's Kiss
Sleeping Tree Camp
Steamcrag Camp
Stonehill Bluff
Talking Stone Camp
Tumble Arch Pass
Imperial Camps
Eastmarch Imperial Camp
Pale Imperial Camp
Rift Imperial Camp
Winterhold Imperial Camp
Stormcloak Camps
Falkreath Stormcloak Camp
Haafingar Stormcloak Camp
Hjaalmarch Stormcloak Camp
Reach Stormcloak Camp
Whiterun Stormcloak Camp
Shacks
Abandoned Shack
Alchemist's Shack
Angi's Camp
Anise's Cabin
Black-Briar Lodge
Cliffside Retreat
Crabber's Shanty
Drelas' Cottage
Froki's Shack
Goldenglow Estate
Hall of the Vigilant
Honningbrew Meadery
Hunter's Rest
Ironback Hideout
Kynesgrove
Luna's Hut
Meeko's Shack
Nightgate Inn
Old Hroldan
Pinewatch
Riverside Shack
Thalmor Embassy
Traitor's Post
Stables
Markarth Stables
Riften Stables
Whiterun Stables
Windhelm Stables
Ports and Docks
Dainty Sload
Hela's Folly
Orphan's Tear
Pilgrim's Trench
Wreck of The Pride of Tel Vos
Wreck of the Winter War
Ruins_%26_Dungeons
Caves_%26_Mines
Standing Stones
Overview
Standing stones are the Skyrim equivalent to Morrowind and Oblivion's "birthsign" specialization.
However, unlike birthsigns, you can swap out your standing stone bonus at any point, just find
another standing stone and give it a try. Like the birthsigns, the standing stone can do things as
simple as giving you a new spell to cast daily (e.g. Serpent Stone) to making a major change on how
your character plays (e.g. Atronach Stone).
The first stones you find will probably be the warrior/mage/thief stones as they are just a quick jog out
of Helgan. These give a nice bonus to how quickly you level up skills in one of the 3 archetypes, so
make sure to drop by and choose one to start leveling.
Effects
The Thief
The Thief standing stone grants you the ability learn Stealth skills 20% faster
Location: just off the path to the left on the way from Helgen to Riverwood
The Mage
The Mage standing stone grants the ability to learn Magic skills 20% faster.
Location: just off the path to the left on the way from Helgen to Riverwood
The Warrior
The Warrior standing stone grants the ability to learn combat skills 20% faster.
Location: just off the path to the left on the way from Helgen to Riverwood
Location: E of Whiterun
The blessing of this stone will allow you to regenerate health and stamina quicker.
This stone helps you recover magicka quickly but makes you more vulnerable to magicka damage.
This stone allows you to use a 5 second paralysis spell once per day.
Location: ENE of Winterhold
Location: on top of the mountain to the E of Morthal and to the SSW of Dawnstar
The Guardian Stones
The Guardian Stones are the first Standing Stones you will come across. You can choose between
The Mage, The Warrior, or The Thief. They can be found North West of Helgen and South West of
Riverwood.
Effects
Each guardian stone bestows a different effect (or set of effects). Only one guardian stone effect may
be active at any one instance ... unless you're a PC gamer and hack the crap out of it. See: Cheats
The Thief
The Thief standing stone grants you the ability learn Stealth skills 20% faster. Stealth Skills include:
Light Armor
Sneak
Lockpicking
Pickpocket
Speech
Alchemy
The Mage
The Mage standing stone grants the ability to learn Magic skills 20% faster. Magic Skills include:
Illusion
Conjuration
Destruction
Restoration
Alteration
Enchanting
The Warrior
The Warrior standing stone grants the ability to learn combat skills 20% faster. Combat Skills include:
Smithing
Heavy Armor
Block
Two-Handed
One-Handed
Archery
The Apprentice Stone
The Apprentice Stone is a Standing Stone located South of Solitude and North West of Morthal.
Effects
Effects of the Apprentice Stone increases your Magicka Regeneration, but you are twice as
vulnerable to Magic attacks.
The Atronach Stone
The Atronach Stone is a Standing Stone located South of Windhelm.
Effects
Effects of the Atronach Stone include 50 extra points to Magicka, 50% absorb spells, and Magicka
regens at 50%.
This means your Magicka won't regenerate as quickly, but you will have more Magicka total. You will
also absorb spells cast at you half the time to help regenerate your Magicka bar.
The Lady Stone
The Lady Stone awards players with a passive bonus of 25% regen to health and stamina.
The Lover Stone
The Lover Stone is a Standing Stone located North East from Markarth.
Effects
The effects of the Lover Stone improves all skills 15% faster than normal. It's basically like all The
Guardian Stones wrapped into one.
The Ritual Stone
The Ritual stone is East of Whiterun and West of Valtheim Tower, just head East on the road out of
Whiterun heading towards Windhelm and you should see it along the way.
Effect
The Ritual stone gives you the power to raise all the dead bodies around you (human and creature
alike) to fight for you for 3 minutes, this power can only be used once a day as with all Standing
Stones powers.
The Steed Stone
Effects
The effects of the Steed Stone allows you to carry 100 more points weight and removes any
movement penalty from armor.
The Tower Stone
Effects
The Tower Stone allows you to open any Expert Lock automatically. This power can only be used
once a day.
Secrets
Click on a section below to learn about Cheats, Glitches and more.
How to Cheat on PC
Hit Tilde(~) to bring up the developer console, and enter these codes for the desired effect. Note: you
can enter a cheat a second time to turn it off. Achievements are disabled when you enter cheats.
List of PC Cheats
Infinite XP Glitch
Click this link to see the video
http://www.ign.com/videos/2011/11/11/skyrim-corpse-ruins-marriage-bugglitch
Beyond 50, complete the Campanion quests and you'll be able to have Aela the Huntress follow you
into battle. Do the same trick as above for free archery training.
This will also work with any person you can have follow you with the ability to train.
Reason for this is, Ancano is an important quest NPC. He can't die until a certain part of the Mages
College questline is resolved.
Flying horses
Horses have several unusual things about them, here are a few I've found:
1. They seem to be running even when you're not holding the run button, which looks very unusual
since you're basically going at a walking pace with a galloping horse.
2. You can ride horses in the water, but they're positioned so the player's head is only barely out of
the water.This in essence means the horse should drown, but it doesn't.
3. If you're trying to run up a steep mountain with a horse. Be prepared to have the horse run
partially underground one moment, and flying up in the air the next. sadly, the "next" part usually
ends up with the horse falling to it's death another moment later.
4. Try jumping with a horse, their sense of gravity seems to be off and they kind of slowly hover
back to the ground.It sometimes takes 2-3 seconds to fall back down even on level ground.
Luckily this doesn't seem to cause falling damage, other than the distance traveled downwards.
5. they will run away from you if you dismount them, even if you own the horse and you can lose
them forever if they wander off to start their own battle and die. Quite frustrating! The horse can
disappear pretty quick for the amount it costs.
Infinite Arrows
If you enter the Thieves' Guild in Riften and explore further inside, you might see someone shooting
at a dummy. If you stand near the dummy (not in the archer's path, or he will not shoot) he will
continuously shoot at the target without retrieving his arrows, leaving you free to take them.
Becoming Headless
After equipping both the Archmage's robe and a Dragon Priest mask, you'll notice that something is
missing: your head. Sometimes, not always, when wearing both the Archmage's robe (obtained in the
course of The College of Winterhold Guild) and a Dragon Priest mask, your head becomes
completely invisible. This also occurs with the Morkai mask, and will occur to the manequin in one of
your homes as well.
Breathing Underwater
When exploring underwater, instead of using the potion to breath, switch from 1st person to 3rd
person view, then back to first person. After going back to 1st person you should hear your player
take a breath while still under the water. This can be done as many times as you want.
Speed Sneaking
While in 3rd person mode and sneaking, unsheathe your weapons (does not work with bows) you
should be now sneaking at a faster pace than normal. (Note: It seems to only work with one handed
weapons. Have not tested 2h or staffs yet.)
Phoenix Flight
In Riverwood there's a forge (which is most likely where you first discovered) and forges are the only
fires that you walk on that actually do any damage. For a funny little glitch go into 3rd person view and
jump up and down in the forge (it will not kill you unless you do it all day) until you are on fire. then
simply walk off and glide back and forth across the deck. it will look like you are a pheonix in flight.
Living Pincushion
Back from Oblivion with a vengeance, the irremovable arrow glitch has returned! Normally when
struck by an arrow your character is quite content to remove it, then promptly fire it back, but
sometimes you get nailed with an arrow that just won't vanish from your character model. Even
reloading saves may not save you from being a walking pincushion. Thankfully, there is hope.
Completely de-equip everything, fast-traveling, and sleeping usually remove these arrows. If worst
comes to worst, Lycanthropes can use their Beast Form to remove these unwanted blights upon your
character's...err...beauty.
The items restocked might not necesarily be the same as before you saved, or the amount
might be diferent.
There is no specific moment after you kill the owner to load the game, you can take your time
before loading and it will still restock.
The most important part is mostly for console owners, since this glitch was used on the PC
version. It's important that you verify if the size of the save file increases after each time you do
this, if you will be doing it multiple times, because its believed that performance issues on
consoles are related to how big is the save file.
Buy as many Iron Ingots and Filled Soul Gems (Petty or Lesser) as you desire (do the store
restock glitch to buy more without waiting 24h).
Create Iron Daggers using the bought Iron Ingots.
Enchant the created daggers to increase their value. A good enchantment for this is "Banish".
When doing the enchantment, make sure to set the enchantment as powerful as possible, even
if it leaves it with a charge of just 1-hit, since this will make the item more valuable. Another
thing to note for the enchantment is that you should use only Petty or Lesser Soul Gems, since
these will be more than enough to increase the value of an Iron Dagger from 40 to more than
1500 gold (the actual selling price will depend on your skills but it should be around 600-800
gold)
Finally proceed to sell the daggers.
The whole process basically works in a cycle where you buy many ingots and sould gems, thus
increasing your speech skill. Create Iron daggers, which will increase Smithing. Enchant the daggers
to increase you Enchanting skill. And finally selling the Enchanted Daggers to increase Speech again
and generate a lot of money.
As a final note, depending on your Speech perks, the amount of gold a store has, might not be more
than 700-800, but as mentioned before you can use the Store Restocking Glitch to keep selling the
iron daggers for at least the amount of money the owner has before doing the glitch again.
YouTube Videos
These links will take you off of the wiki and onto YouTube.
Lydia's Atrocious A.I.
Aslful's Way of Sleeping
Lydia Death Bug
Dragon Sucked Into The Void
NPCs Semi-transparent
Headless Dovahkiin and The Letrush Twins...or Clones
Random glitches and trolling
Shadowmere Glitch
You know that dear death horse we all know and love, how we could kill him and store our over
bearing junk on to him, you can do that in Skyrim but when you kill him and store your goods on him
he won't back up. Shadowmere does die so until the patch comes in to fix this keep him alive.
Training Exploit
There are two ways that you can get free training. If you have a companion that can train you, buy
his training. After you pay for the training, look in his inventory. All of the gold that you paid for the
training with is now in the companions inventory. You can take it back out and use it to buy even
more training. You can also similarly do this without a companion, but you pick their pockets to get
your gold back.
For sneaking, go to the High Hrothgar. Find the monk meditating/praying in the hall, hide in the
shadows come up on him and sneak attack him. Wait for him to reset (He sits back down) and..
rinse and repeat. If you Attack him without killing him, repeatedly, He'll attack you and you'll
permanently be made into a Popsicle by his non stop ice shout. (This can also be done to other
quest specific NPC's, Mercer, etc.)
For Speech, go to the Black-Briar meadery. Speak to Ungrien at the counter, and choose the
option, "Tell me about Maven Black-Briar", then click the persuade option. Repeat as needed.
For a combined Speech, Smithing and Enchanting see Enchanting below.
Alchemy, Eat everything, It's simpler then mixing potions and poisons. You can also sit next to
an area with ingredients that respawn, pick them, eat them, and rest until they respawn.
Lock picking, just pick everything you can, its about the only way aside from the trainers
available. Also, if you do the thieves guild main quests, you'll obtain the skeleton key, before
returning it, you can leave with it and use it repeatedly, until you max out your picking. So you're
not wasting gilder on picks. then return the key later and finish that nightinggale/thieves guild
quest.
Pickpocketing, pay someone to teach you, turn around and pickpocket your funds back from
them. once you can no longer train in it, just have fun emptying people of their belongings.
Light/Heavy armor, once your high enough in level, find some lower level or weaker
opponents, sit there and let them wail on you. So your health doesn't deplete extremely fast, set
the game level to novice and heal when neccessary.
Smithing,the easiest and cheapest way to master smithing is by obtaining leather and leather
strips at every opportunity you can. With the leather and leather strips, forge leather bracers.
They only take one leather and three leather strips. It's the cheapest way because any animal
you kill that drops a hide/fur/pelt is giving you free leather/leather strips. Buying leather and
leather strips is also very affordable and every smith and gerneral goods merchant will have
bundles of it.
Enchanting - Enchanting can be done at the same time as smithing. This method requires
some gold to start (to buy ingots, leather strips and filled soul gems) and it requires
disenchanting at least one item (to learn the enchantment). After you make as many Iron
Daggers as possible (see Smithing above) go to some of the magical vendors around (such as
Farengar Secret-Fire in Whiterun's Dragonreach) to buy filled soul gems. Use an enchanting
table to create enchanted Iron Daggers. The more powerful the enchantment the more you can
use this method as your Iron Daggers will be worth more in trade. Higher level spells make for
better enchanted items and thus can sell higher. This method should increase Smithing,
Enchanting and Speech if you continually build, enchant and sell.
Item Codes
To add an item in the PC version of Skyrim, hit Tilde(~) to bring up the developer console, and enter
this code:
where XXXXXXXX is the item code, and ### is the amount you want. Here is a list of the item codes
you can use with this cheat:
0000000f - Gold
0000000a - Lockpicks
[Source http://download1419.mediafire.com/f8g4bpkhsgng/fy4wjr1icbtakk0/skyrimguide.pdf]
MISC.
0005ACDB OreCorundum
0005ACDD OreOrichakum
0005ACDE OreGold
0005ACDF OreSilver
0005ACE0 OreMoonstone
0005ACE1 OreMalachite
0005AC E2 OreQuicksilver
0005AC E3 ingotSilver
0005AC E4 Ingotlron
0005ACE5 IngotSteel
0005AD93 IngotCorundum
0005AD99 IngotOrichalcum
0005AD9D IngotEbony
0005AD9E IngotGold
0005AD9F IngotlMoonstone
0005ADA0 IngotQuicksilver
0005ADA1 IngotMalachite
AMMUNITION (AMMO)
00038341 FalmerArrow
00034182 DraugrArrow
000236DD TrapDart
00020F02 CWArrowShort
00020DDF CWArrow
000139C0 DaedricArrow
000139BF EbonyArrow
000139BE GlassArrow
000139BD ElvenArrow
000139BC Dwarven Arrow
000139BB Orcish Arrow
0001397F SteelArrow
0001397D IronArrow
0010EC8C DwaivenSphereBolt02
0010E2DE Foil owerlron Arrow
0010B0A7 bound Arrow
00109AB6 TrapDweBal istaBoltAmmo06
00109AB5 TrapDweBal istaBoltAmmo04
00109AB4 TrapDweBal istaBoltAmmo03
00109AB3 TrapDweBal istaBoltAmmo02
00105EE7 MQ101 Steel Arrow
OOOEAFDF Nord Hero Arrow
000E738A dunGeirmundSigdisArrowsIllusion
000CEE9E ForswornArrow
OOOCAB52 dunArcherPracticeArrow
000961D6 dunJaphetsFollyCWCatapultAmmo
0007B935 DwarvenSphereBoltOl
0007B932 DwarvenSphereArrow
00073FE6 CWCatapultAmmo
0006DA4F TrapDweBallistaBoltAmmoOl
0006A0BF DummyArrow
00052E99 FXDustDropAmmoTiny
00052E97 FXDustDropAmmoSm
0003BDF7 FXDustDropAmmoMed
CONSUMABLES
0001895F FirebrandWine
0002C35A FoodBlackBriarMead
0003133B FoodWineAlto
0003133C FoodWineBottle02
00034C5D FoodMead
00034C5E FortifySkillBlock02
000398AB FortifySkillBlock03
000398AC FortifySkillBlock04
000398AD FortifySkillConjuration02
000398EC FortifySkillConjuration03
000398ED FortifySkillConjuration04
000398EE FortifySkiIIDestruction02
000398Fl FortifySkiIIDestruction03
000398F3 FortifySkiIIDestruction04
000398F4 FortifySkillHeavyArmor02
000398F5 FortifySkillHeavyArmor03
000398F6 FortifySkillHeavyArmor04
000398FD FortifySkiIILockpickingOl
00039945 FortifySkiIILockpicking02
00039946 FortifySkiIILockpicking03
00039948 FortifySkillLockpicking04
00039949 FortifySkillMarksman02
0003994B FortifySkillMarksman03
0003994E FortifySkillMarksman04
0003994F FortifySkillOneHanded02
00039955 FortifySkillOneHanded03
00039956 FortifySkillOneHanded04
00039957 FortifySkillPickpocket02
00039958 FortifySkillPickpocket04
00039959 FortifySkillPickpocket03
0003995A FortifySkillSneak02
00039969 FortifySkillSneak03
0003996F FortifySkillSneak04
00039970 FortifySkillBarter03
00039973 FortifySkillBarter04
00039974 FortifySkillTwoHanded02
00039980 FortifySkillTwoHanded03
00039AA6 FortifySkillTwoHanded04
00039BOC FortifyStaminaRate03
00039B4A ResistFire25
00039B4B ResistFire75
00039B8A ResistFrost25
00039BDF ResistFrost75
00039BE1 ResistShock25
00039BE3 ResistShock75
00039BE4 RestoreHealth05
00039BE5 RestoreHealth06
00039BE6 RestoreMagicka05
00039BE7 RestoreStamina02
00039CF3 RestoreStamina06
00039CFB ResistMagic25
00039E53 ResistMagic50
00039E54 ResistMagic75
00039E55 ResistMagiclOO
0003A5A4 DamageHealthOl
0003AC2E WaterbreathingOl
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Insane Crown Posse
Not a quest, item, or anything in the game per se, but "Insane Crown Posse" (you are a Thane after
all) refers to the fact that you can create a powerful murderous party that will absolutely tear anything
apart at your will.
You can trick the system by going on certain quests to recruit people into your party but not finishing
the quest. They will remain in your party forever until you complete the quest or dismiss them. In A
Daedra's Best Friend you get to recruit a rather reliable dog companion named Barbas. In Alduin's
Wall, two seasoned fighters tag along. (Occasionally, Delphine will try to leave, but simply tell her to
follow you.) Combine these NPCs with a Conjuration or two (must be at max level), a horse, and a
follower, then you've got a full traveling troupe of insanity.
Quests in which you get a follower that can stick around include:
Alduin's Wall
A Daedra's Best Friend
The Black Star
Walking Nightmare
The Silver Hand
More?
Just be careful that they don't literally get in your way as you try to navigate smaller spaces.
Loading Screens
Bethesda anticipated some lengthy (uninstalled) load times for Skyrim, so to bide your time you can
use the analog sticks to rotate and zoom in and out on the figure on-screen.
Minecraft Reference
As almost anyone can tell you, Bethesda and Notch clashed over the name "scrolls" a while ago. Well
Bethesda actually left an easter egg in reference to it. At the top of the highest mountain in skyrim(
called The Throat of the World) you will find a secret weapon called the Notched Pickaxe as well as
some Malachite ore. This is unofficial, however, as the Notched Pickaxe has appeared before in Elder
Scrolls games.
Headless Horseman
Throughout your adventures in Skyrim, a headless horseman ghost can be found wandering around.
You have the option to "talk" to this ghost but nothing happens. If you follow this mysterious
horseman, he will eventually say "finality" randomly while he is riding his horse, as well as saying "you
are not welcome here" upon entering a new location with hostile enemies while traveling on foot. He
leads you to a graveyard with a few skeletons and a dragur (Hamvir's Rest). He stands here, so it can
be assumed that this is where he is buried. If you look at the grave to the left of the entrance you will
find a skull and an magical helmet. (probably his head and helmet)
While possibly unrelated, there is a glitch that causes the player's head to become invisible during the
night. Nobody knows if this NPC has a purpose, but there are videos about this mysterious NPC on
youtube so if you would like more information please look there. If you find a purpose for this figure,
please edit this section of the guide.
Poltergeist
After you complete the "House of Horrors" quest, locate the table in the abandoned house and you
should find the chairs. The chairs are rearranged in a wierd way, just like in the movie Poltergeist.
How To Get More Followers
There's a way to form an incredible (sometimes) death-defying super death squad with multiple
followers. Referred to lovingly as an "Insane Crown Posse" (you are a Thane after all), this ever-
growing party will absolutely murder anything and everything in your path, including dragons and
giants.
Here's how:
You can trick the system by going on certain quests to recruit people into your party but not finishing
the quest. They will remain in your party forever until you complete the quest or dismiss them. In A
Daedra's Best Friend you get to recruit a rather reliable dog companion named Barbas. In Alduin's
Wall, two seasoned fighters tag along. (Occasionally, Delphine will try to leave, but simply tell her to
follow you.) Combine these NPCs with a Conjuration or two (must be at max level), a horse, and a
follower, then you've got a full traveling troupe of insanity.
Quests in which you get an NPC who doesn't replace your existing follower that can stick around
include:
Alduin's Wall
A Daedra's Best Friend
Speaking With Silence
The Blessing Of Nature (There is a guy who asks to join you when you initiate the quest.)
A horse like Shadowmere from The Cure For Madness.
Any ability that summons a temporary helper.
The Sanguine Rose summons another Atronach.
Summon Spectral Assassin.
More...?
Just be careful that they don't literally get in your way as you try to navigate smaller spaces. And also
just be careful that they don't get in each others way in combat. You will incure situations where they
will start ripping into each other if one accidently hits another of your followers.
Be sure to check the full list of followers! Typically, you can have one human follower and one animal
follower, in addition to the quest NPCs, potentially creating a massive hunting party.
We stumbled across him, but he wouldn't talk to us. After following him for 20 minutes, the spectre
disappeared. We surmise that he appears during the night and disappears during the day. What do
you think? Do you know his secret?
Following the Headless Horseman leads you to Hamvir's Rest, which contains three skeletons, one
Draugr, and a Master level chest with banded iron armor and iron boots with resist frost.
Whilst following he says "finality," which means (with the help of a dictionary):
Speculation: If his grave is the one behind the grating with the same axe that he's weilding, then he
basically just leads you to an either Iron or Steel Helmet with a random effect such as boosting
magicka or one of your skills, as that is by his coffin as well. It's the leftmost burial opening in the
graveyard.
Observation: He spoke twice while following him, both times after a saber tooth cat was killed near
him (large soul?) First he said "finality" and second he said "The game ends so quick."
Graphical Tweaks
Find the Skyrim folder (Documents/My Games/Skyrim on XP) and make a back up of the file
SkyrimPrefs.ini in case you screw it up.
Open the file called SkyrimPrefs.ini with a text editor and change the following lines:
Water Rendering
bUseWaterReflectionBlur=1
bReflectExplosions=1
iWaterBlurAmount=4
bAutoWaterSilhouetteReflections=0bForceHighDetailReflections=1
fBlockLoadDistanceLow=50000.0000
fBlockLoadDistance=125000.0000fHighBlockLoadDistanceLow=20000.0000
Save the file and start the game it to see the effects in action.
A user on Reddit came up with this ingenious idea that lets you transfer saves from the 360 to the PC.
This method apparently works with most Bethesda games.
You don't have to worry about being banned from Xbox LIVE, as this method doesn't modify the data
(especially since if it's a legitimate to begin with).
Mods
What would an Elder Scrolls game be without mods? Probably a console version, that's what. But no,
seriously, for those of us ticking away at our keyboards with a false sense of superiority, mods can be
an excellent way to improve a favorite game, or even make a completely new game. While an
exhaustive list of the mods out for this game would be impossible to compile (the list would've been
immense even just a week after the game's release), this could be a source for some popular
modifications for those that just want to improve an already great Skryim experience, not change it
completely.
Graphical Mods
Overview
Skyrim is a beautiful game, that is hard to dispute. However, with low resolution textures and a
general lack post-processing options, it tends to only maintain its beauty from medium to far
distances; get up close to almost anything and you'll start to question if you are in the same game.
But, not to worry! With just 3 easy to install mods you can go from this:
To this:
And if you can already run the game at high settings, this will not affect performance (in most cases).
Although, naturally, the higher-res textures are going to increase the possibility of texture-related
RAM issues, but I haven't personally noticed a major increase in CTDs or failed texture loads after
installing the mods.
FXAA Injector
http://www.skyrimnexus.com/downloads/file.php?id=131#content
This is probably the best way to add some visual flavor to the game, because it unlocks the post-
processing capabilities that are already built into the game engine. The most noticable effect this will
add is Sharpening, which crisps up muddy edges and really punches the contrast into shape. Other
things like resampled bloom effects, saturation, etc. will also be at your fingertips, waiting to make
Skyrim's pretty landscapes into drop-dead gorgeous vistas.
To install the mod, download its installer from the page and run it (it's a .exe). The installer will ask
which preset you want to use, and this is where some personal critiques of the mod come up. The
default values for the presets are all a little too extreme for me, so I recommend just choosing preset
1 and altering the values yourself. The technicolor makes everything a little too surreal for me, and
the high default sharpening values will make edges crackle noticeably. Fortunately, the modder made
all the values easy to change and labeled them inside the configuration file. It will be inside the top
skyrim directory as injFX_Settings.h. So, steam users will see it under
Steam/steamapps/common/skyrim/injFX_Settings.h. Back up that file, and start tweaking (it opens
like a normal text file)! Here's the settings I changed to make the screenshot above:
SharpenEdge 0.1
Sharpen_val0 1.0
TechniAmount 0.30
TechniPower 5.0
Sharpen = 0.02
That said, there is an undeniable charm to the super-saturation of the presets; the whole point of this
is to make Skyrim look good to you, and many people I've talked to like the presets just the way they
are.
This is where the real pretty happens. While the mod currently doesn't enhance every texture, the
one's that are improved will turn a trite run through the woods into a dreamy nature walk. Some of the
most noticeable improvements are the forest floor and stone textures, which get a much-needed HD
treatment. You may run into instances where the textures don't tile correctly, but those exist in vanilla
Skryim as well, I think they just pop out more because you can actually see detail.
To install, it is easiest to use SkyrimNexus's Mod manager, which lets you quickly install and remove
any mod you add through it, even texture packs. If you want the mountains that are in the screenshot,
you'll need to also get the Alternate Mountains pack which is on the same page. To install both
through the mod manager, you'll need to install the main pack, then when you install the alternate
mountains select "no" when the manager asks if you want to upgrade to the new version and select
"yes to all" when it asks if you want to overwrite a texture.
There are instructions for manual install on the Nexus page, if you are so inclined
While I would say this pack is more of a work-in-progress than the HD pack, it's hardly surprising with
the staggering number of different plants in Skyrim. However, what the pack does offer are some
awesome textures that will make all those butterfly-chasing sessions that you tell yourself is just for
the ingredients all the more enjoyable.
Installation is the same as the HD texture pack above, with the manual install options detailed on the
Nexus page.
I love nighttime at skyrim. The moons, the constellations, and the occasional breathtaking auora all
combine into something that single-layer skyboxes just can't recreate. But, who's to say that these
things couldn't be improved? I know you're thinking, "I don't want to change the constellations or the
moons or anything, those are an important part of the Skyrim sky." Well, this little mod leaves all that,
and just changes the low-res background stars so that you get all the prettiness with no loss of the
atmosphere (no pun intended). Or, if you want even more atmosphere, you can try one of the Galaxy
mods on the same page which add nebulae into the mix.
I'm personally a fan of the Medium Density mod, it adds enough twinkling specks to draw out all the
nostalgia you have for camping, but it doesn't go overboard. However, downloading through the
Nexus Mod Manager will let you swap quickly between any versions you get, so try them all out and
see what you like! Here's before and afters of what I use (Do remember we're dealing with JPEG
compression here, so a lot of the finer stars are going to get averaged out):
Vanilla Sky...rim:
Skyrim Vanilla's water is nothing to scoff at. If you're anything like me, you were floored by the
dazzling spray of waterfalls and rivers and the serene beauty of Skyrim's lakeside villages. Well, it's
time to feel that all over again with the Realistic Water Textures mod. It comes in both medium and
high-resolution versions, but the difference isn't readily apparent without a direct side-by-side. So, if
you're experienceing performance issues you may want to go for the medium res, but don't feel like
you're missing out. I didn't notice any slowdown even on the High res version, but I also haven't been
able to spend too much time with this mod yet (Patch 1.2 has taken away my ability to easily use the
in-game menus for now).
To be continued...
These are the few graphical mods that really jumped out at me, and I cannot emphasize enough how
much they improve the game. When I first installed the top 3, I literally spent an hour walking through
the woods. Not questing, not loot hunting, just walking. Skyrim is an accomplishment beyond what I
thought a game experience could be, and these texture upgrades turned what was a great world
already into something magical. So, if there are any other mods out there that add to the magic of the
Skryim world without taking anything away from the experience (e.g. I'm sure there's already a nude
mod out there somewhere) then it is our responsibility as fellow Skyrimians to make them known!
Achievements / Trophies
Platinum Trophy
Collect all other 50 Trophies for this Trophy
10G
Adept
Reach Level 10.
20G
Alduin's Wall
Complete "Alduin's Wall."
5G
Apprentice
Reach Level 5.
10G
Artificer
Make a smithed item, an enchanted item, and a potion.
10G
Bleak Falls Barrow
Complete "Bleak Falls Barrow."
10G
Blessed
Select a Standing Stone blessing.
10G
Blood Oath
Become a member of The Circle.
10G
Bound Until Death
Complete "Bound Until Death."
10G
Citizen
Buy a house.
10G
Daedric Influence
Acquire a Daedric Artifact.
10G
Darkness Returns
Complete "Darkness Returns."
40G
Delver
Clear 50 dungeons.
20G
Diplomatic Immunity
Complete "Diplomatic Immunity."
20G
Dragon Hunter
Absorb 20 dragon souls.
10G
Dragon Soul
Absorb a dragon soul.
50G
Dragonslayer
Complete "Dragonslayer."
20G
Elder Knowledge
Complete "Elder Knowledge."
25G
Expert
Reach Level 25.
40G
Explorer
Discover 100 Locations.
10G
Gatekeeper
Join the College of Winterhold.
30G
Glory of the Dead
Complete "Glory of the Dead."
30G
Golden Touch
Have 100,000 gold.
30G
Hail Sithis!
Complete "Hail Sithis."
10G
Hard Worker
Chop wood, mine ore, and cook food.
30G
Hero of Skyrim
Capture Solitude or Windhelm.
30G
Hero of the People
Complete 50 miscellaneous objectives.
10G
Married
Get married.
50G
Master
Reach Level 50.
20G
Master Criminal
Bounty of 1,000 gold in all nine holds.
30G
Oblivion Walker
Collect 15 Daedric Artifacts.
30G
One with the Shadows
Returned the Thieves Guild to its former glory.
20G
Reader
Read 50 Skill Books.
10G
Revealing the Unseen
Complete "Revealing the Unseen."
20G
Sideways
Complete 10 Side Quests.
40G
Skill Master
Get a skill to 100.
10G
Snake Tongue
Successfully persuade, bribe, and intimidate.
30G
Standing Stones
Find 13 Standing Stones.
10G
Take Up Arms
Join the Companions.
10G
Taking Care of Business
Join the Thieves Guild.
10G
Taking Sides
Join the Stormcloaks or the Imperial Army.
30G
The Eye of Magnus
Complete "The Eye of Magnus."
20G
The Fallen
Complete "The Fallen."
20G
The Way of the Voice
Complete "The Way of the Voice."
30G
Thief
Pick 50 locks and 50 pockets.
40G
Thu'um Master
Learn 20 shouts.
10G
Unbound
Complete "Unbound."
10G
Wanted
Escape from jail.
10G
War Hero
Capture Fort Sungard or Fort Greenwall.
10G
With Friends Like These...
Join the Dark Brotherhood.
10G
Words of Power
Learn all three words of a shout.
Voice Cast
Developer Bethesda revealed a handful of names for known actors providing voices in Skyrim,
including some Oscar nominees. The list includes:
Christopher Plummer
The Girl With The Dragon Tattoo, The Insider
Joan Allen
The Contender, The Bourne Ultimatum
Lynda Carter
Wonder Woman
Michael Hogan
Battlestar Galactica
Vladimir Kulich
The 13th Warrior, Smoking Aces
Claudia Christian
Babylon 5
Renee Victor
Weeds
George Coe
Transformers: Dark of the Moon
"So right now I can say that we'd like to do less DLC but bigger ones--you know, more substantial.
The Fallout 3 pace that we did was very chaotic. We did a lot of them--we had two overlapping
groups--and we don't know what we're going to make yet, but we'd like them to be closer to an
expansion pack feel."
Patch Notes
These Patch Notes track the changes included in various official Patches for Skyrim.
Version 1.2
The download for Skyrim version 1.2 was released November 28, 2011.
Changelog
But what if you want to assign these objects to a specific hand? By default the above description will
only hotkey something to your left. In order to assign an object to your right hand, you must press
Shift + number key.
If you want to see more of your character's hands and weapons, you'll want to follow these
instructions (we found 80 to 85 to be a good range). While in-game, press the '~' key and then type
"FOV=XX" minus the quotes with XX denoting the FOV number you wish to enter. Experiment with it
for awhile to find a viewpoint that suits you.
How We Tested
To see if there really was a difference, we used a copy of FRAPS for benchmarking and then had AA
and FXAA settings battle it out. The rig that we ran this test on is a decidedly mid-range machine
powered by a AMD Phenom II 1055T 2.8 GHZ processor, 6 GB of RAM, and an NVIDIA GTX 460
786 MB GPU with a resolution set to 1920 x 1080 at Skyrim's ultra settings.
We completely turned off anti-aliasing and turned on FXAA, then ran around the open world of Skyrim
for about a minute and came away with an average framerate of 41.6 (min: 21, max: 64).
Using the exact same setup and settings, we then set anti-aliasing to 8 samples and then turned off
FXAA and came away with an average framerate of 35.216 (min: 18, max: 46).
Overall it's not a huge gain but we'll continue to play the game with FXAA on instead of using anti-
aliasing. This can vary depending on your rig of course, so see which setting works best for you.
If your experiencing mouse lag you'll want to disable vsync -- this isn't included in the game options.
To do this go to the part of the Skyrim.ini that says "[Display]." Copy "iPresentInterval=0" (minus the
quotes) to the very bottom of the .ini, then save, and close the file.
Open the SkyrimPrefs.ini. You won't have to look far: it's located in the same Skyrim directory and
remember to make a copy of it first before you start modifying it. These instructions will allow you to
improve the look and shadows of trees and some land objects by allowing them to receive shadows.
Under "[Display]" there are two commands you need to change to a value of 1:
bTreesReceiveShadows=1
bDrawLandShadows=1
There's some other variables that you can adjust as well and they're fairly descriptive as to what each
one will do (i.e. improving depth of field, how many times the game will auto-save, etc.):
bDoDepthOfField=1
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
bShowCompass=1
bMouseAcceleration=1 (recommended setting is 0 for better mouse movement)
fAutosaveEveryXMins=15.0000