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Elder Scrolls V: Skyrim Special Edition eGuide
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Contents

  • Song of the Dragonborn
    • Introduction
  • Training
    • Training Part 1: Character Creation
      • Welcome to Skyrim
      • The Races of Skyrim
      • Racial Advantages
      • Skills Overview
      • Legendary Difficulty and Skills
      • The Trainers of Skyrim and Solstheim
      • Improving Skills: Skill Books
      • Improving Skills: Augmentations
      • Skill Constellations Overview
      • Combat Skills: The Path of Might – Smithing
      • Combat Skills: The Path of Might – Heavy Armor
      • Combat Skills: The Path of Might – Block
      • Combat Skills: The Path of Might – Two-Handed
      • Combat Skills: The Path of Might – One-Handed
      • Combat Skills: The Path of Might – Archery
      • Stealth Skills: The Path of Shadow – Light Armor
      • Stealth Skills: The Path of Shadow – Sneak
      • Stealth Skills: The Path of Shadow – Lockpicking
      • Stealth Skills: The Path of Shadow – Pickpocket
      • Stealth Skills: The Path of Shadow – Speech
      • Stealth Skills: The Path of Shadow – Alchemy
      • Magic Skills: The Path of Magic – Illusion
      • Magic Skills: The Path of Magic – Conjuration
      • Magic Skills: The Path of Magic – Destruction
      • Magic Skills: The Path of Magic – Restoration
      • Magic Skills: The Path of Magic – Alteration
      • Magic Skills: The Path of Magic – Enchanting
      • Character Archetypes
    • Training Part 2: Combat, Development, and Crafting
      • Character Advancement
      • Combat Improvement
      • Shouts and Other Powers
      • Diseases
      • Lycanthropy
      • Vampirism
      • Crafting
      • Enchanting
      • Smithing
      • Other Crafting Activities
    • Training Part 3: Adventuring Across Skyrim
      • Overview
      • Holds of Skyrim
      • Dungeon Exploration
      • Other Sites of Interest
      • Shadowmarks
      • Books
      • Improving Your Standing in Skyrim
      • Followers
      • Horses
      • Carriages and Ferries
      • Dragon Mounts
      • Services, Collectibles, and Items of Interest
      • Dogs
    • Training Part 4: Hearthfire
      • Overview
      • Part 1: Purchasing Land
      • Part 2: Building Your House
      • Part 3: Building Components
      • Part 4: Additional Structures
      • Part 5: Items Needed to Create Structures
      • Part 6: Furnishing Your Home
      • Part 7: Items Needed to Create Furnishings
      • Part 8: Hiring a Steward
      • Part 9: Home Security
      • Part 10: Spouse and Children
      • Part 11: Radiant Quests
    • Training Part 5: Hearthfire: Adoption
      • Overview
      • Part 1: Readying Your Home
      • Part 2: Choosing an Orphan
      • Part 3: Caring for a Child
      • Part 4: Animal Adoption
    • Inventory
      • Overview
      • Spells
      • Weapons, Armor and Items
      • Crafting: Alchemy
      • Crafting: Enchantments
      • Other Items
    • Bestiary
      • Overview
      • Afflicted
      • Alik’r
      • Animals
      • Apocrypha Keepers
      • Ash Spawn
      • Bandits
      • Chaurus
      • Cultists
      • Daedra
      • Dawnguard
      • Death Hounds
      • Dragons
      • Draugr
      • Dwarven Automatons
      • Ebony Warrior
      • Falmer
      • Forgotten Vale Animals
      • Forgotten Vale Frozen Creatures
      • Forsworn
      • Gargoyles
      • Giants
      • Hagravens
      • Horses
      • Hunters
      • Morag Tong
      • Netch
      • Penitus Oculatus
      • Reavers
      • Rieklings
      • Sailor
      • Skeletons
      • Soldiers and Guards
      • Soul Guards
      • Spiders
      • Spriggan
      • Thalmor
      • Trolls
      • Vampires
      • Vigilants of Stendarr
      • Warlocks
      • Werebears
      • Werewolves
      • Wisps
      • Witches
  • Quests
    • Overview
    • Available Quests
    • Act I
      • Main Quest: Unbound
      • Main Quest: Before the Storm
      • Main Quest: Bleak Falls Barrow
      • Main Quest: Dragon Rising
      • Main Quest: The Way of the Voice
      • Main Quest: The Horn of Jurgen Windcaller
      • Main Quest: A Blade in the Dark
    • Act II
      • Main Quest: Diplomatic Immunity
      • Main Quest: A Cornered Rat
      • Main Quest: Alduin’s Wall
      • Main Quest: The Throat of the World
      • Main Quest: Elder Knowledge
      • Main Quest: Alduin’s Bane
    • Act III
      • Main Quest: The Fallen
      • Main Quest: Paarthurnax
      • Main Quest: Season Unending
      • Main Quest: The World-Eater’s Eyrie
      • Main Quest: Sovngarde
      • Main Quest: Dragonslayer
      • Main Quest: Epilogue
    • The Companions Quests
      • Overview
      • Companions Quests: Take Up Arms
      • Companions Quests: Proving Honor
      • Companions Quests: The Silver Hand
      • Companions Quests: Blood’s Honor
      • Companions Quests: Purity of Revenge
      • Companions Quests: Glory of the Dead
    • The Companions Radiant Quests
      • Companions Radiant Quests: Initial Wave: Animal Extermination (I)
      • Companions Radiant Quests: Initial Wave: Animal Extermination (II)
      • Companions Radiant Quests: Initial Wave: Hired Muscle
      • Companions Radiant Quests: Initial Wave: Trouble in Skyrim
      • Companions Radiant Quests: Initial Wave: Family Heirloom
      • Companions Radiant Quests: Initial Wave: Escaped Criminal
      • Companions Radiant Quests: Initial Wave: Rescue Mission
      • Companions Radiant Quests: Second Wave: Striking the Heart
      • Companions Radiant Quests: Second Wave: Stealing Plans
      • Companions Radiant Quests: Second Wave: Retrieval
      • Companions Radiant Quests: Final Wave: Totems of Hircine
      • Companions Radiant Quests: Final Wave: Purity
      • Companions Radiant Quests: Final Wave: Dragon Seekers
    • The College of Winterhold Quests
      • Overview
      • College of Winterhold Quests: First Lessons
      • College of Winterhold Quests: Under Saarthal
      • College of Winterhold Quests: Hitting the Books
      • College of Winterhold Quests: Good Intentions
      • College of Winterhold Quests: Revealing the Unseen
      • College of Winterhold Quests: Containment
      • College of Winterhold Quests: The Staff of Magnus
      • College of Winterhold Quests: The Eye of Magnus
    • The College of Winterhold Radiant Quests
      • Overview
      • College of Winterhold Radiant Quests: Rejoining the College
      • College of Winterhold Radiant Quests: Tolfdir’s Alembic
      • College of Winterhold Radiant Quests: Out of Balance
      • College of Winterhold Radiant Quests: An Enchanted Journey
      • College of Winterhold Radiant Quests: Restocking Soul Gems
      • College of Winterhold Radiant Quests: Valuable Book Procurement
      • College of Winterhold Radiant Quests: Shalidor’s Insights
      • College of Winterhold Radiant Quests: The Atronach Forge
      • College of Winterhold Radiant Quests: Forgotten Names
      • College of Winterhold Radiant Quests: Aftershock
      • College of Winterhold Radiant Quests: Rogue Wizard
      • College of Winterhold Radiant Quests: Arniel’s Endeavors
    • Apprentice Radiant Quests
      • Apprentice Radiant Quests: Brelyna’s Practice
      • Apprentice Radiant Quests: J’Zargo’s Experiment
      • Apprentice Radiant Quests: Onmund’s Request
    • Ritual Spell Radiant Quests
      • Ritual Spell Quests: Destruction Ritual Spell
      • Ritual Spell Quests: Illusion Ritual Spell
      • Ritual Spell Quests: Conjuration Ritual Spell
      • Ritual Spell Quests: Restoration Ritual Spell
      • Ritual Spell Quests: Alteration Ritual Spell
    • Thieves Guild Quests
      • Overview
      • An Influx of Immigrants
      • Training
      • Other Advantages
      • Available Quests
      • Thieves Guild Quests: A Chance Arrangement
      • Thieves Guild Quests: Taking Care of Business
      • Thieves Guild Quests: Loud and Clear
      • Thieves Guild Quests: Dampened Spirits
      • Thieves Guild Quests: Scoundrel’s Folly
      • Thieves Guild Quests: Speaking With Silence
      • Thieves Guild Quests: Hard Answers
      • Thieves Guild Quests: The Pursuit
      • Thieves Guild Quests: Trinity Restored
      • Thieves Guild Quests: Blindsighted
      • Thieves Guild Quests: Darkness Returns
    • Thieves Guild Radiant Quests
      • Overview
      • Thieves Guild Radiant Quests: No Stone Unturned
      • Thieves Guild Radiant Quests: Reparations
      • Thieves Guild Radiant Quests: Shadowmarks
      • Thieves Guild Radiant Quests: Moon Sugar Rush
      • Thieves Guild Radiant Quests: Armor Exchange
      • Thieves Guild Radiant Quests: Larceny Targets
    • Additional Jobs
      • An Overview
      • Delvin’s Additional Jobs
      • Vex’s Additional Jobs
    • City Influence Quests
      • Growing the Guild and Gaining Influence
      • City Influence Quests: Silver Lining
      • City Influence Quests: The Dainty Sload
      • City Influence Quests: Imitation Amnesty
      • City Influence Quests: Summerset Shadows
      • City Influence Quests: Ultimate Rewards
      • Leadership Quest: Under New Management
    • Dark Brotherhood Quests
      • Overview
      • Assassinations: A Tactical Overview
      • Training
      • Available Quests and Tasks
      • Dark Brotherhood Quests: Delayed Burial
      • Dark Brotherhood Quests: Innocence Lost
      • Dark Brotherhood Quests: With Friends Like These...
      • Dark Brotherhood Quests: Sanctuary
      • Dark Brotherhood Quests: Mourning Never Comes
      • Dark Brotherhood Quests: Whispers in the Dark
      • Dark Brotherhood Quests: The Silence Has Been Broken
      • Dark Brotherhood Quests: Bound Until Death
      • Dark Brotherhood Quests: Breaching Security
      • Dark Brotherhood Quests: The Cure for Madness
      • Dark Brotherhood Quests: Recipe for Disaster
      • Dark Brotherhood Quests: To Kill an Empire
      • Dark Brotherhood Quests: Death Incarnate
      • Dark Brotherhood Quests: Hail Sithis!
      • Dark Brotherhood Quests: Destroy the Dark Brotherhood!
      • Dark Brotherhood Quests: Where You Hang Your Enemy’s Head...
    • Dark Brotherhood Quests: Side Contracts
      • Overview
      • Side Contracts: Part 1
      • Side Contracts: Part 2
      • Side Contracts: Part 3
      • Side Contracts: Part 4
      • Side Contracts: Part 5
      • Side Contracts: Part 6
    • Dark Brotherhood Radiant Quests
      • Dark Brotherhood Radiant Quests: Honor Thy Family
      • Dark Brotherhood Radiant Quests: The Feeble Fortune
      • Dark Brotherhood Radiant Quests: Welcome to the Brotherhood
      • Dark Brotherhood Radiant Quests: Cicero’s Return
      • Dark Brotherhood Radiant Quests: The Dark Brotherhood Forever!
      • Dark Brotherhood Radiant Quests: The Torturer’s Treasure: Parts I, II, III, IV*
    • Civil War Quests
      • General Overview
      • Overview: Imperial Legion
      • Overview: Stormcloak Rebellion
      • Sieges: A Tactical Overview
    • Civil War Quests: Imperial
      • Civil War Quests: Joining the Legion
      • Civil War Quests: The Jagged Crown
      • Civil War Quests: Message to Whiterun
      • Civil War Quests: Defense of Whiterun
      • Civil War Quests: A False Front
      • Civil War Quests: The Battle for Fort Dunstad
      • Civil War Quests: Compelling Tribute
      • Civil War Quests: The Battle for Fort Greenwall
      • Civil War Quests: Rescue from Fort Kastav
      • Civil War Quests: The Battle for Fort Amol
      • Civil War Quests: Battle for Windhelm
    • Civil War Quests: Stormcloak
      • Civil War Quests: Joining the Stormcloaks
      • Civil War Quests: The Jagged Crown
      • Civil War Quests: Message to Whiterun
      • Civil War Quests: Battle For Whiterun
      • Civil War Quests: Rescue from Fort Neugrad
      • Civil War Quests: Compelling Tribute
      • Civil War Quests: The Battle for Fort Sungard
      • Civil War Quests: A False Front
      • Civil War Quests: The Battle for Fort Snowhawk
      • Civil War Quests: The Battle for Fort Hraggstad
      • Civil War Quests: Battle for Solitude
    • Daedric Quests
      • Overview
      • Daedric Quests: The Black Star
      • Daedric Quests: Boethiah’s Calling
      • Daedric Quests: A Daedra’s Best Friend
      • Daedric Quests: Discerning the Transmundane
      • Daedric Quests: Ill Met by Moonlight
      • Daedric Quests: The Cursed Tribe
      • Daedric Quests: Pieces of the Past
      • Daedric Quests: The Whispering Door
      • Daedric Quests: The Break of Dawn
      • Daedric Quests: The House of Horrors
      • Daedric Quests: The Taste of Death
      • Daedric Quests: The Only Cure
      • Daedric Quests: A Night to Remember
      • Daedric Quests: The Mind of Madness
      • Daedric Quests: Waking Nightmare
    • Other Factions Quests
      • Overview
      • Available Quests
    • The Greybeards Quests
      • Overview
      • Greybeards Quests: Word Wall Revelations
    • The Blades Quests
      • Overview
      • Blades Quests: Meditations on Words of Power
      • Blades Quests: Rebuilding the Blades
      • Blades Quests: Dragon Research
      • Blades Quests: Dragonslayer’s Blessing
      • Blades Quests: Dragon Hunting
    • The Bards College Quests
      • The Bards College
      • Bards College Quests: Tending the Flames
      • Bards College Quests: Finn’s Lute
      • Bards College Quests: Pantea’s Flute
      • Bards College Quests: Rjorn’s Drum
    • Temple Quests
      • Overview
      • Temple Quests: The Heart of Dibella
      • Temple Quests: The Book of Love
      • Temple Quests: The Blessings of Nature
    • Other Factions Quests: Side Quests
      • Side Quests: The Bonds of Matrimony
    • Side Quests
      • Overview
      • Side Quests: Blood on the Ice
      • Side Quests: The Ebony Warrior
      • Side Quests: Forbidden Legend
      • Side Quests: The Forsworn Conspiracy
      • Side Quests: No One Escapes Cidhna Mine
      • Side Quests: The Golden Claw
      • Side Quests: In My Time of Need
      • Side Quests: Kyne’s Sacred Trials
      • Side Quests: Laid to Rest
      • Side Quests: Lights Out!
      • Side Quests: Lost to the Ages
      • Side Quests: The Man Who Cried Wolf
      • Side Quests: The Wolf Queen Awakened
      • Side Quests: Missing in Action
      • Side Quests: Promises to Keep
      • Side Quests: A Return to Your Roots
      • Side Quests: Rise in the East
      • Side Quests: Rising at Dawn
      • Side Quests: Unfathomable Depths
      • Side Quests: The White Phial
      • Side Quests: Repairing the Phial
      • Side Quests: Captured Critters
      • Side Quests: The Forgemaster’s Fingers
      • Side Quests: The Great Skyrim Treasure Hunt
      • Side Quests: Masks of the Dragon Priests
    • Dungeon Quests and Other Activities
      • Overview
      • Angarvunde: Medresi Dran and the Wandering Dead
      • Ansilvund: A Love Beyond Death
      • Angi’s Camp: Composure, Speed, and Precision
      • Bard’s Leap Summit: Leap Before You Look
      • Blind Cliff Cave: Melka and Petra
      • Darklight Tower: Repentance
      • Forelhost: Siege on the Dragon Cult
      • Frostflow Lighthouse: What Lies Beneath
      • Frostmere Crypt: The Pale Lady
      • High Gate Ruins: A Scroll for Anska
      • Hillgrund’s Tomb: Ancestral Worship
      • Mistwatch: Forgetting About Fjola
      • Moss Mother Cavern: Hunter and Hunted
      • Nchuand-Zel: The Lost Expedition
      • Nilheim: The Nilheim Scam
      • Ragnvald: Otar’s Mad Guardians
      • Rebel’s Cairn: The Legend of Red Eagle
      • Shroud Hearth Barrow: Wilhelm’s Specter
      • Sleeping Tree Camp: The Secret at the Sleeping Tree
      • Southfringe Sanctum: The Savior of Selveni Nethri
      • Treva’s Watch: Infiltration
      • Valthume: Evil in Waiting
      • Volunruud: Silenced Tongues
      • Yngol Barrow: Ashore in a Sea of Ghosts
      • Dungeon Activities
    • Miscellaneous Objectives
      • Overview
      • Miscellaneous Objectives: Innkeepers
      • Miscellaneous Objectives: Haafingar Hold
      • Miscellaneous Objectives: Hjaalmarch Hold
      • Miscellaneous Objectives: The Pale
      • Miscellaneous Objectives: Winterhold
      • Miscellaneous Objectives: The Reach
      • Miscellaneous Objectives: Whiterun Hold
      • Miscellaneous Objectives: Eastmarch Hold
      • Miscellaneous Objectives: Falkreath Hold
      • Miscellaneous Objectives: The Rift
    • Favors
      • Overview
      • Part 1: Activity Favors
      • Part 2: Favors for Citizens
      • Crafting Tutorials
      • Part 3: Thane Tasks
  • Dawnguard Quests
    • Overview
    • The Dawnguard
    • Dawnguard Trainers And Vendors
    • The Vampires
    • Vampire Trainers And Vendors
    • Important Characters (Neutral)
    • Available Quests And Tasks
    • Dawnguard Main Quest
      • Dawnguard Main Quest: Dawnguard
      • Dawnguard Main Quest: Awakening
      • Dawnguard Main Quest: Bloodline
      • Dawnguard Main Quest: Power Of The Blood
      • Dawnguard Main Quest: The Bloodstone Chalice
      • Dawnguard Main Quest: A New Order
      • Dawnguard Main Quest: Prophet
      • Dawnguard Main Quest: Seeking Disclosure
      • Dawnguard Main Quest: Scroll Scouting
      • Dawnguard Main Quest: Chasing Echoes
      • Dawnguard Main Quest: Beyond Death
      • Dawnguard Main Quest: Unseen Visions
      • Dawnguard Main Quest: Touching The Sky
      • Dawnguard Main Quest: Kindred Judgment
    • Postquest Activities
      • Overview
      • Postquest Activity: Elder Scrolls For Sale
      • Postquest Activity: Repairing The Castle
      • Postquest Activity: Serana’s Cure
      • Postquest Activity: Valerica’s Return
    • Dawnguard Faction Quests
      • Overview
      • Dawnguard Faction Quest: Ancient Technology
      • Dawnguard Faction Quest: Bolstering The Ranks
      • Dawnguard Faction Quest: Cleansing Light
      • Dawnguard Faction Quest: Hide And Seek
      • Dawnguard Faction Quest: Hunting The Monster
      • Dawnguard Faction Quest: A Jarl’s Justice
      • Dawnguard Faction Quest: Lost Relic
      • Dawnguard Faction Quest: Preemptive Strike
    • Vampire Faction Quests
      • Overview
      • Vampire Faction Quest: Rescue
      • Vampire Faction Quest: Amulets Of Night Power
      • Vampire Faction Quest: Ancient Power
      • Vampire Faction Quest: Culling The Beast
      • Vampire Faction Quest: Deceiving The Herd
      • Vampire Faction Quest: Destroying The Dawnguard
      • Vampire Faction Quest: The Gift
      • Vampire Faction Quest: The Hunt
      • Vampire Faction Quest: New Allegiances
      • Vampire Faction Quest: Protecting The Bloodline
      • Vampire Faction Quest: Rings Of Blood Magic
    • Dawnguard Side Quests
      • Overview
      • Side Quests: Durnehviir
      • Side Quests: Face To Face
      • Side Quests: Impatience of a Saint
      • Side Quests: The Great Skyrim Cache Grab
    • Dawnguard Regional Activities: Soul Cairn
      • Overview
      • Regional Activity: Arvak The Spectral Steed*
      • Regional Activity: Dark Conjurations
      • Regional Activity: (Don’t Fear) The Reaper
      • Regional Activity: The Soul Husk Merchant
      • Regional Activity: Valerica’s Concoction
      • Regional Activity: The Whole Soul
    • Dawnguard Regional Activities: Forgotten Vale
      • Regional Activity: Ancient Falmer Tomes
      • Regional Activity: Paragons of the Frost Giants
  • Dragonborn Quests
    • Overview
    • Important Locations
    • Important Characters
    • Available Quests
    • Dragonborn Main Quest
      • Dragonborn Main Quest: Dragonborn
      • Dragonborn Main Quest: The Temple Of Miraak
      • Dragonborn Main Quest: The Fate Of The Skaal
      • Dragonborn Main Quest: Cleansing The Stones
      • Dragonborn Main Quest: The Path of Knowledge
      • Dragonborn Main Quest: The Gardener of Men
      • Dragonborn Main Quest: At the Summit of Apocrypha
    • Solstheim Side Quests
      • Overview
      • Solstheim Side Quests: Azra’s Staffs
      • Solstheim Side Quests: Black Book: Filament And Filigree
      • Solstheim Side Quests: Black Book: The Hidden Twilight
      • Solstheim Side Quests: Black Book: The Sallow Regent
      • Solstheim Side Quests: Black Book: The Winds Of Change
      • Solstheim Side Quests: Black Book: Untold Legends
      • Solstheim Side Quests: Briarheart Necropsy
      • Solstheim Side Quests: The Chief Of Thirsk Hall
      • Solstheim Side Quests: Deathbrand
      • Solstheim Side Quests: Experimental Subject
      • Solstheim Side Quests: Filial Bonds
      • Solstheim Side Quests: The Final Descent
      • Solstheim Side Quests: From The Ashes
      • Solstheim Side Quests: Healing A House
      • Solstheim Side Quests: Heart Stones
      • Solstheim Side Quests: Lost Knowledge
      • Solstheim Side Quests: Lost Legacy
      • Solstheim Side Quests: March Of The Dead
      • Solstheim Side Quests: A New Source Of Stalhrim
      • Solstheim Side Quests: Old Friends
      • Solstheim Side Quests: Reluctant Steward
      • Solstheim Side Quests: A New Debt
      • Solstheim Side Quests: Retaking Thirsk
      • Solstheim Side Quests: Served Cold
      • Solstheim Side Quests: Telvanni Research
      • Solstheim Side Quests: Unearthed
      • Solstheim Side Quests: Wind And Sand
      • Solstheim Side Quests: The Challenges Of Kagrumez
      • Solstheim Side Quests: The Great Solstheim Strongbox Hunt
      • Solstheim Side Quests: Karstaag’s Resurrection
      • Solstheim Side Quests: Masks of the Acolyte Priests
      • Solstheim Side Quests: Rings of the Werewolves
      • Solstheim Side Quests: Spider Crafting
    • Solstheim Regional Activities
      • Overview
      • Raven Rock Regional Activities
      • Skaal Village Regional Activities
      • Tel Mithryn Regional Activities
      • Thirsk Mead Hall Regional Activities
  • World Interactions and Encounters
    • Overview
    • World Interactions
    • World Encounters
    • Dawnguard World Interactions
    • Dawnguard World Encounters
    • Dragonborn World Interactions
    • Dragonborn World Encounters
  • The Atlas
    • Atlas of Skyrim
    • Hold 1: Haafingar
      • Overview
      • Hold Capital: Solitude
      • [1.01] Northwatch Keep
      • [1.02] Rimerock Burrow
      • [1.03] Pinefrost Tower
      • [1.04] Volskygge
      • [1.05] Steepfall Burrow and Lower Steepfall Burrow
      • [1.06] Lost Echo Cave
      • [1.07] Orphan's Tear
      • [1.08] Fort Hraggstad
      • [1.09] Widow's Watch Ruins
      • [1.10] Pinemoon Cave
      • [1.11] Clearpine Pond
      • [1.12] Ravenscar Hollow
      • [1.13] The Steed Stone
      • [1.14] Ironback Hideout
      • [1.15] Wolfskull Cave
      • [1.16] Statue to Meridia and Kilkreath Ruins
      • [1.17] Dragon Bridge
      • [1.18] Haafingar Stormcloak Camp
      • [1.19] Broken Oar Grotto
      • [1.20] Shadowgreen Cavern
      • [1.21] Thalmor Embassy
      • [1.22] Solitude Sawmill
      • [1.23] Katla's Farm
      • [1.24] East Empire Company Warehouse
      • [1.25] Brinewater Grotto
      • [1.26] Solitude Lighthouse
      • [1.27] Dainty Sload
      • [1.28] The Katariah
      • Secondary Locations
      • Additional Locations
    • Hold 2: Hjaalmarch
      • Overview
      • Hold Capital: Morthal
      • [2.01] Meeko's Shack
      • [2.02] Chillwind Depths
      • [2.03] Robber's Gorge
      • [2.04] Dead Men's Respite
      • [2.05] Crabber's Shanty
      • [2.06] Orotheim
      • [2.07] Talking Stone Camp
      • [2.08] Folgunthur
      • [2.09] The Apprentice Stone
      • [2.10] Fort Snowhawk
      • [2.11] Brood Cavern
      • [2.12] North and South Cold Rock Pass
      • [2.13] Eldersblood Peak
      • [2.14] Wreck of the Icerunner
      • [2.15] Abandoned Shack
      • [2.16] Ustengrav
      • [2.17] Hjaalmarch Stormcloak Camp
      • [2.18] Mzinchaleft
      • [2.19] Great Lift at Mzinchaleft
      • [2.20] Movarth's Lair
      • [2.21] Hjaalmarch Imperial Camp
      • [2.22] Kjenstag Ruins
      • [2.23] Stonehills
      • [2.24] Labyrinthian
      • [2.25] Lost Valkygg
      • [2.26] Skyborn Altar
      • Secondary Locations
      • Additional Locations
    • Hold 3: The Pale
      • Overview
      • Hold Capital: Dawnstar
      • [3.01] High Gate Ruins
      • [3.02] Wreck of the Brinehammer
      • [3.03] Pale Imperial Camp
      • [3.04] Windward Ruins
      • [3.05] Dawnstar Sanctuary
      • [3.06] Nightcaller Temple
      • [3.07] Red Road Pass
      • [3.08] Frostmere Crypt
      • [3.09] Hall of the Vigilant
      • [3.10] Fort Dunstad
      • [3.11] Shrine of Mehrunes Dagon
      • [3.12] The Lord Stone
      • [3.13] Volunruud
      • [3.14] Stonehill Bluff
      • [3.15] Tower of Mzark
      • [3.16] Loreius Farm
      • [3.17] Blizzard Rest
      • [3.18] Weynon Stones
      • [3.19] Duskglow Crevice
      • [3.20] Silverdrift Lair
      • [3.21] Shrouded Grove
      • [3.22] Korvanjund
      • [3.23] Tumble Arch Pass
      • [3.24] Shearpoint
      • [3.25] Nightgate Inn
      • [3.26] Blackreach Elevator (Alftand)
      • [3.27] Forsaken Cave
      • [3.28] Yorgrim Overlook
      • [3.29] Bronze Water Cave
      • [3.30] Pale Stormcloak Camp
      • [3.31] Irkngthand
      • [3.32] Raldbthar
      • [3.33] Blackreach Elevator (Raldbthar)
      • [3.34] Anga's Mill
      • Secondary Locations
      • Additional Locations
    • Hold 4: Winterhold Hold
      • Overview
      • Hold Capital: Winterhold
      • [4.01] Hela's Folly
      • [4.02] Yngvild
      • [4.03] The Tower Stone
      • [4.04] Winterhold Imperial Camp
      • [4.05] Hob's Fall Cave
      • [4.06] Frostflow Lighthouse
      • [4.07] Driftshade Refuge
      • [4.08] Fort Fellhammer
      • [4.09] Snowpoint Beacon
      • [4.10] Pilgrim's Trench
      • [4.11] Ysgramor's Tomb
      • [4.12] Saarthal
      • [4.13] Alftand
      • [4.14] Wayward Pass
      • [4.15] Ironbind Barrow
      • [4.16] Mount Anthor
      • [4.17] Sightless Pit
      • [4.18] Shrine of Azura
      • [4.19] Fort Kastav
      • [4.20] Septimus Signus's Outpost
      • [4.21] Skytemple Ruins
      • [4.22] Wreck of the Pride of Tel Vos
      • [4.23] The Serpent Stone
      • [4.24] Bleakcoast Cave
      • [4.25] Whistling Mine
      • [4.26] Journeyman's Nook
      • [4.27] Stillborn Cave
      • [4.28] Snow Veil Sanctum
      • [4.29] Winterhold Stormcloaks Camp
      • [4.30] Yngol Barrow
      • [4.31] Wreck of the Winter War
      • Secondary Locations
    • Hold 5: The Reach
      • Overview
      • Hold Capital: Markarth
      • [5.01] Mor Khazgur
      • [5.02] Deepwood Redoubt
      • [5.03] Hag's End
      • [5.04] Deep Folk Crossing
      • [5.05] Bruca's Leap Redoubt
      • [5.06] Bthardamz
      • [5.07] Druadach Redoubt
      • [5.08] Dragontooth Crater
      • [5.09] Harmugstahl
      • [5.10] Reach Stormcloak Camp
      • [5.11] Liar's Retreat
      • [5.12] Cliffside Retreat
      • [5.13] Dragon Bridge Overlook
      • [5.14] Ragnvald
      • [5.15] Reach Imperial Camp
      • [5.16] Shrine of Peryite
      • [5.17] Karthwasten
      • [5.18] Broken Tower Redoubt
      • [5.19] Markarth Stables
      • [5.20] Salvius Farm
      • [5.21] Left Hand Mine
      • [5.22] Kolskeggr Mine
      • [5.23] The Lover Stone
      • [5.24] Blind Cliff Cave
      • [5.25] Four Skull Lookout
      • [5.26] Red Eagle Redoubt
      • [5.27] Sundered Towers
      • [5.28] Rebel's Cairn
      • [5.29] Karthspire Camp
      • [5.30] Karthspire
      • [5.31] Sky Haven Temple
      • [5.32] Soljund's Sinkhole
      • [5.33] Bleakwind Bluff
      • [5.34] Old Hroldan
      • [5.35] Hag Rock Redoubt
      • [5.36] Dead Crone Rock
      • [5.37] Purewater Run
      • [5.38] Dushnikh Yal
      • [5.39] Reachwater Rock
      • [5.40] Reachwind Eyrie
      • [5.41] Reachcliff Cave
      • [5.42] Valthume
      • [5.43] Gloomreach
      • [5.44] Lost Valley Redoubt
      • [5.45] Bard's Leap Summit
      • [5.46] Cradle Stone Tower
      • [5.47] Fort Sungard
      • Secondary Locations
      • Additional Locations
    • Hold 6: Whiterun Hold
      • Overview
      • Hold Capital: Whiterun
      • [6.01] Lund's Hut
      • [6.02] Rorikstead
      • [6.03] Serpent's Bluff Redoubt
      • [6.04] Whiterun Imperial Camp
      • [6.05] Swindler's Den
      • [6.06] Gjukar's Monument
      • [6.07] Broken Fang Cave
      • [6.08] Sleeping Tree Camp
      • [6.09] Rannveig's Fast
      • [6.10] Drelas' Cottage
      • [6.11] Greenspring Hollow
      • [6.12] Dustman's Cairn
      • [6.13] Hamvir's Rest
      • [6.14] Redoran's Retreat
      • [6.15] Fort Greymoor
      • [6.16] Silent Moons Camp
      • [6.17] Halted Stream Camp
      • [6.18] Bleakwind Basin
      • [6.19] Western Watchtower
      • [6.20] Whiterun Stables
      • [6.21] Pelagia Farm
      • [6.22] Honningbrew Meadery
      • [6.23] Chillfurrow Farm
      • [6.24] Battle-Born Farm
      • [6.25] Whitewatch Tower
      • [6.26] White River Watch
      • [6.27] Riverwood
      • [6.28] Shimmermist Cave
      • [6.29] Fellglow Keep
      • [6.30] Graywinter Watch
      • [6.31] The Ritual Stone
      • [6.32] Whiterun Stormcloak Camp
      • [6.33] Valtheim Towers
      • [6.34] Darkshade
      • [6.35] Guldun Rock
      • [6.36] Hillgrund's Tomb
      • [6.37] High Hrothgar
      • [6.38] Throat of the World
      • Secondary Locations
      • Additional Locations
    • Hold 7: Eastmarch
      • Overview
      • Hold Capital: Windhelm
      • [7.01] Uttering Hills Cave
      • [7.02] Gallows Rock
      • [7.03] Mara's Eye Pond
      • [7.04] Morvunskar
      • [7.05] Kynesgrove
      • [7.06] Windhelm Stables
      • [7.07] Brandy-Mug Farm
      • [7.08] Hlaalu Farm
      • [7.09] Hollyfrost Farm
      • [7.10] Traitor's Post
      • [7.11] Refugees' Rest
      • [7.12] Sacellum of Boethiah
      • [7.13] Cradlecrush Rock
      • [7.14] Abandoned Prison
      • [7.15] Mixwater Mill
      • [7.16] Broken Limb Camp
      • [7.17] Cronvangr Cave
      • [7.18] Riverside Shack
      • [7.19] Witchmist Grove
      • [7.20] Bonestrewn Crest
      • [7.21] Steamcrag Camp
      • [7.22] Narzulbur
      • [7.23] Gloombound Mine
      • [7.24] Cragwallow Slope
      • [7.25] Mzulft
      • [7.26] Lost Knife Hideout
      • [7.27] Fort Amol
      • [7.28] Darkwater Pass
      • [7.29] Snapleg Cave
      • [7.30] Eldergleam Sanctuary
      • [7.31] Darkwater Crossing
      • [7.32] The Atronach Stone
      • [7.33] Mistwatch
      • [7.34] Eastmarch Imperial Camp
      • [7.35] Kagrenzel
      • [7.36] Stony Creek Cave
      • [7.37] Cragslane Cavern
      • [7.38] Ansilvund
      • Secondary Locations
    • Hold 8: Falkreath Hold
      • Overview
      • Hold Capital: Falkreath
      • [8.01] Bilegulch Mine
      • [8.02] Sunderstone Gorge
      • [8.03] Glenmoril Coven
      • [8.04] Falkreath Imperial Camp
      • [8.05] Moss Mother Cavern
      • [8.06] Hunter's Rest
      • [8.07] Knifepoint Ridge
      • [8.08] Twilight Sepulcher
      • [8.09] Bannermist Tower
      • [8.10] Evergreen Grove
      • [8.11] Half-Moon Mill
      • [8.12] Bloated Man's Grotto
      • [8.13] North Brittleshin Pass
      • [8.14] South Brittleshin Pass
      • [8.15] Ilinalta's Deep
      • [8.16] The Lady Stone
      • [8.17] Secunda's Kiss
      • [8.18] Bleak Falls Barrow
      • [8.19] Anise's Cabin
      • [8.20] Cracked Tusk Keep
      • [8.21] Halldir's Cairn
      • [8.22] Dark Brotherhood Sanctuary
      • [8.23] Roadside Ruins
      • [8.24] Falkreath Watchtower
      • [8.25] North Shriekwind Bastion
      • [8.26] South Shriekwind Bastion
      • [8.27] Peak's Shade Tower
      • [8.28] Pinewatch
      • [8.29] Angi's Camp
      • [8.30] The Guardian Stones
      • [8.31] Embershard Mine
      • [8.32] Helgen
      • [8.33] South Skybound Watch
      • [8.34] North Skybound Watch
      • [8.35] Orphan Rock
      • [8.36] Falkreath Stormcloak Camp
      • [8.37] Haemar's Shame
      • [8.38] Bonechill Passage
      • [8.39] Ancient's Ascent
      • [8.40] Bloodlet Throne
      • [8.41] Greywater Grotto
      • [8.42] Fort Neugrad
      • [8.43] Southfringe Sanctum
      • Secondary Locations
      • Additional Locations
    • Hold 9: The Rift
      • Overview
      • Hold Capital: Riften
      • [9.01] Ivarstead
      • [9.02] Shroud Hearth Barrow
      • [9.03] Pinepeak Cavern
      • [9.04] Geirmund's Hall
      • [9.05] Nilheim
      • [9.06] Sarethi Farm
      • [9.07] Rift Stormcloak Camp
      • [9.08] Rift Watchtower
      • [9.09] Alchemist's Shack
      • [9.10] Honeystrand Cave
      • [9.11] Rift Imperial Camp
      • [9.12] Ruins of Bthalft
      • [9.13] Arcwind Point
      • [9.14] Autumnwatch Tower
      • [9.15] Froki's Shack
      • [9.16] Treva's Watch
      • [9.17] Angarvunde
      • [9.18] Avanchnzel
      • [9.19] Clearspring Tarn
      • [9.20] Boulderfall Cave
      • [9.21] Northwind Mine
      • [9.22] Northwind Summit
      • [9.23] Tolvald's Cave
      • [9.24] Shor's Watchtower
      • [9.25] Shor's Stone
      • [9.26] Fort Greenwall
      • [9.27] Heartwood Mill
      • [9.28] Faldar's Tooth
      • [9.29] Goldenglow Estate
      • [9.30] Autumnshade Clearing
      • [9.31] Merryfair Farm
      • [9.32] Riften Stables
      • [9.33] Fallowstone Cave and Giant's Grove
      • [9.34] Lost Prospect Mine
      • [9.35] Black-Briar Lodge
      • [9.36] Largashbur
      • [9.37] Darklight Tower
      • [9.38] Ruins of Rkund
      • [9.39] Crystaldrift Cave
      • [9.40] Lost Tongue Overlook
      • [9.41] Snow-Shod Farm
      • [9.42] The Shadow Stone
      • [9.43] Nightingale Hall
      • [9.44] Broken Helm Hollow
      • [9.45] Forelhost
      • [9.46] Stendarr's Beacon
      • Secondary Locations
      • Additional Locations
    • Blackreach
      • Overview
      • [10.00] Khajiit Caravans
      • [10.01] Azura's Star
      • [10.02] Blackreach
      • [10.03] Blue Palace Pelagius Wing
      • [10.04] Japhet's Folly
      • [10.05] Skuldafn
      • [10.06] Sovngarde
    • Soul Cairn
      • Overview
      • [SC1.1] Portal to Volkihar Ruins
      • Soul Cairn Minor Locations
    • Forgotten Vale
      • Overview
      • Area 1: Hidden Vale
      • [FV1.1] Portal to Darkfall Passage and Cave Entrance
      • [FV1.2] Wayshrine of Sight
      • Forgotten Vale Minor Locations
    • Solstheim: Northern Mountains
      • Overview
      • Skaal Village
      • [S.N01] Damphall Mine
      • [S.N02] Water Stone
      • [S.N03] Fahlbtharz
      • [S.N04] Hvitkald Peak
      • [S.N05] Abandoned Lodge
      • [S.N06] Bristleback Cave
      • [S.N07] Northshore Landing
      • [S.N08] Broken Tusk Mine
      • [S.N09] Stalhrim Source
      • [S.N10] Castle Karstaag Ruins
      • [S.N11] Castle Karstaag Caverns
      • [S.N12] Glacial Cave
      • [S.N13] Mortrag Peak
      • [S.N14] Frykte Peak
      • [S.N15] Saering's Watch
      • [S.N16] Benkongerike
      • [S.N17] White Ridge Barrow
      • [S.N18] Hrothmund's Barrow
      • [S.N19] Moesring Pass
      • [S.N20] Snowclad Ruins
      • [S.N21] Mount Moesring
      • [S.N22] Frostmoon Crag
      • [S.N23] Altar of Thrond
      • [S.N24] Temple of Miraak (Tree Stone)
      • [S.N25] Beast Stone
      • [S.N26] Thirsk Mead Hall
      • [S.N27] Headwaters of Harstrad
      • [S.N28] Wind Stone
      • [S.N29] Haknir's Shoal
      • [S.N30] Frossel
      • [S.N31] Bujold's Retreat
      • [S.N32] Gyldenhul Barrow
      • [S.N33] Horker Island
      • Secondary Locations
    • Solstheim: Southern Ash Lands
      • Overview
      • Raven Rock
      • Tel Mithryn
      • [S.S01] Earth Stone
      • [S.S02] Bloodskal Barrow
      • [S.S03] Old Attius Farm
      • [S.S04] Kolbjorn Barrow
      • [S.S05] Wreck of the Strident Squall
      • [S.S06] Hrodulf's House
      • [S.S07] Brodir Grove
      • [S.S08] Kagrumez
      • [S.S09] Ramshackle Trading Post
      • [S.S10] Highpoint Tower
      • [S.S11] Fort Frostmoth
      • [S.S12] Ashfallow Citadel
      • [S.S13] Vahlok's Tomb
      • [S.S14] Nchardak
      • [S.S15] Sun Stone
      • Secondary Locations
    • Apocrypha
      • Overview
      • [S.A01] Apocrypha: Epistolary Acumen
      • [S.A02] Apocrypha: Filament and Filigree
      • [S.A03] Apocrypha: The Hidden Twilight
      • [S.A04] Apocrypha: The Sallow Regent
      • [S.A05] Apocrypha: Untold Legends
      • [S.A06] Apocrypha: The Winds of Change
      • [S.A07] Apocrypha: Waking Dreams of a Starless Sky
  • Interactive World Map
    • Skyrim Atlas
  • Appendices
    • Overview
    • Appendix I: Achievements and Trophies
    • Appendix II: Traders
    • Appendix III: Shrines
    • Appendix IV: Unique Weapons
    • Appendix V: Unique Armor and Items
    • Appendix VI: Skill Books
    • Appendix VII: Other References
    • The Language of Dragons
  • Bonus Content Videos
    • Favored Archetypes
    • Favored Followers
    • Top 5 Shouts
    • Traps
  • Extras
    • Choosing the Correct Attire
    • The Path of the Undeath
    • The Path of the Lycanthrope
    • Advanced Crafting
    • Hearthfire: Owning a Home
    • Top Ten Inventory Items
    • Places to See in Solstheim

Elder Scrolls V: Skyrim Special Edition Guide › Training › Training Part 2: Combat, Development, and Crafting

Vampirism

Vampirism

Note

This section includes changes to Vampirism from the Dawnguard add-on. If you do not have Dawnguard, note that your resistances and powers will be slightly different, and appearing in public as a Stage 4 Vampire is considered a crime.

Contracting Vampirism

A Vampire, attacking with Drain Life. Note the distinct complexion and garb.

Facing those who feed on the blood of the living presents several perils. In addition to their terrifying visage, zombified thralls, and skill at both melee and magical combat, vampires have a unique Drain Life ability. This can rapidly sap your health while restoring theirs each time it strikes you, and it gives you a 10 percent chance of contracting Sanguinare Vampiris, a disease that will eventually cause you to join their ranks.

After any battle with vampires, check your Active Effects list. If you see Sanguinare Vampiris, quickly drink a Cure Disease potion or make haste to a shrine for healing. As the disease runs its course, you’ll receive a message at twilight that reads, “You feel a strange thirst as the sun sets,” and you’ll receive a second notification the following dawn that says, “You feel weaker as the sun rises.” After three days of this, the disease takes over completely, and you transform into a vampire!

Remember that being infected by a “regular” vampire leads only to normal Vampirism. To become a Vampire Lord, you must be bitten by Lord Harkon or a member of his bloodline (see below).

Wanting to give yourself over to this disease? Then seek out a Vampire habitat, such as Movarth’s Lair, in Hjaalmarch Hold.

Stages of Vampirism

Becoming a vampire (before and after) changes your appearance dramatically.
Becoming a vampire (before and after) changes your appearance dramatically.

As a vampire, you must feed on human blood! Vampirism has four distinct stages, based on how long it has been since you last fed. The more time has elapsed, the more severe the advantages and disadvantages of this condition become. To survive as a vampire, you should know exactly what these benefits and drawbacks are.

Advantages

  • Immune to disease: You are completely immune to disease. Any diseases you had upon becoming a vampire are instantly cured.
  • Immune to poison: You are completely immune to all forms of poison.
  • Champion of the Night: Illusion spells that you cast are 25 percent more powerful.
  • Nightstalker’s Footsteps: You are 25 percent harder to detect while Sneaking.
  • Resist Frost: The stage of your vampirism adds to your Frost Resistance:
  • Stage 1 vampirism: Resist Frost 20%
  • Stage 2 vampirism: Resist Frost 30%
  • Stage 3 vampirism: Resist Frost 40%
  • Stage 4 vampirism: Resist Frost 50%

Disadvantages

Hatred: Citizens of Skyrim and guards will not recognize you as a vampire but may (25 percent of the time) remark that you’re looking distinctly “pale” or “hungry.” However, even when vampirism has fully consumed you, they will not attack you on sight.Weakness to Sunlight: When outdoors between the hours of 5:00 a.m. and 7:00 p.m., your Health, Magicka, and Stamina will not regenerate. Their maximum values are also reduced:

  • Stage 1 vampirism: Health, Magicka, and Stamina are reduced by 15 points.
  • Stage 2 vampirism: Health, Magicka, and Stamina are reduced by 30 points.
  • Stage 3 vampirism: Health, Magicka, and Stamina are reduced by 45 points.
  • Stage 4 vampirism: Health, Magicka, and Stamina are reduced by 60 points.

Weakness to Fire: The stage of your vampirism also gives you a Weakness to Fire:

  • Stage 1 vampirism: Weakness to Fire 20%
  • Stage 2 vampirism: Weakness to Fire 30%
  • Stage 3 vampirism: Weakness to Fire 40%
  • Stage 4 vampirism: Weakness to Fire 50%

Powers

As your vampirism progresses, you gain an increasingly powerful set of additional abilities.

Stage 1 Vampirism

  • Vampire’s Sight: For one minute, you can see better in dark environments. Use this power as often as you like. It has no cost.
  • Vampiric Drain: A special Destruction spell, Vampiric Drain absorbs 2 Health per second from your target.
  • Vampire’s Servant: Once per day, you can reanimate a dead creature to fight for you for 60 seconds. Only works on creatures of Level 6 or less.

Stage 2 Vampirism

All powers from Stage 1, plus:

  • Vampire’s Seduction: Creatures and people up to Level 10 won’t fight or flee for 30 seconds.
  • Vampiric Drain: Increases to 3 Health drained per second.
  • Vampire’s Servant: Now affects creatures of Level 13 or lower.

Stage 3 Vampirism

All powers from Stages 1 and 2, plus:

  • Vampiric Drain: Increases to 4 Health drained per second.
  • Vampire’s Servant: Now affects creatures of Level 21 or lower.

Stage 4 Vampirism

All powers from Stages 1, 2, and 3, plus:

  • Embrace of Shadows: Once per day, you can invoke this power to gain Vampire’s Sight and Invisibility for 3 minutes.
  • Vampiric Drain: Increases to 5 Health drained per second.
  • Vampire’s Servant: Now affects creatures of Level 30 or lower.

Un-Living as a Vampire

Maintaining Vampirism: Resting

Tomb, sweet tomb: Gain an additional benefit from sleeping in a coffin.

All vampires may use coffins to sleep in. There are benefits for sealing yourself away in a wooden tomb:

  • Sleeping in a coffin grants you all your usual resting bonuses.
  • You receive the Vampiric Blood bonus: This grants you 10 percent Magic Resistance for 12 hours.

Vampires can also sleep in a bed as most humans do, and they receive the usual resting bonuses. However, the Vampiric Blood bonus will not be given. If you aren’t a vampire but want to see what the inside of a coffin looks like, you can sleep in one but you only receive the usual resting bonuses.

Maintaining Vampirism: Feeding

Feed your insatiable appetite using Vampire’s Seduction.
Locate these ornate potions of blood as a bottled alternative to fresh blood.
The Vampire’s “Cattle” of Castle Volkihar are here to serve you and your thirst.

As a vampire, you can stave off the disadvantages of your new form by feeding. Feasting on the blood of the living can be tricky. There are four basic approaches:

  • Sleeping Victims: Find a sleeping human (citizens and guards tend to be the easiest, though a sleeping soldier, bandit, or warlock will work as well); then activate them to feed on their blood. Doing so reverts your disease back to Stage 1.
  • Vampire’s Seduction: If you succeed in using this power on a person, you can feed on them even if they’re awake. This tactic works well on civilians, as all but the weakest foes are too high a level for Vampire’s Seduction to affect them.
  • Blood Potion: As an alternative to feeding, you can also drink a Blood Potion, which has the same effect. Alas, these are rare; only a handful can be found in Castle Volkihar, although you may receive a few more as rewards for the Vampire Radiant Quests. They can’t be Crafted.
  • Vampire Cattle: If you join with the vampires of Castle Volkihar, one of the benefits is a supply of “cattle,” thralls kept in squalid conditions and brought out during feasting sessions. You can sate your hunger on them whenever you wish, without fear or shunning.

Feeding Is Frowned Upon: Criminality

It is important to know how the guards of each Hold are likely to treat you if you’re caught feeding. In general, the following applies:

  • If you feed on a citizen or guard and the victim detects you, this is seen as a Crime (Bounty +40).
  • If you feed on a citizen or guard and someone else (who isn’t a friend or ally) detects you, the same Bounty accrues.

There are some exceptions, however:

  • If your Sneak skill is high enough, you may not be detected.
  • If your victim is under the influence of Vampire’s Seduction, they won’t consider your teeth and slobbering a crime. However, if someone else (not a friend or ally) sees you, the Bounty increase occurs.
  • If you’re feeding on the Vampire Cattle in Castle Volkihar, they won’t object to your bloodthirsty appetite.

Life as a Vampire

The life of a vampire is far less arduous if the lands are plunged into permanent darkness....

Aside from the panic and hostility you may create during bouts of bloodletting hunger, the main problems you encounter are your weaknesses to sunlight and fire. Minimize these risks by exploring subterranean catacombs and dungeons during the daytime, and prowl the countryside at night. You may also want to draw on the power of the Lady Stone (see Standing Stones), which helps to offset the lack of normal Health or Stamina regeneration during daylight.

However, once you’ve completed the Dawnguard Main Quest and are able to notch a Bloodcursed Arrow to Auriel’s Bow and fire it into the sun, you can create a perpetual darkness across Skyrim, effectively negating the ill effects of daylight entirely!

As a vampire, you receive several bonuses that improve your stealth abilities, making vampirism a blessing for Thieves, Archers, and Assassins. You will also find it significantly easier to explore Falmer Hives (since you’re immune to the poisons that they, their Chaurus, and their spiders use), Nordic Ruins (since the Draugr use Frost Magic almost exclusively), and Vampire Lairs (since you no longer need fear contracting the disease). You also have a dramatic advantage when fighting frost-breathing dragons, though you have a corresponding weakness to fire-breathing dragons. Keep some potions of Fire Resistance on hand, just in case!

Princes Among the Undead: Volkihar Vampires

Note

Read a diary about what it's like to live as a vampire in The Path of the Lycanthrope.

A Volkihar Vampire Lord, in all his powerful glory.

Lord Harkon is the progenitor of the Volkihar Vampire bloodline. If, during the course of the Dawnguard Main Quest, you agree to accept his “gift,” his bite imbues you with an incredible and terrifying new aspect: In addition to all the standard effects of vampirism, Volkihar Vampires can assume the powerful Vampire Lord Form.

Becoming a Volkihar Vampire

During Dawnguard Main Quest: Bloodline, you’ll enter Castle Volkihar for the first time and gain an audience with Lord Harkon. A conversation with the vampire king ends with Harkon offering you the power of vampirism. Accept, and you ally yourself with the vampires and become a Volkihar Vampire. This is the usual way to achieve this transformation for the first time.

If you were already a werewolf, Harkon’s gift purges you of Lycanthropy. If you desire to become a werewolf again, speak with Aela the Huntress of the Companions, and consult the Werewolf section later in this chapter.

Lord Harkon’s daughter, Serana, can also turn you into a Volkihar Vampire under certain conditions. This is helpful if you side with the Dawnguard but later want to rule the night as a Volkihar nightstalker!

During Dawnguard Main Quest: Chasing Echoes, if you aren’t a vampire, Serana offers to turn you into a Volkihar Vampire so you’re able to enter the Soul Cairn without suffering any ill effects. This is one more way to transform.

After you complete Dawnguard Main Quest: Kindred Judgment, Serana will turn you into a Volkihar Vampire if you request it, provided you haven’t ordered Serana to cure herself of vampirism.

You can be cured of this strain of vampirism, too. If you crave it again, speak to Harkon or Serana to restore your Volkihar Vampire powers.

Vampire Lord Form

Overview

Fear strikes Falkreath Hold as a Vampire Lord flits silently across the still water of Lake Ilinalta....

Becoming a floating, eight-foot demonic vampire with incredible powers is certainly helpful when dealing with enemies, but it has its drawbacks—for example, you won’t be bartering at shops. But there are some important elements to this form you must be aware of:

  • Remember that “base” vampires don’t have the correct bloodline to call upon the power of the Vampire Lord Form, so don’t expect to become a Lord if you’ve been infected by them. You must become a Volkihar Vampire in order to use this ability.
  • The Vampire Lord Form is a transformation state, much like the Beast Form for Werewolves. You access it in the Magic menu by selecting Magic > Powers > Vampire Lord. It’s a good idea to make this a Favorite so you can quickly call upon it in the midst of combat. You continue to exist in your Vampire Lord form for as long as you wish (unlike Beast Form). To transform back, access your Favorites menu, select “Revert Form,” and invoke it.

You are fortunate that, upon returning to your regular form, all the weapons, armor, spells, and powers you’ve equipped are automatically reinstated.

Vampire Lord: Advantages

Your imposing posture and terrifying form are the least of your advantages as a Volkihar Vampire. When in Vampire Lord Form:

  • You retain all of the advantages associated with being a vampire (including the immunity to poison and disease and a resistance to frost).
  • You gain a Water Walking ability, enabling you to walk (or float) across the surface of any body of water. You’re unable to swim while in this form.
  • Finally, you receive an impressive number of enhancements to your statistics, based on your level:
LevelAttack BonusHealth BonusMagicka BonusStamina BonusArmor Bonus
Level 10 or below 0 50 40 0 100
Levels 11–15 5 75 60 10 125
Levels 16–20 10 100 80 20 150
Levels 21–25 15 125 100 30 175
Levels 26–30 20 150 120 40 200
Levels 31–35 25 175 140 50 225
Levels 36–40 30 200 160 60 250
Levels 41–45 35 225 180 80 275
Level 45 and up 40 250 200 100 300

Vampire Lord: Disadvantages

Your gangly frame and penchant for striking fear into the hearts of citizens across Skyrim can also be a hindrance. Here are the key problems associated with this form:

  • You retain all of the disadvantages of being a “base” vampire (including weaknesses to fire and sunlight).
  • You can’t loot any corpses you slay.
  • You can’t pick up or use any items you find. Since this includes keys, you may find your progress blocked in some dungeons.
  • You can’t equip or use any of your normal weapons, spells, items, equipment, Shouts, or powers.
  • Your towering frame may have trouble fitting through some narrow passages and doors.
  • You can’t speak with anyone, even your own vampire brethren.
  • Citizens of Skyrim are terrified of you; some of them flee, while the battle-hardened, brave, or foolish may stand their ground and attack you.
  • If anyone sees you transform to or from a Volkihar Vampire, the transformation is considered a Major Crime. Consult the Crime and Punishment section.

Vampire Lord: Powers

While in Vampire Lord Form, you have a variety of powers at your disposal. Most give you an advantage in combat and are divided into the following categories:

Abilities

These are general or basic movement options and strikes:

  • Revert Form: This allows you to change back to your human form.
  • Ascend and Descend: Press Sneak to switch between ground and hovering states. While on the ground, you can attack with powerful claws and bite attacks. When hovering, you can invoke Blood Magic spells (such as Drain Life). You can use Night Powers in either form.
  • Melee Attacks: When standing on the ground, you can rend the flesh of your foes with powerful claw attacks. Inflict a killing blow on your enemy with a power attack, and you perform a bite that devours them, snuffing out their life and draining their lifeblood.
  • Blood Magic: Your left and right hands, when hovering, allow you to cast Blood Magic spells.
  • You have innate knowledge of two Blood Magic spells: Drain Life and Raise Dead.
  • Additional Blood Magic spells can be unlocked by selecting Vampire Lord Perks (see below).
  • Drain Life is always equipped in your right hand and doesn’t change. You can, however, choose any Blood Magic Spell to equip in your left hand (via the Favorites menu).
  • Night Powers: These special states are available no matter your combat state:
  • You have innate knowledge of two Night Powers: Bats and Vampire’s Sight.
  • Additional Night Powers can be unlocked by selecting Vampire Lord Perks (see below).
  • You can change the Night Power you are using through the Favorites menu.

Note

Remember that you can practice some of these powers and learn about the benefits of vampirism by training under Lord Harkon as part of Dawnguard Main Quest: Power of the Blood.

Blood Magic: Drain Life

Suck the very life force from your foes to replenish your own.

Volkihar Vampires are particularly adept at draining the life essence from their foes; their Drain Life is significantly more powerful than the spell a “base” vampire uses. It has additional benefits too:

  • It automatically increases in strength based on your level.
  • Instead of a close-range concentration spell, it is now a long-range projectile spell that affects all targets near the point of impact.
  • It now affects undead. Only Daedra and Dwarven Automatons are immune to it.
  • You can empower it even further by drinking from the Bloodstone Chalice, an artifact you fill during the Dawnguard Main Quest of the same name. This effect, Blood of the Ancients, wears off after a few days. The following table details how powerful Drain Life can become:
Drain Life ProgressionDrain LifeDrain Life w/ Blood of the AncientsMagicka Cost
Level 10 or below Inflicts 50 Damage and absorbs 15 Health from all targets in range. Also absorbs 15 Magicka and Stamina. 18
Levels 11–20 Inflicts 70 Damage and absorbs 17.5 Health from all targets in range. Also absorbs 17.5 Magicka and Stamina. 18
Levels 21–30 Inflicts 90 Damage and absorbs 20 Health from all targets in range. Also absorbs 20 Magicka and Stamina. 18
Levels 31–40 Inflicts 120 Damage and absorbs 22.5 Health from all targets in range. Also absorbs 22.5 Magicka and Stamina. 18
Level 41 and up Inflicts 150 Damage and absorbs 25 Health from all targets in range. Also absorbs 25 Magicka and Stamina. 18

Tip

The Blood of the Ancients causes your Drain Life to also absorb Magicka and Stamina. The duration of this ability grows each time you complete Vampire Faction Quest: Ancient Power.

Blood Magic: Raise Dead

The recently slain rise again to serve you!

Reanimating the corpses of the recently slain to act as your guard is a powerful spell, one you should employ to turn the tide of combat in your favor. Unlike a base vampire, the power of your Raise Dead spell depends on your level, not how recently you have fed or how powerful the spell is in your regular form. The following table details how powerful Raise Dead can become:

Raise Dead ProgressionRaise DeadMagicka Cost
Level 10 or below Reanimates a dead body to fight for you. Works on targets up to Level 8. 50
Levels 11–20 Reanimates a dead body to fight for you. Works on targets up to Level 16. 50
Levels 21–30 Reanimates a dead body to fight for you. Works on targets up to Level 24. 50
Levels 31–40 Reanimates a dead body to fight for you. Works on targets up to Level 30. 50
Level 41 and up Reanimates a dead body to fight for you. Works on targets up to Level 36. 50

Blood Magic: Other Spells

Summon gargoyles to tear foes asunder with terrible punishment.

If giving the dead life to do your bidding isn’t your main method of foe disposal, you can also learn the following Blood Magic spells by obtaining perks (see below). These take the place of the Raise Dead spell in your left hand, although you can switch between them at any time. The following table lists all of the Blood Magic spells you can learn:

Blood Magic SpellPrerequisitesDescriptionMagicka Cost
Vampiric Grip Vampiric Grip Perk Pulls a living creature toward you, then chokes them, absorbing 5 Health/second. Once released, your target is sent flying. 65 per second
Summon Gargoyle Summon Gargoyle Perk Summons a gargoyle for 60 seconds. 50
Improved Summon Gargoyle Summon Gargoyle Perk, Amulet of the Gargoyle Item Summons two gargoyles. One lasts for 60 seconds, the other for 30 seconds. 50
Corpse Curse Corpse Curse Perk Paralyzes a living creature. 100

Night Powers

Night Powers such as Bats are helpful when the tide of combat turns against you.

As if your astonishing array of abilities wasn’t enough, you also have a number of Night Powers you can use in a more defensive posture during combat and switch between at any time. You begin with the Bats and Vampire’s Sight Powers and can learn the rest as perks. The following table reveals all of the Night Powers you can acquire.

Night PowerPrerequisitesUse LimitDescription
Bats None Up to twice per 30 seconds. You transform into a swarm of bats that surges forward, then re-forms at your destination.
Improved Bats Amulet of Bats Item Up to twice per 30 seconds. Your swarm of bats absorbs 15 Health/second from nearby enemies.
Vampire’s Sight None None Nighteye for 60 seconds.
Detect All Creatures Detect All Creatures Perk None Sends out a brief pulse that reveals all creatures for two seconds. This affects all creatures, including the living, undead, Daedra, and automatons.
Mist Form Mist Form Perk 60-second cooldown You transform into a cloud of mist. For 15 seconds, you are invulnerable and unable to attack or be attacked. During this time, your Health, Magicka, and Stamina regenerate rapidly.
Supernatural Reflexes Supernatural Reflexes Perk 60-second cooldown Slows time for 10 seconds.
Night Cloak Night Cloak Perk Continuous While in Vampire Lord Form, you are surrounded by a cloud of bats that absorb 4 Health/second from all nearby enemies. This power is always active.

Vampire Lord Perks: The Path of Undeath

  • Constellation: Path of the Volkihar
  • Available Perks: 11

When Lord Harkon instructs you in the use of your new Vampire Lord Form, he mentions that as you drain the lifeblood from your foes, your power as a Vampire Lord will grow. He is correct in this assessment: While in Vampire Lord Form, press your Character Menu button to access the Vampire Lord Perk Constellation (shown above).

Tip

You can’t view this constellation in your normal form—remember to turn into a Vampire Lord first! “Base” vampires cannot transform into Vampire Lord Form and thus do not have access to these perks.

Acquiring Vampire Lord Perks

Unlike the Skill Perks you normally gain through leveling up, Vampire Lord Perks are awarded based on draining the life from your foes: Every time you slay an enemy with your Drain Life spell or Bite power attack, you progress one step toward your next perk point. There are 11 Vampire Lord Perks you can obtain, and each requires progressively more kills:

PerkLives Drained
1 5
2 7
3 9
4 11
5 13
6 15
7 17
8 19
9 21
10 23
11 25

So, in order to acquire all of the Vampire Lord Perks, you must defeat 165 foes in the manner previously described. Most Vampire Lord Perks give you new Blood Magic or Night Power abilities, increasing the power and versatility of your Vampire Lord Form. The following sections detail all of the perks.

1. Power of the Grave
  • 50 point bonus to Health, Magicka, and Stamina as a Vampire Lord.

You must select this perk to unlock any of the others, so it is a given that you receive this. It makes you much more hardy in combat, as you’re able to last longer and absorb more punishment before fleeing or calling upon your Night Powers.

2. Detect All Creatures
  • Night Power: Detect all creatures, even Dwarven Automatons
  • Requires: Power of the Grave

As adventuring in enclosed spaces can sometimes be tricky, this forewarns you of foes. Note that you can quickly change into this form, detect foes, and switch back to a regular shape and deal with enemies in a more stealthy manner if you wish.

3. Mist Form ★
  • Night Power: Transform into an invulnerable mist, while Health, Magicka and Stamina regenerate.
  • Requires: Detect All Creatures

Mist Form gives you a way out of almost any dangerous situation. You can use this power at any time, even (and especially) if you find yourself out of Magicka. This effectively gives you double the amount of time to thwart your foes, with an invulnerable period of regeneration in the middle!

4. Supernatural Reflexes
  • Night Power: Everything slows down while you move faster.
  • Requires: Mist Form

This is useful if you wish to quickly move away from a battle or slow time while you bombard an enemy with Drain Life, or if you need to (for example) catch a dragon on the ground and bombard it with attacks before it takes off again. Beware the one-minute cooldown afterward, though.

5. Blood Healing
  • Killing a person with a power attack bite restores all your health.
  • Requires: Power of the Grave

Aside from being delicious, this perk enables you to effectively use enemies as health potions while increasing the usefulness of your bite attack. Be sure you time your bite attack to finish off a foe, so judge their heath accordingly before you drop in for a bite.

6. Unearthly Will
  • Night Powers and Blood Magic cost 33 percent less
  • Requires: Power of the Grave

With Magicka costing one-third less than previously, you can combine this with other bonuses (such as the Blood of the Ancients) to really elongate the time you can cast any of your spells. This is especially beneficial to spells that are used continuously, such as Vampiric Grip.

7. Poison Talons
  • Melee attacks do 20 points of poison damage
  • Requires: Blood Healing or Unearthly Will

Initially, you might have refrained from melee attacks, as they lack the potency of your spells. Not so anymore; now your claw attacks are more impressive (and their damage cumulative). Judge when enemies are low on health before dashing in for a claw and a bite to finish.

8. Night Cloak ★
  • In combat you are surrounded by a cloud of bats that feed on enemies within melee range.
  • Requires: Poison Talons

Night Cloak slowly but steadily drains health from your foes and transfers it to you. While this will rarely kill enemies outright, it does make a difference, and over time, the constant health absorption makes you significantly more resilient.

9. Vampiric Grip ★
  • Blood Magic: Can pull a creature to you from a distance and do choking damage once it’s close.
  • Requires: Power of the Grave

Vampiric Grip is a versatile spell with several powerful uses. The enemy you grab with it is effectively paralyzed, taking them out of the fight for the duration of combat. You can sustain the Grip to choke your foe to death or release it to send them flying; this is perfect for quickly flinging away a pesky melee enemy or for “clustering” your foes into groups that you can hit with a Drain Life spell. For even more carnage, throw your enemies off cliffs or into traps!

10. Summon Gargoyle ★
  • Blood Magic: Can conjure a gargoyle to fight for you
  • Requires: Vampiric Grip

Summon Gargoyle conjures a tough, powerful ally. In addition to dealing and taking damage for you, gargoyles are also important for crowd control, since you can become overwhelmed if surrounded by too many foes. The Amulet of the Gargoyle, which causes this spell to summon a second gargoyle, is well worth the effort to acquire. Consult Vampire Faction Quest: Amulets of Night Power for more details.

11. Corpse Curse
  • Blood Magic: Target is paralyzed
  • Requires: Power of the Grave

Handy if you have an extremely powerful foe without ranged attacks (such as a giant), but even an enemy with magic or breath attacks can be stuck while you drain the life from them. More useful against single foes than groups.

Curing Vampirism

Regardless of whether you’re a “base” or Volkihar Vampire, there are but two ways to cure yourself of this affliction:

  • You can contract Lycanthropy. The blood ritual that transforms you into a werewolf will cure any diseases you have, even full-blown Vampirism. Of course, you now have other, more hairy problems to contend with....
  • Or, you can visit a mage named Falion in Morthal, the Hold Capital of Hjaalmarch, and complete Side Quest: Rising at Dawn.

Note

Vampirism can be caught more than once. Volkihar Vampirism can also be contracted more than once, but you must actively seek out Lord Harkon or Serana and ask them to restore your power.

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