Your Guide to Skyrim - Tips and Hints

Saturday, 12 November 2011

Updated 7th Mar 2012 - Link to map image fixed

Meaning of this post is to make sort of a partial Guide to Skyrim. Skyrim is a large scale open ended RPG (Role Playing Game) and fifth part of Elder Scrolls computer game franchise. This isn't a professional guide or complete walkthrough, it's just kind of a "hints and tips, and then some" by regular player just like yourself. I'll include basic info of Races, Spells, Shouts, links to Specific Guides (Town, Dungeon) as well as Tips and Questions & Answers.

(This article is copyrighted by Gamers Dungeon -- www.thegamersdungeon.com)

For More detailed Professional Skyrim Guide I suggest buying this book

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Table of Contents:

1. Character Creation and Racial Bonuses

2. Skills and Perks Tree
3. Spells
4. Dragon Shouts

5. Alchemy Effects (ingredients)

6. Guardian Stones and Their Effects

7. Skyrim map with Primary Locations Marked (Roughly!)

8. Towns Guides with Related Quests
9. Dungeons
10. Other locations
11. Quests
12. Trophies of Skyrim (Achievements)


14. Questions and Answers


Character Creation and Racial Bonuses

Let's start with Character Creation. Although covered in my Countdown to Skymin series, it's still vital part and should be included also here. Here will be racial bonuses explained of each Skyrim race. I'll also suggest what type of a character the specific race makes up to. Although there are no classes in Skyrim, specific races still perform better on some skills than others due their Racial Starting Bonuses.

Starting spells for all races:

  • Flames: Shoots flame towards your enemy like a flamethrower
  • Healing: Heals you up as long as you press cast button


Argonian






"This reptilian race, well-suited for the treacherous swamps of their Black Marsh homeland, has developed a natural resistance to diseases and the ability to breathe underwater. They can call upon the Histskin to regenerate health very quickly."

Racial Starting Bonus
  • +10 Lockpicking
  • +5 Restoration
  • +5 Alteration
  • +5 Light Armor
  • +5 Sneak
  • +5 Pickpocket
Racial Abilities
  • Histskin: Recover health 10x faster for 60 seconds.
  • Resist Disease: 50% resistant to disease.
  • Underwater Breathing: Breathe underwater.
Tips:
  • Best lockpickers in all Tamriel. Due their bonus to that, along with sneak and pickpocket they make a great thief class with potential to be also decent defensive sorcerer due their bonus to restoration and alteration. Restoration has healing spells, is also good on magical healing when combined to Racial Ability of Histskin. Which means Argonian can regenerate health really fast at least in time of first 60 seconds of healing. Underwater Breathing allows to seek treasures located underwater as well as getting through dungeons with underwater passages easy. Recommended: Thief/Assassin style gameplay with defensive magic as backup.



Breton






"In addition to their quick and perceptive grasp of spellcraft, even the humblest of High Rock's Bretons can boast a resistance to magic. Bretons can call upon the Dragonskin power to absorb spells."

  • +10 Conjuration
  • +5 Alchemy
  • +5 Illusion
  • +5 Restoration
  • +5 Alteration
  • +5 Speech

Racial Abilities
  • Dragonskin: Absorb 50% of magicka from hostile spells for 60 seconds.
  • Magicka Resistance: 25% resistance to magicka.
Tips:
  • Best conjurers in Tamriel and bonus to restoration, illusion and alteration makes them very potent Mages. Can succesfully use Restoration magic and Alchemy potions as healing combination granted the bonus of racial abilities. Is good for mage tactic where you can conjure up strong creatures to handle the melee combat for you or distract to get a free shots of magic (fireball etc.) to your enemy from distance. Good against any mage granted with great Racial abilities of Dragonskin (Absorb magicka) and 25% magic resistance. Good at bartering since Speech bonus. Recommended: Defensive mage.



Dark Elf






"Also known as "Dunmer" in their homeland of Morrowind, dark elves are noted for their stealth and magic skills. They are naturally resistant to fire and can call upon their Ancestor's Wrath to surround themselves in fire."

Racial Starting Bonus

  • +10 Destruction
  • +5 Alchemy
  • +5 Illusion
  • +5 Alteration
  • +5 Light Armor
  • +5 Sneak

Racial Abilities

  • Resist Fire: 50% resistant to fire.
  • Ancestor’s Wrath: For 60 seconds, enemies that get too close take 8 fire damage per second.

Extra Starting Spell

  • Sparks: Lightning that does 8 points of shock damage to health and magicka per second.
Tips:
  • Best mages in school of Destruction Magic in all Tamriel. Along this with Illusion and Alteration magic bonuses makes them very potent for Mage type character. No restoration bonus for healing etc. but alchemy grants them to boost themselves with more effective potions (healing etc). High destruction bonus combined to light armor bonus and "fire shield" of Racial ability Ancestor's Wrath makes Dark Elves good for offensive mage type characters. 50% fire resistance should be a great aid on Dragon hunting as well as against some mages. Recommended: Offensive mage.



High Elf






"Also known as "Altmer" in their homeland of Summerset Isle, the high elves are the most strongly gifted in the arcane arts of all the races. They can call upon their Highborn power to regenerate magicka quickly."

Racial Starting Bonus

  • +10 Illusion
  • +5 Conjuration
  • +5 Destruction
  • +5 Alteration
  • +5 Enchanting

Racial Abilites

  • Highborn: Regenerate Magicka faster for 60 seconds
  • Highborn: High Elves are born with 50 extra magicka.

Extra Starting Spell

  • Fury: Creatures and people up to level 6 will attack anything nearby for 30 seconds.
Tips:
  • Best all around mages in Skyrim High Elves have bonus to all schools of magic except restoration, which is a slight let down since healing bonus would be well appreciated (Heal spell: Restoration). Still Skyrim is is very free of how you play your character and it's recommended to start training restoration right away to secure your ways of healing soon as possible. Racial ability of Highborn allows to regenerate magicka faster for 60 seconds and granting 50 points of extra magicka as whole (permanent), which will come in handy especially at the earlier levels when you don't have as much total magicka yet. You should avoid melee combat mostly and cast from the distance because of the lack of armor bonuses. Recommendation: All around Mage.



Imperial






"Natives of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with combat and magic. Anywhere gold counts might be found, Imperials always seem to find more. They can call upon the Voice of Emperor to calm an enemy."

Racial Starting Bonus
  • +10 Restoration
  • +5 Destruction
  • +5 Enchanting
  • +5 Heavy Armor
  • +5 Block
  • +5 One-Handed

Racial Abilities
  • Voice of the Emperor: Calms nearby people for 60 seconds.
  • Imperial Luck: Imperials find more coins.
Tips:
  • The most potent magical healers of Skyrim due their +10 bonus to restoration magic. Imperials can make up pretty much of any warrior or mage class effectively. They have the high restoration bonus to have Restoration as their main way of healing. Yet they have destruction magic bonus to make them decent at offensive magic. They also make good combatant due bonus to Heavy armor, One-handed and Block skills. Can stop the fight with one enemy with the Voice of Emperor ability, which might come in handy if things start getting wrong - which should allow runaway to heal with Restoration spells or flee for good. Recommended: Warrior, Mage or Warrior-Mage hybrid.



Khajiit






"Hailing from the province of Elsweyr, they 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."

Racial Starting Bonus

  • +10 Sneak
  • +5 Alchemy
  • +5 One-Handed
  • +5 Archery
  • +5 Lockpicking
  • +5 Pickpocket

Racial Abilites

  • Night Eye: Improved night vision for 60 seconds.
  • Claws: Khajiit claws do 15 points of damage.
Tips:
  • The masters of sneaking in Tamriel, Khajiit make potential class for Thief. This is backed up by lockpicking and pickpocketing bonuses. Entering houses, opening locked chests, pickpocketing valuables should be your job. Sneaking bonus combined to archery makes Khajiit great Assassins. With increased One-Handed they are also decent melee fighters, but lack any armor bonus, and thus sneak attack or ranged combat is preferred. Night Eye lets you see in the dark but so far I've had very little usage for that as with the Claws, because weapons seem to do better. Claws might be handy in the very beginning stage of game though. Recommended: Thief, Hunter and Assassin type characters.



Nord






"Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to cold and their talent as warriors. They can use a Battlecry to make opponents flee."

Racial Starting Bonus

  • +10 Two-Handed
  • +5 Smithing
  • +5 Block
  • +5 One-Handed
  • +5 Light Armor
  • +5 Speech

Racial Abilities

  • Battlecry: Target flees for 30 seconds.
  • Resist Frost: 50% resistant to frost.
Tips:
  • Best two-handed weapons fighters around with decent One-Handed weapon potential along with Blocking bonus. Armor preferration is Light Armor and all these combined makes them very good warrior, although it's too bad they don't have Heavy Armor instead. They are resistant to frost, which may not be as useful as Fire resistance though. Battlecry ability can halt the battle for 30 seconds if things get heated or you have faced too many enemies at once and want to send one away for a while. Nords lack any bonus to magical, hunter or thievery skills. Recommended: Pure warrior.



Orc






"The people of the Wrothgarian and Dragontail Mountains, Orcish smiths are prized for their craftmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their Berserker Rage."

Racial Starting Bonus

  • +10 Heavy Armor
  • +5 Enchanting
  • +5 Smithing
  • +5 Block
  • +5 Two-handed
  • +5 One-Handed

Racial Abilites

  • Beserker: You take half damage and hit twice as hard for 60 seconds.
Tips:
  • The kings of Heavy Armor combined with Blocking bonus, Orcs are highly durable in battlefield. They are decent with both one-handed and two-handed weapons. They can pretty much use any weapon type and shield combination and take a lot of damage. Beserker ability backs their great melee fighter class even more making you finish up your enemy faster while taking less damage. Recommendation: Pure fighter with very aggressive approach.



Redguard






"The most naturally talented warriors in Tamriel, the Redguards of Hammerfell have a hardy constitution and a natural resistance to poison. They can call upon an Adrenaline Rush in combat."

Racial Starting Bonus
  • +10 One-handed
  • +5 Destruction
  • +5 Alteration
  • +5 Smithing
  • +5 Block
  • +5 Archery

Racial Abilities
  • Adrenaline Rush: Stamina regenerates 10x faster for 60 seconds.
  • Resist Poison: 50% resistant to poison.
Tips:
  • The masters of One-handed weapons combined with increased Blocking makes Redguard take full advantage of one-handed weapon plus shield combination. They're decent at Archery thus allowing them make first strike from distance. They're also more capable than average with Destruction and Alteration, but lack armor bonus of any kind. Blocking helps a little though. This granted with one-handed weapon mastery and lack of armor bonus they should take enemy down quick and effective. Racial ability of Adrenaline Rush backs this view up as they get increased stamina regeneration for 60seconds thus allowing them to do more special moves within that time frame, meaning they'll do more damage in the perioid of time. Recommended: Warrior with aggressive approach, Warrior-Mage.



Wood Elf






"The clanfolk of the Western Valenwood forests, also known as "Bosmer". Wood elves make a good scouts and thieves, and there are no finer archers in all of Tamriel. They have natural resistances to both poisons and diseases. They can Command Animals to fight for them."

Racial Starting Bonus
  • +10 Archery
  • +5 Alchemy
  • +5 Light Armor
  • +5 Sneak
  • +5 Lockpicking
  • +5 Pickpocket
Racial Abilities

  • Resist Poison and Disease: 50% resistant to poison and disease.
  • Command Animals: Make an animal an ally for 60 seconds.
Tips:
  • Masters of Archery combined with sneak grants Wood Elves element of ranged surprise attack. They have skills of thievery too with lockpicking and pickpocketing bonus. They're capable with Light Armor which will give them a better chance of survival in case the enemy gets on melee range, yet preferration should be long range, since they have no melee weapon bonus of any kind. Alchemy bonus supports possibility of creating potions and using them as one form of healing or boosting up skills otherwise. Command animals will come handy when encountering combat in nature, or in caves with animals as enemies, as it can turn an animal to your ally for 60seconds. Highly resistant for Poison and Disease both making them to face unfortunate events related to these much less than other races. Recommendation:  Thief, Assassin and Hunter style gameplay.




Skills and Perks tree

This section will cover all Skyrim skills including "skill tree" of each (or in other words as we know it "Perks" and their advancement path).

Skyrim has 18 skills altogether, of which each skill has their own Perks. Every skills perks have their own "advancement tree" or "path" where you have to take the lowest level perks first to reach the higher level perks - very similar to World of Warcraft "skill tree" in comparison. You'll have to follow "the path", you need to take perks one by one before reaching the next ones in the path. If perk has multiple "levels" to upgrade, so it can for example be upgraded five times, it's enough to increase it once to be able to move on to the next higher level perk. There are several paths to choose, and enough perks for you not be able to get them all for only one character. Perks might be able to be increased anything between once to five times depending of perk. Increasing a perk makes it's effect greater of course.

Next we're presenting "perk" tree of each Skyrim skill with a description of it's perks functions, minimum skill requirement and amount of the possible increases for each perk. Every Perk description is based on the first point you spent to it (level 1 of the specific perk).


Enchanting

The more powerful the enchanter, the stronger the magic he can bind to his weapons and armor.



Enchanter (Can be increased 5 times)
Skill requirement: 0


  • New enchantments are 20% stronger.



Soul Squeezer
Skill requirement: 20


  • Soul gems provide extra magicka for recharging.



Fire Enchanter
Skill requirement: 30


  • Fire enchantments on weapons and armor are 25% stronger



Frost Enchanter
Skill requirement: 40


  • Frost enchantments on weapons and armor are 25% stronger.



Soul Siphon
Skill requirement: 40


  • Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon.



Storm Enchanter
Skill requirement: 50


  • Shock enchantments on weapons and armor are 25% stronger.



Insightful Enchanter
Skill requirement: 50


  • Skill enchantments on armor are 25% stronger.



Corpus Enchanter
Skill requirement: 70


  • Health, magicka, and stamina enchantments on armor are 25% stronger.



Extra Effect
Skill requirement: 100


  • Can put two enchantments on the same item.





Smithing

The art of creating and improving weapons and armor from raw material.



Steel Smithing
Skill requirement: 0


  • Can create Steel armor and weapons at forges, and improve them twice as much.



Elven Smithing
Skill requirement: 30


  • Can create Elven armor and weapons at forges, and improve them twice as much.



Dwarven Smithing
Skill requirement: 30


  • Can create Dwarven armor and weapons at forges, and improve them twice as much.



Advanced Armors
Skill requirement: 50


  • Can create Scaled and Plate armor at forges, and improve them twice as much.



Orcish Smithing
Skill requirement: 50


  • Can create Orcish armor and weapons at forges, and improve them twice as much.



Arcane Blacksmith
Skill requirement: 60


  • You can improve magical weapons and armor.



Glass Smithing
Skill requirement: 70


  • Can create Glass armor and weapons at forges, and improve them twice as much.



Ebony Smithing
Skill requirement: 80


  • Can create Ebony armor and weapons at forges, and improve them twice as much.



Daedric Smithing
Skill requirement: 90


  • Can create Daedric armor and weapons at forges, and improve them twice as much.



Dragon Armor
Skill requirement: 100


  • Can create Dragon armor and weapons at forges, and improve them twice as much.






Heavy Armor

Those trained to use Heavy Armor make more effective use of Iron, Steel, Dwarven, Orcish, Ebony and Deadric armors.




Juggernaut (Can be icreased 5 times)
Skill requirement: 0


  • Increases armor rating for Heavy Armor by 20%.



Fists of Steel
Skill requirement: 30


  • Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.



Well Fitted
Skill requirement: 30


  • 25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.



Cushioned
Skill requirement: 50


  • Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet.



Tower of Strength
Skill requirement: 50


  • 50% less stagger when wearing only Heavy Armor.



Matching Set
Skill requirement: 50


  • Additional 25% Armor bonus if wearing a matched set of Heavy Armor



Conditioning
Skill requirement: 70


  • Heavy Armor weighs nothing and doesn't slow you down when worn.



Reflect Blows
Skill requirement: 100


  • 10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.






Block

The art of blocking an enemy's blows with a shield or weapon. Blocking reduces the damage and staggering from physical attacks.




Shield Wall (Can be increased 5 times)
Skill requirement: 0


  • Blocking is 20% more effective.



Deflect Arrows
Skill requirement: 30


  • Arrows that hit the shield do no damage.



Quick Reflexes
Skill requirement: 30


  • Time slows down if you are blocking during an enemy's power attack.



Power Bash
Skill requirement: 30


  • Able to do a power bash.



Elemental Protection
Skill requirement: 50


  • Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.



Deadly Bash
Skill requirement: 50


  • Bashing does five times more damage.



Block Runner
Skill required: 70


  • Able to move faster with a shield raised.



Disarming Bash
Skill requirement: 70


  • Chance to disarm when power bashing.



Shield Charge
Skill requirement: 100


  • Sprinting with a shield raised knocks down most targets.






Two-Handed

The art of combat using two-handed weapons, such as greatswords, battle axes, and warhammers. Those trained in this skill deliver deadliest blows.




Barbarian (Can be increased 5 times)
Skill requirement: 0


  • Two-Handed weapons do 20% more damage.



Champion's Stance
Skill requirement: 20


  • Power attacks with two-handed weapons cost 25% less stamina.



Skullcrusher (Can be increased 3 times)
Skill requirement: 30


  • Attacks with warhammers ignore 25% of armor.



Deep Wounds (Can be increased 3 times)
Skill requirement: 30


  • Attacks with greatswords have a 10% chance of doing critical damage.



Limbsplitter (Can be increased 3 times)
Skill requirement: 30


  • Attacks with battle axes cause extra bleeding damage.



Devastating Blow
Skill requirement: 50


  • Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.



Great Critical Charge
Skill requirement: 50


  • Can do a two-handed power attack while sprinting that does double critical damage.



Sweep
Skill requirement: 70


  • Sideways power attacks with two-handed weapons hit all targets in front of you.



Warmaster
Skill requirement: 100


  • Backwards power attack has a 25% chance to paralyze the target.






One-Handed

The art of combat using one-handed weapons, such as daggers, swords, maces and war axes. Those trained in this skill delived deadliest blows.




Armsman (Can be increased 5 times)
Skill requirement: 0


  • One-Handed weapons do 20% more damage.



Fightning Stance
Skill requirement: 20


  • Power attacks with one-handed weapons cost 25% less stamina.



Hack and Slash (Can be increased 3 times)
Skill requirement: 30


  • Attacks with war axes cause extra bleeding damage.



Bone Breaker (Can be increased 3 times)
Skill requirement: 30


  • Attacks with maces ignore 25% of armor.



Bladesman (Can be increased 3 times)
Skill requirement: 30


  • Attacks with swords have a 10% chance of doing critical damage.



Dual Flurry (Can be increased 2 times)
Skill requirement: 30


  • Dual wielding attacks are 20% more faster.



Savage Strike
Skill requirement: 50


  • Standing power attacks do 25% bonus damage with a chance to decapitate your enemies.



Critical Charge
Skill requirement: 50


  • Can do a one-handed power attack while sprinting that does double critical damage.



Dual Savagery
Skill requirement: 70


  • Dual wielding power attacks do 50% bonus damage.



Paralyzing Strike
Skill requirement: 100


  • Backwards power attack has a 25% chance to paralyze the target.






Archery

An archer is trained in the use of bows and arrows. The greater the skill, the more deadly the shot.




Overdraw (Can be increased 5 times)
Skill requirement: 0


  • Bows do 20% more damage.



Eagle Eye
Skill requirement: 30


  • Pressing Block while aiming will zoom in your view



Critical Shot (Can be increased 3 times)
Skill requirement: 30


  • 10% chance of a critical hit that does extra damage.



Steady Hand
Skill requirement: 40


  • Zooming in with a bow slows time by 25%



Power Shot
Skill requirement: 50


  • Arrows stagger all but the largest opponents 50% of the time.



Hunter's Discipline
Skill requirement: 50


  • Recover twice as many arrows from dead bodies



Ranger
Skill requirement: 60


  • Able to move fast with a drawn bow.



Quick Shot
Skill requirement: 70


  • Can draw a bow 30% faster.



Bullseye
Skill requirement: 100


  • 15% chance of paralyzing target for a few seconds.






Light Armor

Those trained to use Light Armor make more effective use of Hide, Leather, Elven, and Glass armors.




Agile Defender (Can be increased 5 times)
Skill requirement: 0


  • Increase armor rating for Light Armor by 20%



Custom Fit
Skill requirement: 30


  • 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet.



Unhindered
Skill requirement: 50


  • Light Armor weighs nothing and doesn't slow you down when worn.



Wind Walker
Skill requirement: 60


  • Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet.



Deft Movement
Skill requirement: 100


  • 10% chance of avoiding all damage from a melee attack while wearing all Light Armor, head, chest, hands, feet.






Sneak

Sneaking is the art of moving unseen and unheard. Highly skilled sneaks can even hide in plain sight.




Stealth (Can be increased 5 times)
Skill requirement: 0


  • You are 20% harder to detect when sneaking.



Muffled Movement
Skill requirement: 30


  • Noise from armor is reduced 50%.



Backstab
Skill requirement: 30


  • Sneak attacks with one-handed weapons now do six times damage.



Light Foot
Skill requirement: 40


  • You won't trigger pressure plates.



Deadly Aim
Skill requirement: 40


  • Sneak attacks with bows now do three times damage.



Silent Roll
Skill requirement: 50


  • Sprinting while sneaking executes a silent forward roll.



Assassin's Blade
Skill requirement: 50


  • Sneak attacks with daggers now do a total of fifteen times normal damage.



Silence
Skill requirement: 70


  • Walking and running does not affect detection



Shadow Warrior
Skill requirement: 100


  • Crouching stops combat for a moment and forces distant opponents to search for a target.






Lockpicking

The art of Lockpicking is used to open locked doors and containers faster and with fewer lockpicks.




Novice Locks
Skill requirement: 0


  • Novice locks are much easier to pick.



Apprentice Locks
Skill requirement: 25


  • Apprentice locks are much easier to pick.



Quick Hands
Skill requirement: 40


  • Able to pick locks without being notified.



Adept Locks
Skill requirement: 50


  • Adept locks are much easier to pick.



Wax Key
Skill requirement: 50


  • Automatically gives you a copy of a picked lock's key if it has one.



Expert Locks
Skill requirement: 75


  • Expert locks are much easier to pick.



Locksmith
Skill requirement: 80


  • Pick starts close to the lock opening position



Unbreakable
Skill requirement: 100


  • Lockpicks never break.



Master of Locks
Skill requirement: 100


  • Master locks are much easier to break.






Pickpocket

The stealthy art of picking an unsuspecting target's pockets. A skilled pickpicked is less likely to be caught and is more likely to find valuables.




Light Fingers (Can be increased 5 times)
Skill requirement: 0


  • Pickpocketing bonus of 20%. Item weight and value reduce pickpocketing odds.



Night Thief
Skill requirement: 25


  • +25% chance to pickpocket if the target is asleep.



Poisoned
Skill requirement: 40


  • Silently harm enemies by placing poisons in their pockets.



Cutpurse
Skill requirement: 40


  • Pickpocketing gold is 50% easier.



Extra Pockets
Skill requirement: 50


  • Carrying capacity is increased by 100.



Keymaster
Skill requirements: 60


  • Pickpocketing keys almost always works.



Misdirection
Skill requirement: 70


  • Can pickpocket equipped weapons.



Perfect Touch
Skill requirement: 100


  • Can pickpocket equipped items.






Speech

This skill of persuasion can be used to get better prices from merchants, and persuade others to do as you ask.




Haggling (Can be increased 5 times)
Skill requirement: 0


  • Buying and selling prices are 10% better.



Allure
Skill requirement: 30


  • 10% better prices with the opposite sex.



Bribery
Skill requirement: 30


  • Can bribe guards to ignore crimes.



Merchant
Skill requirement: 50


  • Can sell any type of item to any kind of merchant.



Persuasion
Skill requirement: 50


  • Persuasion attempts are 30% easier.



Investor
Skill requirement: 70


  • Can invest gold with a shopkeeper to increase his available gold permanently.



Intimidation
Skill requirement: 70


  • Intimidation is twice as succesful.



Fence
Skill requirement: 90


  • Can barter stolen goods with any merchant you have invested in.



Master Trader
Skill requirement: 100


  • Every merchant in the world gains 1000 gold for bartering.






Alchemy

An alchemist can create magical potions and deadly poisons.




Alchemist (Can be increased 5 times)
Skill requirement: 0


  • Potions and poisons you make are 20% stronger.



Physician
Skill requirement: 20


  • Potions you mix that restore health, magicka or stamina are 25% more powerful.



Poisoner
Skill requirement: 30


  • Poisons you mix are 25% more effective.



Benefactor
Skill requirement: 30


  • Potions you mix with beneficial effects have an additional 25% greater magnitude.



Experimenter (Can be increased 3 times)
Skill requirement: 50


  • Eating an ingredient reveals first two effects.



Concentrated Poison
Skill requirement: 60


  • Poisons applied to weapons last for twice as many hits.



Green Thumb
Skill requirement: 70


  • Two ingredients are gathered from plants.



Snakeblood
Skill requirement: 80


  • 50% resistance to all poisons.



Purity
Skill requirement: 100


  • All negative effects are removed from created potions, and all positive effects are removed from created poisons.






Illusion





The School of Illusion involves manipulating the mind of the enemy. This skill makes it easier to cast spells like Fear, Calm and Invisibility.


Novice Illusion
Skill requirement: 0


  • Cast novice level illusions spells for half magicka.



Illusion Dual Casting
Skill requirement: 20


  • Dual casting an Illusion spell overcharges the effects into an even more powerful version.



Animage
Skill requirement: 20


  • Illusion spells now work on higher level animals.



Apprentice Illusion
Skill requirement: 25


  • Cast Apprentice level Illusion spells for half magicka



Hypnotic Gaze
Skill requirement: 30


  • Calm spells now work on higher level opponents. Cumulative with Kindred Mage and Animage.



Kindred Mage
Skill requirement: 40


  • All Illusion spells work on higher level people.



Adept Illusion
Skill requirement: 50


  • Cast Adept level Illusion spells for half magicka.



Aspect of Terror
Skill requirement: 50


  • Fear Spells work on higher level opponents. Cumulative with Kindred Mage and Animage.



Quiet Casting
Skill requirement: 50


  • All spells you cast from any school of magic are silent to others.



Rage
Skill requirement: 70


  • Frenzy spells work on higher level of opponents. Cumulative with Kindred Mage and Animage.



Expert Illusion
Skill requirement: 75


  • Cast Expert level Illusion spells for half of magicka.



Master of the Mind
Skill requirement: 90


  • Illusion spells work on undead, daedra and automatons.



Master Illusion
Skill requirement: 100


  • Cast Master level Illusion spells for half of magicka.






Conjuration

The School of Conjuration governs raising the dead and summoning creations from Oblivion. This skill makes it easier to cast these spells as well as Soul Trap and bindings.




Novice Conjuration
Skill requirement: 0


  • Cast Novice level Conjuration spells for half magicka.



Mystic Binding
Skill requirement: 20


  • Bound Weapons do more damage.



Conjuration Dual Casting
Skill requirement: 20


  • Dual casting a Conjuration spell overcharges the spell, allowing it to last longer.



Apprentice Conjuration
Skill requirement: 25


  • Cast Apprentice level Conjuration spells for half magicka.



Summoner (Can be increased 2 times)
Skill requirement: 30


  • Can summon Atronachs or raise Undead twice as far away.



Soul Stealer
Skill requirement: 30


  • Bound weapons cast Soul Trap on targets.



Atromancy
Skill requirement: 40


  • Double duration for conjured Atronachs.



Oblivion Binding
Skill requirement: 50


  • Bound weapons will banish summoned creatures and turn raised ones.



Necromancy
Skill requirement: 40


  • Greater duration for reanimated undead.



Adept Conjuration
Skill requirement: 50


  • Cast Adept level Conjuration spells for half magicka.



Dark Souls
Skill requirement: 70


  • Reanimated undead have 100 points more health.



Expert Conjuration
Skill requirement: 75


  • Cast Expert Level Conjuration spells for half magicka



Elemental Potency
Skill requirement: 80


  • Conjured Atronachs are 50% more powerful.



Twin Souls
Skill requirement: 100


  • You can have two Atronachs or reanimated Zombies.



Master Conjuration
Skill requirement: 100


  • Cast Master Level Conjuration spells for half magicka






Destruction

The School of Destruction involves the harnessing the energies of fire, frost and shock. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightning Bolt.




Novice Destruction
Skill requirement: 0


  • Cast Novice level Destruction spellf for half magicka.



Destruction Dual Casting
Skill requirement: 20


  • Dual casting a Destruction spell overcharges the effects into an even more powerful version.



Apprentice Destruction
Skill requirement: 25


  • Cast Apprentice level Destruction spellf for half magicka.



Augmented Flames (Can be increased 2 times)
Skill requirement: 30


  • Fire spells do 25% more damage.



Augmented Frost (Can be increased 2 times)
Skill requirement: 30


  • Frost spells do 25% more damage.



Augmented Shock (Can be increased 2 times)
Skill requirement: 30


  • Shock spells do 25% more damage.



Rune Master
Skill requirement: 40


  • Can place runes five times farther away.



Impact
Skill requirement: 40


  • Most Destruction spells will stagger an opponent when dual cast.



Intense Flames
Skill requirement: 50


  • Fire damage causes targets to flee if their health is low.



Adept Destruction
Skill requirement: 50


  • Cast Adept level Destruction spellf for half magicka.



Deep Freeze
Skill requirement: 60


  • Frest damage paralyzes targets if their health is low.



Disintegrate
Skill requirement: 70


  • Shock damage disintegrates targets if their health is low.



Expert Destruction
Skill requirement: 75


  • Cast Expert level Destruction spellf for half magicka.



Master Destruction
Skill requirement: 100


  • Cast Master level Destruction spellf for half magicka.






Restoration

The School of Restoration involves control over life forces. This skill makes it easier to cast spells like Healing, Turn Undead, and magical Wards.




Novice Restoration
Skill requirement: 0


  • Cast Novice level Restoration spells for half magicka.



Regeneration
Skill requirement: 20


  • Healing spells cure 50% more.



Restoration Dual casting
Skill requirement: 20


  • Dual casting a Restoration spell overcharges the effects into an even more powerful version.



Apprentice Restoration
Skill requirement: 25


  • Cast Apprentice level Restoration spells for half magicka.



Recovery (Can be increased 2 times)
Skill requirement: 30


  • Magicka regenerates 25% faster.



Respite
Skill requirement: 40


  • Healing Spells also restore stamina



Adept Restoration
Skill requirement: 50


  • Cast Adept level Restoration spells for half magicka.



Ward Absorb
Skill requirement: 60


  • Wards recharge your magicka when hit with spells.



Necromage
Skill requirement: 70


  • All spells are more effective against undead.



Expert Restoration
Skill requirement: 75


  • Cast Expert level Restoration spells for half magicka.



Avoid Death
Skill requirement: 90


  • Once a day, heals 250 points automatically if you wall below 10% health.



Master Restoration
Skill requirement: 100


  • Cast Master level Restoration spells for half magicka.






Alteration

The School of Alteration involves the manipulation of the physical world and it's natural properties. This skill makes it easier to cast spells like Waterbreathing, magical protection and Paralysis.




Novice Alteration
Skill requirement: 0


  • Cast Novice level Alteration spells for half magicka.



Alteration Dual Casting
Skill requirement: 20


  • Dual casting an Alteration spell overcharges the effects into an even more powerful version.



Apprentice Alteration
Skill requirement: 25


  • Cast Apprentice level Alteration spells for half magicka.



Mage Armor (Can be increased 3 times)
Skill requirement: 30


  • Protection spells like Stoneflesh are twice as strong if not wearing armor.



Magic Resistance (Can be increased 3 times)
Skill requirement: 30


  • Blocks 10% of a spell's effects.



Adept Alteration
Skill requirement: 50


  • Cast Adept level Alteration spells for half magicka.



Stability
Skill requirement: 70


  • Alteration spells have greater duration.



Expert Alteration
Skill requirement: 75


  • Cast Expert level Alteration spells for half magicka.



Atronach
Skill requirement: 100


  • Absorb 30% of the magicka of any spells that hit you.



Master Alteration
Skill requirement: 100


  • Cast Master level Alteration spells for half magicka.




Skyrim map and primary locations (Roughly!)


This is not completely accurate map, it shows all primary locations of Skyrim in a map containing (dungeons, settlements and villages etc.). The idea is that you can search specific location on this page (pressing F3 or Ctrl+F), and check whereabouts it is in the world of Skyrim.



Locations aren't exact but will give you some direction where to seek them! The map is divided into nine sectors geographically:


Quick Menu: Winterhold - Rift - Pale - Haafingar - Hjaalmarch - Reach - Whiterun - Eastmarch - Falkreath
Winterhold locations:
Capital: Winterhold
1. Hela's folly
2. Yngvild
3. The tower stone
4. Winterhold imperial camp
5. Hob's fall cave
6. Frostflow lighthouse
7. Driftshade refuge
8. Fore fellhammer
9. Snowpoint beacon
10. Pilgrim's trench
11. Ysgramor's tomb
12. Saarthal
13. Alftand
14. Wayward pass
15. Ironbind barrow
16. Mount anthor
17. Sightless pit
18. Shrine of azura
19. Fort kastav
20. Septimus signus's outpost
21. Skytemple ruins
22. Wreck of the pride of tel vos
23. The serpent stone
24. Bleakcoast cave
25. Whistline mine
26. Journeyman's nook
27. Stillborn cave
28. Snow veil sanctum
29. Winterhold stormcloaks camp
30. Yngol barrow
31. Wreck of the winter war



The Rift locations:
Capital: Riften
1. Ivarstead
2. Shroud hearth barrow
3. Pinepeak cavern
4. Geirmund's hall
5. Nilheim
6. Sarethi farm
7. Rift stormcloak camp
8. Rift watchtower
9. Alchemist's shack
10. Honeystrand cave
11. Rift imperial camp
12. Ruins of bthalft
13. Arcwind point
14. Autumnwatch tower
15. Froki's shack
16. Treva's watch
17. Angarvunde
18. Avanchnzel
19. Clearspring tarn
20. Boulderfall cave
21. Northwind mine
22. Northwind summit
23. Tolvald's cave
24. Shor's watchtower
25. Shor's stone
26. Fort greenwall
27. Heartwood mill
28. Faldar's tooth
29. Goldenglow estate
30. Autumnshade clearing
31. Merryfair farm
32. Riften stables
33. Fallowstone cave and giant's grove
34. Lost prospect mine
35. Black-briar lodge
36. Largashbur
37. Darklight tower
38. Ruins of rkund
39. Crystaldrift cave
40. Lost tongue overlook
41. Snow-shod farm
42. The shadow stone
43. Nightingale hall
44. Broken helm hollow
45. Forelhost
46. Stendarr's beacon



The Pale locations:
Capital: Dawnstar
1. High gate ruins
2. Wreck of the brinehammer
3. Pale imperial camp
4. Windward ruins
5. Dawn star sanctuary
6. Nightcaller temple
7. Red road pass
8. Frostmere crypt
9. Hall of the vigilant
10. Fort dunstad
11. Shrine of mehrunes dagon
12. The lord stone
13. Volunruud
14. Stonehill bluff
15. Tower of mzark
16. Loreius farm
17. Blizzard rest
18. Weynon stones
19. Duskglow crevice
20. Silverdrift lair
21. Shrouded grove
22. Korvanjund
23. Tumble arch pass
24. Sheerpoint
25. Nightgate inn
26. Blackreach elevator (alftand)
27. Forsaken cave
28. Yorgrim overlook
29. Bronze water cave
30. Pale stormcloak camp
31. Irkngthand
32. Raldbthar
33. Blackreach elevator (raldbthar)
34. Anga's mill



Haafingar locations:
Capital: Solitude
1. Northwatch keep
2. Rimerock burrow
3. Pinefrost tower
4. Volskygge
5. Steepfall burrow and lower steepfall burrow
6. Lost echo cave
7. Orphans tear
8. Fort hraggstad
9. Widow's watch ruins
10. Pinemoon cave
11. Clearpine pond
12. Ravenscar hollow
13. The steed stone
14. Ironback hideout
15. Wolfskull cave
16. Statue to maridia and kilkreath ruins
17. Dragon bridge
18. Haffingar stormcloak camp
19. Broken oar grotto
20. Shadowgreen cavern
21. Thalmor embassy
22. Solitude sawmill
23. Catla's farm
24. East empire company warehouse
25. Brinewater grotto
26. Solitude lighthouse
27. Dainty sload
28. The katariah


Hjaalmarch locations:
Capital: Morthal
1. Meeko's shack
2. Chillwind depths
3. Robbers gorge
4. Dead men's respite
5. Crabbers shanty
6. Orotheim
7. Talking stone camp
8. Folgunthur
9. The apprentice stone
10. Fort snowhawk
11. Brood cavern
12. North and south cold rock pass
13. Eldersblood peak
14. Wreck of the icerunner
15. Abandoned shack
16. Ustengrav
17. Hjaalmarch stormcloak camp
18. Mzinchaleft
19. Movarth's lair
20. Hjaalmarch imperial camp
21. Kjenstag ruins
22. Stonehills
23. Labyrinthian
24. Lost valkygg
25. Skyborn alter


The Reach locations:
Capital city: Markarth
1. Mor khazgur
2. Deepwood redoubt
3. Hag's end
4. Deep folk crossing
5. Bruca's leap redoubt
6. Bthardamz
7. Druadach redoubt
8. Dragontooth crater
9. Harmugstahl
10. Reach stormcloak camp
11. Liar's retreat
12. Cliffside retreat
13. Dragon bridge overlook
14. Ragnvald
15. Reach imperial camp
16. Shrine of peryite
17. Karthwasten
18. Broken tower redoubt
19. Markarth stables
20. Salvius farm
21. Left hand mine
22. Kolskeggr mine
23. The lover stone
24. Blind cliff cave
25. Four skull lookout
26. Red eagle redoubt
27. Sundered towers
28. Rebel's cairn
29. Karthspire camp
30. Karthspire
31. Sky haven temple
32. Soljund's sinkhole
33. Bleakwind bluff
34. Old hroldan
35. Hag rock redoubt
36. Dead crone rock
37. Purewater run
38. Dushnikh yal
39. Reachwater rock
40. Reachwind eyrie
41. Reachcliff cave
42. Valthume
43. Gloomreach
44. Lost valley redoubt
45. Bard's leap summit
46. Cradle stone tower
47. Fort sungard


Whiterun locations:
Capital city: Whiterun
1. Lund's hut
2. Rorikstead
3. Serpent's bluff redoubt
4. Whiterun imperial camp
5. Swindler's den
6. Gjukar's monument
7. Broken fang cave
8. Sleeping tree camp
9. Rannveig's fast
10. Drelas' cottage
11. Greenspring hollow
12. Dustman's cairn
13. Hamvir's rest
14. Redorna's retreat
15. Fort greymoor
16. Silent moons camp
17. Halted stream camp
18. Bleakwind basin
19. Western watchtower
20. Whiterun stables
21. Pelagia farm
22. Honningbrew meadery
23. Chillfurrow farm
24. Battle-born farm
25. Whitewatch tower
26. White river watch
27. Riverwood
28. Shimmermist cave
29. Fellglow keep
30. Graywinter watch
31. The ritual stone
32. Whiterun stormcloak camp
33. Valtheim towers
34. Darkshade
35. Guldun rock
36. Hillgrund's tomb
37. High hrothgar
38. Throat of the world


Eastmarch locations:
Capital: Windhelm
1. Uttering hills cave
2. Gallows rock
3. Mara's eye pond
4. Morvunskar
5. Kynesgrove
6. Windhelm stables
7. Brandy-mug farm
8. Hlaalu farm
9. Hollyfrost farm
10. Traitor's post
11. Refugees' rest
12. Sacellum of boethiah
13. Cradlecrush rock
14. Abandoned prison
15. Mixwater mill
16. Broken limb camp
17. Cronvangr cave
18. Riverside shack
19. Witchmist grove
20. Bonestrewn crest
21. Steamcrag camp
22. Narzulbur
23. Gloombound mine
24. Cragwallow slope
25. Mzulft
26. Lost knife hideout
27. Fort amol
28. Darkwater pass
29. Snapleg cave
30. Eldergleam sanctuary
31. Darkwater crossing
32. The atronach stone
33. Mistwatch
34. Eastmarch imperial camp
35. Kagranzel
36. Stony creek cave
37. Cragslane cavern
38. Ansilvund


Falkreath hold locations:
Capital city: Falkreath
1. Bilgulch mine
2. Sunderstone gorge
3. Glenmoril coven
4. Falkreath imperial camp
5. Moss mother cavern
6. Hunter's rest
7. Knifepoint ridge
8. Twilight sepulcher
9. Bannermist tower
10. Evergreen grove
11. Half-moon mill
12. Bloated man's grotto
13. North brittleshin pass
14. South brittleshin pass
15. Ilinalta's deep
16. The lady stone
17. Secunda's kiss
18. Bleak falls barrow
19. Anise's cabin
20. Cracked tusk keep
21. Halldir's cairn
22. Dark brotherhood sanctuary
23. Roadside ruins
24. Falkreath watchtower
25. North shriekwind bastion
26. South shriekwind bastion
27. Peaks' shade tower
28. Pinewatch
29. Angi's camp
30. The guardian stones
31. Embershard mine
32. Helgen
33. South skybound watch
34. North skybound watch
35. Orphan rock
36. Falkreath stormcloak camp
37. Haemar's shame
38. Bonechill passage
39. Ancient's ascent
40. Bloodlet throne
41. Greywater grotto
42. Fort neugrad
43. Southfringe sanctum






Dragon Shouts in Skyrim

There are twenty Dragon Shouts in Skyrim all together. Every each of Dragon Shouts consists of three levels, so after finding a shout, you can get it upgraded twice. To learn a Dragon Shout you must first find a "Word Wall" where Dragon Shouts is written to - these writings are known as a Word of Power - and will teach you a new shouts, and upgrades to already learned ones. They can be easily detected for they shine bright blue on the wall. Shouts need charges that are "Dragon Souls" to use, you can get Dragon Souls by killing Dragons of which after you automatically absorb it's soul.

A tip to locate more Dragon Shouts in Skyrim: in any town or village, use your Words of Power (Dragon Shouts), it might trigger a courier to give you letter which has a small quest. These quests will lead you to find Dragon Shouts!


List of Dragon Shouts:

  • Animal Allegiance - "A Shout for help from the beasts of the wild, who come to fight in your defense."
    • Level 1 - Translation: Animal - Recharge time: 50 - Where to find: Angarvunde
      Here you'll encounter Dark Elf named Medresi Dran, who'll ask you to find "a treasure for him. That treasure is Word Wall, doesn't matter whether you decide to help him or not, you'll still find the Wall inside.
    • Level 2 - Translation: Allegiance - Recharge time: 60 - Where to find: Ancient's Ascent
      At the top of the place. To get there you'll have to go through Bonechill Passage and fight a level-scaled dragon on the way.
    • Level 3 - Translation: Pack - Recharge time: 70 - Where to find: Ysgramor's Tomb
      The Tomb is located in Winterhold. To activate access to this, get a Quest called "Glory of The Dead" from Companions Guild.


  • Aura Whisper - "Your Voice is not a Shout, but a whisper, revealing the life forces of any and all."
    • Level 1 - Translation: Life - Recharge time: 30 - Where to find: Northwind Summit
      It's protected by a dragon. Dragon may be possible to be sneaked at and backstabbed.
    • Level 2 - Translation: Seek - Recharge time: 40 - Where to find: Valthume
      Guarded by a Dragon Priest Hevnoraak, prepare yourself with best anti-magic equipment and potions.
    • Level 3 - Translation: Hunt -Recharge time: 50 - Where to find: Volunruud
      Deep down in the fort. The Dark Brotherhood quest called "The Silence Has Been Broken" will also take you down to the Wall.


  • Become Ethereal - "The Thu'um reaches out to the Void, changing your form to one that cannot harm, or be harmed."
    • Level 1 - Translation: Fade - Recharge time: * - Where to find: Irondbind Barrow
      This place is located at Winterhold.
    • Level 2 - Translation: Spirit - Recharge time: 30 - Where to find: Lost Valley Redoubt
      This place is located in The Reach area.
    • Level 3 - Translation: Bind - Recharge time: 40 - Where to find: Ustengrav
      You'll be taken Ustengrav by an early Main Questline mission "The Horn Of Jurgen Windcaller".


  • Call Dragon - "Odahviing! Hear my Voice and come forth. I summon you in my time of need. (Summons a Dragon called Odahviing)".
    • Level 1 - Translation: Snow - Recharge time: 5 - Where to find: High Hrothgar
      Settlement on top of Throat Of The World, follow the 7 000 steps starting from Ivarstead. All three levels of "Call Dragon"-shout are learned in the main quest part "The Fallen".
    • Level 2 - Translation: Hunter - Recharge time: 5 - Where to find: High Hrothgar
      Same description as above.
    • Level 3 - Translation: Wing - Recharge time: 300 - Where to find: High Hrothgar
      Same description as above.


  • Call of Valor - "The valiant of Sovngarde hear your Voice, and journey beyond space and time to lend aid." (Heroes of Sovengarde aid you in battle)
    • Level 1 - Translation: Hero - Recharge time: 180 - Where to find:
      All three levels of "Call of Valor""-shout are learned after defeating dragon called Alduin and completing Main Quest.
    • Level 2 - Translation: Champion - Recharge time: 180 - Where to find:
      Same description as above.
    • Level 3 - Translation: Legend - Recharge time: 180 - Where to find:
      Same description as above.


  • Clear Skies - "Skyrim itself yields before the Thu'um, as you clear away fog and inclement weather."
    • Level 1 - Translation: Sky - Recharge time: 5 - Where to find: High Hrothgar
      Settlement on top of Throat Of The World, follow the 7 000 steps starting from Ivarstead.All three levels of this shout are learned after finishing main quest part "Alduin's Wall". You'll need to clear the path leading to highest point of Throat of The World.
    • Level 2 - Translation: Spring - Recharge time: 10 - Where to find: High Hrothgar
      Same description as above.
    • Level 3 - Translation: Summer - Recharge time: 15 - Where to find: High Hrothgar
      Same description as above.


  • Disarm - "Shout defies steel, as you rip the weapon from an opponent's grasp."
    • Level 1 - Translation: Weapon - Recharge time: 30 - Where to find: Eldersblood Peak
      This place is a dragon's lair near Morthal. Happy hunting.
    • Level 2 - Translation: Hand - Recharge time: 35 - Where to find: Silverdrift Lair
      This place is a dungeon, check location from the map in the guide.
    • Level 3 - Translation: Defeat -Recharge time: 40 - Where to find: Snowveil Sanctum
      You'll be led to this dungeon after starting a Thieves Guild quest called "Speaking With Silence".


  • Dismay - "And the weak shall fear the Thu'um, and flee in terror."
    • Level 1 - Translation: Fear - Recharge time: 40 - Where to find: Dead Crone Rock
      You'll be taken here when you begin a daedric quest called "Pieces of The Past".
    • Level 2 - Translation: Run - Recharge time: 45 - Where to find: Labyrinthian
      This place is located in Hjaalmarch area.
    • Level 3 - Translation: Terror - Recharge time: 50 - Where to find: Lost Tongue Overlook
      This place is a dragon's lair located in The Reach area.



  • Dragonrend - "Your Voice lashes out at a dragon's very soul, forcing the beast to land."
    • Level 1 - Translation: Mortal - Recharge time: 10 - Where to find: Throat of The World
      On Throat Of The World, major landmark of high kind of a mountain, follow the 7 000 steps starting from Ivarstead. All three levels of this shout are learned by finishing the main quest part "Alduin's Bane". Can be used on regular dragons.
    • Level 2 - Translation: Finite - Recharge time: 12 - Where to find: Throat of The World
      Same description as above.
    • Level 3 - Translation: Temporary - Recharge time: 15 - Where to find: Throat of The World
      Same description as above.



  • Elemental Fury - "The Thu'um imbues your arms with the speed of wind, allowing for faster weapon strikes."
    • Level 1 - Translation: Air - Recharge time: 30 - Where to find: Dragontooth Crater
      This location is a dragon's lair at The Reach area.
    • Level 2 - Translation: Battle - Recharge time: 40 - Where to find: Statue to Meridia
      The statue is located in Haafingar area.
    • Level 3 - Translation: Grace - Recharge time: 50 - Where to find: Shriekwind Bastion
      This place is located in Falkreath Hold area.


  • Fire Breath - "Inhale air, exhale flame, and behold the Thu'um as inferno."
    • Level 1 - Translation: Fire - Recharge time: 30 - Where to find: Dustman's Cairn
      You'll visit this place in The Companions Quest called "Proving Honor". This place is located in Whiterun Hold area.
    • Level 2 - Translation: Inferno - Recharge time: 50 - Where to find: Sunderstone Gorge
      This location is filled with necromancers and mages. Remember anti-magic equipment and cure disease. Located in Falkreath Hold area.
    • Level 3 - Translation: Sun - Recharge time: 100 - Where to find: Throat of The World 
      on Throat Of The World, major landmark of high kind of a mountain, follow the 7 000 steps starting from Ivarstead. Learned during Main Quest part "The Throat of The World".


  • Frost Breath - "Your breath is winter, you Thu'um a blizzard."
    • Level 1 - Translation: Frost - Recharge time: 30 - Where to find: Bonestrewn Crest
      This location is a dragon's lair in Eastmarch area.
    • Level 2 - Translation: Cold  - Recharge time: 50 - Where to find: Folgunthur
      This place is located in Hjaalmarch area. You're led here at a side quest called "Forbidden Legend".
    • Level 3 - Translation: Freeze - Recharge time: 100 - Where to find: Skyborn Altar
      This location is a dragon's lair located in Hjaalmarch area.


  • Ice Form - "Your Thu'um freezes an opponent solid."
    • Level 1 - Translation: Ice - Recharge time: 60 - Where to find: Frostmere Crypt
      You're led here by the quest called "The Pale Lady". The place is located in The Pale area.
    • Level 2 - Translation: Flesh - Recharge time: 90 - Where to find: Mount Anthor
      A dragon's lair located on a mountain southwest of Winterhold.
    • Level 3 - Translation: Statue - Recharge time: 120 - Where to find: Saarthal
      a Barrow located southwest of Winterhold. The entrance is locked. You'll have to activate a quest called "Under Saarthal" from College of Winterhold to get there. This is their first quest to offer.


  • Kyne's Peace - "The Voice soothes wild beasts, who lose their desire to fight or flee."
    • Level 1 - Translation: Kyne - Recharge time: - Where to find: Ragnvald
      Protected by a dragon priest, so be ready to get anti-magic equipment with.
    • Level 2 - Translation: Peace - Recharge time: - Where to find: Rannveig's Fast
      This place is located in Whiterun Hold area.
    • Level 3 - Translation: Trust - Recharge time: - Where to find: Shroud Hearth Barrow
      This place is located in The Rift area.


  • Marked for Death - "Speak, and let your Voice herald doom, as an opponent's armor and lifeforce are weakened." (Lowers armor rating and damages hit points)
    • Level 1 - Translation: Kill - Recharge time: 40 - Where to find: Autumnwatch Tower
      This place is a dragon's lair located in The Rift area.
    • Level 2 - Translation: Leech - Recharge time: 50 - Where to find: Dark Brotherhood Sanctuary
      This place is located in Falkreath Hold area.
    • Level 3 - Translation: Suffer - Recharge time: 60 - Where to find: Forsaken Cave
      Requires quest "The White Phial" to be started at first, which you can get from Nurelion at his store in Windhelm city. The cave is located in The Pale region.


  • Slow Time - "Shout at time, and command it to obey, as the world around you stands still."
    • Level 1 - Translation: Time - Recharge time: 30 - Where to find: Hag's End
      The place is located in The Reach area.
    • Level 2 - Translation: Sand - Recharge time: 45 - Where to find: Korvanjund
      To enter the crypt you'll first have to had started quest called "The Jagged Crown", which requires you to either be joined to either Stormcloaks or The Legion guild. Your quest giver for the quest would then be either Galmar Stone-Fist (Sovngarde, killed after finishing Main Quest) or Legate Rikke (Castle Dour, Solitude).
    • Level 3 - Translation: Eternity - Recharge time: 60 - Where to find: Labyrinthian
      The place is a huge nordic ruin in Hjaalmarch halfway up to a mountain. This place requires you to have started quest called "The Staff of Magnus" to enter. The quest belongs to the quest-chain given at The College of Winterhold, and the quest giver is Mirabelle Ervine. It's like seventh quest in the chain after "Containment", so you must do several quests for the guild before able to do this one.


  • Storm Call - "A Shout to the skies, a cry to the clouds, that awakens the destructive force of Skyrim's lightning. Note: This power will hit targets randomly, including friendlies." (Doesn't work inside caves or houses).
    • Level 1 - Translation: Storm - Recharge time: 300 - Where to find: Forelhost
      This place is a dragon's lair located in The Rift area.
    • Level 2 - Translation: Wrath - Recharge time: 480 - Where to find: High Gate Ruins
      This place is a dragon priest's lair in The Pale area. Prepare for anti-magic.
    • Level 3 - Translation: Lightning - Recharge time: 600 - Where to find: Alduin's Palace, Skulddfn
      You can only get to the place once you have started a Main Quest part "The World-Eater's Eyrie".


  • Throw Voice - "The Thu'um is heard, but its source unknown, fooling those into seeking it out." (Distract enemies)
    • Level 1 - Translation: Voice - Recharge time: 30 - Where to find: Shearpoint
      This place is guarded by both a dragon and a dragon priest. So prepare for a tough fight. All three levels of this shout are contained within the same wall and learned at once.
    • Level 2 - Translation: Fool - Recharge time: 15 - Where to find: Shearpoint
      Same description as above.
     
    • Level 3 - Translation: Far - Recharge time: 5 - Where to find: Shearpoint
      Same description as above.


  • Unrelenting Force - "Your Voice is raw power, pushing aside anything - or anyone - who stands in your path." (Push enemy/object)
    • Level 1 - Translation: Force - Recharge time: 15 - Where to find: Bleak Falls Barrow
      A medium cave located neaby western mountains from Riverwood - follow the path up to snowy top and enter. The wall is at the very end of the cave.
    • Level 2 - Translation: Balance - Recharge time: 20 - Where to find: High Hrothgar
      Settlement on top of Throat Of The World, follow the 7 000 steps starting from Ivarstead. Greybeards will teach you the second word during the Main Quest part "The Way of The Voice" after you've completed main quest parts at Whiterun.
    • Level 3 - Translation: Push - Recharge time: 45 - Where to find: High Hrothgar
      Settlement on top of Throat Of The World, follow the 7 000 steps starting from Ivarstead. Greybeards will teach you the third level of the shout after returning the horn of Jurgen Windcaller.


  • Whirlwind Sprint - "The Thu'um rushes forward, carrying you in its wake with the speed of a tempest." (Rush of speed)
    • Level 1 - Translation: Whirlwind - Recharge time: 20 - Where to find: Dead Men's Respite
      The place is located in Hjaalmarch area.
    • Level 2 - Translation: Fury - Recharge time: 25 - Where to find: High Hrothgar
      Settlement on top of Throat Of The World, follow the 7 000 steps starting from Ivarstead. Graybeards will teach you the second level of this shout while doing the Main Quest part "The Way of The Force".
    • Level 3 - Translation: Tempest - Recharge time: 35 - Where to find: Volskygge
      This place is a dragon priest's lair, prepare with anti-magic equipment.




Spells in Skyrim


To cast a spell in Skyrim you will have to have enough Magicka to match the amount spell uses Magicka. Magicka is form of "mana" which is used in spellcasting. You can increase mana when you level up. You can increase skills of any Schools of Magic simply by casting the spells, although bare in mind that casting without a target might not raise your skill, or you can find a trainer any pay gold to raise a magic skill. The Schools of Magic in Skyrim are: Illusion, Conjuration, Destruction, Restoration and Alteration. There is no Mysticism in Skyrim.



You might not see some spells for sale on specific stores untill you reach a certain level, so be sure to check that spell you're looking for is right for your level for better chance to find it!


Alteration
Alteration is a School of Magic which focuses on magically altering the physical world around one self. Regular effects are increasing your stats, creating a shield around you to guard yourself, or to open locks magically. Water Walking and Water Breathing provide valuable capabilities.


  • Magelight - The light ball sticks to the target and lasts for 60 seconds. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice
  • Oakflesh - Caster’s armor stats are increased by 40 points for a minute. - From: Farengar Secret-Fire (Whiterun) - Level: Novice
  • Stoneflesh - Caster’s armor rating is improved by 60 points for a minute. - Level: Apprentice
  • Ironflesh - Improves the caster's armor rating by 80 points for a minute. - Level: Journeyman
  • Ebonyflesh - Improves the caster's armor rating by 100 points for a minute. - Level: Expert
  • Detect Life - Nearby living creatures, but not undead, machines or daedra, can be seen through walls. - Level: Journeyman
  • Detect Dead - Nearby dead and undead can be seen through walls. - Level: Expert
  • Dragonhide - Caster ignores 80% of all physical damage for 30 seconds. - Level: Master
  • Equilibrium - Converts 25 points of health into magicka per second. Caster can be killed by this effect. - From: Labyrinthian - Level: Novice
  • Telekinesis - Can pull an object to you from a distance. Add it to your inventory or throw it. - Level: Journeyman
  • Transmute - Transmutes one piece of unrefined Iron ore to Silver, or Silver ore to Gold if the caster is carrying any. - From: Halted Stream Camp - Level: Journeyman
  • Mass Paralysis - All targets in the area that fail to resist are paralyzed for 15 seconds. - Level: Master
  • Water Breathing - Can breathe water for a minute seconds. - Level: Journeyman



Conjuration
Conjuration is School of Magic focusing on skills of summoning creatures from other planes, or a magical armor or weapon to you. Summoned creatures will aid you in the battle as your personal ally. It is also used in for making Soul Gems by trapping a slain creature souls into Soul Gems.


  • Bound Battleaxe - A magical battle-axe can be created for 120 seconds. Sheathe it to dispel. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice
  • Bound Sword - You get a magic sword for 120 seconds. Sheathe it to dispel. - From: Farengar Secret-Fire (Whiterun) - Level: Novice
  • Bound Bow - Creates a magic bow for 120s. Sheathe it to dispel. - From: Phinis Gestor (College of Winterhold) - Level: Journeyman
  • Dead Thrall - Re-animate a dead body permanently to fight for you. Only works on people. - Level: Master
  • Flame Thrall - Summons a Flame Atronach permanently. - Level: Master
  • Frost Thrall - Summons a Frost Atronach permanently. - Level: Master
  • Storm Thrall - Summons a Storm Atronach permanently. - Level: Master
  • Conjure Familiar - A familiar can be summoned for 1 minute on the selected target. - From: Farengar Secret-Fire (Whiterun) - Level: Novice
  • Conjure Flame Atronach - One can summon the flame Atronarch for 1 minute on the directed target. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice
  • Conjure Storm Atronach - One can summon the storm Atronarch for 1 minute on the directed target. - From: Phinis Gestor (College of Winterhold) - Level: Expert
  • Conjure Frost Atronach - One can summon the frost Atronarch for 1 minute on the directed target. - From: Phinis Gestor (College of Winterhold) - Level: Journeyman
  • Conjure Dremora Lord - Summons a Dremora Lord for a minute. - From: Phinis Gestor (College of Winterhold) - Level: Expert
  • Conjure Dragon Priest - Summons a Dragon Priest for a minute. - Level: Expert
  • Revenant - Re-Animate a very powerful dead body to fight for you for a minute. - Level: Journeyman
  • Command Daedra - Powerful summoned and raised creatures are put under your control. - Level: Expert
  • Flaming Familiar - Summons a Flaming Familiar which will charge into an enemy and explode. - Level: Apprentice
  • Summon Arniel's Shade - Summons a Shade of Arniel Gane for minute. - ?
  • Summon Unbound Dremora - Summons an unbound Dremora. - Level: Master
  • Raise Zombie - You can reanimate a weak dead body to fight for you for a minute. - Level: Novice
  • Dread Zombie - Reanimate a very powerful dead body to fight for you for a minute. - From: Phinis Gestor (College of Winterhold) - Level: Expert
  • Reanimate Corpse - Resurrect a relatively powerful dead body to fight for you for a minute. - Level: Apprentice
  • Banish Daedra - Powerful summoned daedra creatures are sent back to Oblivion. - Level: Journeyman
  • Soul Trap - You get a soul gem if the target dies within 60 seconds. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice





Destruction
Desruction is a School of Magic that focuses, as the name tells, in destruction. In other words this means dealing direct damage to your opponents. This should be the major skill for offensive mage. The spells deal a couple of different types of damage: Fire, Frost, and Shock. Some creatures are resistant or have weakness to some of the types of damage.

The difference between those damage types are following: Fire will cause most direct damage of all, in addition it sets opponents in fire dealing extra damage per second when lit - may make opponents flee; Frost deals less direct damage than Fire, it drains your enemy's stamina and will slow opponents down - may paralyze enemies; Shock deals roughly same amount of damage than Frost and less than Fire, it may arch from enemy to another and drains Magicka - may cause instant disintegration, which is kinda cool.


  • Firebolt - A blast can be fired that inflicts 25 damage on the opponent. - From: Farengar Secret-Fire (Whiterun)/ Wuunferth the Unliving (Windhelm) - Level: Apprentice
  • Firebolt Storm - A blast of fire that does 5 points. Targets on fire take extra damage. - Level: Apprentice
  • Fireball - A fiery explosion for 40 points of damage in a 15 foot radius. Targets on fire take extra damage. - From: Wuunferth the Unliving (Windhelm)/Faralda (College of Winterhold) - Level: Journeyman
  • Fire Rune - You can caste it to any nearby surface and when the enemies make the contact, it explodes doing 50 points damage. - From: Farengar Secret-Fire (Whiterun)/ Wuunferth the Unliving (Windhelm)
  • Flames - Damage with a rate of 8 points per second can be inflicted. Targets "on fire" take extra damage. - From: Farengar Secret-Fire (Whiterun)/ Wuunferth the Unliving (Windhelm)/Faralda (College of Winterhold) - Level: Apprentice
  • Flame Cloak - For 60 seconds, enemies in melee range take 8 points fire damage per second. Targets on fire take extra damage. - From: Wuunferth the Unliving (Windhelm) - Level: Journeyman
  • Incinerate - A blast of fire that does 60 points of damage. Targets on fire take extra damage. - From: Faralda (College of Winterhold) - Level: Expert
  • Wall of Flames - Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second. - From: Faralda (College of Winterhold) - Level: Expert
  • Fire storm - A 100 point fiery explosion around the caster. The closer the target, the higher the damage. - Level: Master
  • Frost Rune - Its functionality is like that of Fire Rune.
  • Frostbite - A cold burst that can damage at a rate of 8 points per second to the health and stamina. - From: Farengar Secret-Fire (Whiterun)/ Wuunferth the Unliving (Windhelm) - Level: Novice
  • Ice Spike - A damage of 25 points can be inflicted to Health and Stamina using Ice Spike. - From: Farengar Secret-Fire (Whiterun)/ Wuunferth the Unliving (Windhelm)/Faralda (College of Winterhold) - Level: Novice
  • Frost Rune - Casts a trap on a nearby surface, that explodes for 50 points of frost damage for enemy walking into it. - From: Farengar Secret-Fire (Whiterun)/ Wuunferth the Unliving (Windhelm) - Level: Apprentice
  • Ice Storm - A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina. - From: Wuunferth the Unliving (Windhelm) - Level: Journeyman
  • Frost Cloak - For 60 seconds, opponents in melee range take 8 points frost damage and Stamina damage per second. - From: Wuunferth the Unliving (Windhelm) - Level: Journeyman
  • Icy Spear - A spear of ice that does 60 points of frost damage to Health and Stamina. - From: Faralda (College of Winterhold) - Level: Expert
  • Wall of Frost - Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second. - From: Faralda (College of Winterhold) - Level: Expert
  • Blizzard - Targets take 20 points of frost damage for 10 seconds, plus Stamina damage. - Level: Master
  • Lightning Bolt - The Lightening bolt can cause 25 point damage to Health and take out half of the Magicka. - From: Farengar Secret-Fire (Whiterun)/ Wuunferth the Unliving (Windhelm) - Level: Apprentice
  • Lightning Rune - Enemies get 50 points of shock damage when they come nearby the rune. - From: Farengar Secret-Fire (Whiterun)/ Wuunferth the Unliving (Windhelm) - Level: Apprentice
  • Lightning Cloak - For 60 seconds nearby opponents take 8 points of shock damage and half magicka damage. - From: Wuunferth the Unliving (Windhelm) - Level: Journeyman
  • Chain Lightning - Lightning bolt that does 40 points of shock damage to Health and half to Magicka, then strikes a new target. - From: Wuunferth the Unliving (Windhelm)/Faralda (College of Winterhold) - Level: Journeyman
  • Sparks - Lightning that does 8 points of shock damage to Health and Magicka per second. - From: Farengar Secret-Fire (Whiterun)/ Wuunferth the Unliving (Windhelm) - Level: Novice
  • Thunderbolt - A Thunderbolt that does 60 points of shock damage to Health and half that to Magicka. - From: Faralda (College of Winterhold) - Level: Expert
  • Wall of Storms - Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second. - From: From: Faralda (College of Winterhold) - Level: Expert
  • Lightning Storm - Target takes 75 points of shock damage per second to Health, and half that to Magicka. - Level: Master




Illusion
Illusion is a School of Magic that allows caster to alter one's mind. It has ability for example to make one flee or force him to fight, in other words frenzy them up, calm them down or make them sense a fear.


  • Calm - Creatures and people till level 9 won’t be able to fight for 30 seconds. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice
  • Clairvoyance - The path to the current goal will be guided. - From: Farengar Secret-Fire (Whiterun)/Embershard Mine on table (next to Riverwood) - Level: Novice
  • Courage - The targets won’t run away for a minute and one gets extra health and Stamina. - From: Farengar Secret-Fire (Whiterun) - Level: Novice
  • Fade Other - Target is invisible for 30 seconds. Activating an object or attacking will break the spell. - Level: Expert
  • Fear - People and Creatures till level 9 will run away for the 30 seconds. - From: Farengar Secret-Fire (Whiterun)/Faralda (College of Winterhold)
  • Fury - Creatures and people till level 6 will attack the anything that is nearby for 30 seconds. - From: Farengar Secret-Fire (Whiterun) - Level: Novice
  • Harmony - Creatures and people up to level 25 nearby won't fight for 60 seconds. - Level: Master
  • Hysteria - You will be able to move quietly for 180 seconds. - Level: Master
  • Invisibility - Caster is invisible for 30 seconds. Activating an object or attacking will break the spell. - From: Drevis Neloren(?)- Level: Master
  • Mayhem - Creatures and people up to level 25 will attack anyone nearby for 60 seconds. - Level: Master
  • Muffle - You will be able to move quietly for 180 seconds. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice
  • Pacify - Creatures and people up to level 20 won't fight for 60 seconds. - Level: Expert
  • Rally - Targets won't flee for 60 seconds and get extra health and stamina - Level: Journeyman
  • Rout - Creatures and people up to level 20 flee from combat for 30 seconds. - Level: Expert



Restoration
Restoration is a School of Magic that focuses heavily on healing or augmentation of living tissue magically. This allows one to magically restore health, fortify or absorb physical and magical attributes. Restoration also allows curing diseases and resist magical attacks. This skill is one of the major factors on mage's healing.


  • Bane of The Undead - Sets undead up to level 30 on fire and makes them flee for 30 seconds. - Level: Master
  • Cicle of Protection - Undead up to level 20 entering the circle will flee. - Level: Expert
  • Close Wounds - Heals the caster 100 points. - From: Collette Marance (College of Winterhold) - Level: Journeyman
  • College Practice Ward - Increases armor rating by 100 points and negates up to 100 points of spell damage or effects. - Level: Apprentice
  • Fast Healing - Caster gets to heal 50 points. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice
  • Healing - Heals the caster 10 points per second. - From: Farengar Secret-Fire (Whiterun) - Level: Novice
  • Grand Healing - Heals everyone close to the caster 200 points. - Level: Expert
  • Heal Other - Heals the target 75 points, but not undead, atronachs or machines. - Level: Journeyman
  • Healing Hands - Heals the target 10 points per second, but not undead, atronachs or machines. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice
  • Guardian Cicle - Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it. - Level: Master
  • Lesser Ward - Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. - From: Farengar Secret-Fire (Whiterun) - Level: Novice
  • Meridia's Light - Sets even powerful undead on fire and makes them flee for 30 seconds. - Level: Master
  • Repel Lesser Undead - All affected undead up to level 8 flee for 30 seconds. - Level: Journeyman
  • Repel Undead - All affected undead up to level 16 flee for 30 seconds. - Level: Expert
  • Steadfast Ward - The armor stats are increased by 60 points and one can bear with Magic damage equivalent to 60 points. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice
  • Turn Lesser Undead - Zombies (Undead) up to level 6 will run away from the combat for 30 seconds. - From: Farengar Secret-Fire (Whiterun) - Level: Apprentice
  • Turn Undead - Undead up to level 13 flee for 30 seconds. - Level: Journeyman
  • Turn Greater Undead - Undead up to level 21 flee for 30 seconds. Level: Expert



Trophies in Skyrim (Achievements)


There are four types of Trophies in Skyrim or Achievements if you'd prefer that term. They can all be unlocked by doing certain required deeds in Skyrim. Two of these trophy classes are major: Bronze (Easiest) and Silver (Harder), along those you have two bonus trophies called Gold Trophy and Platinum Trophy. The last two mentioned are the hardest to achieve, Platinum Trophy requirest you to collect all 50 trophies. That makes 51 achievements for you to hunt overall.


Special thanks for David Savage from http://gamereuphoria.com/ sharing information about Skyrim Trophies

Bronze Trophies:

  • Unbound – Complete ‘Unbound’
  • Bleak Falls Barrow – Complete ‘Bleak Falls Barrow’
  • The Way of the Voice – Complete ‘The Way or the Voice’
  • Diplomatic Immunity – Complete ‘Diplomatic Immunity’
  • Alduin’s Wall – Complete ‘Alduin’s Wall’
  • Elder Knowledge – Complete ‘Elder Knowledge’
  • The Fallen – Complete ‘The Fallen’
  • Take Up Arms – Join the Companions
  • Blood Oath – Become a member of the Circle
  • Gatekeeper – Join the College of Winterhold
  • Revealing the Unseen – Complete ‘Revealing the Unseen’
  • Taking Care of Business – Join the Thieves Guild
  • Darkness Returns – Complete ‘Darkness Returns’
  • With Friends Like These… – Join the Dark Brotherhood
  • Bound Until Death – Complete ‘Bound Until Death’
  • Sideways – Complete 10 Side Quests
  • Hero of the People – Complete 50 Misc Objectives
  • Hard Worker – Chop Wood, Mine Ore and Cook Food
  • Snake Tongue – Successfully persuade, bribe and intimidate
  • Blessed – Select a Standing Stone blessing
  • Citizen – Buy a house
  • Wanted – Escape from jail
  • Marries – Get Married
  • Artificer – Make a smithed item, an enchanted item and a potion
  • Master Criminal – Bounty of 1000 gold in all nine holds
  • Reader – Read 50 Skill Books
  • Daedric Influence – Acquire a Daedric Artefact
  • Dragon Soul – Absorb a dragon soul
  • Dragon Hunter – Absorb 20 dragon souls
  • Words of Power – Learn all three words of a shout
  • Apprentice – Reach level 5
  • Adept – Reach level 10
  • Expert – Reach level 25


Silver Trophies:

  • Glory of the Dead – Complete ‘Glory of the Dead’
  • The Eye of Magnus – Complete ‘The Eye of Magnus’
  • One with the Shadows – Returned the Thieves Guild to its former glory
  • Hail Sithis! – Complete ‘Hail Sithis!’
  • Taking Sides – Join the Stormcloaks or the Imperial Army
  • War Hero – Capture Fort Sungard or Fort Greenwall
  • Hero of Skyrim – Capture Solitude or Windhelm
  • Thief – Pick 50 locks and 50 pockets
  • Standing Stones – Find 13 Standing Stones
  • Golden Touch – Have 100,000 gold
  • Delver – Clear 50 dungeons
  • Skill Master – Get a Skill to 100
  • Explorer – Discover 100 locations
  • Oblivion Walker – Collect 15 Daedric Artifacts
  • Thu’um Master – Learn 20 shouts
  • Master – Reach level 50


Gold Trophy:

  • Dragonslayer – Complete ‘Dragonslayer’


Bonus:





Town Guides with Related Quests



Riverwood







Riverwood is a small settlement North from Helgen with about ten houses sitting next to a river. This is your first place to stop at if you decide to follow the Main Quest right after starting sequence of the game (first 20-30minutes). You can find first available companions here (Sven, Faendal). There is a shop called Riverwood Trader to do some bartering around, it has some low level spells. It's related to Quest called "The Golden Claw", which takes place in Bleak Falls Barrow. Read more at out Riverwood Guide.



Dungeons




Bleak Falls Barrows



Moss Mother Cavern


Moss Mother Cavern is a mossy cavern filled with Bears and Spriggan Northwest quite far Northwest from Falkreath. Not for low level characters!



Related Quests: Miscellaneous: Clear Out Moss Mother Cavern
  • You meet Nord named Valrd outside the cave. He tells you that he's wounded and needs healing. You need either have healing potions with you or able to heal him with spell. After this he tells his story: "we were hunting bears inside the cave (Moss Mother Cavern) when they attacked - three of them - Spriggans". His friend was killed and he survived. Valdr will ask you to help him clear out the cave.

  • Don't go with low lever character, I had Sven and Valdr with me at level 5 and we were barely able to scratch the Spriggan and Bears. I'll get back to this later






Guardian Stones and Their Effects


There are thirteen Guardian Stones all together in Skyrim and they can be found at various locations around the game world. Only one stone can be activated at the time, you cannot have two effects similarly. They grant you some very useful effects, that are also permanent and in use all the time, unless you activate another stone of which effect will then take place of the old.


  • The Warrior Stone - Combat skills increase 20% faster.
  • The Thief Stone - Stealth skills increase 20% faster.
  • The Mage Stone - Magic skills improve 20% faster.
  • The Lover Stone - All skills improve 15% faster.
  • The Apprentice Stone - Recover Magicka twice as fast; twice as vulnerable to magic.
  • The Atronach Stone - 50 extra points of Magicka, 50% Absorb spells, -50% Magicka regen.
  • The Lady Stone - Regenerate Health and Stamina 25% Faster.
  • The Lord Stone - 50 points of damage resistance, 25% magic resistance.
  • The Ritual Stone - Raises all the dead around you to fight for you once per day.
  • The Serpent Stone - Paralyze the target for 5 seconds, and do 25 points of damage once per day.
  • The Shadow Stone - Invisibility for 60 seconds once per day.
  • The Steed Stone - Carry weight +100, no movement penalty from armor.
  • The Tower Stone - Unlock any expert level lock (or lower) once per day.







Questions and Answers



Where to find first companion?

Well your best bet is to follow main quest straight to Riverwood - when you enter, you have two choices. Either find Nord called Sven either in Sleeping Giant Inn or walking down the street.. He has a task for you to deliver a letter to Camilla to drive Elf called Faendal out competition for they both are in love with this woman.

Deliver the letter to Camilla who's usually inside Riverwoord Trader. Get back to Sven and tell you did the task. Now quit the dialogue and talk to Sven again, you'd have an option by now to ask him to help you out which will make him join you to your adventures!

Optionally you can rat out Sven's plans to Faendal, this will make Sven dislike you but make Faendal joinable character to your party instead. Faendal is Bosmer (Wood Elf) who likes to use Bow more than melee. He is also archery trainer. Glitch warning: You can train Archery as much as you can with Faendal, just need to pay him some money (it's good to have at least 500-600 gold) then trade with him in party options and take claim your money back. That's if you don't mind glitching that is. -Thanks for Todd S. providing info about Faendal





How to Become a Werewolf in Skyrim?

Travel to city of Whiterun and finish a quest about Jarl of Dragonreach. Seek out Companions Faction in Whiterun, located just below the Dragonsreach

Join the Faction and finish any quests they’ll give you, until they will send you to the final quest to gather specific items before meeting them in the Underforge

Head up to the Underforge and you’ll enter a ritual which will make you a Werewolf! Transforming into a Werewolf-form is always temporary event and you’ll turn back to yourself soon. As well as you can turn into Werewolf again any time.


The benefits and drawbacks of being a Werewolf:
  • Increased health and stamina by 100
  • Greatly faster sprinting
  • Hand to hand damage bonus.
  • You gain new shouts such as generating fear in your enemies, and to summon wolves.
  • Drawbacks of being a Werewolf:
  • No casting, equipping items, or looting corpses while in werewolf form.
  • No talking to NPC’s while in the form, and you will scare people or turn them hostile.
  • Caught in transforming to Werewolf is considered a major crime
  • Fragility towards silver weapons



How to cure being a Werewolf then? You need to be in the Companions Faction to do this, if you're not a member yet, find then in Whiterun. Then you'll have to finish all of their quests. When done, talk to Aela the Huntress in Whiterun - the Companions will then offer you a special Quest to cure lycantrophy. Finishing the Quest will get you cured of lycantrophy - the cure will be permanent and you cannot become a Werewolf ever again.





How to become a Vampire in Skyrim?

To become a Vampire in Skyrim you’ll need to get in close combat with any vampires in game. If they hit you there’s a chance that you’ll get infected by vile disease that will eventually turn you to a Vampire. If this is what you’re looking for then it’s about pure luck if you get infected by the “Vampire disease” or not. So you better find some Vampires!

If you’re contracted by the disease, it can be cured by a regular cure disease potion. If you choose not to cure it, or don’t have cure disease even if you wanted to – you have three days of time to cure up before the disease becomes permanent and you’ll turn into full blooded Vampire.


Known locations to find Vampires in Skyrim are:
  • Bloodlet Throne (in the mountains of Falkreath)
  • Haemar’s Cavern (in the mountain with “7000 steps”)
  • The Broken Fang Cave
  • North Shriekwind Bastion




Vampires will succumb for their thirst of blood over time unless feeding up. If you’re a long perioid without blood then your benefits of vampirism will strengthen up but your downsides will also increase. You can only feed by a sleeping NPC. To do this you need to sneak next to a sleeping NPC and suck their blood – it will show action up as “pickpocket” while you actually suck blood by executing that action. There are four stages of vampirism, when stages increase, the most effects stay same while the rest changes. We’ll only list here the changes between stages on any stage that is higher than Stage 1:


Stage 1
  • +25% to Illusion spells
  • 25% Harder for NPC to detect
  • 25% Frost Resistance
  • 100% Resistance to diseases or poisons
  • +Spell: Drain health

  • 25% weakness to fire
  • -15 pts to Health, Magic, Stamina while on sunlight, and no regenerating these


Stage 2
  • 50% Frost resistance
  • +More effective “vampiric servant” and “vampiric drain powers”
  • +Spell: Vampiric Seduction – Calm animal or human for 30 seconds

  • 50% Weakness to Fire
  • -30 pts to Health, Magic, Stamina while on sunlight, and no regenerating these


Stage 3
  • 75% Frost resistance
  • +More effective Reanimate Dead and Draining Health

  • 75% Weakness to fire
  • -45 pts to Health, Magic, Stamina while on sunlight, and no regenerating these


Stage 4
  • 100% Frost resistance
  • +More effective Drain Health and Vampiric Servant
  • +Spell: Embrace of Shadows – Invisibility for three minutes

  • 100% Weakness to fire
  • -60 pts to Health, Magic, Stamina while on sunlight, and no regenerating these
  • All NPCs are hostile towards Stage 4 Vampire


  • Thanks for GameFront.com staff sharing this information!





How do I join the Companions

You need to approach city of Whiterun. On a fields nearby the main gates next to the road you'll see three people who are fightning Giant. If you don't attack these people, and talk to them after the battle, they'll ask you to join the Companions.

You may also optionally get into city of Whiterun and find a building called Jorrvaskr, look it on the east of Dragonsreach. Get inside the building and speak with Kodlak, he'll offer you a Quest called "Take Up Arms" - complete the quest and you're in.





How Do I join to Thieves Guild?

You need to head to town called Riftenand find man called Brynjolf. He'll be found either on townsquare, or he's waiting at the storefront during daylight. Talking to him will lead you to Thieves Guild Quest chain - he'll ask you to do him favor - after you've done it you'll meet him again at Ragged Flagon bar underneath Riften, in the Ratway. There he'll give you second guest called "Taking Care of Business" - complete it and you become a member.





How Do I join to The Dark Brotherhood

This is a bit tricky. You need to visit different Taverns and Inn's around Skyrim and ask for information and rumors. Do this untill you get a tip to speak with boy called Aventus Arentino. He's located in the Arentino Residence in Windhelm (Right about middle of the town map, a bit to north and right - there's an arch way with two towers of which another of the towers is house of Arentino). There's a chance you'll be able to talk to him before receiving the rumors - the boy will give you quest "Innocence Lost", which will take you to Riften in Orphan House to slain it's host.

Complete the quest and you'll get a note from courier saying "We Know", if the courier doesn't show up right away let a few days pass and even change a town - eventually he will deliver the letter. After getting the note you'll just need to find a place to sleep and you'll be automatically contacted by The Dark Brotherhood - awaken from your sleep by a member of the faction, he'll abduct you to Dark Brotherhood Base where you can get into Dark Brotherhood Quest Line and become a member!




How do I enchant weapons and armor in Skyrim?

There's basically three steps: firstly, you must have a Soul Trap Spell. You can trap a soul by shooting the spell to an enemy just before he dies, the stronger enemy, the greater soul and thus greater the enchantment. Secondly, you must disenchant items with any magical ability to learn different types of enchant abilities and effects. To enchant any item you must first learn an effect by disenchanting one. You can do disenchanting and enchanting at Arcane Enchanter which can be found at several caves and towns. Finally, to enchant on Arcane Enchanter you must thus have A Soul Gem filled with a soul and to have learned at least one effect of enchanting by disenchanting magical item. When you've those, the phase three is to enchant new item.




How to add more than one Enchantment to Item in Skyrim?

The maximum enchantments to add per item in Skyrim is one, in exception of the very best smiths who can add two Enchantments per item when learning Extra Effect perk. 

To do this you’ll have to follow your Enchanting-skill-path all the way to the most powerful perk of the skill – “Extra Effect” – which will allow you to put two enchantments per item. There is no other way to get more than that. 

Extra Effect requires full path in skill tree to reach the skill as well as Enchanting skill of 100.





How can I craft Dragon Armor?

Dragon Armor is the last perk in skill tree of Smithing. You need to follow either paths untill you reach the last one "Dragon Armor". This perk requires 100 of smithing skill to be able to pick it. Fastest route is through Light Armor (Steel Smithing-> Elven Smithing-> Advanced Armors-> Glass Smithing-> Dragon Armor). Once you get it all you need is ingredients. You get them by killing dragons - so you'd better go for a dragon hunting. If you know any Dragon Shrines it best way to start.

Once you have all the require levels in Smithing, all you have to do is get the ingredients, which means you're off for a dragon hunt. If you know any Dragon Shrines previously these are best places to hunt for they are usually guarded by Dragons.





How do I get Dragon shouts?

There are twenty Dragon Shouts in Skyrim all together. Every each of Dragon Shouts consists of three levels, so after finding a shout, you can get it upgraded twice.

To learn a Dragon Shout you must first find a "Word Wall" where Dragon Shouts is written to - these writings are known as a Word of Power - and will teach you a new shouts, and upgrades to already learned ones. They can be easily detected for they shine bright blue on the wall. Shouts need charges that are "Dragon Souls" to use, you can get Dragon Souls by killing Dragons of which after you automatically absorb it's soul. Word Walls can be found mostly from Dungeons, while Dragons can be found hunting outside, or finding Dragon Shrines.

A tip to locate more Dragon Shouts in Skyrim: in any town or village, use your Words of Power (Dragon Shouts), it might trigger a courier to give you letter which has a small quest. These quests will lead you to find Dragon Shouts!





How to buy a House in Skyrim?

You can buy houses at each major cities of Skyrim: Whiterun, Riften, Markarth, Windhelm, Solitude. You must first be approved by the local Jarl of each major cities before you can purchase a house. Once approved - you can buy houses from Stewards. There's no limits how many houses you can own at once.





Where to buy a house in Skyrim?


  • Whiterun: You can purchase house from Proventus Avenicci, the Jarl's Steward. You must first complete a quest "Bleak Falls Barrow". Cost: 5000 Gold
  • Riften: You can purchace house from The Steward of Riften. Cost: 8000 Gold
  • Markarth: You can purchase house from the Steward of Markarth. Cost: 8000 Gold
  • Windhelm: You can purchase house from The Steward of Windhelm after completing all quests for Stormcloaks. Cost: 12000 Gold
  • Solitude: You can purchase house from the Steward of Solitude, you must first complete a quest for the Jarl of Solitude. Cost: 25000 Gold






Which race makes up best Mage?

Breton and High Elves have 25 points starting bonus to skills governing Magic all together, while Dark Elves have 20 points and Imperial 15. This makes High Elves and Breton almost evenly good in competition of title of best Mage potential race in Skyrim. Dark Elves are also good and Imperial decent. The rest races have 0-10 points bonus to skills of Magicka.

Breton are slightly more defensive build with powers of 25% Magic Resistance and 50% Absorb Magicka for 60 seconds (Dragonskin ability), while High Elf is quite balanced all-areas and have Highborn ability which allows to Regenerate Magicka faster for 60 seconds & natural born permanent +50 Magicka thus making High Elves probably strongest overall with a very slight margin to Breton.





Which race makes up best Warrior?

Nord and Orc split the pot when calculating Racial starting bonus points governing Weapon (archery counted in), Block and Armor skills, they both have 25 points starting bonus to skills belonging to these categories. Redguards came in next with 20 points to the skills - Wood Elves and Imperial have both 15.

Orcs have Beserker ability which makes them take half damage while dealing twice as hard as normally for 60 seconds - thus compared to Nords Battlecry which makes enemy flee for 30 seconds and 50% resistance to Frost - in my opinion it's a slight win for Orc. The bottom line is though if you prefer Light Armor or Heavy Armor. Orcs master Heavy Armor with +10 bonus while Nords only have Light Armor with +5. If you like the Heavy Armor go for Orc, for Light Armor go for Nord. Redguard is a good third choice.





Which race makes up best Thief?

There are three races to stand out from the crowd. Wood Elves have respectably 15 points starting bonus to thievery skills: Sneak, Lockpick and Pickpocket, thus making a great third choice for a thief - they also have +10 Archery for assassination. Most highest rated thief races are Khajiit and Argonian with both granted 20 points racial starting bonus to the thievery skills.

In my opinion it's a draw between these two races. Khajiit have +10 sneak, +5 lockpick and +5 pickpocket while Argonian have +10 lockpick, +5 sneak and +5 pickpocket. Their special abilities don't really boost up thieving. Khajiit have +5 archery while Argonian have +5 light armor. Thus making Khajiit better assassin-like Thief and Argonian better in close combats survival, but just slightly. It's the matter whether you'd like to pick more locks of chests, whereas Argonian is your choice or assassinate with bow more efficiently, whereas Khajiit is way to go. Difference is not big though so choosing another doesn't shut off the choice of others abilities.




Which race makes up best Crafter in Skyrim?

Orcs, playin and simple, they are the only race with Racial Bonus to both enchanting and smithing (though both are only +5).




How do I see if i've got a disease in Skyrim?

You've got to go under "Magic tab" and check "active effects" there, check any negative effects that shouldn't be there and you'll see what causes it. Also NPC will quite often note you that "you look ill, then it's time to check if you truly are.




My companion is lost, what can I do?

There's no way to see in Skyrim if you still have your companion set for you or not. Companions don't usually die, but it has seemed to me that rarely they might. Think of places where you last time saw her/him and visit there, if you're lucky he'll just appear next to you at some point when searching him/her. If this doesn't work, you may also try and fast travel around, this has worked me for a few times and companion has appeared after fast-traveling. If none of these tricks work you're out of luck.




Can My Companion Die?

Yes, but it happens quite rarely.




Can I have more than one companion?

No unfortunately not, you have to let another companion go when hiring anew.




How Can I Improve My Unarmed Skill in Skyrim?

Well there isn't actual unarmed "skill" in Skyrim, thus you cannot improve the actual skill in any way. You can - however - improve your Unarmed damage by a few ways to make it actually very decent alternative for weapons. Just remember that when you're fightning Unarmed, you aren't going to raise either One-Handed or Two-Handed skill!

What you can do is firstly to pick Khajiit race for they have racial ability of "Claws", which do moderate amount of damage: 15 Damage per claw.

Second thing you can do is to head out to Riften. While there, search entry to Ratway, which is sewer system located below Riften. It can be found near very middle of Riften city, where is that round-shaped market. From there head down to canal and you'll find a door near water level leading to Ratway. Keep going and killing enemies until you come across an unarmed bandit. Kill him, he should have "Gloves Of Pugilist", which will grant you +10 Damage to Unarmed Strikes per hand. With Khajiit that'd make 25 Damage per hand.

Third thing is you can get Heavy Armor Perk called "Fists Of Steel", which will grant your hand-to-hand attack to do extra damage as much as your gloves armor rating is (note that the gloves must of course be Heavy Armor). For example with 10 armor rating at your gloves, you'll do +10 extra damage per fist. Fists Of Steel is second perk to reach in Heavy Armor skill tree, meaning you only need to spend two perks to it, along requirement of raising Heavy Armor to 30 which is the perk's skill requirement - so even if you'rent Heavy Armor character, you may want still go for it, especially if you're a Khajiit.

Sadly it's not possible to combine Gloves Of The Pugilist bonus with Fists Of Steel bonus, since Gloves of Pugilist are Light Armor class, while Fists Of Steel perk only applies to heavy armor. Still, either one makes your character pretty decent damage-dealer in hand-to-hand combat.


25 comments:

  1. GREAT job with the "Skills and Perks Tree" section -- very informative.

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  2. Actually it's in progress but I just got it ready so it should be up in a minute.. :-)

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  3. For the first companion - if you side with the other guy in that dispute (wood elf) you're better off. He's an archery trainer and you can take him with you into the dungeon and use a training exploit to get up to 50 archery skill. Basically you train as much as you can (good idea to go in there with at least 500 or 600 gold), then ask to trade with him. You can reclaim your money from the trade screen, then repeat. I was able to get up to level 9 by the time I was done with that dungeon mostly due to archery skill-ups.

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  4. Another drawback of lycanthropy (werewolf) is that you do not gain rested bonus from sleeping. I saw that in one of the loading screen tips.

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  5. Hey Todd, Thanks for sharing!

    I'm done updating today and off to play some Skyrim. But I'll add your tip tomorrow and be sure to credit it for Todd S. - thanks mate :)

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  6. The shouts info seems to be a bit off you get shouts by finding dragon words around skyrim ,mostly in dungeons, and activating them after you kill the dragon for its soul Iv got 2 shouts that still need to be unlocked because all the dragons are hiding from me lol

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    Replies
    1. I've found that dragons like to appear in small towns after a fast travel. I have 6 souls to use but no luck finding new words of power. :/

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    2. Hey check this page's chapter "Dragon Shouts" for approximate locations. May help you out. http://www.thegamersdungeon.com/2011/11/your-guide-to-skyrim-tips-and-hints.html?showComment=1327526170431#animalallegiance

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  7. Actually it was pretty badly off lol, thanks for the correction! good luck hunting.

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  8. I would just like to say that according to the official Skyrim guide the Redguard get a rather large bonus to heavy armour. More so then any other character in fact. thought I'd ley you kno so you can update

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  9. Hey, are you talking about that "Prima Official Skyrim Guide"? Thanks for bringing this up, do you know an exact amount of bonus? I need to get this confirmed before I make chances, but I'll keep my eyes open.. :)

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  10. for the shouts, talk to the guards mainly. i got 2 shout locations from them.

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  11. Thanks for this, we are now getting our smithing up :)

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  12. you missed a hire person, theres an ork that you need to convince to join you, this requires battling him with fists but you can call on him once you win. ive forgotten the name of the stronghold but its the far west one.

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  13. Thanks very much for this guide. Skyrim has been my first elder scrolls game and thanks to you I'm a Redguard-one handed-werewolf-archer-bad ass. Cheers mate :D

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  14. Hah cool. I'm thinking of starting another character soon also. Dunno what race yet though :)

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  15. Excellent character creation guide, mate, even chose a Guardian Stone for my new character and know now where to find it!

    Spent hours on a name for him and had an idea for his background, visited this page and everything just fell into place. Awesome :)

    Good job.

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  16. EXCELLENT!! I just received Skyrim as an early Christmas gift from my Fiance. I've played Morrowind and Oblivion and I'm ADDICTED!!!! Great guide, first I looked at so far but tons of useful info. My dear fiance will be excited to read some of this when I get home from work. (: Keep updating, we'll be keeping an eye out! <3

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  17. Hi, thanks for your words :)
    It's true that Elder Scrolls franchise is very addicting series indeed! So much stuff to do and so many different characters to try out. Open-ended gameworld's always been my favorite.

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  18. hey good job on this gameguide. iv been playin a while but your maps hepled me find some vampires to go slaughter in my werewolf form. o and as a werewolf + you can run long distances which is awesome. a - is that you have to change beforehand, if you try to change during a fight you just get attacked and will usually die.

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  19. Glad you enjoyed reading even though this guide is far from complete :)

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  20. blaze hudson level 55 wood elf7 February 2012 06:23

    wheres pale pass in skyrim

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  21. class game! and some good info on here. keep up he good work.

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  22. Thanks for everyone who has read this guide. It's "on hold" for now due my Xbox being still broken and My graduation at the studies nearing on 'till this Summer, so I'm really busy. I had originally planned to expand this to at least making another Quest Guide for other town and Thieves Guild questline.. Perhaps I find time to return expanding this guide later I hope!

    Feel free to share your tips here any time.

    Meanwhile be sure to check our weekend Competition at

    http://www.thegamersdungeon.com/2012/03/weekend-gallup-whats-your-favorite-game.html

    Two amazon gift cards little over $10 both and one $5.99 game of your choice for there on grabs to win. I know it ain't much, but competition is rather easy and fast to take part to also :-)

    You just need to tell a bit what's your favorite game -- read more in that post!

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  23. great guide, just noticed you're missing the 'Matching Set' perk from the light armor tree.

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