Cheat Codes Skyrim
Cheat Codes Skyrim
Cheat Codes Skyrim
While playing the game, press ~ to display the console window. Then, type one of the following codes
and press [Enter] to activate the corresponding cheat function:
Result Cheat Code
List all commands help
God mode tgm
Increase level advancepclevel
Increase level of indicated skill by one player.incpcs [skill name]
All spells psb
Add indicated Dragon's Souls player.modav dragonsouls[number]
Add indicated perk player.addperk [id number]
Add indicated spell player.addspell [id number]
Add indicated item player.additem [id number]
Add indicated amount of gold player.additem 0000000f[number]
Add indicated number of lockpicks player.additem 0000000a[number]
Set player level player.setlevel [number]
Set skill level advancepcskill [skill name] [number]
Set health player.setav health [number]
Set magicka player.setav magicka[number]
Set stamina player.setav stamina[number]
Set fatigue player.setav fatigue [number]
Set burden player.modav burden[number]
Set carry weight player.modav carryweight[number]
Set character's fame setpcfame
Set character's infamy setpcinfamy
Set ownership of target; allows you to take it
without stealing
setownership
Set to high value to fight; "0" to be free player.setcrimegold [number]
Set player scale; "1" is default player.setscale [number]
Set field of view fov [number]
Unlock Arvak the Skeleton Horse ("Dawnguard"
DLC)
player.addspell 0200C600
Unlock selected locked door or container unlock
Lock selected door or container with indicated lock
level
lock [1-100]
Advance indicated skill advskill [skill] [number]
Complete all quest stages caqs
Duplicate items; click container or NPC, and copy
the RefID
duplicateallitems
Kill selected enemy kill
Kill all nearby enemies killall
Fast travel to indicated location coc [location]
Teleport to quest target movetoqt
Increase movement speed by indicated
percentage
player.setav speedmult[number]
Add item with one or two enchantments
playerenchantobject [object id] [mgef id
#1] [mgef id #2]
Restore player's HP to full player.resethealth
Restore targeted NPC's HP to full resethealth
Remove all items from selected NPC removeallitems
Reset NPC to original inventory resetinventory
Resurrect targeted corpse resurrect
Toggle all map markers tmm [0 or 1]
Change genders sexchange
Spawn NPC player.placeatme [NPC ID]
Show ID for companion or NPC help "[NPC name]" 4
Set the indicated NPC as essential setessential [NPC ID] 1
Set refractive value of the target; "0.0" is normal,
"0.000001" is invisible, "1.0" is full refraction
str [number]
Start all quests; may break storyline saq
Testing hall with all items coc qasmoke
Search by keyword help keyword [mode number]
Freeflying camera tfc
Enable controls during cutscenes enableplayercontrols
Toggle AI detection; allows easy stealing tdetect
Toggle AI tai
Toggle collision tcl
Toggle combat artificial intelligence tcai
Toggle FOW tfow
Toggle grass tg
Toggle menus tm
Race menu showracemenu
Save game savegame [file name]
Quit game qqq
Note 1: For example, enter "modpcs blade, 10" to increase your blade skill by 10 points; it will not
set it to 10. Raising your skills in this manner will cause you to level up, but will not give you any
attribute bonuses when you pick which attributes you want to increase on the level up screen.
Note 2: For example, enter "modpca strength, 10" to increase your strength by 10; it will not set it to
10.
Note 3: For example, enter "player.setav strength 60" to set your Strength to 60. This works for all
statistics and skills including derived stats, such as Magicka and Fatigue. When you use this code to
alter Magicka or Fatigue, you are changing the base value of the stat. For example, "player.setav
magicka 80" will add 80 points of Magicka to your character's base Magicka score. Changes made to
skills using this code will not affect your character's level progression in the same manner as using
the "modpcs".
Note: Some cheats can cause bugs later on, or cause situations which may "break" certain quests. If
you're unsure of your game's stability, don't save your game after using the command and disable
autosaves in the main menu.
ModAV carryweight [#] Set carry weight to specified number
AddShout [Shoud ID] Add shout to player skill list.
Player.AddItem [item ID]
[#]
Add item to inventory. Example:
"player.additem f 100" adds 100 gold
Player.SetLevel [#] Sets the player level.
Note: Does not grant
commensurate experience
Player.AddPerk [perk
ID]
Adds the specified perk.
AdvSkill [skill] [#] Gives player the specified number of Skill-based
experience points.
Amounts vary from skill to skill.
Player.PlaceAtMe
[Item/NPC ID] [#]
Spawns item / NPC near player.
(Can be used with AI commands for hilarious
effect)
AdvSkill [Skill ID] [#] to grant yourself a certain amount of experience in a given skill category. The
value of experience points varies from skill to skill, so we suggest choosing a skill you want to become
HIGHLY proficient in (maybe... all of them?) and starting there.
The table below indicates how many experience points will increase each skill by one level. In terms
of overall player level, it takes an increasing and variable amount of XP to level up, so feel free to use
theplayer.setlevel [#] command.
SKILL TREE SKILL ID Points/Lvl
Alchemy alchemy 506
Alteration alteration 132
Archery marksman 43
Block block 86
Conjuration conjuration 188
Destruction destruction 192
Heavy Armor heavyarmor 104
Illusion illusion 86
Light Armor lightarmor 173
Lockpicking lockpicking 7
One-Handed onehanded 110
Pickpocket pickpocket 37
Restoration restoration 197
Sneak sneak 20
Speech speechcraft 1914
Two-Handed twohanded 179
TO ADD INDIVIDUAL PERKS
To add individual perks, use the console command player.addperk [perk ID]
(Consult our list of Perk IDs on the Item Codes page).
For example, to add the Sneaking perk 'Silent Roll,' enter
player.addperk 105F23 into the command console. While the skill will turn gray in the skills menu
(normally indicating that you are under-level for the desired perk), you will still be able to utilize it's
abilities. Alternatively, you could pre-empt this process by using theplayer.setlevel ##
tgm - Toggles God mode (Invincibility, infinite carry weight)
tcl - Toggles No-clip mode (Fly, walk through walls)
coc "Location" - Teleports you to that location, An all item room is coc QASmoke.
psb - Give all spells to player
player.advlevel - Force a Level Up ( No perk points added)
caqs - Complete all Quest Stages
tmm,1 - Toggle Map Markers
tfc - Free camera
saq - Start all quests (Warning: Not a good idea!)
qqq - Quit the game
coc qasmoke - Testing hall (You'll have your items, enchanted items may crash game)
tai - Toggle Artificial Intelligence (Freezes enemies)
tcai - Toggle Combat Artificial Intelligence (Freezes enemies)
tg - Toggle grass
tm - Toggle menus, HUD
tfow - Toggle FOW
kill - Kill targeted thing
resurrect - Resurrects targeted thing
unlock - Unlocks targeted locked thing
lock X - Lock targeted chests, doors or even people, where X is the difficulty level of the lock (0 - 100)
killall - Kill all nearby enemies
removeallitems - Removes all items of targeted NPC
movetoqt - Teleport to quest target
enableplayercontrols - Enable controls during cinematics
tdetect - Toggle AI Detection (Avoid getting caught stealing)
setownership - Changes ownership of target so you can steal it
duplicateallitems - Duplicate items (Target container or NPC and copy the RefID)
fov XXX - Change field of view.
advancepclevel - Increase your Level
advancepcskill (skillname) X - Increase skill level
advskill [skill] XXX - Increase targeted skill by XXX amount
setpcfame - Set targeted character's fame
setpcinfamy - Set targeted character's infamy
player.modav [attribute name] [amount] - Apply modifier (+ or -) to the named attribute or skill. Skills are
entered as they appear in-game, without spaces or quotes, except for Speech and Archery, which are
"speechcraft" and "marksman" respectively. Attributes are things like "health" or "carryweight", again
without spaces or quotes. NOTE: Using the modav command will cause attributes modified by it to always
appear in green, as the game thinks they've been buffed. You can try "setav" instead (untested), but in other
Bethesda games this has sometimes led to permanent problems.
player.modav carryweight X - Set Carry Weight
player.modav burden X - Increase Burden by X
player.modav Dragonsouls X - Add Dragon's Souls to your pool, allowing you to improve your shouts.
player.setav speedmult X - Increase movement speed, where X is a multiplier (percentage)
player.setav Stamina X - Set Stamina
player.setav Health X - Set health
player.setcrimegold X - Set to 0 if you want it to be free
player.setav Magicka X - Set Magicka
player.setlevel X - Set Level
player.placeatme X - Spawns an NPC at your location, where X is NPC ID
player.setscale X - Change scale of player, where X=1 is normal
player.IncPCS [Skill Name] - Increase the level of targeted Skill by one.
showracemenu - Brings up the race selection/character customization menu. NOTE: This will reset your
character to level 1 and all your skills to their initial base values.
[target].getavinfo [attribute] - This will display a short list of information about the given attribute (health,
skills, etc.) of the specified target. You can omit "[target]." if you first click on the target with the mouse, or
you can replace it with "player." if you want the info on your character. For example:[br/]player.getavinfo
lightarmor
player.additem XXXXXXXX "###"- Adds items based on Item Codes, where XXXXXXXX is the item
code, and ### is the amount you want.
player.additem 0000000f "999" - Add 999 Gold
player.additem 0000000a "100" - Add 100 Lockpicks
player.addperk XXXXXXXX - add perks based on perk codes, i.e. player.addperk 000c44b8 would add the
adept alteration perk, found on the Item Codes page. Make sure your skill level is high enough to have the
perk before you enable it or it may not work properly and that you add any multi-tier perks in order.
help - List console commands
help keyword X - Search by the keyword, number is search mode, listed in "help" commands
coming a vampire
While in combat against vampires, you have a chance of contracting vampirism each time they land a
hit on you. If you contract the disease, it can be cured with any regular disease potion. However, if
you wait three days, the disease will become permanent, and you will gain the powers of a vampire.
There are four stages of Vampirism. The longer you go without blood, the more powerful the benefits
of vampirism will become, but the weaknesses will also get worse. You can only drink blood from
sleeping NPCs. As each stage of vampirism increases, some effects stay the same, while others
change. The four stages of Vampirism and their effect (changes between stages are only listed) are
as follows:
Stage 1
Vampires have a 25% increase to their Illusion spells. They are 25% harder for NPCs to detect, have
100% resistance to diseases or poisons, and are 25% resistant to ice.
Vampires are 25% weaker to fire, and their health, magic, and stamina stats are reduced by 15 points
in the sunlight. Those three stats also do not regenerate.
Vampires have the power to reanimate the dead to serve them. They can also improve their night
vision with another power.
Vampires gain a spell that allows them to drain the health of their enemies.
Stage 2
Vampires are 50% resistant to frost, and their vampiric servant and drain powers are more powerful.
Vampires are 50% weaker to fire, and their health, magic, and stamina stats are reduced by 30 points
in the sunlight.
Vampires gain the "Vampiric Seduction" power, which calms enemies (animals and people) for 30
seconds. Thus, they will not attack you.
Stage 3
Vampires are 75% resistance to ice, and their powers of reanimating the dead and draining the living
become more powerful.
Vampires are 75% weaker to fire, and their health, magic, and stamina stats are reduced by 45 points
in the sunlight.
Stage 4
Vampires are 100% resistant to ice, and their vampiric servant and drain powers are more powerful.
Vampires are 100% weak to fire, and their health, magic, and stamina stats are reduced by 60 points
in the sunlight.
All NPCs are hostile towards Stage 4 vampires.
Vampires gain the "Embrace Of Shadows" power, which turns your character invisible for three
minutes.
Curing vampirism
You can cure vampirism by turning to werewolf or by doing the "Rising At Dawn" quest.
Becoming a werewolf (lycanthropy)
There are several benefits to becoming a werewolf. In human form, you have increased health. In
werewolf form, your speed and physical strength are increased. You are able to travel faster, have
claws to tear enemies apart, and can use your howl to scare enemies to run away from battle. When
you get injured, you can feed on ravaged corpses as a werewolf to heal your wounds. The werewolf
effect is only temporary, and you ultimately revert back to human form, but you can prolong this effect.
As a werewolf, you can also avoid the rested buff from sleeping. To become a werewolf, follow the
questline of The Companions Of Whiterun. Once you reach the "Silver Hand" quest, you will take part
in a secret ritual, where you drink another werewolf's blood and turn into a werewolf yourself. You will
be given a choice to commit yourself, and the quest will not advance if you do not commit.
Curing lycanthropy
First, join The Companions faction. Successfully complete all quests for The Companions faction.
Then, talk to the leader of The Companions, Kodlak Whitemane, or ask around about a cure for
werewolves. Speaking with Aela the Huntress in Whiterun will also tell you more about The
Companions' affliction. The Companions will offer you a special quest that will cure your lycanthropy,
which is a permanent change. Thus, you will never be able to become a werewolf again. Successfully
complete the quest to not be a werewolf ever again.
Standing Stone locations
Mage Standing Stone allow you to learn magic skills 20% faster. Thief Standing Stone allow you to
learn stealth skills 20% faster. Warrior Standing Stone allow you to learn combat skills 20% faster.
The Standing Stones are located southwest of Riverwood, below Anise's Cabin. They are easy to
spot, and you should not miss them as you leave Helgen. Search the indicated locations to find the
Standing Stones:
The Apprentice Stone: It is south of Solitude, on an island, in a small water marshland. It helps you
recover magicka quickly, but it makes you susceptible to magicka damage.
The Atronach Stone: It is between Riften and Windhel, in the marshland. It is just outside the
mountain range between the two locations, near the Eldergleam Sanctuary and Darkwater Crossing
by the river to the east of the two. It gives you a large magicka boost and enables you to absorb spell
damage, but you recover it slowly.
The Lady Stone: It is on a small island on the lake to the west of Riverwood. It allows you to
regenerate health and stamina quickly.
The Lord Stone: It is southwest of Dawnstar, in the mountain range, on the northern peak. It makes
you resistant to magicka and physical damage.
The Lover Stone: It is east of Markarth, about one fifth of the way to Solitude. It helps you improve all
your skills faster.
The Ritual Stone: It is east of Whiterun, south of the river, between Whiterun and Valtheim Towers. It
allows you to re-animate nearby corpses to fight for you.
The Serpent Stone: It is east of Winterhold, north of Windhelm, in the sea, on a floating ice berg. It
gives you a ranged paralyzing poison to use once a day.
The Shadow Stone: It is south of Riften, on a small mountain before the large mountain range to the
south. It lets you become invisible once a day for an extended period.
The Steed Stone: It is on the tip of the highest mountain, northwest of Solitude. It increases your
carrying capacity without any movement penalty.
The Tower Stone: It is on a mountain in the middle of Winterhold and Dawnstar. It allows you to
automatically open expert and lower locks
Daedric Artifact quest locations
Successfully complete the indicated quest to get the corresponding Daedric Artifact:
Dawnbreaker ("The Break Of Dawn" quest)
Location: You will get this quest near the statue to Merida, west of Solitude. Successfully complete
the quest to get the artifact.
Ebony Mail ("Boetiah's Calling" quest)
Location: Find Sacellum of Boethiah in the east section of Windhelm. You will find a cult, and then
begin the quest. To offer the sacrifice, you will have to trap someone in that chamber. An easy way to
do this is hire a mercenary (you can visit Bee and Brab in Riften; one is sitting downstairs), and ask
him to touch the beacon. Successfully complete the remaining task to get the artifact.
Mace Of Molag Bal ("House Of Horrors" quest in Markarth)
Location: In the city, when you walk past an old haunted house, you will be asked to go with
someone. If you complete this task and find the priest of Boethiah, you will get the artifact.
Masque Of Clavicus Vile ("A Daedra's Best Friend" quest)
Location: The guard at the entry point of Falkreath will tell you about a missing dog. After speaking
with him, start the quest. You can follow the dog, or simply go to Haemar's Shame, which is just south
of the large mountain and just east to Helgen. Get the axe, and return it to get the artifact.
Mehrunes' Razor ("Pieces Of The Past" quest)
Location: Visit the museum in Dawnstar (the message pops up multiple times), accept the quest, and
then collect the three pieces of the sword throughout Skyrim to get the artifact.
Oghma Infinium ("Discearning The Transmundane" quest)
Location: When you meet Septimus Sigmus during a main quest, you will be assigned a task to get
the Elder Scrolls. You will start the second task ("Discearning The Transmundane"). During this quest,
you take the imprint of the Scrolls on the Lexicon. Then, you need the harvested blood from an Orc,
Dark Elf, Wood Elf, High Elf, and Falmer. If you do not already have samples from them, you must
find them, and kill at least one to harvest the blood. You can visit the Bandit camps for Elf and Orc
blood, and you can visit Mzulft (southeast of Windhelm) for Falmers.
Ring Of Namira
Location: Find Verulus in Markarth, and accept his quest, which involves clearing the Necropolis.
When Eola starts talking about cannibalism, respond positively. Then, clear the undead from Namira's
altar. Agree to lure Verulus to the Altar. Kill Verulus and eat his flesh, and the Ring Of Namira will
appear in your inventory.
Sanguine's Rose ("Night To Remember" quest)
Location: Find Sam Guevenne in Vilemyr Inn in Ivarstead. He will offer you a drinking challenge.
Accept it, and complete the rest of the quest to get the artifact.
Savior's Hide ("Ill Met By Moonlight" quest)
Location: In Falkreath, near the barracks, you will find a kid downstairs in the Falkreath jail. He will
hand you his cursed ring, and the quest will begin. Successfully complete the quest to get the
artifact. Note: If you decide not to kill, you may not get the artifact.
Skull Of Corruption ("Walking Nightmare" quest)
Location: Successfully complete the "Walking Nightmare" quest in Dawnstar. To complete the quest,
talk to the priest at the Inn, and kill him at the end of the quest to get the artifact.
Spellbreaker ("The Only Cure" quest)
Location: Go to the shrine of Peryite in the mountains between Markarth and Solitude. You must have
good skills before you can complete the quest. Successfully complete the quest to get the artifact.
The Black Star ("The Black Star" quest)
Location: Go to Azura's Shrine on top of the mountain to begin this quest. Successfully complete the
quest to get the artifact.
Wabbajack ("The Mind Of Madness" quest)
Location: In Solitude, find a child named Derevin wandering around the streets. He will ask you to
deliver a message to his master. Find his master and complete the quest to get the artifact. To
complete one sequence: shoot Pelgius with Wabbajack, shoot wolf, shoot goat, shoot bandit, shoot
Pelagius, shoot Hagraven, shoot Pelagius, shoot Flame Atronach, and then shoot the dragon priest.
For the Paranoia sequence, you need to shoot the king. The mind sequence is grow Pelagius twice,
and then grow anger once with the Wabbajack
Hidden Peaks of Solstheim
These next few secrets can only be found with Skyrims final DLC expansion:Dragonborn. The DLC
island of Solstheim has much to hide, like the 4 hidden peaks that represent some of the highest
points of the island. You wont even see this location icons on your display until you are nearly at the
top of the peaks, and they require a bit of platforming to summit. If you reach the top, youll be able to
fast travel back at any time for some amazing views.
Ride an Invincible Dragon
The Dragonborn DLC featured the ability to ride dragons, but what good is a dragon thats just going
to either die or turn on you? If you travel back to the Throat of the World after learning the new shout,
you can summon your personal dragon to the ground from where he flies around the peak, and ride
him wherever you please through fast traveling. Best of all, hes an important NPC that cant be killed,
and he wont turn on you like other tamed dragons.
The Ebony Knight
If youve never heard of the Ebony Warrior, dont worry. You have to get to level 80 in Skyrim until this
guy will show up on your doorstep, asking for one simple request: A duel to the death. This guy isnt a
pushover either: Entirely clad in enchanted ebony armor, hes got everything from the best weapons
to dragon shouts of his own! Hes easily one of the toughest enemies youll fight in the game, so dont
feel bad if you want to bring a friend...or a dragon.
Azura
The quest at Azura's Shrine asks the player to retrieve the defiled Azura's Star, an 'infinite' soul gem
that has appeared in other games. The Dragonborn must recover Azura's Star from Ilinalta's
Deep and, upon success, will have two options: A) bring it back to Azura's shrine, or B) bring it
to Nelacar, a resident of the inn at Winterhold, who helped earlier in that quest. Depending on what
you choose you'll either receive Azura's Star or the Black Star.
Either choice will require the player to enter the Star and defeat the necromancer that is defiling
Azura's Star from within. If the player brings Azura's Star to Azura, they will be rewarded with the
purified variant of the Star, which can only absorb the souls of lesser creatures (Aranea Ienith, the
Priestess of Azura who gave you the quest will also become a follower). Bring the Star to the
necromancer that helped the player, and they will be rewarded with the Black Star, which can absorb
the souls of NPCs. (The souls of NPCs count as Grand-level souls).
Boethiah: Boethiah's Calling
The Ebony Mail is a variation of the Ebony Armor chestpiece. The quest requires that the Dragonborn
sacrifice one of their followers after which Boethiah will speak to the player and her followers. She
commands the Dragonborn and her followers to fight each other to the death, with the last man
standing having the honor of completing a task in her honor. The task is to hunt down and kill her
champion, at Knifepoint Ridge, taking the Ebony Mail from him and wearing it thus making the player
her new champion.
Level Requirement: Level 30
Clavicus Vile: A Daedra's Best Friend
The Masque of Clavicus Vile is a Heavy Armor helmet, which is given by Clavicus Vile after returning
the Rueful Axe. The quest begins inFalkreath after acquiring the task of luring out a stray dog the
Blacksmith is interested in. Upon finding the dog, to the player's surprise, it talks.
He then leads the Dragonborn to Clavicus' Shrine at the back of Haemar's Shame. Clavicus agrees to
take back Barbas (the dog) if the player collects the Rueful Axe from Rimerock Burrow to him.
After acquiring the axe, he offers a deal: to let the Dragonborn keep the axe if the player kills Barbas
with it. If the player chooses not to kill Barbas, he or she will receive the Masque of Clavicus
Vile instead. Note: The Rueful Axe does NOT count as Vile's Daedric artifact.
Level Requirement: Level 10
Hermaeus Mora: Discerning the Transmundane
The quest Discerning the Transmundane awards the Dragonborn with the Skill Book, the Oghma
Infinium. To begin this quest, the player must go to Septimus Signus' Outpost (It doesn't matter
whether you visit the outpost during the main quest or not; it will not hinder the player's progress in
either case). After recovering the Lexicon Signus gave to the player and transcribing it, Septimus will
give the Dragonborn the essence extractor which must be used to gain samples of the blood of
the Falmer, Bosmer, Dunmer, Altmer, and Orsimer.
However, one can not collect blood from those who suffer from vampirism even if they are the correct
race, this could be because their blood is not pure. Upon doing this, return to Septimus who will
unlock the Dwemer lockbox to reveal the Oghma Infinium. However, upon the Infinium being
revealed, Septimus tries to take it and is immediately disintegrated by Hermaeus Mora (who appeared
earlier in the quest). Hermaeus Mora then allows the Dragonborn to take the Oghma Infinium, which
will allow the player to choose to increase all of the Mage, Thief, or Warrior skills by 5 points each.
Note: A glitch has been found for the Oghma Infinium allowing the player to read it several times, thus
leveling up as much as they please. (see Oghma Infinium - Exploit section) This glitch has been fixed
as of patch 1.9.
Level Requirement: Level 15
Hircine: Ill Met By Moonlight
The quest Ill Met By Moonlight awards the Dragonborn with either The Savior's Hide or Hircine's Ring.
To begin this quest the Dragonborn must travel to the jail underneath the Falkreath's Guard
Barracks and speak to Sinding. He'll give the Dragonborn the Cursed Ring of Hircine. He tells the
Dragonborn that the beast in the woods must be killed. The beast reveals to be Hircine, who then tells
the Dragonborn they must go to Bloated Man's Grotto and choose to either kill Sinding for the Hide or
spare him for the Ring.
Note: Both reward items (The Savior's Hide and the Ring of Hircine) can be retrieved following these
steps. First, when the Dragonborn begins the hunt, Sinding will speak with them. The Dragonborn
must select the option to spare Sinding's life. Next, after all the hunters have been killed, the
Dragonborn should speak to him. After the quest complete notification has appeared, Sinding should
be killed. He should not be skinned yet. The Dragonborn must then go outside and Hircine will
speak to them, where they should select the option "I failed to bring down Sinding" and wait for the
dialogue to finish. The Dragonborn should now have the Ring of Hircine, with the curse removed. The
Dragonborn should now go back in the cave and find Sinding's body, skin it, and Hircine will appear
again. After the dialogue, the Dragonborn should now have both the Savior's Hide and the Ring of
Hircine.
Level Requirement: None
Malacath: The Cursed Tribe
To obtain Volendrung the Dragonborn needs to approach the orc stronghold Largashbur. There, a
female orc called Atub requests assistance with lifting a curse from the settlement. The first part of
this sidequest requires Troll Fat and a Daedra Heart. This quest eventually leads to killing a leader of
the giants and then either killing or letting the orc chieftain die.
Level Requirement: Level 10
Mehrunes Dagon: Pieces of the Past
Mehrunes' Razor is the dagger from Oblivion that was previously used by the Mythic Dawn. It can be
obtained by completing a simple chain quest. The first part of the quest involves visiting with a
descendant of the assassins of Uriel Septim VII, Silus, who runs a small museum dedicated to the
Mythic Dawn. It holds several items from Oblivion: the Commentaries, Mythic Dawn outfit, the sheath
to the Razor, and the page from the Mysterium Xarxes. The first portion of the quest has the
Dragonborn gathering the pieces to Mehrunes' Razor. After that the player must then meet Silus at
the Shrine of Mehrunes Dagon, speak to Mehrunes Dagon himself, and kill Silus to complete the
quest and earn the reward.
Level Requirement: Level 20
Mephala: The Whispering Door
Asking Hulda the bartender at The Bannered Mare in Whiterun about rumors turns up gossip
about Jarl Balgruuf's son, Nelkir. Talking to the Jarl reveals that Nelkir is troubled and he asks the
Dragonborn to speak to him. Nelkir explains that a door in the basement is telling him secrets. Going
to the door, a voice orders the player to open it. Nelkir will explain that the Jarl and Farengar Secret-
Fire are the only people who have keys. The player must pickpocket the key from one of them in
order to gain entrance to the door. Inside the player will find an Ebony Blade, along with a book
providing a warning to whoever uses the weapon.
The quest then completes. Mephala will explain, however, that the weapon needs to be recharged
with the Blood of Deceit in order to increase its power. This will require the player to kill friendly NPCs
- for every two NPCs killed by the Dragonborn, the weapon increases in power, adding 4 to the
strength of the Absorb Health effect (up to the maximum of 30); killing 10 friendly NPCs will max out
the strength of the Absorb Health Enchantment.
Level Requirement: Level 20, completion of main quest 'Dragon Rising'.
Meridia: The Break of Dawn
Dawnbreaker, a one-handed enchanted sword, can be obtained by speaking to Meridia at the Statue
to Meridia and completing her quest. This is a simple quest that requires the Dragonborn to find
her beacon, and then to "lead Meridia's light" through the dungeon underneath her Shrine. In order to
do this, the player must activate pedestals with little glowing balls of light, in sequence throughout the
dungeon.
The dungeon itself is filled with Draugr and Corrupted Shades, and is somewhat complicated to
navigate. At the end the player will have to defeat a powerful Necromancer, Malkoran, who apparently
defiled her Shrine. Upon defeating him, the Dragonborn will retrieve the sword,Dawnbreaker, and
receive Meridia's blessing.
A glitch can occur that will drop you to your death. On PC To survive the fall, open the command bar
(~) then type TGM to activate God mode. after you survive the fall, you can type TGM again to
deactivate it and continue playing legitimately. This quest is also good for gathering gold as the many
Desecrated Corpses in the shrine can hold up to 100 gold each.
There is an 'exploit' to get a copy of the Dawnbreaker before retrieving it from the pedestal. If you are
able, cast a rune spell just under the pedestal, then set it off with sparks or some other spell, if there
are no more enemies around. A copy of the Dawnbreaker will be seen flying from the pedestal, and
can be picked up without completing the quest, then you can retrieve the one in the pedestal, and you
will leave the room to talk to Meridia.
Level Requirement: Level 12
Molag Bal: The House of Horrors.
The Mace of Molag Bal can be found in the city of Markarth. Once walking through the main gate,
outside of the "Abandoned House", aFollower of Stendarr will ask the Dragonborn if they have seen
anyone entering or leaving. Going through the conversation will trigger the quest The House of
Horrors. You have to enter the house then go through it till you get to a small shrine which contains
the Rusty Mace (Mace of Molag Bal). The shrine will speak to you and tell you to find a certain priest,
who has been captured. Once you get back to the shrine with the priest the shrine will speak then the
priest will turn hostile, and then you have to kill him with the Mace of Molag Bal. Once this is complete
the player will be rewarded with the Mace of Molag Bal.
Level Requirement: None
Namira: The Taste of Death
To begin the quest the player must go to the bartender in the Silver-Blood Inn or talk to Brother
Verulus at the Understone Keep Hall of the Dead entrance. Something has been eating the dead and
he needs someone to investigate. Verulus will give the player a key. The player will then meet Eola in
the Hall of the Dead in Markarth, where she will accuse them of being a cannibal. She then asks the
player to meet her at Reachcliff Cave where they have to clear the cave of Draugr.
Afterwards Eola will have the player bring Brother Verulus from Markarth to the shrine. Once there the
player must kill Verulus and eat his flesh. Namira will then speak to the player and grant them her
ring. The Ring of Namira grants the user with 50 extra points of Stamina and feeding on corpses
grants a bonus to health regeneration.
Level Requirement: None
Peryite: The Only Cure
Upon finding the shrine, Northeast of Markarth, the Dragonborn should speak to Kesh the Clean. He
will ask for a silver ingot, a Deathbellflower, Vampire Dust and a Flawless Ruby. Once these items
have been obtained, the player should talk to Kesh again to have him make the incense. The player
will inhale the incense and begin talking to Peryite. He will ask for the player to travel
to Bthardamz and kill an elf namedOrchendor. After he is slain, the player can return to Peryite and
claim Spellbreaker.
Level Requirement: Level 12
Sanguine: A Night to Remember
This quest gives the Sanguine Rose, which is a staff that summons a Dremora for 60 seconds. This
quest can be prompted by entering a drinking contest with a mage named Sam Guevenne in a
bar/tavern. Upon finishing the Drinking Contest the player will wind up in Markarth, in a temple.
However, the player has to find or get approached by certain people in the game - most of the time
causing an inconvenience to the player as they will be asked for money as reparations for what the
player did as a result of the drinking contest.
Level Requirement: Level 14
Sheogorath: The Mind of Madness
Wabbajack is a staff, given by the daedric prince of madness, Sheogorath. The Mind of
Madness quest is started in Solitude when talking to an apparently insane homeless man,
named Dervenin, who claims his master is on vacation in the Pelegius wing of the castle (Note: If the
player cannot find Dervenin, they can go to The Winking Skeever and ask the Bartender if he has
heard any rumors. He will then tell about a weird old man walking Solitude.
When the player investigates, they are transported inside the mind of the mad king Pelagius. There,
they find Sheogorath who offers the player a bargain: escape Pelagius' mind, and he will return. At the
completion of the quest, he rewards the player Wabbajack, a staff that when cast transforms the
target into another creature, summons a minor creature to attack the enemy, summons a lightning
cloud and, in one case, completely destroyed the enemy, scattering coins all around, and more.
Level Requirement: None
Vaermina: Waking Nightmare
Speaking to Erandur, a follower of Mara, in the Windpeak Inn in Dawnstar will begin a quest to end
the nightmares, Waking Nightmare, which involves a visit to the Nightcaller Temple.
After following all the quest updates, the player will reach the end scene, as Erandur casts a spell to
destroy the Skull of Corruption, a Daedric weapon which has been causing the nightmares.
Here the player can kill Erandur as Vaermina commands and take the Skull as a reward, or let him
complete his spell to destroy the Skull. In the latter case, he can become a follower.
Level Requirement: None