Walkthrough of all quests in The Elder Scrolls V: Dawnguard and an overview of the add-on. Dawnguard

Description:
Mod changes.
-Vampiric Drain - Absorbs 5/10/15/20 health points (instead of 2/3/4/5). Magic - 10 points per second at all stages.
-Vampire seduction - soothes creatures and people up to level 43 (instead of 10).
-The gaze of the vampire is constant while it is on (instead of 60 sec.).
-Melee vampire strength increases damage by 20% and damage from unarmed strikes by 15 points.
-Embrace the shadows gives the effect of invisibility instead of improving night vision.
-Servant of the Vampire - constant duration (instead of 60 seconds). Allows you to revive the dead up to 8/16/25/35 level (instead of 6/13/21/30).
-The Cloak of Terror is a power available at all stages.
-Fixed the regeneration of magic, health and stamina in sunlight in stage 3. (Was set to 75% slower, instead of 100%).
-Night hunter steps - give 25% to stealth (was 20%, by default).
-Vampires can breathe underwater.
-Movement speed increased by 10/15/20/25%. (Depending on the version installed).
-Sunlight, affects vampires from 6 am to 7 pm (instead of from 5 am to 7 pm).
-Drawing from a corpse is available at stages 3 and 4, within 1 in-game hour after the kill. Drain from undead is prohibited.
-Vampires and their slaves are no longer hostile towards the player.
-Female vampires have the correct vampire eyes.
-The spell "Detect Life" is available in both versions at the 4th stage. Detect life outside at 300 meters and indoors at 200 meters for 60 seconds. Mana Cost 25
-After death, GG turns into ash.

Upgrade changes the powers and abilities of the vampire. At stage 1, cold resistance is 100%, and "Servant of the Vampire" revives a very powerful corpse, "Seduction of the Vampire" is available in the first 3 stages and "Embrace of Shadows" is available only at 1 stage. The weakness for sunlight and fire remains the same.

Note: These changes only apply to the player, not vampire NPCs.

Installation:
Copy the Data folder and activate it in the launcher. In the game, if you are already a vampire, you must eat for the scripts to work properly.

Removal:
Delete all mod files, open the console and enter the following: player.removespell 000ED0A9, player.removespell 000ED0A1 and player.setav speedmult 100. Enter the item or magic inventory to get the default movement and feeding speed if you are using another option.

Compatibility: This mod is not compatible with mods that change these attributes other than The Vampire FX Project.

Acknowledgments:
Huge thanks to kieranh7 for the implementation of the ash effect after the death of GG and permission to use it in fashion.
Many thanks to Amarutu for the scripting consultation.
Many thanks to the author for developing the modification!
Published with the written permission of the author - undomir

This is the final version of the mod, there will be no updates or additions!

Walkthrough and description of The Elder Scrolls 5: Dawnguard add-on, as well as quest codes and game screenshots of the most important moments of the tasks.

The Elder Scrolls V: Dawnguard is the first large-scale expansion for The Elder Scrolls 5: Skyrim. By the way, translated into Russian, the name of the DLC sounds like The Elder Scrolls 5: Guardian of the Dawn. For some reason not a word about vampires.

Announcement additions took place on May 1, 2012, two months later - on June 26, DLC out on the Xbox360. Gamers who prefer to conquer the gaming worlds on the PC were able to participate in the battle of vampires and the Guardians of the Dawn only on July 26th.

Localization additions were carried out by the company 1C-SoftKlab and was released on November 23, 2012.

Dawnguard plot

The plot unfolds around confrontations vampires from the Volkihar clan and the Guardians of the Dawn. However, the choice of one side or the other does not greatly affect the passage of the main plot of Dawnguard, since there are only two unique plot tasks for the factions. After completing them, the quest branch is merged into one. Also available slight difference in the final assignment.

New locations

In their adventures, players will be able to visit four new locations.

  • - the fortress of the vampire clan of the same name, led by Lord Hakon;
  • Cairn of Souls- the plan of Oblivion, belonging to one of the lords of the Daedra;
  • Fort Dawn's Guard- a fortress inhabited by fighters against the undead and all sorts of creatures of darkness;
  • Forgotten Valley- the habitat of one of the last snow elves, who by some miracle escaped the cunning of the Dwemer and did not mutate into a Falmer.

New shouts and spells

Dawnguard screams

  • Durnevir's challenge Is a cry that allows you to summon an undead dragon named Durnevir to your aid. The main character will be able to learn this Word of Power only from Durnevir himself after defeating him in the Cairn of Souls (the task "Beyond Death").
  • Life drain allows you to absorb the reserve of strength, magical energy and vitality of enemies.
  • Soul break, consisting of all three words of power, deals huge damage and, if the enemy dies, resurrects him as a companion of the hero.

Spells of Conjuration

  • Bone Creation Summon- Summons a ranged bone fighter who fights on the side of the hero. The spell can be found in the Soul Cairn.
  • Calling the misty creation- Summons a foggy fighter who fights on the side of the main character. The spell can be found in the Soul Cairn.
  • Summoning Furious Creation- Summons a furious fighter who fights on the side of the hero. The spell can be found in the Soul Cairn.
  • Summoning Arvak- summons a beautiful horse for 60 seconds. This spell can be obtained after finding the skull of Arvak in the Cairn of Souls.

Restoration spells

  • Healing the undead- restores 75 units of health to inanimate creatures other than machines.
  • Necromantic healing- restores 10 units of health to undead per second.
  • Aura of Stendarr- for one minute, all undead at a short distance from the caster take 10 points of holy fire damage.
  • Sunstroke- a ball of sacred fire, inflicting 25 points of damage to undead.
  • Vampire scourge- a sacred explosion that deals 40 points of damage to undead creatures, except for cars, the rest take 50 percent of the damage.

DLC Dawnguard Features

Along with the add-on, the game has the opportunity transformations into vampire lord and new werewolf abilities.

Vampire Lord Skills:


NameIDDescription
The strength of the graveXX005998When the hero is in the state of the Lord of Vampires, he receives 50 units of magic, strength and health.
Blood treatmentXX005994When a hero, being in the state of a vampire lord, kills a victim with a force attack, he fully restores his health.
Unearthly DesiresXX005995Casting abilities from the Night Force and Blood Magic branches cost 33 percent less.
Poisonous clawsXX005996A hero in the state of Vampire Lord deals 20 points of poison damage in melee.
Cloak of the nightXX005997Creates a cloak of bats for the Vampire Lord, damaging all nearby enemies.
Discovery of all creaturesXX00599BThe vampire lord can detect all creatures.
Foggy formXX00599CThe hero, being in the state of the Vampire lord, turns into a misty substance, while the regeneration of health, stamina and magic increases.
Supernatural reflexesXX00599ETime around the Vampire Lord slows down, however, the caster's movement speed remains the same.
Vampire takeoverXX00599AThe vampire lord pulls the target towards him and strangles it.
Calling the GargoyleXX016908The vampire lord summons a gargoyle to the target point.
Corpse curseXX008A70The vampire lord can paralyze his enemies.

Werewolf skills aka werewolf


NameIDDescription
Animal power
  • 1 lvl - XX0059A4
  • 2 lvl - XX007A3F
  • 3 lvl - XX011CFA
  • 4 lvl - XX011CFB
A hero in the guise of a werewolf deals 25, 50, 75, 100 percent more damage.
Animal energyXX0059A5When the hero is in the guise of a werewolf, his stamina and health are increased by 100 points.
Greed in foodXX0059A7When the hero, being in the guise of a werewolf, devours enemies, he restores twice as much vitality.
Indiscriminate foodXX0059A6It makes it possible to eat almost all dead creatures. However, devouring non-human NPCs has only half the effect. To quickly pump the werewolf skill tree, you should get this skill as quickly as possible.
Ice Brothers TotemXX0059AAA totem that summons snow wolves.
Moon totemXX0059ABWerewolf Summoning Totem.
Dread TotemXX0059A8A terrible howl affects almost all creatures.
Predator's totemXX0059A9The hunting totem covers a larger area and shows the state of enemies.

Walkthrough quests of the main plot of Dawnguard


Guardian of the Dawn

After the hero reaches level 10, a random guard will talk to him, or one of the members of the Guard of the Dawn, the orc Dorak, will honor him with his presence. The dialogue will be reduced to an offer to join the Guardian of the Dawn, after which this task begins.

You need to go west from Riften and find the entrance to the Morning Dawn Gulch, through which you can get to the new location of the Dawnguard Fort. Upon entering the main gate, you will see two NPCs chatting. Talk to Izran and express your willingness to join the Guardian of the Dawn. The Fiend Hunter Commander will not obstruct and will accept the hero to their ranks, and also reward crossbow and 45 bolts.

If you have no desire to wait for level 10, and you want to quickly plunge into the passage of Dawnguard, you can independently go to Fort Dawnguard and join their ranks. The appropriate level is only necessary for the hero to be reminded of the new content by the NPC.

Quest codeWhich stage will activate
setstage DLC1VQ01MiscObjective 10Started: Speak with the Dawnguard Commander
setstage DLC1VQ01MiscObjective 180Complete the task

Awakening

The quest will begin after the first conversation with Dawnguard Commander Izran. The latter will ask the Protagonist to scout Crypt of the Night Nether and find out what the vampires are looking for.

The crypt of the night void is located east of Morthal. Once inside, you will find yourself in a large cave; you need to go to a small turret to the right of the entrance and pull the ring... After that, the grate in the northern part of the cave will rise, and you can advance further.

Very soon, the path will lead you to a room where a lone vampire fights two draugrs. After defeating this entire campaign, you will find that there is four exits, except for the one through which you got here.

  • The first passage to the left of the entrance will lead you to a chest;
  • The second passage to the left of the entrance is the exit from the room;
  • The third passage to the left of the entrance will lead you to two potions;
  • The fourth passage to the left of the entrance will lead the hero to the draugr.

In the next zone of the Crypt of the Night Nether, you will find vampires, this time fighting spiders. There is nothing interesting here, so feel free to deal with both of them, and then move through the wooden door to Cave of the night void.

Going inside, you will witness how vampires kill the Vigilant Adalwald, on whose body you can find from the valuable: Amulet of Stendar(Block + 10%), Potion Resistance Potion recipe... Having defeated the vampires who executed Adavald, click on the button in the center of the large round structure. After that, the hero will be painfully pricked into the palm, and a purple haze will appear around the button. Next, you need to move the braziers with an incomprehensible filler so that to make them light up... Once you have all five in the correct position, the floor will drop and expose the Stone Monolith.

Having opened the monolith, the hero will find a vampire girl named Serana, who will convince the unlucky Guardian of the Dawn to kill her. After choosing a topic "Where to take you", the task is completed. By the way, speaking with Serana you will understand that this is very ancient vampire who was born long before Cyrodiil became an Empire.

Quest codeWhich stage will activate
setstage DLC1VQ01 10Started: Find out what the vampires are looking for
setstage DLC1VQ01 200Complete the task

Blood line

The quest will start after the main character talk to Serana in the Cave of the Night Nether. The vampire girl will ask you to take her home - to the Volkihar castle.

As soon as the conversation ends Serana will become a companion hero. No other development of events is expected, so please be patient and head to the northern part of the hall with the monolith. The marker points the way, so it will be difficult to get lost.

As the hero approaches two stone gargoyles, they will cease to be stone and will attack him. After overcoming the shock of being taken away, he must deal with them and continue his way through the wooden arched doors that hide behind them a corridor covered with bars. In order to open it, you need to pull the lever located in a small stone circle in front of the corridor. Circle illuminated by three candles so it's hard to miss.

After activating the lever, an unknown witchcraft will revive two draugrs and a skeleton, who will rush to deal with the uninvited guests, in the form of the protagonist and his cute companion - a vampire. Defeat the rebellious undead and move to the hall, made in the form of the Colosseum. Here a small detachment of the hero will be waiting for the next serious enemy, which will be Draugr - the main military leader.

Having defeated the next foe and looking into his chest, the hero must go through the iron doors in the northern part of the hall into the passage, leading out.

After leaving the annoying dungeons, the protagonist needs to go to the northwestern part of Skyrim and take Serana to Volkihar Castle. To do this, he will have to get to Ice Water Wharf located far west of Solitude. And then, using the boat located there, cross the bay that separates the mainland and a small island. On this island, the hero will discover the possession of the vampires of the Volkihar clan.

Approaching the main gate of the Volkihar castle, Serana will thank the Protagonist and ask him not to freak out and not rush at the vampires after they get inside. They say we will go in, I'll talk to Dad and everything will be fine.

Upon entering Volkihar Castle, the protagonist must talk to Serana's father- Lord Harkon. As a reward for accompanying Serana, Harkon will offer to undergo a rite of passage and become a vampire. At this stage, the plot splits for the passage for the Vampires or the Guardian of the Dawn.

  • By adopting a reward from Lord Harkon and becoming a vampire, the hero will carry out the next two assignments for the Volkihar clan.
  • Refusing become vampires, the hero will carry out the next two assignments for the Guardian of the Dawn.

In any case, after completing two tasks for a particular faction, the plot will again unite in one branch.

The task is completed after the protagonist chooses one of the options with a reward.

Heliotrope Bowl (As Vampires)

Having accepted the gift of the vampire lord from Harkon, the hero needs take a little training, which consists in using new skills.

Choose talent "Vampire Lord" and activate it (the default C key). After the transformation, the hero has access to melee and ranged combat modes, switching between them is carried out with the Ctrl key. In melee mode, the hero can wave his paws and drink the blood of his enemies. Ranged combat looks a little more interesting, in which the protagonist absorbs health with his right hand, and with his left hand he can use a variable skill (learned in the vampire skill tree). Among other things, the following abilities become available in the "Favorites" menu (the Q key by default): Bat (teleport forward), Vampiric vision and Reconstruction; the learned skills of the Vampire Lord branch will also be stored here.

After making sure that the protagonist has mastered the Bankai and became one step closer to enlightenment, Lord Harkon will instruct him talk to Garan Mareti... You can find it on the balcony, in the room to the left of the main entrance. Tell Garan that the time has come and he will lead you to the Chalice of Heliotrope. According to Garan Mareti, this artifact, when used correctly, multiplies the powers of vampires. However, Lord Harkon never used it, always relying on his own capabilities. And, since he has now decided to resort to the help of the Chalice of heliotrope, then great things are coming.

In addition to speculating about the upcoming events, Garan will tell the protagonist what needs to be done with the bowl to activate it. In words, everything will turn out to be simple, necessary go to the source in the Redwater Lair and fill an artifact with its waters, and then add blood a strong vampire to taste.

The Redwater Lair is located northwest of Riften. Fortunately for the protagonist, the shelter is inhabited by drug dealers and hostile ghouls, so you can pump your own vampire lord skills... Even, probably, another plus to karma can be obtained for a huckster.

On the way to the source, you will encounter two doors with the "Master" level of the castle. The key to the first one is at assistant, the key to the second y Vampire masters... Both of these NPCs stand next to their doors, so it won't be easier to find them.


After the protagonist fills the bowl with the substance from the source, suddenly two servants will appear belonging to Harkon's advisers and will try to take the artifact. Defeat this sweet couple and add the last ingredient to the Heliotrope Bowl - the blood of a powerful vampire... Now you can safely go to Garan Mareti and report on the successful completion of the task.

Quest codeWhich stage will activate
setstage DLC1Vampirebaseintro 0Started: Talk to Garan Mareti;
setstage DLC1Vampirebaseintro 15Completed: Talk to Garan Mareti;
Started: Follow Garan;
setstage DLC1Vampirebaseintro 20Completed: Follow Garan;
Started: Take the Heliotrope Cup to the Redwater Spring;
setstage DLC1Vampirebaseintro 30Completed: Bring the Heliotrope Cup to the Redwater Spring;
Started: Fill the Cup from the source;
setstage DLC1Vampirebaseintro 40Started: Defeat Steel and Salonia;
setstage DLC1Vampirebaseintro 50Completed: Defeat Steel and Salon;
Started: Add vampire blood to the Chalice;
setstage DLC1Vampirebaseintro 60Completed: Add vampire blood to the Chalice;
Started: Return to Garan Mareti;
setstage DLC1Vampirebaseintro 200Complete the task.

New Order (For the Guardian of the Dawn)

The quest starts after the main character will refuse Lord Harkon's offer become a vampire, after which he will be kicked out of Volkrihat Castle.

First you need to return to Izran and tell him about what happened. Having received news that the vampires now have the Elder Scroll and Serana, Izran will be very upset and even suggest that very soon a skiff will come to the Guardians of the Dawn. However, having pulled himself together, he will send the protagonist convince two strong wanderers join your order.

  • Hefty north gunmar located next to the Skvoznyakovy passage. He agrees to join Izran if the hero helps him defeat the cave bear.
  • Breton woman Sorin Jurar located next to the Druadach Stronghold. She agrees to join Izran if the hero brings her a Dwemer gyroscope. A bunch of them lie in Sorin's purse, on the river bank near the Bretonka explorer's camp.

As soon as the protagonist manages to convince Gunmar and Sorin Zhurar to join the Guard of the Dawn, he must return to Izran. Last check new colleagues to be a vampire and give them instructions. This completes the task.

Prophet (For Vampires)

After the protagonist returns the Chalice from the heliotrope to Volkihar Castle, Lord Harkon will summon him for another conversation.

From the conversation it becomes clear that Lord Harkon somehow planned overcome sun exposure on vampires. How to do this should be written in ancient scroll, which is located at Serana. Having outlined his plans, Harkon will go to give a fiery speech to his clanmates, and at the same time to puzzle them; the hero needs to follow him.

Since reading the ancient scroll is an integral part of Harkon's ideas, he desperately one of the Moth Priests is required... Since only these individuals are able to read this very scroll. Conceiving insidious, the Lord deliberately spread rumors that an ancient scroll had appeared in the castle of Volkihar. According to Hakon, one of the priests of the Moth should definitely take this bait and appear in Skyrim. Clan Volkihar members now to find out whether his trick worked.

Upon completion of Hakon's public speech, the Protagonist's diary will contain three new tasks... One main - Find the priest Moth, and also two additional - ask about the priest of the carters and hotel owners. In addition, Serana will immediately speak to the protagonist and recommend another source of information - the College of Mages of Winterhold.

In any scenario, all informants will indicate the location Dragon Bridge, where the hero needs to go. Arriving at the place, the protagonist must find any guard and ask him if the Priest of the Moth has ever been to these places. Law enforcement officers will not beat around the bush and will tell you that a person similar in description was recently moving along the road to the south.

Following the advice of the guards, the hero needs to go after the priest. Moving a little away from the city, the protagonist will find inverted cart and several corpses next to her. Apparently there was a turmoil here quite recently. The protagonist needs to inspect the place of the fight. On the body of one of the vampires he will find a note, after reading which it becomes clear that the Priest of the Moth was taken to the Shelter of the Elders.

The Elders' hideout is located slightly east of the battle or northeast of the Dragon Bridge. It consists of only one zone, in the eastern part of which you will find locked in an incomprehensible barrier. Priest Moth... Of the opponents, the hero will only meet members of the Guard of the Dawn and their faithful dogs.

Defeating the opposing supporters of the light side, take away Waystone Focus at Malka and activate Weystone site located on a pedestal above the barrier. After that, it will disappear. However, the freed Moth Priest will not give thanks for saving. Instead he attack the hero... Necessary overcome him, and then apply talent on him"Vampire seduction" and bite to make your thrall. As soon as this happens, order the priest to go to Volkihar Castle. The path of the protagonist also lies there.


Once in the castle, talk to Harkon and report to him about the successful capture of the Priest Moth. Not at all surprised by the success of the protagonist, Harkon will order to force the Priest read the prophecy from an ancient scroll.

After reading ancient scriptures that talk about Luke Auriel, the terrible rulers of the night and the mixing of darkness with night, the Priest of the Moth concludes that the rest of the information should contained in the other two scrolls... Their hero is to be found in the course of subsequent quests, the same one ends after another conversation with Lord Harkon.

Quest codeWhich stage will activate
setstage DLC1VQ03Vampire 5Started: Talk to Harkon;
setstage DLC1VQ03Vampire 10Completed: Talk to Harkon;
Started: Listen to Harkon's speech;
setstage DLC1VQ03Vampire 20Completed: Hear Harkon's speech;
Started: Find the priest Moth;
Started: (Optional) Ask the carters about the priest Moth;
Started: (Optional) Ask the owners of city hotels about the priest Moth;
setstage DLC1VQ03Vampire 30Started: (Optional) Visit the College of Winterhold and inquire about Priest Moth;
setstage DLC1VQ03Vampire 40Completed: (Optional) Ask the carriers about the priest Moth;
Completed: (Optional) Ask the owners of city hotels about the priest Moth;
setstage DLC1VQ03Vampire 50
Started: Follow the road south of Dragon Bridge in search of the priest;
setstage DLC1VQ03Vampire 55Completed: Follow the road south of Dragon Bridge in search of the priest;
Started: Inspect the place of the fight;
setstage DLC1VQ03Vampire 57Started: Read the vampire's note;
setstage DLC1VQ03Vampire 60Completed: Find the priest Moth;
Completed: Inspect the place of the fight;
Completed: Read the vampire's note;
Started: Capture the priest Moth;
setstage DLC1VQ03Vampire 66Started: Defeat the bewitched priest Moth;
setstage DLC1VQ03Vampire 67Completed: Defeat the bewitched priest Moth;
Started: Use the spell of vampiric seduction on the priest Moth;
setstage DLC1VQ03Vampire 70Started: Command the priest Moth to follow to the Volkihar castle;
setstage DLC1VQ03Vampire 80Completed: Order the priest Moth to follow to Volkihar Castle;
Completed: Capture the priest Moth;
Started: Report your success to Harkon;
setstage DLC1VQ03Vampire 100Completed: Report your success to Harkon;
Started: Command the priest Moth to read the Ancient Scroll;
setstage DLC1VQ03Vampire 200Complete the task.

Prophet (For the Guardian of the Dawn)

The quest will begin after Izran accepts Gunmar and Sorin Zhurar into the ranks of the Guard of Dawn. It turns out that during the absence of the Main character, Serana arrived at the fort and wants to talk about something.

Serana will tell that her father Lord Harkon in due time obsessed with an ancient prophecy, which says that vampires, under certain circumstances, will be able to stop being afraid of the sun. Since the fulfillment of the prophecy would inevitably lead to a war of the Volkihar clan with all of Tamriel, Serana and her mother decided to interfere with the head of the family. Apparently, something went wrong and Serana was locked in a monolith, and her mother Valerika was forced to flee in an unknown direction.

After the Protagonist freed Serana, Lord Harkon again approached the fulfillment of the prophecy. In general, the vampire girl is so desperate that she is forced to ask for help from the Guardian of the Dawn. Help Serana convince Izrana to trust her.


As soon as Izran surrenders and agrees to cooperate with Serana, she will remind of Ancient scroll hanging behind her. Since it is in this scroll that the prophecy that Harkon wants to fulfill is hidden, Serana suggests reading it and finding out if it is possible to somehow interfere with Harkon's plans.

Since the Elder Scroll is not an easy thing, only the priests of the Moth can read it... Fortunately, Izran just saw one of them in Skyrim. The priest's current location can be found from three sources: the College of Winterhold, cabbies, and hotel keepers.

Wherever the main character gets information, everything will come down to a journey to Dragon bridge... There, the protagonist needs to ask any guard about the priest Moth. The brave law enforcement officers will not be stingy with conversations and will advise you to go along the road to the south.

Following the advice of the guard and walking a little along the road, the hero and Serana will find the place of the fight. It is necessary to search the body of a vampire who fell in battle and take a note from him(paper). After reading it, it becomes clear that the priest Moth is being held in the Shelter of the Elders.

Once in the place of imprisonment of the priest, the protagonist needs to kill a vampire named Malk and take away the Waystone-focus from his body, which must be inserted into a pedestal above the barrier. Once the barrier is deactivated, the drugged priest Moth attack the hero.


Cool the ardor of the crazy old man and talk to him. In gratitude, Dexion Irvik agrees to travel to Fort Dawnguard and read the Elder Scroll. As soon as Dexion Irvik fulfills his promise, the task will be completed.

Quest codeWhich stage will activate
setstage DLC1VQ03Hunter 5Started: Follow Izran;
setstage DLC1VQ03Hunter 10Completed: Follow Izran;
Started: Talk to Izran;
setstage DLC1VQ03Hunter 20Completed: Talk to Izran;
Started: Find the priest Moth;
setstage DLC1VQ03Hunter 50Started: Ask the inhabitants of Dragon Bridge if they have seen the priest Moth;
setstage DLC1VQ03Hunter 70Completed: Ask the inhabitants of Dragon Bridge if they have seen the priest Moth;
Started: Free the priest Moth;
setstage DLC1VQ03Hunter 80Completed: Free the priest Moth;
Started: Report your success to Izran;
setstage DLC1VQ03Hunter 200Complete the task.

Scroll hunt

After the priest reads the Ancient Scroll Moth, it will become clear to everyone that the prophecy can only be understood by having two more scrolls. One of them is Elder Scroll (Dragon).

In the event that the Main character has advanced in the main storyline to the quest "Curse of Alduin", then he must have the scroll in inventory or at the orc librarian from the College of Mages of Winterhold. The latter will allow you to redeem it for 5000 gold coins.

If the protagonist has not yet undertaken the main quest, then after talking with Urag Groshub (College of Winterhold), he needs to read the book "Meditation on the Elder Scrolls"... Immediately after this, the task "" is activated, after completing which the Protagonist will receive the necessary Ancient Scroll.

Chasing the past

The quest begins after the hero captures the priest Moth and receives information from the first Elder Scroll. The beginning of the quest will be marked by an appeal to the protagonist Serana. Vampire woman invites to try find her mom Valerika which may have An ancient scroll (blood).

The hero needs to invite Serana to look for the mother directly in the castle Volkrihar... As paradoxical as it may sound, Serane will like this idea. In order not to arouse Lord Hakon's excessive curiosity, the vampire woman will offer to sneak into castle courtyard through a secret passage located by the bay, in the northeastern part of the island.


Having defeated the undead guarding those places, go through the door to the Dungeons of the Volkihar castle. In the first room you will encounter resistance in the form of Death hounds led by a wild vampire. By the way, from the note found in his possession, it becomes clear that this poor fellow will live in the castle were not allowed, therefore, he settled in the catacombs.

In order to go deep into the dungeon, you need lower the bridge blocking the exit from the room with a wild vampire. This is done using a lever located on the balcony above the bridge.


After the bridge is lowered, Serana will kindly advise you to turn left. Following the advice of his companion, the hero will find the lever... Turning the latter activates a mechanism that lowers another wooden bridge. On it, the hero and Serana will be able to get to the stairs leading to the Volkihar Yard.


In the courtyard of the castle, there is a large moon clock. Serana will immediately notice that something is wrong with them. The hero needs to inspect the watch for a malfunction. It turns out that in them a few moonstones missing, to be more precise - three.

  • The first moonstone is in Valerika's garden;
  • The second moonstone on the balcony above Valerika's garden;
  • The third moonstone in the pool next to the lunar clock.

As soon as the protagonist inserts missing stones in the hours, those turn and open the passage to the ruins of Volkihar. Overcoming the crowds of the rebellious undead, the hero needs to break into a small room with a gargoyle and a lattice blocking the further path. Discerning eyes will notice that there is a ring behind the gargoyle responsible for opening the lattice. Pull it and keep moving in search of Valerika.


After resting a couple of three more skeletons, the hero will stumble upon large arched doors, through In the room with four stone gargoyles, you can find the Royal Vampire Armor. which can be entered into a room with four gargoyles. This room has a secret passage. You can open it by pulling the candlestick by the fireplace.


Having overcome the tunnel behind the secret passage, the hero and Serana will find themselves in a large hall. An incomprehensible circle flaunts in the center of it, which will interest Serana. Having looked around, the protagonist will find bookshelves in the southern part of the hall, on one of which he must pick up Valerika's Diary.

After reading her mother's diary, Serana will remember that Valerika tried to explore the Cairn of Souls and could probably find a way to get there. The stone circle, however, may turn out to be a portal to this mysterious place. However, to try open portal, you need to collect refined void salt, finely ground bone meal and shards of soul stones. Fortunately, all the ingredients you need can be found right in the hall with the portal... Moreover, they lie in large bowls so it's hard to miss them.

  • Soul Gem Shards are on the wardrobe by the stairs;
  • The purified salt of the void is on the balcony, above the secret passage;
  • Finely ground bone meal is on the table, under the mammoth's skull.

After finding all the ingredients, put them in bowl over the portal and then talk to Serana. The vampire woman will add her blood to the chalice and the portal to the Soul Cairn will open. If the protagonist is not a vampire, then to pass through the portal he will need to become one (Serana will help), or donate part of your soul... In the latter case, while in the Cairn of Souls, the hero will lose 45 units of mana, stamina and health. The main thing upon returning is not to forget to ask Serana how to return the lost characteristics.


The task is completed as soon as the main character and Serana will enter the portal and find themselves in the Cairn of Souls.

Quest codeWhich stage will activate
setstage DLC1VQ04 10
setstage DLC1VQ04 20Completed: Talk to Serana
Started: Explore the courtyard of the Volkihar castle;
setstage DLC1VQ04 30Completed: Inspect the courtyard of the Volkihar castle;
Started: Inspect the lunar clock;
setstage DLC1VQ04 35Completed: Inspect the lunar clock;
Started: Inspect the ruined tower of Volkihar Castle;
setstage DLC1VQ04 50Completed: Inspect the ruined tower of Volkihar Castle;
Started: Find Valerika's diary;
setstage DLC1VQ04 55Completed: Find Valerika's diary;
Started: Talk to Serana;
setstage DLC1VQ04 60Completed: Talk to Serana;
Started: Find fragments of soul stones;
Started: Find bone meal;
Started: Find Purified Void Salt;
setstage DLC1VQ04 70Completed: Find ingredients;
Started: Put the ingredients in the bowl;
setstage DLC1VQ04 90Started: Enter the Soul Cairn;
setstage DLC1VQ04 200Complete the task.

Beyond death

Once in the Cairn of Souls, follow to the castle with two luminous towers, the quest marker will not let you get lost. It is important to be in front of the castle with Serana, as Valerika will start a dialogue only with my daughter.

As soon as Valerika finishes reprimanding Serana for negligence, she will speak to the main character. Serana's mother will tell you that she and her daughter were servants of Molag Bal and went through a ritual dedicated in his honor. This ritual is so severe that few survive after its completion. However, the survivors receive the blood of a true vampire. Valerika will also share information that for the embodiment of the prophecy hidden in the Ancient Scrolls, needs Serana's blood... Summing up the information received, it is not difficult to conclude that Lord Harkon planned to kill his own daughter. Apparently, it was for this reason that Valerika locked her in the tomb.

The dialogue with Valerika will end with words of distrust towards the protagonist. After that, Serana will not stand it and will scold her mother for past sins. They say you and dad used me, and this dude did a lot for me in a short time of acquaintance. Surrendering under the pressure of her daughter, Valerika agrees give your Elder Scroll... But, not everything is so simple. The fact is that Valerika is locked behind some incomprehensible barrier, which can be destroyed killing three caretakers located in the highest towers of the Cairn of Souls (quest markers will not let you get lost).


Having dealt with the caretakers, return to Valerika and ask him to give the Ancient Scroll. The vampire woman will invite you to follow her to the castle. On the way to the scroll to the hero's group Durnevir will attack- dragon guardian of the Cairn of Souls. Defeating the latter, talk to Valerika, who will marvel at the victory over the physical form of Durnevir and will continue to lead the hero to the Elder Scroll.

After receiving the scroll, head back to Skyrim. At the exit from the castle, the protagonist will meet Durnevir again, but this time there is no need to fight him. On the contrary, the dragon will endow the hero with the knowledge of screaming, allowing you to summon him at the right time.

The task is completed as soon as the Main character and Serana leave the Cairn of Souls.

Quest codeWhich stage will activate
setstage DLC1VQ05 10Started: Find Valerika;
setstage DLC1VQ05 20Completed: Find Valerika;
setstage DLC1VQ05 30Started: Kill the Graveyard caretakers (0/3);
setstage DLC1VQ05 40Completed: Kill the Graveyard caretakers (0/3);
setstage DLC1VQ05 50
setstage DLC1VQ05 70Completed: Follow Valerika;
Started: Defeat Durnevir;
setstage DLC1VQ05 80Completed: Defeat Durnevir;
Started: Talk to Valerika;
setstage DLC1VQ05 110Completed: Talk to Valerika;
Started: Follow Valerika;
setstage DLC1VQ05 200Complete the task.

In search of truth

The quest begins after the priest of the Moth reads Serana's Elder Scroll. To complete the quest, you need to find two other scrolls.

As soon as the hero collects all the scrolls, it is necessary to talk to the priest of the Moth and ask him to read them. Alas, the priest will refuse the protagonist, since he has already become blind after what he saw in the first Elder Scroll. However, you should not despair, as the priest of the Moth will indicate what needs to be done for self-reading scrolls.

Quest codeWhich stage will activate
setstage DLC1VQELDER 10Start task;
setstage DLC1VQELDER 200Complete the task.

Invisible visions

Since the captured priest of the Moth Dexion went blind and can no longer read the scrolls, the main character needs read them yourself, preferably without consequences for vision. To do this, he will have to perform a mysterious rite previously practiced by the priests of the Moth. You can learn more about him in the location of the Glade of the Ancestors, located east of Falkreath.

In the depths of the Glade of the Ancestors, the protagonist needs to find Scraper knife and cut off the bark of the Singing Tree with it. After that, the hero will have to attract flocks of ancestral moths- butterflies flying in groups of three or four. They are found in abundance in the area of ​​the Glade of the Ancestors, so it is difficult to call it a problem.


Having gathered a pack of butterflies around him, the hero needs to stand in circle of the sun and read the three Elder Scrolls. As soon as this happens, you should go to your companion Serana and tell what you managed to see in the scrolls. When approaching Serana, the hero will find that attacked by a hostile squad(if the grid does not open, click on it and type disable in the console). Defeat the ill-wishers and share the collected information with Serana.

The task is completed as soon as the Main character tells Serane where Auriel's Bow can be found.

Touching the sky

From the Elder Scrolls, the protagonist learns that Auriel's bow can be found in the Evening Cave, located southwest of Solitude and north of Volkihar Castle.

Once in the Evening Cave, the protagonist must move deeper until he stumbles upon suspension bridge... If you try to go through it, the bridge will not stand, and the hero and Serana will end up in the streams of a seething underground river, which will carry them into a branch of the cave, spider-infested.

Having dealt with insects, the hero and his companion need to move to the northeastern part of the location (the corridor that goes to the east near the camp with the dead Breton). There, among the road shrines of Auriel, the protagonist will meet the Knight-Commander Gelebor. Which, by the way, is one of snow elves that did not turn into a falmer.

Gelebor will tell you that the only a way to get Auriel's bow Is to perform an ancient ritual of dragging water in a jug. Since this is the only way to open the passage to the temple where the desired artifact is stored, the hero will have to work as a water carrier.

After the protagonist agrees to participate in the ritual, Gelebor will open portal to Evening Passage... After exterminating the crowds of Falmer and overcoming the transition, the hero and Serana stumble upon the road sanctuary of the Light and the spirit of the snow elf named Prelate Sedanis... The protagonist needs to ask the spirit to open the sanctuary, fill the jug and go through the next portal that opens leading to the Forgotten Valley. Here, the quest markers will come to the aid of the player, pointing to the rest of the sanctuaries.


After the hero will fill the jug of all five shrines, he needs to empty it into a bowl by the aisle to the Inner Shrine of Auriel's Temple. As soon as this happens, the gates will open and the protagonist will not be disturbed by anything. proceed to the temple.


To move around the Temple of Auriel, players will need a jug that they fill in the shrines. Put the jug on the altar - the passage opens, get out the door, then take the jug.

Through the Inner Sanctuary, the hero and Serana will enter Chapel of Auriel... Here they will find seated on the throne of Virtur- the brother of the Knight-Commander Gelebor, about whom he incidentally warned.

Virtur will turn out to be a very unpleasant person for testing. Then frozen Falmer will revive then the ceiling will collapse. As soon as the hero and his companion overcome all the misfortunes of Wirth, he will finally lose his temper and will destroy the remains of the Temple of Auriel... The blast will throw the protagonist to the ground. Fortunately, Serana will be there and will morally cheer up the hero.

After the explosion, Wirth himself retreats to a small balcony, where the Main character and Serana can calmly talk to him. It turns out that Wirth used to be the first confidant of Auriel and had the honor to speak with him. But, after one of the flock infected Virt with vampirism, Auriel turned his back on him. Virtue did not like this turn of events, and he decided to take revenge on the one he had previously worshiped. Since it was not given to him to kill Auriel, Wirth decided to eclipse the sun, in order to reduce the influence of Auriel on the mortal world.

Wirth's words will make a negative impression on Serana and she will attack him. The hero should join the battle and destroy Virta... Immediately after this, a roadside sanctuary appears next to the balcony, along with the Knight-Commander Gelebor, who give the protagonist Auriel's bow... This completes the task.

Quest codeWhich stage will activate
setstage DLC1VQ07 10Started: Find out where Auriel's bow is;
setstage DLC1VQ07 30Completed: Find out where Auriel's bow is;
Started: Talk to Gelebor;
setstage DLC1VQ07 50Completed: Talk to Gelebor;
Started: Survive the Eternal Passage;
setstage DLC1VQ07 55Completed: Survive the Eternal Passage;
setstage DLC1VQ07 70Completed: Fill the initiate's pitcher (1/5);
setstage DLC1VQ07 100Completed: Fill the initiate's pitcher (5/5);
Started: Access the inner sanctuary;
setstage DLC1VQ07 110Completed: Gain access to the inner sanctuary;
Started: Find Vicar Virtur;
setstage DLC1VQ07 120Completed: Find Vicar Wirthur;
Started: To make Vicar Virtur explain himself, by words or by force;
setstage DLC1VQ07 200Complete the task.

Family court

After the Protagonist receives Auriel's bow, he needs to talk, with who has already become almost native during the adventures Seranoy(if playing as the Volkihar clan) or Izran(if playing as the Guardian of the Dawn). Both NPCs will offer the only correct, in their opinion, option for further actions, namely assassination of Lord Harkon.

Well, in general, it's time to give a hat one of the main antagonists this DLC. Travel to Volkihar Castle and challenge Harkon.


As soon as the fight begins, attack Harkon with everything you can, while remembering to keep track of his location, since he has a habit teleport often... Also, Lord Harkon closes himself every now and then. spherical barrier, at this time it is necessary shoot him with Auriel's bow.

Defeating Lord Harkon, you complete the walkthrough the main storyline of the Dawnguard expansion.

When you complete the task on the part of the hematite bowl, the passage of Dawnguard will continue with a new quest - you will need to go to Lord Harkon to begin with, you will see that he prepared a speech for his clan about the prophecy of the tyranny of the sun and that in order to decipher the Ancient Scroll, you will need to find the Priest Moth , a well-known prophet from Cyrodiil in his circles. The lord will offer to interrogate cabs and innkeepers about the Priest.

At the same time, his daughter Serana offers to contact the College of Winterhold for the necessary information. Information will be there, and there, and after receiving it, we will inevitably have to go to Dragon Bridge. After receiving information from the inhabitants and the guards, find out that the Priest is no longer in the village, go after him in the south direction. Behind a large stone bridge, you will see a wagon damaged by the attack, and lifeless bodies will also lie around it.

Search the body of the vampire, you will see a note that an ambush was being prepared on the Dragon Bridge. Our passage of Dawnguard will continue with the need to get the Priest Moth out of the hands of the kidnappers who intend to break his will, the target place is the Shelter of the ancestors, we follow to this cave, passing from the cart in the east direction, then get across the river, among the boulders with rocks you will find a close passage. This passage will lead you to a balcony made of stone.

The balcony offers a view of the blue magic dome - our sought-after Priest is imprisoned in it, however, he is guarded by the Guardians of the Dawn, who, for complete happiness, also managed to kill the leader of the kidnappers - the vampire Malkus. Kill all the enemies, search the body of Malkus, you will find a core in him, which will allow you to remove the barrier (you need to go up to the remote control and insert the core). The freed prisoner will pounce on us, we will have to fight back, since he has a clouded mind.

Sanity will allow him to return the blows that were successfully carried out on him, after a few good punches he will finally come to his senses, and we will continue the passage of Dawnguard, using the "Vampire Seduction" talent on the prisoner. Then you need to turn him into your thrall - just bite on the neck. Now he is not going anywhere - he will do whatever is required, so order him to go to Volkihar Castle.

Arriving there yourself, talk to Harkon about the successful operation, and then force the Priest to read the Ancient Scroll. From the scroll, we will receive information that in order to translate the prophecy into reality, it will be necessary to find two more of the same scrolls, they will allow us to find out the location of the legendary weapon - Luke Auriel. Actually, now our goal is to get those very scrolls, they are called Blood and Dragon.

In the northern province of Tamriel, called Skyrim, disease is plentiful. This is stone gout, and ataxia, and, in the end, a banal rhinitis - cold mountain winds do not contribute to high immunity. But there is one attack in this province that has spread throughout the Empire, and its name is vampirism. Although vampirism cannot be called an infection as such, it is rather a logical consequence of a disease called Sanguinare Vampiris(Sanguinare Vampiris). It is transmitted through the "vampiric drain" spell. If you had the dubious happiness of communicating with a vampire and catching this infection, then you have three days (that is, 72 hours) to heal. During this time, you can use any altar of the Eight Deities (do not forget about Talos, no matter what the Thalmor may say, you cannot take away the divine power from him) or drink a potion of healing diseases. If you have not noticed how you have become infected, the incubation period will be accompanied by inscriptions in the upper left corner of the screen: for example, at sunset "The sun is setting and you feel a strange thirst." Well, do not forget that caring townspeople will rush to notify you that you are somehow too pale for a healthy person. If you accidentally (or intentionally) allowed the infection to develop, then after two days from the date of infection, the disease will come into its own.
Vampire Lairs: Fort Bloodlet Throne, Movarth's Lair, Haemar's Shame ) , Pinemoon Cave, etc.

With the release of Dawnguard, there were a few more ways:
1. Start the main storyline of the supplement, during which you will be asked to become a vampire. Even if you turn down Harkon's offer for the first time and choose the side of the Dawnguard, you can still use Serana's services.
2. Visit the Redwater Den and drink water from the spring.


Peculiarities


The vampire is not only about red eyes, sharp fangs and nocturnal lifestyle. This state gives you several pleasant (and unpleasant too) bonuses, which depend on the stage of vampirism. There are four stages in the game:

First stage


The appearance of your character changes slightly: the color of the iris of the eyes is diluted with red shades, the fangs become longer, the cheeks are sunken, and the surrounding NPCs begin to look askance at you.
Capabilities: Herald of the Night(Champion of the Night) - your Illusion spells become 25% more effective; Footsteps of the Night Predator(Night Stalker’s Footsteps) - the vampire moves 25% more invisibly. Your resistance to cold and vulnerability to fire is increased by 25% each, and 100% resistance to poison and disease also appears. In addition, you begin to have photophobia - health, mana and stamina are reduced by 15 points and their recovery slows down or stops altogether (depending on the enchantments imposed on the armor or other extraneous factors) if you are outdoors during the day.
Spells: Vampire servant(Vampire's Servant) - raises a weak dead man who will fight for you for one minute (can be used once a day); Vampire sight(Vampire Sight) - night vision for one minute; Vampire suck(Vampiric Drain) - sucks from the victim 2 points of health per second and transfers them to the caster

Second stage


To get to the second stage, you have to not drink blood for 24 hours. Some of your skills remain unchanged, some are enhanced, and new ones also appear.
Capabilities: your resistance to cold and vulnerability to fire are increased by 50% each; Photophobia begins to be more troublesome - health, mana and stamina are reduced by 30 points and their recovery is slowed down if you are out in the open during the day.
Spells: Vampire servant(Vampire's Servant) - raises an average dead man who will fight for you for one minute (can be used once a day); Vampire suck(Vampiric Drain) - sucks from the victim 3 points of health per second and transfers them to the caster; Vampire seduction(Vampire Seduction) - creatures and people up to level 10 stop attacking you for 30 seconds.

Third stage


To move to the third stage, you must not drink blood for 24 hours after the onset of the second stage. Some skills continue to improve.
Capabilities: your resistance to cold and vulnerability to fire are increased by 75% each; Photophobia - health, mana and stamina are reduced by 45 points and their recovery is slowed down if you are outdoors during the day.
Spells: Vampire servant(Vampire's Servant) - raises a strong dead man who will fight for you for one minute (can be used once a day); Vampire suck(Vampiric Drain) - drains from the victim 4 points of health per second and transfers them to the caster.

Fourth stage


It is required not to eat for 24 hours after the onset of the third stage. The appearance of a hungry vampire evokes fierce hatred in those around you, and they will attack you as soon as they see you. However, the housecarls will continue to serve you faithfully. Yes, and in the Dark Brotherhood, you will still be welcome, but is this not the main thing for us?
Capabilities: your resistance to cold and vulnerability to fire are increased by 100% each; Photophobia - health, mana and stamina are reduced by 60 points and their recovery is slowed down if you are outdoors during the day.
Spells: Vampire servant(Vampire's Servant) - raises a very strong dead man who will fight for you for one minute (can be used once a day); Vampire suck(Vampiric Drain) - sucks from the victim 5 points of health per second and transfers them to the caster; Embrace of the shadows(Embrace of Shadows) - gives the caster invisibility and night vision (can be used once a day).

It is worth noting that photophobia in Skyrim is not as fatal for a vampire as in the previous part of the game. Yes, his powers are weakening, but he can move quite comfortably under the sun. The main thing in the daytime life of a vampire is not to get involved in a serious showdown in the open air, since a decrease in the main characteristics and the speed of their replenishment can become critical for him.
However, at the first stage of vampirism, I calmly picked up the Elder Dragon almost without bottles(author's note).

The diet


Drinking blood, as it has already become clear, is necessary for the sake of maintaining a normal appearance, because after four days of starvation, civilians and guards will begin to attack the vampire, not understanding his purpose of Dovahkiin. Therefore, you should decide for yourself what is more important - a comfortable existence among the townspeople or passion taste vampirism to the fullest. The vampire's food intake has hardly changed since the other Elder Scrolls series. Any sleeping Nepis can become a victim (I choose the castles of the Jarls and the barracks: they are never locked, and the soldiers in the barracks often sleep in the daytime). Activate the interaction button on it (can be used both in the picture below and in the normal state), and a menu will appear where you can choose from "talk / pickpocket" and "eat". Hunger for the next day will be satisfied. Despite the fact that the victim will not wake up from the bite (although some NPCs, such as Sibylla Stentor, can lightly sleep and wake up from your manipulations), beware of eating in the presence of strangers - sucking blood is a crime (food does not remove the invisibility effect from you - approx . of the author). And keep in mind that a new sip of blood "rolls back" your stage of vampirism back, which is indicated by the inscription in the upper left corner of the screen "Your vampire power is weakening from nutrition."

Dawnguard

With the installed DLC Dawnguard, the possibilities of the vampire become much wider. But first, let's talk about the visual part: the face of your character and other vampires is waiting for some changes. Now all night hunters have acquired a specific appearance, characteristic to a greater extent of the Volkihar clan.


Among ordinary vampires, there are also individuals whose faces have been transformed so much that they already look more like monsters than people.

There is a common bug when the character's skin takes on darker shades, and also becomes covered with a kind of dirt. This is treated by installing special mods.

The thirst for the vampire continues to play an important role, but the lack of nutrition is no longer so critical for the game. One of the useful features of the add-on was that due to hunger after the onset of the last stage of vampirism, the people around them no longer attack the player, just seeing him. This means that the vampire, retaining all his strength, can appear in settlements without fear of being attacked.

If the player still wants to satisfy his hunger, then he does not have to look for a sleeping victim. Thanks to the Vampire Seduction ability, the player can charm any sentient creature of limited strength and bite it without resistance.

Clan Volkihar


Most of the vampires in Skyrim belong to the Volkihar clan. These creatures are famous not only for their bloodthirstiness, but also for the special form of a vampire lord that they can take in battle. The history of this clan began many centuries ago, when the powerful Lord Harkon made a deal with the Daedric prince Molag Bal, sacrificing a thousand innocent souls to him, and in return received immortality for himself and his family. Molag Bal turned the lord, his wife and daughter into pureblood vampires, granting them unprecedented abilities. Since then, Harkon gathered his minions around him, organizing a vampire clan, which terrifies not only the living, but also other vampires.
Harkon's blood, transferred to those close to him, allows him to take the form of a vampire lord, increasing their characteristics and endowing them with new abilities.

In the form of a vampire lord, the player can take two stances: hovering and ground. In flight, he gets a more powerful version. "Vampire Suck" that hits the area and allows you to passfeasting on the vitality of several opponents at once. The development of this ability also allows you to drain mana and stamina. At the same time, the vampire can raise the corpses of powerful creatures for support in battle. The vampire lord's form also allows movement on the surface of the water.

If the player lands on the ground (by default, theCtrl), then transforms into a melee fighter, dealing damage with its claws.


Note 1: Sometimes in battle, opponents, even with full health, are frightened by the monster that attacked them and try to escape.
Note 2: The transformation does not allow you to search containers and corpses, open some of the doors and use the map and your own inventory. It is also impossible to use weapons, any other magic and other talents not related to vampirism.
Note 3: Citizens and guards, seeing you in this form, will immediately attack.

In the form of a vampire lord, the player has a separate talent tree that allows him to use experience points to increase his powers. Experience is earned in the form of a lord by killing opponents by "draining life" in levitation or by biting in ground form. Other attacks do not give experience. With the growth of the forces of experience, more will be required.


Among the interesting abilities is the paralysis spell or the ability to transform into an incorporeal cloud, which makes the player immune to any damage and allows you to quickly replenish health, mana and stamina. And also summon a gargoyle, which will distract opponents to itself.

To be able to become a vampire lord, you need to start the main quest of the Dawnguard expansion. The quest chain will lead the player directly to the lair of the Volkihar clan, where Lord Harkon himself will offer the hero the power of a vampire. And it doesn't matter whether the player is already a vampire or not - Harkon will disdain his essence of a "mudblood" and say that true strength and nobility is only in his blood. If you agree to his proposal, then you will join the clan and will perform tasks already as its representative, but if you refuse, then the entrance to the castle will be legally closed for you.
A lot of useful things await the vampire at Volkihar Castle. First of all, it is, of course, the loyalty of local vampires and the ability to trade with them. For example, Rontil has on sale unique tomes of spells, having studied which, you can heal friendly undead - a useful thing for a necromancer.
The lower rooms of the castle's living quarters contain thralls, which vampires use to quench their thirst. Prisoners are constantly in a drugged state, so you do not need to use enchantment spells on them.
On the tables in the common room, you can find renewable vials of blood that you can take with you and use as needed.
Among the inhabitants of the castle there is a blacksmith, an alchemist, as well as teachers of some skills.
For relaxation, you can use the coffins in the local analogue of the bedroom.


In the course of completing tasks, the hero will have access to an ancient artifact - a Bowl of heliotrope (Hematite Bowl), the use of which greatly enhances the effect of vampire suction. It acts as an altar giving its blessing for a certain time. After completing the additional quest "Ancient Power", the action of the Chalice can be significantly extended.
Among the random quests issued by clan members, there is a task to search for powerful items that enhance the vampire's abilities - amulets of the Power of Night and rings of Blood Magic.
And thanks to the quest "Gift" you can make your husband / wife a vampire. You must be married to run this quest.

Note 1: It doesn't matter which side you choose during the Dawnguard quests - the Volkihar clan or the Dawnguard. If you refused the "gift" of Harkon, then Serana can also convert you, but only after completing the quest chain. You will receive all the same abilities, but you will not be able to receive the blessing of the Chalice and the relics of Molag Bal.
Note 2: Accepting a gift from Harkon will heal you of lycanthropy.


Cure


If the life of a vampire, that is, a nocturnal lifestyle, a bloody diet and rejection of you as a full-fledged member of society, is not to your liking, then you can get rid of this scourge. And even easier than in the previous part of the game.
Talk to almost any tavern owner, talk to him about the latest rumors, and he will tell you about a man who has been studying vampires for a long time. Perhaps it is he who will help you get rid of the disease. This is how the quest begins "Rise at Dawn"(Rising At Dawn).
The vampire student is Falion(Falion) - Jarl Morthal's court mage. Go to him and talk about your problem. Redguard will not refuse to help and will give you the task of finding and filling the Black Stone of Souls with the maximum possible soul for him. The stones can be found in the lairs of necromancers or bought from Falion - he always has a couple for sale. The spell trap souls can also be bought either from him or from any other magician. To fill such a stone, the soul of an intelligent creature is needed - a person, a measure, animal breeds, as well as dremora. After filling the stone, return to Falion, who will schedule your next meeting at dawn (this is approximately 5-6 in the morning) in the summoning circle, which is located north of Morthal. The magician will perform his ritual and relieve you of vampirism.



There is some disagreement about the conditions for curing vampirism. Other sources claim that in order to start the quest, your illness must be at the fourth stage, however, I was offered the task literally at the same minutes when my character became a vampire. I think it is logical, because at the fourth stage it will be very problematic to get to Falion.(author's note)

Another Skyrim infection will also help you to heal from vampirism -. Having performed the ritual of becoming a werewolf, you will cease to be a vampire.
In Skyrim, you can become infected with vampirism more than once, since curing immunity to Sanguinar Vampiris does not give.

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In the previous part, Oblivion, vampires could infect us "Crowned Hemophilia"... And in Skyrim, such an infection is responsible for vampirism as "Sanguinare Vampiris", which is weaker in many ways, lacks bonuses such as increased resistance to conventional weapons, increased weapon skills or speed. However, the damage inflicted on vampires by sunlight is also reduced, and is not the same "fatal allergy" that was inherent in their counterparts in Cyrodiil.

The skills and abilities given to vampires by their origins make them ideal thieves, assassins, illusionists, although other play styles are also possible. The blood of vampires develops immunity to all poisons, diseases and cold, but the fire causes them terrible suffering. Most people hate and fear vampires and will try to attack them immediately if they betray their nature.

The vampires of Skyrim are not adapted to quench their thirst with the blood of werewolves, as this will cure them of vampirism and infect them with lycanthropy. Once you transform into a werewolf, the process can no longer be reversed, as werewolves are immune to infection "Sanguinare Vampiris".

Become a vampire

Wherever a vampire attacks you, you immediately risk being infected. "Sanguinare Vampiris"... At first, the infection has symptoms of a common disease, which reduces your health indicator by 25 units, i.e. at this stage, the disease can be cured like any other. However, if you are negligent about it, after 3 days this infection progresses to the full form of vampirism. From now on, standard treatment will not help you.

Sanguinare Vampiris notifies a player every day at a certain time about his condition. At dawn, a message will appear: "You are overcome by a strange feeling of weakness." At sunset, a message will appear: "A strange feeling of thirst overwhelms you." After the third day, Sanguinare Vampiris will disappear from your active effects and you will acquire the first stage of vampirism.

Stages and effects of vampirism

The full vampire form consists of four stages, starting with the first and ending with the fourth. You advance 1 stage if you attack a sleeping NPC every 24 hours without feeding. Feeding always returns you to the first stage, that is, if you drink blood, then the stage "rolls back" to the first.

The progression of vampirism will be displayed on the appearance of your character, giving the skin a pale shade (or bloom), fangs and vampiric eyes will appear. Transformations in appearance become more noticeable as you progress through the stages. NPCs may take notice of your appearance, but they will only be hostile to you when you reach stage four.

Advantages and disadvantages

As a vampire, you will experience both positive and harmful effects of the changes, depending on the current stage. The longer you go without blood, the more critical these changes become.

ALL STAGES

  • You are 100% immune to disease.
  • You are 100% immune to poison.
  • Alteration magic increased by 25%.
  • You are 25% harder to spot while sneaking.
  • In daylight, your health, stamina, and mana are not restored.

(In fact, you are affected by an effect that reduces the rate of regeneration by 100%, so any things that increase it will help you. Works with mana, if you wear the Mask of Clavicus Vile, which allows regeneration, without this mask, mana will not be restored).

Stage 1

  • You have 25% cold immunity.
  • You are 25% vulnerable to fire.
  • In daylight, health, mana, and stamina are automatically reduced by 15.

Stage 2

  • You have 50% cold immunity.
  • You are 50% vulnerable to fire.
  • In daylight, health, mana, and stamina are automatically reduced by 30.

Stage 3

  • You have 75% cold immunity.
  • You are 75% vulnerable to fire.
  • In daylight, health, mana, and stamina are automatically reduced by 45.
  • If you want to start a conversation, most NPCs will refuse to communicate with you.

Stage 4 (bloodlust)

  • You have 100% cold immunity.
  • You are 100% vulnerable to fire.
  • In daylight, health, mana, and stamina are automatically reduced by 60.
  • Most NPCs become hostile towards you and attack you.

Vampire Abilities and Spells

In addition, as you progress through the stages, you will receive several unique abilities and spells, some of which will only gain power over time (or rather, with an increase in the stage). When returning to the first stage, abilities of higher levels will be removed or reset to their original strength.

Warrior of the night

A permanently active effect you gain in the first stage, increasing the potential of your illusion spells by 25%.

Night Hunter Footprints

A permanently active effect that you get in the first stage, increasing your stealth by 25%

Vampire servant

An ability that allows you to raise dead bodies to fight at your side for one minute once a day. The power of this ability increases with each stage of vampirism.

  • Stage 1: Raises the dead body of a weak creature for 60 seconds.
  • Stage 2: Raises the dead body of an average creature for 60 seconds.
  • Stage 3: Raises the dead body of a powerful creature for 60 seconds.
  • Stage 4: Raises the dead body of a very powerful creature for 60 seconds.

Vampire sight

Ability that improves visibility in the dark.

In the first and subsequent stages: improved visibility in the dark. It can be applied several times a day and allows you to switch between on / off modes.

Vampire Depletion

This is a unique novice spell that absorbs a small amount of health from the target and transfers it to you.

  • Stage 1: Drain 2 health per second. 5 magic is spent per second.
  • Stage 2: Drains 3 health per second. It costs 10 magic per second.
  • Stage 3: Drain 4 health per second. It takes 12 magic per second.
  • Stage 4: Drain 5 health per second. 15 magic is spent per second.

Vampire seduction

An ability that is tantamount to the restrain illusion spell. Can only be used once a day.

In the second and subsequent stages: Pacifies creatures and people up to level 10 for 30 seconds.

Embrace of the shadows

An ability that is equivalent to the invisibility illusion spell. Improves vision in the dark during the spell. Any interaction with the external environment or attack will make you visible. Can be used once a day.

Stage 4: Invisibility with improved vision in the dark for 180 seconds, once a day.

Feeding

In order to constantly stay at the first stage of vampirism, you must drink blood from sleeping NPCs. To do this, you must press the "Use" button, whether you are in a drooping position or are standing next to the victim, and select feeding. Feeding should take place without witnesses, that is, on the sly, because witnesses can immediately attack you. You can drink blood from almost any NPC that sleeps in bed, that is, from representatives of all races, even ghosts and other vampires. You cannot drink blood from children.

Companions from Whiterun will not be hostile to you until you join them and reach the last stage of vampirism. At the same time, it can be useful to use other Companions without too much difficulty for feeding at night.

Members of the Dark Brotherhood have no bias towards vampires, although if they catch you feeding, they will attack you.

You can use the people accompanying you as food with impunity, given that there will be no witnesses. Just tell them to go to bed and drink their blood until they get up again. They become a reliable source of fresh blood for the player.

Attention: If you use console commands so that a werewolf and a vampire are immediately available to you, then after turning into a werewolf, you will lose the ability to drink blood from sleeping NPCs.

Recovery from vampirism

Go to any tavern and ask its owner about the rumors. He will tell you about a wizard who researches vampires in Mortal, his name is Falion. Run to Mortal and meet him. He will ask you to bring him a black soul stone (you can buy one from him for 280 septims), trap the soul in this stone with the "Soul Trap" spell or use any weapon enchanted with this spell, use it on a person, kill him to absorb the soul. As soon as the soul is enclosed in the stone, take it to Falion and he will ask you to meet him in the summoning circle outside the city at dawn (approximately 5 am). Once there, after a short ritual, you will be healed. Please note that you must not be in Stage 4 of Vampirism, otherwise Falion will refuse to perform the ritual.

There is another way to cure vampirism - to become a werewolf. Since lycanthropy gives 100% immunity to disease and infection Sanguinare vampiris will be healed.

About vampires

The book "Blood of the Immortals" describes the life of vampires in Skyrim (the "Volkihar" tribe), who are endowed with supernatural powers. The book also claims to be able to travel through ice to overtake unsuspecting travelers and turn them into ice. However, the vampires of Skyrim are in many ways similar to their Cyrodiil cousins, and are almost their cousins ​​because they can tolerate sunlight (provided that they have recently drank blood). Vampirism is more pronounced between feedings.

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