Diseases in the world of Skyrim: lycanthropy and vampirism. Walkthrough of all quests in The Elder Scrolls V: Dawnguard and an overview of the add-on Use the spell of vampire seduction on the priest of the moth

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 glance 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, as indicated by the inscription in the upper left corner of the screen "Your power of the vampire is weakening from food."

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, 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.

The vampire storyline described here is only available in the Dawnguard add-on.

The storyline for the vampires begins in the same way as for the guardians of the dawn. And in order to immediately understand exactly how the plot lines diverge, a small drawing:

Requirements to start the storyline: level 10 or higher.
Requirements for completing the storyline: the presence of an ancient scroll (obtained from the main passage of Skyrim)

Dawnguard

ID: DLC1VQ01MiscObjective

Talk to any guard, or visit Whiterun, where, after taking a few steps into the city center, the orc Durak will approach you and start a conversation about the war of the guardians of the dawn against vampires. Whatever you say, after the conversation, the Dawnguard task will begin, and the entrance to the Dawnguard's Ford will be marked on the map, you will go there:


In the main building, we talk with Isran, and we say that we want to join the guardians of the dawn (in general, if you play in the English version, and with English it’s tight - you can safely press the first version of the dialogues everywhere).

The task will end after the conversation, and the next one will automatically start.

Awakening

We leave for the crypt Dimhollow Crypt. Where vampires and other evil spirits will be waiting for us:

The first closed grate is opened with a lever opposite, in a small room:

There will also be a second grille, and the lever that opens it will not be near, but slightly behind. In the end, exploring the crypt, you will come to this place:

We kill two vampires, and we begin to move the racks so that the magic fire ignites in them. After all the racks light up in a circle - activate the rod in the center.

A small surprise awaits you, and this is where the task ends.

Completing this quest will complete the achievement: Awakening

Bloodline

Now you need to take Seran'u to her ancestral castle. We get out of the crypt (we will have to make our way again through the mountains of corpses of skeletons, draugrs and gargoyles), after which we go here:

In the indicated place there will be a boat, we sit down (activate it) into it, and it appears at the Castle Volkihar:

We talk with Lord Harkon:

Important: it is in a conversation with him that there will be a fork between the light and dark sides. We need dark, which means we choose:
"I will accept your gift and become a vampire"

After which he turns us into a vampire, and the mini-training will begin:

Important: it is not known why, but if after training again, with Harkon, you turn into a vampire lord, he will start attacking you.

After training, the task ends, and the next one automatically begins.

The Bloodstone Chalice

ID: DLC1VampireBaseIntro

Without leaving the castle, we talk with Garan, who, after a long and incomprehensible conversation, will present us with a special cup:

And send to Redwater Den:

On the spot you will find a simple ruined house ... but not so simple. There is some kind of torture chamber in his basement, and from it there is a passage to another location. In general, feel free to kill all the vampires that will bother you until you get to this place:

Press E (fill the goblet with special blood), kill a couple more vampires, and return to Castle Volkihar, to Garan:

The task is completed.

Prophet

ID: DLC1VQ03Vampire

We talk with Harkon:

Then we go to the College of Winterhold, where we talk with Urag gro-Shub:

And now we need to go to the Dragon Bridge village:

Where the job cursor disappears. You need to talk to any guard:

Then we go across the bridge, along the road, where we find a wrecked wagon. We select a note from the corpse and read it:


Then we go to the Forebears Holdout dungeon, located next to:

We kill everyone in our path until we get to this place:

Here you will need to disable the magic barrier. To do this, select the Weystone Focus from the corpse of Malkus, and install it on the rack at the top:


The old man Dexion Evicus appears, to whom at first 1) we hit him on the head, 2) then we use the Seduction of the vampire (Calm) spell on him, 3) then we bite him (via the E button), 4) then we talk to him:


We leave for Castle Volkihar, talk to everyone indicated by the marker, and the task ends there.


Chasing Echoes

First, we talk with Seran'oy:

Then you need to leave the castle, go down the bridge, and turn immediately to the right (without crossing to the mainland), where you will find the entrance to the castle dungeons:

There are no special opponents inside, but you will have to run through the labyrinths pretty much. And of course, there will be closed doors with levers (which you will be tortured while you find):


After painful running around, we find ourselves in this location:

Here you need to collect 3 missing sections, they are located here, you just need to search:


We install them on the required circles, after which the entrance to another location opens:

In the next ruins of the Volkihar Ruins, you will have to run a lot and look for hidden passages - do not count on the quick passage of this location.

There are three difficult moments with hidden doors, the first two:


You find yourself in a room in which Serana will talk to herself a little, then you will need to talk to her (everywhere you can click on the first option of dialogues), at the end of the conversation you are given a new task - to find a journal.

It is on the red bookshelves:

We talk with Seran'oy again, now you will need to find three ingredients. You need to search in the same room - there are many different ingredients on the shelves and tables. I did not choose the ones I needed, but just collected everything that was lying.

After collecting them all, you need to put in this bowl on top:

A portal opens to Soul Cairn - a beautiful and large location that has to be pretty much trampled.

As soon as you enter the location, the task ends, and a new one begins.

Beyond Death

First you need to get to the marked point where you will meet Seran's mother - Valerica:

She gives the next task - to kill 3 Keeper's. They are in the same location, but in different parts:

A feature of this location is some glowing bowls that can teleport you to additional locations. One of the keepers will be in just such an additional location.

After killing all 3, we return to the mother, talk to her, and follow her to Boneyard.

Where the dragon Durnehviir immediately appears, which must be defeated:

After the victory, after talking with Valeric again, follow her and take Elder Scroll (Blood):

Now we need to return to our vampire castle. On the way back, the dragon you recently defeated will speak to you and teach you new dragon words:

We leave the location, the task is completed.

Seeking Disclosure

Important: in order not to wander through the numerous corridors and rooms, in the next location we immediately go out into this door, and then move through the global map to the entrance to the castle:


And talk to Dexion Evicus:

The assignment is completed, and the next begins.

Unseen Visions

Important: in this task you will need an Elder Scroll Dragon, which is obtained according to the main plot of the game (see the task "Beyond the Ordinary")

We go to the beautiful location of Ancestor Glade:

Where you will first need to take a scraper, then use it on a tree nearby:


And then, a very interesting task - to collect 7 groups of butterflies in this cave. They are collected by a simple approach to them - and they themselves begin to fly around you. When you collect all 7 groups, stand in the indicated place and read the scroll:


We talk with Seran'oy - the task is completed:

Touching the Sky

Get ready for a very long passage of this task, and an unrealistic number of locations that will have to be visited.

First, we go to the Darkfall Cave:

There will be a hinged bridge in it - go over it for the first time, it can withstand you, go over it a second time - it breaks off, and you fall into a stream that quickly begins to carry you away in an unknown direction - do not worry, everything is fine.

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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 drunk blood). Vampirism is more pronounced between feedings.

Foreword.

Hello everyone. With you mchammer. I decided to write down the passage of side quests for vampires. But it would be better not to start, because, having turned into a vampire, my beautiful empire has become like an old woman. Quests, as well as those of the guard of the dawn, are given by members of the vampire hierarchy. Only all tasks will take place in random locations, and sometimes they will be repeated.

Pedigree protection.

This task gives Fyura a bloody mouth. She will ask you to clear the cave with a vampire who is recruiting an army. The location will be random, but most often these are caves. In the location there will be vampires, bandits, vampire thralls, and they will in every possible way prevent you from killing their leader. Come to the cave, clear it and return to Fuora for a reward. As a reward for the completed task, you will receive 3 elixirs of blood, which restore 100 units of health.

Ancient power.

This quest is given by Feran Sadri. Feran will ask you to bring the brushes of an ancient vampire. The location will be random, I came across a cave. In the cave there were magicians, sorcerers, bandits, even the highest vampires were caught, such things, yes. After killing them, I climbed into the chest and pulled out the ancient vampire's brushes needed to strengthen the hematite bowl. Also, in a cave I came across Selvani Netri, wrapped in a web. I cut the web, she thanked me and went home, and I thought that she would join our family. Take the Ancient Vampire's Brushes to Feran Sadri for a reward. Now you can drink from a hematite bowl and receive a passive bonus for this: "Blood of the Ancestors". When using spells from a vampire lord, you remove 100% of the magic from the enemy for 3 days.

New allies.

This quest is given by Vingalmo. He will tell you that the family needs to be replenished, and asks us to convert a person who is suitable. This person can be in any locality. I needed to convert Cairia from Markarth. We find her, cast the "Seduction of the vampire" spell and eat, so we infect her blood and after a while she will turn into a vampire.

Taming the beast.

This quest is given by Garan Mareti. He will ask you to kill the vampire and his gang. We leave for Heimar's cave. Vampires, Volkihar vampires and their servants are waiting for us in the cave. We kill the servants and the main vampire, you can also clear the entire cave. After that, we go to Garan for a reward. As a reward we receive change hoop.

Rings of blood magic and amulets of the power of the night.

This quest is given by Feran Sadri. He will ask you to find the rings of blood magic. One ring is in the rogue's lair, the other in the cave "Lunar Forest"... Vampires are sitting in the rogue's cave, and vampires with their master are sitting in the Lunar Forest cave. Also, the guardians of the dawn can attack you. After collecting the rings, return to Feran Sadri. Ring of the Beast (100 units of health, 200 units of damage with claws in the form of a vampire - lord); erudite ring (100 units of magic and an increase in the speed of its recovery). As a reward for the completed task, you can keep the rings with you.

Cheating the crowd.

This quest is given by Feran Sadri. We need to frame the guardians of the dawn, and Feran knows how to do it. He will give us a set of armor of the guard of the dawn and ask us to kill a person in a crowded place or city. He will also ask you to kill a person who occupies a high position in society. Merchant, bard, and then toss a note in the pocket of the cold corpse that compromises the guardians of the dawn. We come to any city, dress up as a guardian of the dawn and kill the merchant. After that, we turn into a vampire lord, scatter onlookers and get out of the city to Feran Sadri for a reward.
Hunting.
This task gives Fyura a bloody mouth. She will ask you to kill the agent of the guard of the dawn, who pretended to be a simple citizen of Skyrim, but this must be done silently. The Dawnwatch agent is usually dressed as a beggar or as a pilgrim, you will immediately notice him. You can kill him silently in the following way. Talk to him, and in the conversation you either convince that there is a monster nearby, or intimidate, after that he follows you. Take him into an empty house or his own house and kill him right in the hallway. After that, return to the castle to Fure.

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 it, 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.

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