Skyrim Daedric Quest Guide

The numerous Daedric Lords are a large part of the mythology of The Elder Scrolls games as well as having a noticeable presence in every game in the series. But whether their presence has been felt in the main storyline or not, their quests are some of the most interesting and varied in the game. They also carry some of the greatest rewards as well. The Daedric Artifacts are some of the most powerful unique items in the Elder Scrolls universe and having a few of them can make your life remarkably easier thanks to that power.

Not every one of these artifacts is suitable for every player, and honestly some of the quests might put you off of ever even completing them. These actions range from the forthright and honorable, like clearing a dungeon of undead or killing an oathbreaker, to the downright disgusting. Cannibalism anyone?

Above: You thought we were joking?

But any quests that you are willing to complete will reward you with a powerful tool that may aid either you, or one of your followers, on the path to stopping Alduin. Sometimes dark pacts may be the only way to save the world so what exactly are you willing to do to gain that power? Well if you’re willing to take that step then we list the various quests, artifacts and judge the rewards for you here. Enjoy!

Take note that while Nocturnal is indeed one of the Daedric Princes s/he isn’t covered here as his/her quests are entirely wrapped up within the Thieves Guild quests. As such that quest line is outside of the scope of this guide and will thus not be covered here. The item you get in those quests, the Skeleton Key, counts as a Daedric Artifact for the Achievement/Trophy though.



Azura

Boethiah

Clavicus Vile

Hermaeus Mora

Hircine

Malacath

Mehrunes Dagon

Mephala

Meridia

Molag Bol

Namira

Peryite

Sanguine

Sheogorath

Vaermina

Azura – The Black Star



Starting location: Azura’s Shrine

More likely than not you will be lead to Azura’s Shrine in the mountains south of Winterhold by hearing rumors in town about it. This puts a note into your miscellaneous quests section that will help guide you to it. If you don’t manage to get the quest then simply go to the above map location and speak to Aranea Ienith.

Aranea’s words lead you to the Mages College in Winterhold where Mirabelle Irvine or Tolfdir will point you to an Elf named Nelacar who lives at the inn in the town. You’ll either need to persuade, intimidate or bribe the information out of him to continue this quest. Once that’s done he reveals what must be done: a mage named Malyn Varen has corrupted Azura’s star and it’s up to you to retrieve it from his disciples. 

To do this we’re heading off to a place known as Ilinalta’s Deep, a sunken fortress into the lake far to the west of Riverwood.

Ilinalta’s Deep is a pretty treacherous dungeon at low levels. It is full of Necromancers of various strengths as well as their undead minions which will provide much grief to low level characters. It’s simply far too easy to find yourself outnumbered as two Necromancers summon up skeletons, kill one and then find it revived by that second Necromancer. So long as you can kill the Necromancers before they do this then the dungeon shouldn’t be too rough although the higher level you are the better. The toughest Necromancer in here, the Arch Necromancer, but he isn’t very hard regardless of your level so don’t let those worries stop you.

Here you have a choice. Either bring Azura’s Star back to Azura and let her purify it back to its regular state or bring it back to Nelacar and keep it as a Black Soul Gem. If you bring it back to Azura you lose the Black Soul Gem aspect, allowing it to only capture non-humanoid souls but Aranea Ienith will join up with you as a follower afterwards. As she’s a powerful magic user who can sneak reasonably well and takes pretty good care of herself, that bonus may be more helpful than the Star itself to some people.

Regardless of your decision you must purify the star by clearing out Malyn Varen’s wretched soul from the device. This requires you to go into it and defeat him as well as three Dremora that he will summon up to assist. He basically just runs away while casting spells and the Dremora attack one by one so kill them as they appear then deal with him. He’s nothing too special at this point. With that done you can finally claim your reward – an infinitely reusable soul gem.





Boethiah – Boethiah’s Calling



Requirement: Level 30

Starting Location: Sacellum of Boethiah

Boethiah the Deceiver is one of the wonkier Daedric Lords to work for in this title. Reaching her shrine is simple enough as it’s located up a mountain path east of Whitehelm, but once you get there things get rather fishy.

Yes, that’s right. You need to get yourself a follower, bring them here and then murder them. Yup. Gotta love the Daedra. On the bright side Boethiah isn’t all that picky about the sort of follower that you murder so it’s not necessary to bring your spouse here. It can be one of your Housecarl, someone beaten in a tavern brawl or just some merc that you pay to hire. Simply pick someone that you aren’t likely to ever bring on an adventure then lead them back to the shrine. Once there go to the Pillar of Sacrifice, ask your follower to do something for you and then direct them to the pillar itself. They’ll get sucked up against it so pick up the Blade of Sacrifice and deliver the death blow. This leads to madness.

Above: And a battle royale.



Having survived that it’s time to go and kill Boethiah’s previous champion. While s/he tasks you with killing everyone at the locale with stealth, this isn’t necessary unless you wish to challenge yourself. It’s quite possible to just charge in and murder everyone in open combat; it’s not even acknowledged if you do it this way. So handle these enemies as you see fit, killing the Champion of Boethiah is incredibly hard to do by stealth, he’s just far too aware of sneaking and in a well lit room. Even invisibility might get sussed out. The video below shows one way to do it with stealth at level 30 or so if you have the right abilities and weapons.

Upon finishing the Champion off, Boethiah reappears and lets you keep the Ebon Mail as your reward for this duty. This armor is incredibly useful for allowing a little bit of stealth into the playthrough of someone using heavier armors.





Clavicus Vile – A Daedra’s Best Friend



Requirement: Level 10

Starting Location: Falkreath

Where most of the Daedric Quests start out in the wilderness or from a rumor you hear in town this one actually starts in Falkreath. The first time you try to enter the town a guard will ask you if you’ve seen a dog while coming into town – answer however you wish, you’ll be directed into town to speak with Lod. He offers you some money to find the dog for him as well as meat to attract it but that won’t be strictly necessary.

Leave Lod and head towards the quest marker. It leads you onto the road just outside of town where the dog will approach you. This lost mongrel, Barbas, is Clavicus Vile’s dog and he needs you to come to Clavicus’ shrine to settle a disagreement between himself and his master. It all sounds simple enough but upon agreeing you have to trek across the lands to Haemar’s Shame. The trip is simple enough but since Barbas absolutely must attack every hostile he comes across it’s a kind of aggravating experience traveling with him. Be ready to run up and murder every enemy in sight to keep this mutt moving.



Haemar’s Shame is basically the cover for Vile’s Shrine so you’ll have to fight through the enemies infesting this location. Luckily this is one of the easier dungeons featuring a number of leveled vampires that die pretty quickly. They’re not especially hard to fight, drop decent loot and if you have a follower it won’t take you very long to clear the dungeon and speak to Clavicus Vile himself via his shrine. Be sure to choose the “Reunite with his dog” as your wish to continue the quest. Then it’s off to Rimerock Burrow to retrieve the Rueful Axe.

Above: Far to the west and slightly north of Solitude



This is another very easy dungeon with only the mage who stole the axe, Sebastian Lori, as any real threat. Kill everything in your path and get the axe so you can return to Clavicus Vile.

At your return Clavicus Vile offers you a deal – kill Barbas and you can keep the Rueful Axe. This is a bad deal as the axe is not Vile’s Daedric Artifact and while it may be useful it doesn’t count towards achievements or anything and you can make a better weapon with enchantment. Simply wait until Barbas resolves the whole situation after your refusal. The Masque makes your speechcraft better, improves prices and magicka regenerates quicker.

Hermaeus Mora – Discerning the Transmundane



Requirement: Level 15

Starting Location: See below.

Most of the other quests require that you seek out a particular location or at least visit one of the various towns. However this quest is started by simply following the main quest until you reach the Elder Knowledge quest. At this point Septimus will give you this quest upon chatting with him, tasking you with inscribing a Dwarven Lexicon for him. Since it is inscribed by doing exactly what you must do for the main storyline so this requires exactly zero effort on your part. As this is part of the main storyline it is not covered in this guide.

Return to him with the Lexicon to start up the next stage of this quest, that of gathering the blood of the various Elven races. Septimus gives you an extractor used to take the blood of those you come across to combine in an effort to open the way into the giant cube near him. You’ll need the blood of every type of Elf, including the Orcs, to open the way so it’s either time to go on a killing spree or simply hold onto it while completing the various quests to get this without undue bloodshed. A few bandit bases will give you that. Before you can leave to do this Hermaeus Mora himself will appear to offer you to become his emissary by replacing Septimus. Uh oh.

Bug Warning: If you speak to Septimus before you are level 15 there is a good chance that you will be locked out of this quest for good. He will simply never advance the conversation beyond asking you to power up the Lexicon.

When you have the elven blood return to Septimus. He opens the Dwemer artifact with the blood, opening the path to the item inside. Here you will acquire the Oghma Infinium, Hermaeus Mora’s artifact. When read, this will provide a bonus to either all of your warrior, thief or mage skills, increasing them by 5. It then disappears from your inventory altogether so don’t rely on this one to help you get the Achievement/Trophy.





Hircine – Ill Met by Moonlight



Starting Location: Falkreath

This town sure has a lot of Daedric stuff hanging around, doesn’t it? Starting this one up requires that you find your way down into the jail inside of the Falkreath Barracks. It seems that he is trying to find some way to free himself of the cursed ring he bears. If you want to help him you’re going to have to find the great animal, a White Elk, and kill it to appease Hircine. This will have to be done while you bear the cursed ring which can randomly cause you to change into a werewolf. Good times.

The best way to go about doing this is to accept the quest from Sindig and then immediately sprint out of town, heading to the east to reach the beast. Once you’re safely outside of town head full speed towards the animal’s location. As soon as you’re safely outside of town nobody important will see you change so if it happens just use the speed of a werewolf to sprint towards the beast at high speed. Kill it and a spirit will rise up from its corpse, speak to this spirit to have a chat with an Aspect of Hircine.

Above: The Great Beasts’ location.



Now you have one of two options – either kill Sindig for one reward or help him survive those hunting him for another reward. Either way you’re going to have to head towards Bloated Man’s Grotto and make your decision.

Above: At the current location marker.



From here you have to choose what you’re going to do. The first video involves helping Sindig:

Above: This video shows you slaying Sindig.



As you can see in this video it is quite possible to do both of these in the same run. Hircine doesn’t seem to care what you do but these are both Daedric Artifacts that count towards the Achievement/Trophy so that will make your life a good bit easier.





Malacath – The Cursed Tribe



Requirements: Level 9

Starting Location: Largashbur

To start this quest you must find Largashbur out in the wilderness to the west and a bit south of Riften. As you near the gates a giant and Orc can be seen fighting it out. It’s important that you help her survive this giant attack as if she dies the gates of the stronghold will stay closed to you. When the giant lays dead Atub, the shaman of this stronghold, will speak to you and ask for your aide with an issue facing the tribe – they are very weak and seemingly cursed which has left them vulnerable to attacks by the giants.

Atub tasks you with getting your hands on some troll fat and a daedra heart to start the ritual to commune with Malacath. This can be gotten pretty easily from the Companion’s hall in Whiterun inside of Kodlak Whitemane’s chambers. If you’ve already nipped those then check basically any alchemist’s store for the troll fat although the daedra hearts appear much less often. Once you’ve got those you can finally return to speak with Atub. She leads you to speak with Chieftain Yamarz and then into communion with Malacath.

The end result of this is that it’s up to you and the Chieftain to go into Fallowstone Cave with Yamarz and protect him. There is an issue with this quest where he may appear on an upper level where you can’t really get to him. Be sure to talk to him outside the cave, let him go in before you and then follow him in to avoid this glitch.

In this dungeon you and the “good” Chieftain can ignore and walk past all of the other giants as the only one you must kill is their leader. Just don’t get too close to any of them; he’s in his own little sub-area so that should pose no confusion. When you arrive at the location Yamarz will offer you gold to kill the giant leader for him. Don’t bother, Yamarz will attack you afterwards. It’s much funnier if you tell Yamarz to try fighting instead and watch him go splat before you kill the giant with ease. Just be sure to grab the hammer on the way out of here.

Now simply return to Largashbur to speak with Atub and commune with Malacath. He gifts you with the artifact Volendrung, a fairly powerful two-handed hammer. This weapon's very high absorb stamina effect lets you basically power attack non-stop, obliterating your foes.

Mehrunes Dagon – Pieces of the Past



Requirements: Level 20

Starting Location: Dawnstar

After passing level 20 you will receive an invitation to visit a museum in the city of Dawnstar. If you don’t feel like waiting for this you don’t have to as the museum is rather obvious thanks to the Mythic Dawn symbols outside of it. Speak to Silas to be invited in to work on a quest for him. The long and short of it: he wants you to retrieve the three pieces of Mehrunes Razor in the name of his ancestors. Or something like that.

This requires that you deal with three people who possess the pieces of Dagon’s artifact. These can be gotten in any order but it’s easiest to get the one in Morthal first. Speak to Jorgen and either bribe, persuade or intimidate that key out of him (or just, ya know… kill him) then just get the hilt out of the chest in his house.

Cracked Tusk Keep is the second possible destination and it is located west of Falkreath (there’s that city again). Luckily the keep itself is pretty easy although the numerous traps on the lower level are quite a pain in the rear. Just be very careful and you should be fine.



From here you’ll need to make your way to Dead Crone Rock, a Word Wall location that you will want to have on your map at some point. There you will find Drascua, a Hagraven who will be carrying the final piece of the artifact. Kill her and her Forsworn guardians so you can get it and return the various parts to Silus.

Silus tasks you with one final goal, meeting him at the Shrine of Dagon and helping him with uniting the pieces into the Razor itself. This doesn’t turn out as he’d hope.

Of course if you’d rather not have the artifact dagger with a 25% chance of killing enemies per hit you can agree to not kill Silus. Then you lose out on the artifact and get 500 gold. Yay? Just put the dolt out of everyone’s misery and walk off with a fantastic backup weapon.





Mephala – The Whispering Door



Requirements:
Level 20, Complete main storyline quest “Dragon Rising”

Starting Location: Whiterun

Getting this quest to start is a pain in the rear end. It will only be started by speaking to Hulda in the Bannered Mare about rumors but this option doesn’t always come up. Instead speak with her and ask about gossip. She will talk about how there’s no rumors or repeat a previous one. However this will refresh her dialogue options, giving you a new dialogue choice to ask about rumors. She will now mention how there’s talk about the Jarl’s son. This will open up the dialogue option with the Jarl to talk about his son.

From here the quest is incredibly simple and basically just involves a lot of running back and forth. Talk to the Jarl, talk to his son and then talk to the Whispering Door hidden in the kitchen area. This is the only tricky part – you have to steal a key to the Whispering Door from Forengar or Jarl Ulfric. The easiest way to do this is to wait until Forengar goes to sleep and then pickpocket the key off of him. Even if you have a very low pickpocket score it should be easy.

Now just open the door and grab the Ebony Blade. This is an incredibly strange artifact that powers up as you use it to kill those with an emotional connection to you. It doesn’t have to be your spouse but it can be anyone that you’ve completed a quest for, paid for their services or beat in a bar duel to become a follower. They don’t acknowledge your attacks as hostile letting you murder them in cold blood. As you kill them you increase the health drain effect but not the base damage. Honestly this means that the blade is kind of crappy and not worth using, just like a weapon the God of Deceit might hand out.

Meridia – The Break of Dawn



Requirements: Level 12 or higher

Starting Location: Statue of Meridia

There are two ways that this quest will start – either you will find the shrine well ahead of time or you will randomly come across Meridia’s Beacon inside of a chest after reaching level 12. As soon as you pick this up the nagging begins…

When you arrive at the shrine place the beacon in the slot pointed out to you. Meridia lifts you thousands of feet up into the sky to state your task – clear out the nearby Kilkreath Ruins and retrieve her weapon from deep within. To do this you’ll have to guide a beam of sunlight to the pedestal where Meridia’s artifact, Dawnbreaker, is located.

This dungeon is fairly straightforward and not particularly difficult. The only enemies inside of it are the Corrupted Shades, essentially powerful skeletons. But if you have any real combat skills then these guys will go down with little fuss. As always use fire attacks on the undead to make things easier. Other than that Malkoran is the only real threat thanks to him being a boss level Necromancer. While he doesn’t summon up undead, what with him being surrounded by a large amount of Corrupted Shades to begin with, he does use strong magical attacks to chop into your health surprisingly fast. When he dies he will emerge as a shade himself but this dies rapidly.

After one final trip into the sky with Meridia you now have Dawnbreaker, a very powerful blade with a nice fire enchantment. This thing makes mincemeat of undead so if you can grab this early on most of those pesky dungeons full of Draugr guarding Dragon Priests and Word Walls become incredibly easy to clear.





Molag Bal – House of Horrors



Starting Location: Markarth

In this city of death, lies and murder, of course one of the Daedric Lords has a presence. After you’ve wandered around town for a bit, not far from the entrance you will see a strangely garbed man standing outside of an abandoned home. One of the Vigilant of Stendaar, Vigilant Tyranus, will beseech your help in rooting out a Daedra worshipper inside this home. Sure, why not?! What could possibly go wrong?

Above: The answer? A whole lot.



Well now, wasn’t that an experience. We now need to find this follower of Boethiah, currently held prisoner at the Red Eagle Redoubt.

This place is a Forsworn encampment so you’re going to need to cut your way through a whole slew of these crazed lunatics. Generally speaking there aren’t too many high level Forsworn here but if you come here at a very high level this place can be incredibly tough. Coming here around level 12 or so is probably when this location is most easily cleared although even then this is going to take a while to clear. Let the priest free and no matter what you tell him he returns to the house as Molag Bal wishes of you.

Return to the abandoned home in Markarth and follow the priest inside. When he goes down to the shrine he will be imprisoned and it’s up to you to smack him around with a mace until Molag Bal gets what he wishes from the priest. 

For your trouble you get one of the most useful Daedric Artifacts. The Mace of Molag Bal comes equipped with a soul trap ability as well as being a strong one handed weapon. This makes it quite easy to run around bashing faces in and filling up your soul gems. Pair it up with Azura’s Star and you will never run out of soul energy for your magic items.





Namira – The Taste of Death



Starting Location: Markarth

Above: This place is almost as infested by Daedra as Falkreath.



When you enter Understone Keep for the first time locals will be confronting Brother Verulus about him keeping the Halls of the Dead sealed. You’ll have to convince him either with words, intimidation or bribery to tell you what the problem is. It seems that something has been eating the dead bodies located within the catacombs so head on in to find out what the problem is. Apparently it’s a carrion eater / cannibal named Eola who figures that you are like her and tells you to meet her by Reachcliff Cave to clear out the Shrine to Namira.

Eola will meet you just outside of the cave. She joins up to help clear out the creatures infesting the cave and she helps out a good bit. Bringing along followers or summoned monsters will make this place almost ridiculously easy. Honestly if clearing out Draugr are a problem by the point you find yourself in this dungeon then there’s no help for you. Game over man. Oh and if you don’t want her in the way simply don’t ask for her assistance.

Once the place is cleared out speak with Eola again to find out what needs to be done next. She wishes for you to go get Brother Verulus from Markarth then bring him back here to be murdered. Uh, yeah… Gotta love these Daedric Worshippers. Can’t even trust cannibals these days. But if you want the artifact then that’s just what you’re going to have to do.

Head back to Markarth and ask him to follow you to the tomb. You’ll likely need to bribe him unless your speech is high enough that you can persuade him, he doesn’t seem to respond to intimidation at all. However you do it bring him back to the final room of Reachcliff Cave and go through with the ritual to get Namira’s Ring. This increases your stamina by 50 and grants you a bonus to health and stamina when you take a nibble on dead humanoids. Yum!

Peryite – The Only Cure



Requirements:
Level 12

Starting Location: Shrine to Peryite

This mission can start one of two ways – meet one of the “Afflicted Refugee” on the roads after reaching level 12, an incredibly rare occurrence, or just going to the Shrine to Peryite. Either way you’ll need to reach that shrine in the middle of nowhere, stashed between the far southwest of Solitude and far northeast of Markarth. Once there speak with Kesh the Clean to be given one of the most arduous collection quests in the entire game.

About: Damn you and your incense!


Here are the ingredients we need and how to get them:

Vampire Dust: If you don’t have any at this point and can’t find any to buy in one of the alchemy shops then you’re going to have to hunt down some fangy-vamp thingies. Numerous ones can be found in Morthal if you follow the quest “Laid to Rest” and investigate the burned down house. Some can be found if you search in the various Jarl’s homes near where their mages work. Lastly Haemar’s Shame, important to Clavicus Vile’s quest, is home to numerous vampires.

Silver Ingot: Purchase this from one of the various armorers.

Deathbell Flowers: If you can’t be bothered to hunt for this then just buy it at an alchemists shop.

Flawless Ruby: There is only ONE fixed place in the entire game to get this thing. In a small boat hidden in the river, by the rocks, near Sky Haven Temple you can find several gems including this ruby. If it’s not there for some ungodly reason (like falling in the water when it spawned) or you already got it… then good luck. There is a mine in Karthwasten, southeast of the shrine, where you can possibly get this. Prepare to mine, reload and try again many times.

Above: The ruby is just north of the custom marker.



With that done return to Kesh the Clean to commune with Peryite. He gives you your mission – kill Ochendor for deviating from the task Peryite set for him. The Elf hides in some Dwarven ruins nearby so guess what we get to do?

Above: A Skeever? Yuck!



Bthardamz isn’t too far away so run on over there. Be wary of the Afflicted though, they aren’t very strong in combat but they have one very dangerous ability, that of a poison spit. This poison does a very large amount of damage like an acid and is something you must avoid. Try to stay mobile when fighting them, especially in groups, and dispatch them efficiently. Don’t spread out your attacks, focus on one at a time so that they don’t keep hitting you or your follower with this crap or things can go south really fast. Luckily Ochendor isn’t anything special so smite him and then unlock the nearby elevator for a quick escape.



Upon returning to Peryite he will be grateful for your assistance and reward you with one of the best Daedric Artifacts out there, Spellbreaker. This Dwarven heavy shield has a special effect where, upon being raised, it will erect a barrier that reduces all incoming magic damage by 50, kind of like a spell ward. No charges, no limits on this, nothing. Just do it as much as you like. Awesome.





Sanguine – A Night to Remember



Requirements:
Level 15

Starting Location: Whiterun

This quest starts off innocuously enough and doesn’t really even warrant a whole lot of direction. When you go into the Bannered Mare after passing the required level a man named Sam Guevine will challenge you to a drinking contest. Agree to do so and just follow the dialogue prompts to start this rather funny quest. From here you will have a number of tasks to perform to get that staff that Sam promised you. Take note that if you have a high Speechcraft score then it’s possible to skip parts of this mission by simply passing a speech check with each person along the way.

Upon awakening in a Temple of Dibella you have to clean the place up to find out where you need to go next. The priestess will direct you to the small hamlet of Rorikstead on your quest to find out what the hell happened last night.

Here a man named Ennis will confront you about stealing his prize winning goat. Now we have to get his goat back from the giant we apparently sold it to or he won’t tell us where we need to go next. Climb the mountain, walk over the goat and then just walk off. The giant usually won’t get hostile about this although your follower will attack him. It might be safest to just blindside him before he gets the chance to attack you. Now lead the goat back to Ennis for the next tip.

Back to Whiterun! The quest will often lead you to the woman Ysolde but there are times when it will pick another local. Either way they will berate you for taking their best ring and not paying for it. She points you towards Witchmist Grove where your bride to be is waiting. Waiting for us here is a Hagraven named Moira who will speak to you, eager to consummate your relationship. Asking for the ring back prompts her to attack so kill her off, get the ring and return it to Ysolde. She explains that your bride is supposed to be waiting for you at Morvunskar. Off we go to the ruins!



This leaves us in Whiterun with the Sanguine Rose, a very useful staff that summons up Dremora to help you in combat. It has plenty of charges too so this is something that is well worth carrying around with you.





Sheogorath – The Mind of Madness



Starting Location: Solitude

To start this quest you’ll need to speak to a man in Solitude. Rumors will reveal a strange man walking around the graveyard area near the Bard’s College and the Blue Palace. Speaking to Dervenin prompts him to ask for your aide and if you agree he explains that you’ll need to get into the locked part of the palace. Oh he also gives you an item called Pelgaius’ Hip Bone. To get into the locked section of the palace you have one of two options: do a quest for the court and ask Falk Firebeard for the key or persuade it out of the maid, Erdi.

Once you’re inside of the Pelagius wing it’s a simple matter of wandering forward until you are pulled into another realm entirely. This starts the quest proper which consists of completing several tasks for Sheogorath in this realm.



Task 1: Night Terrors – 

Task 2: Paranoia – Stand in the spot where you can see the two Atronachs and then wait for Sheogorath to stop talking. Once he does so use the Wabbajack but not on the Atronach, use it on the men on either side of Pelagius. They will change shape, the madman runs off and you win.

Task 3: Anger – 

That’s it, you’re done. Now you will return to the real world with the Wabbajack in hand. This staff deals either stamina, health or magicka damage to your target… or turns them into a random object / enemy. Enjoy turning your enemies into sweet rolls and then having a snack!





Vaermina – Waking Nightmare



Starting Location:
Dawnstar

After all of that nonsense and massive running around of the last few quests it’s nice to have a simple dungeon crawl. That’s all this quest is, a fairly long dungeon crawl with a few really interesting elements to it. So let’s get to this.

Make your way to the city of Dawnstar and have a chat with some of the locals to find out that there’s a rash of nightmares going on in the city. Nobody can get any sleep and thus everyone is on edge. You’re directed to a man inside the inn, a priest who is investigating the issue. Have a chat with him to find out what the issue is – apparently an artifact of Vaermina’s is going out of control and causing these issues. So you and him get to head over to a nearby dungeon to solve the problem.

From here there isn’t a whole lot to say. The dungeon is fairly straightforward although it is actually fairly difficult. All of the enemies are strong but most notable are the Orcs who can kill even a melee oriented character incredibly fast so be very careful when dealing with them. 



At the end when Erandur is dealing with the staff you have a decision to make. Vaermina suggests that you kill him and take the staff for yourself. It’s a fairly weak artifact as it does low damage unless you absorb dreams from sleeping people (not treated as an attack) but even then the damage is nothing you couldn’t get from another staff. But it counts towards the Oblivion Walker Achievement/Trophy so if you need it for the fifteen artifacts then you’ll have to kill him. Letting him live allows you to recruit Erandur, a powerful mage, as a follower which isn’t a bad idea for any non-mages.