Elder Scrolls 5: Skyrim is huge. We’re already found all 13 Standing Stones and 11 Treasure Maps and their treasures, as well as detailing the best uses of every Dragon Shout in the game. We’ve even found and detailed every unique piece of weapon or armour!
And still that’s not all there is to Skyrim, so here’s the remaining tips we could think of to guide you on your journey, from surviving Vampirism and Lycantrophy to finding all those Unusual Gems and where you can find the best horse. Read on below for all the tips:
So, you probably already know you can buy a house, but which house is the best in Skyrim? Before we tell you, know that you can only purchase a house once you have the Jarl’s approval, which is granted after speaking to him and completing a certain number of favours within the city. Once you are granted a dwelling, speak with the steward who will offer you a purchase. These are:
Breezehome, Whiterun
Jarl: Balgruuf the Greater or Vignar the Revered
Steward: Proventus Avenicci or Brill
Initial Cost: 5,000 Gold
Additional Decorations: Alchemy Laboratory (500 Gold), Bedroom (300 Gold), Dining Room (250 Gold) and Loft (200 Gold).
Total Cost: 6,250 Gold
Vlindrel Hall, Markarth, The Reach
Jarl: Igmund or Thongvor Silverfish
Steward: Raerek or Revurrus Quintilus
Initial Cost: 8,000 Gold
Additional Decorations: Alchemy Laboratory (1,000 Gold), Bedroom (800 Gold), Enchanting Laboratory (1,000 Gold), Entrance Hall (500 Gold) and Living Room (900 Gold).
Total Cost: 12,200 Gold
Honeyside, Riften, The Rift
Jarl: Laila Lawgiver or Maven Black-Briar
Steward: Anuriel or Hemming Black-Briar
Initial Cost: 8,000 Gold
Additional Decorations: Alchemy Laboratory (1,000 Gold), Bedroom (600 Gold), Enchanting Laboratory (1,000 Gold), Garden (800 Gold), Kitchen (500 Gold) and Porch (400 Gold).
Total Cost: 12,200 Gold
Hjerim, Windhelm, Eastmarch
Jarl: Ulfric Stormcloak or Brunwulf Free-Winter
Steward: Jorleif or Captain Lonely-Gale
Initial Cost: 12,000 Gold
Additional Decorations: Alchemy Laboratory (1,500 Gold), Armory (2,000 Gold), Bedroom (1,000 Gold), Clean up that murderer’s mess (500 Gold), Enchanting Laboratory (1,500 Gold), Kitchen (1,000 Gold) and Living Room (1,500 Gold).
Total Cost: 21,000 Gold
Proudspire Manor, Solitude, Haafingar Hold
Jarl: Elisif the Fair
Steward: Falk Firebeard
Initial Cost: 25,000 Gold
Additional Decorations: Alchemy Laboratory (2,500 Gold), Bedroom (2,000 Gold), Enchanting Laboratory (2,500 Gold), Kitchen (1,500 Gold), Living Room (2,000 Gold) and Patio Decorations (500 Gold).
Total Cost: 36,000 Gold
Throughout Skyrim there are stables and within them, unsurprisingly, are a range of horses. But these come at a cost of 1000 Gold, whether paid upfront or in the form of a bounty after it’s been stolen. But there are two special horses that you might consider instead:
Frost
This horse is actually the objective for the side quest ‘Promises To Keep’, where you must steal it from Black-Briar Lodge in The Rift. While you can give this horse back to the quest giver – Louis Letrush – you can also choose to betray him, and keep the horse for yourself. Unfortunately, this horse isn’t actually better than any other horse – except for the fact that it was free.
Shadowmere
This jet-black horse with glowing red eyes is the only horse in Skyrim worth your attention. But with twice the stamina, considerably upgraded health and speedy health recovery when injured, this horse won’t die at the slightest touch either. It’s more aggressive, too, making a useful combat ally. You’ll need to start the Dark Brotherhood quest ‘The Cure For Madness’ to acquire ownership of this horse.
Contracting Vampirism
You’ll encounter Vampires throughout your adventure in Skyrim, during which they may use the Drain Life spell. Not only will this spell sap you of your life-force but each time it is used you may contract the disease Sanguinare Vampiris, which eventually turns you into a Vampire.
To check to see whether you’ve contracted this disease, refer to your Active Effects list in the Spells menu. Once you’ve acquired this disease you have three days to cure it, otherwise you’ll become a Vampire.
To cure Vampirism within the first three days of contracting Sanguinare Vampiris you must either drink a Cure Disease potion, or visit a Shrine in one of the temples for healing.
After these three days, however, if you have not cured the disease you will become a Vampire. At this point there are only two ways of curing the affliction, the simplest is by becoming a werewolf by contracting Lycanthropy – which cures you of all diseases.
Alternatively, you can visit Falion at Morthal in Hjaalmarch and complete his side quest of ‘Rising at Dawn’. Once done, you’ll be free of the disease.
Benefits And Negatives To Vampirism
Having Vampirism has both advantages and disadvantages, with enough powers and effects that may make you tempted to contract it intentionally. Once you’re a Vampire, you will evolve across four stages and become affected more strongly – whether positive or negative. At the fourth stage you are most powerful, but at the same time will be less liked in Skyrim.
To reduce the effect of Vampirism you must feed on the blood of any Skyrim citizen, be it beggar or guard, which will take you back down to Stage 1.
Negatives
– During Stages 1-3 you will be safe to travel the land, however NPCs may comment on how ill you’re looking. At Stage 4, guards and citizens will openly attack you – making interactions difficult without feeding on an NPC.
– Between the hours of 5am and 7pm you will be afflicted by an aversion to sunlight. This means your health, magicka and stamina will be reduced by 15 points for every Stage of Vampirism, up to 60 points at Stage 4, while out in sunlight.
– Similarly, you will be afflicted by a weakness to fire – making you more susceptible to fire damage of any kind. This is 25% per Stage, meaning a maximum of 100% weakness to fire at Stage 4.
Benefits
– Immunity to disease, curing any diseases you might have had prior to becoming a Vampire and resisting any and all diseases afterwards.
– Immunity to poison, resisting all forms of poison that you might encounter.
– Champion of the Night, making Illusion spells are 25% more powerful.
– Nightstalker’s Footsteps, making you 25% harder to detect while sneaking.
– Resistance to Frost damage, increasing 25% per Vampire Stage to a maximum of 100%.
Additionally, each stage of Vampirism provides new abilities that can be activated, these are as follows:
Stage 1 Powers
– Vampire’s Sight, enabling you to see better in dark environments for 60 seconds.
– Vampiric Drain, which absorbs 2 points of health every second from your target.
– Vampire’s Servant, enabling you to once a day reanimate a dead creature for 60 seconds. Only affects creatures up to level 8.
Stage 2 Powers
– Vampire’s Selection, preventing creatures and people up to level 8 from fighting or fleeing for 30 seconds.
– Vampiric Drain, upgraded to drain 3 points of health from an enemy every second.
– Vampire’s Servant, upgraded to affect creatures up to level 13.
Stage 3 Powers
– Vampiric Drain, upgraded to drain 4 points of health from an enemy every second.
– Vampire’s Servant, upgraded to affect creatures up to level 21.
Stage 4 Powers
– Embrace Of Shadows, once a day enabling you to gain Vampire’s Sight and Invisibility for 3 minutes.
– Vampiric Drain, upgraded to drain 5 points of damage from an enemy every second.
– Vampire’s Servant, upgraded to affect creatures up to level 30.
Contracting Lycanthropy
Unlike Vampirism, becoming a werewolf is more of a choice than an affliction. When in Whiterun, speak to The Companions and begin their quests. During the mission ‘The Silver Hand’, you will be offered the opportunity – though you can decline if you wish.
As a werewolf you will be able to use the ability Beast Form once a day, turning you into a wolf-like warrior. This ability lasts for 300 seconds, while feeding on a corpse restores 50 points of health and extends the ability for another 30 seconds.
Curing Lycanthropy
After completing The Companions quest line, if you tire of being a werewolf then you have the opportunity to permanently remove the curse – though you won’t ever be able to reacquire the power.
To remove the curse, begin the Companions Radiant Quest ‘Purity’. During the quest, bring a spare witches head for yourself then battle and defeat your own wolf spirit. Once defeated, you will be cured of Lycanthropy.
Benefits And Negatives Of Lycanthropy
Like Vampirism, there are downsides to having the power of the wolf – most of which are linked to your wolf-form. These pros and cons are only effective during your Beast Form.
Benefits
– Your health is increased by 100 points.
– Your stamina is increased by 100 points.
– A faster sprint speed, which is even faster than a horse.
– Wolves will no longer attack you.
– Crimes committed (murder, etc.) don’t add to the bounty of your human form.
Negatives
– Health no longer regenerates
– Cannot loot corpses, use items (such as keys, etc.) or use weapons, spells, Shout or Powers.
– You won’t be able to speak to any NPCs.
– NPCs will flee in terror, while guards will try to attack you.
Powers Of A Werewolf
By becoming a werewolf you will have access to a handful of powers, each of which can only be used during Beast Form. These are:
– Increased melee damage, dependant on level. Base damage begins at 20 up until level 10, increasing to 60 points of damage for a character level 45 or over.
– Immunity to disease, curing you of any diseases and prevent you from contracting anymore. During the initial ritual, becoming a werewolf will even cure you of Vampirism. This is active during your human form, too.
– Increased Dexterity, meaning you can run at a much faster speed and can leap further.
– Restless Blood, preventing you from ever receiving a bonus from being rested.
– Howl Of Rage, causing enemies up to level 25 to be affected by fear, and will flee. Lasts for 30 seconds.
– Scent Of Blood, earned during the Companions Radiant quest ‘Totems Of Hircine’ and enables the use of Detect Life for 60 seconds.
– Howl of the Pack, earned during the Companions Radiant quest ‘Totems Of Hircine’ and lets you summon two wolves to fight alongside you.
While exploring Skyrim you may notice strange markings throughout the world – on walls or chests – that may have had you questioning exactly what they mean. They are left by members of the Thieves Guild, and detail the immediate vicinity and what you can expect. Here’s our rundown of these Shadowmarks, that could one day save your life.
Danger
Shape: A triangle pointing into a circle, with a line through the centre
Meaning: Pinpointing an area that is dangerous – whether trapped or filled with hostile enemies – avoid or prepare for damage.
Empty
Shape: Circle with a square inside
Meaning: Highlighting a location or building that has already been cleared. Nothing of worth inside.
Escape Route
Shape: Circle with an arrow, with a line through the centre
Meaning: When locked in prison, look for this mark to pinpoint a hidden escape route.
Fence
Shape: Diamond with the top separated, with a line through the centre
Meaning: Details a place or person where you can sell stolen goods at a fair price.
Loot
Shape: Circle with a square, with lines crossed through the square
Meaning: Denoting a place with something valuable worth stealing.
Protected
Shape: A diamond with two circles
Meaning: Highlights someone who is protected by the Thieves Guild, whether shopkeeper or citizen.
Safe
Shape: Triangle with a circle
Meaning: Highlighting a safe route, detailing a corridor, hallway or even house that is free of traps or, more likely, already been cleared by the Thieves Guild. The triangle points in the direction of safety.
The Guild
Shape: Diamond with a circle
Meaning: Denoting a safe place to hide, usually with a member of the Thieves’ Guild nearby.
Thieves Cache
Shape: Diamond with a square, with lines crossed through the square
Meaning: Being part of a Thieves Guild will mean you can find loot or gifts hiding within these chests or barrels.
You may find one of these Unusual Gems scattered throughout the world of Skyrim, but no real clue as to what they do.
Take them to an appraiser – Vex at the Thieves Guild is your contact for this – and have her discover their worth. She’ll tell you they are the Stones Of Barenziah.
From then on you will need to find 24 of these Stones Of Barenziah to complete a crown, earning you a sum of gold and the permanent Prowler’s Profit perk.
We’ve listed the locations of all 24 Stones Of Barenziah below:
Unusual Gem 1
Location: Blue Palace, Solitude
Inside Jarl Elisif the Fair’s quarters, on top of a shelf.
Unusual Gem 2
Location: Proudspire Manor, Solitude
In the master bedroom after purchasing Proudspire Manor.
Unusual Gem 3
Location: Thalmor Embassy, Solitude
Thalmor Embassy is located to the northwest of Solitude. The gem is in one of the bedrooms in Elenwen’s Solar. This will only appear after the main quest ‘Diplomatic Immunity’.
Unusual Gem 4
Location: Dainty Sload, Solitude
The Dainty Sload is the ship located to the northeast of Solitude, to the south of the lighthouse. The gem is on a small table in the Captain’s Quarter’s.
Unsual Gem 5
Location: College Of Winterhold, Winterhold
Inside the Arch-Mage Quarters, on a shelf.
Unusual Gem 6
Location: Yngvild, Winterhold
Yngvild is located to the northeast of Dawnstar. The gem itself is in the Throne Room, in a chamber behind the throne.
Unusual Gem 7
Location: Hob’s Fall Cave, Winterhold
Hob’s Fall Cave is located to the east of the Imperial Camp in Winterhold, which itself is southeast of Dawnstar. The gem is located in the necromancers’ sleeping area.
Unusual Gem 8
Location: Treasury House, Markarth, The Reach
In the master bedroom on top of a bedside table.
Unusual Gem 9
Location: Understone Keep, Markarth, The Reach
Search inside the locked side room located in the Dwemer Museum.
Unusual Gem 10
Location: Dead Crone Rock, The Reach
Dead Crone Rock is located far to the south of Markarth in The Reach. The gem is located on top of a makeshift altar.
Unusual Gem 11
Location: Jorrvaskr, Whiterun
Search inside Kodlak Whitemane’s bedroom for the gem on a set of shelves.
Unusual Gem 12
Location: Hall Of The Dead, Whiterun
Search the left hand walls in the Hall Of The Dead for a wall crypt with a skeleton inside. The gem is at the foot of the skeleton.
Unusual Gem 13
Location: Dragonsreach, Whiterun
Enter the Jarl’s Quarters and search his bedroom for the gem.
Unusual Gem 14
Location: Rannveig’s Fast, Whiterun
Rannveig’s Fast is located to the east-northeast of Rorikstead, which is located to the far west of Whiterun. The gem can be found on a table next to the watery prison.
Unusual Gem 15
Location: Fellglow Keep, Whiterun
Fellglow Keep is located to the east of Whiterun, on the north side of the river. The gem can be found near the entrance, in the workroom at the top.
Unusual Gem 16
Location: House Of Clan Shatter-Shield, Windhelm, Eastmarch
The gem is located in one of the bedroom’s in the building.
Unusual Gem 17
Location: Palace Of The Kings, Windhelm, Eastmarch
Search Wuunferth the Unliving’s quarters for the gem on one of the tables.
Unusual Gem 18
Location: Stony Creek Cave, Eastmarch
Stony Creek Cave is located far to the southeast of Eastmarch, south of the Imperial Camp in the area. The gem will be found in the bandit wizard’s area.
Unusual Gem 19
Location: Ansilvund, Eastmarch
Ansilvund is located to the south of Stony Creek Cave, near the border to The Rift. The gem can be found in the burial chambers, near Fjori’s ghost.
Unusual Gem 20
Location: Sunderstone Gorge, Falkreath
Sunderstone Gorge is an area near the road by the two borders with Whiterun and The Reach in the northwest. The gem is easy to spot, on an altar near the Word Wall.
Unusual Gem 21
Location: Dark Brotherhood Sanctuary, Falkreath
On a dresser in Astrid’s room, after completing the Dark Brotherhood quest ‘With Friends Like These’.
Unusual Gem 22
Location: Pinewatch, Falkreath
Pinewatch is located to the northeast of the capital city Falkreath, in a locked treasure room in the bandit sanctuary.
Unusual Gem 23
Location: Black-Briar Lodge, The Rift
In the master’s bedroom, upstairs in the Black-Briar Lodge. This is located to the east of Riften.
Unusual Gem 24
Location: Mistveil Keep, Riften, The Rift
Inside the Jarl’s Chambers of a beside table.
To get married you’ll need to first travel to Riften in The Rift and speak with the priest at the Temple Of Mara. After talking to him about marriage, you can purchase (or find throughout the world) a Necklass Of Mara, indicating your availability to prospective spouses.
From then on you must interact with the many possible wives and husbands to befriend them, after which you can talk to them about getting married.
We’ve listed all prospective spouses below, as well as their occupation. This affects the benefits you receive by being married to them, which are listed below:
Female
Aela The Huntress – Nord
Location: Jorrvaskr, Whiterun
Occupation: Companion
Aeri – Nord
Location: Anga’s Mill, The Pale
Occupation: Lumberjack
Anwen – Redguard
Location: Temple Of Dibella, Markarth, The Reach
Occupation: Priestess
Avrusa Sarethi – Dark Elf
Location: Sarethi Farm
Occupation: Farmer
Borghak The Steel Heart – Orc
Location: Mor Khazgur, The Reach
Occupation: Warrior
Brelyna Maryon – Dark Elf
Location: College Of Winterhold, Winterhold
Occupation: Student
Camilla Valerius – Imperial
Location: Riverwood Trader, Riverwood, Whiterun
Occupation: Merchant
Dravynea The Stoneweaver – Dark Elf
Location: Kynesgrove, Eastmarch
Occupation: Mage
Ghorza gra-Bagol – Orc
Location: Blacksmith Shed, Markarth, The Reach
Occupation: Blacksmith
Gilfre – Imperial
Location: Mixwater Mill, Eastmarch
Occupation: Miller
Grelka – Nord
Location: Open Market, Riften, The Rift
Occupation: Merchant
Iona – Nord
Location: Honeyside, Riften, The Rift
Occupation: Housecarl
Jenassa – Dark Elf
Location: Drunken Huntsman, Whiterun
Occupation: Hireling
Jordis the Sword-Maiden – Nord
Location: Proudspire Manor, Solitude, Haafingar
Occupation: Housecarl
Lydia – Nord
Location: Dragonsreach, Whiterun
Occupation: Housecarl
Mjoll The Lioness
Location: Riften, The Rift
Occupation: Adventurer
Muiri – Breton
Location: Hag’s Cure, Markarth
Occupation: Alchemist
Njada Stonearm – Nord
Location: Jorrvaskr, Whiterun
Occupation: Companion
Orla – Nord
Location: Temple Of Dibella, Markarth, The Reach
Occupation: Priestess
Ria – Imperial
Location: Jorrvaskr, Whiterun
Occupation: Companion
Senna – Imperial
Location: Temple of Dibella, Markarth, The Reach
Occupation: Priestess
Shahvee – Argonian
Location: Argonian Assemblage, Windhelm, Eastmarch
Occuation: Dockworker
Sylgia – Nord
Location: Shor’s Stone, The Rift
Occupation: Miner
Taaroe – High Elf
Location: Radiant Raiments, Solitude, Haafingar
Occupation: Tailor
Uthgerd – Nord
Location: Bannered Mare, Whiterun
Occupation: Warrior
Viola Giordano – Imperial
Location: Candlehearth Hall, Windhelm, Eastmarch
Occupation: Busybody
Ysolda – Nord
Location: Open Market, Whiterun
Occupation: Citizen
Ainethach – Breton
Location: Karthwasten, The Reach
Occupation: Mine Owner
Angrenor Once-Honored – Nord
Location: Candlehearth Hall, Windhelm, Eastmarch
Occupation: Beggar
Argis The Bulwark – Nord
Location: Vlindrel Hall, Markarth, Eastmarch
Occupation: Housecarl
Athis – Dark Elf
Location: Jorrvaskr, Whiterun
Occupation: Companion
Balimund – Nord
Location: Riften, The Rift
Occupation: Blacksmith
Belrand – Nord
Location: Winking Skeever, Solitude, Haafingar
Occupation: Hireling
Benor – Nord
Location: Morthal, Hjaalmarch
Occupation: Warrior
Calder – Nord
Location: Hjerim, Windhelm, Eastmarch
Occupation: Housecarl
Cosnach – Breton
Location: Silver-Blood Inn, Markarth, The Reach
Occupation: Drunk
Derkeethus – Argonian
Location: Darkwater Crossing, Eastmarch
Occupation: Fisherman
Erik The Slayer – Nord
Location: Rorikstead, The Reach
Occupation: Hireling
Farkas – Nord
Location: Jorrvaskr, Whiterun
Occupation: Companion
Filnjar – Nord
Location: Shor’s Stone, The Rift
Occupation: Blacksmith
Gat gro-Shargakh – Miner
Location: Kolskeggr Mine, The Reach
Occupation: Miner
Ghorbash The Iron Hand – Orc
Location: Dushnikh Yal, The Reach
Occupation: Warrior
Marcurio – Imperial
Location: Bee And Barb, Riften, The Rift
Occupation: Hireling
Moth gro-Bagol – Orc
Location: Understone Keep, Markarth, The Reach
Occupation: Blacksmith
Octieve San – Breton
Location: Solitude, Haafingar
Occuation: Citizen
Omluag – Breton
Location: Markarth Smelter, Markarth, The Reach
Occupation: Miner
Onmund – Nord
Location: College Of Winterhold, Winterhold
Occupation: Student
Pavo Attius – Imperial
Location: Kolskeggr Mine, The Reach
Occupation: Miner
Perth – Breton
Location: Soljund’s Sinkhole, The Reach
Occupation: Miner
Quintus Navale – Imperial
Location: The White Phial, Windhelm, Eastmarch
Occupation: Alchemist
Ravyn Sadri – Dark Elf
Location: Sadri’s Used Wares, Windhelm, Whiterun
Occupation: Merchant
Roggi Knot-Beard – Nord
Location: Kynesgrove, Eastmarch
Occupation: Miner
Romlyn Dreth – Dark Elf
Location: Black-Briar Meadery
Occupation: Meadery Worker
Scours-Many-Marshes – Argonian
Location: Argonian Assemblade, Windhelm, Eastmarch
Occupation: Dockworker
Sondas Drenim – Dark Elf
Location: Darkwater Crossing, Eastmarch
Occupation: Miner
Sorex Vinius – Imperial
Location: Winking Skeever, Solitude, Haafingar
Occupation: Assistant Innkeeper
Stenvar – Nord
Location: Candlehearth Hall, Windhelm, Eastmarch
Occupation: Hireling
Torvar – Nord
Location: Jorrvaskr, Whiterun
Occupation: Companion
Vilkas – Nord
Location: Jorrvaskr, Whiterun
Occupation: Companion
Vorstagg – Nord
Location: Silver-Blood Inn, Markarth, The Reach
Occupation: Hireling
Wilhelm – Nord
Location: Vilemyr Inn, Ivarstead, The Rift
Occupation: Innkeeper