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CURE DISEASE

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CURE POISON

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EASE BURDEN

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FADE OTHER

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ICE VOLLEY

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NIGHT EYE

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CONJURE DRAUGR WIGHT

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CONJURE DRAUGR SCOURGE

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DRAGON HUNT

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CONJURE DRAUGR DEATHLORD

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BARROW OF THE WYRM

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CONJURE DRAGON PRIEST

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RETRIEVING EMBERSUNDER

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CONJURE MUDCRAB

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ROBBED BLIND

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TRANSMOGRIFY

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REPAYING A DEBT

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WRAP ME UP

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UNWANTED GUESTS

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RECLAIMING THE PAST

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SOMEONE WITH BACKBONE

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A HOWL LOAD OF TROUBLE

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A PRICELESS COMMODITY

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ANIMAL BOUNTY

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BANDIT BOUNTY

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VAMPIRE BOUNTY

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WARLOCK BOUNTY

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BLIND ROBBERS CACHE

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FIIK LO SAH (PHANTOM FORM)

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CALL OF THE WILD

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CALL OF THE DEAD

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All you need to start Wyrmstooth is an installation of The


Elder Scrolls V: Skyrim with patch 1.8 or higher.
To ensure Wyrmstooth has been installed completely, make
sure these files have been copied to your
\Steam\steamapps\common\skyrim\data folder.
Wyrmstooth.esp
Wyrmstooth.bsa
WyrmstoothReadme.txt

Then run the Skyrim Launcher, go to Data Files and make


sure Wyrmstooth.esp is ticked. Click OK and you should be
good to go.

Once Wyrmstooth is installed, youll find two new NPCs in


The Bannered Mare in Whiterun: Theodyn Bienne and
Lurius Liore.
The main quest begins when you meet quest starting
requirements: you need to be at least level 10 and have
defeated your first dragon in the main quest.
Theodyn Bienne, an Imperial Courier, will track you down
starting from The Bannered Mare in Whiterun. He travels on
foot to your current location to deliver a message.

Note: If you fast travel it may take some time for him to catch
up to you. Waiting 24 hours in any of the major holds should
give him enough time to find you. Alternatively you may
randomly come across him from time to time walking the
roads of Skyrim.
Listening to his message starts Dragon Hunt, the first quest
in Wyrmstooth.

Even though the main quest is open to players level 10 and


up, Wyrmstooth can be a challenging place.

a powerful spell caster youll be facing in the side quest


Someone With Backbone.

In Wyrmstooth youll be teaming up with a group of


mercenaries to battle through one of the largest dungeons in
Tamriel. This team dynamic will help you clear through the
hordes of enemies youll be facing along the way, but it can
also be a challenge in and of itself.

Any apparel enchanted to resist magic will help immensely in


the above mentioned side quest. Even at level 70 you may
find this encounter challenging. You have been warned.

Dont worry about accidentally striking your team mates in


combat, Im sure theyll forgive you, but you may find
yourself getting quickly overwhelmed by enemies should
your team mates end up getting knocked out. Ensuring they
stay in the fight is crucial!

Tip: Make sure youre fully equipped to take on any


challenge before travelling to Wyrmstooth. Dont forget to
stock up on arrows.
Other then that, take it slow and dont rush through the
dungeon. You may encounter powerful enemies well in
excess of your current level that will require the cooperation
of the entire team to take down.
If you come across a difficult encounter, let the mercenaries
draw the attention of the enemy, then use that opportunity to
strike. They cant die, you on the other hand can.
And dont forget to save. By all the gods, save often!

Before travelling to Wyrmstooth during the quest Barrow Of


The Wyrm, visit a trader and stock up on the following:
Healing Potions
Resist Fire Potions
Resist Ice Potions
Resist Shock Potions
Resist Magic Potions
Youll be fighting through hordes of the undead, so learning
some turn undead spells may also prove useful.
The weapons of choice are:
Dawnbreaker: Obtained through the Break Of Dawn side
quest. Useful for repelling the undead.
Dragonbane: Found in Skyhaven Temple. Useful in the
final fight against Vulthurkrah.
It may also be a good idea to do the side quest The Only
Cure to obtain the Spellbreaker shield. This will help you in
the final fight with the dragon Vulthurkrah as well as with
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The island of Wyrmstooth, as of version 1.14. New content


is always being added with each new release so the
appearance of the island may differ in the future.

Northern Marshes A miserable place permanently

The main regions of the island are:

Eastern Glaciers Home mainly to wild animals and lost

Western Forests Speckled with the giant emperor

travellers.

engulfed in bad weather. Only miscreants operate here far


from civilization.

parasol mushrooms from Morrowind. This part of the island


is primarily occupied by the imperials, though marauders are
known to stray into this region.

Central Mountains The jagged peaks surrounding the


steam pools. Home only to wolves and other beasts.

Steam Pools A somewhat habitable area surrounded by


the central mountains. First arrivals may be in for a bit of a
surprise here; keep your sword at the ready or get ready to
make a break for it..
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Wyrmstooth Docks: Where you first step foot onto the

Dunyicks Camp: A small camp south of Fort

island. Its a short distance west from Fort Moonwatch. You


wont find much in the warehouse aside for some of the new
liquor included in the mod.

Moonwatch. Speak to Dunyick to start the side quest Howl


Load Of Trouble. A dibella statue can be looted here for
some extra gold.

Fort Moonwatch: When you first step foot onto the

Waylayers Watch: An old imperial tower near

island this fort will be occupied by bandits. Once the dragon


has been defeated the imperials will reclaim the fort after the
imperial mining settlement begins to rebuild.

Dunyicks Camp, occupied by bandits when the Dragonborn


arrives. A chest here can be looted for some extra gold but
watch out for the archer at the top.

Hags Perch: A lone hagraven lives here southwest of


Waylayers Watch. Draw the hagraven out of her home to
defeat her or use JaShavi-Dars newly available Placeable
Bear Traps to trap the entrance.
The design of the island of Wyrmstooth took approximately
five months of work to complete.The landscape was shaped
by hand and every object; every rock and plant, was hand
placed. Take the time to explore; Ive scattered many hidden
treasures and references around the island for those with a
keen eye to discover.

Tomb Of Vulom: A cave west of Chillwater Mill. Speak

Wanderers Camp: A camp south east of Chillwater

to Vuloms skull to begin the side quest Someone With


Backbone. Search through the ruins for loot you may find
useful towards the end of this quest.

Mill, occupied by random NPCs. A good place to find some


randomly spawned loot including healing potions and
cooking ingredients.

Chillwater Mill: A mill south of Waylayers Watch, home

Fort Valus: An old imperial fort north east of Wanderers

to Yngfa and Balmir. Imperials also keep watch over the mill
to ensure bandits dont overrun the southern roads and
encroach into the mining settlement.

Camp. Entering any buildings at Fort Valus will start the side
quest Reclaiming The Past. The fort will periodically be
targeted by marauders, witches and other hostile groups.

Imperial Mining Settlement: Follow the road east

Wulfmeres Watch: Follow the road south then east

from Fort Moonwatch to reach the mining settlement. Once


the dragon has been defeated, the imperials will help the
surviving residents rebuild the town.

from the Imperial Mining Settlement and youll come across


this abandoned nordic tower. Youll find some randomly
spawned archery-related gear inside.

Dwemer Lift: Youll find two dwemer elevators around

Hunters Shack: A small shack in the centre of the

the island that can be used to travel to and from Dimfrost.


One on the road south of Wulfmeres Watch and another in
the steam pools.

steam pools. Two hunters live here which you can buy and
sell from. Check their shack for mostly cooking and
alchemical supplies.

Wreck of the Salty Knave: An old shipwreck now

Gronndal Grove: A spriggan sanctuary north of

used by the marauders to store their haul from Wyrmstooth


Barrow. Keep your eyes and ears open after you enter; a
party of marauders just might be coming home...

Hunters Shack. Speak to Bolmar to start the side quest A


Priceless Commodity. The miners outside may be targeted
by the dragons that emerge from the steam pools.

Twinpeak Tower: A nordic tower overlooking the steam

Krakevisa: A nordic building north of the Wreck of the

pools, occupied by a group of marauders. Either draw them


out one by one or siege the tower with the mercenaries in
tow.

Salty Knave, home to a large coven of warlocks. Youll find


all manner of spell tomes here, many of which you wont find
back on the mainland.

Stormcloak Camp: A camp east of Krakevisa. While

Bloodstone Camp: A giant camp north of the steam

the civil war doesnt reach as far north as Wyrmstooth, the


Stormcloaks have established a small presence here to keep
an eye on imperial operations.

pools and southeast of Coldwave Crescent. Most arent


foolish enough to steal from the giants who graze their
mammoths here.

Hermans Holdout: An eery experience only for the

Ruined Homestead: Marauders currently occupy this

truly brave adventurer. North of the Stormcloak Camp youll


find a dungeon completely devoid of light, so bring lots of
torches or learn the Candlelight spell.

ruined homestead south of Bloodstone Camp in the central


mountains. Youll find food, supplies, plus loot collected by
the marauders.

Coldwave Crescent: A small cave occupied either by

Dark Brotherhood Sanctuary: On the northeast tip

wild animals, trolls or ice wraiths. The equipment of


whomever they kill lays scattered here for the brave
adventurer to find.

of the island youll find an abandoned Dark Brotherhood


Sanctuary you can use as a free player home. But youre not
the only one who has their eyes on claiming this place...

Wyrmstooth Barrow: East of the steam pools youll

Chillbone Camp: A short distance south of Blind

find Wyrmstooth Barrow, one of the largest dungeons in


Tamriel. Stock up on supplies before you enter, who knows
how long youll be spending down in its depths.

Robbers Bluff. Read the note on the platform next to the


corpse to learn the location of the marauder boss with the
key to Blind Robbers Bluff.

Wyrmstooth Crypt: Use the crypt exit to give yourself

Haetars Cave: South of Chillbone Camp youll find

a breather before taking on the rest of the dungeon. This


side exit marks the half way mark through Wyrmstooth
Barrow. Restock your supplies before returning.

Haetars Cave, the site of a rather gruesome showdown


between the draugr and a group of Thalmor. Plenty loot can
be found here from the deceased of both parties.

Blind Robbers Bluff: A cave east of Wyrmstooth

Stendarrs Outpost: Along the road south of

Barrow used by the marauders as a place to store the loot


they pillage from around the island. However only the
marauder boss has the key to the store room...

Wyrmstooth Barrow youll find Stendarrs Outpost; a small


commune of Vigilants locked in a state of conflict with a
nearby vampire coven...

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Bloodfrost Burrow: A vampire coven south of

Dimfrost: An enormous underground region spanning the

Stendarrs Outpost. Youll find some rare alchemical


ingredients here but its ill-advised for the casual adventurer
to enter this place under equipped. Very ill-advised!

length and breadth of the island and the reason why the
dungeon on Wyrmstooth is considered one of the largest in
Tamriel. Beware the hordes of falmer that claim this place.

Imperial Camp: This camp is set up while the player is


down in Dimfrost and will be packed up once the dragon has
been defeated and the mining settlement begins to rebuild.
The soldiers are then transferred to Fort Moonwatch.

Cragwater Camp: The marauders main base of


operations, south of the steam pools. This place is crawling
with marauders so those entering are in for a fight. The
payoff though is all the loot theyve collected.

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As of version Wyrmstooth 1.14 the mod consists of the


following 15 quests:
Main Quests:
Dragon Hunt
Barrow Of The Wyrm
Side Quests:
Retrieving Embersunder
Robbed Blind
Unwanted Guests
Reclaiming The Past
Repaying A Debt
Someone With Backbone
Howl Load Of Trouble
Wrap Me Up
Priceless Commodity

DRAGON HUNT
The first quest of the mod and the quest you will need to
complete before you can travel to the island of Wyrmstooth.
Dragon Hunt starts once the player reaches level 10 and
has defeated their first dragon at the Western Watchtower
in Whiterun. Once the Greybeards summon you to High
Hrothgar, an imperial courier named Theodyn Bienne will
track you down and deliver a message.
You are to speak to Lurius Liore of the East Empire
Company currently staying at the Bannered Mare in
Whiterun concerning some trouble with a dragon.

Miscellaneous Objectives:
Animal Bounty
Vampire Bounty
Warlock Bounty
Bandit Bounty
Tip: If you start Someone With Backbone before finishing
Barrow Of The Wyrm, youll have the mercenaries along for
the ride to help you with the final fight against Vulom.
The order in which you do the side quests and
miscellaneous objectives is up to you. Once you finish
Barrow Of The Wyrm you are free to explore the island as
the imperial mining settlement begins the process of
rebuilding.

Objective: Speak to Lurius Liore at the Bannered Mare in


Whiterun.
Follow the quest marker to Lurius Liore. He sandboxes
throughout the Bannered Mare so he might be upstairs when
you arrive.

The mining settlement will finish rebuilding after a week ingame, after such time you will have access to an additional
trader and boarding services at the inn.

Hell tell you about a troublesome dragon thats straining


trade routes throughout Skyrim. With the cooperation of the
jarls hes managed to raise a large bounty to stir enough
sword-wavers into action should his plan fail.
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His plan is a rather simple one; gather a group of


mercenaries that are highly skilled but diverse in their
respective talents and corner the dragon wherever its
currently roosting. The only thing missing in this equation is
you, the Dragonborn.

Vulthurkrah greets the player but, rather than do battle here


and now, invites the player to challenge him in his lair on the
island of Wyrmstooth.

The team will consist of the following mercenaries:

Athir: A dual-wielding Redguard warrior, former Alikr


before leaving that life behind in favour of mercenary work.

Daenlit: A bosmer and highly skilled sharpshooter from the


forests of Valenwood.

Shargam: An orc berserker from the stronghold of


Narzulbur.

Elmera: A talented Altmer spellcaster with a penchant for

With little stopping the dragon, Vulthurkrah departs leaving


the Dragonborn and the mercenaries behind.

mudcrabs. (Seriously, check her inventory...)

Objective: Speak to Athir.

You are to meet up with them on the road to Falkreath. Athir


has been tracking the dragon and should know of its location
by the time you arrive.

Athir will offer his two cents over what just happened,
lamenting an obvious flaw in their plan. He also draws a
connection between Lurius involvement and the dragons
mentioning of Wyrmstooth.

Objective: Meet up with the mercenaries on the road fo


Falkreath.

Objective: Return to Lurius Liore.

Go to Helgen then take the road west towards Falkreath.


The mercenaries will be waiting for you alongside the road
east of Pinewatch.

Lurius reveals this isnt the first time hes sent mercenaries
after that dragon. A fortnight ago the dragon first appeared
on Wyrmstooth near the mining settlement he oversees,
killing miners and burning trade caravans. After a failed
attempt at putting the dragon down it headed south and
began terrorizing trade routes in Skyrim.
The East Empire Company, seeing this as his failure,
assigned him to the task of finishing what he started. It
seems that things have come full circle and now he must
return to Wyrmstooth, with a new group of mercenaries to
once again try and put the dragon to the sword.

Objective: Find and defeat the dragon at Ancients Ascent.


Travel with the mercenaries to Ancients Ascent; nordic ruins
with a word wall in the mountains south-east of Falkreath.
When you arrive the dragon will be waiting for you, but things
wont quite go as planned...

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BARROW OF THE WYRM

Objective: Follow Lurius Liore.

Travel with Lurius Liore to the docks at Solitude or fast travel


there.

Follow the road leading from the docks to Fort Moonwatch.


When you first arrive on the island, this fort will be occupied
by marauders. Fight your way through them then continue on
the road east.

Objective: Speak to Lurius at the Docks in Solitude.

Note: If you fast travel to Solitude you may arrive before


Lurius. Either wait a few hours at the docks until hes caught
up or rent a room at the Winking Skeever and get some rest.

Note: Marauders are like bandits but have a higher chance


of wearing heavy armour so they may take longer to bring
down.

Wyrmstooth is an island situated north of Solitude in the Sea


of Ghosts. Its going to be cold, wet and miserable, so dress
appropriately!
Once you find Lurius standing on the deck of the Red Wave,
speak to him and let him know youre ready to depart for
Wyrmstooth. The screen will fade to black and youll be on
your way.

Lurius and the mercenaries will meet up with you at the


mining settlement if you decide to hang back and finish
clearing the fort. Otherwise, keep following the group.
When you arrive at the mining settlement the place will be
ablaze. The inn will be destroyed along with several houses
and bodies will be strewn about the streets. Looks like the
dragon finally struck the mining settlement while Lurius was
away.

Warning: You will only have access to one trader on


Wyrmstooth until the dragon has been defeated. Make sure
to stock up on everything you need before you depart.

Approach Lurius and hell vent his frustration over the dragon
attack. The imperial walls were meant to keep out bandits,
not dragons and the villagers likely didnt stand much of a
chance.
Listen to Lurius give the mercenaries a pep talk then follow
him to the Imperial Mining Settlement.

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Elmera and Theodyn will stay behind to take care of the


survivors, the others will head to Wyrmstooth Barrow on the
other side of the island to flush out the dragon.
If you follow along with Lurius hell talk about the island along
the way. Otherwise, if you want to explore the island on your
own first, you can meet up with the group inside the entrance
of Wyrmstooth Barrow when youre ready to continue.

But if youre really not confident about this fight theres an


option open to you: find cover, wait until something or
someone is distracting the dragons, then run as fast as you
can to the barrow.

Speak to JaShavi-Dar if you need to do some last minute


trading. Hell be sitting outside the Tradehouse being healed
by Elmera. Despite his injuries hes still happy to trade with
you.
Objective: Enter Wyrmstooth Barrow.
To get to Wyrmstooth Barrow, follow the road south from the
mining settlement, then east through the central mountains
toward the steam pools.

When you get to the steam pools, prepare for trouble. The
dragons Nehkrahqeth and Nehfrinqeth will burst out of the
water in a surprise attack.

Bandits are occupying the entrance of Wyrmstooth Barrow


so youll need to fight your way in. The way forward past the
first room however is blocked by a closed gate. A pedestal
stands in front of it and will require a sword to open.

Objective: Search the barrow entrance for a clue.

Both of these dragons together can give low level players a


run for their money so fighting them alongside the
mercenaries is the best option.

Lurius will suggest searching around the entrance for clues.


Find and read the bandit journal on a barrel left of the
entrance to learn about the sword that slots into the gate and
its current location.

Tip: Use the stone pillars as cover and let the mercenaries
draw their attention. If youre a melee warrior, use a shieldbash to stagger the dragons or a dual-casted destruction
spell if youre a mage.

Tip: If Lurius isnt here yet, you dont need to wait for him to
tell you what to do. You can do your own investigating and
read the bandit journal to continue the quest.

Even if you let the mercenaries travel ahead, youre not


alone in this fight. A friendly giant wanders the steam pools
and will lend his assistance. The miners standing outside
Gronndal Grove are also useful for...keeping the dragons
distracted. The two hunters from Hunters Shack are also
likely to join in the fight as well, providing ranged support.

Turns out the marauders are storing their loot in an old


shipwreck on the coast. Thats where youll find the sword
that opens the gate.
Objective: Retrieve Goreduster and enter the barrow.

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Travel to the Wreck of the Salty Knave. Its east of the


Imperial Mining Settlement along the coast. You can get
there by travelling through the steam pools up the mountains
past Gronndal Grove then down towards the coast.

Behind the gate stands a draugr. Approach Alberthor to find


out what thats all about.

Tip: Dont get too far ahead of the mercenaries. As soon as


you enter the ship youll trigger the return of a party of
marauders.
Grab the Goreduster sword and get ready to take on a mean
bunch of marauders. Theyll have a couple archers and a
pretty strong spell caster in their party so theyre likely to give
you a bit of trouble.

Alberthor has been researching ways to control the draugr


but this one mustve accidentally bumped a switch along the
way, closing the gate by accident. He needs a test subject to
try out a new spell hes been working on. Thats where you
come in.
Objective: Let Alberthor cast the spell.
If youre not ready yet for Alberthor to cast the spell, hell be
waiting for you in front of the gate until youve composed
yourself.

The sword itself has the unusual power of being able to


resurrect any corpse it strikes, so it might be fun to test it out
on the marauders.
If youre the peace-loving type, theres always the option of
fast-travelling back to the barrow before they get too close.
Place Goreduster in the pedestal to open the gate and head
forth into the barrow.
Objective: Explore Wyrmstooth barrow.
In the next room youll encounter Alberthor, an eccentric
mage studying the draugr. Hell describe an ancient magma
chamber deep below the island and that, if anywhere, the
dragon will likely be roosting in. Since the barrow digs deep
into the mountains its possible theres a way in through one
of the deeper chambers.

Objective: Find the switch to open the gate.

However there is one slight dilemma, follow Alberthor to find


out what that is.
Objective: Follow Alberthor.
Follow Alberthor as he rushes through his study to another
closed gate.
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Once youre in control of the draugr, walk across the


walkway, down the stairs and into the spider room. On the
other side you can see another set of stairs. Head up those
stairs, around the corner then turn left. Follow the
passageways from there until you end up in a room with a
switch.

Tip: If it looks like the Draugr Ceremony Overlord is about to


shout, stagger him with a shield-bash or a dual-cast fireball.
Also, watch out for the draugr archers above. Daenlit should
be able to take them out herself but you can use Unrelenting
Force to push them off their ledge.
Continue on to the room with the altar, a closed gate and a
sarcophagus on the far side; dont worry the switch is
nearby. Go to the room on the left. Here youll find a pedestal
with a lever, pull it to open a secret passage.

Approach the pedestal and the draugr will automatically pull


the lever.
Tip: Swing your sword around. You can use your draugr to
clear a path through these first few rooms.
Alberthor ends the spell and congratulates you for having
survived his experiment. Wonderful! Lurius will tell you hes
heading back to the mining settlement to help coordinate the
rescue effort and wishes you the best of luck. Youll need it.
Objective: Find a way into the dragons den through the
barrow.

Use the oil to burn the draugr that bursts out then pull the
lever in the alcove window to open the closed gate in the
previous room.
In the next room youll find a spiral staircase heading down,
but the gate is closed. On the far side is a lever, pull it to
open the first rotating door.

With the mercenaries in tow, press forward through the


dungeon
In the room past the lever youll encounter Draugr Ceremony
Overlord. He shouldnt be too hard for the group to take
down but he will use fear shouts that may cause the
mercenaries to flee.

Tip: Dont pull the pull chain on the wall yet or youll end up
getting struck by poison darts.
In this room youll find 3 rotating pillars. On the far end is
another lever thatll open the second rotating door to the
room beside it containing the solution.

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Rotate the first pillar twice so that Whale is pointing towards


the door.

In the next room youll find a a helmet on a pedestal an


obvious trap if ever there was one.

Rotate the second pillar twice so that Snake is pointing


towards the centre of the room.
Rotate the third pillar once so that Eagle is pointing away
from the entrance.
Basically youre mirroring the solution in the other room.

If you have the telekinesis spell, use it to pull the helmet off
the pedestal. Otherwise if youre fast enough you should be
able to grab it and fall into the room below without getting
singed by gouts of fire, but mind the draugr.
Alternatively you can draw the draugr towards you then
trigger the fire trap to catch the draugr in the flames.
Continue on to the refectory. Its more straightforward than
the temple but you will find yourself getting mixed up in huge
battles between parties of draugr and marauders.
Among the draugr and the marauders in the dining hall there
are two enemies you need to watch out for: Anduril, a
powerful warlock and the Draugr Kitchen Overlord, identified
by the chefs hat hes wearing.

Now pull the pullchain on the wall to open the gate to the
spiral staircase.
Head down the spiral staircase and into the semi-collapsed
tunnel. Youll see a room on your left containing some
treasure and a patrolling draugr. Theres no way in, just
ignore it and continue on.

Both parties will be locked in combat when you arrive. Use


this opportunity to take out their respective leaders from a
safe distance, then focus on the small fry remaining.
Tip: If youre at a low level, you may end up getting oneshotted by the Draugr Kitchen Overlord. Do not approach
him on your own.

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On the left hand side of the dining hall youll find a series of
windows overlooking a large open cavern. Its empty for now,
but get yourselves ready for a huge fight between a large
group of marauders and multiple waves of draugr.
Head up the stairs on the far side of the dining hall and head
left then continue through the corridors until you reach a
room with a small group of marauders.

As the fight rages on, two draugr patrols will walk in through
both entrances to this chamber, so keep an eye on your
back! The draugr patrol coming in from the front will walk into
a bunch of bear traps placed by the marauders which will
slow them down a bit.

Either fight the marauders and the draugr that burst out
separately or jump over the marauders as theyre climbing
up the stairs, trigger the draugr and have the draugr draw the
attention of the marauders.

Once theyre down for the count, continue on to the crypts.


When you get to the room with the oil, head to the closed
gate on the left hand side of the stairs opposite.

Once everyones moshed out, use this room to wait for the
mercenaries to catch up youre going to need them in the
next fight.

If you go up the stairs youll end up outside at a secondary


exit.
Tip: Should you need to resupply you can use this exit to
fast travel back to JaShavi-Dar at the Imperial Mining
Settlement then fast travel back to Wyrmstooth Crypt when
youre ready to continue.
As you approach the lever to open the gate, you may already
hear the marauders getting stuck into the draugr. Either wait
for them to finish then head in to take on the surviving party
or use the chaos to your advantage and get stuck into them
while theyre distracted by the draugr.
Tip: There are a lot of high-level marauders here including a
Marauder Captain so dont rush in on your own. Let the
mercenaries draw some of the heat and support them.

Opening this gate will trigger a swinging blade trap. Either


use Whirlwind Sprint or Ethereal Form to pass through it
unscathed. Make sure the mercenaries have passed through
the gate before pulling the pull chain on the other side.
Youll find another room packed with draugr sleeping in their
alcoves. Fight through them until you make it to the hall of
stories and a nordic puzzle door.

19

Collapsed in front of the door is the corpse of a dead


adventurer. Beside him or her youll find the Rusted Dragon
Claw; check the claw for the solution which is: Eagle Whale
Snake. The solution is also written on a bloodied note beside
the adventurer.

Looks like this goes somewhere. Alberthor comments on the


waste disposal shaft in the boss chamber, saying its so
deep it likely breaks into Dimfrost the large underground
magma chamber below the island. Only one way to find
out...
Note: Dont worry if your regular follower doesnt make the
plunge. Theyll meet up with you once you exit the dragons
den and return to the surface before the final battle.
Another Note: If you lost the other mercenaries along the
way, dont fret, theyll catch up with you here.

Youll find yourself fighting through another legion of draugr


on the other side. Draugr will burst out two by two until their
leader, Suleyk, bursts out of the boss sarcophagus at the
top of the stairs on the opposite side of the room.
Tip: Suleyk is a dangerous melee warrior with a wide range
of shouts which he can use far more frequently than a
regular draugr overlord. Make sure any remaining draugr are
taken care of first so your entire team can focus on him.

That wasnt so bad, was it? Oh come on...

The most dangerous shout up his sleeve is Ice Form which


can freeze both the mercenaries and yourself. He will also
use Disarm so make sure you have a second weapon ready
just in case. He carries an Ebony Battleaxe with a Drain
Health enchantment so one on one combat with him is
dangerous.
Alberthor will join up with you once Suleyk has been
defeated. The gate in the center of the room should open
automatically. If it doesnt, use the lever beside the boss
sarcophagus.

Dont attack! Its just Alberthor posessing a falmer.

20

Before you enter Dimfrost, use this cozy little abode to


prepare yourself for the onslaught of falmer youll soon be
facing.
Tip: Theres a thresher at the entrance. If you find yourself
getting overwhelmed by falmer you can always lead them
back to this place, activate the thresher at the entrance and
watch them fall victim to its spinning blades.

Head towards the large dwemer sun sphere in the distance.


Once you reach the entrance, Alberthor will tell you he cant
control his falmer any further and will leave you to your own
devices.
Battle your way into the citadel then head towards the
Luminatory.

Youll find most crafting tables here along with a bunch of


supplies so take the time to prepare yourself. Theres also a
bed here if you need time to recuperate after fighting the
draugr.
Once youve prepared yourself, step into Dimfrost.

Tip: The falmer at the citadel are all in strategic positions.


You may find it useful to walk around the perimeter first and
dispatch any archers from the walls before charging in
through the main entrance.

Dimfrost can be a beautiful place...just dont step in the lava


or youre sure to die a quick death.

Fight your way through the falmer in the Luminatory until you
reach what appears to be a dead-end room with a lever in
the floor.

This section of the dungeon is enormous and nearly spans


the length and breadth of the entire island. To avoid getting
lost, try and stick to the road. When it branches, head right
downhill towards the waterfalls and follow the road to the
dwemer citadel.
Tip: Use the lava pools to dispatch large groups of falmer
easily. Falmer are blind and wont see the lava in front of
them so use that to your advantage.

21

Do not pull the lever until all the mercenaries are in the room!

As the dragon flies away, it knocks a bunch of boulders


loose from the cave walls so dont get crushed!
Tip: You can disarm some of the raised dead by stealing the
weapons off the corpses before the dragon speaks.
Youll find a bunch of potions and poisons on a table at the
far end of the platform. To the left of the table on the wall is a
lever that activates a steam centurion. Use it to keep the
raised dead distracted until all the mercenaries are on the
platform then close the gate.

Once you pull the lever, the door behind you will snap shut
and the room will start to fill with water. Swim your way to a
passageway near the top.
Follow the passageway into the dragons den.

Keep the gate closed until the Fallen Adventurers are once
again fully dead then flip the lever facing the dwemer
elevator to open it.
Objective: Defend the mining settlement from Vulthurkrah.
Tip: Its a good idea to wait for the followers to catch up
before approaching the dragon.

Lurius will be waiting for you outside the dwemer elevator


and fills you in on what youve been missing while you were
flushing the dragon out.

Vulthurkrah will explain his reason for luring you to the


island. If you take a look around, youre not the only
adventurer fooled into following him here. His goal is to
collect an army of corpses to siege Tamriel and restore the
age of the dragons and youve just fallen into his trap.
Sensing the arrival of fresh victims the dragon departs
leaving you behind, but only after deciding to raise the
corpse of every single dead adventurer scattered about his
den.
Tip: If you decide to fight all the raised dead one on one
youre in for one hell of a fight. Listen to Athirs advice and
seek refuge on the platform behind the dragons perch. You
can close the gate and wait until the raise dead spell wears
off, then use the dwemer elevator to return to the surface.

The Empire, having lost its patience with the hunt, decided to
send an imperial contingent to speed things up.
Unfortunately this move plays into the hands (or claws) of
the dragon looking for more bodies to fill his lair.

22

Plan A: You rush ahead of the imperial carriages and take


on the dragon before the soldiers get the chance to jump into
the fight.
Pros:
Reduces the number of
casualties.

Cons:
No backup aside from
the mercenaries.

Plan B: You travel with the imperial carriages, wait for


them to unload, then take on the dragon with a dozen legion
soldiers in tow.
Pros:
Lots of backup.
The dragon is likely to
be put down quicker.

Cons:
Any legion soldier that
dies in combat is
automatically raised
from the dead by
Vulthurkrah to fight
against you.

Tip: Use the Spellbreaker shield to block all damage from


his breath attacks, shield-bash him, then attack with a power
attack.

Plan C: You return to Skyrim, go home, have a meal and


let the whole thing blow over. Yes. This is a legit option.
Pros:
Well, if all else fails...

Cons:
Youre not exactly living
up to your reputation as
Dragonborn...

Which ever plan you choose (with the exception of Plan C,


naturally), combat starts once you follow the dragon back to
the Imperial Mining Settlement.
Note: The dragon may not attack immediately once youre
within the walls of the mining settlement. Just give it some
time; depending on how far away the dragon is it may take a
few seconds before the battle begins.
Vulthurkrah starts out with his Storm Call shout. This is the
same shout the player can learn and its just as devastating lightning bolts can wipe out the entire contingent of legion
soldiers plus the mercenaries in a short amount of time.
Tip: If you have any shock resistance potions, drink them.
Otherwise, seek shelter under a roof when the lightning bolts
start to come down as getting struck can drain a massive
amount of health from you very quickly.

Once Vulthurkrah is down for the count, absorb his soul and
collect your bounty from Lurius Liore.
Objective: Receive your reward from Lurius Liore.
Lurius should be hanging back from combat. Hell either be
hiding somewhere along the road to the mining settlement or
hell be outside the Tradehouse.
When the battle is over, hell seek you out to present your
reward.
Now that things have been concluded, the arduous process
of rebuilding the town begins. The repairs take time but it
should be complete in about a week in game time.
Stop by every now and then and see how its progressing as
you continue your exploration of Wyrmstooth.

Vulthurkrah will perch on the rooftops of buildings and uses a


combination of fire and frost breath attacks. If you know the
Dragonrend shout, use it to keep him grounded.

23

RETRIEVING EMBERSUNDER

ROBBED BLIND

This favour quest for Athir can be started once you defeat
Vulthurkrah at the Imperial Mining Settlement on
Wyrmstooth. Speak to Athir and ask him Is there anything I
can do to help?

This favour quest for Daenlit can be started once you defeat
Vulthurkrah at the Imperial Mining Settlement on
Wyrmstooth. Speak to Daenlit and ask her Is there anything
I can do to help?

Athir will talk about an hierloom, a sword named


Embersunder, that hes been searching for in The Reach.
The only place he hasnt yet searched is Hags End, southwest of Solitude.

Daenlit will talk about a certain necklace shed like procured


from the possession of a merchant in Solitude. Unluckily for
you this person is Erikur, a thane of Solitude with influence in
the court.

Objective: Retrieve Embersunder.

Objective: Steal the necklace.

The objective is simple enough, find the sword and return it


to Athir. Retrieving anything from Hags End, however, is no
simple task The place is filled to the brim with forsworn,
hagravens and witches so make sure you come prepared.

During the day youll find Erikur in the Blue Palace by the
side of Jarl Elisif. Therell be eyes everywhere so you may
find it difficult to slip out of sight even with a high sneak skill
to pickpocket the locket off his person.

Once youve fought through the forsworn camp at Deepwood


Redoubt, enter the nordic ruins of Hags End. Fight your way
through the witches until you reach the balcony outside. The
sword should be next to boss chest.

Wait until hes gone home and has gone to sleep before
breaking in. Sneak into his room and swipe it off him, then
return to Wyrmstooth.

Objective: Return to Athir.

Objective: Return to Daenlit.

Return the sword to Athir and collect your reward.

Return the locket to Daenlit and collect your reward.

24

REPAYING A DEBT

WRAP ME UP

This favour quest for Shargam can be started once you


defeat Vulthurkrah at the Imperial Mining Settlement on
Wyrmstooth. Speak to Shargam and ask him Is there
anything I can do to help?

Once youve helped Alberthor with his experimental mind


control spell, ask him Is there anything I can do to help?
Hell mention his stock of Wisp Wrappings is running low and
that he needs someone to find some more.

Shargam will talk about a debt owed to him by a man named


Ulfgar currently staying in Markarth. He has lost his patience
with the man and is no longer in the mood to wait for a
repayment.

Objective: Find (0/8) wisp wrappings

Objective: Kill Ulfgar.

As Alberthor points out, you can find wisp


wrappings...wrapping wisps. Helpful as always. Wisp
Mothers are a rarity in Skyrim so the easier option would be
to check Alchemy stores for their supply.

Travel to Markarth and find Ulfgar. He should be idling near


the entrance to the city, usually standing atop a walkway
over the path to Understone Keep. Hell be surrounded by
residents during the day, so wait until nightfall.

Wisp wrappings may also turn up in the inventory of dead


Alchemists, satchels and barrels.

Wait until the guards are out of sight then let him have it.

Once you have 8, return to Alberthor for a random


enchanted weapon.

Objective: Return to Shargam.

Objective: Deliver the wisp wrappings to Alberthor.

Return to Shargam and collect your reward.

25

UNWANTED GUESTS

RECLAIMING THE PAST

This quest can only be started once you finish Wrap Me Up


for Alberthor by collecting 8 wisp wrappings. Speak to him
once again and ask him Is there anything I can do to
help?

Eventually youll come across the ruins of Fort Valus, an


imperial fort south of the mining settlement now seemingly
abandoned. This quest starts upon entering either the
Muster, Common House or Barracks.

This time its slightly more serious. Alberthor has been


feuding with a group of Thalmor holed up in Haetars cave.
Hes been sending waves of draugr to stir them up, this time
hes sending you.

Once Vulthurkrah has been defeated in the Barrow Of The


Wyrm quest you can talk to Lurius Liore about purchasing
the deed to the property.
Objective: Ask Lurius Liore about Fort Valus.

Objective: Kill the Thalmor spies.


Travel to Haetars Cave on the eastern side of the island.
When you get there watch out for the bear traps and bone
chimes at the entrance thatll alert the Thalmor to your
presence. Therell be a melee warrior in the first chamber
and two wizards in the nordic ruins.

The base price of this player home is 30,000 gold. Youre


buying an entire fort, not a snobbish mansion.
Like other player homes in Skyrim, Fort Valus is fully
upgradable. Speak to Lurius about upgrade options once
youve purchased the fort.
Objective: Return to Alberthor.
If youre a good sneak, sneak past the two wizards and head
towards the word wall. A draugr overlord will burst out which
you can use to distract the Thalmor.
Return to Alberthor to collect your reward.

Most upgrades come with staff associated with the section of


the fort youre rennovating. The staff you hire will live in the
Common House.
Tip: Hire guards by upgrading the prison. Youre not the only
one who wants to claim Fort Valus. This is a player home
youll need to defend!

26

SOMEONE WITH BACKBONE


You can start this quest either by reading the book History
Of Wyrmstooth or by entering the Tomb Of Vulom.

Dont worry: if you live in the fort they wont come up in the
middle of the night and murder your staff or steal your gear.
Youll find a word wall with the first word of the Phantom
Form shout youre likely going to need this shout later on
so dont miss it. Collect Vuloms arms from the table to the
right of the word wall.
Tip: You can use the magicka font here to help level up your
spell casting abilities. The font will restore your magicka to
full and you can use it an unlimited number of times.

As you delve deeper into the tomb youll hear a disembodied


voice speak to you. Approach the sarcophagus at the centre
of the cave and talk to the skull.
Objective: Follow the disembodied voice.
Vulom will tell you of his miserable fate. Beaten and torn
asunder, his final wish is to be made whole once more so
that he may find peace in the afterlife.
This will require finding his arms, legs and ribcage which
have been scattered around the island in nordic crypts.
Objective: Find Vuloms bones.

If youre a spell caster you may want to take the time to level
up your spell casting with the magicka font before continuing.
The second place were headed to is Haetars Cave. Head
past the corpses and into the nordic chamber. Approach the
word wall and learn the second word of the Phantom Form
shout. Just be aware that approaching the word wall will
trigger a draugr overlord.

The first location we need to travel to is Fort Valus. If you


already own the fort youre going to like this little surprise.
Head right from the entrance and enter the blacksmiths
chamber. At the far end of the room youll find a Wardrobe,
open it to reveal a secret stairway. Head down then pull the
pull chain to your left to open a passage into a witchs lair.

Grab Vuloms legs and head out of there.


The final place we need to visit is somewhere youve likely
already been to: Wyrmstooth Crypt. If youve already opened
the Wyrmstooth Crypt secondary entrance east of the barrow
enter through there. Otherwise youre going to have to enter
through the barrows temple entrance and work your way
down into the crypts again.
27

Head back to the boss chamber but dont fall down the hole
again. Head up the stairs and go straight ahead into the
treasure room.

When youre ready, return to the Tomb Of Vulom and return


the bones.

Approach the word wall and learn the final word of the
Phantom Form shout. Grab Vuloms ribcage and get out of
there.

Tip: Before speaking to him, drag the draugr corpses away


from the sarcophagus as far as you can. A little preparation
goes a long way.
Tip: If youre a conjurer, take the Conjure Dragon Priest spell
tome from the altar, you may find it useful near the end of
this quest. Also, mind the flame trap!
Now that we have all the bones its just a simple matter of
returning them, right? Wrong! Before we return the bones we
need to do a little preparation. Spoilers: Youre in for one hell
of a fight.
Objective: Return the bones to Vulom.
First, stock up on resistance potions; Resist Fire, Resist
Shock, Resist Frost, Resist Magic. Preferably elixirs as
theyre the most effective. If you need to travel back to the
mainland and check each and every Alchemy store, do so.
Second, enchant your gear (if you can) with elemental
protections. Otherwise, bring whatever gear youve found in
your travels that have elemental protections. If you have the
Spellbreaker shield handy, dont forget it.

On the bright side, hell be happy you found his bones. As for
your reward...
Vulom usually starts by resurrecting a draugr overlord
nearby (unless you moved it away). Now is the time to use
the Phantom Form shout. This shout creates an unstrikable
clone of the Dragonborn for 60 seconds that can be used to
draw Vuloms attention while you retreat.
The second spell he casts is the master level destruction
spell Blizzard followed by Firestorm in quick succession. If
youre standing nearby, both spells together are more than
enough to easily kill even level 80 players so as soon as he
flies out of his sarcophagus stand back until both spells have
been cast.
Next he starts casting Wall Of Storms which can quickly sap
your health if youre standing still. By this time your follower
is likely down for the count so you may want to heal him/her.

Third, stock up on healing potions. Youve likely amassed


quite a few during your travels already. Dont sell them off
just yet.

Tip: When Vulom casts Blizzard, run back as fast as you can
or use the Whirlwind Sprint shout to get out of there as hes
about to cast Firestorm which packs a hell of a punch. He
will always cast Blizzard before Firestorm so use that as your
warning.

Fourth, temper your weapons at a grindstone or level your


destruction skill as high as you can. If you need to spam
some iron daggers at a forge to improve your smithing skill,
do it. Youre going to need to hit as hard as a bus in the next
battle.

If you see an orange spell in his hand its likely a healing


spell, so stagger him with a shield bash or a dual-cast
destruction spell. His healing spell can restore of his
health which can make this a very long fight if youre not
hitting hard enough.

And lastly, bring the toughest follower you know.


28

Another strategy is to start Someone With Backbone before


finishing Barrow Of The Wyrm so you can take him on with
all the mercenaries in tow plus a follower of your choosing.

A HOWL LOAD OF TROUBLE


This quest is available by speaking to Dunyick at Dunyicks
Camp south of Fort Moonwatch. Hell be sitting under a
tree cradling injuries sustained during a bandit attack. He,
however, is more worried about his wolf Faelor.

Your reward for finishing him off is a staff that can be used to
summon his shade. This is an incredibly powerful staff so
recharging it will require more soulgems than normal.
The Shade of Vulom is capable of casting all the same spells
so use it wisely; otherwise you may end up killing off half of
Solitude by accident...wink.

Objective: Find Dunyicks wolf, Faelor.


During the attack, his wolf ran off into the wilderness east of
his camp. Follow the road to Wulfmeres Watch then head
south past the Dwemer Lift until you come across a circular
nordic ruin.
Objective: Return Faelor to Dunyick.

The wolf should be easy enough to find with its rust-coloured


pelt. When you travel back to Dunyicks Camp youll find that
youre too late. Having bled out from his injuries, theres only
one thing is left for you to do.
Objective: Eliminate the bandits that killed Dunyick.
Youll find their camp west of Fort Valus. Put them to the
sword and avenge Dunyick. The wolf can now serve as an
animal follower. If you dismiss Faelor, shell go back to
Dunyicks camp.

29

A PRICELESS COMMODITY
Travel to the steam pools and speak to Bolmar. Hell be
outside the entrance to Gronndal Grove with a group of
miners. Seems like theyve discovered a rare ebony vein,
problem is its being guarded by spriggans.

Otherwise if you sided with the spriggans you will need to kill
Bolmar and the miners at the entrance. Just keep in mind
that doing so is likely to give you a bounty on Wyrmstooth if
you leave any witnesses behind.
Objective: Kill Bolmar

Objective: Investigate the spriggans at Gronndal Grove.

Objective: Return to the Spriggan Matriarch.

Enter Gronndal Grove and approach the Spriggan Matriarch.


Youll get to choose one of two options here: serve nature
and kill the miners, or serve the miners and kill the
spriggans. You can take either route to complete this quest.

Speak to the Spriggan Matriarch to finish the quest.


There is no right or wrong way to complete this quest; thats
your own moral choice to make.

Objective: Clear the spriggans from Gronndal Grove.


Choosing to side with the miners will make the spriggans
hostile. Chop them into firewood then return to Bolmar. Like
all spriggans they can make nearby animals hostile towards
you so watch out for angry rabbits.
Objective: Return to Bolmar
Speak to Bolmar and tell him the spriggans are dead to
complete the quest.

30

ANIMAL BOUNTY

BANDIT BOUNTY

Read a note labeled Animal Problem at the Imperial Mining


Settlement near Gashnags Longhouse to start this
Miscellaneous objective.

Youll find a letter from Dunyick posted in the Tradehouse at


the Imperial Mining Settlement warning about the bandits
holed up at Cragwater Cavern.

Objective: Kill the bear south of Fort Valus.

Objective: Kill the bandit chief at Cragwater Cavern.

A bear has been interfering with miners travelling the


southern road. Lurius would like the orcs to do something
about it but you can spare them the effort and take care of
this problem on their behalf.

If left alone, the marauders are sure to become even more of


a menace than they already are. Steel up and head over to
Cragwater Camp. Its not a permanent fix but taking out their
leader should curb their activities. For now.

Find the bear along the roadside and show it whos boss.

Kill the Marauder Captain to clear this objective.

31

VAMPIRE BOUNTY

WARLOCK BOUNTY

Travel to Stendarrs Outpost on the eastern side of the island


and read Amons Note on the table. He writes about his
missing brother Amarth who went alone into a vampire lair.

Northeast of the Wreck of the Salty Knave youll find a


hidden Stormcloak Camp. A note on the table speaks of the
warlocks abducting one of their fellow soldiers.

Objective: Kill the master vampire at Bloodfrost Burrow

Objective: Kill the warlock leader at Krakevisa.

Head south from Stendarrs Outpost to Bloodfrost Burrow.


Make sure you prepare for this one as youll be facing a
strong coven of vampires. Low level players may want to
wait until theyre more skilled at vampire hunting.

Krakevisa is a short distance south-west of the Stormcloak


Camp. If youre a spell caster youll find plenty of new spells
in this location that you wont find anywhere else in Skyrim
plus some rare alchemical ingredients.

.Kill the vampire boss to complete this objective.

.Kill the warlock boss to complete this objective.

Tip: The Vigilants of Stendarr will routinely check this


vampire lair. Joining up with them on the road may make this
encounter slightly less painful.

32

BLIND ROBBERS CACHE

Objective: Unlock the door to Blind Robbers Cache.

If youve been to Blind Robbers Bluff youve likely


encountered the locked dwemer storeroom. Only one person
has the key to the storeroom; Rolgar, a marauder captain.
By the sounds of it hes on a bit of a quest of his own.

Return to Blind Robbers Bluff and use the key to open the
gate and claim the marauders loot.

Travel to Chillbone camp on the eastern side of the island.


On the wooden platform is a bloodied corpse. Search around
the deck next to him for a bloody note. It may be hard to see
at first.
Objective: Retrieve the key from Rolgars corpse.
The note will mention Dimfrost. Thats where youll need to
start.
Warning: At first the map marker will point to an arbitrary
location far to the north of Wyrmstooth. Once you travel to
Dimfrost the quest marker will correct itself. This is not a bug
with the mod by the looks of it as it happens to radiant
quests assigned to Blackreach as well.

From where you first entered Dimfrost during Barrow of the


Wyrm, head left and follow the quest marker. Rolgars
corpse will be near some falmer tents on the other side of a
river.

33

CALL OF THE WILD


A spell maker at Krakevisa researching the spriggans
managed to transcribe their power to control animals while
researching a way to control the dead. Unlike the original
spriggan power, timid animals wont directly attack your
opponents but will rather serve to draw their attention.

This spell takes three seconds to charge up and has a high


chance of being resisted by the undead. On the flip side this
spell is capable of swaying the minds of even the most
powerful undead if only for a minute.
Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Alteration
Expert
3 seconds
Area Of Effect
1000
1 minute
620

Like Call Of The Wild only one spell tome is available in


Krakevisa.

CURE DISEASE
Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Alteration
Expert
2 seconds
Area Of Effect
1000
1 minute
580

Cures any disease currently afflicting the player. A similar


effect to praying at an altar but without the burden of having
to find an altar.

Only one spell tome is available in Krakevisa.

CALL OF THE DEAD


The finished result of the spell makers research into
controlling the undead. Its similar to Call Of The Wild but
works on all forms of the undead for a limited amount of
time.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Restoration
Apprentice
0.5 seconds
Self
36

Spell tomes are available in several homes across


Wyrmstooth including the Tradehouse.

34

CURE POISON
Like the previous spell, Cure Disease, but works to cure the
ongoing effects of poison from the player.
It might be a good idea to learn this spell before taking on
Wyrmstooth Barrow to help with all the falmer and chaurus
youll be up against, unless you have poison immunity.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Alteration
Apprentice
0.5 seconds
Self
1 minute
230

Spell tome availability similar to Cure Poison. Again, a copy


can be found in the Tradehouse as well as numerous copies
in Krakevisa.

FADE OTHER
Use this spell to turn a target of your choosing invisible. This
is more of a nuisance spell than anything youll useful in
combat.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Restoration
Apprentice
0.5 seconds
Self
14

The spell itself is actually cut content from the base game as
voice acting has been recorded to allow NPCs to verbally
respond to being turned invisible.

Spell tomes availability similar to Cure Disease. The first one


youre likely to come across can be found in the Tradehouse
at the Imperial Mining Settlement.

EASE BURDEN
A must for the compulsive horder. Like the Oblivion
equivalent of the spell it temporarily increases your carry
weight allowing you to haul more gear. This spell lasts for a
minute which should give you enough time to fast travel back
to a merchant if you find yourself over-encumbered.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Illusion
Expert
0.5 seconds
Single Target
Touch
1 minute
215

Three spell tomes in Krakevisa, one in Wyrmstooth Barrow.


Tip: Using Fade Other on your followers will make them
harder to detect. If youre a sneak you may actually find this
spell to be useful.

35

ICE VOLLEY
Fires a volley of ice shards with a wider spread than Icy
Spear or Ice Spike in case youre an incredibly bad shot.
Each shard does a fair amount of damage, more so if you
cast this at point blank range and plant all 3 shards in your
foe.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Illusion
Apprentice
0.5 seconds
Self
1 minute
130

Youll find a couple copies of this spell tome in Krakevisa,


two in Wyrmstooth Barrow, one in the Tradehouse and one
in Chalureel Farm.

CONJURE DRAUGR WIGHT


If you havent had enough draugr, now you can summon
them. The faithful draugr wight, good for any occasion.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Destruction
Expert
1 second
Single Target
400

Youll find a couple copies of this spell tome in Krakevisa,


three in Wyrmstooth Barrow and one in Haetars Cave.

NIGHT EYE
In case youre not a Vampire or Khajiit, you can learn the
Night Eye spell to make seeing in the dark without a torch a
slight bit easier.
Unlike the Oblivion equivalent of this spell, it doesnt turn the
entire screen an intense shade of blue.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Conjuration
Apprentice
0.5 seconds
Single Target
1 minute
75

Youll find a couple copies of this spell tome in Wyrmstooth


Barrow.
Tip: Some conjured Draugr Deathlords may wield ebony
weapons. If your deathlord is carrying a regular nordic
weapon, conjure another one before heading into battle.

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CONJURE DRAUGR SCOURGE

CONJURE DRAGON PRIEST

A draugr scourge can take more of a beating than a draugr


wight before giving up the ghost.

Show your opponents you mean business by sending a


conjured dragon priest after them.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Conjuration
Adept
0.5 seconds
Single Target
1 minute
107

Conjuration
Master
0.5 seconds
Single Target
1 minute
358

Spell tome availability same as Conjure Draugr Wight.

One copy only in the treasure room of Wyrmstooth Crypt.

CONJURE DRAUGR DEATHLORD

CONJURE MUDCRAB

Deathlords prove the most resilient in battle.

...or show your opponents you have a sense of humour.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Conjuration
Expert
0.5 seconds
Single Target
1 minute
161

Spell tome availability same as Conjure Draugr Scourge.

Conjuration
Novice
0.5 seconds
Single Target
1 minute
75

Who else but Elmera would carry a tome of this spell?


37

TRANSMOGRIFY
Possibly one of the most amusing spells youre likely to
come across.

Spell School:
Spell Level:
Charge Time:
Spell Type:
Spell Radius:
Spell Duration:
Base Cost:

Alteration
Expert
0.5 seconds
Single Target
1 minute
300

This spell turns the target into a harmless animal, either a


mudcrab, a chicken, a fox, or a rabbit.
Turn a bandit into a chicken, or a dog into a fox. Anything
goes. Just note that the higher the level of the target the
higher the chance they have of resisting this spell.
A couple copies can be found in Krakevisa, one in
Wyrmstooth Barrow and one in Haetars cave.
Tip: Transmogrify can be useful when infiltrating an enemy
camp at low levels. Use the spell on an unsuspecting
individual from a distance. If youre lucky and your target
gets turned into a mudcrab, theyll go on a rampage
(crabpage?) against their peers until the spell wears off or
they get struck.

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FIIK LO SAH (PHANTOM FORM)


Translates to MIRROR DECEIVE PHANTOM. This shout
can be used to create a spectral clone of the Dragonborn
that persists for 90 seconds. This clone cannot be struck or
killed and serves as the ideal decoy.
Each new word you learn increases the distance at which
you can summon a clone.

Spell Type:
Shout Radius:
Shout Duration:

Single Target
50ft 100ft 200ft
90 seconds

There are three word walls on the island of Wyrmstooth from


which you can learn the words of Phantom Form.

Fort Valus Muster. Head south from the Imperial Mining


Settlement or Fort Moonwatch until you get to Chillwater Mill,
then head east into the snow until you reach Fort Valus.

secret tunnel to a witchs lair. Dispose of the witches and


learn the first word of Phantom Form.
You can learn the second word in Haetars Cave on the
eastern side of the island within the glaciers.
Just beware of the draugr overlord that bursts out when you
approach the word wall. If youve started the Unwanted
Guests side quest there will be additional Thalmor here for
you to deal with.

The final word is in the Wyrmstooth Barrow Crypt. Make your


way to the boss room past the hall of stories and puzzle
door. Once Suleyk has been defeated the door to the
treasure room should open automatically.
Note: If the door doesnt open, theres a lever next to the
boss sarcophagus that can be used to open it manually.

This shout is especially useful in the side quest Someone


With Backbone.

Once you enter the main building, head to the room on the
right. Open the wardrobe on the far side of the room, head
down the stairs, then pull the pull chain on your left to open a

39

A HOWL LOAD OF TROUBLE, 29


A PRICELESS COMMODITY, 30
Alberthor, 16
ANIMAL BOUNTY, 31
Athir, 13
BANDIT BOUNTY, 31
BARROW OF THE WYRM, 14
Blind Robbers Bluff, 10
BLIND ROBBERS CACHE, 33
Bloodfrost Burrow, 11
Bloodstone Camp, 9
CALL OF THE DEAD, 34
CALL OF THE WILD, 34
Central Mountains, 5
Chillbone Camp, 10
Chillwater Mill, 7
Coldwave Crescent, 9
CONJURE DRAGON PRIEST, 37
CONJURE DRAUGR DEATHLORD, 37
CONJURE DRAUGR SCOURGE, 37
CONJURE DRAUGR WIGHT, 36
CONJURE MUDCRAB, 37
Cragwater Camp, 11
CURE DISEASE, 34
CURE POISON, 35
Daenlit, 13
Dark Brotherhood Sanctuary, 9
Dimfrost, 11
DRAGON HUNT, 12
Dunyicks Camp, 6
Dwemer Lift, 8
EASE BURDEN, 35
Eastern Glaciers, 5
Elmera, 13
FADE OTHER, 35
Fallen Adventurers, 22
FIIK LO SAH, 39
Fort Moonwatch, 6
Fort Valus, 7
Goreduster, 16
Haetars Cave, 10
Hags Perch, 6
Hermans Holdout, 9

Hunters Shack, 8
ICE VOLLEY, 36
Imperial Camp, 11
Imperial Mining Settlement, 7
JaShavi-Dar, 15
Krakevisa, 8
Lurius Liore, 12
Marauders, 14
Nehfrinqeth, 15
Nehkrahqeth, 15
NIGHT EYE, 36
Northern Marshes, 5
RECLAIMING THE PAST, 26
REPAYING A DEBT, 25
RETRIEVING EMBERSUNDER, 24
ROBBED BLIND, 24
Ruined Homestead, 9
Rusted Dragon Claw, 20
Shargam, 13
SOMEONE WITH BACKBONE, 27
Steam pools, 5
Stendarrs Outpost, 10
Stormcloak Camp, 9
Suleyk, 20
Theodyn Bienne, 12
Tomb Of Vulom, 7
TRANSMOGRIFY, 38
Twinpeak Tower, 8
Ulfgar, 25
UNWANTED GUESTS, 26
VAMPIRE BOUNTY, 32
Vulom, 27
Vulthurkrah, 13
Wanderers Camp, 7
WARLOCK BOUNTY, 32
Waylayers Watch, 6
Western Forests, 5
WRAP ME UP, 25
Wreck of the Salty Knave, 8
Wulfmeres Watch, 7
Wyrmstooth Barrow, 10
Wyrmstooth Crypt, 10
Wyrmstooth Docks, 6

40

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