Skyrim Wyrmstooth Official Strategy Guide
Short Description
The official strategy guide for The Elder Scrolls V Skyrim: Wyrmstooth, a new lands mod. The East Empire Company comm...
Description
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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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5 6 12 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 ROBBER’S CACHE
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39 FIIK LO SAH (PHANTOM FORM)
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34 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, you’ll 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.
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Even though the main quest is open to players level 10 and up, Wyrmstooth can be a challenging place.
a powerful spell caster you’ll be facing in the side quest Someone With Backbone.
In Wyrmstooth you’ll 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 you’ll 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.
Don’t worry about accidentally striking your team mates in combat, I’m sure they’ll 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 you’re fully equipped to take on any challenge before travelling to Wyrmstooth. Don’t forget to stock up on arrows. Other then that, take it slow and don’t 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 can’t die, you on the other hand can. And don’t 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 You’ll 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 4
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.. 5
Wyrmstooth Docks: Where you first step foot onto the
Dunyick’s Camp: A small camp south of Fort
island. It’s a short distance west from Fort Moonwatch. You won’t 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
Waylayer’s 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.
Dunyick’s 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.
Hag’s Perch: A lone hagraven lives here southwest of Waylayer’s Watch. Draw the hagraven out of her home to defeat her or use Ja’Shavi-Dar’s 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; I’ve scattered many hidden treasures and references around the island for those with a keen eye to discover.
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Tomb Of Vulom: A cave west of Chillwater Mill. Speak
Wanderer’s Camp: A camp south east of Chillwater
to Vulom’s 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 Waylayer’s Watch, home
Fort Valus: An old imperial fort north east of Wanderer’s
to Yngfa and Balmir. Imperials also keep watch over the mill to ensure bandits don’t 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
Wulfmere’s 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 you’ll come across this abandoned nordic tower. You’ll find some randomly spawned archery-related gear inside.
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Dwemer Lift: You’ll find two dwemer elevators around
Hunter’s 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 Wulfmere’s 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...
Hunter’s 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. You’ll find all manner of spell tomes here, many of which you won’t find back on the mainland.
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Stormcloak Camp: A camp east of Krakevisa. While
Bloodstone Camp: A giant camp north of the steam
the civil war doesn’t 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 aren’t foolish enough to steal from the giants who graze their mammoths here.
Herman’s Holdout: An eery experience only for the
Ruined Homestead: Marauders currently occupy this
truly brave adventurer. North of the Stormcloak Camp you’ll 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. You’ll 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 you’ll find an abandoned Dark Brotherhood Sanctuary you can use as a free player home. But you’re not the only one who has their eyes on claiming this place...
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Wyrmstooth Barrow: East of the steam pools you’ll
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 you’ll be spending down in its depths.
Robber’s Bluff. Read the note on the platform next to the corpse to learn the location of the marauder boss with the key to Blind Robber’s Bluff.
Wyrmstooth Crypt: Use the crypt exit to give yourself
Haetar’s Cave: South of Chillbone Camp you’ll 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.
Haetar’s 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 Robber’s Bluff: A cave east of Wyrmstooth
Stendarr’s 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 you’ll find Stendarr’s 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
Stendarr’s Outpost. You’ll find some rare alchemical ingredients here but it’s 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 marauder’s 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 they’ve 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, you’ll 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.
He’ll tell you about a troublesome dragon that’s straining trade routes throughout Skyrim. With the cooperation of the jarls he’s managed to raise a large bounty to stir enough sword-wavers into action should his plan fail. 12
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 it’s 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 Alik’r 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 dragon’s 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 isn’t the first time he’s 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 Ancient’s Ascent. Travel with the mercenaries to Ancient’s 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 won’t 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 he’s 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. It’s 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 you’re ready to depart for Wyrmstooth. The screen will fade to black and you’ll 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 he’ll vent his frustration over the dragon attack. The imperial walls were meant to keep out bandits, not dragons and the villagers likely didn’t 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 he’ll 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 you’re ready to continue.
But if you’re really not confident about this fight there’s 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 Ja’Shavi-Dar if you need to do some last minute trading. He’ll be sitting outside the Tradehouse being healed by Elmera. Despite his injuries he’s 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 you’ll 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 you’re a melee warrior, use a shieldbash to stagger the dragons or a dual-casted destruction spell if you’re a mage.
Tip: If Lurius isn’t here yet, you don’t 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, you’re 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 Hunter’s 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. That’s where you’ll 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. It’s 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 that’s all about.
Tip: Don’t get too far ahead of the mercenaries. As soon as you enter the ship you’ll trigger the return of a party of marauders. Grab the Goreduster sword and get ready to take on a mean bunch of marauders. They’ll have a couple archers and a pretty strong spell caster in their party so they’re likely to give you a bit of trouble.
Alberthor has been researching ways to control the draugr but this one must’ve accidentally bumped a switch along the way, closing the gate by accident. He needs a test subject to try out a new spell he’s been working on. That’s where you come in. Objective: Let Alberthor cast the spell. If you’re not ready yet for Alberthor to cast the spell, he’ll be waiting for you in front of the gate until you’ve 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 you’re the peace-loving type, there’s 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 you’ll encounter Alberthor, an eccentric mage studying the draugr. He’ll 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 it’s possible there’s 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. 16
Once you’re 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; don’t worry – the switch is nearby. Go to the room on the left. Here you’ll 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 he’s heading back to the mining settlement to help coordinate the rescue effort and wishes you the best of luck. You’ll need it. Objective: Find a way into the dragon’s 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 you’ll 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 you’ll encounter Draugr Ceremony Overlord. He shouldn’t be too hard for the group to take down but he will use fear shouts that may cause the mercenaries to flee.
Tip: Don’t pull the pull chain on the wall yet or you’ll end up getting struck by poison darts. In this room you’ll find 3 rotating pillars. On the far end is another lever that’ll 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 you’ll 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 you’re mirroring the solution in the other room.
If you have the telekinesis spell, use it to pull the helmet off the pedestal. Otherwise if you’re 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. It’s 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 chef’s hat he’s 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. You’ll see a room on your left containing some treasure and a patrolling draugr. There’s 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 you’re 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 you’ll find a series of windows overlooking a large open cavern. It’s 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 they’re climbing up the stairs, trigger the draugr and have the draugr draw the attention of the marauders.
Once they’re 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 everyone’s moshed out, use this room to wait for the mercenaries to catch up – you’re going to need them in the next fight.
If you go up the stairs you’ll end up outside at a secondary exit. Tip: Should you need to resupply you can use this exit to fast travel back to Ja’Shavi-Dar at the Imperial Mining Settlement then fast travel back to Wyrmstooth Crypt when you’re 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 they’re distracted by the draugr. Tip: There are a lot of high-level marauders here including a Marauder Captain so don’t 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. You’ll 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.
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Collapsed in front of the door is the corpse of a dead adventurer. Beside him or her you’ll 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 it’s so deep it likely breaks into Dimfrost – the large underground magma chamber below the island. Only one way to find out... Note: Don’t worry if your regular follower doesn’t make the plunge. They’ll meet up with you once you exit the dragon’s den and return to the surface before the final battle. Another Note: If you lost the other mercenaries along the way, don’t fret, they’ll catch up with you here.
You’ll 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 wasn’t 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 doesn’t, use the lever beside the boss’ sarcophagus.
Don’t attack! It’s just Alberthor posessing a falmer.
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Before you enter Dimfrost, use this cozy little abode to prepare yourself for the onslaught of falmer you’ll soon be facing. Tip: There’s 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 can’t control his falmer any further and will leave you to your own devices. Battle your way into the citadel then head towards the Luminatory.
You’ll find most crafting tables here along with a bunch of supplies so take the time to prepare yourself. There’s also a bed here if you need time to recuperate after fighting the draugr. Once you’ve 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 don’t step in the lava or you’re 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 won’t see the lava in front of them so use that to your advantage.
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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 don’t get crushed! Tip: You can disarm some of the raised dead by stealing the weapons off the corpses before the dragon speaks. You’ll 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 dragon’s 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: It’s 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 you’ve 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, you’re 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 you’ve 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 you’re in for one hell of a fight. Listen to Athir’s advice and seek refuge on the platform behind the dragon’s 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.
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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: You’re 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 you’re 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 it’s 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. He’ll either be hiding somewhere along the road to the mining settlement or he’ll be outside the Tradehouse. When the battle is over, he’ll 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.
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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 he’s been searching for in The Reach. The only place he hasn’t yet searched is Hag’s End, southwest of Solitude.
Daenlit will talk about a certain necklace she’d 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 Hag’s 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 you’ll find Erikur in the Blue Palace by the side of Jarl Elisif. There’ll 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 you’ve fought through the forsworn camp at Deepwood Redoubt, enter the nordic ruins of Hag’s End. Fight your way through the witches until you reach the balcony outside. The sword should be next to boss’ chest.
Wait until he’s 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.
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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 you’ve helped Alberthor with his experimental mind control spell, ask him Is there anything I can do to help? He’ll 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. He’ll 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.
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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 you’ll 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 it’s slightly more serious. Alberthor has been feuding with a group of Thalmor holed up in Haetar’s cave. He’s been sending waves of draugr to stir them up, this time he’s 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 Haetar’s Cave on the eastern side of the island. When you get there watch out for the bear traps and bone chimes at the entrance that’ll alert the Thalmor to your presence. There’ll 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. You’re 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 you’ve purchased the fort. Objective: Return to Alberthor. If you’re 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 you’re rennovating. The staff you hire will live in the Common House. Tip: Hire guards by upgrading the prison. You’re not the only one who wants to claim Fort Valus. This is a player home you’ll need to defend!
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SOMEONE WITH BACKBONE You can start this quest either by reading the book History Of Wyrmstooth or by entering the Tomb Of Vulom.
Don’t worry: if you live in the fort they won’t come up in the middle of the night and murder your staff or steal your gear. You’ll find a word wall with the first word of the Phantom Form shout – you’re likely going to need this shout later on so don’t miss it. Collect Vulom’s 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 you’ll 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 Vulom’s bones.
If you’re 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 we’re headed to is Haetar’s 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 you’re going to like this little surprise. Head right from the entrance and enter the blacksmith’s chamber. At the far end of the room you’ll 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 witch’s lair.
Grab Vulom’s legs and head out of there. The final place we need to visit is somewhere you’ve likely already been to: Wyrmstooth Crypt. If you’ve already opened the Wyrmstooth Crypt secondary entrance east of the barrow enter through there. Otherwise you’re going to have to enter through the barrow’s temple entrance and work your way down into the crypts again. 27
Head back to the boss’ chamber but don’t fall down the hole again. Head up the stairs and go straight ahead into the treasure room.
When you’re 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 Vulom’s 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 you’re 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 it’s just a simple matter of returning them, right? Wrong! Before we return the bones we need to do a little preparation. Spoilers: You’re 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 they’re 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 you’ve found in your travels that have elemental protections. If you have the Spellbreaker shield handy, don’t forget it.
On the bright side, he’ll 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 Vulom’s attention while you retreat. The second spell he casts is the master level destruction spell Blizzard followed by Firestorm in quick succession. If you’re 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 you’re 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. You’ve likely amassed quite a few during your travels already. Don’t 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 he’s 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. You’re going to need to hit as hard as a bus in the next battle.
If you see an orange spell in his hand it’s likely a healing spell, so stagger him with a shield bash or a dual-cast destruction spell. His healing spell can restore ¾ of his health which can make this a very long fight if you’re 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 Dunyick’s Camp south of Fort Moonwatch. He’ll 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 Dunyick’s wolf, Faelor. During the attack, his wolf ran off into the wilderness east of his camp. Follow the road to Wulfmere’s 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 Dunyick’s Camp you’ll find that you’re too late. Having bled out from his injuries, there’s only one thing is left for you to do. Objective: Eliminate the bandits that killed Dunyick. You’ll 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, she’ll go back to Dunyick’s camp.
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A PRICELESS COMMODITY Travel to the steam pools and speak to Bolmar. He’ll be outside the entrance to Gronndal Grove with a group of miners. Seems like they’ve discovered a rare ebony vein, problem is it’s 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. You’ll 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; that’s 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.
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ANIMAL BOUNTY
BANDIT BOUNTY
Read a note labeled Animal Problem at the Imperial Mining Settlement near Gashnag’s Longhouse to start this Miscellaneous objective.
You’ll 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. It’s not a permanent fix but taking out their leader should curb their activities. For now.
Find the bear along the roadside and show it who’s boss.
Kill the Marauder Captain to clear this objective.
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VAMPIRE BOUNTY
WARLOCK BOUNTY
Travel to Stendarr’s Outpost on the eastern side of the island and read Amon’s 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 you’ll 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 Stendarr’s Outpost to Bloodfrost Burrow. Make sure you prepare for this one as you’ll be facing a strong coven of vampires. Low level players may want to wait until they’re more skilled at vampire hunting.
Krakevisa is a short distance south-west of the Stormcloak Camp. If you’re a spell caster you’ll find plenty of new spells in this location that you won’t 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.
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BLIND ROBBER’S CACHE
Objective: Unlock the door to Blind Robber’s Cache.
If you’ve been to Blind Robber’s Bluff you’ve likely encountered the locked dwemer storeroom. Only one person has the key to the storeroom; Rolgar, a marauder captain. By the sounds of it he’s on a bit of a quest of his own.
Return to Blind Robber’s Bluff and use the key to open the gate and claim the marauder’s 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 Rolgar’s corpse. The note will mention Dimfrost. That’s where you’ll 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. Rolgar’s corpse will be near some falmer tents on the other side of a river.
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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 won’t 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 maker’s research into controlling the undead. It’s 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.
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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 you’ll 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 you’ll 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 you’re 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 you’re a sneak you may actually find this spell to be useful.
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ICE VOLLEY Fires a volley of ice shards with a wider spread than Icy Spear or Ice Spike in case you’re 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
You’ll 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 haven’t 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
You’ll find a couple copies of this spell tome in Krakevisa, three in Wyrmstooth Barrow and one in Haetar’s Cave.
NIGHT EYE In case you’re 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 doesn’t 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
You’ll 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 you’re 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 Haetar’s 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 you’re lucky and your target gets turned into a mudcrab, they’ll 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 witch’s lair. Dispose of the witches and learn the first word of Phantom Form. You can learn the second word in Haetar’s 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 you’ve 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 doesn’t open, there’s 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
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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 Robber’s Bluff, 10 BLIND ROBBER’S 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 Dunyick’s 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 Haetar’s Cave, 10 Hag’s Perch, 6 Herman’s Holdout, 9
Hunter’s Shack, 8 ICE VOLLEY, 36 Imperial Camp, 11 Imperial Mining Settlement, 7 Ja’Shavi-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 Stendarr’s 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 Wanderer’s Camp, 7 WARLOCK BOUNTY, 32 Waylayer’s Watch, 6 Western Forests, 5 WRAP ME UP, 25 Wreck of the Salty Knave, 8 Wulfmere’s Watch, 7 Wyrmstooth Barrow, 10 Wyrmstooth Crypt, 10 Wyrmstooth Docks, 6
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