Adania of the Daedric Princes. Daedra Quests (Final) House of Horrors - Molag Bal

Level 58 Difficulty Legendary Achievement Daedric Influence
Talk to Eola
Convince Verelius to follow me
Take Verelius to Namira's Shrine
Kill Verelius
Taste the flesh of Verelius
Two-handed weapons increased from 51 to 53
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The tramp Dervenin from Solitude asks you to help him return his owner from vacation. According to him, the owner can be found in the forbidden wing of the Blue Palace, where the mad King Pelagius used to live. Having received the royal pelvic bone from Dervenin (useless, but can be sold), we go to the palace.

You can get into the Blue Wing by asking Falk Firebeard or the cleaning lady Una about it. The wing has long been abandoned and covered with cobwebs, but the journey along it will soon be interrupted, and you will find yourself in a strange place where the Daedric Lord Sheogorath is spending his “vacation” along with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on the condition that you get out of Pelagius's mind. You have no weapons or spells - only the issued Wabbajack staff. You need to go through three arches in turn and perform three simple steps:

  • Behind the first arch on the left, where atronachs are fighting in the arena, you need to use Wabbajack on the spectators watching the grip.
  • The next one is to shoot off “night terrors.” Each subsequent fear is caused by the use of Wabbajack on young Pelagia.
  • Behind the third arch, you will have to use the same staff to increase Pelagius’s Confidence in size and reduce her enemies.

It is done! Our reward is the Wabbajack, a magical staff that fires a random spell each time it's used.

Returning to reality, do not forget to search the room for valuables.

Taste of Death (Namira)

In the city of Markarth there are strange rumors about the local tomb. Learn about them from the bartender at Silver Blood, or head straight to the Understone Keep, where you'll find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and will ask us to investigate the matter.

If you do not agree with this formulation of the question and do not want to become a cannibal, kill Eola.

If not, help clear the Cliff Cave from the undead - from the beginning to the very altar of Namira. After this, Eola will ask you to bring brother Verelius to the cave. Do this or tell him about Namira's sinister plans.

Convince Verelius to go with you and lead him to the altar, where Namira’s servants, invited to the meal, are already waiting. After that, do what you want - either obediently kill Verelius and start eating him, or save him at any time and kill the cannibals.

The reward will be Namira's ring - it gives you the opportunity to improve your health by eating corpses. And the hero will have bad breath, which everyone will start telling him about.

The Door That Whispers (Mephala)

The Door That Whispers (Mephala)

The owner of the Prancing Mare tavern in Whiterun will tell you that something strange is happening to the children of Jarl Balgruuf.

The jarl himself will not deny the problems and will offer to talk with his son Nelkir (thus asking everyone if they are also going to lick the jarl’s boots). Nelkir will send us to a certain Whisperer in the basement.

The whispering door in the basement will introduce itself as Mephala. She will ask the hero to open the door and send him back to Nelkir for advice. The boy will tell you that the Jarl or Archmage Farengar has the key. The easiest way is to rob a magician.

Behind the door in the basement lies an ebony sword and a book warning that the artifact is dangerous. Quest done! The sword is the reward. It absorbs the health of enemies, and the effect can be enhanced if you kill several friends or companions with it.

House of Horrors (Molag Bal)

In Markarth, next to the Silver Blood tavern (just up the street), Turan, Stendarr's sentinel, wanders. He will ask you to help him explore an abandoned house where Daedra are rumored to be worshiped.

Alas, the house will turn out to be Molag Bal's trap, and you will have to kill Turan.

Go down to the basement, to the altar of the Daedric Lord. There, having touched the rusty mace and been in the cage, you will receive a task - to bring the priest of Boethiah, named Logrolf, who damaged the mace, to Molag Bal.

The priest was captured by the Outcasts and kept in one of their camps (which one is decided by a random number generator). Leave the house, go to the indicated place and, having cleared it, bring Logrolf out. Under any pretext, bring him to Molag Bal and, when the priest is caught in a cage, knock on him with the mace issued by Molag Bal - and then, when the Daedric Lord orders, kill the priest.

The reward will be the beautiful mace of Molag Bal, which will take away strength and magic and capture souls.

The only cure (Peryite)

The only cure (Peryite)

Taking on this task is not easy. Having reached the tenth level, you can wait a long time for a meeting with a sick refugee who will tell us where the sanctuary of Peryite and its guardian Kesh the Pure are located. But you can try to find this place in the mountains northeast of Markarth and northwest of the settlement of Karthwasten, south of the Druadach Stronghold and southeast of the dwarven ruins of Bthardamz.

It’s worth going there already with the kit that Khajiit Kesh will ask for. We need a flawless ruby, a silver bar, a poison bell and a vampire's ashes. The silver bar is the easiest to find - blacksmiths sell them, and you can steal the bar in the same Kartvasten, where there is a silver mine. Poison bell grows in many places - especially in the northwestern swamps. Of course, it is also easy to find among alchemists. Vampire ashes can be obtained from vampires or purchased from an apothecary. Flawless rubies are rare, but begin to be found among merchants at higher levels.

Having received the necessary ingredients, Cash will brew a potion, and after inhaling green smoke, we will be able to talk with Peryite. He needs to kill the traitor Orkendor and his Taken in the dwarven ruins of Bthardamz, which is a stone's throw to the northwest. The dungeon is very large, and you can wander there for a long time. But there are no puzzles there, except for a couple of levers that need to be pulled to open a passage or trigger a trap near an unsuspecting enemy. The dungeon is inhabited by mechanical spiders, spheres and a lone centurion. Mage Orkendor is at the very end of the dungeon. Take the books and key from him, take the elevator to the surface and return to Peryite.

To talk to him again, inhale the green smoke. The reward is the Spell Breaker shield, which in the “combat” position creates a talisman spell.

Beyond the Ordinary (Hermaeus Mora)

We receive this task according to the plot, meeting with the scientist Septimius Segonius on his small island north of the College of Winterhold. But you can take the task just like that, if you visit him in the shelter and ask him. For information on how to get to the Black Reach and what to do there, read the description of the story quest “Ancient Knowledge”. Solving the problem in the Mzark Tower, we will obtain the Ancient Scroll and at the same time fill the cube with knowledge.

When we return to the scientist and give him the filled cube, he will ask to bring blood samples of an orc, dark elf, bosmer, high elf and falmer (all samples can be obtained in Blackreach or in any other places). To leave Septimius's cave, you will have to talk with the Disgusting Abyss, that is, with the Daedric Lord himself.

Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She immediately raises six skills to choose from by five points - magic, thieves or warriors. To learn, open the book and press the action key.

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

The quest is activated only after the hero reaches level thirty. It can begin with an unexpected attack, reading a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, at the very edge of the map), where Daedra worshipers are fighting in an improvised arena.

Boethiah will offer to sacrifice a companion. If you don't mind (and if your companion is not particularly dear to you), order him to approach the glowing pillar and perform the sacrifice.

The last task is to visit the bandit camp on the opposite side of Skyrim. Clear the cave and demote Boethiah's former warrior. Put on his ebony chain mail and listen to the final instructions of the Daedra Master.

The reward is that same ebony chain mail. She makes her steps quieter, poisons enemies who get close to the hero, and looks very cute, especially in stealth mode.

Call of the Moon (Hircine)

The quest begins in Falkreath if you talk to the inconsolable Mathies - he can be found in the cemetery (a scene plays there) or in the tavern. He will tell us that his daughter was torn to pieces by the werewolf Sinding, who was captured and hidden in the barracks. Take a look there (you can start the quest there too).

Sinding admits that he is a werewolf, but states that the random and unpredictable transformations into the beast are a curse that the patron of hunters, Hircine, placed on the enchanted ring. He will invite us to settle matters with Hircine ourselves and will advise us to first kill a white deer in order to summon the Daedra Lord. Having given the ring, Sinding will turn into a beast and jump out of the barracks through the roof.

The deer grazes not far from the city - it is easy to find and shoot.

Indeed, after the deer falls, Hircine will appear and say that he is very angry with Sinding for stealing the ring. The task is to find the impudent werewolf in the Drowned Grotto, kill and skin him.

Inside the cave we will find a slightly beaten group of hunters, the last of whom will die after telling in general terms what happened (“The prey is stronger than the hunter. Kill him in the name of Hircine!”). But Sinding, sitting on a cliff a little further away, will offer a counter plan - to hunt the hunters with him. If we still decide to kill Sinding, he will first arrange for the slaughter of the hunters - you can join the battle right away, kill the werewolf, remove the skin and accept as a reward from the ghostly Hircine the light Skin of the Savior (resistance to magic and poisons).

If we take his side, the hunters will be stronger, and as a reward at the exit from the cave we will receive the ring of Hircine cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

An Unforgettable Night (Sanguine)

This quest differs from others in that it is not so easy to find. The key character - Sam Geven - can appear in any tavern in Skyrim. But the task is simplified if you remember: Sam appears in the tavern that is closest to the hero when he reaches the fourteenth level - and he never leaves this tavern. Remember what you did at this “age”. If you still have old saves, look in them where your hero was at the moment when he “turned” 14.

A friendly drinking session with Sam (you guessed who it is?) will suddenly be interrupted, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and the goat and offer to clean up the remnants of yesterday’s brawl. You can avoid cleaning with persuasion or money.

Our next stop is Rorikstead. Farmer Ennis accuses us of stealing his goat Gleda, which has now gone to a giant named Grok. The goat must be returned - the giant, of course, will be against it.

The next clue is Whiterun and a certain Isolde, who demands the return of the wedding ring from the Witch's Mist Grove. You can avoid searching for a ring by using money or persuasion. But it’s easier to go to the “bride,” Moira’s witch, and take the ring from her by force. When the ring is returned to Isolde, we will receive the last tip - to the Morvunskar fortress. A crowd of evil sorcerers and Sanguine himself are waiting for us there.

The reward for the quest is the Rose of Sanguine, a staff that calls the Dremora to our aid.

Shards of Past Glory (Mehrunes Dagon)

The quest begins with a leaflet that the courier will give us at level twenty. The owner of the Dawnstar Museum of the Mythical Dawn, Syl Vesul, wants to collect the Razor of Mehrunes, a legendary dagger of the past.

The razor is divided into three parts and is kept by three different characters:

  • Jorgen of Morthal can be persuaded to give up the key to the house. The hilt is in the chest.
  • The head of Dagon's Razor is kept by the sorcerer Draskua in the large Forsworn camp (there we will also find a wall with the Word of Power).
  • From the orc Gunzul in the orc fortress Cracked Tusk we take the key to the vault and, going down there, grab the fragments of the Razor (beware of traps).

Having received the three parts and attached the scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the rock.

Mehrunes will invite us to kill Sil in order to become his hero and get the Razor (a dagger that gives a chance to instantly kill the enemy upon impact), and Sil wants to go home and hide the Razor under museum glass. The choice is yours. In any case, there will be a battle. Don't forget to take the key from the dremora and clean out the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We may hear rumors of an Orc fortress in Riften, or we may head straight there.

The Lagashbur fortress is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Light and Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed and will ask for two ingredients for the ritual of summoning Malacath: troll fat and the heart of a daedra. Fat is easy to get (from the same trolls, for example), but hearts are the rarest ingredient, and they fall from dremora, which are very rare. To get a heart, do the quest of Mehrunes Dagon or join the College of Winterhold - there they can be found in Enthir's assortment.

After the ritual, Malakat will say that the tribe is suffering for the cowardice of the leader Yamarz, and will order the cave with his sanctuary to be cleared of giants. The place we need is the Yellow Stone Cave, northeast of Riften. Yamarz will go there on foot, but it is better to go there on your own.

In the cave, the behavior of the orc leader will become completely comical. Yamarz will be a terrible coward and persuade us to do all the dirty work instead of him. If the giants do not kill him, then at the sanctuary of Malacath he himself will attack us in order to get rid of the witness of his cowardice.

Take the hammer from the giant's body and return it to the tribe, placing it on the altar. Now it is called Volengrang and absorbs the reserve of strength. This is our reward.

Dawn (Meridia)

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But it is found by chance, and it can take a long time to look for it, so it is safer to visit the statue itself. It overlooks the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

Meridia will show us where to look for our guiding star. Find it and, returning to the rock, place it on the altar and receive instructions from the Daedra mistress. We need to go to the Kilkreath dungeon (the entrance is directly under the statue) and kill the necromancer Malkoran.

The dungeon is simple, but interesting, in the spirit of Indiana Jones. We need to activate the pedestals with a chain and transport the beam sent by Meridia through all the catacombs, while opening door after door. The battle with Malkoran will be in two stages - first with himself, then with his shadow.

The reward is the Radiance of Dawn, a sword with a very unusual, although not very convenient effect: from time to time it not only kills the enemy, but turns it into ashes, and when the undead die, it gives area damage that scares away the remaining undead.

Dog is a Daedra's friend (Clavicus Vile)

There are rumors in Falkreath that the blacksmith Lod is looking for a certain dog. Go to Lod and get meat from him to lure the dog. We will find him, but suddenly it turns out that this is Barbas, a companion of the Daedric Lord Clavicus Vile. Barbas ran away from him.

Barbas wants us to go to Heimar's cave and find the sanctuary of the former owner. There are many vampires inside the cave, so if you are not very confident in your abilities, let the dog go ahead. Clavicus, in turn, will demand the Ax of Sorrow, which is in the Frosty Cave, be returned to him. It is a small cave, and its only inhabitants are a mage and his fire atronach.

When we return the axe, Clavicus Vile will offer us to keep the ax with one condition - we must kill Barbas. If we agree, we will receive an ax that damages the reserve of strength. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful mask of Clavicus Vile, which improves prices and eloquence.

Waking Nightmare (Vermina)

Something strange is happening in Dawnstar - all the residents have the same nightmares at night. What's happening? The priest of Mara, the dark elf Erandur, knows this. He will tell you that difficult dreams are a sign of danger: their memories are being stolen by the Daedric princess Vaermina. To save Dawnstar from trouble, he will lead us to the Night Callers temple, where the evil comes from.

There are bodies everywhere in the temple. But they are not dead, but sleeping. The priests of Vaermina, not wanting to surrender to the orc invaders, released the witchcraft miasma and put themselves to sleep along with them. To stop the dream and stop the nightmares of Dawnstar, you need to destroy the Skull of Corruption. How does Erandur know this? He used to be a priest of Vaermina, but at the last moment he escaped from the tower.

An impenetrable barrier prevents you from getting to the Skull of Corruption. In the Library you will find the book “Sleepwalking”, from which you will learn about the potion “Vermina’s Apathy”, which allows you to go into dreams and in this way move in space. Go in search of a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts, sleepy.

After drinking the potion, you can return to someone else's past, complete the task (pull the chain and release the miasma) and return back. You will find yourself on the opposite side of the barrier. Remove the soul stone from the pedestal to remove the barrier and let Erandur through.

All that remains is to take part in the battle with his former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest at the instigation of Vaermina.

The Skull of Corruption Staff is an interesting artifact (at least it frightens the guards), but its effect is normal damage. Damage increases if you recharge the Skull near sleeping people.

Black Star (Azura)

Azura's Shrine, the only shrine with a normal-sized statue, is located high in the snowy mountains south of Winterhold. Rumors about it are spreading all over Skyrim, so it will quickly appear on the map.

In the sanctuary itself, priestess Aranea will immediately send us to Winterhold in search of the high elf Nelacar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with a divine artifact, the Star of Azura, trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the Ilinalta Depths dungeon.

After fighting your way through the hordes of necromancers, take the Star of Azura from Meylin's cold corpse. There is only one question left - who will return it to? If we return the artifact to Azura, we will receive as a reward an ordinary reusable container of souls for any size. If we return Nelakar, we will get the Black Star - an artifact for the souls of intelligent beings. Since all intelligent souls are Great, the second is clearly more profitable.

However, before using the Star, you will have to endure a very difficult battle with Meylin and his Dremora hidden in it. Dremoras are very dangerous guys, especially at early levels, and you won’t have companions inside the artifact, so arm yourself to the teeth, stock up on “first aid kits” and fire protection.

The mistress of the night, Nocturnal, reveals her secrets only to thieves.

Daedra Lords are strange, capricious and sometimes very dangerous rulers from other dimensions. In the Imperial Province we communicated with them mainly through altars at the foot of huge statues. In Skyrim, the altars were shredded, there are few statues left, but the Daedra lords are still waiting for our help - sometimes in very dubious matters. They reward their assistants with personalized artifacts with unusual properties - mostly weapons and armor.

There are sixteen Daedra Lords in total. But there are one fewer quests, because the ruler of the night, Nocturnal, does not give out tasks in the usual sense. You can communicate with her and earn her favor only through the plot of the thieves guild, and she does not give a personal artifact - only a reward for the very fact of completing the chain.

Mad Mind (Sheogorath)

Nobody has ever called me the talking grapefruit from Pasval.

The tramp Dervenin from Solitude asks you to help him return his owner from vacation. According to him, the owner can be found in the forbidden wing of the Blue Palace, where the mad King Pelagius used to live. Having received the royal pelvic bone from Dervenin (useless, but can be sold), we go to the palace.

You can get into the Blue Wing by asking Falk Firebeard or the cleaning lady Una about it. The wing has long been abandoned and covered with cobwebs, but the journey along it will soon be interrupted, and you will find yourself in a strange place where the Daedric Lord Sheogorath is spending his “vacation” along with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on the condition that you get out of Pelagius's mind. You have no weapons or spells - only the issued Wabbajack staff. You need to go through three arches in turn and perform three simple steps:

Behind the first arch on the left, where atronachs are fighting in the arena, you need to use Wabbajack on the spectators watching the grip.

The next one is to shoot off “night terrors”. Each subsequent fear is caused by the use of Wabbajack on young Pelagia.

Behind the third arch, you will have to use the same staff to increase Pelagius’s Confidence in size and reduce her enemies.

It is done! Our reward is Wabbajack, a magical staff that fires a random spell each time it is used.

Returning to reality, do not forget to search the room for valuables.

Taste of Death (Namira)

"Dinner is served. Please sit down and eat."

In the city of Markarth there are strange rumors about the local tomb. Learn about them from the bartender at Silver Blood, or head straight to the Understone Keep, where you'll find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and will ask us to investigate the matter.

If you do not agree with this formulation of the question and do not want to become a cannibal, kill Eola.

If not, help clear the Cliff Cave from the undead - from the beginning to the very altar of Namira. After this, Eola will ask you to bring brother Verelius to the cave. Do this or tell him about Namira's sinister plans.

FOR YOUR INFORMATION: There is an emergency exit in the cave so that you don’t have to wander through the corridors every time. Don't miss him - he's in the corridor in front of the hall where the altar stands.

Convince Verelius to go with you and lead him to the altar, where Namira’s servants, invited to the meal, are already waiting. After that, do what you want - either obediently kill Verelius and start eating him, or save him at any time and kill the cannibals.

The reward will be Namira's ring - it makes it possible to improve health by eating corpses. And the hero will have bad breath, which everyone will start telling him about.

The Door That Whispers (Mephala)

As it turns out, rudeness is not the biggest problem of the local “Cartman”. He also talks to doors!

The owner of the Prancing Mare tavern in Whiterun will tell you that something strange is happening to the children of Jarl Balgruuf.

The jarl himself will not deny the problems and will offer to talk with his son Nelkir (thus asking everyone if they are also going to lick the jarl’s boots). Nelkir will send us to a certain Whisperer in the basement.

The whispering door in the basement will introduce itself as Mephala. She will ask the hero to open the door and send him back to Nelkir for advice. The boy will tell you that the Jarl or Archmage Farengar has the key. The easiest way is to rob a magician.

Behind the door in the basement lies an ebony sword and a book warning that the artifact is dangerous. Quest done! Sword and there is a reward. It absorbs the health of enemies, and the effect can be enhanced if you kill several friends or companions with it.

House of Horrors (Molag Bal)

The priest has fallen for the treacherous Molag Bal! Don't pay attention to the cat - he's with me.

In Markarth, next to the Silver Blood tavern (just up the street), Turan, Stendarr's sentinel, wanders. He will ask you to help him explore an abandoned house where Daedra are rumored to be worshiped.

Alas, the house will turn out to be Molag Bal's trap, and you will have to kill Turan.

Go down to the basement, to the altar of the Daedric Lord. There, having touched the rusty mace and been in the cage, you will receive a task - to bring the priest of Boethiah, named Logrolf, who ruined the mace, to Molag Bal.

The priest was captured by the Outcasts and kept in one of their camps (which one is decided by a random number generator). Leave the house, go to the indicated place and, having cleared it, bring Logrolf out. Under any pretext, bring him to Molag Bal and, when the priest is caught in a cage, knock on him with the mace issued by Molag Bal - and then, when the Daedric Lord orders, kill the priest.

The reward will be cute Molag Bal's mace, taking away strength from magic and capturing souls.

The only cure (Peryite)

To talk to a tree, you need to inhale a lot of smoke. Everything is like in life.

Taking on this task is not easy. Having reached the tenth level, you can wait a long time for a meeting with a sick refugee who will tell us where the sanctuary of Peryite and its guardian Kesh the Pure are located. But you can try to find this place in the mountains northeast of Markarth and northwest of the settlement of Karthwasten, south of the Druadach Stronghold and southeast of the dwarven ruins of Bthardamz.

It’s worth going there already with the kit that Khajiit Kesh will ask for. We need a flawless ruby, a silver bar, a poison bell and a vampire's ashes. A silver ingot is the easiest to find - blacksmiths sell them, and you can steal the ingot in the same Kartvasten, where there is a silver mine. Poison bell grows in many places - especially in the northwestern swamps. Of course, it is also easy to find among alchemists. Vampire ashes can be obtained from vampires or purchased from an apothecary. Flawless rubies are rare, but begin to be found among merchants at higher levels.

Having received the necessary ingredients, Cash will brew a potion, and after inhaling green smoke, we will be able to talk with Peryite. He needs to kill the traitor Orkendor and his Taken in the dwarven ruins of Bthardamz, which is a stone's throw to the northwest. The dungeon is very large, and you can wander there for a long time. But there are no puzzles there, except for a couple of levers that need to be pulled to open a passage or trigger a trap near an unsuspecting enemy. The dungeon is inhabited by mechanical spiders, spheres and a lone centurion. Mage Orkendor is at the very end of the dungeon. Take the books and key from him, take the elevator to the surface and return to Peryite.

To talk to him again, inhale the green smoke. Reward - shield Spell Breaker, which in a “combat” position creates a talisman spell.

Beyond the Ordinary (Hermaeus Mora)

We received the book, but the scientist is no longer needed.

We receive this task according to the plot, meeting with the scientist Septimius Segonius on his small island north of the College of Winterhold. But you can take the task just like that, if you visit him in the shelter and ask him. For information on how to get to the Black Reach and what to do there, read the description of the story quest “Ancient Knowledge”. Solving the problem in the Mzark Tower, we will obtain the Ancient Scroll and at the same time fill the cube with knowledge.

When we return to the scientist and give him the filled cube, he will ask to bring blood samples of an orc, dark elf, bosmer, high elf and falmer (all samples can be obtained in Blackreach or in any other places). To leave Septimius's cave, you will have to talk with the Disgusting Abyss, that is, with the Daedric Lord himself.

Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She immediately raises six skills to choose from by five points - magic, thieves or warriors. To learn, open the book and press the action key.

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

“Stop burning tires!”

The quest is activated only after the hero reaches level thirty. It can begin with an unexpected attack, reading a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, at the very edge of the map), where Daedra worshipers are fighting in an improvised arena.

Boethiah will offer to sacrifice a companion. If you don't mind (and if your companion is not particularly dear to you), order him to approach the glowing pillar and perform the sacrifice.

The last task is to visit the bandit camp on the opposite side of Skyrim. Clear the cave and demote Boethiah's former warrior. Put on his ebony chain mail and listen to the final instructions of the Daedra Master.

The reward is the same ebony chain mail. She makes her steps quieter, poisons enemies who get close to the hero, and looks very cute, especially in stealth mode.

Call of the Moon (Hircine)

The blood-red moon brings back memories of past adventures on distant Solstheim.

The quest begins in Falkreath if you talk to the inconsolable Mathies - he can be found in the cemetery (a scene is played there) or in the tavern. He will tell us that his daughter was torn to pieces by the werewolf Sinding, who was captured and hidden in the barracks. Take a look there (you can start the quest there too).

Sinding admits that he is a werewolf, but states that the random and unpredictable transformations into the beast are a curse that the patron of hunters, Hircine, placed on the enchanted ring. He will invite us to settle matters with Hircine ourselves and will advise us to first kill a white deer in order to summon the Daedra Lord. Having given the ring, Sinding will turn into a beast and jump out of the barracks through the roof.

FOR YOUR INFORMATION: unless you are a werewolf, the ring is safe for you. Otherwise, it will forcefully turn the hero into a beast from time to time.

The deer grazes not far from the city - it is easy to find and shoot.

Indeed, after the deer falls, Hircine will appear and say that he is very angry with Sinding for stealing the ring. The task is to find the impudent werewolf in the Drowned Grotto, kill and skin him.

Inside the cave we will find a slightly beaten group of hunters, the last of whom will die after telling in general terms what happened (“The prey is stronger than the hunter. Kill him in the name of Hircine!”). But Sinding, sitting on a cliff a little further away, will offer a counter plan - to hunt the hunters with him. If we still decide to kill Sinding, he will first arrange for the slaughter of the hunters - you can join the battle right away, kill the werewolf, remove the skin and accept the light Skin of the Savior (resistance to magic and poison) as a reward from the ghostly Hircine.

If we take his side, the hunters will be stronger, and as a reward at the exit from the cave we will receive the ring of Hircine cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

An Unforgettable Night (Sanguine)

Sam Geven looks strange. We don't give him any more drinks.

This quest differs from others in that it is not so easy to find. The key character - Sam Geven - can appear in any tavern in Skyrim. But the task is simplified if you remember: Sam appears in the tavern that is closest to the hero when he reaches the fourteenth level - and he never leaves this tavern. Remember what you did at this “age”. If you still have old saves, look in them where your hero was at the moment when he “turned” 14.

A friendly drinking session with Sam (you guessed who it is?) will suddenly be interrupted, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and the goat and offer to clean up the remnants of yesterday’s brawl. You can avoid cleaning with persuasion or money.

Our next stop is Rorikstead. Farmer Ennis accuses us of stealing his goat Gleda, which has now gone to a giant named Grok. The goat must be returned - the giant, of course, will be against it.

The next clue is Whiterun and a certain Isolde, demanding the return of the wedding ring from the Witch's Mist Grove. You can avoid searching for a ring by using money or persuasion. But it’s easier to go to the “bride,” Moira’s witch, and take the ring from her by force. When the ring is returned to Isolde, we will receive the last tip - to the Morvunskar fortress. A crowd of evil sorcerers and Sanguine himself are waiting for us there.

Quest reward - Rose Sanguina, a staff that calls the Dremora to our aid.

Shards of Past Glory (Mehrunes Dagon)

The cave under Dagon's heel (sorry!) is a valuable source of Daedra hearts. Dremora are reborn there.

The quest begins with a leaflet that the courier will give us at level twenty. The owner of the Dawnstar Museum of the Mythical Dawn, Syl Vesul, wants to collect the Razor of Mehrunes, a legendary dagger of the past.

The razor is divided into three parts and is kept by three different characters:

Jorgen of Morthal can be persuaded to give up the key to the house. The hilt is in the chest.

The head of Dagon's Razor is kept by the sorcerer Draskua in the large Forsworn camp (there we will also find a wall with the Word of Power).

From the orc Gunzul in the orc fortress Cracked Tusk we take the key to the vault and, going down there, grab the fragments of the Razor (beware of traps).

Having received the three parts and attached the scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the rock.

Mehrunes will invite us to kill Sil in order to become his hero and get Razor(a dagger that gives a chance to instantly kill an enemy upon impact), and Sil wants to go home and hide the Razor under museum glass. The choice is yours. In any case, there will be a battle. Don't forget to take the key from the dremora and clean out the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We may hear rumors of an Orc fortress in Riften, or we may head straight there.

The Lagashbur fortress is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Light and Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed and will ask for two ingredients for the ritual of summoning Malacath: troll fat and the heart of a daedra. Fat is easy to get (from the same trolls, for example), but hearts are the rarest ingredient, and they fall from dremora, which are very rare. To get a heart, do the quest of Mehrunes Dagon or join the College of Winterhold - there they can be found in Enthir’s assortment.

After the ritual, Malakat will say that the tribe is suffering for the cowardice of the leader Yamarz, and will order the cave with his sanctuary to be cleared of giants. The place we need is the Yellow Stone Cave, northeast of Riften. Yamarz will go there on foot, but it is better to go there on your own.

In the cave, the behavior of the orc leader will become completely comical. Yamarz will be a terrible coward and persuade us to do all the dirty work instead of him. If the giants do not kill him, then at the sanctuary of Malacath he himself will attack us in order to get rid of the witness of his cowardice.

Take the hammer from the giant's body and return it to the tribe, placing it on the altar. Now it's called Volengrang and absorbs the reserve of strength. This is our reward.

Dawn (Meridia)

The necromancer of two souls is the last obstacle on the way to the sword of the Radiance of the Dawn.

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But it is found by chance, and it can take a long time to look for it, so it is safer to visit the statue itself. It overlooks the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

Meridia will show us where to look for our guiding star. Find it and, returning to the rock, place it on the altar and receive instructions from the Daedra mistress. We need to go to the Kilkreath dungeon (the entrance is directly under the statue) and kill the necromancer Malkoran.

The dungeon is simple, but interesting, in the spirit of Indiana Jones. We need to activate the pedestals with a chain and transport the beam sent by Meridia through all the catacombs, while opening door after door. The battle with Malkoran will be in two stages - first with himself, then with his shadow.

Reward - The Light of Dawn, a sword with a very unusual, although not very convenient effect: from time to time it not only kills an enemy, but turns it into ashes, and when the undead die, it gives area damage that scares away the remaining undead.

Dog is a Daedra's friend (Clavicus Vile)

“Man, do you have any meat?”

There are rumors in Falkreath that the blacksmith Lod is looking for a certain dog. Go to Lod and get meat from him to lure the dog. We will find him, but suddenly it turns out that this is Barbas, a companion of the Daedric Lord Clavicus Vile. Barbas ran away from him.

Barbas wants us to go to Heimar's cave and find the sanctuary of the former owner. There are many vampires inside the cave, so if you are not very confident in your abilities, let the dog go ahead. Clavicus, in turn, will demand the Ax of Sorrow, which is in the Frosty Cave, be returned to him. It is a small cave, and its only inhabitants are the mage and his fire atronach.

FOR YOUR INFORMATION: You don’t have to complete the quest, and then Barbas will become our immortal companion. But keep in mind that he often pushes the hero back and forth (this is a bug - the dog tries to come closer to us than he can) and is very inconvenient for secretive heroes (pushes him out into the open, barks, interferes with the stealth indicator).

When we return the axe, Clavicus Vile will offer us to keep the ax with one condition - we must kill Barbas. If we agree, we will receive an ax that damages the reserve of strength. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful Clavicus Vile mask, improving prices and eloquence.

Waking Nightmare (Vermina)

Erandur spoils Corruption's skull. Vaermina objects.

Something strange is happening in Dawnstar - all the residents have the same nightmares at night. What's happening? The priest of Mara, the dark elf Erandur, knows this. He will tell you that difficult dreams are a sign of danger: their memories are being stolen by the Daedric princess Vaermina. To save Dawnstar from trouble, he will lead us to the Night Callers temple, where the evil comes from.

There are bodies everywhere in the temple. But they are not dead, but sleeping. The priests of Vaermina, not wanting to surrender to the orc invaders, released the witchcraft miasma and put themselves to sleep along with them. To stop the dream and stop the nightmares of Dawnstar, you need to destroy the Skull of Corruption. How does Erandur know this? He used to be a priest of Vaermina, but at the last moment he escaped from the tower.

An impenetrable barrier prevents you from getting to the Skull of Corruption. In the Library you will find the book “Sleepwalking”, from which you will learn about the potion “Vermina’s Apathy”, which allows you to go into dreams and in this way move in space. Go in search of a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts, sleepy.

After drinking the potion, you can return to someone else's past, complete the task (pull the chain and release the miasma) and return back. You will find yourself on the opposite side of the barrier. Remove the soul stone from the pedestal to remove the barrier and let Erandur through.

All that remains is to take part in the battle with his former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest at the instigation of Vaermina.

Staff Skull of Corruption- the artifact is interesting (at least it frightens the guards), but its effect is ordinary damage. Damage increases if you recharge the Skull near sleeping people.

Black Star (Azura)

The Azura Statue is the tallest Daedric statue in the game.

Azura's Shrine, the only shrine with a normal-sized statue, is located high in the snowy mountains south of Winterhold. Rumors about it are spreading all over Skyrim, so it will quickly appear on the map.

In the sanctuary itself, priestess Aranea will immediately send us to Winterhold in search of the high elf Nelacar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with a divine artifact, Azura's Star trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the Ilinalta Depths dungeon.

After fighting your way through the hordes of necromancers, take the Star of Azura from Meylin's cold corpse. There is only one question left - who will return it to? If we return the artifact to Azura, we will receive as a reward an ordinary reusable container of souls for any size. If we return Nelakar, we will get Black star- an artifact for the souls of intelligent beings. Since all intelligent souls are Great, the second is clearly more profitable.

However, before using the Star, you will have to endure a very difficult battle with Meylin and his Dremora hidden in it. Dremoras are very dangerous guys, especially at early levels, and you won’t have companions inside the artifact, so arm yourself to the teeth, stock up on “first aid kits” and fire protection.

In The Elder Scrolls 5: Skyrim, there are 15 Daedric Artifacts that can be obtained by completing Daedric Prince quests. They are unique things that have various quite powerful effects.

I offer a list of all Daedric artifacts with a brief description of the corresponding Daedric quests. All locations can be easily found using.

Daedra artifacts in The Elder Scrolls 5: Skyrim

The dagger "" (Mehrunes' Razor) can be obtained by completing the quest of the Daedra Mehrunes Dagon called " Remnants of former glory"(Pieces of the Past).

You can take the quest by receiving an invitation to visit the museum in Dawnstar from the courier. Or just wander around the city and listen to the conversations of the residents. Requires level 20 to obtain.

In the museum, talk to Silus Vesuius and agree to get three fragments of the Daedric artifact. One shard is located in Morthal, another at Dead Crone Rock, and a third in Cracked Tusk Keep.

We return the fragments and go to the Sanctuary of Mehrunes Dagon. There we kill Sin and get the Razor.

When hit by the Razor, there is a chance to instantly kill the enemy.

The one-handed club "" (Mace of Molag Bal) can be obtained for completing the quest of the Daedra Lord Molag Bal called " House of Horror"(House of Horrors).

Near one of the houses in Markarth we will meet Vigilant Tyranus, who asks us to help him check the house for Daedra. You must be above level 10.

Inside, real lewdness will begin in the best traditions of the Poltergeist series. Things will fly, everything around will shake, and the menacing voice of Molag Bal will eventually force him to kill poor Turan.

Then we go down to the basement and find his altar with the Mace. When we try to take it, we find ourselves locked up and receive the task of finding and bringing the priest of Boethiah, who desecrated his altar.

We find Logrolf the Willful in one of the Forsworn camps and bring him back to the altar. There he is locked up, and we receive a club, with the help of which we must “persuade” him to obey Molag Bal. After which we get the artifact at our disposal.

When hit with a mace, the enemy's strength and magic will decrease. Also, if the target dies within three seconds of being hit, you will fill .

The staff "" (Wabbajack) is given for completing the quest of the Daedric Prince Sheogorath called " Mad Mind"(The Mind of Madness). To get it, you need to talk to Dervenin, who walks along the street in Solitude.

Then we go to the Blue Palace and find ourselves in the mind of the crazy king Pelagius, where Sheogorath spends his vacation. He invites us to pass three tests:

  • Paranoia - you need to shoot at sitting people.
  • Night Terrors - we shoot at the sleeping person, and then at those who come.
  • Anger - we shoot at the emperor and at the enemies.

Sheogorath leaves, and we get Wabbajack for our use.

The staff has completely random effects.

The two-handed hammer "" (Volendrung) can be obtained by completing the quest of the Daedra Malacath called " Cursed tribe"(The Cursed Tribe). We get it from the shaman Atuba in the orc fortress Largashbur southwest of Riften. You must be above level 9.

She asks to bring her a Daedra heart and troll fat. Afterwards we receive a task from Malacath to get the club of the main giant, who lives in the Yellow Stone Cave.

Upon his return, Malacath turns it into Volendrung and gives it to us.

When struck, the hammer absorbs 50 of the enemy's stamina.

After completing the quest " Black Star"(The Black Star), which can be taken near the Shrine of Azura, you will receive " Azura's Star"(Azura's Star) - reusable.

« Ring of Namira"(Ring of Namira) can be obtained after completing the Daedra Namira quest called " Taste of Death"(The Taste of Death). You can get it by talking to Brother Verulus in Markarth.

He needs to be convinced to tell why the Hall of the Dead is closed. It turns out that bodies began to disappear there, or rather they began to be eaten... We go there and talk with Eola, who is Namira’s servant and feels that we, too, would not mind tasting human flesh.

We agree and go to Reachcliff Cave, where she is already waiting for us. We clean out the dungeon, after which we lure Verilius there and eat him.

As a reward we receive the artifact Ring of Namira, which increases the reserve of strength by 50 and allows you to eat people's bodies, which increases health and its regeneration.

For completing the quest " Call of the Moon"(I'll Met By Moonlight), which is given by the Daedric Prince Hircine, can be obtained either " Ring of Hircine"which increases the number of daily transformations into, or armor" Skin of the Savior» with 50% protection from poison and 15% from magic.

I have already described this quest in detail.

Heavy helmet " Clavicus Vile Mask" can be obtained by completing the Daedra Clavicus Vile quest called " The dog is the Daedra's friend"(A Daedra's Best Friend). You can take this quest in Falkreath by luring out a stray dog ​​named Barbas at the request of the blacksmith.

To receive it, your character must be above level 10.

But the dog turns out to be not simple, but quite talkative - Barbas wants to return to his owner. We go with him to the sanctuary of Clavicus Vile, but he agrees to accept the dog after you bring him the Rueful Ax from the Frosty Cave (Rimerock Burrow).

Upon returning, you will have a choice: kill the dog and leave the ax, or give the ax and receive the Mask of Clavicus Vile in return. The ax deals additional damage to your stamina, and the mask will allow you to get a 20% improvement in prices, increase eloquence by 10 and speed up magic regeneration by 5%.

The ax is not a Daedric artifact, so it will not be taken into account when completing the artifact search achievement!

The book " Ogma Infinium"(Oghma Infinium) can be obtained for completing the quest of the Daedra Hermaeus More called " Beyond the ordinary"(Discerning the Transmundane).

The quest is given by Septimus Signus at his post (Septimus Signus's Outpost) southeast of Winterhold. He will send us to Alftand, after passing through which we will find ourselves in the Tower of Mzark. There we solve the puzzle (video with the answer below).

Before continuing the quest further, you must reach level 15, otherwise the quest will fail!

We return to Septimius, who now asks to get the blood of five: an orc, a falmer, a dark elf, a forest elf and a high elf. To do this, simply search any corpse of a suitable race.

We bring blood, watch him die at the “hands” of Hermaeus More and take the artifact from the pedestal. The book allows you to raise several by 5, depending on the chosen role.

The "Spellbreaker" shield can be obtained by completing the Daedric Prince Peryite's quest called " The only cure"(The Only Cure).

The quest is taken after reaching level 12 in the Shrine of Peryite northeast of Markarth near Kesh the Clean. He asks you to bring the following ingredients:

  • Deathbell
  • Flawless Ruby
  • Silver Ingot
  • Vampire Dust

The only difficulty here is the flawless ruby. One of them is definitely in the emperor’s room on the ship Kataria at the end of the chain.

After you collect all the necessary ingredients, we return and receive a task from Peryite to kill the elf Orchendor in the Dwemer ruins of Bthardamz. After completing the task, we receive a shield as a reward.

This artifact allows you to absorb 50 units of magical damage when blocked.

The staff "" can be obtained as a reward for completing the quest of the Daedra Lord Sanguin called " An unforgettable night"(A Night to Remember). The quest is given by Sam Guevenne, who appears in a random tavern in Skyrim after you reach level 14.

He challenges you to a duel to see who can drink more. As a result, everything goes dark before your eyes, and you find yourself in the Temple of Dibella in Markarth, remembering nothing of the previous night.

By recovering information bit by bit and dealing with the damage caused, you find out that you got married, and in order to pay for the ring, a goat was stolen.

As a result, you find yourself in Morvunskar, where Sam will appear before you in his true guise as the Daedric Prince Sanguin, thank you for a fun night and give you a staff.

It allows you to summon a Dremora to help you in battle for a while.

The one-handed sword "Dawnbreaker" can be obtained by completing the Daedra Meridia quest. The quest is called " Dawn"(The Break of Dawn), you can take it from the Statue of Myridia, which is located west of Solitude. You must be above level 12.

A very simple task where we will have to go down into the dungeon under the statue and consecrate it with the light of Meridia. Just follow the quest signs and you will receive an artifact as a reward at the end.

The sword deals additional damage on impact, and after killing an undead it can cause an explosion that kills or scares away the undead closest to you.

The staff "" (Skull of Corruption) can be obtained by completing the Daedra Vaermina quest called " walking nightmare"(Waking Nightmare). It is given by Erandur in Dawnstar.

Just follow him along the quest markers and kill him at the end.

For this you will receive an artifact - the Skull of the Night.

Allows you to collect the dreams of sleeping people and then hit your opponents hard.

The two-handed sword "" (Ebony Blade) can be obtained by completing the Daedra Mephala's quest called " The door that whispers"(The Whispering Door). The quest is taken after you become Thane of Whiterun and are above level 20.

Go to the local tavern and ask about the rumors. They will tell you that something strange is happening to the earl’s children. Afterwards we talk with the jarl himself and learn that, indeed, his youngest son Nelkir has changed dramatically: he has become more gloomy and angry.

We talk to the child and find out about the whispering door in the basement. We go down there and receive instructions to open the door, to do this we need to steal the key from the jarl or court magician. Then we return, open the door and take the artifact.

When hit with a sword, it drains 10 health points and transfers it to you. If you kill NPCs friendly to you, the drain power increases by 2 for every 2 kills up to a maximum value of 30. The weapon has an unlimited number of charges.

The Ebony Blade is a unique two-handed weapon, as it benefits from bonuses and talents for one-handed weapons, but not for two-handed ones.

Heavy armor " Ebony Mail" (Ebony Mail) can be obtained by completing the Daedra Boethiah quest called " Call of Boethiah"(Boethiah's Calling). It can be obtained by reading Boethiah's book, or from a cultist near Boethiah's Chapel east of Windhelm. Requires level 30.

First we need to sacrifice someone. We take any companion and bring him to the chapel, then point him to the pillar and the job is done. Then we will have to remain the only survivor in the mess with the cultists.

Afterwards we receive an order from Boethiah to kill her champion, and from his corpse we take the artifact.

By wearing the Ebony Chainmail, you will be able to move quietly, and nearby enemies will take 5 poison damage every second.

Gives the task: Brother Verily
Requirements: None
Reward: Amulet of Arkay, Ring of Namira or 1500 Septims

Heading to Markarth:



Let's go to the underground fortress:



We go to the entrance to the hall of the dead:



We speak with Brother Verily. He will refuse, so you will have to either bribe him or convince him. Since not many people pump up eloquence, we will bribe him (The price is most likely not fixed and may vary depending on the level of eloquence, various abilities, etc.).



He gives us the key. We go inside the hall, look for the altar of Arkay.

Eola will approach us. Don't panic, there's no point in killing her. After talking with her, we find out that she is one of the Cannibals. We agree with her on all points.



We leave the same way we entered. We speak with Veriliy, we receive the Amulet of Arkay.



We go to the location “Cliff Cave”:



Attention, if you have already been there, the consequences are unpredictable.

Clearing the dungeon. The dungeon itself is not difficult, the draugr are leveled (Depends on the character’s level). But I didn’t find anything special in this dungeon. With the exception of the book that increases witchcraft:



At the end of the dungeon, a small boss awaits us, after killing whom Eola herself will run to us. But in order not to waste time, I advise you to run towards her (to the entrance to the dungeon through which we came).

Dungeon map:



Eola gives us one hundred gold pieces and sends us to Brother Verilius.

We go to Markarth, to the hall of the dead. We speak with Verily.

You can again either convince him (threat or persuasion), or bribe him. What’s interesting: they gave us 100 gold, and this guy asks for all 500:



We pay him the money and go back to the Cliff Cave. We approach Eola and she “talks” him:



Brother Verily lies down on the altar and you are ordered to kill him.



We kill Verilius. At Eola’s request, we eat it (Click search and a dialogue appears: eat or leave):

Namira talks to us and gives us a ring:



After which you can take Eola as a companion:


P.S.

There is also an ending for noble knights. When you are asked to kill the priest, we kill all the cannibals. The priest wakes up and thanks us. His gratitude is expressed in 1500 septims.

Namira's ring is a very good and unique thing. And the cash payout is so small that it will barely pay for a mercenary (500 septims) and an enchanted ring (2000+ septims).

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