The Elder Scrolls V: Skyrim (Remake)

The Elder Scrolls V: Skyrim (Remake) is an upcoming Open-World AARPG (Action-Adventure Role-Playing Game) for PC, PlayStation 4, Xbox One & Nintendo Switch. The game is free to owners of Special Edition including PC users who obtained Special Edition through the original game. The game heavily remakes the original Skyrim updating it with new and improved content, returning mechanics from previous games and a heavily reworked plot and setting. The game's plot overrides the original plot.
==Story==
===Plot Synopsis===
The year is 201 of the fourth Era, the Emperor of the Empire is Titus Mede the II, considered by many as a tactical coward especially in the lands of Skyrim and Hammerfell. Following a grueling war with the Aldmeri Dominion, a rival faction that had developed out of the now seceded Summerset Isles, Valenwood and Elsweyr, the White-Gold Concordat a series of agreements was signed that caused massive uproar in the various regions of the Empire. The Empire of Hammerfell has seceded from the Empire and with the previous secession of Morrowind and Black Marsh, The Empire is in the weakest state it's ever been in.
One of the agreements within the White-Gold Concordat was the dissolution of the Temple of Talos and outlawing of his worship as a God, this infuriated the Nords of Skyrim whose noble traditions saw Talos as a great and mighty Nordic hero. Skyrim's people began to revolt, of the Nine great Holds of Skyrim, four (Eastmarch, The Rift, Winterhold & The Pale) seceded and have begun a war with the Empire to secede the rest of Skyrim from the Empire. The initiation of this revolt began with High King Torygg, leader of Skyrim was killed in a battle with Jarl Ulfric Stormcloak of Windhelm, during the battle, Jarl Ulfric used the Voice, an ancient Nordic talent that has been passed down through generations of Nords from their ancient Atmoran ancestors, to slay High King Torygg. Due to the conflict in whether it was a fair battle those that oppose Ulfric (Falkreath Hold, The Reach, Hjaalmarch & Haafingar) do not consider him High King and reject his claim to the throne. Only Whiterun Hold, the central Hold of Skyrim remains neutral on the matter and as such acts as a buffer between the two warring sides.
Seeing the potential to reclaim the rebelling states of Skyrim, The Empire sided with the Holds of West Skyrim and unified together under the mighty military force of The Legion. Unable however to expend great resources into Skyrim due to the threat of a second Aldmeri Invasion and also the looming threats of Hammerfell and Black Marsh the Empire's efforts into Skyrim were minimal and as of 4E 201, the battle is at a cross-roads with territory being gained and lost without any strong sway for either side. Amidst all the chaos however, ancient Nordic warnings of the end times were completed, words written in Sky Haven Temple foretelling of the return of the Eater of Worlds and being of End Time, Alduin returning had been prophesied.
Alduin's return brought about the return of Dragons, the ferocious creatures from Akavir who had brought the ancient Atmoran people to their knees Eras ago the chaos only intensifying the war effort as the three-sided conflict sought dominance over Skyrim, the people of Skyrim now subjugated to a cruel fate. With the war remaining stalwart those who could stand against the Dragons, speakers of the voice and ones who wielded the mighty Thu'um as a weapon would stand for their allegiance and prove the might of their faction against the Dragons and the people of Skyrim.
You however, who sows seeds of hope, discord, chaos, order, passion, vengeance and much more are not of these Men and Mer who use the Voice for such trivial battles, if the will of Akatosh speaks truth then the spirit of Lorkhan dwells, awaiting to be awakened, bring about the fourth child of Aka.
===Plot Outline===
The plot ends up varying greatly from Skyrim due to changes throughout, each quest in the main plot will be listed and details about the events in each one will be outlined below.
====Act 1: Way of the Voice====
Quest: New Lands
The player begins the game in the back of a caravan amongst a group of wandering Khajiit Traders who've just crossed from Cyrodiil into Skyrim, the player's vision fades in and out as the player sees the border gates to Cyrodiil, the Khajiit travelling ahead of the player's caravan and some creatures of Skyrim wandering about. Eventually the caravan stops and a Khajiit approaches the player informing them to get up as they've arrived in Helgen. From here the player hops out of the caravan and looks around, the Khajiit camp is situated just outside the gates of the town, talking to the Khajiit the player can learn their names as well as their intentions to head up to Whiterun where their wares will make good money.
The player is called over by the Captain of the Guard of Helgen, noticeably distinct from the other Guards of Helgen as his Falkreath Guard Armour is adorned with additional plate armour and iconography of Falkreath Hold. The Captain introduces himself to the player along with a few other travellers whom were with the Khajiit as Markom and tells them they'll need to head to the nearby Immigration Office pointing it out to the player to fill in some paperwork before they are allowed to stay in Skyrim.
The player is free to explore this little section of Helgen as the Khajiit Caravans prevent the player from travelling outside of Helgen and a broken wagon prevents the player from exploring more of Helgen. The player heads into the Immigration Office and walks over to the Immigration Officer after the other travellers have done so, the player is now able to create their character completing information including the player's appearance and class as well as filling in some questions that give the player starting equipment and skill boosts. Once the player has completed this the Immigration Officer hands the player their supplies which are generated based on the questions they answer, from there they're directed to head back out the front door as someone should be expecting them.
As the player exits the Immigration Office they're approached by one of seven individuals based on what Class they chose (if they chose Adventurer it will be based on their Skills);
: If the player chose Warrior Skills;
: They'll be approached by Markom who informs they're in need of some assistance dealing with some bandits and heard the player is somewhat familiar with a blade, if the player is High Elf, Dark Elf or Wood Elf, Markom will joke that the player should just be able to summon swords to fight on their behalf while if the player is Orc or Khajiit he wonders why the player doesn't just use their fists. The player is informed they'll need to meet him at the Guard Tower near the West exit to Helgen, the player heads over to the Guard Tower, along the way seeing a number of townsfolk who the player can converse with. Eventually the player makes it to the Guard Tower where they're introduced to some of the other guards of Helgen. Markom explains that the Bandit Camp is a small group that formed over in Bruma but seems to have been pushed into Skyrim by the Empire and informs the player that it should be a simple clean-up operation.
: The guards and Markom head out with Markom telling the player to meet them at Overlook Ridge stating that it's located just outside the west gate. The player heads out the west gate either ahead or following the town guards, due to extremely dense foliage around Helgen and high wooden fences that'd been erected to keep out the bandits the player's only option is to head up to Overlook Ridge. Along the way the player runs into a Wolf which they'll need to defeat or wait for the guards to kill, alternatively if the player has access to Calm they can use it on the Wolf to make it calm in which case it will wander back into the dense forest. If the player lets the guards kill it they'll question if the player is really worth having alongside them while if the player uses Calm then one of the guards will joke that the player should use that on Markom when he's giving orders. Eventually the player and the guards arrive at Overlook Ridge, here the player sees the Bandit Camp which has just three bandits nestled around the campfire.
: Markom informs the player that they plan on attacking the bandits in a quick assault but asks the player if they have a better suggestion, the player has the option of stating that they'll try to get the Bandits to surrender peacefully, that they'll lull the bandits into being a non-threat (if they have Calm), that they'll sneak around and kill the bandits without them knowing what happened or that they'll provide cover fire (if they have a bow).
: If the player chose any of the first three options then Markom will wish the player luck and the player will go in ahead of the guards, the player can observe the bandits and watch their movements and assassinate each one with a sneak attack if they're careful, if the player messes up however the other bandits will attack the player and Markom and the guards will run in to help the player. Alternatively the player can choose to approach the bandits who aren't initially hostile to the player, the bandit's leader, a Nord asks the player what they're doing out here, from here the player can use Speechcraft to try to get the Bandits to surrender peacefully, the player can use Persuasion, Intimidation or Politeness to dissuade the bandits, if they're successful the bandits will surrender and the Guards will come and arrest them, if the player's unsuccessful then they'll attack and Markom and the Guards will interevene to help the player. Lastly the player can simply cast Calm (if they have it) on the Bandits, although it should be noted that if the player doesn't have enough Magicka they'll need to kill one or two of the bandits.
: Alternatively if the player chose to provide cover fire or agrees with Markom's assault plan then the Guards will attack immediately, the player is expected to provide support depending on their response. After dealing with the Bandits, Markom will comment on the player's actions, if the player killed one of the bandits during the Assault or Cover Fire then he'll commend the player's combat prowess while if the player merely landed a hit then he'll state that the player provided good support. If the player was unable to hit any of the bandits in those scenarios then he'll wonder if the player really is cut out for this sort of work. If the player used Speechcraft or Calm to successfully make the bandits surrender then he'll commend the player on their diplomatic solution, if the player is Imperial, Markom will comment jokingly that perhaps Septim blood flows through the player's veins. If the player successfully assassinated all three bandits then Markom will tell the player they did good work but also notes that he wouldn't want to get on the player's bad side. If the player failed to do any of those three objectives then Markom will state that maybe the player should just stick to fighting and leave "Talking to the Diplomats" or "Magic to the Aldmeri" or "Assassination to the Dark Brotherhood". The player and the guards head back to Helgen.
: If the player chose Ranger Skills;
:The player will be approached by a Bosmer called Seleneth who introduces herself to the player as the head hunter of Helgen, she informs the player that they'll be replacing her old apprentice whom had previously been fired for ruining several hunts due to a Skooma addiction. The player can actually see her former apprentice in the town while wondering about along with other Skooma addicts. Seleneth informs the player that they're going to go down to Fisherman's Pond where different game often gather although first directs the player to the hunting lodge on the South side of town stating that if they need supplies they can get them there. 
:The player can choose to get supplies or not, supplies include a Short Bow, some Arrows, a few Traps, some Leather Armour and a Potion of Muffling. If the player picks up the Potion of Muffling, after exiting the Hunter's Lodge the player is approached by a Nord named Skorkil who'll ask the player if they can give him their Potion of Muffling, the player can accept or reject Skorkil's offer, accepting the player will receive 100 Gold while rejecting will just have Skorkil mutter that he has to find another way. The player eventually meets up with Seleneth at the southern exit to Helgen, a small location with only the pond accessible as the rest of the area is blocked by the mountainside.
:Seleneth informs the player that they're going to need to hunt some game and tells the player that since they're new to Skyrim the pond should act as good practise, Seleneth heads off climbing up one of the mountainsides. The player can sneak around the pond and find a few vantage points. Over five minutes several creatures will appear which the player can attack, the player is free to attack the creatures through any means however startling them through attacking will cause them to attempt to flee, it is impossible for the player to kill the Elk and three Deer that appear at the pond without using Sneak Attacks and careful aiming. The player can also lay some traps to capture a few Rabbits. The player can overall have the potential of capturing 8 Rabbits, 3 Goats, 5 Foxes, a Wolf, 3 Deer and an Elk if they're successful.
:Depending on how much the player catches, Seleneth will return with game she's caught as well, if the player failed to catch any of the larger game (Wolf, Deer or Elk) then Seleneth will return with an Elk, a Pheasant and three Rabbits and comment that maybe the player isn't cut out for hunting. If the player failed to catch either nothing or no more than 3 rabbits or 1 goat then she'll insult the player saying that she would've had better success from one of the Town Guards than the player. If the player caught some but not all of the game including at least one of the large game then she'll commend the player stating that they might have a knack for hunting and could probably benefit from learning some things in Valenwood, if this is the outcome Seleneth herself will have caught two Deer. Lastly if the player successfully hunted all the game, Seleneth will return with Two Goats and a Pheasant stating that she had terrible luck because a Troll attacked her, she'll commend the player stating that they'd probably feel right at home in Valenwood.
:The player and Seleneth then return back to Helgen with Seleneth stating that she'll cut up the game and takes the ones the player caught.
: If the player chose Mage Skills;
:They'll be approached by Helgen's Court Wizard, an Altmer named Ingril who'll introduce himself as the Court Wizard, he explains that he'd heard the player was somewhat proficient in magic, noting that it seems with the recent rise of Stormcloaks some people have begun to fear magic, Ingril also noting that it's not helped by the Empire blaming the Mages Guild even earlier so. Ingril informs the player that he'd like to see the player's magical capabilities and asks them to meet him at the Helgen Longhouse, pointing it out to the player for them.
:The player heads over to the longhouse and along the way can actually overhear some of the guards talking rudely about Ingril referring to him as a "Thalmor Pawn". Eventually the player enters the Longhouse where they also meet Baron Ortinwulf the leader of Helgen. Ingril introduces the player to Ortinwulf and informs Ortinwulf that they're going to be conducting "that experiment" today, Ortinwulf, somewhat dismissively acknowledges Ingril's statement and wishes them luck. Ingril directs the player over to the Wizard Quarters of the Longhouse, here the player can find an Alchemy Table and Enchanting Station as well as a mirror with a Dremora sealed within. Looking at the mirror, Ingril will jokingly comment that he'd summoned the Dremora on a whim and used the mirror to trap it in the mirror, stating that he was glad his spell of Mirror Trap worked because he was otherwise certain the Dremora was going to decapitate him. The player can ask Ingril if he came from the Summerset Isles, Ingril will respond by stating that he had although had left due to the rising tension of the Aldmeri Dominion, stating that he spent some time in seclusion in Elsweyr before heading to Cyrodiil where he studied at the Mages' Guild before it had collapsed, due to the collapse however he had to leave to come to Skyrim as the Mages were being hunted down by enraged peasants, fortunately the Baron of Helgen was sympathetic to his situation and allowed him to stay. The player can discuss other things with Ortinwulf including asking about the different schools of Magic and the Stormcloaks and Imperials, once the player is ready though they can tell Ingril they're ready to begin the experiment.
:Ingril informs the player that he had been experimenting with enchantments related to magical absorption and had potentially created an object previously believed to only exist in theoretical senses called a Mana Sink, Ingril pushes a small pedestal with a cloth covering a round object, removing the object the player sees a dark orb that seems to absorb light, floating on the pedestal. Ingril informs the player that he'd like to test its applicability and requests the player cast a spell they might know.
:If the player casts a Destruction Spell the Mana Sink will suck the attack in, Ingril, notes that it seems the player's magical attack was directly sucked into the Mana Sink being attracted by it. Ingril walks over to his bench and grabs a Soul Gem, jamming it into the Mana Sink to see if the magical energy could be extracted into it, the Soul Gem begins to glow indicating the magical extraction however suddenly explodes releasing a burst of light. The player and Ingril avert their eyes, after the light subsides Ingril inspects the Mana Sink and comments that it seems to have overloaded the Soul Gem, wondering what could've caused that, just then however the magical attack that the player shot into the Mana Sink shoots back out of the Mana Sink, surprised by this reaction, Ingril inspects the impact point of the magical attack stating that he'll have to conduct further research and thanks the player for their assistance.
:If the player casts a Restoration Spell the Mana Sink will drain the mana directly from the player, if using a Ward it will appear as though the ward is being pulled into the Mana Sink while if using Healing it will appear as though the glowing light is being absorbed. Ingril, fascinated by this analyzes the Mana Sink and quickly goes over to his bench, grabbing some Vampire Dust contained in a small drawer, he sprinkles the dust over the Mana Sink and watches, the Vampire Dust becomes suspended in the air and absorbs energy from the Mana Sink, suddenly the dust begins to recombine itself and results in a vampire's head forming. The head drops to the ground as Ingril picks it up and puts it on the bench. The Vampire suddenly awakens and declares himself reborn, Ingril notes that he's surprised the Mana Sink was able to resurrect the Vampire, the Vampire however completely ignorant of the situation orders Ingril to serve him as his thrall, Ingril rejects the Vampire however and states that he's just a head and doesn't have the body to cast a Thrall Spell, the Vampire realizing this attempts to attack Ingril, who pulls out a silver dagger from another drawer in his desk and stabs it into the vampire head causing the Vampire to die, turning into dust once again. Ingril comments that in future he'll have to use a less hostile ingredient and thanks the player for their assistance.
:If the player casts an Illusion spell the Mana Sink will absorb the spell and convert it into a fine mist. Ingril comments that it is quite a strange reaction and smells the mist commenting that it smells like different things (Troll Sweat if the player used Courage, Wolf Blood if the player used Fury, Taproot if the player used Calm, The Smell of Death if the player used Fear). Depending on which spell the player used Ingril's demeanour will slightly change, he'll act more confident in his experiment if the player used Courage and will suggest they try something radical, grabbing a Magical Staff resting against one of the walls and prodding the Mana Sink with it, this results in the Staff being sucked into the Mana Sink which Ingril tries to hold onto but the Mana Sink overpowers him and takes the Staff. If the player used Fury then Ingril will seem to grow tense and comments that the Dremora keeps whispering things to him in his dreams and walks over to the mirror and pokes at it yelling at the Dremora to leave him alone, the Dremora somewhat confused by the reaction bangs on the mirror more so than before although to no effect. If the player used Fear then Ingril will reminisce about his past some more mentioning how as he was crossing the border to Skyrim a Dark Brotherhood assassin who'd been ordered to kill him and his colleague attacked them, and in a moment of weakness he left his colleague behind escaping briefly, but guilt forced him to return and in his haste he attacked the Dark Brotherhood Assassin however in doing so also killed his colleague whom was behind the assassin trying to fight him. Lastly if the player used Calm, Ingril will mention that perhaps the experiment can wait until later and puts the cloth back on the Mana Sink. After this Ingril regains his composure and if Calm was used will remove the cloth covering the Mana Sink, stating that he wonders if the mist had concentrated the player's spell. He then thanks the player for their assistance.
:If the player used a Conjuration spell the thing the player summoned will be pulled into the Mana Sink, its form will change shape to reflect the summoned object, Ingril will comment that the reaction was fascinating and ponders on what would happen if a Necromancer attempted to use a spell in the presence of the object, although Ingril then comments that it'd be hard to find a Necromancer who'd be willing to do such an experiment especially given the hatred many have towards them. After the conjuration expires the Mana Sink reverts to its original shape, Ingril commenting that it's a bit disappointing it reverted as he was curious if it could absorb other Conjurations, he then thanks the player for their assistance.
:If the player used an Alteration Spell the Mana Sink will absorb the spell, if Candlelight was used then the Mana Sink will begin to shine brightly to the point where Ingril and the player have to avert their eyes, Ingril comments that the light is unnaturally potent and covers the Mana Sink in the cloth. He then discusses with the player the prospect of using more powerful Alteration Spells on the Mana Sink as it may result in even more magnified effects. If the player used Oakflesh then the Mana Sink will seem to form a shell around itself and suddenly lose its levitation hitting the pedestal. Ingril interested in the effect looks closely and comments that the Mana Sink has itself taken on the appearance of Oak Wood and ponders as to how this might be useful with other defensive spells. Ingril thanks the player for their assistance and states that the effects should wear off soon enough.
:If the player used a Mysticism Spell the Mana Sink will strangely warp its shape, displaying a bevy of colours within its mass while seemingly remaining completely still, confused by the effect, Ingril grabs a Soul Gem from his bench and brings it close to the Mana Sink, however the Soul Gem is pulled in and the Mana Sink wraps around the Soul Gem returning to its original form, after a few seconds the Soul Gem is shot out and Ingril catches it, commenting that it seems the Mana Sink was able to charge the Soul Gem through the player's Mysticism spell, the Soul Gem however then quickly liquefies sinking through Ingril's hands onto the floor, Ingril comments that the reaction is now even more curious and puts a sample of the liquefied Soul Gem into a glass tube and thanks the player for their assistance stating that he now has another experiment he can conduct.
:After the player has helped Ingril with his experiment, Ingril informs the player that while he writes down some notes about the experiment he'd like the player to go and grab a Nirnroot from the basement of the Wizard's Quarters as he'd like to see the effects of one on the Mana Sink tomorrow. Ingril hands the player an Iron Dagger commenting that sometimes Skeevers sneak into the basement to eat the Troll Fat kept in the basement and warns the player to be careful. As the player is exploring the basement they'll indeed run into a Skeever however it can be seen drinking a potion, the player will need to counter the creature by using one of their spells, if the player used Destruction, Alteration or Restoration the potion will make the Skeever enraged and more aggressive, if the player used Conjuration or Mysticism the Skeever will become ethereal in which case the player will need to use Conjuration to attack it or Mysticism to pull it back into the mortal realm, if the player used Illusion the creature create a magical wall with a face appearing on the wall that needs the corresponding Illusion spell to counter. After the player has dealt with the Skeever they can collect the Nirnroot which was being kept in the Skeever's den which crumbles revealing the Nirnroot to the player.
:The player returns with the Nirnroot to Ingril, who takes it from the player thanking them and informing them that he'd heard something was going on outside and the player might want to go investigate, stating that he doesn't need the player for anything else today and thanks the player for helping out.
: If the player chose Bard Skills;
:The player will be informed by a Courier that the Baron has summoned them and the player needs to head to the longhouse immediately. The courier informs the player of where the longhouse is and leaves the player to their devices. The player can explore the town a bit and can find bits and pieces about which may help the player in the following section. Once the player enters the longhouse, Baron Ortinwulf greets the player explaining that he'd heard the player was somewhat of a favourite among the Khajiit Traders and states that he'd like to employ the player's services for the day.
:The player can simply reject Ortinwulf's request to which he'll dismiss the player stating that he can just find other entertainment. The player is greeted by the courier upon exiting the longhouse who informs the player that if they want a guided tour around Helgen, the courier can provide one and informs the player if they'd like to take him up on the offer they can find him in the Robust Pondscum the local tavern of Helgen. The player will only be able to continue the main plot by either taking the courier up on their offer for a tour, getting arrested or helping various townsfolk in very minor objectives.
:Alternatively the player can take up Ortinwulf's request in which case he will be delighted and asks the player what they happen to be skilled in, the player can respond with four options; Music, Art, Signals and Speech. Depending on what the player chooses Ortinwulf will give the player different tasks.
:If the player stated Music then Ortinwulf will mention that it would be a perfect time for music as the town has been in a bit of a rut as of late and the previous Longhouse Performer had left to join the Stormcloaks in Windhelm, Ortinwulf jokes that the performer would be able to play soothing ballads as Imperials cut down his fellow soldiers. Ortinwulf then informs the player that as part of the agreement the player will need to go around town and perform for the locals, once they're satisfied they can return to collect their payment from Ortinwulf. The player has many options in how to approach this task as different tunes will invoke different emotions and the player has several major groups they can go play music for. After the player has played music for enough people in Helgen they can return to Ortinwulf who'll comment on the player's skill stating different things depending on the mood the player created, if the player played mostly cheery tunes then Ortinwulf will mention that it was the first time he'd ever seen a guard skipping through Helgen. If the player played invigorating tunes, Ortinwulf will comment that he never knew the courier could throw such a punch and also that he had such a grudge against the town's barkeeper. If the player played music with a somber tone then Ortinwulf will comment that he could hear a pin drop from the tranquility and mellowness of Helgen. Lastly, if the player played a combination of all three, Ortinwulf will comment that the town seems to be dancing a strange tune and wonders if the player used some sort of magic of the townsfolk. Regardless of Ortinwulf's comments he will hand the player their gold and thanks them for their services.
:If the player stated Art then Ortinwulf will request the player paint a portrait of him, Ortinwulf then claps his hands and stands up, several servants quickly rush in providing a cloak for Ortinwulf to wear as well as a Troll Skull that he holds in his hands. Ortinwulf informs the player that if they're short supplies, there are some in the rooms around the longhouse as Ortinwulf mentions that he at one stage wanted to take up art as well however mentions that it lacked the passion of battle. The player will paint Ortinwulf's portrait, as they do so Ortinwulf will ask the player a series of questions, as the player responds of each question, Ortinwulf will divulge a bit of information about himself that relates to each question, these questions alter how the player's portrait of Ortinwulf comes out, there are two possible responses Ortinwulf will have. If he likes the end result he'll thank the player for their services and claps his hands again as the servants quickly take the painting away, Ortinwulf explains that he'll have it adorned on the second floor where the noblemen who come visit will see his gallant figure and passion for conquest seep through the painting of the player's. Alternatively if Ortinwulf doesn't like the painting he'll looks somewhat perplexed at it and then thank the player for their services mentioning that he needed something to do some target practise at the archery range.
:If the player chose Signals, Ortinwulf ponders on the statement and then concludes that the player means hand signals and mentions that his son, Hrogel has always been fascinated by shadow puppets and requests the player entertain Hrogel, informing the player that he should be somewhere in the longhouse. The player goes and searches for Hrogel, eventually finding him, the player informs Hrogel of his father's request and Hrogel exclaims that he's been practising using hand signals as well and hopes to become a hunter just like Seleneth the town's head hunter. Hrogel asks the player to show him some of their hand signals, the player does so to which Hrogel tries to guess each one, after going through enough signals, Hrogel will ask the player if they're familiar with Tactician's Gambit, if the player responds with no then Hrogel will explain that it's a game his father taught him when he was young and is meant to be for practising war tactics but Hrogel plays it with the servants of the longhouse simply because it lets him practise using signals. Hrogel notes that none of the servants know enough hand signals so he asks the player if they'll be his opponent, the player will have no choice but to accept as Hrogel won't accept no for an answer. The player is directed by Hrogel to the back courtyard of the longhouse where a small battlefield is set up, Hrogel is at the opposite side of the courtyard and informs the player that the first one who can direct their army (in this case, five servants each) to capture the opponent's flag first will win. Regardless of whether the player wins or loses Hrogel will thank the player for playing with him mentioning that he'll keep practising his signals so they can have another match one day. The player returns to Ortinwulf who thanks the player for their services and pays the player's gold.
:Lastly if the player chose Speech, Ortinwulf will state that the player must reckon themselves a bit of a poet then, and hands the player a poem Ortinwulf's wife, Breyid wrote the other day and asks the player to read it back to him. The player does so and Ortinwulf comments that is just sounds strange and asks the player if they agree, the player can disagree however Ortinwulf will state that maybe the player's head isn't screwed on properly. Ortinwulf will ask the player to go over parts of the poem with him again and see if they can't improve it. The player and Ortinwulf go through each part of the poem with Ortinwulf asking questions relating to different aspects of the poem and each verse gradually changing it. After the player and Ortinwulf have gone through the entire poem the player re-reads the poem back to Ortinwulf who is much more pleased with the new rendition of the poem, he thanks the player for their efforts and pays them the gold, stating that his wife is often forgetful about details so won't notice that the poem's changed.
: If the player chose Craftsman Skills;
:The player will be greeted by Venna a noblewoman in Helgen, she informs the player that she'd heard about the player's craft and has been in need of a new worker and instructs the player to meet her and the other workers at the entrance to her manor, pointing to it for the player and offhandedly stating that it's impossible to miss. Eventually the player makes their way to Venna's manor, where three other travellers can be found loitering around, once the player arrives, Venna will state her instructions, she informs the group that she has some tasks they need to do and hands one of the workers a list, Venna tells the group that she expects to have the tasks completed to a satisfactory standard when she returns and departs. The list will contain five instructions and depending on how many Craftsman skills the player has specialized in the worker holding the paper will either pick one of the jobs or hand it to the player to let them pick first. The options the player has are; Create a piece of Armour for Venna's husband, tend to the farming duties for the day, create a Necklace for Venna's daughter, Prepare a lunch for Venna's dog, Create a machine that will attack any unwelcome guests or to create a map of Helgen with her manor at the centrepiece.
:Regardless of what the player chooses the other workers will make their selections commenting on what they got, the player is now tasked with completing that duty. Each of the duties covers the process for its respective skill. Crafting the armour sees the player mining the minerals from a nearby deposit as well as finding some leather lying near the forge, smelting the ore into ingots and forging the armour. In addition the player can also improve the armour at the Workbench which garners a positive reaction from Venna who commends the player on their attention to detail, if the player misses this last step she'll scorn the player stating that the armour looks like any armour she could've gotten from one of the dead bandits the guards bring in. With farming the player needs to harvest the crops, till the land and plant new seeds and can also use fertilizer to improve the growth of the farm. If the player does this last task then Venna will compliment the player stating that it's good to finally see a farmer who realizes they can't just grow fruits and vegetables through wishing it so. If the player misses this last objective then Venna will question why the player even took the duty if they can't tend to crops properly.
:For Jewellery the player learns to create the mold, cast the metal, shape the crystal and can optionally engrave emblems and symbols on the necklace. The player will need to go through the same process of extracting ore and smelting it to get an ingot like with the Armour. Completing the task, Venna will personally thank the player mentioning that her daughter appreciated the gift and Venna herself might get the player to make something for her next time. If the player failed to engrave the necklace then Venna will state that the player may as well have just sold the necklace to a pawn shop because she could've bought one for cheaper in Whiterun with the same level of craftsmanship. When the player is preparing a lunch of Venna's dog they'll need to chop up the ingredients correctly for the meal, prepare the pot and cook the meal, optionally they can also add garnish to it. If the player includes the garnish then Venna will be grateful mentioning that Arthur's (the dog's name) coat glistened like the sun itself, if the player fails to include the garnish however then Venna will scorn the player and lambaste them for not including it stating that they could've very well been trying to poison Arthur.
:When creating the machine the player must first create the correct components, then scribe the automaton's instructions on its Soul Gem and lastly construct the automaton itself. The player doesn't so much have an additional task they can fail but it more so depends on the components the player needs to add, if the player adds combat related components then Venna will be pleased and mention that she'd been hounded by the Vigilants of Stendarr the past few days and intended to give them some well-deserved revenge thanking the player for creating such an effective automaton. Alternatively if the player installed the wrong components, primarily non-combat ones or ones who's function wouldn't be effective enough then Venna will destroy the automaton and then order one of her servants to scrap it for parts, informing the player that she doesn't need a butler as she's already got four of them and dismisses the player's efforts entirely. Lastly for creating the map of Helgen, the player will need to first explore Helgen to discover the locations within it, there are quite a lot to come across so the player needs to be determined. The player can also garner more information from residents in Helgen about each location which will help in creating the map. When the player creates the map they will be presented with options on how to represent different locations which are initially presented as nodes reflecting discovered locations. There are three possible responses from Venna for this one unlike the others, the first is if the player failed to get all necessary locations, Venna outright states that the player's craftsmanship is pathetic and she'd have gotten a better map from the blind seer in the Temple of Kyne than from the player and throws the parchment into a nearby torch burning it. If the player discovered all the locations but didn't bother to ask around for details about at least half of them then Venna will reluctantly accept the player's map stating that it lacks finesse and character and she states that she's honestly a bit disappointed. Lastly if the player created the map with all the locations and more than half having specific details she'll commend the player stating that they really have an eye for Helgen and states that it makes her manor just that more important.
:It should be noted the player can also completely mess up on several objectives, if the player creates the wrong armour or creates a weapon for Venna's husband, Venna will give the armour to a servant and tell them to give it and 20 gold to one of the Skooma addicts and get them to go kill some wolves for her. Venna then tells the player that if the addict dies their blood is on the player's hands. If the player created something other than a necklace for Venna's daughter, the player will be told by Venna that if they can't follow basic instructions they're no better than the homeless in Helgen and tells the player that next time she'll get the player to be her daughter's servant for the day. If the player poisoned the dog's food, Venna will call the guards and have the player arrested which results in the same outcome as if the player had assaulted someone.
: If the player chose Thief Skills
:The player will be approached by a Thalmor Agent called Tusaille who explains that he'd heard the player had a bit of a knack for getting around especially without people noticing. Tusaille informs the player that as a member of the Thalmor he has been tasked with tracking down an individual who potentially threatens to cause destabilisation within the Aldmeri Dominion who'd escaped to Skyrim and is believed to be operating out of one of the towns, he's been tasked with investigating Helgen and upon hearing of the player's arrival sought the player out for their expertise in the matter.
: The player can freely reject Tusaille either stating that they don't get involved in matters of the Aldmeri Dominion or that they're opposed to the Thalmor anyhow. If the player is an Altmer, Bosmer or Khajiit, then Tusaille will mention that he might have to bring up the player's name to the higher members of the Thalmor as a threat against the player allowing them to reconsider, otherwise the player can simply reject Tusaille again in which case he will dismiss the player and leave.
:If the player decides however to accept Tusaille's request he'll explain that the individual the player needs to search for has been able to keep a low profile and likely won't respond to being questioned about such a matter, he elaborates that they're also not sure what race the individual is but knows they're not Khajiit or Argonian. Tusaille tasks the player with searching Helgen and gathering evidence to present to Tusaille that he can use to arrest an individual on suspicion of conspiring against the Aldmeri Dominion.
:The player will need to make use of their various skills, since all players who get this task will have Agility as one of their primary attributes the player will be expected to perform long jumps (done by sprinting and jumping at the same time), climbing, sneaking and pickpocketing. Alternatively the player may find in some instances they can use Lockpick and Disguise instead to gather information. The main methods by which the player will need to gather information is through talking to people and to get them to confess information, pickpocket notes and letters from people, some of which are related to the player's task and others which simply are meant to act as red herrings for the player. The player will also need to break into at least three houses to gather information from diaries, these houses can be entered by climbing and jumping although if the player is seen entering the house then they'll be arrested by the guards, the player can alternatively lockpick their way into the houses to get into them. The player will need to gather enough information to be able to point suspicion at an individual, there is no correct answer to the player's decision as there are at least five townsfolk the player can gather enough information on that Tusaille will accept as them conspiring against the Aldmeri Dominion.
:If the player reports back to Tusaille without enough information then he'll tell the player to go back and get more stating that they need information regarding certain things, these pieces of information the player needs to gather are; time of arrival in Skyrim, reason for staying, thoughts of the Aldmeri Dominion, Family History and previous visits to Aldmeri Dominion Territory. If the player fails to bring back enough information three times in a row Tusaille will dismiss the player much like if the player had rejected his offer in the first place. If the player is caught by the guards then Tusaille will not mention anything about knowing the player and the player will be sent to jail. If the player collects enough information they can present it to Tusaille who will then call a few town guards and have the individual the player suspects of conspiring against the Aldmeri Dominion to be arrested. Tusaille will thank the player for their time and pay the player a large sum of gold, stating that they'd be wise to seek out the Thalmor in Skyrim and get more work from them in future.
:Completely alternatively to this task the player can if rejecting Tusaille's offer or failing to complete the investigation be approached by a Khajiit called Ko'ira who the player could see earlier in the Khajiit Caravans, she explains to the player that her brother, Helhani had brought her here so he could get his fix of Skooma as he's an addict (the player can see this earlier in the game as he is one of the Skooma addicts in the Khajiit Camp outside Helgen). Ko'ira asks the player if they can find where the Skooma dealer is as she doesn't want to alert the guards of her brother's intentions, Ko'ira gives the player some gold and explains that it should be enough for the Skooma and they can consider it payment ahead of time. The player will need to be much more cautious when investigating who the Skooma Dealer is as talking to certain townsfolk about Skooma will cause them to alert the guards, in addition the player will need to perform a similar role as they did in the Thalmor inquisition variant of this quest in that the player will need to use their Thief Skills to navigate Helgen and find information that way.
:The player will eventually find out that one of the Skooma Addicts who passed away recently had a note from the dealer and the player would need to get that note from the body. The player will need to sneak into the Temple of Kyne and get into the catacombs without being detected, once the player finds the note however several guards and a priest will enter the catacombs with the Priest mentioning the piece of paper and suggests they take a look at the body once more, the guards hoping the issue will allow them to catch the Skooma Dealer, the player must sneak around the group and get out of the catacombs as they'll be arrested otherwise. From reading the note the player finds that the Skooma Dealer lives "in a home perpetually in the shadow of the tavern" what this means is that the Skooma Dealer actually lives in the basement of the Robust Pondscum and the player will find a door hidden behind some crates, entering the room, the Skooma Dealer, a Dunmer named Temilo will demand to know what the player is doing in the room, the player explains the situation to Temilo and gives him the money, Temilo thanks the player and hands the player some Skooma mentioning that it'd been two years since Helhani last visited and he was beginning to get worried that his best customer had died in some forsaken cave in Cyrodiil. The player returns to Ko'ira and gives her the Skooma, she thanks the player and tells them to keep whatever money the Skooma Dealer left the player.
:If the player talks to any guards while in the possession or under the influence of Skooma the player will be arrested, in addition if the player takes the Skooma and tries to talk to Ko'ira she will call the guards on the player yelling that the player knows about the Skooma Dealer. In addition if the player ends up spending all the money Ka'iro gives them and approaches Temilo he'll comment that the player is short on coin and assumes the player to be a trap by the Town Guards and attacks, the player will need to kill Temilo in this situation and can find Skooma in a basket in the room.
: If the player chose Prophet Skills TBA
: Alternatively to these options the player may simply attack someone in Helgen, doing so will cause the Guards to become aggressive against the player, the player can surrender or fight back, if the player isn't killed by the guards eventually the town's battlemage, Eleenn will intervene paralyzing the player allowing the Guards to arrest the player. If the player surrenders or is paralyzed they'll be sent to Jail where they'll be able to watch the following scene from their jail cell.
Quest: Panicked Escape
Quest: Ruby-Coated Blood
Quest: The Summoning
Quest: Boethiah's Reckoning
Quest: The Harbinger Strikes
Quest: Call from High Hrothgar
==Advancements from Skyrim==
The following is a list of changes and updates made in Skyrim Remake from Skyrim;
*Heavy overhaul of several gameplay elements including Combat, Side Activities, Skills and Puzzle-Solving
*Radiant AI has been updated with a new RNG system that allows all essential characters to now be killed
**Quests have been altered in some instances such that killing a previously essential NPC will result in an entirely new quest path being created, other quests simply will use the RNG system to generate a new NPC to be the questgiver
*Improvement to enemy AI with human enemies showing better combat awareness mainly through defensive tactics and usage of stage elements while monster and creature enemies now display much more unique behaviour making them more realistic in their actions
*Implementation of RNG Micro-Dungeons which can appear randomly throughout the overworld and will disappear after some time
*Reworking of the map system with the player's new Cartography Skill affecting how the map looks and how locations are discovered
*Rework of the Quest marker system with a sliding scale option for how precise the quest marker is as well as whether it is present or not
*Complete Overhaul of the plot and all sidequests and miscellaneous quests to allow for greater player variety and freedom of choice
*Addition of Daedric Rifts, another RNG overworld similar to Micro-Dungeons that in some cases are dungeons and in other cases will allow the player to explore some areas of the realms of Oblivion and converse with Daedric Princes outside of their quests
*Implementation of the removal of the Warp in the West, an event that obfuscates the events of Daggerfall
==Gameplay==
Gameplay has changed significantly with the remake, the game focuses on two major changes; additions through inspiration from other RPGs of the decade and the return of content and concepts from earlier entries in the Elder Scrolls.
===Combat===
Combat has received the most significant overhaul of the game with it being heavily reworked to fit more so with more recent RPGs making it more player involved and adding better elements of skilled play into the mix. This is seen through who melee combat in particular is changed.
====Melee Combat (Attacking)====
Like the earliest games in the series the player is able to perform different attacks, this is done through three different button inputs; Tap, Double-Tap and Hold. Tap is a simple Light Attack, Double-Tap is a Heavy Attack and Hold is a Power Attack. Light Attacks and Heavy Attacks can be worked together to allow the player control of the rate and power of their attacks whilst Power Attacks which once again consume Stamina to use take some time to perform but have a devastating effect if they connect.
====Melee Combat (Blocking & Countering)====
The player also has the ability to Block when wielding a Two-Handed weapon or with a Shield as their side arm, Blocking retains its functions from the original with simply holding the Block Button Blocking while Double-Tapping peforms a Block Thrust an attack that consumes Stamina but allows the player to attack while blocking and can stagger opponents.
In addition, a new ability the player has with the Block button is Countering which can be performed when an enemy is about to attack the player and the player taps the Block Button at the right moment. Doing so does not consume Stamina and will allow the player to deal a heavy blow. This is also extended to Magical Attacks where if the player blocks certain magical attacks (e.g. Firebolt & Ice Spike) which can be reflected if the player times when they're about to hit the player. It should be noted that the player cannot counter while already blocking.
====Dodging====
Dodging is now a more critical part of combat, Dodging is just as effective as Blocking and Countering and provides more agile player characters the ability to avoid taking damage and get a leg up on their opponent. Dodging is performed by Double-Tapping a movement button, Dodging can be done at any time and allows the player to quickly move out of the way of an attack. There is a special variant of Dodging called the Dodge Counter which is similar to a Counter in that the player can only perform it when they're about to get hit by an attack, correctly predicting the direction of attack (Left, Right of Forward) and dodging in the correct manner the player will instead skirt around the opponent and leave them briefly confused allowing the player to attack without risk.
====Magic Combat (Destruction & Conjuration)====
Considered the Schools of Magic associated with attacking, the player will be able to use both schools in combat directly. Destruction is very simplistic and focuses on direct attacks by the player. Destruction Magic Combat works under two systems; the Magical Hierarchy and Mana Bypass.
The Magical Hierarchy is a very basic elemental-effect system in Skyrim Remake where spells have different effects when they collide with one another. If the player and their opponent use the same elemental spells (e.g. Fire against Fire or Ice against Ice) then both spells will cancel each other out, by contrast using certain spell elements against one another will result in one spell effect overpowering another, this also extends to Enchanted weapons in which if the player or an opponent uses an Enchanted Weapon with an Elemental effect against their opponent and the opponent is using a destruction spell, either the effect of that Enchantment will be overpowered by the spell making it ineffective or through being struck by that enchanted weapon the spellcaster will be temporarily unable to use spells that are ineffective against the Enchantment's Spell Effect.
Mana Bypass is a very rudimentary system that has a random chance in which a Destruction Spell can bypass a Restoration Spell, Alteration Spell and/or Armour to directly affect the target. Mana Bypass is tied to the player/opponent's Luck and their skill level with that type of Destruction Spell.
Conjuration Magic by contrast works on the premise of summoning. Summoning is the longest format of spells to cast and is exclusive to Conjuration and Restoration, Summoning in Conjuration applies to every spell, while it takes some time to summon, Conjuration can be highly effective as it allows the player to summon weapons for the player to use or fight for the player, conjure entities from the Realms of Oblivion to fight for the player, raise the undead through Necromancy and trap the souls of the living.
Conjuration has the unique effect that using it in proximity with the recently deceased will reduce the Mana Cost potentially allowing the player to cast Conjuration Spells normally unavailable to them due to the Mana Cost.
====Magic Combat (Illusion, Restoration, Alteration & Mysticism)====
Aside from Destruction and Conjuration the player has access to four other schools of magic, each serves a different function and while Illusion and Mysticism are more so for out of combat scenarios, they do have some uses.
Illusion Combat Spells relate to controlling of the mind, Illusion works on a system known as Anti-Effect Bonus. If the player comes into contact with an individual and intends to use an Emotion Altering Spell (the only form of Combat Illusion Spells) then the spell will be more effective if the target's emotional state is the opposite of the intended effect.
Restoration is fairly straightforward in its design for combat, the player has two major types of spells; Healing and Wards. It should be noted that Wards have two variations known as Aedric Restoration and Daedric Restoration. The effectiveness of the Ward depends on the opponent, if the player is facing a creature of Oblivion, a Monster or a malevolent being (e.g. Daedric Worshipper, Cannibal, Bandit) then Aedric Wards will be highly effective while Daedric Wards will be highly ineffective, the opposite however is also true in that if the player is facing Priests, Mages, Guards, Aedric Creatures or Spirits then Aedric Wards will be highly ineffective while Daedric Wards will be highly effective.
Aside from Ward alignment the major gameplay element of Restoration Spells is what's known as Restoration Acceleration, in which the longer the player uses a Restoration Spell the more effective it is, this is easily noticeable when healing as the amount of Health being healed increases while the Mana drain doesn't, it does also apply to Wards as they will block a greater percentage of damage the longer they're active.
Alteration remains relatively unchanged in its effects, the player still has access to the Increased Armour Rating Spells, Spells of Sight and Spells of Paralysis while also having the returning Burden and Feather Spells making a reappearance (Lock Breaker also returns but is part of the Non-Combative side of Conjuration). The main change with Alteration is the availability of spells, new spells were introduced that add additional effects seen on the previous ones.
Mysticism being entirely new to Skyrim (as it last appeared in Oblivion) means that one must compare Mysticism to its iteration in Oblivion for changes. The main ones aside from certain spells now being in Conjuration or Alteration is that Mysticism spells for combat use utilise the game's physics engine more heavily and work on an entirely different input system to other spells. Mysticism spells do not have a base Mana Cost, instead the effectiveness of the spell is determined by the amount of Mana the player puts into it, more mana meaning a more powerful or longer lasting effect.
====Ranged Combat====
Ranged Combat has seen some upgrades partly through influence from Fallout 4's improved gunplay. Ranged Combat sees the player able to perform a few new things, the first of these is that by tapping the block button with a bow will allow the player to load up to four arrows onto a Bow at once, this decreases the accuracy of each arrow but has the potential to multiply damage output. In addition, the player is able Zoom by Default, the main change for players however is target specific weak points. By striking a target in certain parts of their body with Arrows the player is able to deal greater damage and can effect the target, striking the eyes will blind them, striking the arms and hands can disarm them, legs can be crippled and striking the heart can sometimes one-shot an enemy.
Although not relating to the player, combat with opponent archers has changed as well, since they're now much more cautious of the player and will attempt to outflank the player as well as attack while retreating.
====Amputation System====
The Amputation System, seen in Fallout 4 is brought over and expanded upon from that game. Unlike in that game all entities excluding the player and allies can have their limbs severed, this is most evident on Creatures, Monsters and Undead who have high pain thresholds allowing them to continue fighting in spite of a missing limb. Humanoid enemies can also lose a limb but have severe reactions and sometimes will die of shock from the injury. The amputation system has also been expanded such that injuries can also be inflicted on other sections of the body more evidently and depending on where the player strikes enemies will suffer an amputation at a more specific location.
If an enemy is struck in the eye they may be blinded, struck in the ear can result in them becoming deaf making it more difficult for them to track you, removing an arm or leg will limit that enemy's combat capabilities with some enemies being rendered incapable of fighting.
===Skills===
One of the major changes in Skyrim Remake are the skills, from the original 18 Skills in Skyrim the player now has access to 42 in the Remake. Skills are also now split into Combat Skills and Non-Combat Skills with four new Signs being created as a result.
The player still levels up Skills through usage, however the player now has more variety with the skills as they can level up through either or both. In addition when the player levels up they're now able to select one Perk from Combat Skills and one Perk from Non-Combat Skills.
===Attributes & Classes===
Attributes and Classes return from Oblivion after their absence in Skyrim, Classes have been simplified and have less overall impact on the player and while they do have some impact on the player's starting Skill levels the player can alter what their class is simply through focusing on different skills.
Attributes however have received a major overhaul, there are now seven Attributes instead of eight. In addition while Strength, Endurance, Agility, Personality and Luck carried over there are now two new Attributes; Wisdom and Resolve which function differently to Intelligence, Willpower and Speed from Oblivion. Each Attribute is tied to different skills, having a higher attribute has some direct impacts on the player's character but also affects how quickly they level up in different skills.
When the player starts the game they're asked to select a Class, there are 21 Classes to chose from, 20 of which are pre-created specialists of different Attributes and also have a bonus effect that relates to that Class' title. The 21st Class, Adventurer is the game's rendition of the Create a Class from Oblivion, the player is able to select which Skills they want to specialize in which will generate whichever Attributes most closely align to the player's choices. The player is also able to select from a variety of bonus effects that are unique to the Adventurer Class.
===Non-Combat===
Non-Combat is a major part of Skyrim Remake, as part of the intention with the game is to allow the player to have greater player freedom with how they play the game, many non-combat options are available to the player in terms of how they approach a situation as well as quests and gameplay that is specifically designed for Non-Combat solutions. In general it is encouraged by the game for the player to have a mix of Combat and Non-Combat Skills they're proficient in as it will allow the player to level up in a timely manner.
===Exploration===
Unlike in the original Skyrim, Exploration is much more put into the player's hands as the player is expected to actively seek out information regarding whatever quest they're on as well as to search out information to begin quests as many quests including all major sidequests require the player to actively seek out the questgiver and complete pre-requisite quests usually to improve their disposition first.
Another major change is the removal of several lines of dialogue which initiate questlines, this was done to encourage players to search for the stories they can experience in the game rather than having them forced upon the player. For most major sidequests finding the starting point is very simple as people will mention the quest faction and where they're located allowing more observant players to garner information more easily.
The other major change was to the map, unlike in previous games the player is now in control of how the map is made, the is presented as a parchment style map instead of the world variant from the previous game making defined hold borders more clear. The player is able to leave markings on the map to help remind them of where stuff is in case they forget. As the player explores they will discover new locations however it is on the player's shoulders to explore the location to learn what it is, locations will default to a circle on the map and the player either through finding a book informing the player about the history of the location or through simply exploring the location all the way through will generate the icon for that location.
The Map is also tied to the player's catrography skill, initially when the player starts with a low cartography skill the map will only display icons and have a very generalized format to the icons, grouping them together into large groups, as the player levels up their Cartography through exploration, creating maps and solving treasure hunts among other things they'll receive a more detailed map with more information being provided and specified including natural features of the land, more specific location icons, defined hold borders and even icons for locations that previously wouldn't show up. It should be noted that the player can freely toggle icons on and off at any time allowing them to search for locations more easily, it should be noted as well that at Cartography Level 25 the player will have names for every location they come across and at Cartography Level 40 the player will be able to search for a specific location if they've already visitied it.
Another change to the game was Fast Travel, like Morrowind, Skyrim Remake doesn't have conventional fast travel, instead the player must explore the world by foot, horse or other means. There are however numerous ways to move about the world with incredible speed essentially the player, especially one familiar with the world of the game to move from one end of the map to the other end in a matter of seconds. There are three methods of non-conventional fast travel in Skyrim; Carriages, Rifts and Blackreach.
Carriages can be found in every major settlement in the game and are the primary returning method from Skyrim, the player can pay the carriage driver or through other means convince them to give the player a ride to any neighbouring city or town. Rifts are a new feature and are areas that connect parts of Skyrim to Planes of Oblivion, they're easily discernable from their dungeon equivalents by the fact no name comes up when the player approaches one and also the fact that they glow green instead of red, purple or blue. Rifts will give the player a brief and relatively safe glimpse into the planes of Oblivion before dumping the player out in another location in the world, all rifts are set and effectively act as shortcuts, there is a rift leading to every Daedric Shrine across Skyrim as well as many that put the player near places of interest. In some rifts the player can also come across signposts that will outright tell them what the exit rifts lead to. Lastly the player has the option later in the game to use Blackreach, the underground Dwemer Ruins to fast travel across much of the map, Blackreach covers areas that the other two methods don't and often works as an easy method for the player to discover new locations. Blackreach itself has a series of conveyor belts and modes of transport within that the player can use to get around Blackreach itself faster. It should be noted that the area Blackreach covers in the overworld is greater than the actual size of Blackreach itself meaning the player moves faster from one location to another in Blackreach than they do in the overworld.
==Player Character==
The player character is the character the player creates and plays as in The Elder Scrolls, the player is able to greatly customize their character having the option at the start of the game to change their appearance, skills and class.
===Playable Races===
As with the original Skyrim the player has the option to play as 10 possible Races, the races each have unique traits and qualities that differ them from one another. Each Race has an effect that can be activated known as a Power and Passive Effects which are constantly active, along with this information the player is provided information on the core three stats for each race (Health, Magicka & Stamina) as well as suggested classes for the player to choose. It should be noted that Powers can only be used once per in-game day.
# Racial Abilities are on a 90sec Cooldown. More than Majority of the Powers can not be replicated via magic or scrolls. Others will have a weaker version of them. Both Pro's & Con's are stackable to a limit of 60%. EX: Calm will be reduced to 25 meters for 10 seconds or Night Eye will be reduced to 25 meters for 60 seconds. ETC. They will be Class Build Restrictions (more replayability). Poison are very lethal/restrictive to near death, & Diseases very inhibiting in/out of combat and nearly none are curable by potion. Wild Creatures of Tamriel are very lethal such as bears, wolves, sabre cats, etc. Rest up to only 8 hours a time with a minimum of 4 hour break till next rest. Fatigue-you empty your stamina 3 times consecutively; Exhausted 5 times consecutively. Altmer (High Elf) Power: Highborn - Keeps the Magicka at rapidly replenish rate of 20x faster than normal for 60 seconds. Passive Effect: High in Magicka +100 and Enhanced (Powerful and Effects last Longer). EX: Fireball does more damage, wider AOE, and causes one to burn twice as long. Learns all magic schools 25% faster & 35% absorb Magical Damage to replenish Health & Magicka. Nuffs: They prefer a highly arrogant, superficial, class-oriented society. They like to manipulate other races to do their dirty work, and then discard them when they are no longer useful. Excellent for Archmage/Sorcerer. Not great in physical combat (relies on enchantments to enhance prowess), low stamina and below average health. Warriors Skills take 3 times to learn. Susceptible to injuries. Argonian Power: Hist Skin - Recover 15% of base health & Regenerates Health during combat 4 times quicker per second for 45 seconds. Passive Effect: Immune to Poison & Diseases, Stealthy. Unarmed Damage causes bleed damage for 30 seconds. Waterbreathing, while in water, health is near instant recovery. Nuffs: They tend to dislike or mistrust all other races, ransacked the Dunmer (whom they have an immense mutual hatred for), and usually worship darker entities like Sithis. Strength and Magic is harder to grow by 3 times. They lack Strategy & they fight savagely (easy to read combo patterns & willing to trade blows), but fight very coordinated. Enrages (focus fighting Dunmer if against it or won't corroborate if allied) when near Dunmer. Bosmer (Wood Elf) Power: Nature's Guardian - Initially autocast Invisibility, bow attacks do 2x damage for 30 seconds. Eagle eyesight 100 meters when using    zoom bows.(Predator Bow Assassin's Creed). Can rapid fire 6 arrows to 6 targets.      Passive Effect: Animal Allegiance - Wild Creatures Tamriel assist for 60 seconds within 200 meters. Illusion Spells are 25% Enhanced. Wild Creatures are always an ally. Wild Senses: Stand still for 4 seconds while sneaking to sense moving targets within 350 feet. Consuming an enemy replenishes max health & stamina. Nuffs: Suffers very low health. Not as effective in close combat. Susceptible to staggered (knockbacks). Must consume enemies to regenerate Health Magicka and Stamina. Breton Power: Dragon's Skin - Recovers half Health & Regenerates 3x when hit by a Magical Attack, reduces Physical Damage by 15% & Magical Damage by 25% for 45 seconds (scale body armor). Dragonbone armor or robes enhances by 15%. Dragonhide/Atronach Stone/Lord Stone and other enchantments allows up to max of 60% Physical & Magical Resistance. Dragon Aspect furthers this ability Magical Resistance to 100% & Physical Damage by 50%. Passive Effect: 35% Magic Resistance, 35% Absorption of Magical Damage to replenish Magicka and Health. Nuffs: They are highly intelligent, willful, and have an outgoing personality. It is said that Bretons are weaned on magic, for it seems to infuse their very being. Intermingling with elven blood has given Bretons an affinity for magic, though hardiness is also part of their heritage. Bretons have an obsession for quests and social status, sometimes leading to ridicule. Below average stamina in favor of Magicka. Physical combat takes a toll.(Long combat engagement causes sluggish(slowed & stamina drains 2x faster)). If Fatigued character can neither run nor charge and takes a 15% penalty on all stats. If Exhausted moves at half normal speed and suffers a penalty 30% across all stats. Fatigued requires 12 hours of rest, Exhausted 24 hours. Warrior Skills take 2 times longer to grow. Dunmer (Dark Elf) Power: Tribunal Wrath - Summons a Flame Familiar & Ancestral Guardian (high levels summon stronger summons) to fight alongside the player for  45seconds, doesn't count as a summon. Flame Magic is 15% Boosted  (Effective (cost less Magicka & quicker casting time) and Enhanced) 15% chance it causes panic too. Passive Effect: 15% Magic Resistance & 75% Absorb Flame Magic. Learns 10% faster & 5% to their Destruction & Alteration magics. Nuffs: The harshness of their homeland usually gives them a bitter disdain for outsiders. Excellent for Battlemage/Spellsword class, but must grind to do anything else. All other skills takes 4 times longer than any other races. Easily magically countered and in combat compared to other races. Imperial/Colovians Power: Voice of the Emperor - Calms nearby humanoids races for 20 seconds. 50 meters              Imperialists Might - Allied races fight for you for 30 seconds. 50 meters (with Nords, it is 50/50) Passive Effect: Golden Touch - 25% better at Persuasion, 20% bartering better Prices and 20% finding better Loot. Martial, Magic & Commerce Skills increase 10% faster. Imperial Virtues - in armed combat, allies within 15 feet gain 15% of armor and 15% attack damage. Nuffs: Due to their excellent SpeechCraft Skills they are kind of the Jack of All Trades, but will never truly master at any one class. SpeechCraft Skills are naturally high. but takes 2 times as much for other skills any they can never max out any skillset beside SpeechCraft Skills.(cutoff from level 81 and above) Khajiit Power: Feline Senses - Physical movement increases by 20% & can dodge or Parry 50% attacks for 15 seconds.             Night Eye - casts Detect Life for up to 50 meters & provides Night Vision till sunrise. (It is Automatic at sunset to sunrise or upon entering dark locations) Passive Effect: Unarmed Damage causes bleed damage for 30 seconds, Sneaky (stealing/pickpocket). At night regular movement is stealthy unless wearing heavy armor or sprinting. Feline Agility: Khajiits move 15% faster at all times. They sprint 40% faster but expend 10% more Stamina per second. Nuffs: Other races are wary of Khajiits due to their society is full of thieves, cheaters, and liars. Drugs running rampant across their homeland of Elsweyr.(moon sugar = weed; skooma = like cocaine or heroin). Their trusting relationship with other races can sometimes be their downfall. Khajiits gain addictions easily and are Susceptible to Poison & Diseases in which it is 3 times Effective & Duration to them. SpeechCraft Skills is dreadful hinder in growth by 2 times and never max out (cutoff from level 81 and above). Nord Power: Laid to Rest - 50% more Damage against Elves and 20% against other races for 60 seconds.             Battlecry - Enemies are sluggish, staggered(knockbacks), shaken(chance disarm or trip) during combat; 35% chance to panic & rout (stop             fighting and flee).(yellow body aura glow). Passive Effect: 50% Frost Resistance & reduces Physical Damage & increases Martial Skills by 15% faster. Avatar - The spirit of Shor inspires you, regenerating 10% of your total Health and Stamina for 30 seconds. Nuffs: They tend to shut out and subjugate other races, rendering them a more barbaric and less progressive society. They View all other non-human races beneath them. They only see a Warrior's Path the correct to live and focus as such. All other Skills not related to a warrior is greatly hinder in growth by 3 times (except SpeechCraft Skills), attempting magical or finesse classes  penalizes the combat prowess and constitution. 35% Health Stamina decrees and Combat suffers penalty traits EX: Dead Arm - dropping weapon/shield/bow in mist of combat. Klutz- attempting to attack or switch to raising block fails. Orsimer (Orc) Power: Berserker Rage - Cannot be staggered, slowed, or knock and 25% more Physical Damage and Resistance also doubles critical strike damage for 60 seconds.(red body aura glow). Passive Effect: Physical movement in any armor is same as if not in armor & naturally 15% stronger than adversary. During Berserker Rage, movement is quicken 2x & Stamina drains slower by 15%. Nuffs: They live in isolated, small societies, and have no province to call their own. They value strength and honor far over knowledge and compassion. Orcs despise the idea of dying of old age and will look for any kind of fight they can to go out in a clash of glory. They too see the Warrior's Path lifestyle but are acceptable of other livelihoods as well. Allying & trading is near impossible. They lack Strategy and Tactics (they fight savagely, uncoordinated; and recklessly (susceptible to parries, ambush, flanking, & baiting; easily injured) during combat & their SpeechCraft Skills is severely hinder in growth by 5 times and never max out (cutoff from level 81 and above), Also upon exiting Berserker Rage, they are more 10% Susceptible to Fatigued (staggered, sluggish & shaken) penalizes the combat prowess and constitution. 10% to receive injury and take damage for 10 seconds. Redguard Power: Ancestral Legacy - Martial Prowess (offense & defense stats) in combat is Boosted for Physical and Magical Skills by 15% by 45 seconds.       Adrenaline Burst - Enter a battle trance for 45 seconds, slowing time & keeps the Stamina at Maximum for 45 seconds. Passive Effect: 10% Magic Resistance & Martial Skills increase 10% faster. Wearing Light Armor allows you to move freely as if wearing nothing. During Adrenaline Burst, Physical movement is increase by 5% and perception slows down by 10%. Nuffs: They have a very artistic, highly cultured society, they are divided heavily by ideals. They also tend to be non-confrontational, yet incredibly resilient in the face of battle. They are possibly the most fierce warriors in all of Tamriel. Their innate agility and high level of endurance allows them to excel in any activity that demands sustained effort but see magic as "Don't much like spellcasters, because Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked.", They also believe that no true Redguard will stoop down to magic so they suffer from magical growth by 3x and due to racial heritage they suffer from Fatigue wearing Heavy Armor. 
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===Attributes===
Attributes make their return from Oblivion although function somewhat differently, as the player's progress towards a level up is no longer tied to their Major Skills Attributes no longer provide a flat boost to Skills but rather now effect the rate at which those skills level up. There are Seven Attributes in Skyrim Remake, all except for Luck govern the rate at which the seven skills that fall under them level up. Luck also effects this rate of level up although through other means.
Attributes	Affected Skills	Other Effects	
Strength 	
{| 	
Two-HandedOne-HandedMachineryArchery	
HuntingDestructionIncantation
====Classes====
Classes are the designation for the player when they begin the game, Classes are the method by which the player is able to customize which skills they initially specialize in early on, a Class will have a bonus to three Attributes (see above) as well as a special effect unique to that class.
It should be noted that Adventurer is unique as it is the player's create-a-class system allowing the player to designate the seven skills they want to specialize in and then generating the Attributes from that information, unlike the other classes if the player selects Adventurer the skills they chose are the ones that will increase more quickly as opposed to the ones tied to the Attributes that are generated. In addition Adventurer has its own set of Bonus Effects that are separate from the ones the player gets with other classes.
Classes 	Primary Attributes	Primary Attributes	Primary Attributes	Bonus Effect
Polymath 	Strength 	Endurance 	Wisdom 	+5% more exp. towards Level Up when a Skill Increases
Crusader 	Strength 	Endurance 	Resolve 	+10% Damage against Undead if allied to an Aedra
Mercenary 	Strength 	Endurance 	Agility 	Bounty Quests yield 50% more Gold
Philomath 	Strength 	Endurance 	Personality 	Skill Books are 50% more effective
Stargazer 	Strength 	Wisdom 	Resolve 	Astrology is guaranteed to work at Night
Rogue 	Strength 	Wisdom 	Agility 	Detection Range of sneaking is halved while remaining still
Dancer 	Strength 	Wisdom 	Personality 	Flirtation is 15% more likely to succeed
Assassin 	Strength 	Resolve 	Agility 	Sneak Attacks deal 1.25x more Damage
Monk 	Strength 	Resolve 	Agility 	Take 20% less damage while Unarmoured, Deal 20% more damage while Unarmed
Infiltrator	Strength 	Agility 	Personality 	Lockpicking reduces Detection Range by half
Beastmaster	Endurance 	Wisdom 	Resolve 	Once per Day the player can use Beastmaster to induce Calm on creatures of half or less of the player's level for 60 seconds
Acrobat 	Endurance 	Wisdom 	Agility 	Player's Jump Height is increased by 15%
Merchant 	Endurance 	Wisdom 	Personality 	Buying and Selling Items increases Disposition
Tactician 	Endurance 	Resolve 	Agility 	Allies take 10% less damage and deal 10% more damage in combat
Priest 	Endurance 	Resolve 	Personality 	Divination and Daedrism are 30% more effective
Nightblade 	Endurance 	Agility 	Personality 	Stolen Weapons are worth 100% more Gold
Shadelurker	Wisdom 	Resolve 	Agility 	Become invisible while in the shade during the Day (does not apply indoors)
Cantor 	Wisdom 	Resolve 	Personality 	Spells cost 5% less to Cast
Trickster 	Wisdom 	Agility 	Personality 	Joke is 15% more likely to succeed
Inquisitor 	Resolve 	Agility 	Personality 	While under Divination, Player Damage is increased by 20%
Adventurer 	N/A 	N/A 	N/A 	Varies
Adventurer has the following options for Bonus Effects;
*+1% to Maximum Health
*+1% to Maximum Magicka
*+1% to Maximum Stamina
*Bows deal 15% more damage against Non-Hostile Creatures
*Player is 25% less likely to succumb to Fear
*Intimidation is 15% more likely to succeed
*Persuasion is 15% more likely to succeed
*Flattery is 15% more likely to succeed
*Farming Yields 25% more Food
*Smelting Ingots always have +2 to their Grade
*Jewellery is worth 25% more made by the Player
*Cooked Meals are 20% more effective
*Combat Machines have 20% more Health and deal 10% more Damage
*5% Chance the player detects nearby Treasure once per Day
*Disguises are 5% more likely to work
*Soul Gems refill Enchantments 10% more
*Restoration Spells on Self will have a 5% run-off onto Allies
*Conjuration Spells last 5% longer
*Alteration Spells are 5% more effective
===Skills===
There are 42 Skills in Skyrim Remake, split between seven signs, these signs are; Warrior, Ranger, Mage, Bard, Craftsman, Thief & Prophet. As the player is playing through the game they'll be able to level up these Skills through usage, using a Skill makes the player more proficient and allows them to gradually upgrade their skills gaining special abilities.
Skills are also split into Processes, smaller stats that are only visible when the player selects a skill. Processes are essentially Skills within Skills, a Process will be something specific like the Dagger Process for One-Handed which increases as the player uses Daggers in Combat or the Smelting Process in Smithing which increases as the player creates Ingots. Processes are very basic and simply work towards levelling up that skill, the main gameplay element with Processes is that as they level up attributes related to that Process such as damage from Daggers or Quality of Ingots from Smelting will improve alongside them.
Sign 	Skills 	Description
Warrior 	Heavy Armour†	Usage of Heavy Armour Types and ignoring Damage while wearing Heavy Armour
Warrior 	Block† 	Ability to Block oncoming Attacks with a Two-Handed Weapon, Shield or Wards
Warrior 	Two-Handed† 	Usage of Two-Handed Weapons and the ability to use them effectively in combat
Warrior 	One-Handed† 	Usage of One-Handed Weapons and the ability to use them effectively in combat
Warrior 	Unarmed‡ 	Ability to use one's own fists in combat effectively
Warrior 	Dodging‡ 	Ability to Dodge oncoming Attacks and effectively counter while dodging
Ranger 	Light Armour†	Usage of Light Armour Types and ignoring Damage while wearing Light Armour
Ranger 	Archery† 	Usage of Bows and other Ranged Weapons (excluding Staves) and the ability to use them effectively in combat
Ranger 	Hunting 	Ability to track targets and attack creatures with greater efficiency, also covers the ability to identify weak spots more easily
Ranger 	Trapping 	Ability to create and use Traps as well as how effective said traps are
Ranger 	Unarmoured‡ 	Ability to fight without wearing any form of traditional armour effectively
Ranger 	Technique 	Skill relating to the technique of the player's combat actions, also includes tying attacks together
Mage 	Illusion† 	School of Illusion involves manipulating the Mind and Senses of the player and enemy
Mage 	Conjuration† 	School of Conjuration involves control of souls and summoning creatures from the Planes of Oblivion
Mage 	Destruction† 	School of Destruction involves harnessing the world's energy and utilizing spells for direct combat
Mage 	Restoration† 	School of Restoration involves healing one's self and others as well as creating protective spells that can block or deflect attacks
Mage 	Alteration† 	School of Alteration involves manipulation of one's physical traits and abilities
Mage 	Mysticism‡ 	School of Mysticism involves manipulation of abilities beyond one's own
Bard 	Speechcraft† 	Ability to manipulate people through dialogue and lie
Bard 	Musician 	Ability to play musical instruments and create Bard Songs
Bard 	Language‡ 	Talent of understanding languages beyond those of Man, Mer and Beast including languages forgotten to time
Bard 	Mercantile‡ 	Ability to speech the language of the Merchant and trade goods for better prices
Bard 	Artist 	Ability to create works of art and create art materials
Bard 	Signalling 	Understanding and usage of Signals as well as comprehension of symbols
Craftsman	Smithing† 	Creating Weapons and Armour from the Ores of the Earth
Craftsman	Farming 	Creating Food and Ingredients as well as usage of Farming Equipment and Materials
Craftsman	Jewellery 	Skill of creating fine pieces of jewellery such as Rings, Circlets, Bracelets & Amulets
Craftsman	Cooking 	Creating cooked Food through mixture of Food and Ingredients
Craftsman	Machinery 	Ability to create machines that can serve a variety of functions
Craftsman	Cartography 	Skill of reading and creating maps as well as interpretting directions
Thief 	Sneak† 	Ability to move around undetected and perform illegal actions without being detected, also ties into Sneak Attacking
Thief 	Lockpick† 	Unlocking locks on doors and chests as well as other objects including non-conventional locks
Thief 	Pickpocket† 	Ability to take items from someone without them knowing as well as putting items in someone's inventory without them knowing
Thief 	Athletics‡ 	Running long distances without depleting Stamina, the speed of the player's run as well as ability to vault obstacles
Thief 	Acrobatics‡ 	Height of the player's Jump as well as their ability to climb surfaces
Thief 	Disguising 	Skill of disguising one's self as another individual and tricking others as well as concealing one's identity
Prophet 	Enchanting† 	Talent of imbuing weapons and armour with magical qualities to improve their combat effectiveness
Prophet 	Alchemy† 	Skill of creating Potions and Poisons through mixing Ingredients
Prophet 	Divination 	Ability to communicate with the Aedra and Spirits and tap into their abilities
Prophet 	Daedrism 	Ability to communicate with the Daedra and tap into their abilities
Prophet 	Incantation 	Talent of imbuing objects with various attributes of the physical and spiritual aspects
Prophet 	Astrology 	Ability to pull power from the Magne-Ge and Aetherium and transpond it into objects that take physical form.
† - Denotes a Skill returning from Skyrim‡ - Denotes a Skill returning from a Daggerfall, Morrowind or Oblivion
==Locations==
Skyrim is a fairly large province located in the North of Tamriel, the province is stereotypically associated with the blistering cold however this is only true in some areas such as The Pale and at the mountain peaks. Much of the region is more so characterized as being similar to the plains of Cyrodiil although having a bitterness to the environment as the trees are much sharper and often seem to lack the bounty of colours that Cyrodiil has. The southern Holds of Skyrim are fairly lush and green with huge forests growing in areas not developed by the Nords.
Skyrim is comprised of Nine Holds, these holds are;
*Haafingar (Red) - Denoted with a wolf as its icon, Haafingar is the mountainous and rough lands in the North-West of Skyrim, the land is notable for being the resting grounds for the Wolf Queen and the former capital of Skyrim prior to the death of High King Torygg. The Hold's capital is Solitude.
*Hjaalmarch (Dark Green) - Swampy and strange are words often used to describe the Province of Hjaalmarch, the terrain makes it difficult for traversal and as such Morthal, the Hold's capital has never held much power in Skyrim and as such garners little attention even during times of war, as such the hold has become known from time to time to harbour those of the underworld including the Dark Brotherhood, Thieves' Guild, Vampires and Necromancers.
*The Reach (Light Green) - The Reach is a heavily conflicted hold within Skyrim, it has been at the forefront of several internal wars between the semi-nomadic and extremely violent Reachmen, a race of former Bretons and the Nords who'd come to reside there. The Reachmen, sometimes referred to as Forsworn lay claim to the hold and have on occasion successfully captured it although often their power is quickly usurped back into Nordic control. The Hold's Capital is Markarth.
*Falkreath Hold (Indigo) - Often considered a bit of an outcast among the other holds, Falkreath Hold is notable for its high Imperial population as a result of influxes of Imperials in particular Colovian Imperials throughout the Eras resulting in a very mixed population. Many of the customs of Falkreath are unique to it specifically and seem to draw from both Imperial and Nordic origins. It is the most densly forested Hold in all of Skyrim and its capital is Falkreath.
*The Rift (Purple) - The Southern and Eastern-most Hold, The Rift is notorious for the high crime rate in its towns and the capital city of Riften. Despite this it has attracted many who vye for power using the seemingly turbulent societal landscape of The Rift as a means to easily gain power, although often also easily lose it as well. Others would describe The Rift as the breadbasket of Skyrim, the climate is similar to neighbouring Morrowind and Cyrodiil but the unique terrain provides incredibly high quality soil for farmlands and wineries.
*Eastmarch (Blue) - Where the White River begins and the current stronghold of the Stormcloaks, Eastmarch is considered a tough and hardy area to live in, the terrain varies greatly between the bitterly cold North-West, ash laiden North-East, moggy steamfields of the South-East and ferociously mountainous terrain of the South-West. The capital of the Hold is Windhelm, the largest city in Skyrim.
*Winterhold (Turquoise) - Considered as a great bastion of magic for those in Skyrim and is one of the oldest holds, Winterhold is its capital and while considered by many to be barren others consider Winterhold to be an excellent archive of history and information, much of which has unfortunately become washed away with time as damage to the city following the Red Year has lead to parts of its sinking into the ocean below.
*The Pale (White) - Considered to be part of the coldest part of Skyrim, the Pale is an unforgiving hold that stretches all the way from near the heart of Skyrim to its frigid norths bordering on the Sea of Ghosts. The Pale is home to the legendary Labyrinthian, a massive ancient nordic construction whose contents are unknown even to this day, many regard The Pale itself as a mystery as many secrets lay buried beneath its snowy cover. The capital of the hold is Dawnstar.
*Whiterun Hold (Yellow) - Sometimes reffered to as the Heart of Skyrim, Whiterun Hold is well regarded among the other holds, having a history of being the mediator between conflicts of the various Jarls, its capital, Whiterun is etched into Nordic History due to the legendary Dragonsreach where the bones of the Dragon that attacked eras ago still remain adorned.
===Dungeons===
One of the main features of any Elder Scrolls games are its dungeons. Dungeons, in the Elder Scrolls are defined as locations on separate maps from the main overworld that are where the player will encounter the greatest opposition in the form of enemies. Many enemies can only be found in dungeons and the dungeons themselves take many shapes and forms.
The Skyrim Remake's dungeons take a different approach to previous entries by having a hybrid of Randomly Generated Dungeons known as Micro-Dungeons which are very small and are intended to be completely quickly with a small reward, these follow a massively overhauled version of the dungeon generation from Daggerfall and have many contingencies to ensure the dungeons don't become labyrinthine and also offer interesting elements within.
The other type of dungeon which is used for all named quests in the game are standard hand-crafted dungeons. These dungeons have seen a fairly dramatic change from Skyrim however as they've been made less linear in their design as dungeon design from the Zelda series was taken and applied to the dungeons to make them more engaging. As such the dungeons also have a slightly lower enemy density than their counterparts in the original Skyrim. Dungeons also feature a much greater variation in terms of design, instead of using one uniform theme for dungeon types, the dungeon types are now split into sub-divisions which are denoted by the inhabitants, hold (which of the nine the dungeon is located in) and dungeon function (e.g. a Watchtower and a Fort have different architecture). This focusing on detail and puzzle elements shifts the nature of the dungeons so that non-conventional methods of completing the dungeons can be achieved.
Dungeon Style 	Hold 	Function 	Description
Animal Den 	Whiterun 	Den 	Commonly caves dominated by bears, these dens are distinguishable for the foul stench of rotting flesh as the uneaten carcases of the victims of bear attacks be found strewn about the den.
Animal Den 	Falkreath 	Den 	Generally appear to have formed from hollowed out giant trees that are believed to have been brought over by Bosmer during the First Era, the dens are often inhabited by the giant insects, Ravager Beetles as well as other animals like Wolves, Elks, Goats and Rabbits. On rare instances a Spriggan may be found at the heart of such a den.
Animal Den 	Markarth 	Den 	These mountainous dens can be found to be home to the giant mammalian creatures known as Terrahogs, giant rodents that can burrow through the ground and are native to East Skyrim and High Rock. Their dens are a complex series of giant tunnels and can be tricky to navigate due to the verticality.
Animal Den 	Solitude 	Den 	The dens of creatures found only in Solitude called Meromurk, a cursed descendant species of the Maormer (Tropical Elves), they have a great deal of fish-like features to their appearance making them unrecognizable even to something like the Falmer. Their dens are found on the coast as open fissures in the sea floor, they're beautiful as corals grow up the walls although reek of fish guts and entrails.
Animal Den 	Morthal 	Den 	Dens of the mighty Atmori Mudskipper the largest Amphibians in Tamriel, the dens are made primarily of mud and appear to be somewhat hut-shaped from the exterior. Inside the dens are cramped and partially flooded, and are extremely difficult to navigate as fighting in such cramped quarters can be near impossible.
Animal Den 	Dawnstar 	Den 	Dens of the Snow Trolls that roam about The Pale. The dens are generally cavernous with some ice formations located throughout, there are often the bodies of those slaughtered by the trolls within some from recent attacks may still be alive as the Trolls prefer to keep them alive until they're ready to be eaten. Frozen corpses can be found within the dens which may reanimate if they were cursed.
Animal Den 	Windhelm 	Den 	In Windhelm, the Animal Dens are home to some of the fiercest wolves in Skyrim, cavernous in appearance the dens are often quite small but house a large number of wolves. Their general appearance often incorporates parts of trees which the Wolves seem to use to allow them to more easily detect intruders.
Animal Den 	Riften 	Den 	Dens inhabited by Luyrchi, a species of monkeys found in Riften who are believed to have migrated from Hammerfell shortly after the arrival of the Yokudans, the Dens in Riften are distingiushable for the very rudimentary decorations the Luyrchi adorn them with including the skulls of animals they've killed, items they've stolen from settlements including clothing and armour on occasion as well as Straw, Wood and Stone.
Bandit Camp 	Whiterun 	Encampment 	An encampment of bandits, known commonly as Plain Riders the small encampments often provide resting inbetween the larger strongholds and are some of the weakest bandit encampments in all of Skyrim with only a few Bandits in each, they are remarkably well stocked as the Bandits raid the neighbouring farmlands of Whiterun Hold for food, weapons and water.
Bandit Camp 	Whiterun 	Stronghold 	The Strongholds of bandits known commonly as Plain Riders, the strongholds are equipped with large stables for their horses and have lofty defences that can be difficult to penetrate directly, the stronghold's interiors are generally star-shaped however depending on the state of the fortification some areas may be blocked off due to rubble, the Strongholds are split up into three major sections; Exterior, Lower Interior & Operations Tower. The player can learn a great deal about Bandit Raids in the surrounding area from the Operations Tower of each Stronghold.
Bandit Camp 	Falkreath 	Encampment 	These Encampments are often decorated with animal bones and furs, if one sees one they should be wary as the encampments often have a sentry who's skilled with a bow, the encampments are often satellites for the strongholds which use them to gather food via hunting, it's not uncommon to find shrines to Hircine in the encampments.
Bandit Camp 	Falkreath 	Stronghold 	The strongholds in Falkreath are rather distinct as they're built into and on natural landmarks, many are wooden structures rather than stone, the strongholds have a special underground section which is kept cold by Soul Gems where the food is stored. It is difficult sneak into these strongholds due to the large number of archers they have keeping sentry around the territory.
Bandit Camp 	Markarth 	Encampment 	
Bandit Camp 	Markarth 	Stronghold 	
Bandit Camp 	Solitude 	Encampment 	
Bandit Camp 	Solitude 	Stronghold 	
Bandit Camp 	Morthal 	Encampment 	
Bandit Camp 	Morthal 	Stronghold 	
Bandit Camp 	Dawnstar 	Encampment 	
Bandit Camp 	Dawnstar 	Stronghold 	
Bandit Camp 	Winterhold	Encampment 	
Bandit Camp 	Winterhold	Stronghold 	
Bandit Camp 	Windhelm 	Encampment 	
Bandit Camp 	Windhelm 	Stronghold 	
Bandit Camp 	Riften 	Encampment 	
Bandit Camp 	Riften 	Stronghold 	
Dragon Lair 	Whiterun 	Lair 	
Dragon Lair 	Falkreath 	Lair 	
Dragon Lair 	Markarth 	Lair 	
Dragon Lair 	Solitude 	Lair 	
Dragon Lair 	Morthal 	Lair 	
Dragon Lair 	Dawnstar 	Lair 	
Dragon Lair 	Winterhold	Lair 	
Dragon Lair 	Windhelm 	Lair 	
Dragon Lair 	Riften 	Lair 	
Dragon Priest Lair 	Whiterun 	Lair 	
Dragon Priest Lair 	Falkreath 	Lair 	
Dragon Priest Lair 	Markarth 	Lair 	
Dragon Priest Lair 	Solitude 	Lair 	
Dragon Priest Lair 	Morthal 	Lair 	
Dragon Priest Lair 	Dawnstar 	Lair 	
Dragon Priest Lair 	Winterhold	Lair 	
Dragon Priest Lair 	Windhelm 	Lair 	
Dragon Priest Lair 	Riften 	Lair 	
Nordic Crypt 	Whiterun 	Burial Chamber 	
Nordic Crypt 	Whiterun 	Catacombs 	
Nordic Crypt 	Whiterun 	Stronghold 	
Nordic Crypt 	Whiterun 	Royal Chamber 	
Nordic Crypt 	Falkreath 	Burial Chamber 	
Nordic Crypt 	Falkreath 	Catacombs 	
Nordic Crypt 	Falkreath 	Stronghold 	
Nordic Crypt 	Falkreath 	Royal Chamber 	
Nordic Crypt 	Markarth 	Burial Chamber 	
Nordic Crypt 	Markarth 	Catacombs 	
Nordic Crypt 	Markarth 	Stronghold 	
Nordic Crypt 	Markarth 	Royal Chamber 	
Nordic Crypt 	Solitude 	Burial Chamber 	
Nordic Crypt 	Solitude 	Catacombs 	
Nordic Crypt 	Solitude 	Stronghold 	
Nordic Crypt 	Solitude 	Royal Chamber 	
Nordic Crypt 	Morthal 	Burial Chamber 	
Nordic Crypt 	Morthal 	Catacombs 	
Nordic Crypt 	Morthal 	Stronghold 	
Nordic Crypt 	Morthal 	Royal Chamber 	
Nordic Crypt 	Dawnstar 	Burial Chamber 	
Nordic Crypt 	Dawnstar 	Catacombs 	
Nordic Crypt 	Dawnstar 	Stronghold 	
Nordic Crypt 	Dawnstar 	Royal Chamber 	
Nordic Crypt 	Winterhold	Burial Chamber 	
Nordic Crypt 	Winterhold	Catacombs 	
Nordic Crypt 	Winterhold	Stronghold 	
Nordic Crypt 	Winterhold	Royal Chamber 	
Nordic Crypt 	Windhelm 	Burial Chamber 	
Nordic Crypt 	Windhelm 	Catacombs 	
Nordic Crypt 	Windhelm 	Stronghold 	
Nordic Crypt 	Windhelm 	Royal Chamber 	
Nordic Crypt 	Riften 	Burial Chamber 	
Nordic Crypt 	Riften 	Catacombs 	
Nordic Crypt 	Riften 	Stronghold 	
Nordic Crypt 	Riften 	Royal Chamber 	
Dwemer Ruins 	Whiterun 	Outpost 	
Dwemer Ruins 	Whiterun 	Ancient City 	
Dwemer Ruins 	Whiterun 	Automaton Factory 	
Dwemer Ruins 	Whiterun 	Blackreach Lift 	
Dwemer Ruins 	Falkreath 	Outpost 	
Dwemer Ruins 	Falkreath 	Ancient City 	
Dwemer Ruins 	Falkreath 	Automaton Factory 	
Dwemer Ruins 	Falkreath 	Blackreach Lift 	
Dwemer Ruins 	Markarth 	Outpost 	
Dwemer Ruins 	Markarth 	Ancient City 	
Dwemer Ruins 	Markarth 	Automaton Factory 	
Dwemer Ruins 	Markarth 	Blackreach Lift 	
Dwemer Ruins 	Solitude 	Outpost 	
Dwemer Ruins 	Solitude 	Ancient City 	
Dwemer Ruins 	Solitude 	Automaton Factory 	
Dwemer Ruins 	Solitude 	Blackreach Lift 	
Dwemer Ruins 	Morthal 	Outpost 	
Dwemer Ruins 	Morthal 	Ancient City 	
Dwemer Ruins 	Morthal 	Automaton Factory 	
Dwemer Ruins 	Morthal 	Blackreach Lift 	
Dwemer Ruins 	Dawnstar 	Outpost 	
Dwemer Ruins 	Dawnstar 	Ancient City 	
Dwemer Ruins 	Dawnstar 	Automaton Factory 	
Dwemer Ruins 	Dawnstar 	Blackreach Lift 	
Dwemer Ruins 	Winterhold	Outpost 	
Dwemer Ruins 	Winterhold	Ancient City 	
Dwemer Ruins 	Winterhold	Automaton Factory 	
Dwemer Ruins 	Winterhold	Blackreach Lift 	
Dwemer Ruins 	Windhelm 	Outpost 	
Dwemer Ruins 	Windhelm 	Ancient City 	
Dwemer Ruins 	Windhelm 	Automaton Factory 	
Dwemer Ruins 	Windhelm 	Blackreach Lift 	
Dwemer Ruins 	Riften 	Outpost 	
Dwemer Ruins 	Riften 	Ancient City 	
Dwemer Ruins 	Riften 	Automaton Factory 	
Dwemer Ruins 	Riften 	Blackreach Lift 	
Falmer Cave 	Whiterun 	Den 	
Falmer Cave 	Whiterun 	Overrun Dwemer Ruins	
Falmer Cave 	Whiterun 	Hive 	
Falmer Cave 	Falkreath 	Den 	
Falmer Cave 	Falkreath 	Overrun Dwemer Ruins	
Falmer Cave 	Falkreath 	Hive 	
Falmer Cave 	Markarth 	Den 	
Falmer Cave 	Markarth 	Overrun Dwemer Ruins	
Falmer Cave 	Markarth 	Hive 	
Falmer Cave 	Solitude 	Den 	
Falmer Cave 	Solitude 	Overrun Dwemer Ruins	
Falmer Cave 	Solitude 	Hive 	
Falmer Cave 	Morthal 	Den 	
Falmer Cave 	Morthal 	Overrun Dwemer Ruins	
Falmer Cave 	Morthal 	Hive 	
Falmer Cave 	Dawnstar 	Den 	
Falmer Cave 	Dawnstar 	Overrun Dwemer Ruins	
Falmer Cave 	Dawnstar 	Hive 	
Falmer Cave 	Winterhold	Den 	
Falmer Cave 	Winterhold	Overrun Dwemer Ruins	
Falmer Cave 	Winterhold	Hive 	
Falmer Cave 	Windhelm 	Den 	
Falmer Cave 	Windhelm 	Overrun Dwemer Ruins	
Falmer Cave 	Windhelm 	Hive 	
Falmer Cave 	Riften 	Den 	
Falmer Cave 	Riften 	Overrun Dwemer Ruins	
Falmer Cave 	Riften 	Hive 	
Forsworn Camp 	Whiterun 	Encampment 	
Forsworn Camp 	Whiterun 	Ritual Grounds 	
Forsworn Camp 	Falkreath 	Encampment 	
Forsworn Camp 	Falkreath 	Ritual Grounds 	
Forsworn Camp 	Markarth 	Encampment 	
Forsworn Camp 	Markarth 	Ritual Grounds 	
Forsworn Camp 	Solitude 	Encampment 	
Forsworn Camp 	Solitude 	Ritual Grounds 	
Forsworn Camp 	Morthal 	Encampment 	
Forsworn Camp 	Morthal 	Ritual Grounds 	
Hagraven Nest 	Whiterun 	Den 	
Hagraven Nest 	Falkreath 	Den 	
Hagraven Nest 	Markarth 	Den 	
Hagraven Nest 	Solitude 	Den 	
Hagraven Nest 	Morthal 	Den 	
Hagraven Nest 	Dawnstar 	Den 	
Hagraven Nest 	Winterhold	Den 	
Hagraven Nest 	Windhelm 	Den 	
Hagraven Nest 	Riften 	Den 	
Giant's Camp 	Whiterun 	Encampment 	
Giant's Camp 	Falkreath 	Encampment 	
Giant's Camp 	Markarth 	Encampment 	
Giant's Camp 	Riften 	Encampment 	
Spriggan Grove 	Whiterun 	Cave 	
Spriggan Grove 	Whiterun 	Deep Woods 	
Spriggan Grove 	Falkreath 	Cave 	
Spriggan Grove 	Falkreath 	Deep Woods 	
Spriggan Grove 	Markarth 	Cave 	
Spriggan Grove 	Markarth 	Deep Woods 	
Spriggan Grove 	Morthal 	Cave 	
Spriggan Grove 	Morthal 	Deep Woods 	
Spriggan Grove 	Windhelm 	Cave 	
Spriggan Grove 	Windhelm 	Deep Woods 	
Spriggan Grove 	Riften 	Cave 	
Spriggan Grove 	Riften 	Deep Woods 	
Harpy Cavern 	Markarth 	Cave 	
Harpy Cavern 	Solitude 	Cave 	
Goblin Nest 	Whiterun 	Cave 	
Goblin Nest 	Whiterun 	Stronghold 	
Goblin Nest 	Falkreath 	Cave 	
Goblin Nest 	Falkreath 	Stronghold 	
Goblin Nest 	Markarth 	Cave 	
Goblin Nest 	Markarth 	Stronghold 	
Goblin Nest 	Solitude 	Cave 	
Goblin Nest 	Solitude 	Stronghold 	
Goblin Nest 	Morthal 	Cave 	
Goblin Nest 	Morthal 	Stronghold 	
Goblin Nest 	Dawnstar 	Cave 	
Goblin Nest 	Dawnstar 	Stronghold 	
Goblin Nest 	Winterhold	Cave 	
Goblin Nest 	Winterhold	Stronghold 	
Goblin Nest 	Windhelm 	Cave 	
Goblin Nest 	Windhelm 	Stronghold 	
Goblin Nest 	Riften 	Cave 	
Goblin Nest 	Riften 	Stronghold 	
Ancient Arena 	Whiterun 	Catacombs 	
Ancient Arena 	Falkreath 	Catacombs 	
Ancient Arena 	Markarth 	Catacombs 	
Ancient Arena 	Solitude 	Catacombs 	
Ancient Arena 	Morthal 	Catacombs 	
Ancient Arena 	Dawnstar 	Catacombs 	
Ancient Arena 	Winterhold	Catacombs 	
Ancient Arena 	Windhelm 	Catacombs 	
Ancient Arena 	Riften 	Catacombs 	
Vampire Lair 	Whiterun 	Cave 	
Vampire Lair 	Whiterun 	Castle Ruins 	
Vampire Lair 	Falkreath 	Cave 	
Vampire Lair 	Falkreath 	Castle Ruins 	
Vampire Lair 	Markarth 	Cave 	
Vampire Lair 	Markarth 	Castle Ruins 	
Vampire Lair 	Solitude 	Cave 	
Vampire Lair 	Solitude 	Castle Ruins 	
Vampire Lair 	Morthal 	Cave 	
Vampire Lair 	Morthal 	Castle Ruins 	
Vampire Lair 	Dawnstar 	Cave 	
Vampire Lair 	Dawnstar 	Castle Ruins 	
Vampire Lair 	Winterhold	Cave 	
Vampire Lair 	Winterhold	Castle Ruins 	
Vampire Lair 	Windhelm 	Cave 	
Vampire Lair 	Windhelm 	Castle Ruins 	
Vampire Lair 	Riften 	Cave 	
Vampire Lair 	Riften 	Castle Ruins 	
Wizard's Tower 	Whiterun 	Tower 	
Wizard's Tower 	Falkreath 	Tower 	
Wizard's Tower 	Markarth 	Tower 	
Wizard's Tower 	Solitude 	Tower 	
Wizard's Tower 	Morthal 	Tower 	
Wizard's Tower 	Dawnstar 	Tower 	
Wizard's Tower 	Winterhold	Tower 	
Wizard's Tower 	Windhelm 	Tower 	
Wizard's Tower 	Riften 	Tower 	
Hircine's Grounds 	Whiterun 	Den 	
Hircine's Grounds 	Falkreath 	Den 	
Hircine's Grounds 	Markarth 	Den 	
Hircine's Grounds 	Solitude 	Den 	
Hircine's Grounds 	Morthal 	Den 	
Hircine's Grounds 	Dawnstar 	Den 	
Hircine's Grounds 	Winterhold	Den 	
Hircine's Grounds 	Windhelm 	Den 	
Hircine's Grounds 	Riften 	Den 	
Abandoned Fortification	Whiterun 	Lookout 	
Abandoned Fortification	Whiterun 	Tower 	
Abandoned Fortification	Whiterun 	Fortress 	
Abandoned Fortification	Whiterun 	Blockade Wall 	
Abandoned Fortification	Falkreath 	Lookout 	
Abandoned Fortification	Falkreath 	Tower 	
Abandoned Fortification	Falkreath 	Fortress 	
Abandoned Fortification	Falkreath 	Blockade Wall 	
Abandoned Fortification	Markarth 	Lookout 	
Abandoned Fortification	Markarth 	Tower 	
Abandoned Fortification	Markarth 	Fortress 	
Abandoned Fortification	Markarth 	Blockade Wall 	
Abandoned Fortification	Solitude 	Lookout 	
Abandoned Fortification	Solitude 	Tower 	
Abandoned Fortification	Solitude 	Fortress 	
Abandoned Fortification	Solitude 	Blockade Wall 	
Abandoned Fortification	Morthal 	Lookout 	
Abandoned Fortification	Morthal 	Tower 	
Abandoned Fortification	Morthal 	Fortress 	
Abandoned Fortification	Morthal 	Blockade Wall 	
Abandoned Fortification	Dawnstar 	Lookout 	
Abandoned Fortification	Dawnstar 	Tower 	
Abandoned Fortification	Dawnstar 	Fortress 	
Abandoned Fortification	Dawnstar 	Blockade Wall 	
Abandoned Fortification	Winterhold	Lookout 	
Abandoned Fortification	Winterhold	Tower 	
Abandoned Fortification	Winterhold	Fortress 	
Abandoned Fortification	Winterhold	Blockade Wall 	
Abandoned Fortification	Windhelm 	Lookout 	
Abandoned Fortification	Windhelm 	Tower 	
Abandoned Fortification	Windhelm 	Fortress 	
Abandoned Fortification	Windhelm 	Blockade Wall 	
Abandoned Fortification	Riften 	Lookout 	
Abandoned Fortification	Riften 	Tower 	
Abandoned Fortification	Riften 	Fortress 	
Abandoned Fortification	Riften 	Blockade Wall 	
==Items==
Within Skyrim Remake much like its original there are a bevy of items the player can obtain, Items are divided into the following categories;
*Weapons - Refers to any weapon the player acquires throughout the game and includes One-Handed Weapons, Two-Handed Weapons, Staves and Bows.
*Armour - One of the two categories for items formerly under Apparel, Armour refers to any article of apparel that has an armour rating, Armour may be worn above or below Clothing.
*Clothing - One of the two categories for items formerly under Apparel, Clothing is any item that is without an Armour Rating or isn't intended to have an Armour Rating, Clothing may be worn above or below Armour.
*Potions - Potions are items that serve a variety of functions, generally obtained through looting but also able to be created through Alchemy, a potion's function depends on its components and can range from simply Healing to resistances against attacks, giving the player various abilities and much more.
*Poisons - Originally part of Potions, Poisons have been split and now have their own category, Poisons are applied to Weapons and Traps and is effective in damaging a target through Poison, Paralysis and Disease.
*Scrolls - Scrolls allow the player to cast a one-time spell, generally quite powerful in nature, players can also create Scrolls through Cartography as they are maps of Aetherium.
*Food - Food refers to anything raw and/or obtained in nature, Food generally heals very little and should be cooked for greater effects.
*Meals - Now Separate from Food, Meals refers to any cooked dish the player makes, similar to potions they can have a variety of effects and where Potion effects are instantaneous although limited in power Meals take some time for the full effect but are incredibly powerful.
*Ingredients - Ingredients refers to materials that might be used for a variety of functions including Smithing, Alchemy, Cooking and much more.
*Traps - The players traps that they've bought or created, Traps are useful for catching prey and can even function in combat.
*Craft - Refers to anything created through means of Alchemy, Art, Whittling, Smithing, Machinery, Divination and Daedrism, also includes any instruments the player has.
*Books - Books cover three main things; story books which inform the reader about information relating to the world of Tamriel, its legends and past as well as some rare instances of outright fiction. Books also covers letters, notes and threats the player receives as well as Tomes for Spells.
*Keys - Keys simply refers to any key the player has, this includes conventional and non-conventional keys.
*Miscellaneous - Miscellaneous is anything that doesn't fit into the other categories and includs junk, lockpicks, ores, ingots and other crafting materials.
===Weapons===
There are a large variety of weapons in Skyrim Remake, even more so than the original game, this is due to changes in Smithing as well as general weapon types itself, for simplicity's sake all weapons listed here will be of the general groupings as each weapon group includes all possible materials it could be made from.
Weapon Class 	Range 	Base DMG	Attack Type 	Effect
Daggers 	Close / Ranged 	7-10 	Stab 	Bonus to Sneak Attacks
Maces 	Medium 	9-14 	Crush 	More likely to cause Bleed
Flail 	Distant 	8-15 	Bludgeon 	Can strike multiple times
Shortswords 	Medium 	8-13 	Slash 	Echantments last 10% longer
Rapier 	Distant 	7-14 	Stab 	May bypass Armour Rating
Scimitar 	Close 	9-12 	Slash 	May Bypass a Block
War Axes 	Close 	10-13 	Crush 	Bonus Damage against Unarmoured
Clubs 	Medium 	10-15 	Bludgeon 	More likely to cause Stun
Battle-Axes 	Distant 	11-20 	Crush 	Bonus Damage against Unarmoured
Greatswords 	Medium 	13-18 	Slash 	Enchantments last 10% longer
Katana 	Medium 	11-16 	Stab 	May bypass Armour Rating
War Hammers 	Distant 	13-22 	Bludgeon 	More likely to cause Stun
Pole-Arms 	Very Distant 	15-16 	Bludgeon 	Greater Knockback Effect
Short Bows 	Ranged 	8-16 	Bow 	Enchantments last 10% longer
Long Bows 	Ranged 	10-20 	Bow 	Damage Increases when fully Readied
Crossbows 	Ranged 	14-20 	Crossbow 	May bypass Armour Rating
Spears 	Very Distant / Ranged	9-18 	Stab/Thrown 	Greater Knockback Effect
Throwing Star	Ranged 	6-15 	Thrown 	50% more likely for Critical Hit
Staves 	Medium / Ranged 	2-5 	Bludgeon/Magic	Consumes 10% less Magicka than equivalent Spells
Knuckles 	Close 	N/A† 	Bludgeon 	Counts towards Armour Rating
† - Knuckles Base DMG is determined by the player's Unarmed Skill
==Enemies==
The enemies found within Skyrim once again appear in the Remake, however beyond just them dozens of new enemy types can be found and fought. Enemies are more unique this time around, having specialized attacks and abilities and also behaving more uniquely, in particular with monsters and creatures.
Enemy 	Description 	Attacks	Variants
Skeleton 	An undead being that has had all its tissue decayed or stripped from its body, they're generally humanoid in shape although have a stiff movement and can conceal themselves as piles of bones if the player escapes them. 	
*Weapon Attack - Attack with the weapon the Skeleton is carrying (slash with a sword, maul with a club, shoot a bow, etc.) 
*Bone Throw - Skeleton throws a part of its body, depending on the body part thrown the damage differs, if the Skeleton throws its head it will wander around aimlessely attacking at random. 
*Bone Pile - Skeleton breaks down into a pile of bones to camouflage, will reform when the player is within range, is vulnerable to attacks in this form.	
*Skeleton Scout
*Skeleton Warrior
*Skeleton Nordic Guardian
*Skeleton Archer
*Skeleton Mage
*Skeleton Warlock
Spiders 	Arachnids that can be found all over Tamriel, they're quite large varying in size from being as small as a cat to as big as a cow. They vary in colourations and abilities. 	
*Venom Spit - Spits venom from its fangs that can poison the player. 
**Sticky Venom - Variant used by Silkthread Spiders that slows the player down.
**Immobilizing Venom - Variant used by Skull-Eye Spiders that can paralyze the player.
**Burning Venom - Variant used by Ashburn Spiders that burns the player and poisons them.
*Quill Thrower - Special Ability used by some Spider species where they throw large, sharp quills at the player. 
*Charge - Charges at the player, cannot turn while charging and will hurt itself if it hits a wall.	
*Cyrodilic Spider
*Cave Spider
*Frostbite Spider
*Silkthread Spider
*Ashburn Spider
*Vampiric Spider
*Harvester Spider
Ice Wraith 	An elemental creature that has a serpentine appearance and appears to be made out of ice and snow. The creatures float through the air and can appear within a blizzard. 	
*Chill Charge - Charges at the player, they can turn while charging and will chill the player potentially freezing them. 
*Ice Breath - Ice Wraith breathes cold air that can freeze water and the player. 
*Ice Spike Bomb - The Ice Wraith lets out a large ball of cold air that when strikes the ground causes an icy pillar to rise out of the ground that will hurt the player with frost damage. 
*Snow Collection - During a blizzard the creature can revel in the snow and become larger and more dangerous.	
*Ice Wraith
*Ice Wyrm
*Ice Basilisk
Wolf 	Wild wolves that roam the wilderness, they commonly dwell in packs and will attack adventurers especially those who travel off the trails of Skyrim. 	
*Bite - The wolf bites the player dealing damage and potentially causing the player to bleed. 
*Grab Bite - The wolf grabs onto the player with a bite, slowing the player down and dealing damage over time.	
*Wolf
*Ice Wolf
*Timber Wolf
*Pit Wolf
*Alpha Wolf
Troll 	Somewhat humanoid creatures that have an ape-like appearance, they have three eyes and thick brown-ish fur. They have the unique ability to regenerate health rather quickly. 	
*Ground Slam - Slams the ground causing a shockwave that briefly stuns the player. 
*Ground Tremor - Punches the ground causing a tremor to move in a straight line towards the player, causes significant damage if it hits. 
*Running Punch - Runs at the player while readying to throw a punch, throws the punch when in range dealing considerable damage. 
*Power Strike - The troll raises its fists above its head holding them together before striking the player, the attack deals damage and staggers the player. 
*Log Slam - Exclusive to the Lumber Troll, it swings the log it carries at the player having a slightly greater reach.	
*Troll
*Mossy Troll
*Lumber Troll
*Frost Troll
*Crystal Troll
Chaurus Larvae 	An insect creature that is domesticated by the Falmer, they're roughly the same size as the Falmer and are quadrapedal with distinctive black chitinous exoskeleton. 	
*Blinding Spit - Spits a stream of venom that partially blinds the player reducing their vision and staggering them. 
*Crushing Grip - The Chaurus bites down on the player staggering them severely with their mandibles. 
*Charge - Charges at the player, cannot turn while charging and will hurt itself if it hits a wall. 
*Roll - Rolls into a ball and moves along the ground with some speed, similar to the charge although can turn.	
*Chaurus Larvae
*Chaurus Titanshell
*Chaurus Repear
*Chaurus Chaser
Chaurus Hunter 	Adult Chaurus, they're visually similar to a mantis and can fly, they have large scythe-like arms and retain the black chitinous exoskeleton of their younger form. They're not able to be domesticated by Falmer and the two will attack one another. 	
*Blinding Spit - Spits a stream of venom that partially blinds the player reducing their vision and staggering them. 
*Scythe Slash - Slashes with its scythes, deals heavy damage and may cause bleeding. 
*Lift & Drop - The Chaurus Hunter grabs the player and lifts them into the air before dropping them causing some damage and staggering them. 
*Rage Buzz - Invigorates other Chaurus Larvae and Chaurus Hunters to attack more ferociously. 
*Summon Chaurus Larvae - Exclusive to the Chaurus Queens, they can spawn Chaurus Larvae which attack the player	
*Chaurus Hunter Fledgling
*Chaurus Hunter
*Chaurus Knight
*Chaurus Queen
Wisp 	Phantasms that can be summoned by Wispmothers although can appear independently, they're rather abstract in appearance although generally appear as glowing orbs of light with tails. They float through the air and only appear at night, disappearing during the day. 	
*Wisp Light - Creates a blinding flash that reduces the player's vision and also alerts nearby enemies to its presence. 
*Stamina Drain - A ranged attack that drains the player's stamina, does not hurt the player though. 
*Health Drain - A direct attack where the Wisp will leech health from the player with its needle-like proboscis. 
**Blood Letter - Variant unique to Crimson Wisps where they deal more draining damage and also bleed damage. 
*Wisp Chant - Starts a chant to summon a wispmother, if there are more than five wisps nearby, if five are chanting simultaneously a Wispmother is summoned.	
*Wisp
*Crimson Wisp
*Midnight Wisp
*Drowned Wisp
Wispmother 	Mother of the wisps, strange spiritual creatures that appear at night, they retreat during the day and are considered quite dangerous due to their powerful magical abilities. 	
*Wisp Summon - Summons a Wisp to help it in battle. 
*Energy Drain - Drains the player's Health and Stamina to regenerate its own. 
*Freezing Touch - Slashes at the player and can freeze the player. 
*Freezing Field - Shoots an icy blast at the ground that causes a large area to freeze over dealing frost damage to the player if they walk over the affected area.	
*Wispmother
*Grey Wispmother
Ghost 	Ghosts are undead spirits that wander the world of Nirn, they're spectral beings that due to their non-corporeal bodies take less damage from non-magic attacks. 	
*Spectral Swipe - A ranged attack that generates an energy blast. 
**Heat Wave - Specific to the Burning Ghost variant, generates a wide wave that burns the player. 
**Lightning Chaser - Variant used by Spark Ghosts that will home in on the player. 
*Fear Orb - Creates an orb that instils fear reducing the player and other enemies' ability to fight. 
*Possess - The ghost possesses a dead body taking control of it although it does leave the ghost vulnerable to physical attacks.	
*Ghost
*Frost Ghost
*Burning Ghost
*Spark Ghost
*Drenched Ghost
Witch 	Individuals who have made pacts with a Daedric Prince for immense magical power, though they retain some elements of their former selves they have a rather distinct and disgusting appearance having a hunched body and warped limbs and features, they cover themselves in large hooded cloaks to hide their appearance. 	
*Alchemy Overrun - Creates a small explosion from an explosive that causes random effects, may spawn random creatures or may spawn random objects. 
*Clawed Slash - Slashes with claws, deals relatively low damage but can cause bleeding. 
*Freezing Wind - Creates an orb that blasts a constant wind that will freeze the player if they come into contact, orb disappears after a few seconds. 
*Thunderstorm - Only capable for Elder, Darkmire and Undead Witches, causes the weather to become a thunderstorm and may strike the player with lightning dealing significant shock damage. 
*Stave - Witches are capable of using Staves as weapons.	
*Witch Apprentice
*Witch
*Elder Witch
*Darkmire Witch
*Undead Witch
Vampire 	Creatures of the night, people who were long ago created by the Daedric Prince, Molag Bal. They have distinct features due to their vampirism having fangs, amber-red eyes, pale skin, clawed hands, a starved look to their body, longer ears (relative to their race's) and an upturned nose similar to a bat's. 	
*Vampiric Drain - Direct attack that has the Vampire bite the player, dealing damage and causing bleeding while recovering the Vampire's Health. 
*Freezing Grasp - Creates an ethereal hand that freezes the player in place while slowing them down for a few seconds as well. 
*Bat Swarm - Vampire transforms into a swarm of bats to move around, the bats can attack the player dealing some damage. 
*Blood Pool - Creates a pool of blood that will drain any Non-Vampire's health that walks into the affected area while restoring the health of any Vampires that walk into it. 
*Ancient Magic - Special magic used by Ancient Vampires and above that creates an explosion that can damage the player and other enemies. 
*Domination - Specific to Master Vampires and above, they're capable of giving their allies Courage and the player's allies Fear. 
*Magic - Vampires are capable of using several spells including; Ice Spells, Electrical Spells, Invisibility, Charm, Resurrect Spells, Conjuration Spells and Health Drain Spells. 
*Weapons - Vampires are capable of using weapons if equipped with them, they're noticeably faster with small weapons like Daggers.	
*Vampire Fledgling
*Vampire
*Blooded Vampire
*Vampire Mistwalker
*Vampire Nightstalker
*Ancient Vampire
*Volkihar Vampire
*Nightlord Vampire
*Master Vampire
*Volkihar Master Vampire
*Nightmaster Vampire
Hagraven 	Hagravens are bird-like humanoids who were originally witches who sold their soul and physical body for greater power, they have distinctive bird like features such as taloned claws, a beak like nose and mouth, feathers growing on parts of their body and scales on their legs. They're said to be imperfect in comparison to Harpies. 	
*Claw Slash - Attacks with a sudden lunge slashing with one of its arms, may cause bleeding. 
*Screech - Creates a high-pitched screech that can stagger the player and gain the attention of other enemies in the area to aide it in battle. 
*Whirlwind - Creates a whirlwind that knocks the player back and lifts them into the air slightly leaving them staggered. 
*Throw - If the Hagraven is strong enough it will lift up the player and throw them dealing considerable damage and staggering the player, the player can interrupt the attack to stagger the Hagraven. 
*Magic - Hagravens are capable of using some standard magic including; Fire Spells, Ice Spells, Force Spells, Self-Healing Spells & Magicka Drain.	
*Hagraven
*Crooked Hagraven
*Falcon Hagraven
*Vulture Hagraven
*Albatross Hagraven
*Phoenix Hagraven
Werewolf 	People who were transformed due to lycanthropy, created by the Daedric Prince, Hircine. Werewolves are vicious creatures who's beastly appearance is that of a humanoid wolf. They're extremely muscular and although retain some elements of their former selves such as the elves' ears, and their fur being the colour of the person's hair they're mostly wolf-like have a tail and clawed limbs as well as a canine jaw. 	
*Jump Strike - Jumps through the air to strike the player with a claw slash. 
*Tackle - Does a quick charge when in close range to heavily stagger the player and deals some damage. 
*Howl - Howls at the sky, boosts the power of the Werewolf's attacks and gives other Werewolves courage. 
*Tearing Bite - Bites the target with such power that it may disarm the player if successful. 
*Tracker - A small bite that causes bleeding and allows the Werewolf to track the player for long distances. 
*Freezing Claws - Unique to the Ice-Blood Werewolves, the creature slashes with its claws freezing the player temporarily.	
*Werewolf
*Wild Werewolf
*Werewolf Vargr
*Werewolf Skinwalker
*Werewolf Beastmaster
*Werewolf Savage
*Ice-Blood Werewolf
Mudcrab 	Crustaceans that are common across all of Tamriel, they pose little threat and can easily be dispatched by adventurers. They have small pincers that they use to attack. 	
*Pinch - The Mudcrab pinches with its claws, dealing some damage. 
**Freezing Pinch - Variant used by the Frost Mudcrab that can freeze the player. 
*Grab Pinch - The Mudcrab crabs onto the player, slowing them down and dealing damage over time. 
*Bubbles - The Mudcrab spews bubbles from its mouth, these regenerate the creature's health slightly. 
*Tremor - Exclusive to the Cragmire Mudcrab, creates a tremor in the ground that staggers the player if they're close to the Mudcrab.	
*Cyrodilic Mudcrab
*Skyrim Mudcrab
*King Shell Mudcrab
*Frost Mudcrab
*Cragmire Mudcrab
Spectral Warhound	Ghostly hounds that protect Draugr ruins from would be thieves, their appearance is quite different to dogs and wolves, they have a large build being nearly as big as a human and having detached limbs that allow it to move with incredible speed. 	
*Spectral Rush - The Spectral Warhound becomes a mist and charges at the player draining their magicka and health if they hit. 
*Separation - Separates the body parts which are able to attack independently, destroying a body part will cripple the Spectral Warhound. 
*Screaming Howl - Releases a sound wave from its mouth that staggers the player. 
*Bite - Bites the player with its fangs, may cause bleeding. 
*Slash - Slashes with its forelimbs, can also do this whilst limbs are separate from the body. 
*Spectral Detonation - If a separated body part is close to death it may explode, initially making a hissing sound to warn the player. 
*Rejuvination - Unique to the Mystic Spectral Warhound, the torso can create a ring of magical orbs which if not interrupted will allow it to resurrect any destroyed limbs.	
*Spectral Warhound
*Ghoulish Spectral Warhound
*Mystic Spectral Warhound
Spriggan 	Strange creatures that are made of wood, they dwell within forests and verdant caverns, they have control over nature itself and defend their territory with ferocity. They have a somewhat humanoid appearance although are distinctive for their four arms, two large ones used for direct combat and two smaller ones capable of channeling magic. Their larges are goat-like in appearance and they have horned antlers similar to Elk. Their faces vary between members although are generally human-like albeit some have whorls on their faces that completely distort them. 	
*Nature Command - Controls wild animals using them to attack the player, also boosts the animal's aggressiveness and courage. 
*Wood Spire - Punches the ground causing a rapidly moving tremor to approach the player, when it's underneath the player a wooden spike shoots out of the ground heavily damaging the player if they don't dodge it. 
*Bee Swarm - Summons Bees through magic that attack the player homing onto the player. 
*Photosynthesis - The Spriggan kneels down and sheds it shell regenerating 1/3 of its total health, stronger Spriggans can do this multiple times. 
*Horned Headbutt - Swings its head striking the player with its antlers to cause damage. 
*Punch - Punches the player with its larger arms, may stagger the player. 
*Nature Phase - Melds into plants to hide, can re-appear from other plants in the nearby area. 
*Vine Grasp - Sends out a ball of energy that when strikes the player causes vines to wrap around them temporarily immobilizing the player.	
*Spriggan
*Spriggan Pinemother
*Spriggan Sleepquill
*Spriggan Matron
Lurcher 	Spriggans cursed by dark magic, Lurchers have a twisted appearance having the wood from their original form rapidly grow and distort in its shape, though still humanoid they're much more muscular with their arms fusing together, they have large whip-like arms.  	
*Nature's Fury - Summons giant whip-like tendrils form the ground that strike at the player if they come close. 
*Power Strike - Slams the ground, the attack damages the player and creates a shockwave that can stagger the player. 
*Root Summon - Creates vines that attach to dead entities nearby and resurrect them to fight for the Lurcher. 
*Hammer Spin - Spins around swinging its arms, knocks back the player if they get hit and deals significant damage. 
*Root Stab - Exclusive to the Poisonous Lurcher, a direct strike with the tendril like arm that can poison the the player.	
*Lurcher
*Elder Lurcher
*Poisonous Lurcher
*Daedric Lurcher
Giant 	Giants are humanoids who are known for their sheer size and strength, though not as intelligent as the more advanced races they show their ability to herd mammoths as well as often living in small communities in valleys. They're passive towards people although will attack anyone who unsheathes a weapon in their territory or gets too close to their supplies and/or mammoths. 	
*Club Swing - Swings the club they carry around, sending the player flying through the air, may also cause stagger and bleed if it doesn't kill the player immediately. 
*Ground Stomp - Stomps the ground causing a tremor which staggers the player and other small enemies. 
*Bone Crusher - Grips the player with its hand if the Giant is in range heavily damaging and usually killing the player. 
*Sky Bellows - Yells into the sky invigorating other Giants and Mammoths nearby with Courage, also has a low chance of clearing the sky of any weather. 
*Energy Blast - Unique to Runic Giants, they can channel magic through the stones embedded in their body to release an energy blast from their hands that will severely damage the player if it hits.	
*Giant
*Great Giant
*Herd Leader Giant
*Elder Giant
*Runic Giant
Mammoth 	Large elephantine creatures that roam alongside Giants and are considered domesticated by them. They're incredibly dangerous and have four giant tusks which they can skewer prey on, some corpses can still be found on a Mammoth's tusks from time to time. They have a distinctive hump near their shoulders and have fur colours ranging from cream-white to black. 	
*Tusk Skewer - Attempts to skewer the player on their tusks, may one-shot the player if it is a critical hit. 
*Charge - Charges at the player, cannot turn while charging and will hurt itself if it hits a wall. 
*Trunk Gust - Blows air from its trunk knocking the player back, doesn't deal direct damage however although can ragdoll the player. 
*Stomp - Stomps the ground causing a tremor which can stagger the player. 
*Frostfall - Able to be performed by Matriachs, Bulls, Snowcloaks and Runic Mammoths, the creature shakes causing snow to emit from its fur, the snow is freezing cold and will deal frost damage if it touches the player. 
*Lightning Tusk - Unique to Runic Mammoths, they channel magic through their tusks causing the symbols on their tusks to illuminate before firing a powerful electrical blast that deals shock damage.	
*Baby Mammoth
*Mammoth
*Mammoth Matriach
*Mammoth Bull
*Snowcloak Mammoth
*Runic Mammoth
Slaughterfish 	A small, aggressive aquatic fish that dwells in many bodies of water across Tamriel, the ones in Skyrim have a distinct shark-like appearance to them with a long crocodilian snout and a large fin, their upper body is greyish-blue while their underbelly is a distinct pink-red colour. Their scales are rough and coarse and will damage the player simply through contact. 	
*Bite - Bites the player with its fangs dealing minimal damage although can cause bleeding. 
*Swarm Scent - Emits an underwater cloud that has a distinctive scent, if the player is caught in the cloud it will attract other Slaughterfish to attack the player. 
*Grab On - The Slaughterfish latches onto the player with its fangs, if it's taken out of water it'll die quickly but deals constant damage to the player.	
*Slaughterfish
*River Rapid Slaughterfish
*Giant Slaughterfish
Bear 	Mammalian creatures found across mainland Tamriel, Bears come in many varieties and are quite dangerous to the inexperienced as their thick hides can protect them from a great deal of damage and their large claws can slash through light armour extremely easily. 	
*Slash - Slashes with one of its claws, dealing signficiant damage. 
*Roar - Roars loudly, causing Fear in the player. 
*Deep Tear - Bites deeply into the player, potentially bypassing armour and may cause bleeding. 
*Maul - The bear rears onto its hind legs and slashes multiple times at the player staggering and damaging them. 
*Diseased Spew - Unique to the Morthal Mire Bear, the creature spews a green liquid that can poison the player from its mouth. 
*Freezing Wind - Specific to the Snow Bear and Dawnstar Polar Bear, they howl creating a magical icy wind that freezes the player if they're hit by it.	
*Bear Cub
*Riverwood Bear
*Forest Bear
*High Rock Mountain Bear
*Snow Bear
*Dawnstar Polar Bear
*Morthal Mire Bear
*Cave Bear
Skeever 	Rodent vermin that are unique to Skyrim, unlike Rats found in other regions of Tamriel, Skeevers have much thicker fur and are generally larger being roughly the size of cats. Their large size is complimented by a remarkable determination to fight things that makes them quite hard to dissuade from battling even through magic. 	
*Vermin Bite - Bites the player, though dealing low damage has a higher than normal chance to inflict a disease. 
*Jump Strike - Jumps at the player slashing with all four claws to deal damage. 
*Wall Crawl - Climbs on nearby walls and ceilings to outmaneuver the player before attacking from behind the player relative to where the player was initially facing. 
*Poison Spit - Unique to Venomfang Skeevers they spit a toxic spit from their mouths that will poison the player.	
*Skeever
*Mountain Skeever
*Venomfang Skeever
*Skullkeeper Skeever
Sabre Cat 	Ferocious creatures that dwell in the mountains of Skyrim, Sabre Cats are said to be very distantly related to Khajiit, although many take it as an insult to be comapred to such a creature. Sabre Cats are devastating for one to encounter as their powerful bodies and strong jaws can rip an unweary traveller limb from limb and send a group of merchants into a panic. 	
*Pounce - Jumps at the player and staggers them, may also knock them down. 
*Bite - Bites at the player, can deal heavy damage, has a low chance to break a tooth if the player's wearing heavy armour. 
*Fearful Roar - Roars loudly into the air to scare the player, can induce Fear in the player. 
*Ruffian - Grabs onto the player slowing their movement and attempts to jerk the player around, pulling them and causing considerable damage.	
*Sabre Cat
*Snowy Sabre Cat
*Pinethrush Sabre Cat
*Great Mane Sabre Cat
Horker 	The Horker is a creature commonly found around the Northern Coast of Tamriel, Walrus-like in appearance they are docile although can be aggrevated by those that intrude on their territory. Fortunately for most travellers they're slow on land so can easily be avoided. They have three large tusks which they can skewer their enemies with and their large bodies make them quite durable against attacks. Interestingly in recent years the toughness of their fur and the utility of them in water transport has seen attempts at domesticating them across Skyrim, although to varying success. 	
*Tusk Skewer - Skewers the player with its tusks, high chance to bleed. 
*Slam - Directly slams its body into the player causing significant knockback and damage, does leave them open to attacks however. 
*Horker Wail - Wails into the air calling attention to the player, can attract any creature or monster nearby and encourages other Horkers to gang up against the player.	
*Horker
*Monk Horker
*Fluffy Horker
*Alpha Horker
*Icy Horker
Death Hound 	Death Hounds are foul creatures that serve under Molag Bal and his subordinates, Death Hounds are technically Daedra although are considered one of the weakest of their kin. They appear somewhat similar to a dog although are a bit larger and their head is completely stripped bare of features appearing more closely to a skull in appearance. In place of their eyes the creature has dark blow glowing orbs, this is focused energy generated from the soul gems that are embedded into the creature's back. According to Vampires the Death Hounds are actually a form of golem and are created through a sacrificial ritual involving a dog and five to eight soul gems, they have a life span of approximately 50 years although few make it past 1 year as they're often killed in battle.	
*Freezing Glare - The glowing eyes of the Death Hound focus on the player paralysing them. 
*Bite - Bites the player with its fangs, may cause bleeding. 
*Draining Bite - Deals less damage than the Bite but will drain health from the player instead. 
*Domination - Howls causing the creature to gain Fury although also cancels out Fury on any other enemy creature. 
*Shadow Grab - The shadow bites onto the player draining their Magicka and significantly reducing their movement speed. 
*Blazerunner - Unique to the Infernal Death Hound, the creature runs at the player with full speed as its flames become larger and more dangerous, it will induce a burn on contact.	
*Death Hound
*Vile Death Hound
*Rotting Death Hound
*Infernal Death Hound
*Armoured Death Hound
*Alpha Death Hound
Gargoyle 	 	 	
Werebear 	 	 	
Forsworn 	 	 	
Falmer 	 	 	
Draugr 	 	 	
Dragon Priest 	 	 	
Dragon 	 	 	
Dreugh 	 	 	
Minotaur 	 	 	
Goblin 	 	 	
Ogre Goblin 	 	 	
Gremlin 	 	 	
Abomination 	 	 	
Bonewolf 	 	 	
Cliff Racer 	 	 	
Boar 	 	 	
Grahl 	 	 	
Harpy 	 	 	
Hunger 	 	 	
Mistman 	 	 	
Herne 	 	 	
Shambles 	 	 	
Ravager Beetle 	Insects commonly found in heavily forested areas, they used to be more common in Cyrodiil before Talos changed Cyrodiil's climate. Roughly half the size of a human among the workers and larger among the higher members of the species, they're distinguishable by their tendency to eat vast amounts of vegetation and are considered a bane on farmlands. 	
*Bite - Bites at the player and may cause bleeding. 
*Swarm Feed - If near death will release a high-pitch screech that causes other members to cannibalise it to recover health. 
*Head Thrust - Strikes with the horns on its head dealing damage and knockback. Cannot be performed by Workers 
*Spark Bomb - Specific to Fiery Ravager Beetles, they click their hind legs creating a spark before exploding dealing massive damage to anyone in the blast radius. 
*Tremor - Specific to Soldiers, Soulhorns and Kings, they stamp the ground with their large forelimbs causing the ground to shake staggering the player. 
*Mana Blast - Specific to Soulhorns, they charge energy through their horns and blast it at the player in a beam, it damages both Health and Magicka.	
*Ravager Beetle Worker
*Ravager Beetle Guard
*Fiery Ravager Beetle
*Ravager Beetle Soldier
*Ravager Beetle Soulhorn
*Ravager Beetle King
Terrahog 	Terrahogs are large rodent like creatures found in The Reach as well as parts of High Rock, they're notorious for their threat to infrastructure as their powerful jaws allow them to bite through solid rock. Some believe that the creature is actually some sort of exiled Daedra from the Planes of Oblivion that may have been stranded in Tamriel during the Oblivion Crisis. The best way to deal with a Terrahog is to freeze them as they're cold-blooded and will die immediately. 	
*Gnaw - Gnaws at the player with their fangs, dealing significant damage and more likely to inflict disease. 
*Scratch'n'Slash - Slashes repeatedly at the player, each hit counts as separate damage, the attack has a chance to bypass armour. 
*Burrow - Digs underground and disappears for a few seconds, will cause the ground to shift where it's going to attack from before striking. 
*Tear - Specific to the Hunter, Guider & Matriach. Bites on with its fangs and shakes its head to tear at the player, will bypass armour if the attack connects and immobilizes the player. 
*Signal Squeak - Specific to the Terrahog Guiders, they let out a squeak that alerts others far away of the player's presence effectively bringing most if not all of the nest to attack the player.	
*Terrahog Pup
*Terrahog Adolescent
*Terrahog Hunter
*Terrahog Guider
*Terrahog Matriach
Meromurk 	Believed to be a long lost relative of the Maormer and thus elves, although have over Eras become so twisted due to pressure from ancient Atmoran and Breton people that their aquatic traits became dominant eventually becoming more sea-like. They're the only known elves to have developed gills and have many physical traits they share with fish such as large, defined scales and webbing of the fingers and toes. 	
*Water Jet - Shoots a high pressure jet of water at the player causing knockback.
*Slash - Slashes with its sharp claws causing significant damage and possibly bleeding.
**Venom Slash - Specific to Meromurk Hunter their claws are dripped in poison and can poison the player.
*Flash Bomb - Specific to Abyssal Merolurks, they release a flash of light from biolumiscent pads on their body blinding the player temporarily if they look at it.
*Tail Slam - Specific to the Meromurk Leviathan, the creature slams its tail on the ground damaging the player if they are hit and causing staggering otherwise.	
*Meromurk
*Meromurk Warlock
*Meromurk Hunter
*Abyssal Meromurk
*Meromurk Lord
*Meromurk King/Queen
*Meromurk Leviathan
Atmori Mudskipper	 	 	
Luyrchi 	 	 	
==Trivia==
*The addition of Cartography as a Skill was inspired by The Legend of Zelda: Breath of the Wild where it was up to the player to actively search out and find locations without any intrusive form of guidance from the game itself
*This is the first game since Daggerfall to include a Skill for conversing with creatures aside from Men, Mer, Beastfolk and Daedra
**It is also the first game since Daggerfall to include the Climbing Mechanic which was similarly inspired by The Legend of Zelda: Breath of the Wild
*The idea to separate Combat and Non-Combat skills from one another was to encourage players to immerse themselves in the other elements of the world rather than solely focusing on Combat and Dungeon Delving
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