How to Get Cured of Vampirism in Skyrim
Table of Contents
Understanding the Affliction: Stages and Consequences
The Path to a Cure: Falion of Morthal
An Alternative Route: The Companions and Harkon
Prevention and Early Intervention
Roleplaying Considerations and the Weight of Choice
Vampirism in The Elder Scrolls V: Skyrim is more than a mere stat debuff; it is a transformative curse that alters gameplay, interactions, and the very identity of the Dragonborn. While the promise of supernatural strength and mystical powers can be alluring, the severe drawbacks often lead players to seek purification. The journey to cure vampirism is a deliberate quest, one that requires specific knowledge and a willingness to confront the nature of the curse itself.
Understanding the Affliction: Stages and Consequences
Before seeking a cure, one must fully comprehend the condition. Contracting Sanguinare Vampiris begins as a temporary disease, typically from a vampire's drain attack. If left untreated for three in-game days, it progresses into full vampirism, a permanent state. This transformation unlocks a progression system tied to the stages of hunger. A recently fed vampire appears nearly normal and faces minimal weaknesses. As hunger grows, so too do the powers—like the Vampiric Drain spell and potent Illusion magic—but the severe penalties intensify. In the later stages, sunlight becomes crippling, draining health, magicka, and stamina, while fire vulnerability increases. Most significantly, the entire population of Skyrim becomes hostile, making commerce and questing in towns nearly impossible. This drastic shift in gameplay is the primary catalyst for most seeking a cure, as the curse begins to outweigh its benefits.
The Path to a Cure: Falion of Morthal
The most straightforward and reliable method to cure vampirism involves the reclusive wizard Falion, resident of the swampy town of Morthal. His quest, "Rising at Dawn," provides a complete purification ritual. To initiate it, one must first be a full vampire. Falion will refuse to speak of cures otherwise. Upon speaking to him, he will reveal his knowledge of a ritual requiring a filled Black Soul Gem. This gem must contain a grand-level soul, which can be obtained by using the Soul Trap spell on humanoid NPCs. Once the gem is acquired, the player meets Falion at the nearby summoning circle at dawn. The ritual is performed, a Daedra is banished, and the vampiric curse is lifted, restoring the Dragonborn to mortality. This path is narratively rich, emphasizing the trade of a corrupted soul for one's own freedom, and it remains the definitive cure for most players.
An Alternative Route: The Companions and Harkon
Skyrim offers two unique, faction-specific alternatives for those seeking to remove the vampire's taint. The first is through the Companions questline. If a player becomes a werewolf via the Circle, the Lycanthropy curse automatically and immediately overwrites any existing vampirism. This is a cure by replacement, substituting one beast-blood for another. While werewolfism has its own set of traits, it lacks the crippling sun weakness and societal revulsion associated with vampirism, making it a functional remedy for many. The second alternative is exclusive to those who have joined the Volkihar clan in the Dawnguard expansion. Upon completing the main questline and siding with Lord Harkon, if the player possesses the Elder Scrolls, they can ask Harkon for a cure. He will direct them to Falion, effectively linking back to the standard ritual but within the context of the vampire lord's own machinations. These options provide narrative depth, tying the cure directly to the player's major choices in the world.
Prevention and Early Intervention
The simplest cure is one that prevents the disease from taking root. Sanguinare Vampiris, in its initial stages, can be removed like any other disease. Consuming a standard Cure Disease potion, praying at any shrine, or using the Restoration spell 'Cure Disease' will purge the infection before the three-day period elapses. Vigilance is key after battling vampires; carrying a few potions or seeking a shrine promptly can save considerable trouble. This approach highlights the importance of preparedness in Skyrim's dangerous world and is the most efficient way to avoid the lengthy process of seeking a cure altogether.
Roleplaying Considerations and the Weight of Choice
The decision to cure vampirism is ultimately a roleplaying one, deeply tied to the player's conception of their character. From a purely mechanical standpoint, the disadvantages in sunlight and with NPCs often necessitate a cure for a balanced playthrough. However, the roleplaying potential of embracing the curse is immense. The Dawnguard expansion greatly fleshes out the vampire experience, offering a dedicated faction, a vampire lord form, and unique perks that make the nocturnal existence more viable and powerful. Choosing to remain a vampire can define a character's story, aligning them with the sinister elegance of the Volkihar or a solitary, predatory existence. The cure, therefore, is not merely a gameplay correction but a pivotal character moment—a rejection of dark power for the simplicity of mortal life, or perhaps a step towards embracing a different kind of beast within. The quest for a cure is, in essence, a quest for identity in the cold, harsh land of Skyrim.
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