LoreRim Quest Order & Missables – What to Do When
LoreRim's quests by recommended level, the chains that unlock one quest after another, the mods that rework base-game quests, and every LoreRim quest you can miss.
Missables
- Seeking A Cure: The cure no longer works the vanilla way: Falion cannot cure you, so a cure means following this story and A Forlorn Hope.
- The Gift of Saturalia: Constance only talks to you once the Dark Brotherhood quest after killing Grelod is done. Do not kill Grelod in front of her if you want to adopt a child or donate.
- Hendraheim: Keep the proof of worth from her body – the steward will not sell the hall without it.
- The Heart of Dibella: In the base quest, killing the non-essential priestesses such as Orla or Anwen during the statue theft can make it impossible to finish.
- A Lovely Letter: The quest never starts if Camilla is already your partner.
- Lights Out!: The quest never starts if Jaree-Ra or Deeja dies before you hear the offer.
- The Golden Claw: Keeping the claw by lying costs you Lucan's reward and his friendship.
- Toying With The Dead: Hand the journals to Vekel first and the chance to tell the Jarl is gone.
- Search and Seizure: Killing the NPCs involved fails the quest, as in vanilla.
- A Bitter Aftertaste: The journal is missed if you never loot Eola, though the mod adds a copy if you leave the Hall of the Dead without it; arrests need the earlier talks with Verulus and the Jarl.
- The Cursed Tribe: Choosing the restoration route means giving up Volendrung.
- Child of Oblivion: Reports differ on the martyr option: one wiki says it changes nothing, another says it wipes your inventory. Save before choosing. A translated wiki adds that talking to Orlando at the mansion's other entrance skips the act.
- Vigilant of Stendarr: Taking Orlando's shortcut at the inn instead of Altano's offer skips Acts I to III. The mod page frames that shortcut as a replay (NG+) option.
- Coldharbour: Too little karma rules out the good ending. Earn it by exploring, finishing side quests and putting Soul Shriven out of their misery.
- Legacy of Belharza: The wiki does not say what happens if you refuse the invitation.
- Sacred Anatomancer: His contract costs you your name and three friends, and leads towards one of the bad endings.
- The Eye of Madness: A translated Korean wiki says an optional staff offer from Anton of Radiance can cut either Balor or Jo'Vanni out of Act I; they reappear unharmed in Act IV. Unconfirmed.
- Aetherius: The good ending needs enough karma – 75 on a first playthrough – and is the only one that opens the Elder Field.
- No Mercy: Mercy here is worth karma, and karma decides how Vigilant ends.
- Art of Mercy: The Nexus page lists No Mercy and Art of Mercy as Act I's two branches, so the order may differ in game. Killing Carene forfeits the karma for sparing her, and one guide says killing Altano then Carene skips to Act IV. Unconfirmed.
- Robbed Blind: If Erikur dies before you reach him, the locket turns up in his coffin instead.
- Bandit Bounty: Killing the captain only suppresses the marauders for a while.
- Vampire Bounty: The author advises building up your vampire-hunting skills first, or joining the Vigilants of Stendarr.
- A Priceless Commodity: You must pick one side and the other is lost. Killing the miners with witnesses around may earn you a bounty.
- The Naked Nord: Killing Glendora is possible and caused progression bugs that the changelog lists as fixed. Sparing her is the safe route.
- The Forgotten City: Save before big choices: some, like killing the Jarl, end the story for good.
- Forget-me-not: Killing the Jarl can end the mod with no way to continue, so save before you accuse or kill anyone.
- Memories of the Umbranox: Miss any of Caio's journals and the quest fails.
- Deluge of Deceit: Members of the team can die for good depending on your choices, and being unkind to Cayrice closes her part of the story.
- Exhuming Power: Re-covering the grave closes the path to lichdom for good.
- Arkay the Enemy: Freeing the priest closes the path to lichdom for good.
- Infernal Alchemy: Spilling the cauldron closes the path to lichdom, and a failed brew cannot be tried again – save first.
- Scourg Barrow: You can only go on to lichdom after Antioch if you kept all three artifacts from the earlier quests.
- The Path of Transcendence: The ritual site cannot be changed, a failed ritual is fatal, and a vampire cannot become a lich. Save first.
- Infiltration: Adelaide only gives her enchanted necklace, in Riverwood, if you spare her.
- The Dark Dawn: Attacking any Dark Dawn member fails this quest.
- The Pocket Realm: Cause a disturbance and Fiya flees, failing the two side quests in her realm.
- A Fate Worse Than Death: Killing Cleans-Many-Boots costs you the slaves' support. Wrecking the realm first makes Fiya flee and fails the quest.
- The Jester, In The Bedroom, With The Knife: Burning your bridges with The Jester and Alzacar fails the quest.
- The Ritual: Let Fiya live and her armor and sword are gone for good.
- Sleepwalking Into A Nightmare: The Nexus page says there are several endings with different rewards, so a late choice may cost you a reward. Some items are not quest rewards and must be found by exploring.
- Lost in the Woods: Whether you carry the Fingerbone Necklace into the temple decides which ending you can reach.
- Heart of the Reach: The ring comes from only one of the two choices, and each side leads to its own rewards and ending.
- Belethor's Sister: Nazeem and the other Whiterun NPCs must stay alive. Soul Husks may not count if another mod replaces them when picked up.
- Hostile Takeover: Couriers only appear while you travel, so a missing courier can stall this quest. Backing Belethor ends the questline early.
- Finding Velehk Sain: Killing Velehk Sain before this content is active leaves you without his heart, which then needs a console command.
- The Welkynar Knight: Reporting Nirenoore to the Thalmor fails the quest, and careless early answers can send her away from Skyrim for good.
- A Welkynar Legend: Turning her down fails the quest.
By level
- Deluge of Deceit – level 1
- The Cursed Tribe – level 10
- Animal Bounty – level 10
- Retrieving Embersunder – level 10
- Wrap Me Up – level 10
- Wyrmstooth – level 10
- Barrow of the Wyrm – level 10
- Unwanted Guests – level 10
- Robbed Blind – level 10
- Bandit Bounty – level 10
- Repaying a Debt – level 10
- Someone with Backbone – level 10
- Vampire Bounty – level 10
- Stickler in the Mud – level 10
- A Howl Load of Trouble – level 10
- Warlock Bounty – level 10
- A Priceless Commodity – level 10
- Blind Robber's Cache – level 10
- Reclaiming the Past – level 10
- The Naked Nord – level 10
- A Debt Unpaid – level 10
- The Runed Lexicon – level 10
- The Call of Gray Cowl of Nocturnal – level 10
- Heart of the Reach – level 10
- Our Lady – level 12
- Prisoner – level 12
- Infiltration – level 12
- The Dark Dawn – level 12
- Fort Justice – level 12
- A New Day – level 12
- The Way In – level 12
- The Pocket Realm – level 12
- A Fate Worse Than Death – level 12
- The Jester, In The Bedroom, With The Knife – level 12
- The Ritual – level 12
- Stendarr's Mercy – level 12
- Repentance Upheld – level 12
- Champion's Choice – level 12
- Finding Yourself – level 12
- A Parting Gift – level 12
- The Unquiet Dead – level 15
- Reward of Coldharbour – level 15
- The Curse of Sadraaka – level 15
- The Experiment – level 15
- Memories of the Umbranox – level 15
- Bury Valen Dreth – level 15
- Time for the Farewells – level 15
- Claim Shanta Filibb – level 15
- Errands in the Alik'r – level 15
- Siege at Icemoth – level 15
- Caches of Skorjan Iron-Beard – level 15
- The Topaz Claw – level 15
- Black Book: The Font of Memory – level 15
- Sleepwalking Into A Nightmare – level 15
- Demon of Dream – level 15
- The Whispering Door – level 20
- The Route of Madness – level 20
- The Isle of Madness – level 20
- The Roots of Madness – level 20
- The Merchant's Masterpiece – level 20
- The Lunatic's Treasure – level 20
- Through a Glass, Darkly – level 20
- Miasma – level 20
- Belethor's Sister – level 20
- Hostile Takeover – level 20
- The Welkynar Knight – level 20
- The Forgotten City – level 25
- Forget-me-not – level 25
- Meridia's Order – level 25
- In the Pines – level 25
- Lost in the Woods – level 25
- Lost to Oblivion – level 25
- A Welkynar Legend – level 25
- The Man in Black – level 30
- In Their Footsteps – level 30
- Exhuming Power – level 30
- Arkay the Enemy – level 30
- Infernal Alchemy – level 30
- Scourg Barrow – level 30
- Black Book: Whispers of the Veil – level 30
- Seek Out the Broker – level 30
- The Path of Transcendence – level 30