Skyrim’s quest catalog is legendary, but nailing down the exact number isn’t as simple as opening the journal and counting. Between the base game, three major DLCs, and the weird nature of radiant quests that generate indefinitely, the total shifts depending on how players define “quest.” Some sources count every miscellaneous task, while others focus strictly on named, finite quests with actual storylines.
For players chasing 100% completion, achievement hunting, or just curious about how much content remains, understanding the breakdown matters. This guide dissects the exact quest totals across every category, main story, faction lines, side quests, Daedric missions, and DLC content, plus explains how radiant quests complicate the count.
Table of Contents
ToggleKey Takeaways
- Skyrim contains exactly 335 finite quests across the base game and all three DLCs, excluding infinite radiant quests that don’t count toward completion.
- The base game features 273 distinct quests broken down into 18 main story quests, 87 faction quests, 43 side quests, 15 Daedric quests, and 110 miscellaneous tasks.
- Completing all Skyrim quests requires 150–200 hours of gameplay, depending on playstyle and whether players engage with mandatory radiant content for faction progression.
- Radiant quests generate infinitely and are excluded from official quest counts, though some are required for faction reputation unlocks like the Thieves Guild.
- Quest tracking requires external resources like UESP since the in-game journal doesn’t distinguish between finite and radiant tasks, making completion tracking unreliable without planning.
- Multiple playthroughs are necessary for 100% achievement completion due to mutually exclusive questlines like joining the Civil War factions or choosing the Dawnguard versus Vampire paths.
Total Quest Count in Skyrim: The Definitive Numbers
Base Game Quest Totals
The base version of Skyrim contains 273 distinct quests when counting all main, faction, side, and miscellaneous quests with unique objectives and narratives. This excludes radiant quests, which generate infinitely and would make the total meaningless.
Here’s the breakdown:
- Main Questline: 18 quests
- Faction Quests: 87 quests across all major guilds and the Civil War
- Side Quests: 43 quests
- Daedric Quests: 15 quests
- Miscellaneous Quests: 110 finite tasks (excludes radiant repeats)
The exact count varies slightly depending on whether certain branching paths are counted as separate quests. For example, the Civil War has different quest chains for Stormcloaks versus Imperials, but most databases count these as single entries with branches.
DLC and Expansion Quest Additions
The three official DLCs add 62 additional quests to the total:
Dawnguard contributes 23 main quests (split between Dawnguard and Vampire paths) plus several side quests, bringing its total to approximately 28 quests.
Dragonborn adds 29 main story quests along with side content, totaling roughly 34 quests.
Hearthfire doesn’t include traditional quests but adds home-building activities tracked as miscellaneous objectives.
When combining base game and all DLC, the finite quest count reaches approximately 335 quests. This number represents every completable, non-radiant quest in The Elder Scrolls V: Skyrim – Special Edition and Anniversary Edition as of 2026. Radiant quests remain separate since they loop indefinitely and don’t contribute to completion percentages in any meaningful tracking system.
Main Questline: Dragonborn’s Destiny
The Main Questline consists of exactly 18 quests that follow the Dragonborn’s journey from prisoner to dragon-slaying hero. This storyline is mandatory for anyone wanting to experience Skyrim’s core narrative about Alduin and the return of dragons.
Key quests include:
- Unbound: The tutorial escape from Helgen
- Bleak Falls Barrow: Retrieving the Dragonstone
- Dragon Rising: First dragon encounter at the Western Watchtower
- The Way of the Voice: Journey to High Hrothgar
- Alduin’s Wall: Discovering ancient Blades secrets
- Dragonslayer: The final confrontation with Alduin
The main quest takes roughly 8-12 hours for speed runners, but most players spend 15-20 hours since dragon encounters and level scaling slow progress. The questline gates certain content, players can’t access Sovngarde, learn all three words of several shouts, or trigger specific dragon priest encounters without advancing the main story.
Interestingly, Skyrim allows nearly complete freedom to ignore the main quest. Players can join every faction, explore the entire map, and complete most side content without ever visiting the Greybeards. But, dragons won’t appear at word walls until after completing “Dragon Rising,” which locks some shout progression behind that early main quest.
Faction Questlines: Join the Major Guilds and Organizations
The Companions
The Companions storyline contains 16 quests centered around Jorrvaskr and the werewolf curse. This warrior guild in Whitewater offers the lycanthropy mechanic and access to the beast form transformation.
Notable quests:
- Take Up Arms: Initial recruitment
- The Silver Hand: Confronting werewolf hunters
- Glory of the Dead: Final confrontation and cure option
The Companions line takes about 5-7 hours and rewards the Wuuthrad battleaxe plus consistent income from radiant jobs. Players can cure their lycanthropy or keep it permanently, both options remain viable depending on build preferences.
The Thieves Guild
The Thieves Guild features 25 quests in its main storyline, plus an additional 20 radiant jobs required to restore the guild to full power. This makes it the longest faction questline by quest count.
Core progression:
- A Chance Arrangement: Introduction through Brynjolf
- Loud and Clear: First heist for Mercer Frey
- The Pursuit: Discovering Mercer’s betrayal
- Darkness Returns: Restoring the Skeleton Key to the Twilight Sepulcher
After completing the main story, players must finish five radiant jobs in each major hold (Markarth, Solitude, Whitewind, Windhelm) to unlock special reputation quests. Full guild restoration takes 15-20 hours and unlocks the Guild Master armor set, one of the best light armor collections in the base game. Many players appreciate the Skyrim strategies involved in maximizing stealth builds through this faction.
The Dark Brotherhood
The Dark Brotherhood questline includes 28 quests counting contracts and story missions. This assassination guild offers some of Skyrim’s darkest storytelling and most memorable characters.
Key moments:
- Innocence Lost: Initiating contact with the Brotherhood
- With Friends Like These…: The cabin test
- Breaching Security: Infiltrating the Emperor’s security
- Hail Sithis.: Completing the Emperor contract
Players can also destroy the Dark Brotherhood instead by killing Astrid during the cabin test, which triggers a short alternative quest called Destroy the Dark Brotherhood. This path only awards 3,000 gold and closes off all Brotherhood content permanently.
The full Brotherhood storyline takes 8-10 hours and rewards Shadowmere, one of the fastest and most durable mounts in the game, plus the unique Blade of Woe dagger.
The College of Winterhold
The College of Winterhold offers 13 quests focused on magic, ancient artifacts, and the Eye of Magnus. This is the shortest major faction line but provides essential access for mage builds.
Main quests:
- First Lessons: Entry exam and ward training
- Hitting the Books: Researching the Eye of Magnus
- Revealing the Unseen: Tracking down the Staff of Magnus
- The Eye of Magnus: Final battle against Ancano
Completion takes roughly 5-6 hours and grants the Archmage’s Robes and access to exclusive master-level spell tomes. The College also provides the only legitimate way to obtain several destruction and conjuration spells in the base game.
Civil War Questline
The Civil War consists of 14 quests if players complete the full storyline for either the Stormcloaks or the Imperial Legion. Choosing a side is optional but dramatically changes hold guards, jarls, and certain NPC dialogues.
Stormcloak path highlights:
- Joining the Stormcloaks: Enlisting at Windhelm
- The Battle for Whiterun: First major siege
- Battle for Solitude: Final assault on the Imperial capital
Imperial path:
- Joining the Legion: Enlisting at Solitude
- The Battle for Whiterun: Defending the city
- Battle for Windhelm: Final siege against Ulfric Stormcloak
Completing the war takes 6-8 hours depending on how many side battles players engage in. The Season Unending quest offers a temporary peace treaty if players want to delay the war until after defeating Alduin.
Side Quests: Exploring Skyrim’s Hidden Stories
Side quests number 43 distinct missions in the base game, ranging from simple fetch tasks to multi-part adventures with their own narrative arcs. These quests aren’t tied to major factions but often reveal interesting lore or unique rewards.
Notable examples include:
- The Wolf Queen Awakened: Investigating Potema’s haunting in Solitude
- Lights Out.: Helping a lighthouse keeper (or discovering his dark secret)
- A Night to Remember: The infamous drinking contest with Sanguine
- Kyne’s Sacred Trials: Hunting legendary animals across Skyrim
- The Man Who Cried Wolf: Investigating Ragnvald and the dragon cult
Some side quests unlock powerful items. Forbidden Legend rewards the Gauldur Amulet, one of the best necklaces for any build. Lost to the Ages (from Dawnguard) grants access to Aetherium crafting.
Side quests typically take 15-30 minutes each, though some like The Forsworn Conspiracy can extend to an hour when including the connected No One Escapes Cidhna Mine quest. According to detailed tracking from RPG Site, side quest completion rates average around 60% among players who finish the main story, suggesting many discover these missions organically rather than systematically hunting them.
Unlike radiant tasks, side quests have fixed start conditions, unique dialogue, and permanent completion status. They’re essential for players targeting 100% quest completion or specific achievement unlocks.
Daedric Quests: Serving the Princes of Oblivion
Daedric quests total exactly 15 missions, each tied to one of the Daedric Princes from Elder Scrolls lore. These quests typically reward unique Daedric artifacts, weapons or armor with special enchantments unavailable elsewhere.
The full list:
- The Break of Dawn (Meridia) – Dawnbreaker sword
- The Cursed Tribe (Malacath) – Volendrung warhammer
- A Daedra’s Best Friend (Clavicus Vile) – Masque of Clavicus Vile or Rueful Axe
- Discerning the Transmundane (Hermaeus Mora) – Oghma Infinium
- The House of Horrors (Molag Bal) – Mace of Molag Bal
- Ill Met By Moonlight (Hircine) – Savior’s Hide or Ring of Hircine
- The Mind of Madness (Sheogorath) – Wabbajack staff
- The Only Cure (Peryite) – Spellbreaker shield
- Pieces of the Past (Mehrunes Dagon) – Mehrunes’ Razor
- A Night to Remember (Sanguine) – Sanguine Rose staff
- The Black Star (Azura) – Azura’s Star or Black Star
- Boethiah’s Calling (Boethiah) – Ebony Mail armor
- The Taste of Death (Namira) – Ring of Namira
- The Whispering Door (Mephala) – Ebony Blade
- Waking Nightmare (Vaermina) – Skull of Corruption staff
Most Daedric quests have level requirements, players can’t start several until reaching level 20 or higher. The Whispering Door requires completing Dragon Rising first, while Discerning the Transmundane intersects with the main questline at Alftand.
These quests average 30-45 minutes each and provide some of the most memorable moments in Skyrim. The Oghma Infinium exploit (patched in later versions) famously allowed infinite skill leveling. Current versions limit it to a one-time +5 boost to six skills in a chosen path.
Completing all 15 Daedric quests unlocks the Oblivion Walker achievement, which requires collecting 15 Daedric artifacts in a single playthrough, tricky since some quests offer choices that prevent artifact collection.
Miscellaneous and Radiant Quests Explained
What Are Radiant Quests?
Radiant quests are procedurally generated missions that cycle indefinitely with randomized locations and objectives. Bethesda implemented this system to provide endless content, but it complicates quest counting since they technically never stop.
Common radiant quest types:
- Bounty quests: Kill a bandit leader, giant, or dragon at a random location
- Thieves Guild jobs: Burglary, bedlam, fishing, shill, sweep, and numbers jobs
- Companions radiant work: Clear a location, rescue missions, animal extermination
- College of Winterhold fetch quests: Retrieve random items for instructors
- Dark Brotherhood contracts: Optional assassination targets from the Night Mother
Radiant quests use the game’s location and NPC database to generate objectives. A bounty might send players to Clear Valtheim Towers one time and Cragslane Cavern the next. The quest structure stays identical: only the target changes.
How Radiant Quests Affect Total Quest Count
Because radiant quests loop infinitely, they’re excluded from official quest counts. But, some radiant quests are prerequisite-locked and count toward faction progression.
For example:
- Thieves Guild reputation quests require completing 20 specific radiant jobs (5 per city)
- Companions radiant quests unlock werewolf transformation
- College of Winterhold occasionally gates progression behind a radiant fetch task
Quest tracking databases like UESP separate finite quests from radiant tasks to avoid inflating totals. The journal in-game doesn’t distinguish between the two, which confuses players trying to track completion.
A completionist playthrough requires finishing all finite miscellaneous quests (about 110 in the base game) but can ignore radiant loops except where they’re mandatory for faction reputation or achievements. Players often use the beginner-friendly approaches to understand which tasks actually matter for full completion versus endless grinding.
DLC Questlines: Dawnguard, Dragonborn, and Hearthfire
Dawnguard Quest Count
Dawnguard introduces 28 quests split between two major faction paths: siding with the vampire-hunting Dawnguard or joining the vampires under Lord Harkon.
Dawnguard faction:
- Dawnguard: Initial recruitment
- Awakening: Investigating Dimhollow Crypt
- Bloodline: Choosing to side with the Dawnguard
- Prophet: Rescuing Dexion Evicus
- Kindred Judgment: Final assault on Castle Volkihar
Vampire faction:
- Bloodline: Choosing to become a Vampire Lord
- The Bloodstone Chalice: Proving loyalty to Harkon
- Touching the Sky: Retrieving Auriel’s Bow
- Kindred Judgment: Defending Castle Volkihar
Both paths converge at several quests but offer unique missions and rewards. The Dawnguard path grants enhanced crossbows and Dawnguard armor, while the vampire route provides full Vampire Lord skill progression and castle upgrades.
Dawnguard also adds side content including the Lost to the Ages quest (Aetherium Forge) and several radiant missions for either faction. Total completion time runs 12-15 hours. The expansion remains essential for players interested in vampirism or crossbow builds, which weren’t available in the base game.
Dragonborn Quest Count
Dragonborn adds 34 quests centered on Solstheim and the first Dragonborn, Miraak. This expansion provides the most substantial lore additions to the main story.
Key quests:
- Dragonborn: Initial contact with the cultists
- The Temple of Miraak: First encounter with Miraak’s influence
- The Path of Knowledge: Learning bend will from Hermaeus Mora
- At the Summit of Apocrypha: Final battle against Miraak
Dragonborn also includes faction content for the Thieves Guild (additional storyline quests in Solstheim) and unique side quests like Unearthed (investigating Kolbjorn Barrow) and The Final Descent (exploring Bloodskal Barrow).
The expansion introduces dragon riding after completing the main Dragonborn questline and learning all three words of Bend Will. This remains one of Skyrim’s most requested features, finally delivered through DLC.
Players can access Dragonborn content immediately by traveling to Solstheim via boat from Windhelm, though tackling Miraak at low levels is inadvisable, he scales to the player but has a minimum level floor that makes early confrontation difficult. Most guides recommend starting Dragonborn around level 25-30.
Hearthfire Activities
Hearthfire doesn’t include traditional quests but adds home-building mechanics through miscellaneous objectives. Players can purchase three plots of land (Heljarchen Hall, Lakeview Manor, Windstad Manor) and construct custom homes with crafting stations, enchanting towers, alchemy labs, and other additions.
Hearthfire activities tracked as objectives:
- Purchasing land from hold jarls
- Building house foundations and main halls
- Adding wings (bedroom, armory, alchemy tower, etc.)
- Adopting children (up to two)
- Hiring stewards and bards
While these don’t count as quests in the traditional sense, the game tracks them as miscellaneous objectives. Completionists need to build all three homes and adopt children to hit 100% miscellaneous task completion. According to Twinfinite, Hearthfire remains popular for players interested in crafting and base-building but frustrates achievement hunters due to the material grinding required for full construction.
How Long Does It Take to Complete All Skyrim Quests?
Completing all finite quests in Skyrim (base game plus DLC) requires approximately 150-200 hours depending on playstyle, fast travel habits, and whether players pursue radiant quest chains.
Breakdown by category:
- Main Questline: 15-20 hours
- All Faction Quests: 40-50 hours (including radiant requirements for Thieves Guild)
- Side Quests: 20-30 hours
- Daedric Quests: 8-12 hours
- Miscellaneous Quests: 30-40 hours
- DLC Content: 30-40 hours combined
These estimates assume moderate efficiency, players who meticulously explore every location, read all books, and engage in crafting loops can easily push the total past 300 hours.
Speedruns targeting 100% quest completion clock in around 120 hours with optimized routing and extensive fast travel. Casual players who discover content organically typically hit 180-220 hours for full quest completion.
The radiant quest problem complicates true 100% runs. Since radiant quests loop infinitely, they’re excluded from completion metrics. But, radiant quests required for faction progression (Thieves Guild reputation, for example) do count and can add 10-15 hours to the total.
Players should also account for quest bugs. Several quests in Skyrim have infamous glitches that can block completion:
- Blood on the Ice (Windhelm murder mystery) frequently bugs if started at the wrong stage
- The Wolf Queen Awakened sometimes fails to trigger properly
- Civil War questlines can break if players complete Season Unending incorrectly
Community patches and the Unofficial Skyrim Special Edition Patch (USSEP) fix most major quest bugs, but console players on unmodded versions may encounter issues that prevent 100% completion.
For players interested in efficient quest routing, the essential guide tips help optimize progression and avoid common pitfalls that waste time.
Tips for Quest Completionists and Achievement Hunters
Pursuing 100% quest completion in Skyrim requires planning and attention to missable content. Here’s what matters:
Track Quest Progression Externally
The in-game journal doesn’t distinguish between finite and radiant quests, making it unreliable for completion tracking. Use external resources:
- UESP (Unofficial Elder Scrolls Pages): Comprehensive quest lists with completion criteria
- Quest tracking spreadsheets: Community-created Google Sheets templates
- Achievement tracker mods (PC only): Automatically flag incomplete quests
Watch for Mutually Exclusive Quests
Some quests lock out others:
- Joining the Imperials or Stormcloaks locks the opposite faction’s questline
- Destroying the Dark Brotherhood eliminates 27 quests
- Season Unending becomes unavailable if the Civil War is completed before the main quest reaches that point
- Certain Daedric quest choices prevent artifact collection needed for Oblivion Walker
Players chasing all achievements need multiple playthroughs to experience locked content.
Prioritize Finite Miscellaneous Quests
Miscellaneous quests clutter the journal and many are radiant. Focus on the 110 finite miscellaneous tasks that actually count toward completion. These include:
- Dungeon clearing quests with unique objectives
- Item delivery quests from named NPCs
- Temple blessings and religious tasks
Radiant bounties, dungeon-clearing requests from jarls, and Companions work board tasks can be ignored unless required for faction progression.
Level Before Starting Daedric Quests
Many Daedric quests have level requirements, but several reward items that scale to the player’s level when acquired. For maximum effectiveness:
- Wait until level 46+ to complete The Black Star for a leveled enchanted weapon reward
- Complete Ill Met By Moonlight at higher levels for better Savior’s Hide stats
- Oghma Infinium is most valuable when used on skills near level 90 to push them toward 100
Conversely, some Daedric artifacts don’t scale, so early completion doesn’t penalize players.
Back Up Saves Before Major Decisions
Skyrim’s autosave and quicksave systems can overwrite important decision points. Manually save before:
- Choosing Civil War factions
- Deciding Dawnguard vs. Vampire path
- Daedric quest choices that affect artifact collection
- Potentially bugged quests (Blood on the Ice, especially)
Console players should use multiple manual save slots to preserve branching options.
Use Community Patches (PC)
The Unofficial Skyrim Special Edition Patch (USSEP) fixes hundreds of quest bugs that can block completion. Console players have access to this through Bethesda.net mod support on Xbox and PlayStation.
Other helpful mods for completionists:
- Even Better Quest Objectives: Clarifies vague quest instructions
- Quest Debugger: Allows manual quest stage advancement if bugs occur
- Completionist Checklist: Adds in-game menus tracking all collectibles and quests
Optimize Faction Quest Order
Some faction quests overlap or interfere:
- Complete Thieves Guild before Civil War to avoid questline conflicts in certain holds
- Finish College of Winterhold early for Master spell access
- Save Dark Brotherhood for mid-game (requires 10+ Speech or prior assassination experience)
The top content strategies often recommend tackling Companions early since their questline is short and provides useful shouts and equipment.
Don’t Stress Radiant Quests
Radiant quests are infinite and don’t count toward completion. The only exceptions:
- Thieves Guild reputation quests (20 specific radiant jobs)
- Companions radiant work (a few required for progression)
- Misc radiant tasks that unlock unique rewards
Ignore the endless bounty and fetch quests that clutter the journal. They’re designed to provide content after main questlines are exhausted but aren’t required for completionist goals.
Players can also reference the memorable moments other completionists highlight to avoid missing standout content during marathon runs.
Conclusion
Skyrim’s quest catalog totals approximately 335 finite quests when combining the base game and all three DLCs. This count includes main story missions, faction questlines, side quests, Daedric missions, and miscellaneous tasks, but excludes the infinite radiant quest loops that exist solely to extend gameplay.
For players targeting full completion, expect to invest 150-200 hours to experience everything Skyrim offers. That number climbs significantly if pursuing all achievements across multiple playthroughs or engaging with radiant content for faction reputation.
The beauty of Skyrim’s quest design lies in its flexibility. Players can ignore the main story entirely, focus exclusively on faction content, or systematically clear every marker on the map. More than a decade after release, the quest variety continues to support endless playstyles, whether that’s a stealth archer methodically hunting Daedric artifacts or a two-handed warrior blazing through the Companions storyline for the tenth time.







