
Skyrim Beginner Guide: Best Race, Stone, and Early Choices
A plain beginner's look at Skyrim races, standing stones, skill leveling, first quests, and the early mistakes that trip up new players.
So Skyrim just dumped you off a cart and into a dragon attack, and the game isn't going to explain much after that. Race, standing stones, perk points, which quest to do first. It leaves all of it in your lap. Here's the short version of every choice that matters in the first stretch, with real numbers attached, so your early hours go smooth instead of sloggy.
One nice thing up front: almost none of this is locked in forever. Race is the only truly permanent pick. Stones swap whenever you feel like it, wasted perks sting but can be clawed back much later, and the world doesn't punish you for wandering off script.
Choosing Your Race and Traits
Reality check first: races matter way less in Skyrim than in the older Elder Scrolls games. Every race gets a +10 head start in one skill and +5 in five others, and those bonuses wash out by the mid game because every skill caps at 100. Any race can be a mage, a sneak, or a hammer-swinging maniac. What actually separates the ten options is the package deal. The "traits" come in two flavors: an always-on passive bonus, and one power you can pop once a day.
| Race | Always On | Once-a-Day Power | | --- | --- | --- | | Argonian | 50% disease resist, waterbreathing | Histskin: health regenerates 10x faster for 60 sec | | Breton | 25% magic resist | Dragonskin: absorb 50% of magicka from hostile spells for 60 sec | | Dark Elf | 50% fire resist | Ancestor's Wrath: nearby foes take 8 fire damage per second for 60 sec | | High Elf | +50 magicka | Highborn: magicka regenerates 25x faster for 60 sec | | Imperial | Finds more gold in the world | Voice of the Emperor: calms nearby people for 60 sec | | Khajiit | Claws worth 12 unarmed damage | Night Eye: night vision, usable several times a day | | Nord | 50% frost resist | Battle Cry: enemies flee for 30 sec | | Orc | Blood-Kin status with orc strongholds | Berserker Rage: deal double damage, take half damage, for 60 sec | | Redguard | 50% poison resist | Adrenaline Rush: stamina regenerates 10x faster for 60 sec | | Wood Elf | 50% poison and disease resist | Command Animal: turns one animal into an ally for 60 sec |
So which one's actually best? Depends on what you plan to swing.
If you're going melee
Take the Orc. Berserker Rage is the strongest racial power in the game, full stop. Double damage out, half damage in, for a full minute. That's a boss-killer button, and it works just as well at level 2 as at level 40. Nords are a comfy second pick for a first playthrough, since 50% frost resist is permanent and Skyrim is lousy with ice-wielding draugr and frost mages.
If you're going mage
High Elf. That +50 magicka is a big deal in the early hours when your pool is tiny, and Highborn basically refills the tank mid-fight. Bretons work great too, and they start with a free Conjure Familiar spell. Honestly, the Breton passive might be the best always-on bonus of the bunch: 25% magic resist never stops working, in every fight, and it stacks toward the 85% resist cap with things like the Lord Stone (another 25%) and the Agent of Mara reward (15%) later on. You can sit at 65% before touching a single enchantment.
If you're sneaking or just surviving
Khajiit claws hit for 12, which beats most starter weapons before real gear shows up, and Night Eye is the only racial power with multiple uses per day. Argonians get Histskin, a genuine get-out-of-death card, plus waterbreathing for every frozen river you'll inevitably fall into. Both are fun. Neither breaks the game.
Small footnote: High Elves are also the tallest race, and run speed is tied to height, so an elf in robes is quietly the fastest character on foot. Skyrim's weird like that.
One more choice people stress over: Hadvar or Ralof in the tutorial. It colors your opening hour and hands out slightly different loot along the way. You can still join either side of the civil war later no matter who you followed out of Helgen, so go with whoever you like more.
Standing Stones Worth Picking
Standing Stones are glowing shrines scattered across the map. Touch one and you get its blessing. Only one works at a time, and swapping is free and unlimited, so treat them like a loadout slot rather than a lifelong decision.
The Guardian Stones
You'll walk right past these three after the tutorial. They sit together in a circle on the road from Helgen to Riverwood, hard to miss. Each one makes a whole family of skills level 20% faster:
- Warrior Stone: combat skills, including Smithing, but not Archery
- Mage Stone: all magic skills, including Enchanting
- Thief Stone: stealth skills, including Archery and Alchemy
Yes, Archery counts as stealth here even though the skill menu files it under combat. Plenty of archers sit on the Warrior Stone for half the game without noticing. Grab the one matching your build and park on it. Faster skill-ups turn into levels, levels turn into perk points, and perk points turn into damage.
The Lover Stone
This one sits northeast of Markarth, up past Kolskeggr Mine. Every skill improves 15% faster, all the time. The catch: while it's active you can't get sleep bonuses at all, so the math comes out roughly even with a Guardian Stone plus a good night's rest. Take the Lover if you're leveling a real mix (say swords plus spells plus sneak), since a 20% boost to one family stops paying off once you spread out.
The comfort and tank picks
- Lady Stone: health and stamina regenerate 25% faster. Not flashy at all, but really nice for melee characters who sprint and swing constantly. It's on an island in Lake Ilinalta, a short walk from the Guardian Stones.
- Lord Stone: 50 points of armor plus 25% magic resist. On a Breton that's 50% magic resist before any gear. Defensive builds and higher difficulties love this one.
- Steed Stone: +100 carry weight, and worn armor becomes weightless with no speed penalty. It's a hike, way up northwest of Solitude, but it deletes your encumbrance problems for a long while.
The weird ones
The Atronach Stone hands you +50 magicka and 50% spell absorption, so hostile spells just vanish half the time. The price: your magicka regenerates 50% slower, and in the unpatched game there's a bug where about half your own summoning casts fizzle too. Conjurers should skip it.
The rest are once-a-day toys. The Shadow Stone turns you invisible for 60 seconds. The Tower Stone pops any lock up to Expert for free. The Ritual Stone raises every corpse near you to fight on your side. The Serpent Stone paralyzes someone at range for 5 seconds. Fun, situational, and none of them worth crossing the map for at level 3.
Major and Minor Skills Explained
If you're coming from Morrowind or Oblivion, here's the big change: Skyrim threw out classes. There's no picking major and minor skills at character creation anymore, no tagged list that levels faster than the rest. All 18 skills start at 15 (plus your race's head start) and every single one levels the same way, by getting used.
So "major and minor" is your decision now, not the game's. Majors are the trees you spend perk points in. Minors are everything you merely dabble in.
How levels actually work
Every skill-up feeds your character level. A skill going from 20 to 21 hands you 21 character XP, because the new skill level is the XP. Each character level costs (your level + 3) × 25 XP to reach. Level 1 to 2 costs 100 XP, so five or six cheap early skill-ups. Level 49 to 50 costs 1,300. Two things fall out of that:
- Early levels come fast. One dungeon run can pop two of them.
- Pushing a high skill pays more than grinding a low one. Sneak climbing from 40 to 41 is worth more than Alchemy crawling from 15 to 16.
Each level-up lets you add 10 points to health, magicka, or stamina (pick one) and gives you exactly one perk point. That's the whole economy of the game. There are 251 perk ranks out there and one point per level, so you're always broke for perks. Spend like it matters.
Picking your trees
For your first 15 levels or so, commit to two or three trees max. A sword-and-board character wants One-handed, Block, and one armor skill. A mage picks a school or two, plus Enchanting on the side. Put your early points into the damage nodes first; the flavor perks can wait.
Keep Smithing going as a side habit no matter the build. Sharpening a weapon at a grindstone or improving armor at a workbench works with zero perks, and it's free damage for the iron gear you already own. The material perks later on let you push gear twice as far, and one perk (Arcane Blacksmith, at 60 Smithing) unlocks improving enchanted gear. Just know that smithing experience scales with the value of what you make since patch 1.5, so iron dagger spam is mostly dead. Craft jewelry instead when you find gold ore.
Speeding it all up
Stack your bonuses. A Guardian Stone's 20% multiplies with sleep: any bed gives Rested (5% faster skill-ups), an owned or rented bed gives Well Rested (10%), and sleeping next to your spouse gives Lover's Comfort (15%). A 20% stone plus Well Rested isn't 30%, it's 1.2 × 1.1, so about 32%. The bonus lasts 8 in-game hours. Two things block it: the Lover Stone, and being a werewolf. Companions fans lose that particular perk of bedtime.
Trainers can pump a skill five times per character level, and unused sessions don't carry over. It costs gold, but early gold is better spent on training than on vendor gear anyway.
And the classic: Faendal in Riverwood. Finish A Lovely Letter in his favor and he'll follow you. He's an archery trainer, up to skill 50. Pay him for training, then open trade and simply take your gold back out of his inventory. That's effectively free archery to 50, plus a follower to carry your loot. Sven's feelings are the only casualty.
First Quests to Prioritize
The main story through High Hrothgar
Follow the main quest for the first stretch. It's a guided tour of the game's best systems and it pays out fast:
- Unbound and Before the Storm: tutorial, then Riverwood. Loot the keep on your way out.
- Bleak Falls Barrow: grab the Dragonstone for the Jarl, and the word wall at the end teaches Fus, your first word of Unrelenting Force. The Golden Claw business for Lucan resolves on the same trip.
- Dragon Rising: your first dragon kill, your first soul absorbed, and Lydia as your housecarl. Fair warning, random dragon attacks across the map start after this.
- The Way of the Voice: the 7,000 Steps up to the Greybeards. They teach you the second word of Unrelenting Force plus a word of Whirlwind Sprint. There's a frost troll on the path; fire kills trolls, and so does sneaking past at night.
- The Horn of Jurgen Windcaller (suggested level 6): Ustengrav, north of Morthal. Take a carriage to Morthal and walk northeast from there. You come back with the final word of Unrelenting Force, plus Become Ethereal off a word wall inside, and formal recognition as Dragonborn.
After that, the main quest takes the training wheels off and you're free to ignore it for 60 hours. That's the Skyrim way.
Buy the house
Here's the sneaky-good reward nobody mentions: finishing Bleak Falls Barrow unlocks the right to buy Breezehome in Whiterun from the steward, Proventus Avenicci, for 5,000 gold. It's the cheapest house in the game, it sits just inside Whiterun's gate next to the blacksmith, and its storage never resets. That last part matters. Random chests and barrels out in the world will eventually eat whatever you stash in them. Breezehome's containers are safe forever. The first 5,000 gold you scrape together goes here, no contest.
Faction starts
- Companions (Jorrvaskr in Whiterun): the easiest guild to join early, with a melee-friendly questline and tough followers. It starts basically the moment you walk in the door.
- College of Winterhold: all the way north. Faralda stops you at the bridge and asks you to cast a spell, and she'll sell you one for next to nothing if you can't. Mages get a room, free spells, and vendors here.
- Thieves Guild (Brynjolf in Riften's market): do this before building a stolen-goods empire. A fence is the only merchant who buys stolen items, so until you join, stolen loot is dead weight in your bag.
- Civil war (Solitude or Windhelm): genuinely no rush. It gates nothing early, and the battles are more fun when you're stronger.
Early Mistakes to Avoid
Leveling only crafting skills
The classic trap. Enemies scale to your level, and a level is a level whether it came from swinging swords or smithing daggers. Grind Smithing, Speech, and Enchanting up to 50 while your One-handed sits at 20, and the bandits you meet will outclass you badly. Keep at least one combat skill moving alongside the crafting.
Sprinkling perk points everywhere
One point per level, forever. Refunds are rough: you either push a skill to 100 and make it Legendary (which resets it to 15), or finish enough of the Dragonborn DLC to respec a tree for a dragon soul. Neither route is quick. Two or three trees, damage perks first, no impulse buys.
Never sleeping
It's a free 5-10% skill XP every single day, and most players sleep maybe twice a run. Any bed works. Just remember the Lover Stone blocks the bonus, and werewolves never get one at all.
Grabbing everything that isn't nailed down
You will get over-encumbered. Then you can't sprint or fast travel, so you're power-walking to town with a sofa in your pack. Loose rule: take stuff worth roughly 10x its weight in gold (jewelry, gems, potions, light weapons). Leave the iron maces and the tankards. A follower carries your overflow, and Breezehome holds the rest.
Picking a fight with a giant
They herd mammoths out in the plains and look like just another enemy. They aren't. Giants sit somewhere in the low 30s for level, and their overhead swing launches you into the stratosphere. It's funny exactly once. Quicksave first, at least.
Trusting autosave
Autosaves fire mostly on zone changes. Out in the wild you can go an hour with nothing saved, and a draugr boss with a two-handed swing will happily teach you that lesson. Hit quicksave (F5 on PC) like a nervous habit, and keep a few rotating manual saves too. This is an old game with old-game bugs, and saves are your only undo button.
Stealing with nowhere to sell
Stolen goods are worthless until a fence exists, and the Thieves Guild runs the fences. Worse, getting caught means a bounty in that hold, and guards don't forget. Steal selectively, join the Guild early if thieving is your plan, and don't clean out a shop your first night in town.
Attacking the chicken in Riverwood
A rite of passage, apparently. Livestock belongs to people, and the whole town will absolutely turn on you over one dead chicken. Same rule for anything with an owner: swinging at it in front of witnesses costs you a bounty.
Hoarding potions for later
Later never comes. Skyrim buries you in potions, and a fight you win because you drank three of them is still a fight you win. Save the genuinely rare ones if you like, but drink the rest.
If you take one money lesson from all this, make it this: Breezehome at 5,000 gold and Faendal's free archery training are the two best deals in the early game, and both are sitting in the first two towns you'll ever visit.