This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | The Elder Scrolls III: Morrowind | | Game of the Year Edition | | | o======================================================================o "Beating Morrowind in ______ Easy Steps!" Version 1.00 Written by: Travis Whitsitt (tarvis79) Email: traviswhitsitt (at) gmail (dot) com If you're going to email me about this guide, make sure you put "MORROWIND" in the title, or I'll probably end up deleting it as junk. Guide Information <----------------------------------------------------------------------> This FAQ was made in Notepad, and is best viewed in a simple text editor. The default text is Lucida Console at size 10 font, but any fixed-width font will work... if not with the intended aesthetics intact. Note that this is an incredibly large FAQ, and depending on your computer, internet speed, and the restlessness of computer gremlins, you may have to refresh this file several times to get the whole thing to load. Look for the ***END OF FILE*** line at the bottom to ensure you've got the whole thing. Legal <----------------------------------------------------------------------> I have no affiliation with Bethesda Softworks or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. tarvis79 on YouTube <----------------------------------------------------------------------> Text just doesn't cut it for you? You ever wish you could watch Travis play, and hear his soothing voice as he enlightened you with gaming wisdom? Your wish has been granted. Check out the tarvis79 YouTube channel at http://www.youtube.com/user/tarvis79 for video walkthroughs and gameplay videos. Table of Contents (*Coming Soon/Incomplete) o======================================================================o >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<< I. Introduction {INT001} 1. tarvis79 on YouTube {INT002} 2. Using this FAQ {INT003} 3. Items {INT004} 4. Rewards {INT005} 5. Mods {INT006} 6. Options {INT007} 7. Difficulty Settings {INT008} 8. Playthrough Notes {INT009} II. Character Creation {CHR001} 1. Fixed Attributes {CHR002} 2. Derived Attributes {CHR003} 3. Skills {CHR004} 4. Leveling {CHR005} 5. Races {CHR006} 6. Classes {CHR007} 7. Birthsigns {CHR008} 8. Optimized Build {CHR009} 9. Equipment Notes {CHR010} III. Spells {SPL001} 1. Alteration {SPL002} 2. Conjuration {SPL003} 3. Destruction {SPL004} 4. Illusion {SPL005} 5. Mysticism {SPL006} 6. Restoration {SPL007} IV. General Tips {TIP001} >>>>>>>>>>>>>>>>MAIN WALKTHROUGH*<<<<<<<<<<<<<<< Imperial Prison Ship {WLK001} Seyda Neen & Wilderness {WLK002} Pelagiad & Wilderness {WLK003} Suran & Wilderness {WLK004} Balmora & Wilderness {WLK005} Hla Oad & Wilderness {WLK006} Vivec & Wilderness {WLK007} Ebonheart & Wilderness {WLK008} Caldera & Wilderness {WLK009} Gnaar Mok & Wilderness {WLK010} Ald'Ruhn & Wilderness {WLK011} Maar Gan & Wilderness {WLK012} Urshilaku Camp & Wilderness {WLK013} Khuul & Wilderness {WLK014} Ald Velothi & Wilderness {WLK015} Gnisis & Wilderness {WLK016} Ghostgate & Wilderness {WLK017} Dagon Fel & Wilderness {WLK018} Ahemmusa Camp & Wilderness {WLK019} Zainab Camp & Wilderness {WLK020} Vos & Tel Vos {WLK021} Tel Mora & Wilderness {WLK022} Tel Aruhn & Wilderness {WLK023} Tel Fyr & Wilderness {WLK024} Sadrith Mora & Wilderness {WLK025} Molag Mar & Wilderness {WLK026} Erabenimsun Camp & Wilderness {WLK027} Tel Branora & Wilderness {WLK028} Progressing the Main Quest {WLK029} Tribunal {WLK030} Bloodmoon {WLK031} >>>>>>>>>>>>>>LISTS AND APPENDICES*<<<<<<<<<<<<< V. Items* {ITM001} VI. Bestiary* {BST001} VII.Updates/Thanks {UPD001} Note: When searching for items in the FAQ, be sure to include the {} brackets. When I reference other parts of the FAQ outside of the index, I put them in [] brackets, so as to make general searches using the index more efficient. For example, when I refer to later parts of the Walkthrough in the Walkthrough, I'll refer to those referred sections as [WLK###], when it should be understood to search for {WLK###}. This is an organizational scheme used to prevent you from having to scroll through several referential brackets in order to find what you're looking for, as I reference other parts of the FAQ very frequently in this guide. *In Progress o======================================================================o | | | Introduction {INT001} | | | o======================================================================o Welcome to the tarvis79 guide "Beating Morrowind in _____ Steps" of varying length, complexity, and importance! I love the Elder Scrolls games, I won't even try to hide it. This is my first FAQ, and it's certainly a massive endeavor. This guide is built right on top of a template established by the inestimable Haeravon. I find his formatting and organizational skills impeccable, and the actual structure of the guide is owed entirely to him. Naturally, I have made changes where necessary, but I would be remiss not to give credit where it is most certainly due. In that vein, it is critical to acknowledge the biggest source of information about this game out there: the UESPWiki. Almost any pure information in this guide, like statistics, spell effects, locations, and what have you comes straight from that website. A few things they didn't have came from the Elder Scrolls Wiki. The character optimization information and the actual route through the game are my original contributions to the world of information about Morrowind that's out there in the status quo. tarvis79 on Youtube {INT002} o======================================================================o I actually began with a YouTube channel, performing video walkthroughs of the Thief, System Shock, Deus Ex, and Bioshock series before getting around to Elder Scrolls. I am currently working on a Skyrim playthrough, but I find that for my own purposes, I actually prefer text walkthroughs to video walkthroughs. If this goes well, I'll probably do text walkthroughs for all the games currently on YouTube, and I'll eventually do a Let's Play of Morrowind on the channel. However, sometimes it gets tiresome having to wait to play a game because you need time to process and upload video segments, and you cannot neglect to record any portion of your playthrough. I've been playing Morrowind in my downtime, and because I enjoy it so much and I find there's a total absence of usable walkthroughs on the Internet (more on that later), I decided to make this my first text guide. Huzzah! Using this FAQ {INT003} o======================================================================o Below I will list some of my quirks, organizational methods, and various other tidbits that will help you navigate this guide. For starters, during the main FAQ I'll break up the various chapters and organizational components of the guide with a large heading: o======================================================================o | | | Large Heading | | | o======================================================================o During the FAQ, I'll break up different areas with a thick line: Thick line o======================================================================o Multiple parts of a mission in the same area will be broken up with a thin line. This breaks up the missions into a series of steps, and limits how much unbroken text you'll have to read at once. Nobody likes wordiness: Thin line <----------------------------------------------------------------------> Of course, I reserve the right to break my own rules during the FAQ... mostly due to being scatter-brained and working on the FAQ in shifts over the course of time. Life and all. So cut me some slack. Besides, this organizational scheme is mostly for consistency and ease-of-use. Sequence of Events <----------------------------------------------------------------------> Unlike literally every other Morrowind guide on the internet, this FAQ does hold your hand through the game. As I go through areas I will list what I do sequentially. To help streamline the guide and make your life easier, I've included a list of steps at the beginning of each section, so you can see in what order I am about to do things. Each different Sequence of Events is separated by a large heading, while each step is divided by a thick line (if we travel to a different area) or a thin line (if we don't.) Items {INT004} o======================================================================o Most containers in this game contain randomized loot, and as such I will have separate categories for each area. There will be a ***CONTAINERS*** category identifying any containers in an area. For randomized containers, I'll leave it at a list. If a given container does have predetermined loot in it, I'll specify that. All static loot, including fixed container rewards, will be listed in a second ***ITEMS*** category. Rewards {INT005} o======================================================================o When you complete a quest, or otherwise gain some story award, I will list it in the ***REWARDS*** section in the appropriate step in the FAQ. I WILL go out of my way to label the start, end, and intermediate progress steps of all quests, particularly any action that triggers a journal update completion. I will tell you to go activate the quest (even if you don't need to activate it to complete it), but I typically include the reward upon the quests conclusion. Where needed, I will instruct you to return to the quest's assigner. Mods {INT006} o======================================================================o For the purposes of this guide, I will assume that you are playing the game unmodified with both expansions installed and active. I will also assume that you have all of the official plugins. The easiest way to play in line with this walkthrough is to download the Game of the Year edition from GOG.com. Options {INT007} o======================================================================o Mostly, I recommend playing with the best visual settings that won't choke your machine. Morrowind is an old enough game that most people shouldn't have trouble maxing everything out. However, for those of you with older machines, I advise you to cut corners on everything else so you can maximize View Distance and AI Distance. This is important so you can identify threats when the music switches to battle mode. The only other important option is Always Use Best Attack. I actually recommend you leave this off. Depending on what kind of enemy you're battling, it sometimes behooves you to use weaker attacks so you can gain extra skill experience. For more serious threats, you'll want to maximize damage output. Accordingly, keeping the ability to vary your attack types is a good idea. Difficulty Settings {INT008} o======================================================================o The game technically has 201 difficulty settings, adjustable from -100 (easiest) to 100 (hardest), 0 being the default. The difficulty slider, much like the Luck attribute, effects every action in the game. I cannot find any good information that gives more detailed mechanics than that. Don't be a wimp; crank it to 100 at the start and don't look back. This FAQ is written on the assumption that you play at 100 Difficulty. Things will, obviously, be much easier if you do otherwise. Playthrough Notes {INT009} o======================================================================o The basic goal of this guide is to walk you through accomplishing everything you possibly can in Morrowind, from the very start at the Imperial Prison Ship through the final encounters with Dagoth Ur, Almalexia, and Hircine. All the other guides I've seen organize themselves around quests. I find that useless. The game itself tells you how to finish quests, at least in terms of laying out the steps you need to accomplish. Walkthroughs that only do that are, in my mind, useless (no offense intended to the other authors). The challenge is in deciding where to go, when to go there, and *how* to tackle each of those steps, all of which are entirely left out of the other guides I've seen for this game. Here are some particular notes on what I mean by "accomplish everything," which may be familiar to you if you've seen any of my prior work on YouTube: -Most powerful character possible. In Elder Scrolls land, this means I want every attribute at 100, every skill at 100, and to reach the maximum possible level. This aspect will be discussed in much greater detail below, in the Character Creation section. -Complete every quest. -Explore and clear every location in the game. By "clear," I mean take (or at least create the option of taking) every item, while killing every non-respawning hostile in the game. -Read every book. -Learn every spell. Don't pay trainers. Why buy training when you can level skills for free yourself? Don't mind the grind. There are a few skills that just have to be maxed to be any good, and at least two of these are necessary to stay sane- Sneak for any and all thieving, and Athletics because you start out moving about half as fast as the average slug. There are also weapons and magic schools that just don't get a lot of "natural" use. If you don't care about maxing everything, then Sneak and Athletics are probably all you need to consider grinding. Just be aware there will be plenty of it. Lots of loot is random. As such, I will write the guide around things like "best spear you've found" or "best heavy armor you've found" when talking about outfitting characters. I'll name specific gear if we've encountered a guaranteed instance of it. You can eventually find guaranteed instances of all the final gear I target, save one item that must come from a random drop. I'll discuss this more in the Character section, but essentially I recommend holding onto a) both the weakest AND strongest versions of whatever weapon skill you're working on (so you can skill train on trash monsters and more quickly deal with dangerous ones); and b) the strongest pieces of all three armor types you've found, at least until everything is raised and then you can collapse to the best all-around. Don't dispose of corpses. Take the items you want and leave them, as disposing of the corpse WILL cause a new critter to spawn the next time you enter the zone. Leaving the corpses won't prevent respawning, but it will slow it to a much more manageable rate. Of course, you can also use corpse disposal to create an endless source of creatures to skill grind with, so be aware of the option. The Tribunal expansion causes invasive Dark Brotherhood attacks to happen *frequently* when you rest. However, this is a blessing in disguise, as their armor is the second-best light armor in the entire game and they drop exceedingly powerful paralyzing weapons. You can stop the attacks anytime by heading to Ebonheart and progressing the questline a bit, but I recommend letting them keep coming and getting all that phat lewt. The encounters in the wilderness *and* in most dungeons are random. As such, it is impossible for me to tell you exactly what you'll face and when. I will give you progression benchmarks from my own playthrough, along the lines of "fighting critters en route to Arkngthand gave me 2 ranks in Long Blade," but that's all I can do. Generally, I'll instruct you to pick up and sell absolutely everything. Because listing all the clutter would get incredibly unwieldy, however, I'll only specifically list noteworthy or easy-to-miss items. Lots of locations will be skipped until we get sent there on a quest. Lots of quests will be skipped until we solve a different quest that relies on involved characters still being alive/not hating us yet/etc. It is impossible to do *everything* in a single playthrough, but I aim to maximize content exposure. Finally, a note on thieving. Because the stolen tags in this game are screwed up, it is always a bad idea to steal anything you aren't actually going to use from a shopkeeper. This is because a stolen tag is buggedly applied to *all* instances of any item you steal from a shopkeeper. For example, say you steal a copy of Lives of the Saints from Arrille in Seyda Neen. You go sell it in Balmora. Later, you're back in Seyda Neen with four completely unrelated copies of Lives of the Saints. If you try to sell them to Arrille, he will declare that he owns it and call the guards on you. Therefore, we will deviate from the "steal everything" protocol when it comes to vendors, and only steal things we will actually use, rather than items we merely intend to sell. This means alchemy ingredients, thief tools, repair tools, soul gems, and weapon/armor upgrades are fair game, while clutter, books, and inferior gear should be left alone. This only applies to vendors, of course-feel free to rob anyone you never intend to sell to blind. Additionally, be careful when pickpocketing vendors; anything you lift off of them will no longer restock. As such, it's usually better to just buy what you need. Money becomes no object very quickly in Morrowind. o======================================================================o | | | Character Creation {CHR001} | | | o======================================================================o Below are details, sourced from personal experience and the inestimable UESPWiki, on all aspects of character creation in Morrowind. I give both the (very minimal and unhelpful) in-game descriptions of each option, along with my personal assessment of that option and what I consider to be the nigh-indisputable optimal build for the game. Either blindly follow my lead in the walkthrough or read up on the section below and make your own choices. I'll explain what does matter, what doesn't, and why there are really only two main options for optimal development along with the reason I elect the option I do. Fixed Attributes {CHR002} o======================================================================o Morrowind retains the system of eight attributes pioneered by The Elder Scrolls: Arena, which was finally abandoned in Skyrim. Each of the eight attributes is discussed below-what it does and where it ranks against the others. For each attribute, I will first list how the game itself describes it. I will supplement that description with details on what the attribute actually does. I will then list all the skills governed by that attribute. An important note here: I mean only that increases in those skills affect multipliers for that attribute when leveling. The actual formulas detailing the relationships between attributes and skills may and sometimes do vary from what the game lists as a governing attribute, and this will be discussed in the Details section. Next, I list the base racial values for each attribute. Next, I list any potential bonuses to that attribute, either from choosing a preset Class that favors it or, when applicable, a Birthsign that boosts it. Finally, I discuss how important the attribute is relative to the others, and establish priority rankings from 1-7 based on that discussion. 1 should be raised first, 7 can be delayed to last. For the impatient, here are my rankings: 1: Endurance and Luck (tied) 2: Strength 3: Agility 4: Speed (debatable, could drop as low as 6) 5: Willpower 6: Intelligence 7: Personality Strength <----------------------------------------------------------------------> In-game text: "Affects your starting Health, how much you can carry, your maximum Fatigue, and how much damage you do in Melee." Details: The in-game text is actually pretty accurate on this one. Strength and Endurance combine to determine your starting Health-you add the two together and divide them in half, and you do NOT count any bonuses received from a birthsign. Strength is the exclusive factor in calculating your maximum Encumbrance, which will always be 5x your current Strength (plus any modifiers from Feather or Burden effects). Maximum Fatigue has the most factors, but is simply the sum of your current Strength, Endurance, Agility, and Willpower. Finally, the text is inaccurate regarding weapon damage-it isn't limited to melee, as Strength also effects the damage done by Marksman weapons. Note that damage is separate from hit chance, which is governed by Agility. Skills Governed: Strength governs the skills of Acrobatics, Axe, Armorer, Blunt Weapon, and Long Blade. Governing 5 of the 27 skills, it governs the most skills of any of the attributes. Base Values: Each possible race/gender combination has its Strength value listed below. Male Argonian: 40 Female Argonian: 40 Male Breton: 40 Female Breton: 30 Male Dark Elf: 40 Female Dark Elf: 40 Male High Elf: 30 Female High Elf: 30 Male Imperial: 40 Female Imperial: 40 Male Khajiit: 40 Female Khajiit: 30 Male Nord: 50 Female Nord: 50 Male Orc: 45 Female Orc: 45 Male Redguard: 50 Female Redguard: 40 Male Wood Elf: 30 Female Wood Elf: 30 Classes That Favor Strength: The following preset Classes favor Strength, boosting it an additional 10 points above the base racial values. Archer, Barbarian, Battlemage, Crusader, Knight, Warrior Discussion: I consider Strength second only to Endurance and Luck (tied for first) in terms of importance. It's a very close race between Strength and Agility, because the ability to hit is just as important as the amount of damage done. However, a low hit rate from a low Agility can be offset by the value of the skill itself, whereas skill values don't affect the damage calculation at all. Moreover, maximum Encumbrance is critical-it isn't simply a matter of hauling off loot (although that, too, is very important). Movement speed is noticeably affected by the ratio of current to maximum Encumbrance. Raising Strength, then, gives you extra damage, extra looting, AND extra movement speed, all in one attribute. Very handy. Priority: 2/7 Intelligence <----------------------------------------------------------------------> In-game text: "Determines your maximum amount of Magicka." Details: The in-game text is fairly accurate here. An ordinary character has a maximum Magicka equal to his or her Intelligence. This can be boosted by a Magicka Multiplier, which can be gained by choosing certain races or birthsigns. The only thing left out in this description is that Intelligence also determines the regeneration rate for Magicka during rest. A character will regain 15% of their Intelligence attribute in Magicka per hour of rest. Skills Governed: Intelligence governs the skills of Alchemy, Conjuration, Enchant, and Security. Base Values: Each possible race/gender combination has its Intelligence value listed below. Male Argonian: 40 Female Argonian: 50 Male Breton: 50 Female Breton: 50 Male Dark Elf: 40 Female Dark Elf: 40 Male High Elf: 50 Female High Elf: 50 Male Imperial: 40 Female Imperial: 40 Male Khajiit: 40 Female Khajiit: 40 Male Nord: 30 Female Nord: 30 Male Orc: 30 Female Orc: 40 Male Redguard: 30 Female Redguard: 30 Male Wood Elf: 40 Female Wood Elf: 40 Classes That Favor Intelligence: The following preset Classes favor Intelligence, boosting it an additional 10 points above the base racial values. Assassin, Bard, Battlemage, Mage, Sorcerer, Witchhunter Discussion: I consider Intelligence ahead of Personality alone in terms of importance. First, it only governs one derived aspect of a character. Second, the boost is fully retroactive-maximum Magicka is attainable at any time, no matter when Intelligence is raised. Third, maximum Magicka is the least important of the combat-relevant derived attributes, especially when it starts out sufficiently high thanks to proper race and birthsign choices. Fourth, the additional things it boosts-success ratesin Alchemy and Enchanting-are offset by the values of those skills themselves. It's therefore the sixth attribute we'll focus on raising. Priority: 6/7 (could be 5, ahead of Speed) Willpower <----------------------------------------------------------------------> In-game text: "Affects your ability to resist magic, and your maximum Fatigue." Details: The in-game text doesn't do this attribute justice. First, it would be a mistake to assume you have a chance to resist *all* magic-you can innately resist the effects of Paralyze and Silence only, and that innate resistance is controlled by this attribute. As stated before, the sum of Strength, Agility, Endurance, and Willpower determines maximum Fatigue. The thing left out by the text, however, is probably the most important point of all. Willpower affects the chance to successfully cast any spell in the game. This *does* include spells in the colleges of Conjuration and Illusion, even though those skills are not governed by Willpower. Skills Governed: Willpower governs the skills of Alteration, Destruction, Mysticism, and Restoration. Base Values: Each possible race/gender combination has its Willpower value listed below. Male Argonian: 30 Female Argonian: 40 Male Breton: 50 Female Breton: 50 Male Dark Elf: 30 Female Dark Elf: 30 Male High Elf: 40 Female High Elf: 40 Male Imperial: 30 Female Imperial: 40 Male Khajiit: 30 Female Khajiit: 30 Male Nord: 40 Female Nord: 50 Male Orc: 50 Female Orc: 45 Male Redguard: 30 Female Redguard: 30 Male Wood Elf: 30 Female Wood Elf: 30 Classes That Favor Willpower: The following preset Classes favor Willpower, boosting it an additional 10 points above the base racial values. Healer, Mage, Monk, Nightblade, Spellsword Discussion: Willpower is the last of the six "heck yes, this is important" attributes. It ranks behind Agility because I typically focus on melee combat in my character's early development, making better hit rates and stagger avoidance more important. It ranks ahead of Intelligence because it is the final component of the sum that determines maximum Fatigue, and the fact that it affects the chance to successfully cast any spell adds to its value. The sticking point is Speed, and ranking these two against each other is a tough choice. I ultimately go with Speed for two reasons-stealth is a higher early priority, and being slow is annoying as hell so I want to raise Speed as early as is feasible. That said, if you wanted to prioritize Willpower over Speed, I wouldn't blame you. Priority: 5/7 (could be 4, ahead of Speed) Agility <----------------------------------------------------------------------> In-game text: "Affects your ability to dodge and hit targets in melee as well as your maximum Fatigue." Details: The in-game text doesn't fully describe this attribute, either. It does, in fact, control the ability to dodge attacks (but not magical ones). In tandem with the actual skill values for each weapon, it affects the chance to hit on any given attack. It is also a portion of the four-attribute sum that determines maximum Fatigue. In addition, a massive undisclosed benefit is that Agility is exclusively responsible for your resistance to being staggered in combat. Finally, it affects the chance of success when using the Block, Sneak (including pickpocketing), Security, and Acrobatics skills (despite the latter two being governed by Intelligence and Strength, respectively). Skills Governed: Agility governs the skills of Block, Light Armor, Marksman, and Sneak. Base Values: Each possible race/gender combination has its Agility value listed below. Male Argonian: 50 Female Argonian: 40 Male Breton: 30 Female Breton: 30 Male Dark Elf: 40 Female Dark Elf: 40 Male High Elf: 40 Female High Elf: 40 Male Imperial: 30 Female Imperial: 30 Male Khajiit: 50 Female Khajiit: 50 Male Nord: 30 Female Nord: 30 Male Orc: 35 Female Orc: 35 Male Redguard: 40 Female Redguard: 40 Male Wood Elf: 50 Female Wood Elf: 50 Classes That Favor Agility: The following preset Classes favor Agility, boosting it an additional 10 points above the base racial values. Acrobat, Agent, Archer, Crusader, Monk, Thief, Witchhunter Birthsigns That Boost Agility: Agility can be boosted 25 points at the outset by selecting The Lover as your birthsign. Discussion: Agility is vital, ranking third in priority behind Strength, Endurance, and Luck. It only loses to Strength because the hit rates it affects can be more directly boosted by actual skill values. It clocks in well ahead of Willpower or Speed because stagger resistance, its "invisible" benefit, is a huge boost to combat survivability. Of course, even with the direct benefit of skills, hit rate is a great value. Dodge chance is nothing to scoff at, either. Priority: 3/7 Speed <----------------------------------------------------------------------> In-game text: "Determines how fast you can move." Details: The in-game text is fully adequate here. The movement speed calculation from Speed affects movements rates when walking, running, swimming, or levitating. Skills Governed: Speed governs the skills of Athletics, Hand-to-Hand, Short Blade, and Unarmored. Base Values: Each possible race/gender combination has its Speed value listed below. Male Argonian: 50 Female Argonian: 40 Male Breton: 30 Female Breton: 40 Male Dark Elf: 50 Female Dark Elf: 50 Male High Elf: 30 Female High Elf: 40 Male Imperial: 40 Female Imperial: 30 Male Khajiit: 40 Female Khajiit: 40 Male Nord: 40 Female Nord: 40 Male Orc: 30 Female Orc: 30 Male Redguard: 40 Female Redguard: 40 Male Wood Elf: 50 Female Wood Elf: 50 Classes That Favor Speed: The following preset Classes favor Speed, boosting it an additional 10 points above the base racial values. Assassin, Barbarian, Nightblade, Rogue, Scout, Thief Birthsigns That Boost Speed: Speed can be boosted 25 points at the outset by selecting The Steed as your birthsign. Discussion: Speed is awesomely convenient, but not too impactful in actual combat. It's annoying as hell to be slow, but annoying is all it is. Of course, in real life, time is valuable, so being able to move faster is great. Accordingly, it ranks behind Strength, Endurance, Luck, and Agility without question. It could easily be ranked behind Willpower and arguably even Intelligence. I tend to raise it before those because I can delay magic indefinitely with no real detriment to my endgame character, and I prefer to get faster sooner rather than later. If you want to raise Willpower and even Intelligence before Speed, I wouldn't argue with you. Priority: 4/7 (could drop to 5, behind Willpower, or even 6, also behind Intelligence) Endurance <----------------------------------------------------------------------> In-game text: "Affects your starting Health, your Health gain per level, and your maximum Fatigue." Details: The in-game text is not quite comprehensive here. Starting Health is determined by summing your Endurance and Strength (BEFORE any Birthsign boost) and dividing by two. Endurance is summed with Strength, Agility, and Willpower to derive maximum Fatigue. Undisclosed is that Endurance actually slows down Fatigue loss from all actions, like running or swinging weapons. The most important aspect of Endurance is its exclusive control over Health gain per level. Your Health increase is equal to 10% of your current Endurance. If you raise Endurance on a given level up, your new Endurance is used in the calculation. The calculation itself does not round; 45 Endurance leads to a gain of 4.5 Health in the game's files. However, the Health pool does round down, so that level will show a gain of 4 Health. The next level, assuming Endurance stays at 45, will again register a 4.5 Health gain in the game's files. However, the Health pool will increase by 5, reflecting the summation of the two half-point gains. Importantly, the calculation uses base Endurance only. While this does factor in Birthsign boosts, Fortify Endurance effects from enchantments or potions will be ignored. Skills Governed: Endurance governs the skills of Spear, Heavy Armor, and Medium Armor. Only governing 3 of 27, it is tied with Personality for fewest governed skills. Base Values: Each possible race/gender combination has its Endurance value listed below. Male Argonian: 30 Female Argonian: 30 Male Breton: 30 Female Breton: 30 Male Dark Elf: 40 Female Dark Elf: 30 Male High Elf: 40 Female High Elf: 30 Male Imperial: 40 Female Imperial: 40 Male Khajiit: 30 Female Khajiit: 40 Male Nord: 50 Female Nord: 40 Male Orc: 50 Female Orc: 50 Male Redguard: 50 Female Redguard: 50 Male Wood Elf: 30 Female Wood Elf: 30 Classes That Favor Endurance: The following preset Classes favor Endurance, boosting it an additional 10 points above the base racial values. Acrobat, Pilgrim, Scout, Sorcerer, Spellsword, Warrior Birthsigns That Boost Endurance: Endurance can be boosted 25 points at the outset by selecting The Lady as your birthsign. Discussion: Endurance must be raised first. Period. The reason is simple; Endurance is directly responsible for the size of your health pool, and its bonuses are *not* retroactive. This makes it the only attribute whose benefits are truly time-sensitive. From Level 1 onward, Endurance should have a 5x multiplier at each level up until it hits 100. Priority: 1/7 (tied with Luck) Personality <----------------------------------------------------------------------> In-game text: "Affects your ability to deal with other characters and how much they like you." Details: The in-game text is lacking detail. Personality controls three main things; the disposition of characters you encounter before any faction or racial modifiers (every two points of Personality boosts NPC dispostion by one), your ability to persuade by any of the four methods (Admire, Intimidate, Taunt, and Bribe), and the base prices you get when buying or selling goods. The latter two are more directly influenced by the Speechcraft and Mercantile skills, respectively. Skills Governed: Personality governs the skills of Illusion, Mercantile, and Speechcraft. Only governing 3 of 27, it is tied with Endurance for fewest governed skills. Base Values: Each possible race/gender combination has its Personality value listed below. Male Argonian: 30 Female Argonian: 30 Male Breton: 40 Female Breton: 40 Male Dark Elf: 30 Female Dark Elf: 40 Male High Elf: 40 Female High Elf: 40 Male Imperial: 50 Female Imperial: 50 Male Khajiit: 40 Female Khajiit: 40 Male Nord: 30 Female Nord: 30 Male Orc: 30 Female Orc: 25 Male Redguard: 30 Female Redguard: 40 Male Wood Elf: 40 Female Wood Elf: 40 Classes That Favor Personality: The following preset Classes favor Personality, boosting it an additional 10 points above the base racial values. Agent, Bard, Healer, Knight, Pilgrim, Rogue Birthsigns That Boost Personality: Personality can be boosted 25 points at the outset by selecting The Lady as your birthsign. Discussion: Personality, like Charisma before it, is an easy dump stat. Save scumming can solve any persuasion problems, which also solve any disposition problems. Money is eventually no object, even if you leave Personality at 30 and Mercantile at 5 for the entire game. Raise this last. Priority: 7/7 Luck <----------------------------------------------------------------------> In-game text: "Affects every action you do in a small way." Details: The in-game text is spot-on. Though the magnitude is small, raising Luck improves your odds at everything in the game. Note, however, that the persistent myth that Luck somehow affects randomized loot is false. Skills Governed: Luck governs no skills. Base Values: All characters, regardless of race or gender, begin with a base Luck of 40. Classes That Favor Luck: None of the preset classes have Luck as a favored attribute. Discussion: Luck is a great investment, as it makes you better at everything when you raise it. The issue that makes it a top-priority attribute, however, is that it governs no skills. This means that it never has any multipliers, and can only be raised by 1 at each level up. This, in turn, means that anyone who wants to max Luck should begin raising it immediately and do so until it is maxed. Priority: 1/7 (tied with Endurance) Derived Attributes {CHR003} o======================================================================o Characters in Morrowind have four visible derived attributes. These are listed below, along with the formulas for their derivations. Health <----------------------------------------------------------------------> In-game Text: "The amount of damage you can take before you die. Increases every time you gain a level." As in every video game, Health represents the amount of damage you can take before dying. An initial Health value is determined *after* you select your race, gender, and favored attributes but *before* you choose a Birthsign. Starting Health is equal to half the sum of Strength and Endurance. For example, a male Nord with Strength and Endurance as his favored attributes and The Lady as his birthsign would have a starting Health of 60. His Strength and Endurance, 60 each as favored attributes, are added to the sum, but the additional 25 Endurance from The Lady is not. After character creation, Health is raised by 10% of your Endurance at each level up. Note that here, bonuses from Birthsigns will count, as they are part of your base Endurance. However, any Fortify Endurance effect, whether from enchantments or potions, is not factored in. If you raise Endurance on a given level up, your new Endurance is used to calculate your Health gain. While the game stores decimal Health gains in its memory, your actual Health pool always rounds down. There is no retroactive Health gain for raising Endurance, making it vital to raise Endurance as early as possible. Health is visually represented by the red bar in the bottom left corner of the screen. When drained, it can be restored by spells, potions, or resting. Magicka <----------------------------------------------------------------------> In-game text: "Used to cast spells. Magicka is naturally restored by resting." Magicka is the energy used to cast spells. The derivation is simple; your current Intelligence is multiplied by your Magicka Multiplier, which is 1 by default but can be raised by choosing certain races and Birthsigns at character creation. Unlike Health, your maximum endgame Magicka is locked in at character creation. This leads to two mutually exclusive options for endgame builds: maximize Health, or maximize Magicka. I always choose Magicka, and I'll discuss why in greater detail below. Magicka is visually represented by the blue bar in the bottom left corner of the screen. It can be restored by potions, resting, or spell absorption. Fatigue <----------------------------------------------------------------------> In-game text: "How tired you are. Low Fatigue makes it harder to successfully perform actions." Virtually every action in the game is subject to a Fatigue multiplier, which generally uses the ratio of your current to maximum Fatigue. Many actions lower your current Fatigue, the main ones being jumping, running, and swinging weapons. Fatigue will restore naturally over time, with no need to rest. However, resting, spells, and potions can all also be used to restore Fatigue. Maximum Fatigue is derived by adding together your current Strength, Agility, Willpower, and Endurance. It is not subject to anything else, so all builds have a base Fatigue cap of 400. This can be meaningfully fortified by both enchantments and potions. Fatigue is visually represented by the green bar in the bottom left corner of the screen. Encumbrance <----------------------------------------------------------------------> Encumbrance has no in-game text, but is listed as a ratio in the Inventory menu, above the character doll. Encumbrance is simply the amount your character can carry. A character burdened in excess of his or her maximum Encumbrance cannot move. Additionally, the ratio of current Encumbrance to maximum Encumbrance has an appreciable effect on movement speed, even at values well below the maximum. Encumbrance is derived by multiplying a character's current Strength by 5. It can be lowered or raised by Burden and Feather effects, respectively. Skills {CHR004} o======================================================================o Morrowind has 27 skills, compared to 21 in Oblivion and 18 in Skyrim. Each of these skills is discussed in some depth below. They are not given priority rankings, however, as those are more typically tied to the attributes they can multiply when leveling. However, it is important that a few skills be freely usable from the outset. These will be identified in the discussions. For each skill, the following will be listed: The in-game text describing the skill; The details of what the skill actually does; The specialization (Combat, Magic, or Stealth) that skill is part of; The skill's governing attribute; The way (or ways) to increase the skill through use; Bonuses available to the skill from races; Preset classes that have the skill tagged as major or minor; Top three trainers of that skill, along with their locations and their maximum trainable value*; Books that raise that skill when read; Joinable Factions that favor that skill; Any miscellaneous comments I have on the skill; and How to grind the skill, if you're so inclined. *Note on Trainers: Several skills have many, many low-level trainers, which I won't list here. Check the UESPWiki for the full list. *Note on grinding combat skills: You can really do it just about anywhere. Just find a zone populated with creatures, fight them, dispose of the corpses, leave, and reenter. They're all immediately back, leaving you with limitless training fodder. Block <----------------------------------------------------------------------> In-game text: "Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack." Details: Unlike later games, Blocking is not under the player's control. Rather, when the player has a shield equipped, the Block skill is used to calculate a chance that an attack will be entirely blocked, negating all damage. There is no chance to block ranged attacks, be they magical or from Marksman weapons. Blocking can only occur in a 120 degree arc in front of your character, but the implementation of the actual angles is bugged. The Block chance varies from 10% to a cap of 50%. Blocking is only possible with shields; use of a two-handed weapon disables Blocking entirely. Specialization: Combat Governing attribute: Agility Increase: Successful Block (+2.5) Racial bonuses: Orc (+10) Classes with Block as a Major Skill: Archer, Barbarian, Bard, Crusader, Knight, Scout, Spellsword, Warrior Classes with Block as a Minor Skill: Agent, Assassin, Monk, Pilgrim, Rogue, Witchhunter Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71); Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82); Shardie, Buckmoth Legion Fort (up to 100, Master Trainer). Books that raise Block: Death Blow of Abernanit; The Mirror; A Dance in Fire, Chapter 2; 36 Lessons of Vivec, Sermon 7; 36 Lessons of Vivec, Sermon 32. Joinable Factions that favor Block: Fighters Guild, Imperial Legion. Miscellaneous comments: Block raises pretty quickly with a shield equipped. Unlike other skills, skill gain actually speeds up as the skill raises. Only successful blocks raise the skill, and as the skill increases, the additional block success more than makes up for the steady increase in experience requirements. The skill is easy to raise when you want to raise it. Just equip a shield and go fight stuff. Grinding: If you want to grind Block, you need to absorb as many hits as possible with a shield equipped. You therefore want to find the weakest possible enemy (a Mudcrab) and let it wail on you. While this is possible as early as the lighthouse outside Seyda Neen, you also need to be able to keep your shield in good repair, which means you have to go as far as Pelagiad since Arrille does not restock any repair tools. Buy any shield, along with a stack of repair tools, from Uulernil. Also be sure you get restore health potions from Ygfa at Fort Pelagiad, as she restocks them. Head a bit south to the beach outside Mannammu, where there are a few respawning Mudcrabs. Equip your shield, attract a Mudcrab's attention, and let it wail on you. Just be sure to keep the shield repaired (as long as it's equippable, it works), and keep your health up. Armorer <----------------------------------------------------------------------> In-game text: "Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic." Details: Those who started in Skyrim didn't have to deal with the hassle of equipment degradation. While it is present in Oblivion, it is less annoying there because your repair hammers had a chance to break-you could avoid wearing them out. Here, whether repairs succeed or fail, repair tools are only good for 20-25 uses. To attempt repair of damaged equipment, you go to the Inventory menu and drop your chosen repair tool onto the paper doll. This opens up a separate menu where all damaged gear in your inventory is displayed. You then click on the piece of equipment you want to try and repair, and you can either succeed or fail. This is the first layer of how the skill effects equipment repair. If you fail, that's it-you burn a use of the tool with no benefit. If you succeed, a second check is performed-also reliant on the skill-to determine the magnitude of the successful repair. The repair tools include, in ascending order of quality, Repair Prongs, followed by Apprentice's, Journeyman's, Master's, and Grandmaster's Armorer's Hammer, topped out by Sirollus Saccus' Hammer. Specialization: Combat Governing attribute: Strength Increase: Successful Repair (+0.4) Racial bonuses: Orc (+10) Classes with Armorer as a Major Skill: None Classes with Armorer as a Minor Skill: Barbarian, Crusader, Knight, Warrior Top Trainers*: Wayn, Fighters Guild, Balmora (up to 54); Abibael Timsar-Dadisun, Zainab Camp (up to 68); and Avus Belvilo, Storage Shack, Dren Plantation (up to 70). *There is no Master Trainer for Armorer. It was supposed to be Sirollus Saccus at the Hawkmoth Legion Garrison in Ebonheart, but he offers no training at all thanks to a glitch. Books that raise Armorer: 36 Lessons of Vivec, Sermon 6; 36 Lessons of Vivec, Sermon 25; 36 Lessons of Vivec, Sermon 29; The Armorer's Challenge; Last Scabbard of Akrash. Joinable Factions that favor Armorer: Fighters Guild, House Redoran. Miscellaneous comments: Armorer is a gigantic pain in the butt to raise. For starters, anytime you fail, you gain no experience at all. Second, the experience gain for successful repairs is tiny, making the skill level as slow as molasses. Third, it consumes a resource to work on it; even if you save scum to avoid failures, you'll chew through all 25 uses of hundreds of hammers getting this skill maxed out. Finally, even if you did pay for training, you're capped at 70 due to a glitch. It's a nightmare. I keep it freely usable in my plan so you can start right away-your best bet is just to repair absolutely everything, both your own gear and what you pick up from enemies, after every battle, from the beginning. You'll max it eventually. Grinding: If you want to grind Armorer, you need a respawning source of repair tools as well as a respawning source of enemies to fight. Ideally, those enemies will drop repairable gear of their own. While I would never recommend grinding Armorer (it levels SO SLOWLY, and it will progress naturally as long as you make a point of repairing things), if you absolutely insist, the best place is in Vivec's Foreign Quarter. Grab the Iron Shardaxe from the stump near Seyda Neen's lighthouse (it's enchanted, and Axe is freely usable, but you can use any silver or enchanted weapon you like). Go to Alusaron, in the Foreign Quarter Plaza in Vivec, and buy all the repair tools he has. I would also suggest having a full suit of armor on. Finally, head down and clear the Foreign Quarter Tomb. Any Skeletons you fight will drop weapons and shields, and you can repair those in addition to your own gear. The magic weapon is necessary for any Bonelords or Ghosts you might encounter. Dispose of all corpses, and you can clear the place repeatedly, heading upstairs to sell off loot and get more tools as needed. It takes an eternity, though-for me, this was the slowest skill to raise in the entire game. Medium Armor <----------------------------------------------------------------------> In-game text: "Medium Armor skill lets one move and defend while wearing durable but flexible armors like chain, scale, bonemold and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use." Details: Those who started in Oblivion or Skyrim only saw two armor skills compared to Morrowind's four. It really only divides armor into three classes, with another skill allowing you some protection with no armor at all. As should be obvious to anyone who speaks English, medium armor falls between light and heavy in terms of both weight and protection. As the skill gets higher, each piece of medium armor you wear receives a boost to its armor rating. Specialization: Combat Governing attribute: Endurance Increase: Hit By Opponent (+1.0) Racial bonuses: Orc, Nord (+10); Argonian, Redguard (+5) Classes with Medium Armor as a Major Skill: Barbarian, Pilgrim, Scout, Warrior Classes with Medium Armor as a Minor Skill: Archer, Bard, Crusader, Knight, Rogue, Sorcerer, Spellsword Top Trainers*: Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78); Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82). *There is no Master Trainer for Medium Armor. It was supposed to be Cinia Urtius, who would appear at the docks at Tel Fyr. However, this NPC never appears at all due to a glitch. Books that raise Medium Armor: Cherim's Heart of Anequina; Bone, Part One; Bone, Part Two; 36 Lessons of Vivec, Sermon 22; 36 Lessons of Vivec, Sermon 33. Joinable Factions that favor Medium Armor: Ashlanders, East Empire Company, House Redoran. Miscellaneous comments: Medium Armor is no harder or easier to raise than the other three skills. Prior to the expansions, it was a silly skill to actually use, as the best Medium Armor in the game was actually inferior to the best Light Armor in terms of protection. The expansions fixed that, so it actually serves as an in-between in terms of weight and protection. I always use Heavy, because Daedric Armor gives the best protection in the game and I don't mind the encumbrance once my strength hits 100. You can, of course, do whatever you wish. Grinding: If you want to grind Medium Armor, I suggest getting a full set of Medium Armor (although, because Unarmored is freely usable, a partial set is acceptable). The easiest way to do this is to lift a full set of Bonemold Armor from the Eastern Guard Tower in Balmora. When that is done, follow the Block strategy from above. Go to Pelagiad, as you have restocking repair tools (Uulernil) and healing potions (Ygfa). Head south to the beach near Mannammu and let the Mudcrabs wail on you, keeping the armor in decent repair and healing as necessary. Heavy Armor <----------------------------------------------------------------------> In-game text: "Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use." Details: As should be obvious to anyone who speaks English, heavy armor offers the best protection at the cost of weighing the most. As the skill gets higher, each piece of heavy armor you wear receives a boost to its armor rating. Specialization: Combat Governing attribute: Endurance Increase: Hit By Opponent (+1.0) Racial bonuses: Orc (+10); Nord, Redguard (+5) Classes with Heavy Armor as a Major Skill: Battlemage, Crusader, Knight, Warrior Classes with Heavy Armor as a Minor Skill: Sorcerer Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71); Shardie, Buckmoth Legion Fort (up to 76); Seanwen, Arena Fighters Training, Vivec (Master Trainer, up to 100). Books that raise Heavy Armor: Hallgerd's Tale; 2920, Mid Year; Chimarvamidium; How Orsinium Passed to the Orcs; 36 Lessons of Vivec, Sermon 12. Joinable Factions that favor Heavy Armor: Fighters Guild, House Redoran, Imperial Legion. Miscellaneous comments: Heavy Armor is no harder or easier to raise than the other three skills. Prior to the expansions, it required some trickery to get a full set of Daedric armor, the most protective armor in the game. The expansions made it so you could find, one piece at a time, the full Daedric set without having to screw with Divayth Fyr. I always use Heavy, because Daedric Armor gives the best protection in the game and I don't mind the encumbrance once my strength hits 100. You can, of course, do whatever you wish. Grinding: If you want to grind Heavy Armor, I suggest getting a full set of Heavy Armor (although, because Unarmored is freely usable, a partial set is acceptable). The easiest way to do this is to lift a full set of Steel Armor, minus the greaves, from Shadbak gra-Burbug in Fort Pelagiad. You can get heavy boots, along with needed repair tools, from Uulernil out in Pelagiad proper. When that is done, follow the Block strategy from above. Go to Pelagiad, as you have restocking repair tools (Uulernil) and healing potions (Ygfa). Head south to the beach near Mannammu and let the Mudcrabs wail on you, keeping the armor in decent repair and healing as necessary. Blunt Weapon <----------------------------------------------------------------------> In-game text: "Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as a Blunt Weapon. In ascending order of power, this category covers clubs, staves, maces, and warhammers. Specialization: Combat Governing attribute: Strength Increase: Successful Attack (+1.0) Racial bonuses: Nord (+10); Imperial, Redguard (+5) Classes with Blunt Weapon as a Major Skill: Barbarian, Crusader Classes with Blunt Weapon as a Minor Skill: Healer, Monk, Spellsword, Warrior, Witchhunter Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72); Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78); Ernse Llervu, Abbey of St. Delyn the Wise, Vivec (Master Trainer, up to 100). Books that raise Blunt Weapon: The Hope of the Redoran; The Importance of Where; Night Falls on Sentinel; 36 Lessons of Vivec, Sermon 3; 36 Lessons of Vivec, Sermon 9. Joinable Factions that favor Blunt Weapon: Fighters Guild, Imperial Cult, Imperial Legion, Tribunal Temple. Miscellaneous comments: Blunt Weapon is no harder or easier to raise than the other melee skills. If you're grinding, I suggest finding a Chitin Club, the weakest option. The Daedric Mace is the best option here; I can see no good reason to ever use a two-handed weapon, given both the availability of blocking and the superior enchantment capacity of shields. You're required to use a Blunt Weapon successfully in the final battle of the Main Quest, so even if you're ignoring my leveling plan, you'll want to at least be competent by then. I generally go for Long Blades once everything is maxed, but your preference may vary. Grinding: If you want to grind Blunt Weapon, I suggest getting the weakest possible weapon and killing things by thrusting, the weakest attack. You can get a guaranteed Chitin Club at Ralen Tilvur's shop in Vivec's Foreign Quarter. An Iron Club is almost as good for grinding, and that's available from Arrille in Seyda Neen. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Long Blade <----------------------------------------------------------------------> In-game text: "Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas more effectively." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as a Long Blade. In ascending order of power, this category covers broadswords, sabres, longswords, katanas, claymores, and dai-katanas. Specialization: Combat Governing attribute: Strength Increase: Successful Attack (+1.0) Racial bonuses: Redguard (+15); Imperial (+10); Dark Elf, Nord (+5) Classes with Long Blade as a Major Skill: Archer, Bard, Crusader, Knight, Scout, Spellsword, Warrior Classes with Long Blade as a Minor Skill: Assassin, Battlemage, Rogue Top Trainers: Larrius Varro, Moonmoth Legion Fort (up to 74); Shardie, Buckmoth Legion Fort (up to 86); Ulms Drathen, Armigers Stronghold, Molag Mar (Master Trainer, up to 100). Books that raise Long Blade: Words and Philosophy; 2920, Morning Star; 36 Lessons of Vivec, Sermon 17; 36 Lessons of Vivec, Sermon 20; 36 Lessons of Vivec, Sermon 23. Joinable Factions that favor Long Blade: Blades, East Empire Company, Fighters Guild, House Redoran, Imperial Legion, Quarra Clan. Miscellaneous comments: Long Blade is no harder or easier to raise than the other melee skills. If you're grinding, I suggest finding an Iron Saber, the weakest option. The Daedric Katana is the best generic option here; I can see no good reason to ever use a two-handed weapon, given both the availability of blocking and the superior enchantment capacity of shields. I generally go for Long Blades once everything is maxed, but your preference may vary. Grinding: If you want to grind Long Blade, I suggest getting the weakest possible weapon and killing things by thrusting, the weakest attack. You can get a guaranteed Iron Saber at Moonmoth Legion Fort outside Balmora. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Axe <----------------------------------------------------------------------> In-game text: "Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as an Axe. In ascending order of power, this category covers war axes and battleaxes. Specialization: Combat Governing attribute: Strength Increase: Successful Attack (+1.2) Racial bonuses: Nord (+10); Orc, Redguard (+5) Classes with Axe as a Major Skill: Barbarian, Battlemage, Knight, Rogue Classes with Axe as a Minor Skill: Spellsword, Warrior Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72); Alfhedil Elf-Hewer, Upper Level, Falenserano (Master Trainer, up to 100). Books that raise Axe: The Third Door; The Axe Man; The Seed; 36 Lessons of Vivec, Sermon 5; 36 Lessons of Vivec, Sermon 16. Joinable Factions that favor Axe: Fighters Guild. Miscellaneous comments: Axe raises a little bit faster than the other melee skills, for whatever reason. If you're grinding, I suggest finding a Chitin War Axe, the weakest option. The Daedric War Axe is the best generic option here; I can see no good reason to ever use a two-handed weapon, given both the availability of blocking and the superior enchantment capacity of shields. I generally go for Long Blades once everything is maxed, but your preference may vary. Grinding: If you want to grind Axe, I suggest getting the weakest possible weapon and killing things by thrusting, the weakest attack. You can get a guaranteed Chitin War Axe from the Eastern Guard Tower in Balmora. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Spear <----------------------------------------------------------------------> In-game text: "Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as a Spear. In ascending order of power, this category covers spears and halberds. Specialization: Combat Governing attribute: Endurance Increase: Successful Attack (+1.0) Racial bonuses: Argonian, Nord (+5) Classes with Spear as a Major Skill: None Classes with Spear as a Minor Skill: Acrobat, Archer, Warrior Top Trainers: Flaenia Amiulusus, Fighters Guild, Balmora (up to 44); Mertis Falandas, Tower of Dusk, Lower Level, Ghostgate (Master Trainer, up to 100). Books that raise Spear: Smuggler's Island; 2920, First Seed; 36 Lessons of Vivec, Sermon 14; 36 Lessons of Vivec, Sermon 24; 36 Lessons of Vivec, Sermon 35. Joinable Factions that favor Spear: Ashlanders, House Redoran, Imperial Legion. Miscellaneous comments: Spear is no easier or harder to raise than the other melee skills. If you're grinding, I suggest finding a Chitin Spear, the weakest option. The Daedric Spear is the best generic option here. It's neat that, unlike in Oblivion, there's a weapon skill governed by Endurance. However, once everything is maxed, I can see no good reason to ever use a two-handed weapon, given both the availability of blocking and the superior enchantment capacity of shields. I generally go for Long Blades once everything is maxed, but your preference may vary. Grinding: If you want to grind Spear, I suggest getting the weakest possible weapon and killing things by chopping, the weakest attack. You can get a guaranteed Chitin Spear from the Fighters Guild in Balmora. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Athletics <----------------------------------------------------------------------> In-game text: "Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater." Details: This, along with your Speed attribute, determines how fast you can move while running or swimming. I'm not certain if it also boosts walking or levitating speed. Specialization: Combat Governing attribute: Speed Increases: One second running (+0.02), One second swimming (+0.03) Racial bonuses: Argonian (+15); Dark Elf, Khajiit, Redguard (+5) Classes with Athletics as a Major Skill: Acrobat, Archer, Barbarian, Monk, Scout, Warrior Classes with Athletics as a Minor Skill: Assassin, Rogue, Thief Top Trainers: Huleeya, Black Shalk Cornerclub, Foreign Quarter, Vivec (up to 75); Delyna Mandas, Onyx Hall, Tel Fyr (up to 75); Adibael Hainnabibi, Kaushtababi Camp (Master Trainer, up to 100). Books that raise Athletics: The Ransom of Zarek; A Dance in Fire, Chapter 3; 36 Lessons of Vivec, Sermon 1; 36 Lessons of Vivec, Sermon 8; 36 Lessons of Vivec, Sermon 31. Joinable Factions that favor Athletics: Clan Aundae, Clan Berne, House Redoran, Imperial Legion, Quarra Clan, Twin Lamps. Miscellaneous comments: While Athletics is painfully slow to raise, it tends to take care of itself, so long as you spend most of your time running. Swimming raises it a full 50% faster, so don't neglect to spend some time diving through the various grottos and other underwater areas. This will take a long time to max, but most people don't need to focus on raising it. Grinding: If you want to grind Athletics, find a nice spot in the water clear of enemies, point yourself someplace you can swim into a corner without submerging, and just press Q (auto-move) and leave. It took me about 3 real-life days (yeah). If you don't mind taking an extra day or so, you can do it by running into a corner in the Census & Excise Office, which I actually do in the walkthrough. Enchant <----------------------------------------------------------------------> In-game text: "This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more efficiently from soul gems, for a trained user." Details: The in-game text adequately describes all the benefits of the Enchant skill. Higher Enchant means more energy is gained from recharging items with soul gems, less energy is burned per use of enchanted items, and the success rate for creating new enchanted items increases. Specialization: Magic Governing attribute: Intelligence Increases: Recharge Item (+5.0); Create Magic Item (+5.0); Use Magic Item (+0.1) Racial bonuses: High Elf (+10) Classes with Enchant as a Major Skill: Sorcerer, Witchhunter Classes with Enchant as a Minor Skill: Bard, Battlemage, Knight, Mage, Spellsword Top Trainers*: Qorwynn, Indoranyon (Master Trainer, up to 100). *There are no other high-level Enchant trainers in the game, and Qorwynn is hostile by default. He can be spoken to for training either by i) Calming him and raising his disposition high enough to stop him from attacking, or ii) attaining 100% Chameleon and simply speaking to him. Books that raise Enchant: Feyfolken I; The Wolf Queen, Book VIII; Palla, Book II; 36 Lessons of Vivec, Sermon 19; The Final Lesson. Joinable Factions that favor Enchant: House Telvanni, Imperial Cult, Mages Guild. Miscellaneous comments: You should be aware that, even with 100 Enchant and 100 Intelligence, you are only capable of creating modestly powerful enchantments. If you want to guarantee success regardless of power level, you'll need to use Alchemy to fortify Intelligence to a whopping 4900. You should also be aware that, for purposes of raising the skill, recharging an item is *just as effective* as creating a new one. Grinding: If you want to grind Enchant, you need soul gems, a way to fill them, and something to use them on. The simplest method by far is to acquire Azura's Star, enchant a weapon with a cast-on-strike Soul Trap, kill something that respawns using that weapon (like those Mudcrabs outside Mannammu), and recharging that weapon with Azura's Star. Repeat ad nauseum and the skill will raise quite fast. If you can't get Azura's Star, you can get restocking soul gems from Galbedir at the Balmora Mage's Guild. You can buy the Soul Trap spell from Masalinie Merian at the Balmora Mage's Guild, and have Galbedir enchant the weapon you want to use. Be aware that you can also raise the Enchant skill (very slowly) by using "cast on use" enchanted items. Occasionally, we'll need to raise it this way, so I suggest acquiring and holding onto *every* cast on use item available until the skill is maxed. This has an added advantage in that items are highly preferable to spells; they have no casting animation, no failure rate, and they recharge more quickly based on the skill-even for Atronachs, who can't recharge their magicka. Destruction <----------------------------------------------------------------------> In-game text: "The destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects." Details: As the Destruction skill increases, the chance to successfully cast any known Destruction spell rises. Specialization: Magic Governing attribute: Willpower Increase: Successful Cast (+1.0) Racial bonuses: Dark Elf, High Elf (+10) Classes with Destruction as a Major Skill: Battlemage, Crusader, Mage, Sorcerer, Spellsword Classes with Destruction as a Minor Skill: Nightblade Top Trainers: Seryne Relas, Tel Branora (up to 81); Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora (up to 81); Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 81); Leles Birian, Piernette's Farmhouse (Master Trainer, up to 100). Books that raise Destruction: The Horror of Castle Xyr; Response to Bero's Speech; A Hypothetical Treachery; The Art of War Magic; Mystery of Talara, Part 3. Joinable Factions that favor Destruction: House Telvanni, Mages Guild, Quarra Clan. Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Destruction, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. Unlike Oblivion and Skyrim, you do not need to hit valid targets to raise the skill; you need only successfully cast. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Alteration <----------------------------------------------------------------------> In-game text: "Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage." Details: As the Alteration skill increases, the chance to successfully cast any known Alteration spell rises. Specialization: Magic Governing attribute: Willpower Increase: Successful Cast (+1.0) Racial bonuses: Breton, High Elf (+5) Classes with Alteration as a Major Skill: Battlemage, Healer, Mage, Nightblade, Sorcerer, Spellsword Classes with Alteration as a Minor Skill: Acrobat, Scout Top Trainers: Yakin Bael, Vos Chapel, Vos (up to 71); Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 76); Seryne Relas, Tel Branora (Master Trainer, up to 100). Books that raise Alteration: Breathing Water; The Dragon Break Re-Examined; Sithis; 36 Lessons of Vivec, Sermon 13; The Lunar Lorkhan. Joinable Factions that favor Alteration: Ashlanders, Mages Guild, House Telvanni. Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Alteration, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Illusion <----------------------------------------------------------------------> In-game text: "Spell effects of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects blind, illuminate, paralyze, and silence, calm or enrage, charm, distract and camouflage, and render invisible." Details: As the Illusion skill increases, the chance to successfully cast any known Illusion spell rises. Specialization: Magic Governing attribute: Personality Increase: Successful Cast (+1.0) Racial bonuses: Argonian, Breton, High Elf (+5) Classes with Illusion as a Major Skill: Mage, Nightblade Classes with Illusion as a Minor Skill: Agent, Bard, Healer, Pilgrim, Sorcerer Top Trainers: Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora (Master Trainer, up to 100). Books that raise Illusion: The Wolf Queen, Book III; Silence; Incident in Necrom; Palla, Book I; Mystery of Talara, Part 4. Joinable Factions that favor Illusion: Clan Aundae, House Telvanni, Mages Guild, Morag Tong Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Illusion, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Conjuration <----------------------------------------------------------------------> In-game text: "The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summonation of otherworldly weapons and armor, and summonation of Daedric or undead servants and powers to serve and protect the caster." Details: As the Conjuration skill increases, the chance to successfully cast any known Conjuration spell rises. Specialization: Magic Governing attribute: Intelligence Increase: Successful Cast (+1.0) Racial bonuses: Breton (+10); High Elf (+5) Classes with Conjuration as a Major Skill: Battlemage, Sorcerer, Witchhunter Classes with Conjuration as a Minor Skill: Agent, Mage Top Trainers*: Avus Belvilo, Storage Shack, Dren Plantation (up to 70); Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81); Methal Seran, Temple, Ald'ruhn (Master Trainer, up to 100). *You must be a member of the Tribunal Temple faction to receive Master Training from Methal Seran. Books that raise Conjuration: Feyfolken II; Feyfolken III; 2920, Hearth Fire; 2920, FrostFall; The Warrior's Charge. Joinable Factions that favor Conjuration: Clan Aundae, House Telvanni, Imperial Cult, Tribunal Temple Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Conjuration, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Mysticism <----------------------------------------------------------------------> In-game text: "The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance." Details: As the Mysticism skill increases, the chance to successfully cast any known Mysticism spell rises. Specialization: Magic Governing attribute: Willpower Increase: Successful Cast (+1.0) Racial bonuses: Breton (+10); Argonian, Dark Elf (+5) Classes with Mysticism as a Major Skill: Healer, Mage, Nightblade, Sorcerer Classes with Mysticism as a Minor Skill: Battlemage, Witchhunter Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81); Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81); Ardarume, Gateway Inn: West Wing, Sadrith Mora (Master Trainer, up to 100). Books that raise Mysticism: The Firsthold Revolt; 2920, Sun's Dawn; 36 Lessons of Vivec, Sermon 4; 36 Lessons of Vivec, Sermon 36; Charwich-Koniinge, Volume 3. Joinable Factions that favor Mysticism: Ashlanders, Clan Aundae, House Telvanni, Imperial Cult, Mages Guild, Tribunal Temple Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Mysticism, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Restoration <----------------------------------------------------------------------> In-game text: "Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes." Details: As the Restoration skill increases, the chance to successfully cast any known Restoration spell rises. Specialization: Magic Governing attribute: Willpower Increase: Successful Cast (+1.0) Racial bonuses: Breton (+10) Classes with Restoration as a Major Skill: Healer, Mage, Pilgrim, Spellsword Classes with Restoration as a Minor Skill: Archer, Crusader, Knight, Monk Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81); Yakin Bael, Vos Chapel, Vos (Master Trainer, up to 100). Books that raise Restoration: Withershins; Notes on Racial Phylogeny; The Four Suitors of Benitah; 2920, Rain's Hand; Mystery of Talara, Part 2. Joinable Factions that favor Restoration: Blades, Imperial Cult, Tribunal Temple Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Restoration, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Alchemy <----------------------------------------------------------------------> In-game text: "Alchemy identifies magical properties in mundane substances. Substances are consumed directly, or prepared as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes." Details: The in-game text alludes to all of the effects this skill has. First, an ingredient can have anywhere between one and four effects. As the skill rises, your identification ability progresses as follows: 0-14, no effects visible; 15-29, one effect visible; 30-44, two effects visible; 45-59, three effects visible; 60+, all effects visible. Note, however, that the identification system can be somewhat circumvented by simple trial and error. Even if you can't visually identify an effect, if you go to the Alchemy interface, it will always indicate whether a combination of two ingredients shares an effect or not. Second, as the skill increases, your chance of successfully experiencing an ingredient's first effect when that ingredient is consumed goes up. Third, as the skill increases, your chance of successfully creating potions increases. Fourth, as the skill increases, the magnitude, duration, and value of created potions all increase. Those values are further effected by the presence of calcinators, alembics, and/or retorts in addition to the required mortar & pestle. The quality of any equipment also impacts potion quality. Specialization: Magic Governing attribute: Intelligence Increases: Create Potion (+2.0); Eat Ingredient (+0.5) Racial bonuses: High Elf (+10); Argonian, Breton, Wood Elf (+5) Classes with Alchemy as a Major Skill: Bard, Witchhunter Classes with Alchemy as a Minor Skill: Assassin, Battlemage, Crusader, Healer, Mage, Pilgrim, Scout, Spellsword Top Trainers: Abelle Chriditte, Propylon Chamber, Valenvaryon (Master Trainer, up to 100). Books that raise Alchemy: A Game at Dinner; The Cake and the Diamond; Song of the Alchemists; 36 Lessons of Vivec, Sermon 2; 36 Lessons of Vivec, Sermon 18; The Song of Uncle Sweetshare. Joinable Factions that favor Alchemy: Mages Guild, Tribunal Temple Miscellaneous comments: Alchemy, in combination with enchanting, is the way to make yourself powerful. Apart from your raw levels, power comes from great enchantments. Great enchantments either cost literally thousands of gold, or require that Intelligence be fortified to 4900. That fortification happens through Alchemy. You can make sufficiently powerful potions by using a Fortify Intelligence loop; make a potion of Fortify Intelligence, drink it, make another potion of Fortify Intelligence, and repeat until Intelligence reaches at least 4900. Once it hits that threshold, enchant away. The critical ingredients to fortify Intelligence are ash yams, bloat, netch leather, and horker tusks. One merchant who restocks at least two ingredients is Aunius Autrus at the Imperial Shrine in Wolverine Hall in Sadrith Mora. As far as raising the skill to 100 for simple build purposes, the easiest thing to do is grab the Apprentice's Mortar and Pestle from Arrille's Tradehouse before leaving Seyda Neen. With that, just make sure to spend time harvesting ingredients as you move through the game, and turn them into potions as you can. Note that potion quality is irrelevant to skill gain, unlike Skyrim. Grinding: If you want to grind Alchemy, make sure you have at least a Mortar and Pestle, get next to an alchemy merchant who restocks a nice set of ingredients (Nalcarya of White Haven in Balmora is a good choice), get ingredients that share an effect, turn them into potions, sell them to your chosen merchant, and repeat ad nauseum. Gains can be slow when you're still failing a lot, but creating potions raises this skill pretty quickly. Unarmored <----------------------------------------------------------------------> In-game text: "Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor." Details: The in-game text is a bit misleading. As this skill increases, any portion of your body that is unprotected by armor gains some inherent armor rating, up to a maximum of 65 when the skill reaches 100. Obviously, anything with a better armor rating than that will still provide better protection, regardless of the description's claim that you're better protected wearing no armor at all. However, that 65 is better than a lot of lower-quality armors. Specialization: Magic Governing attribute: Speed Increase: Hit By Opponent (+1.0) Racial bonuses: Argonian (+5) Classes with Unarmored as a Major Skill: Acrobat, Monk Classes with Unarmored as a Minor Skill: Agent, Archer, Barbarian, Healer, Mage, Nightblade, Scout, Witchhunter Top Trainers: Caius Cosades, Balmora (up to 70); Khargol gro-Boguk, Vacant Tower, Dagon Fel (Master Trainer, up to 100). Books that raise Unarmored: The Wraith's Wedding Dowry; Charwich-Koniinge, Volume 1; 36 Lessons of Vivec, Sermon 11; 36 Lessons of Vivec, Sermon 15; 36 Lessons of Vivec, Sermon 34. Joinable Factions that favor Unarmored: Clan Aundae, Clan Berne, Quarra Clan, Imperial Cult, Tribunal Temple, Twin Lamps Miscellaneous comments: Unarmored is no harder or easier to raise than the other three skills. As stated above, it only provides better protection than lower-tier armors, and that assumes the skill is maxed. It can be difficult to raise this skill before you have a decent health pool, especially at high difficulties. Grinding: If you want to grind Unarmored, I suggest waiting until you have a decent health pool, although you're welcome to try it whenever you wish. When you're ready, take off all your armor and go find some Mudcrabs. I'll stick with my suggestion of the group outside Mannammu, near Pelagiad. The lack of armor means you don't need to worry about repair tools, but you'll still need healing, and Ygfa restocks potions at Fort Pelagiad. A note on Unarmored: due to a glitch, the game effectively gives you an armor rating of 0 despite what's listed in your inventory if you are entirely unarmorer. This bug can be negated by wearing a single piece of a different armor type, which I highly recommend-0 armor on 100 difficulty is a recipe for instant death. Security <----------------------------------------------------------------------> In-game text: "Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes. This skill is essential for agents and thieves alike." Details: The in-game text is pretty accurate. Security, along with Agility (despite being governed by Intelligence) and the quality of the lockpick or probe being used, determines the chance of successfully opening a lock or disarming a trap. If your success chance is 0, you will get a message stating "lock too complex." Security has one other, very minor use. There are four sealed scrolls in the game, and after opening them, you have the option to try and reseal them. Your chance to do so successfully is also governed by the Security skill. Specialization: Stealth Governing attribute: Intelligence Increases: Disarm Trap (+3.0); Open Lock (+2.0) Racial bonuses: Khajiit (+5) Classes with Security as a Major Skill: Thief Classes with Security as a Minor Skill: Assassin, Bard, Nightblade Top Trainers*: Hecerinde, Balmora (Master Trainer, up to 100). *You must be at least Operative rank in the Thieves Guild before Hecerinde will train you. Books that raise Security: The Locked Room; The Wolf Queen, Book I; The Dowry; Chance's Folly; Surfeit of Thieves; Bloody Note; Thauraver's Orders. Joinable Factions that favor Security: East Empire Company, House Hlaalu, Thieves Guild, Twin Lamps Miscellaneous comments: Security has no minigame like it does in Oblivion or Skyrim-it's a success or failure proposition. Further, even when there is a success, you burn one of the limited uses each lockpick or probe has. Consequently, you'll need to stay well-stocked on thieves' tools. Fortunately, that isn't a very tall order. Note that disarming traps raises the skill 50% faster than opening locks does. This skill levels quite naturally as you go, so long as you use it to open any locks and disarm any traps you find. Grinding: If you want to grind Security, you need to be at a point where you can also raise Alteration. The only way to grind the skill is to cast a Lock spell on something (I suggest a custom level 1 Lock spell) and then pick it open. You should ideally be near someone who restocks lockpicks; Bolnor Andrani at the Hlaalu Council Manor in Balmora is a good source, but there are lots out there. You will also, of course, need the Lock effect-it's available from Medila Indaren at the Caldera Mages Guild, in the form of Fenrick's Doorjam. You can then have a spellmaker make your custom spell. Sneak <----------------------------------------------------------------------> In-game text: "The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets." Details: The in-game text is pretty accurate. Sneak, along with Agility, determines your odds of remaining undetected in Sneak mode and of successfully picking pockets undetected. Note that pickpocketing is rather broken (they actually didn't finish coding it), and it's almost impossible to successfully pickpocket anything until Sneak is nearly maxed. Also note that a successful attack while sneaking and undetected will result in critical damage. You should also note that line-of-sight matters a great deal-enemies are three times more likely to detect you if you're in front of them. Specialization: Stealth Governing attribute: Agility Increases: Successful Pickpocket (+2.0); Avoid Notice (+0.25) Racial bonuses: Wood Elf (+10); Khajiit (+5) Classes with Sneak as a Major Skill: Acrobat, Agent, Assassin, Monk, Nightblade, Scout, Thief Classes with Sneak as a Minor Skill: Archer, Witchhunter Top Trainers*: Aerin, Andus Tradehouse, Maar Gan (up to 84); Wadarkhu, Dreugh-Jigger's Rest, Gnaar Mok (Master Trainer, up to 100); Ri'Shajirr, Shenk's Shovel, Caldera (Master Trainer, up to 100). *Sneak is the only skill in the game with two Master Trainers. Books that raise Sneak: The Wolf Queen, Book VI; 2920, Last Seed; Azura and the Box; Trap; 36 Lessons of Vivec, Sermon 26. Joinable Factions that favor Sneak: Clan Berne, Blades, Morag Tong, Thieves Guild, Twin Lamps Miscellaneous comments: Sneak is almost useless until it reaches very high levels, where it's like the engine finally turns over and it becomes an incredibly useful tool. If you intend to play without buying anything, like my walkthrough advocates, you'll be heavily reliant on thievery, and especially on picking pockets. Accordingly, I usually start the game by grinding Sneak from 5 to 100. It's the only skill where I grind that dramatically, I get it done at the very start, and it is most certainly worth it. While picking pockets is ostensibly a better way to raise the skill, you just won't succeed at low levels, making it a fool's errand to try and raise the skill that way. Grinding: If you want to grind Sneak (and trust me, you do), find somebody who's alone, weight the sneak key, and leave for about 8 hours. I usually turn around and head back into Census and Excise right after character creation ends and use Sellus Gravius to max my skill for the rest of the game. Acrobatics <----------------------------------------------------------------------> In-game text: "Acrobatics skill enables one to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling." Details: The in-game text is pretty accurate. Higher Acrobatics means you both jump farther and can fall farther without taking damage. Specialization: Stealth Governing attribute: Strength Increases: Fall (+3.0); Jump (+0.15) Racial bonuses: Khajiit (+15); Wood Elf (+5) Classes with Acrobatics as a Major Skill: Acrobat, Agent, Assassin, Bard, Monk, Thief Classes with Acrobatics as a Minor Skill: Barbarian Top Trainers: Sugar-Lips Habasi, South Wall Cornerclub, Balmora (up to 77); Aerin, Andus Tradehouse, Maar Gan (up to 79); Senyndie, Arena Fighters Quarters, Vivec (Master Trainer, up to 100). Books that raise Acrobatics: Realizations of Acrobacy; A Dance in Fire, Chapter 1; A Dance in Fire, Chapter 4; The Black Arrow, Volume 1; Mystery of Talara, Part 1. Joinable Factions that favor Acrobatics: Clan Aundae, Clan Berne, Morag Tong, Quarra Clan, Thieves Guild Miscellaneous comments: Acrobatics is fun, and very easy to raise. When it gets high, you can make some pretty ludicrous jumps, and there are plenty of dungeon areas that are only accessible with either high Acrobatics or the ability to levitate. Note that, for a fall to increase skill experience, it must be a fall sufficient to cause damage. Once it is, the amount of damage is irrelevant. Grinding: If you want to grind Acrobatics, find a nice steep hill you can repeatedy jump up. It's important that the jump get interrupted so you can mash the bejeezus out of that Jump key. The classic place to grind Acrobatics is on any one of the big ramps on the exterior of Vivec's cantons. Light Armor <----------------------------------------------------------------------> In-game text: "Light armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use." Details: As should be obvious to anyone who speaks English, light armor offers the lowest protection with the benefit of weighing the least. As the skill gets higher, each piece of light armor you wear receives a boost to its armor rating. Specialization: Stealth Governing attribute: Agility Increase: Hit By Opponent (+1.0) Racial bonuses: Wood Elf (+10); Dark Elf, Imperial, Khajiit (+5) Classes with Light Armor as a Major Skill: Agent, Archer, Assassin, Rogue, Thief, Witchhunter Classes with Light Armor as a Minor Skill: Acrobat, Barbarian, Healer, Monk, Nightblade, Scout Top Trainers: Ruccia Conician, Grand Council Chambers, Ebonheart (up to 70); Aerin, Andus Tradehouse, Maar Gan (Master Trainer, up to 100). Books that raise Light Armor: The Rear Guard; Ice and Chitin; Lord Jornibret's Last Dance; 36 Lessons of Vivec, Sermon 21; 36 Lessons of Vivec, Sermon 28. Joinable Factions that favor Light Armor: Ashlanders, Blades, House Hlaalu, Morag Tong, Thieves Guild Miscellaneous comments: Light Armor is no harder or easier to raise than the other three skills. If you have Tribunal, once you survive the first Dark Brotherhood attack, you'll have a killer set of Light Armor. I typically prefer Heavy Armor once all is maxed, as it has both a better protection rating and a higher enchantment potential. Of course, if you like the Light Armor aesthetic, you'll do just fine in glass with maxed stats. Grinding: If you want to grind Light Armor, I suggest getting a full set of Light Armor (although, because Unarmored is freely usable, a partial set is acceptable). The easiest way to do this is to rest until your first Dark Brotherhood attack. Kill the assassin and presto, you have a (very good) set of Light Armor. I then suggest going to Pelagiad, as you have restocking repair tools (Uulernil) and healing potions (Ygfa). Head south to the beach near Mannammu and let the Mudcrabs wail on you, keeping the armor in decent repair and healing as necessary. Short Blade <----------------------------------------------------------------------> In-game text: "Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakizashis." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as a Short Blade. In ascending order of power, this category covers daggers, tantos, short swords, and wakizashis. Specialization: Stealth Governing attribute: Speed Increase: Successful Attack (+0.75) Racial bonuses: Dark Elf (+10); Khajiit, Redguard (+5) Classes with Short Blade as a Major Skill: Agent, Assassin, Nightblade, Rogue, Thief Classes with Short Blade as a Minor Skill: Mage, Pilgrim, Sorcerer Top Trainers: Athyn Sarethi, Sarethi Manor, Ald'ruhn (up to 70); Nileno Dorvayn, Hlaalu Council Manor, Balmora (up to 74); Todwendy, Lucky Lockup, Balmora (Master Trainer, up to 100). Books that raise Short Blade: Unnamed Book; 2920, Sun's Dusk; 2920, Evening Star; 36 Lessons of Vivec, Sermon 10; 36 Lessons of Vivec, Sermon 30. Joinable Factions that favor Short Blade: Clan Berne, House Hlaalu, Morag Tong, Thieves Guild Miscellaneous comments: Short Blade, for whatever reason, raises 25% more slowly than the other melee skills. If you're grinding, I suggest finding a Chitin Dagger, the weakest option. The Daedric Wakizashi is the best generic option here. Short Blades are quick and cool, and I actually like them quite a bit even though I generally go for Long Blades once everything is maxed. Grinding: If you want to grind Short Blade, I suggest getting the weakest possible weapon and killing things by chopping, the weakest attack. You can get a guaranteed Chitin Dagger from Addamasartus, the smuggler cave and traditional first dungeon just outside Seyda Neen. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Marksman <----------------------------------------------------------------------> In-game text: "With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding any ranged weapon. In ascending order of power, this category covers throwing knives, darts/throwing stars (equal in power), short bows, long bows, and crossbows. Specialization: Stealth Governing attribute: Agility Increase: Successful Attack (+1.0) Racial bonuses: Wood Elf (+15); Dark Elf (+5) Classes with Marksman as a Major Skill: Acrobat, Archer, Assassin, Pilgrim, Witchhunter Classes with Marksman as a Minor Skill: Barbarian, Battlemage, Monk, Nightblade, Scout, Sorcerer, Thief, Warrior Top Trainers: Missun Akin, Falasmaryon (Master Trainer, up to 100). Books that raise Marksman: The Gold Ribbon of Merit; A Dance in Fire, Chapter 5; Vernaccus and Bourlor; The Marksmanship Lesson; The Black Arrow, Volume II. Joinable Factions that favor Marksman: Ashlanders, Clan Berne, Blades, House Hlaalu, Morag Tong, Thieves Guild Miscellaneous comments: Marksman increases at the same rate as the standard melee skills. If you're grinding, I suggest finding a Chitin Short Bow and shooting Chitin Arrows. While this isn't the weakest option (that'd be an Iron Throwing Knife), it's the weakest that's practical, given the need for ammunition. The Daedric Long Bow is the best generic option here. I always end up toting a Daedric Long Bow, as I find Marksman to be a much more practical ranged option than Destruction magic, especially for Cliff Racers. Grinding: If you want to grind Marksman, I suggest getting the weakest practical weapon, considering ammo availability, and killing things. You can get a guaranteed Chitin Short Bow from Mebestien Ence in Pelagiad. Conveniently, you also have restocking Iron Arrows from Shadbak gra-Burbug in Fort Pelagiad. I then suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil), restocking arrows (Shadbak gra-Burbug), and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Mercantile <----------------------------------------------------------------------> In-game text: "Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining." Details: The in-game text is fairly accurate. Mercantile skill combines with a merchant's disposition toward your character to determine the initial modifier applied to an item's base value. That modified value becomes the initial buying or selling price. This applies to objects in the barter menu as well as all services, including spell or training purchases. Additionally, you can take that initial offer and attempt to haggle. The success chance depends on the percentage you attempt to haggle by, the Personality attribute, and the Mercantile skill. Specialization: Stealth Governing attribute: Personality Increase: Successful Bargain (+0.3); Successful Max Bargain (+30.0) Racial bonuses: Imperial (+10) Classes with Mercantile as a Major Skill: Pilgrim, Rogue Classes with Mercantile as a Minor Skill: Agent, Bard, Knight, Thief Top Trainers: Ababael Timsar-Dadisun, Zainab Camp (Master Trainer, up to 100). Books that raise Mercantile: The Buying Game; The Wolf Queen, Book IV; 2920, Sun's Height; A Dance in Fire, Chapter 6; A Dance in Fire, Chapter 7. Joinable Factions that favor Mercantile: East Empire Company, House Hlaalu. Miscellaneous comments: Mercantile is supremely easy to raise. Just move the slider a little bit on each transaction, and it will creep up throughout the entire game. Note that skill increase is based on the percentage of the bargain. This means that selling a 3 gold item for 4 gold will give more experience than selling a 900 gold item for 1000 gold. Note that when the UESPWiki refers to a "successful max bargain," this refers to either selling a single cheap item for all of a merchant's gold or successfully buying an expensive item for 1 gold. Grinding: If you want to grind Mercantile, pick a merchant with a good disposition toward you. Next, pick an item. Haggle him or her down a bit, and buy the item. Now, sell it back to them, only haggle up. You'll probably eat some gold early on, but as the skill rises, you'll be able to break even and eventually profit. Remember that higher percentage bargains, while more likely to fail, also grant more skill experience. Speechcraft <----------------------------------------------------------------------> In-game text: "Those skilled in speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or entrust important tasks to the skilled speaker." Details: The in-game text is fairly accurate. There are four ways to attempt to persuade NPCs. Admire is the most straightforward, and when it succeeds, it simply raises the NPC's dispostion in a persistent manner. It relies on your Personality attribute, the NPC's beginning disposition toward your character, the NPC's own Speechcraft skill, and your Speechcraft skill. The second option is Intimidate. When it succeeds, it raises the NPC's disposition, but only until the dialogue box is closed. When you open it again, disposition will be substantially lower than it was before. In addition to the above factors, Intimidate is also partially reliant on your Strength, as well as the NPC's. The third option is Taunt. Taunt will dramatically lower disposition whether it succeeds or fails, but only a successful series of Taunts will goad an NPC into attacking you. This can be desirable if you want to kill someone who is not hostile without incurring a bounty, as if they attack first, the killing is in self-defense. Taunt relies on the same factors as Admire. Finally, you can Bribe NPCs with 10, 100, or 1000 gold. Bribes raise disposition permanently, like Admiring. Bribe success, although it raises Speechcraft skill, actually uses Mercantile instead of Speechcraft to calculate success chance. Of course, the size of the bribe also matters. Specialization: Stealth Governing attribute: Personality Increase: Successful Persuasion (+1.0) Racial bonuses: Imperial (+10) Classes with Speechcraft as a Major Skill: Agent, Bard, Healer, Knight, Pilgrim Classes with Speechcraft as a Minor Skill: Acrobat, Rogue, Thief Top Trainers: Caius Cosades, Balmora (up to 70); Ruccia Conician, Grand Council Chambers, Ebonheart up to 75); Skink-in-Tree's-Shade, Mages Guild, Wolverine Hall, Sadrith Mora (Master Trainer, up to 100). Books that raise Speechcraft: Biography of the Wolf Queen; The Wolf Queen, Book V; 2920, Second Seed; The Wolf Queen, Book VII; 36 Lessons of Vivec, Sermon 27. Joinable Factions that favor Speechcraft: Blades, East Empire Company, House Hlaalu, Imperial Cult, Twin Lamps Miscellaneous comments: Speechcraft is supremely easy to raise. Just persuade everybody you need to deal with to 100 disposition, and it will max in a jiffy. Alternatively, taunt anybody who doesn't serve a purpose into attacking you, and raise your weapon skills to boot! If you need to buy anything at all from anyone, having their disposition at 100 will help immensely. Grinding: If you want to grind Speechcraft, pick literally any NPC. Move the dialogue box so that Persuade shows up right underneath Admire. Click the mouse many, many times and watch your Speechcraft soar. Hand-to-Hand <----------------------------------------------------------------------> In-game text: "Hand-to-hand skill is the martial art of unarmed combat. Hand-to-hand attacks damage only the fatigue of a standing opponent, but hand-to-hand attacks damage health when a target has been knocked unconscious by fatigue loss." Details: The in-game text is actually spot-on. If you want to kill things hand-to-hand, you'll have to drain away their fatigue first. It's actually more viable than it sounds-as you whittle away their fatigue, they become almost incapable of hitting you, and once they're knocked down, they're helpless. Interestingly, Hand-to-Hand is not classed as a normal weapon, so it does full damage to undead and werewolves. Specialization: Stealth Governing attribute: Speed Increase: Successful Attack (+1.0) Racial bonuses: Imperial, Khajiit (+5) Classes with Hand-to-Hand as a Major Skill: Healer, Monk, Rogue Classes with Hand-to-Hand as a Minor Skill: Acrobat, Crusader, Pilgrim, Thief Top Trainers: Caius Cosades, Balmora (up to 70); Taren Omothan, Holamayan Monastery (Master Trainer, up to 100). Books that raise Hand-to-Hand: The Prayers of Baranat; The Wolf Queen, Book II; Charwich-Koniinge, Volume 2; Charwich-Koniinge, Volume 4; Master Zoaraym's Tale. Joinable Factions that favor Hand-to-Hand: Quarra Clan Miscellaneous comments: Hand-to-Hand increases at the same rate as most of the other weapon skills. Of course, you're not using a weapon. There is at least one quest that requires you to win a Hand-to-Hand match, but because the damage of your fists is so low, it is never more than a backup option. Grinding: If you want to grind Hand-to-Hand, you just need to punch things. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty, and trying to grind on anything stronger would be quite difficult, especially at low levels. Pelagiad, of course, gives you restocking healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, heal, respawn, repeat. Easy. Leveling {CHR005} o======================================================================o Morrowind and Oblivion share the same leveling system. In order to gain a level, you must get a total of 10 increases across your major and minor skills. When you gain a level, two things happen. First, your maximum Health increases by 10% of your Endurance. Second, you get to raise three of your attributes, by a value between 1 and 5. I'll discuss how those multipliers are calculated in a moment, but Morrowind gave birth to the idea of "efficient leveling." Essentially, you either want to get three 5x multipliers (if you don't care to raise Luck) or two 5x multipliers if you do. In Oblivion, it is vital to do this with minimal "wasted" skill increases. You have more wiggle room in Morrowind due to the higher number of skills. Morrowind also doesn't suffer from Oblivion's level scaling problem. That's why so many things are freely usable at the outset. Still, I don't see why you wouldn't want to get the most out of each level up, at least in terms of getting +5/+5/+1 each time. Attribute multipliers depend on which skills you have increased for the duration of the current level. It is vital to note that miscellaneous skill increases *do* add to attribute multipliers, despite not contributing to the level up. To understand what will get a multiplier, you need to examine the relationship between a skill and its governing attribute. For instance, if you raise Acrobatics while level 2, you'll get a multiplier to Strength whenever you advance to level 3. Luck can never get a multiplier, because it governs no skills. The amount of the multiplier depends on the number of skill increases. You can accrue the multiplier from any combination of skills that share a governing attribute, and the amount of the multiplier is calculated as follows: 1-4 skill increases: 2x 5-7 skill increases: 3x 8-9 skill increases: 4x 10+ skill increases: 5x The most efficient way to level, then, is to have a 10 point increase in your miscellaneous skills for the first attribute you want to raise, and then get the 10 points for the actual level up inside your major and minor skills for the second attribute you want to raise. Although I don't know why you'd ignore Luck, if you prefer, you can go for a third 5x multiplier, which should also come from your miscellaneous skills. Timing is important, however. When you achieve that 10th skill increase, a message will appear that "You should rest and meditate on what you've learned." At that point, the multipliers for the level up are locked in, and any further skill increases will contribute to multipliers for the next level up. The maximum level for a given character varies depending on how their major and minor skills are configured. While I'll discuss this more in the Optimized Build section below, the maximum level is 78, with one caveat. If you commit a crime and go to jail for it, three random skills will decrease. You can theoretically go to jail many times, trying to get major or minor skills to decrease. New skill gains after such a decrease will contribute to further levels. There is also one bug that you should be aware of. When attempting to raise an attribute from 95 to 100, sometimes the game fails to give you the multiplier you've earned. I play on PC, and I usually fix this with the console and a clean conscience. If this happens to you on Xbox, your only recourse is to stop at a 4x multiplier (raising the attribute to 99) and finishing it off at the next level. You have enough cushion levels that this shouldn't be a problem, but make sure you keep a backup save every time you level up in case you need to tweak your plan. Races {CHR006} o======================================================================o Now, we get to the part where actual choices begin to be made. Every character can eventually get 100 in all skills and 100 in all attributes, but you can only be one of the ten races. You have to make this choice at the very beginning, after choosing your name. You will concurrently choose your sex and your appearance. I'll lead with a discussion of what does and doesn't matter in race selection, along with all the different ways it can affect your games, before giving the details for each choice. A note about sex: there are very, very few differences in the game based on sex. A few quests proceed differently depending on whether you're male or female, but those are few and far between and are always amiable to multiple solutions. The biggest difference is your starting attributes. Each of the ten races has bonuses to certain skills. This is fairly irrelevant, since everyone can eventually get all skills to 100. However, if you're in pursuit of the maximum level, you should do your best to keep any skills with a racial bonus outside your majors and minors. The absolute floor is 30 for major skills and 15 for minor skills, which allows you to reach level 78 and get 5 increases toward level 79. Those 5 points are all the wiggle room you have if maximum level is important to you, so racial bonuses can cheat you out of a few levels if you aren't careful. Skill bonuses are identical regardless of the sex you choose. Each race also has a different set of starting attributes, somewhere between 30 and 50 for each. These do vary based on sex. The only truly relevant consideration here is Endurance. A higher starting Endurance means more health at the end, so if you're going max Health or bust, you should pick something that has that 50 point base. Every race has a few special chracteristics that make it unique. I'll discuss those in the detailed segments below. They fall into three categories. A Spell is just what it sounds like-a spell you get in your magic menu from the start. A Power is like a spell, except it has no Magicka cost and can instead be used once every 24 in-game hours. Finally, an Ability is a passive bonus that is always active. Generally, it should be obvious that good Abilities are the most useful. Be aware that the two "beast races" (Argonian and Khajiit) can't wear certain helmets and can't wear boots at all. This is a *huge* drawback, enough to pretty much eliminate them from serious consideration. Finally, out in the game world, you get an automatic 5 point disposition boost with all members of the same race. This is a (weak) argument in favor of being a Dark Elf, because despite the repeated statements that they hate outland Dunmer, the Dunmer of Vvardenfell still give you the same 5-point disposition boost, and they dramatically outnumber all other races. I'll be pretty clinical about my personal race choice, but I will say that the lore and storyline make a compelling case for choosing a Dark Elf. If you're not so concerned about min/maxing, I wouldn't blame you for a second if you did that. Without further ado, the races: Argonian <----------------------------------------------------------------------> In-game text: "At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends. Like the Khajiit, Argonians are limited to some headgear and no footwear." Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 50 Speed; 30 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 40 Strength; 50 Intelligence; 40 Willpower; 40 Agility; 40 Speed; 30 Endurance; 30 Personality; 40 Luck Skill Bonuses: +15 Athletics; +5 Alchemy; +5 Illusion; +5 Medium Armor; +5 Mysticism; +5 Spear; +5 Unarmored Specials: Spell-Water Breathing 120 Seconds on Self, Cost: 5 Points Ability: Resist Poison 100% Ability: Resist Common Disease 75% Discussion: In this game, Argonians just suck. Both sexes start with 30 Endurance, nerfing your health pool in those tender early levels. They don't have any Magicka multiplier to make up for it, either. Their Water Breathing spell can be replicated as soon as you get to a spellmaker, and the resistance to Common Disease becomes irrelevant fairly early in the Main Quest (spoiler-you become immune to all diseases). Their only really beneficial ability is the innate Resistance to Poison, but that's not enough to overcome the huge drawback that is the inability to wear any kind of boots. I don't recommend this race at all. Breton <----------------------------------------------------------------------> In-game text: "Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies." Base Attributes, Male: 40 Strength; 50 Intelligence; 50 Willpower; 30 Agility; 30 Speed; 30 Endurance; 40 Personality; 40 Luck Base Attributes, Female: 30 Strength; 50 Intelligence; 50 Willpower; 30 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck Skill Bonuses: +10 Conjuration; +10 Mysticism; +10 Restoration; +5 Alchemy; +5 Alteration; +5 Illusion Specials: Power-Dragon Skin-Shield 50 Points for 60 Seconds on Self Ability: Resist Magicka 50% Ability: Fortify Maximum Magicka 0.5x Intelligence (50% extra Magicka) Discussion: As Haeravon himself said before me, somebody at Bethesda loves Bretons. They've been a great choice in Morrowind, Oblivion, and Skyrim. While both sexes start with 30 Endurance, they more than make up for that with their two abilities. They're one of the two races that get a Magicka multiplier, which makes them a compelling choice all by itself. Their innate 50% resistance to Magicka makes them beastly, but it should be noted that, unlike Oblivion and Skyrim, Resist Magicka is a separate effect than elemental resistance. It covers all non-elemental offensive magic, but does nothing to the four elements of Fire, Frost, Poison, and Shock. It also does nothing against Paralyze, Silence, or any other effects with no magnitude. The only reason I prefer High Elves, in spite of their weaknesses, is that they have better maximum Magicka. Bretons are a great choice if you're scared off by the High Elf's weaknesses. Dark Elf <----------------------------------------------------------------------> In-game text: "In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, distrusting, and disdainful of other races." Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 40 Agility; 50 Speed; 40 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 40 Strength; 40 Intelligence; 30 Willpower; 40 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck Skill Bonuses: +5 Long Blade; +10 Destruction; +5 Light Armor; +5 Athletics; +5 Mysticism; +5 Marksman; +10 Short Blade Specials: Power-Ancestor Guardian-Sanctuary 50 points for 60 seconds on Self Ability: Resist Fire 75% Discussion: Dark Elves arent bad, but they aren't great either. Both sexes start with 40 Endurance, so while Health isn't nerfed, it isn't stellar either. The lack of a Magicka multiplier makes this an even bigger drawback. The 75% resistance to fire is undeniably useful, but pales in comparison to other available abilities. There's more elemental diversity in Morrowind than Skyrim (in addition to fire, frost, and shock, you must also contend with poison and direct magic damage), so single-element resistance is less useful. One side benefit is that there are way more Dark Elves than any other race in the game, so you get a tangible (but minor) benefit in the 5 point disposition boost with all of them. The most compelling argument in favor of choosing a Dark Elf is the storyline/lore aspect. If that speaks to you, go for it. You'll be fine. High Elf <----------------------------------------------------------------------> In-game text: "The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the 'lesser races.'" Base Attributes, Male: 30 Strength; 50 Intelligence; 40 Willpower; 40 Agility; 30 Speed; 40 Endurance; 40 Personality; 40 Luck Base Attributes, Female: 30 Strength; 50 Intelligence; 40 Willpower; 40 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck Skill Bonuses: +10 Destruction; +10 Enchant; +10 Alchemy; +5 Alteration; +5 Conjuration; +5 Illusion Specials: Ability-Resist Common Disease-75% Ability: Weakness to Shock 25% Ability: Weakness to Frost 25% Ability: Weakness to Fire 50% Ability: Weakness to Magicka 50% Ability: Fortify Maximum Magicka 1.5x Intelligence (150% more Magicka) Discussion: I always play a High Elf. A male starts with 40 Endurance, so while there's no Health boost, it isn't nerfed either. This is more than compensated for by their giant Magicka multiplier. Triple that of the Breton, it makes them the uncontested winners in the race for maxed Magicka. The disease resistance is irrelevant thanks to the Main Quest. The other issue, of course, is their slew of weaknesses. Many people find this offputting, and I don't blame them for that. However, note that pursuing maximum Magicka entails taking the Atronach birthsign for its second Magicka multiplier. The Atronach confers 50% innate Spell Absorption. This is more than enough to make up for the Shock and Frost weaknesses, and is sufficient to make the Fire and Magicka weaknesses a wash. The bottom line, for me, is that a male High Elf Atronach has his weaknesses cancelled and has-by far-the most Magicka in the game. This is what I recommend. Imperial <----------------------------------------------------------------------> In-game text: "The well-educated and well-spoken native of Cyrodiil are known for the discipline and training of their citizen armies. Though physically less imposing than the other races, Imperials are shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire." Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 30 Agility; 40 Speed; 40 Endurance; 50 Personality; 40 Luck Base Attributes, Female: 40 Strength; 40 Intelligence; 40 Willpower; 30 Agility; 30 Speed; 40 Endurance; 50 Personality; 40 Luck Skill Bonuses: +10 Speechcraft; +10 Mercantile; +10 Long Blade; +5 Blunt Weapon; +5 Light Armor; +5 Hand-to-Hand Specials: Power-Star of the West-Absorb Fatigue 200 points on Target Power-Voice of the Emperor-Charm 25 to 50 Points for 15 seconds on Target Discussion: Imperials...meh. No innate abilities, coupled with middling Endurance for both sexes, means there's nothing compelling here. They also have no serious drawbacks, but is that really an argument to take them when you could pick a race that actually helps you? Powers are less useful in Morrowind than in later games thanks to spellmaking, but with that said, Star of the West is actually quite good, and Voice of the Emperor has its uses as well. I wouldn't use them, but if you do, you won't be actively hurting yourself like with Argonians or Khajiit. Khajiit <----------------------------------------------------------------------> In-game text: "The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability." Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 40 Speed; 40 Endurance; 40 Personality; 40 Luck Skill Bonuses: +15 Acrobatics; +5 Athletics; +5 Hand-to-Hand; +5 Light Armor; +5 Security; +5 Short Blade; +5 Sneak Specials: Spell-Eye of Night-Night Eye 50 points for 30 seconds on Self Power-Eye of Fear-Demoralize Humanoid 100 points for 30 seconds on Target Discussion: Khajiit are, for my money, the worst race you could choose. Nerfed to middling Endurance, no innate abilities at all, relatively useless powers, and the equipment drawbacks of a beast race, all in one massively disadvantaged package. Just don't go this route. Even Argonians have one good ability. Nord <----------------------------------------------------------------------> In-game text: "The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies." Base Attributes, Male: 50 Strength; 30 Intelligence; 40 Willpower; 30 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 50 Strength; 30 Intelligence; 50 Willpower; 30 Agility; 40 Speed; 40 Endurance; 30 Personality; 40 Luck Skill Bonuses: +10 Axe; +10 Blunt Weapon; +10 Medium Armor; +5 Heavy Armor; +5 Long Blade; +5 Spear Specials: Power-Thunder Fist-Frost Damage 25 Points on Touch Power-Woad-Shield 30 Points for 60 Seconds on Self Ability-Resist Shock 50% Ability-Resist Frost 100% Discussion: If you want maximum Health and don't care about Magicka, Nords, along with Orcs, are terrific choices. A male Nord has that critical 50 Endurance for maximizing Health. Although there's no Magicka multiplier, Nords have great abilities. Innate 50% Shock resistance coupled with innate *immunity* to Frost is nothing short of outstanding. Orcs are also pretty fantastic if you want max Health, but I think the magnitude of the Nord's two resistances edges out the 25% non-elemental magic resistance enjoyed by the Orc. Although less relevant, the Orc power is useless, whereas the Nord's two are each modestly beneficial. You might disagree, and you'll do just fine either way. It should be said that Nords and Orcs dramatically outclass the third maximum Health option-the Redguard. Their resistances to poison and disease are far less useful. Orc <----------------------------------------------------------------------> In-game text: "These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes." Base Attributes, Male: 45 Strength; 30 Intelligence; 50 Willpower; 35 Agility; 30 Speed; 50 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 45 Strength; 40 Intelligence; 45 Willpower; 35 Agility; 30 Speed; 50 Endurance; 25 Personality; 40 Luck Skill Bonuses: +10 Armorer; +10 Block; +10 Heavy Armor; +10 Medium Armor; +5 Axe Specials: Ability-Resist Magicka 25% Power-Berserk: -Fortify Health 20 points for 60 seconds on Self -Fortify Fatigue 200 points for 60 seconds on Self -Fortify Attack 100 points for 60 seconds on Self -Drain Agility 100 points for 60 seconds on Self Discussion: If you want maximum Health and don't care about Magicka, Orcs, along with Nords, are great choices. Both sexes start with that critical 50 Endurance. Orcs also begin with a 25% resistance to non-elemental Magic (so long as it has a magnitude). While this is half of what a Breton's is, it is still pretty compelling. Nords get 50% shock resistance and outright immunity to Frost. I think that just edges the Orc, but you may disagree, and you'll do fine with either choice. It should be noted, however, that the Drain Agility aspect of the Berserk power makes it worse than useless. Draining Agility to 0 destroys your dodge chance and your stagger resistance. This means that the first swing your enemy takes will almost certainly hit you, and it's guaranteed to knock you down, making you helpless even with all of those nice-looking buffs. While Powers don't matter much anyway, the Nord's two are both actually beneficial. I would still recommend a Breton or High Elf, but if you're positive you don't want to use magic at all, a Nord or an Orc becomes the better choice. Redguard <----------------------------------------------------------------------> In-game text: "The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot." Base Attributes, Male: 50 Strength; 30 Intelligence; 30 Willpower; 40 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 40 Strength; 30 Intelligence; 30 Willpower; 40 Agility; 40 Speed; 50 Endurance; 40 Personality; 40 Luck Skill Bonuses: +15 Long Blade; +5 Athletics; +5 Axe; +5 Blunt Weapon; +5 Heavy Armor; +5 Medium Armor; +5 Short Blade Specials: Power-Adrenaline Rush: -Fortify Agility 50 points for 60 seconds on Self -Fortify Endurance 50 points for 60 seconds on Self -Fortify Speed 50 points for 60 seconds on Self -Fortify Strength 50 points for 60 seconds on Self -Fortify Health 25 points for 60 seconds on Self Ability-Resist Poison 75% Ability-Resist Common Disease 75% Discussion: With 50 Endurance for both sexes, Redguards can attain the Health maximum, along with Orcs and Nords. Additionally, they have what is indisputably the best Power of all the races. However, Powers are, as I've mentioned, fairly irrelevant, given their limitation to one use per day. Redguards also possess two modestly beneficial abilities. The disease resistance becomes irrelevant thanks to the Main Quest, and the Poison resistance is just thoroughly outclassed by the resistances granted to Nords or Orcs. Redguards will do just fine, but if you're playing for maximum Health, I'd recommend a Nord instead. Wood Elf <----------------------------------------------------------------------> In-game text: "The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel." Base Attributes, Male: 30 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck Skill Bonuses: +15 Marksman; +10 Sneak; +10 Light Armor; +5 Alchemy; +5 Acrobatics Specials: Power-Beast Tongue-Command Creature 5 points for 600 seconds Ability-Resist Common Disease 75% Discussion: With 30 Endurance for both sexes, no Magicka multiplier, and fairly useless abilities, there's little to recommend Wood Elves. Their Power is worthless, and their disease resistance is irrelevant thanks to the Main Quest. They're better than Argonians and Khajiit, but that's not saying much. Pick a race that actually helps you out. Classes {CHR007} o======================================================================o There are several elements that define the classes in Morrowind. At the outset, let me just say this: the predefined classes all suck. I'll list their details below, but there is never a reason to use one of them instead of a custom class. Classes are defined by a specialization, favored attributes, major skills, and minor skills. The specialization is the first element. There are three specializations-Combat, Magic, and Stealth. Each one covers 9 of the 27 skills in the game. Skills within your specialization each receive a 5 point bonus. They also level faster than skills outside that specialization. Your specialization can vary based on your racial skill bonuses. If you're going for maximum level, you need to keep most of your specialized skills in the miscellaneous category. Each class has two favored attributes. These attributes receive a 10 point bonus beyond their base racial values. That's all. I'll note here, and again below, that there's no good reason to choose favored attributes that aren't Endurance and Luck. Finally, each class is primarily defined by its array of major and skills. Major skills receive a 25 point bonus, and level faster than all others. Minor skills receive a 10 point bonus, and level faster than miscellaneous skills, including those inside a specialization. Skill growth bonuses from specialization and major/minor *are* cumulative, so a major skill from your specialization will get the largest possible growth bonus, while a miscellaneous skill outside your specialization levels the most slowly. The problem is that each class tends to be too specialized, making it difficult to get the right attribute multipliers when you need them. There is more detail in the Optimized Build section below, but these are my objectives in creating a class: i) Avoid major or minor skills with a specialization or racial bonus, so that your maximum level remains at 78. You have exactly 5 points of wiggle room here. ii) Try to have at least one skill governed by each attribute somewhere in your majors and minors. Likewise, try to ensure at least one remains miscellaneous. This makes it easy to level efficiently. iii) On a similar note, try to make sure anything you need to freely use doesn't factor into your efficient leveling plan. I have a critical need to Sneak the entire game, so I make sure I never need Sneak for anything else, like character levels or Agility multipliers. Likewise, I highly recommend making sure you keep Unarmored and Athletics freely usable. No one likes walking, sometimes you have to swim, and you're going to take some hits before you find a full suit of armor. Finally, make sure you have at least one freely usable actual armor type, and a freely usable way to kill things. The Optimized Build below will discuss, in detail, how I actually achieve all of these goals. None of the preset classes come close to achieving the objectives laid out above. You may want to answer Socucius Ergalla's questions for character creation once, just for the novelty of it. After that, I cannot emphasize the need for a custom class strongly enough. Even if you aren't a powergamer, and you're all about roleplaying, I guarantee you can come up with a custom class that better suits your needs. Nonetheless, for your edification, I have listed the features of the game's 21 preset classes below. Acrobat <----------------------------------------------------------------------> In-game text: "Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture." Specialization: Stealth Favored Attributes: Agility, Endurance Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmored Minor Skills: Speechcraft, Alteration, Spear, Hand-to-Hand, Light Armor Agent <----------------------------------------------------------------------> In-game text: "Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes." Specialization: Stealth Favored Attributes: Personality, Agility Major Skills: Speechcraft, Sneak, Acrobatics, Light Armor, Short Blade Minor Skills: Mercantile, Conjuration, Block, Unarmored, Illusion Archer <----------------------------------------------------------------------> In-game text: "Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary." Specialization: Combat Favored Attributes: Agility, Strength Major Skills: Marksman, Long Blade, Block, Athletics, Light Armor Minor Skills: Unarmored, Spear, Restoration, Sneak, Medium Armor Assassin <----------------------------------------------------------------------> In-game text: "Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes." Specialization: Stealth Favored Attributes: Speed, Intelligence Major Skills: Sneak, Marksman, Light Armor, Short Blade, Acrobatics Minor Skills: Security, Long Blade, Alchemy, Block, Athletics Barbarian <----------------------------------------------------------------------> In-game text: "Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat." Specialization: Combat Favored Attributes: Strength, Speed Major Skills: Axe, Medium Armor, Blunt Weapon, Athletics, Block Minor Skills: Acrobatics, Light Armor, Armorer, Marksman, Unarmored Bard <----------------------------------------------------------------------> In-game text: "Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences." Specialization: Stealth Favored Attributes: Personality, Intelligence Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block Minor Skills: Mercantile, Illusion, Medium Armor, Enchant, Security Battlemage <----------------------------------------------------------------------> In-game text: "Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures." Specialization: Magic Favored Attributes: Intelligence, Strength Major Skills: Alteration, Destruction, Conjuration, Axe, Heavy Armor Minor Skills: Mysticism, Long Blade, Marksman, Enchant, Alchemy Crusader <----------------------------------------------------------------------> In-game text: "Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil." Specialization: Combat Favored Attributes: Agility, Strength Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armor, Block Minor Skills: Restoration, Armorer, Hand-to-Hand, Medium Armor, Alchemy Healer <----------------------------------------------------------------------> In-game text: "Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity." Specialization: Magic Favored Attributes: Willpower, Personality Major Skills: Restoration, Mysticism, Alteration, Hand-to-Hand, Speechcraft Minor Skills: Illusion, Alchemy, Unarmored, Light Armor, Blunt Weapon Knight <----------------------------------------------------------------------> In-game text: "Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment." Specialization: Combat Favored Attributes: Strength, Personality Major Skills: Long Blade, Axe, Speechcraft, Heavy Armor, Block Minor Skills: Restoration, Mercantile, Medium Armor, Enchant, Armorer Mage <----------------------------------------------------------------------> In-game text: "Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting." Specialization: Magic Favored Attributes: Intelligence, Willpower Major Skills: Mysticism, Destruction, Alteration, Illusion, Restoration Minor Skills: Enchant, Alchemy, Unarmored, Short Blade, Conjuration Monk <----------------------------------------------------------------------> In-game text: "Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and Agility, and are skilled with a variety of ranged and close-combat weapons." Specialization: Stealth Favored Attributes: Agility, Willpower Major Skills: Hand-to-Hand, Unarmored, Athletics, Acrobatics, Sneak Minor Skills: Block, Marksman, Light Armor, Restoration, Blunt Weapon Nightblade <----------------------------------------------------------------------> In-game text: "Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents." Specialization: Magic Favored Attributes: Willpower, Speed Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade Minor Skills: Light Armor, Unarmored, Destruction, Marksman, Security Pilgrim <----------------------------------------------------------------------> In-game text: "Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion." Specialization: Stealth Favored Attributes: Personality, Endurance Major Skills: Speechcraft, Mercantile, Marksman, Restoration, Medium Armor Minor Skills: Illusion, Hand-to-Hand, Short Blade, Block, Alchemy Rogue <----------------------------------------------------------------------> In-game text: "Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive." Specialization: Combat Favored Attributes: Speed, Personality Major Skills: Short Blade, Mercantile, Axe, Light Armor, Hand-to-Hand Minor Skills: Block, Medium Armor, Speechcraft, Athletics, Long Blade Scout <----------------------------------------------------------------------> In-game text: "Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive." Specialization: Combat Favored Attributes: Speed, Endurance Major Skills: Sneak, Long Blade, Medium Armor, Athletics, Block Minor Skills: Marksman, Alchemy, Alteration, Light Armor, Unarmored Sorcerer <----------------------------------------------------------------------> In-game text: "Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos." Specialization: Magic Favored Attributes: Intelligence, Endurance Major Skills: Enchant, Conjuration, Mysticism, Destruction, Alteration Minor Skills: Illusion, Medium Armor, Heavy Armor, Marksman, Short Blade Spellsword <----------------------------------------------------------------------> In-game text: "Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune." Specialization: Magic Favored Attributes: Willpower, Endurance Major Skills: Block, Restoration, Long Blade, Destruction, Alteration Minor Skills: Blunt Weapon, Enchant, Alchemy, Medium Armor, Axe Thief <----------------------------------------------------------------------> In-game text: "Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities." Specialization: Stealth Favored Attributes: Speed, Agility Major Skills: Security, Sneak, Acrobatics, Light Armor, Short Blade Minor Skills: Marksman, Speechcraft, Hand-to-Hand, Mercantile, Athletics Warrior <----------------------------------------------------------------------> In-game text: "Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle." Specialization: Combat Favored Attributes: Strength, Endurance Major Skills: Long Blade, Medium Armor, Heavy Armor, Athletics, Block Minor Skills: Armorer, Spear, Marksman, Axe, Blunt Weapon Witchhunter <----------------------------------------------------------------------> In-game text: "Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers." Specialization: Magic Favored Attributes: Intelligence, Agility Major Skills: Conjuration, Enchant, Alchemy, Light Armor, Marksman Minor Skills: Unarmored, Block, Blunt Weapon, Sneak, Mysticism Birthsigns {CHR008} o======================================================================o The final step in creating your character is to choose one of the 13 birthsigns. All birthsigns are available to each character, but there are two that stand head and shoulders above the rest. I'll describe what each of the 13 does here. I'll get into more detail in the Optimized Build section below, but know that if you're going for maximum Health, you'll want The Lady. Maximum Magicka is The Atronach, no contest. I see no compelling reason to choose anything else. Like the racial Specials, the effects of a Birthsign come in three categories: Spells (just like any spell), Powers (a once-a-day "spell" with no Magicka cost), and Abilities (passive effects that are always on). The Warrior <----------------------------------------------------------------------> In-game text: "The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers." Effects: Ability-Warwyrd-Fortify Attack 10 Points Discussion-This is certainly useful, it's just outclassed by other options. The Fortify Attack effect grants a universal to-hit bonus with all weapons, including fists. This becomes irrelevant in the endgame, as your to-hit chance reaches or exceeds 100% (although you'll still sometimes miss, thanks to enemy Agility, Luck, Blocking, etc.) with every weapon as you max out the relevant skills. I'd give it a pass. The Mage <----------------------------------------------------------------------> In-game text: "The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded." Effects: Ability-Fay-Fortify Maximum Magicka 0.5x Intelligence Discussion-This is definitely a good one, but I think it's dramatically outclassed by The Atronach. Still, it's hard to find fault with a flat Magicka multiplier that has no downsides. The Thief <----------------------------------------------------------------------> In-game text: "The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs." Effects: Ability-Akaviri Danger-sense-Sanctuary 10 Points Discussion-This is a good one, but outclassed by others (noticing the theme?). The Sanctuary effect makes you harder to hit with physical attacks. There are other ways to raise dodge chance (namely by raising Agility), and if you like Sanctuary, you can get it from spells and enchantments. Still, this is a benefit with no downsides. The Serpent <----------------------------------------------------------------------> In-game text: "The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed." Effects: Spell-Star Curse: -Poison 3 Points for 30 Seconds on Touch; -Damage Health 1 Point for 30 Seconds on Self Discussion-Finally, I can say something besides "pretty good, but outclassed." This one sucks donkey balls. Sure, it's a pretty powerful Poison element spell, but if you're a 30 Strength/30 Endurance character, the Damage Health effect is enough to *kill you* in a single casting. Just make a better spell yourself, and forget all about this crappy Birthsign. The Lady <----------------------------------------------------------------------> In-game text: "The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant." Effects: Ability-Lady's Favor-Fortify Personality 25 Points Ability-Lady's Grace-Fortify Endurance 25 Points Discussion-The Lady is one of the two Birthsigns I can recommend with a straight face, and it's easy to see why. She's the most popular choice among beginners for a reason, and there's even a compelling argument for powergamers to take her if they're totally uninterested in magic. She is the only way to achieve the maximum possible Health, and there is no downside at all to starting with a whopping 50 point boost across your attributes, *especially* when you're getting 25 to Endurance. A great birthsign, although I still recommend The Atronach. The Steed <----------------------------------------------------------------------> In-game text: "The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another." Effects: Ability-Charioteer-Fortify Speed 25 Points Discussion-The Steed is nice, but if you want attribute fortification, go with The Lady. You get 50 total points, and Endurance is time-sensitive where Speed is not. The Lord <----------------------------------------------------------------------> In-game text: "The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs." Effects: Spell-Blood of the North-Restore Health 2 Points for 30 Seconds on Self Ability-Trollkin-Weakness to Fire 100% Discussion-Holy crap, really? Sure, it's a good healing spell, but in exchange for a *100%* elemental weakness? Pick something else, get a similar or better healing spell in-game, and never look back. The Apprentice <----------------------------------------------------------------------> In-game text: "The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well." Effects: Ability-Elfborn: -Fortify Maximum Magicka 1.5x Intelligence -Weakness to Magicka 50% Discussion-This is pretty good, actually. That 50% Weakness to Magicka is rough, though, considering that by choosing this birthsign, you're giving up the ability to overcome that weakness with 50% Spell Absorption and an even better Magicka multiplier to boot. Speaking of... The Atronach <----------------------------------------------------------------------> In-game text: "The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own." Effects: Ability-Wombburn: -Spell Absorption 50 Points -Fortify Maximum Magicka 2.0x Intelligence -Stunted Magicka Discussion-The poor, misunderstood Atronach. This ridiculously overpowered Birthsign is, in my mind, the clear winner for best in the game. Let's look at what we get. First, we get the best Magicka multiplier available. Combine it with a High Elf's, and you have the maximum possible Magicka in the game. Second, we get a whopping 50 points of innate Spell Absorption. That means that, no matter what kind or power level of spell is being cast at us, half the time it not only won't hurt us, but will actually refill our Magicka. Spell Absorption is an incredibly powerful and rare effect, and we get *50 innate points* of it with this beast. Nothing is free, unfortunately, so we have the Stunted Magicka. This is such an easy drawback to overcome, especially in Morrowind. Unlike Oblivion, Magicka only regenerates when you rest, so you're not sacrificing real-time regeneration. All you need is to carry some Restore Magicka potions around or, if you want to be really cheeky, use any Shrine. The blessings count as spells, so half the time they'll absorb and refill your Magicka. You can therefore refill your Magicka for free as soon as you advance sufficiently in the Tribunal Temple or Imperial Cult. Enough merchants restock Restore Magicka potions that you can get them that way, too. Finally, you can create your own, because you should use Alchemy anyway and they'll be far more powerful than anything available elsewhere. The Atronach is *Awesome,* and only a fool would be frightened away by the Stunted Magicka. The Ritual <----------------------------------------------------------------------> In-game text: "The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines." Effects: Spell-Blessed Word-Turn Undead 100 Points for 30 Seconds on Target Spell-Blessed Touch-Turn Undead 100 Points for 30 Seconds on Touch Power-Mara's Gift-Restore Health 100 Points on Self Discussion-This is kind of lame. The Restore Health is a once-a-day Power, nerfing its usefulness considerably. Turn Undead is a worthless effect. Just use The Atronach. You know you want to. The Lover <----------------------------------------------------------------------> In-game text: "The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate." Effects: Ability-Mooncalf-Fortify Agility 25 Points Power-Lover's Kiss: -Paralyze 60 Seconds on Target -Damage Fatigue 200 Points on Self Discussion-This is kind of lame. Although fortifying Agility is more useful than fortifying Speed, if you're bent on fortifying attributes, there's no reason not to go with The Lady. That paralysis looks outstanding, but you won't be able to do much to a paralyzed enemy. At low levels, this will set you to 0 Fatigue, and even at max level it will put you at half. I don't recommend it at all. The Shadow <----------------------------------------------------------------------> In-game text: "The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows." Effects: Power-Moonshadow-Invisibility for 60 Seconds Discussion-This is pretty lame, too. First, being a once-a-day Power, its utility is nerfed no matter what it does. Second, Invisibility is not nearly as useful as you'd imagine. Typically, you want to turn invisible to accomplish something-either thievery or a backstab. The problem is your Invisibility is negated the moment you do *anything* other than move. You can use it to get across a room, but you can't use it to nab items. The Chameleon effect is far, far more useful. Give this one a pass. The Tower <----------------------------------------------------------------------> In-game text: "The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds." Effects: Spell-Beggar's Nose: -Detect Animal for 60 Seconds in 200 Feet -Detect Key for 60 Seconds in 200 Feet -Detect Enchantment for 60 Seconds in 200 Feet Power-Tower Key-Open 50 Points on Touch Discussion-Another lame birthsign. Who needs to waste their birthsign on detection effects when you can just learn the Mysticism spell? Why waste your Birthsign on an Open *Power* when you could do any of i) get your own Open spell, ii) buy a Scroll of Ondusi's Unhinging, or iii) train Security and pick the lock yourself? Taking this Birthsign would be a total waste. Optimized Build {CHR009} o======================================================================o All right. Hopefully, you read all of the above and will have some understanding of why I make the choices I do below. First, some notes on my philosophy, particularly what I mean when I say "optimized." Assuming you pursue maximum proficiency over the course of the game, all characters end up with 100 in every attribute and 100 in every skill. Optimization must instead look at what might be different for various characters at the endgame. The biggest possible differences are in derived attributes. A character who didn't properly invest in Endurance as early as possible could have a substantially smaller health pool than a character who did. Maximum Magicka, unlike Health, is locked in at character creation. It ranges from 100-450, for any character with no multipliers at all to a High Elf Atronach, respectively. Maximum Fatigue is 400 for everybody, so it doesn't factor in either. Of course, there are other aspects-powers, spells, resists, what have you-but all of that can be compensated for by making spells and enchantments. Accordingly, two possible paths for optimization present themselves: Maximum Health *or* Maximum Magicka. There is obviously some overlap. We would still want our max Magicka character to have as much Health as possible. Some of you are saying "What about maximum Level?" That's encompassed in maximizing Health. I'll present both options below, then explain why I prefer the maximum Magicka route. Reaching maximum level requires that we keep our major and minor skills as close to the 30/15 floors as possible, with 5 points of wiggle room. We also need to pursue attribute coverage, while ideally keeping some skills freely usable. Build Optimized for Maximum Health: Race: Male Nord (or Redguard or Orc-see Races sections for details) Class: Custom Specialization: Stealth Favored Attributes: Endurance, Luck Major Skills: Spear, Armorer, Block, Unarmored, Conjuration Minor Skills: Destruction, Illusion, Mysticism, Restoration, Enchant Birthsign: The Lady The Race choice is made to have 50 base Endurance. The favored Attributes raise the base Endurance to 60, and base luck to 50. This is needed because i) we want to absolutely maximize Endurance above all else, and ii) since Luck can never have multipliers, it needs all the help it can get. Because all of the Endurance skills are in the Combat specialization, and all of the Willpower skills are in the Magic specialization, the only way to completely avoid using a specialized skill is to specialize in Stealth. While the Magicka build has other options, the Health build is further constrained by the fact that the Nord has racial bonuses to all of the Endurance skills, and two of those are 10-point bonuses. He therefore must use his 5 points of wiggle-room on his racial bonus to Spear. He can't specialize in combat or magic, since he'll have to take at least one magic skill to cover Willpower. He therefore specializes in Stealth, which makes everything else fall neatly into place. For Strength coverage, Armorer is the only option- Acrobatics has a specialization bonus, and Axe, Long Blade, and Blunt Weapon all have racial bonuses. For Agility coverage, we have to use Block, since the others are in our specialization. For Speed, we have to choose either Unarmored or Athletics. Both of those are a pain to completely avoid raising, but Unarmored is more doable and Athletics is more vital to keep freely usable-we have to swim to get through several dungeons. Intelligence coverage has three options. I like to keep Alchemy freely usable over the other two, so Conjuration and Enchant are easy grabs. Willpower coverage has four options, so I grab three of them as free usability isn't terribly important for any of them. Finally, Personality coverage has to come from Illusion, as the other two options have specialization bonuses. Finally, we have to take The Lady for a starting Endurance of 85. Here's what the Health build looks like at level 78: Health: 834 Magicka: 100 Fatigue: 400 I'll admit I haven't put nearly as much thought into the skill configuration of the Health build, especially in terms of how it actually plays and accomplishes all needed leveling. This is because I think you'd be insane to use it, given the alternative. Now, let me present the Magicka build. Build Optimized for Maximum Magicka: Race: Male High Elf Class: Custom Specialization: Stealth Favored Attributes: Endurance, Luck Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile Minor Skills: Axe, Medium Armor, Mysticism, Restoration, Heavy Armor Birthsign: The Atronach We take the Race because of the maximum Magicka multiplier. The favored Attributes raise his base Endurance to 50, along with his base Luck. We need a male because it's 10 extra Endurance relative to a female, and we still want to max Endurance as fast as we can. Luck, as with any character, needs all the boosting we can give it. Why specialize in Stealth, and why not have total attribute coverage in my majors and minors? This build allows me to do a few critical things while still maxing my attributes on schedule and hitting the maximum level. Mainly, it keeps the key skills of Sneak, Security, Speechcraft, Athletics, Armorer, Unarmored, and Alchemy freely usable from the outset. Unarmored is "key" because it is so difficult to avoid leveling it at least a little bit. The rest are necessary in order to do everything needed to advance through the game. I also have freely usable Light Armor and Destruction, giving me a way to kill things and a measure of protection. Finally, I have freely usable Alteration-critical for levitating, occasional waterbreathing, and Opening/Locking. My 5 point hit comes by using Mercantile. Finally, our birthsign has to be The Atronach, to max out the Magicka multiplier. Here's what this guy looks like at level 78: Health: 787 Magicka: 450 Fatigue: 400 Note how small the Health gap is (47) compared to the whopping Magicka gap (350). That, my friends, is the reason the Magicka build is the way to go. Next, I detail the leveling plan for taking this guy from Level 1 all the way to Level 78. A tilde ~ means that, at that point, the skill is freely usable (and I have no set plan for what it should be). Next to each level, I list the skill increases that I plan to have contribute to that level-up. Here is the plan: LEVEL 1 Name: Travis Race: High Elf Sex: Male Class: Custom Specialization: Stealth Favored Attributes: Endurance, Luck Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile Minor Skills: Axe, Medium Armor, Restoration, Mysticism, Heavy Armor Birthsign: The Atronach ATTRIBUTES 30 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 50 Endurance 40 Personality 50 Luck MAJOR SKILLS 30 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS 5 Armorer 5 Athletics 15 Enchant 15 Destruction 10 Alteration 10 Illusion 10 Conjuration 15 Alchemy 5 Unarmored 10 Security 10 Sneak 10 Acrobatics 10 Light Armor 10 Short Blade 10 Marksman 10 Speechcraft 10 Hand-to-hand FREELY USABLE SKILLS: Armorer, Sneak, Light Armor, Athletics, Unarmored, Destruction, Alteration, Alchemy, Security, Speechcraft LEVEL 2: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 35 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 55 Endurance 40 Personality 51 Luck MAJOR SKILLS 40 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 20 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 3: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 40 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 60 Endurance 40 Personality 52 Luck MAJOR SKILLS 50 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 30 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 4: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 45 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 65 Endurance 40 Personality 53 Luck MAJOR SKILLS 60 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 40 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 5: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 50 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 70 Endurance 40 Personality 54 Luck MAJOR SKILLS 70 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 50 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 6: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 55 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 75 Endurance 40 Personality 55 Luck MAJOR SKILLS 80 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 60 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 7: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 60 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 80 Endurance 40 Personality 56 Luck MAJOR SKILLS 90 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 70 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 8: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 65 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 85 Endurance 40 Personality 57 Luck MAJOR SKILLS ~ Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 80 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 9: +10 Acrobatics, +10 Medium Armor, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 70 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 90 Endurance 40 Personality 58 Luck MAJOR SKILLS ~ Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 25 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 90 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 10: +10 Acrobatics, +10 Medium Armor, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 75 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 95 Endurance 40 Personality 59 Luck MAJOR SKILLS ~ Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 35 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 11: +10 Marksman, +10 Medium Armor, +5 Agility, +5 Endurance, +1 Luck ATTRIBUTES 75 Strength 50 Intelligence 40 Willpower 45 Agility 30 Speed 100 Endurance 40 Personality 60 Luck MAJOR SKILLS ~ Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 20 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 12: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 80 Strength 50 Intelligence 40 Willpower 50 Agility 30 Speed 100 Endurance 40 Personality 61 Luck MAJOR SKILLS ~ Spear 40 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 30 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 13: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 85 Strength 50 Intelligence 40 Willpower 55 Agility 30 Speed 100 Endurance 40 Personality 62 Luck MAJOR SKILLS ~ Spear 50 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 40 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 14: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 90 Strength 50 Intelligence 40 Willpower 60 Agility 30 Speed 100 Endurance 40 Personality 63 Luck MAJOR SKILLS ~ Spear 60 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 50 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 15: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 95 Strength 50 Intelligence 40 Willpower 65 Agility 30 Speed 100 Endurance 40 Personality 64 Luck MAJOR SKILLS ~ Spear 70 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 60 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 16: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 70 Agility 30 Speed 100 Endurance 40 Personality 65 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 70 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 17: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 75 Agility 35 Speed 100 Endurance 40 Personality 66 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 40 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 20 Hand-to-hand LEVEL 18: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 80 Agility 40 Speed 100 Endurance 40 Personality 67 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 50 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 30 Hand-to-hand LEVEL 19: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 85 Agility 45 Speed 100 Endurance 40 Personality 68 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 60 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 40 Hand-to-hand LEVEL 20: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 90 Agility 50 Speed 100 Endurance 40 Personality 69 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 70 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 50 Hand-to-hand LEVEL 21: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 95 Agility 55 Speed 100 Endurance 40 Personality 70 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 80 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 60 Hand-to-hand LEVEL 22: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 100 Agility 60 Speed 100 Endurance 40 Personality 71 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 70 Hand-to-hand LEVEL 23: +10 Hand-to-hand, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 45 Willpower 100 Agility 65 Speed 100 Endurance 40 Personality 72 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 25 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 80 Hand-to-hand LEVEL 24: +10 Hand-to-hand, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 50 Willpower 100 Agility 70 Speed 100 Endurance 40 Personality 73 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 35 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 90 Hand-to-hand LEVEL 25: +10 Hand-to-hand, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 55 Willpower 100 Agility 75 Speed 100 Endurance 40 Personality 74 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 45 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 26: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 60 Willpower 100 Agility 80 Speed 100 Endurance 40 Personality 75 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 55 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 20 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 27: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 65 Willpower 100 Agility 85 Speed 100 Endurance 40 Personality 76 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 65 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 30 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 28: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 70 Willpower 100 Agility 90 Speed 100 Endurance 40 Personality 77 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 75 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 40 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 29: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 75 Willpower 100 Agility 95 Speed 100 Endurance 40 Personality 78 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 85 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 50 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 30: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 80 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 79 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 95 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 60 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 31: +10 Conjuration, +5 Restoration, +5 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck ATTRIBUTES 100 Strength 55 Intelligence 85 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 80 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 20 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 20 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 32: +10 Conjuration, +10 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck ATTRIBUTES 100 Strength 60 Intelligence 90 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 81 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 30 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 30 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 33: +10 Conjuration, +10 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck ATTRIBUTES 100 Strength 65 Intelligence 95 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 82 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 40 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 40 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 34: +10 Conjuration, +10 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck ATTRIBUTES 100 Strength 70 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 83 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 50 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 35: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 75 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 45 Personality 84 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 45 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 60 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 36: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 80 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 50 Personality 85 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 55 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 70 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 37: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 85 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 55 Personality 86 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 65 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 80 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 38: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 90 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 60 Personality 87 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 75 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 90 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 39: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 95 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 65 Personality 88 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 85 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 40: +10 Enchant, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 70 Personality 89 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 95 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 25 Enchant ~ Destruction ~ Alteration 10 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 41: +5 Illusion, +5 Mercantile, +5 Blunt Weapon, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 75 Personality 90 Luck MAJOR SKILLS ~ Spear 85 Blunt Weapon 30 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 15 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 42: +10 Illusion, +10 Blunt Weapon, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 80 Personality 91 Luck MAJOR SKILLS ~ Spear 95 Blunt Weapon 30 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 25 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 43: +10 Illusion, +5 Blunt Weapon, +5 Long Blade, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 85 Personality 92 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 35 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 35 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 44: +10 Illusion, +10 Long Blade, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 90 Personality 93 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 45 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 45 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 45: +10 Illusion, +10 Long Blade, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 95 Personality 94 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 55 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 55 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 46: +10 Illusion, +10 Long Blade, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 95 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 65 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 65 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 47: +10 Long Blade, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 96 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 75 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 48: +10 Long Blade, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 97 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 85 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 49: +10 Long Blade, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 98 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 95 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 50: +5 Long Blade, +5 Block, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 99 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade 95 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 51: +5 Block, +5 Axe, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 20 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 52: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 30 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 53: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 40 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 54: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 50 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 55: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 60 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 56: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 70 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 57: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 80 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 58: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 90 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 59: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 60: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 55 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 61: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 65 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 62: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 75 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 63: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 85 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 64: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 95 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 65: +5 Medium Armor, +5 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 55 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 66: +10 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 65 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 67: +10 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 75 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 68: +10 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 85 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 69: +10 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 95 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 70: +5 Mysticism, +5 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 20 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 71: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 30 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 72: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 40 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 73: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 50 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 74: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 60 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 75: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 70 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 76: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 80 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 77: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 90 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 78: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism ~ Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand Equipment Notes {CHR010} o======================================================================o As with builds, Morrowind contains things I consider the objective best gear in the game. There are two aspects to consider: i) armor/damage rating and ii) enchantment capacity. By the end, we want a full suite of the most resistant, most damaging weapons enchanted to capacity. You should also note that most clothing can be worn under your armor, giving you additional opportunities for enchantments. I will point out when you are guaranteed to find something you should keep, but given the likelihood of finding things randomly, be on the lookout for the following: i) Any Exquisite clothes other than shoes, including *two* rings and an amulet ii) Any Daedric weapon iii) a Daedric Tower Shield iv) Grand Soul Gems-17 total-trap Golden Saints only! v) All other soul gems, alchemy ingredients, thief tools, & repair tools vi) Any upgrades relative to what you've found so far By the end of the game, we want to gear ourselves in the following: i) Exquisite Shirt ii) Exquisite Pants iii) Exquisite Belt iv) Exquisite Skirt v) Exquisite Robe vi) first Exquisite Ring vii) second Exquisite Ring viii) Exquisite Amulet ix) Daedric Boots x) Daedric Greaves xi) Daedric Cuirass xii) Daedric Left Pauldron xiii) Daedric Right Pauldron xiv) Daedric Left Gauntlet xv) Daedric Right Gauntlet xvi) Daedric Face of God xvii) Daedric Tower Shield xviii) Daedric Wakizashi xix) Daedric Long Bow Daedric Armor never drops randomly, save the Tower Shield, which is exclusively found as a random drop from Golden Saints. You can potentially find random Daedric weapons and Exquisite clothes, as well as Grand Soul Gems and Golden Saints. We will want to enchant all of this gear with the most powerful souls possible. You may notice that I said 17 Golden Saint-filled Grand Soul Gems, but there are 19 pieces of gear. We will want to use the two most powerful souls in the game- Vivec's and Almalexia's-for the two items with the best enchantment capacity, the Wakizashi and Tower Shield. Those two souls can only be trapped within Azura's Star. Recommended enchantments will take three basic forms. First, I suggest a Constant Effect Restore Fatigue sufficient to counteract the drain from running. Though you may wish to counteract the High Elf's magic weaknesses with resists, but I find this largely unnecessary with the Atronach's spell absorption. Second, we'll want damaging enchantments on the weapons; I recommend Shock or Poison, since Nords are immune to Frost entirely and there are a *lot* of Fire-resistant Dunmer in the game. Third, I usually recommend flat Strength or Speed fortification, because nobody likes Encumbrance and moving faster kicks butt. o======================================================================o | | | Spells {SPL001} | | | o======================================================================o In this section, I will describe the spells that are available in the game. I will break the spells down by the six Colleges of magic they belong to. Within each College, I will list all available spell effects. Each effect will have the following listed: -A basic description of the effect -The effect's base cost -A detailed discussion of the effect -A list of alchemy ingredients having the effect -A list of premade spells with the effects For the premade spells, I will list the details of what they do along with the locations where they can be purchased. If an alchemy ingredient is marked with an asterisk, that means the effect is its first effect, and is what will occur when the ingredient is eaten. Note at the outset that custom spells are almost always more useful than any particular premade spell. I will endeavour to learn every premade spell nonetheless, but when there's an effect you actually want to use, I strongly recommend making a custom spell and/or enchantment. I'll describe the spells I make in the body of the walkthrough, but be aware at the outset that real utility comes from thinking things through and customizing them. You will be better at making good spells for your character than the designers were, no matter what your build is. I promise. *An asterisk next to a premade spell means that a character with that spell's College as a major skill will start with that spell. Alteration {SPL002} o======================================================================o Burden <----------------------------------------------------------------------> Burden M points for D seconds Base Cost: 1.0 Burden will increase the target's current Encumbrance by M points for D seconds. If you break through the target's maximum Encumbrance, they will be rendered immobile for the duration of the effect. Note that Burden can be resisted with Resist Magicka and, alternatively, can be amplified by Weakness to Magicka. Largely the same effect can be achieved by using Drain Strength, which may be a more helpful option because it will also lower a target's maximum Fatigue and weapon damage. Ingredients: Adamantium Ore*, Gold Kanet, Resin, Scrib Jerky Premade Spells: Burden-20 points for 10 seconds on Target Cost: 15 Available from: Estirdalin, Balmora, Guild of Mages; Malven Romori, Vivec, Guild of Mages Heavy Burden Touch-40 points for 10 seconds on Touch Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Vaval Selas, Vivec, St. Olms Temple; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks Crushing Burden Touch-60 points for 10 seconds on Touch Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Tyermaillin, Balmora, Tyermaillin's House; Gildan, Ald'ruhn, Gildan's House; Ranis Athrys, Balmora, Guild of Mages; Uvele Berendas, Indarys Manor, Berendas' House Great Burden of Sin-40 points for 10 seconds on Target Cost: 30 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison Gildan, Ald'ruhn, Gildan's House Tyermaillin, Balmora, Tyermaillin's House Fanildil, Ebonheart, Hawkmoth Legion Garrison Ranis Athrys, Balmora, Guild of Mages Uvele Berendas, Indarys Manor, Berendas' House Heavy Burden-40 points for 10 seconds on Target Cost: 30 Available from: Gildan, Ald'ruhn, Gildan's House; Tyermaillin, Balmora, Tyermaillin's House; Ranis Athrys, Balmora, Guild of Mages Weary-30-60 points for 10 seconds on Target Cost: 34 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison Heem-La, Ald-ruhn, Guild of Mages Uvele Berendas, Indarys Manor, Berendas' House Gildan, Ald'ruhn, Gildan's House Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Cruel Weary-50-70 points for 10 seconds on Target Cost: 45 Available from: Leles Birian, Ascadian Isles Region Crushing Burden-60 points for 10 seconds on Target Cost: 45 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild Milar Mayon, Tel Vos, Services Tower Leles Birian, Ascadian Isles Region Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Burden of Sin-40-60 points for 20 seconds on Touch Cost:50 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Eraamion, Caldera, Guild of Mages; Leles Birian, Ascadian Isles Region; Mehra Drora, Gnisis, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Scelian Plebo, Wolverine Hall, Imperial Shrine; Elynu Saren, Suran, Suran Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salen Ravel, Maar Gan, Shrine; Tinaso Alan, Tel Mora, Tower Services Dire Weary-60-90 points for 10 seconds on Target Cost: 56 Available from: Aldaril, Buckmoth Legion Fort, Interior; Leles Birian, Ascadian Isles Region; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Diren Vendu, Tel Mora, Tower Services; Only-He-Stands-There, Balmora, South Wall Cornerclub Crushing Burden of Sin-60-80 points for 30 seconds on Target Cost: 158 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Imare, Balmora, Hlaalu Council Manor; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ethasi Rilvayn, Balmora, Morag Tong Guild; Leles Birian, Ascadian Isles Region Feather <----------------------------------------------------------------------> Feather M points for D seconds Base Cost: 1.0 Reduces the target's encumbrance by M poins, allowing them to carry more without becoming encumbered. Their Fatigue will also drain more slowly. Generally speaking, Fortify Strength is a more effective alternative, as it has the same base cost but each point of Strength adds 5 to maximum encumbrance. Fortify Strength is thereby 5x more effective than Feather. Ingredients: Heather, Ruby, Scuttle Premade spells: Feather-20 points for 10 seconds on Self Cost: 10 Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House Uleni Heleran, Wolverine Hall, Mages Guild Estirdalin, Balmora, Guild of Mages Strong Feather-50 points for 10 seconds on Self Cost: 25 Available from: Dulian, Buckmoth Legion Fort, Interior; Ranis Athrys, Balmora, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Gildan, Ald'ruhn, Gildan's House; Sharn gra-Muzgob, Balmora, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple Ulms's Juicedaw's Feather-50 points for 10 seconds on Self Cost: 25 Available from: Dulian, Buckmoth Legion Fort, Interior; Ranis Athrys, Balmora, Guild of Mages Vaval Selas, Vivec, St. Olms Temple; Gildan, Ald'ruhn, Gildan's House; Tyermaillin, Balmora, Tyermaillin's House Great Feather-100 points for 10 seconds on Self Cost: 50 Available from: Aldaril, Buckmoth Legion Fort, Interior Eraamion, Caldera, Guild of Mages Ferise Varo, Vos, Varo Tradehouse Entrance Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Only-He-Stands-There, Balmora, South Wall Cornerclub; Tinaso Alan, Tel Mora, Tower Services; Elynu Saren, Suran, Suran Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Leles Birian, Ascadian Isles Region; Namanian Facian, Sadrith Mora, Morag Tong Guild; Threvul Serethi, Sadrith Mora, Thervul Serethi: Healer; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Fire Shield <----------------------------------------------------------------------> Fire Shield M points for D seconds Base Cost: 3.0 This effect does two things while active. First, it grants M% Resist Fire, or M% reduction in Fire damage. Second, enemies next to the caster will be damaged at 1 point Fire damage per 10 points of spell strength. Ingredients: Comberry, Fire Salts, Raw Glass, Sload Soap Premade Spells: Fire Barrier-1-10 points for 10 seconds on Self Cost: 8 Available from: Malven Romori, Vivec, Guild of Mages; Uleni Heleran, Wolverine Hall, Mages Guild; Tinaso Alan, Tel Mora, Tower Services Fire Shield-10 points for 30 seconds on Self Cost: 45 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Namanian Facian, Sadrith Mora, Morag Tong Guild; Marayn Dren, Balmora, Guild of Mages; Scelian Plebo, Wolverine Hall, Imperial Shrine Strong Fire Shield-12 points for 30 seconds on Self Cost: 54 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Frost Shield <----------------------------------------------------------------------> Frost Shield M points for D seconds Base Cost: 3.0 This effect does two things while active. First, it grants M% Resist Frost, or M% reduction in Frost damage. Second, enemies next to the caster will be damaged at 1 point Frost damage per 10 points spell strength. Ingredients: Frost Salts, Holly Berries, Large Kwama Egg, Raw Ebony, Willow Anther Premade spells: Frost Barrier-3 points for 10 seconds on Self Cost: 5 Available from: Malven Romori, Vivec, Guild of Mages; Uleni Heleran, Wolverine Hall, Mages Guild Frost Shield-10 points for 30 seconds on Self Cost: 45 Available from: Dulian, Buckmoth Legion Fort, Interior; Marayn Dren, Balmora, Guild of Mages; Scelian Plebo, Wolverine Hall, Imperial Shrine; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Namanian Facian, Sadrith Mora, Morag Tong Guild; Vaval Selas, Vivec, St. Olms Temple Strong Frost Shield-12 points for 30 seconds on Self Cost: 54 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Jump <----------------------------------------------------------------------> Jump M points for D seconds Base Cost: 3.0 Increases the maximum jumping height of the target, where the existing maximum height is multiplied by the magnitude of the effect. This is not identical to fortifying Acrobatics, and it will not increase the height from which you can fall before taking damage. It is possible to hurt yourself in a Jump-augmented fall, so you should be careful with high magnitudes of this effect. Ingredients: None Premade spell: Tinur's Hoptoad-20 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaros Uvayn, Caldera, Governor's Hall; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Sirilonwe, Vivec, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Gildan, Ald'ruhn, Gildan's House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Ranis Athrys, Balmora, Guild of Mages; Tinaso Alan, Tel Mora, Tower Services; Uvele Berendas, Indarys Manor, Berendas' House Levitate <----------------------------------------------------------------------> Levitate M points for D seconds Base Cost: 3.0 Causes the target to be able to walk on air. The speed of movement through the air is determined by the value M, and also by the character's Speed attribute. This can be used both to reach high inaccessible places and also to gain an advantage in combat. Attacking non-flying, non-archer/mage opponents while levitating will often cause them to run away in terror since they are unable to hit you. Casting levitate on friendly targets does not start combat. Levitation can also be used as an offensive spell if its strength is set to a low value. It costs little magicka and renders enemies almost immobile, similar to burden. Such a spell is particularly effective against flying enemies like Cliff Racers, as it causes them to crash to the ground and take falling damage. You may not rest on the ground while levitating, but you can rest in a bed. You may also find that in some cramped quarters, it will be impossible to move while levitating, as your head gets stuck in the ceiling. You should also be careful to keep an eye on the duration of the spell so that it does not wear off while you are in mid-air, causing you to fall and get hurt or even killed. (A Slowfall spell or any other method can help prevent this.) There does not seem to be any known height ceiling to levitation. You can keep going up for a very long time, long after the game-fog completely obscures your view of the ground. If you cast a Levitate spell, and then use fast travel, the spell will continue to its full duration as if the travel was instantaneous, even though in game-time it can take hours on certain routes. You cannot levitate in Mournhold. The in-universe reason given is that levitation offends the goddess Almalexia, but the technical reason is presumably because the city is in an interior cell, and levitation would make it possible to fly over the walls and see the unrendered world beyond. Ingredients: Coda Flower, Racer Plumes, Sweetpulp, Trama Root Premade spells: Strong Levitate-20 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Levitate-10 points for 30 seconds on Self Cost: 45 Available from: Fevyn Ralen, Vivec, Telvanni Mage; Marayn Dren, Balmora, Guild of Mages Wild Levitate-1-50 points for 30 seconds on Self Cost: 115 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Namanian Facian, Sadrith Mora, Morag Tong Guild; Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer Lightning Shield <----------------------------------------------------------------------> Lightning Shield M points for D seconds Base Cost: 3.0 This effect does two different things. First, it gives M% Resist Shock, or M% reduction in Shock damage. Second, enemies next to the caster will suffer 1 point of Shock damage per 10 points of spell strength. Ingredients: Corkbulb Root, Crab Meat, Scrap Metal Premade spells: Shock Barrier-1-10 points for 10 seconds on Self Cost: 8 Available from: Uleni Heleran, Wolverine Hall, Mages Guild Lightning Shield-10 points for 30 seconds on Self Cost: 45 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Marayn Dren, Balmora, Guild of Mages; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Malven Romori, Vivec, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guild; Scelian Plebo, Wolverine Hall, Imperial Shrine Strong Shock Shield-12 points for 30 seconds on Self Cost: 54 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Lock <----------------------------------------------------------------------> Lock M points Base Cost: 2.0 Locks a door or container by M points. The effect is permanent until the lock is opened, either by lockpick or the Open effect. There are not too many practical uses for this effect. It is handy to practice Security, and you can also use it to trap hostile creatures or NPCs in a particular room of a cell. It is highly effective for that purpose, as no creatures or NPCs will ever open a locked door of any level. Ingredients: None Premade spells: Fenrick's Doorjam-10 points on Touch Cost: 1 Available from: Fevyn Ralen, Vivec, Telvanni Mage; Tinaso Alan, Tel Mora, Tower Services; Medila Indaren, Caldera, Guild of Mages Open <----------------------------------------------------------------------> Open M points Base Cost: 6.0 Opens a locked door or container. The magnitude is the level of the lock that the spell can successfully open. Note that, much like the distinction between lockpicks and probes, this effect does nothing about traps. Casting any Open spell as a touch or target effect will qualify as a crime if witnessed, just like using a lockpick. Ingredients: None Premade spells: Ondusi's Open Door-50 points on Touch Cost: 15 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; J'Rasha, Vivec, J'Rasha: Healer; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Marayn Dren, Balmora, Guild of Mages; Orrent Geontene, Ald'ruhn, Guild of Mages; Sirilonwe, Vivec, Guild of Mages Strong Open-50 points on Touch Cost: 15 Available from: J'Rasha, Vivec, J'Rasha: Healer Wild Open-1-100 points on Touch Cost: 15 Available from: J'Rasha, Vivec, J'Rasha: Healer Shield <----------------------------------------------------------------------> Shield M points for D seconds Base Cost: 2.0 Increases the target's armor rating by M points for D seconds. Most of the time, it is more effective to fortify the relevant armor skill instead. Assuming that the character is entirely covered in the particular armor type and the armor rating of each piece is at least 15, the fortify skill effect applied to the armor type will give a bigger armor rating boost for less Magicka. Ingredients: None Premade spells: Shield*-5 points for 30 seconds on Self Cost: 15 Available from: J'Rasha, Vivec, J'Rasha: Healer First Barrier-10 points for 30 seconds on Self Cost: 30 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Folvys Andalor, Ald'ruhn, Temple; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Zanmulk Sammalamus, Gnisis, Temple; Fevyn Ralen, Vivec, Telvanni Mage; Marayn Dren, Balmora, Guild of Mages; Uvele Berendas, Indarys Manor, Berendas' House Second Barrier-20 points for 30 seconds on Self Cost: 60 Available from: Aldaril, Buckmoth Legion Fort, Interior; Elynu Saren, Suran, Temple; Ferise Varo, Vos, Varo Tradehouse Entrance; Folvys Andalor, Ald'ruhn, Temple; Malven Romori, Vivec, Guild of Mages; Milar Maryon, Tel Vos, Services Tower; Rilvase Avani, Ghostgate, Tower of Dawn; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Uleni Heleran, Wolverine Hall, Mages Guild; Diren Vendu, Tel Mora, Tower Services; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Fevyn Ralen, Vivec, Telvanni Mage; Heem-La, Ald'ruhn, Guild of Mages; Marayn Dren, Balmora, Guild of Mages; Only-He-Stands-There, Balmora, South Wall Cornerclub; Salen Ravel, Maar Gan, Shrine; Tinaso Alan, Tel Mora, Tower Services Third Barrier-30 points for 30 seconds on Self Cost: 90 Available from: Aldaril, Buckmoth Legion Fort, Interior; Farena Arelas, Tel Uvirith, Arelas' House; Fevyn Ralen, Vivec, Telvanni Mage; Imare, Balmora, Hlaalu Council Manor; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Uleni Heleran, Wolverine Hall, Mages Guild; Ethasi Rilvayn, Balmora, Morag Tong Guild; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Heem-La, Ald'ruhn, Guild of Mages; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Tinaso Alan, Tel Mora, Tower Services; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Fourth Barrier-40 points for 30 seconds on Self Cost: 120 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Imare, Balmora, Hlaalu Council Manor; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Tyermaillin, Balmora, Tyermaillin's House; Farena Arelas, Tel Uvirith, Arelas' House; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Tunila Omavel, Tel Uvirith, Omavel's House Fifth Barrier-50 points for 30 seconds on Self Cost: 150 Available from: Gildan, Ald'ruhn, Gildan's House; Sharn gra-Muzgob, Balmora, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Ranis Athrys, Balmora, Guild of Mages; Tunila Omavel, Tel Uvirith, Omavel's House Sixth Barrier-60 points for 30 seconds on Self Cost: 180 Available from: Gildan, Ald'ruhn, Gildan's House; Tyermaillin, Balmora, Tyermaillin's House; Ranis Athrys, Balmora, Guild of Mages Slowfall <----------------------------------------------------------------------> Slowfall M points for D seconds Base Cost: 3.0 Reduces fall damage by slowing the rate of descent. Magnitude is functionally irrelevant. Any value of Slowfall makes you immune to fall damage for the effect's duration. Ingredients: None Premade spells: Slowfall-30 points for 10 seconds on Self Cost: 45 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Leles Birian, Ascadian Isles Region; Milar Maryon, Tel Vos, Services Tower; Orrent Geontene, Ald'ruhn, Guild of Mages; Sirilonwe, Vivec, Guild of Mages; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Llaros Uvayn, Caldera, Governor's Hall; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Swift Swim <----------------------------------------------------------------------> Swift Swim M points for D seconds Base Cost: 2.0 Allows the target to swim more quickly in the water. Generally speaking, using the Fortify Attribute effect for Speed is more effective in two ways. First, it is equally effective at raising swim speed for half the Magicka cost. Second, it is equally effective on land. Ingredients: Daedra Skin, Golden Sedge Flowers, Scales, Scrib Jerky Premade spells: Buoyancy-1 point for 20 seconds on Self Cost: 2 Available from: Marayn Dren, Balmora, Guild of Mages; Fevyn Ralen, Vivec, Telvanni Mage; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Swimmer's Blessing-5 points for 30 seconds on Self Cost: 15 Available from: Dulian, Buckmoth Legion Fort, Interior; Vaval Selas, Vivec, St. Olms Temple; Medila Indaren, Caldera, Guild of Mages Water Breathing <----------------------------------------------------------------------> Water Breathing for D seconds Base Cost: 3.0 Allows the target to breathe underwater. This allows them to stay submerged for the effect's duration without drowning. There is one quest for the Tribunal Temple that requires you to drown yourself. Be wary of abusing Alchemy to get permanent Water Breathing, at least until that quest is complete. Given the presence of over-water escort missions, a Touch/Target version of this effect actually can be quite useful. All creatures can breathe underwater by default, but most NPCs can drown. When the duration expires, you will not immediately begin drowning. Rather, the breath meter will appear at full. Ingredients: Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula*, Pearl Premade spells: Water Breathing-30 seconds on Self Cost: 5 Available from: Marayn Dren, Balmora, Guild of Mages Vivec's Kiss-100 seconds on Self Cost: 15 Available from: Uleni Heleran, Wolverine Hall, Mages Guild Water Walking <----------------------------------------------------------------------> Water Walking for D seconds Base Cost: 3.0 Allows the target to walk on water. Normal speed applies, just as if on land. If you are seeking to avoid combat, this is a great way to do it, as it prevents underwater creatures from attacking you and flying creatures generally don't spawn over water. Again, beware making this effect permanent by Alchemy abuse. It prevents you from swimming under water, and many times full exploration requires that this be done. If you attempt to cast this effect while underwater, you get a message that "You cannot cast this effect at the moment." Ingredients: Ampoule Pod*, Kwama Cuttle, Scales, Violet Coprinus* Premade spells: Water Walking*-60 seconds on Self Cost: 9 Available from: Marayn Dren, Balmora, Guild of Mages; Uleni Heleran, Wolverine Hall, Mages Guild; Tinaso Alan, Tel Mora, Tower Services Conjuration {SPL003} o======================================================================o Bound Battle Axe <----------------------------------------------------------------------> Bound Battle Axe for D seconds Base Cost: 2.0 Summons a magical Daedric Battle-Axe. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Battle-Axe will disappear. The Bound Battle-Axe has the same statistics as a Daedric Battle-Axe, save that it is weightless and carries a Constant Effect enchantment of Fortify Axe 10 points on Self. The Bound Battle-Axe may not be dropped, sold, or given to other people. The Bound Battle-Axe can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Battle-Axe before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Battle-Axe. This will give you the Bound Battle-Axe whenever worn. Since the item is now a constant effect, you can keep the Bound Battle-Axe much longer. You can also instantly repair the Bound Battle-Axe merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Battle-Axe. A broken Bound Battle-Axe cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Battle-Axe. Ingredients: None Premade spells: Bound Battle-Axe-60 seconds on Self Cost: 6 Available from: Diren Vendu, Tel Mora, Tower Services; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Masalinie Merian, Balmora, Guild of Mages; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Bound Boots <----------------------------------------------------------------------> Bound Boots for D seconds Base Cost: 2.0 Summons a magical set of Daedric Boots. They automatically become equipped, replacing whatever boots you previously had equipped. When the spell expires, the old boots will be re-equipped and the Bound Boots will disappear. The Bound Boots have the same statistics as Daedric Boots, save that they are weightless and carry a Constant Effect enchantment of Fortify Speed 10 points on Self. The Bound Boots may not be dropped, sold, or given to other people. The Bound Boots can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Boots before they disappear, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Boots. This will give you the Bound Boots whenever worn. Since the item is now a constant effect, you can keep the Bound Boots much longer. You can also instantly repair the Bound Boots merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a set of boots with a Bound Boots Constant Effect. Wearing such boots will cause them to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Boots and Boots with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair constant effect Bound Boots. Broken Bound Boots cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate broken Bound Boots. Ingredients: None Premade spells: Bound Boots-60 seconds on Self Cost: 6 Available from: Estirdalin, Balmora, Guild of Mages; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Farena Arelas, Tel Uvirith, Arelas' House; Heem-La, Ald'ruhn, Guild of Mages Bound Cuirass <----------------------------------------------------------------------> Bound Cuirass for D seconds Base Cost: 2.0 Summons a magical Daedric Cuirass. It automatically becomes equipped, replacing whatever cuirass you previously had equipped. When the spell expires, the old cuirass will be re-equipped and the Bound Cuirass will disappear. The Bound Cuirass has the same statistics as a Daedric Cuirass, save that it is weightless and carries a Constant Effect enchantment of Fortify Light Armor 5 points on Self, Fortify Medium Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and Fortify Unarmored 5 points on Self. The Bound Cuirass may not be dropped, sold, or given to other people. The Bound Cuirass can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Cuirass before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Cuirass. This will give you the Bound Cuirass whenever worn. Since the item is now a constant effect, you can keep the Bound Cuirass much longer. You can also instantly repair the Bound Cuirass merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a cuirass with a Bound Cuirass Constant Effect. Wearing such a cuirass will cause it to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Cuirass. A broken Bound Cuirass cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Cuirass. Ingredients: None Premade spells: Bound Cuirass-60 seconds on Self Cost: 6 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Bound Dagger <----------------------------------------------------------------------> Bound Dagger for D seconds Base Cost: 2.0 Summons a magical Daedric Dagger. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Dagger will disappear. The Bound Dagger has the same statistics as a Daedric Dagger, save that it is weightless and carries a Constant Effect enchantment of Fortify Short Blade 10 points on Self. The Bound Dagger may not be dropped, sold, or given to other people. The Bound Dagger can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Dagger before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Dagger. This will give you the Bound Dagger whenever worn. Since the item is now a constant effect, you can keep the Bound Dagger much longer. You can also instantly repair the Bound Dagger merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Dagger. A broken Bound Dagger cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Dagger. Ingredients: None Premade spells: Bound Dagger*-60 seconds on Self Cost: 6 Available from: Diren Vendu, Tel Mora, Tower Services; Felen Maryon: Tel Branora, Upper Tower: Therana's Chamber; Masalinie Merian, Balmora, Guild of Mages; Estirdalin, Balmora, Guild of Mages; Heem-La, Ald'ruhn, Guild of Mages; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Bound Gauntlets <----------------------------------------------------------------------> Bound Gauntlets for D seconds Base Cost: 2.0 Summons a magical pair of Daedric Gauntlets. They automatically become equipped, replacing whatever gauntlets you previously had equipped. When the spell expires, the old gauntlets will be re-equipped and the Bound Gauntlets will disappear. The Bound Gauntlets have the same statistics as Daedric Gauntlets, save that they are weightless and carry a Constant Effect enchantment of Fortify Hand-to-Hand 10 points on Self for the left gauntlet and Fortify Agility 10 points on Self for the right gauntlet. The Bound Gauntlets may not be dropped, sold, or given to other people. The Bound Gauntlets can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Gauntlets before they disappear, you can end up with permanent duplicates in your inventory. It is possible to enchant items with Constant Effect Bound Gauntlets. This will give you the Bound Gauntlets whenever worn. Since the item is now a constant effect, you can keep the Bound Gauntlets much longer. You can also instantly repair the Bound Gauntlets merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a gauntlet with a Bound Gauntlets Constant Effect. Wearing such a gauntlet will cause it to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Gauntlets and a Gauntlet with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair constant effect Bound Gauntlets. Broken Bound Gauntlets cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate broken Bound Gauntlets. Ingredients: None Premade spells: Bound Gauntlets-60 seconds on Self Cost: 6 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Heem-La, Ald'ruhn, Guild of Mages; Ferise Varo, Vos, Varo Tradehouse Entrance; Medila Indaren, Caldera, Guild of Mages Bound Helm <----------------------------------------------------------------------> Bound Helm for D seconds Base Cost: 2.0 Summons a magical Daedric Helmet. It automatically becomes equipped, replacing whatever helmet you previously had equipped. When the spell expires, the old helmet will be re-equipped and the Bound Helmet will disappear. The Bound Helmet has the same statistics as a Daedric Cuirass, save that it is weightless and carries a Constant Effect enchantment of Fortify Light Armor 5 points on Self, Fortify Medium Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and Fortify Unarmored 5 points on Self. The Bound Helmet may not be dropped, sold, or given to other people. The Bound Helmet can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Helmet before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Helm. This will give you the Bound Helmet whenever worn. Since the item is now a constant effect, you can keep the Bound Helmet much longer. You can also instantly repair the Bound Helmet merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a helmet with a Bound Helm Constant Effect. Wearing such a helmet will cause it to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Helmet. A broken Bound Helmet cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Helmet. Ingredients: None Premade spells: Bound Helm-60 seconds on Self Cost: 6 Available from: Estirdalin, Balmora, Guild of Mages; Ferise Varo, Vos, Varo Tradehouse Entrance; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Farena Arelas, Tel Uvirith, Arelas' House; Medila Indaren, Caldera, Guild of Mages Bound Longbow <----------------------------------------------------------------------> Bound Longbow for D seconds Base Cost: 2.0 Summons a magical Daedric Longbow. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Longbow will disappear. The Bound Longbow has the same statistics as a Daedric Longbow, save that it is weightless and carries a Constant Effect enchantment of Fortify Marksman 10 points on Self. The Bound Longbow may not be dropped, sold, or given to other people. The Bound Longbow can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Longbow before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Longbow. This will give you the Bound Longbow whenever worn. Since the item is now a constant effect, you can keep the Bound Longbow much longer. You can also instantly repair the Bound Longbow merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Longbow. A broken Bound Longbow cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Longbow. Ingredients: None Premade spells: Bound Longbow-60 seconds on Self Cost: 6 Available from: Estirdalin, Balmora, Guild of Mages; Masalinie Merian, Balmora, Guild of Mages Bound Longsword <----------------------------------------------------------------------> Bound Longsword for D seconds Base Cost: 2.0 Summons a magical Daedric Longsword. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Longsword will disappear. The Bound Longsword has the same statistics as a Daedric Longsword, save that it is weightless and carries a Constant Effect enchantment of Fortify Long Blade 10 points on Self. The Bound Longsword may not be dropped, sold, or given to other people. The Bound Longsword can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Longsword before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Longsword. This will give you the Bound Longsword whenever worn. Since the item is now a constant effect, you can keep the Bound Longsword much longer. You can also instantly repair the Bound Longsword merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Longsword. A broken Bound Longsword cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Longsword. Ingredients: None Premade spells: Bound Longsword-60 seconds on Self Cost: 6 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Masalinie Merian, Balmora, Guild of Mages; Farena Arelas, Tel Uvirith, Arelas' House; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Bound Mace <----------------------------------------------------------------------> Bound Mace for D seconds Base Cost: 2.0 Summons a magical Daedric Mace. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Mace will disappear. The Bound Mace has the same statistics as a Daedric Mace, save that it is weightless and carries a Constant Effect enchantment of Fortify Blunt Weapon 10 points on Self. The Bound Mace may not be dropped, sold, or given to other people. The Bound Mace can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Mace before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Mace. This will give you the Bound Mace whenever worn. Since the item is now a constant effect, you can keep the Bound Mace much longer. You can also instantly repair the Bound Mace merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Mace. A broken Bound Mace cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Mace. Ingredients: None Premade spells: Bound Mace-60 seconds on Self Cost: 6 Available from: Diren Vendu, Tel Mora, Tower Services; Masalinie Merian, Balmora, Guild of Mages; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Medila Indaren, Caldera, Guild of Mages Bound Shield <----------------------------------------------------------------------> Bound Shield for D seconds Base Cost: 2.0 Summons a magical Daedric Shield. It automatically becomes equipped, replacing whatever shield you previously had equipped. When the spell expires, the old shield will be re-equipped and the Bound Shield will disappear. The Bound Shield has the same statistics as a Daedric Shield, save that it is weightless and carries a Constant Effect enchantment of Fortify Block 5 points on Self, Fortify Medium Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and Fortify Unarmored 5 points on Self. The Bound Shield may not be dropped, sold, or given to other people. The Bound Shield can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Shield before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Shield. This will give you the Bound Shield whenever worn. Since the item is now a constant effect, you can keep the Bound Shield much longer. You can also instantly repair the Bound Shield merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a shield with a Bound Shield Constant Effect. Wearing such a shield will cause it to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Shield and a Shield with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Shield. A broken Bound Shield cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Shield. Ingredients: None Premade spells: Bound Shield-60 seconds on Self Cost: 6 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Bound Spear <----------------------------------------------------------------------> Bound Spear for D seconds Base Cost: 2.0 Summons a magical Daedric Spear. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Spear will disappear. The Bound Spear has the same statistics as a Daedric Spear, save that it is weightless and carries a Constant Effect enchantment of Fortify Spear 10 points on Self. The Bound Spear may not be dropped, sold, or given to other people. The Bound Spear can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Spear before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Spear. This will give you the Bound Spear whenever worn. Since the item is now a constant effect, you can keep the Bound Spear much longer. You can also instantly repair the Bound Spear merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Spear. A broken Bound Spear cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Spear. Ingredients: None Premade spells: Bound Spear-60 seconds on Self Cost: 6 Available from: Diren Vendu, Tel Mora, Tower Services Masalinie Merian, Balmora, Guild of Mages Heem-La, Ald'ruhn, Guild of Mages Medila Indaren, Caldera, Guild of Mages Command Creature <----------------------------------------------------------------------> Command Creature M levels for D seconds Base Cost: 15 Makes the target fight for you and follow you for D seconds, where M stands for the target's level. This effect will work on all creatures, provided the spell strength is sufficiently high to capture their level. The afflicted will behave much like a summoned creature; ignoring your presence, engaging hostiles, and turning hostile if you hit them three times. Commanded creatures are excellent targets for backstabs. Command spells that have become permanent can be broken by leaving the target in a cell, teleporting away, waiting three days, and returning. Commanded targets that respawn won't remain where you left them once the respawn is initiated. Even a low-duration Command spell can be effective at breaking up large groups of enemies if cast from stealth or a long distance. Enemies that turn against each other will continue fighting after the spell wears off, so long as you don't present yourself as a new target. Ingredients: None Premade spells: Command Creature-5 points for 30 seconds on Target Cost: 169 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Command Humanoid <----------------------------------------------------------------------> Command Humanoid M levels for D seconds Base Cost: 15 Makes the target fight for you and follow you for D seconds, where M stands for the target's level. This effect will work on all humanoid NPCs, provided the spell strength is sufficiently high to capture their level. The afflicted will behave much like a summoned creature; ignoring your presence, engaging hostiles, and turning hostile if you hit them three times. Command Humanoid is a good means of bringing NPCs to different locations, as they will follow you, even into different cells, so long as the effect is active. You can use this to lure vendors out of their shops and loot the place, lure intended murder victims away from any potential witnesses, or bring non-freeable slaves into a location where you can free slaves, and free them there. It is also good just to bring service providers somewhere more convenient. You can bring a Guild Guide straight to your house, as well as a merchant, enchanter, spellmaker, and anyone else you might need. Another useful trick is to move NPCs who block doors, hallways, or other areas you need to get through. However, you should never use the effect in conjunction with the services of a transportation NPC or a trainer. If the effect is still active when you travel/train, the NPC may permanently vanish. Do not use those services until you are positive the spell is no longer in effect. Commanding a humanoid can make them non-hostile, even after the duration has ended. Ingredients: None Premade spells: Commanding Touch-5 points for 10 seconds on Touch Cost: 38 Available from: Estoril, Ald'ruhn, The Rat in the Pot; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Command Humanoid-5 points for 30 seconds on Target Cost: 169 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Summon Ancestral Ghost <----------------------------------------------------------------------> Summon Ancestral Ghost for D seconds Base Cost: 7.0 Summons an Ancestral Ghost to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Ancestral Ghost to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Ancestral Ghost drops nothing, has 23 Health, 100 Resist Common Disease, 100 Resist Frost, 100 Resist Normal Weapons, and 100 Resist Poison. It deals 1-5 points Melee Damage and can cast Ghost Curse, a spell with Damage Health 1-10 points for 1 second, Drain Fatigue 10 points for 30 seconds, and Drain Endurance 5 points for 30 seconds, on Touch. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Ancestral Ghost*: 60 seconds on Self Cost: 21 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Malven Romori, Vivec, Guild of Mages; Heem-La, Ald'ruhn, Guild of Mages Summon Bonelord <----------------------------------------------------------------------> Summon Ancestral Ghost for D seconds Base Cost: 7.0 Summons an Ancestral Ghost to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Bonelord to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Bonelord drops nothing, has 90 Health, 75 Resist Frost, 100 Resist Normal Weapons, 75 Resist Poison, and 75 Resist Shock. It deals 8-24 points Melee Damage, can cast Grave Curse: Speed, a spell with Drain Speed 2-4 points for 60 seconds on Target, and can cast Second Barrier, a spell with Shield 20 points for 30 seconds on Self. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Bonelord-60 seconds on Self Cost: 75 Available from: Aldaril, Buckmoth Legion Fort, Interior; Salver Lleran, Vivec, Telvanni Sorcerer; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Summon Bonewalker <----------------------------------------------------------------------> Summon Bonewalker for D seconds Base Cost: 13.0 Summons a Bonewalker to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Bonewalker to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Bonewalker drops nothing, has 60 Health, 75 Resist Frost, 75 Resist Poison, and 75 Resist Shock. It deals 4-12 points Melee Damage and can cast Grave Curse: Endurance, a spell with Drain Endurance 2-4 points for 60 seconds on Target, Grave Curse: Strength, a spell with Drain Strength 2-4 points for 60 seconds on Target, and can transmit Brown Rot Disease, a disease that drains Personality and Strength 10 points. It has a soul value of 75 (Common). Ingredients: None Premade spells: Summon Least Bonewalker-60 seconds on Self Cost: 39 Available from: Estoril, Ald'ruhn, The Rat in the Pot; Heem-La, Ald'ruhn, Guild of Mages; Masalinie Merian, Balmora, Guild of Mages; Ferise Varo, Vos, Varo Tradehouse Entrance; Marayn Dren, Balmora, Guild of Mages; Malven Romori, Vivec, Guild of Mages Summon Centurion Sphere <----------------------------------------------------------------------> Summon Centurion Sphere for D seconds Base Cost: 25.0 Summons a Centurion Sphere to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Centurion Sphere drops Scrap Metal and has 75 Health. It deals 5-15 points of Melee Damage and can cast Shock Shield, a spell with Lightning Shield 3 points for 20 seconds on Self. It has no soul. Ingredients: None Premade spells: Dwemer Animunculi-Summon Centurion Sphere for 120 seconds Cost: 75 Available from: the book Secrets of Dwemer Animunculi, Galom Daeus, Observatory Summon Clannfear <----------------------------------------------------------------------> Summon Clannfear for D seconds Base Cost: 22.0 Summons a Clannfear to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Clannfear drops nothing and has 113 Health. It deals 6-18 points Melee Damage. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Clannfear-60 seconds on Self Cost: 66 Available from: Aldaril, Buckmoth Legion Fort, Interior; Salver Lleran, Vivec, Telvanni Sorcerer; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Summon Daedroth <----------------------------------------------------------------------> Summon Daedroth for D seconds Base Cost: 32.0 Summons a Daedroth to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Daedroth to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Daedroth drops nothing, has 180 Health, and 100 Resist Normal Weapons. It deals 12-36 points Melee Damage and can cast Shockbloom, a spell with Shock Damage 1-25 points in 10 feet for 5 seconds on Target, Poisonbloom, a spell with Poison 1-20 points in 10 feet for 5 seconds on Target, Third Barrier, a spell with Shield 30 points for 30 seconds on Self, and Regenerate, a spell with Restore Health 1-5 points for 20 seconds on Self. It has a soul value of 195 (Grand). Ingredients: None Premade spells: Summon Daedroth-60 seconds on Self Cost: 96 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Salver Lleran, Vivec, Telvanni Sorcerer; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Summon Dremora <----------------------------------------------------------------------> Summon Dremora for D seconds Base Cost: 28.0 Summons a Dremora to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. Most notable for this are the Dremora, which carry a random high-quality weapon (Dwarven, Ebony, or even Daedric). When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Dremora drops a Daedra Heart and a random leveled weapon, which progresses as follows according to player level: PC Level 1 can be a Dreugh Club, Dreugh Staff, Dwarven Battle Axe, Dwarven Claymore, Dwarven Halberd, Dwarven Mace, Dwarven Shortsword, Dwarven Spear, Dwarven War Axe, or Dwarven Warhammer; at PC level 14, it adds an Ebony Shortsword, Ebony War Axe, or Ebony Broadsword; at PC level 15, it adds an Ebony Longsword, Ebony Mace, Ebony Spear, or Ebony Staff; at PC level 16, it adds a Daedric Staff, Daedric Tanto, Daedric Club, Daedric Dagger, or Daedric Shortsword; at PC level 17, it adds a Daedric Spear, Daedric Wakizashi, Daedric War Axe, Daedric Battle Axe, Daedric Katana, Daedric Mace, or Daedric Longsword; and at PC level 18, it adds a Daedric Warhammer, Daedric Dai-katana, or Daedric Claymore. The Dremora has 160 Health, 100 Resist Normal Weapons, and 20 Reflect. It deals 9-27 points of Melee Damage, plus its weapon, and can cast Second Barrier, a spell with Shield 20 points for 30 seconds on Self. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Dremora-60 seconds on Self Cost: 84 Available from: Diren Vendu, Tel Mora, Tower Services; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Summon Flame Atronach <----------------------------------------------------------------------> Summon Flame Atronach for D seconds Base Cost: 23.0 Summons a Flame Atronach to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Flame Atronach to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Flame Atronach drops nothing, has 75 Health, 100 Resist Fire, -60 Resist Frost (or 60 Weakness to Frost), 100 Resist Normal Weapons, and 20 Reflect. It deals 7-21 points Melee Damage and can cast Firebloom, a spell with Fire Damage 1-25 points in 10 feet for 5 seconds on Target. It has a soul value of 105 (Common). Ingredients: None Premade spells: Summon Flame Atronach-60 seconds on Self Cost: 69 Available from: Malven Romori, Vivec, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Medila Indaren, Caldera, Guild of Mages; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Summon Frost Atronach <----------------------------------------------------------------------> Summon Frost Atronach for D seconds Base Cost: 27.0 Summons a Frost Atronach to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Frost Atronach to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Frost Atronach drops nothing, has 105 Health, -50 Resist Fire (or 50 Weakness to Fire), 100 Resist Frost, 100 Resist Normal Weapons, and 20 Reflect. It deals 9-27 points Melee Damage and can cast Frostbloom, a spell with Frost Damage 1-25 points in 10 feet for 5 seconds on Target. It has a soul value of 138 (Greater). Ingredients: None Premade spells: Summon Frost Atronach-60 seconds on Self Cost: 81 Available from: Aldaril, Buckmoth Legion Fort, Interior; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Salver Lleran, Vivec, Telvanni Sorcerer; Uleni Heleran, Wolverine Hall, Mages Guild Summon Golden Saint <----------------------------------------------------------------------> Summon Golden Saint for D seconds Base Cost: 55.0 Summons a Golden Saint to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Golden Saints are the best for this, as they have the largest souls available short of a few unique deities. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. Most notable for this is the Golden Saint, which is armed with a good weapon and shield. (This is one of the only ways to acquire a Daedric Tower Shield.) When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Golden Saint drops a random weapon and random shield from the following lists. The weapon can be a Glass Claymore, Glass Dagger, Glass Firesword, Glass Frostsword, Glass Halberd, Glass Jinkblade, Glass Longsword, Glass Poisonsword, Glass Staff, Glass Stormsword, Ebony Broadsword, Ebony Longsword, Ebony Mace, Ebony Shortsword, Ebony Spear, Ebony Staff, Daedric Dagger, or Daedric Katana. The shield can be a Daedric Shield, Daedric Tower Shield, Dragonscale Tower Shield, Dreugh Shield, Dwemer Shield, Ebony Shield, Ebony Tower Shield, Feather Shield, Glass Shield, Glass Tower Shield, Imperial Shield, Indoril Shield, Iron Shield, Iron Tower Shield, Netch Leather Shield, Netch Leather Tower Shield, Nordic Leather Shield, Orcish Tower Shield, Shield of Wounds, or Shield of Light. The Golden Saint has 250 Health, 50 Resist Fire, 50 Resist Frost, 100 Resist Normal Weapons, 50 Resist Shock, and 20 Reflect. It deals 20-60 points Melee Damage plus its weapon and can cast Dispel, a spell with Dispel 100 points on Self, and Shock Shield, a spell with Lightning Shield 3 points for 20 seconds on Self. It has a soul value of 400 (Grand). Ingredients: None Premade spells: Summon Golden Saint-60 seconds on Self Cost: 165 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Summon Greater Bonewalker <----------------------------------------------------------------------> Summon Greater Bonewalker for D seconds Base Cost: 15.0 Summons a Greater Bonewalker to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Greater Bonewalker to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Greater Bonewalker drops 0-5 Bonemeal and some random loot, has 100 Health, 75 Resist Frost, 75 Resist Poison, and 75 Resist Shock. It deals 5-15 points Melee Damage and can cast Dread Curse: Endurance, a spell with Damage Endurance 5-12 points for 1 second on Touch, Dread Curse: Strength, a spell with Damage Strength 5-12 points for 1 second on Touch, and can transmit Brown Rot disease, a disease with Drain Personality & Strength 10 Points. It has a soul value of 75 (Common). Ingredients: None Premade spells: Summon Greater Bonewalker-60 seconds on Self Cost: 45 Available from: Uleni Heleran, Wolverine Hall, Mages Guild; Malven Romori, Vivec, Guild of Mages Summon Hunger <----------------------------------------------------------------------> Summon Hunger for D seconds Base Cost: 29.0 Summons a Hunger to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Hunger to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Hunger drops nothing, has 170 Health, 100 Resist Fire, 100 Resist Frost, 100 Resist Normal Weapons, 100 Resist Poison, and 100 Resist Shock. It deals 11-33 Melee Damage and can cast Disintegrate Armor, a spell with Disintegrate Armor 6-25 points for 1 second on Target, Disintegrate Weapon, a spell with Disintegrate Weapon 6-25 points for 1 second on Target, and Paralysis, a spell with Paralyze for 5 seconds on Touch. It has a soul value of 250 (Grand). Ingredients: None Premade spells: Summon Hunger-60 seconds on Self Cost: 87 Available from: Diren Vendu, Tel Mora, Tower Services; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Salver Lleran, Vivec, Telvanni Sorcerer Summon Scamp <----------------------------------------------------------------------> Summon Scamp for D seconds Base Cost: 12.0 Summons a Scamp to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Scamp drops nothing, has 45 Health, 50 Resist Fire, 50 Resist Frost, 100 Resist Normal Weapons, 75 Resist Poison, and 50 Resist Shock. It deals 5-15 points Melee Damage. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Scamp-60 seconds on Self Cost: 36 Available from: Leles Birian, Ascadian Isles Region; Medila Indaren, Caldera, Guild of Mages; Malven Romori, Vivec, Guild of Mages; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Summon Skeletal Minion <----------------------------------------------------------------------> Summon Skeletal Minion for D seconds Base Cost: 13.0 Summons a Skeletal Minion to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Skeletal Minion drops Bonemeal, an Iron Shield, and a random weapon, has 38 Health, 100 Resist Common Disease, 100 Resist Frost, 100 Resist Poison, and 50 Resist Shock. It deals 1-9 Melee Damage plus its weapon. It has a soul value of 30 (Petty). Ingredients: None Premade spells: Summon Skeletal Minion-60 seconds on Self Cost: 39 Available from: Estoril, Ald'ruhn, The Rat in the Pot; Heem-La, Ald'ruhn, Guild of Mages; Marayn Dren, Balmora, Guild of Mages; Uleni Heleran, Wolverine Hall, Mages Guild; Ferise Varo, Vos, Varo Tradehouse Entrance; Malven Romori, Vivec, Guild of Mages; Medila Indaren, Caldera, Guild of Mages Summon Storm Atronach <----------------------------------------------------------------------> Summon Storm Atronach for D seconds Base Cost: 38.0 Summons a Storm Atronach to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Storm Atronach to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Storm Atronach drops nothing, has 200 Health, 100 Resist Normal Weapons, 75 Resist Poison, 100 Resist Shock, and 20 Reflect. It deals 15-45 points Melee Damage and can cast Shockbloom, a spell with Shock Damage 1-25 in 10 feet for 5 seconds on Target, and Shock Shield, a spell with Lightning Shield 3 points for 20 seconds on Self. It has a soul value of 150 (Greater). Ingredients: None Premade spells: Summon Storm Atronach-60 seconds on Self Cost: 114 Available from: Diren Vendu, Tel Mora, Tower Services; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Salver Lleran, Vivec, Telvanni Sorcerer; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Summon Winged Twilight <----------------------------------------------------------------------> Summon Winged Twilight for D seconds Base Cost: 52.0 Summons a Winged Twilight to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Winged Twilight drops 0-3 Void Salt, has 220 Health, 50 Resist Fire, 50 Resist Frost, 75 Resist Poison, 50 Resist Shock, and 20 Reflect. It deals 15-45 points Melee Damage. It has a soul value of 300 (Grand). Ingredients: None Premade spells: Summon Winged Twilight-60 seconds on Self Cost: 156 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Turn Undead <----------------------------------------------------------------------> Turn Undead M points for D seconds Base Cost: 0.2 Decrease the confidence (willingness to fight) of an undead creature. Afflicted targets will disengage combat and attempt to run away in fear. Turn Undead is among the game's most powerful disabling effects. Any fleeing creature cannot damage you. A good spell can send an entire army of undead running. This makes, for instance, excellent Marksman practice. If you get in the target's way, it may still attack you. Likewise, any target you attack repeatedly may come back to retaliate. Casting the spell on NPCs will qualify as assault. Ingredients: None Premade spells: Holy Word-5 points for 60 seconds on Target Cost: 5 Available from: Folvys Andalor, Ald'ruhn, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer Turn Undead-50 points for 10 seconds on Touch Cost: 5 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Lloros Sarano, Ald'ruhn, Temple; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Relms Gilvilo, Vivec, Redoran Temple Shrine Holy Touch-10 points for 60 seconds on Touch Cost: 6 Available from: Eldrilu Dalen, Vos, Vos Chapel; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Mehra Drora, Gnisis, Temple Saintly Touch-25 points for 60 seconds on Touch Cost: 15 Available from: Nilvyn Drothan, Ghostgate, Temple Saintly Word-25 points for 60 seconds on Target Cost: 23 Available from: Elynu Saren, Suran, Temple Destruction {SPL004} o======================================================================o Damage Attribute <----------------------------------------------------------------------> Damage Attribute M points Base Cost: 8 Permanently lowers one of the eight Attributes of the target by M points. Derived attributes such as Fatigue, Magicka, and Encumbrance will be recalculated. The attribute can only be restored by the use of a Restore Attribute effect. Ingredients: Wickwheat** **Because no other ingredient in the game has this effect, you cannot make a potion with this effect. Premade spells: Clench-Damage Speed 1-20 points on Touch Cost: 4 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Ferise Varo, Vos, Varo Tradehouse Entrance; Fevyn Ralen, Vivec, Telvanni Mage Emasculate-Damage Endurance 1-20 points on Touch Cost: 4 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Salver Lleran, Vivec, Telvanni Sorcerer; Mertisi Andavel, Tel Branora, Upper Tower Evil Eye-Damage Personality 1-10 points on Touch Cost: 2 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Salver Lleran, Vivec, Telvanni Sorcerer Fuddle-Damage Intelligence 1-20 points on Touch Cost: 4 Available from: Elynu Seran, Suran, Temple; Estirdalin, Balmora, Guild of Mages; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Farena Arelas, Tel Uvirith, Arelas' House Hex-Damage Luck 1-20 points on Touch Cost: 4 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Salver Lleran, Vivec, Telvanni Sorcerer; Orrent Geontene, Ald'ruhn, Guild of Mages Stumble-Damage Agility 1-20 points on Touch Cost: 4 Available from: Fevyn Ralen, Vivec, Telvanni Mage Woe-Damage Willpower 1-20 points on Touch Cost: 4 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Fevyn Ralen, Vivec, Telvanni Mage Damage Fatigue <----------------------------------------------------------------------> Damage Fatigue M points Base Cost: 4 Permanently lowers the target's Fatigue by M points. If the target's Fatigue is reduced below 0, they will pass out and collapse to the ground. Spells that reduce Fatigue will not reduce the value below 0, so the knockout blow must always come from a physical attack. There are quests in the game that require you to physically disable an opponent without killing them. The only ways to do that are with the Hand-to-Hand skill and with this effect. Ingredients: Poison** **Since no other ingredients carry this effect, you can never make a potion with this effect. Premade spells: Fleabite-1-10 points on Touch Cost: 1 Available from: Estirdalin, Balmora, Guild of Mages Doze-1-20 points on Touch Cost: 2 Available from: Medila Indaren, Caldera, Guild of Mages Hornhand-15-36 points on Touch Cost: 5 Available from: Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Damage Health <----------------------------------------------------------------------> Damage Health M points Base Cost: 8 Permanently lowers the Health of the target by M points. This is one means of attacking creatures that are resistant to elemental damage such as Fire and Frost, though it is considerably more expensive in terms of casting cost. Absorb Health is generally a better effect to use, as it has the same casting cost but has the added benefit of restoring your Health. Ingredients: Meadow Rye, Nirthfly Stalks*, Noble Sedge Flowers*, Poison, Scrib Cabbage Premade spells: Spirit Knife-1-20 points on Touch Cost: 4 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Medila Indaren, Caldera, Guild of Mages; Malven Romori, Vivec, Guild of Mages; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Stormhand-5-12 points on Touch, Shock Damage 5-12 points on Touch Cost: 6 Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Blackhand-5-12 points on Touch, Poison 5-12 points on Touch Cost: 7 Available from: Mertisi Andavel, Tel Branora, Upper Tower; Orrent Geontene, Ald'ruhn, Guild of Mages Heartbite-10-50 points on Touch Cost: 12 Available from: Aldaril, Buckmoth Legion Fort, Interior Daedric Bite-50 points on Target Cost: 30 Available from: Uvele Berendas, Indarys Manor, Berendas' House Damage Magicka <----------------------------------------------------------------------> Damage Magicka M points Base Cost: 8 Permanently lowers the Magicka of the target by M points. Ingredients: Durzog Meat** **Since there are no other ingredients that carry this effect, it is impossible to create potions with this effect. Premade spells: Soulpinch-1-20 points on Touch Cost: 4 Available from: Aldaril, Buckmoth Legion Fort, Interior; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Llaros Uvayn, Caldera, Governor's Hall; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Disintegrate Armor <----------------------------------------------------------------------> Disintegrate Armor M points for D seconds Base Cost: 6 Damages the armor of the target, decreasing its effectiveness. M is the number of points of damage the item will receive for the duration. It damages one piece of equipment at a time, in the following order: Shield, Cuirass, Left Pauldron, Right Pauldron, Left Gauntlet, Right Gauntlet, Helm, Greaves, and finally Boots. If the armor is damaged to the point of breaking, it will immediately be unequipped, and the target will automatically equip the next-most-valuable item of that type in their inventory (if they have one). Disintegrate Armor can be one way to acquire a target's armor without killing them. Once it is broken, you can cast Calm on them, pickpocket the armor from them, and repair it to use yourself. When applied on Self, this effect will only work if it targets equipment which has already sustained some damage. This applies both to custom spells and enchanted items using this effect. Ingredients: None Premade spells: Armor Eater-10-30 points on Touch Cost: 6 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Medila Indaren, Caldera, Guild of Mages; Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer Disintegrate Weapon <----------------------------------------------------------------------> Disintegrate Weapon M points for D seconds Base Cost: 6 This effect will damage the target's weapon, decreasing its effectiveness. M is the number of points of damage the item will receive per second for the duration. The effect will only damage a weapon if it is equipped and drawn. Enemies not in combat will not be affected by this effect, but because it is a hostile effect, the first casting will cause them to draw their weapon and attack. Casting this effect on a non-hostile target is a crime. If the weapon is damaged to the point of breaking, it will immediately be unequipped, and the target will automatically equip the next-most-valuable weapon in their inventory (if they have one). When applied on Self, this effect will only work if it targets equipment which has already sustained some damage. This applies both to custom spells and enchanted items. Ingredients: None Premade spells: Weapon Eater-6-25 points on Touch Cost: 5 Available from: Fevyn Ralen, Vivec, Telvanni Mage; Medila Indaren, Caldera, Guild of Mages; Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer Drain Attribute <----------------------------------------------------------------------> Drain Attribute M points for D seconds Base Cost: 1 Temporarily lowers one of the target's attributes by M points for D seconds. Derived attributes such as Fatigue, Health, Magicka, and Encumbrance will be recalculated if needed. After the spell expires, the attribute will be restored to its former value. There is a bug with this effect if you are under the Fortify Attribute effect when it hits you. Your attribute will not restore like it is supposed to, making this effect behave more like Damage Attribute. The only way to solve this is to remove the Fortify Attribute effect and then cast a Restore Attribute effect. You may then restore the Fortify Attribute effect to return the attribute to its former value. If you drain your own Intelligence to zero, your Magicka bar will restore to full when your Intelligence returns to normal. This is very useful for those with the Atronach birthsign, although many (myself included) consider it cheating. Ingredients: Drain Agility: Ash Salts*, Black Anther*, Daedra's Heart, Diamond*, Emerald, Hypha Facia, Pearl*, Raw Ebony*, Ruby; Drain Endurance: Bittergreen Petals, Black Anther, Bungler's Bane, Emerald, Moon Sugar, Void Salts, Wolfsbane Petals; Drain Intelligence: Alit Hide*, Coda Flower, Gravedust*, Human Flesh, Muck*, Raw Glass*, Scrib Cabbage; Drain Luck: Chokeweed*, Dreugh Wax, Gold Kanet, Gravetar, Hypha Facia*, Moon Sugar, Stoneflower Petals; Drain Personality: Bonemeal, Coda Flower*, Heather, Human Flesh, Muck, Netch Leather, Scales*, Shalk Resin, Sload Soap*, Willow Anther*; Drain Speed: Black Lichen, Bungler's Bane*, Frost Salts*, Heather, Kresh Fiber, Meadow Rye, Nirthfly Stalks, Raw Glass, Red Lichen*, Trama Root; Drain Strength: Black Lichen*, Bungler's Bane, Ectoplasm, Green Lichen, Heartwood, Raw Glass, Saltrice, Scathecraw*, Spore Pod*; Drain Willpower: Ampoule Pod, Chokeweed, Corprus Weepings, Dreugh Wax, Marshmerrow, Racer Plumes*, Roobrush* Premade spells: Clumsy Touch-Drain Agility 5-20 points for 30 seconds on Touch Cost: 19 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Orrent Geontene, Ald'ruhn, Guild of Mages Distraction-Drain Intelligence 5-20 points for 30 seconds on Target Cost: 28 Available from: Heem-La, Ald'ruhn, Guild of Mages Enervate-Drain Endurance 5-20 points for 30 seconds on Target Cost: 28 Available from: Heem-La, Ald'ruhn, Guild of Mages Spite-Drain Personality 5-20 points for 30 seconds on Target Cost: 28 Available from: Heem-La, Ald'ruhn, Guild of Mages Temptation-Drain Willpower 5-20 points for 30 seconds on Target Cost: 28 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Torpor-Drain Speed 5-20 points for 30 seconds on Target Cost: 28 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt Strength Leech-Drain Strength 5-20 points for 30 seconds on Touch Cost: 30 Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Distracting Touch-Drain Intelligence 5-20 points for 60 seconds on Touch Cost: 38 Available from: Estoril, Ald'ruhn, The Rat in the Pot Blood Despair-Drain Willpower 7-14 points for 60 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Farena Arelas, Tel Uvirith, Arelas' House Wild Distraction-Drain Intelligence 5-20 points for 60 seconds on Target Cost: 56 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Diren Vendu, Tel Mora, Tower Services; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Drain Fatigue <----------------------------------------------------------------------> Drain Fatigue M points for D seconds Base Cost: 2 Temporarily lowers the target's Fatigue. The target will collapse to the ground if Fatigue drops below zero. When the spell expires, the target regains the lost Fatigue. Ingredients: Bear Pelt*, Bonemeal, Comberry*, Corprus Weepings*, Corprusmeat*, Guar Hide*, Hypha Facia, Kagouti Hide*, Kwama Cuttle, Luminous Russula, Marshmerrow, Shalk Resin*, Snow Bear Pelt*, Snow Wolf Pelt*, Spore Pod, Violet Coprinus, Wolf Pelt* Premade spells: Wearying Touch-5-20 points for 30 seconds on Touch Cost: 38 Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House Sleep-5-15 points for 30 seconds on Target Cost: 45 Available from: Eraamion, Caldera, Guild of Mages; Ferise Varo, Vos, Varo Tradehouse Entrance; Salama Andrethi, Tel Mora, Tower Services; Tinaso Alan, Tel Mora, Tower Services; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Estoril, Ald'ruhn, The Rat in the Pot; Heem-La, Ald'ruhn, Guild of Mages; Salen Ravel, Maar Gan, Shrine; Uleni Heleran, Wolverine Hall, Mages Guild Exhausting Touch-5-20 points for 60 seconds on Touch Cost: 75 Available from: Aldaril, Buckmoth Legion Fort, Interior; Imare, Balmora, Hlaalu Council Manor; Diren Vendu, Tel Mora, Tower Services; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Ordeal of St. Olms-5-20 points for 60 seconds on Touch Cost: 75 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ethasi Rilvayn, Balmora, Morag Tong Guild; Lloros Sarano, Ald'ruhn, Temple; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Diren Vendu, Tel Mora, Tower Services; Imare, Balmora, Hlaalu Council Manor; Nilvyn Drothan, Ghostgate, Temple Wild Exhaustion-5-15 points for 60 seconds on Touch Cost: 90 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ethasi Rilvayn, Balmora, Morag Tong Guild; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Diren Vendu, Tel Mora, Tower Services; Imare, Balmora, Hlaalu Council Manor Drain Health <----------------------------------------------------------------------> Drain Health M points for D seconds Base Cost: 4 Temporarily lowers the target's Health. If the victim is still alive when the spell expires, they will regain the lost Health. This effect will deliver a killing blow if it drops Health below 0. An excellent way to kill enemies is to Drain Health 100 points for 1 second. It can be compounded by adding a Soultrap for 1 second effect, or it can have its magnitude doubled by combining with Weakness to Magicka 100 points for 1 second. While this can be somewhat costly in terms of Magicka, Drain Health has the lowest base cost in the entire College of Destruction and very few creatures have blanket Resist Magicka. Drain Health deals non-elemental damage. You can take this even further and create a spell of Weakness to Magicka 400% combined with Drain Health 400 points for a spell that deals 2000 damage, the highest possible damage in the game. Such a spell costs 240 Magicka to cast. This is sufficient to kill anything vulnerable to Magicka-even Dagoth Ur himself. However, to cast it, you will need to fortify either Willpower, Luck, or Destruction to sufficient levels to successfully cast the spell. Ingredients: Coda Flower, Corprusmeat, Ectoplasm, Fire Petal, Fire Salts*, Gold Kanet*, Gravetar, Green Lichen, Horn Lily Bulb*, Roobrush, Ruby*, Scathecraw, Scrap Metal* Premade spells: Drain Blood-5 points for 30 seconds on Touch, Drain Magicka 5 points for 30 seconds on Touch Cost: 60 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ferise Varo, Vos, Varo Tradehouse Entrance; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Uleni Heleran, Wolverine Hall, Mages Guild; Diren Vendu, Tel Mora, Tower Services; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Tinaso Alan, Tel Mora, Tower Services; Urtiso Maryon, Sadrith Mora, Urtiso Faryon: Sorcerer Drain Magicka <----------------------------------------------------------------------> Drain Magicka M points for D seconds Base Cost: 4 Temporarily lowers the target's Magicka. If done at sufficient magnitude, this can severely cripple spellcasters. When the spell expires, the victim will regain the lost Magicka. Ingredients: Belladonna Berries, Bittergreen Petals, Bloat*, Corprusmeat, Golden Sedge Flowers*, Grahl Eyeball, Gravedust, Kresh Fiber, Rat Meat*, Red Lichen, Scamp Skin*, Timsa-Come-By Flowers, Trama Root Premade spells: Wild Flay Spirit-1-20 points for 3 seconds on Target Cost: 9 Available from: Heem-La, Ald'ruhn, Guild of Mages Drain Blood-5 points for 30 seconds on Touch, Drain Health 5 points for 30 seconds on Touch Cost: 60 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ferise Varo, Vos, Varo Tradehouse Entrance; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Uleni Heleran, Wolverine Hall, Mages Guild; Diren Vendu, Tel Mora, Tower Services; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Tinaso Alan, Tel Mora, Tower Services; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Gash Spirit-5-20 points for 30 seconds on Touch Cost: 75 Available from: Aldaril, Buckmoth Legion Fort, Interior; Imare, Balmora, Hlaalu Council Manor; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Diren Vendu, Tel Mora, Tower Services; Salver Lleran, Vivec, Telvanni Sorcerer; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Gash Spirit (Ranged)-5-20 points for 30 seconds on Target Cost: 113 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild Magicka Leech-6-15 points for 60 seconds on Touch Cost: 126 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Flay Spirit-5-20 points for 60 seconds on Touch Cost: 150 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Drain Skill <----------------------------------------------------------------------> Drain Skill M points for D seconds Base Cost: 1 Temporarily lowers one of the target's skills by M points for D seconds. When the spell expires, the skill will be restored to its former value. There is a bug with this effect. If you are hit with it while under a Fortify Skill effect, it will not return to its former value like it is supposed to. The only way to solve this is to remove the Fortify Skill effect, cast a Restore Skill effect, and replace the Fortify Skill effect. This will return the skill to its former value. It should be noted that Restore Skill is unavailable for learning or through potions; it exists only at the shrines and altars throughout the game. This effect is the source of a famous exploit called "Drain and Train." If you wish, you may create a custom spell that drains a given skill by 100 for 1 second on Self. If you speak to a trainer for that skill while under the effect, they will train you for 1 gold, but when the effect expires your skill will be one rank higher than before you cast the spell. This exploit can be used to have any trainer, regardless of their intended maximum, train any skill to 100, and do so for 1 gold per rank. Needless to say, most people, including myself, consider this cheating. Ingredients: Horker Tusk** **No other ingredient carries this effect, so you can never create a potion with this effect. Premade spells: Drain Athletics-Drain Athletics 5-20 points for 60 seconds on Target Cost: 56 Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Drain Block-Drain Block 5-20 points for 60 seconds on Target Cost: 56 Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Drain Destruction-Drain Destruction 5-20 points for 60 seconds on Target Cost: 56 Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Scourge Blade-Drain Short & Long Blade 5-20 points each for 30 seconds on Target Cost: 56 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Fire Damage <----------------------------------------------------------------------> Fire Damage M points for D seconds Base Cost: 5 Damages the target using fire by M points for D seconds. Dark Elves are 75% resistant to fire. Since they are by far the most populous race in the game, Fire Damage is of somewhat limited utility in battling NPCs. However, enough creatures are weak to Fire or immune to other elements to ensure that Fire Damage retains a great deal of usefulness. Ingredients: None Premade spells: Cruel Firebloom-10-16 points in 10 feet on Target Cost: 7 Available from: Malven Romori, Vivec, Guild of Mages Fireball-2-20 points in 5 feet on Target Cost: 5 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Salver Lleran, Vivec, Telvanni Sorcerer; Malven Romori, Vivec, Guild of Mages Fire Bite*-15-30 points on Touch Cost: 6 Available from: Estirdalin, Balmora, Guild of Mages Greater Fireball-2-40 points in 10 feet on Target Cost: 10 Available from: Heem-La, Ald'ruhn, Guild of Mages; Malven Romori, Vivec, Guild of Mages; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Firestorm-1-10 points for 10 seconds in 10 feet on Target Cost: 23 Available from: Fevyn Ralen, Vivec, Telvanni Mage; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber God's Fire-11-60 points for 10 seconds in 10 feet on Target Cost: 135 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Frost Damage <----------------------------------------------------------------------> Frost Damage M points for D seconds Base Cost: 5 Damages the target using frost by M points for D seconds. Nords are immune to Frost, so avoid using this effect against them. This is especially relevant in the Bloodmoon expansion, as Solstheim is mostly populated by Nords and other frost-resistant creatures. Most undead are resistant or immune to frost, as well. Ingredients: Bristleback Leather, Holly Berries, Raw Stalhrim Premade spells: Frost Bite-15-30 points on Touch Cost: 6 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Estirdalin, Balmora, Guild of Mages Greater Frostball-2-40 points in 10 feet on Target Cost: 10 Available from: Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer Frost Storm-1-10 points for 10 seconds in 10 feet on Target Cost: 23 Available from: Diren Vendu, Tel Mora, Tower Services; Fevyn Ralen, Vivec, Telvanni Mage God's Frost-11-60 points for 10 seconds in 10 feet on Target Cost: 135 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Poison <----------------------------------------------------------------------> Poison M points for D seconds Base Cost: 9 Damages the target using poison by M points for D seconds. Of the elemental damage effects, Poison is the least useful. First, it is the most expensive in terms of Magicka cost. Second, there are more creatures with Poison immunity than any of the other three elements (for example, most undead). Finally, there is a Cure Poison effect, which immediately arrests any ongoing Poison damage when cast. There is no equivalent effect for the other three elements. Ingredients: Adamantium Ore, Lloramor Spines, Luminous Russula, Noble Sedge Flowers, Poison, Violet Coprinus Premade spells: Black Hand-5-12 points on Touch, Damage Health 5-12 points on Touch Cost: 7 Available from: Mertisi Andavel, Tel Branora, Upper Tower; Orrent Geontene, Ald'ruhn, Guild of Mages Poison-2-20 points in 5 feet on Target Cost: 9 Available from: Estirdalin, Balmora, Guild of Mages Poisonous Touch-15-40 points on Touch Cost: 12 Available from: Estirdalin, Balmora, Guild of Mages Poisonbloom-1-20 points in 5 seconds in 10 feet on Target Cost: 39 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Mertisi Andavel, Tel Branora, Upper Tower; Uvele Berendas, Indarys Manor, Berendas' House; Estoril, Ald'ruhn, The Rat in the Pot; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Viperbolt-10-50 points for 2 seconds in 10 feet on Target Cost: 44 Available from: Estoril, Ald'ruhn, The Rat in the Pot; Salama Andrethi, Tel Mora, Tower Services Deadly Poison-1-20 points for 10 seconds on Touch Cost: 47 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Estoril, Ald'ruhn, The Rat in the Pot Toxic Cloud-2-15 points for 10 seconds in 10 feet on Target Cost: 61 Available from: Diren Vendu, Tel Mora, Tower Services; Ferise Varo, Vos, Varo Tradehouse Entrance; Mertisi Andavel, Tel Branora, Upper Tower; Tinaso Alan, Tel Mora, Tower Services; Eraamion, Caldera, Guild of Mages; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Salver Lleran, Vivec, Telvanni Sorcerer; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Potent Poison-20-40 points for 5 seconds on Touch Cost: 68 Available from: Namanian Facian, Sadrith Mora, Morag Tong Guild; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Shock Damage <----------------------------------------------------------------------> Shock Damage M points for D seconds Base Cost: 7 Damages the target using shock by M points for D seconds. Shock damage is more expensive to cast than fire or frost, but fewer enemies resist it, making it more universally useful Ingredients: None Premade spells: Shock-1-15 points on Touch Cost: 3 Available from: Estirdalin, Balmora, Guild of Mages Stormhand-5-12 points on Touch, Damage Health 5-12 points on Touch Cost: 6 Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House: Entry Spark-2-20 points in 5 feet on Target Cost: 7 Available from: Arrille, Seyda Neen, Arrille's Tradehouse Greater Shockball-2-40 points in 10 feet on Target Cost: 14 Available from: Heem-La, Ald'ruhn, Guild of Mages Shockball-2-40 points in 10 feet on Target Cost: 14 Available from: Salver Lleran, Vivec, Telvanni Sorcerer Lightning Bolt-10-50 points for 2 seconds in 10 feet on Target Cost: 34 Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Lightning Storm-2-10 points for 10 seconds in 10 feet on Target Cost: 34 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Fevyn Ralen, Vivec, Telvanni Mage; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Uvele Berendas, Indarys Manor, Berendas' House Shockbloom-1-25 points for 5 seconds in 10 feet on Target Cost: 37 Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House Weakness to Common Disease <----------------------------------------------------------------------> Weakness to Common Disease M% for D Seconds Base Cost: 2 This effect reduces the target's resistance to Common Diseases, making them M% more likely to contract them. This effect is only relevant to the player, as no one else ever catches diseases. The main use of this spell effect is to allow characters with innate disease resistance (an Argonian, a High Elf, or anyone sufficiently far through the Main Quest) to contract Vampirism, if they wish. Ingredients: None Premade spells: Weakness to Common Disease-1-20 points for 10 seconds on Target Cost-16 Available from: Medila Indaren, Caldera, Guild of Mages Weakness to Fire <----------------------------------------------------------------------> Weakness to Fire M% for D seconds Base Cost: 2 This effect increases the damage dealt by the Fire Damage effect. M is the percentage of resistance reduction. At 100%, the target will receive double damage. High Elves have natural 50% Weakness to Fire, so they will be particularly interested in Resist Fire spells or items that counteract this weakness. If the target is naturally immune to Fire, 100% Weakness to Fire will remove that immunity. This is a good way to make Fire more universally useful. Higher magnitudes will still be necessary to amplify base damage. When Weakness to Fire is used in conjunction with a Fire Damage effect that does damage over several seconds, the weakness only needs a duration of 1 to allow the damage to take effect. Ingredients: Heartwood, Holly Berries Premade spells: Weakness to Fire-10 points for 5 seconds on Target Cost: 8 Available from: Malven Romori, Vivec, Guild of Mages Dire Weakness to Fire-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Marayn Dren, Balmora, Guild of Mages; Tinaso Alan, Tel Mora, Tower Services; Eraamion, Caldera, Guild of Mages; Estoril, Ald'ruhn, The Rat in the Pot; Mertisi Andavel, Tel Branora, Upper Tower; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Weakness to Frost <----------------------------------------------------------------------> Weakness to Frost M% for D seconds Base Cost: 2 This effect increases the damage dealt by the Frost Damage effect. M is the percentage of resistance reduction. At 100%, the target will receive double damage. High Elves have natural 25% Weakness to Frost, so they will be particularly interested in Resist Frost spells or items that counteract this weakness. If the target is naturally immune to Frost, 100% Weakness to Frost will remove that immunity. This is a good way to make Frost more universally useful. Higher magnitudes will still be necessary to amplify base damage. When Weakness to Frost is used in conjunction with a Frost Damage effect that does damage over several seconds, the weakness only needs a duration of 1 to allow the damage to take effect. Ingredients: None Premade spells: Dire Weakness to Frost-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Seran, Suran, Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Marayn Dren, Balmora, Guild of Mages; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Eraamion, Caldera, Guild of Mages; Estoril, Ald'ruhn, The Rat in the Pot; Mertisi Andavel, Tel Branora, Upper Tower Weakness to Magicka <----------------------------------------------------------------------> Weakness to Magicka M% for D Seconds Base Cost: 2 Weakness to Magicka increases the negative effects of certain spells on the target. M is the percentage of resistance reduction. Weakness to Magicka does not affect the damage taken from elemental spells, nor increase the duration of any effect, nor make any difference to the effects of Paralyze or Silence. It does increase the effects of Absorb Health, Damage Health, and Drain Health, as well as non-damaging but hostile effects such as any other Absorb, Damage, or Drain effects, Blind, Burden, Disintegrate, Sound, and any other Weakness effects. High Elves and characters with The Apprentice birthsign have an innate Weakness to Magic effect. This is not too threatening, as not many attacks fall under the purview of the effect. The most dangerous enemies are those who use Absorb Health or Damage Health effects. These are quite rare, with Vampires being the most notable example. Ingredients: None Premade spells: Dire Weakness to Magicka-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Mertisi Andavel, Tel Branora, Upper Tower; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Eraamion, Caldera, Guild of Mages; Estoril, Ald'ruhn, The Rat in the Pot; Marayn Dren, Balmora, Guild of Mages; Tinaso Alan, Tel Mora, Tower Services Weakness to Poison <----------------------------------------------------------------------> Weakness to Poison M% for D seconds Base Cost: 2 This effect increases the damage dealt by the Poison effect. M is the percentage of resistance reduction. At 100%, the target will receive double damage. If the target is naturally immune to Poison, 100% Weakness to Poison will remove that immunity. This is a good way to make Poison more universally useful. Higher magnitudes will still be necessary to amplify base damage. When Weakness to Poison is used in conjunction with a Poison effect that does damage over several seconds, the weakness only needs a duration of 1 to allow the damage to take effect. Ingredients: Poison*,** **This is the only ingredient in the game with this effect, so you will never be able to create potions with this effect. Premade spells: Dire Weakness to Poison-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple; Eraamion, Caldera, Guild of Mages; Marayn Dren, Balmora, Guild of Mages; Salama Andrethi, Tel Mora, Tower Services; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Estoril, Ald'ruhn, The Rat in the Pot; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Mertisi Andavel, Tel Branora, Upper Tower; Tinaso Alan, Tel Mora, Tower Services Weakness to Shock <----------------------------------------------------------------------> Weakness to Shock M% for D seconds Base Cost: 2 This effect increases the damage dealt by the Shock Damage effect. M is the percentage of resistance reduction. At 100%, the target will receive double damage. High Elves have natural 25% Weakness to Shock, so they will be particularly interested in Resist Shock spells or items that counteract this weakness. If the target is naturally immune to Shock, 100% Weakness to Shock will remove that immunity. This is a good way to make Shock more universally useful. Higher magnitudes will still be necessary to amplify base damage. When Weakness to Shock is used in conjunction with a Shock Damage effect that does damage over several seconds, the weakness only needs a duration of 1 to allow the damage to take effect. Ingredients: None Premade spells: Dire Weakness to Shock-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple Ervona Barys, Ebonheart, Hawkmoth Legion Garrison Marayn Dren, Balmora, Guild of Mages Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Eraamion, Caldera, Guild of Mages Estoril, Ald'ruhn, The Rat in the Pot Mertisi Andavel, Tel Branora, Upper Tower Illusion {SPL005} o======================================================================o Blind <----------------------------------------------------------------------> Blind M% for D Seconds Base Cost: 1 Causes the target's vision to be obscured, making it harder for them to see. M is the degree of blindness. At 100%, they will be completely unable to see anything. However, as the effect is hostile, they will still try to find and attack you. If you are within melee range, they can still attack and even hit you. If you attack a blinded target, they may attempt to flee. A blinded target should have a lower hit rate and decreased ability to detect sneaking targets. Note that the effect is bugged, and actually increases hit rate instead of decreasing it. Ingredients: Durzog Meat, Bristleback Leather Premade spells: Crying Eye-1-10 points for 5 seconds on Target Cost: 2 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild Llaros Uvayn, Caldera, Governor's Hall Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House Erelvam's Wild Sty-1-40 points for 10 seconds on Touch Cost: 10 Available from: Minnibi Selkin-Adda, Vivec, Arena, Hidden Area; Sirilonwe, Vivec, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guild Alad's Caliginy-10-30 points for 30 seconds on Touch Cost: 30 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Farena Arelas, Tel Uvirith, Arelas' House; Orrent Geontene, Ald'ruhn, Guild of Mages; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Mertisi Andavel, Tel Branora, Upper Tower Calm Creature <----------------------------------------------------------------------> Calm Creature M points for D seconds Base Cost: 1 Stops the target from fighting. While under this effect, attacking them will not cause them to retaliate. Calm is useful if you are trying to fight with ranged weapons or spells in an enclosed area. Calm the enemy, and run to put some distance between you. Calm is basically a crowd controlling effect. These are particularly useful in for combat in high difficulty games. On normally hostile targets, expect them to re-enter combat when the spell expires. A magnitude of 1 is enough to work on any target; this is a bug. Ingredients: None Premade spells: Calm Creature-30 points for 10 seconds on Target Cost: 23 Available from: Dulian, Buckmoth Legion Fort, Interior; Medila Indaren, Caldera, Guild of Mages; Sharn gra-Muzgob, Balmora, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple; Marayn Dren, Balmora, Guild of Mages; Scelian Plebo, Wolverine Hall, Imperial Shrine; Tyermaillin, Balmora, Tyermaillin's House Calm Humanoid <----------------------------------------------------------------------> Calm Humanoid M points for D seconds Base Cost: 1 Stops the target from fighting. While under this effect, attacking them will not cause them to retaliate. Calm Humanoid works on NPCs. Calm is useful if you are trying to fight with ranged weapons or spells in an enclosed area. Calm the enemy, and run out to put some distance between you. Calm is a crowd controlling effect. These effects are exceptionally useful in high difficulty games. Calm Humanoid is a useful spell when you want to do hostile things to NPCs without killing them. For instance, you can get equipped armor by casting Disintegrate Armor until it breaks, casting Calm Humanoid to stop them from attacking you, and pickpocketing the armor for yourself. On normally hostile targets, expect them to re-enter combat when the spell expires. You can avoid this by raising NPC disposition while the effect is still active. A magnitude of 1 is sufficient to work any NPC, but this is a bug. Ingredients: None Premade spells: Calming Touch-30 points for 10 seconds on Touch Cost: 15 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Tinaso Alan, Tel Mora, Tower Services; Nilvyn Drothan, Ghostgate, Temple Calm Humanoid-30 points for 10 seconds on Target Cost: 23 Available from: Dulian, Buckmoth Legion Fort, Interior; Medila Indaren, Caldera, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple; Marayn Dren, Balmora, Guild of Mages; Scelian Plebo, Wolverine Hall, Imperial Shrine Chameleon <----------------------------------------------------------------------> Chameleon M% for D Seconds Base Cost: 1 Causes the target to become partially transparent and to blend into the background for the duration of the spell. This has three effects: 1) If the magnitude of the Chameleon effect is high enough, no object will be able to spot you under various conditions. 2) If you are sneaking, the magnitude of all current Chameleon effects is added to your chance to sneak (after all other factors, including distance). Note that even if you fail your Sneak check, the enemy may still fail to notice you due to the first effect. 3) If you attempt to talk to an NPC, that NPC might not see you. In this case, they will immediately disengage the conversation and lose 5 Disposition. Since this is not a true Sneak effect, the target may move at normal speed. If you are under a Chameleon effect and talk to an NPC, you will attempt to enter dialogue (subject to the third effect above) rather than picking their pocket. While Chameleon is listed as a percentage, it does not work that way in its mechanics. Unlike Invisibility, Chameleon does not wear off when interacting with objects, talking with NPCs, casting spells, or taking other actions. Blind effects can be used in conjunction with Chameleon and Sneaking to further reduce the chance that a target will see you. Be warned that Blind is a hostile action, and will initiate combat with any targets you are trying to avoid. If you are struggling to speak to an NPC, be sure you are speaking from the front and not using too strong a Chameleon effect. Many enemies will flee if they lose sight of you in combat. Rally or Calm spells can help in these situations. Strong Chameleon effects can be used to approach hostile NPCs and speak to them before they initiate combat. This allows access to services from NPCs that would normally attack you, such as Qorwynn, the Master Trainer for Enchant. It is suggested to raise the Dispositions of such NPCs to a high enough level that they will not resume hostilities as soon as the Chameleon effect ends. Ingredients: None Premade spells: Golanar's Eye-Maze-10-40 points for 10 seconds on Self Cost: 13 Available from: Eraamion, Caldera, Guild of Mages; Sirilonwe, Vivec, Guild of Mages Chameleon*-10 points for 30 seconds on Self Cost: 15 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Salver Lleran, Vivec, Telvanni Sorcerer Shadowform-6-15 points for 30 seconds on Self Cost: 16 Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Salama Andrethi, Tel Mora, Tower Services Shadowweave-20 points for 10 seconds on Self, Sanctuary 20 points for 10 seconds on Self Cost: 20 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Salama Andrethi, Tel Mora, Tower Services; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaros Uvayn, Caldera, Governor's Hall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Shadowmask-40-70 points for 30 seconds on Self Cost: 83 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Imare, Balmora, Hlaalu Council Manor; Ranis Athrys, Balmora, Guild of Mages; Gildan, Ald'ruhn, Gildan's House; Llaros Uvayn, Caldera, Governor's Hall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Charm <----------------------------------------------------------------------> Charm M points for D seconds Base Cost: 5 Temporarily increases the target's disposition towards the caster. When the effect ends, the target's disposition returns to its original value. Ingredients: None Premade spells: Charming Touch-30 points for 30 seconds on Touch Cost: 225 Available from: Eraamion, Caldera, Guild of Mages; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Marayn Dren, Balmora, Guild of Mages Charm Mortal-10-30 points for 30 seconds on Target Cost: 225 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Salver Lleran, Vivec, Telvanni Sorcerer Demoralize Creature <----------------------------------------------------------------------> Demoralize M points for D seconds Base Cost: 1 Decreases the target's confidence (willingness to fight). This works on all non-undead, non-Daedra, non-mechanical creatures (for undead, use the Conjuration effect Turn Undead). Afflicted targets will disengage and attempt to run away in fear. Demoralize is among the most powerful disabling effects in the game. An enemy who is running away is an enemy who isn't fighting you. With a good spell, you can send entire armies running for the hills. This makes for excellent bow practice. If you get in a target's way while he's trying to run away, he may still take a few swings at you. Continual attacks may also still bring an enemy to retaliate. Fleeing enemies can bring in all sorts of trouble, so be wary of using lengthy Demoralize effects on fast runners. Ingredients: None Demoralize Beast-5 points for 10 seconds on Target Cost: 4 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild Llaros Uvayn, Caldera, Governor's Hall Demoralize Creature-5 points for 10 seconds on Target Cost: 4 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Sirilonwe, Vivec, Guild of Mages Frenzy Creature <----------------------------------------------------------------------> Frenzy Creature M points for D seconds Base Cost: 1 Increases the target's Fight (its inclination to attack). A strong enough Frenzy will make the target attack the player. Frenzy Creature affects all non-undead, non-Daedra, non-mechanical creatures. Frenzy Creature is not terribly useful, as the vast majority of creatures will attack you anyway. Furthermore, those creatures that don't attack you be default can generally be attacked with no assault charge. Frenzy does cause them to attack anything nearby (not just you), so it can be somewhat useful in that respect. If Command spells are proving too unworkable for the few non-hostile unique creatures with proper names in the game, Frenzy Creature is the best alternative. In general, targets should return to normal a few days after being left in a cell. Even a 100 point spell should not be very expensive, as there is little reason to create Frenzy spells with long duration. Ingredients: None Premade spells: Frenzy Beast-5 points for 10 seconds on Touch Cost: 3 Available from: Uleni Heleran, Wolverine Hall, Mages Guild Frenzy Creature-5 points for 10 seconds on Target Cost: 4 Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area Frenzy Humanoid <----------------------------------------------------------------------> Frenzy Humanoid M points for D seconds Base Cost: 1 Increase the target's Fight (its inclination to attack). A strong enough Frenzy will make the target attack the player. Frenzy Humanoid affects NPCs. When you successfully cast this spell on someone, it is not considered an assault. Some situations require killing someone who is not open to persuasion, but who is surrounded by people who will witness an assault. Frenzy Humanoid is perfect for these situations. Frenzy Humanoid is very useful for making NPCs follow you large distances, if you are unable to Command them. Keep in mind that they may break off the fight to flee. Rally Humanoid can prevent this. Save if the target is not expendable, as NPCs can sometimes become permanently Frenzied. In general, targets return to normal after they are left alone inside a cell for a few in-game days. Even a 100 point spell should not be very expensive, as there is little reason to give Frenzy spells a long duration. Ingredients: None Premade spells: Frenzying Touch-5 points for 10 seconds on Touch Cost: 4 Available from: Uleni Heleran, Wolverine Hall, Mages Guild Invisibility <----------------------------------------------------------------------> Invisibility for D seconds Base Cost: 20 Causes the target to become completely invisible and undetectable for the duration of the spell. Activating anything, such as talking to or attacking somebody, picking up an item, opening a door or container, or any other action apart from just moving will cancel the spell. Your Sneak skill is irrelevant when you are invisible. You are completely undetectable unless you activate something. Unlike other stealth options, there's no need to stay in sneak mode. On the contrary, it may be wiser to run, so you can reach your destination before the spell expires. Even though nobody can see you while you're invisible, you can still bump into them without being detected. In fact, you can use this technique to push people around, maybe moving them around a corner or turning them to face the wall in order that you won't be detected doing something after you reappear. Of course, this only works with stationary targets. NPCs who have somewhere to go will just continue on their way after an invisible obstacle is removed. Some (myself included) strongly prefer high Chameleon to Invisibility because performing actions does not cancel Chameleon. Invisibility's only special advantage is that it truly renders you 100% undetectable. A handy use of invisibility is to zip through a dungeon full of enemies without fighting anyone until you've reached your target. This is especially useful when there are lots of annoying fights with no promise of good loot. It is also useful in places like the Ministry of Truth or the Corprusarium. Invisibility is excellent for assassination quests. You can close the gap with a foe who uses ranged or magical attacks and ensure you get the first strike. A key to successfully using invisibility is planning your casting point. If you do anything to shatter the illusion, it ends. Use any other magic you want active, including potions, before going invisible. Be sure you are not in anyone's line of sight before casting (although being in stealth may be allowable). Be sure there are no closed doors between you and your goal. Strategic use of invisibility can be helpful for completing stealth-related guild quests at low levels, before Sneak has become a viable option on its own. Constant effect invisibility only effects duration-the effect still ends if you do anything to break the illusion. If you have ended the effect in this manner, you will need to uneequip and reequip the item to go invisible again. Ingredients: Bittergreen Petals, Diamond, Lloramor Spines, Wolfsbane Petals Premade spells: Brevusa's Averted Eyes-10 seconds on Self Cost: 10 Available from: Eraamion, Caldera, Guild of Mages Hide-30 seconds on Self Cost: 30 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaros Uvayn, Caldera, Governor's Hall; Orrent Geontene, Ald'ruhn, Guild of Mages; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Heem-La, Ald'ruhn, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salama Andrethi, Tel Mora, Tower Services; Sirilonwe, Vivec, Guild of Mages Invisibility-30 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison Concealment-90 seconds on Self Cost: 90 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Gildan, Ald'ruhn, Gildan's House; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Ethasi Rilvayn, Balmora, Morag Tong Guild; Imare, Balmora, Hlaalu Council Manor; Mertisi Andavel, Tel Branora, Upper Tower; Ranis Athrys, Balmora, Guild of Mages Light <----------------------------------------------------------------------> Light M points for D seconds in A feet Base Cost: 0.2 Creates a glowing light around the target. When cast on a living creature or humanoid (including yourself), that creature will glow for the duration (or until they are killed). The magnitude determines the range of the light. Additionally, if the spell is cast with a large area rating, it can affect multiple targets which will produce an overall larger amount of light. Note that the spell is no different from other spells in that it can only affect an object-if it is cast on Touch or Target and does not hit a humanoid or creature, the spell has no effect. The need for a Light spell depends greatly on the viewer. The gamma settings inside the game and the brightness/contrast settings on your monitor or television all have an effect on the amount of light you see. By default, there are very few, if any, areas in Morrowind that are dark enough to require additional light. Many mods and other plugins respec the game's lighting settings to make this effect more useful. Furthermore, even if it is dark enough to require extra light, the Light effect compromises stealth, and it is probably better to consider Night-Eye instead. Finally, it is also quite easy to carry a light source such as a torch or lantern as yet another substitute for this effect, although that of course prevents use of a shield or two-handed weapon. Ingredients: Black Anther, Red Lichen Premade spells: Light-20 points for 30 seconds in 30 feet on Target Cost: 9 Available from: Eldrilu Dalen, Vos, Vos Chapel; Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer; Eraamion, Caldera, Guild of Mages; Mehra Drora, Gnisis, Temple Night-Eye <----------------------------------------------------------------------> Night-Eye M points for D seconds Base Cost: 0.2 Causes you to be able to see in the dark by effectively raising the ambient light levels. This affects only the caster, so it is more conducive to stealth than the Light spell. However, it does suffer from some drawbacks. Having everything evenly lit tends to flatten out the three-dimensionality of the world, which effectively makes small items such as jewelry harder to see. Additionally, areas that are already well lit may be overly bright to look at. The need for a Night-Eye spell depends greatly on the viewer. The gamma setting in the game, the brightness/contrast settings on your monitor or television, the lighting of the room, and even your eyes have an effect on the amount of lighting in the game. By default, very few areas in Morrowind are truly dark enough to require extra light to see. There are many mods and plugins that respec lighting, which can make this effect more useful. Night-Eye is very useful for seeing through the murk when swimming underwater. It is a good idea to cast Night-Eye before taking screenshots. The spell is a bad idea for vampires, as it makes it more difficult to tell the difference between night and day, compromising your safety from sun damage while outside. You can always simply carry a light source such as a torch or lantern, but this does prevent the use of a shield or two-handed weapon. Ingredients: Bear Pelt, Grahl Eyeball, Kagouti Hide, Daedra's Heart, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt Premade spells: Night-Eye-20 points for 30 seconds on Self Cost: 6 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Orrent Geontene, Ald'ruhn, Guild of Mages; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Salver Lleran, Vivec, Telvanni Sorcerer Paralyze <----------------------------------------------------------------------> Paralyze for D seconds Base Cost: 40 Causes the target to become completely immobile for the duration. When paralzyed, you may not move, attack, cast spells, or use enchanted items or scrolls. You may, however, still use potions or eat ingredients. You can also equip and un-equip items, which can be helpful in the case of items that are scripted to cast spells when equipped. Note that some enemies, most notably vampires, are completely immune to paralysis. Paralyzed opponents become immediately vulnerable to Health damage from Hand-to-hand attacks, which normally only damage an opponent after they have fallen unconscious due to Fatigue loss. When the paralysis wears off, Hand-to-hand attacks will once again damage Fatigue first. Paralyze can be resisted by having high Willpower. If you successfully paralyze a Cliff Racer while it is airborne, it will fall from the sky, but will not take any damage upon collision with the ground. Paralyzed water creatures (dreugh and slaughterfish) will float to the surface as though dead. Ingredients: Ampoule Pod, Daedra Skin, Fire Petal, Ghoul Heart*, Hackle-Lo Leaf, Large Kwama Egg, Rat Meat, Raw Stalhrim, Spore Pod, Sweetpulp*, Void Salts, Wickwheat Premade spells: Paralysis-5 seconds on Touch Cost: 10 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Estirdalin, Balmora, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guildhall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Malven Romori, Vivec, Guild of Mages; Orrent Geontene, Ald'ruhn, Guild of Mages Medusa's Gaze-15 seconds on Target Cost: 45 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Llaros Uvayn, Caldera, Governor's Hall Rally Creature <----------------------------------------------------------------------> Rally Creature M points for D seconds Base Cost: 0.2 Increase target's Confidence (willingness to attack). Rally Creature will work on all non-undead, non-Daedra, non-mechanical creatures. Fleeing targets will stop running and return to combat. Rally is an excellent spell to stop a mortally wounded enemy from fleeing. Enemies who cannot fly or use ranged attacks will often flee from you if you attack them while levitating. Rally can help keep them in range so you can finish the job. If you're trying to relocate a creature by having it chase you in hostile conditions, it may break off the chase to flee instead. Cast Rally Creature on it to prevent this. Ingredients: None Premade spells: Rally Beast-5 points for 30 seconds on Target Cost: 2 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Sedris Omalen, Maar Gan, Outpost; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage Rally Creature-5 points for 30 seconds on Target Cost: 2 Available from: Rirnas Athren, Vivec, Hlaalu Temple; Synnolian Tunifus, Ebonheart, Imperial Chapels Rally Humanoid <----------------------------------------------------------------------> Rally Humanoid M points for D seconds Base Cost: 0.2 Increase target's Confidence (willingness to attack). Rally Humanoid will work on all NPCs. Fleeing targets will stop running and return to combat. Rally is an excellent spell for stopping a mortally wounded enemy from fleeing. Enemies who cannot fly or use ranged attacks will often flee from you if you attack them while levitating. Rally can help keep them in range so you can finish the job. If you're trying to relocate an NPC by having them chase you in hostile conditions, they may break off the chase to flee instead. Cast Rally Humanoid on them to prevent this. Ingredients: None Premade spells: Rally Humanoid-5 points for 30 seconds on Target Cost: 2 Available from: Rirnas Athren, Vivec, Hlaalu Temple Rallying Touch-5 points for 30 seconds on Touch Cost: 2 Available from: Guls Llervu, Ald'ruhn, Guls Llervu's House; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Sedris Omalen, Maar Gan, Outpost; Lalatia Varian, Ebonheart, Imperial Chapels; Nilvyn Drothan, Ghostgate, Temple Sanctuary <----------------------------------------------------------------------> Sanctuary M points for D seconds Base Cost: 1 Causes the target to be more difficult to hit with physical attacks. The magnitude is the value that is added to the target's chance to dodge attacks (magical attacks are unaffected). Ingredients: None Premade spells: Sotha's Grace-1-20 points for 5 seconds on Self Cost: 3 Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Orrent Geontene, Ald'ruhn, Guild of Mages; Folvys Andalor, Ald'ruhn, Temple Father's Hand-1-40 points for 5 seconds on Self Cost: 5 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Nilvyn Drothan, Ghostgate, Temple; Ethasi Rilvayn, Balmora, Morag Tong Guildhall Sanctuary*-10 points for 30 seconds on Self Cost: 15 Available from: Zanmulk Sammalamus, Gnisis, Temple Shadow Weave-20 points for 10 seconds on Self, Chameleon 20 points for 10 seconds on Self Cost: 20 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Salama Andrethi, Tel Mora, Tower Services; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaros Uvayn, Caldera, Governor's Hall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Silence <----------------------------------------------------------------------> Silence for D seconds Base Cost: 40 Prevents the target from casting spells for the duration. The Paralyze effect has the same casting cost as Silence. Since it blocks spellcasting, along with a slew of other useful effects, you're generally better off using Paralyze. The only exception is with enemies immune to Paralyze, like vampires. Ingredients: None Premade spells: Silence-5 seconds on Target Cost: 15 Available from: Llaros Uvayn, Caldera, Governor's Hall; Namanian Facian, Sadrith Mora, Morag Tong Guildhall; Salama Andrethi, Tel Mora, Tower Services; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Orrent Geontene, Ald'ruhn, Guild of Mages; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Far Silence-10 seconds on Target Cost: 30 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Gildan, Ald'ruhn, Gildan's House; Ranis Athrys, Balmora, Guild of Mages Sound <----------------------------------------------------------------------> Sound M points for D seconds Base Cost: 3 Creates a distracting noise in the mind of the target, decreasing their chance of successfully casting spells by M%. Sound has certain advantages over Silence. First, it always affects the target, where Silence can be successfully resisted by Willpower. Second, an enemy affected by Sound will still attempt to cast spells, wasting Magicka with each failed attempt. In contrast, a Silenced enemy will not attempt casting at all, leaving their Magicka pool intact when the spell wears off. However, high-magnitude Sound spells are not as Magicka efficient as Silence is, and unless you use an expensive 100 magnitude Sound spell, enemies retain some chance of getting their spells off successfully. Other methods of dealing with spellcasters are more efficient than either of these options. Damage Magicka and Damage Intelligence are both more direct and more efficient. Ingredients: None Premade spells: Earwig-3-8 points for 5 seconds on Target Cost: 6 Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Estirdalin, Balmora, Guild of Mages Cruel Noise-10-22 points for 5 seconds on Touch Cost: 12 Available from: Salama Andrethi, Tel Mora, Tower Services Dire Earwig-8-15 points for 5 seconds on Target Cost: 13 Available from: Eraamion, Caldera, Guild of Mages Wild Earwig-1-30 points for 5 seconds on Target Cost: 17 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Llaros Uvayn, Caldera, Governor's Hall Dire Noise-2-60 points for 5 seconds on Target Cost: 35 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Mertisi Andavel, Tel Branora, Upper Tower; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Namanian Facian, Sadrith Mora, Morag Tong Guildhall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Mysticism {SPL006} o======================================================================o Absorb Attribute <----------------------------------------------------------------------> Absorb Attribute M points for D seconds Base Cost: 2 Temporarily lowers one of the target's attributes, and raises the caster's attribute by the same amount. When the spell expires, both attributes return to their previous values. The effects are not cumulative. For instance, if a sword is enchanted with a long-duration magnitude 1 Absorb Luck, and he hits an opponent 20 times, his Luck will be boosted by 1, not 20. Ingredients: None Premade spells: Absorb Agility-Absorb Agility 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Orrent Geontene, Ald'ruhn, Guild of Mages Absorb Endurance-Absorb Endurance 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine Absorb Intelligence-Absorb Intelligence 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Felara Andrethi, Tel Aruhn, Tower Living Quarters Absorb Luck-Absorb Luck 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine Absorb Personality-Absorb Personality 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Orrent Geontene, Ald'ruhn, Guild of Mages Absorb Speed-Absorb Speed 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Uvele Berendas, Indarys Manor, Berendas' House Absorb Strength-Absorb Strength 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Absorb Willpower-Absorb Willpower 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Chaplain Ogrul, Gnisis, Fort Darius; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Uvele Berendas, Indarys Manor, Berendas' House Absorb Speed (Ranged)-Absorb Speed 5-20 points for 30 seconds on Target Cost: 56 Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub Crimson Despair-Absorb Willpower 5-20 points for 60 seconds on Target Cost: 113 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Nilvyn Drothan, Ghostgate, Temple; Llathyno Hlaalu, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior Absorb Fatigue <----------------------------------------------------------------------> Absorb Fatigue M points for D seconds Base Cost: 4 Transfer Fatigue from the target to the caster, tiring the target and revitalizing the caster. The caster may not exceed their own natural maximum Fatigue value, but even if the caster is at full Fatigue, this spell will still drain the target's Fatigue. If this effect is Reflected by the target, the target does not absorb Fatigue from the caster. Rather, the spell simply drains and replenishes the caster in equal amounts, essentially having no effect. The effect can be devastating if used in a Hand-to-hand fight. Ingredients: None Premade spells: Absorb Fatigue-5-20 points for 30 seconds on Touch Cost: 75 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Mertisi Andavel, Tel Branora, Upper Tower; Telis Salvani, Balmora, Temple; Aunius Autrus, Wolverine Hall, Imperial Shrine; Only-He-Stands-There, Balmora, South Wall Cornerclub; Tunila Omavel, Tel Uvirith, Omavel's House Energy Leech-5-20 points for 30 seconds on Touch Cost: 75 Available from: Danso Indules, Vivec, Temple; Llarara Omayn, Balmora, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Folvys Andalor, Ald'ruhn, Temple; Lloros Sarano, Ald'ruhn, Temple; Only-He-Stands-There, Balmora, South Wall Cornerclub; Tunila Omavel, Tel Uvirith, Omavel's House Absorb Fatigue (Ranged)-5-20 points for 30 seconds on Target Cost: 113 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Somutis Vunnis, Moonmoth Legion Fort, Interior; Llathyno Hlaalu, Balmora, Temple Absorb Health <----------------------------------------------------------------------> Absorb Health M points for D seconds Base Cost: 8 Transfer Health from the target to the caster, injuring the target and revitalizing the caster. The caster may not exceed their own natural maximum Health, but even if the caster is at full Health, this spell will still damage the target's Health. Although this effect makes an effective "on strike" enchantment for a weapon, beware making it an "on Target" spell effect. This opens it up to Reflect, the result of which will be damage to you. This is a fairly powerful effect, even considering its relatively high cost compared to other offensive effects. For instance, if you use a large number of summons, a one-to-two point Absorb Health spell with a moderate duration and maximum area that hit three of four summons would grant a good deal of Health. This doesn't even account for enemies also in the area of effect. Multiple castings will, of course, turn the summons hostile. Ingredients: None Premade spells: Righteousness-10 points on Touch Cost: 4 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Mehra Drora, Gnisis, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Milar Maryon, Tel Vos, Services Tower; Relms Gilvilo, Vivec, Redoran Temple Shrine; Sedris Omalen, Maar Gan, Outpost; Tunila Omavel, Tel Uvirith, Omavel's House Absorb Health-5-52 points on Touch Cost: 11 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Felara Andrethi, Tel Aruhn, Tower Living Quarters Almsivi Intervention <----------------------------------------------------------------------> Almsivi Intervention Teleports you instantly to the nearest Tribunal Temple. Good for escaping from a sticky situation, or just a means for fast transportation. The temples to which you can be transported are in Ald'ruhn, Balmora, Gnisis, Molag Mar, Mournhold, and Vivec. Any followers you have will not be teleported along with you. This cannot be used to facilitate escort missions. Almsivi Intervention is disabled in a few locations. They are Magas Volar, the Akulakhan chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of the Mortrag Glacier. The logic of what is and isn't a Temple for teleportation services can be confusing, as many places called Temple facilities are not eligible teleport destinations. Almsivi Intervention will take you to the temple nearest your last exterior location. For example, if you enter the Mages Guild in Ald'ruhn, take the Guild Guide to Balmora, and cast the spell before you exit, you will end up at the Ald'ruhn Temple. Distance calculation is sometimes off, taking you to a Temple that isn't actually the closest one. Ingredients: None Premade spells: Almsivi Intervention-Almsivi Intervention Cost: 8 Available from: Danso Indules, Vivec, Temple; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Guls Llervu, Ald'ruhn, Guls Llervu's House; Lloros Sarano, Ald'ruhn, Temple; Milar Maryon, Tel Vos, Services Tower; Relms Gilvilo, Vivec, Redoran Temple Shrine; Elynu Saren, Suran, Suran Temple; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Llathyno Hlaalu, Balmora, Temple; Mehra Drora, Gnisis, Temple; Nilvyn Drothan, Ghostgate, Temple; Rirnas Athren, Vivec, Hlaalu Temple Demoralize Humanoid <----------------------------------------------------------------------> Demoralize Humanoid M points for D seconds Base Cost: 1 Decrease target's Confidence (willingness to fight). Demoralize Humanoid works on NPCs. It is the counterpart to Illusion's Demoralize Creature, but it tagged as a Mysticism spell due to a developer mistake. Afflicted targets will disengage combat and attempt to run away in fear. Demoralize is among the most powerful disabling effects in the game. An enemy that is running away is an enemy that isn't fighting you. With a good spell, you can send entire armies running for the hills. Makes for excellent bow practice. If you get in your target's way while they are running, they may still take a swing or two at you. Continual attacks may also bring the enemy back to retaliate. Fleeing enemies can bring trouble. Be careful of long-duration Demoralize spells on fast runners. Ingredients: None Premade spells: Demoralizing Touch-5 points for 10 seconds on Touch Cost: 3 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaros Uvayn, Caldera, Governor's Hall; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Folvys Andalor, Ald'ruhn, Temple; Minnibi Selkin-Adda, Vivec, Arena Hidden Area Demoralize Humanoid-5 points for 10 seconds on Target Cost: 4 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild Detect Animal <----------------------------------------------------------------------> Detect Animal M feet for D seconds Base Cost: 0.75 Causes you to detect all living creatures in the vicinity. They will show up on your map as small red circles. The Magnitude is the maximum range of detection. This spell will not detect NPCs, only creatures. One possible method of detecting NPCs is by using both Detect Enchantment and Detect Key, as they routinely carry magical items and/or keys. This is by no means a guarantee, however. Ingredients: Alit Hide, Ampoule Pod, Bloat, Ectoplasm, Horker Tusk Premade spells: Detect Creature*-50-150 points for 5 seconds on Self Cost: 19 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Orrent Geontene, Ald'ruhn, Guild of Mages; Sedris Omalen, Maar Gan, Outpost; Dulian, Buckmoth Legion Fort, Interior; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Relms Gilvilo, Vivec, Redoran Temple Shrine Detect Enchantment <----------------------------------------------------------------------> Detect Enchantment M feet for D seconds Base Cost: 1 Causes you to detect all enchanted items in the vicinity, whether out in the open, inside containers, or worn/carried by NPCs. They will show up on your map as small blue circles. The Magnitude is the maximum range of detection. Items in your inventory are not detected. Only items with enchantments are detected. Valuable and powerful items will be overlooked by this spell if they are not enchanted, such as Daedric items and the like. Ingredients: Hound Meat, Hypha Facia, Lloramor Spines, Marshmerrow Premade spells: Detect Enchantment-10 points for 10 seconds on Self Cost: 5 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaros Uvayn, Caldera, Governor's Hall; Synnolian Tunifus, Ebonheart, Imperial Chapels; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt Detect Key <----------------------------------------------------------------------> Detect Key M feet for D seconds Base Cost: 1 Causes you to detect all keys in the vicinity, whether out in the open, inside containers, or carried by NPCs. They will show up on your map as small green circles. The Magnitude is the maximum range of detection. Items in your inventory are not detected. In the game, a key is defined as any object which opens a door or chest. Some keys are not detected by this spell, either because they don't open anything at all (as with certain quest items) or because they are only used by dialogues or scripts. Slave keys, for example, are generally not detectable. Also, since any item of "Miscellaneous" type can be designated to open a door, some items added by mods which may not appear to be keys will still be detected as such by this spell if they have been set to open locks. Ingredients: Ash Yam, Diamond, Muck, Spore Pod Premade spells: Tevral's Hawkshaw-10 points for 10 seconds on Self Cost: 5 Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Namanian Facian, Sadrith Mora, Morag Tong Guildhall Detect Key-50 points for 5 seconds on Self Cost: 13 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaros Uvayn, Caldera, Governor's Hall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Orrent Geontene, Ald'ruhn, Guild of Mages; Sirilonwe, Vivec, Guild of Mages Dispel <----------------------------------------------------------------------> Dispel M% Base Cost: 5 Cancels all temporary magic effects on the target (effects from abilities, potions, Constant Effect enchantments, and diseases are all unaffected). This can be used either to remove an enemy's defenses, or to remove negative effects from yourself or your allies. Note that in either case, it will remove both good and bad effects. The magnitude determines the chance an effect is removed. Dispel 100% will always cleanse all the temporary effects on a target. This works on all effects, regardless of being positive (e.g. Chameleon, Levitate, and Fortify Attribute) or negative (e.g. Paralyze and Drain Health). This can be a disadvantage compared to effects like Cure Paralyzation when used on an ally or self, but a big advantage when used on enemies, as it can remove their positive effects. Dispel can even get rid of an enemy's Bound Items or Summoned creatures. Ingredients: Bungler's Bane, Pearl, Moon Sugar, Timsa-Come-By Flowers* Premade spells: Purge Magic-5 points on Target Cost: 2 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Chaplain Ogrul, Gnisis, Fort Darius; Salver Lleran, Vivec, Telvanni Sorcerer; Synnolian Tunifus, Ebonheart, Imperial Chapels Almalexia's Grace-20 points on Self Cost: 5 Available from: Elynu Saren, Suran, Suran Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House; Nilvyn Drothan, Ghostgate, Temple; Salen Ravel, Maar Gan, Shrine; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Mehra Drora, Gnisis, Temple; Salama Andrethi, Tel Mora, Tower Services Dispel-100 points on Self Cost: 25 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Tyermaillin, Balmora, Tyermaillin's House; Dulian, Buckmoth Legion Fort, Interior; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Sharn gra-Muzgob, Balmora, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple Divine Intervention <----------------------------------------------------------------------> Divine Intervention Transports you instantly to the nearest Imperial Cult shrine, usually found within an Imperial Legion fort. Good for escaping from a sticky situation, or just as a means of fast transportation. You can be transported to the following locations: Buckmoth Legion Fort (Ald'ruhn), Ebonheart, Fort Darius (Gnisis), Moonmoth Legion Fort (Balmora), Fort Pelagiad (Pelagiad), Wolverine Hall (Sadrith Mora), Mournhold, or Fort Frostmoth. Any followers you may have will not be teleported with you. Thus, this cannot be used to facilitate escort missions. Divine Intervention is disabled in a few locations. These are Magas Volar, the Akulakhan chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of the Mortrag Glacier. Divine Intervention will take you to the Imperial Cult shrine nearest your last exterior location. This means that if you are closer to another location, but are still indoors (Guild Guide travel, for example), you will arrive at the shrine nearest the last exterior zone you were in. Certain locations teleport you to the wrong shrine, in terms of distance, due to oddities in how the game calculates distances. Ingredients: None Premade spells: Divine Intervention-Divine Intervention Cost: 8 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Lalatia Varian, Ebonheart, Imperial Chapels; Aunius Autrus, Wolverine Hall, Imperial Shrine; Synnolian Tunifus, Ebonheart, Imperial Chapels Mark <----------------------------------------------------------------------> Mark Base Cost: 350 Places a marker at your current location to be used with the Recall spell, which will instantly teleport you back to that marker from any distance. You may only place one mark at a time. Casting the spell will override your previous mark location. Any location where you cast a Mark spell will be signified by a white cross on your local map. Any followers you may have will not accompany you when you teleport. Thus, this cannot be used to facilitate escort missions. Ingredients: None Premade spells: Mark-Mark Cost: 18 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Guls Llervu, Ald'ruhn, Guls Llervu's House; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Salama Andrethi, Tel Mora, Tower Services; Sirilonwe, Vivec, Guild of Mages; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Llarara Omayn, Balmora, Temple; Sedris Omalen, Maar Gan, Outpost Recall <----------------------------------------------------------------------> Recall Base Cost: 350 Instantly transports you to the location placed by the Mark spell, from any distance. Good for escaping from a sticky situation, or quickly transporting yourself to a chosen location. Casting the spell if you have never cast Mark will have no effect. Any followers you may have will not accompany you when you teleport. Thus, this cannot be used to facilitate escort missions. Recall is disabled in a few locations. These are Magas Volar, the Akulakhan chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of the Mortrag Glacier. Ingredients: Bristleback Leather** **This is the only ingredient in the game with Recall as an effect, so you will never be able to make a potion with this effect. Premade spells: Recall-Recall Cost: 18 Available from: Eraamion, Caldera, Guild of Mages; Guls Llervu, Ald'ruhn, Guls Llervu's House; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Salama Andrethi, Tel Mora, Tower Services; Sirilonwe, Vivec, Guild of Mages; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Llathyno Hlaalu, Balmora, Temple; Rirnas Athren, Vivec, Hlaalu Temple; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Reflect <----------------------------------------------------------------------> Reflect M% for D seconds Base Cost: 10 Gives a M% chance that incoming hostile spells will be reflected back at their caster. Spells that are not reflected will behave normally, having their full effect. Reflect works as a percentage chance based on the total on a given target. Unlike Spell Absorption, separate instances of Reflect are additive. As such, 100% Reflect can be created by using multiple items at the same time. Also, this means that more than 100% Reflect does not have any extra value. If a spell is reflected, the caster will be immediately subjected to its effects, regardless of the means the spell was cast. Reflected spells cannot be dodged or avoided, since they have no projectile or range. Spells can only be reflected once. 100% Reflect will make you basically immune to all magical damage, with the exception of damage reflected back to you by an enemy who is also using spell reflection. If both the caster and the target have 100% Reflect spells in effect, the spell can only be reflected once, so the caster will end up being hit with the spell. Reflect will work in combination with Spell Absorption, but Spell Absorption takes precedence, so only spells which are not absorbed may be reflected. Having more Spell Absorption makes Reflect less effective, so if you 50% of both Absorption and Reflect, it does not make you immune to all spells. Rather, half of spells will be absorbed, and of the half that are not, half of those will be reflected. So on average, a total of 75% will be stopped by these effects. Spells which are not reflected or absorbed can still be Resisted by the appropriate Resist spell. The strength of the spells are not first reduced by the original (pre-reflection) target's resistances. They are effected by the resistances of the new (post-reflection) target. Ingredients: Adamantium Ore, Comberry, Diamond, Hound Meat Premade spells: Sotha's Mirror-10 points for 5 seconds on Self Cost: 25 Available from: Dulian, Buckmoth Legion Fort, Interior; Folvys Andalor, Ald'ruhn, Temple; Orrent Geontene, Ald'ruhn, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Gildan, Ald'ruhn, Gildan's House; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Vaval Selas, Vivec, St. Olms Temple Reflect-10-20 points for 5 seconds on Self Cost: 38 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Masalinie Merian, Balmora, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guildhall; Uvele Berendas, Indarys Manor, Berendas' House; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Mertisi Andavel, Tel Branora, Upper Tower; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Zanmulk Sammalamus, Gnisis, Temple Strong Reflect-20-30 points for 5 seconds on Self Cost: 63 Available from: Diren Vendu, Tel Mora, Tower Services; Imare, Balmora, Hlaalu Council Manor; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Milar Maryon, Tel Vos, Services Tower; Salama Andrethi, Tel Mora, Tower Services; Tinaso Alan, Tel Mora, Tower Services; Ferise Varo, Vos, Varo Tradehouse Entrance; Leles Birian, Ascadian Isles Region; Mertisi Andavel, Tel Branora, Upper Tower; Only-He-Stands-There, Balmora, South Wall Cornerclub; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer Shalidor's Mirror-10-30 points for 10 seconds on Self Cost: 100 Available from: Dileno Lloran, Vivec, High Fane; Imare, Balmora, Hlaalu Council Manor; Llaros Uvayn, Caldera, Governor's Hall; Lloros Sarano, Ald'ruhn, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ethasi Rilvayn, Balmora, Morag Tong Guild; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Llathyno Hlaalu, Balmora, Temple; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Tunila Omavel, Tel Uvirith, Omavel's House Wild Reflect-1-40 points for 10 seconds on Self Cost: 103 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Imare, Balmora, Hlaalu Council Manor Llivam's Reversal-20-30 points for 10 seconds on Self Cost: 125 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild Soultrap <----------------------------------------------------------------------> Soultrap for D seconds Base Cost: 2 The Soultrap spell is used to gather Souls in order to use for Enchanting. To use it, cast the spell on the creature whose soul you wish to capture before killing it, and then kill it while the spell is still active. You can tell the spell is active by the cloud of smoke that will circle the creature until the duration expires. Additionally, you must also have a Soul Gem in your inventory to capture the creature in. The soul will automatically be captured in the smallest empty Soul Gem in your inventory which is large enough for that soul. If you are successful, a note on the bottom of the screen will inform you that you have captured a soul. You cannot capture NPC souls with this spell, only creatures. Also, some creatures do not have souls, such as Dwemer Centurions. Attempting to capture a soul from an NPC or a creature without a soul will cause a failure message to appear when you cast the spell. Soultrapping NPCs also has the unusual side effect of causing swirling clouds of smoke to spin around empty places in the area-sometimes very far away from where you actually cast the spell. These are harmless, but will not go away until you save and reload. An unlimited number of the three small soul gems (Common, Lesser, and Petty) can be purchased from trader Fadase Selvayn in Tel Branora. The seller restocks continually: 3 Common Soul Gems, 5 Lesser Soul Gems, and 10 Petty Soul Gems. It is possible to capture more than one soul from the same creature. To do so, however, you must have multiple Soul Trap effects. Casting the same Soul Trap spell repeatedly will not work. If you create multiple Soul Trap spells (or a single spell with multiple iterations of the Soul Trap effect), or mix spells with Soul Trap enchantments or scrolls, you can capture a large number of souls-provided you have enough Soul Gems for all of them and all of the multiple Soul Trap effects are still active when the creature is killed. The Soul Trap spell is commonly used for what is known as the "Soul Trap Glitch," though it is known to work with many spells other than Soul Trap. By creating a spell which has Soultrap on Target and any beneficial spell on Self, for 1 second each, and then casting the spell at the ground below you, the beneficial spell will end up being permanent. You can do this repeatedly to increase your skills and attributes to godly levels. Of course, almost anybody would agree that this is blatant cheating (I certainly do). When Summoning and Soul Trapping any creature, be sure to stand about six feet away if you plan to cast spells on it. Should you be too close, the game code will have the spell target you instead of the summoned creature. This bug is in effect only before the summoned creature switches from ally to enemy, which ordinarily takes three strikes. When enchanting weapons with Soul Trap set to Cast When Strikes, be sure to set the duration to at least 2 seconds. A duration of 1 second is insufficient to capture a soul due to how the engine handles spell timers. The text that displays when you capture a soul is misspelled-it says "Your have captured a soul" when it should be "You have captured a soul". Ingredients: None Premade spells: Soultrap-60 seconds on Touch Cost: 6 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Farena Arelas, Tel Uvirith, Arelas' House; Llaros Uvayn, Caldera, Governor's Hall; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Arnand Liric, Buckmoth Legion Fort, Interior; Gildan, Ald'ruhn, Gildan's House; Masalinie Merian, Balmora, Guild of Mages; Ranis Athrys, Balmora, Guild of Mages Spell Absorption <----------------------------------------------------------------------> Spell Absorption M points for D seconds Base Cost: 10 Gives a M% chance that incoming spells will be absorbed, and their casting cost will be used to restore the subject's Magicka pool instead of taking effect. Spells that are not absorbed will behave normally, doing their full effect. For each active source of this effect, a check is made to see if an incoming spell is absorbed. The check is done on a scale of 100, meaning 1 point equals 1 percent. Unlike Reflect, if you are affected by two spells of 50 point Spell Absorption, the total chance to absorb spells is not 100%. After the initial check of 50%, another check of 50% makes the total chance 75% to absorb. This effect is very useful to those born under the Atronach birthsign, since their Magicka does not regenerate with rest as normal due to Stunted Magicka. Fortunately, a 50% Spell Absorption is part of this birthsign's benefits. Although additional Spell Absorption would have lesser effect on characters with this birthsign, more is still better, as it's a good way to regain Magicka while avoiding hostile spells. Spell Absorption will work in combination with Reflect, but Spell Absorption takes precedence, so only spells that are not absorbed may be reflected. Having more Spell Absorption makes Reflect do less, so if you have 50% of both Absorption and Reflect, it does not make you immune to spells. Rather, half of spells will be absorbed, and of the half that are not, half of those will be reflected. So a total of 75% will be stopped by these effects. Spells which are not absorbed or reflected can still be Resisted by the appropriate Resist spell. Spells which are absorbed are absorbed at full strength. In the case of reflected spells, they are not first reduced by the original (pre-reflection) target's resistances. They are affected by the resistances of the new (post-reflection) target. Spells with no magnitude such as Silence and Paralyze are not immune to Spell Absorption, since it is their casting cost, not their magnitude, which is absorbed. Tips for using Spell Absorption to regenerate Magicka include: i) Summon a creature who attacks using spells. An Ancestor Ghost works especially well. Attack the summon three times so it turns on you, then absorb its spells. ii) Beneficial spells as well as attacks can be absorbed, including blessings and cures such as those provided by Shrines. Constant absorption effects may prove detrimental when you actually need a Shrine's blessing. Ingredients: Fire Petal, Lloramor Spines*, Vampire Dust, Void Salts Premade spells: Spell Absorption-10 points for 5 seconds on Self Cost: 25 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Dulian, Buckmoth Legion Fort, Interior; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Sharn gra-Muzgob, Balmora, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Aunius Autrus, Wolverine Hall, Imperial Shrine; Eldrilu Dalen, Vos, Vos Chapel; Folvys Andalor, Ald'ruhn, Temple; Sirilonwe, Vivec, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple Vivec's Feast-10 points for 5 seconds on Self Cost: 25 Available from: Danso Indules, Vivec, Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Guls Llervu, Ald'ruhn, Guls Llervu's House; Tunila Omavel, Tel Uvirith, Omavel's House; Vaval Selas, Vivec, St. Olms Temple; Dulian, Buckmoth Legion Fort, Interior; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Lloros Sarano, Ald'ruhn, Temple; Tyermaillin, Balmora, Tyermaillin's House Weak Spelldrinker-10-20 points for 5 seconds on Self Cost: 38 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Masalinie Merian, Balmora, Guild of Mages; Uvele Berendas, Indarys Manor, Berendas' House; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Wild Spelldrinker-1-40 points for 5 seconds on Self Cost: 51 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Mertisi Andavel, Tel Branora, Upper Tower; Only-He-Stands-There, Balmora, South Wall Cornerclub; Tinaso Alan, Tel Mora, Tower Services; Leles Birian, Ascadian Isles Region; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salen Ravel, Maar Gan, Shrine; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Strong Spelldrinker-20-30 points for 5 seconds on Self Cost: 63 Available from: Diren Vendu, Tel Mora, Tower Services; Imare, Balmora, Hlaalu Council Manor; Only-He-Stands-There, Balmora, South Wall Cornerclub; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Leles Birian, Ascadian Isles Region Tranasa's Spelltrap-20-30 points for 10 seconds on Self Cost: 125 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Lalatia Varian, Ebonheart, Imperial Chapels; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Llathyno Hlaalu, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior Telekinesis <----------------------------------------------------------------------> Telekinesis M feet for D seconds Base cost: 1 Causes you to be able to manipulate objects from a distance. You can open containers or interior doors, pick up objects, or operate switches from far away. The magnitude determines the maximum distance from which you can interact with objects. This spell can be used to avoid trapped chests and doors. Instead of using Security and a probe, you can set the trap off from a distance, and then dodge the effects. This will not work on doors that transport between cells, however. This spell effect is also useful for stealing objects for characters with low Sneak skill, in cases where getting close enough to take it normally would cause you to be seen. Telekinesis does not allow you to pick up any light sources or paper items at a distance. Ingredients: Alit Hide, Bonemeal, Scuttle Premade spells: Telekinesis-25 points for 5 seconds on Self Cost: 6 Available from: Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Llaros Uvayn, Caldera, Governor's Hall; Orrent Geontene, Ald'ruhn, Guild of Mages Restoration {SPL007} o======================================================================o Cure Blight Disease <----------------------------------------------------------------------> Cure Blight Disease Base Cost: 2000 Removes the effects of Blight Disease from the target. This effect is absolutely vital to have if you explore the Ashlands, Molag Amur, or Red Mountain regions, as blighted creatures are common there, and some blight diseases can be quite debilitating. Black-Heart Blight in particular can stop you dead in your tracks by reducing your Strength and causing you to become overencumbered and unable to move. Ingredients: Ash Salts, Meteor Slime, Scrib Jelly Premade spells: Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease on Touch Cost: 30 Available from: Folvys Andalor, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Saras Orelu, Molag Mar, Temple Cure Blight Disease-Cure Blight Disease on Self Cost: 100 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Synnolian Tunifus, Ebonheart, Imperial Chapels; Arnand Liric, Buckmoth Legion Fort, Interior Vivec's Tears-Cure Blight Disease on Self Cost: 100 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Guls Llervu, Ald'ruhn, Guls Llervu's House; Lloros Sarano, Ald'ruhn, Temple; Telis Savani, Balmora, Temple; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Llathyno Hlaalu, Balmora, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, Cure Poison on Self Cost: 120 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Melie Frenck, Vivec, Telvanni Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease on Touch Cost: 10 Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free) Cure Common Disease <----------------------------------------------------------------------> Cure Common Disease Base Cost: 300 Removes the effects of Common Disease from the target. This effect is generally a good idea to have available wherever you go, as diseased creatures are everywhere, and some diseases are somewhat debilitating. This is less of an issue if you are one of the races that has natural disease resistance (Argonian, High Elf, Redguard, or Wood Elf), but even for them it is still wise to have access to this in case of emergency. Of particular note is the Porphyric Hemophilia disease, which will turn into Vampirism if not cured within 3 days of contracting it. If you do not wish to turn into a vampire, you need to cure yourself before this happens. Ingredients: Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck, Red Lichen, Willow Anther Premade spells: Cure Common Disease-Cure Common Disease on Self Cost: 15 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Llathyno Hlaalu, Balmora, Temple; Telis Salvani, Balmora, Temple; Chaplain Ogrul, Gnisis, Fort Darius; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Synnolian Tunifus, Ebonheart, Imperial Chapels Cure Common Disease on Other-Cure Common Disease on Touch Cost: 15 Available from: Sharn gra-Muzgob, Balmora, Guild of Mages Rilm's Cure-Cure Common Disease on Self Cost: 15 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Guls Llervu, Ald'ruhn, Guls Llervu's House; Milar Maryon, Tel Vos, Services Tower; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Zanmulk Sammalamus, Gnisis, Temple; Folvys Andalor, Ald'ruhn, Temple; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Rilvase Avani, Ghostgate, Tower of Dawn; Ygfa, Pelagiad, Fort Pelagiad Cure Common Disease Victim-Cure Common Disease on Target Cost: 23 Available from: Dulian, Buckmoth Legion Fort, Interior; Vaval Selas, Vivec, St. Olms Temple Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease on Touch Cost: 30 Available from: Folvys Andalor, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Saras Orelu, Molag Mar, Temple Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, Cure Poison on Self Cost: 120 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Melie Frenck, Vivec, Telvanni Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease on Touch Cost: 10 Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free) Cure Paralyzation <----------------------------------------------------------------------> Cure Paralyzation Base Cost: 100 Cures the target of the effects of Paralyzation. It is mostly useful for curing other people of this affliction, as it is, of course, impossible to cast any spells or use any items while you yourself are paralyzed. The only way you can possibly use this effect on yourself is by means of a potion or Corkbulb Root, as these can be consumed while paralyzed. Ingredients: Corkbulb Root*, Scamp Skin, Willow Anther, Netch Leather Premade spells: Free Action-Cure Paralyzation on Self Cost: 5 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Telis Salvani, Balmora, Temple; Folvys Andalor, Ald'ruhn, Temple; Llathyno Hlaalu, Balmora, Temple Cure Poison <----------------------------------------------------------------------> Cure Poison Base Cost: 100 Dispels any long-duration Poison effects currently affecting the target. Instant-damage Poison effects cannot be stopped, and Health lost due to Poison damage is not restored. This effect has relatively limited use, since most Poison effects are instant or have a very short duration. An example of a rare situation where a Cure Poison spell can be effective is in Bamz-Amschend, beneath Mournhold. There are several Poison traps and spells there which have long duration, they can potentially become fatal for characters exploring the ruin. Another potential use for potions is when fighting Daedroth, which use the powerful Poisonbloom spell to great effect. Ingredients: Black Lichen, Ghoul Heart, Meteor Slime, Rat Meat, Raw Ebony, Roobrush, Scathecraw, Scrib Jelly Premade spells: Balyna's Antidote-Cure Poison on Self Cost: 5 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Ygfa, Pelagiad, Fort Pelagiad; Scelian Plebo, Wolverine Hall, Imperial Shrine; Synnolian Tunifus, Ebonheart, Imperial Chapels Cure Poison-Cure Poison on Self Cost: 5 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Rilvase Avani, Ghostgate, Tower of Dawn; Chaplain Ogrul, Gnisis, Fort Darius; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt Seryn's Gift-Cure Poison on Touch Cost: 5 Available from: Danso Indules, Vivec, Temple; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Milar Maryon, Tel Vos, Services Tower; Saras Orelu, Molag Mar, Temple; Zanmulk Sammalamus, Gnisis, Temple; Folvys Andalor, Ald'ruhn, Temple; Melie Frenck, Vivec, Telvanni Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, Cure Poison on Self Cost: 120 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Melie Frenck, Vivec, Telvanni Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House Fortify Attribute <----------------------------------------------------------------------> Fortify Attribute M points for D seconds Base Cost: 1 Temporarily raises one of the target's attributes by M points for D seconds. Derived attributes such as Health, Magicka, Fatigue, and Encumbrance will be recalculated if appropriate. After the spell expires, the attribute will be restored to its former value. There is a somewhat irritating bug with this effect, that if you are under the effect of a Fortify Attribute, and then are hit with a Drain Attribute for the same effect, then when the Drain spell expires, the attribute will NOT return to its former value, making the Drain spell behave more like a Damage Attribute. The only way to solve this is to remove whatever was causing the Fortify Attribute effect, and then cast a Restore Attribute effect. You may then put the Fortify Attribute effect back on to be returned to your former values. Another bug exists specifically with the Fortify Personality effect. Any person who sees you while under the influence of a Fortify Personality effect (even if you don't talk to them), regardless of how much they liked you before, will have their Disposition lowered by the amount of the effect (one Disposition point per two Personality points) after the effect expires. So even if somebody has 100 Disposition toward you, if you cast a 90 point Fortify Personality spell and they see you while the spell is active, then when the spell wears off their Disposition will be lowered to 55. Thus, you should only use such an effect with people you don't plan to talk to ever again (though this can be fixed with Speechcraft and/or Charm. In fact, it's probably easier just to use Charm in the first place). Another note of interest with this effect is that it can be added up to eight times in the same spell (because of the eight effect limit), regardless of whether or not the same attribute is selected, unlike other magic effects. Because of this, it is easy to make a spell that boosts any one of your attributes 800 points for one second. This trick is useful for Alchemy, if you boost your Intelligence and then immediately go to the inventory screen to make super potions. Ingredients: Fortify Agility: Durzog Meat*, Ectoplasm*, Fire Salts, Heartwood, Noble Sedge Flowers, Roobrush, Scrib Cabbage, Sload Soap; Fortify Endurance: Daedra's Heart, Guar Hide, Netch Leather*; Fortify Intelligence: Ash Yam*, Bloat, Horker Tusk, Netch Leather; Fortify Luck: Corkbulb Root, Corprus Weepings, Guar Hide; Fortify Personality: Green Lichen*, Kresh Fiber, Stoneflower Petals; Fortify Speed: Kagouti Hide, Meadow Rye*, Moon Sugar*, Nirthfly Stalks, Shalk Resin, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt; Fortify Strength: Ash Yam, Bear Pelt, Daedra Skin*, Dreugh Wax*, Durzog Meat, Golden Sedge Flowers, Grahl Eyeball, Vampire Dust; Fortify Willpower: Bloat, Meteor Slime*, Scrib Jelly*, Wickwheat Premade spells: Turn of the Wheel-Fortify Luck 5-20 points for 30 seconds on Self Cost: 19 Available from: Dileno Lloran, Vivec, High Fane; Relms Gilvilo, Vivec, Redoran Temple Shrine Charisma-Fortify Personality 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Guls Llervu, Ald'ruhn, Guls Llervu's House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Rirnas Athren, Vivec, Hlaalu Temple; Scelian Plebo, Wolverine Hall, Imperial Shrine; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Lloros Sarano, Ald'ruhn, Temple; Nilvyn Drothan, Ghostgate, Temple; Salen Ravel, Maar Gan, Shrine Fortitude-Fortify Endurance 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Guls Llervu, Ald'ruhn, Guls Llervu's House; Llarara Omayn, Balmora, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Scelian Plebo, Wolverine Hall, Imperial Shrine; Somutis Vunnis, Moonmoth Legion Fort, Interior; Eldrilu Dalen, Vos, Vos Chapel; Lalatia Varian, Ebonheart, Imperial Chapels; Lloros Sarano, Ald'ruhn, Temple; Relms Gilvilo, Vivec, Redoran Temple Shrine; Sedris Omalen, Maar Gan, Outpost Iron Will-Fortify Willpower 10 points for 60 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Mehra Drora, Gnisis, Temple; Salen Ravel, Maar Gan, Shrine; Uvele Berendas, Indarys Manor, Berendas' House; Lalatia Varian, Ebonheart, Imperial Chapels; Nilvyn Drothan, Ghostgate, Temple; Scelian Plebo, Wolverine Hall, Imperial Shrine Jack of Trades-Fortify Luck 10 points for 60 seconds on Self Cost: 30 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Somutis Vunnis, Moonmoth Legion Fort, Interior; Scelian Plebo, Wolverine Hall, Imperial Shrine Nimbleness-Fortify Agility 10 points for 60 seconds on Self Cost: 30 Available from: Eldrilu Dalen, Vos, Vos Chapel; Lalatia Varian, Ebonheart, Imperial Chapels; Rirnas Athren, Vivec, Hlaalu Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Guls Llervu, Ald'ruhn, Guls Llervu's House; Lloros Sarano, Ald'ruhn, Temple; Sedris Omalen, Maar Gan, Outpost Quicksilver-Fortify Speed 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Guls Llervu, Ald'ruhn, Guls Llervu's House; Rirnas Athren, Vivec, Hlaalu Temple Troll Strength-Fortify Strength 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Relms Gilvilo, Vivec, Redoran Temple Shrine; Somutis Vunnis, Moonmoth Legion Fort, Interior; Guls Llervu, Ald'ruhn, Guls Llervu's House; Salen Ravel, Maar Gan, Shrine Wisdom-Fortify Intelligence 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Llarara Omayn, Balmora, Temple; Mehra Drora, Gnisis, Temple; Sedris Omalen, Maar Gan, Outpost; Eldrilu Dalen, Vos, Vos Chapel; Lloros Sarano, Ald'ruhn, Temple; Scelian Plebo, Wolverine Hall, Imperial Shrine Orc Strength-Fortify Strength 5-20 points for 60 seconds on Self Cost: 38 Available from: Lloros Sarano, Ald'ruhn, Temple; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Feet of Notorgo-Fortify Speed 10 points for 90 seconds on Self Cost: 45 Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub; Somutis Vunnis, Moonmoth Legion Fort, Interior; Scelian Plebo, Wolverine Hall, Imperial Shrine Zenithar's Gospel-Fortify Personality 10 points for 90 seconds on Self Cost: 45 Available from: Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Scelian Plebo, Wolverine Hall, Imperial Shrine Divine Aid-Fortify Luck & Willpower 10 points for 60 seconds on Self Cost: 60 Available from: Dileno Lloran, Vivec, High Fane; Guls Llervu, Ald'ruhn, Guls Llervu's House; Llarara Omayn, Balmora, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Lalatia Varian, Ebonheart, Imperial Chapels; Lloros Sarano, Ald'ruhn, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Tunila Omavel, Tel Uvirith, Omavel's House Daedric Willpower-Fortify Willpower 20 points for 90 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior Fortify Fatigue <----------------------------------------------------------------------> Fortify Fatigue M points for D seconds Base Cost: 0.5 Temporarily raises the target's Fatigue by M points for D seconds. After the spell expires, their Fatigue will be restored to its former value, minus any lost while the spell was active. When this effect expires, Fatigue can be reduced below zero. Using temporary Fortify Fatigue effects can lead to exhaustion at unexpected moments. This effect fortifies the "current Fatigue" variable, while the derived "maximum Fatigue" stays the same, so skills which depend on Fatigue can increase in effectiveness from this attribute. By making a super Fortify Fatigue potion (fortifying your Intelligence to make better potions, then making extremely effective potions) will grant you the ability to jump incredibly high and far, without a jump potion. The only difference is that when you land and would normally take fall damage, you will instead gain health, even above 100%. Ingredients: Gravetar, Hound Meat, Scrib Jerky, Scuttle Premade spells: Enrichment-5-20 points for 30 seconds on Self Cost: 9 Available from: Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Rirnas Athren, Vivec, Hlaalu Temple Vigor-5-20 points for 30 seconds on Self Cost: 9 Available from: Lalatia Varian, Ebonheart, Imperial Chapels; Scelian Plebo, Wolverine Hall, Imperial Shrine; Llathyno Hlaalu, Balmora, Temple Daedric Fatigue-50 points for 90 seconds on Self Cost: 113 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Llathyno Hlaalu, Balmora, Temple Fortify Health <----------------------------------------------------------------------> Fortify Health M points for D seconds Base Cost: 1 Temporarily raises the target's Health by M points for D seconds. After the spell expires, their Health will be restored to its former value, minus any damage received while the spell was active. This effect has an unfortunate bug which can make it very dangerous to use in large doses. When the spell is active, your natural health is lowered first when you are damaged. As soon as it expires, the amount of health you added is then subtracted from whatever you have at that time, regardless of how much damage you have taken. Thus you should be very careful not to cast any spell or use any item which more than doubles your natural Health maximum. If you do so, and then take more than your natural Health value in damage before the spell runs out, you will drop dead as soon as it expires. One way to prevent this is to get a piece of clothing (NOT armor) enchanted with a constant effect Fortify Health, and wear it all the time when using such spells. (Armor with this enchantment will work as well, but if the armor ever becomes damaged to the point of breaking, you may experience the same bug when it does.) Ingredients: Human Flesh, Large Kwama Egg, Shalk Resin, Vampire Dust Premade spells: Vitality-5-20 points for 30 seconds on Self Cost: 19 Available from: Dulian, Buckmoth Legion Fort, Interior; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Lalatia Varian, Ebonheart, Imperial Chapels; Lloros Sarano, Ald'ruhn, Temple; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Chaplain Ogrul, Gnisis, Fort Darius; J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer; Llathyno Hlaalu, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior Blood Gift-10-40 points for 30 seconds on Self Cost: 38 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Guls Llervu, Ald'ruhn, Guls Llervu's House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Saras Orelu, Molag Mar, Temple; Uvele Berendas, Indarys Manor, Berendas' House; Ferise Varo, Vos, Varo Tradehouse Entrance; Mehra Drora, Gnisis, Temple; Nilvyn Drothan, Ghostgate, Temple; Relms Gilvilo, Vivec, Redoran Temple Shrine; Sedris Omalen, Maar Gan, Outpost; Zanmulk Sammalamus, Gnisis, Temple Daedric Health-25 points for 60 seconds on Self Cost: 75 Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub Fortify Magicka <----------------------------------------------------------------------> Fortify Magicka M points for D seconds Base Cost: 1 Temporarily raises the target's Magicka by M points for D seconds. After the spell expires, their Magicka will be restored to its former value, minus any lost by casting spells while the spell was active. Ingredients: Belladonna Berries, Emerald*, Saltrice, Stoneflower Petals, Wolfsbane Petals Premade spells: Powerwell-5-20 points for 60 seconds on Self Cost: 38 Available from: Chaplain Ogrul, Gnisis, Fort Darius; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Guls Llervu, Ald'ruhn, Guls Llervu's House; Llathyno Hlaalu, Balmora, Temple; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Eldrilu Dalen, Vos, Vos Chapel; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Lalatia Varian, Ebonheart, Imperial Chapels; Mehra Drora, Gnisis, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Sedris Omalen, Maar Gan, Outpost; Uvele Berendas, Indarys Manor, Berendas' House Resist Blight Disease <----------------------------------------------------------------------> Resist Blight Disease M% for D seconds Base Cost: 5 This effect decreases your chance of catching blight diseases by M%. Ingredients: None Premade spells: Poet's Whim-1-30 points for 10 seconds on Self Cost: 39 Available from: Chaplain Ogrul, Gnisis, Fort Darius; Masalinie Merian, Balmora, Guild of Mages; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Milar Maryon, Tel Vos, Services Tower; Uvele Berendas, Indarys Manor, Berendas' House Vivec's Mercy-20 points for 10 seconds on Self Cost: 50 Available from: Elynu Saren, Suran, Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House; Llathyno Hlaalu, Balmora, Temple; Mehra Drora, Gnisis, Temple; Only-He-Stands-There, Balmora, South Wall Cornerclub; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Leles Birian, Ascadian Isles Region; Milar Maryon, Tel Vos, Services Tower; Salen Ravel, Maar Gan, Shrine; Telis Salvani, Balmora, Temple; Tinaso Alan, Tel Mora, Tower Services Shield of the Armiger-30 points for 10 seconds on Self Cost: 75 Available from: Eldrilu Dalen, Vos, Vos Chapel; Lloros Sarano, Ald'ruhn, Temple; Nilvyn Drothan, Ghostgate, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Llarara Omayn, Balmora, Temple; Mehra Drora, Gnisis, Temple; Only-He-Stands-There, Balmora, South Wall Cornerclub; Salen Ravel, Maar Gan, Shrine Resist Common Disease <----------------------------------------------------------------------> Resist Common Disease M% for D seconds Base Cost: 2 This effect decreases your chances of catching common diseases by M%. If you are playing an Argonian, High Elf, Redguard, or Wood Elf, you are already 75% resistant to disease, so you only need an additional 25% to make yourself completely immune to common diseases. Note that this will protect you from Vampirism as well. Ingredients: Ash Yam, Bear Pelt, Kagouti Hide, Pearl, Resin, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt Premade spells: Resist Common Disease-10 points for 5 seconds on Self Cost: 5 Available from: Chaplain Ogrul, Gnisis, Fort Darius; Lalatia Varian, Ebonheart, Imperial Chapels; Dileno Lloran, Vivec, High Fane Variable Resist Common Disease-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Seryn's Blessing-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Folvys Andalor, Ald'ruhn, Temple; Nilvyn Drothan, Ghostgate, Temple; Relms Gilvilo, Vivec, Redoran Temple Shrine; Sedris Omalen, Maar Gan, Outpost; Tyermaillin, Balmora, Tyermaillin's House; Vaval Selas, Vivec, St. Olms Temple; Elynu Saren, Suran, Temple; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Salen Ravel, Maar Gan, Shrine; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Great Resist Common Disease-30 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House; Masalinie Merian, Balmora, Guild of Mages Resist Corprus Disease <----------------------------------------------------------------------> Resist Corprus Disease M% for D seconds Base Cost: 5 This effect decreases your chance of catching Corprus Disease by M%. However, since your chance of catching Corprus Disease is exactly 0, this effect is completely useless. The only way to catch Corprus is during the Sixth House Base mission on the Main Quest, and no amount of resistance will protect you from it, since it's a scripted effect, rather than a standard disease. The only known purpose of this effect is that after you are cured of Corprus, this effect appears to let you know that you are now "immune" to Corprus, never mind that there was never any chance you could catch it in the first place. Even so, there is at least one spell in the game that makes use of this effect. This would seem to suggest that the designers had originally intended it to be possible for player characters to contract this disease without proceeding through the main storyline, and was thus removed for instability issues. Ingredients: None Premade spells: Variable Resist Corprus Disease-1-30 points for 10 seconds on Self Cost: 39 Available from: Masalinie Merian, Balmora, Guild of Mages Strong Resist Corprus Disease-20 points for 10 seconds on Self Cost: 50 Available from: Leles Birian, Ascadian Isles Region; Only-He-Stands-There, Balmora, South Wall Cornerclub Great Resist Corprus Disease-30 points for 10 seconds on Self Cost: 75 Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub Resist Fire <----------------------------------------------------------------------> Resist Fire M% for D seconds Base Cost: 2 This effect decreases the damage dealt by the Fire Damage effect. M is the percentage of damage reduction. At 100%, you will be immune to Fire. Dark Elves have 75% natural Resist Fire. High Elves have 50% natural Weakness to Fire, so spells or items that counteract this weakness will be significant for a High Elf character. Note that a spell of Weakness to Fire whose magnitude is equal to or greater than any Resist Fire effect currently active will completely nullify it, and any subsequent Fire Damage will not be affected by it. Ingredients: Black Anther, Fire Petal*, Frost Salts Premade spells: Resist Fire-10 points for 5 seconds on Self Cost: 5 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Scelian Plebo, Wolverine Hall, Imperial Shrine Variable Resist Fire-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Strong Resist Fire-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Great Resist Fire-30 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House; Masalinie Merian, Balmora, Guild of Mages Flameguard-20-40 points for 30 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Elynu Saren, Suran, Temple; Lloros Sarano, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Dileno Lloran, Vivec, High Fane; Llarara Omayn, Balmora, Temple; Masalinie Merian, Balmora, Guild of Mages; Ygfa, Pelagiad, Fort Pelagiad Resist Frost <----------------------------------------------------------------------> Resist Frost M% for D seconds Base Cost: 2 This effect decreases the damage dealt by the Frost Damage effect. M is the percentage of damage reduction. At 100% you will be immune to Frost. Nords have natural 100% Resist Frost. High Elves have natural 25% Weakness to Frost, so spells or items that counteract this weakness will be significant for a High Elf character. Note that a spell of Weakness to Frost whose magnitude is equal to or greater than any Resist Frost effect currently active will completely nullify it, and any subsequent Frost Damage will not be affected by it. Ingredients: Black Lichen, Bristleback Leather, Fire Salts, Grahl Eyeball*, Gravetar*, Holly Berries*, Raw Stalhrim* Premade spells: Resist Frost-10 points for 5 seconds on Self Cost: 5 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Scelian Plebo, Wolverine Hall, Imperial Shrine Variable Resist Frost-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Strong Resist Frost-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Great Resist Frost-30 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison Frostguard-20-40 points for 30 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Elynu Saren, Suran, Temple; Lloros Sarano, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Dileno Lloran, Vivec, High Fane; Llarara Omayn, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ygfa, Pelagiad, Fort Pelagiad Resist Magicka <----------------------------------------------------------------------> Resist Magicka M% for D seconds Base Cost: 2 Resist Magicka decreases the damage or other negative effects done by most spell effects. These include Absorb Health, Damage Health, Drain Health, Absorb Fatigue, Damage Fatigue, Drain Fatigue, Absorb Attribute, Damage Attribute, Drain Attribute, Absorb Skill, Damage Skill, Drain Skill, Blind, Burden, Disintegrate, Sound, and any Weakness effects. It protects against disease as well, as all diseases apply only these resisted effects. This does not reduce Fire, Frost, Poison, or Shock Damage. It does not protect against effects with no magnitude either, such as Paralyze or Silence. Bretons have natural 50% Resist Magicka, and Orcs have natural 25%. High Elves have natural 50% Weakness to Magicka, so they in particular may want spells and items with this effect in order to counteract that weakness. Certain magical items have negative effects which can be resisted, but Resist Magicka will not nullify the positive effects. Creating a custom 100% Resist Magicka spell that lasts 3 seconds costs about 280 gold. Opening the inventory immediately after casting this spell will allow time to equip constant effect items and resist their negative effects for the remaining time the items are equipped. This trick is most popular to use with the Boots of Blinding Speed. Once Resist Magicka reaches 100%, it is the only type of resistance that can't be broken by a Weakness effect, since Weakness is itself a Magicka type spell. Ingredients: Ash Salts, Belladonna Berries* Premade spells: Resist Magicka-10 points for 5 seconds on Self Cost: 5 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Scelian Plebo, Wolverine Hall, Imperial Shrine; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers Variable Resist Magicka-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Strong Resist Magicka-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Great Resist Magicka-30 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison Magickguard-20-40 points for 10 seconds on Self Cost: 30 Available from: Eldrilu Dalen, Vos, Chapel; Lloros Sarano, Ald'ruhn, Temple; Niras Farys, Sadrith Mora, Telvanni Council House; Salen Ravel, Maar Gan, Shrine; Llathyno Hlaalu, Balmora, Temple; Nelso Salenim, Sadrith Mora, Telvanni Council House; Rilvase Avani, Ghostgate, Tower of Dawn; Somutis Vunnis, Moonmoth Legion Fort, Interior Resist Paralysis <----------------------------------------------------------------------> Resist Paralysis M% for D seconds Base Cost: 0.2 Reduces the chance of being paralyzed by M%. Contrary to some sources, this does not reduce the duration of Paralysis effects. Any Paralyze effect which is not resisted will still work at full strength. Vampires are 100% immune to Paralysis. Ingredients: Horn Lily Bulb*, Timsa-Come-By Flowers, Sweetpulp Premade spells: Resist Paralysis-50 points for 30 seconds on Self Cost: 300 Available from: Eldrilu Dalen, Vos, Chapel; Scelian Plebo, Wolverine Hall, Imperial Shrine; Rirnas Athren, Vivec, Hlaalu Temple Resist Poison <----------------------------------------------------------------------> Resist Poison M% for D seconds Base Cost: 2 This effect decreases the damage dealt by Poison. M is the percentage of damage reduction. At 100% you will be immune to Poison. Argonians have natural 100% Resist Poison, and Redguards have 75%. Note that a spell of Weakness to Poison whose magnitude is equal to or greater than any Resist Poison effect currently active will completely nullify it, and any subsequent elemental damage will not be affected by it. Ingredients: Alit Hide, Kwama Cuttle*, Rat Meat Premade spells: Resist Poison-20 points for 5 seconds on Self Cost: 10 Available from: Eldrilu Dalen, Vos, Chapel; Rirnas Athren, Vivec, Hlaalu Temple; Relms Gilvilo, Vivec, Redoran Temple Shrine; Scelian Plebo, Wolverine Hall, Imperial Shrine Variable Resist Poison-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Strong Resist Poison-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Greater Resist Poison-30 points for 10 seconds on Self Cost: 30 Available from: Elynu Saren, Suran, Temple Poisonguard-20-40 points for 30 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Lloros Sarano, Ald'ruhn, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Tunila Omavel, Tel Uvirith, Omavel's House; Dileno Lloran, Vivec, High Fane; Llarara Omayn, Balmora, Temple; Nilvyn Drothan, Ghostgate, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ygfa, Pelagiad, Fort Pelagiad Resist Shock <----------------------------------------------------------------------> Resist Shock M% for D seconds Base Cost: 2 This effect decreases the damage dealt by the effect Shock Damage. M is the percentage of damage reduction. At 100% you will be immune to Shock. Nords have natural 50% Resist Shock. High Elves, on the other hand, have natural 25% Weakness to Shock, so spells or items that counteract this weakness will be significant for a High Elf character. Note that a spell of Weakness to Shock whose magnitude is equal to or greater than any Resist Shock effect currently active will completely nullify it, and any subsequent Shock Damage will not be affected by it. Ingredients: Crab Meat, Scrap Metal Premade spells: Resist Shock-20 points for 5 seconds on Self Cost: 10 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers Variable Resist Shock-1-30 points for 10 seconds on Self Cost: 16 Available from: J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer Strong Resist Shock-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Shockguard-20-40 points for 30 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Eldrilu Dalen, Vos, Chapel; Llarara Omayn, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ygfa, Pelagiad, Fort Pelagiad; Dileno Lloran, Vivec, High Fane; Elynu Saren, Suran, Temple; Lloros Sarano, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House Restore Attribute <----------------------------------------------------------------------> Restore Attribute M points for D seconds Base Cost: 1 Returns one of the target's attributes to their normal value if they have been lowered by a Damage Attribute effect. Restore Attribute will only work up to the natural maximum for the attribute, even if a Fortify Attribute effect is present. In other words, Restore Attribute only takes effect if the Attribute stat is red on the status screen. For example, if your Strength has been damaged 25 points, but you're wearing the Fist of Randagulf (right), Restore Strength would only give you back 5 points. To get around this, remove the Fortify effect (in the above example, remove the gauntlet) before invoking the Restore Attribute effect. Ingredients: Restore Agility: Bonemeal*, Noble Sedge Flowers, Scrib Cabbage, Sload Soap; Restore Endurance: Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, Scales; Restore Intelligence: Bittergreen Petals*, Ruby, Scrap Metal, Wolfsbane Petals*; Restore Luck: Crab Meat, Hackle-Lo Leaf, Kresh Fiber*; Restore Personality: Guar Hide, Heather*, Scamp Skin; Restore Speed: Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin; Restore Strength: Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, Stoneflower Petals*; Restore Willpower: Meteor Slime, Scathecraw, Scrib Jelly, Trama Root* Premade spells: Restore Agility-Restore Agility 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Saras Orelu, Molag Mar, Temple; Synnolian Tunifus, Ebonheart, Imperial Chapels; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Folvys Andalor, Ald'ruhn, Temple; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Tunila Omavel, Tel Uvirith, Omavel's House; Zanmulk Sammalamus, Gnisis, Temple Restore Endurance-Restore Endurance 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Synnolian Tunifus, Ebonheart, Imperial Chapels; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Saras Orelu, Molag Mar, Temple; Telis Salvani, Balmora, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Zanmulk Sammalamus, Gnisis, Temple; Restore Intelligence-Restore Intelligence 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Saras Orelu, Molag Mar, Temple; Synnolian Tunifus, Ebonheart, Imperial Chapels; Tunila Omavel, Tel Uvirith, Omavel's House; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Telis Salvani, Balmora, Temple; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Zanmulk Sammalamus, Gnisis, Temple Restore Luck-Restore Luck 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Telis Salvani, Balmora, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Folvys Andalor, Ald'ruhn, Temple; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ygfa, Pelagiad, Fort Pelagiad Restore Personality-Restore Personality 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Folvys Andalor, Ald'ruhn, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House Restore Speed-Restore Speed 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Restore Strength-Restore Strength 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House Restore Willpower-Restore Willpower 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Zanmulk Sammalamus, Gnisis, Temple; Folvys Andalor, Ald'ruhn, Temple; Telis Salvani, Balmora, Temple; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Restore Fatigue <----------------------------------------------------------------------> Restore Fatigue M points for D seconds Base Cost: 1 Returns the target's Fatigue by M points per second for the duration. Ingredients: Bread*, Chokeweed, Crab Meat*, Hackle-Lo Leaf*, Hound Meat*, Large Kwama Egg*, Saltrice*, Scrib Jerky*, Scuttle*, Small Kwama Egg* Premade spells: Rest of St. Merris-1-10 points for 20 seconds on Self Cost: 6 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Sedris Omalen, Maar Gan, Outpost; Galero Andarem, Sadrith Mora, Telvanni Council House, Chambers; Telis Salvani, Balmora, Temple Stamina-10-30 points for 30 seconds on Self Cost: 30 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Chaplain Ogrul, Gnisis, Fort Darius; Synnolian Tunifus, Ebonheart, Imperial Chapels; Tunila Omavel, Tel Uvirith, Omavel's House; Zanmulk Sammalamus, Gnisis, Temple Restore Health <----------------------------------------------------------------------> Restore Health M points for D seconds Base Cost: 5 Returns the target's Health by M points per second for the duration. Ingredients: Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow*, Raw Stalhrim, Resin*, Saltrice, Sweetpulp, Wickwheat* Premade spells: Balyna's Soothing Balm-3-12 points on Self Cost: 2 Available from: Sharn gra-Muzgob, Balmora, Guild of Mages Balyna's Efficacious Balm-3-22 points on Self Cost: 3 Available from: Synnolian Tunifus, Ebonheart, Imperial Chapels; Ygfa, Pelagiad, Fort Pelagiad Veloth's Benison-10 points on Self Cost: 3 Available from: Melie Frenck, Vivec, Telvanni Temple Heal Companion-6-15 points on Touch Cost: 3 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Folvys Andalor, Ald'ruhn, Temple; Telis Salvani, Balmora, Temple; Arnand Liric, Buckmoth Legion Fort, Interior; Saras Orelu, Molag Mar, Temple; Zanmulk Sammalamus, Gnisis, Temple Balyna's Perfect Balm-3-30 points on Self Cost: 4 Available from: Amarie Charien, Moonmoth Legion Fort, Interior Mother's Kiss-10-20 points on Self Cost: 4 Available from: Amarie Charien, Moonmoth Legion Fort, Interior Aunius Autrus, Wolverine Hall, Imperial Shrine; Danso Indules, Vivec, Temple; Arnand Liric, Buckmoth Legion Fort, Interior; Chaplain Ogrul, Gnisis, Fort Darius Troll's Blood-1-3 points for 10 seconds on Self Cost: 3 Available from: Nowhere Veloth's Grace-10 points for 2 seconds on Self Cost: 5 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Melie Frenck, Vivec, Telvanni Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Guls Llervu, Ald'ruhn, Guls Llervu's House; Telis Salvani, Balmora, Temple; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Hearth Heal*-20-80 points on Self Cost-13 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Danso Indules, Vivec, Temple; Milar Maryon, Tel Vos, Services Tower Regenerate-1-5 points for 20 seconds on Self Cost: 15 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Milar Maryon, Tel Vos, Services Tower; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Chaplain Ogrul, Gnisis, Fort Darius; Melie Frenck, Vivec, Telvanni Temple; Saras Orelu, Molag Mar, Temple Rapid Regenerate-5-10 points for 20 seconds on Self Cost: 38 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Uvele Berendas, Indarys Manor, Berendas' House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Tunila Omavel, Tel Uvirith, Omavel's House o======================================================================o | | | General Tips {TIP001} | | | o======================================================================o In melee combat, there are three types of attacks-chopping, slashing, and thrusting. Each melee weapon has a different damage range for each of the three attacks. There is an Always Use Best Attack option in the Options menu that removes all the effort from this. I suggest leaving it off, as you may want to perform weaker attacks to get easy shots on weak enemies and get extra skill experience. If you leave the option off, you control which attack is done as follows. For a chop, attack while standing still. For a slash, attack while moving left or right. For a thrust, attack while moving forward or backward. <----------------------------------------------------------------------> If you've played Oblivion or Skyrim, you're used to a red warning when you're about to steal something. Morrowind doesn't give you that luxury, but it's pretty obvious most of the time. If you're in someone's house, they probably own everything in it, so be sure you're in stealth before you take anything. What makes it complicated is that, while you can't see any difference, the game does track stolen items. While you don't need to find fences for all stolen goods as in later games, you will immediately be accused of theft if you attempt to sell someone's own items back to them. This cool effect is bugged, however, in that the ownership tag applies to *all* items of a given type, even if you've long since gotten rid of the one you actually stole. For instance, say you steal one of Arrille's bottles of Mazte in Seyda Neen. You head over to Balmora and offload it. Nonetheless, you can never sell Arrille *any* Mazte due to this bug. You have to keep careful track of what you steal from merchants to keep this glitch handled. <----------------------------------------------------------------------> As with items, it's usually pretty obvious when a door or container is owned. Any attempt to open a lock, whether by the Security skill or with an Open effect, counts as a crime if you are detected. The same is true untrapping an object. However, if you successfully unlock and open a door, subsequently entering it and being detected inside the formerly locked area is fine. <----------------------------------------------------------------------> Be careful of owned beds. If you're detected attempting to sleep in one, the game actually counts it as a crime, and it can generate a bounty and an arrest attempt. <----------------------------------------------------------------------> Attacking and killing NPCs is not a crime *if* they attack you first. The Taunt option in the Persuasion menu means you can kill pretty much anyone with no consequence by getting them to attack you. Of course, you only want to do this if you're positive you won't need an NPC alive later, so be careful. If you follow my guide, I'll tell you who can and can't be killed. Note that, when Taunting, you can't attack until they actually take the first swing-if you attack after exiting the dialog, but before they take the first swing, you will still be charged with assault and/or murder. <----------------------------------------------------------------------> There are two controlled substances in Morrowind-Moon Sugar and the drug refined from it, Skooma. Most merchants will refuse to Barter with you if you have either in your inventory, but there are two workarounds. First, you can just drop it on the floor, do your business, pick it up, and be on your way. Second, any Khajiit merchants, as well as the Creeper and the Talking Mudcrab, will still do business and even buy it from you. <----------------------------------------------------------------------> Storage is a serious issue in Morrowind. First, every container has a limit on the amount of items you can store in it by weight. These limits range from 10-100 pounds, but it's pretty easy to hit that limit in a hurry. Second, it's very difficult to identify containers that are truly safe from respawning. There are two good ways around this problem. First, oddly enough, even when a cell resets (which respawns enemies and containers), anything left out in the open world will persist. Accordingly, you can just store things inside any cell you like, so long as you don't put them into containers. Second, a corpse is the only container with no weight limit, and the game has a few permanent corpses that never disappear. This makes Hlaalo Manor in Balmora one of the best houses in the game, as it is central to any services you might need, has lots of space, *and* has a permanent corpse inside (Ralen Hlaalo) for limitless storage. <----------------------------------------------------------------------> While you can't move at all when overencumbered, teleportation spells will still work. This means you can carry everything out of a dungeon in one go by dropping everything onto a corpse as you find it, then taking all the items and casting a teleportation spell when you're done. Just don't leave the cell, or the corpse may disappear! <----------------------------------------------------------------------> The game has many, many bugs. Fortunately, there is no limit on save slots. I suggest making what I refer to as an "anchor save" at all following points, at minimum: i) Each level up, in case something goes wrong with attribute multipliers or skill planning; ii) The beginning of each quest, in case you run into a glitch; iii) Prior to entering any new dungeon, for the same reason. <----------------------------------------------------------------------> Be aware that Morrowind predates the very idea of level scaling (crudely born in Oblivion and refined in Skyrim). This means that some areas will have enemies that are simply too powerful for you, and you'll need to return with levels and gear. o======================================================================o | | | Imperial Prison Ship | | (Character Creation/Tutorial) | o======================================================================o Sequence of Events: {WLK001} 1) A Mysterious Voice, Jiub, & Choosing a Name 2) Dock Guard-Choosing A Race 3) Socucius Ergalla-Choosing A Class & Birthsign 4) Engraved Ring of Healing 5) Sellus Gravius-Minimal Direction in a Massive World Imperial Prison Ship-Hold o======================================================================o ***NOTABLE LOOT*** Common Shirt (start wearing this) Common Pants (start wearing this) Common Shoes (start wearing this) ***NPCs*** Jiub 1) The game begins with a cutscene. Enjoy it. "Each Event is preceded by Prophecy. But without the Hero, there is no Event."-Zurin Arctus, the Underking. How cryptic. "In the waning years of the Third Era of Tamriel, a prisoner born on a certain day to uncertain parents was sent under guard, without explanation, to Morrowind, ignorant of the role he was to play in that nation's history..." Interesting. Next, a mysterious female voice is heard: "They have taken you from the Imperial City's prison. First by carriage, and now by boat. To the East, to Morrowind. Fear not, for I am watchful. You have been chosen." As she speaks, a passage of Daedric text scrolls by, and the final sentence becomes readable: "Many fall, but one remains." Then, a male voice: "Wake up. We're here. Why are you shaking? Are you ok? Wake up." The male voice belongs to a Dark Elf named Jiub, who tells you to stand up and asks you for your name. Here, you can type in your name. None of your character choices are locked in yet (I'll tell you when they are), but I'd be surprised if you screwed up your name. After you finish naming yourself (I'm using Travis), a guard will come and fetch you. After he speaks to you, a tutorial message will let you know that your movement controls have unlocked. Follow the guard up a level and to an exit hatch. Another tutorial message will instruct you on opening the hatch, and when you do, you will emerge on the ship's deck. Imperial Prison Ship-Deck o======================================================================o 2) As you emerge, try to imagine the graphics are impressive (they were pretty mind-blowing when the game was released). A new guard will direct you down to the docks, where yet another guard will ask where you are from. This segues into selecting your race, sex, and appearance. For the race, I recommend a male High Elf (read the Character Creation section to understand why). Tweak your appearance however you wish, then follow the guard up to the Census and Excise Office. Note: Wave goodbye to all that neat-looking loot on the Imperial Prison Ship. It disappears when you enter Census and Excise, and you can't get anything while you're there because you still don't have an inventory menu and you can't pick anything up until you do. Seyda Neen-Census and Excise Office o======================================================================o ***NPCs*** Socucius Ergalla Ganciele Douar ***ITEMS*** Release Identification Iron Dagger 3) Speak to the man in front of you, Socucius Ergalla. He will take you through the remaining aspects of Character Creation, selecting your class and birthsign. Read the Character Creation section to understand why I make the following choices: Class-Custom Class Name-Adventurer Specialization-Stealth Favored Attributes-Endurance, Luck Major Skills-Spear, Blunt Weapon, Long Blade, Block, Mercantile Minor Skills-Axe, Medium Armor, Restoration, Mysticism, Heavy Armor Birthsign-The Atronach At this time, you are given the opportunity to review your statistics (because the game creates your Stats menu). When you confirm the stats, your character creation choices are locked in. Socucius will then give you a Release Identification, which you should pick up. This causes the game to create your inventory menu, and you can now pick up items. With the papers in hand, the guard, Ganciele Douar, will unlock the door and allow you to proceed. In the next room, the game prompts you to pick up an Iron Dagger and learn how to do combat. Pick it up and head through the door to Seyda Neen. NOTE: It is quite easy to pick up everything past Ganciele Douar-I just wait until character creation is over and I'm able to save before coming back for it. There is also an exploit that allows you to pick up the items in the first room. If you pick anything up, Ganciele warns you that this will be a crime once you leave, and takes the item from you. However, if you drop the item on the ground before he speaks to you, you may then freely take it. However, because I start the game proper by grinding Sneak, I'll just wait and properly steal this stuff. Seyda Neen-Census and Excise Courtyard o======================================================================o ***ITEMS*** Engraved Ring of Healing 4) The game creates your map menu at this point, and gives you a tutorial message about it. The game will then force you to search the barrel next to the other door before you leave. Take the Engraved Ring of Healing inside, and make sure you hold onto it! This causes the game to create your magic menu. You now have all your menus, but still lack a journal and the ability to save. Head through the second door. Seyda Neen-Census and Excise Office, Building B o======================================================================o ***NPCs*** Sellus Gravius ***QUESTS*** Main Quest-Report to Caius Cosades ***ITEMS*** Directions to Caius Cosades Package for Caius Cosades 87 Gold 5) The game will prompt you to speak to Sellus Gravius, so do so. He will take your Release Identification. Ask about Morrowind, and then duties. He will give you a package for a man named Caius Cosades, which you are not to open. He gives you Directions to Caius Cosades, which tell you to go to the city of Balmora and ask at the South Wall Cornerclub. Finally, he gives you 87 gold. This kicks off the Main Quest! Head outside. You now have a journal, and the final tutorial message tells you that you should probably check out Arrille's Tradehouse up on the left. "You're on your own now. Good luck." Indeed. Save your game. Welcome to Morrowind. Note: You might as well obey them regarding not reading the package for Caius Cosades. If you do read it, it's coded, and reads like total nonsense. o======================================================================o | | | Seyda Neen | | | o======================================================================o Sequence of Events: {WLK002} 1) Beginning Grinding 2) Seyda Neen-Outdoors 3) Seyda Neen-Interiors 4) Seyda Neen Wilderness 5) Aharunartus 6) Sarys Ancestral Tomb 7) Thelas Ancestral Tomb 8) Nimawia Grotto 9) Remote Shipwreck 10) Akimaes Grotto 11) Addamasartus 12) The Road to Pelagiad Seyda Neen-Census and Excise Office o======================================================================o ***SKILL INCREASES*** Sneak x90 Athletics x95 Speechcraft x90 Acrobatics x10 Alchemy x1 ***QUESTS*** Bloodmoon Main-An Island in the North ***NOTABLE LOOT*** Limeware Platter Apprentice's Lockpick ***SPELLS*** Absorb Fatigue Father's Hand Fireball Frostbite Hearth Heal Jack of Trades Resist Magicka Spark 1) First things first. Turn around, head back inside, get behind Sellus Gravius, weight the Sneak key, and go to work. Have a sandwich. Go on a date. Wait for Sneak to hit 100. It will take about eight hours, but now you can steal things. Sneak is almost impossible to raise "naturally" because you can't stay undetected for any appreciable amount of time until the skill hits 90+, especially if multiple AIs are present. I imagine Bethesda intended you to hit the early levels with pickpocketing, but the coding is messed up on that, too, making it virtually impossible to succeed at Sneak levels lower than 90 and exceedingly difficult even at 100, with 100 Agility and 100 Luck to boot. You either have to train it or grind it. Them's the breaks. Similarly, you may have already noticed that you move slightly slower than the average glacier. Athletics takes *forever* to raise, but you'll love the extra movement speed for the rest of the game. Download GOG galaxy. Run the game on a laptop. Hit Q to auto-move, hit caps lock to auto-run, turn toward a corner, and come back in 3-4 days to 100 Athletics. I know, I know, but you'll thank me, and so will your sanity. We also have some grottos to explore early on, and without a Waterbreathing spell we'll need the swimming speed. We're still not done, but those were the most grueling. Head back to the first room, and enter dialogue with Ganciele Douar, the guard. (He has no plot significance, so we can afford to make him hate us.) Click "Persuasion" and a box with certain options will come up. We want to "Admire" him over and over again until Speechcraft hits 100. This can be sped up dramatically if you reposition the dialogue box so "Persuasion" and "Admire" are in the same spot. Then just click many, many times. Now we can solve dialogue-based quests and get sweet deals when we buy stuff. Not bad for level 1. Finally, just jump in place to raise Acrobatics by 10 ranks. That one will help later, but is also part of our build-designed to raise Strength. Stop when the skill hits 20. It will go a bit faster if you jump up the stairs in the southwest of the building. We're done grinding for now! Let's see what we can accomplish now that the tutorial is done. Chat with Socucius and Ganciele again, and exhaust all dialogue options with each. We won't learn much, but we will be notified of a boat from Khuul to the Bloodmoon expansion by Ganciele. He will also tell us to head to Fort Darius in Gnisis if we want to join the Imperial Legion. Time to put that 100 Sneak to use. Loot this room. While I suggest picking up everything, everywhere you go (except shops!), and will assume that you do, I'll only point out noteworthy items. In this room, that includes the Limeware Platter on the shelves. There are three locked objects in this room, but we have no thief tools yet. Leave and loot the rest of the areas, pausing to run out to Arrille's Tradehouse and sell some items if needed (max his Disposition with Admire before bartering!). You'll find an Apprentice's Lockpick in the room where we picked up the Iron Dagger. You should be able to open two Small Chests at lock level 1 and 10 with it, so do that now. At Arrille, go ahead and buy all his spells, the Iron Halberd, a Journeyman's Probe, a Journeyman's Armorer's Hammer, and the Apprentice's Mortar and Pestle. Make all potions you can from the ingredients you've found so far-I raised Alchemy to 16 this way. Make sure NOT to use any Comberry, Ash Yam, or Netch Leather you may find. Loot the final room, but do not take the Warehouse Key. Speak with Sellus Gravius again if you wish, but do not discuss Firemoth with him yet. Now, head outside again. To recap, you should be carrying the following: -Common Shirt, Pants, and Shoes (Equipped) -Engraved Ring of Healing -Iron Dagger -Iron Halberd -Various alchemy ingredients, including all Comberry, Netch Leather, & Ash Yams found so far -Apprentice's Mortar & Pestle -Apprentice's Lockpick -Journeyman's Probe -Journeyman's Armorer's Hammer -Some gold You should also have all of Arrille's spells. Seyda Neen o======================================================================o ***NPCs*** Aronil Darvame Hleran Eldafire Erene Llenim Fargoth Hjrondir Indrele Rathryon Mara Silm-Dar Teleri Helvi Vodunius Nuccius ***QUESTS*** Miscellaneous-Siege at Firemoth Miscellaneous-Fargoth's Ring Miscellaneous-Vodunius Nuccius Tribunal Main-Dark Brotherhood Attacks ***SKILL INCREASES*** Security x1 Alchemy x4 Unarmored x1 Spear x1 ***NOTABLE LOOT*** Nuccius' Cursed Ring Iron Shardaxe Dark Brotherhood Armor Silver Dagger 2) Start by turning right and picking open both Level 10 Census & Excise gates. You may now speak to Sellus Gravius about Firemoth, kicking off that quest. Chat with all the NPCs. Give Fargoth his ring when he asks, and be sure to ask Vodunius Nuccius for a little advice. Mention his name to Darvame Hleran, then go talk to him again and buy his ring off him. Check around the Lighthouse to fight a Mudcrab. Chop with your spear and take as many Unarmored hits as you can-do this for all fights unless I say otherwise. Still near the Lighthouse, find an Iron Shardaxe in one tree stump and a Silverware Cup with 25 gold in another. Harvest all alchemy ingredients in town, and pick up all travel lanterns. Pick the locks on Erene Llenim's Shack (level 20), Indrele Rathryon's Shack (level 15), Eldafire's House (level 25), and Fargoth's House (level 25). The others are too complex for now, but this should raise Security to 11. Loot out Fargoth's House. This will be our first base. Do another Alchemy session-it should hit 20. Sell the potions and buy all of Arrille's remaining thief tools and repair hammers. With a Journeyman's Lockpick, you can now lockpick Vodunius Nuccius' house (level 30), so do so. Go to Fargoth's House and rest until a Dark Brotherhood Assassin attacks. Kill him-Unarmored should hit 6 and Spear should hit 31. Repair all the gear, and enjoy the Silver Dagger he was carrying. Sell your old Iron Dagger. Equip one Dark Brotherhood Gauntlet, and stash the rest. When you leave Fargoth's, you should have stashed your Alchemy ingredients and Mortar & Pestle, spare lockpicks and probes, Iron Shardaxe, Silver Dagger, Nuccius' Cursed Ring, and all but one gauntlet of the Dark Brotherhood armor. You should carry: -Common Shirt, Shoes, & Pants (equipped) -Dark Brotherhood Gauntlet (equipped, doesn't matter which) -Iron Halberd (equipped) -All repair hammers -Journeyman's Lockpick & Probe -Directions & Package for Caius Cosades -Gold Seyda Neen-Interiors o======================================================================o ***NPCs*** Draren Thiralas Arrille Tolvise Othralen Hrisskar Flat-Foot Raflod the Braggart Albecius Colollius Tandram Andalen Elone Teruise Girvayne Foryn Gilnith Fine-Mouth Thavere Vedrano ***QUESTS*** Miscellaneous-Fargoth's Hiding Place ***SKILL INCREASES*** Alchemy x11 Armorer x1 Security x1 Unarmored x1 ***NOTABLE LOOT*** Notes on Racial Phylogeny Silver Longsword A Dance In Fire, Chapter 6 The Wraith's Wedding Dowry Engraved Ring of Healing 3) Start in Draren Thiralas' House. Talk to him, unlock his level 10 chest, and take the goodies inside. I found a Steel Viperskewer, which becomes my default weapon, and some Journeyman thief tools. Drop off & sell any excess, and run an Alchemy session. It should hit 21. Head to the Tradehouse. Speak with everyone. Nick the Iron Arrows off the front table. Unlock the level 25 small chest above that table. From the baskets, take the 100 Chitin Arrows and any alchemy ingredients. Upstairs, talk to Hrisskar and accept his quest. Chat with everyone else, getting detailed directions to Balmora from Elone. Do another Alchemy session-it should hit 22. Go to Teruise Girvayne's house. Get the Silver Dagger under the open crate lid, repair it, and loot the rest of her gear. Talk to her. Do an Alchemy session-it should hit 23. Sell the potions to Arrille, then buy his damaged Silver Shortsword and Silver Staff. Repair them, and keep them-Armorer should hit 6. Sell him your Silver Daggers. Check Eldafire's house next. Pick up Notes on Racial Phylogeny without reading it by entering the inventory screen and manually transferring it in. Unlock the level 30 large chest-this should raise Security to 12. Take the Silver Longsword inside. Do an Alchemy session-it should hit 25. Hit Vodunius Nuccius' house next. I found some Bloat here, another ingredient to hoard. Unlock the level 20 small chest. Do another Alchemy session. It should hit 26. Next, let's tackle Indrele Rathryon's shack, followed by Foryn Gilnith's shack. Pick up A Dance In Fire, Chapter 6 without reading it. Hit Fine-Mouth's shack, talking to him. Hit Erene Llenim's shack, too, then do an Alchemy session-it should hit 30. Now go tackle the lighthouse. Speak with Thavere Vedrano. Loot the area, unlocking the level 25 quest and both reading and taking The Wraith's Wedding Dowry to raise Unarmored to 7. Head out and wait until 10 PM to see Fargoth sneak around, pausing at a tree stump in a little stagnant pond. When he makes that stop, go loot the stump to get the Engraved Ring of Healing back, as well as 300 gold and a Journeyman's Lockpick. Go ahead and return to Hrisskar to finish the quest, then go do an Alchemy session-it should hit 31. At this point, you should take a Silt Strider to Vivec, then take the nearby boat to Ebonheart. Head toward the Duke's Palace and speak with Apelles Matius about the Dark Brotherhood. Proceed until he tells you to speak with Asciene Rane, and you are now free of random Dark Brotherhood attacks. Take the ship back to Vivec, then take the Silt Strider back to Seyda Neen. Time to start exploring. Seyda Neen Wilderness o======================================================================o ***NPCs*** Tarhiel Processus Vitellius ***SKILL INCREASES*** Unarmored x10 Spear x6 Armorer x2 Alchemy x9 ***QUESTS*** Miscellaneous-Death of a Taxman ***NOTABLE LOOT*** Extravagant Shoes Extravagant Robe Scroll of Icarian Flight x3 Tax Record 4) Head out of Seyda Neen by road and turn left. Search the area for ingredients and critters. Unarmored should increase to 8 as you fight. When you see a screaming man fall from the sky (wow), you've gone too far north. Go ahead and loot Tarhiel, putting on his Extravagant Shoes and Extravagant Robe. Spear should hit 32 out here. Repair your weapon after every fight, and rest to heal up-you should be letting things hit you to within one blow of dying. Work your way west, and Unarmored should hit 10. Turn south when you hit the coast-Unarmored should hit 11 and Armorer should hit 7. Soon, you should find the body of Processus Vitellius, the missing tax collector, surrounded by critters. Unarmored should hit 12 and Spear should hit 33 about now. Take the 200 Gold and the Tax Record. Continuing south will take you to Seyda Neen, so push west instead, hugging the coast. Unarmored should hit 13. Push south to find (but not enter) the Thelas Ancestral Tomb. Head west into the water, wary of Slaughterfish. Spear should hit 34 and Unarmored should hit 14. Soon, you'll reach an island with the Sarys Ancestral Tomb and cave of Aharunartus. Just clear the island for now, and head back to Seyda Neen, avoiding any respawned critters. Do an Alchemy session. It should hit 37. Sell potions to Arrille, and take the Tax Record back to Census & Excise. Be honest with Socucius to advance the quest. Ask anyone in town until they direct you to Thavere Vedrano, who will in turn direct you to Foryn Gilnith. He admits the murder, so deal with him accordingly. Return the ring to Thavere, and report back to Processus. Head southeast from the lighthouse, across the water, to another island. Spear should hit 35, Armorer 8 and Unarmored 15 fighting slaughterfish. Clear the island of wildlife. Unarmored should hit 16 and Spear should hit 36. Clear out the island, noting (but not entering) Akimaes Grotto and the Remote Shipwreck. Swim back to Seyda Neen and strike out due west from the lighthouse. Unarmored should hit 17 fighting slaughterfish. Clear this island out. Spear should hit 37. Return to Seyda Neen. Do an Alchemy session. It should hit 39. Take the Silt Strider, quickly, to Vivec. Head to the top of the Foreign Quarter and enter Ralen Tilvur: Smith. Buy all of his Repair Prongs (after admiring his Disposition to 100). Head back to Seyda Neen. Explore the road up to where it crosses the ridge, discovering the cave of Addamasartus. Do one last Alchemy session-it should hit 40. Now, return to Aharunartus, avoiding fights when possible, and head inside. Aharunartus o======================================================================o ***NPCs*** Valund Nitterius Rato Brothes Oran Yatur gro-Shak Aravi Kishni Bahdahna Wuleen-Shei ***SKILL INCREASES*** Light Armor x1 Spear x2 Unarmored x1 Alchemy x1 ***NOTABLE LOOT*** Bone, Part One Aharunartus Slave Key 5) Immediately, you'll be attacked by Valund. Light Armor should hit 11 around now. Kill, loot, repair. Up the ramp past him is Nitterius Rato, who should help raise Spear to 38. Head straight at the intersection and you'll aggro Brothes Oran. Unarmored should hit 18 around now. Turn right at the intersection on the bridge to face Yatur gro-Shak. Spear should hit 39 around now. Make sure to get Bone, Part One off Yatur, but do NOT read it yet. Loot this room, opening the level 10 lock and getting the Aharunartus Slave Key. Check out the underwater passage for an Iron Mace, then pick the level 5 lock and use the key to free the slaves Aravi, Kishni, Bahdahna, and Wuleen-Shei. Loot the rest of the cave, with nothing too noteworthy, and head back to Seyda Neen. Do an Alchemy session-it should hit 41. Sell to Arrille, then head back out and into the Sarys Ancestral Tomb. Sarys Ancestral Tomb o======================================================================o ***SKILL INCREASES*** Armorer x1 Security x1 Alchemy x1 6) Head down the stairs, then turn left. In this room, there's a copy of The Book of Rest and Endings, as well as a few potions. Take the southeast exit, disarm the trapped door, and loot the room, disarming the trapped chest. This should raise Security to 13, and Armorer should hit 9 about now from repairs. Head back to the room where the book was and disarm the trapped door. Head through to the next room. Loot and move on. Disarm the trap and unlock the level 10 chest. That's it. Head back to Seyda Neen. Do an Alchemy session-it should hit 42. Sell to Arrille, then go unlock the small chest (level 35) upstairs in the Tradehouse. You only have a 1/100 chance of doing so with a Journeyman's Pick at the moment, so if you lack the patience, that's ok-just remember it, as you'll be a bit behind on Security skill progression and I won't mention it again. When you do (or don't) get it open, head back out and proceed to the Thelas Ancestral Tomb. Thelas Ancestral Tomb o======================================================================o ***SKILL INCREASES*** Spear x1 Acrobatics x10 Security x1 7) Head down the ramp and loot the room. Spear should hit 40, so go rest and level up, raising Strength, Endurance, and Luck at 5/5/1 each. ***LEVEL 2*** +5 Strength (35), +5 Endurance (55), +1 Luck (51) Now, use the entrance ramp to grind Acrobatics up to 30. When that's done, proceed through the next door. Loot the room, opening two level 10 locks, and we're done. Security should hit 14 now. Head back to Seyda Neen, do an Alchemy session, sell off excess loot, then head to Nimawia Grotto. Dive down and enter the cave. Nimawia Grotto o======================================================================o ***SKILL INCREASES*** Unarmored x1 Spear x1 8) Air holes are plentiful early. The second cavern has kollops to search on the bottom. Pass some shallow water into the third cavern. More kollops and a dead adventurer in the bottom of this one. Other caverns have more kollops, but there's not much else here. Back to Seyda Neen for an Alchemy session when done. If you've found any soul gems AND soul trap scrolls, take any combat opportunity to fill the soul gems and add them to your stash. Sell, and head over to the Remote Shipwreck. Unarmored should hit 19, and Spear should hit 41. Check the kollops near the wreck, then enter the cargo hold (the cabin is empty). Remote Shipwreck o======================================================================o ***SKILL INCREASES*** Alchemy x1 9) The cargo hold has two levels and various random loot. Get it all, head back to Seyda Neen, and do an Alchemy session-it should hit 43. Offload and head back, and enter Akimaes Grotto. Akimaes Grotto o======================================================================o ***SKILL INCREASES*** Spear x1 10) Slaughterfish and kollops in here. Search everything and head back to Seyda Neen. Spear should hit 42 in the grotto. Offload, then head over to Addamasartus. Addamasartus o======================================================================o ***NPCs*** Tanisie Verethi Melar Baram Baadargo Banalz Okaw Mulvisie Othril ***NOTABLE LOOT*** Addamasartus Slave Key Thief Ring ***SKILL INCREASES*** Alchemy x1 11) You'll immediately be attacked by Tanisie Verethi. Kill, loot, and repair, noting the Addamasartus Slave Key, then deal with Melar Baram through the first gate. Turn left, unlock the level 10 gate, then free the slaves Baadargo, Banalz, and Okaw. Turn around and head straight until you encounter Mulvisie Othril. Defeat her, then loot the caves. When done, swim from where you fought Melar for a bit more loot, then find an obscured passage from Mulvisie's chamber to open a level 10 locked gate. Head through this tunnel, noting the hard-to-spot Thief Ring by the first patch of mushrooms. Soon, you'll drop down in the main passage. Head back to Seyda Neen. Do an Alchemy session-it should hit 44. Offload, grab everything from your stash that you can carry, and get ready to switch bases. Road to Pelagiad o======================================================================o ***SKILL INCREASES*** Unarmored x1 Alchemy x1 12) Head out past Addamasartus and start following the road. Unarmored should hit 20 around now. Get all plants, take the "back road" into Pelagiad, and pick the level 30 lock on Junal-Lei's house. This is our next temporary base, so drop here and then run back to Seyda Neen for whatever you couldn't carry. Once you're fully moved, do an Alchemy session-it should hit 45. Use Mebestien Ence, the general trader, to offload, then get ready to explore this new town. o======================================================================o | | | Pelagiad & Wilderness | | | o======================================================================o Sequence of Events: {WLK003} 1) Pelagiad Homes 2) Halfway Tavern 3) Fort Pelagiad 4) Panat 5) Punammu 6) Llovyn's Farmhouse 7) Desolate Shipwreck 8) Manat's Farmhouse 9) Dirara's Farmhouse 10) Small Farmhouse 11) Nilera's Farmhouse 12) Arano Plantation Pelagiad o======================================================================o ***NPCs*** Dralas Gilu Farusea Salas Junal-Lei Kunthar Erval Madres Navur Adanja Murberius Harmevus Mebestien Ence Uulernil Yakum Hairshashishi Samia Drelasa Ramothran Nelos Onmar Ahnassi Ladia Flarugrius Hrordis ***SKILL INCREASES*** Security x2 Alchemy x6 Armorer x91 ***NOTABLE LOOT*** The Black Arrow, Volume 1 Steel Dagger of Swiftblade Steel Longbow ***QUESTS*** Temple: Pilgrimages of the Seven Graces 1) Speak with everyone outside, including at the fort, and loot any plants and other objects. Pick the level 25 lock on Farusea Salas' house and the level 30 lock on Dralas Gilu's house. Head back into Junal-Lei's house and loot everything. Unlock the level 25 chest by the door, the level 5 locked chest in the room, and the level 15 locked chest across from it. Security should hit 15. In the basement, open the level 30 locked chest. Do an Alchemy session when done-it should hit 47. Hit Erval's house next. Same deal-Alchemy session. Farusea Salas' house is next. You can't unlock the chest yet, but go ahead and disarm the trap. Loot the house and do an Alchemy session-it should hit 48. Hit Madres Navur's house next. Pick up The Black Arrow, Volume 1 without reading it. Unlock the level 12 chest in the basement, as well as nicking the Repair Prongs and Apprentice's Armorer's Hammer. Do an Alchemy session and offload. Hit Dralas Gilu's house next. Unlock the level 20 chest. There's a damaged Silver Shardblade you should repair under his pillow, and an Apprentice's Probe on his table. Armorer should increase to 10 from these repairs. Do an Alchemy session and offload. Hit Adanja's house next. Unlock the level 15 small chest in the basement. Loot everything and do an Alchemy session-it should hit 49. Offload. Head to Murberius Harmevus' house. Unlock the level 20 door to the basement, the level 25 locked small chest, and the level 15 locked chest, which should increase Security to 16. Do an Alchemy session-it should hit 50. Offload, then return to Seyda Neen. 16 Security is sufficient to open the Sturdy Arched Door (lock level 40) in Arrille's Tradehouse, so do so. Unlock the level 20 chest behind the door, and make sure to get the Steel Dagger of Swiftblade from under the pillow. There is also an Imperial Newtscale Cuirass under the bed, but it isn't as good as our Dark Brotherhood armor. Back to Pelagiad. Head to Mebestien Ence's. Steal any ingredients, and the 20 Glass Arrows from his chest. Buy the Chitin Short Bow, Bonemold Shield, and Iron Halberd, repair them, and sell the weapons back to him (keep the Bonemold Shield). Armorer should increase to 12. Make sure to read The Pilgrim's Path to start a quest. Do an Alchemy session-it should hit 51. Go offload at Mebestien, buy his second Chitin Short Bow, and repair it as well. Armorer should hit 13. Head to Uulernil, the armorer, now. Unlock the level 25 small chest behind the counter. Take the Iron Arrows inside, steal the repair tools on the counter, and unlock the level 25 small chest on the counter. Head upstairs and unlock the level 10 door and the level 15 chest behind it. Buy the damaged Imperial Steel Helmet and Imperial Shortsword he carries. Repair them both, keep the Helmet and sell back the sword. Do an Alchemy session. Now, it's time for some serious grinding. You can hold off on this if you like-it'll make for some tedious save scumming later on, of course. We are going to max out Armorer. Uulernil sells restocking repair prongs and Mebestien restocks a damaged Chitin Short Bow. You'll actually profit as you buy damaged bows and sell repaired ones, even accounting for rebuying Repair Prongs. By combining trips to and from these two, we have everything we need to max Armorer. Do so. Halfway Tavern o======================================================================o ***NPCs*** Yakum Hairshashishi Samia Drelasa Ramothran Nelos Onmar Ahnassi Ladia Flarugrius Hrordis ***SKILL INCREASES*** Alchemy x1 Security x1 ***QUESTS*** Miscellaneous-Ahnassi, A Special Friend 2) Head to the Halfway Tavern when done. Speak with Yakum Hairshashishi, Samia, Drelasa Ramothran, and Nelos Onmar. Open the level 23 locked Small Chest behind the bar, and steal any ingredients. Speak with Ahnassi and exhaust all dialogue to kick off a quest chain. Head upstairs to speak with Ladia Flarugrius, who will give you a copy of Honor Among Thieves. Open the level 20 Reinforced Wooden Door. Behind an unlocked door, speak with Hrordis, but don't mess with her yet. Open the level 12 locked Closet in her room. This should raise Security to 17. Unlock the level 20 Room Door up here, then head to the basement. Loot around, then do an Alchemy session with all the ingredients from the tavern. It should increase to 52. Offload and head to Fort Pelagiad. Fort Pelagiad o======================================================================o ***NPCs*** New-Shoes Bragor Morbash gro-Shagdub Ygfa Shadbak gra-Burbug Angoril ***SKILL INCREASES*** Alchemy x48 Unarmored x80 Spear x58 Light Armor x89 Acrobatics x60 Medium Armor x1 ***NOTABLE LOOT*** Steel Longbow ***SPELLS*** Flameguard Frostguard Shockguard Poisonguard Balyna's Antidote Balyna's Efficacious Balm Blessed Touch Restore Endurance Restore Intelligence Restore Luck Restore Speed Restore Strength Righteousness Rilm's Cure ***FACTIONS*** Imperial Cult-Layman 3) Check out the North and South Walls for minor loot, including a Steel Longbow which may be an upgrade. You can probably cobble together a full set of Imperial Steel armor in the South Wall, which may be a Heavy upgrade. Read the Fort Pelagiad Prisoner Log, open the four level 25 locked chests, and head to the cells. Speak with New-Shoes Bragor and Morbash gro-Shagdub. Repair any damaged gear, offload, do an Alchemy session, and enter the main fort. First, run back to Ygfa, Admire her disposition up to 100, and use her restocking Chokeweed and Marshmerrow to max Alchemy out. It'll be quick, and offloading the potions will make money a nonissue for essentially the rest of the game. Now buy all of Ygfa's spells and chat with her to join the Imperial Cult. Loot the room for any useful ingredients (I'd take Water Breathing, Cure Common Disease, Cure Blight Disease, Levitate, Restore Health, and Restore Magicka), then go out and chat with Shadbak gra-Burbug. Get any gear upgrades off her table (Imperial Chain and Steel for Medium and Heavy, respectively). Loot the rest of this level, then head upstairs to unlock two Level 40 chests and a level 12 Closet. Talk with Angoril, then we're done here. Offload and head south of town. There's a respawning, guaranteed Mudcrab here, and we're going to raise some combat skills. Let it chew on you until you're near death, then kill it. Heal and repeat until Unarmored hits 100. As you do this, Spear should increase 8 ranks to 50, and Light Armor should increase 3 ranks to 14. Unarmored will be around 43 at this juncture. This will get you to level 3-raise Strength, Endurance, and Luck. Now, just make sure you jump up the hill on your return trips to rest so you boost Acrobatics ten ranks to 40. At this point, you'll start encountering a leveled creature halfway down to the shore, so your trips can be shorter as well. Light Armor should increase 5 ranks to 19, and Spear should increase 10 ranks to 60. You should hit level 4 when Unarmored is around 63. Raise Strength, Endurance, and Luck. Repeat what you were doing. Raise Acrobatics to 50 and keep working on Unarmored. Spear should increase 10 ranks, hitting 70 when Unarmored is at about 83. Light Armor should increase 4 ranks to 23. When you hit level 5, raise Strength, Endurance, and Luck. Keep going! Raise Acrobatics to 60 and keep working on Unarmored. Spear should increase 8 ranks to 78, and Light Armor should increase 4 ranks to 27. At this point, Unarmored should hit 100... So we should put on our suit of Dark Brotherhood Armor and max out Light Armor the same way. Spear should increase 2 ranks to 80, leveling you up when Light Armor is around 36. Raise Strength, Endurance, and Luck. Continue. Raise Acrobatics to 70 and keep working on Light Armor. At level 6, you may start encountering Bull Netch, so remember to save any Netch Leather they drop. Spear should increase 10 ranks to 90, leveling you up when Light Armor is around 77. Raise Strength, Endurance, and Luck. Annnnnnd...continue! Raise Acrobatics to 80 and keep working on Light Armor. Spear should increase 6 ranks to 96 by the time Light Armor hits 100. We're not quite done. We might as well finish raising Spear, so kill respawning critters until it hits 100. This will level you up, so raise Strength, Endurance, and Luck. Raise Acrobatics to 89. Put on all the Medium Armor you have-at this point, I had a Bonemold Shield (keep a Spear equipped so you don't prematurely raise Block), Imperial Chain Coif, Imperial Chain Cuirass, and Imperial Chain Greaves. Buy Bonemold Boots, a Bonemold Left Bracer, and a Bonemold Right Bracer from Uulernil. We still need a set of medium pauldrons before we can grind it, so we're finally done for now and ready to resume exploring. Go ahead and read your copy of The Black Arrow, v1 to raise Acrobatics to 90. Read your copy of Bone, Part 1 to raise Medium Armor to 16. Sell those books. Bring a Levitate potion. Now, due north of Fort Pelagiad is a cave called Panat. Head inside. Panat o======================================================================o ***NPCs*** Bum gra-Logob Dravil Omavel Ekapi Lorchel Sor Tsabhi Ula ***NOTABLE LOOT*** Dwarven Halberd Orcish Battle-Axe The Axe Man ***SKILL INCREASES*** Security x1 4) You'll immediately be attacked by Lorchel. Deal with her, and move on-she has nothing worth taking. Use your Levitate potion to get a Dwarven Halberd from the overhanging ledge above the entrance bridge. Head left at the intersection, killing some Nix-Hounds, and pick the level 15 lock. Through the door, deal with Bum gra-Logob-she has nothing we need, so move on. Behind her are the slaves Ekapi, Tsabhi, and Ula-we need to come back with the key, but fortunately it's on a stool in this room. Free the slaves, check the containers for random goodies, then head back to the tunnel, disarm the other gate's trap, and head through. Deal with Sor, who also has nothing worthwhile, and continue. Deal with Dravil Omavel, who has an Orcish Battle-Axe we'll want to sell. Take his scrolls, his potions, and his copy of The Axe Man without reading it. Pick the lock and disarm the trap on his Chest. Finish looting, head back to Pelagiad, offload and do any other housekeeping, and get ready to move on. Our next stop is Punammu, so follow the coast east from Panat and head inside when ready. Punammu o======================================================================o ***NPCs*** Darvynea Hleran Derayna Llervu Fanuse Ferano Fendros Varys Galdres Ienith Llavam Adas ***NOTABLE LOOT*** The Prayers of Baranat 5) At the outset, kill a few critters and make your way to a three-way junction. Head right first, and enter the water. Swim all the way through to the back, and use either Levitate or Water Walking to harvest both diamond veins. Keep swimming to come in behind the bandits, and you'll be attacked by Darvynea Hleran. She has nothing worthwhile, so climb the stairs and loop around to find some random loot and Derayna Llervu in the next tunnel. She has nothing worthwhile, so advance and disarm the trap on the Worn Cavern Door. Head through and fight Galdres Ienith and Faruse Ferano. Neither have anything good, so loot the room (don't read The Prayers of Baranat yet), unlocking an Ancient Chest, and head back to where you left the water. Head through the Old Gate to fight Fendros Varys and Llavam Adas. Neither have anything worthwhile, so loot the room and proceed back to the original three-way junction. Take the last gate if you like, but nothing is back there so let's go offload. Head due east from Fort Pelagiad now to arrive at Llovyn's Farmhouse, our next destination. Llovyn's Farmhouse o======================================================================o ***NPCs*** Llovyn Andus 6) Speak with Llovyn. Not much here, but loot some ingredients. Offload if needed, then bypass Dren Plantation on the right as you head north to the Desolate Shipwreck. Desolate Shipwreck o======================================================================o 7) You'll need a Potion of Water Breathing or two. The only really notable loot is a crate full of Raw Ebony on the upper level, along with a locked chest to pick open. Loot and offload, then bypass Dren Plantation on the south to find Manat's Farmhouse across from the Arvel Plantation. Manat's Farmhouse o======================================================================o ***NPCs*** Manat Varnan-Adda Teris Raledran Leles Birian Paur Maston ***QUESTS*** Miscellaneous-A Man and His Guar Miscellaneous-An Escort to Molag Mar ***SPELLS*** Burden of Sin Crushing Burden Crushing Burden of Sin Cruel Weary Dire Weary Great Feather Summon Scamp Strong Reflect Strong Spelldrinker Wild Spelldrinker Vivec's Mercy Strong Resist Corprus Disease Slowfall 8) Speak with Manat and loot his farmhouse. Offload as needed, then go to the very southeast corner of Dren Plantation. Cross the river where it narrows, then head up on this side of the water. Nearby, you should find and speak to Teris Raledran. Accept his quest, and we'll take him to Vivec right quick. Follow the signs to get there with no trouble. Cross the bridge, go up one ramp, and enter the Foreign Quarter Lower Waistworks. Go down some stairs and enter the Canalworks, making sure to enter on the west side. From here, check signs until you find Agrippina's shop, and Teris will reward you and complete the quest. Go offload again if needed, then head back to where you met Teris. Take the southeast road from the intersection, skipping Piernette's Farmhouse for now, and meet and speak with Leles Birian. Note that she is the Master Trainer for Destruction. Admire her disposition to 90+ and buy all of her spells. You should also use her spellmaking service to create single-point-cost cantrips for all six schools of magic for eventual training. Go due east, bypassing another farm, to find F. Speak to him and accept his quest. Next, we'll duck into the nearby Dirara's Farmhouse. Dirara's Farmhouse o======================================================================o ***NPCs*** Dirara Drom ***SKILL INCREASES*** Medium Armor x1 9) Speak with Dirara, harvest useful crops, and check the farmhouse. Not much here. Cross the water to the town you can see (Suran). Don't enter, but take the road out of the south wall and follow the coast east (a pretty long way) until the beach trail runs out. Turn north a bit to find a road, and follow the signs east to Molag Mar. Medium Armor should increase to 17 around now. At Molag Mar, you can find Vanjirra on the bridge into the city and complete the quest. Now, head back to Dirara's Farmhouse. Head back toward Vivec, and look south to spy a small farmhouse. Literally. Small Farmhouse o======================================================================o ***NPCs*** Travelling-New-Woman 10) Speak with Travelling-New-Woman, harvest useful crops, check the farmhouse, and keep returning west. Across from Piernette's Farmhouse, find Nilera's Farmhouse. Nilera's Farmhouse o======================================================================o ***NPCs*** Nilera Ieneth 11) Speak with Nilera, harvest useful crops, and head west some more. When you reach the intersection where Teris and Rollie were, turn northeast to find the Arano Plantation. Arano Plantation o======================================================================o ***NPCs*** Llerusa Hlaalu Daynasa Telandas Direr Arano Tul ***QUESTS*** Miscellaneous-Tul's Escape 12) Harvest useful crops, speak with Llerusa and Daynasa, then check the house. Speak with Direr, hunt useful loot, and leave. Head back again to where you found Teris and Rollie, then proceed all the way back to Pelagiad. Offload here, then head back all the way past Manat's Farmhouse. Pass Sterdecan's Farmhouse on the left, pass Ules Manor, and find an Argonian named Tul. Speak with him and accept his quest, then take him back to Sterdecan's Farmhouse. Refuse to let him kill Sterdecan, and kill Tul instead. Speak with Sterdecan for a reward, then head back east and into Suran. o======================================================================o | | | Suran & Wilderness | | | o======================================================================o Sequence of Events: {WLK004} 1) Suran, part 1 2) Big, Long Skill Grind 3) Siege at Firemoth 4) Suran, part 2 5) Inanius Egg Mine 6) Umbra 7) Vandus Ancestral Tomb 8) Aran Ancestral Tomb 9) Marandus 10) Saren Ancestral Tomb 11) Missamsi 12) Nissintu 13) Sandas Ancestral Tomb 14) Ulummusa 15) Adanumuran 16) Moonmoth Legion Fort Suran o======================================================================o ***NPCs*** Elvil Vidron Folsi Thendas Bula gra-Muk Neldris Llervu Ranosa Gilvayn Muvis Moran Snorri Caminda Runa Marelle Daric Bielle Khinjarsi Helviane Desele Tirnur Thirano Adraria Vandacia Garothmuk gro-Muzgub ***NOTABLE LOOT*** The Mirror Vernaccus and Bourlor Mystery of Talara, v1 Orcish Left Pauldron x2 Orcish Helm The Buying Game Ice and Chiton ***SKILL INCREASES*** Security x1 ***QUESTS*** Miscellaneous-Umbra Miscellaneous-The Drunken Bounty Hunter 1) Start by speaking with Elvil Vidron, to the right down some stairs after you enter. Next, speak with Folsi Thendas, the silt strider pilot. Head up the stairs near the entrance, past the slave market, to find and speak with Bula gra-Muk. Finally, talk with Neldris Llervu near the Suran Tradehouse to finish with outdoor NPCs. Head to the Guard Tower by the strider port first. Take the copy of The Mirror from the basement without reading it. Check the closet on the top floor for armor-I found a Bonemold Right Pauldron, leaving me one piece shy of a full Medium Armor set. Now head to Ranosa Gilvayn: Outfitter. Speak with Ranosa and loot the shop for useful goodies. In particular, there's a set of thief and repair tools on the shelves and a Steel Crossbow with bunches of marksman ammo on the counter. Use the newly acquired Master's Lockpicks on the locked small chest behind the counter. Steal the copy of Vernaccus and Bourlor on the mantel without reading it, then head upstairs. Check here for goodies, then head out and across into Desele's House of Earthly Delights. On the top floor, start by stealing Mystery of Talara, v1 without reading it. Speak with Tirnur Thirano, then take a moment to pick the level 45 lock on this level. Now, pop out and ride the silt strider to Seyda Neen and pick the lock on the Census and Excise Warehouse, then run back to Pelagiad and pick the lock on Ahnassi's House. The Master's picks will make this doable-you can actually get level 50 locks, but they're abysmally hard so we'll wait a bit. Security should increase to 19. Get useful loot in Ahnassi's House, including unlocking the small chest on the entry floor, a small chest in the bedroom, a chest in the bedroom, another chest in the bedroom, and the closet in the bedroom. Now explore the Census and Excise Warehouse in Seyda Neen, getting useful loot and speaking with Adraria Vandacia. Now, back in Suran, keep exploring the House of Earthly Delights. Loot the ground level, then speak with Marelle, Runa, Caminda, Snorri, and Muvis Moran in the main room. Go to the bar to chat with Khinjarsi and Helviane Desele, who will start a quest. Next, speak with Daric Bielle and accept his quest as well. Speak to anybody about Haj-Ei to be directed to the Suran slave market. Now enter Garothmuk gro-Muzgub: Smith and speak with the owner. Get useful loot, including Orcish Pauldrons and an Orcish Helm. Steal The Buying Game and 2920, Sun's Dusk without reading either one. You now have a full set of Medium Armor, so it is time to grind up that skill. Big, Long Skill Grind o======================================================================o ***SKILL INCREASES*** Medium Armor x28 Acrobatics x10 Marksman x90 Blunt Weapon x50 Hand-to-Hand x70 Block x60 Security x1 2) Back to Pelagiad, offload and do what we did for Unarmored and Light Armor. Raise Medium Armor 8 ranks to 25, and level up. Raise Strength, Endurance and Luck. Raise Acrobatics to 100 (you can read your copy of Mystery of Talara v1 for one of those increases) and grind Medium Armor up to 35. Raise Strength, Endurance, and Luck. Now, we'll take a little break from Strength for one level. Grab the stuff you've been hoarding (and plenty of vendors sell arrows if you run out) and raise Marksman 10 ranks to 20. Go ahead and read Vernaccus and Bourlor for one of those. Raise Medium Armor to 45, and raise Agility, Endurance, and Luck. Put your Light Armor back on, grab your Blunt Weapon (at this point I had a Firebite Club), and raise Marksman 10 ranks to 30 and Blunt Weapon 10 ranks to 40. Raise Strength, Agility, and Luck. Yes, it continues. 10 Marksman to 40, 10 Blunt Weapon to 50, raise Strength, Agility, and Luck. Onward and upward. Raise Marksman 10 ranks to 50, Blunt Weapon 10 ranks to 60, and raise Strength, Agility, and Luck. Still going. Marksman gets 10 more ranks to 60, and Blunt Weapon gets 10 ranks to 70. Raise Strength, Agility, and Luck. Ever onward to the end. Marksman gets 10 more ranks to 70, and Blunt Weapon gets 10 ranks to 80. Raise Strength, Agility, and Luck. That should max out Strength. We're done using Marksman to level, so go ahead and raise it 30 more ranks to 100. You can sell off your Steel Crossbow and Steel Longbow, and put away any remaining ammunition. Put away your Blunt Weapon as well, and grab your best Light Armor shield (I had a Netch Leather Tower Shield). Raise Hand-to-Hand 10 ranks to 20, and raise Block 10 ranks to 40. You should read The Prayers of Baranat for a Hand-to-Hand rank and The Mirror for a Block rank, then you can sell those books. Raise Agility, Speed, and Luck. We're still trucking for now. Raise Hand-to-Hand 10 ranks to 30, and raise Block 10 ranks to 50. Raise Agility, Speed, and Luck. More! Raise Hand-to-Hand 10 ranks to 40, and raise Block 10 ranks to 60. Raise Agility, Speed, and Luck. Again. Raise Hand-to-Hand 10 ranks to 50, and raise Block 10 ranks to 70. Raise Agility, Speed, and Luck. You guessed it! Raise Hand-to-Hand 10 ranks to 60, and raise Block 10 ranks to 80. Raise Agility, Speed, and Luck. This is it-we're about to max Agility, which is huge. Raise Hand-to-Hand 10 ranks to 70, and raise Block 10 ranks to 90. Raise Agility, Speed, and Luck. We're almost done for now. You can put your shield away. Go ahead and raise Hand-to-Hand 10 more ranks to 80. Now that we've maxed out Agility, we can open many more locks. Begin by unlocking the Guard Tower in Pelagiad and the chest in its basement. Next, open the Small Chest in Mebestien Ence, Trader, which should raise Security to 20. Pick open the Chest marked "Evidence" in Fort Pelagiad's South Wall, and the Chest in Farusea Salas' House in Pelagiad.Open the Chest marked "Evidence" at the Census and Excise Office in Seyda Neen and the Small Chest in Arrille's Tradehouse in Seyda Neen. We're ready! You should be in Seyda Neen already. Head to the docks, chat with Silm-Dar, and agree to head to Fort Firemoth. Siege at Firemoth o======================================================================o ***NPCs*** J'Hanir ***NOTABLE LOOT*** Ward of Akavir ***SKILL INCREASES*** Restoration +1 3) Run around the island chain, fighting a TON of skeletons. Your companions will either keep up with you and almost certainly die, or get left in the dust-the best way to keep them alive. Don't worry too much about it either way. Gather all the marshmerrow, trama root, and Iron Arrows from the archers. When you reach the towers, you can duck inside if you need to rest. Just past them is bridge leading to the Fort itself. Before entering, head down the hill behind the fort and note the door under the water. You can skip most of the dungeon this way, but you'll miss out on a lot of goodies. Instead, head to the Fort's courtyard, kill the rest of the skellies, and enter the Keep. More skeletons to kill, of course. Go straight, up the stairs, and enter the Upper Chambers. Kill a couple of rats, but ignore the Firemoth Dungeon Key-we want to pick those locks. Head back to the Keep, make sure to explore both side passages, check under both spiral staircases for random loot, then head to the bottom floor and take either passage into the Great Hall. More skellies. Kill them all and enter the Guard Quarters. Kill a few more skeletons, search the bedrooms for minor loot, and proceed to the staircase leading down to the dungeon. At the top of the stairs, turn around and find a hidden door. Search this area for lots of good treasure, including potions and a ton of gold. Now pick the lock and enter the Dungeon. Fight about 30 Diseased Rats, then pick the locks on both cell doors. Take the one on the right to find a hidden door to the Mine. Up on this ledge, meet J'Hanir, who will also accompany you (and die) if you let him keep up. These cave sections are loaded with mushrooms you should take, and with Raw Ebony-take as much as you can carry just to sell, but it's first on the chopping block to leave behind when you run out of carry space. Jump down from J'Hanir's ledge and enter the Upper Cavern. Whip through the Upper Cavern, killing some skeletons, before entering the Lower Cavern (where the secret door outside the Fort leads) and killing some more. Through the lower cavern is the Tomb, and inside is Grurn. Grurn is TOUGH, mostly because he constantly regenerates health and magicka and hits hard. Kill all of his minions first, use restore health and fatigue potions, and stab him over and over with the Dwarven Halberd. You'll almost certainly have to save scum to get through this fight, but you are strong enough at this point. Keep it up and he'll eventually fall. Take the Ward of Akavir from his corpse, loot the tomb (a few scrolls and lots of Fire Petals), then make your way back to the ship and sail back to Seyda Neen. Go see Sellus Gravius and give him the shield to finish the quest, gaining 3000 gold and 2 reputation points. Head to Pelagiad and offload, read Notes on Racial Phylogeny for a Restoration rank and sell it off, and then return to Suran. Let's get back to exploring. Suran o======================================================================o ***NPCs*** Goldyn Belaram Dranas Sarathram Verara Rendo Ralds Oril Ibarnadad Assirnarari Jamie Ashumanu Eraishah Sakin Sanammasour Movisa Andas An-Zaw Hides-His-Eyes Elynu Saren Ravoso Aryon Serjo Avon Oran Yakov Jeelus-Tei Tim-Jush See-Wul ***NOTABLE LOOT*** Glass Dagger Ebony Dart x5 Ebony Right Bracer Biography of the Wolf Queen Dreugh Cuirass Dreugh Helm The Wolf Queen, Book VII Journeyman's Calcinator Journeyman's Alembic Master's Calcinator 2920, Frostfall Shockbite Battle Axe Hunter's Belt Exquisite Ring Exquisite Robe ***SPELLS*** Second Barrier Dire Weakness to Fire Dire Weakness to Frost Dire Weakness to Magicka Dire Weakness to Poison Dire Weakness to Shock Blood Despair Almalexia's Grace Seryn's Blessing Saintly Word Greater Resist Poison Fuddle Almsivi Intervention ***SKILL INCREASES*** Security x2 4) Begin at Goldyn Belaram, Pawnbroker. Speka with him and loot his shop. At minimum, we'll want his Ebony Right Bracer, Glass Dagger, and Ebony Darts. Get anything else you find useful as well, being sure to unlock the Chest upstairs. Leave, take the stairs out of the market area, and enter the Suran Slave Market on the ground level. Start by speaking with Dranas Sarathram. You'll need to boost his disposition up to 70 or so, and he'll tell you more about Haj-Ei and Hides-His-Eyes. Loot the building, noting the copy of Biography of the Wolf Queen upstairs, and leave. Up another set of stairs, we can enter Verara Rendo: Clothier. Speak with Verara and loot her shop, making sure to check the Closet upstars, where I found an Exquisite Belt, Exquisite Shirt, and Exquisite Ring (all useful for eventual enchanting). Leave and enter Ralds Oril: Trader. Speak with Ralds and loot his shop. You'll definitely want the Steel Broadsword of Hewing, the Dreugh Cuirass, and the Dreugh Helm off his counter. Note the copy of The Wolf Queen, Book VII upstairs. Leave and enter Ibarnadad Assirnarari: Apothecary. Speak with Ibarnadad, and loot the shop. Lots of good alchemy ingredients to find-you should also buy the Journeyman's Alembic and Master's Calcinator, selling off the Good Skooma Pipe and Journeyman's Calcinator from before. Enter the Suran Tradehouse. Talk with everyone. There really isn't much to steal, so just speak with Jamie, Ashumanu Eraishah, and Sakin Sanammasour on the ground floor. Up top, chat with Movisa Andas and An-Zaw before finally chatting with Hides-His-Eyes. I elect to keep his secret. Head to the Suran Temple. Speak with Elynu Saren, admire her disposition up to 90+, and buy all of her spells. Loot the temple, noting the locked Wooden Chest and the locked basement door. Steal 2920, Frostfall without reading it. Leave and head to Oran Manor, our final building. On the ground floor, speak to Ravoso, then loot the area. Get the Shockbite Battle Axe and Hunter's Belt, at least, as well as anything else you want. In Serjo Avon Oran's room, check the Closet-I got a second Exquisite Ring and an Exquisite Robe. Speak with Serjo Avon Oran, noting that he sells restocking Master's Lockpicks and Master's Probes. Buy some Master's Lockpicks, at least. Now, it's time for some unlocking with those Master's Lockpicks. We can unlock the level 70 door at Arrille's Tradehouse in Seyda Neen, which will raise Security to 21. Take anything you want-there isn't much in there-then head back to Pelagiad. Go to Uulernil's shop and unlock the three level 75 chests (getting more Master's Lockpicks as needed). Enter Fort Pelagiad to unlock Ygfa's chest and Shadbak's chest. Now, return to Suran, and unlock the chests in Goldyn Belaram's shop, Ralds Oril's shop, and Ibarnadad Assirnarari's shop. Finally, head to the Suran Slave Market and unlock the four doors, speaking with Yakov, Jeelus-Tei, Tim-Jush, and See-Wul. Security should increase to 22 on the third door. Head out behind Oran Manor when done, as if going to Molag Mar. Turn left when you can, hugging the hills, and enter the cave door to the Inanius Egg Mine. Inanius Egg Mine o======================================================================o 5) Not much happening here. Advance to a pool of water and explore the other two branches, harvesting eggs and fighting kwama as desired. The queen can be found in a third, underwater passage. That's really it. Head back outside, and continue north, hugging the mountains to the left. You'll soon come across an orc warrior if you turn left at each opportunity. Umbra o======================================================================o ***NPCs*** Umbra ***ARTIFACTS*** Umbra ***NOTABLE LOOT*** Orcish Armor (Full Set) 6) Talk to Umbra, and agree to fight him. He's tough, but a cakewalk next to Grurn. Take his armor and the Umbra Sword when done. Take a break and go offload, then come back to the last fork where a left led to Umbra. Head right instead. You'll pass an egg mine on the right and the cave of Saturan on the left, both of which you should ignore for now. Follow the signs and paths toward Balmora as you make your way north. Watch to your left as you go; when you see water, loop around and enter the Vandus Ancestral Tomb. Vandus Ancestral Tomb o======================================================================o ***NOTABLE LOOT*** Hallgerd's Tale 7) Unlock the door at the bottom of the stairs and head through. Kill some critters and proceed down the hall to the next room. Take the east door first, loot the room, then backtrack and take the south door. Unlock the west door in this hallway, kill any critters, and loot the room. On the floor to the left, take the copy of Hallgerd's Tale without reading it. Loot the room at the end of the hall, then backtrack a bit and take the only unexplored door to the south. Loot and leave the tomb. Take the roads leading east back to a north-south split at a signpost, and head north. Eventually, just right of the path, you should find the Aran Ancestral Tomb. Head inside. Aran Ancestral Tomb o======================================================================o ***NOTABLE LOOT*** Dragonscale Tower Shield 8) Unlock the door and proceed down the hall, fighting critters. To the left is a Dragonscale Tower Shield and a Shrine of St. Veloth. Head right and go through the door. In the next room, go south first. Loot this chamber, then head back, disarm the trap, and go east. Loot this room, and you're done. Head back to Vandus Ancestral Tomb and go north, hugging the lakeshore. On the lake's northern edge, turn right to take a path farther north (following signs toward Balmora). Follow the path as it curves west, until you reach another sign. A bit further west is Sulipund-we'll ignore this for now. Just past it on the left is Punabi, another place to save for later. Hug the waterline when you see it and head south, watching for stairs on the big building to your right. When you see them, ascend to the Dunmer stronghold of Marandus. Marandus o======================================================================o ***NPCs*** Tevyn Athin Ruthrisu Andoril Milvonu Terandas Raldenu Ienith Vuldronu Girith Relamu Ulom Trivon Llaren Nathyn Ilnith Ferynu Indrano Balynu Teran Nethyn Valno Norus Marvel Golven Hleran Driloru Uvaram Sodres Nerethi Dorynu Verendas Tavilu Moren Virvyn Athren Tanel Faren Dathus Selvilo ***NOTABLE LOOT*** Sithis Feyfolken I Glass Stormsword Realizations of Acrobacy Dwarven War Axe ***SKILL INCREASES*** Alteration +1 9) Chat with Tevyn Athin, then enter the Propylon Chamber. Loot, and head out and enter the Marandus Lower Level. Around the corner, Ruthrisu Andoril will attack you. Proceed until you find a door on the left, through which you'll be attacked by Milvonu Terandas. Ignore the Upper Level for now and proceed to the next door on the left. Raldenu Ienith and Vuldronu Girith will attack. Loot the room once they're dealt with, being sure to unlock the Old Chest and Small Chest. Down the hall, fight Relamu Ulom. Through the door past her, fight Trivon Llaren, Nathyn Ilnith, and Ferynu Indrano. Loot this room, then backtrack and enter the Upper Level. Fight Balynu Teran at the top of the stairs. Around the corner, fight Nethyn Valno. In the next opening on the right, fight Norus Marvel, Golven Hleran, and Driloru Uvaram. Go ahead and both read and take the copy of Sithis as you loot the room, unlocking two Chests. Steal the copy of Feyfolken I without reading it and unlock another Chest as you loot the back room. Back in the hall, proceed to fight Sodres Nerethi. Ignore the stairs and explore the back of the hallway, fighting Dorynu Verendas in the next room on the right, making sure to nick her Glass Stormsword. Read and take Realizations of Acrobacy as you loot this room. Loot the back room and return to the stairs we skipped. At the top, fight Tavilu Moren and take her Dwarven War Axe. Head outside and speak with Virvyn Athren, Tanel Faren, and Dathus Selvilo. Enter the Dome and loot the room for a random Ebony weapon in one of the chests. That's it for here. You probably need to offload, so head due south along the river to hit Sterdecan's Farmhouse and make your way back to Pelagiad. Once done, return here. Head west to a 3-way intersection, and keep going west. Ignore the almost-immediate left turn and keep following the path straight. After a while, you'll see another left turn-skip it and go straight. Turn right at the next intersection, then turn left, and find yourself at the Saren Ancestral Tomb. Head inside. Saren Ancestral Tomb o======================================================================o ***SKILL INCREASES*** Security x1 ***NOTABLE LOOT*** The Hope of the Redoran 10) Proceed through the first room, killing daedra. Take the right door first and loot the room, unlocking the door and chest and disarming the door's trap. Security should increase to 23. Take the copy of The Hope of the Redoran without reading it, then backtrack and take the other door out of the first room. Loot the area and leave, turning right and hugging the mountains on the right until you hit a cave called Missamsi. Head inside once you get there. Missamsi o======================================================================o ***NPCs*** Snowy Granius 11) Turn left, fighting Sixth House monsters, and cross the stones over the lava. Head to the dead end and climb the stairs, searching the corpse you find. Backtrack to the intersection and head the other way. Kill several enemies and loot the area, unlocking two chests as you do. Explore north first, then backtrack to the altar and head east, toward the bells. Head up the winding pathway, looting what you want, and you're done in this area. Leave and turn right, following the path to and past Arkngthand. Turn around after killing Snowy Granius, returning most of the way to Saren Ancestral Tomb. Turn south toward Pelagiad when you see the signs, then follow all available left turns in the path to find the cave of Nissintu. Head inside. Nissintu o======================================================================o ***NPCs*** Llondryn Hlaalo Ravos Relarys Rirns Uveran Galsu Tedas ***NOTABLE LOOT*** Feyfolken I ***SKILL INCREASES*** Destruction x18 12) Kill Llondryn Hlaalo when he rushes you. Down the hall, fight Ravos Relarys and Rirns Uveran. Loot this room, unlocking and disarming the chest, then continue. Proceed and unlock an underwater chest before climbing the central column. Loot the area, fighting Galsu Tedas. Don't read the copy of Feyfolken I by mistake. Unlock a chest, then leave. Now, just follow the signs all the way back to Pelagiad and offload. You should have found some Frost Salts and/or Void Salts and/or Daedra Hearts during the outing-I had enough to make 7 Restore Magicka potions. Cast your Destruction cantrip until you run out of Magicka- this should raise the skill 18 ranks to 33. Head out again, bringing the Muck you should have stashed, and go all the way back to Sterdecan's Farmhouse. Turn left, rather than going to Suran, and on the right you'll see the Sandas Ancestral Tomb. Enter. Sandas Ancestral Tomb o======================================================================o ***NPCs*** Edras Oril ***QUESTS*** Miscellaneous-The Scholars and the Mating Kagouti 13) Head down the stairs, kill the critters, and loot the area. Don't take the key. Take the north door first, and loot the room. Don't take the key in here either. Backtrack and head south, unlocking the door. Loot this area, unlocking the chest, and kill two new Skeletons. The Nordic Trollbone Shield carried by one is probably a Heavy Armor shield upgrade. Leave the tomb and continue west along the road, speaking with Edras Oril when you meet him. Agree to get rid of the kagouti, then kill them and talk with Edras again, then escort him west along the road to his friend, Thoronor. Conclude their quest, ignore Alof's Farmhouse and the Sarano Ancestral Tomb for now, and proceed to the Fields of Kummu shrine. Donate your Muck to complete the first of seven pilgrimages. If you don't have Muck, there's a bunch on an island a bit to the south. Now, follow the road all the way to Pelagiad and offload once again. Now, take the road toward Balmora. The first dungeon to the left is Ulummusa. Enter. Ulummusa o======================================================================o ***NPCs*** Terenu Uveran Godrod Hairy-Breeks Maurrie Aurmine ***QUESTS*** Miscellaneous-The Silver Bowl Miscellaneous-The Beauty and the Bandit ***SKILL INCREASES*** Security x1 ***NOTABLE LOOT*** Belt of Northern Knuck-Knuck 14) Down the first ramp, fight Terenu Uveran. Past her, fight Godrod Hairy-Breeks. Note the unique Belt of Northern Knuck-Knuck. That's it for hostiles, so loot the small cave, noting Beluelle's Silver Bowl-it starts a quest. Unlock a chest, which should increase Security to 24, and leave. Before heading back, continue up the road and speak with Maurrie Aurmine for another quest. Now return to Pelagiad. You can get info on the bowl from Ygfa, but stash it for now-we'll turn it in once we're raising Mercantile. Nelos can be found at the Halfway Tavern. Speak to him for a note, and return to Maurrie. Turn in Nelos' note to be done for now. Keep going up the road, and enter the cave of Adanumuran at your next left. Adanumuran o======================================================================o ***NPCs*** Thurisea Thando Marilia Saram Fendel Alam Gilyn Drobar Llaalsa Dralor ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 16 15) Disarm the trap, head through the door, disarm the next trap, head through the gate, and fight Thurisea Thando. At the intersection, head left through the door and fight Marilia Saram and Fendel Alam. Loot the area, taking 36 Lessons of Vivec, Sermon 16 without reading it. Disarm the trap on the chest, unlock another chest, then unlock and disarm another chest under the platform. Back at the intersection, proceed north through the door, and fight Gilyn Drobar. Loot the room and proceed to fight Llaalsa Dralor, the final combatant. Loot the last room and exit. Follow the signs toward Balmora until you enter a gray canyon, and hit a left-right intersection. To the left is Hassour, which we'll ignore for now, so head right and follow the signs to reach the Moonmoth Legion Fort. Loot the courtyard and head inside, Prison Towers first. Moonmoth Legion Fort o======================================================================o ***NPCs*** Amarie Charien Radd Hard-Heart Erla Urfing Naspis Apinia Crulius Pontanian Peragon Somutis Vunnis Larrius Varro ***SPELLS*** Tranasa's Spelltrap Absorb Fatigue [Ranged] Crimson Despair Daedric Willpower Daedric Fatigue Cure Common Disease Mother's Kiss Balyna's Perfect Balm Heal Companion Cure Blight Disease Shalidor's Mirror Magickguard Feet of Notorgo Vitality Troll Strength Divine Aid Fortitude Nimbleness Third Barrier Exhausting Touch Ordeal of St. Olms Wild Exhaustion Wild Distraction Gash Spirit Drain Blood Summon Frost Atronach Drain Athletics Drain Block Drain Destruction Summon Flame Atronach Summon Hunger Summon Storm Atronach Bound Longsword Bound Shield Soulpinch Bound Cuirass Bound Battle-Axe ***SKILL INCREASES*** Security x1 ***QUESTS*** Miscellaneous-Fjol the Outlaw Miscellaneous-Larrius Varro Tells a Little Story 16) There isn't actually much in the Prison Towers, so explore and head over to the main fort. Take useful stuff, then talk to Amarie Charien. Admire her disposition to 90+ and buy all of her spells. Unlock her Wooden Chest, then go speak with Radd Hard-Heart. Go speak with Erla next, and unlock her chests. Talk to Urfing now, and unlock his chest as well. In the next room, speak with Naspis Apinia and unlock his chest. Security should increase to 25. Speak with Crulius Pontanian next, then with Peragon, who has two chests to unlock. Head through the west door (NOT to the Prison Towers) and speak with Somutis Vunnis. Admire his disposition to 90+ and buy all of his spells. Unlock his chest, then head downstairs to speak with Larrius Varro. Exhaust all dialogue for two new quests. Loot the rest of the area, unlocking two chests, then take the west (upper level) entrance to the Prison Towers. Explore, loot a bit, and do the same for the east one. Finally, take the basement entrance, disarm and unlock the chest marked "Evidence," and speak with Solea Nuccusius. Admire her disposition to 90+ and buy all of her spells. That's it for now, so head outside and follow the signs a bit further to finally arrive? in Balmora. o======================================================================o | | | Balmora & Wilderness | | | o======================================================================o Sequence of Events: {WLK005} 1) Hlaalo Manor-A New Base 2) Skill Grinding 3) Piernette's Farmhouse 4) Balmora (Exterior) 5) South Wall Cornerclub 6) Caius Cosades' House 7) Balmora Temple 8) Morag Tong Guild 9) Hlaalu Council Manor 10) Guild of Fighters 11) Guild of Mages 12) Lucky Lockup 13) Punabi & Sulipund 14) Arkngthand 15) Andrano Ancestral Tomb 16) Tharys Ancestral Tomb 17) Zainsipilu 18) Samarys Ancestral Tomb Hlaalo Manor o======================================================================o ***QUESTS*** House Hlaalu-The Death of Ralen Hlaalo ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 22 ***NPCs*** Uryne Nirith 1) Before doing anything else, head to the northwest part of town, unlock the door to Hlaalo Manor, and head inside. This is going to be our home base for most of the game due to its convenient location and the presence of Ralen Hlaalo's corpse-an infinite storage container. Examine that corpse to start a new quest. Now, we need to move everything from Pelagiad to here. This may take several trips, so be patient. When that's done, we can loot around the actual manor, but leave that expensive Vintage Brandy alone for now. Make sure to unlock the second floor door as well, and don't miss the 36 Lessons of Vivec, Sermon 22-which you should steal without reading. Chat with Uryne Nirith to learn more about the murder. Loot the rest of the manor and head out to Nalcarya of White Haven: Fine Alchemist. Unlock her top level door, but enter at the main level. Nalcarya of White Haven: Fine Alchemist o======================================================================o ***NPCs*** Nalcarya of White Haven ***NOTABLE LOOT*** Grandmaster's Mortar and Pestle Master's Calcinator Master's Alembic Master's Retort ***SKILL INCREASES*** Destruction +67 Alteration +89 Restoration +84 Hand-to-Hand +20 Short Blade +90 Conjuration +90 Mysticism +35 Mercantile +65 Enchant +85 Illusion +90 Blunt Weapon +20 Long Blade +70 Block +10 Axe +85 Medium Armor +55 Mysticism +50 Heavy Armor +85 ***SPELLS*** Rest of St. Merris Water Breathing 2) First off, loot the shop, only taking useful things. You can easily upgrade to Master's category in everything, and even to Grandmaster's Mortar and Pestle. Speak with Nalcarya. She restocks Daedra's Hearts, Frost Salts, and Void Salts-more than enough to make Restore Magicka potions. Admire her disposition to 90+ and get to work. First, we want to max out Destruction. When that's done, you can delete the Destruction Cantrip from your spell list (shift-click). Now, max out Alteration. Delete the Alteration Cantrip when done, and raise Restoration 9 ranks to 25 to level up. Raise Speed, Willpower, and Luck. Head out to the little island on the road to Fort Moonmoth to find something punchable. Kill, dispose, enter (to respawn), repeat, raising Hand-to-Hand 10 ranks to 90. Feel free to range farther, of course. When done, head back to Nalcarya's and raise Restoration 10 ranks to 35. Raise Speed, Willpower, and Luck. Repeat again, raising Hand-to-Hand 10 ranks to 100 and Restoration 10 ranks to 45. Raise Speed, Willpower, and Luck. To keep working on Speed, do Short Blade 10 ranks to 20 and Restoration 10 ranks to 55. Raise Speed, Willpower, and Luck. At this point, I sold my Dwarven Halberd, as the Ebony Shortsword was a better option going forward. Assess what you've found so far and act accordingly. You can use your copy of 2920, Sun's Dusk for one of those Short Blade ranks. Feel free to sell it afterward. 10 more ranks in Short Blade to 30, and 10 more ranks in Restoration to 65. Raise Speed, Willpower, and Luck. It's a good idea to do your Short Blade training in the Saren Ancestral Tomb-dispose of corpses, and you can collect Daedra Hearts, Frost Salts, and Void Salts from the respawning critters. You can also get great loot from Dremora and/or Golden Saints-I found a Daedric Katana (my end-game weapon) in this segment. 10 more ranks in Short Blade to 40, and 10 more ranks in Restoration to 75. Raise Speed, Willpower, and Luck. Keep using the Saren Tomb for combat training, as we need both the Restore Magicka ingredients and the possibility of Daedric gear. I found an Ebony Tower Shield (Heavy Armor shield upgrade) during this segment on a Golden Saint. Same deal. 10 ranks in Short Blade to 50, and 10 ranks in Restoration to 85. Raise Speed, Willpower, and Luck. On this trip, I found a Daedric Shield, one degree lower than my endgame (a Daedric Tower Shield). I also found an Ebony Mace, an upgrade from the Dreugh Club in the Blunt Weapon department, a Glass Shield (wayyyyy better than my Netch Leather Tower Shield), an Indoril Shield (upgrade to the Orcish Tower Shield) and an Ebony War Axe, an upgrade from the Dwarven version. Once more. 10 ranks to raise Short Blade to 60, and 10 ranks in Restoration to 95. Raise Speed, Willpower, and Luck. I found a Daedric Spear on this outing, which becomes my go-to freely usable weapon (for now). Go ahead and max out Short Blade now that Speed is done. I found a Daedric Wakizashi (the best available Short Blade), a Daedric War Axe (the best Axe), a Glass Tower Shield (best Light shield), and a Daedric Mace (the best Blunt Weapon) during this run, as well as the critical Daedric Tower Shield (which can ONLY be found in random drops, and has the highest Enchant capacity of all items in the game). With that done, raise Conjuration 10 ranks to 20, max out Restoration, and raise Mysticism 5 ranks to 20. Raise Willpower, Intelligence, and Luck. You should use your copy of 2920, Frostfall for one of the Conjuration ranks. Go ahead and delete the Restoration Cantrip, too. Now, let's keep working. Raise Conjuration 10 ranks to 30, and Mysticism 10 ranks to 30. Raise Willpower, Intelligence, and Luck. Again. 10 ranks in Conjuration to 40, and 10 ranks in Mysticism to 40. Raise Willpower, Intelligence, and Luck. Once more. 10 ranks in Conjuration to 50, and 10 ranks in Mysticism to 50. Raise Willpower, Intelligence, and Luck. Now that Willpower is maxed, do 10 more ranks in Conjuration to 60, and do 10 ranks in Mercantile to 45. To raise Mercantile, just pick a cheapish item and haggle the price up a bit, sell it, buy it back after haggling down a bit, and repeat. Raise Intelligence, Personality, and Luck. You should read A Dance in Fire, Chapter 6, 2920, Sun's Height, and The Buying Game for three of the Mercantile ranks. Do it again. 10 more ranks in Conjuration to 70, and 10 ranks in Mercantile to 55. Raise Intelligence, Personality, and Luck. Again! 10 ranks in Conjuration to 80, and 10 ranks in Mercantile to 65. Raise Intelligence, Personality, and Luck. And again. 10 ranks in Conjuration to 90, and 10 ranks in Mercantile to 75. Raise Intelligence, Personality, and Luck. Yep. Max out Conjuration, and 10 ranks in Mercantile to 85. Raise Intelligence, Personality, and Luck. Go ahead and delete the Conjuration Cantrip if you like. It is now time to start on Enchant, and there are two main ways to raise it. First, read Feyfolken I. Second, use up all the charges in all the cast-on-use magic items you've been hoarding. Third, recharge those with any soul gems you've managed to fill. Fourth, wait so the items recharge and use them again. Doing this, you should raise Enchant 10 ranks to 25, then raise Mercantile 10 ranks to 95. Raise Intelligence, Personality, and Luck. Also note that you can use the Umbra Sword, along with summoned monsters, to fill any empty soul gems you still have. You may now max Enchant. This will take awhile, but it's worth it. You may now sell off anything you don't want to use, but keep the Umbra Sword if nothing else. When that's done, raise Illusion 5 ranks to 15, max out Mercantile, and raise Blunt Weapon 5 ranks to 85. Raise Personality and Luck. You may use The Hope of the Redoran for one of those ranks, and feel free to train weapon skills on summons now that Conjuration is maxed. However, I do recommend heading to Saren Tomb and using the Umbra Sword to fill any Grand Soul Gems you've collected with Golden Saints (I had 6 at this point, you could have more or less-we need 17 total). I elect to keep training here to farm Restore Magicka ingredients, but its up to you. Keep it going. 10 ranks in Illusion to 25, and 10 in Blunt Weapon to 95. Raise Personality and Luck. MOAR. 10 ranks in Illusion to 35, 5 ranks to max out Blunt Weapon, then 5 ranks in Long Blade to 35. (I had my Daedric Katana at this point from farming the Saren Tomb). Raise Personality and Luck. Yep, still going. 10 ranks in Illusion to 45, 10 ranks in Long Blade to 45. Raise Personality and Luck. And again! 10 ranks in Illusion to 55, 10 ranks in Long Blade to 55. Raise Personality and Luck. You know it, you love it. 10 ranks in Illusion to 65, 10 ranks in Long Blade to 65. Raise Personality and Luck. With all stats but Luck maxed, go ahead and max Illusion. When that's done, delete the cantrip and raise Long Blade 10 ranks to 75. Raise Luck. Things get pretty streamlined now. Raise Long Blade 10 ranks to 85, and raise Luck. Do it again, for 95 Long Blade, and raise Luck. Now, max out Long Blade, grab your best Light shield (I had a Glass Tower Shield from all my combat grinding in the Saren Tomb), raise Block 5 ranks to 95, and raise Luck. Max Block, grab your best Axe (again, I had a Daedric War Axe from Saren Tomb by now), and raise Axe 5 ranks to 20. Two of those ranks should come from the books The Axe Man and 36 Lessons of Vivec, Sermon 16. This will allow you to max Luck, and with it your attributes. With that done, we can get working on some endgame maneuvers. Gather up all the Fortify Intelligence ingredients you've been hoarding, and start chaining potions until you're making potions that Fortify Intelligence to 4900 (yes, 4-9-0-0). Make 19 of them. Nalcarya has a restocking supply of Bloat, and Ygfa at Fort Pelagiad has a restocking supply of Ash Yams, if you are short on ingredients. When you are able to get your Intelligence to 4900 or higher, you can start enchanting gear. We'll cover these in more detail later, but run to the Temple and buy Rest of St. Merris (the spell) from Telis Salvani, and buy Water Breathing from Marayn Dren at the Mages Guild. I had six Golden Saint souls, which I used to create the following: Daedric Katana: Absorb Health 46 Points on Touch (Cast When Strikes) Exquisite Ring: Restore Health 4 Points on Self (Constant Effect) Exquisite Ring: Restore Fatigue 10 Points on Self (Constant Effect); SlowFall 1 Point on Self (Constant Effect) Exquisite Shirt: Fortify Strength 4 Points on Self (Constant Effect); Fortify Speed 4 Points on Self (Constant Effect) Exquisite Robe: Waterbreathing on Self (Constant Effect); Fortify Strength 2 Points on Self (Constant Effect) Exquisite Belt: Fortify Intelligence 8 Points on Self (Constant Effect) With all that done, we can get back to grinding. Leveling up still raises maximum health. Raise Axe 80 points to 100, gaining eight levels. Go put on your best Medium Armor (by now, likely a Dreugh Cuirass, Dreugh Helm, Indoril Shield, Orcish Boots, Orcish Left Bracer, Orcish Right Bracer, Orcish Left Pauldron, and Orcish Right Pauldron) and max it out, gaining five more levels in the process. Use your copy of 36 Lessons of Vivec, Sermon 22 for one of those ranks. Raising it should be pretty easy with the Restore Health enchantment we made. Know that the only weapon you need to hold onto now is the Daedric Katana we enchanted-you may sell everything else. You can also sell your Orcish gear (Dark Brotherhood is as good, but weighs less), your Dark Brotherhood Helm and Cuirass (Dreugh is better), and your Indoril Shield (Glass Tower Shield is actually better). Go ahead and max out Mysticism next, gaining five more levels in the process. You can delete the Mysticism cantrip now, then strap on your Heavy Armor for the final round (I had a Daedric Tower Shield, Ebony Right Bracer, Imperial Steel Boots, Imperial Steel Cuirass, Imperial Steel Helmet, Imperial Steel Left Pauldron, Imperial Steel Right Pauldron, Iron Left Bracer, and Steel Greaves). Max out Heavy Armor, gaining the final nine levels as you do. Go ahead and read Hallgerd's Tale, which should be the final stashed book, for one of those ranks. When ALL of that is done, get back to Balmora, sell off excess gear, and load yourself out more or less as follows: Weapon: Daedric Katana (enchanted as above) Shield: Daedric Tower Shield Helmet: Dreugh Helm Neck: Extravagant Sapphire Amulet Left Pauldron: Dark Brotherhood Left Pauldron Right Pauldron: Dark Brotherhood Right Pauldron Left Hand: Dark Brotherhood Left Gauntlet, Exquisite Ring (enchanted as above) Right Hand: Ebony Right Bracer, Exquisite Ring (enchanted as above) Chest: Exquisite Shirt (enchanted as above), Dreugh Cuirass Waist: Exquisite Belt (enchanted as above) Legs: Extravagant Pants, Dark Brotherhood Greaves Feet: Dark Brotherhood Boots Body: Exquisite Robe (enchanted as above) Carry with you 10 Restore Magicka potions, the Package for Caius Cosades, Beluelle's Silver Bowl, two Master's Lockpicks, two Master's Probes, and 10 Repair Prongs. Leave stashed on Ralen Hlaalo your Grandmaster's Mortar and Pestle, Master's Alembic, Master's Calcinator, Master's Retort, all spare thief tools, all excess Restore Magicka potions (you may now sell off any and all others), all arrows, and all Restore Magicka ingredients. Yahoo! We're done grinding, for good! Time to explore Balmora. Head outside. Beluelle's Farmhouse o======================================================================o ***NPCs*** Piernette Beluelle 3) First things first, let's take care of one nagging loose end. Head back to Beluelle's Farmhouse (we pointed it out earlier-between Pelagiad and Suran, near Leles Birian) and head inside. Loot the area and speak with Piernette. Hand over the Silver Bowl without asking for a reward to finish the quest. Now head back to Balmora. Balmora (Exterior) o======================================================================o ***NPCs*** Selvil Sareloth Tedryn Brenur Dranas Dradas Hul Heddvild Stargel Shargam gro-Shagdulg Llandras Belaal Dralosa Athren Rararyn Radarys Balyn Omavel Dralsea Arethi ***SKILL INCREASES*** Security x2 4) Might as well start at the strider port, so speak with Selvil Sareloth. Across from him, on the roof of the council club, speak with Tedryn Brenur and Dranas Dradas. By the entrance gate, find and speak with Hul. In the open space here, find and speak with Heddvild. You should be checking urns and crates for useful stuff, but at this point that's pretty limited to gold and maybe arrows. Run down this street, and unlock the second level entrance to The Razor Hole. This should raise Security to 26. Near our current residence, unlock the second level entrance to Nerano Manor. Speak with Stargel nearby. Also nearby, wandering, is an Orc named Shargam gro-Shagdulg, who should be spoken with. Head down to the river now, and on this side, find and speak with Llandras Belaal. Pick the locks on Itan's House, Vori's House, and the upper level of Karlirah's House, then speak with Dralosa Athren and Rararyn Radarys. Pick both locks on Tsiya's House, then cross the river. Over here, unlock the upper level door to Drarayne Thelas' Storage, the door to Dralosa Athren's House, and speak with Balyn Omavel. Unlock Rarayn Radarys' House, Balyn Omarel's House on the upper level, and Dralcea Arethi's House. Head up one more flight of stairs and speak with Dralsea Arethi. Unlock Vorar Helas' House, both levels, and the trapdoor on top of Balyn Omavel's House to raise Security to 27. Now is a good time to enter the South Wall Cornerclub, following the Main Quest. South Wall Cornerclub o======================================================================o ***NPCs*** Bacola Closcius Sottilde Arathor Sugar-Lips Habasi Phane Rielle Tappius Esdrecus Only-He-Stands-There Chirranirr Astius Hanotepelus ***FACTION*** Thieves Guild-Toad Thieves Guild-Wet Ear ***QUESTS*** Thieves Guild-Diamonds for Habasi Thieves Guild-Nerano Manor Key ***NOTABLE LOOT*** Incident in Necrom 5) Up the stairs to the left, unlock the Room Door. Speak with Bacola Closcius for directions to Caius Cosades and some clarity on Larrius Varro's bad people. Speak with Sottilde and Arathor on your way down the hall. Speak with Sugar-Lips Habasi, agree to join the Thieves Guild, and accept your first job. Go downstairs to speak with Phane Rielle, Tappius Esdrecus, Only-He-Stands-There, and Chirranirr. Unlock the Wooden Chest and head out. Jog over to Nalcarya's and grab a diamond from the Small Chest upstairs. Turn it in to Habasi, ask about advancement to be promoted to Wet Ear, then ask for another job. Leave, and explore inside Dralcea Arethi's house next door, unlocking her chest and table. Skip Nine-Toes for the moment, but explore Rarayn Radary's house, Balyn Omarel's house (a chest to unlock as well as a copy of Incident in Necrom), the Eastern Guard Tower (a Sword of White Woe on top of a closet), Dralosa Athren's House, Astius Hanotepelus' House (speak to him and unlock his Small Chest and Chest), and skip any others (for now) and enter Caius Cosades' House. Caius Cosades' House o======================================================================o ***NPCs*** Caius Cosades Vorar Helas Tyermaillin Rithleen Nine-Toes Hecerinde Dura gra-Bol Tsiya Karlirah Itan Edd "Fast Eddie" Theman ***FACTIONS*** Blades-Novice ***QUESTS*** Main Quest-Antabolis Informant ***SPELLS*** Heavy Burden Great Burden of Sin Crushing Burden Touch Strong Feather Ulms's Juicedaw's Feather Tinur's Hoptoad Fourth Barrier Fifth Barrier Sixth Barrier Calm Creature Sotha's Mirror Vivec's Feast Spell Absorption Dispel ***NOTABLE LOOT*** The Mirror A Dance in Fire, Chapter 3 The Warrior's Charge ***SKILL INCREASES*** Security x1 6) Speak with Caius Cosades to advance the Main Quest and learn a lot. Loot his house, getting some thief tools, disarming a trap, and picking two locks. Quickly take the silt strider to Seyda Neen and chat with Elone again at Arrille's Tradehouse before coming back to Balmora. Check out Vorar Helas' House (speak with him), Tyermaillin's House (speak with him, buy all his spells, unlock his Wooden Chest), Rithleen's House (speak with her, unlock her Chest), Nine-Toes' House (speak with him, read his copy of A Dance in Fire, Chapter 3, unlock his Small Chest), Hecerinde's House (speak with him BUT DO NOT MENTION "SOUTH WALL", unlock his Chest, raising Security to 28), Dura gra-Bol's House (speak with her, unlock a Chest). Cross the river and check Tsiya's House (speak with her), Karlirah's House (speak with her, unlock a Chest and a Small Chest, read The Warrior's Charge), Vori's House (unlock a Small Chest), Itan's House (speak with him), Fast Eddie's House (speak with him, unlock two Small Chests in a crate in the corner), then head up a level and enter the Temple. Temple o======================================================================o ***NPCs*** Ilen Faveran Dralval Andrano Telis Salvani Feldrelo Sadri Llarara Omayn Llathyno Hlaalu Milie Hastien ***SPELLS*** Veloth's Grace Restore Willpower Vivec's Tears Free Action Energy Leech Shield of the Armiger Wisdom Mark Recall Powerwell Vigor ***FACTIONS*** Temple-Layman ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 34 36 Lessons of Vivec, Sermon 14 Exquisite Amulet Exquisite Skirt ***SKILL INCREASES*** Security x1 7) Loot the area. In the second room on the left, unlock a Small Chest and speak with Ilen Faveran. In the shrine room, turn right and speak with Dralval Andrano. Loot his room, unlocking a Small Chest and a Wooden Chest, then head upstairs to speak with Telis Salvani. Admire his disposition to 100 and buy all of his spells. Next, speak with Feldrelo Sadri and join the Temple. Loot the area (note the copies of 36 Lessons of Vivec, Sermons 34 and 14), and head to the basement. Speak with Llarara Omayn, admire her disposition to 90+, and buy all of her spells. Speak with Llathyno Hlaalu now, admire her disposition to 90+, and buy all of her spells. Unlock the Wooden Chest and head out. Go to Milie Hastien: Fine Clothier next to Nalcarya's shop next. Speak with Milie Hastien, then loot her shop, unlocking two Small Chests, a Door, a Worn Chest, raising Security to 29. Be sure to steal the Exquisite Amulet from the Small Chest behind the counter, and the Exquisite Skirt from her shelves. Leave and enter the nearby Morag Tong Guild. Morag Tong Guild o======================================================================o ***NPCs*** Angahran Gilyan Sedas Nachael Shannat Pansamsi Ethasi Rilvayn Ondres Nerano Briras Tyravel ***SKILL INCREASES*** Security x1 ***FACTIONS*** Thieves Guild-Footpad ***QUESTS*** Thieves Guild-Ra'Zhid's Dwemer Artifacts ***NOTABLE LOOT*** Words and Philosophy Mystery of Talara, Part 3 8) Start by speaking with Angahran, Gilyan Sedas, Nachael, and Shannat Pansamsi in the entrance room. Disarm two traps and unlock both chests. Since we can now unlock level 90 locks, take a quick jog to Fort Moonmoth and unlock the last chest there. But wait-we can handle level 95 locks too, so head back to Fort Pelagiad. There are 4 locks to pick. A Wooden Door in the main fort, two Cell Doors just past that, and the same Wooden Door going the other way. When that diversion is done, head back to Balmora's Morag Tong Guild and go upstairs. Disarm the trap and unlock this door. Disarm the trap, but skip the level 100 lock for now and head back upstairs instead. This should raise Security to 30. Speak with Ethasi Rilvayn. That's it for here, so go check out Nerano Manor. Speak with Ondres Nerano, then pickpocket the Key to Nerano Manor from him. Loot the rest of the manor, unlocking a Small Chest, a Chest, a Closet, and two Doors, disarming and unlocking another Small Chest, then go turn in the key to Habasi. Note that I found a set of Exquisite Pants in his Chest of Drawers. Speak to Sugar-Lips about advancement for a promotion, then take another job before leaving. Go explore the Western Guard Tower North (note the copy of Words and Philosophy in the basement), Western Guard Tower South, and Tyravel Manor. Speak with Briras Tyravel, then loot the area, noting the copy of Mystery of Talara, Part 3, and unlocking a Small Chest, a Closet, and disarming and unlocking a Chest. With all that done, head into the Hlaalu Council Manor. Hlaalu Council Manor o======================================================================o ***NPCs*** Nileno Dorvayn Danar Dalomo Imare Dondos Driler Bolnor Andrani Mervs Uvayn Falvel Arenim Aurnie Vanne Dralasa Nithryon Clagius Clanler Meldor Dorisa Darvel Thorek Meril Hlaano Traven Marvos Alvis Teri Dulnea Ralaal ***SPELLS*** Shadowmask Concealment Wild Reflect ***SKILL INCREASES*** Security x2 ***NOTABLE LOOT*** Adamantium Boots Adamantium Cuirass Adamantium Greaves Adamantium Left Bracer Adamantium Left Pauldron Adamantium Right Bracer Adamantium Right Pauldron Dwemer Pneuma-Trap 9) Speak with Nileno Dorvayn, who restocks Master-level thief tools. Bribe her about the Hlaalu councilors when prompted, but do not join House Hlaalu. Speak with Danar Dalomo, Imare (who you should admire to 90+ disposition and buy spells from), and Dondos Driler. Head upstairs to speak with Bolnor Andrani and Mervs Uvayn. Unlock two chests in here. Ascend more stairs to speak with Falvel Arenim and Aurnie Vanne. Leave here and head down to visit Dralasa Nithryon-Pawnbroker. Speak with her and loot her shop, unlocking three chests, raising Security to 31. Now head to Clagius Clanler: Outfitter. Speak with him and loot his shop, unlocking two Small Chests, a Table, and two Chests. Enter Meldor: Armorer, speak with him, and loot his shop. Unlock a Small Chest and a Chest. There will be Adamantium Armor here, which is equal to Dreugh and superior to Dark Brotherhood pieces, so upgrade accordingly. Next, head to Dorisa Darvel: Bookseller. Speak with her and loot her shop, unlocking two Small Chests, a Chest, and a Chest of Books for General Sale. Head next door to The Razor Hole. Speak with Thorek and loot the shop, unlocking two Wooden Chests, a door, and a Small Chest. Security should increase to 32. Get the unique Dwemer Pneuma-Trap from in here. Cross the street now and enter Eight Plates. Speak with Meril Hlaano, Traven Marvos, Alvis Teri, and Dulnea Ralaal. She'll allow you to entertain the patrons; at this point, you can make some gold with any of the options. Loot the area, unlocking two doors, two chests, and a room door. Go next door now to the Guild of Fighters. Guild of Fighters o======================================================================o ***NPCs*** Fasile Charascel Wayn Eydis Fire-Eye Flaenia Amiulusus Hasphat Antabolis Drarayne Thelas ***FACTIONS*** Fighters Guild-Associate Fighters Guild-Apprentice ***QUESTS*** Fighters Guild-Exterminator Fighters Guild-The Egg Poachers ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 20 10) Speak with Fasile Charascel and Wayn. Unlock two chests behind him, then head upstairs to speak with Eydis Fire-Eye, join the Fighters Guild, and get your first orders. Head downstairs, unlock two chests in the bedroom, then enter the sparring room. Speak with Flaenia Amiulusus first, then speak with Hasphat Antabolis to advance the main quest. Disarm and unlock the door in here, then unlock the trap door behind it. Loot the area, then make a quick run back to Seyda Neen and unlock the level 100 dock door in the Census and Excise Office. Run back to Balmora, go visit the Morag Tong Guild, and unlock the level 100 door in there. Cross the river and visit Drarayne Thelas' house now. Speak with her, then tour the house and kill the rats. Unlock a Small Chest, and note the copy of 36 Lessons of Vivec, Sermon 20 in the bedroom. When the three rats are dead, speak with Drarayne again, then head back and report to Eydis for advancement and new orders. Head next door to the Guild of Mages now. Guild of Mages o======================================================================o ***NPCs*** Ranis Athrys Galbedir Estirdalin Sharn gra-Muzgob Marayn Dren Masalinie Merian Ajira Ra'Virr ***FACTIONS*** Mages Guild-Associate Mages Guild-Apprentice Mages Guild-Journeyman Mages Guild-Evoker ***QUESTS*** Mages Guild-I'm NOT a Necromancer! Mages Guild-Four Types of Mushrooms Mages Guild-Fake Soul Gem Mages Guild-Four Types of Flowers Mages Guild-Manwe's Dues Mages Guild-Recruit or Kill Llarar Bereloth Mages Guild-Ceramic Bowl Mages Guild-Stolen Reports ***SPELLS*** Fire Bite Shock Paralysis Poison Earwig Fleabite Burden Feather Poisonous Touch Bound Boots Bound Dagger Bound Helm Bound Longbow Strong Resist Fire Strong Resist Frost Strong Resist Magicka Strong Resist Poison Strong Resist Shock Cure Common Disease on Other Balyna's Soothing Balm Summon Ancestral Ghost Fire Shield Charming Touch Calm Humanoid Frost Shield Buoyancy Water Walking Ondusi's Open Door First Barrier Levitate Lightning Shield Summon Least Bonewalker Summon Skeletal Minion Bound Mace Bound Spear Reflect Soul Trap Weak Spelldrinker Poet's Whim Great Resist Common Disease Variable Resist Corprus Disease Great Resist Fire ***SKILL INCREASES*** Security x1 11) Speak with Ranis Athrys and join the Mages Guild. Past her, unlock a Small Chest, raising Security to 33, then head upstairs and speak with Galbedir. Unlock her chest, then head downstairs and speak with Estirdalin. Admire her disposition to 90+ and buy all of her spells, then speak with Sharn gra-Muzgob. Admire her disposition to 90+ and buy all of her spells, then unlock the two chests near her. Snag Sharn's Legions of the Dead and chat with her again to wrap up a little quest and choose a free spell. Unlock a closet near the beds, then speak with Marayn Dren. Admire his disposition to 90+ and buy all of his spells. In the back room, speak with Masalinie Merian, admire her disposition to 90+, and buy all of her spells. Unlock the chest behind Ajira, then speak with her for duties. Just hop a silt strider to Seyda Neen, collect the mushrooms, and report back for more duties. Speak with Ranis for advancement, then place the fake gem in Galbedir's desk and return to Ajira. Accept more duties, speak with Ranis for advancement, speak with her further for two more quests, then head out. Finding the flowers anywhere near Pelagiad is a breeze, so do so and run on back. Visit Ajira and get more duties, then head next door to Ra'Virr: Trader. Speak with Ra'Virr, buy the ceramic bowl, and loot his shop, unlocking a chest, a door, and a wooden chest. Head back to the Guild and visit Ajira for still more duties. Find the reports (one in the bedroom, one at the base of the stairs up to Galbedir) and return them to Ajira. That's it for now, so speak with Ranis once more for advancement and head outside to visit the Lucky Lockup. Lucky Lockup o======================================================================o ***NPCs*** Culumaire Hickim Chuna Benunius Agrudilius Todwendy Thanelen Velas Banor Seran Sovor Trandel Vadusa Sathryon Marasa Aren Madrale Thirith ***NOTABLE LOOT*** Biography of the Wolf Queen Ring of Surroundings 12) Speak with Culumaire, Hickim, Chuna, and Benunius Agrudilius. Loot the area, unlocking a small chest and a room door. Speak with Todwendy (note that she is the master trainer for Short Blade), noting the Grandmaster's thief tools on her end table. Leave and head next door to the Council Club. First off, just speak with Thanelen Velas and head downstairs. Speak with Banor Seran, Sovor Trandel, Vadusa Sathryon, and Marasa Aren. Loot the area and head down more stairs to speak with Madrale Thirith. Loot this area too, unlocking a room door and a chest. Now save. Taunt Madrale into attacking and kill her, taking those thief tools as a prize. Head upstairs and taunt Marasa, which will prompt not only her but Vadusa and Sovor to attack as well. Kill all three, taking Marasa's iron arrows. Upstairs, taunt Thanelen and kill him as well. Leave and go visit Nileno Dorvayn at Hlaalu Council Hall to be rewarded for avenging Ralen Hlaalo. Decline to join House Hlaalu, and head to Fort Moonmoth to report back to Larrius Varro. With all that done, we're finished in Balmora for now. Next, let's follow Ranis Athrys' directions back to Punabi and Sulipund (we've passed them before). When you get there, head into Punabi first. Punabi & Sulipund o======================================================================o ***NPCs*** Manwe Darene Bienne Sjarnfid Eldrasea Helas Malielle Broles Brithroth Cuunel Nael Llarar Bereloth Itermerel ***NOTABLE LOOT*** The Firsthold Revolt Scroll of Summon Golden Saint ***SKILL INCREASES*** Security x1 ***FACTIONS*** Mages Guild-Conjurer ***SPELLS*** Far Silence Absorb Speed (Ranged) Great Resist Corprus Disease Daedric Health ***QUESTS*** Mages Guild-Unsanctioned Training Mages Guild-Escort Itermerel Mages Guild-Kill Necromancer Tashpi Ashibael 13) Head down the ramp and speak with Manwe to get the dues. Proceed, ignoring her warning, to fight a Daedra and Darene Bienne. Keep going to fight Sjarnfid, then proceed up a ramp and cross a bridge to fight another Daedra. Through the door, fight Eldrasea Helas. Loot the area, disarming and unlocking a chest, unlocking a worn chest and a chest, noting the copy of The Firsthold Revolt, the Scroll of Summon Golden Saint (keep this with you to fill a Grand Soul Gem), and leave. Continue northeast along the road and enter Sulipund on your left. Head down the hall, speak with Malielle Broles, then head through a door (disarm the trap) that appears on your right. Security should increase to 34. Speak with Brithroth, then head out and continue up to the second level. Speak with Cuunel and Nael, then head to the top. Loot the room, then speak with Llarar Bereloth. Admire his disposition to 70+ and he'll agree to join the Mages Guild. Head back to Balmora now. Turn in both of Ranis' quests, ask about advancement, pay the dues, and become a Conjurer. Buy Ranis' spells now, then accept more duties. Head over to the South Wall and speak to Only-He-Stands-There. Agree to his proposal, return to Ranis for more duties, return here, admire his disposition to 90+, and buy his spells. Now head to the Eight Plates, meet Itermerel, and agree to escort him. Get him to Pelagiad, enter the Halfway Tavern, and get a copy of his notes. Head back to Balmora and turn them in to Ranis, accept new duties, and we're done with the Mages Guild for a while. Now head to Arkngthand (we've seen it many times) to continue the Main Quest. Turn a crank near the entrance to get inside. Arkngthand o======================================================================o ***NPCs*** Frink Ruuz Surus Velvus Cristus Lync Boss Crito Red Livia Dathman Mochtuis Lalaine Essagan Coirtene Liore Bato Veranius Irbran Kirbatha Idhdean Tailas ***NOTABLE LOOT*** A Dance in Fire, Chapter 4 ***QUESTS*** Mages Guild-Nchuleftingth Expedition Main Quest-Gra-Muzgob Informant 14) Head down the ramp. When you have a choice, go left to the floor of the big cavern and fight Frink Ruuz and Surus Velvus. Note the three entrances to Weepingbell Hall, and one level above note the door to the Cells of Hollow Hand. Check out the tunnel we skipped to fight Cristus Lync. Note another entrance to the Cells of Hollow Hand on the right, and another entrance to Weepingbell Hall on the left. Head back to the main room and take the second level entrance to the Cells of Hollow Hand and fight Boss Crito. The Dwemer Puzzle Box we're after is on the left, on the bottom shelf. Grab it and loot the room. Outside, drop a level and take the far right door to Weepingbell Hall. Down the stairs, disarm a trap to the right and enter to fight Red Livia. Loot around, then leave and head down the hall. Disarm another trap before heading through a door to fight Dathman Mochtuis. Just past him, fight Lalaine Essagan. Going left returns us to the Hall of Centrifuge, so head right and enter Heaven's Gallery. Fight Coirtene Liore, then head straight. Jump over the lava to fight Bato Veranius. Head back and take the other tunnel to fight Irbran Kirbatha. Unlock a chest to the left, a door to Land's Blood Gallery, then head all the way back to the main room of the Hall of Centrifuge. Take the center door back into Weepingbell Hall, then head left to find the upper level of Heaven's Gallery. Loot, drop down, take the nearby exit to Weepingbell Hall, take the nearby exit to the Hall of Centrifuge, then take the nearby door to a new portion of the Cells of Hollow Hand. Fight Idhdean Tailas, note the copy of A Dance in Fire, Chapter 4, then head back and enter the Land's Blood Gallery. You'll start fighting Dwarven ghosts and machines now, so be ready. Turn left first, descend the stairs, turn right, and follow the hall. Head through a door to find a lootable room, then proceed to complete a loop back to the entrance. Head north now, then go left first, disarm both traps, and loot the area, unlocking a heavy dwemer chest. Turn back and take the other door to enter the Deep Ore Passage. Past the first room, make sure to hit the ledge on the left before proceeding through the tunnel. When you reach the back, levitate to the top level, disarm the trap on the heavy dwemer chest, and loot it. We're done, so head back to Balmora and go turn in the puzzle box to Hasphat. Exhaust all new dialogue for two letters and a new quest, then head back to Caius. Report in, accept new duties, go chat with Hasphat again for a key (if you like), then head to the Mages Guild and speak with Sharn gra-Muzgob. Exhaust all new dialogue, then head out to the Andrano Ancestral Tomb near Pelagiad (we've seen it before). Enter. Andrano Ancestral Tomb o======================================================================o ***NOTABLE LOOT*** Dagger of Judgement 36 Lessons of Vivec, Sermon 15 ***QUESTS*** Main Quest-Sleepers Awake Main Quest-Vivec Informants ***FACTIONS*** Blades-Apprentice 15) Descend the steps and loot the room, then head right through two doors and kill the critters. Head back and down the hallway, stopping to go through a door on the right. Loot this room, head down to the next one, loot it, and head straight past the door to loot another side room before returning and heading down a curved hallway. Loot a side room to the right for the unique Dagger of Judgement and the Skull of Llevule Andrano we're here for. There's also a copy of 36 Lessons of Vivec, Sermon 15. That's it-there's one more room to loot, then head back to Balmora. Before taking the skull to Sharn, sleep in a bed-you should get a dream and a new quest. From here on, you may have random people (Sleepers) walk up to you and start ranting about Dagoth Ur. Their disposition drops each time and for most dialogue options, so to prevent them turning fully hostile admire them to 50+ whenever it dips below that threshold. Now go speak with Sharn, then report back to Caius. Ask about Blades Apprentice for a little gift, then go ahead and ask for new orders. With all that, head out the south gate and follow the river. Yes, we're exploring again. Hug the rock wall to the right to find Tharys Ancestral Tomb. Head inside. Tharys Ancestral Tomb o======================================================================o ***NPCs*** Findulain Dinok Nevrasa Dralor ***QUESTS*** Miscellaneous-To the Fields of Kummu ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 5 16) Descend the stairs, disarm the trap, and head through the door. Kill critters, loot the side room to the right, then go straight and loot, disarm the trap on the small chest (I found an empty Grand Soul Gem here, which I filled with the Scroll of Summon Golden Saint from Punabi), unlock the other chest, and leave. Further down, skip Shulk Egg Mine-although the Fighters Guild has sent us here, we're also sent on an Imperial Cult quest, and I prefer to only visit once. Go ahead and speak with Findulain and Dinok, though. When you reach a bridge, cross it and follow the path. Watch the left side; when the hill dips low, you should be able to see a cave in the distance. Head there to enter Vassir-Didanat Cave. Follow the tunnel down to the first open room with raw ebony, kill the Daedra, go right to kill more, then return and head straight. Proceed to the back, killing all critters, and we're done. Head back to the road and watch the right side for the entrance to the Shurdan-Raplay Egg Mine. This place does feature in a House Hlaalu quest, but since we're going Telvanni I'll go ahead and explore it now. Head inside. Literally nothing here but the kwama. Kill, take any eggs you want, and leave. Keep following the path until you bump into Nevrasa Dralor. Chat with her, accept her quest, and quickly jog her over to the Fields of Kummu. Keep your eyes peeled for the Lleran Ancestral Tomb on the right as you go; once you safely deliver Nevrasa, head back to the tomb and head inside. Down the ramp, fight an undead. Unlock the door to the left, bypass the hole, and proceed down the hall. Unlock another door, kill another undead, and loot this room. Back toward the entrance, descend the ramp across from the first door we unlocked. Go through a door, kill another undead, and loot this final room, noting the copy of 36 Lessons of Vivec, Sermon 5. I found my eighth Grand Soul Gem here. At this point, I filled it in the Saren Tomb with a Golden Saint and used two more potions to enchant the following: Exquisite Skirt: Fortify Speed 12 Points on Self Exquisite Pants: Fortify Strength 12 Points on Self For another loop, head back to Shulk Egg Mine but follow the river south. Take the first path on your right, to the hilltop, to mark the Odai Plateau on your world map. Back to the river, keep tracking it south. Cross the next bridge you see and follow the signs toward Seyda Neen. Past the tar pits, notice a cave entrance on the left-Zainsipilu. Head inside. Zainsipilu o======================================================================o ***NPCs*** Nistacey Fervas Reloro Aranwen Lurius Lalelius Snadir Haran Bahdrashi Anjari Ahnisa Muz-Ra Agrob gra-Bogharz Darvala Romothran Maros Gimayn ***SKILL INCREASES*** Security x2 ***NOTABLE LOOT*** The Locked Room 17) Fight Nistacey at the entrance. Past him, fight Fervas Reloro. At the intersection, fight Aranwen and then turn right, looting the water and fighting Lurius Lalelius. Loot his room, (I found my ninth Grand Soul Gem here) then head back to where we fought Aranwen and go the unexplored route. Fight Snadir, take the Zainsipilu Slave Key, pick the lock and disarm the trap on the slave pen (raising Security to 35), and release Haran, Bahdrashi, Anjari, Ahnisa, and Muz-Ra. Proceed and fight Agrob gra-Bogharz. Proceed to fight Darvala Romothran, then finish up by fighting Maros Gimayn. Loot this last room, noting the copy of The Locked Room, unlocking two worn chests, then leave. Turn left and follow the road to eventually find Tarhiel's landing spot, knowing with that you've closed the loop back to Seyda Neen. Now, backtrack to the Odai River and follow it to the coast. Cross back to the east side when you can and check out the Unexplored Shipwreck. Check out the cabin and below decks for minor loot, then follow the coastline to the east. Notice the containers behind the ship, then swim when you have to to follow the coast to the Samarys Ancestral Tomb. Enter. Samarys Ancestral Tomb o======================================================================o ***NOTABLE LOOT*** Mentor's Ring Ashes of Lord Brinne 36 Lessons of Vivec, Sermon 28 Charwich-Koniinge, Volume I Bone, Part Two ***NPCs*** Ilfhild Velfred the Outlaw Bedrir Sittar Hefadmir 18) Through the first door, fight up to four undead. Loot the area and pass through another door and fight another undead. Disarm the trap on the urn labeled Lord Brinne and fish the artifact Mentor's Ring out of it. Take the ashes if you're out to collect every unique item, unlock the chest, then leave and head back to the river. Now, follow the signs toward Hla Oad. When you see the cave of Yasamsi, skip it for now and head due north. On the edge of the pond, spy a chest, disarm the trap, and loot it. Now head south to the coast, follow it west, and enter the Heran Ancestral Tomb. Unlock the first door, kill a Daedra, pass two more doors, fight two more Daedra, then proceed to the final room. Disarm the trapped small chest, note the copy of 36 Lessons of Vivec, Sermon 28, and leave. I reentered until I got a Golden Saint to fill my ninth Grand Soul Gem. Keep tracking the coast west to find a ship called the Grytewake. Speak with Ilfhild and Velfred the Outlaw, loot the deck, and check out the cabin. Speak with Bedrir and loot, unlocking a large chest and noting the copies of Charwich-Koniinge, Volume I and Bone, Part Two. Head out and head below decks. Speak with Sittar and loot the upper level, then hit the lower level to speak with Hefadmir. Now leave, and follow the road and signs into Hla Oad. o======================================================================o | | | Hla Oad & Wilderness | | | o======================================================================o Sequence of Events: {WLK006} 1) Hla Oad 2) Lost Shrine of Boethiah 3) Assemanu 4) Othrelas Ancestral Tomb Hla Oad o======================================================================o ***NPCs*** Baleni Salavel Fadile Balvel Glonagoth Pallia Ceno Relien Rirne Shurkul gro-Sharga Murudius Flaeus Okur Hrondar Highlander Trasteve Ra'Zhid Llemisa Marys Dalam Gavyn Perien Aurelie Falvis Tunel Rabinna Relam Arinith ***NOTABLE LOOT*** Charwich-Koniinge Letters, v2 A Dance in Fire, Chapter 1 Surfeit of Thieves ***SKILL INCREASES*** Security x2 ***QUESTS*** Miscellaneous-Rabinna's Inner Beauty Thieves Guild-The Vintage Brandy Thieves Guild-Free New-Shoes Bragor Thieves Guild-Master of Security ***FACTIONS*** Thieves Guild-Blackcap Thieves Guild-Operative 1) Start by speaking with Baleni Salavel at the docks. Loot the boat, unlocking a worn chest. Speak with Fadile Balvel next, then Glonagoth, then Pallia Ceno, then Relien Rirne. Let's check out some homes. Unlock Relien Rirne's house and loot it, unlocking a chest as you do so. Next, enter Shurkul gro-Sharga's house, speak with him, and loot, then do the same at Murudius Flaeus' house (speak with him and note the copy of Charwich-Koniinge Letters, Volume 2), Fadila Balvel's house (speak with Hrondar Highlander, unlock a rusted chest, and note the copy of A Dance in Fire, v1), and Okur's house (speak with her and unlock a chest). Also check under the docks to find and unlock Murudius' chest. Now enter Fatleg's Drop Off. Speak with Trasteve and Ra'Zhid. You'll get nowhere regarding the Thieves Guild quest in dialogue, so loot the area and steal the Dwemer artifacts, unlocking two chests and raising Security to 37. Before leaving, check out the trap door. Speak with Llemisa Marys, then head left at the intersection. Loot around, then speak with Dalam Gavyn and Perien Aurelie. Exit and swim through the tunnel for a drowned corpse and a few crates, then swim back and check the northeast room. Loot, noting the copy of Surfeit of Thieves (which will raise Security to 38), then speak with Falvis Tunel. Speak with Rabinna, then speak with Relam Arinith and accept his quest. Walk Rabinna back to Balmora along the Odai River, offload if needed, then head to Vorar Helas' house. He will attack her immediately, so go ahead and kill him. Loot the body, then speak with Rabinna to advance the quest. Head back to Pelagiad, then quickly follow the signs to Ebonheart. We won't explore this place yet-just head straight for the Argonian mission and hand her over to Im-Kilaya to finish the quest. Back in Balmora, turn in the Dwemer artifacts to Sugar Lips to complete that quest. Ask about jobs to get another one. Run over to Hlaalo Manor, grab the brandy off a ground floor shelf, and run it back. Nice and easy. Ask about advancement for a promotion, then take the next job. Head to Pelagiad, enter Mebestien's shop, head upstairs, and nick the Dwemer Coherer from the small chest. Take it to the fort and show it to Shadbak to secure her cooperation, then head back to Balmora to turn the quest in to Habasi. Ask about jobs for another quest, then head to Hecerinde's house and speak to him about the South Wall. Return to Habasi once again to wrap up her quest chain completely. Ask about advancement for another promotion, then head back to Hla Oad. Time to go exploring. Lost Shrine of Boethiah o======================================================================o ***NPCs*** Fjol Gilmyn Andrilo Sitialius Catanius Hamlof Red-tooth Tilena Thalor Nels Llendo ***QUESTS*** Miscellaneous-Boethiah's Quest 2) Just north of Hla Oad, find a fellow named Fjol. He's the bandit Larrius Varro asked us to kill, so refuse to pay him and kill him when he attacks you. Next, head west to the daedric shrine of Ashurnibibi. Don't go inside yet; instead, head west and take a nice long swim to discover the Lost Shrine of Boethiah. Find the statue's head and speak to it to kick off a quest. Back at the shore, head north, ignoring the cave of Shal for now, and get back to the road. When you see a path to the left, ignore it-it leads to Ashalmimilkala, where we'll eventually be sent on quests. Keep to the road instead, and further ignore the huge Dunmer stronghold of Hlormaren. You guessed it, another quest. South of Hlormaren, however, is a place we actually will explore. Find the cave entrance at Zanabi and head inside. Straight on at the first intersection, loot the platform (I found my tenth and eleventh Grand Soul Gems here and filled them with Golden Saints at Ashalmimilkala), then return to the intersection and head northeast. Loot the next room (I found my twelfth, thirteenth, fourteenth, fifteenth, and sixteenth Grand Soul Gems here and filled them the same way), then head up the stairs in here to fight Gilmyn Andrilo. Loot the platform (I found my seventeenth and final needed Grand Soul Gem, which of course I filled), then proceed to fight Sitialius Catanius. Loot and backtrack to the bottom of the stairs, and proceed northeast to fight Hamlof Red-tooth and Tilena Thalor. Loot their room, picking one lock, and we're done. Follow the road farther to spot the Andrethi Ancestral Tomb on the right. Head inside. Disarm the first door's trap, then head through and fight the vampires. They're from Clan Berne; I intend to join Aundae, so if you get infected with Porphyric Hemophilia be sure to cure yourself. Through the next door, fight three more. Loot the tomb, picking one lock, and leave. Now, without deviating, follow the road and all the signage back toward Balmora. Follow the road through the mountains to the east and turn back south toward Balmora, ignoring the Band Egg Mine on the left. Proceed along the road, ignoring Kudanat on your right, and ignore Hlormar Wine-Sot at the next intersection. Zip right through Caldera (we'll explore it later) and follow the signs back toward Balmora. When you reach an intersection where left goes to Pelagiad and right goes to Balmora, check under a ledge north of the road to find the corpse of Ernil Omoran. Take Tsiya's Skooma Pipe and the Note from Ernil off his body, then head back to Balmora. Offload, head to Tsiya's House, and hand over the pipe for a small reward. Stop by Fort Moonmoth to turn in the Fjol quest to Larrius Varro, then start following signs down to Vivec. Look to the right of the road to see Nels Llendo. Talk with him. If you're male, it's 50 gold or fight; if female, it's kiss or don't kiss. Any option other than fighting results in him appearing at the Halfway Tavern and offering training, but I usually just kill him. Do as you will. At the first intersection, begin by turning toward Ebonheart, then follow signs toward Seyda Neen to explore the southern tip of the Bitter Coast. Cross a bridge and find the Abaesen-Pulu Egg Mine on the right. Head inside. It's a straight shot to the end with nothing to find but eggs, so clean house and leave. Head south to the tip of the current spot of land to spot a tiny island, on which is the cave of Assemanu. An endgame Hlaalu quest sends you here, but we won't be getting it, so we'll handle it now. Head inside. Assemanu o======================================================================o ***NPCs*** Dagoth Hlevul ***NOTABLE LOOT*** Robe of St. Roris 3) Head left at the first intersection. Kill a critter, turn around, head north, and kill some more. Take the plunge and keep exploring, stumbling on a dead Ordinator (and you should take his Indoril Boots). Ascend the catwalk to find a second one-take the Indoril Right Pauldron next to him, then proceed to the end of this path to find a third dead Ordinator. Further ahead is a locked door to the Assemanu Shrine. Pick it and enter. Kill a critter and proceed, hopping up the rocks (or levitating) when you reach a wall. Kill a Dreamer, then several more, as you proceed past an unopenable door back to the first zone. Finally, kill Dagoth Hlevul. Although we don't know it yet, we just rescued seven Sleepers-five in Vivec we haven't met yet, and one in Suran and one in Arano Plantation that we have. Look southeast from Hlevul to spot a chest you should jump or levitate over to. Disarm the trap and unlock it for the Robe of St. Roris. Recall to Balmora and silt stride to Suran. Find Neldris Llervu and speak with him for thanks and a reputation point. Head to Arano Plantation and do the same with Daynasa Telandas. From here, it's a relatively straight shot to the Vivec silt strider. Head there, but track back toward Pelagiad until you reach the intersection where it's simply west to Ebonheart or east to Vivec. You should be near Balur's Farmhouse. Cross one (not both) bridges back toward Vivec. Explore the island if you wish, but the point of interest is the Othrelas Ancestral Tomb. Enter. Othrelas Ancestral Tomb o======================================================================o ***NPCs*** Adondasi Sadalvel Ano Andaram Devas Irano ***QUESTS*** Miscellaneous-Mysterious Killings in Vivec 4) Head through the first door, kill the vampire, and unlock the next one. Kill the next two vampires and loot. Leave and get back on the road. Head toward Vivec, but stop by the Hawia Egg Mine near the silt strider en route. Speak with the egg miners, kill critters, harvest eggs if you like, and head out. Time to actually chat with Adondasi Sadalvel, Vivec's silt strider pilot. With that done, speak with Ano Andaram, the shipmaster. Finally, take a deep breath and cross the bridge south into Vivec proper. Turn right and chat with Devas Irano, the gondolier. He should give a new quest when asked about rumors. To get started in earnest, head to the top level and enter the Foreign Quarter Plaza. Buckle down, this will take a while. o======================================================================o | | | Vivec & Wilderness | | | o======================================================================o Sequence of Events: {WLK007} 1) Foreign Quarter Plaza 2) Foreign Quarter Waistworks 3) Foreign Quarter Canalworks 4) Hlaalu Plaza 5) Hlaalu Waistworks 6) Hlaalu Canalworks 7) Redoran Plaza 8) Redoran Waistworks 9) Redoran Canalworks 10) Arena Pit 11) Arena Waistworks 12) Arena Canalworks 13) Telvanni Plaza 14) Telvanni Waistworks 15) Telvanni Canalworks 16) St. Delyn Plaza 17) St. Delyn Waistworks 18) St. Delyn Canalworks 19) St. Olms Plaza 20) St. Olms Waistworks 21) St. Olms Canalworks 22) Hall of Justice 23) Hall of Wisdom 24) High Fane 25) Puzzle Canal 26) Beshara 27) Sinsibadon 28) Nund 29) Ansi Foreign Quarter Plaza o======================================================================o ***NPCs*** Chalone Domalen Favise Selaren Tsrazami Alusaron Ralen Tilvur Raig Baurin Bashag gro-Snagdu Lorbumol gro-Aglakh Sjoring Hard-Heart Malven Romori Janand Maulinie Trebonius Artorius Tiram Gadar Flacassia Fauseius Sirilonwe ***QUESTS*** Miscellaneous-An Apothecary Slandered Miscellaneous-A Friend in Deed Fighters Guild-Juicedaw Ring Mages Guild-Mystery of the Dwarves ***NOTABLE LOOT*** The Wraith's Wedding Dowry Gold Cuirass Gold Helm Gold Left Pauldron Gold Right Pauldron A Game at Dinner Breathing Water Chimarvamidium The Firsthold Revolt ***SKILL INCREASES*** Security x1 ***SPELLS*** Fire Barrier Frost Barrier Cruel Firebloom Spirit Knife Weakness to Fire Summon Greater Bonewalker Greater Fireball Erelvam's Wild Sty Hide Golanar's Eye-Maze Detect Key Demoralize Creature 1) Speak with Chalone, then with Domalen. Accept his leaflet and read it for a miscellaneous quest. Speak with Favise Selaren, then with Tsrazami. Loot the plaza, then head into Alusaron: Smith. Speak with Alusaron, accept his quest, and loot his shop, unlocking two Chests, a Small Chest, and the Wooden Door to his private quarters. When done, head next door to Ralen Tilvur: Smith. Speak with him and loot his shop, grabbing Alusaron's contract and unlocking a wooden door. Deliver the contract to Alusaron to wrap up that short quest. Now enter the Fighters Guild. Speak with Raig, then head left for some loot (and a chest to unlock) prior to descending some stairs. Speak with Baurin, head through the door to chat with Bashag gro-Snagdu, loot (unlocking a chest), then head down a hall to speak with Lorbumol gro-Aglakh and accept a quest. Loot the room, unlocking a chest and a closet, equipping any Gold Armor from the closet, then proceed to speak with Sjoring Hard-Heart. Loot his room, unlocking a small chest and noting the copy of The Wraith's Wedding Dowry, then leave and head to the Mages Guild. Speak with Malven Romori and buy all of her spells. Disarm and unlock the small chest, then speak with Janand Maulinie. Unlock the other chest, turn right and descend the steps, loot the bedroom, then descend more steps. Speak with Trebonius Artorius for some difficult orders, then speak to Tiram Gadar. Loot this level, unlocking two chests and noting the copy of A Game at Dinner, then ascend the steps and speak with Flacassia Fauseius. Turn right, go through the door, and speak with Sirilonwe. Buy all of her spells, then loot her room, unlocking four chests. Although Breathing Water and Chimarvamidium are valuable, put them back in the chest after reading-they factor in a quest later on. To the last room. Loot, unlocking a chest and noting the copy of The Firsthold Revolt, and speak with Creatia Jullalian. With that, we're done here. Use the guild guide to go offload if you like, then leave the Foreign Quarter Plaza and head down to the Upper Waistworks. Foreign Quarter Waistworks o======================================================================o ***NPCs*** Baissa Rolasa Oren Idonea Munia Sevyni Saryon Marcel Maurard Seryn Othralen Miun-Gei Andilu Drothan Aradraen Aurane Frernis Raril Giral Felvos Droryn Hylf the Harrier Urven Davor Favel Gobor Ethys Savil Huleeya Jobasha ***SPELLS*** Heavy Burden Touch Variable Resist Common Disease Variable Resist Fire Variable Resist Frost Variable Resist Magicka Variable Resist Poison Detect Creature ***QUESTS*** Miscellaneous-The Bad Actor ***SKILL INCREASES*** Security x1 ***NOTABLE LOOT*** Daedric Long Bow Cherim's Heart of Anequina A Dance in Fire, v1 A Dance in Fire, v2 A Dance in Fire, v3 A Dance in Fire, v4 A Dance in Fire, v5 A Dance in Fire, v6 A Dance in Fire, v7 2) Speak with Biassa and loot her stand, picking two locks. Do the same, down to the two locks, with Rolasa Oren. Finally, do the same, again with two locks, with Idonea Munia. Admire her disposition to 90+ and buy all of her spells. With that done, descend to the Lower Waistworks and head inside. Speak with Sevyni Saryon, Marcel Maurard, and Seryn Othralen, then enter Miun-Gei: Enchanter. Speak with him, do NOT ask about the Dark Brotherhood yet, accept his other quest, and loot his shop, disarming and unlocking a small chest, unlocking a desk, and heading downstairs to disarm and unlock a closet and raise Security to 40. Unlock the chest of drawers as well, making sure to leave the Letter from Tsrazami inside, then head out and speak with Marcel again. After updating the quest, head to Andilu Drothan: Alchemist. Speak with Andilu and loot the shop, unlocking a chest-if you pursue rumors and other dialogue at this point, you should advance Miun-Gei's quest. Head downstairs to check out Aradraen: Fletcher. Speak with her and loot the shop, unlocking five chests. Steal the Daedric Long Bow off the wall to suddenly possess our ultimate ranged weapon. Awesome. When done, head upstairs and go to Aurane Frernis: Apothecary. Speak with her to advance a quest, loot the shop (unlocking two chests and disarming one), then go back to the Plaza briefly to speak with Domalen again. Head back down now-don't report to Frernis yet-and enter the Black Shalk Cornerclub. Loot the area first, unlocking a small chest, and speak with Raril Giral. Head downstairs now, unlocking a room door and a chest, and speak with Felvos Droryn and Hylf the Harrier. Speak with Urven Davor, Favel Gobor, Ethys Savil, and finally with Huleeya. Don't travel together just yet; instead, speak with Ethys again, and they can be persuaded to let you both leave. Speak with Huleeya again, ask to travel together, and head over to Jobasha's Rare Books. Huleeya will speak with you automatically, so exhaust all his dialogue. One informant down, two to go. Go speak with Jobasha next, then loot his shop. Leave books where you find them, though-several of them are items for later quests. Note the copies of Cherim's Heart of Anequina and all seven volumes of A Dance in Fire, as well as the small chest to unlock. You should earn another level up reading these books. Go ahead and sleep in Jobasha's bed-no reason to decline 10 extra health. Finish up and head out, then take the western door into the Foreign Quarter Canalworks. Foreign Quarter Canalworks o======================================================================o ***NPCs*** Letreius Muco Agrippina Herennia Jeanne J'Rasha Simine Fralinie Crazy-Legs Arantamo Gentleman Jim Stacey Murkub gro-Ushul Azuk gro-Rugob Garzonk gro-Mulakh Aren Maren Nalami Veleth Vedran Balen ***SKILL INCREASES*** Security x1 ***SPELLS*** Strong Open Wild Open Shield Variable Resist Shock ***QUESTS*** Thieves Guild: Bal Molagmer, The Hlervu Locket 3) Head south to the Imperial Cult shrine, speak with Letreius Muco, and loot the room, unlocking a wooden chest. Head into Agrippina Herennia: Clothier. Speak with her and loot the shop, unlocking a small chest and two closets. Leave and enter Jeanne: Trader. Speak with her and loot the shop, unlocking a small chest. Security should increase to 41. Unlock the door and search the bedroom, unlocking a closet and a chest, then leave and enter the Foreign Quarter Tomb. Up the stairs, killing critters, and through the first door. Kill undead and go through the second door, then up some stairs and through a third door. Loot, unlocking the chest, kill more undead, and proceed through another door. Kill critters and take the left (north) door. Kill, loot, and proceed into one last room. Kill two more undead, then exit to the eastern canalworks. Enter J'Rasha: Healer. Speak with him, admire his disposition to 90+ and buy his spells, loot the shop (unlocking a small chest), then head into Simine Fralinie: Bookseller. Speak with him, loot the shop, then unlock the back door and head inside. Loot the room, disarming and unlocking two chests and unlocking a small chest, then speak with Crazy-Legs Arantamo and then with Gentleman Jim Stacey. Put on the gloves and speak with him again for a quest. Leave the shop and head down to the Underworks. Clear the sewers first, looting as needed. Speak with Murkub gro-Ushul when done, then enter Ibishammus. Fight Azuk gro-Rugob and Garzonk gro-Mulakh, then loot the area, disarming and unlocking a chest and unlocking a second one. When done, head ALL the way outside and head south, then west, to the Hlaalu Canton. Speak with Aren Maren, then head west to speak with Nalami Veleth. Ascend to the top level now and speak with Vedran Balen on the west side. When done, enter the Hlaalu Plaza. Hlaalu Plaza o======================================================================o ***NPCs*** Tumsa Darethi Drulvan Rindo Nar gro-Shagramph Fasele Viralaine Arvama Rathri Sovali Uvayn Glathel Gadela Andus Brethas Deras Nalasa Sarothren Feruren Oran Ganalyn Saram Bronosa Nedalor Hlenil Neladren Balen Sedrethi Forvse Nerethi Crassius Curio Traldrisa Tervayn Brathus Dals Lliram Alvor Belos Falos Rarvela Teran Gilan Daynes Llavesa Drom Nevos Urns Gadayn Andarys Telvon Llethan Alveno Andules ***FACTIONS*** Fighters Guild-Journeyman ***QUESTS*** Fighters Guild-Silence Tongue-Toad Miscellaneous-For the Love of a Bosmer ***NOTABLE LOOT*** Lord Jornibret's Last Dance ***SKILL INCREASES*** Security x1 4) Speak with Tumsa Darethi, Drulvan Rindo, and then Nar gro-Shagramph. The latter is easily persuaded to give up the Juicedaw Feather Ring for Lorbumol. Don't miss the Letter from Gadayn in a planter in the southeast. Speak with Fasele Viralaine, loot the area, and then cast Recall. Offload, and enchant your new Daedric Long Bow (with a potion and a Golden Saint soul) as follows: Soultrap for 19 seconds and Absorb Health 19 to 20 points, Cast When Strikes. Use the guild guide to get back to Vivec, then go turn in the ring to Lorbumol and accept his next task. Ask about advancement for a promotion to Journeyman as well. Now return to the Hlaalu Plaza and enter the Elven Nations Cornerclub. Speak with Arvama Rathri, Sovali Uvayn, Glathel, and Gadela Andus. Loot the area, unlocking a door, then head downstairs. Loot both sides, then speak with Brethas Deras, Nalasa Sarothren, and Feruren Oran. Head back to the plaza, enter the Hlaalu Alchemist, and speak with Ganalyn Saram. Loot his shop, unlocking a wooden chest, then leave and head into Curio Manor. Speak with Bronosa Nedalor and Hlenil Neladren, then loot the area and head downstairs. Speak with Balen Sedrethi, then explore south, west (speak with Forvse Nerethi), and finally north to meet Crassius Curio. Speak with him to advance a quest, but DO NOT mention Vassir-Didanat to him. Loot the room (noting the copy of Lord Jornibret's Last Dance). Go back to Marcel Maurard now to get him to leave (the Foreign Quarter waistworks, if you forgot), then speak with Miun-Gei about the annoying fool to finish the quest. Head back to the Hlaalu Plaza again and enter the No Name Club. Speak with Traldrisa Tervayn, Brathus Dals, and Lliram Alvor. Loot the room, then unlock the door and head further in. Speak with Belos Falos, loot the room, speak with Rarvela Teran, loot her room (unlocking a small chest), speak with Gilan Daynes, loot his room, then loop counterclockwise. Speak with Llavesa Drom and Nevos Urns, then loot this bigger room. Leave the No Name Club now and head to Hlaalu General Goods. Speak with Gadayn Andarys and show the love letter for a new quest. Loot his shop (unlocking three chests and raising Security to 42), and leave, heading for the Hlaalu Weaponsmith. Speak with Telvon Llethan, loot his shop (unlocking two chests), then head to the Hlaalu Pawnbroker. Speak with Alveno Andules, loot her shop (unlocking a door and two chests) Hlaalu Waistworks o======================================================================o ***NPCs*** Elo Arethan Eraldil Eloroth Erirvase Drinith Rirnas Athren Llaalamu Sathren Guarg gro-Yarzol Garer Danoran Galasa Uvayn Urandile Selandas Valvosa Maryon Tenisi Lladri Baren Alen Ralyn Farothran Bratheru Oran Edryno Arethi Tarvyn Faren ***SPELLS*** Charisma Resist Poison Resist Paralysis Rally Humanoid Rally Creature Enrichment Quicksilver Sotha's Grace Crying Eye Night-Eye Shadow Form ***NOTABLE LOOT*** Glass Helmet Glass Left Pauldron Glass Right Pauldron Glass Boots Glass Cuirass Glass Greaves Glass Tower Shield ***QUESTS*** House Hlaalu-Bank Courier House Hlaalu-Murudius Flaeus's Debt House Hlaalu-Escort Tarvyn Faren 5) Speak with Elo Arethan, then with Eraldil to advance the love letter quest. Speak with Eloroth , then head into the Elven Nations Cornerclub again. Chat with Glathel, exit to the plaza, and report back to Gadayn. Refer him to Eraldil's cousin, Glathel, then wait outside for 10 days (24 hours, 10 times). Head back and speak with Gadayn to finish the quest, then head back to the waistworks and enter the Hlaalu Temple. Speak with Erirvase Drinith, then Rirnas Athren. Admire his disposition to 90+ and buy all of his spells, then loot this room, unlocking a chest. Proceed farther in to speak with Llaalamu Sathren and Guarg gro-Yarzol. Leave and head to the Hlaalu Treasury. Speak with Garer Danoran and loot this room, then go speak with Galasa Uvayn before heading into the Hlaalu Records. Speak with Urandile Selandas, then head downstairs and speak with Valvosa Maryon. Loot the area-feel free to read the Ascadian Isles Land Deed, but make sure you successfully reseal it and put it back in the chest. Head into the Hlaalu Vaults and speak with Tenisi Lladri and Baren Alen, then loot the vaults, disarming and unlocking two doors. There is a full set of Glass Armor in here (beats Adamantium and Indoril, but not as good as Gold), as well as tons of gold and nice random loot. Take the door to the treasury when done, and enter the Hlaalu Prison Cells. Loot the area, unlocking eight cell doors and speaking with Ralyn Farothran. Exit to the waistworks and enter Edryno Arethi's House. Loot the room, unlocking one chest, then speak with Bratheru Oran. Admire his disposition to 90+ and buy all of his spells, and then speak with Edryno Arethi. The latter will give a few quests even if we aren't members of House Hlaalu, so accept her first one. Read and reseal the Treasury Report if you like, then run it over to Baren Alen. Report back and you can take a second quest. Do so. Now, run to the ship outside the Foreign Quarter, sail to Hla Oad, and confront Murudius Flaeus. Get his disposition above 90 and he'll give you a key, but we already raided the chest so report back to Edryno to complete the quest. Take her next quest, then run out to the strider port to meet Tarvyn Faren. Walk him to Pelagiad, then report back to finish the quest. Head into the Hlaalu Canalworks by way of the south door-Edryno won't give any more quests to nonmembers. Hlaalu Canalworks o======================================================================o ***NPCs*** Relur Faryon Dreamer Daroso Sethri ***SKILL INCREASES*** Security x1 6) Speak with Relur Faryon, an awakened Sleeper, for a reputation point. Skip the Hlaalu Ancestral Vaults for now and head down to the Underworks. Explore, speaking with the non-hostile Dreamer. Don't miss the extra tunnel in the southeast corner, unlocking a chest and raising Security to 43. Now head out and up to the Redoran Canton. Speak with Daroso Sethri on the west side of the top level, then head into the Redoran Plaza. Redoran Plaza o======================================================================o ***NPCs*** Tedur Hlarar Brevosi Indalen Saruse Hloran Tenaru Romoren Galviso Heran Favela Dralor Uthrel Sarys Toris Saren Thoryn Samori Danasi Ralen Arns Saren Faral Retheran Beldrose Dralor Drelse Dralor ***NOTABLE LOOT*** Charwich-Koniinge Volume 1 2920, Second Seed, v5 ***QUESTS*** House Redoran-Meril Hlaano's Slanders ***NOTABLE LOOT*** Ebony Greaves ***SKILL INCREASES*** Security x1 7) Speak with Tedur Hlarar, Brevosi Indalen, Saruse Hloran, and Tenaru Romoren. Loot the plaza and head into Dralor Manor. Speak with Galviso Heran, then head upstairs and speak with Favela Dralor. Head down two levels now and loot, unlocking two closets, and speak with Uthrel Sarys. Note the copy of Charwich-Koniinge Volume 1, loot the storage room to unlock two small chests, and leave. Head into the east entrance to Saren Manor next. Speak with Toris Saren and Thoryn Samori, then head upstairs to loot before going downstairs and speaking with Danasi Ralen. Loot the storeroom then head up through the trapdoor to speak with Arns Saren. Loot around, noting the copy of 2920, Second Seed, v5, and head out and into the Redoran Treasury. Speak with Faral Retheran and accept a quest-like Edryno, she'll give a few to nonmembers of her house. Unlock two small chests behind her, and head to the Redoran Prison Cells. Unlock five cell doors, then head back through the treasury to the Redoran Vaults. Speak with Beldrose Dralor and Drelse Dralor, and then loot the vaults, disarming two traps and unlocking two doors. Unlock six chests on the bottom level and grab the Ebony Greaves, which should be an upgrade when repaired. Security should now increase to 44. On the middle level, unlock five chests and recall to Balmora. Offload and go to Eight Plates to chat with Meril Hlaano (boost disposition if needed), then make your way back to Vivec via guild guide to report back to Faral Retheran. That's all we can do for her, so head on down to the Redoran Waistworks. Redoran Waistworks o======================================================================o ***NPCs*** Nelmil Hler Elms Llervu Ulveni Daram Hlavora Sadas Rathyne Thirano Relms Gilvilo Sorosi Radobar Talis Drurel Rothis Nethan Guril Retheran Brildraso Nethan Ulyno Uvirith Minglos Savard Balen Andrano ***SPELLS*** Blood Gift Turn of the Wheel Turn Undead ***NOTABLE LOOT*** A Dance in Fire, Chapter 3 2920, Sun's Height ***QUESTS*** Miscellaneous-The Dwemer's Bone 8) Speak with Nelmil Hler, a rescued Sleeper, for a reputation point. Speak with Elms Llervu and Ulveni Daram, then head into Redoran Records. Speak with Hlavora Sadas and Rathyne Thirano, and loot the area, then head across the way to the Redoran Temple Shrine. Speak with Relms Gilvilo, admire his disposition to 90+, and buy all of his spells. Loot the area, unlocking a chest, then leave and head to the Flowers of Gold. Speak with Sorosi Radobar and Talis Drurel, then loot this room, unlocking the room door and a chest, then head downstairs. Speak with Rothis Nethan and Guril Retheran, then leave and visit the Redoran Scout and Drillmaster. Speak with Brildraso Nethan and Ulyno Uvirith, loot the area, noting the copy of A Dance in Fire, Chapter 3, speak with Minglos, and leave. Head into the Redoran Smith. Speak with Savard and loot the shop, unlocking a chest, then head to the Redoran Trader. Speak with Balen Andrano and accept his quest. Loot his shop, unlocking a door and a chest as well as noting the copy of 2920, Sun's Height, then hoof it over to Jeanne's in the Foreign Quarter canalworks. Put the bone in the chest next to the bed, making sure you aren't seen, then head back to Balen to complete the quest. For a follow-up, head back to Jeanne's again. Speak with her for a new quest, then head to the bedroom and kill the Dwarven Specter. Speak with Jeanne for another reward, then head back to Redoran Canton and down into the canalworks. Redoran Canalworks o======================================================================o ***NPCs*** Dalse Adren ***NOTABLE LOOT*** Daedric Dagger 9) On the west side, head into the Redoran Ancestral Vaults. Kill the critters and loot, unlocking three chests and a door, then head down to the Redoran Underworks. Kill and loot, noting the Daedric Dagger at the Sixth House altar in the northwest corner, then leave and head east to the Arena Canton. Speak with Dalse Adren, the gondolier, then head into the Arena Pit. Arena Pit o======================================================================o ***NPCs*** Vilyn Rervam Morusu Varen Tanusea Veloth Snat gro-Ushug 10) Speak with Vilyn Rervam, Morusu Varen, Tanusea Veloth, and Snat gro-Ushug. Loot and head down to the Arena Waistworks. Arena Waistworks o======================================================================o ***NPCs*** Farmin Alvura Othrenim Senyndie Ultis Salam Mevil Molor Seanwen ***NOTABLE LOOT*** A Dance in Fire, Chapter 1 2920, Evening Star ***SKILL INCREASES*** Security x1 11) In this area, speak with Farmin and Alvura Othrenim, the latter of which is a rescued sleeper who will grant a reputation point. Check out the floor of the Arena Pit, then head into Arena Fighters Quarters and speak with Senyndie. Unlock her closet, then speak with Ultis Salam as you loot the rest of the area, noting the copy of A Dance in Fire, v1, and leave. Head to the Arena Holding Cells, unlock six cell doors, and leave. Head to the Arena Fighters Training next. Loot the area, unlocking a small chest (and raising Security to 45). Note the copy of 2920, Evening Star. Speak with Mevil Molor and Seanwen, then head down to the canalworks via the west entrance. Arena Canalworks o======================================================================o ***NPCs*** Ulmesi Baryon Taros Dral Serul Dathren Rogdul gro-Bularz Minnibi Selkin-Adda Eno Hlaalu Aron Andaren Fendryn Delvi ***FACTIONS*** Morag Tong-Associate ***QUESTS*** Miscellaneous: Mephala's Quest Morag Tong: Writ for Feruren Oran Morag Tong: Writ for Odaishah Yasalmibaal Morag Tong: Writ for Toris Saren Miscellaneous: The Enchanter's Rats ***NOTABLE LOOT*** Chance's Folly Ring of Khajiit ***SKILL INCREASES*** Security x1 12) Take either entrance to Arena Storage. Loot around and kill rats, unlocking and disarming a chest, unlocking a second chest, noting the copy of Chance's Folly (which will raise Security to 46), unlock the northeast door, loot, unlocking two chests and disarming one of them, then disarm and unlock the southern door, then unlock and enter the trapdoor to the Arena Hidden Area. Head down the hall, up the stairs, and loot the room, unlocking three chests, then speak with Ulmesi Baryon and Taros Dral for a Daedric quest on behalf of Mephala. Head west to Mephala's shrine and speak with Serul Dathren. Head east now to speak with Rogdul gro-Bularz. Loot the room, unlocking a chest, and head east to speak with Minnibi Selkin-Adda. Loot his room, unlocking a chest, then head south and up the stairs to eventually find Eno Hlaalu. Loot the room, unlocking two chests, and speak with him to join the Morag Tong. Accept your first writ, then Recall to Balmora. Offload as needed, grab your silver longsword and rising force potion you should've stashed earlier, then cross the river and head to Balyn Omavel's house. Find his kettle and treat it with the poison, then head to the Mages Guild and go back to Vivec. Head to the Elven Nations Cornerclub in Hlaalu Canton, find Feruren Oran, strip naked so he'll talk with you, taunt him into attacking you, and kill him. Head back to Morag Tong HQ and speak with Eno again to be promoted to full-fledged membership. Exhaust dialogue for two more writs. Report back to Taros Dral, then to Mephala's shrine for the artifact Ring of Khajiit. Zip over to Saren Manor in the Redoran Plaza to deal with Toris Saren (he'll attack when you speak to him), and report back to Eno Hlaalu. That's all we can do for the Tong for quite a while, so head out and down to the Arena Underworks. There is a dead body in the water on the south side, and a Dreamer as well. Not much to this one. Head out and go east once more to the Telvanni Canton. Speak with Aron Andaren for a new quest, and then speak to Fendryn Delvi, the gondolier. With that, head upstairs and enter Telvanni Plaza. Telvanni Plaza o======================================================================o ***NPCs*** Tendren Hlervu Deldasa Thirandus Avoni Dren Landa Cirwedh Cirges Adrard Ciel Nestal Tolmera Relenim Silius Fulcinius Ferarilie Riscel Salora Salobar Dals Sadri Mavon Drenim Femer Veralor Fendel Hlaren Kalorter Tadas Llendu Gonk gra-Gurub Idroso Vendu Ethal Seloth Nannithon ***NOTABLE LOOT*** Azura and the Box The Importance of Where The Dowry Words and Philosophy How Orsinium Passed to the Orcs Greed Karpal's Friend Maryon's Staff ***SKILL INCREASES*** Security x2 13) Speak with Tendren Hlervu, Deldasa Thirandus, Avoni Dren, and Landa, then enter the Telvanni Tower. Turn left to speak with Cirwedh, Cirges Adrard, and Ciel Nestal, then head to the center to speak with Tolmera Relenim, Silius Fulcinius, and Ferarilie Riscel, then loot this room, noting the copies of Azura and the Box, The Importance of Where, and The Dowry (which will raise Security to 47). Head upstairs now and speak with Salora Salobar, Dals Sadri, and Mavon Drenim. Loot this room, then head down to the Telvanni Prison Cells. On the right, note the copies of Words and Philosophy and How Orsinium Passed to the Orcs. Unlock seven cell doors, raising Security to 48, speak with Femer Veralor, then leave and head to the Telvanni Vault next door. Disarm and unlock both doors, take the left one first, kill the critters, check the chests, disarm and unlock the door behind you, and loot the actual vault. Make sure to get Greed, the unique spear, Karpal's Friend, the unique axe, Maryon's Staff, the unique staff, and the Ebony Boots, which are probably an upgrade. Head all the way back out to the plaza, then into the Hlaren Residence. Speak with Fendel Hlaren and Kalorter, loot the area, and leave. Check out Telvanni Upper Storage to speak with Tadas Llendu. Loot the area and leave, heading to Temporary Telvanni Housing. Speak with Gonk gra-Gurub, Idroso Vendu, Ethal Seloth, and Nannithon, then loot the area. Unlock five chests, then leave and head down to the waistworks. Telvanni Waistworks o======================================================================o ***NPCs*** Golveso Senim Favani Faryon Endul Rothandus Ennbjof Teegla Manara Othan Arvyn Llerayn Maesa Gabinia Garas Seloth Galuro Belan Salver Lleran Fevyn Ralen Audenian Valius Melie Frenck ***NOTABLE LOOT*** The Head of Scourge The Cake and the Diamond The Wolf Queen, Book III ***QUESTS*** Miscellaneous-Roland's Tear ***SPELLS*** Frost Storm Lightning Storm Fenrick's Doorjam Stumble Clench Woe Weapon Eater Fire Storm Seryn's Gift Veloth's Benison Panacea Regenerate ***SKILL INCREASES*** Security x52 14) Speak with Golveso Senim, Favani Faryon, and Endul Rothandus, then enter the Lizard's Head. Speak with Ennbjof, Teegla, and Manara Othan. Loot the area, finding Mazte for Ennbjof in a cupboard, then go give it to him for a neat little quest. You should unlock a small chest and a room door. Downstairs, speak with Arvyn Llerayn and Maesa Gabinia. In the back, nab the unique Head of Scourge, then leave. Head to the Telvanni Alchemist. Speak with Garas Seloth, loot the shop, unlocking a wooden chest and chest, then leave. Head to the Telvanni Apothecary next. Speak with Galuro Belan, accept her bribe, loot the shop, unlocking five chests and noting the copy of The Cake and the Diamond, and leave. Run back to the Foreign Quarter and turn Belan into Aurane Frernis anyway for double the reward, then speak with her again for a new quest. Head back now and enter the Telvanni Sorcerer. Speak with Salver Lleran, then loot, finding a copy of The Wolf Queen, Book III through the trapdoor. Next, head into the Telvanni Mage. Speak with Fevyn Ralen, admire his disposition to 90+, and buy all of his spells. Note that Fenrick's Doorjam allows you to lock doors or containers, and by extension grind Security. I suggest doing so, buying thief tools as needed, until it hits 100. With that done, head to the Telvanni Enchanter. Speak with Audenian Valius to update a quest, then loot the shop and kill the rats. Speak with him again, and head out and down to the Telvanni Temple. Speak with Melie Frenck, admire her disposition to 90+, buy all of her spells, and loot the area. When done, head out and down to the canalworks. Telvanni Canalworks o======================================================================o ***NPCs*** Eldrar Fathryon Mim-Jeen Wud-Neeus Inerri El-Lurasha Dro'Qanar 15) Speak with Eldrar Fathryon, pickpocket his key, and free the slaves Mim-Jeen, Wud-Neeus, Inerri, El-Lurasha, and Dro'Qanar. With that, loot the area and head into the Telvanni Monster Lab. Kill critters and loot, staying wary of traps. Loot as desired, and head down to the underworks. Move through the sewers and kill all of the rats-you'll get a journal update when it's done. Return to Audenian Valius for a reward, then head out, west, and south to the St. Delyn canton. Just head on up to the upper level and enter the plaza. St. Delyn Plaza o======================================================================o ***NPCs*** Cassius Olcinius Delmus Rurvyn Faven Arns Dedaenc Dro'Barri Tarani Dralno Lucretinaus Olcinius Mevel Fererus Alarvyne Indalas Rathal Barus Elmera Verethi Drurile Valaai Satheri Rothandus Bradil Elarven Drelayn Dredayn Gols Nilvon Faralenu Henim Orvona Vadryon Llonas Felder Artisa Arelas Ernse Llervu Tervur Braven Gomeso Sarano Dolyn Rols Rilos Delms Drelis Ondyn Badbog gra-Shug Dolsa Gilvani Elethus Tobor ***QUESTS*** Miscellaneous-An Invisible Son Miscellaneous-Liberate the Limeware ***NOTABLE LOOT*** 2920, Last Seed, v8 16) Find Cassius Olcinius (he's chameleoned) on the west end of the plaza and speak with him for a quest. Speak with Delmus Rurvyn, Faven Arns, Dedaenc, Dro'Barri, and Tarani Dralno. Loot the plaza, then head into Lucretinaus Olcinius: Trader. Loot the shop and chat with him, then head back to Telvanni Canton to speak with Fevyn Ralen. Refuse to pay, return to Lucretinaus, and receive the gold. Return to Fevyn and pay him, then return to Lucretinaus one last time to finish the quest. Head next door to Mevel Fererus: Trader. Loot the shop and speak with Mevel, then head into the Glassworkers Hall. Speak with Alarvyne Indalas for a quest, then speak with Rathal Barus and Elmera Verethi. Loot, then head downstairs to speak with Drurile Valaai, Satheri Rothandus, and Bradil Elarven. Head out and into the Abbey of St. Delyn the Wise. Speak with Drelayn Dredayn, Gols Nilvon, Faralenu Henim, and Orvona Vadryon. Head downstairs to speak with Llonas Felder, Artisa Arelas, and Ernse Llervu (the master trainer for Blunt Weapon). Back in the plaza, head to Tervur Braven: Trader. Speak with him and loot the shop, then head to the St. Delyn Potter's Hall. Speak with Gomeso Sarano, Dolyn Rols, and Rilos Delms. Loot, then head downstairs to speak with Drelis Ondyn, Badbog gra-Shug, Dolsa Gilvani, and Elethus Tobor. Loot this area, noting the copy of 2920, Last Seed, v8, then head outside-we'll start with the apartments on the waistworks level. Enter St. Delyn Waist North-One. St. Delyn Waistworks o======================================================================o ***NPCs*** Niden Naros Amili Llaram Deras Girando Vivyne Andrano 17) Kill the ghost, loot, and head to Waist North-Two. Loot, then head for Waist South-One. Speak with Niden Naros, loot the apartment, and head to Waist South-Two. Speak with Amili Llaram, loot the apartment, then enter the waistworks proper. Speak with Deras Girando, then go to the lower level to speak with Vivyne Andrano, another awakened Sleeper. With that, head outside to start tackling the canalworks level. Enter St. Delyn Canal North-One. St. Delyn Canalworks o======================================================================o ***NPCs*** Drilame Githrano Higil Ilmeni Dren Dro'Zaymar Haki 18) Speak with Drilame Githrano, loot the apartment, and head to Canal North-Two. Kill one hostile Dreamer, loot, and head to Canal North-Three. Speak with Higil, loot the apartment, and head over to Canal South-One. Loot the apartment and speak with Ilmeni Dren. We'll be back later, in case one of her dialogue options seems cryptic. Head to Canal South-Two, loot, and head to Canal South-Three. Speak with Dro'Zaymar, loot the apartment, then head through the waistworks into the canalworks proper. Take the west entrance, then pass through into St. Delyn storage. Loot this whole area, killing rats and undead, then pass back through the waistworks to explore the eastern canalworks. Pass through to the underworks. Loot the underworks, noting the side cavern someone's been living in, and speak with Haki. Don't enter the shrine just yet, as a later quest will send us here. Instead, head all the way out and cruise over to St. Olms. St. Olms Plaza o======================================================================o ***NPCs*** Girvani Sedas Falso Sadrys Ginadura Andrethi Busheeus Galis Seleth Faulgor Star Shagar gra-Snagarz Yngling Half-Troll Vaval Selas Relosa Tharyon Ienase Relnim Garding the Bold Arvela Falas Omesu Hlarys Dram Bero ***QUESTS*** Miscellaneous-The Short Unhappy Life of Danar Uvelas ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 30 36 Lessons of Vivec, Sermon 27 Lord Jornibret's Last Dance Marandus Propylon Index ***SPELLS*** Frost Shield Swimmer's Blessing Cure Common Disease Victim 19) Speak with Girvani Sedas, whose rumor dialogue should kick off a new quest. Speak with Falso Sadrys, Ginadura Andrethi, and Busheeus as you loot the plaza. Head into St. Olms Upper North-One. Loot the apartment, speak with Galis Seleth, then leave and enter Yngling Manor. Speak with Faulgor, spy a copy of 36 Lessons of Vivec, Sermon 30 on the shelf behind him, then speak with Star, Shagar gra-Snagarz, and Yngling Half-Troll, then head downstairs to the basement. Loot around, leaving the game rats in the cell alone, then leave and head to the St. Olms Temple. Go downstairs and speak with Vaval Selas, admiring his disposition to 90+ and buying all of his spells. Loot the area, noting the copy of 36 Lessons of Vivec, Sermon 27, and (VERY important) the Marandus Propylon Index, then head out and into Upper South-One. Speak with Relosa Tharyon, loot the apartment, then head into Upper North-Two. Loot the apartment, noting the copy of Lord Jornibret's Last Dance, speak with Ienase Relnim, then leave and head into the Haunted Manor. Don't be deterred by the sounds; head down and through the door to speak with Garding the Bold, Arvela Falas, Omesu Hlarys, and Dram Bero. Dram is the man to speak to about Vassir-Didanat mine. On the offchance you don't have one yet, pick a Daedric Katana-otherwise, get whatever you like. Head out now and tackle the waistworks, beginning by entering St. Olms Waist North-One. St. Olms Waistworks o======================================================================o ***NPCs*** Tralayn Vavas Favona Gilnith Melvuli Hlaalu Dalvus Helothran Adaves Therayn Duvianus Platorius Aldyne Arenim Nalis Gals Bervyn Lleryn Noldrasi Bedas Nivos Drivam Fedura Sethan Gindas Ildram Mevure Hlen Tirele Aralas Relvese Velni Moroni Uvelas ***NOTABLE LOOT*** Biography of the Wolf Queen 20) Speak with Tralayn Vavas, loot the apartment, and head to Waist North-Two. Speak with Favona Gilnith, loot the apartment (noting the copy of Biography of the Wolf Queen), then head to Waist South-One. Speak with Melvuli Hlaalu, loot the apartment, and head to Waist South-Two. Speak with Dalvus Helothran, loot the apartment, and head into the waistworks proper. Speak with Adaves Therayn for a clue about Addhiranirr. Speak with Duvianus Platorius, then loot the lower level and speak with Aldyne Arenim, Nalis Gals, and Bervyn Lleryn, then head into the Tanners and Miners Hall. Speak with Noldrasi Bedas and Nivos Drivam, loot the hall, and head to the Farmers and Laborers Hall. Speak with Fedura Sethan and Gindas Ildram, loot the hall, and head to the Tailors and Dyers Hall. Speak with Mevure Hlen and Tirele Aralas, loot the hall, and head to the Brewers and Fishmongers Hall. Speak with Relvese Velni and Moroni Uvelas (the latter advancing a quest), loot the hall, and leave. Head outside to start the canalworks level by entering St. Olms Canal North-One. St. Olms Canalworks o======================================================================o ***NPCs*** Eralane Hledas Golvyni Faryon Hlaroi Faryon Inera Faryon Hroa Nalvilie Saren Dro'Sakhar Achel J'Dhannar Sevisa Teran Addhiranirr Gulvilie Arinith Nalosi Alari Talsi Uvayn Danso Indules ***SPELLS*** Restore Personality Restore Agility 21) Speak with Eralane Hledas, another awakened Sleeper. Loot the apartment and head to Canal North-Two. Speak with Golvyni Faryon, Hlaroi Faryon, and Inera Faryon, loot the apartment, and head to Canal North-Three. Speak with Hroa, loot the apartment, and head to Canal South-One. Speak with Nalvilie Saren, loot the apartment, and head to Canal South-Two. Speak with Dro'Sakhar, loot the apartment, and head to Canal South-Three. Speak with Achel, loot the apartment, then head through the waistworks to enter the canalworks proper. Speak with J'Dhannar and Sevisa Teran, then head into St. Olms Storage. Kill rats and undead and loot, then head down to the underworks. Kill rats and a Corprus Stalker, making sure to grab Danar's Ring off of the corpse. Speak with Addhiranirr and Gulvilie Arinith, then head up to the waistworks. Give Moroni Uvelas Danar's Ring to complete that quest, then speak with Duvianus Platorius again. Lie to him to get rid of him, then go back to Addhiranirr for more info. Find a bed to nap in for your second disturbing dream, then leave and head out to the High Fane. Speak with Nalosi Alari, Talsi Uvayn, and Danso Indules. With the latter, admire her disposition to 90+ and buy all of her spells, then visit the Shrine to Stop the Moon. Offer it the Rising Force potion I told you (ages ago) to tote-if you don't have one, Danso Indules sells them-to complete pilgrimage 2 of 7. With that, head into the Hall of Justice. Hall of Justice o======================================================================o ***NPCs*** Melvure Rindu Radene Hlaalu Nervana Verelas Nedeni Tenim Nalmila Thelas Elam Andas Tarer Braryn Brerayne Reloran Felmena Falavel Berel Sala Suryn Athones Aroa Nethalen Dreamer Prophet ***NOTABLE LOOT*** Indoril Left Gauntlet 2920, Second Seed 36 Lessons of Vivec, Sermon 35 36 Lessons of Vivec, Sermon 11 36 Lessons of Vivec, Sermon 17 36 Lessons of Vivec, Sermon 3 36 Lessons of Vivec, Sermon 20 36 Lessons of Vivec, Sermon 26 36 Lessons of Vivec, Sermon 36 36 Lessons of Vivec, Sermon 4 36 Lessons of Vivec, Sermon 5 ***QUESTS*** Miscellaneous-A Rash of Insults 22) Speak with Melvure Rindu, then head into the Ordinator Barracks. Speak with Radene Hlaalu, Nervana Verelas, Nedeni Tenim, and Nalmila Thelas, then loot the barracks. An Indoril Left Gauntlet is an upgrade from Adamantium for me. Leave and enter the Office of the Watch. Speak with Elam Andas to progress a quest, then speak with Tarer Braryn for another quest. Head through the (almost) covered trapdoor, then into the Hall of Justice Secret Library. Do NOT speak with Brerayne Reloran. Look around as you like (noting the copies of 2920, Second Seed, 36 Lessons of Vivec, Sermon 11, 36 Lessons of Vivec, Sermon 17, 36 Lessons of Vivec, Sermon 3, 36 Lessons of Vivec, Sermon 20, 36 Lessons of Vivec, Sermon 26, 36 Lessons of Vivec, Sermon 36, 36 Lessons of Vivec, Sermon 4, 36 Lessons of Vivec, Sermon 5, and 36 Lessons of Vivec, Sermon 35, also receiving a journal update if you read Galur Rithari's Papers), then head into the Justice Offices. Speak with Felmena Falavel and Berel Sala, loot, explore and speak with Suryn Athones and Aroa Nethalen, finish looting, then head out. Before exploring the Temple compound further, head back to the Foreign Quarter and to the Mages Guild. Speak with Trebonius to progress Tarer's quest, then ask around about a woman in the dagger to be directed to the underworks. Head down there and kill the Dreamer Prophet, then return to the Hall of Justice to turn in both quests (choose the unique Belt of the Armor of God). With that, head through to the Hall of Wisdom. Hall of Wisdom o======================================================================o ***NPCs*** Midar Aravel Delmene Helas Nevil Malvayn Garyne Uvenim Adrusu Rothrano Balver Sarethan Velms Sadryon Mehra Milo ***NOTABLE LOOT*** The Wolf Queen, v5 36 Lessons of Vivec, Sermon 27 23) Speak with Midar Aravel and Delmene Helas, then enter the Canon Quarters. Speak with Nevil Malvayn and Garyne Uvenim, loot, leave, and head into the Canon Offices. Speak with Adrusu Rothrano, then loot, noting the copy of The Wolf Queen, v5. Leave and enter Milo's Quarters. Loot, then head to the Library of Vivec. Speak with Balver Sarethan, Velms Sadryon, and Mehra Milo. Follow her as requested and speak with her again, then loot the library, stealing a copy of Progress of Truth and noting the copy of 36 Lessons of Vivec, Sermon 27. Find a bed and sleep for your third disturbing dream, then go check out the Hall Underworks. Kill rats and loot, then head up and into the High Fane. High Fane o======================================================================o ***NPCs*** Eris Telas Dileno Lloran Llandris Thirandus Endryn Llethan Tholer Saryoni Vivec ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 10 36 Lessons of Vivec, Sermon 2 36 Lessons of Vivec, Sermon 28 36 Lessons of Vivec, Sermon 6 36 Lessons of Vivec, Sermon 24 24) Speak with Eris Telas and loot the room, noting the copies of 36 Lessons of Vivec, Sermon 10 and 36 Lessons of Vivec, Sermon 2. Now speak with Dileno Lloran, Llandris Thirandus, and Endryn Llethan, and in the locked room speak with Tholer Saryoni. Avoid asking about Four Corners or you'll break a later quest. Loot, noting the copies of 36 Lessons of Vivec, Sermon 28, 36 Lessons of Vivec, Sermon 6, and 36 Lessons of Vivec, Sermon 24, then head out to the Palace of Vivec, the final canton. First, head to the top of the steps and donate 100 gold at the Shrine of Generosity to complete pilgrimage 3 of 7. Check out the palace right quick, but you can't do much yet. Feel free to speak with Vivec and read the notes behind him, then head out and enter Level 1 of the Puzzle Canal. Puzzle Canal o======================================================================o ***NPCs*** Krazzt Tinos Drothan ***QUESTS*** Main Quest-Zainsubani Informant Miscellaneous-The Angry Trader ***FACTIONS*** Blades-Journeyman 25) Kill rats, then leave and check out Level 2. Clear it, leave, and check out Level 4 (yes, skip 3). Clear it, jump underwater, and enter Level 5. Clear it, exit south to arrive on level 2, then drop down to level 3. Kill the rat and head to the Center. Examine the shrine, then strip off any restore health or waterbreathing enchantments and let yourself drown. Give Krazzt the silver longsword you should be carrying (there's one in the nearby chest if you missed that), then examine the shrine to complete pilgrimage 4 of 7. With that, we've done everything we can currently do in Vivec. Recall to Balmora, offload, and report back to Caius. Speak with him again for more orders. Now for some exploration. From Vivec's strider port, head east then turn south along the coast. Speak with Tinos Drothan for a miscellaneous quest, then head south. Ignore Ald Sotha for now, and enter the cave of Beshara. Beshara o======================================================================o ***NPCs*** Laire Fanasa Ienith Rerilie Llandu Varasa Dreloth Urnel Relas Galam Llendu Dondir Glannison Alvur Hleran Nirtunus Crunus ***NOTABLE LOOT*** Realizations of Acrobacy 26) Down the first ramp, fight Laire, then up the steps to fight Fanasa Ienith and Rerilie Llandu. Loot, then head through the tunnel and fight Varasa Dreloth, Urnel Relas, Galam Llendu, Dondir, Glannison, and Alvur Hleran. Loot and explore (not much here), then head down the final tunnel to fight Nirtunus Crunus. Loot when done, noting the 10 pieces of raw glass in a chest and the copy of Realizations of Acrobacy, and take the 10 pieces of raw glass back to Tinos Drothan to complete his quest. From here, head east, skirting along the north edge of Ald Sotha, cross the river, and follow the coast. Watch the opposite shore for a Dwemer tower-when you see it, swim across and follow the coast west to enter the cave of Sinsibadon. Sinsibadon o======================================================================o ***NPCs*** Herd Dridyn Berethi Borug gro-Lazgarn Kaasha Am-Ra J'Jarsha Wusha On-Wazei Ahdni ***QUESTS*** House Hlaalu-The Twin Lamps 27) Fight Herd and advance into the cave. Past some critters, fight Dridyn Berethi. Loot and continue up the steps to fight Borug gro-Lazgarn, who carries the Sinsibadon Slave Key. Free the slaves Kaasha, Am-Ra, J'Jarsha, Wusha, On-Wazei, and Ahdni. Speaking with one will get you a passcode related to the Twin Lamps. That means...yes, back to Vivec. Head to St. Delyn and speak with Ilmeni Dren again for a quest. Now head back to where we met Tinos Drothan and proceed south, hugging the coast to the west. When you find a cave called Nund, head inside. Nund o======================================================================o ***NPCs*** Mecilvus Gabenagus Gwen Lesley Dothasi Mothryon Caccian Hers Belas Othren ***NOTABLE LOOT*** Notes on Racial Phylogeny A Dance in Fire, Chapter 1 28) Fight Mecilvus Gabenagus, then head down the hall and fight Gwen. Beneath the platform, you can speak with Lesley, interestingly enough. Note the copy of Notes on Racial Phylogeny, then proceed. Kill Dothasi Mothryon when she attacks, then proceed to the end to fight Caccian Hers and Belas Othren. That's it, so loot, noting the copy of A Dance in Fire, Chapter 1. Leave. Head east all the way to the coast, then turn south to spot Omani Manor. Ignore it for now and proceed south along the road to the cave of Ansi. Before entering, head east and swim a little ways to an island where you can see an overturned rowboat. Loot the crate and barrel if you like, then return to Ansi and head inside. Ansi o======================================================================o ***NPCs*** Lunia Menanius Llondresa Reloth Taves Aralen Bolvus Ieneth Kanet Tuvenie Varam 29) Fight Lunia Menanius in the first tunnel, and proceed. Turn left at the fork and fight Llondresa Reloth. Fight Taves Aralen in the next room, loot, then proceed to fight Bolvus Ieneth and Kanet. Loot and proceed, eventually returning to the first intersection. Head south now to fight Tuvenie Varam (might need your bow). Loot her platform and leave. We're now ready to head to Ebonheart, so just recall to Balmora and offload if needed then get there, either by boat or by road. o======================================================================o | | | Ebonheart & Wilderness | | | o======================================================================o Sequence of Events: {WLK008} 1) East Empire Company Plaza 2) Castle Ebonheart Outer Courtyard 3) Grand Council Chambers 4) Imperial Chapels 5) Mudan Grotto 6) Uncharted Shipwreck 7) Norvayn Ancestral Tomb 8) Sennananit 9) Aleft 10) Addadshashanammu 11) Band Egg Mine 12) Kudanat 13) Uveran Ancestral Tomb East Empire Company Plaza o======================================================================o ***NPCs*** Olfin gro-Logrob Gaeldol Fainertil Ian Blatta Hateria Nevosi Hlan Fiiriel Haening Thoromlallor Siltalaure Okan-Shei J'Zhirr Bolrin Shazgob gra-Luzgan Canctunian Ponius ***NOTABLE LOOT*** Servant's Skull 2920, First Seed, v3 A Dance in Fire, Chapter 6 1) On the way in, speak with Olfin gro-Logrob, Gaeldol, Fainertil, and Ian in what you'll learn is the East Empire Company Plaza. Go explore the north dock next to meet Blatta Hateria and loot the two boats. Check the south dock to meet Nevosi Hlan, then loot out the Chun-Ook. Note the Servant's Skull in the cabin and the copy of 2920, First Seed in the upper level. Nab the 10 pieces of limeware from the lower level, and feel free to run them to Alarvyne Indalas at St. Delyn since it's so close by. Now, explore the East Empire South Warehouse (the northern tower portion) before entering the East Empire North Warehouse. Speak with Fiiriel and Haening, loot, then head into the East Empire South Warehouse. Explore the tower, then enter the warehouse proper. Speak with Thoromlallor and Siltalaure, loot, and head out and into the East Empire Company Hall. Speak with Okan-Shei, and J'Zhirr, loot this room and the closet on the right, and head deeper into the hall. Speak with Bolrin and Shazgob gra-Luzgan, then head deeper still to speak with Canctunian Ponius. Loot the room, noting the copy of A Dance in Fire, Chapter 6, then leave and cross the bridge to Castle Ebonheart. Castle Ebonheart Outer Courtyard o======================================================================o ***NPCs*** Maline Masolaude Pilus Amatius Vilamon Apelles Matius Jonus Maximus Augurius Sialius Joslin Chanil-Lee Agning Vinnus Laecinnius Lassinia Mussillius Ukawei Im-Kilaya Geel-Lah Onasha An-Deesei On-Wan Briring Eiruki Hearth-Healer Bedraflod Ingokning Heidmir Joshur Alodie Jes Norring Sirollus Saccus Nebia Amphia Fanildil Aumsi Ervona Barys Frald the White Nedhelorn Landorume ***NOTABLE LOOT*** The Marksmanship Lesson A Dance in Fire, Chapter 4 The Wolf Queen, v2 ***SPELLS*** Weary Strong Levitate Wearying Touch Strength Leech Shockbloom Lightning Bolt Commanding Touch Absorb Personality Absorb Strength Absorb Willpower Orc Strength Rapid Regenerate Alad's Caliginy Invisibility Dire Noise Iron Will Great Resist Frost Great Resist Magicka Shadow Weave 2) Outside, speak with Maline Masolaude, Pilus Amatius, Vilamon, Apelles Matius, and Jonus Maximus. I suggest starting by exploring all the various Hawkmoth Towers (there are six, some with OK loot inside, and Augurius Sialius to speak to), then enter the Six Fishes. Speak with Joslin, Chanil-Lee, and Agning. Loot and head upstairs to speak with Vinnus Laecinnius and Lassinia Mussillius, loot, and head to the basement. Loot here too, then leave and head to the Argonian Mission. Speak with Ukawei, Im-Kilaya, Geel-Lah, and Onasha. Loot the room, then go deeper to speak with An-Deesei, then go through the waterlogged passage to find and speak to On-Wan. Note the copy of The Marksmanship Lesson, and leave the mission. Head to the Skyrim Mission next door. Speak with Briring, Eiruki Hearth-Healer, Bedraflod, and Ingokning, then loot, noting the copies of A Dance in Fire, Chapter 4 and The Wolf Queen, v2. Speak with Heidmir through the one door, then leave and head into the Hawkmoth Legion Garrison. In the prison area, speak with Joshur, Alodie Jes, and Norring, then head over to the smithy to speak with Sirollus Saccus. Loot and head upstairs. At the fork, head right and down into the barracks. Speak with Nebia Amphia, admire her disposition to 90+, and buy all of her spells. Speak with Fanildil, admire his disposition to 90+, and buy all of his spells. Speak with Aumsi and loot the room, then head further upstairs. Speak with Ervona Barys, Frald the White, Nedhelorn, and Landorume, loot the room, and leave. Time to cross the bridge and enter the Grand Council Chambers. Grand Council Chambers o======================================================================o ***NPCs*** Llerar Mandas Asciene Rane Llivas Othravel Ruccia Conician Galas Drenim Relen Hlaalu Varus Vantinius Llaalam Dredil Duke Vedam Dren Matus Mido Tuvene Arethan Rufinus Alleius Frostien Ephine Viccia Claevius Cavortius Albuttian Glallian Maraennius Ekkhi Sader Jelin Birard Adrognese ***QUESTS*** Miscellaneous-Dredil's Delivery Miscellaneous-The Client List ***NOTABLE LOOT*** The Alchemist's Formulary The Wolf Queen, v5 Elvul's Black Blindfold 3) Speak with Llerar Mandas, Asciene Rane (but DON'T go to Mournhold yet), Llivas Othravel, Ruccia Conician, Galas Drenim, and Relen Hlaalu. Head up the stairs to the southeast or southwest and speak with Varus Vantinius, Llaalam Dredil (who will give a quest), and Duke Vedam Dren. Run back out to the East Empire Company Hall and deliver the letter to J'Zhirr, then run the next letter back to Dredil. Run back to the Hall again and speak with Bolrin once again for a new quest. Hoof it over to the Telvanni canton in Vivec, nick the client list from Audenian Valius' bedroom, kill the Hunger that spawns, then run it back to Bolrin. Now head back to the Grand Council Chambers, up the southwest tower (all the way), and out into the Grand Council Chambers Tower. Speak with Matus Mido, then loot and head back out into the main council chambers. Head north into the Imperial Commission. Speak with Tuvene Arethan and Rufinus Alleius, loot (noting the copies of The Alchemist's Formulary and The Wolf Queen, v5, and noting but LEAVING HERE Elvul's Black Blindfold). Although you should unlock the way, don't enter the Underground Caves yet; head into the Imperial Guard Garrison instead. Speak with Frostien Ephine, Viccia Claevius, Cavortius Albuttian, and Glallian Maraennius, loot, and head downstairs. Speak with Ekkhi, Sader, Jelin, and Birard Adrognese. Head up, out, and into the Imperial Chapels. Imperial Chapels o======================================================================o ***NPCs*** Lalatia Varian Sauleius Cullian Sarmosia Vant Frik Iulus Truptor Synnolian Tunifus Kaye Balur Salvu ***NOTABLE LOOT*** The Dowry The Cake and the Diamond Shoes of Conviction Maran Amulet Zenithar's Frock Stendarran Belt ***SPELLS*** Stamina Detect Enchantment Purge Magic Divine Intervention Rallying Touch Resist Common Disease ***QUESTS*** Imperial Cult-Alms from the Skyrim Mission Imperial Cult-Gathering Marshmerrow Imperial Cult-Missing Limeware Imperial Cult-Gathering Muck Imperial Cult-Alms from the Argonian Mission Imperial Cult-Buckmoth Alms Imperial Cult-Ring in Darkness ***FACTIONS*** Imperial Cult-Novice Imperial Cult-Initiate Imperial Cult-Acolyte 4) Speak with Lalatia Varian, Sauleius Cullian, Sarmosia Vant, and Frik, loot the area (noting the copy of The Dowry), then speak with Iulus Truptor, Synnolian Tunifus, and Kaye, all of whom will offer quests (and you should accept all three). With Synnolian, make sure to admire his disposition to 90+ and buy all of his spells. Head out to Balur's Farmhouse (it's nearby and we've seen it before). Speak with Balur Salvu, then explore and loot the farmhouse, making sure to grab the five marshmerrow. Ask Salvu to teach you something for a copy of The Cake and the Diamond. Head back to Ebonheart, and ask any High Elf (I used Fainertil) about Caryarel for some clues. Head to the Skyrim Mission and bother everyone about alms. Head back to the Chapels and report to Synnolian for a reward, a new quest, and a promotion to Novice. Report to Iulus that you've doubled the goal for the unique Shoes of Conviction, ask about advancement for a promotion to Initiate, speak with him again for the unique Maran Amulet, and speak with him AGAIN for a new quest. Head to the Argonian Mission and bother everyone for alms, then return to Iulus and tell him you've doubled the goal (even if you didn't). Ask about advancement for a promotion to Acolyte, speak to him again for the unique Stendarran Belt, then speak with him one more time for a new quest. That's it for questing for now, but note that Lalatia Varian will now sell spells and offer quests of her own. Take the first one. Go speak with Llaalam Dredil in Ebonheart and Nalasa Sarothren at the Elven Nations Cornerclub in Vivec's Hlaalu Canton to progress this quest. Now, head back to the docks in Ebonheart. Leave town to the south and when the path dead-ends on some rocks swim due west. From the first island you hit, swim west and a bit south and you should find the Mudan Grotto. Head inside. Mudan Grotto o======================================================================o ***NOTABLE LOOT*** Dragonbone Cuirass 5) Just swim through the tunnels, killing critters, and enter the Lost Dwemer Checkpoint. Go upstairs first, fighting and looting, then head for the submerged lower center passage. To the left is the Mudan Right Tower, and straight ahead is the Vault. Head to the tower first to visit Peke Utchoo (heh), then head into the Vault. Kill the unique Steam Guardian and loot, paying particular attention to the artifact Dragonbone Cuirass. I suggest equipping it, as it by far the best thing we've found so far. Leave when done, get back to shore, and to the southern tip of the land. You should be able to see the Palace of Vivec; swim out to an island due south of it. The shipwreck is easily visible; head inside. Uncharted Shipwreck o======================================================================o 6) Loot the cabin for some gold, then loot the lower levels for miscellany. We're done, so I suggest offloading in Balmora. Just head due west over the ridge to return to Hlormaren. Follow the road north and enter the Norvayn Ancestral Tomb on the left. Norvayn Ancestral Tomb o======================================================================o 7) Just move through, killing as you go. At the first fork, loot the room to the left and go straight. Go right at the next fork, loot, then return and go straight. With that, this little tomb is done. Leave and offroad to the west until you find the cave of Sennananit (about due north of Hlormaren). Head inside. Sennananit o======================================================================o 8) Not much in this little cave. Kill everything and loot, then head out. Head north and track the coast east, eventually looping around a cove, to find a dwarven ruin called Aleft. Head inside. Aleft o======================================================================o ***NPCs*** Holmgeira 9) The path is straightforward, so just go right through, killing critters and looting. When done, go south along your current peninsula to reach Addaddshashanammu. Clear the exterior, speak with Holmgeira, and head inside-we're finally entering a Daedric ruin for the first time. Addadshashanammu o======================================================================o ***NPCs*** Dortodd Irinwe Eradan Jolding Pelena Acicius ***NOTABLE LOOT*** The Third Door The Lunar Lorkhan 10) Fight Dortodd, Irinwe, Eradan, Jolding, and Pelena Acicius, then loot this shrine to Sheogorath. Note the copies of The Lunar Lorkhan and The Third Door, the latter of which should raise you to Level 80. Use the bedroll by the entrance to rest, then leave. Head back to the road (east), then follow it north to the Band Egg Mine. Head inside. Band Egg Mine o======================================================================o 11) Turn left at the first intersection, then head back when you dead-end and turn left (northeast). When you hit the queen, turn around and go left once more (southeast). Loot if anything appeals, then leave. Follow the road through the ridge going east, then hug the right path to find the cave of Kudanat. Head inside. Kudanat o======================================================================o ***NPCs*** Falion Throknolf the Craven Tandasea Salas Murag gro-Atumph Ulenea Beloren Vianis Tiragrius Nalur Indrano Ra'Sava Ah-Meesei Adharanji Heedul Oleen-Gei Bugrol gro-Bagul Hlormar Wine-Sot Sosia Caristiana ***NOTABLE LOOT*** Unnamed Book Cloudcleaver ***QUESTS*** Miscellaneous-Favors for Orcs Miscellaneous-Recovering Cloudcleaver 12) Fight Falion, Throknolf the Craven, Tandasea Salas, then loot the water pool. Proceed to fight Murag gro-Atumph and Ulenea Beloren. Loot this room, then proceed to fight Vianis Tiragrius and Nalur Indrano. Loot the last room, being sure to nab the slave key from the table and noting the copy of the Unnamed Book, then go free the slaves Ra'Sava, Ah-Meesei, Adharanji, Heedul, and Oleen-Gei. That's it for here, so leave and stick with the road toward Caldera. Before the intersection with the naked Nord, veer off-road a bit northwest and speak with Bugrol gro-Bagul for a quest. With that, go ahead and chat with the naked Nord, Hlormar Wine-Sot, for another. Head almost due north and just *slightly* west fo find Sosia Caristiana. The best reward comes from (wrongly) siding with Hlormar, so do as you will-I'll take the unique Axe over potions or an (irrelevant) Strength boost. With that done, backtrack to where you met Hlormar and follow the road toward Caldera Mining Company. Skip Alveleg and Ashanammu, and proceed through the Caldera Mine (yes, we're skipping it too) to the Uveran Ancestal Tomb. Head inside. Uveran Ancestral Tomb o======================================================================o 13) Kill undead and loot this very straightforward little tomb. The first two side rooms hold nothing of particular interest, and frankly, the final room does not either. When you've explored to your satisfaction, leave, go through the mining company back to the road, and enter the town of Caldera. We've passed through once before, but now it's time to explore. o======================================================================o | | | Caldera & Wilderness | | | o======================================================================o Sequence of Events: {WLK009} 1) Caldera 2) Guild of Mages 3) Ghorak Manor 4) Shushishi 5) Abaelun Mine 6) Indalen Ancestral Tomb Caldera o======================================================================o ***NPCs*** Keel-Raniur Nedhelas Dro'Shavir Valvius Mevureius Surane Leoriane Odairan Ashummi-Ammus Bashuk gra-Bat Elmussa Damori Canodia Felannus Olumba gro-Boglar Foves Arenim Llaros Uvayn Cunius Pelelius Odral Helvi ***NOTABLE LOOT*** Mystery of Talara, Part 1 Mystery of Talara, Part 2 Mystery of Talara, Part 5 Chance's Folly ***SPELLS*** Demoralize Beast Demoralizing Touch Telekinesis Medusa's Gaze Silence Wild Earwig 1) Speak with Keel-Raniur and Nedhelas, then head into the North Guard Towers. Loot and head to Dro'Shavir's House. Speak with Dro'Shavir, loot (note the copy of Mystery of Talara, Part 1), and head to Valvius Mevureius' House. Speak with him, loot (noting the copies of Mystery of Talara, Part 2 and Mystery of Talara, Part 5), then head into Keel-Raniur's House. Loot and head to Surane Leoriane's House. Speak with her, loot, and head to Odairan Ashummi-Ammus' House. Speak with him, loot, and head to Bashuk gra-Bat's House. Speak with her, loot, then run her note out to Bugrol. Hand it over to finish the quest, then head back to Caldera and head to Elmussa Damori's house. Speak with her, loot (noting the copy of Chance's Folly and leaving the Caldera Mining Contract where it is), then leave and head to Canodia Felannus' House. Enter, speak with her, loot, and head to Nedhelas' House. Loot (ignore the tomb for now), leave, and head to the South Guard Towers. Loot them as well, then head to the Governor's Hall. First, head up either tower and speak with Olumba gro-Boglar. On the main level, speak with Foves Arenim and Llaros Uvayn. With the latter, admire her disposition to 90+ and buy all of her spells. Speak with Cunius Pelelius, loot the back center tower, then head up either of the other back towers to Odral Helvi's rooms. Speak with him, loot (leave all books in his chest), and head out to the Mages Guild. Guild of Mages o======================================================================o ***NPCs*** Medila Indaren Ernand Thierry Eraamion Folms Mirel Emelia Duronia Falanaamo Irgola Hodlismod Verick Gemain ***NOTABLE LOOT*** 2920, Hearth Fire, v9 Hlormaren Propylon Index The Buying Game The Armorer's Challenge ***SPELLS*** Weakness to Common Disease Armor Eater Doze Bound Gauntlets Sleep Toxic Cloud Brevusa's Averted Eyes Light Dire Earwig 2) Loot the room (noting the copy of 2920, Hearth Fire, v9), then speak with Medila Indaren (buying all of her spells) and Ernand Thierry. Loot the door behind him, then head upstairs to speak with Eraamion (whose spells you should buy), Folms Mirel (who has a new quest), and Emelia Duronia. Use her to offload in Balmora if needed, then come back and head to Falanaamo: Clothier. Speak with him, loot his shop, then head to Irgola: Pawnbroker. Loot (the Hlormaren Proplyon Index is in the ground floor windowsill, and a copy of The Buying Game is upstairs), speak with him, then go turn the index in to Folms Mirel. We already found the Marandus Propylon Index, so get it from wherever it's stashed and bring it to him as well. Now head to Hodlismod: Armorer. Speak with him, loot the shop (noting the copy of The Armorer's Challenge), and leave. Head to Verick Gemain: Trader. Speak with him loot his shop, and leave. Head over to Ghorak Manor. Ghorak Manor o======================================================================o ***NPCs*** Lorzub gro-Bogla Urul gro-Ghorak Creeper Ghoragdush gro-Kashug Gulfim gra-Borbul Duma gro-Lag Shenk Iratian Albarnian Ri'Shajirr Aeta Wave-Breaker ***NOTABLE LOOT*** The Wolf Queen, v7 Night Falls on Sentinel The Armorer's Challenge Realizations of Acrobacy The Marksmanship Lesson ***QUESTS*** Miscellaneous-Aeta Wave-Breaker's Jewels 3) Speak with Lorzub gro-Bogla, note the copy of The Wolf Queen, v7 in the fireplace, speak with Urul gro-Ghorak, note the copy of Night Falls on Sentinel in the windowsill, then head upstairs. Creeper, the scamp, will buy goods at full value and has 5000 gold in reserve-very useful if you still need to make money. After acquainting yourself with him, speak with Ghoragdush gro-Kashug, Gulfim gra-Borbul, and head to the top floor to speak with Duma gro-Lag. Ask him to recreate the Shrine of Boethiah to progress that quest. Use the guild guide to get to Vivec, head to Jobasha's Rare Books, and buy or steal a copy of Boethiah's Glory. Speak with him about the Twin Lamps for a few rare books we've already read, then head back to Caldera. Turn the book and gold over to Duma, then leave and head to Shenk's Shovel. Speak with Shenk, loot the bar, speak with Iratian Albarnian, head upstairs one floor to speak with Ri'Shajirr (a master trainer in Sneak), loot the area, and leave. That's it for Caldera, so let's go explore some more. Just out of town to the east, find and speak with Aeta Wave-Breaker for a new quest. For the sake of mapping paths, head out of Caldera to the north, ignore anything you see, and follow signs toward Ald'Ruhn. Eventually, you'll start to see signs for Buckmoth Legion Fort-follow those. When you spot the fort to your right, follow the path from the fort doors, turn right, and head directly through the Daedric ruin at Ramimilk. Keep going, following the paths downhill, and you'll arrive at the cave of Shushishi just a bit east of Aeta (but over a ridge). If you don't care about path mapping, just levitate east from Aeta. Head inside. Shushishi o======================================================================o ***NPCs*** Atulg gro-Largum Galdiir Halof Vilvyni Uveran Monsey Ma'Jidarr Tsajadhi Meeh-Mei Deesh-Meeus 4) Immediately, fight Atulg gro-Largum, then proceed a bit to fight Galdiir. Further in, fight Halof (who has the slave key) and levitate up to fight Vilvyni Uveran. Loot up here, then proceed through the loop to eventually fight Monsey. Go straight, ignoring the door, to find two slaves to free, Ma'Jidarr and Tsajadhi. Proceed to find Dro'Zhirr, who is not hostile and can actually be convinced to return Aeta's property. Loot this last room, freeing the slaves Meeh-Mei and Deesh-Meeus, and leave. Levitate to Aeta, then back to Dro'Zhirr, then you'll be done. Exit. Run along the path now, watching the left, to discover Abaelun Mine. Head inside. Abaelun Mine o======================================================================o ***NPCs*** Davas Aralas Alvor Andas Mervis Rernel Arano 5) Explore the relatively unremarkable mine, speaking with Davas Aralas, Alvor Andas, Mervis, and Rernel Arano, then leave. Head left to Ramimilk, which we're still skipping. Schlep back to Caldera by your method of choice, then look northeast of town, outside the walls, for the Indalen Ancestral Tomb. Head inside. Indalen Ancestral Tomb o======================================================================o ***NPCs*** Pemenie Sjorvar Horse-Mouth ***QUESTS*** Miscellaneous-Pemenie and the Boots of Blinding Speed ***NOTABLE LOOT*** Boots of Blinding Speed 6) Proceed, killing Daedra and looting, through this very straightforward little tomb. Turn right at the first intersection, loot, head back to the other fork, loot, and rejoice in being done. Leave and follow the road north out of Caldera. Follow signs first along the "main road" to Ald'Ruhn, and on the left you should soon spot Pemenie. Speak with her and agree to the quest, then head back south and follow road signs to quickly rush her to Gnaar Mok. Head back toward where you met her after you get the Boots of Blinding Speed (I know), and proceed north along the road when you get back there. Take the first left to find Sjorvar Horse-Mouth. Speak with him, loot his shack, then proceed north along the road. Eventually, you'll find a fork with signs; turn left to head toward Gnaar Mok again. On the left, before long, you'll spot the Telvayn Ancestral Tomb. Skip it, follow the road toward Gnaar Mok (skip the mudcrabs and the cave of Mallapi and any netch-just trust me), and when you arrive from the north we're actually ready to explore the village. o======================================================================o | | | Gnaar Mok & Wilderness | | | o======================================================================o Sequence of Events: {WLK010} 1) Gnaar Mok 2) Shurinbaal 3) Shunned Shipwreck 4) Khartag Point 5) Drulene Falen's Guar Ranch 6) Andasreth 7) Saramisun-Assa Egg Mine 8) Milk 9) Hleran Ancestral Tomb 10) Buckmoth Legion Fort Gnaar Mok o======================================================================o ***NPCs*** Valveli Arelas Nadene Rotheran Anglalos Caryarel Jerian Dolbanitte Mush-Mere Rostlogi Daren Adryn Selvura Andrano Anas Ulven Sodrara Andalas Dridas Salvani Almse Arenim Drarus Berano Andilo Thelas Hinald Balan Wadarkhu ***NOTABLE LOOT*** 2920, First Seed, v3 The Rear Guard 36 Lessons of Vivec, Sermon 30 The Black Arrow, v1 Elvul's Black Blindfold ***FACTIONS*** Imperial Cult-Adept ***QUESTS*** Imperial Cult-The Haunting Imperial Cult-Thelsa Dral the Witch 1) Gnaar Mok is reachable via fast travel, so feel free to recall to Balmora and offload if needed before coming back here. Start by looting the boats and speaking with Valveli Arelas, Nadene Rotheran, Anglalos, and Caryarel to update a quest. Head into Jerian Dolbanitte's shack, speak with him, and loot. Do the same in Mush-Mere's shack (noting the copy of 2920, First Seed, v3), then head to Caryarel's shack. Get the Chapel Limeware Bowl from a barrel by his bed, then head to Rostlogi's shack. Speak with her and loot, then loot Anglalos' Shack next door (noting the copy of The Rear Guard). Now head into Nadene Rotheran's shack. Speak with Daren Adryn for Ahnassi's quest. Before speaking with him again, speak with Selvura Andrano, Anas Ulven, and Sodrara Andalas. Now ask Adryn about Ahnassi again, and you'll have to kill all four Camonna Tong. Loot them and the shack, then head over to Arenim Manor. Explore this level, speaking with Dridas Salvani before heading downstairs. Speak with Almse Arenim, then head to the stairs up. Speak with Drarus Berano, then head out to the balcony to speak with Andilo Thelas. Now head to the Dreugh-Jigger's Rest. Speak with Hinald, Balan, and Wadarkhu (the second master trainer in Sneak), loot the place, and we're done in Gnaar Mok. Head to Pelagiad and chat with Ahnassi to move her quest along, noting that you get notified of a key to the already-looted Redoran Treasury and a copy of 36 Lessons of Vivec, Sermon 30, then head to St. Olms Canton Canalworks in Vivec and speak with J'Dhannar. Head to the Foreign Quarter now and chat with Jobasha. Buy or steal Confessions of a Dunmer Skooma-Eater and take it back to J'Dhannar. Now head back to Pelagiad to report back to Ahnassi again, then go speak with her at her house. Head to Vivec Arena Fighters Quarters and chat with Senyndie, receiving a copy of The Black Arrow, v1, then return to Ahnassi for another task. Gold Kanet and Coda Flowers are both plentiful in the Ascadian Isles and Bitter Coast respectively, so just grab some and bring them back for another task. Head to the Telvanni Tower in Vivec and steal Mavon Drenim's Flamemirror Robe from the closet by the beds. Take it back to Ahnassi, trade it for 20 Ebony Throwing Stars, and speak with her again for yet another task. Head to Ebonheart now, snag Elvul's Black Blindfold from the Imperial Commission, and go turn in the Chapel Limeware Bowl to Kaye at the Imperial Chapels while you're here. Ask him about advancement to be promoted to Adept, then ask for another mission to be sent to Caldera. Visit Ahnassi one last time to end her quest chain. Recall to Balmora, offload, then head to Caldera and speak with Nedhelas outside. Enter his house, and head through the trapdoor to the Heleran Ancestral Tomb. Loot this very straightforward tomb, destroy the Ghost of Galos Heleran, report back to Nedhelas, then back to Kaye. Now take a boat back to Gnaar Mok-let's get back to exploring. To the south, check tree stumps for loot, then head into the cave of Shurinbaal. Shurinbaal o======================================================================o ***NPCs*** Enjine Sethesi Adas Talamu Sethandas Dovrosi Varyon Gancolm Galtus Serethi Crottus Cedus Eponis Vinipter Daroder Helni ***NOTABLE LOOT*** Ice and Chiton Unnamed Book 2) Fight Enjine, Sethesi Adas, Talamu Sethandas, Dovrosi Varyon, and Gancolm by simply moving forward. The intersection only has two tunnels; go right first to swim and fight Galtus Serethi and Crottus Cedus. Loot the platform, then head back to the intersection, head through the gate, and fight Eponis Vinipter and Daroder Helni (who carries copies of Ice and Chiton and Unnamed Book). Leave and swim across to an island to the south. Check out the tree stumps, then head into An Abandoned Shack. Loot inside, then head southwest to find the Shunned Shipwreck. Shunned Shipwreck o======================================================================o 3) Check out the cabin and lower levels-nothing too special. Head back to Gnaar Mok and head north from Arenim Manor to find a cave called Ilunibi. Check the tree stumps, but skip this and swim north. There's some Orcish armor underwater as you swim over to a big rock-this is Khartag Point. Khartag Point o======================================================================o ***NPCs*** Shulong gro-Azorku Dumburz gro-Bulfish Lazgar gra-Durog Ugdumph gro-Lumbuk Rasha ***NOTABLE LOOT*** Goldbrand ***QUESTS*** Miscellaneous-The Shirt of His Back 4) If, like me, you arrived before the shrine is finished, swim west and explore the Neglected Shipwreck. Before going in, check the nearby island and capsized longboat for a fair bit of loot. Now go inside. Explore and loot as you like, but the real point is to wait in 24-hour increments and keep checking for the Shrine of Boethiah at Khartag Point to be completed. Once it is (you can visit with workers Shulong gro-Azorku, Dumburz gro-Bulfish, Lazgar gra-Durog, Ugdumph gro-Lumbuk, and Duma gro-Lag as work progresses), interact with the shrine to receive Goldbrand and complete the quest. Get on the road and follow it all the way back into the West Gash, up until a T-intersection with a signpost, and turn left toward Gnisis and Ald'Ruhn. Speak with Rasha along the road for a miscellaneous quest, then continue north until you see an unmarked trail to the left. Follow it to Drulene Falen's guar ranch. Drulene Falen's Guar Ranch o======================================================================o ***NPCs*** Drulene Falen Glaum Gaban ***QUESTS*** House Redoran-Mudcrab Pests House Redoran-Trouble with Bandits ***NOTABLE LOOT*** The Hope of the Redoran Hallgerd's Tale 5) Speak with Drulene Falen for a House Redoran quest. Loot her ranch and hut (noting the copy of The Hope of the Redoran), then head back to the Bitter Coast. You should see the offending mudcrabs straight ahead by a guar corpse, so kill them and report back to Drulene. Speak with her again for another quest, then head to the previously-skipped Telvayn Ancestral Tomb and head inside. Head through this very straightforward tomb, fight Glaum and Gaban, loot (noting the copy of Hallgerd's Tale), and return to Drulene again. With that done, go a little south from Drulene's hut to see another unmarked path heading west through the hills. You'll cross some ash waste before arriving at the Dunmer stronghold of Andasreth. Andasreth o======================================================================o ***NPCs*** Dareru Omalas Andril Othran Dinor Thilandas Nalsie Radas Ildos Rothren Beleru Hledri Raynilie Andromo Brelar Andas Athesie Andas Llelan Andoril Folvalie Omalor Gilas Llervu Aloie Indaram Giryn Nirith Sulis Rendas ***NOTABLE LOOT*** The Wolf Queen, v4 The Dragon Break Re-Examined The Rear Guard 6) Start in the Propylon Chamber if you like, but there's nothing there, so head into the Lower Level ready to rumble. Turn left, and explore the first side room to fight Dareru Omalas. Loot the room, noting the copy of The Wolf Queen, v4, then head out and continue clockwise. In the next side room, fight Andril Othran and loot. Return to the hall and proceed clockwise to fight Dinor Thilandas. The next side room has four dead Redoran guards (they feature in a Redoran quest if you're joining that house), and after that you'll find an open room where you'll fight Nalsie Radas and Ildos Rothren. Loot the room, but don't go upstairs yet. Continuing clockwise on the lower level, you can finish mapping it out. Now head to the Upper Level. Turn right and go clockwise to fight Beleru Hledri. Fight Raynilie Andromo in the first side room, then loot, noting the copy of The Dragon Break Re-Examined. Proceed, skipping the stairs, and in the next side room fight Brelar Andas and Athesie Andas. Note the copy of The Rear Guard as you continue, fighting Llelan Andoril in the next room. Continue to the next room to fight Folvalie Omalor. Proceed to fight Gilas Llervu in the hallway, then finish the loop. Return to the stairs and go up and outside. Fight Aloie Indaram, Giryn Nirith, and Sulis Rendas to finish clearing the stronghold. Head back to the main road past Drulene Falen's hut and continue north. Turn left toward Gnisis at the next fork, and follow the road a long way to the next signpost. Turn left on the unmarked path, then left again at the next fork, and follow this path south to the Saramisun-Assa Egg Mine. Head inside. Saramisun-Assa Egg Mine o======================================================================o 7) No noteworthy loot here, so just explore, kill the critters, do the same in the Queen's Lair, and leave. Back outside, head back toward the main road, and back toward Ald'Ruhn. After the first signpost, watch the left for an unmarked path. When you spot it, take it to the Salothran Ancestral Tomb and head inside. Down the first ramp, kill critters and turn right to head to the lower level. Loot near the shrine, then head back up and through the doors around the hole to proceed. Loot the corpses and leave. Back on the main road again, continue back toward Ald'Ruhn, but note the next unmarked path, again on the left. Follow it to Milk. This is the site of another Redoran quest we'll never get, so go ahead and enter. Milk o======================================================================o ***NPCs*** Llarel Llenim Faver Seran Dramis Maryon Danaronea Daryon Gandela Indoran Ilmyna Romoren Arethan Mandas Ivela Uvenim Hisin Deep-Raed Drerel Indaren Falanu Indaren ***NOTABLE LOOT*** Vernaccus and Bourlor Mystery of Talara, v5 The Icecap A Dance in Fire, Chapter 2 ***QUESTS*** House Redoran-Delyna Mandas in Tel Fyr Miscellaneous-The Paralyzed Barbarian Miscellaneous-Divided by Nix-Hounds 8) Fight Llarel Llenim and Faver Seran. Loot and continue, fighting Dramis Maryon and Danaronea Daryon. Turn left at the intersection, loot, then proceed. Fight Gandela Indoran, loot, and continue to fight Ilmyna Romoren. Loot and continue, skipping the room with the non-hostile Arethan Mandas for now, and fight Ivela Uvenim. Loot her room and the underwater passage, then return to Arethan. Loot his room, noting the copies of Vernaccus and Bourlor and Mystery of Talara, v5, and speak to him-I leave him alive and exit the cave, with a quest in hand. Back at the main road, continue toward Ald'Ruhn, but almost immediately break right back toward Caldera. Speak to the naked Nord Hisin Deep-Raed for a miscellaneous quest. Complete it immediately by casting Cure Common Disease on Other on him, receiving The Icecap for your trouble. Proceed toward Ald'Ruhn again, passing a sign toward Maar Gan, then watch off road to the left to meet Drerel Indaren. Speak with him for a new quest, head east and a hair south to kill two nix-hounds and find Falanu Indaren. Drerel will give you a copy of A Dance in Fire, Chapter 2 to complete the quest. Chat with Falanu if you like, then get back to the main road. Head back toward where you met Drerel, looking for a signpost with three signs to the west (Maar Gan, Caldera, and Gnisis) and two to the east (Ald-Ruhn and Buckmoth Legion Fort). Across from the sign, there should be an unmarked path heading south. Take this path to the Hleran Ancestral Tomb, and head inside. Hleran Ancestral Tomb o======================================================================o ***NPCs*** Viatrix Petilia ***NOTABLE LOOT*** Trap ***QUESTS*** Miscellaneous-Viatrix, the Annoying Pilgrim 9) This is a Quarra vampire den, so take care to avoid infection (unless you want to depart from this guide and join that clan). Head down the ramp, kill vamps, and loot, noting the copy of Trap. Head through the other door, kill, loot, and leave. Head back to the main road, and follow it toward and past Ald'Ruhn, following signs to the Buckmoth Legion Fort. You'll bump into Viatrix Petilia, so speak with her and agree to her quest. Keep following signs for the fort until you get there, then proceed as if you were going to Ramimilk. Instead, when Ramimilk is on your right, turn left and follow the path, and before long you'll reach the Ghostfence. Admire it if you like, then follow the trail east alongside it to eventually reach Ghostgate. We're not going to explore this place yet, so just rush through the center gates and take Viatrix to the shrine (just inside and up a hill to the right) to complete her quest. When that's done, head back to the Buckmoth Legion Fort. Buckmoth Legion Fort o======================================================================o ***NPCs*** Shardie Rulfim gra-Ogdub Eldil Bradyn Thetrard Phirrienele Raesa Pullia Syloria Siruliulus Cocistian Quaspus Segunivus Mantedius Olquar Aldaril Yambagorn gro-Shulor Hingor Attelivupus Catius Arnand Liric Imsin the Dreamer Dulian ***SPELLS*** Summon Bonelord Summon Clannfear Temptation Heartbite Cure Poison 10) In the courtyard, loot and speak with Shardie (the master trainer in Block). Head up onto the wall and enter the Towers. Explore this zone, then exit to the balcony and enter the prison. In the cells, you can speak with Rulfim gra-Ogdub and Eldil Bradyn before heading down through a trapdoor. Down here, you can meet Thetrard Phirrienele before making your way back through the Towers to the Interior. Speak with Raesa Pullia, Syloria Siruliulus, Cocistian Quaspus, Segunivus Mantedius, and Olquar. Loot this room, as well as the two towers to the east, then head through the northwest door to descend to the Fort's lower level. Speak with Aldaril, admire his disposition to 90+, and buy his spells. Speak with Yambagorn gro-Shulor, Hingor, Attelivupis Catius, and loot the room. Head north to speak with Arnand Liric, admire his disposition to 90+, and buy his spell. Loot the room, then head south. Loot this room and speak with Imsin the Dreamer and Dulian, then leave. Do note that our advancement in the Imperial Cult is high enough for free blessings, so we can use altars to cure any disease AND refill magicka (if you're an Atronach) with no expense. We're now ready to go to Ald'Ruhn, so follow the signs and stroll into town. Just to unlock fast travel, head to the Manor District (the HUGE building), go to Bivale Teneran: Clothier, and hand over your Exquisite Shirts. Now you can recall to Balmora, offload as needed, and take a strider or guild guide to Ald'Ruhn. Let's start outside. o======================================================================o | | | Ald'Ruhn & Wilderness | | | o======================================================================o Sequence of Events: {WLK011} 1) Ald'Ruhn Shops and Homes 2) Ald'Ruhn Manors 3) Redoran Council Hall 4) Morag Tong Guildhall 5) Temple 6) Guild of Fighters 7) Guild of Mages 8) The Rat in the Pot 9) Mallapi 10) Randas Ancestral Tomb 11) Dushariran 12) Alen Ancestral Tomb 13) Odibaal 14) Bthanchend 15) Rothan Ancestral Tomb Ald'Ruhn Shops and Homes o======================================================================o ***NPCs*** Navam Veran Louis Beauchamp Tauryon Braynas Hlervu Galthragoth Pellecia Aurrus Ilmiril Dravasa Andrethi Aryni Orethi Gindrala Hleran Gildan Ienas Sarandas Drinar Varyon Tiras Sadus Bevene Releth Dandera Selaro Codus Callonus Daynes Redothril Bivale Teneran Cienne Sintieve Lledsa Vari Llether Vari ***NOTABLE LOOT*** The Third Door A Dance in Fire, Chapter 2 A Dance in Fire, Chapter 7 Realizations of Acrobacy The Alchemist's Formulary 36 Lessons of Vivec, Sermon 22 36 Lessons of Vivec, Sermon 16 36 Lessons of Vivec, Sermon 25 The Wolf Queen, v4 36 Lessons of Vivec, Sermon 6 Last Scabbard of Akrash Bthuangth's Harvester The Mirror Mystery of Talara, v5 The Buying Game ***QUESTS*** Miscellaneous-The Patchwork Airship Miscellaneous-Tiras Sadus and Ienas Sarandus Miscellaneous-Bevene Releth and Ienas Sarandus Miscellaneous-Daynes Redothril and Ienas Sarandus Miscellaneous-Bivale Teneran and Ienas Sarandus Miscellaneous-Llether Vari and Ienas Sarandus 1) Speak with Navam Veran at the silt strider port, then check out Guard Towers 2 and 1 just south of him, noting the copy of The Third Door in Tower 1. Speak with Louis Beauchamp outside the Mages Guild for a Bloodmoon quest we'll do MUCH later. Speak with Tauryon next, who will give alms for our current Imperial Cult almoner quest. Now, head to the east end of town, south of the temple, and check out Braynas Hlervu's house. Loot it, then speak with Braynas outside, while wearing your Bal Molagmer gloves. Now, enter Galthragoth's House next door, speak with him for some more alms, loot the house (noting the copy of A Dance in Fire, Chapter 2), then leave. Next door is Pellecia Aurrus' House, so speak with her, loot, and leave. Head next door to Ilmiril's House, speak with him, loot, and leave. Next door is Dravasa Andrethi's house. Speak with her, loot (noting the copy of A Dance in Fire, Chapter 7), and leave. Outside, to the west, find and speak with Aryni Orethi and Gindrala Hleran, then enter Gildan's House. Speak with her, loot, and leave, then loot Tauryon's House and Gindrala Hleran's House. Go north to Hanarai Assutlanipal's House, engage and kill her, then loot her house and leave. West is Aryni Orethi's House-loot, noting the copies of Realizations of Acrobacy and The Alchemist's Formulary, and leave. Now, go next door to Ienas Sarandas' House. Loot the house, then speak with Ienas and leave. Next door is Drinar Varyon's House; loot, then speak with Drinar and leave. Go chat with Dravasa Andrethi for a reputation point. Now, head north of the temple to Morvayn Manor and head inside. Kill the many critters, loot the place (noting the copies of 36 Lessons of Vivec, Sermon 22, 36 Lessons of Vivec, Sermon 16, and 36 Lessons of Vivec, Sermon 25. Leave. Near Skar, head to Tiras Sadus: General Merchandise. Speak with Tiras, loot, and leave, getting a quest for the trouble and noting the copy of The Wolf Queen, v4. Go chat with Ienas Sarandas again, offering a sympathetic ear and friendly advice. He'll give you several items, one of which is Tiras' belt, so go deliver it. Now, go next door to Bevene Releth: Clothier. Speak with her, get a quest, speak with her again to return Ienas' amulet, then loot the shop. Next door, speak with Dandera Selaro, loot around, then loot the inside of the house as well. Note the copies of 36 Lessons of Vivec, Sermon 6 and Last Scabbard of Akrash. Get the unique spear Bthuangth's Harvester from behind the bed, then leave. Now head to Codus Callonus: Bookseller. Loot (noting the copies of The Mirror and Mystery of Talara, v5), speak with Codus (who will give alms), and leave. Head next door to Daynes Redothril: Pawnbroker. Loot, speak with Daynes for a miscellaneous quest, speak with him again to return his items, and leave. Now head into the Manor District. Start at the ground level and enter Bivale Teneran: Clothier. Loot the shop, speak with her for a quest, speak with her again to return the goods, and leave. Next, head to Cienne Sintieve: Alchemist. Loot the shop, speak with Cienne (who will give alms), and leave. Head to Vari: Enchanter. Loot (noting the copy of The Buying Game), speak with Lledsa and Llether for a quest, speak with him again to return Ienas' last item, and leave. Let's start exploring manors now. Head to Ramoran Manor on the top level. Ald'Ruhn Manors o======================================================================o ***NPCs*** Garvs Ramarys Raryn Daren Nalvyna Sarinith Hlaren Ramoran Favilea Sathendas Athyn Sarethi Domesea Sarethi Dinara Othrelas Eindel Llanel Brenos Fathasa Llethri Sanvyn Llethri Tens Nolar Ureval Dralayn Garisa Llethri Ethes Evos Bolyn Elval Vindyne Belvani Gandosa Arobar Llavane Hlas Miner Arobar Ralam Vilas Irver Fevur Vevul Alver Velsa Orethi Novor Gorvas Tereri Irethi Malsa Ules Varvur Sarethi Tidras Deltis Nathyne Uvelas Idros Givyn Bevadar Bels Vendrela Aravel Veresa Salvani Nidryne Redas Bolvyn Venim Dilvene Venim ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 17 The Marksmanship Lesson 36 Lessons of Vivec, Sermon 20 The Wolf Queen, v1 2920, Morning Star, v1 ***QUESTS*** Thieves Guild-Bal Molagmer, Yngling's Ledger Thieves Guild-Bal Molagmer, Land Deed Thieves Guild-Bal Molagmer, Enamor 2) Speak with Garvs Ramarys, loot the area, and head to the private quarters. Speak with Raryn Daren, Nalvyna Sarinith, and Hlaren Ramoran, go downstairs to speak with Favilea Sathendas and loot, then leave. Go clockwise to Sarethi Manor. Speak with Athyn Sarethi and Domesea Sarethi, loot their bedroom, and head to the guard quarters. Loot, noting the copy of 36 Lessons of Vivec, Sermon 17, and leave. Head to the Llethri Manor Entrance. Speak with Dinara Othrelas, Eindel, and Llanel Brenos, then enter the guard quarters to the left. Loot, noting the copy of The Marksmanship Lesson, making sure to leave the four Darts of Judgment where they are. Enter the bedrooms now, speaking with Fathasa Llethri and Sanvyn Llethri. Loot, but leave the Redoran Master Helm where it is. Enter the private quarters. Speak with Tens Nolar, Ureval Dralayn, and Garisa Llethri. Loot, leaving Redoran Cooking Secrets where it is, and leave. Head to the Arobar Manor Entrance. Speak with Ethes Evos and enter the guard quarters. Speak with Bolyn Elval, then loot, noting the copy of 36 Lessons of Vivec, Sermon 20. Enter the private quarters. Speak with Vindyne Belvani, loot, and enter the bedrooms. Speak with Gandosa Arobar, Llavane Hlas, and Miner Arobar, loot (leave Boethiah's Pillow Book where it is), and leave. Enter the Venim Manor Entrance now. Speak with Ralam Vilas, Irver Fevur, Vevul Alver, and Velsa Orethi, then enter the guard quarters. Speak with Novor Gorvas and Tereri Irethi, loot, nicking the Hlervu Locket, noting the copy of The Wolf Queen, v1, and head out and enter the right wing. Speak with Malsa Ules, read the note on the bench, then head northwest to find a locked door behind a tapestry. Speak with Varvur Sarethi, but don't ask him to travel yet-we'll be back on the quest later. Instead, head southeast down a ramp to speak with Tidras Deltis, then head back up, under the stairs, up and around to enter the private quarters. Speak with Nathyne Uvelas, Idros Givyn, Bevadar Bels, Vendrela Aravel, Veresa Salvani, Nidryne Redas, and Bolvyn Venim. Don't mention the Hlervu Locket to him. Loot, then head downstairs and take the first door to the bedrooms. Speak with Dilvene Venim, loot (noting the copy of 2920, Morning Star, v1), then head out and take the other door. Loot the four rooms in here, then leave the manor. Take a second to return the Hlervu Locket to Braynas Hlervu (wear the gloves and mention the Bal Molagmer), then take a quick trip to Jim Stacey for the next Bal Molagmer quest. Head to Yngling Manor in St. Olms, go downstairs, nick the ledger, and return it to Jim for another quest. Head to the Hall of Wisdom, search the Library for the deed, then deliver it to Indrele Rathryon in Seyda Neen (again, make sure you're wearing the gloves). Back to Jim again for the next quest. Now, offload in Balmora if you like, then head back to Ald'Ruhn to keep exploring. Head into the Redoran Council Hall. Redoran Council Hall o======================================================================o ***NPCs*** Neminda Mivanu Retheran Vonden Mano Galsa Gindu Goras Andrelo Mivanu Andrelo Guls Llervu Malpenix Blonia Tuveso Beleth Deval Beleth Nilos Talds Mondros Balur Mistress Brara Morvayn Boldrisa Andrano ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 23 36 Lessons of Vivec, Sermon 27 The Wolf Queen, v7 The Alchemist's Formulary 2920, Sun's Dusk, v11 3) At the entrance, speak with Neminda, but don't join House Redoran. When done, head through to the Hall proper. Speak with Mivanu Retheran, then enter the practice room. Speak with Vonden Mano, note the copy of 36 Lessons of Vivec, Sermon 23, then head out and into Galsa Gindu's House. Speak with Galsa, loot, leave, and enter Goras Andrelo's House. Speak with Goras, as well as Mivanu Andrelo, loot, then head out and into Guls Llervu's House. Speak with Guls, loot (noting the copy of 36 Lessons of Vivec, Sermon 27), leave, and enter Malpenix Blonia: Trader. Speak with Malpenix (who will give alms), loot, then leave and head to Tuveso Beleth: Smith. Speak with Tuveso, as well as Deval Beleth, loot, then leave and enter the Morvayn Quarters. Speak with Nilos Talds, Mondros Balur, and Mistress Brara Morvayn, loot (noting the copy of The Wolf Queen, v7), then leave and enter the Council Hostel. Loot, leave, and enter Boldrisa Andrano's House. Speak with Boldrisa, loot (noting the copies of The Alchemist's Formulary and 2920, Sun's Dusk, v11), then leave. Out in the Manor District, let's check out the Morag Tong. Morag Tong Guildhall o======================================================================o ***NPCs*** Goren Andarys Hoki Salyni Nelvayn Lassour Zenammu Darvam Hleran Thengil Bralas Mels Dather Manel Volene Llervu ***SPELLS*** Poisonbloom Potent Poison Hornhand ***NOTABLE LOOT*** The Prayers of Baranat 4) Speak with Goren Andarys, Hoki (who will give alms), and Salyni Nelvayn (buy all of her spells). Loot (noting the copy of The Prayers of Baranat), go through the door, speak with Lassour Zenammu, loot, and leave. That's it (for now) for Skar, so head out and go check out the Ald'Ruhn Council Club. Speak with Darvam Hleran, Thengil, Bralas Mels, Dather Manel, and Volene Llervu, then loot and leave. Now, head over to the Ald'Ruhn Temple. Temple o======================================================================o ***NPCs*** Tuls Valen Lloros Sarano Ureso Drath Methal Seran Folvys Andalor Danoso Andrano Sadryn Volos Skeetul Boderi Farano Shashev Fathusa Girethi Tuundir Merthierry Laelippe Hassour Zainsubani ***QUESTS*** Temple-False Incarnate Temple-Pilgrimage to Maar Gan Main Quest-Meet Sul-Matuul ***SPELLS*** Rilm's Gift Holy Word ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 9 36 Lessons of Vivec, Sermon 8 ***FACTIONS*** Temple-Novice 5) Speak with Tuls Valen for a quest, then speak with Lloros Sarano and Ureso Drath. Loot, then head downstairs and speak with Methal Seran. Upstairs, speak with Folvys Andalor (buy his spells) and Danoso Andrano, loot (noting the copies of 36 Lessons of Vivec, Sermon 9 and 36 Lessons of Vivec, Sermon 8), then pass through Balmora and hop a silt strider to Suran. Elvil Vidron is easy to persuade, so do so and head back to Tuls Valen. Ask about advancement to be promoted to Novice. Ask about Maar Gan for another quest, then head out and enter the Ald Skar Inn. Go up the stairs and speak with Sadryn Volos, Skeetul, and Boderi Farano. Head down the stairs by the entrance to speak with Shashev and Fathusa Girethi. Loot and head down the stairs by the bar. Speak with Tuundir, Merthierry Laelippe (who will give alms), and Hassour Zainsubani. Begin by asking about gift giving customs on the "business" topic, then "thoughtful gift," and he should be willing to talk about Ashlanders and the Nerevarine cult. Ask about his life as a trader and his son for a journal update. Run the notes back to Caius, take in the info, sleep for the final disturbing dream, and head to Fort Moonmoth. Speak with Somutis Vunnis and Crulius Pontanian for some freebies, then head back to Ald'Ruhn. Enter the Guild of Fighters. Guild of Fighters o======================================================================o ***NPCs*** Baradras Percius Mercius Ergnir Tralan ***NOTABLE LOOT*** The Third Door 6) Speak with Baradras, who will give alms, loot this floor, and head downstairs. Speak with Percius Mercius for alms, and you can also discuss the orders received from other stewards with him (if they seem ethically questionable). Loot the area and the adjacent bedroom (noting the copy of The Third Door), then chat with Ergnir. Loot the smithy and take the stairs here up to two rooms. Speak with Tralan on the north, loot the rooms, then leave and head into the Guild of Mages. Guild of Mages o======================================================================o ***NPCs*** Orrent Geontene Heem-La Erranil Movis Darys Tremona Maren Vala Catraso Tanar Llervi Anarenen Edwinna Elbert ***SPELLS*** Hex Clumsy Touch Absorb Agility Black Hand Greater Frostball Greater Shockball Wild Flay Spirit Wild Levitate Distraction Enervate Spite ***NOTABLE LOOT*** 2920, Sun's Dawn, v2 Withershins ***QUESTS*** Mages Guild-Chronicles of Nchuleft Mages Guild-A Potion from Skink-in-Tree's-Shade ***FACTIONS*** Mages Guild-Magician 7) Speak with Orrent Geontene and buy his spells. In the bedroom on this floor, loot, speak with Heem-La, buy his spells, then head downstairs. Loot around the catwalk, speak with Erranil (who will give alms), then head downstairs another level. Speak with Movis Darys, loot this room (noting the copy of 2920, Sun's Dawn, v2), then speak with Tremona Maren and Vala Catraso. Loot this side room, noting the copy of Withershins, then go to the back and speak with Tanar Llervi. Loot her room, then go speak with Anarenen. Loot his niche, but do NOT mess with his locked small chest. Speak with Edwinna Elbert for a quest. She will give alms, and for her quest I'd go to Balmora and offload, then make a stop at Dorisa Darvel's for the book. Return to Edwinna, ask about advancement to be promoted, then get another quest. That's it for now, so head over to The Rat in the Pot. The Rat in the Pot o======================================================================o ***NPCs*** Tongue-Toad Allding Estoril Dular gro-Buzga Tee-Lan Yak gro-Skandar Dro'Tasarr Narile Sadoro Thadar Ertis Lirielle Stoine Galtis Guvron Aengoth the Jeweler Manis Virmaulese ***SPELLS*** Distracting Touch Deadly Poison Viperbolt ***NOTABLE LOOT*** The Black Arrow, v1 ***FACTIONS*** Thieves Guild-Bandit Fighters Guild-Swordsman ***QUESTS*** Thieves Guild-Loot the Mages Guild Thieves Guild-Retrieve the Scrap Metal Thieves Guild-Redoran Master Helm Thieves Guild-Naughty Gandosa Thieves Guild-Withershins Fighters Guild-Dro'Sakhar's Bounty Fighters Guild-Lirielle's Debt Fighters Guild-The Necromancer of Vas 8) Head downstairs first to speak with Tongue-Toad. He'll give alms, then you should let him leave for Lorbumol's quest. While here, let's finish exploring. Speak with Allding, Estoril (buy her spells-she also gives alms), Dular gro-Buzga (who will give alms), Tee-Lan, and Yak gro-Skandar (who will give alms) on this level. Loot down here (noting the copy of The Black Arrow, v1), then head upstairs to the bar level. Here, speak with Dro'Tasarr, Narile Sadoro, Thadar Ertis, and Lirielle Stoine (who will give alms). Loot and head down under the bar. Loot as needed, then speak with Galtis Guvron and finally to Aengoth the Jeweler, who will promote you to Bandit, give a hefty alms donation, and issue a quest. Enter the Mages Guild, fight Manis Virmaulese, get Anarenen's Devil Tanto, and return it to Aengoth for a new quest. Head to Arobar Manor, snag the helm (on top of a closet near Miner Arobar), and bring it to Aengoth. Get another quest, then head back to Arobar Manor and snag Boethiah's Pillow Book from Gandosa Arobar's bedroom chest. Turn it in to Aengoth for another quest that sends us to Maar Gan, meaning we're done for now. Head to Vivec and turn in Lorbumol's quest to silence Tongue-Toad. Get a new quest. Percius Mercius will tell you it's legit, so head to St. Olms Canal South-Two, kill Dro'Sakhar, and report back to Lorbumol. He'll promote you to Swordsman and give you a new quest. Go ask Percius about it, get a quest from him, then speak with Lirielle Stoine as well. We've spotted Mallapi before (I told you to ignore it-well, now we have the quest), so let's head over there now. Mallapi o======================================================================o ***NPCs*** Marthe Arthe Girara Teran Elumabi Maliiran Midnabi Sobdishapal ***NOTABLE LOOT*** Feyfolken, v3 The Buying Game Septim Ring Tailored Trousers A Dance in Fire, v7 Akatosh's Ring Left Hand of Zenithar Right Hand of Zenithar ***FACTIONS*** Imperial Cult-Disciple Imperial Cult-Oracle Imperial Cult-Invoker ***QUESTS*** Imperial Cult-Shirt and Vest for Harvest's End Imperial Cult-Brandy for the Fundraising Dinner Imperial Cult-Donation from Cunius Pelelius Imperial Cult-Pledge from Canctunian Ponius 9) At the first intersection (after killing some daedra), turn right to find Ruran Stoine's corpse with some of the missing gold. Return, turn right, and fight Marthe Arthe. Loot the room, noting the copy of Feyfolken, v3, return, turn right again, and fight Girara Teran. Loot, leave, and report back to Lorbumol. That's it for now, so let's head to Ebonheart. Report to Iulus Truptor that you doubled the fundraising goal. He'll give you a copy of The Buying Game and some scrolls. Speak with him about advancement to be promoted to Disciple, speak with him again for the unique Septim Ring, then once more for a new mission. Upstairs, be observant and notice that Frik has what you need. Ask him about it to be directed to Caldera, and head there. Speak with Falanaamo and he'll donate what you need, with extras, including the unique Tailored Trousers. Report back to Iulus for a copy of A Dance in Fire, v7. Speak with him again for a promotion to Oracle, again for the unique Akatosh's Ring, and once more for another quest. Head to Balmora and visit the Eight Plates, Lucky Lockup, Council Club, and South Wall Cornerclub for 4 of the 5 bottles we need. Steal the fifth bottle from the room to the right of the bar in the Council Club, and report back to Iulus for the unique Hands of Zenithar. Speak with him again for a new quest, and make your way to Caldera. Speak to Cunius in the Governor's Hall, then speak with Olumba gro-Boglar for some leverage. Go to Odral Helvi's office upstairs and steal the ledger, then confront Cunius with it for three pieces of ebony. Put the ledger back, go sell the ebony off, then report back to Iulus. Speak with him for a promotion to Invoker, then again for another quest. Head to the East Empire Company Hall and speak with Canctunian. Speak with Shazgob gra-Luzgan for some info, then head to Vivec and speak with Flacassia Fauseius for more. That's it until we go to Sadrith Mora, so head to Ald'Ruhn. Time for some exploration. Follow the road back out, ignore the turn to Maar Gan, and take the first branch that leads toward Gnisis. Follow the signs until you have a left turn with signs for Ald Velothi, Khuul, and Gnisis, and an unmarked path to the right. Follow the unmarked path to the Ashimanu Egg Mine, but don't enter just yet. Proceed east, off road, to the ridge, fighting the mabrigash Elumabi Maliiran and Midnabi Sobdishapal, then turn south until you find the Randas Ancestral Tomb. Head inside. Randas Ancestral Tomb o======================================================================o ***NPCs*** Lucan Ostorius Orbul gra-Lumob Shat gro-Shazog ***QUESTS*** Miscellaneous-The Weapon Delivery 10) Descend the steps, kill critters, and loot. Not much here. Leave, return to the Ashimanu Egg Mine, and head inside. This place is pretty barren, so explore as you like and leave. Head a bit east, north in the valley, and chat with Lucan Ostorius for a quest. Run the weapons to Yak in Ald'Ruhn, then come back here. The daedric ruin on the right is rather obvious. Kill the critters outside, speak with Orbul gra-Lumob and Shat gro-Shazog, then enter. Dushariran o======================================================================o ***NPCs*** Shamob gro-Shatub Murob gra-Loghash Pilun Ashapaladdon Maeonius Yentimilal Shinammu Radansour Sason ***NOTABLE LOOT*** 2920, Sun's Dawn Response to Bero's Speech ***QUESTS*** Miscellaneous-Kidnapped by Cultists 11) Head to the shrine and fight Shamob gro-Shatub and Murob gra-Loghash, then loot (noting the copies of 2920, Sun's Dawn and Response to Bero's Speech) and leave. Across from here, to the west, with no obvious paths, is a cave called Mamaea. Note the location, but don't enter. Instead, return to the main road and proceed toward Gnisis. Track the road until you reach an intersection with signs pointing northeast and an unmarked path southeast. Head southeast, and watch the left of the path for the Salothan Ancestral Tomb. Enter. Explore, kill, loot, and leave-there's nothing of note here. Keep following the path and it will eventually loop back to the main road. Resume heading toward Gnisis, and watch left for another rogue Ashlander camp. Fight Pilun Ashapaladdon, Maeonius Yentimilal, and Shinammu Radansour, loot their camp, and continue. Way north, across a bridge, to the left of the road, speak with Sason for a quest. Across from him is the Alen Ancestral Tomb. Enter. Alen Ancestral Tomb o======================================================================o ***NPCs*** Nevusa Veleth Merta 12) Kill the Quarra vampires here. There is no noteworthy loot, so leave when done. Track the ridge directly to find the shrine of Maelkashishi, but don't enter yet. You may be attacked by Nevusa Veleth if you get too close, so go ahead and kill her. Head southwest from here to find the Reloth Ancestral Tomb. Go inside. Head to the end and kill the vampire Merta. Chat with the cattle if you like, loot, leave, and head alllllllll the way back to the road sign pointing toward Maar Gan. Take that road now, watching the ridge on the left for the cave of Odibaal. Enter. Odibaal o======================================================================o ***NPCs*** Dandynea Rothalen Daynasa Tharen Duldresi Senim Ulvon Uleni Rasamsi Esurarnat Adairan Lalansour Manat Shimmabadas Beden Giladren Assamanu Shashipal Pilu Shilansour Nirai Ashishpalirdan ***NOTABLE LOOT*** Surfeit of Thieves ***QUESTS*** House Redoran-Find Beden Giladren 13) Fight Daynasa Tharen, proceed a ways and fight Dandynea Rothalen, and loot. There are three paths at the top of the stairs here. Southwest is some unremarkable loot, as is northeast. Northwest, fight Duldresi Senim and Ulvon Uleni, then loot (noting the copy of Surfeit of Thieves). Leave and continue north toward Maar Gan. On the right, you'll spot an empty plain called Bal Isra. It'll be important later, but just blow past it for now. On the left, you'll spot an Ashlander yurt called Mila-Nipal. Speak with Rasamsi Esurarnat and Adairan Lalansour outside, then enter the yurt. Speak with Manat Shimmabadas and Beden Giladren. Speak with Manat again, and respond with "Who?" when he insists Beden is a famous noble. Say "He is not famous." for a quest, then speak with Beden again. Finally, speak with Manat again and pay the 5 gold. That's all we can do, so loot and leave. Continue north, but watch for a path southeast to another rogue Ashlander camp. Approach it to fight Assamanu Shashipal, Pilu Shilansour, and Nirai Ashishpalirdan. Loot their camp and proceed east; the path will curve up and around, over a bridge, and terminate at the Ghostfence. Levitate over the fence and proceed a short distance to the Dwemer ruin of Bthanchend. Head inside. Bthanchend o======================================================================o ***NPCs*** Fonus Rathryon ***QUESTS*** Miscellaneous-Lead the Pilgrim to Koal Cave 14) Explore this fairly small ruin, turning right at the first intersection for a storeroom and then down the hall. Take the left door first, then go straight. From here it's a straight shot to the end, so kill and loot as you go, then leave. From here, levitate back over the Ghostfence and return all the way to the main road toward Maar Gan. Proceed north until you meet Fonus Rathryon. Agree to escort him to Koal Cave, then turn around and head all the way back to the Ald'Ruhn road. Follow the signs most of the way to Gnisis, but watch your world map. When you're due east of the Koal Cave, you should be at a signpost with a path to the west. Take this path, and follow the fenceposts down to the water. Enter the Koal Cave with Fonus to complete the quest, then schlep alllllllll the way back to where you found him. Proceed, and you should see Maar Gan, but skirt it for now and head north, then west, to the Rothan Ancestral Tomb. Head inside. Rothan Ancestral Tomb o======================================================================o ***NPCs*** Zanat Assarnuridan Dakin Kuntarnammu 15) Loot this little tomb, killing critters as you go-it's very straightforward with nothing noteworthy inside. Leave and head toward Maar Gan. Before entering the village, follow the path along the outside of the south wall to another rogue Ashlander camp. Fight Zanat Assarnuridan and Dakin Kuntarnammu, loot their little camp, and head into Maar Gan. o======================================================================o | | | Maar Gan & Wilderness | | | o======================================================================o Sequence of Events: {WLK012} 1) Maar Gan 2) Hairat-Vassamsi Egg Mine 3) Yesamsi 4) Falasmaryon 5) Sha-Adnius 6) Derelict Shipwreck 7) Ashir-Dan 8) Ibar-Dad 9) Drath Ancestral Tomb 10) Abinabi Maar Gan o======================================================================o ***NPCs*** Daras Aryon Assi Serimilk Kind Erushara Shilipuran Zama-Rasour Mabrelle Geles Ulisamsi Saddarnuran Assirari Zama-Rasour Yeherradad Alds Baro Saryn Sarothril Arvso Tharen Nuleno Tedas Sedris Omalen Bugdurash gra-Gashel Manse Andus Aerin Uram gro-Glorzuf Miles Gloriosus Tralas Rendas Breyns Othravel Sinia Garry Salen Ravel Anhaedra Tashpi Ashibael ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 29 Withershins Falasmaryon Propylon Index Death Blow of Abernanit Soul Drinker ***SPELLS*** Rally Beast ***FACTIONS*** Thieves Guild-Captain Temple-Initiate Thieves Guild-Ringleader Mages Guild-Warlock ***QUESTS*** Thieves Guild-The Darts of Judgement Mages Guild-Catch a Spy Thieves Guild-Find Brother Nads Thieves Guild-Speak With Percius Mages Guild-The Staff of Magnus Thieves Guild-The Bitter Cup 1) Speak with Daras Aryon at the strider platform, then enter the village proper. Outside, find and speak with Assi Serimilk, Kind Erushara, and Shilipuran Zama-Rasour. Now, go loot Garry's Hut, Assi Serimilk's Hut, and Mabrelle Geles' Hut. Speak to Mabrelle, then go loot Ulisamsi Shaddarnuran's hut. Speak with Ulisamsi, then loot Assirari Zama-Rasour's Hut. Speak with Assirari, then loot Yeherradad's Hut. Speak with Yeherradad, then loot Shilipuran Zama-Rasour's Hut and Kind Erushara's Hut. Loot Guard Towers 1 through 3, then head back out to the town entrance and enter the Outpost. Enter the Smith, loot (noting the copy of 36 Lessons of Vivec, Sermon 29) and speak with Alds Baro. Head across the way to speak with Saryn Sarothril and loot his shop, then head downstairs. Speak with Arvso Tharen, loot, then go through the door on the left. Speak with Nuleno Tedas, loot, then go through the last door. Speak with Sedris Omalen, admire her disposition to 90+, buy her spells, loot her room, and leave. Head to the Andus Tradehouse next. Upstairs, speak with Bugdurash gra-Gashel and Manse Andus. Loot here and under the bar, then go to the basement. Speak with Aerin (the master trainer in Light Armor) and Uram gro-Glorzuf, then loot the two rooms. Speak with Miles Gloriosus, and make sure to steal his copy of Withershins for Aengoth the Jeweler. Head to the Shrine. Loot this room, making sure to grab the Falasmaryon Propylon Index for Folms Mirel, then speak with Tralas Rendas (accepting the blessings) and Breyns Othravel. Ignore the Dremora for now and head southeast. Speak with Sinia on the left, loot, turn around, speak with Garry, loot, then go back up to the shrine and through the opposite door. Loot the room, speak with Salen Ravel, then head upstairs. Examine the rock for a clue, then speak with Anhaedra, the Dremora. Taunt him until he attacks you, kill him, then examine the rock again. Finally, let's go see Tashpi Ashibael. Loot her hut and agree to let her leave town. Hop the strider to Ald'Ruhn and visit Aengoth to turn in Withershins. Ask about advancement for a promotion to Captain, then your duties will actually be the scrap metal quest. I'd just run back to Bthanchend and grab four pieces, then come back and hand them in. Ask for another job to get sent to Llethri Manor. Head there, to the Guard Quarters, nick the four Darts of Judgment, and return to Aengoth to complete his quest line. Go see Tuls Valen at the Temple next to turn in the Maar Gan pilgrimage. You will receive a copy of Death Blow of Abernanit. Ask about advancement for a promotion to Initiate, read the skill book to trigger a level up, rest for some health, then take a guild guide to Caldera. Note that we can now get free blessings at both Temple and Imperial Shrines. Deliver the Index to Folms Mirel, get directions to the next one, and head to Balmora. Tell Ranis Tashpi is dead to complete the quest, and ask about duties for a new quest. Head to the Foreign Quarter of Vivec. Ask Flacassia about the spy to be directed to Trebonius, then ask him about Tiram Gadar and credentials. Before leaving, go see Gentleman Jim for an actual Thieves Guild job. Go to the Hlaalu Compound, then the Elven Nations Cornerclub, and ask Sovali Uvayn about Nads and then about Arvama Rathri. Speak with Arvama about Nads, then speak with Gadela Andus about Nads after getting her disposition over 90 to be directed to St. Delyn. Go to Nads' apartment, St. Delyn Canal South-Two, take the key off Nads' body, and return to Gentleman Jim. Ask about advancement for a promotion to Ringleader, then ask about a job to be sent to Percius Mercius. Go to Balmora first and turn in Tiram Gadar to Ranis Athrys. You will receive the unique dagger Soul Drinker. Ask about advancement for a promotion to Warlock, then go see Ajira (yes, Ajira) for a new quest. Go to Ald'Ruhn now and chat with Percius, then take the information back to Gentleman Jim. He'll give us a new job. That's it for now, so make your way back to Maar Gan. Time to explore some more. Leave town, head back to the main road, and follow it north. Pay attention to the ridge on your left. When you spot the Hairat-Vassamsi Egg Mine, go inside. Hairat-Vassamsi Egg Mine o======================================================================o ***NPCs*** Salmus Kaushmamanu Mamaea Ularshanentus Shanit Ashar-Don 2) Not much here, but you can cure the kwama queen for nothing but pride if you like (use Rilm's Gift). Explore, leave, and continue north. Keep watching left to spot another rogue Ashlander camp in a switchback to the south. Fight Salmus Kaushmamanu, Mamaea Ularshanentus, and Shanit Ashar-Don. Loot their camp and continue north, watching right for a cave called Yesamsi. Enter. Yesamsi o======================================================================o ***NPCs*** Dralisi Ienith Iirenoore Nirait Shin-Ilu Kanat Assalatamis 3) Move forward, killing critters, and fight Dralisi Ienith. Loot this room, then proceed to the end to fight Iirenoore. Loot this room and leave. Head back to the south, watching for a path to the left. Take it when you get there and proceed to the next canyon-this is the Foyada Bani-Dad. Follow it southeast to a rogue Ashlander camp. Fight Nirait Shin-Ilu and Kanat Assalatamis, loot their camp, and proceed, turning east when you can. Follow this path as it curves north to the Dunmer stronghold of Falasmaryon. Falasmaryon o======================================================================o ***NPCs*** Missun Akin Dagoth Ganel Dagoth Tanis Dagoth Mulyn ***NOTABLE LOOT*** The Marksmanship Lesson The Wolf Queen, v2 Smuggler's Island 4) First, enter Missun Akin's Hut. Speak with him-he's the Master Trainer in Marksman. Loot his hut, noting the copy of The Marksmanship Lesson, then enter the Propylon Chamber. It's empty, so look around and head to the Lower Level. Proceed down the hall, killing Sixth House monsters. The first side room contains Irer Nervion's corpse and the quest item Nervion Ancestor Ring (a quest we'll never get, as it's House Redoran). Continue down the hall, fighting Dagoth Ganel. Skip the sewers for now, and continue down the hall instead. The next side room holds a bunch of treasure and Dagoth Tanis. Loot, noting the copies of Smuggler's Island and The Wolf Queen, v2, then proceed into the Upper Level. Go clockwise, killing critters. The first side room is empty, the second has just one chest, the third (past the stairs) is empty, the fourth is empty, the fifth has a chest. Complete the loop, then head upstairs and outside. Just dive back down and go through the Lower Level to enter the Sewers. They're big, but pretty simple, so just thoroughly explore them, killing Dagoth Mulyn as you do. When you're done poking around, leave and head back to the last Ashlander camp we cleared. Head northwest, following the Foyada Bani-Dad. You'll spot a Velothi tower called Shishi on your left. Skip it for now and continue northwest. Soon, you'll pass a Dwemer ruin on the right (no entrance here though) and spot the cave of Sha-Adnius on your left. Head inside. Sha-Adnius o======================================================================o ***NPCs*** Bormir Naris Selaren Han-Tulm Jeer-Maht Tsani Gih-Ja Sholani Ri'Vassa Giningil 5) Fight Bormir through the first door and go left. Fight Naris Selaren through the next door, loot (get the slave key from the bench), and proceed. Through the next door, free the slaves Han-Tulm, Jeer-Maht, Tsani, Gih-Ja, Sholani, and Ri'Vassa. Back at the first intersection, go left again. It dead-ends, so return and take the final, north tunnel. Fight Giningil, loot, leave, and keep following the foyada northwest. Pass another entranceless Dwemer ruin on the right, and head all the way to the water. Enter the Derelict Shipwreck on the left. Derelict Shipwreck o======================================================================o ***NPCs*** Malay Ranarbatus Ainab Yassabisun Ainat Maissabibi 6) You should know the layout by now, so explore at will-not much here. When done, swim WEST (away from Urshilaku Camp for the moment) into the West Gash. Hug the ridge, keeping it on your left, to find another rogue Ashlander camp. Fight Malay Ranarbatus, Ainab Yassabisun, and Ainat Maissabibi. Loot their camp, then venture southwest to find the Panud Egg Mine. Head inside, quickly explore (there's nothing of note), and leave. Head north from here to find the cave of Ashir-Dan. Head inside. Ashir-Dan o======================================================================o ***NPCs*** Brelayne Verano Balsa Girith Daracy Varenu Indaram Varis Ginith Ariulcabor Leontiulonus Benar Neleth Cinda 7) Fight Brelayne Verano, loot the room, fight Balsa Girith atop the stairs, speak with Daracy (non-hostile!), then go back to the bottom and take the west tunnel. Fight Varenu Indaram, loot, head back upstairs, and go west. Fight Varis Ginith and Ariulcabor Leontiulonus, loot, and take the final eastern tunnel. Fight Benar Neleth and Cinda, loot the room, and leave. Return to the Derelict Shipwreck, go a bit southeast, watch for a path through the ridge on the left, and take it. Straight ahead, just before the daedric ruin, you should spot a cave called Ibar-Dad. Go inside. Ibar-Dad o======================================================================o ***NPCs*** Badama Andarys Elante ***NOTABLE LOOT*** Daedric Face of Inspiration Eleidon's Ward Mystery of Talara, v3 36 Lessons of Vivec, Sermon 16 8) Head in, fight Badama Andarys, and loot. Take the west door, fight Elante, loot, then return to the previous room and head south into the Daedric architecture. Swim southeast first, kill the Daedra, check the Ancient Chest, return, and swim northwest. Kill the Daedra, open the door, and loot, getting the helmet upgrade Daedric Face of Inspiration and the artifact Eleidon's Ward. Note also the copies of Mystery of Talara, v3 and 36 Lessons of Vivec, Sermon 16. Awesome score. Leave. Head a bit southwest to find a path marked by cairn stones. Follow it southeast. The first ruin, Druscashti, should be skipped for now. Instead, proceed to the Drath Ancestral Tomb on your left. Head inside. Drath Ancestral Tomb o======================================================================o ***NOTABLE LOOT*** The Hope of the Redoran 9) The layout of this tomb is simple, and the only notable loot is a copy of The Hope of the Redoran. Explore and leave, continuing southeast on the path. The next Dwemer ruin, Bthungthumz, should also be skipped for now, and the path will continue to a cave called Abinabi. Head inside. Abinabi o======================================================================o 10) This place is actually very straightforward with no noteworthy loot, so clear it out, leave, and return to Ibar-Dad. Now, zip through Assurnabitashpi, but don't explore it yet-a quest will send us here later. Past the ruin, you will arrive at the Urshilaku Camp. o======================================================================o | | | Urshilaku Camp & Wilderness | | | o======================================================================o Sequence of Events: {WLK013} 1) Urshilaku Camp 2) Urshilaku Burial Caverns 3) Madas Grotto 4) Valenvaryon 5) Andavel Ancestral Tomb 6) Ald Redaynia 7) Onnissiralis 8) Obscure Shipwreck 9) Veloth Ancestral Tomb 10) Koal Cave 11) Falas Ancestral Tomb 12) Rethandus Ancestral Tomb Urshilaku Camp o======================================================================o ***NPCs*** Hainab Shabinbael Shallath-Piremus Tussurradad Sakiran Yen Ninirrasour Shara Ahasour Senipu Shimsun Maeli Kurapli Zanummu Zabamund Sul-Matuul 1) While outside, speak with Hainab (who will request a gift of trama root), Shabinbael (who will request the same), Shallath-Piremus (who requests the same), and Tussurradad (who will request a kwama egg). Gather two trama roots for Hainab, give them to her, and she'll direct you to Zabamund's yurt. Before doing that, enter Sakiran's Yurt. Speak with Sakiran (who will request gold) and Yen (who wants gold), loot the yurt, then enter Shara's Yurt. Speak with Ninirrasour (who wants gold) and Shara (who wants gold), loot the yurt, then enter Ahasour's Yurt. Speak with Ahasour (who wants gold) and Senipu (who wants gold), loot the yurt, and enter Shimsun's Yurt. Speak with Shimsun (who wants gold), loot the yurt, and head to the big tent with five yurts clustered beneath it. Enter Maeli's Yurt, speak with Maeli (who wants gold), loot the yurt, and enter Kurapli's Yurt. Speak with Kurapli (who wants gold), loot the yurt, then enter Zanummu's Yurt. Speak with Zanummu (who wants gold), loot the yurt, then enter Zabamund's Yurt as directed. Loot his yurt and speak with him (he wants gold). I choose to explain my knowledge of the prophecies, but whatever you choose, he will send you to Sul-Matuul. Leave, enter the Ashkhan's Yurt, loot, and speak with Sul-Matuul. He'll send you to the Urshilaku Burial Caverns. Let's go. Head back to Abinabi and continue east along the path to find the caverns. If you reach Falasmaryon, backtrack to the last cairn you saw and head north, off the path, to find the cave. Head inside. Urshilaku Burial Caverns o======================================================================o ***NPCs*** Nibani Maesa ***NOTABLE LOOT*** The Four Suitors of Benitah Silence Magebane Feyfolken I Mystery of Talara, v4 Bonebiter Bow of Sul-Senipul ***FACTIONS*** Ashlanders-Clanfriend ***QUESTS*** Main Quest-Sixth House Base Miscellaneous-Kurapli Seeks Justice 2) Proceed down the hall in Astral Burial, noting the passage you can levitate to about halfway through. Loot each end, then go back to the lower level and proceed to Karma Burial. Proceed to a watery room with several stepping stones. Loot, head north, loot, head south, and enter Laterus Burial. You'll just have to levitate to loot the mummies on the central column and surrounding platforms, so do so, noting the copies of The Four Suitors of Benitah and Silence, and the unique claymore Magebane. Back at the bottom, work your way up the stairs. Take the first exit into Fragile Burial. In the above-water areas, note the copy of Feyfolken I. Head through the underwater door after exploring the tunnels, fight the unique Worm Lord, loot this room, noting the copy of Mystery of Talara, v4, then head back to Laterus Burial. Heading up, enter the next zone, Kefka Burial. This one's pretty straightforward, with nothing interesting at this point, so explore and return to Laterus Burial. Proceed up to the next one, Kakuna Burial. Not much of interest here, although there is a passage behind the waterfall. Explore and loot, then return to Laterus Burial. Up at the top, enter Juno Burial, the final zone. This one is straightforward, so head to the back, kill the Wraith of Sul-Senipul, and take the Bonebiter Bow. Schlep it back to Sul-Matuul for initiation into the Ashlanders and permission to visit the wise woman. Loot the yurt first, making sure to get the Valenvaryon Propylon Index, then chat with Nibani for loads of info. When done, I suggest recalling to Balmora. Take the index to Folms for 500 gold and a new target, then report back to Caius. He'll give you a new quest. Go to Ald'Ruhn, then Fort Buckmoth, and speak with Raesa Pullia. We are now abandoning the Main Quest for quite some time. Make your way back to the Urshilaku Camp. Speak with Kurapli for a quest, and then we'll get back to exploring. Head northeast to the coast, and look for the Madas Grotto underwater. Head inside. Madas Grotto o======================================================================o 3) Nothing in here but critters and kollops. Use the local map to explore as you like, then leave. Head east, loop north around the ridge, then hug it back south to find the Llando Ancestral Tomb. Enter. This tomb is straightforward and has nothing of real consequence inside, so explore, loot, and leave. Loop around a hill to the south, finding a narrow canyon running west. At the back is the Akimaes-Ilanipu Egg Mine. Enter. This is another useless place, so just use the local map to explore and leave when done. From the end of the canyon, head north and a bit east, following a path. Pass a daedric ruin on the right en route to the stronghold of Valenvaryon. Valenvaryon o======================================================================o ***NPCs*** Kharzug gra-Gat Bumbub gro-Murgol Yam gro-Muzgur Urzul gra-Agum Yadba gro-Khash Abelle Chriditte Grat gra-Sharolg Lurog gro-Khagdum Lambug gra-Lurn Gashna gro-Mogduk Umug gro-Mashnar Snaglak gro-Yak Durz gro-Olor Ogrumbu gro-Bugarn ***NOTABLE LOOT*** Grandmaster's Alembic Grandmaster's Calcinator Grandmaster's Retort 4) Outside, fight Kharzug gra-Gat, Bumbub gro-Murgol, Yam gro-Muzgur, and Urzul gra-Agum. Speak with Yadba gro-Khash, then enter the Propylon Chamber. Loot and speak with Abelle Chriditte, the master trainer in Alchemy. Make sure to grab the Grandmaster's Alembic, Calcinator, and Retort (you should already have a Mortar & Pestle). Leave and enter Lurog's Hut. Fight Grat gra-Sharolg and Lurog gro-Khagdum, loot, and enter Lambug's Hut. Fight Lambug gra-Lurn, loot, and enter Gashna's Hut. Fight Gashna gro-Mogduk, loot, and enter Umug's Hut. Fight Umug gro-Mashnar and Snaglak gro-Yak, loot, and enter Durz's Hut. Fight Durz gro-Olor and Ogrumbu gro-Bugarn, loot, and exit. We're done here, so leave and swim north to the next island. When you hit a footpath, follow it west. Leave the cave of Sargon alone for now, and when the path splits, go south first to discover the cave of Assumanu. Leave it for now, go back to the split, and follow the north fork. When you find Andavel Ancestral Tomb on the left, head inside. Andavel Ancestral Tomb o======================================================================o 5) Proceed until you get to a column surrounded by four torches. Go south first, then east. Not much here, so leave when done. Follow the path west to the tip of the island to find Ald Redaynia. Head inside. Ald Redaynia o======================================================================o ***NOTABLE LOOT*** Vampiric Ring Bittercup A Dance in Fire, Chapter 4 6) In the tower, take the right door to fight several undead, including the Skeleton War-Wizard. Loot the room, noting the artifact Vampiric Ring on the War-Wizard's corpse and the quest target Bittercup. Downstairs, check the dead body behind the other door, then go further downstairs. In the underwater chest, note the copy of A Dance in Fire, Chapter 4. Loot the rest of this level and leave. Head back east along the island until, watching the world map, you are just south of another, smaller island (not Vas, but one island west). Swim north to that island. Onnissiralis o======================================================================o ***NPCs*** Tasellis Burtilius Thunmund Jathlanie Ernard Genis Hyring Hlar Torline Rithrannir ***QUESTS*** Helm of Tohan ***NOTABLE LOOT*** 2920, Rain's Hand, v4 Adamantium Helm of Tohan ***NOTE*** I am presenting this as I did it in my playthrough. However, I later learned that I broke a quest. To do the quest properly, don't come here until you've been to Dagon Fel and received the Helm of Tohan quest. You'll find two new NPCs outside. Speak with them, enter the shrine with them, and THEN get the Helm to do the quest properly. 7) Outside, speak with Tasellis Burtilius and Thunmund, then go northeast to enter the shrine. Fight Jathlanie, go straight, and fight Ernard Genis (who carries a copy of 2920, Rain's Hand, v4). Back at the entrance, descend the western stairs to fight Hyring, Hlar, Torline, and Rithrannir. Make sure to grab the Adamantium Helm of Tohan from the chest behind the statue, and leave. Swim northwest from here, toward the island you can see on the world map, but stop at the Obscure Shipwreck about halfway there (on the seafloor). Head inside. Obscure Shipwreck o======================================================================o 8) Check the cabin first, then the cargo hold levels. Nothing too noteworthy, so head back northwest when done. When you spot Big Head's Shack, give it a pass for now and recall to Balmora instead. Do not hand in the Bittercup yet, however. Offload as you like, then go to Ald'Ruhn and start on the road toward Gnisis. We've explored a lot of this already, but return to where we left the main road to go to Koal Cave. Backtrack south by one trail, then go west to find the Veloth Ancestral Tomb. Enter. Veloth Ancestral Tomb o======================================================================o ***NPCs*** Dagoth Draven Elitlaya Assonirishpal Hinummu Siddurnanit Hansi Saharnatturapli 9) This straightforward tomb contains nothing noteworthy, so explore, loot, and leave. Follow the path west, but when it turns north, leave it and continue west to the tip of this peninsula. Swim due west to an island, and enter the cave of Subdun. Proceed to the first intersection, then go straight. Levitate to an alcove for some loot, then return to thr intersection and go south. When you get to some water, go straight first to find a body in an alcove, then go south in the water room for some rats and a bit of loot, and finally enter the door to the Shrine. This is straightforward, so move through and kill Dagoth Draven to free more Sleepers. Loot, noting the copy of 2920, Last Seed, and recall to Balmora. Grab your Dreugh Wax and Potion of Cure Common Disease, then make your way to Maar Gan to visit Assi Serimilk, one of the Sleepers we just freed. After talking to her, get back to Ald'Ruhn and the road to Gnisis. Go to where we left the main road last time, go north one branch, and follow the unmarked path west. Ignore Berandas, the stronghold, but do look at the northeast corner of it for a rogue Ashlander camp. Fight Elitlaya Assonirishpal, Hinummu Siddurnanit, and Hansi Saharnatturapli. Loot their camp, make your way back to Koal Cave. This time, head inside. Koal Cave o======================================================================o ***NPCs*** Hentus Yansurnummu ***QUESTS*** Miscellaneous-Hentus Needs Pants 10) Donate the Dreugh Wax at the shrine at the entrance. 5 down, 2 to go. Enter the cave. At the first intersection, explore each tunnel in counterclockwise sequence. In the third tunnel, go up top to find a Dead Adventurer. Through the next tunnel, fight the unique Dreugh Warlord. Another Dead Body lies at the bottom of the cave. With all that done, go ahead and leave. Head north and look right in the river to spot Hentus Yansurnummu. Speak with him for a quest. Stay in the water and follow it east to find the Falas Ancestral Tomb. Head inside. Falas Ancestral Tomb o======================================================================o ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 1 Ashes of D. Bryant Denstagmer's Ring 11) This tomb is not complicated, but does have neat loot, notably a copy of 36 Lessons of Vivec, Sermon 1, and the unique item Ashes of D. Bryant and the artifact Denstagmer's Ring. Leave when done. Follow the main road north, following the signs toward Gnisis. You'll eventually see a stone arch over the water to your left. Past that, leave the road to the west, and look for the Rethandus Ancestral Tomb. Head inside. Rethandus Ancestral Tomb o======================================================================o ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 11 12) This tomb isn't complicated, and holds a copy of 36 Lessons of Vivec, Sermon 11. Leave when finished, get back to the road, and proceed toward Gnisis. However, the road twists and turns in such a way that the first town we'll arrive at is actually Khuul. This is not a problem. o======================================================================o | | | Khuul & Wilderness | | | o======================================================================o Sequence of Events: {WLK014} 1) Khuul 2) Saren Ancestral Tomb Khuul o======================================================================o ***NPCs*** Seldus Nerendus Rivame Samandas Svadstar Talmeni Drethan S'virr Shotherra Ondi Thongar Miron Garer Helga Endris Dilmyn Aldi Nelmyne Andules Brurid ***NOTABLE LOOT*** 2920, Evening Star 1) Speak with Seldus Nerendus at the strider platform. Go offload if needed, as we can now fast travel back here. Speak with Rivame Samandas, Svadstar, Talmeni Drethan, and S'Virr outside. Unlock Svadstar's Shack and Rivame Samandas' Shack, then enter Thongar's Tradehouse. Speak with Shotherra, Ondi, and Thongar, then loot and leave. Let's just go clockwise from here. Loot Miron Garer's Shack and speak with him; loot Helga's Shack and speak with her (she has a copy of 2920, Evening Star); loot Rivame Samandas' Shack; loot Endris Dilmyn's Shack and speak with him, a liberated Sleeper; loot Aldi's Shack and speak with her; loot Nelmyne Andules' Shack and speak with her; loot Brurid's Shack and speak with him; then loot Svadstar's Shack. Before leaving Khuul, swim around from the docks to the west. There's a chest here, and the next island to the west has an abandoned camp to loot. Return to Khuul and head out on the road toward Ald Velothi and Gnisis. Take the unmarked path west, south of Khuul's strider platform, to reach the Saren Ancestral Tomb. Head inside. Saren Ancestral Tomb o======================================================================o ***NPCs*** Haakon Gulena Girith Thelsa Dral Zalabelk Saladnius Minisun Ulirbabi Anit Eramarellaku ***QUESTS*** Imperial Cult-The Silver Staff of Shaming 2) This tiny tomb has nothing of note, so loot and leave. Follow the road toward Ald Velothi and Gnisis, and you'll shortly reach the Asha-Ahhe Egg Mine. Enter. Proceed down the tunnel, and you'll soon fight Haakon, Gulena Girith, and Thelsa Dral. Loot when they're dead (not much here), then run back to Khuul and hop ships to Ebonheart. Report back to Kaye to complete this quest, then accept another. Head back to Khuul and continue south to reach the Shashmanu Camp, home to the hostile outcast Ashlanders Zalabelk Saladnius and Minisun Ulirbabi outside, and Anit Eramarellaku inside. Loot and leave. Continue to follow the signs, skipping Ashalmawia (briefly), and enter the little village of Ald Velothi. Already another settlement! o======================================================================o | | | Ald Velothi & Wilderness | | | o======================================================================o Sequence of Events: {WLK015} 1) Ald Velothi 2) Ashalmawia 3) Eluba-Addon Egg Mine 4) Ginith Ancestral Tomb 5) Ashinabi 6) Llervu Ancestral Tomb 7) Mat Ald Velothi o======================================================================o ***NPCs*** Orero Omothan Sadal Doren Lledsea Relas Ganus Lloryn Sathus Rivul Vireveri Darethran Galyn Arvel Llerar Vinden Serila Arval Fevila Bethrano Garyn Girith Anes Hlaren Theldyn Virith Trivura Arenim Lauravenya Sedam Omalen ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 27 1) Outside, speak with Orero Omothan, Sadal Doren (lie about J'Saddha), Lledsea Relas, Ganus Lloryn, Sathus Rivul, Virevari Darethran (a rescued Sleeper), and Galyn Arvel (who will actually progress our Twin Lamps quest). Unlock Lledsea Relas' Shack, Ganus Lloryn's Shack, Vireveri Darethran's Shack, Sathas Rivul's Shack, and the Upper Level and Cabin of the Fair Helas. Loot the Cabin first, then the cargo holds, then Vireveri Darethran's Shack, then Ganus Lloryn's Shack, then Llerar Vinden's Shack (speak with him), Lledsea Relas' Shack (with a copy of 36 Lessons of Vivec, Sermon 27), Sathas Rivul's Shack, Ienas Arvel's Shack (speak with Serila Arval), and Fevila Bethrano's Shack (speak with her). Speak with Garyn Girith outside, lie about J'Saddha, and find Anes Hlaren and do the same. Now head to the Outpost. In the Watchtower, speak with Theldyn Virith and loot. Downstairs, speak with Trivura Arenim, Lauravenya, and Sedam Omalen. When done looting, head over to Ashalmawia. Ashalmawia o======================================================================o ***NPCs*** J'Saddha Bodean Trelam Falvani Felisi Serano Erns Maren Malexa Gordol Synette Jeline Tavynu Tedran ***NOTABLE LOOT*** Response to Bero's Speech Amulet of Shadows ***QUESTS*** Miscellaneous-The Lady's Ring 2) Speak with J'Saddha, just outside, when you arrive. Take him to the ship in Ald Velothi. Back at the ruin, outside, fight Bodean, then enter the shrine. Fight Trelam Falvani and Felisi Serano in the main shrine room, loot, and take the side door down a tunnel to find and rescue Malexa. Once she's out, run her east back to Sason, then return to the shrine. Head downstairs to fight Erns Maren and enter the Sunken Vaults. At the bottom, kill Gordol. Loot and leave, noting the copy of Response to Bero's Speech. Offload if needed before returning to Ald Velothi, then follow the road toward Gnisis. Skip the Ashlander camp just to the south for now, and continue on the road. Soon, you'll see an unmarked road north, leading to a Dwemer bridge. Across the bridge is Arkngthunch-Sturdumz, where we'll be sent on a later Mages Guild quest. Accordingly, skip it for now. Head back to the main road, and proceed just a bit to meet Synette Jeline, who has a miscellaneous quest. Find the expensive ring in the pool to be attacked by Synette and the near-invisible Tavynu Tedran. Kill them both and nick the unique Amulet of Shadows from Tavynu's corpse. Back on the road, ignore the south turn and take the unmarked path west. Continue west at the next intersection, then cross the water and head south to find the Eluba-Addon Egg Mine. Head inside. Eluba-Addon Egg Mine o======================================================================o ***NPCs*** Mubdan Assantinalit Massour Asserrumusa 3) Kill the blighted kwama in this small mine and leave. Head north now to find a rogue Ashlander camp. Fight Mubdan Assantinalit and Massour Aserrumusa, loot their camp, and swim northeast. You're looking for the Forgotten Shipwreck, a difficult-to-spot half-buried wreck due north of the bridge to Arkngthunch-Sturdumz. Loot the cabin, all you can access, and swim back to the camp. Ignore the big daedric ruin of Yasammidan for now, but swim out north of it to find the Unmarked Shipwreck. Loot the cargo hold and return to shore. Head back toward the main road, but before getting back to the signs, take the south path we ignored previously, where you can see the Ginith Ancestral Tomb. Enter. Ginith Ancestral Tomb o======================================================================o ***NPCs*** Sarvil Sadus Anden Thilarvel Ervis Ules Tredere Llaren Vulyne Rothari Irarak Shargon Odin-Ahhe Assamanut Sonnerralit 4) Loot around, and speak with Sarvil Sadus, Anden Thilarvel, Ervis Ules, Tredere Llaren, Vulyne Rothari, and the non-hostile vampire Irarak. Leave and continue south, linking back with the main road. You'll come to an unmarked bridge going west-take it to a rogue Ashlander camp. Fight Shargon Odin-Ahhe and Assamanut Sonnerralit, loot their camp, and continue south from here. Enter the smuggler's cave of Ashinabi. Ashinabi o======================================================================o ***NPCs*** Thaden Ralas Hussonia Esdrufus Harsinia Thraccenia Urgusiso Davur Githendas Teryne Hlaalu Torosi Othreloth Gadasu Serothan Jine Din ***NOTABLE LOOT*** Smuggler's Island ***QUESTS*** Miscellaneous-The Man Who Spoke to Slaughterfish 5) Loot the nook above you, behind you, to the left, then head down the tunnel. Fight Thaden Ralas, swim south to loot and discover an alternative entrance, then swim back and levitate up to where we fought Thaden. Proceed west and go through the tunnel, fighting Hussonia. When you have a choice, take the door (not the tunnel), fight Esdrufus Harsinia and Thraccenia Urgusiso, loot, and take the door. Fight Davur Githendas, loot, and return to the last intersection. Take the tunnel down to the Smuggler Den. Fight Teryne Hlaalu and proceed, fighting Torosi Othreloth. Drop down to the next tunnel to fight Gadasu Serothan and speak with Jine. Loot the area, noting the copy of Smuggler's Island, and leave. Head back to where we left the main road, and continue toward Gnisis, following the signs. When you see a sign denoting the Guar Trail, take it and follow it until you meet a fellow named Din. Speak with him, say you'll cure him with a spell, and use Cure Common Disease on Other to finish his little quest. Backtrack one bridge (the Guar Trail dead-ends soon), and drop down into the canyon. Go east, again following signs to Gnisis. At the first bridge, drop into the canyon and go north, turning east the first opportunity. Watch north for a little boat with a "Viciously clawed dead smuggler" in it. Loot, then backtrack. Go west at the last intersection, then north up the hill as soon as you're able. Look to the east for the Llervu Ancestral Tomb. Enter. Llervu Ancestral Tomb o======================================================================o ***NPCs*** Inwold ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 19 ***QUESTS*** Miscellaneous-The Sad Sorcerer 6) Loot this tiny tomb and leave. Head back to the dead smuggler, proceed southeast on the trail, and arrive at the cave of Palansour. In the first room, kill scamps and loot. Take the northwest passage first and loot, making sure to grab one of the rising force potions on the table. Take the south passage next and loot, noting the copy of 36 Lessons of Vivec, Sermon 19. Take the west passage from the pit now. Loot the docks, return to the pit, and levitate up to find Inwold behind a locked gate. Speak to him for a quest, and give him the rising force potion to complete it. Refuse any reward to get reputation (more valuable) instead, then leave the cave. Head south along the river, then curve around northwest after passing under a large stone arch. Go through this canyon to an alit den, clear it, then ascend the hills to get back on the main road at a cave called Mat. Head inside. Mat o======================================================================o ***NPCs*** Boler Bandas Novrynea Falen Ruvene Ulven Bilen Velothril Bazgulub gro-Ulfish Bun-Teemeeta Ra'Karim Ra'Mhirr Akish Ri'Darsha Huzei Idronea Sadri Sarvur Sadri Filbeneth ***QUESTS*** House Hlaalu-Free Hides-His-Foot 7) Fight Boler Bandas, loot a room, fight Novrynea Falen, turn left at the intersection, fight Ruvene Ulven, loot, return to the intersection and go straight, ascend the stairs, fight Bilen Velothril, loot, and leave. Very straightforward. Proceed toward Gnisis to find another cave called Assarnud. Head inside. Immediately fight Bazgulub gro-Ulfish and get the slave key off his body. Free the slaves Bun-Teemeeta, Ra'Karim, Ra'Mhirr, Akish, Ri'Darsha, and Huzei. Loot this room and proceed. Fight Idronea Sadri, Sarvur Sadri, and enter the water. There's some good loot in one corner of these passages, but they're pretty straightforward and eventually dead-end. Turn around and proceed through the gate when you've explored the water to your satisfaction, and fight Filbeneth. Leave the cave and proceed to Gnisis. Before exploring, I recommend heading to Balmora to offload and grab the four Restore Health potions you should have stashed for Chaplain Ogrul, then to Vivec to report to Ilmeni Dren regarding the Twin Lamps. Accept a new quest (which we won't do for a long time) and make your way back to Gnisis via fast-travel. Time to explore. o======================================================================o | | | Gnisis & Wilderness | | | o======================================================================o Sequence of Events: {WLK016} 1) Gnisis 2) Madach Tradehouse 3) Aidanat Camp 4) Barracks 5) gro-Bagrat Plantation 6) Shulk Egg Mine 7) Caldera Mines 8) Alof's Farmhouse 9) Mannammu 10) Sarano Ancestral Tomb 11) Arvel Plantation 12) Ashurnibibi 13) Assumanu 14) Fadathram Ancestral Tomb Gnisis o======================================================================o ***NPCs*** Punibi Yahaz Hainab Lasamsi Abishpulu Shand Ughash gro-Batul Maeonius Man-Ilu Molvirian Palenix Zebba Benamamat Shulki Ashunbabi Hannabi Zabynatus Largakh gro-Bulfim Yashnarz gro-Ufthamph Ashuma-Nud Matluberib Dul gro-Dush Vatollia Apo Assumanu Mantiti Asharapli Almu Ilasour Tansumiran Vabbar Dinadad Musa Yahaz Hinammu Shishara Nammu Man-Ilu Uloth gra-Ushar Sharkub gro-Khashnar Mug gro-Dulob Yambul gro-Bogrol Bagamul gro-Dumul Bogdub gra-Gurakh Ulumpha gra-Sharob Chaplain Ogrul Zanmulk Sammalamus Esib-Nummu Assunudadnud Mehra Drora ***NOTABLE LOOT*** The Black Arrow, v2 36 Lessons of Vivec, Sermon 21 36 Lessons of Vivec, Sermon 22 36 Lessons of Vivec, Sermon 23 ***SPELLS*** Ogrul's Strong-Again Sanctuary Holy Touch Vivec's Touch 1) Speak with Punibi Yahaz at the strider platform, then explore outside, looting containers and speaking with Hainab Lasamsi (who will return Hentus' pants to you if you admire his disposition to 80+). Run them to Hentus to complete his quest, then continue exploring outside, speaking with Abishpulu Shand, who will direct you to harvest muck outside his house. Gather five muck outside the Yahaz Hut, then continue exploring. Speak with Ughash gro-Batul, Maeonius Man-Ilu, Molvirian Palenix, Zebba Benamamat, Shulki Ashunbabi, Hannabi Zabynatus, Largakh gro-Bulfim, Yashnarz gro-Ufthamph, Ashuma-Nud Matluberib, Dul gro-Dush, and Vatollia Apo. Now, move around and unlock the Gnisis Eggmine, the Shand Hut, and the Lasamsi Cave Dwelling. Now, enter the Mantiti Cave Dwelling, speak with Assumanu Mantiti, loot, and leave. Enter the Almu Cave Dwelling, speak with Asharapli Almu, loot, and leave. Enter the Lasamsi Cave Dwelling, loot, and leave. Enter the Tansumiran Cave Dwelling, speak with Ilasour Tansumiran, loot, and leave. Enter the Dinadad Hut, speak with Vabbar Dinadad, loot, and leave. Enter the Yahaz Hut, speak with Musa Yahaz, loot, and leave. Enter the Shishara Hut, speak with Hinammu Shishara, loot, and leave. Enter the Man-Ilu Hut, speak with Nammu Man-Ilu, loot, and leave. Enter the Shand Hut, loot (noting the copy of The Black Arrow, v2), and leave. Enter Fort Darius now. Speak with Uloth gra-Ushar, loot, head upstairs, speak with Sharkub gro-Khashnar and Mug gro-Dulob. Loot, check out the top of the wall, then reenter and go downstairs instead. Through the first door, speak with Yambul gro-Bogrol and Bagamul gro-Dumul, loot, and continue down. Speak with Bogdub gra-Gurakh and Ulumpha gra-Sharob, then proceed to the shrine. Note the copy of 2920, First Seed, and speak with Chaplain Ogrul to hand over the potions in exchange for a spell-I'd take Restore Strength. With that done, head over to the Temple. Loot around, speak with Zanmulk Sammalamus, buy his spell, speak with Esib-Nummu Assunudadnud, head downstairs, speak with Mehra Drora, buy her spell, head upstairs, loot (noting the copies of 36 Lessons of Vivec, Sermon 21, 36 Lessons of Vivec, Sermon 22, and 36 Lessons of Vivec, Sermon 23), then donate the Potion of Cure Disease you should still be carrying to complete the pilgrimage. Only one more to go. Open a secret panel in the shrine to find the real Vivec Ashmask (the one on the altar is a replica) and touch it for a new spell, Vivec's Touch, by far the best disease-cure on other in the game. Leave now and head to the Madach Tradehouse-time to join the Legion. Madach Tradehouse o======================================================================o ***NPCs*** Fenas Madach Talms Dralor Clilias Pullia Utadeek Ertius Fulbenus Asha-Ammu Kutebani Athal Nerano Snakha gro-Marob Nash gro-Khazor Darius Shullay Vabdas Widow Vabdas Hetman Abelmawia Mausur Ababael Shanud Ududnabia Zebdusipal Mantiti Kummi-Namus Almu Lugrub gro-Ogdum ***NOTABLE LOOT*** The Alchemist's Formulary Death Blow of Abernanit The Ransom of Zarek ***FACTIONS*** Imperial Legion-Recruit Imperial Legion-Spearman Imperial Legion-Trooper ***QUESTS*** Imperial Legion-Widow Vabdas' Deed Imperial Legion-Gnisis Eggmine Imperial Legion-Rescure Madura Seran 2) Upstairs first. Speak with Fenas Madach, Talms Dralor, and Clilias Pullia. Beneath the bar, speak with Utadeek, then return to the entrance and go downstairs. Speak with Ertius Fulbenus and Asha-Ammu Kutebani. Through the northeast door, speak with Athal Nerano. Through the southwest door, speak with Snakha gro-Marob. Finally, through the southeast door, speak with Nash gro-Khazor, loot (noting the copies of The Alchemist's Formulary and Death Blow of Abernanit), and finally, speak with Darius to join the Imperial Legion. You are immediately eligible for promotion to Spearman, and ask about orders for a quest. Keep toting the chain cuirass wherever you go, as you'll need to wear it to speak to Legion questgivers. With that done, leave and head to the Vabdas Hut, just outside of town past Arvs-Drelen. Loot the hut (do NOT steal the deed) and speak with Shullay Vabdas and Widow Vabdas. Hear her allegations, then go enter the Abelmawia Hut. Loot and speak with Hetman Abelmawia. Buy the Gnisis Eggmine Pass off of him, then head up to the eggmine and go inside. You can also speak to Vatollia in uniform for a key. Head up the ramp and speak with Mausur Ababael. Skip the water for now and speak with Shanud Ududnabia, Zebdusipal Mantiti, and Kummi-Namus Almu. Enter the Lower Eggmine. Lugrub gro-Ogdum will, in fact, attack you after ten seconds, so kill him. Kill kwama, but don't cure the queen yet. Ignore Bethamez (we'll be sent there on a Mages Guild quest) and proceed through either entrance to the Underground Stream. You should spot the mine's secret entrance as you explore, but more importantly, you can find a copy of The Ransom of Zarek on a nearby ledge. Levitate into the tunnel and head west. In the water, you can find Mansilamat Vabdas' corpse, and you should pick up Lugrub's Axe next to it. Just past that, Vabdas' ghost will speak to you. Take the axe to Darius now, exit dialogue and speak with him again to complete the quest. Ask about advancement to be promoted to Trooper, then get more orders. Pop back into the mine and cure the queen with Vivec's Touch, then report back to Darius. Get new orders, then run back to Ald Velothi and head to the rogue Ashlander camp, Aidanat Camp, just south of town. Aidanat Camp o======================================================================o ***NPCs*** Kund Assarnibani Rawia Ashirbibi Abassel Asserbassalit Madura Seran Baladas Demnevanni Ragash gra-Shuzgub ***FACTIONS*** Imperial Legion-Agent ***QUESTS*** Imperial Legion-Rescue Ragash gra-Shuzgub Imperial Legion-Talos Cult Conspiracy ***NOTABLE LOOT*** The Wolf Queen, v5 Berandas Propylon Index 2920, Rain's Hand Sithis 3) Speak with Kund Assarnibani and Rawia Ashirbibi, then enter the yurt. Speak with Abassel Asserbassalit, refuse to pay, and kill the three of them. Loot the camp, then speak with Madura Seran. Escort her to the Ald Velothi outpost, then report back to Darius. He'll promote you to Agent and send you to Arvs-Drelen. Head on over. Turn right at the first intersection, then take the door at the bottom of the ramp. You'll find Ragash in here, but leave her for now and loot the bedroom at the top of the ramp, noting the copy of The Wolf Queen, v5. Go to the tower and loot the lower-level storage rooms, then proceed to the top. Loot the room (making sure to get the Berandas Propylon Index and noting the copies of 2920, Rain's Hand and Sithis), and speak with Baladas Demnevanni. Get his disposition above 60 and he'll agree to free Ragash. Go escort her out of Arvs-Drelen and report back to Darius for another quest. You can speak with Nash gro-Khazor in the same room to be directed to Oritius Maro in the barracks, so head over there. Barracks o======================================================================o ***NPCs*** Oritius Maro Allian Carbo Dumbuk gro-Bolak Vantustius Pundus Vertilvius Cines Varian Angius Strillian Macro Optio Bologra Arius Rulician ***NOTABLE LOOT*** The Locked Room The Alchemist's Formulary ***FACTION*** Imperial Legion-Champion ***QUESTS*** Imperial Cult-Gathering Willow Anther Imperial Legion-Courtesy ***SPELLS*** Strong Fire Shield Strong Frost Shield Strong Shock Shield 4) You'll find Oritius in the first room, so speak with him and indicate interest in joining to be directed to Arius Rulician in a shrine downstairs. Speak with Allian Carbo in this room, then enter the door behind him. Loot, then head across to the other door. Speak with Dumbuk gro-Bolak, loot (noting the copy of The Locked Room), and head downstairs. Speak with Vantustius Pundus behind the stairs, loot, and head to the intersection. In the north room, speak with Vertilvius Cines, Varian Angius, and Strillian Macro. Loot, and go to the south room to speak with Optio Bologra. Finally, head east, loot the storeroom, and enter the trap door. Speak with Arius Rulician, loot the shrine, read the Note from Oritius Maro, kill Arius, exit, kill Oritius, and report back to Darius to finish his quest chain. Ask about advancement for promotion to Champion, and we're done in Gnisis. We have unlocked a substantial quest backlog, however, so recall to Balmora. Offload, keeping your five muck, and head to Ebonheart to turn in the lay healer mission at the Imperial Chapels. Speak with Synnolian again for your next mission, and you'll be sent to gro-Bagrat plantation. On the way there, drop by the Hawkmoth Legion Garrison. Speak with Frald the White for a Legion quest, and buy three spells off of Ervona Barys. Now, head to gro-Bagrat Plantation. gro-Bagrat Plantation o======================================================================o ***NPCs*** Favasa Saryon Irvama Othrelas Gakkenfeld Dreggs Llaynasa Othran Gurak gro-Bagrat Velsa Salaron ***NOTABLE LOOT*** The Four Suitors of Benitah ***QUESTS*** Imperial Cult-Gathering Scrib Jelly Imperial Legion-Scrap Metal 5) Outside, get the five willow anther and speak with Favasa Saryon and Irvama Othrelas. Ignore Synnolian's warnings and head inside. Speak with Gakkenfeld and Dreggs in the entrance room, head upstairs and speak with Llaynasa Othran, then open the door behind Dreggs to find a basement skooma lab. Kill Gurak gro-Bagrat and Velsa Salaron, loot, and return to Ebonheart. See Synnolian for another quest, directing you to Shulk Egg Mine. Eydis Fire-Eye sent us there ages ago, and we're finally ready to head there. Recall to Balmora and offload, but before going straight to Shulk, go visit Radd Hard-Heart at Moonmoth Legion Fort (in uniform) for a Legion quest. Run to Arkngthand and kill a centurion in the lower levels for the scrap, and return it to Radd. His next quest will send you to the Erabenimsun Camp, so we'll leave his line for a while. Now head to the Shulk Egg Mine. Shulk Egg Mine o======================================================================o ***NPCs*** Miner Gor Miner Kati Miner Juillen Miner Lisaa Savilo Othan Daynila Valas ***QUESTS*** Fighters Guild-Telvanni Agents 6) In the mine, kill any Scribs you see until you get five jellys for Synnolian. Explore the first tunnel, then enter the Mining Camp. Speak with Miner Gor, Miner Kati, Miner Juillen, and Miner Lisaa as you explore. Enter the Queen's Lair at the far end. Kill Savilo Othan and Daynila Valas, the egg poachers, then explore to finish this place off. If you didn't find five jellies, Dinok, outside, will give you more if you ask him about it. Let's head to Balmora now and report back to Eydis Fire-Eye. She'll give you new orders, sending you to the Caldera mines. Head over there right away. Hop a guild guide to Caldera, exit north, and follow the signs. Caldera Mines o======================================================================o ***NPCs*** Alveleg Fothyna Herothran Alynu Aralen Sathasa Nerothren Stlennius Vibato Elynea Norvayn Meanen Kiseena Dahleena Gilm Ahanabi Assullinbanud Neesha Khazura Inorra Ohibaal Assintashiran Dun-Ilu Assurnumausur ***FACTIONS*** Fighters Guild-Protector Fighters Guild-Defender ***QUESTS*** Fighters Guild-The Code Book Fighters Guild-Desele's Debt Fighters Guild-Gra-Bol's Bounty Fighters Guild-Alof and the Orcs 7) As you approach, you'll see Alveleg off to the right. Speak with him, and the topic "Telvanni agents" will start a fight. Kill him and enter the cave of Ashanammu behind him. Speak with Fothyna Herothran, and the same thing occurs. Alynu Aralen and Sathasa Nerothren will also attack, so kill them too. Before reporting back to Eydis, explore the rest of Ashanammu, and then go check out the Caldera Mining Company. Enter the Mining Company Office. Speak with Stlennius Vibato, head upstairs to speak with Elynea Norvayn and Meanen. Loot and leave. Enter the Mining Bunkhouse. It's empty, so loot both levels, making sure to get the Caldera Slave Key, and exit from the lower one. Enter Slave Shack One, speak with and free Kiseena, loot, and enter Slave Shack Two. Speak with and free Dahleena, loot, and enter the Mining Guard Tower. It's empty, so loot and leave, and go enter the Mine. Head left at the first intersection, speak to and free Gilm, speak with Ahanabi Assullinbanud, speak with and free Neesha, and return to the intersection. Head east, speak with and free Khazura, and go left at the next intersection. Speak with and free Inorra, speak with Ohibaal Assintashiran, then take the last tunnel to speak with Dun-Ilu Assurnumausur. That's it, so recall to Balmora and report back to Eydis. Ask about advancement for a promotion to Protector, then accept a new quest. Head to the South Wall and pickpocket the book from Sottilde to keep everything clean, and report back to Eydis. Hop a strider to Suran and get the money from Desele-should be easy-and report back to Eydis. Ask about advancement for a promotion to Defender, then get another quest. Now's a good time to give her the Bitter Cup-the rest of her quests are legit-so do so. Head to Dura gra-Bol's house, kill her, and report back to Eydis. She'll send us to Alof's Farmhouse. Head toward the Fields of Kummu, and Alof's Farmhouse is just to the east. Head inside. Alof's Farmhouse o======================================================================o ***NPCs*** Alof the Easterner Burub gra-Bamog Mauhul gor-Burish Baronk gro-Uzuk Grat gho-Gholfim ***FACTIONS*** Fighters Guild-Warder ***QUESTS*** Fighters Guild-The Verethi Gang 8) Loot, speak with Alof the Easterner, then head to Ashunartes. It is just west of the stronghold of Marandus, which we previously explored. It has two entrances. Take the isolated back entrance first, and kill Burub gra-Bamog. Drop to the lower level and kill Mauhul gor-Burish, Baronk gro-Uzuk, and Grat gro-Gholfim. Loot the shrine area and recall to Balmora to report to Eydis. Ask about advancement for a promotion to Warder, then get her next quest. Head to Mannammu, just outside Pelagiad. Mannammu o======================================================================o ***NPCs*** Ena Unisea Benethran Selvia Famalius Penald Brelyn Indarys Thalurea Thirvayn Dovres Verethi ***NOTABLE LOOT*** The Firsthold Revolt The Wolf Queen, v1 ***QUESTS*** Fighters Guild-Hunger in the Sarano Tomb 9) Fight Ena, proceed, fight Unisea Benethran, proceed to a bridge, fight Selvia Famalius and Penald, then hit the water. Head west first, surface, fight Brelyn Indarys, loot (noting the copy of The Firsthold Revolt), and exit by land, coming across Thalurea Thirvayn. Kill her, loot, and proceed, eventually coming across Dovres Verethi. Kill him, loot (noting the copy of The Wolf Queen, v1), and recall to Balmora to report in to Eydis. Head to the Sarano Tomb-we've spotted it in the past, but it's northwest of the Fields of Kummu. Head there. Sarano Ancestral Tomb o======================================================================o ***NOTABLE LOOT*** Sarano Ebony Helm ***QUESTS*** Fighters Guild-Vandacia's Bounty Fighters Guild-Alleius' Bounty Thieves Guild-Hrundi's Lover ***FACTIONS*** Fighters Guild-Guardian Imperial Cult-Theurgist 10) Head down the hall, killing critters. When you have a choice, go left first, then across from that room to find and kill the Hunger and get the unique Sarano Ebony Helm. Loot the final two rooms, then head back to Balmora and report to Eydis. Her quest line is now done, so let's head to Vivec. Speak with Lorbumol for a quest, then hop a silt strider to Seyda Neen. Find Adraria in the Census and Excise warehouse, taunt her, and kill her, then report back to Lorbumol. He'll promote you to Guardian and give you another quest. We need to hold on this one for now, so head down to Simine Fralinie's and visit Gentleman Jim. He'll give you a new quest. Now head to Ebonheart. Deliver the scrib jelly to Synnolian, ask for advancement to be promoted to Theurgist, then get another quest. Head to the Arvel Plantation. Arvel Plantation o======================================================================o ***NPCs*** Kal-Ma Shatalg Kasa Affri J'Kara Ma'Dara Breyns Randas Relyn Sarano Sedrane Arvel Rovone Arvel Urene Arvel Dredase Arvel Talare Arvel ***NOTABLE LOOT*** Biography of the Wolf Queen The Wraith's Wedding Dowry Charwich-Koniinge, Volume 1 ***QUESTS*** Imperial Cult-Gathering Rat Meat Imperial Cult-Gathering Netch Leather Imperial Legion-Dwemer Artifacts at Drinar Varyon's Place ***FACTIONS*** Imperial Legion-Knight Errant 11) Outside, you can speak with Kal-Ma, Shatalg, Kasa, Affri, J'Kara, Ma'Dara, Breyns Randas, Relyn Sarano, Sedrane Arvel, and Rovone Arvel. Unfortunately, there is no slave key to free the slaves. Get your 5 corkbulb, then enter Arvel Manor. Speak with Urene Arvel, head upstairs, note the copy of Biography of the Wolf Queen, speak with Dredase Arvel, head up another level, speak with Talare Arvel, and leave. Loot the Slavemaster's Shack, the Slave Shack, and the Storage Shack, then return to Synnolian. He'll give you another quest. Head to the Foreign Quarter Underworks to harvest five rat meat, then return to Synnolian. He'll reward you with copies of The Wraith's Wedding Dowry and Charwich-Koniinge, Volume 1. Take another quest (his last), then just head out to find and kill a netch. Bring the leather to Synnolian. That's it for him, so head to Ald'Ruhn now. Go to Fort Buckmoth and speak to Imsin the Dreamer in uniform for a Legion quest. Head to Drinar Varyon's in town, find a Dwemer Tube on the biggest table of pots, and report back to Imsin. She'll promote you to Knight Errant and give you another quest. Make your way to Hla Oad, and from there go northwest to Ashurnibibi. Ashurnibibi o======================================================================o ***NPCs*** Ushug gra-Olurba Muzgonk gro-Borbog Durgash gro-Rushub Rolfish gra-Dugul Joncis Dalomax ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 26 A Game at Dinner The Horror of Castle Xyr ***QUESTS*** Imperial Legion-Maiden's Token 12) Outside, speak with Ushug gra-Olurba and Muzgonk gro-Borbog, then enter the shrine. Note a small stone chest as you swim, which contains a copy of 36 Lessons of Vivec, Sermon 26. Surface to fight Durgash gro-Rushub and Rolfish gra-Dugul. Loot the area, noting the copies of A Game at Dinner and The Horror of Castle Xyr. Through the door, speak with Joncis Dalomax. Explore the tunnel behind him before leaving and reporting back to Imsin. We've seen Assumanu before-head to Khuul, head northeast over water to Sheogorad, and find the cave southeast of Ald Redaynia. Head inside. Assumanu o======================================================================o ***NPCs*** Vienne Gilelle Calmaninde Allimir Varona Nelas 13) Head left at the first intersection, fighting Daedra, then fight Vienne Gilelle past the water. Through the door, fight Calmaninde and loot, then return to the entrance and proceed northeast. Speak with Allimir, then past him, speak with Varona Nelas. Take the glove to Ilmeni in Vivec, then report back to Imsin. That's her final quest. Head due east out of Ald'Ruhn, and take the southern branch when the path forks. You'll arrive at the Fadathram Ancestral Tomb right at the base of the Ghostfence. Head inside. Fadathram Ancestral Tomb o======================================================================o ***NPCs*** Mils Andrethi Golana Giralvel Belvis Sedri Galeri Uveleth Bralyn Androthi Darns Tedalen Danel Indaren 14) Move straight through this small tomb, killing and looting as you go. Leave when done, and levitate over the Ghostfence. Head south to quickly find the Panabanit-Nimawia Egg Mine. Head inside and explore; no loot here but eggs, so just fill out the map and leave when done. Hop over the Ghostfence here and head south, then west when you can, to find the Sudanit Mine. Enter. At the entrance, speak with Mils Andrethi. Follow the tracks to speak with Golana Giralvel, and when the tunnel opens up, head clockwise to speak with Belvis Sedri, Galeri Uveleth, and Bralyn Androthi. Follow the next tunnel to speak with Darns Tedalen and Danel Indaren, then loot and leave. Now, track the Ghostfence until you arrive at Ghostgate. We're going to explore this place now. o======================================================================o | | | Ghostgate & Wilderness | | | o======================================================================o Sequence of Events: {WLK017} 1) Tower of Dawn 2) Tower of Dusk 3) Maelkashishi 4) Yassu Mine 5) Sharapli 6) Shishara 7) Sanabi 8) Maelu Egg Mine 9) Helas Ancestral Tomb 10) Omalen Ancestral Tomb 11) Hassour 12) Assurdirapal 13) Abandoned Shipwreck 14) Sargon 15) Saturan 16) Nelas Ancestral Tomb Tower of Dawn o======================================================================o ***NPCs*** Rilvase Avani Teril Savani Ralyn Othravel Selmen Relas Faras Thirano Ulmiso Maloren Ferone Veran Nilvyn Drothan Uvoo Llaren ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 21 36 Lessons of Vivec, Sermon 13 36 Lessons of Vivec, Sermon 18 The Wolf Queen, v2 The Rear Guard ***SPELLS*** Zenithar's Gospel Calming Touch Saintly Touch ***FACTIONS*** Temple-Acolyte Temple-Adept 1) First things first, hop through the fence and donate a Petty Soul Gem at the shrine to finish the Pilgrimages of the Seven Graces. Enter the Tower of Dawn when done. Head to the middle room and speak with Rilvase Avani, then loot (noting the copies of 36 Lessons of Vivec, Sermon 21, 36 Lessons of Vivec, Sermon 13, and 36 Lessons of Vivec, Sermon 18. Speak with Teril Savani, then head upstairs to speak with Ralyn Othravel and Selmen Relas. Now, head down to the Tower of Dawn Lower Level. Speak with Faras Thirano, loot (noting the copy of The Wolf Queen, v2), then explore clockwise. Speak with Ulmiso Maloren, buy her spell, loot, and continue. There's not much in the vault, and in the third room, you can speak with Ferone Veran. Loot this barracks (noting the copy of The Rear Guard), then head back to the main level of the Tower of Dawn. From here, enter the Temple. Speak with Nilvyn Drothan, buy her spells, then speak with Uvoo Llaren. Report your completion of the Seven Graces and she'll promote you to Acolyte, then straight to Adept, but your rank is insufficient for more quests at this time. Head over to the Tower of Dusk. Tower of Dusk o======================================================================o ***NPCs*** Fonas Retheran Galore Salvi Drelyne Llenim Galdal Omayn Elvasea Thalas Mandran Indrano Berela Andrano Enar Dralor Salyn Sarethi Mertis Falandas Taluro Athren Dronos Llervu ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 14 36 Lessons of Vivec, Sermon 15 Amulet of Usheeja Left Glass Bracer 2920, Second Seed ***QUESTS*** Thieves Guild-Bal Molagmer, Brallion's Ring Temple-Disease Carrier Temple-Silent Pilgrimage Imperial Legion-Honthjolf is a Traitor Temple-Compassion ***FACTIONS*** Imperial Legion-Knight Bachelor 2) In the center room, loot and speak with Fonas Retheran and Galore Salvi. Loot the bedroom, head upstairs, and speak with Drelyne Llenim and Galdal Omayn. Loot, noting the copies of 36 Lessons of Vivec, Sermon 14 and 36 Lessons of Vivec, Sermon 15, then head down to the Tower of Dusk Lower Level. Speak with Elvasea Thalas, Mandran Indrano, and Berela Andrano, then explore clockwise. In the first room, speak with Enar Dralor and Salyn Sarethi. For the courtesy quest, answer "It must be a drake," "Then it's not a book of poetry," and "It must have been a great hit." Place Enamor and the Note to Salyn Sarethi in his chest, then go to the next room. Speak with Mertis Falandas (the master trainer in Spear), then make sure to get the artifact Amulet of Usheeja from the vault. In the next room, speak with Taluro Athren, then with Dronos Llervu in the final room. Loot (the Left Glass Bracer is better than the Indoril Gauntlet I had on). We're done here, and we've unlocked several quests. Recall to Balmora, then make your way to Vivec to report to Gentleman Jim. He'll direct you to Sadrith Mora for the next Bal Molagmer quest. While in Vivec, head to the High Fane and speak with Endryn Llethan for a Temple quest. Tanusea Veloth is in the Arena Pit, so head over there now. She'll refuse you, so head to Jobasha's in the Foreigh Quarter for a copy of Saryoni's Sermons and head back. She'll agree to leave, so report back to Endryn Llethan. Wait on the vow of silence-we'll come back to this after we've explored up to Dagon Fel. Go now to Ebonheart, and report in to Frald the White. He'll give you a copy of 2920, Second Seed, and promote you to Knight Bachelor. Get his next quest, which we won't complete for some time. Now head to Ald'Ruhn and speak with Tuls Valen. You'll need to use the console to fix some bugs in his coding, so enter "player->addtopic "compassion"" into the console, then ask about compassion to start the quest. With that handled, hop a strider to Gnisis and make your way to Maelkashishi (we've seen it before). Maelkashishi o======================================================================o ***NPCs*** Bulfim gra-Shugarz Depusanis Denian Lloden Tenim Horulia Jannus Zallit Assattadaishah Tunipy Shamirbasour Assantus Hansar ***NOTABLE LOOT*** A Hypothetical Treachery Falensarano Propylon Index The Four Suitors of Benitah ***FACTIONS*** Temple-Curate ***QUESTS*** Temple-Cure the Outcast Ashlander Temple-Food and Drink for the Hermit 3) Right away, find Bulfim gra-Shugarz. Speak with her, then cure her with Vivec's Touch. Proceed to fight Depusanis Denian and Lloden Tenim, loot the shrine (noting the copy of A Hypothetical Treachery), then levitate to the upper level. Fight Horulia Jannus, then enter the Forgotten Galleries. Levitate to the very top to find the Falensarano Propylon Index and some loot. Recall to Balmora, and go report back to Tuls Valen. He'll give you a copy of The Four Suitors of Benitah. Turn in the potion as well, and ask about advancement to be promoted to Curate. Head back to Ghostgate now, and accept a quest from Uvoo Llaren. Head just south of Ghostgate to find an Ashlander camp. Speak with Zallit Assattadaishah, Tunipy Shamirbasour, and Assantus Hansar. Cure him with a spell, then report back to Uvoo for another quest. That's all the questing for a bit, so cruise through the actual Ghostgate and go due north to find Yassu Mine. Head inside. Yassu Mine o======================================================================o ***NPCs*** Umbacano Gadyni Rethan Dolmyn Thirelas Brelyna Andoril Taluri Rothalor Sorcalin Tubilalk Mirathrernenum Yan-Ahhe Darirnaddunumm Assallit Assunbahanammu 4) Head inside, fighting Nix-Hounds, and go left at the three-way intersection. Keep north at the next intersection and speak to Umbacano, Gadyni Rethan, Dolmyn Thirelas, Brelyna Andoril, Taluri Rothalor, and Sorcalin. Go explore the rest of the tunnels now, getting glass if you wish, then leave. Head north (paths are visible, but steep enough that you'll need to levitate) until you see the dwarven ruin of Odrosal on your right. Ignore it, but bypass it to the east to find the Yanemus Mine. Head inside. This is a working ebony mine staffed by Ashlanders. Go forward to speak with Tubilalk Mirathrernenum, go left and down to speak with Yan-Ahhe Darirnaddunumm, and go left again to speak with Assallit Assunbahanammu. That's it for here, and this little foray into the Ghostfence, so explore the remaining tunnels if you like and make your way back to Ghostgate. Once back outside the fence, follow it due east (you'll need to levitate) into the next valley over. Enter the cave of Sharapli. Sharapli o======================================================================o ***NPCs*** Taarie Fervsie Girothran ***NOTABLE LOOT*** Feyfolken, v3 5) This straightforward Sixth House base has nothing noteworthy, save the (useless) Pool of Forgetfulness, so explore at your leisure, leave, and head back to Ghostgate. Head southwest, passing the Ashlander camp on your left. When you reach a daedric ruin (Assarnatamat), turn around and backtrack, looking for a path to the right. Take that path, and find the cave of Odaishah. Enter. Proceed through the water to find an intersection. Left, fight Taarie and loot; straight, fight Fervsea Girothran and loot (noting the copy of Feyfolken, v3); and right is just critters. Leave, and follow a trail that meanders a bit but goes southwest. It'll take you to the Thalas Ancestral Tomb. Enter. This tomb is small, straightforward, and lacks notable loot, so explore at your leisure and exit. Backtrack a bit and angle east, staying on trails. Before long, you should find a Velothi tower called Shishara. Head inside. Shishara o======================================================================o ***NPCs*** Belene Yvienne Erradan Distel Arbene Gernis Iingail Medyn Gilnith Yashour Hairshumusa Hibaddar Ilath-Pal Telinturco Undil Dissu Ashalkimallit Berapli Ashumallit Shali Assannabalit ***NOTABLE LOOT*** The Lunar Lorkhan 6) Fight Belene Yvienne and proceed. Fight Erradan through the first door and head down the ramp. Fight Distel in the bedroom, then backtrack and go up. Fight Arbene Gernis and Iingail in the tower base, then ascend to fight Medyn Gilnith. Loot and leave. Make your way north from here to find and enter the Aryon Ancestral Tomb. This is just a long hall with three side rooms. The side rooms have nothing noteworthy, but the end chamber has a copy of The Lunar Lorkhan. Leave when done. Look for a pair of netch just east of Shishara. Cross the ridge due south of them to find an Ashlander camp. Fight Yashour Hairshumusa and Ilath-Pal, loot, and go back to the pair of netch. Head east, then north, then west (following actual paths) to find the Dunirai Caverns. Don't go in yet, but do chat with Telinturco and Undil. From here, head southeast, following paths, to find an Ashlander camp. Fight Dissu Ashalkimallit, Berapli Ashumallit, and Shali Assannabalit. Loot, then head south to find a cave called Sanabi. Enter. Sanabi o======================================================================o ***NPCs*** Sulen Sarandus Arelvam Sadrano Rilasi Ralvayn Felsa Hlaren Madaynu Aravel Golor Omoran Boryn Varen Dredyni Salvani Zelaku Assarrapanat Abibaal Assillariran 7) Fight Sulen Sarandus, proceed a bit, and fight Arelvam Sadrano, Rilasi Ralvayn, and Felsa Hleran. Check the platform and the side rooms (left and straight), then go right to fight Madaynu Aravel, Golor Omoran, Boryn Varen, and Dredyni Salvani. That's it, so loot and leave. Head due east and a bit south, crossing a valley (you may need to levitate), and find the Dulo Ancestral Tomb. You'll know you're in the right spot after crossing into Molag Amur when you see some steam coming from the ground. Enter. This is an Aundae vampire den-while it's the right bloodline, I'm not ready to get turned yet, so stay on your guard. Kill four vampires in the first area, loot, and kill a fifth through the only door. Leave when done. Due north of here is another Ashlander camp. Fight Zelaku Assarrapanat and Abibaal Assillariran, loot, and continue due north and a hair west to find a new valley (NOT the one on the path from the ashlanders-this one is farther east and starts farther north) containing nix-hounds and the Maelu Egg Mine. Head inside. Maelu Egg Mine o======================================================================o ***NPCs*** Selk Muddumummu Antu Assarrimisun Zairan Enturnabaelul Salay Yessur-Disadon Nund Assurnipilu Yenabi Laserbillahemmi 8) This straightforward mine has nothing noteworthy, so explore and exit. Follow the current valley north to the Sandus Ancestral Tomb and enter. This tomb is straightforward, so use the local map to explore, loot, and leave. Head southwest, and cross the ridge when the valley turns. Follow the next valley southeast until you spot a stand of trees on the right with a couple of rats in it. From there, cross the ridge south and slightly west and look for an Ashlander camp. (If you find a prior camp with three mabrigash, you're too far south; go north from there.) Fight Selk Muddumummu, Antu Assarrimisun, and Zairan Enturnabaelul. Loot their camp and head north and somewhat west to another one. Fight Salay Yessur-Disadon, Nund Assurnipilu, and Yenabi Laserbillahemmi. Loot their camp, then head north and east along a path to the Helas Ancestral Tomb. Enter. Helas Ancestral Tomb o======================================================================o ***NPCs*** Velyn Farethan Llevel Seri Bredasu Gilaram Dartis Dreleth Falam Hlaalu Mevrenea Aryon Feralea Ramori Dolmesa Sarano ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 26 36 Lessons of Vivec, Sermon 34 9) Loot the straightforward tomb, noting the copies of 36 Lessons of Vivec, Sermon 26 and 36 Lessons of Vivec, Sermon 34. Leave and head west and slightly north to find the Halit Mine. Go inside. Explore here (no loot besides the raw glass) and speak with Velyn Farethan, Llevel Seri, Bredasu Gilaram, Dartis Dreleth, Falam Hlaalu, Mevrenea Aryon, Feralea Ramori, and Dolmesa Sarano. Recall to Balmora when done-this exploration jaunt is finished. Offload, head to Khuul, then Urshilaku Camp, then Valenvaryon. We're going to make our way to Dagon Fel. From here, continue east on the main island's coast to find Ebernanit, a Daedric ruin you should skirt for now. Southeast of Ebernanit is the Omalen Ancestral Tomb. Head inside. Omalen Ancestral Tomb o======================================================================o ***NPCs*** Sendus Sathis ***NOTABLE LOOT*** Death Blow of Abernanit Bone, Part 1 ***FACTIONS*** Temple-Disciple ***QUESTS*** Temple-Hair Shirt of St. Aralor Temple-Dark Cult in Hassour 10) The tomb is easy to navigate, with a few side rooms, so loot it out (noting the copy of Death Blow of Abernanit), then leave and head due east (a good ways) to find and enter the Indaren Ancestral Tomb. Proceed through the tomb, fighting Daedra, picking locks, until you reach the end. Leave, and head east, swimming over to the first island. Enter the cave of Ainab. Head down the tunnel, fighting Sixth House monsters, until you reach an intersection. Go right first to explore a water hazard, then return and proceed the other way into the Shrine. To the right is some treasure (note the copy of Bone, Part 1), so loot, explore the shrine, and leave. Swim east another island, and go to the northern tip to find the Ilanipu Grotto. Head inside. In the third chamber, levitate to a ledge to find a dead body with loot. Make your way to the end of the grotto, finding one more body, then turn around and leave. Head north one island, spotting the stronghold of Rotheran. Skip it for now, going west one island to find Sendus Sathis, the hermit. Deliver his food, then recall, offload, and go to Ghostgate to report to Uvoo Llaren. She'll promote you to Disciple and give you another quest. We can now do Tuls Valen's final quest, so go see him in Ald'Ruhn. Hassour is a place we spotted long ago, so follow Tuls Valen's directions to get there. Head inside. Hassour o======================================================================o ***NPCs*** Dagoth Fovon ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 36 Fat Lute 11) To the left is the door to the shrine, straight ahead is another, and to the right is a bit of loot and a tunnel full of critters. Take the lower level door to the shrine, fight critters, then head left to the other door, right to a lave pit, or straight to continue. Kill Dagoth Fovon to free some Sleepers, loot (noting the copy of 36 Lessons of Vivec, Sermon 36 and the unique Fat Lute), and leave. Visit Dralas Gilu in Pelagiad, Rararyn Radarys in Balmora, and Llandras Belaal in Balmora, as they're all now freed Sleepers. Report back to Tuls Valen in Ald'Ruhn to finish his quest chain. Head all the way back to Sendus Sathis, and hop one island west to find a tomb called Ashmelech. Skip it for now (this is the Aundae Vampire Clan home base), and hop northwest one island to find the Daedric shrine of Assurdirapal. Head inside (take the water door). Assurdirapal o======================================================================o ***NPCs*** Grazob gra-Kharz Shakh gro-Durga Ghob gra-Gholob Durz gra-Rimph Farvyn Oreyn Vala Herennius Dreynis Nothro Llirala Sendas ***NOTABLE LOOT*** How Orsinium Passed to the Orcs Helm of Oreyn Bearclaw Silence 36 Lessons of Vivec, Sermon 9 The Four Suitors of Benitah 36 Lessons of Vivec, Sermon 27 ***QUESTS*** Miscellaneous-Malacath's Quest Temple-Shoes of St. Rilms 12) Head down the tunnel to fight Grazob gra-Kharz. Loot this room and proceed to fight Shakh gro-Durga. Enter the Inner Shrine to fight Ghob gra-Gholob, loot (note her copy of How Orsinium Passed to the Orcs), levitate up top to fight Durz gra-Rimph, interact with the statue of Malacath for a quest, then exit through the upper level door. Before heading to Vivec, hop one island east to find the Sanctus Shrine-the destination of Endryn Llethan's silent pilgrimage. Make your way to Vivec now, and ask Flacassia Fauseius about Oreyn Bearclaw to progress. Hop over to Gnaar Mok now, ask Valveli Arelas about Farvyn Oreyn to be directed south of town, then head over there to find him. Speak with him, admit you're here at Malacath's behest, and fight him and his two servants, Vala Herennius and Dreynis Nothro. Now, head back to Vivec and take Endryn Llethan's vow of silence. Begin the long, long schlep to the Sanctus Shrine. Not really a big deal, just tedious. Enter Llirala's Shack, speak with her, loot, and head back to Assurdirapal to report back to Malacath. The Helm of Oreyn Bearclaw is awesome and an upgrade, so wear it for now. Recall to Balmora, offload, head to Vivec, and report to Endryn Llethan for four skill books, Silence, 36 Lessons of Vivec, Sermon 9, The Four Suitors of Benitah, and 36 Lessons of Vivec, Sermon 27. Speak to him again for another quest, then make your way back to the Sanctus Shrine again to continue exploring. Head northwest to find Vas, which is marked on your map. Before going in, though, head to the northeast corner of this island to find the Abandoned Shipwreck. Check it out. Abandoned Shipwreck o======================================================================o ***NPCs*** Ulyne Henim Debentien Sylbenitte Derelle Ysciele Jeberilie Moniel Daris Adram ***NOTABLE LOOT*** Extra-Comfy Pillow ***QUESTS*** Fighters Guild-Beneran's Bounty 13) Pick up the invoice in the cabin, loot the wreck, and head back over to Vas. Speak with Ulyne Henim outside, then enter the tower. The Entry Level is straightforward, so just keep Ulyne behind you as you plow through the critters. At the end, fight Debentien Sylbenitte and speak with Derelle Ysciele and Jeberilie Moniel. Enter the Tower. It's also straightforward, so plow ahead and fight Daris Adram. Speak with Ulyne, loot, and recall to Balmora. Go back to Drarayne Thelas' house, use the console command "addtopic "pillow shipment"" (yes, the quest is bugged), and speak with her for the unique Extra-Comfy Pillow. Head to Ald'Ruhn now and report in to Percius Mercius. Speak with him again for another quest, and although we've seen Sargon already, we can head to Maar Gan for directions. You'll be directed to Nuleno Tedas, who gives detailed directions. From there, make your way to Sargon and head inside. Sargon o======================================================================o ***NPCs*** Gavesu Arelas Milynea Andrethi Dalmil Varen Llero Lloran Varon Sadralo Varvsa Athram Raynila Aryon Nerer Beneran ***QUESTS*** Fighters Guild-Bandits in Suran 14) Enter and fight Gavesu Arelas. Enter the water and swim counterclockwise; on the east end of the cave, you'll find some loot guarded by a Skeleton Champion. When you reach the end, you can levitate, but I'd swim back to the entrance. Go clockwise now to the end for a cauldron with some more loot, then return to the entrance, leave the water, and proceed. Fight Milynea Andrethi and Dalmil Varen, then go through the door on the left to fight Llero Lloran. Loot and continue, staying out of the water, to fight Varon Sadralo. Continue to fight Varvsa Athram and Raynila Aryon. Go right and cross the bridge to fight Nerer Beneran. Loot the area and circle back to where we fought Dalmil Varen, and this time cross the bridge. Loot this storage cave, and we're finished. Return to Ald'Ruhn and report in to Percius. He'll give you another quest, so head to Suran and talk to Avon Oran. He'll send you to Saturan, a cave we've spotted before, so head there and go inside. Saturan o======================================================================o ***NPCs*** Tiela Ilver Aralas Muk gro-Dula Dothiel Vevos Nerethi Daldur Sarys Jolgeir Ubaasi Eutei Peeradeeh Udarra J'Zamha Weeltul ***NOTABLE LOOT*** The Axe Man ***QUESTS*** Fighters Guild-Flin for Elith-Pal 15) Fight Tiela and Ilver Aralas, and proceed. Fight Muk gro-Dula, loot, then go left at the intersection to fight Dothiel. In the next room, fight Vevos Nerethi and Daldur Sarys, loot (noting the copy of The Axe Man), return to the intersection, and go through the door. Fight Jolgeir, grab his slave key, loot, and free the slaves Ubaasi, Eutei, Peeradeeh, Udarra, J'Zamha, and Weeltul (not imprisoned). That's it, so head back to Suran and report to Serjo Avon Oran. Now report back to Percius. He'll give another quest we won't do for a while. Time for more exploring. Make your way back to Vas again, and go north one island. On the west end is the Nelas Ancestral Tomb. Enter. Nelas Ancestral Tomb o======================================================================o ***NPCs*** Andre Maul ***NOTABLE LOOT*** The Wolf Queen, v8 16) This tomb is straightforward, so clear it and head out. Head to the next island to the southeast. Find Rayna Drolan's Shack, but leave it for now (there's a quest here later). Head east to another small island north of the big one. On the south coast, head east to find and enter Malmus Grotto. This is straightforward, so loot to the far end and leave. Head a bit southeast now, to our final ancillary island. Enter Andre Maul's Tower. Loot the ground level and head upstairs. Speak with Andre and loot, noting the copy of The Wolf Queen, v8. With that, head out. Proceed southeast, across a tiny bit of water, to the main island and the village of Dagon Fel. o======================================================================o | | | Dagon Fel & Wilderness | | | o======================================================================o Sequence of Events: {WLK018} 1) Dagon Fel 2) Surirulk 3) Nchardahrk 4) Orethi Ancestral Tomb 5) Sarethi Ancestral Tomb 6) Ancient Shipwreck 7) Kushtashpi Dagon Fel o======================================================================o ***NPCs*** Khargol gro-Boguk Anja Swift-Sailer Haema Farseer Hjoldir Itar the Gentle Mette Fanar Fork-Beard Fjorrod Greidil Half-Troll Hurg Onmi Hard-Mouth Thalestris Heifnir Fryfnhild Sarnir the Clerk Vongvild Sold Fine-Hair Hreirek the Lean Hjotra the Peacock ***NOTABLE LOOT*** Dwemer Scarab Plans Mystery of Talara, v4 Hallgerd's Tale 36 Lessons of Vivec, Sermon 28 A Dance in Fire, v3 The Third Door 1) Offload if needed, as you can get here by boat from Khuul. Explore the Vacant Tower where we entered town to kill rats on the first level and meet Khargol gro-Boguk, the master trainer for Unarmored. Speak with him, loot his room (nicking the unique Dwemer Scarab Plans), and leave to enter the town proper. (Ignore Sorkvild's Tower, as we'll be sent on a later Legion quest). Speak with Anja Swift-Sailer, Haema Farseer, Hjoldir, Itar the Gentle, and Mette outside. Now, enter Fanar Fork-Beard's house, speak with him, loot, and leave. Do the same with Fjorrod's house, Greidil Half-Troll's house, Hurg's house, and Onmi Hard-Mouth's house (note the copy of Mystery of Talara, v4). Lockpick and loot Itar the Gentle's house (note the copy of Hallgerd's Tale), Anja Swift-Sailer's house (note the copy of 36 Lessons of Vivec, Sermon 28), Arrow (the ship), and Mette's house. Enter the Watch Tower and loot (noting the copy of A Dance in Fire, v3). Now enter Heifnir: Trader. Speak with Thalestris and Heifnir, loot the shop (noting the copy of The Third Door), leave, and enter The End of the World. Speak with Fryfnhild and Sarnir the Clerk, loot, and head upstairs. Speak to Vongvild and Sold Fine-Hair, loot, and enter the Renter Rooms. Loot, speak with Hreirek the Lean and Hjotra the Peacock, and that's it for this village. Leave town on the west road, and follow it as it turns south. Skip the turn to the right, and when this road ends at a T-junction, go left. The next left leads to Mzuleft, which we'll skip for now until a Mages Guild quest sends us back. Take the next right to return to Rotheran. We're still not ready for it, but we can enter Surirulk, the bandit cave just north of it. Do so. Surirulk o======================================================================o ***NPCs*** Ginur Marys Mirnelea Terilu Giren Avilo Adosi Darano Bedynea Gimalvel Rinori Ienith Rilver Andothan Ulvena Arobar Tilore Andrethi Medresi Ofemalen Vadramea Farano Dalnorea Arvel Kirginia Fralvia Sibassius ***NOTABLE LOOT*** A Hypothetical Treachery The Seed 2) Fight Ginur Marys and proceed, fighting Mirnelea Terilu and Giren Avilo. At the junction, fight Adosi Darano, go left, fight Bedynea Gimalvel, and loot. Cross to the other side, fight Rinori Ienith, and loot. Finally, descend the steps, fight Rilver Andothan, loot, and we're finished. Head north, take the switchback down to the beach, and spot the cave of Punsabanit on your right. Go inside. Proceed until you find an intersection. Go through the door to the left to fight Ulvena Arobar and Tilore Andrethi. Loot (noting the copies of A Hypothetical Treachery and The Seed), then return to the tunnel and proceed. Through the next door, fight Medresi Ofemalen and Vadramea Farano. Loot and continue, fighting Dalnorea Arvel. Through the next door, fight Kirginia and Fralvia Sibassius. Loot and leave. Proceed east along the path to the small Dwemer ruin of Nchardahrk. Head inside. Nchardahrk o======================================================================o ***NPCs*** Tibdan Shalarnetus Shanat Kaushminipu Zallay Subaddamael Bulak gra-Murug Murzol gro-Ulfimph Urzog gro-Shadbuk Bugharz gro-Ular Glob gra-Ghasharzol ***NOTABLE LOOT*** Airan-Ahhe's Spirit Spear 3) Head right, killing centurions and looting. Back at the intersection, go east. Loot and kill as you circle back to the entrance, then leave. Head back west and when you reach the path to Mzuleft, head south, directly over the ridge. Go east to the coast, then follow it to the Dralas Ancestral Tomb. Head inside. Kill the undead, loot the area (noting the copy of Words and Philosophy), and leave. Head west to the end of this beach to find an Ashlander camp. Speak with Tibdan Shalarnetus and Shanat Kaushminipu outside, then enter the yurt to speak with Zallay Subaddamael. Kill him for Kurapli back at the Urshilaku Camp, then leave the yurt. Might as well jog over there and report in to her. She'll give you the unique Airan-Ahhe's Spirit Spear. Head back to Dagon Fel, leave west, go south, but this time, take the first right turn. Speak with Bulak gra-Murug in the road, take the next right, and fight Murzol gro-Ulfimph, Urzog gro-Shadbuk, Bugharz gro-Ular, and Glob gra-Ghasharzol. Ignore the Malacath Statue (we'll be sent here on a temple quest), but return to the main path and continue west. Stay west at the next split, then west at the next one. Pass the Pudai Egg Mine (we'll be sent here on a Fighters Guild quest), then head south at the next intersection. Cross a little inlet, bypass the tomb on the right, and note the Velothi tower of Shara. We'll be sent here on a Morag Tong quest. Return to that last tomb, the Orethi Ancestral Tomb, and head inside. Orethi Ancestral Tomb o======================================================================o ***NPCs*** Sifknir Almsi Oren Folyni Dran Matuk gro-Magrish Kisimba Aina Ri'Dumiwa Olank-Neeus Valvesu Indaram ***NOTABLE LOOT*** The Third Door 4) Clear this very straightforward tomb and leave. Head north, back across the inlet and along the path. Left at the next intersection, spot the cavern of Sud, site of a later Mages Guild quest. Go east along the path and continue east at the next intersection to find the Madas-Zebba Egg Mine. Enter. Not much here, so explore, loot the lone corpse, and leave. Return to the last intersection and head north. Follow the path as it turns east and spot the cave of Habinbaes on the left. Enter. Proceed to the first stairs, and enter the door on this level. Fight Sifknir and proceed. Pass the slave pen, ascend some stairs, and fight Almsi Oren. Loot (note the copy of The Third Door), then proceed to fight Folyni Dran. Past him, fight Matuk gro-Magrish, who has the slave key. Loot his room, then go free the slaves Kisimba, Aina, Ri'Dumiwa, and Olank-Neeus. Ascend the stairs we skipped to fight Valvesu Indaram, loot, and leave. Continue east along the path to find the Sarethi Ancestral Tomb, another Aundae vampire den. Enter. Sarethi Ancestral Tomb o======================================================================o ***NPCs*** Relinda Draron Benelas Bertis Uvani Orval Llaren ***NOTABLE LOOT*** Bone from Pop Je Pop's Amulet Ring of Phynaster The Seed 2920, Sun's Dawn, v2 5) Explore and loot this inconsequential tomb-not much here besides the vampires. Take care not to get turned yet. When done, make your way back to Dagon Fel. Go to Sorkvild's Tower and head south to the Senim Ancestral Tomb. Enter. This tomb is big, but straightforward. The corpse at the end has a Bone from Pop Je, Pop's Amulet, and the artifact Ring of Phynaster. Leave and continue south, following a beach to the bandit cave of Odirnamat. Enter. Immediately, fight Relinda. At the intersection, go left to fight Draron Benelas and loot (noting the copy of The Seed). Continue clockwise and ascend some stairs to fight Bertis Uvani. Loot and explore the last tunnel to fight Orval Llaren. Loot (noting the copy of 2920, Sun's Dawn), and leave. Backtrack north a bit and look east-you should spot a shipwreck soon. Swim over to the Ancient Shipwreck and enter. Ancient Shipwreck o======================================================================o ***NPCs*** M'Aiq the Liar Rianciene Aurilie Merard Geves Relie Jeannie Jo'Thri-Dar Bravosi Henim Manirai Mirshamammu Shishi Yanumibaal ***NOTABLE LOOT*** Song of the Alchemists 6) The only notable loot is the easter egg book Capn's Guide to the Fishy Stick. Explore and leave. Swim north one island to meet M'Aiq the Liar. Speak with the original, then swim east and a bit south. The daedric ruin here, Ald Daedroth, features in later Temple, Morag Tong, AND main quests, so skip it for now. Swim southwest one island to find a Velothi tower called Sanni and the Setus Egg Mine. Enter Sanni first. Hold left at first to find a bedroom and speak with Rianciene Aurilie. Loot and proceed to another bedroom with a cell. Fight Merard Geves and speak with Relie Jeannie. Speak with Jo'Thri-Dar in the cell, then leave and make your way up to the dome. Fight Bravosi Henim, loot (noting the copy of Song of the Alchemists), and leave. Follow the beach to the Setus Egg Mine and enter. Head to the back of this mine for the right to say you explored it, then leave. Head west to the next island, where the cave of Shallit and the Drethan Ancestral Tomb reside. The Drethan Tomb is the site of a later vampire quest, and Shallit is the site of a later Fighters Guild quest. Swim south all the way back to Vvardenfell proper. Just west of us is Favel Ancestral Tomb, site of a later Mages Guild quest. Ignore it and head east, finding the mabrigash camp of Manirai Mirshamammu and Shishi Yanumibaal. Kill them, loot, and continue east, arriving at the Daedric ruin of Kushtashpi. Kushtashpi o======================================================================o ***NPCs*** Ranmir the Seal Maner Uvaren Ulms Saren Sticey 7) Clear the outside, speak with Ranmir the Seal, and enter the shrine. Proceed down the tunnel, levitating to a ledge above for loot when you reach a bridge, then reach the shrine. Fight Maner Uvaren, Ulms Saren, and Sticey, then loot the shrine. Leave when done and continue east. When you spot a big Ashlander camp, cut a bit south and switch back along a path to find the Sinamusa Egg Mine. Enter. This egg mine is short and uneventful. Clear it and leave. Go to the coast, and to the very northeast tip of Vvardenfell Island, to find the Eluba-Addon Grotto. Nothing in here but kollops, so explore it and leave. Now we're ready to head to the Ahemmusa Camp, so do so. o======================================================================o | | | Ahemmusa Camp & Wilderness | | | o======================================================================o Sequence of Events: {WLK019} 1) Ahemmusa Camp 2) Mausur Caverns 3) Sur Egg Mine 4) Ahanibi-Malmus Egg Mine 5) Zergonipal 6) Dareleth Ancestral Tomb Ahemmusa Camp o======================================================================o ***NPCs*** Kammu Sen Zallit Urshamusa Rapli Addammus Ulabael Nummu Mausur Mamaea Mabarrabael Lanabi Kausi Dutadalk Yenammu Assamma-Idan Sinnammu Mirpal Missun Hainterari Samsi Ulannanit Maesat Shinirbael ***QUESTS*** Miscellaneous-Dreams of a White Guar 1) Outside, speak with Kammu, Sen, Zallit, and then Urshamusa Rapli for a quest. Enter Addammus' Yurt, speak with him and Ulabael, loot, and leave. Enter Nummu's Yurt, speak with her and Mausur, loot, and leave. Enter Mamaea's Yurt, speak with her and Mabarrabael, loot, and leave. Enter Lanabi's Yurt, speak with her, loot, and leave. Enter Kausi's Yurt, speak with him, loot, and leave. Enter Dutadalk's Yurt, speak with him and Yenammu, loot, and leave. Enter Assamma-Idan's Yurt, speak with him, loot, and leave. Loot the empty Ashkhan's Yurt, then enter the Wise Woman's Yurt. Speak with Sinnammu Mirpal, loot, and leave. We're done here. Recall to Balmora, offload, then make your way to Maar Gan. From there, get to Falasmaryon, a stronghold we previously explored. Head due east from Falasmaryon until you spot another stronghold, Kogoruhn. Skip it for now, and continue east to find a couple of rogue Ashlanders. Fight Missun Hainterari and Samsi Ulannanit, then enter the yurt to fight Maesat Shinirbael. Loot and leave. Head south until you hit the Ghostfence, then levitate over it, as well as the next ridge to the south. The ruin here is Vemynal, a site for the main quest's endgame. Continue due south of Vemynal (just levitate) to find the Mausur Caverns. Head inside. Mausur Caverns o======================================================================o ***NPCs*** Levus Musilchiotus Jart Hurnfing ***NOTABLE LOOT*** The Importance of Where 2) This abandoned ebony mine is big, but straightforward and lacking notable loot, so explore at your leisure and leave. Follow southward paths until you reach a Daedric ruin, Ularradallaku. We have to come here later for the Morag Tong, so skip it and continue east. You'll eventually come to Dagoth Ur. Obviously, we aren't ready for this yet. Backtrack to the last bridge we crossed, get under it, and follow the foyada until you see a Daedric ruin on the left. This is Assalkushalit. Enter. Fight Levus Musilchiotus, Jart, and Hurnfing. Loot the shrine (noting the copy of The Importance of Where), and leave. Follow the path from the bridge northwest of the shrine and turn right when you can to stumble on to Kogoruhn, Charma's Breath. This is the back entrance. Backtrack to Assalkushalit, head east to a foyada, north until it turns east, then take the first southern fork you see. You'll find a Dwemer ruin called Tureynulal, site of a late-stage Main Quest and Temple quest. Backtrack north and continue east, eventually finding the Salvel Ancestral Tomb. This is the site of a vampire quest, so leave it and we're done mapping the inside of the Ghostfence. Follow the path south until it starts curving west, then levitate over the Ghostfence to the east and continue east until you find a new foyada. You should be fairly close to the Sur Egg Mine. Enter. Sur Egg Mine o======================================================================o ***NPCs*** Addarnat Assardidairan Mut Urshan-Adairan Manu Odirnapal Fothas Thirandus Alanil Llaram Lleras Andalen Nalmen Athren Astien Masoriane Dangor 3) This is a straight shot to the queen with no loot, so explore and leave. Head north to a rogue Ashlander camp. Fight Addarnat Assardidairan, Mut Urshan-Adairan, and Manu Odirnapal, and continue north. On the left is Elith-Pal Mine. Enter. Proceed through the mine, speaking to Fothas Thirandus, Alanil Llaram, Lleras Andalen, Nalmen Athren, Astien Masoriane, and Dangor, who will accept your flin shipment. Recall to Balmora and make your way to Ald'Ruhn to report to Percius. Accept his brandy and gold, but don't take his new orders yet-we want to finish Lorbumol's quests before we kill him. Make your way back to Kogoruhn, then southeast to the Ahanibi-Malmus Egg Mine. Enter. Ahanibi-Malmus Egg Mine o======================================================================o ***NPCs*** Zebba Asharnalit Tissamsi Asharapli Ulam gro-Shugham Yargol gro-Bashnag ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 30 4) This straightforward mine has no loot, so explore and leave. Go due north, levitating if needed, to find a cave called Kora-Dur. We'll be sent here on a later Daedric quest, so skip it and go north and slightly west to find the Drinith Ancestral Tomb. Enter. Big but straightforward, so loot (noting the copy of 36 Lessons of Vivec, Sermon 30), and leave. East of here is a cave called Bensamsi. Enter. A big but straightforward Sixth House cave. No notable loot, so explore and leave. South of here is an Ashlander camp. Fight Zebba Asharnalit and Tissamsi Asharapli, loot the camp, then go northeast to spot a Dwemer ruin called Bthuand. A vampire quest will send us here, so leave it and continue east to the Daedric ruin of Zergonipal. Clear the outside, speak with Ulam gro-Shugham and Yargol gro-Bashnag, and enter. Zergonipal o======================================================================o ***NPCs*** Ghorlorz gro-Moghakh Shelur gra-Yargul Sevame Saryon Elenwen Man-Ilu Ashananapal Mausur Assaplit Anasour Selitbael ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 12 Feyfolken II 5) Go to the shrine, fight Ghorlorz gro-Moghakh and Shelur gra-Yargul, loot (noting the copy of 36 Lessons of Vivec, Sermon 12), and leave. Head east and take the first path to the south to find the cave of Dun-Ahhe. Enter. Proceed, fighting Sevame Saryon early, checking the water for loot, fight Elenwen in the back, loot (noting the copy of Feyfolken II), and leave. Continue west, following the foyada, to an Ashlander camp. Fight Man-Ilu Ashananapal, Mausur Assaplit, and Anasour Selitbael, loot the camp, and backtrack out of this foyada. Head east, and go south into the next foyada. Enter the Dareleth Ancestral Tomb on your left. Dareleth Ancestral Tomb o======================================================================o ***NPCs*** Delmon Famori Bodsa Nothryon Manel Amori Mubdan Esurnadarpal Shirerib Ashi-Iddan Santinti Assarbeberib 6) Loot the very straightforward tomb, leave, and continue south. You'll arrive at the Cavern of the Incarnate, a pretty obvious later Main Quest site. Levitate south over the ridge, then head west to find the cave of Tin-Ahhe. Enter. Fight Delmon Famori, Bodsa Nothryon, and Manel Amori, loot, and leave. Head east to the cave of Maran-Adon. Enter. Proceed to the first intersection. Go left first, loot, then return and go right. Finish off all hostiles and leave. Keep tracking this foyada to find another Ashlander camp. Fight Mubdan Esurnadarpal, Shirerib Ashi-Iddan, and Santinti Assarbeberib. Loot the camp, head south, then take the east path to leave the foyada (and the Ashlands). Due east is the Zainab Camp. o======================================================================o | | | Zainab Camp & Wilderness | | | o======================================================================o Sequence of Events: {WLK020} 1) Zainab Camp 2) Venim Ancestral Tomb 3) Pulk 4) Andalor Ancestral Tomb 5) Pinsun 6) Hanud 7) Esutanamus 8) Sanit Zainab Camp o======================================================================o ***NPCs*** Zaba Sakulerib Ababael Timsar-Dadisun Tussi Ashur-Dan Patababi Ashibaal Minassour Kaushad Somummu Zabamat ***SPELLS*** Torpor 1) Outside, speak with Zaba and Sakulerib. Loot Kuda's Yurt, enter Ababael Timsar-Dadisun's yurt, speak with him (he's the master trainer for Mercantile), loot, and leave. Loot Kummu's Yurt, enter Tussi's Yurt, speak with her, loot, and leave. Do the same with Ashur-Dan's Yurt, Patababi's Yurt, Ashibaal's Yurt, and Minassour's Yurt. Enter the Ashkhan's Yurt, speak with Kaushad, loot, and leave. Do the same in the Wise Woman's Yurt (buy her spell) and we'll be done. Head north to the road, then east, then take the first north fork to find the Venim Ancestral Tomb. Head inside. Venim Ancestral Tomb o======================================================================o ***NPCs*** Luven Goris the Maggot King ***NOTABLE LOOT*** Bow of Shadows The Prayers of Baranat The Wolf Queen, v6 2) Proceed through this small tomb. At the back, fight Luven and Goris the Maggot King. Loot for the artifact Bow of Shadows, then leave. Continue east, go south at the fork, and go west when able to find the Sethan Ancestral Tomb. Enter. Loot this small, straightforward tomb (noting the copies of The Prayers of Baranat and The Wolf Queen, v6), and leave. Return to the last intersection and go south, spotting the bandit cave of Pulk on the left. Go inside. Pulk o======================================================================o ***NPCs*** Hathei Gam-Kur Maering Moghakh gro-Bagdub S'Radirr Yanibi Abur-Dan Benudni Ilurnubishpal Yanabani Ashushshirari Manabi Kummimmidan Yahaz Ashurnasaddas Teshmus Assebiriddan Sargon Santumatus ***NOTABLE LOOT*** Palla, v2 3) Fight Hathei, Gam-Kur, and Maering as you proceed. Check the water for loot, then continue to fight Moghakh gro-Bagdub and S'Radirr. Loot and leave. Continue south and east on the path to find the Aralen Ancestral Tomb, another Aundae vampire den. Enter. Fight the vampires and loot (noting the copy of Palla, v2), and leave. Return to the last intersection and go east, watching north for a rogue Ashlander camp. Fight Yanibi Abur-Dan, Benudni Ilurnubishpal, and Yanabani Ashushshirari. Return to the path and go south at the next intersection. You'll soon see another rogue Ashlander camp to the north. Speak with Manabi Kummimmidan, Yahaz Ashurnasaddas, and Teshmus Assebiriddan, then enter the yurt to speak with Sargon Santumatus. Loot and leave, continuing east. At the end of this path is the Dunmer stronghold of Indoranyon. We'll be here later for the Morag Tong, so return to the last intersection and take the north fork instead. Watch the left side for the Andalor Ancestral Tomb. Head inside. Andalor Ancestral Tomb o======================================================================o ***NPCs*** Botrir Iveri Llothri Seba Anurnudai Tis Abalkala Zalit Salkatanat Zelay Sobbinisun Hemus Zelma-Alit ***QUESTS*** Miscellaneous-Widowmaker ***NOTABLELOOT*** Widowmaker 4) Very straightforward with nothing notable, so loot and leave, and return to the path. Proceed to find Botrir in the road, and accept his quest. Head back to Andalor Ancestral Tomb and go northwest from there to find Iveri Llothri. Kill her and retrieve Widowmaker, then tell Botrir you're keeping it and kill him too. From here, head east to some rocks (there will be Kagouti around), then head north to a renegade Ashlander camp. Fight Seba Anurnudai and Tis Abalkala outside, then fight Zalit Salkatanat, Zelay Sobbinisun, and Hemus Zelma-Alit in the yurts. Head east from here to find a smuggler cave called Pinsun. Head inside. Pinsun o======================================================================o ***NPCs*** Jaline Birama Andaram Savure Uvalor Ahetotis Furotis Fovus Faravel Rilas Arethan Clecentor Aerius Cluson ***NOTABLE LOOT*** Notes on Racial Phylogeny 5) Fight Jaline, Birama Andaram, and Savure Uvalor. Left at the intersection, fight Ahetotis Furotis and Fovus Faravel, loot, and return to the intersection. Go northwest to fight Rilas Arethan, then go through the door to fight Clecentor Aerius and Cluson. Loot (noting the copy of Notes on Racial Phylogeny) and leave. Take note of the island nearby-we're headed there soon-but first go south to the Velothi dome of Hanud. Hanud o======================================================================o ***NPCs*** Aglaril Faric Panoit Noleon Sele Treras Dres 6) Use the local map to explore this somewhat convoluted dungeon, speaking with Aglaril, killing critters, and looting. Nothing much here, so jump the gap you find to enter the Tower. Fight Faric Panoit, explore the pit, go down a ramp to fight Noleon Sele, loot, then go up a ramp to the tower proper. Fight Treras Dres up top, loot (noting the copy of 36 Lessons of Vivec, Sermon 4), and leave. Go southeast from here, entering the water, to find the Vassamsi Grotto. Head inside. Not much here, so explore and leave. Now head back to that island we noted earlier. Go back to Pinsun and swim east to arrive at the Daedric ruin of Esutanamus. Esutanamus o======================================================================o ***NPCs*** Adding Virgerd Arvamea Dalvani Arrinis Cerunia Drathyn Andavel Chark Zennammu Urshumusa Kanud Odimabesser Yan Assinabi Sur Surishpi Patus Assumanallit Nind Dudnebisun Kitbael Assurnumanit Ansu Senatbael Zabi Adidshina ***NOTABLE LOOT*** The Art of War Magic Mystery of Talara, v2 Amulet of Ashamanu 7) Outside, speak with Adding and Virgerd, then enter the shrine. Fight Arvamea Dalvani (who has a copy of The Art of War Magic) and Arrinis Cerunea in the first room, then proceed to fight Drathyn Andavel and Chark (who has a copy of Mystery of Talara, v2). Loot the chests behind the statue and leave. From here, head due east to the water to find the Lost Shipwreck. Check it out. Nothing much to say, so clear it out and leave. There's a rogue Ashlander camp north of Esutanamus, so head there to fight Zennammu Urshumusa and Kanud Odimabesser. From here, head northwest (back to the main island) and continue northwest for another rogue Ashlander camp. Fight Yan Assinabi and Sur Surishpi, then head southwest. You will find a cave called Dubdilla, site of a later vampire quest. Continue southwest to find the road again, near where we first left Zainab Camp. This time, go north, following the signs for Tel Vos. Soon, on the left, you'll find more rogue Ashlanders. Fight Patus Assumanallit and Nind Dudnebisun outside, then enter the yurt to fight Kitbael Assurnumanit. Loot and continue north, then turn left at the next intersection. Left again at the next one, and you'll soon find yet another rogue Ashlander camp. Fight Ansu Senatbael and Zabi Adidshina, then continue. This path ends at Nchuleft, the site of a later House Telvanni quest. Turn around and return to the last intersection, and head northwest. At the next split, head right first. Skip the Tel Vos Dungeon, and proceed to the Mudan-Mul Egg Mine. This is also the site of a Telvanni quest, so return to the last intersection and head west. You'll soon spot the Nerano Ancestral Tomb, which we'll visit later in the Main Quest. Continue north until you spot Urshumusa Rapli's white guar. Follow it to a corpse and take the Amulet of Ashamanu. Now head northwest to the cave you see. This is Sanit. Head inside. Sanit o======================================================================o ***NPCs*** Athanden Girith Emul-Ran Kashtes Ilabael ***NOTABLE LOOT*** The Wolf Queen, v3 Shield of the Undaunted ***QUESTS*** Miscellaneous-Girith's Stolen Hides 8) Turn left and proceed all the way to the Shrine. Loot, noting the copy of The Wolf Queen, v3, and exit the other side. Proceed to arrive back at the entrance, and leave. Head back to where you found the white guar and follow the path east to meet Athanden Girith. Talk to him and accept his quest, then head back to the Ahemmusa Camp. Turn in the white guar quest to Urshamusa Rapli, trade in the amulet for the Shield of the Undaunted, then ask about the attack on a guar hide trader to be directed south. Head that way to find and fight Emul-Ran and Kashtes Ilabael. Get the ten Girith's Guar Hide off of Emul-Ran and return to Athanden (more or less due west). He'll take the hides; in the meantime, follow signs back toward Tel Vos and Vos. At the final intersection, head right (break from the signs) to quickly explore the Sinarralit Egg Mine. Nothing of interest in here, so just explore and leave. Follow the signs to Vos. o======================================================================o | | | Vos & Tel Vos | | | o======================================================================o Sequence of Events: {WLK021} 1) Vos 2) Tel Vos Vos o======================================================================o ***NPCs*** Dreynos Elvul Ienasa Radas Ulvil Llothas Sedyni Veran Ferise Varo Burcanius Varo Smokey Morth Hairan Mannanalit Menus Felas Mandyn Ralas Maela Kaushad Fanisea Irano Yakin Bael Eldrilu Dalen Trilam Drolnor Thilse Aralas Runethyne Andas ***SPELLS*** Chameleon ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 31 36 Lessons of Vivec, Sermon 24 1) Outside, speak with Dreynos Elvul, Ienasa Radas, Ulvil Llothas, and Sedyni Veran (at the docks). Explore and loot her ship, then head to the Varo Tradehouse Entrance. Speak with Ferise Varo, buy her spell, loot, and enter the Tradehouse proper. Speak with Burcanius Varo, Smokey Morth, and Hairan Mannanalit, loot, and enter the Varo Tradehouse Storage. You'll find a copy of 36 Lessons of Vivec, Sermon 31 in a crate. Back in the main village, enter Menus Velas' Farmhouse, speak with him, loot, and leave. Loot Ulvil Llothas' Farmhouse across from here (noting the copy of 36 Lessons of Vivec, Sermon 24), then enter Mandyn Ralas' Farmhouse. Speak with him, loot, and enter Maela Kaushad's Farmhouse. Speak with her, loot, and enter Ienasa Radas' Farmhouse. Loot and enter Fanisea Irano's Farmhouse. Speak with her, loot, and enter the Vos Chapel. Speak with Yakin Bael (the master trainer in Restoration) and Eldrilu Dalen, loot, and enter Trilam Drolnor's Farmhouse. Speak with him, loot, and enter Thilse Aralas' Farmhouse. Speak with her, loot, and enter Runethyne Andas' Farmhouse. Speak with her, loot, and enter Dreynos Elvul's Farmhouse. Loot, leave, and head up the road to Tel Vos. Tel Vos o======================================================================o ***NPCs*** Telvanni Sharpshooter Ra'Kothre Dro'Zharim Goler Andrethi Ronerelie Philulanie Smokeskin-Killer Rimintil Andil Milar Maryon Alenus Vendu Mirvon Andrethi Esar-Don Dunsamsi Cania Mico Cidius Caro Luspinian Hertarian Turedus Talanian Aryon ***NOTABLE LOOT*** Dwemer Scarab Schematics Dwemer Airship Plans Anumidium Plans 36 Lessons of Vivec, Sermon 11 Amulet of Levitating ***QUESTS*** Miscellaneous-Trade Mission to the Zainab 2) Jump up the wall and talk with the Telvanni Sharpshooter, then enter the Southern Tower to start exploring this madhouse. Explore the tower, speak with Ra'Kothre, then take the midlevel exit. In the Jail, speak with Dro'Zharim and Goler Andrethi, then proceed to the dungeon. To the right is an exit to the Grazelands, and straight and left is some exploration. When done, head back through the jail to the Southern Tower, take the upper level exit, and enter the Central Tower. Speak with Ronerelie Philulanie, get the Dwemer Scarab Schematics, Dwemer Airship Plans, and Anumidium Plans off the wall, speak with Smokeskin-Killer, then head downstairs. Speak with Rimintil, loot the area (noting the copy of 36 Lessons of Vivec, Sermon 11), then exit and head into the Services Tower. Nab the Grandmaster's Retort in this room, then speak to Andil and Milar Maryon. Loot the rest of the room and head downstairs. Speak with Alenus Vendu and Mirvon Andrethi, loot, then return to the Central Tower. Take the third exit going up to find and enter the Northeastern Tower. Loot, return to the Central Tower, and take the next exit up to find the Barracks and Armory. Speak with Esar-Don Dunsamsi outside, then enter. Speak with Cania Mico, loot, and go downstairs. Speak with Cidius Caro and Luspinian Hertarian, loot, and take the exit we didn't enter through. You can see Aryon's Chambers from here, so hop over and go inside. Speak with Turedus Talanian for a quest, then proceed to speak with Aryon. Loot and leave, then run back to the Zainab Camp. Ask Zaba about trade goods wanted for a quest update. You can also speak with Kaushad and Sonummu Zabamat for further updates. Return to Tel Vos and report back to Turedus Talanian for a unique Amulet of Levitating. Head back to Vos now, and from the docks you can actually see the next settlement, Tel Mora. Head over there now. o======================================================================o | | | Tel Mora & Wilderness | | | o======================================================================o Sequence of Events: {WLK022} 1) Tel Mora 2) Lonesome Shipwreck Tel Mora o======================================================================o ***NPCs*** Tonas Telvani Nina Emelin Lette Liette Radras Jolda Nona Berwen Kirsty Elegnan Celria Natesse Thaeril Borwen Margonet Daynali Dren Gelduin Katie Tinaso Alan Salama Andrethi Diren Vendu Nanine Elphiron Nathien Sadela Areth Dratha ***NOTABLE LOOT*** The Black Arrow, v1 The Black Arrow, v2 Palla, v2 The Wolf Queen, v8 36 Lessons of Vivec, Sermon 24 2920, Hearth Fire, v9 ***SPELLS*** Scourge Blade Cruel Noise Summon Dremora 1) Outside, speak with Tonas Telvani, Nina, Emelin, and Lette (but don't discuss swamp fever with her). Enter Liette's House, speak with her, loot, and enter Radras: Smith. Speak with her, loot, and enter Jolda: Apothecary. Speak with her, loot, and enter Nona's House. Speak with her, loot, and enter Berwen: Trader. Speak with her (but do not discuss the corprus stalker or go upstairs) for the Girith's Hides reward. Loot downstairs, leave, and enter Kirsty's House. Speak with her, loot (noting the copies of The Black Arrow, v1 and v2), and enter Elegnan: Clothier. Speak with Elegnan and Celria, loot, and enter The Covenant. Speak with Natesse, loot, head upstairs, speak with Thaeril and Borwen, loot, and enter the Lower Tower of Tel Mora itself. Speak with Margonet and Daynali Dren, loot, and levitate to the next level. Speak with Gelduin and Katie, loot (noting the copy of Palla, v2), and levitate again to find the entrance to Tower Services. Speak with Tinaso Alan, admire her disposition to 90+, buy her spell, and loot her room (noting the copy of The Wolf Queen, v8). Speak with Salama Andrethi, admire her disposition to 90+, buy her spell, loot her room, and speak with Diren Vendu. Admire her disposition to 90+, buy her spell, loot her room (noting the copy of 36 Lessons of Vivec, Sermon 24), return to the Lower Tower, and take the exit in Katie's room. Ascend to the Upper Tower. Speak with Nanine, loot (noting the copy of 2920, Hearth Fire, v9), and proceed to a barracks. Speak with Elphiron, loot, and proceed to speak with Nathien, Sadela Areth, and Dratha. That's it for Tel Mora, so leave and exit town to the north. Underwater, between two islands, is the Lonesome Shipwreck. Let's check it out. Lonesome Shipwreck o======================================================================o ***NPCs*** Nothasea Beni Termanwe Nummu Assudiraplit Manu Zainab Kausha Mantashpi ***NOTABLE LOOT*** Feyfolken, v1 2920, Hearth Fire, v9 BanHammer 2) Not much here, so just explore and leave. When done, head back to Vos and follow the coast a good, long way to the south. When you're further south than we've previously explored, start watching inland to see a cave entrance surrounded by hackle-lo. This is Yakin, site of a later Mages Guild quest. Head northwest from here to find the Thiralas Ancestral Tomb. Head inside. Straightforward with nothing noteworthy, so explore and leave. Head due southeast and cross a bit of water to an island. Enter the cave of Nallit. Head left at the intersection to fight Nothasea Beni. Loot, backtrack, and head through the door to fight Termanwe. Loot here (noting the copies of Feyfolken, v1 and 2920, Hearth Fire, v9), and leave. Head south to the next island to spot rogue Ashlanders. Speak with Nummu Assudiraplit and Manu Zainab, get the unique BanHammer off the corpse, enter the yurt, speak with Kausha Mantashpi, loot, and leave. Head east now to arrive at Tel Aruhn. o======================================================================o | | | Tel Aruhn & Wilderness | | | o======================================================================o Sequence of Events: {WLK023} 1) Tel Aruhn 2) Yansirramus 3) Kora-Dur 4) Nammu 5) Berandas 6) Rotheran 7) Ienith Ancestral Tomb 8) Falensarano 9) Massama Cave 10) Andules Ancestral Tomb 11) Zalkin-Sul Egg Mine 12) Zenarbael 13) Zaintirari 14) Shara 15) Ebernanit 16) Indoranyon 17) Hlormaren 18) Ashalmimilkala 19) Yasammidan 20) Missir-Dadalit Egg Mine Tel Aruhn o======================================================================o ***NPCs*** Daynas Darys Urzoth gra-Bargamph Mogak gra-Ugruma Llaals Ores Manilian Scerius Davina Menelras Ciralinde Jadier Mannick Shuzug gro-Bug Shagdub gra-Murz S'Bakha Savile Imayn Stentus Tullius Bildren Areleth Ferele Athram Aryne Telnim Drarayne Girith Emusette Bracques Maren Uvaren Brarayni Sarys Irna Maryon Anora Barusi Venim Senise Thindo Felara Andrethi Rinina Endase Avel Brolmir Gothren ***NOTABLE LOOT*** The Axe Man 36 Lessons of Vivec, Sermon 19 2920, Frostfall, v10 The Final Lesson ***SPELLS*** Absorb Intelligence Absorb Health 1) Speak with Daynas Darys at the docks, then enter the Underground. Speak with Urzoth gra-Bargamph, Mogak gra-Ugruma, Llaals Ores, Manilian Scerius, Davina, Menelras, Ciralinde, and Jadier Mannick. Leave through the other door to enter the town proper. Speak with Shuzug gro-Bug, Shagdub gra-Murz, open the slave door to speak with S'Bakha, and speak with Savile Imayn. Purchase all six slaves from her, one at a time, and you can free them afterwards. Do so. In town, speak with Stentus Tullius outside, then we need to explore buildings. Start with Bildren Areleth: Apothecary. Speak with him, loot, and enter Ferele Athram: Trader. Speak with him, loot (noting the copy of The Axe Man), and enter Aryne Telnim: Smith. Speak with her, loot, and enter the Plot and Plaster. Speak with Drarayne Girith, a liberated Sleeper, then go downstairs to speak with Emusette Bracques and FINALLY finish The Beauty and the Bandit. Loot, leave, and enter Maren Uvaren: Enchanter. Speak with her, loot (noting the copy of 36 Lessons of Vivec, Sermon 19), and head to the Tower Entry. Speak with Brarayni Sarys and Irna Maryon, loot, and levitate up. Speak with Anora and enter the Tower Living Quarters. Turn right to speak with Barusi Venim and Senise Thindo, loot, and head down the hall. Speak with Felara Andrethi, admire her disposition to 90+, buy her spells, loot, and levitate up a level. Speak with Rinina, loot, and head outside. Enter the Upper Tower. Speak with Endase Avel, go down the hall to speak with Brolmir, head upstairs, loot (noting the copies of 2920, Frostfall, v10 and The Final Lesson), and speak with Gothren. We're done here, so head back west to the Ashlander camp, and west once again to a new island. This island holds a Daedric ruin called Yansirramus. Yansirramus o======================================================================o ***NPCs*** Thurek Idlami Ghamborz gro-Bagdub Bralis Seralas Nelyn Sadri ***QUESTS*** Miscellaneous-Molag Bal's Quest 2) Outside, speak with Thurek and Idlami, then enter the shrine. Fight Ghamborz gro-Bagdub and Bralis Seralas, loot, and inspect the statue for Molag Bal's Daedric quest. Head down the hall to fight Nelyn Sadri, loot, and leave. Return to Tel Aruhn, and sail to Vos. Return to Tel Vos and search for a Secret Door in the Central Tower. (Yes, I missed this on the first go-round.) Loot it (it's just outside the Imperial Museum), then head to the Northeastern Tower. There's another Hidden Door which leads to some nice loot. Now strike out west, toward Kogoruhn, to make your way to Kora-Dur. Head inside. Kora-Dur o======================================================================o ***NPCs*** Menta Na ***NOTABLE LOOT*** Mace of Molag Bal 3) All roads lead to the same place, so just head through until you find and kill Menta Na. Return to Yansirramus and report back to Molag Bal for the artifact Mace of Molag Bal. Head west back to the main island. Follow the coast north to find the cave of Nammu. Head inside. Nammu o======================================================================o ***NPCs*** Sulesa Mornsu Omalor Galar Baren Galmis Dren Jon Hawker Moria Uulentanis Seliulus Lanius ***NOTABLE LOOT*** Ring of the Wind The Final Lesson The Warrior's Charge Zenithar's Warning Zenithar's Wiles ***FACTIONS*** Imperial Cult-Primate ***QUESTS*** Imperial Cult-Boots of the Apostle 4) Fight Sulesa and Mornsu Omalor, loot, and continue straight. Fight Galar Baren and proceed, climbing up to fight Galmis Dren, who holds the Ring of the Wind. Loot the area, noting the copies of The Final Lesson and The Warrior's Charge, make sure to grab a Scroll of Divine Intervention, and speak to Jon Hawker. Give him the Scroll to receive Zenithar's Warning and Zenithar's Wiles. Go explore the other tunnel to fight Moria Uulentanis and Seliulus Lanius, loot, and leave. Report back to Ebonheart for a new Oracle Quest. She'll also promote you to Primate, the highest available rank. Go speak with Llaalam Dredil about the boots for an update, then head to Berandas-we've seen it before, south of Gnisis. Berandas o======================================================================o ***NPCs*** Ama Nin ***NOTABLE LOOT*** Boots of the Apostle Mara's Skirt Mara's Blouse 5) Explore the Propylon Chamber first, then enter the Keep, Top Level. This level is pretty empty, with just a key and two Daedric Arrows on a skeleton. Explore at will and enter the Keep, Bottom Level. Just Daedra to kill here, so explore and enter the Underground. Head left first and search the dead hero to find the Boots of the Apostle, which I suggest wearing. From here, levitate up to find some loot and Ama Nin. Speak with her and give her a Divine Intervention scroll for the unique Explore the other two paths, then leave and head back to Lalatia Varian. She'll give us another quest. Make for Dagon Fel, then hike south to the stronghold of Rotheran. Rotheran o======================================================================o ***NPCs*** Dolvasie Veloren Tirasie Andalen Rols Ienith Fevus Aryon Ereven Velas Irvsie Othran Maralie Ares Llaren Terano Daynil Farandas J'Raksa Wih-Eius Chiwish Nakuma Nam-La Tanan M'Shan Ma'Khar Kisisa Idhassi Adusamsi Assurnarairan Elibael Puntumisun Shipal Zansatanit ***NOTABLE LOOT*** Rotheran Propylon Index Adusamsi's Ring Adusamsi's Robe Ice Blade of the Monarch ***QUESTS*** Imperial Cult-The Scroll of Fiercely Roasting 6) Outside, speak with Dolvasie Veloren and Tirasie Andalen. Explore the Propylon Chamber and fight Rols Ienith for the Rotheran Propylon Index. Loot and enter the Arena. Fight Fevus Aryon and Ereven Velas, head left to fight Irvsie Othran (get the Rotheran Slave Key off of her) and Maralie Ares, continue to fight Llaren Terano (who carries Adusamsi's Ring, Adusamsi's Robe, and the Ice Blade of the Monarch) and Daynil Farandas, then jump down into the arena to kill Daedra and speak with and free J'Raksa and Wih-Eius. Check the other doors to speak with and free Chiwish, Nakuma, Nam-La, Tanan, M'Shan, Ma'Khar, Kisisa, Idhassi, and Adusamsi Assurnarairan. That's it, so report back to Lalatia. Get another quest, which we won't do for a while, and it's back to exploring. Make your way back to Nammu, west of Tel Aruhn. From here, continue north along the coast to find two renegade Ashlanders. Fight Elibael Puntumisun and Shipal Zansatanit, then head west and slightly north to find the Ienith Ancestral Tomb. Head inside. Ienith Ancestral Tomb o======================================================================o ***NPCs*** Zainat Ahalkalun Shara Atinsabia Yapal Esatliballit Adaishah Ahanidiran Shin Assemmus Shullay Malman-Ammu Musan Zaintashara 7) Straightforward with no notable loot, so explore and leave. Head northwest to more renegade Ashlanders. Fight Zainat Ahalkalun and Shara Atinsabia, then enter the yurt to fight Yapal Esatliballit. Loot, leave, and head due west until you find an actual path. Follow it south, approaching a stronghold. Before you find the steps, a path to the left will lead to Dissapla Mine. This is the site of a Fighters Guild quest, so continue on. East of the path are two more rogue Ashlanders. Fight Adaishah Ahanidiran and Shin Assemmus, then follow the path to the stronghold of Falensarano. Just south are two more rogue Ashlanders. Fight Shullay Malman-Ammu and Musan Zaintashara, loot their camp, then head up to the stronghold. Falensarano o======================================================================o ***NPCs*** Alfhedil Elf-Hewer Ardhil Camandil Viraninde Ylbert Meric ***NOTABLE LOOT*** Incident in Necrom 8) The Propylon Chamber is empty, so head to the Upper Level. Go left and find Alfhedil Elf-Hewer in a side room. Speak with him, loot, and continue on. Head the other way now and clear out the Daedra downstairs. You'll find Ardhil, so speak with her and proceed. Enter the Lower Level through the locked door. To the right, fight Camandil, then head back and go down the stairs. Continue along to fight Viraninde, loot the room (noting the copy of Incident in Necrom), then backtrack and take the other entrance to the Lower Level. Fight Ylbert Meric, then backtrack past Alfhedil and take the exit to the roof. We're done, so get back on the road and continue west. You'll soon spot Massama Cave. Enter. Massama Cave o======================================================================o ***NPCs*** Koffutto Gilgar ***NOTABLE LOOT*** Staff of Hasedoki 9) Not much here. Proceed to the first intersection. At the end of the left path, in the water, is some loot. The other two paths loop past a bit more loot. Other than that, it's just glass deposits, so leave when done exploring. Proceed south to leave the Grazelands and cross into Molag Amur. Soon, you'll see the Gimothran Ancestral Tomb. Enter. This place is pretty straightforward, so proceed to the end, fight Koffutto Gilgar, and retrieve the artifact Staff of Hasedoki. Leave and continue. When you reach an intersection, turn left. Turn left at the next sign and proceed to reach the Andules Ancestral Tomb. Enter. Andules Ancestral Tomb o======================================================================o ***NPCs*** Marsus Tullius Lanald Fentula Pevengius Drorayni Tharam Felara Thimalvel Golmerea Othravel Breynis Faryon Odaishah Yasalmibaal ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 10 Azura and the Box ***QUESTS*** Miscellaneous-Marsus Tullius' Missing Hides Morag Tong-Writ for Sarayn Sadus Morag Tong-Writ for Ethal Seloth and Idroso Vendu ***FACTIONS*** Morag Tong-Blind Thrall 10) Explore this little tomb, noting the copy of 36 Lessons of Vivec, Sermon 10, and leave. From here, follow the road south, then east to find Marsus Tullius. Speak with him, accept his quest, and continue east. Stay north of the water to find the cave of Ahinipalit. Head inside. Fight Lanald and proceed to fight Fentula Pevengius, Drorayni Tharam, Felara Thimalvel, and loot. Levitate at the dead end to fight Golmerea Othravel, and proceed to fight Breynis Faryon. Loot, noting the copy of Azura and the Box, and leave. Follow the coast northeast (south of the water) to find a yurt. This is Odaishah Yasalmibaal, target of our Morag Tong writ. End him and make your way alllllll the way back to Eno Hlaalu in Vivec. He'll promote you to Blind Thrall, and give you two new writs. Head over to Temporary Telvanni Housing in Telvanni Plaza and take care of Ethal Seloth and Idroso Vendu, then report back to Eno Hlaalu. To continue exploring, make your way back to Gimothran Ancestral Tomb. Head east, and this time take the southwest path at the first fork. Stick to the path and turn right at the first fork to find the Zalkin-Sul Egg Mine. Enter. Zalkin-Sul Egg Mine o======================================================================o ***NPCs*** Penglithil Bidsi Gilvayn Dunius Valodius Evilu Indrano Bunish Ashidasha Bhusari Olink-Nur ***NOTABLE LOOT*** Ice and Chiton Master Zoaraym's Tale 11) This mine is small and lootless, so explore and leave. Return to the last intersection and head south, turning left when able to find the Dwemer ruin of Mzanchend. This features in a Telvanni quest, so skip it for now and continue south. Turn right at the next intersection to find the Serano Ancestral Tomb, a Quarra vampire lair. Enter. Explore this tomb, and as you do, collect three portions of Vampire Dust and hold onto them for a later quest. Other than that, there's nothing of interest here, so explore, loot, and leave. Note a Dwemer ruin to the south. This is Galom Daeus, headquarters of Clan Berne and site of two later quests, so skip it for now and instead follow the road signs to the east. Continue until you spot a bridge. Without crossing, turn left and head over the ridge to a cave called Shushan. Head inside. Proceed to fight Penglithil, Bidsi Gilvayn, and Dunius Valodius. Loot and go upstairs to fight Evilu Indrano, who holds the slave key and copies of Ice and Chiton and Master Zoaraym's Tale. Loot, and on the way out, speak to and free Bunish, Ashidasha, Bhusari, and Olink-Nur. Leave. Head northeast to get a map marker for Uvirith's Grave, future site of our very own wizard tower. From here, head due east until you hit a path, then head a bit north to the cave of Zenarbael. Head inside. Zenarbael o======================================================================o ***NPCs*** Brelora Relavel Dravynea Fatheran Aras Girendas Alms Helothren 12) Proceed to fight Brelora Relavel and Dravynea Fatheran, then head left. Levitate above the mudcrab pool for some ebony if you like, then return to the main cave and proceed. Go west to fight Aras Girendas and loot, then go east through the door to fight Alms Helothren. Loot and leave. Head south from here to find a long string of pages from Brief History of the Empire. Hmmm....odd. Follow them east (we'll figure out what they're for later), then head north to the cave of Zaintirari. Enter. Zaintirari o======================================================================o ***NPCs*** Dils Heladren Mals Faralen Nelvon Radas Direr Velendas Sarayn Sadus ***FACTIONS*** Morag Tong-Thrall Morag Tong-White Thrall Morag Tong-Thinker ***QUESTS*** Morag Tong-Writ for Guril Retheran Morag Tong-Writ for Galasa Uvayn Mages Guild-A Contact in the Dark Brotherhood Morag Tong-Writ for Mavon Drenim Morag Tong-Writ for Tirer Belvayn ***SPELLS*** Tevral's Hawkshaw Charm Mortal Frenzy Creature Gash Spirit (Ranged) Llivam's Reversal Demoralize Humanoid ***NOTABLE LOOT*** Hellfire Staff 13) Proceed to fight Dils Heladren, Mals Faralen, Nelvon Radas, and Direr Velendas. Loot and head through the door to fight Sarayn Sadus. Loot and report back to Eno Hlaalu in Vivec. He'll promote you to Thrall, issue two new writs, and issue a "special duty" quest as well (mislabeled as a Mages Guild quest in the journal). Minnibi Selkin-Adda will now sell spells, so buy them before leaving. Head to the Flowers of Gold and deal with Guril Retheran, making sure you take his Glove of Sanguine Horny Fist for a later quest. Now head to the Hlaalu Treasury and deal with Galasa Uvayn. Now head to the Foreign Quarter and speak with Miun-Gei, the enchanter. He'll direct you to Tsrazami in the plaza, so go speak with her as well (you will need to raise her disposition). Now report back to Eno Hlaalu. Turn in all three quests, and he will promote you to White Thrall. He'll assign two new writs and a new special quest. Finally, turn in the Glove of Sanguine Horny Fist to get yet another quest, and enable promotion to Thinker. Go deal with Mavon Drenim in Telvanni Plaza, take his unique Hellfire Staff, then recall to Balmora. Offload and go see Ethasi Rilvayn, who will now sell you some spells. Buy them all, then head over to Pelagiad. Deal with Hrordis and take the Belt of Sanguine Fleetness. Before heading back to Eno, let's deal with Tirer Belvayn. We've already spotted Shara before, so head to Dagon Fel. However, pause in Khuul to visit Thongar's Tradehouse. You'll need to kill Shotherra to take the Amulet of Sanguine Glib Speech. Do so, then head to Dagon Fel and make your way to the cave of Shara. Head inside. Shara o======================================================================o ***NPCs*** Tirer Belvayn Llavelea Nelvani Drireri Berano Inganar Uradras Sadalas ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 17 14) This place is pretty straightforward, so just bust on through and kill Tirer Belvayn. Loot and leave. Now we want to head back inside the Ghostfence to the Daedric ruin Ularradallaku, which we spotted before. It's just west of Dagoth Ur, if you've forgotten. Speak with Llavelea Nelvani outside, then enter the shrine. This is pretty straightforward, so head in to fight Drireri Berano, Inganar (take his Glove of Sanguine Safekeeping!), and Uradras Sadalas. Loot (noting the copy of 36 Lessons of Vivec, Sermon 17), and recall out. Now we need to go to Ebernanit, so make your way to the Urshilaku Camp and from there to Valenvaryon. Ebernanit is a Daedric shrine to the southeast. Ebernanit o======================================================================o ***NPCs*** Badala Velothren Iner Raledran Talis Veran Ienaso Adren Earmil Sanyon Hyarnarenquar Tonasi Belas Thovasi Alen ***NOTABLE LOOT*** A Hypothetical Treachery 36 Lessons of Vivec, Sermon 12 15) Outside, speak with Badala Velothren and Iner Raledran, then enter the shrine. Fight Talis Veran (who has the Ring of Sanguine Golden Wisdom) and Ienaso Adren. Loot (not much here) then leave and head back to Urshilaku Camp. From here, head west to the shrine of Assurnabitashpi. Head inside. In the main shrine, fight Sanyon and Earmil for the Ring of Sanguine Silver Wisdom. Levitate to fight Hyarnarenquar, loot, then head out. Go north to find another cell in the shrine. Loot (noting the copy of A Hypothetical Treachery), then recall and make your way northeast to Assarnatamat, another ruin we previously spotted. Enter. Fight Tonasi Belas (who has a copy of 36 Lessons of Vivec, Sermon 12) and Thovasi Alen (who has the Shoes of Sanguine Stalking). Loot and make your way to Tel Aruhn. From there, head to Indoranyon, a Dunmer stronghold we spotted to the north. Indoranyon o======================================================================o ***NPCs*** Erundil Qorwynn Arven Nalyn Nurisea Selarys Mathyn Bemis Broris Fals ***FACTIONS*** Morag Tong-Brother Morag Tong-Knower Morag Tong-Master ***QUESTS*** Morag Tong-Writ for Mathyn Bemis Morag Tong-Writ for Brilnosu Llarys Morag Tong-Ultimatum for Movis Darys 16) Enter the Propylon Chamber first, then Indoranyon proper. You'll have to jump or levitate to leave the first cave. When you reach the statue, you'll have to levitate to proceed. Head west first, then south. Speak with Erundil, then kill him for the Ring of Sanguine Unseen Wisdom. You can then fight Qorwynn (he is the master trainer for Enchant, but is hostile) and leave. Recall and head back to Vivec. One last thing before going to Eno. Head to St. Delyn Canal South-Three and kill Dro'Zaymar for the Shoes of Sanguine Leaping. Now, report back to Eno. Turn in both writs and the eight Sanguine items we just collected. He'll promote you three ranks to Master. He'll issue two new writs and a new special duty, all of which we can presently do. Head to the Hlaalu Ancestral Vaults first. Explore this little area to fight Arven Nalyn, Nurisea Selarys, Mathyn Bemis, and Broris Fals. Loot and sail to Hla Oad, then go north to Hlormaren. Hlormaren o======================================================================o ***NPCs*** Ushat gra-Gulfim Meven Uvaren Arnskar Avon Ravel Lorod Thelama Indalas Orakh gro-Badbu Ondar Sarendas Bilos Andrethi Bauril Nag gro-Shumba Dothruviel Arkming the Flayer Durzum gro-Shagrak Sharog gra-Ulfish Smart-Snake Dreaded-Water Meer Reemukeeus S'Renji Shivani Nisaba Milbereth Melsu Indalas Thelvamu Sarano Rarusu Berethi Girynu Gilnith Felsu Telas Fillin Miluru Andus Nevon Verilnith Brilnosu Llarys S'Vandra Dahnara ***NOTABLE LOOT*** The Locked Room Stormforge Andasreth Propylon Index Mystery of Talara, v3 ***FACTIONS*** Morag Tong-Exalted Master ***QUESTS*** Morag Tong-Writ for Navil and Ranes Ienith Morag Tong-Ultimatum for Carecalmo 17) Check out the Propylon Chamber first, then enter the Keep, Bottom Level. Fight Ushat gra-Gulfim and Meven Uvaren right away, then go counterclockwise to explore. Fight Arnskar and Avon Ravel in the hall, then Lorod and Thelama Indalas in the first side room. Loot (grab the Hlormaren Slave Key) and continue to fight Orakh gro-Badbu. Fight Ondar Sarendas and Bilos Andrethi in the second side room. Loot and proceed to fight Bauril. Fight Nag gro-Shumba and Dothruviel in the third side room. Loot and the circle is complete. Head to the Underground next. Speak with Arkming the Flayer, Durzum gro-Shagrak, and Sharog gra-Ulfish. Loot and unlock doors to free the slaves Smart-Snake, Dreaded-Water, Meer, Reemukeeus, S'Renji, Shivani, and Nisaba. Enter the Sewers now. Nothing much in here, so just explore your way to the exit, then backtrack to the Bottom Level and head to the Top Level of the Keep. Fight Milbereth, then explore counterclockwise. Fight Melsu Indalas, loot, and fight Thelvamu Sarano in the first side room. Loot and proceed to fight Rarusu Berethi. In the next side room, fight Girynu Gilnith and Felsu Telas. Loot and continue to the next side room to fight Fillin. Loot and proceed to the next room to fight Miluru Andus, loot (noting the copy of The Locked Room), and head outside to the roof. Speak with Nevon Verilnith and Brilnosu Llarys, then kill them. Loot Brilnosu's unique spear Stormforge, then enter the Dome. Free the slaves S'Vandra and Dahnara and loot, making sure to get the Andasreth Propylon Index off the shelf and noting the copy of Mystery of Talara, v3. Recall to Balmora and head to Ald'Ruhn to speak with Movis Darys. He'll give you the Belt of Sanguine Denial. Head back to Eno Hlaalu to turn in all three quests and the belt. He'll promote you to Exalted Master, and although you can now challenge him for the title of Grandmaster, we should wait until all of his quests are finished. He will issue the final writ, and a new special task. We're ready now to head to Ashalmimilkala, so follow his directions to get there. Ashalmimilkala o======================================================================o ***NPCs*** Norionil Meryaran Carecalmo ***NOTABLE LOOT*** Song of the Alchemists Left Gauntlet of Glory Right Gauntlet of Glory ***QUESTS*** Imperial Cult-Skull-Crusher 18) Outside, speak with Norionil, then enter the shrine. Fight Meryaran, then go left to speak with (and kill) Carecalmo. Make sure to take the Belt of Sanguine Martial Craft from his body, then loot, noting the copy of Song of the Alchemists. Proceed to the end of this passage, then levitate to find Urjorad's corpse and grab the Scroll of Fiercely Roasting. Recall, go report to Eno for a new special quest (remember to turn in the Belt), and he'll give you a new quest. Report in to Lalatia Varian for a new Oracle quest as well. Speak with Llaalam Dredil in the Council chambers to be directed to any ancestral tomb. Speak with Nalasa Serothren at the Elven Nations in Vivec to be directed to Anudnabia. We actually haven't been there yet, so let's make our way to Yasammidan. Travel to Khuul and head to Ald Velothi, then west to Yasammidan. Yasammidan o======================================================================o ***NPCs*** Anel Rethelas Mindeli Saren Relas Arothan Sovisa Adas Durus Marius ***NOTABLE LOOT*** A Game at Dinner ***QUESTS*** Daedric-Mehrunes Dagon's Quest Morag Tong-Execute Durus Marius Morag Tong-Execute Severa Magia 19) Enter the shrine and proceed to fight Anel Rethelas and loot the Ring of Sanguine Sublime Wisdom. Continue into the shrine to fight Mindeli Saren, who carries the Belt of Sanguine Stolid Armor. Take it, loot the shrine (noting the copy of A Game at Dinner), then interact with the statue to start a quest. Report back to Eno, turn in both items, and receive a new quest. Head over to Assernerairan beneath St. Olms. Fight Relas Arothan (get the Belt of Sanguine Deep Biting and the Belt of Sanguine Balanced Armor from him), Sovisa Adas, and Durus Marius (who carries the Belt of Sanguine Hewing and the Belt of Sanguine Sureflight). Loot the shrine and report back to Eno, making sure to turn in all four items we just got. He'll give his final quest, which we won't be doing for some time. Make your way back to Zaintirari so we can resume exploring. Go directly north over the ridge to reach the Missir-Dadalit Egg Mine. Head inside. Missir-Dadalit Egg Mine o======================================================================o ***NPCs*** Subenend Urshummarnamus Mi-Ilu Massitisun ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 2 20) This straightforward mine has no loot, so explore to the back and leave. Follow the path north to the coast, then follow the coast east, watching for a path to the south. When you spot it, take it to the Andas Ancestral Tomb. Enter. Not much in this straightforward little tomb except a copy of 36 Lessons of Vivec, Sermon 2, so loot and leave. Continue along the coast to a rogue Ashlander camp. Fight Subenend Urshummarnamus and Mi-Ilu Massitisun outside, then enter the yurt to fight Mal Mibishanit. Loot, then cross the water to the Telvanni tower of Tel Fyr, our next settlement. o======================================================================o | | | Tel Fyr & Wilderness | | | o======================================================================o Sequence of Events: {WLK024} 1) Tel Fyr 2) Ramimilk 3) Baram Ancestral Tomb 4) Verelnim Ancestral Tomb 5) Omaren Ancestral Tomb Tel Fyr o======================================================================o ***NPCs*** Beyte Fyr Delyna Mandas Delte Fyr Alfe Fyr Divayth Fyr Vistha-Kai Uupse Fyr Yagrum Bagarn ***NOTABLE LOOT*** The Lunar Lorkhan Cuirass of the Savior's Hide Scourge Indoranyon Propylon Index Daedric Sanctuary Amulet Volendrung Azura and the Box Song of the Alchemists The Dowry The Importance of Where The Ransom of Zarek The Seed Daedric Crescent ***QUESTS*** House Redoran-The Mad Lord of Milk 1) Enter the Onyx Hall and go straight to speak with Beyte Fyr. Go left from the entrance, down a ramp, and open the locked door to find Delyna Mandas. Agree to escort her and take her outside. We'll take the locket back later; head back to where we found her. Loot around-we can ignore the keys, but they are interesting indeed for low-Security characters. Also down there is Delte Fyr, so speak with her and then head upstairs. Enter the Hall of Fyr, and Tanusea Veloth, who relocated here from Vivec, is straight ahead of you. Note her copy of The Lunar Lorkhan, then explore the rest of this level. Levitate up when done. In a heavily locked closet to the east is the artifact Cuirass of the Savior's Hide. Just outside this room, speak with Alfe Fyr. North is Divayth Fyr's study. Loot it for the artifact weapon Scourge, the Indoranyon Propylon Index, and the Daedric Sanctuary Amulet. Speak with Divayth Fyr, then head down to the Corprusarium. Speak with Vistha-Kai, then enter the cavern proper. To the left are two chests and a door to the Bowels; straight ahead is another door to the Bowels; and to the right are two more chests and a Guarskin Drum you should grab. Now head into the Bowels via the middle entrance. Straight ahead is a chest; right is a loop that eventually requires a jump and will lead you to two people. Loot this area for the artifact weapon Volendrung, copies of Azura and the Box, Song of the Alchemists, The Dowry, The Importance of Where, The Ransom of Zarek, and The Seed. Speak with Uupse Fyr, leave the guarskin drum next to her for later, and speak with Yagrum Bagarn. Now, use the Daedric Sanctuary Amulet to teleport to Magas Volar. Kill the unique Dremora to be teleported out and receive the artifact weapon Daedric Crescent. Now, recall to Balmora and offload, head to Caldera to turn in the Indoranyon, Berandas, Andasreth, Rotheran, and Falensarano Propylon Indices to Folms Mirel. He'll direct you to the final one, and you should head to Ald'Ruhn and then to Milk. Give Delyna's Locket to Arethan Mandas, then return to Ald'Ruhn and speak with Athyn Sarethi in Sarethi Manor to clear the quest and get a disposition boost. While here, head out past the Buckmoth Legion Fort to the Daedric ruin of Ramimilk. Head inside. Ramimilk o======================================================================o ***NPCs*** Shamar gro-Ogar Vavran Reni Fevris Senoril Horstar Home-Wrecker Haesmar Zenabi Samma Salmat Elarrapal ***NOTABLE LOOT*** The Armorer's Challenge Mystery of Talara, v3 36 Lessons of Vivec, Sermon 4 2) Speak with Shamar gro-Ogar outside, then enter the shrine. Fight Vavran Reni and Fevris Senoril, loot, and proceed through the door. Fight Horstar Home-Wrecker and Haesmar, loot (noting the copies of The Armorer's Challenge, Mystery of Talara, v3, and 36 Lessons of Vivec, Sermon 4), and make your way to Ebonheart. Speak with Llerar Mandas in the Grand Council Chambers to clear the Delyna Mandas quest from your journal, then sail to Tel Aruhn. Head one island east to find some rogue Ashlanders. Fight Zenabi Samma and Salmat Elarrapal, loot the camp, and head north one island. On the southeast corner of this island is the Baram Ancestral Tomb. Head inside. Baram Ancestral Tomb o======================================================================o ***NPCs*** Talkin Ashar-Dad Raishi Erarbadon Sal Pudashara ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 16 3) Loot the straightforward tomb, noting the copy of 36 Lessons of Vivec, Sermon 16, and leave. Head east three islands to find the Hlervi Ancestral Tomb. Enter. Nothing much in this tiny tomb, so loot and leave. Backtrack to where we fought the Ashlanders, head south one island, and check out the Unknown Shipwreck. Not much here either, so explore and leave. Head south two islands to find the cave of Abanabi, which we should leave alone for a later quest. Head south until you hit Vvardenfell again, and look around for the Dreloth Ancestral Tomb. Enter. Small and lootless, so explore and leave. Now head east to find more rogue Ashlanders. Fight Talkin Ashar-Dad, Raishi Erarbadon, and Sal Pudashara. Loot the camp and go due east one island (keep the Daedric ruin to the north) until you reach the Verelnim Ancestral Tomb. Enter. Verelnim Ancestral Tomb o======================================================================o ***NPCs*** Moghakh gro-Bar Borul gro-Orbuma Shura gro-Urgak Bogakh gro-Mar 4) Sizeable, but straightforward with no noteworthy loot, so explore and leave. Head back to the Daedric ruin northwest of here, Kaushtarari. Speak with Moghakh gro-Bar and Borul gro-Orbuma outside, then enter the shrine. Swim through to the shrine to fight Shura gro-Urgak and Bogakh gro-Mar, then loot the shrine and leave. Head north to Sadrith Mora's island. You'll pass the city itself, but ignore it for now (although I'll consider this sufficient exploration for fast travel purposes) and head to the northwest corner of the island to find the Sadryon Ancestral Tomb. Enter. This place is straightforward with no notable loot, so clear it out and leave. Now head to the northeast corner of the island to locate the Strange Shipwreck. Nothing much here, so loot and leave. Now go southeast two islands, then south one more island, to find the Omaren Ancestral Tomb. Enter. Omaren Ancestral Tomb o======================================================================o ***NPCs*** ***NOTABLE LOOT*** The Armorer's Challenge 36 Lessons of Vivec, Sermon 25 Skull Crusher Last Scabbard of Akrash Daedric Face of Terror Foe-Quern 5) Not much of note in here, save the passage into the sealed Daedric ruin of Anudnabia. Make your way there and enter the Forge of Hilbongard. Swim through the passage and enter the locked door to reach the actual forge. Loot (noting the copies of The Armorer's Challenge and 36 Lessons of Vivec, Sermon 25), then pick open the floating chest for the artifact Skull Crusher. Levitate on the north wall to find a copy of Last Scabbard of Akrash and a Daedric Face of Terror. With that, recall to Balmora and make your way back to Lalatia Varian. She'll give you the unique Foe-Quern, and that is her final quest. Now, recall again to offload if needed, and hop a guild guide to Sadrith Mora. Finally. o======================================================================o | | | Sadrith Mora & Wilderness | | | o======================================================================o Sequence of Events: {WLK025} 1) Wolverine Hall 2) Sadrith Mora 3) Questing 4) Sud 5) Arkngthunch-Sturdumz 6) Favel Ancestral Tomb 7) Nchuleft 8) Shal 9) Yakin 10) Mzanchend 11) Bthungthumz 12) Velas Ancestral Tomb Wolverine Hall o======================================================================o ***NPCs*** Arielle Phiencel Iniel Tusamircil Dabienne Mornardl Uleni Heleran Procyon Nigilius Skink-in-Tree's-Shade Scelian Plebo Aunius Autrus Hasell Sondryn Irathi Hrundi Dumbuk gro-Bolak Vori Fandus Puruseius Rissinia Both gro-Durug Muriel Sette Celegorn Erer Darothril Big Helende ***QUESTS*** Miscellaneous-Gateway Ghost Fighters Guild-Battle at Nchurdamz Thieves Guild-Potion Recipe ***SPELLS*** Vivec's Touch Shock Barrier Frenzying Touch Frenzy Beast Resist Fire Resist Frost Absorb Speed Absorb Luck Absorb Endurance God's Fire God's Frost Summon Daedroth Magicka Leech Emasculate 1) We'll start in the Mages Guild. Speak with Arielle Phiencel, who will start a quest when asked about rumors. Speak with Iniel, Tusamircil, Dabienne Mornardl, Uleni Heleran (buy her spells), Procyon Nigilius, and finally Skink-in-Tree's-Shade, who will give you Edwinna's potion. Exit and head down one level (nothing much upstairs) to the Imperial Shrine. Inside, speak with Scelian Plebo (buy his spells) and Aunius Autrus (buy his spells too). Exit back to the stairwell and descend one more level to the Fighters Guild. Speak with Hasell, Sondryn Irathi, and then to Hrundi, who will join your cause immediately without need of messing with his woman. He'll also give his own Fighters Guild orders. To exit properly, go back to the Imperial Shrine and take the other door there, then cross the bridge over to Dirty Muriel's Cornerclub. Before entering, find and speak with Dumbuk gro-Bolak and Vori, then enter the cornerclub. Speak with Fandus Puruseius, Rissinia, and Both gro-Durug on the first floor, then head upstairs to speak with Muriel Sette, Celegorn, Erer Darothril (buy his spells), and Big Helende, who will give a new Thieves Guild job. With that, let's do this "properly." Swim around to the Sadrith Mora docks to begin exploring the main part of town. Sadrith Mora o======================================================================o ***NPCs*** Gals Arethi Angaredhel S'Rava Reesa Sinyaramen Ahdahni Ery Clibergus Ergelian Nalion Inee Gluronk gra-Shula J'Jazha Wanan-Dum Ardarume Anruin Arangaer Elegal Milos Qa'Dar Ereel-Lei Manicky Ancola Nirasa Aren Madran Ulvel Threvul Serethi Urtisa Romayn Hleras Gidran Llaalam Madalas Volmyni Dral Mossanon Pierlette Rostorard Trendrus Drals Rerynea Salas Drodos Galen Vanel Serven Faldan Berengeval Endar Drenim Ivramie Sarandas Engaer Vares Reram Neloth Balen Vendu Meluria Seleth Vaden Belas Urtiso Faryon Dunsalipal Dun-Ahhe Alven Salas Namanian Facian Vaveli Dralas Rolis Garvon Nevrila Areloth Meder Nulen Llevas Fels Minasi Bavani Milara Vedran Anis Seloth Falena Hlaren Tolvone Sarendas Fara Tedril Vandram Ridena Othren Brallion Dalyne Arvel Nelso Salenim Galar Rothan Miraso Seran Tendris Vedran Hloris Farano Galero Andaram Niras Farys Llunela Hleran Felisa Ulessen Raven Omayn Mallam Ryon Arara Uvulas Galos Mathendis ***NOTABLE LOOT*** The Alchemist's Formulary x2 Mystery of Talara, v1 Withershins The Horror of Castle Xyr The Final Lesson The Four Suitors of Benitah Charwich-Koniinge, v4 2920, Frostfall, v10 ***SPELLS*** Stormhand Resist Shock ***FACTIONS*** Great House Telvanni-Hireling ***QUESTS*** House Telvanni-New Clothes House Telvanni-Muck House Telvanni-Three Questions for Baladas Demnevanni House Telvanni-Sload Soap House Telvanni-Coded Message 2) Speak with Gals Arethi and explore his ship, the Elf-Skerring, before proceeding to town. Enter the Gateway Inn at the top of the steps. Note the copy of The Alchemist's Formulary on the desk and speak with Angaredhel. Progress a quest, then go ahead and buy Hospitality Papers from him. Head upstairs to speak with S'Rava, Reesa, and Sinyaramen, who will update a quest. Go up another level to speak with Ahdahni, Ery, Clibergus Ergelian, and Nalion. Now go to the South Wing to speak with Inee, then feel free to kill the Gateway Haunt once (it respawns each time you leave) before heading over to the North Wing. Speak with Gluronk gra-Shula, then kill her for the Belt of Sanguine Impaling Thrust. Go downstairs to speak with J'Jazha, then return to enter the West Wing. Speak with Wanan-Dum, then go upstairs to speak with Ardarume, the master trainer in Mysticism. Now, head out to Sadrith Mora itself. Outside, find and speak with Anruin, Arangaer, and Elegal at the market. In the slave cages, speak with Milos, Qa'Dar, and Ereel-Lei. Continue clockwise through town to find and speak with Manicky, then continue to close the loop and speak with Ancola. Let's do buildings now. Start with Nirasa Aren's house, where we can speak with her, loot, and leave. Next is Madran Ulvel's house, where we can speak with him, loot (noting the copy of Mystery of Talara, v1), and leave. Now enter Thervul Serethi: Healer, speak with him, loot, and leave. Head to Urtisa Romayn's house, speak with her, loot, and head to Hleras Gidren's house. Speak with him, loot, and head to Llaalam Madalas: Mage. Speak with him, loot (noting the copy of Withershins), and head to Volmyni Dral's house. Speak with her, loot, speak with Mossanon for the money for our pending almoner mission, leave, and enter Pierlette Rostorard: Apothecary. Speak with her, loot, and go to Trendrus Dral's house. Speak with him, loot, and enter the Great Hall at Tel Naga. Speak with Rerynea Salas and Drodos Galen, loot (noting the copy of The Horror of Castle Xyr), then head upstairs to enter the Tel Naga General Quarters. Speak with Vanel Serven, loot the area (noting the copy of The Alchemist's Formulary), and proceed further upstairs. Speak with Faldan, then return to the first room and levitate (or jump) to the next level. Speak with Berengeval and enter the Tel Naga Upper Tower. In the bedroom, speak with Endar Drenim, loot (noting the copy of The Final Lesson), then levitate to the top level. Loot the locked storeroom, speak with Ivramie Sarandas, check two more locked rooms to loot and speak with Engaer, then head to the top to speak with Vares Reram and Neloth. Descend one level to enter the Tel Naga Upper Hall. Loot and leave, then enter Balen Vendu: Monk. Speak with her, loot, and enter Meluria Seleth's house. Speak with her, loot, then enter Vaden Belas' house. Speak with him, loot (noting the copy of The Four Suitors of Benitah), and enter Urtiso Faryon: Sorcerer. Speak with her, loot, and enter the Morag Tong Guild. Speak with Dunsalipal Dun-Ahhe, head upstairs and loot, then proceed to speak with Alven Salas, Namanian Facian, and Vaveli Dralas. Loot, then leave and enter Rolis Garvon's house. Speak with him, loot, and enter Nevrila Areloth's house. Speak with her, loot upstairs (noting the copy of Charwich-Koniinge, v4), then proceed into a cave to speak with Meder Nulen, Llevas Fels, and Minasi Bavani. Loot, leave, and enter Milara Vedran's house. Speak with her, loot, and enter Anis Seloth: Alchemist. Speak with her, loot (get the Dispel Potion Formula for Big Helende), and leave. Enter Fara's Hole in the Wall, speak with Falena Hlaren, Tolvone Sarendas, and Fara, loot, go downstairs, and speak with Tedril Vandram, Ridena Othren, and Brallion. Rather than buying his ring, just pickpocket it. Now, leave and enter the Telvanni Council House. Speak with Dalyne Arvel, then head downstairs. Speak with Nelso Salenim (buy her spell) and Galar Rothan, loot (noting the copy of 2920, Frostfall, v10), and go further down to speak with Miraso Seran and Tendris Vedran, loot, and enter the Telvanni Council House Chambers. Proceed down to speak with Hloris Farano and Galero Andaram (buy her spell), loot, and go deeper to speak with Niras Farys. Loot and enter the Hermitage. Speak with Llunela Hleran, who will allow you to join House Telvanni. Now, head all the way back upstairs and enter the main Council House. Speak with the Mouths, all of whom will assign quests-Felisa Ulessen, Raven Omayn, Mallam Ryon, Arara Uvulas (who will also progress the Gateway Haunting quest), and Galos Mathendis. Phew! Questing o======================================================================o ***NPCs*** Listien Bierles ***FACTIONS*** Great House Telvanni-Retainer Great House Telvanni-Oathman Great House Telvanni-Lawman Thieves Guild-Mastermind ***QUESTS*** House Telvanni-Black Jinx House Telvanni-Staff of the Silver Dawn Thieves Guild-The Grandmaster's Retort House Redoran-Drake's Pride Thieves Guild-Bal Molagmer, Books for Vala Mages Guild-Steal Chimarvamidium Thieves Guild-The Brothers Ienith Thieves Guild-Bal Molagmer, The Dwemer Goblet Mages Guild-Huleen's Hut Mages Guild-Return Chimarvamidium Mages Guild-A Wizard's Staff Mages Guild-Dwemer Tube from Arkngthunch-Sturdumz ***NOTABLE LOOT*** Zenithar Whispers ***SPELLS*** Shockball Evil Eye 3) A lot to do now before we go back to exploring. First, here in town, go see Anis Seloth to buy five muck and five sload soap, and turn them in to Raven Omayn and Arara Uvulas for two new quests and a promotion two ranks to Oathman. Head to the Mages Guild and deliver the potion recipe to Tusamircil. Ask him about the Staff of the Silver Dawn as well to be directed to Arielle Phiencel. Ask her about a conjuration expert to be directed to Uleni Heleran, and also ask about the staff to be allowed to buy it. I just pickpocket it, but that's your choice. Speak with Uleni now, who can be asked about the Black Jinx to be directed to the Morag Tong. Ask about the Gateway Haunting to get some Ghost-Free Papers. On your way out, drop by Dirty Muriel's for a new quest from Big Helende, then go to the Gateway Inn and see Angaredhel to finish that quest (take whichever ring, they're all pretty meh). Go see the Morag Tong now and ask Alven Salas about the Black Jinx to simply receive it. Go turn it in to Raven Omayn (and give the Silver Staff to Arara Uvulas) to be promoted to Lawman. They're both out of chores already. Before leaving town, go see Neloth again for a quest (mislabeled as House Redoran). Now sail to Ebonheart and go see Iulus Truptor to complete the final Imperial Cult almoner mission and receive Zenithar Whispers. Now go to Vivec. Wear the Bal Molagmer gloves and give Brallion's Ring to Ilmeni Dren in St. Delyn. Go see Eno Hlaalu and turn in the Sanguine Belt from Sadrith Mora. Go to the Telvanni Sorcerer in Telvanni Waistworks, Salver Lleran, and buy his spells. Now report to Gentleman Jim in the Foreign Quarter for a new regular quest and a new Bal Molagmer quest. He'll also promote you to Mastermind. Go to Caldera and steal the four books from Odral Helvi's bedroom, then go to Ald'Ruhn. Deliver the books and, while there, deliver Skink's potion to Edwinna Elbert and get another quest. Head back to Vivec, visit Jim for the final Bal Molagmer quest, and nick the book from Sirilonwe. Go nick the Dwemer Goblet and give it to Danso Indules, then report back to Jim to finish the Bal Molagmer quest line. Now go to Ald'Ruhn to turn the book in to Edwinna for another quest. We'll do this now, so head to Maar Gan and go to Huleen's Hut. Kill the scamp and check the hut to speak with Listien Bierles, then return to Edwinna for another quest. Quickly return the book, and report back to Edwinna for another quest, a much meatier one. If you ask about advancement, you'll get another quest as well. Let's go to Sud for the staff first. Make your way to Dagon Fel, then head west to the caverns of Sud. Enter. Sud o======================================================================o ***NPCs*** Anirne Gorenea Andrano ***QUESTS*** House Telvanni-Dwemer Books 4) Proceed until you see manmade architecture, then levitate to the west side. Go south through a door, then another, to fight Anirne and take her Wizard's Staff. Loot (noting the copy of Feyfolken, v3) and go back to the first levitation room. Take the tunnel north and follow the loop to fight Gorenea Andrano. We're finished, so recall and head to Ald'Ruhn to chat with Edwinna and get promoted to Wizard. Travel to Gnisis. While here, visit Baladas Demnevanni on behalf of Mallam Ryon, and he'll give a Telvanni quest of his own to boot. Now head to Ald Velothi, and west to Arkngthunch-Sturdumz. Head inside. Arkngthunch-Sturdumz o======================================================================o ***NPCs*** Natalinus Flavonius Tenyeminwe ***NOTABLE LOOT*** Ondusi's Key Amulet of Admonition Surefeet ***QUESTS*** Mages Guild-Nchuleftingth Expedition House Telvanni-Flesh Made Whole House Telvanni-Baladas Demnevanni House Telvanni-Mission to Nchuleft House Telvanni-Cure Blight Mages Guild-Escort Tenyeminwe Thieves Guild-Redoran Cookbook Mages Guild-Vampires of Vvardenfell, Vol II Thieves Guild-Felen's Ebony Staff 5) This place is actually very small and straightforward, so clear it out, grab a tube, and recall to Balmora. Stop by Dorisa Darvel's to steal a copy of Nchunak's Fire and Faith, then head to Vivec. Get Antecedents of Dwemer Law from Jobasha's shop, then head to the Hall of Wisdom for Chronicles of Nchuleft. Head back to Gnisis and give the books to Baladas for the unique items Surefeet, Ondusi's Key, and the Amulet of Admonition, then return to Ald'Ruhn and give Edwinna the Dwemer Tube. She'll send us to a ruin we actually haven't spotted before, ending her quest chain for now. Now, let's go to Tel Mora. Go to Berwen's to steal the Grandmaster's Retort, then talk to Dratha in the tower for another Telvanni quest. Now go to Tel Vos and see Aryon to get another quest. Before doing that, go to Tel Aruhn and find Senise Thindo in the Tower Living Quarters. You'll have to taunt her into attacking you and kill her for the Drake's Pride robe. Now go to Tel Fyr and deliver the coded message to Divayth Fyr. He'll give you a response. Let's head back to Sadrith Mora now. Head back to Neloth to turn in the robe, and while in Tel Naga visit Berengeval and taunt him and kill him to get the Amulet of Flesh Made Whole for Dratha. Go to Galos Mathendis in the Council Hall to deliver Divayth Fyr's response, and report to Mallam Ryon on Baladas' answers for a new quest from each. Stop by Threvul Serethi, the healer, to buy three Cure Blight potions, then head to Wolverine Hall. Turn in the retort at Dirty Muriel's for another quest, then head to the Mages Guild. Talk to Arielle Phiencel about hiring a wizard, then talk to Skink for a new quest. Head to Anis Seloth's to grab four pieces of ebony (in a small chest on the store shelves), and bring them back to Arielle to hire the wizard. Head to Dirty Muriel's, speak with Natalinus Flavonius, and report to Big Helende for a new quest. Now speak with Tenyeminwe and escort her to the docks. She'll reward you, and you can return to Skink for a new quest. Take the guild guide to Vivec, head to Jobasha's, grab Vampires of Vvardenfell, v2 by pickpocketing or buying, and report back to Skink for a new quest. Now head to Llethri Manor in Ald'Ruhn and steal Redoran Cooking Secrets from the Llethri Private Quarters. Report back to Big Helende for her final quest. Now head to Tel Mora and give the Amulet of Flesh Made Whola to Mistress Dratha. Go to Tel Vos and visit the apothecary to deliver the Cure Blight potions to Andil in the Services Tower. Now head to the Ahemmusa Camp and speak with Sinnammu Mirpal about Skink's request. Head west to the Favel Ancestral Tomb, and head inside. Favel Ancestral Tomb o======================================================================o ***NPCs*** Minabibi Assardarainat ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 35 6) Speak with Minabibi Assardarainat to send her off to see Skink, then explore the rest of the tomb (noting the copy of 36 Lessons of Vivec, Sermon 35), kill the ghost, speak with Minabibi again, then head back to Ahemmusa Camp and speak with Sinnammu again. Be honest, and she'll agree to the meeting. Now head to Nchuleft, which should be on your map to the southwest. Nchuleft o======================================================================o ***QUESTS*** House Telvanni-Daedra Skin Mages Guild-Kill Necromancer Telura Ulver 7) Get the Dwemer Scarab Schematics from the south room, loot the rest of this small dungeon, leave, and head back to Sadrith Mora. Report to the Telvanni Council House to turn in quests to Mallam Ryon and Galos Mathendis, the latter of whom has another quest to give. Buy a Daedra Skin from Anis Seloth and go see Skink for a new quest. Take the Daedra Skin to Aryon in Tel Vos, then report back to Galos Mathendis to learn that he, too, is out of chores. Now head to Hla Oad and follow Skink's directions to get back to Shal. Head inside. Shal o======================================================================o ***NPCs*** Telura Ulver ***NOTABLE LOOT*** Song of the Alchemists ***FACTIONS*** Mages Guild-Master Wizard ***QUESTS*** Mages Guild-Soul of an Ash Ghoul 8) This small dungeon is very straightforward. Kill Telura Ulver, loot (noting the copy of Song of the Alchemists), leave, and return to Sadrith Mora. Skink will promote you to Master Wizard and give another quest. Head to Tel Aruhn, and go northwest to Yakin. Head inside. Yakin o======================================================================o ***NPCs*** Dagoth Velos Enar Releth Gashnakh gra-Mughol ***QUESTS*** Mages Guild-Galur Rithari's Papers Mages Guild-Arch-Mage House Telvanni-Mudan-Mul Egg Mine House Telvanni-Stronghold ***NOTABLE LOOT*** Skink's Amulet ***FACTIONS*** Great House Telvanni-Mouth Great House Telvanni-Spellwright 9) Turn right at the first intersection, fighting critters. Just capture the soul of the first Ash Ghoul you see-several are guaranteed to spawn here. You'll soon enter the Shrine. Turn right and proceed to kill Dagoth Velos, then continue to loop through some tunnels and return to the entrance. Leave and report back to Skink for his final quest. Go to Vivec and speak with Jobasha, then go to the secret library in the Hall of Justice to steal the book and report back to Skink to receive Skink's Amulet. Finally, he'll give you a letter for Trebonius, which we should just hold on to for now. Instead, head to Gnisis to visit Baladas on Aryon's behalf. He'll agree to join the council, and we should head back to Aryon. He'll promote you two ranks to Spellwright, and ask you to build a stronghold if you want to advance again. He'll also assign a new task. Keep the Silver Staff of Peace he gives you-it is important later on. First, head to Sadrith Mora and enter the Council House. Speak with Enar Releth, Baladas' new Mouth, then head to the hermitage to speak with Llunela about our stronghold. Just summon and soul trap two Storm Atronachs right now, then make your way to Ebonheart to visit Vedam Dren. He'll give you the contract, and you should report back to Llunela. Head out to the chambers, wait 5 days, then go speak to her again. Now head to Uvirith's Grave and speak with Gashnakh gra-Mughol, recast your Mark at the stronghold here, then return to Sadrith Mora (cast Divine Intervention) to see Llunela again. Wait 5 more days, then speak with Llunela again. Recall to Tel Uvirith, explore your new digs, then head northwest to Mzanchend. Head inside. Mzanchend o======================================================================o ***NPCs*** Gorven Menas Farena Arelas ***NOTABLE LOOT*** Dwemer Schematic ***QUESTS*** House Telvanni-Dahrk Mezalf 10) Explore clockwise to hit everything, making sure you nick the Dwemer Schematic, then return to Llunela in Sadrith Mora. Wait 5 days, Recall to Tel Uvirith, explore Menas' House (speaking with Gorven Menas), Arelas' House (speaking with Farena Arelas), the Tower Lower, then make your way to Gnisis. Ask Baladas about chores for a new quest, then head to Maar Gan and follow the directions back to Bthungthumz. Head inside. Bthungthumz o======================================================================o ***NPCs*** Dahrk Mezalf ***FACTIONS*** Great House Telvanni-Wizard ***NOTABLE LOOT*** Breathing Water The Art of War Magic ***QUESTS*** House Telvanni-Wizard Spells House Telvanni-Odirniran 11) Head to the back, kill Dahrk Mezalf, take the ring, and haul it in to Baladas. We'll get a buddy who will tail us until he dies-pretty cool. Now head to Tel Vos, then west to the Mudan-Mul Egg Mine. Enter. Head straight to the back, cure the queen, and report in to Aryon. He'll give a quest to learn spells we already know, so turn it in immediately to get another one. That's every loose end we can tie up without further exploration, so let's get after the southeast quadrant of Vvardenfell. Make your way to Suran, leave to the east toward Molag Mar, and move east, keeping the first steam field to your right. As you approach Telasero on your map, look just southwest of it for the Velas Ancestral Tomb. Head inside. Velas Ancestral Tomb o======================================================================o ***NPCs*** Vaves Virith Drendrisa Fareloth Breves Omoril Vadeni Rethan Lleris Rathryon Alurue Saryon ***NOTABLE LOOT*** Last Scabbard of Akrash 36 Lessons of Vivec, Sermon 36 The Gold Ribbon of Merit The Wolf Queen, v8 36 Lessons of Vivec, Sermon 25 12) This is small and straightforward, so loot (noting the copy of Last Scabbard of Akrash) and leave. Follow the path, hugging the ridge to the right, and you'll soon reach Vansunalit Egg Mine. Enter. To the left in this flooded mine is a loop where you can pearl dive if you like. Straight ahead is the queen. No other loot, so leave when finished. Head north and slightly east to find a bandit cave called Kunirai. Enter. Fight Vaves Virith and proceed to fight Drendrisa Fareloth. Loot and continue. Go left at the intersection to fight Breves Omoril, then speak with Vadeni Rethan. Loot (noting the copies of 36 Lessons of Vivec, Sermon 36 and The Gold Ribbon of Merit) and continue to fight Lleris Rathryon and Alurue Saryon. Loot the area (noting the copy of The Wolf Queen, v8), then return to the intersection. Explore the other path (noting the copy of 36 Lessons of Vivec, Sermon 25), leave the cave, and head southeast to the stronghold of Telasero. Skip it for now and continue east along the path. Skip the northward turn for now, continuing east, until you spot the Raviro Ancestral Tomb on the right. Head inside. Clear this small tomb of the Berne vampires that infest it, then continue east to arrive at Molag Mar. We're finally going to explore it. o======================================================================o | | | Molag Mar & Wilderness | | | o======================================================================o Sequence of Events: {WLK026} 1) Molag Mar Plaza 2) Molag Mar Waistworks 3) Yasamsi 4) Mount Kand 5) Assu 6) Piran 7) Nchuleftingth 8) Mzuleft 9) Bethamez Molag Mar Plaza o======================================================================o ***NPCs*** Dilami Androm Vanjirra Rindral Dralor Nande Rumare Zabarbael Breech-Star Stream-Murk Tern-Feather Abanji Khamuzi High-Heart Tadara Indaram Goron Lleran Menelin Orns Omaren Geor Matreinace Gudling the Rascal Stenet Hakar the Candle Raviso Andalas Elvas Savel Mandur Omalen Sortis Rathryon Saras Orelu Tharer Rotheloth Farvam Faram Dethresa Saren Llevana Salaren ***NOTABLE LOOT*** The Seed A Dance in Fire, v5 A Dance in Fire, v7 36 Lessons of Vivec, Sermon 13 36 Lessons of Vivec, Sermon 7 36 Lessons of Vivec, Sermon 8 36 Lessons of Vivec, Sermon 9 ***QUESTS*** Temple-Cure Lette 1) Start by looting the strider platform-one of the crates holds a copy of The Seed-and speaking with Dilami Androm. Head toward the canton, revisit Paur Maston and Vanjirra if you wish, then circle around to speak with the shipmaster Rindral Dralor. Now head to the top (it's open, rather than a plaza). Outside, speak with Nande, Rumare, and Zabarbael. You can speak with the slaves Breech-Star, Stream-Murk, Tern-Feather, Abanji, Khamuzi, and High-Heart, but there is no way to free them. Head into St. Veloth's Hostel. Speak with Tadara Indaram, Goron Lleran, Menelin, and Orns Omaren in the first room. Loot this floor and head downstairs to speak with Geor Matreinace, Gudling the Rascal, and Stenet, then loot, leave, and enter the Redoran Stronghold. Speak with Hakar the Candle, loot, and head downstairs. Speak with Raviso Andalas (noting the copies of A Dance in Fire, v5, A Dance in Fire, v7, and 36 Lessons of Vivec, Sermon 13 in his room), Elvas Savel, and Mandur Omalen, loot, leave, and enter the Temple. Speak with Sortis Rathryon, Saras Orelu, and Tharer Rotheloth, who is a Temple questgiver and will issue one right now. Head downstairs. Loot the first room (noting the copies of 36 Lessons of Vivec, Sermon 7, 36 Lessons of Vivec, Sermon 8, and 36 Lessons of Vivec, Sermon 9) and speak with Farvam Faram. In the next room, speak with Dethresa Saren, then Llevana Salaren in the next one, and Bervaso Thenim in the last one. That's it for the Temple and for the Plaza, so head down and enter the Waistworks. Molag Mar Waistworks o======================================================================o ***NPCs*** Dunel Saryon Selkirnemus Miniel Nilioniel Mundrila Ienith Ales Julalanie Tidros Indaram Birer Indaram Ervesa Romandas Ulms Drathen Llevena Sendas Giras Indaram Dreyns Nelas Odron Omoran Vuvil Senim Masque Saetring Vasesius Viciulus ***NOTABLELOOT*** 36 Lessons of Vivec, Sermon 33 36 Lessons of Vivec, Sermon 1 2920, Rain's Hand, v4 Restoration Shirt ***QUESTS*** Temple-Pilgrimage to Mount Kand Imperial Cult-Restless Spirit 2) Start with The Pilgrim's Rest off the southern hallway. Speak with Dunel Saryon, Selkirnemus, Miniel, Nilioniel, Mundrila Ienith, and Ales Julalanie. Loot, leave, and enter the Armigers Stronghold. Speak with Tidros Indaram, Birer Indaram, Ervesa Romandas, Ulms Drathen, Llevena Sendas, Giras Indaram, Dreyns Nelas, Odron Omoran, and finally, in the jail cell, Vuvil Senim. Leave and enter Saetring the Nord: Smith. Speak with Masque and Saetring, loot his shop (noting the copy of 36 Lessons of Vivec, Sermon 33), leave, and enter Vasesius Viciulus: Trader. Speak with him, loot his shop (noting the copy of 36 Lessons of Vivec, Sermon 1), leave, and enter the Canalworks. Nothing here, so proceed to the Underworks. Explore them, leave, and we're done exploring Molag Mar. Quickly head to Tel Mora, find and cure Lette, and report back to Tharer Rotheloth for another quest and a copy of 2920, Rain's Hand, v4. Head outside, backtrack to the SECOND northern fork we ignored (skip the first one with Mount Kand signage), and take it. You'll need to levitate to reach the very top of this mountain, where a skeletal corpse holds the targets for our current Imperial Cult quest. Report back to Kaye for another quest and the unique Restoration Shirt. Head to Hla Oad and speak with Okur, who will direct you to Yasamsi. Head south and enter the cave. Yasamsi o======================================================================o ***NPCs*** Dudley Thervam Drelas Larisus Dergius Ralos Othrenim 3) Immediately fight Dudley and Thervam Drelas, then proceed. Fight Larisus Dergius and Ralos Othrenim, loot (grab Julielle's amulet), and return to Okur and then to Kaye. That's it for him, and by extension, the Imperial Cult. Return to Molag Mar now, and get on the path to Mount Kand. The signs aren't hard to follow-enter the cavern when you find it. Mount Kand o======================================================================o ***QUESTS*** Temple-Necromancer in Mawia 4) Proceed. Do not attack the Atronachs you see, but speak to them to answer riddles. The first answer is Lead, the second is you will slay me with your sword, and the third is the Orc. Visit the shrine at the back and report back to Tharer Rotheloth for a new quest. Now head back to Mount Kand again and continue past the cavern to find the cave of Assu on the right. Enter. Assu o======================================================================o ***NPCs*** Fistelle Dreveni Hlaren ***NOTABLE LOOT*** Staff of Magnus ***QUESTS*** Mages Guild-Warlock's Ring 5) Proceed to fight Fistelle. Loot the room and continue to fight Dreveni Hlaren (you'll need to levitate to reach her, as well as the cavern's loot). Take the Staff of Magnus from her body and report back to Ajira (!) in the Balmora Mages Guild for another quest. Return to Molag Mar again and continue north from Assu, until you hit a junction with an east-west path. Turn west and follow the path, turning north when you can. Continue north toward Mount Assarnibibi at the next sign, then take the next left to find the cave of Piran. Head inside. Piran o======================================================================o ***NPCs*** Lielle Vette Dondreth Arannir Reron Rinith ***NOTABLE LOOT*** Breathing Water 6) This cave is pretty straightforward. The loot bin holds a copy of Breathing Water. Explore and leave. Continue on the path, and head right at the next junction to enter the Velothi dome called Mababi. Speak with Lielle Vette, Dondreth, Arannir, and Reron Rinith. Loot, leave, and proceed. Bear right at each turn to reach the Dwemer ruin of Nchuleftingth. Head inside. Nchuleftingth o======================================================================o ***NPCs*** Pania Cadiusus Senilias Cadiusus ***QUESTS*** Mages Guild-Scarab Plans in Mzuleft 7) Speak with Pania Cadiusus and Senilias Cadiusus on the right to update a quest, then enter the Test of Pattern. Use the third crank (the one beneath an intact light) to open a passage to the Lower Levels. Head there to loot, making sure to pick up both Senilius' Report and the copy of Hanging Gardens.... Report to Senilius, then to Edwinna in Ald'Ruhn for a new quest. Take the copy of Hanging Gardens to Baladas in Gnisis for an update, then to Yagrum in Tel Fyr's Corprusarium for more. Now, head to Dagon Fel and make your way to Mzuleft. Mzuleft o======================================================================o ***NPCs*** Mugdul gro-Yagarz Glasha gra-Magar Lagakh gra-Lorga Khadba gro-Uzgurn Durgat gra-Glurkub Duluk gro-Ghash Bughash gro-Gorzog ***QUESTS*** Mages Guild-Bethamez 8) To the right, fight Mugdul gro-Yagarz. Grab the Dwemer Scarab Plans and proceed to fight Glasha gra-Magar and Lagakh gra-Lorga. Grab The Egg of Time in this room, backtrack to the entrance, and take the other path. Fight Khadba gro-Uzgurn, Durgat gra-Glurkub, Duluk gro-Ghash, and Bughash gro-Gorzog. Loot the area, and report back to Edwinna for another quest. Take The Egg of Time to Yagrum first, then to Baladas in Gnisis. From here, enter the eggmine and proceed down to the ruins of Bethamez. Bethamez o======================================================================o ***NPCs*** Mimanu Zeba-Adad Mamaea Ashun-Idantus Zennammu Jocien Ancois Reeh-Jah ***QUESTS*** Mages Guild-Arch-Mage Miscellaneous-The Runaway Slave ***NOTABLE LOOT*** Trebonius' Staff Necromancer's Amulet 9) Grab the Dwemer Airship Plans and the copy of Divine Metaphysics here. Visit Baladas about the book, then visit Yagrum to "solve" the mystery of the Dwarves, then report back to Edwinna. She'll direct you to Trebonius-her final quest. Head to Vivec and report to Trebonius. First, turn in Mystery of the Dwarves, then you have a choice. Don't give him the letter, and ask him about Arch-Mage. We'll challenge him to a duel because we want his stuff. Head over to the Arena Pit to kill Trebonius, taking his unique staff and the artifact Necromancer's Amulet. That's basically it for the Mages Guild, save Ajira's pending quest, so head back out to Nchuleftingth to continue exploring. Head north from here to find a rogue Ashlander camp. Speak with Mimanu Zeba-Adad and Mamaea Ashun-Idantus outside, then enter the yurt to speak with Zennammu and Jocien Ancois to update a quest. From here, head east until you spot an Argonian named Reeh-Jah. Agree to his escort quest, and schlep it back to Molag Mar. Then you can fast travel to Ebonheart to drop him off. Speak to Im-Kilaya for a reward. Come back to where you found him when done, continue east a bit, then cut south when you see yurts to arrive at the Erabenimsun Camp. o======================================================================o | | | Erabenimsun Camp & Wilderness | | | o======================================================================o Sequence of Events: {WLK027} 1) Erabenimsun Camp 2) Abernanit 3) Abanabi 4) Maren Ancestral Tomb 5) Alas Ancestral Tomb 6) Zebabi 7) Nchardumz 8) Matus-Akin Egg Mine 9) Arenim Ancestral Tomb 10) Ainat 11) Nchurdamz 12) Dissapla Mine 13) Shallit 14) Dunirai Caverns 15) Telasero 16) Pudai Egg Mine 17) Aharnabi 18) Odirniran 19) Shishi 20) Rethan Manor 21) Indarys Manor 22) Minabi 23) Hinnabi 24) Bal Fell 25) Ashirbadon 26) Yakanalit 27) Redas Ancestral Tomb 28) Marvani Ancestral Tomb Erabenimsun Camp o======================================================================o ***NPCs*** Kummu Kushishi Tinti Hairan Hirarend Assaba-Bentus Assemmus Zebba Salattanat Ainab Addut-Lamanu Massarapal Ulibabi Ranabi Han-Ammu Yantus Ashu-Ahhe Ahaz Ulath-Pal Manirai ***FACTIONS*** Imperial Legion-Knight Protector ***QUESTS*** Imperial Legion-Rescue Dandsa 1) Outside, speak to Kummu to update a quest, then speak to Kushishi, then Tinti for more quest updates. Let them keep the hides for a Herder's Belt. Speak to Hairan, Hirarend, and Assaba-Bentus, who can be persuaded to go to the mabrigash for Jocien's quest. Accuse him of being afraid, and he'll follow you to the camp. Schlep it out there right quick to exchange him for Jocien, and while we're out here run northish to report back to Marsus Tullius and clear his quest from the journal. Now head back to the camp, enter Assemmus' Yurt, speak with him and Zebba, and leave. Enter Salattanat's Yurt, speak him, and leave. Repeat with Ainab's Yurt and Addut-Lamanu's Yurt. Now enter Massarapal's Yurt to speak with him and Ulibabi, then repeat for Ranabi's Yurt, then enter Han-Ammu's Yurt to speak with him and with Yantus. Enter Ashu-Ahhe's Yurt to speak with him, then enter the Ashkhan's Yurt. Speak with Ahaz and Ulath-Pal, then enter the Wise Woman's Yurt. Speak with Manirai, and we're done here for now. Head to Moonmoth Fort near Balmora and report to Radd Hard-Heart for a new Legion quest. He'll also promote you to Knight Protector. Head to Gnaar Mok and go southeast to find and enter the cave of Abernanit. Abernanit o======================================================================o ***NPCs*** Alonisea Varys Balis Sari Thelama Indaren Dandsa Hlora Long-Leg Minedhel Gilse Darethi Sorkvild the Raven Furius Acilius ***NOTABLE LOOT*** The Axe Man Masque of Clavicus Vile Night Falls on Sentinel Charwich-Koniinge, v4 Lord's Mail ***QUESTS*** Imperial Legion-Breeding Netch Imperial Legion-Sorkvild the Raven Imperial Legion-Lord's Mail Fighters Guild-Remove Sjoring's Supporters Fighters Guild-Kill Hard-Heart 2) Proceed to fight Alonisea Varys, who has a copy of The Axe Man. Take the high path to fight Balis Sari. Loot, ignore Dandsa for now, and go take the low path to fight Thelama Indaren. Now return to Dandsa and escort her outside. Report back to Radd Hard-Heart for another quest, and return to Gnaar Mok. Kill the netch just north of town and report back for his final quest. Make your way to Dagon Fel and enter Sorkvild's Tower. Fight Hlora Long-Leg, Minedhel, and Gilse Darethi in the initial area, then climb the ladder to fight Sorkvild the Raven. Take the artifact Masque of Clavicus Vile from his corpse, note the copies of Night Falls on Sentinel and Charwich-Koniinge, v4, and report back to Radd Hard-Heart to finish his quest line. Now head to Ebonheart and speak with Varus Vantinius for a quest. Head down to the shrine (we already did many pieces of this quest) and take the secret entrance to the Underground Caves. Explore to find Furius Acilius, who will attack when spoken to. Kill him, retrieve the Lord's Mail, and take it back to Varus for another quest. Head into the Commission, taunt Rufinus Alleius into attacking you, and kill him. Head to the Vivec Fighters Guild and report in to Lorbumol, completing his final quest. With that, head to Percius in Ald'Ruhn and accept his quest to kill Lorbumol. Go do that, report back to Percius, accept the quest, but drop it-we'll wait until we have the directive from the Thieves Guild as well. Head to Sadrith Mora now, go southwest to Abanabi, and enter the cave. Abanabi o======================================================================o ***NPCs*** Maranique Jolvanne Draramu Hloran ***NOTABLE LOOT*** Feyfolken II Chrysamere Horror of Castle Xyr ***FACTIONS*** Imperial Legion-Knight of the Garland Imperial Legion-Grandmaster Duel 3) Go straight at the intersection to fight Maranique Jolvanne. Loot (noting the copy of Feyfolken II), take the other path, and kill Draramu Hloran. Take Chrysamere off her corpse, loot (noting the copy of Horror of Castle Xyr), and return to Ebonheart. Report to Varus for a promotion, and another quest. Go kill Varus in the Arena to reclaim the artifacts and secure a final promotion. We still have quests to do for Frald the White, so that's not quite it for the Legion. Now return to the Erabenimsun Camp and leave on the path going west. You'll come almost immediately to the Maren Ancestral Tomb. Enter. Maren Ancestral Tomb o======================================================================o ***NPCs*** Crazy Batou ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 6 Bloodworm Helm 4) This place is pretty straightforward. Find a copy of 36 Lessons of Vivec, Sermon 6, fight Crazy Batou (don't worry about the message-it's a bug, he isn't actually essential to anything), take the unique Bloodworm Helm off his corpse, and leave. Go south, and turn right when you can to find and enter the Arethan Ancestral Tomb. Small with no notable loot, so clear it out, leave, and return to the last intersection. This time, head south to find the Alas Ancestral Tomb. Head inside. Alas Ancestral Tomb o======================================================================o ***NPCs*** Gils Oril Val Barirrid Nargol gra-Uftharz ***NOTABLE LOOT*** Withershins Mehrunes' Razor Hallgerd's Tale 5) Explore the fairly small tomb, noting the copy of Withershins and being sure to get A Rusty Dagger off the corpse in the back. Now, make your way all the way back to Yasammidan and Mehrunes Dagon will restore the razor, completing the quest. Make your way back to the Alas Tomb now, return to the intersection to the north, and go east. Go east again at the next intersection to arrive at Tusenend. Enter. Fight Gils Oril, Val, Barirrid, and Nargol gra-Uftharz, loot the shrine (noting the copy of Hallgerd's Tale), and leave. Now go northeast as the crow flies, over a ridge, to find the cave of Zebabi. Enter. Zebabi o======================================================================o ***NPCs*** Ghamonk gro-Agadbu Hamvir Arnsi Nerandas Draryn Andrano Gish Nuralg Zahraji Ma'Zahn Chalureel ***NOTABLE LOOT*** The Seed 6) Fight Ghamonk gro-Agadbu and proceed, fighting Hamvir at an intersection. Go left first for loot, then return and go west to fight Arnsi Nerandas. Loot, then return and go south (we'll come back with the slave key). In the back, fight Draryn Andrano for the slave key, loot his room, (don't miss the nook in back-you'll need to levitate, and there's a copy of The Seed), then go back to free the slaves Gish, Nuralg, Zahraji, Ma'Zahn, and Chalureel. Leave, return to Tusenend, and return west to an intersection. Go south this time and bear left at every opportunity to reach the Maesa-Shammus Egg Mine. Enter. This straightforward mine is noteworthy for one reason-the dead hero in the Queen's chamber has a guaranteed Daedric Dai-Katana, even at level 1. Leave when done exploring and head west a bit to find Mount Assarnibibi, which we'll visit in a later Temple quest. Head south a ways to another intersection, and turn left to find and enter the Helan Ancestral Tomb. Not much here. Loot, leave, and head east to follow a path north to the Dwemer ruin of Nchardumz. Head inside. Nchardumz o======================================================================o ***NPCs*** Stlubo Otiustiris Methulu Ienith Terer Helothan Camas Aralosea Romori Missamsi Timmiriran Munbebi Addarari Mamusa Shashmassamsi ***NOTABLE LOOT*** Unnamed Book The Art of War Magic 7) The upper level is easy to explore and has nothing noteworthy, so check everything out and head to the Lower Level. Not much here either, so loot and leave when done. Head south to exit the canyon, head east across the water, and find the Savel Ancestral Tomb on the northern part of this island. Head inside. Loot the small tomb (noting the copy of Unnamed Book), leave, and head a bit south to find the shrine of Almurbalarammi. Enter. Fight Stlubo Otiustiris, Methulu Ienith, Terer Helothan, Camas, and Aralosea Romori (who has a copy of The Art of War Magic). Loot the shrine, leave, and cross the water to the north. Keep left, going over a ridge. You'll soon find a rogue Ashlander camp. Fight Missamsi Timmiriran, Munbebi Addarari, and Mamusa Shashmassamsi. Go due north of here to find the Matus-Akin Egg Mine. Head inside. Matus-Akin Egg Mine o======================================================================o ***NPCs*** Assatlit Assudnilamat Sannit Kil Ibasour Sershurrapal ***NOTABLE LOOT*** 2920, Mid Year, v6 8) Not much here, in either the entrance or the Queen's Lair, so explore until content and then leave. Head due north again to spot a rogue Ashlander camp. Fight Assatlit Assudnilamat, Sannit Kil, and Ibasour Sershurrapal. Just west of them is the Andalen Ancestral Tomb. Enter. This place is straightforward, so loot (noting the copy of 2920, Mid Year, v6), and leave. Head east and a bit north, crossing the water and one island to spot the Lonely Shipwreck. Check it out. Nothing much noteworthy in here, so explore and leave. Head south and a bit west, back onto Vvardenfell, to find the Arenim Ancestral Tomb. Enter. Arenim Ancestral Tomb o======================================================================o ***NPCs*** Satyana ***QUESTS*** Miscellaneous-Search for Her Father's Amulet ***NOTABLE LOOT*** A Dance in Fire, v5 9) Speak with Satyana for a miscellaneous quest, then clear the tomb. Note the copy of A Dance in Fire, v5 in the first room, then head north to find Augustus' Amulet on a corpse and finish the quest. Explore the south wing, and leave. Head to the southeast corner of this spit of land to find a cave called Salmantu. Head inside. Explore the lootless first cavern, then enter the Shrine. Not much here either, so loot it out and leave. Cross the water to the south and check out the island. In the center is the Holamayan Monastery, which we'll visit as part of the Main Quest much later. Check the northwest corner of this island to find the Zalkin Grotto. Head inside. There is absolutely nothing interesting in here, so map it out and leave. Head west from here, crossing the water onto the big peninsula, and continue inland a bit (keep north of the Daedric ruins) to find a cave called Ainat. Head inside. Ainat o======================================================================o ***NPCs*** Madsu Dreth Dranos Sandus Ulves Marvel Llanas Drilvi Glush gro-Dul Durzol gro-Dumulg Yazgash gra-Boga Dur gro-Grambak Larienna Macrina ***NOTABLE LOOT*** The Cake and the Diamond Ashes of G. Lyngas 10) Fight Madsu Dreth, proceed, fight Dranos Sandus, loot, proceed, speak with Ulves Marvel, loot to the left, go through the door, fight Llanas Drilvi, loot (noting the copy of The Cake and the Diamond), and leave the cave. Head south to Shashpilamat, and take the east entrance (NOT the one labeled Shrine). Fight Glush gro-Dul, loot, and head over to the Shrine. Fight Durzol gro-Dumulg and Yazgash gra-Boga, loot the shrine, and leave. Past the shrine, along the path, speak with Dur gro-Grambak, then leave the path to the east to find the Ravel Ancestral Tomb about halfway to the coast. Enter. In this tomb, you can find the unique Ashes of G. Lyngas. Nothing else is terribly noteworthy, so explore, loot, and leave. Now, return to the path, follow it south, and turn right when you can to arrive at Nchurdamz. Speak with Larienna Macrina outside, agree to work with her, and enter the ruin. Nchurdamz o======================================================================o ***NPCs*** Hrelvesuu ***NOTABLE LOOT*** Illkurok ***QUESTS*** Fighters Guild-The Dissapla Mine 11) This place is straightforward. Clear it out, making sure to nick the unique spear Illkurok, kill Hrelvesuu in the back, speak with Larienna, and leave when done. Offload, report in to Hrundi, and receive another quest. Head to Dissapla Mine now and enter. Dissapla Mine o======================================================================o ***NPCs*** Dalami Hlaalu Ralmyn Othren Novor Drethan Rervam Farethi Riraynea Reladren Tarar Doran Tarynili Senim Teres Arothan ***QUESTS*** Fighters Guild-Berwen's Stalker Fighters Guild-Tenim's Bounty 12) Speak with Dalami Hlaalu, Ralmyn Othren, and Novor Drethan, who will update your quest. Proceed to speak with Rervam Farethi, Riraynea Reladren, Tarar Doran, and Traynili Senim. Go right to loop to the higher ledge, then continue to find Teres Arothan. Escort him to the entrance, speak with Novor, and report back to Hrundi. He'll give two new quests. Head to Berwen's in Tel Mora, speak with her, head upstairs, and kill the Corprus Stalker. Speak with her again, then head to Vos. Sedyni Veran will direct us to speak to farmers about Rels Tenim, and if you speak to one of them (I used Dreynos Elvul), you'll be directed to the Ahemmusa. Head to their camp and speak to anyone to be directed to Shallit. Follow their directions, and head inside. Shallit o======================================================================o ***NPCs*** Muvrulea Daryon Vilval Relvani Brevasu Heran Giden Nelvilo Rels Tenim ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 32 Words and Philosophy ***QUESTS*** Fighters Guild-Sujamma to Dunirai 13) Explore this level to the Drethan tomb entrance, but don't go inside. Return to the first room and levitate up to find and fight Muvrulea Daryon and Vilval Relvani, loot, and go through the door to fight Brevasu Heran and Giden Nelvilo. Loot and proceed to fight Rels Tenim. Loot, noting the copies of 36 Lessons of Vivec, Sermon 32 and Words and Philosophy, and report back to Hrundi. Turn in both quests and receive another. Head to Ghostgate, then southeast to the Dunirai Caverns. Head inside. Dunirai Caverns o======================================================================o ***NPCs*** Daryn Vedralu Naral Othreleth Gaden Llarys Reynis Ralvani Volanaro Nelacar ***QUESTS*** Fighters Guild-Sondaale 14) Enter and speak with Daryn Vedralu, proceed to speak with Naral Othreleth and Gaden Llarys, head all the way to the back to speak with Reynis Ralvani, then backtrack one room to speak with Volanaro and Nelacar, who will take the sujamma. Report back to Hrundi for another quest. Head to Molag Mar, then go west to Telasero. Head inside. Telasero o======================================================================o ***NPCs*** Sondaale of Shimmerene Rayna Drolan ***NOTABLE LOOT*** Breathing Water Telasero Propylon Index Master Propylon Index ***QUESTS*** Fighters Guild-Engaer's Bounty Fighters Guild-The Pudai Eggmine 15) Start with the Propylon Chamber, then enter the upper level. Big fight upon entry. When done, explore the area (nothing significant) and head through to the Lower Level. Ignore Sondaale and clear the level, noting the copy of Breathing Water and the Telasero Propylon Index in the loot bin, then speak with Sondaale. Take her outside, head to Caldera to hand in the final index and receive the Master Index, then report back to Hrundi for another quest. Head out to Tel Naga to deal with Engaer, then report back to Hrundi for his final quest. Sail to Dagon Fel. While we're up here, return to Rayna Drolan's Shack and explore it (although I was right earlier about a quest, the quest forbids us to enter the shack), speak with her, loot, then head to the Pudai Egg Mine, which we spotted earlier. Head inside. Pudai Egg Mine o======================================================================o ***NOTABLE LOOT*** Death Blow of Abernanit ***QUESTS*** Daedric-Azura's Quest 16) Explore the top level and head to the Queen's Lair. Find her, grab all seven golden eggs (cast a Feather or Fortify Strength if needed), and report back to Hrundi. With that, we're finished with his quests, so make your way back to Nchurdamz. Once there, take the path east, skipping the south fork, to find the Hlervu Ancestral Tomb. Head inside. Loot the straightforward tomb, noting the copy of Death Blow of Abernanit, and leave. Return to the south fork we skipped and take it, then take a left at the intersection to find the Ahallaraddon Egg Mine. Head inside. Nothing substantial here, so explore and leave, returning to the prior intersection and going west. Go south at the next fork, then south again, then turn left and go off road to find and enter the Shrine of Azura. Speak with the statue to start a quest. Now, head south a bit to find and enter Aharnabi. Aharnabi o======================================================================o ***NPCs*** Erissare Dirding Llarusea Andrethi Honthjolf Saprius Entius Staada ***NOTABLE LOOT*** Sithis A Game at Dinner Helm of Graff the White Sheogorath's Signet Ring Azura's Star ***QUESTS*** Imperial Legion-Suryn Athones' Slanders Imperial Legion-Saprius Entius 17) Kill Erissare, proceed, kill Dirding, turn right, kill Llarusea Andrethi, loot (noting the copy of A Game at Dinner), head the other way, kill Honthjolf, loot (noting the copy of Sithis), and leave. Report to Frald the White in Ebonheart for a new quest, head to the Justice Offices in Vivec, deal with Suryn Athones, and report back to Frald for his final quest. Head back to Vivec, ask an Ordinator to be directed to the Arena, go there, ask Dalse Adren to be directed to a Canalworks storeroom, head there to speak to Saprius, assist him, and escort him back to Frald the White. DO NOT speak to ANY Ordinators along the way. You'll receive the unique Helm of Graff the White. That is all for the Imperial Legion! Now head back to Rayna Drolan's Shack, kill all of the Daedra outside, including a unique Golden Saint named Staada, who carries the unique Sheogorath's Signet Ring. Bring that back to the Shrine of Azura to finish the quest and receive Azura's Star. Now go west to find Odirniran. Head inside. Odirniran o======================================================================o ***NPCs*** Haleneri Salor Remasa Othril Valyne Vedaran Vedelea Othril Milyn Faram ***NOTABLE LOOT*** Othril Ring Incident in Necrom Silver Staff of War Aryon's Dominator ***QUESTS*** House Telvanni-Mages Guild Monopoly House Telvanni-Shishi 18) Sorta complex. Near the southwest corner of the initial area, find Farare Othril's corpse and nick the unique Othril Ring. Right from the entrance, fight Haleneri Salor, Remasa Othril, and Valyne Vedaran. Loot that room, then head into the Tower. Clear the pit, ignore Vedelea Othril in the side room, and ascend the tower to speak with Milyn Faram. He'll thank and reward you. Loot, and return to Aryon in Tel Vos for a copy of Incident in Necrom, the unique Silver Staff of War, and a new quest. Head to Ald'Ruhn and begin with Athyn Sarethi in Sarethi Manor, then visit everyone but Bolvyn Venim with your appeal to fairness. This includes Hlaren Ramoran in Ramoran Manor, Garisa Llethri in Llethri Manor, Mistress Brara Morvayn in the Redoran Council Hall, and Miner Arobar in Arobar Manor. Report back to Aryon to receive Aryon's Dominator and a new quest. Head to Maar Gan, and from there follow the directions to Shishi. Head inside. Shishi o======================================================================o ***NPCs*** Anise Romoran Temis Romavel Brerama Selas Faves Andas ***NOTABLE LOOT*** The Alchemist's Formulary The Lunar Lorkhan A Hypothetical Treachery Aryon's Helper Ring of Equity Amulet of Unity ***QUESTS*** House Telvanni-Recruit a Mouth House Telvanni-Kill Raynasa Rethan House Telvanni-Ring of Equity House Telvanni-Amulet of Unity ***FACTIONS*** Great House Telvanni-Master 19) Nothing to the right but corpses and minor loot. Head left to fight Anise Romoran, then go upstairs to fight Temis Romavel and Brerama Selas. Loot the room (noting the copy of The Alchemist's Formulary), then interact with the Breton Skull to open a passage. Go downstairs and through the trapdoor to speak with Faves Andas. He will give you copies of The Lunar Lorkhan and A Hypothetical Treachery. Now report back to Aryon for a new quest. Return to Balmora, grab your Silver Staff of Peace, and go see Fast Eddie in his house. He'll take the staff and relocate to Sadrith Mora. Report to Aryon first for a promotion, Aryon's Helper, and a new quest. Go to Sadrith Mora and see Fast Eddie for a new quest. Head to Tel Naga, lift the key from Neloth, and report back to Eddie. While we're waiting, go see Llunela in the Hermitage to start phase 3 on Tel Uvirith. We won't go to Galom Daeus for a while yet, so wait a week until your journal updates and go get the ring from Eddie. He'll kick off another quest. To get five Standard Potions of Invisibility, see Anis Seloth and Arangaer in Sadrith Mora (1 each), and then hit the Mages Guild alchemists in Balmora, Caldera, and Ald'Ruhn for 1 each, totalling five. Report back to Eddie, wait a week, then retrieve the Amulet of Unity from him. That's it for him, so head to Balmora and then south to the Odai Plateau, which has changed. Rethan Manor o======================================================================o ***NPCs*** Avron Gols Lliryn Fendyn Hlodala Savel Raynasa Rethan ***QUESTS*** House Telvanni-Kill Banden Indarys 20) First, enter Gols' House. Speak with Avron Gols, loot, and enter Rethan Manor. Speak with Lliryn Fendyn and Hlodala Savel, loot, head upstairs, kill Raynasa Rethan, loot, and report back to Aryon for a new quest. Now go to Ald'Ruhn and out to Bal Isra, which has also changed. Indarys Manor o======================================================================o ***NPCs*** Hetman Guls Broder Garil Gaden Folvyn Arvs Raram Garila Vedas Galvene Othrobar Mavis Nadram Treram Milar Ienas Nadus Banden Indarys ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 3 2920, Morning Star, v1 2920, Mid Year, v6 21) Outside, speak with Hetman Guls, Broder Garil, and Gaden Folvyn, then enter Raram's House. Speak with Arvs Raram, loot (noting the copy of 36 Lessons of Vivec, Sermon 3), then enter Indarys Manor. Speak with Garila Vedas, loot, head downstairs, speak with Galvene Othrobar and Mavis Nadram, check southeast to speak with Treram Milar and Ienas Nadus, loot, and go to the last room. Kill Banden Indarys, loot (noting the copies of 2920, Morning Star, v1 and 2920, Mid Year, v6), and report back to Aryon. Decline to fight Gothren for now (we'll do it later in the Main Quest to kill two birds with one stone), and that's it for Aryon. Back to exploring! Head to Molag Mar, and this time go south over the ridge. Follow the ridge west almost all the way to Ald Sotha, past Telasero, and you'll spot a cave called Minabi on the right. Head inside. Minabi o======================================================================o ***NPCs*** Fjori the Stout Drandryn Omoran Bedenea Nethan Lugdum gro-Lagdub Chrelm Ahjara Shaba S'Raverr Beekatan Meen-Sa Jeed-Ei ***NOTABLE LOOT*** Surfeit of Thieves The Gold Ribbon of Merit 22) Proceed to fight Fjori the Stout and Drandryn Omoran. Downstairs, fight Bedenea Nethan, loot, and enter the Bandit Lair. Fight Lugdum gro-Lagdub and Chrelm (who carries the slave key). Loot (noting the copies of Surfeit of Thieves and The Gold Ribbon of Merit), free the slaves Ahjara, Shaba, S'Raverr, Beekatan, Meen-Sa, and Jeed-Ei. Leave. Head southeast one island to the Releth Ancestral Tomb. Enter. Not much here. Loot, leave, and head west one island to Mzahnch. Enter. Clear the upper level, which has good but minor loot, and enter the Lower Level. Clear this small level, leave, and head southeast one island to find the infamous Mudcrab Merchant. He is just like Creeper, but with double the gold. Neat! Now head southwest two islands to the bandit cave of Hinnabi. Head inside. Hinnabi o======================================================================o ***NPCs*** Alnas Sendu Nivel Madryon Audania Afronia Tels Girano Bralsea Seloth Gogrek Heir-Zish J'Ram-Dar Tasha Cheesh-Meeus 23) Fight Alnas Sendu and proceed to fight Nivel Madryon. Go downstairs and go west to fight Audania Afronia and Tels Girano (who has the slave key). Now go east to fight Bralsea Seloth, loot, proceed past the slaves to kill Gogrek, then free Heir-Zish, J'Ram-Dar, Tasha, and Cheesh-Meeus, then leave. Head due east, past an island, to find the Deserted Shipwreck. Check it out. Not much here. Explore, leave, and head south to the big ruin of Bal Fell. Bal Fell o======================================================================o ***NPCs*** Abbard the Wild Roggvar Blue-Tooth Edril Vules Ringvild Hirnir Murzush gra-Bulfim Urim gro-Bulag Gilas Inlador Durzub gro-Bogamakh Darane Mencele ***NOTABLE LOOT*** Ten Pace Boots 24) Outside, speak with Abbard the Wild, Roggvar Blue-Tooth, Edril Vules, Ringvild, and Hirnir, then enter the Outer Shrine. Speak with Murzush gra-Bulfim, Urim gro-Bulag, and Gilas Inlador. Head to the West Wing next. Head north to speak with Durzub gro-Bogamakh and Darane Mencele, head south to find another entrance to the Inner Shrine, backtrack, and check the East Wing. Poke around in here, then take this wing's entrance into the Inner Shrine. Loot for the unique Ten Pace Boots, then leave the ruins. Head east one island to find the cave of Ashirbadon, home of the Warlock's Ring. Head inside. Ashirbadon o======================================================================o ***NPCs*** Vindamea Drethan ***NOTABLE LOOT*** Warlock's Ring A Game at Dinner Response to Bero's Speech 25) Proceed through this cave (you'll need to levitate) to fight Vindamea Drethan, who holds the Warlock's Ring. Loot (noting the copies of A Game at Dinner and Response to Bero's Speech), leave, and head east one island to find a cave called Rissun. Head inside. This small cave has loot, but nothing noteworthy, so clear it out and leave. Just southeast, you can see the Wreck of the Prelude. Check it out. Not much here, so clear it out and leave. Return to Ashirbadon and go north one island to find a cave called Yakanalit. Head inside. Yakanalit o======================================================================o ***NPCs*** Hurolf Tininnus Scinia Lidebras Tedysa Andarys Gazalem Harassa Milah Ahndahra Ahdri Ahaht Weer Khagra gro-Lurkul Pritia Plalocius Davis Nelaram Pilper Muspidius Alavesa Samori Yanit Sehabani Kanit Neladon Ibanammu Assutladainab Assurdan Serdimapal Adibael Hainnabibi ***NOTABLE LOOT*** Horror of Castle Xyr 26) Fight Hurolf, proceed, fight Tininnus Scinia, proceed, fight Lidebras and Tedysa Andarys, loot clockwise to fight Gazalem, loot his room (get the slave key from the table), then free the slaves Harassa, Milah, Ahndahra, Ahdri, Ahaht, and Weer. Leave the cave, head north one island, and look on the west coast for the Mul Grotto. Head inside. Nothing here but pearls and critters, so map it out and leave when done. Head to the east side of the island now to find a cave called Masseranit. Head inside. Fight Khagra gro-Lurkul and proceed. Fight Pritia Plalocius, loot, and go clockwise through the tunnels. Fight Davis Nelaram, loot his room (noting the copy of Horror of Castle Xyr), fight Pilper Muspidius, loot his room, fight Alavesa Samori, and leave. I offload here, report back to Ajira to be DONE with the Mages Guild, and head back to Molag Mar. Hop the ridge to the south again, then head east to an Ashlander camp. Speak with Yanit Sehabani, Kanit Neladon, and Ibanammu Assutladainab outside, then enter the yurt to speak with Assurdan Serdimapal and Adibael Hainnabibi (the master trainer in Athletics). Next to the camp is the Redas Ancestral Tomb. Head inside. Redas Ancestral Tomb o======================================================================o ***NPCs*** Dryngheid Haki the Halt Burzob gra-Sharbag Tunengore Agarond 27) Interesting stuff here due to a Redoran quest we obviously won't do. You can nick a Redas Robe of Deeds, Redas War Axe, and Redas Goblet in this straightforward (though partially flooded) tomb. Leave and go east and a bit south to find the Hlaalu Ancestral Tomb. Enter. Not really anything noteworthy, so clear it out and leave. Head back to the Ashlanders and go a bit west to find the Daedric ruin of Zaintiraris. Check it out. Speak with Dryngheid outside, then enter the shrine. Fight Haki the Halt, Burzob gra-Sharbag, Tunengore, and Agarond, then loot the shrine. Leave and head southeast to find the Eretammus-Sennammu Egg Mine. Head inside. Nothing here but eggs, so explore and leave when ready. Head to the southwest tip of this peninsula and cross to an island to find the Marvani Ancestral Tomb. Head inside. Marvani Ancestral Tomb o======================================================================o ***NPCs*** ***NOTABLE LOOT*** Daedric Face of God Stormkiss 28) Not much in this straightforward tomb, but head through to Tukushapal at the bottom. This is what Ennbjof told us about way back in Vivec. The first room is a lootless maze filled with skeletons. Make your way to the center and enter the Sepulcher. The corpse has an Ebony Left Bracer, which should be an upgrade, and the unique axe Stormkiss. Levitate up to find the Daedric Face of God, which is my endgame helm once I enchant it. Leave the tomb, head south one island, east one island, and enter the Arys Ancestral Tomb. Nothing noteworthy in here, so loot it out and head east to arrive at Tel Branora, the final settlement in the base game. I offload, enchant my Daedric Face of God with 15 points of Fortify Speed, and sail back here. o======================================================================o | | | Tel Branora & Wilderness | | | o======================================================================o Sequence of Events: {WLK028} 1) Tel Branora 2) Tel Branora, Tower 3) Arano Ancestral Tomb 4) Abebaal Egg Mine 5) Mawia 6) Ald Sotha 7) Ihinipalit 8) Ashmelech 9) Drethan Ancestral Tomb 10) Druscashti 11) Galom Daeus 12) Bal Ur 13) Dubdilla Tel Branora o======================================================================o ***NPCs*** Nireli Farys Ervyna Hlervu Giron Manas Irwaen Endring Estinan Foronir Cun Trerayna Dalen Ennah Balis Favani Mollimo of Cloudrest Fadase Selvayn Barnand Erelie Llorayna Sethan Manos Vavyn Evos Goran Fedar Davus Galen Berer Seryne Relas ***QUESTS*** Miscellaneous-A Bounty for Trerayna Dalen 1) Speak with Nireli Farys, the shipmaster, then enter Ervyna Hlervu's shack. Speak with her, loot, leave, and enter Giron Manas' Shack. Speak with him, loot, leave, and proceed to the town proper. Along the way, speak with Irwaen, Endring, Estinan, Foronir, Cun, and Trerayna Dalen. Now enter the town. Outside, speak with Ennah, Balis Favani, and Mollimo of Cloudrest, who will offer a quest. Accept it, head back, and kill Trerayna and her entire posse. Report back to Mollimo for your reward, and enter Fadase Selvayn: Trader. Loot the shop, speak with her, leave, and enter Sethan's Tradehouse. Loot, speak with Barnand Erelie and Llorayna Sethan, leave, and enter Manos Vavyn's House. Loot, speak with him, leave, and enter Evos Goran's House. Loot, speak with him, leave, and enter Fedar Davus' House. Loot, speak with him, leave, and enter Galen Berer: Armorer. Loot, speak with him, leave, and enter Seryne Relas' House. Loot, speak with her (she's the master trainer for Alteration), leave, and enter the Lower Tower. Tel Branora, Tower o======================================================================o ***NPCs*** Aredhel Dreyns Telmon Seras Gavos Darvasa Vedas Monthadan Godros Muldroni Rendas Gorchalas Mertisi Andavel Gaelion Felen Maryon Gils Drelas Ra'Zahr Therana ***SPELLS*** Summon Winged Twilight Summon Golden Saint Command Creature Command Humanoid Flay Spirit ***BOOKS*** The Wolf Queen, v4 ***QUESTS*** House Telvanni-Auriel's Bow 2) Speak with Aredhel and Dreyns Telmon, loot, levitate to speak with Seras Gavos, and proceed out the door and into the Tower Guardpost. Speak with Darvasa Vedas, Monthadan, and Godros, loot, and return to the Lower Tower's entrance room. Now head through the door and downstairs to the Tower Dungeon. Clear this little mini-dungeon out, then return to the entrance again, levitate even higher through a shaft near the Guardpost exit, and enter the Upper Tower. Speak with Muldroni Rendas and Gorchalas, ignore the stairs (they just go outside), and take the passage instead. Speak with Mertisi Andavel and Gaelion, and proceed through either door. Levitate up, go north to speak to Felen Maryon, buy his spells, nick his staff for Big Helende, head south to speak with Gils Drelas, then head to the center to speak with Ra'Zahr and Therana. Speak to her about the clothes, and have Ra'Zahr wear the skirt. Get a quest from Therana herself, note her copy of The Wolf Queen, v4, and leave. Before heading back to Sadrith Mora, head to the southwest corner of the island to find the Arano Ancestral Tomb. Enter. Arano Ancestral Tomb o======================================================================o ***NPCs*** Adil Norvayn Daynila Andrano Tanur Llaram Alvos Sadri Idula Moren ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 12 Ring of Far Reaching Auriel's Bow Daedric Cuirass (Therana) Daedric Greaves (Therana) ***QUESTS*** House Telvanni-Slave Rebellion 3) Not much here save a copy of 36 Lessons of Vivec, Sermon 12. Explore and leave, then track the coast east to find the Beran Ancestral Tomb. Enter. Clear this straightforward tomb, leave, and return to Sadrith Mora. Turn the Ebony Staff in to Big Helende to end her questline and receive the Ring of Far Reaching, then visit Felisa Ulessen in the Council Hall to receive one more quest from her. Before doing it, let's head to Ghostgate. Find Ralyn Othravel atop the Tower of Dawn, taunt him into attacking you, kill him, and grab Auriel's Bow. Now return to Tel Branora. Turn the bow in to Therana for a Daedric Cuirass and Daedric Greaves, the latter being an upgrades. Now head north one island from Tel Branora's island's northern tip to find a bandit cave called Kumarahaz. Head inside. Fight Adil Norvayn and proceed, fighting Daynila Andrano and Tanur Llaram. Hit the tunnels clockwise to loot and fight Alvos Sadri and Idula Moren. Nothing noteworthy here, so leave when done and head west one island. Find the Abebaal Egg Mine on this island, and head inside. Abebaal Egg Mine o======================================================================o ***NPCs*** Seen-Rei Dan-Ru J'Dato Eleedal-Lei Dro'Zah Ahnarra Odairan Addaribantes Truan Tibashipal Voneri Renim Faire ***NOTABLE LOOT*** Feyfolken, v3 4) Proceed to speak with Seen-Rei, Dan-Ru, J'Dato, and Eleedal-Lei, who can update the quest (listen to their grievances). Past him, speak with Dro'Zah and Ahnarra. Get the slave key from the crate near the queen, and return to Eleedal-Lei to free the slaves. Now return to Sadrith Mora and report to Felisa Ulessen to finish out her quests. Return to Molag Mar now, and head south and east until you find a rogue Ashlander camp (east of the Athletics trainer). Fight Odairan Addaribantes and Truan Tibashipal, then head southeast to find the cave of Maba-Ilu. Head inside. Fight Voneri Renim, proceed, fight Faire, loot (noting the copy of Feyfolken III), and leave. Just south is Mawia, site of a Temple quest. We're done exploring!!! It's just questing from here on out. Head inside. Mawia o======================================================================o ***NPCs*** Delvam Andarys ***NOTABLE LOOT*** Shimsil Ring of Regeneration Palla, v1 Palla, v2 Veloth's Judgment ***FACTIONS*** Temple-Diviner ***QUESTS*** Temple-Slay Raxle Berne Temple-Malacath of the House of Troubles Temple-Mehrunes Dagon of the House of Troubles 5) Pretty straightforward, with decent random loot. Roll through and kill Delvam Andarys, loot the unique items Shimsil and Ring of Regeneration from his corpse, loot the area (noting the copies of Palla, v1 and Palla, v2), and leave. Report to Tharer in Molag Mar for a promotion, Veloth's Judgment, and a quest. Offload in Balmora, head to Vivec, and visit Tholer Saryoni in the High Fane for another Temple quest. Get four Hearts (you should have them stashed, or else Nalcarya of White Haven in Balmora sells them) and head to the Statue of Malacath on Sheogorad. Report back to Tholer for another quest. We are finally ready to visit Ald Sotha, so head there now. Ald Sotha o======================================================================o ***NPCs*** Mivul Urvon Nathala Herendas Llathise Dralas Nilas Brilyn Nidara Herandus Severa Magia Llandrale Varam ***NOTABLE LOOT*** The Wolf Queen, v6 Chance's Folly Shoes of St. Rilms Black Hands Dagger ***QUESTS*** Temple-Molag Bal of the House of Troubles Temple-Foul Cult Beneath St. Delyn Canton 6) Outside, speak with Mivul Urvon and Nathala Herendas, gather five of the special gold kanet flowers Roland's Tear, and enter the Upper Level. Take the first left to fight Llathise Dralas, turn around and go east to fight Nilas Brilyn and Nidara Herandus, then proceed to the Lower Level. On this level is Severa Magia, target of our Morag Tong quest. Kill her and get the Amulet of Sanguine Nimble Armor, the Glove of Sanguine Swiftblade, and the Ring of Sanguine Fluid Evasion from her corpse. Loot her room (noting the copies of The Wolf Queen, v6 and Chance's Folly), and proceed to the Shrine. Kill Llandrale Varam, get the Ring of Sanguine Red Wisdom, the Ring of Sanguine Transcendence, and the Ring of Sanguine Transfiguring from her corpse, loot the area for the Shoes of St. Rilms, pray at the statue, and head back to Vivec. Start by seeing Tholer Saryoni and Endryn Llethan for two new quests, then report to Eno Hlaalu. Turn in all six items and the Severa Magia quest, receive the Black Hands Dagger, but do NOT ask about Grandmaster yet. Now go see Aurane Frernis in the Foreign Quarter to hand in the Roland's Tear plants. Finally, head to the St. Delyn underworks and kill Haki (who will attack you now). Enter the shrine. Ihinipalit o======================================================================o ***NPCs*** Ormax Geles Gulitte Cienne Bjadmund ***QUESTS*** Daedric-Sheogorath's Quest ***NOTABLE LOOT*** Ancestral Wisdom Staff Fork of Horripilation Spear of Bitter Mercy 7) Kill Ormax Geles, Gulitte Cienne, and Bjadmund, loot the shrine, then talk to the statue to start Sheogorath's Quest. Report back to Endryn Llethan for the Ancestral Wisdom Staff and to end his questline, then head to Dagon Fel. Go west and north to Big Head's Shack (we've seen it before), and go inside. Speak with him, get the Fork of Horripilation from the table, and head east one island. You can kill the netch however you like; just equip the Fork during the death animation. Return to Ihinipalit and speak with the statue for the Spear of Bitter Mercy. It is now time to contract vampirism. Offload in Balmora, and return to Dagon Fel. Head to the Sarethi Ancestral Tomb, just northwest on the peninsula. The vampires here should have respawned by now. Kill one and repeatedly search it until you contract Porphyric Hemophilia. Head south of Dagon Fel now until you're just outside of Ashmelech, and sleep 72 hours. Time it so you wake up during the night. You are now an Aundae vampire. You have the following buffs and debuffs: a 50% weakness to fire; 100% resistance to common disease; 20 points of fortify strength; 20 points of fortify speed; 40 points of fortify willpower; 30 points each of fortify sneak, athletics, acrobatics, hand-to-hand, unarmored, and illusion; 50 points of fortify mysticism and fortify destruction; 20 points of fortify short blade; 100% resist paralysis; 50% resist normal weapons; and 5 points of sun damage. Additionally, you will now be shunned by almost all NPCs, save the Mages Guild and House Telvanni. Finally, we've gained a new spell called Vampire Touch. Enter Ashmelech. Ashmelech o======================================================================o ***NPCs*** Iroroon Gladroon Jeanciele Macile Lorurmend Moranarg Mororurg Mirkrand Tragrim Tarerane Odmi Iminda Ticemius Conciatius Toranu Rothalnim Dhaunayne Aundae ***NOTABLE LOOT*** A Game at Dinner ***QUESTS*** Vampiric-Murder Rimintil 8) Speak to Iroroon, and explore. The room on the left has some Cattle, and Gladroon the smith. Speak with him, loot, and explore the side rooms here to speak with Jeanciele Macile. Head east through the curved hallway, then keep right at all forks to find and speak with Lorurmend. Explore a bit toward the southwest to find another lootable room with a copy of A Game at Dinner, and speak with Moranarg and Mororurg. Go south now to descend and speak with Mirkrand, proceed to speak with Tragrim, continue and look west to speak with Tarerane, and descend even further to find the last room. Open the gate to speak with Odmi, Iminda, and Ticemius Conciatius. Toranu Rothalnim will attack, so kill her. Finally, speak with Dhaunayne Aundae for your first task. Recall to Balmora, run north to Caldera, and have Folms Mirel send you to Falensarano. From there, run over to Sadrith Mora. Iniel at the Mages Guild will point you to the Gateway Inn. Speak with Tusamircil for a potion that will get Sinyaramen to speak with you. Head there and speak with Sinyaramen for another update. While here, go to the Council Hall and speak with Raven Omayn for a quest. Head north now toward Tel Vos, and drop by the Central Tower to kill Rimintil. While we're up here, head north back to the Drethan Ancestral Tomb. We're ready to go inside. Drethan Ancestral Tomb o======================================================================o ***NPCs*** Marara Mastrius Kjeld Ano Vando ***NOTABLE LOOT*** Marara's Ring Spell Breaker Fathasa's Ring Aundae Amulet ***QUESTS*** Vampiric-The Weary Vampire Vampiric-The Imprisonment of Mastrius Vampiric-Blood for Mistress Dratha Clan Aundae-The Vampire Hunter Vampiric-The Boy Who Would Be Undead 9) Speak to Marara at the back of this small tomb, kill her, and get Marara's Ring from her corpse. Leave. While we're here, report back to Dhaunayne to be directed to Druscashti to kill Kjeld. Before doing anything else, head south and cross the Ghostfence at its northeastern corner to enter the Salvel Ancestral Tomb. Explore this tomb with no noteworthy loot to find and speak with Mastrius, who will issue a new quest. Leave and head north to Bthuand. Head inside. Try to get a Daedra Heart along the way. Head to the back and get Spell Breaker from this small, unremarkable ruin, clear the rest out, and return to Mastrius. Agree to his request, kill him (duh) and Spell Breaker is now yours. Return to Sadrith Mora and report to Raven Omayn for a new quest. We want to head to Druscashti now, so recall to Balmora, run to Caldera, and have Folms send you to Falasmaryon. Head west and north to Druscashti. We aren't going to fully explore it yet-this is a surgical strike. Enter, kill Kjeld (to the right) AND NO ONE ELSE, and leave. Return to Ashmelech and report to Dhaunayne for use of clan services and a new quest. To get to Ald'Ruhn, cast Almsivi Intervention. Enter the Mages Guild and wait until noon, then head outside and kill Ano Vando. Before leaving Ald'Ruhn, head to Llethri Manor and speak to Fathasa Llethri in the Bedrooms for a new quest. Speak to Sanvyn, insult him until he attacks, and let him win (you may need to remove your armor). When your health is halved, he'll stop. Return to Fathasa for Fathasa's Ring, then return to Ashmelech and report back to Dhaunayne for the Aundae Amulet. Now we're ready to tackle Druscashti in earnest, so head back there. Druscashti o======================================================================o ***NPCs*** Knurguri Pelf Siri Igna Areas Volrina Quarra ***NOTABLE LOOT*** Trap 10) Head left to kill Knurguri, then look northwest of there to kill Pelf. Note the copy of Trap in this room, loot the room where we killed Kjeld, and enter the Lower Level. Kill Siri and Igna to the left, then go straight from the Upper Level door to climb some stairs and kill Areas. Return to where Siri was and proceed to kill Volrina Quarra. Loot the area, being sure to nab the Quarra Blood, then head to Galom Daeus, just west of Tel Uvirith. Galom Daeus o======================================================================o ***NPCs*** Eloe Ildogesto Gergio Arenara Germia Leone Clasomo Fammana Reberio Raxle Berne ***NOTABLE LOOT*** Flawed Dwemer Jinksword Shashev's Ring Eltonbrand Amulet of Gem Feeding ***QUESTS*** Vampiric-Shashev's Key Vampiric-Dust of the Vampire 11) Kill Eloe in the entry, then proceed to kill Ildogesto. Kill Gergio and Arenara behind the locked door, loot (noting the Daedric Boots on the shelf), and proceed to kill Germia and Leone. Loot this room, then backtrack and enter the Observatory. Proceed to kill Clasomo, Fammana, and Reberio, loot this room, and proceed to kill Raxle Berne. Loot this room (noting Secrets of Dwemer Animunculi, which we need for our stronghold), and recall to Balmora. I enchant the Daedric Boots with 5 points of Fortify Speed, then use the Aundae Amulet to return to Ashmelech. Report to Dhaunayne to be granted use of the cattle, which ends her questline. Get to Sadrith Mora and hand the Quarra Blood to Raven Omayn to finish out her quests and receive the Flawed Dwemer Jinksword. Now recall to Balmora, grab Goldbrand (important!), and make your way to Vivec. Go to the Mages Guild and speak with Sirilonwe for a quest. Get to Ald'Ruhn and head to the Ald Skar Inn. Speak to Shashev, kill him, and get his ring and his key. Get back to Sirilonwe, but before speaking to her, drop gold until you have exactly 11171 gold on you. When you speak to her, Goldbrand will be replaced with the superior Eltonbrand. Retrieve your gold, and accept another quest. Turn in the dust (I told you to carry it a while ago), receive the Amulet of Gem Feeding, and that's it for all vampire quests. It's time to get cured. Recall to Balmora, offload, and have Folms Mirel send you to Marandus. From here, head east and south to Bal Ur. Bal Ur o======================================================================o ***NPCs*** Dinuro Ienith Arns Uvalas Svog Barri Rakoslod Derar Hlervu ***NOTABLE LOOT*** Lord Jornibret's Last Dance 12) Outside, kill Dinuro Ienith and Arns Uvalas, then enter the shrine. Kill Svog, Barri (who has a copy of Lord Jornibret's Last Dance), and Rakoslod, then go underground. Proceed and speak with Derar Hlervu. Interact with the statue to progress our Temple quest, then do it again to be directed to Dubdilla. To get there, return to Marandus, and have Folms Mirel send you to Falensarano. Dubdilla is just northeast of the Zainab Camp, so head there and enter the cave. Dubdilla o======================================================================o ***NPCs*** Cumanya Molag Grunda Nomeg Gwai Hlendrisa Seleth Tunila Omavel Sernsi Drelas Unila Berendas Uvren Tures Uvele Berendas Heniele Milielle Gilyne Omoren Lliros Tures ***NOTABLE LOOT*** Feyfolken, v2 The Cake and the Diamond Master Zoaraym's Tale The Four Suitors of Benitah Charwich-Koniinge, v3 The Wraith's Wedding Dowry How Orsinium Passed to the Orcs Last Scabbard of Akrash ***QUESTS*** Temple-Sheogorath of the House of Troubles ***FACTIONS*** Temple-Master 13) Proceed and speak with Cumanya. Loot her room (noting the copies of Feyfolken, v2 and The Cake and the Diamond), then proceed into the Uncharted Caverns. This isn't too hard to navigate if you use your local map, and there's no loot to speak of, so make your way to the Uncharted Caverns, Lower. Here, there are two chests in the map's northwest corner, a demon longbow in the southeast corner, and our target to the east. Head there to kill Molag Grunda and Nomeg Gwai, then make your way back to Bal Ur. Molag Bal will cure you, and we are now locked out of vampirism forever. Go see Tholer Saryoni to receive a new quest, report to Tharer Rotheloth in Molag Mar to end his questline and get promoted, then head to Sadrith Mora and deliver Secrets of Dwemer Animunculi to Llunela Hleran and start phase 3 of the stronghold. Wait five days, speak to her one more time, and go check out Tel Uvirith again. Enter Seleth's House, speak with her, loot, enter Omavel's House, speak with her, loot (noting the copies of Master Zoaraym's Tale and The Four Suitors of Benitah), then enter the tower. Explore the new Tower Dungeon and Upper Tower, noting the copy of Charwich-Koniinge v3, which should actually level us up. Now, return to Rethan Manor near Balmora, as it has also grown. Enter Drelas' House, speak with her, loot, and enter Berendas' House. Speak with her, loot, and enter Tures' House. Speak with him, loot (noting the copy of The Wraith's Wedding Dowry), leave, and make your way to Indarys Manor. Enter Berendas' House, speak with him and with Heniele Milielle, loot, and enter Manor Services. Speak with Gilyne Omoren, loot (noting the copies of How Orsinium Passed to the Orcs and Last Scabbard of Akrash), go downstairs to speak with Lliros Tures, loot, and recall to Balmora. We're FINALLY ready to continue the Main Quest, so offload, head to Gnaar Mok, and head north to Ilunibi. Enter. o======================================================================o | | | Progressing the Main Quest | | | o======================================================================o Sequence of Events: {WLK029} 1) Ilunibi 2) Ministry of Truth 3) Holamayan 4) Kogoruhn 5) Cavern of the Incarnate 6) Hlaalu Hortator 7) Redoran Hortator 8) Telvanni Hortator 9) Ahemmusa Nerevarine 10) Zainab Nerevarine 11) Erabenimsun Nerevarine 12) Reconciling with the Temple 13) The Citadels of the Sixth House 14) Kagrenac's Tools 15) Dagoth Ur 16) Tying Up Loose Ends Ilunibi o======================================================================o ***NPCs*** Dagoth Gares ***NOTABLE LOOT*** Fist of Randagulf Left Gauntlet Fist of Randagulf Right Gauntlet Caius' Black Shirt Caius' Black Pants Caius' Ring ***FACTIONS*** Blades-Traveler Blades-Operative ***QUESTS*** Main Quest-Corprus Cure Main Quest-Mehra Milo and the Lost Prophecies 1) Explore the entrance area, Carcass of the Saint, where there is no loot. Take the exit into Tainted Marrow. Explore this lootless cave and take either entrance into Marowak's Spine. Explore this lootless area and take the entrance into Blackened Heart. This area is also lootless, so explore it and enter Soul's Rattle. Press onward to speak with Dagoth Gares. When done, kill him and he'll infect you with Corprus as he dies. Loot the room, noting the Fists of Randagulf (which I wear), and recall to Balmora to visit Caius Cosades. He'll promote you and direct you to Tel Fyr. Head there and speak to Divayth, who will send you to the corprusarium. Go down there and head to the bowels. Speak with Uupse Fyr, then give her the drum I told you to stash here. Speak with Yagrum to get the boots, then return to Divayth. He'll cure your corprus, so recall to Balmora and report back to Caius. He'll issue one last quest, give you his black shirt, black pants, and ring, all unique, and promote you. Wave goodbye, as he disappears from the game now, and head to Vivec. Look in Mehra's quarters and read the Note to Amaya. Buy a Divine Intervention scroll if you need to, then levitate up to the Ministry of Truth. Yes, it's time. Ministry of Truth o======================================================================o ***NPCs*** Alvela Saram Brelo Athelvis Tamira Vian Grand Inquisitor Miara Viake Ilet Tistar Trevyn Fedos Andalin Hardil Ervas Aradil Favas Nilem Fadren Dalis Duldrar Saren Daglin Selarar Vobend Dulfass Hyna Dorn'ke Ilden Mirel Frizkav Brutya 2) Speak to Alvela Saram, then enter the Hall of Processing. Speak with Brelo Athelvis, then kill him. Head left to speak with Tamira Vian, then kill her too. Loot the room, then go through the door across the way to speak with the Grand Inquisitor. Kill him, loot his room, then exit and go through the third door here. Down to the left is Miara Viake. Speakk to her and kill her, then proceed to find Ilet Tistar and another exit. Speak with him, kill him, then continue on to close a loop. Onward, to the right, we can speak with and kill Trevyn Fedos and Andalin Hardil, then enter the Prison Cells. When you enter, you'll immediately be attacked by Ervas Aradil, Favas Nilem, and Fadren Dalis. Duldrar Saren will speak with you before attacking, so kill him too. Now speak with Daglin Selarar, Vobend Dulfass, and Hyna Dorn'ke, then start on the cells left to right. Speak with Ilden Mirel, Frizkav Brutya, and finally to Mehra Milo. Hand over the scroll, and do as Mehra says-Divine Intervention to Ebonheart, and Blatta Hateria will sail you to Holamayan. Holamayan o======================================================================o ***NPCs*** Vevrana Aryon Tivam Sadri Evesa Omalas Daynillo Lleran Beraren Sadri Taren Omothan Felayn Andral Fraki Mibdinahaz Addunipu Gilvas Barelo ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 31 36 Lessons of Vivec, Sermon 32 36 Lessons of Vivec, Sermon 33 ***QUESTS*** Main Quest-The Path of the Incarnate 3) Speak to Vevrana Aryon, wait until dusk or dawn, and enter the Monastery. Speak with Tivam Sadri, then go left to speak with Evesa Omalas, Daynillo Lleran, and Beraren Sadri, then proceed through here to speak with Taren Omothan, the master trainer in Hand-to-Hand. Continue to speak with Felayn Andral, loot his room, and proceed to speak with Fraki and Mibdinahaz Addunipu, loot, and continue to find the library. Speak with Mehra, then with Gilvas Barelo, who will progress our quest and give us the prophecies we need. Check the library for copies of 36 Lessons of Vivec, Sermon 31, 36 Lessons of Vivec, Sermon 32, and 36 Lessons of Vivec, Sermon 33, then recall to Balmora, offload as needed, and make your way back to the Urshilaku Camp. Speak to Nibani Maesa to progress the story, wait two days and go speak to her again, then go speak to Sul-Matuul to be directed to Kogoruhn. It should already be on our map, so head there now. Kogoruhn o======================================================================o ***NPCs*** Dagoth Girer Dagoth Reler Dagoth Uvil Dagoth Delnus Dagoth Baler Dagoth Ulen Dagoth Ralas Dagoth Elam ***NOTABLE LOOT*** House Dagoth Cup Fury Shadow Shield Malipu-Ataman's Belt ***FACTIONS*** Ashlanders-Hearthfriend 4) Enter the Dome of Pollock's Eve first and kill Dagoth Girer. Get the House Dagoth Cup, then leave and enter the Dome of Urso. Kill Dagoth Reler, leave, and enter the Temple of Fey. Kill Dagoth Uvil, loot, and enter the Hall of Phisto. You should be able to find a corprus weeping here-don't forget to grab one. Go clockwise, killing Dagoth Delnus in the first side room. Head upstairs to the Hall of the Watchful Touch. Go clockwise again, killing Dagoth Baler in the first side room, then go to the roof. Clear it off, then backtrack downstairs and enter the Hall of Maki. Go right when able, and find the unique claymore Fury on a dead hero. As you backtrack and go north, enter the Vault of Aerode after filling in the map. Explore this small area and kill Dagoth Ulen. Back in the Hall of Maki, descend and enter the Nabith Waterway. The north tunnels are just a big loop, so explore and take the south tunnel to proceed. Kill Dagoth Ralas near the central column, loot the area, and enter Charma's Breath. SNEAK through here, as we'll be back later, and take the first right to enter Bleeding Heart. Once here, you're fine to fight again, so head clockwise. You'll find a pair of Daedric Gauntlets in here I'll be enchanting shortly. You'll also find the Shadow Shield, Sul-Matuul's third token, and you can kill Dagoth Elam. With that done, I recall to Balmora and enchant the Daedric Gauntlets with Fortify Speed. Now return to Urshilaku Camp and go see Sul-Matuul. He will progress the quest and give you Malipu-Ataman's belt. We'll also get a promotion in the Ashlander faction. Speak to Tussurradad for some info on the location, then speak to Nibani Maesa for the rest of what you need. Now head to the Cavern of the Incarnate-we spotted it before, but you can use the riddle answers to find it again. Wait until dawn or dusk, then head inside. Cavern of the Incarnate o======================================================================o ***NPCs*** Peakstar Ane Teria Erur-Dan Conoon Chodala Idrenie Nerothan Hort Ledd ***NOTABLE LOOT*** Moon-and-Star Embroidered belt Travel-Stained Pants 36 Lessons of Vivec, Sermon 12 Ane Teria's Mace Erud-Dan's Spear Erur-Dan's Cuirass Conoon Chodala's Axe Conoon Chodala's Boots Sithis Hort-Ledd's Robe Teeth of the Urshilaku Hair Shirt of St. Aralor ***QUESTS*** Main Quest-Hortator and Nerevarine Main Quest-Hlaalu Hortator Main Quest-Redoran Hortator Main Quest-Telvanni Hortator Main Quest-Urshilaku Nerevarine 5) Grab Moon-and-Star to trigger a cutscene. You are now subject to the Persecution of the Nerevarine, meaning that you are shunned by House Redoran and the Temple until you complete the fifth trial. Before leaving, speak with the spirits who have appeared in the cavern. Peakstar will give you the Embroidered belt and Travel-stained Pants. Ane Teria will give a copy of 36 Lessons of Vivec, Sermon 12 and her mace. Erur-Dan will give his spear and cuirass. Conoon Chodala will give his axe and boots. Idrenie Nerothan will give some thief tools, and Hort Ledd will give a copy of Sithis and Hort-Ledd's Robe. I recall to Balmora and offload this boatload of stuff, but you should keep Moon-and-Star with you for the rest of the game. Get back to the Urshilaku Camp and see Nibani Maesa again. You'll get the dialogue for skipping the fourth and fifth trials, but we won't do that. Go see Sul-Matuul, take his advice, and he will name you Urshilaku Nerevarine, gifting you the Teeth of the Urshilaku. Quickly run back to Kogoruhn, and outside, on the corpse of Feril Salmyn, grab the Hair Shirt of St. Aralor. We won't be able to turn this in until the Fifth Trial is over, though, so recall to Balmora and stash it. Let's get to work on the fourth trial. Hlaalu Hortator o======================================================================o ***NPCs*** Gah Julan Mavus Ules Hides-His-Foot Frinnius Posuceius Neetinei Hrargal the Crow Ahzini Aebondeius Jucanis Manos Othreleth Llaro Llethri Hlevala Madalvel Suvryn Doves Arabhi Bolayn Rethan Avus Belvilo Guldrise Dralor Ivrosa Verethi Mathesa Helvi Gathal Llethri Virene Mene Arver Rethul Vaval Orethi Ushamph gro-Shamub Mash gro-Burol Galos Farethi Navil Ienith Ranes Ienith Orvas Dren Sterdecan Jo'Ren-Dar Serer Andrano Twice-Bitten Drolora Salen Morning-Star-Steals-Away-Clouds Grey-Throat Ri'Zaadha Unjara Tsalani Fruscia Abitius Nevena Ules Ranor Dralas Tredyn Venim Melvona Marvayn Velanda Omani ***NOTABLE LOOT*** 2920, Sun's Height, v7 The Skeleton Key Belt of the Hortator ***QUESTS*** Thieves Guild-Kill Hard-Heart ***FACTIONS*** Fighters Guild-Master Thieves Guild-Master Thief 6) Per Nileno Dorvayn's long-ago advice, let's start with Crassius Curio in Vivec. He'll give dialogue for skipping the fourth and fifth trials, but ignore that and ask about Hlaalu Hortator. He'll just ask for a kiss if you boost his disposition above 70. Go to St. Olms to deal with Yngling-just taunt him into fighting, and kill him. Go see Dram Bero in the Haunted Manor nearby to get his vote, then its finally time to head to Dren Plantation. Outside, speak with Gah Julan, Mavus Ules, Hides-His-Foot (let's not travel yet, though), Frinnius Posuceius (pickpocket a slave key from him), Neetinei, Hrargal the Crow, Ahzini, Aebondeius Jucanis, and Manos Othreleth. Now, start freeing slaves, but you'll have to kill all the guards. Do so, freeing all but Hides-His-Foot, then enter the Tower Shack. Speak to Llaro Llethri, loot, and enter Hlevala's Shack. Speak with Hlevala Madalvel, loot, and enter Doves' Shack. Speak with Suvryn Doves, then speak with and free Arabhi. Enter Rethan's Shack, speak with him, loot, and enter the Storage Shack. Speak with Avus Belvilo, loot, and enter Verethi and Dralor. Speak with both of them, loot, and enter Helvi's Shack. Speak with her, loot, and enter the Guardhouse. On the bottom level, speak with Gathal Llethri, loot, speak to Virene Mene upstairs, and head out to the roof. Speak with Arver Rethul, then hop up to the top to speak with Vaval Orethi. Now go enter the Shipping House. In the basement, speak with Ushamph gro-Shamub, go upstairs and speak with Mash gro-Burol, loot, and go enter Dren's Villa. Speak with Galos Farethi, then head to the basement. Close the doors behind you, and kill Navil and Ranes Ienith. Get Dren's Note from the locked small chest, then head upstairs to Orvas Dren's room. Before speaking, get the Daedric Greaves off the shelf behind him, then speak with him. He'll immediately attack, so kill him. Now, go outside and agree to escort Hides-His-Foot. Take him northeast to Sterdecan's Farmhouse, and drop him off. Speak to him, and explore here now, speaking with Sterdecan and Jo'Ren-Dar, then head toward Suran to visit Ules Manor. Outside, speak with Serer Andrano, Twice-Bitten, Drolora Salen, Morning-Star-Steals-Away-Clouds, Grey-Throat, Ri'Zaadha, Unjara, and Tsalani, then enter the Slavemaster's Shack. Loot, and enter the Slave Shack. Loot, and enter the manor proper. On the middle level, speak with Fruscia Abitius, then up top, speak with Nevena Ules, who is all to eager to give us her vote for Hortator. Head back toward Vivec, and stop by Omani Manor just to the east. Speak with Ranor Dralas and Tredyn Venim on the second level, then go to the top level to speak with Melvona Marvayn and Velanda Omani, who will give us the last Hlaalu vote we need. Loot the room (noting the copy of 2920, Sun's Height, v7) and leave, returning to Vivec. First, report back to Ilmeni Dren to finish out the Twin Lamps quests. Next, go report to Eno Hlaalu to hand in our final Morag Tong writ. Next, report to Gentleman Jim to be directed to kill Sjoring Hard-Heart. Head upstairs and do so, then use a guild guide to Ald'Ruhn and report to Percius to be named Master of the Fighters Guild and finish out the faction. Return to Vivec and do the same with Jim to be promoted to Master Thief and receive the Skeleton Key. Finally, head over to Curio Manor and speak with Crassius to be named Hlaalu Hortator and receive the Belt of the Hortator. Head to Balmora and offload, enchant the Daedric Greaves with Fortify Speed, and gear up to do Redoran next. Redoran Hortator o======================================================================o ***NPCs*** Varvur Sarethi ***NOTABLE LOOT*** Ring of the Hortator 7) Head to Ald'Ruhn, go to Sarethi Manor, and start by speaking with Athyn Sarethi. He, too, offers the skip dialogue, but ignore it and ask about Redoran Hortator to be asked to rescue his son. We already spotted him in Venim Manor, so head over there and escort him out, fighting guards as you go and taking care to avoid Bolvyn Venim himself. (Sometimes the game glitches and gives you a bounty for defending yourself here-just use the console "setpccrimelevel 0" to axe it if you need to). Return to Sarethi Manor and speak to Athyn to get his vote, and guidance on the others. Now go visit the other councilors-Garisa Llethri, Miner Arobar, Brara Morvayn, and Hlaren Ramoran, all of whom will give their votes. Finally, go speak to Bolvyn Venim, who will challenge you to a duel. Accept, head over to Vivec's Arena, kill him, then report back to Athyn Sarethi, who will name you Redoran Hortator and give you the Ring of the Hortator. With that, we're ready for Telvanni, so offload. Telvanni Hortator o======================================================================o ***NPCs*** ***FACTIONS*** Great House Telvanni-Magister Great House Telvanni-Archmagister ***NOTABLE LOOT*** Robe of the Hortator 8) Begin by speaking to Aryon in Tel Vos. Next, sail to Tel Mora, get Dratha's disposition above 80, hurl yourself at her feet and plead, and she'll give you her vote as well. Head over to Gnisis and get Baladas' vote, then go to Sadrith Mora and get Neloth's. Head to Tel Branora to get Therana's, (amuse her), and then head to Tel Aruhn. Talk to Gothren twice, and he'll actually be honest with you. Go see Aryon, and ask about advancement, and agree to challenge Gothren for the rank of Archmagister. Return to Tel Aruhn and kill Gothren, then return to Aryon to both be named Archmagister and Telvanni Hortator, receiving the Robe of the Hortator as a reward. Go to Balmora and offload, and we can now turn our attention to the Fifth Trial. Ahemmusa Nerevarine o======================================================================o ***NPCs*** Fieryra Drores Arvel Bethes Sarothril Fore Paw Sloomalah Oisig Domba Endroni Dalas Gnaw Tooth Bovkinna Clendil Daral Thireloth Salvas Areleth Eigma Nals Indrano Brelda Quintella Hlireni Indavel Je Tee Kar Alber Kardryn Lustidrike Ra'Gruzgob ***QUESTS*** Main Quest-Ahemmusa Nerevarine Morag Tong-Grandmaster ***NOTABLE LOOT*** Madstone of the Ahemmusa Black Left Glove Black Right Glove ***SPELLS*** Mephala's Skill ***FACTIONS*** Morag Tong-Grandmaster 9) Head to the Ahemmusa Camp and speak with anyone to be referred to a gulakhan. Speak to Yenammu, Kausi, and Dutadalk (the gulakhans) to be granted leave to see the Wise Woman, then go speak with Sinnammu Mirpal. When done, head north to Ald Daedroth. Outside, speak with Fieryra and Drores Arvel. Tell him you're here to loot the shrine to keep things peaceful, then find and speak with Bethes Sarothril and Fore Paw. (Fieryra and Fore Paw may be dead if they've gotten into fights with the Ordinators). Enter the Outer Shrine. Kill Sloomalah and Oisig, then enter the Right Wing. Wait for the dust to settle, then see who's left. We have here Domba (hostile), Endroni Dalas (friendly), Gnaw Tooth (hostile), and Uresa Omoril (friendly). When the fight is over, kill any hostiles or speak to any surviving friendlies, then loot. Domba and Gnaw Tooth carry the Belt of Sanguine Smiting and the Ring of Sanguine Green Wisdom, the final two Threads of the Webspinner. Loot the rest of the area, and head over to the Left Wing. Here, we have Bovkinna (hostile), Clendil (hostile), Daral Thireloth (friendly), and Salvas Areleth (friendly). Wait for the fight to end, speak to friendlies/kill hostiles, loot, and enter the Inner Shrine. Here, we have Eigma (hostile), and Nals Indrano (friendly). Speak to Nals/kill Eigma, loot, and head into the Antechamber. Here we have Brelda Quintella (hostile), Hlireni Indavel (friendly), Je Tee (hostile), Kar Alber (hostile), Kardryn (hostile), Lustidrike (a friendly scamp), and Ra'Gruzgob (friendly). Kill any hostiles, then speak with Ra'Gruzgob, play along, and ask about a little secret. There's moon sugar right next to him, so give it to him for an update. Speak to Lustidrike, then to Hlireni. Look under a pillow in here to find Gambolpuddy, and present it to the Sheogorath statue on your way out for Tholer Saryoni's current quest. Now go grab Sinnammu and escort her to the statue, and she'll name you Nerevarine and give you the Madstone of the Ahemmusa. With that, recall to Balmora and make your way to Vivec. Turn in the final two threads to Eno Hlaalu (check that you receive Mephala's Skill, the reward spell), then speak to him about Grandmaster. I choose to slay him, as that allows you to reclaim all 27 Threads of the Webspinner, as well as his unique Black Gloves. Now, head to Balmora and offload. We'll go tackle the Zainab next. Zainab Nerevarine o======================================================================o ***NPCs*** Calvario Falura Llervu ***QUESTS*** Main Quest-Zainab Nerevarine ***NOTABLE LOOT*** The Ransom of Zarek Thong of Zainab Ashkhan's Wedding Gift 10) Anyone outside will direct you to speak to Ashkhan Kaushad, so go ahead and do so. Ask him to set a task to be directed to Nerano Ancestral Tomb. Head there now. The tomb is small and straightforward, containing a copy of The Ransom of Zarek. Kill Calvario in the back, then return to Kaushad. Speak to Sonummu next for some guidance, then head to Tel Aruhn. Ask Savile about "something special," then head to Tel Mora. Buy (or steal) an exquisite shirt, skirt, and shoes from Elegnan, then return to Savile. Head to Bildren Areleth's in Tel Aruhn for the Bug Musk (you can steal it off the shelf), then head back to Savile again. You can get away with only paying 600 gold, so do so, then speak to Falura Llervu. Ask her to travel with you, then sail to Vos and escort her to Kaushad from there. When you get there, speak to Falura, then to Kaushad, who will name you Zainab Nerevarine and give you the Thong of Zainab. Leave the yurt, enter, and speak to each one final time to receive the Ashkhan's Wedding Gift. One tribe left! Make your way to the Erabenimsun Camp to get started. Erabenimsun Nerevarine o======================================================================o ***NPCs*** ***QUESTS*** Main Quest-Erabenimsun Nerevarine ***NOTABLE LOOT*** Racerbeak Bitter Hand Ember Hand Robe of Erur-Dan the Wise Mountain Spirit Wind of Ahaz Sanit-Kil's Heart of Fire War Axe of Airan Ammu The Seizing of the Erabenimsun 11) No one will speak to you outside, so follow Nibani Maesa's advice and go straight to the wise woman. She'll instruct you to kill the current tribal leaders, so let's do so. Start with Ranabi in his yurt, taking Racerbeak, Bitter Hand, Ember Hand, and the Robe of Erur-Dan the Wise from his corpse. Next, kill Ashu-Ahhe in his yurt, taking Mountain Spirit from his corpse. Finally, enter the Ashkhan's Yurt to kill Ahaz and Ulath-Pal, taking Wind of Ahaz, Sanit-Kil's Heart of Fire, and the War Axe of Airan Ammu from the bodies. Return to Manirai, then go see Han-Ammu. Give him the Robe of Erur-Dan the Wise, Sanit-Kil's Heart of Fire, and the War Axe of Airan-Ammu to persuade him. He will name you Erabenimsun Nerevarine and send you back to Manirai, who will give you The Seizing of the Erabenimsun. Offload now, and begin the next phase by speaking to Nibani Maesa at Urshilaku Camp. Reconciling with the Temple o======================================================================o ***NPCs*** Vivec Wulf ***QUESTS*** Temple-Ebony Mail Main Quest-The Citadels of the Sixth House Temple-Cleaver of St. Felms ***NOTABLE LOOT*** Wraithguard Auriel's Shield Old Man's Lucky Coin 12) Nibani will direct you to accept the Temple's offer and see Tholer Saryoni, so head to Vivec. Speak with Danso Indules outside the High Fane first, then go see Tholer Saryoni. He'll direct you to go speak with Vivec himself, so let's do so. This character is fascinating, so engage in all available dialogue with him to progress the story substantially and receive Wraithguard. When you're done talking, visit Tholer to turn in his earlier Temple quest and receive one more. Although we've been to Mount Assarnibibi, we need to finish Uvoo Llaren's quests before doing this one, so leave it for now. Head to Ghostgate. First, go to the Tower of Dusk and head up top to speak with Drelyne Llenim. Taunt her into attacking you and kill her when done to claim Auriel's Shield from her corpse, then go downstairs and speak to Wulf. Speak with him (he is actually an avatar of Tiber Septim!) and accept his coin. Now, go see Uvoo Llaren to hand in the Hair Shirt of St. Aralor and receive a new Temple quest. Now we're ready to start raiding Ash Vampires, but let's quickly tie up one loose end. Head to Ebonheart and speak to Lalatia Varian to learn the truth about Wulf. Return to Ghostgate, and from there head toward Vemynal. Just northeast of it on the map is a back entrance to Kogoruhn, Charma's Breath. Head inside. The Citadels of the Sixth House o======================================================================o ***NPCs*** Dagoth Uthol Dagoth Fervas Dagoth Daynil Dagoth Goral Dagoth Mendras Dagoth Endus Dagoth Molos Dagoth Tureynul Dagoth Galmis Dagoth Fandril Dagoth Araynys Hannat Zainsubani Zula ***NOTABLE LOOT*** Belt of Heartfire Amulet of Heartrime Dwemer Centurion Plans Silence Amulet of Heartthrum Bone, v2 36 Lessons of Vivec, Sermon 3 36 Lessons of Vivec, Sermon 31 36 Lessons of Vivec, Sermon 7 36 Lessons of Vivec, Sermon 18 Cleaver of St. Felms 36 Lessons of Vivec, Sermon 10 Soul Ring Fang of Haynekhtnamet ***QUESTS*** Temple-Crosier of St. Llothis the Pious Miscellaneous-Hannat Zainsubani 13) Just inside, kill Dagoth Uthol and claim the Belt of Heartfire. Explore the area to kill Dagoth Fervas and Dagoth Daynil, then leave. Head south from here to find the citadel of Endusal, west and a bit north of Ghostgate. Head inside. Down the steps to either side, kill Dagoth Goral and loot the room. Back to the entrance, go through the other doors and kill Dagoth Mendras. Loot, and continue on to kill Dagoth Endus and claim the Amulet of Heartrime. This room also holds the unique Dwemer Centurion Plans, so grab them, note the copy of Silence, and leave. Next, head to Tureynulal, which is on your map. Straight ahead, kill Dagoth Molos, then continue to kill Dagoth Tureynul and claim the Amulet of Heartthrum. Note the copies of Bone, v2, 36 Lessons of Vivec, Sermon 3, 36 Lessons of Vivec, Sermon 31, 36 Lessons of Vivec, Sermon 7, and 36 Lessons of Vivec, Sermon 18, then return to the entrance and enter the Eye of Thom Wye. Kill Dagoth Galmis, loot, and enter the Bladder of Clovis. Kill Dagoth Fandril, loot (getting the Cleaver of St. Felms from the corpse of Mendel Eves), then head upstairs and enter the Eye of Duggan. Kill Dagoth Fals, loot (noting the copy of 36 Lessons of Vivec, Sermon 10), and head back to Ghostgate. Turn the Cleaver in to Uvoo Llaren to receive her final quest, then recall to Balmora and offload. Now, have Folms in Caldera send you to Berandas, and head east from there to find the caverns of Mamaea. Head inside. This place is pretty big, so explore the Sanctum of Awakening using the local map, then enter the Sanctum of Black Hope. Clear this area, killing Dagoth Araynys and claiming the Soul Ring, then speak to Hannat Zainsubani. Escort him to the entrance, then return here and enter the Shrine of Pitted Dreams. Explore this area, killing Zula in the back, and loot to find the Fang of Haynekhtnamet. Now, head to Ald'Ruhn and see Hassour Zainsubani for a reward, then return to Ghostgate for our final push. Kagrenac's Tools o======================================================================o ***NPCs*** Dagoth Odros Dagoth Nilor Dagoth Garel Dagoth Felmis Dagoth Soler Beldoh the Undying Dagoth Vemyn ***NOTABLE LOOT*** Amulet of Heartfire Keening Amulet of Heartheal Sunder 14) In the initial area, explore to kill Dagoth Odros and claim the Amulet of Heartfire. When done, enter the Tower to claim Keening, then head over to Vemynal. Starting in the Outer Fortress, go right and kill Dagoth Nilor in the first side room. Before going deeper, finish the entrance loop to kill Dagoth Garel in another side room. Proceed to enter the Hall of Torque and kill Dagoth Felmis. Proceed down to the lower level to kill Dagoth Soler, skirt the central area to kill Beldoh the Undying and claim his Blood Feat Shield, then enter the central area to kill Dagoth Vemyn and claim the Amulet of Heartheal and Sunder. Finally, head to the crater of Dagoth Ur and enter the Outer Facility (the crank to open it is just a bit to the left). Dagoth Ur o======================================================================o ***NPCs*** Dagoth Vaner Dagoth Ienas Dagoth Drals Dagoth Rather Dagoth Irvyn Dagoth Muthes Dagoth Gilvoth Dagoth Ur ***NOTABLE LOOT*** Crosier of St. Llothis Blood Ring Heart Ring Ring of Azura 15) In the Outer Facility, find and kill Dagoth Vaner and Dagoth Ienas, loot around, then enter the Inner Facility. At the intersection, go left to kill Dagoth Drals, go right to kill Dagoth Rather, then backtrack a bit and enter the Inner Tower. Kill Dagoth Irvyn, get the Crosier of St. Llothis off the corpse of Voruse Bethrimo, then head through the Inner Facility to the Lower Facility. Kill Dagoth Muthes and Dagoth Gilvoth, and claim the Blood Ring from the latter. Proceed to the Facility Cavern, and speak with Dagoth Ur. When ready, attack and kill him, get the Heart Ring off the floor by the door, then proceed to Akulakhan's Chamber. Equip Wraithguard and Sunder, hit the Heart of Lorkhan once, then switch to Keening and keep hitting the Heart until it disappears. Now, run back out to the Facility Cavern (you'll have to hit a crank to open the door), and speak with Azura to receive her ring and complete the Main Quest. Nicely done. Tying Up Loose Ends o======================================================================o ***NOTABLE LOOT*** Ebony Mail Temreki, Shackler of Souls ***FACTIONS*** Temple-Patriarch ***QUESTS*** Miscellaneous-Strange Man at Gindrala Hleran's House Morag Tong-Writ for Baladas Demnevanni Morag Tong-Writ for Dram Bero Morag Tong-Writ for Larrius Varro Morag Tong-Writ for Mistress Therana 16) Head to Ghostgate and hand in the Crosier of St. Llothis to finish out Uvoo Llaren's questline. Now, head to Mount Assarnibibi and pray at the shrine to receive the Ebony Mail, then report to Tholer Saryoni to be made Patriarch of the Temple. Go speak with Vivec now, for some interesting dialogue. Now, go to Ald'Ruhn and speak with Gindrala Hleran for a new miscellaneous quest. Kill the Dreamer in her house and chat with her again, then go to the Morag Tong Guildhall. You can now take writs for Baladas Demnevanni, Dram Bero, Larrius Varro, and Mistress Therana. Go execute all of the Writs, looting Temreki, Shackler of Souls from Larrius Varro, and report in to be rewarded. Now, we are truly done on Vvardenfell, so head to Ebonheart and have Asciene Rane send you to Mournhold. o======================================================================o | | | Tribunal | | | o======================================================================o Sequence of Events: {WLK030} 1) Royal Palace 2) Temple Courtyard 3) Godsreach 4) Plaza Brindisi Dorom 5) Bazaar Sewers 6) Residential Sewers 7) Temple Sewers 8) Bamz-Amschend 9) Norenen-Dur 10) Clockwork City Royal Palace o======================================================================o ***NPCs*** Effe-Tei Diradeni Farano Drusus Gratus Ivulen Irano Evo Othreloth Karrod Tienius Delitian Crito Olcinius Laurina Maria Alusannah Barenziah Aleri Alen Calvus Horatius Plitinius Mero ***SPELLS*** Drain Alteration Drain Conjuration Drain Mysticism Drain Restoration Drain Alchemy Drain Unarmored Absorb Personality (Ranged) Absorb Strength (Ranged) Masterful Sublime Wisdom Masterful Golden Wisdom Masterful Transcendent Wisdom Masterful Red Wisdom Masterful Unseen Wisdom Masterful Green Wisdom Masterful Fluid Evasion Masterful Red Wisdom 1) You appear in the Reception Area of the Royal Palace. Speak with Effe-Tei, then a Royal Guard for a journal update. Enter the Basement, loot, note the entrance to the Palace Sewers, backtrack, and enter the Legion Depot. Explore, loot, head back to the Reception Area, and try Helseth's Chambers. Note the lock, then enter the Throne Room. Speak with Diradeni Farano, Drusus Gratus, Ivulen Irano, Evo Othreloth, Karrod, and Tienius Delitian. Now enter Imperial Cult Services, behind the throne. Speak with Crito Olcinius, buy all of his spells, and speak to Laurina Maria. Loot, and enter Barenziah's Chambers. Speak with Alusannah and Barenziah, loot, then backtrack and enter the Guards' Quarters. Loot around, speak to Aleri Alen, then enter the Jail. Loot it out, then make your way to the Courtyard. Speak with Calvus Horatius and Plitinius Mero, and we're done here in the Royal Palace (for now). Head back to the basement and enter the Palace Sewers. Nothing significant down here. Explore, and note entrances to the West Sewers, Residential Sewers, and Bazaar Sewers, all of which have associated quests later on. Make your way back to the Palace Courtyard, and head north to the Temple Courtyard. Temple Courtyard o======================================================================o ***NPCs*** Gaenor Mehra Helas Goval Ralen Gee-Pop Varis Bels Uvenim Forven Berano Granny Varis Fedris Hler Galsa Andrano Nerile Andaren Urvel Dulni Gavas Drin ***QUESTS*** Miscellaneous-The Natural Miscellaneous-The MatchMaker Tribunal-The Goblin Army Tribunal-Shrine of the Dead ***SPELLS*** Great Levitate Masterful Silver Wisdom ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 6 36 Lessons of Vivec, Sermon 24 36 Lessons of Vivec, Sermon 28 2) Speak with Gaenor to start a quest. Don't give him any money-just leave. Return to the Palace Courtyard, wait three days, head back in, and kill Gaenor to finish the quest. He's extremely tough, but just cheese him and it will eventually get done. Loot him for Gaenor's Amulet, then explore the rest of the courtyard. Speak to Mehra Helas, Goval Ralen (who starts a quest), Gee-Pop Varis, Bels Uvenim, and Forven Berano, then enter the Temple Reception Area. Speak to Granny Varis and Fedris Hler for a quest, loot, and enter the Infirmary. Loot, speak to Galsa Andrano, and enter the Hall of Ministry. Loot, speak to Nerile Andaren (buy her spells), and enter the Temple Basement. Loot, note the Temple Sewers (site of later quests), and backtrack to enter the Office of the Lord Archcanon. Loot (noting the copies of 36 Lessons of Vivec, Sermon 6, 36 Lessons of Vivec, Sermon 24, and 36 Lessons of Vivec, Sermon 28), speak with Urvel Dulni and Gavas Drin (who gives a quest). Don't do this yet, but just note the locked High Chapel, exit the Temple, and take the door into Godsreach. Godsreach o======================================================================o ***NPCs*** Venasa Sarano Thrud Dilborn Alam Merys Melur Savil Drathas Nerus Elanande Velyna Seran Salas Valor High-Pockets Holmar Denegor Ra'Tesh Mitanne Limax Galms Seles Soscean Therdon Hession Ilnori Faustus Yagak gro-Gluk Bols Indalen Elbert Nermarc Detritus Caria Veros Nerethi Feranos Hlando Sendel Tedas Trels Varis Torasa Aram Deldrise Andoren Taren Andoren Ignatius Flaccus Anrel Ravani Llethan Donus Serethi Alvan Llarys Tadera Andules Golena Sadri Geon Auline Arnsa Thendas Dovor Oren Olvyne Dobar Felvan Ienith ***QUESTS*** Miscellaneous-The Barbarian and the Book Miscellaneous-Wood Elf with a Grievance Miscellaneous-Bouncer Miscellaneous-The Smith's Apprentice Miscellaneous-The Champion of Clutter Miscellaneous-The Museum Miscellaneous-Infidelities Miscellaneous-Dwemer Warbots Miscellaneous-The Thief Miscellaneous-Estate Sale Miscellaneous-The Warlords ***NOTABLE LOOT*** Trap Stendarr's Hammer A Game at Dinner x2 The Alchemist's Formulary x2 Cherim's Heart of Anequina x2 The Wolf Queen, v5 Mace of Slurring Othril Dagger Rathalas Dagger Iryon Dagger 3) Outside, speak with Venasa Sarano, then Thrud, who has a quest. He'll follow us until it's done, so let's take care of it right quick. Enter the Residential Sewers. Go straight east and speak to Dilborn, Alam Merys, Melur Savil, and Drathas Nerus. I pay, get the reward from Thrud, then kill them to get my money back. Head back up to Godsreach. Still outside, speak with Elanande, Velyna Seran, Salas Valor, and High-Pockets (who has a quest). Accept and duck into the Winged Guar, and run upstairs to speak with Holmar. I talk him down, and get the reward from High-Pockets. Since we're here, speak with Denegor, Ra'Tesh, Mitanne Limax, Galms Seles (don't play, the game is rigged), Soscean, Therdon, and finally Hession, who offers a quest. Accept, then speak to everyone again. Toss Denegor out (you'll need to knock him out with Hand-to-Hand, don't kill him), persuades Galms to offer fair odds, and report back to Hession for a reward. Loot the bar, then head to the Craftsmen's Hall next. Speak with Ilnori Faustus to begin a new quest. Loot the room, then speak to Yagak gro-Gluk and Bols Indalen. Head upstairs now, loot around, and speak with Elbert Nermarc and Detritus Caria, who offers a quest. When done, head into the Secret Office downstairs. Speak to Veros Nerethi, Feranos Hlando, Sendel Tedas, and Trels Varis (any option works). Loot the office, then speak with Bols again on the way out. Head back to the Winged Guar and speak with Therdon to send him to Bols, then head back and talk to both Therdon and Bols again. Leave again, and enter the Museum of Artifacts. Speak with Torasa Aram for a quest, and you can sell the Ebony Mail and steal it right back. Stendarr's Hammer is already here-leave it or steal it as you wish, but it weighs 1000 pounds. If you want to turn other stuff in, Torasa will buy the following: Auriel's Bow, Bow of Shadows, Chrysamere, Fang of Haynekhtnamet, Goldbrand (but NOT Eltonbrand), Ice Blade of the Monarch, Mace of Molag Bal, Skull Crusher, Spear of Bitter Mercy, Staff of Hasedoki, Staff of Magnus, Umbra Sword, Veloth's Judgment, Auriel's Shield, Bloodworm Helm, Boots of Blinding Speed, Boots of the Apostle, Cuirass of the Savior's Hide, Dragonbone Cuirass, Eleidon's Ward, Helm of Oreyn Bearclaw, Lord's Mail, Ring of Phynaster, Spell Breaker, Ten Pace Boots, Vampiric Ring, and Warlock's Ring. I usually sell all of the above, then steal it all back and drop it back in Balmora. When you're done messing around, leave the Museum and head over to the houses. Start with Andoren Manor. Speak to Deldrise Andoren for a quest, then loot the manor and leave. Wait until 8 PM, then head to the front of the Winged Guar. Follow Taren Andoren at a distance, and when your journal updates, go speak to him, and then to Velyna Seran. Kill Velyna-but NOT Taren-and report to Deldrise for the best possible reward. Leave the manor, and enter Ignatius Flaccus' House. Loot (noting the copy of A Game at Dinner) and speak with him, getting a quest. Leave and enter Llethan Manor. Speak to Anrel, Ravani Llethan, and Donus Serethi, loot (noting the copies of The Alchemist's Formulary, A Game at Dinner, The Wolf Queen, v5, and Cherim's Heart of Anequina), leave, and enter Sadri Manor. Speak to Alvan Llarys, Tadera Andules, and Golena Sadri to start a quest. Loot, then speak to Alvan again, then go back to the Craftsmen's Hall and speak to Elbert Nermarc. Return to Sadri Manor and speak to Alvan again, outside. Enter, get the Her Hands Pauldrons off the dead guard (should be upgrades), and enter the trapdoor. Find Tadera's corpse, and proceed to the Forgotten Sewer. Hit the crank in this room to raise the water level, then enter another trapdoor in the middle of all the crates. Swim through this tunnel and enter another one. Proceed, avoiding the devices as best you can. Sneaking works. At the intersection, go left first for treasure, then go right to kill Golena Sadri. Take the Mace of Slurring from her corpse, then backtrack out and speak to Alvan a final time to end the quest. Don't sell off the Mace of Slurring yet. Instead, just enter Geon Auline's House. Get the unique Othril Dagger, Rathalas Dagger, and Iryon Dagger as you loot, then speak to him for a quest. Go right to Thendas Manor, loot (ignoring the Droth Dagger), and speak to Arnsa. Bump her disposition above 80, and she'll give you the dagger for free (say you knew her husband in the Imperial Legion). Take it to Geon to finish the quest, then enter the Vacant Manor. Loot, and speak to Dovor Oren to start a quest. Speak with Olvyne Dobar and Felvan Ienith, then head to the Winged Guar. Kill Soscean from stealth and return to Dovor with his sword and cuirass. Speak to Felvan for an update, then go kill Elanande from stealth outside in Godsreach. Take her axe and robe to Felvan, then speak to Dovor, then Olvyne. Go kill Bels Uvenim in the Temple district from stealth, and bring his spear and helmet to Olvyne. Speak to Dovor again, and leave for now. Enter Velas Manor. Loot (noting the copies of Cherim's Heart of Anequina and The Alchemist's Formulary), and we're finally done exploring Godsreach. Enter Plaza Brindisi Dorom. Plaza Brindisi Dorom o======================================================================o ***NPCs*** Forstaag the Sweltering Suldreni Salandas Meralyn Othan Fons Beren Drathas Reyas Ovis Velas Gavis Velas Rerlas Mon Fonari Indaren Roner Arano Daron Marena Gilnith Gureryne Selvilo Dravil Indrano Nevama Sarobar Jodhur Meryn Othralas Sunel Hlas 'Ten-Tongues' Weerhat Belwen Bedal Alen Sanaso Sarothran Catia Sosia Jeanne Andre Ungeleb ***QUESTS*** Miscellaneous-The Summoner Miscellaneous-A Star is Born Miscellaneous-Scroll Sales ***NOTABLE LOOT*** Amulet of Verbosity BiPolar Blade 4) Speak to Forstaag the Sweltering, and enter the Great Bazaar. Speak to Suldreni Salandas, kill her from stealth, take her amulet and mace back to Dovor Oren, and his quest is finished. However, speak to Felvan again, and persuade him to turn himself in. Back in the Bazaar, speak to Meralyn Othan, Fons Beren (who will update a quest), and Drathas Reyas. Leave the area and return, and kill Ovis Velas when he attacks you. Speak to Drathas again, then return to Godsreach and enter Velas Manor. Speak to Gavis Velas, kill him, and the quest is over. Return to the Bazaar and speak with Rerlas Mon. No need to bother with a pet. Go west, loot the market, and speak with Fonari Indaren, Roner Arano, Daron, and Marena Gilnith for a quest. Speak to Gureryne Selvilo, Dravil Indrano, Nevama Sarobar, Jodhur, and Meryn Othralas, who gives another quest. Speak to him again, and enter the door. The lines are "Good evening. Is your master home?", "Possibly. Would you mind if I came in?", "No, thank you. What's your name?", "Anara, when did your master leave Scath Anud?", "Do you know an Ashlander named Sul-Kharifa?", "He's dead. He last said 'castle' and 'Xyr.'", "Could I look in your master's library?", and "As, I hear, are all Telvanni." At this point, Dravil Indrano attacks you, so kill him. Speak to Meryn again to finish the quest, receiving the Amulet of Verbosity, then go enter the trader. Loot the shop and speak to Sunel Hlas, and mention Marena Gilnith to him. Go talk to Marena, then return to Sunel. SAVE. Talk about Marena twice, tell him to be optimistic, wait three days, and speak to him again. You have a 67% chance of the date going well, in which case you'll be rewarded with the BiPolar Blade, another weapon you should hold on to rather than sell. Go upstairs and speak with Marena to end the quest. Enter the Pawnbroker. Loot-making sure to grab the Silverware Pitcher-and speak to 'Ten-Tongues' Weerhat to start a quest. Now enter the Clothier. Loot-getting the correct Bolt of Cloth for the Champion of Clutter quest-and speak to Belwen. Run back to Detritus in Godsreach to advance his quest, then return to Velas Manor to get the silverware out of a chest, and to Sunel Hlas' shop for the redware pot. Stop in the Pawnbroker and ask Weerhat about special offers, and ask why it's so cheap to progress the quest. Recall to Balmora, offload as needed, grab a yellow plate from the Council Club, and return to Detritus in Mournhold to advance his quest again. Back in the Bazaar, enter the Bookseller. Loot, speak to Bedal Alen and Sanaso Sarothran, and enter the Armory. Loot, speak to Catia Sosia, and enter the Magic Shop. Loot, speak to Jeanne Andre and Ungeleb, and leave. That's it for the city, so head down into the Bazaar Sewers. Bazaar Sewers o======================================================================o ***NPCs*** Ahnia Narisa Adus Dandras Vules ***QUESTS*** Miscellaneous-The Black Dart Gang Tribunal-Hunt the Dark Brotherhood Tribunal-Speak to the People Tribunal-A Temple Informant Tribunal-Disloyalty Among the Guards Tribunal-Evidence of Conspiracy Tribunal-Muckraking Journalist ***NOTABLE LOOT*** Sithis King's Oath 5) Speak to Ahnia and kill her, and read the note next to her. Return to Weerhat to progress the quest, then take the book to Nermarc in Godsreach to finish it. Return to the sewers and proceed, exploring with the local map to find two entrances to the Manor District and speak with Narisa Adus for a quest. Take the entrance near her. Not much here but about a dozen assassins, although there is a copy of Sithis. Clear the cavern out and enter the East Building. Clear it out and enter the North Building. Clear the first room, then enter the Courtyard. Clear this place out, then return to the North Building and proceed. In the tall room with the waterfall, you can levitate for adamantium armor and a note. The bridge near the entrance has assassins and an adamantium helmet. Return to the North Building and proceed, killing Dandras Vules and searching his corpse to be directed to speak to a guard. A High Ordinator in the Bazaar will send you to Fedris at the Temple, while a Royal Guard will send you to Tienius Delitian. Go visit the latter for a new quest. Start asking around about King Llethan's death-I go to the Temple courtyard and speak with Goval Ralen, who, with high disposition, will mention The Common Tongue. Return to Tienius, and get a new quest. First, head to the Bazaar and grab a copy of The Common Tongue behind Roner's stall, then head to the Temple Infirmary and speak with Galsa Andrano. Mention Mehra Milo, and you can report to Tienius. Give him the Common Tongue, and mention Galsa, and he'll give another quest. If you ask about specifics, he names three guards, so begin with Evo Othreloth, who says nothing suspicious. Next, try Ivulen Irano, also here, who will direct you to Aleri Aren if you mention Hlaalu. Go speak to her in the guard quarters, then search under Ivulen Irano's chest for a note. Grab it and Irano's copy of The Common Tongue (under the pillow), and bring them to Tienius for another quest. Head to Llethan Manor in Godsreach, and grab the letter off the desk behind Ravani. Take it to Tienius, and he'll ask you to execute all three. Forven is in the Temple courtyard, Bedal is at the bookseller in the Bazaar, and head to the West Sewers through the Palace Sewers to find and kill Hloggar the Bloody. Go ahead and fully explore these sewers-we'll be back soon enough-then return to Tienius for a new quest. Speak to Goval Ralen in the Temple courtyard to be directed to a writer or pawnbroker. Speak to Sanaso at the bookseller first, then to Weerhat at the pawnbroker to learn the name Trels Varis. Before going to the Craftsmen's Hall, head to the temple. Speak with Gee-Pop Varis in the courtyard and Granny Varis in the reception area, then return to Trels in the Secret Office in the Craftsmen's Hall. Threaten his parents to persuade him, then return to Tienius for the best reward-5000 gold and King's Oath. Speak to Barenziah in her chambers, then I typically drop King's Oath in Balmora before speaking to Plitinius Mero en route to entering the Residential Sewers beneath Godsreach. Residential Sewers o======================================================================o ***NPCs*** Warchief Kurog Warchief Durgoc Armion Yarnar ***NOTABLE LOOT*** Goblin Buckler 6) Explore the whole of this small system, then head through the West Sewers (should still be clear) and enter the Battlefield. Clear this treasureless expanse and proceed to the City Gate. Clear this area and enter the Armory Ruins. There's some random treasure in this tunnel, but nothing too noteworthy-clear it out and proceed to the Tears of Amun-Shae. This is the main Goblin Army lair, so clear it out, killing Warchief Kurog and Warchief Durgoc. There's some treasure at the top of the first waterfall, as well as by Warchief Durgoc, including the Goblin Buckler. When this area is clear, proceed to the Residential Ruins. Explore everywhere here (no notable loot), and enter Teran Hall East Building. Clear this area, killing Armion and Yarnar, then enter Teran Hall. Loot this area, then backtrack out to the Residential Ruins and re-enter a different section of Teran Hall. Decent treasure here, so loot thoroughly as you clear the area and enter the Abandoned Passageway. Head through here to arrive back at the Battlefield, and from here make your way all the way out to Mournhold and report to Fedris Hler at the Temple. He'll end this quest and direct you to Gavas Drin for the next one. We've already spoken to him, so just head down and enter the Temple Sewers. Temple Sewers o======================================================================o ***NPCs*** Variner's Ghost Black Dart Urvyn Black Dart Gilur Black Dart Malar Black Dart Adren Black Dart Draren Athelyn Malas Shunari Eye-Fly Gedna Relvel Barilzar Hand Sadas Mavandes Hand Savor Hlan Hand Vonos Veri Hand Arnas Therethi Hand Drals Indobar Almalexia ***NOTABLE LOOT*** Variner's Ring Blessed Spear Robe of the Lich Barilzar's Mazed Band ***QUESTS*** Tribunal-Barilzar's Mazed Band Miscellaneous-Crimson Plague Tribunal-An Attack on Mournhold Tribunal-Investigate Bamz-Amschend 7) Explore this area, looting and speaking to Variner's Ghost. From here, enter Temple Sewers West. You can sneak-kill the Darts, which I recommended, so take out Black Dart Urvyn, Black Dart Gilur, Black Dart Malar, and Black Dart Adren. Loot the area, and head out to report to Narisa Adus in the Bazaar Sewers. Return now, and enter Temple Sewers East. Kill Black Dart Draren and explore this area, finding two exits. Enter the Temple Catacombs. This place has some random loot, so clear it out and take the south entrance to the Temple Shrine. Clear out the area, noting that the Profane Acolytes tend to summon Bonewalkers. You'll get a journal entry when all five are dead. Backtrack a bit and enter the Temple Crypt. This side area has good random loot, so clear it out and head back through the Temple Shrine to the Temple Gardens. Clear this area-ignore Gedna Relvel's Tomb for the moment-and proceed to arrive back in Temple Sewers East. Backtrack to the Temple, fetch Urvel Dulni, and escort him all the way in to the Shrine of the Dead. Agree to escort him back out, but have him wait outside Gedna Relvel's Tomb and enter it this time. Clear everything you can access, then backtrack out to the Temple. Report to Gavas Drin to receive the Blessed Spear, then speak with him again to be referred to Fedris Hler. He'll give a new quest, and you can get more info from Gavas Drin. Head outside for now and speak to Mehra Helas for a miscellaneous quest. Back in the Temple, speak to Nerile Andaren. Take the potion to Geon in Godsreach and return to Nerile. Along the way, stop by the Royal Palace Courtyard for more info on Barilzar from Plitinius Mero. Kill the seven Infected Rats in the Hall of Ministry, and speak to Nerile again. Take the potion outside to Athelyn, speaking with him, then return to Nerile again. Head to the basement and speak with Shunari Eye-Fly. Return to Nerile again, then go find Shunari in the Temple Gardens. Now it's time to enter Gedna Relvel's Tomb again, and find a secret door at the bottom of the ladder. Stand on the stone in front of it, then clear everything out. Gedna herself is extremely difficult; however, you can kill her if you keep her staggered. Loot the Robe of the Lich when she drops, then go see Nerile a final time to finish the quest. Head back to the Sewers a final time, and enter the Abandoned Crypt. Head to the back, carving up liches, and kill Barilzar. Don't be alarmed if the screen goes dark; he casts 100% Blind, so it isn't a glitch. Report back to Fedris, then to Gavas Drin, then enter the High Chapel. Speak with Hand Sadas Mavandes, Hand Savor Hlan, Hand Vonos Veri, Hand Arnas Therethi, Hand Drals Indobar, and finally to Almalexia herself. Hand over the ring to finish the quest, then head back to the Royal Palace courtyard and speak with Plitinius Mero. When done, wait 24 hours, and speak to anyone to be directed to Plaza Brindisi Dorom. Help the guards kill the creatures, speak to a Royal Guard and a High Ordinator, then go to the Royal Palace and speak to Tienius. Head back to the Plaza and enter Bamz-Amschend. Bamz-Amschend o======================================================================o ***NPCs*** Ervis Verano Milvela Dralen King Hlaalu Helseth Bakh gro-Sham Eno Romari Radac Stungnthumz ***NOTABLE LOOT*** Mystery of Talara, v3 Helseth's Collar Dagger of Symmachus Trueflame ***QUESTS*** Tribunal-An Assassination Attempt Tribunal-Helseth's Champion Tribunal-A Show of Power Miscellaneous-Robot Arena Tribunal-The Missing Hand Tribunal-The Blade of Nerevar 8) Proceed until you get a journal update, then turn around and report back to Tienius. On the way back, note that you can now explore Helseth's Chambers, so do so, speaking to Ervis Verano and Milvela Dralen, note the copy of Mystery of Talara, v3, and report to Tienius. Now, you may speak to King Hlaalu Helseth for a quest. Head to the Winged Guar and speak with Bakh gro-Sham. Report back to Helseth, then head to Barenziah's chambers. Wait until 9 PM the following evening, and deal with the assassins (but listen to what they say). Report to Helseth again for Helseth's Collar and a new quest. Go to the Winged Guar and speak to Ra'Tesh. Agree not to harm Karrod, and you'll have a huge advantage in the fight. Return to the throne room, wait 24 hours, and speak to Helseth. Fight Karrod until he surrenders, then speak to Helseth again. He will give you the Dagger of Symmachus and send you to the Temple. Go speak to Almalexia for a new quest, then head to the Bazaar and speak with Meralyn Othan. Note the foreshadowing of the sequel in this whole quest. Go to Godsreach and speak with Eno Romari, then report back to Almalexia. After some dialogue, head back to Bamz-Amschend. Clear out this room, and start collecting scrap metal-we need 10. Use respawns here in Hearthfire Hall to get them, then return to Ignatius Flaccus in Godsreach. He'll ask for three cogs, so return to Bamz-Amschend again and keep your eyes open for them. Proceed to the Hall of Winds, looting for three cogs and a Dwemer Satchel Pack. Take the three cogs out to Ignatius Flaccus to complete his quest, leave, come back, bet on a bot, leave, speak with Venasa Sarano for a new quest, enter again, kill the bots, speak with Ignatius, and return again to Bamz-Amschend. This time, enter the Passage of Whispers. Clear this area and enter the Hall of Wails. Clear this, nicking the Ornate Dwemer Bowl, the Dwemer Mug, and one of each Ornate Dwemer Goblet, then backtrack through the Passage of Whispers to Radac's Forge. Clear this area out, grabbing an Ornate Dwemer Pitcher and one more Satchel Charge. Use a Satchel Charge to demolish the collapsed rocks, then head to the surface and deliver the tableware to Detritus Caria to complete his quest. Return to Bamz-Amschend and proceed to the Passage of the Walker. Place the second charge to open Norenen-Dur, but we needn't go there yet. Instead, proceed to King's Walk. This linear area leads to the Skybreak Gallery. Clear the area and approach the weather machine in the center. Place the Powered Dwemer Coherer in the junction box, then with a little trial-and-error on the levers (watch for the volcano symbol) you'll get a journal update. Return to the surface. Report to Almalexia, then speak to her again for a new quest. Go deal with Salas in Godsreach, then return to the Temple and report to Almalexia. Choose the iron skin blessing, then speak with her again for another quest. Speak to Fedris to be directed to Yagak gro-Gluk, so talk with him in the Craftsmen's Hall. Go speak to Barenziah now, then to Karrod, who will give you the second piece. Go to the Museum in Godsreach next, and speak to Torasa. Donate two Tribunal artifacts for the shield, then sell the other two to "finish" the Museum (it never disappears from your journal, and the artifacts are the BiPolar Blade, the Dagger of Symmachus, the Mace of Slurring, and the Robe of the Lich). Take the shield to Yagak for the third piece, then have him forge the blade. Leave, wait two days, and return for the sword. Head back to Bamz-Amschend with Trueflame, and proceed to Radac's Forge. Speak with Radac's ghost, then proceed to Norenen-Dur. Norenen-Dur o======================================================================o ***NPCs*** Khash-Ti Dhrur ***NOTABLE LOOT*** Daedric Left Pauldron Daedric Cuirass The Black Arrow, v2 ***QUESTS*** Tribunal-The Mad God 9) Explore and clear the first zone, then enter The Grand Stair. Kill the undead (the only good loot is the archers' enchanted arrows), then head back through the first zone and enter The Teeth That Gnash. No loot here, so kill the daedra and proceed to the Citadel of Myn Dhrur. Fight the daedra, including the unique Khash-Ti Dhrur, and claim the Pyroil Tar from his corpse. Proceed to the Basilica of Divine Whispers, clear it out, then backtrack to the Citadel. Levitate above the passage to The Teeth That Gnash and enter the Wailingdelve. Along the waterfall, find a Daedric Left Pauldron, a Daedric Cuirass, and a copy of The Black Arrow, v2. With that, we're finished here, so return to Radac and he'll enchant Trueflame. With that, we can report in to Almalexia. She'll send us to the ending of this expansion, the Clockwork City. Before going, I like to recall to Balmora and enchant my two new Daedric pieces with Fortify Strength or Speed. Clockwork City o======================================================================o ***NOTABLE LOOT*** Hopesfire 10) You arrive in the Outer Flooded Halls. The doors are controlled by levers, usually nearby. Explore this area and proceed to the Inner Flooded Halls. This area is also lootless, so explore it and enter the Hall of Delirium. This area is also lootless, so explore it (avoid the spike traps) and enter the Central Gearworks. This lootless area has two exits; enter the Chamber of Sohleh first. Clear this lootless area, return to the Central Gearworks, and proceed through the bashed door to the Hall of Theuda. This linear, lootless zone leads into the Dome of Kasia. Avoid the trap (just be fast, or levitate if you're having issues) and proceed to the Dome of Serlyn. To solve the puzzle, hit the right switch twice, then the left switch twice, then the right switch once, then run through the machine and enter the Hall of Sallaemu. This linear, lootless area leads us to the Dome of Udok. Flip the lever to make a bridge, and enter the Hall of Mileitho. Another linear, lootless zone leads to the Dome of the Imperfect. In here, you'll fight the very tough Imperfect before proceeding to the Dome of Sotha Sil. Enter, listen to Almalexia's villain speech, and kill her. MAKE SURE YOU SOULTRAP HER. Only Azura's Star is big enough to hold her soul. When she dies, take Hopesfire and the Mazed Band from her corpse. You can use the Band to return to Mournhold. Leave the Temple to get a speech from Azura. Report to Helseth to get a set of Royal Guard armor, then return to Balmora. Enchant the Daedric Tower Shield using Almalexia's soul. I use it for 45 points of Fortify Strength, personally. Now, go see Vivec. He will believe you about Almalexia, the only other NPC in the game who will. Now, kill Vivec and soul trap him in Azura's Star. I enchant my Exquisite Amulet with his soul, and do 24 points of Fortify Speed. We're now ready for the second expansion. Head to Khuul, and take the boat to Solstheim. o======================================================================o | | | Bloodmoon | | | o======================================================================o Sequence of Events: {WLK031} 1) Fort Frostmoth 2) Gandrung Caverns 3) Raven Rock 4) Supply Ship 5) Frosselmane Barrow 6) Thirsk 7) Patchwork Airship 8) Graring's House 9) Skaal Village 10) Lair of the Udyrfrykte 11) Tombs of Skaalara 12) Castle Karstaag 13) Mortrag Glacier Fort Frostmoth o======================================================================o ***NPCs*** Basks-In-The-Sun Sabinus Oranius Gamin Girith Gidar Verothan Reinhardt Red-Spear Raccan Vilbia Herennia Zeno Faustus Jeleen Antonius Nuncius Carnius Magius Captain Falx Carius Gaea Artoria Saenus Lusius Severia Gratius ***NOTABLE LOOT*** 36 Lessons of Vivec, Sermon 16 A Dance in Fire, v1 A Dance in Fire, v2 A Dance in Fire, v3 A Dance in Fire, v4 A Dance in Fire, v5 A Dance in Fire, v6 A Dance in Fire, v7 Cherim's Heart of Anequina ***QUESTS*** Miscellaneous-The Missing Missionary East Empire Company-Establish the Mine Bloodmoon-Rebellion at Frostmoth Bloodmoon-The Frostmoth Smugglers Miscellaneous-The Moon Sugar Mystery ***FACTIONS*** East Empire Company-Underling 1) Loot the ship, speak to Basks-In-The-Sun, and proceed toward the fort. Along the way, speak to Sabinus Oranius, Gamin Girith, and Gidar Verothan, then proceed to the fort. Run out behind it to speak with Reinhardt Red-Spear, then go enter the courtyard. Loot around and speak to Raccan and Vilbia Herennia, then explore all four sections of the Curtain Wall. With that done, enter the Armory. Loot around and speak to Zeno Faustus, then go enter the Imperial Cult Shrine. Speak to Jeleen for a quest, loot (noting the copy of 36 Lessons of Vivec, Sermon 16), speak to Antonius Nuncius, then head upstairs to loot and speak to Carnius Magius. He kicks off one of the two main questlines in the expansion when you join the East Empire Company, so do so and receive the first quest. Now head to the General Quarters. Loot around and go check out the Prison. Look around, then go the the General Quarters Upper Level. Loot around, then head back to the General Quarters and enter the Supply Room. Loot here, then head back to the General Quarters and enter Carius' Chambers. Loot (noting all seven volumes of A Dance in Fire and Cherim's Heart of Anequina), then speak to Captain Falx Carius to kick off the main quest. Speak to a guard, then steal some liquor (Antonius Nuncius' desk is a great place in the Armory), then talk to a guard again. Give him the booze, and he'll progress the quest. Return to Carius, then go speak to Antonius again. Tell him you'll keep his secret to get a key to his closet, which you can go open, then report in to Carius for a reward and a new quest. Go to the Upper Level to speak with Gaea Artoria, but don't bring her. Go speak with Saenus Lusius in the General Quarters, who we will work with. Go speak with Zeno, as he suggests, but along the way, speak with Severia Gratius outside for a new quest. Chat with Jeleen to progress that, then go speak to Zeno. He'll direct you out to the Gandrung Caverns northeast of the fort. It's time to leave, so head there now. They aren't too hard to find. Head inside when you get there. Gandrung Caverns o======================================================================o ***NPCs*** Mus Roscius Mazorn gro-Gar Mol gro-Shat Sorian Gualtierus Spurius Falco Galenus Hroldar the Strange ***NOTABLE LOOT*** Nordic Axe of Paralysis ***QUESTS*** Bloodmoon-The Disappearance of Captain Carius East Empire Company-A Blocked Door East Empire Company-Missing Supply Ship ***FACTIONS*** East Empire Company-Clerk East Empire Company-Steward 2) Take a left to kill Mus Roscius, then loot this passage. Continue westish to find and kill Mazorn gro-Gar, Mol gro-Shat, and Sorian. Continue to speak with Gualtierus Spurius, and take his deal to get the Nordic Axe of Paralysis. Then I kill him anyway. Loot the rest of the cave and return to Fort Frostmoth. Head to Carius' Chambers to find them empty, then head to the Upper Level and speak to Artoria for a new quest. Now, however, we should handle other business. Leave the fort and head northwest to find Stormpfund Barrow. (Skip Kolbjorn Barrow for now if you find it). Head inside. Clear this small barrow, then exit and go west to the water. Follow it north to Raven Rock, killing all critters, then head back to Fort Frostmoth to escort the miners from the docks to Raven Rock. Speak to Falco Galenus when you arrive, harvest four more Raw Ebony, then head back to Fort Frostmoth. Report to Carnius and give him the ebony, and he'll promote you to Clerk. Wait three days and ask for another assignment, then head back to Raven Rock. Note the construction and talk to the miners, then to Hroldar the Strange, then to Falco. Go back and forth until it's time to punch Hroldar out, then do so. Report to Falco, then explore the Raven Rock Mine. Nothing here but ebony, so report back to Carnius at the Fort. He'll promote you to Steward, and tell you to wait again. Give it three days, then speak to Carnius again. Head back to Raven Rock as instructed. Raven Rock o======================================================================o ***NPCs*** Veresa Alver Uryn Maren Geilir the Mumbling ***QUESTS*** Miscellaneous-The Sad Seer 3) The colony now exists! Start by speaking with Veresa Alver, then explore and loot the SouthEast Storehouse, Sabinus Oranius' House, Gidar Verothan's House, Uryn Maren's House, and the South Storehouse. Pop into the mine to speak with Uryn Maren, then head out and talk to Falco. Next, ask Gamin Girith if he's seen anything for a quest update. Report to Falco, then head northwest. Ignore the Earth Stone if you see it (again, later quests), but check out Bloodskal Barrow. Loot this empty cave, then head south. The bit of land due west of Raven Rock holds Kelsedolk Barrow. Head inside. Clear the single room, leave, and head north to find Geilir the Mumbling's Dwelling. Enter. Speak to Geilir for a miscellaneous quest. Head southeast, back to Kolbjorn Barrow, and head inside. Clear the small barrow, grab Oddfrid White-Lip, and return to Geilir. He'll finish out the quest. Proceed northwest to find the supply ship. Supply Ship o======================================================================o ***NPCs*** Apronia Alfena Baro Egnatius Sathyn Andrano Aldam Berendus Gratian Caerellius Dralora Favelnim Alcedonia Amnis Seler Favelnim Athellor ***FACTIONS*** East Empire Company-Fixer East Empire Company-Agent East Empire Company-Negotiator East Empire Company-Officer East Empire Company-Deputy ***QUESTS*** East Empire Company-Making a Choice East Empire Company-Setting up Shop East Empire Company-Supply Route Problems East Empire Company-To Catch a Thief Miscellaneous-In Search of the Falmer East Empire Company-Bar Brawl East Empire Company-Discovery in the Mine 4) Speak with Apronia Alfena, agree to have her come with you, but have her wait while you explore the ship. There's nothing noteworthy inside, so escort Apronia to Falco when you're done poking around. Return to the ship and grab six picks, and Falco will buy them from you. When that's done, report to Carnius. He'll promote you to Fixer. Wait three days and speak to him again to be directed to Falco. Go see him and (for this walkthrough) side with him. He'll ask you to make a choice: trader or smithy. Go talk to everyone, then choose (for this guide) the trader. Report to Falco, then Carnius. After the standard wait, return to Raven Rock. Speak with Baro Egnatius, then enter the new Trader shop. Speak to Sathyn Andrano and loot the shop, then see Falco. He'll promote us to Agent, and give a new quest. Go to Baro again, then Falco, then Apronia, then Falco, then Baro. Equip and hold the saber to talk to Baro, then go back to Falco. He will promote you to Negotiator, and give a new quest. Check the house, then report to Falco, then sneak into the mine and follow Uryn. Talk to him when your journal updates, speak with Aldam Berendus and Gratian Caerellius, then report to Falco, then to Carnius. Now back to Falco. He'll promote us two ranks to Deputy. Wait three days, then explore the colony again. Speak with Dralora Favelnim, explore and loot the North Storehouse, Sados Relothan's House, Seler Favelnim's House, and enter the Bar. Speak with Alcedonia Amnis, Seler Favelnim, and Athellor for a new quest. Loot, leave, and speak to Falco for a new quest. Dralora will speak to you as you approach the bar. Just let Seler hit you several times, and he'll wear himself out. Refuse to kill him, and report to Falco for a new quest. Now, return to Fort Frostmoth, and get ready for some exploration. To the east (southeast of Gandrung Caverns) is Frosselmane Barrow. Head inside. Frosselmane Barrow o======================================================================o ***NPCs*** Ingmar Uncle Sweetshare ***NOTABLE LOOT*** Seasplitter The Song of Uncle Sweetshare ***QUESTS*** Miscellaneous-Ingmar in a Bind 5) Loot the small barrow and leave. Go east over a river to find and enter Himmelhost Barrow. Clear it, getting the unique Seasplitter and reading the pirate captain's note. Leave now and head north to find the Sun Stone, which we'll visit in a later quest. Just north of it is Skogsdrake Barrow. Head inside. Clear this small barrow, then head north to Valbrandr Barrow. While outside, check the base of the arch for the pirate captain's treasure, then speak to Ingmar and accept his quest. He'll also update Jeleen's quest. Enter the barrow and let Ingmar kill the draugr. Loot and follow the coast northeast to Connorflenge Barrow. Head inside, clear it out (werewolf!), then head northwest to find Glenschul's Tomb. Simply note it (a quest goes here later), then head southwest to find and enter Lukesturm Barrow. Clear this one too, then head west to find and enter Uncle Sweetshare's Workshop. The Song of Uncle Sweetshare, on the corpse outside, is an Alchemy skill book. Speak to Uncle Sweetshare inside, spare him, and report back to Severia in Fort Frostmoth to finish this quest. Come back to the workshop, then push a bit further north to find the mead hall at Thirsk. Thirsk o======================================================================o ***NPCs*** Brynjolfr Ulfrun Olfeigr the Fair Andrelheim Svenja Snow-Song Bereditte Jastal Skjoldr Wolf-Runner Erich the Unworthy Mirisa Thauraver Rogue Necromancer Sigvatr the Strong ***NOTABLE LOOT*** Shadowsting Ebony Arrow of Slaying x5 Deceit Treachery Ring of Raven Eye Thauraver's Orders Staff of Carnal Channeling Ancient Steel Helm Whitewalker ***SPELLS*** Resist Frost 6) Out back is a hollow treestump with good gear, including Shadowsting, five Ebony Arrows of Slaying, Deceit, Treachery, and the Ring of Raven Eye. Speak to Brynjolfr in a side building to update a quest. Loot it, then enter the main hall. Speak to Ulfrun, Olfeigr the Fair, Andrelheim, Svenja Snow-Song, Bereditte Jastal (upstairs), Skjoldr Wolf-Runner, and finally Erich the Unworthy. Go upstairs and open the locked door to find Mirisa, who you should escort back to Fort Frostmoth. Buy a spell from her, too. You'll have to fight Erich on the way out-just kill him, no one will interfere. When back, report to Jeleen to finish the quest, then return to Thirsk. Northwest, on the lake, you can find the Caves of Fjalding, but ignore them for now. North and a bit west of Thirsk is the Beast Stone, another site we'll visit in a later quest. From here, northwest is a cave called Rimhull, which we'll also hold off entering. From here, head west across the water and enter a cave called Legge. Clear this small ice cave, leave, return to the Beast Stone, and go east to another cave called Sjobal. Head inside. In the back, kill Thauraver, read his orders (a Security skill book), and loot the cave. East of Sjobal are the Tombs of Skaalara, site of a later quest. East of here, on an island, is Gyldenhul Barrow, site of a later quest (so skip it for now). West (back across the water) and a bit north is Frossel. Head inside. Clear this place out, then follow the coast (circling the Skaal Village) until, on the north shore, you find another ice cave, Skygge. Head inside. Kill the Necromancer's Apprentices and undead, then the Rogue Necromancer. Loot his Staff of Carnal Channeling and the rest of the cave, and leave. Head west and a bit south to another ice cave called Frykte. Head inside. Check the ceiling for Angria's Corpse and the unique Ancient Steel Helm, then leave. From here, head north to Benkongerike, another ice cave. Enter. Explore, loot Fryssa for Whitewalker, and leave. West is Castle Karstaag, which we'll visit later. Further west is Mortrag Glacier, which we'll also visit later. Southeast of here is Hrothmund's Barrow, another site we'll return to later. East of here is the Wind Stone, which we'll return to in the main quest. South of here is an ice cave called Bjorn, which we can enter. Clear it out, loot, and leave, going southwest to the Altar of Thrond. Nearby, speak to Sigvatr the Strong, then head west to the Patchwork Airship. Patchwork Airship o======================================================================o ***NPCs*** Thormoor Gray-Wave Kjolver Ulfgar the Unending Kolfinna Berserker Denmother Aldam Berendus ***QUESTS*** Miscellaneous-The Cursed Captain Miscellaneous-A Woman Scorned Miscellaneous-Betrayal at Brodir Grove Miscellaneous-A Wife's Retribution ***NOTABLE LOOT*** Ancient Steel Cuirass Ancient Steel Left Pauldron Ancient Steel Right Pauldron Ancient Steel Left Gauntlet Ancient Steel Right Gauntlet Ancient Steel Greaves Ancient Steel Boots Spear of the Snow Prince The Wolf Queen, v8 x2 The Wolf Queen, v1 The Wolf Queen, v2 Helm of Bear Scent Stormfang Helmet of Bearkind 7) Loot around, taking the captain's journal. From here, head northwest to an ice cave called Domme, and head inside. Explore, loot, and leave, going southwest to the Varstaad Caves. Head inside. Loot and leave, then go south to find the Water Stone, which we'll visit later on. From here, head west and a bit south on the coast to find Thormoor's Watch. Speak to Thormoor Gray-Wave for a quest, then head south to find Geilir again. He'll remove the curse, so return to Thormoor to be directed to Thirsk. Return there, speak to Thormoor, then head northeast to Gyldenhul Barrow. Head inside. Loot, leave, return to the airship, and go south to find and enter Jolgeirr Barrow. Loot the place for the Ancient Steel Cuirass, Ancient Steel Left Pauldron, Ancient Steel Right Pauldron, Ancient Steel Left Gauntlet, Ancient Steel Right Gauntlet, Ancient Steel Greaves, Ancient Steel Boots, Spear of the Snow Prince, and the book Fall of the Snow Prince. You'll get a journal update. Run to Raven Rock and report this to Athellor, then go back to Jolgeirr Barrow. A bit southwest is the Cave of Hidden Music, which we'll return to later. A bit southeast is Kjolver's Dwelling, which you should enter. Loot and speak to Kjolver for a quest. Leave and go east to enter Eddard Barrow. Loot this wealthy little barrow for two copies of The Wolf Queen, v8, a copy of The Wolf Queen, v1, a copy of The Wolf Queen, v2, and the unique Helm of Bear Scent. A bit farther east is an ice cave called Fjell. Enter. Kill the Grahl, loot, and leave. Just southeast is the Tree Stone, which we'll revisit later. Go southwest to find Ulfgar the Unending's Dwelling, and head inside. Loot the cave and speak with Ulfgar for a quest. Head south a bit to get Brodir Grove on the map, then return to Thirsk. Visit Bereditte and buy Sovngarde, A Reexamination from him, and bring it to Ulfgar. Agree to fight him, then kill him to finish the quest. Take Stormfang from him, then go outside to the grove to speak to his spirit. Now head east and enter a cave called Solvjord. Loot the small cave, leave, and continue east to Kolfinna's Dwelling. Head inside, loot, and speak to Kolfinna for a quest. Go back to the Altar of Thrond to see Sigvatr again, raise his disposition for the gem, and return to Kolfinna to finish the quest. Finally, just west of here is the Halls of Penumbra, which we'll visit later. Return to the Tree Stone and head northeast, following between the two rivers, to find the Gloomy Cave. Head inside. Loot the small, empty cave, then continue northeast to find and enter a cave called Gronn. Kill the berserkers, loot the Denmother for the Helmet of Bearkind, loot the cave, and leave. Now continue north to Graring's House. Graring's House o======================================================================o ***NPCs*** Hidar Aenar Graring Coventina Celata Constans Atrius Baslod Cimber Valerius Capiton Popillius Valgeir Eifid Balfring Bryngrim Vigunn Fjrokvar Ormvard Alfbrand Audmund Toralf ***QUESTS*** East Empire Company-Race Against the Clock East Empire Company-Razing the Forest East Empire Company-Hiring Guards East Empire Company-Protect Falco East Empire Company-Under Siege ***FACTIONS*** East Empire Company-Factor 8) Speak to Hidar, Aenar, and Graring. Go east to kill Coventina Celata behind a boulder, then speak to Graring again. Head to the mine and get some stalhrim from the new wing, then return to Graring. Now Aenar and Hidar will make Stalhrim items if you want them. Return to Falco for a new quest. Head to Fort Frostmoth, speak to Constans Atrius, but be careful-jump over the rug in Carnius' office on the way out, and head to the supply ship. Give the report to Carnius, and report back to Falco. He'll give a new quest. Head east and hunt down every Spriggan you can. You'll get a journal update when it's done. Enter the bar and speak to Unel, then enter the mine. You can now enter a new Abandoned Mine Shaft, so do so. Return to Unel when your journal updates, and escort him to the roots. When the journal updates, recall to Balmora and buy the petals from the Gnisis Temple. Get back to Raven Rock and give them to Unel, then report to Falco for a new quest. Speak to Afer Flaccus, Garnas Uvalen, and Gratian Caerellius, all three of which will volunteer for guard duty. Report to Falco, then go redeem your stock certificate for 12000 gold (the maximum possible). Wait here for a journal update, then return to Raven Rock. Explore the new buildings (Gratian Caerellius' House, Vacant House, Afer Flaccus' House, and Garnas Uvalen's House), then talk to Falco for a new quest. Kill Baslod, Cimber Valerius, and Capiton Popillius when they appear, then report in, wait two days, and speak to Falco for another new quest. Head to Fort Frostmoth and see Constans, then return to Falco. Enter the mine and kill all ten "Skaal," including Valgeir, Eifid, Balfring, Bryngrim, Vigunn, Fjrokvar, Ormvard, Alfbrand, Audmund, and Toralf, who carries a note we need. Take it to Falco, and he'll send you to Carnius. Kill him when he attacks and return to Falco, who will make you the new Factor. Wait three days and talk to Falco for one last thing-the Factor's Estate. Find Aldam and speak to him, then choose any site you like. Leave, wait three days, then come back to explore your new home. When done, it's time to progress. Head to the Skaal Village. Skaal Village o======================================================================o ***NPCs*** Horski Tallowhand Engar Ice-Mane Hagrad the Stone Alvring Whitebeard Snedbrir the Smith Rigmor Halfhand Bronrod the Roarer Risi Ice-Mane Lassnr Korst Wind-Eye Tymvaul Erna the Quiet Brandr Tharsten Heart-Fang ***NOTABLE LOOT*** Lord Jornibret's Last Dance A Dance in Fire, v1 Mantle of Woe Mace of Aevar Stone-Singer Helm of the Wolf's Heart Paws of the Wolf-Runner ***QUESTS*** Miscellaneous-Tymvaul in the Well Bloodmoon-The Skaal Test of Loyalty Bloodmoon-The Ritual of Water Bloodmoon-The Ritual of Earth Bloodmoon-The Ritual of Beasts Bloodmoon-The Ritual of Trees Bloodmoon-The Ritual of the Sun Bloodmoon-The Ritual of the Winds Bloodmoon-The Skaal Test of Wisdom Bloodmoon-The Skaal Test of Strength Miscellaneous-The Mead Hall Massacre 9) Outside, speak to Horski Tallowhand, Engar Ice-Mane, Hagrad the Stone, and Alvring Whitebeard. Loot around, then enter Snedbrir the Smith. Speak with him, loot (note the copy of Lord Jornibret's Last Dance), and enter Rigmor's Hut. Speak with him, loot (note the copy of A Dance in Fire, v1), and enter Bronrod the Roarer's House. Speak with him, loot, and enter Ingmar's House. Speak with him to finally finish his quest, loot, then enter Ice-Mane's Hut. Speak with her, loot, and enter Erna the Quiet's House. Read the note to update a quest, loot, and enter Lassnr's House. Loot, speak with him for a quest, and enter the Shaman's Hut. Loot, speak with Korst Wind-Eye, then enter Rimhull through the well. Clear the place out, then speak to Tymvaul. Mention his father to receive the Mantle of Woe without a fight, then leave the cave. Brandr and Erna the Quiet are just south of here, so go see them. Speak to both, then kill Erna, take her ring, and flee to Kjolver's dwelling. Turn in the ring to end that quest, then return to the Skaal Village to see Lassnr and finish that one as well. Finally, enter the Greathall, loot, and speak to Tharsten Heart-Fang. When done, speak to Korst again, read the books, and set out for the stones. Follow the story and go to the Water Stone first. Follow its instructions, and the Swimmer (a black horker) will lead you to an underwater cave. Enter Stahlman's Gorge and swim to the back to find the Waters of Life. Bring them back to the Water Stone to finish the first ritual. Head to the Earth Stone next, south of the Water Stone. Head northeast as instructed and enter the Cave of Hidden Music. Clear the sizeable cave and enter the Chamber of Song. Clear it out, then strike the stalactites in the correct order. Do it again when the pattern changes, then return to the Earth Stone to finish the second ritual. Head to the Beast Stone now, a bit north of Thirsk. Head south as instructed, and kill the rieklings attacking the bear. Remove the arrow from the bear, rest as needed, then return to the Beast Stone. Now head to the Tree Stone, to the southwest. Go east and kill the riekling and attendant spriggans. Return to the Tree Stone with the riekling's Strange Seeds and go a bit northwest for a prompt to plant the seeds. Do so and interact with the Stone to finish the fourth ritual. Now head to the Sun Stone, southeast of here. Head west as instructed, and enter the Halls of Penumbra. Clear this sizeable cave, using the Flaming Eye of the Lightkeeper from the Lightkeeper Grahl to free the sun. Return to the Sun Stone to finish the fifth ritual, then head to the Wind Stone, just southwest of the Skaal Village. Head to Lake Fjalding and go southeast to enter Glenschul's Tomb. Clear it out, opening the bag, and return to the Wind Stone to complete the final ritual. Now return to the village and report to Tharsten to advance the main quest and receive the Mace of Aevar Stone-Singer. Head outside and speak first to Hagrad the Stone, then to Engar Ice-Mane. Next, speak to Rigmor in his hut, then to Risi in the Ice-Mane's Hut. Get the letter off of the bed in the hut, then talk to Risi again. Speak to Rigmor again, then go to Tharsten. I choose the wolves, receive the Helm of the Wolf's Heart, watch the sentence, then speak to Tharsten again to advance. Head to Lake Fjalding and talk to Korst, then divert to Thirsk to find everyone dead. Take the Paws of the Wolf-Runner from Skjoldr's corpse, and speak to Svenja for a new quest. Head to the shore to find and enter the Lair of the Udyrfrykte. Lair of the Udyrfrykte o======================================================================o ***NPCs*** Bergljot Bathmar Bold-Lute The Udyrfrykte Aesliip ***NOTABLE LOOT*** Severed Nord Leg Haakon's Lucky Break Clanbringer Aesliip's Ring ***QUESTS*** Miscellaneous-A Shipment of Mead Miscellaneous-Thirsk Hunters Bloodmoon-The Siege of the Skaal Village Bloodmoon-The Totem of Claw and Fang 10) Kill the Udryfrykte, take the Severed Nord Leg and the beast's heart, loot, and return to Thirsk. Svenja will send you west to Hrothmund's Barrow, so go there and enter. Along the way, search the bottom of Lake Fjalding for the unique staff Haakon's Lucky Break. The answer to the question is Ondjage. Grab the Amulet of Infectious Charm, then interact with the axe. With that, recall to Vvardenfell and visit Louis Beauchamp in Ald'Ruhn. Hand over the airship captain's journal and the amulet to complete his quest, then return to Thirsk. Speak to Bergljot, Bathmar Bold-Lute, and Svenja to finish the quest. Have her order mead AND send hunters for pelts, go upstairs to get Clanbringer, then head outside and wait seven days. Reenter to collect the pelts and profit, ending the Thirsk quests, then enter the Caves of Fjalding near the pillar of fire. Explore, loot, and proceed to Aesliip's Lair. Explore, loot, and speak to Aesliip. Agree to help him, enter the caverns, explore, loot, and kill the daedra, and Aesliip will give you his ring. Make your way to the surface and return to Korst. Return to the Skaal Village now, and note that everyone just says to wait. However, after speaking to Tharsten, his guard will tell you werewolves are attacking. Go outside and kill them, then enter the Greathall and kill two more. Speak to Korst to advance the questline. Now, you can choose between completing the main quest as a human or a werewolf-I will choose human for this walkthrough. Cure yourself and speak to Korst again, then go east and south to find and enter the Tombs of Skaalara. Tombs of Skaalara o======================================================================o ***NPCs*** Grerid Axe-Wife Sattir the Bold Rolf Long-Tooth ***QUESTS*** Bloodmoon-The Ristaag Bloodmoon-The Castle Karstaag ***SPELLS*** Call Wolf Call Bear 11) Explore, kill the werewolves, loot (the totem is easy to find), and return to the village. Korst will teach you a spell and advance the questline. Head to the western shore of Lake Fjalding and go pretty far west from the northern tip of the lake. Find and speak with Grerid Axe-Wife, Sattir the Bold, and Rolf Long-Tooth around 10 PM, then follow his directions. It's all fairly straightforward, except you take the lead once the werewolves attack. The spirit bear is south and a bit west from here, so kill it and take its heart back to Korst. He'll teach another spell and advance the questline. Head to Castle Karstaag, and go north to enter the Caverns of Karstaag through an underwater cave. Castle Karstaag o======================================================================o ***NPCs*** Krish Dulk ***NOTABLE LOOT*** Stalhrim Longsword of Flame ***QUESTS*** Bloodmoon-Hircine's Hunt 12) Speak to Krish the riekling, then escort him through the caverns, killing grahl as you go. Turn right first to find some loot, then backtrack to the intersection and go the other way, avoiding the hole as you go. Enter the Banquet Hall when all the grahl are dead, kill the hostile rieklings, loot, and enter the Throne Room. Speak to Dulk to learn more, loot the area, check out Karstaag's Chambers for more loot, leave, and report to Korst to receive the Stalhrim Longsword of Flame and advance the questline. Now, all you need to do is rest, and you'll wake up in... Mortrag Glacier o======================================================================o ***NPCs*** Hircine Karstaag ***NOTABLE LOOT*** Hircine's Ring Spear of the Hunter Daedric Right Pauldron BlueDev's Ring of Viewing 13) Hircine will tell you what's what, and although it may not be clear we are inside the Mortrag Glacier. Head forward into the Outer Ring to begin. Speak with Carius and agree to work together, then solve the maze. It isn't too hard to find the key, or the gate afterwards. Carius will stay behind, so go through to find Tharsten. Agree to work with him as well, but before long he'll turn on you. Kill him to get both the next key and the Ring of Hircine. It can turn you into a werewolf at will. Proceed through the maze and advance at the center. Kill Karstaag (he attacks on sight), then you can choose an aspect of Hircine to battle. I choose guile, for the best reward. Kill Hircine's Aspect of Guile, take the Spear of the Hunter and the final key, then advance to end the game's final quest. There are a couple of items we can still get. Head to Castle Karstaag, and levitate atop it to find a Daedric Right Pauldron at last inside the tower. In the Skaal Village, you can find BlueDev's Ring of Viewing in a cliff racer's mouth in the Greathall. That's it. If you like completion, go enchant the Daedric Right Pauldron as you choose, but you have done everything you can do in Morrowind. Congratulations! o======================================================================o | | | Bestiary {BST001} | | | o======================================================================o o======================================================================o | | | Updates/Thanks {UPD001} | | | o======================================================================o Version History <----------------------------------------------------------------------> Version 0.01 2-19-2015 Started! Did the intro and character sections, and uploaded it because the character creation stuff alone is quite useful and, IMHO, better than anything else currently on the site. Walkthrough is coming. Version 0.10 2-24-2015 Finished the Spells section. Added General Tips and began writing the main walkthrough. Got through Sequence 1-Character Creation. Version 0.11 2-27-2015 Chugging away on the main walkthrough. Completed Sequence 2-Seyda Neen. Version 0.12 3-7-2015 Completed walkthrough sequence 3-Seyda Neen Wilderness. Version 0.13 3-16-2015 Completed Walkthrough Sequence 4-Balmora. Version 0.14 4-8-2015 Completed Walkthrough Sequence 5-Balmora Wilderness. Version 0.15 4-11-2015 Completed Walkthrough Sequence 6-Hla Oad. Version 0.16 4-15-2015 Completed Walkthrough Sequence 7-Pelagiad. Version 0.17 4-21-2015 Complete Walkthrough Sequence 8-Suran. Version 0.18 11-30-2015 Completed Walkthrough Sequence 9-Bal Ur Wilderness. Version 0.19 11-15-2016 Overhauled the previous walkthrough sections and completed new Sequence 7-Vivec & Wilderness. Version 0.20 11-19-2016 Completed Walkthrough Sequence 8-Ebonheart & Wilderness. Version 0.21 11-27-2016 Completed Walkthrough Sequences 9 and 10, Caldera & Gnaar Mok and Wilderness, and portions of Sequence 11, Ald'Ruhn. Version 0.22 12-7-2016 Completed Walkthrough Sequence 11-Ald'Ruhn & Wilderness. Version 0.23 Completed Walkthrough Sequence 12-Maar Gan & Wilderness. Version 0.24 12-11-2016 Completed Walkthrough Sequence 13-Urshilaku Camp & Wilderness. Version 0.25 12-16-2016 Completed Walkthrough Sequence 14-Khuul & Wilderness. Version 0.26 12-19-2016 Completed Walkthrough Sequence 15-Ald Velothi & Wilderness. Version 0.27 1-1-2017 Completed Walkthrough Sequence 16-Gnisis & Wilderness. Version 0.28 1-8-2017 Completed Walkthrough Sequence 17-Ghostgate & Wilderness. Version 0.29 1-12-2017 Completed Walkthrough Sequence 18-Dagon Fel & Wilderness. Version 0.30 1-14-2017 Completed Walkthrough Sequence 19-Ahemmusa Camp & Wilderness. Version 0.31 1-17-2017 Completed Walkthrough Sequence 20-Zainab Camp & Wilderness. Version 0.32 1-19-2017 Completed Walkthrough Sequence 21-Vos & Tel Vos. Version 0.33 1-22-2017 Completed Walkthrough Sequence 22-Tel Mora & Wilderness. Version 0.34 1-29-2017 Completed Walkthrough Sequence 23-Tel Aruhn & Wilderness. Version 0.35 2-1-2017 Completed Walkthrough Sequence 24-Tel Fyr & Wilderness. Version 0.36 2-8-2017 Completed Walkthrough Sequence 25-Sadrith Mora & Wilderness. Version 0.37 2-11-2017 Completed Walkthrough Sequence 26-Molag Mar & Wilderness. Version 0.38 2-15-2017 Completed Walkthrough Sequence 27-Erabenimsum Camp & Wilderness. Version 0.39 2-19-2017 Completed Walkthrough Sequence 28-Tel Branora & Wilderness. Version 0.40 2-27-2017 Completed Walkthrough Sequence 29-Progressing the Main Quest. Version 0.41 3-18-2017 Completed Walkthrough Sequence 30-Tribunal. Version 1.00 3-30-2017 Completed Walkthrough Sequence 31-Bloodmoon. Walkthrough complete. Special Thanks o======================================================================o Haeravon-For inspiring me to write a detailed, front-to-back, maximum- power guide like this. He also graciously permitted me to use his old guides as a formatting template. The UESPWiki, for all the information I relied on to create my strategies. Almost all of the information collected here was transposed from their website. The UHS (Universal Hint System), for their Region Maps, which assisted me in deciding when to tackle which dungeons. The Elder Scrolls Wiki, for a few tidbits of information (mainly set locations of particular generic items) not documented on UESP. ***END OF FILE***