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The Elder Scrolls III: Morrowind
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o======================================================================o
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| 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
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| 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.
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